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Character Edits, v7


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QUICKENED BY SUPERCAPE

 

Spending 5 of Velocity's unspent points.

 

2 pp to skills for

 

3 ranks of Concentration (up to 9 ranks)

3 ranks Sense motive (up to 7 ranks)

2 ranks Diplomacy (up to 8 ranks)

 

1 pp for another rank of Luck

 

2 pp to bump her array up one more rank. (to 19 ranks total) 

Inside the array, I have added progressions to her Sonic Boom, allowing her to either make it bigger, or smaller, if she chooses to use the feats.

I bumped up her Quickness and Speed increase in Maximum Velocity slightly.

Added another rank of Accurate and Improved Critical for the Rapid Fire alt power.

Increased the damage for Rapid Attack and added another rank of Accurate.

 

Velocity (PL 15) – Thevshi

 

Player Name: Thevshi

Character Name: Velocity

Power Level: 15 (243/250PP)

Trade-Offs: -2 Toughness/+2 Defense; -4 Damage/+4 Attack with Rapid Fire and Rapid Attack

Unspent Power Points: 7

Progress To Platinum Status:  100/120

 

Bronze Award: Bump second character slot to PL 10 (Tsunami)

Silver Award: Third character, PL 10 (Synapse)

Gold Award: 15 pp of Equipment  (6 pp spent on Velocity)

 

Old character sheet is

 

In Brief: Archetypical speedster.

 

Alternate Identity: Megan Howell

Identity: Secret

Birthplace: Freedom City

Occupation: Socialite

Affiliations: Freedom League Reservist

Family: Donald Howell (father); Erin Howell (mother); Samantha Howell (sister); Jason Howell (brother); Lawrence Harrow (son); Robert Harrow (fiance)

 

Age: 22 (July, 1991)

Gender: Female

Height: 5' 5"

Weight: 110 lbs

Eyes: Blue

Hair: Blonde (in costume wears a brunette wig)

 

Megan has always been an attractive girl, one of those lucky ones who seemed to completely skip the awkward teenage stage.  Now she has matured into a very stunning young woman, with a lean and tone body that still has plenty of curves.  While she has long had a taste for the more expensive end of fashion, since attending Yale, she began wearing more moderately priced clothes around campus and has continued to do so in more general casual situations since returning to Freedom City.

 

As Velocity, her costume is a yellow, form-fitting bodysuit with thin black and white checkered strips running down the arms and legs.  She also wears yellow gloves and boots, and a small utility belt in which she carries a few things, such as steel ball bearings which she throws at supersonic speeds.  In addition, she covers most of her head in a yellow mask, leaving only the lower part of her face exposed.  To further conceal her identity, a brunette wig extends out of the back of the mask.  Hi-tech, mirrored goggles cover her eyes and part of the upper half of her face.

 

Power Descriptions:

 

Megan has the ability to move at many times the speed of sound, her speed allowing her to run across water, up the sides of buildings, and even vibrate fast enough to pass through walls. Her speed goes beyond just movement, with Megan able to perform tasks that might take a normal person an hour in a few seconds.

 

History:

 

Megan is the youngest child of Donald and Erin Howell, both parents coming from old money families (Donald's is from Boston while Erin's is from Freedom City). Her father is currently the chair of the corporate law practice group of Hartford, Grayson & Cole, Freedom City's largest law firm. Her mother is a well known philanthropist, involved in a number of charitable foundations around the city. Megan grew up in North Bay, where her parents have a very large home. Her childhood years were filled with numerous gymnastics and dance classes, which lead her to cheerleading when she attended the exclusive private high school, North Bay Academy.

 

Early in her Sophomore year, Megan was on a field trip to Astro Labs when a supervillain tried to steal some invention or another. During the chaos of the battle with a superhero that arrived to stop the theft, Megan was exposed to some chemicals which granted her superspeed. It was not long before Megan was using her new found powers to help people and fight crime under the identity of Velocity.

 

While her activities were initially restricted to North Freedom and parts of downtown, in her Senior year of high school Velocity found herself involved in more and more encounters with supervillains. At the same time she began teaming up with more of the other superheroes in Freedom City, even having chances to work with some of the members of the Freedom League. After stumbling across a plot by the Tyranny Syndicate to replace various key and influential people in Freedom City with their duplicates from the Syndicate's dimension, Velocity teamed up with Raven to put a halt to the Syndicate’s plan, and in the process took down Johnny Speed, the Syndicate's version of Johnny Rocket.

 

Velocity was extended an invitation to join the Freedom League and accepted the invitation, even as she finished high school and began attending college at Yale University. While easily able to quickly travel from New Haven to Freedom City when needed, the stress that being called away to missions, often in other parts of the world, placed on any attempt to have even a semblance of a "normal" college experience began to wear on Megan. She had herself placed on reserve status with the League, and briefly associated with a group of Freedom City based heroes, the Interceptors, but that proved short lived, as she soon choose to try to focus more on college.

 

However, Megan soon found she could not so easily set aside her identity as Velocity. Attempting to live life at a more normal pace (save for studying) soon had Megan feeling as if she was going to go insane from boredom. Once again she began making outings as Velocity, generally basing her activities around New York City to keep any attention off New Haven. As most of these outings were random good deeds and non-superpowered crime stopping, it was easier to develop the balance in her life that had existed at the start of her career.

 

Last year Megan had the opportunity to spend a year abroad, studying at the University of Cambridge. While in England, Megan reconnected with Robert Harrow, a young member of the British nobility with whom she had had a brief fling in Ibiza during her pre-college European vacation with a pair of high school friends. By Megan's standards, their renewed relationship was a long one, but it came to its inevitable end when Megan was unable to explain a several day absence when Velocity had been called up by the Freedom League to help with a mission.

 

After finishing her year at Cambridge, Megan has returned to the United States, and is now in her last year at Yale.  She managed to arrange that the bulk of her credits for her last semester at Yale would be covered by a internship with Summit Transnational Group’s corporate headquarters in Freedom City.  She has a couple of seminars, which she mainly attends via teleconference, and really only has need to be up in New Haven once or twice a week.

 

Personality & Motivation:

 

Megan has always been something of an overachiever, exactly what one would expect given her highly successful parents, not to mention two accomplished older siblings. While certainly one to have fun when she can, Megan has a strong work ethic along with a desire to help others. Outgoing and confident, she has little trouble in most social settings.

 

As Velocity Megan has a chance to cut loose and be more carefree and impulsive. Begin a superhero gave her the opportunity to stop bad guys, crack jokes while doing so, and help people along the way. While time and experience has tempered this with a bit more seriousness, she still presents an overly energetic and free spirited persona.

 

Powers & Tactics:

 

Speed is Megan's primary tactic, allowing her to almost always react before anyone else, make an attack, and be gone and out of sight before most would even realize she has even moved. Her powers provide her an array of offensive abilities, from being able to throw punches at supersonic speeds to being able to generate a localized sonic boom that can be rather destructive.

 

While speed and agility are Megan's primary defense, she is much tougher than she looks, a side effect of her body having adapted to being able to move at such high speeds.

 

Complications:

Secret Identity: Megan has long sought to keep her identity as Velocity secret to protect those she cares about.

Fear the Future: Megan has recently learned that in some timelines, she and Robert Harrow have a son named Collapse who is capable of shredding the time/space continuum.  As Velocity, she has also run into agents from an organization in the future working to stop Collapse in as many timelines as possible.

Relationship: Despite learning about Collapse, Megan and Robert Harrow have renewed their relationship.

 

Abilities: 0 + 10 + 8 + 6 + 2 + 10 = 36PP

Strength: 10 (+0)

Dexterity: 30 (+10) [20 (+5)] (Enhanced Stat)

Constitution: 28 (+9) [18 (+4)] (Enhanced Stat)

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 20 (+5)

 

Combat: 14 + 20 = 34PP

Initiative: +50

Attack: +7, +15 w/Strike, +19 w/Rapid Fire, Rapid Attack

Grapple: +6

Defense: +17 (+10 base, +7 Dodge Focus)(+5 flat-footed)

Knockback: -6, -4 flat-footed

 

Saving Throws: 4 + 6 + 9 = 19PP

Toughness: +13 (+9 Con, +4 Defensive Roll); +9 flat-footed

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

Reflex: +16 (+10 Dex, +6), Evasion 2

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

 

Skills: 104R = 26PP

Acrobatics 14 (+24)

Bluff 6 (+11, +15 w/ Attractive)

Concentration 9 (+10)

Diplomacy 8 (+13, +17 w/ Attractive)

Drive 2 (+12)

Gather Information 8 (+13)

Kn: Business 10 (+13)

Kn: Civics 4 (+7)

Kn: Current Events 2 (+5)

Kn: History 2 (+5)

Kn: Physical Sciences 2 (+5)

Kn: Pop Culture 5 (+8)

Notice 9 (+10)

Sense Motive 7 (+8)

Perform: Dance 15 (+20)

Pilot 1 (+11)

 

Feats: 22 PP

Attractive

Benefit 3 (Wealth 2/Rich; Freedom League Member)

Connected

Defensive Attack

Defensive Roll 2

Dodge Focus 3

Elusive Target

Equipment 6 (free from Gold Award)

Evasion 2

Improved Initiative

Luck 3

Move By Action

Power Attack

Uncanny Dodge (sight)

Well Informed

 

Equipment 6PP = 29EP

Freedom Leagues Communicator

Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP]

Communications Link 1 (Freedom League HQ) [1EP]

 

North Bay Estate

Headquarters: Size: Huge; Toughness 10; Features: Communications; Computer; Dock; Fire Prevention System; Garage; Grounds; Gym; Laboratory; Library; Living Space; Pool; Power System; Security System 2 (DC 25); Stables; Staffed; Workshop [21EP]

Alternate HQ: Compound in Fiji [1EP]

Alternate HQ: Country Estate in England (Robert's family home) [1EP]

 

Note: Grounds increases size to Colossal for purposes of gardens, estates, etc (used in 3E); Stables function as a garage for horses and the like.

 

Powers: 4+10+10+13+11+11+3+1+43 = 106 PP

 

Device 1 (Visor; 5PP Container; Flaws: Hard-to-lose) [4PP]

Super-Sense 5 (Extended for normal vision, Infravision, Ultravision, Radius for all vision) {5/5}

 

Enhanced Constitution 10 [10PP]

 

Enhanced Dexterity 10 [10PP]

 

Enhanced Feats 13 (Dodge Focus 4, Improved Initiative 9 (10 total) [+40]) [13PP]

 

Quickness 11 (X5,000) [11PP]

 

Speed 11 (25,000 MPH) [11PP]

 

Super Movement 3 Wall Running 2 [Flaw: Only while moving]; Water Running [Flaw: only while moving]) [3PP]

 

Super Strength 1 (Flaw:Limited only to carrying capacity up to heavy load; Hvy Load: 200 lbs) [1PP]

 

Super Speed Array 19 (38PP Array; Feats: Alternate Power 5) [43PP]

BP: Strike 15 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {23/38}

AP: Sonic Boom (Blast) 15 (Extra: 75-ft. Area Burst; Flaw: Range/Touch; Feats: Progression 2 (x5 Area (150-ft or 375-ft radius area)) {32/38}

AP: Maximum Velocity: Quickness 6 (17 total: x500,000) and Speed 6 (17 total: 2,500,000 MPH) and Super Movement 5 (Permeate 3; Sure-Footed 2) and Concealment 4 (all Visual Senses; Flaw: only while moving) {26/38}

AP: Insubstantial 4 (Affected by Vibration effects)and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/38}

AP: Rapid Fire: Blast 10 (Extra: Autofire; Feats: Accurate 6 (+12 hit); Improved Critical 2 [18-20]) {38/38}

AP: Rapid Attack: Damage 10 (Extra: 250-ft. Targeted Area Burst; Selective; Feat: Accurate 6 (+12 hit); Progression 2 (x5 Area)) {38/38}

 

Drawbacks: 0

 

DC Block

ATTACK        RANGE   SAVE           EFFECT
Unarmed       Touch   15/Toughness   Bludgeoning Damage
Strike        Touch   30/Toughness   Damage (crit 18-20)
Rapid Fire    Ranged  25/Toughness   Damage (up to DC 29 w/autofire, crit 18-20)
Sonic Boom    Touch   30/Toughness   Sonic
Rapid Attack  Touch   25/Toughness   Bludgeoning Damage

Totals: Abilities (36) + Combat (34) + Saving Throws (19) + Skills (26) + Feats (22) + Powers (106) = 243/250 Power Points

 

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SUPERCHARGED by Thevshi

 

Not a lot of changes, just overall slightly better stats/abilities/feats. PM me if I made any mistake.

 

Abilities: 4 + 4 + 4 + 4 + 2 + 0 = 18PP

Strength 14/32 (+2/+11)

Dexterity 14 (+2)

Constitution 14/30 (+2/+10)

Intelligence 14 (+2)

Wisdom 12 (+1)

Charisma 10 (+0)



Combat: 8 + 6 = 14PP

Initiative: +2

Attack: +4, +5 melee

Grapple: +6, +14 with powers, up to +20 with full Super-Strength

Defense: +5 (+3 Base, +2 Dodge Focus), +1 Flat-Footed

Knockback: -1/-8 with powers



Saving Throws: 2 + 2 + 5 = 9PP

Toughness: +2/+10 (+2/+10 Con), Impervious 7

Fortitude: +4/+12 (+2/+10 Con, +2)

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

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



Skills: 12R = 3PP

Acrobatics 4 (+6)

Notice 4 (+5)

Sense Motive 4 (+5)


Feats: 11PP

Attack Focus (melee) 1

Dodge Focus 2

Grappling Finesse

Interpose

Luck 1

Power Attack

Quick Change

Takedown Attack

Ultimate Effort (Strength Checks)

Ultimate Effort (Toughness Checks)


Powers: 18 + 16 + 16 + 7 + 5 + 4 + 3 = 69PP

 

Super-Strength 6 (Effective Strength 62, ?? tons Heavy Load; Feats: Groundstrike, Shockwave, Super Breath; Alt Power) [16PP] (Endoentropic Strength)

Alternate Power: Damage 4 ( Extras: Linked to Drain [+0] Range [Ranged]; Drawback: Full-Power ) + Drain Toughness 4 ( Extras: Linked to Damage [+0], Affect Object, Range [Ranged]; Drawback: Full-Power ) {12/14} (Disintegration)

 

Enhanced Strength 18 (superhuman strength) [18PP]


Enhanced Constitution 16 (superhuman endurance) [16PP]


Impervious Extra on Toughness 7 (superhuman toughness) [7PP]

 

Immunity 5 (Disease, Poison, Cold, Heat, Pressure) [5PP]


Regeneration 4 (Ability Damage 3 [20 Minutes], Staggered 1 [20 Minutes]) [4 PP]


Power Movement 1 (2PP Array; Feats: Alternate Power) [3PP]

Base Power: Speed 2 (25mph/250ft per Move Action) [2PP]

Alternate Power: Leaping 2 (x5 per Move Action, 200ft Running Long Jump, 100ft Standing Long Jump, 50ft High Jump) [2PP]


Drawbacks: (-7) = -7PP

Power Loss, Impervious Toughness (Daka crystals, Frequency: Uncommon [-1]) [-1 PP]

Weakness (Daka crystals, Frequency: Uncommon [-1], Intensity: Moderate [-1], Cumulative -1 to all checks per round [-4]) [-6 PP]

 

DC Block:

ATTACK RANGE SAVE EFFECT

Unarmed [no powers] Touch DC 18 Toughness (Staged) Damage

Unarmed [with powers] Touch DC 26 Toughness (Staged) Damage

Entropic Blast Range DC 19 Toughness (Staged) Damage (Gravity)

DC 14 Fortitude (Staged) Drain (Toughness)

 

Abilities (18) + Combat (14) + Saving Throws (9) + Skills (3) + Feats (11) + Powers (69) - Drawbacks (-7) = 117/117 Power Points

Edited by Thevshi
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DROWNED BY SUPERCAPE

 

Okay, Tsunami has 18 unspent power points to work with here.

1) 2 pp spent to increase CON by 2 (bringing her Toughness save to the PL 11 cap)

2) 3 pp added to Swimming, boosting it to Rank 8 and adding an alternate power (platform flight for flying on a water spout)

3) 6 pp added to her array (which is renamed to more accurately reflect its nature). She adds two ranks to the array (expanding the array by 4 pp) and adds two new alt powers (an area attack and Time Stop). Also boosted several of the existing alts.

4) 4 pp to Skills for:
+2 ranks to Survival (total 4)
+2 ranks to Stealth (total 4)
+4 ranks to Climb (total 6)
+4 ranks to Kn: Tactics (total 10)
+2 ranks to Languages (adding Japanese and Atlantean)
+2 ranks to Concentration (total 8)

5) 3 pp to Saves (+1 to Dex save, +2 to Will save)

I am going to drop Improved Initiative, and replace it with Benefit (use Kn: Tactics for Initiative Checks)

Tsunami (PL 11)



Player Name Thevshi
Character Name: Tsunami (Xia Xiao)
Power Level: 11 (174/192 PP)
Trade-Offs: Unarmed: -2 damage/+2 attack; Cone of Water: -1 damage/+1 attack
Unspent Power Points[: 0
Progress to Platinum Status: 42/120 (Gold Status earned with [url=)

In Brief: Asian water controller on the run from her criminal family.

Alternate Identity: Giang Trang; Xian Lou Khan
Identity: Secret
Birthplace: Unknown
Occupation: Student
Affiliations: Claremont Academy
Family: Kong Zi Khan (father); mother unknown; four half-siblings

Age: 18 (DOB: 10//4/1995)
Gender: Female
Height: 5’ 3â€
Weight: 95 lbs
Eyes: Light Brown
Hair: Black

Giang has a light build and is very petite, standing about 5’ 3†and weighing a little under a hundred pounds. She has shoulder length black hair that is usually worn in a ponytail and light brown eyes. She has a somewhat youthful beauty.

Growing up in Vietnam, she wore rather plain clothing. Since being relocated to Freedom City, she has been provided more typical American teen clothing, though she tends to stick with nondescript and functional attire. She has not yet selected a costume for superheroics.

Though not regularly visible, Giang has a series of >tattoos that cover much of her upper back. In the center is the I Ching trigram for water, Kan. Four pinyin characters are arranged around the trigram. Directly above the trigram is Shui, the pinyin character for Water. To the left and right are the pinyin characters for the two Celestial stems associated with Shui, ren and gui. Directly below the trigram is the pinyin character for Xuan Wu, the Black Tortoise, the Celestial creature associated with Shui. Arranged around these central tattoos are the seven pinyin characters for the seven “mansions†(or Chinese constellations) associated with Xuan Wu. Giang has had these tattoos for as long as she can remember, and they have remained clear and precise as if they were freshly applied.

Power Descriptions:

Giang has the ability to control water. In addition to being able to move up to 50 tons of water, she can project powerful blasts of water, create objects of ‘solid’ water and even dehydrate people by removing water from their bodies. She is also able to breathe underwater and survive the cold and extreme pressure of the ocean depths.

Water Control Giang’s ability to control water is subtle, only visible to those with Magic or Mental supersenses.

Forcefield Giang’s forcefield is a shimmering sheen of water that covers her.

Friction Control Giang covers an area in a sheen of very slippery water.

Create Object (solid water) Giang is able to create objects formed from water. The objects are very clearly made of water, but they are solid enough to stand or sit on, and touching them does not disturb their smooth surface.

History:

Giang grew up in a small remote village on the banks of the Dan river in the northern part of Vietnam, though she often felt that she and her parents were somewhat out of place in the village. While most of the villagers’ lives involved the constant toil of farming, her parents did not seem to do any work, and had a much larger home than the rest of the village. In addition, while she learned to speak Vietnamese, along with English and Cantonese, the primary language spoken in her family’s home was Mandarin.

Giang’s parents kept her generally isolated from the other children in the village. Instead, her life was a regimented series of private lessons and training. In addition to her language training, she studied the works of Sun Tuz, the history of China and Southeast Asia (with particular focus on the history and tactics of Genghis Khan), as well as the teachings of Confucius, Buddhism and Taoism. She received martial arts training in Vovinam (the national martial art of Vietnam) and Wushu. When her abilities to control water emerged during adolescence, her training helped to provide her focus and control of her powers.

Shortly after her seventeenth birthday, Giang’s parents took her out of the village, and Vietnam, for the first time. They traveled to Hong Kong, where Giang was introduced to a man who claimed to be her true father, Kong Zi Khan. Kong Zi told her that their family were descendants of Genghis Khan, settling in China during the Yuan Dynasty established by Kublai Khan. After the end of the Yuan Dynasty, the family’s fortunes had waxed and waned, at times they were advisors to emperors, at others outcasts and members of the criminal underworld.

In the early part of the twentieth century, her great-grandfather had been the head of a major criminal organization in southern China. When Dr. Sin began his rise to power, Yu Qian Khan choose to voluntarily join the Doctor’s organization, becoming one of his chief lieutenants. The family’s service to Dr. Sin continued over the next ninety years. However, the family never forgot their own aspirations or desire for power.

Kong Zi informed Giang that she was part of the family’s plans to recover its former glory. Giang and her four older half-siblings represented the five phases (or elements) of the Wu Xing: wood, fire, earth, metal and water. Now that Giang was old enough to join her half-siblings, together they would be a formidable force to advance the family’s ambitions.

Giang, or Xian Lou Khan as Kong Zi addressed her, was shocked by these revelations. Not only had she learned that the Trangs were not her parents, instead merely Kong Zi’s operatives tasked with raising her, but her ‘father’s’ ambitions and goals were counter to much of what the teenager had internalized during her years of training. While she knew she should respect her elders, she did not want to be part of any plans for conquest or criminal activity.

Initially playing the role of the submissive daughter, Giang was soon able to escape from Kong Zi. She managed to stow away aboard a cargo ship bound for Singapore, where she managed to survive on the streets for a number of weeks.

Eventually, some of Kong Zi’s other operatives caught up with her. Giang attempted to escape again, and fortunately, Raven intervened helping to defeat Kong Zi’s men. After hearing Giang’s story, Raven was suspicious, not entirely certain this was not part of some plot by Dr. Sin. However, Raven ultimately decided she could not just leave the teenager to survive on her own and took Giang back to Freedom City with her. While neither Raven nor Headmaster Summers fully trust Giang, they placed her at Claremont to give her a chance to prove herself, and allow them to keep a close eye on her.


Personality & Motivation:

Giang generally projects a calm and thoughtful demeanor. Years of meditation and study have taught her to be centered and focused. She seeks to follow the main principle of Vovinam, expressed by the common salutation for its students: “Iron Hand over benevolent heart,†striving to better herself and her control of her powers in order to not only help herself, but also be able to help others live in peace and harmony.

Powers & Tactics:

Giang often concentrates on fighting defensively initially, providing her an opportunity to study the situation. She will then use her various powers as appropriate to the circumstances.



Complications:
Family Legacy: Giang’s family has a long history as part of the Asian criminal underworld. There are many who could be aware of some of her family’s activities, or alleged activities, and be hesitant to trust her because of that.
Wayward Daughter: Giang has rejected and fled from her father and family. They would very much like to find her and attempt to bring her back into the fold.
It is Just Business: Dr. Sin has often allowed some degree of in-fighting between his key lieutenants, both to help keep them from plotting against him and to weed out those unworthy to serve him. As such, some of the Dr’s other lieutenants could see capturing Giang as a way to gain leverage against her father, or a way to weaken him if they were to kill her.
The Doctor is in: There is always the possibility that Dr. Sin might take an interest in Giang, either to determine what her father has been up to, or for reasons entirely his own.
Fish Out of Water: Given her upbringing, Giang is completely unaccustomed to American culture, let alone that of the American teenager.

Abilities: 4 + 8 + 8 + 4 + 8 + 6 = 38PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 16 (+3)

Combat: 14 + 14 = 28PP
Initiative: +4/ +12 with Kn: Tactics
Attack: +7; +9 Melee; +13 Unarmed; +11 Blast; +11 Dehydrate; +13 Cone of Water
Grapple: +8
Defense: +11 (+7 base +4 Dodge Focus)(+3 flat-footed)
Knockback: -5/ -2 w/o Forcefield

Saving Throws: 4 + 6 + 6 = 16PP
Toughness: +11 (+4 Con, +2 Defensive Roll, +5 Forcefield)
Fortitude: +8 (+4 Con, +4)
Reflex: +10 (+4 Dex, +6)
Will: +10 (+4 Wis, +6)

Skills: 88R = 22PP
Acrobatics 10 (+14)
Climbing 6 (+8)
Concentration 8 (+12)
Drive 2 (+6)
Kn: History 6 (+8)
Kn: Tactics 10 (+12)
Kn: Philosophy and Religion 6 (+8)
Kn: Streetwise 3 (+5)
Languages 5: (Mandarin native): English, Cantonese, Vietnamese, Japanese, Atlantean
Notice 6 (+10)
Search 4 (+6)
Sense Motive 6 (+10)
Stealth 4 (+8)
Survival 4 (+8)
Swimming 8 (+10)

Feats: 17 PP
Attack Focus: Melee 2
Attack Spec (Unarmed): 2
Benefit (use Kn: Tactics for Initiative Checks)
Defensive Attack
Defensive Roll
Dodge Focus 4
Environmental Adaptation (Water)
Evasion
Improved Block
Improved Trip
Luck
Power Attack

Powers: 8+12+9+5+2+38 = 74 PP
Supersense Detect: Water (mental) (Ranged, Accurate, Acute, Extended, Radius) [8PP]

Immunity 12 (All water effects; Breath Underwater; Cold environmental condition) [12PP]

Swimming 8 [500 MPH] (Feats Alternate Power 1)[9PP]
Flight 5 [250 MPH] (Flaw: Platform (water spout) {5/8}


Forcefield 5 [5PP]

Supermovement (Water Walking) [2PP]

Water Phase of the Wu Xing 16 (32 PP Array; Feats: Alternate Power 6) [38PP]
BP: Water Control 15 [Able to move up to 400 tons of water as heavy load] (Feats: Subtle; Precise) {32/32}
AP: Blast 11 (Feats: Penetrating 2; Knockback 2; Accurate 2; Precise; Improved Critical 1 [19-20]) {30/32}
AP: Dehydration Damage 10 (Extras: Ranged; Alt Save: Fortitude; Feats: Accurate 2) {32/32}
AP: Create Object (solid water) 14 (Feat: Precise) {29/32}
AP: Trip 10 (Extras: Area [General, Burst, 50’ radius]; Selective) {30/32}
AP: Cone of Water (Blast) 9 (Extras: Targeted Area [Cone ]; Selective; Flaws: 0 Range; Feats: Accurate 3, Precise, Improved Critical 1 [19-20]) {31/32}
Time Stop 4 (Extras: Selective; Flaws: 0 Range) {27/32}


Drawbacks: -3 PP
Vulnerable: Earth/Rock Effects (Common/Mod +50%) [-3PP]

DC Block
ATTACK               RANGE       SAVE          EFFECT
Unarmed (normal)    Touch       17/Toughness  Bludgeoning Damage
Blast               Range       26/Toughness  Damage (Water)
Dehydration         Range       25/Fortitude  Damage (Dehydration)
Friction Control    Range  20/Reflex     Trip 

Totals: Abilities (38) + Combat (28) + Saving Throws (16) + Skills (22) + Feats (17) + Powers (74) – Drawbacks (3) = 192/192 Power Points

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MUMMIFIED by Thevshi

 

Set
 
30PP to spend, like so:
 
10PP = 40 ranks of Skills:

  • +7 Acrobatics
    +6 Computers
    +1 Disable Device
    +10 Gather Information
    +1 Investigate
    +6 Knowledge [Pop Culture]
    +5 Notice
    +2 Sleight of Hand
    +2 Stealth

8PP on Feats:

  • Challenge [Fast Taunt]
    Set Up
    +6 Sidekick, giving Sekhmet +30PP for the following edit request

8PP on Shapeshift 1 (5PP Variable Power; Any Power, Multiple Powers at Once, Move Action, +5 Disguise) [8PP] (chaos aspect)

4PP on Device 1 (5PP Container; Flaws: Easy-to-Lose; Power Feats: Restricted [Passcode]) [4PP] (smart phone)

Enhanced Feats 3 (Connected, Contacts, Well Informed) [3DP] (social media)
Feature 1 (Video Camera) [1DP]
Super-Senses 1 (Radio) [1DP]


Also tweaking his Apparent Age to 'Late Teens', adding an image and adding Sample Configurations for Shapeshift.
 

[alignright][/alignright]
Player Name: Gizmo
Character Name: Set
Power Level: 7 [13] (210/210PP)*
Trade-Offs: +3 Defense / -3 Toughness
Unspent Power Points: 0
Progress To Orichalcum+ Status: 30/210
Theme: Mr. Hurricane by Beast

*Despite his PP total, Set conforms to PL7 caps.

In Brief: The mighty god of darkness, chaos and the desert reborn in teenage form with reduced power but undeterred ambition!

Alternate Identity: 'Kid' Set, Seth
Identity: Public
Birthplace: Heliopolis
Occupation: God, Superhero
Affiliations: Ancient Egyptian Pantheon
Family: Complicated. Osiris [Brother], Horus [Brother/Nephew], Isis [Sister-in-Law], Nephthys [Ex-Consort]

Description:
Age: Millennia
Apparent Age: Late Teens
Gender: Male
Ethnicity: Egyptian
Height: 5’7â€
Weight: 125 lbs.
Eyes: Grey
Hair: Dark Red

By all appearances, Set is a strikingly handsome teenager with piercing grey eyes above high cheekbones framed by thick dreadlocks of dark red hair. What looks like heavy eyeliner adds to the slightly androgynous quality of his slim frame. His face is extremely expressive, usually dominated by a cocky, teasing grin but clouding over with anger at a moment's notice. Animated body language and a disregard for personal space give the impression that he makes himself at home wherever he happens to be but there is a definite sense that he hails from somewhere else entirely.

That impression becomes a certainty when one regards his shendyt, a skirt of overlapping white and red cloth that reaches to just above his knee, his simple sandals contrasting with his assorted ornate golden bracelets. Set frequently goes shirtless when able - which is most of the time thanks to his affinity for inclement weather - but switches to a longer, belted robe that hangs over his shoulders when necessary. If attempting to blend in, the godling favours shorts and the sort of slogan emblazoned t-shirts sold at tourist attractions around the city, typically with sunglasses and a Comets baseball cap for good measure.

At a whim, Set's head may go from human to that of an unidentifiable, ebony black animal with a long snout and tall ears, mixing features of canine, fox, anteater and giraffe. This is as much his true face as any other and simply part of his nature as a god of Heliopolis.

Power Descriptions:
Set may be much diminished in power even compared to his previous incarnation's time possessing a mortal host in the mid-20th century, but he is still an immortal with a formidable array of aspects at his control. The lightning bolts he summons are tinged with red, striking from the sky above at his command. Shadows become semi-solid and malleable when he wishes them to be so, allowing him to scoop up handfuls or engulf opponents in quicksand-like darkness. Neither pouring rain nor blistering heat seems to bother him in the slightest and he's not shy about stirring up a thunderhead or sandstorm for dramatic effect.

A perpetual outsider among the Ennead, Set is also the patron of foreigners and as such understands all tongues perfectly. His mastery is such that he is able to pick up subtleties and implied meanings as if he were a native speaker himself. His shapeshifting talents further allow him to take any appearance he likes, although to his annoyance he has found himself unable to appear as anything but an adolescent.

History:
In the beginning there was nothing. Then Ra, the sun, willed himself into being and from himself shaped Geb the Earth and Nut the sky. From their union was born the Ennead: Osiris, handsome and well-loved, Horus, noble and strong of arm, Isis, wise and vengeful, Nepthys, flighty and doelful and finally Set. Set with his odd red hair, who laughed at jokes only he understood and turned every task into a competitive game. Although Nepthys eventually chose Set as her consort it was perhaps only Horus, in their constant sibling rivalry, who truly understood Set.

Even if they thought him an odd one, all of the gods recognized Set’s cunning and power, in part because of his constant reminders. When Ra needed protection in his nightly journey through the underworld from the dread serpent Apep, a being of darkness and chaos and such appetites that he would destroy all of creation to sate it briefly, it was Set who stood at the prow of his barge and fought off the beast again and again.

Though he never wavered, the nightly battles took their toll on Set. More and more he learned to use Apep’s own forces against the serpent, taking on aspects of darkness and chaos himself. His pride became harder to tolerate and his boasts took on a troubling edge. Eventually Ra relieved him of his post, much to Set’s rage.

Horus agreed to take his brother’s place on the barge, intending it to be only a temporary replacement. The hawk god was a match for his sibling's power but was unprepared for Apep’s many tricks. In a wild confrontation, a desperate Horus was able to temporarily banish the snake at the cost of his own being. While all the gods mourned, Set did so bitterly, blaming Ra.

Perhaps that terrible anger explains why Nepthys disguised herself to trick Osiris into bedding her, or why a resentful Set hated the more popular god all the more for his repeated apologies when the truth came to light, or why the gods of Heliopolis, grown by then to encompass every aspect of mortal life, quickly decided in whispers and gossip that the blame for the entire affair really rested with Set.

The public humiliation was more than the desert god could stand. Through trickery he locked the overly trusting Osiris in an ornate chest and threw it in the Nile. When Osiris’ wife Isis retrieved the carved prison, Set instead unleashed the dark powers he had learned from Apep’s example and cut his brother to pieces, spreading them throughout the mortal realm.

Even then, Isis and a tactfully remorseful Nepthys were able to retrieve the body parts and reassemble their mutual consort. When Osiris could not be properly restored, Ra instead deigned that he should become ruler of the underworld itself, king of the afterlife and chief among the gods above all but the solar deity himself. The final straw came when Isis used her mystic knowledge to rebirth Horus’ essence as her child with Osiris, raising him to loathe his ‘wicked uncle’. Set resolved that if all saw him as the villain, then Ra, Heliopolis and supposed brotherhood be damned, he would be a villain.

His battles with the avenging Horus were waged across ages indescribable in mortal terms. That world marched on and when the Pact locked the various pantheons from directly traveling to Earth, Isis with Ra’s blessing was able to use it to banish Set the Destoryer to the wastes outside of Heliopolis. The dark god bid his time, testing the limits of his exile until in the 20th century a foolish cultist attempted to summon him. Consuming the hapless summoner’s soul and taking his body for his own, Set sought to conquer the mortal world as stepping stone to greater glory.

Even then Horus sought to stop him, investing much of his might into an ankh which allowed him to merge with a willing host on Earth. Alongside the heroes of the age, Horus thwarted his uncle’s terrible designs time and again. Even as he raged against the repeated defeats, the part of Set which was the outsider, the perpetual ‘other’ relished this new world of fantastic powers, garish costumes and epic conflict, fully embracing his role.

Even that came to end eventually. In a final conflict which would either see Set restored to his full might or forever vanquished both the Destroyer and the Avenger vanished from the world of mortals. Heliopolis mourned the loss of its truest champion for a second time and decade slipped by. The century turned and the Ennead had little to do with Earth until a grinning, red-haired youth appeared at the gates of the golden city claiming to be Set and demanding entrance.

Isis demanded the boy be destroyed immediately against her more forgiving husband’s protestations but Ra’s judgement was more wary. The strange young man certainly had Set’s essence but like Horus before him this was a new creature entirely, without his predecessor’s long festering grudges. Ra knew well the duality of such things and Set’s rebirth with no sign of the hawk god reminded him of the merely temporary exile of his own opposite number, the terrible serpent.

He would not cast the now meager godling into ruination just yet but neither would he allow him entrance into Heliopolis. This new Set’s weakened state allowed for a loophole in the Pact, sending the boy back to Earth with no way to return. Even then the sun god decided on caution, instructing one of his Eyes, the fearsome war goddess Sekhmet to accompany Set and watch him closely. Not wanting to entrust such a task to a melding of god and mortal, he instructed the frankly unenthused Sekhmet to leave much of her power behind, reducing her to a state similarly exempt from the Pact.

Although annoyed at the setback, Set went about situating himself in the modern world with his rankled babysitter in tow. He was horrified to learn of his past self’s villainy - though he admired the theatrics and immediately began considering acquiring a cape. More interesting, however, was the way the mortals remembered Horus as a great and respected hero while the rest of the Ennead was forgotten by all but academics.

This was the new worship, then, won not through temples and threats of plague but by great acts of daring and courage! The idea appealed to him immensely. Despite Sekhmet’s objections he resolved to earn back the mortal’s adoration and prove his good intentions to the other gods by becoming the greatest superhero of all!

Personality & Motivation:
Set's most immediately obvious character trait is arrogance, a mixture of the perceived invincibility of youth and the power of a force of nature. Almost as clear is his need for recognition. Set has ever been an outsider and doesn't seek acceptance but rather acknowledgement of his skill and hard work. The tension between that confidence and insecurity drives him to take chances and strive for the spotlight. In a city that idolizes its heroes and a time rife with social media and celebrity, he aims to join the ranks of the world's greatest champions. Quite competitive, he isn't the most graceful of losers but can usually be placated with the promise of a future rematch. He has a robust sense of humour with a fondness for pranks and a fascination with anything new or different.

Although he retains smatterings of the knowledge and even memories of his past self, this Set is very much a new person, free of long festering grudges and resentment. Showboating aside, he legitimately wishes to do good and would never put fame over doing the right thing - although he might protest otherwise. In particular he looks to the example of his 'older brother' Horus for inspiration and his own soft spot for an underdog is ill hidden. Deep down, he recognizes that he is vulnerable to making the same mistakes again and worries that perhaps he is not entirely free of the corruption that brought his former self to his downfall. This sobering though lends an undercurrent of gravitas to an otherwise devil-may-care teenager.

Powers & Tactics:
When feeling confident Set prefers to draw upon the dramatic might of his storm and desert aspects, summoning lightning bolts and sandstorms with theatrical waves of his arms. When pressed, he dips into his dominion over darkness, flinging handfuls of inky black, stepping through one shadow to appear from another or even calling up the dark to envelop his opponents whole. Less obviously, his knowledge of chaos manipulates fortune against his targets.

His razor sharp taunting and deep knowledge of ancient arcana are not to be underestimated, particularly if he has had time to prepare. More likely, however, he'll have jumped into the fray at the first sign of an audience or a chance to humiliate a deserving target. Naturally a believer in second chances, he will risk trying to talk a villain out of what they're doing if he suspects they're already feeling conflicted or remorseful.


Complications:
Dismemberment: Set’s Regeneration allows him to reattach severed body parts but not grow new ones. For his Resurrection to work, he needs to be properly reassembled. If his body is completely destroyed, he will instead Reincarnate.

Exile: Both the Pact and the will of the other gods of Heliopolis prevent Set from returning there. Other pantheons allied with Heliopolis may be reluctant to deal with him.

Reborn: Although he retains a fair amount of his past self’s memories and knowledge, Set still has a lot of gaps. On the other hand, those with past grievances aren’t likely to distinguish between their old enemy and the ‘new’ Set.

Pride: Regardless of his defeats and misfortunes, Set is proud and stubborn to a fault. He’s prone to bragging and showing off and has trouble resisting a public challenge.


Abilities: 2 + 6 + 4 + 8 + 6 + 10 = 36PP
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 20 (+5)


Combat: 10 + 16 = 26PP
Initiative: +3
Attack: +5 Base, +7 Deific Attacks
Grapple: +6
Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed
Knockback: -2/-1


Saving Throws: 4 + 3 + 5 = 12PP
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +6 (+2 Con, +4)
Reflex: +6 (+3 Dex, +3)
Will: +8 (+3 Wis, +5)


Skills: 88R = 22PP
Acrobatics 7 (+10)
Bluff 10 (+15)
Computers 6 (+10)
Diplomacy 5 (+10)
Disable Device 1 (+5)
Gather Information 10 (+15)
Investigate 1 (+5)
Knowledge (Arcane Lore) 11 (+15)
Knowledge (History) 6 (+10)
Knowledge (Popular Culture) 6 (+10)
Knowledge (Theology and Philosophy) 6 (+10)
Language 1 (Ancient Egyptian [Native], English)
Notice 12 (+15)
Sleight of Hand 2 (+5)
Stealth 2 (+5)
Survival 2 (+5)


Feats: 46PP
Benefit (Status [God])
Challenge (Fast Taunt)
Defensive Roll 1
Distract (Bluff)
Dodge Focus 2
Evasion 2
Fearless
Jack-of-all-Trades
Luck 2 (3 with Luck Control)
Power Attack
Ritualist
Set-Up
Sidekick 29 (145PP)
Taunt
Uncanny Dodge (Vision)


Powers: 2 + 2 + 1 + 1 + 1 + 7 + 4 + 8 + 7 + 31 + 4 = 68PP

Comprehend 1 (Languages [Understand All]) [2PP] (foreign aspect)

Environmental Adaptation 2 (Deserts, Stormy Weather) [2PP] (desert aspect, storm aspect)

Feature 1 (Alternate ‘Set Animal’ Head) [1PP] (deific)

Immunity 1 (Aging) [1PP] (deific)

Immunity 2 (Environmental Condition [Heat], Starvation/Thirst; Flaws: Limited [Half]) [1PP] (desert aspect)

Luck Control 2 (Negate HP Use/Fiat, Force Re-Roll; Power Feats: Luck 1) [7PP] (chaos aspect)

Regeneration 2 (Resurrection [1 day]; Power Feats: Reincarnation, Regrowth) [4PP] (deific)

Shapeshift 1 (5PP Variable Power; Any Power, Multiple Powers at Once, Move Action, +5 Disguise) [8PP] (chaos aspect)
Sample Configurations
Additional Limbs 2 (+2 Limbs; Flaws: Duration [Sustained, -0]) [2PP] + Elongation 3 (25’) [3PP] (lend a hand)

Concealment 4 (All Visual; Flaws: Blending, Power Feats: Close Range) [5PP] (chameleon skin)

Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (raptor wings)

Immunity 10 (Fire Effects; Flaws: Limited [Half]) [5PP] (scales)

Insubstantial 1 [5PP] (sand form)
Super-Senses 7 (Visual; Extras: Counters Concealment, Counters Obscure [All]) [7PP] (darkness aspect)

Deific Aspects Array 13.5 (27PP; Power Feats: Alternate Power 4) [31PP]
[array]Base: Comprehend 3 (Rank 4 Total; Languages [Read/Write, Speak and Understand All Simultaneously]) [6PP] (foreign aspect)

[equip]Mind Reading 7 (Extras: Action [Move Action], Area [General, Burst], Flaws: Limited [Surface Thoughts], Sense-Dependent [Auditory]) [7PP] (subtleties of the language)

Morph 6 (Any Humanoid, +30 Disguise; Power Feats: Precise, Drawbacks: Limited [Adolescents]) [12PP]

Super-Senses 2 (Direction Sense, Distance Sense) [2PP][/equip]
AP: Damage 7 (Extras: Autofire, Ranged, Power Feats: Accurate 1, Affects Insubstantial 2, Homing 1, Indirect 2) [27PP] (lightning bolt; storm aspect, electricity)

AP: Dazzle 7 (Visual; Power Feats: Accurate 1, Reversible) [16PP] (shadow globule; darkness aspect)

[equip]Teleport 5 (500’; Extras: Accurate, Affects Others, Flaws: Medium [Shadows], Short-Range, Power Feats: Turnabout) [11PP] (shadow walk; darkness aspect)[/equip]
AP: Environmental Control 10 (20PP, Mix-and-Match Environments; Distraction [precipitation, sandstorm], Hamper Movement [high winds], Heat, Visibility [sandstorm]; Extras: Action [Move], Independent [+0], Flaws: Range [Touch], Power Feats: Reversible) [21PP] (weather control; desert aspect/storm aspect)

[equip]Move Object 3 (Heavy Load: 200 lbs) [6PP] (high winds; storm aspect)[/equip]
AP: Snare 7 (Extras: Area [General, Shapeable], Power Feats: Obscure Senses [All Senses], Variable Descriptor 1 [sand or shadows]) [27PP] (darkness aspect/desert aspect)[/array]
Device 1 (5PP Container; Flaws: Easy-to-Lose; Power Feats: Restricted [Passcode]) [4PP] (smart phone)
[device]Enhanced Feats 3 (Connected, Contacts, Well Informed) [3DP] (social media)
Feature 1 (Video Camera) [1DP]
Super-Senses 1 (Radio) [1DP][/device]

[table][tr]DC Block:[/tr]
[tr][td]ATTACK[/td][td]RANGE[/td][td]SAVE[/td][td]EFFECT[/td][/tr]
[tr][td]Unarmed[/td][td]Touch[/td][td]DC16 Toughness (Staged)[/td][td]Damage (Physical)[/td][/tr]
[tr][td]Lightning Bolt[/td][td]Ranged[/td][td]DC22 [Autofire] Toughness (Staged)[/td][td]Damage (Energy)[/td][/tr]
[tr][td]Sand/Shadow Snare[/td][td]Ranged [Shapeable Area][/td][td]DC17 Reflex (Staged)[/td][td]Entangled/Bound[/td][/tr]
[tr][td]Shadow Globule[/td][td]Ranged[/td][td]DC17 Reflex[/td][td]Blind[/td][/tr][/table]

Totals: Abilities (36) + Combat (26) + Saving Throws (12) + Skills (22) + Feats (46) + Powers (68) - Drawbacks (0) = 210/210 Power Points

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HUNTED by Thevshi

 

Sekhmet

+6 Sidekick = 30PP to spend, like so:

6PP on Saves:

  • +2 Fortitude
    +2 Reflex
    +2 Will

5PP = 20 ranks of Skills:

  • +5 Acrobatics
    +6 Intimidate
    +5 Knowledge [Tactics]
    +4 Notice

7PP on Feats:

  • Evasion 2
    Improved Grab
    Improved Overrun
    Improved Throw
    Improved Trip
    +1 Takedown Attack

2PP on Comprehend 1 (Languages [understand All]) [2PP] (deific)

3PP on Super-Senses 3 (Accurate Auditory, Low-Light Vision) [3PP] (lioness aspect)

4PP on Super-Strength 2 (Effective Strength 34, Heavy Load 1.4 tons) [4PP] (warrior aspect)

3PP into her Deific Aspects Array to make it:

Deific Aspects Array 9 (18PP; Power Feats: Alternate Power 1) [19PP]

Base: Alternate Form 3.6 (18PP Container [Active, Sustained]) [18PP] (lioness aspect)
Morph 2 (Lioness, +10 Disguise) [2PP]

Comprehend 2 (Speak to and Understand Animals) [4PP]

Leaping 4 (25x) [4PP]

Penetrating 3 (on Unarmed Damage) [3PP] (claws and teeth)

Speed 2 (Rank 3 Total; 50MPH; Power Feats: Move-By Action) [3PP]

Super-Movement 2 (Slow Fall, Wall Crawling 1) [4PP]

Super-Senses 2 (Olfactory Tracking 2) [2PP]

Drawback 4 (No Hands [Very common, Moderate]) [-4PP]

AP: Damage 0 (on Unarmed Damage; Power Feats: Affects Insubstantial 2, Incurable) [3PP] (corona fists; sun aspect, fire)

Environmental Control 3 (Sunlight, 25’ radius) [6PP] (sun aspect)

Healing 7 (Flaws: Limited [Others]; Power Feats: Persistent, Stabilize) [9PP] (healer aspect)

Also tweaking her Apparent Age to Late Twenties, adjusting her Grappling bonus for the Super-Strength, adding an image and fixing some minor notation errors.

[alignright][/alignright]
Character Name: Sekhmet
Power Level: 7 (145/145PP, Sidekick 29)
Trade-Offs: None
Unspent Power Points: 0
Theme: Warrior by Kimbra

In Brief: Fearsome warrior goddess stuck babysitting a reincarnated troublemaker.

Alternate Identity: She Before Whom Evil Trembles, the Mistress of Dread, Lady of Slaughter, She Who Mauls, etc.
Identity: Public
Birthplace: Heliopolis
Occupation: Goddess, Eye of Ra, Parole Officer
Affiliations: Ancient Egyptian Pantheon
Family: Bast [Sister], Hathor [Sister]

Description:
Age: Millennia
Apparent Age: Early Twenties
Gender: Female
Ethnicity: Egyptian
Height: 6’0â€
Weight: 180 lbs.
Eyes: Gold
Hair: Black

Sekhmet is a full six feet of toned muscle, predatory grace and conspicuous beauty. She keeps one side of her head shaved, black hair curving elegantly around the opposite side to her chin, broken up by a tawny streak and covering one smouldering golden eye while the other reflects light like an ember encircled by black eyeliner. Since being put in charge of Set while they're on the mortal plane, her expression primary alternates between a disapproving frown and a feral snarl but when amused she is prone to broad smiles exposing prominent canines.

Her orange-red shendyt, trimmed in gold, continues upward to wrap around her bust, leaving her shoulders bare and powerful calves and biceps unhindered. She eschews ornate jewelry but does wear a simple ankh pendent on a leather cord around her neck which she grips tightly when trying to restrain her temper. When dressing in a more contemporary style, she favours tank tops and workout gear. As with other Heliopolic gods, she can choose to appear with the head of an animal, in her case a fierce lioness. Moreover, she can transform fully into a lioness distinguished by a dark streak of fur above one eye.

Power Descriptions:
Even with the larger part of her godly power left behind in Heliopolis, Sekhmet retains strength and speed surpassing what her already athletic frame suggests. Similarly, her lioness form is more powerful than a mundane big cat, with claws capable of rending through armor. She remains a far cry from the might to which she is accustomed, however, something which remains a sore point in a modern world of high-tech armaments and genetic superpowers. When in this shape she is physically indistinguishable from a normal lioness but her distinctive fur pattern and intelligent manner make it unlikely to fool anyone expecting her.

As an Eye of Ra Sekhmet is able to manifest a solar disk above her head, a halo of sunlight that serves as a badge of office, illuminating the darkness in which evil might seek to hide. Her healing aspect similarly displays itself as gentle light pouring from her hands like a liquid, pooling over her patient and seeping into any wounds.

History:
Outside of the Ennead itself, no god or goddess of Heliopolis is more trusted by Ra than Bast, his bodyguard and advisor. Chief among the Eyes of Ra, the sun god's enforcers and right hand in all matters outside of the golden city, the perfumed protector was widely regarded as the perfect balance between strength and beauty, action and wisdom. Not surprisingly, the expectations placed upon her younger sisters, the twins Hathor and Sekhmet, were always high.

Hathor was an early bloomer, as immortals measure such things, developing into a goddess of love, music and fertility. Although less inherently vain than some pantheons, the gods of Heliopolis were still quick to shower attention upon Hathor's beauty and winning charm, making her one of the most popular goddesses of her station. For every success that she found easily, however, her sister Sekhmet seemed to find adversity and conflict. With a short temper and an aggressive nature, Sekhmet was frequently reprimanded for getting into fights with her fellows. This only worsened as she developed a reputation which drew taunts and unfavorable comparisons to her twin. Where her siblings seemed masters of the social arena, Sekhmet was quick to respond to a verbal jab with a closed fist, developing into aspects of war and retribution.

Unknown to most of Heliopolis, the young goddess also had interest in the gentle arts of healing and a keen sense of measured justice. Her role as an instrument of Ra's divine wrath left her with little opportunity to develop these aspects, however, leaving her the subject of hushed whispers and shaking heads. After a relationship with Ptah, the god of craftsmen, ended badly, she shut herself off even from her strained familial ties and threw herself wholly into her work.

Here, at least, she excelled, leading Ra to task her with keeping an eye on the newly resurrected Set on the mortal plane when he reappeared. To circumvent the Pact she was forced to leave the vast bulk of her godly power behind in Heliopolis and combined with having to put up with the grating godling indefinitely, Sekhmet was left to wonder if this assignment was a sign of faith or a punishment one step removed from exile. Although she does her duty without protest, it has done nothing to improve her surly disposition.

Personality & Motivation:
Sekhmet is a being of heightened emotions easily brought to the surface. She is ruled by her sense of duty above all else but almost as strongly by her fairly binary regard of right and wrong. Criminals and evil-doers of all stripes are quick to feel her wrath which, even among a pantheon not shy about raining down punitive pestilence and drought, was considered something to be feared. Even so, she is a guardian as much as a warrior and offers healing and protection to those in pain. She often has trouble reconciling these conflicting sides of her personality and is more inclined to act on instinct than take time to debate or deliberate.

Her current assignment is to keep Set alive and out of trouble, no easy task. It has been many centuries since Sekhmet took an interest in the mortal plane and she finds this age of super powers and fantastic technologies disconcerting to say the least. The prospect of a stronger foe is one she hasn't had to consider in a very long time and one she is unlikely to accept without first testing the strength herself. She's gradually becoming more comfortable accepting the champions of Freedom City as allies and comrades, but interacting with mortals on anything approaching equal terms is still extremely awkward for her. When she can be convinced to relax, she puts as much energy into partying as she does into fighting, preferring loud music, wild dancing and strong drink.

Powers & Tactics:
A straight-forward brawler, when challenged Sekhmet meets opponents head on with her considerable strength and untold millennia of combat experience. She will shift into her lioness form against similarly bestial foes or when the fraction of her retained power proves not to be up to the task in human form. If taking a villain by surprise, she prefers to set up and ambush using the tactics of a pack hunter. She instinctively puts herself in the path of the most obvious threat even if she may not be the best choice to face it.

She uses her greater-than-mortal maneuverability to move gracefully about the battlefield while her enhanced senses make her an accomplished tracker even in the myriad stenches of the city. Her solar disk radiates what is functionally sunlight, offering both illumination and as a side-effect an advantage against many supernatural creatures which prefer to hide in the shadows of the night. Given that her ward is one such creature, this comes in handy indeed.


Complications:
Dismemberment: Sekhmet’s Regeneration allows her to reattach severed body parts but not grow new ones. For her Resurrection to work, she needs to be properly reassembled. If her body is completely destroyed, she will instead Reincarnate.

Divine Duty: Sekhmet has been tasked by Ra himself to keep Set out of trouble and in one piece for the sake of cosmic balance. Given his outgoing personality and reckless attitude, both points are challenging.

Stranger in a Strange Land: Having been uninvolved with the mortal plane for many centuries, Sekhmet is unfamiliar with much of modern society and technology and skeptical that it constitutes 'advancement'.

Wrath: Sekhmet does not come from the merciful school of deities. She limits herself to what is deemed appropriate by the laws of the land she is visiting but she is prone to overreaction and not inclined to mercy.


Abilities: 6 + 6 + 4 + 0 + 4 + 10 = 30PP
Strength: 24/16 (+7/+3)
Dexterity: 20/16 (+5/+3)
Constitution: 20/14 (+5/+2)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 20 (+5)


Combat: 6 + 8 = 14PP
Initiative: +5
Attack: +3 Base, +5 Melee, +7 Unarmed
Grapple: +16/+10
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -3/-2


Saving Throws: 3 + 3 + 3 = 9PP
Toughness: +7/+4 (+5/+2 Con, +2 Defensive Roll)
Fortitude: +8/+5 (+5/+2 Con, +3)
Reflex: +8/+6 (+5/+3 Dex, +3)
Will: +5 (+2 Wis, +3)


Skills: 60R = 15PP
Acrobatics 10 (+15)
Climb 3 (+10)
Handle Animal 5 (+10)
Intimidate 11 (+16)
Knowledge (Tactics) 5 (+5)
Knowledge (Theology and Philosophy) 5 (+5)
Language 1 (Ancient Egyptian [Native], English)
Medicine 3 (+5)
Notice 12 (+14)
Stealth 5 (+10)


Feats: 23PP
Animal Empathy
Attack Focus (Melee) 2
Attack Specialization (Unarmed) 1
Benefit (Status [God])
Defensive Roll 1
Dodge Focus 3
Evasion 2
Fearless
Improved Critical (Unarmed) 2 [18-20]
Improved Grab
Improved Overrun
Improved Throw
Improved Trip
Interpose
Power Attack
Takedown Attack 2
Uncanny Dodge (Olfactory)


Powers: 2 + 18 + 1 + 2 + 3 + 1 + 4 + 4 + 19 = 54PP

Comprehend 1 (Languages [Understand All]) [2PP] (deific)

Enhanced Abilities 18 (Enhanced Strength 8, Enhanced Dexterity 4, Enhanced Constitution 6) [18PP] (warrior aspect)

Feature 1 (Alternate Lioness Head) [1PP] (deific)

Immunity 1 (Aging, Disease) [2PP] (deific, healing aspect)

Regeneration 1 (Resurrection [1 week]; Power Feats: Reincarnation, Regrowth) [3PP] (deific)

Speed 1 (10MPH) [1PP] (lioness aspect)

Super-Senses 4 (Accurate Auditory [+2], Acute Olfactory, Low-Light Vision) [4PP] (lioness aspect)

Super-Strength 2 (Effective Strength 34, Heavy Load 1.4 tons) [4PP] (warrior aspect)

Deific Aspects Array 9 (18PP; Power Feats: Alternate Power 1) [19PP]
[array]Base: Alternate Form 3.6 (18PP Container [Active, Sustained]) [18PP] (lioness aspect)
[equip]Morph 2 (Lioness, +10 Disguise) [2PP]

Comprehend 2 (Speak to and Understand Animals) [4PP]

Leaping 4 (25x) [4PP]

Penetrating 3 (on Unarmed Damage) [3PP] (claws and teeth)

Speed 2 (Rank 3 Total; 50MPH; Power Feats: Move-By Action) [3PP]

Super-Movement 2 (Slow Fall, Wall Crawling 1) [4PP]

Super-Senses 2 (Olfactory Tracking 2) [2PP]

Drawback 4 (No Hands [Very common, Moderate]) [-4PP][/equip]
AP: Damage 0 (on Unarmed Damage; Power Feats: Affects Insubstantial 2, Incurable) [3PP] (corona fists; sun aspect, fire)

[equip]Environmental Control 3 (Sunlight, 25’ radius) [6PP] (sun aspect)

Healing 7 (Flaws: Limited [Others]; Power Feats: Persistent, Stabilize) [9PP] (healer aspect)[/equip][/array]

[table][tr]DC Block:[/tr]
[tr][td]ATTACK[/td][td]RANGE[/td][td]SAVE[/td][td]EFFECT[/td][/tr]
[tr][td]Unarmed[/td][td]Touch[/td][td]DC22 Toughness (Staged)[/td][td]Damage (Physical)[/td][/tr][/table]

Totals: Abilities (30) + Combat (14) + Saving Throws (9) + Skills (15) + Feats (23) + Powers (54) - Drawbacks (0) = 145/145 Power Points

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HIRED by Thevshi

 

Argonaut 

 

A little late in noticing this.  But I had not given her the correct birthplace and career.  Having originally used Foreshadow's sheet in a quick C/P for the format had incorrectly listed Freedom City/FCU Student (Business Major).  Changed them to Lor-Zul and AEGIS Field Agent respectively.

 

 

Player Name: HG Morrison
Character Name: Argonaut
Power Level: 8 (120/120PP)
Trade-Offs: +1 Attack/-1 Damage (Blast), -2 Attack/+2 Damage (Melee)
Progress to Silver Status: 0/60
In Brief: Omegadrone Agent of A.E.G.I.S!

Alternate Identity: Yves Zermeño, Yvejskrujanharbh'aar
Identity: Secret
Birthplace: Lor-Zul
Occupation: AEGIS Field AGENT
Affiliations:  AEGIS
Family: Carlos Zermeño (Husband), Luz Zermeño (Eldest Daughter), Anna Zermeño (Middle Daughter), Sophia Zermeño (Zermeño)

Description:
Age: 45 (DoB: Born March, 16)
Apparent Age: 30
Gender: Female
Ethnicity:  Lor Offshoot
Height: 5'2
Weight: 105 lbs
Eyes: Brown
Hair: Brown


undo1_zpsb03a44c4.png


Yves is a slightly muscular brown skinned woman with no visible natural body hair.  The hair on her head was replaced with a very expensive lace wig.  The key difference between Yves the agent and Yves the mom is whether her hair is combed down for domestic motherly flair or spiked up with punk rock attitude.  She often dresses in modest fashions that leave very little skin showing.  Hiding the various scars throughout her body that she actually opted not to have surgically removed.  Never wanting to forget the monster that she became.

As Argonaut, Yves' MEGA-MAX armor bears the familiar design of the Omegadrone armor. The face pate is remodelled in a grim fashion having suffered tremendous battle damage in the past but it still is an all too familiar design. The power armor has been re coloured to match AEGIS favored bluish palette.  The right arm of the armor has a small shield, designed as a homage to the agency's namesake, which houses the retractable blast blade formerly belonging to her Power Pike.  The armor does not have wings but as the design is far sleeker than Steelgrave's bulky models the rocket boots can maneuver through the air with no issue.  The Armor's left breastplate has the AEGIS emblem engraved.


History:
 
In another world in which the Lor's First Age never came to a close, the Lor Republic stretched to every corner of explored space.  The military existed primarily for the purpose of exploration and further colonization of Lor Space.  Quality of Life for citizens of the advanced civilization was such that only a sci fi novel could compare.  Yvejskrujanharbh'aar was a freshly graduated university student with a future as a star faring diplomat in all but certain.  Her life was pretty much uneventful.  She had friends, family, loved ones and her personal tragedies were no more exciting than a lost pet here or there.  Having never left her home planet, her dream was to engage in interplanetary relations perhaps to eventually take a seat as a Senator.
 
The Lor citizens born on the planet of Lor-Zul are known for being born with two very distinct features.  The first being a long life span in which they maintain a youthful appearance, only showing signs of aging during the last quarter of their lives.  The second a natural affinity with languages their mind able to comprehend all spoken and written word as if they were living ciphers due to a unique psionic mutation.  It was only the first trait that appealed to Shadivian Steelgrave after the Terminus came.  With no enemies to oppose the Lor the military was nowhere near qualified to handle the unified front of the combat drones that swept their world.  The Lor were crushed and in the end there was only the Terminus.
 
Life as a conquered slave with the Hundred Worlds was far different for the Lor.  Gone from Spacemen to cavemen one had to let a piece of himself die just to survive.  In Nihilor only the strong survive.  And what she lacked in physical might, Yvejskrujanharbh'aar made up for with sheer willpower and luck.  Engaging in brutal gladiatorial fights until she scrapped by on top of her opposition.  Her prize?  Her mind was torn asunder as she underwent the unspeakable acts that defined the Omegadrone conditioning.  Brainwashed by the Omegadrone conditioning Yvejskrujanharbh'aar had long faded she was merely a servant of Omega.
 
Many people remember the Terminus Invasion of 1993 differently.  Most of those memories are not looked back on too fondly.  But for Yvejskrujanharbh'aar it was her first real memory since her first shot at life had ended.  As one of those very invaders, she found herself barely clinging to life by the time the battle had come to a close.  Her armor was skewered onto a steel rod at her abdomen.  Recovered by AEGIS field agents, she was given medical treatment as the organization wasn't out to just let people die.  Even those part of a foreign invasion force.  Of course if it brought about the opportunity to learn more about the Terminus forces more power to them.
 
It took a think tank of the top AEGIS psychologists and doctors to match Daedalus efforts in deprogramming the Omegadrone conditioning.  They even crafted a new identity for her to live, monitored by a field agent, just outside of their Baltimore offices.  Yvejskrujanharbh'aar or Yves as she had now come to be known just had to agree to surrender her armor to them as well as acting as a consultant whenever the need struck the agency.  
 
When Dr. Doris Volk joined AEGIS in 1997 amongst the many projects she pursued was the development of MAX series Power Armors.  Shorty after completing the designs on the Super-Max armor Dr. Volk had already begun considering the process for advancing upon her design.  Searching through old AEGIS files for inspiration Dr. Volk eventually came to learn about the deal AEGIS made with Yves.  It took a decade to combine the technology of the Omegadrone with that of a SUPER MAX armor creating the first flight capable power armor, far before the distinctly more well known models used by Subjects V and V2.  The most problematic bit of integration was that the armor's neural interface would only respond to the armor's previous pilot, Yves.  
 
It was originally  designed to reinforce the Omegadrone conditioning and improve Nihilor's Mixed Murder Arts by recording combat data and aiding the pilot adapt in all situations.  Dr. Volk's attempts of repurposing the interface to aid field agents in saving lives could not completely overcome the fact that only a mind whom had gone through Steelgrave's brainwashing was the only one capable of conceptualizing such an idea.  So she requested Yves assistance in improving the combat data of the interface as Dr. Volk attempted to overcome the flaw in the design.  An offer that went through a very long series of refusals before Yves finally relented with some trepidation.  Spending weekends as a test pilot for the tongue in cheekily named MEGA-MAX armor.
 
Breaking away from the training simulation when the armor caught the transmission of a nearby alarm system in which a shoe store was being robbed by three heavily armed men.  Within the comfort of her armor she was able to easily able to deal with the crooks.  Disappearing before AEGIS latest line in experimental technology could be shaken.  Upon her return she wasn't admonished for taking off with government property as she expected.  Instead there was a congratulatory fanfare and applause and she was offered a real job with the agency.  After weighing her options and the sense of satisfaction that came with actually doing something good with the armor she took the job.
 
In her personal life, Yves and her handler had wed some years back.  Together they were raising three girls from his first marriage.   Although at this point the eldest was studying at FCU, so the children did not exactly outnumber the parents in the household.  Eventually the Zermeños requested a change in duty station from Baltimore to Freedom City.  Marking her return to the city after 20 years as the armored hero Argonaut.
 
Personality & Motivation
Yves may not have been quite herself when she worked as a soldier of Omega.  But she remembers every waking minute of that nightmare.  Every slash, every stab, every atrocity committed in the name of the Lord of the Terminus.  She tries not to let it weigh on her conscious too much and for the most part succeeds with bravado and gumption, but the memory is always there gnawing at the back of her head.  Despite that one would be hard pressed to find her without a smile on her face.  Whether it is forced or not.

Outwardly confident and upbeat she works hard at covering up her own insecurities of not being qualified for being a 'hero' due to her past a Terminus soldier.  Despite the fact that AEGIS already has a solid history of working with reformed criminals.  Yves is very good at seeing through people's intentions.  Above all else, she feels as if she has seen enough death in her lifetime and will go through absurd lengths to try and save everyone she can even if it cost her her own.  
 
She's willing to talk her opponents half to death before fighting.  Taunting and teasing them with veiled threats.  Feeling the dance of a fight within the armor almost therapeutic when not used to try and conquer a world.  In her daily life, Yves can be downright domestic.  Attempting to portray the image of a perfect mom next door type, Yves admittedly falls back on a predatory stare to get the kids in line from time to time.  An act that extends to how she deals with criminals, although they can't very well see it from beneath the helmet.  Still she loves her family deeply and will lash out at any who tries to do them harm.  
 
Powers & Tactics:
Yves relies on the Argonaut armor to do all her heavy lifting.  Even with her now rusty training in the mixed murder arts, she.  The Power Pike was smelted down into the right arm of the armor.  The long polearm portion of the pike converted into a miniature shield whose purpose would likely not come into fruition until Dr. Volk updates the armor again.  Combining into an experimental blast blade that can be retracted on mental command, it is just as combat capable as it was as a pike.  With the caveat that the MEGA-MAX armor does not have to worry about being disarmed.  Preferring to use her blast blade at a distance, Yves will pelt away at her foes with the cosmic energies of the Terminus contained in the blade.  If need be she can close the distance and strike at her foes with the actual blade itself.
 
The armor contains tiny nanofibers that are far stronger than human muscle fibers of equal size.  The tiny nano muscles allow her to perform feats of strength above what is humanly possible.  The neural interface allows her to react with split second timing with the armor actually acting semi autonomously for its best interest at times.



Complications:
Astronauts vs Cavemen:  Yves came from a far more advanced civilization before the long arduous road to settling into society on earth.  Working modern technology has been very very backwards for her.  And even after two decades she still has her hang ups.
Duty:  Yves is given a lot of autonomy as her identity as Argonaut.  Mostly because any superheroics she pursues is still useful for data gathering purposes.  But she still is an AEGIS agent and as such does still have certain obligations expected of her.
Judge Not:  The Argonaut armor may have gone through a color swap, it may have lost the wings, it may even have an AEGIS emblem on the breastplate, and it may not be carrying around an ominous pike.  But it is still unmistakable as being an Omegadrone armor.  Local law enforcement or over enthusiastic civilians may not take kindly on that and begin firing upon her.
On the Job Training:  Yves doesn't have any semblance of proper training, not counting what she underwent over two decades ago as an Omegadrone.  Not handling every situation by the book isn't an outright concern, not knowing the book at all can be another matter entirely.
PTSD: Too much stress can occasionally drive Yves into a panic attack.  Whereas she's not likely to be frightened by much the very idea of walking around in her former metallic prison strikes too close to home on occasion.  Needing her to real herself back in.
Responsibility:  As a proud mother of three kids adopted from her widowed husband, Yves seeks to provide the best life she can for her kids.
Wait a Minute!:  The neural interface on the Argonaut armor is programmed with Yves former Omegadrone conditioning.  As such when moving to avoid an attack, it may occasionally take the helm and try to move in such a manner that it finds efficient that Yves does not agree with.  For example the armor attempting to dodge an oncoming attack that Yves wanted to take on so an innocent bystander doesn't instead get hit. 


Abilities: 2 + 2 + 2 + 6 + 4 + 0 = 16PP
Strength: 12/22 (+1/+6)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 16(+3)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 10 + 12 = 22PP
Initiative: +1 (+1 Dex)
Attack: +5 Base, +6 Ranged, +6 Base in Armor, +7 Ranged in Armor, +9 Terminus Blast
Grapple: +6 (Outside of Armor), +13 (Inside of Armor)
Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed
Knockback: 0 (Outside of Armor), -7 (Inside of Armor)


Saving Throws: 4 + 0 + 4 = 8PP
Toughness: +8 (+1 Con, +7 Armor, 7 Impervious)
Fortitude: +5 (+1 Con, +4)
Reflex: +1 (+1 Dex)
Will: +6 (+2 Wis, +4)


Skills: 40R = 10PP
Intimidate 10 (+10)
Knowledge (Cosmology) 2 (+5)
Knowledge (Galactic Lore) 7 (+10)
Notice 8 (+10)
Sense Motive 13 (+15)

Feats: 3PP
Attack Focus (Ranged) 1
Benefit  (AEGIS Rank)
Startle


Powers: 6 + 57 + 1 + 1 = 65PP
 
Comprehend 3 ( Languages [Read All, Speak All, Understand All] ) [6PP]
 
Device 14 ( 70PP Container, Feat: Restricted to Omegadrones; Flaws: Hard-To-Lose) [57PP] (MEGA-MAX Armor MK I)
Argonaut Weaponry Array ( 16 PP Array; Feat: Alternate Power 1 [17PP]
Base Power: Damage 7 ( Extra: Ranged; Feats: Accurate, Incurable )  (Blast Blade Blast) {16/16}
Alternate Power: Damage 4 ( Extra: Penetrating [2 Ranks only], Vampiric; Feats: Improved Critical 2, Incurable, Mighty, Precise, Subtle {16/16} (Blast Blade Strike)

Communication 4 ( Radio; 1 Mile ) [4PP]
Enhanced Attack Bonus 1 [2PP]
Enhanced Feats 3 ( Dodge Focus 2, Precise Shot [3PP]
Enhanced Strength 10 (Nanomuscles) [10PP]
Flight 3 ( 50mph, 500 ft./rnd [6PP]
Immunity 9 ( Life Support [9PP]
Protection 7 ( Extra: Impervious [14PP]
Super-Senses 3 ( Darkvision, Radio ) [3PP]
Super-Strength 1 ( 27 effective STR; Heavy Load, 1k lbs. ) (Nanomuscles) [2PP]

 
Feature ( Temporal Inertia ) [1PP]
 
Immunity ( Aging; Flaw: Limited to Half-Effect ) [1PP]
 
 
Drawbacks: 4PP
Normal Identity ( Full-Round to don suit, Frequency:Common; Intensity: Major )[-4PP]

DC Block[table]ATTACKRANGESAVEEFFECT
UnarmedMeleeDC21 ToughnessDamage (Physical)
BlastRangedDC22 ToughnessDamage (Cosmic)
StrikeMeleeDC25 ToughnessDamage (Piercing/Cosmic)
[/table]


Totals: Abilities (16) + Combat (22) + Saving Throws (8) + Skills (10) + Feats (3) + Powers (65) - Drawbacks (4) = 120/120 Power Points

Edited by Thevshi
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RED HERRING'D by GIZMO

 

Foreshadow II

 

Removed the Equipment version of his Escrima Sticks that were still on his sheet as an oversight by me.  Also updated his age, for post Feb 14ness.

Player Name: HG Morrison
Character Name: Foreshadow II
Power Level: 11 (180/184PP)
Effective PL: 10
Trade-Offs: +4 Defense / -4 Toughness
Unspent Power Points: 4
Progress To Silver Status: 34/60

In Brief: Acrobatic legacy to the Foreshadow Name.

Alternate Identity: Erick Sloane
Identity: Secret
Birthplace: Freedom City
Occupation: Freedom City University Student (Business Major)
Affiliations:
Family: David Sloane (Adoptive Father)

Description:
Age: 21 (DoB: Born 14, February 1993)
Gender: Male
Ethnicity: Caucasian (Of Russian Descent)
Height: 5'11"
Weight: 172 lbs.
Eyes: Blue
Hair: Blonde


Omen1_zps7c9f4954.png


Erick is 5'11 which is quite a deal taller than the average male gymnast, having grown two inches in the past few months. His neck length hair sits comfortably upon his face most likely never facing the terror of a comb. While not having a large amount of muscle mass, his muscles are cut into the lean mean acrobatic machine that he is. His bright blue eyes always have some shine to them.

As the Foreshadow, Erick dons a modified version of the original outfit worn by David Sloane. Being a realist Erick's costume is lined with multiple body armor inlays, due to the fact that as fleet footed as he is chances are he's still going to take on more hits than his mentor. Instead of a cowl his hood is draped down in such a way as to cover a domino mask. His uniform is also outfitted with a utility belt with multiple compartments to house the equipment he uses while on the job. Lastly Erick's favored weapon his Escrima sticks are housed on his waist attached by a magnetic clip.


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

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

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

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

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

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

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

During the events of the Day of Wrath, Erick found himself badly injured barely scrapping by a victory with the robotic replacement of Foreshadow. Upon the real Foreshadow's return, both men had to come to the realization that after all his years of crime fighting David was beginning to miss a step. Even if it was time for him to retire, the Southside needed a Foreshadow, and David thought Erick was just the man for the job. The only stipulation would be that Erick would have to undergo training with an acquaintance of David's. Honored and surprised at the request, Erick agreed to the terms and began a training regiment with Asano Ranaga. Unfortunately, she had a busy schedule and left in the middle of their training leaving him weekly instructions through a private podcast. Deciding it best to move from the penthouse, Erick opted to buy a mansion near the marina. The location would be a strange one if the man's focus was solely to lie in the South, but he was far too ambitious to settle on cleaning up crime in just one part of the city.

That ambition would almost cost him his life. During his first run in with an assassin known as the L'esprit, Erick found himself eviscerated at the waist. Erick barely defeated the assassin in a closely contested brawl over the rooftops of the city. But it was clear he needed immediate medical attention. Barely able to drag himself back to the manor, the young hero lost consciousness on his own doorstep. Where David was already waiting for his arrival accompanied by a healer from Shambala Vale that he had encountered during his travels.

Due to the tremendous amount of blood Erick lost in the brawl a blood transfusion was needed. Luckily, David was a compatible donor and all too willing to give up his blood to save his adopted son. The treatment carried on throughout the entire night with many a close call in terms of Erick's health. But in the end he survived. When Erick came to he received his first vision much to the surprise of all present. The blood transfusion somehow being the catalyst for awakening some latent clairvoyant ability. Neither understood as to how the process activated Erick's powers. But the two felt closer than ever as David finally passed on the last legacy to the title of Foreshadow to his son.

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

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

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

If given the opportunity he'll also attempt to add some distance and use his throwing discs from the comfort of concealment. Erick has gradually adapted a more fluid martial arts base to his acrobatic range of attack favoring the use of Escrima Sticks for added effectiveness. Carrying a wide arrange of equipment in his utility belt, Erick notes that his piece de resistance when no other options can be afforded is his Stun Gun. An equalizer of sorts against tougher individuals, noting that if he can't see the future he'll just have to curve the present in his favor.

Last but not least, Erick is able to foresee events before they come to pass. While normally not of every much use in combat, a secondary effect of this ability is he is actively aware of his surroundings almost intuitively.


Complications:

Bad Romance:: Erick is unlucky in love, having a habit of picking out the worst women. Which he has a feeling might be a subconscious byproduct of his precognitive senses and natural desire to help people mixing on some level. Either way it often leads him way into trouble
Blind Side: Foreshadow can foresee events before they come to pass. Unfortunately there is a bit of interference when dealing with foes with similar abilities. The visions more likely to come muddled and sometimes plain wrong even.
Enemies: Ever since taking over the mantle of Foreshadow from David, Erick's had to feel the full weight of what it means to be one of the top focuses of Big Al's wrath. To complicate matters Foreshadow has found himself grounded in the Southside becoming a constant target of the assassins brought in to compete for his head. Most notably being the assassins belonging to the group known only as the Contract.
He can see the Future, Y'know: Erick thought he understood why David attempted to keep everyone at an arm's length. But he only really began to understand the weight of such a burden when he was the one carrying its weight. There is a constant fear lingering that he could foresee something horrible happening to those he cares for. Natural extrovert that he is, Erick has no plans from giving up on making connections with people. It does, however, keep the young man constantly on edge even in the comfort of his own home.
Responsibility: As a university student Erick has to make sure his late hours don't interfere with his school work. As a heavy investor and philanthropist in various start up businesses and charities he has to make sure his money is in good hands further dividing his attention.
Secret: Erick has the difficult task of keeping his identity a secret from those around him. It places a great strain on any relations he tries to form as most of his nights are spent fighting crime in Freedom City.


Abilities: 6 + 14 + 4 + 6 + 6 + 6 = 42PP
Strength: 16 (+3)
Dexterity: 24 (+7)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)


Combat: 12 + 12 = 24PP
Initiative: +15 (+7 Dex, +8 Improved Initiative)
Attack: +6 Base, +6 Ranged, +7 Throwing Discs, +10 Melee
Grapple: +11
Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -3


Saving Throws: 4 + 3 + 5 = 12PP
Toughness: +6 (+2 Con, +4 Defensive Roll)
Fortitude: +6 (+2 Con, +4)
Reflex: +10 (+7 Dex, +3)
Will: +8 (+3 Wis, +5)


Skills: 132R = 33PP
Acrobatics 15 (+22) Skill Mastery
Bluff 7 (+10, +14 Attractive) Skill Mastery
Computers 7 (+10)
Concentration 7 (+10)
Diplomacy 2 (+5, +9 Attractive)
Disable Device 7 (+10)
Disguise 2 (+5)
Escape Artist 8 (+15) Skill Mastery
Gather Info 7 (+10)
Intimidate 7 (+10)
Investigate 7 (+10)
Knowledge Business 2 (+5)
Knowledge Current Events 2 (+5)
Knowledge History 2 (+5)
Knowledge Streetwise 7 (+10)
Knowledge Tactics 2 (+5)
Language 7 (Arabic, Chinese [Mandarin] English [Native], French, Japanese, Portuguese, Russian, Spanish)
Medicine 2 (+5)
Notice 12 (+15)
Search 7 (+10)
Sense Motive 7 (+10)
Sleight of Hand 3 (+10)
Stealth 3 (+10) Skill Mastery


Feats: 50PP
Acrobatic Bluff
Attack Focus (Melee) 4
Attractive
Benefit 2 (Wealth)
Blind-Fight
Challenge (Fast Task: Acrobatic Bluff)
Defensive Attack
Defensive Roll 2
Dodge Focus 8
Eidetic Memory
Elusive Target
Equipment 7
Evasion 2
Hide in Plain Sight
Improved Initiative 2
Improvised Tools
Jack-Of-All-Trades
Move-by Action
Quick Draw [Draw]
Redirect
Set-Up
Skill Mastery (Acrobatics, Escape Artist, Bluff, Stealth )
Sneak Attack
Takedown Attack 2
Taunt
Trance
Uncanny Dodge (Auditory)
Up the Walls
Well-Informed

Equipment: 7PP = 34/35EP
Free Due To Wealth: Cell phone, Digital camera, Digital audio recorder, Flashlight, PDA
Foreshadow's Utility Belt Array ([14EP; Feats: Alternate Power 3) [17EP]
Base Power:Stun 7 {14/14EP} (Stun Rod)
Alternate Power: Damage 3 (Extras: Autofire, Ranged; Feats: Masterwork, Ricochet 2) {12/14} (Throwing Discs)
Alternate Power: Dazzle 4 (Auditory and Visual; 50 ft. Range; Extras: Area 3 [General, Burst; 15' Radius], Drawback: Full Power) {14/14EP} (Flash Bangs)
Alternate Power: Snare 4 (40' Range) {8/14EP} (Bolas)


HQ: Erick and Alaina's Manor [17EP]
Location: North Bay, Freedom City, USA, Near the North Bay Marina.
Appearance/Details: 1

Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP];
Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP]


Powers: 4 + 7 + 8 = 19PP

Device 1 (5PP Container, Flaws:Hard-To-Lose) [4PP] (Foreshadow's Mask)
Sensory Shield 2 (+4 to Saves vs Visual Sensory Effect) [2PP]
Super-Senses 3 (Darkvision, Radio) [3PP]


Device 2 (10PP Container, Feat: Subtle Flaws:Easy-To-Lose) [7PP] (Combinable and Collapsible Escrima Sticks)
Combinable Escrima Array (8PP Array; Feats: Alternate Power 2 ) [10PP]
Base Power: Damage 3 ( Feats: Improved Disarm, Mighty; Extra: Autofire ) {8/8} (Escrima Sticks)
Alternate Power: Damage 4 ( Feats: Extended Reach, Improved Critical, Improved Trip, Mighty ) {8/8} (Bo Staff)
Alternate Power: Super-Movement 4 (Slow Fall, Swinging, Wall-Crawling 2) {8/8} (Grappling line)


Foresight 1.6 (8PP Container, [Passive, Permanent] ) [8PP] (Psionic)
Super-Senses 6 ( Mental [Accurate, Acute, Radius, Ranged], Danger Sense [Mental] ) [6PP] (Spatial Awareness)
Super-Senses 4 (Precognition [Mental]; Flaw: Uncontrolled) [2PP]



DC Block[table]ATTACKRANGESAVEEFFECT
UnarmedMeleeDC18 Toughness (20)*Damage (Physical)
BolosRangedDC14 Reflex/Staged (16)*Snare
Bo StaffMeleeDC22 Toughness (24)*Damage (Physical)
Escrima SticksMeleeDC21 Toughness (23)*Damage (Physical)
Flash BangsRangedDC14 Fort/Reflex (16)*Dazzle
Stun GunMeleeDC17 Fortitude/Staged (19)*Stun
Throwing DiscsRangedDC18 Toughness (20)*Damage (Physical)[/table]
*DC with Sneak Attack


Totals: Abilities (42) + Combat (24) + Saving Throws (12) + Skills (33) + Feats (50) + Powers (19) - Drawbacks (0) = 180/181 Power Points

Edited by Gizmo
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Thousand Yard Stare by Thevshi
 
Blue Jay

  • Spending 3 PP to give her 12 ranks in Intimidate. That's... about it.

[alignright][/alignright]

Player Name: Raveled
Character Name: Blue Jay
Power Level: 12/13 (186/193PP)
Trade-Offs: +5 Attack / -5 Damage
Unspent Power Points: 7
Progress To Platinum Status: 43/120


In Brief: A refugee from the Terminus, fighting for a beautiful world as hard as she can.


Alternate Identities: Antoinette Baudin, 'Tona'
Identity: Secret
Birthplace: Maine, North America, Earth-Pastoral (Terminus)
Occupation: Student, superhero
Affiliations: Claremont Academy
Family: Jean Blackfoot, aka Lady Liberty, aka Dame Vengeance (mother, deceased), Robert Baudin, aka Jail Bird (father)


Description
Age: 17 (DoB: March, 1996)
Gender: Female
Ethnicity: French/Native American
Height: 5' 2"
Weight: 120 lbs
Eyes: Blue-green
Hair: Brown

Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets.

When trouble threatens she pulls on a sleeveless Claremont uniform, complete with gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk. Her mask is molded to fit over her eyes and forehead, and features an elongated 'nose' where most of the active sensors reside.

Power Descriptions: Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people. Her mask is a mass of active and passive sensors, bouncing IR and UV information off her surroundings, allowing her to zoom in on distant situations, and even tapping into local radio bands.

History: Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds.

Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray.

In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war.

Personality & Motivation: Antoinette is a withdrawn, private, intense woman. For most of her life silence meant survival, and even if that is not technically true she still falls back on old habits. She can be rather brusque, even rude to others; she grew up in a tight-knit community where social graces were not greatly valued. She will treat individuals with talent respectfully, but she usually demands to see that talent demonstrated, first.

Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. She works intently to make up for her lack of super-powers, secretly afraid of not living up to her own notion of this world's heroes. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failure at something she deems important.

Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as fZar away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and either open up with full Power Attack, or hit them with a couple acid arrows.


Complications:
Secret Identity Tona strives to keep her life separate from her actions as Blue Jay.
Hatred Tona hates the Terminus like only one who has lived there can.
Luddite Upbringing Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her.
Ammunition Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out.
Wrathful Blue Jay was one of the heroes replaced by the Curator in preparation for the Day of Wrath. While she has been officially declared free of all charges, her public image may not be so easy to repair.


Abilities: 5 + 14 + 8 + 0 + 6 - 2 = 31PP
Strength: 15 (+2)
Dexterity: 24 (+7)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 8 (-1)


Combat: 14 + 12 = 26PP
Initiative: +15
Attack: +7 Base, +15 Strike, +15 Bows
Grapple: +10
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -5, -2 Flat-Footed


Saving Throws: 4 + 5 + 4 = 13PP
Toughness: +10 (+4 Con, +6 Defensive Roll), +4 Flat-Footed
Fortitude: +8 (+4 Con, +4)
Reflex: +12 (+7 Dex, +5)
Will: +7 (+3 Wis, +4)


Skills: 172R = 43PP
Acrobatics 8 (+15) Skill Mastery
Climb 12 (+15) Skill Mastery
Concentration 7 (+10)
Craft (Mechanical) 5 (+5)
Disable Device 10 (+10)
Escape Artist 13 (+20)
Intimidate 12 (+11)
Knowledge (Life Sciences) 5 (+5)
Languages 2 (Algonquin, French [Native], English)
Medicine 7 (+10)
Notice 12 (+15) Skill Mastery
Perform (Dance) 2 (+1)
Search 15 (+15) Skill Mastery
Sense Motive 12 (+15)
Sleight of Hand 3 (+10)
Stealth 17 (+24)
Survival 17 (+20)
Swim 13 (+15)


Feats: 44PP
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Specialization (Bows) 4
Attack Specialization (Strike) 4
Benefit (Native: Terminus)
Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)
Critical Strike
Defensive Attack
Defensive Roll 3
Dodge Focus 4
Equipment 0 (+1 Bronze)
Evasion 2
Favored Enemy (Robots)
Favored Environment (Forest)
Hide in Plain Sight
Improved Critical 2 (Bows)
Improved Initiative 2
Improvised Tools
Luck
Move-By Action
Power Attack
Ranged Disarm
Ranged Pin
Skill Mastery (Acrobatics, Climb, Notice, Search)
Takedown Attack
Track 3 (Full Speed; Visual)
Uncanny Dodge (Auditory)


Equipment: 1PP = 5EP
[equip]Camera [1EP]
MW Rope [1EP]
MW First-Aid Kit [1EP]
Handcuffs [1EP]
Mini Tracer [1EP][/equip]


Powers: 13 + 8 + 1 + 4 + 3 = 29 PP


Device 4 (20 PP, Easy to Lose, Feat: Subtle [Collapsible]) [13PP] (Bow & Quiver)
[device]Bow Array 7.5 (15 PP, Feat: Alternate Power 4, Improved Range 1 [x2]) [20PP]
[array]BE: Blast 3 (Extra: Autofire [5], Feat: Improved Range 1 [Stacks for 2 (x5 for 150 ft)], Mighty 2, Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Flurry)
AP: Blast 3 (Extra: Area [Targeted, Shapeable] Feat: Mighty 2, Progression [Area, 2 5' Cubes per Rank], Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Against the Crowd)
AP: Drain Toughness 5 (Extra: Affects Objects [+1], Ranged) [15/15PP] (Acid Arrow)
AP: Snare 5 (Extra: Contagious) [15/15PP] (Glue Arrow)
AP: Leaping 1 (x2, Move action, Extra: Linked [Speed, Super-Movement, +0]) [1PP]
+ Speed 1 (10 MPH, Extra: Linked [Leaping, Super-Movement, +0]) [1PP]
+ Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [Leaping, Speed, +0]) [4PP]
[6/15PP] (Magnetic Grapple Arrow)[/array][/device]

Device 2 (10PP, Hard to Lose) [8PP] (Mask)
[device]Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3PP]
Super-Senses 2 (Distance Sense, Time Sense) [2PP]
Super-Senses 1 (Radio) [1PP]
Communicate 3 (1 000 ft, Radio, Feat: Subtle) [4PP][/device]

Feature 1 (Temporal Inertia) [1PP]

Strike 3 (Feats: Mighty) (4PP) (Espadas Self-Defense)

Super-Strength 1 (Effective Str 20, Feat: Innate) (3PP) (Grueling Training)


Drawbacks: 0 = 0PP



[table]DC Block

[tr][td]ATTACK[/td][td]RANGE[/td][td]SAVE[/td][td]EFFECT[/td][/tr]
[tr][td]Unarmed[/td][td]Touch[/td][td]DC 20 Toughness (Staged)[/td][td]Damage (Physical)[/td][/tr]
[tr][td]Arrow Flurry[/td][td]Ranged[/td][td]DC 20 Toughness + Autofire (Staged)[/td][td]Damage (Physical)[/td][/tr]
[tr][td]Arrow Against the Crowd[/td][td]Ranged/Area (Shapeable)[/td][td]DC 20 Toughness (Staged)[/td][td]Damage (Physical)[/td][/tr]
[tr][td]Acid Arrow[/td][td]Ranged[/td][td]DC 15 Fortitude[/td][td]Drain Toughness[/td][/tr]
[tr][td]Glue Arrow[/td][td]Ranged[/td][td]DC 15 Reflex[/td][td]Ensnared[/td][/tr][/table]


Abilities (31) + Combat (26) + Saving Throws (13) + Skills (43) + Feats (44) + Powers (29) - Drawbacks (0) = 186/193 Power Points

Edited by Thevshi
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ITS ALIVE! by Thevshi
 
Life Knight's Immunities are in error. Please change

Biokinetic Energy 8 (40pp container, Extras: Duration [Permanent, +0]) [40pp]

Enhanced Constitution 22 [22pp]
Flight 3 (50MPH, 500ft per move action) [6pp]
Immunity 12 (aging, disease, poison, sleep, starvation/thirst, suffocation [all]) [12pp]


to

Biokinetic Energy 7 (35pp container, Extras: Duration [Permanent, +0]) [35pp]
Enhanced Constitution 22 [22pp]
Flight 3 (50MPH, 500ft per move action) [6pp]
Immunity 7 (aging, disease, poison, sleep, starvation/thirst, suffocation [all]) [7pp]

 
Biokinetic Energy 7 (35pp container, Extras: Duration [Permanent, +0]) [35pp]
[array]Enhanced Constitution 22 [22pp]
Flight 3 (50MPH, 500ft per move action) [6pp]
Immunity 7 (aging, disease, poison, sleep, starvation/thirst, suffocation [all]) [7pp][/array]
Edited by Thevshi
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BRAIN FREEZE'D by GIZMO
 

Synapse
 
 
Spending Synapse’s 11 PP.
 
1) Spending 5 pp on a Power Reserve, with an extra power that the reserve can be used for.
2) Spending 4 pp to boost Int by 2 and Wis by 2.
3) Spending 1 pp for Speed of Thought
4) Spending 1 pp for +1 Reflex Save
 
 
 


Synapse (PL 10)
 
Player Name Thevshi
Character Name: Synapse
Power Level: 10 (167/167PP)
Trade-Offs: -2 Def/+2 Toughness
Unspent Power Points: 0
Progress to Platinum Status: 17/120 (Gold Status earned with Velocity)
 
In Brief:
 
Alternate Identity: "Dee" Farrington; Lady Dawn Farrington
Identity: Secret
Birthplace: Bournemouth, England
Occupation: Activist
Affiliations: Ministry of Powers (not by choice)
Family: Lord Erasums Farrington, 11th Earl Farrington (father); Lady Margret Farrington (mother); Lady Susan Farrington (twin sister); Edward Farrington, Viscount Farrington (brother)
 
Age: 23 (DOB: 5/18/1990)
Gender: Female
Height: 5' 7"
Weight: 120 lbs
Eyes: Blue
Hair: Black, with green stripes (naturally blonde)
 
Dee is slightly taller than average, with a slim build.  Though an attractive young woman, that attractiveness is somewhat diminished by her generally irritable disposition.  Her shoulder length hair is black, with a few colored streaks (the color of which varies from time to time between green, blue, magenta, purple and orange), though her natural hair color is blonde.
 
Dee typically dresses in dark jeans, with T-shirts (typically with a band logo or some political statement on them) and a black leather jacket. 
 
Dee has a number of piercings in each ear, as well as tongue and bellybutton piercings.  She also has gotten a few tattoos over the years.  One is a grouping of Chinese characters on her left shoulder blade.  The other is of a black circle made of twisted thorn branches on her lower back.
 
Power Descriptions:
Synapse's Telekinesis, Forcefield, Mental Blast and Paralyze attack all involve a manifestation of red psychic energy that are readily visible.  Her Mind Control and Telepathy, are considerably more subtle in nature, making them somewhat more difficult to detect by either the target or others with mental awareness super-senses. 
 
History:
Dawn was born into an aristocratic family in the United Kingdom.  Much of her early life was spent in either London, where her father serves on the House of Lords, or at her family's estate in Dorset, most often in the care of nannies hired by her parents to help raise her and her siblings.  The family's head butler, Arthur Winston-Smythe was also a prominent figure in caring for the Farrington children, traveling between London and Dorset with the family.
 
Growing up, Dawn and her twin sister Susan were inseparable, as one would expect of twins.  Their older brother, Edward, was somewhat distant, but it did not matter much as they had each other, particularly when their parents began to send them off to expensive boarding schools.
 
In his position in the House of Lords, Dawn's father worked closely with the Ministry of Powers and was a strong supporter of Taskforce UK.  In particular, Lord Farrington was a close associate of the team's mentalist, Headcase.  When the Ministry revived its Powers Project, Headcase convinced Lord Farrington to include Dawn and her twin sister Susan in the Psi Initiative, confident he could induce psychic powers in the two girls.
 
The two girls were subjected to the process, with Headcase himself directly involved.  Over the course of several weeks over the summer when the girls were eleven, they underwent the process.  When it was over, both girls had gained mental powers.  However, something had gone awry in Susan's case, the process causing damage to her psyche, driving the girl insane.  Headcase was forced to subdue her, and drugs were used to suppress her powers.  Dawn's parents had no choice but to commit Susan to a private mental hospital, where she could be provided the best around the clock care, and carefully kept be out of the public eye.
 
In Dawn's case, the process was far more successful, as her psyche had not been harmed, at least by the psi initiative process.  The fate of her sister, and her parents reaction in quietly tucking Susan away, served to create a rebellious attitude in Dawn (who began refusing to acknowledge that name, insisting on being called "Dee" instead), as she blamed her parents, and in particular her father, for what had happened to Susan. 
 
Always an extremely bright girl, Dee began to do everything she could to act out against her parents.  In addition to generally being as difficult as she could, Dee began dying her hair; eventually got additional body piercings and tattoos; and otherwise generally acting as unladylike as possible.  During the times she was home (either in Dorset or London), she would regularly sneak out at night, either going to concerts or nightclubs.  Unbeknownst to her, during those late night outings, she was often followed by Arthur, the family's butler, who had for a time served as an agent in MI6, as he did his best to keep her from coming to harm.
 
Her behavior carried over to the boarding schools her parents sent her off to, including incidents such as mixing together a chemical formula to generate massive amounts of smoke in chemistry class (and thus causing an evacuation of the building) to repeated violations of school curfew and other rules.  Among the prestigious boarding schools she got herself kicked out of were Brighton College, Queen Ethelburga's College (York), Wycombe Abbey, and Cheltenham Ladies' College.
 
As much as Dee hated her parents, she despised Headcase even more.  Unfortunately, over the years she was required to have regular meetings with the mentalist, as he helped her learn to use and control her ever strengthening powers.
 
Despite her rebellious behavior and expulsion from several boarding schools, Dee eventually attended Oxford University.  Dee's rebelliousness subsided somewhat, in large part due to the fact that the university was far less restrictive than her boarding schools, and the fact she wanted to be there.  While she still enjoyed having a good time, she had little trouble maintain excellent marks.
 
It was early during her time at Oxford that Headcase took Dee (despite her protests) to meet the other members of Vanguard.  Unlike so many others, she was not overly impressed with Champion.  Certainly he was powerful, but to her, he was just a figurehead for the status quo.  Y Dderwen was rather inscrutable, and the young woman did not quite know what to make of him.  Lucy on the other hand, she found to be rather cool, even if the older heroine was working with the government.
 
After finishing her degree, Dee ignored her father's attempts to steer her towards going into research work with corporations at which he had connections or for the government.  Instead, the young woman joined a human rights group and left England to spend a year teaching and working on aid projects in Africa.
 
It was only a little over a month ago that Dee returned from her time in Africa.
 
Personality & Motivation:
As a first impression, Dee generally comes off as rather irritable, though she can be generally pleasant as long as someone does not do anything to aggravate her.  Unfortunately, it is not that difficult to aggravate her.  For the most part, Dee is happiest when she is left alone to do what she wants.
 
In addition to a rebellious streak, Dee is also something of a thrill seeker, one who loves racing motorcycles, or extreme snowboarding.
 
Although there is a great deal of anger, and even hatred, directed at her parents (and to a lesser degree, her older brother), there is still a part of Dee that cares about them, though she is extremely reluctant to show it. 
 
Being a superheroine has never been anything Dee has strived for, particularly if it meant working with the Ministry of Powers.  However, she reluctantly realizes that despite what she might feel about the government in general, and the Ministry of Powers in particular, choosing not to do anything could well lead to innocents being hurt.
 
Powers & Tactics:
Thus far, Dee has had little in the way of combat experience, and thus has not developed any particular tactics relating to her powers.  She has learned to use her telekinesis to protect herself with a forcefield, and will almost always put up the forcefield if she gets into combat. 
 
She also has generally sought to avoid using her powers in general.  However, she learned to control her powers as they grew in strength over the years, in order to avoid them accidently going out of control. 
 

Complications:
Twin Sister: Susan is still perhaps the single most important thing in Dee's life and the young woman is determined to take care of Susan the rest of her life.  Dee hopes that someday she might be able to find a way to repair Susan's psyche and restore her sanity.
The "bad girl": A number of tabloids have carried pictures of Dee over the years (and some of her wild antics), so she has developed at least a small amount of fame (or infamy, depending on who you ask) as a result.
There has to be a story here: Besides the general tabloid attention Dee occasionally gets, one investigative reporter, Billy Bunting, has heard some rumors about the Ministry of Powers having some sort of psychic powers program, and that it might be somehow connected to the Farrington family.  He is determined to find out if there is anything to these rumors.
Another reason to hate that guy!: For some reason, whether by accident or specific design, Headcase's tinkering with Dee's mind to induce her powers has left her particularly vulnerable to his abilities.  If targeted by Headcase's powers, Dee automatically fails her saving throw for a HP.
 
Abilities: 0 + 4 + 4 + 14 + 18 + 2 = 42PP
Strength: 10
Dexterity: 14 (+2)  
Constitution: 14 (+2)
Intelligence: 24 (+7)
Wisdom: 28 (+9)
Charisma: 12 (+1)
 
Combat: 6 + 10 = 16PP
Initiative: +7
Attack: +3
Grapple: +3
Defense: +5 base, +8 with Dodge Focus (+2 flat-footed)
Knockback: -1/-6 w/Forcefield
 
Saving Throws: 5 + 6 + 3 = 14PP
Toughness: +12 (+2 Con, +10 Forcefield)
Fortitude: +7 (+2 Con, +5)
Reflex: +8 (+2 Dex, +6)
Will: +12 (+9 Wis, +3)
 
Skills: 88R = 22PP
Bluff 6 (+7/+11 w/ Attractive)
Computers 10 (+17)
Concentration 4 (+13)
Craft: Chemical 2 (+9)
Craft: Electronics 4 (+11)
Craft: Mechanical 4 (+11)
Drive 6 (+8)
Disable Device 12 (+19)
Kn: History 2 (+9)
Kn: Popular Culture 4 (+11)
Kn: Philosophy and Religion 2 (+9)
Kn: Physical Sciences 4 (+11)
Kn: Technology 6 (+13)
Notice 4 (+13)
Perform (Piano) 12 (+13)
Search 2 (+9)
Sense Motive 4 (+13)
 
Feats: 12 PP
Attractive
Benefit 3 (Wealth 2; Member of British Aristocracy)
Dodge Focus 3
Eidetic Memory
Improvised Tools
Inventor
Luck
Speed of Thought
 
Powers: 8+4+2+11+31 + 5 = 61 PP
 
Super-senses Detect Minds (Mental Awareness) (Very Common Descriptor, Ranged, Accurate, Acute, Radius) [8PP]
 
Comprehend 2 (Understand and Speak Languages) [4PP]
 
Quickness 4 (X25) (Flaw: Limited to mental tasks only) [2PP]
 
Forcefield 10 (Feat: 1 alt) [11PP]
AP: Telekinesis 5 {10/10}

 
Psychic Powers Array (28PP Array; Feats: Alternate Power 3) [31PP]
BP: Paralyze 7 (Extra: Perception) {28/28}

AP: Mind Control 10 (Feats: Subtle; Mental Link) {22/28}
AP: Telepathy 10 (Feat: Subtle) {21/28}
AP: Mental Blast 7 {28/28}
 
Power Reserve 2 (4PP reserve; Base Powers: Mental Blast, Paralyze; Feats: Additional Power: Telekinesis) [5PP]
 
DC Block
ATTACK               RANGE       SAVE          EFFECT
Paralyze            Perception       22/Fort      Paralyze (Psychic)
Mental Blast        Perception       22/Will      Damage (Psychic)

Totals: Abilities (42) + Combat (16) + Saving Throws (14) + Skills (22) + Feats (12) + Powers (61) = 167/167 Power Points
 

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REENGINEERED by Thevshi

Catalyst

 

Okay, basically, I added a little fluff, a complication and put some more points into the paintball array dealing with the new multiple weapon rules. I nicked some points from other places to do so, and added a rank of luck.

 

 

CatalystHF_zps8d64a8ce.png

Player Name: Aoiroo
Character Name: Catalyst
Power Level: 10 (156/156PP)
Trade-Offs: +5 Attack / -5 Damage, +2 Defense / -2 Toughness
Unspent PP: 0
Progress To Platinum Status: 36/120 (Gold Status earned with Silhouette)

In Brief: Chemical weapon user with a paintball gun and good aim.

Alternate Identity: Dr. Jasmine Benoit
Identity: Secret
Birthplace: St. John, New Brunswick, Canada
Occupation: Research Professor
Affiliations:
Family: Laurette Benoit (Mother), Jackson Benoit (Father), Hazel Benoit (Sister [Younger])

Age: 30 (DoB: November 2nd 1983)
Gender: Female
Ethnicity: Haitian / French Canadian
Height: 5'8"
Weight: 145 lbs.
Eyes: Brown
Hair: Black

Description: Jasmine is not really skinny or fat, she has a pretty healthy build. She's a little bit above average height taking more from her father's side with a bit of it being from being pretty long waisted. She has dark complexion and dark hair which is kept at only a few inches in lengh if only because longer hair is inconvienent for chemical testing. On her upper arms, shoulders and neck she has several areas of scarring from an accident early in her career as a lab assistant. Her face is a long oval with a rounded nose, similiar oval shaped brown eyes set behind a pair of frameless glasses. Her clothing is generally fuctional and form fitting, mostly for the benefit of her work, though she is fond of long skirts and tanks whenever it's warm enough as well as brighter colors. Her costume is a full body pale yellow hazmat suit with blue gloves and boots that she managed to get fitted for easier movement. She removed the visor glass since it made it hard to line up with the scope, and replaced it with a pair of goggles. Her utility belt has several pouches which contains both her ammo, and her counterammo (paintballs specifically made to counter and reverse the effects of some of her more nasty chemicals).

Power Descriptions: She has no powers to speak up, just a paintball gun and some clever chemically altered paintballs the formula for each personally developed to be non-lethal, and exceptionally potent for such a small amount.

History: Laurette Quiner was born and raised in St. John, New Brunswick, and when she was twenty, married her high school sweetheart Edwin Samania. It wasn't long after that she was with child, and Jasmine was born. Edwin worked construction, so he kept a stable income while Laurette got a teaching degree and began teaching French classes at the local high schools in the morning, and taking care of her daughter after she got home from preschool/daycare in the afternoon. It was a good life, lots of fun, lots of laughs, until one day, her husband didn't come home. He was killed on site by a piece of fallen equipment after a machinery malfuction. The grieving was immense for the two person household, their was a problem in the fact that her income could not completely support her way of life, even with the insurance money which would only last so long. So, Laurette moved out of NewBrunswick and down to Courtland, New York to live with her cousins while she went back to college and eventually got a doctorate in education and became a professor. It was in this process that four years after her husbands death she fell in love with a linguistics major named Jackson Benoit. Two years later, they married, and not soon after Jasmine's half sister, Hazel was born.

Jasmine grew up in a loving household, when her mother was at college she was looked after by her cousins, and when she remarried she was glad to see her happy and that her new father was very kind, and was even willing to pay the additional fees to adopt her so she could share his name. Though, because he was a caucasion French Americans, there were often strange looks when she or her sister called him dad in public. Her step father also eventually got a doctorate, and they both worked as professors at various universities. For the next ten years or so, her parents worked at three different colleges each, and they moved from New York, to Illinois, than finally Freedom, where both her parents got teaching positions at Freedom University in the language department. By than Jasmine had already finished high school, and was looking at schools in the area and was able to get into HIT earning a masters in Chemistry. When she was twenty four, she got an on the spot offer to Franklin and Wesler Co. an industrial equipment and chemical treatment company that had only recently opened a branch in Freedom. Several weeks into the process a lot of which involved move and handling chemicals that had been sent from other branches, Jasmine was handling a mislabeled and mishandled box of chemicals which had been previously sealed, but caused a violent reaction that gave her scarring on her neck and upper arms burning right through her clothes. The person responsible was immediately fired, and she was paid reporations for her injury almost immediately. She personally didn't bare any bad will and continued working as per normal at Franklin and Wesler.

It was in early April that Jasmine got news over the phone that her younger sister Hazel (age 16), had gotten shot. It very nearly made her drop the phone right than and there, and drive to the hospital. Instead, she switched to her cell and drove instead. Though her parents and her sister lived in a nice neighborhood in North Freedom, Hazel had recently started dating a boy who she met at a friends party. The boy himself was nice and polite when she met him and seemed to be very protective of her. It happened when he was taking her to dinner, but needed to drop off of his house real quick to grab his wallet. When the boy was inside, apparently a local gang had mistaken his car for someone elses and opened fire. Hazel was in the passenger seat, got hit in the shoulder and chest before dropping to the floor and getting various scratches from the broken glass. The boy she was seeing was quick to call an ambulence and they were timely enough to save her sister who had suffered a punctured lunge and had to have surgery.

When she arrived to the hospital Hazel was already in surgery and her mother was crying. Not very far away was the boy her sister was dating. She asked him if he was hungry, and they went down to the lounge where she had a pleasant conversation with him about why someone shoot up his car. He denied it at first, saying it was a mistake, but eventually the truth came out. He had been a member of the Lowercase, a gang inspired by the Southside Cs who worked out of East Lincoln, and was for drug pocession during a police raid. He sold information on them to get out of it and left the gang officially, but this left some bad blood between them so he started living over in West End with some cousins to dodge them. He didn't know they found him until that night.

Jasmine left the boy to his quivering after that part, it was mostly him saying he didn't know it would happen, that he didn't want to get her sister involved, that it wasn't his fault. Jasmine didn't believe that part, she knew he was at fault, but he was already being punished. The real people who needed to be punished was the Lowercase. It took some time, finding the information she needed, it was a project she didn't share with anyone, but she got it, names, addresses, popular hang outs, and most of all evidence. All that was left was the delivery, which was far more literal than when she first planned it.

A month later, a woman in a flower delivery truck showed up at the leaders doorstep during a sanctioned 'meeting' with a box labeled for as a late valentines gift. Signing for it, he brought it inside. Fifteen minutes later, police cars started coming down the street, twenty gang members started running out of the front door of the house. Twenty minutes after that, ambulences arrived to take the still coughing gang members to the hospital, twenty after that the gas finally clears, and in looking for its sorce, the police find the stores of drugs being distributed by the gangs. The entire thing made the local news, though there was no mention of the flower delivery. Probably because she had walked in through the back and put the gas bomb in the kitchen when the flowers she ordered arrived.

The entire thing was a very rewarding sort of revenge. The gas she produced left them bed ridden for weeks, while at the same time the police had a case built around everything they had found in the gang leaders home from unregistered firearms, to drugs, to several pictures of there transaction(those she very proudly planted in a kitchen drawer after setting the gas bomb). Though after all of it was said and done, and her sister made her recovery, she couldn't help but think she could try doing this sort of thing more often, which after some preperations became entirely possible, and a new idenity, Catalyst was born.

Personality & Motivation: Jasmine is a generally quiet and pleasant person. She's not very ambitius, and is pretty fond of her life as it is as she has friends and family. She loves classical music, cooking, and firearms. The last one throws people off, but when she was younger her mom's cousins was a cop who both showed and taught her how to shoot. In middle and high school her favorite past time was playing paintball, and for fun, every time she choose the location she would set up a few boomboxes and blast Ride of Valkeryies whenever they'd play. While she herself does not collect guns, she is kept up to date and in contact with the founder of her interest who does. She really loves her family, especially her little sister who's incident got her involved in the first place. She really started doing it for them, but there was a certain thrill in what she was doing that got her taking some time to properly invest into it.

 

Recently with more exposure Catalyst has been much much more critical of scientists that deal with experimentation involving metagenes and really any direct experimentation with unwilling or uninformed human test subjects. Her stance on gaining super human abilities through genetic modification is pretty hardlined based on her previous experience with the results (Hot Spot, Mr. Motely), and this makes her more at odds with scientists, even heroic ones who do such things (people who do gain powers this way unless it's self experimentation she is especially cauctious about because she fears a lot for their own genetic stability).

Powers & Tactics: Jasmine generally keeps her distance with most fighting, this doesn't mean that she doesn't make herself known. If she has the time to do some research, she usually chooses and stakes out her spots for known places of illecite activities, and much like in high school she will set speakers so she can blast classical music from her playlist while she picks off the baddies one by one. She almost always avoids close range fighting as well as any areas that might have some casualties in her area based chemical attacks. Even so, all of the chemicals have been thoroughly tested by and sometimes on herself to ensure that there is no long term damage inflicted if a civilian or fellow hero is in fact caught in the crossfire.


Complications:
Can't See Without Them: Jasmine is very far-sighted and has to wear glasses(as a chemist contacts are dangerous).
Caution Flamable: Because of their composition, Catalyst's snare, pepperspray rounds, and mustard gas are all incredibly flamable.

Weapon Switch: When using the pistols, Catalyst can't shoot past a range of roughly a hundred and twenty feet, when using the rifle, Catalyst can't use area effects. If disarmed of one of the pistols she can't use area effects at all.
Family: Her parents work as professors at Freedom University, and her sister is in High School, she tries to make time for them as best she can.

Nine-To-Five: Jasmine maintains a regular work schedule as a lab assistant, this sometimes takes priority.
Secret: Her idenity is secret, as she has taken some steps like tinting the glass on the face mask to insure.
Sleep Deprivation: Jasmine has a hard time just saying no, and does have the tendency to spread herself too thin.


Abilities: 0 + 4 + 4 + 8 + 8 + 0 = 24PP
Strengh: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 18 (+4)
Charisma: 10 (+0)


Combat: 10 + 8 = 18
Initiative: +14
Attack: +5 Melee, +9 Ranged, +15 Paintball Guns
Grapple: +4
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -3, -1 Flat-Footed


Saving Throws: 5 + 5 + 3 = 13PP
Toughness: +8 (+2 Con, +4 Defensive Roll, +2 Undercover Shirt), +4 Flat-Footed
Fortitude: +7 (+2 Con, +5)
Reflex: +7 (+2 Dex, +5)
Will: +7 (+4 Wis, +3)


Skills: 52R = 13PP
Climb 2 (+2/+4 with Masterwork Tools)
Computers 4 (+8)
Craft (Chemical) 11 (+15) Skill Mastery
Drive 5 (+7)
Knowledge (Life Sciences) 1 (+5)
Knowledge (Physical Sciences) 11 (+15) Skill Mastery
Knowledge (Technology) 4 (+8) Skill Mastery
Languages 1 (English [Native], French)
Notice 4 (+8) Skill Mastery
Medicine 1 (+5/+7 with Mastercraft Medical Tools)
Sense Motive 4 (+8)
Stealth 4 (+6)


Feats: 40PP
Assessment
Attack Focus (Ranged) 4
Attack Specialization (Paintball Guns) 3
Defensive Roll 2 (+4 Toughness)
Dodge Focus 8
Equipment 8 (40EP)
Improved Initiative 3
Inventor
Luck 3
Power Attack
Precise Shot 2
Quick Draw
Skill Mastery (Craft [Chemical], Knowledge [Physical Sciences], Knowledge [Technology], Notice)

Throwing Mastery
Uncanny Dodge (Auditory)

Equipment: 35EP
1 + 1 + 1 + 1 + 1 + 1 + 3 + 26 = 35EP

Blue Tooth [0EP]
Cell Phone [0EP]
Fire Extinguisher [1EP]
Flash Goggles [1EP]
Gas Mask [1EP]
Handcuffs [1EP]
Laptop [0EP]
Masterwork Climbing Tools [1EP]
Masterwork Medical Tools [1EP]
Mini Tracer [1EP]
Throwing Knives (Blast 1 [Power Feats: Subtle] [3EP]
Undercover Shirt (Protection 2 [Power Feats: Subtle]) [3EP]

Van (Vehicle) [26EP]
Former Flower Delivery Van

Size: Huge [2EP]
Strength: 35 (Medium Load: 1 ton) [1EP]
Defense: -2 (DC8) [0EP]
Toughness: +14 (+9 Base, +5 Impervious Toughness) [10EP]

Features: [8EP]
Alarm (DC 20)
Computer
Communications
Infirmary
Laboratory
Navigation System (+5)
Power System
Smokescreen
Workshop

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


Powers: 27 + 20 + 1 = 48PP

Device 8 (Paintball Gun, 40PP Container; Feats: Multiple Weapons 3 (Two Pistols, One Rifle) Flaws: Easy-To-Lose) [27PP]
Paintballs 18 (35PP Array; Feats: Alternate Power 5) [40PP]
Base Power: Dazzle 5 (Visual Senses, 500ft Range, Extras: Area [Targeted, Burst], Autofire, Selective Attack Feats: Improved Range 3 [10 500ft Range Increments], Progression [Area] 4 [250ft radius], Progression [Range] 2 [2500ft Max Range], Reversible) {35/35} (Pistols/Rifle)

Alternate Power: Blast 5 (Extras: Autofire, Area [Targeted, Burst], Selective Attack Feats: Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2) {35/35} (Pistols/Rifle)

Alternate Power: Drain Fortitude 5 (Extras: Area [Targeted, Burst], Autofire, Range [Ranged, 500ft], Selective Attack Feats: Improved Range 3 [10 500ft Range Increments], Progression [Area] 3 [125ft radius], Progression [Range] 2 [2500ft Max Range], Slow Fade [1 minute]) {35/35} (Pistols/Rifle)

Alternate Power: Obscure 10 (Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, Extras: Independent; Feats: Slow Fade) {21/35} (Pistols/Rifle)

Alternate Power: Snare 5 (Extras: Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged], Selective Attack Feats: Improved Range 3 [10 500ft Range Increments],Progression [Area] 2 [100ft radius]) {35/35} (Pistols/Rifle)

Alternate Power: Stun 5 (Extras: Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged], Selective Attack, Feats: Improved Range 3 [10 500ft Range Increments], Progression [Area] 2 [100ft radius]) {35/35} (Pistols/Rifle)

 

 

Device 5 (Fitted HazMat Suit, 25PP Container; Flaws: Hard-To-Lose) [20PP]

Immunity 10 (Chemical Effects, Eye and Lung Irritants, Suffocation [Gases]) [12PP]

Immunity (Electricity Damage, Fire Damage, Radiation Effects Flaws: Limited [Half]) 10PP

Super-Senses 3 (Counters Obscure [Visual, "Fog"], Infravision) [3PP]

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


Drawbacks: -0PP
None


DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
Blast Ranged/Area DC20* Toughness (Staged) Damage (Physical)
Dazzle Ranged/Area DC15* Fortitude Blind
Drain Ranged/Area DC15* Fortitude (Staged) Drain Fortitude
Snare Ranged/Area DC15* Fortitude (Staged) Bound/Helpless
Stun Ranged/Area DC15* Fortitude (Staged) Dazed/Stunned/Unconscious


*Up to DC22, DC 17 with Autofire


Abilities (24) + Combat (18) + Saving Throws (13) + Skills (13) + Feats (40) + Powers (48) - Drawbacks (0) = 156/156 Power Points
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LIFTED OFF by Thevshi

 

G-Force

I'm adding levitation as a linked power to her insubstancial cause at that point she'd be light enough to float but not to propell herself.

 

Here's the bit the editted array.

 

Density Control Array ( 43 PP Array, x2 Alternate Powers) 45 PP

Base Power: Density 8 ( +16 Strength, +4 Impervious Toughness, +2 Immovable, +2 Super Strength, Carrying Capacity 36 Str (Heavy Load 1.8 Tons)  Extras: Affects Objects, Range: Touch Feats: Affects Insubstantial, Subtle 2) 43 PP

Alternate PowerDrain Toughness 8 ( Extras: Duration: Substained, Affects Objects) 24 PP

Alternate PowerInsubstantial 4 ( Extras: Affects Others, Affects Objects Feats: Selective, Subtle 2) + Flight 1 (Extras: Affects Others, Affects Objects Flaws: Levitation) 31PP

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  • 3 weeks later...

LEFTY AND RIGHTY by Thevshi

 

17 Points for Bloody Mess. 
 
5 PP to improve Immunity to all Bludgeoning Effects (instead of just damage)
5 PP to "buy off" Equipment (No longer reward based)
3 PP to improve all exotic saves by +1
2 PP to buy Swimming 2 (Might pumped up arms, also affected by boost)
1 PP to buy Second Chance (Unarmed Strike Toughness Save)
1 PP to buy an Alternate Power to Blood Control "Bloodsucking"
 
Total = 17 PP
 
Slightly changed Healing from limited to lethal damage, to limited to damage with blood loss / effects. Likely, this is very similar, but their would be times when non-lethal damage caused blood loss (such as blood sucking, many poisons and diseases), and times when lethal damage would not (such as many energy attacks). 
 
Adding sedation to most blood control attack powers (makes sense to me, keeps the blood thin...)
 
A few minor corrections to formatting and fluff. 
 
Added a complication about not being able to deactivate his bloody mess form unless his crawls back into his dessicated body. 
 

Player Name: Supercape
Character Name: Bloody Mess
Power Level: (10/14) (217/217PP)
Trade-Offs: None (In alternate form: +2 Attack, -2 DC, +2 Defence, -2 Damage)
Unspent Power Points: 0
Progress To Silver Status: 38/60
 
In Brief: Mutant Pugilist blood controller.
 
Alternate Identity: Fred 'Freddy' Furlong
Identity: Public
Birthplace: Freedom City
Occupation: Hero for hire (Ex Pugilist)
Affiliations: Bloodhound Investigations Agency, Revenant
Family: Alex Furlong (father), Dasha ‘Mam’ Furlong (mother)
 
Description:
Age: 28 (DoB: 01/01/1985)
Apparent Age: 28
Gender: Male
Ethnicity: Caucasian
Height: 5’2â€
Weight: 140 Kgs
Eyes: Green
Hair: Brown
 
Fred Furlong looks like a brick. He is only 5’2†but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder.
 
As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is, an equally red eye mask.
 
Power Descriptions:
Fred is a mutant with a powerful affinity to control blood – as part of this mutation his own blood is exceptionally potent. As a result of this his body is extremely strong and powerful.
 
History:
Fred grew up in a poor Immigrant family (from Eastern Europe). His father was always keen for his son to be able to ‘look after himself’ and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia.
 
When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power – the ability to control blood. His wound’s stop bleeding and he arose stronger than ever.
 
The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero…
 
Personality & Motivation:
Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred don’t believe in killing, or knives, or guns.
 
Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him ‘in business’, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance.
 
 
Powers & Tactics:
Fred is exceptionally strong and tough, with a body that has adapted to blunt force. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. He is quite comfortable with using improvised weapons such as lamp-posts in combat.
 
If he has time, he will “pump upâ€, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heart beat.
 
Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high ‘homunculus’ of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his dessicated body very vulnerable...
 
Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations.
 
 
Complications:
 
Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him...
 
Crude: Fred lacks many social graces and is happiest in the gutter with streetlife. He ain’t going to fit in with polite society.
 
Don’t Hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame.
 
Enemy: Fred still has some enemies in the mafia from his youth.
 
Illiterate: Fred can’t read or write, although he has learned a crude signature.
 
Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach.
 
Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but its easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling...
 
Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp
 
Blood Lost: The Mess can only "deactivate" his bloody mess alternate form by crawling back into his dessicated body. If this continuous effect is somehow neutralised / nullified, it is best considered as effectively paralysing the projected form (which is much worse!). 
 
 
Abilities: 12 + 6 + 20 - 2 + 1 + 1 = 40PP
Strength: 22/26 (+8) [up to 30 (+10) if boosted] [18/22 (+4/+6) in alternate form]
Dexterity: 16 (+3)
Constitution: 30 (+10)
Intelligence: 8 (-1)
Wisdom: 12 (+1)
Charisma: 12 (+1)
 
 
Combat: 12 + 20 = 32PP
Initiative: +7
Attack: +10 Melee, +6 Ranged [+2 in alternate form from size]
Grapple: +18/+20 [+8/+10 in alternate form, up to +4 total if boosted]
Defense: +10, +5 Flat-Footed [+2 in alternate form from size]
Knockback: -6
 
 
Saving Throws: 2 + 6 + 4 = 12PP
Toughness: +10 (+10 Con) [+8 in alternate form from size]
Fortitude: +12 (+10 Con, +2) [up to +20 from Endurance feat if applicable]
Reflex: +9 (+3 Dex, +6)
Will: +5 (+1 Wis, +4)
 
 
Skills: 40R = 10PP
Bluff 4 (+5)
Craft [Mechanical] 2 (+1)
Drive 2 (+5)
Intimidate 8 (+9) [+5 total in alternate form from size]
Knowledge [streetwise] 10 (+9)
Notice 4 (+5)
Search 2 (+1)
Sense Motive 4 (+5)
Stealth 4 (+7) [+15 total in alternate form from size]
 
 
Feats: 52PP
Attack Focus [Melee] 4
Challenge: Fast Feint (No -5 penalty for Move Action Feint)
Equipment 5
Fearless
Fighting Style: Boxing
All-Out Attack
Defensive Attack
Elusive Target
Improved Block
Power Attack
Takedown Attack 1
Fast Overrun
Improved Overrun
Improved Sunder
Improved Trip
Improved Critical 1 [unarmed Attack]
Improved Initiative 1
Second Chance
Sidekick 28
 
Equipment 5PP = 25EP
Headquarters: The Bloodhound Detective Agency [12EP]
Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Kennels (Houses Dogs), Living Space, Security System 3, Workshop [10EP]
 
Vehicle: Modified Chevvy [13 EP]
Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Hidden Compartments 1, Oil Slick, Smoke Screen [4EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP]

 
Powers: 9 + 36 + 4 + 1 + 3 + 10 + 2 + 2 + 4 +2 = 73PP
 
Boost 4 ( All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood)
1st minute: Strength 30 (+10), Super-Strength 4 (Effective Strength 50), Leaping 6 (x100 distance, or: Running Jump 1800’, Standing Jump 900’, High Jump 450’), Speed 6 (500mph / 4400’/rnd), Swimming 6 (100mph / 880'/rnd), Endurance 5 (+20 to saves)
2nd minute: Strength 29 (+9), Super-Strength 3 (Effective Strength 44), Leaping 5 (x50 distance, or: Running Jump 900’, Standing Jump 450’, High Jump 225’), Speed 5 (250 mph / 2200’/rnd), Swimming 5 (50mph / 440' rnd), Endurance 4 (+16 to saves)
3rd minute: 1 minute of: Strength 28 (+9), Super-Strength 3 (Effective Strength 43), Leaping 4 (x25 distance, or: Running Jump 450’, Standing Jump 225’, High Jump 112’), Speed 4 (100mph / 880’/rnd), Swimming 4 (50mph / 220'/rnd), Endurance 3 (+12 to saves)
4th minute: 1 minute of: Strength 27 (+8), Leaping 3 (x10 distance, or: Running Jump 180’, Standing Jump 90’, High Jump 45’), Speed 3 (50mph / 440'/rnd), Swimming 3 (10mph / 88'/rnd), Endurance 2 (+8 to Saves)


Blood Control Array (32PP Array; Feats: Alternate Power 4) [36PP]

Control Bleeding : Healing 10 (Extras: Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {31/32}
 
Bloody Mess Form : Alternate Form 7(35PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {32/32}

Liquid Form (Blood drains from body and animates!) (35PP Alternate Form)


Enhanced Strength 4 [4PP]
Immunity 9 (Critical Hits, Fatigue Effects, Suffocation [all] ) [9PP]
Insubstantial 1 [5PP]
Shrinking 8 (-8 STR, -2 Size Categories Feats: Normal Movement ) [9PP]
Super-Movement 4 (Slithering, Wall Crawling 3) [8PP]
[4 + 9 + 5 + 9 + 8 = 35PP]


 
Blood Attack : Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Action [Full]; Feats: Sedation, Variable Descriptor 1 [blood]) {32/32}
 
Thin Blood : Fatigue 10(Extras: Range 2 [Perception]; Flaws: Action [Full]; Feats: Reversible, Sedation) {32/32}
 
Drain Blood: Damage 10 (Extras: Alternate Save [Fortitude], Vampiric; Feats: Improved Critical 1, Sedation) {32/32}


Enhanced Strength 4 (turbo powered blood)
 
Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood)
 
Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body)
 
Immunity 10 (Bludgeoning effects Flaws: Limited (half effect only)) [10PP] (pugilistic mutant adaptation)
 
Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs)
 
Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs)
 
Super Strength 2 (Effective lifting strength 32/36) [4PP]
 
Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs)
 
Drawbacks: (-0) + (-0) = -2PP
 
Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP]
 
 
DC Block[table]ATTACKRANGESAVEEFFECT
UnarmedTouchDC 23* ToughnessDamage (Physical)
Blood ControlPerceptionDC 25 FortitudeDamage (Physical)
Blood ThinningPerceptionDC 25 FortitudeFatigue[/table]
[tr]Blood SuckingTouchDC 25 FortitudeDamage
*Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted.
 
Totals: Abilities (40) + Combat (32) + Saving Throws (12) + Skills (10) + Feats (52) + Powers (73) - Drawbacks (-2) = 217/217 Power Points

 

 

EDIT: Due to PP award mix up, 1PP less. Going to drop +1 from Will Save. 

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  • 1 month later...

EDIT: Holding off this as nearly 250 PP, will resubmit full modified PC. 

 

Keeping the spoiler build for later reference. 

 

Edits for Pitch - 35 PP to spend! Bringing up to PL 11, only spending 34

 

Minor fluff changes (expanding on powers, tidying up)

 

2 PP - Attack bonus +1 (to +11)

2 PP - Will Save +2 (to +12), Fort Save -1 (making it +6/+12 with modifiers below), Reflex Save +1

2 PP - Dropping Survival and Disable Device Feats (silly to get em), 8 Ranks Craft (Write), 2 Ranks Sense Motive, 2 Ranks Drive

1 PP - Dodge Focus 1 (Bringing Defence to 11)

 

3 PP - Adding 1 Rank to Device (Carlos Devil Stick)

[1 PP to bring Array to 11 PP, 1 PP alt power confusion, 1 PP Strike Becomes Affect Insubstantial 2, 2PP Comprehend Increase to Rank 4]

 

13 PP - Increasing Infernal Array

[snare becomes constricting, Firebreathing increased rank, Damage becomes Metal shards, with Improved Critical, Ricochet, Autofire, Element Control becomes damaging, Teleport Increased to Rank 10, Affects Others extra, Suffocate becomes Rank 11 with affects insubstantial 1)

 

On that note I have added a feat for the Constricting Snare which means the snare does not automatically do so, it can be turned on and off as a free action (if the snare power is active). I hope this sounds reasonable (it seemed to me that if it could be reversible, then the constricting quality could also be selective, as the power represents some control over the limited chains activity). I draw attention to this as its a custom feat. 

 

4 PP - 4 More Alt Powers for Infernal Forge Array

[ignite, Magnetic Control, Transform Metal, Environmental Control plus  Obscure]

 

7 PP - Tazel Array added to 55PP. Mimicry feature added to the base power, and 1 rank of Alt Form [+2 Con, +2 Strength, Feature Increased to rank 2]

Tazel Summoning Array increased by rank 1, This power now costed correctly

 

[Tazel edits to follow!]

 

Total Cost - 34 PP Bringing Pitch to 239 PP, PL 11/15

 

Player Name: Supercape
Character Name: Pitch
Power Level: (10/15) (239/240P)
Trade-Offs: None
Unspent Power Points: 1
Progress To Silver Status: 57/60

In Brief: Daughter to a famous Black Magician and Hells Angel, with the power to bind the infernal.

Alternate Identity: Secret
Identity: Carmen Canto
Birthplace: Mexico City
Occupation: Rock Music Journalist
AffiliationsRock Report magazine, some biker clubs.
Family: None (Known)

Description:
Age: 27 (DoB: 6/6/1986)
Apparent Age: 20-25
Gender: Female
Ethnicity: Caucasian/Hispanic
Height: 5’6â€
Weight: 55Kgs
Eyes: Green
Hair: Brown (dyed to dark blonde, occasionally red)
 
Carmen looks like a slightly scruffy but sexy rock musician / biker. She wears a variety of clothes but tends to favour rock styled ones, such as leather trousers, buckled belt, etc. She almost always wears clothes that some part of her spinal tattoo (that reaches from the base of her neck to the sacrum) is visible. One particular piece of clothing she almost always wears is boots of some sort, so that she can wear a titanium brace around her right foot (easing her mobility problems). She walks with a quite visible limp because of this.

When she commands the demon living inside her, Tazel to “fire her upâ€, her body becomes wrapped in smoke and wisps of flame. Her eyes glow a fiery red, and there is a furnace bubbling away down her mouth. Her clothes will change, become studded, leathery, black and red. The combined effect is enough to conceal her appearance (and thus identity).
 

Power Descriptions:
 
Carmen’s own power is a type of black magic, that revolves around control of infernal metal, smoke, and fire. She can summon chains to bind people, or hurl fire or metal (or burning metal) at her enemies. She is able to control fire, and hurl balls of smoke that suffocate people. These powers tend towards the visible – with fire and smoke being hurled around, and the sound of a “forgeâ€, metal on metal. This is particularly so when she uses her hands to hit metal, changing its shape. 

She also is almost always in possession of her fathers “devil stickâ€, which looks like a blackened wood cudgel with a brass head in the shape of a goat. Apart from its functions as a club and (for her) a walking stick, it can also bind devils, grants mastery over animals associated with the devil, and grants the holder the ability to “see†devils. The stick is relatively innocuous at rest, but emits a unearthly screeching when its primary powers are being used.

Tazel, the demon bound to her, normally resides “within†her and can grant her increased physical power as above. The demon, whilst malign, is totally under her control. She can eject him and command him to act independently. Tazel then appears as a small whispering fire, about a foot high.

Whilst Carmen has plenty of metaphysical power, she is not averse to using mundane equipment in her persona as a cool, tough, biker / rock chick. She drives a modified motorcycle (adapted for her disability), which has a shotgun stored in it. She also carries a knuckleduster (or stores it in her motorcycle) as a weapon of a rock biker anarchist. Of course, she loses these weapons in more polite society or when police are around.

She is the owner of the Cantos Diaries, written by her father, a tome of sorcery and infernal knowledge. Whilst it appears to be a large leather and rather battered regular diary, its inside are a mess of scrawls and diagrams. It is largely incomprehensible, and one is left with the uneasy feeling that the messages inside change from day to day. Whilst it is painful to read and understand, it contains much hidden and black knowledge. The twisted scrawls of the Cantos Diaries can be used for plot device, inspiration use of HP, or even complications (by deceptive or misleading information).
 

History:

Carmen’s story starts with her father, Carlos Canto. He was a skilled sorcerer in a biker gang, not renowned for being a good guy, nor a particularly bad one. He did, however, possess an uncanny knack for black magic – in particularly dealing with demons. His luck and cunning held out for many years, as he rode with his gang, gaining fame and notoriety, and a long list of crimes including (at its height) armed bank robbery.

Carlos’ luck would not hold forever, and ran out when he fell in love and had a child. At this point, the infernal creatures he had bound and tormented took their revenge through his family. They propelled the Feds into busting him in a messy fire-fight. Carlos knew his time was up, but he wasn’t going to let his newborn daughter suffer for his sins. As the guns blazed, he took his baby daughter and tattooed his most powerful signs down her spine.

This hasty and reckless action damaged his daughter – leaving her disabled, but protected. No demon could touch her. The creatures he had bound took him and his wife, but could not lay a hand in revenge against his babe.

Carmen grew up an orphan, and not in the best of company. She was fostered, and didn’t have a bad life, but struggled with it. She fell in with bad boys, and bad crowds, and given the fame of her father it was not long before she was hanging out with bikers, rock stars, and tattoo artists.

As she became – or rather fell – into becoming a rock music journalist – she started to peel back the history of her father. She eventually found an old haunt of his just outside San Antonia. There, she found a dusty shack lived an old biker friend of her father, Axel ‘Grease’ Robinson, who showed her Carlos’ leather bound diary and his fabled devil stick. Tough as his biker friends were, nobody had dared to read the diary or take up his stick.

(Un)fortunately, as she read his diary, she unleashed Tazel, the fiery spirit that Carlos had bound many years ago, and who was now bound to her. Carmen bound him tightly indeed, by swallowing him whole!

Through her fathers’ Diary Carmen learned the ways of her fathers’ sorcery. It came, if anything, easier for her. No demon could harm her, and she could delve deeply into the anger and resentment that had built up in her to summon “the infernal forgeâ€, the ways of hammer, steel, smoke and fire.

But there was more in the diary. It seemed that Carlos, ever the cunning, had left a back door to get out of whatever strife he was in. His daughter, immune to any infernal power, would be even stronger than him, and his key to escape…
 

Personality & Motivation:

Carmen is a wild child, and has an inability to settle. She is quite “passionateâ€, in good and bad ways, able to love and hate quickly. Perhaps her most striking feature is loyalty – if somebody helps her or is her friend, she will always come to their aide. She has an anarchic streak – and has broken the law on numerous occasions with petty offences.

So why be a hero? Carmen, although driven to free her father, is deeply angry at him. His legacy is a disability from her spinal tattoos, an undesirable upbringing, her mother’s death, and a whole heap of legacy problems with demons. She wants to be everything her father was not. She wants to be a hero.


Powers & Tactics:

Pitch’s main problem is mobility. Her only way of travelling fast is to “Flame walkâ€, jump into fire and come out the other end, and her disability makes travelling otherwise even more difficult.

Usually when fighting she will hurl metal, smoke, and fire at her enemies. If fighting infernal creatures and she has the opportunity, she may use her devil stick to banish them or to command them. If for some reason she needs to come into physical contact (e.g. to use the devil stick) she might hurl a chain at an enemy and then pull them to her.

If she is deprived her powers or they are ineffective, she is still a skilled fighter. Although not trained in any specific technique, she has been around and in brawls most of her life, and would not be adverse to using firearms or other weapons. Empowered by Tazel, she is ferociously (but not superhumanly) strong, and is able to let rage and anger empower her further.

Whilst she is a wild fighter, and reckless at times, she is not averse to gaining the upper hand through more subtle approaches. She has, for instance, bound certain animals to her will in order to spy through them.

 

With Tazel inside her, she can speak and understand any language. However, it is Tazel that speaks, not her. Whilst his ability to speak in any tongue or voice is handy, he will try to twist the meaning of translations if he can. He must obey (via a mental link), but translations can be subjective...
 

Complications:
 
Twisted Tounges: Tazel, her pet demon, whilst technically fanatical (and who must obey her) actually hates her and would do anything to get her into trouble. He is bound to tell the truth, but of course he may tell it selectively or get her into all sorts of trouble by doing so, using deceit and manipulation. Given he is the source of her comprehend power, that would be one way of doing so (giving interpretations that are correct but misleading).
 
Note: Tazel can be played by the GM as a totally malign and deceptive entity. He is, after all, a demon. As he mechanically is bound to obey Pitch he is built as a sidekick. He is somewhat mysterious and mercurial, meaning different GMs may take a different angle on him. 

Disability: Carmen walks with a noticeable limp. This makes things like acrobatics and so on very hard or impossible for her, and she cannot run far. She would not be able to operate normal vehicles. Should she be without a cane or her callipers for her right lower leg, she would be very unsteady, unable to run.

Pain and Addiction: The nerve damage her father caused has left her with intermittent neurological pains. This can make her tired and irritable, and misuse things like painkillers or sleeping pills or alcohol.

Enemies: Demons, and perhaps even given her fathers’ fame, some mundane groups like rival biker gangs.

Kiss Goodbye: Her Infernal Forge magic is based on passions like anger and fury, emotions she can easily summon up. But if she is kissed (by anybody, anywhere), she loses this power until she can expose herself to a flame. On a similar note, she can also not use her powers if particularly calm or at rest.

Rolling Stone: Whilst she generally has a reasonable amount of money from her work, she has no permanent abode, and her resources and money do fluctuate. She can’t settle.

No Exorcisms Please: Tazelher bound demon (who normally lives in her belly) cannot abide holy grounds, or religious artefacts placed on Carmen. In such cases, he will be forcibly ejected from her.

Plume of Smoke: Aside from the normal visibility of powers, the smoke and flames from her powers could lead her to be particularly noticeable – such as spotting a plume of smoke outdoors from miles away, or the fire making her noticeable in the darkness.
 
Burnt Out: If Tazel is ejected and somehow cannot make a beeline back to Carmen's mouth (which he could do at very high speed, more than his regular flight) - for instance, if he was unconscious, or mind controlled, or there was some magical or energy barrier blocking or ensnaring him, she cannot deactivate the summon. Essentially deactivating the summon to change the array to the "Tazel within" alternate power means she must reingest him.


Abilities: 2 + 4 + 4 + 2 + 4 + 8 = 24PP
Strength: 12/24 (+1/+7)
Dexterity: 14 (+2)
Constitution: 14/26 (+2/+8)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 18 (+4)


Combat: 22 + 20 = 42PP
Initiative: +6
Attack: +11
Grapple: +12/+18
Defense: +11 (+10 Base, +1 Dodge Focus, +5 Flat-Footed)
Knockback: -5


Saving Throws: 4 + 4 + 10 = 18PP
Toughness: +4/+11 (+2/+8 Con, +3 Protection)
Fortitude: +6/+12 (+2/+8 Con, +4)
Reflex: +6 (+2 Dex, +4)
Will: +12 (+2 Wis, +10)


Skills: 80R = 20PP
Bluff 8 (+12)
Craft (Artistic) 2 (+3)
Craft (Mechanical) 2 (+3)

Craft (Writing) 8 (+9)
Diplomacy 2 (+6)
Drive 6 (+8)
Gather Information 4 (+8)
Intimidate 8 (+12)
Knowledge (Arcane Lore) 4 (+5)
Knowledge (Philosophy and Theology) 4 (+5)
Knowledge (Popular Culture) 9 (+10)
Knowledge (Streetwise) 4 (+5)
Language 1 (English [Native], Spanish)
Notice 4 (+6)
Perform (Singing) 4 (+8)
Perform (Stringed Instruments) 4 (+8)
Sense Motive 6 (+8)
 

Feats: 10PP
Attractive
Benefit: Owns the Cantos Diaries (Reference book adds +4 to any Knowledge rolls re: Infernal)

Dodge Focus
Equipment 7 (Free from Orichalum Award)
Fascinate (Bluff)
Favoured Enemy (Infernal Creatures)
Improved Initiative
Power Attack
Rage 2 (+4 Strength, +2 Fort, +2 Will, -2 Def, 10 Rounds)
Ultimate Effort (Will Save)

Equipment: 7PP = 35EP

Multi-tool [1EP]
Knuckleduster [2EP]
Shotgun + Stun Ammo (Salt Rock) [14EP]
Masterwork Camera [1EP]
 
VehicleSupercharged Motorcycle Size: Medium; Strength 20; Toughness 10; Features: Hidden Compartments 3 [DC 30], Smoke Screen; Powers: Speed 5 (250mph) [17EP]


Powers: 16 + 1 + 1 + 4 + 44 + 2 + 1 + 56 = 125PP
 
All powers have the infernal and magic descriptors unless otherwise specified.
 
Device 5 (Cantos Devil Stick, 25 PP Container, Flaws: Easy to Lose, Feats: Indestructible[16PP]
Comprehend 4 (Speak to, Understand Animals and Objects; Flaws: Limited to animals or objects associated with devilry[4PP] (E.g: Goats, Rats, Pigs, Snakes, Black dogs / cats / birds, Paintings or statues of such or of demons, Sulphur etc)
Devil Binding Array (12PP Array, Feats: Alternative Power 3[15PP]
Base: Mind Control 11 (Bind Devil; Extras: Conscious, Duration (Sustained); Flaws: Limited (Infernal Creatures), Range 2 (Touch); Feats: Mental Link ) {12 DP} "Bind Demon"
APAnimal Control 11 (Extras: Conscious, Sensory Link, Flaws: Limited to animals associated with devilry, Range 2 (Touch); Feats: Mental Link) {12 DP} "Bind Beast"

APNullify 11 (Exorcism, All Infernal Powers; Flaws: Range 1 (Touch), Feats: Selective{12PP}

AP: Confusion 11 (Extras: Contagious, Flaws: Range 2 (Touch), Feats: Reversible) {12 DP} "Possessed by a demon"

Strike 2 (Feats: Mighty, Affect Insubstantial 2[5PP] (No infernal descriptor)
Supersenses 1 (Visual Detect Infernal[1PP]


Immunity 1 (Aging) [1PP]

Immunity 2 (Poison, Disease; Flaws: Limited [Half]) [1PP]
 
Immunity 5 (All Infernal Effects; Drawbacks: Power Loss [entirety of spinal tattoo is covered]) [4PP] "Spinal Tattoos"
 
Infernal Forge Magic Array (35 PP Array, Feats: Alternative Power 9) [44PP]
BaseSnare 11 (Extras: Constricting, Feats: Custom (Turn on/off constriction as a free action), Reversible, Tether ) [35PP] “Infernal Chainsâ€
APDamage 11 (Extras: Cone Area, Flaws: Range (Touch), Feats: Decrease Area 10 [10-110foot cone], Affects Insubstantial 1 ) [33PP] “Breathe Fireâ€
APDamage 11 (Extras: Autofire, Ranged Feats: Improved Critical 1, Variable Descriptor 1 [Metal] [35PP] “Metal Shardsâ€

AP: Damage 11 (Extras: Duration [Concentration], Feats: Affects Insubstantial 1, Reversible) [35 PP] "Ignite"
APElement Control 11 (Fire; Extras: Damaging, Feats: Affects Insubstantial 1, Precise[35PP] "Control Fire"

AP: Move Object 11 (Extras: Damaging, Range [Perception], Flaws: Limited to metals, Feats: Precise) [34 PP] "Metal Mastery"

AP: Transform 11 (2500lbs, Narrow to Narrow [shaping Metal], Extras: Duration 1, Flaws: Action [Full], Range [Touch], Feats: Innate) [34 PP] "Forge Metal"

AP: Obscure 5 (100' Radius, Visual plus Olfactory, Extras: Range [Perception]) linked with Environmental Control 5 (100' Radius, Extreme Heat, Extras: Range [Perception]) [20 + 15PP = 35PP] "Inferno"
APTeleport 10 (1000’ as Move Action, 200,000 miles as full action; Extras: Accurate, Affects Others, Flaws: Medium (Hot Metal), Feats: Change Direction, Easy, Progression 3 [1000lbs][35PP] “Forgewalkingâ€
APSuffocate 11 (Extras: Range, Feats: Affects Insubstantial 1) [34PP] “Choking Smokeâ€

 

 

Protection 3 (Drawbacks: Power Loss [entirety of spinal tattoo is covered]) [2PP]
 
Regeneration 1 (Resurrection 1 / week[1PP]
 
Tazel the Demon Array (55 PP Array; Feats: Alternate Power 1[56PP]

BaseAlternate Form 8 (40PP Container; Extras: Continuous) [48PP] "Demon rumbling in the belly"
Immunity 9 (Environmental Conditions [Hot, Cold], Heat Damage, Suffocation [smoke], Starvation and Thirst[9PP]
Enhanced Strength 12 [12PP]
Enhanced Constitution 12 [12PP]
Feature 2 (Conceals Appearance, Eat anything without harm) [2PP]
Super-Senses 5 (Counters Visual Obscure) [5PP]


Comprehend 3 (Speak, Understand, Read All Languages) [6PP]

Feature 1 (Mimicry: +10 on Bluff checks to impersonate) [1 PP]


APSummon 11 (165 PP; Extras: Fanatical, Heroic, Duration [Continuous]; Feats: Mental Link; Drawbacks: Full Round to Summon/Expel [-1]) (55PP) "Tazel expelled"


DC Block
 
ATTACK         RANGE   SAVE                   EFFECT
Unarmed*       Touch   DC 16/22 Toughness     Damage (Physical)
Metal Shards   Ranged  DC 26 Toughness        Damage (Physical)

Ignite         Ranged  DC 26 Toughness        Damage (Energy)
Breathe Fire   Cone    DC 26 Toughness        Damage (Energy)
Infernal Chain Ranged  DC 21 Reflex           Snare
Smoke          Ranged  DC 21 Fortitude        Suffocation
Devil Stick    Touch   DC 18/24 Strike        Damage (Physical)

Possession     Touch   DC 21 Will             Confusion
Bind Devil     Touch   DC 21 Will             Mind Control
Bind Animal    Touch   DC 21 Will             Mind Control
Exorcism       Touch   DC 21 Will             Nullify

 
Totals: Abilities (24) + Combat (42) + Saving Throws (18) + Skills (20) + Feats (10) + Powers (125) - Drawbacks (0) = 239/240 Power Points

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EDIT: See note above. Keeping Spoiler for future reference. 

 

Tazel Edits - an extra 15 PP from Summon Increased by Rank 1

 

1 PP - Feature (Mimicry)

1 PP - Affects Insubstantial 1 for fire aura

2 PP - Skills Knowledge (Theology) 4, Knowledge (Arcane) 4

1 PP - Feat Instant Up

10 PP - Immunity from all fire effects

 

Player Name: Supercape
Character Name: Tazel
Power Level: 8 (165/165PP)
Trade-Offs: +3 Attack / -3 Damage, +4 Defence / -4 Toughness
Unspent Power Points: 0
 
In Brief: Infernal one foot high flame
 
Alternate Identity:None
Identity: Public (but rarely seen)
Birthplace: Infernal Realms
Occupation: Infernal Creature
Affiliations: Pitch, Carlos Cantos, other infernal creatures
Family: None
 
Description:
Age: Immortal (not applicable)
Gender: None
Ethnicity: None
Height: 1 foot
Weight: Virtually none
Eyes: Red
Hair: None
 
Tazel looks like a wisp of flame, about one foot high, with glowing red eyes. He can, if he wishes, fade to invisibility, but if is touched or touches something, he will flare again, burning whatever comes into contact with him.
 
Power Descriptions:
Tazel's powers revolve around being a creature of living flame - small but fast and deadly. All his powers have the infernal descriptor. 
 
 
History:
Tazels history is unknown. He has been bound into complete servitude by the Canto bloodline, and whilst he hates them and will conspire at every point to undo them, he has to obey Pitch / Carmen perfectly. He was bound about thirty years ago. Whilst he has to be completely obedient, he need not reveal his own past or thoughts. 
 
 
Personality & Motivation:
Tazel is an infernal creature. He is not the most powerful (he allowed himself to be bound by Carlos Canto), but he has a cunning streak and a persuasive tongue. He seeks the ruination of all mankind and particularly misery on the Canto family, but of course is powerless to do so other than by deception. 
 
 
Powers & Tactics:
Tazel likes to use his words to manipulate, but if forced to, or inclined to, fight, he will dart around and strike with his infernal fire. 
 
 
Abilities: -10 + 0 + 6 + 2 + 0 + 6 = 4PP
Strength: 0 (-)
Dexterity: 10 (+0)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 16 (+3)
 
 
Combat: 14 + 16 = 30PP
Initiative: +4
Attack: +11 (+7 Base, +4 Size)
Grapple: +0
Defense: +12 (+8 Base, +4 Size), +8 Flat-Footed
Knockback: +1
 
 
Saving Throws: 3 + 6 + 6 = 15PP
Toughness: +3 (+3)
Fortitude: +6 (+3 Con, +4)
Reflex: +6 (+0 Dex, +6)
Will: +6 (+0 Wis, +6)
 
 
Skills: 52R = 13PP
Bluff 8 (+11)
Diplomacy 8 (+11)
Intimidate 12 (+9 with Size)
Knowledge (Arcane) 4 (+5)
Knowledge (Philosophy and Theology) 4 (+5)
Languages 0 (Latin [Native])
Notice 4 (+4)
Sense Motive 8 (+8)
Stealth 4 (+16 with Size)
 
 
Feats: 3PP
Improved Initiative 1
Instant Up
Taunt
 
 
Powers: 9 + 6 + 1 + 10 + 18 + 16 + 14 + 21 + 5 = 100PP
 
Concealment 4 (All Visual Senses; Extras: Continuous; Feats: Selective; Limitations: Passive) [9PP]
 
Comprehend 3 (Read, Speak, Understand all Languages) [6PP]
 
Feature 1 (Mimicry; +10 to Bluff Rolls to imitate) [1PP]
 
Flight 3 (50 mph; Extras: Continuous; Feats: Subtle) [10PP]
 
Immunity 18 (Aging, All Heat/Fire Effects, Disease, Environmental Effects [Hot, Cold], Poison, Starvation and Thirst, Suffocation (all) ) [18PP]
 
Insubstantial 3 (Energy [fire]; Feats: Innate; Flaws: Permanent (+0) ) [16PP]
 
Shrinking 12 (Diminutive; Feats: Innate, Normal Toughness; Flaws: Permanent (+0) ) [14PP]
 
Strike 5 (Living fire; Extras: Aura, Duration (Sustained); Flaws: Permanent (+0), Feats: Affects Insubstantial 1) [21PP]
 
Super-Senses 5 (Counters Visual Obscure) [5PP]
 
 
Drawbacks: 0PP
 
 
DC Block
 
ATTACK   RANGE   SAVE                  EFFECT
Strike   Touch   DC 20 Toughness       Damage (Energy)
 
 
Totals: Abilities (4) + Combat (30) + Saving Throws (15) + Skills (13) + Feats (3) + Powers (100) - Drawbacks (0) = 165/165 Power Points

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JUMPED UP BY SUPERCAPE

 

TNTeen

  • Buying All-Out Attack [1PP].
  • Buying two ranks of Leaping [2PP].

Player Name: Raveled
Character Name: TNTeen
Power Level: 7 (108/108PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Platinum Status: 3/120

In Brief: A boy who only wants to be overlooked gets a most spectacular power.

Alternate Identities: Eugene King, Gene
Identity: Secret
Birthplace: Freedom City, New Jersey
Occupation: Student, superhero
Affiliations: Claremont Academy
Family: Lots

Description:
Age: 16 (DoB: October 1998)
Gender: Male
Ethnicity: African
Height: 5' 5"
Weight: 130 lbs
Eyes: Black
Hair: Black

Gene King is not a physically imposing teenager. He's rather short and slim, with elbows and knees everywhere. His hair is dark and curly, his face is long and thin, and his dark eyes are usually in a book. Most of the time he wears jeans and tee-shirts, like almost every other teenager, but when there's danger likely he dons a red shirt with a cartoon bomb on the front, and a red head-mask.

Power Descriptions: Gene can absorb kinetic energy from his environment and release it as explosive spheres. With a little concentration he can even choose how long it will take for the spheres to detonate, potentially setting up a very nasty surprise!

History: Eugene King was born to a big family in Ashton, the baby of seven. Being the youngest he was used to making his own fun, and quickly learned to enjoy quieter pastimes. Very soon grew into a quiet, bookish child. He excelled in academics at school and devoured all sorts of books; he especially loved comic books about Freedom City's local heroes. They inspired him in his life, even though he preferred to be much more low-key than the four-colored titans he read about.

He may have gone through life in a placid way if not for the accident. It was a foggy day, and everyone was packed into family van as they drove home from the holidays. The highway was crowded with cars, and as a band of thicker mist rolled across the road drivers in front of the pack slowed down, too quickly for those in the rear to react. Cars collided and slid into one another, and very soon there was a developing pile-up.

The Kings, ironically enough, avoided the mass of the accident only to slide down the side of the road and hit a tree. Gene was absorbed in a book for most of the time, and his only clear memories are of the car sliding across the road, his father swearing, and his mother screaming before the van came to an abrupt halt. Moments later the tree fell on the car, neatly pinning the family.

No one was seriously hurt, but none of the kids were reacting well to the situation. Young Gene, in particular, was terrified. He felt full of energy, but unable to move due to his seat-belt locking and the tree deforming the car. He reached out, and instinctively pushed it away. He had just enough time to see the tree explode into dust before he passed out.

None of the Kings experienced worse than some nasty bumps and bruises, and within a couple of days they were on the road again in a rented van. No one really wanted to talk about the accident and how the tree exploded, and a thicker silence than normal fell over Gene's life. That was broken when Duncan Summers showed up at the front door with a scholarship offer -- and answers.

That was two years ago. Gene's refined his powers and his control over them, and now he has decided to try and fight crime with them. It's not exactly how he wants to live his life, but he has to know if his abilities can be used to do any good.

Personality & Motivation: Gene prefers to be quiet and inconspicuous most of the time, but when he has an opinion he can be the loudest voice in the room. While he's not confrontational growing up with a bunch of older siblings has taught him that sometimes to the only way to get what you want is to push.

Gene is rather terrified of his powers. He's worried that there's nothing good that he can do with his powers, and so he pushes himself to prove that he can be a hero with them.

Powers & Tactics: Gene's not big on hurting people. He prefers to use his non-damaging powers to set up his allies to take enemies down, or delay combat long enough to get any hostages away. When he is forced into direct conflict, he prefers to stay far away so that his lack of physical strength isn't an issue.


Complications:
Secret Identity Gene doesn't want anyone to know that he's the TNTeen, mostly because...
T-Baby Blues Having powers from the Terminus preys on his mind.
Demolisher Gene's powers manifest as small, explosive spheres, so it's easy for them to roll into corners or cracks. Because of that he tends to do more damage to builds than he intends to.
Claustrophobia Small spaces tend to make Gene freak out and make his powers fire off randomly.


Abilities: -2 + 4 + 2 + 4 + 2 - 2 = 8PP
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 8 (-1)


Combat: 6 + 12 = 18PP
Initiative: +6
Attack: +3 melee, +3 ranged, +7 Kinetic Concussion
Grapple: +2
Defense: +7 (+6 Base, +1 Dodge Focus), +3 Flat-Footed
Knockback: -3/-0


Saving Throws: 3 + 5 + 3 = 11PP
Toughness: +7/+1 (+1 Con, +6 Force Field)
Fortitude: +4 (+1 Con, +3)
Reflex: +7 (+2 Dex, +5)
Will: +4 (+1 Wis, +3)


Skills: 88R = 22PP
Computers 8 (+10)
Craft (Chemical) 3 (+5)
Craft (Electronic) 3 (+5)
Disable Device 8 (+10)
Investigate 8 (+10)
Knowledge (Civics) 3 (+5)
Knowledge (Earth Sciences) 3 (+5)
Knowledge (Life Sciences) 3 (+5)
Knowledge (Physical Sciences) 8 (+10)
Knowledge (Technology) 8 (+10)
Medicine 4 (+5)
Notice 6 (+7)
Search 9 (+11)
Sense Motive 6 (+7)
Sleight of Hand 8 (+10)


Feats: 13PP
Accurate Attack
All-Out Attack
Attack Specialization (Kinetic Concussion Array) 2
Defensive Attack
Dodge Focus 1
Evasion
Improved Initiative
Improved Sunder
Luck
Online Research
Power Attack
Quick Change


Powers: 6 + 29 + 2 + 1 = 38 PP

Force Field 6 [6PP]

Kinetic Concussion Array 10.5 (21 PP, Feats: Alternate Power 5, Indirect, Trigger 2 [Time, Tripwire) (29PP]
[array]BE: Blast 7 (Extra: Area/Cone (General)) [21PP] (Full Frontal Assault)
AP: Blast 7 (Extra: Area/Burst (General)) [21PP] (Big Boom)
AP: Blast 7 (Extra: Autofire [7]) [21PP] (Barrage)
AP: Dazzle 7 (Visual, audio) [21PP] (Flashbang)
AP: Stun 7 (Extra: Range/Ranged) [21PP] (Stun Bomb)
AP: Trip 7 (Extra: Area/Burst [General], Knockback) [21PP] (Blow 'em Down)[/array]
Leaping 2 (x5) [2PP]

Immunity 1 (Own powers) [1PP]

Drawbacks: 2 = 2PP

Power Loss (Daka crystals, Uncommon) [2PP]


DC Block:


ATTACK                 RANGE          SAVE                       EFFECT
Unarmed                Touch          DC 14 Toughness (Staged)   Damage (Physical)
Full Frontal Assault   Ranged/Cone    DC 22 Toughness (Staged)   Damage (Energy, Terminus)
Big Boom               Ranged/Burst   DC 22 Toughness (Staged)   Damage (Energy, Terminus)
Barrage                Ranged         DC 22 Toughness (Staged)   Damage (Energy, Terminus)
Flashbang              Ranged         DC 22 Fort                 Dazzle
Stun Bomb              Ranged         DC 22 Fort (Staged)        Dazed/Stunned
Blow 'em Down          Area/Burst     DC 22 Str/Acrobatics       Knockdown/Knockback
Abilities (8) + Combat (18) + Saving Throws (11) + Skills (22) + Feats (13) + Powers (38) - Drawbacks (2) = 108/108 Power Points

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ZOOOOOOM by Thevshi

 

Pretty massive edit, since reappearing from the abyss I've found a few problems in this build I'd like to patch up. Let's get started...

 

Stats

Dropping Strength and Constitution from 18 each to 14 and 12, respectively. Removing Enhanced Dexterity, but buying normal Dexterity up to 14.

 

Combat

Attack Bonus is the same, but 4 of the +6 bonus is now an Enhanced Trait

Defence Bonus has gone from +6 to +7, though this time 5 of that bonus is Enhanced Trait

 

Saves

Fortitude is 3 higher, though due to lowered Constitution the bonus is still +7

Reflex has been increased to +15 despite the loss of Dexterity, though 8 of this bonus is Enhanced Trait.

 

Skills

One extra PP Spent

+3 Acrobatics

+1 Sense Motive

 

Feats

Added Accurate Attack

Dodge Focus is now 8 (from 6), though all 8 ranks are Enhanced Trait.

Removed Fast/Improved Overrun

Improved Initiative is 4 (from 2), though all 4 Ranks are now Enhanced Trait.

Removed Luck

Added Skill Mastery (Acrobatics, Craft Electronic, Craft Mechanical, Disable Device)

Added Uncanny Dodge

 

Powers

Various Enhanced Traits have been removed/added, all mentioned in the relevant sections above.

Regeneration and Leaping are both gone.

Speed and Quickness are now both Rank 7, from 13 and 10 respectively.

'Super-Fast Attack' array renamed to 'Super-Speed.'

Super-Speed Array completely changed (old powers - three variations of Strike. New powers - Strike, Blast, Insubstantial, Healing. See stat block for elaboration)

 

Player Name: piercetbh
Character Name: The Blur
Power Level
: 10 (154/154PP)
Trade-Offs: -5 Toughness/+5 Defence, -0 Damage/+0 Attack
Unspent Power Points: 0
Progress To Bronze Status: 4/30

In Brief: Born with mutant powers that let him run, fight, and even think extremely fast.

Alternate Identity: Marko Miles
Identity: Secret
Birthplace: Freedom City
Occupation: Engineering Student at the Hanover Institute of Technology, Casual Worker at Stan’s Super Heroes
Affiliations: Fellow Students and Professor Jet at HIT, Staff at Stan’s Super Heroes
Family: Richard Miles (Father), Mary Miles (Mother)

Description:
Age
: 20 (DoB: 1993, 5th of March)
Gender: Male
Ethnicity
: Caucasian
Height: 5’10â€
Weight:168 lbs.
Eyes: Hazel
Hair: Brown

Marko’s powers do not directly provide him with enhanced strength, but he can use them to exercise and do strength training at extremely fast speeds. Because of this, he has become incredibly strong; not superhuman, by any means, but physically he is very capable. This strength has given him a body appropriate for a superhero, which shows even when he isn’t wearing his costume. As either The Blur or himself, Marko is usually smiling and almost always has incredibly messy hair. He tries to style it, he swears, but it goes wild every time he runs.

 

TheBlur_zpsb7eb412d.png

Power Descriptions:
 
When Marko uses his speed to run or attack, ‘The Blur’ is often an understatement. He can be completely unseen if he runs fast enough, allowing him to occasionally risk traversing the city with no mask and not be discovered. When using Quickness at a fast enough rate he sometimes experiences a similar effect, causing humorous sights such as a room that seems to clean itself as he dashes about, putting everything back in order.

 

History:
 
Miles’ birth was a quick one, and it was not long afterwards that his parents began to suspect something was different about him. In primary school he was faster than the other children, and in middle school he could outrun them on their bikes. On graduation night, he matched pace with a friend’s car. Everyone knew he was fast, and they thought he was a genius, too. Even the trickiest math is easy when you can think it over for a few minutes in the space of a second.

 
Marko spent most of this school time knowing he was super, as he was told by his parents at eight years old that he had powers, and it was clear why. His father Richard had never told him, but in a freak accident decades ago he had been struck by a bolt of lightning; Marko’s dad had survived with seemingly no effect, until whatever had happened to him manifested in Marko at birth. He was pressured to remain discreet. He was already the ‘fast kid’, he just had to make sure he didn’t become the ‘light-speed kid’. The Speedster obliged, not having a problem with just being the fastest-running, quickest-thinking kid in his school in addition to being able to throw a pretty solid punch.

 
After his education Marko got his own apartment and his parents moved away, leaving him on his own in Freedom City. He eventually decided to get into Engineering, one of his favourite subjects in high school. One year into this course he has found that his quick mind has let him thrive, though he still gets stuck frequently.

 
Not wanting his powers to go to and waste and with no parents to stop him anymore, Marko was ready to suit up and fight crime within a month of starting his course and getting a part time job. He’d been planning on becoming a hero since high school, and now was the time to do it. He has been out in the field ever since, squeezing as much super-powered action in as he can between college and work.
 
Personality & Motivation:
 
When he is excited Marko can begin to talk very fast, and must be reminded to slow down by his friends. In fact, he is too fast for anything. He hates chess even though he’s extremely good at it. He so far has not been able to sit in a car for long enough to make any significant progress towards getting his driver’s license.
 
As The Blur, the speedster does what he does for fun. Nothing is cooler to him than running across the city in a moment, dodging bullets, and put criminals behind bars on a daily basis. He also loves to meet other super-powered individuals, who are acting all over Freedom City. It’s nice for Marko to have other Superheroes to relate too, and it is also nice to have Supervillains who can challenge him.
 
Powers & Tactics:
 
The Blur is very, very fast. In combat he dashes about the area, too headstrong to hide yet not foolish enough to stand right in front of his much stronger enemies. He is strong, but not as strong as someone who possesses a superhuman level of strength. To them he is respectable but not comparable, and thus while a ‘greater’ foe can simply flail around swinging punches in combat, The Blur must keep on his toes. Snatching an armed foe’s weapon away, fooling a stupider enemy into leaving an opening in their defence, or straight-up running in to someone to knock them off their feet are all examples of strategies he may use when he doesn’t have the advantage in a simple punch-up.
 
When even getting close for a short period is too dangerous, Marko can throw any reasonably small object, including small metal spheres he stores in the palms of his gloves, at rapid speed to attack an opponent as if with an automatic weapon.
 
Complications:.
Responsibility: Engineering is tough even if you can study at breakneck speeds. Marko has to attend his engineering lectures at HIT or Professor Jet will chew him out, and he’ll risk falling behind the class. Occasionally, he may be told to invent some sort of project or sit an exam.
Responsibility: Marko has to pay for college somehow. In addition to lectures he must frequently work shifts a week at the local Stan’s Super Heroes. If he fails to attend he could get fired and get himself into even worse financial strife.
Secret: Marko certainly doesn’t mind getting attention, but he definitely doesn’t want to be a world-famous superhero with paparazzi knocking down his door every day. His identity is hidden and he will go out of his way to keep it that way.
Temper: Marko hates dealing with slower or more patient people, as for him even something complicated like designing an invention or planning for a battle should only take a few seconds. Often he can run off on a whim, unable to wait a long time for something to happen.
Wealth: College is expensive, superhero suits are expensive, and part-time jobs for young adults pay low. Marko has the Struggling wealth condition and lives in a small apartment that he can barely pay for.

 

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

Combat: 4 + 4 = 8PP
Initiative: +2/+18
Attack: +2/+6 Melee, +2/+6 Ranged, +10 Strike, +10 Blast
Grapple: +4/+8
Defense: +2/+15 (+2/+7 Base, +0/+8 Dodge Focus), +3 Flat-Footed Uncanny Dodge
Knockback: -2

Saving Throws: 6 + 5 + 7 = 18PP
Toughness: +5 (+1 Con, +4 [Defensive Roll])
Fortitude: +7 (+1 Con, +6)
Reflex: +7/+15 (+2 Dex, +5)
Will: +7 (+0 Wis, +7)

Skills: 60R = 15PP

[Acrobatics] 13 (+15)
[Craft: Electronic] 9 (+10)
[Craft: Mechanical] 9 (+10)

[Disable Device] 9 (+10)

[Knowledge: Technology] 9 (+10)
[Notice] 5 (+5)
[sense Motive] 6 (+6)

 

Feats: 10PP

Acrobatic Bluff

Accurate Attack

Defensive Roll 2

Evasion

Improved Disarm

Inventor

Move-By Action

Skill Mastery (Acrobatics, Craft Electronic, Craft Mechanical, Disable Device)

Uncanny Dodge

 

 

Powers: 8 + 10 + 12 + 8 + 7 + 7 + 3 + 36 = 91PP

 

Enhanced Attack Bonus 4 [8PP]

 

Enhanced Defence Bonus 5 [10PP]

 

Enhanced Feats 12 (Dodge Focus 8, Improved Initiative 4) [12PP]

 

Enhanced Reflex 8 [8PP]

 

Quickness 7 (x250 Speed MPH) [7PP]

Speed 7 (1,000 MPH) [7PP]

 

Super-Movement 3 (Wall-Crawling 2, Water Walking; Flaws: Limited to while Moving) [3PP]

 

Super-Speed (33PP Array; Feats: Alternate Power 3 [36PP]

Base PowerStrike 8 (Super-Fast Attack, Bludgeoning, Mutant; Extras: Targeted Burst Area, Selective Attack; Power Feats: Accurate 2, Mighty, Progression (Radius) 2) {33/33}

Alternate PowerBlast 10 (Rapidly Thrown Objects, Bludgeoning, Metal, Mutant; Extras: Autofire; Power Feats: Accurate 2) {32/33}

Alternate PowerInsubstantial 4 (Incorporeal, Effected by Electricity/Lightning, Mutant; Extras: Linked to Concealment) {20/33}

Concealment 6 (Vibrating Molecules, All Visual and Auditory; Extras: Linked to Insubstantial) {32/33}

Alternate PowerHealing 10 (Sped-Up Metabolism, Healing, Mutant; Extras: Action (+1), Total (+1); Flaws: Personal (-1)) {30/33}

 

DC Block

 

ATTACK      RANGE                                SAVE                                       EFFECT

Strike +10    Touch (200 Feet Burst)        DC25 Toughness (Staged)     Damage (Physical)

Blast +10      Rank 10 Ranged                 DC25 Toughness (Staged)      Damage (Physical)

 

Totals: Abilities (12) + Combat (8) + Saving Throws (18) + Skills (15) + Feats (10) + Powers (91) - Drawbacks (0) = 154/154 Power Points

Edited by Thevshi
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DIVE BOMBED by Thevshi

 

10PP to spend.

 

Saves: 3PP

+1 to Fortitude,

+1 to Reflex,

+1 to Will.

 

Skills: 5PP = 20 ranks

+5 Computers

+5 Disable Device

+5 Escape Artist

+5 Medicine

 

Feats: 2PP

Equipment(3 ranks to the Haven, 2 ranks to Masterwork Medical Equipment)

Hide in Plain Sight

 

Player Name: Arichamus
Character Name: The Osprey
Power Level: 10 / 11 (160/160PP)
Trade-Offs: +2 Attack/ -2 Damage(Utility Belt), +2 Defense/ -2 Toughness
Unspent Power Points: 0
Progress To Platinum Status: 10/120 (Gold earned with )

In Brief: Test subject using his new-found powers to battle the criminal underworld and uncover the truth.

Alternate Identity: Alden Richards
Identity: Secret
Birthplace: Southwark, London, England
Occupation: Shipping warehouse employee, chemistry technician, superhero
Affiliations: Ministry of Powers, Docklands, Eileen Rose(junior officer in the SAS), Order, Justice
Family: Patricia Richards(Mother, Divorced), Russel Richards-Brown(Father, Divorced), Maria-Annabelle Richards(Sister), Frances Richards(Sister)

Description:
Age: 24 (DoB: 1989, February 9th)
Apparent Age: Same as physical age
Gender: Male
Ethnicity: English Caucasian
Height: 6' 2"/1.9m, 6' 11"/2m
Weight: 200 Lbs/90.7kg
Eyes: Brown/Yellow
Hair: Brown/White & brown feathers

Alden during everyday life wears sturdy, eminently practical clothes in dull colours. Thick jeans, heavy boots and tan jackets over long-sleeved grey cotton shirts feature prominently in his limited wardrobe, and his utilitarian glasses are hardened grey steel. On the job he wears the crisp green/white waterproof uniform coat and pants of his company. His hair is thick, curly and cut short, and he has a perpetual five-o'clock shadow around a frequently dour mouth below his thin high eyebrows, bright, lively eyes and broad nose. He's unusually pale from working mostly nights, and his recent start as a vigilante crimefighter has deepened that noticeably. Years of physical work has kept him trim and lean, and a dedicated exercise and martial arts regimen has hardened and bulked him up considerably more than most men his age. He speaks with a low, soft voice in an almost stereotypical English accent, though in times of stress, excitement or anger it takes on a rougher edge. Movements are loose-limbed and casual with considerable grace.

In his disguise as Osprey he's a tall, imposing man in a mostly white costume with a dark brown cape cut to vaguely suggest wings(the result of weeks of work), the colors scattered like the fish eagle's plumage, and a white mask covering his head adorned with a short, sharp curved beak. On the chest in a patch of black is a white emblem of an osprey diving. A simple belt of weapons hangs on his waist. When he activates his powers Alden grows even taller as well as sprouting wings from his back, his skin is covered in feathers, his feet and hands turn into claws and his head mutates to adopt avian features including bright yellow eyes.

Power Descriptions: Osprey's animal powers are quite obvious, as they appear when he transforms wholly into a giant bird-man. His altered biology lets him use powerful claws to cut through steel, fly under his own power, grip things with phenomenally power talons and briefly survive underwater and in icy cold. A couple of lingering affect of his mutation is that he has a bizarre ability to understand and communicate with birds, and see far further than most in the dark or underwater.

Aside from that he has a small pool of highly specialized weapons, like a small acetylene torch for cutting through walls and doors, or a LED for temporarily blinding with light..


History: Alden Richards had admired heroes for a long time before Prof. Blackpool's invitation arrived. Since childhood he had watched on the television or out the window the exploits of Britain's mightiest heroes besides the Lioness Britannia: the strange and beloved Vanguard. Or the Royal Squadron or Crownguard or the Fab Four or whatever the papers called them that month. The country didn't have nearly as many heroes as the States or Canada so the sight of people who called Great Britain home and possessed extraordinary powers they used solely for the public good, not to mention their rumored association with the legendary and excitingly mysterious Ministry of Powers, was always something people came running to see.

Alden rarely needed much excuse to leave the house anyway, since being there meant he had to endure the endless and furious arguments that erupted in the family as surely as the tides. There was always something for the resourceful to complain about, since even on the good days things were lean the apartment was too small for even the small family and winters were painful to get through on what little they could afford.

Like most, the photogenic, handsome and upstanding Champion(Powerful melding of man and alien machine! Sworn defender of the British Isles and the world!) had the lion's share of his heart, and when the hero came in person to deal with what would have been a devastating fire on the Richard's street during a battle against aliens, stopping just long enough to make sure nobody else was in danger, Alden's boyhood reverence for superheroes rivaled just about any other devotions he had. They didn't have problems, they SOLVED them for other people.

By his mid teens however the young man had other things to think about. His parents' marriage had always been a little unsteady, but at last in 2005 they divorced after Patricia was fired from the plant she had worked at for well over a decade, more than halving the family income. Alden frequently spent time with his mother in eastern Southwark, not least because of the hard-won jobs he got in the area that let him help support her. Walking and biking to work brought him again and again up against the crime and poverty eating away at sections of the city, the misery that everyone seemed helpless to stop, It was partially because of that that he took up martial arts training for self-defense, practicing every day he could so that when the time came he could make the difference between life and death for someone.

His twenties rolled around, and by 2009 the only real results of his training was a stray bullet from an abortive mugging breaking his rib and making friends with an athletic young woman named Eileen Rose, someone made of sterner stuff than him and who bent herself inexorably to a job in the military. Both of them were starting to lose hope in their dreams when Professor Thomas Blackpool contacted them. He was doing biochemistry research to test out a mutagen with possible military applications, and wanted volunteers. To sweeten the deal he offered the pair close to a thousand pounds each to go through a series of clinical trials, happily assuming legal responsibility for whatever happened.

Both leaped at the chance, Alden especially eager for what sounded like the perfect way to get real actual superpowers(and help support his parents), Eileen gleeful for the chance to get known by whatever higher-ups had ordered the study. The trials took several weeks of regular checkups, injections with the formula code-named Osprey, observation of the slow change in them and the other trial subjects' chemistry and a host of other strangely mundane ways of checking the progress of super-science. Alden and Eileen got more and more uneasy as months passed and they weren't seeming to change at all.

During a stay at the lab to test sleeping patterns everything went utterly wrong. Alden didn't remember what happened but he awoke to find himself strapped down, spattered with blood and Eileen being rushed to the hospital with serious injuries. A distraught Blackpool explained that the young man had transformed into a man-bird in the night and attacked his friend, but that she was almost bound to live and the charges against him weren't likely to end in jail time. However, Thomas sadly told him that this was the last straw and his lack of progress meant he would need to be taken out of the trials. Given a prescription of serum to help get the chemicals safely out of his system, Alden left with only a fraction of what he had been offered, and thankful for it.

That night, after breaking the painful news to his mother about what had happened, he was jolted awake by the sound of a distant cry for help. Gulping down the pills Blackpool had given him, Alden raced out to see what had happened...and crashed in an agonized heap as the transformation began.

In the next few months he worked on triggering the changes by sheer effort of will, managing to make his new power more of a help than a hindrance. Knowing that downtown London would be hard to hide in he practiced out in the countryside, flying by nights to and fro across the green hills and valleys. During his cross-country training he ran into a stranger eerily like himself, a half-crazed owlman whose ravings held several declarations that he had once been like Alden, and wanted to save him from the 'true threat'.

This was the release, the power and world he had always dreamed of! He wasn't the mighty protector of the weak he wished he could be, though swooping down to save the helpless from the guns and knives of criminals satisfied him deeply, the fear and shock in their eyes making every painstaking hunt worth every rain-soaked hour. On top of it all, the Osprey Treatment had opened the world of chemistry up to him, and he managed to get enough training to start work as a technician at a small chemistry lab in eastern Southwark that supplemented his income from the dockside warehouse.

From his studies he learned something troubling: the medicine Blackpool had been supplying him with before he vanished back into the world of academia, his Osprey Formula a qualified success, wasn't actually cleansing him of it, and in fact was slowly increasing its potency. Alden was shocked, horrified that he had been lied to like that and instantly suspicious...but on the other hand, it let him fight against evil in the world, so was it really best for him to give it up? And why had he had such a violent reaction when Eileen had returned to the study with such(as she enthused to him) astounding success, with even some rumors that she was being considered for the special forces? Whatever the case, his friend's wish was soon granted as well, being selected for a prestigious(and amazingly grueling, she confided) position in the Service attached to the Ministry of Powers, a branch of the armed forces composed of people with supernatural abilities to deal with rare yet dangerous rogue powers. Surprisingly enough, they've remained each others' confidante on personal matters, and the strong-hearted Eileen gladly agreed to give him whatever help he asked for, though she did warn him that it would count as a favor.

Taking his mind off of those problems Alden flung himself into the world of costumed crime-fighting, dedicating himself to becoming a true superhero at last, his 'look' and focus inspired heavily by the Raven and the fearsome Scottish archer known as Arrowhawk. Between putting together his disguise, gathering materials for weapons so he wouldn't have to rely on his power to win his battles, teaching himself how to solve crimes that had already happened, his work and meeting with his friends, the next year passed all too quickly, until at last the Osprey was ready to strike.

Now, three years later, the Vanguard have mysteriously disappeared and the Osprey has gotten a pretty reputation as a menace to the underworld of Britain. Everyone from the fastidious Middleman to the common thug has at least heard a rumor about him. The Ministry of Powers has decided to extend an invitation to the young man, an offer to find out the truth of what really happened to Britain's strongest heroes, defend his home from greater threats than ever before, and join the ranks of the Ministry's greatest asset in the new Taskforce UK!

Personality & Motivation: Alden is terse, patient, calm and quiet. Not to an extreme, but he won't babble on for twenty words when two will do and keeps his thoughts and feelings close to the vest. This often leads to him clamming up even more when under pressure as his mind races. He rarely truly rests and is almost constantly physically or mentally active, knowing all too well how impermanent most situations are. A long time in poverty has embittered him to people with fantastic wealth like the aristocracy and nobility and a corresponding liking for people who grew up like he did. Alden is polite and warm when meeting somebody for the first time, but unafraid to precisely speak his mind and unlikely to consider somebody a friend unless they really share something. Most days he carries himself freely and confidently, a composed young man still excited about where his life is going. He has a firm and absolute belief that everyone can change and can recognize what's right and wrong, and has a lot of compassion for the people he often battles. Not that he'll let anyone know that if he can help it.

When disguised as Osprey he plays to a T the role of a dread figure of the night, talking only when necessary and doing his best to present a coldly enigmatic front. Body language shifts to slower and more dramatic motions and his tendency to loom ominously behind people skyrockets. Behind the harsh face of the eagle Osprey conveys the message that everyone, no matter how powerful they think they are, can be brought low before the forces of justice.


Powers & Tactics: Osprey prefers not to use his powers, instead focusing on ambushes and strikes from above. His tactics shift quickly and depend largely on how many he's fighting. If a few he'll do his best to isolate them first, if many he'll try to cluster the majority together so he can keep track of them better as he picks off outliers, if one or two he sets up a simple ambush and leaps upon them. He tries to avoid physical combat when he can, but when he can't just knock foes out from hiding he turns into a blur of savage punches and brutal kicks, aiming with the utmost precision to decisively bring down his enemies. His transformation power is something he keeps for emergencies or when he needs to chase after someone and his grapple gun isn't enough.

Complications:
Adrenaline Requirement: A surge of adrenaline is the fastest way to activate the transformation agent, and while usually that's easy enough to spark it means while in human form Osprey's powers can be simply blocked.

Animal Instincts: Osprey's nature frequently shines through his humanity, driving Alden to violence, making him irrationally protective of birds and giving a strong impression that something's 'off' about him, especially in his eyes.
Blind Without 'Em: Alden is near-sighted while human, yet far-sighted when in bird-man form. Glasses and special goggles help with this, but he can always lose those.
Clean-up: Osprey's combat arsenal is mostly re-purposed civilian tools or weapons made from more or less easily-accessed sources. If somebody manages to find them, they could be used to track him down.
Destabilised:  The Osprey formula coursing through his body makes him that much more susceptible to other drugs, and infections are very hazardous.

Enemies: The London Mob and most criminal groups operating around the Docklands have deep grudges against the Osprey by now.
Honour: Alden has a habit of leaving pragmatism on the wayside.

Prejudice: Aristocrats, old and new money who "Don't do anything worth doing" with their wealth, the idle rich.
Responsibility: Family. Alden's family is unaware of what he does, and he aims to keep them safe from his other life by whatever means necessary.
Secret: Identity
Twisting Body: For all of Alden's control, the chemical agents that let him transform are never totally in his hands, and turning into a monstrous bird-man in everyday life is a very real, if unlikely, danger.

 
 
Abilities: 10 + 8 + 8 + 4 + 4 + 6 = 40PP
Strength: 20/26 (+5/+8)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 16 (+3)


Combat: 20 + 12 = 32PP
Initiative: +8
Attack: +10 Base, +12 Utility belt
Grapple: +15/18
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Knockback: -4/-7


Saving Throws: 4 + 6 + 4 = 14PP
Toughness: +8 (+4 Con, +4 Armored Jumpsuit)
Fortitude: +8 (+4 Con, +4)
Reflex: +10 (+4 Dex, +6)
Will: +7 (+3 Wis, +4)


Skills: 104R = 26PP
Acrobatics 4 (+8)
Bluff 5 (+8/+12 with Attractive)
Climb 4 (+9/12)
Computers 9 (+11)
Diplomacy 5 (+8/12 with Attractive))
Disable Device 11 (+13)
Escape Artist 9 (+11)
Gather Information 5 (+8)
Intimidate 10 (+13)
Investigate 6 (+8)
Knowledge(Streetwise) 6 (+8)
Knowledge(Physical Sciences) 4 (+6)

Medicine 5 (+7/+9 with Masterwork Medical Gear)

Notice 6 (+8)
Sense Motive 8 (+10)
Stealth 6 (+10)

Feats: 17PP
Accurate Attack
Attractive
Contacts
Dodge Bonus 6
Equipment 3 [15EP]

Hide in Plain Sight

Improved Initiative
Power Attack

Sneak Attack
Startle
 
Equipment 3 = 15EP
[equip] Armored Jumpsuit(Protection 4)[4EP]
Camera[0EP]
Cell Phone[0EP]
Grapple Gun(Super-Movement 2 (Swinging, Wall-Crawling 1) + Speed 1)[5EP]
Handcuffs[0EP]

Medical Gear(Masterwork)[2EP]

Multitool[1EP]

 

+3EP to Vanguard HQ The Haven for the Features Concealed, Defence System 1 and Holding Cells

 
Powers: 16 + 2 + 12 + 3 = 33PP
 
Alternate Form 3.2[16PP]

Damage 2(Talons; Feats: Improved Critical(19-20), Mighty)[4PP]
Enhanced Strength 6(Improved Musculature; Feats: Improved Pin)[7PP]
Flight 2(Wings; 25MPH, 250ft. per Round)[4PP]
Immunity 2(Altered Biology; Cold Environments, Drowning; Flaws: Limited(Half)[1PP]

 
Comprehend 2(Animals, Speak to & Understand; Flaws: Avian Animals Only)[2PP]
 
Device 3(15PP Device; Hard to Lose)[12PP] Utility Belt
Array 6(12PP Array, Power Feats: Alternate Power 3)[15PP]

Base Power: Blast 5(Eagle Talons; Power Feats: Mighty 2(DMG 7])[12PP]

AP: Dazzle 4(Visual Senses; Extras: General Area Burst)[12PP]
AP: Obscure 3(Visual Senses, Smoke, 50ft. radius; Extras: Independent, Total Fade)[12PP]
AP: Snare 6[12PP]
 
Super-Senses 4(Normal Visual: Counters Obscure(Limited: Water), Extended 1(100 Notice Increments), Low Light Vision)[3PP]


Drawbacks: 2 =2PP
No Fine Control(Can't use Device while in Alternate Form or manipulate small objects; Frequency: Common; Intensity: Minor)[2PP]

DC Block
ATTACK  RANGE  SAVE                       EFFECT

Unarmed Touch  DC20/23 Toughness (Staged) Damage (Physical)
Dazzle  Ranged DC14 Fortitude             Blinded
Snare   Ranged DC16 Reflex (Staged)       Entangled/Bound
Strike  Touch  DC27 Toughness (Staged)    Damage (Physical)


Totals: Abilities (40) + Combat (32) + Saving Throws (14) + Skills (26) + Feats (17) + Powers (33) - Drawbacks (2) = 160/160 Power Points

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  • 2 weeks later...

QUERY SENT BY SUPERCAPE! EDIT WILL COME!

 

ON DISCUSSION - EDIT REQUEST CANCELLED...FOR NOW! (Future edit will be posted later)

 

It's been a while, I think it's time Cho lose the full power drawback on her Desintegration.

Increasing Enhanced Constitution and Impervious Toughness

 

Abilities: 4 + 4 + 4 + 4 + 2 + 0 = 18PP

Strength 14/32 (+2/+11)

Dexterity 14 (+2)

Constitution 14/32 (+2/+11)

Intelligence 14 (+2)

Wisdom 12 (+1)

Charisma 10 (+0)



Combat: 8 + 6 = 14PP

Initiative: +2

Attack: +4, +5 melee

Grapple: +6, +14 with powers, up to +20 with full Super-Strength

Defense: +5 (+3 Base, +2 Dodge Focus), +1 Flat-Footed

Knockback: -1/-8 with powers



Saving Throws: 2 + 2 + 5 = 9PP

Toughness: +2/+11 (+2/+11 Con), Impervious 8

Fortitude: +4/+13 (+2/+11 Con, +2)

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

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



Skills: 12R = 3PP

Acrobatics 4 (+6)

Notice 4 (+5)

Sense Motive 4 (+5)


Feats: 11PP

Attack Focus (melee) 1

Dodge Focus 2

Grappling Finesse

Interpose

Luck 1

Power Attack

Quick Change

Takedown Attack

Ultimate Effort (Strength Checks)

Ultimate Effort (Toughness Checks)


Powers: 18 + 18 + 16 + 8 + 5 + 4 + 3 = 72PP

 

Super-Strength 6 (Effective Strength 62, ?? tons Heavy Load; Feats: Groundstrike, Shockwave, Super Breath; Alt Power) [16PP] (Endoentropic Strength)

Alternate Power: Damage 4 ( Extras: Linked to Drain [+0] Range [Ranged]; Drawback: Full-Power ) + Drain Toughness 4 ( Extras: Linked to Damage [+0], Affect Object, Range [Ranged]) {13/14} (Disintegration)

 

Enhanced Strength 18 (superhuman strength) [18PP]


Enhanced Constitution 18 (superhuman endurance) [18PP]

 

Impervious Extra on Toughness 8 (superhuman toughness) [8PP]

 

Immunity 5 (Disease, Poison, Cold, Heat, Pressure) [5PP]


Regeneration 4 (Ability Damage 3 [20 Minutes], Staggered 1 [20 Minutes]) [4 PP]


Power Movement 1 (2PP Array; Feats: Alternate Power) [3PP]

Base Power: Speed 2 (25mph/250ft per Move Action) [2PP]

Alternate Power: Leaping 2 (x5 per Move Action, 200ft Running Long Jump, 100ft Standing Long Jump, 50ft High Jump) [2PP]


Drawbacks: (-7) = -7PP

Power Loss, Impervious Toughness (Daka crystals, Frequency: Uncommon [-1]) [-1 PP]

Weakness (Daka crystals, Frequency: Uncommon [-1], Intensity: Moderate [-1], Cumulative -1 to all checks per round [-4]) [-6 PP]

 

DC Block:

ATTACK RANGE SAVE EFFECT

Unarmed [no powers] Touch DC 18 Toughness (Staged) Damage

Unarmed [with powers] Touch DC 26 Toughness (Staged) Damage

Entropic Blast Range DC 19 Toughness (Staged) Damage (Gravity)

DC 14 Fortitude (Staged) Drain (Toughness)

 

Abilities (18) + Combat (14) + Saving Throws (9) + Skills (3) + Feats (11) + Powers (72) - Drawbacks (-7) = 120/120 Power Points

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  • 3 weeks later...

FORESEEN BY SUPERCAPE

 

Foreshadow

Base Attack Bonus increased to 8 from 6 (+4)

Equipment Dropped 3 ranks getting rid of the  Utility Belt entirely (-3)

Picked up 4 ranks of the Perform (Dance) Skill, 1 Rank of the Bluff Skill, 10 Ranks of the Stealth Skill, and 5 Ranks of the Diplomacy Skill (+5)

Picked up the Improved Disarm, Power Attack, and Prone Fighting Feats. (+3)

The Multi-Purpose Escrima Sticks  have been reworked but are still a Rank 2 Device.

Picked up 1 Rank of the Speed Power. (+1)

Raised the Spatial Awareness in PP cost by 1 as Cape pointed out it should cost an extra PP to be a minor sensory effect. (+1)

Spent 11 of 11 unspent PP

 

Device 2 ( 10PP Container, Feat: Subtle Flaws:Easy-To-Lose;  User Suffers from Fatigue from Extra Effort ) [7PP] (Combinable and Collapsible Escrima Sticks )

Combinable Escrima Array ( 8PP Array; Feat: Alternate Power 2 ) [10PP]
BPDamage 1 ( Feats: Accurate, Mighty, Ricochet 2 [2 Bounces], Split Attack, Thrown, Weapon Bind ) {8/8} (Escrima Sticks)
APDamage 3 ( Feats: Extended Reach, Improved Critical 1, Improved Trip, Mighty ) + Leaping ( Jumping Distance x2 )(Bo Staff and Pole Vaulting)  {8/8}

APSuper-Movement 4 (Slow Fall, Swinging, Wall Crawling 2) {8/8} (Grappling line) 

 
Considered making the Grappling line a snare as well, but he could just stunt that effect when need be.  Which prompted me to annotate the fact that the user suffers from fatigue due to Extra Effort not the Device.
 

Fluff was also edited to have his tactics focus on his Escrima Sticks and no mention of a utility belt.  Although the belt is still part of his costume, something has to hold his burner phones and the like.  Plus he fancies the way it looks.  Renamed Blindsided Complication to Scry vs Scry.

 

 

Player Name: HG Morrison
Character Name: Foreshadow II
Power Level: 13 (191/191PP)
Effective PL: 10
Trade-Offs: +4 Defense / -4 Toughness, +2 Atk/ -2 Dmg (Bo Staff), +4 Atk/ 4 Dmg (Escrima Sticks)
Unspent Power Points: 0
Progress To Silver Status: 41/60

In Brief: Acrobatic legacy to the Foreshadow Name.

Alternate Identity: Erick Sloane
Identity: Secret
Birthplace: Freedom City
Occupation: Freedom City University Student (Business Major)
Affiliations:
Family: David Sloane (Adoptive Father)

Description:
Age: 21 (DoB: Born 14, February 1993)
Gender: Male
Ethnicity: Caucasian (Of Russian Descent)
Height: 5'11"
Weight: 172 lbs.
Eyes: Blue
Hair: Blonde


Omen1_zps7c9f4954.png


Erick is 5'11 which is quite a deal taller than the average male gymnast, having grown two inches in the past few months. His neck length hair sits comfortably upon his face most likely never facing the terror of a comb. While not having a large amount of muscle mass, his muscles are cut into the lean mean acrobatic machine that he is. His bright blue eyes always have some shine to them.

As the Foreshadow, Erick dons a modified version of the original outfit worn by David Sloane. Being a realist Erick's costume is lined with multiple body armor inlays, due to the fact that as fleet footed as he is chances are he's still going to take on more hits than his mentor. Instead of a cowl his hood is draped down in such a way as to cover a domino mask. His uniform is also outfitted with a utility belt with multiple compartments to house the equipment he uses while on the job.  Off which most is already carried inside of his multi purpose escrima sticks.  Lastly Erick's multi purpose Escrima Sticks are usually kept holstered on his right leg.


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

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

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

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

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

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

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

During the events of the Day of Wrath, Erick found himself badly injured barely scrapping by a victory with the robotic replacement of Foreshadow. Upon the real Foreshadow's return, both men had to come to the realization that after all his years of crime fighting David was beginning to miss a step. Even if it was time for him to retire, the Southside needed a Foreshadow, and David thought Erick was just the man for the job. The only stipulation would be that Erick would have to undergo training with an acquaintance of David's. Honored and surprised at the request, Erick agreed to the terms and began a training regiment with Asano Ranaga. Unfortunately, she had a busy schedule and left in the middle of their training leaving him weekly instructions through a private podcast. Deciding it best to move from the penthouse, Erick opted to buy a mansion near the marina. The location would be a strange one if the man's focus was solely to lie in the South, but he was far too ambitious to settle on cleaning up crime in just one part of the city.

That ambition would almost cost him his life. During his first run in with an assassin known as the L'esprit, Erick found himself eviscerated at the waist. Erick barely defeated the assassin in a closely contested brawl over the rooftops of the city. But it was clear he needed immediate medical attention. Barely able to drag himself back to the manor, the young hero lost consciousness on his own doorstep. Where David was already waiting for his arrival accompanied by a healer from Shambala Vale that he had encountered during his travels.

Due to the tremendous amount of blood Erick lost in the brawl a blood transfusion was needed. Luckily, David was a compatible donor and all too willing to give up his blood to save his adopted son. The treatment carried on throughout the entire night with many a close call in terms of Erick's health. But in the end he survived. When Erick came to he received his first vision much to the surprise of all present. The blood transfusion somehow being the catalyst for awakening some latent clairvoyant ability. Neither understood as to how the process activated Erick's powers. But the two felt closer than ever as David finally passed on the last legacy to the title of Foreshadow to his son.

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

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

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

If given the opportunity he'll also attempt to add some distance and use his throwing discs from the comfort of concealment. Erick has gradually adapted a more fluid martial arts base to his fighting style.  Favoring mobile fighting styles Foreshadow blends the arts of capoeira, escrima, ninjutsu and traditional stick fighting with his Acrobatics for a more freeform system that relies on both one's environment and unpredictability to take down opponents.  Because in a world filled with people whom can lick truck over their heads, his strength pure and simple is his mobility.

 

His custom built high polymer Escrima Sticks are lightweight so that he can overwhelm foes with a flurry of attacks or that he may throw them if the need arises.  They're retractable thus Foreshadow can collapse the weapons for easy storage on his person even out of costume. The separate halves can combine into a singular Staff allowing him to apply the brunt of his strength for increased power.  With the lightweight material being strong enough to withstand such force.  The end of one of the sticks can fire a stored swing line made out of airplane cable.

Last but not least, Erick is able to foresee events before they come to pass. While normally not of every much use in combat, a secondary effect of this ability is he is actively aware of his surroundings almost intuitively.  As another byproduct of his precognition  Erick is intuitively aware of foreboding danger.  This sensation manifests as a tingling feeling at the base of his skull, alerting Erick to danger in proportion to the severity of whatever the threat is.



 

Complications:



Enemies: Ever since taking over the mantle of Foreshadow from David, Erick's had to feel the full weight of what it means to be one of the top focuses of Big Al's wrath. To complicate matters Foreshadow has found himself grounded in the Southside becoming a constant target of the assassins brought in to compete for his head. Most notably being the assassins belonging to the Murder League.

Flirt:: Erick enjoys the company of the fairer sex, and won't hesitate to let them knowl. It often leads him knee deep into trouble.  Especially due to being more prone to dropping his guard around women.
Responsibility: As a university student Erick has to make sure his late hours don't interfere with his school work. As a heavy investor and philanthropist in various start up businesses and charities he has to make sure his money is in good hands further dividing his attention.
Secret: Erick has the difficult task of keeping his identity a secret from those around him. It places a great strain on any relations he tries to form as most of his nights are spent fighting crime in Freedom City.

Scry vs Scry: Foreshadow can foresee events before they come to pass. Unfortunately there is a bit of psychic interference when dealing with foes with other precognitive gifts.  Making it harder to rely on the visions
With Great Power comes Great Pain:  His Foresight isn't without faults.  Due to the fact that the sensation that alerts him to nearby threats increases in intensity the greater the danger, some instances can cause him practically debilitating pain.  The visions themselves can also occasionally come with intense enough vigor to also cause psychosomatic pain.

Abilities: 6 + 14 + 4 + 6 + 6 + 6 = 42PP
Strength: 16 (+3)
Dexterity: 24 (+7)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)


Combat: 16 + 12 = 28PP
Initiative: +15 (+7 Dex, +8 Improved Initiative)
Attack: +8 Base, +12 Melee, +14 Escrima Sticks, +10 Thrown Escrima Sticks
Grapple: +14
Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -3


Saving Throws: 4 + 3 + 5 = 12PP
Toughness: +6 (+2 Con, +4 Defensive Roll)
Fortitude: +6 (+2 Con, +4)
Reflex: +10 (+7 Dex, +3)
Will: +8 (+3 Wis, +5)


Skills: 152R = 38PP
Acrobatics 15 (+22) Skill Mastery
Bluff 8 (+11, +15 Attractive) Skill Mastery
Computers 7 (+10)
Concentration 7 (+10)
Diplomacy 7 (+10, +14 Attractive) Skill Mastery
Disable Device 7 (+10)
Disguise 2 (+5)

Escape Artist 8 (+15)
Gather Info 7 (+10)
Intimidate 7 (+10)
Investigate 7 (+10)
Knowledge Business 2 (+5)
Knowledge Current Events 2 (+5)
Knowledge History 2 (+5)
Knowledge Streetwise 7 (+10)
Knowledge Tactics 2 (+5)
Language 7 (Arabic, Chinese [Mandarin] English [Native], French, Japanese, Portuguese, Russian, Spanish)
Medicine 2 (+5)
Notice 12 (+15)

Perform (Dance) 4 (+7)
Search 7 (+10)
Sense Motive 7 (+10)
Sleight of Hand 3 (+10)
Stealth 13 (+20) Skill Mastery


Feats: 51PP
Acrobatic Bluff

Attack Focus 4 (Melee)
Attractive
Benefit 2 (Wealth)
Blind-Fight
Challenge (Fast Task: Acrobatic Feint)

Defensive Attack
Defensive Roll 2
Dodge Focus 8
Eidetic Memory
Elusive Target
Equipment 4
Evasion 2
Hide in Plain Sight

Improved Disarm

Improved Initiative 2
Improvised Tools
Jack-Of-All-Trades
Move-by Action

Power Attack

Prone Fighting
Quick Draw [Draw]
Redirect
Set-Up
Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth )
Sneak Attack
Takedown Attack 2
Taunt
Trance
Uncanny Dodge (Auditory)
Up the Walls [use Acrobatics for Climb Checks, provided one has places to jump from separated by at most half of normal speed]
Well-Informed

Equipment: 7PP = 34/35EP

Free Due To Wealth: Cell phone, Digital camera, Digital audio recorder, Flashlight, PDA

HQ: Erick and Alaina's Manor [17EP]
Location: North Bay, Freedom City, USA, Near the North Bay Marina.
Appearance/Details: 1
Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP];
Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP]


Powers: 4 + 7 + 9 + 1 = 21PP

Device 1 (5PP Container, Flaws:Hard-To-Lose) [4PP] (Foreshadow's Mask)
Sensory Shield 2 (+4 to Saves vs Visual Sensory Effect) [2PP]
Super-Senses 3 (Darkvision, Radio) [3PP]

 

Device 2 ( 10PP Container, Feat: Subtle Flaws:Easy-To-Lose; User Suffers from Fatigue from Extra Effort ) [7PP] (Combinable and Collapsible Escrima Sticks )

Combinable Escrima Array ( 8PP Array; Feat: Alternate Power 2 ) [10PP]
BPDamage 1 ( Feats: Accurate, Mighty, Ricochet 2 [2 Bounces], Split Attack, Thrown, Weapon Bind ) {8/8} (Escrima Sticks)
APDamage 3 ( Feats: Extended Reach, Improved Critical 1, Improved Trip, Mighty ) + Leaping ( Jumping Distance x2 )(Bo Staff and Pole Vaulting) {8/8}

APSuper-Movement 4 Slow Fall, Swinging, Wall-Crawling 2 ) {8/8} (Grappling line) 

 

Foresight 1.8 (8PP Container, [Passive, Permanent] ) [9PP] (Psionic)

Super-Senses 6 ( Psychic Blindsight, Mental Sense [Accurate, Acute, Danger Sense, Radius, Ranged] ) [7PP] (Spatial Awareness/Psychic Blindsight)
Super-Senses 4 (Precognition [Mental]; Flaw: Uncontrolled) [2PP]


Speed 1 ( 10 mph, 100 ft./rnd [1PP] (Training)

 

[table]

DC Block

ATTACKRANGESAVEEFFECT
UnarmedTouchDC18/20* Toughness Damage (Physical)
Bo StaffTouchDC21/23* ToughnessDamage (Physical)
Escrima SticksTouchDC19/21* ToughnessDamage (Bludgeon)[/table]

*DC with Sneak Attack

 

Totals: Abilities (42) + Combat (28) + Saving Throws (12) + Skills (38) + Feats (50) + Powers (21) - Drawbacks (0) = 191/191 Power Points

 

(S)PIKED BY SUPERCAPE

 

 

Argonaut

With the new house rule for putting on costume taking a full acti, I find the normal identity armor no longer appropriate for her. Granted after thinking about it I don't feel it's entirely proper in the first place what with having some effects outside of the armor.  Harmless effects, but normal identity is relative to human after all.  Argonaut's Armor has decreased in ranks from Device 14 to Device 11. While also she now has a Power Pike as an actual standalone easy to lose Device.  Separated from the armor.  The armor has in turn gained minor Vulnerabilities to Electricity and Magnetism.  Essentially her powers have dropped to having 64 PP spent as opposed to 65 with her new vulnerabilities only applying while wearing the armor.   Fluff was also edited to reflect her getting the new pike some time past No Good Days. 

 

 

All PP Spent

 

 

Player Name: HG Morrison
Character Name: Argonaut
Power Level: 8 (123/123PP)
Trade-Offs: +1 Attack/-1 Damage (Blast), -2 Attack/+2 Damage (Melee)
Unspent PP:  0
Progress to Silver Status: 3/60 (Bronze Status earned with >Foreshadow II)
In Brief: Omegadrone Agent of A.E.G.I.S!

Alternate Identity: Yves Zermeño, Yvejskrujanharbh'aar
Identity: Secret
Birthplace: Lor-Zul
Occupation: AEGIS Field Agent
Affiliations:  AEGIS
Family: Carlos Zermeño (Husband), Luz Zermeño (Eldest Daughter), Anna Zermeño (Middle Daughter), Sophia Zermeño (Zermeño)

Description:
Age: 45 (DoB: Born March, 16)
Apparent Age: 30
Gender: Female
Ethnicity:  (Lor Offshoot)
Height: 5'2
Weight: 105 lbs
Eyes: Brown
Hair: Brown


undo1_zpsb03a44c4.png


Yves is a slightly muscular brown skinned woman with no visible natural body hair.  The hair on her head was replaced with a very expensive lace wig.  The key difference between Yves the agent and Yves the mom is whether her hair is combed down for domestic motherly flair or spiked up with punk rock attitude.  She often dresses in modest fashions that leave very little skin showing.  Hiding the various scars throughout her body that she actually opted not to have surgically removed.  Never wanting to forget the monster that she became.

As Argonaut, Yves' MEGA-MAX armor bears the familiar design of the Omegadrone armor. The face pate is remodelled in a grim fashion having suffered tremendous battle damage in the past but it still is an all too familiar design. The power armor has been re coloured to match AEGIS favored bluish palette.  The right arm of the armor has a small shield, designed as a homage to the agency's namesake, which houses the retractable blast blade formerly belonging to her Power Pike.  The armor does not have wings but as the design is far sleeker than Steelgrave's bulky models the rocket boots can maneuver through the air with no issue.  The Armor's left breastplate has the AEGIS emblem engraved.


History:
 
In another world in which the Lor's First Age never came to a close, the Lor Republic stretched to every corner of explored space.  The military existed primarily for the purpose of exploration and further colonization of Lor Space.  Quality of Life for citizens of the advanced civilization was such that only a sci fi novel could compare.  Yvejskrujanharbh'aar was a freshly graduated university student with a future as a star faring diplomat in all but certain.  Her life was pretty much uneventful.  She had friends, family, loved ones and her personal tragedies were no more exciting than a lost pet here or there.  Having never left her home planet, her dream was to engage in interplanetary relations perhaps to eventually take a seat as a Senator.
 
The Lor citizens born on the planet of Lor-Zul are known for being born with two very distinct features.  The first being a long life span in which they maintain a youthful appearance, only showing signs of aging during the last quarter of their lives.  The second a natural affinity with languages their mind able to comprehend all spoken and written word as if they were living ciphers due to a unique psionic mutation.  It was only the first trait that appealed to Shadivian Steelgrave after the Terminus came.  With no enemies to oppose the Lor the military was nowhere near qualified to handle the unified front of the combat drones that swept their world.  The Lor were crushed and in the end there was only the Terminus.
 
Life as a conquered slave with the Hundred Worlds was far different for the Lor.  Gone from Spacemen to cavemen one had to let a piece of himself die just to survive.  In Nihilor only the strong survive.  And what she lacked in physical might, Yvejskrujanharbh'aar made up for with sheer willpower and luck.  Engaging in brutal gladiatorial fights until she scrapped by on top of her opposition.  Her prize?  Her mind was torn asunder as she underwent the unspeakable acts that defined the Omegadrone conditioning.  Brainwashed by the Omegadrone conditioning Yvejskrujanharbh'aar had long faded she was merely a servant of Omega.
 
Many people remember the Terminus Invasion of 1993 differently.  Most of those memories are not looked back on too fondly.  But for Yvejskrujanharbh'aar it was her first real memory since her first shot at life had ended.  As one of those very invaders, she found herself barely clinging to life by the time the battle had come to a close.  Her armor was skewered onto a steel rod at her abdomen.  Recovered by AEGIS field agents, she was given medical treatment as the organization wasn't out to just let people die.  Even those part of a foreign invasion force.  Of course if it brought about the opportunity to learn more about the Terminus forces more power to them.
 
It took a think tank of the top AEGIS psychologists and doctors to match Daedalus efforts in deprogramming the Omegadrone conditioning.  They even crafted a new identity for her to live, monitored by a field agent, just outside of their Baltimore offices.  Yvejskrujanharbh'aar or Yves as she had now come to be known just had to agree to surrender her armor to them as well as acting as a consultant whenever the need struck the agency.  
 
When Dr. Doris Volk joined AEGIS in 1997 amongst the many projects she pursued was the development of MAX series Power Armors.  Shorty after completing the designs on the Super-Max armor Dr. Volk had already begun considering the process for advancing upon her design.  Searching through old AEGIS files for inspiration Dr. Volk eventually came to learn about the deal AEGIS made with Yves.  It took a decade to combine the technology of the Omegadrone with that of a SUPER MAX armor creating the first flight capable power armor, far before the distinctly more well known models used by Subjects V and V2.  The most problematic bit of integration was that the armor's neural interface would only respond to the armor's previous pilot, Yves.  
 
It was originally  designed to reinforce the Omegadrone conditioning and improve Nihilor's Mixed Murder Arts by recording combat data and aiding the pilot adapt in all situations.  Dr. Volk's attempts of repurposing the interface to aid field agents in saving lives could not completely overcome the fact that only a mind whom had gone through Steelgrave's brainwashing was the only one capable of conceptualizing such an idea.  So she requested Yves assistance in improving the combat data of the interface as Dr. Volk attempted to overcome the flaw in the design.  An offer that went through a very long series of refusals before Yves finally relented with some trepidation.  Spending weekends as a test pilot for the tongue in cheekily named MEGA-MAX armor.
 
Breaking away from the training simulation when the armor caught the transmission of a nearby alarm system in which a shoe store was being robbed by three heavily armed men.  Within the comfort of her armor she was able to easily able to deal with the crooks.  Disappearing before AEGIS latest line in experimental technology could be shaken.  Upon her return she wasn't admonished for taking off with government property as she expected.  Instead there was a congratulatory fanfare and applause and she was offered a real job with the agency.  After weighing her options and the sense of satisfaction that came with actually doing something good with the armor she took the job.
 
In her personal life, Yves and her handler had wed some years back.  Together they were raising three girls from his first marriage.   Although at this point the eldest was studying at FCU, so the children did not exactly outnumber the parents in the household.  Eventually the Zermeños requested a change in duty station from Baltimore to Freedom City.  Marking her return to the city after 20 years as the armored hero Argonaut.
 
Personality & Motivation
Yves may not have been quite herself when she worked as a soldier of Omega.  But she remembers every waking minute of that nightmare.  Every slash, every stab, every atrocity committed in the name of the Lord of the Terminus.  She tries not to let it weigh on her conscious too much and for the most part succeeds with bravado and gumption, but the memory is always there gnawing at the back of her head.  Despite that one would be hard pressed to find her without a smile on her face.  Whether it is forced or not.

Outwardly confident and upbeat she works hard at covering up her own insecurities of not being qualified for being a 'hero' due to her past a Terminus soldier.  Despite the fact that AEGIS already has a solid history of working with reformed criminals.  Yves is very good at seeing through people's intentions.  Above all else, she feels as if she has seen enough death in her lifetime and will go through absurd lengths to try and save everyone she can even if it cost her her own.  
 
She's willing to talk her opponents half to death before fighting.  Taunting and teasing them with veiled threats.  Feeling the dance of a fight within the armor almost therapeutic when not used to try and conquer a world.  In her daily life, Yves can be downright domestic.  Attempting to portray the image of a perfect mom next door type, Yves admittedly falls back on a predatory stare to get the kids in line from time to time.  An act that extends to how she deals with criminals, although they can't very well see it from beneath the helmet.  
 
Powers & Tactics:
Yves relies on the Argonaut armor to do all her heavy lifting.  Even with her now rusty training in the mixed murder arts, she.  The Power Pike was smelted down into the right arm of the armor, making the suit give up range for a protruding blast blade.  However, Yves replaced her power pike proper (AEGIS conveniently had plenty to spare) after a mission to Australia in which she met the Omegadrone Steven Murdock, otherwise known as Harrier, in which they did combat with yet another Omegadrone.  Her new Power Pike is stored within the chamber underneath the shield.  Preferring to use her Power Pike at a distance, Yves will pelt away at her foes with the cosmic energies of the Terminus contained in the blade.  If need be she can close the distance and strike at her foes with the actual blade itself or the blunt end if wishing to spare them suffering.
 
The armor contains tiny nanofibers that are far stronger than human muscle fibers of equal size.  The tiny nano muscles allow her to perform feats of strength above what is humanly possible.  The neural interface allows her to react with split second timing with the armor actually acting semi autonomously for its best interest at times.  When not in use the Omegadrone armor is stored as a briefcase looking object.



Complications:
Astronauts vs Cavemen:  A long time ago Yves was part of a very advanced civilization before the long arduous road to settling into society on earth.  Working modern technology has been very very backwards for her.  And even after two decades she still has her hang ups.
Duty:  Yves is given a lot of autonomy as her identity as Argonaut.  Mostly because any superheroics she pursues is still useful for data gathering purposes.  But she still is an AEGIS agent and as such does still have certain obligations expected of her.
Judge Not:  The Argonaut armor may have gone through a color swap, it may have lost the wings, it may even have an AEGIS emblem on the breastplate.  But it is still unmistakable as being an Omegadrone armor.  Local law enforcement or over enthusiastic civilians may not take kindly on that and begin firing upon her.
On the Job Training:  Yves doesn't have any semblance of proper training, not counting what she underwent over two decades ago as an Omegadrone.  Not handling every situation by the book isn't an outright concern, not knowing the book at all can be another matter entirely.
PTSD: Too much stress can occasionally drive Yves into a panic attack.  Whereas she's not likely to be frightened by much the very idea of walking around in her former metallic prison strikes too close to home on occasion.  Needing her to reel herself back in.
Responsibility:  As a proud mother of three kids adopted from her widowed husband, Yves seeks to provide the best life she can for her kids.
Wait a Minute!:  The neural interface on the Argonaut armor is programmed with Yves former Omegadrone conditioning.  As such when moving to avoid an attack, it may occasionally take the helm and try to move in such a manner that it finds efficient that Yves does not agree with.  For example the armor attempting to dodge an oncoming attack that Yves wanted to take on so an innocent bystander doesn't instead get hit. 


Abilities: 2 + 2 + 2 + 6 + 4 + 0 = 16PP
Strength: 12/22 (+1/+6)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 16(+3)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 10 + 12 = 22PP
Initiative: +1
Attack: +5 Base, +6 Ranged, +6 Base in Armor, +7 Ranged in Armor, +9 Terminus Blast
Grapple: +6 (Outside of Armor), +13 (Inside of Armor)
Defense: +8 (+6 Base, +2 Shield), +3 Flat-Footed
Knockback: 0 (Outside of Armor), -7 (Inside of Armor)


Saving Throws: 4 + 0 + 4 = 8PP
Toughness: +8 (+1 Con, +7 Armor, 7 Impervious)
Fortitude: +5 (+1 Con, +4)
Reflex: +1 (+1 Dex)
Will: +6 (+2 Wis, +4)


Skills: 40R = 10PP
Intimidate 10 (+10)
Knowledge (Cosmology) 2 (+5)
Knowledge (Galactic Lore) 7 (+10)
Notice 8 (+10)
Sense Motive 13 (+15)

Feats: 3PP

Attack Focus (Ranged)
Benefit  (AEGIS Rank)
Startle


Powers: 6 + 14 + 42 + 1  + 1= 64PP
 
Comprehend 3 ( Languages [Read All, Speak All, Understand All] ) [6PP]
 

Device 4 ( 20PP Container; Feats: Restricted to Omegadrones, Subtle; Flaws: Easy-To-Lose [14PP] (Power Pike)

Concealment 2 ( Normal Sight; Flaw: Passive [2PP]

BP: Damage 7 ( Extra: Ranged; Feats: Accurate, Alternate Power 1 Incurable )  (Blast) [17PP]
AP: Damage 4 ( Extra: Penetrating; Feats: Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Precise, Split Attack  {16/16} (Strike)

 

Device 11 ( 55PP Container, Feat: Restricted to Omegadrones; Flaws: Hard-To-Lose; Drawbacks: Vulnerability [Magnetism; Uncommon, Minor -1], Vulnerability [Electricity, Common, Minor -2] ) [42PP] (MEGA-MAX Armor MK I)

Communication 4 ( Radio; 1 Mile ) [4PP]
Enhanced Attack Bonus 1 [2PP]

Enhanced Defense Bonus 2 ( Feat: Dedicated Dodge; Flaw: Duration [sustained] [3PP] (Shield)
Enhanced Strength 10 (Nanomuscles) [10PP]
Flight 3 ( 50mph, 500 ft./rnd [6PP] (Jet Boots)
Immunity 9 ( Life Support [9PP]
Protection 7 ( Extra: Impervious [14PP]
Super-Senses 3 ( Darkvision, Radio ) [3PP]
Super-Strength 2 ( 32 effective STR, Heavy Load=2.1k lbs. ) (Nanomuscles) [4PP]


 
Feature ( Temporal Inertia ) [1PP]
 
Immunity ( Aging; Flaw: Limited to Half-Effect ) [1PP]
 
 
Drawbacks: 


[table]DC Block

ATTACKRANGESAVEEFFECT
UnarmedTouchDC16/21 ToughnessDamage (Physical)
BlastRangedDC22 ToughnessDamage (Cosmic/Entropy)
Strike10' TouchDC20*/25 ToughnessDamage (Piercing)
[/table]
*DC out of Armor

Totals: Abilities (16) + Combat (22) + Saving Throws (8) + Skills (10) + Feats (3) + Powers (64) - Drawbacks (0) = 123/123 Power Points

 

SUNK BY SUPERCAPE

 

Glamazon

 

+2 STR (28 Total)

+2 CON (28 Total) 

+4 Will (+8 Total) 

+1 Attack (+9 Total Base) 

+1 Defense (+5 Total Base) 

Impervious Gained Limited [Not Versus Electricity and Heat/Fire] Flaw

Lethal Weakness to [Extreme Heat] added 

Vulnerability to Electricity reduced to Minor

Gained a Vulnerability to Desiccation Attacks

Swimming Raised to 10

Speed Raised to 6

Picked up Groundstrike on Super-Strength 

Super-Strength raised to 7

Picked up Interpose

11 out of 11 unspent PP spent

Clarified what her mother's name and said mother's relation to Theseus.

 

Player Name: HG Morrison

Character Name: Glamazon
Power Level: 9 131/131PP
Trade-Offs: -2 Defense, +2 Toughness
Unspent Power Points: 1
Progress To Silver Status: 26/60 (Bronze Status earned with >Foreshadow II)

In Brief: Atlantean Demigoddess trying to punch her way through

Alternate Identity: Thaelia
Identity: Public
Birthplace: Atlantis
Occupation: Student (Claremont Academy)
Affiliations: Atlantean Royal Family, The Olympians
Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin)

Description:
Age: 17 (DoB: January 03, 1997)
Gender: Female
Ethnicity: Atlantean
Height: 6'0
Weight: 165 lbs.
Eyes: Blue
Hair: Black

Thaelia is a muscular teenage girl with raven black neatly kept hair and soft blue eyes that always give the feeling of an ocean's view.  A stern expression is frequently adorned upon her face when not frequented by a smile.  Her costume is actually a formal toga styled dress topped off with bits and pieces of old decorated Atlantean battle armor and mesh-wear.  Coupled with some jade colored scaled leggings under her dress for modesty and convenience. The attire doesn't offer the girl any added protection that her flesh doesn't already give but she simply likes how it appears.

Glamazon.png


Power Descriptions:


History:
When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well.  Her mother, the younger sister to Theseus, Despina.  Apparently Despina had been killed by surface dwellers, and the Greco-Roman Sea God whom she spent her last moments with had used the last of his summoned power before returning to Olympus to transport the child and send the Atlantean Royal home . However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece and princess of Atlantis far as actual status was concerned.

Growing up Thaelia was always known as a bit of a troublemaker, her recklessness leading to multiple incidents. Including one event in which ended with a pillar crashing through a public library. Hoping to instill a sense of discipline into the girl, Theseus had military officers teach her how to wield a blade running combat drills every day. Not that it prevented her from running wild, just skewed her focus to picking fights with barbarians. Occasionally needing to be rescued from overestimating herself. An experience she much preferred to culture and diplomacy lessons.

When Thaelia came to sixteen years of age, Theseus invited her to accompany to a ball being held in Freedom City. They would be acting as emissaries for Atlantis rubbing elbows with local politicians and strengthen the sometimes tenuous relationship sea had with the surface. At least that was the plan. But, even being accompanied by her land-faring cousin and custom tailored cocktail dress would not add to the lack of comfort levels at the social function.

As curious as she was to see the surface world that Nereid often spoke of, Thaelia had never been one for formal events. Sneaking out during the ball she was able to catch sight of a driver falling asleep behind the wheel of a 16 wheeler and losing control heading straight towards a scared little girl in the center of the road. Before the thoughts could even form in her head, Thaelia simply reacted leaping forward directly in front of the girl and stopping the truck head on. Her heels dug into the road, dress collecting more dirt than it had ever seen in its life, and the smell of rubber filled the air. Of course the only thing that mattered to Thaelia was that the girl was alright at the end. The next day the event became a spectacle. One which was deemed a media hit as the press dubbed the youth 'The Glamazon', a name that she wasn't too fond of. Images of Thaelia stopping the truck in a cocktail dress and heels flooding papers and news stations.

Theseus simply found the event amusing noting that she should probably wear more practical footwear on any other outings. The family chose not to publicly comment on the matter. The king did take it upon himself make arrangements for Thaelia much like he once did with his own daughter to attend Claremont and learn to better use her ever growing abilities under their direct supervision. Much to the girl's delight.

Personality & Motivation:
Abrasive, headstrong, and very driven to call her a people person couldn't be further from the truth. Short on impulse control, she's never lacking in hubris. Suffice to say she can be insufferable to be around at times. Despite the hard outer shell and more difficult habits, Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety. She has no personal obligation to help others. No dark past brim with emotional scars. In fact she could leave Claremont tomorrow and return to a life of comfort and the occasional tabloid photo.

A thought that would never cross her mind. As the one thing driving her forward, an unshakable integrity and belief in doing the right thing simply because it's the right thing, is etched so deeply into her being. A very opinionated girl for her age, if Thaelia has a thought on a matter anyone in earshot will soon be privy to it. Regardless of whether they wanted to or not. A trait she shares with her cousin. Making friends has never been an easy matter for her and she tends to push people away out of fear of letting people in.

Powers & Tactics:
Thaelia isn't one to fight all that gracefully preferring straightforward brutality when it comes to matters of the fist.  It doesn't change the fact that she has been trained since her youth by members of the Atlantean military and can adapt to any weapon placed in her hands.  And those who take her lightly should remember that she is superhumanly strong.  When sufficiently pushed she’ll prove herself her father’s scion and use her strength to create miniature earthquakes.

As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, her body more sturdy.  That’s if her opponents can injure her in the first place. And with each passing day her connection to the sea grows.  Although such gifts do come with a price and as such her anatomical makeup rife conducts electricity far easier than the human body resulting in a weakening of her otherwise impressive resistance.  Thaelia is far more susceptible to dehydration than humans with a physiology that caters to a seabound lifestyle.



Complications:
Competitive:  Thaelia strives to win any contest she is in, regardless of the nature of the contest, and regardless of whether or not she has any chance of winning.  Which wouldn't be an issue for the fact that she is also incapable of turning down a challenge which can easily play into a villain's hands. 
 
Diplomatic Responsibility: Thaelia isn't free to act as she pleases considering any bit of collateral damage she causes would be a reflection on Atlantis. At all times her role as an ambassador should be in the back of her mind.

Enemies: Atlantean Barbarians and those looking to claim the throne aren't the fondest fans of anyone in the royal family.  Furthermore there are plenty of people who could make use of the ichor that flows through her veins for nefarious magical purposes.  The girl herself could become a mystic's last ingredient in some sort of spell.

Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family.  Although the Pact should give her room to breathe as her divine family cannot directly interfere in mortal affairs that doesn't mean there aren't ways for them to provide trouble.  

Fish out of Water: To say that the surface world isn't a bit of a culture shock would be a bit of an understatement.  There is still a general divide with her understanding life on the Surface.
 
Honor Bound:  Thaelia's code of honor governs her decision making process and is further reinforced by an inherent sense of self-confidence.  Outright refusing to participate in actions that go against that code of honor.  Placing proper reason before it, which can come to conflict with her allies in the fight against evil.
 
Impulsive:   Thaelia is quick to act even when it is in her best interest to sit back and think things through.  Without the influence of her more level headed friends she could easily leap before looking ending with her getting over her head into trouble.

 

Quick Tempered: Thaelia is quick to lose her patience over seemingly small problems.   A trait shared not only with many other Atlanteans but her divine parentage.

 

Responsibility: Being enrolled in Claremont comes with the unfortunate implication that Thaelia needs to actually attend her classes.  As well as other studentlike problems.


Abilities: 18 + 2 + 18 + 4 + 2 + 0 = 44PP
Strength: 28 (+9)
Dexterity: 12 (+1)
Constitution: 28 (+9)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)


Combat: 16 + 10 = 28PP
Initiative: +1
Attack: +9 Base
Grapple: +18/+25 (Super-Strength)
Defense: +7 (+5 Base, +2 Dodge Focus), +3 Flat-Footed
Knockback: -9


Saving Throws: 3 + 7 = 10PP
Toughness: +11 (+9 Con, +2 Protection, 8 Impervious)
Fortitude: +9 (+9 Con, +0)
Reflex: +4 (+1 Dex, +3)
Will: +8 (+1 Wis, +7)


Skills: 32R = 8PP
Acrobatics 4 (+5)
Diplomacy 5 (+5)
Intimidate 5 (+5)
Knowledge (Arcane Lore) 3 (+5)
Language 3 (Atlantean [Native], English, Greek, Latin)
Perform (Singing) 5 (+5)
Ride 4 (+5)
Swimming 3 (+12)
 
Feats: 7PP
Benefit (Status [Atlantean Royal])
Dodge Focus 2
Environmental Adaptation (Aquatic)
Favored Environment (Underwater)

Interpose

Power Attack
 
Powers: 3 + 4 + 2 + 5 + 2 + 3 + 15 + 11 = 43PP

 

 

Immunity 3 (Cold, Pressure, Suffocation [Drowning] ) [3PP]

Impervious Toughness 8 ( Flaw: Limited [Not versus Electricity or Heat/Fire Effects] )  [4PP]

Protection 2 [2PP]

Regeneration 10 (Bruised 3/No Action, Injured 3/1 Minute, Staggered 4/1 Round; Flaws: Source [Water] ) [5PP]

 

Super Senses 3 (Low Light Vision, Counters Illusion [Vision][3PP]
 
Super Strength 7 (Effective lifting STR 63, Heavy Load=76.8 Tons; Feat: Groundstrike ) [15PP]

 

Swimming 10 ( 2500 mph, 25000 ft./rnd; Feat: Alternate Power 1 ) [11]

Speed 6 ( 500 mph, 5000 ft./rnd ) + Leaping 4 ( Jumping Distance x25 [Running Jump 475', Standing Jump 237', High Jump 118' [6+4]={10/10}

 

Drawbacks: -5 - 2 - 2 = -9PP

Weakness (Extreme Heat; Common, Major [-1 all physical ability scores], per 5 minutes, potentially lethal )  [-5PP] 

Vulnerability ( Desiccation Attacks; Uncommon, Moderate [DC x1.5] [-2PP]

Vulnerability ( Electricity; Uncommon, Moderate [DC +1] [-2PP]

 

 

 

[table]

DC Block

ATTACKRANGESAVEEFFECT
TouchDC24    Toughness (Staged)Damage (Physical)[/table]

 

Totals: Abilities (44) + Combat (28) + Saving Throws (10) + Skills (8) + Feats (7) + Powers (43) - Drawbacks (9) = 131/131 Power Points

Edited by Supercape
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  • 2 weeks later...

RECONSTRUCTED BY THEVSHI

 

In light of Stronghold's tendency to collect surprise attacks...
 
Stronghold
Switch out her Defensive Roll feat for Uncanny Dodge.  
Spend 4 PP on the Orange Ring of the Protective Builder, to bring up her Impervious Force Field to 5, and use the remaining 'point' left over from that to add a rank of Impervious to her 'natural' toughness.

 

New build for the Orange Ring:

 

Device 11

 (Orange Ring of the Protective Builder; Desciptors: Holy, Magic, Earth; Flaws: Hard To Lose) [48PP]

Burrowing 4 (10MPH) [4PP]
Flight 2 (25 MPH) [4PP]
Enhanced Strength 4 (to 18/+4) [4PP]
Enhanced Feats 2 (Quick Change 2)
Immunity 9 (Life Support) [9PP]
Impervious Force Field 5 (Costume) [10PP]

Impervious 1 [1PP] 
Super-Strength 1 (Effective Lifting Strength: 23, Max Carrying Capacity: 1,200lbs)
Shield 3 (Making constructs) [3PP]

Active Powers 7 (15PP Array; Feats Alternate Power 3, Accurate 2) [21PP]

Base Power: Create Object 7 (Force Constructs, 7 5-foot cubes, Toughness +7, 10 70-foot range increments/700ft Max Range; Feats: Precise) [15PP]
Alternate Power: Create Object 5 (Rock Constructs, 5 5-foot cubes, Toughness +5, 10 50-foot range increments/500ft Max Range; Extras: Duration (Continuous)) [15PP]
Alternate Power: Blast 7 (Flinging Constructs, +7 Damage bonus, 10 70-foot range increments/700ft Max Range; Feats: Indirect) [15PP]
Alternate Power: Snare 7 (Construct Bindings, +7 Reflex difficulty, 10 70-foot range increments/700ft Max Range; Feats: Reversible)[15PP]

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  • 2 weeks later...

MISS-CON-GRUED by GIZMO

 

Add Additional Limbs linked to Grue Nature.

 

Alternative Power: Additional Limbs 3 (up to 5 limbs, Grapple +3 Feats: Improved Grapple), Elogation 9 (2,500 ft reach, 90 ft range inc. Grapple & Escape +9 Extra: Duration (Continous))

 

Also raise Mind reading to unnoticable.

 

Player Name: Tiffany Korta

Character Name: “Miss Grueâ€

Power Level: 10 (153/157PP)

Trade-Offs: None

Unspent Power Points: 4

Progress To Platinum Status: 7/120

In Brief: A teenage rogue Grue who is enjoying everything that Earth has to offer.

Alternate Identity: Daphne Celeste

Identity: Secret

Birthplace: Deep Space

Occupation: Student at Burroughs Community College

Affiliations: None

Family: Meta-Mind (Gene father, distant), Mother Unit

Description:

Age: 16 (DoB: 199)

Gender: None, has chosen female form

Ethnicity: Grue, appears Latina

Height: 5’5†as Daphne

Weight: 120 lbs as Daphne

Eyes: White normally, Brown as Daphne

Hair: Black

a4ig.jpg
In her natural form Daphne appears mostly as a typical member of her species though her years travelling through space and her unusual “upbringing†have made a few changes. Even in her Grue forms she appears as a though a teenage girl, her Mother Unit always wanted a daughter, and she keeps her long black hair. Whilst she can assume the "natural" Grue form it's not what she considers normal and if her powers are ever neutralized she defaults to her teenage Grue form.

In her normal disguise of Daphne she has constructed the identity of what she considers the typical American teenager. Unfortunately as all she has known is from teen drama; she looks like she has stepped from hours of make-up and wardrobe. She still hasn’t quite worked out why her “average†looks seem to draw her so much attention.

Daphe costume is the jumpsuit that was store in the ship as the normal uniform of Grue troopers, designed to shift and alter with the Grue own shapechanging ability. With a little help from Mother Unit she has altered the jumpsuit to better suit her needs. It now appears as a mostly white Jumpsuit with black around the arms and legs with a three pronged star on the chest.

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In her natural form Mother Unit is a large oval spheroid around the size of a small car with a silver yet un-reflective skin. The interior consists of just a crash couch and a bank of monitors whilst the inner working, anti-grav warp drive etc, a located in a small pocket dimension. Mother Unit herself is a cube of mat black material around 12 ft (4 m) in size. The ship has currently been carefully hidden away for the time when she is needed, though Daphne visits it daily just to say hi.

 

 

 

Power Descriptions:

As her genetic material is that of a Grue she has been geneneered with all the normal abilities of telepathy and shapeshifting. However as her experience in her shapeshifting is limited she cannot do the full range of abilities, instead she has learned a number of trick’s that she can do with her body. Her exposure to cosmic ray's have somehow allowed her to make her body porous to all wavelengths of light. This allows her to either blend into the background or even become insubstantial.

History:

The history of Daphne start’s, like many Grue, with one of their many attempts of conquest’s of the Orion-Cygnus Arm of the Milky Way. The Grue ship carrying a number of birthing pod’s was attacked and destroyed in Deep Space scattering it’s cargo to the four (solar) winds. Mother Unit wasn’t activated at the time so neither knew who their assailants were, though this area of space is under the protection of the Lor. Daphne was designated as an infiltration unit and her birthing pod primary mission was to gather information on the target to allow the Grue inside to better infiltrate the targeted civilization, as well as educate them on the basic’s of Grue culture.

Damaged in the assault the birthing pod still managed to lock onto a Grue signal and began to make it’s way towards the signal at it’s best speed. As it travelled it attempted to repair it primary databank’s using the information provided in the signal. However in this state it mistook the local broadcast’s for part of the Grue data transmission so began to incorporate them into the educational database.

So Daphne was raised on the transmission beamed into space from Earth thinking for all the worlds that this was the culture that she had to integrate with and learn it’s way as well as learn important lesson about how best to live her life.

Being so far from any other Grue Daphne was never linked to the Grue collective and developed independently from the baleful influence of the Meta-Mind. Also Mother Unit shielding was damaged and Daphne was exposed to extra Cosmic radiation which altered her body structure allowing her to alter it’s density and solidness.

Somehow the Pod, who for the last sixteen year insisted Daphne called it Mother Unit, managed to land outside Freedom City without detection. With Mother Unit’s highly advanced computer skill they carefully constructed identity sure to fit into normal society. The Grue teen, possible the first of her kind, enrolled in the Burrough’s Community College to better learn about this wonderful planet that was now her home. She is planning to surprise her "Uncle" Pseudo with a visit but she wants to surprise him and prove that she could get herself settled into her new life all by herself.

And there was no doubt that she would use her natural abilities to help defend the people of her home, that was naturally what people did when they were gifted with such things. It helped that she enjoyed helping people so much, it didn’t seem so much as challenge as the educational database made it out to be.

Personality & Motivation:

Daphne strides through the world with a wide eyed wonder at all the amazing things that she sees. She knows that there is injustice and inequality in the world but she believe that if everyone could just sit down and talk thing out people could sort all this out.

Even in the darkest of time she keeps her optimism that things will work out for the best and will never give up when situation get dire.

Powers & Tactics:

In her enthusiasm Daphne tend to go off half cocked spending no time assessing the situation instead rushing into danger to try and help people as quickly as she can. She will attempted to use her limited form of shifting abilities to best cope with the situation in hand.

Complications:

Grue are you? Daphne knowledge off her own species is based on a very damaged copy of the original database contained in Mother Unit. As such she know almost nothing, apart from the media’s portrayal of them, about her own species.

Grue the looking glass Almost all of Daphne’s knowledge about Earth come from humanities broadcasts into space. As such her knowledge is slightly skewed and she expect life to behave just how she had experience thing from watching television and movies.

Hide and Grue Daphne know that as a Superhero it is her duty to preserve her secret identity to protect her love one. Not that her strange habit’s make this easy sometimes.

Grue the best Daphne is a natural optimist and naive and tend to natural assume that people are telling her the truth. Even when all evidence should be telling her the exact opposite.

Congrueity: Shapeshifters and Grue especially are feared and hated by a majority of citizens of Freedom City. Daphne feel that this is just a massive misunderstanding and everything would be fine if only she could explain things to them.

Mothering Grue: During her time in space the birthing Unit, now calling herself Mother Unit, has gained some unusual habit's based on the broadcasts she has monitored. She considers herself Daphne's literal mother and occasional will intervene of she consider that her daughter has been placed in to much danger. The GM can take control of Mother Unit to try and influence Daphne's actions or even attempt to stop her acting.


Abilities: 4 + 0 + 4 + 2 + 2 + 6 = 18PP

Strength: 14/301,2 (+2/+10)

Dexterity: 10 (+0)

Constitution: 14/22 (+2/+6)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 16 (+3)

1 - Growth, 2 - Increased Density

Combat: 10 + 12 = 22PP

Initiative: +4

Attack: Normal +5 base +10 unarmed

Growth +3 base +8 unarmed

Dense +5 base +10 unarmed

Shrunk +7 base +12 unarmed

Grapple: Normal +8 Grown +22 Dense +18 Shrunk +0

Defense: Normal/Dense +10 (+6 base +4 Dodge Focus) +3 Flat-Footed

Grown +8 (+6 Base +4 Dodge Focus -2 Size) +2 Flat-Footed

Shrunk +12 (+6 Base, +4 Dodge Focus, +2 Size) +4 Flat-Footed

Knockback: Normal -3 Growth -13 Dense -9 Shrunk -1

Saving Throws: 6 + 7 + 7 = 20PP

Toughness: +6/+10 (+2 Con, + 4 Protection, +4 Growth/Density [impervious 4])

Fortitude: +8/+12 (+2/+6 Con, +6)

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

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

Skills: 40R = 10PP

Concentration 12 (+13)

Diplomacy 2 (+5)

Gather Information 3 (+6)

Knowledge (Popular Culture) 8 (+9)

Language 3 (Grue [Native], English, Spanish, Galactic)

Notice 6 (+7)

Search 6 (+7)

Feats: 23PP

Attack Focus (melee)

Attack Specialization 2 (Unarmed Attack)

Dodge Focus 4

Equipment (>Birthing Unit) 10

Fearless

Improved Initiative

Minion (>Mother Unit) 3

Second Chance (Concentrate)

Powers: 4 + 4 + 4 + 29 + 9 + 8 + 4 = 62PP

Communication 4 (Telepathy, 1 mile) [4PP]

Comprehend 2 (Languages Speak and Understand) [4 PP]

Concealment 4 (all visual senses Flaw: Blending) [4PP]

Grue Nature 12 (24 PP, Feats: Alternative Power 4) [29PP]

Base Power: Insubstantial 4 (Incoporeal) [20PP] and Flight 2 (speed 25mph, 220 ft/rnd) [4PP] [24PP]

Alternative Power: Additional Limbs 3 (up to 5 limbs, Grapple +3 Feats: Improved Grapple), Elogation 9 (2,500 ft reach, 90 ft range inc. Grapple & Escape +9 Extra: Duration (Continous))

Alternative Power: Density 8 (+16 Str, +4 Tou, Weight x5 (600 lbs), Immovable 2, Super-Strength 2 (3 tns)) [24PP]

Alternative Power: Growth 8 (+ 16 Str, +8 Con, +2 Size (15 ft)) [24PP]

Alternative Power: Morph 8 (Any form, +40 Disguise) [24PP]

Alternative Power: Shrinking 11 (-2 Size (2 ft, 8 lbs), Grapple -8, +8 Stealth, Intimidate -4 Extra: Normal Strength Feats: Normal Movement, Normal Toughness) [24PP]

Immunity 9 (Life Support) [9PP]

Mind Reading 12 (Flaw: Range 1 (Ranged); Feat: Subtle 2 (Unnoticable) [8PP]

Protection 4 [4PP]

DC Block

ATTACK          ATT RANGE SAVE          EFFECT

Unarmed (basic) +10 Touch DC 17 Toughness (Staged) Damage Physical

Unarmed (density) +10 Touch DC 25 Toughness (Staged) Damage Physical

Unarmed (growth) +8 Touch DC 25 Toughness (Staged) Damage Physical

Unarmed (shrinking) +12 Touch DC 17 Toughness (Staged) Damage Physical

Mind Reading +10 Touch DC 22 Willpower          Read mind

Totals: Abilities (18) + Combat (22) + Saving Throws (20) + Skills (10) + Feats (23) + Powers (62) - Drawbacks (0) = 155/157 Power Points

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TELEPATHICALLY LINKED by GIZMO
 

Thoughtspeed
 
Right! Finally working on updating those characters who aren't maxed out.
Short version:
-Updated numbers for Pl and such.
-Upped ranks in Search and Sleight of Hand by 2 apiece, bringing the skill *ranks* for both up to 8.
-Gave him 1 rank of Takedown Attack in Feats, noting the increase when he activates part of his Blades Array.
-Gave him 1 more rank of Quickness and Speed apiece.
-Gave him 1 more rank of Communication, and also gave it the Affects Others extra, so that anyone he's "connected" to can communicate with anyone else he's "connected" to without Will himself having to repeat/relay the message. 
 
Here's a copy-paste of the whole sheet (also found >here):


Player Name: KnightDisciple
Character Name: Thoughtspeed
Power Level: 11 160/160PP
Effective Power Level: 8 (Shifted)
Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness
Unspent Power Points: 0
Progress To Platinum Status: 10/120 (Gold Status earned with Gabriel)

In Brief: Son of a time controller and a psychic, Thoughtspeed uses his strength of will to harness kinetic energy to move faster and fight harder, all for the cause of good (and impressing the ladies)!

Alternate Identity: William Cline
Identity: Secret
Birthplace:
Occupation: Claremont Student, Superhero-in-Training
Affiliations: Claremont
Family: Richard Cline "Fast-Forward" (Father); Paige Cline "Hologram" (Mother); Anne Cline "Clock Queen" (Paternal Grandmother); Holly Cline (Younger Sister)

Description:
Age: 16 (DoB: October 1997)
Gender: Male
Ethnicity: Caucasion/Jewish mix
Height: 5'10"
Weight: 160 lbs
Eyes: Dark Brown (Normal), Dark Green (Powers Active)
Hair: Black

William's built lean; between his super-metabolism and his natural inclinations to work on endurance and flexibility, he doesn't cut a large figure. That said, he's clearly in excellent condition and well-toned, showing a natural, organic athleticism. His dark hair is kept fairly short, but just long enough it can get a bit tousled in the wind when he runs (just as planned!). His skin has a healthy tan, born from a lot of outdoor runs. His eyes often dance with barely restrained mischief, when they aren't glowing green with the use of his powers. William tends to dress fashionably but comfortably, in clothes that one could comfortably run in.

Thoughtspeed's outfit is made up of morphic molecules engineered to resist high-speed frictions, though not enough to help in an actual fight. Still, it comes out as a decently thick suit of flexible, breathable material that is nonetheless decently more substantial than, say, spandex. The primary color of the suit is a slightly glossy black. Starting at the shoulders (front and back) and running down the right and left sides of his suit are lines of dark green (about 2 inches wide) that trace their way down his legs (the lines thin to about 1 inch past his waist) all the way to his ankles, where it makes a circle around the ankle, thus joining the front and rear lines. Another set of similar lines go down the middle of the outside arm section, ending in circles at his wrists; his elbows and knees have slightly thicker circles, while a large loop circles his waist like a belt. When he's using his powers more actively (OOC: Faster than Speed 2 or Quickness 1, using any of the Super-Movement powers, or using his Kinetic Blades Array), bleed-off psycho-kinetic energy goes into the costume, causing the lines to glow a somewhat brighter green. His feet are clad in hybrid shoes, with a tread somewhere between "hiking boots" and "track shoes", giving him flexibility, traction, and comfort. Finally, a thin "metallic" helmet unfolds over his head when the costume is active (though he can will it to retract independently); this helmet encapsulates his head, including a one-way visor that obscures his face but lets him see clearly. The helmet has several subtle air vents to allow comfortable breathing and preventing heat buildup, and has thin lines curving around the sides to connect to the lines on his suit's shoulders (the helmet's lines also glow when his powers ramp up). A simple domino mask is underneath the helmet, as a nod to his secret identity without being too complicated.

Power Descriptions:
While Fast-Forward's powers allow him to harness chronal energy to warp space-time (mainly time), and his mother can project powerful illusions, Thoughtspeed's powers are more internally focused. His body is able to generate and harness notably more kinetic energy than usual, all controlled by his formidable will (or sheer teenage stubbornness, according to his mother).
Thus, he can charge his body with kinetic energy to move many times the speed of sound, even across water or up buildings. However, his precision control is much lower, meaning he cannot accomplish fine tasks with the same level of speed (though he can still accomplish things faster than humanly possible).
This same usage of kinetic energy means that, within a certain distance, he has an innate spatial sense that allows him to navigate in complete darkness, using his mind to interpret the "bounce-back" his whole body is picking up. That this makes him difficult to catch unawares is an added benefit.
Finally, he can mold the kinetic energy he generates into semi-tangible constructs, which he shapes into various hand-held melee weapons. He can alter the properties of the blades somewhat, though he cannot do everything at once with them, forcing him to decide on his mode of attack.
William's inheritance from his mother is still developing; while he can set up a team-wide telepathic link, the range is poor enough he runs the risk of casually zipping out of range in the blink of an eye, leaving everyone suddenly isolated again.
Thoughtspeed is also able to use his mental and kinetic powers to warp and blur the light around his body, as well as generating some basic, low-level holographs, that he becomes invisible to the naked or assisted eye. Of course, he still needs to rely on his own caution and skill to move undetected to the ear or other, more exotic senses. The same field can be turned outward, generating a massive burst of blinding green light; the downside is that it's an indiscriminate burst (risking blinding fellow heroes if he's not careful), and it takes him several seconds to build up to it.

History:
William didn't come into the world until his parents had left behind villainy for several years. They were older and at least somewhat wiser. And those early years had been great; just him, Mom, and Dad, nothing but good times. Several early years were spent living in an RV, and how cool is that? Totally cool. He saw a lot of pretty neat in those traveling years. 
They came back to Freedom City for a bit, he learned he was getting a new baby sister, and his Mom got really weird for a while. She was a LOT snappier than usual with him, and he just couldn't figure out what he'd done wrong. But then Holly was born, and they were moving again!
California was kind of nicer than Freedom City. It wasn't really any shinier, but it was warm a lot more, which meant William got to wear shorts a lot! He liked shorts. And things were pretty awesome for years! His mom and dad ended up TV stars, he got to be on television (even if he had to wear a mask, but hey, he got to help build it!), and his Grandma Anne was fun to visit, even if she tended to talk about "back in my day". A lot. Even more than his dad! 
He started getting superpowers, and that was totally awesome! His dad helped him figure most of it out, with his mom giving him pointers. Eventually he figured out he could make swordsWith his mind! That's when Grandma Anne start giving him lessons when he visited! Though she didn't do much to encourage his creativity, always trying to make him stick to one long blade and one short. He only just managed to avoid "having" to make them look like clock hands; that would have been so last century, and thus lame. 
And then Holly mind-controlled an entire school, and in less than a week California was left behind and Will found himself in Freedom City again. But now he had to go to a fancy-dancy little private school for heroes. It's not that being a hero was bad, but now he felt obligated to end up being one, instead of having the option to, he didn't know, maybe run his own TV show or something! And to make matters worse, he'd left all his friends and lots of cute girls behind in California, and now his sister was getting all of the attention instead of only some of it, and both the women in the house were totally psychic and it sucked! Psychic women were the worst when you were a 16-year-old boy.
But hey, the classes were kind of neat, gym was mostly a breeze, and the girls here were kind of pretty. Even if some of them could turn you into a pretzel with one hand. 
Personality & Motivation:
Bill has always been an...energetic...young man. While his mother's worked hard to instill a sense of discipline into him, he's inherited a full dose of the mischief of his parents, albeit in a somewhat more law-abiding way. His parents both made sure he wasn't one for petty crime, not that he felt he needed it. He has an intellectual admiration for some of the more "refined" and "principled" super-villains (mostly of yester-year like his parents), but his real role models (besides his father and mother) are still heroes. Just the ones with senses of humor and/or some sort of super-speed.
William is by nature impatient, but while he can sometimes be an excitable handful in class, his mother has instilled enough of a work-ethic in him that he's willing to work on his studies; he just often has trouble sitting through classes, despite being able to somewhat "ramp down" his speed (body and mind) to something closer to normal for humans. While he doesn't automatically distrust and disrespect his teachers (and other authority figures), Bill will sometimes push boundaries as much as he can, though it's more due to being used to his mother's firm rules for what he can and can't get away with.
When meeting people (especially peers) for the first time, Bill is friendly and outgoing, enthusiastically so. Despite this, he actually has few close friends, as he finds himself only comfortable with people he trusts; trust is one of those things he gives sparingly. When he does make a friend, he's fiercely loyal and even protective of them. He's been known to (at least try to) play pranks on those who upset or hurt his friends.
William is a bit of a flirt, though he's well-mannered enough to not continue if the girl is already taken, or if she just asks him to stop. He generally doesn't "tease" his friends, as he's conscious of how some might not take to it as naturally and humorously as others. He tries to present himself as something of a "rakish ladies man" (a trait he insists he inherited from his father).
His family is important to him, but he admits he's often "so frustrated" by them; his father can be too goofy even for Bill's sense of humor, his mother is often "too strict", and his sister is precocious enough to inspire frustration at nearly every turn. Anyone else who is negative about them finds themselves in a heap of trouble, though.
Thoughtspeed is always eager to taunt opponents, or at least appear to not take them seriously when at all possible. While to some allies he seems unfocused and undisciplined, he's actually always focused on helping out his team; he simply can't keep his somewhat rambunctious nature from leaking through.

Powers & Tactics:
If fighting alone, Thoughtspeed will typically keep his visual stealth up as long as feasible while closing in on an enemy, then perform several quick strikes. After that, his preferred method is to use the full measure of his speed to keep out of an enemy's range while running by at high speed and hitting them; few enemies can reliably hit someone who's a mile or more away.
However, if he's working in a group, Thoughtspeed's tactics shift rather noticeably. If he's the only telepath around, he will work to stay within about 100ft of everyone in the group, so that no one drops off the link he has with them. This means he has to rely on tactics and a bit of stealth to keep from being shot at in the first place, or just rely on his incredible reflexes to not get hit.
He only uses his Visual Overload if he feels there's no other choice, as it risks disabling teammates as well.
He usually opens a fight with his Twin Blades, only using the Duelist Blade if he finds a particularly tough opponent. He will sub in forming the Halberd if there's a group, or he's fighting a particularly tough and wily opponent.


Complications:
Secret Identity: William Cline intends to keep his hero life separate from his "normal" life, outside of the unusual "blending" that happens at Claremont. Thus, a GM may award Thoughtspeed a Hero Point when maintaining his dual identity is put at undue risk by the current situation.
Shady Family Background: While his father's mother is (mostly) peacefully retired, and his parents are reformed, William's family background is extremely checkered. Anyone researching his family very much may make unwanted connections, and some parts of his extended family might object to his heroic efforts. A GM may feel free to award him a Hero Point if he faces hardships due to his family connections to villains past and present.
Mind Over Matter: Typically Thoughtspeed's powers are a unified whole that gives him internally-focused kinetic energy control. However, a precisely-targeted power nullification that was also powerful enough might cause his psionic powers to shut down, but not his kinetic powers. This would leave him bereft of much of his ability, as well as rendering him a potential danger to others, thanks to out-of-control kinetic energy buildup he'd have to either drain off by large amounts of movement, or see erupt out in random damage. A GM might award a Hero Point if some Nullification were to take out his Psionic descriptors, but leave him enough power beyond his Speed and Quickness to cause some sort of Aura damage, or something similar, to cause risk to civilians and fellow heroes.
Big Eater: Thoughtspeed needs a lot of fuel to keep his super-metabolism going, to the point of typically carrying a couple of high-energy bars with him on a patrol or the like, just to keep the edge off of his hunger. A GM might award a Hero Point if, due to limited food supplies, Thoughtspeed's hunger reaches the point where his powers are reduced in effectiveness.
Born to Be Wild: William Cline is his father's son. He is also a teenager. This means he's got a pretty solid rebellious streak, and just enough disregard for authority to get him into trouble. A good bit of trouble, even.
Big Shadows: Fast-Forward and Hologram were larger-than-life villains and are larger-than-life heroes/television stars. Combined with their somewhat eccentric personalities, this means there's a lot of pressure (more imagined than real) on William to live up to that larger-than-life life. Combined with the rather esoteric upbringing he had, and the rather sudden move to Freedom City, it's left the eldest child of the family feeling more than a bit disaffected and frustrated with his parents, who are simultaneously "pretty cool" and "totally lame", as only a teenager can think of his parents.
Little Shadow: Holly is a precocious super-psychic little sister. She totally harshs his vibe sometimes. Or gets in trouble and he has to help bail her out.


Abilities: 4 + 10 + 10 + 2 + 4 + 4 = 34PP
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 8 + 8 = 16PP
Initiative: +13
Attack: +11 Kinetic Blades, +7 Melee, +4 Ranged
Grapple: +9
Defense: +11 (+4 Base, +7 Dodge Focus), +2 Flat-Footed
Knockback: -2


Saving Throws: 6 + 3 + 5 = 14PP
Toughness: +5 (+5 Con)
Fortitude: +6 (+5 Con, +1)
Reflex: +8 (+5 Dex, +3)
Will: +7 (+2 Wis, +5)


Skills: 68R = 17PP
Acrobatics 8 (+13)
Disable Device 8 (+9)
Escape Artist 8 (+13)
Knowledge: Pop Culture 2 (+3)
Language 2 (English [Native], German, Hebrew)
Notice 8 (+10)
Search 8 (+9)
Sense Motive 8 (+10)
Sleight of Hand 8 (+13)
Stealth 8 (+13)


Feats: 22PP
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Focus: Melee 3
Attack Specialization: Kinetic Blades 2
Challenge (Fast Task) 1 (Acrobatic Feint)
Defensive Attack
Dodge Focus 7
Improved Initiative 2
Move-By Action
Power Attack
Takedown Attack 1 *(becomes 2 when "Polearm" setting of Kinetic Blades Array is active)*


Powers: 7(1+6) + 14(4+7+3) + 23(14+9) + 13 = 57PP

Psycho-Kinetic Awareness 1.4 (7PP Container [Passive, Permanent]) [7pp] (Mutant, Kinetic Energy, Psionic)
Enhanced Feat 1(Uncanny Dodge: Mental) [1PP]
Super-Senses 6(Accurate, Acute, Radius, Ranged, Mental Sense) [6pp]


Kinetic Speed 2.8 (14PP Container [Passive, Permanent]) [14PP] (Mutant, Kinetic Energy)
Quickness 4 (x25) [4PP]
Speed 7 (1,000 MPH/10,000ft per Move Action) [7PP]
Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Only While Moving) [3PP]


Mental Powers 4.6 (23PP Container) [23PP] (Mutant, Psionic)
Communication 4 (Mental, 1 mile, Extras: Affects Others, Area; Power Feats: Selective, Subtle) [14PP] ("Telepathic Linkup")

Psionic Light 1.6 (8PP Array Feats: Alternate Power 1) [9PP]
Base Power: Concealment 4 (All Visual) [8pp] ("Personal Holographic Shroud")
Alternate Power: Dazzle 8 (Visual, Extras: Area [General, Burst, 25ft radius], Flaws: Action [Full], Range [Touch]) [8PP] ("Visual Overload") 


Kinetic Blades 2.2 (11PP Array, Feats: Alternate Power 2) [13PP] (Mutant, Kinetic Energy)
Base Power: Strike 3 (Extras: Autofire (Applies to Strength Bonus), Power Feats: Mighty [+2 Damage], Split Attack, Variable Descriptor 1 [slashing, Piercing, or Bludgeoning]) [11PP] ("Twin Blades")
Alternate Power: Strike 3 (Extras: Penetrating 5, Power Feats: Improved Critical 2 [18-20], Mighty [+2 Damage]) [11PP] ("Duelist Blade"; Piercing)
Alternate Power: Strike 3 (Power Feats: Extended Reach 2 [15ft reach], Mighty [+2 Damage], Variable Descriptor 1 [slashing, Piercing, or Bludgeoning]) [7PP] linked Enhanced Feats 3 (Improved Disarm, Improved Trip, Takedown Attack 1) [3PP] ("Polearm")



Drawbacks: (-0) + (-0) = -0PP


Combat DC Block:
ATTACK     RANGE   SAVE   EFFECT
Unarmed    Touch   DC17   Toughness (Staged) Damage (Physical)
Strike     Touch   DC20   Toughness (+ Autofire) (Staged) Damage (Physical)
Dazzle     Area    DC18   Reflex 1/2 Effect
                   DC18   Reflex Blinded
                   DC18   Fortitude Recover

 
Totals: Abilities (34) + Combat (16) + Saving Throws (14) + Skills (17) + Feats (22) + Powers (57) - Drawbacks (0) = 160/160 Power Points

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