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Arichamus's Flotsam and Jetsam

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Player Name: Arichamus

Character Name: Sub Soter

Power Level: 10 150/150PP

Trade-Offs: +2 Defense / -2 Toughness

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief: Outwardly placid yet inwardly driven Lor biologist come to Earth to study the marine life there.

Alternate Identities: Muir Av/Paul Sayer

Identity: Secret

Birthplace: Horeesh Colony, Piscea VI(known on Earth as 55 Cancri f)

Occupation: Marine biologist/exobiologist

Affiliations: Lor Science Division, Freedom CIty Marine Center

Family: Paric Av(Mother), Samtea Av(father), Hreel Av(Sister).

Age: 31

Apparent Age: 31

Gender: Male

Ethnicity: Gray-blue skin/deeply tanned Caucasian

Height: 5' 3"/6' in human form

Weight: 148 Lbs.

Eyes: Black/dark gray in human form.

Hair: Light green/black in human form.

Description: Muir is on the short side, with a stocky, powerful build and dressed in a neatly-fitting wetsuit-like article colored various grays with narrow white geometric shapes added at random intervals. His hair is permanently spiked, and pays little heed to the skull's shape whenever it can, which is always. He has a short, narrow fin on each limb near the extremity, which folds into small pockets in the skin when he turns himself human. He also has a long fin running down his back in his true form, his hands and feet are both webbed, with the webs decreasing to normal human size when shape-shifted and his facial features are elongated(his nose and jaw especially) almost to the point of deformation. As a human, Paul Sayer is lean, gangling in fact, with a long narrow nose and short and extremely carefully combed hair, which seems to be painted onto his scalp, and wears neat white coats and black pants no matter the weather or occasion. He speaks with a smooth, drawling accent in his native Lor that marks him instantly as an emigrant from a Piscean colony, though when talking through his Universal Translator he can assume nearly any dialect.

Power Descriptions: Experimentation into the make-up of extraterrestrial marine life has led to Muir's discovery of a chemical compound that when injected into the bloodstream of a Piscean grants immense physical power, hardihood and therefore increased swimming ability. His mastery of some of the more obscure areas of biological chemistry has wrought him a drug that can transform him into a human for brief periods(longest it can go is about twenty-seven hours), as well as several serums that when injected can paralyze, regenerate or cease the regeneration of the subject. Additionally, Muir has a standard-issue Universal Translator, a white and red colored mechanism that is attached to his jumpsuit's collar, is 3" long and 4"wide and allows him to both communicate with nearly any species in nearly any language, and be understood in nearly any. Finally, he has a black, oblong tube 2" long capped syringe that is filled with a self-replenishing chemical that when injected into his bloodstream allows him to transform into the guise of a human.

History:

The far-flung Lor colony of Horeesh, fifth expedition to the planets orbiting Cancrius,established in 1894 A.D. is a small city of less than 100,000 people from the various differing strains of Lor space, gathered there for the general purpose of investigating a possible new energy source for Lor weaponry. Among its occupants was a young couple named Paric and Samtea Av, who were chemical experts brought along with the first occupiers of the city to establish a water filtering system for the non-amphibian Lor to use. The planet was idyllic, with no predators, vast forests of marine plant life, and immense schools of dazzlingly-hued fish species. Their second child, a little bundle of wide-eyed joy they named 'Muir' after their maternal ancestor, who was one of the first marine biologists to discover the origin of schooling. They had a happy life on new home, a quiet world where nothing at all seemed about to go wrong. 


And nothing did! The planet of Piscea IV has remained a peaceful world to this day, though there is one thing that separates them from the other colonies: their education level. On average, a Cancrian Lor has a better education by age 12 than most do by age 20, and that has bred resentment. This was all unknown to young Muir, who went all his life until he turned 18 thinking he had a life everyone else had. In his early life he often wondered at the sorties made by the Grue against the Lor, and [i]vice versa[/i], asking his parents why they did so, and why they didn't just stay home instead of hurting each other. His parents knew that answering:"The Grue are a hive-mind led by a ruthless master-brain who wishes only to expand its territory" would probably be too much for him to visualize, and simply told Muir he'd understand when he was older. He did learn the reason for the constant war later in life, when he left his homeworld to get his(by then entirely perfunctory) graduate diploma on Piscea Prime. 


He found upon his arrival his peaceful, languid life before his trip there had left him ill-prepared for the rapidly changing environment of Piscea Prime, and it was only in four nerve-wracking years that he managed to get the much-needed diploma. While there, Muir had absorbed much of the culture around him as unthinkingly as trees breath carbon dioxide; simply accepting that it was the way it was and therefore needing no approval. As a result, for most of his time at the great and chaotic University of Depthar, he became less and less the gregarious and playful boy he'd been all his life, and learned to be utterly unmoved at the most shocking of sights. This translated into two direct shifts in his personality: the first, and more positive, was that he became far more accepting of things he himself disapproved of in others, while at the same time he became much cooler and more distant in his relationships with others. 


As a result, he made few lasting friendships at school, preferring to wander the waters alone to study the local fish species in peace. On the plus side, this helped him immensely with his schoolwork, as the hands-on practice of basic investigative techniques let him in on tricks he would have needed to wait sometimes for months to be taught in school. On the other hand, these sojourns often resulted in him getting little of his schoolwork done, so he had to drastically cut back at his 'me' time, leaving him even less opportunity to make friends(or even enemies). This left him pretty lonely, but nothing his steeling heart couldn't manage. As the years had gone by, he had seen more and more of the city that lurked under the surface of the dark blue sea, swimming its yawning metal canyons and drifting about its mountain ranges of towers. The sights deeply affected him, and he sees them clearly to this day. However, this peace didn't last.


After getting his diploma(the equivalent of a Masters degree), ten days before he was set to return home, the Grue attacked Piscea Prime. They came to the system without any warning from any advance-warning buoy, and all the city stared in horror at the sight above them while what few defenses they had ready scrambled for a desperate assault. The Grue were at the verge of firing a salvo that would have wiped at least half of the submerged citadel from existence, when something darker than the emptiness of space sliced through their weapons, crushed their engines and drew them beyond the planet's gravity well, without the Unity ships managing to score a single hit on the swiftly-moving and seemingly impermeable target. It was only six hours later, when the strange being appeared on the main viewscreen of every building. The being introduced himself as Dark Star, a man from the planet Earth which Muir had heard of in his exo-paleontology courses. Dark Star had then explained both what had happened to the Grue fleet(ships were to be taken apart to check for any changes in Grue tech, and all Drones were being taken to a station to be deprogrammed)and in some detail how the Grue had managed to get past the advance warning systems in place around the star system, assuring the Lor planetside that he and the best technicians in the Lor Fleet Science Division were even then working to amend the fatal flaw.  Deeply moved by this display, Muir left Piscea Prime with only a few words to the friends he had made at the University. On the trip back home, he thought a great deal on how Dark Star's exploits clashed with what his more cynical friends had taught him about the actions and motives of those with power. The fact was that this Earthman, with all the powers he possessed, had chosen to aid others at little if any profit to himself. 


Deciding that the example set by the sable guardian was one he could hardly do evil in following, Muir threw himself into amassing the research portfolio needed for entry to the Lor Science Division and applied at the local biological research facility. His aim: to use the knowledge he could acquire in the field to improve the lives of those in the Republic. He got in easily, and advanced with little difficulty for six years until he was the overseer of the marine department. In that position, he master-minded dozens of serums, medical drugs and an entirely new species of edible plant-life. It was in this part of his life that one half of his most vital discovery was found: a serum that when injected into the pituitary gland sported by all Piscean Lor, increased the speed at which muscles could exert their force, and even increase the force exerted itself. However, heavy testing on himself has led to numerous slight deformities on his body, and the drug was deemed insufficiently stable for wide-spread use. 


His work got him the attention of Lor Science Division High-Command, who offered him a position in field work for gathering data on genetic mutations within existing populations, and how that affected possible changes in future possible genetic mutations. His field was selected as one close enough to home for him to visit his family whenever he chooses to with minimal danger. The field in question was Earth. Curious to see the civilization the humans had built, not to mention the intricate ecosystem the planet was said to have, Muir agreed readily, adopting the sleek uniform of a field marine biologist at the appropriate ceremony with all the dignity he could muster, thinking his stay there would be harmless and soon over.


He has so far proved himself deeply wrong. His first week of installing himself on the sea bed near one of the humans' larger cities nearly ended with his untimely death at the hands of a monstrous shark, and his first month ended with him driving away a mess of giant crabs from a cruise ship. Ever since he has arrived on Earth, he has found himself almost constantly around humans(and the odd mer-folk or Atlantean) in peril, and feeling compelled to help them placing himself in harms way. In the plus side, he is a vastly better fighter now than when he arrived; on the other hand, he knows that the delay to his work is slowly pushing away at his time, and that someday he'll have to choose to either drop the heroics, or abandon his research. 
Personality & Motivation: Muir Av is a generally cool and polite person, ready to deliver the appropriate measure of social graces to anyone interacting with him. He conceals his frozen hatred for the Grue, of which passion drives much of his research, under as many layers of smooth gentility as he can, a natural thing for him, as he still acts as distantly as he did back at school, and thus is a poor empathizer, so going to him for help with emotional troubles is unlikely to do any good. He is otherwise a stalwart ally in battle, as he sees it as a matter of deepest principle to aid others against people who wish them harm. His loneliness, sadly, keeps him from trying to become anything other than he is, as he believes that if he were to become like he was when he was younger, he would forever lose his vital edge, and thus would become less worthy of others' respect. Hampering this aspect in making him sympathetic is his nearly-stereotypical Lor cultural snobbery, which he is slowly coming to see as wrong-headed, due to it dawning on him that if Earth culture could produce so many paragons of virtue, they can't be that bad. Powers & Tactics: Muir is a scientific analyzer first and foremost, meaning he is unlikely to dash into battle. He will, if in open battle with no noncombatants in danger, observe his target's behavior for a Round, dodging if he can, then commence his attack. If near water, and the target is not at least amphibious, he'll try to carry them as far as he can in a round, then leave them their and return to the fight(if target isn't alone). If not near water, or if that would be ineffective. he will simply try to either defeat his enemy with sheer strength. If a Grue, he will immediately try to neutralize the drone's connection to the Meta-Mind, or kill them if that proves futile.
Complications: Death to the Unity! As far as Muir is concerned, all Grue should either be forced out of the Unity or killed on sight. This translates into automatic hostility to almost any Grue he meets. The Bioengineer's Lament Muir's body is sometimes afflicted with painful growths and occasionally small internal injuries from his habit of experimenting on himself, they have a nasty habit of appearing at times when speed is critical. Abilities: 2 + 6 + 4 + 8 + 2 + 0 = 22PP Strength: 12[30] (+1/+10) Dexterity: 16 (+3) Constitution: 14[26] (+2/+8) Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 16 + 16 = 32PP Initiative: +11 Attack: +8 Base, +10 Melee Grapple: +13/+17(with Super-Strength)/20(with Enhanced Strength) Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -1/-4 Saving Throws: 2 + 4 + 4 = 10PP Toughness: +2/+8 (+8 Con, +0 [Other]) Fortitude: +3/+10 (+1/+8 Con, +2) Reflex: +7 (+3 Dex, +4) Will: +6 (+1 Wis, +4) Skills:40R = 10PP Computers 4 (+8) Craft(Chemical) 8 (+12) Knowledge(Life Sciences) 8 (+12) Language 2 (Lor(Native), Grue, Latin) Notice 4 (+5) Pilot 2 (+5) Profession 8 (Biologist) (+9) Sense Motive 4 (+5) Feats: 20PP Accurate Attack Attack Focus 2: Melee Assessment Contacts Dodge Focus 4 Equipment 5 = 25 EP Environmental Adaption: Underwater Improved Initiative 2 Improvised Tools Inventor Luck
Equipment 5 = 25 EP Lor Undersea Laboratory[25 EP] Muir Av's laboratory is exactly like most others of its kind, settled into the rock on the ocean floor far enough down to escape detection by anything less than an all-out effort on the part of the local civilization to find it. It is hardly a beautiful structure, an orb-shaped with a ring of legs(when not in their grooves for space-flight) nailing it to the ground, with so few lights it looks at times eerily alive. It is a entirely black metal, with only the insignia of the Lor Science Division on the underside of the orb giving away its owners, otherwise ribbed and pock-marked with the debris flung through space. Belying the ominous exterior, the inside of the vessel contains some of the most sophisticated technology the entire solar system, albeit solely for the purpose of documenting and analyzing organic life.
Size: Small[0EP] Toughness: +20 [3EP] Features: [22 EP] Communications 3 Computer Concealed 3 Fire Prevention System Holding Cells Isolated 2 Laboratory 2 (Masterwork) Library Living Space 2 Powers 2: (Flight 15, Space Travel 10) Power System Security System Workshop 2
Powers: 19 + 3 + 3 +14 + 4 + 6= 49 PP Artificial Muscular Enhancement 9(18 PP Array, PFs: Alternate power 2)[19 PP]
  • BP: Enhanced Strength 18[18PP] Super-Strength 4(Feat: Super-Breath)[9PP]
Device 1(Lor Universal Translator, Easy-to-Lose)[3PP)] Comprehend 2(All languages heard understood, be understood in any language, Feature: Regional Accent)[5PP]
Device 1(Human Transformation Drug Kit(HDTK), Easy-to-Lose)[3PP] Morph 5(Form of a specific human)[5PP]
Enhanced Constitution 14[14 PP] Immunity 3(Cold Environments, Drowning, High Pressure)(Innate, Natural)[4 PP] Regeneration 6(+2 Con Check, +2 Recovery Rate for Brusied, +1 Recovery Rate for Injured)Power feat: Regrowth)[6PP] Swimming 6(100 MPH)[6PP] Drawbacks: (-0) + (-0) = -0PP Weakness(must be submerged in water)Frequency: [uncommon, Common, or Very Common], Intensity: [Minor, Moderate, or Major]) [-PP] (Please note that you can only have a number of drawbacks equal to your PL, not including power drawbacks. Also, power drawbacks, such as Full Power or Power Loss, should be listed on the power, not here.) DC Block:
ATTACK      RANGE     SAVE                        EFFECT

    Unarmed     Touch     DC15 Toughness (Staged)     Damage (Physical)

Abilities (22) + Combat (32) + Saving Throws (10) + Skills (10) + Feats (19) + Powers (49) - Drawbacks (0) = 142/150 Power Points

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So, anyway, this is extremely unfinished. All criticisms welcomed and appreciated. If you see a place that seems underdeveloped, that would most likely be on purpose. The Complications bit isn't something I've paid much attention to, for example. All will be filled in and reconfigured in good time, once I have all bumps and niggles that need to taken out removed.

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Just to re-iterate, if you see something you don't like, please tell me with all speed. I'm honestly looking for feedback, and wil be the first to tell you that I need all the help I can get. If you think the premise itself needs work, please don't hesitate to say so. If the History is too convoluted and over-long, say so, and I'll trim and amend it. If the Powers and Tactics bit isn't right, I'd be gald to know that. If you have any critiques whatsoever, I would be glad to hear them.

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Standard disclaimer: I am not a ref, my opinions represent only me (and sometimes, not even that!), and I'm pretty tired so I may make an error or two.

That said, here we go, from the top:

Abilities:

12 Con costs 2pp, not 4pp, and would give you only a +1 bonus. Since you list a +2 Con bonus, I'm assuming you meant 14, not 12.

Combat:

Your Grapple bonus is applicable attack bonus + str modifier + super-str modifier + misc modifiers; Soter's bonus would thus be 12+1=13 without powers, 12+12=24 with Enhanced Strength, and 12+1+4=17 with Super-Strength.

Your flat-footed defense is half your base defense. In this case that would be +4, not +8.

Saving Throws

You should probably list your toughness without powers ('Toughness: +2/+8'), but...I'll...get to the power array in a moment.

These are very high exotic (fort/reflex/will) saves for a PL10. That's not a bad thing, just know that the general rule of thumb is an average of PL-2 or PL-3. High saves can be a nasty surprise for enemies that try to exploit low saves, though....

Skills

36/4= 9pp, not 8pp. You may want to invest in some Notice and maybe Sense Motive, as those are very common checks, but again, that's up to you and your concept.

Feats

You have 21pp of feats, not 13pp.

Headquarters start at Size Small; this costs 0 points. Spending 3pp on Size would get you a Size Huge (castle-sized) headquarters.

You don't need two ranks of Defense System; a single rank at your PL would be sufficient for Blast 8 (and, I'm assuming, Attack +12).

Dropping the unnecessary Defense System rank and adding up your features comes to 17ep, not 19ep.

If your lab can fly (that is, if you ever want it to fly in a thread) you may want to consider buying the Power feature to get it Flight and/or Space Travel. If your lab is on the ocean floor, you should probably get the Isolated feature to represent that (being on the ocean floor is actually one of the examples the Isolated feature lists!).

Powers

Right, so, first things first: the array you have is...not a very good idea. As it is you need those assorted powers to meet caps, since you lack other attack and defensive powers. That means that each round you have to choose between meeting defensive caps (Enhanced Con) or meeting offensive caps (Enhanced Str), and...that's going to get you into a lot of trouble. Every time you attack you'll be a soft target for every enemy around you. Every time you want to be defensively capable you'll be hitting like a teenager in terms of damage. Not one of the super-teens, either; a normal, civilian teenager.

Also, your Enhanced Strength breaks caps. If you switched to that array slot and punched somebody, you'd be attacking with +12 Attack and +12 Damage.

Also also, just as a side-note, multiple powers can exist in a single array slot, even if they're not linked together, as long as their total cost doesn't go past the array's allowance. So since Enhanced Con 14 costs 14pp, and Super-Strength 4 + a feat costs 9pp, and 14+9= 23 (which is less than 24), really you could have the following -

Artificial Physique Enhancement 12 (24pp Array, Feats: Alternate Power 1) [25pp]

  • BP: Enhanced Constitution 14 [14pp], Super-Strength 4 (Feat: Super-Breath) [9pp]

    AP: Enhanced Strength 24 [24pp]

- and save yourself a point. But, again, you'd break caps and have to choose between attack and defense every round, which isn't going to work well. Consider buying some Protection, putting your Enhanced Con outside the array, or buying another attack power, or...something.

Formatting! We have a [device] tag for devices (and it's often used for HQs, as well!), and we use

for arrays and their lists of powers. See the original template, which had some examples, and take a gander at some active characters' sheets. It's annoying, I know, but it makes the sheets much more legible and it makes the refs awfully happy. You may also want to note - somewhere, anywhere - what form those devices take, so that people who thread with you and GMs who thread for you know what they're dealing with. A sword and a belt-carried black box could both be Easy-to-Lose, but you'd treat them differently when stealing/damaging/referring to them.

You may want to specify exactly what your immunity is; it's pretty simple just looking at it, but if you ever add more immunities it'll get less obvious and people will have to do some math to realize you have Immunity (Cold Environments) and not Immunity (Cold Damage) or Immunity (all Cold effects). If these immunities are part of your character's biology and can't be conceivably drained or nullified, consider putting Innate on there, maybe?

The Powers line should read 'Powers: 26 + 3 + 3 + 3 + 6 = 41PP'.

Misc. Notes

DC block needs to be filled in, but I imagine you're saving that for last, when the sheet's all done and ready for final submission. I don't blame you. It's just one more place to have to change math!

Your character's costs aren't added up, but assuming you meant to have 14 Con up above and including things I mentioned earlier (the number of feats and skills you have, etc), your totals are:

Abilities (22) + Combat (32) + Saving Throws (22) + Skills (9) + Feats (21) + Powers (41) - Drawbacks (0) = 147/150 Power Points

Fortunately, this means you're under your pp limit, even with the math weirdness up above in things like your Feats total. Unfortunately, you'll have to spend those somewhere (skills? a rank or two of Luck? Luck's very very useful), and offensively you break caps, and the array's going to force you to be KO'd or offensively unworthy in your threads.

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Okay, I believe I've managed to solve the majority of the problems, if not all, in the math, formatting and set-up. Any other issues you see?

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Combat

Grapple is applicable attack bonus + str modifier + super-strength modifier + misc modifiers. So that's (10+1+0+0=) 11 standard, (10+1+4+0=) 15 w/ Super-Strength, and (10+10+0+0=) 20 w/ Enhanced Strength, if I'm reading this right.

Saving Throws

Toughness is +2/+8, if you're going to list saves with and without your Enhanced Con.

Skills

44R, not 36R. The 11PP is right, though.

Equipment

Again, HQs are size small by default; that doesn't cost you a thing. If you put two points into HQ size, it'd be size large (mansion-sized).

When you buy the Power feature for the HQ, you get two times your PL in points to build the power with; in your case, that's 20pp per rank of the Power feature. A single Power rank would be enough to get you Flight 10 (10,000mph) or Space Travel 20 (2,500,000 times the speed of light!); two ranks would get you Flight 10 and Space Travel 20. With ref approval, you might be able to split the difference - get a single rank of the Power feature, and split its pp between Flight and Space Travel (thus having both at respectable but not insane ranks). But pass that by a ref first, just to make sure. You may also want to ask a ref whether or not you'll need to buy Affects Others immunities or some such to provide things like gravity and atmosphere while in space...I'm honestly not certain whether or not that kind of thing is just assumed, or whether you need to pay for it.

Powers

The array's...not going to work. You have 27pp of powers in a single slot of an array that only allows 18pp per slot; I'm assuming you meant to make Super-Strength an AP? If so, the math works out but you should fix the formatting.

Innate is a power feat, so if you want it on your Immunities you're going to have to find 1pp somewhere to pay for it.

The Powers line should be updated; you have 19 + 3 + 3 + 14 + 3 + 6= 48PP of powers.

Misc

Final summary is off - I'm guessing math just didn't get updated when the actual sheet did. So much math!

Abilities (22) + Combat (32) + Saving Throws (10) + Skills (11) + Feats (19) + Powers (48) - Drawbacks (0) = 142/150 Power Points

You have 8pp left to play with; if you fix Innate then the cost of your Powers section goes up to 49 and you have 7pp remaining to spend on whatever you like. I do really recommend a rank or two of luck, but other than that it's up to you and the things you want to add or beef up!

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I think I've got almost everything with Sub Soter sorted out. In the meanwhile, however, and no doubt greatly aggravating to Fox's patience and care, I have realized that SS isn't really the sort of character I would like to play for much time at all. So to in order to broaden my options, I'll go with something closer to my preferences:

Player Name: Arichamus

Character Name: Viepontas

Power Level: 10 150/150PP

Trade-Offs: None

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief: Piscean Lor sent crashing to Earth in the 1980's, brought up by Atlanteans and granted powers by an artificial fusion of the Moon Stone and Star Stone.

Alternate Identities: Ekthreto Vrefos/ Parl Ger

Identity: (Public or Secret) Public

Birthplace: Piscea Prime capital city.

Occupation: Super hero, diplomat, sea-monster wrangler

Affiliations: Atlanteans, the Ocean-dwelling peoples, Freedom City, Mercy.

Family: Hass Ger(Father), Kert Ger(Mother). Xeno and Sappho Vrefos(adoptive father, adoptive mother)

Age: 27 (DOB: August 1st 1984)

Apparent Age: 27

Gender: Male

Ethnicity: Grey-blue skinned.

Height: 6'5"

Weight: 164 Lbs.

Eyes: Left eye: dark green, Right eye: solid silver.

Hair: Orange. He dyes it black.

Description: Tall and powerfully built, with broad and webbed hands and feet, long arms and legs and a barrel chest. His face, though noble and classically handsome enough for his duty, is elongated nearly to the point of deformity, his ears are finned, and his hair is smooth. His teeth are his shame, a series of deadly knife-blades lain on his jaws. His costume consists of a form-fitting dark green jumpsuit, over which he wears a long sea-blue cape attached to large bosses to the jumpsuit.

Power Descriptions: The Sea Stone(actually fragments of the Star and Moon Stones fused together) has attained a rudimentary sapience, and its dim memories of the Lor have led it to grant its unique gifts to young Ekthreto. Said gifts are vastly increased strength(and with it increased swimming speed), endurance and hardened skin, the power to cast the sight of one eye throughout the ocean, to project silvery rays of force from his right eye, walk on water and even thin air with the aid of force-fields, which he can use in battle. The energy that flows through him also allows him to move at speeds far greater than any animal can run on land, though Viepontas hasn't figured out how to make that one work underwater yet..

History: In August, 1981, a research vessel from the Lor Fleet Science Division was destroyed in the Oort Cloud, after escaping Lunar City with a fragment of the Moon Stone. The leaders of the expedition, Hess and Kert Ger, had been instructed to examine the fragments and see if its physical makeup and reaction to its environment corresponded to that possessed by the Star Stone. As the final stage in their experiments on the two fragments, the two were fused together into a whole, the idea being that the Stones were once a larger whole themselves, in which case the reunion of the two would react favorably to each other and combine their power. What happened instead was that the resultant outlet of power tore open the space-time continuum in a large area around the vessel, through which several dozen pirate ships several hundred light-years away came spilling out. The science ship was hardly armed to take down a mining ship, and was destroyed, but with no loss of life, the crew having managed to access their escape pods in time. Fortunately, the Lor Blockade Task Force was at the ready, and neatly dispatched the pirates. However, in the scramble to evacuate, Hess and Kert missed seeing that one of their ten children(their second son) had fallen into the enclosure where the two Stone fragments were housed in the press of fleeing crew-members.

Young Parl wasn't much more worried than any other child would have been in his situation, and his strict parenting had taught him to keep a tight leash on displays of emotion. However, when you're alone in a place you can't get out of and you can feel and hear that place being smashed apart by you know not what, you'd like it if nobody thought worse of you for crying and embracing the large glowing rock emitting the comforting thrum. As it turned out, that was what the Stone was waiting for, as it happily explained to Parl through a hastily-developed mental link. The Stone, it seemed, had inadvertently attained a state of near-consciousness, roughly equal to a sharper-than-average human right after waking up and before their morning infusion of energy. While it wasn't(and still isn't) the sharpest knife in the drawer, the Fused Stone could still figure out how to get the two of them into orbit of a planet, far enough away from the pirates to its mind. It also managed a perfect life support bubble around the child, and a force field around that when the two fell through the atmosphere into the ocean. Thankfully, the planet was Earth.

The child and Stone alike were retrieved by Atlantean soldiers from the southern reaches of that people's domain in only a few minutes after their landing. The Atlanteans hadn't had much contact with Lor at the best of times, and privately considered it a cruelty to send the little boy back to his parents. Declaring him most likely from a ship lost in battle, Parl was adopted by a kindly couple from the Atlantean territory off the coast of Peru, Xeno and Sappho Vrefos. They named him 'Ekthreto', or 'Foundling', and raised him with ever-present reminders of the great heroes and heroines that had made their civilization what it had become, telling the splashing sproglet regularly about how people with great power used it to improve the lot of others, rather than hoarding it it for themselves. Thus, Parl often went to the Fused Stone, who's powers proved impossible for Atlantean science to crack and thus was given back to Parl, to discuss this very intriguing idea. He had found that whenever he was in contact with the Fused Stone. he felt a sense of enormous power, just out of reach. He had plenty of time for it, the other Atlantean children being more than a little irritated at his comparative weakness and slow swimming speed, and thus disinclined to invite him into their games.

These visits became a beloved routine for both of them, and for eight long years Ekthreto and the Fused Stone pondered what they would do with powers if they had them. These ponderings came to an abrupt end in 1989, when they were on a short swim with Xeno and Sappho visiting relatives in the South Sea. A giant octopus attacked full blown from nowhere, drove off the faster Atlanteans and snatched Ekthreto and the Stone, dragging them back to its cave. Fortunately for Ekthreto and the Stone, the young boy finally got a grip on how to use the power latent in the Stone. He discovered this, moreover, by driving the Stone through the monster's head, the Stone having abruptly realized, in a moment of clarity, that the best way to unlock the energy radiating inside it for use by second-parties was to have the user just move in the way they wanted to use the power. The very large and extremely dead octopus proved a resounding affirmation of this theory's efficacy, and Ekthreto took his first steps into the world he was to inhabit for the rest of his life. The use of the other powers available to him gradually followed, the force-beams from his eye proving the most difficult, requiring Parl to inject a small piece of the Stone into his eye.

He wasn't alone for this training either. The Atlanteans in charge of over-seeing the placement and missions of those of their race gifted with super-powers found out about Parl's odd gift the day after it manifested, and arranged for the boy to be trained alongside others in similar situations. A definite plus of this was that Parl got a much better and broader view of what it meant to 'be super'. If he had practiced the usage of his powers on his lonesome, he would have most likely developed a mindset that focused overmuch on what benefited him, directly. As it turned out, his education helped to make him much more appreciation of the well-being of others. His early life as a super-hero took place mostly in the warm, relatively peaceful waters of the south-east Pacific, and were painless, with swift, easy victories and no true danger. As might be expected, somebody raised to think highly of going the extra mile found such things almost boring. It was after the fiftieth Deep One acolyte fell to that most subtle of combat maneuvers, the delicate 'Fist to the Face" attack from Ekthreto's hand that the youth felt truly angry about it. The group's overseers had made plain before each mission why the young supers were being called in, but each time failed to convince the eager youth that this was the best use of him and his compatriots' power. After sealing the portal the acolytes had managed to briefly open, Ekthreto openly expressed his desire, before the overseer council, to use his powers in places where they were more needed. He got off, thankfully, with a patient lecture on how he and the other young supers weren't nearly ready to face true threats, but it still rankled.

We'll pass over the intervening years from when Ekthreto was 10 to when he turned 19, as little happened between those dates of any importance except to himself. It was when he was on the verge of his twentieth year alive that he found his true vocation.

In the Great Bay of Freedom City, 1998, a large fleet of pleasure yachts, a cruise ship or two(the captains and helmsmen of which have nightmares of that night to this day) and the odd submarine were gathered in the Bay to have a party celebrating the birthday of one Cabot. This celebration was rather quickly cut short when a group of four sea-serpents rose out of the water and started to move towards the gathered pleasure boats. The reason for this attack, not discovered by Cabot until much later, turned out to be caused by his failure to observe a bylaw in his demonic contract that involved how many times a year he could claim to be a 'self-made man'. However, the sea monsters suffered a painful surprise when one of their number was abruptly pulled underwater, and failed to resurface. A minute later, the other three were dragged under in rapid succession, and similarly failed to resurface. However, in a few minutes the whole mass of them arose out of the sea,sending a small figure flying out of the water, blood streaming from a multitude of wounds.

Ekthreto's clairvoyance had activated shortly before that day, and he had seen the attack with his furthered vision, and despite knowing for a fact that he wasn't strong enough to fight full-grown sea-monsters yet, had swam off to help, alerting the guards in the area of the situation before setting off. He was unaware, however, of the fact that while he could perhaps kill two normal sea-serpents, a demon-possessed one was far beyond his power. He was fortunate that the Siren was in the Bay herself, having seen the commotion from the Narrows, where a school kayaking trip had gone awry. She snared the serpents together and had dragged them more than three miles from Bay when three more had risen from the waves, their attempt at a charge foiled by Ekthreto, who blasted the third while dragging the other two underwater by their jaws. Thanks to this, Siren could then easily bash the four already in the net senseless, and make room for the other three. Due to losing a great deal of blood, the young Lor had to be towed back to the city, where he was lauded for his bravery and upbraided for his foolishness in attacking four gigantic sea-serpents single-handed. Good feeling won out, however, and his initiative was seen by the overseers as a definite positive. Upon being asked what he wished to do after he healed, his respone was As a result, Ekthreto was allowed the honor, after he recovered from his injuries, of receiving diplomatic training, the overseers knowing that such close proximity to humans would allow his quixotic impulses some gratification while also helping further cement the friendship between the two peoples.

He has now been sent, at the completion of his training, to Freedom City to serve as an ambassador for Atlantean interests in the surface world, which allows him more than enough free range to serve as a protector for those who travel the water and meet danger, not mention all the great people he's likely to meet on the surface.

Personality & Motivation: Ekthreto Vrefos is no fool. While he can be swayed by threats to others and his sense of personal honor can be used against him by those who know his buttons, he is quite likely to have already decided on a plan to thwart the efforts of the threatener beyond simply doing what they say. His personality is easily one of his greatest strengths, a composite of steely intensity that can turn in his mind the smallest of confrontations into gargantuan battles of Good against Evil, and expansive grandeur such that he could find a way to laud someone for taking out the trash and they'd feel like they had done a task equal to slaying a dragon. As his work requires him to be so, Ekthreto is a very model of tact and understatement one moment, a storm of unrelenting passion the next. Unlike what his work requires, both are very real indicators of his mood, being powerfully motivated against lying by either commission or omission.

Powers & Tactics: Viepontas's first move in nearly any fight is to close the distance between himself and his opponent/s, should said opponents possess ranged attacks. If his enemies are only able to attack at close-quarters, he has no issue jumping up onto a platform in the air and blasting away with his super-powered eye. In a fight with someone of equal or greater strength to his, he will most likely retreat into water, where most humans are at a massive disadvantage.


Complications:

This Does Not Represent My People!: Ekthreto's work as a diplomat means he has to make sure he stays within the limits of human and Atlantean law at all times.

Let, Me, Dowwnnnn!: Despite his general courage, Ekthreto harbors a deeply rooted fear of heights, which can make him panic at the worst times.

Culture Clash Away!: Ekthreto's diplomatic training hasn't covered many well-known figures in human culture, meaning many references will fly straight over his head.

Abilities: 6 + 6 + 6 + 0 + 4 + 10 = 32PP

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

Dexterity: 16 (+3)

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

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 20 (+5)

Combat: 14 + 16 = 30PP

Initiative: +7

Attack: +7

Grapple: +3/+10

Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed

Knockback: -0

Saving Throws: 0 + 3 + 6 = 9PP

Toughness: +10/+3 (+10/+3 Con, +0 [Other])

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

Reflex: +9 (+3 Dex, +3)

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

Skills: 44R = 11PP

Concentration 8 (+10)

Diplomacy 10 (+15)

Intimidate 8 (+13)

Knowledge(Civics) 8 (+8)

Sense Motive 10 (+12)

Feats: 12PP

Accurate Attack

Attack Focus (Melee) 2

Contacts

Dodge Focus 2

Environmental Adaption (Underwater)

Improved Initiative

Inspire

Interpose

Luck 2

Powers: 14 + 14 + 0 = 0PP

Enhanced Constitution 14[/b [14PP]

Enhanced Strength 14[14PP]

Fused Stone Optics

Super-Strength 7(Feats: Groundstrike, Thunderclap)[16PP]

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

Drawback (Description, Frequency: [uncommon, Common, or Very Common], Intensity: [Minor, Moderate, or Major]) [-XPP]

Example:

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

    Unarmed     Touch     DC15 Toughness (Staged)     Damage (Physical)

NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.

Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 0/0 Power Points

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Also, this guy.

Player Name: Arichamus

Character Name: El Heraldo('The Herald')

Power Level: 7, 105/105PP

Trade-Offs: -3 Attack/+3 Damage -3 Defense/ +3 Toughness

Unspent PP: 0

Progress To Bronze Status: 11/30

In Brief: Son of recently-immigrated Peurto Ricans granted powers by the burgeoning national spirit of Puerto Rico, who uses his new-found abilities in defence of those most vulnerable to crime. A student at the Claremont Academy.

Alternate Identities: Subito Sondo

Identity: Secret

Birthplace: Peurto Rico, Adjuntas Municipality, Guayo Barrio.

Occupation: Student, grocery store clerk.

Affiliations: Claremont Academy, social justice, unions.

Family: Pavor Sondo(father), Broma Sondo(mother), Galanta Sondo(sister), Rodrigo Fuego(cousin)

Age: 16

Apparent Age: 19

Gender: Male.

Ethnicity: Latin American

Height: 5' 6"

Weight: 184 Lbs.

Eyes: Hazel

Hair: Dark brown.

Description: A stocky fellow, Subito nonetheless manages to look taller than he actually is by the practice of good posture and carriage, which he augments with thick-soled boots and a baseball cap. His hair is curly, and cut shortly and as neatly as he can manage it, his eyes are spaced close together and are often shaded out of sight by the cap(ED: Yes, I know, impossible without putting the bill of the cap directly over his face, put it down to artistic license), and when seen have a narrow, suspicious look. His nose is short and broad, while his mouth is often turned slightly downward to help convey the message given by the eyes. His limbs are short, and he has rather large hands and feet for his age. he frequently wears white t-shirts and blue jeans. In his guise as the gaudy El heraldo, he wears a brilliantly-colored and heavily-padded jacket ornamented with the coat of arms of Puerto Rico. His pants are blue-and-red checkered gilded hose with emblems of haloed lambs carrying crosses on them in an endless parade, and his feet are covered with heavy leather boots. A broad cloth bandanna around his head suffices to conceal his identity, with a sky blue beret-like hat completing the bizarre costume. He carries in this guise a large flagpole, to which is bound the flag of Puerto Rico.

Power Descriptions: El Heraldo's powers are signaled by a glow around Subito's body, which takes the rough form of an immense flag made of golden smoke. His powers are an extension of the national spirit he is the host of, which increased his physical power and hearing, as well as the power of flight.

History: Subito Sondo was born in the year 1995 on the island protectorate of Peurto Rico, in the municipality of Adjuntas. His parents, Pavor and Broma, were lower-middle class artisans, specifically metalworkers. His sister was a bold and and terrifying champion of the oppressed for miles around in their town, and the rest of his family were the thenderous, solid people who usually went totally unnoticed in a crowd. Throughout his young life, Subito was surrounded by noise: cars, passing celebrants, loud arguments or even deafening conversations on engrossing topics all combined to make what he can recall of his life in Puerto Rico an endless din. As a result, he grew up expecting noise to be around him at all times, and was rarely dissapointed. Noise became for him a sort of sanctuary, a comforting indicator that all was well. Silence became a warning, a mark that something horrible or disagreeable had happened.

His family had a good employ for 8 of Subito's years of life, but a sudden tragedy,the attack of the supervillain Mas Severas against a visit by the Allies of Justice to the municipality, which while it resulted in no loss of life did destroy the family's business. Leaving for Freedom City in 2003, the family got themselves well-ensconced in the Lincoln district, where some relatives helped them find open positions in the Fun-Time Toys factory still active near the docks. Glad for the gainful employment, Pavor and Broma managed to slowly but steadily raise their standard of living over the years, their children proceeding smoothly through school and all things considered life was good.

When Subito turned 15 life continued to be good, even after Subito lied about his age to get a job at the same factory his parents worked at(a lie aided by his unusually strong and tall build), and on his first day he tried to catch a wroker who had leaned a bit too hard against an insufficiently-secured handrail, dozens of feet above vats of a solution that worked wonders keeping paint on surfaces, but was deathly hazardous to humans. Subito's footing failed him when he grabbed the other man around the waist, and both tumbled towards a certain death, the workers who could see the scene trying futilely to do something to help.

Subito and the other man were abruptly stopped in mid-air, a few yards above the poisonous vat of blue mixture. Surprised, Subito looked up to behold a golden fog about him, and looking after a minute's hesitant experimentization, found he could move himself through the air. Carrying the other man back up to the catwalk, he realized that his strenth had been enhanced(and as he later learned, his endurance), his hearing incredibly sharpened, and that because of the latter he could hear clearly the furious argument being carried out between his parents, the union leaders, and the manager of the factory.

Thankfully, the only negative thing that resulted from that episode was that he was merely fired for lying about his age. His family were too surprised, the union too grateful(both for the extra bargaining room and becuase nobody was hurt in that instance), and the management too furious to discover that one of Toy-Boy's subtler booby-traps had escaped their notice, for any graver punishement to befall him. Also adding to his sense of giddiness as he went to sleep that night was the quiet, insistent voice that grew louder in his sleep, trying to tell him something in Spanish about a meeting. He gave it no thought until later that night, when he was awoken by a gentle tap on his head, jumping out of bed to his feet, he was greeted by a vision of a Hispanic woman wearing blue armor, bearing a vast collection of weapons on her back, and riding a ram sheep, in the vision almost totally transparent.

This apparition informed Subito that his family was in possession of an old battle-standard, bearing the coat-of-arms of Puerto Rico(the original flag having been destroyed in 1511), which had been used in nearly every successful battle involved in making Puerto Rico a Spanish holding since it had been made in 1500. As a result, a spirit of victory had attached itself to the banner, lending strength of will and protection from harm to those who held it. The spirt then told Subito that it had slowly grown over the ages, until it had become the national spirit of Puerto Rico, having melded with the ruling entities of the island's Taino tribes after their destruction by the Spanish colonists in the Taino rebellion. The infusion of the memories and power of the tribal spirits was a gigantic step on the Blue Dame's path to sapience.

Over the years she(used for ease of reference, 'it' wasn't considered acceptable to her) had grown in knowledge and strength, but the various forces that fought for the island divided and weakened her over and over again. It was only now, when the island nation's sense of self was at another height, that she could empower an individual with her gifts as her herald. She told Subito that she had chosen him over his sister because of his more focused personality. Galanta, to the spirit's mind, while excellent material for a herald of hers was rather too concerned with fighting as an end to itself to give much thought to what the fighting was for. But, she warned the nearly gleeful Subito, she would not stand for any slacking in what she was entrusting to him. As he followed her directions to the hidden chest containing the banner, she told him that he would, to keep his powers, have to keep from acting selfishly or with his sole betterment in mind, and any reneging would be instantly punished.

The chest was easy enough to find with the Blue Dame's instruction, and with little trouble he put it back together and took it to a nearby abandoned lot, where the Blue Dame taught him how to use the banner to don the traditional costume of a Herald of Puerto Rico. After a crash course on how to use his powers, the Blue Dame retired into the banner, telling Subito to hurry home, due to the extreme lateness of the hour, and that in the morning he would find the next step on his journey waiting for him. Subito slept soundly, and it took Galanta hauling him out of bed, seating him in a chair, and giving him a light cuff on the shoulder to wake him. He found himself staring into the piercing gaze of a narrow, darkly-clothed man with graying hair at the temples, the rest brown and cut short.

The Raven II, Subito learned later, had an informant in the factory the accident had occurred in, and had told Summers about the bizarre incident the same day it had happened.

The interview with Duncan Summers was short and painless, except for Broma and Pavor outdoing each other in tearfully telling Subito how he must remember to do what they would wish him to do at the bizarre school Summers was offerring to train him at. Galanta kept her peace, saying as much as their parents with a cold, narrow-eyed stare. After agreeing with Summers that it would be a great idea to learn how to use his powers correctly in a more controlled environment, little was left to do but pack and prepare for the autumn quarter.

Personality & Motivation: As El Heraldo, Subito acts as he thinks he ought to, doing his best to be just, kind, fair and honest as he knows how. He enjoys the anonymity of the mask, as it lets him be what he likes without repercussion on how he is viewed as Subito.

Out of costume, he is loud, impetuous and full of gusto for whatever he does, having been brought up to see silence as suited only for holy or sorrowful occaisions. His morals are fairly straightforward, and he gives litle thought or time to the why of his ethics. He equates thinking with doing, incromprehending how somebody could think up things they might do, and never act on any of them, and has a hard time understanding how one philosophy or belief system being true doesn't negate the others' validity. On the other hand, he is loath to bring issues like that up in conversation, seeing them as interesting challenges to be overcome on one's own, and would never dream of trying to make people more like himself.

Powers & Tactics: El Heraldo has limited resources and severe limits to his gifts, meaning hie must take great care with whom and how he fights. As a profoundly heated individual, however, he is unlikely to do so, instead dashing into the fray with unmitigated aplomb and vigor, no matter how outmatched he might be, using the power of his standard to evoke hope for victory in any compatriots.


Complications:

Responsibility: Family. He feels honor-bound to serve his family's needs above his own.

Secret: Identity. While he always has his powers, he knows his family is largely defenseless.

Abilities: 10 + 4 + 10 + 2 + 0 + 8 = 34PP

Strength: 28/20 (+8/+5)

Dexterity: 14 (+2)

Constitution: +28/20 (+8/+5)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 18 (+4)

Combat: 4 + 4 = 8PP

Initiative: +7

Attack: +2, /+4(Melee)

Grapple: +14

Defense: +4 (+2 Base, +2 Dodge Focus), +0 Flat-Footed

Knockback: -5

Saving Throws: 0 + 3 + 6 = 9PP

Toughness: +10(5 Impervious w/Device) (+10 Con, +0 )

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

Reflex: +6 (+3 Dex, +3)

Will: +8 (+0 Wis, +6)

Skills: 20R = 7PP

Diplomacy 6 (+10)

Knowledge(Current Events) 4 (+5)

Knowledge(Popular Culture) 4 (+5)

Languages 2 (English, Latin, Spanish(Native)

Notice 4 (+4)

Sense Motive 8 (+8)

Feats: 11PP

Accurate Attack

Attack Focus (Melee) 2

Dodge Focus 2

Interpose

Inspire 3

Leadership

Move-by Action

Powers: 6 + 10 + 10 + 6 + 4 = 36PP

Device 2(Easy-to-Lose)[6PP] Bandera de la Victoria(Banner of Victory)

Emotion Control 5(Flaw: One Type(Hope))[5PP]

Impervious Toughness5[5PP]

Enhanced Constitution 10[0PP]

Enhanced Strength 10[10PP]

Flight 3(50 mph)[6PP]

Super-Senses 4(Accurate 2, Extended 2, Sense: Auditory)[4PP]

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

Drawback (Description, Frequency: [uncommon, Common, or Very Common], Intensity: [Minor, Moderate, or Major]) [-XPP]

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

    Unarmed     Touch     DC18 Toughness (Staged)     Damage (Physical)

Abilities (34) + Combat (8) + Saving Throws (9) + Skills (11) + Feats (9) + Powers (36) - Drawbacks (0) = 105/105 Power Points

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Player Name: Arichamus

Character Name: Martin Brandtford

Power Level: 4, 60/60PP

Trade-Offs: None.

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief: Young optimistic scientist specializing in the field of the physics of time and space, eager to do good in other worlds.

Alternate Identity: None.

Identity: Public.

Birthplace: Little Rock, Arkansas

Occupation: Part-time teacher's assistant, Freedom City University student.

Affiliations: Superheroes, A.S.T.R.O. Labs, Freedom University, physicists.

Family: Brian Brandtford(father), Beryl Brandtford(mother), Sarah Brandtford(elder sister), Mark Brandtford(elder brother), Benjamin Brandtford(younger brother)

Age: 21

Apparent Age: N/A

Gender: Male

Ethnicity: Caucasian

Height: 6'2"

Weight: 158 Lbs.

Eyes: Brownish-red

Hair: Brown

Description: Immensely thin(accented by his height), Martin wears long, loose clothing with a vaguely formal theme, foregoing the casual wear most of his friends prefer. He wears large and thick blue glasses marked on the arms with a Pi symbol. His hair is generally unkempt and slightly longer than is considered optimal. His nose is long and sharp, and straight as a spade-head, while his kips are narrow, and often hidden by a broad grin born of earnest cheer that pushes forward his otherwise-unnoticeable chin. On occasions when he feels a need to cut a more dramatic figure he wears a voluminous lab coat he painstakingly stitched together from several smaller ones.

Power Descriptions: Martin has no powers in the strict sense, though he has an 'opened' consciousness that is as much a change of perspective as it is the result of being touched by another dimension.

History:Martin Brandtford is the third of four children, with all the attendant profits and demerits of being a middle child. He had the example of his two elders to keep a watch on, while he also dealt with the slow change of his parent's affections for his younger brother, something that is rarely handled well in youth.

He had a great deal to occupy him, thankfully, and his feelings towards his younger sibling never developed past a slight dislike that is rapidly being obliterated by the flickering years.

On the farm he spent most of his life on in Arkansas, his parents never allowed any leisure time for more than an hour or so at most. In their view, if you weren't doing something to improve yourself or the world around you, you might as well be dead. Thus, Martin was encouraged to develop his growing scientifically-inclined mind from a much younger age than the norm, permitting him to familiarize himself with concepts like the space-time continuum and Brownian Motion.

The farm, having been long occupied by people of similar hearts and minds as Martin's relations, meaning manifold strange gadgets, machines and pieces of art and architecture littered the homestead and its property. One of these devices was a half-finished portal machine.

Completing what needed doing took until Martin was 10, but he was quite familiar with the inner workings of machinery by that age, and he knew how to make the odd gyroscope-like wheel spin properly. What he did not expect was for the rip in the dimensional barrier, and the sight of a gigantic needle holding on its tip a seemingly-endless wheel of worlds.

The machine broke down almost immediately and the rip quickly closed, so it was only a glimpse, but it changed Martin forever.

He became happier, a spring came into his step, he appreciated people more, to him the sky was bluer and the sun shone brighter and the dark of the night was less terrible, and all fear left him. Aside from his new-found joy, Martin's intellect was expanded by the experience, and the things that had seemed intractably difficult became, while not easy, at least explicable to him. He quickly finished his basic education, and set off at the age of 17 for Freedom College, where his breezy and open personality made him something of a novelty.

Finishing his work there without much issue or incident, it was at Freedom University that Martin happened upon a singularly interesting prospect. He was doing swimmingly in physics, and was brought to A.S.T.R.O. Labs for testing to see if he had a super-human intellect. Their tests revealed him to be completely normal, but while being given a short tour of the place he was brought to the lab where a device for traversing dimensions was being planned. To the bafflement of the scientists working on the plans, Martin made several corrections and improvements to their design, despite it being absolutely impossible for him to have had any instruction in the theory of extra-dimensional travel. A hurried re-test showed him again, to be a normal human in construction and brain capabilities.

Deeply confused by this, A.S.T.R.O. Labs gave Martin a scholarship to complete his training in conventional theoretical physics, while setting up a plan for his instruction at HIT, and giving him a job working in their extra-dimensional studies division int he interim. With his help the Dimensional Channeler was completed several years ahead of schedule, with the caveat that only he could properly operate it without risk to life and limb. His studies in school and in his own time revealed to him an apparent connection to the changes in the space-time continuum, which a subsequent observation of the time-warping time-suit Downtime was always stealing confirming an at least tenuous connection. A more thorough sweep of potential time-bending throughout the city in early 2011 revealed the speedster Jubatus to Martin, who thought that the fastest cat alive would be invaluable for dependable testing of his hypothesis. An attempt to contact the genetically-altered speedster led to a brief and eventful trip through the Schattenwelt and the dimension housing the ancient Hittite deities, and the consent from Jubatus to test how his powers worked. With Jubatus's help, Martin hopes to discover the possible interplay between the space and time of different dimensions, and bring the blessings of science to worlds that need it.

Personality & Motivation: Martin is the sort of person who, if given powers on par with the Scarab or the Centurion, would be in such little danger of using them ill as to be no threat whatsoever to world peace(such as it is). He is as just, fair and kind as can manage to be to whomever he is dealing with, believing deeply in the ultimate goodness within everyone. Ever-ready with a kind word and an encouraging gesture for anyone he meets, Martin is filled with a boundless optimism in the positive effects of proper application of the scientific method.

Powers & Tactics: Martin is completely unsuited for battle, and will usually attempt to get between opposing parties in order to keep a fight from breaking out with persuasion. If up against someone who can demolish him(i.e., most supervillains, random thugs and large dogs), he'll either try and escape the fight, or if he can't escape, he'll put up the best fight he can before his defeat.


Complications:

Pacifist: Simple as that, Martin can't bear to hurt anyone in any way if he can avoid it.

Abilities: 2 + 4 + 2 + 14 + 8 + 10 = 36PP

Strength: 12 (+1)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 24 (+7)

Wisdom: 16 (+3)

Charisma: 16 (+3)

Combat: 0 + 0 = 0PP

Initiative: +2

Attack: +0

Grapple: +0

Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Knockback: -0

Saving Throws: 0 + 0 + 0 = 0PP

Toughness: +1 (+1 Con, +0 [Other])

Fortitude: +1 (+1 Con, +0)

Reflex: +6 (+2 Dex, +0)

Will: +4 (+4 Wis, +0)

Skills: 80R = 20PP

Concentration 10 (+14) Skill Mastery

Craft(Electronic) 10 (+17) Skill Mastery

Craft(Mechanical) 10 (+17)

Disable Device 10 (+17)

Diplomacy +10 (+15)

Handle Animal 8 (+13)

Knowledge(Physical Sciences) 11 (+18) Skill Mastery

Knowledge(Technology) 11 (+18) Skill Mastery

Feats: 4PP

Eidetic Memory

Fearless

Inventor

Skill Mastery: (Concentration, Craft(Electronic), Knowledge(Physical Sciences), Knowledge(Technology)

Powers: 0 + 0 + 0 = 0PP

None.

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

None.

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

    Unarmed     Touch     DC15 Toughness (Staged)     Damage (Physical)

Abilities (36) + Combat (0) + Saving Throws (0) + Skills (20) + Feats (4) + Powers (0) - Drawbacks (0) = 60/60 Power Points

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As well, here's where I'm gonna write up Setzer's Houyhnhnm super-villain, inspired by AA's Lilliputian hero. Basic criminal mastermind without much in the way of powers, but a great deal of intelligence and a large number of Minions. Setzer will provide the fluff, I have been assigned to write the crunch. Let's get down to it.

Player Name:

Character Name:

Power Level: 10 150/150PP

Trade-Offs: None

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief: Super-intelligent horse from the island of Houhyhnms(lit. 'Perfection of Nature).

Alternate Identity:

Identity:

Birthplace:

Occupation:

Affiliations:

Family:

Age:

Apparent Age:

Gender:

Ethnicity:

Height:

Weight:

Eyes:

Hair:

Description:

Power Descriptions: No powers besides natural toughness and speed granted most horses and a vast intellect.

History:

Personality & Motivation:

Powers & Tactics:


Complications:

Name: [Description]

Example:

Secret: Identity.

Abilities: 10 + 8 + 10 + 20 + 10 + 8 = 66PP

Strength: 20 (+5)

Dexterity: 18 (+4)

Constitution: 20 (+5)

Intelligence: 30 (+10)

Wisdom: 20 (+5)

Charisma: 18 (+4)

Combat: 8 + 12 = 20PP

Initiative: +4

Attack: +4

Grapple: +0

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

Knockback: -0

Saving Throws: 5 + 5 + 5 = 15PP

Toughness: +8 (+5 Con, +3 [Protection])

Fortitude: +12 (+5 Con, +5)

Reflex: +10 (+4 Dex, +5)

Will: +12 (+5 Wis, +5)

Skills: 68R = 17PP

Bluff 12 (+16)

Diplomacy 15 (+19)

Knowledge(Civics) 8 (+18)

Knowledge(History) 8 (+18)

Knowledge(Physical Sciences) 9 (+19)

Knowledge(Social Sciences) 12 (+22)

Feats: 14PP

Dodge Focus 4

Master Plan 2

Minions 8( Yahoos, 25, 60PP)

Powers: 12 + 3 + 3 = 18PP

Growth 4(PFs: Innate, Flaws: Permanent)[12PP]

Protection 3[3PP]

Speed 3(50 MPH,Extras: Innate)[3PP]

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

Drawback (Description, Frequency: [uncommon, Common, or Very Common], Intensity: [Minor, Moderate, or Major]) [-XPP]

DC Block:

ATTACK      RANGE    SAVE                                  EFFECT

             Unarmed     Touch     DC15 Toughness (Staged)     Damage (Physical)

Abilities (66) + Combat (20) + Saving Throws (15) + Skills (17) + Feats (14) + Powers (18) - Drawbacks (0) = (150/150) Power Points

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Alright, Now we shall get down to making the Houyhnhmn's Yahoo followers.

Basically cavemen so they will be extremely uncomplicated to make, but I'll draw them up here to hammer out what they'll be.

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And here I'll sketch out the board game-themed villains I plan to devise, basically Silver Age legacies who loathe the disregard for life so many other villains have.
While hardly incompetent, they see themselves more as constructing hurdles for heroes to overcome than self-deluded jackasses with an inflated sense of their own importance.
Rough roll-call:
The Players
The Chequers(Red and Black, wife and husband who founded the team and are skilled in making and using electronic equipment to fight)
The Monopolist(Main financial backer and supplier of arms and materials. Has a suit of powered armor forged in the recesses of the Canadian tundra)
Feud(Powerful fighter and the group's main muscle, she uses a natural talent for influencing the luck of others to put the odds in her favor, in conjunction with an ability to bring out people's hidden anger)
Coppit(Skilled enchanter with a magic hat, works closely with the Chequers)
Risk-Taker(formerly the grim 'n gritty British vigilante Wristbreaker, no powers but expert in traps, small-unit tactics, firearms and other martial arts. Works closely with Pawn.)
The Machiavillain,(he's quite aware of what Machiavelli was really like, but plays up the part of the schemer out of a sense of obligation to 'The Rules'. Generally avoids direct combat, is mainly the team's Face and negotiator)
Die Asche('The Axle', speedster with a connection to and influence over fire)
Pawn(Water-based Duplicator, not much known about his life before joining the team, extremely mellow to the point of being unsettling)




Chequer, Red

Player Name: Arichamus
Character Name: Red Chequer
Power Level: 12 190/190PP
b]Trade-Offs: +2 Ranged Attack / -2 Melee Damage, +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Austrian businesswoman who turned to supervillainy due to both a familial history heavily involving it, and sheer boredom. Although gifted with a powerful mind, she refrains from 'merely' outsmarting opponents, seeing it as a betrayal of her heritage's 'honor'.

Alternate Identity: Farahilde Gretchen Moefehnler
Identity: Secret
Birthplace: Vienna, Austria
Occupation: CFO of Austria's ThyssenKrupp AG branch, supervillainess.
Affiliations: ThyssenKrupp AG, The Players.
Family: Gregor Moefehnler(Father), Sabine Vaduva-Moefehnler(Mother), two direct and four half siblings, five male and one female. Large extended family.

Description:
Age: 33 (DoB: 1979
Apparent Age: N/A
Gender: Female
Ethnicity: Caucasian, traces of both French and Russian ancestry.
Height: 6' 1"
Weight: 208 Lbs./94.3 KG.
Eyes: Dark Gray.
Hair: Brown.

In her regular guise, Farahilde is a slightly on-edge strongly-built woman with short brown hair, constantly moving gray eyes, thin dark red lips and lightly-tanned skin. She wears business attire with a conservative cut and thick-rimmed glasses.

As Red Chequer, she is shrouded in a red and black checkered cloak, a hood masking her face with a long red maskf assisting with the disguise(as it conceals a voice modulator as well as her face), with slender black body armor underneath the cloak in case its force fields don't stop the latest attack.

Power Descriptions:
Farahilde uses black metal gauntlet blasters(set on 'stun' 85% of the time)that fire rays of heat energy, along with a wide variety of multi-colored grenades with a myriad of non-lethal settings. A narrow green belt at her waist studded with small electronic panels permit at-will teleportation.

History:
Farahilde Gretchen Moefehnler was born in the small town of Steinesse, a little north of the city of Linz. She was born to minor nobility who had long ago fallen from their old glory and wealth, not that they cared much, their business(a quintet of steel mills) was solid and had never failed the current generation. It was not tales of old majesty that flowed into Farahilde's mind as she aged, but instead of the feats of derring-do her mother, the Checknight, had done in the 1960s and 70s, of the dashing thefts, almost casual escape from certain death of inescapable traps, and famed rescue of the crown jewels of Austria from another super-thief in 1973.

Her training in the science of business did not allow much time or space for personal dreams, and so the legendary exploits of her forebear became an ideal substitute. While carefully examining how best to procure desired hypothetical land, she would often wonder how her mother might have made her way across it unseen, or while being schooled in how to conduct meetings and interviews she would imagine what heart-stoppingly witty comments her mother would have made. As might be supposed, this fascination soon manifested itself in a form observable to others, and to their credit Farahilde's childhood fantasies were guided away from that vein through the simple and practical measures of introducing her to potential friends, and to her own credit she shed those dreams as her life went on, until her mid-20s that is.

After getting a thorough education in business and economics theoretical and practical, traveling abroad for years at different schools that she worked tirelessly at so she could spend time with the beloved friends she met there, and getting a job with ThyssenKrupp AG, she realized that she was deadly bored. A life of tedium stretched before her, a life of busywork spent not trying to achieve some goal, but to support people she found grating and frustrating merely to be around. While on a trip to Istanbul in 2004, she met someone who crystallized her growing desire for some way to act against the stultifying world she saw herself as inhabiting.

He was called Slush by the local authorities, a mysterious duplicator who attacked prominent politicians and citizens of the city, apparently trying to make some inscrutable point. After observing his attempted assault on the visiting Turkish Secretary of State, where he was thwarted by the attending hero Scimitar. Struck by his placid declaration of "I had a plan that necessitated it" when asked he had attacked the man, Farahilde decided to explore the idea of plans as a guiding force of life. Arranging to meet with Slush at the prison he was sent to, they hit it off quite quickly, seeing in each other something they themselves did not possess. Slush being almost wholly without artifice or hidden depths, he deeply admired Farahilde's subtler and nuanced sensibilities. They soon made plans(spoken in innocuous-sounding code) to join forces and enact a sweeping change over the world, the watery man offering his wide-spread contacts to net her audiences with other powers who might be interested, which led her to her first encounter with Coppit the enchanter and Feud the enraging bruiser only a few weeks later. Both of them were heartily encouraged by Farahilde once they met her, and readily agreed to lend their abilities to her goals.

A chance meeting later that year in Vienna's Heldenplatz was where she met her great love, Konrad Wlodjyka, a space-craft engineer specializing in hull design.

Personality & Motivation:
(Describe here)

Powers & Tactics:
(In-character descriptions of how they do their thing)


Abilities: 4 + 10 + 4 + 8 + 4 + 2 = 32PP
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Combat: 20 + 24 = 44PP
Initiative: +13
Attack: +10 Melee, +14 Ranged
Grapple: +12
Defense: +15 (+12 Base, +3 Dodge Focus), +6 Flat-Footed
Knockback: -0


Saving Throws: 7 + 8 + 7 = 22PP
Toughness: +9 (+3 Con, +4 [Force-Field], +2 Protection(Costume), +4/0 Impervious)
Fortitude: +9 (+2 Con, +7)
Reflex: +13 (+5 Dex, +8)
Will: +9 (+2 Wis, +7)


Skills: 92r=23PP
Acrobatics 15 (+20) Skill Mastery
Bluff 12 (+13) Skill Mastery
Craft(Electronic) 6 (+10)
Craft(Mechanical) 6 (+10)
Diplomacy 15 (+16)

Intimidate 12 (+13) Skill Mastery

Knowledge(Business) 6 (+11)
language 4 (English, French, German(Native), Italian, Russian)
Sense Motive 16 (+18) Skill Mastery

Feats: 24PP
Accurate Attack

Acrobatic Bluff

Attack Focus(Ranged) 4
Benefit(Wealth 2)
Defensive Attack
Distract
Dodge Focus 4
Elusive Target
Evasion
Improved Initiative 2
Instant Up
Inventor
Move by Action

Power Attack

Precise Shot
Skill Mastery(Acrobatics, Bluff, Intimidate, Sense Motive)


Powers: 16 + 16 + 12 + 13 + 2 = 61PP

Device 4(20PP Device, Hard to Lose)[16PP] Grenades Belt

Grenade Array 8(16PP Array; Feats: Alternate Power 4)[20PP]
BP: Dazzle 8(Auditory Senses, Olfactory Senses)[16PP]
AP: Nauseate 8(Extras: Range(Ranged); Flaws: Sicken Only)[16PP]
AP: Paralyze 8(Extras: Range(Ranged); Flaws: Slow Only)[16PP]
AP: Stun 8(Extras: Range)Ranged); Flaws: Daze Only)[16PP]
AP: Snare 8[16PP]


Device 4(20PP Device,Hard to Lose)[16PP] Heat Gauntlets
Heat-Making Array 9(18PP Array; Feats: Alternate Power 2)[20PP]
BP: Blast 8(Feats: Affects Insubstantial, Split Attack)[18PP] Heat Ray
AP: Corrosion 8(Flaws: Objects Only; Feats: Precise)[18PP]
AP: Stun 9(Extras: Range(Ranged); Flaws: Daze)[18PP]


Device 3(15PP Device, Hard to Lose)[12PP] Teleportation Belt
Teleport 11(Flaws: Long Range; Feats: Change Direction, Change Velocity, Easy, Turnabout)[15PP]


Device 3(15PP Device, Hard to Lose; Feats: Subtle)[13PP] Shield Cloak
Force Field 4(Extras: Impervious)[8PP]
Immunity 5(Disease, Cold(environments), Coppit's powers, Feud's Powers, Her Own Powers, Chemical Damage)[7PP]


Protection 2[2PP] Costume

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


DC Block
Attack   Range  Save  



Totals: Abilities (32) + Combat (42) + Saving Throws (22) + Skills (23) + Feats (24) + Powers (61) - Drawbacks (0) = 206/206 Power Points

Edited by Arichamus

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The Ibis

In Brief: the sidekick of the King of Suits, a technological master who uses gadgetry to overcome native weakness.

Character concept: Jean-Paul Valley's early Az-Bats suit worn by Tim Drake, with some elements of Static Shock. Or in non-comic book terms: an idealistic high-class teenager wearing a light suit of powered armor in conjunction with electronic weaponry to battle the forces of chaotic supervillainy, assisting the costumed do-gooder who rescued him and his family from the Players.

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Feh...

Player Name: Arichamus

Character Name: Wave-Eye

Power Level: 8, 120/120PP

Trade-Offs: -4 Attack/ +4 Damage(Conch)

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: De-powered and disgraced triton who has come to Freedom City hoping to gain entry to the Freedom League(believing them to be Siren 's retinue), and make amends for what he's done.

Alternate Identity: Nochehuatl

Identity: Public

Birthplace: What is now the Rocas Atoll off the coast of Brazil. actual birthplace lost in geologic shifts.

Occupation: Marine guardian, superhero.

Affiliations: Atlantis, sea gods, marine creatures, Freedom City Coast Guard, Charity.

Family: Tlaloc(father), Chalchiuhtlicue(mother)

Description:

Age: 12,007 (DoB: 9989 B.C.

Apparent Age: N/A

Gender: Male

Ethnicity: Red-scaled from waist to foot(when transformed), otherwise vaguely ruddy, with prominent facial features with no distinguishable analog to human ethnicity.

Height: 7ft. 8in./2.3 meters.

Weight: 400lbs./181.4kg.

Eyes: Blue.

Hair: Dull green.

Nochehuatl is an unusually tall, broad-shouldered, roughly human sort. His broad mouth full of sharp teeth, interconnected hairs, bulging eyes(a trait he inherited from his father), spined, claw-like hands and reddish, finely scaled skin proves otherwise however; not to mention the fact that he can transform his legs into a powerful tail, tipped with a dragon's arrowhead. A marker of his cultural origin, he retains the piercings, tattoos and ritual scars that cover most of his body from head to tail from his days in the armies he has fought with.

Power Descriptions:

None of his external powers have returned yet, though he can change his tail into a pair of scaled legs similar to a humans with a flash of light.

History:

A "triton" is one of two things: the oceanic deity and messenger of the sea, or one of the manifold children of sea gods who serve as guards and solders of the marine deities. Wave-Eye is one of the second.

Born thousands of years ago off the coast of what was to become Brazil to the dreaded fertility god Tlaloc, receiver of the drowned, and Chalchiuhtlicue the Aztec goddess of water, Nochehuatl lived many years in the rush of constant training, eager to take his place in the serried ranks of the marine deities' armies. In those days, the waves hurled and crashed over an immense, bitter struggle for control of the waters of the planet, into which he enthusiastically flung himself at the tender age of 56, an auxillary commander in the army of his mother. His motivation by filial affection was tempered somewhat by the ever-present fear of his father, who while he ruled a pastoral afterlife of ease and plenty, never lost his taste for blood. One of his first duties as a young triton was to gather the souls of those drowned in sacrificedto his father and bring them to the Tlalocan, which left an indelible impression on him, a mingling of fear at what the god demanded in return for his services, and awe that people would give so much for them. At the age of 240 he obtained his parent's permission to leave the caves and underground rivers and lakes of his home, and travel abroad, where he fought for and against nearly every power in the waters, watching with curiosity as the humans and Atlanteans built up their civilizations. The latter he tended to avoid, as they had little love for creatures like him.

By the time the majority of the war was over in 4000 B.C., he had been banished into the worming caves beneath the surface of the Earth, serving whatever dragons or small gods would have his power, deformed by a curse of the dragon Mizuchi to bear a mark of shame for his initial refusal to send deadly serpents into the boats and homes of fishermen who refused to worship him(an incident resulting from the stirrings of a late-born conscience), gnawing the bitter anger of his shaming for what he saw as a foolish and childish exercise. At length, as he slid and swam through the dark caverns of the world, he heard rumors of the slow changes, a dying Lemurian sorcerer told him of the weakening of the gods' power on the world, and he felt the shift of the dimensions at the sealing of the Pact. Encouraged by this, he ventured out into the wider world of the dimly-remembered waters in the year 1500 A.D.

In the ensuing ages, he gave his strength to whatever cause seemed kindest and most likely to benefit humans. However, aside from bringing fish to people and driving away sea monsters, his efforts were distressingly limited. It was in the year 2004 A.D. that he first heard about Siren, from two Newfoundland fishermen. The paucity of truly beneficial work he could do led him to thinking: seeing as this Siren did good works all over the world, maybe he could make up for some of his evil actions towards humans if he got into her service. After deliberating for the better part of a decade, he finally set out for the Freedom City in 2010, taking care to reconnoiter the waters around the city as best as he could.

At last, in 2012, he ventured into the city itself, centuries since he had last walked among humans...

Personality & Motivation:

After all that's happened to him, Nochehuatl is grim. A life filled with endless struggle, battle and nearly ceaseless killing on the behalf of others has deeply embittered him to fighting after learning its real cost, but it's the only thing he's known or fully understood in eons, and old habits die hard. The ancient gods hold the majority of his awe(though he knows how selfish and cruel most of them can be), but humans he has much more indeterminate feelings about, a mingling of curiosity at what they'll end up doing in the physical world and envy that he'll never really be part of it. On the other hand, he bitterly regrets the evils he did to them in the past, and has been wondering how to make up for them in the eons after he was cursed.

Ultimately he has no idea what he really wants to do, whether to remain in Siren's service if he gets into it, seek out something higher, or to find a way to become more human in his morals and thought.

Powers & Tactics:

The deterioration of his skills has reduced the once nigh-legendary warrior to a simple brute. He leaves finer combat to others, and simply lunges into the fray, relying on his diminished strength to win the day for him. Defensively, his skin is tough enough to repel small arms fire, and even the shots of a machine gun, so he rarely seeks cover unless he absolutely needs to.


Complications:

Reputation: Among magical circles, Nochehuatl's history as a a brutal mercenary is well-known, and finding allies amongst such beings might be that much more difficult.

"This looks like a job for...!": He tends to assume he knows more about a situation than he really does, which translates to him attempting to take the lead on things he often knows next to nothing about.

Abilities: 16 + 6 + 16 + 0 + 0 - 4 = 34PP

Strength: 26 (+8)

Dexterity: 16 (+3)

Constitution: 26 (+8)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 6 (-2)

Combat: 8 + 12 = 16PP

Initiative: +3

Attack: +4 Base, +8 Melee

Grapple: +24, 28 w/Create Object

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

Knockback: -0

Saving Throws: 1 + 2 + 6 = 9PP

Toughness: +8 (+8 Con, +8 Impervious)

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

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

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

Skills: 32R = 8PP

Handle Animal 12(+10)

Intimidate 8(+6)

Knowledge(History) 12(+12)

Feats: 11PP

Animal Empathy

Attack Focus 4(Melee)

Dodge Focus 2

Environmental Adaption(Underwater)

Improved Grab

Improved Pin

Interpose

Powers: 6 + 13 + 4 + 5 + 8 + 5 = 41PP

Comprehend 3(Animals, Spoken Languages)[6PP]

Device 4(Easy-To-Lose, Feats: Restricted(divine beings)[13PP] Conch of the Red Wave

Wave-Forming Array 9(18PP Array, Feats: Alternate Power 2)[20PP]

BP: Blast 12( Extras: Area(Cone, 1200ft.); Flaws: Action(Full-Round, Range(Tough); Feats: Indirect, Homing 2, Progression(Area) 3)[18PP]

AP: Create Object 12(120ft. cube; Extras: Continuous, Movable; Flaws: Action(Full-Round), Distracting, Fades; Feats: Innate, Progression(Size), Slow Fade, Stationary, Subtle, Tether)[18PP]

AP: Move Object 24(Effective Strength 120, Heavy Load 200k tons, Grapple 28, Range 240-1200ft.; Extras: Damaging 12; Flaws: Duration(Concentration), Limited(Water)[18PP]

Immunity (Aging, Cold(environment), High Pressure, Drowning)[4PP]

Super-Senses 5(Darkvision, Tremorsense)[5PP]

Super-Strength 4(Light Load: 685Lbs., Medium Load: 1466Lbs., Heavy Load: 1840Lbs., Maximum Load: 3680Lbs.)[8PP]

Tail Array 2(4PP Array, Feats: Alternate Power)[5PP]

BP: Swimming 4(25MPH)[4PP]

BP: Speed 2(25 MPH)[2PP]

Drawbacks: (-3) + (-0) = -3PP

Vulnerable(vs. Fire Attacks)(Common, Moderate)[-3PP]

DC Block


ATTACK        RANGE    SAVE                      EFFECT

Unarmed       Touch    DC23 Toughness (Staged)   Damage (Physical)

Blast         Ranged   DC24 Toughness (Staged)   Damage (Physical)

Create Object Ranged   DC27 Toughness (Staged)   Damage (Physical)

Move Object   Ranged   DC27  Toughness (Staged)  Damage Physical)

Totals: Abilities (34) + Combat (20) + Saving Throws (9) + Skills (8) + Feats (11) + Powers (41) - Drawbacks (3) = 120/120 Power Points

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A big thank-you to Vahnyu for the idea of making Wave-Eye into what he termed 'Aqua Lantern' with regards to the design of the Conch array; a water-manipulating sea-creature strikes me as uncomfortably similar to Bree's Undine, but hopefully this won't be much of an issue if at all. As it is, my intent is to have the Wave-Forming array never get an better, and increase Wave-Eye's competency(such as it might turn out) in other areas, like an orichalcum weapon, or commad over sea life...

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Player Name: Arichamus

Character Name: King of Suits

Power Level: 10, 150/150 PP

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

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Wealthy French businessman who fights crime out of a sense of civic duty,

Alternate Identity:

Identity: (Public or Secret)

Birthplace:

Occupation:

Affiliations: (People and/or groups you work with)

Family:

Description:

Age: ??? (DoB: Year [Optionally, Day & Month])

Apparent Age: (if applicable)

Gender:

Ethnicity: Caucasian? Asian? Etc.

Height:

Weight:

Eyes:

Hair:

(Describe what they look like!)

Power Descriptions:

(Describe what their powers look like, if applicable)

History:

(Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.)

Personality & Motivation:

(Describe here)

Powers & Tactics:

(In-character descriptions of how they do their thing)


Complications:

Name: [Description]

Example:

Secret: Identity.

Abilities: 6 + 10 + 6 + 4 + 2 + 10 = 38PP

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 20 (+5)

Combat: 16 + 14 = 30PP

Initiative: +5

Attack: +12 Melee, +8 Ranged

Grapple: +13

Defense: +12 (+7 Base, +5 Dodge Focus), +3 Flat-Footed

Knockback: -0

Saving Throws: 6 + 6 + 9 = 21PP

Toughness: +8 (+2 Con, +6 Bulletproof Suit, +6 Impervious)

Fortitude: +9 (+3 Con, +6)

Reflex: +11 (+5 Dex, +8)

Will: +10 (+1 Wis, +9)

Skills: 144R = 36PP

Bluff 5 (+10)

Computers 5 (+8)

Craft(Chemical) 5 (+8)

Craft(Electronic) 5 (+8)

Diplomacy 8 (+10, +14 w/Attractive)

Disable Device 8 (+10)

Disguise 8 (+13)

Drive 5 (+10)

Escape Artist 5 (+10)

Gather Information 8 (+15)

Intimidate 5 (+10)

Investigate 8 (+10)

Knowledge(Behavioral Sciences) 8 (+11)

Knowledge(Business) 5 (+8)

Knowledge(Current Events) 10 (+13)

Knowledge(Physical Sciences) 10 (+13)

Language 2 (English, French(Native), Spanish)

Notice 9 (+10)

Search 8 (+11)

Sense Motive 8 (+9)

Stealth 10 (+15)

Feats: 20PP

Accurate Attack

Attractive

Benefit: Wealth 2

Dodge Focus 5

Equipment 2 (10EP)

Evasion

Improvised Tools

Luck 2

Precise Shot

Power Attack

Sneak Attack

Teamwork

Uncanny Dodge(Hearing)

[equipment]

Cell Phone[0EP]

[/equipment]

Powers: 20 + 6 + 12 = 38PP

Device 5(Hard to lose)[20PP] Tycoon Rings

Ring Array 10(20PP Array, Feats: Alternate Power 5)[25PP]

BP: Strike 8(Extras: Penetrating; Feats: Split Attack, Variable Descriptor 2[bludgeoning, Cold, Electrical, Heat)[19PP]

AP: Blast 8(Extras: Autofire; Flaws: Distracting; Feats: Split Attack, Variable Descriptor 2[Cold, Electrical, Heat])[19PP]

AP: Dazzle 10(Tactile Senses, Visual Senses; Extras)[20PP]

AP: Paralyze 10(Extras: Alternate Save(Fortitude))[20PP]

AP: Snare 10(Extras: Constricting; Flaws: Entangling)[20PP]

AP: Stun 10[20PP]

Device 2(Easy to Lose)[6PP] Super-Shades

Datalink 1[1PP]

Super-Senses 9(Extended 1 (Visual senses), Blindsight, Darkvision, Infravision, X-Ray Vision)

Protection 6(Extras: Impervious)[12PP] Bulletproof Suit

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

None.

DC Block

(see below)

    Attack       Range        Save                                 Effect

    Blast         Ranged       DC23 Toughness (Staged)  Damage (Energy)

    Dazzle       Ranged       DC 20 Reflex, Fortitude     Blinded, Deafened

    Paralyze    Touch         D20 Fortitude                    Paralyzed

    Snare        Ranged       DC20 Reflex                      Snared

    Stun          Touch         DC0 Fortitude                   Stunned

Totals: Abilities (38) + Combat (30) + Saving Throws (21) + Skills (36) + Feats (20) + Powers (38) - Drawbacks (0) = 150/150 Power Points

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Building Protonik

((14:37:52) Ecalsneerg: Or use Drain Radiation linked to Boost Strength?

)

So yes. Protonik, the Russian man submerged in a tank of heavy water who emerged with the strength to fight on behalf of the everyday against the dangers of tomorrow. He technically lives in the Meta-4 universe, which the site name hints this doesn't take place in, but I thought it would be fun to try and draw up a Freedom City analogue for the guy. Seeing as the Centurion already operates as the Superman of the Freedom City Universe, I decided to make him a PL12 instead of a PL15 like his Meta-4 alternate universe counterpart Neutronik(who is apparently used as a baseline for the 'real' Protonik in Meta-4 adventures). Obviously his heroics history will differ from his Meta-4 self, but I intend the changes to his persona to be slight at most.

Edit March 2012: Bumped him up to PL13.

Player Name: Arichamus

Character Name: Protonik

Power Level: 13 195/195PP

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

Unspent Power Points: 0

In Brief: Nuclear-powered Russian champion of the common man.

Alternate Identity: Aleksander Solokov, the Proletarian.

Identity: Public

Birthplace: Irkutsk, Russia.

Occupation: Nuclear fission physicist, superhero.

Affiliations: Russia, nuclear power,

Family: No direct relatives living.

Description:

Age: 49 DOB: 1963, June 7th

Apparent Age: N/A

Gender: Male

Ethnicity: North Russian

Height: 6' 2"

Weight: 184 Lbs.

Eyes: Green

Hair: Black

Protonik is a muscular, tall and handsomely-weathered man, with a gentle face lined by care and worry, and not a little sadness. He wears a simple brown-and-white form-fitting spandex article; with a golden segmented 'Y' emblazoned on a brown triangle over his costume's chest, a brown and golden belt, a majestic white cape, and brown boots and gloves rimmed with white piping.

His hair is long, black and streaked with slight grays, and his startling green eyes stand in contrast to his lightly tanned skin. He's a man bursting with energy and kindness, with a smile for anyone. His voice is a soft baritone tinged with a Siberian accent.

Aleksander Solokov, conversely, is a stooped nuclear scientist with a withdrawn and quiet nature, thick glasses and a rather solemn mien partially on account of his long history with the Soviet Union's nuclear program. A quiet, nondescript sort of guy who blends in well with the crowd.

Power Descriptions:

Protonik is infused with nuclear power by his very soul, and manifests it as a soft green glow when using his powers, especially his ability to fire nuclear lasers from his eyes, and breath radiation that seals wounds and repairs damage on the atomic level to the body from his mouth.

History:

Aleksander Solokov was born in the far northern city of irkutsk, a place with a long history as a site for transporting those who fell under the wrath of the old Czars. His parents, factory workers Artur and Isidora Solokov, were both loyal to the Soviet Union, and did their best to instill similar patriotism in their son. To their credit, Aleksander soon showed himself to be an exemplary young man; quick-witted, even-headed and brave, he soon made a name for himself with regards to his scholarly aptitude, especially the study of nuclear physics, once he had reached the level needed to approach the subject. Graduating to the Moscow Institute of Physics and Technology in 1976, he gladly accepted a job as a nuclear physicist for the development of civic power plants, a job that while initially thrilling soon became a partial terror, due in no small part to his discovery of the heavy emphasis on nuclear weapons research in Russia. Soon the wonders and miracles he had thought would follow the development of nuclear power all but turned before his eyes into a death sentence for all humanity.

It was with a feeling of transcendent relief and joy that he discovered a new method of unlocking the power of the atom. He discovered, working closely with the psychic Illumination, one of the few native-born Russian heroes who weren't prone to wandering out into the wilderness to defeat monsters, that if properly infused with psionic energy, it was possible to split the atom with a thought. After two years, he and Illumination (along with another psychic later revealed to be a Grue infiltrator) had all but perfected the process and were ready to demonstrate its efficacy, a relief to Aleksander's ties in the government, who were down to their last reserves stalling the officials desperate for a quick fix for the manifold problems afflicting the Union.

In June 1978, the necessary equipment, including a vat of heavy water, was carefully moved to the Kola Peninsula, and was lowered with great care by powers from Vladivostok into one of the boreholes that had been drilled there. The SG-3 borehole, at around 12, 260 metres(40,230ft.) deep, it had been practically tailor-made for the experiment, which Aleksander and his associates wished to make as non-threatening to surface life as possible. That they would be perilously close to a possible nuclear explosion was considered an acceptable risk by all the participants. At 6.43 P.M., June 23rd, Aleksander Solokov was lowered into the tank of psionically-charged heavy water. Fifteen seconds afterwards, a column of nuclear fire blasted out of the borehole, reaching a height of five-hundred feet above the ground before dissipating as quickly as it had coalesced. To the shocked eyes of the crew, the dozens of scientists, engineers, platoon of soldiers and the powers who had taken the equipment to its resting place, the young physicist arose out of the borehole, glowing a vivid emerald color, a smiling mouth shining with a healing nuclear light, and a pair of smouldering eyes from which the unleashed power of the atom had surged.

For a short time Aleksander reveled in his new power, good-naturedly calling himself 'The Proletarian', in reference to his still-humble parents(to whose well-being a substantial amount of his wages goes to), who he wished to honor through good works; his earnestly selfless personality and rather unusual powerset, along with the tacit approval of the scientist-hero by the government, gave him an amazing amount of leeway in how he could use his powers. The dissolution of the U.S.S.R. a little more than a decade after he had begun his heroic career meant that he was soon forced to focus on keeping his normal life together instead of going around righting wrongs.

The Terminus invasion in 1993 brought him into the public eye once again, when Omegadrones poured into the world, including the city of Buynaksk on the western shore of the Caspian Sea, sent there to obtain a powerful and ancient weapon sunk into the sea. In a furious battle that lit up the sky for dozens of miles around, the nuclear physicist who had managed to completely conceal his true nature in the quiet town turned the invading force into a softly glowing pile of shattered metal and bodies, and rocketed off to join the fight throughout the desperate crisis Omega had forced upon the world. He wasn't in Freedom City when the Centurion struck the blow that cracked open the extradimensional tyrant's armor(Annihilists in Chile saw to that), but he managed to attend the funeral of the man who had partially inspired his own attempt at heroics, and met many other heroes who were glad to have the powerful Russian on their side.

He became firm friends with most of the Freedom League over the years after the Invasion, and has become a well-respected source of information on the European 'powers' scene, especially young metas who needed instruction in using their abilities. For all that, he mostly keeps to his homeland, soaring through the Russian skies looking for peril, often accompanied by young powers he instructs.

Personality & Motivation:

Aleksander is an honest, kindly man in or out of costume. He devotes himself rigorously to the upholding of the rights and privileges he believes all humanity ought to have, holding the view that the law exists to support rather than limit freedoms, something he kept to himself for many years and is happy now to say openly. For all that he remains tinged with sadness from the long weary years he's seen of the dull side of evil, which he's found far more durable effect on the world, much more pernicious than the flashier supervllainy he vastly prefers combating.

Powers & Tactics:

Protonik prefers to come hurtling out of the sky into an opponent, slamming his body into theirs as hard as he can to set the mood for the rest of the battle. If taken by surprise himself, he will attempt to keep more powerful close-range opponents at bay and close the distance with ranged fighters. If needed, he quickly assumes the roll of a combat medic, healing injured allies(and if their hurts are great enough, enemies too). He tends to use his Nuclear Vision as his sole ranged option, his power to split the atom something he keeps close to the vest and tightly-controlled, rarely using it unless surrounded by enemies and with not a single ally within its range.

Abilities: 10 + 2 + 8 + 6 + 2 + 8 = 36PP

Strength: 40/20 (+15/+5)

Dexterity: 12 (+1)

Constitution: 18 (+4)

Intelligence: 18 (+4)

Wisdom: 12 (+1)

Charisma: 16 (+3)

Combat: 18 + 12 = 30PP

Initiative: +13

Attack: +11 Melee, Nuclear-Vision and Atom Splitting +9 Base

Grapple: +16/32 w/Super-STR and Enhanced STR

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

Knockback: -7

Saving Throws: 9 + 4 + 9 = 21PP

Toughness: +15 (+4 Con, +11 Protection)

Fortitude: +13 (+4 Con, +9)

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

Will: +11 (+2 Wis, +9)

Skills: 48R = 12PP

Computers 5 (+7)

Diplomacy 10 (+14)

Drive 1 (+2)

Knowledge(Current Events) 5 (+6)

Knowledge(Physical Sciences) 15 (+17)

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

Sense Motive 10 (+11)

Feats: 14PP

Attack Focus(Melee) 1

All-Out Attack

Dodge Focus 5

Elusive Target

Fearless

Improved Initiative 3

Power Attack

Precise Shot

Powers: 14 + 14 + 43 + 11 = 82PP

Flight 8(2500mph)[14PP]

Immunity 14(Life Support, Radiation Powers(Damage))

Nuclear Power Array 18(36PP Array, Power Feats: Alternate Power 5)[41PP]

BP: Blast 15(Feats: Accurate, Affects Insubstantial 2, Homing 1, Ricochet, Split Attack)[36PP] Nuclear-Vision

AP: Blast 15(Extras: Area(Burst, 1075ft.); Flaws: Tiring; Feats: Accurate, Incurable, Progression(Area)x3[1000ft.), Selective)[36PP] Splitting the Atom

AP: Enhanced Strength 20(Extra: linked(with Super-Strength)[14PP]+Super-Strength 6(Effective STR: 70(400 tons Max. Load); Extra: Linked(with Enhanced Strength), Feats: Groundstrike(400ft.), Shockwave(400ft.), Super-Breath(L&W= 400ft., DC=35), Thunderclap(60ft.)[24PP][36PP]

AP: Healing 15(Extras: Energizing)[30PP]Healing Nuclear-Rays

AP: Nauseate 15[30PP] Radiation's Touch

AP: Nullify 18(Radiation Powers(All at Once)[36PP} Commander of the Atom

Protection 11[11PP]

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

None.

DC Block

ATTACK            RANGE        SAVE                      EFFECT

Unarmed           Touch        DC30/20 Toughness(Staged)Damage(Physical)

Nuclear-Vision    Ranged       DC30 Toughness(Staged)   Damage(Energy)

Radiation's Touch Touch        DC25 Fortitude           Nauseated

Splitting Atom    Ranged(Area) DC30 Toughness(Staged)   Damage(Energy)

Totals: Abilities (36) + Combat (30) + Saving Throws (21) + Skills (12) + Feats (14) + Powers (82) - Drawbacks (0) = 195/195PP Power Points

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Chequer, Black

Player Name:

Character Name:

Power Level: (7 or 10) (105/105PP or 150/150PP)

Trade-Offs: -2 Attack / +2 Damage, +3 Defense / -3 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: (1-2 sentences which sum up the whole character)

Alternate Identity:

Identity: (Public or Secret)

Birthplace:

Occupation:

Affiliations: (People and/or groups you work with)

Family:

Description:

Age: ??? (DoB: Year [Optionally, Day & Month])

Apparent Age: (if applicable)

Gender:

Ethnicity: Caucasian? Asian? Etc.

Height:

Weight:

Eyes:

Hair:

(Describe what they look like!)

Power Descriptions:

(Describe what their powers look like, if applicable)

History:

(Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.)

Personality & Motivation:

(Describe here)

Powers & Tactics:

(In-character descriptions of how they do their thing)


Complications:

Name: [Description]

Example:

Secret: Identity.

Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 10 (+0)

Combat: 0 + 0 = 0PP

Initiative: +0

Attack: +0 Melee, +0 Ranged

Grapple: +0

Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Knockback: -0

Saving Throws: 0 + 0 + 0 = 0PP

Toughness: +0 (+0 Con, +0 [Other])

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

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

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

Skills: 0R = 0PP

Feats: 0PP

Powers: 0 + 0 + 0 = 0PP

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

DC Block

(see below)

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points

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Player Name: Arichamus

Character Name: Red Moon

Power Level: 10 150/150PP

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: A Farsider scientist and one-time spy against humanity who accidentally transformed herself into a vampire.

Alternate Identity: Atraxia Falkaet

Identity: Secret, her history and nature are anything but obvious or common knowledge.

Birthplace: Farside City, the Moon

Occupation: Preserver technology researcher, superheroine,

Affiliations: Farsiders, Truth,

Family: (Seda)Mother and (Placil)father(deceased), 3 sisters and brothers.

Description:

Age: 63 (DoB: 1949 )

Apparent Age: 20, age at transformation.

Gender: Female

Ethnicity: Farsider

Height: 6ft. 2in.

Weight: 80Lbs., 120lbs. with the terrasuit Device.

Eyes: Icy blue

Hair: Black

Atraxia outside her specialized costume is a towering and spidery woman with black hair streaked with white, and unblinking eyes that are solid white save for a blue core where the pupil ought to be. Her skin is so pale that the dried, blackened veins and shriveled muscles under it are clearly visible, and it is pulled taut around her bones, producing a singularly morbid appearance. The fangs and claw-like hands don't help, and the harshly croaking voice seals the ugly effect.

The 'terrasuit' she wears does a great deal to hide this, a grey & red mostly skin-tight affair filled out to resemble a normal example of her kind, with a large, opaquely-black helmet covering her head and allowing her to see without being exposed to ultraviolet radiation or the eyes of others. It is studded with small pouches and pockets to accommodate its wearer's impulsive tendency to collect samples of things.

Power Descriptions:

(Descriptors: Psionic, Mutation)

After being blasted by her attempted recreation of the mysterious Moon Stone, Atraxia's body was effectively killed at the same time her soul(or psychic expression) was partially released from it. As a result, she is basically a ghost possessing her deceased body out of both a lack of desire and power to leave it and the desperate hope that this can be permanently reversed somehow. This had the side-effect of unlocking her bizarre latent mutations: the power to attack a living being's soul by partially transferring herself to another dimension(currently she is unaware that this is the realm of Earth-bound spirits), the power to make herself all-but impossible for the unaided eye or ear to observe her as well as being difficult for psychics to detect, a paralytic toxin secreted in her fangs, and the ability to fly through walls, scale any surface, and walk without leaving a trace and temporarily turn her mass into coherent energy for space-flight. Her eyes can penetrate almost any attempt to deceive her, and she has a weak power to tell if psychics are nearby.

Her terrasuit has a built-in translator that enables her to speak and understand any language spoken around her, though its power to translate the written word is a work in progress. The prgram gives her a slightly more normal voice, though it injures that by the breathy translation and disconcerting background noise. Her transformation has not been without ill effects(Atraxia being of the opinion that ALL of the effects it has had are ill), mainly that now she has to contend with dead nerves, the knowledge that if she reveals herself to the light of any sun she will be burned to ashes, an all-consuming need to drink blood, and the bizarre revelation that certain kinds of metals are tremendously dangerous to her decayed body, and could potentially sever the tenuous connection her soul has to it permanently.

History:

Born in 1949 during the reign of the last crowned queen and king of the Moon's Farside City, Atraxia was born with a variant of the condition termed 'mind-blindness', which meant she was unable to interact with the minds of others with psionic powers and no psychic could read her own thoughts. In the 1950s she developed an interest in the machines and computers that ran the lunar city, trying to figure out how they worked. Passing from the computers themselves as they revealed their secrets to her inquiring mind to what enabled them to function as they did, she became intrigued by the enigmatic Moonstone, the heart of the Preserver-made city's power and occasional granter and enhancer of psionic abilities. After considerable research in the 1960s, she managed to create a machine that imitated the energy wavelengths used by the small crystal when empowering Farsiders. When struck by the focused beam of power however, instead of the harmless and entirely mental effects it usually has, the imitation Moonstone transformed Atraxia into a hideous monster, the transformation all but killing her body but leaving her mind horribly intact. Yet able to act and think as she did normally, she tried to continue with her work but was hampered by a mysterious withering of her body and a never-ending thirst. After grappling with murderous impulses for over a year, she exiled herself from the city, though unable to journey far from it due to the catastrophic effect ultraviolet rays had on her corpse.

At last her wanderings brought her to a massive network of caves underneath Farside City, in which she found the remnants of a strange civilization. The twisting convex walls were covered with scratched letters in the Farsider language, but even the most recent were of incredible antiquity. In the long years she had she translated the writings, discovering that she was hardly the first to be so deformed. There had been possibly hundreds like her, monsters who had been filled with a terrible hunger for blood and powers that let them creep undetected through the city looking for innocents from whom to drink. All of them had exiled themselves from the city in horror of themselves. They had wandered into the caves and hidden away from the world, trying to find some way to cure themselves of their horrible curse, the powers it granted them no comfort. All had failed, and at the last cast themselves into space to embrace the Sun's rays. Stunned by this revelation, Atraxia sank quietly into despair for over a week, faced with a future that held no hope. Arising with a feverish intensity she experimented with her powers, pushing them as far as they could go, studying their limits, teasing out her weaknesses from observation and the records on the cave walls. At last she returned to the city, only to find it in the hands of Selene, crazed and filled with the power of the Moonstone, having enslaved the city and its people to herself. Nonetheless she went before the queen and asked for help in finding a cure for the affliction she suffered.

Selene recognized the chance she had with the strange creature, and offered Atraxia the task of being her spy against Earth's governments, who had managed to come so far as to land on the Moon itself, in exchange for the queen making the scientists of Farside City find a cure for her. Atraxia had learned in her studies that Earth was the home of brutish barbarians, and that plus the offer of salvation from existence as a walking corpse gave her little reason to say no. She worked hard for the lunar despot, traveling to Earth and slipping through walls to find plans, leaving recording devices in rooms to transmit conversations and teasing out the secrets of the mad Moon queen's supposed enemies. The translation device on the protective suit she used for travel on Earth and between it to the Moon soon revealed to her that the humans of Earth were(by her standards) primitive and aggressive, but they had no hatred for the Farsiders and indeed, no evil intentions for the Moon. She tried to explain this to queen Selene but was furiously charged with treason, and threatened with being cast out of the kingdom forever if she didn't continue her work. A cure was provided when Atraxia became vocally sympathetic to the humans after such long proximity to them, and for the first time in years the miserable Selunite experienced the joys of touch, taste and smell that had eluded her for years. When it began to fail only a month after injection, Selene excused it away as incomplete, promising and eventually supplying another (temporary) cure. This went on for years, until at last Mentac, the last prince of Farside City, returned with the Atom Family and Jack Wolf. Defeating his insane aunt and Atraxia along with the few remaining members of her ill-fated Malfidians, the Selunite royal spared the monster's life when he learned her story, permitting her to go free wherever she wished. Retreating to her old home, she did her best to find work in the city but was continually looked upon with fear and hatred, the knowledge that she hadn't been controlled by the Moonstone marking her as a willing collaborator with the hated Selene, and her abrasive and stand-offish personality did nothing to endear people to her.

Departing from the Moon entirely after finishing her terrasuit, she went to Earth in 2012 to find a purpose. She has some vague idea that she could start to make amends by joining the ranks of Earth's guardians, and set course for Freedom City. Her first fumbling encounters with the city's bizarre criminals behind her she has taken on the name of Red Moon, an ill omen for evildoers everywhere!

Personality & Motivation:

Atraxia was never what one would call a people person. The focus of her life's work was almost always on things, how they work and what they do. Years alone and then working as a spy did nothing for her social skills, leaving her quick-tempered and prone to speaking impulsively when not sullenly holding her tongue. She is deeply self-conscious about her condition and does all she can to disguise what she really is from others. The mysterious place that Earth has proven to be piques her interest, but as a thing to be studied and understood before anything else. When meeting others for the first time they get to experience the joys of a suspicious and haltingly-spoken woman who feels deeply ill-used by the world. Despite all that Axtraxia is earnestly committed to trying to help make the human's world a better place in any way she can, and doesn't hesitate for an instant if there seems to be anything of use she can do. The mystical villains that "exploit the superstition of the ignorant" are to her mind the primary obstacles to human progress, and she devotes herself to combating them.

Powers & Tactics:

Sneaking up behind someone and hitting them from surprise is the only combat tactic Red Moon knows, so she does that.

Complications:

Enemy: Lady Lunar

Habit: Needs blood plasmas to keep at the level of health she considers normal. This might cause difficulties.

Reputation: Willing collaborator with the Moon's despot.

Secret: Vampire

Secret: Identity

Abilities: 4 + 6 -10 + 12 + 2 -4 = 10PP

Strength: 14 (+2)

Dexterity: 16 (+3)

Constitution: -

Intelligence: 22 (+6)

Wisdom: 12 (+1)

Charisma: 6 (-2)

Combat: 10 + 8 = 18PP

Initiative: +11

Attack: +10 Melee, +5 Ranged

Grapple: +12

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

Knockback: -5

Saving Throws: - + 5 + 9 = 14PP

Toughness: +10 (- Con, +10 Protection)

Fortitude: -

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

Will: +10 (+1 Wis, +9)

Skills: 56R = 14PP

Computers 10 (+16) SM

Craft(Electronic) 10 (+16) SM

Disable Device 10 (+16)

Knowledge(Physical Sciences) 7 (+13) SM

Knowledge(Technology) 11 (+13) SM

Stealth 8 (+11)

Feats: 13PP

Attack Focus(Melee) 5

Dodge Focus 6

Inventor

Improved Initiative 2

Skill Mastery(Computers, Craft(Electronics), Knowledge(Physical Sciences), Knowledge(Technology))

Powers: 0 + 0 + 0 = 91PP

Device 2(Hard to Lose, 10PP Device)[8PP] Terrasuit

Comprehend 2(Languages; Speak & Understand all)[4PP]

Datalink 1[1PP]

Feature 6(Buys off the Sunlight Weakness)[6PP]

Feature 1(Buys off the No Sense of Touch Drawback)[1PP]

Immunity 35(Fortitude Saves, Mental/Psychic powers; Feats: Innate)[36PP]

Flight 1(10 MPH)[2PP]

Lunar Vampirism Array 10(20PP Array, Power Feats: Alternate Power 4)[24PP]

Base Power: Strike 10(Extras: Alternate Save(Will)[20PP](Ghostly Claw)

AP: Concealment 7(Visual Senses, Hearing, Mental Senses)[14PP](Insidious

AP: Drain Constitution 2(Extras: Linked(Paralyze)[2PP]+Paralyze 9(Extras: Linked(Drain))[18PP]=[20PP]

AP: Super-Movement 6(Permeate 3, Tracklessl, Wall-Crawling 2)[12PP](Spectral Infiltration)

Protection 10[10PP]

Space Travel 1(Light Speed)[1PP]

Super-Senses 12(Visual Senses: Counter Concealment, Counter Illusion, Counter Obscure(All Descriptors), Tracking; Psychic Awareness, Infravision)[12PP]

Drawbacks: (-1) + (-6) + (-3) + (-2) = -12PP

Disability(No sense of Touch)[-1PP]

Weakness(Needs to consume blood plasmas once per day or suffer a -1 cumulative effect on all scores)[-3PP]

Weakness(Sunlight, Destroyed in 10 Rounds; Frequency: Very Common; Intensity: Major)[-6PP]

Vulnerability(Cosmic Energy damage; Frequency: Uncommon; Intensity: Moderate(+1.5 DC))[-2PP]

Vulnerability(Iron damage[Piercing]; Frequency: Common; Intensity:

DC Block

Totals: Abilities (10) + Combat (18) + Saving Throws (14) + Skills (13) + Feats (13) + Powers (90) - Drawbacks (12) = 147/150 Power Points

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Earth-N Eldritch 2, "Earth-Yoruba", Ardhi('Earth', Swahili)

The Gods told us to do it.

In 1966, shortly after the formation of the Black Panther Party in the United States, the Freedom League was in Oakland, California dealing with an intrusion into their dimension by a bizarre draconic entity when they encountered one of numerous partially-stable portals to another dimension, and as a matter of course investigated it in case it held some terrible danger for their world. What they found was quite unlike what they had expected.

The world was as vibrant with life and geographically varied as Earth-Prime according to Star Knight's recordings gathered from orbit, and the tectonic movements were quite familiar. What the land held, however, was staggeringly different. The Freedom League found no trace of the modern European and Asian and American civilizations, instead meeting scattered city-states, little kingdoms holding less than a few hundred square miles of land or wandering tribes, who seemed to not have progressed past the technology level present in the Bronze Age. All in all, nothing they had not encountered many times before. It was only when they turned the telescopic lenses of their spaceplane to the deceptively familiar-looking continent of Africa and flew down to investigate that they found something truly surprising.

The jungles were filled with strange animals and discreet tribes unlike anything found on Earth-Prime; across the savannas herds and prides and packs rambled, often arguing with each other in human speech while hunters walked among them without fear. The hilly land of Kenya was filled with forges and dotted with iron cities through which a never-ceasing torrent of people from the bountiful fields and pastures went, while an old sorceress hidden in the mountains worked her own subtle crafts. In the northern deserts a rider all in white astride a white horse searched for wanderers lost in the sands to aid, and the city of Timbuktu was the center of a tremendous empire with with cities whose spires reached the clouds. In the midlands there crept eternally thirsty and vicious flightless dragons through the jungle bemoaning the death of their parent Isa Bere, lions bickered over arcane laws while buffalo in their struggles with one another tore waterways with their hooves, the Masai tribe marched to battle against the encroaching Suk resplendent in copper and iron while drums thundered from the sky. In the south coast were vaguely-modern cities filled with enchanted lamps, spindly rails holding up iron trains that roared over the sheer towers, and meeting places for trade from every sea-faring nation on the continent, ships of every kind arrayed in its staggering harbors, with even Atlantean vessels emerging from the sea bearing goods for trade. Egypt was a marvel even to the eyes of the Scarab; with far grander metropolises than could have existed on Earth-Prime, a Valley of the Kings that held pyramids and tombs by the hundred, mighty priest-sorcerers and warriors bearing enchanted weapons wandering the land along with the thousands of gods, while the Pharaoh journeyed to the rival Nubian kingdom heralded by an aspect of Anti himself. Dakana was a land of wonders, the daka crystals its wealth and might here as in the world the League hailed from, with the Dakanans living in peace and prosperity beneath a protective force-field alongside a clan of intelligent gorillas. From what the League observed and intercepted Dakana was in the final stages of constructing a rudimentary space craft for exploring the solar system. A later visit with the White Lion M'Zale as ambassador discovered that they had a few pieces of technology almost at the level of the Farsiders, though cruder and much less plentiful compared to the silver city's glory.

The relatively peaceful land of Nigeria was chosen for the place of first-contact, Halogen serving as representative of the League using a translator built by Daedalus. After a hesitant initial meeting with the elders of a quiet outlying village they were conducted to the capital of the Yoruban, which they found in the midst of a boundlessly enthusiastic feast celebrating their Orisha, who had descended from Olorun's side to congratulate the Yoruban king and queen on their ascension to the throne. The divinities welcomed the Freedom League in style with a feast that lasted several days, much to the Sea-King Theseus and Star Knight's embarrassment and frustration. When at last the Ori of thunder god Shango and manifold goddess Oya had gotten them to fly up into the heavens in high spirits, leaving less enthralling and invigorating drummers and dancers to continue the party(it was one of Tectonic's greatest dreams to figure out how to drum like Shango did), the League got some answers from the only slightly tipsy messenger Elegua.

The forging of the great Pact by Earth-Prime's Master Mage had had its effect here, like all other places. However, only a few years afterward the people of Africa had grown lonely and distraught, the sealing of dimensional barriers meaning that they no longer had the companionship and guidance of the Ori, or the kindness and protection of the glorious Malaika. For all that, there were still powerful and power-hungry magicians, evil spirits walking seen and unseen among humans and terrors like the dragons and beastmen. Heroes were needed to fight them, and though many were quick to give their all, on their own they were all too human, the Master Mage being almost constantly separated from common humanity fighting monsters from otherworldly abysses and most lesser magicians not having the strength to impart much power except to weapons. At last, the people of Africa made their decision, and the priests called their holy ones fully back into the world. Empowered by the divine God and His mighty servants, the forces of evil in the world were matched, and cautious excursions from the nigh-utopian nation of Dakana gave them another edge that few threats could stand up to.

Returning to Earth-Prime, the League was bombarded with eager questions, and when news got out about the nature of 'New Yoruba', as one over-eager journalist called it, the surprisingly hospitable dimension became a Mecca for many Americans during the tumultuous 60's and 70's. As well as a tourist destination, it served for a while as a symbol of African potential. Vanishingly little of their technology or non-magical power was beholden to the divinities, and while there were disagreements between the peoples of north and south, east and west, none of them would have dreamed that they were superior or that another was inferior because of where they came from, what they wore or possessed. There were dangers in that world, but like on Earth-Prime there was no shortage of valiant souls who instantly sprang to defend visitors.

Unbeknownst to many, the loa are considering sending a champion of theirs from that world to Earth-Prime as a supporter to Siren. The conflict between the queen of the seas' and Baron Samedi's chevals has so far provided an interesting struggle, but they know that without more players on the board things will stagnate. Rumor among them has it that the forge-master Ogoun has already begun to search for this new champion...

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Player Name:

Character Name: Roi "King" Suvou

Power Level: 6, 90/90PP

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: French immigrant come to Freedom to aid some family members caught in shady dealings.

Alternate Identity: The King of Suits

Identity: N/A

Birthplace: Rheims, France

Occupation: Tailor

Affiliations: French immigrants, those opposing the Freedom City Mob, Justice

Family:

Description:

Age: 23

Apparent Age: N/A

Gender: Male

Ethnicity: Algerian/Kenyan

Height: 6'4"

Weight: 200lbs

Eyes: Blue

Hair: Black

Roi Suvou is a tall and gangling man, with an engaging smile and a pleasant manner. He keeps his hair quite short, his bristling beard trimmed with all care, and his clothes in excellent condition despite the occasional need to patch and darn them.

Power Descriptions: No powers.

History: Born in Rheims in 1919, Roi's life was, while hardly luxurious, mostly happy and peaceful. The dreadful Great War still hung heavy on people's shoulders, but as an energetic and perpetually happy child he did a lot to ease the pain his parents had over the loss of so many friends and kin. His mother is a busy and deft seamstress, and his father is a skilled and restrained maker of boots and shoes. During his childhood years, he mastered the craft of throwing small rocks, pebbles and whatever came to hand at objects the size of pebbles, something he kept up with vigor throughout his life.

As he grew and matured, his parents and their friends watched with no little relief as the enthusiastic boy took readily to his mother's profession, revealing a keen mind and a sharp eye for details as he experimented with the fine art of cutting, sewing, folding, stitching, arranging and creating beauty with cloth.

As well, he threw himself wholly into something that warmed their hearts even further: aiding others. No matter the trouble, if Roi learned of it, he would dedicate every available hour to its easing and the redressing of wrongs. This often, sadly, got him into trouble he could rarely deal with on his own, such as trying to prevent a local group of bullies from terrorizing the smaller children at school. But his selfless actions soon won the heart of many who lived around him, and when at last he was old enough to start hit own tailoring business, he was never long without work. His nickname came from the dead-obvious play on words involving his given name and the well-made suits he became known for in his part of town, as well as simple fondness.

Not all of his family was so lucky as Roi, however. Several of his cousins, aunts and uncles had moved to the United States of America after the war, either in order to find a new life after their old one was destroyed, or to seek out better prospects, or a simple desire to move. Many of them had crossed the sea over to the famed Freedom City, where unfortunately they had come under the thumb of the crime bosses that ran the city's underworld. Upon learning of this in 1934 Roi immediately packed his bags, took his tools, manifold bolts of cloth, some money and his lucky king of spades, and boarded a ship for the city. He was determined to help his kin, whatever terrors these American gangsters might have in store.

He didn't know what was to await him there, or that his luck was soon to run out...

Personality & Motivation:

Powers & Tactics:


Complications:

Fatal Flaw: Bleeding Heart Roi is all too easy to make a sucker of if someone tries to play on his heartstrings.

Chivalry A believer in a fair fight, no matter if his opponent doesn't.

Pardoné? Roi still isn't quite perfect with his English, meaning some figures of speech, allusions or particularly uncommon words might go clear over his head.

No Killing Seeing as he's both a foreign national and a softie, killing his enemies isn't in the cards no matter who they are or what evil they might do if left alive. Vigilante tourism is not his bag.

"Well of course I know what I'm doing!" Nervous about being in a strange land and among unfamiliar people, Roi is often much too defensive when it comes to offers of help.

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

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 16 (+3)

Combat: 6 + 8 = 14PP

Initiative: +3

Attack: +3 Melee, +6 Ranged

Grapple: +4

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

Knockback: -1

Saving Throws: 2 + 3 + 2 = 7PP

Toughness: +0 (+1 Con, +0 [Other])

Fortitude: +3 (+1 Con, +2)

Reflex: +6 (+3 Dex, +3)

Will: +2 (+0 Wis, +2)

Skills: 52R = 13PP

Bluff 8 (+11)

Craft (Artistic) 4 (+6)

Diplomacy 8 (+11)

Intimidate 6 (+9)

Knowledge (Current Events) 4 (+6)

Languages 2 (English, French(Native), German)

Medicine 4 (+6)

Notice 8 (+9)

Stealth 8 (+11)

Feats: 16PP

Accurate Attack

Attack Focus (ranged) 3

Benefit (Wealth 1)

Defensive Attack

Dodge Focus 2

Throwing Mastery 3

Equipment 1 [5EP]

Improved Aim

Power Attack

Skill Mastery 1 (Craft (Artistic), Diplomacy, Medicine, Stealth)

Sneak Attack

Takedown Attack

Equipment=5EP

Handcuffs [1EP]

Powers: 6 + 0 + 0 = 0PP

Device 2(10PP Device; Easy-to-Lose)[6PP] Lucky King of Spades

Blast 2(Feats: Improved Disarm, Knockback 2, Mighty 1 [Damage 3], Precise Shot, Alternate Power 1)[10PP]

AP: Damage 2(Extras: Penetrating 2; Feats: Mighty [Damage 2])[5PP]

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

DC Block

ATTACK  RANGE  SAVE  EFFECT

Unarmed  Touch  DC16 Toughness (Staged)  Damage

Blast  Ranged   DC17 Toughness (Staged)  Damage

Damage  Touch   DC8  Toughness (Staged)  Damage

Totals: Abilities (22) + Combat (14) + Saving Throws (7) + Skills (13) + Feats (16) + Powers (6) - Drawbacks (0) = 90/90 Power Points

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Player Name: Arichamus
Character Name: Ma'at
Power Level: 12, 180/180PP
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: A young artist who serves as a vessel of the Egyptian goddess of truth, harmony and justice after a dire experience with the forces of chaos.

Alternate Identity: Ashley Marks
Identity: Secret
Birthplace: Augusta, Georgia, USA
Occupation: Former musician, Cartoonist/comic-book artist; Goddess
Affiliations: Harmony, Truth, Justice, the Egyptian pantheon, Castle Comics
Family: James Otis Marks(father, date of birth: September 1964), Elisabeth Marks (neé Green)(mother, date of birth: May 1963)

Description:
Age: 27 (DoB: 1986, January 14)
Apparent Age: Same as actual/Ageless as Ma'at
Gender: Female
Ethnicity: African-American/Ancient Egyptian as Ma'at
Height: 5'6"/6'10 as Ma'at
Weight: 230lbs.
Eyes: Brown/Gold as Ma'at
Hair: Black

Ashley is squat and heavily-built; a graceless, rounded albeit not flabby form, usually wearing a weathered leather vest over incongruously colorful cotton shirts, sauntering in thick denim pants and well-used work boots is how she tend to present herself, with the occasional bit of beaded leather for bracelets and an earring carrying a white feather on her left ear. Contrasting with this style is the gold Egyptian amulet she wears, showing a kneeling woman with multi-colored wings outstretched. Ashely's voice is rough and peppered with the accent and mannerisms of somebody who grew up in the Deep South.

Her hair is shorn into a mohawk that clashes badly with her warm, open manner and the easy smile on her broad face. On those times when an actual dress code is enforced, she tends to soft blue suits with long skirts, a simple wig disguising her more recalcitrant head. Her skin is dark and slightly rough to the touch, marked by several long scars on the torso, arms and back that she claims are from a hiking accident in Washington.

Ma'at is unhuman. Smooth grace marks her every move, her deep golden eyes draw others' to them seemingly of their own accord, and her unmistakably Egyptian face and body is as perfectly, understatedly formed as a sculptor's dream. Like many of the Ennead Ma'at wears white, in her case a crisp shift embellished with a golden belt holding a scarab beetle. Around her neck she wears a bright collar that drapes to her shoulders, detailing the way to a harmonious life, while her arms carry a fantastic pair of wings like two rainbows that change color from moment to moment. In a gold band around her crown, there is s single white feather. Ma'at prefers not to wear anything on her feet, in fact tending to float above the ground when she can. When she speaks her voice is high and clear, and every word seems charged with both gravity and love.

Power Descriptions:
Ma'at's powers come from her status as a goddess, and thus are mostly quite obvious. Be they a sun appearing above her head and flinging bolts of fire or shafts of light, her wings carrying her across the sky or an enemy's eyes taking on a golden hue as she touches their mind, when she uses her gifts it's readily apparent.

To those with mystic sight, Ma'at and Ashley share the same space in a kind of double-vision, linked by a golden cord to both of their hearts.
 

History:
Ashley Marks was born and raised for most of her life in the city of Augusta, Georgia. She early on took an interest in the arts, especially drawing and music. Encouraged by her hard-working, well-to-do parents, both grateful that their child was so outgoing, she passed mostly uneventfully through her early years; making friends, trying out new ways to realize her bursting imagination, exploring the world around her, Ashley was blessed enough that those are the most vivid memories of her school years before she went on to college pursuing a degree in fine arts.

The young woman had been deeply inspired by other artists, but not the intricate designs of the Great Masters, the refinement of the Pre-Raphaelites, or the subtle theories and stark radicalism of the moderns, but the simplistic beauty and energy of comic books. Ashley had fallen in love with them at the age of seven, after she and a friend happened upon a huge collection of aging books in her parents' attic. Buried among the first-editions, architectural folios and ancient treasure maps were comics from the dawn of time(1938) to the late 70's, detailing the derring-do of the world's strangest champions! The simple, punchy storytelling and smartly-done art quickly hooked the pair, sparking a near-obsession with this amazing new medium.

By age nine, Ashley was determined that she too would become as good as the prolific Centurion peniciler Kurtz Dive. His elegant mixture of the realistic and the fantastic captivated her, and it was this childhood dream that followed her as she made her way into the adult world. It also met with the same harsh reality. Ashley had a good hand, was quite talented and developed a determined work ethic that made good on her potential, but she wasn't any kind of artistic genius. It was a hard blow, but made up for by the knowledge that she wouldn't have to be that good to be happy. She had a whole pack of friends, the comics industry was as booming then as now, and she'd met Dorian. He was a scion of old money from the Furrows family, bursting with ideas about how to try and improve the world, the two falling for each other thanks to his admiration at her skill in portraying even the most abstract ideas, vivid imagination and passion for life, while she quickly grew to love his kindly heart, elegant good looks and solid altruistic ambition.

 

Partway into their last couple of years at university, the tragedy struck. Dorian became involved with a cult that claimed it could "drown the darkness in the human soul", and while Dorian was no believer in black magic the concept appealed to him. After a few weeks with the cult, he vanished, leaving only a cryptic message that started Ashley on a trail that led all the way to the rainforests of western Washington,  a small village on the shore of a lake once considered scared. Ashley arrived too late to save her love, who before her eyes was taken over by a monster from beyond the void, a miniscule portion of Kar'Kradas, who had corrupted all the others living in the village, sending them out to gather new converts. Just managing to escape with her life, Ashley was approached by a small local Order of Light chapter, who offered to help her rescue Dorian along with the others. The Order mages had little power but a lot of ingenuity, and they had heard of a strange amulet hidden in an a house near the village that might give them an edge.

 

Searching the house, which had once belonged to a professor of Egyptology and was full of copies of artifacts, Ashley discerned a hidden pattern in the tomb paintings that led her to the amulet's hiding place. Reaching out to take it, her mind was suddenly filled with a deep harmony and she heard the voice of the goddess of harmony and justice. Ma'at knew their plight and offered the young woman her power to defeat the cult and their monstrous patron, asking that in return she would follow 42 laws without fail. Accepting the terms without hesitation, Ashley became the statuesque goddess!

 

Newly embodied, Ma'at was not quite at her full strength, but the divine duo promptly went on the offense against the avatar of chaos and its servants. In a battle that made the sky tremble, she defeated Dorian after being herself injured and sought to cleanse his mind, finding to Ashley's heartbreak that they were too late to save him. She managed to bring him back just long enough for the two to say goodbye and exchange a last kiss before she buried him in the black water of the lake, there to sleep until he healed. Full of fury and grief, Ma'at used her divine power over the mind to order all those who could be saved to leave, then took fire from the sun and used it to incinerate the village and the monster that lay beneath it without so much as singeing the surrounding forest, throwing its charred body into the void from whence it came.

Returning to Georgia, Ashley slowly recovered from the ordeal, throwing herself back into her work just in time to graduate the next year almost at the top of her class. Dorian's family, her friends and parents all tried to find out what happened from her, and she told all that she could without revealing the whole truth. It was assumed that Ma'at was some new superhero, and that Dorian had perished thanks to some evil none could fully understand was all too easy an explanation to swallow. After graduation Ashley took off to see the country, Ma'at often guiding her to places that needed justice done, or compassion and clear-mindedness, or just a new perspective. On her travels she briefly joined the experimental metal band Roar of Sekhmet, started by a terrifyingly-intense, chain-smoking poetess former schoolmate of hers, who wanted to introduce epic fiction styles into modern music. She played bass guitar, so few people noticed much when she joined or left, but it was an experience that rekindled her love of life for its own sake.

 

In mid 2013 Ashley came to Freedom City after a few years work among the comic companies on both coasts, landing a drawing and inking job at Castle Comics. It's the kind of work she's dreamed of having, working with some of the greatest talent in the country and helping bring mind-blowing stories to life whether true or imaginary. She's all but at the center of the world, surrounded by living examples of the limitless possibilities of life, and with Ma'at's help she knows harmony be achieved. The forces of evil that gnaw at the corners of the Earth can be beaten, hatred cast aside, fear banished and hope vindicated, and though the goddess will admit the recent reappearance of Set is a trifle worrisome, she knows 'was' is not 'will be'.

Personality & Motivation:
Ashley is blunt, straightforward, bursting with energy, hardly able to sit still when talking, and is easily excited. She has looked into the face of horror more than once, and come out tempered not with cynicism but hope. Believing without question that people are naturally good, she does her best to bring that out of others and actively encourages those less confident than she. Always ready with a second chance and to forgive, Ashley dances perilously close to being downright naive. Balancing this is the knowledge that she needs to act in accordance with 'her' goddess's rules, which sometimes chafes against her free-spirited attitude and desire to try new things.

 

Ma'at is quiet, solemn and composed. She speaks seldom, but always with gravity and penetrating insight, preferring to support rather than lead. She hopes to show mankind how to achieve peace in themselves and in their nations, reestablishing the rule of her spirit. Ma'at has seemingly boundless patience, though clear foolishness can reveal a sharp temper and imperious streak that otherwise goes unseen. As a goddess she is naturally accustomed to obedience, but several millennia has shown her the changing spirit of the omniverse, something that both warms and saddens her heart. 

Powers & Tactics:
Ashley, despite her training and skill, is not much of a fighter. She prefers to get to cover and transform rather than try her luck in a super-brawl. If she encounters a really conflicted bad guy she'll at least try to talk them out of it.

 

Ma'at for her part does her best work at a distance, throwing lances of solar fire and light, or if time allows using her mastery of the mind and will to sway the mood of her enemies, saving for truly special occasions her ability to take command of the very soul, overpowering by brute divine force their will with her own.



Complications:
Forty-Two Negative Confessions: 


Abilities: 6 + 4 + 4 + 2 + 2 + 4 = 22PP
Strength: 16/26 (+3/+8)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 14/20 (+2/+5)


Combat: 16 + 16 = 32PP
Initiative: +2
Attack: +8 Melee, +12 Ranged
Grapple: +0
Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
Knockback: -1, -6,


Saving Throws: 5 + 6 + 11  = 22PP
Toughness: +12 (+2 Con, +10 Protection)
Fortitude: +7 (+2 Con, +5)
Reflex: +8 (+2 Dex, +6)
Will: +12 (+1 Wis, +11)


Skills: 112R = 28PP

Bluff 5 (+7/+10)

Climb 3 (+6/+11)

Concentration 9 (+10)

Craft(Artistic) 9 (+10)

Diplomacy 10 (+12/+15)

Drive 3 (+5)

Intimidate 12 (+14/+17)

Knowledge(Arcane Lore) 4 (+5)

Knowledge(Art) 10 (+11)

Knowledge(Current Events) 8 (+9)

Knowledge(History) 5 (+6)

Knowledge(Popular Culture) 8 (+9)

Knowledge(Tactics) +4 (+5)

Languages 4 (Ancient Egyptian, English(Native), French, Greek, Spanish)

Perform(Stringed Instruments) 10 (+12/+15)

Survival 5 (+6)

Swim 3 (+6/+11)

 

Feats: 15PP

Accurate Attack

Attack Bonus(Ranged) 4

Benefit(Inspiration)

Defensive Attack

Dodge Bonus 4

Equipment 1(5PP)

Fearless

Luck

Power Attack

Second Chance(Mind Control)

 

Powers: 62 + 0 + 0 = 62PP

 

Device 15(75PP Device, Hard to Lose, Power Feats: Restricted 2(Ashley))[62PP] Ma'at amulet

Divine Power 11(55PP Container; Active, Sustained)[55PP]

Comprehend 2(Spoken Languages; understand all, speak all(one at a time))[4PP]

Enhanced Strength 10(to 26)[10PP]

Enhanced Charisma 6(to 20)[6PP]

Enhanced Feat 1(Benefit: Status(Goddess))[1PP]

Environmental Control 2(Light; 10ft.)[4PP]

Flight 5(250MPH, 2500ft. per round)[10PP]

Immunity 10(Aging, Emotion Effects, Hot Conditions, Suffocation, Sleep)[10PP]

Protection 10[10PP]

 

Coming of Order 13(26PP Array; Power Feats: Alternate Power 4)[30PP]

Base Power: Blast 12(Power Feats: Affects Insubstantial, Variable Descriptor(Holy Fire/Light)[26PP]

AP: Emotion Control 12(Extras: Area(Cloud, 60ft.), Contagious(shadow of ma'at); Flaws: Limited(Calm), Sense-Dependent(Auditory))[24PP]

AP: Healing 12(Power Feats: Persistent, Regrowth)[26PP]

AP: Mind Control 12(Extras: Area(Cone, 60ft.); Flaws: Sense-Dependent(Visual); Power Feats: Mental Link, )[26PP]

AP: Mind Reading 12[12PP] + Communication 8(Mental Senses, 2,000 miles; Power Feats: Dimensional)[9PP] + Immunity 5(Interaction Skills)[5PP] =[26PP]

 

 

Drawbacks: (-5)  = -5PP
Normal Identity(Intensity: Major; Frequency: Very Common)[-5PP]


DC Block

(see below)

Totals: Abilities (22) + Combat (32) + Saving Throws (23) + Skills (29) + Feats (15) + Powers (62) - Drawbacks (5) = 178/180 Power Points

Edited by Arichamus

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Player Name: Arichamus
Character Name: Captain Cerise
Power Level: 12 (210/210PP)
Trade-Offs: +3 Attack / -3 Damage(Swords), -3 Attack / +3 Damage(Ultra Array) +4 Defense/-4 Toughness
Unspent Power Points: 0


In Brief: Powerful heir to a mighty throne, romantic space pirate and swashbuckling thief from the Stellar Khanate come to Earth in search of adventure, riches and noses to teak.

Alternate Identity: Prince Zanvir V of Teltross, The Star Thief, The Ultra-Man
Identity: Public
Birthplace: Royal palace of Teltross
Occupation: Space pirate, thief
Affiliations: Chaos, thieves, pirates
Family: Queen Malb XI(mother), King Zanvir IV(father), Princes Zotar, Zenrir, Zaophos(brothers)

Description:
Age: (DoB: 1905, 14th May by our calender)
Apparent Age: 30
Gender: Male
Ethnicity: High Teltrossian(green-skinned)
Height: 5' 10"
Weight: 200lbs.
Eyes: Gold
Hair: Deep red

A dashingly handsome humanoid with dark green skin, lustrous curly red hair and merry golden eyes. His limbs are sinewy, but not brawny, and his well-defined frame has little excess fat. Zanvir has a broad face with a charming full-lipped smile, clean-shaven square jaw, impossibly imposing mustache and high forehead. Usually he wears bright open-chested vests and close-fitting scarlet pants tucked into thigh-high brown leather boots, a slim gray metal bracer on his wrist that can project a force field at will and thin steel bands around his biceps shaped like serpentine gamma dragons. His voice is a deep, smooth rumble that seems to curve around syllables.

Power Descriptions: Captain Cerise's powers are heralded by blazes of light, wreathing him when they're used in a fantastic light show that is always dominated by red. From his body he can fire torrents of brilliantly-colored water, unleash a hail of immense boulders formed from sheer force of will, throw columns of


History: The royal house of Teltross once ruled a dozen stars with tremendous power and derring-do. It took the rise of the Star Khan to bend the proud family, and they never relinquished their old glory. Prince Zanvir V, youngest son of that line, has made quite a name for himself throughout the galaxy.

Born in the midst of splendor and ease, Zanvir soon grew bored with that and began roaming the nearby worlds, endlessly searching for adventures. Despite his family's best efforts he rapidly acquired a taste for hijacking tribute ships, getting into bar brawls that leveled towns and making the lords for light years around grit their teeth just hearing his name!

At last his exploits had become a source of very real embarrassment for his family and his mother the Queen banished him from the kingdom in a rage, bodily hurling him out of the solar system. At first the prince was perfectly happy soaring through space and seeking out riches to take(though he mostly gave them back afterwards), mighty powers to strive against and beautiful aliens to take on whirlwind adventures of passion.

After a while though, he realized that something was missing; something solid, something real. He wanted something to call his own! It was a realization that struck him half-way through the magnificent party held by the magnate Iltivas, considering the best way to steal the several-hundred-ton emerald that was the pride and centerpiece of his collection. At that precise moment, Captain Silvia and the crew of the Ages Lost burst through the ceiling. To say that the sight of the smiling, confident one-armed pirate holding the needle-thin tycoon at sword-point stirred his heart is an understatement. It also provided the distraction he needed to hoist the house-sized emerald on one shoulder, warmly congratulate Stormbreaker and make his getaway.

The pair crossed paths many times after that, often trying to steal the same priceless artifacts, free the same captive royal, or make a fool of the same tyrant. Sometimes the prince even lived on her ship and helped with her bigger heists, but they never became more than especially tense friends, ready at a moment's notice to double, quadruple, or even one memorable time where they managed to sextuple cross each other. Luckily they only crossed swords a few times in their career together, and parted at last on more or less good terms, Zanvir jovially wishing her all the best as the Dragon of the Summer Breeze set off for that obscure backwater world called 'Earth'.

In the brief time they were apart, the prince hurled himself whole-heartedly into the life of a space-pirate, even capturing a fast stealth ship out from under the noses of the Lor Navy. He christened her the Celestia, after the ship he first traveled Teltross's oceans on. He's reinvented himself in those years to become the dashing and daring buccaneer known only as Captain Cerise, gathering a loyal crew from all across the major powers of the galaxy.

He's gotten bored with the fast life, however, and decided he should go see what riches Silvia's found on Earth that were worth so much trouble, and what kind of trouble he can get himself into!

Personality & Motivation:
Zanvir is confident, daring and full of vigor. Sadly these are in service to a man who has developed monumental selfishness and arrogance, an incorrigible flirt and interstellar Casanova who can barely be said to care about anyone besides himself. Captain Cerise's idea of a good time is to listen around for tales of valuable objects, take them in the most flamboyant manner possible and enrage everyone he can in the process before making a quick getaway. As Zanvir he likes to wander the planet of the year, throwing himself headlong into every kind of escapade available with an honest love of adventure and novelty. His wits are quick, but his judgement is often conspicuously lacking, especially when it comes to his choice of lovers and doing things with any kind of efficiency. He'd rather duel a worthy foe aboard a flaming wreck than make his escape if there is the least chance of both of them getting out alive. He has long lost every shred of aristocratic bearing, inhabiting the role of the rough and ready stellar swashbuckler with boundless enthusiasm.

Powers & Tactics:
If at all possible, Captain Cerise likes to create a splash at the start of a fight, some kind of showy display to make things interesting. He's more concerned with flair than efficiency, but is nonetheless a skilled fighter who uses his agility and power of getting attention to great effect. Using his Ultra Powers is something he avoids unless absolutely necessary to keep his ship or crew intact, preferring to fight people with handicaps to maximize the victory when he wins and minimize the loss when he loses.






Abilities: 10 + 10 + 4 + 6 + 0 + 10 = 40PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 20 (+5)


Combat: 14 + 12 = 26PP
Initiative: +10
Attack: +7 Base, +9 Ultra Array, +12 Ranged, +15 Swords
Grapple: +12, +36 with Super-Strength
Defense: +16 (+6 Base, +10 Dodge Focus), +3 Flat-Footed
Knockback: -2/-8


Saving Throws: 6 + 7 + 5 = 18PP
Toughness: +8 (+2 Con, +6 [Force Field], +6 Impervious [Force Field])
Fortitude: +8 (+2 Con, +6)
Reflex: +12 (+5 Dex, +7)
Will: +5 (+0 Wis, +5)


Skills: 92R = 23PP
Acrobatics 5 (+10)
Bluff 11 (+16, +20 with Attractive) Skill Mastery
Computers 7 (+10)
Diplomacy 7 (+12, +16 with Attractive) Skill Mastery
Disable Device 7 (+10) Skill Mastery
Escape Artist 10 (+15)
Knowledge(Art) 2 (+5)
Knowledge(Civics) 2 (+5)
Knowledge(Galactic Lore) 2 (+5)
Knowledge(Physical Sciences) 2 (+5)
Language 3(English, Teltrossian(Native), Lor Galactic Standard, Trade Khanate)
Perform(Dance) 5 (+12, +16 with Attractive)
Sleight of Hand 5 (+10)
Stealth 14 (+20) Skill Mastery
Sense Motive 10 (+10)


Feats: 43PP
Attack Focus(Ranged) 5
Attack Specialization (Swords) 4
Attack Specialization (Ultra Array) 1
Attractive
Distract(Bluff)
Dodge Focus 10
Elusive Target
Environmental Adaption (Zero Gravity)
Equipment 10 [50EP]
Fascinate(Bluff)
Improved Initiative 2
Minion 5 (5 45-PP Space Pirates)
Skill Mastery(Bluff, Diplomacy, Disable Device, Stealth)

Quote

Celestia: 35EP

Defence 8
Size: Huge(750ft.) [2EP]
Speed: 10
Strength: 40 [6EP]
Toughness: 19 [14EP]
Features= 7EP
Hidden Compartments 3
Holding Cells
Living Quarters
Security System (Snare 10(force fields))
Powers 6: Blast 12, Concealment 5(Normal Visual, Radio, Ultraviolet, X-ray), Flight 10, Teleport 8(2,000 miles), Move Object 12(Perception Range), Space Travel 8

Blaster Pistol: Blast 5 [10EP]
Dueling Sword: Strike 1(Improved Critical 3 (17-20), Mighty)[5EP]

Powers: 10 + 1 + 2 + 5 + 9 + 1 + 30 = 60 PP

Device 2(10PP Device, Flaws: Hard to Lose Power Feats: Restricted 2)[10 PP]

Datalink 1(Radio, 10')[1 PP]
Force Field 6[6PP](Extras: Impervious(Limited to Energy Attacks))[9 PP]


Enhanced Feat 1(Hide in Plain Sight)

Flight 1(10MPH, 100 feet per Move Action)[2 PP]

Immunity 5(High Pressure, Radiation, Vacuum, Suffocation(Alien Atmospheres))[5 PP]

Movement Array 4(8PP Array; Power Feats: Alternate Power)[9 PP]
Base Power: Flight 5(250MPH, 2,500ft. per Move Action)[8 PP]
AP: Space Travel 4 (5c)[3 PP]


Space Travel 1(1c)[1 PP]

Ultra-Powers Array 12.5(25PP Array; Power Feats: Alternate Power 5)[30 PP]
Base Power: Blast 15(Extras: Autofire 1; Flaws: Action(Full-Round). Distracting; Power Feats: Affects Insubstantial 2, Homing 2, Penetrating 5, Variable Descriptor 1(Ultra Elements(Ultra-Fire, Ultra-Earth etc...))[25 PP]
AP: Illusion 8(Visual, Tactile; Power Feats: Progression 1(10' Area))[25 PP]
AP: Insubstantial 3(Coherent Cosmic Energy; Extras: Affects Corporeal)[25 PP]
AP: Mind Reading 13 [13 PP] + Communication 10(Mental; Power Feats: Rapid, Subtle)[12 PP]
AP: Super-Strength 24(+120 to Effective Strength; Flaws: Action(Sustained); Power Feats: Thunderclamp)[25 PP]
AP: Transform 5(Energy to other Energy; Flaws: Action(Full-Round))[25 PP]



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


DC Block
(see below)

Totals: Abilities (40) + Combat (26) + Saving Throws (18) + Skills (23) + Feats (43) + Powers (60) - Drawbacks (0) = 210/210 Power Points

Edited by Arichamus

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    Player Name: Arichamus
    Character Name: Cobweb
    Power Level: 11 (170/170PP)
    Trade-Offs: +3 Melee Attack / -3 Melee Damage, +2 Defense / -2 Toughness
    Unspent Power Points: 0

    In Brief: Chemist turned spider-themed supervillainess.

    Alternate Identity: Ophelia Orville
    Identity: Secret
    Birthplace: Raleigh, North Carolina, United States
    Occupation: Chemist, supervillain
    Affiliations: Thieves, scientists, Suzerain Chemical Labs.
    Family: Rachael Orville(mother), Ulysses Orville(father), Janice Orville(Sister), Cora Jefferson-Orville(Sister), Nefertiri Orville(Sister)

    Description:
    Age: 31 (April 10th, 1982
    Apparent Age: Late twenties
    Gender: Female
    Ethnicity: African-American
    Height: 5'10"
    Weight: 175lbs.
    Eyes: Brown
    Hair: Black

    A well-built, stocky woman with a cheerful disposition and broad features, Ophelia goes most days with her shoulder-length hair tied into small dreadlocks and bound into a ponytail, wearing bright and similarly cheerful clothes mainly in red and green. At her job she wears regular protective gear. She's light on her feet and is in excellent physical shape.

While Cobweb she appears as a towering, sinister figure with leathery brown skin, with a padded .  The most striking feature of her disguise is the stolen helmet which is dull grey, mostly featureless and studded with eight short glowing red goggles set in the fashion of a spider's eyes.

    Power Descriptions: The Cobweb artificial webbing has a strict color scheme created by adding trace pigments to the fluid:
Incendiary/Corrosive/Inhibiting = Red
Extra Stick/Entangling = Blue
Blinding/Sickening = Green

Elastic = White

    History: Born to parents in middle-management in two of the quietest companies in North Carolina, Ophelia early life was filled with laughter, lots of friends, a healthy home life and no expectations. Her sisters were all exceptionally intelligent, enthusiastic go-getters adept at the social sphere, while she was shyer and more interested in things and how they worked than people, developing a fascination with chemistry at an early age because of how chemical relationships underpinned and explained so much of the world.

 

Working slowly and steadily towards a Ph.D in applied analytical chemistry left her plenty of time to consider her life, and for most of her 20's she was struck by a strange feeling of being unfulfilled. Graduating with honors in 2007 she moved north to Freedom City, getting a comfortable and involving job at the Suzerain Chemicals laboratory in the North End, studying how things worked.

 

Five years later, Ophelia was bored and frustrated. Her life wasn't going anywhere fast, her family didn't have much time for her, she had few friends and even getting the equivalent of a Masters education in organic and inorganic chemistry through personal study just made things seem all the more wearying. All that changed very suddenly in 2012, when she and a number of other employees at Suzerain were kidnapped by the rogue Grue called Hunter. Dimly awake during the short imprisonment, Ophelia saw how the alien seemed to just do and take what it wanted, from making clones of her and the others to making a horrifyingly lethal toxin, all on its own.

 

After being rescued she went home, even more quiet and thoughtful than usual, an idea brewing in her brain. On her doorstep, she looked up by chance and saw a spider living in the eaves of the porch, stealthily creeping down on a glittering wire to snare an unsuspecting fly. That was the final stroke. Throwing herself into her work, she began researching how spiders' made webs, how they stuck to surfaces, and after figuring out a semi-organic solution that would be the carrier and making some slight adjustments to her own bodily chemistry, she eagerly studied flammable, acidic and elasticizing solutions that the webs could make on the fly with special fluids carried in containers on her arms, even a special sticky kind that let her use them like a trapeze wire to swing between buildings! 

 

Her first theft was five months later, an experimental helmet intended for the STAR Squad to help them deal with Mr. Mist, done with enough skill that it wasn't noticed until the next morning. Making some adjustments to it(mostly adding goggles to fit her new persona), she made her second theft half a month later, a dull gray lightly-armored stealth suit part of a shipment of villainous super-tech being shipped to ASTRO Labs for research. Attaching their systems, the two were combined into the guise of that stalker of the night, the cold and venomous Cobweb! Now, at last, she can do what she wants and none will be the wiser.

    Personality & Motivation: Ophelia is cheerful and open in regular life, always ready with a smile, a friendly ear and friendlier advice. A dependable and always helpful if unexciting sort of woman. As Cobweb, she's as talkative, vicious and snide as she wants, always ready with a biting word or a stream of contempt. She knows most heroes are out of her league, but that won't stop her from trying to get under their skin and make them mad enough to make a mistake, knowing from experience the sting of failure.
    

    Powers & Tactics: Cobweb is constantly on the move, preferring to strike from ambush and slip away. Against more durable foes she splashes them with acid to weaken them, or tying them up in webbing to leave them open for a brutal attack, while agile opponents she tries to nab with poisoned stingers on her wrists or blind with a stream of webbing. All the while she's talking, ferreting out whatever weaknesses she can exploit.

   




    Abilities: 4 + 6 + 4 + 8 + 4 + 2 = 28PP
    Strength: 14 (+2)
    Dexterity: 16 (+3)
    Constitution: 14 (+2)
    Intelligence: 18 (+4)
    Wisdom: 14 (+2)
    Charisma: 12 (+1)


    Combat: 22 + 14 = 36PP
    Initiative: +15
    Attack: +14 Melee, +11 Ranged
    Grapple: +17
    Defense: +13 (+7 Base, +6 Dodge Focus), +0 Flat-Footed
    Knockback: -2/-6/-9


    Saving Throws: 6 + 8 + 4 = 18PP
    Toughness: +9 (+2 Con, +4 [Defensive Roll], +3 Protection[Costume])
    Fortitude: +8 (+2 Con, +6)
    Reflex: +11 (+3 Dex, +8)
    Will: +6 (+2 Wis, +4)


    Skills: 92R = 23PP

    Acrobatics 8 (+11) Skill Mastery

    Bluff 9 (+10)

    Computers 10 (+14)

    Craft(Chemical) 11 (+15) Skill Mastery

    Diplomacy 8 (+9)

    Disable Device 10 (+14)

    Knowledge(Physical Sciences) 10 (+14)

    Notice 10 (+12)

    Sense Motive 8 (+10) Skill Mastery

    Stealth 8 (+11) Skill Mastery

   

Feats: 23PP
    Accurate Attack

    Acrobatic Bluff

    All-Out Attack

    Attack Focus(Melee) 3

    Benefit (Wealth) 1

    Contacts

    Defensive Attack

    Defensive Roll 4

    Improved initiative 3

    Improved Throw

    Improvised Tools

    Inventor

    Instant Up

    Grappling Finesse

    Skill Mastery(Acrobatics, Craft(Chemical), Sense Motive, Stealth)

   

 

    Powers: 42PP
 

Container 6(29PP Container; Active, Sustained)[30PP]

Super-Movement 2(Wall-Crawling 2)[4PP]

Array 10(20PP Array; Feats: Alternate Power 6)[26PP]

Base Power: Drain Toughness 7 (Extras: Linked(Damage); Feats: Extended Reach(5ft.), Slow Fade)[9PP] + Damage 5(Extras: Linked(Drain Toughness) Penetration 3; Feats: Extended Reach(5ft.), Incurable, Mighty)[11PP] = [20PP] Corrosion Web

AP: Damage 5(Extras: Duration(Sustained); Feats: Extended Reach(5ft.), Mighty) Incendiary Web

AP: Dazzle 7(Visual Senses; Extras: Linked(Drain Reflex))[14PP] + Drain Reflex 6(Extras: Linked(Dazzle))[6PP]  = [20PP] Blinding Web

AP: Nullify Chemical Powers 6 (One at a Time; Inhibition; Feats: Selective)[19/20PP] Inhibitors

AP: Paralyze 7(Extras: Linked(Nauseate)[14PP] + Nauseate 6(Extras: Linked(Paralyze))[6PP] = [20PP] Poison Fangs

AP: Snare 9(Feats:  Obscures Sense(Visual), Tether)[20PP] Sticky Web

AP: Super-Movement 1(Swinging)[2PP] + Move Object 5(Flaws: Towards Self Only)[5PP] + Speed 3(50MPH, 500ft. per Round)[2PP] = [9/19PP] Elastic Web

 

Device 3(15DP Device; Hard to Lose)[12PP] 

Enhanced Feat 1(Hide in Plain Sight)[1DP]

Protection 3(reinforced Kevlar/Dacron)[3DP]

Super-Senses 9(Visual Senses: Analytical(Chemical Composition, All Visual), Penetrates Concealment, Radius(All Visual), Rapid(x10), Infravision, Track(Infravision))[9DP]

 

Speed 1(10MPH, 100ft. per Round; Feats: Move by Action)[2PP]

 

    Drawbacks: (-0) + (-0) = -0PP


    DC Block
 

ATTACK         RANGE       SAVE                                   EFFECT

Unarmed        Touch       DC17 Toughness (Staged)                Damage (Physical)

Blinding Web   Ranged      DC17 Reflex/Fortitude                  Dazzled (Visual)

Corrosion  Web Touch(5ft.) DC22 Toughness (Staged)/DC17 Fortitude Damage (Physical)/Toughness Drained

Incendiary Web Touch(5ft.) DC22 Toughness (Staged)                Damage (physical)

Inhibitors     Ranged      DC16 Fortitude                         Chemical Powers Nullified

Poison Fangs   Touch       DC17 Fortitude/DC16 Fortitude)         Paralyzed/Nauseated

Sticky Web     Ranged      DC19 Reflex                            Snared
 

    Totals: Abilities (28) + Combat (36) + Saving Throws (18) + Skills (23) + Feats (23) + Powers (38) - Drawbacks (0) = 170/170 Power Points

Edited by Arichamus

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The Cult of the Great Bird

 

Lor society is known throughout the galaxy for its rigorously grounded, level-headed and highly materialism-based worldview. Religion is an abandoned thing of the primitive past, a relic from a barbaric age, or simply a decrepit(albeit deeply ingrained) part of various stellar cultures depending on where you are in the Republic. Cults of all kinds spring up throughout the hundreds of worlds, of course, some formed by charismatic superpowered demagogues, mysterious prophets or megalomaniac tyrants, but all of them subside in due time. One place that they thrive in, however, is the military. Lor sailors and soldiers have a history of superstition that rivals Earth's, and since the first professional armies of the ancient empires of Lor-Van, there has been the Cult of the Great Bird.

 

The Myth:

 

Eons before the First Republic, that great golden age of prosperity, peace and justice that spanned the stars, before those stars bathed the worlds in the light of creation, before time itself, there was a formless chaos. In this age mighty and inchoate powers waged a ceaseless war with unimaginable power, evaporating as they spent their strength and reforming into new bodies to fight again. No-one and nothing kept the same form or the same goals for long; allies would become enemies, great hordes would collapse on the threshold of victory, only their eternal selves stayed true and they were without direction.

 

The Great Bird was the first to take a true form. She was the first to look beyond herself for might, made a body of herself from the golden living fires of that primordial world and threw herself against powers far vaster than she, her solid nature letting her tear through and defeat ethereal monsters that could shatter universes with their strength! Her new form outlasted battle after battle, and its source was such that she could heal from the gravest of wounds in a moment. Soon she had gathered others to her side, teaching them to draw from the fires themselves and make bodies as hardy as herself, this army of order sweeping aside the mighty yet transient powers of chaos.

 

At last all but the ordered creatures remained, the unending battle ceased and for the first time there was quiet. The monsters looked around and realized they were alone. In anguish, one by one they hurled themselves back into the primeval fires, knowing that in time they and the ones they had eaten would arise and start the war again. Eventually only the Great Bird remained. The loneliness consumed her also, but unlike the others the war no longer had any comfort, she had found one way to break from the endless cycle, and the hope that there might be another kept her from the pyres. Her vast wings swept her from end to end of the unformed universe, but no new sign could be found. At last, after unthinkable time had passed, she looked within herself, and saw the life that could be. It would require her to sacrifice herself, but the hope of something even greater than her coming from it was enough to silence any fears.

 

Swallowing the ancient fires of creation, the Great Bird was consumed in a burst of cataclysmic power, creating the explosion of matter and energy that birthed the universes in all their infinite life. All that was left of her was the vast Green Eagle Nebula, which whispered her story to the ancient Lor soldiers of the First Republic as they soared among the stars. Her sacrifice has never been forgotten by them, and they alone give thanks for that supreme act of selflessness whose fruits all enjoy, knowing as soldiers can what it means.

 

The Rite:

 

Most Lor ships are built to maximize the use of space or supply key redundant systems for emergencies, but all have at least a few meters free that a small room can hold without danger. The chapel is deep red, spherical and lined with reminders of what the crew and soldiers fight for, who depends on them and the amazing things they've encountered during their tour. In the exact center is a statue of the Great Bird, somewhat like a heron, wings outstretched and head thrown back as animals native to Lor-Van burst from her hide in gouts of holographic fire. Gravity is very weak in the chamber, allowing the Lor to remain suspended in the ship's atmosphere while they drink, one by one in order of rank, an incredibly bitter, spicy, artificially-fermented juice brewed in the statue, symbolically mimicking the Great Bird's drinking of the void's flames. The rest of the brief ritual is taken up by contemplation, the reading of the names of those crewmembers already lost by willing sacrifice, and the recitation of their vow to give their lives for the Republic if necessary.

 

The Reality:

 

If there was a huge bird who immolated themselves to forge creation, it's a well-kept secret. Even the galaxy's oldest beings don't have any knowledge of it, and aside from a couple of nebulae that coincidentally resemble birds when looked at from certain angles, there isn't much physical evidence to back the story up. Almost the only straw those outside the Lor Republic Navy have to grasp at is that cosmic power, that mysterious force that courses throughout the omniverse, often resembles fire when used.

 

The cult's bird is sometimes taken as the symbol for various families especially involved in the Lor military, such as that of Verlee Mirta in the Earth Protection Blockade Wing, who keeps a cult statue in the procession hall of her ship, the Resplendent Discoverer.


 

We don't have a Phoenix Force analogue in Freedom City, which is both a good thing and a bad thing. Good because it means we have more room to experiment with and develop such concepts instead of just slapping stuff into the site's canon because the Big Two are doing it, and bad because the idea of a massively powerful space bird made of fire who gives heroes powerups has obvious attractions. But putting a possible hook into play was less what I had in mind than adding to the Lor Republic.

 

See, I really like the idea of the Lor, those space Romans who are equal parts the Kree of MARVEL Comics and the Rann of Detective Comics, the United Federation of Planets with a grim recent past of slavery and imperialism, the idealistic protectors of worlds who want to have everyone under their banner so they can be defended from the evil empires of space. Part of the reason why I haven't made a Lor PC yet is because I know I'll do it badly. Of course that's never stopped me before, but, um...anyway!

 

Unfortunately, the Lor have the same problem most of the space stuff in Freedom City has: next to nothing is told about them! We know their society is based partially on the Ancient Roman Empire, that their government has a Senate who elects and is adjudicated by a Supreme Praetor, that they have a vast spectrum of races, that they're just a little bit smug when dealing with people whose society isn't exactly on par with theirs, and that they don't believe their kind originated on Earth. That's more than enough to work with, of course, and knowing the genealogy of the Praetors isn't necessary, but a little more information wouldn't exactly do harm.

 

To that end, I decided to go with the Roman thing and latch onto the famous superstition of sailors and religiosity of soldiers(yes, they're uselessly broad stereotypes that don't necessarily reflect reality, that is true). The mysterious cult of Mithras(we still don't know what those statues meant, or why Mithras was killing the bull) was an obvious influence, mixed with the Phoenix Force to give it a little flavoring.

 

If anyone has any suggestions/concerns/comments, or just a better name than 'Great Bird' I would love to hear them!

Edited by Arichamus

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