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Character Edits, v6


Dr Archeville

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DONE BY SHAENTHEBRAIN

Y'know what? Screw it, Hayley the raccoon has had enough screentime, gets used often enough and has been embraced by the fanbase enough to become full Sidekick :P

So, take the 4 ranks in Minion off Siobhan's sheet, and replace 'em with Sidekick 0/11 (11 ranks from Gold veteran award). This also weakens the raccoon slightly, knocking off some stuff I only added to fill in the 15pp I needed of Minion pp to get only 2pp of Magic Awareness (namely Knowledges and a little bit of Will save).

Now, that 4pp of Equinox's now go into better, brighter things... well, 2pp into Constitution and 2pp into Charisma. To do this, I also need to take 1pp out of her Force Field to avoid breaking caps, but hey, I'm fine with that. Rather than leave that 1pp unspent, I'm going to put it into 4 ranks of Intimidate.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/e/e7/Equinox.png][/floatr][b][u]Player Name[/u][/b]: Ecalsneerg

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

[b][u]Power Level[/u][/b]: 11 (173/174PP)

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

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

[b][u]Progress To Platinum Status:[/u][/b] 24/120 (Gold status already earned by [url=http://www.freedomplaybypost.com/viewtopic.php?p=59726#p59726]Geckoman[/url])


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


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

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

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

[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)


[floatl][img=http://i98.photobucket.com/albums/l279/Ecalsneerg/melanie-laurent.jpg][/floatl][b][u]Description[/u][/b]: Of average height and fairly slender, Siobhan Drake is not strikingly different from most people on the street. Her most distinctive features are her long brown hair, grown to half-way down her back, and her piercingly blue eyes. Typically, she dresses in plain t-shirts and jeans, eschewing dresses and high heels for more 'practical' clothing. That said, she can alter her clothing to any outfit of her choosing with a snap of her fingers.


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


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


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


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


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


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


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


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


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

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

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


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


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


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 (Eldritch)[/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 + 2 + 6 + 8 + 4 = 22PP

Strength: 10 (+0)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 16 (+3)

Wisdom: 18 (+4)

Charisma: 14 (+2)



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

Initiative: +1

Attack: +7, +11 Magic

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

Defense: +11/+6 (+6 Base, +5 Shield), +3 Flat-Footed

Knockback: -5/-0



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

Toughness: +11/+1 (+1 Con, +6 Force Field, +4 Pentagram)

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

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

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



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

Concentration 12 (+16)

Craft (Artistic) 12 (+15)[sup]Skill Mastery[/sup]

Diplomacy 9 (+11)

Intimidate 4 (+5)

Knowledge (Arcane Lore) 12 (+15)[sup]Skill Mastery[/sup]

Knowledge (Theology and Philosophy) 7 (+10)[sup]Skill Mastery[/sup]

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

Medicine 1 (+5)

Notice 11 (+15)

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



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

Artificer

Attack Specialization (Magic) 2

Equipment 2 (10EP)

Luck 3

Ritualist

Sidekick 0/11 (Hayley the Raccoon, 11 ranks free from Gold veteran reward)

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

Trance


[quote name="Equipment 2PP = 10EP"]


[b][u]Apartment (PL11 HQ)[/u][/b] [9EP]


[b]Size:[/b] Diminutive [-1EP]


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


[b]Features:[/b] [9EP]

Defense System (Snare 10 [Magic])

Fire Prevention System

Library

Living Space

Powers 2 (44PP)

Sealed (Supernatural Creatures require invitation)

Security System (DC20)

Workshop


[b]Powers:[/b] 7 + 21 = 28PP


[b]Communication 7 ([/b]Mental, 200 miles[b])[/b] [7PP]


[b]ESP 7 ([/b]Auditory & Visual Senses, 200 miles, [i]Extras:[/i] Duration [Sustained], [i]Flaws:[/i] Action [Standard][b])[/b] [21PP][/quote]


[b][u]Powers[/u][/b]: 4 + 8 + 36 + 2 + 8 + 11 + 8 + 1 = 78PP


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


[device][b]Force Field 4 ([/b][i]Feats:[/i] Subtle[b])[/b] [5PP] (Magic Spells of Warding)[/device]

[b]Device 2 ([/b]10PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Restricted 2 [Equinox][b])[/b] [8PP] (Wand of Spell Focus)


[device][b]Features 1 ([/b]Special Effect [turns into steel sword as free action][b])[/b] [1PP]


[b]Magic 3 ([/b]Rank 17.5, 35PP Array, Increases Spell Ranks to 11 [Healing to 9, Obscure to 12, Telekinesis to 17, Weather Control to 7], [i]Feats:[/i] Affects Insubstantial 2, Alternate Power 1 [8][b])[/b] [9PP]


[list][u]Alternate Power[/u]: [b]Nullify 11 ([/b]All Magic Effects, [i]Extras:[/i] Effortless, Linked [Strike], [i]Flaws:[/i] Range [Touch][b])[/b] [22PP] [b]+ Strike 10 ([/b][i]Extras:[/i] Linked [Nullify], [i]Feats:[/i] Improved Critical [19-20], Mighty, Variable Descriptor [Flaming Sword][b])[/b] [13PP] (Blade of The Witch-Knight) [35PP] (Magic, Anti-Magic, Steel, Slashing)[/list][/device][b]Magic 14.5 ([/b]29PP Array, [i]Feats:[/i] Alternate Power 7[b])[/b] [36PP] (Elemental Magic)


[list][u]Base Power[/u]: [b]Blast 9 ([/b][i]Extras:[/i] Penetrating, [i]Feats:[/i] Variable Descriptor 2 [Any Natural][b])[/b] [29PP] (Summon The Elements)


[u]Alternate Power[/u]: [b]Blast 9 ([/b][i]Extras:[/i] Area [General, Burst, 45ft radius], Selective, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Variable Descriptor [Any Natural][b])[/b] [29PP] (Wreak Havoc)


[u]Alternate Power[/u]: [b]Healing 7 ([/b][i]Extras:[/i] Energizing, Total, [i]Feats:[/i] Regrowth, [i]Drawbacks:[/i] Action 2 [5 minutes][b])[/b] [27PP] (Seal Wounds)


[u]Alternate Power[/u]: [b]Obscure 9 ([/b]Visual Senses, 500ft radius [5,000ft with Wand], [i]Extras:[/i] Independent, [i]Feats:[/i] Variable Descriptor 2 [Any Natural][b])[/b] [20PP] (Natural Barriers)


[u]Alternate Power[/u]: [b]Snare 9 ([/b][i]Extras:[/i] Backlash, [i]Feats:[/i] Reversible, Variable Descriptor [Ice, Wood][b])[/b] [29PP] (Binding)


[u]Alternate Power[/u]: [b]Telekinesis 14 ([/b]STR 70, 85 with Wand [[i]Heavy Load:[/i] 200 tons, 1,600 tons with Wand], [i]Feats:[/i] Precise[b])[/b] [29PP] (Move The Elements)


[u]Alternate Power[/u]: [b]Teleport 7 ([/b]200 miles per Full Action, [i]Extras:[/i] Affects Others, [i]Flaws:[/i] Limited [Long-Range], [i]Feats:[/i] Progression [Subjects] 2 [5 Passengers][b])[/b] [16PP] (Mystic Teleport)


[u]Alternate Power[/u]: [b]Weather Control 5 ([/b]100ft radius [500ft with Wand], 20PP of Mix-&-Match Environments [28PP with Wand], [i]Extras:[/i] Independent, Total Fade[b])[/b] [25PP] (Call Down The Sky)[/list]

[b]Features 2 ([/b]Quick Change 2[b])[/b] [2PP] (Magic)


[b]Minor Magical Effects 3 ([/b]6PP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] [8PP]


[list][u]Base Power[/u]: [b]Flight 3 ([/b]50mph / 500ft per Move Action[b])[/b] [6PP] (Air Magic, "Riding The Wind")


[u]Alternate Power[/u]: [b]Impervious Toughness 11 ([/b][i]Extras:[/i] Force Field, [i]Flaws:[/i] Duration [Concentration][b])[/b] [6PP] (Armor of Earthen Will)


[u]Alternate Power[/u]: [b]Sensory Link 5 ([/b]5 miles, [i]Extras:[/i] No Save, Simultaneous, [i]Flaws:[/i] Limited 3 [Hayley], [i]Feats:[/i] Subtle[b])[/b] [6PP][/list]


[b]Force Field 6 + Shield 5 ([/b][i]Extras:[/i] Linked[b])[/b] [11PP] (Magic Spells of Warding)


[b]Super-Senses 8 ([/b]Magic Awareness 3 [Mental], [i]Extras:[/i] Accurate, Acute, Extended [100ft Notice Increments], Ranged[b])[/b] [8PP] (Magic)


[b]Super-Senses 1 ([/b]Communication Link [Mental, Hayley][b])[/b] [1PP] (Magic)



[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 (22) + Combat (26) + Saves (18) + Skills (19) + Feats (11) + Powers (78) - Drawbacks (0) = 174/174 Power Points :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 (55PP/Sidekick 11) [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 + 2 = 9PP Toughness: +2 (+1 Con, +1 Protection) Fortitude: +4 (+1 Con, +3) Reflex: +6 (+3 Dex, +3) Will: +4 (+1 Wis, +3) Skills: 36R = 9PP Climb 7 (+10, Skill Mastery) Disable Device 7 (+10, Skill Mastery) Language 1 (English, native: Raccoon) Notice 9 (+10, Skill Mastery) Stealth 6 (+13, 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 (9) + Skills (9) + Feats (7) + Powers (19) - Drawbacks (3) = 55 Power Points

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Here we go, folks. Cobalt Templar's Big Edit/Retool!

I'll do both a spoiler (to show how it looks) and a code block (to allow easy copying).

First, a few minor things:

[b][u]Trade-Offs:[/u][/b] -5 Defense / +5 Toughness
[b][u]Height:[/u][/b] 6'6"

[b][u]Weight:[/u][/b] 250 lbs.
[b]Powers & Tactics:[/b] Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands).
Complications:
[b][u]Complications:[/u][/b]

[b]Secret (Identity)[/b]: While his parents and the people at Claremont know of his powers, the Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

[b]With Great Power...:[/b] Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains.

[b]I'm In Charge?[/b]: Cobalt Templar has recently become a senior member and leader of Young Freedom, working closely with Sage to help keep the team alive and bring in "new blood" in the form of juniors to fill out the ranks. They have been tasked with guiding this new group of young people to their destiny as heroes. A GM might grant Templar a Hero point if he faces serious troubles, especially in the field, while trying to help lead the new iteration of Young Freedom.

[b]The Fires of Hell Shall Not Prevail:[/b] Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him. 

[b]You Must Know No Fear!:[/b] Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring.
Stats:
[b][u]Abilities:[/u][/b] 6 + 6 + 6 + 4 + 4 + 2 = 28PP

Strength: 26/16 (+8/+3)

Dexterity: 16 (+3)

Constitution: 26/16 (+8/+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)


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

Initiative: +2, +6 Ring

Attack: +4, +11 Ring

Grapple: +7, +24 Ring

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

Knockback: -1, -8 Ring


[b][u]Saving Throws:[/u][/b] 2 + 4 + 8 = 14PP

Toughness: +16/+8/+3 (+8/+3 Con, +8 Protection)

Fortitude: +10/+5 (+8/+3 Con, +2)

Reflex: +7 (+6 Dex, +4)

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


[b][u]Skills:[/u][/b] 44R = 11PP

Acrobatics 8 (+10)

Craft (Artistic) 8 (+9)

Knowledge (Business) 8 (+10)

Knowledge (History) 8 (+10)

Language 4 (Arabic, English [Native], Greek, Hebrew, Latin)

Notice 8 (+10)


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

All-Out Attack

Attack Specialization (Ring) 2

Luck 2

Power Attack

Precise Shot 2


[b][u]Powers:[/u][/b] 74 = 74PP


[b]Device 20 ([/b]Power Ring, 100PP Container, [i]Flaws[/i]: Hard-To-Lose, [i]Feats[/i]: Restricted 2[b])[/b] (Holy, Magic) [82PP]


[device][b]Create Object 1 ([/b]1 5-ft cubes, Toughness +1, Lifting Strength 5 [Heavy Load: 50 lbs.], 10 10ft Range Increments / 100ft Max Range, [i]Feats[/i]: Precise, Tether[b])[/b] (Fires of Creation) [4PP]


[b]Enhanced Constitution 10[/b] [10pp]


[b]Enhanced Feats 3 ([/b]Improved Initiative, Quick Change 2[b])[/b] [3PP]


[b]Enhanced Strength 10[/b] [10pp]


[b]Flight 6 ([/b]500MPH / 5,000ft per Move Action[b])[/b] [12PP]


[b]Holy Fire Control 11 ([/b]26PP Array, [i]Feats[/i]: Accurate 2, Affects Insubstantial 2, Alternate Power[b])[/b] (Fires of Judgement) [27PP]


[list][u]Base Power:[/u] [b]Blast 11 ([/b]10 110ft Range Increments / 1100ft Max Range[b])[/b] [22PP]


[u]Alternate Power:[/u] [b]Strike 3 ([/b][i]Extras[/i]: Penetrating 11 [i]Feats[/i]: Mighty[b])[/b] [14PP][/list]


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


[b]Protection 8[/b] [8pp]


[b]Super-Senses 1 ([/b]Darkvision[b])[/b] [1PP]


[b]Super-Strength 8 ([/b]100 tons Heavy Load[b])[/b] [16PP][/device]


[b]Abilities (28) + Combat (20) + Saving Throws (14) + Skills (11) + Feats (8) + Powers (82) - Drawbacks (0) = 163/163 Power Points[/b]
DC Block:
    ATTACK           RANGE     SAVE                       EFFECT

    Unarmed          Touch     DC22 Toughness (Staged)    Damage (Physical)

    Blast            Ranged    DC26 Toughness (Staged)    Damage (Energy)

    Strike           Touch     DC26 Toughness (Staged)    Damage (Energy)

DONE BY SHAENTHEBRAIN

Complications: Secret (Identity): While his parents and the people at Claremont know of his powers, the Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. With Great Power...: Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains. I'm In Charge?: Cobalt Templar has recently become a senior member and leader of Young Freedom, working closely with Sage to help keep the team alive and bring in "new blood" in the form of juniors to fill out the ranks. They have been tasked with guiding this new group of young people to their destiny as heroes. A GM might grant Templar a Hero point if he faces serious troubles, especially in the field, while trying to help lead the new iteration of Young Freedom. The Fires of Hell Shall Not Prevail: Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him. You Must Know No Fear!: Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring.
Abilities: 6 + 6 + 6 + 4 + 4 + 2 = 28PP Strength: 26/16 (+8/+3) Dexterity: 16 (+3) Constitution: 26/16 (+8/+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 12 = 20PP Initiative: +2, +6 Ring Attack: +4, +11 Ring Grapple: +7, +24 Ring Defense: +6 (+6 Base), +3 Flat-Footed Knockback: -1, -8 Ring Saving Throws: 2 + 4 + 8 = 14PP Toughness: +16/+8/+3 (+8/+3 Con, +8 Protection) Fortitude: +10/+5 (+8/+3 Con, +2) Reflex: +7 (+6 Dex, +4) Will: +10 (+2 Wis, +8) Skills: 44R = 11PP Acrobatics 8 (+10) Craft (Artistic) 8 (+9) Knowledge (Business) 8 (+10) Knowledge (History) 8 (+10) Language 4 (Arabic, English [Native], Greek, Hebrew, Latin) Notice 8 (+10) Feats: 8PP All-Out Attack Attack Specialization (Ring) 2 Luck 2 Power Attack Precise Shot 2 Powers: 74 = 74PP Device 20 (Power Ring, 100PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) (Holy, Magic) [82PP]
Create Object 1 (1 5-ft cubes, Toughness +1, Lifting Strength 5 [Heavy Load: 50 lbs.], 10 10ft Range Increments / 100ft Max Range, Feats: Precise, Tether) (Fires of Creation) [4PP] Enhanced Constitution 10 [10pp] Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP] Enhanced Strength 10 [10pp] Flight 6 (500MPH / 5,000ft per Move Action) [12PP] Holy Fire Control 11 (26PP Array, Feats: Accurate 2, Affects Insubstantial 2, Alternate Power) (Fires of Judgement) [27PP]
  • Base Power: Blast 11 (10 110ft Range Increments / 1100ft Max Range) [22PP] Alternate Power: Strike 3 (Extras: Penetrating 11 Feats: Mighty) [14PP]
Immunity 9 (Life Support) [9PP] Protection 8 [8pp] Super-Senses 1 (Darkvision) [1PP] Super-Strength 8 (100 tons Heavy Load) [16PP]
Abilities (28) + Combat (20) + Saving Throws (14) + Skills (11) + Feats (8) + Powers (82) - Drawbacks (0) = 163/163 Power Points
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DONE BY SHAENTHEBRAIN

OK, after playing a bit with Rene that whole cloak of mists things isn't working. Its the wrong colour and cut, for starters.

Plus, it interferes with his "helpless old creaky bones" look. I'm sure he could stunt something if necessary, but its no fun having bad hips if you can just fly with your magic cloak.

Hence, could this be scratched [12 PP saved].

Now, I do fancy another device, something Rene brings with him everywhere... his beret!

Now a magic beret, Device 2, built more for fun (and a touch of utility) than anything else. Its basically a magic top hat, which Rene can use to store stuff in, pull items out of (fragile stuff, like rope, glass, etc), and even rabbits or small animals!

This effectively means losing 1 device for 12 PP, gaining another for 7 PP. Freeing up 5 PP (not spending at the moment).

Built thus:


Device 2 (5 PP [i]Flaws[/i]: Easy to Loose, [i]Feats[/i] Restricted: Only usable by people with arcane knowledge skill) [7PP]


[device][b]Pull it out of the hat array ([/b]8PP Array, [i]Feats:[/i] Alternate Power 2, Subtle [Looks like stage showmanship][b], Drawbacks [i]Move action to switch array [waving hand in circular motion over beret])[/b] [9PP]


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


[u]Alternate Power[/u]: [b]Create Object 3 ([/b][i]Extras:[/i] Duration [Continuous], [i]Feats:[/i] Innate, Precise, Sutbtle [Looks like real objects] [b], [i]Drabacks:[/i] Custom: Size and shape limited to hand held objects only )[/b] (Pull it out of the hat!) [1PP]


[u]Alternate Power[/u]: [b]Summon Creature 2 ([/b][i]Extras: Duration [Continuous][/i], Type: Broad [+2],[i] Flaws:[/i] Attitude [Indifferent][b])[/b] (Rabbit out of the hat!) [1PP][/list][/device]

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Going to cap and start shoring up her skills.

Abilities: (8)

+4 Strength (4)

+4 Constitution (4)

Feats: (1)

Ultimate Toughness

Skills: (2)

+4 Knowledge (Business) 4 (+6)

+2 Notice

+2 Sense Motive

Hopefully everything is in order. Thanks!

[b][u]Abilities[/u]:[/b] 32 + 2 + 36 + 4 + 4 + 4 = 82PP

Strength: 42/50* (+16/+20*) [*Growth]

Dexterity: 12 (+1)

Constitution: 46/50 (+18/20*) [*Growth]

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 14 (+2)



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

Initiative: +1

Attack: +10 Melee (includes -1 size), +6 Ranged (includes -1 size)

Grapple: +34 (includes +4 size, +43 at full Super Strength)

Defense: +10 (+6 Base, +5 Dodge Focus), +3 Flat-Footed (includes -1 size)

Knockback: -19 (includes -4 size; -30 at full Immovability)



[b][u]Saving Throws[/u]:[/b] 0 + 4 + 10 = 14PP

Toughness: +20 (+20 Con, +0 [Other], 10 Impervious)

Fortitude: +20 (+20 Con, +0)

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

Will: +12 (+2 Wis, +10)



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

Craft (Artistic) 8 (+10)

Diplomacy 8 (+10)

Intimidate 6 (+10)

Knowledge (Art) 6 (+8)

Knowledge (Business) 4 (+6)

Knowledge (Pop Culture) 6 (+8)

Language (English [Native], German, Persian) 2

Notice 10 (+12)

Sense Motive 10 (+12)

Stealth 0 (-3)


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

Accurate Attack

All-Out Attack

Attack Focus (melee) 4

Dodge Focus 5

Eidetic Memory

Fearless

Interpose

Move-By Action

Power Attack

Takedown Attack

Ultimate Toughness



[quote name=â€Equipment 0PP = 0EPâ€] 

iPhone [0ep]

Commlink [0ep]

Police Scanner [0ep][/quote]



[b][u]Powers[/u]:[/b] 2+13+12+10+1+4+30=72PP


[b]Flight 1[/b] (10 mph/100 feet) [2PP]


[b]Growth 4[/b] (Large; [i]Extras:[/i] Continuous +1; [i]Flaws:[/i] Permanent -1; [i]Power Feats:[/i] Innate) [13PP]

[list][i]Growth Modifiers[/i] (+8 Strength, +4 Constitution, +5 ft Speed, -1 Attack, -1 Defense, +4 Grapple, -4 Stealth, +2 Intimidate, Space 10 ft, Reach 10 ft, +5 Str Carrying Capacity, -4 Knockback)[/list]


[b]Immunity 12[/b] (Aging, Life Support, Sleep, Starvation/Thirst) [12PP]


[b]Impervious Toughness 10[/b] [10PP]


[b]Regeneration 1[/b] (True Resurrection 1/week) [1PP]


[b]Super Senses 4[/b] (Cosmic Energy Sense [Mental; Accurate 2, Radius, Ranged]) [4PP]


[b]Terminus Array 11[/b] (22 points; [i]Power Feats:[/i] Alternate Power 1, Alternate Power [Dynamic] 3, Dynamic) ([i]Power of the Void[/i], Descriptor: Terminus) [30PP]

[list][u]DBP[/u]: [b]Flight 11 (Flight 12[/b] [50,000 mph/500,000 feet] total maximum) [22PP]


[u]AP[/u]: [b]Healing 5[/b] ([i]Extras:[/i] Total +1, Restoration +1, Action (Standard) +1; [i]Flaws:[/i] Personal -1; [i]Power Feats:[/i] Persistent, Regrowth) [22PP]


[u]DAP[/u]: [b]Immovability 11[/b] ([i]Extra:[/i] Unstoppable +1) [22PP]


[u]DAP[/u]: [b]Quickness 11[/b] (x5000) ([i]Extra:[/i] Linked: [b]Speed 11[/b] [25,000 mph / 250,000 feet]) [22pp]


[u]DAP[/u]: [b]Super Strength 9[/b] (total effective Str 100; Heavy Load 12,500 tons) ([i]Power Feats:[/i] Countering Punch, Freeze Breath [Snare = Str bonus], Heat Vision [Blast = Str bonus], Shockwave [Cone Strike = Str bonus]) [22pp][/list]



[b][u]Drawbacks[/u]:[/b] -7 = -7PP


[b]Weakness[/b] (Energy absorbed by daka crystals, [i]Frequency:[/i] Uncommon -1, [i]Intensity:[/i] Moderate -1, Potentially Lethal -1; -1 Constitution per round -4) [-7PP]



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

[code]ATTACK         RANGE         SAVE                      EFFECT

Unarmed        Touch         DC35 Toughness (Staged)   Damage (Physical)

Freeze Breath  200-ft. cone  DC30 Reflex (Staged)      Snare

Heat Vision    Ranged        DC35 Toughness (Staged)   Damage (Energy)

Shockwave      200-ft. cone  DC30 Reflex (Staged)      Damage (Energy)
Abilities (82) + Combat (26) + Saving Throws (14) + Skills (15) + Feats (18) + Powers (72) - Drawbacks (07) = 220/220 Power Points

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Skills:

Added four ranks of Craft: Artistic [1pp]

Feats:

Added one rank of Quick Change [1pp]

Powers:

Changed Enhanced strength to a cosmic energy array with her enhanced strength and super-strength as an alternate power [15pp]

Increased her teleport cargo progression rank by 1 [1pp]

Lowered her Regeneration bonus by 2 [-2pp]

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

Acrobatics 12 (+15) 

Bluff 11 (+13) 

Craft: Artistic 4 (+7)

Languages 1 (English [Native], Russian)

Notice 12 (+14) 

Sense Motive 12 (+14) 

Stealth 12 (+15) 


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

Acrobatic Bluff

All-Out Attack 

Attack Focus (Melee)

Attack Specialization (Unarmed) 2

Dodge Focus 5

Evasion 2

Fast Task (Acrobatic Bluff)

Improved Initiative

Luck

Power Attack

Quick Change

Uncanny Dodge (Auditory)


[b][u]Powers[/u]:[/b] 10 + 25 + 3 + 24 = 62PP


[b]Cosmic Array 12.5 ([/b] 24PP Array, [i]Feats:[/i] Alternate Power[b]) [/b] [25PP]


[list][u]Base Power[/u]: [b]Cosmic Energy Control 12[/b] [24PP]


[u]Alternate Power[/u]: [b]Enhanced Strength 10[/b] LINKED [b]Super-Strength 7[/b]  [24PP][/list] 


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


[b]Enhanced Constitution 10[/b] [10PP]


[b]Teleportation 12 ([/b]24PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [25PP]


[list][u]Base Power[/u]: [b]Teleport 9 ([/b]900ft per Move Action, [i]Extras:[/i] Accurate, [i]Flaws:[/i] Limited [Short-Range], [i]Feats:[/i] Change Direction, Change Velocity, Hide In Plain Sight, Progression [Cargo] 2 [500 lbs.], Turnabout[b])[/b] [24PP]


[u]Alternate Power[/u]: [b]Enhanced Strength 0 ([/b][i]Extras:[/i] Area [Targeted, Burst] [7], Autofire [7], Selective [7], [i]Feats:[/i] Progression [Area] 2 [175ft radius][b])[/b] [23PP][/list] 

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Well, I finally got around to it. While Myrmidon was great fun as a duplicator, he was increasingly being shown to not be able to do what I had intended him to do when I made the original build. So, I thought long and hard about what needed to be done, and talked to some people for some further input. Now, he is much less of a headache for me and any other players/GMs (and meets caps!) For ref convenience, code-block is followed by the rebuild.

Player Name: Semi-Autogyrohttp://www.freedomplaybypost.com/wiki/images/a/ab/MyrmidonHF.png
Character Name: Myrmidon
Power Level: 8 (122/122PP)
Trade-Offs: None
Unspent PP: 0
Progress To Bronze Status: 17/30http://s4.postimage.org/2r98ng50k/Myrmidon.jpg

In Brief: Psionic supersoldier created for battlefield supremacy.

Alternate Identities: John Smith
Identity: Public
Birthplace: SHADOW Complex AA12, Clone Tank RC-1207
Occupation: High School Student
Affiliations: Claremont Academy
Family: None, Genetically Modified Overshadow Clone

Age: 4 (DoC: May 6th, 2007)
Apparent Age: 16-17
Gender: Male
Ethnicity: Caucasian
Height: 6'
Weight: 185
Eyes: Ice Blue
Hair: Platinum Blond

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

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

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

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

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

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

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

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


Complications:
Cliff Notes ‘Pop Culture Guide’ needed: Myrmidon has little or no clue about the subtleties and nuances of most social dialogue and relationships. He is severely at a loss when trying to understand popular culture, lingo, etc.
Pawn no more!: Being chained/restrained/controlled. Myrmidon definitely does not want to be considered an exploitable resource ever again and will fight till the bitter end in those circumstances.
Six degrees of Overshadow: Overshadow/SHADOW enemies tend to be his enemies until aware of who/what Myrmidon exactly is, and the same applies in reverse for allies of Overshadow/SHADOW.
You seem horribly familiar…: Myrmidon most definitely gets off on the wrong foot to any heroes/people that know what Overshadow/Shadow Clones look like under their masks.
If found, please return to SHADOW: Needless to say, SHADOW would go to great lengths to retrieve Myrmidon if they ever found concrete evidence to his continuing existence.

Abilities: 0 + 2 + 6 + 4 + 0 + 0 = 12PP
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 16 + 16 = 32PP
Initiative: +1
Attack: +8
Grapple: +8
Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed
Knockback: -4, -1 Non-Armored Form

Saving Throws: 3 + 5 + 6 = 14PP
Toughness: +8 (+3 Con, +5 Armored Form)
Fortitude: +6 (+3 Con, +3)
Reflex: +6 (+1 Dex, +5)
Will: +6 (+0 Wis, +6)

Skills: 60 Ranks = 15 PP
Concentration 10 (+10, Skill Mastery)
Knowledge (Tactics) 13 (+15, Skill Mastery)
Languages 3 (English , ASL, German, Russian)
Notice 8 (+8, Skill Mastery)
Search 5 (+5)
Sense Motive 8 (+8)
Stealth 13 (+14, Skill Mastery)

Feats: 24PP
Accurate Attack
All-Out Attack
Benefit (Use Knowledge (Tactics) for Feinting & Tricking in combat)
Challenge (Improved Feint)
Defensive Attack
Eidetic Memory
Evasion
Fearless
Hide in Plain Sight
Instant Up
Leadership
Luck 2
Master Plan 2
Power Attack
Quick Change
Rallying Cry
Set Up
Skill Mastery (Acrobatics, Concentration, Knowledge (Tactics), Stealth)
Takedown Attack
Teamwork 3


Commlink
Flashlight
Police Scanner
Smartphone (Camera/Cellphone/PDA/Video Camera)
Powers: 5 + 2 + 20 = 27PP

Descriptors: Psionic

Alternate Form 1 (5 PP Container ) (Psi Armor)
Protection 5
Super-Senses 2 (Danger Sense , Uncanny Dodge ) (Psi Senses)

Weapon Creation 4 (5PP Variable Power, Any One Trait , One At A Time, Extras: Action 1 ; Flaw: Duration ) (Psi Arsenal)

Railbow: Damage 8 (Extras: Range ; Feats: Improved Critical 2 , Precise, Ranged Pin])

Freezethrower: Snare 7 (Drawback: Reduced Range ; Extras: Constricting)

Plasma Cutter: Ignite 8 (Extras: Penetrating; Feats: Improved Critical 2 , Improved Sunder, Incurable)

Tranquilizer Rifle: Sleep 8 (Feats: Insidious, Precise, Sedation, Subtle; Flaws: Distracting)
DC Block:
ATTACK RANGE SAVE EFFECT
Railbow Ranged DC23 Toughness (Staged) Damage (Physical, Piercing)
Freezethrower 400ft DC17 Reflex Snare (Energy)
Plasma Cutter Touch DC23 Toughness (Staged) Damage (Energy, Slashing)
Tranquilizer Rifle Ranged DC18 Fort Stun (Physical, Piercing)
Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
Drawbacks: -2 PP

Vulnerability (Mind Control; Frequency: Uncommon, Intensity: Moderate ) (SHADOW Mental Conditioning)

Abilities (12) + Combat (32) + Saving Throws (14) + Skills (15) + Feats (24) + Powers (27) - Drawbacks (-2) = 122/122 Power Points


Player Name: Semi-Autogyrohttp://www.freedomplaybypost.com/wiki/images/a/ab/MyrmidonHF.png
Character Name: Myrmidon
Power Level: 8 (122/122PP)
Trade-Offs: None
Unspent PP: 0
Progress To Bronze Status: 17/30http://s4.postimage.org/2r98ng50k/Myrmidon.jpg

In Brief: Psionic supersoldier created for battlefield supremacy.

Alternate Identities: John Smith
Identity: Public
Birthplace: SHADOW Complex AA12, Clone Tank RC-1207
Occupation: High School Student
Affiliations: Claremont Academy
Family: None, Genetically Modified Overshadow Clone

Age: 4 (DoC: May 6th, 2007)
Apparent Age: 16-17
Gender: Male
Ethnicity: Caucasian
Height: 6'
Weight: 185
Eyes: Ice Blue
Hair: Platinum Blond

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

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

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

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

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

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

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

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


Complications:
Cliff Notes ‘Pop Culture Guide’ needed: Myrmidon has little or no clue about the subtleties and nuances of most social dialogue and relationships. He is severely at a loss when trying to understand popular culture, lingo, etc.
Pawn no more!: Being chained/restrained/controlled. Myrmidon definitely does not want to be considered an exploitable resource ever again and will fight till the bitter end in those circumstances.
Six degrees of Overshadow: Overshadow/SHADOW enemies tend to be his enemies until aware of who/what Myrmidon exactly is, and the same applies in reverse for allies of Overshadow/SHADOW.
You seem horribly familiar…: Myrmidon most definitely gets off on the wrong foot to any heroes/people that know what Overshadow/Shadow Clones look like under their masks.
If found, please return to SHADOW: Needless to say, SHADOW would go to great lengths to retrieve Myrmidon if they ever found concrete evidence to his continuing existence.

Abilities: 0 + 2 + 6 + 4 + 0 + 0 = 12PP
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 16 + 16 = 32PP
Initiative: +1
Attack: +8
Grapple: +8
Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed
Knockback: -4, -1 Non-Armored Form

Saving Throws: 3 + 5 + 6 = 14PP
Toughness: +8 (+3 Con, +5 Armored Form)
Fortitude: +6 (+3 Con, +3)
Reflex: +6 (+1 Dex, +5)
Will: +6 (+0 Wis, +6)

Skills: 60 Ranks = 15 PP
Concentration 10 (+10, Skill Mastery)
Knowledge (Tactics) 13 (+15, Skill Mastery)
Languages 3 (English , ASL, German, Russian)
Notice 8 (+8, Skill Mastery)
Search 5 (+5)
Sense Motive 8 (+8)
Stealth 13 (+14, Skill Mastery)

Feats: 24PP
Accurate Attack
All-Out Attack
Benefit (Use Knowledge (Tactics) for Feinting & Tricking in combat)
Challenge (Improved Feint)
Defensive Attack
Eidetic Memory
Evasion
Fearless
Hide in Plain Sight
Instant Up
Leadership
Luck 2
Master Plan 2
Power Attack
Quick Change
Rallying Cry
Set Up
Skill Mastery (Acrobatics, Concentration, Knowledge (Tactics), Stealth)
Takedown Attack
Teamwork 3


Commlink
Flashlight
Police Scanner
Smartphone (Camera/Cellphone/PDA/Video Camera)
Powers: 5 + 2 + 20 = 27PP

Descriptors: Psionic

Alternate Form 1 (5 PP Container ) (Psi Armor)
Protection 5
Super-Senses 2 (Danger Sense , Uncanny Dodge ) (Psi Senses)

Weapon Creation 4 (5PP Variable Power, Any One Trait , One At A Time, Extras: Action 1 ; Flaw: Duration ) (Psi Arsenal)

Railbow: Damage 8 (Extras: Range ; Feats: Improved Critical 2 , Precise, Ranged Pin])

Freezethrower: Snare 7 (Drawback: Reduced Range ; Extras: Constricting)

Plasma Cutter: Ignite 8 (Extras: Penetrating; Feats: Improved Critical 2 , Improved Sunder, Incurable)

Tranquilizer Rifle: Sleep 8 (Feats: Insidious, Precise, Sedation, Subtle; Flaws: Distracting)
DC Block:
ATTACK RANGE SAVE EFFECT
Railbow Ranged DC23 Toughness (Staged) Damage (Physical, Piercing)
Freezethrower 400ft DC17 Reflex Snare (Energy)
Plasma Cutter Touch DC23 Toughness (Staged) Damage (Energy, Slashing)
Tranquilizer Rifle Ranged DC18 Fort Stun (Physical, Piercing)
Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
Drawbacks: -2 PP

Vulnerability (Mind Control; Frequency: Uncommon, Intensity: Moderate ) (SHADOW Mental Conditioning)

Abilities (12) + Combat (32) + Saving Throws (14) + Skills (15) + Feats (24) + Powers (27) - Drawbacks (-2) = 122/122 Power Points
DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

The last PC edit of Grimalkin, befofre she heads off into the Tier 2 sunset :cry:

Stay focused! 13pp to spend:

2pp on Feats (Another rank of Luck plus Well-Connected)

6pp on Skills, both new ones and boosting the old:

Craft (Artistic) +4 ranks

Knowledge (Arcane Lore) +4 ranks

Knowledge (Behavioral Sciences) 5 ranks

Knowledge (Civics) 5 ranks

Knowledge (Pop Culture) +2 ranks

Perform (Dancing) +4 ranks

2pp on Will save, bringing it up to 12

3pp on Immunity, bring it up to 10 (aging, life support)

I haven't spent her pp in a while, so this includes stuff she learned in college, preparing to open her bookstore (which supplies occult volumes) and working on her hobbies in preparation for her 'retirement'.

Also since she's leaving the Interceptors, I'm converting her 2 ranks of Equipment for her Brownstone/Underground donation into her store and the rooms above, which has the following stats:

Size: Small

Toughness: 10

Features: Communications, Computer, Fire Prevention System, Garage, Gym, Library, Living Space, Security System, Workshop

Total cost: 10 equipment points

[img=http://i89.photobucket.com/albums/k240/Heritage367/024ydmedcrop.jpg]


[b]Character Name:[/b] Grimalkin

[b]Power Level:[/b] 15 (250/250PP) [252]

[b]Tradeoffs:[/b] None

[b]Unspent PP:[/b] 13

[b]Progress to Platinum:[/b] 111/120 (32PP pre-bump, 72PP post-bump)


[b]Alternate Identity:[/b] Lynn Epstein

[b]Height:[/b] 5'3"

[b]Weight:[/b] 116 lb

[b]Hair:[/b] Brown, worn short and a bit spiky

[b]Eyes:[/b] Dark brown


[floatr][img=http://www.freedomplaybypost.com/wiki/images/f/f7/GrimalkinHFMk2.png][/floatr]

[b]Description:[/b] A pretty young slip of a girl, Lynn typically wears ragged jeans, T-shirt, tennis shoes and a hooded sweatshirt during the day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. While she may appear to be a wee skinny thing, due to her faerie nature she's actually [i]much[/i] stronger than she looks.


[b]History:[/b] A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; three years ago it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling ‘suckers’, until one night she saw a young streetwalker attacked; the FCPD’s profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life.


[b]Personality & Motivation:[/b] Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park, ice cream of nearly any flavor, and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more.


As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. However, she’s still quite young and her confidence continues to grow.


[b]Powers & Tactics:[/b]

Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually ambient glamour), which she uses as props, furniture or just her own amusement. She can also grow her nails into supernaturally sharp claws that can rip through steel!


In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field.



[b]Complications:[/b]

Prejudice (the Wealthy) - Due to her lower middle class upbringing, Grim has a hard time sympathizing with the well-to-do


Sensitivity to Taunting - She can dish it out, but she can't take it. Verbal barbs have a way of really getting under Grim's skin.


Prejudice (Vampires) - While she makes an exception (with some difficulty!) in Avenger's case, Grim really doesn't trust bloodsuckers at all.


Short Fuse - Under the right circumstances, Grim can get very angry very fast, but usually cools down just as quickly.


Secret Identity - While she doesn't go to the impressive lengths of her teammate Jack of All Blades, Grim does wear a mask and use only her heroic name while in the field.



[u][b]Abilities[/b][/u] [46PP]

Strength 20 (+5)

Dexterity 26 (+8)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 12 (+1)

Charisma 36/16 (+13/+3)


[u][b]Combat[/b][/u] [28PP]

Initiative: +12

Attack: +8 Base, +12 Melee, +14 Claws

Grapple: +18

Damage: +5 Unarmed (+7 Sneak Attack), +13 Claws (+15 Sneak Attack)

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

Knockback: -7, -5 flat-footed


[u][b]Saving Throws[/b][/u] [8+4+11=23PP]

Toughness +14 (+4 Con, +6 Protection, +4 Defensive Roll), +10 Flat-Footed

Fortitude +12 (+4 CON, 8PP)

Reflex +12 (+8 DEX, 4PP)

Will +12 (+1 WIS, 11PP)


[u][b]Skills[/b][/u] [37PP = 148 Ranks]

Acrobat 15 (+23)[sup]SM[/sup]

Bluff 15 (+28/+18)[sup]SM[/sup]

Climb 3 (+11)

Craft (Artistic) 8 (+10)

Craft (Structural) 8 (+10)

Diplomacy 5 (+18/+8)[sup]SM[/sup]

Disguise 0 (+3, +38 Morph)

Gather Information 5 (+18/+8)[sup]SM[/sup]

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Behavioral Sciences) 5 (+7)

Knowledge (Civics) 5 (+7)

Knowledge (Pop Culture) 6 (+8)

Knowledge (Streetwise) 9 (+11)

Notice 14 (+15)[sup]SM[/sup]

Perform (Dancing) 6 (+19/+9)

Search 14 (+16)[sup]SM[/sup]

Sleight of Hand 7 (+15)[sup]SM[/sup]

Stealth 15 (+23)[sup]SM[/sup]


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

Acrobatic Bluff

Agile Climber

All-Out Attack

Attack Focus (Melee) 4

Attack Specialization (Claws)

Connected

Contacts

Defensive Attack

Defensive Roll 2 (+4 Toughness)

Distract (Bluff)

Dodge Focus 6

Elusive Target

Equipment 2 (Silberman's Books)

Evasion 2

Grapple Finesse

Improved Initiative

Move-By Action

Luck 3

Power Attack

Setup

Skill Mastery 2 (Acrobat, Bluff, Diplomacy, Gather Information, Notice, Search, Sleight of Hand, Stealth)

Sneak Attack

Takedown Attack 2

Taunt

Uncanny Dodge 2 (Audio, Olfactory)

Well-Connected


[quote name="Equipment"][b]Silberman's Books (HQ)[/b]

[b]Size:[/b] Small

[b]Toughness:[/b] 10

[b]Features: [/b]

Communications

Computer

Fire Prevention System

Garage

Gym

Library

Living Space

Security System

Workshop[/quote]


[u][b]Powers[/b][/u] [82PP]


[b]Comprehend 2[/b] (Languages: Understand all, Languages: Speak any one at a time) [4PP]


[b]Immunity 10 ([/b]Aging, Life Support[b])[/b] [10PP]


[b]Glamour 7 ([/b]21PP Array, [i]Feats:[/i] Alternate Power 5[b])[/b] [26PP]

[list][b][u]Base Power:[/u] Morph 7 ([/b]Any Form of Same Mass, +35 Disguise[b])[/b] [21PP]


[b][u]Alternate Power:[/u] Concealment 10 ([/b]All Except Tactile, [i]Feats:[/i] Close Range, Selective, [i]Extras:[/i] Affects Others, Flaws: Blending, Passive[b])[/b] [12PP]


[b][u]Alternate Power[/u]: Elongation 5 ([/b]100ft[b]) + Insubstantial 1 ([/b]Liquid[b]) + Super-Movement 3 ([/b]Slithering, Trackless, Water-Walking[b])[/b] [16PP]


[b][u]Alternate Power:[/u] Emotion Control 15 ([/b][i]Extras:[/i] Area, [i]Flaws:[/i] Limited [Fear], Sense-Dependent [Vision][b])[/b] [15PP]


[b][u]Alternate Power:[/u] Enhanced Charisma 20[/b] [20PP]


[b][u]Alternate Power:[/u] Flight 4 ([/b]100mph, [i]Drawbacks:[/i] Power Loss [Wings][b]) + Shrinking 8 ([/b]Tiny, [i]Feats:[/i] Normal Movement, Normal Strength, Normal Toughness[b])[/b] [18PP][/list]


[b]Protection 6 ([/b]faerie fortification[b])[/b] [6PP]


[b]Strike 8 ([/b]Dark faerie claws, [i]Extras:[/i] Penetration 4 [i]Feats:[/i] Alternate Power, Improved Critical 2, Incurable, Mighty[b])[/b] [17PP]

[list][b][u]Alternate Power:[/u] Create Object 8 ([/b][i]Feats:[/i] Innate, Precise, Progression 2, Subtle, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Range [Touch][b]; [i]Drawbacks:[/i]  Power loss: Contact with Iron)[/b] [16PP][/list]


[b]Super-Movement 4 ([/b]Slow Fall, Sure-Footed, Wall-Crawling 2[b])[/b] [8PP]


[b]Super-Senses 10 ([/b]Normal Hearing [[i]Extras:[/i] Accurate 2, Extended], Normal Olfactory [[i]Extras:[/i] Accurate, Acute, Extended, Tracking], Normal Vision [[i]Extras:[/i] Counters Obscure 2 {"Darkness"}], Danger Sense [Olfactory][b])[/b] [11PP]



[u][b]Drawbacks[/b][/u] [-8PP]

[b]Vulnerability ([/b]Iron, [i]Frequency:[/i] Uncommon, [i]Intensity:[/i] Major [+50% DC][b])[/b] [-2PP]


[b]Weakness ([/b]Iron, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate, -1 CON / minute [10 rounds][b])[/b] [-6PP]



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

Unarmed -- DC 20/Toughness (22 w/ Sneak Attack) -- Damage

Claws -- DC 25/Toughness (27 w/ Sneak Attack) -- Damage



[b]Abilities 46 + Combat 28 + Saving Throws 23 + Skills 37 + Feats 42 + Powers 82 - Drawbacks 8 = 250/250 Power Points[/b]

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

On the request of Shaen, I made this into an easily-copied code block for the whole bloomin' sheet. It gave me a chance to touch a couple of things up, at any rate.

Anyways. Here's Gabriel's current sheet; the leftover points are for me to acquire his final "major upgrade". Something to go along with his shiny new armor.

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

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

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

[b][u]Progress to Silver Status[/u][/b]: 51/60


[b][u]In Brief[/u][/b]: Called by a Power higher than mortal man, Carson Finbar Keefe finds himself taking up the mantle of the Archangel Gabriel. Wielding a fraction of the power of the true Archangel, he uses sound to defend the defenseless, right wrongs, and strive constantly against the machinations of Evil in all its forms.


[b][u]Name[/u][/b]: Gabriel

[b][u]Alternate Identities[/u][/b]: Carson Finbar Keefe

I[b][u]dentity[/u][/b]: Secret

[b][u]Birthplace[/u][/b]: Limerick, Ireland (Chalk it up to the Almighty's sense of humor)

[b][u]Occupation[/u][/b]: Drama Teacher at Freedom College

[b][u]Affiliations[/u][/b]: (To be determined)

[b][u]Family[/u][/b]: [b]Father[/b]: Angus Keefe; [b]Mother[/b]: Bevin Keefe; [b]Older Brother[/b]: Brody Keefe; [b]Younger Brother[/b]: Doyle Keefe; [b]"Baby" Sister[/b]: Riona Keefe; [b]Paternal Grandfather[/b]: Brogan Keefe; [b]Paternal Grandmother[/b]: Bridget Keefe; [b]Maternal Grandfather[/b]: Colin Doherty; [b]Maternal Grandmother[/b]: Moreen Doherty;


[b][u]Age[/u][/b]: 26 (DoB: March 21, 1984)

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

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

[b][u]Ethnicity[/u][/b]: Irish

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

[b][u]Weight[/u][/b]: 170 lbs.

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

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

[b][u]Speech Color[/u][/b]: Maroon


[b][u]Description[/u][/b]: Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face.


Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually [i]flex[/i] with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch.


[b][u]Power Descriptions[/u][/b]: At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter.


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

[b]Early History[/b]

[spoiler]Carson Finbar Keefe was born on the Emerald Isle, that ancient land known as Ireland. Raised on the outskirts of Limerick, he grew up in a large, loving Catholic family. His father and paternal grandfather own and operate a pub, The Falcon and Cent. His mother and paternal grandmother both helped raise the kids, seeing as his paternal grandparents lived in a small cottage just down the road from his parents' house. His maternal grandparents were present almost as frequently, often coming over for big family dinners and get-togethers on the weekends. They lived and worked in Dublin, his Grandpa Colin being a board member in a mid-sized business in the city. Thus it was that the Keefe family never had to live hand to mouth. They have never been rich, but they had what they needed, and that was good enough. Besides, family weekends were always fun!


As he grew older, Carson started experiencing a sense of dissatisfaction. At first, he couldn't even pin his finger on it. His mother could tell something was often bothering her middle son, but she couldn't tell what it was. It wasn't until Carson was in high school that he began to grasp the meaning of this sense of discontent. Like many others, he saw a world that felt so flawed, with so many people wandering around with little hope. But Carson wasn't a superhero. He wasn't even a normal genius; his grades were merely on the high end of average. No, his real talent lay in acting; from the tender age of 6, he'd often been the leading man in any plays his school put on. The fact that he could sing as well as he could act helped during the Christmas plays, for sure. But how to fit his love of acting with this sense of, dare he say it, holy discontent?


Then he thought of the drama teacher at his school. Miss O'Brian, a kindly lady in her late 50's. Not only did she struggle to make sure kids like him had a chance to express themselves, she often helped serve as a mentor or a tutor. Suddenly, he had a sense of certainty. He'd be a teacher like her! Well, maybe eventually be a real actor, too. Like Peter O'Toole, or Liam Neeson! That would be really nifty...


So it was that Carson redoubled his focus on the fine art of theater performance. His parents were touched by the drive and focus he displayed. Once they sat down and talked with him, and he confirmed that his desire was genuine, they got behind him 100%. But Carson took things even more seriously. Several times a week, he would kneel down before going to sleep, and fervently pray that the Lord would grant him the strength to help the unfortunate, the influence to change lives, and the skill to help those who needed it. He prayed for success in his studies, and more generally for the strength and guidance to accomplish this task. Of course, it was only a couple of years later that something more incredible happened to Carson.[/spoiler]



[b]Origin of a Hero[/b]

[spoiler]Three nights after he turns 17, Carson was on a walk in the nearby park, enjoying the early evening weather and view. Suddenly, a brilliant light blinded him, causing him to stumble backwards. As his vision started to clear, he heard a voice. "[b]Fear not, Carson Finbar Keefe. My visit to you is one of greatest import, for you have a great destiny ahead of you. Your prayers have been heard. Now, they shall be answered, in a way more wonderful than you could have dreamed.[/b]" When he could see more clearly, there before him stood an angel! Flowing robes, glowing hair and eyes, white wings, and...a trumpet? Carson quickly crossed himself and muttered a short prayer. "Why...why have you come to me? And which angel are you?" Then his courage took some root, and he straightened a bit as he clutched his rosary. "How do I know you're truly an angel, and not working for the Enemy? He can disguise himself, can't he?" The angel slowly walked forward, stopping right in front of Carson. There he(?) knelt, slowing reaching his free hand out...to grasp the rosary. It did not react at all with the being at first; after a few moments, it took on a deep, unearthly glow. And Carson knew this angel was genuine. "[b]I applaud your courage, Carson. You will need it for the years ahead. I am indeed a true angel. An Archangel, in fact. I am Gavriel, Herald and Messenger of the Most High. I have come because you have been chosen, Carson Finbar Keefe. You have been chosen to be an agent for Good in the world. Your current dreams are worthy, yes. Such is the work of many Saints. But you shall have a task higher still. You will be endowed with a small fraction of my power. You shall craft sound into a weapon against the forces of Evil, large and small. You have great things ahead, Carson. Or should I say...Gabriel.[/b]"


And with no warning, Gavriel was simply gone. Carson looked down, to find himself clad in simple white clothes. Shirt, pants, gloves, boots, coat...mask, hood? Almost all of it, shining white. He felt power welling up within himself. He had a grasp on at least the basics of what to do, though he knew he needed practice. And oddly enough, he suddenly knew how to play the trumpet, as well as a couple of other similar instruments. But...what would he tell his parents.


In the end, Carson broke down and told his father and mother what had happened. He made them promise not to speak of it to any of the other family, and to instead help cover for him as he took the time to start mastering his abilities, while still working hard to go to school. At first they were reluctant, but after Carson showed them his new outfit (which sadly he could not simply summon and de-summon at will), and some of the things he could do, they became convinced. So Angus and Bevin worked hard to help their middle son. They served as sympathetic listeners as he related his frustrations with school, his powers, and the continuing uncertainty of where exactly he should go.


Carson graduated high school, and immediately entered the closest university with a strong fine arts program. There, he honed his dramatic and vocal skills, while also working on methods to do the same for his future students. He applied all his energy to the program, graduating with a Masters in Theater Education, and a Minor in Counseling, in only 5 (grueling) years. It was perhaps his happiest moment yet, one full of a sense of accomplishment and purpose.


Not two days later, he awoke in a cold sweat. He'd had a dream, one with a sense of purpose. But all he could remember was flashing images of his heroic identity fighting criminals and super-villains in a city. Carson got up and went about a typical morning in his house. But when he happened to glance at the paper, something caught his eye, tugged at his heart, and left his rosary feeling warm on his chest. Specifically, there was a story about another conflict between superheroes and supervillains in Freedom City, seemingly the center of such activity in America. At that moment, he knew where he had to go. "Ma, Da, I know where I'm going to teach. Freedom City." At first, they looked at him with confusion. Then they saw the certainty, the conviction, in his eyes. Slowly, his father nodded, pride shining in his eyes. His mother managed to avoid crying, though a single tear slipped out of one eye as she gazed on her boy, now a man. "If that's what you feel you need to do, son, we'll help you get everything squared away."


His parents kept his word. Oh, he didn't move to Freedom City the next week or anything. It took Carson just over a year to get a passport, work visa, and various certifications before he was able to move to America. During that time, he'd been helping his father at the pub, as well as doing some teaching at the local schools. Between all of that, and a bit of help from Grandfather Colin, he managed to arrange for halfway decent housing close to the campus. While he had an Irish driver's license, he didn't want to try dealing with either public transportation or getting his own car for a while. Besides, walking did him good.[/spoiler]



[b]Recent Times[/b]

It hasn't taken Carson long to find himself in the thick of the action in Freedom city. Demons, mobs, undead, sorcerors, time travel, and so much more. He's seen a lot and fought more. Along the way, he's made friends, and a few enemies; he's now allies with several of the more powerful and well-known heroes of the City, and there's even rumors from his friends he might end up on the Freedom League roster. All in all, Carson has found himself doing good things for peopl who need it. 



[b][u]Personality & Motivation[/u][/b]: Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for.


This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students.


As Gabriel, his focus has been on helping "the little guy", such that he tends to target non-powered petty criminals. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians.


[b][u]Powers & Tactics[/u][/b]: Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast.

Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in.



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

Secret: Secret Identity; Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

Shepherd of the Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions. 

Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict. 

Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like.

Demons, Why Did It Have To Be Demons: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight.

I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, or if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades).



[b][u]Abilities:[/u][/b] 4 + 4 + 6 + 4 + 4 + 10 = 32PP

Str 14 (+2)

Dex 14 (+2)

Con 16 (+3)

Int 14 (+2)

Wis 14 (+2)

Cha 40/20 (+15/+5)


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

Initiative: +6

Attack: +8, +9 ranged, +13 Sonic Control

Grapple: +10

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

Knockback: -6


[b][u]Saving Throws:[/u][/b] 5 + 6 + 13 = 24PP

Toughness: +13 (+3 Con, +6 Defensive Roll, +4 Holy Armor), +7 Flat-Footed

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

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

Will: +13 (+2 Wis, +11 Base)


[b][u]Skills:[/u][/b] 96R = 24PP

Acrobatics 8 (+10)

Bluff 10 (+25/+15)

Diplomacy 10 (+25/+15)

Gather Information 10 (+25/+15)

Intimidate 10 (+25/+15)

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 8 (+10)

Perform (Acting) 8 (+22/+13)

Perform (Wind Instruments) 8 (+23/+13)

Sense Motive 8 (+10)


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

Attack Focus (Ranged) 1

Attack Specialization (Sonic Powers) 2

Beginner's Luck

Defensive Roll 3 (+6 Toughness)

Dodge Focus 5

Improved Initiative

Luck 4

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Uncanny Dodge (Auditory)

Well-Informed


[b][u]Powers:[/u][/b] 4 + 20 + 2 + 1 + 35 + 3 = 65PP


[b]Device 1 ([/b]5pp Container[b])[/b] ("Holy Armor") [4pp]

[device]E[b]nhanced Feat 1 ([/b]Quick Change[b])[/b] [1pp]

[b]Protection 4[/b] [4pp][/device]


[b]Enhanced Charisma 20[/b] [20PP]


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


[b]Immunity 1 ([/b]Own Powers[b])[/b] [1PP]


[b]Sonic Control 13 ([/b]26PP Array; [i]Feats[/i]: Alternate Power 9[b])[/b] [35PP] (Mutation, Sonic)


[list][u]Base Power:[/u] [b]Dazzle 13 ([/b]Audio Senses; [i]Extras[/i]: Area [General, Burst, 65ft radius][b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Blast 13[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Communication 6 ([/b]Audio, 20 miles ["Anywhere In Freedom City"]; [i]Extras[/i]: Area; [i]Feats[/i]: Selective, Subtle[b])[/b] [14pp] + [u]Linked Power[/u] [b]Extended 3 (Hearing) ([/b]2 mile range increments, [i]Flaws[/i]: Limited to Speech, [i]Feats[/i]: Selective[b])[/b] [3pp] + [u]Linked Power[/u] [b]Comprehend 3 ([/b]Languages 3 [Speak Any/All, Understand Any][b])[/b] [6PP] [23/26PP] (Ventriloquism, Far-Hearing, and the Tongues of Men and Angels)


[u]Alternate Power:[/u] [b]Confuse 13 ([/b][i]Extras[/i]: Area [General, Shapeable, 13 5 ft. cubes][b])[/b] [/26PP]


[u]Alternate Power:[/u][b] Drain Toughness 13 ([/b][i]Extras[/i]: Range [Ranged][b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Drain Toughness 13 ([/b][i]Extras[/i]: Range [Ranged], Affects Objects [Alternate Save: Reflex]; [i]Flaws[/i]: Affects Objects Only[b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Emotion Control 13[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Flight 9 ([/b]to [b]Flight 10[/b]; 10,000MPH / 100,000ft per Move Action; [i]Feats[/i]: Subtle[b])[/b] [19/24PP]


[u]Alternate Power:[/u] [b]Nauseate 13 ([/b][i]Extras[/i]: Range [Ranged]; [i]Flaws[/i]: Sense-Dependent [Auditory][b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Paralyze 13 ([/b][i]Extras[/i]: Range [Ranged]; [i]Flaws[/i]: Sense-Dependent [Auditory][b])[/b] [26/26PP][/list]


[b]Super-Senses 3 ([/b]ultra-hearing; Enhancement: accurate 2[b])[/b] (echolocation) [3PP]



[b]Abilities (32) + Combat (32) + Saving Throws (24) + Skills (24) + Feats (20) + Powers (65) - Drawbacks (0) = 197/201 Power Points.[/b]

DONE BY SHAENTHEBRAIN

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On the request of Shaen, I made this into an easily-copied code block for the whole bloomin' sheet. It gave me a chance to touch a couple of things up, at any rate.

Anyways. Here's Gabriel's current sheet; the leftover points are for me to acquire his final "major upgrade". Something to go along with his shiny new armor.

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

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

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

[b][u]Progress to Silver Status[/u][/b]: 51/60


[b][u]In Brief[/u][/b]: Called by a Power higher than mortal man, Carson Finbar Keefe finds himself taking up the mantle of the Archangel Gabriel. Wielding a fraction of the power of the true Archangel, he uses sound to defend the defenseless, right wrongs, and strive constantly against the machinations of Evil in all its forms.


[b][u]Name[/u][/b]: Gabriel

[b][u]Alternate Identities[/u][/b]: Carson Finbar Keefe

I[b][u]dentity[/u][/b]: Secret

[b][u]Birthplace[/u][/b]: Limerick, Ireland (Chalk it up to the Almighty's sense of humor)

[b][u]Occupation[/u][/b]: Drama Teacher at Freedom College

[b][u]Affiliations[/u][/b]: (To be determined)

[b][u]Family[/u][/b]: [b]Father[/b]: Angus Keefe; [b]Mother[/b]: Bevin Keefe; [b]Older Brother[/b]: Brody Keefe; [b]Younger Brother[/b]: Doyle Keefe; [b]"Baby" Sister[/b]: Riona Keefe; [b]Paternal Grandfather[/b]: Brogan Keefe; [b]Paternal Grandmother[/b]: Bridget Keefe; [b]Maternal Grandfather[/b]: Colin Doherty; [b]Maternal Grandmother[/b]: Moreen Doherty;


[b][u]Age[/u][/b]: 26 (DoB: March 21, 1984)

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

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

[b][u]Ethnicity[/u][/b]: Irish

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

[b][u]Weight[/u][/b]: 170 lbs.

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

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

[b][u]Speech Color[/u][/b]: Maroon


[b][u]Description[/u][/b]: Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face.


Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually [i]flex[/i] with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch.


[b][u]Power Descriptions[/u][/b]: At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter.


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

[b]Early History[/b]

[spoiler]Carson Finbar Keefe was born on the Emerald Isle, that ancient land known as Ireland. Raised on the outskirts of Limerick, he grew up in a large, loving Catholic family. His father and paternal grandfather own and operate a pub, The Falcon and Cent. His mother and paternal grandmother both helped raise the kids, seeing as his paternal grandparents lived in a small cottage just down the road from his parents' house. His maternal grandparents were present almost as frequently, often coming over for big family dinners and get-togethers on the weekends. They lived and worked in Dublin, his Grandpa Colin being a board member in a mid-sized business in the city. Thus it was that the Keefe family never had to live hand to mouth. They have never been rich, but they had what they needed, and that was good enough. Besides, family weekends were always fun!


As he grew older, Carson started experiencing a sense of dissatisfaction. At first, he couldn't even pin his finger on it. His mother could tell something was often bothering her middle son, but she couldn't tell what it was. It wasn't until Carson was in high school that he began to grasp the meaning of this sense of discontent. Like many others, he saw a world that felt so flawed, with so many people wandering around with little hope. But Carson wasn't a superhero. He wasn't even a normal genius; his grades were merely on the high end of average. No, his real talent lay in acting; from the tender age of 6, he'd often been the leading man in any plays his school put on. The fact that he could sing as well as he could act helped during the Christmas plays, for sure. But how to fit his love of acting with this sense of, dare he say it, holy discontent?


Then he thought of the drama teacher at his school. Miss O'Brian, a kindly lady in her late 50's. Not only did she struggle to make sure kids like him had a chance to express themselves, she often helped serve as a mentor or a tutor. Suddenly, he had a sense of certainty. He'd be a teacher like her! Well, maybe eventually be a real actor, too. Like Peter O'Toole, or Liam Neeson! That would be really nifty...


So it was that Carson redoubled his focus on the fine art of theater performance. His parents were touched by the drive and focus he displayed. Once they sat down and talked with him, and he confirmed that his desire was genuine, they got behind him 100%. But Carson took things even more seriously. Several times a week, he would kneel down before going to sleep, and fervently pray that the Lord would grant him the strength to help the unfortunate, the influence to change lives, and the skill to help those who needed it. He prayed for success in his studies, and more generally for the strength and guidance to accomplish this task. Of course, it was only a couple of years later that something more incredible happened to Carson.[/spoiler]



[b]Origin of a Hero[/b]

[spoiler]Three nights after he turns 17, Carson was on a walk in the nearby park, enjoying the early evening weather and view. Suddenly, a brilliant light blinded him, causing him to stumble backwards. As his vision started to clear, he heard a voice. "[b]Fear not, Carson Finbar Keefe. My visit to you is one of greatest import, for you have a great destiny ahead of you. Your prayers have been heard. Now, they shall be answered, in a way more wonderful than you could have dreamed.[/b]" When he could see more clearly, there before him stood an angel! Flowing robes, glowing hair and eyes, white wings, and...a trumpet? Carson quickly crossed himself and muttered a short prayer. "Why...why have you come to me? And which angel are you?" Then his courage took some root, and he straightened a bit as he clutched his rosary. "How do I know you're truly an angel, and not working for the Enemy? He can disguise himself, can't he?" The angel slowly walked forward, stopping right in front of Carson. There he(?) knelt, slowing reaching his free hand out...to grasp the rosary. It did not react at all with the being at first; after a few moments, it took on a deep, unearthly glow. And Carson knew this angel was genuine. "[b]I applaud your courage, Carson. You will need it for the years ahead. I am indeed a true angel. An Archangel, in fact. I am Gavriel, Herald and Messenger of the Most High. I have come because you have been chosen, Carson Finbar Keefe. You have been chosen to be an agent for Good in the world. Your current dreams are worthy, yes. Such is the work of many Saints. But you shall have a task higher still. You will be endowed with a small fraction of my power. You shall craft sound into a weapon against the forces of Evil, large and small. You have great things ahead, Carson. Or should I say...Gabriel.[/b]"


And with no warning, Gavriel was simply gone. Carson looked down, to find himself clad in simple white clothes. Shirt, pants, gloves, boots, coat...mask, hood? Almost all of it, shining white. He felt power welling up within himself. He had a grasp on at least the basics of what to do, though he knew he needed practice. And oddly enough, he suddenly knew how to play the trumpet, as well as a couple of other similar instruments. But...what would he tell his parents.


In the end, Carson broke down and told his father and mother what had happened. He made them promise not to speak of it to any of the other family, and to instead help cover for him as he took the time to start mastering his abilities, while still working hard to go to school. At first they were reluctant, but after Carson showed them his new outfit (which sadly he could not simply summon and de-summon at will), and some of the things he could do, they became convinced. So Angus and Bevin worked hard to help their middle son. They served as sympathetic listeners as he related his frustrations with school, his powers, and the continuing uncertainty of where exactly he should go.


Carson graduated high school, and immediately entered the closest university with a strong fine arts program. There, he honed his dramatic and vocal skills, while also working on methods to do the same for his future students. He applied all his energy to the program, graduating with a Masters in Theater Education, and a Minor in Counseling, in only 5 (grueling) years. It was perhaps his happiest moment yet, one full of a sense of accomplishment and purpose.


Not two days later, he awoke in a cold sweat. He'd had a dream, one with a sense of purpose. But all he could remember was flashing images of his heroic identity fighting criminals and super-villains in a city. Carson got up and went about a typical morning in his house. But when he happened to glance at the paper, something caught his eye, tugged at his heart, and left his rosary feeling warm on his chest. Specifically, there was a story about another conflict between superheroes and supervillains in Freedom City, seemingly the center of such activity in America. At that moment, he knew where he had to go. "Ma, Da, I know where I'm going to teach. Freedom City." At first, they looked at him with confusion. Then they saw the certainty, the conviction, in his eyes. Slowly, his father nodded, pride shining in his eyes. His mother managed to avoid crying, though a single tear slipped out of one eye as she gazed on her boy, now a man. "If that's what you feel you need to do, son, we'll help you get everything squared away."


His parents kept his word. Oh, he didn't move to Freedom City the next week or anything. It took Carson just over a year to get a passport, work visa, and various certifications before he was able to move to America. During that time, he'd been helping his father at the pub, as well as doing some teaching at the local schools. Between all of that, and a bit of help from Grandfather Colin, he managed to arrange for halfway decent housing close to the campus. While he had an Irish driver's license, he didn't want to try dealing with either public transportation or getting his own car for a while. Besides, walking did him good.[/spoiler]



[b]Recent Times[/b]

It hasn't taken Carson long to find himself in the thick of the action in Freedom city. Demons, mobs, undead, sorcerors, time travel, and so much more. He's seen a lot and fought more. Along the way, he's made friends, and a few enemies; he's now allies with several of the more powerful and well-known heroes of the City, and there's even rumors from his friends he might end up on the Freedom League roster. All in all, Carson has found himself doing good things for peopl who need it. 



[b][u]Personality & Motivation[/u][/b]: Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for.


This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students.


As Gabriel, his focus has been on helping "the little guy", such that he tends to target non-powered petty criminals. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians.


[b][u]Powers & Tactics[/u][/b]: Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast.

Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in.



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

Secret: Secret Identity; Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

Shepherd of the Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions. 

Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict. 

Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like.

Demons, Why Did It Have To Be Demons: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight.

I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, or if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades).



[b][u]Abilities:[/u][/b] 4 + 4 + 6 + 4 + 4 + 10 = 32PP

Str 14 (+2)

Dex 14 (+2)

Con 16 (+3)

Int 14 (+2)

Wis 14 (+2)

Cha 40/20 (+15/+5)


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

Initiative: +6

Attack: +8, +9 ranged, +13 Sonic Control

Grapple: +10

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

Knockback: -6


[b][u]Saving Throws:[/u][/b] 5 + 6 + 13 = 24PP

Toughness: +13 (+3 Con, +6 Defensive Roll, +4 Holy Armor), +7 Flat-Footed

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

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

Will: +13 (+2 Wis, +11 Base)


[b][u]Skills:[/u][/b] 96R = 24PP

Acrobatics 8 (+10)

Bluff 10 (+25/+15)

Diplomacy 10 (+25/+15)

Gather Information 10 (+25/+15)

Intimidate 10 (+25/+15)

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 8 (+10)

Perform (Acting) 8 (+22/+13)

Perform (Wind Instruments) 8 (+23/+13)

Sense Motive 8 (+10)


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

Attack Focus (Ranged) 1

Attack Specialization (Sonic Powers) 2

Beginner's Luck

Defensive Roll 3 (+6 Toughness)

Dodge Focus 5

Improved Initiative

Luck 4

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Uncanny Dodge (Auditory)

Well-Informed


[b][u]Powers:[/u][/b] 4 + 20 + 2 + 1 + 35 + 3 = 65PP


[b]Device 1 ([/b]5pp Container[b])[/b] ("Holy Armor") [4pp]

[device]E[b]nhanced Feat 1 ([/b]Quick Change[b])[/b] [1pp]

[b]Protection 4[/b] [4pp][/device]


[b]Enhanced Charisma 20[/b] [20PP]


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


[b]Immunity 1 ([/b]Own Powers[b])[/b] [1PP]


[b]Sonic Control 13 ([/b]26PP Array; [i]Feats[/i]: Alternate Power 9[b])[/b] [35PP] (Mutation, Sonic)


[list][u]Base Power:[/u] [b]Dazzle 13 ([/b]Audio Senses; [i]Extras[/i]: Area [General, Burst, 65ft radius][b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Blast 13[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Communication 6 ([/b]Audio, 20 miles ["Anywhere In Freedom City"]; [i]Extras[/i]: Area; [i]Feats[/i]: Selective, Subtle[b])[/b] [14pp] + [u]Linked Power[/u] [b]Extended 3 (Hearing) ([/b]2 mile range increments, [i]Flaws[/i]: Limited to Speech, [i]Feats[/i]: Selective[b])[/b] [3pp] + [u]Linked Power[/u] [b]Comprehend 3 ([/b]Languages 3 [Speak Any/All, Understand Any][b])[/b] [6PP] [23/26PP] (Ventriloquism, Far-Hearing, and the Tongues of Men and Angels)


[u]Alternate Power:[/u] [b]Confuse 13 ([/b][i]Extras[/i]: Area [General, Shapeable, 13 5 ft. cubes][b])[/b] [/26PP]


[u]Alternate Power:[/u][b] Drain Toughness 13 ([/b][i]Extras[/i]: Range [Ranged][b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Drain Toughness 13 ([/b][i]Extras[/i]: Range [Ranged], Affects Objects [Alternate Save: Reflex]; [i]Flaws[/i]: Affects Objects Only[b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Emotion Control 13[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Flight 9 ([/b]to [b]Flight 10[/b]; 10,000MPH / 100,000ft per Move Action; [i]Feats[/i]: Subtle[b])[/b] [19/24PP]


[u]Alternate Power:[/u] [b]Nauseate 13 ([/b][i]Extras[/i]: Range [Ranged]; [i]Flaws[/i]: Sense-Dependent [Auditory][b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Paralyze 13 ([/b][i]Extras[/i]: Range [Ranged]; [i]Flaws[/i]: Sense-Dependent [Auditory][b])[/b] [26/26PP][/list]


[b]Super-Senses 3 ([/b]ultra-hearing; Enhancement: accurate 2[b])[/b] (echolocation) [3PP]



[b]Abilities (32) + Combat (32) + Saving Throws (24) + Skills (24) + Feats (20) + Powers (65) - Drawbacks (0) = 197/201 Power Points.[/b]

Ideally, please include a short summary of the changes you made, followed by a code and/or spoiler block with the complete new sheet.

You overcharged yourself on saves, so you had 2PP more than you thought you did, leaving you at 6PP total unspent.

Sense-Dependent is only a valid flaw for Perception-range effects, so I upgraded the two Sense-Dependent APs to Perception-range and lowered the power ranks accordingly. Please submit another edit request if you'd like to modify those powers.

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DONE BY SHAENTHEBRAIN

Edits for Willow!(omg the first since character creation!) Congratz

7 PP available.

Add Poison and Disease to: Immunity 4 (2 PP)

Add Power: Immunity 2 (Environmental Heat, Environmental Cold, Flaw: Limited [Half Effect] (1 PP)

Add Power: Regeneration 2 (Resurrection [1 Day], Extra: True Resurrection) (2 PP)

2 Remain

Willow

Power Level: 7 (110/112pp)

Trade-Offs: -3 Defense / +3 Toughness

Unspent pp: 2

Progress to Silver Status: 7/60 (Bronze Status earned by Sage)

[floatr][/floatr]

In Brief: A dryad, far from home, performing her duties as a guardian of the natural world.

Alternate Identities: None

Identity: Public

Birthplace: Ancient Earth

Occupation: None

Affiliations: None

Family: Karya, Balanos, Kraneia, Morea, Aigeiros, Ptelea, Ampelos, Syke and many others (Siblings)

Age: Ancient

Apparent Age: 26

Gender: Female

Ethnicity: N/A (Preserver Bioengeered Lifeform (Dryad))

Height: 5'7"

Weight: 130 lb.

Eyes: Amber

Hair: White

Description:

Tall and slender and appearing as though she were in her mid twenties, Willow possess piercing amber eyes and a wild mane of snow white hair, which she usually wears in a long flowing ponytail. This, combined with her unblemished copper-hued skin, fine bone structure and delicate pointed ears enhance her exotic appearance and hint at her inhuman origins. She movement is practiced and serene, and brings to mind the lightness and grace of a dancer. Willow frequently has a faint smile, as though amused at some secret joke, and watches the world through eyes that are far older than her apparent young years.

Willow tends to favor natural hues, favoring greens and browns, though the colors tend to trend with the seasons. Her dress is always comfortable, though some of her clothing has a well worn, almost lived in appearance. Regardless of what she's wearing, she almost always has a little brown leather pouch on her person.

Willow's "tree armor," though frequently varying in appearance due in part to the capricious whim of its owner, significantly bulks out the tall, slender woman, easily adding two feet or more to her height. Regardless of how she feels the armor should look at the moment, or how complete the coverage should be, it is extremely rare for Willow to submerge her head into its tangled roots as it limits her view of the situation, and is unnecessarily restrictive on her hair.

History:

Many millennia ago, the Preservers embarked upon a bioengineering project on Earth, one of many they seeded across the cosmos. In this case, they began with a human template but wandered far afield, adding new powers and abilities that would permit these creatures to be guardians of the biosphere and protect the growth of the nearly-untouched planet.

One of these creatures came to be known as Willow.

Willow and her siblings watched the rise of the human nation of Atlantis with interest, maintaining distant contact and intervening in their development only when absolutely necessary for at the guardians were more concerned with checking the destructive power of Lemuria. When Lemuria and Atlantis started to wage war the attitude of the Guardians shifted; containing and repairing the damage of the conflict was proving too costly. Willow and her fellow Guardians concluded that drastic measures had to be taken for the good of the planet and fell upon Atlantis and Lemuria. In the end both nations were shattered, their people scattered to the four winds and with a deep scarring of their racial memory.

As humanity slowly climbed back up from barbarism, Willow and her fellow guardians forgot about their creators and started to think of themselves as Gods of Nature. Inevitably this brought the bioengineered guardians into conflict with the new (and actual) Gods of Humanity and they were soon subjugated and subordinate. It was at this time that the guardians were given a name that stuck; nymph (and the various subclasses).

Reduced in influence, Willow, like many of her fellow guardians gradually withdrew from the Preservers mandate, only stepping in when directly asked or when the need was great. As the Gods withdrew and humanity forgot about her kind Willow found herself entering periods of hibernation; sleeping away years, then decades and finally centuries. Each time she was awoken her power had diminished and her memories were more fragmented.

The last time Willow woke, the world was recovering from the Terminus invasion. The dryad worked herself to exhaustion, doing what she could to clean up the residual Terminus energy affecting the natural world though she slipped back into hibernation before she could finish. Recent disturbances in Wharton State Forest have woke her up before she had completely recovered from the energy expenditure.

Personality & Motivation:

Willow is a complicated woman, with certain aspects of her personality becoming enhanced or subdued with the changing of seasons though the core of her being remains the same. In her youth Willow was ready to answer any slight to nature with the full might of her righteous anger, though as time marched steadily onward she adopted a softer approach. She does not despise the rapid advancement of the humans, for it is instinctual on their part, and instead she merely seeks to moderate their impact on the world around them. Willow is a believer in balance, and as such has extended her stewardship beyond the forests.

In spring, Willow is almost perpetually happy, laughing and whimsical, even a bit seductive. She possesses a near rapturous joy of life, and seeks to encourage that feeling in others. During this season, Willow's optimism is enhanced, almost to the point of naiveté, believing there is good in everyone.

During the summer, Willow's whimsical nature, along with her optimism is subdued somewhat. During these months her protective instincts are heightened, planning with contingencies in mind to ensure the safety of others. For Willow, the summer is a time of long term planning and intense focus.

On the heels of summer, Willow's autumn aspect leaves her quiet and introspective. She thinks deep thoughts and takes great pleasure in long puzzles that could take a long time to work out. She rarely acts hastily and be easily overlooked at any party or gathering due to her standoffish nature.

Winter is the time of culling, of winnowing, of separating the young from the old. At this time Willow is at her most secretive, since she tends to evoke a faint sense of dread. Serious and firm, Willow does not do well with long debate and discussion during this time, for as far as she is concerned things are black or white.

Despite her generally bright outlook, there is a faint sense of sadness about the dryad. She misses her sisters, and while she believes they are still alive, she does not know where they might be. Willow also finds herself in a strange place, and though she would dearly love to return home her sense of duty compels her to stay in the new world.

Powers & Tactics:

Willow's powers have declined over the millennia however she still retains some measurable influence over plant life, passing unhindered through even the densest foliage without a trace, rapidly changing her location by traveling through the root network and even communicating with the flora around her. The dryad can even alter the fundamental nature of the plants around her, often using this to grow a suit of living armor. Encased in the suit, Willow's tactics are fairly straightforward; the suit significantly boosts her strength and reach, allowing her to pound her opponent into submission.

Complications:

Struggling: If Willow had to eat or drink she would be a lot worse off. As it is she is only Struggling

Nonentity: Willow has no birth certificate, no social security number, no drivers license or any other form of identification that proves that she does, in fact, exist. As far as the System is concerned, she doesn't.

Public Identity: Willow is Willow. She has no civilian identity she can return to at the end of a day of heroing.

Limited Knowledge: Willow's Knowledge (Life Sciences) only applies to Botany related checks.

Abilities: 2 + 4 + 2 + 2 + 6 + 4 = 20pp

Str 24/12 (+7, +1 w/ Armor)

Dex 14 (+2)

Con 12 (+1)

Int 12 (+1)

Wis 16 (+3)

Cha 14 (+2)

Combat: 6 + 8 = 14pp

Initiative: +2

Attack: +3, +7 Melee

Grapple: +8, +23 w/ Armor

Defense: +4, +2 Flat-Footed

Knockback: -0

Saving Throws: 5 + 2 + 2 = 9pp

Toughness: +1, +10 w/ Armor (+1 Con, +9 w/ Armor)

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

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

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

Skills: 28r = 7pp

Climb 4 (+5, +11 w/ Armor)

Escape Artist 4 (+6, +12 w/ Armor)

Intimidate 8 (+10)

Knowledge (Life Science) 8 (+9)

Survival 4 (+7)

Feats: 9pp

Attack Focus (Melee) 4

Improved Grab

Improved Pin

Startle

Stunning Attack

Takedown Attack

Powers: 4 + 29 + 1 + 6 + 2 + 4 + 5 = 51pp

Comprehend 2 (Speak To/Understand Plants) [4pp]

Device 7 {Hard to Lose, Restricted 1 [Plant Controllers, Those immune to suffocation in carbon dioxide]) [29pp]

Usually grown from a seed that Willow keeps in a small brown leather pouch, Willow stimulates the growth and alters the nature of any plant within the vicinity to create her suit of "plant armor". Though the overall look changes frequently, with varying degrees of coverage, the armor usually manifests with the following properties.

Additional Limbs 2 (2 Extra Limbs, +2 to Grapple when not using Imp. Grapple; Feats: Improved Grapple) [2pp]

Elongation 6 (250 ft.; Flaws: Limited [Limbs]) [3pp]

Enhanced Strength 12 [12pp]

Protection 9 [9pp]

Super-Movement 1 (Swinging) [2pp]

Super-Strength 3 (Heavy Load 3.8 tons; Feats: Bracing) [7pp]

Immunity 2 (Environmental Cold, Environmental Heat; Flaws: Limited [Half Effect]) [1pp]

Immunity 6 (Aging, Disease, Poison, Starvation & Thirst, Suffocation [All]) [6pp]

Regeneration 2 (Resurection 2 (1 Day); Extras: True Resurrection) [2pp]

Super-Movement 4 (Permeate 3 [Full Speed], Trackless; Flaws: Limited [Plants]) [4pp]

Teleport 5 (500 ft. move, 5 mi. full; Flaws: Medium [Plants]) [5pp]

Drawbacks: 0 + 0 + 0 = 0pp

DC Block


ATTACK RANGE SAVE EFFECT
Unarmed Melee DC16/Toughness (Staged) Damage
Unarmed w/ Armor Melee DC22/Toughness (Staged) Damage





Abilities (20) + Combat (14) + Saving Throws (9) + Skills (7) + Feats (9) + Powers (51) - Drawbacks (0) = 110/112pp

[b][size=200]Willow[/size][/b]

[b][u]Power Level[/u][/b]: 7 (110/112pp)

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

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

[b][u]Progress to Silver Status[/u][/b]: 7/60 (Bronze Status earned by Sage)

[floatr][/floatr]

[b][u]In Brief[/u][/b]:  A dryad, far from home, performing her duties as a guardian of the natural world.



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

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

[b][u]Birthplace[/u][/b]: Ancient Earth

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

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

[b][u]Family[/u][/b]: Karya, Balanos, Kraneia, Morea, Aigeiros, Ptelea, Ampelos, Syke and many others (Siblings)



[b][u]Age[/u][/b]: Ancient

[b][u]Apparent Age[/u][/b]: 26

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

[b][u]Ethnicity[/u][/b]: N/A (Preserver Bioengeered Lifeform (Dryad))

[b][u]Height[/u][/b]: 5'7"

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

[b][u]Eyes[/u][/b]: Amber

[b][u]Hair[/u][/b]: White



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

Tall and slender and appearing as though she were in her mid twenties, Willow possess piercing amber eyes and a wild mane of snow white hair, which she usually wears in a long flowing ponytail.  This, combined with her unblemished copper-hued skin, fine bone structure and delicate pointed ears enhance her exotic appearance and hint at her inhuman origins.  She movement is practiced and serene, and brings to mind the lightness and grace of a dancer.  Willow frequently has a faint smile, as though amused at some secret joke, and watches the world through eyes that are far older than her apparent young years.



Willow tends to favor natural hues, favoring greens and browns, though the colors tend to trend with the seasons.  Her dress is always comfortable, though some of her clothing has a well worn, almost lived in appearance.  Regardless of what she's wearing, she almost always has a little brown leather pouch on her person.



Willow's "tree armor," though frequently varying in appearance due in part to the capricious whim of its owner, significantly bulks out the tall, slender woman, easily adding two feet or more to her height.  Regardless of how she feels the armor should look at the moment, or how complete the coverage should be, it is extremely rare for Willow to submerge her head into its tangled roots as it limits her view of the situation, and is unnecessarily restrictive on her hair.





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

Many millennia ago, the Preservers embarked upon a bioengineering project on Earth, one of many they seeded across the cosmos.  In this case, they began with a human template but wandered far afield, adding new powers and abilities that would permit these creatures to be guardians of the biosphere and protect the growth of the nearly-untouched planet.



One of these creatures came to be known as Willow.



Willow and her siblings watched the rise of the human nation of Atlantis with interest, maintaining distant contact and intervening in their development only when absolutely necessary for at the guardians were more concerned with checking the destructive power of Lemuria.  When Lemuria and Atlantis started to wage war the attitude of the Guardians shifted; containing and repairing the damage of the conflict was proving too costly.  Willow and her fellow Guardians concluded that drastic measures had to be taken for the good of the planet and fell upon Atlantis and Lemuria.  In the end both nations were shattered, their people scattered to the four winds and with a deep scarring of their racial memory.



As humanity slowly climbed back up from barbarism, Willow and her fellow guardians forgot about their creators and started to think of themselves as Gods of Nature.  Inevitably this brought the bioengineered guardians into conflict with the new (and actual) Gods of Humanity and they were soon subjugated and subordinate.  It was at this time that the guardians were given a name that stuck; nymph (and the various subclasses).



Reduced in influence, Willow, like many of her fellow guardians gradually withdrew from the Preservers mandate, only stepping in when directly asked or when the need was great.  As the Gods withdrew and humanity forgot about her kind Willow found herself entering periods of hibernation; sleeping away years, then decades and finally centuries.  Each time she was awoken her power had diminished and her memories were more fragmented.



The last time Willow woke, the world was recovering from the Terminus invasion.  The dryad worked herself to exhaustion, doing what she could to clean up the residual Terminus energy affecting the natural world though she slipped back into hibernation before she could finish.  Recent disturbances in Wharton State Forest have woke her up before she had completely recovered from the energy expenditure. 





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

Willow is a complicated woman, with certain aspects of her personality becoming enhanced or subdued with the changing of seasons though the core of her being remains the same.  In her youth Willow was ready to answer any slight to nature with the full might of her righteous anger, though as time marched steadily onward she adopted a softer approach.  She does not despise the rapid advancement of the humans, for it is instinctual on their part, and instead she merely seeks to moderate their impact on the world around them.  Willow is a believer in balance, and as such has extended her stewardship beyond the forests.



In spring, Willow is almost perpetually happy, laughing and whimsical, even a bit seductive.  She possesses a near rapturous joy of life, and seeks to encourage that feeling in others.  During this season, Willow's optimism is enhanced, almost to the point of naiveté, believing there is good in everyone.



During the summer, Willow's whimsical nature, along with her optimism is subdued somewhat.  During these months her protective instincts are heightened, planning with contingencies in mind to ensure the safety of others.  For Willow, the summer is a time of long term planning and intense focus.



On the heels of summer, Willow's autumn aspect leaves her quiet and introspective.  She thinks deep thoughts and takes great pleasure in long puzzles that could take a long time to work out.  She rarely acts hastily and be easily overlooked at any party or gathering due to her standoffish nature.



Winter is the time of culling, of winnowing, of separating the young from the old.  At this time Willow is at her most secretive, since she tends to evoke a faint sense of dread.  Serious and firm, Willow does not do well with long debate and discussion during this time, for as far as she is concerned things are black or white.



Despite her generally bright outlook, there is a faint sense of sadness about the dryad.  She misses her sisters, and while she believes they are still alive, she does not know where they might be.  Willow also finds herself in a strange place, and though she would dearly love to return home her sense of duty compels her to stay in the new world.





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

Willow's powers have declined over the millennia however she still retains some measurable influence over plant life, passing unhindered through even the densest foliage without a trace, rapidly changing her location by traveling through the root network and even communicating with the flora around her.  The dryad can even alter the fundamental nature of the plants around her, often using this to grow a suit of living armor.  Encased in the suit, Willow's tactics are fairly straightforward; the suit significantly boosts her strength and reach, allowing her to pound her opponent into submission.



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

[b]Struggling[/b]: If Willow had to eat or drink she would be a lot worse off.  As it is she is only Struggling

[b]Nonentity[/b]: Willow has no birth certificate, no social security number, no drivers license or any other form of identification that proves that she does, in fact, exist.  As far as the System is concerned, she doesn't.

[b]Public Identity[/b]: Willow is Willow.  She has no civilian identity she can return to at the end of a day of heroing.

[b]Limited Knowledge[/b]: Willow's Knowledge (Life Sciences) only applies to Botany related checks.



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



Str 24/12 (+7, +1 w/ Armor)

Dex 14    (+2)

Con 12    (+1)

Int 12    (+1)

Wis 16    (+3)

Cha 14    (+2)



[b][u]Combat[/u][/b]: 6 + 8 = 14pp



Initiative: +2

Attack:     +3, +7 Melee

Grapple:    +8, +23 w/ Armor

Defense:    +4, +2 Flat-Footed

Knockback:  -0



[b][u]Saving Throws[/u][/b]: 5 + 2 + 2 = 9pp



Toughness: +1, +10 w/ Armor (+1 Con, +9 w/ Armor)

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

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

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



[b][u]Skills[/u][/b]: 28r = 7pp



Climb 4                    (+5, +11 w/ Armor)

Escape Artist 4            (+6, +12 w/ Armor)

Intimidate 8               (+10)

Knowledge (Life Science) 8 (+9)

Survival 4                 (+7)



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



Attack Focus (Melee) 4

Improved Grab

Improved Pin

Startle

Stunning Attack

Takedown Attack



[b][u]Powers[/u][/b]: 4 + 29 + 1 + 6 + 2 + 4 + 5 = 51pp



[b]Comprehend 2[/b] (Speak To/Understand Plants) [4pp]



[b]Device 7[/b] {Hard to Lose, Restricted 1 [Plant Controllers, Those immune to suffocation in carbon dioxide]) [29pp]

[size=85][i]Usually grown from a seed that Willow keeps in a small brown leather pouch, Willow stimulates the growth and alters the nature of any plant within the vicinity to create her suit of "plant armor".  Though the overall look changes frequently, with varying degrees of coverage, the armor usually manifests with the following properties.[/i][/size]



[b]Additional Limbs 2[/b] (2 Extra Limbs, +2 to Grapple when not using Imp. Grapple; [i]Feats[/i]: Improved Grapple) [2pp] [b]Elongation 6[/b] (250 ft.; [i]Flaws[/i]: Limited [Limbs]) [3pp] [b]Enhanced Strength 12[/b] [12pp] [b]Protection 9[/b] [9pp] [b]Super-Movement 1[/b] (Swinging) [2pp] [b]Super-Strength 3[/b] (Heavy Load 3.8 tons; [i]Feats[/i]: Bracing) [7pp]
[b]Immunity 2[/b] (Environmental Cold, Environmental Heat; [i]Flaws[/i]: Limited [Half Effect]) [1pp] [b]Immunity 6[/b] (Aging, Disease, Poison, Starvation & Thirst, Suffocation [All]) [6pp] [b]Regeneration 2[/b] (Resurection 2 (1 Day); [i]Extras[/i]: True Resurrection) [2pp] [b]Super-Movement 4[/b] (Permeate 3 [Full Speed], Trackless; [i]Flaws[/i]: Limited [Plants]) [4pp] [b]Teleport 5[/b] (500 ft. move, 5 mi. full; [i]Flaws[/i]: Medium [Plants]) [5pp] [b][u]Drawbacks[/u][/b]: 0 + 0 + 0 = 0pp [b][u]DC Block[/u][/b] [code]
ATTACK RANGE SAVE EFFECT
Unarmed Melee DC16/Toughness (Staged) Damage
Unarmed w/ Armor Melee DC22/Toughness (Staged) Damage
Abilities (20) + Combat (14) + Saving Throws (9) + Skills (7) + Feats (9) + Powers (51) - Drawbacks (0) = 110/112pp

DONE BY SHAENTHEBRAIN

Link to comment

Okay, going to belatedly take a step suggested by Shaen and transfer KoS to my PL 10 slot. revised sheet below.

CHANGES!: Changed In Brief and Description and(now grossly expanded) History Sections, added +2 to STR, DEX, CON, INT and CHA. Dropped Cosmic Energy Control Array. Bought Blast and Trip for the Fool's Deck and bought the Device to rank 6. Bought another rank in Equipment and 27 ranks in Sidekick, as well as another rank in Throwing Mastery. Shifted the Defense/Toughness tradeoff to the other direction to +2 Def for -2 Tou. Bought Knowledge(Current Events)(rank 8) and bought another rank for Knowledge's Streetwise and Tactics. Also bought Investigate(8 ranks) and Gather Information(8 ranks). Also bought 4 ranks in Dodge Focus. Added 2 and 4 to Reflex and Will saves, respectively.

Player Name: Arichamus

Character Name: The King of Suits

Power Level: 10 (161/161)

Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness

Unspent PP: 0

Progress To Bronze Status: 11/30


In Brief: French janitor accompanied by a supernatural embodiment of what he wishes to be, taking up the mantle of an unpowered Balkan hero group.


Alternate Identities: Marceau Suvou/Massou An-Sallah

Identity: Secret (nobody believes him when he tells them who he is)

Birthplace: Aude, France

Occupation: Janitor for an office building owned and operated by the only clean section of Grant Conglomerates, the accounting staff

Affiliations: Super-Teams on every continent, Grant Conglomerates (Employer)

Family: Kioni Suvou (Mother, Deceased), Masud (Father, Deceased), Morran An-Sallah (Uncle), Erran An-Sallah (Aunt), their four children (Cousins)


Age: 23

Apparent Age: 23

Gender: Male

Ethnicity: African (Moroccan)

Height: 6'7''

Weight: 138 lbs.

Eyes: Blue

Hair: Black


[b]Sidekick:[/b] : Roi de la Puissance


Description: Marceau has a thin, lean chest and long limbs with wiry muscles, his skin lined with scars and small divots. He has four tattoos, the sign of the suit of Clubs on his right shoulder blade, the sign of Diamonds on his left, the sign of Spades on right thigh, and the sign of Hearts on his left. His hair is thick and wiry, and very difficult to maintain, so he keeps it short while in civilian work. His eyes are broadly spaced, and high on his face, giving him an open, honest look. His nose is broad and slightly flat and blunt, with an aquiline hook to the end of it. His mouth, that can be seen from behind his enormous beard, is oddly thin-lipped and angular, and has a slight overbite. At work and on most days, he wears a variety of earth-toned coveralls he bought by the suitcase-load in Moldavia, due to the fact that he can wear his body armor all day and not raise eyebrows. As the King of Suits, he wears long,hooded poncho-like capes, each embroidered with one of the symbols of the four classic suits. To disguise himself, a metal face mask carved to resemble a grinning bearded figure.


Power Descriptions: Marceau's powers are granted by the combination of his ancestor's astrological birth-signs, which grants him access to mystical cosmic energy, which has taken physical form and gained independent thought in the person of Roi de la Puissance, the King of Might. The form taken is that of a massive  gold-armored knight, with a blazing glow about him.


History:
[spoiler]The Suvou family tree stretches southwards all the way to the southern-most coast of Morocco, where in ages past they were called the Swaarao. They served as diplomats to foreign lands, including embryonic Dakana. In 204, however, economic self-destruction seemed inevitable, and the family left for the (comparatively) stable lands of Europe, buying a village a few dozen miles west of the Alps in what is today France. There, they settled and became, if not prosperous, stable and financially secure. They were good at dealing with people, and passing barbarians were treated kindly enough and given enough in gifts that the Eurasian emigrants felt it unnecessary to burn the place or ravage the inhabitants. Thus, and by the steady fortification of their village, plus their careful method of keeping on the good side of anyone strong enough to harm them, left their region of land untouched by war for several centuries. They even managed to survive the fall of the Roman Empire in 476, sheltering travelers and refugees in their relatively peaceful abode.


They held onto rule of the town for around 400 years, until 866, when their power was undermined by a cabal of merchants, who foresaw(with perfect accuracy) an upcoming struggle that the then-Savoro family's machinations couldn't stave off. The family smarted from this loss, as they had in the centuries beforehand enjoyed almost unbounded success in their efforts. By one of those fatal accidents that crop up in history with appalling regularity, the matriarch of the the line happened to be passing the house of a family friend, Janus Amblaeth, a reclusive astrologer who had an unparalleled knowledge of the medium, when she commented angrily that she wished "All the princes were [their] kin! We would have true power then". By itself this incident wouldn't have caused any harm, but Janus heard it in the midst of checking over his star-chart for inaccuracies, and he happened to glance at the sign that heralded the birth of a king's child. It should be noted here that there are other stellar marks which signify the birth of a woodsman's child, a pirate queen's child, and even a shepherdesses child. These ones however, aren't much noted, as the birth of a woodsman's child wasn't exactly a matter of political importance. What he saw that gave him such impetus to follow the wish of the matriarch (Plautia Savoro) was that he had an epiphany, and saw that those with(magical) powers often were born under this-or-that star. Thinking fast, he saw that if he could get the right people to have the right children at the right times, he could make one of the most powerful beings in existence!


Janus realized that this also was a way to get the matriarch(and the rest of the family, if they were as honest as she)'s wish. He was a magician of some power, able to influence the fates and actions of others by introducing elements that would encourage them down one path and render another forbidding and potentially even dangerous. So he set out at once to figure out, from as many vantage points as he could, when and where the children of the monarchs of the next two thousand years would be born(taking into account stellar drift), so he could get them to intermarry(or just breed, he didn't care) in more frequency and with greater...variety among houses. He managed to convince the majority of the non-isolationist royals within 30 years, laying spells on the houses of far-off lands that he couldn't get to himself to safely. Ironically, the matriarch's anger over the matter of her and her family being dethroned proved short-lived, as she found the business of guarding the river and trading with passing boats(the job the family took up after their fall from power) was both helpful to the community around the Aude river and let them take the active role in the area's well-being she had wished all along.


The family lived in peace for many years, weathering the perils of the Early Medieval Era under the attacks by the Turks and repeated invasions by the Vikings, not mention the manifold Continental powers that frequently attacked the city of Carcassonne. In 1793, however, the year the French Revolution broke out, twelve aristocrats, fleeing the violence of the country, found themselves in Janus's ancient villa. In the catacombs of the place, they found the perfectly (and magically) preserved map of the relationship between the royal lines of the world. Their lessons in Latin payed off handsomely for them, as they managed to decode the map and unravel exactly what Janus (who signed his name in the map's lower left corner) had planned on doing. Unfortunately for our hero's family, they failed to notice that Janus had explicitly done his work by magic, rather than physical action. As they had no idea that everything was in fact proceeding quite smoothly for Janus's plan, and that they would do more harm than help to it if they intervened, they stuck their oar in and began traveling the countryside of Europe digging up as much dirt as they could on all the royals they could find. What they did with said dirt need not be explicated. Their aim was to create the world's strongest super, like Janus. But their reasons for doing so boiled down more or less to snobbery and a proto-eugenic idea that such a being would be invaluable as a source of other supers. Christening themselves 'The Januii", they spun their webs and meddled as far as the thrones of China in things they had no understanding of, passing the job onto their children as they died.


Anyway, in 1987, on the same bank of the same river that his family had lived on for more than a millennium, Marceau was born to two people of very different backgrounds. His mother, Kioni, was of the ancient Sahelian Kingdom line, and a recent immigrant from Kenya. His father, Masud, on the other hand was of the same branch that the family patriarch Abelo had led, and had lived in France all his life. The joy that his parents felt at his successful birth was short-lived, however, as the agents of the Januii arrived only hours later, and demanded to Masud (who had answered their knocking) that he surrender his child. When he refused, they shot him unceremoniously, the Januii having forgotten to tell them they wanted no deaths if it could be avoided. Kioni, hearing the gunfire, grabbed whatever valuables she could along with Marceau, and escaped out a window and down a hill-side, taking the small sailboat she and Masud owned, she sailed across the sea to the coast of modern Algeria. Thinking it would be best to travel incognito, Kioni used some of her and Masud's assets to buy a camel and some random goods, which she carried along with Marceau across the Sahara in the direction of Timbuktu, where she had relatives with rumored supernatural powers. She managed to get within about twelve miles from the city, dodging the raiders and desert bandits the Januii hired to chase them up until October 31st, 1987.


Kioni and Marceau were finally caught while gathering water at a temporary oasis by thirteen desert bandits, all of whom had been hired by the previous assassins to finish the job. After a half-hour-long gun battle(Mrs. Suvou had also bought a rifle and several dozen rounds) around the oasis, Kioni had killed all but the scout who had discovered them and led the bandits to their location, but was herself mortally injured twice over. As the scout was beginning to aim his pistol at the lamed and slowly dying mother, he was stabbed in the back of his neck by a long knife. As the scout fell, killed instantly due to the damage to his brain stem, newlyweds Mossar and Erran An-Sallah, who had been drawn along with the small crowd of outskirt-dwellers by the gunfire, bent over Kioni. They saw that she was wounded almost to death by then, and in her last minutes she told them with agonized slowness of what had happened. Pledging to care for the child, the newlyweds buried Kioni in their family grave site. They raised the child as best as they could, and did a commendable job of it, raising him to be responsible for his actions from the age of 7, which was when his latent powers manifested, and to keep a tight rein on his powers until they grew beyond what the two were capable of keeping in check. However, they never told him he wasn't their son, though they gently discouraged him from making that assumption by the subtlest of distances.


When Marceau turned 9, the local super-team, the 'Cercle de la Fratrie'(4 shape-shifters and 2 air-controllers)., who policed the city of Timbuktu and most of North-Western Africa, agreed to train him in the finer usage of his powers. By the age of ten, he could incapacitate(with some effort) a fully grown adult human without outside help, so long as the other guy didn't have any aid himself. As he was returning to his home after a training session, he saw two armed men holding his adopters at gunpoint. A quick sneak attack laid them both out on the ground, stunned, and he destroyed their guns before their eyes. It turned out that the Januii had found out about their assassins' slacking, and had sent two of the original twelve to kill the child(the current leader was the son of the previous, and hadn't known Marceau was wanted alive). Realizing that if the Januii could send assassins to their door, the An-Sallah's s asked Marceau to leave, and keep danger from their door, telling him at last the event that led him to their hearth and home, and begging him to ask the Cercle for help, as they were themselves only low-ranking electrical technicians, and unable to defend him against hired killers. The Cercle couldn't take him either, as they were often required to travel vast distances, and thus couldn't count on always being there to protect him. After much consideration, they decided to send Marceau to a super team in Guangzhou called the "Zanghonghua Weidui', or 'Saffron Guard(2 paragons(one with fire powers, the other with wind), an amphibious water-controller and 3 speedsters), by boat. Thinking he would be safer going the long way around, they got him a job on a freighter, the Sangerkrieg, bound for the city and carrying a couple hundred thousand tons of coal. His job was the simple, thankless yet necessary job of cleaning the sides of the tanker of barnacles and the occasional limpet.


The sea voyage passed uneventfully, practically the only part of Marceau's Eurasian odyssey that did. He lived only a few years in Guangzhou, as the Saffron Guard was swamped by calls for aid from all over the province of Guangdong. They decided(after the eighth time a wanna-be Dr. Sin tried to blow up their headquarters with Marceau in peril as a distraction) to send him south to the Laotion team Fifty Trumpets(fifty members, none with powers greater than slight emotion control). However, when he got to the rendezvous point in northern Cambodia, he joined for a time(or so he thought) the counter-revolutionary soldiers called the Tiger's Claw. They were(as he learned later) actually the Fifty Trumpets in disguise, to lend deniability to this operation. Their aim was to break the power of a warlord named Teng Zsi, and free the peasants under the rule of him and his minions. There, in the dense jungles filled with hungry tigers( he had the dubious pleasure of seeing a banteng cow get torn open by one), he developed a terror of forests that haunts him still, with him seeing to this day a luminous pair of green, hungry eyes in every bush. Not helping with his mental health was the fact that the Tiger's Claws used distinctly martial avenues of ousting Teng, The resultant hails of gunfire, impromptu introduction to the horrors of war, and the fact that he was barely a teenager, all conspired against him ever leaving the murderous jungle. The saving grace that kept him safe from Teng's minions for most of the sixteen-month conflict was his rapidly-developed tactical mind, not to mention his carrying capacity began to increase exponentially during his time in Cambodia, leaving him far more useful as a tactical consultant and courier of soldiers and gear than as a sniper. During a break in the gunfire, Marceau and three others chanced upon the mansion of one of Ace Danger's old foes from the 20's, whose house had become haunted by the spirit of a disgruntled servant. After exorcising it, a great trove of treasures( to Marceau's eyes) found, including his first-ever exposure to silent film and fine statuary. He still has around a dozen small statuettes, and an entire door from the mansion.


His wanderings after the Fifty Trumpets melted back into Laos upon completion were much less focused after that. The 'Trumpets passed him off to the super-groups in the 'Stan's, where Marceau learned he had a good throwing arm through games of pick-up baseball. He lived in India for half a year with the super-team "Eyara Janakarom", or 'Air-Watchers'(flyers all) who then passed him off to a super-team in Russia, where he learned endurance against the cold equal to that he had acquired against the heat of the desert. He arrived(after passing through Greece) in Kosovo in 2005, in which year he met and became the apprentice of the Ace of Suits. The Ace of Suits was a protege of the second Raven, a martial-artist who had assisted in the cleanup of a slavery ring in 2001, and had at the encouragement of the Raven taken up the cape and cowl to defend the Balkans against all evil-doers. He met Marceau when the latter was being threatened by a group of ten gun-wielding hooligans, and the young man had been running from them for around fifteen minutes. Exhausted, Marceau was gathering himself for a surge of power that likely would have killed him as well as his enemies when the Ace of Suits sprang onto the scene. The Ace knocked eight of the ten unconscious in around four seconds, leaving the last two blasted into a wall by the surprised but grateful Frenchman. The Ace revealed his assumed title, and offered the younger man a place in his gang of crime-fighters. Eager to repay the Ace's kindness, Marceau readily agreed, and spent until the June of 2007 working under the intrepid crime-buster. at long last he took his leave of the super-team House o' Suits, arriving back at his birthplace in Aude a month later.


The first thing that happened upon his arrival, annoyingly enough, was that a small squad of mercenaries tried to kill him in the half-abandoned hotel he was staying at. The placed a number of explosive charges around his door, and called on him to show himself when they heard him stirring within. Our hero had, fortunately enough, heard one of the conduttori when he tripped over a fold in the hall carpet, and had observed the setting of the charges through the spy hole in the door. When called upon, he told them that he knew who they were(not actually a lie, they had called each other by name several times), that he knew who sent them, and that the charges they had set were not nearly enough to kill him. He then, having affixed his bed sheets to the door, pulled it open and jumped out the window, grabbing onto another line of bedsheets hanging out of said window. He had landed lightly and watched in amusement as the sell-swords ran in a blind panic. He was less amused when he had to stay at the hotel and work off the damage to the hotel. While still in Auden, he happened to find the ancient villa owned by Janus, and found the star map still within, the Januii having made rough copies of it. They had also left behind a small book that translated the various symbols Janus had used to sort out who had what child with whom, and through it, Marceau abruptly found his place in the puzzle: the second-to-last.


As it turned out, the Januii had badly mucked up the plan. They had gone with the idea that the time of conception didn't matter, and that all that was needed was to have two astrologically-compatible people have a child together and that was all. As a result, Marceau, who had been scheduled to be the father of the strongest creature the world had ever seen, was not only impotent(childhood accident easily foreseeable through his stars), but bound to a much slower process of attaining his powers, meaning the timescale was utterly broken beyond all repair. He also found, in a crevice overlooked by centuries of visitors, a metal mask in the shape of a grinning face eerily like his, nearly unbreakable, which he wears to this day as a disguise, with no idea of its true power to strike fear into the hearts of others, though that day approaches.


Taking the map with him, as a curio, Marceau then set himself to work finding gainful employment. It wasn't hard, but due to his lack of official education, it was greatly limited in what he could do. One thing he did do, however, learn English, hearing that the land of America was a place brimming with wealth, and eager to employ anyone with the right education(it should be noted that his source wasn't exactly infallible). Thinking it would be a good idea to start fresh, Marceau set sail for America in 2008, and spent most of that year near starvation. He wandered south from Maine, slowly picking up an increasing 'posse' of homeless, harmless crazies and the generally unlucky in life. Today, he works as a janitor at an office building, a humble job that just barely pays enough for the needs of him and his gang. He is not nearly satisfied with this state of affairs, however, and knows that many others suffer as much if not more than he, and thus takes to the streets of Downtown Freedom City bearing the cloak of the House of Suits, and the death-mask of his family, a hunter of those who prey upon the unfortunate, the King of Suits!

[/spoiler]



Personality & Motivation: Marceau is by upbringing and nature deeply religious, and by attendance a believer in Greek Orthodoxy. Despite that, he sees himself as a practical man(all evidence to the contrary aside), with a hard-headed and skeptical outlook on life, which has led him to undertake a study of chemistry, so as to better understand the reason for the physical phenomena he would otherwise spend sleepless nights fretting about, such as how poison is dangerous. Being a good leader is a driving pusuit of his not to mention making up for the monstrous autocrats that many crowned heads made of themselves. Also unrestrained is his quest for the meaning behind things, and new acquaintances often find themselves in the unenviable position of tour guide to the human mind. Marceau's desire to be a worthy ruler, not to mention his travels through some of the poorest and most ill-managed regions in the world has born in him a passionate devotion to protecting the 'lower-class' first and foremost. He will actively speak on their behalf or challenge any real or imagined insults against them. Of a similar origin is a deep suspicion of conspiracies of any kind, seeing high-handed assumptions of "the ends justify the means" as insufferable.


Powers & Tactics: Due to his lack of bulk, the King of Suits prefers, when in combat, to get to a hiding spot and wait until an enemy comes into range. If surrounded or otherwise unable to attack from concealment, he'll attempt to charge his way out, or use loose objects against his enemy. As a general rule, he prefers to attack from above his enemies by first hitting them with a flash-bang card, then a smoke card to conceal his movements. He'll then enter into the cloud and subdue his presumably dazed and blinded opponents.



Complications:

Phobia: Terrified of forests, as he lived most of his life in them throughout Southeast Asia.

Post-Traumatic Stress Disorder: His nerve-wracking months in Cambodia have not failed to leave their mark on Marceau's psyche, sharp clashes of metal, gunfire, and just being near a forest can cause him to suffer flashbacks to those days, often causing him to act in an outwardly irrational manner.

Responsibility: Caring for the needy, especially his 'posse' of sundry homeless, harmless lunatics and underemployed vagrants who have latched onto him as their protector against street-gangs and minor organized criminals. If any threat comes against them, Marceau feels honor-bound to aid them.

Responsibility: Correcting the misdeeds of rulers and those in authority over others.

Secret Identity: He's a quiet janitor in civilian life, not very high-profile.

Struggling: Maintenance work doesn't pay much.



Abilities: 6 + 8 + 8 + 4 + 2 + 6 = 32PP

Strength: 16 (+3)

Dexterity: 18 (+4)

Constitution: 18 (+4)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 16 (+3)



Combat: 12 + 8 = 20PP

Initiative: +15

Attack: +6, +12 Ranged,

Grapple: +3

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

Knockback: -2



Saving Throws: 3 + 4 + 5 = 12PP

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

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

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

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



Skills: 104R = 26PP

Acrobatics 4 (+8)

Bluff 4 (+7)

Craft (Chemical) 4 (+6)

Diplomacy 8 (+11)

Gather Information 8 (+11)

Intimidate 8 (+11)

Investigate 8 (+10)

Handle Animal 4 (+7)

Knowledge(Current Events) 8 (+9)

Knowledge (History) 4 (+5)

Knowledge (Physical Sciences) 4 (+5)

Knowledge (Streetwise) 8 (+9)

Knowledge (Tactics) 8 (+9)

Languages 8 (Arabic, English, French [Native], Greek, Hindi, Malay, Mandarin, Russian, Serbian)

Notice 4 (+6)

Stealth 8 (+12)

Survival 4 (+6)



Feats: 51PP

Attack Focus (Ranged) 7

Beginners Luck

Blind-Fight

Dodge Focus 6

Endurance

Equipment 5 (25EP)

Improved Initiative 3

Quick Change

Ranged Pin

Sidekick 27

Set-Up

Sneak Attack

Startle

Stunning Attack

Takedown Attack

Throwing Mastery 2

Well-Informed


    Equipment 3PP = 15EP wrote:

    Armored Jumpsuit (Protection 3) [3EP]

    Binoculars [1EP]

    Bolas (Snare 4) [8EP]

    Concealable Microphone [1EP]

    Flashlight [1EP]

    Fire Extinguisher [1EP]

    Gas Mask [1EP]

    Handcuffs [1EP]

    Multitool [1EP]

    Rebreather [1EP]



Powers: 18 + 2 = 20PP


Device 6 (30PP Container, Flaws: Easy-To-Lose) [18PP] (Fool's Deck)


Fool's Deck 13 (26PP Array, Feats: Alternate Power 4) [30PP]


    Base Power: Blast 8(10 80ft. Range Increments, 800ft. Max. Range,[i]Extra:[/i]Penetrating [i]Feats:[/i] Accurate, Split Attack)[26PP] [i]Razor-Edged Cards[/i] 


Alternate Power: Blast 8(10 80ft. Range Increments, 800ft. Max. Range, [i]Extra:[/i] Area(Burst), [i]Feats:[/i] Accurate, Split Attack[26PP] 


Alternate Power: [b]Dazzle 8[/b] (Auditory & Visual Senses, 10 80ft Range Increments / 800ft Max Range,[i]Extra:[/i] Penetrating, [i]Feats:[/i] Reversible, Split Attack) [26PP] [i]Flash-Bang Cards[/i]     


Alternate Power: [b]Obscure 9[/b](Visual Senses, Olfactory Senses, 900ft Range, 2,500ft radius) [18PP] [i]Smoke-Bomb Cards[/i]


Alternate Power: [b]Trip 13[/b]( [i]Extras:[/i] Alternate Save(Acrobatics/Dex Only), Area(Burst))[26PP]   


Immunity 2 (Cold, Heat)(Innate, Natural) [2PP]





DC Block:



[code]    ATTACK                 RANGE          SAVE                       EFFECT

    Unarmed                Touch          DC17 Toughness (Staged)    Damage (Physical)

    Blast                   Ranged          DC17 Toughness(Staged)      Damage(Physical)

    Bolas                  Ranged           DC14 Reflex (Staged)           Entangled/Bound

    Dazzle                 Ranged          DC13 Reflex                         No Effect

                                                   DC13 Fortitude                     Blinded, Deafened 

    Trip                    Ranged          DC 13 (Acrobatics/Dex)        Prone                     
Abilities (32) + Combat (20) + Saving Throws (12) + Skills (26) + Feats (51) + Powers (20) - Drawbacks (0) = 161/161 Power Points
  • Player Name: Arichamus Character Name: Roi de la Puissance("The King of Might/Power") Power Level: 8 135/135 PP Trade-Offs: None Unspent PP: 0 Progress To Bronze Status: 11/30 In Brief: Giant embodiment of Marceau's aspirations, come to indedendence when Marceau's powers abuptly revealed their true nature. Alternate Identities: Roi, Mruul of Gaul. Identity: Public(hard to hide!) Birthplace: The dreams of Marceau. Occupation: Supernatural guardian. Affiliations: Marceau and anyone he works with. Family:None. Age: Ageless Apparent Age: Nothing to base an age off of. Gender: Masculine. Ethnicity: Golden-skinned. Height: 7ft. Weight: 250 Lbs. Eyes: Black. Hair: White. Description: An enormous armored figure, crowned with a a circlet on which eleven stars are held, the black-and-red armor is similar in fashion to Gothic armor made in the Medieval era. Its hair is long and white, flowing out of the helmet fashioned in the shape of a lion's head on which the crown is set. While gigantic, its posture is perfect, holding itself proudly. Its eyes emit a glow as dark as their own natural color, while the feet are the only white part of the armor, and shine with a peaceful aura. The two extremes provide a counter-point to the golden aura surrounding the creature's body. Power Descriptions: Roi, as a personification made up of the binding power of the universe, burns with the power it contains. This power can be directed as a ray of power to attack enemies or form objects, while it also gives him a natural boost to its strength, lifting power and ability to sustain and repair damage to its body. Finally, Roi can use the power making him up to move at great speeds, which when he does gives him a pair of wings attached to his feet. History:
ATTACK      RANGE     SAVE                        EFFECT

    Unarmed     Touch     DC15 Toughness (Staged)     Damage (Physical)

    Blast            Ranged      DC 22 Toughness             Damage (Physical)
Abilities (40) + Combat (18) + Saving Throws (5) + Skills (4) + Feats (6) + Powers (62) - Drawbacks (0) = 135/135 Power Points
The Spirits of Might rarely enter the physical world, preferring to be conduits to greatness. Primal beings, they are largely amoral, and have little consideration for anything other than feats of power and strength, aiding the cruhing volcano spirit and the transforming earth powers with the same arm. They rarely approach mortal matters, as they find them only rarely to be as strong as they wish their hosts to be. A few, of course, have turned to assisting mortal creatures such as humans with their endeavors, seeing in their trials a chance to do things less vast, but more enduring to the unending souls the human bodies house. One of them was a soldier in what is today southern France. It had been Mruul, a ward of an ancient African magician, who had granted the spirit's service to a kinsman of the Swaarao family. The spirit guarded the family as it journeyed to the border of Hispania and Italia. Once there, it protected them, and the town they lived in, for many centuries. The family had admirable skill with words, but Mruul could grant monstrous strength and battle prowess to the soldiers that battled to defend it whenever those failed. As the ages rolled by, however, something happened: Mruul was forgotten. Of course, it was known that some higher power warded the town, and the family especially, but it was assumed as the ages ground by to be an angel. When the 20th century came to pass, Mruul's power had become vastly less, to the point where he could only appreciably empower a single person at a time. When the bullets tore into the body of Masud Suvou, all Mruul could do was give Kioni the endurance to carry herself and newborn Marceau down the side of the cliff their house was perched on, and pilot the boat to the coast of Morocco. He granted the two all the strength he could, glaring resentfully at his comrades flitting about him, urging him so they could see the limit of human tenacity and determination. As the three trekked across the desert, Mruul found himself drawn increasingly to the infant, and subtly guided Kioni to a few more waterholes than he would have if he hadn't come increasingly to believe in her ability to power through to gavest of hardships. The limits to his power revealed themselves in force, however, when the family reached the oasis near Timbuktu. All of the strength of will and spirit, and all his hardening of muscle, did nothing to help Kioni in her battle with the bandits, and he was forced to watch helplessly as the battle raged without his being able to effect it in any way. Her victory, and her salvation the bullet of a cowardly foe by her relatives, did much to salve the wound of his powerlessness. But, as he drifted along with the small band carrying the child and Kioni's body, he resolved that the son would need much more than simple encouragement and a slight bolstering of muscle to win the day. From that time forth, it slowly bound itself to Marceau's spirit, allowing the boy access to its power. As the years passed, it did Mruul's heart good to see the increasing adroitness of the human's command of its abilities. However, as it helped marceau up the side of an Afghan mountain, it decided something: it would enter the physical world, and fight on the family's behalf directly. Its time came in 2011, when it judged that the bond to it and Marceau was now strong enough that he could withdraw his spiritual aid to the youth without casuing damage. It now has joined the side of justice and defence of the weak, willing and able to defend those it never could have in its earlier life. Unknown to it, however, it has become in many ways a mirror of what Marceau has wished to be, and acts accordingly as a mobile, powerful conscience.
Personality & Motivation: Roi is a direct mirror of what Marceau wishes he could be, and thus behaves with a cool, unflappable calm, with a few brief flashes of true anger when the situation warrants it. That this sums up most of its interactions speaks poorly for Marceau on what he wants to be. Powers & Tactics: Roi is a straightforward attacker, getting those who can't or who have no wish to fight out of the vicinity, and striking as hard as it can at its enemies until they cease to be an immediate threat. It can formulate better plans, but would need copious help to make them non-Quixotic.
Complications: By My Word is my Bond: Well aware of the transient nature of most promises, Roi will make any effort to do as it said he would. Abilities: 10 + 8 + 10 + 8 + 4 + 0 = 40PP Strength: 28/20 (+9/+5) Dexterity: 18 (+4) Constitution: 30/20 (+10/+5) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 10 = 18PP Initiative: +0 Attack: +4 Grapple: +17 Defense: +7 (+5 Base, +2 Dodge Focus), +0 Flat-Footed Knockback: -5 Saving Throws: 0 + 3 + 2 = 5PP Toughness: +9/+5 (+9/+5 Con, +0 [Other]) Fortitude: +9/+5 (+9/+5 Con, +0) Reflex: +6 (+3 Dex, +3) Will: +4 (+2 Wis, +2) Skills: 16R = 4PP Knowledge(History) 8 (+11) Knowledge(Arcane) 8 (+11) Feats: 6PP Chokehold Improved Grab Improved Pin Interpose Move-By Action Redirect Powers: 14 + 10 + 8 + 14 + 16= 62PP Cosmic Energy Control 7(10 70ft. range increments, 700ft. Max Range)[14PP] Enhanced Constitution 10[10PP] Enhanced Strength 8[8PP] Speed 7[14PP] Super-Strength 8(Heavy Load: 22 tons)[16PP] Drawbacks: (-0) + (-0) = -0PP Drawback (Description, Frequency: [uncommon, Common, or Very Common], Intensity: [Minor, Moderate, or Major]) [-XPP] DC Block:

There are two sheets in this code block. :facepalm:

Please submit an edit request with one modified sheet.

Better yet, try just taking a template out of the books, or from Ecal's or AA's or Geez3r's threads in the Character Building forum dedicated specifically to giving newbies who don't understand how the game works something to work with which will actually work. Take one of those sheets, and add your own background and power descriptors to it. Stop trying to be a unique snowflake until you actually learn how to build an M&M character.

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DONE BY SHAENTHEBRAIN

Alright, here's a marginally changed Ecalsneerg Costumed Detective sheet. Hopefully less of an eyesore.

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

[b][u]Character Name[/u]:[/b] King of Suits

[b][u]Power Level[/u]:[/b] 10, 161/161PP

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

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

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


[b][u]In Brief[/u]:[/b] French crime-fighter come to Freedom City to test and improve his abilities and help anyone he can.  


[b][u]Alternate Identity[/u]:[/b] Marceau Suvou

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

[b][u]Birthplace[/u]:[/b] Aude, France

[b][u]Occupation[/u]:[/b] Janitor

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

[b][u]Family[/u]:[/b] Masud Suvou(father), Kioni An-Sallah-Suvou(mother)


[b][u]Age[/u]:[/b] 27

[b][u]Apparent Age[/u]:[/b] 27

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

[b][u]Ethnicity[/u]:[/b] Moroccan/Kenyan

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

[b][u]Weight[/u]:[/b] 158 Lbs.

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

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


[b][u]Description[/u]:[/b] In his regular attire Marceau is a largely forgettable figure in drab earth-toned coveralls and running shoes. In-costume, he wears a 'typical' black and red cape-and-cowl with the insignia of one of the four card suits emblazoned on the chest in attractive white shades. He keeps his hair short and at a remove from his face, giving him a high forehead, which combined with his far-spaced eyes gives him a look of constant apprehension. His nose is also short and blunt, his mouth is thin and often pursed grimly, and he wears a a short, bristling beard. His voice is low, deep and grumbling. 


[b][u]Power Descriptions[/u]:[/b] Marceau no longer possesses any powers beyond training and skill and small gadgets, and thus relies on stealth to fight.


[b][u]History[/u]:[/b] 
[spoiler]The Suvou family tree stretches southwards all the way to the southern-most coast of Morocco, where in ages past they were called the Swaarao. They served as diplomats to foreign lands, including embryonic Dakana. In 204, however, economic self-destruction seemed inevitable, and the family left for the (comparatively) stable lands of Europe, buying a village a few dozen miles west of the Alps in what is today France. There, they settled and became, if not prosperous, stable and financially secure. They were good at dealing with people, and passing barbarians were treated kindly enough and given enough in gifts that the Eurasian emigrants felt it unnecessary to burn the place or ravage the inhabitants. Thus, and by the steady fortification of their village, plus their careful method of keeping on the good side of anyone strong enough to harm them, left their region of land untouched by war for several centuries. They even managed to survive the fall of the Roman Empire in 476, sheltering travelers and refugees in their relatively peaceful abode.


They held onto rule of the town for around 400 years, until 866, when their power was undermined by a cabal of merchants, who foresaw(with perfect accuracy) an upcoming struggle that the then-Savoro family's machinations couldn't stave off. The family smarted from this loss, as they had in the centuries beforehand enjoyed almost unbounded success in their efforts. By one of those fatal accidents that crop up in history with appalling regularity, the matriarch of the the line happened to be passing the house of a family friend, Janus Amblaeth, a reclusive astrologer who had an unparalleled knowledge of the medium, when she commented angrily that she wished "All the princes were [their] kin! We would have true power then". By itself this incident wouldn't have caused any harm, but Janus heard it in the midst of checking over his star-chart for inaccuracies, and he happened to glance at the sign that heralded the birth of a king's child. It should be noted here that there are other stellar marks which signify the birth of a woodsman's child, a pirate queen's child, and even a shepherdesses child. These ones however, aren't much noted, as the birth of a woodsman's child wasn't exactly a matter of political importance. What he saw that gave him such impetus to follow the wish of the matriarch (Plautia Savoro) was that he had an epiphany, and saw that those with(magical) powers often were born under this-or-that star. Thinking fast, he saw that if he could get the right people to have the right children at the right times, he could make one of the most powerful beings in existence!


Janus realized that this also was a way to get the matriarch(and the rest of the family, if they were as honest as she)'s wish. He was a magician of some power, able to influence the fates and actions of others by introducing elements that would encourage them down one path and render another forbidding and potentially even dangerous. So he set out at once to figure out, from as many vantage points as he could, when and where the children of the monarchs of the next two thousand years would be born(taking into account stellar drift), so he could get them to intermarry(or just breed, he didn't care) in more frequency and with greater...variety among houses. He managed to convince the majority of the non-isolationist royals within 30 years, laying spells on the houses of far-off lands that he couldn't get to himself to safely. Ironically, the matriarch's anger over the matter of her and her family being dethroned proved short-lived, as she found the business of guarding the river and trading with passing boats(the job the family took up after their fall from power) was both helpful to the community around the Aude river and let them take the active role in the area's well-being she had wished all along.


The family lived in peace for many years, weathering the perils of the Early Medieval Era under the attacks by the Turks and repeated invasions by the Vikings, not mention the manifold Continental powers that frequently attacked the city of Carcassonne. In 1793, however, the year the French Revolution broke out, twelve aristocrats, fleeing the violence of the country, found themselves in Janus's ancient villa. In the catacombs of the place, they found the perfectly (and magically) preserved map of the relationship between the royal lines of the world. Their lessons in Latin payed off handsomely for them, as they managed to decode the map and unravel exactly what Janus (who signed his name in the map's lower left corner) had planned on doing. Unfortunately for our hero's family, they failed to notice that Janus had explicitly done his work by magic, rather than physical action. As they had no idea that everything was in fact proceeding quite smoothly for Janus's plan, and that they would do more harm than help to it if they intervened, they stuck their oar in and began traveling the countryside of Europe digging up as much dirt as they could on all the royals they could find. What they did with said dirt need not be explicated. Their aim was to create the world's strongest super, like Janus. But their reasons for doing so boiled down more or less to snobbery and a proto-eugenic idea that such a being would be invaluable as a source of other supers. Christening themselves 'The Januii", they spun their webs and meddled as far as the thrones of China in things they had no understanding of, passing the job onto their children as they died.


Anyway, in 1987, on the same bank of the same river that his family had lived on for more than a millennium, Marceau was born to two people of very different backgrounds. His mother, Kioni, was of the ancient Sahelian Kingdom line, and a recent immigrant from Kenya. His father, Masud, on the other hand was of the same branch that the family patriarch Abelo had led, and had lived in France all his life. The joy that his parents felt at his successful birth was short-lived, however, as the agents of the Januii arrived only hours later, and demanded to Masud (who had answered their knocking) that he surrender his child. When he refused, they shot him unceremoniously, the Januii having forgotten to tell them they wanted no deaths if it could be avoided. Kioni, hearing the gunfire, grabbed whatever valuables she could along with Marceau, and escaped out a window and down a hill-side, taking the small sailboat she and Masud owned, she sailed across the sea to the coast of modern Algeria. Thinking it would be best to travel incognito, Kioni used some of her and Masud's assets to buy a camel and some random goods, which she carried along with Marceau across the Sahara in the direction of Timbuktu, where she had relatives with rumored supernatural powers. She managed to get within about twelve miles from the city, dodging the raiders and desert bandits the Januii hired to chase them up until October 31st, 1987.


Kioni and Marceau were finally caught while gathering water at a temporary oasis by thirteen desert bandits, all of whom had been hired by the previous assassins to finish the job. After a half-hour-long gun battle(Mrs. Suvou had also bought a rifle and several dozen rounds) around the oasis, Kioni had killed all but the scout who had discovered them and led the bandits to their location, but was herself mortally injured twice over. As the scout was beginning to aim his pistol at the lamed and slowly dying mother, he was stabbed in the back of his neck by a long knife. As the scout fell, killed instantly due to the damage to his brain stem, newlyweds Mossar and Erran An-Sallah, who had been drawn along with the small crowd of outskirt-dwellers by the gunfire, bent over Kioni. They saw that she was wounded almost to death by then, and in her last minutes she told them with agonized slowness of what had happened. Pledging to care for the child, the newlyweds buried Kioni in their family grave site. They raised the child as best as they could, and did a commendable job of it, raising him to be responsible for his actions from the age of 7, which was when his latent powers manifested, and to keep a tight rein on his powers until they grew beyond what the two were capable of keeping in check. However, they never told him he wasn't their son, though they gently discouraged him from making that assumption by the subtlest of distances.


When Marceau turned 9, the local super-team, the 'Cercle de la Fratrie'(4 shape-shifters and 2 air-controllers)., who policed the city of Timbuktu and most of North-Western Africa, agreed to train him in the finer usage of his powers. By the age of ten, he could incapacitate(with some effort) a fully grown adult human without outside help, so long as the other guy didn't have any aid himself. As he was returning to his home after a training session, he saw two armed men holding his adopters at gunpoint. A quick sneak attack laid them both out on the ground, stunned, and he destroyed their guns before their eyes. It turned out that the Januii had found out about their assassins' slacking, and had sent two of the original twelve to kill the child(the current leader was the son of the previous, and hadn't known Marceau was wanted alive). Realizing that if the Januii could send assassins to their door, the An-Sallah's s asked Marceau to leave, and keep danger from their door, telling him at last the event that led him to their hearth and home, and begging him to ask the Cercle for help, as they were themselves only low-ranking electrical technicians, and unable to defend him against hired killers. The Cercle couldn't take him either, as they were often required to travel vast distances, and thus couldn't count on always being there to protect him. After much consideration, they decided to send Marceau to a super team in Guangzhou called the "Zanghonghua Weidui', or 'Saffron Guard(2 flying bricks, an amphibious water-controller and 3 speedsters), by boat. Thinking he would be safer going the long way around, they got him a job on a freighter, the Sangerkrieg, bound for the city and carrying a couple hundred thousand tons of coal. His job was the simple, thankless yet necessary job of cleaning the sides of the tanker of barnacles and the occasional limpet.


The sea voyage passed uneventfully, practically the only part of Marceau's Eurasian odyssey that did. He lived only a few years in Guangzhou, as the Saffron Guard was swamped by calls for aid from all over the province of Guangdong. They decided(after the eighth time a wanna-be Dr. Sin tried to blow up their headquarters with Marceau in peril as a distraction) to send him south to the Laotion team Fifty Trumpets(fifty members, none with powers greater than slight emotion control). However, when he got to the rendezvous point in northern Cambodia, he joined for a time(or so he thought) the counter-revolutionary soldiers called the Tiger's Claw. They were(as he learned later) actually the Fifty Trumpets in disguise, to lend deniability to this operation. Their aim was to break the power of a warlord named Teng Zsi, and free the peasants under the rule of him and his minions. There, in the dense jungles filled with hungry tigers( he had the dubious pleasure of seeing a banteng cow get torn open by one), he developed a terror of forests that haunts him still, with him seeing to this day a luminous pair of green, hungry eyes in every bush. Not helping with his mental health was the fact that the Tiger's Claws used distinctly martial avenues of ousting Teng, The resultant hails of gunfire, impromptu introduction to the horrors of war, and the fact that he was barely a teenager, all conspired against him ever leaving the murderous jungle. The saving grace that kept him safe from Teng's minions for most of the sixteen-month conflict was his rapidly-developed tactical mind, not to mention his carrying capacity began to increase exponentially during his time in Cambodia, leaving him far more useful as a tactical consultant and courier of soldiers and gear than as a sniper. During a break in the gunfire, Marceau and three others chanced upon the mansion of one of Ace Danger's old foes from the 20's, whose house had become haunted by the spirit of a disgruntled servant. After exorcising it, a great trove of treasures( to Marceau's eyes) found, including his first-ever exposure to silent film and fine statuary. He still has around a dozen small statuettes, and an entire door from the mansion.


His wanderings after the Fifty Trumpets melted back into Laos upon completion were much less focused after that. The 'Trumpets passed him off to the super-groups in the 'Stan's, where Marceau learned he had a good throwing arm through games of pick-up baseball. He lived in India for half a year with the super-team "Eyara Janakarom", or 'Air-Watchers'(flyers all) who then passed him off to a super-team in Russia, where he learned endurance against the cold equal to that he had acquired against the heat of the desert. He arrived(after passing through Greece) in Kosovo in 2005, in which year he met and became the apprentice of the Ace of Suits. The Ace of Suits was a protege of the second Raven, a martial-artist who had assisted in the cleanup of a slavery ring in 2001, and had at the encouragement of the Raven taken up the cape and cowl to defend the Balkans against all evil-doers. He met Marceau when the latter was being threatened by a group of ten gun-wielding hooligans, and the young man had been running from them for around fifteen minutes. Exhausted, Marceau was gathering himself for a surge of power that likely would have killed him as well as his enemies when the Ace of Suits sprang onto the scene. The Ace knocked eight of the ten unconscious in around four seconds, leaving the last two blasted into a wall by the surprised but grateful Frenchman. The Ace revealed his assumed title, and offered the younger man a place in his gang of crime-fighters. Eager to repay the Ace's kindness, Marceau readily agreed, and spent until the June of 2007 working under the intrepid crime-buster. at long last he took his leave of the super-team House o' Suits, arriving back at his birthplace in Aude a month later.


The first thing that happened upon his arrival, annoyingly enough, was that a small squad of mercenaries tried to kill him in the half-abandoned hotel he was staying at. The placed a number of explosive charges around his door, and called on him to show himself when they heard him stirring within. Our hero had, fortunately enough, heard one of the conduttori when he tripped over a fold in the hall carpet, and had observed the setting of the charges through the spy hole in the door. When called upon, he told them that he knew who they were(not actually a lie, they had called each other by name several times), that he knew who sent them, and that the charges they had set were not nearly enough to kill him. He then, having affixed his bed sheets to the door, pulled it open and jumped out the window, grabbing onto another line of bedsheets hanging out of said window. He had landed lightly and watched in amusement as the sell-swords ran in a blind panic. He was less amused when he had to stay at the hotel and work off the damage to the hotel. While still in Auden, he happened to find the ancient villa owned by Janus, and found the star map still within, the Januii having made rough copies of it. They had also left behind a small book that translated the various symbols Janus had used to sort out who had what child with whom, and through it, Marceau abruptly found his place in the puzzle: the second-to-last.


As it turned out, the Januii had badly mucked up the plan. They had gone with the idea that the time of conception didn't matter, and that all that was needed was to have two astrologically-compatible people have a child together and that was all. As a result, Marceau, who had been scheduled to be the father of the strongest creature the world had ever seen, was not only impotent(childhood accident easily foreseeable through his stars), but bound to a much slower process of attaining his powers, meaning the timescale was utterly broken beyond all repair. He also found, in a crevice overlooked by centuries of visitors, a metal mask in the shape of a grinning face eerily like his, nearly unbreakable, which he wears to this day as a disguise, with no idea of its true power to strike fear into the hearts of others, though that day approaches.


Taking the map with him, as a curio, Marceau then set himself to work finding gainful employment. It wasn't hard, but due to his lack of official education, it was greatly limited in what he could do. One thing he did do, however, learn English, hearing that the land of America was a place brimming with wealth, and eager to employ anyone with the right education(it should be noted that his source wasn't exactly infallible). Thinking it would be a good idea to start fresh, Marceau set sail for America in 2008, and spent most of that year near starvation. He wandered south from Maine, slowly picking up an increasing 'posse' of homeless, harmless crazies and the generally unlucky in life. Today, he works as a janitor at an office building, a humble job that just barely pays enough for the needs of him and his gang. He is not nearly satisfied with this state of affairs, however, and knows that many others suffer as much if not more than he, and thus takes to the streets of Downtown Freedom City bearing the cloak of the House of Suits, a hunter of those who prey upon the unfortunate, the King of Suits.


In mid-summer of 2011, for some reason his powers vanished without a trace, and his specialized weapons were destroyed in a rather embarrasing accident, forcing Marceau to rely much more heavily on his training and skills, with what small arnaments he can acquire until he can replenish his weaponry.[/spoiler]




[b][u]Personality & Motivation[/u]:[/b] Marceau is usually brisk and cheerful, seeing no reason to dwell on misfortune or become over-demonstrative of one's feelings, although he is still as vulnerable as any other human to irrational emotional responses. He tries to deal with the smaller aspects of crime-fighting that are sometimes forgotten such as mundane theft, and is now much more cautious now that his powers have vanished without a trace, something he is ambivalent towards, as while it has given him more time to his training, his people skills have suffered slightly.


[b][u]Powers & Tactics[/u]:[/b] Marceau's favored tactic is to make his way to a suitable hiding spot and launch a sneak attack against any opponents he can manage, disarming any with firearms he can beforehand. If caught in the open he'll try to fight his way out of a crowd


[hr][/hr]

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

Phobia: Terrified of forests, as he lived most of his life in them throughout Southeast Asia.

Post-Traumatic Stress Disorder: His nerve-wracking months in Cambodia have not failed to leave their mark on Marceau's psyche, sharp clashs of metal, gunfire, and just being near a forest can cause him to suffer flashbacks to those days, often causing him to act in an outwardly irrational manner.

Responsibility: Caring for the needy, especially his 'posse' of sundry homeless, harmless lunatics and underemployed vagrants who have latched onto him as their protector against street-gangs and minor organized criminals. If any threat comes against them, Marceau feels honor-bound to aid them.

[b]Secret:[/b] Identity.

Struggling: Maintenance work doesn't pay much.



[b][u]Abilities[/u]:[/b] 8 + 10 + 8 + 10 + 0 + 4 = 40PP

Strength 18 (+4)

Dexterity 20 (+5)

Constitution 18 (+4)

Intelligence 20 (+5)

Wisdom 10 (+0)

Charisma 14 (+2)


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

Initiative: +9

Attack: +8, +12 boomerangs, +14 unarmed

Grapple: +12

Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -2, -3 with costume




[b][u]Saving Throws[/u]:[/b] 5 + 8 + 11 = 24PP

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

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

Reflex: +13 (+5 Dex, +8)

Will: +11 (+0 Wis, +11)




[b][u]Skills[/u]:[/b] 132R = 33PP

Acrobatics 10 (+15)

Bluff 8 (+10)

Climb 6 (+10)

Diplomacy 4 (+6)

Disable Device 5 (+10)

Escape Artist 5 (+10)

Gather Information 13 (+15)

Intimidate 13 (+15, Skill Mastery)

Investigate 10 (+15, Skill Mastery)

Knowledge (streetwise) 10 (+15, Skill Mastery)

Knowledge (tactics) 10 (+15)

Languages 8 (Arabic, English, French [Native], Greek, Hindi, Malay, Mandarin, Russian, Serbian) 

Notice 10 (+10)

Search 10 (+15)

Stealth 10 (+15, Skill Mastery)





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

Attack Specialisation (boomerangs) 2

Attack Specialisation (unarmed) 3

Challenge (Fast Startle)

Dodge Focus 6

Equipment 3

Evasion

Improved Initiative

Jack of all Trades

Luck 2

Master Plan 2

Power Attack

Quick Draw

Sneak Attack

Skill Mastery (Intimidate, Investigate, Knowledge [Streetwise], Stealth)

Startle

Takedown Attack

Throwing Mastery 2

Well-Informed


[quote name="Equipment 15EP/15EP"]

Utility Belt Array 4.5 (9pp array, Power Feats: 1 Alternate Power) [10PP]


Base Power: Blast 2 (boomerangs, Power Feats: Improved Ranged Disarm, Mighty 4) [9PP]

Alternate Power: Obscure 4 (visual, 50' radius, Extras: Independent) [8PP]


Costume: Protection 2 (Power Feats: Subtle) [3PP]

Grappling gun: Super-Movement 1 (swinging) [2EP]



[b][u]Powers[/u]:[/b] 0 + 0 + 0 = 0PP



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

[code]ATTACK      RANGE     SAVE                        EFFECT

ATTACK                   RANGE     SAVE                         EFFECT

Unarmed                  Touch     DC 19 Toughness (Staged)             Damage

Unarmed (Sneak Attack)   Touch     DC 21 Toughness (Staged)      Damage

Boomerang                Range     DC 21 Toughness (Staged)             Damage

Boomerang (Sneak Attack) Range     DC 23 Toughness (Staged)     Damage
Abilities (40) + Combat (32) + Saving Throws (24) + Skills (33) + Feats (32) + Powers (0) - Drawbacks (0) = 161/161 Power Points

DONE BY SHAENTHEBRAIN

Link to comment

EDITS DONE BY GEEZ3R

Ironclad

:arrow: Four points go into Skills, boosting Computer, Craft/Electronic, Notice, and Sense Motive.

:arrow: I have no idea how Enhanced Feats became Features, but it's changing back. Picking up Speed of Thought there, too.

:arrow: Moving her 'brain-share' abilities into a Container, adjusting Complications appropriately.

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

[b][u]Power Level[/u]:[/b] 10 (162/162PP)

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

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

[b][u]Progress To Silver Status[/u]:[/b] 57/60


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


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

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

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

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

[b][u]Affiliations[/u]:[/b] The Lab, Warlock, Dragonfly

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


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

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

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

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

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

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

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


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


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


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


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


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


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


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


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


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


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


[b][u]Power Descriptions[/u]:[/b] Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She can also connect to machines and electronics mentally, interrogating and controlling them.


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


[hr][/hr]

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

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

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

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

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

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

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

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

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



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

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

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 20 (+5)

Wisdom: 12 (+1)

Charisma: 14 (+2)



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

Initiative: +5

Attack: +4, +10 Battlesuit Weapons Array

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

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

Knockback: -7/-0



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

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

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

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

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



[b][u]Skills[/u]:[/b] 84R = 21PP

Computers 15 (+20)[sup]Skill Mastery[/sup]

Concentrate 9 (+10)

Craft (Electronic) 10 (+15)

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

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

Knowledge (Technology) 10 (+15)

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

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

Sense Motive 7 (+8)



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

Benefit (Wealth 2 [Rich])

Dodge Focus

Eidetic Memory

Equipment 0 (+3 Veteran Reward)

Inventor

Luck 3

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


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


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


[hr][/hr]

[b][u]Midtown Apartment (PL10 HQ)[/u][/b] [10EP]


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


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


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

Computers

Defense System: [b]Snare 10 ([/b][i]Extras:[/i] Alternate Save [Reflex][b])[/b]

Laboratory

Library

Living Space

Security System 2 (DC25)

Workshop[/list][/quote]


[b][u]Powers[/u]:[/b] 3 + 65 + 3 + 4 + 1 = 76PP


[b]Datalink 2 ([/b]Radio, 100ft, [i]Feats:[/i] Subtle[b])[/b] [3PP] (Technopath)


[b]Device 15 ([/b]75PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Accurate 3, Restricted [Mental Quickness 6+], Subtle[b])[/b] [65PP] (Battlesuit [Technology])


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


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


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


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


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


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


[b]Sensor Array 2.5 ([/b]5PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [6PP]


[list][u]Base Power[/u]: [b]Super-Senses 5 ([/b]Darkvision, Infravision, Radius Visual Senses [All][b])[/b] [5PP]


[u]Alternate Power[/u]: [b]Super-Senses 5 ([/b]Accurate Auditory Senses [All], Ultrasonic Hearing[b])[/b] [5PP][/list]


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


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


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


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


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


[b]Technopath Container[/b]

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

[b]Enhanced Feats 3[/b] (Online Research, Speed of Thought, Well-Connected[b])[/b] [3PP][/device]


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

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


Computers to

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

[*]crash a computer as a free action.

[*]destroy or damage programming in 6 rounds.

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


Knowledge to

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

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


Notice to

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


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



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

None



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

[code]ATTACK      RANGE     SAVE                       EFFECT

Unarmed     Touch     DC15 Toughness (Staged)    Damage (Physical)

Blasters    Ranged    DC25 Toughness (Staged)    Damage (Energy)

Servos      Touch     DC25 Toughness (Staged)    Damage (Physical)
Abilities (22) + Combat (16) + Saving Throws (18) + Skills (21) + Feats (9) + Powers (76) - Drawbacks (0) = 162/162 Power Points
Link to comment

EDITS DONE BY GEEZ3R

Glowstar

:arrow: 2 points into Skills, buying some Acrobatics. Zoom!

:arrow: 1 point into the Terminus Array, buying a pretty powerful version of Create Object.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/3/3d/GlowstarHF.png][/floatr][b][u]Character Name[/u]:[/b] Glowstar

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

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

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

[b][u]Progress to Silver[/u]:[/b] 21/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad[/url])


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


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

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

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

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

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

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


[b][u]Age[/u]:[/b] 17 (January 13, 1994)

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

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

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

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

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

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


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


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


[b][u]Power Descriptions[/u]:[/b] Brian can generate and manipulate strange energies, which he can use to protect himself, blast his foes, and even fly. His body seems to be changing because of the energies, making him tougher than he was before. 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.


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


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


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


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


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


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


[hr][/hr]

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

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

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

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

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

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

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



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

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 14 (+2)



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

Initiative: +6

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

Grapple: +9, +20 w/ Create Object

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

Knockback: -5



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

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

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

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

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



[b][u]Skills[/u]:[/b] 72R = 18PP

Acrobatics 8 (+10)

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)



[b][u]Feats[/u]:[/b] 12PP

Accurate Attack

All-Out Attack

Dodge Focus 4

Improved Initiative

Luck 3

Move-By Action

Power Attack



[b][u]Powers[/u]:[/b] 3 + 1 + 6 + 7 + 9 + 2 + 47 = 75PP


[b]Environmental Control 6 ([/b]Light [Low], 250ft radius, [i]Flaws:[/i] Range [Touch][b])[/b] [3PP]


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


[b]Flight 3 ([/b]50mph / 500ft per Move Action[b])[/b] [6PP]


[b]Force Field 7[/b] [7PP]


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


[b]Super-Senses 4 ([/b]Penetrates Concealment [Vision], [i]Flaws:[/i] Distracting[b])[/b] [2PP]


[b]Terminus Energy Control 21.5 ([/b]43PP Array, [i]Feats:[/i] Alternate Power 4[b])[/b] [47PP]


[list][u]Base Power[/u]: [b]Blast 10 ([/b][i]Extras:[/i] Autofire 3, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Accurate 2, Precise[b])[/b] [43PP] (Entropic Multi-Blast)


[u]Alternate Power[/u]: [b]Blast 10 ([/b][i]Extras:[/i] Penetrating [DMG 20], [i]Feats:[/i] Accurate 2, Knockback 10 [DMG 20], Precise[b])[/b] [43PP] (Focused Entropic Blast)


[u]Alternate Power[/u]: [b]Strike 10 ([/b][i]Extras:[/i] Area [General, Burst, 50ft radius], [i]Feats:[/i] Knockback 10 [DMG 20][b])[/b] [30PP] (Boom!)


[u]Alternate Power[/u]: [b]Strike 10 ([/b][i]Extras:[/i] Linked [+1], [i]Feats:[/i] Accurate 2[b])[/b] [22PP] [b]+ Drain Toughness 10 ([/b][i]Extras:[/i] Affects Objects, [i]Feats:[/i] Slow Fade [1 minute][b])[/b] [21PP] (Entropic Strike) [43PP]


[u]Alternate Power[/u]: [b]Create Object 10 ([/b]Str 50; [i]Feats:[/i] Stationary, Tether; [i]Extras:[/i] Continuous, Range/Perception[b])[/b] [42PP] [/list]


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

None



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

[code]ATTACK           RANGE          SAVE                        EFFECT

Unarmed          Touch          DC18 Toughness (Staged)     Damage (Physical)

Boom             Ranged/Area    DC20 Reflex                 1/2 Effect

                                DC25 Toughness (Staged)     Damage (Energy)

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

Multi Blast      Ranged         DC25* Toughness (Staged)    Damage (Energy)

Strike           Touch          DC20 Fortitude (Staged)     Drain Toughness

                                DC25 Toughness (Staged)     Damage (Energy)

Create Object   Perception      DC 25 Reflex                Trapped


*Up to DC35 with Autofire.
Abilities (24) + Combat (24) + Saving Throws (18) + Skills (18) + Feats (12) + Powers (75) - Drawbacks (0) = 171/171 PP Power Points

Link to comment

DONE BY SHAENTHEBRAIN

Changeling

Updates time, going to bump up her illusion array to rank ten for the base power which adds 4pp to the array overall. With that I'm bumping the will drain on the strike to 12, as well as adding reversible to her stone power and giving her blast power four ranks of linked will drain as well.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/8/84/ChangelingHF1.1.png][/floatr][b][u]Power Level:[/u][/b] 13 (190/190PP)

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

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

[b][u]Progress To Gold Status:[/u][/b] 40/90 (Silver 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 (Parents, deceased), Bugloss and Cinquefoil (Adopted Parents)


[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]120 lbs

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

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


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

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

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

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


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


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


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


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


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


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


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


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


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


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


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

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

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

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

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



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

Str 12 (+1)

Dex 14 (+2)

Con 16 (+3)

Int 14 (+2)

Wis 18 (+4)

Cha 20 (+5)



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

Initiative: +2

Attack: +10 (+12 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 0 (+3 [15EP] Veteran Reward)

Interpose

Minion 0 (+8 [120PP] Veteran 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] 50 + 4 + 9 = 63pp


[b]Glamour Array 19.5[/b] (39 points; [i]PFs[/i]: Alternate Power x7) [50PP]


[list][u]BE[/u]: [b]Illusion 10[/b] (all senses; [i]Extra[/i]: Selective Attack/Illusion; [i]Flaw[/i]: Phantasms; [i]PF[/i]: Progression 3 [50-ft. radius]) [43/43PP]


[u]AP[/u]: [b]Dazzle 12[/b] (visual and auditory; [i]Extras:[/i] Alternate Save(Will) [i]PF[/i]: Reversible) [37/43PP]


[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) [33/43pp]


[u]AP[/u]: [b]Strike 12 + Drain(Will) 12[/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]) [42/43PP]


[u]AP[/u]:  [b]Paralyze 12[/b] [i]Extras[/i]: General Area Cylinder (Progression 3 [50ft-Radius]) [i]PF[/i]: Reversible [37/43pp]


[u]AP[/u]:  [b]Nullify 12[/b] (Mental Effects) (PFs: Selective, Extras: Nullifying Field(Progression 3 [50ft-Radius]), Duration (Concentration)) [37/43pp]


[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, Reversible) [38/43pp]


[u]AP:[/u] [b]Blast 12 + Drain (Will) 4[/b] ([i]Extras:[/i] Alternate Save: Will, [i]PF[/i] Variable Descriptor, Affects Insubstantial 2) [39/43 PP][/list]

[b]Protection 4[/b] [43/43PP]


[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/Drain        Ranged         DC 27/14 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 27 Will/DC 22 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 (63) - Drawbacks (-3) = 190/190 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 Control   Touch Area     DC 19 Reflex

                                                     DC 19/14 Fort     Fear (Staged)
Abilities (36) + Combat (34) + Saving Throws (5) + Skills (6) + Feats (7) + Powers (33) - Drawbacks (1) = 120/120Power Points
[floatr][img=http://www.freedomplaybypost.com/wiki/images/d/d8/SilhouetteHF.png][/floatr]

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

[b][u]Power Level:[/u][/b] 11 (165/165PP)

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

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

[b][u]Progress to Gold Status:[/u][/b] 60/90

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

[i]Silver Player Reward[/i]: Third Character Slot for [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=5542]Catalyst[/url]


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


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

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

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

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

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


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

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)


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

Initiative: +9

Attack: +4 (+10 Unarmed)

Grapple: +13

Defense: +12 (+8, +4 Dodge Focus), +4 flat-footed

Knockback: -4, -2 flat-footed



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

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

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

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

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



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

Acrobatics 15 (+20)

Climb 4 (+7)

Computers 8 (+10)

Crafts Artisitic 8 (+10)

Disable Device 8 (+10)

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] 27PP

Acrobatic Bluff

Attack Specialization 3 (Unarmed)

Defensive Roll 3 (+6 Toughness)

Dodge Focus 4

Equipment 6 (4 [free from Player Reward])

Grappling Finesse

Improved Critical (Strike)

Improved Initiative

Luck 2

Move-By Action

Redirect

Set Up

Skill Mastery: Acrobatics, Stealth, Notice, Disable Device

Takedown Attack 2

Ultimate Reflex Save

Uncanny Dodge (Hearing)

Well-Informed

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


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

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

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

[u]Powers:[/u]

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

Immunity 5 (Falling Damage) 5ep

Cost: 24 ep[/list]


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

[list]Size Medium (1ep)

Computer

Defense System (Blast 10)

Garage

Living Space

Power System

[/list][/quote]


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

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

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

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


[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 9[/b] (Training/Mutation(Ultrasharp Fingers and Feet)); [i]Extra[/i]: Penetrating 2; [i]Power Feats[/i]: Mighty, Affects Insubstancial 2) [14 pp]


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

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

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



[b]Abilities 26 + Combat 24 + Saves 23 + Skills 26 (104r) + Feats 27 + Powers 39 - Drawbacks 0 = 165/165 Power Points[/b]

DONE BY SHAENTHEBRAIN

Link to comment

DONE BY SHAENTHEBRAIN

Ok, gonna change Atlas up a bit here, again.

Firstly, correction for his progress to player rewards. He's got 213pp, and started at PL 10/150 and therefore has 63/90.

Secondly, I'm getting rid of the resurrection power and reducing the Shapeshift from rank 8 to rank 6. I'm trying to fine tune the Brick vs Shapeshifter relationship. This will free up an additional 17 points.

Thirdly, I will immediately cash those points, and my 5 unused ones to buy 8 ranks of Enhanced Strength and 8 ranks of Enhanced Constitution, and buy off the Standard Action Flaw for his Shapeshifting power. This also means that there are now 6 new Shapeshifting Allocations at the bottom of his sheet.

Next, move some points in skills around, but no net points going in or being taken out.

Finally, new pic and slightly modified fluffy goodness.

[img=http://freedomplaybypost.com/wiki/images/b/be/Atlas_New_Costume.jpg]


[u]Players Name[/u]: Geez3r

[u]Power Level[/u]: 14 (213/213PP)

[u]Trade-Offs[/u]: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

[u]Unspent PP[/u]: 0

[u]Progress to Gold[/u]: 63/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=2634]Tempest[/url])



[u]Characters Name[/u]:  Atlas

[u]Alternate Identity[/u]:  Samael Nitorvich

[u]Height[/u]:   6ft.

[u]Weight[/u]: 190 lbs

[u]Hair[/u]: Brown

[u]Eyes[/u]: Green

[u]Age:[/u] 39; August 4, 1972 



[u]Description[/u]: Samael is a person of average height, and is quite stocky.  He is just built solid.  He's got that real "working man" look.  There's nothing fancy about him, just jeans and a T-Shirt.  He keeps his hair cut just a bit longer than a buzz cut.  He has a rather prominent jaw line as well.  His arms and hands have a few scars from a life of working with his hands.  Although not often noticed, his hands are quite a bit bigger than they normally would be for a person of his size.


Using his shapeshifting, Atlas can assume a wide variety of forms and shapes.  He however tends to always be a stockier version of whatever he happens to be transforming into.  He has outfitted himself with a blue, gold and white costume, marking the first time he has every truly worn one.  When on patrol, he tends to keep his red skin as a reminder of who he is, but he rarely takes the form people most commonly associate with him.  



[u]History[/u]:  Samael is of Russian decent.  His parents were part of the cultural enrichment program, meaning they were sent away and never seen again.  With that sort of up bringing, he learned quickly to keep his head down, work hard, don't say anything and most importantly of all, volunteer for nothing.  Although he disliked the regime, he was wise enough to keep his opinions to himself.  When the government crumbled, Samael got out of Russia.  He spent a few years bouncing around Europe doing odd jobs here and there and eventually scrounged up enough cash to journey to America.


While it wasn't everything he had hoped for, it was still a step up from where he had been.  Unfortunately, all he had to his name was a single suitcase full worth of clothes and a few bills.  So he settled in the Fens district in Freedom City, it being about the only place he could afford.  He landed a job working at a local deli.  It was boring work, but it paid the bills and kept him fed.  But there was one thing that bothered him.  From his upbringing, the idea that everyone works together to advance the whole was ingrained in his head.  He couldn't tolerate people who would steal or try to cheat the system.


These criminals and thugs thought they had it tough; they didn't know the meaning of the word.  No matter how bad it was, Samael had never considered turning against the law.  If you worked real hard, things would get better.  America was the land of opportunity, he just had to help these thugs get back on the straight and narrow.  He dedicated himself to protecting his own little section of the street, and for a while, it worked.  But then the local gangs decided to teach this guy a lesson.  Samael could take on 2 or 3 guys, if he caught them by surprise, but when they caught [i]him[/i] by surprise, well... it wasn't pretty.  As the life left his body... [i]something[/i] reached out to him.  He rose from the ground, to face his assailants, now something entirely different.


With his new found gifts, Samael is expanding his territory, protecting more and more of the city.



[u]Personality & Motivation[/u]: Although he looks a bit scary, Samael is a really good guy.  He's dutiful, loyal and very determined.  He favors the tough love approach.  He loathes criminals and those that would cheat the system.  He believes that they all have good in them and can succeed if only they had the chance.  Samael intends to give them that chance.  He's got a bit of a dry sense of humor, and is usually a man of few words.  The tough guy exterior quickly melts when he's around animals, especially his cat Sprinkles.


Since the Invasion, Atlas has stayed out of the lime light, trying to get a handle on things from his own perspective first.  But that is changing as Atlas continues his journey of self discovery and acceptance.  He is slowly but surely trying to become more of a "face" in the public eye.  



[u]Powers & Tactics[/u]: As a Grue-human hybrid, Atlas is far more formidable than the average human.  However, as he was created for a singular purpose, his Shapeshifting is more limited than that of a Grue warrior.  In all forms, Atlas possess immense strength and durability.  He can only use his Shapeshifting ability to increase his natural talents, he can't make himself worse in any regard.  He also possess a small degree of mental prowess.  The strength of his mental powers increases geometrically the closer he is to his target. 



[u]Complications[/u]:

[i]Responsibility:[/i]  Upholding the law, protecting his stretch of the city, Sprinkles (his cat)

[i]The Grue Invasion[/i] - It's been revealed that Atlas was a Grue/human hybrid created by the Grue as a bioweapon for the destruction of Earth.  He got better.  Public relations did not.

[i]Have you been working out?[/i] - All of Atlas' forms tend to be stocky and well muscled versions of what he's copying, so when he tries to impersonate someone it looks like they've been hitting the gym recently, which can ruin the disguise to those that know the target. 



[b][u]Abilities:[/u][/b] 14+0+14+0+0+4=32PP

Str: 24/42 (+7/+16)

Dex: 10 (+0)

Con: 24/42 (+7/+16)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 14 (+2)



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

Attack: +4 Base, +9 Melee

Grapple: +16, +25 w/powers

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

Knockback: -3, -13 w/ powers

Initiative: +0



[u][b]Saves[/b][/u]: 0 + 5 + 8 = 13PP

Toughness: +16/+7 (+16/+7 Con, +0)  (Impervious 10)

Fortitude: +16/+7 (+16/+7 Con, +0)

Reflex: +5 (+0 Dex, +5)

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



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

Diplomacy 8 (+10)

Gather Info 8 (+10)

Handle Animal 8 (+10)

Intimidate 16 (+18)

Knowledge: Galactic Lore 10 (+10) 

Knowledge: Streetwise 8 (+8)

Language 1 (English, Russian [Native])

Notice 11 (+11)

Sense Motive 10 (+10)



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

Accurate Attack

All-Out Attack

Attack Focus Melee 5

Challenge:  Fast Startle

Dodge Focus 4

Improved Grab

Interpose

Last Stand

Luck 3

Power Attack

Startle

Ultimate Toughness



[b][u]Powers:[/u][/b] 15 + 18 + 18 + 10 + 50 = 111PP


[b]Comprehend 2[/b] (Languages; Speak/Understand Any) [4pp] [u]LINKED[/u] [b]Communication 5[/b] (Mental, 5 miles, [i]Extras:[/i] Two-Way) [10pp]

* [u]AP[/u]: [b]Mind Reading 16[/b] [i]Flaws[/i]: Range 2 [Touch], Requires Grab [4pp] [u]LINKED[/u] [b]Drain Wisdom 16[/b] [i]Extras:[/i] Alternate Save (Will) [i]Flaws[/i]: Requires Grab [8pp]

[b]Enhanced Strength 18[/b]  [18pp]

[b]Enhanced Constitution 18[/b]  [18pp]

[b]Impervious Toughness 10[/b] [10pp]

 [b]Shapeshift 6[/b] (30pp pool) [i]Extras[/i]: Continuous Duration; [i]Drawback[/i]: Limitation - Cannot reduce the target's base traits (-4pp)  [50pp]



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


DC Block:

[code]Unarmed (unpowered)  ------------- 22/Toughness ------------------------- Bludgeoning

Unarmed (powered)------------ 31/Toughness--------------------------- Bludgeoning
Costs: Abilities (32) + Combat (16) + Saves (13) + Skills (20) + Feats (21) + Powers (111) - Drawbacks (00) = 213/213 Power Points Note: The Drawback on the Shapeshifting power not only prevents Atlas from decreasing his traits such as his Strength and Constitution scores (in addition to the rest of his Ability scores, Feats and Skills), but it also prevents him from taking drawbacks in his new form such as Mute and No Hands that limit his innate utility. Sample Shapeshifting Allocations

DONE BY SHAENTHEBRAIN

Bruiser
  • Additional Limbs 2 (2 extra arms) [2pp] Enhanced Strength 6 [6pp] Enhanced Constitution 6 [6pp] Super-Strength 5 PF: Dynamic, Strike of Valor, Haymaker, Shockwave [16pp] * DAP: Leaping 10
Clayface
  • Immunity 2 (critical hits) [2pp] Elongation 5 (+100ft reach) [5pp] Insubstantial 1 [5pp] Strike 2 PF: Mighty, Variable Descriptor (Bludgeoning, Piercing, Slashing) [4pp] Protection 2 [2pp] Morph 4 (any form) [12pp]
Space Explorer
  • Immunity 9 (Life Support) [9pp] Flight 6 PF: Dynamic, Move by Action [16pp] * DAP: Space Travel 12 Super-Senses 5 (Ultravision, Acute, Analytical, Extended 2) [5pp]
Revenant
  • Regeneration 28 PF: Persistent, Regrowth [30pp] * Bruised 3 (no action) * Injured 6 (no action) * Staggered 6 (no action) * Disabled 8 (no action) * Resurrection 5 (20 minutes)
Sharkman
  • Swimming 7 [7pp] (250 mph) Immunity 8 (Drowning, cold environments, pressure, fatigue) [8pp] Super-Senses 6 (Extended Tremorsense, Extended x2 Scent) [6pp] Enhanced Skills 6 (Acrobatics 12, Stealth 12) Limited: Only in the Water [3pp] Enhanced Skill 1 (Notice 4) [1pp] Strike 2 PF: Mighty, Improved Critical [4pp] Protection 1 [1pp]
Chameleon
  • Concealment 6 (all auditory, all visual) Flaws: Blending; PF: Close Range [7pp] Super-Movement 2 (Wall-Crawling 2) [4pp] Additional Limbs 1 PF: Subtle (long tongue) [2pp] Elongation 3 Limited: Tongue only [2pp] Enhanced Skills 5 (Acrobatics 10, Stealth 10) [5pp] Enhanced Dexterity 10 [10pp]
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DONE BY SHAENTHEBRAIN

Here are my edits for Citizen. He's at PL 12 thanks to increases in his Strength and his Defense: he's stronger and faster than he was before. He can also turn into "Flying Brick Sharl" inside computers, and he can be rebooted from damaged data. I rejiggered his Tronik array as well, letting him be at caps everywhere and making him much more effective in combat.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/5/55/CitizenHF.png][/floatr]
[b][u]Power Level[/u][/b] 12 (179/179 pp)
[b][u]Trade-Offs[/u][/b]: +4 ATK/-4 DMG unarmed, +2 ATK/-2 DMG Tronik; +4 DEF/-4 TOU
[b][u]Unspent PP[/u][/b]: 0
[b]Progress to Platinum[/b]: 29/120pp (Gold status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=28&t=1469]Avenger[/url])

[b][u]In Brief[/u][/b]: Electronic Intelligence Turned Hero

[b][u]Name:[/u][/b] Citizen
[b][u]Alternate ID:[/u][/b] Sharl Tulink
[b][u]Identity:[/u][/b] Secret
[b][u]Place of Birth:[/u][/b] 30th District Hospital, Eighth Level. Tronik. (Just kidding, actually it was on a circuit in a briefcase-sized computer in the Centurion's Sanctum. Daedalus had a coffee cup on the spot at the time)
[b][u]Occupation:[/u][/b] Teenager
[b][i]Affliations:[/i][/b] Tronik, Knowledge, Heroism
[b][i]Family:[/i][/b] Aba Tulink (mother) [45], Bel Tulink (father) [50], older sister Sieva [24]

[img=http://www.thinkgeek.com/images/products/additional/large/wrapping_paper-binary.jpg]
[u][b]Age[/b][/u]: 16 Earth years (all ages are given in Earth years)
[b][u]Apparant Age[/u][/b]: 16, depending on his phase state
[b][u]Height[/u][/b]: Subjectively six feet, objectively 0
[b][u]Weight[/u][/b]: Subjectively 170 lbs, objectively 0
[b][u]Eyes[/u][/b]: Green/null
[b][u]Hair[/u][/b]: Brown/null

[b][u]Physical Description[/u][/b]:
Citizen, aka Sharl Tulink, is a gawky sixteen year old who hasn’t quite finished growing into his body. His short brown hair is a little greasy, his hands are a little too large, and his feet stumble more than they should. He’s also a ghost, or looks like one most of the time: when he’s not concentrating, he looks like an electronic phantom, his body overlaid with barely visible circuit patterns and overall tinted a faint shade of green. He vaguely resembles an 80s wireframe model of a human being with a ‘normal’ human shell cast thinly over it.

[b][u]Power Description[/u][/b]:
Citizen is an 'electronic' ghost, shocking bad guys with electrical punches, possessing machinery, and casting his consciousness through the Internet with incredible speed, either to propel himself around the world or just to watch people through every camera in the city. He's immune to physical attacks and energy attacks with the 'light' descriptor.

[u][b]History:[/b][/u]
The city of Tronik is on a large crescent-shaped island in the middle of a large sea on the planet Neo, their star Bantam a great red sphere permanently high in the sky. Bantam is a red dwarf, much smaller and cooler than Sol, and Neo thus orbits so close to its homestar as to be tidally locked. It’s not a particularly inviting place: the continent to the east is a nearly uninhabitable desert with only a few weather stations on the western shore, while if you fly far enough west you reach mountains of impassable ice that go on forever. Tronik Island itself is about the size of Greenland, but the vast bulk of the island itself is given over to factories, food processing plants, and nature preserves: the city itself has fifty million people crammed into an area of 150 square miles. High towers rise hundreds of stories into the air over the densely packed city, with only the high technology available at the city’s foundation making the city reasonably liveable. Still, it’s not a hugely pleasant place to live: corruption is high as the government tries to keep their population from overwhelming the limited ecological resources available, people go around in black leather and mirrorshades for protection against the cold and relatively dim star, while the desert and chill make it very tough to leave the island.

Still, the inhabitants of Tronik were lucky, and all of them are aware of this fact. A few generations ago, a disaster threatened to overwhelm them on their old world: their sun threatened to go nova, producing a disaster that would have devastated their entire world. Their greatest scientists, working together with friendly alien civilizations, constructed a massive transporter device to carry them across the galaxy, city and all, depositing them on a new world just as their old star exploded in a powerful coronal eruption that blasted all the life from their planet. Now they’re working to rebuild their civilization, to tame this new world and send messages out across the galaxy to restablish relations with the Lor Republic. Times are hard, at least if you’re not part of the elite, but generally things are looking up: the average citizen of Tronik eats better than the average Freedom Citian of today, and the wealthiest have access to technology and resources far beyond that of 21st century Americans.

(It’s all a lie, of course. The ‘friendly aliens’ that helped Old Tronik escape the destruction of their old world were actually Curator drones building a scanning device to take and store an entire city: Old Tronik was evaporated by a scanning process that destroyed it down to its last atom even as their star erupted. The Lor Republic hasn’t found them yet because they disappeared into the Curator’s archives roughly 2000 years ago; they stopped looking long, long ago, and anyway would have no way of finding them where they are: in an alien computer in the Centurion’s Sanctum, running in the program he built for them back in 1990. Tronik’s new world, Neo, is designed to be a basically habitable, friendly place that was easy to build and just distracting enough for the city’s people that they’d never look too closely at the details of this new world.)

These are strange days in Tronik. There are rumors of alien visitors to the city, strange people with strange powers, and bizarre happenstances worked in the city by others. Madmen have appeared wielding great powers from some unknown source, claiming that the azure curtain awaits all and that reality is a lie, only to be defeated by the city’s militia and mysterious heroes from “another place”, while strange stories of people flying, walking through walls, and gazing at the madness “beyond the door” permeate Tronik’s ‘Net. Sharl Tulink’s interest in paranormal phenomena goes back to his early childhood, and only grew sharper as he reached his teen years, much to the despair of his indulgent parents. One day, not too long ago, the 16 year old (at least by Earth’s calendar) investigated reports of strange aliens sighted near his family home on the hundredth level of the Seamount tower. He found a door there, a door high in the sky with nothing on the other side. Now he could have gone home to his huge apartment where his parents lived: his father is a programmer and his mother a doctor, and the two of them love him dearly and spoil him, like any parents do with their younger child. But instead he did what adventurous young men have done for generations.

He stepped through it.

Into madness. The League patched the hole their trip to Tronik had left mere microseconds later, too slow to stop the giant data file that was the living, breathing, sentient soul of Sharl Tulink cast loose on the Internet, a citizen of Tronik plunged into a world of bizarre input and insane colors, lights, shapes, and sensations. He needs help, and quick!

[b][u]Personality and Motivation[/u][/b]:
Sharl is basically a good kid who's been thrown massively out of his depth by the world-shattering things he's walked into. It's not easy for a teenager to find out his whole world is a lie, for all that it wouldn't surprise most of them. He wants to have a normal life, but his definition of that is going to be up for some changes in the new future. Though he still clings to his desire to solve mysteries and make a better world for everyone else, he's also got a lot of existential problems to sort through...in more ways than one!

[u][b]Powers and Tactics:[/b][/u]
Citizen’s tactics are fairly straightforward: he flies up to people, punches them electronically, and subsequently zaps them with electricity. He stays on the move, flitting around with his low-level flying abilities and occasionally jumping around with his massive teleportation abilities to catch enemies really unawares. He doesn’t really enjoy fighting, but will press a combat as long as necessary to get the job done.

[u][b]Complications[/b][/u]:
[i]Existentialist[/i]: Aaah I’m a computer program aaah.
[i]Friend[/i]: Citizen needs someone to help him figure out what’s going on and how he can get back home, at least for a little while yet.
[i]Outsider[/i]: Citizen is from another place, one very different than ours
[i]Paragon[/i]: Citizen is Tronik’s only superhero, or will be if he ever manages to sort out what just happened to him and figure out how to use his new knowledge for the better.
[i]Curious[/i]: Hey, what's in this book?

[u][b]Abilities[/b][/u]: 0 + 6 + -10 + 2 + 4 + 2 = 4 pp
STR 26/10 (+8/+0)
DEX 16 (+3)
CON ---
INT 12 (+1)
WIS 14 (+2)
CHA 12 (+1)

[u][b]Combat[/b][/u]: 16 + 16 = 32 pp
Init: +7
ATK: +8 ranged, +14 melee, +16 unarmed
Grapple: +12
DEF: +16 (Base 8, Dodge Focus 8), +4 flat-footed
Knockback: -4

[u][b]Saves[/b][/u]: 3 + 4 = 7 pp
TOU +8 (+8 Protection)
FORT ---
REF +6 (+3 Dex, +3)
WILL +6 (+2 Wis, +4)

[u][b]Skills[/b][/u]: 56r = 14PP
Bluff 13 (+14)
Computers 12 (+13)
Language 2 (English, Galstandard [native], Swedish)
Notice 8 (+10)
Knowledge: Technology 8 (+9)
Search 5 (+6)
Sense Motive 8 (+10)

[u][b]Feats[/b][/u]: 23 pp
Attack Focus: Melee 6
Attack Specialization (Unarmed)
Dodge Focus 8
Fearless
Improved Initiative
Luck
Online Research
Power Attack
Quick Change
Takedown Attack
Uncanny Dodge (auditory)

[u][b]Powers[/b][/u]: 3 + 40 + 16 + 2+ 8 + 7 + 29 = 105 pp

[b]Flight 1[/b] ('electro-static flight'; 10 MPH / 100 feet per Move action; [i]PF[/i]: Move-By Action) [3 pp]

[b]Immunity 40[/b] ('living computer program'; Fortitude Effects, Mental Effects) [40 pp]

[b]Insubstantial 3[/b] ('living computer program'; [i]Extra[/i]: Duration [default is Energy Form, Sustained Active effect to remain corporeal; [+0]; [i]PF[/i]: Innate) [16 pp]

[b]Morph 1[/b] ([i]Extra[/i] Continous; [i]Flaw[i]: Limited [only in computers]) [i]PF:[/i] Metamorph [Flying Brick Sharl]) [2 pp]

[b]Protection 8[/b] [8 pp]

[b]Regeneration 6[/b] (Recovery Bonus +0, Resurrection 1/week; [i]PF[/i]: Regrowth) [7 pp]

[b]Tronik Array 12[/b] (24PP; [i]PFs[/i]: Alternate Power x5) [24+5=29 pp]
[list][u]BE[/u]: [b]Enhanced Strength 16[/b] (to 26/+8; [i]Extra[/i]: Affects Corporeal for Str +8) [24/24PP]
[u]AP[/u]: [b]Corrosion 10[/b] ('EMP'; [i]Flaw[/i]: Limited 2 [Electronics]; [i]PFs[/i]: Improved Crit 2, Incurable, Precise) [19/24PP]
[u]AP[/u]: [b]Datalink 9[/b] ('networking'; anywhere on Earth; [i]PFs[/i]: Rapid 8 [x100 million], Subtle) and [b]Dimensional Movement 2[/b] (any ‘ in a computer’ dimension) [22/24PP]
[u]AP[/u]: [b]ESP 9[/b] ('scanning'; anywhere on Earth, visual and auditory; [i]Flaw[/i]: Medium [Electronics]; [i]PFs[/i]: Rapid 5 [x100,000], Subtle) [24/24PP]
[u]AP[/u]: [b]Possession 10[/b] ('electro-riding'; [i]Extras[/i]: Affects Only Objects, Alt. Save [Reflex]; [i]Flaw[/i]: Electronics Only; [i]PFs[/i]: Insidious, Subtle) [22/24PP]
[u]AP[/u]: [b]Teleport 9[/b] ('transmission'; 900 ft/20,000 miles; [i]Extra:[/i] Accurate; [i]Flaw:[/i] Medium [Electronics]) [18/24PP][/list]


[u][b]Drawbacks[/b][/u]: -6 pp
Weakness (magnetic fields; Uncommon, Major [-1 all physical ability scores], per 1 minute, potentially lethal; -6pp)


[b][u]DC Block[/u][/b]
[code]ATTACK RANGE DC/SAVE EFFECT
Punch Touch Tou DC 23 bruised/injured
Possession Touch Check vs Ref Possessed
Corrosion Touch Fort save vs 20/Tou DC 25 bruised/injured
Totals: abilities 4 + combat 32 + saves 7 + skills 14/56 + feats 23 + powers 105 - drawbacks 6 = 179/179 pts

DONE BY SHAENTHEBRAIN

Flying Brick Sharl PL: 10 (150) Abilities: 24 pp STR 38 [16] (+14/+3) DEX 14 (+2) CON 38 [16] (+14/+3) INT 12 (+1) WIS 14 (+2) CHA 12 (+1) Combat: 24 pp ATK: +6 (+10 Melee) DEF: +10 (+3 flat-footed) Init: +2 Grapple: +28/+32 Saves: 11 pp TOU +14 (+14 Con) FORT +14 (+14 Con) REF +5 (+2 Dex, +3) WILL +10 (+2 Wis, +8) Skills: 56r = 14PP Bluff 13 (+14) Computers 12 (+13) Language 2 (English, Galstandard [native], Swedish) Notice 8 (+10) Knowledge: Technology 8 (+9) Search 5 (+6) Sense Motive 8 (+10) Feats: 14 pp Attack Focus: Melee (4) Dodge Focus (4) Fearless Power Attack Second Chance (Computers checks) Takedown Attack Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 92 pp Enhanced CON 22 [22 pp] Enhanced STR 22 [22 pp] Flight 5 (250 MPH) [Dynamic] [10+1+2=13 pp] DAP: Super-Strength 5 (Heavy Load: ~80 tons) Immunity 9 (Life Support) [9 pp] Impervious TOU 10 [10 pp] Tronik Array [11+3=14 pp] Datalink 9 (anywhere on Earth) (PFs: Cyberspace, Subtle) [11+3=14 pp] AP: Mind Control 10 (Extra: Alternate Save [Reflex]) (Flaw: Machines Only) (PF: Subtle) AP: Quickness 11 (x10000) AP: Teleport 9 (anywhere on Earth) (Extra: Accurate) (Flaws: Long-Range Only, Medium [landlines]) (PFs: Change Velocity, Turnabout) Super-Senses 2 (Vision [Analytical]) [2 pp] costs abilities 24 + combat 24 + saves 11 + skills 14/56 + feats 14 + powers 92 = 179 pts
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Ferros

Please give him Equipment 1, and put all the points toward the Brownstone HQ as per his membership with the Interceptors.

Please give him Features 1 (Teleport HQ Beacon Thingy)

Total Edits: 2pp

Shaen, I'm not sure how you're formatting these things on people's sheets, or else I'd give you a code block to copy in. Please let me know so that I can copy it to my code in my character building thread. Thanks.

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Vanguard

Got 5 PP to spend, so...

-2 extra feats of Inspire. Now we have a +3, nothing earth-shattering but a decent power (2 PP)

-Feat Connected and 4 extra ranks in Gather Information (2 PP)

-Drop Blast (Shield Throw) (-8 PP)

-Drop Attack specialization (shield) from 3 to 1 (-2 PP)

-Expand the Device to 4 (9/20). Device now contains Blast 1 (70 foot range increment, Feats: Mighty 6, Accurate 2, Restricted: those specially trained) [9PP] (Shield Throw) for (20/20) (+8 PP)

-4 ranks in Diplomacy (1 PP)

-4 ranks in Notice (1 PP)

-Benefit: Craft Master (adds DEX to craft and disavle device checks instead INT) (1 PP); if GM sees it as OP 2 ranks in Sense Motive and 2 ranks in Drive (1 PP)

TOTAL: 5 PP

Add: I can´t access to my file. I suppose it´s Ref work.

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Blueshift

Please replace her current communication power with:

Communication 2 (Mental, 100ft, Extras: Linked [Comprehend]; Flaws: Limited to Machines) {1PP} + Comprehend 2 (Electronics; Speak and Understand) {4PP} ("Audito Apparatus") [5PP]

That should spend all her available pp.

Below is the code for her whole sheet. Updated the totals at the bottom, top, and within the powers section itself.

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

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

        [b][u]Power Level[/u][/b]: 11 (175/175PP)

        [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]: 25/120 (Gold Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2624]Colt[/url])


        [floatr][img=http://www.freedomplaybypost.com/wiki/images/2/20/BlueshiftHF.png][/floatr]

        [img=http://www.freedomplaybypost.com/wiki/images/b/bc/Blueshift.jpg[/img][img]http://www.freedomplaybypost.com/wiki/images/1/11/Jewel_Blueshift.jpg]

        See Also: [url=http://image.xyface.com/image/j/artist-jewel-staite/jewel-staite-346951.jpg]portrait 2[/url]


        [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


        [quote name="Equipment"]

        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}[/quote]


        [b][u]Powers[/u][/b]: 5 + 6 + 4 + 4 + 12 + 6 + 7 + 6 + 6 +1 = 57PP


[b]Communication 2 [/b](Mental, 100ft, [i]Extras[/i]: Linked [Comprehend]; [i]Flaws[/i]: Limited to Machines) {1PP} + [b]Comprehend 2 [/b](Electronics; Speak and Understand) {4PP} ("Audito Apparatus") [5PP]


        [b]Device 2[/b] [i]"Tesla Gauntlet"[/i] (Easy to lose) [6pp]

        [device][b]Strike 8[/b] ([i]PF[/i]: Precise, Variable Descriptor (Heat and Electricity)) {10dp}[/device]


        [b]Device 1[/b] [i]"Plasma Bangle"[/i] (Hard to Lose) [4pp]

        [device][b]Shield 4[/b] ([i]PF[/i]: Subtle) {5dp}[/device]


        [b]Device 1[/b] [i]"Dash Boots"[/i] (Hard to Lose) [4pp]

        [device][b]Speed 4[/b] {4dp}

        [b]Enhanced Skills:[/b] [i]Acrobatics 4[/i] {1dp}[/device]


        [b]Device 3[/b] [i]"Sensory Scanner"[/i] (Hard to Lose) [12pp]

        [device][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][/device]


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

        [device][b]Concealment 8 ([/b]All Visual, Audio & Radio Senses [Total]; [i]Flaws[/i]: Blending; [i]PFs[/i]: Close Range, Selective[b])[/b] {10dp}[/device]

        * Please note [i]Reconnoiter[/i] Complication[/device]


        [b]Gadgets 1[/b] (Hard to Lose) [7pp]

        [device]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)[/device]


        [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 (57) - Drawbacks (3) = 175/175 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

Per our House Rules, you cannot have Base Defense +4 and DodgeFocus/Shield 9. I dropped your Dodge Focus by 1 rank, leaving you 1PP free.

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Doktor'd

The Scarab

She has 3PP to spend.

Abilities

Increase her CON from 10 (+0) to 14 (+2). (-4PP)

Combat

No changes.

Saving Throws

Drop her Fort save by 2 ranks. With the CON increase, this should leave her Fort save at +6 (+2 Con, +4). (+2PP)

Skills

Buy 8 Skill ranks. (-2PP)

  • [*:22kyvb6s]+3 Concentrate, increasing it from 7 (+12) to 10 (+15).
    [*:22kyvb6s]+5 Perform (Oratory), increasing it from 11 (+15) to 16 (+20).

Feats

Buy 1 rank of the Defensive Roll feat. (-1PP)

Powers

Drop her Force Field by 4 ranks, from 12 to 8, decreasing the cost by 2PP. (+2PP)

This will change her Toughness from this:

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

To this:

  • Toughness: +12/+4 (+2 Con, +2 Defensive Roll, +8/+0 Force Field), +2 Flat-Footed

Totals

3PP, -4PP, +2PP, -2PP, -1PP, +2PP = 0PP, so the budget balances out.

Her bottom totals will now look like this:

Abilities (30) + Combat (16) + Saving Throws (25) + Skills (27) + Feats (21) + Powers (106) - Drawbacks (0) = 225/225 Power Points

And now, when she's caught flat-footed and/or deprived of her powers, she won't be completely defenseless. She'll still be less useful than a cop or soldier with actual combat training, but she won't be a PL0 bystander. (I'll work on buying her STR up next month.)

Doktor'd

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