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Character Edits, v7


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HGM SENSED HIS REGARDS

Triakosia

Powers: Finish off her Super Senses [4PP]

Super-Senses 8 (Hearing, Ultra-Hearing 200 mile range increments Extras: Accurate, Extended (Hearing) 5) [8PP] (Super Hearing)

Super-Senses 9 (Vision, Ultravision, Penertrates Concealment, 20 mile range increments Extras: Extended (Vision) 4) [9PP] (Super Vision)
 

Edited by HG Morrison
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GOT LUCKY - Fox

 

Roulette

  • Lowered Equipment to 1 Dropping the Space Suit
  • Rebought Space Suit as a Device
  • Reconfigured Optic Blast Array so as to have the Base Power be a +15 Damage Effect
  • Bought 1 Rank of Dodge Focus
  • Dropped 1 Rank of Attack Focus (Ranged)
  • Dropped Immunity to Starvation&Thirst/Sleep
  • Folded Infravision into Space Suit Device
  • Dropped Leadership Feat
  • Dropped Power Attack feat
  • Fixed Formatting from Site Update

 

Player Name:  HG Morrison
Character Name:  Roulette
Power Level: 11 (164/164PP)
Trade-Offs: -4 Attack / +4 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Gold Status: 14/90 (Silver Earned with Foreshadow II)

Bronze Reward: 3rd PC at PL8/120PP
Silver Reward: 10PP of Equipment for Foreshadow, 5PP gone into shared Vanguard HQ

 

In Brief: Conman who shoots optic blasts

 

Alternate Identity:  Stahnze Turk
Identity:  Public
Birthplace:  Zultas  
Occupation:  Bounty Hunter
Affiliations: The Voidrunners (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 rather than a weapon.  His more negative qualities are hidden behind a thin veneer of politeness.  But, Roulette consciously chooses proper etiquette solely when it suits whatever his current needs.  Preferring to rudely unnerve those around him.

However, Roulette is not without his positive traits.  He enjoys the feeling that comes from helping people, even if he'll never admit it.  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.  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. 

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.

Rose Tinted Glasses:  Roulette is color blind.  He sees everything only in shades of red.  Although he has naturally adapted over time this still provides ample opportunity for the GM to be devious

 

 

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, +7 Ranged
Grapple: +4
Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -4

 

 

Saving Throws: 3 + 4 + 4 = 11PP

Toughness: +9 (+4 Con, +5 Space Suit)
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: 26PP

Accurate Attack
Attack Focus (Ranged) 4
Beginner's Luck
Distract (Bluff)
Dodge Focus 8
Equipment 1
Fascinate (Bluff)
Improved Aim
Inspire 3
Leadership
Luck 3
Master Plan 
Power Attack
Set-Up
Taunt

 

Equipment: 1PP = 2/5 EP

Lock Release Gun [1EP]

Multi-Tool [1EP]

 

Powers: 12 + 1 + 36 + 1 + 2  = 52PP

Device 3 (15PP, Hard to Lose]) [12PP] (Lor Spacesuit)

Immunity 9 ( Life Support [9PP]
Protection 5 [5PP]
Super-Senses 1 ( Infravsision [1PP]

Immunity 1 ( Own Powers [1PP]

Optic Blast Array ( 34PP Array Feat: Alternate Power 2 ) [36PP]

Base PowerDamage 15 ( Extra: Range [Ranged]; Feats: Improved Critical 2, Precise, Ricochet 1 [1 Bounce] ) (Optic Blast) {34/34}
Alternate PowerDamage 11 ( Extras: Area [General, 60-110-220' Cone]; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 )(Scything Optic Blast) {34/34}
Alternate PowerDamage 11 ( Extras: Area [General, 55-110' Burst], Range [Ranged], Selective Attack; Feat: Progression, Increase Area 1; Flaw: Action [Action] )(Optic Bank Shot) {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)

 

 

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

 

 

DC Block

 

ATTACK                       RANGE                   SAVE                                            EFFECT

Unarmed                      Touch                       DC15 Toughness (Staged)              Damage (Physical)

Optic Blast                   Ranged                     DC27 Toughness (Staged)            Damage (Bludgeon/Light)

Optic Bank Shot           55-110' Burst             DC26 Toughness (Staged)            Damage (Bludgeon/Light)

Scything Optic Blast     60-110-220' Cone       DC26 Toughness (Staged)            Damage (Bludgeon/Light)

 

Totals: Abilities (39) + Combat (18) + Saving Throws (11) + Skills (19) + Feats (25) + Powers (52) - Drawbacks (0) = 164/164 Power Points

 

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BASS DROP'D BY HGM

 

Miras

A fairly small edit.

  • Adding two PP into Workings of Deosil array, updating the powers appropriately. [2PP]
  • Removed Transform from Ruh Kalit. [-1PP]
  • Updated some fluff.

 

 

Player Name: Raveled
Character Name: Miras
Power Level: 10 (154/157)
Trade-Offs: None
Unspent PP: 3
Progress to Platinum Status: 7/120

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, Starlight
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 + 23 + 3 + 1 + 15 = 53PP
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 2) [23PP]

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: Illusion 7 (Visual & auditory) (Weave the Wind Solid) [21/21PP]


Super Senses 3 (Magic Awareness [Tactile]) [3PP]

Super Senses 1 (+Ranged on Magic Awareness) [1PP]

Working of Deosil 6.5 (13PP, Feat: Alternate Power 2) [15PP]

BE: Speed 6 (500 ft, Extra: Linked [Quickness]) + Quickness 6 (x10, Extra: Linked [speed]) (In the Blink of An Eye) [12/13PP]
AP: Healing 3 (Extras: Action/Standard, Affects Objects [+1], Feat: Stabilize) (Reverse the Flow) [13/13PP]
AP: Paralyze 10 (Feats: Accurate 3, Flaw: Action/Full) (Time Stop) [13/13PP]


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 (53) - Drawbacks (0) = 154/157 Power Points

Edited by HG Morrison
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EDUCATED BY HGM

Very minor edit for Cerulean so far -- added 1PP of skills; Language 1 (ASL); and Computers 3, which should probably have been there to begin with.

 

 

cerulean2.jpg

Player Name: Mad Scientist

Character Name: Cerulean
Power Level: (10) (151/154PP)
Trade-Offs: +2 Defense / -2 Toughness
Unspent Power Points: 3
Progress To Bronze Status: 4/30

In Brief: Enigma-origined mystical luminator runs mouth and fights crime while attending school to refine control of her abilities.

Residence: Claremont Academy Dorms
Base of Operations: Claremont Academy
Catchphrase: Many, many pop-culture options, depending on what's appropriate for a situation.

Alternate Identity: Eileen Labatt
Identity: Secret
Birthplace: Boston, Mass
Occupation: Student
Affiliations: Claremont Students & Faculty
Family: John Labatt (Father, Deceased), Kelly Labatt (Mother), Bonnie Labatt (Sister, Older)

Description:
Age: 17 (February 10, 1998)
Gender: Female
Ethnicity: Caucasian
Height: 5'9"
Weight: 159lb
Eyes: Blue
Hair: Blonde

 

eileen-0.jpg

Eileen is taller than average at five foot nine, but her height is mitigated a little by the fact that she carries a little more weight than popular media would have you believe is normal for a woman.  She carries it well, however, being curvy and having a face a little more rounded that most.  Her hair is blonde and wavy, worn just past her shoulders, and her eyes are a faded blue.

She likes to dress simply; jeans, tank tops, sneakers, with simple accessories and a big clunky bag to carry her things in.  She doesn't go in for heavy makeup, wearing just enough so her fair skin doesn't appear washed out. She has a pair of tattoos, complex and oddly asymmetrical sigils, done in blue ink on the inside of each wrist.

93b6e9aba0d3cc2ba5f1d32d6197a8e6c3a15a02

As Cerulean, her proportions, hair, and skin tone don't change, but her eyes fill with a featureless, brilliant blue.  Her clothing is absorbed into a...skin, some sort of external substance that covers her nearly from head to toe, but can't be removed like an outfit could.  She has no idea what it's made of, or what (if anything) the blue and gold patterning means, but it forms upon her whenever she assumes her power.  Not only does it not provide her any protection beyond the basic insulating properties one would expect out of clothing, any contact with it feels to her the same as if it was against bare skin.

Power Descriptions:
Cerulean's powers are...overt, and all take the form of a brilliant blue light.  Her force field that blocks and deflects damage takes the form of a glowing blue aura; her method of flight leaves a brief glowing blue contrail; and she can emit this blue light focused to a variety of effects.  Most impressively, to her altered eyes the light she sheds strips away all illusion and concealment, and so it's quite difficult to catch her unawares in the heat of combat.

History:
Eileen was born and raised in Boston, the youngest of her family.  She had a fairly typical middle-class upbringing, and excelled in school due to the fact that an odd quirk of her brain allowed her to recall information in exacting detail -- spending a couple of days reading a textbook allowed her to ace her testing.  She never had to really put any effort into getting decent grades, much to the disgust of a number of her peers.

Life changed for Eileen, however, when she was thirteen.  Her father, overweight and with a family history of heart disease, had a massive cardiac episode and passed away.  Insurance, fortunately, covered the majority of the resulting bills and paid off the mortgage on their house, but her mother became the sole breadwinner for their sadly reduced family.

Life had really changed, though, just recently, if one was going to be honest.  Gathered at a friend's house with a few of her circle of friends, the last thing she remembered of that evening was seeing that it was about 10:30pm -- and then she awoke, at home, the following morning.  She couldn't consciously remember anything further about that night, and she had no idea how she had gotten home.  Far more unsettling was the fact that none of her friends remembered that they had been together at all, and the relevant parents seemed to be just as unaware.

...however, she does occasionally have fragmented dreams about a tall figure, too terrible to look at, and something about a task, and a promise, or maybe a...price?  Prize?  The fragments fade shortly after she awakens, but each time she has these dreams she realizes she's had them before...until they fade again.

The pair of strange, complicated blue tattoos that had appeared on the insides of her wrists were almost a minor issue after that.  She first scrubbed at them, hoping they were drawn on, but that proved to not be the case.  They weren't actual tattoos, lacking scabbing, itching, and redness of irritated and healing skin -- they were just there, in her skin, and she stressed about why they there even as she tried to make sure she kept them hidden from her mother!

She didn't even recall anymore just how it was she came to touch the two 'tattoos' together for the first time, but the results were immediate and undeniable.  Her insides gave a strange lurch, like she was being turned inside-out, and with a flash of blue light she changed.  Her terrified shriek completely blew her chances of keeping anything from her mother for any longer, and it was after a couple long and vigorously debated family meetings that the decision to get professional assistance in the matter was made.

In the process of interviewing for the Claremont Academy it was determined that there was a mystical element to her new abilities, but apart from that everyone was still at a loss.  Hopefully over time, more details would come to light -- no pun intended.

Personality & Motivation:
Eileen is looking for an explanation as to how and why she received these powers, and in the interim is making sure she has a good handle on controlling them.  She operates on a heroic level, in part, because that's what people with powers do, and she in turns is terrified and greatly enjoys the chance to be one of the bright and shining people -- again, no pun intended.

A child of social media and possessing of her phenomenal recall, she is very likely to have an appropriate response for just about any situation that can be tied to some sort of pop culture reference, and is more than likely to unleash it, regardless of the circumstances.  She's bright, cheerful, and completely unrepentant that she doesn't quite fit the body image that society tries to tell people is the only acceptable one.

Powers & Tactics:
Cerulean gains little benefit from being up close and personal in a conflict, and so tends to keep her distance and take pot shots at viable targets with her light emissions.  She's better off avoiding direct hits than trying to be a brick wall, and doesn't hesitate to employ her mirror clones when it looks like she might come under fire.  She uses the mobility granted by her flight capabilities, but rarely goes any great distance from the ground.  As she has some offensive capabilities that are disabling without be injurious, she's more prone than most to unleash her power when bystanders are at risk, should the situation demand it.

A font of mostly-useless knowledge and possessing a glib tongue, she's quite good at distracting an opponent with outrageous patter, and rarely is quiet when there's an opportunity to say something clever.


Complications:

Secret: Identity.  All too aware of the sort of information that can get out when one comes into the public eye, Eileen tries her hardest to keep details that could identify her to herself.  In part for her own safety, of course, but largely to keep her mom and sister from coming under fire, either literally or metaphorically.

Weirdness Magnet: If something strange -- really, jaw-droppingly strange -- is going to happen in a random time and place, odds are better than random that Cerulean will be there by chance, and the very inconvenient thing happens to her.

Phobia: Cerulean is afraid of deep water and of heights, despite the fact that she has the capacity to fly.  The method being under her own power makes no difference over the inarguable truth that she doesn't like being up high -- the fact that there's nothing between her and the ground except a cheerful glow doesn't make things any better!

Mystery: The origins of her powers is an enigma to her, and she's desperately curious as to how and why she acquired them.  Any scenario that suggests it might provide some of this sought-after information is very difficult for her to resist investigating.

 

Abilities: -2 + 2 + 4 + 4 + 0 + 4 = 12PP
Strength:  8 (-1)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 14 (+2)


Combat: 10 +1 0 = 20PP
Initiative: +1
Attack: +5 Melee, +6 Ranged
Grapple: +5
Defense: +12 (+5 Base, +1 Dodge Focus, +6 Shield), +3 Flat-Footed
Knockback: -4


Saving Throws: 6 + 6 + 6 = 18PP
Toughness: +8 (+2 Con, +6 [Force Field])
Fortitude: +8 (+2 Con, +6)
Reflex: +7 (+1 Dex, +6)
Will: +6 (+0 Wis, +6)


Skills: 44R = 11PP
Bluff - 8 (+10)

Computers - 3 (+5)
Diplomacy - 4 (+6)
Gather Info - 8 (+10)
Knowledge: Current Event - 4 (+6)
Knowledge: Popular Culture - 8 (+10)

Knowledge: Theology & Philosophy - 2 (+4)
Language - 1 [ASL]
Sense Motive - 6 (+6)


Feats: 6PP
Attack Focus: Ranged [1]

Dodge Focus [1]
Attractive [1]
Eidetic Memory
Fascinate (Bluff)
Well-Informed

Powers: (All powers Magic, Light) 12 + 12 + 13 + 10 + 4 + 37 = 88PP

Flight 6 [12PP]

Force Field 6 (Extras: Linked) [6PP]
+Shield 6 [6PP]
[12PP] (Deflection Field)

Environmental Control: Light (Partial) 6 (Extra: Linked; Flaws: Range (Touch))  [3PP]
+ Super-Senses 10 (True Sight (Vision Counters Concealment, Counters Illusion, Counters Obscure (all), Detect Hidden))  [10PP]
[13PP] (Revealing Light)

Immunity: Light Effects [10pp]

Mirror Image [4PP]

Light Emission Array (33PP, Feats: Alternate Power 4) [37PP]

DBP: Blast 10 (Light Bolt Spray, Extras: Autofire; Feats: Accurate [2], Affects Insubstantial [1]) {33/33}

AP: Blast 10 (Sniper Beam, Extras: Penetrating (5); Feats: Accurate [2], Affects Insubstantial [1], Progression [1], Improved Range [3], Precise) {33/33}

AP: Blast 10 (Kamehameha, Extras: Area: Line, Duration: Concentration, Penetrating (5); Flaws: Range: Touch, Action: Full; Feats: Progression [2], Affects Insubstantial [1], Knockback [5], Incurable; Drawbacks: Full Power

AP: Dazzle (Visual) 6 (Blinding Beam, Extras: Area: Line, Linked; Flaws: Range: Touch; Feats: Progression [2]; Drawbacks: Full Power) {13/33}

 + Stun 6 (Blinding Beam, Extras: Area: Line; Flaws: Range: Touch; Feats: Progression [2]; Drawbacks: Full Power) {19/33}   Total: {32/33}

AP: Dazzle (Visual) 8 (Nova. Extras: Area: Perception, Duration: Concentration, Penetrating (2); Flaws: Range: Touch; Drawbacks: Full Power) {33/33}

 

Drawbacks: -4 = -4PP
Normal Identity (Frequency: Common; Intensity: Major) [-4PP]

DC Block

ATTACK            RANGE      SAVE                       EFFECT
Unarmed           Touch      DC14 Toughness (Staged)    Damage (Physical)
Light Bolt Spray  Ranged     DC25 Toughness (Staged)    Damage (Energy)
Sniper Beam       Ranged     DC25 Toughness (Staged)    Damage (Energy)
Kamehameha        Area       DC25 Toughness (Staged)    Damage (Energy)
Blinding Beam     Area       DC16 Ref & For (Lasting)   Blind & Stun
Nova              Perception DC18 Ref/For   (Lasting)   Blind

 

Totals: Abilities (12) + Combat (20) + Saving Throws (18) + Skills (11) + Feats (6) + Powers (88) - Drawbacks (4) = 151/154 Power Points

 

Edited by HG Morrison
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SUITED UP BY HGM

The Traveller

Add Comprehend 3, Flight 1 and Space Travel 1 (Interplantary) [+8PP]

Power Armour 10 (50 PP Device, Hard to Lose, Feats: Restricted 2 [biorhythmic Field]) [42PP]
 

Communication 2 (Radio 100 ft Extra: Area) [4PP]
Comprehend 3 (read, speak and understand all) [6PP]
Enhanced Constitution 8 [8PP]
Enhanced Strength 6 [6PP]
Flight 1 (10 mph, 88 ft/rnd) [2PP]
Immunity 10 (Life Support, Starvation & Thirst) [10PP]
Protection 3 (Extra: Impervious 4) [7PP]
Space Travel 1 (Interplanetary) [2PP]
Super-Senses 3 (Darkvision, Direction Sense) [3PP]
Super-Strength 1 (Effective Strength 25, Heavy Load: 800lbs) [2PP]
Edited by HG Morrison
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AWARDED A BLACK BELT BY HGM

Updating black knight to meet PL8 Caps and adding a new complication in the form of his relationship to arnasaq

 

Player Name: Exaccus
Character Name:Black Knight
Power Level: 8 116/116PP
Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness
Unspent Power Points: 4
Progress To Bronze Status: 11/30

In Brief: Inheritor of the mantle of the betrayer failsafe. Not Quite Up to Standard.

Alternate Identity: Jonathan Hale
Identity: Secret
Birthplace: Wiltshire, England.
Occupation: Unemployed
Affiliations: N/A
Family: Deceased Parents; Only Child.

Description:
Age: 18 (DoB: 1996, 10th of October)
Apparent Age: 18
Gender: Male
Ethnicity: Caucasian.
Height:6'
Weight: 150lbs
Eyes: Dark Brown
Hair: Black
 
With sharp features and high cheek bones, Jonathan is somewhat handsome if bedraggled by his trials with fair skin and a pointed nose; he is somewhat q big boned young man with broad shoulders and a trim build; he might look older than he is to those who do not see him for long or with obscured features, possibly even then,  till his trembling voice and doleful eyes reveal him for what he is, a mourning adolescent.
 
Power Descriptions:
The Celtic knot pattern that goes along the length of length of his sword glows with faint purple light when it is using its more obviously magical effects contained in his array. his armour though black as darkest night has a slightly opalescent sheen to its darkened metal that seems to flare when it thwarts attacks against him his portals are created by slashes in the air opening into swirling vortexes of purple and black that display the destination, his more personal transportations are much more subtle as he simply seems to disappear behind his own cloak in a spin, the garment collapsing into nothingness in his wake to reappear with him at his destination. this is little more than a theatrics on his part however and it is the sword that carries him.

History:
Born to an unsuspecting couple on a cold Octobers day Jonathan Hale, Son of Wilbur and Nikita Hale had lead a boring if slightly regimented life, sent to boarding school as soon as he old enough by parents he somewhat afraid didn't really want him around he had something of a good if distant relationship with them and eventually came to realize he was loved; It was still rather devastating when he was told they'd been found dead amongst the ruins of their small home in Wiltshire, Too young to access his trust-fund  and too distraught by the death of his distant but loving parents to claim his inheritance and accept their deaths; bereft of a legal guardian the young man fell into destitution and deeper still despair; ejected from his school when his tuition ran dry he quickly found himself taken in as a John Doe by the government and given a small flat and stipend to live in; he's not quite sure how long he stayed there, the blank walls and eerie silence of the place was maddening and he barely registered the passing of time as he went about his day in silent introspection.
 
That all changed one stormy night when, On an aimless walk around the streets at midnight; he noticed a large humanoid figure following him at a slow but steady pace, something in the very core of his being resonated as he set eyes upon the black cloaked form, its features Illuminated by a brief stroke of lightning revealed it to be what seemed a man in thick black armour sporting a massive great-sword in one hand; its mirrored surface glinting slightly in the faint glow of the street lights and lightning strikes; such a sight was more than enough to send his heavy heart into a terrified panic and his heavy legs running for safety from what he had thought an armed madman, not looking back so much as once till he had slammed and locked the door of his home behind him, it was needless to say quite a shock when he walked into his living room and found the figure there waiting in silence for him hands resting on the pommel of its weapon, now better illuminated and much closer it was somewhat easier to spot that the suit was empty once his mild panic attack had ceased and one tentative touch later revealed all to him in a rush of images and sensations.
 
He had inherited the black mantle with the fall of his sire, he was to be the betrayer failsafe and strike down those whom would seek to wield Excalibur before the power could corrupt them too much and lead to the ruination of the world around them.
 
Unfortunately or perhaps fortunately, Jonathan Hale was no warrior and in his first tentative sojourn against criminals ended with slight humiliation and failure, in part due to his inexperience with the powers now at his disposal and his unwillingness to deal out the draconian justice the sword urged, so now he finds himself seeking allies and perhaps get his life back on track and find peace with himself, if he doesn't fall in the line of duty as those before him have.
 
Personality & Motivation
Jonathan Hale is Still somewhat a child, clinging to the memories of his now dead parents and the desperate hope he was loved by them he upholds the mantle because he has inherited it from them more than anything else, his refusal to claim his inheritance stems from the worry he might have been disowned this coupled with the fact he was unaware of "the family business" leads him to feel outside of their issues.
 
He remains however a good and selfless person who uses his artifacts of office to do what he thinks is best as best he can.
 
Powers & Tactics
unable to access the swords vaster array of powers due to his inexperience, he uses the power within aldonite in a somewhat simplistic way, namely as a really big sword with various effects, his tactics are rarely more complex than teleporting to flank and striking out at a hopefully surprised opponent.
 
Complications
 
"A Dark Omen": Those in the mystic know recognize the sword Aldonite and its bearer as a dark tiding, heralding the death of a beloved Leader, though mayhap not why.
 
Sword of Damocles: Aldonite is somewhat sentient and highly opinionated able to communicate with its wielders and others who touch the blade through sensations and projected images and temporarily usurp the will of a unsuspecting wielder it is known to attempt to force situations to take the course it desires, being an artefact from a more draconian time this can lead to grave trouble; As he is infact a less than ideal wielder, Aldonite has a low opinion of the boy and will take direct actions whenever able over advising and counseling him; Partially due to disgust at his living in squalor at least till he has become of age and performed deeds worthy of his station as well as fulfilled the imperative; Securing an heir before his inevitable fall in battle after fulfilling his duty and laying low the wielder of the fomorian blade; Excalibur.
 
Reviled By the Peers of the Realm: Being a literal black knight, that is to say a knight with no loyalty to a lord or king and not displaying his heraldry, other knights may look down on him as a brute and thug at best and a honourless dog at worst, this could lead to violence, Ostracization by communities in which they hold sway or in the case of particularly influential ones, more wide spread effects.
 
Too Soon: Jonathan Is neither ready for the responsibilities that have been placed upon him or over the loss of his parents, finding himself easily provoked by those who bring them up and cowed by those more experience (Including aldonite on matters to which he is not morally opposed).

Relationship: Jonathan has very recently entered into a casual romantic relationship with Arnasaq, a librarian he met whilst in Greenland; One of the few sources of comfort and support in his life there is very little she cannot cajole him into, a savvy criminal might do well to impersonate her, an extremely foolish one might threaten or attempt to strong arm her and draw a cataclysmic wrath down upon them self, with Aldonite more than willing to make use of this itself to coerce Hale into acting rashly and wielding its terrible power less reservedly .
 
Abilities 10 + 0 + 10 + 0 + 4 + 4 = 28PP
Strength: 20 (+5)
Dexterity: 10 (+0)
Constitution: 20 (+0)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat 8 + 8 = 16PP
Initiative: +0
Attack: +6 Melee, +4 Ranged
Grapple: +11 (+4 Base +2 Attack Focus (Melee) +5 Strength)
Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed
Knockback: -7 (-5 Impervious Toughness, -2 half of Toughness)


Saving Throws 1 + 5 + 4 = 10PP
Toughness: +5/+10 (+5 Con, +5 Protection [armour] Impervious 5)
Fortitude: +6 (+5 Con, +1)
Reflex: +5 (+0 Dex, +5)
Will: +6 (+2 Wis, +4)


Skills 32R = 8PP
Diplomacy 4 (+6)
Gather Information 4 (+6)
Intimidate 4 (+6)
Knowledge: Civics 4 (+4)
Knowledge: History 4 (+4)
Medicine 4 (+6)
Notice 4 (+6)
Sense Motive 4 (+6)
 
Feats 8PP
Accurate Attack
Attack focus (Melee) 2
Dodge focus 2
Improved Disarm 1
Improved Sunder
Improved Trip
 
Powers 12 + 29 + 5 = 46PP

Device 3 ("Black Armour of the betrayer";Magic, Metal, Protection; Hard to lose; 15/15pp Device) [12pp]

Protection 5("Warded Steel Plates"; Magic; Metal; Protection; Extras: Impervious) [10pp]
Enhanced Feat 1("Utterdark armour"; Magic; Second chance Vs Light based dazzles) [1pp]
Dimensional Pocket 4("void scabbard"; Magic, Flaw: Limited to Storage Only, 1000 lbs[4pp]

 

Device 9 ("Aldonite"; Magical; Metal; Entropy; Destruction; Easy to lose, Feats: Can only be used by you, 45pp Device) [29pp]

 Array 17 ("Enchanted Weapon"; Magic; Metal, Destruction; 34pp Array; PF: Alternate Power 3[37pp]
BE: Corrosion 10 ("Ruinous Strike"; Magical; Metal, Entropy, Destruction; PF: Reversible Precise) {34/34}
AE: Damage 10("Life Drinker"; Magic, Necromancy, Cold; Extras:Vampiric, Alternate Save (Will), PF: Affects Insubstantial 2 Precise, Reversible) {34/34}
AE: Damage 7 ("Lay waste"; Magic, Metal, Destruction; Extras: Area Burst (35ft-3500ft), Penetrating, Selective Attack PF: Increase Area 6 (x100)) {34/34}
AE: Teleport 6("Gate"; MagicDestruction; Extras:Portal, Accurate; Teleport 600ft as a move, 20 miles as a full action) {30/34}
 
Damage 5 ("Still a sword"; Metal PF; Mighty){6pp}
Light Control 1 ("Brilliant Blade"; Magic, Light; 10ft range) {2pp}

 
 
Immunity 5 ("Duty until death by battle";Magic; Immunity to Aging, Disease, Poison, Sleep, Starvation & Thirst[5pp]
 
DC Block
 
ATTACK             RANGE              SAVE                                         EFFECT
Unarmed            Touch                DC20 toughness                        Damage (physical
Lay Waste          35-3500ft burst  DC17 reflex/DC 22 toughness   Damage (Magic energy)
Life Drinker         Touch                DC25 Will                                   Damage (Vampiric)
Ruinous Strike    Touch                DC20 fort/DC25 toughness        Drain/Damage (Energy/Physical)
Sword Strike       Touch                DC 25 toughness                       Damage (Physical)           
 

Totals: Abilities (28) + Combat (16) + Saving Throws (10) + Skills (8) + Feats (8) + Powers (46) = 116/116 Power Points

Edited by HG Morrison
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IMMUNIZED BY HGM

 

Corona

  • Corona's Immunities are most certainly not at half rank anymore! This is just fixing an error, the cost is correct.

 

 

Player Name: Raveled
Character Name: Corona
Power Level: 10 [11] (162/164PP)
Trade-Offs: +2 Tou/-2 Def
Unspent Power Points: 2
Progress To Platinum Status: 14/120

In Brief: A Lor security officer empowered by weird cosmic experiments. She is assigned to work alongside ancient aliens and proven allies.

Alternate Identity: Anya Corazon, Aya K'zan
Identity: Public
Birthplace: Firstdown, Hala
Occupation: Agent of ALIENS
Affiliations: Lor Republic, Allied Liaison/Intelligence Extra-National Service, the Praetorians
Family: Genus K'zan (father, deceased), Mar'as K'zan (mother, deceased).

Description
Age: 32
Gender: Female
Ethnicity: Lor, appears Hispanic
Height: 5' 4"
Weight: 135 lbs.
Eyes: Brown/Gold
Hair: Black

 

Aya K'zan is a woman of average height but with a stocky, muscular frame. Her skin is brown and smooth, her dark hair is styled up in a faux hawk, and her eyes are deep and liquid. She moves with a confident, almost angry gait, and her round face is usually fixed in a scowl at whatever her latest problem is. She prefers to wear anonymous, sturdy clothes, usually a jumpsuit or trousers and a blouse. In a formal setting, she may instead wear rank-less Lor Navy dress blues.

When acting as an official agent of the Lor Republic or when she expects a situation to be dangerous, she wears a Lor combat spacesuit. The suit is all hard angles and reinforced sections, painted a bright gold with a crimson starburst on her chest. The suit's paint is usually chipped, though, showing a neutral cream base.


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. Even her biology has been affected by these cosmic energies, as she longer has to breath or eat to sustain herself.

She still possess a Lor-designed combat spacesuit, designed to withstand the rigors of combat while keeping one safe from the dangers of hard vacuum. It can preserve her life in any number of hostile environments, and after receiving modifications from Miss Americana it can safely channel Aya's cosmic energies.


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 Republic's top scientists and so she was raised as part of the upper class of the Republic, 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 kicked out of RIP.

After the destruction of Lor-Van and the battle against the Communion, Aya was tapped to form part of a new branch of the Lor government. The Allied Liaison/Intelligence Extra-National Service was designed to work with all militarily significant non-Republican forces in the galaxy, and in recognition of the service the Praetorians were assigned one of the first agents.


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.

 



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. It will take something extraordinary to get her to abandon her duty.

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.

Neuvo Bureaucrats ALIENS is a new branch of the Lor government, and formed during a time of great uncertainty in the Republic. That means the exact extent of their responsibilities are unclear. That can be a boon and a burden


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/-24


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])
Improved Initiative
Power Attack
Startle

 

Powers: 2 + 26 + 9 + 14 + 8 = 59PP

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

Cosmic Empowerment Array 11.5 (23PP, Feats: Accurate, Alternate Power 2) (Cosmic) [26PP]

BE: Immovable 13 (Extra: Linked [+0] [impervious Protection]) + Impervious Protection 10 (Extra: Linked [+0] [immovable]) (Shall Not Be Moved) (Cosmic, Mutation) [23/23PP]
AP: Blast 10 (Feats: Accurate, Affects Insubstantial 2 [DAM 10]) (Cosmic Blast) (Cosmic, Radiation) [23/23PP]
AP: Enhanced Strength 12 (Extra: Linked [+0] [super-Strength]) + Super-Strength 5 (Str 55, Extra: Linked [+0] [Enhanced Strength], Thunderclap)(Strength of the Cosmos) (Cosmic, Mutation, Radiation) [23/23PP]


Immunity 9 (Life Support) (Cosmic Genetics) (Cosmic, Mutation) [9PP]

Lor Combat Spacesuit 3 (15PP, Hard to Lose, Feat: Restricted 2 [DNA Check]) (Alien, Technology) [14PP]

Enhanced Feat 3 (Environmental Adaptation [High Gravity, Low Gravity, Zero-Gee] 3) (Blood Flow Regulators) [3PP]

Enhanced Feat 2 (Alternate Power 2 [On Cosmic Empowerment Array]) (Archetech Modifications) [2PP]
[array]AP: Damage 10 (Feat: Area/Cone [General]) (Flat-Hand Blast) [20/22PP]
AP: Flight 9 (Stacks with Flight 1 for Flight 10 (25 000 MPH)Extra: Linked [+0] [Super-Movement]) + Super-Movement 2 (Space Travel 2 [Interstellar], Extra: Linked [+0] [Flight]) (Cosmic Thrusters) [22/22PP][/array]
 
Communication 6 (Radio, 20 miles, Feat: Subtle) (Suit Comms) [7PP]

Super-Senses 2 (Radio) (Radio Receiver) [2PP]


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        DC 19/DC25 Toughness (Staged)   Damage (Physical)/(Cosmic, Mutation, Physical)
Cosmic Blast                     Ranged       DC 25 Toughness (Staged)        Damage (Cosmic, Radiation)
Thunderclap                      Touch/Cone   DC 20 Reflex/DC 20 Fort         Deafened (Cosmic, Mutation)
Flat-Hand Blast                  Touch/Cone   DC 20 Reflex/DC 25 Toughness    Damage (Cosmic, Mutation)

Totals: Abilities (30) + Combat (28) + Saving Throws (17) + Skills (22) + Feats (6) + Powers (59) - Drawbacks (0) = 162/164 Power Points

Edited by HG Morrison
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SNEAK'd by HGM

Okay, so here's what I'm doing with Casey's 8PP!

1. Increasing her Enhanced Strength to 16, bring her up to PL9 caps. (3PP)

2. Adding 9 ranks of Stealth and 3 ranks of Notice (3PP)

3. Adding 2 ranks of Dodge Focus (2PP)

Note: Please fix the double return after Attractive in the Feats section if you edit this before I have a chance to fix it myself!

 

 MissMiracle.jpg

Player Name: Heritage
Character Name: Miracle Girl
Power Level: 9 (137/137PP)
Tradeoffs: +1 Toughness/-1 Defense
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: 17 (DoB: December 27, 1997)
Gender: Female
Height: 5'8"
Weight: 145 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! She also wears a form-fitting costume of red, white and blue with a gold belt with several pouches for gear.

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: 28/12 (+9/+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: +18 (+9 Str, Attack 5, Super-Str 4)
Defense: 8 (+6 Defense, +2 Dodge Focus), 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: 52R = 13PP
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 10 (+10)
Pilot 4 (+5)
Stealth 9 (+10)
Survival 5 (+5)

Feats: 9PP
Attack Specialization 2 (Unarmed)
Attractive

Dodge Focus 2
Equipment 1
Improved Initiative 2
Interpose

Equipment: 1PP = 5EP
'Bug-Out Belt' contains:

First Aid Kit 1EP
Flashlight (headlamp) 1EP
GPS Receiver 1EP
Multi-tool 1EP
Rebreather 1EP


Powers: 16 + 16 + 1 + 2 + 6 + 6 + 7 + 13 = 67PP
Enhanced Constitution 16 [16PP]
Enhanced Strength 16 [16PP]
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 43, Heavy Load: 3 Tons, PF: Super-Breath) [9PP]
Swift as the Wind 6 (12PP Array, Feats: Alternate Powers 1) [13PP]

Base Power: Flight 6 (500 mph) [10PP] AP: Quickness 12 (x5000) [1PP]


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

DC Block

ATTACK RANGE SAVE EFFECT
Super-Breath Ranged DC 19 Reflex Trip
Unarmed Touch DC 24 Tough Damage

Abilities 18 + Combat 22 + Saving Throws 11 + Skills 13 + Feats 9 + Powers 67 - Drawbacks 3 = 137/137 Power Points

Edited by HG Morrison
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REFLEXIVELY FORTIFIED BY HGM

Raising Kharag's saves.

+1 Fortitude

+1 Reflex

+2 Will

 

Player Name: RobRX
Character Name: Kharag
Power Level: 10 (167/167 PP)
Unspent PP: 0
Progress To Bronze Status: 17/30
 
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: 3 + 5 + 7 = 13 PP
Toughness: +10/+4 (+4 CON, +6)
Fortitude: +7 (+4 CON, +3)
Reflex: +7 (+2 DEX, +5)
Will: +8 (+3 WIS, +5)
 
Skills: 56r = 14 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)
Stealth 8 (+10)
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 + 15 + 8 + 4 + 3 + 3 = 60 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) [15 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]
Alternate Power: Super Strength 10 (Flaws; Limited:Lifting capacity only) [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 (13) + Skills (14) + Feats (22) + Powers (60) - Disadvantages (0) = 167 PP

Edited by HG Morrison
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CUT BY HGM


Making some more Ruby Changes:

+2 to Strength

-1 to Strike in Rubys Sword. but adding +1 to the Penetrating. Also re flavouring it to an energy blade so the stats and fluff make a bit more sense.

New complication: The Jacket.

 

Player Name: Darksider42
Character Name: Ruby Vox
Power Level: 10 (155/156 PP)
Trade-Offs: Ranged: +2 Attack / -2 Damage
Unspent Power Points: 3
Progress To Silver Status: 6/60
ThemeIron Maiden - The Final Frontier 

In Brief: Abducted girl from earth who became one of the best Bounty Hunters in the Galaxy
 
Residence: Star cruiser Voidrunner
Base of Operations: Mobile

Alternate Identity: Ruby Hawkins
Identity: Public
Birthplace:Birmingham, England, Earth/Terra
Occupation: Adventurer / Mercenary / Bounty Hunter
Affiliations: Zorlas Hunters (Formally) Voidrunners
Family: Adam and Teri Hawkins (Parents) Zorla Voxx (Adopted Mother)

Description:
Age: 24 (May 12th, 1990)
Apparent Age: Early 20s
Gender: Female
Ethnicity: Caucasian Terran
Height: 5'7
Weight: 115 lbs
Eyes: Blue
Hair: Red

Ruby is fairly attractive woman with short red hair and ice blue eyes. Extended periods of time on spaceships since she was a child have left her with exceptionally pale skin.
 
While working Ruby wears her Modified combat armor, which appears to be form fitting black and gold armored suit with a collapsible helm that provides life support and visual augmentations. She wears a old, battered bomber jacket over it to hold additional ammunition and tools.
 
Power Descriptions:
Other than a cybernetic translator augmentation, Rubys natural abilities are in line with a extremely fit human being. Her gear is a different story. Her Serro Plasmablade is a small cylinder like object with a protective guard that creates a thin white blade of solid energy. Her nano-gun on the other hand is a boxy looking handgun that rapidly constructs ammunition on the fly, from lethal and non-lethal slugs to cryogenic rounds.
 
History:
On Earth, the disappearance of Ruby Hawkins remains a mystery to this day. Reports found that she seemingly vanished from her house in Birmingham without a trace. Although police searched for the girl, it was eventually called off. Her parents left devastated and the files to her case were eventually buried under others, left to be forgotten and presumed to be dead.
 
What actually happened was far stranger.
 
The little girl found herself teleported from her bedroom onboard a strange alien ship. It was not long before she was taken by the ships inhabitants into a cell and kept there. She found herself victim of notorious alien slave trader Tragrosh. Whether she would be sold off to left to rot in the cells, Young Ruby's fate was for a time left uncertain. It was not until a raid on the ship by mercenaries did things turn around. Lead by famed Bounty Hunter Zorla Voxx, they laid seige to the ship and eventually captured the slaver and his crew.
 
They started working on the long process of helping the slaves relocated back to there native planets. Things hit a snag when it was time to send Ruby back home. The computer holding her information was damaged and Ruby was too young to actually identify her planet by name. She was left Stranded and alone in the universe. Taking pity on the her and not liking the alternatives put before her, Zorla elected to take the child with her. In time, Ruby came to care for the strange alien woman that saved her life. She eventually went as far as to start calling herself Ruby Voxx instead of Hawkins.
 
From learning how to fight and protect herself by Zorla to Ship care and piloting from the engineers to gun use by the merces, Ruby learned much from them. Life since that point was never dull for Ruby. As she grew older, she began taking part in jobs with the rest of them, from helping bring down dangerous gangs and criminals across systems to exploring dead planets on the hunt for lost preserver technology. Eventually however she felt like she had to move on and make a name for herself. She parted from Zorlas company. Gifted with a sword, a gun and a spaceship to get her started, Ruby set forth to make a name for herself. With various jobs under her belt, she eventually settled for bounty hunting.
 
Things took an interesting turn when she began the hunt for the bounty of notorious con man and gambler Stahnze Turk. The amount of collateral damage and chaos he caused made her hunt for him much more challenging and more fun. It also lead to the (likely unintentional) side effect of leading her to other high profile bounties which only added to her reputation and her bank account.
 
This continued on and off for some time before finally catching him along with his latest associate Bliss, a disgraced gladiator. Unfortunately that involved crash landing on a backwater planet by the name of Slogth. I misunderstanding involving the mention of her ship the Voidrunner and a case of mistaken identity later she found herself fighting off Nebula crime syndicate alongside the same people she was suppose to capture.
 
She was surprised by how much success they were having. Not many could stand up against such odds and win. Although at one point it seemed that her luck had finally ran out when she was trapped and nearly executed in an ambush, it was the Stahnze's timely intervention that saved her life. It was not long after that Ruby felt like she had to repay the man somehow.
 
After everything was said and done, she ultimately agreed to help Turk and Bliss settle some of the debts and outstanding bounties on their heads. However she quickly found out that even with the small fortune she had acquired over the years, settling his debts would quickly bankrupt her and would run the risk of leaving her stranded on some remote world completely broke. Seeing how well they worked together against the syndicate, she brought up the possibility of running with the Voidrunners name.
 
If she was gonna dig them out of their mess, she was gonna need their help.
 
Personality & Motivation:
Ruby is seen by some as something of mercurial being. One moment shes laid back, care free woman with few worries, next moment she has the mentality of a daredevil with an addiction to danger. Behind it all however is a very determined woman who will see any job she takes to the end and keeps her own personal code of honor intact no matter what.
 
Complications:
Ammunition: Although she carries plenty, there is always the risk that she will run out of Nanites for her Nano-Pistol.
Enemies: Ruby has made various enemies over the years, from two bit space gangs to infamous war criminals that would love nothing more than get revenge on the girl that locked them away.
The Jacket: Do not mess with the Jacket
Reputation: High Profile Bounty Hunter raised and trained by Famed Mercenary Zorla Voxx


Abilities: 6 + 8 + 8 + 4 + 4 + 4 = 34PP
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 16 + 8 = 24PP
Attack: Base +8, Ranged +8, Melee +10, +12 Nano-gun
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Initiative: +4
Grapple: +12
Knockback: -8


Saving Throws: 4 + 6 + 8 = 18PP
Toughness: +10 (+4 CON, +6 Protection)
Fortitude: +8 (+4 CON, +4)
Reflex: +10 (+4 DEX, +6)
Will: +10 (+2 WIS, +8)


Skills: 80R = 20PP
Acrobatics 6 (+10)
Bluff 8 (+10)
Computers 3 (+5)
Disable Device 8 (+10)
Gather Information 8 (+10)
Intimidate 8 (+10)
Knowledge: Galactic Lore 4 (+6)
Knowledge: Technology 4 (+6)
Notice 8 (+10)
Pilot 11 (+15)
Sense Motive 8 (+10)
Survival 4 (+6)


Feats: 15PP
Accurate Attack
Ambidexterity
Attack Focus: Melee 2
Challenge: Fast Demoralize
Dodge Focus 6
Equipment 15 (Bronze Award)
Evasion
Fearless
Luck
Power Attack
 
Mundane Equipment 
Masterwork Hand Cuffs (+2 to escape artist attempts to get out, +2 toughness) [1EP]
Multi-Tool [1EP]
Wrist Mounted Computer [1EP]
Space Cruiser Voidrunner [72EP]
The Voidrunner is one of the older ships to be still flying across space. Years of repairs, modifications and the occasional rebuild have rendered the ship unrecognizable and left its full history shrouded in mystery...
Size: Colossal [4EP]
Strength 50
Toughness 13
Defense 2
Features: Alarm 1 (DC 20) , Communications, Computer, Holding Cells, Infirmary, Living Space, Navigation System 3 (+10 Nav), Remote Control, Workshop [11]
Powers: [47]
Blast 10 (Extras: Autofire) [30] Autogun Turrets
Flight 8 [16]
Super Movement 3 (Space Travel 3) [6]
Super Sense 4 (Accurate Extended Analytical Radar) Ship Scanners [5]
Powers: 6 + 20 + 12 + 6 = 44PP

Comprehend 3 (Speak, read and understand Languages) [6PP] Translator Implant

Device 5 (Modified Combat Armor, Hard to Lose) 20PP
Protection 6 (Extra: Impervious 6) [12PP]
Immunity 9 (Life Support) [9PP]
Super-Sense 4 (Infravision, Radio, Extended (100ft) Analytical-Normal Vision) [4PP]
 
Device 4 (Nano-gun, 20PP device; Flaw: Easy-to-Lose) [12PP]

Nano Pistol Array 8 (16PP array; Feats: Accurate 2, Alternate Power 1) [20DP]
Base PowerBlast 8 [16/16] (Nano-Forged Rounds)
Alt. PowerSnare 8 [16/16] (Cryo Rounds)


 
Device 2 (Serro Plasmablade, Easy to Lose) [6PP]
 

Strike 7 (Power Feats: Mighty, Penetrating 2) [10PP]


 
 
DC Block
ATTACK                         RANGE        SAVE                                            EFFECT
Unarmed                        Touch          DC17 Toughness (Staged)         Damage (Physical)
Cryo Rounds                 Ranged        DC18 Reflexive (Staged)            Snared (Ice)

Nano-Forged Rounds   Ranged        DC23 Toughness (Staged)        Damage (Physical)
Serro Blade                    Touch          DC25 Toughness (Staged)         Damage (Physical)

Totals: Abilities (34) + Combat (24) + Saving Throws (18) + Skills (20) + Feats (15) + Powers (44) = 155/156 Power Points

 
Edited by HG Morrison
Link to comment
REFORMAT COMPLETE - Fox
 
Jack of all Blades / Jill O'Cure
 
No mechanical changes here, just fixing the formatting that was broken in the site upgrade and updating a couple bits of background information like their ages.
 

Players Name: GizmoJack of all Blades
Character Name: Jack of all Blades
Power Level: 15 (250/250PP)* [353]
Trade-Offs: +5 Attack, -5 Damage, +5 Defense, -5 Toughness
Unspent Power Points: 0
Progress to Orichalcum+ Status: 215/210
Theme: Spark by Fitz and the Tantrums
 
*Jack's caps average out to PL13. For Jack's original sheet, click here.
 
In Brief: Swashbuckling scion of a secret society of sorcerous swordsmen, shepherding streetwise superheroes!
 
Alternate Identity: Erik Espadas
Identity: Secret
Birthplace: Freedom City, West End
Occupation: Self-Defense Instructor
Affiliations: The Interceptors
Family: Minerva Espadas/Guardian Willow (wife), Eden Espadas (daughter), Mia Espadas (daughter), Ellie Espadas/Jill O'Cure (sister), Gina Espadas (mother), Jean Pique (father)
 
Description:
Age: 27 (DoB: April 4, 1988)
Gender: Male
Ethnicity: Latino/French
Height: 5'11"
Weight: 160 lb.
Hair: Dusty Brown/Black as Jack of all Blades
Eyes: Dark Blue

Erik Espadas is a lithe, athletic young man with attractively angular features and a boyish grin. He keeps his dusty brown hair shorn short, but regularly sports a day or two of stubble. Preferring to dress is a mixture of blues and blacks, Erik is typically seen in a fitted t-shirt and well-worn jeans topped with an undone button-down shirt with the sleeves rolled up.
 
As Jack of all Blades, his current costume consists of a knee-length, royal blue greatcoat cut in a jaunty, high-collared style and worn open over a black body suit. A matching blue bandana serves as a mask, attached to a black wig of wavy hair which helps to conceal Erik's true identity. Dark grey boots with a slightly metallic sheen and broad, buckled belts help to break up the outfit's dark colour scheme.

Power Description:
Erik can manipulate electromagnetic and mystical energies to form an effectively-solid construct in the shape of a sword. While he has a bit of leeway with regards to the weapon's specific appearance, he almost always uses a fencing rapier. Functioning in most respects as a normal sword, the tight concentration of power allows the blade to pierce most defenses, while it retains the basic nature of its source energy.

In order for Erik to form a sword, there must be a power source for him to draw from. A sword of flame might be drawn from a butane lighter, an electrical blade from a nearby powerline. More exotic energies require a more exotic source; Erik may draw from a blaster's light beam or a magic user's mystical attacks, neither of which would be accessible to him in their ambient forms.

Erik's metamagi powers also grant him awareness of all manner of energies. This sixth sense registers in a sometimes disorienting, synesthesia-like manner with each distinct energy having its own whispered textures and aromatic hues, not all of them pleasant.

History:
Erik was born in 1988 to Gina Espadas, a Freedom City beat cop. His father left months before Erik's sister, Eliza, was born in 1993. Erik never considered this any great loss: growing up in the West End, his mother was all the parent he ever needed, always making time for her children despite her demanding career. She returned to the force from maternity leave just in time for the Terminus Invasion. Her stories of working alongside heroes during both the Invasion and its aftermath instilled in Erik a fascination with superheroes.

As he grew, it was the witty Golden Age tricksters like Spitfire Jones and la Renard Rogue who captured his attention, facing impossible odds with skill and style. A diet of swashbuckling movies and pulp novels were eventually replaced by physical pursuits in his teen years. Naturally agile, Erik joined his school's gymnastic and fencing teams, as well as the drama club, becoming a popular athletic star.

It was Erik's senior year which would radically alter his life. An armed robbery at a local convenience store went horribly wrong, and Gina was shot and paralyzed from the waist down, forcing her into a wheelchair and early retirement. Although she remained strong in the face of adversity, Erik was galvanized.

The Espadas family had never been very well off, and Erik dropped out of extracurriculars to work an unsteady stream of odd jobs to help make ends meet. He turned down a number of modest athletic scholarships when he graduated to work full time, determined to support the family and save enough to put the more scholastically inclined Ellie through university.

One such odd job involved cleaning out the storage area of an antique store. Amidst the ornate lamps and jewelry boxes, Erik discovered what appeared to be a positively ancient playing card: the Jack of Swords, depicting a slyly winking prince. When he asked the store's owner about it, the old man bid him keep it as a souvenir, as the rest of the deck had long since been lost or destroyed. Pocketing the weathered card, Erik made his way home.

Along the way, he encountered a group of toughs menacing a young woman. As the leader of the gang pulled out a cigarette and arrogantly flicked open his lighter, an incensed Erik leapt forward. The lighter's tiny flame flared brilliantly, flowing unnaturally through the air to the young man's instinctively outstretched hand, where it solidified into a blazing rapier. A moment later half of the thug's cigarette had been seared away, the other half smouldering in his trembling lips. The toughs beat a hasty retreat, with a shocked Erik quickly following suit, leaving behind a grateful but confused young woman.

Experimenting in secret, Erik found he could create swords not only of flame, but of sparking electricity, crackling cold and a multitude of other energies, provided that there was a source to draw upon. Redoubling his abandoned training, he donned the garb of Jack of all Blades, and became the wise-cracking, acrobatic protector of his community.

For years the only person aware of his double life was his sister Ellie, who discovered Erik collapsed in their backyard after a particularly brutal fight. Fortunately the teen had begun preparing to study medicine after high school, and her first aid skill likely saved her brother's life. With the safety of his family paramount, Erik kept his identity a closely held secret, initially avoiding alliances with other heroes.

As Jack, however, he soon drew the interest of the similarly themed Jaci O'Cups, Coinpurse Jack and most dangerously Jakken Staff, all of whom attacked Erik on sight, making cryptic references to a Tournament of Suits and giving the young hero his first hints at his true origins and the mysterious House of Swors.

Eventually this tournament came to a head with the reappearance of Erik's father, revealed to be the previous Jack of Swords, and a massive assault orchestrated by Jakken Staff and the House of Staves. In the aftermath, Coinpurse Jack lay dead, the mages of the House of Staves were defeated and Ellie's own latent metamagi powers had been awakened.

As Jack of all Blades, Erik was a founding member of the experimental team, the Interceptors. Personality conflicts and a constantly shifting roster plagued the team from its inception, and just as Erik felt he had found a group he was able to trust with his secrets betrayal and catastrophe rocked the team to its foundations. From those ashes Erik emerged as the leader of a new team of Interceptors, a family of heroes dedicated to protecting the streets.

Settling into the unexpected role of responsibility, Erik opened the Espadas School of Self-Defense and Swordsmanship in the West End both as a place to teach the community's young people the skills to defend themselves and as the Interceptors secret headquarters. A romance with the immortal guardian Willow gave rise to a daughter, Eden Espadas, and eventually marriage and a second daughter, Mia.

Personality & Motivation:
Erik is a man who's words and actions are at odds. Outwardly, he seems easy-going and carefree, with a clever tongue and a love of the spotlight. Most conversations become friendly verbal sparing matches as Erik actively avoids serious topics, and marriage has only barely dulled his reputation as an incorrigible flirt.

What isn't immediately obvious is Erik's deep sense of responsibility to his family, friends and community. Considering his word to be his bond, Erik will always be there for a friend in need, and truly wishes to leave the world a better place than he found it. He possesses an unbreakable spirit coupled with stubborn pride, resulting in a complete inability to admit defeat.

Where Jack of all Blades was at first an outlet for Erik, the two sides of his personality have found some balance as he has matured. Although often swept up in the high adventure of larger threats, he considers himself first and foremost a defender of the little guy, stopping crimes that might seem trivial for such an established hero. Remembering what happened to his mother, Erik feels that a simple hold-up can be just as devastating as a supervillian's rampage.

Well known by both the public and the hero community and generally well liked thanks to his levity and charm, Jack's sense of humour has been known to inspire annoyance in equal measure. Whether it's leaping headlong into the battle against villainy, making egregious puns while dodging bullets or kissing a cosmic menace to save humanity, Jack of all Blades never fails to leave an impression.

Powers & Tactics:
Surpassing even his notable lineage, Erik is potentially the world's greatest living swordsman, ranking among history's most notable weapons masters. An accomplished hand-to-hand fighter, with a sword in his hands he is nearly unmatched. His metamagi senses bolster his awareness of his weightless blades and surroundings, giving him a further edge. Even so he is quite human in his frailties and relies entirely on acrobatic evasion to survive.

Against lesser threats, Erik rushes in dramatically, forming a sword and quickly disarming them before taunting them into surrender or retreat. When fighting superhumans, he prefers a more reactionary approach, keeping them off balance with acrobatics and jibes until he can assess their specific abilities, often taking the opportunity to form a sword using the energy from their attacks.

Preferring to lead from the fore, Erik would rather place himself in harm's way than his teammates but respects their abilities and directs them decisively. Serving as a rallying point and ample distraction he remains almost incapable of considering retreat as an option.

 



Complications:
Enemies: Erik has made a habit of not only defeating villains but more dangerously humiliating them.

Grandstanding: Erik's style revolves around showing off, in and out of combat, even when discretion might be wiser.

Relationship: Erik is married to Minerva Espadas née Salix, AKA Guardian Willow. They have two daughters together.

Secret: Superhero Identity

Sidekick: Erik's no less protective of his sister now that she's an accomplished superhero too.

Struggling: Erik is a small business owner supporting his growing family.

Sucker for a Pretty Face: Erik is married, not dead. He can still be distracted by attractive women, be they bystanders, fellow heroes or even villains.

Teacher: Erik operates the Espadas School of Self-Defense and Swordsmanship and feels a responsibility toward his students.

Teammates: Interceptors past and present are family to Erik, whether or not he openly admits it.

West Ender The West End is Erik's 'turf'; he's extremely protective of his neighbourhood, and knows it much better than the rest of the city.


Abilities: 6 + 10 + 8 + 2 + 8 + 14 = 48PP
Strength: 16 (+3)
Dexterity: 20 (+5)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 18 (+4)
Charisma: 24 (+7)


Combat: 14 + 36 = 40PP
Initiative: +9
Attack: +7 Base, +14 Melee, +20 Swords
Grapple: +19
Defense: +18 (+18 Base), +9 Flat-Footed
Knockback: -4/-2


Saving Throws: 6 + 10 + 8 = 24PP
Toughness: +8 (+4 Con, +4 Defensive Roll)
Fortitude: +10 (+4 Con, +6)
Reflex: +15 (+5 Dex, +10)
Will: +10 (+2 Wis, +8)


Skills: 84R = 21PP
Acrobatics 10 (+15) Skill Mastery
Bluff 18 (+24) Skill Mastery
Climb 5 (+10)
Gather Information 8 (+15)
Knowledge (Streetwise) 14 (+15)
Knowledge (Tactics) 4 (+5)
Language 3 (Cantonese, English [Native], Persian, Spanish)
Notice 11 (+15) Skill Mastery
Stealth 10 (+15) Skill Mastery
Survival 1 (+5)


Feats: 72PP
Agile Climber
Attack Focus (Melee) 7
Attack Specialization (Swords) 3
Beginner's Luck
Defensive Roll 2
Elusive Target
Equipment 0 + 4 (Veteran Reward, 20EP)
Evasion 2
Fascinate (Bluff)
Fearless
Grappling Finesse
Improved Critical (Swords, 18-20)
Improved Initiative
Inspire 5
Jack-of-all-Trades
Luck 4
Move-By Action
Power Attack
Quick Change
Set Up
Sidekick 29 + 11 (Veteran Reward, 200PP)
Skill Mastery 1 (Acrobatics, Bluff, Notice, Stealth)
Takedown Attack 2
Taunt
Ultimate Will
Uncanny Dodge 2 (Mental, Visual)

Equipment: 4PP = 20EP
Grappling Hook; Leaping 2, Super-Movement 2 (slow fall, swinging), Speed 2 [8EP]

Interceptors Communicator; Communication 6 (Radio, 20 miles; Extra: Area; Flaw: Limited [Other Interceptors Communicators]), Super-Senses 1 (Radio, Communication Link [HQ/VINCE]) [7EP]

5EP contributed to The Espadas School of Self-Defense and Swordsmanship



Powers: 29 + 22 + 2 = 53PP

Damage 3 (Extras: Autofire 6, Linked [+0], Penetrating 4; Power Feats: Improved Critical [18-20], Mighty, Variable Descriptor 2 [Any Available, Concentrated Energy or Magic]) + Drain Toughness 6 (Extras: Affects Objects) [29PP] (energy sword)

Super-Senses 14 (Mental; EM Spectrum Awareness [3], Magic Awareness [3], Extras: Accurate 4, Acute 2, Radius 2) [14PP] (metamagi senses)

Swordsmanship Supremacy 1 (Probability Control, Flaws: Limited 2 [Swordsmanship]) [2PP] (training)


DC Block:
ATTACK           RANGE     SAVE                                   EFFECT
Unarmed          Touch     DC18 Toughness (Staged)                Damage
Energy Sword     Touch     DC16 Fortitude (Staged)                Drain Toughness
                           DC21 [Autofire] Toughness (Staged)     Damage


Totals: Abilities 48 + Combat 40 + Saves 24 + Skills 21 + Feats 72 + Powers 45 = 250/250 Power Points


Note: Jack is technically PL15 with a full, five point Attack and Defense trade-off. His Defense and Toughness are capped to place him at PL13 defensively, while his Damage is intentionally under-capped so that his Attack and damage bonuses average out to PL13 as well, even though +20 attack in only achievable by PL15 characters.

Note: As a metamagi, Erik's powers are the result of a mystically enhanced mutation, blurring the line between genetics and sorcery. This enhancement specifically allows him to form his borrowed energy into swords. Magic nullification removes the 'sword' descriptor from his 'energy sword' power, which means he will no longer benefit from his Attack Specialization or Improved Critical feats. Effects that nullify mutant/genetic powers shut off said power entirely, as well as his Super-Senses.


Characters Name: Jill O'CureJill O'Cure
Power Level: 11 (200/200 PP) (Sidekick 40)
Trade-Offs: -1 Attack, +1 Damage, +5 Defense, -5 Toughness
Unspent PP: 0
Theme: Becasue I'm Awesome by the Dollyrots

In Brief: Skillful sister sidekick supplying supernatural salves, staunch shields and sardonic slander!

Alternate Identity: Ellie Espadas, Jill Pique
Identity: Secret
Birthplace: Freedom City, West End
Occupation: Medical Student, EMT-B
Affiliations: The Interceptors, Claremont Academy (alumni)
Family: Erik Espadas/Jack of all Blades (brother), Gina Espadas (mother), Eden Espadas (niece), Mia Espadas (niece), Minerva Espadas (sister-in-law), Jean Pique (father)

Description:
Age: 21 (DoB: October 13, 1993)
Gender: Female
Ethnicity: Latina/French
Height: 5'8"
Weight: 125 lb.
Hair: Dusty Brown, Dyed Black
Eyes: Dark Blue

Ellie Espadas is a coltish young woman with short dusty brown hair dyed black and a perpetually sardonic expression on her angular features. She prefers to dress in layers, favouring over-sized dress shirts under fitted vests and similar combinations, accessorizing with bangles and broad rings. Recently she has taken to carrying a canvas messenger bag storing first aid supplies and her costume.

Said costume mirrors her brother's, swapping his royal blue for a deep crimson. Black tights feature prominent red piping up the sides while a cropped top and jacket provide an airier look. Jill O'Cure has also adopted an identity concealing bandana mask and a hair colour to match Jack's customary wig, although the family resemblance remains obvious.

Power Descriptions:
When her healing powers are active, Ellie's hands are surrounded by a faintly blue-tinged light with a shifting, dappled quality like sunlight filtering through a leafy canopy. This light pours slowly into her patient, the edges of wounds crackling with energy as they close and knit together.

The light of her offensive powers, conversely, is a sickly, virulent green the pulses malevolently, dark spots drifting through it like flotsam. Her forcefields are curving, translucent blue walls that occasionally ripple with bioelectricity. Ellie is able to shape these constructs however she pleases and they can float in the air, even supporting considerable weight.

History:
Ellie Espadas was born to Freedom City policewoman Gina Espadas and immigrant John Pique, who disappeared shortly before her birth in late 1993. Growing up in the West End verbally sparing with her older brother Erik, she demonstrated a keen mind from an early age, reading voraciously and studying a variety of subjects without prompting.

When a stray bullet in a convenience store robbery gone wrong left Gina paralyzed from the waist down, Ellie actually arrived on the scene before her brother, in time to see the paramedics race to stabilize her mother. While the tragedy signaled an abrupt transition to adulthood for her elder sibling, it came at a time when Ellie was only just beginning to discover who she was. Simultaneously developing a devoted interest in medicine and acquiring a flint hard, cynical edge, she found her early high school years difficult and isolating. Compounding matters, her brother and closest confidant was forced to spend most of his time making ends meet.

Though trying, these years honed Ellie's forceful personality. When Erik revealed to her his newfound superpowers, she helped him create the persona of Jack of all Blades. Her medical knowledge was instrumental in those early months, during which he would often return home in the middle of the night with a variety of wounds and fractures.

Her increasingly obvious difficulty relating to her classmates at school made this new window in the superhero community, populated by the larger than life personalities with whom her brother had soon surround himself, fascinating to Ellie. Nevertheless, she remained on the periphery of that world until the night John Pique reappeared at the Espadases' door step, carrying the unconscious form of Rose Copas, better known as Jaci O'Cups.

Amidst the revelations and frantic melee which followed as the so-called Tournament of Jacks reached a head, Ellie came into possession of the Jack of Coins playing card dropped by the slain Denari Jones. The sorcerous mantle woven into the artifact awoke the latent metamagi abilities that were a birthright to her as much as to her brother.

Over Erik's objections, she donned a costume of her own and took the name Jill O'Cure. Knowing that the only person more stubborn and determined than an Espadas is another Espadas, Erik decided that he'd rather keep his sister nearby where he could at least keep an eye on her. Ellie, naturally, expressed a similar sentiment in reverse.

Thanks to a few pulled strings, she enrolled at Claremont Academy for her senior year under the pseudonym Jill Pique in order to learn more about her powers while earning a scholarship for the pre-med program at Freedom City University.

The new confidence and clarity provided by these changes allowed Ellie to admit and act upon her feelings for Mara Hallomen, the heroine known as Dragonfly. Becoming more comfortable with herself softened some of her harder edges, though her wit remained no less acerbic.

Her career as Jill O'Cure has not been without its hardships, from betrayal and mind control to being kidnapped and stranded on an alien world for months. She's also seen things she could have never imagined and formed unbreakable bonds, forging this young woman into one of Freedom City's most implacable defenders.

Personality & Motivation:
Ellie developed a biting wit alongside her brother, and if she lacks a measure of his self-assured bravado, she makes up for it with a razor sharp acumen. She is, however, more likely to use this as a defense mechanism, making clever quips to downplay a strong sense of empathy and what is easily a genius level intellect.

Although somewhat more pragmatic than many heroes, Ellie has a strong sense of personal responsibility and has dedicated herself to saving lives. She struggles to balance the need to do what it takes to get the job done and a keen awareness of potential collateral damage. The Jill O'Cure persona allows her to indulge in her more impulsive side, while still playing the voice of reason to her brother's reckless abandon.

Powers & Tactics:
Ellie is able to manipulate biological material on the cellular level. Thanks to her extensive knowledge of medicine, her default use of this ability is to heal, miraculously repairing wounds, curing illness and even regrowing limbs. The flip side of that power is a devastating attack that turns a body's natural defenses against itself with a mere touch.

By manipulating her own bioelectric field, reinforced by the magical power of the Jack of Coins' mantle, she can also form durable, translucent forcefields around herself and others, even creating basic shapes and tools.

Conceptualizing herself as a super paramedic, Ellie makes protecting civilians her priority, shielding them with her forcefields and delivering medical attention to any injured. Although she has become comfortable using her healing powers in an emergency, given a choice she still prefers to use mundane medical techniques rather than trusting the nebulous nature of her metamagi gifts too far.

In actual combat, Ellie leverages her training as a well above average hand-to-hand combatant. Having neither a taste for combat nor qualms about decisive action, she prefers to subdue opponents as quickly as possible. Her offensive powers are unpleasant enough to discourage further conflict without causing lasting damage and she has demonstrated considerable creativity when using her forcefields against more powerful villains.
 


Complications:
Civilians: Ellie prioritizes the protection of innocent bystanders over fighting villains, even more so than most heroes.

Family: It's never been easy being Jack of all Blades' sister, and that was before he started needing a babysitter for Eden.

Relationship: Ellie is in a long-term relationship with Mara Hallomen AKA Dragonfly.

Secret: Superhero Identity, 'Jill Pique' Identity

Sidekick: As Jill, Ellie has to deal with an over protective brother and may have trouble getting other heroes to take her seriously.

West Ender: Ellie is proud of her neighbourhood and particularly protective of its residents.


Abilities: 4 + 8 + 4 + 10 + 8 + 8 = 42PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 18 (+4)
Charisma: 18 (+4)


Combat: 8 + 24 = 32PP
Attack: +4 Base, +10 Melee
Grapple: +12
Defense: +16 (+12 Base, +4 Dodge Focus), +6 Flat-Footed
Knockback: -3/-2
Initiative: +8


Saving Throws: 6 + 6 + 8 = 20PP
Toughness: +6 (+2 Con, +2 Defensive Roll, +2 Costume)
Fortitude: +8 (+2 Con, +6)
Reflex: +10 (+4 Dex, +6)
Will: +12 (+4 Wis, +8)


Skills: 80R = 20PP
Acrobatics 6 (+10) Skill Mastery
Computers 1 (+6)
Bluff 16 (+20) Skill Mastery
Disable Device 1 (+6)
Investigate 1 (+6)
Knowledge (Life Sciences) 10 (+15)
Knowledge (Physical Sciences) 5 (+10)
Language 5 (Cantonese, English [Native], French, Latin, Persian, Spanish)
Medicine 16 (+20) Skill Mastery
Notice 11 (+15) Skill Mastery
Stealth 6 (+10)


Feats: 28PP
Attack Focus (Melee) 6
Defensive Roll 1
Dodge Focus 4
Eidetic Memory
Equipment 4 (20EP)
Evasion 2
Fearless
Improved Initiative
Improvised Tools
Move-By Action
Power Attack
Quick Change
Set-Up
Skill Mastery 1 (Acrobatics, Bluff, Medicine, Notice)
Taunt
Uncanny Dodge (visual)

Equipment: 4PP = 20EP

Costume; Protection 2 (Power Feat: Subtle) [3EP]

Grappling Hook; Leaping 2, Super-Movement 2 (slow fall, swinging), Speed 2 [8EP]

Interceptors Communicator; Communication 6 (Radio, 20 miles; Extra: Area; Flaw: Limited [Other Interceptors Communicators]), Super-Senses 1 (Radio, Communication Link [HQ/VINCE]) [7EP]

Masterwork Medical Tools (Power Feat: Subtle) [2EP]



Powers: 2 + 56 = 58PP

Immunity 2 (disease, poison) [2PP]

Biological Manipulation Array 26 (52PP, Power Feats: Alternate Power 2, Dynamic Power 2) [56PP]

DBP: Healing 12 (Power Feats: Stabilize, Persistent, Regrowth, Extra: Restorative, Total) [51PP]

AP: Drain Fortitude 12 (Power Feats: Improved Critical [19-20], Incurable, Reversible, Slow Fade, Extra: Linked) [16PP]
+ Damage 12 (Extras: Alternate Save [Fortitude], Linked) [24PP]
+ Nauseate 12 (Extras: Linked, Flaws: Sicken) [12PP]
[52PP] (autoimmunity overload)

DAP: Create Object 12 (Power Feats: Progression [10' cube/rank], Selective, Stationary, Tether, Extras: Impervious, Movable) [52PP]



DC Block:
ATTACK                 RANGE     SAVE                        EFFECT
Unarmed                Touch     DC17 Toughness (Staged)     Damage
Autoimmunity Touch     Touch     DC22 Fortitude (Staged)     Drain Fortitude
                                 DC27 Fortitude (Staged)     Damage
                                 DC22 Fortitude (Staged)     Sicken

 

Totals: Abilities 42 + Combat 32 + Saves 20 + Skills 20 + Feats 28 + Powers 58 = 200/200 Power Points


Note: Like her brother, Ellie is a metamagi, the result of mystically enhanced mutation, blurring the line between genetics and sorcery. In her case, magic nullification prevents her from using her Autoimmunity Touch or Create Object Alternate Powers. Effects that nullify mutant/genetic abilities shut off her powers entirely.

Edited by Fox
Link to comment

ON SILENT WINGS - Fox
PLEASE NOTE: Only the rank of the actual array power was increased; no instructions were provided for the powers therein, and modification to those powers would have altered combat caps.

Please notate that moth is donating another power point towards praetorians equipment pool, and up his array to 20 ranks, thank you.

3pp spent total.

Edited by Fox
Change of plans
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SHIFTED - Fox

 

Paradigm 

Paradigm has another 10 pp to spend.  Plus I will be adding another 12 pp from my latest veteran award earned with Velocity for Praetorian equipment. 

1) Add another rank of Luck [1 pp] 

2) Add Attack Specialization: Heat Vision 2 [2 pp] 

3) +1 each to Fort save, Reflex save and Will save [3pp] 

4) +2 to Charisma [2pp] 

5) 2 pp into skills (for +2 Diplomacy, +2 Notice and +4 Sense Motive) [2 pp] 

Also fixed her Knockback, as it was not adjusted up last time she picked up another rank of Impervious.

 

Paradigm (PL13/14)

Player Name Thevshi
Character Name: Paradigm
Power Level: 13/14 (213/213PP)
Trade-Offs: -2 Def/+2 Toughness; -2 Atk/+2 Damage
Unspent Power Points: 0
Progress to Orichalcum Status: 33/150 (Impervium 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)
Impervium: 15 pp of Equipment (12 PP spent on Paradigm, 3 pp unspent) 

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' 8"
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, the Communion, 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 the Communion 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: 2 + 4 + 8 + 4 + 4 + 10 = 32PP

Strength: 12/38/42 (+1/+14/+16)
Dexterity: 14 (+2)  
Constitution: 18/30 (+4/+10)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 20 (+5) 

Combat: 12 + 12 = 24PP
Initiative: +6
Attack: +6; +10 Melee; +10 Heat Vision
Grapple: +30/+32
Defense: +6 base, +10 with Dodge Focus (+3 flat-footed)
Knockback: -18 

Saving Throws: 6 + 7 + 10 = 23 PP
Toughness: +16 (+13 Impervious)
Fortitude: +10/+16 (+4/+10 Con, +6)
Reflex: +9 (+2 Dex, +7)
Will: +12 (+2 Wis, +10) 

Skills: 52R = 13PP
Diplomacy 12 (+17)
Kn: Galactic Lore 8 (+10)
Language 4 (Delaztri (native); Lor, Grue, Galstandard, English)
Medicine 3 (+5)
Notice 10 (+12)
Pilot 1 (+3)
Sense Motive 14 (+16) 

Feats: 17PP
Attack Focus: Melee 4
Attack Specialization: Heat Vision 2
Dodge Focus 4
Environmental Adaption 3 (Zero G, Low G, High G)
Equipment 36 (free from Veteran Awards, for Praetorian spaceships and HQ)
Grappling Finesse
Improved Initiative
Luck 2 

Powers: 14 +39 + 2 + 12 + 7 + 11 + 6 + 9 + 1 + 5 +3 = 109 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 12 [12 PP] 

Impervious Toughness 7 [7PP]

Super Strength 4 (8 ranks total, up to 10; Effective Str: 78 to 88; Heavy Load: 640 tons to 2,560 tons; Feat: Shockwave; Heat Vision [14/16]; 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 (32) + Combat (24) + Saving Throws (23) + Skills (13) + Feats (17) + Powers (109) - Drawbacks (5) = 213/213 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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CO'D BY HGM

Miras

  • Reworked some of Miras's personal details.
  • Expanded her power description to fit her new powers.
  • Put a Drawback on Working of Deosil for -1 PP
  • Bought another AP for Ruh Kalit (Snare) and putting 3 PP into the array. Reworked Illusion to be more mook-focused.
  • Reworked her Body of Smokeless Fire to act more like, you know, smoke.

 

 

Player Name: Raveled
Character Name: Miras
Power Level: 10 (157/157)
Trade-Offs: None
Unspent PP: 0
Progress to Platinum Status: 7/120

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: Los Angeles, California
Occupation: Superhero, student, DJ, musician.
Affiliations: FreeSA, FCU, Stone Soup Musical Group, Starlight
Family: Father (Kemal), mother (Fehime), 2 brothers (Aydin, Mohammed).

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 a hooded robe of summer green, with a purple stole over her shoulders. The stole has white letters in Arabic script that always seems to be changing, and the robe's cowl manages to hide her features no matter what happens. She has a pair of green gloves that complete the look, with white stars on the back of her hands.


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 the air solid enough to trap a man or fool the senses, or take a form as substantial as smoke. Using these powers often results in colored, 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 hurt a person. She'll normally use her Snare or Paralyze to lock an opponent down. Against a crowd of lesser enemies, she can weave impressive illusions to fool the group.


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, +10 Paralyze
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: 14PP
Attack Focus (Ranged) 6
Challenge (Fast Taunt)
Dodge Focus 4
Ritualist
Skill Mastery (Knowledge [Arcane Lore, Theology & Philosophy], Notice, Perform [singing])
Taunt


Powers: 1 + 10 + 27 + 3 + 2 + 14 = 57PP
All powers have the Magic descriptor

Enhanced Feat 1 (Quick Change) (Air) (Illusory Robes) [1PP]

Force Field 10 (Time) (Slow the Blow) [10PP]

Ruh Kalit 12 (24 PP, Feats: Alternate Power 3) [27PP]

  • BE: Flight 3 (50 MPH, Extra: Linked [+0] [Immunity, Insubstantial) + Immunity 5 (Environmental Conditions, Extra: Linked [+0] [Flight, Insubstantial]) + Insubstantial 2 (Extra: Linked [+0] [Flight, Immunity], Feats: Selective, Subtle) (Air) (Body of Smokeless Fire) [23/24PP]
  • AP: Blast 10 (Feats: Affects Insubstantial 2 [DAM 10], Homing, Split Attack) (Fire) (Fling the Fires) [23/24PP]
  • AP: Illusion 5 (All Senses, Feats: Progression 4 [50 ft radius]) (Air) (Weave the Wind Solid) [24/24PP]
  • AP: Snare 10 (Feats: Obscure Senses 3 [Auditory, Olfactory, Visual]) (Air) (Cage of Smoke) [23/24PP]

Super Senses 3 (Magic Awareness [Tactile]) [3PP]

Super Senses 2 (+Ranged on Magic Awareness) [2PP]

Working of Deosil 6.5 (13PP, Feat: Alternate Power 2, Drawback: Must have Hands Free) (Time) [14PP]

  • BE: Speed 6 (500 ft, Extra: Linked [+0] [Quickness]) + Quickness 6 (x10, Extra: Linked [+0] [Speed]) (In the Blink of An Eye) [12/13PP]
  • AP: Healing 3 (Extras: Action/Standard, Affects Objects [+1], Feat: Stabilize) (Reverse the Flow) [13/13PP]
  • AP: Paralyze 10 (Feats: Accurate 3, Flaw: Action/Full) (Time Stop) [13/13PP]


Drawbacks: (-0) = -0PP


DC Block:

ATTACK                 RANGE        SAVE                       EFFECT
Unarmed                Touch        DC 15 Toughness (Staged)   Damage (Physical)
Fling the Fires        Ranged       DC 25 Toughness (Staged)   Damage (Magic, Fire)
Time Stop              Ranged       DC 25 Fortitude (Staged)   Helpless
Weave the Wind Solid   Perception   DC 15 Will                 Illusion
Cage of Air            Ranged       DC 20 Snare (Staged)       Slowed


Abilities (24) + Combat (20) + Saving Throws (18) + Skills (24) + Feats (14) + Powers (57) - Drawbacks (0) = 157/157 Power Points

Edited by HG Morrison
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EDUCATED BY HGM

Corona

  • Putting 2 PP into skills, picking up 4 Ranks of Know/Physical Sciences and Know/Technology, respectively.

 

 

Player Name: Raveled
Character Name: Corona
Power Level: 10 [11] (164/164PP)
Trade-Offs: +2 Tou/-2 Def
Unspent Power Points: 0
Progress To Platinum Status: 14/120

In Brief: A Lor security officer empowered by weird cosmic experiments. She is assigned to work alongside ancient aliens and proven allies.

Alternate Identity: Aya K'zan
Identity: Public
Birthplace: Firstdown, Hala
Occupation: Agent of ALIENS
Affiliations: Lor Republic, Allied Liaison/Intelligence Extra-National Service, the Praetorians
Family: Genus K'zan (father, deceased), Mar'as K'zan (mother, deceased).

Description
Age: 32
Gender: Female
Ethnicity: Lor, appears Hispanic
Height: 5' 4"
Weight: 135 lbs.
Eyes: Brown/Gold
Hair: Black

 
Aya K'zan is a woman of average height but with a stocky, muscular frame. Her skin is brown and smooth, her dark hair is styled up in a faux hawk, and her eyes are deep and liquid. She moves with a confident, almost angry gait, and her round face is usually fixed in a scowl at whatever her latest problem is. She prefers to wear anonymous, sturdy clothes, usually a jumpsuit or trousers and a blouse. In a formal setting, she may instead wear rank-free set of Lor Navy dress blues.

When acting as an official agent of the Lor Republic or when she expects a situation to be dangerous, she wears a Lor combat spacesuit. The suit is all hard angles and reinforced sections, painted a bright gold with a crimson starburst on her chest. The suit's paint is usually chipped, though, showing a neutral cream base.


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. Even her biology has been affected by these cosmic energies, as she longer has to breath or eat to sustain herself.

She still possess a Lor-designed combat spacesuit, designed to withstand the rigors of combat while keeping one safe from the dangers of hard vacuum. It can preserve her life in any number of hostile environments, and after receiving modifications from Miss Americana it can safely channel Aya's cosmic energies.


History: Aya K'zan was born on Hala, an old world of the Lor Republic, near the center of their galactic expanse. Her father is one of the Republic's top scientists and so she was raised as part of the upper class of the Republic, learning duty and loyalty and pride from a young age. When she came of age, instead of going into the Lor-Van Science 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 kicked out of RIP.

After the destruction of Lor-Van and the battle against the Communion, Aya was tapped to form part of a new branch of the Lor government. The Allied Liaison/Intelligence Extra-National Service was designed to work with all militarily significant non-Republican forces in the galaxy, and in recognition of the service the Praetorians were assigned one of the first agents.


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 she 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.

 
Complications:
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. It will take something extraordinary to get her to abandon her duty.
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 ran into her, it would inevitably descend into combat.
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.
Neuvo Bureaucrats ALIENS is a new branch of the Lor government, and formed during a time of great uncertainty in the Republic. That means the exact extent of their responsibilities are unclear. That can be a boon and a burden


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/-24


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: 96R = 24PP
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 (Physical Sciences) 4 (+5)
Knowledge (Streetwise) 4 (+5)
Knowledge (Technology) 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])
Improved Initiative
Power Attack
Startle


Powers: 2 + 26 + 9 + 14 + 8 = 59PP

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

Cosmic Empowerment Array 11.5 (23PP, Feats: Accurate, Alternate Power 2) (Cosmic) [26PP]

  • BE: Immovable 13 (Extra: Linked [+0] [impervious Protection]) + Impervious Protection 10 (Extra: Linked [+0] [immovable]) (Shall Not Be Moved) (Cosmic, Mutation) [23/23PP]
  • AP: Blast 10 (Feats: Accurate, Affects Insubstantial 2 [DAM 10]) (Cosmic Blast) (Cosmic, Radiation) [23/23PP]
  • AP: Enhanced Strength 12 (Extra: Linked [+0] [Super-Strength]) + Super-Strength 5 (Str 55, Extra: Linked [+0] [Enhanced Strength], Thunderclap) (Strength of the Cosmos) (Cosmic, Mutation, Radiation) [23/23PP]

Immunity 9 (Life Support) (Cosmic Genetics) (Cosmic, Mutation) [9PP]

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

Enhanced Feat 2 (Alternate Power 2 [On Cosmic Empowerment Array]) (Archetech Modifications) [2PP]

  • AP: Damage 10 (Extra: Area/Cone [General], Extras: Progression 2 [Area] [50 ft per rank]) (Flat-Hand Blast) [22/22PP]
  • AP: Flight 9 (Stacks with Flight 1 for Flight 10 (25 000 MPH), Extra: Linked [+0] [Super-Movement]) + Super-Movement 2 (Space Travel 2 [Interstellar],Extra: Linked [+0] [Flight]) (Cosmic Thrusters) [22/22PP]

Communication 6 (Radio, 20 miles, Feat: Subtle) (Suit Comms) [7PP]

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                  Touch        DC 19 Toughness (Staged)       Damage (Physical)
Strength of the Cosmos   Touch        DC DC25 Toughness (Staged)     Damage (Physical)/(Cosmic, Mutation, Physical)
Cosmic Blast             Ranged       DC 25 Toughness (Staged)       Damage (Cosmic, Radiation)
Thunderclap              Touch/Cone   DC 20 Reflex/DC 20 Fort        Deafened (Cosmic, Mutation)
Flat-Hand Blast          Touch/Cone   DC 20 Reflex/DC 25 Toughness   Damage (Cosmic, Mutation)

Totals: Abilities (30) + Combat (28) + Saving Throws (17) + Skills (24) + Feats (6) + Powers (59) - Drawbacks (0) = 164/164 Power Points

Edited by HG Morrison
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Whiplash'd by HGM

Bliss Update!

2 PP to Skills.

4 for Knowledge Technology and 4 for Craft: Mechnical

1 PP to add alternate power to Speed, and Adding Leaping 2, creating following array

Enhanced Movement 1 (All powers Cybernetic/Biomechanical Augmentation Array, PF:  Alternate Power 1)  [3PP]
Base:  Speed 2 (25 MPH, 250' per action
) [2PP]
AP: Jumping 2 (Running Long 75'/100', Standing Long 37'/50', High Jump 15'/25')  [2/2 PP]

Edited by HG Morrison
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  • 2 weeks later...

SOUND PROOF'D BY HGM

Wail

Fixing Wail's formatting, catching some typos and updating information like his age. Also allocating his unspent 28PP:

  • +6 Wisdom [6PP]
  • +2 Fortitude [2PP]
  • +2 Reflex [2PP]
  • +16 Skill Ranks [4PP]
    • +1 Gather Information
    • +2 Intimidate
    • +5 Investigate
    • +2 Medicine
    • +3 Notice
    • +3 Sense Motive
  • Immunity 2 (Auditory Dazzle) > Immunity 10 (Sonic Effects) [8PP]
  • Regeneration 6 (Bruised 3 [No Action], Injured 3 [1 Minute]) [6PP]

 


Player Name: GizmoWail
Character Name: Wail
Power Level: 15 (250/250 PP) [253]
Trade-Offs: -5 Attack / +5 Damage
Unspent PP: 0
Progress to Orichalcum+ Status: 73/210 (Impervium status earned by Jack of all Blades)
Theme: The Man by Sons of Slum

In Brief: Veteran hero from the late 1970s and 80s with super-dense muscle tissue granting strength, durability and a powerful sonic wail, come out of retirement to continue the good fight.

Alternate Identities: Keith LaMarr
Identity: Public
Birthplace: Freedom City
Occupation: High School Civics Teacher
Affiliations: 1-800-JUSTICE
Family: None

Description:
Age:
60 (DoB: December, 1954)
Gender: Male
Ethnicity: African-American
Height: 6'6"
Weight: 1175 lbs (235 x 5)
Eyes: Brown
Hair: Black, Streaks of Grey

Keith LaMarr is an imposing mountain of muscle, the weathering of the decades only enhancing the effect. His clean-shaven head is contrasted by a a beard of dense, curly hair on his square jaw, marked by two streaks of grey. He tends to favour darker, utilitarian clothing, typically with a slightly dated cut.

As Wail, his outfit reflects a respect for tradition far more than any attempt to conceal his identity. Dark jeans are fasted with a broad, metal belt over a black sleeveless top adorned with a long, yellow 'W'. Each wrist is covered by a matching black and yellow bracer, while round sunglasses add to an already impassive visage.

History:
Born in Freedom City's Lincoln neighbourhood in the mid-1950s, Keith LaMarr was not afforded many advantages in life. The son of a factory worker, LaMarr was taught from an early age that anything in life worth having was worth working and fighting for. Run-ins with local gangs as a youth sharpened his wits and fighting skills, but he refused to join up, convinced that the promise of easy money and power was a sucker's bet.

That sense of integrity would cost him dearly when, in 1972, a jilted gang carried out a drive-by shooting of LaMarr's home. His mother was killed immediately, while his father survived long enough to be rushed to hospital where, thanks to a shoddy investigation, LaMarr was arrested at his bedside on suspicion of belonging to a rival gang. Vincent LaMarr succumbed to his injuries while his son was sentenced to prison time on fabricated drug charges.

LaMarr was involved in an increasing number of altercations with other inmates and guards during his imprisonment at South River State Penitentiary, developing a reputation for a short temper and willingness to attack opponents more than twice the stringy young man's size. Several months into his sentence, he joined an experiment conducted by Dr. Burton Noah, an AEGIS scientist, in exchange for early parole. An attempt to induce muscle growth through a combination of chemical treatments and precise sonic frequencies, sabotage by a vengeful guard resulted in LaMarr's skeletal and muscle structure becoming super-dense. Besides increased strength, durability and endurance, the most notable effect was phenomenally enhanced lung muscles enabling a devastating sonic wail!

Escaping from South River, LaMarr almost immediately ran into an altercation between the villain Bronze and the police. The convict's timely intervention not only subdued the superpowered criminal but also save a school bus full of elementary school students. Combined with his willing surrender to the authorities, this was enough to have LaMarr's case reopened, revealing a number of irregularities which were enough to have him permanently released.

1-800-JUSTICETaking the moniker Wail based on a comment made by a grateful grade schooler, LaMarr initially set up shop as a metahuman bodyguard after encountering difficulty finding work despite his cleared record. It was through this that he met Yelena Vostok, a Ukrainian mercenary who had received a cybernetic arm after an early mishap with her teleportation powers, and Javed Randeep, a Indian-American polyglot who's amazing skills extended to translating human body language, making him a formidable martial artist.

The trio eventually joined together to form an agency that solved unusual problems while serving any worthy cause as 1-800-JUSTICE. Upon hearing Yelena refer to her teleporting ability as 'jumping', Javed, in a fit of the playful wit that would make him the team's heart, adopted the code name Jive. The hired heroes handled everything from gang violence to mystic robots to international incidents throughout the 1970s and into the 1980s, skirting the anti-cape laws introduced by Mayor Franklin Moore. Over the years, LaMarr developed romantic feelings for Javed, though he was reluctant to admit to them.

By the 1990s, 1-800-JUSTICE had all but faded into obscurity, but were among the heroes who reappeared to combat the Terminus Invasion. In the heat of battle, Yelena managed to teleport her friends out of harm's way a split second before being vaporized by a massive laser weapon. Devastated, LaMarr and Javed officially retired their heroic identities and settled down to start a new life together.

Javed's talents allowed him to support the couple as a high profile translator while LaMarr earned his degree and a position teaching civics at Joseph Clark High School. They lived happily for several years, with infrequent bouts of excitement as Javed foiled an assassination attempt or one of LaMarr's rouges gallery reappeared for a final confrontation.

Unfortunately, exposure to Terminus radiation had riddled Javed's body with cancer, and after a long battle he passed away at the age of 55 in 2009. Having buried the love of his life, LaMarr grappled with what to do next. Ultimately the decision was made for him when the Grue invaded Freedom City en masse. Defending his students from a massive creature released by the aliens, he found that his powers had only grown stronger over time. Freedom City still called out for justice, and weary though he was, Keith LaMarr was still the man on the other end of the line. With a new costume and a renewed commitment, Wail is back in action!

Personality & Motivation:
LaMarr has suffered a great many hardships in his life. These trials have forged an ironclad will stronger even then his superhuman skin, and while a lesser man may have become embittered, he has developed a keen empathy. His sense of integrity demands that he use his experience and abilities to defend those who cannot defend themselves.

That isn't to say he is without his rough edges; Javed once commented that there was very little of Keith that was not rough edge. His age and profession have given him a didactic tone and his expectations for both his students and the latest generation of heroes are high indeed. The years have helped to mollify his temper but have not removed it. Dramatically aware of his own mortality, he is determined to continue to make a difference for as long as he is able.

Powers & Tactics:
With superhuman strength and durability, LaMarr is a powerhouse to be reckoned with, standing shoulder to shoulder with many of the modern day bruisers. His true might, however, comes from his namesake sonic wail, an extraordinary torrent of concussive force that can deafen foes as easily as it sends them flying. This is thanks to the tremendous lung strength and capacity which resulted from his enhanced physiology.

Against mundane foes, Wail typically restrains himself to hand to hand combat, but is not afraid to let loose with his full fury should the situation call for it. His super-dense biology also prevents him from floating in water, and gives him a mass several times that of an average person of his already impressive stature.


Complications:
Age: LaMarr has sit his early sixties, although he's aged remarkably well.
Destructive: LaMarr's sonic wail has the potential for massive collateral damage.
Enemies: Over the decades LaMarr built up a substantial rogues gallery, some of whom now have younger successors.
Lost Love: Javed's death remains a fresh wound for LaMarr.
Prejudice: A gay black man born to a low income family, LaMarr is no stranger to unfair treatment.
Public Identity: Although he goes by Wail in the field, LaMarr has never maintained a true secret identity.
Responsibility: Joseph Clark High School.
Temper: The wisdom of age aside, LaMarr does not react well when backed into a corner.


Abilities: 12 + 4 + 10 + 2 + 10 + 4 = 42PP
Strength: 36/22 (+13/+6)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 12 (+1)
Wisdom: 20 (+5)
Charisma: 14 (+2)


Combat: 16 + 16 = 32PP
Initiative: +6
Attack: +8
Grapple: +23/+12
Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed
Knockback: -11/-2


Saving Throws: 9 + 5 + 10 = 24PP
Toughness: +13/+5 (+5 Con, +5 Protection, +3 Density) (Impervious 6/0)
Fortitude: +14 (+5 Con, +9)
Reflex: +7 (+2 Dex, +5)
Will: +15 (+5 Wis, +10)


Skills: 112R = 28PP
Gather Information 13 (+15)
Intimidate 10/18 (+12/+20)
Investigate 14 (+15)
Knowledge (Civics) 14 (+15)
Knowledge (History) 14 (+15)
Knowledge (Streetwise) 14 (+15)
Languages 1 (English [Native], Hindi)
Medicine 2 (+7)
Notice 15 (+20)
Sense Motive 15 (+20)
Swim 0 -/+6


Feats: 20PP
Accurate Attack
All-Out Attack
Contacts
Dodge Focus 5
Endurance
Fearless
Improved Grab
Improved Grapple
Improved Initiative
Improved Pin
Interpose
Luck 2
Power Attack
Startle
Takedown Attack 2


Powers: 18 + 1 + 2 + 10 + 3 + 8 + 6 + 56 = 104PP

Density 6 (x5 Mass, Extras: Duration [Continuous], Flaws: Permanent) [18PP]

Enhanced Strength 12

Immovable 2

Protection 3 (Extras: Impervious)

Super-Strength 2

Enhanced Feats 1 (Endurance) [1PP]

Enhanced Strength 2 (Total +14 with Density, Heavy Load: ~7 tons) [2PP]

Immunity 10 (Sonic Effects) [10PP]

Leaping 3 (x10, Running Long Jump: 230', Standing Long Jump: 115', High Jump: 57') [3PP]

Protection 5 (Extras: Impervious 3) [8PP]

Regeneration 6 (Bruised 3 [No Action], Injured 3 [1 Minute]) [6PP]

Sonic Control 27 (54PP Array, Feats: Alternate Power 2) [56PP] (Genetic, Sonic)

Base: Damage 18 (Sonic Wail; Extras: Area [Targeted, Line, 5' x 180'], Feats: Knockback 18) [54PP]

AP: Damage 13 (Sonic Scream; Extras: Area [General, Cone, 130'], Linked [Stun, +0]) + Stun 9 (Extras: Area [General, Cone], Linked [Damage, +0]) [26 + 27 = 53PP]

AP: [12 + 13 + 21 + 2 = 48/54PP]
 
Communication 6 (Sonic Shout; Auditory, 20 miles, Extras: Area) [12PP]

Dazzle 13 (Sonic Bellow; Auditory Senses, Extras: Area [General, Cone, 130'], Flaws: Range [Touch]) [13PP]

Emotion Control 13 (Fearsome Roar; Extras: Area [General, Burst, 65' radius], Linked [Trip, +0], Flaws: Limited [Fear], Range 2 [Touch]) + Trip 13 (Extras: Area [General, Burst], Linked [Emotion Control, +0], Flaws: Range [Touch], Feats: Improved Trip) [7 + 14 = 21PP]

Enhanced Skills 8 (Intimidate 8) [2PP]



DC Block:
ATTACK            RANGE                SAVE                                  EFFECT
Unarmed           Touch                DC28 Toughness (Staged)               Damage
Sonic Wail        180' Line            DC33 Toughness (Staged)               Damage
Sonic Scream      130' Cone            DC28 Toughness (Staged)               Damage
                                       DC19 Fortitude (Staged)               Dazed/Stunned/Unconscious

Sonic Bellow      130' Cone            DC23 Reflex                           Deafened
Fearsome Roar     65' Radius Burst     DC23 Will (Staged)                    Shaken/Frightened/Panicked
                                       Contested +13 vs worst of STR/DEX     Prone

 

Abilities (42) + Combat (32) + Saving Throws (24) + Skills (28) + Feats (20) + Powers (104) = 250/250PP

Edited by HG Morrison
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  • 2 weeks later...

 

Updating Ulysses to PL11 Caps, to represent formal training by the vanguard in combat, Synapse teaching him maybe a few tricks to resist mental incursion by the spirit, and the spirit proving itself symbiotic by giving more as he grows more useful increasing his impervious and super strength by one. also removing his obscure effect that he hasn't ever used. small update to bio and inclusion of a new complication as a counter to his High imperviousness.

Increasing attack and dodge focus by 2
Impervious toughness by 1
Array 13 to 14 and as such Super strength by 1
will save up by 2

Dropping Obscure alternate effect from array

 

Player Name

: Exaccus


Character Name

:Ulysses


Power Level

: 11 160/160PP


Trade Offs

: -1 attack/+1 damage And -1 Defense/+1 toughness


Unspent Power Points

: 0


Progress To Bronze Status

: 10/30


In Brief

A Jovial man whom draws power from the spirit of Industrial progress manifesting in the theme of locomotives; seeks the middle ground between mans progress and natures preservation


Alternate Identity

 Alexander Cross


Identity

:Public


Birth Place

: London England


Occupation

: Retired


Affiliations

: Vanguard


Family

None remaining

 

 


Description

 


Age

:83


Apparent Age

: 50


Gender

: Male


Ethnicity

: Caucasian


Height

: 6'3


Weight

: 180lbs


Eyes

:Dark Brown


Hair

:Graying Black

A tall man of a trim Formerly-Athletic build, Alexander has aged gracefully and some would say "well" with only the slight graying of his hair and wrinkling of his forehead and the corners of his mouth to show his true age, though the latter is mostly covered by his prominent mustache.

He prefers a snug but comfortable suit, reflected in his choice of costume; a slightly doctored old-style conductors uniform and cap with a engineers neckerchief remade into a cowl to protect his identity

 

 


Power Description

Ulysses will begin billow thin whisps of steam after prolonged Activity. he will produce much more profuse steam when using his obscure effect

History

Born to a Middle class family in the 1930's Alexander Cross spent his earlier years fascinated with trains and the impressive feats the titanic machines accomplished hauling materials and connecting distant places bringing the Light and hope of civilization to the most distant and wildest Corners of the earth, taking a apprenticeship to a engineer as soon as he was old enough.

In retrospect it should have been apparent to him even then for when he first stepped into the engines cab he was Intoxicated, the scalding heat of the furnace, the visceral smell of Blazing carbon and boiling Oils was for all its intensity comfortable, the lurching thunder of the pistons as it pulled away from the station felt more like the confident stride of a giant than the clumsy Juddering and rattling of a mere contraption coming to life.

He Spent 30 years of his life; quiet and content in that cab and others like it as he travelled across Europe and when his Railway was closed down he made the move to America, ever eager to ride boldly into the wilderness; to tame the wild places and connect the world, all in the name of progress; following (quite literally) in the tracks of the pioneers who first lay the path till finally at age 60 he was forced to retire; simply not as quick or as sharp minded as he had been he found himself often narrowly avoiding what could've been catastrophic accidents and for all his love of locomotives Alexander cross was not so selfish as to risk the lives of others for his own Happiness.

It was in this crucible of frustration and Obsession that awakened His long dormant powers as a totem of Industrial progress and through a subconscious use of his aspect that hurled him nearly 20 years into the future to see what lay ahead for his beloved machines.

Shortly afterwards Alexander cross found himself drawn into another dimension along side Synapse, a hero working for the ministry of powers leading ultimately to his invitation to return to his home in england and join the prestigious vanguard.



Personality & Motivation

Alexander; Is a calm friendly presence; slow to anger and quick to forgive; it takes someone truly cruel or wicked to rouse his Ire and fighting spirit; Though he tries not too he often underestimates those who are younger than himself and interferes when he should perhaps not. 

 

 

 

Due to the nature of his abilities Alexander is now convinced that the way forward is through the advancement of technology and industry and that it is his job as an incarnation of these ideals to strike the correct balance with those whom are nature made manifest to prevent the devastation of the Environment  and the stagnation or recession of human culture and industry.

 

 


Powers & Tactics

Alexander is a somewhat two-fisted character and will happily charge in and trade blows and attempt to grapple foes,Though when clearly at a disadvantage he will use his obscure effect and Attempt to regroup

Complications

Industrial Revolution: Ulysses plays semi-willing host to the spirit of industry, the spirit is amoral and alien and has the power to usurp Ulysses control of himself from simply imposing an imperative (which case i will play the character as taking the fastest and easiest route to its completion.) or assuming direct control (in which case i invite the gm to dictate my actions or if they're uncomfortable with such, picking my targets and destinations for my own actions.) The spirit is not immune to reason but has very different values from a human and is generally uninterested in things outside of its portfolio.  

Man out of time: Alex was Born and Raised in a By-gone era and whilst he possess a Optimistic and open mind he sometimes finds himself at odds with the modern world in opinion and is slow to adapt.

Luddite Rebellion: The spirit of industry has begun to try forcing its will unto ulysses by withdrawing its benefits from him if he acts in opposition to its overarching goals, In particular his toughness is not impervious Vs the Enoch Sledgehammer Used to smash frames by the luddites long ago but other such shortcomings may crop up as befits the spirits whim.
 
 
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
Abilities: 12 + 0 + 8 + 0 + 4 + 4= 28PP
Strength:34[22] (+12/+6)
Dexterity:10 (+0)
Constitution 30[18] (+10/+4)
Intelligence:10 (+0) 
Wisdom:14 (+2)
Charisma:14 (+2)
 
Combat: 12 + 12 = 24pp
Initiative:+0
Attack: +6 Base / +10 Melee
Grapple: +14(base)/+26(w/Locomotive Might power)
Defense: +8 (+6 Base +4 dodge focus) +3 flat footed
Knockback: -15/-11 without Express line
 
Saving Throws:0 + 5 + 6 = 11PP
 
Toughness:+12 (+10 con +2 protection; Impervious 11)
Fortitude:+10 (+10 con)
Reflex:+5 (+0 dex +5)
Will:+8 (+2 Wis +6)
 
Skills: 40R = 10PP
Drive 4: +4
Intimidate 8: +10
Investigation 4: +4
Knowledge (civics) 6:+6
Knowledge (history) 6: +6
Languages 2: +2 (English Native, German and Spanish)
Notice 4:+6
Sense Motive 6:+8
 
Feats:15PP
Attack Focus: Melee 4
Dodge Focus 4
Improved Grapple
Improved Grab
Improved Pin
Interpose
Move-by-action
Startle
Takedown Attack
 
Powers: 29+12+18+1+10+2 = 72PP
 
Array 14 ("Pneumatic Might") {28PP}
BP: Enhanced str 12 Linked with Super strength 7 (PF: Super Breath, Countering Punch. Effective STR 69; Heavy Load: 180 tons)  (Descriptors: Fire, Water, Ideas) {28PP}

 Enhanced Constitution 12 ("Endurance of an Iron horse" Descriptors: Ideas, Fire, Water, Metal.) {12PP}

 Express Line (Descriptors: Fire, Water, Ideas) {18PP}

Immovable 4 ( Resist movement +16, Resist Knockback +4 Extras:
Unstoppable) [8PP]
Speed 4 (100 MPH, 880ft a round) [4PP]
Super movement 3 (wall crawling 2 [Full speed] Sure Footed 1 (25% penalty Reduction) [6pp]

 

Immunity 1 ("A Timeless classic",Descriptor:Ideas, Fire, Water: Immunity to ageing) {1PP}
Impervious Toughness 11 ("Immense Durability" Descriptors: Ideas, Metal) {11PP}

Protection 2 ("Ironsides" Descriptors: Metal, Ideas) [2PP]

DC Block
 
ATTACK   RANGE    SAVE       EFFECT
Unarmed   Touch     DC27       Damage (Physical)

Totals: Abilities (28) + Combat (24) + Saving Throws (11) + Skills (10) + Feats (15) + Powers (72) - Drawbacks (0) = 160/160 Power Points

Edited by Exaccus
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Adding two more APs to Cerulean's light emission array, to represent concerted training on her part to overcome gaps in her capabilities.

AP: Force Constructs 6 (Hard Light Projections. Extras: Movable (Damage), Impervious; Feats: Tether, Stationary, Progression [2], Affects Insubstantial [1]; Drawbacks: Reduced Range [2]) {33/33}

AP: Snare 10 (Hard Light Snare. Extras: Regenerating; Feats: Accurate [2], Affects Insubstantial [1]) {33/33}

 

 

 
cerulean2.jpg

Player Name: Mad Scientist

Character Name: Cerulean
Power Level: (10) (153/158PP)
Trade-Offs: +2 Defense / -2 Toughness
Unspent Power Points: 5
Progress To Bronze Status: 8/30

In Brief: Enigma-origined mystical luminator runs mouth and fights crime while attending school to refine control of her abilities.

Residence: Claremont Academy Dorms
Base of Operations: Claremont Academy
Catchphrase: Many, many pop-culture options, depending on what's appropriate for a situation.

Alternate Identity: Eileen Labatt
Identity: Secret
Birthplace: Boston, Mass
Occupation: Student
Affiliations: Claremont Students & Faculty
Family: John Labatt (Father, Deceased), Kelly Labatt (Mother), Bonnie Labatt (Sister, Older)

Description:
Age: 17 (February 10, 1998)
Gender: Female
Ethnicity: Caucasian
Height: 5'9"
Weight: 159lb
Eyes: Blue
Hair: Blonde

 

eileen-0.jpg

Eileen is taller than average at five foot nine, but her height is mitigated a little by the fact that she carries a little more weight than popular media would have you believe is normal for a woman.  She carries it well, however, being curvy and having a face a little more rounded that most.  Her hair is blonde and wavy, worn just past her shoulders, and her eyes are a faded blue.

She likes to dress simply; jeans, tank tops, sneakers, with simple accessories and a big clunky bag to carry her things in.  She doesn't go in for heavy makeup, wearing just enough so her fair skin doesn't appear washed out. She has a pair of tattoos, complex and oddly asymmetrical sigils, done in blue ink on the inside of each wrist.

93b6e9aba0d3cc2ba5f1d32d6197a8e6c3a15a02

As Cerulean, her proportions, hair, and skin tone don't change, but her eyes fill with a featureless, brilliant blue.  Her clothing is absorbed into a...skin, some sort of external substance that covers her nearly from head to toe, but can't be removed like an outfit could.  She has no idea what it's made of, or what (if anything) the blue and gold patterning means, but it forms upon her whenever she assumes her power.  Not only does it not provide her any protection beyond the basic insulating properties one would expect out of clothing, any contact with it feels to her the same as if it was against bare skin.

Power Descriptions:
Cerulean's powers are...overt, and all take the form of a brilliant blue light.  Her force field that blocks and deflects damage takes the form of a glowing blue aura; her method of flight leaves a brief glowing blue contrail; and she can emit this blue light focused to a variety of effects.  Most impressively, to her altered eyes the light she sheds strips away all illusion and concealment, and so it's quite difficult to catch her unawares in the heat of combat.

History:
Eileen was born and raised in Boston, the youngest of her family.  She had a fairly typical middle-class upbringing, and excelled in school due to the fact that an odd quirk of her brain allowed her to recall information in exacting detail -- spending a couple of days reading a textbook allowed her to ace her testing.  She never had to really put any effort into getting decent grades, much to the disgust of a number of her peers.

Life changed for Eileen, however, when she was thirteen.  Her father, overweight and with a family history of heart disease, had a massive cardiac episode and passed away.  Insurance, fortunately, covered the majority of the resulting bills and paid off the mortgage on their house, but her mother became the sole breadwinner for their sadly reduced family.

Life had really changed, though, just recently, if one was going to be honest.  Gathered at a friend's house with a few of her circle of friends, the last thing she remembered of that evening was seeing that it was about 10:30pm -- and then she awoke, at home, the following morning.  She couldn't consciously remember anything further about that night, and she had no idea how she had gotten home.  Far more unsettling was the fact that none of her friends remembered that they had been together at all, and the relevant parents seemed to be just as unaware.

...however, she does occasionally have fragmented dreams about a tall figure, too terrible to look at, and something about a task, and a promise, or maybe a...price?  Prize?  The fragments fade shortly after she awakens, but each time she has these dreams she realizes she's had them before...until they fade again.

The pair of strange, complicated blue tattoos that had appeared on the insides of her wrists were almost a minor issue after that.  She first scrubbed at them, hoping they were drawn on, but that proved to not be the case.  They weren't actual tattoos, lacking scabbing, itching, and redness of irritated and healing skin -- they were just there, in her skin, and she stressed about why they there even as she tried to make sure she kept them hidden from her mother!

She didn't even recall anymore just how it was she came to touch the two 'tattoos' together for the first time, but the results were immediate and undeniable.  Her insides gave a strange lurch, like she was being turned inside-out, and with a flash of blue light she changed.  Her terrified shriek completely blew her chances of keeping anything from her mother for any longer, and it was after a couple long and vigorously debated family meetings that the decision to get professional assistance in the matter was made.

In the process of interviewing for the Claremont Academy it was determined that there was a mystical element to her new abilities, but apart from that everyone was still at a loss.  Hopefully over time, more details would come to light -- no pun intended.

Personality & Motivation:
Eileen is looking for an explanation as to how and why she received these powers, and in the interim is making sure she has a good handle on controlling them.  She operates on a heroic level, in part, because that's what people with powers do, and she in turns is terrified and greatly enjoys the chance to be one of the bright and shining people -- again, no pun intended.

A child of social media and possessing of her phenomenal recall, she is very likely to have an appropriate response for just about any situation that can be tied to some sort of pop culture reference, and is more than likely to unleash it, regardless of the circumstances.  She's bright, cheerful, and completely unrepentant that she doesn't quite fit the body image that society tries to tell people is the only acceptable one.

Powers & Tactics:
Cerulean gains little benefit from being up close and personal in a conflict, and so tends to keep her distance and take pot shots at viable targets with her light emissions.  She's better off avoiding direct hits than trying to be a brick wall, and doesn't hesitate to employ her mirror clones when it looks like she might come under fire.  She uses the mobility granted by her flight capabilities, but rarely goes any great distance from the ground.  As she has some offensive capabilities that are disabling without be injurious, she's more prone than most to unleash her power when bystanders are at risk, should the situation demand it.

A font of mostly-useless knowledge and possessing a glib tongue, she's quite good at distracting an opponent with outrageous patter, and rarely is quiet when there's an opportunity to say something clever.


Complications:

Secret: Identity.  All too aware of the sort of information that can get out when one comes into the public eye, Eileen tries her hardest to keep details that could identify her to herself.  In part for her own safety, of course, but largely to keep her mom and sister from coming under fire, either literally or metaphorically.

Weirdness Magnet: If something strange -- really, jaw-droppingly strange -- is going to happen in a random time and place, odds are better than random that Cerulean will be there by chance, and the very inconvenient thing happens to her.

Phobia: Cerulean is afraid of deep water and of heights, despite the fact that she has the capacity to fly.  The method being under her own power makes no difference over the inarguable truth that she doesn't like being up high -- the fact that there's nothing between her and the ground except a cheerful glow doesn't make things any better!

Mystery: The origins of her powers is an enigma to her, and she's desperately curious as to how and why she acquired them.  Any scenario that suggests it might provide some of this sought-after information is very difficult for her to resist investigating.

 

Abilities: -2 + 2 + 4 + 4 + 0 + 4 = 12PP
Strength:  8 (-1)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 14 (+2)


Combat: 10 +1 0 = 20PP
Initiative: +1
Attack: +5 Melee, +6 Ranged
Grapple: +5
Defense: +12 (+5 Base, +1 Dodge Focus, +6 Shield), +3 Flat-Footed
Knockback: -4


Saving Throws: 6 + 6 + 6 = 18PP
Toughness: +8 (+2 Con, +6 [Force Field])
Fortitude: +8 (+2 Con, +6)
Reflex: +7 (+1 Dex, +6)
Will: +6 (+0 Wis, +6)


Skills: 44R = 11PP
Bluff - 8 (+10)

Computers - 3 (+5)
Diplomacy - 4 (+6)
Gather Info - 8 (+10)
Knowledge: Current Event - 4 (+6)
Knowledge: Popular Culture - 8 (+10)

Knowledge: Theology & Philosophy - 2 (+4)
Language - 1 [ASL]
Sense Motive - 6 (+6)


Feats: 6PP
Attack Focus: Ranged [1]

Dodge Focus [1]
Attractive [1]
Eidetic Memory
Fascinate (Bluff)
Well-Informed

Powers(All powers Magic, Light) 12 + 12 + 13 + 10 + 4 + 37 = 88PP

Flight 6 [12PP]

Force Field 6 (Extras: Linked) [6PP]
+Shield 6 [6PP]
[12PP] (Deflection Field)

Environmental Control: Light (Partial) 6 (Extra: Linked; Flaws: Range (Touch))  [3PP]
+ Super-Senses 10 (True Sight (Vision Counters Concealment, Counters Illusion, Counters Obscure (all), Detect Hidden))  [10PP]
[13PP] (Revealing Light)

Immunity: Light Effects [10pp]

Mirror Image [4PP]

Light Emission Array (33PP, Feats: Alternate Power 6) [39PP]

DBP: Blast 10 (Light Bolt Spray, Extras: Autofire; Feats: Accurate [2], Affects Insubstantial [1]) {33/33}

AP: Blast 10 (Sniper Beam, Extras: Penetrating (5); Feats: Accurate [2], Affects Insubstantial [1], Progression [1], Improved Range [3], Precise) {33/33}

AP: Blast 10 (Kamehameha, Extras: Area: Line, Duration: Concentration, Penetrating (5); Flaws: Range: Touch, Action: Full; Feats: Progression [2], Affects Insubstantial [1], Knockback [5], Incurable; Drawbacks: Full Power

AP: Dazzle (Visual) 6 (Blinding Beam, Extras: Area: Line, Linked; Flaws: Range: Touch; Feats: Progression [2]; Drawbacks: Full Power) {13/33}

 + Stun 6 (Blinding Beam, Extras: Area: Line; Flaws: Range: Touch; Feats: Progression [2]; Drawbacks: Full Power) {19/33}   Total: {32/33}

AP: Dazzle (Visual) 8 (Nova. Extras: Area: Perception, Duration: Concentration, Penetrating [2]; Flaws: Range: Touch; Drawbacks: Full Power) {33/33}

AP: Force Constructs 6 (Hard Light Projections. Extras: Movable (Damage), Impervious; Feats: Tether, Stationary, Progression [2], Affects Insubstantial [1]; Drawbacks: Reduced Range [2]) {33/33}

AP: Snare 10 (Hard Light Snare. Extras: Regenerating; Feats: Accurate [2], Affects Insubstantial [1]) {33/33}

 

Drawbacks: -4 = -4PP
Normal Identity (Frequency: Common; Intensity: Major) [-4PP]

DC Block

ATTACK            RANGE      SAVE                       EFFECT
Unarmed           Touch      DC14 Toughness (Staged)    Damage (Physical)
Light Bolt Spray  Ranged     DC25 Toughness (Staged)    Damage (Energy)
Sniper Beam       Ranged     DC25 Toughness (Staged)    Damage (Energy)
Kamehameha        Area       DC25 Toughness (Staged)    Damage (Energy)
Blinding Beam     Area       DC16 Ref & For (Lasting)   Blind & Stun
Nova              Perception DC18 Ref/For   (Lasting)   Blind
Hard Light Proj.  Red. Range DC21 Toughness (Staged)    Damage (Physical)
Hard Light Snare  Ranged     DC20 Reflex    (Staged)    Entangle

 

Totals: Abilities (12) + Combat (20) + Saving Throws (18) + Skills (11) + Feats (6) + Powers (90) - Drawbacks (4) = 153/158 Power Points

 

Edited by Mad Scientist
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Bringing up Wildcat to mostly PL8 levels.

Adding +2 to CON

Adding +1 Dodge Focus

Adding +1 Attack Focus: Melee

 

wildcat2.jpg

Player Name: Mad Scientist
Character Name: Wildcat
Power Level: 7/8 (117/117PP)
Trade-Offs: +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 12/30

In Brief: A young man reluctantly in touch with his more feral nature.

Alternate Identity: Felix Silvestri
Identity: Secret
Birthplace: Freedom City, USA
Occupation: Warehouse Worker
Affiliations: Solo
Family: Tony Silvestri (Father), Maria Silvestri (Mother), Fatima Silvestri (Younger Sister)
Catchphrase*snaaarrl*

Description:
Age: 21 (Dob: September 9, 1993)
Gender: Male
Ethnicity: Caucasian, Italian-American
Height: 6'1"
Weight: 194lb
Eyes: Amber Brown
Hair: Brown

Felix is tall, lean, broad-shouldered and well-muscled. In theory he works out and has a manual labour job to keep him in shape -- in reality, it's his enhanced physiology that keeps him in good trim. His hair is typically slightly mussed despite being cut short, and his eyes are an unusual shade of light brown, almost amber-yellow in hue. He tends to dress simply and comfortably unless given reason to do otherwise -- jeans, t-shirts and plaid overshirts, and worn steel-toed boots.

As Wildcat...well, it shows that he's still new to this. Combat boots, charcoal grey BDU pants and a black commando sweater with the shoulder patches makes it pretty clear that he's shopped army surplus for his 'costume'. He does have a black mask that covers his upper face, with token points that are likely supposed to represent cat ears. He wears a tactical harness that holds the ballistic plastic baton and boomerang that he employs when he needs an extra edge.

preview_wildcat3.jpg


Power Descriptions:
His powers have no overt appearance, all being enhanced aspects of his physiology and not prone to flashy energy displays or colour changes.

History:
Felix had an utterly normal childhood, growing up with two parents in the home and a bratty younger sister cramping his style. They were a middle-class family, and so while he didn't have everything he wanted, neither was he denied any of the basics. Growing up in Freedom City had its exciting moments, of course, but in general the positive outweighed the negative.

When Felix hit puberty, he began to go through some...changes. Completely natural, of course -- what child at that age doesn't experience his body acting in odd ways, strange new urges and feelings, and a general impression that something momentous was happening to him?

Of course, in Felix's case, his changes really were more profound, although neither he nor anyone around him was aware of just how muchso. He thought it was normal, because he had been told no matter how weird it seemed, everyone went through the same thing. But....

Not everyone had quite as substantial a physical boost as he went through. It was certainly a great deal more rare the degree his senses and reflexes sharpened, and while every young man in his teens occasionally felt like a cave man or a bubbling pot of hormones ready to make one snap for no reason -- well, Felix started to be subjected to primal urges; hunt, fight, mate, feed. He found himself fighting to keep his responses...civilized when presented with stimuli of this nature, and wondered just why he was having such a time of growing up.

It wasn't until his later teens that he finally had to admit to himself that he was...unusual. He wasn't inclined to team sports, but he'd noticed he could easily outperform even the best of his peers who were, and that was without even putting in effort.

He never did have that one, defining moment that seems to crop up so frequently in the origins of superheroes who tell such tales. What he did eventually have was the start of the downward trend of hormonal activity that young men do once they hit their twenties, and it became...less of a burden to be who he was, and more something that could be looked at as an opportunity. Just as importantly, he discovered that giving these urges of his a legitimate outlet made them easier to manage -- not a surprise, of course, that a relief valve reduced the chance of an explosion, but knowing that it applied to his own life and troubles...was a real game-changer.

Not sure as of yet exactly where he was going to go with this, long-term, Felix assembled what meagre gear he thought he might need for his outings, chose what seemed a fitting moniker for the public face of his baser drives...and took to the streets.

Personality & Motivation:
Felix is, at the core of himself, a genuinely good guy who doesn't want to cause problems or be a burden on others. Unfortunately for this decent human being, he has some quirk of physiology that makes it very, very difficult to live up to those ideals. He does what he does in order to keep a handle on his baser urges -- he hunts and battles criminals and villains in order to give his baser urges an outlet and keep himself from losing control and lashing out at someone who is merely offensive or frightened.

Powers & Tactics:
As Wildcat, Felix is strong, fast, and agile, with very quick reactions and an excellent ability to get out of the way of what's coming at him. His enhanced senses allow him to identify and locate his quarry in unexpected ways, and it is difficult to anyone to conceal themselves from him.

He is an able, if largely untrained brawler, excellent reflexes and capabilities carrying him though. He carries with him an eighteen inch baton of ballistic plastic that he uses to enhance the blows of his already potent strength if needed, but where he truly excels is hitting an opponent with a hurled item. His strength combined with his impressive hand-eye coordination allows him to very accurately throw nearly anything at all with devastating results. When a little more precision is required, however, he does have a three-leg boomerang made of the same ballistic plastic that he has utilized from time to time.

His sprinting speed is phenomenal, able to achieve highway speeds for short periods, and he can make prodigious leaps that can carry him easily from ground level to a building's roof, and from there from rooftop to rooftop should he so desire.


Complications:
Savage Beast: Felix's Id has a louder voice than usual, leaving him susceptible to situations that prey upon his baser emotions. Powers, skills, or situations that threaten his territory or his belongings, are a clear challenge, or appeal to his wants and desires are more likely to sway him, and under pressure he is more likely to default to heeding these drives.
n00b: Very new to the world of heroing, with only a handful of outings under his belt, Felix is prone to making rookie mistakes and lacking what is considered 'common' knowledge among the supers crowd. This will, of course, change with experience, but for now he can't be counted on to 'know better'.
Secret ID: He does, as is common, try to keep his heroic identity a secret from his public one, to keep himself and those he cares about from harm.
One of Us: Animals tend to react to Felix as if he were more beast than man.  Dogs growl or whine, cats hiss, many prey animals may freeze, flee, or threat display as appropriate.  Suffice to say, this can be...awkward.



Attributes: 6 + 6 + 8 + 2 + 2 + 0 = 24PP
Strength: 16/24 (+7)
Dexterity: 16/20 (+5)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 10 (+0)


Combat: 14 + 14 = 28PP
Initiative: +9
Attack: +7 (+8 Melee)
Grapple: +15
Defense: +10 (+7 Base, +3 Dodge Focus), +4 Flat-Footed
Knockback: -2


Saving Throws: 5 + 5 + 5 = 15PP
Toughness: +6 (+4 Con, +2 Defensive Roll)
Fortitude: +9 (+4 Con, +5)
Reflex: +10 (+5 Dex, +5)
Will: +6 (+1 Wis, +5)


Skills: 36R = 9PP
Acrobatics - 5 (+10)
Climb - 5 (+12)
Knowledge: Current Events - 2 (+3)
Knowledge: Popular Culture - 2 (+3)
Knowledge: Streetwise - 2 (+3)
Languages - 1 (English [Native], Italian)
Notice - 8 (+9)
Search - 2 (+3)
Sense Motive - 4 (+5)
Stealth - 5 (+10)

Feats: 13PP
Attack Focus: Melee 1
Defensive Roll 1
Dodge Focus 3
Elusive Target
Evasion 1
Improved Initiative 1
Takedown Attack
Throwing Mastery 2
Uncanny Dodge
Well Informed

 

Powers (Mutation): 8 + 4 + 2 + 2 + 2 + 7 + 3= 28PP

Enhanced Strength 8 [8PP]

Enhanced Dexterity 4 [4PP]

Super Strength 1 (Effective Strength 29, Heavy Load 1,400lbs) [2PP]

Leaping 2 (85/42/21ft per Move Action) [2PP]

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

Enhanced Senses 7 (Extended Vision 1, Extended Hearing 1, Ultra-Hearing, Accurate Hearing, Acute Tracking Scent) [7PP]

Regeneration 3 (Bruised 1, Injured 1, Staggered 1) [3PP]



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


Combat Block

ATTACK             RANGE     SAVE    EFFECT
Unarmed            Touch     DC22    Toughness (Staged) Damage (Physical)
Throwing Mastery   Thrown    DC17    Toughness (Staged) Damage (Physical)

 

Totals: Abilities (24) + Combat (28) + Saving Throws (15) + Skills (9) + Feats (13) + Powers (28) - Drawbacks (0) = 117/117 Power Points

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