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Character Edits, v6


Dr Archeville

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DONE BY SHAENTHEBRAIN

Wraith

Wraith's edits first - they're much easier!

Fluff: I've upped her weight considerably, from 190 to 350lbs. 350lbs makes her (for her height and build while in human form) a bit denser than aluminum, lighter than most other metals, which I figure isn't bad for crazy organic metal biology. If it continues to bug me I'll retcon this again later, or just get her density and let the mechanics dictate her weight.

2pp to spend. Simple enough: 1pp to Luck, 1pp to raise her alien biology container to rank 7.2 (sorry...bugs me too!) and pick up Ultravision to round out her super-senses, letting her now see further in both ends of the spectrum, rather than just the low end.

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

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

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

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

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

[b][u]Progress to Gold[/u]:[/b] 2/90 (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

[b][u]Family[/u]:[/b] 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; Indian (apparent)

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

[b][u]Weight[/u]:[/b] 350lbs

[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'.


[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]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]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][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: +3

Attack: +4 (+10 melee)

Grapple: +15

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -6



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

Toughness: +12 (+5 Con, +7 Protection)

Fortitude: +9 (+5 Con, +4)

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

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



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

Bluff 4 (+6, +10 w/ Attractive)

Concentration 4 (+5)

Diplomacy 4 (+6, +10 w/ Attractive)

Knowledge (Current Events) 2 (+5)

Knowledge (Pop Culture) 2 (+5)

Language 3 (Kinigosi (native), English, Galstandard, Hindi)

Notice 4 (+5)

Search 2 (+5)

Stealth 7 (+10)



[b][u]Feats[/u]:[/b] 16pp

Ambidexterity

Attack Focus (Melee) 6

Attractive

Dodge Focus 4

Luck 2

Takedown Attack

Ultimate Toughness



[b][u]Powers[/u]:[/b] 37+7+16 = 60pp


[b]Alien Biology 7.2 ([/b]36pp Passive Container; [i]Feats:[/i] Innate[b])[/b] [37pp] (alien)

[device][b]Immunity 23 ([/b]Starvation/Thirst, Sleep, Critical Hits, Falling damage, all Magnetism effects, Life Support [Disease, Poison, Environmental Conditions, Suffocation][b])[/b] [23pp]


[b]Insubstantial 1 ([/b][i]Extras:[/i] Can Become Solid, [i]Flaws:[/i] Permanent, [i]Feats:[/i] Selective, Subtle[b])[/b] ('liquid metal') [7pp]


[b]Super-Senses 6 ([/b]Visual [Counters Obscure 2 (Darkness), Infravision, Ultravision], Audio [Ultra-Hearing], Normal Olfactory [Acute 1][b])[/b] [6pp][/device]

[b]Protection 7[/b] [7pp]


[b]Shapeshift 2 ([/b]10pp[b])[/b] (alien, shapeshifting) [16pp]

[i]Sample configurations:[/i]
[spoiler][b]Strike 5 ([/b][i]Feats:[/i] Improved Critical, Mighty[b])[/b], [b]Elongation 2 ([/b]+10ft[b])[/b], [b]Speed 1 ([/b]10mph / 100 feet per Move Action[b])[/b] [7+2+1= 10/10] 'whip-blades/clubs'


[b]Additional Limbs 3 ([/b]+5 limbs; [i]Flaws:[/i] Duration 0 [Sustained][b])[/b], [b]Elongation 3 ([/b]+25ft[b])[/b], [b]Super-Strength 2 ([/b]+10 STR[b])[/b] [3+3+4= 10/10] 'give us a hug'


[b]Morph 8 ([/b]single form, +40 Disguise; [i]Feats:[/i] Quick-Change 2[b])[/b] (mutation) [10/10] 'human guise' 


[b]Super-Movement 3 ([/b]Slithering, Wall-Crawling 2[b])[/b], [b]Speed 1 ([/b]10mph / 100ft per Move Action[b])[/b], [b]Leaping 2 ([/b]x5, ~75ft running jump[b])[/b], [b]Super-Senses 1 ([/b]Normal Olfactory [Tracking][b])[/b]  [6+1+2+1= 10/10] 'hunter'


[b]Drain Toughness 5 ([/b][i]Extras:[/i] Affects Objects, Linked [Damage, Healing], [i]Flaws:[/i] Affects Only Objects, Limited [metals][b])[/b] +

[b]Damage 5 ([/b][i]Extras:[/i] Affects Objects, Linked [Drain, Healing], [i]Flaws:[/i] Affects Only Objects, Limited [metals][b])[/b] +

[b]Healing 2 ([/b][i]Extras:[/i] Action 1 [Standard], Linked [Drain, Damage], [i]Flaws:[/i] Personal, [i]Feats:[/i] Regrowth[b])[/b] [2.5+2.5+5= 10/10] 'ohm nom nom'[/spoiler]




[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 (14) + Skills (8) + Feats (16) + Powers (60) - Drawbacks (0) = 152/152 Power Points

DONE BY SHAENTHEBRAIN

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Gaian Knight

4pp to spend.

The new house rule on Super-Senses makes his Detect Earth sense more expensive; 1pp there to even it out. ('Earth', of course, isn't on the frequency chart, but Common is where all the other classic elements are, and I checked it with Dr. A just to be sure. Still, if there are objections here, let me know.)

2pp into his Strength, to bring it up to 14.

1pp into his Will save, to start trying to catch his saves up...I've been neglecting them.

Additionally, some minor formatting things to catch his sheet up to a newer template, and a correction to his Grapple, which was wrong (and would have needed updating anyway, since I just boosted his Strength!). DC Block has been updated, too, for unarmed and sword damage.

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

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

[b][u]Character's Name:[/u][/b] Gaian Knight

[b][u]Power Level:[/u][/b] 12 (184/184)

[b][u]Trade-Offs:[/u][/b] -3 Defense / +3 Toughness

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

[b][u]Progress to Gold:[/u][/b] 34/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3731]Dragonfly[/url])


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

Young professor, given powers over the earth by unknown forces, just out to do some good in the world.


[b][u]Alternate Identity:[/u][/b] Tarrant David McLeod

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

[b][u]Birthplace:[/u][/b] United States, west coast

[b][u]Occupation:[/u][/b] Professor of Earth Sciences, Freedom City University

[b][u]Affiliations:[/u][/b] Sanctuary, Freedom City University

[b][u]Family:[/u][/b] Parents (still on the west coast), Brother (location unknown; little contact)


[b][u]Age:[/u][/b] 26 (DoB: October 1984)

[b][u]Gender:[/u][/b] male

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

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

[b][u]Weight:[/u][/b] ~160lbs

[b][u]Eyes:[/u][/b] green (now flecked with gold)

[b][u]Hair:[/u][/b] brown


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

A tall man seeming to be in his early to mid twenties, Tarrant’s fit but not overly muscular: he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, t-shirt, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he’s wearing, his footwear is practical – “death before dress shoesâ€.


His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat keeping the torso well-protected, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side.


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

Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends, attacking from various angles to surprise his enemies or attack around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of the things he makes, and if he's able he likes to add his own little artistic touches. 


His magic often causes a noticable earthy-gold glow that becomes more and more apparent as he does bigger and bigger things, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting or following him around in the air.


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

Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archeology student – called him up to help with a gigantic, mysterious cave they’d unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting “the swordâ€, and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. 


When returned to the cavern he found he’d been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none, and (unconsciously compelled to take it with him) made his way back outside more confused than enlightened.


Since then he’s spent quite a bit of time learning to control his power, and taking advantage of his new abilities to complete his schooling in record time. Offered a teaching job at FCU, he finally feels like he’s in a place in life where he can apply what he’s learned...in more ways than one.


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

Strange sense of humor and (sometimes forced) cheer; Tarrant’s a decent guy at heart, level-headed, stubborn, and somewhat 'salt of the earth' – he feels bad when he sees bad things happen, he wants to help when someone’s in need of help. He never paid much attention to superheroes growing up (something he regrets, now), but he has a new start and just wants to help people, even if he’s aware that may be naïve. Enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time.


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

Tarrant is not a practiced fighter (he's pretty awful with that sword, too), and typically subsumes his combat nerves into wry comments and self-depreciating humor. That aside, his ‘fighting style’ is more or less as follows: Priority one: protect people who need protecting. Priority two: stay well away from anyone who looks like they can throw a punch. Priority three: protect yourself from anyone who looks like they can throw anything else...like a bus. Priority four: find a way to take down the enemy with as little possible trouble – trap them, bind them, hit them with a rock. Ambushes are good, and underground is better, where the rock is plentiful and tremorsense/nightvision give him an edge.


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

[b]Honor:[/b] Chivalry. Respect and honor; he’s not an old-school knight, but even before the magic answering machine he was of the “won’t hurt a lady†sort, and though he’s not usually compelled to fight fair (since your average mook isn’t going to extend him the same courtesy) he can be easily convinced to listen to his opponent’s side of things...and to fight a fair battle against an enemy he knows (or thinks) is honorable.

[b]Responsibility:[/b] Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach.

[b]Secret:[/b] Identity.

[b]Teleportal:[/b] Gaian Knight's portals require an anchor - he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it.


[b][u]Abilities:[/u][/b] 4+0+4+4+6+4 = 22pp

Str: 14 (+2)

Dex: 10 (+0)

Con: 14 (+2)

Int: 14 (+2)

Wis: 16 (+3)

Cha: 14 (+2)


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

Initiative: +0

Attack: +8 Base, +12 Earthshaping

Grapple: +10

Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed

Knockback: -7


[b][u]Saving Throws:[/u][/b] 8+7+6 = 21pp

Toughness: +15 (+2 Con, +13 Protection, +4 Chestpiece (does not stack with protection))

Fortitude: +10 (+2 Con, +8)

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

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


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

Climb 4 (+6)

Concentration 12 (+15)

Craft (Artistic) 8 (+10) 

Knowledge (Earth Sciences) 13 (+15)

Notice 12 (+15)

Profession (Professor, Earth Sciences) 5 (+8)

Sense Motive 8 (+11)

Sleight of Hand 10 (+10)


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

Dodge Focus 3

Equipment 5 (25ep)

Luck

Precise Shot

Taunt


[quote name="Equipment]

Goggles (Flash/Nightvision) [4ep] 


Customized Platemail Chestpiece ([b]Protection 4[/b]) [4ep] 


Masterwork Sculpting/Carving Tools [1ep]


Flying Islands (PL12 HQ) [16ep]

[i]A handful of large land masses floating above the surface of [url=http://www.freedomplaybypost.com/wiki/Sanctuary]Earth-Sanctuary[/url]. The largest, central 'island' has a very nice castle, of all things.[/i]

[device]Size/Colossal [5ep]

Toughness: +10 [1ep]

Features: [9ep]

Holding Cells (Toughness +15)

Infirmary

Isolated

Library

Living Space

Pool

Power: [b]Flight 8 ([/b][i]Extras:[/i] Duration [Continuous][b])[/b] [24pp]

Power System

Sealed

Workshop[/device][/quote]


[b][u]Powers:[/u][/b] 1+6+49+2+3+13+8+2 = 84pp


[b]Burrowing 1 ([/b]1mph / 10ft per Move Action[b])[/b] [1pp] (earth, magic) 


[b]Device 1 ([/b]"The Sword", 5pp, [i]Feats:[/i] Indestructible, Restricted 2 [Current Knight], [i]Flaws:[/i] Easy-to-Lose 2[b])[/b] [6pp]

[i]An old and ornate-looking masterwork sword.[/i]

[device][b]Strike 4 ([/b][i]Feats:[/i] Mighty[b])[/b] [5pp][/device]

[b]Earthshaping 20 ([/b]40pp Array, [i]Feats:[/i] Accurate 2, Alternate Power 7[b])[/b] [49pp] (earth, magic)
[list]
[u]BP[/u]: [b]Create Object 18 ([/b]18 25-foot cubes, 10 180ft Range Increments / 1,800ft Max Range, Lifting STR 90 [Heavy Load: 1,600 tons], Toughness +18; [i]Extras:[/i] Duration 1 [Continuous], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise, Stationary, Progression 2 [25-foot cube per rank][b])[/b] [40/40pp]


[u]AP[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range; [i]Extras:[/i] Autofire, [i]Feats:[/i] Indirect 2, Variable Descriptor [bludgeoning/piercing/slashing][b])[/b] [39/40pp]


[u]AP[/u]: [b]Blast 11 ([/b]1,100ft Max Range; [i]Extras:[/i] Area [General, Shapeable], [i]Feats:[/i] Indirect 2, Progression [Area] 2 [55 5ft cubes], Variable Descriptor [bludgeoning/piercing/slashing][b])[/b] [38/40pp]


[u]AP[/u]: [b]Burrowing 9 ([/b]500mph / 5000ft per Move Action; [i]Extras:[/i] Area, Penetrating, [i]Feats:[/i] Progression [Reverse Area] 9 [Personal to 45ft radius], Subtle[b])[/b] [37/40pp]


[u]AP[/u]: [b]Move Object 20 ([/b]Lifting STR 100 [12.5K tons]; [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited [Earth][b])[/b] [40/40pp]


[u]AP[/u]: [b]Obscure 2 ([/b]Visual, 200ft Max Range, 15ft radius; [i]Extras:[/i] Independent, Total Fade [8 rounds][b])[/b], [b]Snare 12 ([/b]10 120ft Range Increments / 1,200ft Max Range; [i]Feats:[/i] Indirect 2, Obscure Senses 5 [All], Reversible[b])[/b] [8+32= 40/40pp]


[u]AP[/u]: [b]Super-Movement 3 ([/b]Dimensional Movement 3 [any], [i]Extras:[/i] Linked [Teleport, +0], Portal [+2], [i]Flaws:[/i] Action 2 [Standard to Open Portal][b])[/b] + [b]Teleport 10 ([/b]200,000 miles; [i]Extras:[/i] Accurate, Linked [Dimensional Movement, +0], Portal [+2], [i]Flaws:[/i] Action 2 [Standard to Open Portal], [i]Feats:[/i] Change Velocity, Progression 2 [25'x25' portal][b])[/b] [6+33= 39/40pp]


[u]AP[/u]: [b]Transform 9 ([/b]Earth into Earth, 500lbs, 10 90ft Range Increments / 900ft Max Range; [i]Extras:[/i] Duration [Continuous], [i]Feats:[/i] Precise[b])[/b] [37/40pp][/list]

[b]Flight 2 ([/b]25mph / 250ft per Move Action; [i]Flaws:[/i] Platform[b])[/b] [2pp] (earth, magic)


[b]Immunity 3 ([/b]Aging, High-Pressure Environments, Suffocation [Underground][b])[/b] [3pp]


[b]Protection 13[/b] [13pp] (earth, magic)


[b]Super-Senses 7 ([/b]Detect Earth [Mental, Common], Accurate 2, Acute, Analytical, Radius, Ranged[b])[/b] [8pp]


[b]Super-Senses 2 ([/b]Tremorsense [Tactile], Ranged[b])[/b] [2pp]


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

[code]ATTACK                           RANGE         SAVE                       EFFECT

Unarmed                          Touch         DC17 Toughness (Staged)    Damage (Physical)

Sword                            Touch         DC21 Toughness (Staged)    Damage (Physical)

Blast                            Ranged        DC27* Toughness (Staged)   Damage (Physical)

Blast                            Ranged/Area   DC21 Reflex                1/2 Effect

                                               DC26 Toughness (Staged)    Damage (Physical)

Create Object                    Ranged        DC22 Reflex                Trapped

Create Object (Dropped Object)   Ranged/Area   DC22 Reflex                No Damage

                                               DC27 Toughness (Staged)    Damage (Physical)

Shape Earth                      Ranged        DC19 Fortitude             Transform

Snare                            Ranged        DC22 Reflex (Staged)       Entangled/Bound

                                                                          Obscure (All Senses)


*Up to DC31 with Autofire.
Abilities (22) + Combat (28) + Saves (21) + Skills (18) + Feats (11) + Powers (84) - Drawbacks (0) = 184/184 Power Points

DONE BY SHAENTHEBRAIN

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Dragonfly

Simple edits, for once. And I can start catching up her awfully poor abilities, saves, and skills....

5pp to spend.

1pp into Luck.

2pp into saves, boosting Fort and Will by 1 each.

2pp into skills.

-- 8r to spend; 3 Craft (Electronic), 3 Craft (Mechanical), 2 Computers.

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

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

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

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

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

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

[b][u]Progress to Gold[/u]:[/b] 65/90


[b][u]In Brief[/u]:[/b] Bitter young genius out to apply her mind on [i]her[/i] terms, and no one else's.


[b][u]Alternate Identity[/u]:[/b] Mara Hallomen

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

[b][u]Birthplace[/u]:[/b] France (Dual-Citizenship, French/American)

[b][u]Occupation[/u]:[/b] Full-Time Inventor/Superhero

[b][u]Affiliations[/u]:[/b] Ironclad, Jill O'Cure, The Lab

[b][u]Family[/u]:[/b] Alexander "Hollow Man" Hallomen (Father)


[b][u]Age[/u]:[/b] 19 (DoB: December 1991)

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

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

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

[b][u]Weight[/u]:[/b] "I can build death rays, you know."

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

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


[b][u]Description[/u]:[/b] On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Makeup is practically a foreign concept.


Her power suit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are, relative to the rest of the outfit, bulkier and have plating that can shift and rearrange for the task at hand, including deploying a number of small tools; the back of the suit carries a smooth 'backpack'-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience (though this may, of course, invalidate the suit's life support functions, and there are safeties in place to try to avoid that happening).


When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and does not look terribly valuable, being made of non-precious metal and what little detail there is being quite obviously glass.


[b][u]Power Descriptions[/u]:[/b] When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not see-through from the outside). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts.


Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit (especially at the gauntlets) emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial, if tingly, to the touch and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control).


[b][u]History[/u]:[/b] In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from.


Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care.


Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist.


Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings.


Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms.


[b][u]Personality & Motivation[/u]:[/b] Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate (though continuing social exposure and her ongoing relationship are alleviating many of these problems).


Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets.


[b][u]Powers & Tactics[/u]:[/b] Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation.


When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage.


[hr][/hr]

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

[b]Enemy:[/b] The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece.

[b]Hatred:[/b] People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers.

[b]HUD:[/b] The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc).

[b]Legacy:[/b] Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her.

[b]Relationship:[/b] With [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517#Jill]Jill O'Cure[/url].

[b]Secret:[/b] Identity.

[b]Side-Effects:[/b] Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her.

[b]Suit Lite:[/b] Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used.



[b][u]Abilities[/u]:[/b] 0 + 4 + 0 + 14 + 2 + 2 = 22pp

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 24 (+7)

Wisdom: 12 (+1)

Charisma: 12 (+1)



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

Initiative: +7

Attack: +4, +10 Spatial Control

Grapple: +8/+4

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

Knockback: -6/-1/-0



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

Toughness: +8/+5/+3/+0 (+0 Con, +5 Impervious Protection, +3 Force Field)

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

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

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



[b][u]Skills[/u]:[/b] 92r = 23pp

Computers 10 (+17)[sup]SM[/sup]

Concentration 4 (+5)

Craft (Electronic) 13 (+20)[sup]SM[/sup]

Craft (Mechanical) 13 (+20)[sup]SM[/sup]

Disable Device 8 (+15)

Knowledge (Physical Sciences) 10 (+17)

Knowledge (Technology) 8 (+15)

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

Notice 4 (+5)[sup]SM[/sup]

Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments)

Sense Motive 9 (+10)



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

Ambidexterity

Eidetic Memory

Equipment 4 (20ep)

Fearless

Inventor

Luck 2

Master Plan

Online Research

Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice)

Speed of Thought


[quote name="Equipment 5pp = 20ep"]


Masterwork Double Bass [1ep]


Masterwork Violin [1ep]


Multitool [1ep]


The Lab (HQ, 1pp contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url]) [5ep]


[u]Warehouse (PL10 HQ)[/u] [12ep]

[device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i]

Size: Medium [1ep]

Toughness: +10 [1ep]

Features: [10ep]

Concealed (+10 DC)

Computer

Defense System (Attack +11, Blast 11)

Fire Prevention System

Garage

Laboratory

Living Space

Power System

Security System (DC20)

Workshop[/device][/quote]


[b][u]Powers[/u]:[/b] 2 + 66 + 6 + 4 = 78pp


[b]Datalink 2 ([/b]Mental, 100ft[b])[/b] (Mutation) [2pp]


[b]Device 16 ([/b]80pp Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Subtle, Restricted [Datalink][b])[/b] (powersuit, technology) [66pp]

[i]A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted.

When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck.[/i]

[device][b]Aux. Power Array 4 ([/b]8pp Array; [i]Feats:[/i] Dynamic Base Power, Dynamic Alternate Power[b])[/b] [11pp]

[list][u]DBP[/u]: [b]Flight 4 ([/b]100mph / 1,000ft per Move Action[b])[/b] (aux. power allocation: flight) [8/8]


[u]DAP[/u]: [b]Super-Strength 4 ([/b]+20 STR: 1,600lb heavy load[b])[/b] (aux. power allocation: strength) [8/8][/list]

[b]Force Field 3 ([/b][i]Feats:[/i] Selective[b])[/b] (spatial) [4pp]


[b]Enhanced Feat 1 ([/b]Improvised Tools[b])[/b] [1pp]


[b]Immunity 9 ([/b]Life Support[b])[/b] [9pp]


[b]Protection 5 ([/b][i]Extras:[/i] Impervious 5[b])[/b] (armor plating) [10pp]


[b]Shield 8 ([/b][i]Feats:[/i] Evasion 2[b])[/b] (spatial) [10pp]


[b]Spatial Control 10 ([/b]20pp Array; [i]Feats:[/i] Accurate 3, Alternate Power 3, Precise[b])[/b] (spatial unless otherwise noted) [27pp]

[list][u]BP[/u]: [b]Blast 10 ([/b]10 100ft Range Increments / 1,000ft Max Range[b])[/b] [20/20]


[u]AP[/u]: [b]Damage 10 ([/b][i]Extras:[/i] Penetrating [DMG 20][b])[/b] (spatial blade) [20/20]


[u]AP[/u]: [b]Dimensional Pocket 9 ([/b][i]Feats:[/i] Progression [Cargo] 1 [50 tons], Quick Change[b])[/b] [20/20]


[u]AP[/u]: [b]Stun 10[/b] (electricity, taser hand) [20/20][/list]

[b]Super-Senses 5 ([/b]All Visual Senses [[i]Extras:[/i] Analytical], Infravision, Radio, Uncanny Dodge [Radio][b])[/b] [5pp]


[b]Teleport 1 ([/b]100ft per Move Action, [i]Feats:[/i] Turnabout[b])[/b] (spatial) [3pp][/device]

[b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect], [i]Feats:[/i] Innate[b])[/b] [6pp]


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



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

[code]ATTACK                RANGE     SAVE                        EFFECT

Unarmed               Touch     DC15 Toughness (Staged)     Damage (Physical)

Dimensional Pocket    Touch     DC19 Reflex                 Trapped

                                DC19 Will (+1 per round)    Escape

Spatial Blade         Touch     DC25 Toughness (Staged)     Damage (Energy)

Spatial Blast         Ranged    DC25 Toughness (Staged)     Damage (Energy)

Taser Hand            Touch     DC20 Fortitude (Staged)     Dazed/Stunned/Unconscious
Abilities (22) + Combat (16) + Saving Throws (17) + Skills (23) + Feats (14) + Powers (78) - Drawbacks (0) = 170/170 Power Points

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Midnight II

2PP - +2 Charisma for a total of 20 (+5)

5PP - Skills

+8 Disable Device

-1 Gather Information

+4 Intimidate

+8 Investigate

+1 Stealth

[b]Players Name[/b]: Gizmo

    [b]Power Level[/b]: 15 (218/229PP)

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

    [b]Unspent PP[/b]: 0

    [b][u]Progress to Platinum:[/u][/b] 79/90 (Gold status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url])


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

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

    [b]Age[/b]: 17

    [b]Gender[/b]: Male

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

    [b]Weight[/b]: 165 lbs

    [b]Hair[/b]: Black

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


    [b]Description[/b]:


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


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


    [b]History[/b]:


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


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


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


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


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


    [b]Personality & Motivation[/b]:


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


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


    [b]Powers & Tactics[/b]:


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


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



    [b]Complications[/b]:

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

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

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

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

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

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

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

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

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



    [b]Abilities[/b]: 8 + 6 + 6 + 4 + 4 + 10 = 38PP

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

    DEX: 16 (+3)

    CON: 16 (+3)

    INT: 14 (+2)

    WIS: 14 (+2)

    CHA: 20 (+5)



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

    Initiative: +3

    Attack: +9 Base, +15 Melee

    Grapple: +19

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

    Knockback: -4, -2 Flat-Footed



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

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

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

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

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



    [b]Skills[/b]: 128r = 32PP

    Acrobatics 7 (+10)

    Craft (mechanical) 13 (+15)

    Disable Device 8 (+10)

    Drive 12 (+15)

    Gather Information 5 (+10)

    Intimidate 20 (+25)

    Investigate 8 (+10)

    Knowledge (Streetwise) 3 (+5)

    Knowledge (Tactics) 13 (+15)

    Knowledge (Technology) 3 (+5)

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

    Medicine 3 (+5)

    Notice 8 (+10)

    Perform (Dance) 1 (+6)

    Sense Motive 13 (+15)

    Stealth 17 (+20)



    [b]Feats[/b]: 43PP

    Attack Focus (Melee) 6

    Benefit 2 (Wealth 2)

    Blind Fight

    Defensive Roll 2 (+4 Toughness)

    Distract (Intimidate)

    Dodge Focus 7

    Evasion 2

    Equipment 10 (50EP)

    Hide in Plain Sight

    Jack of All Trades

    Luck 3

    Master Plan 2

    Power Attack

    Second Chance (Intimidate)

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

    Sneak Attack

    Startle

    Takedown Attack 2

    Well-Informed


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


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


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


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


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


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

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


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


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


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


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


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


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


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


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

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

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


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

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

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


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

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

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

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


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



    [b]DC Block:[/b]

    [code]ATTACK            RANGE    SAVE                            EFFECT

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

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


    *Sneak Attack, ^Supersaturated Muscle Tissue
Abilities 38 + Combat 30 + Saves 17 + Skills 32 + Feats 47 + Powers 63 = 229/229 Power Points
Example Gadgets

DONE BY SHAENTHEBRAIN

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

I would like to convert Fenris into a Tier 2 Non-Player Character. This will allow me to finish the one active thread he's in, and possibly guest-star in 1 or 2 threads that might happen in the somewhat near future.

This frees up my Bronze Award.

I would like to use that Bronze Award to promote Cobalt Templar from a PL7 slot to a PL10 slot, with the appropriate division on his so-far-awarded power points taking place.

Once this is done, I will submit a full revision for CT, as well as an edit/revision of Gabriel.

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Dead Head's got 5pps unspent

+3 ranks of Super-Senses (to cover the change in cost on Awareness and Detect powers) [3pp spent, 2 left]

add Enhanced Super-Senses 4 (Acute, Analytical for all Mental senses; Flaws: Limited [Necromantic effects]) [2pp spent, 0 left]

Please edit the subject line to reflect he's PL 13.


[b]Characters Name:[/b] Dead Head
[b]Power Level[/b]: 13 (194/194PP)
[b]Trade-Offs[/b]: +1 Attack / -1 Damage, -5 Defense / +5 Toughness
[b]Unspent PP[/b]: 0
[b]Progress to Impervium Status[/b]: 89/150 (Platinum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=596]Doktor Archeville[/url])

[b][u]In Brief[/u][/b]: The Revoltin' Revenant, enemy to graverobbers and death-warpers, friend to all children!

[b][u]Alternate Identities[/u][/b]: Burton "Burt" Lee
[b][u]Identity[/u][/b]: Secret
[b][u]Birthplace[/u][/b]: Durham, North Carolina, USA
[b][u]Occupation[/u][/b]: Advocate, Ghostbuster, Psychopomp
[b][u]Affiliations[/u][/b]: Midnighters
[b][u]Family[/u][/b]: David Lee (father), Jamie Lee (mother), Keith Lee (brother), Katherine Lee (sister), numerous aunts, uncles, and cousins; all believe Burton Lee died ten years ago.

[b][u]Age[/u][/b]: 33 (DoB: October 1977)
[b][u]Apparent Age[/u][/b]: early 20?s
[b][u]Gender[/u][/b]: Male
[b][u]Ethnicity[/u][/b]: Caucasian (some Irish on his mother's side, some English from his father's side)
[b][u]Height[/u][/b]: 6'2" (1.88 m)
[b][u]Weight[/u][/b]: 170 lbs. (77.11 kg)
[b][u]Eyes[/u][/b]: Ectoplasmic Blue-Green Flames (formerly green flames, formerly blue)
[b][u]Hair[/u][/b]: White-Gray (formerly platinum blonde)

[b][u]Description[/u][/b]: Dead Head is a mostly preserved corpse, dry though not [i]quite[/i] mummy-like, with purplish-gray skin and wild white hair. Sometimes he creaks when he moves. He smells like tobacco and spices and rum, and his eyes glow with a soft blue-green light. He still doesn't get out to the shops much, but has been raiding [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=1469]Avenger[/url]'s old wardrobe for outfits to supplement what he gets from dumpster diving (a habit he has not, and probably never will, break); he enjoys wearing a noose as a necktie. He still carries a shovel, but now he's usually able to get new ones instead of using rusty discarded ones. His voice still sounds like a harsh, strained whisper, with an eerie reverb when speaking when he shouldn't be able to (like when his head is detached from his body).

[spoiler]Old Appearance: Dead-Head's skin used to be shriveled and rotting, and purplish-grey in color. The trauma of his death changed his hair from platinum blonde to white-grey, and his eyes (once blue) glow with green, ectoplasmic flames. His mouth has been partially frozen into a rictus grin, and his voice usually sounds like a harsh, strained whisper. (Sometimes, such as when his head is separated from his body, it has an eerie reverb.) Having neither job nor source of income, he wears whatever he can get from where ever he can get it, though he's sure to always obtain a shovel. Currently, he's wearing discarded Army boots, old jeans, a t-shirt full of holes, and a well-worn black leather jacket; his current shovel is stainless steel model with a spade-like blade and a D-shaped handle. He smelled as bad as he looked.[/spoiler]

[b][u]Power Descriptions[/u][/b]: Dead Head's resilience still comes not from being so tough that attacks bounce off, but rather that blasts and bullets and fists go [i]through[/i] him harmlessly. His eyes constantly glow with a cyan light, which flares when using his Comprehend and Enhanced Feats powers.

[spoiler]Old: Dead Head's body is in a state of "dynamic stasis" -- constantly putrefying and rotting yet also regenerating. He takes damage like any other person -- powerful blasts don't bounce off him, they go [i]through[/i] him -- but his body restores itself so quickly it takes a lot for him to even notice. His eyes constantly glow with an emerald light, which flares when using his Animate Dead and Resurrection abilities.[/spoiler]

[b][u]History[/u][/b]: For full history and background, see [url=http://www.freedomplaybypost.com/wiki/Dead_Head]his Wiki page[/url], or the earlier char sheet at the beginning of this thread.

[floatl][img=http://www.toonopedia.com/evilrnie.jpg][/floatl]By September 2009, he had made his way to Freedom City, perhaps [i]the[/i] hub for superpowered and mystical activity in the world. He opposed numerous cults and necromancers, as well as some more traditional supervillains and even few Grue [i]kaiju[/i], but things came to a head for him on Halloween 2010. On the 50th anniversary of his imprisonment in Tartarus, Hades, Greek God of the Underworld, tried to manifest on Earth, but was stopped by a group of heroes and Baron Samedi and his agents. During the battle, something stepped out of Dead Head: Papa Ghede, Baron Samedi's good counterpart. When Malador and Samedi had opened that rift a decade ago, it was to a prison dimension holding a pseudonatural monstrosity. Ghede and some other gods rushed to close it, but the Horror fought back, and dealt him a severe blow. Desperately seeking some spot to recuperate, Ghede went to the one place available: Burton Lee. He backtracked the mystical link the Horror had set up, which it had just sent a portion of its essence into. Due to the restrictions of The Pact, Ghede still needed Burt's permissions to inhabit his body... but he was dead, his soul about to be intercepted and consumed by the Horror. Ghede had to act fast, and offered Burt a deal: he'd save him from the Horror, resurrect him, let him continue amongst the mortal world, if he could hole up in him for a bit. Burt, not really wanting to be dead (or Horror-chow), agreed... but there was an unexpected hitch. The alterations the Horror had made to Burt's mind/soul, as well as the damage it caused when it lashed out and tried to send a portion of itself into him, altered his metaphyiscal being such that when the wounded Ghede tried to bond with Burt, he was instead trapped and in a state of semi-hibernation; the resurrection also went awry, bringing Burt back as a type of super-powerful zombie, constantly rotting yet regenerating. The increased magical activities of the past month finally roused Ghede, who spent some time cleaning and undoing the damage the pseudonatural Horror had done to Burt before manifesting and carrying Baron Samedi and Hades away. He planned to take Burt's spirit with him to Guinee, where he would be rewarded in final rest, but he pleaded to stay, and his friends rallied for him. Ghede allowed it, altering him to be more resilient and left him one of Legba's hounds, to make up for the loss of his ability to animate and resurrect the dead. Fortunately for Dead Head, he knew a few powerful and skilled [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=1910]mages[/url] and [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3968]benevolent necromancers[/url], who could help him relearn those abilities.

[b][u]Personality & Motivation[/u][/b]: At first, Burt was exceedingly depressed and horrified about his condition. All his friends were dead, twice over, and his family thought he was gone. Lacking any ties to the world of the living, he wandered and did what he could for the dead, but some of them wanted him to do horrible things. He never did them, but being constantly exposed to those requests didn't help his mood. Over the past few years, though, Burt has learned to lighten up -- thanks in part by helping to bring peaceful closure to several families -- and to even enjoy some aspects of his condition (like his Anatomic Separation power). Of course, given his appearance, voice, and mannerisms, his humor is very much in the vein of [i]Tales from the Crypt[/i]'s Crypt Keeper. He is, in fact, very much like a member of [i]The Addams Family[/i]: compassionate and loving, friendly to all he meets, eager to help strangers in times of need, tolerant to a fault... and largely incapable of noticing how creepy and wrong he comes off, or just how badly his "idle fun" (like snapping off a hand and having it crawl around like a spider) unnerves some people.

He has, of course, made a few enemies, and holds particular types of criminals with special distaste. Baron Samedi and Malador both wanted him, either to lead their armies of undead monstrosities, or to rip out whatever power is in him and add it to their own; now Samedi wants him destroyed just out of spite. Hades has also become an enemy, due to his role in preventing his possession of/merging with Daedalus. Burt himself takes special interest in cases involving children (especially those who weren't able to fully enjoy life) and those who disturb the dead (such as graverobbers and most necromancers).

[floatr][img=http://images2.wikia.nocookie.net/dcanimated/images/thumb/7/75/Scarecrow.png/275px-Scarecrow.png][/floatr][b][u]Powers & Tactics[/u][/b]: Since losing his connection to Papa Ghede, Dead Head has lost much of his power. He's still monstrously tough and near-impossible to put down -- in fact, his body repairs itself even faster than before -- and he can still communicate with and even grab spirits of the dead, but he can no longer animate or raise them as he once could.

He has recently re-learned how to control himself if separated into three pieces, and a new trick: taking on the appearance, sound, and even smell of anyone who has died. Good for confronting a murderer with their victims, bad for trying to sneak into guarded areas. His Fearsome Presence can be either contorting his body in hideous ways, channeling the chill finality of the grave, or making himself look like the decayed remains of someone the person knew.

[hr][/hr]
[b][u]Complications[/u][/b]:
[b]Appearance[/b]: It's a zomumbie! Eek!
[b]Enemies[/b]: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up.
[b]Pain don't hurt[/b]: Dead Head feels no pain, literally. He wouldn't know there's a knife stuck in his back unless someone points it out to him. This could get problematic if he's in a situation where he's being damaged but doesn't directly see it.
[b]Spare Change? Chaaange?[/b]: No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or [url=http://www.freedomplaybypost.com/viewtopic.php?f=28&t=1469]Avenger[/url]'s closet).
[b]Temper/Hatred[/b]: Dead Head has a special dislike of those who harm children or disturb the dead.


[b][u]Abilities[/u][/b]: [12 + 4 + -10 + 2 + 0 + 2 = 10pp]
Str 22/+6, 27 Lifting (Shovel)
Dex 14/+2
Con ---
Int 12/+1
Wis 10/+0
Cha 12/+1


[b][u]Combat[/u][/b]: [8 on Attack, 8 on Defense = 16pp]
Initiative +2
Attack +4 (ranged), +8 (melee), +12 (shovel)
Grapple +14, +15 w/ Shovel
Defense +8 (+4 Base, +4 Dodge Focus), +2 flat-footed
Knockback -15, -9 vs. blessed, magical or silver attacks


[b][u]Saves[/u][/b]: [0+4+6 = 10pp]
Toughness +18 (Impervious 12 [not vs. blessed, magical or silver attacks])
Fort ---
Ref +6 (+2 Dex, +4)
Will +6 (+0 Wis, +6)


[b]Skills[/b]: [44 ranks = 11pp]
Disguise 0 (+1, +31 Morph)
Intimidate 16 (+17)
Knowledge (Arcane Lore) 9 (+10)
Knowledge (Life Sciences) 2 (+3)
Knowledge (Popular Culture) 4 (+5)
Knowledge (Theology & Philosophy) 9 (+10)
Sense Motive 4 (+4)


[b][u]Feats[/u][/b]: [20 feats]
All-Out Attack
Attack Focus (Melee) 4
Attack Specialization (Shovel) 2
Challenge (Fast Task [Intimidate])
Dodge Focus 4
Equipment 1 (5EP, Shovel)
Fearless
Minion 0 (+15 Veteran Reward)
Power Attack
Ritualist
Sneak Attack
Startle
Takedown Attack 2

[quote name="Equipment"][b]Steel Shovel 1.5 ([/b]3EP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] [5EP]

[list][u]Base Power[/u]: [b]Strike 2 ([/b][i]Feats:[/i] Mighty[b])[/b] [3EP]

[u]Alternate Power[/u]: [b]Burrowing 3 ([/b]Soil: 5MPH / 50ft per Move Actiongh soil, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action[b])[/b] (Digging) [3EP]

[u]Alternate Power[/u]: [b]Super-Strength 1[/b] (Leverage) [2EP][/quote]

[b][u]Powers[/u]:[/b] 3 + 4 + 1 + 2 + 1 + 30 + 1 + 6 + 3 + 15 + 18 + 34 + 1 + 6 + 2 = 127PP

[b]Anatomic Separation 1 ([/b][i]Extras:[/i] Variable Split[b])[/b] [3PP]

[b]Comprehend 1 ([/b]Spirits; PFs: Contacts, Well-Informed[b])[/b] [4PP]

[b]Enhanced Feats 1 ([/b]Jack of All Trades[b])[/b] [1PP]

[b]Enhanced Strength 0 ([/b][i]Feats:[/i] Affects Insubstantial 2[b])[/b] [2PP]

[b]Features 1 ([/b]Internal Compartment[b])[/b] [1PP]

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

[b]Immunity 2 ([/b]Critical Hits, [i]Flaws:[/i] Limited ["Blessed," "Magic," & "Silver" attacks can crit][b])[/b] [1PP]

[b]Impervious Toughness 12 ([/b][i]Flaws:[/i] Limited [Not vs "Blessed," "Magic," or "Silver" attacks][b])[/b] [6PP]

[b]Insubstantial 1 ([/b][i]Drawbacks:[/i] Action 2 [Standard][b])[/b] (Disturbingly Limber) [3PP]

[b]Necromancy 6 ([/b]12PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [15PP]
[list][u]BP[/u]: [b]Anatomic Separation 0 ([/b][i]Extras:[/i] Action [Free][b])[/b] {1} [b]+ Enhanced Anatomic Separation 2 ([/b]total Rank 3, [i]Extras:[/i] Action [Free], Variable Split[b])[/b] {8} [b]+ Flight 1 ([/b]10 MPH/100 feet; [i]Flaw[/i]: Limited [Only when head is detached][b])[/b] {1} ("Fall to Pieces/Aspect of the Penanggalan") {1+8+1=10/12PP}

[u]AP[/u]: [b]Enhanced Feats 12 ([/b]Fearsome Presence 12 [60ft radius, DC22][b])[/b] ("Boo!") {12/12PP}

[u]AP[/u]: [b]Morph 6 ([/b]Any Humanoid, +30 Disguise, [i]Flaws:[/i] Limited [Dead People], [i]Feats:[/i] Covers Scent, Precise[b])[/b] ("Faces of Death") {8/12PP}[/list]

[b]Protection 18[/b] [18PP]

[b]Regeneration 32 ([/b]Recovery 14 [+9], Recovery Rate: Injured 6 [No Action], Disabled 5 [1 minute], Resurrection 7 [1 minute], [i]Feats:[/i] Persistent, Regrowth[b])[/b] [34PP]

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

[b]Super-Senses 7 ([/b]Darkvision [[i]Drawbacks:[/i] Noticeable], Magic Awareness [Mental] {3}, Mental Awareness [Mental] {2}[b])[/b] [6PP]
[list][b]Enhanced Super-Senses 4 ([/b]Acute, Analytical for all Mental senses; [i]Flaws[/i]: Limited [Necromantic effects][b])[/b] [2PP][/list]


[b][u]Drawbacks[/u][/b]: [0]
None


[b][u]DC Block[/u][/b]
[code]ATTACK RANGE SAVE EFFECT
Unarmed Touch DC21(23*) Toughness (Staged) Damage (Physical)
Necromancy Touch/Area DC22 Will (Staged) Shaken/Frightened/Panicked
Shovel Touch DC23(25*) Toughness (Staged) Damage (Physical)

*Sneak Attack
[floatr][img=http://www.freedomplaybypost.com/wiki/images/a/a7/DeadHeadHF.png][/floatr][b]Players Name:[/b] Dr Archeville
Abilities (10) + Combat (16) + Saving Throws (10) + Skills (11) + Feats (20) + Powers (127) - Drawbacks (0) = 194/194 Power Points
Characters Name: A Mutt (a pun on the name of a certain other critter)
    Alternate names: Carcass, Scraps
Power Level: 6/10 (150/150pp) Trade-Offs: None Unspent PP: 0 [floatr] Ain't he the cutest thing?![/floatr]In Brief: Dead Head's faithful hound! Description: A mix of Mastiff (Neopolitan and Tibetan), Newfoundland, and Saint Bernard, standing about two feet (~0.6m) tall at the shoulder. Most foes only see his terrible jaws and glowing red eyes, though. History: One of Papa Legba's loyal hounds, loaned to Dead Head after the events of the Hades/Samedi debacle. Personality & Motivation: Much like Dead Head, A Mutt is friendly, loyal, protective, and tolerant. A Mutt loves the water, as fitting a creature from Guinee, the Island Beneath the Sea. He is highly intelligent (for a dog), and very protective of children. Powers & Tactics: A Mutt is a spirit, and as such naturally exists in an incorporeal and invisible/inaudible/un-sensable form. He can run up walls and across the air with ease, and his mighty jaws can bite corporeal and insubstantial foes, whether he is corporeal or not; these wounds are slow to heal. He can let our a baleful howl, far more terrifying than the call of any mere wolf. Most impressive of all, though, is his extraordinary sense of smell, which allows him to track creatures even across other dimensions! Abilities: [6 + 4 + 10 + -4 + 4 + 0 = 20pp] Str 16 (+3) Dex 14 (+2) Con 20 (+5) Int 6 (-2) Wis 14 (+2) Cha 10 (+0) Combat: [8 on Attack, 8 on Defense = 16pp] Attack +4 (ranged), +6 (melee) Grapple +9 Damage +4 (bite); +2 more w/ Sneak Attack Defense +6 (+4 Base, +2 Dodge Focus), +2 flat-footed Knockback -3 Initiative +2 Saves: [0 + 3 + 3 = 6pp] Toughness +6 Fort +5 (+5 Con, +0) Ref +5 (+2 Dex, +3) Will +5 (+2 Wis, +3) Skills: [48 ranks = 12pp] Intimidate 14 (+14) Notice 13 (+15) Stealth 13 (+15) Survival 8 (+10) Feats: [18 feats] Attack Focus (Melee) 2 Dodge Focus 2 Fearsome Presence 10 Improved Trip Skill Mastery (Intimidate, Notice, Stealth, Survival) Sneak Attack Startle Powers: [21 + 3 + 12 + 26 + 10 + 1 + 9 = 82pp] Concealment 10 (all non-Mental senses; PFs: Selective) [21PP]
    Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be un-concealed, and if unable to sustain the power, he goes completely concealed.
Flight 1 ("air walking"; 10 mph / 100 feet per Move Action; PF: Subtle) [3PP] Immunity 12 (aging, life support, need for sleep, starvation/thirst) [12PP] Insubstantial 4 (ghost form; affected by blessed, magical or silver attacks; Extra: Duration [Continuous]; PFs: Selective, Subtle) [26PP]
    Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be corporeal, and if unable to sustain the power, he goes completely incorporeal.

Unarmed/Claws Melee DC 18 Toughness Damage (Staged)
Jaws, Standard Melee DC 19 Toughness Damage (Staged)
+2 more to DC w/ Sneak Attack
Jaws, Soul-Shred Melee DC 19 Fortitude Damage (Staged)
ATTACK             RANGE      SAVE                 EFFECT
Totals: Abilities 20 + Combat 16 + Saves 6 + Skills 12 (48 ranks) + Feats 18 + Powers 82 - Drawbacks 4 = 150/151 Power Points
:arrow: Removing Player Reward that let me bump my PL 7 slot to PL 10. :arrow: :arrow: Begin 105pp (PL 7). Earned pp: 5 (Oct 2009) + 6 (Nov 2009) + 1 (Dec 2009) + 3 (Jan 2010) + 1 (Feb 2010) + 4 (Mar 2010) + 6 (Apr 2010) + 4 (May 2010) + 4 (Jun 2010) + 5 (July 2010) + 3 (Aug 2010) + 6 (Sep 2010) +6 (projected for Oct 2010) = +54pp earned. 105 + 54 = 159pp = PL 10. :arrow: Using that Reward instead for a Minion. I'd considered a crow or raven, but wanted to keep it in the Voodoo pantheon, and the only bird primarily associated with them are chickens and black roosters.
Mighty Jaws of Doom 4.5 (9 points; PF: Alternate Power) [10PP] BE: Strike 1 (standard jaws of doom; Extra: Affects Corporeal 4; PFs: Affects Insubstantial 2, Incurable, Mighty) [9/9PP] AP: Strike 1 (spirit-shredding jaws of doom; Extras: Affects Corporeal 4, Alternate Save [Fort] 4; Flaw: Action [Full round] 4; PFs: Affects Insubstantial 2, Incurable, Mighty) [9/9PP] Protection 1 [1PP] Super-Senses 5 (darkvision, scent, tracking [olfactory; Extra: Extended; PFs: Dimensional 3], ultra-hearing) [9PP] Drawbacks: [-4PP] Disability (no hands; very common, moderate; -4PP) DC Block

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Glowstar

:arrow: Making some changes to the sheet to reflect better formatting.

:arrow: Glow's gaining an inch in height and ten pounds on his frame. Bulking up!

:arrow: Added a Complication, Golden Age Honor.

:arrow: Switching around skills a bit to get Sense Motive instead of Investigate.

:arrow: Making the Linked effect on Entropic Strike into the +1 version. He has the points, just never spent them before.

:arrow: Buying Enhanced Feat (Quick Change).

:arrow: Dropping Immunity 2 (Critical Hits). Rolling those points and 4 more into the existing Immunity power, making it Immunity 9 (Life Support)

[floatr]

GlowstarHF.png[/floatr]

Character Name: Glowstar

Power Level: 11 (168/168)

Trade-Offs: None

Unspent PP: 0

Progress to Silver: 18/60 (Bronze status earned with Ironclad)

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

Alternate Identity: Glowstar

Identity: Public

Birthplace: Little Rock, AK

Occupation: Student

Affiliations: Claremont Academy

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

Age: 17 (January 13, 1994)

Gender: Male

Ethnicity: Northern European/Sub-Saharan African

Height: 5' 11"

Weight: 190 lbs

Eyes: Black sclera, red iris.

Hair: Dirty blond

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

Brian usually wears casual street clothes, almost invariably jeans and hiking boots. When he goes on patrols or otherwise thinks he'll have to be an 'official' superhero, he usually wears his Claremont uniform. His energy blast and aura manifest as a dark red color, with black motes or fog swirling around the edges.

Power Descriptions: Brian can generate and manipulate strange energies, which he can use to protect himself, blast his foes, and even fly. His body seems to be changing because of the energies, making him tougher than he was before. Recently, his powers even seem to be compensating for autonomic functions; he doesn't need to breathe anymore, and isn't affected by the environment at all.

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

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

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

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

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

Powers & Tactics: In a fight, Brian Harris doesn't go in for complicated maneuvers. Mostly he tries to determine who's the greatest threat and charges after that person, looking to take them out of the fight early. He's not afraid to take a bit of a beating to take an enemy down, but that can lead to him becoming overextended in a fight.


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

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

They're the Only Family I've Got They may have lied to him and hurt him, but Will and Cammy are still his parents, and he'll defend them if needs be.

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

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

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

Abilities: 6 + 4 + 6 + 2 + 2 + 4 = 24PP

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 14 (+2)

Combat: 12 + 12 = 24PP

Initiative: +6

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

Grapple: +9

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

Knockback: -5

Saving Throws: 8 + 5 + 5 = 18PP

Toughness: +10 (+3 Con, +7 Force Field)

Fortitude: +10 (+3 Con, +8)

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

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

Skills: 64R = 16PP

Computers 4 (+5)

Concentration 8 (+9)

Diplomacy 9 (+11)

Gather Information 3 (+5)

Knowledge (Current Events) 9 (+10)

Knowledge (Pop Culture) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Medicine 4 (+5)

Notice 7 (+8)

Search 4 (+5)

Sense Motive 4 (+5)

Survival 4 (+5)

Feats: 12PP

Accurate Attack

All-Out Attack

Dodge Focus 4

Improved Initiative

Luck 3

Move-By Action

Power Attack

Powers: 46 + 1 + 3 + 6 + 7 + 9 + 2 = 74PP

Terminus Energy Array 21.5 (43PP; Feats: Alternate Power 3) [46PP]

  • BE: Blast 10 (Entropy; Feats: Accurate 2, Precise; Extra: Autofire 3; Flaw: Action (Full Action)) [43PP] - Multi Blast

    AP: Blast 10 (Entropy; Feats: Accurate 2, Precise, Knockback 10; Extras: Penetrating) [43PP] - Focused Blast

    AP: Strike 10 (Entropy; Feats: Knockback 10; Extras: Area/Burst [General]) [30PP] - Boom

    AP: Strike 10 (Entropy; Feats: Accurate 2, Linked [+1)) [22PP] + Drain Toughness 10 (Entropy; Extra: Affects Objects (+1); Feat: Slow Fade [1 minute]) [21PP] - Entropic Strike

Enhanced Feat 1 (Quick Change) - Morphic Molecule Costume

Environmental Control 6 (Light; 250 ft radius; Flaw: Range/Touch) [3PP]

Flight 3 (50 MPH) [6PP]

Force Field 7 [7PP]

Immunity 9 (Life Support) [9PP]

Super-Senses 4 (Visual; Penetrates Concealment; Flaw: Distracting) [2PP]

Drawbacks: 0 = 0PP

DC Block:

ATTACK         RANGE       SAVE                      EFFECT

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

Multi Blast    Ranged    DC 25 Toughness (Staged)  Damage (Entropy)

Focused Blast   Ranged   DC 25 Toughness       Damage (Entropy)

Boom  Area/Burst DC 25 Toughness (Staged) Damage (Entropy)

Entropic Strike Touch   DC 25 Toughness (Staged)    Damage (Entropy)

Touch   DC 25 Toughness (Staged)    Drain Toughness (Entropy)

Abilities (24) + Combat (24) + Saving Throws (18) + Skills (16) + Feats (12) + Powers (74) - Drawbacks (0) = 168/168 PP Power Points

DONE BY SHAENTHEBRAIN

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SHAENTHEBRAIN

Ironclad

:arrow: Overhauling Ironclad's sheet to fit the current version.

:arrow: Added the Complication, Limited Function

:arrow: Put 3 PP into Exotic Saves, boosting each by 1.

:arrow: Bought a third rank of Luck. She should be at her maximum ranks in Luck. Add 2 more ranks of Equipment from my Bronze reward, going to buy her an HQ.

:arrow: Add the Subtle PFeat to her armor. This is explicitly only functional when the armor is collapsed.

:arrow: Getting rid of Flight inside the armor and refiguring it as Power Reserve 5 (Flight, Super-Strength). Grapple line changed to reflect this.

:arrow: Armor should now have an extra point inside it. Add that to the Weapon Array, making it Rank 12; add a second rank of Improved Range to Blast and a second rank of Improved Crit to Enhanced Strength.

[floatr]

IroncladHF2.png[/floatr]Characters Name: Ironclad II

Power Level: 10 (157/157PP)

Trade-Offs: +5 Toughness/-5 Defense

Unspent PP: 0

Progress to Silver: 53/60

In Brief: Genius teen uses her intellect and her fortune to fight crime!

Alternate Identities: Jessica Anne Parker

Identity: Public

Birthplace: Freedom City

Occupation: Full-time superhero, engineer

Affiliations: The Lab, Warlock

Family: Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased).

Age: 18 (DoB: June 3, 1993)

Gender: Female

Ethnicity: Northern European

Height: 6'

Weight: 130 lbs.

Eyes: Pale Blue

Hair: Strawberry Blonde

Description: Jessica Parker is a tall, slim girl, her body build of straight line and long, lean limbs. She usually allows her wavy, strawberry-blonde hair to grow past her shoulders, before cutting it into a short crop or pixie cut. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile.

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

Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without two specific pieces. The first is a silver ring, part of a set; Blake has the mate. The other item is a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space.

History: 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.

Personality & Motivation: 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.

Power Descriptions: 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.

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


Complications:

Fame: While she doesn't look it, Jessica is the heir to an eight digit fortune and that can attract the paparazzi.

Love Life: Jessica is officially involved with Blake Salazar, aka Warlock. When her boyfriend is placed in danger she can be irrational and emotional.

No Plans, No Prototype: 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.

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

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

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

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

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

Abilities: 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)

Combat: 8 + 8 = 16PP

Initiative: +5/+3

Attack: +4, +10 Battlesuit Weapons Array

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

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

Knockback: -7/-0

Saves: 6 + 5 + 7 = 18PP

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

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

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

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

Skills: 68R = 17PP

Computers 10 (+15)SM

Concentrate 9 (+10)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 10 (+15)SM

Disable Device 10 (+15)SM

Knowledge (Technology) 10 (+15)

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

Notice 8 (+9)SM

Sense Motive 2 (+3)

Feats: 9PP

Benefit (Wealth II)

Dodge Focus 1

Eidetic Memory

Equipment 3 (15EP) Bronze Reward

Inventor

Luck 3

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

5 EP donated to the Lab.


Midtown Apartment (PL10 HQ) [10EP]

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [8 EP]

  • [*:35rbu35m]Computers
    [*:35rbu35m]Defense System (Paralyze 10 [Extra: Alternate Save/Reflex])
    [*:35rbu35m]Laboratory
    [*:35rbu35m]Library
    [*:35rbu35m]Living Space
    [*:35rbu35m]Security System 2 (DC 25)
    [*:35rbu35m]Workshop

Powers: 3 + 2 + 65 + 4 + 1 = 75PP

Datalink 2 (Radio; 100 ft; Feat: Subtle) [3PP]

Enhanced Feat 2 (Technopath; Online Research, Well-Connected) [2PP]

Device 15 (75PP, Flaws: Hard-To-Lose, Feats: Accurate 3, Restricted [Mental Quickness 6], Subtle) (Battlesuit [Technology]) [64PP]

All effects have the Technology descriptor

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

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

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

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

Protection 15 - Armor [10PP]

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

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

  • BE: Super-Senses 2 (All Visual Senses; Extra: Radius) [2PP]


  • Super-Senses 3 (Darkvision 2, Infravision) [3PP]

  • AP: Super-Senses 4 (All Auditory; Extra: Accurate) [4PP]


  • Super-Senses 1 (Ultra-Hearing) [1PP]

Weapons Array 11 (22PP Array, Feat: Alternate Power) [23PP]

  • BE: Blast 10 (Feat: Improved Range 2 [x50]) [22PP] - Wrist Blasters


  • AP: Enhanced Strength 20 (Feat: Improved Critical [18-20]) [22PP] - Servos

Vulnerability (Electricity; Frequency: Common; Intensity: Moderate) [-3PP]

Quickness 6 (x100, Flaws: Limited [Mental Tasks]) PF: Innate [4PP]

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

Computers to

  • [*:35rbu35m]search for a file on a massive network as a full round.
    [*:35rbu35m]crash a computer as a free action.
    [*:35rbu35m]destroy or damage programming in 6 rounds.
    [*:35rbu35m]write a program in 6 rounds.

Knowledge to

  • [*:35rbu35m]Take 10 as a free action.
    [*:35rbu35m]Take 20 in 6 rounds.

Notice to

  • [*:35rbu35m]make a Notice check as a free action.

Super-Senses 1 (Radio) [1PP]

Drawbacks: 0PP

DC Block:


    ATTACK            RANGE     SAVE                        EFFECT

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

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

    Enhanced Strength   Touch   DC 25 Toughness (Staged)    Damage (Physical)

Abilities (22) + Combat (16) + Saving Throws (18) + Skills (17) + Feats (9) + Powers (75) - Drawbacks (0) = 157/157 Power Points

DONE BY SHAENTHEBRAIN

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Doktor'd

The Scarab: 2PP to spend.

Spend 1PP to increase her Mental Awareness to rank 2. As per our new house rules on Detect and Awareness, her "Common" descriptor costs 2PP rather than 1PP.

Spend the other 1PP to give her back the second rank of Skill Mastery she bought last month. (She had to drop it when I realized that her Attack bonus reflected 4 ranks of Attack Specialization but she was only paying for 3.)

Feats

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

Powers

Super-Senses 15 (Acute Radius Ranged Mental Sense, Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition, Precognition [Flaws: Uncontrolled], Uncanny Dodge [Mental]) [13PP]

[b][u]Feats[/u][/b]

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


[b][u]Powers[/u][/b]


[b]Super-Senses 15 ([/b]Acute Radius Ranged Mental Sense, Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition, Precognition [[i]Flaws:[/i] Uncontrolled], Uncanny Dodge [Mental][b])[/b] [13PP]

(Yes, I know that Skill Mastery for Knowledge is close to useless, especially when it's not a Knowledge used for Inventing and when you don't have a high bonus for it. I just could not think of anything else for an 8th skill.)

Doktor'd

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DONE BY SHAENTHEBRAIN

I hate huge overhauls.

Don't we all.

Equinox:

Spend 2pp on making her Magic Awareness rules legal, upgrade Hayley to Minion 4/60pp so I can afford to fix her magic awareness, and some assorted shuffling around of powers. The primary example here is that she now has a minor array off her Flight power, for small utility powers (and now her Sensory Link, to stop the range from going up with the Super-Senses rank). Also, she no longer has huge glowing white wings when she flies. Or Light Control. Generally, a lot less glow.

And her tendency to make buildings explode is at least Selective Attack'd now.

In accordance with my sheet overhauls, I didn't list every pp spent, unspent or edited, but included both a code block and a spoiler block for the sheet.

[floatr]

Equinox.png[/floatr]Power Level: 11 (174/174PP)

Trade-Offs: None

Unspent PP: 0

Progress to Platinum: 24/120 (Gold status already earned by Geckoman)

In Brief: Witch focused on fighting Earth's supernatural villains.

Alternate Identities: Siobhan Drake (Shiv-awn, not see-oban)

Identity: Public

Birthplace: Freedom City, NJ

Occupation: Theology lecturer at FCU, campaigner for the occult community

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

Age: 28 (born 21st March 1983)

Gender: Female

Ethnicity: Caucasian

Height: 5'9''

Weight: 130 lbs

Eyes: Grey (White when using powers)

Hair: Brown (Black as Equinox)

Description:

[floatl]melanie-laurent.jpg[/floatl]

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

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

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

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

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

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

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

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

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

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

[floatr]EquinoxGlow.jpeg[/floatr]

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

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

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

She is also aided by her familiar, a raccoon named Hayley. Through their mystic bond, they can communicate with thoughts, and Equinox can see through the small fuzzy animal's eyes if she so chooses. Hayley herself is somewhat more intelligent and powerful than a normal raccoon due to possessing traces of Equinox's residual magic.


Complications:

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

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

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

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

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

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

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

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

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

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

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

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

Abilities: 0+2+0+6+8+2 = 18pp

Str: 10 (+0)

Dex: 12 (+1)

Con: 10 (+0)

Int: 16 (+3)

Wis: 18 (+4)

Cha: 12 (+1)

Combat: 14+12 = 26pp

Attack: +7, +11 Magic

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

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

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

Initiative: +1

Saving Throws: 5+5+8 = 18pp

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

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

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

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

Skills: 72r = 18pp

Concentration 12 (+16)

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

Diplomacy 9 (+10)

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

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

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

Medicine 1 (+5)

Notice 11 (+15)

Sense Motive 6 (+10, Skill Mastery)

Feats: 15pp

Artificer

Attack Specialisation (Magic) 2

Equipment 2

Luck 3

Minion 4 (Hayley the raccoon)

Ritualist

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

Trance

Apartment

Size: Diminutive; Toughness: 10; Features: Defence System [magical Snare 10], Fire Prevention System, Library, Living Space, Power [Communication 7 (mental, 200 miles) [7PP]], Power [ESP 7 (visual + auditory; 200 miles, Extras: Action - Standard, Flaws: Duration - Sustained) [21pp]]Sealed [supernatural creatures require invitation], Security System, Workshop

Cost: 9 equipment points.

Powers: 4+8+36+2+8+12+8+1 = 79pp

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

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

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

Feature 1 (Special Effect [turns into steel sword as free action]) [1dp]

Magic 3 (Total rank 17.5, 35PP Array; increases rank of spells in Array to 11 (Healing to 9, Obscure to 12, Telekinesis to 17, Weather Control to 7), Power Feats: Affects Insubstantial 2, Alternate Power +1 [total 8]) [9/10dp]

  • AP: Nullify All Magic Effects 11 (blade of the witch-knight, Extras: Effortless [+1]; Flaws: Range - Touch [-1]) [22PP] Linked to Strike 10 (Power Feats: Improved Critical, Mighty, Variable Descriptor 1 [flaming sword]) [11PP] [total 35PP] (magic, anti-magic, steel, slashing)


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

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

Super-Senses 8 (Detect Magic [Mental; Extras: Accurate 2, Acute, Extended, Ranged]) [8pp] (magic)

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

DC Block

First DC is without wand, second DC is with it

ATTACK            RANGE      SAVE                                                      EFFECT

Unarmed           Melee      DC15 Toughness (Staged)                                   Damage

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

Element Blast     Ranged     DC24/26 Toughness (Staged)                                Damage

Snare             Ranged     DC19/21 Fort (Staged)                                     Entangled/Helpless

Sword             Melee      DC25 Toughness (Staged)                                   Damage, preceded by Nullify vs Will/power rank
Abilities (18) + Combat (26) + Saves (18) + Skills (18) + Feats (15) + Powers (79) - Drawbacks (00) = 174/174pp :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's.
Hayley the Raccoon Power Level: 4 (60PP/Minion 4) [floatr]raccoon-face_9700.jpg[/floatr] Birthplace: Wharton State Forest, NJ Occupation: Witch's familiar Family: Raccoons Age: 28 (born 20th March 1985) Gender: Female Ethnicity: Fuzzy Body Length: 2' Weight: 15 lbs Eyes: Brown Hair: Grey Abilities: 0 + 6 + 2 - 4 + 2 - 2 = 4PP Strength 6 (-2) [Inc. -4 from Shrinking] Dexterity 16 (+3) Constitution 12 (+1) Intelligence 6 (-2) Wisdom 12 (+1) Charisma 8 (-1) Combat: 4 + 6 = 10PP Initiative: +3 Attack: +3, +4 melee [inc. +1 from Shrinking] Grapple: -3 Defense: +6 (+3 Base, +2 Dodge Focus, +1 Shrinking), +2 Flat-Footed Knockback: -1 Saving Throws: 3 + 3 + 3 = 10PP Toughness: +2 (+1 Con, +1 Protection) Fortitude: +4 (+1 Con, +3) Reflex: +6 (+3 Dex, +3) Will: +5 (+1 Wis, +4) Skills: 52R = 13PP Climb 7 (+10, Skill Mastery) Disable Device 7 (+10, Skill Mastery) Knowledge (arcane lore) 7 (+5) Knowledge (theology & philosophy 7 (+5) Language 1 (English, native: Raccoon) Notice 9 (+10, Skill Mastery) Stealth 8 (+15, Skill Mastery) Survival 4 (+5) Swim 7 (+5) Feats: 7PP Agile Climber Attack Focus (melee) 1 Benefit (Dexterity to Disable Device) Dodge Focus 2 Improvised Tools [claw lockpicks] Skill Mastery (Climb, Disable Device, Notice, Stealth) Powers: 6 + 1 + 2 + 10 = 19PP Shrinking 4 (Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate, Normal Toughness) [6PP]
+1 Attack/Defence, -4 Grapple, +4 Stealth, -2 Intimidate, 3/4 carrying capacity, 20' movement
Protection 1 (tough little bugger) [1PP] Strike 2 (mystically enhanced claws & fangs) [2PP] Super Senses 10 (Communication link [mental; with Equinox], low light vision, scent [olfactory sense; Accurate 2, Acute, tracking], magic awareness [Acute, olfactory]) [10PP] Drawbacks: 3PP Mute ( Frequency: very common, Intensity: minor) [-3PP] DC Block:
ATTACK     RANGE     SAVE                         EFFECT

Strike     Touch     DC 17 Toughness (Staged)     Damage
Abilities (4) + Combat (10) + Saving Throws (10) + Skills (13) + Feats (7) + Powers (19) - Drawbacks (3) = 60 Power Points
BP: Blast 9 (Summon the elements; Extras: Penetrating [+1]; Power Feats: Variable Descriptor 2 [any natural]) [29PP]

AP: Blast 9 (Wreak havoc; Extras: Area - Burst [+1], Selective Attack [+1]; Flaws: Action - Full [-1]; Power Feats: Variable Descriptor 1 [any natural]) [29PP]
AP: Healing 7 (Seal wounds; Extras: Energizing [+1], Total [+1]; Power Feats: Regrowth; Drawbacks: Action 2 [5 minutes]) [27PP]

AP: Obscure 9 (natural barriers; visual senses, 500' radius [5000' with wand], Extras: Independent [+0], Power Feats: Variable Descriptor 2 [any natural]) [20PP]

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

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

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

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

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

Minor Magical Effects Array 3 (6pp array, Power Feats: Alternate Power 2) [8PP]

  • BP: Flight 3 (Riding the wind; 50 MPH) [6pp] (magic, air)
    AP: Impervious Toughness 11 (armour of earthen will, Flaws: Duration - Concentration [-1]) [6PP]
    AP: Sensory Link 5 (5 miles, Extras: Does Not Have Additional Save [+1], Simultaneous [+1], Flaws: Limited - only Hayley [-3], Power Feats: Subtle) [6PP]

[floatr][/floatr][b][u]Power Level[/u][/b]: 11 (174/174PP)

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

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

        [b][u]Progress to Platinum:[/u][/b] 24/120 (Gold status already earned by Geckoman)



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



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

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

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

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

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



        [b][u]Age[/u][/b]: 28 (born 21st March 1983)

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

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

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

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

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

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



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

        [floatl][/floatl]



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



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



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



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



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



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



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



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



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



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

    [floatr][/floatr]

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



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



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



She is also aided by her familiar, a raccoon named Hayley. Through their mystic bond, they can communicate with thoughts, and Equinox can see through the small fuzzy animal's eyes if she so chooses. Hayley herself is somewhat more intelligent and powerful than a normal raccoon due to possessing traces of Equinox's residual magic.



[hr][/hr]

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

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

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

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

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

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

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

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

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

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

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

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

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





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

        Str: 10 (+0)

        Dex: 12 (+1)

        Con: 10 (+0)

        Int: 16 (+3)

        Wis: 18 (+4)

        Cha: 12 (+1)





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

        Attack: +7, +11 Magic

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

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

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

        Initiative: +1





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

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

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

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

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





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

        Concentration 12 (+16)

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

        Diplomacy 9 (+10)

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

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

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

        Medicine 1 (+5)

        Notice 11 (+15)

        Sense Motive 6 (+10, Skill Mastery)





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

        Artificer

        Attack Specialisation (Magic) 2

        Equipment 2

        Luck 3

    Minion 4 (Hayley the raccoon)

        Ritualist

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

        Trance



        
[b]Apartment[/b] Size: Diminutive; Toughness: 10; Features: Defence System [magical Snare 10], Fire Prevention System, Library, Living Space, Power [Communication 7 (mental, 200 miles) [7PP]], Power [ESP 7 (visual + auditory; 200 miles, Extras: Action - Standard, Flaws: Duration - Sustained) [21pp]]Sealed [supernatural creatures require invitation], Security System, Workshop Cost: 9 equipment points.
[b][u]Powers[/u][/b]: 4+8+36+2+8+12+8+1 = 79pp [b]Device 1[/b] (Pentagram of warding; Hard to Lose; 5pp of powers) [4pp]
[b]Force Field 4[/b] (spells of warding, [i]Power Feats:[/i] Subtle) [5pp] (magic)
[b]Device 2[/b] (Wand of Spell Focus; Easy to Lose; 10pp of powers; Power Feats: Restricted 2 [only her]) [8pp]
[b]Feature 1[/b] (Special Effect [turns into steel sword as free action]) [1dp] [b]Magic 3[/b] (Total rank 17.5, 35PP Array; increases rank of spells in Array to 11 (Healing to 9, Obscure to 12, Telekinesis to 17, Weather Control to 7), Power Feats: Affects Insubstantial 2, Alternate Power +1 [total 8]) [9/10dp]
  • [b][u]AP:[/u] Nullify All Magic Effects 11 (blade of the witch-knight, Extras: Effortless [+1]; Flaws: Range - Touch [-1]) [22PP] [i]Linked to[/i] [b]Strike 10[/b] (Power Feats: Improved Critical, Mighty, Variable Descriptor 1 [flaming sword]) [11PP] [total 35PP] (magic, anti-magic, steel, slashing)
[b]Magic 14.5[/b] (Elemental Magic, 29PP Array, Power Feats: Alternate Power 7) [36pp] (magic, plus elemental descriptors) [list][b][u]BP:[/u] Blast 9[/b] (Summon the elements; Extras: Penetrating [+1]; Power Feats: Variable Descriptor 2 [any natural]) [29PP] [b][u]AP:[/u] Blast 9[/b] (Wreak havoc; Extras: Area - Burst [+1], Selective Attack [+1]; Flaws: Action - Full [-1]; Power Feats: Variable Descriptor 1 [any natural]) [29PP] [b][u]AP:[/u] Healing 7[/b] (Seal wounds; Extras: Energizing [+1], Total [+1]; Power Feats: Regrowth; Drawbacks: Action 2 [5 minutes]) [27PP] [b][u]AP: [/u]Obscure 9[/b] (natural barriers; visual senses, 500' radius [5000' with wand], Extras: Independent [+0], Power Feats: Variable Descriptor 2 [any natural]) [20PP] [b][u]AP:[/u] Snare 9[/b] (Binding; Extras: Backlash [+1], Power Feats: Reversible, Variable Descriptor 1 [ice/wood]) [29PP] [b][u]AP:[/u] Telekinesis 14[/b] (Move the elements; Heavy load: 200 tons [1,600 tons with Wand]; Power Feats: Precise) [29PP] [b][u]AP:[/u] Teleport 7[/b] (mystic teleport; 200 miles; Extras: Affects Others [+1], Flaws: Long Range [-1], Power Feats: Easy, Progression 2 [5 passengers]) [17PP] [b][u]AP:[/u] Weather Control 5[/b] (Call down the sky; 100ft area [500' with wand]; 4pp of mix and match environments; Extras: Independent [+0], Total Fade [+1]) [25PP] [b]Enhanced Feats 2[/b] (Quick Change) [2pp] (magic) [b]Minor Magical Effects Array 3[/b] (6pp array, [i]Power Feats:[/i] Alternate Power 2) [8PP]
  • [b][u]BP:[/u] Flight 3[/b] (Riding the wind; 50 MPH) [6pp] (magic, air) [b][u]AP:[/u] Impervious Toughness 11[/b] (armour of earthen will, [i]Flaws:[/i] Duration - Concentration [-1]) [6PP] [b][u]AP:[/u] Sensory Link 5[/b] (5 miles, [i]Extras:[/i] Does Not Have Additional Save [+1], Simultaneous [+1], [i]Flaws:[/i] Limited - only Hayley [-3], Power Feats: Subtle) [6PP]
[b]Force Field 7 + Shield 5[/b] (Spells of warding) [12pp] (magic) [b]Super-Senses 8[/b] (Detect Magic [Mental; [i]Extras:[/i] Accurate 2, Acute, Extended, Ranged]) [8pp] (magic) [b]Super-Senses 1[/b] (Communication Link [mental, with Hayley]) [1PP] (magic, mental) [b][u]DC Block[/u][/b] [i]First DC is without wand, second DC is with it[/i] [code]ATTACK RANGE SAVE EFFECT Unarmed Melee DC15 Toughness (Staged) Damage Area Blast Ranged DC19/21 Reflex (area), 24/26 Toughness (staged) Damage Element Blast Ranged DC24/26 Toughness (Staged) Damage Snare Ranged DC19/21 Fort (Staged) Entangled/Helpless Sword Melee DC25 Toughness (Staged) Damage, preceded by Nullify vs Will/power rank Abilities (18) + Combat (26) + Saves (18) + Skills (18) + Feats (15) + Powers (79) - Drawbacks (00) = 174/174pp :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's.
Hayley the Raccoon Power Level: 4 (60PP/Minion 4) [floatr]raccoon-face_9700.jpg[/floatr] Birthplace: Wharton State Forest, NJ Occupation: Witch's familiar Family: Raccoons Age: 28 (born 20th March 1985) Gender: Female Ethnicity: Fuzzy Body Length: 2' Weight: 15 lbs Eyes: Brown Hair: Grey Abilities: 0 + 6 + 2 - 4 + 2 - 2 = 4PP Strength 6 (-2) [Inc. -4 from Shrinking] Dexterity 16 (+3) Constitution 12 (+1) Intelligence 6 (-2) Wisdom 12 (+1) Charisma 8 (-1) Combat: 4 + 6 = 10PP Initiative: +3 Attack: +3, +4 melee [inc. +1 from Shrinking] Grapple: -3 Defense: +6 (+3 Base, +2 Dodge Focus, +1 Shrinking), +2 Flat-Footed Knockback: -1 Saving Throws: 3 + 3 + 3 = 10PP Toughness: +2 (+1 Con, +1 Protection) Fortitude: +4 (+1 Con, +3) Reflex: +6 (+3 Dex, +3) Will: +5 (+1 Wis, +4) Skills: 52R = 13PP Climb 7 (+10, Skill Mastery) Disable Device 7 (+10, Skill Mastery) Knowledge (arcane lore) 7 (+5) Knowledge (theology & philosophy 7 (+5) Language 1 (English, native: Raccoon) Notice 9 (+10, Skill Mastery) Stealth 8 (+15, Skill Mastery) Survival 4 (+5) Swim 7 (+5) Feats: 7PP Agile Climber Attack Focus (melee) 1 Benefit (Dexterity to Disable Device) Dodge Focus 2 Improvised Tools [claw lockpicks] Skill Mastery (Climb, Disable Device, Notice, Stealth) Powers: 6 + 1 + 2 + 10 = 19PP Shrinking 4 (Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate, Normal Toughness) [6PP]
+1 Attack/Defence, -4 Grapple, +4 Stealth, -2 Intimidate, 3/4 carrying capacity, 20' movement
Protection 1 (tough little bugger) [1PP] Strike 2 (mystically enhanced claws & fangs) [2PP] Super Senses 10 (Communication link [mental; with Equinox], low light vision, scent [olfactory sense; Accurate 2, Acute, tracking], magic awareness [Acute, olfactory]) [10PP] Drawbacks: 3PP Mute ( Frequency: very common, Intensity: minor) [-3PP] DC Block:
ATTACK     RANGE     SAVE                         EFFECT

Strike     Touch     DC 17 Toughness (Staged)     Damage
Abilities (4) + Combat (10) + Saving Throws (10) + Skills (13) + Feats (7) + Powers (19) - Drawbacks (3) = 60 Power Points

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Silhouette

Alright, Sil has six points, so time for an update on her exotic saves. So, +4 to reflex (which wasn't updated before to reflect the dex bonus) to make it fourteen, and add +2 to will.

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

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

        [b][u]Power Level:[/u][/b] 10 (160/160PP)

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

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

        [b][u]Progress to Silver Status:[/u][/b] 55/60

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


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


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

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

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

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

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

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


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

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

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

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

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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

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

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

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

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

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


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

        Strength: 16 (+3)

        Dexterity: 20 (+5)

        Constitution: 12 (+1)

        Intelligence: 14 (+2)

        Wisdom: 14 (+2)

        Charisma: 10 (+0)



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

        Initiative: +9

        Attack: +5 (+9 Melee)

        Grapple: +12

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

        Knockback: -4, -2 flat-footed



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

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

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

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

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



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

        Acrobatics 15 (+20)

        Climb 4 (+7)

        Computers 8 (+10)

        Crafts Artisitic 8 (+10)

        Disable Device 8 (+10)

        Escape Artist 4 (+9)

        Gather Information 4 (+4)

        Knowledge (Physics) 6 (+8)

        Knowledge (Behavioral Sciences) 4 (+6)

        Knowledge (Popular Culture) 3 (+5)

        Knowledge (Art) 8 (+10)

        Knowledge (Technology) 4 (+6)

        Language 1 (English [native], Spanish)

        Notice 8 (+10)

        Search 4 (+6)

        Sleight of Hand 4 (+9)

        Stealth 15 (+20)


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

        Acrobatic Bluff

        Attack Focus 4 (Melee)

        Defensive Roll 3 (+6 Toughness)

        Dodge Focus 2

        Equipment 2 [free from Player Reward]

        Grappling Finesse

        Improved Critical (Strike)

        Improved Initiative

        Improved Trip

        Improvised Tools

        Luck

        Move-By Action

        Redirect

        Set Up

        Skill Mastery: Acrobatics, Stealth, Notice, Disable Device

        Takedown Attack

        Ultimate Reflex Save

        Uncanny Dodge (Hearing)

        Weapon Bind

        Well-Informed

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


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

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

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

        [/quote]



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

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

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


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


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

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


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


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


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


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


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

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

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



        [b]Abilities 26 + Combat 26 + Saves 20 + Skills 27 (108r) + Feats 25 + Powers 36 - Drawbacks 0 = 160/160 Power Points[/b]
Changeling Okay, 5pp, two of which is going over to the update for her magic sense so 3pp left which I'll use for a skills update. Skills -2 Handle Animal -2 String Instruments +5 Diplomacy +5 Intimidate +2 Concentration
[floatr][img=http://www.freedomplaybypost.com/wiki/images/8/84/ChangelingHF1.1.png][/floatr][b][u]Power Level:[/u][/b] 12 (186/186PP)

                [b][u]Trade-Offs:[/u][/b]-2 Attack / +2 Damage; +5 Defenses / -5 Toughness

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

                [b][u]Progress to Silver Status:[/u][/b] 36/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


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


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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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

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

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

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


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

                Str 12 (+1)

                Dex 14 (+2)

                Con 16 (+3)

                Int 14 (+2)

                Wis 18 (+4)

                Cha 20 (+5)


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

                Initiative: +2

                Attack: +10 (+14 /w Swords)

                Grapple: +11

                Defense: +17 (+8 flat footed)

                Knockback: -3, -1 without Force Field



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

                Toughness: +7; +3 without Protection

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

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

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



                [b][u]Skills:[/u][/b] 60r = 15pp

                Bluff 5 (+10)

                Concentration 8 (+12)

                Craft (Sewing) 8 (+10)

                Diplomacy 5 (+10)

                Intimidate 5 (+10)

                Knowledge (Arcane Lore) 8 (+10)

                Languages 2 (Native: Latin, English, French)

                Notice 6 (+10)

                Perform (Dance) 2 (+7)

                Perform (Singing) 5 (+10)

                Sense Motive 6 (+10)


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

                Attack Specialization (Swords) 2

                Attractive

                Equipment 3 [free from Player Reward)

                Interpose

                Minion 8 [free from Player Reward]

                Move-By Action

                Power Attack

                Quick Change

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


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


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


                [b][u]Powers[/u][/b] 46 + 4 + 9 = 59pp


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


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


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


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


                [u]AP[/u]: [b]Strike 14[/b] (illusory mental weapons; [i]Extra[/i]: Alternate Save [Will]; [i]PF[/i]: Affects Insubstantial 2, Incurable, Extended Reach, Split Attack, Takedown Attack 2, Variable Descriptor [bludgeoning, piercing, slashing]) [36/39PP]


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


                [u]AP[/u]:  [b]Nullify 12[/b] (Mental Effects) (PFs: Selective, Extras: Nullifying Field(Progression 3 [50ft-Radius]), Duration (Concentration)) [37/39pp]


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


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


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


                [b]Super-Senses 7[/b] (Detect Magic [Visual]; [i]Extras[/i]: Analytical, Counters Concealment 2, Counters Illusion 2, Tracking) [9pp]




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


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



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

                [code]ATTACK      RANGE         SAVE              EFFECT

            Unarmed     Touch         DC 16 Toughness   Damage (Staged)

            Swordbrella Melee         DC 19  Toughness  Damage (Staged)

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

            Dazzle      Ranged        DC 22 Will        Blinded & Deafened

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

            Strike      Melee         DC 29 Will        Damage (Staged); Affects Insub 2, Incurable, Variable Descriptor

            Stun        Area:Cylinder DC 22 Will        Daze/Stun/Unconcious
Abilities (34) + Combat (57) + Saving Throws (18) + Skills (15) + Feats (8) + Powers (57) - Drawbacks (-3) = 186/186pp
Custos Gargoyle Minion PL 9 / 120pp -3 Defense/+3 Toughness Abilities: 10 + 4 + 20 + 4 - 2 = 36PP Strength: 28 (+9) (20, +8 Growth) Dexterity: 14 (+2) Constitution: 34 (+12) (30, +4 Growth) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 20 + 14 = 34PP Initiative: +0 Attack: +9 (+10 Base, -1 Growth) Grapple: +21 Defense: +6 (+7 Base, -1 Growth), +1 Flat-Footed Knockback: -10 Saving Throws: 0 + 3 + 2 = 5PP Toughness: +12 (+12 Con) Fortitude: +12 (+12 Con) Reflex: +5 (+3 Dex, +3) Will: +4 (+2 Wis, +2) Skills: 24R = 6PP Intimidate 4 (+5; includes +2 from Growth) Acrobatics 4 (+6) Knowledge (Arcane Lore) 6 (+6) Notice 6 (+8) Stealth 4 (+0; includes -4 from Growth) Feats: 5PP Elusive Target Fearsome Presence Move By Action Takedown Attack 2 Powers: 14 + 6 + 13 = 33PP Spirit Roar 6 (12 points: PFs Alternate Power x2) 14pp
  • BE Strike 3 (Extras Alternate Save: Will, Area [Cone, 30 ft], Selective Attack; Flaw: Limited [Magical Creatures Only]; PF: Affects Insubstantial 2) [11/12pp] AP Dazzle Auditory 9 (Extras Area [Cone, General]; Flaws Range [Touch]) [9/12PP] AP Emotion Control 9 (Extras: Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory]) [9/12PP]
Flight 3 (50 mph / 500 feet per Move action) [6PP] Growth 4 (Large; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [13P] Drawbacks Power Loss (Flight, if wings are immobilized, –1 point) DC Block:
ATTACK            RANGE          SAVE              EFFECT

                Unarmed           Touch          DC 24 Tough       Damage (Staged)

                Strike            Touch Cone     DC 13 Reflex

                                                 DC 13/11 Will     Damage (Staged)

                Dazzle            Touch Area     DC 19 Reflex

                                                 DC 19/14 Fort     Deafened

                Emotion Contorl   Touch Area     DC 19 Reflex

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

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Ferros

Bookkeeping first. According to the new house rules about super senses, Ferros' metal detection costs 4pp, not 3pp. So please update that to set it right. This will leave him with 5pp to spend:

Detect Metal 2 [Mental] (Extras: Extended) [4pp]

I'd like to also make that sense Accurate and Acute for an additional 3 points.

Detect Metal 2 [Mental] (Extras: Extended, Accurate, Acute) [7pp]

Two points left:

Since I've been playing with it I might as well pay for the following:

Feats:

Features 1 (Morphic Metal Mask and Costume).

I'll bank the last point for now. Here's the final version of the sheet.

Player Name: quotemyname[floatr]

Ferros.jpg[/floatr]

Character Name: Ferros

Power Level: 10; 155/156PP

Trade-Offs: None

Unspent PP: 1

Progress To Bronze Status: 6/30

In Brief: A Mutant given powers by Terminus energy combined with a violent chemical reaction. Holds the power to shape and manipulate metal.

Alternate Identities: Jin Zhi Wong

Identity: Secret

Birthplace: Chongqing, China

Occupation: Chemist

Affiliations: None

Family: Huan (Father, Deceased) and Wu (Mother, Deceased)

Age: 20 (Born January 20, 1991)

Gender: Male

Ethnicity: Chinese

Height: 5'6''

Weight: 140 lbs.

Eyes: Black

Hair: Black

[floatr]Tattoos:

Right Outer Forearm: é™° (Yin)

Left Outer Forearm: 這 (Yang)

Right Inner Forearm: æ­¡ (Huan)

Left Inner Forearm: å³ (Wu)

Left Breast to Shoulder:

WhiteTigerTatto40%25.jpg

[/floatr]Description:

Jin was born in the year of the Horse, a year ending in 1, giving him the Zodiac sign "Metal Horse". Jin is also a Capricorn.

Jin is of average height for a man of Chinese descent. His hair is the typical soft, thin, black hair of his race and his eyes are also a deep dark color. He has a thin, yet athletic frame trained by years of Martial Arts study. Jin prefers very baggy jeans and loose fitting button down shirts (with the sleeves rolled up) with designs for his everyday attire, but is not incapable of dressing up when it is required. On the top of either forearm, Jin has tattooed the Chinese characters for "Yin" on one arm and "Yang" on the other. On the underside, he has tattooed "Huan" on one, and "Wu" on the other to remind himself that his parents are still close to him. JIn also has a roaring white tiger tattooed just above his left breast. Jin wears a Yin-Yang necklace around his neck. He also wears six rings most commonly on the thumb, index, and ring finger of his right hand, and the thumb, middle, and little fingers of his left hand. He has purposefully left his left ring finger open, on the hopes that he'll one day find his other half. Jin also wears metal bracelets around his wrists and a few chains around his neck, but these are not as important to him as his Yin-Yank necklace. He is also commonly seen wearing a heavy metal belt with a large steel belt buckle on the front. All of this jewelery features oriental designs.

As Ferros, Jin wears a metal facemask to hide his features. The mask leaves his hair and neck exposed, but covers enough of his features that it hides his identity well. The rest of his body is covered by a liquid metal suit. Ferros is able to keep this suit in place with his powers. Maintaining the suit's solidity takes the most minute amount of power possible, such that he's able to maintain it entirely subconsciously.

Power Descriptions:

When Jin really taps into his powers, his eyes glow a silvery color. More mundane uses of his strength do not trigger this reaction. Metal becomes soft, and amorphous in his hands. He is capable of making the hardest steel flow like water, even at a distance. Jin finds it easy to control the metal itself, yet much more difficult (while still possible) to control forces of magnetism. This is probably related to the chemicals in his blood which he derives his powers from. When he uses his powers in a protective way, instead of using a magnetic field to deflect attacks he simply levitates small bits of metal swirling around him instead.

History:

Jin's father, Huan, was a chemist. He was devoted to his job, and sometimes worked on projects in the family's basement at night. In 1993 when Jin was five, his mother, Wu, had to take him to the store with her. He was too young to supervise himself and his father was working on another project making him unable to supervise. Before leaving, Jin and Wu visited Huan in the basement briefly. Unfortunately, it was that exact moment when the attacks occurred.

The Terminus invasion was concentrated mostly on Freedom City, but there were other minor attacks elsewhere in the world. One of the minor Terminus invasion fleets attacked Chongqing that night. The three were gathered in the basement room when the Huan's bench full of glass jars holding various metals and alchemical compounds and other dangerous materials exploded. Huan was killed instantly. The Wu and Jin badly injured. Wu miraculously managed to get Jin to safety and help, before she died, crawling and dragging her son behind her up the basement stairs and outside where a neighbor found them and called for help. Wu died en route to the hospital, but Jin clung to life.

It quickly became aparent that Jin had been poisoned by some of the materials in the lab. The doctors did what they could, but some materials like Mercury and Strontium-90 had begun to accumulate in his body. Nothing could be done to remove them, and the Doctors feared that they would have lasting effects in the future, if they didn't kill him quickly. Jin didn't die right away. However, he never fully regained consciousness thanks to some strange interaction with the ambient Terminus energy. The Terminus energy was keeping him alive, but there was no telling what else it would do.

Lacking the equipment to treat him properly the hospital in Chongqing sent Jin to Freedom City soon after the invasion was quashed. The experts in Freedom managed to heal him, though there were many residual effects. Like many survivors of the Terminus, his mutations had blossomed into powers. But the events were not entirely a blessing. Jin had no parents, and no money with which to pay medical bills let alone flights back to Chongqing. He was quickly inducted into the system and spent his life in foster care.

Jin was sick off and on as a child, and his foster parents were constantly trying to push Catholic religious practices on him. None of those teachings sat well with him, and combined with his bad health, he became miserable.

When Jin was 10, he was allowed to study at a Tao martial arts at a temple near his foster home in Kingston near the border to Hanover. The Temple is called Běnzhí (Ben-Shu) Temple its name meaning The Temple of The Essential Nature. He would later describe this as the turning point in his life. He was taught the principles of Taoism and Chinese Alchemy (or Internal Martial Arts). And for the first time, spirituality started to make sense to him. He learned Piguaquan, Bajiqan, and Baguazhang three of the traditional Chinese Martial Arts. Through meditation and study, he was able to learn to control his body more finely. He found that regulating his body systems as such reduced the effects on the poisons within him. He also discovered that it allowed him better control over his powers which he also began to practice heavily.

When it was time, he was introduced to Duncan Summers and inducted into Claremont. He enjoyed a somewhat normal high school experience there, and was upset to see the time pass faster than he'd like. After his graduation from Claremont, he attended Hanover Institute of Technology on a scholarship. He was going to be a Chemist like his father once was. Thanks to a combination of AP credits, and extra heavy semester course loads, Jin accelerated his college studies greatly. Remarkably he achieved his Bachelors in Chemistry in just 3 years. He now has a job for the college doing research as he pursues his Masters degree. Though, things are going slowly with the added workload being a hero has placed on him.

Personality & Motivation:

One would expect a child who lost both parents to an alien attack and spent years in foster care to be a bitter individual suffering from depression and other such disorders. Jin very nearly fell victim to those predictions. But joining the Temple when he was 10 was what saved him. That's what he'll tell you, anyway. It taught him balance in all aspects of life. It taught him compassion, moderation, and humility. Such are the ways of Taoism. He went from being a sickly, upset, brash, child to a cultured, relaxed, healthy, respectful man nearly overnight. Though some of his history sticks with him. He still misses his parents. He still regrets never having returned to China. Sometimes he lashes out in a fit of angst. But soon, he finds himself again in meditation, and returns to the centered, down-to-earth individual that he knows he is meant to be. He views these moments of weakness as the price he must endure for his otherwise enlightened life experiences. They are the Yin and Yang of his soul. This is a fact that he recognizes, and accepts.

Jin does his best to hold no bitterness in his heart over the death of his parents or the things that have happened to him over the years. However, that does not mean he cannot use his gifts to help people, and make the world a better place. Quite the opposite, in fact, for in Jin's case, he has much more to share than simply his control over metal. He attempts to share his sense of inner peace with others as much as he can. To do this, Jin dons a mask and plays the part of Ferros.

Powers & Tactics:

Ferros' powers are highly manipulative of metal. They allow him a wide range of applications and options. He can do everything from modern art sculptures, to creating cages to sit bank robbers in. Just like in his every day life, Ferros prefers balance in all things. That also applies to his attitude when he gets into a fight. He will always seek to even out the fight before he seeks to finish it. Once he knows that he's not fighting a one-sided battle anymore, he will seek to disable his opponents rather than taking them out of the fight completely. He prefers to find creative ways of ensnaring combatants in solid metal rather than simply flinging chunks of iron at them like a glorified Gauss rifle.


Complications:

It's in the blood, it's in the will - Jin must keep a level head about him to keep his powers working properly. If he gets too angry, or too upset, he cannot muster the presence of mind necessary to control and manipulate massive quantities of metal. The GM may have Jin suffer Power Loss on his Metallic Control in exchange for a Hero Point if his emotions get the better of him.

The Essential Nature - The monks of the Běnzhí Temple were instrumental in Jin's upbringing. They more than anyone else in his life are responsible for the man he turned out to be. He is fiercely loyal to the monks of this temple. He looks up to them, and will help or protect them in any way he is able.

Fostered - Jin's parents died at a young age and he was introduced into foster care. Things like family gatherings or family centric holidays hit home pretty hard for him. He is more easily angered or upset by insults or comments directed at the family he barely knew.


Abilities: 2+6+6+4+4+0 = 22 PP

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)

Combat: 8+8= 16PP

Initiative: +3

Attack: +4, +10 Metallic Control

Grapple: +5 / +20 w/ Move Object

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

Knockback: -5 / -10 w/ Move Object

Saving Throws: 5+6+5 = 16 PP

Toughness: +10

Fortitude: +8 (5 + 3 Con)

Reflex: +9 (6 + 3 Dex)

Will: +7 (5 + 2 Wis)

Skills: 76r = 19PP

Acrobatics 12 (+15)

Concentration 13 (+15)

Craft (Artistic) 8 (+10)

Knowledge (Theology + Philosophy) 8 (+10)

Knowledge (Physical Sciences) 8 (+10)

Languages 1 (English; Native: Chinese)

Notice 13 (+15)

Sense Motive 13 (+15)

Feats: 19 PP

Acrobatic Bluff 2

All Out Attack

Attack Specialization (Magnetic Control) 3

Dodge Focus 6

Features 1 (Morphic Metal Mask and Costume)

Luck 2

Power Attack

Quick Change

Skill Mastery (Acrobatics, Knowledge(Chem), Notice, Sense Motive)

Trance

Powers 45 + 6 + 5 + 7 = 63 pp

Metallic Control 21 (42PP Array, Feats: Alternate Power 3) [45PP]

  • Base Power: "Mold Metal" Transform 10 (Metal, 1,000 lbs., Extras: Duration [Continuous], Range [Perception]; Flaws: Action [Full]; Feats: Precise, Subtle) [42PP]

    Alternate Power: Snare 10 ( Extras: Regenerating, Transparent; Feats: Precise, Subtle) [42PP]

    Alternate Power: Move Object 15 (STR 75 [Heavy Load: 400 Tons], Extras: Range [Perception], Flaws: Limited [Metal], Feats: Precise, Subtle) [32PP]
    Linked To: Impervious Toughness 10 (Extras: Duration/Sustained) [10pp]

    Alternate Power: "Shatter" Drain Toughness 10 (Extras: Effect Objects, Range [Ranged]; Flaw: Limited [metal and metal-encased targets only) [20pp]
    Linked To:
    "Shred" Blast 10 (PF: Variable Descriptor [bludgeoning/Piercing/Slashing] [22pp]

Force Field 7 (Drawbacks: Weak Point -1) [6pp]

Flight 5 (Flaws: Platform) [5pp]

Detect Metal 2 [Mental] (Extras: Extended, Accurate, Acute) [7pp]

Drawbacks: (-0) = -0PP

DC Block:

ATTACK               SAVE DC                    DAMAGE/EFFECT

Transform 10         Ref/20 for Held Items      Transformed

Snare 10             Ref/20                     Entangled/Bound

Drain Toughness 10   Fort/20                    Drain[Staged]

Blast 10             Tou/25                     Damage[Staged]
Abilities (22) + Combat (16) + Saving Throws (16) + Skills (19) + Feats (19) + Powers (63) - Drawbacks (0) = 155/156 Power Points
And the code:
[b][u]Player Name[/u]:[/b] quotemyname[floatr][/floatr]

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

[b][u]Power Level[/u]:[/b] 10; 155/156PP

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

[b][u]Unspent PP[/u]:[/b] 1

[b][u]Progress To Bronze Status[/u]:[/b] 6/30



[b][u]In Brief[/u]:[/b] A Mutant given powers by Terminus energy combined with a violent chemical reaction.  Holds the power to shape and manipulate metal.



[b][u]Alternate Identities[/u]:[/b] Jin Zhi Wong

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

[b][u]Birthplace[/u]:[/b] Chongqing, China

[b][u]Occupation[/u]:[/b] Chemist

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

[b][u]Family[/u]:[/b] Huan (Father, Deceased) and Wu (Mother, Deceased)



[b][u]Age[/u]:[/b] 20 (Born January 20, 1991)

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

[b][u]Ethnicity[/u]:[/b] Chinese

[b][u]Height[/u]:[/b] 5'6''

[b][u]Weight[/u]:[/b] 140 lbs.

[b][u]Eyes[/u]:[/b] Black

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



[floatr][b][u]Tattoos:[/u][/b]

Right Outer Forearm: é™° (Yin) Left Outer Forearm: 這 (Yang) Right Inner Forearm: æ­¡ (Huan) Left Inner Forearm: å³ (Wu) Left Breast to Shoulder: WhiteTigerTatto40%25.jpg
[/floatr][b][u]Description[/u]:[/b] Jin was born in the year of the Horse, a year ending in 1, giving him the Zodiac sign "Metal Horse". Jin is also a Capricorn. Jin is of average height for a man of Chinese descent. His hair is the typical soft, thin, black hair of his race and his eyes are also a deep dark color. He has a thin, yet athletic frame trained by years of Martial Arts study. Jin prefers very baggy jeans and loose fitting button down shirts (with the sleeves rolled up) with designs for his everyday attire, but is not incapable of dressing up when it is required. On the top of either forearm, Jin has tattooed the Chinese characters for "Yin" on one arm and "Yang" on the other. On the underside, he has tattooed "Huan" on one, and "Wu" on the other to remind himself that his parents are still close to him. JIn also has a roaring white tiger tattooed just above his left breast. Jin wears a Yin-Yang necklace around his neck. He also wears six rings most commonly on the thumb, index, and ring finger of his right hand, and the thumb, middle, and little fingers of his left hand. He has purposefully left his left ring finger open, on the hopes that he'll one day find his other half. Jin also wears metal bracelets around his wrists and a few chains around his neck, but these are not as important to him as his Yin-Yank necklace. He is also commonly seen wearing a heavy metal belt with a large steel belt buckle on the front. All of this jewelery features oriental designs. As Ferros, Jin wears a metal facemask to hide his features. The mask leaves his hair and neck exposed, but covers enough of his features that it hides his identity well. The rest of his body is covered by a liquid metal suit. Ferros is able to keep this suit in place with his powers. Maintaining the suit's solidity takes the most minute amount of power possible, such that he's able to maintain it entirely subconsciously. [b][u]Power Descriptions[/u]:[/b] When Jin really taps into his powers, his eyes glow a silvery color. More mundane uses of his strength do not trigger this reaction. Metal becomes soft, and amorphous in his hands. He is capable of making the hardest steel flow like water, even at a distance. Jin finds it easy to control the metal itself, yet much more difficult (while still possible) to control forces of magnetism. This is probably related to the chemicals in his blood which he derives his powers from. When he uses his powers in a protective way, instead of using a magnetic field to deflect attacks he simply levitates small bits of metal swirling around him instead. [b][u]History[/u]:[/b] Jin's father, Huan, was a chemist. He was devoted to his job, and sometimes worked on projects in the family's basement at night. In 1993 when Jin was five, his mother, Wu, had to take him to the store with her. He was too young to supervise himself and his father was working on another project making him unable to supervise. Before leaving, Jin and Wu visited Huan in the basement briefly. Unfortunately, it was that exact moment when the attacks occurred. The Terminus invasion was concentrated mostly on Freedom City, but there were other minor attacks elsewhere in the world. One of the minor Terminus invasion fleets attacked Chongqing that night. The three were gathered in the basement room when the Huan's bench full of glass jars holding various metals and alchemical compounds and other dangerous materials exploded. Huan was killed instantly. The Wu and Jin badly injured. Wu miraculously managed to get Jin to safety and help, before she died, crawling and dragging her son behind her up the basement stairs and outside where a neighbor found them and called for help. Wu died en route to the hospital, but Jin clung to life. It quickly became aparent that Jin had been poisoned by some of the materials in the lab. The doctors did what they could, but some materials like Mercury and Strontium-90 had begun to accumulate in his body. Nothing could be done to remove them, and the Doctors feared that they would have lasting effects in the future, if they didn't kill him quickly. Jin didn't die right away. However, he never fully regained consciousness thanks to some strange interaction with the ambient Terminus energy. The Terminus energy was keeping him alive, but there was no telling what else it would do. Lacking the equipment to treat him properly the hospital in Chongqing sent Jin to Freedom City soon after the invasion was quashed. The experts in Freedom managed to heal him, though there were many residual effects. Like many survivors of the Terminus, his mutations had blossomed into powers. But the events were not entirely a blessing. Jin had no parents, and no money with which to pay medical bills let alone flights back to Chongqing. He was quickly inducted into the system and spent his life in foster care. Jin was sick off and on as a child, and his foster parents were constantly trying to push Catholic religious practices on him. None of those teachings sat well with him, and combined with his bad health, he became miserable. When Jin was 10, he was allowed to study at a Tao martial arts at a temple near his foster home in Kingston near the border to Hanover. The Temple is called Běnzhí (Ben-Shu) Temple its name meaning The Temple of The Essential Nature. He would later describe this as the turning point in his life. He was taught the principles of Taoism and Chinese Alchemy (or Internal Martial Arts). And for the first time, spirituality started to make sense to him. He learned Piguaquan, Bajiqan, and Baguazhang three of the traditional Chinese Martial Arts. Through meditation and study, he was able to learn to control his body more finely. He found that regulating his body systems as such reduced the effects on the poisons within him. He also discovered that it allowed him better control over his powers which he also began to practice heavily. When it was time, he was introduced to Duncan Summers and inducted into Claremont. He enjoyed a somewhat normal high school experience there, and was upset to see the time pass faster than he'd like. After his graduation from Claremont, he attended Hanover Institute of Technology on a scholarship. He was going to be a Chemist like his father once was. Thanks to a combination of AP credits, and extra heavy semester course loads, Jin accelerated his college studies greatly. Remarkably he achieved his Bachelors in Chemistry in just 3 years. He now has a job for the college doing research as he pursues his Masters degree. Though, things are going slowly with the added workload being a hero has placed on him. [b][u]Personality & Motivation[/u]:[/b] One would expect a child who lost both parents to an alien attack and spent years in foster care to be a bitter individual suffering from depression and other such disorders. Jin very nearly fell victim to those predictions. But joining the Temple when he was 10 was what saved him. That's what he'll tell you, anyway. It taught him balance in all aspects of life. It taught him compassion, moderation, and humility. Such are the ways of Taoism. He went from being a sickly, upset, brash, child to a cultured, relaxed, healthy, respectful man nearly overnight. Though some of his history sticks with him. He still misses his parents. He still regrets never having returned to China. Sometimes he lashes out in a fit of angst. But soon, he finds himself again in meditation, and returns to the centered, down-to-earth individual that he knows he is meant to be. He views these moments of weakness as the price he must endure for his otherwise enlightened life experiences. They are the Yin and Yang of his soul. This is a fact that he recognizes, and accepts. Jin does his best to hold no bitterness in his heart over the death of his parents or the things that have happened to him over the years. However, that does not mean he cannot use his gifts to help people, and make the world a better place. Quite the opposite, in fact, for in Jin's case, he has much more to share than simply his control over metal. He attempts to share his sense of inner peace with others as much as he can. To do this, Jin dons a mask and plays the part of Ferros. [b][u]Powers & Tactics[/u]:[/b] Ferros' powers are highly manipulative of metal. They allow him a wide range of applications and options. He can do everything from modern art sculptures, to creating cages to sit bank robbers in. Just like in his every day life, Ferros prefers balance in all things. That also applies to his attitude when he gets into a fight. He will always seek to even out the fight before he seeks to finish it. Once he knows that he's not fighting a one-sided battle anymore, he will seek to disable his opponents rather than taking them out of the fight completely. He prefers to find creative ways of ensnaring combatants in solid metal rather than simply flinging chunks of iron at them like a glorified Gauss rifle. [hr][/hr] [b][u]Complications[/u]:[/b] [b]It's in the blood, it's in the will[/b] - Jin must keep a level head about him to keep his powers working properly. If he gets too angry, or too upset, he cannot muster the presence of mind necessary to control and manipulate massive quantities of metal. The GM may have Jin suffer Power Loss on his Metallic Control in exchange for a Hero Point if his emotions get the better of him. [b]The Essential Nature[/b] - The monks of the Běnzhí Temple were instrumental in Jin's upbringing. They more than anyone else in his life are responsible for the man he turned out to be. He is fiercely loyal to the monks of this temple. He looks up to them, and will help or protect them in any way he is able. [b]Fostered[/b] - Jin's parents died at a young age and he was introduced into foster care. Things like family gatherings or family centric holidays hit home pretty hard for him. He is more easily angered or upset by insults or comments directed at the family he barely knew. [hr][/hr] [b][u]Abilities[/u]:[/b] 2+6+6+4+4+0 = 22 PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 8+8= 16PP Initiative: +3 Attack: +4, +10 Metallic Control Grapple: +5 / +20 w/ Move Object Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 / -10 w/ Move Object [b][u]Saving Throws[/u]:[/b] 5+6+5 = 16 PP Toughness: +10 Fortitude: +8 (5 + 3 Con) Reflex: +9 (6 + 3 Dex) Will: +7 (5 + 2 Wis) [b][u]Skills[/u]:[/b] 76r = 19PP Acrobatics 12 (+15) Concentration 13 (+15) Craft (Artistic) 8 (+10) Knowledge (Theology + Philosophy) 8 (+10) Knowledge (Physical Sciences) 8 (+10) Languages 1 (English; Native: Chinese) Notice 13 (+15) Sense Motive 13 (+15) [b][u]Feats[/u]:[/b] 19 PP Acrobatic Bluff 2 All Out Attack Attack Specialization (Magnetic Control) 3 Dodge Focus 6 Features 1 (Morphic Metal Mask and Costume) Luck 2 Power Attack Quick Change Skill Mastery (Acrobatics, Knowledge(Chem), Notice, Sense Motive) Trance [b][u]Powers[/u][/b] 45 + 6 + 5 + 7 = 63 pp [b]Metallic Control 21 ([/b]42PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [45PP]
  • [u]Base Power[/u]: "[i]Mold Metal[/i]" [b]Transform 10 ([/b]Metal, 1,000 lbs., [i]Extras:[/i] Duration [Continuous], Range [Perception]; [i]Flaws:[/i] Action [Full]; [i]Feats:[/i] Precise, Subtle[b])[/b] [42PP] [u]Alternate Power[/u]: [b]Snare 10 ([/b] [i]Extras[/i]: Regenerating, Transparent; [i]Feats:[/i] Precise, Subtle[b])[/b] [42PP] [u]Alternate Power[/u]: [b]Move Object 15 ([/b]STR 75 [[i]Heavy Load:[/i] 400 Tons], [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited [Metal], [i]Feats:[/i] Precise, Subtle[b])[/b] [32PP] [i]Linked To:[/i] [b]Impervious Toughness 10[/b] ([i]Extras[/i]: Duration/Sustained) [10pp] [u]Alternate Power[/u]: [i]"Shatter"[/i] [b]Drain Toughness 10[/b] ([i]Extras[/i]: Effect Objects, Range [Ranged]; [i]Flaw[/i]: Limited [metal and metal-encased targets only) [20pp] [i]Linked To:[/i] [i]"Shred"[/i] [b]Blast 10[/b] (PF: Variable Descriptor [bludgeoning/Piercing/Slashing] [22pp]
[b]Force Field 7[/b] ([i]Drawbacks[/i]: Weak Point -1) [6pp] [b]Flight 5[/b] ([i]Flaws[/i]: Platform) [5pp] [b]Detect Metal 2[/b] [Mental] ([i]Extras[/i]: Extended, Accurate, Acute) [7pp] [b][u]Drawbacks[/u]:[/b] (-0) = -0PP [b][u]DC Block[/u]:[/b] [code]ATTACK SAVE DC DAMAGE/EFFECT Transform 10 Ref/20 for Held Items Transformed Snare 10 Ref/20 Entangled/Bound Drain Toughness 10 Fort/20 Drain[Staged] Blast 10 Tou/25 Damage[Staged] Abilities (22) + Combat (16) + Saving Throws (16) + Skills (19) + Feats (19) + Powers (63) - Drawbacks (0) = 155/156 Power Points

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Blueshift 5pp to spend.

:arrow: No updates necessary due to recent house rules on Super Senses.

First up, MAC needs an edit so let's put some points there.

Feats:

Sidekick +3 [3pp]

Now, MAC's totals were off. He was paying 2pp for his stats when he should have been paying (-8). I've fixed that and added the following edits. at 95pp he should look like what I'm going to link to later.

Combat:

Defense 2 [4pp]

Attack 1 [2pp]

Saves:

Reflex +2 [2pp]

Will +1 [1pp]

Feats:

Dodge Focus 1 [1pp]

Powers:

Robotics Array 3.5 [7pp powers; PF: 1 Alternate Power, Accurate 2] [10pp]

Base Effect: Strike 5 (PF: Precise, Variable Descriptor [Heat/Electricity]) "Robot Laser"

Alternate Power: Telekinesis 3 (PF: Precise) "Robot Manipulator Beam"

Flight +1 [2pp]

This edit brings him up to PL 5 offensively and defensively. He's also now got some moderate ability to manipulate objects with a strength of 15, and can now fly as fast as Blueshift can run.

Blueshift on the whole should receive the following edits as well:

Powers:

Communication 2 (Mental, 100ft, Extras: Linked [Comprehend] Flaws: Limited to Machines) {1PP} + Comprehend 1 (Languages 1 [understand Any] (Flaws: Limited to Machines)) {1PP} ("Audito Apparatus") [2PP]

To expand my plans for making her somewhat of a technopath or technosavant. I'll of course expand on this ability once I get some more points.

This is what the whole sheet should look like:

Posting the current copy of Blueshift's sheet. It'll make things easier for me to do edit requests for her.

Players Name: quotemyname

Characters Name: Blueshift

Power Level: 11 (172/172PP)

Trade-Offs: +2 Defense / -2 Toughness

Unspent PP: 0

Progress to Platinum Status: 22/120 (Gold Status earned with Colt)

[floatr]BlueshiftHF.png[/floatr]

Blueshift.jpgJewel_Blueshift.jpg

See Also: portrait 2

In Brief: A curious inventor with a heart of gold. Her mind is her best weapon.

Alternate Identities: Rachel Geist

Identity: Secret

Birthplace: Collingswood, NJ

Occupation: Best Buy Associate

Family: Mother and Father both living in Collingswood

Age: 22

Gender: Female

Ethnicity: Caucasian

Height: 5'5''

Weight: 117lbs

Eyes: Green

Hair: Brown/Blond

Description:

Rachel is of about average height for a girl her age. She is very physically fit due to her athletic training, but still sports a rather slight frame. Her Green eyes burn with an unquenchable curiosity and sometimes seem to glow even brighter when she is given an interesting problem to solve. Rachel is attractive, yet fails to put her good looks to use, preferring to wear functional rather than revealing clothing.

As Blueshift, however, she defaults to wearing a form fitting jumpsuit beneath her various gadgets and armor. Like any trained acrobat, she realizes the need for mobility, and cannot abide being hampered by baggy clothing in a fight. Thanks to the miracles of modern science, Rachel was able to invent a small portable machine that will bleach or unbleach hair. This makes her otherwise identity-revealing disguise that much harder to see through.

Power Descriptions:

Rachel's powers include a massive intellect, an acrobat's physical grace resulting from years of childhood training, and her ability to think faster than so many others. Though the last could simply be a derivative of her incredible intelligence. Blueshift's intelligence has not stopped expanding since shortly after her birth. There is a small possibility that this points to the nature of her powers being something more than just mundane brainpower and an overactive imagination.

In addition to these powers, when Rachel don's her costume and becomes Blueshift, she employs the use of a multitude of mechanical devices of her own invention to aid her in her heroic endeavors. The first device is the Tesla Gauntlet. Strapped to her right arm, it functions like a Taser, though it is no more deadly than a normal Taser, the power that it outputs makes the initial shock much stronger. The second device is a simple shield generator strapped to her left writs. It does nothing to absorb any of the damage to either Blueshift or the suit, but instead is purposed at redirecting attacks before they impact. The shield actually appears near her arm like a medieval buckler made of a cascade of colored light when it successfully deflects attacks. Her other devices include a pair of Dash Boots. They are a pair of metallic boots similar in structure to roller blades or ski boots (with the addition of three inch heels). The soles of these boots hold not wheels or buckles, but rockets. When activated, they can propel her to great speeds along the ground, and while running, she looks as if she might be skating or skiing. The rockets are not powerful enough to provide sufficient force for flight, though. Next is her pride and joy, her headgear. It covers her ears with what looks like a radio headset right down to the strap running over her head that secures it in place. This headset, also includes a pair of visor-like goggles that cover her eyes and provides readouts and visual scanning capabilities. Her last large device is her Cloaking device. This oval shaped metal generator straps to her back via a bandoleer. This device is the most finicky of all her devices. It drains much of her suits power, and commonly is the first device to malfunction when the suits power is direct to other devices like the Tesla Gauntlet. For this reason, a quick release catch is included on the bandoleer so the heavy device can be divested easily a malfunction occurs. Last but not least, Blueshift wears a utility belt. This sectioned, plated belt straps to her waist. It's pockets are seemingly endless, including more than a few that house extra-dimensional spaces within. From this belt, she can produce any number of smaller devices to aid her in her crime fighting career.

History:

Rachel is a problem solver. She always has been. She always will be. But when you're a genius, it's hard to find a problem you can't solve. It's hard to keep your mind busy. At 18, she "solved" school, graduating from FCU with a degree in Electrical Engineering, Civil Engineering, and Physics all at the same time.

She had reached a point in her life where she had solved all of the problems in front of her, including the 137 Sudoku books on her shelf. Life got real boring, real fast. Then she had another idea. She would help others solve their problems! It wouldn't be a big deal. She certainly had the time.

Rachel got her hands on every scrap of newspaper she could. She went over article after article. Old man Jones was having a zoning problem. She found a loophole and solved it for him. It took her ten minutes. A nearby Mom and Pop hardware store was going under. After a five minute conversation, and a five minute glance at their files, she had their assets straightened out so that they could keep the store running.

These problems were easy. Soon enough, she was bored again.

She started reading articles about crimes, and leaving anonymous tips so that the police could solve them. Briefly, she wondered if Sherlock Holmes got this bored.

She decided to tackle her boredom once and for all by taking on an extremely large problem: Super Villains. She hit the work bench, and the gym. She put some real time into training her already agile and flexible body. And when she wasn't training, she was building. She constructed a series of devices that would help her directly fight crime rather than just telling the police how to do it.

For months, she didn't solve any problems. But that was okay. This was an investment in her future.

Personality & Motivation:

Rachel is inquisitive and curious to a fault. She is hard working and diligent. She loves solving problems and she is good at solving problems, which creates some in and of its own. Namely, boredom. So her restlessness and general dislike of boredom constantly drives her to find harder and harder problems to stick her nose into. Rachel also loves helping people. The logical solution is to kill these two birds with one stone. She views fighting crime as a way to help people that always presents new and interesting problems in and of itself.

Rachel has Minor OCD which manifests itself as a compulsion to count things. When leaving or arriving at a destination, she must knock twice and only twice. When under stress she counts every step in binary while walking to a maximum of eight and then starts over again (1, 2, 4, 8). As her disorder worsens, she may develop other compulsions.

Rachel's mind does not define the word, "disorder," but it is certainly a supportive argument. She has been diagnosed with several clinical mental disorders, and is being medicated for them. The medication allows her to go about her daily life normally without falling prey to her many compulsions and phobias. However, a missed dosage, or a particularly powerful panic attack may cause her to lapse into paralyzing fear from time to time. As the medication itself is quite successful at controlling her fragile state of mind, these cases are few and far between. However, extended usage of these medications may lead to further issues down the line.

Powers & Tactics:

Rachel was born with genius level intelligence and a mind like a race car. She wasn't super intelligent, just peak human. But there is still plenty of things you can do with tools like those. Rachel was also blessed with a natural grace of movement. Though it is a minor trait compared to her intelligence. She puts both of these abilities to use inventing a multitude of miniature gadgets that she uses to fight crime. But it doesn't stop there. She uses her brain and her high maneuverability when she fights. She never fights without planning things out first, and she never fights a fight she knows she can't win. She doesn't fight dirty, but she will use everything she can to gain an advantage including her surroundings, and her opponents themselves.

Although at her birth, her intelligence was merely that of the most intelligent of humans, the fact that her mind can process information so quickly is certainly not a natural occurrence. Neither is the fact that she was already brilliant, without having to waste time during the normal childhood mental development periods. Her rapid brain functionality, and her massive intelligence are both mutations. Though not magical, or the result of any sort of outside acting force like terminus energy, these unnatural traits are mutations nonetheless. One unfortunate side affect of her incredible intelligence is that of her anxiety and social disorders as well as powerful migraines. Her brain is so efficient at processing whatever information it focuses on that sometimes, Rachel experiences a backlash from the mutations. Over the years her brain has only gotten smarter, and faster. As of yet, there exists no information that would indicate it will cease to become more powerful and more efficient.

As far as the gadgets themselves, in addition to various small devices of varying functions, Blueshift also regularly uses multiple larger devices. She has a pair of boots with low strength rockets in them, allowing her to move quite a bit faster by coasting just above the ground. Her right arm is wrapped in an electronic gauntlet that ends in a taser-like device which delivers an electric shock to those it touches. A unit strapped to her back is capable of projecting waves of light that can interfere with both observational devices and even has enough power to distort light waves enough to mask her presence against organic observation as well. However, due to the massive drain on her suit's power, the cloaking device commonly malfunctions when she uses some of her other devices (most commonly the Tesla Gauntlet). Due to the common malfunctioning of this device, Blueshift has included a quick release catch on the bandolier that holds the device strapped to her back. It is purposed so that she can quickly drop it's extra weight for increased mobility should it malfunction. The downside is that the device becomes more easily stripped by others. The goggles she wears have multiple settings, allowing her to dial in and view any spectrum of light as well as compensate for distortions of light and other such common methods of evading detection. These goggles allow her to see anything and everything that may or may not be hidden, even by solid objects provided the target is otherwise within the normal range of her vision.


Complications:

Agoraphobic: The fear of public places, open spaces, and having nowhere to hide. This complication mostly affects Rachel, who is powerless to escape such situations. Blueshift, however has devices that allow her to run quickly and become invisible. However, if these devices fail to function, as with her Reconnitoir Complication she may become stunned for a round due to her paralyzing agoraphobia.

Migraine: Rachel's brain processes information at an incredible rate. Sometimes, using her brain's full capacity causes her to have terrible headaches. She gains a Hero Point when using her Maximum Mental Quickness to take twenty on a skill check at an increased speed causes her to be stunned the following round due to having a brief migraine.

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

Reconnoiter: The energy powering her cloaking device is good for little more than information gathering. She gets an HP when making an attack while cloaked, which causes her to uncloak. (i.e., the Passive Flaw for Concealment, but taken as a Complication).

Abilities 0+10+2+8+4+0=24pp

Str 10 (+0)

Dex 20 (+5)

Con 12 (+1)

Int 18/24 (+4/+7)

Wis 14 (+2)

Cha 10 (+0)

Combat: 8+8=16pp

Attack: +4 Base (+10 Gauntlet)

Defense: +13 (4 Base, +5 Dodge Focus, +4 Shield), +2 flat-footed

Initiative: +5 (+5 Dex)

Grapple: +0 (+0 Str)

Knockback: -4; -2 FF; -2 w/o Equipment; -0 FF and w/o Equipment

Saves 2+4+3=9pp

Toughness +8 (+4 Flat Footed)

Fortitude +3 (+1 Con; 2)

Ref +9 (+5 Dex; 4)

Will +5 (+2 Wis; +3)

Skills 140R = 35PP

Acrobatics 6/10 (+11/+15, Skill Mastery)

Craft (electronic) 13 (+17/+20)

Craft (mechanical) 13 (+17/+20)

Concentration 8 (+10)

Computers 16 (+20/+23)

Disable Device 13 (+17/+20)

Escape Artist 5 (+10)

Knowledge (Technology) 8 (+12/+15, Skill Mastery)

Knowledge (Physical Sciences) 8 (+12/+15, Skill Mastery)

Knowledge (Pop Culture) 8 (+12/+15)

Knowledge (Tactics) 8 (+12/+15, skill Mastery)

Notice 13 (+15)

Search 8 (+15)

Stealth 5 (+10)

Sense Motive 8 (+10)

Feats 37PP

Attack Specialization [Gauntlet] 2

Acrobatic Bluff

Challenge (Fast Acrobatics)

Defensive Roll 2

Defensive Attack

Dodge Focus 5

Eidetic Memory

Equipment 2 [10ep]

Evasion 2

Improvised Tools

Inventor

Luck 2

Master Plan 2

Online Research

Power Attack

Setup

Sidekick 4 (+15 Veteran Reward = 16)

Skill Mastery (Acrobatics, Knowledge (tactics), Knowledge (technology), Knowledge (physical sciences))

Skill Mastery (Disable Device, Stealth, Computers, Sense Motive)

Sneak Attack

Ultimate Effort [Craft (Electronic)]

Ultimate Effort [Craft (Mechanical)]

Uncanny Dodge (Hearing)

Well-Informed

Protective Bodysuit (Protection 3, Subtle) {4ep}

Comm Link {1ep}

Handcuffs {1ep}

MW Inventor Tools (+2 Craft [Electronic]) {1ep}

Spy Camera {1ep}

MW Investigative Tools (+2 Investigate) {1ep}

Powers: 2 + 6 + 4 + 4 + 12 + 6 + 7 + 6 + 6 +1 = 54PP

Communication 2 (Mental, 100ft, Extras: Linked [Comprehend]; Flaws: Limited to Machines) {1PP} + Comprehend 1 (Languages 1 [understand Any] (Flaws: Limited to Machines)) {1PP} ("Audito Apparatus") [2PP]

Device 2 "Tesla Gauntlet" (Easy to lose) [6pp]

Strike 8 (PF: Precise, Variable Descriptor (Heat and Electricity)) {10dp}

Device 1 "Plasma Bangle" (Hard to Lose) [4pp]

Shield 4 (PF: Subtle) {5dp}

Device 1 "Dash Boots" (Hard to Lose) [4pp]

Speed 4 {4dp}

Enhanced Skills: Acrobatics 4 {1dp}

Device 3 "Sensory Scanner" (Hard to Lose) [12pp]

Datalink 6 (Radio, 20 miles) [6PP]

Super Senses 9 (All Visual Senses [Extras: Extended], Danger Sense [Radio], Distance Sense, Infravision [Visual, Extras: Tracking], Radar [Radio, Extras: Accurate, Drawbacks: Not Radius], Radio) [9PP]

Visual-type senses are Accurate, Acute, and Ranged by default. Radio-type senses are Acute, Radius, and Ranged by default.

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

Concealment 8 (All Visual, Audio & Radio Senses [Total]; Flaws: Blending; PFs: Close Range, Selective) {10dp}

* Please note Reconnoiter Complication[/device]

Gadgets 1 (Hard to Lose) [7pp]

Examples:

"Diving Suit" Immunity 3 (Cold, Underwater Breathing, Pressure); Swimming 2

"Hot Suit" Immunity 4 (Disease, Heat, Poison, Radiation); Super Senses 1 (Analytical for Infravision)

"Vert Mode" Super Movement 1 (Wall Crawling 1); Enhanced Skills 3 (Climb 12);

"Grease Release" Immunity 5 (Entrapment)

"Anchor Shield" Immovable 6 (Flaws: Action 2 [Move]) and Impervious Toughness 6 (Flaws: Limited to Physical)

Enhanced Intelligence 6 [6PP] (mutant)

Quickness 12 (x 10,000; Flaws: Limited [Mental Only]) [6pp] (mutant)

Quickness Cheat Sheet

Can Take 20 on a Computer check to Write a Program (normally 1 hour) in 36 seconds/6 rounds.

        Can Take 20 on a Knowledge check (normally 1 hour) in .36 seconds/Free Action.

        Can Take 20 on a Notice check (normally 1 minute) in 0.006 seconds/Free Action.

        Can Search a 2000-ft diameter area (normally 1.5 hours) in .5 seconds/Free Action.

        Can Search a 10000-ft. diameter area (normally 8 hours) in 3 seconds/1 action. Can Take 20 on that same Search (normally 160 hours) and do it in 1 minute.
Super Senses 1 (Communication w/ MAC; Descriptors: Mutant; Mental) [1pp] Drawbacks [-3pp] Overactive Imagination (Chance of restlessness with every sleep, check of DC 10 causes sleep deprivation, after sleep deprivation is fatigued until restful sleep; -3) DC Block:

        ATTACK               RANGE       SAVE                         EFFECT

        Unarmed             Touch        DC15 Toughness (Staged)     Damage

        Tesla Gauntlet       Touch       DC25 Toughness (Staged)     Damage (fire/electricity)
Abilities (24) + Combat (16) + Saving Throws (9) + Skills (35) + Feats (37) + Powers (54) - Drawbacks (3) = 172/172 Power Points
Name: Mechanical Analytic Construct (MAC) Power Level: 5 (95/95 PP) Trade-Offs: None Abilities: (-8+0-10+10+0+0=-8) [floatr]MacMkII.jpg[/floatr] STR 2 (-4) DEX 10 (+0) CON --- INT 20 (+5) WIS 10 (+0) CHA 10 (+0) Combat: (2+4=6pp) Attack: +1 / +5 Robotics Array Grapple: -14 / +8 w/ Telekinesis Defense: +5 (+2 Base +3 Dodge Focus) Knockback: -2 Initiative: +0 Saves: (0+2+1=3pp) TOU: +1 FORT: --- (Immune) REF: +1 (+0 Dex, +2) WILL: +0 (+0 WIS, +1) Skills: (4) Notice 8 (+8) Search 8 (+13) Feats: (4) Benefit (counts as MW tools for any Craft Check) Dodge Focus 3 Powers: (10 + 13 + 8 + 5 + 30 + 10 + 9 + 1 = 86) Concealment 8 (All Visual, Audio & Radio Senses [Total]; Flaws: Blending; PFs: Close Range, Selective) [10pp] ESP 6 (Auditory + Visual Senses, Extras: Affects Others, Duration [sustained], Simultaneous; Flaws: Action [standard], Limited [Others], Limited 2 [blueshift's Visor], Feats: Subtle) [13pp] (Sensory Link) Flight 4 (100 MPH) [8pp] Force Field 5 [5PP] Immunity 30 (Fort effects) [30pp] Robotics Array 3.5 [7pp powers; PF: 1 Alternate Power, Accurate 2] [10pp] Base Effect: Strike 5 (PF: Precise, Variable Descriptor [Heat/Electricity]) "Robot Laser" Alternate Power: Telekinesis 3 (PF: Precise) "Robot Manipulator Beam" Shrinking 8 (Tiny; Extras: Duration [Continuous]; Flaws: Permanent; PFs: Innate) [9pp] Super-Senses 1 (Communication Link w/ Blueshift) [1pp] Drawbacks (0) None Totals: Abilities (-8) + Combat (6) + Saves (3) + Skills (4) + Feats (4) + Powers (86) - Drawbacks (0) = 95/95PP
Here's the code:
Posting the current copy of Blueshift's sheet.  It'll make things easier for me to do edit requests for her.



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

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

        [b][u]Power Level[/u][/b]: 11 (172/172PP)

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

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

        [b][u]Progress to Platinum Status[/u][/b]: 22/120 (Gold Status earned with Colt)



        [floatr][/floatr]

        

        See Also: portrait 2



        [b][u]In Brief[/u][/b]: A curious inventor with a heart of gold.  Her mind is her best weapon.



        [b][u]Alternate Identities[/u][/b]: Rachel Geist

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

        [b][u]Birthplace[/u][/b]: Collingswood, NJ

        [b][u]Occupation[/u][/b]: Best Buy Associate

        [b][u]Family[/u][/b]: Mother and Father both living in Collingswood



        [b][u]Age[/u][/b]: 22

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

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

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

        [b][u]Weight[/u][/b]: 117lbs

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

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



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

        Rachel is of about average height for a girl her age.  She is very physically fit due to her athletic training, but still sports a rather slight frame.  Her Green eyes burn with an unquenchable curiosity and sometimes seem to glow even brighter when she is given an interesting problem to solve.  Rachel is attractive, yet fails to put her good looks to use, preferring to wear functional rather than revealing clothing.



        As Blueshift, however, she defaults to wearing a form fitting jumpsuit beneath her various gadgets and armor. Like any trained acrobat, she realizes the need for mobility, and cannot abide being hampered by baggy clothing in a fight. Thanks to the miracles of modern science, Rachel was able to invent a small portable machine that will bleach or unbleach hair. This makes her otherwise identity-revealing disguise that much harder to see through.



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

        Rachel's powers include a massive intellect, an acrobat's physical grace resulting from years of childhood training, and her ability to think faster than so many others. Though the last could simply be a derivative of her incredible intelligence.  Blueshift's intelligence has not stopped expanding since shortly after her birth.  There is a small possibility that this points to the nature of her powers being something more than just mundane brainpower and an overactive imagination.



        In addition to these powers, when Rachel don's her costume and becomes Blueshift, she employs the use of a multitude of mechanical devices of her own invention to aid her in her heroic endeavors.  The first device is the Tesla Gauntlet.  Strapped to her right arm, it functions like a Taser, though it is no more deadly than a normal Taser, the power that it outputs makes the initial shock much stronger. The second device is a simple shield generator strapped to her left writs.  It does nothing to absorb any of the damage to either Blueshift or the suit, but instead is purposed at redirecting attacks before they impact.  The shield actually appears near her arm like a medieval buckler made of a cascade of colored light when it successfully deflects attacks. Her other devices include a pair of Dash Boots. They are a pair of metallic boots similar in structure to roller blades or ski boots (with the addition of three inch heels). The soles of these boots hold not wheels or buckles, but rockets.  When activated, they can propel her to great speeds along the ground, and while running, she looks as if she might be skating or skiing. The rockets are not powerful enough to provide sufficient force for flight, though. Next is her pride and joy, her headgear.  It covers her ears with what looks like a radio headset right down to the strap running over her head that secures it in place. This headset, also includes a pair of visor-like goggles that cover her eyes and provides readouts and visual scanning capabilities. Her last large device is her Cloaking device.  This oval shaped metal generator straps to her back via a bandoleer.  This device is the most finicky of all her devices.  It drains much of her suits power, and commonly is the first device to malfunction when the suits power is direct to other devices like the Tesla Gauntlet.  For this reason, a quick release catch is included on the bandoleer so the heavy device can be divested easily a malfunction occurs.  Last but not least, Blueshift wears a utility belt.  This sectioned, plated belt straps to her waist.  It's pockets are seemingly endless, including more than a few that house extra-dimensional spaces within. From this belt, she can produce any number of smaller devices to aid her in her crime fighting career.



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

        Rachel is a problem solver. She always has been. She always will be. But when you're a genius, it's hard to find a problem you can't solve. It's hard to keep your mind busy. At 18, she "solved" school, graduating from FCU with a degree in Electrical Engineering, Civil Engineering, and Physics all at the same time.



        She had reached a point in her life where she had solved all of the problems in front of her, including the 137 Sudoku books on her shelf. Life got real boring, real fast. Then she had another idea. She would help others solve their problems! It wouldn't be a big deal. She certainly had the time.



        Rachel got her hands on every scrap of newspaper she could. She went over article after article. Old man Jones was having a zoning problem. She found a loophole and solved it for him. It took her ten minutes. A nearby Mom and Pop hardware store was going under. After a five minute conversation, and a five minute glance at their files, she had their assets straightened out so that they could keep the store running.



        These problems were easy. Soon enough, she was bored again.



        She started reading articles about crimes, and leaving anonymous tips so that the police could solve them. Briefly, she wondered if Sherlock Holmes got this bored.



        She decided to tackle her boredom once and for all by taking on an extremely large problem: Super Villains. She hit the work bench, and the gym. She put some real time into training her already agile and flexible body. And when she wasn't training, she was building. She constructed a series of devices that would help her directly fight crime rather than just telling the police how to do it.



        For months, she didn't solve any problems. But that was okay. This was an investment in her future.



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

        Rachel is inquisitive and curious to a fault. She is hard working and diligent. She loves solving problems and she is good at solving problems, which creates some in and of its own. Namely, boredom. So her restlessness and general dislike of boredom constantly drives her to find harder and harder problems to stick her nose into. Rachel also loves helping people. The logical solution is to kill these two birds with one stone. She views fighting crime as a way to help people that always presents new and interesting problems in and of itself.



        Rachel has Minor OCD which manifests itself as a compulsion to count things. When leaving or arriving at a destination, she must knock twice and only twice. When under stress she counts every step in binary while walking to a maximum of eight and then starts over again (1, 2, 4, 8). As her disorder worsens, she may develop other compulsions.



        Rachel's mind does not define the word, "disorder," but it is certainly a supportive argument. She has been diagnosed with several clinical mental disorders, and is being medicated for them. The medication allows her to go about her daily life normally without falling prey to her many compulsions and phobias. However, a missed dosage, or a particularly powerful panic attack may cause her to lapse into paralyzing fear from time to time. As the medication itself is quite successful at controlling her fragile state of mind, these cases are few and far between. However, extended usage of these medications may lead to further issues down the line.



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

        Rachel was born with genius level intelligence and a mind like a race car. She wasn't super intelligent, just peak human. But there is still plenty of things you can do with tools like those. Rachel was also blessed with a natural grace of movement. Though it is a minor trait compared to her intelligence. She puts both of these abilities to use inventing a multitude of miniature gadgets that she uses to fight crime. But it doesn't stop there. She uses her brain and her high maneuverability when she fights. She never fights without planning things out first, and she never fights a fight she knows she can't win. She doesn't fight dirty, but she will use everything she can to gain an advantage including her surroundings, and her opponents themselves.



        Although at her birth, her intelligence was merely that of the most intelligent of humans, the fact that her mind can process information so quickly is certainly not a natural occurrence.  Neither is the fact that she was already brilliant, without having to waste time during the normal childhood mental development periods.  Her rapid brain functionality, and her massive intelligence are both mutations. Though not magical, or the result of any sort of outside acting force like terminus energy, these unnatural traits are mutations nonetheless.  One unfortunate side affect of her incredible intelligence is that of her anxiety and social disorders as well as powerful migraines.  Her brain is so efficient at processing whatever information it focuses on that sometimes, Rachel experiences a backlash from the mutations.  Over the years her brain has only gotten smarter, and faster.  As of yet, there exists no information that would indicate it will cease to become more powerful and more efficient.



        As far as the gadgets themselves, in addition to various small devices of varying functions, Blueshift also regularly uses multiple larger devices. She has a pair of boots with low strength rockets in them, allowing her to move quite a bit faster by coasting just above the ground. Her right arm is wrapped in an electronic gauntlet that ends in a taser-like device which delivers an electric shock to those it touches. A unit strapped to her back is capable of projecting waves of light that can interfere with both observational devices and even has enough power to distort light waves enough to mask her presence against organic observation as well.  However, due to the massive drain on her suit's power, the cloaking device commonly malfunctions when she uses some of her other devices (most commonly the Tesla Gauntlet).  Due to the common malfunctioning of this device, Blueshift has included a quick release catch on the bandolier that holds the device strapped to her back.  It is purposed so that she can quickly drop it's extra weight for increased mobility should it malfunction.  The downside is that the device becomes more easily stripped by others. The goggles she wears have multiple settings, allowing her to dial in and view any spectrum of light as well as compensate for distortions of light and other such common methods of evading detection. These goggles allow her to see anything and everything that may or may not be hidden, even by solid objects provided the target is otherwise within the normal range of her vision.



        [hr][/hr]

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

        [i]Agoraphobic: [/i]The fear of public places, open spaces, and having nowhere to hide. This complication mostly affects Rachel, who is powerless to escape such situations. Blueshift, however has devices that allow her to run quickly and become invisible. However, if these devices fail to function, as with her Reconnitoir Complication she may become stunned for a round due to her paralyzing agoraphobia.

        [i]Migraine:[/i] Rachel's brain processes information at an incredible rate. Sometimes, using her brain's full capacity causes her to have terrible headaches. She gains a Hero Point when using her Maximum Mental Quickness to take twenty on a skill check at an increased speed causes her to be stunned the following round due to having a brief migraine.

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

        [i]Reconnoiter:[/i] The energy powering her cloaking device is good for little more than information gathering.  She gets an HP when making an attack while cloaked, which causes her to uncloak. (i.e., the Passive Flaw for Concealment, but taken as a Complication).





        [b][u]Abilities[/u][/b] 0+10+2+8+4+0=24pp

        Str 10 (+0)

        Dex 20 (+5)

        Con 12 (+1)

        Int 18/24 (+4/+7)

        Wis 14 (+2)

        Cha 10 (+0)





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

        Attack: +4 Base (+10 Gauntlet)

        Defense: +13 (4 Base, +5 Dodge Focus, +4 Shield), +2 flat-footed

        Initiative: +5 (+5 Dex)

        Grapple: +0 (+0 Str)

        Knockback: -4; -2 FF; -2 w/o Equipment; -0 FF and w/o Equipment





        [b][u]Saves [/u][/b] 2+4+3=9pp

        Toughness +8 (+4 Flat Footed)

        Fortitude +3 (+1 Con; 2)

        Ref +9 (+5 Dex; 4)

        Will +5 (+2 Wis; +3)





        [b][u]Skills [/u][/b]140R = 35PP

        Acrobatics 6/10 (+11/+15, Skill Mastery)

        Craft (electronic) 13 (+17/+20)

        Craft (mechanical) 13 (+17/+20)

        Concentration 8 (+10)

        Computers 16 (+20/+23)

        Disable Device 13 (+17/+20)

        Escape Artist 5 (+10)

        Knowledge (Technology) 8 (+12/+15, Skill Mastery)

        Knowledge (Physical Sciences) 8 (+12/+15, Skill Mastery)

        Knowledge (Pop Culture) 8 (+12/+15)

        Knowledge (Tactics) 8 (+12/+15, skill Mastery)

        Notice 13 (+15)

        Search 8 (+15)

        Stealth 5 (+10)

        Sense Motive 8 (+10)





        [b][u]Feats [/u][/b] 37PP

        Attack Specialization [Gauntlet] 2

        Acrobatic Bluff

        Challenge (Fast Acrobatics)

        Defensive Roll 2

        Defensive Attack

        Dodge Focus 5

        Eidetic Memory

        Equipment 2 [10ep]

        Evasion 2

        Improvised Tools

        Inventor

        Luck 2

        Master Plan 2

        Online Research

        Power Attack

        Setup

        Sidekick 4 (+15 Veteran Reward = 16)

        Skill Mastery (Acrobatics, Knowledge (tactics), Knowledge (technology), Knowledge (physical sciences))

        Skill Mastery (Disable Device, Stealth, Computers, Sense Motive)

        Sneak Attack

        Ultimate Effort [Craft (Electronic)]

        Ultimate Effort [Craft (Mechanical)]

        Uncanny Dodge (Hearing)

        Well-Informed



        
Protective Bodysuit ([b]Protection 3[/b], Subtle) {4ep} Comm Link {1ep} Handcuffs {1ep} MW Inventor Tools (+2 Craft [Electronic]) {1ep} Spy Camera {1ep} MW Investigative Tools (+2 Investigate) {1ep}
[b][u]Powers[/u][/b]: 2 + 6 + 4 + 4 + 12 + 6 + 7 + 6 + 6 +1 = 54PP [b]Communication 2 [/b]([i]Mental[/i], 100ft, [i]Extras[/i]: Linked [Comprehend]; [i]Flaws[/i]: Limited to Machines) {1PP} + [b]Comprehend 1 [/b](Languages 1 [understand Any] (Flaws: Limited to Machines)) {1PP} ("[i]Audito Apparatus[/i]") [2PP] [b]Device 2[/b] [i]"Tesla Gauntlet"[/i] (Easy to lose) [6pp]
[b]Strike 8[/b] ([i]PF[/i]: Precise, Variable Descriptor (Heat and Electricity)) {10dp}
[b]Device 1[/b] [i]"Plasma Bangle"[/i] (Hard to Lose) [4pp]
[b]Shield 4[/b] ([i]PF[/i]: Subtle) {5dp}
[b]Device 1[/b] [i]"Dash Boots"[/i] (Hard to Lose) [4pp]
[b]Speed 4[/b] {4dp} [b]Enhanced Skills:[/b] [i]Acrobatics 4[/i] {1dp}
[b]Device 3[/b] [i]"Sensory Scanner"[/i] (Hard to Lose) [12pp]
[b]Datalink 6 ([/b]Radio, 20 miles[b])[/b] [6PP] [b]Super Senses 9 ([/b]All Visual Senses [[i]Extras:[/i] Extended], Danger Sense [Radio], Distance Sense, Infravision [Visual, [i]Extras:[/i] Tracking], Radar [Radio, [i]Extras:[/i] Accurate, [i]Drawbacks:[/i] Not Radius], Radio[b])[/b] [9PP] [i]Visual-type senses are Accurate, Acute, and Ranged by default. Radio-type senses are Acute, Radius, and Ranged by default.[/i]
[b]Device 2[/b] [i]"Cloaking Field"[/i] (Easy to Lose) [6PP]
[b]Concealment 8 ([/b]All Visual, Audio & Radio Senses [Total]; [i]Flaws[/i]: Blending; [i]PFs[/i]: Close Range, Selective[b])[/b] {10dp}
* Please note [i]Reconnoiter[/i] Complication[/device] [b]Gadgets 1[/b] (Hard to Lose) [7pp]
Examples: [i]"Diving Suit"[/i] [b]Immunity 3[/b] (Cold, Underwater Breathing, Pressure); [b]Swimming 2[/b] [i]"Hot Suit"[/i] [b]Immunity 4[/b] (Disease, Heat, Poison, Radiation); [b]Super Senses 1[/b] (Analytical for Infravision) [i]"Vert Mode"[/i] [b]Super Movement 1[/b] (Wall Crawling 1); [b]Enhanced Skills 3[/b] ([i]Climb 12[/i]); [i]"Grease Release"[/i] [b]Immunity 5[/b] (Entrapment) [i]"Anchor Shield"[/i] [b]Immovable 6[/b] ([i]Flaws[/i]: Action 2 [Move]) and [b]Impervious Toughness 6[/b] ([i]Flaws[/i]: Limited to Physical)
[b]Enhanced Intelligence 6[/b] [6PP] (mutant) [b]Quickness 12[/b] (x 10,000; [i]Flaws[/i]: Limited [Mental Only]) [6pp] (mutant) [b]Quickness Cheat Sheet[/b] [spoiler]Can Take 20 on a Computer check to Write a Program (normally 1 hour) in 36 seconds/6 rounds. Can Take 20 on a Knowledge check (normally 1 hour) in .36 seconds/Free Action. Can Take 20 on a Notice check (normally 1 minute) in 0.006 seconds/Free Action. Can Search a 2000-ft diameter area (normally 1.5 hours) in .5 seconds/Free Action. Can Search a 10000-ft. diameter area (normally 8 hours) in 3 seconds/1 action. Can Take 20 on that same Search (normally 160 hours) and do it in 1 minute.[/spoiler] [b]Super Senses 1 ([/b]Communication w/ MAC; Descriptors: Mutant; Mental[b])[/b] [1pp] [b][u]Drawbacks [/u][/b] [-3pp] [b]Overactive Imagination[/b] (Chance of restlessness with every sleep, check of DC 10 causes sleep deprivation, after sleep deprivation is fatigued until restful sleep; -3) [b][u]DC Block[/u][/b]: [code] ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Tesla Gauntlet Touch DC25 Toughness (Staged) Damage (fire/electricity) Abilities (24) + Combat (16) + Saving Throws (9) + Skills (35) + Feats (37) + Powers (54) - Drawbacks (3) = 172/172 Power Points
Name: Mechanical Analytic Construct (MAC) Power Level: 5 (95/95 PP) Trade-Offs: None Abilities: (-8+0-10+10+0+0=-8) [floatr]MacMkII.jpg[/floatr] STR 2 (-4) DEX 10 (+0) CON --- INT 20 (+5) WIS 10 (+0) CHA 10 (+0) Combat: (2+4=6pp) Attack: +1 / +5 Robotics Array Grapple: -14 / +8 w/ Telekinesis Defense: +5 (+2 Base +3 Dodge Focus) Knockback: -2 Initiative: +0 Saves: (0+2+1=3pp) TOU: +1 FORT: --- (Immune) REF: +1 (+0 Dex, +2) WILL: +0 (+0 WIS, +1) Skills: (4) Notice 8 (+8) Search 8 (+13) Feats: (4) Benefit (counts as MW tools for any Craft Check) Dodge Focus 3 Powers: (10 + 13 + 8 + 5 + 30 + 10 + 9 + 1 = 86) Concealment 8 (All Visual, Audio & Radio Senses [Total]; Flaws: Blending; PFs: Close Range, Selective) [10pp] ESP 6 (Auditory + Visual Senses, Extras: Affects Others, Duration [sustained], Simultaneous; Flaws: Action [standard], Limited [Others], Limited 2 [blueshift's Visor], Feats: Subtle) [13pp] (Sensory Link) Flight 4 (100 MPH) [8pp] Force Field 5 [5PP] Immunity 30 (Fort effects) [30pp] Robotics Array 3.5 [7pp powers; PF: 1 Alternate Power, Accurate 2] [10pp] Base Effect: Strike 5 (PF: Precise, Variable Descriptor [Heat/Electricity]) "Robot Laser" Alternate Power: Telekinesis 3 (PF: Precise) "Robot Manipulator Beam" Shrinking 8 (Tiny; Extras: Duration [Continuous]; Flaws: Permanent; PFs: Innate) [9pp] Super-Senses 1 (Communication Link w/ Blueshift) [1pp] Drawbacks (0) None Totals: Abilities (-8) + Combat (6) + Saves (3) + Skills (4) + Feats (4) + Powers (86) - Drawbacks (0) = 95/95PP

DONE BY SHAENTHEBRAIN

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Doktor'd

Thrude

Here's Thrude's new sheet for the copy/paste:

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

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

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

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

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

[b][u]Progress To Gold Status[/u]:[/b] 8/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=1483]The Scarab[/url])


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


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

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

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

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

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

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


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

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

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

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

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

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


[hr][/hr]

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

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

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

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

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

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

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

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

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



[b][u]Abilities[/u]:[/b] 16 + 16 + 16 + 0 + 0 + 16 = 64PP

Strength: 26 (+8), 30 (+10) Rage

Dexterity: 26 (+8)

Constitution: 26 (+8)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 26 (+8)



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

Initiative: +8

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

Grapple: +14, +16 Rage, up to +28 with Dynamic Super-Strength

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

Knockback: -7, -6 Flat-Footed, -5 Unarmored, -4 Flat-Footed & Unarmored



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

Toughness: +14 (+8 Con, +4 Armor, +2 Defensive Roll)

Fortitude: +8 (+8 Con, +0), +10 Rage

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

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



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

Craft (Artistic) 5 (+5)

Knowledge (Arcane) 5 (+5)

Knowledge (History) 4 (+4)

Knowledge (Theology & Philosophy) 4 (+4)

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

Notice 5 (+5)

Ride 1 (+9)

Survival 5 (+5)



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

Artificer (Rune Magic)

Benefit (Status [Goddess])

Defensive Roll (+2 Toughness)

Fearless

Interpose

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

Ritualist (Rune Magic)

Takedown Attack

Track

Ultimate Save (Will)



[b][u]Powers[/u]:[/b] 5 + 24 + 7 + 1 + 2 + 11 + 6 = 56PP


[b]Devices 1 ([/b]5PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Quick Change[b])[/b] [5PP] (Bag of Holding, Enchanted Mithril Armor)


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


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


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

[b]Device 7 ([/b]35PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Quick Draw, Restricted 2 [Can only be lifted or wielded by "the worthy"][b])[/b] [24PP] (Enchanted Empathic Mithril Weapon ["[i]Vendrvapn[/i]"])


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

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


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

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

[spoiler]Detailed breakdown:


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


[b]Environment Control 10 ([/b]1 mile radius, Hamper Movement [1/2], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch][b])[/b] [3PP]


[b]Environment Control 10 ([/b]1 mile radius, Visibility [-4 Notice/Search], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch][b])[/b] [3PP]


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


3 + 3 + 3 + 5 = 14PP, +2 Feats = 16PP


Technically, 3PP is enough to buy 12 ranks of any of the first three powers. But the fourth power is 1PP per 2 ranks.[/spoiler]


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

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


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


[u]Alternate Power (Dynamic)[/u]: [b]Strike 4 ([/b][i]Feats:[/i] Extended Reach [10ft], Improved Critical [19-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Lightning, Slashing][b])[/b] [9PP] [b]+ Knockback 1-9 ([/b]DMG 5-13 +STR[b])[/b] [1-9PP] (Weapon Strike) [10-18PP]


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

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


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


[list][u]Base Power[/u]: [20 + 2 = 22PP]

[b]Environment Control 14 ([/b]25 mile radius, Cold [Intense, 10 minutes], Hamper Movement [1/2], Visibility [-4 Notice/Search], Wind [Extinguishes open flames automatically, -2 Thrown Attacks, -2 Auditory Notice], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch], [i]Feats:[/i] Slow Fade 3 [20 minutes][b])[/b] [22PP] (Summon Storms, Weather Control [Dark Clouds, Chill Wind, Lightning, Rain, Thunder]) & [b]Flight 1 ([/b]10mph / 100ft per Move Action[b])[/b] [2PP] (Divine Wind)

[spoiler]Detailed breakdown:


[b]Environment Control 14 ([/b]25 mile radius, Cold [Intense, 10 minutes], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch][b])[/b] [4PP]


[b]Environment Control 14 ([/b]25 mile radius, Hamper Movement [1/2], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch][b])[/b] [4PP]


[b]Environment Control 14 ([/b]25 mile radius, Visibility [-4 Notice/Search], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch][b])[/b] [4PP]


[b]Environment Control 14 ([/b]25 mile radius, Wind [Extinguishes open flames automatically, protected flames 50%, -4 Thrown Attacks, -4 Auditory Notice], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch][b])[/b] [7PP]


4 + 4 + 4 + 7 = 19PP, +3 Slow Fade = 22PP


Technically, 4PP is enough to buy 16 ranks in any of the first three powers. But the fourth power costs 1PP per 2 ranks.[/spoiler]


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

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


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


[u]Alternate Power (Dynamic)[/u]: [b]Strike 4 ([/b][i]Feats:[/i] Extended Reach [10ft], Improved Critical [19-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Lightning, Slashing][b])[/b] [9PP] [b]+ Knockback 1-14 ([/b]DMG 13-24, 15-28 Rage[b])[/b] [1-14PP] (Weapon Strike) [10-23PP]


[u]Alternate Power (Dynamic)[/u]: [b]Super-Strength 1-12 ([/b]Max STR 86, 90 Rage [[i]Heavy Load:[/i] 1,884 tons 320 lbs., 3,200 tons Rage][b])[/b] [2-18PP] (Divine Might)[/list][/quote]

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

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


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

[spoiler]Detailed breakdown:


[b]Environment Control 4 ([/b]50ft radius, Cold [Intense, 10 minutes], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch][b])[/b] [1PP]


[b]Environment Control 4 ([/b]50ft radius, Hamper Movement [1/2], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch][b])[/b] [1PP]


[b]Environment Control 4 ([/b]50ft radius, Visibility [-4 Notice/Search], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch][b])[/b] [1PP]


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


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


[u]Alternate Power[/u]: [b]Super-Strength 3 ([/b]STR 41, 45 with Rage, [i]Heavy Load:[/i] 3 tons 1,360 lbs., 6 tons with Rage[b])[/b] [6PP] (Divine Might)[/list]

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


[b]Features 2 ([/b]Environment Adaptation [Stormy Weather], Special Effects [Stormy Weather][b])[/b] [2PP] (Divine Elemental Affinity)


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


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


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


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


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


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


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


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


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


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



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

[code]ATTACK       RANGE     SAVE                            EFFECT

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

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

Lightning    Ranged    DC27 Toughness (Staged)         Damage (Energy)


*Rage

**Energy and/or Physical (Variable Descriptor)
Abilities (64) + Combat (24) + Saving Throws (4) + Skills (9) + Feats (11) + Powers (56) - Drawbacks (10) = 158/158 Power Points
Power Stunts For Divine Power Blast/Strike (Extras: Area [burst]) (Ball Lightning, Super-Strength Shockwave) Blast (Extras: Alternate Save [Fortitude]) (Lightning) Create Object (Ice) Dazzle (Visual and/or Auditory Senses) (Lightning, Thunder) Immovable (Extras: Unstoppable) (Divine Might) Move Object (Divine Wind) Obscure (Visual Senses) (Fog/Mist) Snare (Ice) Space Travel (Divine Wind) Strike 0 (Extras: Vampiric [X]) (Berserker) Stun (Lightning) Trip (Divine Wind)

I dropped 4 skill ranks and a rank of HTL-Device from her armor (dropped the Unreliable Impervious Toughness), added a rank of ETL-Device to the weapon (which allowed me to increase her array and make some of the APs dynamic), added a couple of 1PP features, and reorganized her powers. Her baseline, "non-powered" physical capablilities are now just 1PP beyond what the benchmarks in the book consider "human limits;" STR/DEX/CON of 26, with a handful of Innate "powers" (a rank each of Leaping, Speed, Extended senses, etc.).

Doktor'd

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Can you please add the following power to Ferros' array for 1pp?

Alternate Power: Transform 8 (Metal to any other type of metal, 250 lbs., Extras: Duration [Continuous], Range [Perception]; Flaws: Action [Full]; Feats: Precise, Subtle) [42PP] (Transmute Metal)

DONE BY SHAENTHEBRAIN

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To cover new super-senses:

Rene: Dropping Mystic awareness to gain 1 PP.

Supercape:

I am presuming from discussions in chat and from no response to this thread that my presumptions were correct.

Mental "Gravity" sense therefore stays the same, although it probably should drop "Detect" and just call it a sense. Its basically a mental blindsight that works a bit like a radar (detecting "mass" around him). Of course, useless for energy detection.

The Energy sense, "detect electromagnetic" now goes up to 3 PP. Drop detect detect electricity (As this is part of EM spectrum - I bought them separately for the reason it was too cheesy under one roof!).

Whilst there, add in "detect quantum" which I presume is 1 PP, tracking for 1 PP, and extended (radio senses) x10 for 2 PP.

That means 5 PP spent and the new power looks like this!

Super-Senses 8 [Radio] (Detect EM Radiation [3 PP], Detect Quantum [1 PP], Radar Sense, Radio Sense; Extras: Accurate (all radio senses), Analytical (all radio senses), Counters Concealment (all radio senses), Extended 1 (x10, all radio senses), Tracking (Radio senses)) [17PP] (Energy Sense)

I did Rene's edit.

I also went and replied to the thread you linked.

What exactly is "Detect Quantum" supposed to pick up?

I did the Supercape edits, save for the "Detect Quantum" Super-Senses. Which, as it turns out, he can't afford anyway.

Let me know if you wish to make any further edits.

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DONE BY SHAENTHEBRAIN

Alright, since I got sneak attacked by the house rules update:

Dropping 1 point from skills and lowering arcana by 2 ranks and notice and sense motive by 1 each.

[b][u]Skills[/u][/b]: 36r = 9pp

Computers 5 (+10)

Craft (electronics) 4 (+9)

Intimidate 5 (+10)

Knowledge (arcana) 5 (+10)

Knowledge (technology) 4 (+9)

Languages 1 (Atlantean, English [Native])

Notice 6 (+11)

Sense Motive 6 (+11)
Reduce Nightmares to Common frequency.
[b][u]Drawbacks[/u][/b]: (-3) + (-4) + (-1) = -8pp

[b]Recurring Nightmares ([/b][i]Frequency[/i]: Common, [i]Intensity[/i]: Moderate[b])[/b] [-3pp] (Mental Trauma)

That should put Sarah back within budget.

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

For Jade Dragon, I want to drop the super-sense (she never used it anyway, it was just a fluff way of her knowing the mystical elemental composition of things). also, drop the equipment feat (no more costume or grapple gun). change restricted 2 to Restricted (works as a regular bow for others) (it is her focus, but that focus is a bow and others can use that part). Add this to her powers section

Device 1 (costume; hard to lose)

Protection 3, Quick Change 1, Features (compartments)

I aim to get the grapple gun back too, but i'm too undecided on how to build it now

After all that's done, please send me the code for Jade Dragon's sheet. Thank you :)

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

More fluff edits!

Replacement picture: Smaller size, plus right shift and domino mask.

[floatr][img=http://i298.photobucket.com/albums/mm268/Taarkoth/Prescott.jpg][/floatr]
Also finally came up with a superhero handle for her: The Cheshire Blade!

DONE BY SHAENTHEBRAIN

[b][u]Character Name[/u]:[/b] The Cheshire Blade


[b][u]Alternate Identities[/u]:[/b] Sarah Prescott


[b][u]Description[/u][/b]: Sarah is a slim, fit young woman who, while attractive, should not be as striking as she is.  Closer inspection reveals eyes a shade of green too bright, actually reflecting light at the right angles; an unusual level of physical grace; and a sort of wild, charismatic presence, like some great predator stalking through life.  She usually wears her hair drawn into a ponytail and prefers loose jeans with a t-shirt or blouse.


When up to heroic antics, the Cheshire Blade wears a dark suit and tie, with a black domino mask over her eyes. Her weapon is a bastard sword forged from black steel with red-glinting Atlantean runes scrawled along the blade.


[b][u]Powers & Tactics[/u]:[/b] The Cheshire Blade's preferred tactics are fairly simple. Teleporting hit-and-run attacks against singular targets or standing back and pelting foes with spatial rifts against groups.

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DONE BY SHAENTHEBRAIN

First, the 6 unspent PPs is an accounting error on my part,it ought to be 4 unspent PPs. With those four, I'd like to buy +2 to my Reflex save, which is actually +2 with my Dex, so that it'll actually be +4 for legitimate reasons.

I'd like to replace the current Fool's Deck array with this:

  • ]Device 3 (15 PP Container, Flaws: Easy-to-Lose 2)(Fool's Deck) [9PP]
    Fool's Deck 5(10 PP Array, PFs: Alternate Power 3)[13PP]

    Base Power: Blast 3(10 30ft. Range Increments, 300ft. Range, PF: Split Attack, Extra: Penetrating)[10PP]

    Alternate Power: Blast 4(400ft. Max Range, Extras: Area[General, Burst, 30ft Radius])[10PP]

    Alternate Power: Obscure 5(Visual Senses, 100ft. radius Area, 500ft. Range)[10PP]

    Alternate Power: Dazzle 5(Audio and Visual Senses, 50ft. Range Increment, 500ft. Range)[10PP]

Also, three formatting errors needing fixing: there are 16PP in Feats, not 116. the Equipment aren't in the quote box and the DC Block isn't in a code box, as standards say they must. I believe this was caused by my putting the entire thing in a code box, for which I am deeply sorry.

Toughness save is 5 in actuality, CON gives +2 now.

I would like to change the 'Power Descriptions' section to this: Marceau's powers are granted by the combination of his ancestor's astrological birth-signs, which grants him access to mystical cosmic energy, which he can direct and form at will from rays of power, the creation of solid to increased lifting and throwing strength. He has managed by careful training to suppress the visual indicators of their use, which normally takes the form of massive translucent gold gauntletted hands surrounding his.

Also, I'd like to replace the current Cosmic Energy Control Array to this:

Sundered Cosmic Might 9(18PP Array, PFs: Alternate Power 3, Flaw: Noticeable)(Inherent, Magic)[21PP]

  • Base Power: Cosmic Energy Control 8(10 80ft. Range Increments, 800ft. Range, PFs: Accurate, Ricochet)[18PP]

    Alternate Power: Create Object 6(Solidified Cosmic Energy, Extra: Duration(Continuous), PF: Progression)[18PP]

    Alternate Power: Super-Strength 8(PFs: Groundstrike, Super-Breath)[18PP]

    Alternate Power: Force Field 18[18PP]

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

I think Arcturus's unspent PP should be 5, not 4; I had originally intended 1 PP to be put into the Parkhurst Hotel HQ, but it was never used and doesn't seem to be needed for anything... So I'll use it.

Because of the new House Rule, I'll be dropping Detect Lies [Olfactory] from his Super-Senses; instead, I'll use the 2PP that used to cost to take Enhanced Skill (Sense Motive +8).

As for the 5PP:

Stats: Will+2

Saves: WIS+2

Feats: Takedown Attack 2

(If someone could PM me Arc's code, I'd be more than happy to adjust stuff in the stat sheet and edit this post if necessary.)

DONE BY SHAENTHEBRAIN

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Doktor'd

I'd like to spend the 4pp for Torque.

I want to put all of them into the device (increasing it by 1 level).

Those 5 pts are all going into the primary weapons array.

Add Variable x2 and Affect Insubstantial x1 to the entire array.

the other 2 points will increase the 'size' of that array (from 26 to 28pts)

Blast 12 will add Precise and Homing.

Blast 8 (area) becomes Blast 9 (area) (will leave 1 in there unspent I think)

Will increase Super Strength by 1 to a 2.

Code included below for easy copy/pasting:


[b]Energy System, Primary/Offensive 13[/b] (28 points; PFs: Affect Insubstantial x1, Variable x2 , 2 Alternate Powers) [35PP]

[u]BE[/u]: [b]Blast 12[/b] (PFs: Accurate x2, Homing, Precise) {28/28} - Charged Disks


[u]AP[/u]: [b]Blast 9[/b] (Extras: Area [Burst, General]) {27/28} - Exploding Energy Disk 


[u]AP[/u]: [b]Enhanced Strength 24[/b] (to 36/+13) and [b]Super-Strength 2[/b] (effective Str 46) {28/28}

Doktor'd

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DONE BY SHAENTHEBRAIN

Hokay, in light of your suggestions, I'll try to trim the cruft from the sheet:

Dropping the Device down to 2, removing the two Blasts.

Also to be removed: Handle Animal, Drive and the Force-Field. Relaxing the trade-off of Defense to Toughness by 2, and using 3 of the freed-up points to buy 1 extra Defence, and another rank in the Dodge Focus feat. I'd like to buy up 2 more points in Con, Dex and Cha. With four of the extra points, I'd like to bump up the Array to rank 10 and add the power Snare rank 10 with the extra Engulf to it.

DONE BY SHAENTHEBRAIN

I did everything except increase the array rank. KoS is PL8, and his total Attack bonus with his Cosmic Energy Blast is +8, so his Blast rank can't be higher than +8, which it already is. And another 2PP isn't enough to get another rank of his Continuous Create Object AP. So there didn't seem to be any point to it.

I added the Snare AP, but why would it have the Engulf modifier?

Honestly, this build still needs a lot of help.

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Done by Ecalsneerg

Okie dokie, edits for Changeling so for a little added effect, I'm adding a linked power to Etain's strike, Drain(Will). To pay for it I'm dropping some of the power feats (Extended Range and Split Attack), as well as dropping two ranks off the strike. To keep Etain from being undercapped though, I'm nipping two points off her exotic saves and using them to buy two ranks of attack focus Melee which will put at twelve to twelve in all. I'm buying nine ranks of linked Drain(Will), probably buy more when I up her array to Illusion ten at the end of the month. Anyway here's the code,

[floatr][img=http://www.freedomplaybypost.com/wiki/images/8/84/ChangelingHF1.1.png][/floatr][b][u]Power Level:[/u][/b] 12 (186/186PP)

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

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

                [b][u]Progress To Silver Status:[/u][/b] 36/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


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


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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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


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


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


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


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


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


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


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


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


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


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


[hr][/hr]

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

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

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

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

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



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

                Str 12 (+1)

                Dex 14 (+2)

                Con 16 (+3)

                Int 14 (+2)

                Wis 18 (+4)

                Cha 20 (+5)



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

                Initiative: +2

                Attack: +10 (+12 Melee, +14 /w Swords)

                Grapple: +11

                Defense: +17 (+8 flat footed)

                Knockback: -3, -1 without Force Field



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

                Toughness: +7; +3 without Protection

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

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

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



                [b][u]Skills:[/u][/b] 60r = 15pp

                Bluff 5 (+10)

                Concentration 8 (+12)

                Craft (Sewing) 8 (+10)

                Diplomacy 5 (+10)

                Intimidate 5 (+10)

                Knowledge (Arcane Lore) 8 (+10)

                Languages 2 (Native: Latin, English, French)

                Notice 6 (+10)

                Perform (Dance) 2 (+7)

                Perform (Singing) 5 (+10)

                Sense Motive 6 (+10)



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

                Attack Focus (Melee) 2

                Attack Specialization (Swords) 2

                Attractive

Evasion

                Equipment 3 [free from Player Reward)

                Interpose

                Minion 8 [free from Player Reward]

                Move-By Action

                Power Attack

                Quick Change

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


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


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


                [b][u]Powers[/u][/b] 46 + 4 + 9 = 59pp


                [b]Glamour Array 19.5[/b] (39 points; [i]PFs[/i]: Alternate Power x7) [46PP]


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


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


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


                [u]AP[/u]: [b]Strike 12 + Drain(Will) 9[/b] (illusory mental weapons; [i]Extra[/i]: Alternate Save [Will]; [i]PF[/i]: Affects Insubstantial 2, Incurable, Takedown Attack 2, Variable Descriptor [bludgeoning, piercing, slashing]) [39/39PP]


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


                [u]AP[/u]:  [b]Nullify 12[/b] (Mental Effects) (PFs: Selective, Extras: Nullifying Field(Progression 3 [50ft-Radius]), Duration (Concentration)) [37/39pp]


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


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

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


                [b]Super-Senses 9[/b] (Detect Magic 3 [Visual]; [i]Extras[/i]: Analytical, Counters Concealment 2, Counters Illusion 2, Tracking) [9pp]



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


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



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

[code]ATTACK             RANGE          SAVE                   EFFECT

Unarmed            Touch          DC 16 Toughness        Damage (Staged)

Swordbrella        Melee          DC 19  Toughness       Damage (Staged)

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

Dazzle             Ranged         DC 22 Will             Blinded & Deafened

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

Strike/Drain(Will) Melee          DC 29 Will/DC 19 Will  Damage (Staged); Affects Insub 2, Incurable, Variable Descriptor

Stun               Area:Cylinder  DC 22 Will             Daze/Stun/Unconcious
Abilities (34) + Combat (54) + Saving Throws (16) + Skills (15) + Feats (11) + Powers (59) - Drawbacks (-3) = 186/186 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 Intimidate 4 (+5; includes +2 from Growth) Acrobatics 4 (+6) Knowledge (Arcane Lore) 6 (+6) Notice 6 (+8) Stealth 4 (+0; includes -4 from Growth) Feats: 5PP Elusive Target Fearsome Presence Move By Action Takedown Attack 2 Powers: 14 + 6 + 13 = 33PP Spirit Roar 6 (12 points: PFs Alternate Power x2) 14pp
  • BE Strike 3 (Extras Alternate Save: Will, Area [Cone, 30 ft], Selective Attack; Flaw: Limited [Magical Creatures Only]; PF: Affects Insubstantial 2) [11/12pp] AP Dazzle Auditory 9 (Extras Area [Cone, General]; Flaws Range [Touch]) [9/12PP] AP Emotion Control 9 (Extras: Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory]) [9/12PP]
Flight 3 (50 mph / 500 feet per Move action) [6PP] Growth 4 (Large; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [13P] Drawbacks Power Loss (Flight, if wings are immobilized, –1 point) DC Block:
ATTACK            RANGE          SAVE              EFFECT

                Unarmed           Touch          DC 24 Tough       Damage (Staged)

                Strike            Touch Cone     DC 13 Reflex

                                                 DC 13/11 Will     Damage (Staged)

                Dazzle            Touch Area     DC 19 Reflex

                                                 DC 19/14 Fort     Deafened

                Emotion Contorl   Touch Area     DC 19 Reflex

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

Done by Ecalsneerg

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