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Character Edits, v7


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Changeling

Right, so Changeling graduated, and a thing for that is that her powers were bound while she was at Claremont (essentually they limited her range) she's not there, so I'm increasing her range accordingly. Essentually 4 ranks in the array, with most the area attacks getting four ranks as well (as well as some extended range for her attack, but that's not like four ranks, more like two because of how long extended range tends to get). Also, Etain's now 19 (her birthday's the 23rd of October.

[b]Glamour 21.5 ([/b]50PP Array, [i]Feats:[/i] Alternate Power 7[b])[/b] [57PP]

[array][u]Base Power[/u]: [b]Illusion 10 ([/b]All Senses, [i]Extras:[/i] Selective, [i]Flaws:[/i] Phantasm, [i]Feats:[/i] Progression [Area] 8 [1000 ft radius], Progression [Save DC] 2 [DC22][b])[/b] [50PP]


[u]Alternate Power[/u]: [b]Concealment 10 ([/b]All Senses, [i]Extras:[/i] Area [Cylinder], Affects Others, [i]Flaws:[/i] Phantasm, [i]Feats:[/i] Close Range, Progression [Save DC] 2 [DC22], Progression 7 [500 Foot Radius], Selective[b])[/b] [41PP]


[u]Alternate Power[/u]: [b]Dazzle 14 ([/b]Auditory + Visual Senses, [i]Extras:[/i] Alternate Save [Will/Will], [i]Feats:[/i]Extended Range 3 (1000 ft) Reversible, Selective[b])[/b] [47PP]


[u]Alternate Power[/u]: [b]Drain Will 12 + Strike 12 ([/b][i]Extras:[/i] Alternate Save [Will], Linked, [i]Feats:[/i] Affects Insubstantial 2, Extended Range 2 (100 ft) Improved Critical [19-20], Incurable, Slow Fade, Takedown Attack 2, Variable Descriptor [Bludgeoning, Piercing, Slashing][b])[/b] [46PP] (Illusiory Mental Weapons)


[u]Alternate Power[/u]: [b]Blast 14 ([/b][i]Extras:[/i] Alternate Save [Will], [i]Feats:[/i]Affects Insubstantial 2, Progression (Range) 3 (1000 ft)[b])[/b] [47PP]


[u]Alternate Power[/u]: [b]Nullify 11 ([/b]All Mental Effects, [i]Extras:[/i] Area [General, Cylinder], Duration [Concentration], Selective Attack, [i]Flaws:[/i] Range [Touch], [i]Feats:[/i] Progression [Area] 6 [250ft radius]) [50 PP]


[u]Alternate Power[/u]: [b]Paralyze 14 ([/b][i]Extras:[/i] Area [General, Cylinder], [i]Feats:[/i] Progression [Area] 7 [1000ft tall x 500ft radius], Selective[b])[/b] [50PP]


[u]Alternate Power[/u]: [b]Stun 14 ([/b][i]Extras:[/i] Alternate Save [Will], Area [General, Cylinder], Sleep, [i]Feats:[/i] Progression [Area] 7 [1000ft tall x 500ft radius], Selective[b])[/b] [50PP][/array]

Issue being resolved in PM - Sneerg

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  • 2 weeks later...

Arcturus

9 PP to spend

I'm going to un-array Enhanced Strength and Super-Strength (might as well be able to use both at once!)...

-1 PP to drop the Alternate Power.

10 PP for Super-Strength 4 + Bracing and Groundstrike.

Also, clarified Super Senses (Detect Magic) to point out what sense is being used.


[b][u]Combat[/u]:[/b] 18 + 16 = 34PP

Initiative: +5

Attack: +9 Ranged (+8 in Bear Form), +11 Melee (+10 in Bear Form), +12 Unarmed in Bear Form, +12 Claws

Grapple: +16; +23 in Bear Form

Defense: +10/+11 (+8 Base, +3 Dodge Focus, -1 Size [Bear Form]), +4 Flat-Footed

Knockback: -3, -9 in Bear Form, -18 Bracing

~~~~~

[b][u]Powers[/u]:[/b] 40 + 11 + 10 + 4 + 3 + 1 + 3 = 72PP


[b]Alternate Form 8 ([/b]40PP Container [Free Action, Sustained Duration][b])[/b] [40PP] (Bear Form, Beast Rune, Magic)

[device][b]Enhanced Feats 11 ([/b]Attack Specialization [Claws], Attack Specialization [Unarmed], Fearsome Presence 8, Powerful Intimidation[b])[/b] [11PP]


[b]Enhanced Skills 16 ([/b]Intimidate 8, Sense Motive 8[b])[/b] [4PP]


[b]Features 1 ([/b]Fur-Covered Hide [Immune to Cold & Sunburns][b])[/b] [1PP]


[b]Growth 4 ([/b]Large, -1 Attack, -1 Defense, +4 Constitution, +8 Strength, +4 Grapple, +2 Intimidate, -4 Stealth, +5 STR [Carry Capacity], [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent[b])[/b] [12PP]


[b]Protection 3[/b] [3PP]


[b]Strike 1 ([/b][i]Feats:[/i] Mighty[b])[/b] [2PP] (Claws)


[b]Super-Senses 7 ([/b]Danger Sense [Olfactory], Acute Extended 2 [1,000ft Notice Increments] Tracking 2 [Normal Speed] Smell, Low-Light Vision[b])[/b] [7PP][/device]


[b]Enhanced Strength 10 ([/b]to 20/+5; [i]PFs[/i]: Alternate Power, Variable Descriptor 1 [earth, fire, ice, thunder][b])[/b] [11PP]


[b]Leaping 4 ([/b]x25 [[i]Running Long Jump:[/i] 475ft][b])[/b] [4PP]


[b]Regeneration 3 ([/b]Bruised 3 [No Action][b])[/b] [3PP]


[b]Speed 1 ([/b]10 mph / 100 feet per Move action[b])[/b] [1PP]


[b]Super Senses 1 ([/b]Detect Magic [Olfactory][b])[/b] [3PP]


[b]Super-Strength 4 ([/b]Lifting STR 40, 53 in Bear form, [i]Heavy Load[/i]: 6 tons, 19.2 tons in Bear form;[i]PF[/i]: Bracing, Groundstrike[b])[/b] [10PP]


~~~~~~~

[b]Abilities (20) + Combat (34) + Saving Throws (23) + Skills (23) + Feats (18) + Powers (72) - Drawbacks (0) = 190/190 Power Points[/b]

DO YOU HAVE ANY BEAR CLAWS?'D by GIZMO

Crusader:

2 PP to spend

1 PP to add the Move-by Action feat.

1 PP to increase the rank of Speed to Speed 2 (25 mph / 220 ft. per round)

Also, a small cosmetic change:

Affiliations should read "The Vanguard" rather than "The Sentinels".

FEATS RECOUNTED by GIZMO

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Added Speed of Thought, an additional rank in Luck, Improvised Tools, Skill Mastery and Power attack to feats, in addition to an additional rank in attack focus ranged.

Got him ranks in craft mechanical and more ranks in knowledge technology

an extra rank in device, which gives him two more points of shield, an extra point in protecton, and immunity to suffocation.

six points in feats

Five points in skills

Two points to the array (and cascading down into further changes in that)

Three points to boost exotic saves

His caps are currently not all to the same level, but I plan on doing another set of edits soon that will bring him to PL12 evenly.

Subject: Voltage (PL 12) Thunder King (Bronze)

Player Name: Thunder King[floatr]Voltage.PNG[/floatr]

Character Name: Voltage

Power Level: 12 (177/177)

Trade-Offs: None

Unspent Power Points: 21

Progress To Silver Status: 27/60 (Bronze Status earned with Crimson Tiger)

In Brief: Super smart electricity controller

Alternate Identity: Thomas Morgan

Identity: Secret

Birthplace: Freedom City

Occupation: Computer Tech/Student

Affiliations: Fellow employees, classmates

Family: Father James, mother Laura, brother Samuel

Description:

Age: 18 (DoB: April 9, 1993)

Gender: Male

Ethnicity: Caucasian

Height: 5'11"

Weight: 155 lbs.

Eyes: Blue

Hair: Gray (side effect of mutation)

Voltage is nearly six feet tall and slim but fit. He has recently cut his hair into a shorter, neatly cut hairdo. Whether he plans on keeping it that way or not, he has yet decided. He carries himself with a lot more confidence now that he's a more experienced hero, looking considerably less nervous and out of place.

His costume is all black. There are silver accents on each glove and on his boots that look like lightning. Across his chest streaks a silver lightning bolt.

Power Descriptions:

Voltage's electricity powers manifest as a silver color. When he teleports, his teleportation has an electric effect. If it's short range, the electricity flows to the spot he's teleporting to. If it's long range, it just vanishes. In both cases he reassembles from the energy at destination.

History:

His parents, James and Laura Morgan, lived in California where James was a researcher at a corporation. James was diagnosed with cancer, and after doing research discovered that the company was experimenting on it's employees illegally. James was treated for cancer successfully and they sued the company along with other employees. The company went under, and James and Laura moved to Freedom City.

After moving to Freedom City, they had their first child, Thomas. He lived an ordinary life as an ordinary child until shortly before his 18th birthday, when he accidentally electrocuted himself trying to fix a computer. It was a severe shock, but put him in a coma for reasons doctors did not understand.

The coma lasted only four days. On the fourth day, the nurses entered the room and discovered that the walls had been scorched with black marks all over the wall. Thomas was standing in the room, seemingly unharmed. It was at this point that he discovered his powers. Some time later, he constructed his costume and debuted as the new hero Voltage.

Personality & Motivation:

Voltage is quiet and tends to let his actions speak louder than his words. He's developed now into a more confident hero, but is still prone to keep his mouth shut unless necessary. He's the very definition of mild mannered, never letting his intellect lead to arrogance, and is willing to cooperate if it gets the job done. Still, he's not without his limits, and when his long fuse burns down, then he gets louder.

Powers & Tactics:

Voltage fights better at a range, and knows it well, using his electric blasts, multidirectional blasts and mobility to keep out of reach of enemies while keeping them hurting. He uses both teleportation and flight to ensure that his foes never get a chance to touch him unless necessary. Despite his prodigious intellect and bag of electricity based tricks, he seldom sees the need to get fancy with his tactics. if blasting something with lightning is just as effective as anything else, why do something else? Still, he's noticed a tendency to rely more on brute tactics than strategy, and is starting to change that by stretching his powers more.


Complications:

Secret Identity: Voltage continually protects his identity, especially as his list of enemies grows

Family: He will not hesitate to defend his family

Awkward Teen: For all of his intelligence, he's still Thomas Morgan, ordinary teenager.

Job: He works at his family's shop in his spare time.

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

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 14/30 (+2/+10)

Wisdom: 10 (+0)

Charisma: 10 (+0)

Combat: 8 + 8 = 16PP

Initiative: +12

Attack: +4 Base, +12 Ranged

Grapple: +4

Defense: +12 (+4 Base, +8 Shield), +2 Flat-Footed

Knockback: -5

Saving Throws: 8 + 7 + 9 = 24PP

Toughness: +10 (+1 Con, +9 Protection)

Fortitude: +9 (+1 Con, +8)

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

Will: +9 (+0 Wis, +9)

Skills: 52R = 13PP

Computers 15 (+17/+25 with enhanced Int) skill mastery

Craft (Electronics) 15 (+17/+25 with enhanced Int) skill mastery

Craft (Mechanical) 11 (+13/+21 with enhanced iInt) skill mastery

Knowledge (Technology) 11 (+13/+21 with enhanced Int) skill mastery

Feats: 20PP

Attack Focus (Ranged) 7

Beginner's Luck

Eidetic Memory

Improvised Tools

Jack of All trades

Luck 3

Move-by Action

Online Research

Power Attack

Quick Change

Skill Mastery (Computers, Craft Electronics, Craft Mechanical, Knowledge Technology)

Speed of Thought

Powers: 7 + 18 + 29 + 16 + 10 + 10 + 4 = 94PP

Datalink 7 (Radio, 200 miles) [7PP]

Device 4 (Costume; 20PP Container; Flaws: Hard-To-Lose; Feats: Restricted 2) [18 PP]

Immunity 2: Suffocation Protection 10 [10PP]

Shield 8 [8PP]

Electrical Control 11 (22PP Array; Feats: Alternate Power 7) [29PP]

Base Power: Blast 11 [22PP] (Lightning Blast)

Alternate Power: Blast 9 (Power Feats: Improved Range [200' range increment], Indirect 3 [Any Point, Any Direction] [22PP] (Multidirectional Blast)

Alternate Power: Confuse 11 [22PP] (Manipulate Nerve Endings)

Alternate Power: Dazzle Visual 11 [22PP]

Alternate Power: Insubstantial 3 (Energy) [15PP]

Alternate Power: Magnetic Control 11 (Effective Strength 50; Heavy Load [24 Tons]) [20PP]

Alternate Power: Stun 11 (Extras: Range [Ranged], Flaws; Action [Full Action]) {22PP}

Alternate Power: Teleport 8 (800 ft [move]/2000 miles [full]; Power Feats: Change Direction, Change Velocity, Easy, Progression [Mass, 1,000 lbs]); [22PP]

Enhanced Intelligence 16 (to 30 [+10]) [16PP]

Flight 5 (2500' [move]/250 mph) [10PP]

Immunity 10 (Electrical Effects) [10PP]

Quickness 8 (x500; Flaw: Mental Actions Only) [4PP]

DC Block

ATTACK              RANGE      SAVE           EFFECT

Electrical Control  100 ft     DC26 Toughness Damage(Electric)

Blast               200 ft     DC24 Toughness Damage(Electric)

Confuse             Perception DC21 Will      Confuse

Dazzle              100 ft     DC 21 Ref/Fort Blinded

Magnetic Control    100 ft     DC26 (metal)   Damage

Stun                100 ft     DC21 Fort      Stun 

Totals: Abilities (10) + Combat (16) + Saving Throws (24) + Skills (13) + Feats (20) + Powers (94) - Drawbacks (0) = 177/177 Power Points

CONDUCTED by GIZMO

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Glow's got 8pp spare but I'd just like to spend 2.

Adding two feats: Quick change and Interpose.

I've also changed the image to point to a new one Azuth did. Hopefully I got that right.

There's also a few changes in the fluff stuff to illustrate that she's growing into her powers. Description, "powers and tactics" and "personality and motivation" all have some changes.


[url=http://www.freedomplaybypost.com/viewtopic.php?p=132151#p132151]Subject: Glow (PL 9) - Scuffles (Bronze)[/url]


[quote name="Scuffles"][floatr][img=http://www.freedomplaybypost.com/wiki/images/6/61/Glow2.jpg][/floatr]

[b][u]Player Name[/u]:[/b] Scuffles

[b][u]Character Name[/u]:[/b] Kristin Jones

[b][u]Power Level[/u]:[/b] 9 (132/138PP)

[b][u]Trade-Offs[/u]:[/b] -1 defense + 1 toughness

[b][u]Unspent Power Points[/u]:[/b] 6

[b][u]Progress To Silver Status[/u]:[/b] 33/60


[b][u]In Brief[/u]:[/b] A young Australian girl grappling with her recently awoken telekinetic abilities.


[b][u]Alternate Identity[/u]:[/b] Glow

[b][u]Identity[/u]:[/b] Public.

[b][u]Birthplace[/u]:[/b] Australia - Gold Coast.

[b][u]Occupation[/u]:[/b] Student.

[b][u]Affiliations[/u]:[/b] Claremont Academy

[b][u]Family[/u]:[/b] Father: Jeff, Mother: Marie, Sister: Rebecca.


[b][u]Description[/u]:[/b]

[b]Age:[/b] 17 (DoB: May 3rd 1995)

[b]Apparent Age:[/b] 17

[b]Gender:[/b] Female.

[b]Ethnicity:[/b] Caucasian.

[b]Height:[/b] 5'4"

[b]Weight:[/b] 113 lbs

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Red


While she is naturally whip-thin and short, hard training at Claremont has added some muscle to Kristin's frame, giving her a wiry gymnast-like build. She has fair skin that is liberally dusted with freckles and red hair that she keeps short and typically wears tied back from her face. 


She is usually most comfortable in cargo pants and a tank-top and has a serious fascination for hooded jackets when the weather gets colder.


As Glow, Kristin wears a green and black bodysuit comprised of [i]Morphic Molecules[/i], complete with gloves and a small mask. This costume was designed by [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4956]Wisp[/url].


[b][u]Power Descriptions[/u]:[/b]

Completely at odds to her her love for physical activities, Kristin has been gifted with the ability to move objects with her mind.


Kristin's telekinetic powers stem from a hereditary genetic mutation and have only recently awoken. Objects that she moves are typically surrounded by a greenish glow that seems to be caused by her telekinesis leaking energy into nearby molecules of air and causing them to fluoresce. She also has the ability to create a telekinetic barrier capable of withstanding physical impacts by using her powers to compact the air around her into a solid form. This affect also carries a green glow.


[b][u]History[/u]:[/b]

Until recently, Kristin was a perfectly normal (almost) teenager. Sure, there was a few unexplained incidents of objects crashing around in her room while she slept, but nothing that tipped anyone off to the potential within her. From a very young age she loved to play sports, starting out with gymnastics, then moving to more contact-orientated sports like Soccer, Football and finally Judo.


Kristin is extremely close with her older sister, so the accident that led to the awakening of her powers was extremely traumatic for her. It was a simple enough afternoon. School was finished and a little crowd of students was crossing the road outside the front gate, with Kristin and Rebecca somewhere in the middle.


Unfortunately a police chase was also in progress, a couple of thugs having robbed a nearby convenience store. The fugitives, driving a beat up old Holden sedan clearly saw the group of students crossing the road, but chose to run the red light anyway, sending kids scattering in all directions. Kristin, stuck in the middle had nowhere to go.


Rebecca saved the day, bundling her little sister out of the way at the last moment, but was clipped by the speeding vehicle, which promptly lost control and crashed into a tree near the edge of the road. The aftermath is a complete blur to Kristin, but the news crews and bystanders with cellphones captured it perfectly - a massive, green glowing swirl of gravel, leaves, tree branches, and one wrecked Holden, revolving around a hysterical young girl cradling her injured and unconscious sister.


Paramedics arriving at the scene couldn't get to Rebecca because of Kristin's uncontrolled outburst - a fact that horrifies and embarrasses her - so eventually a local telepath was brought to the scene, soothing, cajoling, and then eventually "Brain slapping" (Kristin's own words) her into a stupor to end the standoff. Thankfully Rebecca's injuries were not too serious - a nasty concussion and several broken bones - and the entire scene was brought to a happy conclusion.


Kristin was briefly taken into training by a pair of Australian heroes, but without any expertise in telekinesis there was little enough that they could teach her. For a fortnight she struggled to control her gift in any meaningful way and was beginning to despair when she received an invitation to visit the Claremont Academy in Freedom city for assessment and training.


Despite a reluctance to leave her family and especially her still recovering sister, Kristin couldn't turn down the opportunity to learn more about her gifts and gain the training necessary to control them, so she has traveled to Freedom city to visit the Academy.


[b][u]Personality & Motivation[/u]:[/b]

Kristin is friendly, enthusiastic and easily excited. She'll almost never turn down an opportunity to spar (even against people who can pummel her with little to no effort), practice or even just play catch. She loves nothing more than an opportunity to run, or climb or swim or kick a football. Except maybe chocolate.


With her powers now firmly under control Kristin is becoming more comfortable with her role as a (junior) heroine. Protection of innocents is her first goal, and while she will always turn to people with more experience for advice if possible she won't hesitate to simply react if someone is in immediate danger.


[b][u]Powers & Tactics[/u]:[/b]

While she has become adept at using her gymnastic abilities to distract or confuse foes, and she is comfortable engaging in hand-to-hand combat with 'normal' humans, Glow is aware that she can't compete with powered individuals on a physical level. Despite her telekinetic defenses being mostly impervious to gunfire she will always attempt to subdue firearm-equipped foes as quickly as possible. She is capable of attacking multiple foes at once with her telekinesis but this does greatly limit the force of the blows she can deliver.


Against more powerful opponents she will attempt to concentrate her attacks, either delivering direct telekinetic blows or - in extreme situations - potentially even throwing large objects.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Fame:[/b] It's hard for your abilities to be a secret when your rather spectacular and uncontrolled first use of them was featured on the evening news and got hundreds of thousands of hits on video sites on the internet. Since that day both Kristin and her family have been besieged by reporters dying to interview both girls. This has made it increasingly different to keep "Kristin" and "Glow" as separate identities although so far nobody has managed to prove they are one and the same.


[b]The Disaster from down under / Jack Jackson:[/b] Certain members of the media (most noticeably a hack of a journalist by the name of Jack Jackson) delight in writing untrue things about Glow and her "wild, uncontrollable" abilities. This may cause her to be less well received by some members of the public than most heroes would be. Jackson himself appears to bear Glow significant ill will, despite her contributions to saving his life on the [url=http://freedomplaybypost.com/viewtopic.php?f=25&t=6319] ill-fortuned maiden flight of the SX-1[/url].


[b]Powerful enemies:[/b] Through her actions Glow has made enemies of several powerful groups and individuals who may wish to seek revenge. Such foes include the likes of El Sierpe (drug lord and all-around jerk), and the Serpent people.


[b][u]Abilities[/u]:[/b] 0 + 6 + 4 + 2 + 6 + 2 = 20PP

[b]Strength:[/b] 10 (+0)

[b]Dexterity:[/b] 16 (+3)

[b]Constitution:[/b] 14 (+2)

[b]Intelligence:[/b] 12 (+1)

[b]Wisdom:[/b] 16 (+3)

[b]Charisma:[/b] 12 (+1)



[b][u]Combat[/u]:[/b] 10 + 8 = 18PP

[b]Initiative:[/b] +7

[b]Attack:[/b] +5 Base, +9 Telekinesis

[b]Grapple:[/b] +8, +18 w/ Telekinesis

[b]Defense:[/b] +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

[b]Knockback:[/b] -7, -5 flat-footed; -2, -1 flat-footed w/out Force Field



[b][u]Saving Throws[/u]:[/b] 4 + 4 + 4 = 12PP

[b]Toughness:[/b] +10 [Imperious 6] (+2 Con, +2 Defensive roll, +6 Force Field), +8 [Impervious 6] flat-footed

[b]Fortitude:[/b] +6 (+2 Con, +4)

[b]Reflex:[/b] +7 (+3 Dex, +4)

[b]Will:[/b] +7 (+3 Wis, +4)



[b][u]Skills[/u]:[/b] 72R = 18PP

Acrobatics 12 (+15)

Climb 5 (+5)

Computers 4 (+5)

Concentration 7 (+10)

Diplomacy 4 (+5)

Escape Artist 2 (+5)

Intimidate 4 (+5)

Knowledge (Current events) 4 (+5)

Knowledge (Pop culture) 4 (+5)

Notice 7 (+10)

Perform (Dance) 4 (+5)

Search 2 (+3)

Sense Motive 7 (+10)

Sleight of hand 2 (+5)

Stealth 2 (+5)

Swim 2 (+2)



[b][u]Feats[/u]:[/b] 18PP

Acrobatic Bluff

Challenge: Fast Task 1 (Acrobatic Bluff)

Chokehold

Defensive Roll 1

Dodge Focus 4

Grappling Finesse

Improved Initiative 1

Improved Pin

Improved Trip

Interpose

Luck 1

Quick change

Set-up

Skill Mastery (Acrobatics, Concentration, Notice, Sense motive) 

Uncanny Dodge (Auditory)



[b][u]Powers[/u]:[/b] 12 + 32 + 2= 46PP


[b]Flight 1[/b]: [2pp]


[b]Force Field 6 ([/b][i]Extra[/i]: Impervious 6[b])[/b] [12PP]


[b]Telekinesis 13 ([/b]30PP Array; [i]Feats:[/i] Alternate Power 2[b])[/b] [32PP]

[array][u]Base[/u]: [b]Telekinesis 9 ([/b]Str 45 [hvy load 4.3 tons]; [i]Extras[/i]: Damaging, [i]Feats[/i]: Accurate 2[b], Precise)[/b] [30PP]


[u]AP[/u]: [b]Flight 4 ([/b]100mph / 880ft per round[b])[/b] 8PP


[u]AP[/u]: [b]Telekinesis 7 ([/b]Str 35 [hvy load 3.2 tons]; [i]Extras[/i]: Area [Targeted, Burst] (25-50 ft radius), Damaging, Selective Attack, [i]Feats[/i]: Accurate, Progression (increase area), [i]Flaws[/i]: Distracting[b])[/b] [30PP][/array]


[b][u]DC Block[/u][/b]

[code]

ATTACK            RANGE        SAVE                 EFFECT

Unarmed           Touch        DC 15 Toughness      Damage (Physical)

Telekinesis 9     Ranged       DC 24 Toughness      Damage (Physical)

Telekinesis 7     Ranged       DC 22 Toughness      Damage (Physical)

Totals: Abilities (20) + Combat (18) + Saving Throws (12) + Skills (18) + Feats (18) + Powers (46) - Drawbacks (0) = 132/138 Power Points

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  • 2 weeks later...

Silhouette

Right, so substituting Drain Toughness on Sil's strike, removing Affects Insubstancial 2, also nicking 2 ranks of luck from her ranks to give 10 PP to put into it. Making, Drain 5 (Extras: Affects Objects) linked to her strike power.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/d/d8/SilhouetteHF.png][/floatr]

[b][u]Character Name:[/u][/b] Silhouette

[b][u]Power Level:[/u][/b] 13 (196/196PP)

[b][u]Trade-Offs:[/u][/b] None

[b][u]Unspent PP:[/u][/b] 0

[b][u]Progress To Platinum Status:[/u][/b] 91/120

[i]Bronze Reward:[/i] Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling

[i]Silver Reward:[/i] 3rd PC, PL8/120PP ([url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=5542]Catalyst[/url])


[b][u]In Brief:[/u][/b] An ambush character and close ranger brawler with the ability to turn flat.


[b][u]Alternate Identity:[/u][/b] Caroline Wendle

[b][u]Identity:[/u][/b] Secret

[b][u]Birthplace:[/u][/b] Athens, GA, USA

[b][u]Occupation:[/u][/b] Freelancer

[b][u]Affiliations:[/u][/b] None

[b][u]Family:[/u][/b] Demarco, Marilyn, Alison, Trent Wendle


[b][u]Description[/u]:[/b]

[b]Age:[/b] 25 ([i]DoB:[/i] April 20th 1986)

[b]Gender:[/b] Female

[b]Ethnicity:[/b] Caucasion/Hispanic

[b]Height:[/b] 5'4"

[b]Weight:[/b] 130 lbs.

[b]Eyes:[/b] Grey

[b]Hair:[/b] Brown


The transition into superheroism has left an effect on Carrie's physique. She is no longer underweight, and far less skinny putting on a few pounds of muscle and training up. She's a lot more lean now, but her stance and figure is a lot more poise, and her posture and habits have improved. She looks a lot more healthy in that she has adjusted her sleep schedule to fit her new night job, and her eating habits have improved to compensate for her needing more energy.


Her costume a form fitting leather one piece biker suit she spray painted back with a baclava sewn into the collar. Over that is a specially made mask(curtiousy of Dragonfly) with a built in radio feed and lenses that helps her see in the dark. The black out assemble is completed with leather gloves and boots which gives her really the look of a modern ninja. She has several pockets which usually contain things like business and phone cards, some zip ties, bandages, and her car key.


[b][u]History:[/u][/b]

Carrie's parents travelled a bit before they had her older brother Trent and her, but settled down into a college town when her sister was born. Her mother was ex military and just got off two six year terms to cover college expenses and put down the payments on a house as well as a lease on a coffee shop that she ran with her father who never managed to finish schooling. Growing up there, Carrie tended to hang out with an older crowd.


When she turned seventeen, her parents sold their coffee shop to a competing franchise named after a character in Moby Dick and used the money to move to the suburbs outside of Freedom City. It was about a year earlier after hitting puberty that Carrie noticed her slight difference to everybody else in the family. Seeing as it was somewhat limited as a whole but not at all dangerous with some prompting from her sister she kept it the ability to herself. She went through life at a relative normal pace, until her sophmore year of college.


While attending a field trip to a museum with her art history class the whole place was seized by some whack job and his minions as a way to call out some big time hero. The guy's mook promptly bound and blindfolded everyone present to chairs to use as hostages when whatever random hero he was trying to called. When said hero did show up, while everyone was distracted Carrie just slipped out of her restraints, hit the singular henchman who was suppose to watch the hostages on the head a chair and untied everyone else. By the time villian had tried to pull the hostage card after the hero had defeated him or whatever obstacle he had set up there were only empty chairs and a knocked out henchman.


After that she didn't immediately jumping into the hero ring, but she thought it might be a possibility. After she graduated she found a similar situation when a regular guy was trying to hold up a convinience store. After turning 2D to avoid gunfire and hit him on the back of a head with a six pack of guinesse she started to look into seriously trying to help people with her abilities and started to experiment.


What started as an experiment became a full on lifestyle, which Carrie adjusted too accordingly. It wasn't hard to change her sleep and work schedule to suit her going out at nights as she worked freelance anyway, and already had a penchant for sleeping in late. What really became hard was the fact that she had to effectly lie to everyone she met about that part of her life, which Fulcrum whom she befriended as a civilian and does custom tailoring for.


[b][u]Personality & Motivation:[/u][/b]

Carrie is a big believer in choice as the major decider of what happens to someone in life. Growing up in a college town she saw teenagers work hard and learn to do their dream jobs until they graduate, but she also saw the results of students who dropped out early because of pregnancy, accidents, arrest records, drug use, or just plain laziness. This makes her quite blunt and generally insensitive to most peoples situations when she sees a lot of self inflicted miseries throughout the city. She hates it when people complain about their situation and neither try to see what they can do to improve it or see how lucky they themselves are. She hates it even more when villians and sometimes even heros force their own plans on to innocent bystanders. This includes but isn't limited too, hostage situations, access property damage, and meaningless slaughter from either party.


Though she tries to pass herself off as standoffish, she's a bit shy and tries very hard to avoid direct attention in any way possible. This being said, it's really just a self defense mechanism because she herself is very insecure about her own lack of power and is almost constantly comparing herself to others. However insecure she is about whether she is in fact a hero or not, it still doesn't stop her from working hard, and maintaining her own set of morals and ideals about how heroes should act, and about how people should act. This makes her especially hard on herself if she doesn't live up to it herself.


Carrie outside of costume is a nerd, plain and simple. She loves works of fiction, any fiction, comics, movies, novels, she has shelves of these just lined up and well bent from rereading them. She also has a taste for the older styles, loving old cars, and older designs and cuts of clothing, as well as steampunk things and clothing (some of which she owns is geniune because of a visit to an actual steampunk alternate universe). If she had the choice she'd be driving some full on classic American muscle cars instead of her mini cooper, or a really nice old chopper, but the car was a gift, and it was better than what she had before, which was nothing.


[b][u]Powers & Tactics:[/u][/b]

Silhouette can turn flat, which sounds like a rather lame power, but she ultilizes it quite well. Her fingers and limbs are incredibly sharp, and she does not have to assume full form to use them making her able to brawl effectively both in and out of costume with little(or really less) suspect to her idenity. Her black costume allows her to masquerade as a shadow as she moves along walls, and her now more refined use of acrobatics makes her able to run circles around opponents easily before sneaking in for a hit. When alone, she usually relies on divide and conquer methods of attack, while in battle she'll both act as a distraction, and use the distraction of others while trying to maintain the safety of civilians or to catch the villians off guard.


[hr][/hr]

[b][u]Complications:[/u][/b]

[b]Bad Cravings:[/b] Carrie used to smoke in college, and quit afterwards because she couldn't afford to keep up the habit. As a result she gets very, very irratable near bars or clubs or anywhere else filled with cigerette smoke as it gives her cravings.

[b]Family:[/b] She is very much a family person and since they all live within or near the city limits she will almost always try to attend family gatherings and events.

[b]No Weapons:[/b] She can't actively carry weapons with her because she can't carry make anything that isn't already naturally flat with her when she goes 2D. This has lead to her to improvise a lot.

[b]Secret:[/b] She does try her best to keep her identity secret by avoiding some of the hazards like her mask falling off(by sewing it to the rest of her suit) or distorting her features with her ability if she's ever caught without it.

[b]Struggling:[/b] Working freelance her general income is far from stable, coupled with student loans she has had to learned very quickly to live with the very bare minimum. She lives in the Fens near the border of the theatre district and will often take up jobs there painting sets and running theatre tech to help supplement her income.

[b]Weak Stomach:[/b] Carrie gets nausea very easy, and as such has to take ginger pills before getting in cars or on boats (unless she's driving). The same goes for teleportation, even by friendly parties.



[b][u]Abilities:[/u][/b] 6 + 10 + 8 + 4 + 4 - 0 = 32PP

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)



[b][u]Combat:[/u][/b] 8 + 12 = 20PP

Initiative: +13

Attack: +4, +12 Melee

Grapple: +17

Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback: -5, -2 Flat-Footed



[b][u]Saving Throws:[/u][/b] 6 + 9 + 5 = 20PP

Toughness: +12, +4 Flat-Footed (+4 Con, +8 Defensive Roll)

Fortitude: +10 (+4 Con, +6)

Reflex: +14 (+5 Dex, +9)

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



[b][u]Skills:[/u][/b] 116R = 29PP

Acrobatics 15 (+20)

Computers 8 (+10)

Crafts Artisitic 8 (+10)

Disable Device 8 (+10)

Gather Information 10 (+10)

Knowledge (Art) 8 (+10)

Knowledge (Behavioral Sciences) 4 (+6)

Knowledge (Physical Sciences) 6 (+8)

Knowledge (Popular Culture) 3 (+5)

Knowledge (Technology) 4 (+6)

Language 1 (English [Native], Spanish)

Notice 8 (+10)

Search 8 (+10)

Sleight of Hand 10 (+15)

Stealth 15 (+20)



[b][u]Feats:[/u][/b] 51PP

Accurate Attack

Acrobatic Bluff

Agile Climber

All-Out Attack

Attack Focus (Melee) 8

Challenge (Fast Acrobatic Bluff)

Dazzling Attack

Defensive Roll 4 (+8 Toughness)

Dodge Focus 6

Equipment 3 (+4 Veteran Reward = 7 [35EP])

Grapple Finesse

Improved Critical (Strike) 2

Improved Disarm

Improved Initiative 2

Improved Grapple

Improvised Tools

Luck 2

Move-By Action

Ninja Run

Paralyzing Attack

Power Attack

Redirect

Set Up

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

Stunning Attack

Takedown Attack 2

Ultimate Save (Reflex)

Uncanny Dodge (Hearing)

Well-Informed


[u]Equipment[/u]: 7PP = 35EP

[equip][b][u]2008 Mini Cooper[/u][/b] [28EP]

[list][u]Stats[/u]: [i]Size[/i]: Large [1EP]; [i]Strength:[/i] 30 [2EP]; [i]Defense:[/i] 9 [0EP]; [i]Toughness:[/i] 11 [7 + 4EP] 

[u]Features[/u]: Disguise, Navigation System, Remote Control [3EP]

[u]Powers[/u]:

[b]Concealment 6[/b] (All Auditory & Visual; [i]Flaws:[/i] Blending) [6EP]

[b]Immunity 5[/b] (Falling Damage) [5EP]

[b]Speed 6[/b] (500 mph) [6EP]

[b]Super-Movement 1[/b] (Wall Crawling; [i]Flaw:[/i] Only While Moving) [1EP][/list]


[b]HQ[/b] (Underground Under Closed Down Video Store) [7EP]

[list][u]Stats[/u]: [i]Size:[/i] Medium [1EP]; [i]Toughness:[/i] 5 [0EP]

[u]Features[/u]: Computer, Concealed, Defense System (Blast 10), Garage, Living Space, Power System [6EP][/list][/equip]


[b][u]Powers:[/u][/b] 4 + 18 + 22 = 44PP


[b]Device 1 ([/b]5PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [4PP] (Armor, Mask)


[device][b]Immunity 2 ([/b]Dazzle [Visual][b])[/b] [2PP]


[b]Super-Senses 3 ([/b]Darkvision, Radio[b])[/b] [3PP][/device]

[b]Dimensional Control (2-D Form) 3 ([/b]15PP Container [Sustained Duration], [i]Extras:[/i] Action [Reaction][b])[/b] [18PP]


[device][b]Concealment 4 ([/b]All Visual Senses, [i]Flaws:[/i] Limited [Side View][b])[/b] [4PP]


[b]Enhanced Feats 7 ([/b]Defensive Attack, Elusive Target, Evasion 2, Hide In Plain Sight, Improved Defense 2[b])[/b] [7PP]


[b]Insubstantial 1 ([/b][i]Flaws:[/i] Limited [Width][b])[/b] [4PP][/device]


[b]Strike 9 ([/b][i]Extras:[/i] Linked, Penetrating [2, DMG 14], [i]Feats:[/i] Mighty[b])[/b] (Mutation, Training, Ultrasharp Fingers & Feet) + [b]Drain 5[/b] ([i]Extras:[/i] Affects Objects) [22PP]


[b][u]DC Block[/u][/b]

Unarmed --- 18 / Toughness --- Bruised (Staged)

Strike/Drain --- 27/15 / Toughness/Fortitude --- Bruised/Drain Toughness (Staged); Penetrating 2



[b]Abilities (32) + Combat (20) + Saves (20) + Skills (29) + Feats (51) + Powers (44) - Drawbacks (0) = 196/196 Power Points[/b]

SLICED AND DICED by GIZMO

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Wraith

Wraith's a bit overdue for edits! So:

13pp to spend.

* Bringing her up to PL11 caps:

** +2 STR, +2 CON (4pp)

** +1 base attack and +1 base defense (4pp)

* 5pp (20R) in skills (whew!), boosting the following:

** +6 Acrobatics

** +3 Intimidation

** +4 Sense Motive

** +3 Stealth

** +4 Survival

[b][u]Player Name[/u]:[/b] Fox[floatr][img=http://freedomplaybypost.com/wiki/images/a/a6/Wraith_HF.png][/floatr]

[b][u]Character Name[/u]:[/b] Wraith

[b][u]Power Level[/u]:[/b] 11 (173/173pp)

[b][u]Trade-Offs[/u]:[/b] -2 Defense / +2 Toughness

[b][u]Unspent PP[/u]:[/b] 0

[b][u]Progress to Platinum Status[/u]:[/b] 23/120 (Gold status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3731]Dragonfly[/url])


[b][u]In Brief[/u]:[/b] A nice, kind teenage girl who's actually an alien made of fluid metal.


[b][u]Alternate Identities[/u]:[/b] Indira Singh

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] Kinigos

[b][u]Occupation[/u]:[/b] Student

[b][u]Affiliations[/u]:[/b] Claremont Academy

[b][u]Family[/u]:[/b] Unnamed Mother & Father


[b][u]Age[/u]:[/b] 16 (in your human years)

[b][u]Apparent Age[/u]:[/b] 16

[b][u]Gender[/u]:[/b] Female (apparent)

[b][u]Ethnicity[/u]:[/b] Kinigosi (true), Indian (apparent)

[b][u]Height[/u]:[/b] 5'10"

[b][u]Weight[/u]:[/b] 350 lbs.

[b][u]Eyes[/u]:[/b] Solid Black (alien), Dark Brown (human)

[b][u]Hair[/u]:[/b] None (Alien), very Dark Brown (human)


[b][u]Description[/u]:[/b] In her human guise, Indira Singh is a charming young lady with a pleasant face, dark eyes, and long dark brown hair; an athletic build and oddly fluid grace belie her true weight and the true nature that causes it. Indira favors slim, light clothing - more often than not she's making it herself with her shapeshifting, and heavy or complex layers are simply harder to create and maintain.


As she truly is, Indira is a largish and usually humanoid being made of seamless silvery metal, polished-looking and warm to the touch. She has three eyes (the third of which is in the center of her 'forehead', vertically oriented), all of which are pure black; she has no mouth and (for that matter) no other visible orifices. Everything else is likely to change with mood and the needs of the moment, though the longer she's on Earth and in human form the more feminine the 'body' of her alien form tends to be at default. Rather absurdly, she often gives her alien form a small raised area around the eyes, like a (three-eyed) domino mask...because heroes wear masks, of course.


[b][u]Power Descriptions[/u]:[/b] See "Powers & Tactics" below.


[b][u]History[/u]:[/b] Crime has always spread to wherever there was room to hold it, and as the name would imply there's a lot of room in space. So much room, in fact, that crime can be had on a scale unheard of on any single planet - but the problem with large, sprawling criminal empires is that sometimes you need front businesses, bean counters, legitimate employees, paper trails...and sometimes someone you've 'encouraged' to work for you gets ahold of some terribly sensitive information, something they can take to the authorities to help hurt or bring down a sizeable piece of your empire. Unfortunately for them, this is probably enough to do some very painful damage but not enough to cripple or end your organization, so they're almost certain to have to be relocated somewhere where they won't be found by angry humanoids with squinty eyes and middle names like "Big Jim" or "the Claw".


This was something of a problem for the Lor, once the case was finished and the testimony given. They had three members of a relatively rare race that needed to be hidden [i]somewhere[/i], away from the seeking eyes of a sprawling and angry criminal group suspected to have connections anywhere and everywhere worth having connections. Fortunately, there was a little planet that wasn't so developed that a few aliens couldn't remain fairly anonymous, but developed enough to be comfortable; a place with a good variety of distinct cultures and peoples, where the odd was almost common in places and where the Lor just so happened to have a few contacts in good standing. And so it was that Indira and her family came to Earth: first to India, where they established an identity for themselves, and then to Freedom City, where even the odd alien sighting would hopefully be lost in the unsettlingly high concentration of metahumans and mythological beings come to life. As an added bonus, Indira could be sent to a school where she wouldn't stand out quite so much....


[b][u]Personality & Motivation[/u]:[/b] A kind but fierce soul, Indira fights crime mostly because she feels that she must. Not only is it an excellent excuse to let loose and - literally - be herself for a while, but in a world of fragile fleshy beings she's...well, not exactly the Centurion, but more equipped to deal with high crime than many. She can't sit idly by with that kind of strength while bad things happen around her.


She's very curious about how humans live - human culture and interaction, local animals, and whatever else captures her fancy. By and large she tends to be a bit formal and straight-laced as a consequence of her upbringing, but that doesn't mean she's one to turn down an opportunity to cut loose if she can get away with it and it sounds like fun....


[b][u]Powers & Tactics[/u]:[/b] Wraith is capable of shifting and reshaping her own body mass in response to what she needs to do and/or be for the task at hand: if she needs to run quickly she becomes sleek and quadrupedal, if she needs to fight her way through a sea of minions she sprouts long whip-like limbs tipped with hammers or scythe-like blades, and so on. She can similarly change her solidity, anywhere from a viscous but fluid metal to more solid than any Earthly steel. This ability isn't without limitations, however: bits of herself that are completely separated from her main mass are lost forever if not quickly recovered (and the separation is very painful), and her ability to change her color is extremely limited. A normal member of her race can only shift between metallic shades, and generally only in shades of silver or grey; a combination of Kinigosi and Lor technology has introduced a mutation that lets her kind assume a single humanoid form and to - with practice - change details [i]of[/i] that form in the way of clothes and hairstyle and the like. The basic template, however, is relatively fixed and most shapeshifting will create obvious breaks in the facade (eg, she could elongate a limb, but it would be a normal human upper arm connected to a normal human lower arm by a long silver tentacle).


Her people are born with castes, not genders (though the social importance of one's caste has decreased dramatically since less civilized times); Wraith would be considered a prime specimen of the warrior caste, highly fit with excellent shapeshifting control and good fighting instincts. That said, she has relatively little fighting training or experience, and relies heavily on those instincts to get her through combat. She tries diplomacy if it seems likely to work but otherwise hits hard, fast, and has a bad habit of depending on her considerable durability over complex tactics.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Alien:[/b] Alien. Not only does she often look and move like a sci-fi horror movie monster, but even her human guise is essentially skin-deep: if you cut her she bleeds silver, she weighs too much for her size, her inhumanity is immediately apparent to many super-senses, etc.

[b]Secret:[/b] Identity.

[b]Space-Fish Out of Space-Water:[/b] She's been on the planet for a little while already but is still an alien; humans are [i]weird[/i] and their culture is weirder (but the TV's pretty neat), and she has to deal with being foreign both as an alien and as a recently-immigrated Indian.

[b]Witness Protection:[/b] This is why she and her family are on Earth to begin with; while most up in space aren't likely to be watching broadcasts from that little blue planet full of under-developed monkeys, there [i]are[/i] people out there looking for her parents, and would find her terribly useful as leverage - this puts certain risks on whatever she does, and means there's probably an overworked Lor witsec officer somewhere who'd rather she kept a low profile.

[b]Your Car Was Delicious:[/b] While she can't starve she does require mass (in the form of metals) to replace any mass that is lost or too damaged to heal.



[b][u]Abilities[/u]:[/b] 12 + 6 + 12 + 6 + 2 + 4 = 42pp

Strength: 22 (+6)

Dexterity: 16 (+3)

Constitution: 22 (+6)

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 14 (+2)



[b][u]Combat[/u]:[/b] 10 + 10 = 20pp

Initiative: +7

Attack: +5 Ranged, +11 Melee

Grapple: +16

Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -6/-2



[b][u]Saving Throws[/u]:[/b] 4 + 5 + 5 = 15pp

Toughness: +13/+6 (+6 Con, +7 Protection)

Fortitude: +10 (+6 Con, +4)

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

Will: +7 (+1 Wis, +6)



[b][u]Skills[/u]:[/b] 72R = 18pp

Acrobatics 6 (+9)

Bluff 4 (+6, +10 Attractive)

Concentration 4 (+5)

Diplomacy 4 (+6, +10 Attractive)

Disguise 0 (+2, +4 Shapeshift, +42 Morph [Human Form])

Intimidation 3 (+5)

Knowledge (Current Events) 2 (+5)

Knowledge (Pop Culture) 2 (+5)

Language 3 (English, Galstandard, Hindi, Kinigosi [Native])

Notice 14 (+15)

Search 2 (+5)

Sense Motive 4 (+5)

Stealth 15 (+18)

Survival 9 (+10)



[b][u]Feats[/u]:[/b] 18pp

Ambidexterity

Attack Focus (Melee) 6

Attractive

Dodge Focus 4

Improved Initiative

Interpose

Luck 2

Takedown Attack

Ultimate Save (Toughness)



[b][u]Powers[/u]:[/b] 37 + 7 + 16 = 60pp


[b]Alien Biology 7.2 ([/b]36pp Container [Passive, Permanent]; [i]Feats:[/i] Innate[b])[/b] [37pp]


[device][b]Immunity 23 ([/b]Critical Hits, Falling Damage, Magnetic Effects, Life Support [Disease, Poison, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Suffocation], Sleep, Starvation/Thirst[b])[/b] [23pp]


[b]Insubstantial 1 ([/b][i]Extras:[/i] Special [Free Action / Sustained Duration to become Solid], [i]Flaws:[/i] Permanent, [i]Feats:[/i] Selective, Subtle[b])[/b] [7pp] (Liquid Metal)


[b]Super-Senses 6 ([/b]Acute Smell, Darkvision, Infravision, Ultrasonic Hearing, Ultravision[b])[/b] [6pp][/device]

[b]Protection 7[/b] [7pp]


[b]Shapeshift 2 ([/b]10pp, +10 Disguise[b])[/b] [16pp]


[list][i]Sample Configurations:[/i]

[spoiler][u]"Give Us A Hug"[/u]

[b]Additional Limbs 3 ([/b]+5 Limbs; [i]Flaws:[/i] Duration [Sustained][b])[/b] [3pp]

[b]Elongation 3 ([/b]25ft[b])[/b] [3pp]

[b]Super-Strength 2 ([/b]+10 STR[b])[/b] [4pp]

[3 + 3 + 4 = 10/10pp]


[u]Human Form[/u]

[b]Morph 8 ([/b]One Form, +40 Disguise, [i]Feats:[/i] Quick Change 2[b])[/b] [8pp]


[u]Hunter[/u]

[b]Leaping 2 ([/b]x5 [[i]Running Long Jump:[/i] 75ft][b])[/b] [2pp]

[b]Speed 1 ([/b]10mph / 100ft per Move Action[b])[/b] [1pp]

[b]Super-Movement 3 ([/b]Slithering, Wall-Crawling 2[b])[/b] [6pp]

[b]Super-Senses 1 ([/b]Tracking Scent [1/2 Speed][b])[/b] [1pp]

[2 + 1 + 6 + 1 = 10/10pp]


[u]"Om Nom Nom"[/u]

[b]Drain Toughness 6 ([/b][i]Extras:[/i] Affects Objects, Linked [Damage, Healing], [i]Flaws:[/i] Limited [Objects], Limited [Metal][b])[/b] [3pp] 

[b]+ Damage 6 ([/b][i]Extras:[/i] Linked [Drain, Healing], [i]Flaws:[/i] Limited [Objects], Limited [Metal][b])[/b] [2pp] 

[b]+ Healing 4 ([/b]Recovery +9, [i]Extras:[/i] Action [Standard], Linked [Drain, Damage], [i]Flaws:[/i] Personal, Source [Metal], [i]Feats:[/i] Regrowth[b])[/b] [5pp]

[3 + 2 + 5 = 10pp]


[u]Whip-Blades/Clubs[/u]

[b]Elongation 2 ([/b]10ft[b])[/b] [2pp]

[b]Speed 1 ([/b]10mph / 100 feet per Move Action[b])[/b] [1pp]

[b]Strike 5 ([/b][i]Feats:[/i] Improved Critical [19-20], Mighty[b])[/b] [7pp]

[2 + 1 + 7 = 10/10pp][/spoiler]
[/list]


[b][u]Drawbacks[/u]:[/b] -0pp

None



[b][u]DC Block[/u]:[/b]

[code]ATTACK              RANGE                           SAVE                        EFFECT

Unarmed             Touch                           DC21 Toughness (Staged)     Damage (Physical)

Strike Setting      Touch (~15ft w/ Elongation)     DC26 Toughness (Staged)     Damage (Physical)
Abilities (42) + Combat (20) + Saving Throws (15) + Skills (18) + Feats (18) + Powers (60) - Drawbacks (0) = 173/173 Power Points

ABS TONED AND MIND HONED by GIZMO

Link to comment
  • 2 weeks later...

I'd like to add a complication to Arc's list:

Collateral Damage: Arcturus has a tendency, when under the influence of the Beast Rune, to cause a notable amount of damage to EVERYTHING around him. He has an exceedingly difficult time gauging his own strength, and often causes a lot of unintentional harm because of it.

Player Edit: Build edits withdrawn for Reasonsâ„¢.

HULK SMASHED by GIZMO

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OH HONEY HONEY'D by GIZMO

The Bee-Keeper III

Okay, so, this one's a bit of a doozy. I'll try and make it super-easy though!

Before applying the 4pp earned for November, I would like to request the following changes:

:arrow: Feats are being re-arranged somewhat. Dropping the following feats: Evasion 2, Takedown Attack 2 and Ultimate Toughness. The reason being is that Evasion simply makes no sense, Takedown Attack doesn't quite seem to fit the style of combat I see the Bee-Keeper typically being embroiled in, and Ultimate Toughness seems like something that would be more appropriate as an Enhanced Feat for his Bee-Keeper Suit. With the 5pp accrued from dropping these feats, he will instead pick up Fast Overrun and Improved Overrun for 2pp, leaving the other 3pp for other things. Also, switching out his Skill Mastery feat's Bluff and Knowledge: Technology emphasis for Craft: Electronics and Craft: Mechanical instead.

:arrow: The only mechanical inaccuracies I need to take note of is the Bee-Keeper's Comprehend Power associated with his suit. It should be only 1 Device Point instead of the "2dp" it's listed as, since it's limited specifically only to bees. Freeing up that 1dp, I'd like to use it to acquire the Ultimate Toughness feat as an Enhanced Feat, putting the suit back to its proper totals of 61pp/75dp. In a similar fashion, I'd like to switch out Bee-Keeper's Paralyze for Snare instead, as Supercape has more than made a convincing argument for it being a much more thematically appropriate way of "gunking evildoers up," as well as drop the Reversible Power Feat on his Blast in favor of another rank of Improved Critical. Reversible just doesn't make any sense for an energy blast to the face!

:arrow: Using his other 3pp, I'd like to invest 2pp into increasing Baxter's Constitution Score by +2, both increasing his Fortitude, putting his Toughness Save at his future PL11 Cap, and otherwise representing his stellar ability to take a beating (which he almost certainly does without fail). This leaves him with 1pp left unspent. That one power point will go into skills, increasing his Craft: Electronics and Craft: Mechanical skills by +1 each, and Notice by +2.

:arrow: As for the 4pp earned for November, I'd like to increase the Bee-Keeper's Attack and Defense by +1 each, putting him at PL11 Caps in those regards and increasing his Grapple Bonus to +24/+7 respectively. He'll also go ahead and bump up his Nauseate and Snare to PL11 since he's got room to spare in the numbers department there for those particular Alternate Powers.

[url=http://www.freedomplaybypost.com/viewtopic.php?p=148762#p148762]Subject: The Bee-Keeper III (PL 10) - SpicyWaffle[/url]


[quote name="SpicyWaffle"][b][u]Player Name[/u]:[/b] SpicyWaffle

[b][u]Character Name[/u]:[/b] The Bee-Keeper III

[b][u]Power Level[/u]:[/b] 11 (162/162PP)

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Bronze Status[/u]:[/b] 12/30


[b][u]In Brief[/u]:[/b] An unlikely heir seeks to revivify the zanily tarnished Bee-Keeper legacy in the name of justice.


[b][u]Alternate Identity[/u]:[/b] Baxter Bowles

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] Bayview, Freedom City

[b][u]Occupation[/u]:[/b] High School Student, Superhero

[b][u]Affiliations[/u]:[/b] Franklin D. Roosevelt High School

[b][u]Family[/u]:[/b] Barry Bowles (Uncle; Incarcerated), Benny Bowles (Father), Samantha Bowles (Mother)


[b][u]Description[/u]:[/b]

[b]Age:[/b] 17 ([i]DoB:[/i] May 15th, 1995)

[b]Apparent Age:[/b] 17

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Caucasian

[b]Height:[/b] 5'10"

[b]Weight:[/b] 154 Lbs.

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Brown


[b][u]Appearance:[/u][/b]


Of the unassuming variety, Baxter isn't much to look at on first glance. Sporting a modest physique, Baxter's hobbyist activities keep him in decent shape. Regardless, he comes off as rather plain, able to blend in with a crowd rather easily; a trait he's found somewhat useful amidst the high school crowd and would-be gumshoes trying to decipher his secret identity. When not in costume, Baxter keeps his dark brown hair short and simple, preferring a crew cut style to prevent any irritating interference with his vision. Typically found dressed in casual clothes purchased from Bayview Mall, the secret apiary adventurer is practically indistinguishable in terms of any other teen walking the streets... save, perhaps, for the unusual backpack often found strapped along his shoulders.


In costume, however, is a wholly different matter. Once the armor goes on, Baxter becomes the Bee-Keeper (III), an up-and-coming albeit prematurely tarnished young hero of Freedom City. The armor in particular stands out, stylized more after the European Dark Bee, showing off a large pair of metallic, insectile wings of a silvery-black, a full-body battlesuit recently painted by Baxter himself with black-and-yellow stripes, and a helmet affixed to the rest of the heavy-looking ensemble which bears both a pair of antennae and faux compound eyes. More streamlined than the Bee-Keeper Armor 2.0, the 1.6 Eco-Edition is a lighter, but less versatile model that lacks many of the finer points than its crafter's final version, more so for practicality than an intended sacrifice for gain elsewhere. Unlike the more famous model worn by the Bee-Keeper II, however, this one doesn't actually host an army of living bees inside its whirring form. Rather, the Eco-Edition suit carries within itself an assortment of miniscule robo-bees, designed by Barry in the event he didn't wish to bring harm to his buzzing brothers and sisters; hence, ecologically sound for the bees, but not so much for everything else.


[b][u]Power Descriptions[/u]:[/b]


[i][b]Descriptors:[/b] Bees, Technology[/i]


With no powers to speak of himself, Baxter relies on the various gadgets and gizmos his now-incarcerated uncle built into this particular streamlined, collapsible backpack-shaped model of iconic armor to get the job done. Once unpacked and donned, the armor functions as intended: physically augmenting servos with enough strength to lift a cargo jet, functional retractable wings for flight, and a plethora of self-replicating robo-bees programmed to act just like the real things, it's certainly a scientific marvel brought to life. If it weren't for the fact Uncle Barry was one too many workers short of a hive, it might have been one of the greatest inventions in the last decade; but alas, its only use now is to put fresh whelts on criminal scum before locking them up in the clink, all of which are powered by the busy little robo-bees who collect electricity like normal bees collect pollen.


The most often used tools of the Bee-Keeper Armor 1.6e are no doubt the various blasters. Within the right palm of the metallic exoskeleton is a small energy converter capable of projecting a beam of golden-hued energy generated by the busy bees housed inside the suit, using them as a sort of living battery; the other hand bears a similar compartment, though this one fires super-sticky synthetic (and surprisingly delicious!) honey alternative, capable of stopping any man in his tracks while being wholly nutritious. A pair on the wrists jut out ever so slightly, but bear similar functionality, firing toxic stingers coated in synthesized bee venom which can cause illness in victims. While many of these things are insidious inventions by a distraught Barry Bowles, he wasn't a heartless inventor, and left a few failsafes just in-case things got out of hand. As such, most of the armaments carry a triggerable anti-toxin when signs of serious danger rear their head, such as an allergic reaction or the like.


[b][u]History[/u]:[/b]


Born and raised in Freedom City's Bayview district, Baxter Bowles had always been fascinated with superheroes. After all, Freedom City was the proverbial mecca therein, and between their constant exposure on television, in comic books, and on billboards all over the city after the Terminus Invasion, it was no wonder that the young boy found himself awe-stricken by them. They were icons; people to look up to, who went out of their way to make things safer not just for the city, but for the world as a whole. As a kid, he would often fantasize about those farfetched dreams; swinging from skylines like the Raven, duking it out as Captain Thunder, and all other manner of such thoughts that children had a propensity to conjure.


Such thoughts, however, faded for a time as he grew older; coming to terms that such a thing wasn't possible in his own future. Baxter grew into an energetic boy nonetheless, and things were well amongst the family. That is, until it turned out crazy ol' Uncle Barry really was crazy. He was all over the news, going around doing heinous things in a bee-suit, causing no end of grief for everyone. While Baxter was certainly shocked at this revelation, his father and Barry's younger brother was even more infuriated, having become the laughing stock of his lawfirm. For Baxter though, this shifted to life at school. No longer was he the unassuming teenage kid who slept in math class; no, he'd henceforth been demoted to 'the kid who hung out with that crazy bee guy on TV,' despite his protests that he did not, in fact, associate with his uncle. Suffice it to say that school became substantially rougher soon thereafter.


Things changed though when that mysterious letter arrived, heralded by a cadre of small robo-bees. Curious, Baxter sneaked a peek at its contents, and in it contained the location of a storage unit located in the Fens, as well as a key. After the onset of Uncle Barry's criminally-insane breakdown, Baxter felt intrigued to investigate; the errant letter and its contents clearly important. It wasn't long after arriving on the scene that he found the prototype suit hidden amidst his uncle's old salvaged knick-knacks from his electronics shop, and took it as a golden opportunity - a one-of-a-kind battlesuit of his very own. He tinkered with it, figured out how it worked, and said nothing to his parents; going so far as to hide the cryptic letter he'd gotten that was probably meant for his father. But this suit? This was his chance to live the dreams he'd all but given up on; to do something more than just be himself. Like in the comics, he could be something greater; and as he discovered the secrets of the suit and how to work its robotic denizens, he felt like he could be just like his heroes on the Freedom League. Weeks turned to months whilst Baxter secretly trained away from prying eyes outside of class whenever he could, growing in confidence as he did so and studying how the mechanics of the apiary outfit worked, adamant about his goals and eager to at least make an attempt at defending the down-trodden and putting a damper on the criminal element still rampant amidst Freedom City.


Now? Now, Baxter was ready. Ready to take his shot at being a real superhero, just like he'd always dreamed. Ready to take this one chance and put it all on the line in reckless abandon in order to do something for the city and its denizens as a protector. Ready to redeem his family name from his insane uncle, and fix what he'd wrought. With a fresh coat of paint, some idealism of youth, and a desire to make an impact, Baxter took up the mantle of the Bee-Keeper anew, eager to take his shot at what he believed he was meant to be. Not for fame, or fortune, but for the opportunity to rise above his station and do his part for the community as a real superhero.


[b][u]Personality & Motivation[/u]:[/b]


Much like how there are two sides to every coin, this is no exception for Baxter. Outside of the armor and high-tech gizmos, he's just your average, everyday teenager, complete with all the problems that come along with that package. Despite his laid-back, almost idyllic facade at school and with his friends, Baxter still has to deal with all the stress of balancing a life of superheroics and secret normalcy. Things aren't always peaches and chocolate chips, but he gets by, and retains a relatively happy-go-lucky albeit somewhat reserved disposition; the latter more in part due to exhaustion than an earnest endeavor to come off that way. He's a sharp enough lad, able to work out this-and-that on his own without any hand-holding, but he's certainly no prodigy. What he lacks in physical and mental faculties, he makes up for with a strange sense of charm; that relaxed friendliness in the face of adversity and laid-back optimism that's earned him at least some indifference if not acceptance from the local cliques in school. A silver tongue helps, having had lots of practice wrapping mom and dad around his little finger with honeyed words and careful omission. Sure, he might lie on occasion, but that doesn't mean his morals are flippant things to be tossed around. His compass, while skewed, is nevertheless pointed soundly towards that of good.


On the flip side as the Bee-Keeper III, Baxter is a wholly different fellow. Behind the mask and within the hardened metallic suit of insectile inspiration, he feels changed; empowered and confident, nearing the point of arrogance, some might say, and emboldened by a desire to do good. Often found spouting horrible bee-related puns and making grandiose speeches in a truly voluble manner, it almost seems comical by comparison. Yet, despite his charmingly goofy routine as a wise-cracking, apiary-themed adventurer, the newest Bee-Keeper takes his self-appointed job quite seriously, adamant in his fight against injustice. Ever since he was a kid growing up in Freedom City, he'd watched superheroes on TV and read comic books, but Baxter never thought he'd had the stuff to really be a hero; saving people from the criminals and bringing them to justice were just farfetched dreams that were crushed before they'd began. That is, until he found his Uncle's old suit of armor. Given a chance to actually live the dream and redeem the good name of his family after his uncle's tumultuous decent into madness, Baxter felt compelled to take up the mantle. After all, it was a once-in-a-lifetime opportunity; to be something more than average or an associate of a crazy bee-themed loon, helping people in a way that most might consider unachievable on a personal level. This was his chance to be a real superhero and redeem his good name, whilst putting villainous vagrants in their place in the process!


[b][u]Powers & Tactics[/u]:[/b]


Hit hard and hit fast. This is the grand strategem the young bee-themed hero has relied on for the last few months, utilizing the armor's various features and augmented capabilities to put evil-doers in their place through brute force, superior mobility, a little crowd control, and the (relative) safety the battlesuit provides from conventional arms. Having never been officially placed in a position of cooperation with other heroes yet, the newest incarnation of the Bee-Keeper isn't quite sure what he'll do when thrust into such a circumstance, but thus far things have been going swimmingly.


[hr][/hr]

[b][u]Complications[/u]:[/b]


[b]Rated 'T' for Teen (Age):[/b] Youth and speed might get the girls, but getting you into bars and nightclubs it does not. Even as an underage superhero, Baxter must still conform when out-of-costume with the laws and regulations regarding his age.


[b]Bee Amazzzzing! (Obsession):[/b] While he wasn't always as such, Baxter has begun to harbor a newfound interest in bees. Sure, he doesn't have any live ones at the moment, but its quickly becoming a fascinating study for the boy that's no doubt been spurred on by his discovery of Uncle Barry's decidedly denounced prototype battlesuit. When he can find the time, Baxter seeks out knowledge regarding these busybodies in an endeavor to unlock his - and the suits - full potential, like his misguided uncle before him.


[b]All the Buzz (Reputation):[/b] Given Baxter's double-life as an already (semi-) infamous and self-styled super-villain of the same name, it's fair to say that he gets his share of grief from capes, cops, and cowls alike for his legacy motif despite his best attempts otherwise. Likewise, as an obvious heir to the distressingly comical (but adept) Barry Bowles, Baxter has a harsh place amidst Freedonians as both a distant relation to an insane guy fascinated with bees and the very image of the same fellow when armored and patrolling the streets.


[b]Homeroom by Nine O'Clock (Responsibility):[/b] While the Bee-Keeper's sting might always be within reach of lawbreakers everywhere, Baxter isn't always so fortune to be suited up to do so. After all, he has things he must attend to on a regular basis; and of these things, the bane of them all is his curricular studies. As a high school student, Baxter must attend (and slip out only when it's easy to get away with) his classes regularly, relegating the majority of his crime-fighting activity to the late night variety. Failure to show up... well, hopefully there won't be another parent/teacher conference any time soon.


[b]Who is that Masked Apian Weirdo? (Secret):[/b] As a would-be superhero, Baxter does his best to keep his identity a closely guarded secret. While supervillains, mooks, and various other misguided miscreants might prove a perilous sort of ordeal for the aspiring apiary protege, there is one thing he fears more: his parents finding out he's been sneaking out to fight crime on the side.


[b][u]Abilities[/u]:[/b] 4 + 4 + 6 + 4 + 0 + 8 = 26PP


Strength: 32/14 (+11/+2)

Dexterity: 14 (+2)

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

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 18 (+4)



[b][u]Combat[/u]:[/b] 8 + 8 = 16PP


Initiative: +6 (+4 Improved Initiative, +2 Dex)

Attack: +5 (+5 Base, +7 Unarmed, +11 Strike, +11 Blast, +11 Nauseate, +11 Snare)

Grapple: +24/+7 [w/o Beesuit]

Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -5/-2 [w/o Protection]/-1 [w/o Beesuit]



[b][u]Saving Throws[/u]:[/b] 5 + 7 + 8 = 20PP


Toughness: +11/+8 [w/o Protection]/+3 [w/o Beesuit] (+8/+3 Con, +3 Protection)

Fortitude: +13/+8 [w/o Beesuit] (+8/+3 Con, +5)

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

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



[b][u]Skills[/u]:[/b] 48R = 12PP


Bluff 6 (+10) [sup]SM[/sup]

Craft: Electronic 4 (+6)

Craft: Mechanical 4 (+6)

Diplomacy 8 (+12) [sup]SM[/sup]

Knowledge: Life Sciences 4 (+6)

Knowledge: Pop Culture 4 (+6)

Knowledge: Technology 4 (+6) [sup]SM[/sup]

Notice 8 (+8)

Perform: Dance 6 (+10) [sup]SM[/sup]



[b][u]Feats[/u]:[/b] 27PP


All-Out Attack

Attack Specialization (Unarmed) 1

Beginner's Luck

Defensive Attack

Dodge Focus 6

Fast Overrun

Grappling Finesse

Improved Grab

Improved Initiative 1

Improved Overrun

Improved Throw

Improved Trip

Interpose

Luck 3

Move-By Action

Power Attack

Precise Shot 2

Skill Mastery 1 (Bluff, Diplomacy, Craft: Electronic, Perform: Dance)

Taunt



[b][u]Powers[/u]:[/b] 61PP


[b]Device 15[/b] (Bee-Keeper Armor 1.6e; 75 Points, Hard to Lose; PFs: Subtle) [61pp]


[quote name="Device 15 = 75 DP"][b]Communication 4[/b] (Radio) {4dp}

[b]Comprehend 2[/b] (Speak & Understand Animals; Limited: Bees) {1dp}

[b]Enhanced Constitution 10[/b] {10dp}

[b]Enhanced Feat - Ultimate Save [Toughness] {1dp}


[u]BE:[/u] [b]Enhanced Strength 18 + Super-Strength 8[/b] (Effective Carrying STR 72; PFs: Groundstrike) {35dp} - [i]The Proportionate Strength of a Bee![/i]

[list][u]AP:[/u] [b]Blast 10[/b] (Extras: Autofire, PFs: Accurate 3, Improved Crititcal 1, Reversible) {1dp} - [i]The Sting of Justice![/i]

[u]AP:[/u] [b]Nauseate 10[/b] (Extras: Ranged; PFs: Accurate 3, Reversible) {1dp} - [i]Toxic Stingers![/i]

[u]AP:[/u] [b]Snare 10[/b] (PFs: Accurate 3, Tether) {1dp} - [i]A Sticky Situation![/i]

[u]AP:[/u] [b]Strike 10[/b] (Extras: Autofire, Penetrating; PFs: Accurate 2, Improved Critical 2, Mighty) {1dp} - [i]A Mighty Beeting![/i][/list]


[b]Enhanced Uncanny Dodge (Auditory)[/b] {1dp} - [i]Twitchy Antennae![/i]

[b]Flight 5[/b] (250 MPH/2,500') {10dp} - [i]Flight of the Bumblebee![/i]

[b]Immunity 1[/b] (Bees) {1dp}

[b]Protection 3[/b] {3dp}

[b]Super-Senses 5[/b] (Darkvision, Direction Sense, Distance Sense, Ultra Hearing) {5ep}[/quote]



[b][u]Drawbacks[/u]:[/b] -4PP


[b]Normal Identity[/b] (Full-Round Action) [-4pp]



[code]ATTACK             RANGE        SAVE                        EFFECT

Unarmed            Touch     DC17 Toughness (Staged)     Damage (Physical)

Unarmed in Suit    Touch     DC26 Toughness (Staged)     Damage (Physical)

Strike             Touch     DC26 Toughness (Staged)     Damage (Physical)

Blast             Ranged     DC25 Toughness (Staged)     Damage (Physical)

Nauseate          Ranged     DC21 Fortitude (Staged)     Sickened/Nauseated/Helpless

Snare             Ranged     DC21 Reflex    (Staged)     Entangled/Bound

Totals: Abilities (26) + Combat (20) + Saving Throws (20) + Skills (12) + Feats (27) + Powers (61) - Drawbacks (4) = 158/158 Power Points

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PM SENT by GIZMO

Just a few small changes.

  • [*:2wcjq2xj]Her skills were listed a +3 rather than +4 on acrobatic modifiers, even though she had 18 Dex, so I corrected it.
    [*:2wcjq2xj]Dimensional Pocket now cannot be used as an attack. Upgraded the quick change 1 feat in it to quick change 2 since there were points left over.
    [*:2wcjq2xj]Realized how rarely acting will actually come into play, rearranged some but not all of its ranks into other skills.
    [*:2wcjq2xj]Spending a new power point on Challenge (Fast Feint), if that's okay.
    [*:2wcjq2xj]Now that I have a better idea of how to build a martial artist, I tried to make her build reflect it better. Removed the mutant physique from her powers and added a mighty strike and shifted a number of feats to its power feats rather than the list of general feats. They include: Stunning strike, accurate attack 4 and improved critical 2.
    [*:2wcjq2xj]Since she already has a specifically long-ranged teleport, I made her ordinary one a short-ranged, which uped its rank a little.
    [*:2wcjq2xj]Since that opened up some power points, I spent them on things that would further the martial artist theme, like Evasion 2 and takedown attack.
    [*:2wcjq2xj]Got rid of the container called mutant physique. The strength bonus is gone, the dexterity and con bonuses are now her default abilities, not powers.
    [*:2wcjq2xj]Added a drawback to bring her in line with other heroes derived from Terminus mutations; Daka Crystal vulnerability. She also has a power loss drawback in the presence of Daka crystals attached to her Terminal array.
    [*:2wcjq2xj]Cut out a sentence in the biography that was screwing with her fluff and changed up her personality to better fit how she is in play.
    [*:2wcjq2xj]Decided I didn't like her being able to jump anywhere she thought to go with a thought, so I moved her accurate extra down to the portal instead and adjusted the point spread accordingly. If she wants to go anywhere she can think of, I want it to at least be hard.

[b][u]Player Name[/u]:[/b] Freely Seek

    [b][u]Character Name[/u]:[/b] Warp

    [b][u]Power Level[/u]:[/b] 10   (150/151)

    [b][u]Trade-Offs[/u]:[/b] +4 Defense / -4 Toughness, +3 Attack / -3 DC

    [b][u]Unspent Power Points[/u]:[/b] 3

    [b][u]Progress To Bronze Status[/u]:[/b] 1/30


    [b][u]In Brief[/u]:[/b] A teenage girl and emergent mutant of Terminus energies trying to prove she has what it takes to be a hero.


    [b][u]Alternate Identity[/u]:[/b] Katharine Lilly Shade

    [b][u]Identity[/u]:[/b] Secret

    [b][u]Birthplace[/u]:[/b] Normal, Illinois 

    [b][u]Occupation[/u]:[/b] Student

    [b][u]Affiliations[/u]:[/b] Claremont Academy

    [b][u]Family[/u]:[/b] Rose Shade (Mother), Alexander Shade (Father), Lyle Shade (Brother)


    [b]Age:[/b] 16 ([i]DoB:[/i] 1997, 3rd of August)

    [b]Gender:[/b] Female

    [b]Height:[/b] 5'1"

    [b]Weight:[/b] 95lb

    [b]Eyes:[/b] Grey

    [b]Hair:[/b] Red


Kat's face is rounded and heart-shaped, with a pointed nose and eyes a little too wide for her face. Her rust-red hair, when left free, falls to her shoulders, but usually she ties it with hairband into a tail behind her; her skin is fair and lightly freckled and her eyes are a dull gray. Kat’s a teenager and it shows—her arms and legs have the lanky, almost clumsy look of a body not quite properly grown. Her figure is girlish rather than feminine, slim and slight, made trimmed and lean with all excess burned away by physical activity and mutant metabolism. 


During day-to-day activities, Kat wears a wide variety of clothes though most often she leans toward the practical, whether jeans or shorts or blouses or hoodies as the year runs through its cycle. She favors browns and reds. While in her capacity as a costumed heroine Kat lets her hair fall free; she wears an open dark vest over a close-fitting black full body suit extending from neck to wrists to ankle with a wavy spiral insignia emblazoned in red across her chest. She covers her hands with a pair of fingerless gloves and her feet with of dark-red boots.


[b][u]Power Descriptions[/u]:[/b]


Warp’s namesake directly relates to her connection to the Terminus, the dimension of entropy which lies between all dimensions. She breaks through the barrier between them and moves along the edge where they meet, where distance means something much different, before breaking through the other end. It's painful to watch , as it looks like she is ripping open flesh of reality and leaping through. With a red glow and threads of light-eating darkness Warp can cross great distances, tear open portals and throw reality-dissolving energies to destroy more tangible things than space.


    [b][u]History[/u]:[/b]


[i]“ . . . Look at these records. See the way they flare up? That’s terminus energy.â€


“Why didn’t we pick this up beforehand? Does no one remember the invasion?!â€


“Whoever did this, they did it right. Subtle. Somewhere no one would look too close. It was pegged as ordinary cosmic radiation until they found the Shade girl. More important—look at where it’s centered on.â€


“. . . The maternity ward, it’s centered on the maternity ward.â€


“It’s no invasion, but the Shade girl is proof—at that strength and proximity, mutations can still occur, if rarely. Fascinating.â€


“T-babies. Someone’s been making more.â€


“That much is obvious, doctor. What we really need to know is . . . why?â€[/i]


[center]~o~o~o~o~[/center]


There was no clear, dramatic moment when Katharine realized she was special. No epiphany, no realization in the face of adversity. It came in fits and starts, surfacing and falling back below by turns as her nature fought to exert itself more fully. Kat sleep-walked. Sometimes, she woke up in absurd places that she could not explain. Her hands were quick and clever and no sickness kept her down for long. 


She grew up in Illinois, in Normal Illinois, far from Freedom city. Metahumans and superheroes existed, of course, but they were something that happened to Other People, like hurricanes, like miracles. They didn't come to Normal. Perhaps this explains why no one came to the obvious conclusion.


She played in martial arts tournaments in her father's dojo and won a great deal. It was something she did because it made her father smile and she enjoyed the challenge, while it was a challenge, and she learned the strength that comes to people who practice fighting their whole lives. She tried out in plays with the AbNormal Children’s Acting troupe, and loved it. Loved the nervous feeling in her gut before walking out onto a stage, loved looking at the smiling crowd, loved that it was [i]hard.[/i] 


One day, the AbNormal troupe was going to perform a depression era piece, and Kat was going to play a major role as street urchin in Chicago, working her way up. She dreamed of it the night before, and when she woke up she was in a dumpster. In downtown Chicago. In her pajamas.


Kat was terrified. Back at home, her parents were terrified. A missing children’s report was filed and some generous soul lent Kat their phone to call 911. The problem was solved before it could make too many waves . . . but Claremont has special sources that kept an eye on these impossibilities. 


[center]~o~o~o~o~[/center]


"I'm afraid so, Mr. Shade. As she is now, your daughter is a potential threat. Not just to herself, but everyone around her. She doesn't know what she is, she doesn't know how to control it, and one day she'll hurt someone badly enough that 'I'm Sorry' won't be enough."


"Don't make that face; I know you're a good girl. And you can fix this. You just need to learn how."


"I represent Claremont Academy. We teach many gifted children like Kat every year; to control their blessings, to be safe, and then go back to living normal lives, if that's what they want."


"Thank you. You'll find that your daughter will receive the very best of care. Please sign here."


[center]~o~o~o~o~[/center]



Day after day, Kat struggled to bring her power under control, working day in and day out with specialists to help master herself. Kat's parents made noise about moving to Freedom city and finding new jobs to be there for their daughter. But they never did. 


Heroes were something that just didn't happen in Normal, but in Freedom . . . they were everywhere. One by one the Kat's irregularities were singled out and brought under her control, and she wondered, surrounded all the while by young superheroes making a name for themselves . . . what would she [i]do [/i]with it?


    [b][u] Personality & Motivation[/u]:[/b]


Some might say that Kat has a strong presence and they're not wrong; so she’s loud, her gestures huge, even her stance is wide, like she’s claims the ground she stands on. It’s an act, or it was an act that Kat kept on playing for so long that she forgot how to be anything else; she's always concerned about how people think of her, always worried, but she hides it all behind smiles and scowls and smirks.


Forget altruism, forget generosity, and forget justice. Kat knows these well and believes in them and they make her a decent person, but they're not the reason she became Warp. She wants to [i]be[/i] something, [i]do[/i] something, carve out a niche in the world for herself. 


She adores praise because it tells her that she's moving in the right direction. Warp might be a hero, but Kat is a girl craving acknowledgment. She’s played countless heroes, gone through the motions, said their witty-one liners and listened to the crowd cheer. Now? She wants more than to pretend. She wants to [i]be[/i] one. 


    [b][u]Powers & Tactics[/u]:[/b]


The way Kat makes use of her powers depends mostly on how she conceptualizes it; as part of her body. She unleashes bursts from punches and kicks. In any engagement Warp prefers getting up-close and personal and striking down her targets with her bare hands, which her powerset makes quite simple, and when that isn't ideal she can always fall back to hitting hard with entropic blasts from a distance. 


    [hr][/hr]

    [b][u]Complications[/u]:[/b]

[b]All The World's A Stage:[/b] Kat has a flare for the dramatic even when restraint should hold her in check. As Warp she's even worse. 

[b]I Was Expecting Someone Taller :[/b] It is often difficult for Warp to get anyone to take her seriously as a heroine when it looks like a strong breeze could blow her down the road like a tumbleweed.

[b]Late T-Baby :[/b] Warp's powers come from Terminus influence. It will take more than heroics to overcome the fear and suspicion reserved by the citizens of Freedom City for people like her.

[b]Secret Identity :[/b] Warp's identity as Katharine Shade is not widely known, and she would prefer it stay that way.

[b]Student :[/b] At Claremont Academy heroics aren't an excuse to skirt schoolwork.

[b]The Show Must Go On :[/b] Kat had a great deal of stage training at an early age, and has taken up with an acting group in Freedom. She takes it very seriously.

 [b]Terminal Terror :[/b] Kat has had curiously accurate nightmares about the Terminus for as long as she can remember, and they have inspired strange fear and . . . awe at the works of the Terminus. What's more, are they something natural in her by nature of her powers . . . or did someone put them there?

[b]The Omegas :[/b] A local and unsavory group of T-babies in Freedom called The Omegas consider Warp something of a misguided sister or daughter. They would like nothing more than to convince the girl that the rest of the world wants nothing to do with her and that she should throw her lot in with them. They know she is Katharine Shade. 


    [b][u]Abilities[/u]:[/b] 6 + 8 + 6 + 0 + 8 + 8 = 36PP

    Strength: 16 (+3)

    Dexterity: 18 (+4) 

    Constitution: 16 (+3) 

    Intelligence: 10 (+0)

    Wisdom: 18 (+4)

    Charisma: 18 (+4)


    [b][u]Combat[/u]:[/b] 10 + 10 = 20PP

    Initiative: +4 [+1]

    Attack: +5 Melee, +5 Ranged, +13 Unarmed, +13 Entropic Bolt

    Grapple: +16

    Defense: +14 (+5 Base, +9 Dodge Focus), +2 Flat-Footed

    Knockback: -4


    [b][u]Saving Throws[/u]:[/b] 4 + 6 + 4 = 14PP

    Toughness: +6 (+3 Con, +3 Armor ) [+4 (+1 Con, +3 Armor)]

    Fortitude: +7 (+3 Con, +4) [+5, +1 Con, +4]

    Reflex: + 10 (+4 Dex, +6) [+5, +1 Dex, +6]

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


    [b][u]Skills[/u]:[/b] 52R = 13PP

    Acrobatics 8 (+12) [sup]Skill Mastery[/sup]

    Bluff 12 (+16) [sup]Skill Mastery[/sup]    

Concentration 8 (+12)

Disguise 6 [+10]

    Notice 8 (+12) [sup]Skill Mastery[/sup]

Perform (Acting)] 4 (+8) 

    Sense Motive 6 (+10) [sup]Skill Mastery[/sup]


    [b][u]Feats[/u]:[/b] 20PP

Challenge (Fast Feint)

Defensive Attack

Dodge Focus 9

Elusive Target

Evasion 2

Equipment 1

Power Attack

Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive)

Takedown Attack

Taunt

Uncanny Dodge (Auditory)


[b][u]Equipment:[/u][/b] 4/5EP

[equip]Multi-Tool -1EP

Reinforced Costume -3EP[/equip]


    [b][u]Powers[/u]:[/b] 12  + 35  = 47PP


[b]Strike 4[/b] (Feats: Mighty, Stunning Attack, Attack Specialization 4, Improved Critical 2; Training) [12pp]


 [b]Terminal Array ([/b] 33PP Array; [i]Feats:[/i] Alternate Power 3 Drawback: Power Loss in presence of Daka crystals -1; Terminal, Mutant) [35PP]  

[array][b]BP[/b]: [b]Disintegration 7 ([/b] [i]Feats:[/i] Accurate 4, Incurable; [i]Flaws:[/i] Action [Full]; [i]Drawbacks:[/i] Full Power) - Warp holds out her hand and releases a sickly black-red bolt, like lightning, striking her target and scattering its atoms across the Terminus. {32/33}



[b]AP[/b]: [b]Teleport 8 ([/b]2000 Miles; [i]Extra[/i]: Portal, Accurate; [i]Flaws:[/i] Long-Ranged), {32/33}


[b]AP[/b]: [b]Teleport 14 ([/b]1400ft/2 Billion Miles; [i]Feats:[/i] Turnabout, Change Direction, Change Velocity, Progression 2 [500lb]) (Mutant, Terminal) {33/33} 


[b]AP[/b]: [b]Dimensional Pocket 9[/b], (50 Tons; Limit: No Attack; [i]Feats:[/i] Progression 6 [50 Tons], Quick Change 2){22/33}[/array]


[u][b]Drawbacks:[/b][/u] -2PP

[b]Vulnerability[/b] (Daka crystals, Frequency: Uncommon [-1], Intensity: Moderate [DC x 1.5]) [-2PP]


    [b][u]DC Block[/u][/b]

[code]

ATTACK                   RANGE         SAVE                  EFFECT

Base Unarmed             Touch         DC18 Toughness        Damage (Physical)

   Strike*               Touch         DC22 Toughness        Damage (Physical)

      Stunning Attack    Touch         DC17 Fortitude        Stun/Daze/Unconscious

Disintegration           200 miles     DC17 Fort/Tough       Tough Drain/Damage (Physical)  
*Improved Critical 2 feat applies. ** Reflex to avoid, Will to escape. +1 Bonus to prisoner's Will every round captured. Totals: Abilities (36) + Combat (20) + Saving Throws (14) + Skills (13) + Feats (20) + Powers (47) - Drawbacks (2) = 148/151 Power Points

PM SENT by GIZMO

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FRESHMAN FIFTEEN'D by GIZMO

Philotherian

+1 Quick Change Feat

Also, add about twenty years to his age (make him about 51). It's more or less to match up with descriptions with Red Moon. Also, his apparent age doesn't change terribly I don't think, since Farsiders age differently and live about twice as long as humans. Also, about 30 pounds onto his weight, don't think he looks quite anerxic enough to only be 130 lbs at 6'8

FRESHMAN FIFTEEN'D by GIZMO

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SHOT THROUGH THE HEART by GIZMO

Blue Jay

:arrow: Buying Favored Environment (Forest) and Favored Enemy (Robots). She should've had them awhile ago, I just keep forgetting.

:arrow: Losing Ranged Disarm on Arrow Against the Crowd, adding Selective extra.

[b][u]Player Name[/u]:[/b] Raveled

[b][u]Character Name[/u]:[/b] Blue Jay

[b][u]Power Level[/u]:[/b] 11 (164/166PP)

[b][u]Trade-Offs[/u]:[/b] +5 Attack / -5 Damage with Bow & Quiver, +1 Defense / -1 Toughness

[b][u]Unspent Power Points[/u]:[/b] 2

[b][u]Progress To Platinum Status[/u]:[/b] 16/30


[b][u]In Brief[/u]:[/b] A refugee from the Terminus, fighting for a beautiful world as hard as she can.


[b][u]Alternate Identities[/u]:[/b] Antoinette Baudin, 'Tona'

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] Maine, North America, Earth-Pastoral (Terminus)

[b][u]Occupation[/u]:[/b] Student, superhero

[b][u]Affiliations[/u]:[/b] Claremont Academy

[b][u]Family[/u]:[/b] Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father)


[b][u]Description[/u]:[/b]

[b][u]Age[/u]:[/b] 16 ([i]DoB:[/i] March, 1996)

[b][u]Gender[/u]:[/b] Female

[b][u]Ethnicity[/u]:[/b] French/Native American

[b][u]Height[/u]:[/b] 5' 2"

[b][u]Weight[/u]:[/b] 120 lbs

[b][u]Eyes[/u]:[/b] [url=http://images.sodahead.com/profiles/0/0/0/9/9/9/5/8/9/blue-green-eyes-49056382429.jpeg]Blue-green[/url]

[b][u]Hair[/u]:[/b] [url=http://www.distinctivefabric.com/images/products/color/thumbnails/velvet1_chocolate-brown-300.jpg]Brown[/url]


Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets. When trouble threatens she pulls on a sleeveless Claremont uniform, complete with domino mask and gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk.


[b][u]Power Descriptions[/u]:[/b] Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her costume provides more protection than modern mil-spec body armor while breathing like Egyptian cotton. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people.


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


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


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


[b][u]Personality & Motivation[/u]:[/b] Antoinette is a driven, boisterous woman, given to action and energy. She can come across as ten pounds of energy in a five pound bag, always moving and eager to be doing rather than waiting. When bad luck strikes, she very publicly tries to push past her misfortune without letting it drag her down, but secretly she has a sniper's perfectionist nature and can obsess over failures to an unhealthy degree. Those who get to know Tona may realize that her energy can get desperate, even manic at times. She has lived her entire life under the specter of imminent, bloody death, and she still believes in squeezing every last drop of enjoyment from a day because tomorrow she may die. This also means she doesn't always fully consider the consequences of her actions.


Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. While she tries to maintain a cheery disposition even in battle, secretly she's scared of not living up to her own notion of this world's heroes: she knows they've fought (and slain!) Omega, and while Tona has had great success sniping Omegadrones from afar she doesn't know yet if she can measure up. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failing at her life's work.


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


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Secret Identity[/b] Tona strives to keep her life separate from her actions as Blue Jay.

[b]Hatred[/b] Tona hates the Terminus like only one who has lived there can.

[b]Luddite Upbringing[/b] Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her.

[b]Ammunition[/b] Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out.


[b][u]Abilities[/u]:[/b] 10 + 14 + 6 + 2 + 4 + 0 = 36PP

Strength: 20 (+5)

Dexterity: 24 (+7)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 10 (+0)



[b][u]Combat[/u]:[/b] 10 + 12 = 22PP

Initiative: +15

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

Grapple: +20

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

Knockback: -4, -1 Flat-Footed



[b][u]Saving Throws[/u]:[/b] 5 + 5 + 5 = 15PP

Toughness: +9 (+3 Con, +6 Defensive Roll), +3 Flat-Footed

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

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

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



[b][u]Skills[/u]:[/b] 112R = 31PP

Acrobatics 8 (+15) [sup]Skill Mastery[/sup]

Climb 10 (+15) [sup]Skill Mastery[/sup]

Concentration 7 (+9)

Craft (Mechanical) 4 (+5)

Disable Device 9 (+10)

Escape Artist 8 (+15)

Knowledge (Life Sciences) 4 (+5)

Languages 2 (Algonquin, French [Native], English)

Medicine 8 (+10)

Notice 13 (+15) [sup]Skill Mastery[/sup]

Search 9 (+10)

Sense Motive 13 (+15)

Sleight of Hand 3 (+10)

Stealth 13 (+20) [sup]Skill Mastery[/sup]

Survival 13 (+15)



[b][u]Feats[/u]:[/b] 42PP

Acrobatic Bluff

Attack Focus (Melee) 4

Attack Specialization (Bows) 5

Attack Specialization (Unarmed) 3

Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)

Defensive Roll 3

Dodge Focus 5

Equipment 0 (+1 Bronze)

Evasion 2

Favored Enemy (Robots)

Favored Environment (Forests)

Hide in Plain Sight

Improved Critical 2 (Bows)

Improved Initiative 2

Improvised Tools

Luck

Move-By Action

Power Attack

Skill Mastery (Acrobatics, Climb, Notice, Stealth)

Takedown Attack

Track 3 (Full Speed; Visual)

Uncanny Dodge (Auditory)


[b][u]Equipment[/u]:[/b] 1PP = 5EP

[equip]Commlink [0EP]


Binoculars [1EP]


First-Aid Kit [1EP]


Flashlight [1EP]


Handcuffs [1EP]


Mini Tracer [1EP][/equip]


[b][u]Powers[/u]:[/b] 17 + 1 = 18 PP


[b]Device 4 ([/b]20 PP, Hard to Lose, [i]Feat:[/i] Subtle [Collapsible][b])[/b] [17PP] (Bow & Quiver)

[device][b]Bow Array 7.5 ([/b]15 PP, [i]Feat:[/i] Alternate Power 4, Improved Range 1 [1 000 ft][b])[/b] [20PP]

[array][u]BE[/u]: [b]Blast 2 ([/b][i]Extra:[/i] Autofire [5], [i]Feat:[/i] Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning][b])[/b] [15/15PP] (Arrow Flurry)


[u]AP[/u]: [b]Blast 2 ([/b][i]Extra:[/i] Area/Shapeable [Targeted], Selective, [i]Feat:[/i] Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Variable Descriptor [Slashing, Piercing, Bludgeoning][b])[/b] [15/15PP] (Arrow Against the Crowd)


[u]AP[/u]: [b]Drain Toughness 5 ([/b][i]Extra:[/i] Affects Objects [+1], Range/Ranged[b])[/b] [15/15PP] (Acid Arrow)


[u]AP[/u]: [b]Snare 5 ([/b][i]Extra:[/i] Contagious[b])[/b] [15/15PP] (Glue Arrow)


[u]AP[/u]: [b]Leaping 1 ([/b]x2, Move action, [i]Extra:[/i] Linked [Speed, Super-Movement, +0][b])[/b]  [1PP]

+ [b]Speed 1 ([/b]10 MPH, [i]Extra:[/i] Linked [Leaping, Super-Movement, +0][b])[/b] [1PP]

+ [b]Super-Movement 2 ([/b]Slow Fall, Swinging, [i]Extra:[/i] Linked [Leaping, Speed, +0][b])[/b] [4PP] 

[6/15PP] (Magnetic Grapple Arrow)[/array][/device]

[b]Feature 1 ([/b]Temporal Inertia[b])[/b] [1PP]



[b][u]Drawbacks[/u]:[/b] 0 = 0PP



[b][u]DC Block[/u]:[/b]

[code]ATTACK                   RANGE                      SAVE                                 EFFECT

Unarmed                  Touch                      DC 20 Toughness (Staged)             Damage (Physical)

Arrow Flurry             Ranged                     DC 20 Toughness + Autofire (Staged)  Damage (Physical)

Arrow Against the Crowd  Ranged/Area (Shapeable)    DC 20 Toughness (Staged)             Damage (Physical)

Acid Arrow               Ranged                     DC 15 Fortitude                      Drain Toughness

Glue Arrow               Ranged                     DC 15 Reflex                         Ensnared
Abilities (36) + Combat (22) + Saving Throws (15) + Skills (31) + Feats (42) + Powers (18) - Drawbacks (0) = 164/166 Power Points

SHOT THROUGH THE HEART by GIZMO

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PERFECT TEN'D by GIZMO

Blodeuwedd

I'm working on the assumption she's now PL10, if not I might have to tinker with this a bit!

- Increase Strength and Constitution to 18 each.

- Increase Attack and Defense by a point.

- Add Improved Initiative Feat

[b][u]Player Name[/u]:[/b] Tiffany Korta

[b][u]Character Name[/u]:[/b] Blodeuwedd

[b][u]Power Level[/u]:[/b] 10 (145/145PP)

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Silver Status[/u]:[/b] 25/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5505#p119429]Revenant[/url])


[b][u]In Brief[/u]:[/b] A Welsh Ninja trained since an early age to battle rogue gods and spirits.


[b][u]Alternate Identity[/u]:[/b] Cerys Pefr

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] Caerdathyl, Gwynedd, Wales

[b][u]Occupation[/u]:[/b] Student

[b][u]Affiliations[/u]:[/b] Amddiffynnwr O Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes)

[b][u]Family[/u]:[/b] None, orphaned at birth


[b][u]Description[/u]:[/b]

[b]Age:[/b] 16 ([i]DoB:[/i] 1st March 1996)

[b]Gender:[/b] Female

[b]Ethnicity:[/b] Welsh.

[b]Height:[/b] 5’7â€

[b]Weight:[/b] 125 lbs.

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Dark Brown


Blodeuwedd is a pretty young woman but her features are not overly distinctive, the order has taken time to teach how to follow the fashion of the day. She could be any girl off the streets of Cardiff or Merthyr Tydfil. She is actually an attractive young woman, but unless she making an effort rarely apply make-up or styles her hair beyond a simple ponytail. Her body is lithe and athletic, a figure gained from years of dedicated training. Whilst she tries to dress in all the latest fashions, it always seem to come across as slightly off as if she doesn’t quite understand the whole process (which is close to the truth), she also tends to pick clothes which allow for movement in case of trouble.


Her costume is simply the artefacts she has been entrusted with by the order, with the cloak around her and the strange glow of the goggles she can cut quite an imposing sight.


[b][u]Power Descriptions[/u]:[/b]

Blodeuwedd has no natural powers only the years of training that has been provided to her by the Order. The Order has however managed over the centuries to have acquired, legally or via industrial espionage and even outright theft, a number of items both magical and technical. The best of this equipment has been given to Blodeuwedd to aid her in the mission. Each has been given a name after one of the fabled treasures of the British Isles.


[u][i]Dyrnwyn[/i] "White-Hilt"[/u]: Scholars of the order debate whether this sword is the actual mythical weapon or a similarly named item. The debate is centred on the fact that the sword is actually a more medieval broadsword than the more suitable Celtic designs. Like the mythical sword this one becomes covered in a magical fire when it is drawn, though whether the sword will burn the unworthy is still unproven.


[u][i]Gwyddbwyll Gwenddoleu ap Ceidio[/i] "The Chessboard of Gwenddoleu ap Ceidio"[/u]: These goggles appear to be a simple set of oversized night vision goggles, and they do indeed  allow her to see in the dark. They also however contain a pair of specially prepared magical lenses that allow her to detect magical energies. The large flat lenses glow with a slight green light.


[u][i]Llan Tegau Eurfron[/i] "The Mantle of Tegau Eurfron"[/u]: A tight fitting body suit and floor length cloak, with hood, weaved out of cutting edge materials that are not only light weight and flexible, but provides substantial protection to the owner. The suit is colored a dark blue to assist stealthy operations during night time. Made of advanced fiber panels there mimetic qualities allow it to alter its appearance to appear as almost any form of clothing.


[u][i]Ffoniwch Eluned[/i] "Ring of Eluned"[/u]: This item is an alien ring, of unknown origins, which has been gifted to the order by one of their allies working from Cardiff. The ring projects a thin field of energy around the wearer which not only provides a degree of protection it also allows the wearer to camouflage themselves into the environment


[b][u]History[/u]:[/b]

Blodeuwedd never knew her parents, they died when she was young, all she has known is the sanctuary of the Amddiffynnwr o Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes). The men and women of the order were caring people and she was raised in a loving caring environment, but from an early age she was trained as an athlete and a warrior. Trained to be an agent of the order.


According to legend the Order was founded by Lleu Llaw Gyffes himself as a body of men (and later women) to help defend him and the Kingdom of Gwynedd (later Wales) from the vengeance from the goddess, and his mother, Arianrhod. Through the centuries the order has expanded there remit to defend the nation from any supernatural threat being from the Celtic gods and spirits. Mostly from within Wales but occasionally the acted on threats outside the country.


A small and deeply secretive order they rarely concern themselves with matters outside of Wales, but in the last few years there augers and intelligence network, have heard rumours that one of the Celtic god or goddess have allowed one of their offspring to live in Freedom City in the United States. After much debate the order decided to send an agent to the city to monitor the situation. As the seer showed the main focus was an unusual school they needed someone of the right age to infiltrate the school.


Blodeuwedd knew nothing about this; she was being trained to recover dangerous Celtic artefacts. The first she knew was when she was informed of her mission by the Order and sent to America to infiltrate the school. Her orders were simple, find out if such people exists and if they do what danger they present to the order. So far her first days in her new identity as Cerys haven’t gone well. On arrival at Claremont the Headmaster called her in and proceeded to tear apart her newly constructed identity, only to inform her that she had undergone an excellent training and telling her that she was welcome to stay.


[b][u]Personality & Motivation[/u]:[/b]

Blodeudwedd is a quiet and reserved person with all her word and actions being carefully considered. She’s a quiet and conscientious student who watches everything and considers all the fact before asking questions. She a very stern and serious person who will have little to do with any kind of frivolity. Having grown in as part of a small order, based near a tiny village in North Wales, Bloeudwedd doesn’t have much experience with dealing with the vast multitude of people who live in Freedom City. She can come across as curt and rude, but is in fact is more than a little shy, not to mention awe struck.


[b][u]Powers & Tactics[/u]:[/b]

Blodeuwedd has been trained to be a cautious fighter. She will spend as much time as possible calculating her enemy’s abilities and weaknesses, if possible at a distance from a hiding place. Then when she is ready she will strike quickly and swiftly trying to disable her opponent. She has had it drummed into her to always spare her hand against human enemies, only against the gods and their allies are she allows unleashing her full fury.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Ceyrs Matters:[/b] Raised from birth in an isolated location with a focus on training for her chosen task Blodeuwedd has never had any concerned other than her duty. As Ceyrs she now has time to herself, and almost no idea what to do with herself.

[b]I thank the Lord I’m Welsh:[/b] Raised by a very pro-Welsh Order Blodeuwedd is naturally very proud of her Welsh heritage, it takes a great effort of will to hide her nationality or even her accent. She, and the order, aren’t however rabid nationalist fighting for independence. In their mind if the Queen was unfit to rule the land then the land we become barren. Only then would they have to act.

[b]Secret Identity:[/b] Blodeuwedd know the importance of secrecy to both her personal safety and to the order as a whole. So she endeavours to keep up the facade of the cover story she has been provided with.

[b]So Unpretty:[/b] Blodeuwedd is still uncomfortable in her Cerys persona. Her interactions with other people are hindered by an almost crippling shyness and her general posture tends to downplay her attractiveness. All this combines to make it difficult for her to use her highly honed social skills.



[b][u]Abilities[/u]:[/b] 8 + 10 + 8 + 0 + 2 + 6 = 34PP

Strength: 18 (+4)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 14 + 6 = 24PP

Initiative: +9

Attack: +8 Base, +10 Unarmed, +10 Dyrnwyn

Grapple: +12

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

Knockback: -4



[b][u]Saving Throws[/u]:[/b] 5 + 3 + 6 = 14PP

Toughness: +4/9 (+4 Con, +4 [Mantle of Tegau Eurfon], +1 [Ffoniwch Eluned])

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

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

Will: +7 (+1 Wis, +6)



[b][u]Skills[/u]:[/b] 120R = 30PP

Acrobatics 14 (+19) [sup]Skill Mastery[/sup]

Bluff 9 (+11, +18 w/Attractive) [sup]Skill Mastery[/sup]

Climb 7 (+11) [sup]Skill Mastery[/sup]

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

Disable Device 12 (+12) [sup]Skill Mastery[/sup]

Gather Information 4 (+7)

Intimidate 11 (+14) [sup]Skill Mastery[/sup]

Knowledge (Arcane Lore) 5 (+5)

Language 1 (Welsh [Native], English)

Medicine 1 (+2)

Notice 11 (+12) [sup]Skill Mastery[/sup]

Sense Motive 13 (+14) [sup]Skill Mastery[/sup]

Sleight of Hand 10 (+15)

Stealth 14 (+19) [sup]Skill Mastery[/sup]

Survival 1 (+2)

Swim 1 (+5)



[b][u]Feats[/u]:[/b] 21PP

Attack Specialization (Unarmed)

Attractive 1

Dodge Focus 6

Elusive Target

Equipment 3

Evasion 2

Hide in Plain Sight

Improved Initiative

Luck 1

Skill Mastery 2 (Acrobatics, Bluff, Climb, Disable Device, Intimidate, Notice, Sense Motive, Stealth)

Startle

Uncanny Dodge (Auditory)


[b][u]Equipment[/u]:[/b] 3PP = 15EP

[equip][u]Grapple Gun[/u]: [b]Super-Movement 3[/b] (Slowfall, Swinging, Wall-Crawling) + [b]Speed 1[/b] [7EP]


[u]Throwing Knives[/u]: [b]Blast 2[/b] ([i]Power Feats:[/i] Improved Disarm, Mighty 3) [8EP][/equip]


[b][u]Powers[/u]:[/b] 6 + 4 + 4 + 8 = 22PP


[b]Device 2 ([/b][i]Dyrnwyn[/i] "White-Hilt", Magical Sword, 10PP, [i]Flaws:[/i] Easy-To-Loose[b])[/b] [6PP]

[device][b]Damage 6 ([/b][i]Power Feats:[/i] Accurate 1, Mighty, Improved Critical [19-20], Weapon Bind[b])[/b] [10PP] (Flaming Sword)[/device]


[b]Device 1 ([/b][i]Gwyddbwyll Gwenddoleu ap Ceidio[/i] "The Chessboard of Gwenddoleu ap Ceidio", Hi-Tech Goggles with Magical lenses, 5PP, [i]Flaws:[/i] Hard-to-Loose[b])[/b] [4PP]

[device][b]Super-Senses 5 ([/b]Darkvision, Detect Magic [Visual][b])[/b] [5PP][/device]


[b]Device 1 ([/b][i]Llan Tegau Eurfron[/i] "The Mantle of Tegau Eurfron", Hi-Tech Body Suit, 5PP, [i]Flaws:[/i] Hard-to-Loose[b])[/b] [4PP] 

[device][b]Protection 4[/b] [4PP]

[b]Enhanced Feat 1 ([/b]Quick Change) [1PP][/device]


[b]Device 2 ([/b][i]Ffoniwch Eluned[/i] "Ring of Eluned", Alien Ring, 10PP, [i]Flaws:[/i] Hard-to-Loose[b])[/b] [8PP]

[device][b]Concealment 4 ([/b]All Visual Senses, [i]Power Feats:[/i] Close Range[b])[/b] [9PP]

[b]Protection 1[/b] [1PP][/device]



[b][u]DC Block[/u][/b]

[code]ATTACK        RANGE     SAVE                        EFFECT

Dyrnwyn       Touch     DC25 Toughness (Staged)     Damage (Physical) 

Knives        Ranged    DC21 Toughness (Staged)     Damage (Physical) 

Unarmed       Touch     DC19 Toughness (Staged)     Damage (Physical) 
Totals: Abilities (34) + Combat (24) + Saving Throws (14) + Skills (30) + Feats (21) + Powers (22) - Drawbacks (0) = 145/145 Power Points

PERFECT TEN'D by GIZMO

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IF YOU CAN DODGE A WRENCH'D by GIZMO

Young Britannia

- Increase Defense Bonus by one.

- Increase Dodge Focus by two.

[b][u]Player Name[/u]:[/b] Tiffany Korta [floatr][img=http://freedomplaybypost.com/wiki/images/e/ea/YoungBritanniaHF.png][/floatr]

[b][u]Character Name[/u]:[/b] Young Britannia

[b][u]Power Level[/u]:[/b] 9 (136/140PP)

[b][u]Trade-Offs[/u]:[/b] -2 Attack / +2 Damage (Unarmed)

[b][u]Unspent PP[/u]:[/b] 4

[b][u]Progress To Silver Status[/u]:[/b] 35/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5505]Revenant[/url]


[b][u]In Brief[/u]:[/b] The merger of a young woman and the Spirit of Justice.


[b][u]Alternate Identity[/u]:[/b] Agnus Stone (real name), Annice Avebury / Annice Stone (stage names)

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] Glastonbury, Somerset, England, United Kingdom

[b][u]Occupation[/u]:[/b] Businesswoman, Pop Star

[b][u]Affiliations[/u]:[/b] None

[b][u]Family[/u]:[/b] Geri Stone (Mother), Winston Stone (Father)


[b][u]Description[/u]:[/b]

[b]Age:[/b] 21 ([i]DoB:[/i] July 24th 1991)

[b]Gender:[/b] Female

[b]Ethnicity:[/b] Mixed (Caucasian / Afro-Caribbean)

[b]Height:[/b] 6’0â€

[b]Weight:[/b] 165 lbs

[b]Eyes:[/b] Brown

[b]Hair:[/b] Brown


[floatl][img=http://freedomplaybypost.com/wiki/images/1/13/Agnes.jpg][/floatl] Agnes is the type of person who tends to stick in the memory whether it’s from large hair, her strong North London accent or her general friendly confident demeanour. She also a naturally cheerful person and her face is almost always lit up by one of her smiles


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


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


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


[b][u]Power Descriptions[/u]:[/b]

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


[b][u]History[/u]:[/b]

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


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


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


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


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


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


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


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


[b][u]Personality & Motivation[/u]:[/b]

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


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


[b][u]Powers & Tactics[/u]:[/b]

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


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


[hr][/hr] 

[b][u]Complications[/u]:[/b]

[b]Almost Famous:[/b] Whilst Annice was never a big star in the US there are a few who are aware of her song and could recognize her face. This is especially true in Freedom City where the success of her studio has attracted media attention.

[b]For Queen and Country:[/b] The Spirit of Justice has strong ties to Britannia and the United Kingdom as a whole. Whilst Agnes can travel freely around the world, if she stays away from the UK for too long her powers begin to fade. In the United States and other Commonwealth counties this is much as six months, whilst in countries hostile to the UK it can be a little as a few days.

[b]Secret identity:[/b] Despite the drastic change in height Agnes has still managed to keep her two identities separate.



[b][u]Abilities[/u]:[/b] 0 + 2 + 0 + 0 + 4 + 6 = 12PP

Strength: 10/30 (+0/+10)

Dexterity: 12 (+1)

Constitution: 10/28 (+0/+9)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 6 + 6 = 12PP

Initiative: +1

Attack: +3 Base, +4 Ranged, +5 Unarmed, +8 Burst of Light

Grapple: +15 up to +19 with Dynamic Super-Strength

Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed

Knockback: -8/-0



[b][u]Saving Throws[/u]:[/b] 0 + 5 + 4 = 9PP

Toughness: +0/9 (+0/9 Con [Impervious 7])

Fortitude: +9 (+9 Con, +0)

Reflex: +6 (+1 Dex, +5)

Will: +6 (+2 Wis, +4)



[b][u]Skills[/u]:[/b] 24R = 6PP

Bluff 2 (+5, +9 w/Attractive)

Diplomacy 2 (+5, +9 w/Attractive)

Knowledge (Popular Culture) 3 (+3)

Notice 8 (+10)

Perform (Singing) 9 (+12) 



[b][u]Feats[/u]:[/b] 9PP

Attack Focus (Ranged) 1

Attractive 1

Benefit 1 (Wealth 1)

Dodge Focus 5

Luck 1



[b][u]Powers[/u]:[/b] 11+ 18 + 1 + 20 + 2 + 7 + 7 + 21 + 5 = 92PP


[b]Aura of Light Array 4[/b] (8PP; [i]Feats:[/i] Alternate Power, Dynamic Power 2) [11PP]

[array][u]Base Power (Dynamic)[/u]: [b]Flight 4[/b] (Rank 5 Total, 250MPH / 2,500' per Move Action) [8PP]


[u]Alternate Power (Dynamic)[/u]: [b]Super-Strength 4[/b] (Lifting STR 50 [[i]Heavy Load:[/i] 12 tons]) [8PP][/array]

[b]Enhanced Constitution 18[/b] [18PP]


[b]Enhanced Feats 1[/b] (Beginner’s Luck) [1PP]


[b]Enhanced Strength 20[/b] [20PP]


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


[b]Immunity 7[/b] (Environmental Effects, Suffocation [All]) [7PP]


[b]Impervious 7[/b] [7PP]


[b]Light Control Array 9[/b] (18PP, [i]Feats:[/i] Alternate Power 3) [21PP]

[array][u]Base Power:[/u] [b]Blast 8 ([/b]80' Range; [i]Feats:[/i] Accurate 2) [18PP] (Burst of Light)


[u]Alternate Power[/u]: [b]Dazzle 4[/b] (Visual Senses, 80' Range, 40' Burst Radius; [i]Extra:[/i] Area [General, Burst], Selective, [i]Feats:[/i] Progression [Area] 1, Progression [Range] 1) [18PP] (Blinding Light)


[u]Alternate Power[/u]: [b]Healing 8[/b] ([i]Feats:[/i] Regrowth, Stabilize) [18PP]


[u]Alternate Power[/u]: [b]Teleport 9[/b] (20,000 miles as full action [i]Extra:[/i] Accurate, [i]Flaw:[/i] Long-Range) [18PP][/array]

[b]Past Lives Array 2 ([/b]4PP Array, [u]Feats:[/u] Alternate Power) [5PP]

[array][u]Base Power[/u]: [b]Comprehend 2 ([/b]Languages 2 [Speak and Understand All]) [4PP]


[u]Alternate Power[/u]: [b]Enhanced Feats 4 ([/b]Attack Specialization (Unarmed), Eidetic Memory, Jack of all Trades, Well Informed) [4PP][/array]


[b][u]Drawbacks[/u]:[/b] (0) = 0PP



[b][u]DC Block[/u]:[/b]

[code]ATTACK           RANGE     SAVE                        EFFECT

Unarmed          Touch     DC25 Toughness (Staged)     Damage (Physical)

Burst of Light   Ranged    DC23 Toughness (Staged)     Damage (Energy)

Blinding Light   Area      DC 14 Ref/Fort              Blinding
Totals: Abilities (12) + Combat (12) + Saving Throws (9) + Skills (6) + Feats (9) + Powers (92) - Drawbacks (0) = 140/140 Power Points

IF YOU CAN DODGE A WRENCH'D by GIZMO

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MILITARY SURPLUS'D by GIZMO

King of Suits

27PP to spend.

:arrow: Fixing the Armaments belt Device, it was at rank 5 instead of it's real rank 7, using 8PP to buy it up.

:arrow: Buying one of the Zultasian Grav-Cycles he ran into in Morocco. 3PP for 15EP to buy it.

:arrow: Buying another rank of Takedown Attack [1PP]

:arrow: Buying 10 ranks of Sense Motive, 6 ranks of Knowledge(Physical Sciences), 6 ranks of Drive, 1 rank of Diplomacy and 1 rank of Disable Device, for 6PP

:arrow: Buying 2 ranks of Base Attack, and 1 rank of Base Defense for 6PP.

:arrow: Buying 1 rank of Fortitude and 2 ranks of Will for 3PP.

In hindsight, I ought to have waited for the last 3PP and just gotten a Sidekick.

EDIT: :arrow: Buying Cell Phone.

 [b][u]Player Name:[/u][/b] Arichamus

    [b][u]Character Name:[/u][/b] King of Suits

    [b][u]Power Level:[/u][/b] 14 (221/221PP)

    [b][u]Trade-Offs:[/u][/b] +4 Attack / -4 Damage (Unarmed); +4 Defense / -4 Toughness

    [b][u]Unspent PP:[/u][/b] 0

    [b][u]Progress To Gold Status:[/u][/b] 62/90

Old sheet [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=4486]here[/url].


    [b][u]In Brief:[/u][/b] French unpowered crime-fighter come to Freedom City to test and improve his abilities and help anyone he can.


    [b][u]Alternate Identity:[/u][/b] Marceau Suvou

    [b][u]Identity:[/u][/b] Secret

    [b][u]Birthplace:[/u][/b] Aude, France

    [b][u]Occupation:[/u][/b] Janitor, superhero

    [b][u]Affiliations:[/u][/b] House of Suits (European superhero alliance), Legio de Halberdiers (French magician's group, members include magical artist Rene de Saens)

    [b][u]Closest Family:[/u][/b] Masud Suvou (Father), Kioni An-Sallah-Suvou (Mother), Mossar An-Sallah (Maternal Uncle), Erran An-Sallah (Maternal Aunt)


    [b][u]Age:[/u][/b] 24 (November 2nd 1987)

    [b][u]Gender:[/u][/b] Male

    [b][u]Ethnicity:[/u][/b] Moroccan/Kenyan

    [b][u]Height:[/u][/b] 6'5"

    [b][u]Weight:[/u][/b] 178 lbs.

    [b][u]Eyes:[/u][/b] Blue

    [b][u]Hair:[/u][/b] Black


    [b][u]Description:[/u][/b] In his regular attire Marceau is a largely forgettable figure in drab earth-toned coveralls and work boots. In-costume, he wears a 'typical' black and red cape-and-cowl with the insignia of one of the four card suits emblazoned on the chest in attractive white shades. He keeps his hair short and at a remove from his face, giving him a high forehead, which combined with his far-spaced eyes gives him a look of constant apprehension. His nose is also short and blunt, his mouth is thin and often curved slightly upwards at some remembered joke, and he wears a a short, bristling beard. His voice is low, deep and resonant, with a slight French accent.


    [b][u]Power Descriptions:[/u][/b] Marceau's gadgets have a general trend of belying their efficacy through unassuming exteriors, mostly by making them look like cards from a standard playing deck, though a close examination quickly alerts the observer to the fact that they all are much thicker. His electricity-delivering [b]Shock Rods[/b] are much less in line with the rest of his contraptions, and thus more obviously resemble some kind of weapon, looking like small nightstick with two copper and zinc wires meeting at the tip, which deliver the shock. Newest to his arsenal is a pair of chemically-powered [b]Gauntlets[/b] that use the burst of a small explosion triggered by the puling of two levers on the palm to increase the force of a punch with a small ram.




    [b][u]History:[/u][/b]


    Marceau Suvou was born in the Aude river valley on the south coast of France, to a teacher at the College Varsovie in Carcassonne, and his bride, an electrical engineer. They lived in peace in an old stone house converted out of an ancient Roman villa. Nothing of note happened besides the quiet, introspective personality Marceau developed while living in the river valley. At the age of seven, his parents, having saved up enough money, embarked on a series of two-month long vacations throughout the Eurasian continent.


    The cumulative effect was for the boy's already deep interest in the smaller things of life to turn into a near-obsession. For hours when not in the rigorous schooling his parents took upon themselves to give him, he would watch ants walk under leaves, observe the movements of pebbles in the shallows of the river near his home, and stared in awe at a dust devil he happened across one night when he and his family were sleeping in the Afghanistan desert, entranced by the way it swirled the grains about itself. To his parents' relief, he made friends easily, and learned the languages spoken around him with a moderate effort. He wasn't immune to misfortune however, and suffered several potentially dangerous accidents, including one that rendered him permanently impotent.


    It took his move to Reims at the age of thirteen, when his mother got a job at the Chooze nuclear power plant, for him to take a wider view. One Saturday morning, while walking in the Jardin de la Patte-d'Oie with a Czech schoolmate of his named Aloysius Novak, when the Raven II and Bowman IV appeared, fighting a flying giant. As they stared in dumbfounded incredulity, the two unpowered heroes managed to lure the giant into a cloud of what turned out to be anesthetics, knocking it out and sending it crashing to the ground. Even back then the two were quick on their feet, and managed to speak for a few seconds with their new idols before the two left to rejoin the rest of the visiting Freedom League. Neither of the two young men took lightly the Raven's joking suggestion that they become heroes themselves to help out.


    For the next ten years whenever they had time from schooling, the two trained rigorously, offering their help to any who happened to need it. Their early successes were helped in no small part by the duo's enthusiastic acceptance of the smallest or largest of cases. Aloysius soon took on the role of leader due to the simple fact that as the dashing, swashbuckling sort, he assured others of their legitimacy more than the more subdued Marceau, and when the two set up shop in Serbia in 2007 it was Aloysius who drew up the ranking system and enthusiastically designed the guild's uniform, assenting to Marceau and the later King of Spades(a Romanian woman named Sabine Vaduva)'s wish for more concealing colors only after the Frenchman showed him how easily a competent gunman could track a target in the flashier garb the boisterous Czech loved. The two soon had well over a dozen allies, all of whom as enthusiastic about the kind of work the two often did(dealing with unsolved crimes, fighting the incursions of crime families, capturing supervillains), and all equally dedicated to the kind of training program the two required for all members. 


    After becoming well-entrenched in the European superhero family as a reliable group of problem-solvers and competent fighters, Marceau and Aloysius began to discuss the idea of starting a branch in the U.S.A., a long-time dream of theirs on account of nearly mythical Freedom City. The discussion was finalized after Marceau uncovered and thwarted a wide-ranging conspiracy in the lower levels of the European Union's government, a long and maddening case that led to the resignation and jailing of a French politician that Marceau in civilian life had deeply admired. In the investigation the King of Suits had found links between the conspirators and numerous criminal families throughout the continent, including ones that previously had appeared totally self-sufficient. Embittered at this discovery at his work, he gladly took the chance for a change of scenery. Arriving in 2010, he unsurprisingly couldn't find much in the way of work on the New England coast, and found himself moving further and further south from his earlier landing point of Maine, ending up in Freedom City shortly after the Grue invasion in April.


    He found himself a job as a janitor at an office building used by the American Grant Conglomerate branch's accounting staff, performing sundry maintenance work whenever the place needs it for wages that could be charitably described as "Sub-optimal". As a result, he set up a delivery system to get needed supplies for his costumed adventuring from the base in Europe, which is maddeningly slow and often needs repair after arrival. Nonetheless, the Frenchman is eager to continue his work in his new home, and potentially help people get into his business, and fight the corporeal evils of the world on a level they otherwise would never have the chance to do.   


    [b][u]Personality & Motivation:[/u][/b] Marceau is usually brisk and cheerful, seeing no reason to dwell on misfortune or become over-demonstrative of one's feelings, although he is still as vulnerable as any other human to irrational emotional responses. He tries to carry himself as he feels he should to inspire others, the knowledge that people follow the exploits of people in his line of work partially for encouragement an ever-present aspect in his mind. He doesn't have the charm that some others do, but he'll gladly try to live up to others' expectations, something he knows first-hand as a marvel to behold.


    [b][u]Powers & Tactics:[/u][/b] Marceau's favored tactic is to make his way to a suitable hiding spot and launch a sneak attack against any opponents he can manage, disarming any with firearms he can beforehand. If caught in the open he'll try to escape to a place where he can use his experience with ranged weapons to even the odds. If trapped, he'll use a smokebomb to blind his enemies before attempting to subdue all opponents around him with whatever will defeat them quickest and quietest. He finds lengthy battles increasingly difficult to fight, meaning he relies overmuch on quick defeats to win his battles.



    [b][u]Complications:[/u][/b]

    [b]An Army Marches.[/b]..: Marceau relies on shipments of supplies from Europe to operate at peak effectiveness, as he doesn't have nearly the resources to replicate the chemicals and metals he requires. A disruption of this lifeline would be dangerous for him.

    [b]Bad Bosses:[/b] Marceau is blissfully ignorant of the Grant Conglomerate's misdeeds, and would probably severely overreact if he found out about them.

    [b]Hatred:[/b] Conspiracies.

    [b]Responsibility:[/b] Caring for the needy, especially his 'posse' of sundry homeless, harmless lunatics and underemployed vagrants who have latched onto him as their protector against street-gangs and minor organized criminals. If any threat comes against them, Marceau feels honor-bound to aid them.

    [b]Secret:[/b] Identity.

    [b]Struggling:[/b] Maintenance work doesn't pay much.



    [b][u]Abilities:[/u][/b] 8 + 10 + 8 + 8 + 0 + 4 = 38PP

    Strength 18 (+4)

    Dexterity 20 (+5)

    Constitution 18 (+4)

    Intelligence 18 (+4)

    Wisdom 10 (+0)

    Charisma 14 (+2)



    [b][u]Combat:[/u][/b] 20 + 18 = 38PP

    Initiative: +9

    Attack: +10 Base, +14 Armaments Belt, +18 Unarmed

    Grapple: +12

    Defense: +18 (+9 Base, +9 Dodge Focus), +4 Flat-Footed

    Knockback: -3/-2 Unarmored



    [b][u]Saving Throws:[/u][/b] 6 + 6 + 13 = 25PP

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

    Fortitude: +10 (+4 Con, +6)

    Reflex: +11 (+5 Dex, +6)

    Will: +13 (+0 Wis, +13)



    [b][u]Skills:[/u][/b] 168R = 42PP

    Acrobatics 10 (+15)

    Bluff 8 (+10)

    Climb 6 (+10)

    Craft(Chemical) 8 (+12)

    Diplomacy 9 (+11) Skill Mastery

    Disable Device 6 (+10)

    Drive 6 (+10)

    Escape Artist 5 (+10)

    Gather Information 13 (+15)

    Intimidate 9 (+11)

    Investigate 12 (+16) Skill Mastery

    Knowledge(Physical Sciences) 6 (+10)

    Knowledge (Streetwise) 10 (+14) Skill Mastery

    Knowledge (Tactics) 10 (+14)

    Languages 6 (Arabic, Cantonese, English, French [Native], Hindi, Russian, Serbian)

    Notice 12 (+12)

    Search 12 (+16)

    Sense Motive 10 (+10)

    Stealth 10 (+15) Skill Mastery




    [b][u]Feats:[/u][/b] 46PP

    Attack Specialization (Armaments Belt) 2

    Attack Specialization (Unarmed) 4

    Benefit (Can use Knowledge [Tactics] for Master Plan checks)

    Dodge Focus 9

    Endurance

    Equipment 9 (45EP)

    Evasion

    Improvised Tools

    Improved Initiative

    Jack of All Trades

    Luck 2

    Master Plan

    Power Attack

    Quick Change

    Quick Draw

    Set-Up

    Sneak Attack

    Skill Mastery (Diplomacy, Investigate, Knowledge [Streetwise], Stealth)

    Startle 2 (Move Action)

    Takedown Attack 2

    Throwing Mastery 2

    Well-Informed


    [b][u]Equipment:[/u][/b] 9PP = 45EP

    0 + 1 + 1 + 5 + 1 + 6 + 1 + 1 + 1 + 1 + 1 + 15 + 11 = 45


   [equip][b]Binoculars[/b] [1EP] (Masterwork)


    [b]Cell Phone[/b] [0EP]


    [b]Concealable Microphones[/b] [1EP] 


    [b]Costume w/ Armored Underlay[/b]: Protection 4 (Power Feat: Subtle) [5EP]


    [b]Gas Mask [/b][1EP] (Masterwork)


    [b]Grapple-Gun:[/b] Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6EP]


    [b]Handcuffs[/b] [1EP](Masterwork)


    [b]Mini-Tracers[/b] [1EP] 


    [b]Multitool[/b] [1EP] (Masterwork)


    [b]Night-Vision Goggles [/b][1EP] (Masterwork)


    [b]Re-breathers[/b] [1EP]


    [b]Zultasian Grav-Cycle[/b] [15EP]

[array]STR 15, 

Size Medium 

Toughness +8 

Defence +0 

Powers: Flight 6 (500 mph; Feats: Subtle, Drawbacks: Low Ceiling 2, maximum 15 feet)[/array]   


    [b]Utility Belt 4 [/b](8PP Array; Feats: Alternate Power 3) [11EP]

    [array]BE: [b]Blast 2[/b] (10 20-ft. Range Increments / 200ft Max Range; Power Feats: Homing, Improved Ranged Disarm, Mighty 2 [as DMG 4]) (boomerangs) [8PP]


    AP: [b]Dazzle Visual 4 [/b](flash grenades) [8PP]


    AP: [b]Obscure Visual 4[/b] (50-ft. radius; Extras: Independent) (smoke card) [8PP]


    AP: [b]Snare 4[/b] (bolos) [8PP][/array][/equip]



    [b][u]Powers:[/u][/b] 28 + 3 + 1 = 32PP


    [b]Device 7 [/b](Armaments Belt, 35PP; Flaw: Hard-To-Lose) [28PP]

    [device][b]Armaments Array 14.5[/b] (29PP; [i]Power Feats:[/i] Alternate Power 6) [24PP]

    [array]BE: [b]Blast 6[/b] ([i]Extras:[/i] Autofire, Penetrating 6 [as DMG 10]; [i]Power Feats:[/i] Improved Critical(19-20), Precise Shot, Improved Ranged Disarm, Mighty 2 [as DMG 8]) [29PP] (razor cards AKA Kings of Spades)


    AP: [b]Blast 9[/b]([i]Extras:[/i] Area (Targeted, Burst; 45-ft. radius); [i]Power Feats:[/i]Affects Insubstantial 1, Knockback 1) [35PP] (explosive cards AKA Kings of Clubs)


    AP: [b]Dazzle 14[/b](Visual, Olfactory Senses; [i]Feats:[/i] Accurate)[29PP]


    AP: [b]Snare 14[/b]([i]Feats:[/i] Tether(Max. Range: 1400-ft.) [29PP] (coil cards AKA Kings of Hearts)


    AP: [b]Strike 8[/b] ([i]Extras:[/i] Autofire 1; [i]Power Feats:[/i]Improved Critical 2(18-20), Improved Overrun, Improved Trip, Knockback 4,  Mighty [as DMG 10], Split Attack, Weapon Break) [29PP] (ram gauntlets)


    AP: [b]Stun 14[/b] [28/29PP] (shock rods)


    AP: [b]Obscure 14[/b]( Visual and Auditory Senses; [i]Feats:[/i] Independent)[29PP][/array][/device]


    [b]Immunity 2[/b] (Cold, Heat; Power Feat: Innate) [3PP] (training, conditioning)


    [b]Speed 1[/b] (10 MPH / 100' per Move action) [1PP] (training, conditioning)



    [b][u]DC Block:[/u][/b]


    [code]    ATTACK           RANGE      SAVE                              EFFECT

        Unarmed          Touch      DC 19 (21*) Toughness (Staged)    Damage (Physical)

        Bolas            Ranged     DC 14 Reflex (Staged)             Entangled/Bound

        Boomerang        Ranged     DC 19 (21*) Toughness (Staged)    Damage (Physical)

        Coil Cards       Ranged     DC 24 Reflex (Staged)             Entangled/Bound

        Explosive Cards  Ranged     DC 24 (26*) Toughness (Staged)    Damage (Physical)

        Flash Grenade    Ranged     DC 14 Fortitude                   Blinded

        Gauntlet         Touch      DC 25 (27*) Toughness (Staged)    Damage (Physical)

        Shock Stick      Touch      DC 24 Fortitude                   Stunned

        Razor Cards      Ranged     DC 23 (25*) Toughness (Staged)    Damage (Physical); Penetrating [as DMG 10]
*Sneak Attack Totals: Abilities (38) + Combat (38) + Saving Throws (25) + Skills (42) + Feats (46) + Powers (32) - Drawbacks (0) = 221/221 Power Points

MILITARY SURPLUS'D by GIZMO

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El Heraldo

8PP to spend.

:arrow: Buying a rank of Attractive, in defiance of all nature and logic.

:arrow: Buying a rank of Fortitude, bringing it up to 9.

:arrow: Buying 2 Easy-to-Lose ranks of Device, making an Array of Emotion Control, Healing and Immovable.

[url=http://www.freedomplaybypost.com/viewtopic.php?p=123486#p123486]Subject: Heraldo (PL 10) - Arichamus (Silver)[/url]


[quote name="Arichamus"][b]Player Name:[/b] Arichamus

[b]Character Name:[/b] El Heraldo ("The Herald")

[b]Power Level:[/b] 10 (159/159PP)

[b]Trade-Offs:[/b] -2 Defense / +2 Toughness -1 Attack/ +1 Damage

[b]Unspent Power Points:[/b] 0

[b]Progress To Gold Status:[/b] 52/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=6294]King of Suits[/url])


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


[b]Alternate Identity:[/b] Subito Sondo

[b]Identity:[/b] Secret

[b]Birthplace:[/b] Puerto Rico, Adjuntas Municipality, Guayo Barrio

[b]Occupation:[/b] Student, grocery store worker

[b]Affiliations:[/b] Claremont Academy, Labor Union (Grocers)

[b]Family:[/b] Pavor Sondo (Father), Broma Sondo (Mother), Galanta Sondo (Sister), Rodrigo Fuego (Cousin)


[b]Description:[/b]

[b]Age:[/b] 17 (July 5th, 1995)

[b]Apparent Age:[/b] 19

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Latin American

[b]Height:[/b] 5'6"

[b]Weight:[/b] 184 lbs.

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Dark Brown


A stocky fellow, Subito nonetheless manages to look taller than he actually is by the practice of good posture and carriage, which he augments with thick-soled boots and a baseball cap. His hair is thick and curly, and long enough to nearly reach his ears, his eyes are spaced close together and are often shaded out of sight by the cap, and in the midst of strangers they have a narrow, suspicious look, though in the presence of friends they widen and sparkle with enthusiasm. His nose is short and broad, while his mouth is often turned slightly downward to help convey the message given by the eyes. His limbs are short, and he has rather large hands and feet for his age. he frequently wears white t-shirts and blue jeans.


In his guise as the gaudy El Heraldo, he wears a brilliantly-colored and heavily-padded jacket. His pants are blue-and-red gold-checkered tights, and his feet are covered with heavy leather boots. A broad cloth bandanna around his head suffices to conceal his identity, with a sky blue feathered hat hat completing the bizarre costume. He carries in this guise a large flagpole, to which is bound the flag of Puerto Rico.


[b][u]Power Descriptions:[/u][/b]

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


[spoiler][b][u]History:[/u][/b]

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


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


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


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


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


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


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


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


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


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




[b][u]Personality & Motivation:[/u][/b]

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


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


[b][u]Powers & Tactics:[/u][/b]

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



[b][u]Complications:[/u][/b]

[b]Power Loss:[/b] Subito is granted his powers only so long as he uses them for the benefit of others. If he uses them for the sole purpose of bettering himself, they shall be revoked.

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

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

[b]Underaged:[/b] Subito isn't a legal adult, with all the restrictions that come with that condition.

[b]The Who-What Now?:[/b] Subito has almost no idea who's who or what's what in the complex world of jet-powered apes and time travel he's gotten himself into. Feel free to blindside him.

[b]What are you wearing?!:[/b] El Heraldo's garb is..distinctive, to say the least, and it's flashiness is fertile ground for misconceptions, easy recognition by enemies, and being nearly impossible to sneak in.


[b][u]Abilities:[/u][/b] 10 + 4 + 10 + 2 + 0 + 8 = 34PP

Strength: 30/20 (+10/+5)

Dexterity: 14 (+2)

Constitution: 20 (+5)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 18 (+4)



[b][u]Combat:[/u][/b] 10 + 8 = 18PP

Initiative: +2

Attack: +5 Base, +9 Unarmed

Grapple: +19/+14, +22 w/Super-STR

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

Knockback: -7/-2



[b][u]Saving Throws:[/u][/b] 2 + 3 + 10 = 16PP

Toughness: +12 (+5 Con, +1 Protection (Costume), +6 Protection (Dame's Ward); [Impervious 10/0])

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

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

Will: +10 (+0 Wis, +10)



[b][u]Skills:[/u][/b] 36R = 9PP

Diplomacy 6 (+10, +14 with Attractive)

Intimidate 4 (+8)

Knowledge (Civics) 2 (+3)

Knowledge (Current Events) 4 (+5)

Knowledge (Popular Culture) 4 (+5)

Knowledge (Tactics) 2 (+3)

Languages 2 (English, Latin, Spanish [Native])

Notice 4 (+4)

Sense Motive 8 (+8)



[b][u]Feats:[/u][/b] 20PP

Accurate Attack

Attack Specialization (Unarmed) 2

Attractive

Dodge Focus 4

Interpose

Inspire 4

Leadership

Luck 3

Move-by Action

Power Attack

Quick Change 1



[b][u]Powers:[/u][/b] 2 + 22 + 31 + 4 + 6 = 65PP


[b]Comprehend 1 ([/b]Languages [understand all spoken][b])[/b] [2PP]


[b]Device 7[/b] (Bandera de la Victoria [Banner of Victory]; 35PP Container; [i]Flaws[/i]: Easy-To-Lose; [i]Power Feats[/i]: Restricted 1 [Magic Users]) [22PP]

[device][b]Array 10[/b](20PP Array; [i]Power Feats:[/i] Alternate Power 2)[22PP]

[array]Base Power: [b]Emotion Control 10[/b][20PP]

AP: [b]Healing 10[/b][20PP]

AP: [b]Immovability 10[/b]([i]Extras:[/i] Affects Others)[20PP][/array] 


[b]Feature 1 ([/b]Repair Clothes[b])[/b] [1PP]


[b]Impervious Toughness 10[/b] [10PP]


[b]Protection 1[/b] [1PP] (Costume)][/device]


[b]Herald's Charge 6[/b] (32PP Container [Active, Sustained], Drawback: Noticeable [Banner of Light]) [31PP]

[equip][b]Enhanced Strength 10 ([/b]to 30 [+10][b])[/b] [10PP]


[b]Flight 3 ([/b]50mph / 500ft per Move Action[b])[/b] [6PP]


[b]Protection 6[/b] (Dame's Ward) [6PP]


[b]Super-Strength 3 [/b](Effective Str 43; Light Load: 1 1/2 tons; [i]Power Feat[/i]: Super-Breath[b])[/b] [7PP]


[b]Strike 1([/b][i]Power Feats[/i]: Affects Insubstantial 1, Mighty[b])[/b] [3PP][/equip]


[b]Immunity 4 ([/b]Cold, Drowning, Pressure, Poison[b])[/b] [4PP]


[b]Super-Senses 4 ([/b]Auditory; Accurate, Counters Concealment, Extended 2 [1,000' Notice Increments][b])[/b] [6PP]



[b][u]Drawbacks:[/u][/b] -2PP


[b]Vulnerability [/b](Sonic Powers, Frequency: Common, Intensity: Moderate [x1.5]) [-2PP]



[b][u]DC Block:[/u][/b]

[code]ATTACK           RANGE           SAVE                            EFFECT

Unarmed          Touch           DC 24/20 Toughness (Staged)     Damage (Physical)

Bandera          Perception      DC 20 Will                      Emotion Changed

Healing          Touch           DC20 Fortitude(Harmless)        Healed

Super-Breath     Area [Cone]     STR/DEX vs Opposed at +9        Trip       

Strike           Touch           DC26/22 Toughness (Staged)      Damage (Physical)

Totals: Abilities (34) + Combat (18) + Saving Throws (16) + Skills (9) + Feats (19) + Powers (65) - Drawbacks (2) = 159/159 Power Points

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Cobalt Templar

:arrow: Adjusted things like the PL line, Unspent PP, Progress, Age, etc, to reflect current state of things.

:arrow: Trimmed his history down to a link and a short blurb, with the bulk of his history being on his wiki page.

PP spending

:arrow: 3PP for his Forest Vault (finally spent!)

:arrow: 1PP to get 4 ranks in Knowledge: Arcane Lore, representing a combo of him taking in bits and pieces from the various mage-types he knows, and his own research to better understand the basic nature of his ring.

:arrow: Full sheet presented below since several sections were majorly modified. "Draft" can be viewed here.

EDIT: :arrow: I've pasted in a mildly altered version of the sheet; only changes are in fluff. I touched up everything, brought it up to date, and gave him 1 more Complication. At some point in the future I might try slimming his sheet down to just point at his wiki or something. :geek:

[floatr][img=http://www.freedomplaybypost.com/wiki/images/4/4d/CobaltTemplar1.JPG][/floatr][b][u]Player Name[/u]:[/b] KnightDisciple

[b][u]Character Name[/u]:[/b] Cobalt Templar

[b][u]Power Level[/u]:[/b] 13 (201/201PP) (PL 12 Caps)

[b][u]Trade-Offs[/u]:[/b] 0 (Normal); -5 Defense / +5 Toughness and -5 Attack / +5 Damage (Giant Form)

[b][u]Unspent PP[/u]:[/b] 0

[b][u]Progress to Platinum Status[/u]:[/b]: 78/120 (41PP earned pre-bump, 37PP earned post-bump, 15PP bump; Gold Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4043]Gabriel[/url])


[b][u]In Brief[/u]:[/b] A teenage boy who aspires to be an archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Now, as the Cobalt Templar, Corbin Hughes must work to discover the origins of his powers, and his destiny, all while fighting to protect the innocent from evil!


[b][u]Alternate Identity[/u]:[/b] Corbin Alphonse Hughes

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] St. Louis, Missouri, USA

[b][u]Occupation[/u]:[/b] FCU Student

[b][u]Affiliations[/u]:[/b] Claremont (former student), Young Freedom (former member/leader)

[b][u]Family[/u]:[/b] Albert Hughes (Father), Sarah Hughes (Mother)


[b][u]Age[/u]:[/b] 19 ([i]DoB:[/i] October 27, 1993) 

[b][u]Apparent Age[/u]:[/b] N/A

[b][u]Gender[/u]:[/b] Male

[b][u]Ethnicity[/u]:[/b] Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French)

[b][u]Height:[/u][/b] 6'6" (9ft Giant Form)

[b][u]Weight:[/u][/b] 250 lbs. (1,800 lbs Giant form)

[b][u]Eyes[/u]:[/b] Brown

[b][u]Hair[/u]:[/b] Black


[b][u]Description[/u]:[/b]

Corbin is a tall, broad-shouldered teenage boy; he's grown to the point he could be mistaken for an NFL Fullback. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking [url=http://fc02.deviantart.net/fs43/i/2009/072/d/5/Steampunk_Pocketwatch_by_purpleglovez2.jpg]pocket watch[/url] that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren.


Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it.


[b][u]Power Descriptions[/u]:[/b] 

Cobalt Templar wields the [url=http://www.freedomplaybypost.com/wiki/index.php?title=The_Seven_Rings#Blue_Ring_of_the_Determined_Leader]Blue Ring of the Determined Leader[/url], one of [url=http://www.freedomplaybypost.com/wiki/index.php?title=The_Seven_Rings]The Seven Rings[/url]. While he has not delved the full depths of its abilities yet, he has accessed a large well of power nonetheless. 


His costume is just for show; the ring reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire, and in fact to virtually any outfit he imagines. Anything that isn't his "natural" clothes (which get shunted into a small pocket dimension in the ring) tend to carry a blue coloration, often with some red or maroon mixed in.

As well, the the ring allow him to survive in the most hostile of environments, including space, and to see in even the deepest of darkness. It even helps him unconsciously sense danger, giving him an edge in combat. 

His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law, though he often has an aura of blue, flickering flames (harmless) surrounding his body. He is able to reach speeds around 10,000 miles per hour in-atmosphere, and once he exits the atmosphere, he has found he can exceed the speed of light, hitting up to 25[i]c[/i].


Cobalt Templar's most obvious powers center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. More recently he devised a way to channel his fire into a large "shell" around himself (which he shapes to his whims); this shell makes him almost 10 feet tall, and gives him enough strength to move buildings. On the downside, he suffers from blunted senses in this "mode", meaning he has a harder time hitting opponents or avoiding blows. But his near-invincibility, as well as his sheer power, tend to make it a worthwhile trade in the right circumstances.

While his ability to create and manipulate independent objects (rather than constructs he channels his powers through to attack an enemy) have waxed and waned, it is still part of his ability set, though he typically uses it to help him move large objects or numerous smaller ones, or occasionally to reach otherwise hard-to-get things. 


[b][u]History[/u]:[/b] 


Most of Cobalt Templar's history can be found [url=http://www.freedomplaybypost.com/wiki/index.php?title=Cobalt_Templar#Biography]here[/url]. 


[u]Recent Times:[/u]

Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment, but who knows what the future holds...


[b][u]Personality & Motivation[/u]:[/b]

Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at (as demonstrated in gifts to his friends, and his love of reading is well known, at least to his friends. 

Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys. As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll.

On a deeper level, Corbin has fully embraced his heroic path, a path now fully supported by his parents. He loves helping people, and some part of him (a part he doesn't always like to acknowledge) enjoys the fighting, too. He finds himself constantly working to balance his personal relationships, his education, and his hero work; none of them are things he wishes to abandon, but all take quite a bit of time. As well, he has found he has a distaste for death; even when fighting Omegadrones, a part of him hated what he had to do. Only against Omega himself was that reservation truly put aside. For all that he's a near-giant of a man tossing around bright blue fire, Corbin treasures life, and is shaken when it just snuffs out in front of him. 


[b][u]Powers & Tactics[/u]:[/b]

 Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands). He will shift into his "giant form" when faced with a tough-but-slow opponent, or a large number of less-skilled opponents.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]The Fires of Hell Shall Not Prevail:[/b] Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him.

[b]Secret (Identity)[/b]: While his parents and many of his friends know of his powers, Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

[b]With Great Power...:[/b] Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains.

[b]You Must Know No Fear!:[/b] Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring.

[b]Dethroner of Omega:[/b] Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided). 

[b]Relationship:[/b] Corbin Hughes and Quo-Dis (Ultiteen) are in a long-term, intimate dating relationship. Their care for each other is deep, but her lagging unfamiliarity with the more nuanced parts of human culture causes friction. As well, she is (unknown to most) not only a member of the Ultima Thule community of Ultimen, but the daughter of Superior himself. A GM might award Corbin a Hero Point if his connection to Quo-Dis brings trouble to his door, be it an angry father, someone seeking a member of the Ultimen, or someone (or something) else. 



[b][u]Abilities[/u]:[/b] 12 + 6 + 10 + 4 + 4 + 2 = 38PP

Strength: 44/28/22 (+17/+9/+6)

Dexterity: 16 (+3)

Constitution: 32/28/20 (+11/+9/+5)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)



[b][u]Combat[/u]:[/b] 24 + 12 = 36PP

Initiative: +7/+3

Attack: +12/+7 (Giant Form)

Grapple: +15, +28 Ring, +32 Giant Form

Defense: +12 (+6 Base, +2 Dodge Focus, +4 Enhanced), +3 Flat-Footed, +7 Giant Form

Knockback: -8/-1



[b][u]Saving Throws[/u]:[/b] 2 + 4 + 8 = 14PP

Toughness: +17/+12/+5 (+11/+9/+5 Con, +6/+3 Protection, 10 Impervious (Giant Form only))

Fortitude: +13/+11/+7 (+11/+9/+5 Con, +2)

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

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



[b][u]Skills[/u]:[/b] 48R = 12PP

Acrobatics 8 (+11)

Craft (Artistic) 8 (+10)

Knowledge (Business) 8 (+10)

Knowledge (Arcane Lore) 4 (+6)

Knowledge (History) 8 (+10)

Language 4 (Arabic, English [Native], Greek, Hebrew, Latin)

Notice 8 (+10)



[b][u]Feats[/u]:[/b] 11PP

All-Out Attack

Dodge Focus 2

Equipment 3 (15EP)

Luck 2

Power Attack

Precise Shot 2


Equipment 3PP = 15EP

[equip][b]Headquarters[/b] (Underground Base; [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=4596&p=158844#p158844]Templar's Forest Vault[/url])

[u]Size[/u]: Large (2 EP)

[u]Toughness[/u]: +10 (1 EP)

[u]Features[/u]: Concealed, Defense System ([b]Paralyze 12[/b], [i]Attack Bonus[/i]: +12, [i]Extras[/i]: Targeted Shape-able Area, [i]Flaw[/i]: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP)

[b]Vault :[/b] 

[device][u]Size[/u]: Fine (-3EP)

[u]Toughness[/u]: +20: (3EP)

[u]Features[/u]: Security System (DC 35 Disable Device) (4EP)[/device][/equip]



[b][u]Powers[/u]:[/b] 90PP

[b]Device 22 ([/b]110PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted 2[b])[/b] [90PP] (Power Ring [Blessed/Holy, Magic])

[device][b]Enhanced Constitution 8 ([/b]to 28/+9[b])[/b] [8PP]

[b]Enhanced Defense 4[/b] [8pp]

[b]Enhanced Feats 3 ([/b]Improved Initiative, Quick Change 2[b])[/b] [3PP]

[b]Enhanced Strength 6 ([/b]to 28/+9[b])[/b] [6PP]

[b]Immunity 9 ([/b]Life Support[b])[/b] [9PP]

[b]Protection 3[/b] [3PP]

[b]Super-Senses 2 ([/b]Darkvision[b])[/b] [2PP]

[b]Super-Strength 7 ([/b]Lifting STR 61 [[i]Heavy Load:[/i] 58 tons 1,760 lbs.][b])[/b] [16PP]


[b]Flight 6 ([/b]500mph / 5,000ft per Move Action[b])[/b] [12PP]

[b]Space Travel 1 ([/b]1[i]c[/i][b])[/b] [2pp]

[b]Speed of Flame 4 ([/b]8PP Array; [i]PFs[/i]: Alternate Power 1[b])[/b] [9PP]

[array][b][u]BP[/u]: Flight 4 ([/b]Rank 10, 10,000mph / 100,000ft per Move Action[b])[/b] [8PP]

[b][u]AP[/u]: Space Travel 4 ([/b]Rank 5, 25[i]c[/i][b])[/b] [8PP][/array]


[b]Fires of Creation 1 ([/b]5PP Array; [i]PFs[/i]: Alternate Power 1 [b])[/b] [6PP]

[array][b][u]BP[/u]: Create Object 1 ([/b]1 5ft cube, Toughness +1, Lifting Strength 5 [[i]Heavy Load:[/i] 50 lbs.], 10 10ft Range Increments / 100ft Max Range; [i]PFs[/i]: Precise, Selective, Tether[b])[/b] [5PP]

[b][u]AP[/u]: Move Object 2 ([/b]Effective Strength 10, Heavy Load: 100 lbs[b])[/b] [4PP][/array]


[b]Holy Fire Control 12 ([/b]24PP Array; [i]PFs[/i]: Affects Insubstantial 2, Alternate Power 2[b])[/b] [28PP] (Fires of Judgement)

[array][b][u]BP[/u]: Blast 12 ([/b]10 120ft Range Increments / 1200ft Max Range[b])[/b] [24PP]"Rain of Fire"

[b][u]AP[/u]: Strike 3 ([/b][i]Extra[/i]: Penetrating 12 [DMG 24], [i]PF[/i]: Mighty[b])[/b] [16PP] "Unlimited Blades"

[b][u]AP[/u]: Growth 4 ([/b]9ft height, 10ft reach, Large size; [i]Extra[/i]: Linked [Density], [Protection], [Super-Strength][b])[/b] [12PP] [b]+ Density 4 ([/b]+8 Str, [b]Immovable 1[/b], [b]Super-Strength 1[/b], +2 Toughness Mass x3; [i]Extra[/i]: Linked [Growth], [Protection], [Super-Strength][b])[/b] [12PP] [b]+ Protection 1 ([/b][i]Extra[/i]: [b]Impervious Toughness 10[/b] Linked [Density], [Growth], [Super-Strength][b])[/b] [11pp] [b]+ Super-Strength 2 ([/b] [i]Extra[/i]: Linked [Density], [Growth], [Protection][b])[/b] [4PP]; [b]Temporary Drawback ([/b] -4 Defense, -4 Attack[b])[/b] [-16pp] [12+12+11+4-16=23PP] "Giant's Strength"

[u]Results of Form[/u]
[spoiler]+16 Strength (+8 modifier), +4 Con, +3 Toughness, Large Size (-1 Attack/Defense, +4 Grapple, -4 Stealth, +2 Intimidate, 10ft space, 10ft reach), Immovable 1, +1 Super-Strength, -4 Attack, -4 Defense.

Strength total: 44 (+17); Constitution Total: 32 (+11); Toughness Bonus: +17 (10 Impervious); Defense Bonus: +7; Attack Bonus: +7; Damage Bonus: +17; Super-Strength 10 (Effective Strength 94)[/spoiler]
[/array][/device]



[b][u]DC Block[/u]:[/b]

[code]ATTACK     RANGE     SAVE                          EFFECT

Unarmed    Touch     DC24/21 Toughness (Staged)    Damage (Physical)

Unarmed(G) Touch     DC32 Toughness (Staged)       Damage (Physical)

Blast      Ranged    DC27 Toughness (Staged)       Damage (Energy)

Strike     Touch     DC27 Toughness (Staged)       Damage (Energy)
Abilities (38) + Combat (36) + Saving Throws (14) + Skills (12) + Feats (11) + Powers (90) - Drawbacks (0) = 201/201 Power Points

Sealed by Supercape

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MONK-EYSHINE'D by GIZMO

Gabriel

:arrow: Adjustments to PL line and PP count.

:arrow: Trimmed and revised History. Most of it's on his wiki.

:arrow: Touched up his Complications.

PP Spending

:arrow: Using 3 of 5 PP to buy his HQ, so that my Silver reward slot is now totally free.

:arrow: Leaving 2 PP unspent for the time being.

:arrow: Draft of sheet found here.

EDIT: Added Freedom League to Affiliations.

EDIT2: Touched up fluff sections a bit.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/e/e4/GabrielHF1.png][/floatr][b][u]Player Name[/u]:[/b] KnightDisciple

[b][u]Character Name[/u]:[/b] Gabriel

[b][u]Power Level[/u]:[/b] 15 (238/240PP) (PL 12 Caps)

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent PP[/u]:[/b] 2

[b][u]Progress To Platinum Status[/u]:[/b] 90/120


[b][u]Alternate Identity[/u][/b]: Carson Finbar Keefe

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] Limerick, Ireland (Chalk it up to the Almighty's sense of humor)

[b][u]Occupation[/u]:[/b] Drama Teacher

[b][u]Affiliations[/u]:[/b] Freedom College, Freedom League (Reserve Member)

[b][u]Family[/u]:[/b] Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother)


[b][u]Age[/u]:[/b] 28 ([i]DoB:[/i] March 21, 1984)

[b][u]Apparent Age[/u]:[/b] N/A

[b][u]Gender[/u]:[/b] Male

[b][u]Ethnicity[/u]:[/b] Irish Caucasian

[b][u]Height[/u]:[/b] 6'

[b][u]Weight[/u]:[/b] 170 lbs.

[b][u]Eyes[/u]:[/b] Blue

[b][u]Hair[/u]:[/b] Red

[b][u]Speech Color[/u]:[/b] Maroon


[b][u]Description[/u]:[/b] 

Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face.


Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually [i]flex[/i] with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch.


[b][u]Power Descriptions[/u]:[/b] 

At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter. (Further descriptions [url=http://www.freedomplaybypost.com/wiki/index.php?title=Gabriel#Powers_.26_Abilities]here[/url].


Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as.


[b][u]History[/u]:[/b]


(Full history found [url=http://www.freedomplaybypost.com/wiki/index.php?title=Gabriel#Biography]here[/url].)


Gabriel has proven himself a fearless hero of Freedom City, rightfully earning his place in the Freedom League. His soft skills, especially diplomacy, have marked him as something of a diplomat among heroes, as well as an unofficial "go-between" for the Catholic Church to the hero community in Freedom City (though it's not a role that's needed often). Though he is by no means an "elder statesman", Gabriel strives to build bridges, both between himself and others, and between other people in general. As one of the semi-official "protectors of Sanctuary", he can find himself stretched thin, but it's simply an occasion to rise to another challenge. He will continue to stand as a barrier between the innocents of Freedom City (and the world itself) and any evils that might prey upon them. 


[b][u]Personality & Motivation[/u]:[/b] 

Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for.


This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students.


As Gabriel, his focus has often been on helping "the little guy," such that he still stops non-powered petty criminals, instead of focusing solely (or even mostly) on super-crime. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians.

Even as his focus has broadened over the last couple of years, Gabriel's approach hasn't really changed; his heart still goes out to some criminals who he sees as victims of their own sickness (such as Bee-Keeper II). He will show a touch of wrath for the more hardened elements of the super-criminal world, though, especially the ones who deal in the more despicable trades. And his righteous anger in the presence of the Powers of Darkness can shake a building (if not quite the world).


[b][u]Powers & Tactics[/u]:[/b] Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast.


Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Demons, Why Did It Have To Be Demons?:[/b] Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight.

[b]I Hate Faeries!:[/b] Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. As well, he has now repeatedly thwarted plans made by various factions among the Seelie and Unseelie Courts. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades), or if it brings down unwanted attention or diplomatic difficulties from various Fae factions upon him.

[b]Old Wounds:[/b] Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like.

[b]Responsibility:[/b] Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. At the same time, he is [i]also[/i] a Reserve Member of the Freedom League.  A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict.

[b]Secret (Identity):[/b] Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

[b]Shepherd of The Flock:[/b] Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions.

[b]Relationship:[/b] Carson Keefe is in a romantic relationship with Sonya Sokolova; anyone who knew of his dual identity might seek to harm him through her (though she's not an easy target), and if she's in danger for one reason or another, Carson may not think rationally. A GM should feel free to give Gabriel a hero point whenever his romance leads to immediate and dangerous difficulty in his life. 



[b][u]Abilities[/u]:[/b] 4 + 4 + 6 + 4 + 8 + 10 = 36PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 18 (+4)

Charisma: 50/30/20 (+20/+10/+5)



[b][u]Combat[/u]:[/b] 16 + 16 = 32PP

Initiative: +6

Attack: +8, +12 Spear, +12 Sonic Control

Grapple: +11

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

Knockback: -6/-4, -3/-1 Flat-Footed



[b][u]Saving Throws[/u]:[/b] 7 + 8 + 9 = 24PP

Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed

Fortitude: +10 (+3 Con, +7)

Reflex: +10 (+2 Dex, +8)

Will: +13 (+4 Wis, +9)



[b][u]Skills[/u]:[/b] 124R = 31PP

Acrobatics 8 (+10)

Bluff 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Diplomacy 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Gather Information 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Intimidate 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Art) 8 (+10)

Knowledge (Streetwise) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 12 (+16)

Perform (Acting) 10 (+30/+20/+15)

Perform (Wind Instruments) 10 (+30/+20/+15)

Sense Motive 12 (+16)



[b][u]Feats[/u]:[/b] 34PP 

Attack Specialization (Sonic Control) 2

Beginners Luck

Defensive Roll 2 (+4 Toughness)

Distract (Intimidate)

Dodge Focus 4

Equipment 3 (15EP) 

Fascinate (Bluff)

Improved Initiative

Inspire 5

Leadership

Luck 5

Rallying Cry

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Ultimate Bluff

Ultimate Diplomacy

Ultimate Intimidate

Ultimate Gather Information

Uncanny Dodge (Auditory)

Well-Informed


[quote name="Equipment 3PP= 15EP"]Headquarters ([url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=4052&p=147243#p147243]Monastery[/url])

[quote]Size: Huge (3EP), Toughness +10 (1EP)

Features: Isolated, Living Space, Personnel (Monks), Gym, Library, Masterwork Infirmary, Power System, Animal Pens, Chapel 

Power: Super-Movement (1EP)


[b]Super-Movement 1 ([/b]Dimensional Movement (Sanctuary<->Earth Prime), [i]Extras[/i]: Portal, Duration (Continuous) [i]Flaws[/i]: Limited (Others); Action (Standard)[b])[/b]  (Dimensional Portal inside the Monastery, effectively a Feature) (1EP)

[b]Masterwork Infirmary ([/b]+2 to Medicine checks[b])[/b][/quote][/quote]


[b][u]Powers[/u]:[/b] 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP


[b]Device 2 ([/b]10PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [8PP] (Holy Armor)


[device][b]Features 1 ([/b]Quick Change[b])[/b] [1PP]


[b]Immunity 2 ([/b]Critical Hits[b])[/b] [2PP]


[b]Protection 5[/b] [5PP]

[b]Super-Senses 2 ([/b]Darkvision[b])[/b] [2PP][/device]

[b]Device 4 ([/b]20PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Subtle [Transforms into a Ring], [i]Features:[/i] Masterwork Wind Instrument [Transforms into a Trumpet][b])[/b] [14PP] (Heavenly Spear)


[device][b]Light Control 5 ([/b]25ft radius, [i]Flaws:[/i] Range [Touch][b])[/b] [5PP]


[b]Strike 10 ([/b][i]Feats:[/i] Accurate 2, Mighty[b])[/b] [13PP] (Blessed/Holy, Piercing, Silver)


[b]Super-Movement 1 ([/b]Dimensional Movement 1 [Earth-Prime and Sanctuary] [b])[/b] [2PP][/device]

[b]Enhanced Charisma 10 ([/b]to 30/+10[b])[/b] [10PP]


[b]Flight 1 ([/b]10mph / 100ft per Move Action[b])[/b] [2PP]


[b]Immunity 1 ([/b]Own Powers[b])[/b] [1PP]


[b]Sonic Control 12 ([/b]34PP Array, [i]Feats:[/i] Alternate Power 9[b])[/b] [43PP] (Mutation)

[array][u]Base Power[/u]: [b]Dazzle 12 ([/b]Auditory Senses, [i]Extras:[/i] Area [General, Burst, 60ft radius], Selective[b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extras:[/i] Autofire [b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Communication 6 ([/b]Auditory, 20 miles ["Anywhere In Freedom City"], [i]Extras:[/i] Area, Linked [Comprehend, Super-Senses], [i]Feats:[/i] Selective, Subtle[b])[/b] [14PP] [b]+ Comprehend 3 ([/b]Languages 3 [Speak Any, All At Once, Understand All], [i]Extras:[/i] Linked [Communication, Super-Senses][b])[/b] [6PP] [b]+ Super-Senses 3 ([/b]Extended Hearing 4 [100,000ft / 20-mile Notice Increments], [i]Extras:[/i] Linked [Communication, Comprehend], [i]Flaws:[/i] Limited [Speech], [i]Feats:[/i] Selective[b])[/b] [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP]


[u]Alternate Power[/u]: [b]Confuse 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], Selective[b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects, Range [Ranged][b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Enhanced Charisma 20 ([/b][i]Extras:[/i] Linked [Enhanced Skills][b])[/b] [20PP]  + [b]Enhanced Skills 10 ([/b]40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 [b])[/b] [10PP]  [20 + 10 = 30PP]


[u]Alternate Power[/u]: [b]Emotion Control 12([/b][i]Extras:[/i] Area [General, Shapeable, 12 5ft cubes][b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Flight 9 ([/b]Rank 10, 10,000mph / 100,000ft per Move Action, [i]Feats:[/i] Moving Feint, Subtle[b])[/b] [20PP]


[u]Alternate Power[/u]: [b]Nauseate 12 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Paralyze 12 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [34PP][/array]

[b]Super-Senses 3 ([/b]Ultrasonic Hearing, [i]Extras:[/i] Accurate[b])[/b] [3PP] (Echolocation)



[b][u]Drawbacks[/u]:[/b] -0PP

None



[b][u]DC Block[/u]:[/b]

[code]ATTACK             RANGE          SAVE                       EFFECT

Unarmed            Touch          DC17 Toughness (Staged)    Damage (Physical)

Blast              Ranged         DC27 Toughness (Staged)    Damage (Energy)

Confuse            Ranged         DC22 Will                  Confused

Dazzle             Ranged+Area    DC22 Reflex                1/2 Effect

                                  DC22 Reflex                Deafened

                                  DC22 Fortitude             Recover

Drain              Ranged         DC22 Fortitude             Drain Toughness

Emotion Control    Perception     DC22 Will (Staged)         Special

Nauseate           Ranged         DC22 Fortitude (Staged)    Sickened/Nauseated/Helpless

Paralyze           Ranged         DC23 Will (Staged)         Slowed/Paralyzed

Spear              Touch          DC27 Toughness (Staged)    Damage (Physical)
Abilities (36) + Combat (32) + Saving Throws (24) + Skills (34) + Feats (31) + Powers (81) - Drawbacks (0) = 238/240 Power Points

MONK-EYSHINE'D by GIZMO

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  • 3 weeks later...

KEVLAR CHIC'D by GIZMO

Catalyst

So, got two PP, gonna bring Catalyst up to PL 10 caps. Anyway, both PP go in Feats,

Feats:

+1 Attack Specialization (Paintball Guns)

+1 Equipment

Now the Equipment are,

Fire Extinguisher [1EP]

Master Tools Medkit [1EP]

Undercover Shirt (+2 Protection, Subtle) [3EP]

The undercover shirt gives her +2 toughness which pulls up her toughness caps. Also, she turned 28 in November so I added that as well.

[floatr][img=http://freedomplaybypost.com/wiki/images/b/b2/Catalyst.png][/floatr][b][u]Player Name[/u]:[/b] Aoiroo

[b][u]Character Name[/u]:[/b] Catalyst

[b][u]Power Level[/u]:[/b] 10 (148/148PP)

[b][u]Trade-Offs[/u]:[/b] +5 Attack / -5 Damage, +2 Defense / -2 Toughness

[b][u]Unspent PP[/u]:[/b] 0

[b][u]Progress To Platinum Status[/u]:[/b] 28/120 (Gold Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


[b][u]In Brief[/u]:[/b] Chemical weapon user with a paintball gun and good aim.


[b][u]Alternate Identity[/u]:[/b] Jasmine Benoit

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] St. John, New Brunswick, Canada

[b][u]Occupation[/u]:[/b] Lab Assistant

[b][u]Affiliations[/u]:[/b] Franklin & Wesler Co.

[b][u]Family[/u]:[/b] Laurette Benoit (Mother), Jackson Benoit (Father), Hazel Benoit (Sister [Younger])


[b][u]Age[/u]:[/b] 28 ([i]DoB:[/i] November 2nd 1983)

[b][u]Gender[/u]:[/b] Female

[b][u]Ethnicity[/u]:[/b] Haitian / French Canadian

[b][u]Height[/u]:[/b] 5'8"

[b][u]Weight[/u]:[/b] 145 lbs.

[b][u]Eyes[/u]:[/b] Brown

[b][u]Hair[/u]:[/b] Black


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


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


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


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


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


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


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


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


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


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


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


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Can't See Without Them:[/b] Jasmine is very far-sighted and has to wear glasses(as a chemist contacts are dangerous).

[b]Family:[/b] Her parents work as professors at Freedom University, and her sister is in High School, she tries to make time for them as best she can.

[b]Nine-To-Five:[/b] Jasmine maintains a regular work schedule as a lab assistant, this sometimes takes priority.

[b]Secret:[/b] Her idenity is secret, as she has taken some steps like tinting the glass on the face mask to insure.

[b]Sleep Deprivation:[/b] Jasmine has a hard time just saying no, and does have the tendency to spread herself too thin.



[b][u]Abilities[/u]:[/b] 0 + 4 + 4 + 8 + 8 + 0 = 24PP

Strengh: 10 (+0)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 18 (+4)

Charisma: 10 (+0)



[b][u]Combat[/u]:[/b] 10 + 8 = 18

Initiative: +14

Attack: +5 Melee, +9 Ranged, +15 Paintball Guns

Grapple: +4

Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed

Knockback: -3, -1 Flat-Footed



[b][u]Saving Throws[/u]:[/b] 5 + 5 + 3 = 13PP

Toughness: +8 (+2 Con, +4 Defensive Roll, +2 Undercover Shirt), +4 Flat-Footed

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

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

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



[b][u]Skills[/u]:[/b] 56R = 14PP

Computers 4 (+8)

Craft (Chemical) 11 (+15)[sup]Skill Mastery[/sup]

Drive 5 (+7)

Knowledge (Life Sciences) 1 (+5) 

Knowledge (Physical Sciences) 11 (+15)[sup]Skill Mastery[/sup]

Knowledge (Technology) 6 (+10) [sup]Skill Mastery[/sup]

Languages 1 (English [Native], French)

Notice 6 (+10)[sup]Skill Mastery[/sup]

Medicine 1 (+5)

Sense Motive 6 (+10)

Stealth 4 (+6)



[b][u]Feats[/u]:[/b] 37PP

Assessment

Attack Focus (Ranged) 4

Attack Specialization (Paintball Guns) 3

Defensive Roll 2 (+4 Toughness)

Dodge Focus 8

Equipment 7 (35EP)

Improved Initiative 3

Inventor

Luck 2

Power Attack

Precise Shot 2

Quick Draw

Skill Mastery (Craft [Chemical], Knowledge [Physical Sciences], Knowledge [Technology], Notice)

Uncanny Dodge (Auditory)


[equip][b][u]Equipment[/u]:[/b] 35 EP


Blue Tooth [0EP]

Cell Phone [0EP]

Fire Extinguisher [1EP]

Flash Goggles [1EP]

Gas Mask [1EP]

Handcuffs [1EP]

Laptop [0EP]

MasterWork Medkit [1EP]

Mini Tracer [1EP]

Undercover Shirt (Protection 2, Subtle) [3EP]


[b][u]Van (Vehicle)[/u][/b] [26EP]

[i]Former Flower Delivery Van[/i]


[b]Size:[/b] Huge [2EP]

[b]Strength:[/b] 35 ([i]Medium Load:[/i] 1 ton) [1EP]

[b]Defense:[/b] -2 (DC8) [0EP]

[b]Toughness:[/b] +14 (+9 Base, +5 Impervious Toughness) [10EP]


[b]Features:[/b] [8EP]

Alarm (DC 20)

Computer

Communications

Laboratory

Navigation System (+5)

Power System

Smokescreen

Workshop


[b]Powers:[/b] [5EP]

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


[b][u]Powers[/u]:[/b] 21 + 20 + 1 = 42PP


[b]Device 7 ([/b]Paintball Gun, 35PP Container; [i]Flaws:[/i] Easy-To-Lose[b])[/b] [21PP]

[device][b]Paintballs 17.5 ([/b]30PP Array; [i]Feats:[/i] Alternate Power 5[b])[/b] [35PP]

[array][u]Base Power[/u]: [b]Dazzle 5 ([/b]Visual Senses, 500ft Range, [i]Extras:[/i] Area [Targeted, Burst], Autofire, Selective Attack [i]Feats:[/i] Progression [Area] 4 [250ft radius], Reversible[b])[/b] {30/30}


[u]Alternate Power[/u]: [b]Blast 5 ([/b][i]Extras:[/i] Autofire [i]Feats:[/i] Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2[b])[/b] {25/30}


[u]Alternate Power[/u]: [b]Drain Fortitude 5 ([/b][i]Extras:[/i] Area [Targeted, Burst], Autofire, Range [Ranged, 500ft], Selective Attack [i]Feats:[/i] Progression [Area] 3 [125ft radius], Slow Fade [1 minute][b])[/b] {30/30}


[u]Alternate Power[/u]: [b]Obscure 10 ([/b]Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, [i]Extras:[/i] Independent; [i]Feats[/i]: Slow Fade[b])[/b] {21/30}


[u]Alternate Power[/u]: [b]Snare 5 ([/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack[b])[/b] {30/30}


[u]Alternate Power[/u]: [b]Stun 5 ([/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack) {30/30}[/array][/device]

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

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


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


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

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



[b][u]Drawbacks[/u]:[/b] -0PP

None



[b][u]DC Block[/u]:[/b]

[code]ATTACK      RANGE          SAVE                        EFFECT

Unarmed     Touch          DC15 Toughness (Staged)     Damage (Physical)

Blast       Ranged         DC20* Toughness (Staged)    Damage (Physical)

Dazzle      Ranged/Area    DC15* Fortitude             Blind

Drain       Ranged/Area    DC15* Fortitude (Staged)    Drain Fortitude

Snare       Ranged/Area    DC15* Fortitude (Staged)    Bound/Helpless

Stun        Ranged/Area    DC15* Fortitude (Staged)    Dazed/Stunned/Unconscious


*Up to DC22, DC 17 with Autofire
Abilities (24) + Combat (18) + Saving Throws (13) + Skills (14) + Feats (37) + Powers (42) - Drawbacks (0) = 148/148 Power Points

KEVLAR CHIC'D by GIZMO

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RUNE-INED by GIZMO

Crow

This is not so much spending of PP as reallocating some around to help the concept fit a tiny bit better, and doing a bit of number-tweaking to hit what caps I can this month.

Essentially, due to Crow's tampering with his coat, some of it's functions are going to end up fried (read; several of the older ones I made when I was far less confident in what I was doing with this thing and just looking for general offense) - forcing him to retweak his gloves for better functionality whilst working to get his coat back up to snuff (read: putting in more thematic and better-made offensive powers).

-Removed the Rune of Earth (Strike), Rune of Ethereal Drain (Drain Toughness), and Minor Rune of Protection (Immunity) outright from the Runic Coat. The Rune of Protection will come back next time I make an addition to the Coat, though.

-After clearing 5 PP from the Coat's powers, reduced the Coat Device from 4 to 3; opening up 4 free points for use on the sheet.

-Reallocated 4 points to Crow's Talons, renamed Device to "Runic Gloves" (more in-keeping with the name of the coat), gain 5 PP for use in that Device.

Here's where it gets complex.

All that's left now is the extra-fun part; adjusting the Trade-Offs to fit with this readjustment and the combining of both his Ranged and Melee moves into a single Array. Change under Tradeoffs at the top of the sheet Summoning Array to flat Ranged, changing the application of +2 Attack / -2 Damage away from the array itself - that'll be a stopgap measure for the time being. Since the Barrage and Lightning Wire are already a separate tradeoff of +4/-4, that shouldn't apply to them.

-Replace Blast 8 (Summoned Crow's Talons) with a brand spanking new power, Base Power: Strike 9 [Feats: Mighty, Knockback 2] + Daze 6 [Feats: Slow Fade; Extras: Contagious (+1)] [30/30 PP] (Bludgeoning/Magic/Lightning) (Rune of Lightning Strike); and shift the Blast 8 into an Alternate Power slot. That'll take up five of the PP from the new Device rank (essentially making a new power with the 26 PP of the Blast 8, adding 4 PP, and then spending 1 to get the same Blast 8 as an AP); Glove Rune Array (formerly Summoning Array) now has 30 PP to work with. That will let me then increase all the powers in Array by 1 Rank in turn, add some additional Feats, and that'll let me hit full Melee and Ranged Damage Caps (with the tradeoff edits above done).

Enclosed is the Powers portion of Crow's sheet, as well as the new Tradeoffs line.



[u][b]Trade-Offs:[/b][/u] Defense +2 / Toughness -2; [i]Melee[/i]: Attack -2 / Damage +2; [i]Ranged[/i]: Attack +2 / Damage -2; [i]Talon Barrage and Talon Wire[/i]: Attack +4 / Damage -4


[u][b]Powers[/b]:[/u] 13PP + 28PP + 6 PP = 47 PP


[b][i]Descriptors[/i]:[/b] General Damage Types (Bludgeoning/Piercing), Magic, Iron, Lightning


[b]Device 3 ([/b]15PP Container, Hard-To-Lose, Indestructible[b])[/b] [13PP] (Runic Coat)

[device][b]Runes ([/b]8PP Array, [i]Feats:[/i] Alternate Power 1[b])[/b] [9PP]

[array][u]Base Power[/u]: [u]Base Power[/u]: [b]Healing 8 ([/b][i]Flaws:[/i] Empathic)[/b] [8PP] (Magic) (Rune of Revival)

[u]Alternate Power[/u]: [b]Concealment 4 ([/b]All Visual Senses[b])[/b] [8PP] (Magic) (Rune of The Veil)[/array]


[b]Teleport 4 ([/b]400ft per Move Action, [i]Flaws:[/i] Limited [Short-Range], [i]Feats:[/i] Subtle, Turnabout[b])[/b] [6PP] (Magic) (Rune of Wind Walk)[/device]


[b]Device 7[/b] (35/35 PP available, Hard-To-Lose) (Runic Gloves) [28 PP]

[device][b]Rune Glove Array[/b] (30 PP Array, [i]Feats[/i]: Accurate 2, Alternate Power 3) [35 PP]

[array][u]Base Power:[/u] [b]Strike 9[/b] [[i]Feats[/i]: Mighty, Knockback 2] + [b]Daze 6[/b] [[i]Feats[/i]: Slow Fade; [i]Extras[/i]: Contagious (+1)] [30PP] (Bludgeoning/Magic/Lightning) (Rune of Lightning Strike) 


[u]Alternate Power:[/u] [b]Blast 9[/b] [[i]Feats[/i]: Precise 2, Ricochet 3, Indirect, Improved Range 2 (450 ft.), (Improved Critical 2 (18-20), Subtle] [30PP] (Iron/Piercing) (Summoned Crow's Talons)


[u]Alternate Power:[/u] [b]Blast 7[/b] [[i]Extras[/i]: Autofire; [i]Feats[/i]: Accurate, Precise 2, Ricochet 3, Indirect, Improved Range 2 (450 ft.), Improved Critical 2 (18-20)] [30 PP] (Iron/Piercing) (Talon Barrage)


[u]Alternate Power:[/u] [b]Snare 6[/b] [[i]Feats:[/i] Accurate, Indirect, Improved Range 1 (150 ft.), Subtle, Tether, Reversible] + [b]Blast 6[/b] [[i]Feats[/i]: [i]Extras:[/i] Alternate Save (Fort)] [30 PP] (Magic/Lightning) (Iron Wire and Rune of Lightning)[/array][/device]


[b]Device 2[/b] (10 PP available, Easy-To-Lose) (The Iron Mask) [6 PP]

[device][b]Super-Senses 8[/b] (Analytical Vision, X-Ray Vision, Darkvision, Infravision, Tracking 2 (Infravision)) [10PP] (Magic) (Eyes of the Rook)[/device]


[b][u]Drawbacks[/u]:[/b] -0PP

None



[u][b]DC Block:[/b][/u]

[code]ATTACK            RANGE    SAVE                       EFFECT

Unarmed           Touch    DC19 Toughness (Staged)    Damage (Physical)

Lightning Punch   Touch    DC28 Toughness (Staged)    Damage (Physical)

Lightning Taser   Touch    DC16 Fortitude (Staged)    Dazed

Talon Knife       Ranged   DC24 Toughness             Damage (Physical)

Talon Barrage     Ranged   DC22+ Toughness            Damage (Physical)

Iron Wire         Ranged   DC16 Reflex                Entangled/Bound

Lightning Strike  Ranged   DC16 Fortitude             Damage (Physical)
And I think that's about it...

RUNE-INED by GIZMO

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GIZMO KILLED THE RADIO STAR

Ironclad

:arrow: 4 PP into the suit to buy another rank. Using those points to buy a Communication power for her.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/5/51/IroncladHF2.png][/floatr][b][u]Characters Name[/u]:[/b] Ironclad II

[b][u]Power Level[/u]:[/b] 13 (205/205PP)

[b][u]Trade-Offs[/u]:[/b] +5 Toughness/-5 Defense

[b][u]Unspent PP[/u]:[/b] 0

[b][u]Progress To Platinum Status[/u]:[/b] 100/120


[b][u]In Brief[/u]:[/b] Genius teen uses her intellect and her fortune to fight crime!


[b][u]Alternate Identities[/u]:[/b] Jessica Anne Parker

[b][u]Identity[/u]:[/b] Public

[b][u]Birthplace[/u]:[/b] Freedom City

[b][u]Occupation[/u]:[/b] Full-time superhero, engineer

[b][u]Affiliations[/u]:[/b] Dawes Tech, Dragonfly, the Lab

[b][u]Family[/u]:[/b] Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased).


[b][u]Description[/u]:[/b]

[b][u]Age[/u]:[/b] 19 (DoB: June 3, 1993)

[b][u]Gender[/u]:[/b] Female

[b][u]Ethnicity[/b]:[/u] Northern European

[b][u]Height[/u]:[/b] 6'

[b][u]Weight[/u]:[/b] 130 lbs.

[b][u]Eyes[/u]:[/b] [url=http://images.theage.com.au/ftage/ffximage/2008/12/16/husky_gallery__600x397.jpg]Pale blue[/url]

[b][u]Hair[/u]:[/b] [url=http://www.hairfinder.com/haircollections4/evo1.jpg]Strawberry blonde[/url], dyed [url=http://styletips101.com/wp-content/uploads/2009/01/auburn-hair.jpg]auburn[/url]


[b][u]Description[/u]:[/b] Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower. The last few inches of her spine is a mess of scar tissue, the result of surgery in the middle of 2012.


The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package.


Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space.


[b][u]Power Descriptions[/u]:[/b]Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She also has nanites infusing her bloodstream and physiology, making her more resilient than might otherwise be expected.


[b][u]History[/u]:[/b]Jessica Anne Parker was born to privilege. Her father Gregory was president of Dawes Tech, the number three consumer electronics company in the world and a major supplier of the US government, and militaries worldwide. Still, it’s her grandfather, Malcolm, which she most admires and identifies with. They both have a lobe of gadgets and a fierce sense of justice. She enjoyed debating with her grandfather over engineering matters, usually pitting her love of modern electronics against Malcolm’s faith in more mechanical methods.


One day, to prove a point, Malcolm revealed that he had been Ironclad, a government-backed hero that retired after the Vietnam War. Jessica’s imagination was fired and she started designing a new, sleeker suit of armor, and in time she took to the streets and skies of Freedom City as the new Ironclad, using her armor to fight crime and villainy. Her grandfather was, understandably, quite angry.


Still, Jessica could be as stubborn as the old man when she put her mind to it. They reached a compromise; she went out in the field in the armor and he kept back, advising her remotely. That still doesn’t stop her from taking risks, and it doesn’t stop him from yelling at her when she does.


Towards the end of 2010 Jessica’s life changed quite a bit. She met a number of other heroes and expanded her social circle. Most notably she started dating Blake Salazar, better known as the hero Warlock. Her world was shaken when her grandfather passed away, but she came out of the crisis stronger and with a closer relationship with her boyfriend. At the very end of the year she survived a chemical attack underneath Jameson Airport. As a side-effect of medical treatments, she developed technopathic powers.


[b][u]Personality & Motivation[/u]:[/b]It’s easy to mistake Jessica Parker for a timid girl, because most of the time she is a very quiet young woman. It’s not to say that she doesn’t care to talk to other people, it’s just that her technical training predisposes her to hold her tongue when she doesn’t have any expertise on a topic. When she can be persuaded to speak, she can actually be something of a chatterbox – her high IQ means that she can quickly leave others in the dust.


As Ironclad, she’s much more assertive and self-assured. With a literal layer of armor between herself and her audience, she feels more confident, more able to express her own opinion. Whether that will leak into her ‘civilian’ identity, only time will tell. Still and all, when Jessica sets her mind to something, she can be next to impossible to convince otherwise.


Jessica is a compulsive fixer. Whether it’s machines, people, or events, when she sees that something is broken she tries to sit it to rights. On the one hand that means she tends towards optimism, and doesn’t let herself get disheartened by failure. On the other hand it means she butts into other people’s business, a habit that can range from rude to lethal.


[b][u]Powers & Tactics[/u]:[/b]In the suit, Ironclad prefers to keep range from her opponents, using full All-Out Attack and full Power Attack when the situation merits, trusting in her armor to keep her safe from any reprisals. If necessary though, she can enter melee range or use her other combat feats to gain an edge.


In a team-based situation, Ironclad is likely to use her extra-sturdy construction to shield her more fragile allies.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]City Girl:[/b] Jessica likes technology and the urban sprawl. She can get uncomfortable if forced to spend long periods in natural settings.

[b]HUD:[/b] The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening.

[b]Limited Use:[/b] When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities.

[b]No Plans, No Prototype:[/b] Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail.

[b]Obsession:[/b] Jessica can't help herself from examining high-tech machines, and especially super-tech.

[b]Responsibility:[/b] Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up.



[b][u]Abilities[/u]:[/b] 0 + 6 + 2 + 10 + 2 + 4 = 24PP

Strength: 34/10 (+12/+0)

Dexterity: 16 (+3)

Constitution: 12 (+1)

Intelligence: 20 (+5)

Wisdom: 12 (+1)

Charisma: 14 (+2)



[b][u]Combat[/u]:[/b] 8 + 8 = 16PP

Initiative: +3

Attack: +4, +12 Battlesuit Weapons Array

Grapple: +4, +23 Battlesuit Servos, +27 at full Super-Strength

Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed

Knockback: -8/-0



[b][u]Saving Throws[/u]:[/b] 6 + 4 + 8 = 18PP

Toughness: +17/+1 (+1 Con, +16 Protection)

Fortitude: +7 (+1 Con, +6)

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

Will: +9 (+1 Wis, +8)



[b][u]Skills[/u]:[/b] 140R = 35PP

Computers 10 (+15)[sup]Skill Mastery[/sup]

Concentrate 9 (+10)

Craft (Chemical) 10 (+15)

Craft (Electronic) 15 (+20)

Craft (Mechanical) 15 (+20)[sup]Skill Mastery[/sup]

Disable Device 10 (+15)[sup]Skill Mastery[/sup]

Drive 7 (+10)

Knowledge (Biological Sciences) 10 (+15)

Knowledge (Physical Sciences) 10 (+15)

Knowledge (Technology) 15 (+20)

Languages 4 (English [Native], French, German, Japanese, Russian)

Notice 9 (+10)[sup]Skill Mastery[/sup]

Pilot 7 (+10)

Sense Motive 9 (+10)



[b][u]Feats[/u]:[/b] 11PP

Benefit (Wealth 2)

Dodge Focus 3

Eidetic Memory

Equipment 0 (+3 Bronze Reward)

Inventor

Interpose

Luck 2

Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice)


[b][u]Equipment[/u]:[/b] 3PP = 15EP

[equip]5 + 10 = 15 


[url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url] (HQ) [5EP]


[hr][/hr]

[b][u]Midtown Apartment (PL12 HQ)[/u][/b] [12EP]


[b]Size:[/b] Medium [1EP]


[b]Toughness:[/b] +10 [1EP]


[b]Features:[/b] [8EP]

[list]Computers

Defense System: [b]Snare 12[/b]

Laboratory

Library

Living Space

Security System 2 (DC25)

Workshop[/list][/equip]


[b][u]Powers[/u]:[/b] 82 + 4 + 15 = 101PP


[b]Device 20 ([/b]100PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Mental Quickness 6+], Subtle[b])[/b] [82PP] (Battlesuit [Technology])


[device][i]All effects have the Technology descriptor.[/i]


[b]Communication 4 ([/b]1 mile, [i]Feat:[/i] Subtle[b])[/b] [5PP]


[b]Enhanced Feats 7 ([/b]Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change[b])[/b] [7PP]


[b]Features 3 ([/b]Computer, Hologram Projector, Library[b])[/b] [3PP]


[b]Flight 1 ([/b]10 MPH/100 ft per round, stacks for [b]Flight 5[/b] 250 MPH/2 500 ft per round[b])[/b] [2PP]


[b]Immunity 11 ([/b]Critical Hits, Life Support[b])[/b] [11PP] (Armor)


[b]Power Reserve 4 ([/b]8PP, Flight, Super Strength[b])[/b] [10PP]


[b]Protection 16[/b] [16PP] (Armor)


[b]Super-Senses 6 ([/b]Infravision, Analytical [All visual], Radius [All visual], Extended 1 [100 ft increments][b])[/b]


[b]Super-Senses 2 ([/b]Radio[b])[/b]


[b]Super-Senses 6 ([/b]Ultrahearing, Accurate [All auditory], Extended 1 [100 ft increments][b])[/b]


[b]Super-Senses 3 ([/b]Direction Sense, Distance Sense, Time Sense[b])[/b] [3PP]


[b]Vulnerability ([/b]Electricity, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [+50%][b])[/b] [-3PP]


[b]Weapons Array 13 ([/b]26PP Array, [i]Feats:[/i] Accurate 4, Alternate Power 3[b])[/b] [25PP]


[array][u]Base Power[/u]: [b]Blast 12 ([/b][i]Feats:[/i] Improved Range 2 [2 500ft Increments / 1,000ft Max Range][b])[/b] [22PP] (Wrist Blasters)


[u]Alternate Power[/u]: [b]Enhanced Strength 24[/b] + [b]Super-Strength 1[/b] [22PP] (Servos)


[u]Alternate Power[/u]: [b]Snare 12 ([/b][i]Feat:[/i] Reversible[b])[/b] [21PP] (Glue Capsules)


[u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extra:[/i] Area/Targeted [Shapeable], [i]Flaw:[/i] Action/Full[b])[/b] [20PP] (Cluster Munitions)[/array][/device]

[b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4PP]

[spoiler]Mental Quickness 6 means that Ironclad can make the following checks.


Computers to

[list]
[*]search for a file on a massive network as a full round.

[*]crash a computer as a free action.

[*]destroy or damage programming in 6 rounds.

[*]write a program in 6 rounds.[/list]

Knowledge to

[list]
[*]Take 10 as a free action.

[*]Take 20 in 6 rounds.[/list]

Notice to

[list]
[*]make a Notice check as a free action.[/list][/spoiler]


[b]Immunity 30 ([/b]Fortitude Effects, [i]Flaw:[/i] Limited [Half Effect][b])[/b] [15PP]



[b][u]Drawbacks[/u]:[/b] -0PP

None



[b][u]DC Block[/u]:[/b]

[code]ATTACK             RANGE        SAVE                        EFFECT

Unarmed            Touch        DC 15 Toughness (Staged)     Damage (Physical)

Wrist Blaster      Ranged       DC 27 Toughness (Staged)    Damage (Energy)

Servos             Touch        DC 27 Toughness (Staged)    Damage (Physical)

Glue Capsule       Ranged       DC 22 Reflex (Staged)       Entangled (Physical)

Cluster Munitions  Ranged/Area  DC 27 Toughness (Staged)    Damage (Physical)
Abilities (24) + Combat (16) + Saving Throws (18) + Skills (35) + Feats (11) + Powers (101) - Drawbacks (0) = 205/205 Power Points

GIZMO KILLED THE RADIO STAR

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Itty-bitty bee-sized edit! This is sort of embarrassing, considering how long my edit request was sitting there, but I just noticed I used the super-old sheet with the out-of-date fluff from when Bee-Keeper's sheet was first being approved. The following isn't so much as a spending of Power Points or anything like that; just a minor little amendment. The previous edits that Gizmo did are still there and it's all mechanically sound from its last approval, so everything should still be kosher there. Sorry about the inconvenience!

[b][u]Player Name[/u]:[/b] SpicyWaffle

[b][u]Character Name[/u]:[/b] The Bee-Keeper III

[b][u]Power Level[/u]:[/b] 11 (162/162PP)

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Bronze Status[/u]:[/b] 12/30


[b][u]In Brief[/u]:[/b] An unlikely heir seeks to revivify the zanily tarnished Bee-Keeper legacy in the name of justice.


[b][u]Alternate Identity[/u]:[/b] Baxter Bowles

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] Bayview, Freedom City

[b][u]Occupation[/u]:[/b] High School Student, Superhero

[b][u]Affiliations[/u]:[/b] Franklin D. Roosevelt High School

[b][u]Family[/u]:[/b] Barry Bowles (Uncle; Incarcerated), Benny Bowles (Father), Samantha Bowles (Mother)


[b][u]Description[/u]:[/b]

[b]Age:[/b] 17 ([i]DoB:[/i] May 15th, 1995)

[b]Apparent Age:[/b] 17

[b]Gender:[/b] Male

[b]Ethnicity:[/b] African American

[b]Height:[/b] 5'10"

[b]Weight:[/b] 154 Lbs.

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Brown


[b][u]Appearance:[/u][/b]


Of the unassuming variety, Baxter isn't much to look at on first glance. Sporting a modest physique, Baxter's hobbyist activities keep him in decent shape. Regardless, he comes off as rather plain, able to blend in with a crowd rather easily; a trait he's found somewhat useful amidst the high school crowd and would-be gumshoes trying to decipher his secret identity. When not in costume, Baxter keeps his dark hair short and simple, preferring a crew cut style to prevent any irritating interference with his vision. Typically found dressed in casual clothes purchased from Bayview Mall, the secret apiary adventurer is practically indistinguishable in terms of any other teen walking the streets... save, perhaps, for the unusual backpack often found strapped along his shoulders.


In costume, however, is a wholly different matter. Once the armor goes on, Baxter becomes the Bee-Keeper (III), an up-and-coming albeit prematurely tarnished young hero of Freedom City. The armor in particular stands out, stylized more after the European Dark Bee, showing off a large pair of metallic, insectile wings of a silvery-black, a full-body battlesuit recently painted by Baxter himself with black-and-yellow stripes, and a helmet affixed to the rest of the heavy-looking ensemble which bears both a pair of antennae and faux compound eyes. More streamlined than the Bee-Keeper Armor 2.0, the 1.6 Eco-Edition is a lighter, but less versatile model that lacks many of the finer points than its crafter's final version, more so for practicality than an intended sacrifice for gain elsewhere. Unlike the more famous model worn by the Bee-Keeper II, however, this one doesn't actually host an army of living bees inside its whirring form. Rather, the Eco-Edition suit carries within itself an assortment of miniscule robo-bees, designed by Barry in the event he didn't wish to bring harm to his buzzing brothers and sisters; hence, ecologically sound for the bees, but not so much for everything else.


[b][u]Power Descriptions[/u]:[/b]


[i][b]Descriptors:[/b] Bees, Technology[/i]


With no powers to speak of himself, Baxter relies on the various gadgets and gizmos his now-incarcerated uncle built into this particular streamlined, collapsible backpack-shaped model of iconic armor to get the job done. Once unpacked and donned, the armor functions as intended: physically augmenting servos with enough strength to lift a cargo jet, functional retractable wings for flight, and a plethora of self-replicating robo-bees programmed to act just like the real things, it's certainly a scientific marvel brought to life. If it weren't for the fact Uncle Barry was one too many workers short of a hive, it might have been one of the greatest inventions in the last decade; but alas, its only use now is to put fresh whelts on criminal scum before locking them up in the clink, all of which are powered by the busy little robo-bees who collect electricity like normal bees collect pollen.


The most often used tools of the Bee-Keeper Armor 1.6e are no doubt the various blasters. Within the right palm of the metallic exoskeleton is a small energy converter capable of projecting a beam of golden-hued energy generated by the busy bees housed inside the suit, using them as a sort of living battery; the other hand bears a similar compartment, though this one fires super-sticky synthetic (and surprisingly delicious!) honey alternative, capable of stopping any man in his tracks while being wholly nutritious. A pair on the wrists jut out ever so slightly, but bear similar functionality, firing toxic stingers coated in synthesized bee venom which can cause illness in victims. While many of these things are insidious inventions by a distraught Barry Bowles, he wasn't a heartless inventor, and left a few failsafes just in-case things got out of hand. As such, most of the armaments carry a triggerable anti-toxin when signs of serious danger rear their head, such as an allergic reaction or the like.


[b][u]History[/u]:[/b]


Born and raised in Freedom City's Bayview district, Baxter Bowles had always been fascinated with superheroes. After all, Freedom City was the proverbial mecca therein, and between their constant exposure on television, in comic books, and on billboards all over the city after the Terminus Invasion, it was no wonder that the young boy found himself awe-stricken by them. They were icons; people to look up to, who went out of their way to make things safer not just for the city, but for the world as a whole. As a kid, he would often fantasize about those farfetched dreams; swinging from skylines like the Raven, duking it out as Captain Thunder, and all other manner of such thoughts that children had a propensity to conjure.


Such thoughts, however, faded for a time as he grew older; coming to terms that such a thing wasn't possible in his own future. Baxter grew into an energetic boy nonetheless, and things were well amongst the family. That is, until it turned out crazy ol' Uncle Barry really was crazy. He was all over the news, going around doing heinous things in a bee-suit, causing no end of grief for everyone. While Baxter was certainly shocked at this revelation, his father and Barry's younger brother was even more infuriated, having become the laughing stock of his lawfirm. For Baxter though, this shifted to life at school. No longer was he the unassuming teenage kid who slept in math class; no, he'd henceforth been demoted to 'the kid who hung out with that crazy bee guy on TV,' despite his protests that he did not, in fact, associate with his uncle. Suffice it to say that school became substantially rougher soon thereafter.


Things changed though when that mysterious letter arrived, heralded by a cadre of small robo-bees. Curious, Baxter sneaked a peek at its contents, and in it contained the location of a storage unit located in the Fens, as well as a key. After the onset of Uncle Barry's criminally-insane breakdown, Baxter felt intrigued to investigate; the errant letter and its contents clearly important. It wasn't long after arriving on the scene that he found the prototype suit hidden amidst his uncle's old salvaged knick-knacks from his electronics shop, and took it as a golden opportunity - a one-of-a-kind battlesuit of his very own. He tinkered with it, figured out how it worked, and said nothing to his parents; going so far as to hide the cryptic letter he'd gotten that was probably meant for his father. But this suit? This was his chance to live the dreams he'd all but given up on; to do something more than just be himself. Like in the comics, he could be something greater; and as he discovered the secrets of the suit and how to work its robotic denizens, he felt like he could be just like his heroes on the Freedom League. Weeks turned to months whilst Baxter secretly trained away from prying eyes outside of class whenever he could, growing in confidence as he did so and studying how the mechanics of the apiary outfit worked, adamant about his goals and eager to at least make an attempt at defending the down-trodden and putting a damper on the criminal element still rampant amidst Freedom City.


Now? Now, Baxter was ready. Ready to take his shot at being a real superhero, just like he'd always dreamed. Ready to take this one chance and put it all on the line in reckless abandon in order to do something for the city and its denizens as a protector. Ready to redeem his family name from his insane uncle, and fix what he'd wrought. With a fresh coat of paint, some idealism of youth, and a desire to make an impact, Baxter took up the mantle of the Bee-Keeper anew, eager to take his shot at what he believed he was meant to be. Not for fame, or fortune, but for the opportunity to rise above his station and do his part for the community as a real superhero.


[b][u]Personality & Motivation[/u]:[/b]


Much like how there are two sides to every coin, this is no exception for Baxter. Outside of the armor and high-tech gizmos, he's just your average, everyday teenager, complete with all the problems that come along with that package. Despite his laid-back, almost idyllic facade at school and with his friends, Baxter still has to deal with all the stress of balancing a life of superheroics and secret normalcy. Things aren't always peaches and chocolate chips, but he gets by, and retains a relatively happy-go-lucky albeit somewhat reserved disposition; the latter more in part due to exhaustion than an earnest endeavor to come off that way. He's a sharp enough lad, able to work out this-and-that on his own without any hand-holding, but he's certainly no prodigy. What he lacks in physical and mental faculties, he makes up for with a strange sense of charm; that relaxed friendliness in the face of adversity and laid-back optimism that's earned him at least some indifference if not acceptance from the local cliques in school. A silver tongue helps, having had lots of practice wrapping mom and dad around his little finger with honeyed words and careful omission. Sure, he might lie on occasion, but that doesn't mean his morals are flippant things to be tossed around. His compass, while skewed, is nevertheless pointed soundly towards that of good.


On the flip side as the Bee-Keeper III, Baxter is a wholly different fellow. Behind the mask and within the hardened metallic suit of insectile inspiration, he feels changed; empowered and confident, nearing the point of arrogance, some might say, and emboldened by a desire to do good. Often found spouting horrible bee-related puns and making grandiose speeches in a truly voluble manner, it almost seems comical by comparison. Yet, despite his charmingly goofy routine as a wise-cracking, apiary-themed adventurer, the newest Bee-Keeper takes his self-appointed job quite seriously, adamant in his fight against injustice. Ever since he was a kid growing up in Freedom City, he'd watched superheroes on TV and read comic books, but Baxter never thought he'd had the stuff to really be a hero; saving people from the criminals and bringing them to justice were just farfetched dreams that were crushed before they'd began. That is, until he found his Uncle's old suit of armor. Given a chance to actually live the dream and redeem the good name of his family after his uncle's tumultuous decent into madness, Baxter felt compelled to take up the mantle. After all, it was a once-in-a-lifetime opportunity; to be something more than average or an associate of a crazy bee-themed loon, helping people in a way that most might consider unachievable on a personal level. This was his chance to be a real superhero and redeem his good name, whilst putting villainous vagrants in their place in the process!


[b][u]Powers & Tactics[/u]:[/b]


Hit hard and hit fast. This is the grand strategem the young bee-themed hero has relied on for the last few months, utilizing the armor's various features and augmented capabilities to put evil-doers in their place through brute force, superior mobility, a little crowd control, and the (relative) safety the battlesuit provides from conventional arms. Having never been officially placed in a position of cooperation with other heroes yet, the newest incarnation of the Bee-Keeper isn't quite sure what he'll do when thrust into such a circumstance, but thus far things have been going swimmingly.


[hr][/hr]

[b][u]Complications[/u]:[/b]


[b]Rated 'T' for Teen (Age):[/b] Youth and speed might get the girls, but getting you into bars and nightclubs it does not. Even as an underage superhero, Baxter must still conform when out-of-costume with the laws and regulations regarding his age.


[b]Bee Amazzzzing! (Obsession):[/b] While he wasn't always as such, Baxter has begun to harbor a newfound interest in bees. Sure, he doesn't have any live ones at the moment, but its quickly becoming a fascinating study for the boy that's no doubt been spurred on by his discovery of Uncle Barry's decidedly denounced prototype battlesuit. When he can find the time, Baxter seeks out knowledge regarding these busybodies in an endeavor to unlock his - and the suits - full potential, like his misguided uncle before him.


[b]All the Buzz (Reputation):[/b] Given Baxter's double-life as an already (semi-) infamous and self-styled super-villain of the same name, it's fair to say that he gets his share of grief from capes, cops, and cowls alike for his legacy motif despite his best attempts otherwise. Likewise, as an obvious heir to the distressingly comical (but adept) Barry Bowles, Baxter has a harsh place amidst Freedonians as both a distant relation to an insane guy fascinated with bees and the very image of the same fellow when armored and patrolling the streets.


[b]Homeroom by Nine O'Clock (Responsibility):[/b] While the Bee-Keeper's sting might always be within reach of lawbreakers everywhere, Baxter isn't always so fortune to be suited up to do so. After all, he has things he must attend to on a regular basis; and of these things, the bane of them all is his curricular studies. As a high school student, Baxter must attend (and slip out only when it's easy to get away with) his classes regularly, relegating the majority of his crime-fighting activity to the late night variety. Failure to show up... well, hopefully there won't be another parent/teacher conference any time soon.


[b]Who is that Masked Apian Weirdo? (Secret):[/b] As a would-be superhero, Baxter does his best to keep his identity a closely guarded secret. While supervillains, mooks, and various other misguided miscreants might prove a perilous sort of ordeal for the aspiring apiary protege, there is one thing he fears more: his parents finding out he's been sneaking out to fight crime on the side.


[b][u]Abilities[/u]:[/b] 4 + 4 + 6 + 4 + 0 + 8 = 26PP


Strength: 32/14 (+11/+2)

Dexterity: 14 (+2)

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

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 18 (+4)



[b][u]Combat[/u]:[/b] 10 + 10 = 20PP


Initiative: +6 (+4 Improved Initiative, +2 Dex)

Attack: +5 Base, +7 Unarmed, +11 Bee-Keeper Armor Attacks

Grapple: +24/+7 [w/o Beesuit]

Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -6/-4 [w/o Protection]/-1 [w/o Beesuit]



[b][u]Saving Throws[/u]:[/b] 5 + 7 + 8 = 20PP


Toughness: +11/+8 [w/o Protection]/+3 [w/o Beesuit] (+8/+3 Con, +3 Protection)

Fortitude: +13/+8 [w/o Beesuit] (+8/+3 Con, +5)

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

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



[b][u]Skills[/u]:[/b] 48R = 12PP


Bluff 6 (+10) 

Craft [Electronic] 4 (+6) [sup]SM[/sup]

Craft [Mechanical] 4 (+6) [sup]SM[/sup]

Diplomacy 8 (+12) [sup]SM[/sup]

Knowledge [Life Sciences] 4 (+6)

Knowledge [Pop Culture] 4 (+6)

Knowledge [Technology] 4 (+6) 

Notice 8 (+8)

Perform [Dance] 6 (+10) [sup]SM[/sup]



[b][u]Feats[/u]:[/b] 27PP


All-Out Attack

Attack Specialization [Unarmed] 1

Beginner's Luck

Dodge Focus 6

Fast Overrun

Grappling Finesse

Improved Grab

Improved Initiative 1

Improved Overrun

Improved Throw

Improved Trip

Interpose

Luck 3

Move-By Action

Power Attack

Precise Shot 2

Skill Mastery 1 (Craft [Electronics], Craft [Mechanical], Diplomacy, Perform [Dance])

Stunning Attack

Taunt



[b][u]Powers[/u]:[/b] 61PP


[b]Device 15[/b] (Bee-Keeper Armor 1.6e; 75PP Container, [i]Flaw:[/i] Hard to Lose; [i]Power Feat:[/i] Subtle) [61PP]


[device][b]Communication 4[/b] (Radio) {4DP}


[b]Comprehend 2[/b] (Speak & Understand Animals; [i]Flaw:[/i] Limited [Bees]) {1DP}


[b]Enhanced Constitution 10[/b] {10DP}


[b]Enhanced Feat 2[/b] (Ultimate Save [Toughness], Uncanny Dodge [Auditory]) {2DP}


[b][u]BE[/u]: Enhanced Strength 18 + Super-Strength 8[/b] (Effective Carrying STR 72; [i]Power Feats:[/i] Alternate Power 4, Groundstrike) {39DP} - [i]The Proportionate Strength of a Bee![/i]

[array][b][u]AP[/u]: Blast 10[/b] ([i]Extra:[/i] Autofire, [i]Power Feats:[/i] Accurate 3, Improved Crititcal 2) [35PP] - [i]The Sting of Justice![/i]


[b][u]AP[/u]: Nauseate 10[/b] ([i]Extra:[/i] Ranged; [i]Power Feats:[/i] Accurate 3, Reversible) [34PP] - [i]Toxic Stingers![/i]


[b][u]AP[/u]: Snare 11[/b] ([i]Power Feats:[/i] Accurate 3, Tether) [26PP] - [i]A Sticky Situation![/i]


[b][u]AP[/u]: Strike 10[/b] ([i]Extras:[/i] Autofire, Penetrating; [i]Power Feats:[/i] Accurate 2, Improved Critical 2, Mighty) [35PP] - [i]A Mighty Beeting![/i][/array]

[b]Flight 5[/b] (250 MPH/2,500') {10DP} - [i]Flight of the Bumblebee![/i]


[b]Immunity 1[/b] (Bees) {1DP}


[b]Protection 3[/b] {3DP}


[b]Super-Senses 5[/b] (Darkvision, Direction Sense, Distance Sense, Ultra Hearing) {5DP}


4 + 1 + 10 + 2 + 39 + 10 + 1 + 3 + 5 = 75DP[/device]


[b][u]Drawbacks[/u]:[/b] -4PP


[b]Normal Identity[/b] (Full-Round Action) [-4PP]



[pre]ATTACK             RANGE        SAVE                        EFFECT

Unarmed            Touch     DC17 Toughness (Staged)     Damage (Physical)

Unarmed in Suit    Touch     DC25 Toughness (Staged)     Damage (Physical)

Strike             Touch     DC25 Toughness (Staged)     Damage (Physical)

Blast             Ranged     DC25 Toughness (Staged)     Damage (Physical)

Nauseate          Ranged     DC20 Fortitude (Staged)     Sickened/Nauseated/Helpless

Snare             Ranged     DC21 Reflex    (Staged)     Entangled/Helpless[/pre]



[b][u]Totals[/u]: Abilities (26) + Combat (20) + Saving Throws (20) + Skills (12) + Feats (27) + Powers (61) - Drawbacks (4) = 162/162 Power Points[/b]

By special request, done! (it was quick)

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SECOND RIGHT PAST MARS TAKEN by GZIMO

Ugh, I'm so overworked. When we get to edits, could someone add this to Citizen's sheet?

Wonderbus 

Mobile Headquarters: 5 pp = 25 ep
Toughness: 20 [3ep]
Size: Colossal [4ep] - Diminutive

Features: [18 ep]
Communication 2 [radio, subspace]
Computer
Defense System (Blast 12, laser guns)
Dual Size
Fire Prevention System
Infirmary
Library
Living Space
Powers 6
Concealment 6 (all visual and radar)
Dimensional Movement 3 (all dimensions)
Flight 10 (10,000 MPH/100,000 fpm)
Immunity 9 (Life Support)
Morph 5 (any vehicle, PF: Close Range)
Power System [fusion]
Security System 2 [DC 25]

SECOND RIGHT PAST MARS TAKEN by GZIMO

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TIMEWARP DONE AGAIN by GIZMO

Some typo-fixing for Jubatus' current sheet…

Jube's Enhanced Strength rose from +12 up to +14, so his STR should be 20/6, and his STR modifier therefore should be +5/-2.

Jube's DEX rose +4 pips up to 28, which should be reflected in his DEX modifier, Reflex save, and Stealth skill roll.

"Super Movement 1" should be boldfaced.

In the DC Block, Jube's Snare power should call for a Reflex save vs. DC 15.

In addition to the above game-mechanical details, I've also inflicted some minor editing on the textual fluff.

I've incorporated all of the above fixes into Jube's character sheet, the new version of which is under the Code tag. As ever, I would appreciate having a second pair of eyes check my work, the better to discern if I've overlooked any glitches.

[b][u]Players Name[/u]:[/b] Cubist

[b][u]Characters Name[/u]:[/b] Jubatus

[b][u]Power Level[/u]:[/b] 12 (175PP/190PP)

[b][u]Trade-Offs[/u]:[/b] +2 Attack / -2 Damage, +2 Defense / -2 Toughness

[b][u]Unspent PP[/u]:[/b] 15

[b][u]Progress to Silver Status[/u]:[/b] 40/60


[b][u]In Brief[/u]:[/b] Speedster who is his own worst enemy -- his toughest challenge will be overcoming 'the demons within'


[b][u]Alternate Identities[/u]:[/b] Jay Nelson Xavier

[b][u]Identity[/u]:[/b] Public (it's kind of hard to maintain a Secret Identity when you're blatantly Not Human...)

[b][u]Birthplace[/u]:[/b] San Francisco Bay Area

[b][u]Occupation[/u]:[/b] Freelancer specializing in technological troubleshooting and tech writing

[b][u]Affiliations[/u]:[/b] Sometimes works with Martin Brandtford of ASTRO Labs for scientific purposes

[b][u]Family[/u]:[/b] Parents: Albert Xavier (father -- dead), Rebecca Xavier (mother -- Alzheimer's-stricken 105-year-old in nursing home). Siblings, in birth order: Corrie Xavier (sister, 86), Maxwell Xavier (brother, dead), Dan Xavier (brother, dead), Elaine Xavier (sister, 79), Nancy Xavier (sister, dead), Randolph Xavier (brother, 64). Jube is aware that he has several more-distant relatives (cousins, etc) in various parts of the US and Europe, but has never attempted to build relationships with any of these persons


[b][u]Age[/u]:[/b] 66 (DoB: September, 1946)

[b][u]Apparent Age[/u]:[/b] Young adult (how old does a cheetah look..?)

[b][u]Gender[/u]:[/b] Male

[b][u]Ethnicity[/u]:[/b] Cheetah (formerly Caucasian)

[b][u]Height[/u]:[/b] 6'1"

[b][u]Weight[/u]:[/b] 102 lbs

[b][u]Eyes[/u]:[/b] Green

[b][u]Hair[/u]:[/b] Fur w/ typical cheetah markings -- sandy-yellow w/ black spots all over, with white on the torso's front side


[b][u]Description[/u]:[/b] First impression: The guy's a cheetah, end of discussion. A closer look reveals that his braincase is rather larger than that of a 'real' cheetah, and the digits on his forepaws are a fair amount longer, slimmer, and more dexterous than those of a 'real' cheetah (which isn't saying much). He typically doesn't wear anything more than a khaki vest that's got ridiculously many (gadget-filled) pockets.


[b][u]Power Descriptions[/u]:[/b] Jubatus' only exotic ability is what he calls "Timeshifting", the power to control how quickly Time flows for himself. He calls it 'upshifting' when he's running faster than normal, and 'downshifting' when he's running slower than normal. This ability has some innate side-effects. One, gravity becomes weaker (when he upshifts) or stronger (when he downshifts). Two, it 'Doppler shifts' all wavelengths (of light or sound or whatever else); when he's running X* faster than normal, he percieves all wavelengths as [sup]1[/sup]/[sub]X[/sub] of their 'normal' value.


[b][u]History[/u]:[/b] With an IQ around 140, Jay Nelson Xavier has been 'the smartest kid in the room' for most of his childhood (and a good fraction of his adult life). Thanks to an intermittent, continuing series of abusive incidents at the hands of his so-called 'peer group', incidents which were either ignored or dismissed as "kids playing around" by adults who were nominally in positions of responsibility, Jay learned early on that most people are stupid or crazy or both... a conclusion which was only reinforced during his adolescence and later years.

For the past 30-40 years, Jay has been a technocrat, specializing in troubleshooting and technical writing; his life was a comfortable routine of accepting, and fulfulling, freelance contracts. That comfortable routine ended in 2011.

Unknown to Jay, he'd been chosen by a Grue sleeper agent as a suitable test-subject for biological experimentation... so one day, Jay went to sleep normal, and woke up with a five-o'clock shadow that just wouldn't quit. Overnight, his body had changed from 'normal human' to '[i]almost[/i]-normal cheetah'. As if the associated changes to his vision, hearing, and other senses weren't bad enough, he also found himself 'floating', as if gravity had somehow been reduced to [sup]1[/sup]/[sub]6[/sub] of its customary strength. Confused and disoriented by this radical transformation, Jay managed to dial 9-1-1... and [i]that[/i] freaked him out even more: There was no person on the other end of the line, just a slow [i]basso[/i] droning. Even worse, Jay discovered that he was no longer capable of speech -- all that came out of his mouth were animal noises! In desperation, Jay barked out the classic SOS code. Then he lost consciousness...

Jay woke up in a hospital room, tied to a bed by loose restraints. During the week or so he spent in hospital, Jay learned about his new, highly cheetah-esque body; what he could and couldn't eat safely, that he was permanently stuck at 6* faster than the rest of the world, [i]etc etc[/i]. As well, he figured out how to talk with a vocal tract that can't produce speech (the secret is, make a series of carefully-selected sound effects that [i]sound like[/i] the phonemes of spoken language), and how to 'downshift' (slow himself down) to the same speed as everybody else. At which point, he returned to his normal life, as best he could.

A week after his release from hospital, Jay happened to be passing by the site of a five-on-one mugging. Ordinarily, Jay would have just dialed 9-1-1 on his cellphone and let the police handle it... but this time, he [i]couldn't[/i] just let the victim suffer, because he was a by-God [i]human being[/i], not a friggin' [i]animal![/i]

Jay thought his monstrous appearance would be enough to drive the thugs away. Wrong: Inhuman he might seem, but he was also obviously scared & underconfident, and he appeared to be a scrawny little bugger (6' tall and 100 lbs). So the thugs figured a weak, frightened animal (albeit one that was a little bit larger than the last animal they'd tortured) would be easy meat. The thugs were [i]very[/i] wrong: In the ensuing scuffle, Jay 'upshifted' for the first time, and his 'beast side' took over for the first time... or at least he friggin' well [i]hopes[/i] it was his 'beast side' taking over. Because when it was over, Jay was horrified to see all five thugs sprawled out on the asphalt, unmoving, in puddles of their own blood. Jay called for ambulances, and spent the next several minutes puking his guts out.

All five of the thugs were alive when the ambulances arrived. Jay reported the incident to the police, who assured him that there would be no legal repercussions -- it was a clear case of self-defense on behalf of an innocent victim -- which made Jay feel a [i]little[/i] better about his having ripped and torn and shredded and... anyway, Jay resolved that the next time he came across a crime-in-progress, he [i]would[/i] let the police handle it.

Then the parents of one of the thugs insisted on charging Jay with assault and battery! However the judge might have originally planned to handle this case, Jay derailed that plan by pleading guilty. So the judge was forced to come up with a 'plan B'. Well, it was pretty clear that Jay wanted to be a good citizen, but it was also clear that he was having problems dealing with his newly-transformed body, and that he [i]could[/i] be a danger to the public, [i]if[/i] those problems weren't dealt with.

In the end, the judge ordered Jay to get the psychological help he so clearly needed. And some few months of treatment later, Jay still had bad days from time to time... but his mental condition was sufficiently improved that when his therapist suggested Jay put his special abilities to public-spirited use, [i]Jay agreed.[/i] And now Jay battles injustice with the blazing speed of... Jubatus!


[b][u]Personality & Motivation[/u]:[/b] Jay Nelson Xavier has never been anyone's idea of a superhero. He's a cynical, hardshell pragmatist, and while he [i]does[/i] have altruistic impulses, his life experiences have forcibly taught him that acting on said impulses usually has a bad outcome. However, he has recently come to understand that the results of [i]ignoring[/i] altruistic impulses can be [i]worse.[/i] Jay has few friends, and he likes it that way -- especially now that his brain has been rewired to add cheetah traits/instincts, such as their generally solitatry nature. Jay, a detail-oriented fussbudget, is aware that he's more competent than most people, but where some might think "damn, I'm great!", Jay wonders "why can't [i]they[/i] do it, [i]too?"[/i] 

Part of the reason Jay acts as a superhero is because he believes his cheetah-like body is doomed to die of old age within 2-3 years, and he's determined to make as much of a difference as he can, while he's still capable. In reality, Jay's accelerated metabolism heals the ravages of Time as quickly they occur, so he's effectively immune to aging -- he just doesn't [i]know[/i] this yet.


[b][u]Powers & Tactics[/u]:[/b] Jube is about speed and precision, not brute force. He prefers the surgically exact strike to carpet-bombing, pre-planned activity to improvisation.


[hr][/hr]

[b][u]Complications[/u]:[/b]


[b]Can't Touch Me[/b]: Jube's Danger Sense is permanently active -- he [i]cannot[/i] shut it down -- and whenever the DS thinks there's trouble inbound, [i]it[/i] actives his Timeshift [i]for[/i] Jube...

[b]The Nature of the Beast[/b]: Jube's eyes and ears are cheetah-normal; thus, he has lousy color discrimination, and he cannot hear any sounds below 100 Hz or so. The digits on his forepaws are longer and slimmer than those of normal cheetahs, but nowhere near as good as human fingers; hence Jube's manual dexterity suffers at times. Obligate carnivore; chewing on one leaf won't [i]hurt[/i] him, but a whole salad would give him horrible diarrhea. Human-style clothing is very uncomfortable -- it chafes against his fur and makes him overheat, not to mention his skeletal structure is all wrong for it -- so he wears as little of it as he can get away with. Jube's voice sounds [i]terrible;[/i] he can't actually speak, so he strings together carefully-selected sound effects to produce 'speech' which is easy to comprehend. Jube is naturally quadrupedal, but he insists on standing up on his hind legs anyway, no matter how much it hurts.

[b]Thou Shalt Not...[/b]: Jube is [i]very very very[/i] opposed to killing [i]any[/i]thing, and takes a rather dim view of even inflicting injury; he's scared spitless that the scent of blood might allow his 'beast side' to take over.

[b]Time [i]Will[/i] Let Me[/b]: Jube's Timeshift affects gravity (Timeshifting slower = stronger gravity; faster = weaker gravity). He can Timeshift to [i]slower than[/i] normal, with the accompanying effect on personal gravity. As well, the Timeshift affects anything with a wavelength; when Jube is running N* faster than normal, he percieves the frequency of an X-Hertz sound as (X/N) Hz, and analogous color-shifts affect light. This quirk affects Jube's Infravision, Ultravision, and Ultrasonic Hearing, and he may eventually learn to exploit it for X-ray Vision.

[b]Too Darn Fast[/b]: Jube's bodily processes (metabolism, nerve impulses, etc) are permanently stuck at 6* normal speed; in order to interact with normal-speed characters, he [i]must[/i] use his Timeshift power to slow down to [i]their[/i] speed. As well, he needs to eat 6* more than anyone else; Jube going 1 day without food affects him much the same way a normal person would be affected by not eating for 6 days straight. Similarly, Jube's sleep cycle is [sup]1[/sup]/[sub]6[/sub] as long as that of any normal person.


[b][u]Abilities[/u]:[/b] -4 +18 +4 +8 +6 +2 = 34pp

Str 20/06 (+5/-2)

Dex 28 (+9)

Con 14 (+2)

Int 18 (+4)

Wis 16 (+3)

Cha 12 (+1)


[b][u]Combat[/u]:[/b] 12 + 20 = 32pp

Initiative: +9/+37

Attack: +6 ranged, +12 melee

Grapple: +16/+10

Defense: +10 (+10 Base), +5 Flat-Footed

Knockback: -5, -1 Flat-Footed


[b][u]Saving Throws[/u]:[/b] 4 + 0 + 6 = 10

Toughness: +10 (+2 Con, +8 Defensive Roll) / +2 Flat-Footed

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

Reflex: +9 (+9 Dex, +0)

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


[b][u]Skills[/u]:[/b] 32R = 8pp

Knowledge: Business 4 (+8)

Knowledge: Current Events 4 (+8)

Knowledge: Technology 5 (+9)

Knowledge: Theology and Philosophy 5 (+9)

Language 2 (English [native], Spanish, French)

Notice 6 (+9)

Sense Motive 4 (+7)

Stealth 2 (+11)


[b][u]Feats[/u]:[/b] 24PP

Attack Focus (Melee) 6

Benefit: Wealth 2

Defensive Roll 4 (+8 Toughness)

Eidetic Memory

Environmental Adaptation (Low gravity)

Evasion

Fearless

Improvised Tools

Jack of All Trades

Master Plan

Online Research

Stunning Attack

Takedown Attack

Uncanny Dodge (Motion Sense)

Well-Informed


[quote name="Equipment"]

[i]All of Jube's equipment is covered by his [b]Gadgets[/b] power (see below).[/i][/quote]


[b][u]Powers[/u]:[/b] 1 + 6 + 2 + 2 + 5 + 6 + 1 + 7 + 1 + 1 + 35 = 67PP

[b]Feature 1[/b] (Mimicry: Jube's throat produces excellent sound effects) [1PP]

[b]Gadgets 1[/b] (easy to lose; incomplete listing of Jube's toys is hidden under a Spoiler tag) [6pp]

[spoiler][i]Stuff from the Core book[/i]

Binoculars [1EP]

Commlink [1EP]

Cutting torch ([b]Blast 1, Drain Toughness 1[/b]) [3EP]

Digital A/V recorder [1EP]

Ear protectors ([b]+5 vs Dazzle (auditory)[/b]) [1EP]

Fire extinguisher [1EP]

Flash-defense goggles ([b]+5 vs Dazzle (visual)[/b]) [1EP]

Forensics kit [1EP]

Gas mask [1EP]

GPS unit [1EP]

Handcuffs [1EP]

Lock release gun [1EP]

Mini-tracer [1EP]

Palmtop (PDA) [1EP]

Police scanner [1EP]

Rebreather [1EP]

Swiss army knife (i.e., multi-tool) [1EP]

UV 'blacklight' [1EP]

[i]Stuff that isn't in the Core Book, but seemed reasonable for Jube to have[/i]

Duct tape / [b]Snare 5[/b] ([i]Flaw:[/i] Touch) [5PP]

Small, throwable objects / [b]Strike 2[/b] ([i]Feat:[/i] Rapidfire) [5PP] 

[i]Fluff; these items probably won't ever have much effect on combat, but Jube carries them anyway[/i]

Spare batteries (all kinds/sizes needed for his gadgets)

Food-like substances ([i]i.e.[/i], beef jerky, protein bars, [i]etc[/i])

Vials of concentrated energy fluid ([i]i.e.[/i], Rockstar/Monster/Red Bull)[/spoiler]


[b]Immunity 2[/b] (aging, cheetah-specific & human-specific diseases) [2pp]

[b]Regeneration 2[/b] (Recovery Rate: Bruised 1 [1 round], Staggered 1 [20 minutes]) [2pp]

[b]Strike 4[/b] ([i]Feats:[/i] Mighty) (Claws, fangs) [5pp]

[b]Super-Movement 3[/b] (Safe Fall, Sure-footed, Wall-Crawling) [6PP]

[b]Super-Movement 1[/b] (Water Walking, [i]Complications:[/i] Power Loss [Only active when Jube is Timeshifted faster than his default tempo of 6]) [1PP]

[b]Super-Senses 7[/b]: (Danger Sense (Motion Sense), Low-light Vision, Motion Sense [Tactile, [i]Extras:[/i] Ranged], Normal Olfactory Sense [[i]Extras:[/i] Acute, Tracking], Ultrasonic Hearing) [7PP]

[b]Super-Senses 1[/b]: (Infravision, [i]Complications:[/i] Power Loss [Only active when Jube is Timeshifted slower than normal]) [1PP]

[b]Super-Senses 1[/b]: (Ultravision, [i]Complications:[/i] Power Loss [Only active when Jube is Timeshifted faster than his default tempo of 6]) [1PP]


[b]Timeshift[/b] (35PP Container [Active]) [35pp]

[list]
[*][b]Enhanced Feats 7[/b] (Improved Initiative7) [6pp]

[*][b]Enhanced STR 14[/b] [14pp]

[*][b]Quickness 7[/b] (x250) [67p]

[*][b]Speed 7[/b] (1,000MPH/10,000 ft per Move Action) [7pp][/list]

[b][u]DC Block[/u]:[/b]

[code]ATTACK      RANGE     SAVE vs.                    EFFECT

Unarmed     Touch     Toughness, DC19 (15+4)      Damage (Physical)

Strike      Touch     Toughness, DC23 (15+8)      Damage (Physical)

Blast       Range     Toughness, DC17 (15+2)      Damage (Physical) / from Gadgets

Snare       Touch     Reflex, DC15 (10+5)         Entanglement / from Gadgets
Abilities (34) + Combat (32) + Saving Throws (10) + Skills (8) + Feats (24) + Powers (67) = 175pp/190pp

TIMEWARP DONE AGAIN by GIZMO

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