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Character Edits, v7


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CLOAKED SHIPS by Fox

Paradigm

Paradigm has another 6 pp now, so spending them as follows:

1) Add 1 rank to base Flight power (up to 7) [2 pp]

2) Add 8 ranks of Sense Motive [2 pp]

3) Add 2 feats to Super Strength (Heat Vision and Counter Punch) [2 pp]

Also, adding 24 ranks of equipment, from various Veteran Awards, as noted near top of sheet.

Player Name Thevshi

Character Name: Paradigm

Power Level: 12/12 (192/192PP)

Trade-Offs: -2 Def/+2 Toughness; -2 Atk/+2 Damage

Unspent Power Points: 0

Progress to Impervium Status: 12/150 (Platinum Status earned with Velocity)

Bronze: Bump PL7 character slot to PL10 for Tsunami

Silver: 15 pp of Equipment (6 PP spent on Velocity; 9 PP spent on Paradigm)

Gold: Paradigm (PL 12, 180 PP)

Platinum: 15 pp of Equipment (15 PP spent on Paradigm)

In Brief: An alien paragon who defended an ancient space empire, recently revived after two millennium in suspended animation.

Alternate Identity: Amara Val-Ren

Identity: Public

Birthplace: Naram Prime

Occupation: Former Praetorian of the Delaztri Empire

Affiliations: Praetorians

Family: Daar Val-Ren (brother - deceased)

Age: 40 (DOB: over 2,000 years ago)

Apparent Age: 20

Gender: Female

Height: 5’ 8â€

Weight: 3,000 lbs

Eyes: Yellow

Hair: Dark Purple/Black

Paradigm, like others of her race, has skin that is a dark orange in color. Her hair, which she wears down past her shoulders, is black mixed with dark purple and her eyes are a dark yellow. Slightly taller than average, she has a lithe build, which disguises her true strength.

Paradigm’s costume is a full length white bodysuit, with black diamonds on the shoulders, upper chest and back, which were surrounded by golden yellow trim. Black gloves go up almost the length of each forearms, and her black boots go halfway up her calves, both also having golden yellow trim. A long, black cape completes the outfit.

Power Descriptions:

Paradigm’s already alien physiology was radically altered by the enhancement treatment she underwent over two thousand years ago. Her body’s density was greatly increased, making her far stronger and tougher than the normal members of her species, but without any visible change to her appearance.

History:

Over two thousand years ago, the Delaztri Empire ruled an area of space encompassing hundreds of worlds. After more expansive conquests centuries earlier, the Empire’s growth had greatly slowed, the Empire turning away from aggressive expansion and instead focusing on governing the diverse races within its borders. What little growth that continued to occur was mainly the result of diplomacy, and planets choosing to peacefully integrate into the Empire, looking to gain the benefits of Delaztri rule.

During this time, the greatest defenders of the Delaztri Empire were the Praetorians (the closest English/Lor translation of the original title), an organization consisting of hundreds of individuals of incredible power, recruited among the many different races within the Empire’s boarders.

Amara Val-Ren was born on Naram, a planet long under the rule of the Delaztri. Amara's people were genetically stronger and tougher than many other humanoid species, with members of the species chosen to undergo genetic and radiation treatments to produce powerful members of the Praetorians. The numbers of Naram subjected to such treatments were usually kept low by the Delaztri, for fear of creating a force of superpowered Naram that might choose to depose them.

Amara's older brother, Daar, had been selected to join the Praetorians when she was still a young girl, eventually rising to be one of the leading members of the organization. Inspired by her brother, Amara dedicated herself to trying to earn the right to undergo the enhancement treatments and become a member of the Praetorians as well.

When Amara had reached her thirty-fifth cycle (roughly about eighteen for a human), she competed in a contest with other Naram for the honor of being selected for the enhancement treatment and membership in the Praetorians. Although the various trials were grueling, Amara managed to finish ahead of the other competitors, earning herself the chance to follow in her older brother's footsteps.

Amara left Naram behind, traveling to the seat of the empire to undergo the enhancement treatment. The process was painful, but resulted in the young Naram's body density vastly increasing, with no outward change to her appearance. Her natural strength and durability were vastly increased, with Amara also developing the ability to fly, even through the cold expanse of space, and to survive unharmed in almost any environment.

It was not long after that Amara was inducted as a member of the Praetorians, joining her older brother in defending the empire. For the next five years, she served loyally, facing numerous dangers as a Praetorian. Then, a new enemy appeared at the boarders of the empire, pushing quickly into Delzatri space, and swatting aside the initial responses from the Delzatri Navy and the Praetorians.

Ultimately, the entire might of the Praetorians was thrown at this threat and following several climatic battles, the enemy was defeated and driven from Delzatri space. But the victory came at a high price. Just over three quarters of the Praetorians were dead before the enemy was finally repulsed, including Daar Val-Ren. As the few dozen weary and battered survivors made their way back from the front, the damaged Delzatri Naval ships they were aboard were intercepted by one of the Curator's museum ships. The ancient Preserver created AI had decided that the surviving Praetorians needed to be collected and preserved by him.

The surviving Praetorians naturally resisted, but were overwhelmed by the Curator's drones and placed in suspended animation and brought back to his vast ringworld. The Delzatri Empire collapsed not long after, while Amara and the others have sat in suspended animation every since...

Personality & Motivation:

A large portion of Amara’s life was spent in preparation for and then as a defender of the Delzatri Empire. She was driven to live up to the example of service set by other members of her race, including her older brother. Her powers tended to lead her to be confident and forceful, not relying on subtlety.

Now that she has awoken some two thousand years after the empire has ceased to be, Amara feels a bit adrift. She also never had the time to come to terms with the death of so many of the Praetorians, including her brother. To counter these feelings, she has focused on her loyalty to her fellow surviving Praetorians, as they face this new millennium together.

Powers & Tactics:

Paradigm’s powers make her very strong and durable, but she also spent years as part of a larger organization, so her tactics tend to reflect both these influences. Her natural instinct is too quickly to close with threats, relying on her durability to protect her. But years working with her fellow Praetorians has made Paradigm realize the importance of teamwork and understand the roles that all of her fellow teammates can play.


Complications:

Stuff of Legends Although the Delaztri Empire has long since ceased to be, there are still parts of the galaxy where the Empire and its Praetorians are legends. On some worlds, the Praetorians are recalled as legendary heroes, but on other worlds, history has come to paint them as oppressors and conquers.

Abilities: 0 + 4 + 6 + 4 + 4 + 8 = 26PP

Strength: 10/36/40 (+2/+13/+15)

Dexterity: 14 (+2)

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

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 18 (+4)

Combat: 10 + 12 = 22PP

Initiative: +6

Attack: +5; +9 Melee

Grapple: +30/+32

Defense: +6 base, +10 with Dodge Focus (+3 flat-footed)

Knockback: -17

Saving Throws: 5 + 6 + 8 = 19 PP

Toughness: +14 (+12 Impervious)

Fortitude: +8/+13 (+3/+8 Con, +5)

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

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

Skills: 40R = 10PP

Diplomacy 8 (+12)

Kn: Galactic Lore 8 (+10)

Language 4 (Delaztri (native); Lor, Grue, Galstandard, English)

Medicine 3 (+5)

Notice 8 (+10)

Pilot 1 (+3)

Sense Motive 8 (+10)

Feats: 14PP

Attack Focus: Melee 4

Dodge Focus 4

Environmental Adaption 3 (Zero G, Low G, High G)

Equipment 24 (free from Veteran Awards, for Praetorian spaceships and HQ)

Grappling Finesse

Improved Initiative

Luck

Powers: 14 +39 + 2 + 10+ 6 + 11 + 6 + 9 + 1 + 5 +3 = 106 PP

Flight 7 (1,000 MPH, up to Flight 9 (5,000 MPH)) [14PP]

Density 12 (+24 Str; Impervious Protection 6; Immovable 4; Superstrength 4; x25 Mass; Feats: Subtle 2; Buoyant; Extra: Permanent (+0)) [39PP]

Enhanced Strength 2 [2 PP]

Enhanced Constitution 10 [10 PP]

Impervious Toughness 6 [6PP]

Super Strength 4 (8 ranks total, up to 10; Effective Str: 76 to 86; Heavy Load: 480 tons to 2,240 tons; Feat: Shockwave; Heat Vision [13/15]; Counter Punch) [11PP]

Super Movement (Space Travel) 3 [6PP]

Immunity 9 (Life Support) [9PP]

Immunity 2 (Aging, Disease; Flaw: Limited [half]) [1PP]

Power Reserve 2 (4PP reserve; Base Powers: Flight, Super Strength; Feat: Additional Power: Enhanced Strength) [5PP]

Super Senses 3 (Extended: Vision (100' increments); Extended: Hearing (100' increments); Ultrasonic Hearing) [3PP]

Drawbacks:

Weakness (Delaztri Crystals, Frequency: Uncommon [-1], Intensity: Major, cumulative -1 to all stats [-2 Plus -1 as effects CON], Time: every minute [-2]) [-5 PP]

Totals: Abilities (26) + Combat (22) + Saving Throws (19) + Skills (10) + Feats (14) + Powers (106) - Drawbacks (5) = 192/192 Power Points

Note: While the Delaztri Empire is no more, their artifacts are still present in various parts of the galaxy, allowing for Delaztri Crystals to turn up from time to time.

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ZOOOM by Thevshi

 

Spent 3PP into equipment to buy King of Suit's Grav Cycle.  Also readjusted my equipment breakdown Including re-adding the Handcuffs and Multitool that I seemed to have lost during one of my earlier edits (which is easily doable as I had 3 spare EP.

 

Zultasian Grav-Cycle [15EP]

Strength: 15 [1EP]

Size: Medium [0EP]

Toughness: +8 [3EP]

Defense: 10 [0EP]

Powers: Flight 6 (500 mph; Power Feat: Subtle, Drawbacks: Low Ceiling 2 [Maximum 15']) [11EP]

 

Player Name: HG Morrison

Character Name: Foreshadow II

Power Level: 14 (205/205PP)

Effective PL: 10

Trade-Offs: +4 Defense / -4 Toughness, +2 Atk/ -2 Dmg (Bo Staff), +4 Atk/ 4 Dmg (Escrima Sticks & Unarmed)

Unspent Power Points: 0

Progress To Silver Status: 55/60

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 take 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 know. It can get him knee deep into trouble. 

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

Abilities: 6 + 14 + 8 + 6 + 6 + 6 = 46PP

Strength: 16 (+3)

Dexterity: 24 (+7)

Constitution: 18 (+4)

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 and Unarmed, +10 Thrown Escrima Sticks

Grapple: +15

Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed

Knockback: -3

Saving Throws: 2 + 3 + 7 = 12PP

Toughness: +6 (+4 Con, +2 Defensive Roll)

Fortitude: +6 (+4 Con, +2)

Reflex: +10 (+7 Dex, +3)

Will: +10 (+3 Wis, +7)

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 (+1)

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: 55PP

Acrobatic Bluff

Attack Focus 4 (Melee)

Attack Specialization (Unarmed)

Attractive

Benefit 2 (Wealth)

Blind-Fight

Challenge (Fast Task: Acrobatic Feint)

Defensive Attack

Defensive Roll 1

Dodge Focus 8

Eidetic Memory

Elusive Target

Endurance

Equipment 7

Evasion 2

Hide in Plain Sight

Improved Disarm

Improved Initiative 2

Improvised Tools

Jack-Of-All-Trades

Lionheart 1 [+4 bonus per rank on Will Saves VS fear and related effects.]

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

 

Cell Phone [0EP]

 

Digital Audio Recorder[0EP]

 

Digital Camera[0EP] 

 

Evidence Bags[0EP]

 

Flashlight[0EP]

 

Handcuffs [1EP](Masterwork)

Multitool [1EP] (Masterwork)

 

Zultasian Grav-Cycle [15EP]

Strength: 15 [1EP]

Size: Medium [0EP]

Toughness: +8 [3EP]

Defense: 10 [0EP]

Powers: Flight 6 (500 mph; Power Feat: Subtle, Drawbacks: Low Ceiling 2 [Maximum 15']) [11EP]

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: 2 + 4 + 10 + 9 + 1 = 26PP

 

Damage 1 ( Feat: Mighty [2PP] (Martial Arts Training)

 

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 3 ( 15PP Container, Feat: Subtle; Flaws:Easy-To-Lose; User Suffers from Fatigue from Extra Effort ) [10PP] (Combinable and Collapsible Escrima Sticks )

Combinable Escrima Array ( 12PP Array; Feat: Alternate Power 3 ) [10PP]

BPDamage 1 (  Extra: Autofire 4; Feats: Accurate, Mighty, Ricochet 2 [2 Bounces], Split Attack, Thrown, Weapon Bind ) {12/12} (Escrima Sticks)

APDamage 3 ( Feats: Extended Reach, Improved Critical 2, Improved Throw, Improved Trip, Mighty, Split Attack ) + Leaping ( Jumping Distance x2 )(Bo Staff and Pole Vaulting) {12/12}

APStun 8 Flaw: Action [Full]; Feat: Extended Reach, Precise {10/12} (Stun Rod)

APSuper-Movement 4 Slow Fall, Swinging, Wall-Crawling 2 {8/12} (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

Unarmed TouchDC18/20* Toughness (Staged)Damage (Physical)

Bo Staff TouchDC21/23* Toughness (Staged)Damage (Bludgeon)

Escrima SticksTouchDC19/21* Toughness (Staged)Damage (Bludgeon)

Stun RodTouchDC18 Fortitude (Staged)Stun (Electricity)

Unarmed Strikes TouchDC19/21* Toughness (Staged)Damage (Physical)

[/table]*DC with Sneak Attack

 

Totals: Abilities (46) + Combat (28) + Saving Throws (12) + Skills (38) + Feats (55) + Powers (26) - Drawbacks (0) = 205/205 Power Points

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MAD SKILLS by Fox

Okay, spending Synapse's 8 PP!

Spending 3 PP on skills:

4 ranks of Pilot

4 ranks of Stealth

2 ranks of Computers (up to 12)

2 ranks of Kn: Technology (up to 10)

Spending 2 PP on Enhanced Wisdom (up to 8).

Spending 1 PP on another rank of Luck.

Spending 2 PP on Dexterity (up to 16)

Player Name Thevshi

Character Name: Synapse

Power Level: 11/12 (182/190PP)

Trade-Offs: -2 Def/+2 Toughness

Unspent Power Points: 0

Progress to Impervium Status: 40/150 (Platinum Status earned with Velocity)

Bronze: Bump PL7 character slot to PL10 for Tsunami

Silver: 15 pp of Equipment (6 PP spent on Velocity, 9 PP spent on Paradigm)

Gold: Paradigm (PL 12, 180 PP)

Platinum: 15 pp of Equipment (all to Paradigm)

In Brief: Rebellious genius Englishwoman with mental powers.

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: 24 (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 + 6 + 4 + 12 + 12 + 2 = 36PP

Strength: 10

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 22/26 (+6/+8)

Wisdom: 22/30 (+6/+10)

Charisma: 12 (+1)

Combat: 6 + 10 = 16PP

Initiative: +8

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: +9 (+3 Dex, +6)

Will: +13 (+10 Wis, +3)

Skills: 112R = 28PP

Bluff 6 (+7/+11 w/ Attractive)

Computers 12 (+20)

Concentration 4 (+14)

Craft: Chemical 2 (+10)

Craft: Electronics 6 (+14)

Craft: Mechanical 6 (+14)

Drive 8 (+11)

Disable Device 12 (+20)

Kn: Behavioral Science 1 (+9)

Kn: History 2 (+10)

Kn: Popular Culture 4 (+12)

Kn: Philosophy and Religion 2 (+10)

Kn: Physical Sciences 6 (+14)

Kn: Technology 10 (+18)

Medicine 1 (+11)

Notice 4 (+14)

Perform (Piano) 12 (+13)

Pilot 4 (+7)

Search 2 (+10)

Sense Motive 4 (+14)

Stealth 4 (+7)

Feats: 13 PP

Attractive

Benefit 3 (Wealth 2; Member of British Aristocracy)

Dodge Focus 3

Eidetic Memory

Improvised Tools

Inventor

Luck 2

Speed of Thought

Powers: 8+4+2+11+10+31+4+8+5 = 83 PP

Super-senses Detect Minds (Mental Awareness) (Very Common Descriptor, Ranged, Accurate, Acute, Radius) [8PP]

Comprehend 2 (Understand All Languages and Speak Any One Language at a time) [4PP]

Quickness 4 (X25) (Flaw: Limited to mental tasks only) [2PP]

Forcefield 10 (Feat: 1 alt) [11PP]

AP: Telekinesis 5 {10/10}

Communication 3 (Mental, 1,000’ radius, Extras: Affects Others, Area; Power Feats: Selective) [10PP] (Telepathic Linkup)

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}

Enhanced Intelligence 4 [4PP]

Enhanced Wisdom 8 [8PP]

Power Reserve 2 (4PP reserve; Base Powers: Mental Blast [8 total], Paralyze [8 total]; Feats: Additional Power: Telekinesis [7 total]) [5PP]

DC Block

ATTACK               RANGE       SAVE          EFFECT
Paralyze            Perception       22/Fort      Paralyze (Psychic)
Mental Blast        Perception       22/Will      Damage (Psychic)
Totals: Abilities (36) + Combat (16) + Saving Throws (14) + Skills (28) + Feats (13) + Powers (83) = 190/190 Power Points

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CLEVER EDIT QUIP by Fox

Okay, Tsunami has 12 unspent power points to work with here, going to bring her up to PL 12.

1) Spending 2 pp on BAB (up to +8)

2) Spending 2 pp on BDB (up to +8)

3) Spending 1 pp to add a rank to her Forcefield (up to 6 ranks)

4) Spending 1 pp on another rank of Luck (up to 2)

4) Spending 1 pp to pick up Move-by-Action feat.

5) Dropping Attack Spec (Unarmed) (freeing up 2 pp) and spending that plus 2 more pp on 4 ranks of Attack Focus: Melee (total 7)

6) Spending 1 pp on +1 Reflex save (up to +12).

7) Spending 2 pp to improve her array up by 1 rank. Adding various things, underlined below:

Water Phase of the Wu Xing 17 (34 PP Array; Feats: Alternate Power 6) [40PP]

BP: Water Control 16 [Able to move up to 800 tons of water as heavy load] (Feats: Subtle; Precise) {34/34}

AP: Blast 12 (Extras: Penetrating 2; Feats: Knockback 2; Accurate 2; Homing; Precise; Improved Critical 2 [18-20]) {34/34}

AP: Dehydration Damage 10 (Extras: Ranged; Alt Save: Fortitude; Feats: Accurate 2) {32/34}

AP: Create Object (solid water) 14 (Feat: Precise) {29/34}

AP: Trip 11 (Extras: Area [General, Burst, 50’ radius]; Selective) {33/34}

AP: Cone of Water (Blast) 10 (Extras: Targeted Area [Cone ]; Selective; Flaws: 0 Range; Feats: Accurate 3, Precise, Improved Critical 1 [19-20]) {34/34}

Time Stop 4 (20’ radius) (Extras: Selective; Flaws: 0 Range; Feats: Progression: Area 2 (100’ radius)) {30/34}

Player Name Thevshi

Character Name: Tsunami (Xia Xiao)

Power Level: 12 (219/219 PP)

Trade-Offs: Unarmed: -3 damage/+3 attack; Cone of Water: -2 damage/+2 attack

Unspent Power Points[: 0

Progress to Imprevium Status: 69/120 (Platinum Status earned with [url=)

 

Bronze: Bump PL7 character slot to PL10 for Tsunami

Silver: 15 pp of Equipment (6 PP spent on Velocity, 9 PP to Paradigm)

Gold: Paradigm (PL 12, 180 PP)

Platinum: 15 pp of Equipment (all to Paradigm)

 

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: 19 (DOB: 10/4/1995)

Gender: Female

Height: 5’ 3â€

Weight: 102 lbs

Eyes: Light Brown

Hair: Black

Giang has a light build and is very petite, standing about 5’ 3†and weighing a little over 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 %5Burl= 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.

Abilities: 6 + 10 + 8 + 4 + 10 + 6 = 44PP

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 20 (+5)

Charisma: 16 (+3)

Combat: 16 + 16 = 32PP

Initiative: +4/ +12 with Kn: Tactics

Attack: +8; +15 Melee; +12 Blast; +12 Dehydrate; +14 Cone of Water

Grapple: +18

Defense: +12 (+8 base +4 Dodge Focus)(+4 flat-footed)

Knockback: -5/ -3 w/o Forcefield

Saving Throws: 5 + 7 + 6 = 18PP

Toughness: +12 (+4 Con, +2 Defensive Roll, +6 Forcefield)

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

Reflex: +12 (+5 Dex, +7)

Will: +11 (+5 Wis, +6)

Skills: 96R = 24PP

Acrobatics 10 (+15)

Climbing 6 (+9)

Concentration 8 (+13)

Drive 2 (+7)

Kn: History 6 (+8)

Kn: Earth Sciences 2 (+4)

Kn: Tactics 10 (+12)

Kn: Philosophy and Religion 8 (+10)

Kn: Streetwise 3 (+5)

Languages 5: (Mandarin native): English, Cantonese, Vietnamese, Japanese, Atlantean

Medicine 1 (+6)

Notice 7 (+12)

Search 4 (+6)

Sense Motive 6 (+11)

Stealth 5 (+10)

Survival 5 (+10)

Swimming 8 (+11)

Feats: 22 PP

Attack Focus: Melee 7

Benefit (use Kn: Tactics for Initiative Checks)

Defensive Attack

Defensive Roll

Dodge Focus 4

Environmental Adaptation (Water)

Evasion

Improved Block

Improved Trip

Luck 2

Move By Action

Power Attack

Powers: 9 + 12 + 9 + 6 + 2 + 40 + 4 = 82 PP

Supersense Detect: Water (mental) (Ranged, Accurate, Analytical, Acute, Extended, Radius) [9PP]

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

Swimming 8 [500 MPH] (Feats Alternate Power 1)[9PP]

Flight 5 [250 MPH] (Flaw: Platform (water spout) {5/8}

Forcefield 6 [6PP]

Super Movement (Water Walking) [2PP]

Water Phase of the Wu Xing 17 (34 PP Array; Feats: Alternate Power 6) [40PP]

BP: Water Control 16 [Able to move up to 800 tons of water as heavy load] (Feats: Subtle; Precise) {34/34}

AP: Blast 12 (Extras: Penetrating 2; Feats: Knockback 2; Accurate 2; Homing; Precise; Improved Critical 2 [18-20]) {34/34}

AP: Dehydration Damage 10 (Extras: Ranged; Alt Save: Fortitude; Feats: Accurate 2) {32/34}

AP: Create Object (solid water) 14 (Feat: Precise) {29/34}

AP: Trip 11 (Extras: Area [General, Burst, 50’ radius]; Selective) {33/34}

AP: Cone of Water (Blast) 10 (Extras: Targeted Area [Cone ]; Selective; Flaws: 0 Range; Feats: Accurate 3, Precise, Improved Critical 1 [19-20]) {34/34}

AP: Time Stop 4 (20’ radius) (Extras: Selective; Flaws: 0 Range; Feats: Progression: Area 2 (100’ radius)) {30/34}

Strike 3 (Feat: Mighty) [Martial Arts, Training] [4PP]

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 (44) + Combat (32) + Saving Throws (18) + Skills (24) + Feats (22) + Powers (82) – Drawbacks (3) = 219/219 Power Points

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TOUGHER THAN A THUG by Thevshi

 

So did a massive change up to Argonaut so she now has a chance of beating up PL3 thugs out of her armor. 

  1. Moved 10 Str. out of the Omegadrone Armor and bought it as straight Strength
  2. Dropped the Enhanced Attack from the Armor as well as lowering the Armor's overall Value to a rank 9 Device.
  3. Raised the Armor's Super-Strength value to 3
  4. The Drawbacks of the Omegadrone have been raised to Major Vulnerabilities
  5. Dropped Startle as a Feat
  6. Bought 4PP worth of skills (2 Ranks of Computers, 3 Ranks of Drive, 3 Ranks of Gather Information, 2 Ranks of Tactics, 2 Ranks of Medicine, 1 Rank of Pilot, 3 Ranks of Stealth)
  7. Raised Constitution to 16
  8. Changed her Complications around.
  9. Taking into account the new Con value Exotic Saves have been changed to equal the same total bonus

 

Player Name: HG Morrison
Character Name: Argonaut
Power Level: 9 (132/132PP)
Effective Power Level:  8
Trade-Offs: +1 Attack/-1 Damage (Blast), -2 Attack/+2 Damage (Melee), +2 Defense /+2 Toughness
Unspent PP:  0
Progress to Silver Status: 11/60 (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 modified armor bears the familiar design of the Omegadrone armor. The face pate is remodeled in a grim fashion having suffered tremendous battle damage in the past it appears like a more realistic skull face plate.  The design retains an all too familiar air about it ever the same. 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 covers a compartment used to  store her Power Pike when fully collapsed.  The armor does not have wings due to having a far sleeker design than Steelgrave's original bulky model. The rocket boots can maneuver through the air with no issue having lost no air superiority.  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.  Her original Power Pike was smelted down into the right arm of the armor, creating her shield.  However, Yves replaced her power pike proper (AEGIS conveniently had plenty to spare) after a mission to Australia in which she met fellow freed 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 entropic 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 portable briefcase
 

Complications:
AEGIS Defend!:  Yves has an almost unhealthy obsession with pursuing redemption.  Nominally this just presents in her wanting to try and protect as many lives as she possibly can.  Which on its own is not a problem.  But ,Yves runs blindly into action without thinking of the consequences if she thinks it can help someone.  Theoretically making her an easy target for a villain's manipulations
Broken Arrow: The Terminus did the former Omegadrone no favors.  Matters related to Omega and his Annihilists, are a possible trigger for Yves' PTSD to flare up.  Flashbacks, hallucinations, and panic attacks are among the many possibilities of how this can manifest.  While distracting all on their own, it can be real inopportune in the midst of a high stress chaotic combat zone.
Calling for Pegasus:  Her identity as Argonaut or even as a former Omegadrone is not common knowledge even in her own organization.  While it can be assumed that Freedom City personnel are at least nominally aware of her identity, when dealing with AEGIS operations in other states or law enforcement agencies in general her credentials may come under fire.  Her would be allies could even assume her to be a criminal due to the design of her armor looking as if it was a riff on Omegadrones.
Shield Cracked:  The neural interface on the Argonaut armor connects her mind to the machine.  This means that technically, Argonaut's brain can be "hacked" by means that would normally only affect machines while connected to her armor.
Shields High!:  Yves is given a lot of autonomy in her identity as Argonaut.  Mostly because Dr. Volk judges any superheroics she pursues as still useful for data gathering purposes.  But she still is an AEGIS agent and as such does still have certain obligations expected of her that can come into conflict with other heroes.

Shield Wall!:  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, there is enough of a familiarity to the design that one could reasonably recognize it as an Omegadrone armor.  Local law enforcement or over enthusiastic civilians may not take kindly on that and begin firing upon her.  Or worse someone could find out about her past and come after her, or her loved ones when she is outside of the armor. 
 
Abilities: 12 + 2 + 6 + 6 + 4 + 0 = 30PP
Strength: 22 (+6)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 16(+3)
Wisdom: 14 (+2)
Charisma: 10 (+0)
 
 
Combat: 12 + 8 = 20PP
Initiative: +1
Attack: +6 Melee, +7 Ranged, +9 Power Pike Blast
Grapple: +12 (Outside of Armor), +15 (Inside of Armor)
Defense: +6 (+4 Base, +2 Shield), +2 Flat-Footed
Knockback: -1 (Outside of Armor), -8 (Inside of Armor)
 
 
Saving Throws: 2 + 0 + 4 = 6PP
Toughness: +10 (+3 Con, +7 Armor, 7 Impervious)
Fortitude: +5 (+3 Con, +2)
Reflex: +1 (+1 Dex)
Will: +6 (+2 Wis, +4)
 
 
Skills: 84R = 21PP
Computers 2 (+5)

Drive 3 (+4)

Diplomacy 5 (+5)
Gather Information 3 (+3)

Intimidate 10 (+10)
Knowledge (Behavioral Sciences) 3 (+6)
Knowledge (Civics) 2 (+5)
Knowledge (Cosmology) 2 (+5)
Knowledge (Current Events) 2 (+5)
Knowledge (Galactic Lore) 7 (+10)
Knowledge (Streetwise)  2 (+5)
Knowledge (Tactics) 2 (+5)

Medicine 2 (+4)

Notice 8 (+10)
Pilot 1 (+2)

Search 6 (+9)
Sense Motive 13 (+15)
Stealth 3 (+4)

Survival 8 (+10)
 
Feats: 3PP
 
Attack Focus (Ranged)
Benefit  (AEGIS Security Clearance)
Fearless
 
 
Powers: 6 + 14 + 30 + 1  + 1= 52PP
 
Comprehend 3 ( Languages [Read All, Speak Any One at a Time, Understand Any One at a Time] ) [6PP]
 
Device 4 ( 20PP Container; Feats: Restricted to Omegadrones, Subtle; Flaws: Easy-To-Lose ) [14PP] (Power Pike)

Concealment 2 ( Normal Sight; Flaw: Passive ) [2PP] (Cloaking)
BP: Damage 7 ( Extra: Ranged; Feats: Accurate, Alternate Power 1 Incurable )  (Blast) [17PP]
AP: Damage 4 ( Extra: Penetrating; Feats: Extended Reach 1 [5 ft.], Improved Critical 2, Incurable, Mighty, Precise, Split Attack  ) {16/16} (Strike)

 
 
Device 9 ( 45PP Container, Feat: Restricted to Omegadrones; Flaws: Hard-To-Lose; Drawbacks: Vulnerability [Magnetism; Uncommon, Major -3], Vulnerability [Electricity, Common, Major -4] ) [30PP] (MEGA-MAX Omegadrone Armor MK II)
Communication 4 ( Radio; 1 Mile ) [4PP]
Enhanced Defense Bonus 2 ( Feat: Dedicated Dodge; Flaw: Duration [sustained] [3PP] (Shield)
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 3 ( 37 effective STR, Heavy Load=4.2k lbs. ) (Nanomuscles) [6PP]


Feature ( Temporal Inertia ) [1PP]

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


Drawbacks:
 
  

[table]DC Block
ATTACKRANGE]SAVEEFFECT

Unarmed TouchDC21 Toughness (Staged)Damage (Physical)
BlastRangedDC22 Toughness (Staged)Damage (Entropic)

StrikeTouchDC25 Toughness (Staged)Damage (Piercing/Slashing)[/table]

 
 
Totals: Abilities (30) + Combat (20) + Saving Throws (6) + Skills (21) + Feats (3) + Powers (52) - Drawbacks (0) = 132/132 Power Points

Edited by Thevshi
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DIVINED RIGHT by Thevshi

 

Changes:

  • Added 4 ranks of Craft - Structural
  • Added 4 ranks of Knowledge - Tactics
  • Added Equipment 1
  • Added Luck 1
  • Added Super Sense (Infravision) and Super Sense (Tracking)

 

Player Name: RobRX

Character Name: Kharag

Power Level: 10 (156/156 PP)

Unspent PP: 0

 

In Brief: Immortal alien ‘god’, barbarian, one-time conqueror and member of the Praetorians.

Catchphrase: ???

 

Alternate Identity: Many alternate names as well as titles, including: Veskren, K'ralg, 'Son of the Gods', 'The Golden King', 'The Deific Emperor', 'The Scourge of Za'ak', 'Conqueror Of A Thousands, 'The Immortal, 'The Destroyer' etc.

 

Identity: Public

Birthplace: Za’ak

Occupation: Praetorian, King (Formerly), Deity(?) (Formerly)

Affiliations: Ancient Delaztri Empire

Family: Unknown

Description:

Age: Unknown

Apparent Age: Unknown

Gender: Male

Ethnicity: Alien

Height: 6'0"

Weight: 188lb

Eyes: Yellow

Hair: None

 

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Modern Oufit

Kharag’s appearance is typical of a Za’akis; humanoid with hardened, callous hairless greenish-blue skin, with little to no body fat, only muscles and bony ridges. His face is human-like, with sharp, pointed features and bony ridges on the brow and forehead that go down his neck and spine. Eyes are sunken and yellow. He has no ears, only slits on the side of his head.

Kharag’s clothes are made entirely of natural material; leather, bone, chitin and animal fur. The brightly colored and patterned scales of Kl’kran beasts (a creature of his planet) adorn his clothes.

 

Power Descriptions:

Kharag has been seemingly genetically engineered (or was created by the gods of Za’ak depending how you look at it) and such is immortal and gifted with psychic powers. Beside such gifts, he is also trained to use his own body as a deadly weapon.

 

History:

According to Za’akis legends, written on the walls of the cyclopean Cave of Nakazah, the gods made Za’ak to be a monument to savagery. For untold eons, the Za’ak lived on their world, a world they never named, hence why it was named after it’s inhabitants. That planet could easily be classified a ‘death world’, a world so dangerous just about every life form on it would attempt to kill anything it came across.

This all changed when Kharag appeared. No one knows for certain where Kharag come from; legends says he was born from the hands the gods, in a distant land. More astute and knowledgeable listeners to the tale would rather guess that he was likely created in some way from leftover alien technology. Kharag had many adventures all across Za’ak, slaying beasts, saving villages, toppling entire kingdoms and so forth. He spoke of the realms beyond the stars and was eager to advance his people beyond their limited technology. However, he never managed to find anything that would allow him and others to leave his planet or at least in any way that would be feasible to manufacture in mass. He obtained his wish when the Delaztri Empire found Za’ak. Thus, they became part of the Empire and served as shock troopers.

 

Personality & Motivation:

Glory dominate Kharag’s mind. In his mind, he is the one and only rightful ruler to his people, the Za’akis (a claim without much validity to the modern Za’akis, however). Once he ruled a single small kingdom on his planet but soon he conquered the entirety of his planet. Contact with the Delzatri have somewhat softened him, however. Nevertheless, while he is not the bloodthirsty conqueror he used to be, he has remained arrogant on the simple basis that for all intent and purposes he IS a god to the Za’akis. As expected from someone born on a planet where your breakfast can kill you, Kharag often act in very simple terms. Life is to be enjoyed. Enemies are meant to be crushed and driven before you.

 

After losing a battle, Kharag has sworn to serve the Delaztri empire and has since remained a loyal member of the Praetorians despise a bruise to his ego. Since his species joined the empire, he has no reason to part with them.

 

While Kharag is certainly not fitting the typical superhero mindset, that isn't to say he would sit idle at innocents being endangered. Working for the Delaztri Empire has certainly instilled in him the idea of protecting what you own and while he may no longer own anything, the remnants of the Delaztri empire and his scattered people are things he will protect. And if those aren't involved, he is likely to oppose any threat on the simple basis of looking for something to overcome and defeat.

 

Powers & Tactics:

Kharag’s ‘divine’ body, in addition to the usual physiology of his species, is ageless and immortal. Even when slain, it will repair itself and return him to life in perfect condition. No scars mar his skin. Trained in a nameless martial art of his people, he can utilize this immortal body as a weapon as good as any vibro sword or powered mace. In addition to his physical enhancements, Kharag is gifted with psychic powers, something generally unseen amongst his people.

Complications:

  • Honor: Kharag cannot allow his honor to be sullied.
  • Egocentric:  While he was and still is a visionary for his people, it is clear that Kharag can sometimes be lacking in maturity and humility.
  • Underestimation: Kharag often underestimate ennemies, especially in one on one battles.
  • Keeper of the Za'akis: Kharag was born (or created?) for the purpose of leading his people toward the stars and the future. As such, the safety, well-being and sucess of his people remain a primary imperative to him. This imperative can and will clash with his own personality, however.
  • Never A True Leader: Kharag was never truly a wise leader. He ruled at first by inspiration and feats of power alone. When that did not work, he applied force. When the Za'akis joined the Delzatri, his influenced waned as lacked the knowledge to manage a socially and technologically advanced society. As such Kharag is prone to make terrible misjudgments should he ever lead a group.
  • The Betrayer: Some Za’akis and people aware of the Delaztri remember Kharag as a cruel warlord who pushed his people to spread into space where they became decadent and lost their way. As such anyone who knows who he is could see him in a rather negative light.
  • Tragic Fate: Kharag's life is a story much like a larger-than-life epic. For all his accomplishments and skill, he is often subject to truly cruel and tragic twists of fate.

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

Strength 18 (+4)

Dexterity 14 (+2)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

 

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Melee)

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

Initiative: +2

Grapple: +23/+14

Knockback: -10/-5/-2

 

Saving Throws: 2 + 4 + 3 = 9 PP

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

Fortitude: +6 (+4 CON, +2)

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

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

 

Skills: 44r = 11 PP

Acrobatics 4 (+6)

Craft - Structural 4 (+6)

Handle Animal 6 (+8)

Intimidate 8 (+10)

Knowledge - Tactics 4 (+6)

Language 4 (Za'Ak (native), Delaz, English, Galstandard, Khanate)

Notice 4 (+7)

Sense Motive 4 (+7)

Survival 6 (+9)

 

Feats: 19 PP

Attack Focus (Melee) 4

Dodge Focus 4

Equipment 1 (EP to Praetorian spaceship and HQ)

Elusive Target

Evasion 2

Jack Of All Trades

Luck 1

Move-By Action

Power Attack

Startle

Takedown Attack

Uncanny Dodge (mental)

 

Powers: 21 + 6 + 14 + 8 + 5 + 3 + 2 = 59 PP

Alien Martial Arts, 18 PP Array (Power Feats: Alternate Power 3) [21 PP]

Base: Strike 6 (Extras: Penetrating 3, Power Feats: Dazzling Attack, Improved Critical 2, Improved Disarm, Incurable, Mighty, Split Attack, Stunning Attack, Weapon Break) [18 PP]

Alternate Power: Impervious Toughness 10 [10 PP] + Strike 6 (Power Feats: Improved Critical, Mighty) [18 PP]

Alternate Power: Strike 6 (Extras: Alternate Save [Will, 10], Power Feats: Improved Critical, Mighty) [18 PP]

Alternate Power: Enhanced Grapple 10 (Power Feats: Improved Grab, Improved Pin, Improved Throw) [13 PP] + Immunity 5 (entrapment, Extras: Duration [sustained]) [5 PP]

 

Protection 6 [6 PP]

 

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

Base: Mind Reading 10 [10 PP]

Alternate Power: Communication 6 (20 miles, Power Feats: Rapid 2 [x100], Selective, Subtle) [10 PP]

Alternate Power: Immunity 10 (mental effects, Extras: Duration [sustained]) [10 PP]

Alternate Power: Mind Control 10 (Flaws: Action [Full-Round]) [10 PP]

Alternate Power: Mental Transform 10 (memories; Flaws: Action [Full-Round]) [10 PP]

 

Super-Senses 8 (Infravision, Tracking, Mental Sense Accurate Acute Radius Ranged) [8 PP]

 

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

 

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]

 

Regeneration 1 (Resurrection/1 Week, Regrowth) [2PP]

 

Abilities (34) + Combat (24) + Saving Throws (9) + Skills (11) + Feats (19) + Powers (59) - Disadvantages (0) = 156 PP

Edited by Thevshi
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  • 2 weeks later...

IN THE DEPTHS OF SPACE by Thevshi

 

Corona

  • Corona is picking up another rank on her suit. This will give her a few feats and the Radio Super-Sense. [-4PP]
  • Corona is going to pick up a Complication about hating the Communion because.

  • Player Name: Raveled
    Character Name: Corona
    Power Level: 10 (154/155PP)
    Trade-Offs: +2 Tou/-2 Def
    Unspent Power Points: 1
    Progress To Platinum Status: 5/120
    
    In Brief: A Lor security officer empowered by weird cosmic experiments. She is assigned to a blue backwater to punish her cowboy ways.
    
    Alternate Identity: Anya Corazon, Aya K'zan
    Identity: Secret
    Birthplace: Firstdown, Hala
    Occupation: Professional superhero, officer of the Outback Overwatch Patrol & Survey, high school biology/botany teacher
    Affiliations: Lor Republic, Outback Overwatch Patrol & Survey, Joesph Clark High School
    Family: Genus K'zan (father), Mar'as K'zan (mother).
    
    Description
    Age: 32
    Gender: Female
    Ethnicity: Lor, appears Hispanic
    Height: 5' 4"
    Weight: 135 lbs.
    Eyes: Brown/Gold
    Hair: Black
    
    Anya Corazon appears to be a young Hispanic woman, with a round, expressive face, dark hair styled in a fauxhawk, and dark, liquid eyes. Her frame is athletic, packed with hard, visible muscle, and she moves with a confident, almost angry gait. She tends to favor anonymous, sturdy clothes, usually jeans, a blouse, and boots. She’s almost always wearing or carrying a messenger bag holding her collapsed hardsuit.
    
    When she uses her powers she begins to glow gold, with the light becoming brighter and harsher as she gets angrier. When she plans to go crimefighting, she dons a Lor hardsuit, a reinforced and battleready spacesuit. The suit is painted shining gold with a scarlet starbust, a neutral cream color showing through where the paint is chipped. She wears a red mask to conceal her identity through the clear faceplate.
    
    
    Power Descriptions: Corona can manifest a golden-tinged cosmic energy, which she can put to any number of applications. She naturally projects a forcefield micrometers above her skin, which offers better protection than any mortal suit of armor. She can use the energy to supercharge her muscles or focus it into a damaging ray of energy. She can even blast that energy behind herself to fly.
    
    She still possess a hardsuit, a Lor-designed spacesuit designed to withstand the rigors of combat. It can preserve her life in any number of hostile environments, and it contains a direct ansible connection to her spaceship.
    
    As a Lor born on a fully-industrialized world, Aya has the benefit of an optimized genetic code. Normal diseases and toxins barely affect her.
    
    
    History: Aya K’zan was born on Hala, an old world of the Lor Empire, near the center of their galactic expanse. Her father is one of the Empire’s top scientists and so she was raised as part of the upper class of the Empire, learning duty and loyalty and pride from a young age. When she came of age, instead of going into the Lor-Van Academy she joined the Republic Naval Academy. Her academics drew attention from higher-ups and upon graduation she was invited to join the Republic Investigative Patrol.
    
    The RIP is an investigation and enforcement group with expansive powers within the boundaries of the Republic. As an agent, Aya traveled to the outskirts of the republic and the spires of powers, searching out corruption and treason. She took her job seriously, perhaps too much so; no matter was too small for her attention, and she pushed her authority to the limit pursuing her ideals of justice without regard to rank or connection. It was only a matter of time before she came up against someone powerful.
    
    It was a missing persons case -- a case of missing children, disappearing off the streets of a planetary capital. Aya took charge of the investigation and tracked the disappearances down to a particular corporate lab; she lead the local law enforcement in raiding the structure. Inside were the children and other people, missing vagrants and adolescents written off as runaways.
    
    And there were mercenaries. Aya lead from the front, freeing the civilians and driving the hired guns back. Her zeal caused her to push too far ahead, and her group was ambushed; the local law enforcement with her were killed, but the agent survived. She found her way to the heart of the complex, where she discovered a Senator, hastily destroying the evidence of his involvement! Aya tried to arrest him, but the Senator hit her with a blast of weird cosmic energy from a laboratory projector.
    
    She came to in a hospital. There was no evidence of the Senator’s involvement, but she reported it anyway and insisted on pressing the case. There was a brief trial, one word against another, and the Senator walked off a free man. Aya, having burned the last of her favors, was bounced from RIP to OOPS
    
    The Outback Overwatch Patrol & Survey was intended to keep observation on planets considered too underdeveloped to join the Republic. It is the booby prize of Lor service. The most troublesome assignment was the sector containing the little blue marble known as Earth or Terra. Of course Aya was assigned to Earth. After a month of enduring harassment aboard the blockade ships, she took an identity on the planet.
    
    
    Personality & Motivation: Aya K’zan is a direct, even forceful woman. She dislikes lies or even elaborate plans, preferring to live her life as a straight line between two point. Some people would claim that she's as graceless as a mad bull, but she prefers to think of herself as cutting through superfluous nonsense. She tends to come off as rather rough and she's not inclined to take less than 100%, but she can be surprisingly gentle to people who are genuinely out of her depth.
    
    Aya's greatest concern is justice, the simple notion that the rules apply to everyone and that everyone will get what they deserve. Trying to shirk your responsibilities or a just punishment is about the worst thing she can imagine.
    
    
    Powers & Tactics: Aya can talk about escalation backwards and forwards, and follows it to a tee. She'll start by playing nice, then trying to scare opponents into surrendering, and only if that fails will she start fighting. Against baseline enemies she'll stick with grapples and Nauseate to get them to stand down, but against superpowered enemies she'll use every power she has. Once combat starts, though, she focuses on protecting civilians over and above everything else.
    
    
    OOPS Aya technically has wide-ranging responsibilities as a member of the Outback Overwatch Patrol & Survey. However, Lor tend to disregard OOPS agents and it may take some work for her to get the benefits of her authority.
    From Marshal to Park Ranger Aya will talk for length about the important duties of the Outback Overwatch Patrol & Survey, but it is an undeniable step down. Taunting her about it can make her angry and irrational.
    For Great Justice! Whether it’s the rule of the law, karma, or comeuppance, Aya has always been focused on balancing the scales.
    Responsibilities Aya is first and foremost an agent of the Lor Republic, but she is also a high school biology teacher and she doesn’t enjoy shirking any of her responsibilities.
    Superior Lor Et Cetera Aya is loyal to the Republic through and through, and tends to trust Lor technology and Lor opinions above anything else.
    Like Pulling Teeth As a RIP agent Aya clashed several times with the Maw, a nasty group of smugglers and mercenaries without a moral between them. If they knew she was essentially operating alone, they would doubtless use the opportunity to get their revenge.
    Like a Shining Star Corona's powers all involve her glowing like a flashlight. Whenever she's actively using her powers, stealth is all but impossible for her.
    Prejudice Aya has worked for the Lor Republic all her life, and is extremely loyal to it. She will have a very negative reaction to any of the traditional enemies of the Lor, such as the Grue or members of the Khanate.
    Hatred Corona will go out of her way to fight, denigrate, or inconvenience the Communion any way she can.
    
    
    Abilities: 8 + 6 + 8 + 2 + 0 + 6 = 30PP
    Strength: 30/18 (+10/+4)
    Dexterity: 16 (+3)
    Constitution: 18 (+4)
    Intelligence: 12 (+1)
    Wisdom: 10 (+0)
    Charisma: 16 (+3)
    
    
    Combat: 12 + 16 = 28PP
    Initiative: +7
    Attack: +6 Melee, +6 Ranged, +10 Unarmed, +10 Blast
    Grapple: +10/+21
    Defense: +8 (+8 Base), +4 Flat-Footed
    Knockback: -6/-23
    
    
    Saving Throws: 4 + 5 + 8 = 17PP
    Toughness: +12 (+4 Con, +8 Protection, 0/10 Impervious)
    Fortitude: +8 (+4 Con, +4)
    Reflex: +8 (+3 Dex, +5)
    Will: +8 (+0 Wis, +8)
    
    
    Skills: 88R = 22PP
    Diplomacy 7 (+10)
    Gather Information 7 (+10)
    Intimidate 11 (+14)
    Investigate 9 (+10)
    Knowledge (Civics) 9 (+10)
    Knowledge (Galactic Lore) 4 (+5)
    Knowledge (Life Sciences) 4 (+5)
    Knowledge (Streetwise) 4 (+5)
    Language 4 (English, Galstandard, Grue, Lor [N], Mandarin)
    Notice 11 (+11)
    Pilot 7 (+10)
    Sense Motive 11 (+11)
    
    
    Feats: 6PP
    Accurate Attack
    Attack Specialization (Unarmed)
    Benefit (Native [Lor Space])
    Equipment 3Gold Reward
    Equipment 15Bronze Reward
    Improved Initiative
    Power Attack
    Startle
    
    [equip]Modified Cato-class pinnace Nomad
    
    Size: Colossal [4EP]
    
    [*]Str: 60 [6EP][/*]
    [*]Toughness: +13 [0EP][/*]
    [*]Defense: 2 [0EP][/*]
    
Features [80EP]
[*]Alarm 2 (DC 25 Disable Device) [2EP][/*]
[*]Navigation System 3 (+15 to navigation-related checks) [3EP][/*]
[*]Remote Control [1EP][/*]
[*]Fire Prevention System [1EP][/*]
[*]InfirmaryMasterwork [2EP][/*]
[*]Laboratory [1EP][/*]
[*]Library [1EP][/*]
[*]Living Space [1EP][/*]
[*]Power [68EP][/*]
Comms System 8.5 (17PP, Feat: Alternate Power, Subtle) [19PP]
[array]BE: Communication 8 (Radio, 2 000 miles, Extra: Area, Feat: Selective)
AP: Communications 16 (Radio, Nearby Solar Systems, Feat: Subtle [for Subtle 2])[/array]
Concealment 6 (All Radio, ESP, Mental, Feat: Close Range) (Cloaking Device) (Alien, Technology) [13EP]

Flight 10 (10,00 MPH) (Quantum Thrusters) (Alien, Technology) [20EP]

Super-Movement 2 (Space [Interstellar]) (Quantum Slipstream Drive) (Alien, Technology) [4PP]

Super-Senses 1 (Communication Link [Lor Hardsuit]) (Ship-to-suit Ansible) [1PP]

Super-Senses 6 (Radar, Accurate, Analytical, Extended 3 [x10,000 increment]) (Sensor Suite) (Alien, Technology) [6EP]

Super-Senses 5 (Visual, Analytical, Extended [x100 increment], Thermovision, Ultravision) (Sensor Suite) (Alien, Technology) [5EP]

4 + 6 + 0 + 0 + 80 = 90 EP[/equip]


Powers: 2 + 26 + 1 + 14 + 8 = 51PP

Flight 1 (10 MPH) (Self-Propelled Flight) (Cosmic, Radiation) [2PP]

Cosmic Empowerment Array 11 (22PP, Feats: Accurate, Alternate Power 3) (Cosmic) [26PP]
[array]BE: Immovable 12 (Extra: Linked [+0] [Impervious Protection]) + Impervious Protection 10 (Extra: Linked [+0] [Immovable]) (Shall Not Be Moved) (Cosmic, Mutation) [22/22PP]
AP: Blast 10 (Feats: Accurate, Affects Insubstantial [DAM 5]) (Cosmic Blast) (Cosmic, Radiation) [22/22PP]
AP: Nauseate 10 (Extra: Area/Cone [General], Feat: Progression 1 [x25 ft per rank], Progression 1 [x5 ft per rank], Flaw: Limited [Sicken Only]) (Flat-Hand Clap) (Cosmic, Mutation) [22/22PP]
AP: Enhanced Strength 12 (Extra: Linked [+0] [Super-Strength]) + Super-Strength 5 (Str 55, Extra: Linked [+0] [Enhanced Strength]) (Strength of the Cosmos) (Cosmic, Mutation, Radiation) [22/22PP][/array]
Immunity 2 (Disease, Poison Flaw: Limited [Half Effect]) (Lor Genetics) (Alien) [1PP]

Lor Combat Hardsuit 3 (15PP, Hard to Lose, Feat: Restricted 2 [DNA Check]) (Alien, Technology) [14PP]
[device]Enhanced Feat 3 (Environmental Adaptation [High Gravity, Low Gravity, Zero-Gee] 3) (Blood Flow Regulators) [3PP]

Immunity 9 (Life Support) [9PP]

Super-Senses 1 (Communication Link [the Nomad]) (Suit-to-ship Ansible) [1PP]

Super-Senses 2 (Radio) (Radio Receiver) [2PP][/device]
Protection 8 (Flesh-tight Forcefield) (Cosmic, Mutation, Radiation) [8PP]


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


DC Block


ATTACK                           RANGE        SAVE                           EFFECT
Unarmed/Strength of the Cosmos   Touch        DC19/DC25 Toughness (Staged)   Damage (Physical)/(Cosmic, Mutation, Physical)
Cosmic Blast                     Ranged       DC25 Toughness (Staged)        Damage (Cosmic, Radiation)
Flat-Hand Clap                   Touch/Cone   DC 20 Reflex/DC 20 Fort        Sicken (Cosmic, Mutation)
Totals: Abilities (30) + Combat (28) + Saving Throws (17) + Skills (22) + Feats (6) + Powers (51) - Drawbacks (0) = 154/155 Power Points

Edited by Thevshi
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More Powerful than a Locomotive by Thevshi

 

Triakosia

Editted the sheet to fix a few formatting errors that has crept into the sheet somehow. Also spent 8 PP as follows:

  • Raise Con from 28 to 30[2PP]
    (Fortitude raises to 15 and Toughness to 11)
  • Raise Bluff from 3 to 4 and Diplomacy 3 to 5 [1PP]
  • Add Move-by Attack Feat [1PP]
  • Raise |Impervious from 8 to 10 [2PP]
  • Raise More Powerful Array from 23 to 25PP [2PP] :
    More Powerful... 12.5 (20PP Feats: Dynamic Power 5) [25PP]
    Dynamic Base Power: Flight 10 (25,000 mph/220,000 ft/rnd) [20PP]

    Dynamic Alternative Power: Quickness 10 (x 2,500 normal speed) [10PP] and Speed 10 (10,000 mph/88,000 ft/rnd) [10PP] [20PP]

    Dynamimc Alternative Power: Super-Strength 9 (heavy load 1,200 tns Feats: Super-Breath, Thunderclap) [20PP]

Player Name: Tiffany Korta
Character Name: Triakosia
Power Level: 12 (188/188PP)
Trade-Offs: -2 Atk/+2 Dam
Unspent Power Points: 0
Progress To Platinum Status: 8/120

In Brief: Another survivor from a dying Earth is sent safely to ours, except things didn’t go exactly as planned...

Alternate Identity: Dancia Devons
Identity: Secret
Birthplace: Pax Roma
Occupation: Reporter
Affiliations: None
Family:None known

Description:
Age: 129 (DoB: 18th April 1885)
Apparent Age: 33(if applicable)
Gender: Female
Ethnicity: African American
Height: 5'11"
Weight: 180 lbs
Eyes: Brown
Hair: Brown

lcq8.jpg
The costume that Dancia wear is familiar to most people of Freedom City if not the world it is the blue and yellow made famous by the Earth mightiest hero Centurion. On closer inspection there are several major differences, the jumpsuit she wears is a darker blue with padding and texturing to provide extra protection, this also give her the appearance of a much more sculpted physique than she really does. The breastplate an greaves are darker, almost bronze in colour, and made of high tech materials with almost no weight to them.
 



Power Descriptions:
The exposure to cosmic energies that she received during her inter dimensional journey have radically altered Dancia’s body down to it’s very core. Super resistant and strong she has no need to breath and doesn’t feel the heat or cold like others. Not only that but can also fly and operate at inhuman speeds.

Her senses have been similarly affected with her able to see and hear things well beyond the range of normal humans.

History:
When the Terminus invaded the world of Pax Roma, a high tech world where the Roman Empire never fell, Centurion was sent safely to Earth Prime. But his father wasn’t the only one working on the possibilities of Inter Dimensional travel in a secret Imperial laboratories a rival of his was working on exactly the same technologies.

When the invasion came the laboratory looked to help halt or at least stall the forces of Terminus, but as it looked more and more likely that the battle was lost the scientist turned there attention back to the inter dimensional device.

Though untested and uncalibrated there only chance was to send someone through to find help from another world, or at least warn them of the threat of terminus, the facility lack the power or time to send more than one person to possible safety. In it unrefined form that machine would put incredible stresses and strains on the traveller, so it was decided one of the Centurions of the CCC (Triakosia) Legion would use the device to fetch possible aid. To a man and woman all of the cohort volunteered, despite the risks, and so lot was drawn. Dancia was the lucky winner so dressed in her Legion armor she stepped into the machine.

The machine worked but its design was imperfect and Dancia was lost in the Void between world for almost ninety years before she finally arrived on Earth Prime, following in the wake of Centurions journey. Half dead from the travel Danci collapsed on arrival to Freedom City and spent six months in a coma recovering from her journey. All the while she under the protection of the Freedom League who kept her a secret in case she was another duplicate sent to fool people.

When she awoke Dancia could remember nothing before arriving in Freedom City, beyond a random set of conflicting fragments of memories. Despite the best efforts of some of the worlds best psychologists and telepaths she still cannot remember any details of who she was before she arrived.

Once fully recovered and determined not to be a threat Dancia was given a new identity of Dancia Devons and supported whilst she found her place in the world. She seemed drawn towards a career in journalism and with her new identity she earned herself a job on the Freedom Ledger. Granted right now it’s collecting stories for the paper website, but it gives her the freedom to both pursue the kind of stories that could make her career and help people as a superhero.

Personality & Motivation:
Whilst Dancia will never hesitate to use her powers to help protect people from harm, she doesn’t think of herself as a true hero. She incredibly modest as to what she can do and doesn’t think she quite measure up to other heroes in the world.


She’s a difficult person to get to know well but she a stern and serious young woman focused on becoming the best at whatever she does, whether in her day job or her time as a hero.

Powers & Tactics:
Dancia’s first instincts when faced with a threat is to make sure that innocents are kept away from any possible danger, if she can she’ll draw the danger away from them or failing that remove them from any potential harm. Only then when everyone is safe will she turn her attention to defeating the enemy, even if that means taking a bit of a beating



Complications:

Who am I?: Dancia has no memory of her life before waking up in Freedom City. Not knowing who she is Dancia is prepared to go to almost any lengths to find the truth.

Once I was...: Even worse in her time in the void she somehow absorbed memories of different lives all her alternatives. Not know which is true she could be convinced that one of these could be the truth.

Touched by the Void: Travel through the void has left an indelible mark on not just her physiology. It also left a signature that seems to draw creature and people who have travelled through that place towards her, and it's generally not a pleasant reaction.

Abilities: 28 + 4 + 20 + 4 + 6 + 6 = 68PP
Strength: 38 (+14)
Dexterity: 14 (+4)
Constitution: 30 (+10)
Intelligence: 14 (+4)
Wisdom: 16 (+3)
Charisma: 16 (+3)


Combat: 16 + 24 = 40PP
Initiative: +6
Attack: +8 (+10 Unarmed Attack)
Grapple: +22/31
Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed
Knockback: -10


Saving Throws: 5 + 4 + 3 = 0PP
Toughness: +11 (+10 Con, +1[impervious 10])
Fortitude: +15 (+10 Con, +5)
Reflex: +6 (+4 Dex, +2)
Will: +6 (+3 Wis, +3)


Skills: 19R = 5PP
Bluff 4 (+7)
Computers 2 (+4)
Diplomacy 5 (+8)
Drive 1 (+3)
Language 1 (Latin)
Notice 3 (+6)
Sense Motive 3 (+6)

Feats: 10PP
Attack Specialization (Unarmed Attack) 1
Improved Initiative 1
Inspire 1
Interpose
Leadership
Luck 1
Move-by Attack
Power Attack
Quick Change
Takedown Attack


Powers: 1 + 2 + 9 + 10 + 25 + 1 + 5 = 63PP

Feature 1 (Temporal Inertia) [1PP]

Flight 1 (10 mph/88 ft/rnd [2PP]

Immunity 9 (Life Support) [9PP]

Impervious Toughness 10 [8PP]

More Powerful... 12.5 (20PP Feats: Dynamic Power 5) [25PP]
Dynamic Base Power: Flight 10 (25,000 mph/220,000 ft/rnd) [20PP]

Dynamic Alternative Power: Quickness 10 (x 2,500 normal speed) [10PP] and Speed 10 (10,000 mph/88,000 ft/rnd) [10PP] [20PP]

Dynamimc Alternative Power: Super-Strength 9 (heavy load 1,200 tns Feats: Super-Breath, Thunderclap) [20PP]


Protection 1 [1PP]

Super-Senses 6 (Ultra-Hearing, Ultravision, X-Ray Vision Flaw: Power Loss (X-Ray vision) Lead) [5PP]


DC Block



 
ATTACK                     ATT    RANGE      SAVE                        EFFECT
Unarmed (basic)            +10    Touch      DC 29 Toughness (Staged)    Damage Physical
Super-Breath               +12    Range      DC 22 Reflex                Trip Attack
Thunderclap                auto   Area       DC 22 Reflex                Dazzle Attack

Totals: Abilities (68) + Combat (40) + Saving Throws (12) + Skills (5) + Feats (10) + Powers (53) - Drawbacks (0) = 188/188 Power Points

Edited by Thevshi
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Disco Fever by Thevshi

 

Young Britannia
Fixed a few editing errors on the sheet including increasing her age by two years ( :( ) and fixing an the skill totals.

Her 11P are spent as follows

  • Increase Base Attack from 4 to 5 [2PP]
  • Increase Base Defense from 4 to 5 [2PP]
  • Skills were already 8PP not 7PP [1PP]
  • Enhanced Constitution from 20 to 22 [2PP]
    (Toughness increases from 10 to 11 and Fortitude from 10 to 11)
  • Enhanced Strength from 20 to 22 [2PP]
  • Increase Light Control Array from 27 to 29 [2PP]
    Light Control Array 14.5 (25PP, Feats: Alternate Power 4) [29PP]
    Base Power: Blast 11 (110 ft Range; Feats: Accurate 3) [23PP] (Burst of Light)
    Alternate Power: Dazzle 6 (Visual Senses, 60 ft Range, 60 ft Burst Radius; Extra: Area [General, Burst], Selective, Feats: Progression [Area] 1) [25PP] (Blinding Light)
    Alternate Power: Healing 12 (Feats: Regrowth) [25PP]
    Alternate Power: Light Control 11 (110 ft Range; Feat: Slow Fade 2 (5 minutes)) [25PP]
    Alternate Power: Teleport 10 (200,000 miles as full action, up to 1,000 lbs; Extra: Accurate, Feats: Change Direction, Change Velocity, Progession Mass 3 Flaw: Long-Range) [25PP]

gallery_517_7_22756.png
Player Name: Tiffany Korta
Character Name: Young Britannia
Power Level: 11 (165/154PP)
Trade-Offs: none
Unspent PP: 0
Progress To Platinum Status: 57/121 (Gold status earned with Revenant)

In Brief: The merger of a young woman and the Spirit of Justice.

Alternate Identity: Agnus Stone (real name), Annice Avebury / Annice Stone (stage names)
Identity: Secret
Birthplace: Glastonbury, Somerset, England, United Kingdom
Occupation: Businesswoman, Pop Star
Affiliations: Vanguard aka Team UK
Family: Geri Stone (Mother), Winston Stone (Father)

Description:
Age: 23 (DoB: July 24th 1991)
Gender: Female
Ethnicity: Mixed (Caucasian / Afro-Caribbean)
Height: 6’0â€
Weight: 165 lbs
Eyes: Brown
Hair: Brown

9r8qsWs.jpg?1
Agnes is the type of person who tends to stick in the memory whether it’s from large hair, her strong North London accent or her general friendly confident demeanour. She also a naturally cheerful person and her face is almost always lit up by one of her smiles

Agnes is cursed, as she would put it, with a natural ability to look good in just about anything. When not in stage clothes, or doing business, she tends to dress in comfortable, practical clothes without much make-up. Since the full merging between herself and the Spirit she has also grown dramatically in height (she was originally 5’3â€) instead of downplaying this fact she tends to over emphasise the fact with large heeled shoes, normal platforms.

Young Britannia is an extenuation of Agnes’s natural charms. Lit up with an inner light she takes on a timeless quality she carries herself with a more regal bearing, whilst her voice is more commanding with a musical sing song tone. This could easy come across as superior and condescending, but Agnus’s natural cheery demeanour softens this into a much friendlier attitude.

Young Britannia’s costume is a simple jumpsuit in blue emblazoned with the Union Jack. One bar of the cross runs down the middle whilst the other wraps around her waist. Her face is partially covered by an open mask similar to Britannia’s.

 

 

Power Descriptions:

When in her Young Britannia form Agnes is bathed in an aura of bright white light, which tends to expand or contract depending on both her moods and the effort required for a task. When she using one of her light based abilities the energies tend to concentrate around that body part, so her hand when she’s throwing blast or her around her legs when in flight.

History:
Unlike most Genius Loci the point when the so called Spirit of Justice came into existence can be pinpointed to a specific moment the 15th of June 1215, the day the Magna Carta was signed. Within this document were the principles of justice for all people regardless of status and social class. Apart from time of countrywide crisis when the she has been subsumed into Britannia, the spirit has empowered women down the ages to ensure that justice is served.

Agnes Stone knew none of this; since she was young she’d always wanted to be a singer and she finally got her chance as a contestant on a talent show. At the tender age of eighteen she won the chance to launch a pop career. With a genuine powerful singing voice and a great stage presence she was marked for great things. And with a string of number one hit, in the UK, Annice seemed to be destined for a long and promising career. But the pressure of the career began to get the young star and her behaviour became more and more demanding just as her popularity began to fade.

Hearing that she had been dropped by her label rather than just give up Agnes decided to make a direct appeal to the woman who had help discover her the pop guru Simmone Kowal. As she was about to pitch her plans for revitalizing her career another failed star took more direct approach bursting into the office with a loaded gun. Without a concern for her own safety she attempted to protect Simone and wrestle the gun from the assailant. In the struggle the gun went off grievously wounding Agnes.

Whilst in a coma fighting for her life she was visited by a Spirit of Justice who gave her another chance at life, but that second chance would come with a price. She would have to serve the Spirit of Justice as her host, and whilst her body healed itself the Spirit would be in control of the body. Already feeling guilty over her actions of the last year, and wanting to make amends, Agnes agreed to the offer. Later that day a remarkably recovered Annice checked herself out of hospital and disappeared.

For the next year reports came in from all over the United Kingdom of a strange woman who would turn up out of the blue to help people before disappearing again. Whilst descriptions of the woman and her costume always seemed to vary she always seemed to wear a combination of the colors of the Union Jack. One of the UK tabloids coined the name Young Britannia(s) to describe these women, and title which was rapidly adopted.

After this year a much humbler and wiser Agnes returned home to try a rekindle her musical career, whilst beginning her hero career as the newly named Young Britannia. Her career got a boost when a hot young Freedom City producer not only offered her a chance to sing on one of his track but to also buy into his struggling Zenith Studio. Not only did their track do well, opening up new market for her music, she also proved a capable business woman as the studio begun to flourish.

Regally commuting from the UK to Freedom City Agnes soon discovered that her transformation wasn’t quite complete. The year spent under the Spirits control was conceived by her a ritual that allowed the two to combined in way that had rarely happened before. Not only did it allow her finer control of her power it also transformed her until her regular build was the same as that taken on as Young Britannia. The only downside was that prolonged absence from the United Kingdom seemed to sap her powers.

Things look rosy for once with Young Britannia finding her place in both the United Kingdom and Freedom City, whilst Agnes has become a successful business woman on the verge of a new music career. But the shadow of what Annice had become before her fall still hangs over her like a Sword of Damocles.

Personality & Motivation:
Agnes has a cheerful upbeat personality, but also possesses a quick wit and a wicked sense of humour. She’s also fairly laid back; it takes a lot to upset Agnes and she quick to forgive those who do harm against her. Her only true flaw is a tendency to speak her mind even when it would be better to keep her opinion to herself.

At heart Agnes is a good person who whilst she can come over as a little condescending, wants to do what she can to help people. Part of her is afraid that if she loses sight of this she tip back into the selfish self-centred self from her worst excessive of her Annice days.

Powers & Tactics:
Not known as a tactical generous Young Britannia tends to go for simple dependable tactics. If possible she’ll first blind an opponent before attacking them with bolt of light. All if possible from a distance.

She can however adapt rapidly to differing situation and can at time quite creative with her power pushing them to do things they’ve never done before.



Complications:
Almost Famous: Whilst Annice was never a big star in the US there are a few who are aware of her song and could recognize her face. This is especially true in Freedom City where the success of her studio has attracted media attention.
For Queen and Country: The Spirit of Justice has strong ties to Britannia and the United Kingdom as a whole. Whilst Agnes can travel freely around the world, if she stays away from the UK for too long her powers begin to fade. In the United States and other Commonwealth counties this is much as six months, whilst in countries hostile to the UK it can be a little as a few days.
Secret identity: Despite the drastic change in height Agnes has still managed to keep her two identities separate.


Abilities: 0 + 2 + 0 + 0 + 4 + 6 = 12PP
Strength: 32/10 (+11/+0)
Dexterity: 12 (+1)
Constitution: 32/10 (+11/+0)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 16 (+3)


Combat: 10 + 10 = 20PP
Initiative: +1
Attack: +5 Base, +11 Burst of Light, +11 Unarmed (Past Lives)
Grapple: +18 up to +22 with Dynamic Super-Strength
Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5/-0


Saving Throws: 0 + 6 + 5 = 11PP
Toughness: +11/+0 (+10 Con)
Fortitude: +11 (+11 Con, +0)
Reflex: +7 (+1 Dex, +6)
Will: +7 (+2 Wis, +5)


Skills: 29R = 8PP
Bluff 3 (+6)
Diplomacy 3 (+6)
Notice 8 (+10)
Perform, (Dance) 3 (+6)
Perform (Singing) 10 (+13)
Sense Motive 4 (+6)


Feats: 3PP
Benefit 1 (Wealth 1)
Luck 2


Powers: 13+ 22 + 22 + 7 + 2 + 9 + 29 + 7 = 111PP

Aura of Light Array 5 (10PP; Feats: Alternate Power, Dynamic Power 2) [13PP]
Base Power (Dynamic): Flight 5 (Rank 7 Total, 500MPH / 4,400' per Move Action) [12PP]
Alternate Power (Dynamic): Super-Strength 5 (Lifting STR 55 [Heavy Load: 30 tons]) [12PP]


Enhanced Constitution 22 [22PP]

Enhanced Strength 22 [22PP]

Enhanced Feats 7 (Beginner’s Luck, Dodge Focus 6) [7PP]

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

Immunity 9 (Life Support) [9PP]

Light Control Array 14.5 (25PP, Feats: Alternate Power 4) [29PP]
Base Power: Blast 11 (110 ft Range; Feats: Accurate 3) [23PP] (Burst of Light)
Alternate Power: Dazzle 6 (Visual Senses, 60 ft Range, 60 ft Burst Radius; Extra: Area [General, Burst], Selective, Feats: Progression [Area] 1) [25PP] (Blinding Light)
Alternate Power: Healing 12 (Feats: Regrowth) [25PP]
Alternate Power: Light Control 11 (110 ft Range; Feat: Slow Fade 2 (5 minutes)) [25PP]
Alternate Power: Teleport 10 (200,000 miles as full action, up to 1,000 lbs; Extra: Accurate, Feats: Change Direction, Change Velocity, Progession Mass 3 Flaw: Long-Range) [25PP]


Past Lives Array 3 (6PP Array, Feats: Alternate Power) [7PP]
Base Power: Comprehend 3 (Languages 3 [speak, Understand and Read All]) [6PP]
Alternate Power: Enhanced Feats 6 (Attack Specialization [unarmed] 3, Eidetic Memory, Jack of all Trades, Well Informed) [6PP]




DC Block:
ATTACK                     ATT    RANGE      SAVE                        EFFECT
Unarmed                    +11    Touch      DC 26 Toughness (Staged)    Damage Physical
Burst of Light	           +11    Ranged     DC 26 Toughness (Staged)    Damage Energy
Blinding Light                    Area       DC 16 Ref/Fort              Blinding

Totals: Abilities (12) + Combat (20) + Saving Throws (11) + Skills (8) + Feats (3) + Powers (111) - Drawbacks (0) = 165/165 Power Points

Edited by Thevshi
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Edits on hold at player request by thevshi

 

Miss Grue

 

Simple one this time add the Accurate 2 feat to Mind Reading, making it :

 

Mind Reading 12 (Flaw: Range 1 (Ranged); Feat: Accurate 2, Subtle 2) [10PP]

 

Unless my maths is out that should be all my points spend despite what the sheets says.

Edited by Thevshi
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Boldly Going Where No Man Has Gone Before by Thevshi

 

>Mechanized - PL10

 

Mechanized's complications block is a little empty, so I'm adding the following three:

 

"It's not impossible, it's necessary": Emily is constantly out to test her limits and pit her skill and smarts against the hardest of challenges, seeing every problem as a puzzle to overcome using her ingenuity and refining her skill in the process. New things excite her to no end and she finds it hard to back away from an intellectual challenge.

 

Look at me, Daddy! Emily's greatest weakness is probably her inability to get past her father's initial rejection. While their relationship eased out somehow, she still feels she needs to prove him her worth, by any mean necessary. Whenever possible, she will try to please him and make him proud of her efforts.

 

Volatile Power Generator: Emily's MCP is powered by a small but very powerful reactor that could become extremely unstable and explode should her suit take heavy damage. She's currently working on a way to swap it out for a safer power generator, possibly one of extraterrestrial origin.

 

Also, I'm spending 1 PP in skills to reflect her first steps in space, and add the following:

 

Skills: 4 Ranks = 1PP

 

Languages 2 (Galstandard, Lor)

Knowledge (Galactic) 2 (+11)

 

I think she won't be able to speak Galstandard and Lor until after her current Incursion thread, but then she should be able to pick it up easily in between threads considering her mutant enhanced intelligence.

I've seen Interstellar yesterday, and I couldn't help but quote one of the most badass lines from the movie...

Edited by Thevshi
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  • 3 weeks later...

Metamorphosized by HG Morrison
 
 
 
seeing as sorus is making a praetorian doctor, i would like to remove healing power from moon-moths array (and fix the formatting...i hope.) and have Speed of thought as a feat instead.
 
Would also like to spend my 6 of his unspent points on upping Myoths Array and the remaining to purchase a new Alternate power for it. Also added  theme music because everyone else was doing it.
 


Player Name: Exaccus
Character Name: Moon-Moth
Power Level:PL10 (158/158 PP)
Trade-Offs: -5 Defence/+5 toughness
Unspent Power Points: 0
Progress To Bronze Status: 8/30
Theme: I'm Not Alright (main theme) Released Power (Battle), Beethooven Virus (Hijinks), Canon Rock (At rest/Peace)
 
In Brief:Moon-speaking Mothman Mage, Praetorian of the Delzatri Empire and Loveable Eccentric.
Alternate Identity: Myothizar A’lira
Identity: Public
Birthplace: Moon of Lantern
Occupation:Moth
Affiliations: Praetorians, Delzatri Empire, Lanturnians
Family and Friends:
 
Oroda and Litha A'Lira; Sire and Dam, Fascinated with the technology of the Dalzatri they migrated with their Children and had taken up the study of whatever they can get there hands on. 
 
Loke, Orin and Shari A'lira: Younger Brothers and Sister: Left lantern to seek there fortunes in the wider empire,
 
Tae'lun Ozmodae: Friend and Mentor, Tae was born before the Lanternians made their great migrations and even served as an architect of the ritual that Relocated them; Took Myothizar as a pupil when the young Lanternian showed an instinctive grasp of spell-craft, Remained on lantern to teach magic to future generations. Forwarded Myothizar to the praetorians in the hopes he could find peers amongst their ranks.
 
Parth Larunzi: Friend; taught under Tae'lun alongside Myoth, the two have known each other  nearly their whole adult lives and have always been close in terms of relationship and talent in Mysticism; Came to believe Myoth was forwarded over herself due to favoritsm on Tae'lun's part and has become a little bitter towards him.  
 
Description:
Age: 200 (DoB: Over 2200 years ago)
Apparent Age: Adult
Gender: Male
Ethnicity: Moonborn
Height: 6’6
Weight: 130lbs
Eyes: Violet
Hair: Fluffy White.

Tall with slender limbs and powdery wings bearing large eye like markings,Myoth could easily be mistaken for the terrestrial cryptid mothman, His coat is a snowy white that would blend readily with the surface of his home moon;

Power Descriptions:
An Artist at heart, Moon-Moths spells are often highly visual and thematic, Serving either as tools for his work, like his constructs and illusions or themselves works of art Drawn From Phenomena, Cultures and Places that have captivated the highly curious lanternian.

History:
The Lanternian race evolved on the inhospitable world of lantern, a desert world plagued by a gaping hole in the atmosphere that let the fury of its sun scorch the surface unfiltered, setting its surface ablaze and granting its name. It was early in there history when, seeking to escape the fiery wrath of the unpredictable solar bombardments that they first developed there mystical capabilities, using them to as one migrate through space and to the surface of lanterns moon, already adapted to the harshness of there world it did not take them long to make the adoptions necessary to permanently colonize the satellite without the assistance of advanced technologies.

able to view the resplendent beauty of the cosmos from there sanctuary the lanternians found there understandings of magic and philosophy greatly expanded upon by watching how the gears of the galaxy turned and interacted with one another; soon enough the colony became something of a monastery dedicated to the enlightenment and education of lanturnians in the mystic arts.

Myothizar A'lira was one of the first so called "moon-born", having birthed and metamorphosed upon the moon, his coat was a brilliant white in contrast to the ruddy reds and browns of his ancestors and parents, his thin carapace trimmed with thick fur, his thinner arms and legs also afforded him a somewhat greater height and leaner build.

perhaps on another world being born so radically different would've resulted in some form of prejudice or exile but now an amiable agrarian society, his people readily accepted him as something of a good omen and the promise of there future prosperity; an omen that seemed to come true when on the eve of his 20th decade of life contact with envoys of the Delzatri Empire made contact and after much discussion it was decided that the joining of the delzatri's empire would be there next step into the greater cosmos; a decision that Myothizar had advocated most strongly; for whilst he was never the subject of outright fear or scorn, the discovery of his deep and almost instinctive grasp of mysticism had lead to him being somewhat demonized by younger members of his race as something of a monster, hoping to find peers amongst the varied members of the interstellar empire.

A chance he got when he was forwarded by the elders as a potential candidate for the praetorians.

Personality & Motivation:
Lanternians are highly amiable creatures and Myoth is no exception, he greatly enjoys the diversity of the various species in the universe and whilst he is slow to anger and quick to forgive; wickedness and cruelty evoke his ire and fighting spirit.

Powers & Tactics:
With a keen mind and powerful magic Myoth can be a cunning and terrifying foe to face; Able to emit unerring prismatic energy bolts from his hands and antenna known for not only penetrating but passing through armoured vehicles and small starship hulls. generate highly complex Illusions, heal the wounds of others and spin silvery constructs from thin air It is little wonder he was all but demonized by the children of his home world; in general, Moon-moth runs interference and support, attempting to thin the enemy ranks and misdirect their strength


Complications:
 
Moonspeak: Myoth's Grasp of spoken language is somewhat poor; given he was born on the moon and the lack of atmosphere necessitated a Non-Verbal Language He Will often misspeak or confuse terms, occasionally getting punched in the face as a result.
 
"I am Myoth, Not Monster.": Myoth's Slight ostracization has caused him to develope a craving for acceptance and Approval, the primary reason he enjoys working with the praetorians is the peers it provides him, He becomes extremely Distressed if he is called a monster, freak, demon or the like (he doesn't mind Alien, Lunatic or Fool.) and usualy tries to convince the accuser otherwise; Sufficient provocation however Might leads to Red Rages and/or Heavy Depression.


Abilities: 0 + 4 + 10 + 20 + 10 +4 = 48PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 30 (+10)
Wisdom: 20 (+5)
Charisma:14 (+2)


Combat: 8 + 6 = 14PP
Initiative: +10
Attack: +4 Melee, +4 Ranged, +6 Magic of lantern's Moon, +8 Transform, +10: Blast/Snare
Grapple: +4
Defense: +5 (+3 Base, +2 Dodge Focus), +2 Flat-Footed
Knockback: -7/-2 without force field


Saving Throws: 2 + 5 + 5 = 12PP
Toughness: +5/+15 (+5 Con, +10 [Force field])
Fortitude: +7 (+5 Con, +2)
Reflex: +7 (+2 Dex, +5)
Will: +10 (+5 Wis, +5)


Skills: 48R = 12PP
Concentration 8 (+13)
Craft: Artistic 4 (+14)
Diplomacy 4 (+6)
Gather Information 4 (+6)
Investigate 4 (+14)
Knowledge: Arcane Lore 8 (+18)
Knowledge: Cosmic Lore 4 (+14)
Language 2 (+2; Native: Lanternian, Galstandard, Delzatri,)
Notice 5 (+10)
Sense motive 5(+10)
 
Feats: 10PP
Attack Specilization 1 (Magic of lanterns Moon)
Dodge Focus 2
Eidetic Memory
Equipment 1 (5 EP for Praetorians spaceships and HQ)
Jack-Of-All-Trades
Luck 2
Ritualist
Speed of thought
.
Powers: 44+2+10+8+4=62PP
 
Array 19 (Magic of Lanterns Moon.;Magic, Light; 38pt array; Power Feats: Alternate Power 6) (44PP)
BE: Blast 10 ("Prismatic Bolts"; Magic, Light, Power Feats: Accurate 2 (+4) Homing 2 (2 attempts),Split attack 1 (2 targets) Indirect 3 (any point, Any Direction) Variable Descriptor 2 (Any Magic) Extras: Penetrating 5) {35/38}
AE: Create Object 10("Moonlight Constructs"; Magic, Light Extras: Movable Power Feats:Stationary, Precise {32/38}
AE: Illusion 8("Misdirection and mirages"; Magic, Affects all senses, Progression Area 6 (500ft radius) {38/38}
AE: Move Object 18("Subtle Manipulations/Audacious Alterations"; Magic; effective strength 90, heavy load: 3.3K tonnes Power Feats: Subtle, Precise) {38/38}
AE: Snare 10("Silver shackles" magic; Extras: Regenerating Power feats: Accurate 2(+4), Obscure Sense 5 (all) Precise) {38/38}
AE: Teleport 10("Magic of the Lunar Migration"; Magic; 1000ft in a move action, 200,000 miles as a Full round action; Extras:Accurate Power Feats: Easy, Change Velocity) {32/38}
AE: Transform 12(“Transfigurationsâ€; Magic; Broad > Broad (Inanimate to Inanimate) 5000lbs, Extras: Duration (continuous), Flaws: Action (full), Distracting, Range (touch), Power Feats: Accurate, Precise {38/38}

 
Flight 1 (“Mystic Flightâ€; Magical. 10mph 100ft a round; 2pp)
Force field 10 ("Aurora Scales" ;Magic 10PP)
Immunity 8 (“Lanturnian Biologyâ€;Alien, Biological; Aging,Environmental conditions (all), Suffocation (all); 8pp)
Super-Senses("Magic Sensitive Antenna";Alien Biological; Analytical Visual Detect Magic; 4pp)

Drawbacks: (-3) + (-3) = -6PP
Vulnerability ( Fire; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP]
Vulnerability ( Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP]
 
DC Block
ATTACK             RANGE             SAVE                                     EFFECT
Unarmed            Touch                DC15 Toughness (Staged)  Damage (Physical)
Prismatic Bolts    Ranged(100ft)  DC25 Toughness (staged)   Damage (magical energy)
Silver Shackles   Ranged(100ft)  DC20 Reflex (staged)           Snare
       

Totals: Abilities (48) + Combat (14) + Saving Throws (12) + Skills (12) + Feats (10) + Powers (68) - Drawbacks (-6) = 158/158 Power Points


 
Thanks!

Edited by HG Morrison
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  • 2 weeks later...

E=MC2d by HG Morrison

 

 

Some quick updates for Maxima. 

 

Feats:  Skill Mastery 2 (Craft (Chemical), Investigate, Knowledge (Business), Knowledge (Civics), Knowledge (Life Sciences), Knowledge (Physical Sciences), Knowledge (Technology), Medicine) [2pp]

 

Powers: Upgrade Mental Quickness 2 to Mental Quickness 4 (x25 speed) [1pp]

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Fancy Book Learn'd by HG Morrison

 

 

 

Miras

Some updates to Miras to bring her more in line with some house rules since she was archived, and to spend earned PP.

  • Changed around her description a bit.
  • Losing Accurate Attack, All-Out Attack, Defensive Attack, and Power Attack. Gaining Taunt and Challenge (Fast Taunt). Remove Know/Art from Skill Mastery and add Know/Theology & Philosophy.
  • Detect and Awareness were folded into one power, so she gets +3PP from that.
  • Spending 4 PP on skills. Putting 11 ranks into Bluff, 5 ranks into Perform/Singing, 5 ranks into Know/Streetwise, 5 ranks into Know/Theology & Philosophy, and 2 ranks into Concentration.
  • Player Name: Raveled
    Character Name: Miras
    Power Level: 10 (152/152)
    Trade-Offs: None
    Unspent PP: 0
    Progress to Platinum Status: 2/120
    
    In Brief: A hero trained in music and magic protecting those the world may have looked over.
    
    Alternate Identities: Asli Safiyyah Sadik, DJ Eclectic, Sophie
    Identity: Secret
    Birthplace: San Diego, California
    Occupation: Superhero, student, DJ, musician.
    Affiliations: FreeSA, FCU, Stone Soup Musical Group
    Family: Father, mother, 2 brothers.
    
    Age: 30
    Gender: Female
    Ethnicity: Turkish/Djinn
    Height: 6' 2"
    Weight: 220 lbs
    Eyes: Blue
    Hair: Black
    
    Asli is a tall woman, with a solid, curvy frame. Her skin and hair are dark, and her eyes are a deep, unclouded blue. Her features are rounded and her teeth are very white against her skin; it's noticeable because she's usually talking or laughing. She deliberately avoids makeup, and she usually keeps her hair just long enough for a ponytail. She does like to use wilder styles for her stage show, though.
    
    Asli's everyday style is an urban-punk asthetic. She favors heavy boots, tight jeans, and layers that usually end in a hoody or a leather jacket. As Miras her clothes transform into an open, hooded robe of summer green, over a gown of royal purple. The robe is edged in white Arabic script that always seems to be changing, and the robe's cowl manages to hide her features no matter what happens.
    
    
    Power Descriptions: Asli's power comes from two distinct sources. Her magic is rooted in the writings of Lord Deosil, a Master Mage who was skilled in time magic and prophecy. With that she can turn aside attacks, speed up her own passage through time, or freeze others in place. With a great deal of effort, she can even turn back someone or something's personal timeline. These spells are often accompanied by chiming bells, or gold or silver clock faces or meshing gears appearing in the air.
    
    Her other source is her own djinni heritage. Combined with her understanding of magic, she can do quite a lot to manipulate the world around her. She can throw bolts of magical fire, change one thing into another (if she concentrates), make illusions to cloud the senses, or take a form as substantial as smoke. Using these powers often results in geometric traceries appearing in the air.
    
    
    History Asli was born in a small Turkish community in California, and her early days were filled with sun and surf and the same group of people she saw every day. She was a talented singer even as a very young child, and when she came of age and started sending out college applications, the Freedom School for the Arts offered her an impressive scholarship.
    
    She accepted FreeSA's invitation and moved out to Freedom City, studying dance and songwriting professionally for the first time in her life. It was an exciting, exhilarating time. It was also a scarey, stressful time, as the girl was away from her family for the first time in her life. Sophie (she started going by that in college) tried drugs at a party first, and then started self-medicating for stress. Before she knew what had happened she was kicked out of FreeSA and working dead-end jobs, getting wasted at night and waking up the next day to start it all over again.
    
    Asli might have ended up another burn-out junkie, a cautionary tale for the next generation of students, if she hadn't gotten caught. She was buying for herself and all her friends and was charged with possession with intent to distribute, but her public defender pleaded down to a misdemeanor with rehab. The potential of a felony conviction scared her straight; she cleaned up her life, went back to school, and rediscovered her faith. She got a degree in Media Communications from FCU and started writing music again, taking an apartment in Greenbank.
    
    In a corner of the apartment she found an old cardboard box filled with yellowing journals. Asli began reading them, and discovered that they were the writings of a 18th century clockmaker named Hans Lorcano, who became the Master Mage Lord Deosil. She experimented with his style of magic at the same time as she was experimenting with her music. Her skill in both grew, and when a burglar tried to break into her apartment she froze his personal timeline in place, at least long enough for the police to respond. That emboldened the young woman, and she started venturing out at night in a mask. Around the same time she released her first album, and she hasn't regretted either decision.
    
    
    Personality & Motivation: There's very little that Asli doesn't have an opinion on, and it doesn't take much to get her to speak her mind. She's not argumentative exactly, but she does prefer to say something and hash out issues rather than letting them fester. Of course, sometimes not knowing when to shut her mouth can make problems worse.
    
    Asli tends to work off emotions rather than logic, reacting to things by her gut feeling rather than carefully reasoned considerations. She also tends to see issues in terms of how they'll impact individuals, and has a hard time balancing that against a larger picture. It means she can irrationally focused on one thing in a fight when her emotions get the better of her, but it also means she's less likely to get caught up her in own fame.
    
    Asli has a lot of reasons for doing what she does; zakat and sadaqah, the excitement and thrill of it, the chance to test her courage and her magic. The truth of it all, though, is that it would have been very easy for her to end up on the other side of things, under the thrall of some two-bit supervillain or crime syndicate, controlled by her addictions. If she'd had a hanging judge, or had washed out of rehab, or had gone for harder drugs, she might have not been saved. She fights in order to make sure that those borderline cases have a chance to turn their lives around.
    
    
    Powers & Tactics: Miras doesn't have a lot that could directly stop a fight. She prefers to use her illusions or mobility to tie up opponents, waiting until they make a mistake and let her freeze them in place or trap them behind a quickly-made wall.
    
    
    Complications:
    Fame Asli may not be a megastar, but she's had enough success that she could be recognized on the street.
    Prejudice Asli is a Mulsim woman trying to make it as a hip-hop artist. That's plenty of reasons for people to not like even the idea of her.
    Protector of Greenbank Asli lives in Greenbank, and works hard to make sure her neighborhood is as safe as it can be.
    Checkered Past Asli was not always on the side of the angels, and even now some of her friends are (minor) criminals.
    Deosil's Prophecies Asli is the current owner of the Locarno Dairies, which contain a number of enigmatic prophecies. She spends a good deal of time trying to decipher them and avoid any bad fate they predict.
    Hatred Asli reserves a special antipathy for drug dealers.
    
    
    Abilities: 0 + 4 + 0 + 4 + 8 + 8 = 24PP
    Strength: 10 (+0)
    Dexterity: 14 (+2)
    Constitution: 10 (+0)
    Intelligence: 14 (+2)
    Wisdom: 18 (+4)
    Charisma: 18 (+4)
    
    
    Combat: 8 + 12 = 20PP
    Initiative: +6
    Attack: +4, +10 Ranged
    Grapple: +4
    Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
    Knockback: -5
    
    
    Saving Throws: 6 + 6 + 6 = 18PP
    Toughness: +10 (+0 Con, +10 Force Field)
    Fortitude: +6 (+0 Con, +6)
    Reflex: +8 (+2 Dex, +6)
    Will: +10 (+4 Wis, +6)
    
    
    Skills: 96R = 24PP
    Bluff 7 (+11)
    Concentration 9 (+13)
    Diplomacy 6 (+10)
    Knowledge (Arcane Lore) 8 (+10)Skill Mastery
    Knowledge (Art) 8 (+10)
    Knowledge (Current Events) 3 (+5)
    Knowledge (Streetwise) 8 (+10)
    Knowledge (Popular Culture) 3 (+5)
    Knowledge (Theology and Philosophy) 13 (+15)Skill Mastery
    Language 3 (Arabic, English [Native], Latin, Turkish)
    Notice 8 (+12)Skill Mastery
    Perform (Dancing) 1 (+5)
    Perform (Singing) 11 (+15)Skill Mastery
    Sense Motive 8 (+12)
    
    
    Feats: 15PP
    Attack Focus (Ranged) 6
    Challenge (Fast Taunt)
    Dodge Focus 4
    Move-By Action
    Ritualist
    Skill Mastery (Knowledge [Arcane Lore, Theology & Philosophy], Notice, Perform [Singing])
    Taunt
    
    
    Powers: 1 + 10 + 24 + 3 + 1 + 12 = 51PP
    All powers have the Magic descriptor
    
    Enhanced Feat 1 (Quick Change) (Illusory Robes) [1PP]
    
    Force Field 10 (Slow the Blow) [10PP]
    
    Ruh Kalit 10.5 (21 PP, Feat: Alternate Power 3) [24PP]
    [array]BE: Insubstantial 4 (Not vs Magic, Feat: Subtle) (Body of Smokeless Fire) [21/21PP]
    AP: Blast 10 (Feats: Affects Insubstantial) (Fling the Fires) [21/21PP]
    AP: Transform 5 (Inanimate to inanimate, Feat: Affects Insubstantial, Flaw: Range/Touch) (Shape the World [21/21PP]
    AP: Illusion 7 (Visual & auditory) (Weave the Wind Solid) [21/21PP][/array]
    Super Senses 3 (Detect Magic [Tactile]) [3PP]
    
    Super Senses 1 (+Ranged on Detect Magic) [1PP]
    
    Working of Deosil 5 (10PP, Feat: Alternate Power 2) [12PP]
    [array]BE: Speed 5 (250 ft, Extra: Linked [Quickness]) + Quickness 5 (x50, Extra: Linked [Speed]) (In the Blink of An Eye) [10/10PP]
    AP: Healing 5 (Extras: Affects Objects [+1], Flaw: Distracting) (Like it Never Happened) [10/10PP]
    AP: Paralyze 10 (Flaw: Action/Full) (Time Stop) [10/10PP][/array]
    
    Drawbacks: (-0) = -0PP
    
    
    DC Block:
    
    
    ATTACK    RANGE   SAVE                      EFFECT
    Unarmed   Touch   DC 15 Toughness (Staged)  Damage (Physical)
    Blast     Ranged  DC 25 Toughness (Staged)  Damage (Magic, Fire)
    Paralyze  Ranged  DC 25 Fortitude(Staged)   Helpless
    Abilities (24) + Combat (20) + Saving Throws (18) + Skills (24) + Feats (15) + Powers (51) - Drawbacks (0) = 152/152 Power Points

Edited by HG Morrison
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One last edit for the lost but not forgotten. - Fox

Straightforward one:

 

Lord Steam

 

Equipment now paid for in full (freeing up Silver Reward)

 

This adds 15 PP to His Feats (a total of 37 PP) which needs adjustment at the bottom of the sheet. 

 

Meaning his total PP cost is 206 (out of 207 available).

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Edited in the most glamorous way possible. - Fox

Glamazon

 

In part of these Glamazon is actually undoing some bits of previous edits.  Upon some rethinking.

 

Losing the Flaw on Impervious Toughness whilst making it a power loss drawback to Electrical Attacks

Lost Vulnerability Drawbacks they are now Complications

Lost 1 Rank of Base Attack 

Gained 1 Rank of Dodge Focus 

Gained 2 Ranks of Constitution   

Gained 4 Ranks of Enhanced Constitution & Strength, thereby bumping her up to PL10

Bought the Shockwave and Thunderclap Super-Strength power feats.

Dropped all points put into Reflex

Reduced PP spent into Skills by 2

Bought the Instant Up feat

 

She has also lost the Fish out of Water and Quick Tempered complications.  Both are still true, but I wouldn't hold them as complications any longer.  As well as gaining the Truth Teller Complication and the Ichor of the Gods one.

 

Changed picture to use the visual Guide one created by Giz.

 

Her personality & motivation has been edited to be more accurate.

 

 

Player Name: HG Morrison

Character Name: Glamazon

Power Level: 10 156/158PP

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

Unspent Power Points: 2

Progress To Gold Status: 53/90 (Silver Status earned with >Foreshadow II)

 

In Brief: Atlantean Demigoddess 

 

Alternate Identity: Thaelia

Identity: Public

Birthplace: Atlantis

Occupation: Student (Claremont Academy)

Affiliations: Atlantean Royal Family, The Olympians, Next Gen

Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin)

 

Description:

Age: 18 (DoB: January 03, 1997)

Gender: Female

Ethnicity: Atlantean

Height: 6'0

Weight: 165 lbs.

Eyes: Blue

Hair: Black

 

gallery_517_7_30139.png

 

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.

 

 

 

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:

Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety.  Wearing her heart on her sleeves, the Atlantean princess' emotions are always an open book to those willing to ask.  While her Atlantean leanings would suggest the worship of various sea gods, Thaelia is actually solely a Hellenist.  Even giving piety to the gods after defeating particularly dangerous foes.  Though she is not above collecting spoils of battle either.

 

Thaelia is short on impulse control, she finds herself often acting without thinking.  She's never been lacking in hubris the overconfidence. Furthermore coming from a warrior culture Thaelia has far looser views on what means are considered necessary for riding oneself of a villain.  She does willingly follow the laws of the Surface World.  But if push came to shove she doesn't think it above herself to take a life, in the most dire of circumstances.  She can't, however, stand for cruelty.  Villains who choose to torture their victims rather than kill them quickly earn her deepest ire for such a grave injustice.

 

Thaelia lives by a code of honor that would set her right at home with a Homeric Hero.  Believing a hero's duty was to fight for those in need, and that the only way of gaining glory an immortality is through committing heroic acts on the battlefield.  In her case leaving some truth to the mythology as a demigoddess.  Living up to her honorable ideals is the top priority for Thaelia.  This pursuit of honor is placed with a value even above her own life, refusing to retreat when in overwhelming danger.  

 

Powers & Tactics:

Thaelia isn't one to fight all that gracefully preferring straightforward brutality when it comes to matters of the fist.  Traditionally relying on a mix of pankration with modern fighting techniqes.  Those are quickly made aware of her superhuman strength.  When sufficiently pushed she’ll prove herself her father’s scion and use her strength to create miniature earthquakes to knock her opponents off their feet.

 

As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, faster even.  That’s if her opponents can injure her in the first place.  While in the presence of a sufficient body of water, Thaelia recovers from her injuries at  tremendous rate.

 

 

Complications:

 

Bow to Zeus:  Perhaps the strength of Zeus' weapon lied really in the fact that the Olympians were more susceptible to lightning, or maybe it's just because she's the daughter of a Sea God.  Either way Electricity has always hurt Thaelia more than any other form of damage.  As she's grown more powerful Thaelia has been able to will her way past the pain, but a GM can easily rule an effect with the electrical descriptor potent enough to outright knock Thaelia unconscious without need for a roll..  Especially useful if a villain needs an easy getaway.  

 

Competitive:  Thaelia strives to win any contest she is in, regardless of the nature of the contest.  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 potential source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family.  When circumventing the Pact her family can be cause for a great deal of worry for Glamazon

 

Ichor of the Gods:  Divinity is in the blood.  Literally.  Thaelia's blood glows a golden color.  Which could make for easy tracking of her once injured.  In the case of blood transfusion her blood is poisonous to humans at the very least.  The magical properties of her blood also are enticing for a villain who knows of her parentage and want to make use of her as an ingredient for some dark arcane art.

 

Not a Drop to Drink:  Thaelia's connection to the sea is so strong it's almost physiological.  If Thaelia is somehow dehydrated the effect can be rendered especially potent.  GM's are encouraged to give any desiccation effects nasty secondary effects.  Perhaps making the drain effect continuous so she has to save every round without the attacker doing anything.  Perhaps she's blinded and deafened.  Perhaps her Divine Container is rendered inert.  Either way, the Daughter of the Seas will need to deal with the lack of water rather than her foe in that given moment.

   

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

 

Truth Teller:  Thaelia isn't just a bad liar.  She's flat out incapable of lying.  The best she can muster up is a lie of omission.  But, the art of subterfuge is wholly lost on her.  Any attempt at Bluffing can be met with disastrous results.

 

Abilities: 20 + 2 + 20 + 4 + 2 + 0 = 48PP

Strength: 30/34 (+10/+12)

Dexterity: 12 (+1)

Constitution: 30/34 (+10/+12)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 10 (+0)

 

 

Combat: 16 + 10 = 28PP

Initiative: +1

Attack: +8 Base

Grapple: +20/+28 (/w Super Strength)

Defense: +8 (+5 Base, +3 Dodge Focus), +3 Flat-Footed

Knockback: -10

 

 

Saving Throws: 0 + 0 + 7 = 7PP

Toughness: +12 (+12 Con, 8 Impervious)

Fortitude: +12 (+12 Con, +0)

Reflex: +1 (+1 Dex)

Will: +8 (+1 Wis, 7)

 

 

Skills: 40R = 10PP

Diplomacy 5 (+5)

Knowledge (Arcane Lore) 13 (+15)

Knowledge (Theology & Philosophy) 8 (+10)

Language 3 (Atlantean [Native], English, Greek, Latin)

Perform (Singing) 5 (+5)

Ride 4 (+5)

Swim 2 (+14)

 

Feats: 11PP

All-Out Attack

Benefit (Status [Atlantean Royal & Demigoddess])

Dodge Focus 3

Environmental Adaptation (Aquatic)

Favored Environment (Underwater)

Interpose

Instant Up

Power Attack

Ritualist

 

Powers: 34 + 18 = 52PP

 

Atlantean Physiology 6.8 ( 34PP Container [34PP]

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

Super Senses 1 (Low Light Vision [1PP]

Super-Strength 8 (Effective lifting STR 74, Heavy Load=358.4 Tons; Feats: Groundstrike, Shockwave, Thunderclap) [19PP]

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 550', Standing Jump 275', High Jump 137'[6+4]={10/10}

 

 

Demi-Deific Blessings 4.0 ( 20PP Container; All Effects have the Divine Descriptor [20PP]

Enhanced Constitution 4 [4PP] (Divine Constitution)

Enhanced Strength 4 [4PP] (Divine Strength)

Impervious Toughness 8 ( Drawback: Power Loss [Electric Attacks] )  [7PP] (Divine Toughness)

Regeneration 8 ( Bruised 3/No Action, Injured 5/Standard Action; Flaw: Source [Water]; Drawback: Slower Regeneration [Must wait 30 Second intervals between Regeneration starting from the moment of initial damage:  Can only regenerate a condition every Other Round from when first damaged]; ) [3PP] 

Super Senses 2 ( Counters Illusion [Vision] ) [2PP] (True Sight)

 

 

Drawbacks: 0 = -0PP

 

 

 

[table]

DC Block

ATTACKRANGESAVEEFFECT

UnarmedTouchDC27 Toughness (Staged)Damage (Physical)

Groundstrike100' ExplosionDC20 ReflexTrip

Shockwave100' ConeDC25 Toughness (Staged)Damage (Air Pressure)

Thunderclap50' BurstDC20 ReflexDazzle (Deafened)

[/table]

 

 

Totals: Abilities (48) + Combat (26) + Saving Throws (7) + Skills (10) + Feats (11) + Powers (54) - Drawbacks (9) = 156/158 Power Points

Link to comment

I foresaw these edits.... - Fox

Foreshadow

Bought Ambidexterity 

Bought Enhanced Feat ( Seize Initiative 

Luck Control ( Force a Re-roll; Flaw: Limited to Attack Rolls Made Against Foreshadow [-2] 

Stun Rod changed to Stun Rods.  Switching out Extended Reach for Split Attack.

Dropped the Mask Device and bought 4 ranks of intelligence

Bought 3 ranks of the Teamwork feat

Used Silver Reward to get 10PP of Equipment for a Vehicle array and HQ array.  Thereby getting 7 PP back in the process

Bought 2 Ranks of Reflex

Dropped the Damage power representing Unarmed Strikes

Bought 4 PP worth of Skills whilst rearranging skill ranks due to the attribute change.

Powers section reworded to use the wording used on the Wiki entry

Bought the Accelerated Acrobatics, Perfect Balance, and Perilous Balance Challenge feats.

Bought Uncanny Dodge as a Mental Super-Sense 

Increased base Attack by 1, Changed Device so damage caps are still met and not broken.

Took a cue from Arrowhawk and bought Acrobatic ranks to 18.  In every other respect he still meets PL10 Caps.  Picked up German as a Language

Player Name: HG Morrison

Character Name: Foreshadow II

Power Level: 14 (213/216PP)

Effective PL: 10

Trade-Offs: +4 Defense / -4 Toughness, +1 Atk/ -1 Dmg (Bo Staff), +3 Atk/ 3 Dmg (Escrima Sticks), +5 Atk/ -5 Dmg (Unarmed)

Unspent Power Points: 1

Progress To Gold Status: 66/90

Bronze Reward: 3rd PC at PL8/120PP

Silver Reward: 11PP of Equipment for Foreshadow, 4PP gone into shared Vanguard HQ

 

In Brief: Acrobatic legacy to the Foreshadow Name.

 

Alternate Identity: Erick Sloane

Identity: Secret

Birthplace: Freedom City

Occupation: Investor

Affiliations:  Vanguard

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

 

 

gallery_517_7_22723.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 David Sloane was.  In fact Erick Sloan is a downright social butterfly.  Relying on his social skills to gather information from local underworld personalities almost as often as his precognitive gifts.  Part of Erick's attitude actually has do to his gift of Foresight.  He has taken it to translate into feeling that he is armed with the knowledge that he will always come out on top.

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 Erick dons the Foreshadow costume he's ready to go to work.  A bit of an adrenaline junkie, Erick loves crime fighting perhaps a bit too much.   His enjoyment of risk taking almost borders on recklessness.  Which is why he keeps himself grounded by remembering why he dons his domino mask in the first place.  More than anything Erick wants to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City especially those under Al Driogano's thumb.    

 

Powers & Tactics:

When first starting out Foreshadow was more of an acrobat than martial artist.  Relying more on misdirection and agility than pure combat prowess.  While he is still an acrobat first and foremost, Foreshadow has gradually adapted a more fluid martial arts base to his fighting style.  Favoring mobile fighting styles Erick blends the arts of capoeira, escrima, karate, kalarippayattu, tae kwon do, and wushu with traditional stick fighting.  As well as incorporating his studies in ninjutsu and natural skill as a gymnast for a more freeform system that relies on both one's environment and unpredictability to take down opponents.  Essentially, Foreshadow's fighting style is akin to combat oriented tricking

 

His custom built high polymer Escrima Sticks are lightweight so that he can overwhelm foes without sacrificing power for speed.  At a distance they can also be thrown to take out foes.  The staves are collapsible allowing Foreshadow to store the weapons on his person even out of costume. The separate halves can also combine into a singular bo staff, which Foreshadow uses when in need of supplying his attacks more power.  One end of the weapon can fire a stored swing line made out of airplane cable, and both escrima sticks can be discharge a powerful electric shock akin to a high grade cattle prod.

 

Last but not least, Erick is able to foresee events before they come to pass.  A secondary effect of this ability is he is actively aware of his surroundings almost intuitively combined with the fact that Erick is intuitively aware of foreboding danger allows him to always be alert.  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 take 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 know. It can get him knee deep into trouble. 

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

 

Abilities: 6 + 14 + 8 + 10 + 6 + 6 = 50PP

Strength: 16 (+3)

Dexterity: 24 (+7)

Constitution: 18 (+4)

Intelligence: 20 (+5)

Wisdom: 16 (+3)

Charisma: 16 (+3)

 

 

Combat: 18 + 12 = 30PP

Initiative: +16 (+8 Dex, +8 Improved Initiative)

Attack: +9 Base, +11 Bo Staff, +13 Escrima Sticks & Melee, +15 Unarmed

Grapple: +16

Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed

Knockback: -3

 

 

Saving Throws: 2 + 5 + 7 = 14PP

Toughness: +6 (+4 Con, +2 Defensive Roll)

Fortitude: +6 (+4 Con, +2)

Reflex: +12 (+7 Dex, +5)

Will: +10/14* (+3 Wis, +7)

 *Vs Fear Effects

 

Skills: 172R = 43PP

Acrobatics 18 (+25) Skill Mastery

Bluff 8 (+11, +15 Attractive) Skill Mastery

Computers 5 (+10)

Concentration 7 (+10)

Diplomacy 8 (+11, +15 Attractive) Skill Mastery

Disable Device 5 (+10)

Disguise 2 (+5)

Drive 5 (+12)

Escape Artist 8 (+15)

Gather Information 7 (+10)

Intimidate 7 (+10)

Investigate 5 (+10)

Knowledge (Business) 10 (+15)

Knowledge (Current Events) 5 (+10)

Knowledge (Popular Culture) 2 (+7)

Knowledge (Streetwise) 15 (+20)

Language 8 (Arabic, Chinese [Mandarin] English [Native], French, German, Japanese, Portuguese, Russian, Spanish)

Medicine 2 (+5)

Notice 12 (+15)

Perform (Dance) 5 (+8)

Search 5 (+10)

Sense Motive 7 (+10)

Sleight of Hand 3 (+10)

Stealth 13 (+20) Skill Mastery

 

 

Feats: 54PP

Acrobatic Bluff

Ambidexterity

Attack Focus 4 (Melee)

Attack Specialization (Unarmed) 

Attractive

Benefit 2 (Wealth 2)

Blind-Fight

Challenge 4( Accelerated Acrobatics, Fast Task: Acrobatic Feint, Perfect Balance, Perilous Balance)

Defensive Attack

Defensive Roll 1

Dodge Focus 8

Eidetic Memory

Elusive Target

Endurance

Equipment 0 (+10 50EP Veteran Reward )

Evasion 2

Hide in Plain Sight

Improved Disarm

Improved Initiative 2

Improvised Tools

Jack-Of-All-Trades

Lionheart 1 [+4 bonus per rank on Will Saves VS fear and related effects.]

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

Teamwork 3

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: 11PP = 55EP

 

Binoculars [0EP]

Cell Phone [0EP]

Digital Audio Recorder[0EP]

Digital Camera[0EP]

Evidence Bags[0EP]

Flashlight[0EP]

Lock Release Gun [1EP]

Handcuffs [1EP](Masterwork)

Medkit [1EP]

Mini-Tracer [1EP]

Multitool [1EP] (Masterwork)

Rebreather [1EP]

Video Camera [0EP]

 

 

Zultasian Grav-Cycle [26EP]

Strength: 20 [2EP]

Size: Medium [0EP]

Toughness: +8 [3EP]

Defense: +0 [0EP]

Features: Alarm 3 [DC30], Computer, Communications, Grav Boost [same as Nitro Injector], Hidden Compartments 2 (DC 25), Remote Control, Smokescreen [10EP]

Powers: Flight 6 (500 mph; Power Feat: Subtle, Drawbacks: Low Ceiling 2 [Maximum 15']) [11EP]

 

HQ: Erick's Freedom City Villa[18EP]

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]

Alternate HQ: Erick's London Estate[17EP]

Location: Kensington, London, UK.

Appearance/Details: 1

Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP];

Features: Combat Simulator, Communications, Computer, Concealed, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP]

 

Powers:  10 + 12 + 1 = 23PP

 

Device 3 ( 15PP Container, Feat: Subtle; Flaws:Easy-To-Lose; User Suffers Fatigue from Extra Effort rather than Device ) [10PP] (Combinable and Collapsible Escrima Sticks )

Combinable Escrima Array ( 12PP Array; Feat: Alternate Power 3 ) [10PP]

BP: Damage 0 (  Extra: Autofire 3; Feats:  Accurate, Dedicate Dodge, Improved Defense 2, Mighty, Ricochet 1 [1 Bounce], Split Attack, Thrown, Weapon Bind ) {12/12} (Escrima Sticks)

AP: Damage 2 ( Extra: Penetrating 2; Feats: Extended Reach, Improved Critical 2, Improved Throw, Improved Trip, Mighty, Split Attack ) + Leaping ( Jumping Distance x2 )(Bo Staff and Pole Vaulting) {12/12}

AP: Stun 7 ( Feat: Split Attack, Precise; Flaw: Action [Full-Round] ) {9/12} (Stun Rods)

AP: Super-Movement 4 ( Slow Fall, Swinging, Wall-Crawling 2 ) {8/12} (Grappling line)

 

Foresight 2.4 ( 12PP Container, [Passive, Permanent] ) [12PP] (Psionic)

Enhanced Feat ( Seize Initiative [1PP] (Precognitive Awareness)

Luck Control ( Force Rerolls; Flaw: Limited to Attack Rolls Made Against Foreshadow [-2] [1PP] (Precognitive Dodging)

Super-Senses 7 ( Mental Sense [Accurate, Acute, Danger Sense, Radius, Ranged], Uncanny Dodge [Mental] ) [8PP] (Precognitive Spatial Awareness)

Super-Senses 4 (Precognition [Mental]; Flaw: Uncontrolled) [2PP]

 

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

 

[table]

DC Block

ATTACKRANGESAVEEFFECT

Unarmed TouchDC18/20* Toughness (Staged)Damage (Bludgeoning)

Bo Staff TouchDC20/22* Toughness (Staged)Damage (Bludgeoning)

Escrima SticksTouchDC18/20* Toughness (Staged)Damage (Bludgeoning)

Stun RodsTouchDC17 Fortitude (Staged)Stun (Electricity)

[/table]*DC with Sneak Attack

 

Totals: Abilities (50) + Combat (30) + Saving Throws (14) + Skills (43) + Feats (54) + Powers (23) - Drawbacks (0) = 214/216 Power Points

 

Notes:

 

Foreshadow II has 18 Ranks of Acrobatics.  Normally only a PL13 character can have this.  In all other respects he's purposely built to PL10 caps.

Link to comment

This edit was a bit of a gamble. - Fox

Roulette

Visor edited into picture.  Description changed to be accurate.

Edited Toughness to say Underarmor instead of Defensive Roll.  Seeing as he's never had defensive roll!

Deflect now actually defines it as deflecting all Ranged attacks which in retrospect meant having to drop having it as a Move Action to keep to cost.

Spent 4PP on Intelligence and 2 on Charisma

Bought 1PP of Equipment

Bought 4 Ranks of Bluff

Bought 1 Rank of Super-Movement  (Slow Fall)

 

 

Player Name:  HG Morrison

Character Name:  Roulette

Power Level: 11 (161/161PP)

Effective PL: 10

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

Unspent Power Points: 0

Progress To Gold Status: 11/90 (Silver Earned with Foreshadow II)

 

In Brief: Conman with tactile light control.

 

Alternate Identity:  Stahnze Turk

Identity:  Public

Birthplace:  Zultas  

Occupation:  Bounty Hunter

Affiliations: The Voidwalkers (Ruby Voxx and Bliss)

Family:  Leorio Turk (Father, possibly deceased), Sattara (Mother, Deceased)

 

Description:

Age: 28 (DoB: 1986 [April 22nd])

Gender:  Male

Ethnicity: Zultasian

Height:  6'1

Weight:  205 lbs.  

Eyes:  Blue

Hair:  Silver and Black

 

Roulette_zps9e8d705e.png

 

Roulette is an purple skinned male with an athletic build.  His short spiky silver hair is kept spiked owing to some dedicated time with hair care products.  His typical clothing tends to favor exposing his arms to take in light better directly on the skin.

 

On the job, Stahnze wears a custom made white jumpsuit that looks almost like militarized gear.  He is known to wear a silver visor with a ruby lens. The visor an attachment system for Stahnze to add a portable rebreather.  When either the rebreather or the environmental seal of the space suit are in use it appears much like a jade green transparent layer over his face.  

 

Power Descriptions:

His Optic Blasts appear as if they were violet colored beams of coherent light.  Appearing a bright red for those whom can see the infrared spectrum.  And a dark blue for those who see under the ultraviolet spectrum.

 

History:

Stahnze Turk was born the son of a Star Knight and a lounge singer.  The pair met while Leori (his father) was in the midst of an investigation and Sattara (his mother) was working in a bar in the seediest bit of Khanate claimed space.  Leori was a rarity in that not many citizens of the Stellar Khanate were chosen as Star Knights.  Few having deemed worthy by Mentor of having the strength of character required.

 

Leori served his time as a Star Knight honorably, earning him about as many fans as could be expected in Kinan Kahn's empire.  Which was to say none, at least none that could actively express much support publicly.  At least until the Stellar Khanate went to war with the Lor.  When Leori  left to participate in the war, never returning home.  The most commonly heard of rumor was that he died in battle.  The murkiness lies in just exactly which side he was fighting on.  Stahnze's mother led him to believe that Leori died in battle apprehending a criminal.  

 

When Stahnze was fourteen years old, his mother passed away from an untreatable coronary disease.  Leaving him with no one left to care for him.  Stahnze chose to spend his teenage years traversing the stars.  Unfortunately living as a spacer required some sort of financial backing.  Lacking a proper source of income he learned to rely on the kindness of strangers.  

 

Or rather manipulating said kindness to his own ends.  Stahnze became an interstellar confidence man.  Funding his travels by tricking others out of their hard earned gains.  Stahnze actually began to get a taste for the luxurious as he began to accrue wealth.  In response to his burgeoning craving of the high life his crimes began to get more extravagant attracting more unwanted attention his way.

 

Such attention lead to Stahnze being captured by members of the Stellar Khanate crime syndicate as retribution for scamming one of their members out of a substantial sum.  The crime syndicate handed Stahne over over to an underground military research team that worked directly for Star Kahn.  Their research seeking to create living weapons for the glory of the Khanate.  The researchers  thoroughly modified and experimented on Stahnze.  

 

With tremendous results as Stahnze became able to metabolize photons around him into coherent beams of concussive force fired out of his eyes.  Before any further research could be conducted on the full capability of his powers, Stahnze used his new ability to blast his way out of the facility.  Leaving the entire location in shambles, with the research data fully destroyed.

 

As a free man again, Stahnze resumed pulling off massive confidence jobs.   Tricking criminal and lawman alike out of many a profit.  For as good as he was at acquiring money with his scams, Stahnze was equally lacking in business savvy.  Accruing a massive debt with some bad investments through various criminal contacts.  His face became a common sight on many a bounty poster soon after.

 

Bounty hunters were usually caught off guard by proper misdirection or a well placed optic blast.  To Stahnze's credit, he never harmed a civilian while on the run.  There was definite amounts of collateral damage as he destroyed the environment all willy nilly to escape capture.  But, Stahnze kept enough control to avoid catching anyone he wasn't targeting in the crossfire.  

 

It became so costly to chase after him that Bounty hunters began to actively avoid going after Stahnze's bounty.  With the notable exception of a bounty hunter by the name of Ruby Voxx.  Stahnze considered her the most relentless bounty hunter to chase him down.  If he lingered for too long, she would be hot on his heels soon after.  Keeping the conman looking over his shoulder everywhere he went.  This dichotomy continued on for years.

 

Everything changing when Stahnze went to the planet Un-Sabnur.  Stahnze lost a card game in a small bar and had to rely on his charm to avoid being bifurcated after admitting he did not have the money to pay the amount he owed.  Ranark the winner of the game agreed not to kill Stahnze.  Stahnze just had to return the payment in triplicate.   With Ranark having already chosen the means for Stahnze to gain the money.  Ranark was a former gladiator in the planet's famed coliseum.  After retiring he became the cruel overseer of the current crop of gladiators on the planet.

 

Seeking to earn a big pay day, he wanted Stahnze to drug the current gladiatorial champion's latest challenger. In all betting pools Bliss, the current champion, was the massive underdog going into the fight.  So a bet in support of Bliss would have paid substantially had she won the fight.  Rather than leave things up to chance, Ranark wanted Stahnze to provide him a guarantee.  

 

Before Stahnze could accomplish the poisoning he was caught in the act by Bliss.  Barely managing to escape capture he made a run for it in the process alerting more of the gladiators of the commotion.  Bliss was accused as Stahnze's co-conspirator by Ranark who spun the story around to cover himself.  Disgraced gladiator Bliss sought to clear her name, escaping in the heat of night rather than face an undeserved punishment.  Her plan to catch Stahnze and beat a confession out of him.  

 

While Bliss was chasing Stahnze through Space, so too was Ruby Voxx in hot pursuit of the two "partners in crime."  A pursuit which ended with all of them crash landing on a remote planet called Slogth in the rim of Lor and Stellar Khanate territory.  Though Voxx had technically caught her quarry upon landing, it left the three stranded on a planet they knew nothing about.

 

The locals had actually intended on hiring a trio of famed warriors for hire named the Voidwalkers to defend them against the Nebula crime syndicate whom wanted to invade the village for its herbs that could be used to manufacture a new drug.  Unbeknownst to the locals the Voidwalkers were merely characters in an old Earth sci fi show that had somehow streamed on to their planet.  When Ruby Voxx informed them that her ship was called the Voidrunner, the locals jumped to the conclusion that these three were apart of the Voidwalkers.  It didn't hurt that Stahnze looked like one of the cast members from the show whose character was known as Roulette.  Compounded further by his willingness to propagate the lie.

 

All three of them found it prudent to not get slaughtered by the invading force, so they played along.  Bliss, Roulette, and Ruby Voxx worked together actually managing to fend off the criminal syndicate's invasion.  Surviving with some parts ingenuity and more parts luck.  Roulette actually rather enjoyed doing the right thing for once, and conceded with Bliss's request (threatening glare) that they refuse the payment for protecting the village.  Voxx then put forward the idea that they not let the teamwork end there, and officially take upon the Voidwalkers banner.  With Voxx agreeing to "handle" the issue of their prior crimes and bounties, so long as they didn't betray her in the future.   And thus the Voidwalkers were formed

 

Personality & Motivation:

Roulette has spent most his life as an arrogant self-serving jerk.  The only thing that has really changed is he's a bit less self serving.  Roulette abhors violence, claiming it makes him look unprofessional and will always attempt to talk his way out of a fight if he can.  A consummate liar preferring to use his silver tongue as a weapon.  His more negative qualities are hidden behind a thin veneer of politeness and machinations.  

 

However, Roulette is not without his positive traits.  He enjoys the feeling that comes from helping people.  He has a massive soft spot for children.  To the point that all one needs to do is tell them a child would be in danger and he's willing to be a hand.  And despite his willingness to manipulate even his own teammates, there is a burgeoning sense of loyalty growing towards them.

 

Powers & Tactics:

Roulette's body is able to metabolize ambient energy from photons found in the environment around him.  He is then able to release that energy in a coherent beam of light.  The beam has no apparent heat or recoil to it relying on concussive force instead.  The more power put into a beam the more concentration it takes to sustain, making more powerful blasts difficult to aim.  Those same ambient solar energies that fuel Roulette's optic blasts can also sustain his body.  Eliminating a need for eat or sleep as long as he can adequately find a supply of photons to feed off with the light having to make direct contact with his skin. 

 

Roulette prefers to avoid combat whenever possible.  Relying on his wits and sharp tongue to manipulate foes.  Feeling that a good con never need raise his hands.  Acting as support for his teammates on the defensive instead.  If pushed to the offensive Roulette eschews finesse for fire superiority to end things as quickly as possible.  His Optic Blasts operate on principles similar to lasers.  Making it possible for Roulette to refract the beam, fire it off with blinding speed, as well as taking advantage of reflective surfaces to hit multiple foes or attack from unexpected angles.  

 

 

 

Complications:

Body Heat:  While not running any hotter than normal, his body emits a far larger heat signature than normal.  This can lead to issues in hiding from those able to track or distinguish heat signatures.  Or worse heat seeking weaponry.

Enemies: In Roulette's less than stellar days he accrued a large number of enemies.  Even with his debts settled by Ruby Voxx, many of them still feel as if they have a reason to come after his head.

Look where you're pointing that thing: For many being blinded by an attack is dangerous for themselves.  In Stahnze's case it becomes a risk for everyone else.  If his eyesight is compromised he can't maintain control of his optic blast.  Akin to gaining the Uncontrollable flaw and a GM deciding what havoc comes from this.

Mirror, Mirror on the Wall:  Roulette's optic blasts take on many of the properties of lasers.  Including being able to bounce of reflective surfaces.  Unfortunately, this can be used against him with his own blasts being refracted or reflected in a direction he doesn't want if an opponent is prepared to deal with him.

Power Loss:  When away from a light source for too long, Roulette can use up his reserves of energy with repeated firings of his optic blasts.  Leaving him with a lack available access to his energy source for a  recharge.  Furthermore, being low on his energy reserves can also make those last few shots an exhausting affair.

 

 

Abilities: 0 + 6 + 8 + 8 + 6 + 10 = 38PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 18 (+4)

Intelligence: 18 (+4)

Wisdom: 16 (+3)

Charisma: 20 (+5)

 

 

Combat: 8 + 10 = 18PP

Initiative: +3

Attack: +4 Base, +8 Ranged

Grapple: +4

Defense: +12 (+5 Base, +7 Dodge Focus), +2 Flat-Footed

Knockback: -4

 

 

Saving Throws: 3 + 4 + 4 = 11PP

Toughness: +8 (+4 Con, +4 Underarmor)

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

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

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

 

 

Skills: 76R = 19PP

Bluff 14 (+19)

Concentration 4 (+7)

Diplomacy 6 (+11)

Disable Device 6 (+10)

Knowledge (Behavioral Sciences) 8 (+12)

Knowledge (Galactic Lore) 3 (+7)

Language 4 ( Galstandard, Grue, Jerreid, Khanate [Native], Lor )

Notice 9 (+12)

Pilot 6 (+9)

Sense Motive 11 (+14)

Sleight of Hand 5 (+8)

 

 

Feats: 31PP

Accurate Attack

Attack Focus (Ranged) 4

Beginner's Luck

Distract (Bluff)

Dodge Focus 7

Equipment 4

Fascinate (Bluff)

Improved Aim

Inspire 3

Leadership

Luck 3

Master Plan 

Power Attack

Set-Up

Taunt

Equipment: 4PP = 17/20EP

Lock Release Gun [1EP]

Multi-Tool [1EP]

Space Suit Under Armour (Protection 4 [subtle] ) [5EP]

Skintight Space Suit (Life Support [Masterwork]) [10EP]

 

 

Powers: 1 + 1 + 38 + 1 + 2 + 1 = 44PP

 

 

Immunity 1 ( Own Powers ) [1PP]

 

Immunity 2 ( Sleep, Starvation & Thirst; Flaw: Source [Light] ) [1PP]

 

Optic Blast Array ( Feat: Alternate Power 2 ) [38PP]

Base Power: Damage 12 ( Extras: Penetrating 4, Range [Ranged]; Feats: Improved Critical 2, Precise, Precise Shot, Ricochet 4 ) (Optic Blast) {36/36}

Alternate Power: Damage 10 ( Extras: Area [General, 50-100-200' Cone], Penetrating; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 ) (Scything Optic Blast) {36/36}

Alternate Power: Deflect 9 ( All Ranged Attacks; Extras: Range [Ranged] )  (Cover Fire) {36/36}

 

Quickness 3 ( Perform Routine Tasks at x10 Speed; Flaw: Limited to Trigonometry [-2] ) [1PP]

 

Super-Movement 1 ( Slow-Fall [2PP] (Optic Blast Landing)

 

Super-Senses 1 ( Infravision ) [1PP]

 

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

 

 

[table]

DC Block

ATTACKRANGESAVEEFFECT

UnarmedTouchDC17 Toughness (Staged)Damage (Physical)

Optic BlastRangedDC27 Toughness (Staged)Damage (Light)[/table]

Scything Optic Blast50-100-200' ConeDC25 Toughness (Staged)Damage (Light)

 

Totals: Abilities (38) + Combat (18) + Saving Throws (11) + Skills (19) + Feats (31) + Powers (44) - Drawbacks (0) = 161/161 Power Points

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Divine Right by HG Morrison

 

 

Added another 4 ranks of Craft - Structural. I know, weird thing that is bound to rarely be of any use but it's a little tidbit of backstory

Added three extra feats: Fearless, Animal Empathy and Trance.

Some powers put into a container so it's more distinctly clear what powers are tied to his divine nature and what are just part of training and psionics.

 

Oh and a new character pic as well as some slight tweaking to the descriptions as he was originally written as ambiguously divine.

 

Player Name: RobRX

Character Name: Kharag

Power Level: 10 (160/160 PP)

Unspent PP: 0

 

In Brief: Immortal alien god, barbarian, one-time conqueror and member of the Praetorians.

 

Alternate Identity: Many alternate names as well as titles, including: Veskren, K'ralg, 'Son of the Gods', 'The Golden King', 'The Deific Emperor', 'The Scourge of Za'ak', 'Conqueror Of A Thousands, 'The Immortal, 'The Destroyer' etc.

 

Identity: Public

Birthplace: Za’ak

Occupation: Praetorian, King (Formerly), Deity

Affiliations: Ancient Delaztri Empire

Family: Unknown

Description:

Age: Unknown

Apparent Age: Unknown

Gender: Male

Ethnicity: Alien

Height: 6'0"

Weight: 188lb

Eyes: Yellow

Hair: None

 

25k4zg3.jpg

Travel clothes

As Emperor of Za'ak

Kharag’s appearance is typical of a Za’akis; humanoid with hardened, callous hairless greenish-blue skin, with little to no body fat, only muscles and bony ridges. His face is human-like, with sharp, pointed features and bony ridges on the brow and forehead that go down his neck and spine. Eyes are sunken and yellow. He has no ears, only slits on the side of his head.

Kharag’s clothes are nearly entirely of made of natural material; leather, bone, chitin and animal fur. The brightly colored and patterned scales of Kl’kran beasts (a creature of his planet) adorn his clothes.

 

Power Descriptions:

Kharag has been created by the gods of the Za'akis and such is immortal and gifted with psychic powers beyond what is usually seen in his species. Beside such gifts, he is also trained to use his own body as a deadly weapon.

 

History:

According to Za’akis legends, written on the walls of the cyclopean Cave of Nakazah, the gods made Za’ak to be a monument to savagery. For untold eons, the Za’ak lived on their world, a world they never named, hence why it was named after it’s inhabitants. That planet could easily be classified a ‘death world’, a world so dangerous just about every life form on it would attempt to kill anything it came across.

 

This all changed when Kharag appeared. No one knows for certain where Kharag come from; legends says he was born from the hands the gods, in a distant land. Kharag had many adventures all across Za’ak, slaying beasts, saving villages, toppling entire kingdoms and so forth. He spoke of the realms beyond the stars and was eager to advance his people beyond their limited technology. However, he never managed to find anything that would allow him and others to leave his planet or at least in any way that would be feasible to manufacture in mass. He obtained his wish when the Delaztri Empire found Za’ak. Thus, they became part of the Empire and served as shock troopers.

 

Personality & Motivation:

Glory dominate Kharag’s mind. In his mind, he is the one and only rightful ruler to his people, the Za’akis (a claim without much validity to the modern Za’akis, however). Once he ruled a single small kingdom on his planet but soon he conquered the entirety of his planet. Contact with the Delzatri have somewhat softened him, however. Nevertheless, while he is not the bloodthirsty conqueror he used to be, he has remained arrogant on the simple basis that for all intent and purposes he IS a god to the Za’akis. As expected from someone born on a planet where your breakfast can kill you, Kharag often act in very simple terms. Life is to be enjoyed. Enemies are meant to be crushed and driven before you.

 

After losing a battle, Kharag has sworn to serve the Delaztri empire and has since remained a loyal member of the Praetorians despise a bruise to his ego. Since his species joined the empire, he has no reason to part with them.

 

While Kharag is certainly not fitting the typical superhero mindset, that isn't to say he would sit idle at innocents being endangered. Working for the Delaztri Empire has certainly instilled in him the idea of protecting what you own and while he may no longer own anything, the remnants of the Delaztri empire and his scattered people are things he will protect. And if those aren't involved, he is likely to oppose any threat on the simple basis of looking for something to overcome and defeat.

 

Powers & Tactics:

Kharag’s divine body, in addition to the usual physiology of his species, is ageless and immortal. Even when slain, it will repair itself and return him to life in perfect condition. No scars mar his skin. Trained in a nameless martial art of his people, he can utilize this immortal body as a weapon as good as any vibro sword or powered mace. In addition to his physical enhancements, Kharag is gifted with psychic powers, something generally unseen amongst his people.

Complications:

  • Honor: Kharag cannot allow his honor to be sullied.
  • Egocentric:  While he was and still is a visionary for his people, it is clear that Kharag can sometimes be lacking in maturity and humility.
  • Underestimation: Kharag often underestimate ennemies, especially in one on one battles.
  • Keeper of the Za'akis: Kharag was born (or created?) for the purpose of leading his people toward the stars and the future. As such, the safety, well-being and sucess of his people remain a primary imperative to him. This imperative can and will clash with his own personality, however.
  • Never A True Leader: Kharag was never truly a wise leader. He ruled at first by inspiration and feats of power alone. When that did not work, he applied force. When the Za'akis joined the Delzatri, his influenced waned as lacked the knowledge to manage a socially and technologically advanced society. As such Kharag is prone to make terrible misjudgments should he ever lead a group.
  • The Betrayer: Some Za’akis and people aware of the Delaztri remember Kharag as a cruel warlord who pushed his people to spread into space where they became decadent and lost their way. As such anyone who knows who he is could see him in a rather negative light.
  • Tragic Fate: Kharag's life is a story much like a larger-than-life epic. For all his accomplishments and skill, he is often subject to truly cruel and tragic twists of fate.

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

Strength 18 (+4)

Dexterity 14 (+2)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

 

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Melee)

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

Initiative: +2

Grapple: +23/+14

Knockback: -10/-5/-2

 

Saving Throws: 2 + 4 + 3 = 9 PP

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

Fortitude: +6 (+4 CON, +2)

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

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

 

Skills: 48r = 12 PP

Acrobatics 4 (+6)

Craft - Structural 8 (+10)

Handle Animal 6 (+8)

Intimidate 8 (+10)

Knowledge - Tactics 4 (+6)

Language 4 (Za'Ak (native), Delaz, English, Galstandard, Khanate)

Notice 4 (+7)

Sense Motive 4 (+7)

Survival 6 (+9)

 

Feats: 22 PP

Attack Focus (Melee) 4

Animal Empathy

Dodge Focus 4

Equipment 1 (EP to Praetorian spaceship and HQ)

Elusive Target

Evasion 2

Fearless

Jack Of All Trades

Luck 1

Move-By Action

Power Attack

Startle

Takedown Attack

Trance

Uncanny Dodge (mental)

 

Powers: 21 + 6 + 14 + 8 + 4 + 3 + 3 = 59 PP

Alien Martial Arts, 18 PP Array (Power Feats: Alternate Power 3) [21 PP]

Base: Strike 6 (Extras: Penetrating 3, Power Feats: Dazzling Attack, Improved Critical 2, Improved Disarm, Incurable, Mighty, Split Attack, Stunning Attack, Weapon Break) [18 PP]

Alternate Power: Impervious Toughness 10 [10 PP] + Strike 6 (Power Feats: Improved Critical, Mighty) [18 PP]

Alternate Power: Strike 6 (Extras: Alternate Save [Will, 10], Power Feats: Improved Critical, Mighty) [18 PP]

Alternate Power: Enhanced Grapple 10 (Power Feats: Improved Grab, Improved Pin, Improved Throw) [13 PP] + Immunity 5 (entrapment, Extras: Duration [sustained]) [5 PP]

 

Protection 6 [6 PP]

 

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

Base: Mind Reading 10 [10 PP]

Alternate Power: Communication 6 (20 miles, Power Feats: Rapid 2 [x100], Selective, Subtle) [10 PP]

Alternate Power: Immunity 10 (mental effects, Extras: Duration [sustained]) [10 PP]

Alternate Power: Mind Control 10 (Flaws: Action [Full-Round]) [10 PP]

Alternate Power: Mental Transform 10 (memories; Flaws: Action [Full-Round]) [10 PP]

 

Super-Senses 8 (Infravision, Tracking, Mental Sense Accurate Acute Radius Ranged) [8 PP]

 

Immunity 4 (Cold, Disease, Heat, Poison) [4PP]

 

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]

 

Divine Existence (3 PP Container) [3PP]

Immunity 1 (Aging) [1PP]

Regeneration 1 (Resurrection/1 Week, Regrowth) [2PP]

 

Abilities (34) + Combat (24) + Saving Throws (9) + Skills (12) + Feats (22) + Powers (59) - Disadvantages (0) = 160 PP

Edited by HG Morrison
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  • 2 weeks later...

Ground the Axe for a Long Time by HG Morrison

 

Crescendo
 
Bought Super-Senses 1 ( Analytical Normal Hearing[1PP]
 
Bought 1 additional rank of Device for The Sour Note, making it: 
 
Device 3 (The Sour Note; 15PP Container; Flaws: Easy-To-Lose) [9PP]

  • Base: Strike 5 ( slashing, vibrational; Extras: Penetrating 7; Feats: Extended Reach, Mighty) [14DP]
  • AP: Blast 7 ( Tritone, sonic; Extras: Area [70-ft Cone, General]; Flaws: Range [Touch] ) [1DP]

On that note, The Sour Note's Strike now has the Slashing and Vibrational descriptors, to justify the additional 4 ranks of Penetrating. Crescendo's Power Description has also been changed to reflect this.
 



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Done By AA

 

Argonaut

Dropped 6 PP of Strength off her base strength and Intelligence

Increased her dexterity by 4.

Lowered her armor device by 2 ranks Losing Protection (switching it out for just impervious toughness) 

Dropped her skills by 5 PP 

Bought 8 Ranks of Enhanced Strength, 8 Ranks of Constitution

Bought a rank of Attack Bonus

Increased Feats by 5 (another Rank of Attack Focus, Four Ranks of Dodge Focus, and Bought Jack of All Trades)

All in all bumping her to PL9 while narrowing some focus.

 

Fluff added to explain her strength.

 

Player Name: HG Morrison
Character Name: Argonaut
Power Level: 9 (138/138PP)

Trade-Offs: +2 Attack/-2 Damage (Blast), -2 Attack/+2 Damage (Strike), -2 Defense /+2 Toughness
Unspent PP:  0
Progress to Gold Status: 18/90 (Silver 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 modified armor bears the familiar design of the Omegadrone armor. The face pate is remodeled in a grim fashion having suffered tremendous battle damage in the past it appears like a more realistic skull face plate.  The design retains an all too familiar air about it ever the same. 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 covers a compartment used to  store her Power Pike when fully collapsed.  The armor does not have wings due to having a far sleeker design than Steelgrave's original bulky model. The rocket boots can maneuver through the air with no issue having lost no air superiority.  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. Serving on the front lines as an Omegadrone Shocktrooper.

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 omegadrones like the armor's previous pilot, Yves.  

A neural interface 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 (albeit a silent 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 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 life in doing so.  

In her daily life, Yves can be downright domestic.  Attempting to portray the image of a perfect mom next door type, while still keeping conversations as short as possible.  Yves is not a talker by any measure for those outside her family.  But, when she does speak it's usually snark covered.  A self described realist through and through the woman lacks tact despite not meaning any 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.  Her original Power Pike was smelted down into the right arm of the armor, creating her shield.  However, Yves replaced her power pike proper (AEGIS conveniently had plenty to spare) after a mission to Australia in which she met fellow freed 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 entropic 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 for more painful results.

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 portable briefcase.

 

Yves body has been enhanced by a potent nanite infusion that went into her Omegadrone condition.  Her modifications have made her stronger than more durable than would be expectantly possible with her physique.  Her muscle tissue is similar to the very nanofibers that make up her suit.

Complications:
AEGIS Defend!:  Yves has an almost unhealthy obsession with pursuing redemption.  Nominally this just presents in her wanting to try and protect as many lives as she possibly can.  Which on its own is not a problem.  But ,Yves runs blindly into action without thinking of the consequences if she thinks it can help someone.  Theoretically making her an easy target for a villain's manipulations
Broken Arrow: The Terminus did the former Omegadrone no favors.  Matters related to Omega and his Annihilists, are a possible trigger for Yves' PTSD to flare up.  Flashbacks, hallucinations, and panic attacks are among the many possibilities of how this can manifest.  While distracting all on their own, it can be real inopportune in the midst of a high stress chaotic combat zone.
Calling for Pegasus:  Her identity as Argonaut or even as a former Omegadrone is not common knowledge even in her own organization.  While it can be assumed that Freedom City personnel are at least nominally aware of her identity, when dealing with AEGIS operations in other states or law enforcement agencies in general her credentials may come under fire.  Her would be allies could even assume her to be a criminal due to the design of her armor looking as if it was a riff on Omegadrones.
Shield Cracked:  The neural interface on the Argonaut armor connects her mind to the machine.  This means that , Argonaut's brain can be "hacked" by means that would normally only affect machines while connected to her armor.  GM's can feel free to have not only be targeted by attacks meant to "mind control" technology but even have her auto fail it.
Shields High!:  Yves is given a lot of autonomy in her identity as Argonaut.  Mostly because Dr. Volk judges any superheroics she pursues as still useful for data gathering purposes.  But she still is an AEGIS agent and as such does still have certain obligations expected of her that can come into conflict with other heroes.
Shield Wall!:  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, there is enough of a familiarity to the design that one could reasonably recognize it as an Omegadrone armor.  Local law enforcement or over enthusiastic civilians may not take kindly on that and begin firing upon her.  Or worse someone could find out about her past and come after her, or her loved ones when she is outside of the armor. 
 
Abilities: 6 + 6 + 6 + 0 + 4 + 0 = 22PP
Strength: 16/24 (+3/+7)
Dexterity: 16 (+3)
Constitution: 16/24 (+3/+7)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)
 
 
Combat: 14 + 8 = 22PP
Initiative: +3
Attack: +7 Melee, +9 Ranged, +11 Power Pike Blast
Grapple: +14 (Outside of Armor), +17 (Inside of Armor)
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -4 (Outside of Armor), -9 (Inside of Armor)
 
 
Saving Throws: 0 + 1 + 5 = 6PP
Toughness: +12 (+7 Con, +5 Armor, 7 Impervious)
Fortitude: +7 (+7 Con,)
Reflex: +4 (+3 Dex, +1)
Will: +7 (+2 Wis, +5)
 
 
Skills: 64R = 16PP
Computers 4 (+4)
Intimidate 10 (+10)
Knowledge (Cosmology) 5 (+5)
Knowledge (Galactic Lore) 10 (+10)
Notice 8 (+10)
Search 6 (+6)
Sense Motive 13 (+15)
Survival 8 (+10)
 
Feats: 8PP
Attack Focus (Ranged) 2
Benefit  (AEGIS Security Clearance)

Dodge Focus 3
Fearless

Jack-of-All Trades
 
 
Powers: 6 + 14 + 26 + 1  + 1 + 16 = 64PP
 
Comprehend 3 ( Languages [Read All, Speak Any One at a Time, 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] (Cloaking)
BP: Damage 7 ( Extra: Ranged; Feats: Accurate, Alternate Power 1 Incurable, Precise )  (Entropic Blast) [18PP]
AP: Damage 4 ( Extra: Penetrating; Feats: Extended Reach 1 [5 ft.], Improved Critical 2, Incurable, Mighty, Split Attack  ) {14/17} (Power Pike Strike)

 
 
Device 8 ( 40PP Container, Feat: Restricted to Omegadrones; Flaws: Hard-To-Lose; Drawbacks: Vulnerability [Magnetism; Uncommon, Major -3], Vulnerability [Electricity, Common, Major -4] ) [26PP] (Omegadrone Armor MK II)
Communication 5 ( Radio; 5 Miles ) [5PP]
Flight 3 ( 50mph, 500 ft./rnd ) [6PP] (Jet Boots)
Immunity 9 ( Life Support ) [9PP]

Protection 4 ( Extra:  Impervious 7 [11PP]
Super-Senses 3 ( Darkvision, Radio ) [3PP]
Super-Strength 3 ( 39 effective STR, Heavy Load=2.8 tons ) (Nanomuscles) [6PP]


 
Feature ( Temporal Inertia ) [1PP]

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

 

Omegadrone Shocktrooper Nanite Enhancements 3.2 ( 16PP Container [16PP]

Enhanced Constitution 8 [8PP]

Enhanced Strength 8 [8PP]

 

Drawbacks:
 
  

[table]

DC Block
ATTACKRANGE]SAVEEFFECT
Unarmed TouchDC21 Toughness (Staged)Damage (Physical)
Entropic BlastRangedDC22 Toughness (Staged)Damage (Entropic)
Power Pike StrikeTouchDC25 Toughness (Staged)Damage (Piercing/Slashing)[/table]
 
 
Totals: Abilities (22) + Combat (22) + Saving Throws (6) + Skills (16) + Feats (8) + Powers (64) - Drawbacks (0) = 138/138 Power Points

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Up, Up, and Away'd by HG Morrison

 

 

Okay, long overdue edits for MG, including her December PP!

3PP going towards skills (+3 Bluff, +5 Intimidation, +4 Notice)

1PP goes to her Utility Belt

2PP for Super-Senses, adding Infravision and a rank of Microscopic Vision

2PP to add a rank in Flight, and therefore increasing her Quickness AP by 2 ranks

1PP for Feature: Mimicry. This is an odd one, but we've seen Wonder Woman uses it several times in the 70s show, and Superman has used it from time to time in the DCAU. I'm putting it down to 'Precise Vocal Control', and it fits the sort of 'modern girl with Silver Age powers' vibe I'm going with for Casey.

I also added a complication about her huge appetite and her Super-Breath attack in the DC Block; I think it should go in the Combat section, too, but I'm not sure how to write that up.

Also gave her an older brother, because I think that might be fun to play with in the future.

Player Name: Heritage
Character Name: Miracle Girl
Power Level: 8 (129/129PP)
Tradeoffs: +2 Toughness/-2 Defense, -1 Damage/+1 Attack
Unspent PP: 0
In Brief: Super-strong teen with the gift of flight.
Alternate Identity: Casey Blankenship
Identity: Secret
Birthplace: Colorado Springs, CO
Occupation: Student
Affiliations: Claremont Academy
Family: Margaret Blankenship (mother), Col. Steve Blankenship (father), Josh Blankenship (older brother)

Description:
Age: 16 (DoB: December 27, 1997)
Gender: Female
Height: 5'7"
Weight: 142 lbs.
Eyes: Green
Hair: Honey-blonde

Casey is a good-looking, athletic young woman with green eyes and long blonde hair. In her civilian identity, she typically wears her hair up and out of the way, and favors cotton or flannel shirts, loose-cut jeans and light hiking boots year round. An oversize shoulder bag made from natural hemp holds her whole life, including her MG costume. Casey still wears her old glasses, even though she no longer needs them; she feels they help to maintain her 'ordinary girl' cover, plus she just really likes the way they look on her!

Casey's bio-energetic field is always active, but it is usually barely visible to the naked eye, manifesting as more of a healthy glow to her skin and golden luster to her hair. However if she uses her powers for more challenging tasks, the glow becomes far more visible and radiant. When she's active as Miracle Girl, Casey loses the glasses and lets her hair down, which tends to billow around her face when she flies, and she literally glows; yes, she knows it's a bit much, but it actually helps her maintain her secret identity!

History:
Casey's family lives in Colorado Springs not far from Peterson Air Force Base, and until recently she attended Air Academy High School. She's been an active Girl Scout since she was little, and she recently earned her Gold Award for building a wooden foot bridge at a National Park near her home. Up until recently, Casey only knew her dad as US Air Force Colonel Steve Blankenship; she had no idea that her father actually worked for AEGIS as Vigilant ('America's First Line of Defense!') and would probably have never found out, due to concerns over national security. 

Casey has been around aircraft her entire life; her father began taking her up in his Cessna before she could ride a bike. It was during a weekend training flight that a biazzare accident occurred; a summer storm suddenly came upon the tiny aircraft, which was was struck by lightening as Casey hurried to get back to the airfield. The bolt passed right through both her and her father, somehow transferring some of his powers to her. After the incident, Casey was taken to a secure location where it was explained who her father was and how important it was that his identity be kept a secret, and she swore an oath that she would. When it was discovered she now shared some of her father's gifts, AEGIS contacted Duncan Summers and asked if he could accept a new student.

Personality & Motivation:
Casey is thoughtful and introspective, sometimes bordering on introverted; she makes friends easily enough, but she prefers a small circle of good friends to a large one filled with casual acquaintances. She loves the romantic notion of being a newspaper reporter like her grandfather who worked for the Miami Herald for thirty years, even though she knows in modern times it means less and less. Casey tries to tell the truth at all times, but understands that a secret identity does require the occasional 'white lie', as much as it pains her.Outside of journalism, her interests include almost any sort of outdoor activity (hiking, camping, skiing and white-water rafting are among her favorites), as well as reading, playing board games and shopping with friends. Casey has also loved aviation since she was a little girl, something her pilot father instilled in her; even though she can now fly under her own power, achieving her student pilot certificate is still one of her proudest achievements.

As Miracle Girl, she's a bit more outgoing and confident when she's 'in character', as she finds her super persona to be very liberating; sometimes she's surprised when she hears herself chastising bad guys or easily working with emergency personnel.

Powers & Tactics:
Casey has just recently gotten her powers, and so is still working on her tactics; so far, Miracle Girl is a fairly straightforward fighter, primarily relying on her impressive strength and speed to get the job done. She can take a lot of punishment, so she's happy to draw fire away from less physical heroes or to protect innocents. Her super-breath offers her a good option to take out a lot of mooks at one time, and her keen eyesight and ability to monitor emergency frequencies give a heads up when danger is near.Miracle Girl's body isn't actually any stronger, faster or tougher than any normal human's; a strange golden bio-energy field, channeled through Casey's own brain, allows her to accomplish these feats. Psionic energy is capable of disrupting that field, meaning Casey is more vulnerable to mental attacks.

Complications:
"Yeah, he's my dad..." - Casey's father is Col. Steve Blankenship, aka Vigilant, 'America's First Line of Defense'. It's not quite as cool as it sounds.
"I know he just wants me to be safe." If any of Vigilant's enemy's figure out who Casey is, they might try to get to him through her.
"No, I really am a Girl Scout." Scouting has been a major part of Casey's life since she was five years old; she takes her pledge to the Scouts and their values very seriously.
"There might be a story here." Casey is both naturally curious and has a reporter's instincts; if she thinks there's a wrong that needs to come to light, she will do everything in her power to expose it.
"Are you going to finish that?" Casey needs to eat about twice as much as a normal girl her size to keep herself going.

Abilities: 2 + 2 + 4 + 6 + 0 + 4 = 18PP
Strength: 25/12 (+7/+1)
Dexterity: 12 (+1)
Constitution: 30/14 (+10/+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 14 (+2)

Combat: 10 + 12 = 22PP
Initiative: +9
Attack: 5, Melee +5, Ranged +5, Unarmed +9
Grapple: +15 (+7 Str, Attack 5, Super-Str 3)
Defense: 6, 3 Flat-footed
Knockback: -8

Saving Throws: 0 + 0 + 5 + 6 = 11PP
Toughness: +10 (+2 Con, +8 Enhanced Con)
Fortitude +10 (+2 Con, +8 Enhanced Con)
Reflex +6 (+1 Dex, +5)
Will +6 (+0 Wis, +6)

Skills: 40R = 10PP
Bluff 3 (+5/+9 Attractive)
Craft: Structural 2 (+5)
Diplomacy 4 (+6/+10 Attractive)
Intimidate 8 (+10)
Investigate 1 (+4)
Knowledge (Current Events) 1 (+4)
Knowledge (Earth Science) 1 (+4)
Knowledge (Pop Culture) 1 (+4)
Knowledge (Technology) 1 (+4)
Languages 1 (Spanish)
Medicine 1 (+1)
Notice 7 (+7)
Pilot 4 (+5)
Survival 5 (+5)

Feats: 7PP
Attack Specialization 2 (Unarmed)
Attractive
Equipment 1
Improved Initiative 2
Interpose

Equipment: 1PP = 5EP
Utility Belt contains:
[array]First Aid Kit 1EP
Flashlight 1EP
GPS Receiver 1EP
Multi-tool 1EP
Rebreather 1EP[/array]

Powers: 16 + 13 + 1 + 2 + 6 + 6 + 7 + 13 = 64PP
Enhanced Constitution 16 [16PP]
Enhanced Strength 13 [13PP]
Feature: Mimicry [1PP]
Immunity 2 (Environmental Cold and Heat) [2PP]
Impervious Toughness 6 [6PP]
Super-Senses 6 (Extended Vision 3 [10,000 ft], Infravision, Microscopic Vision 1 [Dust-size], Radio) [6PP]
Super-Strength 3 (Strength 40, Heavy Load: 3 Tons, PF: Super-Breath) [7PP]
Swift as the Wind 6 (12PP Array, Feats: Alternate Powers 1) [13PP]
[array]Base Power: Flight 6 (500 mph) [10PP] AP: Quickness 12 (x5000) [1PP][/array]

Drawbacks: (-3) = -3PP
Vulnerability (Psionic Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP]

DC Block
ATTACK RANGE SAVE EFFECT
Super-Breath Ranged DC 17 Reflex Trip
Unarmed Touch DC 22 Tough Damage

Abilities 18 + Combat 22 + Saving Throws 11 + Skills 10 + Feats 7 + Powers 64 - Drawbacks 3 = 129/129 Power Points

Edited by HG Morrison
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  • 3 weeks later...

Pole Vaulted by HG Morrison

 

 

This is for Terrifica. Finally have that 12 PP.

Terrifi-Staff is moved from Equipment to an Easy to Lose Device, and gains some new powers in the process. Also added to the fluff so that she has it mentioned there.

Player Name: Eternal Phoenix

Character Name: Terrifica

Power Level: 10 (165/165 PP)

Trade-Offs: +5 ATK, -5 Damage (unarmed); +/-0 Defense, +/-0 Toughness

Unspent PP: 0

Progress towards Bronze: 15/30

In Brief: Terrifica is a supergenius Cowl with Gadgeteer elements.

Alternate Identites: Qiaolian Song (largely defunct), Samantha Carson (current)

Identity: Secret

Birthplace: Rural China (half raised in Boston, Mass.)

Occupation: Associate Professor of Physics

Affliations: MIT, Mensa

Family: Lucas Carson (father, missing), Meili Song (mother, deceased), Cassandra Carson (great aunt), Stan Gresham (husband), Lucas Gresham (son), Meili Gresham (daughter), the Carson family (black sheep of), the Song family (black sheep of)

Age: 23

Apparent Age: 23

Gender: Female

Ethnicity: Half Han Chinese, half Anglo Saxon

Height: 5’ 4†(5’ 6†in costume)

Weight: 115 lbs.

Eyes: Dark Brown

Hair: Brown

Description: Finely built with athletic musculature, If Sam ever played to it she would be beautiful. Unfortunately, she’s a thinker, not a fashion model or piece of meat for ogling. She keeps up with fashion in a general way, not committing any grave faux pas, but you’ll only find her in something pricey when the occasion calls for it. That said, she does appear to be resolutely against denim and sweatclothes, as she’s never worn either.

Her costume is dark blue and appears formfitting, even though it’s just thick. It covers her from head to toe, only leaving from for the bottom of her nose, her mouth, and her chin. A wide orange stripe runs down the sides of both arms and both legs. There is a orange T on her forehead, with the bottom line sliding between her eyes. She pairs it with an ordinary Badass Longcoat or a short jacket. The coat is simply the same shade of dark blue. The jacket shares the suit’s color and stripes, and has a small orange T over the left breast.

History: A man named Lucas Carson went to China to spread the Good News of Jesus. He fell in love and married a local, Meili Song. They had a daughter, Qiaolian, who they cared for very much. However, the local Chinese officials slowly got wind of Lucas’s actions, and began to pursue him. Soon, it was too dangerous to bring a small child along all the time. So Lucas and his lady love began to leave Qiaolian at a local Buddhist temple that did double duty as an orphanage of sorts. One day, not long after Qiaolian’s eight birthday, they left her there again…and never came back. Qiaolian missed them terribly, but she had friends, and the monks were nice. Plus a aged Kung Fu master had set up shop and was teaching some of the children, including Qiaolian. And then her powers kicked in, increasing her IQ exponentially. She had more than enough to do.

Four years later, a white man came to the temple. He worked for Cassandra Carson, Lucas’s aunt. He was looking for Lucas, but instead found Qiaolian, who calmly explained who she was and why he should care. In exquisite and exacting detail. It wasn’t a full week before Qiaolian was headed to America (Boston, specifically), home of the fairly large Carson family. Cassandra was not impressed by the “dirty little chinagirl†and immediately changed her name to Samantha. Sam blurred through schools, far too intelligent for the material in middle and high school. She became one of Boston College’s youngest students in their entire history at 16. There, her rapid pace slowed, not due to the increased difficulties of the material, but due to studying virtually everything under the sun. A teenaged Terrifica had a short career as a local crime fighter, but at the time it didn’t interest her any more than anything else and she quickly dropped it.

It was during this time she met Stan Gresham, the man who would become her husband. She was 18, he was 23. Love happened. Eventually. Stan graduated and started his psychology practice, and Sam fast-tracked herself through MIT. They got married. Their son, Lucas was born. Named after Stan’s mentor, not Sam’s dad. Sam graduated MIT and took them up on their professorship offer. Meili, their daughter, was born. Sam felt…unfulfilled. A genius like her should be more than just…this. The same dark anger that propels so many super genius into madness and villainy crept upon her. But unlike them, she had Stan, her continuing piecemeal devotion to Buddhism, and a genuine desire not to be another cliché bad girl. She thought for months on end. What could she possibly do where she wouldn’t displace anyone or cause harm to the innocent? Frickin’ duh. Superhero. Terrifica made her comeback.

Personality & Motivation: Sam’s a thinker first and foremost. She doesn’t act rashly, unless acting rashly is the necessary tactic in that situation. In which case, is it really acting rashly? The same applies to just about everything else. Everything she does is logically reasoned out. She does appear to have Obsessive Compulsive Disorder as she organizes her life and plans for literally everything she can think of. In exacting detail. Everything has a place to be and a time to be used. All puzzles and riddles have solutions. You just have to find them. She’s also kind of a nerd, in that she has little to no regard for pop culture and dives headfirst into intellectual pursuits. There’s a subtle arrogance about her, as well. Comes with being smarter than everyone on earth. She thinks she can sing well. She really can’t. No, really. Don’t ever let her sing. It’d be like a close range Auditory Dazzle 3. Or maybe 2. I dunno, but it’s unpleasant.

Her motivation is not simple. By virtue of her genius, any given field she focused on would make leaps previously thought impossible. But they’d be her leaps, and hers alone. All the effort, sweat, and tears that everyone else in that field would have would mean nothing. They might as well have not even helped. Or they might even get in her way. They’d be useless. She doesn’t want to make people useless. That said, doing nothing leads to boredom. Boredom is idle hands. Idle hands do bad, bad things to people. Then again, what does it matter if she goes full mad scientist and attempts world domination slash destruction? It’d certainly be a hell of a lot of fun to try. The only problem with that is that a heck of a lot of people would get killed or injured along the way. It’s one thing to have a recovery plan. It’s another to not cause the damage in the first place. So. Can’t do good. Can’t do evil. No desire to die and tons of desire to live, so suicide’s out. Wait. Waaaait. How about both? Do good where there’s effectively no labor limit. Do evil-well, unpleasant things, anyway-to socially acceptable targets. And conquering crime without toppling governments (literally or just in a behind the scenes way) is virtually impossible. We’ll see about that one.

Power Descriptions: Terrifica would have been a rare genius without her metagene activating. With it, she’s smarter than anyone in the world, with a brain that in its functioning resembles a computer much more than a bundle of neurons. Additionally, she is well schooled in Kung Fu, dating from childhood. Her self made costume, the Nano-Fiber Battlesuit, is more protective than your average hero costume, increases her strength by a moderate amount, helps her see in the dark, and has a few modifications so that it can worn year round.

She carries a multi functional quarterstaff she calls the Terrifi-Staff. Because Terrifica is a nerd. Also, she adores brand naming. She can just hit people with it, obviously, but it has a high powered taser on one end and a energy emitter on the other. The emitter can well, emit, a flash on energy that can screw up a person’s hearing and vision, a heat displacer beam that can freeze someone in a block of ice, or charged particles in the form of a particle cannon. The best part? It’s collapsible, so she can wear it on her belt.

Powers & Tactics: Some heroes (and people) go with violence first. Or second. Terrifica does not. She prefers to solve problems with a minimum of pain and suffering on both sides due to the influence of her Buddhist beliefs. She’s a thinker, not a thug. She’s more likely to call in a tip about street crime than actually punch the thugs out herself. That said, when she does fight, she doesn’t hold back. The faster enemies are defeated, the less they have to be injured.

With the Terrifi-Staff available, she’ll Snare or Dazzle weaker foes at range, and Stun anyone who gets too close. Of course, she’ll not above blasting or smacking the enemy if that would be more effective and/or efficient.

Complications:

What’s Wrong With You People?: People who take pride in their lack of intelligence infuriates Terrifica to no end. Why on earth or anywhere else would you be proud of being lesser? Happiness or satisfaction she can and does tolerate, but remaining stupid and ignorant out of pride in those conditions is the one thing that can make her truly hate.

I’m The Most Intelligent Person In The World: Terrifica, god bless her, is a supergenius. The problem is that she’s extremely aware of it. Thus she’s developed quite a bit of arrogance and a belief that there isn’t anything she can’t understand given enough time. Her plans will always succeed, because they are made by her. Her ideals and principles are correct, because they are hers. She is virtually incapable of being wrong about anything whatsoever. Anyone who can’t see that is either misguided, misinformed, or an idiot. And of course, they need to be informed of their status. Because “person Terrifica thinks is stupid†and “person Terrifica likes†have no points of commonality, and she’d rather everyone were in the latter group.

Oh, Now That’s Interesting: Terrifica loves to learn things, acquire new knowledge, figure things out, and etcetera. It’s a passion of hers. So much so that she will purposefully delay stopping a criminal scheme until she’s figured out exactly how it works. Or not stop that death ray blastin’ robot until she’s mapped out how it was meant to be shut down.

I’m A Brain, Not A Fist: Terrifica vastly prefers to solve matters without violence, due to her blended Buddhist/Christian upbringing. She will always try to talk things out, use stealth, or whatever nonviolent option is available. If forced to fight, she will try to end it swiftly and without anything approaching mercy. The faster combat is over, the better. For her opponents.

Oh, Right. Heroes Save People, Don’t They?: Terrifica…isn’t an altruist, like many heroes. There isn’t much nobility to her. She usually will not go out of her way to protect or save anyone at all. It’s not that she doesn’t care. It’s just that she’s the most intelligent woman in the world, and thus a touch more important than Joe and/or Jane Sixpack. This does not mean she will let someone be murdered in front of her…unless they richly deserve it, in her view. This can cause…friction…with other, more altruistic heroes.

People Don’t Just Disappear: Her father disappeared without a trace when she was eight years old. She’s spent the better part of a decade pursuing every lead, no matter how small. You could say she’s obsessed with finding him.

Dark Secret: Terrifica is directly responsible for the death of the Chinese official who had her mother killed. She didn’t murder him with her own two hands, but she could have saved him. Let him have life in prison instead. She kept her mouth shut and watched him die slowly instead. Somebody else might regret this. Perhaps see it as My Greatest Failure. Terrifica does not. It was something that needed doing, and now it is done. No more, and no less.

Secret Identity: Terrifica keeps her identity and life as Samantha Carson extremely secret. She will do anything up to but not including directly murdering someone to keep it that way.

Abilities: 4+8+6+14+2+2=40

Strength 20 (+5) [14 (+2)] (Enhanced Statistic)

Dexterity 18 (+4)

Constitution 16 (+3)

Intelligence 38 (+14) [24 (+7)] (Enhanced Statistic)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 10+10=20

Initiative: +14

Attack: +5, +9 Melee, +15 Unarmed

Grapple: +14

Defense: +10 (+5 base, +5 Dodge Focus) +3 Flat Footed

Knockback: +5

Saving Throws: 4+5+8=17

Toughness: +10 (+3 Con, +5 Protection, +2 Defensive Roll)

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

Reflex: +9 (+4 Dex, +5)

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

Skills: 56 Ranks = 14 PP

Acrobatics 5 (+9)

Bluff 7 (+9)

Climb 2 (+7)

Computers 1 (+15)

Concentration 5 (+7)

Diplomacy 8 (+10)

Knowledge (physical sciences) 1 (+15)

Language 1 (Mandarin Chinese, Base: English)

Notice 8 (+10)

Sense Motive 8 (+10)

Stealth 8 (+9)

Swim 2 (+7)

Feats: 27 PP

Assessment

Attack Focus (Melee) 4

Attack Specialization (Unarmed) 3

Defensive Roll

Dodge Focus 5

Equipment 3

Improvised Tools

Inventor

Jack-of-All-Trades

Master Plan

Online Research

Takedown

Taunt

Well-Informed

Uncanny Dodge (auditory)

Powers: 14+20=34

Device 3 ( 15 PP Container; Power Feats: Restricted 2 [Only Usable by Terrifica]; Flaw: Hard-to-Lose ) [14PP] (Nano-Fiber Battlesuit)

Immunity 2 (Cold & Heat) [2PP]

Protection 5 [5PP]

Super Senses 1 (Low Light Vision) [1PP]

Enhanced Strength 6 (to STR 20/+5) [6PP]

Features 1 (Wrist Computer) [1PP]

Container 4 (Passive, 20 PP, Superhuman Brain)

Quickness 8 (x500, Flaw: Limited to Mental Tasks) [4PP]

Enhanced Intelligence 14 (to INT 38/+14) [14PP]

Enhanced Feats 2 (Eidetic Memory, Speed of Thought) [2pp]

[b[Device 4 ( 20 PP Container; Power Feats: Subtle [collapsible]; Flaw: Easy-to-Lose ) [13PP] (Terrifi-Staff)

Terrifi-Combat (Array 8 [16 PP], Power Feats: Alternate Power 4) [20 DP]

Base Power: Blast 7 (Power Feats: Accurate, Precise) [16 DP] (Terrifi-Cannon)

Alternate Power: Dazzle 5 (Affects Vision & Hearing, Power Feat: Accurate) [1 DP] (Sonic Flash Burst)

Alternate Power: Snare 7 (Power Feats: Accurate, Precise) [1 DP] (Freonic Ray)

Alternate Power: Stun 7 (Power Feats: Accurate, Extended Reach) [1 DP] (Terrifi-Staff Shock)

Alternate Power: Strike 2 (Power Feats: Accurate, Extended Reach, Mighty,) [1 DP} (Terrifi-Staff Smack)

Equipment 3 (15 points for equipment)

Grapple Gun (Super Movement : Swinging) [2EP]

Utility Belt [4EP]

Binoculars (Penalty for Visual Notice checks reduced to -1 per 50 ft, but check takes 5 times as long) [1EP]

Rebreather (Immunity to Suffocation for 20 rounds) [1EP]

Reference Materials (+2 to Knowledge checks) [1EP]

Toolkit (Basic) (for Skills that need tools) [1EP]

Terrifi-cycle (Vehicle) [9EP]

Size: Medium [0EP]

Strength: 15 (Medium Load: 133 lbs.) [1EP]

Defense: 0 [0EP]

Toughness: +8 [3EP]

Features: [0EP]

None

Powers: [5EP]

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

 

DC Block:

Unarmed (+15 Hit, DC 20)
Terrifi-Staff Smack (+11 Hit, Touch w/ 5ft Reach, DC 22 Toughness)
Terrifi-Staff Shock (+11 Hit, Touch w/ 5ft Reach, DC 17 Fortitude)
Sonic Flash Burst (+7 Hit, Ranged, DC 15 Reflex)
Freonic Ray (+7 Hit, Ranged, DC 17 Reflex)
Terrifi-Cannon (+7 Hit, Ranged, DC 22 Toughness)
 

Abilities 40 + Combat 20 + Saving Throws 17 + Skills 15 + Feats 26 + Powers 47– Drawbacks 0= 165/165

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