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Animal Controller

Falcon_avengers_64.jpg

Well, you know what they say about birds of a feather...

Power Level: 10 (150 PP)

Trade-Offs: +2 DEF/-2 TOU

Abilities: 2 + 6 + 4 + 4 + 6 + 4 = 26 PP

Strength 12 (+1)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 16 = 28 PP

Attack: +6 (+10 Raven’s Wings)

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

Initiative: +3

Grapple: +7

Knockback: -4/-1

Saving Throws: 5 + 4 + 5 = 14 PP

Toughness: +8/+2 (+2 CON, +6 Protection)

Fortitude: +7 (+2 CON, +5)

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

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

Skills: 56r = 14 PP

Diplomacy 6 (+8)

Gather Information 6 (+8)

Handle Animal 8 (+11)

Intimidate 8 (+10)

Knowledge (current events) 8 (+10)

Knowledge (life sciences) 4 (+6)

Notice 8 (+11)

Sense Motive 8 (+11)

Feats: 14 PP

All-Out Attack

Animal Empathy

Challenge (Fast Startle)

Dodge Focus 4

Evasion

Fascinate (Intimidate)

Move-By Action

Power Attack

Startle

Uncanny Dodge (visual)

Well-Informed

Powers: 2 + 3 + 6 + 39 + 4 = 54 PP

Comprehend 2 (Animals 2, Flaws: Limited to Birds) [2 PP]

Flight 3 (50 MPH/500 ft. per round, Flaws: Platform) [3 PP]

Protection 6 [6 PP]

Raven’s Wings, 32 PP Array (Power Feats: Accurate 2, Alternate Power 5) [39 PP]

Base: Blast 10 (Extras: Autofire 1, Power Feats: Improved Critical 2) [32 PP]

Alternate Power: Animal Control 10 (Extras: Area Burst, Selective Attack; Flaws: Limited to Birds, Power Feats: Communication Link) [31 PP]

Alternate Power: Blast 10 (Extras: Targeted Area Shapeable, Power Feats: Improved Critical 2) [32 PP]

Alternate Power: Concealment 2 (visual, Flaws: Miss Chance Only) [2 PP] + Dazzle 10 (visual, Power Feats: Area Shapeable) [30 PP]

Alternate Power: Move Object 10 (Extras: Area Shapeable, Power Feats: Precise) [31 PP]

Alternate Power: ESP 6 (visual, auditory, olfactory, 20 miles; Flaws: Medium [birds]) [18 PP] + Communication 6 (mental, 20 miles; Extras: Area Burst; Power Feats: Selective, Subtle) [12 PP]

Super-Senses 4 (Extended Counters Obscure [Darkness] Radius Vision) [4 PP]

Abilities (26) + Combat (28) + Saving Throws (14) + Skills (14) + Feats (14) + Powers (54) - Disadvantages (0) = 150 PP


And here's another relic from my high school days! As part of the whole "street kids with superpowers" idea, I had the idea of a girl who lived on the streets and had a kinship with stray dogs. And when I mean "kinship," I mean "kinship." She could talk to them, communicate with them telepathically, see through their eyes, and direct them to attack. Once the drug dealers and gangsters she harassed put two and two together, however, they managed to track down said dogs and slay them. Her heart broken, she tried to figure out what to do next, only to realize her animal empathy had jumped to another species - ravens. At which point she reinvented herself as a grim avenger - Unkindness. Yeah, you can tell I was a teenager when I came up with the idea, right? But the idea stuck with me for a while - what can I say, I love the image of someone walking down the street, ringed by a flock of birds that beckon to their every whim.

And now here it is, for your playing pleasure. I made it a bit more generic than just ravens, but our character still has control over all sorts of feathered friends (and may go for ravens for style's sake). She can speak their tongues, use them to get around the city by holding her aloft, and borrow their eyes so she's not caught off guard. And in a pinch, she can call on them for assistance. When they swarm around her, she can direct them at her enemies, use them to cloak herself while obstructing the vision of her foes, and even lift objects with the aid of a hundred talons. It likely takes a moment of this hero to call birds to her aid if she's not on patrol, and it's doubtful they're all going to be ravens, but that's the kind of thing Complications are for.

As built, I imagine this character is like my original idea for Unkindness - an animal empath who's got a particularly strong relationship with ravens. As for the Protection, that might be a secondary mutation (look, if that kind of thing can explain why a telepath can turn into solid diamond all of a sudden, it explains slightly tough skin). But there's also a more mystical explanation. Perhaps the character has been chosen by Raven from Haida myth, a trickster and creator deity, to poke at the loose places of society and find what can be discovered - in which case, shift Intimidate and all its associated interaction Feats over to Bluff, and add some ranks of Knowledge (theology and philosophy). Or maybe she's a witch who tried calling a familiar to her side - only to find that most of her power got tied up in not just one thematically-appropriate raven, but a whole swarm of them. In which case, switch the Protection out to Force Field, buy ranks of Concentration and Knowledge (arcane lore), and throw in Ritualist to reflect the magical pedigree. Of course, a raven controller in the FC-verse might lead to some misunderstandings, given the actual Raven - likewise, a crow controller could lead to similar issues, due to our Crow. There's always magpies - oh, wait. Or blackbirds - damn it. Um... eagles?

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Chi Manipulator

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There are two sides to every situation. I just happen to be the one who can see them both at the same time.

Power Level: 10 (150 PP)

Trade-Offs: None

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

Strength 12 (+1)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Harmony of Opposites)

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

Initiative: +2

Grapple: +7

Knockback: -5/-1

Saving Throws: 5 + 5 + 5 = 15 PP

Toughness: +10/+2 (+2 CON, +8 Protection)

Fortitude: +7 (+2 CON, +5)

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

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

Skills: 60r = 15 PP

Diplomacy 8 (+10)

Gather Information 6 (+8)

Intimidate 8 (+10)

Knowledge (arcane lore) 6 (+8)

Knowledge (current events) 4 (+6)

Knowledge (history) 4 (+6)

Knowledge (theology and philosophy) 8 (+10)

Notice 8 (+11)

Sense Motive 8 (+11)

Feats: 16 PP

All-Out Attack

Challenge (Fast Demoralize, Fast Startle) 2

Dodge Focus 4

Luck 2

Leadership

Move-By Action

Power Attack

Second Chance (mind control)

Startle

Uncanny Dodge (audio)

Well-Informed

Powers: 38 + 8 + 10 = 56 PP

Harmony of Opposites, 31 PP Array (Power Feats: Accurate 2, Alternate Power 5) [38 PP]

Base: Blast 10 (Extras: Autofire 1, Power Feats: Variable Descriptor 1 [fire/ice]) [31 PP] “externalize the stormâ€

Alternate Power: Dazzle (visual) 10 (Extras: Area Shapeable, Power Feats: Variable Descriptor 1 [light/darkness]) [31 PP] “manifest radianceâ€

Alternate Power: Healing 10 (Extras: Total, Power Feats: Persistent) [31 PP] “internal balanceâ€

Alternate Power: Paralyze 10 (Extras: Range [Ranged], Power Feats: Improved Critical) [31 PP] “internal dissonanceâ€

Alternate Power: Nullify Mental Effects 10 (Extras: Nullifying Field, Power Feats: Persistent) [31 PP] “restoration of thoughtâ€

Alternate Power: Confuse 10 (Extras: Area Burst, Selective Attack; Power Feats: Incurable) [31 PP] “tempest withinâ€

Protection 8 [8 PP]

Super-Senses 10 (Detect Mood and Physical Condition [both Ranged], Psychic Awareness Extended, Accurate Ranged Radius Mental) [10 PP]

Abilities (24) + Combat (24) + Saving Throws (15) + Skills (15) + Feats (16) + Powers (56) - Disadvantages (0) = 150 PP


One of the more interesting villains to come out of the Brand New Day era of Spider-Man is Mister Negative. Sure, it's a little eye-rolly to have an Asian villain who's designed as one big taijitu, but you have to admit, that's one hell of a stylistic note. Add to this the fact that Mr. Negative takes to dualities in a way that would make Two-Face jealous - he's a crime lord, sure, but he has an other half that's probably the most altruistic guy you've ever met. And like the opposites inside him, his powers extend to manifesting the opposites around him - exchanging yin for yang, if you would. So far, these powers have included healing the sick, growing super strong, turning the lingering traces of Eddie Brock's Venom symbiote into a symbiote hunting healing machine known as "Anti-Venom," completely inverting Aunt May and Spidey's personalities and giving them each a case of the raging bitches, and completely swapping the power sets of Cloak and Dagger. This is what happens when you take a theme and beat it to death.

So Mister Negative served as the note to make a build based around two concepts that get thrown about, but rarely understood - yin and yang. The concept holds that the Tao, which embodies all things, relies heavily on the interconnected nature of opposites, and how one will ebb to give rise to the other. This balance runs through all things, from the seasons to the tides to the individual. As such, this is a guy who's able to control and manifest the balance of yin and yang. His first two powers, the flashiest of them all, are centered on directly manifesting the connection of yin and yang and turning the Tao into a tangible thing - either as a weapon, or as a blinding flash of light/darkness. The other powers, however, rely more on the internal flow of yin and yang as it pertains to physical and mental states. It can be brought them to heal wounds, or rent asunder to turn the body against itself. It can be stoked to break away illusions and negative influences, or it can stirred into a frenzy to turn the mind into a battlefield. Even the guy's Feats reflect a yin-yang relationship - while this guy's good at being scary and catching people off their guard, he's also capable of talking his team mates (and others) out of disabling mind sets and other imbalances of chi.

How did this guy become one with the universe? There's always the good old-fashioned solution of meditating and reaching oneness with the outside world. They could be an ascended master who spent a lot of time under a waterfall, or someone who went to their first qigong lesson and got knocked on their ass when they wound up in the court of the Three Pure Ones. Perhaps they're an emissary of Tian, given a mission by the Pure Ones along with access to the celestial panoply, used to a higher realm of harmony but having to make their way through the dissonance of this one. Or maybe, like Mr. Negative, their awakening was a bit more primal. An experiment into inducing nirvana-like states through psychotropic means was more successful than anyone could imagine, and now the first subject walks about as an emissary of the Tao. Trying to lead the world to peace, when he's not beating people up.

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Living Reactor

firestorm+1.jpg

I'm telling you. Step away now, or you'll see how hot I can burn.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 4 + 4 + 4 + 6 + 4 + 4 = 26 PP

Strength 14 (+2)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 16 (+3)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Atom Splitting)

Defense: +10 (+6 Base, +4 Dodge Focus)

Initiative: +2

Grapple: +8

Knockback: -5/-1

Saving Throws: 6 + 5 + 5 = 16 PP

Toughness: +10/+2 (+2 CON, +8 Protection)

Fortitude: +8 (+2 CON, +6)

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

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

Skills: 68r = 17 PP

Diplomacy 6 (+8)

Disable Device 12 (+15)

Gather Information 6 (+8)

Intimidate 8 (+10)

Knowledge (physical sciences) 12 (+15)

Knowledge (technology) 8 (+11)

Notice 8 (+10)

Sense Motive 8 (+10)

Feats: 15 PP

All-Out Attack

Challenge (Fast Demoralize, Fast Startle) 2

Dodge Focus 4

Evasion

Move-By Action

Power Attack

Second Chance (radiation attacks)

Startle

Skill Mastery (Disable Device, Intimidate, Knowledge [physical sciences], Notice)

Uncanny Dodge (audio)

Well-Informed

Powers: 37 + 6 + 1 + 8 = 52 PP

Atom Splitting, 30 PP Array (Extras: Accurate 2, Alternate Power 5) [37 PP]

Base: Blast 10 (Extras: Alternate Save [Fortitude]) [30 PP] “critical fissionâ€

Alternate Power: Damage 10 (Extras: Targeted Area Shapeable, Autofire 1) [30 PP] “bombardmentâ€

Alternate Power: Dazzle 10 (Extras: Area Burst, Selective Attack; Flaws: Range [Touch]) [30 PP] “blue flashâ€

Alternate Power: Drain Toughness 10 (Extras: Range [Perception]) [30 PP] “breakdownâ€

Alternate Power: Nullify Radiation 10 (Extras: Nullifying Field, Selective Attack) [30 PP] “scrubâ€

Alternate Power: Nullify Electronics 10 (Extras: Nullifying Field, Selective Atack) [30 PP] “EMPâ€

Flight 3 (50 MPH/500 ft. per round) [6 PP]

Immunity 1 (radiation) [1 PP]

Protection 8 [8 PP]

Abilities (26) + Combat (24) + Saving Throws (16) + Skills (17) + Feats (15) + Powers (52) - Disadvantages (0) = 150 PP


Nuclear-based heroes feel like they need to be treated with more import than they are. From Hiroshima to the Cold War to Chernobyl to the ghost of the suitcase nuke, fallout has always been one of the great boogeyman of the 20th century and is still holding strong in the 21st. Comics like to depict nuclear superpowers as massive gouts of flame or bright green bolts of glowy energy. But real radiation is invisible and harrowing, capable of turning the body against itself and reducing it to ruin. That's not to say comics have stayed away from this territory; Squadron Supreme, the original superhero deconstruction, had their Firestorm equivalent accidentally give his parents and a teammate cancer. Then there was Heroes, which used a nuclear man driven by grief almost towards criticality as a major running plot of the first season (you know, when it was good).

So I figure the best way to do a radiation-based hero is to make them someone who's fully in control of the situation - as much as they can be when they've been turned into a living reactor, that is. The character's main source of attack is a source of weaponized fission, capable of blinding, blasting, and accelerating the half-life of an object to the point that it degrades. But at the same time, it's a controlled burn - no collateral damage, no excess fallout. It hits the target it needs to and stops there. And lest some poor bank robbers deal with an apocalyptic case of radiation poisoning a week down the line, the array also grants this guy the ability to clean up the mess he's made, to draw the excess radiation back into himself before it does any serious damage. You may be wondering why I gave him Immunity 1 for background radiation and a mere Second Chance against attacks. Well, while this guy might be in control of his powers, he's still a major source of fission. Fission is what happens when the addition of a neutron excites uranium or plutonium into an unnatural state, whereby it splits and produces atomic energy. This guy might be in control, but the right outside stimulus could still cause damage - the kind he doesn't like to think about. And he thinks about it a lot, as the guy is built as a member of NEST. He knows exactly what a nuke can do, and is on the front lines if a radiological accident occurs or someone plants a dirty bomb.

How did he get his powers? Maybe he's a child of Prypiat whose parents moved to Freedom City after the disaster, and who's borne the legacy of Chernobyl since birth. Perhaps they're a Terminus baby who started studying weak interaction and learned how to hone their powers. There's always the popular "nuclear accident" idea - scientist caught in a particle accelerator, construction worker stuck in an incomplete reactor, soldier raiding a suspected terrorist safe house and getting exposed to the raw materials of a dirty bomb. If you want to take the build in new and exciting places down the line, you could make him a bit like Firestorm - the control over fission and atomic decay is the first step towards complete control over both strong and weak interaction.

(Likewise, as in many things, Doc is an expert on this.)

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Vampire Necromancer

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It's simple, really. To control death... you have to know it.

Power Level: 10 (150 PP)

Trade-Offs: +2 ATT/-2 DMG

Abilities: 2 + 4 + (-10) + 6 + 4 + 4 = 10 PP

Strength 12 (+1)

Dexterity 14 (+2)

Constitution –

Intelligence 16 (+3)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+12 Potence, +12 Necromancy)

Defense: +10 (+6 Base, +4 Dodge Focus)

Initiative: +2

Grapple: +20/+16/+7

Knockback: -10/-5/--

Saving Throws: 0 + 5 + 5 = 10 PP

Toughness: +10/-- (+10 Protection)

Fortitude: --

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

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

Skills: 48r = 12 PP

Diplomacy 4 (+6)

Gather Information 6 (+8)

Intimidate 8 (+10)

Knowledge (arcane lore) 8 (+11)

Knowledge (theology and philosophy) 4 (+7)

Language (English [base], Italian, Latin)

Notice 8 (+10)

Sense Motive 8 (+10)

Feats: 10 PP

All-Out Attack

Challenge (Fast Demoralize)

Contacts

Dodge Focus 4

Power Attack

Ritualist

Uncanny Dodge (audio)

Powers: 11 + 1 + 30 + 5 + 22 + 12 + 10 + 3 = 94 PP

Dominate, 10 PP Array (Power Feats: Alternate Power 1) [11 PP]

Base: Mind Control 10 (Flaws: Sense-Dependent [auditory]) [10 PP]

Alternate Power: Mental Transform 10 (memories, Extras: Range [Perception], Flaws: Action [Full-Round], Sense-Dependent [auditory]) [10 PP]

Drain Con 2 (Flaws: Requires Grapple) [1 PP]

Immunity 30 (Fortitude effects) [30 PP]

Impervious Toughness 10 (Flaws: Not Applicable to Fire/Wood) [5 PP]

Necromancy, 16 PP Array (Power Feats: Accurate 3, Alternate Power 3) [22 PP]

Base: Paralyze 8 (Extras: Range [Ranged]; Flaws: Action [Full-Round]) [16 PP]

Alternate Power: Move Object 8 [16 PP]

Alternate Power: Blast 8 (Extras: Autofire 1; Flaws: Limited to Undead) [16 PP]

Alternate Power: Comprehend 2 (Languages 1 [Flaws: Limited to Spirits], Spirits) [3 PP] + Super-Senses 8 (Detect Ghosts Ranged 2 [100 ft.] Radius Tracking, Postcognition [Flaws: Limited to Death]) [8 PP] + Immunity 5 (necromantic attacks) [5 PP]

Potence, 8 PP Array (Power Feats: Accurate 3, Alternate Power 1) [12 PP]

Base: Strike 7 (Power Feats: Mighty) [8 PP]

Alternate Power: Super-Strength 4 (Effective Lifting Strength 32) [8 PP]

Protection 10 [10 PP]

Regeneration 6 (Recovery Bonus 5 [+0], Resurrection 1/week; Flaws: Source [blood]) [3 PP]

Drawbacks: (-7) + (-3) = -10 PP

Weakness (sunlight; destroyed in 10 rounds; uncommon, moderate) [7 PP]

Vulnerability (fire; common, moderate) [3 PP]

Abilities (10) + Combat (24) + Saving Throws (10) + Skills (12) + Feats (10) + Powers (94) - Disadvantages (10) = 150 PP


I know, I'm retreading territory already walked by AA, but I felt the need to complete the major independent clans from Vampire. The Giovanni are a clan of Italian necromancers who like to keep both their magic and the Embrace within the family, which leads to a whole lot of icky situations. As they're from Sicily, they've also got strong ties to the Mafia, likely making them the third most offensive ethnic stereotypes in V:tM (hell, if we open it up to "offensive stereotypes in general", they get bumped out of the top three by the Malkavians, dangerous crazy people with mystical insight). They weren't one of the original clans, either - their founder was a simple yet prosperous merchant who was Embraced into the original vampire necromancers, the Cappadocians, and then built up his family to the point where they could drive the rest of the Cappadocians to destruction. They're powerful and free from the politics of the main vampiric sects, but they're pretenders to the throne and they know it - especially since when you're dealing with vampires who know necromancy, nothing is ever truly dead.

So this dead guy who controls other dead guys is built strongly along the lines of the Giovanni, who get the Disciplines of Dominate (mind control), Potence (super strength), and, well, Necromancy. Dominate and Potence were relatively simple to build, even if I did have to chop some of the higher level powers off of Dominate (like the one that could be repped by Possession). Necromancy, however, was a bit of a grab bag - mainly because the Discipline itself is something of a grab bag. Unlike the other Disciplines, Necromancy and Thaumaturgy are "blood magic," and thus exist as a number of paths that can be learned over and over again. Whereas Doc's Tremere build relied mainly on the more popular Thaumaturgical paths of Movement of the Mind and Lure of Flames, I decided to borrow as I saw fit amongst the various Necromantic paths. The Paralyze reflects a power to rip someone's soul out and drive them into unconsciousness, the Move Object represents summoning a ghost to stir things up, the Blast reflects an ability to sunder a wraith's corpus extended to all undead, and the Super-Senses block represents various death perception abilities.

So how did this person master both aspects of death? They could have been chosen while studying the necromantic arts, turned so that the guy's sire would have a powerful weapon against his enemies. That, of course, would go poorly for him. Or maybe the character did it to himself by accident, imbalancing his humors and turning him into an undead fiend. While the condition might be reversible, he's still going to use the material advantages to do some good. Or perhaps they were on death's door, and chosen by one of the death gods to return and do some good - only the death god couldn't let the person return without some sort of catch in the deal. Maybe Hel decided to take mercy, only to realize a catch in the bylaws of her realm meant that the dead guy had to return as a draugr. But with the blessing of a death god upon them, the character's able to turn their dead body into a powerful weapon through perfect understanding of their condition.

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Patriotic Golem

220px-Minute_Man_Statue_Lexington_Massac

It says it right there - "all men are created equal." Mind you, some are more "created" than others...

Power Level: 10 (150 PP)

Trade-Offs: -2 DEF/+2 TOU

Abilities: 8 + 2 + (-10) + 4 + 6 + 4 = 14 PP

Strength 30/18 (+10/+4)

Dexterity 12 (+1)

Constitution –

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 8 = 20 PP

Attack: +6 (+10 Melee)

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

Initiative: +11

Grapple: +22/+14

Knockback: -11/-6/--

Saving Throws: 0 + 6 + 5 = 11 PP

Toughness: +12 (+12 Protection)

Fortitude: --

Reflex: +7 (+1 DEX, +6)

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

Skills: 60r = 15 PP

Diplomacy 8 (+10)

Gather Information 4 (+6)

Intimidate 8 (+10)

Knowledge (arcane lore) 4 (+6)

Knowledge (history) 6 (+8)

Knowledge (tactics) 8 (+10)

Knowledge (theology and philosophy) 8 (+10)

Notice 8 (+11)

Sense Motive 6 (+9)

Feats: 17 PP

All-Out Attack

Attack Focus (Melee) 4

Benefit (use Knowledge [tactics] for Initiative)

Challenge (Fast Startle)

Dodge Focus 4

Master Plan 2

Power Attack

Startle

Uncanny Dodge (audio)

Powers: 12 + 30 + 22 + 4 + 5 = 73 PP

Enhanced Strength 12 [12 PP]

Immunity 30 (Fortitude effects) [30 PP]

Protection 12 (Extras: Impervious 10) [22 PP]

Regeneration 6 (Recovery Bonus 5 [+0], Resurrection 1/week; Flaws: Source [soil]; Power Feats: Regrowth) [4 PP]

Super-Strength 2 (Effective Lifting Strength 40, Power Feats: Groundstrike) [5 PP]

Abilities (14) + Combat (20) + Saving Throws (11) + Skills (15) + Feats (17) + Powers (73) - Disadvantages (0) = 150 PP


I'm not the first one to notice this - hell, Michael Chabon got a Pulitzer-winning novel out of the whole thing - but the creators of the heroes we most often view as the all-American boy scouts of their respective companies, Superman and Captain America, were Jewish. Thus, there's a chance that they were inspired by a figure of their own folklore - the golem. It's said that the Rabbi Judah Loew made a golem to protect the Jews of Prague from anti-Semitic violence; while the golem did its job, most tellings have it eventually going crazy and killing people until the word of life engraved on its forehead was smudged to turn to "death." So what if, in another time when the Jews were in need of a savior, someone woke the Golem of Prague? Or what if, in a grand Kabbalah-influenced undertaking, American rabbis crafted a new golem to aid their brethren overseas?

This is what might happen if Cap or Superman were actual golems instead of a golem stand-in. As a being made from clay, with none of the organs humans might have, it's extremely resilient to damage and doesn't have to go through any of the petty human processes - though it might like to one day. As this guy was made at a time when soldiers were needed, odds are he was made for the battlefield, with his creation quickly followed up by a stint in basic training and tutelage in tactics. And an understanding of some of the stranger things he'd encounter amongst Hitler's "ghost weapons" - after all, where better to direct an embodiment of divine creation than the SS's occult horrors? Aside from that, he's a standard powerhouse - strength, fortitude, and a few tricks. If he gets wounded on the battlefield, just give him a mud bath, and the living clay will absorb the soil into the wounds.

So where and when did this golem come from? Maybe he is the Golem of Prague, smuggled out of the country under dead of night and entrusted to Allied occult researchers, who managed to reactivate him, help him work out the issues that led to his first deactivation, and pointed him towards the enemy. Perhaps he was made in America by patriotic scholars of the Kabbalah, who gave him an education in what it means to be a man before sending him off to the field - with an emphasis on what it means to be a soldier. But what comes after? When the golem has saved his people, what does he do? Perhaps he tries to live like a man - takes a job, wonders what this thing called love is, starts a family as best he can. Maybe the battlefield is all there is, and he asks to be put in storage until the next time he's needed. Or maybe someone managed to smudge the word of life on his forehead during a crucial battle, until one day, he's found drifting in the ice floes of the Arctic...

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Chapter Zero

slashed-zero.gif

Capitalism is a lie, meant to shackle the masses to the idea of progress so that those at the top can propagate their riches. Communism is a lie, attempting to enforce equality while silently claiming some are more equal than others. Anarchy is a lie, a state of chaos where all boils down to might makes right. Organized religion is a lie, using the divine as an excuse to enforce the will of a few on the people. Atheism is a lie, denying the truth that the gods walk among us.

Chapter Zero is the truth.

Colin Hallard is a man who has lost his faith in everything - everything except humanity. The son of a family with a long history of armed service, Colin signed up for service a few years into the War in Iraq. The initial victory had passed, and the long occupation was beginning. In that formative time, Colin, a strong believer in the ideas of democracy and noblesse oblige, believed that an American presence could help promote democracy amongst people who had long lived under the yoke of a tyrant. What he encountered instead was the unimaginable stress of the urban battlefield. He saw sectarian violence win out over the promise of peace. He saw men he served with grievously wounded by firefights and IEDs - and those were the lucky ones. As his faith in the operation began to falter and he considered getting out as soon as his tour was up, he was wounded in a suicide bombing, taking a severe blow to the head. As soon as it was clear that there was little sign of brain damage, Colin was handed a medical discharge and sent back home.

But something had changed in Colin's head. First, he felt that his words had weight, that ideas he'd had trouble conveying before now came smoothly and with serious heft behind them. Second, he felt that some great blinder had been lifted off him - and he was scared by what he saw. In his eyes, the army that he had fought for and the cause he'd adopted had failed - not just him, but the people they claimed to be fighting for. Feeling the weight of cognitive dissonance bearing down, Colin tried to find a new cause worth fighting for. But try as he might, he found they all failed him. All politicians spoke a good game, but no matter what side they were on, they'd inevitably bow to the pressure of back room deals and the influence of power. Any attempt to get at the truth was muddled by an ideological tug of war, with one side gaining ground, the other losing ground, and everyone stuck in the mud. Even the outside theories had flaws and weaknesses apparent on their surface - hence why they stayed on the "outside." It seemed that everywhere there was a system for control, and outside of those, a delusion meant only for personal validation.

Trying to put a voice to his frustration, Colin typed up The Chapter Zero Manifesto. The core of the philosophy was simple - there is an honest, definable truth to all things, divorced from the systems of ideology and belief. Unlike Objectivism, which claims said truth points in a certain direction, the Manifesto claimed there's no good idea of where said truth points - not yet. Ideology, in all its forms, muddies such reasonable explorations to the point that there is no such "control" state for discovering the truth. The solution was simple - destroy ideology, and find truth.

The Manifesto gained some attention when it was posted to Reddit, and was quickly circulated through other underground networks. It found a voice with the dispirited, the disappointed, and the dispossessed. Those who met Colin in person claimed that he knew what he spoke of - while he claimed no honest truth, he had identified the primary sources of obfuscation, and knew just how to target them. The whole thing could easily have been written off as a new counter-culture movement for the Internet age. At least, until the St. Louis bombings. In July of 2011, an adherent of the Chapter Zero philosophy planted bombs at major churches and mosques throughout the city. While they were aimed for minimal loss, he hadn't accounted for cleaning staff, or ministers and imams staying late to work on their sermons. Six people died in the bombings, but the biggest shock came when he was brought in. The bomber claimed that he was organized; that there were hundreds of other "Truth Seekers" like himself, drawn together under the banner of freedom from ideology, ready to strike at the corrupted systems that blinded America.

Activity from Chapter Zero has been minimal since then, save for a few "close calls" busted by the FBI and the ATF. The Chapter Zero Manifesto still spreads, through P2P networks and anarchist bookstores. And no one knows quite where Colin Hallard has gone...


A good chunk of you likely know that I'm a script reader, and as such, I've read a number of really bad scripts. But some of them have ideas that can be mined. One was set in Amsterdam on the eve of the War in Iraq, and dealt with a bunch of college students debating politics, ideology, et cetera. After sixty pages of nothing but navel-gazing happening, it was revealed that one of these college students was... the kind of stock psychosexual serial killer that shows up in works where no one who enters a S&M club leaves intact. It was a mess, but somewhere down the line, my fellow readers and I were asked how we'd go about saving it. After thinking on it, I realized that the script was set in Amsterdam - which, despite its reputation as a laid-back, cool place, is also a bit of an ideological mine field. I mean, where else can you say a gay anti-immigration Prime Minster was assassinated by an environmental activist? So the idea was to make the bad guy a terrorist devoted to destroying ideology in all its forms. Althusser could probably tell you the problems with this, but obviously the bad guy had some screws loose.

I don't think anything ever came of the suggestion, but it certainly kicked around in my head. Thus Chapter Zero. Chapter Zero was partially born out of the idea to make a "decentralized menace" for the game. While superhero universes often have nebulous terrorist groups led by dark masters - AIM, HYDRA, Kobra, Intergang - they've usually got serious infrastructure, serious bank, and some mastermind hiding behind it all. Hell, the Watchdogs, which might be the closest equivalent in the Marvel Universe - especially after a comic that raised ire by making the ties between them and the Tea Party a bit strongly - was founded by the Red Skull. If anything, Chapter Zero is the Freedomverse equivalent of Project Mayhem, a wide-spread underground subversive group that makes its statement through homemade explosives and smuggled arms rather than Kirby-esque hypertech and flashy uniforms.

Your typical Chapter Zero "Truth Seeker" will likely have some combat experience and training, perhaps sitting around PL5. Colin Hallard should sit somewhere comfortably around the range for Badass Normals, and - as the write-up indicates - perhaps have some ranks of Enhanced Charisma, awakened by his combat wound and explaining why his ideology so easily wins people over. If someone really wants to tick him off, they could easily draw comparisons between him and the last time Freedom had a hypercharismatic terrorist who wanted to tear it all down. What was that guy's name again? The Conquering Worm?

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Djinn

djinn.jpg

I've been walking the hidden corners of this world for longer than you can imagine.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 2 + 6 + 4 + 4 + 4 + 8 = 28 PP

Strength 12 (+1)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 18 (+4)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Purest Flame)

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

Initiative: +11/+3

Grapple: +7

Knockback: -5/-1

Saving Throws: 5 + 5 + 5 = 15 PP

Toughness: +10/+2 (+2 CON, +8 Protection)

Fortitude: +7 (+2 CON, +5)

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

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

Skills: 60r = 15 PP

Bluff 8 (+11)

Diplomacy 8 (+11)

Gather Information 8 (+11)

Knowledge (arcane lore) 6 (+8)

Knowledge (history) 4 (+6)

Knowledge (theology and philosophy) 8 (+10)

Language (Arabic [base], Farsi, English)

Notice 8 (+10)

Sense Motive 8 (+10)

Feats: 17 PP

All-Out Attack

Challenge (Fast Feint, Fast Taunt) 2

Dodge Focus 4

Evasion 2

Fascinate (Bluff)

Move-By Action

Power Attack

Precise Shot

Redirect

Taunt

Uncanny Dodge (audio)

Well-Informed

Powers: 1 + 8 + 35 + 7 = 51 PP

Immunity 1 (aging) [1 PP]

Protection 8 [8 PP]

Purest Flame, 30 PP Array (Power Feats: Accurate 2, Alternate Power 3) [35 PP]

Base: Blast 10 (Extras: Autofire 1) [30 PP]

Alternate Power: Damage 10 (Extras: Area Burst, Selective Attack) [30 PP]

Alternate Power: Insubstantial 4 [20 PP] + Concealment 5 (all visual senses, normal hearing) [10 PP]

Alternate Power: Dazzle 10 (visual; Extras: Area Shapeable) [30 PP]

Speed of the Winds, 5 PP Array (Power Feats: Alternate Power 2) [7 PP]

Base: Speed 5 (250 MPH, 2500 ft./round) [5 PP]

Alternate Power: Quickness 5 (x50) [5 PP]

Alternate Power: Enhanced Feats 5 (Elusive Target, Improved Initiative 2, Instant Up, Up the Wall) [5 PP]

Abilities (28) + Combat (24) + Saving Throws (15) + Skills (15) + Feats (17) + Powers (51) - Disadvantages (0) = 150 PP


The djinn is a being of folklore whose original nature has kind of been trammeled up by folk tales and myth. Djinn are beings of Islamic lore who are said to live alongside humanity, unseen. Some times this means they're invisible, some times this means they pass, and some times this means they stay in the isolated places of Earth. Their nature often ranges from "friendly and watchful" to "mischievous and playful" to "outright malevolent" - but they are often expected to be judged like humanity will be at the end of days. Their bodies are made of "smokeless fire," and they can move as fast as the wind. It's somewhat easy to trace how this led to the idea of djinn as reality-warping magic beings who lived in bottles. Solomon was renowned for his ability to bind djinn, and was said to use them to build his palace. From there came the folk tale of Aladdin, who found a djinn bound by Solomon and used it for similarly amazing feats. Over time, a djinn's wish granting ability moved for "I'll do what you ask to the best of my ability" to "I will move the heavens and earth for you, oh master." There's nothing wrong with the modern model, but there's something to be said for mythological authenticity.

The whole "smokeless fire" thing is an easy trope to duplicate in comics - the character has the ability to generate fire without fuel and transmute their body into something that burns clean. Not like this is an unknown concept. The character's firepower is primarily, well, fire power, resulting in the ability to throw out lances of flame, produce a close-range inferno, and send out blinding sparks with a snap of their fingers. They're also capable of burning their form away, existing as invisible energy and moving silently among mankind. The speed stuff is mostly utility, allowing for movement, high responsiveness, and the ability to respond on the fly. Djinn are often considered immortal, hence the immunity to aging, but there's nothing that says their flames can't be snuffed out.

So how new is this ageless, invisible being to the heroing game? Maybe they're a young djinn from an isolated little settlement in the Rub al-Khali who decided they wanted to get out and see the world, leaving behind his peaceful homeland as an emissary. Maybe they're an ancient being who's moved behind the scenes of the world for a long time, finally dipping their hand into public heroics. There's also the possibility for a human origin - the qareen is a type of djinn that's something like a "guardian angel," a constant companion that tries to guide the person they're attached to through life. Perhaps this qareen decided to merge with their charge and produce a fiery avatar of justice.

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Temporal Cowl

matt%2Bsmith%2Bbatman%2B2.jpg

There's a word they whisper in the darkest places of the universe, in the lost backwaters of time. They whisper it as a warning. So surely you know who I am now.

Power Level: 10 (150 PP)

Trade-Offs: +5 ATT/-5 DMG, +2 DEF/-2 TOU

Abilities: 10 + 4 + 10 + 6 + 4 + 6 = 40 PP

Strength 20 (+5)

Dexterity 14 (+2)

Constitution 20 (+5)

Intelligence 16 (+3)

Wisdom 14 (+2)

Charisma 16 (+3)

Combat: 18 + 14 = 32 PP

Attack: +9 (+15 Melee, +15 Gadgets)

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

Initiative: +11

Grapple: +20

Knockback: -4/-2

Saving Throws: 2 + 5 + 5 = 12 PP

Toughness: +8/+5 (+5 CON, +3 Protection)

Fortitude: +7 (+5 CON, +2)

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

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

Skills: 64r = 16 PP

Bluff 4 (+7)

Climb 0/4 (+5/+9)

Computers 0/10 (+3/+13)

Diplomacy 6 (+9)

Disable Device 0/10 (+3/+13)

Gather Information 6 (+9)

Intimidate 8 (+11)

Knowledge (history) 9 (+12)

Knowledge (tactics) 8 (+11)

Notice 8 (+10)

Sense Motive 7 (+9)

Stealth 8/12 (+10/+14)

Feats: 23 PP

All-Out Attack

Attack Focus (Melee) 6

Benefit (use Knowledge [tactics] as Initiative)

Challenge (Fast Demoralize, Fast Startle) 2

Dodge Focus 4

Evasion 2

Jack of All Trades

Master Plan 2

Power Attack

Startle

Uncanny Dodge (audio)

Well-Informed

Powers: 4 + 1 + 15 + 1 + 6 = 27 PP

Armor, 5 PP Device (Hard-to-Lose) [4 PP]

Enhanced Skills 2 (Climb 4, Stealth 4) [2 PP]

Protection 3 [3 PP]

Features 1 (Temporal Inertia) [1 PP]

Gadgets 2 (10 PP, Easy-to-Lose, Power Feats: Accurate 3) [12 PP]

Sample Builds:

Applies Autofire 1 [4], Improved Critical 2, Incurable, and Penetrating 3 to Unarmed [10 PP] “cosmically-enhanced baseball batâ€

Corrosion 5 (Flaws: Affects Objects Only) [10 PP] “nitro-8â€

Enhanced Skills 8 (Computers 10, Disable Device 10, Escape Artist 12) [8 PP] + Quickness 2 (x5) [2 PP] “universal lockpickâ€

Super-Movement 2 (Sure-Footed, Swinging) [4 PP] + Snare 5 (Power Feats: Tether) [6 PP] “zip lineâ€

Super-Movement 5 (Temporal Movement 3, Power Feats: Progression 4 [2500 lbs. cargo]) [10 PP] “temporal shuttleâ€

Teleport 20 (anywhere in the universe, Extras: Accurate, Flaws: Action [Full-Round], Long Range Only) [10 PP] “door to anywhereâ€

Immunity (aging) 1 [1 PP]

Regeneration 5 (Resurrection [20 minutes], Power Feats: Reincarnation) [6 PP]

Abilities (40) + Combat (32) + Saving Throws (12) + Skills (16) + Feats (23) + Powers (27) - Disadvantages (0) = 150 PP


So anyone who's spent any amount of time on TV Tropes knows there's a running theory that nearly every character in fiction is secretly a Time Lord. And of course, the first character listed in the Comics subsection is Batman. But... goddamnit, it makes a lot of sense that Batman would be the Doctor, doesn't it? The many different takes on the same character (as explored in Warren Ellis's crossover between Planetary and Batman) ranging from goofy and outgoing to brooding and taciturn to downright dangerous. The emphasis on preparation, tactics, and intelligence. The nearly endless resource of gadgets. His status as an urban legend, and one that makes even the universe's greatest monsters wee themselves with fear. With the later series, there's the darkness driven by the loss of all he knew - but there was still that tactical dark side in the old series, with Sylvester McCoy's incarnation. And the Doctor's always been able to mask his dark side from the world with the help of a jovial exterior - and, as many comics writers keep telling us, what else is billionaire playboy Bruce Wayne but Batman's mask?

So, yes. It's the Doctor as a Cowl. To be honest, there's not much here to distinguish him from your regular Cowl, though his Gadgets do tend more towards Batman's sci-fi closet. Some of the Gadgets are drawn from the Doctor (though instead of a TARDIS, he more has a personal portal to anywhere and something like Captain Jack Harkness's time-hopping bracer), Batman, and one of the Doctor's more... destructive companions (this is the girl who took on a Dalek with a baseball bat and actually got some good licks in). He's got a good head for history, of course, either having lived through a good chunk of it or having jumped through it regularly. And then, of course, there's the Regeneration. While he dies as easily as most other humans, it's not like he stays down - and he's just going to come after you again, only now, you have no idea what he looks like.

So where did this scourge of the scum of the universe come from? Well, our Freedomverse already has a Time Lord-styled society, the Kaironians - but if this character comes from there, you'd have to explain how they were the only other survivor of the Terminus purge. There's the possibility of a Clockworker who defected from his fellows and decided to fix history - but unlike the Tick-Tock Doc, he wants to use subtle brushstrokes instead of a wide roller. Or maybe they're a time traveler like Doctor Tomorrow whose first trip through the time stream buffeted them with regenerative energy, giving them the strength to jump about righting the wrongs of history. But wherever this character comes from... they should likely have a dark double. One who travels in their shadow, shifting to match their equal, going from the manipulative evil genius to the madman who'll laugh as the world burns.

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  • 2 weeks later...

Particle Man

SandmanChap.gif

It's all about the little things.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 4 + 6 + 4 + 2 + 6 + 4 = 26 PP

Strength 14 (+2)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 12 (+1)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Sirocco)

Defense: +10 (+6 Base, +4 Dodge Focus)

Initiative: +3

Grapple: +8

Knockback: -5/-1

Saving Throws: 5 + 5 + 4 = 14 PP

Toughness: +10/+2 (+2 CON, +8 Protection)

Fortitude: +7 (+2 CON, +5)

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

Will: +7 (+3 WIS, +4)

Skills: 56r = 14 PP

Diplomacy 6 (+8)

Gather Information 6 (+8)

Intimidate 8 (+10)

Knowledge (current events) 6 (+7)

Knowledge (physical sciences) 8 (+9)

Knowledge (streetwise) 6 (+7)

Notice 8 (+11)

Sense Motive 8 (+11)

Feats: 15 PP

All-Out Attack

Challenge (Fast Startle)

Dodge Focus 4

Evasion 2

Grappling Finesse

Move-By Action

Power Attack

Quick Change

Startle

Uncanny Dodge (audio)

Well-Informed

Powers: 4 + 9 + 8 + 36 = 57 PP

Flight 2 (25 MPH) [4 PP]

Immunity 9 (life support) [9 PP]

Protection 8 [8 PP]

Sirocco, 30 PP Array (Power Feats: Accurate 2, Alternate Power 4) [36 PP]

Base: Damage 10 (Extras: Targeted Area Shapeable, Autofire 1) [30 PP]

Alternate Power: Blast 10 (Extras: Alternate Save [Fortitude]) [30 PP]

Alternate Power: Insubstantial 2 [10 PP] + Obscure (visual) 6 (250 ft, Extras: Selective Attack) [18 PP]

Alternate Power: Insubstantial 2 [10 PP] + Blast 10 [20 PP]

Alternate Power: Snare 10 (Extras: Backlash, Engulf) [30 PP]

Abilities (26) + Combat (24) + Saving Throws (14) + Skills (14) + Feats (15) + Powers (57) - Disadvantages (0) = 150 PP


Characters who are capable of tearing apart and weaponizing their body on a molecular level are kind of interesting, don't you think? I mean, there's already the distinct gimmick of Sandman, who's capable of turning his body into a gigantic mass of sand and reshaping it as he wishes (and when DC was mining the JSA for all they were worth, they did a similar thing with their Golden Age Sandman's boy sidekick). But there are so many substances a character can break themselves down into. There's rock, like Rockslide; bugs, like Jonathan Hive in the Wild Cards books; and, in this age of nanotechnology, there's the possibility of breaking your body down into tiny robots and becoming a one-man gray goo scenario.

I went with sand for this guy, for obvious reasons. As such, his powers involve breaking parts of his body down into particulate matter and launching it off in a volley. He can explode into a sandstorm that tears into everyone around him, send a volley of particles that cause his target to choke, break into a storm that blinds everyone around him, and form a miniature cyclone centered on his target. A number of his abilities rely on the power to go Insubstantial by breaking down into fine particles; while energy attacks will take him out (nothing better for making sand stand still like fire), he won't be taking many blows in that form. He's also capable of flying by blowing himself apart into a storm of particles, and the fact that his body is mostly sand nowadays means he doesn't have many health troubles. If you want to make it something else, like bugs or nanobots with advanced sensors, you could easily throw in an ESP Alternate Power on his main array and add Spatial Awareness as a Super-Sense based around the fact that he's always got some parts of himself floating around him.

So how did all these pieces come together? Maybe they're another type of djinn, one that's made the desert a part of themselves. Perhaps they're a researcher who got involved in a nanotech accident and found himself taken apart and reassembled piece by piece, a bit like the foglets from Transmetropolitan. They could be the next heir to the title of Dust Devil, empowered to act as his agent far and wide and protect the interests of Magic Mesa. Or they could be a superintelligent swarm of insects, another phenomena similar to The Collective but focused on more altruistic goals.

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  • 2 weeks later...

Sharpshooter

HicksS2.png

Okay... six ball to corner pocket after bouncing off that bumper, the ten ball, and... let's add some variety and say 'the bar.'

Power Level: 10 (150 PP)

Trade-Offs: +5 ATT/-5 DMG, +5 DEF/-5 TOU

Abilities: 10 + 10 + 10 + 4 + 4 + 4 = 42 PP

Strength 20 (+5)

Dexterity 20 (+5)

Constitution 20 (+5)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 18 + 16 = 34 PP

Attack: +9 (+15 Ranged)

Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed

Initiative: +5

Grapple: +14

Knockback: -2

Saving Throws: 2 + 3 + 5 = 10 PP

Toughness: +5 (+5 CON)

Fortitude: +7 (+5 CON, +2)

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

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

Skills: 64r = 16 PP

Acrobatics 10 (+15)

Diplomacy 6 (+8)

Gather Information 4 (+6)

Intimidate 8 (+10)

Knowledge (current events) 6 (+8)

Knowledge (physical sciences) 6 (+8)

Notice 8 (+10)

Sense Motive 8 (+10)

Stealth 8 (+13)

Feats: 27 PP

Acrobatic Bluff

Attack Focus (Ranged) 6

Challenge (Fast Acrobatic Bluff, Fast Demoralize) 2

Dodge Focus 7

Elusive Target

Evasion 2

Improved Ranged Disarm

Power Attack

Precise Shot

Ranged Pin

Redirect

Skill Mastery (Acrobatics, Intimidate, Notice, Stealth)

Uncanny Dodge (auditory)

Up the Wall

Powers: 13 + 3 + 2 + 3 = 21 PP

Precision, 10 PP Array (Power Feats: Alternate Power 3) [13 PP]

Base: Applies Autofire 1 to Throwing Knives [10 PP]

Alternate Power: Applies Targeted Area Shapeable to Throwing Knives [10 PP]

Alternate Power: Applies Ricochet 2, Improved Critical 2, Improved Ranged Disarm [2], Improved Ranged Pin 2 and Precise to Throwing Knives [10 PP]

Alternate Power: Trip 5 (Extras: Targeted Area Shapeable) [10 PP]

Ranged Supremacy 1 [3 PP]

Super-Movement 1 (Sure-Footed) [2 PP]

Throwing Knives, 5 PP Device (Easy-to-Lose) [3 PP]

Applies Mighty 5 to Unarmed [5 PP]

Abilities (42) + Combat (34) + Saving Throws (10) + Skills (16) + Feats (27) + Powers (21) - Disadvantages (0) = 150 PP


I've been watching quite a bit of Alphas on Netflix these days, and it's a pretty entertaining show. It manages to give the cast superpowers that are not just budget-conscious (unlike Heroes, which had to put the big season-ending battle against the Big Bad behind a closed door once), but seem reasonable. I'm not saying "believable" - the autistic kid who can perceive the entire electromagnetic spectrum proves that - but there's a way they work that's understandable. All the powers are extensions of normal biological processes, and any powers that are too "ramped up" tend to have a counterbalance. The "new guy" of the team, the one who the audience is meant to follow along with, is Hicks, whose power is "hyperkinesthesia." This means he's got perfect balance, perfect aim, and even the ability to pull off ungodly bank shots. At least, he does when he's not thinking about it - like any act that relies on muscle memory, trying to do it consciously results in getting tripped up and clumsy.

Seemed like solid enough inspiration for a build. This one is probably the most Ability-centered one I've done thus far, and that's for a reason. Top-level dexterity is key to the build, and STR and CON +5 are hallmarks of the standard-issue Badass Normal. Not that this guy's normal, of course. Supremacy was also key to the build, as this guy is supposed to be freaking deadly with any sort of ranged weapon. I had to guess a bit on the point cost, but 4 PP seems kind of fair, doesn't it? His weapon of choice is throwing knives, as in the right hands, they're good for both blunted and pointy damage - and said pointy attacks can always be used to pin someone to the wall rather than run them through. Like the Weaponized Teleporter, this is a build very much split into "their weapon" and "what they can do with it." There are the traditional flurries, directed at one target or many, the ability to strike anywhere (within reason), and the ability to pin someone to the ground. The Skills and Feats also speak to someone who knows how to move. As an amusing note, I threw in the Knowledge (physical sciences) based on a little quirk of Cyclops - due to the fact that he constantly has to estimate how to bank and bounce his eye beams in combat, he's probably one of the best pool players in the world.

So how did this guy unlock his talents, and what was he doing when he did it? Well, Hicks was a retired Marine, and I would've gone with that if I hadn't gone with nearly a dozen other military builds. There's always some comic book-friendly professions like acrobat, traceur, and pitcher, but... let's have some fun with hand-eye coordination. Maybe give the guy some solid ranks in Medicine, and he could be a top-class surgeon who didn't realize his talents applied elsewhere until he tried his hand at a softball game at the family reunion. Or perhaps they're a former criminal gone straight - not an assassin, like that guy, but a safecracker who could perfectly pick any lock and feel the tumblers beneath his fingers. In which case, feel free to add ranks of Disable Device and Acute Analytical Tactile senses.

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Object Empath

2196525-kat.jpg

Everything talks. But not everyone can listen.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 4 + 4 + 4 + 4 + 6 + 4 = 26 PP

Strength 14 (+2)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Saber)

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

Initiative: +2

Grapple: +8

Knockback: -5/-1

Saving Throws: 5 + 6 + 4 = 15 PP

Toughness: +10/+2 (+2 CON, +8 Protection)

Fortitude: +7 (+2 CON, +5)

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

Will: +7 (+3 WIS, +4)

Skills: 60r = 15 PP

Diplomacy 10 (+12)

Gather Information 8 (+10)

Intimidate 8 (+10)

Knowledge (arcane lore) 4 (+6)

Knowledge (history) 6 (+8)

Knowledge (theology and philosophy) 8 (+10)

Notice 8 (+11)

Sense Motive 8 (+11)

Feats: 20 PP

All-Out Attack

Challenge (Fast Demoralize, Fast Startle) 2

Contacts

Dodge Focus 4

Elusive Target

Evasion 2

Improved Block

Improved Disarm

Move-By Action

Power Attack

Startle

Takedown Attack

Uncanny Dodge (auditory)

Weapon Bind

Weapon Break

Powers: 8 + 14 + 14 + 9 + 5 = 50 PP

Awakened Armor, 10 PP Device (Hard-to-Lose) [8 PP]

Immunity 2 (critical hits) [2 PP]

Protection 8 [8 PP]

Communion, 10 PP Array (Power Feats: Alternate Power 4) [14 PP]

Base: Applies Vampiric to Saber [10 PP]

Alternate Power: Applies Autofire 1 [10] to Saber [10 PP]

Alternate Power: Applies Alternate Save [Will, 10] to Saber [10 PP]

Alternate Power: Applies Impervious Toughness to Awakened Armor [10 PP]

Alternate Power: Applies Immunity 10 (psionic effects, Extras: Duration [sustained]) to Awakened Armor [10 PP]

Comprehend 7 (Electronics 2, Objects 2, Plants 2, Spirits) [14 PP]

Saber, 15 PP Device (Easy-to-Lose) [9 PP]

Strike 8 (Extras: Penetrating 2, Power Feats: Accurate 2, Improved Critical, Precise, Mighty) [15 PP]

Super-Senses 5 (Accurate Radius Ranged Mental Sense, Danger Sense [mental]) [5 PP]

Abilities (26) + Combat (24) + Saving Throws (15) + Skills (15) + Feats (20) + Powers (50) - Disadvantages (0) = 150 PP


Blame Cracked for this one. Erika Eiffel is a top-class archer, with a significant number of wins to her name. And she claims one of the reasons she's so good is that she loves her bow. She really loves her bow. See, Erika is an objectophile, a person who believes that inanimate objects have personality and character. That "Eiffel" in her name? She legally changed it to that after she had a "commitment ceremony" with the Eiffel Tower. From our real world perspective, this is a bit... eccentric. But if we assume a comic book universe, with all the superpowers and cosmologies that come with it, it might be possible. The closest thing to it in comics right now is probably Katana (another sterling example of comic book multiculturalism), who wields a mystical sword she can communicate with, mainly because it captures the souls of whoever it slays. But, I've already done more than a few animist-inspired builds, so what's one more?

The character is built as a swordswoman first, capable of blocking, parrying, and disarming with all the best. She's also capable of talking to pretty much anything that's not typically seen as "sentient" - rocks, trees, computers, etc. And as a result of communicating with the pure essence of an object, she's able to draw it out and use it to affect the essences of others. Her blade is capable of inhumanly-fast cuts, can serve as a conduit to draw the pulse of others right into her, and can deliver a strike that disrupts a person's essence. Likewise, her armor can become harder than impervium with a mere thought, or provide a shield against effects that would tear at her mind. And part of the good side of being attuned to the silent whispers of the world is that they give her a good sense of just who is where around here, as well as an understanding of when something big is about to go down.

I built the character along the lines of a Shinto practitioner who's able to communicate with the kami of various objects, asking them to lend her their power in times of distress as well as chatting with them about the state of affairs. If I'd go this route, I probably wouldn't pattern her off of a ninja or samurai - maybe she's formed a bond with a Western-style set of plate mail and a longsword, or maybe even riot gear and a combat knife. Then again, any animist faith would work - while Shinto emphasizes the fact that all things have a soul to them, something like vodoun wouldn't blink at the idea of a blade serving as an extension of Ogoun. Or they could just be a psychometrist who has the ability to instill objects with latent psychic energy, like how Psylocke can manifest her telepathy as a katana that strikes at her enemy's mind.

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  • 3 weeks later...

Teleporting Swordsman

NightcrawlerSword.gif

Your guard's good. But it can't be everywhere at once. Me, on the other hand...

Power Level: 10 (150 PP)

Trade-Offs: +2 DEF/-2 TOU

Abilities: 4 + 6 + 4 + 4 + 4 + 6 = 28 PP

Strength 14 (+2)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 16 (+3)

Combat: 12 + 16 = 28 PP

Attack: +6 (+10 Melee)

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

Initiative: +3

Grapple: +12

Knockback: -4/-1

Saving Throws: 5 + 5 + 5 = 15 PP

Toughness: +8/+2 (+2 CON, +6)

Fortitude: +7 (+2 CON, +5)

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

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

Skills: 68r = 17 PP

Acrobatics 8 (+11)

Bluff 12 (+15)

Diplomacy 8 (+11)

Gather Information 8 (+11)

Knowledge (arcane lore) 4 (+6)

Knowledge (history) 4 (+6)

Knowledge (tactics) 8 (+10)

Notice 8 (+10)

Sense Motive 8 (+10)

Feats: 24 PP

All-Out Attack

Attack Focus (Melee) 4

Challenge (Fast Feint, Fast Taunt) 2

Dodge Focus 4

Elusive Target

Evasion 2

Fascinate (Bluff)

Improved Disarm

Improved Sunder

Master Plan 2

Move-By Action

Power Attack

Redirect

Taunt

Uncanny Dodge (auditory)

Powers: 6 + 9 + 23 = 38 PP

Protection 6 [6 PP]

Rapier, 15 PP Device (Easy-to-Lose) [9 PP]

Strike 8 (Extras: Penetrating 3, Power Feats: Improved Critical 2, Mighty, Precise) [15 PP]

Riposte, 20 PP Array (Power Feats: Alternate Power 3) [23 PP]

Base: Applies Targeted Area Shapeable and Autofire 1 to Rapier [20 PP]

Alternate Power: Applies Area Burst and Selective Attack to Rapier [20 PP]

Alternate Power: Links Drain Toughness 10 (Extras: Affects Objects) to Rapier [20 PP]

Alternate Power: Teleport 8 (2000 miles, Power Feats: Easy, Progression 2 [500 lbs.], Turnabout) [20 PP]

Abilities (28) + Combat (28) + Saving Throws (15) + Skills (17) + Feats (24) + Powers (38) - Disadvantages (0) = 150 PP


So, a ways back - and dear God, I can't believe that was two months ago - I said I was working on two "teleporting weapon master" builds inspired by Marvel characters. And, well, here's the Melee build. Nightcrawler has always been a character with great potential as a melee combatant and a reluctance to get into the down and dirty aspects of it. Part of that has to do with his devout faith, as well as the fact that he's spent most of his life being identified as a "monster" and would never want to embody that. But... at the same time, he's a man who loves his swashbuckling adventure, and is quick to hijack the Danger Room for some sort of pirate-themed adventure. Alternate universes show him as the kind of guy who's learned how to teleport away parts of the person he's targeting. And let's face it, that scene at the start of X-Men 2 (which I cannot find for the life of me) was awesome.

So here's a master swordsman who has a much greater chance of stabbing you in the back. Like with the Weaponized Teleporter build, the character is very well trained in his weapon of choice even without the benefit of rending space. He can parry, dodge, thrust, disarm, and even cut lesser blades in half - all while using his barbed tongue to catch his opponents off-guard and direct their attention elsewhere. And with the teleport array, he's a real devil. If he wants to be focused and precise, he can cut down his targeting area to unleash a flurry of blades - and if he wants to hit everyone, and we mean everyone, there's an option for that as well. There's also the option of striking in just the right way - such as teleporting the blade through the body - that it takes apart armor. The Protection is likely tied to whatever sort of strange power gives him the ability to fold reality, though Force Field might be more justified.

So what's the source of his unique fighting style? Well, you could keep in Nightcrawler's footsteps and have the guy be a natural teleporter who fell in love with the idea of swashbuckling and chivalry and decided to become a Scarlet Pimpernel in an age of Batman. Perhaps they found a magical relic in an antiques store somewhere, a sword that cuts open the barriers of reality, and decided to use it as a way to get involved in the weirder aspects of the world. Or maybe they're one of those weirder aspects themselves, a magical practitioner from a reality a few doors over. I know fairies have been a bit abused on this board, but imagine a sidhe noble and duelist barging into Freedom City and getting his Namor on.

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Inspiring Werewolf

Werewolf_howling_at_moon1-300x287.gif

In his name do I sing. In her name do I fight.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 4 + 4 + 4 + 6 + 4 + 6 = 28 PP

Strength 14 (+2)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 24/16 (+7/+3)

Wisdom 14 (+2)

Charisma 26/16 (+8/+3)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Melee)

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

Initiative: +2

Grapple: +12

Knockback: -5/-1

Saving Throws: 5 + 5 + 6 = 16 PP

Toughness: +10/+2 (+2 CON, +8 Protection)

Fortitude: +7 (+2 CON, +5)

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

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

Skills: 60r = 15 PP

Bluff 4 (+13/+8)

Diplomacy 8 (+16/+11)

Gather Information 6 (+14/+9)

Intimidate 8 (+16/+11)

Knowledge (arcane lore) 4 (+11/+7)

Knowledge (theology and philosophy) 6 (+13/+9)

Notice 8 (+10)

Perform (singing) 8 (+16/+11)

Sense Motive 8 (+10)

Feats: 20 PP

All-Out Attack

Attack Focus (Melee) 4

Challenge (Fast Demoralize)

Dodge Focus 4

Fascinate (Perform)

Inspire 4

Luck 2

Power Attack

Uncanny Dodge (audio)

Well-Informed

Powers: 37 + 13 = 50 PP

Lycanthropy, 41 PP Container (Drawbacks: Involuntary Transformation [-4, crescent moon, DC15 Will to overcome) [37 PP]

Lunar Glory, 10 PP Array (Power Feats: Alternate Power 5) [15 PP]

Base: Emotion Control 10 (Flaws: Sense-Dependent [Hearing]) [10 PP]

Alternate Power: Enhanced Charisma 10 [10 PP]

Alternate Power: Enhanced Intelligence 8 [8 PP] + Enhanced Feats 2 (Improvised Tools, Jack of All Trades) [2 PP]

Alternate Power: Healing 5 (Extras: Area Shapeable; Flaws: Sense-Dependent [Hearing]) [10 PP]

Alternate Power: Impervious Toughness 10 [10 PP]

Protection 8 [8 PP]

Strike 8 (Power Feats: Mighty) [9 PP]

Super-Senses 9 (Accurate Acute Analytical Extended [10x] Tracking 2 Olfactory, Precognition [Flaws: Limited to Dreaming]) [9 PP]

Regeneration 13 (Recovery Bonus 3 [+5], Bruised 3 [No Action], Injured/Staggered 6 [No Action], Power Feats: Regrowth) [13 PP]

Disadvantages: -3 PP

Vulnerability (silver, moderate [x1.5 DC]) [3 PP]

Abilities (28) + Combat (24) + Saving Throws (16) + Skills (15) + Feats (20) + Powers (50) - Disadvantages (3) = 150 PP


Yes, this is officially a thing now. So last time around, I made a build based around the full moon warrior caste of werewolves from White Wolf's games (Ahroun in Apocalypse, Rahu in Forsaken). Well, now I'm going to be working my way down the various auspices. And next up come the Gibbous moons, who are less warriors and more figures of renown and inspiration. In Apocalypse, which takes more of a "culture hero" approach to the whole werewolf thing, they're the Galliards, the bards and lorekeepers who tell the tales that inspire the Garou in their struggles. It's not surprising that the Fianna, the tribe of Irish stereotypes, supposedly produced the first Galliard. In Forsaken, which takes a more primal approach to the whole werewolf thing, they're the Cahaliths, and while they keep the bardic element, they also take on a religious role - especially as they've got the special ability of receiving visions from their patron goddess, Luna, as they sleep.

So here we have a werewolf whose howls will stir her allies to battle and her foes to ruin. Unlike the SAS Werewolf, this build is more meant as a PL6 when not clad in fur - while they're respectable enough in a fight, they haven't exactly had years of combat training in a military context. They're also not quite the combat machine as the Rahu build, as their claws aren't extra nasty and they don't really have many damage-focused "gifts." What they are, however, is a strong inspiration to others. Their howls can knit wounds or turn blood to ice, and they can rely on the light of the moon for a force of will that can rout entire armies - or wisdom that can turn the battle in their favor. The Impervious Toughness is there to reflect how the Gibbous Moons, not the Full Moons, are often seen as fonts of glory - whereas the Full Moon is more likely to hit hard and drive the enemy into the ground, the Gibbous Moon is more likely to resist pain and hold off against hordes, all the better to tell stories of the courageous last stand.

So what would be a good origin for a werewolf who draws divine inspiration? Well, the Gibbous Moons, no matter what game, are often centered around song, speech, knowledge, and prophecy. If we were to look for a god who falls under all those purviews, well, we'd find Apollo. Oh, and look at that - right next to Apollo is his sister Artemis, who's the goddess of the moon, wild animals, and the hunt. This werewolf likely gets her power from the Wonder Twins of the Greek Pantheon, then - but how so? Maybe she was chosen as a champion for a new age by the gods themselves, giving her a monstrous form to strike fear in the hearts of the wicked and a golden voice to calm the nerves of the frightened. Perhaps she was raised in a Dianic cult or a long-lost tribe of Amazons, and her lycanthropy was treated as a sacred sign that brought her into the group's inner circles and gained her the blessings of the gods. Or maybe it's nothing so benevolent - maybe she ticked off the gods (and not in the "innocent misunderstanding" sense, like Actaeon) and was inflicted with Lycaon's curse, made to do good deeds until the burden of lycanthropy is lifted. But over the years, she's come to see the curse as a blessing, as she realizes good can be its own reward.

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  • 1 month later...

Baba Yaga's Apprentice

220px-Vasilisa.jpg

Turn your back to the forest, and your front to me.

Power Level: 10 (150 PP)

Trade-Offs: None

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

Strength 12 (+1)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Mantle of the Wise Woman)

Defense: +10 (+6 Base, +4 Dodge Focus)

Initiative: +2

Grapple: +7

Knockback: -10/-5/-1

Saving Throws: 5 + 5 + 5 = 15 PP

Toughness: +10 (+2 CON, +8 Protection)

Fortitude: +7 (+2 CON, +5)

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

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

Skills: 64r = 16 PP

Concentration 8 (+11)

Diplomacy 6 (+8)

Gather Information 6 (+8)

Intimidate 8 (+10)

Knowledge (arcane lore) 8 (+10)

Knowledge (theology and philosophy) 4 (+6)

Language (Russian [Native], English)

Notice 8 (+11)

Sense Motive 8 (+11)

Survival 7 (+10)

Feats: 12 PP

All-Out Attack

Challenge (Fast Startle)

Dodge Focus 4

Move-By Action

Power Attack

Ritualist

Skill Mastery (Intimidate, Knowledge [arcane lore], Notice, Sense Motive)

Startle

Uncanny Dodge (audio)

Powers: 3 + 38 + 8 = 49 PP

Flight 3 (50 MPH, Flaws: Platform) [3 PP]

Mantle of the Wise Woman, 32 PP Array (Power Feats: Accurate 2, Alternate Power 4) [38 PP]

Base: Healing 10 (Extras: Area Shapeable, Power Feats: Persistent, Regrowth) [32 PP] “renewing corona of the white riderâ€

Alternate Power: Blast 10 (Extras: Autofire 1, Power Feats: Improved Critical 2) [32 PP] “calescent fury of the red riderâ€

Alternate Power: Obscure (visual) 4 (50 ft., Extras: Selective Attack) [12 PP] + Emotion Control 10 (Extras: Area Shapeable, Flaws: Limited to Fear) [20 PP] “dark approach of the black riderâ€

Alternate Power: Stun 10 (Extras: Targeted Area Cone, Selective Attack; Flaws: Sense-Dependent [auditory], Power Feats: Improved Critical 2) [32 PP] “shriek of Nightingale the Robberâ€)

Alternate Power: Impervious Toughness 10 [10 PP] + Strike 10 (Power Feats: Improved Critical) [11 PP] + Immunity 11 (critical hits, life support, Extras: Duration [sustained]) [11 PP] “strength of Koschei the Deathlessâ€

Protection 8 [8 PP]

Abilities (24) + Combat (24) + Saving Throws (15) + Skills (16) + Feats (12) + Powers (49) - Disadvantages (0) = 150 PP


Been a while, huh? Happy (belated) Halloween! Magik is often viewed as one of the more tragic characters of the various X-Men titles, seeing as her childhood was pretty much stolen from her. Abducted to the hell dimension of Limbo, she ended up tutored in the ways of dark magic by the demon Belasco while the New Mutants tried desperately to save her. They succeeded hours later... after ten years had passed there. As my brain works in weird ways, I noted the similarities between Magik's abduction and tales of being taken by the fairies, and that led to a prominent figure of Russian fairy tales - Baba Yaga. So, here's a young woman with a magical past tied directly to the witch of the woods.

The powers and regalia of Baba Yaga are pretty famous, even to someone with a basic understanding of the tales. She flies around the woods on her mortar and pestle, and spends her days in a hut that sits on chicken legs. The mortar's there certainly, as is the knowledge of spellcraft and living out in the depths of the forest. For the woman's magic, I decided to incorporate powers from figures that Baba Yaga either traffics with, controls, or strikes against - the three riders who appear at sunrise, sunset, and nightfall, the bird-like Nightingale the Robber, and the immortal Koschei the Deathless. If you're looking for powers that come straight from Baba Yaga herself, there's always Animal Control or Precognition. And of course, it might be good to buy ranks in Equipment, for when the character gets a roving hut of their own.

So how did the character get educated by the wise witch of the woods? Well, despite the reputation of Baba Yaga, it might have been a positive thing; there are tales where she's a good witch, tales where she's a wicked witch, and tales where (like the fairies) she's someone you go to only when you need to and only when you really know what you're doing. Maybe she was an orphan girl who got lost in the woods and shared a warm place at Baba Yaga's hearth for years. Or maybe she was older, a Russian Army soldier who got lost in maneuvers in Chechnya (or a Chechen rebel who was escaping a raid) and found themselves standing before a hut that rose high on chicken legs. Then again, there's always the dark side of Baba Yaga - perhaps they were stolen away from the city in a camper van that ran rather than accelerated, or demanded as an apprentice to repay a blood debt. They've broken free from the witch, and pledge to solve the dark mysteries of the world... but she's still out there. Waiting...

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The Umbra

stardust2.jpg

Your evil deeds have brought your own destruction!

Nobody makes an effort to remember Umbra, the Light in Darkness. That's not to say no one does remember; there are a few people still around from the Thirties who, when prompted, will recall the Man From Beyond the Stars, and there are photos of him alongside Centurion, Doc Prophet and other heroes of those golden days. it's just... hard to remember him. He didn't sear his way onto the national consciousness the way Centurion or any of that other first wave of heroes did, despite all the wondrous, terrible things he could do. Part of this is what he did. And part of this was what he was.

Umbra first appeared on Earth in 1939, approximately a year after Centurion first took the stage. He had interfered in a plot by radical members of the Bund to blow up synagogues. Their homemade explosives factory went up in flames, and as the police arrived, Umbra was the only one to walk out. He quickly drew the attention of the press, still abuzz about the rise of such titans, mainly because of how distinct he was. The man stood eight feet tall, with skin that seemed to shift tones each time someone met him, like a TV being adjusted for color gain. His costume was a black stocking that clung to a heightened physique like a second skin with no obvious seams, zippers, or other points of ingress or signs of construction. And for those rare few who gazed deep into his eyes realized there was no iris - just black on white.

The Umbra easily displayed superhuman strength, resilience, and speed in the field, but those were the least of what he could do. In fact, it's harder to say what he couldn't do. When fighting a mad scientist's giant robot, he unleashed a magnetic pulse that reduced its inner workings to scrap metal. When facing down a squad of gangsters, he waved his hand and turned their tommy guns to ice sculptures. When interrupting a ritual by mad sorcerers to summon their dark god, he managed to banish the intruding deity back with a gesture and words in a language no one - not even the sorcerers - had ever heard. It seemed there was nothing beyond his capabilities... but the only things he ever used them for was to fight crime.

Which is, perhaps, the other reason why no one cared to remember Umbra - how he fought crime. The inspectors who moved in on the exploded factory found statues almost in the shape of men, half-melted and slagged by the extreme heat. Some appeared to be screaming. The mad scientist was magnetized and made to stick to his own broken contraption - and when it fell, it crushed him under its bulk. The mad sorcerers's magics "backfired," turning them into masses of worms that a cloud of sparrows swept down on and ate. Wherever Umbra went, there always seemed to be a body count amongst the criminals. This pattern - always whispered about, rarely concluded - drew suspicion from other heroes. There was a token effort to get him involved in the Allies of Freedom - perhaps in the hopes that someone so dreadful was best suited for the battlefield - but the offer never bore fruit. Umbra disappeared from the scene in November of 1941 - not dead, just absent. Even some of the heroes who trusted him the least, like the first Midnight, could find no trace of him, no secret identity he might have vanished into or shallow grave he might be buried in. The best he could find was an amnesiac athlete whose build and features - through miniature by comparison - matched Umbra's and who'd claimed a missing period of two years. It was as if he was a dream the world had waken up from.

But that was not the only time Umbra appeared, nor the only identity. In 1970, a hero by the name of Shadow Man took to the streets of San Francisco, riding the wave of psychedelia. His features were similar to the original Umbra, but more reflected the spirit of the youth movement, with longer, unkempt hair and more exposed skin. He claimed to fight with the powers of "an unlocked third eye," and unleashed visions that tore at the heads of fiends but brought them to the side of love. In 1987, the mysterious Shade prowled the streets of London, dragging away the worst of the nation's criminals into "the lightless places" before vanishing with the dawn. The last appearance of him - and the strangest - was in 2006 as Boston's protector Darkfall. For two years, he enjoyed a place as the city's most beloved hero, claiming to his colleagues the story of a mild-mannered scientistic who'd touched unfathomable power in an accident with "dark matter." But after he died facing down a thing from beyond the veil of reality, the other heroes of the city found their memories of him as fleeting and confusing as a lost dream. Why was he the first lover of Amplitude? Why did they remember the Breaker, a mild-mannered, bank job focused villain, going on a killing spree that necessitated his arrest by Darkfall - one that had no hard evidence to prove it had ever happened? No one could remember.

Those few who've dealt with Umbra and remembered enough to form any cogent idea of what he is have competing ideas. Some hold that he's a conceptual incarnation of heroics, rough hewn from the rise of superpowered individuals but torn between various cultural ideas of what it means to be a hero. Others hold that he's a being from a higher plane of reality who can play with reality the way a toddler plays with blocks, whose very presence clouds and warps the minds of those he might consider allies. Whatever he is, he's not entirely done with this world. It has so much to offer... and somewhere out there, justice must be done...


So here's one of those weird little relics of the Golden Age - Stardust the Super-Wizard. Written and drawn by quite eccentric artist Fletcher Hanks, it tells the story of a giant extraterrestrial science-wizard who comes to our world and has the powers of a mad god. He can repel any threat, isn't deterred by anything, and metes out Old Testatment-style justice to those who do wrong. Stardust wasn't exactly alone in doing this in the Golden Age - The Spectre had a very similar gimmick - but what makes Stardust so interesting to contemporary critics is how naked it was about the whole affair. It's almost like viewing the whole thing through a different set of eyes, taking joy in tossing an invincible hero against the nameless hordes and seeing them wrecked and torn in brutal and interesting ways. It's almost childlike, or... alien.

And that's where Umbra came from. In telling his story, I threw in a few other ideas, both from Marvel. One was Captain Universe, the idea of a heroic superpowered intelligence that's more a mantle than an individual, something that randomly downloads into a person and grants them the power cosmic. The other was The Sentry, a good idea gone horribly, horribly wrong. The Sentry started as a limited series about a man with Silver Age Superman power levels (i.e., God incarnate) who'd erased himself from the Marvel Universe because his presence meant his dark counterpart, the Void, would come back and wreck everyone's stuff. As something independent, this idea of a hero who'd been everyone's backbone but remained forgotten from the world was a good series. Then... the Sentry entered the main Marvel Universe. And after years of effectively being Worfed by cosmic level threats, he finally went crazy and tried to kill everything, which resulted in his death - and a rather infuriating one-shot where he turned out to be the wind under every goddamn hero's wings and the guy who took Rogue's cherry (y'know, the heroine whose central conflict for several years was how her powers prevented her from touching anyone). That one-shot always seemed a lot more sinister to me than it was likely supposed to come off - if this hero had so easily erased himself from everyone's minds the first time and had a dark side that was always a part of him, who's to say everyone at that funeral didn't get mind screwed into believing that the villains were so much worse and this hero was so much greater?

If Umbra enters your game, he's likely going to be that cool new hero who seems just a bit... off. The heroes can likely explain this away as them being an alien, something from a mystical realm, or just plain eccentric. But as things go on, it becomes clear that his idea of justice is a bit different from everyone else's, and people seem a bit too eager to kiss his boots. There's no Hyperclan-style motive here; Umbra really does want to do heroic works and bring people to justice, it's just that his inhuman mindset means that while he can embody heroics, he doesn't know what it means. As Umbra's pattern tends to reflect how an age views heroes, you could go for an easy point of drama by having him be a fan of, ahem, "enhanced interrogation techniques." A confrontation's likely inevitable, and when it happens, the skies should crack and the oceans should boil. Umbra's so much greater than us, after all... but "greater" doesn't necessarily mean "good." Any build can work for Umbra, but I recommend something like either my Humanoid Abomination or Shadow Controller build.

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  • 2 weeks later...

Angelic Vigilante

3807176789_0ea7d70686.jpg

God's not happy with you. Wants me to arrange a meeting...

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 8 + 4 + 8 + 4 + 6 + 6 = 36 PP

Strength 18 (+4)

Dexterity 14 (+2)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 16 (+3)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Sword of the Righteous)

Defense: +10 (+6 Base, +4 Dodge Focus)

Initiative: +3

Grapple: +10

Knockback: -10/-5/-1

Saving Throws: 3 + 5 + 5 = 13 PP

Toughness: +10 (+4 CON, +6 Protection)

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

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

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

Skills: 68r = 17 PP

Diplomacy 6 (+9)

Gather Information 8 (+11)

Intimidate 10 (+13)

Knowledge (arcane lore) 4 (+6)

Knowledge (streetwise) 8 (+10)

Knowledge (theology and philosophy) 6 (+8)

Language (English [base], Russian, Italian, Spanish, Enochian)

Notice 8 (+11)

Sense Motive 8 (+11)

Survival 6 (+9)

Feats: 14 PP

All-Out Attack

Challenge (Fast Demoralize, Fast Startle) 2

Contacts

Dodge Focus 4

Evasion

Power Attack

Precise Shot

Skill Mastery (Gather Information, Intimidate, Knowledge [streetwise], Sense Motive)

Startle

Uncanny Dodge (audio)

Powers: 14 + 9 + 6 + 1 + 16 = 46 PP

Blessing of Uriel, 10 PP Array (Power Feats: Alternate Power 4) [14 PP]

Base: Applies Autofire 1 [10] to Sword of the Righteous [10 PP]

Alternate Power: Impervious Toughness 10 [10 PP]

Alternate Power: Enhanced Feats 10 (Fearsome Presence 10) [10 PP]

Alternate Power: Flight 5 (250 MPH) [10 PP]

Alternate Power: Healing 5 [10 PP]

Immunity 9 (life support) [9 PP]

Protection 6 [6 PP]

Resurrection 1 (1/week) [1 PP]

Sword of the Righteous, 25 PP Device (Easy-to-Lose, Power Feats: Restricted [divinely empowered only]) [16 PP]

Blast 10 (Extras: Accurate 2 2, Power Feats: Alternate Power 1, Improved Critical 2) [25 PP]

Alternate Power: Strike 6 (Extras: Targeted Area Shapeable, Penetrating 2, Power Feats: Accurate 2, Improved Critical 2, Incurable, Mighty) [24 PP]

Abilities (36) + Combat (24) + Saving Throws (13) + Skills (17) + Feats (14) + Powers (46) - Disadvantages (0) = 150 PP


The Punisher hasn't always been the best character to get a grip on. He's a character at odds with a fair chunk of the Marvel Universe - while their heroes might have to deal with the tougher aspects of their jobs, few of them are going to whip out a gun and just execute gangsters point blank. He's had long periods of popularity, but there have also been times when no one on editorial had any goddamn idea what to do with the fact that there was a former Marine with a kill count of criminal in the lower hundreds walking the same streets as Spider-Man. At one point in the Nineties, a writer decided to make the Punisher more palatable by turning him on a target everyone could agree on - demons. Punisher was driven to suicide by a demon, resurrected by angels, and given gigantic honking demon-killing firearms and told to make war on the armies of Hell. The miniseries lasted all of four issues, and this change to the status quo was quietly undone at the start of Garth Ennis's run, which helped restore Frank Castle to a place of prominence in Marvel.

But we here at FCPbP like to take bad ideas and try to make them good (within limit, of course). So, here we have someone who was involved in the battlefield - urban or elsewhere - until they finally caught the wrong bullet, and got a whole new mission from the Almighty. He's got a good deal of experience with firearms, walking the back streets, and scaring the hell out of people, and the whole divine mantle thing has made that a fair bit easier. His flaming sword comes with a trigger, but can switch out to the standard mode in order to please Heaven's traditionalists. Likewise, he channels the wrath of God, delivering fierce barrages, resisting any attack, driving the toughest men off with a glance... and healing the wounds of the suffering. It's not all "pillar of fire" stuff here, after all. If you want to branch out from there, you could easily give him something like Comprehend, so that he can talk to all the world's peoples and minister to the recently deceased.

So how did he come to his new, divine duty? Well, odds are he didn't walk the exact same territory as the Punisher - after all, we've got our limits here at FCPbP. Maybe he did do some bad things, though - maybe he was a mercenary or someone involved in a gray area who met a foul end, but was offered a chance at redemption. Maybe they were a soldier or cop who died in the field and was offered a chance at an eternal reward, but volunteered to take the fight to the gates of Hell. Or maybe they're one of the more vengeful angels, like Uriel, who's taking a leave of absence from Heaven in order to drive some infernal meddlers out of the firmament. With gunfire, if necessary.

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  • 2 months later...

Empath

DeannaTroi2364.jpg

Tell me where it hurts.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 2 + 4 + 4 + 4 + 8 + 4 = 26 PP

Strength 12 (+1)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 18 (+4)

Charisma 14 (+2)

Combat: 8 + 12 = 20 PP

Attack: +4

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

Initiative: +2

Grapple: +5

Knockback: -5/-1

Saving Throws: 5 + 5 + 4 = 14 PP

Toughness: +10 (+2 CON, +8 Costume)

Fortitude: +7 (+2 CON, +5)

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

Will: +8 (+4 WIS, +4)

Skills: 60r = 15 PP

Bluff 10 (+12)

Diplomacy 10 (+12)

Gather Information 6 (+8)

Intimidate 10 (+12)

Knowledge (behavioral sciences) 6 (+8)

Notice 8 (+12)

Sense Motive 10 (+14)

Feats: 14 PP

Challenge (Fast Demoralize, Fast Feint) 2

Distract (Bluff)

Dodge Focus 4

Evasion

Fascinate (Diplomacy)

Move-By Action

Second Chance (mind control)

Skill Mastery (Bluff, Diplomacy, Intimidate, Sense Motive)

Uncanny Dodge (mental)

Well-Informed

Powers: 8 + 10 + 33 + 10 = 61 PP

Costume, 10 PP Device (Hard-to-Lose) [8 PP]

Features 2 (Quick Change 2) [2 PP]

Protection 8 [8 PP]

Immunity 15 (emotion effects, psionic effects [Flaws: Limited to Half]) [10 PP]

Pathos, 30 PP Array (Power Feats: Alternate Power 3) [33 PP]

Base: Emotion Control 10 (Extras: Area Shapeable) [30 PP]

Alternate Power: Damage 10 (Extras: Area Shapeable, Alternate Save [Will]) [30 PP

Alternate Power: Paralyze 10 (Extras: Range [Perception], Flaws: Action [Full-Round]) [30 PP]

Alternate Power: Confuse 10 (Extras: Area Burst, Selective Attack) [30 PP]

Super-Senses 10 (Accurate Acute Radius Ranged 2 Mental Sense, Detect Mood and Physical Condition [ranged]) [10 PP]

Abilities (26) + Combat (20) + Saving Throws (14) + Skills (16) + Feats (14) + Powers (61) - Disadvantages (0) = 150 PP


Been a while, hasn't it? Empathy is one of those powersets that doesn't get a huge amount of respect. Part of this might be that most remember it as the main trick of Deanna Troi from Star Trek: the Next Generation, who, thanks to the writers, often used it to tell Picard that the Klingon Bird of Prey opening fire on them was headed by a guy with some serious anger issues. But what happens when it goes beyond just reading emotions and into mastery over them? Being in charge of your own emotions is enough of a thing; it means you're always composed when need be, especially when there's some psychic trying to drive you into mindless rage or endless despair. And it also means you can make said psychic relive the time his pants fell down in front of the entire gym class. That ought to give you some edge in battle.

Like the Combat Telepath, this is a build based almost entirely around mental powers, and a rather specific subset of mental powers. As someone who knows emotion inside and out, she doesn't have to worry about attempts to screw with her feelings, and even has some protection against attempts to screw with her head. Mind you, that's "some"; settings with psychic powers often differentiate between ones that work based on emotional override and ones that work based on taking the neurons and twisting (or, in Vampire terms, the "Presence vs. Dominate" issue). So while control over her own mindset will give the Empath some resistance against an order carved into her brain with a mental scalpel, there's a chance something will get through. Likewise, she's able to screw with the emotions of others, freezing them with thoughts of dread, driving them into utter frenzy, or calling up terror so harsh it wracks the flesh. She's also got her own form of psychic radar, and is very, very good with the psychobabble.

So where did she get her powers from, and how is she using them to fight crime? Perhaps she was studying for a psychology degree in college and decided to make some money in clinical testing; the drug activated something in her pineal gland, giving her a sense of emotional awareness as well as enemies in the form of the less-than-savory backing clinic that would do anything to get their hands on those juicy brain meats and figure out why. Maybe the powers came later in life, after time spent in psy ops; as someone who knows all about "hearts and minds," she takes her information war to the urban battlefield. Or maybe something more mystical; perhaps they're a child of Dionysus, born of revelry and merriment, taking to the streets in the name of bringing joy to others and reigning in the darker passions. Or, if you want a more antagonistic relationship, maybe she's a maenad who deserted Dionysus's band after seeing the mess she and her sisters made of mortal lives, and wants to use her powers to make it all better.

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Cyborg Spy

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You know, they put so much in me, I'm not sure what it all does. Let's find out together, shall we?

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 8 + 6 + 8 + 4 + 4 + 6 = 36 PP

Strength 30/18 (+10/+4)

Dexterity 16 (+3)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 16 (+3)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Melee, +10 Covert Operations)

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

Initiative: +3

Grapple: +24/+20/+14

Knockback: -10/-5/-1

Saving Throws: 3 + 5 + 5 = 13 PP

Toughness: +10 (+4 CON, +6 Protection)

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

Reflex: +11/+8 (+3 DEX, +3 Enhanced REF, +5)

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

Skills: 88r = 22 PP

Acrobatics 6 (+9)

Bluff 9 (+12)

Diplomacy 6 (+9)

Gather Information 8 (+11)

Intimidate 9 (+12)

Knowledge (current events) 4 (+6)

Knowledge (history) 4 (+6)

Knowledge (streetwise) 4 (+6)

Knowledge (tactics) 8 (+10)

Language (English [base], Russian, Mandarin, Arabic, French, Spanish, German)

Notice 8 (+10)

Sense Motive 8 (+10)

Stealth 8 (+10)

Feats: 19 PP

All-Out Attack

Attack Focus (Melee) 4

Benefit (Security Clearance)

Challenge (Fast Demoralize, Fast Feint) 2

Contacts

Dodge Focus 4

Evasion

Hide in Plain Sight

Move-By Action

Power Attack

Redirect

Uncanny Dodge (auditory)

Powers: 18 + 12 + 6 = 36 PP

Covert Operations, 10 PP Array (Power Feats: Accurate 2, Alternate Power 6) [18 PP]

Base: Applies Range [Ranged] to Melee [10 PP]

Alternate Power: Applies Autofire 1 [10] to Melee [10 PP]

Alternate Power: Super-Strength 4 (Power Feats: Groundstrike, Shockwave) [10 PP]

Alternate Power: Impervious Toughness 10 [10 PP]

Alternate Power: Speed 3 (50 MPH/500 ft. per round) [3 PP] + Leaping 4 (x25) [4 PP] + Enhanced Reflex 3 [3 PP]

Alternate Power: Super-Senses 10 (Accurate Radius Ranged Radio Sense, Analytical Extended [x100] Ultra-Hearing, Infravision Tracking) [10 PP]

Alternate Power: Enhanced Skills 3 (Computers 12) [3 PP] + Datalink 6 (20 miles, Power Feats: Machine Control) [7 PP]

Enhanced Strength 12 [12 PP]

Protection 6 [6 PP]

Abilities (36) + Combat (24) + Saving Throws (13) + Skills (22) + Feats (19) + Powers (36) - Disadvantages (0) = 150 PP


For some reason, cybernetics and espionage tend to go together like peanut butter and jelly. This is likely due in part to The Six Million Dollar Man, which gave us a hero rebuilt through the promise of science who put it to good use by doing his patriotic duty. But cyborgs in the spy trade have taken any number of roles, from the somewhat enigmatic patroller of the cyber frontier to the resurrected patriotic hero-turned-wetworks boogeyman. There's probably a good reason for the synthesis - it may have something to do with the idea of someone who's more than they appear, of an air-tight cover that prevents someone from seeing the weapon underneath.

And now it's our turn to give it a try. Originally, I was planning on giving this guy a half-Immunity to Fortitude effects to represent all the metal that was plugged into his body, but even that was too expensive. Powers-wise, he's a lightweight powerhouse thanks to his cybernetics - some resilience, superhuman strength - but those same cybernetics also give him incredible versatility. There's always the gun installed in the forearm, the vibrating daggers under the fingertips, the servos in the shoulders for incredible feats of strength, the steel plating that allows him to take blows and not flinch, the new limbs that let him move with incredible grace, and the sensory systems that let him detect anything, man or machine. He's not bad with his tradecraft, either, perfectly capable of shadowing targets, gaining intel on them, and earning their trust. He could use some work on the infiltration front, though.

So, how did he get this way? Like Steve Austin, he could have volunteered himself - or "been volunteered" - after losing a limb or two in the line of duty. Perhaps a covert ops mission in Afghanistan ended in meeting the wrong end of a rocket-propelled grenade. Maybe it wasn't so willingly; perhaps like the Winter Soldier, he was an asset of AEGIS captured by the enemy (could be the Labyrinth, could be SHADOW) and remade into a perfect infiltrator. Now that he's finally managed to crack his programming, he's dedicated to going after the people who did it to him. Then again, perhaps his cybernetics aren't the result of bionics. He could have been investigating a research facility only to stumble into a "gray goo" incident and become infected with nanotech. It was stabilized enough to give him some nifty powers, but every time those powers expand, he needs to worry about whether or not it's going to grow unstable and become more of a bane than a boon.

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  • 2 weeks later...

Harold Harbing

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If anything, I don't think we give our heroes enough thanks. They're out on the front lines every day, working their hardest to keep us all safe. They may slip every now and then, but in the end... we know they'll make the right choice.

Harold Harbing isn't anyone's typical image of a prominent pundit. Yes, he has a weekly syndicated column in several newspapers across the country. Yes, he has a talk show on Clear Channel. Yes, he makes the rounds on Sunday morning talk shows and CNN. But unlike many pundits, Harbing doesn't tack too far in either direction on the political spectrum, adopting a position he describes as "entrenched centrism." Sure, he'll dance to the right on issues of organized labor and tax rates, and shift to the left on certain social issues, but for the most part, he stays on the middle of the road. This position is part of his charm, playing into the idea of the "voice of the common man" to a better degree than a pundit entrenched on either side. Unlike most pundits, Harbing emerged more from the "morning zoo" section of radio, jumping from a drive-time show in Chicago after experiencing a "political awakening" in 2007. He was able to use his capital to acquire his own show on a neighboring talk radio station, and from there slowly worked his way into the sphere of public opinion. He's often held up as a voice of moderation during a time of increasing partisanship, and as a result, is beloved by the Washington press sphere.

There is one position where Harbing tacks hard, however - the matter of heroes. Harbing is unabashedly in favor of heroes and the role they play in everyday life, be they in uniform or in costume. In fact, Harbing's unbridled enthusiasm for heroes has sometimes crossed the line, resulting in his critics labeling him a "soft authoritarian." Whenever a civilian gets caught in the line of fire during a battle between heroes and villains, Harbing is quick to assume the hero worked with all deliberate care, and reassures audiences that "seeking cover is the duty of all responsible citizens." Whenever a battle spills over and results in permanent injury, maybe even death, to a perpetrator, Harbing is always the one to mount a defense fund for the hero and dig up whatever dirt he can on the dead man. His positions likewise apply to police officers and soldiers accused of improper action in the line of duty, to the point that some have joked the Daily Herald would pick him up "if Loeb wasn't afraid he had a pair of tights in his closet."

What the world doesn't know is that Harold Harbing never underwent a political awakening. In fact, he died in 2007, his body torn to pieces under the energies of the Terminus. Another person walked into his life - the Proclaimer, Voice of Omega. The Proclaimer has seen the spread of Terminus cults far and wide across the multiverse... and found most of them wanting. Seducing the masses with the glory of the Terminus is all well and good, but the greatest victories of the Annihilists have come when their forces have a native general to lead the assault against the world. And to find such a general, they must be broken, and then raised up. It is only a matter of time until a hero commits some disaster... and when he does, he'll find the masses, led by Harbing, are there to support him. It wasn't his fault, they'll say. He's in the right, they'll say. And once he is reassured of his own righteousness... he'll know just how to "save" the world.


Back to the well of the Terminus! Glorious Godfrey was one of the lesser-used members of Darkseid's retinue, at least back in the days of Jack Kirby. That changed with Legends, DC's first Post-crisis crossover event, where he took on the persona of "G. Gordon Godfrey" and used his powers of persuasion to try and convince people that these so-called "heroes" were nothing but threats to the public safety. Since this is Godfrey's most well-known appearance, it's also often used in media adaptations, such as Justice League, Smallville, and Young Justice, where Godfrey is the (usually right-leaning) pundit beating the drum against the leads.

The idea of a J. Jonah Jameson-type figure working for the Terminus to turn the public against heroes has potential... but that's not really how the Terminus works, at least with regards to Annihilists such as Shadigan Steelgrave and Madrigal Martinet. It doesn't try to destroy or ostracize heroes; rather, it tries to seduce them, coming to them when they have screwed up on an epic scale and telling them it's all okay, what they did was right, and if they just keep doing it the way they did, they can save all existence. So, I instead made Harold Harbing. I'm not going to try and make this entry too political (which is hard when you're talking about punditry), but I will say that I was inspired by an editorial from a certain center-right pundit proclaiming that we've fallen into a cycle of mediocrity because we no longer automatically recognize the righteousness of our elites, and could assume greatness again if we just trust that those above us know what the hell they're doing. As anyone who's heard me lament the "hard men making hard choices" genre will know, my fear isn't in the people with power getting torn apart; it's with them getting excused or escaping blame no matter what they do.

Harbing doesn't necessarily have any impressive powers, and if he does, odds are he's along the lines of my Sonic Master build. Then again, just because he has the powers doesn't mean he always uses them; he might consider it more of a challenge to see if he can turn to the audience to his side by charisma and memetics alone, and only bust out the subliminal messages and sonic screams when his back is against the wall. As Harbing isn't necessarily in the business of tearing down heroes, he's probably best used as a Faustian figure. A hero screws up, someone gets hurt, and there's Harbing at the ready, there to soothe tension and boost egos. In fact, maybe he even arranged the accident; Omega's been on his back to see results, and he wants to see if he can tip some hero over the line.

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  • 3 weeks later...

Agent Invincible

 

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I always did consider myself a blunt instrument...

 

 

Power Level: 10 (150 PP)

Trade-Offs: DEF -2/TOU +2

 

Abilities: 10 + 2 + 10 + 2 + 6 + 4 = 34 PP

Strength 20 (+5)

Dexterity 12 (+1)

Constitution 20 (+5)

Intelligence 12 (+1)

Wisdom 16 (+3)

Charisma 14 (+2)

 

Combat: 18 + 8 = 26 PP

Attack: +9 (+15 Melee)

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

Initiative: +9/+2

Grapple: +20

Knockback: -11/-5/-2

 

Saving Throws: 3 + 6 + 4 = 13 PP

Toughness: +12 (+5 CON, +7)

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

Reflex: +7 (+1 DEX, +6)

Will: +7 (+3 WIS, +4)

 

Skills: 68r = 17 PP

Bluff 6 (+8)

Diplomacy 6 (+8)

Gather Information 8 (+10)

Intimidate 10 (+12)

Knowledge (current events) 6 (+7)

Knowledge (tactics) 8 (+9)

Language (English [base], French, German, Arabic, Mandarin)

Notice 8 (+11)

Sense Motive 8 (+11)

Survival 4 (+7)

 

Feats: 23 PP

All-Out Attack

Attack Focus (Melee) 6

Benefit 2 (use Knowledge [tactics] for Initiative, Security Clearance)

Contacts

Dodge Focus 4

Improved Grab

Master Plan 2

Move-By Action

Power Attack

Startle

Stunning Attack

Takedown Attack

Uncanny Dodge (audio)

 

Powers: 20 + 17 = 37 PP

 

Immunity 40 (all lethal damage [Flaw: Reduces to Non-Lethal]) [20 PP]

 

Protection 7 (Extras: Impervious 10) [17 PP]

 

Abilities (34) + Combat (26) + Saving Throws (13) + Skills (17) + Feats (23) + Powers (37) - Disadvantages (0) = 150 PP


Invincibility is usually a power that comes tied up with others, be they super-strength, complete control over the body, or something else that would go with having unconquerable flesh. It's rare in comics that you see "invulnerability, and that's it." After all, if a character "just" has invulnerability, they can't exactly trade blows, and whoever's punching them likely isn't going to make much of a dent. Sometimes, invulnerability by its lonesome is played tragically - Butterball, from Avengers: the Initiative, got his invulnerability powers from being completely immutable... which was a problem, as they activated when he was an overweight, out-of-shape teenager. But there are times when it can be used for a challenge. Brit, a supporting player from the Invincible universe, is a veteran intelligence agent whose complete invulnerability may not necessarily give him an edge in battles with psychics or magic users, but is incredibly useful in covert ops work and other strikes against mundane targets. 

 

This is the build for a hand-to-hand fighter who has something close to invulnerability, and nothing else. There's really no good way to build total invulnerability in this game without being completely crap at everything else (which is a very good thing), but this is probably close enough. Bullets bounce off of him, but if they do get through his initial protections, odds are they will leave a mark. The best way to treat this invulnerability is as if his skin is a hard shell and his bones are titanium - there still might be tissue damage, but that's going to take a while to accumulate, and it's not like he's going to get disabled easily. This guy's work is less suited towards covert ops and tradecraft and more towards direct action exercises. In fact, he's probably the best guy for hair-trigger situations - when the bullets are flying, he doesn't exactly have to worry about being quicker on the draw than the other guy (unless the other guy has something by Metal Storm). On top of that, he's got some tactics that allow him to disable, stun, and otherwise hobble people whose offensive capabilities may be at or above his weight level, meaning that he can hold his own when thrust into a situation with fellow supers. 

 

Now where did this unyielding flesh come from? Could have been a mutation that triggered in the middle of the battlefield - in fact, if you want to make him somewhat like Butterball, you could spare a point for Immunity (aging) and make it any battle from the Gates of Thermopylae to here (man, what is it with ). Maybe he signed up for a new version of the same treatment that gave us the Patriot, only the manaka involved drew up some strange chemical from the ground and resulted in something entirely different. Or hey, there's always the supernatural option - maybe an operation in some strange caves led to the guy getting very, very lost and eventually resulted in him taking a dunk in the River Styx. Hey, it worked for Nick's jacket... 

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Rebuilt Vigilante

 

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I know what it's like to walk in the wastes of the world... and I know there are some things that make monsters look good.

 

Power Level: 10 (150 PP)

Trade-Offs: None

 

Abilities: 8 + 4 + 8 + 4 + 4 + 6 = 34 PP

Strength 30/18 (+10/+4)

Dexterity 14 (+2)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 16 (+3)

 

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Galvanic Force)

Defense: +10 (+6 Base, +4 Dodge Focus)

Initiative: +2

Grapple: +23/+10

Knockback: -10/-5/-2

 

Saving Throws: 4 + 5 + 5 = 14 PP

Toughness: +10/+4 (+4 CON, +6 Protection)

Fortitude: +8 (+4 CON, +4)

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

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

 

Skills: 68r = 17 PP

Diplomacy 6 (+9)

Gather Information 8 (+11)

Intimidate 10 (+13)

Knowledge (arcane lore) 4 (+6)

Knowledge (history) 4 (+6)

Knowledge (life sciences) 8 (+10)

Knowledge (streetwise) 6 (+8)

Medicine 6 (+8)

Notice 8 (+10)

Sense Motive 8 (+10)

 

Feats: 12 PP

All-Out Attack

Challenge (Fast Startle)

Dodge Focus 4

Fascinate (Intimidate)

Improved Grab

Power Attack

Startle

Uncanny Dodge (auditory)

Well-Informed

 

Powers: 35 + 1 + 6 + 7 = 49 PP

 

Galvanic Force, 30 PP Array (Power Feats: Accurate 2, Alternate Power 3) [35 PP]

Base: Enhanced Strength 12 [12 PP] + Impervious Toughness 10 [10 PP] + Super-Strength 3 (Effective Lifting Strength 45, Power Feats: Shockwave, Thunderclap) [30 PP]

Alternate Power: Blast 10 (Extras: Autofire 1) [30 PP]

Alternate Power: Immunity 30 (Fortitude effects, Extras: Duration [sustained], Flaws: Limited to Half) [15 PP] + Damage 6 (Extras: Penetrating 4, Power Feats: Improved Critical 2, Mighty, Stunning Attack, Variable Descriptor 1 [bludgeoning/Electrical]) [15 PP]

Alternate Power: Nullify Technology 10 [30 PP]

 

Immunity (aging) 1 [1 PP]

 

Protection 6 [6 PP]

 

Regeneration 10 (Recovery Bonus 3 [+6], Bruised 3 [No Action], Injured/Staggered 6 [No Action], Flaws: Source [Electricity], Power Feats: Regrowth) [7 PP]

 

Abilities (34) + Combat (24) + Saving Throws (14) + Skills (17) + Feats (12) + Powers (49) - Disadvantages (0) = 150 PP


Well, I already covered so here's the other one. When Norman Osborn got control of all the superhero resources in the Marvel Universe in an event that should have had half the federal government sacked for reasons of high stupidity, he replaced the Avengers with his own band of psychos, with Wolverine's bastard (in all senses of the word) son Daken taking his place. During the event, the Punisher went up against the semi-immortal, constantly-regenerating psychopath with blades on his fists. That... ended messily for him. However, his body was recovered by some of the more monstrous heroes of the Marvel Universe, who - working from the notes of Dr. Frankenstein - managed to reanimate him. He didn't exactly want much to do with his supernatural buddies, but decided to hang around for a while, at least until the revivification process completed and he no longer had all those stitches and metal. 

 

So, here's a build partially inspired by that little chapter in Marvel history, and partially by the idea of Frankenstein's monster as a superhero. It's not the first, or last, time it's been done, but it makes a certain amount of sense when you think about it. The monster is strong, fast, quick to learn, powered by some strange and unknowable force, and once Victor's dead, he either chills out in the most isolated places on Earth or drifts on the lower rungs of society. In any comic book universe, the former will lead to ancient ruins and Serpent People, and the latter will lead to organized crime and thuggery. As this guy has no doubt studied his maker's notes, he knows something about the human body, and he's likely got a good working knowledge of the lower rungs of society. Of course, when it came to his powers, I outright confess I took most of them from Promethean, especially the powers that come from Ferrum (bodily mastery) and Stannum (ceaseless vengeance), which honestly seemed like the default routes of would-be superheroes. This guy's capable of making his body an impregnable fortress, letting loose an electrical assault, delivering a stunning punch while making his body more resilient to attempts to manipulate it, and shutting down technology at range. He's also got the ability to knit himself back up by touching a power line, and he's probably going to be around for a very long time. I thought about giving him full Immunity (fortitude effects), but... like in the book, and like in Promethean, this monster isn't dead. He was at one point, but his heart is beating, he needs to breathe, and electrical impulses travel along his nervous system. He can buff up his flesh to make it heartier, but he's still a living being. 

 

So where did this guy come from? Well, there's a chance he's the original monster - call him Adam, call him Deucalion, call him Mr. Verney - having finally gotten over what his maker did to him, realizing he reacted in a harsh fashion, and trying to atone for all the crimes he committed. Or it could be he was the true victim, and Frankenstein spun public opinion in his favor - and is still alive (if you can call that living), having made himself into a transhuman monstrosity still trying to "perfect" humanity for his own selfish reasons. Or maybe he's one of the monster's spawn - as much as he hated to emulate his master, he made a bride (or child) to accompany him on his voyage, and the created decided to go on and try to win humanity's favor by being its protector. Or maybe there's no direct tie - maybe some mad scientist somewhere just decided to try it and see what happened, maybe SHADOW decided to try something new with its shock troops. or maybe Frankenstein's notes picked up a strange, arcane quality that compelled the person holding them to pick up the scalpel and give it a go...

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Magical Thief

 

LaraCroftcomic1.png

 

Let's see... Tuesday it's the back room of the Vatican's library, Wednesday I'll be busy dealing with some Satanists who think they have a vial of Christ's blood but have something much worse, and Friday I need to take down Bran the Blessed's damnable cauldron. Girl's work is never done.

 

Power Level: 10 (150 PP)

Trade-Offs: +2 DEF/-2 TOU

 

 

Abilities: 2 + 6 + 4 + 4 + 6 + 4 = 26 PP

Strength 12 (+1)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

 

Combat: 12 + 16 = 28 PP

Attack: +6 (+10 Melee)

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

Initiative: +7

Grapple: +11

Knockback: -5/-1

 

Saving Throws: 5 + 5 + 4 = 14 PP

Toughness: +8 (+2 CON, +6 Protection)

Fortitude: +7 (+2 CON, +5)

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

Will: +7 (+3 WIS, +4)

 

Skills: 100r = 25 PP

Acrobatics 8 (+11)

Bluff 10 (+12)

Diplomacy 8 (+10)

Disable Device 12 (+14)

Escape Artist 8 (+10)

Gather Information 6 (+8)

Knowledge (arcane lore) 8 (+10)

Knowledge (history) 4 (+6)

Language (English [base], French, Japanese, Arabic, Enochian)

Notice 8 (+11)

Sense Motive 8 (+11)

Sleight of Hand 8 (+11)

Stealth 8 (+11)

 

Feats: 21 PP

All-Out Attack

Attack Focus (Melee) 4

Challenge (Fast Feint, Fast Taunt) 2

Dodge Focus 4

Evasion 2

Hide in Plain Sight

Move-By Action

Power Attack

Ritualist

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

Taunt

Uncanny Dodge (audio)

Well-Informed

 

Powers: 8 + 20 + 8 = 36 PP

 

Goggles of True Sight, 10 PP Device (Hard-to-Lose) [8 PP]

Super-Senses 10 (Detect Magic Analytical Extended 2, Darkvision, Vision Counters Illusion) [10 PP]

 

Enchanted Tactical Suit, 10 PP Device (Hard-to-Lose) [8 PP]

Protection 6 [6 PP]

Concealment 2 (normal visual) [4 PP]

 

Gloves of Infinite Grasp, 25 PP Device (Hard-to-Lose) [20 PP]

Dimensional Pocket 10 (100,000 pounds, Power Feats: Alternate Power 3, Improved Critical 2) [25 PP]

Alternate Power: Damage 10 (Extras: Autofire 1, Power Feats: Improved Critical 2) [22 PP]

Alternate Power: Corrosion 10 (Flaws: Affects Objects Only, Power Feats: Improved Critical 2) [22 PP]

Alternate Power: Insubstantial 4 (Power Feats: Selective, Subtle) [22 PP]

 

Abilities (26) + Combat (28) + Saving Throws (14) + Skills (25) + Feats (21) + Powers (36) - Disadvantages (0) = 150 PP


And now, a weird and wild look at how my mind works. One day, I'm thinking on the movies when I suddenly recall Now You See Me, an upcoming movie about four illusionists who use their shows to pull off bank heists. And while my brain's logged on the concept of "magician thief," I realize that two of the main love interests in Batman's life (pre-reboot, that is) are Catwoman (thief) and Zatanna (wizard). And while that association is brewing in my head, I suddenly recall Lara Croft, who is of the Dr. Henry Jones school of archaeology (e.g., "Find the weirdest stuff in antiquity and claim it for prestige"). And then I realize, "What if a thief actually made use of the magical artifacts they were paid to retrieve, and took up a little magic themselves to better break through the defenses such objects would require?" And now you know what my train of thought is like. Fun, huh? 

 

So, yes. Here we have a thief who specializes in the acquisition and retrieval of the occult and arcane. As you'd imagine, she's got skills out the wazoo, a mixture of knowing her territory and how to get to it. She has some magical talent herself, but not the kind that can easily be deployed on the fly - more whipping up some handy rituals that would nullify wards and allow her to get in and out. She does, however, know how to lay enchantments into her equipment, as well as how to add potential assets to her loadout - hence her magical equipment. The goggles allow her to perceive wards and traps, as well as anything else tricky about her location. Her suit not only provides her protection against magical offensives, but gives her an extra degree of cover. And her gloves grant her access to an "otherspace" that allows her to store her items easily - as well as apply the mass of said other space for a mighty punch, elide away the material of an object, and even store a substantial portion of her own mass. Because you never know what you're going to encounter in one of these ancient tombs. 

 

How did she start down this road? Well, maybe she came from a family of the idle rich with connections to certain secret societies, and decided that the life of a socialite wasn't for her. So she read some books in her family's "secret" library, realized the rumors were true, and decided to head out in search of thrills and talismans. Perhaps she was a street thief who pinched the wrong piece of jewelry, realized that there was something more serious going on, and does her duty to keep cursed items off the street. Or maybe she does it professionally, working with AEGIS or UNISON's occult division to keep magical weapons from falling into the wrong hands. 

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  • 4 weeks later...

Actaeon

 

Deathstroke.png

 

 

We have seen, all too well, what power in the wrong hands can do. We are not agents of our own destiny; we are merely inhabitants of another world. Their world. The current state of affairs cannot stand. We must topple the colossus before it crushes us underfoot.

 

David Jackson came to AEGIS with one hell of a service record. Eight years in the Navy SEALs, followed by another four in an intelligence role after a battlefield injury. A list of medals and commendations longer than his arm. He knew the battlefield front and back, and while most of his experience was with mundane threats, he was quick to leap at the possibility of being "scouted" by AEGIS and applying his skills to a whole new level of national security. 

 

And it started off well for Jackson. His first few operations at AEGIS went off without a hitch, resulting in the dismantling of Foundry operations and the retrieval of top secret tech from SHADOW. But the intelligence he handled every day started to wear on him. He got a look at the potential of superhumans in hard numbers, and was uncomfortable with what they added up to. He spent day after day looking at "security incidents" from around the world where superhumans engaged in illegal or terrorist activities had caused massive damage - and, more often than not, a death toll. And while other superhumans would no doubt step in and attempt to curb the activities of their violent counterparts, they were no guarantee of a speedy or clean end. In a few cases, as far as he could tell, the combat had spilled out and resulted in worse collateral damage. And it would go on, day after day, with no end in sight. 

 

Jackson had drafted a number of protocols for AEGIS operations - countermeasures for psychic threats, alien threats, occult threats, and so forth. It was after a particularly unfortunate incident in Mumbai that he approached Director Powers and the other senior staff with the possibility of "Protocol X." AEGIS had the means to neutralize powers both temporarily, in the heat of combat, and with sustained force, for long term custody. With proper research, AEGIS could develop the means to neutralize superhuman talents swiftly... and permanently. Threats could be quelled before they even manifested. The world could be safe from superhuman threat once and for all.

 

Powers and the senior staff took one look at Protocol X... and tossed it away, their reactions a mixture of laughter, disbelief, and horror. To take away a person's capabilities with no choice, and to shut off a potential avenue of defense when threats like Omega, the Grue, and other entities both extraterrestial and extradimensional were still out there? It was ridiculous. Jackson saw his great plan to save humanity rejected... and something snapped. He was placed on administrative leave - but fearing that AEGIS would be "short-sighted," he'd already made preparations, sneaking line items into AEGIS's R&D budget to allow for the development of tools to fight superhuman threats. Armor that could resist super-strong blows and energy blasts. A helmet that would block psychic influence. And a weapon that could disable and neutralize any extranormal threat. 

 

Jackson disappeared off the radar soon after, and AEGIS was on the hunt for its rogue agent. He first cropped up again in Mombasa, where a criminal ring of psychics was found trussed up and powerless. Research by AEGIS revealed they had been implanted with neural transmitters that released synaptic static, keeping them from mustering enough concentration to use their powers. They said they had been ambushed by a man calling himself "Actaeon." Since then, Jackson has targeted a number of rising players, with no regard to which side of the law they're on. All he sees is threats, realized... or potential.

 

Power Level: 13 (192 PP)

Trade-Offs: +5 ATT/-5 DEF (Melee)

 

Abilities: 10 + 4 + 10 + 4 + 6 + 2 = 36 PP

Strength 20 (+5)

Dexterity 14 (+2)

Constitution 20 (+5)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 12 (+1)

 

Combat: 18 + 16 = 34 PP

Attack: +9 (+18 Melee, +13 Equalizer)

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

Initiative: +10

Grapple: +23

Knockback: -12/-2

 

Saving Throws: 6 + 7 + 6 = 19 PP

Toughness: +13 (+5 CON, +8 Bulwark)

Fortitude: +11 (+5 CON, +6)

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

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

 

Skills: 88r = 22 PP

Acrobatics 8 (+10)

Craft (machinery) 10 (+12)

Diplomacy 4 (+6)

Disable Device 8 (+10)

Gather Information 8 (+9)

Intimidate 10 (+11)

Knowledge (current events) 8 (+10)

Knowledge (tactics) 8 (+10)

Notice 8 (+11)

Sense Motive 8 (+11)

Survival 8 (+11)

 

Feats: 28 PP

All-Out Attack

Attack Focus (Melee) 9

Benefit (use Knowledge [tactics] for Initiative)

Challenge (Fast Startle)

Dodge Focus 5

Elusive Target

Evasion 2

Inventor

Master Plan 2

Move-By Action

Precise Shot

Startle

Uncanny Dodge (auditory)

Well-Informed

 

Powers: 28 + 27 = 55 PP

 

Bulwark, 28 PP Container (35 PP Device, Flaws: Hard-to-Lose) [28 PP]

Protection 8 (8 PP)

Impervious Toughness 10 [10 PP] + Immunity 5 (alteration effects, Extras: Duration [sustained], Power Feats: Alternate Power 2) [17 PP]

AP: Immunity 30 (Fortitude effects, Flaws: Limited to Half) [15 PP]

AP: Immunity 30 (Will effects, Flaws: Limited to Half) [15 PP]

Strike 3 (Extras: Penetrating 3, Power Feats: Mighty, Improved Critical 2, Stunning Attack) [10 PP]

 

Equalizer, 27 PP Container (45 PP Device, Flaws: Easy-to-Lose) 

Blast 13 (Extras: Autofire 1, Power Feats: Alternate Power 6) [45 PP]

AP: Nullify All Mystical Powers 13 (Extras: Duration [Continuous], Independent, Flaws: Action [Full-Round], Unreliable [5 Uses]) [39 PP]

AP: Nullify All Mutant Powers 13 (Extras: Alternate Save [Fortitude], Duration [Continuous], Independent, Flaws: Action [Full-Round], Unreliable [5 Uses]) [39 PP]

AP: Nullify All Technological Powers 13 (Extras: Duration [Continuous], Independent, Flaws: Action [Full-Round], Unreliable [5 Uses]) [39 PP]

AP: Nullify All Psychic Powers 13 (Extras: Duration [Continuous], Independent, Flaws: Action [Full-Round], Unreliable [5 Uses]) [39 PP]

AP: Nullify All Alien Powers 13 (Extras: Alternate Save [Fortitude], Duration [Continuous], Independent, Flaws: Action [Full-Round], Unreliable [5 Uses]) [39 PP])

AP: Stun 13 (Extras: Range [Ranged]) [39 PP]

 


 

One realization I came to some time back: by this time in the Freedomverse, Henry Peter Gyrich would have been punched in the gut so hard, his kidneys would've flown free from his body and halfway down the hall. It's only natural that superhero media would explore the themes of government mistrust of supers. When you get down to it, the superhero is an individual with unmatched offensive capabilities usually involved in law enforcement work or direct action missions, but without state agency. The DCAU gave us Project Cadmus, Marvel gave us Civil War (though we wish it didn't), and Watchmen gave us the Keane Act. But Gyrich is not the face of rational fear of gods amongst men. He's the petty, short-sighted fear, tall poppy syndrome made flesh. He's played obstructive bureaucrat to the Avengers. He's taken part in missions against mutants that could be termed "genocidal." Hell, when Forge whipped up a mass-depowering weapon so that Earth would have a chance against an invasion of Dire Wraiths, he tried to seize control and turn it on Earth next. Because that'll work just fine the next time Galactus comes around for a snack. Gyrich is the embodiment of the idea that superhumans cannot be trusted on any level, whether they're crooks or crusaders. There's no concern for the humanitarian uses of superpowers. There's no concern for the "bigger fish." There are just threats. Everywhere.

 

And that's what Actaeon is, too. As the government agencies in the Freedomverse aren't necessarily run by Genre Blind misanthropic dicks, he's been thrown out on his ass, resulting in what would happen if Gyrich had also been Deathstroke. All of his major offensive capabilities are Devices, of course; one might wonder how exactly he's so good at making that hideous technology with such minimal resources, because cognitive dissonance is always good for a laugh. The Nullify attacks are meant to be his opening gambit, allowing him to level the playing field so that he might incapacitate supers and work on more permanent solutions. Not death, but usually not pleasant. He does not work for money. He does not work for favors. This is a crusade for him, and while someone might talk him into a temporary alliance, his main goal is making sure that baseline humanity can stand up for itself. 

 

If you're going to use Actaeon, he'll no doubt insert himself into the scene when there's some sort of evidence of powers run amok - a psychic cabal controlling Wall Street from behind the scenes, street drugs that grant powers, or a mad sorcerer trying to take over Vienna. In between, he might set his sights on heroes who he feels have grown too big for their britches, trying to influence policy or interfere in sensitive geopolitical situations. 

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The Metropolis Infinite

City on the Edge of Forever

 

EscherCity2.jpg

 

 

Deja vu, right? Don't worry. It's an hourly occurrence here.

 

The Clockworkers are some of the most conservative beings in the multiverse. They prefer that time flow in an orderly fashion; for some, if the laws of spacetime allowed for one reality, with time flowing through it like water through a pipe, that would be just fine. But that pipe clogs regularly, and to prevent the whole thing from bursting, it vents off into separate streams - parallel timelines. Not orderly, but still clearly defined in a certain way. So when they look upon the Metropolis Infinite, they see a problem desperately in need of fixing. But they couldn't set it to order the same way one couldn't wrestle a nuclear reaction into submission. 

 

The Metropolis Infinite's first known appearance on Earth was in 1963, when Centurion responded to a hostage situation at Pyramid Plaza and found a man in a strange space suit holding people hostage with a ray gun. When the man saw Centurion, he dropped the gun and fell to his knees, weeping and begging for mercy. Through a peaceful talk with the man, he learned that he had somehow fallen through from an alternate universe, one where the Centurion - there known as the Praetor - had seized control of the world powers shortly after his debut in 1938 and declared himself the sole authority. He ruled the world from Olympus, a space station in the L4 position of Earth orbit where he could hear all and see all below. Centurion thought it was a minor incident, though he was glad the man was in a more sensible reality. But the magnitude of the problem presented itself when Olympus did show up over Earth in the fourth Lagrangian point, just as the man had said. In the skies over Earth, Centurion found a marvelous city of gold and marble in a top-of-the-line space station, where people - many of whom were "uplifted" to be "second to the divine" - went about their days praying to the Praetor and hoping he wouldn't find them disloyal. The Centurion managed to foment a revolution and overthrow his evil counterpart, who was seemingly torn apart trying to pass through the cosmic barrier with improper shielding. He would have stayed to ensure the transfer of power was secure, but the anomaly in space-time that had caused Olympus to manifest was starting to collapse. He could only escape and hope that he had done the right thing, chastened by the display of overreaching power. 

 

In truth, Olympus did not exist - but it could have. It could have been many things. The Metropolis Infinite is an anomaly in spacetime, but in the same way that a star is "an" instance of thermonuclear fusion. Even the Clockworkers haven't nailed down its true nature; they believe it to be an entity made of living spacetime, but whether or not it's truly sapient is up for debate. It does, however, possess a psychic quality, usually manifested by locking onto the mental and temporal signature of a person (or persons) in the timeline it's entered. As it does, the Metropolis shifts its entire corpus to reflect grandeur in the mindset of the target - high towers of glass and chrome, edifices of brick and marble, Art Deco plazas, or a mixture of styles to reflect the clashing tastes of multiple individuals. Once the city is shaped, it is populated by reflections of an aspect of the individual's personality. Like the Anti-bodies of X-Isle, these entities could be defined as "philosophical zombies," shaped by memories and experiences but without possessing any true sapience or will of their own. Most often, they reflect a philosophical concern of the person they're copying - a man worried about his place as an individual might find himself thrust into a city built around an Objectivist philosophy, or a woman angry at the current state of affairs might find herself in a city on the edge of revolution, civilized or otherwise. 

 

But the main focus of the Metropolis are the individuals the Clockworkers have identified as "Actors." While they're still aspects of the Metropolis with no true self, they have incorporated much more of the target into themselves. They are, on some level, reflections of the target, based on concerns they have, regrets they bear, or possible outcomes that might happen. Evil counterparts, lost loves, saints born of sinners, children who might one day be born - all these exist in the Metropolis, on one level or another. The Actors play off of the target, leading him through the streets of the Metropolis towards a goal, one that's ostensibly physical but truly metaphysical. The Metropolis is meant to instill realization in the target - about what they've done, what they could have done, and what they might one day do, for good or for ill.

 

The Clockworkers are torn on the true purpose of the Metropolis Infinite. Those who wish to ascribe a sapience to it think it might actually be a moral antibody, seeking to prevent or correct actions it views as aberrant to the timeline it locks onto. But there are those among the Clockworkers who think there's something darker at work in the Metropolis. For those who have failed to learn lessons from the city of possibility, and still wander its streets, lost and confused... or who have vanished into the underlayers of the city, perhaps consumed by the ultimate cosmic parasite. 


I'm really trying to find a way to explain the origins of this entry without spoiling a recently released piece of media. So. All I will say on the matter is that this piece of media is, in essence, about roads not taken, roads not yet taken, and roads taken and regretted. And after diving into said media, I noticed a number of elements about its themes that have a lot in common - at least, trope wise - with superhero universes. Alternate universes, evil counterparts, visits from the future and the past - all these are common elements in superhero comics, and help to shape the possibilities of both the universe at large and the heroes who encounter them. And this is what happens when all those tropes become self-aware, gather into a giant timey wimey ball, and impose themselves upon the universe. They form a temporal hall of mirrors, with a lot of distorted reflections.

 

The Metropolis Infinite is a gateway to some of the greatest hits of the superhero genre dealing with alternate timelines. An individual might find themselves in a reflection of the event that led them to take up heroics as a career; a group might find themselves in a city where they died bravely but futilely, or where they became tyrants who favor security over liberty. There will be "good" reflections, usually loved ones or lost ones in a different guise, as well as "bad" ones, perhaps themselves wearing a different mask. They might never realize the Metropolis is something other than a mere gateway to an alternate universe... or, the more they poke at it, the more they might realize that it just seems too convenient that this alternate possibility matches up so well with their concerns. 

 

As for whether the Metropolis is good or evil... well, it's a gigantic wad of spacetime that acts as metaphysical Silly Putty. Ascribing moral dimensions to it feels a bit ill-fitting. If you want it to be an agent for cleansing and a chance at realization, that works. Or, if you want it to be the temporal equivalent of Ammut, offering sinners a chance to get off the road to Hell before it swallows them whole... well, that works, too.

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  • 3 weeks later...

The Herald Foretold

Villain-BlackFlash.jpg

Run.

He's been found in the artifacts of fallen worlds. Stained glass tableaus long since broken, photographs charred at the edges, videos damaged by Terminus radiation. A black-clad figure, emaciated and almost corpse-like, with a dark aura about him that makes it look like he's moving too fast to be properly glimpsed. He is there for a half a minute at most, and then gone in the blink of an eye. Whenever he appears in the archives of the world, it is a clear sign it has been "marked" by the Terminus, and at some time - perhaps in a year, a decade, a century - the skies will bleed crimson and the armies of entropy shall march. Not even the Annihilists speak of him - if anyone knows the truth about the Herald, it would be Omega, and whatever truth he knew died when he did. In the depths of Nihilor, however, refugees of fallen worlds have assembled what whispers they've gathered into some sort of folklore.

Once, there was a world overseen by its gods. It was given form and structure by three sisters who lay out the path of time - the Daughter of Emergence, the Mother of Existence, and the Elder of Endings. To stand as their champion, they selected a man, a philosopher of some renown, and granted him a fraction of their power. He could move faster than the rays of the morning sun, and cross the world in a minute. Time was his to master, and to avoid if needed. Other heroes emerged on this world, and he fought by their side, at times leading them in battle. But there came a time when a dark god emerged from beyond the bough of reality, and threatened the very structure of the world. He had a grand machine that would make all existence, and only the Herald could move fast enough to undo its design - but in doing so, he would undo himself as well. As he felt the energies of annihilation tearing at his body, he knew in his mind that he was saving the world... but in his heart, he just wanted to live. In doing so, he managed to slip the bonds of time, escaping from the second before death into the aftermath of his sacrifice. And when he did, the web of time snapped and frayed, and the Elder of Endings died of despair.

The Herald knew, on some deep level, that in saving his world, he had broken it as well. Something had gone wrong in the depths of reality, and he had to fix it. He raced against the sun, moving faster than he had ever moved before. Countries passed by, and then days, and then weeks. He found what he thought was the source of the error, and tried to tie its frayed ends into a solid knot... but in doing so, he was bounced back to the time he'd originated from, only to find everything had changed. The world was now at war, and his fellow heroes were at each other's throats. And the sheer shock of two contrasting worlds backlashed across reality, and the Mother of Existence was torn to pieces.

There had to be an answer, the Herald knew. He went back to the knot he had hastily tied in history and undid it - but now, all of time began to fray around him, and fall apart. As he raced back towards the presence, a figure appeared before him, speaking of how this world was "broken" - but he, with just a word, could fix it. The Herald was delirious with grief at this point, believing the figure to be the Daughter of Emergence, and agreed to her request. And as the Daughter had her heart torn from her chest, the structure of the world collapsed entirely, emerging as detritus in the Terminus. The Herald saw the better world he had made and kept running on roads of spacetime, moving fast enough to pierce the barriers between worlds. He is a hunting hound, they say, the one leading the chase. He is always running from his own mistakes, pausing only to catch his breath and running as soon as regret bears down on him. And where he runs, the Terminus follows in his wake...


We're doing the Terminus again. Yesterday, AA put up a build for a and it kind of pulled the trigger on an idea I'd been batting about in chat - Barry Allen as an Annihilist. Barry Allen was the original Flash, until he gave his life to save the multiverse in the Crisis on Infinite Earths. And for the longest time, like Uncle Ben or Bruce Wayne's parents, his death was held up as one of the deaths that really mattered in comics. It wasn't some cheap gesture to make way for the new hotness, but a significant heroic sacrifice that gave his nephew - who'd already been in the hero trade for about a decade in real time - a chance to step up to the big leagues. The Nineties might have been a time for big guns and hasty attempts at new things, but it was also a time that reflected the significance of taking up a heroic legacy. James Robinson's Starman may have been the comic that most stands out in that regard, but Mark Waid's run on The Flash definitely paved the way, showing as Wally tried to deal with both his uncle's villains and his uncle's legacy. He was also really good friends with Kyle Rayner and Connor Green, two other heroes who found themselves dealing with stepping into the shoes of greater men.

And then, when those greater men started coming back, it almost made sense. Oliver Queen went out to make way for Connor, sacrificing himself because he didn't want to lose a hand in a universe where cybernetics were definitely a thing. Hal Jordan went out to make way for Kyle Rayner, going absolutely bugf**k and villainous in the process. But when Barry came back? DC editorial admitted the main reason they wanted Barry back was to undo everything from Crisis on Infinite Earths. The multiverse had just returned a few years back, so why not Barry? Wally effectively got muscled out of the Flash books to make way for Barry, who now had a "weightier" (read: more angsty) backstory of how he became a CSI to investigate his mother's unsolved death. And this was where the long string of screw-ups started. Barry decided to go back in time and stop his mother's death at the hands of the Reverse-Flash; in doing so, he triggered Flashpoint, a universe where several breaks in the timeline had resulted in a much darker future. Now, the timeline gets altered and everything goes screwy - this is your average Wednesday in a comic book universe. But in trying to fix things, Barry is approached by a cosmic figure - one he's never seen before, in a world where such figures can include Mxyzptlk, the Anti-Monitor, Nekron, and other entities that would love to turn spacetime into confetti - who tells him he can fix everything if he just does what she says. And he does, and thus is the New 52 born. Now, keep in mind that Wally West hasn't even shown up in the New 52, and editorial has said that if - again, if - he exists, he has nothing to do with his uncle's legacy. So Barry Allen broke reality, and in trying to fix it, may have wiped his nephew out of existence. That's some grand legacy to live up to.

The Black Herald draws his roots from two figures in the DC Universe - the Black Racer, a figure in Kirby's New Gods who serves as the Grim Reaper for both sides of the war between New Genesis and Apokolips (and rocks a bitching pair of skis), and the Black Flash, who serves as a Reaper for all those connected to the Speed Force. In this case, the Black Herald is not an active frontline fighter for the Annihilist so much as a warning sign - if he starts cropping up on video tapes and photographs, then reality is about to break clean in two. If, for some reason, the heroes actually manage to stop him, he should likely have the same stats as AA's Zombie Speedster. Who knows. Maybe if they stop him for long enough, they can get him to accept his issues and stop running from them...

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