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Character Edits, v7


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Flattened by Supercape

 

Bit of an update please, mainly

Silhouette is 27, and Catalyst is 29, that needs to be reflected.

 

Also, Silhouette

Increase base Defense to +12 solid, and drop all points of Dodge Focus, making her flat-footed Defense +6 and keeping regular Defense the same (that should eat up the 6 PP I got for her.

 

Also complications, update Family Complication with, well this,

Family:

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. With the recent discovery (well recent to their parents) that her niece and nephew Emilia and Emmanuel are both magnetic metahumans, Carrie has gotten very involved in managing them.

 

And Add this complication as well.

PTSD: A lot of really bad days has given Carrie some rather bad memories that can invoke anxiety attacks and incredibly violent flight or fight behavior (usually the later), the triggers being hospitals and mentioning of the Gorgon.

Edited by Supercape
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Stopwatched by Supercape

 

Some necessary corrections on >Hronos' sheet(And a few additions/reworkings as well).

 

from the top:

 

  • Add Complications Rival: John Smith and Caretaker: Prototype Stopwatch Fragment
  • Subtract 2 ranks from Reflex and 2 ranks from Will each.
  • Subtract 2 ranks from the Improved Initiative feat
  • Add 1 PP to skills, for Notice 10 (+14)
  • Add 4 PPs to Chrono-dimensional Configuration,  making it a rank 13 power with 2 more ranks of the Alternate Powers feat, for a total of 86 Alternate Powers
  1. Add 2 ranks of Improved Range to the Chronal Blaster power and make it an alternate power
  2. Correct the Inter-dimensional Arms A with the Autofire issue into Damage 10 (Extras: Autofire, Feats: Indirect, Mighty) [26PP] (Inter-Dimensional Arms A)
  3. Add 1 rank of Super Strength to the Support Motor power
  4. Add 2 ranks of Improved Range to the Deccelerator Blaster power
  5. Add the Sedation power feat, and 1 rank of Progression[Area] to the Time Stopper power
  6. :arrow: Add the following alternate power: Healing 4 (Extras: Affects Objects, Area[burst] 500ft radius, Total, Feats: Stabilise, Persistant, Progression[Area] 3, Regrowth)[26PP] (Time Reset)
  7. :arrow: Add the following base power: Super Senses (Time/Temporal Awareness[Mental Awareness], Accurate 2, Acute, Analytical, Counters Concealment 2, Counters Illusion 2, Extended 5[1'000'000ft/189 miles], Rapid 2(x100), Tracking 3; Extras: Linked[Quickness], Feats:  Dimensional 3) + Quickness 4(x250; Extras: Linked[super Senses])[22 + 4 = 26PP] (Chronal Attunement)
  • Add 1 PP Feature (Temporal Inertia)[1PP]
  • Add 3 PPs to Super Senses 3 (Direction Sense, Distance Sense, Time Sense)[3PP]

 

Also, adding >Hronos' Picture in the sheet.

 

The final sheet, for referrence:

Player Name: Vahnyu
Character Name: Hronos
Power Level: 10 (153/153PP)
Trade-Offs: -4 Melee Attack / +4 Melee Damage, -2 Defense / +2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 3/30

In Brief: An ancient mechanical being, Hronos has an array of inbuilt, interchangeable armaments that grand him control over time/space.

Alternate Identity: None

gallery_631_23_2784.jpg
Identity: Public
Birthplace: UNKOWN
Occupation: Wielder of Time
Affiliations: Mechanodynames
Family: Mechanodynames(Sister: Psihi. Sister: Gnossi. Sister: Zoi. Brother: Thanatos.)

Description:
Age: UKNOWN, estimated to billions of years (DoB: UKNOWN)
Apparent Age: Not Applicable
Gender: Male
Ethnicity: Mechanodynames
Height: 7'5" ft
Weight: 230 pounds.
Eyes: Light-Purple
Hair: Not Applicable


Description:
Hronos is a Mechanodynamis. He has a human-like structure. His body is composed of techno-mechanical parts. His skin is a Light-Purple, with visible circuits. His hands look like Navy-Blue mechanical armor gauntlets. His upper body looks like a Navy-Blue robotic breastplate covering a white body armor. He appears to wear a Navy-Blue mechanical belt on his waist. The mouth in his Navy Blue helmet-like head is completely covered by a White mouthpiece, he sports White earpeaces and a Light-Purple visor for eyes. His legs look like Light-Blue and White armored boots from the knees down. Finally, his back holds a Blue rocket-pack.

Power Descriptions:
As a Mechanodynamis, Hronos has a sturdy mechanical body resistant to damage and adverse natural conditions. He is able to quickly process and employ all languages from intelligent living beings, as well as computers. His body is able to accomodate accelerated modes of self-transportation, including flight, thanks to the rocket-pack that protrudes on his back, and his thought processor is normally capable of carrying difficult calculations and executing rapid actions at 5 times the normal pace.

He is also the assigned Wielder of the Essence of Time. His techno-mechanical body is capable of processing this internalized essence, and reconfigure his body parts at will, granding him with a versatile arsenal of armaments, and granting him control over time itself. Some of them follow.

  • Chronal Attunement: Hronos remains connected with the semi-sentient Essense of Time, which keeps Hronos aware of any chronal disturbance that might be occuring in a large perimeter, as well as enhances his speed.
  • Chronal Blaster: Hronos reconfigures his arms into hand-canons that shoot blue-ish hued blasts imbued with chronal energy causing the recipients pain, by affecting the recipients' base components(such as cells, molecules, or even ectoplasmic matter) topically, and forcing them to vibrate out of sync.
  • Deccelerator Blaster: Hronos reconfigures his hands into one big canon, that is capable of hindering the recipient's ability to percieve danger, avoid it, and even subconsiously dodge harm.
  • Inter-Dimensional Arms A & B: Hronos activates his arms' inbuilt mini-chronodimensional portal generators, making them capable of breaking the barriers of time and space. Depending on the configuration, Hronos can rapidly pummel his foe up close from all angles at once, or he can employ his numerous arms to wrestle and subdue his foe from affar, as well as handle delicate tasks. Inter-Dimensional Arms B: Currently Offline
  • Substitution: By activating this device, Hronos is able to manipulate or fold the space-time continuum in such ways that he instantly trades places with another cooperating being. Currently Offline
  • Support Motor: This enhancing device redirects Hronos' own power from many different times and apply them all at once, granting him huge amounts of strength.
  • Temporal Nexus Generator: By activating a mechanism that distorts reality around him so that it is able to carry time-paradoxes, Hronos is able to summon parallel versions of himself. He can telepathically coordinate with them, and while present, all of them are equally as real. Currently Offline
  • Temporal Shift: By activating an internal device, Hronos is able to step outside the normal boundaries of time and space, and go completely unnoticed by most senses. Currently Offline
  • Time Stopper: This powerful device feeds directly off of the Essence of Time to create a sphere in which the recipients are temporally frozen in place, unable to move or even act. It requires a big amount of concenrtation to activate, and as thus, Hronos is left defenceless when he uses it.
  • Time Reset: This powerful device feeds directly off of the Essence of Time to create a sphere that allows for a limited form of time-paradox, in which the recipients' bodies are all shifted to a previous state of being, while still retainning their experiences.


However, spending the last few millenia in a lethargic sleep, a lot of his capabilities, are malfunctioning, and thus, set offline, until he can recover them. His computational capacity appears to be hampered by fragmentation.

Hronos' insulators have severyly degraded, making electricity and magnetism severely affect his techno-mechanical body, and due to being incactive for many milenia, his mental defences are slightly unregulated, afecting his ability to withstand mental attacks.

History:
Spirit. Life. Time. Death. Knowledge. These are the five key Essences that have been encompassing the world, ever since the beginning of time. When the world was created, there were also created five beings of robotical nature. These beings came to be known as Mechanodynames, and they were each tasked with safeguarding an Essence. Psihi, the Holder of Spirit. Zoi, the Holder of Life. Hronos, the Holder of Time. Thanatos, the Holder of Death. And Gnosi, the Holder of Knowledge. The Essences granted each one of them a unique and diverse assortment of powerful abilities, which further augmented their natural capabilities.

Using those powers, the Five Wielders were able to protect the galaxy from various threats, both from within and from without the creation. One of the most powerful of them was Catastrophe, the Bringer of Annihilation, who invaded the world and waged a terrible war with the Mechanodynames. During the war, the Five Wielders, assisted by the first civilizations, managed to stave off Catastrophe's forces, and in a final climactic battle, they repelled Catastrophe into the Entropy Zone.

Doing so, however, required a huge energy release, that damaged and scattered the Mechanodynames towards the five corners of the universe. The blast had rendered Hronos offline, as he drifted through space, until he finally arrived at the solar system, during the accretion of the planet that was to become known as Earth. The next 4 billion years, Hronos remained close to the core of the planet, and his slumber seemed that it would last for eternity.

That eventually changed, though, when the various disturbances caused from the constant battles between superpowered beings that were waged on Earth, shook Hronos' systems to turn back on. After crawling his way out of the ground and into the surface, Hronos came face to face with the civilization that had started to thrive in this planet. He soon realised that many of his systems were malfunctioning, and that he couldn't escape the gravity of Earth. Deciding that he must have arrived there for a reason, Hronos set forth to travel and protect the Earth and it's inhabitants from all threats, his journey eventually leading him to Freedom City.

Personality & Motivation:
Hronos is a very calm, and at times, deliberate individual. He speaks in a very polite and formal manner, when conversing with others. His sense of duty has been instilled in him ever since his creation, and drives him to protect those in need from danger.

Powers & Tactics:
Hronos values subdoing his opponents as efficiently as possible. That is why he prefers opening up a battle by employing the Deccelerator Blaster if faced with one foe, or the Time Stopper if faced with multiple foes, and then pick them appart with long ranged artillery. When the fight becomes close and personal, he switches gears into employing the Support Motor, which greatly enhances his combat capabilities, and uses his nigh-unescapable grip to render his enemies helpless. Finally, when a foe proves especially stubborn, he attacks them with a vicious barrage of unarmed blows, taking advantage of the fact that his Interdimensional Arms can come from all angles, ignoring tempo-spatial restrictions, and taking opponents by surprise.



Complications:
Caretaker: Prototype Stopwatch Fragment(A peculiar gem-like item that has time manipulation abilities that Hronos procured from an encounter with John Smith)

Duty: Is bound to protect the integrity of the time/space continuum, as Holder of the Essence of Time.
Enemy: Catastrophe

Out of Touch: Has been inactive for years, and has little to no grasp of current events

Rival: John Smith(Hronos prevented the man from changing the past and being together with his wife. He may hold a grudge)
Sub-Optimal: A lot of his capabilities are malfunctioning and are offline
Stranded: Is bound to Earth


Abilities: 8 + 8 + (-10) + 8 + 8 + (-4) = 18PP
Strength: 18/38 (+4/+14)
Dexterity: 18 (+4)
Constitution: ---
Intelligence: 18 (+4)
Wisdom: 18 (+4)
Charisma: 6 (-2)


Combat: 8 + 6 = 14PP
Initiative: +8
Attack: +6 Melee, +4 Ranged, +10 Chronal Blaster/Deccelerator Blaster A
Grapple: +10/+23 Support Motor
Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed
Knockback: -6/-4


Saving Throws: 0 + 2 + 2 = 4PP
Toughness: +12 (+0 Con, +8 Protection, +4 Defensive Roll)
Fortitude: ---
Reflex: +6 (+4 Dex, +2)
Will: +6 (+4 Wis, +2)


Skills: 60R = 15PP
Computers 6 (+10)Skill Mastery
Craft (Electronic) 6 (+10)Skill Mastery
Craft (Mechanical) 6 (+10)Skill Mastery
Disable Device 6 (+10)Skill Mastery
Knowledge (Physical Sciences) 6 (+10)Skill Mastery
Knowledge (Tactics) 8 (+12)
Knowledge (Technology) 6 (+10)Skill Mastery
Notice 10 (+14)Skill Mastery
Sense Motive 6 (+10)Skill Mastery


Feats: 17PP
Attack Focus (Melee) 2
Defensive Roll 2
Dodge Focus 5
Eidetic Memory
Fearless
Improved Grab
Improved Initiative 1
Improved Pin
Move-By Action
Skill Mastery 2 (Computers, Craft(Electronic), Craft(Mechanical), Disable Device, Knowledge(Physical Sciences), Knowledge(Technology), Notice, Sense Motive)


Powers: 32 + 4 + 1 + 30 + 2 + 8 + 9 + 3 + 3 = 92PP

Chrono-Dimensional Configuration 13 (26PP Array; Feats: Alternate Powers 6) [32PP]

Base Power: Super Senses (Time/Temporal Awareness[Mental Awareness], Accurate 2, Acute, Analytical, Counters Concealment 2, Counters Illusion 2, Extended 5[1'000'000ft/189 miles], Rapid 2(x100), Tracking 3; Extras: Linked[Quickness], Feats:  Dimensional 3) + Quickness 4(x250; Extras: Linked[super Senses])[22 + 4 = 26PP] (Chronal Attunement)

 

Alternate Power: Blast 10 (1'000ft; Feats: Accurate 3, Improved Range 3) [26PP] (Chronal Blaster)

Alternate Power: Damage 10 (Extras: Autofire, Feats: Indirect, Mighty) [26PP] (Inter-Dimensional Arms A)

Alternate Power: Enhanced Strength 20 (Extras: Linked[super Strength]) + Super Strength 3(Effective Strength 53; Heavy Load 9.6 tons; Extras: Linked[Enhanced Strength]) [20 + 6 = 26PP] (Support Motor)

 

Alternate Power: Healing 4 (Extras: Affects Objects, Area[burst] 500ft radius, Total, Feats: Stabilise, Persistant, Progression[Area] 3, Regrowth)[26PP] (Time Reset)

 

Alternate Power: Paralyze 10 (250-1'000ft; Extras: Alternate Save[Reflex], Range[Ranged], Flaws: Action[Full Round], Feats: Accurate 3, Improved Range 3) [26PP] (Deccelerator Blaster)

Alternate Power: Stun 10 (Extras: Alternate Save [Reflex], Area [burst] 1'000ft radius, Selective, Flaws: Action[Full Round Action], Distracting, Feats: Progression[Area] 4, Reversible, Sedation) [26PP] (Time Stopper)

Comprehend 2 (Languages 2[speak Any, Understand Any]) [4PP] (Speech Pattern Recognition Module)

 

Features 1 (Temporal Inertia) [1PP] (Temporal Anchor)

Immunity 30 (Fortitude) [30PP] (Robotical Structure)

Immunity 2 (Time/Temporal Damage) [2PP] (Time Shield)

Movement System 4 (8PP Array; Feats: Alternate Power) [9PP]

Base Power:Flight 4 (100mph/1'000ft per Move Action) [8PP]

Alternate Power: Speed 4 (100mph/1'000ft per Move Action; Extras: Linked(Super Movement)) + Super Movement 2 (Wall Crawling[Ground Speed]) [4+4=8PP]
Protection 8 [8PP] (Plating)

Quickness 3(x10) [3PP] (Computational Process)

 

Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] (Computational Awareness)


Drawbacks: (-2) + (-3) + (-2) = -7PP

Vulnerability (Psionic; Frequency: Common; Intensity: Minor [+1]) [-2PP]

Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP]

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP]

 

DC Block

ATTACK                     RANGE      SAVE                        EFFECT
Unarmed                    Touch      DC19 Toughness (Staged)     Damage (Physical)
Unarmed(Support Motor)     Touch      DC29 Toughness (Staged)     Damage (Physical)
Dimensional Arms A         Touch      DC29 Toughness (Staged)     Damage (Physical)
Chronal Blaster            Ranged     DC25 Toughness (Staged)     Damage (Temporal)
Deccelerator Blaster A     Ranged     DC20 Reflex (Staged)        Paralyze (Temporal)
Time Stop                  Area       DC20 Reflex (Staged)        Stun (Temporal)

Totals: Abilities (18) + Combat (14) + Saving Throws (4) + Skills (15) + Feats (17) + Powers (92) - Drawbacks (7) = 153/153 Power Points

Edited by Supercape
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FLOWN OFF BY SUPERCAPE

 

13 PPs to spend on >Net Fly, as well as a PL bump to PL9.

 

  • Add complications Snarker Within, Technobabble Motormouth, and Trying Hard to Keep Up
  • Add 1 rank of Attack and 1 rank of Defense [4PPs]
  • Add 1 rank to Fortitude, 1 rank to Reflex, and 2 to Will [4PPs]
  • Add the Move-By Action Feat
  • Add 1 rank to the Vibrosuit Device, making it a 40PP Container [4PPs]

 

  • Add 1 rank to the Sonic Converter Array, making it a 24PP Array
  1. Increase Volume Amp's Enhanced Strength to: Enhanced Strength 16 (Extras: Linked [super Strength]) + Super Strength 4 (Effective Strength 52, Heavy Load 16 tons, Extras: Linked [Enhanced Strength]) [16 + 8 = 24PP] (Volume Amp)
  2. Remove Split Attack and correct Sonic Fists to: Damage 8 (Extras: Autofire, Penetrating 4, Feats: Mighty) [24PP] (Sonic Fists)
  3. Increase Sonic Maelstorm to: Damage 9 (Extras: Area[burst] 200ft Radius, Linked[Trip], Selective, Flaws: Action(Full-Round), Distracting, Feats: Progression[Area] 2) + Trip 9 (Extras: Area[burst], Linked[Damage], Selective, Flaws: Action(Full-Round), Range(Touch), Feats: Improved Trip, Progression[Area] 2) [11 + 12 = 23PP] (Sonic Maelstorm)
  4. Increase Sonic Blasts to: Blast 11 (275-1'100 feet, Feats: Improved Range, Split Attack) [24PP] (Sonic Blasts)

  5.  

    Remove the power feat Knockback and increase Sonic Beam to: Blast 11 (110-1'100 feet, Extras: Linked [stun], Linked [Trip], Flaws: Action (Full Round), Distracting) + Stun 11 (Extras: Linked [blast], Linked [Trip], Range [Ranged], Flaws: Action (Full Round), Daze, Unreliable) + Trip 11 (Extras: Linked [blast], Linked [stun], Knockback, Flaws: Action (Full Round), Feats: Improved Trip) [6 + 6 + 12 = 24PP] (Sonic Beam)

  • Add 2 ranks to Enhanced Constitution
  • Add 1 rank to Datalink

 

 

 

Also, adding Net Fly's Picture in the sheet

 

The final sheet, for referrence:

 

Player Name: Vahnyu
Character Name: Net Fly
Power Level: 9 (130/130PP)
Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 25/30

In Brief: Young gadgeteer genius Serge Explinker dons a simple yet sophisticated sonic harness/vibro-suit, in order to enhance his mutant powers and fight crime as the masked superhero Net Fly.

Alternate Identity: Serge Explinker

gallery_631_23_29026.jpg
Identity: Secret
Birthplace: Freedom City
Occupation: Student
Affiliations: None
Family: Father: Andrew Explinker. Mother: Catherine Coldear. Step-Father: Gregory Lineburg.

Description:
Age: 16 (DoB: March the 19th, 1995)
Apparent Age: 16
Gender: Male
Ethnicity: Caucasian
Height: 5' 10"
Weight: 180 pounds
Eyes: Green
Hair: Blonde

Description:
A lean, light-skinned teenager of medium height, Serge has curly short blonde hair and green eyes. He wears prescription reading glasses, although ever since his powers awoken, he stopped needing them. His casual attire consists of lion-colored baggy pants or jeans, a light-grey tank-top and a green camp shirt.

His costume is mostly grey, composed of a spandex-like material, and covers most of his body, except the eyes, and it has extra pockets strapped at his thighs. He wears black boots and black briefs, on top of the suit, with a blue tool belt. He has blue mechanical gauntlets, and a white megaphone strapped on a blue x-shaped harness, in front of his chest. Finally, he has two blue head-pieces that cover his ears, on top of his mask.

Power Descriptions:
Net Fly is a mutant, with the power to influence his body's vibrations. This gives him an assortment of innate abilities, like enhanced agility, strength, and stamina, the ability to "stick" on surfaces, and the ability to fly. Further-more, he has costumised his Vibro-Suit so that he can further harness those powers and re-focus them into sonic energy. He can concentrate his gloves with sonic energy in order to enhance his fists or produce Sonic Blasts and hit his opponents from a distance. He can also opt to redirect his powers to his chest-phone, and unleash a powerful Sonic Beam. The suit also channels Net Fly's vibrational energies to create a protective Vibro-Field, which lessens the impact of attacks. Finally, his suit comes equipped with a Net Dive device, which allows him to interact with machinery and even enter the cyberspace.

History:
Serge was a gifted young boy, and he showed from an early age an aptitude with complex machinery and computers. While he comes from a divorced family, his parents have managed to keep a good relationship with each other and their son.
When he became an adolescent, Serge started exhibiting his latent mutant abilities. It wasn't, however, until much later, when he became unwittingly entangled with a heist, that he decided to use his powers for a purpose.
A group of armed robbers ambushed an armory car and stole a bunch of high-tech equipment. During the heist, things quickly escalated, and Serge, allong with a few other bystanders, was captured as a hostage, and held against his will.
At first, he was paralyzed from fear, until he witnessed the robbers shot a man in front of him, in order to force the police to meet their demands. Finding an opportunity, Serge sneaked out of sight and undid his bonds with his strength. He took a few devices that were laying close to him, and tinkered with them as quickly as he could, fashioning them into Sonic Blasters. Before the robbers realized what had happened, Serge, wearing a makeshift outfit to conceal his identity, attacked them, and quickly subdued them.
After rescuing everyone, Serge left the crime-scene. For the next few days, he reflected on what had just transpired. He realized that he could use his powers to fight crime, but in order to do so, he needed to make a costume for himself.
Tinkering and improving upon the devices he aqcuired during the heist, and using a few more that he had created on his own, Serge was able to adapt them into a functioning suit.
Now, Serge has emerged as the superhero Net Fly. He has performed adequately, but after a few close calls too many, he decided to enroll in Claremont Academy, and further hone his crime-fighting abilities.

Personality & Motivation:
Serge's desire to help people is matched only by his curiosity and inquisitiveness. Serge spends a lot of his time fine-tuning his suit or practicing his programming skills. When he isn't tinkering with his devices, Serge can often be found socializing with his friends.

Powers & Tactics:
Net Fly doesn't take hits well, so he prefers a hit-and-run fighting style over duking it out for prolonged periods. Having said that, however, he is perfectly capable of unleashing devastating attacks in close range, as well as take care threats from a distance. If he wishes to avoid fighting, he can opt to hide in the ceilings.



Complications:
On the Job Learning: Is learning as he goes.
Secret: Identity.

Snarker Within: Extreme insecurity about his own faillings has developed into a sort-of split personality/alter self that tends to point out said flaws. Even so, Serge is usually more than willing to point his own errors himself, without outside, or for that matter, inside help, and thus, this alter self pops up very occasionally, during times of extreme duress(That is to say, more extreme than usual for a kid hero)

Technobabble Motormouth: Is prone on making tangential notes about science, whenever he finds the opportunity.

Trying Hard to Keep Up: Is prone on overexerting himself


Abilities: 0 + 0 + 0 + 10 + 2 + 0 = 12PP
Strength: 10/16/32 (+0/+3/+11)
Dexterity: 10/16 (+0/+3)
Constitution: 10/18 (+0/+4)
Intelligence: 20 (+5)
Wisdom: 12 (+1)
Charisma: 10 (+0)


Combat: 10 + 12 = 24PP
Initiative: +12/+15/+19
Attack: +5 Melee, +5 Ranged, +7 Sonic Converter
Grapple: +5/+8/+10/+22
Defense: +9/+11 (+6 Base, +3/+5 Dodge Focus), +3 Flat-Footed
Knockback: -3/-2/-1


Saving Throws: 2 + 5 + 5 = 12PP
Toughness: +5/+7 (+3/+5 Con, +2 [Defensive Roll])
Fortitude: +5/+7 (+3/+5 Con, +2)
Reflex: +8 (+3 Dex, +5)
Will: +6 (+1 Wis, +5)


Skills: 52R = 13PP
Acrobatis 7 (+10)
Climb 3 (+3/+5/+9)
Computers 13 (+18)Skill Mastery
Craft (Electronics) 5 (+10)Skill Mastery
Craft (Mechanical) 1 (+6)
Disable Device 10 (+15)Skill Mastery
Knowledge (Technology) 5 (+10)Skill Mastery
Notice 4 (+5)
Stealth 4 (+7)


Feats: 11PP
Defensive Roll
Dodge Focus 3
Improved Initiative 3
Inventor

Move-By Action
Online Research
Skill Mastery (Computers, Craft (Electronics), Disable Device, Knowledge (Technology))


Powers: 34 + 6 + 6 + 6 + 8 = 60PP

Device 8 (40PP Container; Flaws: Hard-To-Lose, Feats: Restricted 2[Net Fly]) [34PP] (Vibro-Suit)

Sonic Converter 11 (22PP Array; Feats: Accurate, Alternate Power 4) [27PP]

Base Power: Enhanced Strength 16 (Extras: Linked [super Strength]) + Super Strength 4 (Effective Strength 52, Heavy Load 16 tons, Extras: Linked [Enhanced Strength]) [16 + 8 = 24PP] (Volume Amp)

Alternate Power: Damage 8 (Extras: Autofire, Penetrating 4, Feats: Mighty) [24PP] (Sonic Fists)

Alternate Power: Damage 9 (Extras: Area[burst] 200ft Radius, Linked[Trip], Selective, Flaws: Action(Full-Round), Distracting, Feats: Progression[Area] 2) + Trip 9 (Extras: Area[burst], Linked[Damage], Selective, Flaws: Action(Full-Round), Range(Touch), Feats: Improved Trip, Progression[Area] 2) [11 + 12 = 23PP] (Sonic Maelstorm)

Alternate Power: Blast 11 (275-1'100 feet, Feats: Improved Range, Split Attack) [24PP] (Sonic Blasts)

Alternate Power: Blast 11 (110-1'100 feet, Extras: Linked [stun], Linked [Trip], Flaws: Action (Full Round), Distracting) + Stun 11 (Extras: Linked [blast], Linked [Trip], Range [Ranged], Flaws: Action (Full Round), Daze, Unreliable) + Trip 11 (Extras: Linked [blast], Linked [stun], Knockback, Flaws: Action (Full Round), Feats: Improved Trip) [6 + 6 + 12 = 24PP] (Sonic Beam)

Datalink 3 (Radio, 1'000 feet, Feats: Cuberspace) [3PP] (Net-Dive Harness)

Enhanced Constitution 4 [4PP] (Mutation Enhancement)

Enhanced Dodge Focus 2 [2PP] (Mutation Enhancement)

Enhanced Improved Initiative [1PP] (Mutation Enhancement)



Enhanced Strength 6 (Heavy load 230 lbs) [6PP] (Mutation)

Enhanced Dexterity 6 [6PP] (Mutation)

Enhanced Constitution 6 [6PP] (Mutation)

Fly Movement 3 (6PP Array; Feats: Alternate Power 2) [8PP] (Mutation)
Base Power: Flight 2 (25mph/250ft per Move Action, Feats: Subtle) [5PP]

Atlernate Power: Speed 5 (250mph/2500ft per Move Action, Feats: Subtle) [6PP]

Alternate Power: Super Movement 2 (Wall Crawling, 3mph/30ft per Move Action, Feats: Subtle) [5PP]


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


DC Block
ATTACK                            RANGE      SAVE                             EFFECT
Unarmed                           Touch      DC15 Toughness (Staged)          Damage (Physical)
Enhanced (Unarmed)                Touch      DC18 Toughness (Staged)          Damage (Physical)
Volume Amp (Unarmed)              Touch      DC26 Toughness (Staged)          Damage (Physical)
Sonic Fists (Damage)              Touch      DC26 Toughness (Staged)          Damage (Sonic)
Sonic Maelstorm (Damage+Trip)     Area       DC24 Toughness (Staged)          Damage (Sonic)
                                             1d20+9 vs. STR or DEX(worse)     Trip
Sonic Blasts (Blast)              Ranged     DC26 Toughness (Staged)          Damage (Sonic)
Sonic Beam (Blast+Stun+Trip)      Ranged     DC26 Toughness (Staged)          Damage (Sonic)
                                             DC21 Fortitude                   Dazed
                                             1d20+11 vs. STR or DEX(worse)    Trip

Totals: Abilities (12) + Combat (22) + Saving Throws (12) + Skills (13) + Feats (11) + Powers (60) - Drawbacks (0) = 130/130 Power Points

Edited by Supercape
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DER DER DEEEER, DER DER DER-DEEEER, DER DER DEEEER, DER DER-DER, BY SUPERCAPE

 

Time for some Point Spending for Riff!

 

Saves 2

Boost Fortitude by 1 (9 total)

Boost Will by 1 (10 Total)

 

 

Skills: 3

Increase Bluff by 4 Ranks ( 6 (+10) )

Increase Computers By 4 Ranks  (8 (+14) )

Increase Perform (Singing) by 4 ( (12 (+16 )

 

Feats: -1

Remove Master Plan...I never really used it.

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IRONED OUT BY SUPERCAPE

 

Right then!

Time for SCIENCE!!!!  :science:  :science:  :science:

 

This is an edit for Fenris. I've got the full text of the changes in spoiler below, for easy copy-pasta. link to the full sheet, for cross-reference.

 

-Fixed the picture link and position.

-Touched up PP #s and such. 

-Touched up formatting.

-Fixed links for Powers and History to point to Temp Wiki thread.

 

Now the meat and potatoes.

-1 PP to give him 4 more ranks in Life Sciences. He's been studying up on biology to better understand his existing nanites, as well as to better accomplish the big chunk of his edit...

-10PP combined to give him Enhanced Intelligence 8 (total 30) and Mental Quickness 4, explained as him using medical nanites to bond thin strips/layers of Computronium to his entire brain, making it a cybernetic hybrid organ with much greater potential!  :science:

 

Player Name: KnightDisciple

Character Name: Fenris

Power Level: 12 (196/196PP) [Gold Reward Slot]

Effective Power Level: 10 (All Caps put at PL10)

Trade-Offs: -0 Attack / +0 Damage, -3 Defense / +3 Toughness

Unspent PP: 0

Progress to Platinum Status: 26/120 (Gold Status earned with )

Though coming from a past that would drive others away from heroics, Magnus has found himself a man forged for destiny, and determined to meet it head-on. He will create his own unique path through life, with a determination to leave a positive mark on the world!

Personality & Motivation: Magnus Katastrof is an intense, driven young man. He strives to make up for the blemish on his family's name due to his father's actions, and the large amount of charitable work his company does is a testament to that. He has few friends, mostly due to his general policy of keeping people at an arm's length. Those friends he does have, however, he displays a fierce loyalty towards.

While not a man of great anger, he does have a few things that tend to task him more greatly than others. For one, those who speak too strongly against the very concept of nobility (he and his peers are positive, contributing members of society, thank you very much); connected to that, those who rail against any accumulation of wealth or status. Those who speak down to him as a Swedish man (a rare occurrence in America, but somewhat common in his earlier studies abroad Europe) earn even more ire. He has a strong distrust for those who delve deeply into magic, willing as he may be to judge them on a case-by-case basis; those whose traditions call upon the Norse pantheon have an even stronger uphill battle. Finally, those who speak too harshly of his father face a cold anger that nonetheless runs the risk of burning them (metaphorically speaking).

As Fenris, he tends to project a sense of bravado and calm in the face of danger. He doesn't resort to calling for single combat, however; he's more than willing to dash from hiding spot to hiding spot, sniping his enemies with impunity. He tends to drift towards attempting to take charge of any group he's in, but is generally willing to follow the lead of others if there's a clear chain of command with a competent head.

Powers & Tactics: Ideally, Fenris would be mobility-focused, using mainly his Teleport and Blast to harry his foe, perhaps while fellow heroes work to finish them. He only switches to his close-combat mode when absolutely necessary. The name of the game is "run and gun," really, especially with his extended range.

Complications:

AHHH! Robot Wolf!: Heroic or no, Fenris's appearance is more than a bit intimidating. A big, metallic wolf-man who talks tends to set people on edge. People who hear his name and are familiar with Norse legend might almost distrust him more until he really explains himself.

Who Needs That Stuff: Magnus distrusts magic and/or divine power as overall concepts. He doesn't reject their existence, or try to explain them away with pseudo-science. He simply doesn't like how "easy" they seem to be. He views it as humanity taking a shortcut, and relying too strongly on something beyond themselves. He is often a bit distrustful or disrespectful of individuals who make heavy use of such abilities.

Tarnished Name: Even putting aside the rather unfortunate implications of "Katastrof", Magnus now has to deal with the cloud of suspicion his father's activities have caused. Not only is he viewed with caution, his company has experienced a drop in sales as people sometimes distance themselves from the company once owned by a "Viking-obsessed madman".

Responsibility: Magnus owns a controlling share of a large, multi-national technology company, and is often personally involved in both the business side, and the R&D side. As well, he takes his duties as "patriarch" of his family seriously, keeping in touch with the comparatively small but still tight-knit group. He feels a special kinship with his neice, Eira, and feels fiercely protective of her (sometimes dangerously so).

Abilities: 2 + 2 + 2 + 12 + 4 + 4 = 26PP

Strength: 24/12 (+7/+1)

Dexterity: 18/12 (+4/+1)

Constitution: 18/12 (+4/+1)

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

Wisdom: 14 (+2)

Charisma: 14 (+2)

Combat: 10 + 8 = 18PP

Initiative: +4/+1

Attack: +10/+5

Grapple: +22/+17/+6

Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed

Knockback: -5/-0

Saving Throws: 5 + 5 + 7 = 17PP

Toughness: +13/+4/+1 (+4/+1 Con, +9 Protection [Armor])

Fortitude: +9/+6 (+4/+1 Con, +5)

Reflex: +9/+6 (+4/+1 Dex, +5)

Will: +9 (+2 Wis, +7)

Skills: 116R = 29PP

Computers 10 (+20/+16)

Craft (Electronic) 12 (+22/+18)

Craft (Mechanical) 12 (+22/+18)

Diplomacy 6 (+8, +11 Wealth)

Disable Device 8 (+18/+14)

Knowledge (Arcane Lore) 2 (+12/+8)

Knowledge (Business) 10 (+20/+16)

Knowledge (Civics) 4 (+14/+10)

Knowledge (Current Events) 4 (+14/+10)

Knowledge (History) 4 (+14/+10)

Knowledge (Life Sciences) 8 (+18/+14)

Knowledge (Physical Sciences) 8 (+18/+14)

Knowledge (Technology) 12 (+22/+18)

Languages 4 (English, German, French, Russian, Swedish [Native])

Notice 6 (+8)

Sense Motive 6 (+8)

Feats: 11PP

Benefit 4 (Status [swedish Nobility: Baron], Wealth 3 [Rich])

Connected

Dodge Focus 3

Eidetic Memory

Inventor

Move-by Action

Powers: 10 (8+2) + 10(1+3+6) + 75 = 95PP

 

Computronium-Laced Brain 2 (10PP Container [Passive, Permanent]) [10PP] (Technology)

 

Nanite Infusion 2 (10PP Container [Passive, Permanent]) [10PP] (Technology)

 

Fenris Armor (Mark 2.1.1) 18 (90PP Device/Container, Flaws: Hard-To-Lose, Feats: Restricted 2 (Only Magnus), Subtle) (Technological) [75PP]

Enhanced Attack 5 (Targeting Computers and CQB Targeting Protocols) [10PP]

Enhanced Dexterity 6 (Enhanced Reflexive Motive Systems) [6PP]

Enhanced Feat 1 (Quick Change) [1PP] (Flux Tunneling Beacon)

Enhanced Strength 12 (Electroactive Polymer Muscle) [12PP]

Immunity 9 (Life Support [Disease, Poison, Suffocation, All Environmental Conditions]) (Life Support Systems) [9PP]

Protection 9 (Composite Armor Plating) [9PP]

Super-Senses 4 (Darkvision, Direction Sense, Ultrasonic Hearing) (Sensory Enhancement Package) [4PP]

Teleport 6 (600ft per Move Action, 20 miles per Full Action, Feats: Change Direction, Change Velocity, Easy, Turnabout) (Vacuum Flux Capacitor) [16PP]

Arsenal (21PP Array, Feats: Alternate Power 2) [23PP]

Base PowerBlast 10 (Feats: Improved Range [4 250ft Increments, 1000ft Max Range]) (Electricity/Lightning) [21PP] (Particle Projection Cannons)

Alternate Power: Strike 3 (Extras: Penetrating [10], Feats: Mighty) (Electricity/Lightning, Slashing Damage (Lethal + Nonlethal)) [14PP] (Electro-Claws and Teeth)

Alternate PowerSuper-Strength 5 (Effective Strength: 49 [Light Load 4 tons, Medium 8 tons, Heavy 12 tons, Maximum 24 tons, Push/Drag 60 tons] +5 Grapple Bonus) [10PP] (Electroactive Polymer Muscle, Stage Two)

Drawbacks: 0PP

DC Block:

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC22/16 Toughness (Staged) Damage (Physical)

Blast Ranged DC25 Toughness (Staged) Damage (Energy)

Strike Touch DC25 Toughness (Staged) Damage (Energy + Physical)

Abilities (26) + Combat (18) + Saving Throws (17) + Skills (29) + Feats (11) + Powers (95) - Drawbacks (0) = 196/196 Power Points

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MORE IRONING OUT BY SUPERCAPE

Ironclad II

  • 8 PP into her Device to buy two full ranks [10PP]. Buying an additional rank of Extended on all Super-Senses [3/10PP], +Accurate on Radio [5/10PP], 1 rank of Communication [6/10PP], and four ranks of Impervious Toughness [10/10PP].
  • Shifting one point of Protection into Impervious Toughness.
  • 1 PP into Feats to by an additional rank of Dodge Bonus [1PP]


 
Character's Name: Ironclad II
Power Level: 13/14 (214/214PP)
Trade-Offs: +4 Toughness/-4 Defense
Unspent PP: 0
Progress To Platinum Status: 109/120

In Brief: Young genius uses her intellect and her fortune to fight crime!

Alternate Identities: Jessica Anne Parker
Identity: Public
Birthplace: Freedom City
Occupation: Full-time superhero, engineer
Affiliations: Dawes Tech, Dragonfly, the Lab
Family: Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased).

Description:
Age: 20 (DoB: June, 1993)
Gender: Female
Ethnicity: Northern European
Height: 6'
Weight: 130 lbs.
Eyes: Pale blue
Hair: Strawberry blonde, dyed auburn

Description: 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.

Power Descriptions: 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.

History: 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.

Personality & Motivation: 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.

Powers & Tactics: 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.

Complications:
City Girl: Jessica likes technology and the urban sprawl. She can get uncomfortable if forced to spend long periods in natural settings.
HUD: The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening.
Limited Use: When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities.
No Plans, No Prototype: 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.
Obsession: Jessica can't help herself from examining high-tech machines, and especially super-tech.
Responsibility: Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up.


Abilities: 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)


Combat: 8 + 8 = 16PP
Initiative: +3
Attack: +4, +12 Battlesuit Weapons Array
Grapple: +4, +23 Battlesuit Servos, +28 at full Super-Strength
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -10/-0


Saving Throws: 6 + 4 + 8 = 18PP
Toughness: +16/+1 (+1 Con, +15 Protection, 5 Impervious)
Fortitude: +7 (+1 Con, +6)
Reflex: +7 (+3 Dex, +4)
Will: +9 (+1 Wis, +8)


Skills: 140R = 35PP
Computers 10 (+15) Skill Mastery
Concentrate 9 (+10)
Craft (Chemical) 10 (+15)
Craft (Electronic) 15 (+20)
Craft (Mechanical) 15 (+20) Skill Mastery
Disable Device 10 (+15) Skill Mastery
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) Skill Mastery
Pilot 7 (+10)
Sense Motive 9 (+10)


Feats: 12PP
Benefit (Wealth 2)
Dodge Focus 4
Eidetic Memory
Equipment 0 (+3 Bronze Reward)
Inventor
Interpose
Luck 2
Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice)

Equipment: 3PP = 15EP
[equip]5 + 10 = 15

The Lab (HQ) [5EP]

Midtown Apartment (PL12 HQ) [12EP]

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [8EP]
Computers
Defense System: Snare 12
Laboratory
Library
Living Space
Security System 2 (DC25)
Workshop[/equip]

Powers: 90 + 4 + 15 = 109PP

Device 22 (100PP Container, Flaws: Hard-To-Lose, Feats: Restricted [Mental Quickness 6+], Subtle) [90PP] (Battlesuit [Technology])

[device]All effects have the Technology descriptor.

6 + 7 + 3 + 2 + 11 + 5 + 10 + 15 + 7 + 5 + 7 + 3 - 3 + 32 = 110PP

Communication 5 (Radio, 5 miles; Feat: Subtle) [6PP]

Enhanced Feats 7 (Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change) [7PP]

Features 3 (Computer, Hologram Projector, Library) [3PP]

Flight 1 (10 MPH/100 ft per round, stacks for Flight 6 500 MPH / 5 000' per Move Action) [2PP]

Immunity 11 (Critical Hits [+2], Life Support [+9]) [11PP] (Armor)

Impervious Toughness 5 [5PP] (Structural Reinforcement Fields)

Power Reserve 5 (10PP Available, Flight, Super Strength) [10PP]

Protection 15 [15PP] (Armor)

Super-Senses 7 (Infravision, Analytical [All Visual, +2], Radius [All Visual, +2], Extended 2 [Visual; 1000' increments]) [7PP]

Super-Senses 5 (Radio, Accurate [Radio +2], Extended 2 [Radio; 1000' increments]) [5PP]

Super-Senses 7 (Ultra-Hearing, Accurate [All Auditory, +4], Extended 2 [Auditory; 1000' increments]) [7PP]

Super-Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP]

Vulnerability (Electricity, Frequency: Common, Intensity: Moderate [+50%]) [-3PP]

Weapons Array 13 (26PP Array, Feats: Accurate 4, Alternate Power 3) [32PP]

[array]Base Power: Blast 12 (Feats: Improved Range 2 [60' Increments / 6,000' Max Range]) [26PP] (Wrist Blasters)

Alternate Power: Enhanced Strength 24 + Super-Strength 1 [26PP] (Servos)

Alternate Power: Snare 12 (Feat: Reversible) [25PP] (Glue Capsules)

Alternate Power: Blast 12 (Extra: Area [Targeted, Shapeable], Flaw: Action [Full Round]) [24PP] (Cluster Munitions)[/array][/device]
Quickness 6 (x100, Flaws: Limited [Mental Tasks], Feats: Innate) [4PP]
Mental Quickness 6 means that Ironclad can make the following checks.

Computers to
[*:lsa684e1]search for a file on a massive network as a full round.
[*:lsa684e1]crash a computer as a free action.
[*:lsa684e1]destroy or damage programming in 6 rounds.
[*:lsa684e1]write a program in 6 rounds.Knowledge to
[*:lsa684e1]Take 10 as a free action.
[*:lsa684e1]Take 20 in 6 rounds.Notice to
[*:lsa684e1]make a Notice check as a free action.
Immunity 30 (Fortitude Effects, Flaw: Limited [Half Effect]) [15PP]


Drawbacks: -0PP
None


DC Block:
[pre]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)[/pre]


Abilities (24) + Combat (16) + Saving Throws (18) + Skills (35) + Feats (11) + Powers (101) - Drawbacks (0) = 205/214 Power Points

Edited by Supercape
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  • 2 weeks later...

FORSEEN BY SUPERCAPE
 

Omen hereby known as Foreshadow II
 
* The obvious being he's no longer Omen and is Foreshadow II now
* Age adjusted to due to the fact his age hasn't been appropriately edited in a while, and has gained 2 inches a late grower in life although hasn't gained weight.
* Dropped the phobia to fire as a complication whilst expanding the content in the already existing phobias.
* Added Some more background fluff.  Including a change in tactics, podcast lessons from Asano Ranago (Akin to Black Canary learning from tablets sent by Shiva) and a new costume appearance to match the new name
* +7 ranks put into Investigation, -1 rank in Concentration
*+2 ranks put into Medicine
*Completely reconfigured his headquarters, still has his friend Alaina as a roommate but a far larger space with more amenities in a new location
* Super-Senses 1 Danger Sense (Visual)
* Exchanged the Accelerated Acrobatics Challenge as a Feat for The Fast Task Acrobatic Bluff
* New Feats: Eidetic Memory, and Improvised Tools
* Dropped Multi-tool from Equipment pool
*Dropped Flash-bang dazzle to 4 with a decreased burst area.
*Set Trade-offs to none
 

Player Name: HG Morrison
Character Name: Foreshadow II
Power Level: 11 (163/163PP)
Trade-Offs:  None
Unspent Power Points: 0
Progress To Bronze Status: 13/30
 
In Brief: Acrobatic legacy to the Foreshadow Name.
 
Alternate Identity: Erick Sloane
Identity: Secret
Birthplace: Freedom City
Occupation: Freedom City University Student (Business Major)
Affiliations:
Family: David Sloane (Adoptive Father)
 
Description:
Age: 20 (DoB: Born 14, February)
Gender: Male
Ethnicity: Caucasian (Of Russian Descent)
Height: 5'11"
Weight: 172 lbs.
Eyes: Blue
Hair: Blonde
 
 
Omen1_zps7c9f4954.png


Erick is 5'11 which is quite a deal taller than the average male gymnast, having grown two inches in the past few months. His neck length hair sits comfortably upon his face most likely never facing the terror of a comb. While not having a large amount of muscle mass, his muscles are cut into the lean mean acrobatic machine that he is. His bright blue eyes always have some shine to them.
 
As the Foreshadow, Erick dons a modified version of the original outfit worn by David Sloane. Being a realist Erick's costume is lined with multiple body armor inlays, due to the fact that as fleet footed as he is chances are he's still going to take on more hits than his mentor. Instead of a cowl his hood is draped down in such a way as to cover a domino mask.  His uniform is also outfitted with a utility belt with multiple compartments to house the equipment he uses while on the job. Lastly Erick's favored weapon his Eskrima sticks are housed on his waist attached by a magnetic clip.
 
 
History:
At only ten years of age Erick was considered a child prodigy ready to take the gymnastics world by storm. Of course, all the implications and hardships of said talent at an early age came with the title. While the demanding sponsors and incessant reporters weren't so bad because he could leave them at the door. His parents and coaches, however, were an entirely different story. Every moment of his life followed a set schedule down to the minute and he hated it. The fact that they opted to home-school him so he could maximize his time practicing routines didn't help. He couldn't count how many times he wished for his parents to just go away so he could relax for a day.
 
That was until the incident happened. Late one night while Erick was undergoing his studies, a drugged out mobster armed with a flame thrower had been cornered by the costumed detective Foreshadow in the alley behind the boy's home. In a moment of desperation and beginning to hallucinate, the mobster started setting the area nearby ablaze. Which in turn was the very tragedy Foreshadow had been attempting to prevent when he cornered the man. Letting the villain escape, Foreshadow instead began to attempt to try and calm the ferocious flames or at the very least save anyone who hadn't already escaped as soon as the fires started.
 
As sounds of the clash and the faint smell of smoke filled the night air, Erick's parents ran downstairs to see what all the commotion was. Something that Erick made no move to stop, as it actually meant he'd have a schedule free moment in his life. It didn't take long for them to note that the first floor of their home was engulfed in flames. Unfortunately, the foundation had already taken quite a beating and the stairs collapsed from under them as they turned to try and get their child out of immediate danger. Hearing a loud crashing noise, the now terrified and confused Erick decided to go after his parents only to see the horrible state they were in at the remains of the stairwell. He wanted to help them, he wanted to scream, he wanted to something. Anything. But he couldn't. Erick couldn't even move, he was paralyzed in a state of shock. To this day he doesn't remember the details of how Foreshadow rescued him from the burning building.
 
Erick only blamed himself for what happened to his parents. His head was quickly filled to the brim with thoughts such as, “If only I were quicker,†or “If only I had stopped them from going downstairs.†Essentially he felt that he should have been able to stop their deaths. Sympathizing with the boy's plight and blaming himself for failing to prevent the deaths of the his parent's, David Sloane did the unexpected and took Erick in. An ordeal that was a bit difficult with various coaches claiming that they wanted to adopt Erick.
 
It was inevitable that David would have to reveal his identity as the costumed detective Foreshadow to the child if their new arrangement was ever to work. Foreshadow swore Erick to secrecy, and in exchange he trained the youth in the many talents that he used in his costumed identity. Despite agreeing to train him, Foreshadow outright forbid Erick from joining the fight against crime in the Southside at least until the youth finished school. Having recently enrolled him in public school.
 
As such, Erick spent the next six years of his life with relative normalcy. He quit competitive gymnastics all together and just did the regular teenage thing. Not counting the training sessions with Foreshadow of course. The youth had also come into his own money having invested the money from his sponsors with Rath & Stromsberg upon David's advice. He also graduated from High School early at the age of sixteen solely so he could round off the start of his career by training his talents visiting many of the same locations David Sloane did as a youth. It also gave him a chance to tie up some loose ends and closure with the man he was originally supposed to grow into as he competed(and dominated) at Worlds. Shocking many whom didn't expect him to be in tip top shape.
 
Having returned to Freedom City, Erick dipped into his personal fortune to pay his tuition in full as he enrolled in FCU. Moving into a private penthouse within looking distance of the Atlantis hotel and casino, he reached out to a childhood friend, Alaina Zelichonok, revealing his intention to operate as a costumed vigilante and needing her help in the purchase and development of equipment. Omen's venture into superheroics has already earned him the ire of the Freedom City Mob just by wearing the same emblem as his mentor.
 
During the events of the Day of Wrath, Erick found himself badly injured barely scrapping by a victory with the robotic replacement of Foreshadow.  Upon the real Foreshadow's return, both men had to come to the realization that after all his years of crime fighting David was beginning to miss a step.  Even if it was time for him to retire, the Southside needed a Foreshadow, and David thought Erick was just the man for the job.  The only stipulation would be that Erick would have to undergo training with an acquaintance of David's.  Honored and surprised at the request, Erick agreed to the terms and began a training regiment with Asano Ranaga.  Unfortunately, she had a busy schedule and left in the middle of their training leaving him weekly instructions through a private podcast.  Deciding it best to move from the penthouse, Erick opted to buy a mansion near the marina.  The location would be a strange one if the man's focus was solely to lie in the South, but he was far too ambitious to settle on cleaning up crime in just one part of the city.
 
Personality & Motivation:
Erick is quite relaxed and even when on the job he's known to be chatty and crack a joke. Unlike his mentor, he's more than willing to work with others than Foreshadow is. Erick doesn't let his past define him he may have initially gotten into the hero gig motivated by the tragedy that befell his parents, but honestly at the end of the day he just loves doing it and hopes to help people.
 
Erick fights the good fight simply because it's the right thing to do. Filled with a passion for life and a desire to make a difference, every time he dons the Foreshadow costume he's ready to go to work. With that said, he's never forgotten why he does what he does in the first place, and wants to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City.  
 
Powers & Tactics:
While fully capable of standing still and slugging it out, Erick prefers a 'float like a butterfly sting like a bee' approach to things. Movement is the name of the game and Erick excels at it. If he's not actively moving cover using hit and run tactics he'll be flapping his gums to try and anger or disorient his opponent. It's a little rough and more than a little flashy fighting style, but it's perfect for the showman that he is. Erick's quite intelligent for his age, and tends to be the perfect model of being kinesthetically intelligent and reflexive thinking. Not one to think ahead, he tactically lives in the here and now adapting to situations as they come. It's not that he can't sit back and write up plans, but after a childhood of following a set note, he prefers to go off script.
 
If given the opportunity he'll also attempt to add some distance and use his throwing discs from the comfort of concealment. Having to live up to the image of the first Foreshadow, Erick has gradually adapted a more fluid martial arts base to his acrobatic range of attack. Carrying a wide arrange of equipment in his utility belt, Erick notes that his piece de resistance when no other options can be afforded is his Stun Gun. An equalizer of sorts against tougher individuals, noting that if he can't see the future he'll just have to curve the present in his favor.
 


Complications:
 
Enemies: Ever since taking over the mantle of Foreshadow from David, Erick's had to feel the full weight of what it means to be one of the top focuses of Big Al's wrath.  To complicate matters Lady Tarot is fully capable of predicting when he'll strike unlike with the original Foreshadow.  And there isn't an attraction to keep him safe in that case.  
Reputation: If being a child prodigy wasn't enough, showing up out of nowhere and joining the American team at worlds while making it look easy after years of inactivity certainly does put the spotlight on him.
Responsibility: As a student Erick has to make sure his late hours don't interfere with his school work.  And as a heavy investor in various start up businesses he has to make sure his money is in good hands further dividing his attention.
Impossible Standards: Perhaps it's because of his upbringing, or maybe it's just a by-product of being a competitive athlete. But Erick holds himself to inhumanly high standards of what he believes he should be able to accomplish.  Leading to a vicious circle in which he expects perfection out of himself whilst pushing past his limits.
Loyalty: Erick is fiercely loyal to the Foreshadow name which adds a whole deal of issues in him wanting to live up to David's legacy. It should also be noted that Erick is also quite loyal by nature to the point of fault. Willing to do anything for those he considers close, even if it costs him his life.
Secret: Erick has the difficult task of keeping his identity a secret from those around him. It places a great strain on any relations he tries to form as most of his nights are spent fighting crime in Freedom City.
 
Abilities: 6 + 14 + 4 + 6 + 6 + 6 = 42PP
Strength: 16 (+3)
Dexterity: 24 (+7)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)
 
 
Combat: 12 + 12 = 24PP
Initiative: +15 (+7 Dex, +8 Improved Initiative)
Attack: +6 Base, +10 Melee +6 Ranged
Grapple: +11
Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -4
 
 
Saving Throws: 4 + 3 + 5 = 12PP
Toughness: +9 (+2 Con, +4 Defensive Roll, +3 Costume)
Fortitude: +6 (+2 Con, +4)
Reflex: +10 (+7 Dex, +3)
Will: +8 (+3 Wis, +5)
 
 
Skills: 128R = 32PP
Acrobatics 15 (+22) Skill Mastery
Bluff 7 (+10, +14 Attractive) Skill Mastery
Climb 2 (+5)
Computers 7 (+10)
Concentration 7 (+10)
Diplomacy 2 (+5, +9 Attractive)
Disable Device 7 (+10)
Disguise 2 (+5)
Escape Artist 8 (+15) Skill Mastery
Gather Info 7 (+10)
Intimidate 7 (+10)
Investigate 7 (+10)
Knowledge Business 2 (+5)
Knowledge Current Events 2 (+5)
Knowledge History 2 (+5)
Knowledge Streetwise 7 (+10)
Knowledge Tactics 2 (+5)
Language 1 ( English [Native], Russian)

Medicine 2 (+5)
Notice 12 (+15)
Search 7 (+10)
Sense Motive 7 (+10)
Sleight of Hand 3 (+10)
Stealth 3 (+10) Skill Mastery
 
 
Feats: 48PP
Acrobatic Bluff
Attack Focus (Melee) 4
Attractive
Benefit 2 (Wealth)
Blind-Fight
Challenge (Fast Task: Acrobatic Bluff)
Defensive Attack
Defensive Roll 2
Dodge Focus 5
Eidetic Memory
Elusive Target
Equipment 9
Evasion 2
Hide in Plain Sight
Improved Initiative 2

Improvised Tools
Jack-Of-All-Trades
Move-by Action
Quick Draw
Redirect
Set-Up
Skill Mastery (Acrobatics, Escape Artist, Bluff, Stealth )
Sneak Attack
Takedown Attack 2
Taunt
Trance
Uncanny Dodge (Hearing)
Well-Informed
 
Equipment: 9PP = 45EP
Collapsible Escrima Sticks: Strike 3 (Feats; Mighty, Subtle) [5EP]
Foreshadow Costume: Protection 3 (Feats: Subtle) [4EP]

 
Free Due To Wealth: Cell phone, Digital camera, Digital audio recorder, Flashlight, PDA
 
Foreshadow's Utility Belt Array  (14EP; Feats: Alternate Power 5) [19EP]
Base Power:Stun 7 [14EP] (Stun Rod)
Alternate Power: Damage 3 (Extras:Autofire, Ranged, Feats: Ricochet, Masterwork) [11EP] (Throwing Discs)

Alternate Power: Dazzle 4 (Auditory and Visual; 50 ft. Range Extras: Area 3 [General, Burst; 15' Radius], Drawbacks: Full Power) [14EP] (Flash Bangs)
Alternate Power: Obscure 4 (Visual, 40' Range, 50' Radius; Extras: Independent [+0]) [8EP] (Smoke Pellets)
Alternate Power: Snare 4 (40' Range) [8EP] (Bolos)
Alternate Power: Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling 1) [6EP] (Grappling Hook Pistol, Swing-Line)

 
HQ: Erick and Alaina's Manor [17EP]
Location: North Bay, Freedom City, USA, Near the North Bay Marina.
Appearance/Details: 1
 
Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP];
Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP]
 
Powers: 5PP
 
Device 1 (5PP Container, Flaws:Hard-To-Lose) [4PP] (Foreshadow's Mask)
Sensory Shield 2 (+4 to Saves vs Visual Sensory Effect) [2PP]
Super-Senses 3 (Darkvision, Radio) [3PP]

 
Super-Senses 1 (Danger Sense [Visual]) (Source: Training)[1PP]
 
DC Block
[pre][/pre]
DC Block
ATTACK           RANGE     SAVE                           EFFECT
Unarmed          Melee     DC18 Toughness (20)*           Damage(Physical)
Bolos            Ranged    DC14 Reflex/Staged (16)*       Snare
Escrima Sticks   Melee     DC21 Toughness (23)*           Damage(Physical)
Flash Bangs      Ranged    DC14 Fort/Reflex (16)*              Dazzle              
Stun Gun         Melee     DC17 Fortitude/Staged (19)*   Stun
Throwing Discs   Ranged    DC18 Toughness (20)*           Damage(Physical)

*DC with Sneak Attack 
 
 
 
Totals: Abilities (42) + Combat (24) + Saving Throws (12) + Skills (32) + Feats (48) + Powers (5) - Drawbacks (0) = 163/163 Power Points

 


 
Further Edit in which a few changes were rethought and Glamazon's sheet was added to the edit as well.

 

SHEET AND TEXT DID NOT TALLY BUT DONE ANYWAY BY SUPERCAPE!

 

(Sheet did not include Danger Sense [Visual] but fortunately you had an extra PP to spare!)

 
Glamazon
*Swimming raised to 8, Leaping to 4, and Speed to 4.
*Dropped Groundstrike Power Feat from Super Strength will save it for power stutnts
*Added Super Senses 2 Vision [counters illusion] and Low-light vision.  The Low-light vision was a mistake on my part that should have been part of the original sheet instead of groundstrike to match the Atlantean template.
 

 


Player Name: HG Morrison
Character Name: Glamazon
Power Level: 7 109/110PP
Trade-Offs: -2 Defense, +2 Toughness
Unspent Power Points: 1
Progress To Bronze Status: 5/30

In Brief: Atlantean Demigoddess trying to punch her way through life

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

Description:
Age: 16 (DoB: January 03)
Apparent Age:
Gender: Female
Ethnicity: Caucasian
Height: 5'8
Weight: 132 lbs.
Eyes: Blue
Hair: Black

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

[floatl]Glamazon.png[/floatl]

Power Descriptions:
 
History:
When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well. It was never clarified if the god was simply speaking in metaphors and if not who in the royal family was the girl's actual mother. If she even had a mother at all considering a second partner wasn't a complete necessity for gods. However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece as far as actual status was concerned.

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

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

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

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

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

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

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

As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, her body more sturdy. She can even shrug off blows at a fraction at the time it would take her on land. That’s if her opponents can injure her in the first place. And with each passing day her connection to the sea grows. Although such gifts do come with a price and as such her anatomical makeup rife with free electrons conducts electricity far more naturally without added protection to its effects. Though there is some theory that Zeus played some hand in this more than her powers themselves.


Complications:
Diplomatic Responsibility: Thaelia isn't free to act as she pleases considering any bit of collateral damage she causes would be a reflection on Atlantis. At all times her role as an ambassador should be in the back of her mind.

Enemies: Atlantian Barbarians and those looking to claim the throne aren't the fondest fans of anyone in the royal family.

Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family. Although the Pact should give her room to breathe experience has taught that it's only upheld as much as the gods feel like upholding it. So any member of the Olympians can pop up to cause her trouble even if their intention is to help.

Fish out of Water: To say that the surface world isn't a bit of a culture shock would be a bit of an understatement.

Quick Tempered: Thaelia is quick to lose her patience over seemingly small problems. A dangerous trait in a world full of people whom can manipulate emotions from afar.

Responsibility: Being enrolled in Claremont comes with the unfortunate implication that Thaelia needs to actually attend her classes. As such heroing comes with a curfew.

Abilities: 14 + 2 + 14 + 4 + 2 + 0 = 36PP
Strength: 24 (+7)
Dexterity: 12 (+1)
Constitution: 24 (+7)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)


Combat: 14 + 6 = 20PP
Initiative: +1
Attack: +7 Melee, +7 Ranged
Grapple: +19
Defense: +5 (+3 Base, +2 Dodge Focus), +2 Flat-Footed
Knockback: -4, -8 (Underwater)


Saving Throws: 3 + 3 = 6PP
Toughness: +9 (+7 Con, +2 Protection)
Fortitude: +7 (+7 Con, +0)
Reflex: +4 (+1 Dex, +3)
Will: +4 (+1 Wis, +3)


Skills: 32R = 8PP
Acrobatics 4 (+5)
Diplomacy 5 (+5)
Intimidate 5 (+5)
Knowledge (Arcane Lore) 3 (+5)
Language 3 (Atlantean [Native], English, Greek, Latin)
Perform (Singing) 5 (+5)
Ride 4 (+5)
Swimming 3 (+10)

Feats: 6PP
Benefit (Status)
Dodge Focus 2
Environmental Adaptation (Aquatic)
Favored Environment (Underwater)
Power Attack



Powers: 3 + 4 + 2 + 6 + 2 + 10 + 9 = 37PP
Immunity 3 (Cold, Pressure, Drowning ) [3PP]

Impervious Toughness 7 ( Flaws: Limited [underwater] ) [4PP]

Protection 2 [2PP]

Regeneration 10 (Bruised 3/No Action, Injured 3/1 Minute, Staggered 4/1 Round; Power Feat: Persistent Flaws: Source [Water] ) [6PP]
 
Super Senses 3 (Low-light Vision, Counters Illusion [vision]) [3PP]
 
Super Strength 5 (Heavy Load=11.2 Tons) [10PP]

Swimming 8 (500 mph, 5000 ft/rnd; Feat: Alternate Power 1 ) [9PP]
AP: Speed 4 (100 mph, 1000 ft/rnd) + Leaping 4 (x25) [4+4=8/8PP]



Drawbacks: (-4) = -4PP

Drawback (Electricity; Frequency: Common; Intensity: Major [x2]) [-4PP]


DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC22 Toughness (Staged) Damage (Physical)

 
Totals: Abilities (36) + Combat (20) + Saving Throws (6) + Skills (8) + Feats (6) + Powers (37) - Drawbacks (4) = 108/110 Power Points



Edited by Supercape
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WATERED DOWN BY SUPERCAPE!

 

Wave-Eye

* Changed and expanded the Description to make it suit the purpose better.

17PP Spent:
* +2PP for Combat (+1 Base Attack Bonus)
* +1PP for Saving Throws(+1 Fortitude)
* +2PP for Feats (Dodge Focus, Power Attack)
* +2PP for Skills (8 ranks of Knowledge(Arcane Lore)
* +10PP for Powers (2 ranks of Protection, 2 ranks of Super Strength, 2 ranks of the Tail Array)


Player Name: Arichamus
Character Name: Wave-Eye
Power Level: 10 (153/153 PP)
Trade-Offs: -4 Attack/ +4 Damage (Conch)
Unspent Power Points: 0
Progress To Gold Status: 33/90 (Silver Status earned with King of Suits)

In Brief: De-powered and disgraced triton who has come to Freedom City hoping to gain entry to the Freedom League(believing them to be Siren 's retinue), and make amends for what he's done.
Alternate Identity: Nochehuatl
Identity: Public
Birthplace: What is now the Rocas Atoll off the coast of Brazil. actual birthplace lost in geologic shifts.
Occupation: Marine guardian, superhero.
Affiliations: Atlantis, sea gods, marine creatures, Freedom City Coast Guard, Charity.
Family: Chimali(biological father, long deceased), Tlaloc(stepfather) Chalchiuhtlicue(mother)

Description:Age: 12,007 (DoB: 9989 B.C.
Apparent Age: N/A
Gender: Male
Ethnicity: Red-scaled from waist to foot(when transformed), otherwise vaguely ruddy, with prominent facial features with no distinguishable analog to human ethnicity.
Height: 7ft.
Weight: 400lbs./181.4kg.
Eyes: Black
Hair: Dull green.

Nochehuatl is a hulking humanoid with reddish scaled skin that gleams in the dark. His head is unusually large for his body and dominated by two massive jet-black eyes, angled a couple of inches to the side. His 'hair' resembles a series of dark green fins running from the front of his scalp to the back. His teeth are sharp as needles and set in a broad mouth above his angular chin with a black tongue. Remarkably mobile finned ears stand on either side of his head. His skin is criss-crossed with vividly colorful tattoos of intricate geometric designs and pictograms after the fashion of Aztec wall paintings, showing all the major events and people of his long life, bands of white and purple around his arms and legs, the dazzling display only highlighting the even more ornate web of scars covering most of the rest of his body. His limbs are huge and rounded with iron muscles, stubby fins draping down from the elbows above nigh-disfigured forearms bearing his spined, gnarled hands, webbed fingers and toes tipped with long dark claws that almost glow with an inner radiance. At will his inhuman legs can bind together, coalescing in a blaze of blue light to form a powerful tail almost as long again as his body. The tail tapers down to a tip like an arrowhead, the tail of a dragon rather than a mermaid, a mark of his shame and disgrace.

Usually the triton wears nothing but a leather cord draped across his torso to hold a massive purple-gray conch shell, but when working to help humanity he wears an ancient brass-colored set of parade armor decorated with sea life, only his head, hands and feet remaining bare.

Power Descriptions: None of his external powers have returned yet, though he can change his tail into a pair of scaled legs similar to a humans with a flash of light.

History: A "triton" is one of two things: the oceanic deity and messenger of the sea, or one of the manifold children of sea gods who serve as guards and solders of the marine deities. Wave-Eye is one of the second.

Born thousands of years ago off the coast of what was to become Brazil to the ancient human sailor Chimali, and Chalchiuhtlicue the Aztec goddess of water, Nochehuatl lived many years in the rush of constant training, eager to take his place in the serried ranks of the marine deities' armies. His adoption by the dreaded fertility god Tlaloc after his marriage to Chalchuihtlicue was a profound impetus in that direction due to the god's distinct disfavor on a half-blooded creature as his ward. In those days, the waves hurled and crashed over an immense, bitter struggle for control of the waters of the planet, into which he enthusiastically flung himself at the tender age of 56, an auxillary commander in the army of his mother. His motivation by filial affection was tempered somewhat by the ever-present fear of his father, who while he ruled a pastoral afterlife of ease and plenty, never lost his taste for blood. One of his first duties as a young triton was to gather the souls of those sacrificed to his father and bring them to the Tlalocan, which left an indelible impression on him, a mingling of fear at what the god demanded in return for his services, and awe that people would give so much for them. In contrast to his distant paternal relationship, he often saw and spoke with his mother in her murky home far below the surface, in the underground lakes and rivers that he spent much of his childhood in and learned the rudiments of morality in her care. At the age of 240 he obtained his parent's permission to leave his home, and travel abroad, where he fought for and against nearly every power in the waters, watching with curiosity as the Atlanteans built up their civilization after sinking beneath the waves. He tended to avoid them, as they had little love for creatures like him.

By the time the majority of the war was over in 4000 B.C., he had been banished into the worming caves beneath the surface of the Earth, serving whatever dragons or small gods would have his power, deformed by a curse of the dragon Mizuchi to bear a mark of shame for his initial refusal to send deadly serpents into the boats and homes of fishermen who refused to worship him(an incident resulting from the stirrings of a late-born conscience), gnawing the bitter anger of his shaming for what he saw as a foolish and childish exercise. At length, as he slid and swam through the dark caverns of the world, he heard rumors of the slow changes, and he felt the shift of the dimensions at the sealing of the Pact. Encouraged by this though grieved that it would now be much harder to visit his parents, he ventured out into the wider world of the dimly-remembered waters in the year 1500 A.D.

In the ensuing ages, he gave his strength to whatever cause seemed kindest and most likely to benefit humans. However, aside from bringing fish to people and driving away sea monsters, his efforts were distressingly limited. It was in the year 2004 A.D. that he first heard about Siren, from two Newfoundland fishermen. The paucity of truly beneficial work he could do led him to thinking: seeing as this Siren did good works all over the world, maybe he could make up for some of his evil actions towards humans if he got into her service. After deliberating for the better part of a decade, he finally set out for the Freedom City in 2010, taking care to reconnoiter the waters around the city as best as he could. In the centuries after the 1800's, he had done very little in the way of exercise or combat practice, and so had gradually retreated from battle altogether, leaving him in a state he knew was downright pitiable compared to his old glory.

At last, in 2012, he ventured into the city itself, centuries since he had last walked among humans...


Personality & Motivation:After all that's happened to him, Nochehuatl is grim. A life filled with endless struggle, battle and nearly ceaseless killing on the behalf of others has deeply embittered him to fighting after learning its real cost, but it's the only thing he's known or fully understood in eons, and old habits die hard. The ancient gods hold the majority of his awe(though he knows how selfish and cruel most of them can be), but humans he has much more indeterminate feelings about, a mingling of curiosity at what they'll end up doing in the physical world and envy that he'll never really be part of it. On the other hand, he bitterly regrets the evils he did to them in the past, and has been wondering how to make up for them in the eons after he was cursed.
Ultimately he has no idea what he really wants to do, whether to remain in Siren's service if he gets into it, seek out something higher, or to find a way to become more human in his morals and thought.

Powers & Tactics:The deterioration of his skills has reduced the once nigh-legendary warrior to a simple brute. He leaves finer combat to others, and simply lunges into the fray, relying on his diminished strength to win the day for him. Defensively, his skin is tough enough to repel small arms fire, and even the shots of a machine gun, so he rarely seeks cover unless he absolutely needs to.


--------------------------------------------------------------------------------

Complications:
Monster!: Nochehuatl looks quite fearsome to humans, and his appearance is likely going to get him into trouble sooner or alter.
Reputation: Among magical circles, Nochehuatl's history as a a brutal mercenary is well-known, and finding allies amongst such beings might be that much more difficult.
"This looks like a job for...!": He tends to assume he knows more about a situation than he really does, which translates to him attempting to take the lead on things he often knows next to nothing about.


Abilities: 16 + 6 + 16 + 0 + 2 - 4 = 36PP
Strength: 26 (+8)
Dexterity: 16 (+3)
Constitution: 26 (+8)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 6 (-2)


Combat: 12 + 14 = 26PP
Initiative: +3
Attack: +6 Base, +9 Melee
Grapple: +23, 22 w/Move Object
Defense: +10 (+7 Base, +3 Dodge Focus), +3 Flat-Footed
Knockback: -8


Saving Throws: 2 + 2 + 6 = 10PP
Toughness: +10 (+8 Con, +2 Protection +8 Impervious)
Fortitude: +10 (+8 Con, +2)
Reflex: +6 (+3 Dex, +2)
Will: +6 (+0 Wis, +6)


Skills: 48R = 12PP
Handle Animal 12 (+10)
Intimidate 8 (+6)
Knowledge(Arcane Lore) 8 (+8)
Knowledge (History) 12 (+12)
Knowledge (Theology) 8 (+8)


Feats: 11PP
Animal Empathy
Attack Specialization 2(Unarmed)
Dodge Focus 3
Environmental Adaption(Underwater)
Improved Grab
Improved Pin
Interpose
Power Attack

Powers: 2 + 6 + 13 + 4 + 8 + 2 + 5 + 12 + 9 = 61PP

Comprehend 2(Animals; Flaws: Broad Type(Sea Creatures))[2PP]

Comprehend 3(Languages, All Spoken and Understood)[6PP]

Device 4(Easy-To-Lose, Feats: Restricted(divine beings)[13PP] Conch of the Red Wave

Wave-Forming Array 9(18PP Array, Feats: Alternate Power 2)[20PP]

BP: Damage 12( Extras: Area(Targeted, Cone 1200ft), Selective; Flaws: Action(Full-Round), Distracting; Feats: Indirect, Homing 2, Progression(Area) 3)[18PP]

AP: Create Object 12(120ft. cube; Extras: Continuous, Movable; Flaws: Action(Full-Round), Distracting, Fades; Feats: Innate, Progression(Size), Slow Fade, Stationary, Subtle, Tether)[18PP]

AP: Move Object 18(Effective Strength 90, Heavy Load 32k tons, Grapple 22, Range 240-1200ft.; Flaws: Limited(Water)[18PP]



Immunity 4(Aging, Cold(environment), High Pressure, Drowning)[4PP]

Impervious Toughness 8 [8PP]

Protection 2[2PP]

Super-Senses 5(Darkvision, Tremorsense)[5PP]

Super-Strength 6(Effective Strength 38; Light Load 1,064 lb., )[12PP]

Tail Array 4(8PP Array; Feats: Alternate Power)[9PP]

BP: Swimming 8(500MPH, 5000ft. per round)[8PP]

AP: Speed 3(50 MPH)[3PP] + Leaping 5(50x normal jump distance)[5PP]


Drawbacks: (-3) + (-0) = -3PP
Vulnerable(vs. Fire Attacks)(Common, Moderate)[-3PP]


DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC23 Toughness (Staged) Damage (Physical)
Blast Touch DC27 Toughness (Staged) Damage (Physical)
Create Object Ranged DC27 Toughness (Staged) Damage (Physical)


Totals: Abilities (36) + Combat (26) + Saving Throws (10) + Skills (12) + Feats (11) + Powers (61) - Drawbacks (3) = 153/153 Power Points

Edited by Supercape
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GONE ROUGE BY SUPERCAPE

 

Red Moon

4PP Spent

* +2PP for Abilities (+2 to Charisma)
* +1PP for Skills (+1 rank to Computers, Knowledge(Physical Sciences), Knowledge(Technology), Stealth)
* +1PP for Feats (Eidetic Memory)


Player Name: Arichamus
Character Name: Red Moon
Power Level: 10 (158/158PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Gold Status: 8/30 (Silver Status earned with King of Suits)

In Brief: A Farsider scientist and one-time spy against humanity who accidentally transformed herself into a vampire.

Alternate Identity: Atraxia Falkaet
Identity: Secret, her history and nature are anything but obvious or common knowledge.
Birthplace: Farside City, the Moon
Occupation: Preserver technology researcher, superheroine,
Affiliations: Farsiders, Truth,
Family: (Seda)Mother and (Placil)father(deceased), 3 sisters and brothers.

Description:
Age: 63 (DoB: 1949 )
Apparent Age: 20, age at transformation.
Gender: Female
Ethnicity: Farsider
Height: 6ft. 2in.
Weight: 80Lbs., 120lbs. with the terrasuit Device.
Eyes: Icy blue
Hair: Black

Atraxia outside her specialized costume is a towering and spidery woman with black hair streaked with white, and unblinking eyes that are solid white save for a blue core where the pupil ought to be. Her skin is so pale that the dried, blackened veins and shriveled muscles under it are clearly visible, and it is pulled taut around her bones, producing a singularly morbid appearance. The fangs and claw-like hands don't help, and the harshly croaking voice seals the ugly effect.
The 'terrasuit' she wears does a great deal to hide this, a grey & red mostly skin-tight affair filled out to resemble a normal example of her kind, with a large, opaquely-black helmet covering her head and allowing her to see without being exposed to ultraviolet radiation or the eyes of others. It is studded with small pouches and pockets to accommodate its wearer's impulsive tendency to collect samples of things.

Power Descriptions:
(Descriptors: Psionic, Mutation)
After being blasted by her attempted recreation of the mysterious Moon Stone, Atraxia's body was effectively killed at the same time her soul(or psychic expression) was partially released from it. As a result, she is basically a ghost possessing her deceased body out of both a lack of desire and power to leave it and the desperate hope that this can be permanently reversed somehow. This had the side-effect of unlocking her bizarre latent mutations: the power to attack a living being's soul by partially transferring herself to another dimension(currently she is unaware that this is the realm of Earth-bound spirits), the power to make herself all-but impossible for the unaided eye or ear to observe her as well as being difficult for psychics to detect, a paralytic toxin secreted in her fangs, and the ability to fly through walls, scale any surface, and walk without leaving a trace and temporarily turn her mass into coherent energy for space-flight. Her eyes can penetrate almost any attempt to deceive her, and she has a weak power to tell if psychics are nearby.

Her terrasuit has a built-in translator that enables her to speak and understand any language spoken around her, though its power to translate the written word is a work in progress. The prgram gives her a slightly more normal voice, though it injures that by the breathy translation and disconcerting background noise. Her transformation has not been without ill effects(Atraxia being of the opinion that ALL of the effects it has had are ill), mainly that now she has to contend with dead nerves, the knowledge that if she reveals herself to the light of any sun she will be burned to ashes, an all-consuming need to drink blood.

History:
Born in 1949 during the reign of the last crowned queen and king of the Moon's Farside City, Atraxia was born with a variant of the condition termed 'mind-blindness', which meant she was unable to interact with the minds of others with psionic powers and no psychic could read her own thoughts. In the 1950s she developed an interest in the machines and computers that ran the lunar city, trying to figure out how they worked. Passing from the computers themselves as they revealed their secrets to her inquiring mind to what enabled them to function as they did, she became intrigued by the enigmatic Moonstone, the heart of the Preserver-made city's power and occasional granter and enhancer of psionic abilities. After considerable research in the 1960s, she managed to create a machine that imitated the energy wavelengths used by the small crystal when empowering Farsiders. When struck by the focused beam of power however, instead of the harmless and entirely mental effects it usually has, the imitation Moonstone transformed Atraxia into a hideous monster, the transformation all but killing her body but leaving her mind horribly intact. Yet able to act and think as she did normally, she tried to continue with her work but was hampered by a mysterious withering of her body and a never-ending thirst. After grappling with murderous impulses for over a year, she exiled herself from the city, though unable to journey far from it due to the catastrophic effect ultraviolet rays had on her corpse.

At last her wanderings brought her to a massive network of caves underneath Farside City, in which she found the remnants of a strange civilization. The twisting convex walls were covered with scratched letters in the Farsider language, but even the most recent were of incredible antiquity. In the long years she had she translated the writings, discovering that she was hardly the first to be so deformed. There had been possibly hundreds like her, monsters who had been filled with a terrible hunger for blood and powers that let them creep undetected through the city looking for innocents from whom to drink. All of them had exiled themselves from the city in horror of themselves. They had wandered into the caves and hidden away from the world, trying to find some way to cure themselves of their horrible curse, the powers it granted them no comfort. All had failed, and at the last cast themselves into space to embrace the Sun's rays. Stunned by this revelation, Atraxia sank quietly into despair for over a week, faced with a future that held no hope. Arising with a feverish intensity she experimented with her powers, pushing them as far as they could go, studying their limits, teasing out her weaknesses from observation and the records on the cave walls. At last she returned to the city, only to find it in the hands of Selene, crazed and filled with the power of the Moonstone, having enslaved the city and its people to herself. Nonetheless she went before the queen and asked for help in finding a cure for the affliction she suffered.

Selene recognized the chance she had with the strange creature, and offered Atraxia the task of being her spy against Earth's governments, who had managed to come so far as to land on the Moon itself, in exchange for the queen making the scientists of Farside City find a cure for her. Atraxia had learned in her studies that Earth was the home of brutish barbarians, and that plus the offer of salvation from existence as a walking corpse gave her little reason to say no. She worked hard for the lunar despot, traveling to Earth and slipping through walls to find plans, leaving recording devices in rooms to transmit conversations and teasing out the secrets of the mad Moon queen's supposed enemies. The translation device on the protective suit she used for travel on Earth and between it to the Moon soon revealed to her that the humans of Earth were(by her standards) primitive and aggressive, but they had no hatred for the Farsiders and indeed, no evil intentions for the Moon. She tried to explain this to queen Selene but was furiously charged with treason, and threatened with being cast out of the kingdom forever if she didn't continue her work. A cure was provided when Atraxia became vocally sympathetic to the humans after such long proximity to them, and for the first time in years the miserable Selunite experienced the joys of touch, taste and smell that had eluded her for years. When it began to fail only a month after injection, Selene excused it away as incomplete, promising and eventually supplying another (temporary) cure. This went on for years, until at last Mentac, the last prince of Farside City, returned with the Atom Family and Jack Wolf. Defeating his insane aunt and Atraxia along with the few remaining members of her ill-fated Malfidians, the Selunite royal spared the monster's life when he learned her story, permitting her to go free wherever she wished. Retreating to her old home, she did her best to find work in the city but was continually looked upon with fear and hatred, the knowledge that she hadn't been controlled by the Moonstone marking her as a willing collaborator with the hated Selene, and her abrasive and stand-offish personality did nothing to endear people to her.

Departing from the Moon entirely after finishing her terrasuit, she went to Earth in 2012 to find a purpose. She has some vague idea that she could start to make amends by joining the ranks of Earth's guardians, and set course for Freedom City. Her first fumbling encounters with the city's bizarre criminals behind her she has taken on the name of Red Moon, an ill omen for evildoers everywhere!


Personality & Motivation:
Atraxia was never what one would call a people person. The focus of her life's work was almost always on things, how they work and what they do. Years alone and then working as a spy did nothing for her social skills, leaving her quick-tempered and prone to speaking impulsively when not sullenly holding her tongue. She is deeply self-conscious about her condition and does all she can to disguise what she really is from others. The mysterious place that Earth has proven to be piques her interest, but as a thing to be studied and understood before anything else. When meeting others for the first time they get to experience the joys of a suspicious and haltingly-spoken woman who feels deeply ill-used by the world. Despite all that Axtraxia is earnestly committed to trying to help make the human's world a better place in any way she can, and doesn't hesitate for an instant if there seems to be anything of use she can do. The mystical villains that "exploit the superstition of the ignorant" are to her mind the primary obstacles to human progress, and she devotes herself to combating them.

Powers & Tactics:
Sneaking up behind someone and hitting them from surprise is the only combat tactic Red Moon knows, so she does that.


Complications:
Enemy: Lady Lunar
Habit: Needs blood plasmas to keep at the level of health she considers normal. This might cause difficulties.
Reputation: Willing collaborator with the Moon's despot.
Secret: Vampire
Secret: Identity




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


Combat: 10 + 8 = 18PP
Initiative: +3
Attack: +10 Melee, +5 Ranged
Grapple: +11
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5


Saving Throws: - + 6 + 8 = 14PP
Toughness: +10 (- Con, +10 Protection)
Fortitude: -
Reflex: +9 (+3 Dex, +6)
Will: +9 (+1 Wis, +8)


Skills: 40R = 10PP
Computers 5 (+11) SM
Craft(Electronic) 4 (+10) SM
Disable Device 6 (+12)
Knowledge(Galactic Lore) 4 (+10)
Knowledge(Physical Sciences) 6 (+12) SM
Knowledge(Technology) 6 (+12) SM
Language 2(Galactic Standard, Farsider(Native), Ancient Lor)
Stealth 7 (+10)


Feats: 15PP
Attack Focus(Melee) 5
Dodge Focus 6
Eidetic Memory
Improvised Tools
Inventor
Skill Mastery(Computers, Craft(Electronics), Knowledge(Physical Sciences), Knowledge(Technology))


Powers: 8 + 40 + 2 + 24 + 10 + 1 + 1 + 11 = 97PP

Device 2(Hard to Lose, 10PP Device)[8PP] Terrasuit
Comprehend 2(Languages; Speak & Understand all)[4PP]
Feature 6(Buys off the Sunlight Weakness)[6PP]


Immunity 40(Fortitude Saves, Mental/Psychic powers)[40PP]

Flight 1(10 MPH)[2PP](Mass-Energy Transfer)

Lunar Vampirism Array 10(20PP Array, Power Feats: Alternate Power 4)[24PP]
Base Power: Strike 10(Extras: Alternate Save(Will)[20PP](Ghostly Claw)
AP: Concealment 7(All Visual Senses, Normal Auditory, All Mental Senses)[14PP](Insidious Step)
AP: Drain Constitution 9(Extras: Linked(Paralyze)[9PP]+Paralyze 10(Extras: Linked(Drain); Flaws: Slow Only)[10PP]=[19PP](Telekinetic Blood-Drain)
AP: Mental Transform 10(Change Memories/Recollection; Extras: Continuous)[20PP](Reshaping the Psychic Web)
AP: Super-Movement 6(Permeate 3, Trackless, Wall-Crawling 2)[12PP](Spectral Infiltration)


Protection 10[10PP](Hardened Skin)

Regeneration 1(Resurrection 1/week, not when staked through the heart or beheaded)[1PP]

Space Travel 1(Light Speed)[1PP](Mass-Energy Transfer)

Super-Senses 12(Visual Senses: Counter Concealment, Counter Illusion, Counter Obscure(All Descriptors); Psychic Awareness; Infravision)[12PP](


Drawbacks: (-1) + (-6) + (-2) = -9PP
Disability(No sense of Touch)[-1PP]
Weakness(Sunlight, Destroyed in 10 Rounds; Frequency: Very Common; Intensity: Major)[-6PP]
Vulnerability(Cosmic Energy damage; Frequency: Uncommon; Intensity: Moderate(+1.5 DC))[-2PP]




DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC16/ Toughness(Staged) Damage(Physical)
Drain Touch DC19 Fortitude Constitution(Drained)
Mental Transform Perception DC20 Will Transform
Paralyze Touch DC20 Fortitude Slowed
Strike Touch DC25 Will(Staged) Damage(Physical)



Totals: Abilities (14) + Combat (18) + Saving Throws (14) + Skills (10) + Feats (15) + Powers (98) - Drawbacks (9) = 158/158 Power Points

Edited by Supercape
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GROWN UP BY SUPERCAPE
 
Alright, I've got 3pp for Maxima to spend. 
 
1.  Spend 1pp to buy Interpose. 
 
2. Spend 1pp to buy 1 rank of Equipment to purchase the following:


Commlink [1ep]

Handcuffs [1ep]

Masterwork Tools 3 (Disable Device, Investigation, Medicine) [3ep]

 

The tools and handcuffs are of course to be carried in a utility belt. 
 
3. Get rid of the Dynamic Power Feat on Super-Strength and the DAP of Leaping, and just buy Leaping 4 outright.  I figure with her increased size and weight, she'd smash anything to pieces if she tried jumping any farther. 
 
I also noticed that the Intimidate line didn't take into account the bonus for increased size category. 
 
Updated sheet


gallery_432_22_192398.jpg

 
Player Name: Geez3r
Character Name: Maxima
Power Level: 12 - 180/183PP
Trade-Offs: -5 Attack // +5 Damage; -5 Defense // +5 Toughness
Unspent Power Points: 3
Progress To Bronze Status: 3/30
 
In Brief: Super smart mutant experiments on herself for the double whammy of SCIENCE! & JUSTICE!
 
Alternate Identity: Dr. Cassandra Steel, aka: Cassie
Identity: Secret
Birthplace: Freedom City
Occupation: Scientist / Researcher
Affiliations: Free-lance think tank
Family: Alexander & Lisa Steels (father & mother respectively)
 
Description:
Age: 28 (DOB: November 19, 1984)
Apparent Age: Same
Gender: Female
Ethnicity: Caucasian
Height: 5'8†/ 8'8â€
Weight: 165 lbs / 8,000 lbs.
Eyes: Brown
Hair: Dirty Blonde / Black
 
Cassandra Steel is a relatively tall woman with a toned and moderately muscular frame. She often attempts to contain her bushy, dirty-blonde hair into a pony tail, with varying degrees of success. When she's working in the lab, there will often be a few pens and pencils tucked behind her ear or in her ponytail for later use. Her dark brown eyes are usually focused intently on the task at hand. Those that know her joke that she has a mischievous or even slightly mad look about her, especially when she's deep in her work. She tends to dress rather conservatively, rarely having a skirt above her knee or wearing a shirt with a low neckline. The one caveat to that is that Cassandra often prefers to wear clothes with short or no sleeves.
 
As Maxima, Cassandra undergoes such a radical transformation that she doesn't even have to bother with a mask. She quite literally gains three feet in height and puts on a few thousand pounds of muscle; the logistics of which sent even her super powered brain reeling. Her facial structure also changes. Her cheekbones become more defined, as does her jawline, but her other features become more rounded. In addition, her hair turns get black, and loses its bushy quality becoming sleek and straight.
 
Her costume is based on the singlet worn by Olympic weightlifters. It is primarily a light blue, but has a large white strip running down her front and down her back, as well as two smaller stripes on the side of each leg. The boots she wears follow the same color scheme.
 
Power Descriptions:
 
Cassandra's powers started out as a genetic mutation. She was stronger and tougher than her peers, but far and away from an unstoppable powerhouse. But that wasn't enough for Cassandra, so she took matters into her own hands. Over the years, through genetic and chemical manipulation, she augmented her existing powers into something far greater.
 
The most notable result of this experimentation is her Maxima form. Cassandra is able to temporarily dramatically increase her size and stature for an exponential increase in her strength and durability. While it may be true that this form came about due to chemical manipulation, it doesn't require Cassandra to take any sort of drug or potion to catalyze the transformation at this point.
 
 
History:
 
Cassandra is a native of Freedom City. She was the daughter of Alexander and Lisa Steels, the former being a professor at the Hanover Institute of Technology, and the later being a lab tech for AEGIS. So it would come as no surprise to the average onlooker that they were the intellectual type, and wanted the same for their daughter. They always took a very active role in her education, and did everything except give her written tests.
 
To be fair, it worked out quite well for them. Cassandra developed into quite a brilliant little girl. She was insatiably curious about pretty much everything. However, as her parents did their level best to ensure that the majority of Cassandra's free time was taken up with something educational, this could have very well been a way for Cassandra to try to interact with the outside world, or at least have some awareness of it.
 
Cassandra was the quiet and shy nerd at school, and didn't have many friends. She figured that was just her lot in life, but that would change in middle school. Every year they always did those presidential fitness tests, and every year Cassandra was at best marginally average. But in 6th grade, Cassandra was suddenly the best in the class, hands down. When they were doing pull-up, the gym teacher had to tell her to stop because Cassandra had already hit them limit.
 
Cassandra got a whole lot of odd looks after that. But for the first time in a long while, there was something Cassandra was good at that didn't involve a book. And moreover, she didn't have to be this shy, nerdy girl her parents wanted her to be. In the bit of spare time that she did get, Cassandra began to experiment to see what the limits of her powers were.
 
Around this same time, Cassandra also noticed another change, she was getting smarter. She had always been an egghead, but now she was getting a solid 100 on every test without effort, and she was practically able to recite parts of her textbook verbatim. These two events lead to Cassandra's fascination with biology and chemistry. She wanted to know what was happening in her body and if there was a way to improve upon it.
 
However, a teenager has access to precisely none of the components for conducting such research. For the next several years, Cassandra breezed through school, while slowly building the groundwork for her future tests, coming up with various hypothesis and theories as to how her powers work. When she was finally admitted into the prestigious Hanover Institute of Technology, she was able to begin her experiments in earnest.
 
Over the course of her college career, Cassandra gained a great deal of clarity on how her powers worked., and she even began to create formulas and compounds to augment her developing powers. This eventually gave birth to her signature ability to “Max-out†and dramatically increase her stature and power.
 
After college, she went had a few part time internships here and there, but she didn't get her big break until she signed on with Grant Conglomerates.  Sure, Grant Conglomerates' subsidiaries have had a few run-ins with the law in the past, but either out of eagerness or naivety, Cassandra signed on the dotted line. She was fresh out of college, and here she was being offered a rather pretigious position at a company that is at the forefront of superhuman biology. It was practically too good to be true. Well actually it was too good to be true.
 
Certain higher ups in the company know of Cassandra's abilities and that she augmented those abilities with drug-treatments. She was hired with the full intent of being shipped off to an expendable subsidiary, and being abducted to be experimented on under the cover of “an unfortunate industrial accident†that tragically claimed the life of a young scientist. There was just one problem: the defunct project that was going to be scrapped for this industrial accident? Cassandra made it work. The product being made was a compound to increase bone density. The goal of the project is to reverse the damage done by osteoporosis... oh and if was used on healthy individuals it could likely make them stronger and more resilient to injury, but the former sounds better in a press release.
 
In a moment of pragmatic clarity rarely seen inside shady boardrooms, the executives called off the abduction of Cassandra. They reasoned that instead of trying to forcefully get the information from Cassandra, they could use her expertise in the field to wholly and legitimately make %$@& load of money. They realized that a compound to increase one's bone density is something Cassandra likely had to take at some point. And that if they kept putting her on projects like this, she would slowly but surely give them her formula piece by piece. All the while, building up goodwill with a hero, who in all likely hood would go to bat for them if any of their seedier operations came to light.
 
To that end, Cassandra was placed in a special operations group, that was a think tank for Grant Conglomerates subsidiaries. They would assist when projects reached a stumbling block. It also gave Grant Conglomerates' top scientists time to document and study Cassandra, as well as give them iron clad reasons to pick her brain on all matter of subjects.
 
To date, Cassandra has noticed precisely none of this, after all, she's just in it for the science.
 
 
 
Personality & Motivation:
 
Cassandra is the type of person that prefers to set their own goals regardless of what society says. She can be quite the risk taker while in the pursuit of her goals, especially when she believes she's on the verge of a breakthrough. She was never much of the social butterfly, so suddenly being thrown into the spotlight as a super-hero has thrown her considerably off her game. As such, she will try to duck the spot light as often as possible. Which can be hard as she wants to start meeting up with the other more experienced heroes for some tips and advice. She wanted to try and go about being a hero solo, but well, you only need one bad experience with atomically powered gorilla robots to shake that notion out of your head.
 
Most people would consider her to be a bit of a health nut.  She always watches what she eats, bringing precisely measured meals for lunch whenever she's at work.  She's been known to go to the gym almost daily, and most certainly going jogging on a daily basis.  A few brave souls from her friends and coworkers have tried to go with her one on occasion or another, and she has left everyone gasping for breath on a street corner.  This actually servers 3 purposes.  Firstly, she actually is just a bit of a health nut, and really does enjoy exercising.  Secondly, maintaning a precise deit and exercising daily are key to keeping her powers in check.  Last but not least, it gives her a perfectly legitimate excuse for going on patrol as Maxima, after all by this point no one even bats an eye when Cassandra goes missing for hours and comes back winded and sore. 
 
She is firm supporter of almost any scientific endeavor, feeling that the pursuit of knowledge is one of the most, if not the most, noble of aspirations for humanity. And she'll defend that notion zealously, to the point of being flat out rude to people. She believes science is the way we can craft a better tomorrow, but only if we let it take its course. She took up the mantle of a hero in part because she feels that too much of the world's scientific resources are being taken up by the war against super villains. She wants to do her part to end this conflict so scientists the world over can get back to solving problems that better society.
 
 
Powers & Tactics:
 
Cassandra is able to radically increase her size and strength practically with a thought. She has dubbed this “Maxing out†for rather obvious reasons given her superhero identity. Maxima is still a novice crime fighter, as reflected by her abilities. Her saving grace is that she is so strong and tough, she is able to afford to be a little rough around the edges. Her main tactic is quite essentially to pummel the bad guys into submission without any real frills. In her civilian ID, Cassandra has taken up some self defense classes and greco-roman wrestling to supplement her rather lacking skill set, but as of yet they haven't made a significant impact on her combat style.
 
However, Cassandra's greatest unexpected strength is her intelligence. Most of her foes think they can easily outsmart her. Boy are they surprised when she starts spouting technobabble. She's hoping that interaction with the other heroes will help supplement her skill set.
 
 
Complications:
 
Identity: Secret.
Not all it's cracked up to be: Growth and Density have cost reductions to indicate that sometimes being extra big and heavy isn't all that fun. GM's are free to exploit that whenever they want without compensating with a Hero Point.
Chemical Dependency: Maxima uses a chemical regimen to augment her powers, and also to keep them in check. If left devoid of these treatments over a period of time, or if a large concentration of other chemicals or formulas make it into her system, it can throw her powers out of whack.
Corporate Puppet:  Unbeknownst to her, Cassandra's identity and powers are known to the higher ups in Grant Conglomerate's science division, and they are pumping her for information reguarding super-human biology so that they can weaponize it.
 
 
Abilities: 10 + 0 + 12 + 10 + 4 + 4 = 40PP
Strength: 20/24/44 (+5/+7/+17)
Dexterity: 10 (+0)
Constitution: 22/26/30 (+6/+8/+10)
Intelligence: 20/30 (+5/+10)
Wisdom: 14 (+2)
Charisma: 14 (+2)
 
 
Combat: 10 + 8 = 18PP
Initiative: +0
Attack: +5, +8 Melee (-1 Size Modifier)
Grapple: +12, +36 w/powers
Defense: +7 (+4 Base, +4 Dodge Focus), +2 Flat-Footed (-1 Size Modifier)
Knockback: -3, -19 w/powers
 
 
Saving Throws: 2 + 2 + 3 = 7PP
Toughness: +6/+12/+17 (+6/+8/+10 Con, +4/+7 Protection) 7/10 Impervious
Fortitude: +8/+10/+12 (+6/+8/+10 Con, +2)
Reflex: +2 (+0 Dex, +2)
Will: +5 (+2 Wis, +3)
 
 
Skills: 92R = 23PP
Computers 5 (+15)
Craft (Chemical) 10 (+20)
Diplomacy 4 (+6)
Disable Device 5 (+15, +17 w/tools)
Intimidate 10 (+12, +14 Maxed Out)
Investigate 5 (+15, +17 w/tools)
Knowledge (Business) 5 (+15)
Knowledge (Civics) 5 (+15)
Knowledge (Life Sciences) 10 (+20)
Knowledge (Physical Sciences) 5 (+15)
Knowledge (Technology) 5 (+15)
Medicine 8 (+10, +12 w/tools)
Notice 5 (+7)
Sense Motive 10 (+12)
 
 
Feats: 14PP
All Out Attack
Attack Focus (Melee) 3
Benefit (Wealth)
Dodge Focus 4
Eidetic Memory
Equipment
Interpost
Luck
Power Attack
 
Equipment (5 EP)

Commlink [1ep]

Handcuffs [1ep]

Masterwork Tools 3 (Disable Device, Investigation, Medicine) [3ep]

 
 
Powers: 37 + 4 + 4 +10 + 11 +11 + 4 = 81PP
 
Container 6 (Max Out Form; 30pp) Extras: Continuous Duration (+1); Feats: Quick Change (into/out of costume) [37pp]

Growth 4 Extras: Permanent (+0), {12pp}

+8 Strength

+4 Constitution

+2 Intimidate

+4 Grapple Checks

+5 Carrying Strength

-1 Combat Size modifier

-4 Stealth Checks

Density 6 Extras: Permanent (+0) {18pp}

+12 Strength

+ 3 Protection, +3 Impervious

Super-Strength 2

Immovable 2

x5 Mass

 
Enhanced Strength 4 [4pp]
Enhanced Constitution 4 [4pp]
Enhanced Intelligence 10 [10pp]
Protection 4 Extras: Impervious Toughness 7 [11pp]
Super-Strength 5 Feats: Shockwave [11pp]
Leaping 4 [4pp]
 
 
Drawbacks: (-0) = -0PP
 
 
DC Block:
 

ATTACK               RANGE        SAVE                                               EFFECT
Unarmed              Touch        DC20 Toughness (Staged)                            Damage (Physical)
Unarmed, powered     Touch        DC22 Toughness (Staged)                            Damage (Physical)
Unarmed, Max         Touch        DC32 Toughness (Staged)                            Damage (Physical)
Shockwave            AoE Cone     DC27 Toughness (Staged)/ DC 22 Reflex for Half     Damage (Physical)

 
 
Abilities (40) + Combat (18) + Saving Throws (07) + Skills (23) + Feats (14) + Powers (81) - Drawbacks (00) = 183/183 Power Points
 
NOTES
 
While Growth & Density are active, Maxima has an effective Carrying Capacity of 84.
Light Load: 954,368 lbs. – 477.18 Tons
Medium Load: 1,908,736 lbs. - 954.37 Tons
Heavy Load: 2,867,200 lbs. - 1,433.60 Tons
Maximum Load: 5,734,400 lbs. - 2,867.20 Tons
Push/Drag: 14,336,000 lbs. - 7,168.00 Tons
 
Leaping Ranks (Running/Standing/Vertical)
Rank 1 (34/17/8) – Move Action
Rank 2 (85/42/21) – Move Action
Rank 3 (170/85/42) – Move Action
Rank 4 (425/212/106) – Move Action

Edited by Supercape
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GOLD PLATED BY SUPERCAPE 

So made some changes, posting the sheet up after listing the changes:
Adjust stuff and such
 
Removed 2 ranks of Dodge Focus
Removed all of Impervious Protection (20 PP)
Removed 3 from Fort Save 
Spent 4 PP total to bring base Dodge from 2 to 4..
Spent 1 PP to get Equipment 1.
Spent 4 PP on CON, raising it from 20 to 24
Spent 16 PP on Enhanced CON 16
Spent 10 PP on Impervious TOU
 
 
Sheet reflects changes
 


Player Name: The Absurdist
Character Name: Asad
Power Level: 10/12 (175/179PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 14
Progress To Bronze Status: 29/30

In Brief: Arab-American playboy turned thrill seeking Hero and discovering a sense of responsibility.
Quote: "I decided that instead of keeping my identity a secret it's easier just to hire a PR firm."
Alternate Identity: Amir ibn Jafar ibn Abd al-Aziz al-Misri, Amir al-Misri, Amir Misri
Identity: Public
Birthplace: New York City.
Occupation: Philanthropist, Idle Rich, Super Wealthy Businessman
Affiliations: Freedom City's Muslim Community, Local Politics, Business Community
Family: Father – Abu Naseef Jafar ibn Abd al-Aziz ibn Amir al-Misri, Mother – Amatullah bint Haroun bint Khaldun al-Misri,(siblings have patrilineal names, and are shortened) Brother - Kareem al-Misri , Sisters - Fatima al-Misri, Hida al-Misri, Shafiah al-Misri. Order of children is this Fatima, Hida, Amir, Shafiah and Kareem.


Description:
Age: 41
Apparent Age: Late-20s. (D.O.B 1971)
Gender: Male
Ethnicity: Arabic.
Height: 6'2
Weight: 201
Eyes: Dark brown
Hair: Pitch Black.

Description:

As Asad would describe himself, “In a word, dashing. In another word, smoldering.†Most often he had a relaxed expression on his face and in his overall demeanor. Since becoming a hero, he had put on some mass, a sign of a new work out regime, hours spent boxing and doing charity runs has added mass in a lean, brawler sort of way.

No matter the event he is normally impeccably groomed and dressed, though there again was a casual flair to his clothes, even if he prided himself on being the best dressed person at any social function. Even every single hair purposed for the event or task at hand. While, “off-hours†had him rarely dressed up, and he was reluctant to wear any kind of jewelry, except a watch.

While initially wearing a costume, he had opted for something a bit more simple, a morphic molecule short sleeved shirt. This generally worn under whatever clothes he has on, so he can 'change' quickly. Burgundy in color, with a white stripe up each side and over the sleeves. A stylized front facing Lion's face is on the chest of his shirt. He pairs this with his normal khaki-cargo pants, and either track-jacket with similar colors as his shirt, in addition to gloves, and whatever shoes he has on.
 
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Power Descriptions:

All of his powers are Inherited Mutations, activated by the massive amount of energy from the supercollider breach. This would indicate that others in his family have energy based powers as well.  As such all his powers carry the Mutation descriptor.
 
Amir is possessed of the ability to absorb massive amounts of energy, passively in a fashion that affords him the ability to resist harm, and actively in a manner to remove non-latent energy.  Once he has that energy he can release it as blasts or radial bursts of power.  He also can use it to enhance his physical strength.  Currently it seems as those he can metabolize the absorbed energy to some degree.  Finally there are some visual cues that comes from his absorption powers that occur when he absorbs large quantities of energy, or if he is emotionally distressed when charged.  There seems to be some electromagnetic disturbances, but primarily he will bleed white visible light.  Most commonly from his eyes, or along pathways on his body that seem to follow his vascular structure.
 
He also possesses the ability to fly, the mechanics of which is unknown, as he has been reluctant to be tested.
 
 
 
History

Amir Al-Misri was just a rich, gadfly playboy type. He drove insanely fast cars (badly). He regularly traveled to Monte Carlo and Las Vegas. He hit up as many red carpet and high profile events as possible. Skied at all the best resorts. Flew in his private jet to New York just for the Pizza, and L.A. just for a movie premiere. Drinks like a fish a lot of the time, and has eaten gold dusted beluga caviar on more than one occasion. And often he is doing all of this with some starlet hanging on his arm (or pop-star, or celebrity bad girl, or heiress, or... well you get the picture).

Yes, Amir Al-Misri led a charmed life, not that he seemed aware of it. Ostensibly in control of the former American subsidiary of his family's financial empire (because he was the only one born in the U.S.), it was hoped that sequestered as that he would not negatively impact the Al-Misri Holdings Group at large. They also separated all overt ties between Summit Transnational and the rest of the Group. It was the outcome he had hoped for his entire life.

The truth was that his parents were individuals who felt that competition amongst their children would help them succeed. Amir was the child to successfully seize control of his fate aware from their well intentioned efforts. A natural talker, he spent his formative years in various expensive boarding schools using his natural silver tongue to maneuver through life among the children of the super-rich and the ambitious. This carried through to college to Oxford, then Harvard, and finally Stanford. And while he will admit he doesn't remember every class lesson, he came out with a Rolodex that would buckle a desk.

All of that helped when handed the keys to Summit Transnational in 2003. Calling in every favor owed, and every friend he had made throughout the years, and he brought them with him into the company, changing it's corporate climate and direction. Of course no one really credited him with assembling such a skilled group of people. In 2008, he hired a former classmate, and someone who had shown herself to be immune to his charms, Anastasia van Cleef, as his personal aid.

Recently, though his course in life would change. Already an extensive philanthropist, he had started to look into Islam, in part because of a request of his father, but also years of posing as the playboy he had to become unfulfilled. He started reaching out to the local Muslim to community, though unable to reconcile his beliefs with some of the elements he felt were antiquated.

Due to his philanthropy he supported various scientific endeavors at universities. During a tour of a supercollider facility Summit Transnational helped fund in part for FCU (for tax breaks!) there was a failure in the containment system. His last conscious thought was managing to throw Ms. Van Cleef and the scientist giving the door through the automatically closing blast doors. Amir was struck with the full force of the energy produced by the experiment gone wrong, and he was sent into the secondary containment wall, slamming into the composite shell over the foot thick metal bulkhead, buckling both like wet cardboard.

Amir's heart stopped during the course of taking him to the hospital, the first ambulance he was in stopped abruptly, and would not start again. A second managed to get him there. He was unconscious for almost two week, and when he did awake the first words out of his mouth was asking after a sip of his favorite scotch. The doctors labeled it a miracle that he survived the incident with no injuries, and that there was no radiation that seemed to have leaked from the incident as well, well publicly they labeled it as such. Privately, they haled it as a miracle as well, considering the injuries he had sustained.

Amir gave a series of 'aw shucks, I am lucky and this has put my life into perspective' series of interviews, and it did. So at the next opportunity, the casual Muslim decided to take his Hajj for his 40th birthday. Forced into a level of introspection and retrospection he didn't feel as if he had a choice. This, too, was also covered by the tabloids and even some financial news, as they pondered if his near death experience had forced him to turn a corner. Which was accurate.

What wasn't covered was what happened during the Hajj. During the Stoning of the Devil portion, an old man fell, and was about to be trampled by a group of people, he jumped, farther than he had ever before, snatching up the old man, and landing in a rough roll, carrying the old man to safety, and leaving both of them stunned as the distance had been moved in such a brief period of time. It was enough to reinforce his prayers and meditations. He received no answers.

His return was quiet, matching the sort of behavior one would have when faced with such drastic and recent change. It was during this time that an attempted kidnapping happened, it made sense with some of the more mainstream press he had. The snatch happened as he was jogging in Freedom Park, and when he had made it to Heroes Knoll, three armed men appeared, and attempted to take him. This was the first time he was conscious of his powers, as he shrugged off first their blows and gunshots, before able to stop the effort with force.

Afterward, before the statues of the deceased heroes on the knoll, he prayed, really prayed for a sign, wondering what he should do, what should happen. Well that, and he saw a shrink just in case. During this time he explored his new powers, testing them covertly.
 
In the wake of the Gorgon Event, Amir knew he couldn't just sit idly by the wayside from here on out.
Personality & Motivation:

Asad is not the face he puts out. Having stuck with the guise thus far he has decided to keep it, as it has distinct advantages. He is, by and large, a manipulator of sorts, and apt to use his words as his foremost weapon. Not that he'd shy from adversity. In fact for the first time in his life, he is driven by something greater than his ambitions.  Or maybe his ambitions are aimed in a more altruistic bent.

Powers & Tactics:
Asad is direct, generally eschewing overly complicated tactics in his efforts, as his powers are not subtle.. He opens with trying to talk down the situation, given that he has an ability to take a fantastic level of punishment.  Once battle has started he does tend to try and become the most visible person in the fight, in the hopes of drawing attention and attacks.  Close when he can, and when that isn't possible he will use his ability to blast to great effect.


Complications:
Batteries Not Included: All of his powers in his Absorption Array, barring Drain Energy, require that he take in energy to fuel them. He gains this either by being struck or successful use of Drain Energy.
Enemies: Whether by personal action, or just happenstance, Asad enters the arena already with some enemies in the wings.  Some personal, and some just plain business.  It doesn't help that at least one woman formerly linked romantically to him is villainess Madame Marvelous
Public Identity: He is not hiding the fact that he is a superhero, with only feeds...
Fame: He was a social mover and shaker before getting his company. Dated starlets, pop singers, and princesses. Frequent interviews in various forms of media. And then adding his company, and it's rise to prominence has only fueled this. Unfortunately people can sometimes take a less than sterling view of him because of...
Reputation: Rake, fop, playboy, feckless, lazy and more. He was, and still is, tabloid fodder, so few people will initially take him seriously.
Responsibility: He is ostensibly the head of a multi-billion dollar equity firm. And recent life changes had nudged him to take a more direct hand in the business, and he takes personal umbrage if someone messed with what's his.
Sucker for a Pretty Face: Asad is a bit of a ladykiller. He is easily distracted by an attractive woman, and engaging in flirtatious banter with female villains when he should be focused elsewhere.
Shut Up Already!: A talented speaker, he sometimes talks too much. And can be apt to make long speeches just like villains.
 
Abilities: 10 + 6 + 14 + 2 + 6 + 6 = 44PP
STR 40 [20] (+15/+5)
DEX 16 (+3)
CON 40 [24] (+15/+7)
INT 12 (+1)
WIS 16 (+3)
CHA 16 (+3)


Combat: 10 + 8 = 18 PP
Initiative: +7
Attack: +5
Grapple: +25/+10
Defense: +4 (+5 w/Dodge Focus), +2 Flatfooted
Knockback: -12/-3


Saving Throws: 0 + 2 + 5 = 7PP
TOU +15 (CON +16, Base CON +7, Impervious +10)
FORT +15/+7 (CON +7, CON w/Enhanced +15, )
REF +5 (DEX +3, +2)
WILL +8 (WIS +3, +5)


Skills: 64R = 16PP
Bluff 11 (+14 / +18 Attractive, Skill Mastery)
Concentration 1 (+6)
Diplomacy 11 (+14 / +18 Attractive, Skill Mastery)
Gather Information 7 (+10, Skill Mastery)
Intimidate 2 (+5)
Knowledge (Business) 4 (+5)
Knowledge (Civics) 4 (+5)
Knowledge (Current Events) 4 (+5)
Knowledge (Theology and Philosophy) 2 (+3)
Languages 4 (Arabic, Farsi [Persian], French, Portuguese) (Base: English)
Notice 2 (+5)
Sense Motive 12 (+15, Skill Mastery)


Feats: 18PP
All-Out Attack
Attractive
Benefit (Wealth 3)
Connected
Dodge Focus
Equipment
Improved Grab
Improved Initiative
Interpose
Luck 2
Move By Action
Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive)
Taunt
Ultimate TOU
Well-Informed

Equipment: 1PP = 2/5EP
Commlink [1EP]
Smartphone [1EP]


Powers: 35 + 16 + 8 + 3 + 10 = 72 PP

Absorption Array 16 (32 points; PFs: Alternate Power 3) [35PP] (All, except Drain Energy, require Drain Energy to be used, or for him to be attacked)
BE: Blast 15 (Range 1500; PFs: Precise, Variable Descriptor [absorbed]) [32PP]
AP: Damage 10 (Area of Effect 200; Extras: Area [burst], Selective Attack; PFs: Progression [Area] 1, Variable Descriptor [Absorbed]) [32PP]
AP: Drain Energy 15 (Touch; Flaws: Action [Full]; PFs: Slow Fade 2 [5 Minutes]) [32PP]
AP: Enhanced Strength 20 (to 40/+15) + Super-Strength 5 (effective Str 65, Heavy Load: 96 Tons; PFs: Groundstrike, Shockwave) [20+12=32PP]

 
Enhanced CON 16 [16PP] (Energized Metabolism)
Flight 4 (1000 ft/ 100mph) [8PP]
Immunity 3 (aging, environmental heat, radiation) [3PP] (Absorption, Sublimation)
Impervious TOU 10 [10PP] (Absorption, Sublimation)


DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch Toughness DC 20/DC 30 Damage (Physical)
Blast 1500' Toughness DC 30 Damage (Variable)
Damage(Burst) 200' Radius Reflex DC 20 Damage (Variable)
Drain Energy Touch Fort DC 25 PP Loss
Groundstrike 150' Radius Ref DC 25/Trip Check .5 DC of Trip Check/Trip
Shockwave 150' Cone Ref DC 25 Damage (Physical)


Totals: Abilities 44 + Combat 18 + Saves 7 + Skills 16 + Feats 18 + Powers 72 = 175/179PP

Edited by Supercape
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BRAAAAAIIIIIINSSSS....By Supercape
 

Revenant
 
Now Revenant's 15 let's spend a few points

  • Int +2 [2PP]
  • Wis +2 [2PP]
  • Cha +2 [2PP]
  • Skills 4 [1PP]
    • Knowledge (Arcane Lore) +1
    • Knowledge (Business) +1
    • Knowledge (Civics) +1
    • Notice +1
  • Super-strength +1 [2PP]
  • Impervious +4 [4PP]
  • Finally got around to fixing all the images.

gallery_517_7_18051.png

Player Name: Tiffany Korta
Character Name: Revenant
Power Level: 15 (220/220PP)
Trade-Offs: None
Unspent PP: 0
Progress To Gold Status: 70/90

In Brief: Once she was a brave lawyer that did her duty, and paid the ultimate price. Now she carries on that duty from the “other sideâ€.

Alternate Identities: Lucy Harker
Identity: Public, but thought dead
Birthplace: Freedom City
Occupation: ex-Lawyer
Affiliations: Bloodhound Detective Agency
Family: Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased)

Age: 115 (DoB: May 26th 1897)
Apparent Age: 30
Gender: Female
Ethnicity: Undead
Height: 5’3â€
Weight: 125 lbs.
Eyes: Black
Hair: Black

solweiglips0003.jpg
Description:Before her “accident†she had an average appearance, a face that wouldn't stand out in a crowd. Something she took advantage of in her profession so not to scare those working around her. Unlike most people though death seems to have improved her looks. Her pale white skin and black eyes have given her an exotic alluring appearance. And her ability means her skin is flawless with no marks or blemishes, except for a small dimple on her forehead where the bullet ended her previous life.

Her only clothes are those she wore on her last day in 1927. A simple but particle dress suit, though her only defiance of 20’s fashion was a pair pants. Well preserved by her disposal they still seem to be in a relatively good shape.

Power Descriptions: Her mystical nature keeps her body perpetually in the state it was just before she died, though her flesh is now pale and cold to the touch. This allows her to almost instantly regenerate any damage caused to her.


History: When one of the first Mystery Men bought in one of the city notorious Mob bosses Sebastian “the Revenant†Giovanni there was a problem. An excessively violet man, even by the standards of his fellow gangsters, he and his men murdered and intimidated anyone that stood in his way. So naturally none of the lawyers in or out of the city wanted to risk their life to prosecute this man.

Except one.

Lucy Harker was a fine civil lawyer chafing at the small minor cases she was allowed to try, after all she was “just†a woman. A male lawyer would have been moved on to higher profile case, whilst she was stuck trying petty claims. She knew that unless she could find a case to make her name, she would be stuck in this position in the rest of her career. The trial of Giovanni could be just the kind of case to catapult her to fame, though the risk could be just as colossal. After consulting with her family and her fiancé, Lucy volunteered to prosecute the Mob Boss.

Though not yet a highly skilled lawyer the defence had not expected anyone to dare tackle such a dangerous case. That and jury confidence was bolstered by this brave woman’s actions, along with the newly active Mystery Men, resulting in a cursing Giovanni going down for his crimes, promising his revenge on the young lawyer.

His men came for her two days later. Bundling her into a car they drove her down to one of their new building projects down Broadway. There they simply shot her and dumped her into the foundation of the building. Stoic to the end she showed no signs of fear, instead looking her killers straight in the eyes.

And that should have been the end of Lucy Harker. But unknown to her in her youth her mother had been bitten and almost turned into a vampire, only to be saved at the last minute by some courageous vampire hunters. Somehow the curse of the vampire was passed to her through her blood, so when she was buried her mystical nature was triggered keeping her “alive†but in a state of hibernation. When the building was demolished this year Lucy awoke to a brave new world.

The last few weeks Lucy has been enjoying the wonders of this new world. Slowly she has come to realize that her time “dead†has somehow changed her. Despite having nothing in this world but the clothes on her back she has decided to use her new found gifts to help those around her as one of these Mystery Men… now wait is that what they’re called now?

Taking the nickname of the man who ordered her death the Revenant has started her journey to a wider world.

Personality & Motivation:Despite all that has happened to her she still remains a rather upbeat personality. Though she still mourns for the loss of everyone she’s ever know, after all to her it all happened yesterday. This chipper and upbeat, something that tends to confuse those who judge her by looks alone.

A defense mechanism of the time as “just†a woman in a man’s world is a snide sarcastic sense of humor which has started to drift towards black humor.

Her logical side tell her that all those involved in her death have long since perished. But that doesn’t stop her enjoying attacking mobsters. At the moment she has restricted herself to low level hoods as least until she can discover some of the high level boss. And return the favour that bought her to this second life.

Though this time she’ll make sure to keep an eye on the prosecuting lawyer…

Complications
A woman out of her time: Must has changed in the world in the 80 odd years since she died. Though she voraciously consumes modern culture, as much as she can without money, many terms and idea still confuse and confound her.
Dining on Ashes: Her undead state has dulled her sense of touch, smell and taste. Only strong smells and tastes well even register as being there.
(Grand)Father-in-Darkness: The vampire whose blood has led her to this state is dimly aware of his Daughter-in-Darkness. If he ever learns of her existence he may become curious how she has escaped the disadvantages of being a vampire.
 
Abilities: 20 + 4 - 10 + 8 + 6 + 8 = 40PP
Strength: 30 (+10)
Dexterity: 14 (+2)
Constitution: -- (-10)
Intelligence: 20 (+5)
Wisdom: 16 (+2)
Charisma: 20 (+5)


Combat: 20 + 20 = 40PP
Initiative: +6
Attack: +10 base, +12 unarmed
Grapple: +22 (Base Attack + 10, Strength +10, Super Strength +2)
Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed
Knockback: -11


Saving Throws: 0 + 8 + 7 = 15PP
Toughness: +12 (- Con, +12 Protection); Impervious 5
Fortitude: - (-)
Reflex: +10 (+2 Dex, +8)
Will: +11 (+4 Wis, +7)


Skills: 80RP = 20PP
Bluff 11 (+16, +20 w/ Attractive)
Diplomacy 11 (+16, +20 w/ Attractive)
Gather Information 6 (+11)
Investigate 4 (+9)
Knowledge (Arcane) 7 (+12)
Knowledge (Business) 5 (+10)
Knowledge (Civics) 9 (+14)
Knowledge (Popular Culture) 1 (+6)
Knowledge (Streetwise) 6 (+11)
Languages 1 (English [Native], Latin)
Notice 12 (+16)
Sense Motive 7 (+11)


Feats: 7PP
Attack Specialization (Strike) 1
Attractive 1
Dodge Focus 2
Fearless
Improved Initiative 1
Taunt


Powers: 30 + 22 + 32 + 2 + 3 + 2 + 9 = 100PP

Immunity 30 (Fortitude Saves) [30PP]

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

Regeneration 30 (Recovery Bonus 14 [+9], Disabled 8 [no action] Injured 6 [no action] Resurrection 2 [1 day], Feats:Persistent, Regrowth) [32PP]

Speed 2 ( 25 mph / 250 ft. per move action)[2PP]

Strike 2 (Feats: Mighty) [3PP]

Super-Senses 2 (Darkvision) [2PP]

Super-Strength 4 ( Lifting Strength 40 [Heavy Load : 12 tns] Feats: Groundstrike) [9PP]

Drawbacks: -4PP

Vulnerability (Fire, Frequency: Common, Intensity: Major [x2]) [-4PP]

DC Block:
ATTACK RANGE SAVE EFFECT

Unarmed Touch DC27 Toughness Damage


Abilities (42) + Combat (40) + Saving Throws (15) + Skills (20) + Feats (7) + Powers (100) - Drawbacks (4) = 220/220 Power Points

Edited by Supercape
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  • 2 weeks later...

BULLSEYE! By Supercape

 

Blue Jay
 
Buying her some things she really should've had already. Shh. :ninja:

  • Buying Benefit (Native [Terminus]) because she really should have it. (1/16 PP)
  • Buying her the following Device. (9/16)

Device 2 (10PP, Hard to Lose) [8PP] (Mask)

Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3PP]

Super-Senses 3 (Extended 1 [100 ft increments], Radio) [3PP]

Communicate 3 (1 000 ft, Radio, Feat: Subtle) [4PP]


Player Name: Raveled
Character Name: Blue Jay
Power Level: 12 (176/183PP)
Trade-Offs: +5 Attack / -5 Damage with Bow & Quiver, +1 Defense / -1 Toughness
Unspent Power Points: 7
Progress To Platinum Status: 33/30 [PLATINUM]

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

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

Description:
Age: 16 (DoB: March, 1996)
Gender: Female
Ethnicity: French/Native American
Height: 5' 2"
Weight: 120 lbs
Eyes: Blue-green
Hair: Brown

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

Power Descriptions: 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.

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

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

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

Personality & Motivation: Antoinette is a 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.

Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as 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.


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

Abilities: 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)


Combat: 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


Saving Throws: 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)


Skills: 132R = 33PP
Acrobatics 8 (+15) Skill Mastery
Climb 10 (+15) Skill Mastery
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) Skill Mastery
Search 9 (+10)
Sense Motive 13 (+15)
Sleight of Hand 3 (+10)
Stealth 13 (+20) Skill Mastery
Survival 13 (+15)
Swim 8 (+13)


Feats: 44PP
Acrobatic Bluff
Attack Focus (Melee) 4
Attack Specialization (Bows) 5
Attack Specialization (Unarmed) 3
Benefit (Native [Terminus])
Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)
Defensive Roll 3
Dodge Focus 5
Equipment 0 (+1 Bronze)
Evasion 2
Favored Enemy (Robots)
Favored Environment (Forest)
Hide in Plain Sight
Improved Critical 2 (Bows)
Improved Initiative 2
Improvised Tools
Luck
Move-By Action
Power Attack
Ranged Pin
Skill Mastery (Acrobatics, Climb, Notice, Stealth)
Takedown Attack
Track 3 (Full Speed; Visual)
Uncanny Dodge (Auditory)

Equipment: 1PP = 5EP
[equip]Commlink [0EP]

Binoculars [1EP]

First-Aid Kit [1EP]

Flashlight [1EP]

Handcuffs [1EP]

Mini Tracer [1EP][/equip]

Powers: 17 + 8 + 1 = 26 PP

Device 4 (20 PP, Hard to Lose, Feat: Subtle [Collapsible]) [17PP] (Bow & Quiver)
[device]Bow Array 7.5 (15 PP, Feats: Alternate Power 4, Improved Range 1 [1 000 ft]) [20PP]
[array]BE: Blast 2 (Extra: Autofire [5], Feat: Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Flurry)

AP: Blast 2 (Extra: Area [Targeted, Shapeable], Selective, Feat: Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Progression 2 [Area, 10 5' Cubes], Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Against the Crowd)

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

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

AP: Leaping 1 (x2, Move action, Extra: Linked [Speed, Super-Movement, +0]) [1PP]
+ Speed 1 (10 MPH, Extra: Linked [Leaping, Super-Movement, +0]) [1PP]
+ Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [Leaping, Speed, +0]) [4PP]
[6/15PP] (Magnetic Grapple Arrow)[/array][/device]
Device 2 (10PP, Hard to Lose) [8PP] (Mask)
[device]Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3PP]

Super-Senses 3 (Extended 1 [100 ft increments], Radio) [3PP]

Communicate 3 (1 000 ft, Radio, Feat: Subtle) [4PP][/device]
Feature 1 (Temporal Inertia) [1PP]


Drawbacks: 0 = 0PP


DC Block:
[pre]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[/pre]


Abilities (36) + Combat (22) + Saving Throws (15) + Skills (33) + Feats (44) + Powers (26) - Drawbacks (0) = 176/183 Power Points

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Edited by Ecalsneerg

 

Just some edits to get the most bang out of her main power Array and mainly some tweaks to Mind Reading. Also PP cost for powers in the Array listed as [XX/1 PP] now for easier bookkeeping.
 

[alignright][/alignright]Player Name: ChrisClark13
Character Name: Amelyth
Power Level: 10 150/150PP
Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Psion with dragon themed powers. Her powers are unusually strong for someone at her minimal skill level, though they definitely lack finesse seeing how they crackle with untamed energy.

Alternate Identity: Amanda Green
Identity: Secret
Birthplace: Freedom City
Occupation: Student
Affiliations: Claremont Academy Student and Hero
Family: Mother, Older Brother, Dog

Description:
Age: 17 (DoB: 1996)
Gender: Female
Ethnicity: Caucasian.
Height: 105 lbs
Weight: 5' 6"
Eyes: Blue
Hair: Blonde, Purple in costume because wig.

Amanda Green has a slim, toned build. She's not very athletic though and so she's doesn't have a lot of muscle on her. She wears her natural hair pretty short and sports a baseball cap when she can. Her clothing is usually just made up of a t-shirt and jeans. Sometimes she'll wear a bracelet or two.
 
As Amelyth, she wears a purple mini-jacket over a white t-shirt and a pair of purple jeans along with white boots and gloves. Her domino mask is white. She also wears a purple medium-length wig over her hair.

Power Descriptions:
Amelyth's eyes crackle with untamed psionic energy any time she uses her powers other than the Enhanced Trait ones. Her powers are unrefined and so they more often than not crackle with psionic energy, in fact her whole body crackles with it at times.
 
Dragon Claws: Amelyth creates a pair of vicious translucent purple dragon-like claws that go over her hands. She has gotten them to not cause lethal harm to organic matter, though any inorganic matter is usually sliced right through.
Psi Storm Breath: Amelyth exhales a burst of chaotic psionic energy that lashes at whoever it hits.
Knockback Wave: Amelyth sends a crackling sphere of psionic energy out from herself that picks up things in it's path and flings them away.
Stun: Amelyth's hands crackle with psionic energy that can knock most people out cold.
 
Dragon Wings: A pair of translucent dragon wings sprouts from her back, both shielding her in battle and allowing her to fly.
 
Psionic Senses: Amelyth's eyes shine with psionic energy as she uses this power.

History:
Ever since Amanda could remember, she's always been in second place to someone, be it her brother, her peers at school, or just to everybody in general.
 
It started with when she was young and came off to a slow start in her schooling, always wanting to play make-believe or play a game rather than do her homework. Her brother on the other hand took to schooling like a fish to water and constantly outshine his litter sister who just couldn't seem to catch up. Amanda has time and time again been compared to her brother, especially by her single mother.
It didn't help that Amanda was making hardly any friends at school, always being the quiet one who sat in the corner and doodled. As the years went on she had a few friends here and there, she always seemed to be just an accessory to them. So she eventually just gave up on making friends altogether and retreated further into her drawing and her daydreams. Along the way she picked up a fascination with dragons (she now has an entire wall of her room dedicated to stuffed animal dragons).
Her brother rarely looked out for her during her middle and high school years so she was an easy target for bullies this lead to her getting in trouble more than a few times for skipping school to avoid them. This in turn got her in trouble with her mother, who just couldn't get why her daughter was seemingly incapable of being as great as her brother. This ended up in a huge one-sided argument which in the end caused Amanda to run away from home that very night.
 
Amanda ran to a nearby park and sat there crying on a bench, she's not sure what happened after that as all she remembers is waking up in a hospital the next day, and a couple superheroes standing around to make sure that she was alright. They told her that her powers had gone out of control that night, though even they weren't sure why. What Amanda was most surprised about is that they said that she had powers at all!
Over the next week as she recovered well enough to go home, she slowly discovered what she could do, mostly though it was knocking things around with bursts of psionic energy at first that were way more powerful than she had intended. She ended up breaking things more than once as she did her best to get the hang of it.
 
Amanda was of course enrolled in Claremont (her mother being more than a little angry that her eldest son couldn't get in, though she managed to keep such comments to herself), and soon the budding physic found she was able to mold her energy into different shapes and her first thoughts were to create wings to fly with. After a few times of trial and error she soon had the hang of it and set out to discover what other dragony things she could do.
 
After six months of training she was allowed to begin being a hero, adopting the name Amelyth. 
 
(In the meantime the situation at home has been turned on it's head, with Amanda suddenly being her mother's favorite child because of her powers and her brother being pressured on an almost weekly basis to develop powers of his own. While it's humorous, Amanda has begun to feel bad for her brother, though not too bad. It does worry her that brother's been forced to do everything short of anything illegal in her mother's quest to have him manifest powers though.)

Personality & Motivation:
Amanda is a shy, insecure girl who has avoided interacting with other people for a long time, though as Amelyth she's considerably more outgoing, brave, and personable. She does her best to do everything she thinks a hero should do.

Amanda mainly wants to escape from her old life and uses the hero identity Amelyth to do so. She finds joy in being a hero and standing in the limelight, though she's still insecure around people from her normal life. Slowly though, her normal life is starting to improve due to her experiences as a hero.

Powers & Tactics:
Amelyth's powers give her one main tactic: power up and dive straight in into the brawl.
She only really uses real tactics in a fight when brute strength just isn't enough. When she has to be, she can get pretty creative in a fight, usually damaging the environment, then if she's really in a pinch she'll use Power Stunts to try and get out if it.
 
Complications:
Enemies: How ever she got her powers, it was forced. Though who ever did it also had to flee the scene due to her powers spiraling out of control. Who ever did it may want the results of his/her experiment back.
Secret: Identity. She keeps her Hero identity and powers a secret from those in her normal life as best she can.
Relationship: Her mother and her brother as a pain in the butt sometimes, though if they ever got in trouble she would of course go out of her way to save them.
Responsibility: As a student of Claremont, she still needs to get her homework done on top of being a Hero.
Power Overload: If her powers get boosted greatly somehow or she's forced to use a lot of power in a pinch, she'll pass out as soon as she's done going "nova" from anywhere to an hour to a couple days depending on how much power was released at once.
 
Abilities: 2 + 4 + 2 + 4 + 4 + 2 = 18 PP
Strength: 12/18 (+1/4)
Dexterity: 14/20 (+2/5)
Constitution: 12/18 (+1/4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Combat: 8 + 8 = 16 PP
Initiative: +2/9
Attack: +4/8 Melee, +4 Ranged
Grapple: +4/8
Defense: +4/8 (+4/8 Base, +0 Dodge Focus), +2/4 Flat-Footed
Knockback: -6

Saving Throws: 3 + 3 + 4 = 10 PP
Toughness: +1/4/12 (+1/4 Con, +8 Protection [Dragon Wings])
Fortitude: +4/10 (+1/4 Con, +3/6)
Reflex: +5/8 (+2/5 Dex, +3)
Will: +6 (+2 Wis, +4)

Skills: 88 Ranks = 22 PP
Bluff 4 (+6)
Climb 2 (+3/6)
Computers 2 (+4)
Concentration 4 (+6)
Craft (Artistic) 6 (+8)
Diplomacy 6 (+8)
Disable Device 2 (+4)
Disguise 2 (+4)
Drive 2 (+4/7)
Escape Artist 2 (+4/7)
Gather Info 4 (+6)
Handle Animal 4 (+6)
Intimidate 2 (+4)
Investigate 4 (+6)
Knowledge (Art) 2 (+4)
Knowledge (Arcane Lore) 4 (+6)
Knowledge (Current Events) 6 (+8)
Knowledge (Physical Sciences) 4 (+6)
Knowledge (Technology) 2 (+4)
Medicine 2 (+4)
Notice 6 (+8)
Search 4 (+6)
Sense Motive 4 (+6)
Stealth 2 (+4/7)
Survival 2 (+4)
Swim 4 (+5/8)

Feats: 6 PP
All-Out Attack
Beginner's Luck
Luck 1
Improved Critical 2 (Dragon Claws)
Power Attack
Enhanced Feats
Attack Focus (Melee) 4
Improved Initiative
Equipment
[equip]Standard Cellphone [0 PP][/equip]
Powers: 6 + 6 + 6 + 3 + 5 + 8 + 25 + 14 + 5 = 78 PP
All powers have the Psionic descriptor in addition to any other descriptors they may have.
 
Enhanced Strength 6 [6 PP]
Enhanced Dexterity 6 [6 PP]
Enhanced Constitution 6 [6 PP]
Enhanced Fortitude 3 [3 PP]
Enhanced Feats 5 (Attack Focus [Melee] 4, Improved Initiative[5 PP]
Enhanced Defense 4 [8 PP]
 
Strike 8 (Dragon Claws, Slashing; Extras: Penetrating 12; Feats: Mighty[21 PP]
AP: Damage 10 (Psi Storm Breath; Extras: Area [Cone, 100 ft][20/1 PP]
AP: Trip 10 (Knockback Wave; Extras: Area [Burst, 50 ft], Knockback; Flaws: Range [Touch]; Feats: Improved Throw) [21/1 PP]
AP: Stun 10 (Extras: Alternate Save [Will][20/1 PP]
AP: Mind-Reading 12 (Extras: Action (Move/Standard), Penetrating 3; Flaws: Range [Touch], Feedback) [7/1 PP]
 
Flight 3 (Dragon Wings, 50 MPH) + Protection 8 (Dragon Wings; Extras: Force Field) [6 + 8 = 14 PP]
 
Super-Senses 5 (Psionic Senses; Darkvision, Psionic Awareness, Danger Sense [Mental], Uncanny Dodge [Mental]; Drawbacks: Noticeable[2 + 2 + 1 + 1 - 1 = 5 PP]
 
Drawbacks: (-0) + (-0) = -0PP
 
DC Block
 
ATTACK                  RANGE         SAVE                                                                              EFFECT
Unarmed                  Touch           DC 16/19 Toughness (Staged)                                      Damage (Physical, Bludgeoning)
Dragon Claws          Touch           DC 24/27 Toughness (Staged) (18-20 Crit Range)        Penetrating Damage (Psionic, Slashing)
Psi Storm Breath      100ft Cone   DC 20 Reflex (Half) + DC 25 Toughness (Staged)         Damage (Psionic)
Knockback Wave     50ft Burst     Power Check (+10) vs worse of Strength or Dexterity    Trip and Knockback (Psionic)
Stun                         Touch          DC 20 Will (Staged)                                                        Stun (Psionic)
 
Totals: Abilities (18) + Combat (16) + Saving Throws (10) + Skills (22) + Feats (6) + Powers (78) - Drawbacks (0) = 150/150 

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The editing of Ecalsneerg is RED, not blue.

 

So, finally time to edit Cobalt Templar (current active sheet is >here).
 
He's got 8pp to spend, and boy can he spend it, what with having been stuck on a world wracked with war for 30 years!
 
-1pp spent on another rank of Luck (bringing it up to rank 3).
-6pp spent on skill ranks (24 total). 4 more to Knowledge Arcane because the Nazis used spooky stuff. 8 to Knowledge Tactics because he fought in formal units, and near the end was commanding them on occasion. 8 to Stealth because sometimes you have to be subtle. And 4 more into languages (French, German, Japanese, Spanish) to help him communicate with allies and enemies in some of the major theaters of war.
-1pp spent on Immunity 1 (aging), because him looking all old and gray is no fun. Also, hey, that Ring's power has to be affecting him in other ways eventually, right?
 
Updated Sheet (and >link to it in my Draft thread):

gallery_569_4_6935.jpg
Player Name: KnightDisciple
Character Name: Cobalt Templar
Power Level:  12/14 (201/209PP)
Trade-Offs: 0 (Normal); -5 Defense / +5 Toughness and -5 Attack / +5 Damage (Giant Form)
Unspent PP: 0
Progress to Platinum Status:: 84/120 (41PP earned pre-bump, 43PP earned post-bump, 15PP bump; Gold Status earned with Gabriel)

In Brief: 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!

Alternate Identity: Corbin Alphonse Hughes
Identity: Secret
Birthplace: St. Louis, Missouri, USA
Occupation: FCU Student
Affiliations: Claremont (former student), Young Freedom (former member/leader)
Family: Albert Hughes (Father), Sarah Hughes (Mother)

Age: 19 [Earth-Prime's Chronology] (DoB: October 27, 1993); 49 [Total Experienced Time between Earth-Prime and Earth-I-War-4]
Apparent Age: 20's
Gender: Male
Ethnicity: Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French)
Height: 6'6" (9ft Giant Form)
Weight: 260 lbs. (1,800 lbs Giant form)
Eyes: Brown
Hair: Black

Description:
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 pocket watch 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.

Power Descriptions:
Cobalt Templar wields the Blue Ring of the Determined Leader, one of >The Seven Rings. 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 25c.

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.

History:

Most of Cobalt Templar's history can be found >here.

Recent Times:
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.
 
Of course, since March 2013, Cobalt Templar has been missing. His friends and family think he's on an extended trip to search for more of the Seven Rings, but in truth, he's been flung through a portal to another dimension, one wracked by decades of terrible war. The rate of time may well be flowing differently there, and it's uncertain when, or how, he will make his return. And when he does, how the experience will have changed him...

Personality & Motivation:
Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archaeologist 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. Unfortunately, his time on Earth-I-War-4 has numbed this distaste; while Corbin could often get away with simply injuring or disabling opponents, there were times he had no other choice (typically against the most monstrous of his foes), and he fought in the company of those with fewer such compunctions. He's seen war for decades now, and it's changed him in subtle ways that are not always clear...

Powers & Tactics:
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.



Complications:
The Fires of Hell Shall Not Prevail: 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.
Secret (Identity): 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.
With Great Power...: 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.
You Must Know No Fear!: 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.
Dethroner of Omega: 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).
Relationship: 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.
Young Veteran: Corbin looks like he's in his 20's, something like 25 at the latest. But in his actual collected experience, he's about 50 years old. His time on Earth-I-War-4 spanned a full 30 years, and it's only the combination of his Ring's powers slowly leeching into his body, and the strange portal he was first sent through that has kept him looking so young. And sadly, a fair bit of those 3 decades was spent in the world-spanning lukewarm war of that planet. Corbin is not who he was before his time on Earth-Milchamah (as he sometimes thinks of it). A GM should feel free to give CT a Hero Point when he might be subject to a "flashback" at an inconvenient point, or when his "mental age" being so different from his chronological age causes problems (in either identity), or when he reacts to an individual (such as a hero or villain) with too much familiarity (caused by his time fighting alongside or against many of them).


Abilities: 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)


Combat: 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


Saving Throws: 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)


Skills: 72R = 18PP
Acrobatics 8 (+11)
Craft (Artistic) 8 (+10)
Knowledge (Business) 8 (+10)
Knowledge (Arcane Lore) 8 (+10)
Knowledge (History) 8 (+10)
Knowledge (Tactics) 8 (+10)
Language 8 (Arabic, English [Native], French, German, Greek, Hebrew, Latin, Spanish, Japanese)
Notice 8 (+10)
Stealth 8 (+11)


Feats: 12PP
All-Out Attack
Dodge Focus 2
Equipment 3 (15EP)
Luck 3
Power Attack
Precise Shot 2

Equipment 3PP = 15EP
Headquarters (Underground Base; Templar's Forest Vault)
Size: Large (2 EP)
Toughness: +10 (1 EP)
Features: Concealed, Defense System (Paralyze 12Attack Bonus: +12, Extras: Targeted Shape-able Area, Flaw: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP)
Vault :
Size: Fine (-3EP)
Toughness: +20: (3EP)
Features: Security System (DC 35 Disable Device) (4EP)



Powers: 91PP
 
Immunity 1 (Aging) [Magic] "Internal Fire"
 
Device 22 (110PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [90PP] (Power Ring [blessed/Holy, Magic])
Enhanced Constitution 8 (to 28/+9) [8PP]
Enhanced Defense 4 [8pp]
Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP]
Enhanced Strength 6 (to 28/+9) [6PP]
Immunity 9 (Life Support) [9PP]
Protection 3 [3PP]
Super-Senses 2 (Darkvision) [2PP]
Super-Strength 7 (Lifting STR 61 [Heavy Load: 58 tons 1,760 lbs.]) [16PP]

Flight 6 (500mph / 5,000ft per Move Action) [12PP]
Space Travel 1 (1c) [2pp]
Speed of Flame 4 (8PP Array; PFs: Alternate Power 1) [9PP]
BP: Flight 4 (Rank 10, 10,000mph / 100,000ft per Move Action) [8PP]
AP: Space Travel 4 (Rank 5, 25c) [8PP]


Fires of Creation 1 (5PP Array; PFs: Alternate Power 1 ) [6PP]
BP: Create Object 1 (1 5ft cube, Toughness +1, Lifting Strength 5 [Heavy Load: 50 lbs.], 10 10ft Range Increments / 100ft Max Range; PFs: Precise, Selective, Tether) [5PP]
AP: Move Object 2 (Effective Strength 10, Heavy Load: 100 lbs) [4PP]


Holy Fire Control 12 (24PP Array; PFs: Affects Insubstantial 2, Alternate Power 2) [28PP] (Fires of Judgement)
BP: Blast 12 (10 120ft Range Increments / 1200ft Max Range) [24PP]"Rain of Fire"
AP: Strike 3 (Extra: Penetrating 12 [DMG 24], PF: Mighty) [16PP] "Unlimited Blades"
AP: Growth 4 (9ft height, 10ft reach, Large size; Extra: Linked [Density], [Protection], [super-Strength]) [12PP] + Density 4 (+8 Str, Immovable 1Super-Strength 1, +2 Toughness Mass x3; Extra: Linked [Growth], [Protection], [super-Strength]) [12PP] + Protection 1 (ExtraImpervious Toughness 10 Linked [Density], [Growth], [super-Strength]) [11pp] + Super-Strength 2 ( Extra: Linked [Density], [Growth], [Protection]) [4PP]; Temporary Drawback ( -4 Defense, -4 Attack) [-16pp] [12+12+11+4-16=23PP] "Giant's Strength"
Results of Form
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)

+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.



DC Block:
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 (18) + Feats (12) + Powers (91) - Drawbacks (0) = 209/209 Power Points
 
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Ecalsneerg'd

 

And what should be Gabriel's final edit (current active sheet '?do=embed' frameborder='0' data-embedContent>>).
 
I had 12 PP to spend.
 
-1PP upped Equipment by 1. This is being used to increase the size of the Monastery by 2 to Colossal (it's expanded recently, to better fit the reference photo, and to represent more people, materials, etc being there to help the ever-increasing population), giving it Communications (which makes sense on this world!), a Laboratory (both for a couple of science-types, and spaces for teaching science classes), and a Workshop (trade skill classrooms, repair space for the more complicated equipment, etc.).
-3PP went into his FL Communicator. The range isn't great, but since I can't buy fractional devices and I had other things I wanted, so it goes. Also, another 5 full PP would feel kind of extraneous...
EDIT: So, I re-jiggered the way things are set up. The spoiler section and Final Draft post have been edited, and I'll try to clearly explain the changes below.
-3PP upped Equipment by 3. This is being used to increase the size of the Monastery by 2 to Colossal (it's expanded recently, to better fit the reference photo, and to represent more people, materials, etc being there to help the ever-increasing population), giving it Communications (which makes sense on this world!), Computers (nothing says the monks can't be high-tech!), making the Library Masterwork (even more books!), a Masterwork Laboratory (both for a couple of science-types, and spaces for teaching science classes), and a Masterwork Workshop (trade skill classrooms, repair space for the more complicated equipment, etc.).
As well, the rest of the EP went into a FL Communicator, with a 5-mile range and a Commlink to the FL HQ. 
-6PP went into skills. Specifically, 3 Performs bought up to rank 8 apiece. Dance and Singing to round out his acting skills, and Oratory because he keeps getting practice at speechifying!
-2PP went into finally getting All-Out Attack and Power Attack, for a couple extra combat options.
-1PP raised Will save by 1, for a total save bonus of +14. 
 
EDIT 2: (This tweak drops the Perform Dance ranks by request of Thevshi, and adds 2 PP into his other saves.)
 
-3PP upped Equipment by 3. This is being used to increase the size of the Monastery by 2 to Colossal (it's expanded recently, to better fit the reference photo, and to represent more people, materials, etc being there to help the ever-increasing population), giving it Communications (which makes sense on this world!), Computers (nothing says the monks can't be high-tech!), making the Library Masterwork (even more books!), a Masterwork Laboratory (both for a couple of science-types, and spaces for teaching science classes), and a Masterwork Workshop (trade skill classrooms, repair space for the more complicated equipment, etc.).
As well, the rest of the EP went into a FL Communicator, with a 5-mile range and a Commlink to the FL HQ. 
-4PP went into skills. Specifically, 2 Performs bought up to rank 8 apiece. Singing to round out his acting skills, and Oratory because he keeps getting practice at speechifying!
-2PP went into finally getting All-Out Attack and Power Attack, for a couple extra combat options.
-1PP raised Will save by 1, for a total save bonus of +14. 1PP to rais Reflex by 1 to 11, and 1 PP to raise Fortitude by 1 to 11. That averages out to exactly 12, which hits his PL Cap on the dot!
 
Final draft is below in spoiler, as well as in this >link.
 
 

gallery_569_4_20778.png
Player Name: KnightDisciple
Character Name: Gabriel
Power Level: 15 (250/250PP) (PL 12 Caps)
Trade-Offs: None
Unspent PP: 0
Progress To Platinum Status: 100/120

Alternate Identity: Carson Finbar Keefe
Identity: Secret
Birthplace: Limerick, Ireland (Chalk it up to the Almighty's sense of humor)
Occupation: Drama Teacher
Affiliations: Freedom College, Freedom League (Reserve Member)
Family: 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)

Age: 29 (DoB: March 21, 1984)
Apparent Age: N/A
Gender: Male
Ethnicity: Irish Caucasian
Height: 6'
Weight: 170 lbs.
Eyes: Blue
Hair: Red
Speech Color: Maroon

Description:
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 flex 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.

Power Descriptions:
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 here.

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.

History:

(Full history found >here.)

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.

Personality & Motivation:
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).

Powers & Tactics: 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.



Complications:
Demons, Why Did It Have To Be Demons?: 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.
I Hate Faeries!: 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.
Old Wounds: 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.
Responsibility: 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 also 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.
Secret (Identity): 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.
Shepherd of The Flock: 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.
Relationship: 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.


Abilities: 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)


Combat: 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

 
Saving Throws: 8 + 9 + 10 = 27PP
Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed
Fortitude: +11 (+3 Con, +8)
Reflex: +11 (+2 Dex, +9)
Will: +14 (+4 Wis, +10)


Skills: 140R = 35PP
Acrobatics 8 (+10)
Bluff 10 (+40/+20/+15)SMUE
Diplomacy 10 (+40/+20/+15)SMUE
Gather Information 10 (+40/+20/+15)SMUE
Intimidate 10 (+40/+20/+15)SMUE
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 (Oratory) 8 (+28/+18/+13)
Perform (Singing) 8 (+28/+18/+13)
Perform (Wind Instruments) 10 (+30/+20/+15)
Sense Motive 12 (+16)


Feats: 39PP
All-Out Attack
Attack Specialization (Sonic Control) 2
Beginners Luck
Defensive Roll 2 (+4 Toughness)
Distract (Intimidate)
Dodge Focus 4
Equipment 6 (30EP)
Fascinate (Bluff)
Improved Initiative
Inspire 5
Leadership
Luck 5
Power Attack
Rallying Cry
Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)
Ultimate Bluff
Ultimate Diplomacy
Ultimate Intimidate
Ultimate Gather Information
Uncanny Dodge (Auditory)
Well-Informed
 
 
Equipment 6PP = 30EP
Headquarters (>Monastery)
Size: Colossal (5EP)
Toughness: +10 (1EP)
Features: Animal Pens, Chapel, Communications, Computer, Gym, Isolated, Masterwork Laboratory (+2 to checks to study/analyze and perform research), Living Space,  Masterwork Library (+2 to Knowledge checks), Masterwork Infirmary (+2 to Medicine checks), Personnel (Monks), Power System, Masterwork Workshop (+2 to Craft checks) (17 EP)
Powers:
Super-Movement 1 (Dimensional Movement (Sanctuary<->Earth Prime), Extras: Portal, Duration (Continuous) Flaws: Limited (Others); Action (Standard)) (Dimensional Portal inside the Monastery) (1EP)

 
Freedom League Communicator
Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP]
Communications Link 1 (Freedom League HQ) [1EP]

 
Powers: 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP
 
Device 2 (10PP Container, Flaws: Hard-To-Lose) [8PP] (Holy Armor)
Features 1 (Quick Change) [1PP]

Immunity 2 (Critical Hits) [2PP]

Protection 5 [5PP]

Super-Senses 2 (Darkvision) [2PP]

 
Device 4 (20PP Container, Flaws: Easy-To-Lose, Feats: Feature [Transforms into Masterwork Trumpet], Subtle [Transforms into a Ring]) [14PP] (Heavenly Spear)
Light Control 5 (25ft radius, Flaws: Range [Touch]) [5PP]

Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver)

Super-Movement 1 (Dimensional Movement 1 [Earth-Prime and Sanctuary] ) [2PP]

 
Enhanced Charisma 10 (to 30/+10) [10PP]

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

Immunity 1 (Own Powers) [1PP]

Sonic Control 12 (34PP Array, Feats: Alternate Power 9) [43PP] (Mutation)
Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 60ft radius], Selective) [34PP]

Alternate Power: Blast 12 (Extras: Autofire ) [34PP]

Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP]

Alternate Power: Confuse 12 (Extras: Area [General, Burst, 60ft radius], Selective) [34PP]

Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged]) [34PP]

Alternate Power: Enhanced Charisma 20 (Extras: Linked [Enhanced Skills]) [20PP] + Enhanced Skills 10 (40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 ) [10PP] [20 + 10 = 30PP]

Alternate Power: Emotion Control 12(Extras: Area [General, Shapeable, 12 5ft cubes]) [34PP]

Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP]

Alternate Power: Nauseate 12 (Extras: Range [Ranged]) [34PP]

Alternate Power: Paralyze 12 (Extras: Range [Ranged]) [34PP]

Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation)


DC Block:
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 (27) + Skills (35) + Feats (39) + Powers (81) - Drawbacks (0) = 250/250 Power Points


 

Edited by Ecalsneerg
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  • 1 month later...

DONE BY AA

 

Been a while since I've been around, but I'm back now, baby, and it's time to spend those delicious Bee-Keeper Power Points and add/amend some fluff!
 
From base, 13 Unspent Power Points.

  • Drop Beginner's Luck, Stunning Attack, and Taunt for +3pp. +16pp Total.
  • +2 STR & +2 DEX, -4pp. 12pp Remaining.
  • 6pp spent on Skills, for 24r distributed as follows: Craft [Electronics] +4, Craft [Mechanical] +4, Knowledge [Life Sciences] +4, Knowledge [Pop Culture] +2, Knowledge [Technology] +4, Notice +2, Perform [Dance] +4. 6pp Remaining
  • 2pp spent on Defensive Roll 2. While this does little for Baxter in his suit currently, it secures caps for his eventual PL12 Hardcap on Combat Stuff, while making Baxter himself a lil' more plucky. 4pp Remaining.
  • 4pp spent on Baxter's Bee-Keeper Armor, moving it up to Device 16. 4dp spent on bumping Super Strength by 2 points (total of Super-Strength 10). This also raises the respective alternate powers in the array up to caps (+ adds Richochet to his Blast), belated though it might be so close to PL12. The last remaining device point goes into picking up Enhanced Feat [blind-Fight]. Zippo PP left.

Other things: dropped his Age Complication since he's legally 18 as of the current date, and I feel it's not REALLY worth a complication now. Also dropped the Reputation one, just because I feel it's no longer really applicable. Tweaked his physical appearance ever-so-slightly, since he still seemed kinda wispy despite his solid 16s across the Physical Stats. Tried to tidy up the statblock for attacks and such, as well as fix that extra weird thing stuck in his old sheet.
 

Player Name: SpicyWaffle
Character Name: The Bee-Keeper III
Power Level: 11 (175/175PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 25/30

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

Alternate Identity: Baxter Bowles
Identity: Secret
Birthplace: Bayview, Freedom City
Occupation: High School Student, Superhero
Affiliations: Franklin D. Roosevelt High School
Family: Barry Bowles (Uncle; Incarcerated), Benny Bowles (Father), Samantha Bowles (Mother)

Description:
Age: 18 (DoB: May 15th, 1995)
Apparent Age: 18
Gender: Male
Ethnicity: African American
Height: 5'10"
Weight: 154 Lbs.
Eyes: Hazel
Hair: Black

Appearance:
 
Once a wiry sort of teenager, Baxter has since made the transition from tindertwig into that of a young man in the prime of his life, boasting a toned physique brought on through a combination of earnest exercise and his heroic hobby, though he still manages to come off as rather plain, making him capable of blending in with a crowd 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.

Power Descriptions:

Descriptors: Bees, Technology

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.

History:

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.

Personality & Motivation:

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!

Powers & Tactics:

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.



Complications:

Bee Amazzzzing! (Obsession): 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.

Homeroom by Nine O'Clock (Responsibility): 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.

Who is that Masked Apian Weirdo? (Secret): 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.


Abilities: 6 + 6 + 6 + 4 + 0 + 8 = 30PP

Strength: 34/16 (+12/+3)
Dexterity: 16 (+3)
Constitution: 26/16 (+8/+3)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 18 (+4)


Combat: 10 + 10 = 20PP

Initiative: +7 (+4 Improved Initiative, +3 Dex)
Attack: +5 Base, +7 Unarmed, +11 Bee-Keeper Armor Attacks
Grapple: +27/+8 [w/o Beesuit]
Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -6/-4 [w/o Protection]/-1 [w/o Beesuit]


Saving Throws: 5 + 7 + 8 = 20PP

Toughness: +11/+11 [w/o Protection]/+7 [w/o Defensive Roll] (+8/+3 Con, +4 Defensive Roll, +3 Protection)
Fortitude: +13/+8 [w/o Beesuit] (+8/+3 Con, +5)
Reflex: +10 (+3 Dex, +7)
Will: +8 (+0 Wis, +8)


Skills: 72R = 18PP

Bluff 6 (+10)
Craft [Electronic] 8 (+10) SM
Craft [Mechanical] 8 (+10) SM
Diplomacy 8 (+12) SM
Knowledge [Life Sciences] 8 (+10)
Knowledge [Pop Culture] 6 (+8)
Knowledge [Technology] 8 (+10)
Notice 10 (+10)
Perform [Dance] 8 (+12) SM


Feats: 26PP

All-Out Attack
Attack Specialization [unarmed] 1
Defensive Roll 2
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])


Powers: 65PP

Device 16 (Bee-Keeper Armor 1.6e; 80PP Container, Flaw: Hard to Lose; Power Feat: Subtle) [65PP]

Communication 4 (Radio) {4DP}

Comprehend 2 (Speak & Understand Animals; Flaw: Limited [bees]) {1DP}

Enhanced Constitution 10 {10DP}

Enhanced Feat 3 (Blind-Fight, Ultimate Save [Toughness], Uncanny Dodge [Auditory]) {3DP}

BE: Enhanced Strength 18 + Super-Strength 10 (Effective Carrying STR 84; Power Feats: Alternate Power 4, Groundstrike) {43DP} - The Proportionate Strength of a Bee!
AP: Blast 11 (Extra: Autofire, Power Feats: Accurate 3, Improved Crititcal 2, Richochet) [39PP] - The Sting of Justice!

AP: Nauseate 11 (Extra: Ranged; Power Feats: Accurate 3, Reversible) [37PP] - Toxic Stingers!

AP: Snare 11 (Power Feats: Accurate 3, Tether) [26PP] - A Sticky Situation!

AP: Strike 11 (Extras: Autofire, Penetrating; Power Feats: Accurate 2, Improved Critical 2, Mighty) [38PP] - A Mighty Beeting!

Flight 5 (250 MPH/2,500') {10DP} - Flight of the Bumblebee!

Immunity 1 (Bees) {1DP}

Protection 3 {3DP}

Super-Senses 5 (Darkvision, Direction Sense, Distance Sense, Ultra Hearing) {5DP}

4 + 1 + 10 + 3 + 43 + 10 + 1 + 3 + 5 = 80DP


Drawbacks: -4PP

Normal Identity (Full-Round Action) [-4PP]


DC Block:
 
ATTACK                RANGE                SAVE                          EFFECT

Unarmed               Touch                DC18 Toughness (Staged)       Damage (Physical)

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

Strike                Touch                DC26 Toughness (Staged)       Damage (Physical)

Blast                 Ranged               DC26 Toughness (Staged)       Damage (Energy)

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

Snare                 Ranged               DC21 Reflex (Staged)          Entangled/Helpless

 
Totals: Abilities (30) + Combat (20) + Saving Throws (20) + Skills (18) + Feats (26) + Powers (65) - Drawbacks (4) = 175/175 Power Points

Edited by AvengerAssembled
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CHEKHOV'S GUN PLACED by GIZMO
 

Foreshadow II
 
Foreshadow has 6 PP to burn so 6 PP I shall burn.

  • Dropped 2 ranks of Climb and took 6 ranks of languages picking up Arabic, Chinese [Mandarin], French, Japanese, Portuguese, and Spanish 1 [+1 PP]
  • Picked up 3 ranks of Dodge Focus  [+3PP]
  • Picked up the "Up the wall"  Feat from Mecha & Manga.  I was originally going to use Benefit: Use Acrobatics for Climb Checks.  But this is better limited and more thematic with the parkour feel I was aiming for.  [+1PP]
  • Picked up Super-Senses (Precognition) with the Uncontrolled Flaw [+2PP]
  • Dropped Smoke Bombs and the Costume from Equipment. [-1PP]
  • Lists Foreshadow as a PL 10 due to the fact that despite the amount of pp spent I'm still adhering to PL 10 caps.

Added some fluff as well to explain the new precognition.  Blood tranfusion powers and all.  Slightly adjusted his complications to include a the Fear of seeing a vision affecting someone he cares for.  


Player Name: HG Morrison
Character Name: Foreshadow II
Power Level: 10 (169/169PP)
Trade-Offs:  +4 Defense/ -4 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 19/30
 
In Brief: Acrobatic legacy to the Foreshadow Name.
 
Alternate Identity: Erick Sloane
Identity: Secret
Birthplace: Freedom City
Occupation: Freedom City University Student (Business Major)
Affiliations:
Family: David Sloane (Adoptive Father)
 
Description:
Age: 20 (DoB: Born 14, February)
Gender: Male
Ethnicity: Caucasian (Of Russian Descent)
Height: 5'11"
Weight: 172 lbs.
Eyes: Blue
Hair: Blonde
 
 
Omen1_zps7c9f4954.png

Erick is 5'11 which is quite a deal taller than the average male gymnast, having grown two inches in the past few months. His neck length hair sits comfortably upon his face most likely never facing the terror of a comb. While not having a large amount of muscle mass, his muscles are cut into the lean mean acrobatic machine that he is. His bright blue eyes always have some shine to them.
 
As the Foreshadow, Erick dons a modified version of the original outfit worn by David Sloane. Being a realist Erick's costume is lined with multiple body armor inlays, due to the fact that as fleet footed as he is chances are he's still going to take on more hits than his mentor. Instead of a cowl his hood is draped down in such a way as to cover a domino mask.  His uniform is also outfitted with a utility belt with multiple compartments to house the equipment he uses while on the job. Lastly Erick's favored weapon his Eskrima sticks are housed on his waist attached by a magnetic clip.
 
 
History:
At only ten years of age Erick was considered a child prodigy ready to take the gymnastics world by storm. Of course, all the implications and hardships of said talent at an early age came with the title. While the demanding sponsors and incessant reporters weren't so bad because he could leave them at the door. His parents and coaches, however, were an entirely different story. Every moment of his life followed a set schedule down to the minute and he hated it. The fact that they opted to home-school him so he could maximize his time practicing routines didn't help. He couldn't count how many times he wished for his parents to just go away so he could relax for a day.
 
That was until the incident happened. Late one night while Erick was undergoing his studies, a drugged out mobster armed with a flame thrower had been cornered by the costumed detective Foreshadow in the alley behind the boy's home. In a moment of desperation and beginning to hallucinate, the mobster started setting the area nearby ablaze. Which in turn was the very tragedy Foreshadow had been attempting to prevent when he cornered the man. Letting the villain escape, Foreshadow instead began to attempt to try and calm the ferocious flames or at the very least save anyone who hadn't already escaped as soon as the fires started.
 
As sounds of the clash and the faint smell of smoke filled the night air, Erick's parents ran downstairs to see what all the commotion was. Something that Erick made no move to stop, as it actually meant he'd have a schedule free moment in his life. It didn't take long for them to note that the first floor of their home was engulfed in flames. Unfortunately, the foundation had already taken quite a beating and the stairs collapsed from under them as they turned to try and get their child out of immediate danger. Hearing a loud crashing noise, the now terrified and confused Erick decided to go after his parents only to see the horrible state they were in at the remains of the stairwell. He wanted to help them, he wanted to scream, he wanted to something. Anything. But he couldn't. Erick couldn't even move, he was paralyzed in a state of shock. To this day he doesn't remember the details of how Foreshadow rescued him from the burning building.
 
Erick only blamed himself for what happened to his parents. His head was quickly filled to the brim with thoughts such as, “If only I were quicker,†or “If only I had stopped them from going downstairs.†Essentially he felt that he should have been able to stop their deaths. Sympathizing with the boy's plight and blaming himself for failing to prevent the deaths of the his parent's, David Sloane did the unexpected and took Erick in. An ordeal that was a bit difficult with various coaches claiming that they wanted to adopt Erick.
 
It was inevitable that David would have to reveal his identity as the costumed detective Foreshadow to the child if their new arrangement was ever to work. Foreshadow swore Erick to secrecy, and in exchange he trained the youth in the many talents that he used in his costumed identity. Despite agreeing to train him, Foreshadow outright forbid Erick from joining the fight against crime in the Southside at least until the youth finished school. Having recently enrolled him in public school.
 
As such, Erick spent the next six years of his life with relative normalcy. He quit competitive gymnastics all together and just did the regular teenage thing. Not counting the training sessions with Foreshadow of course. The youth had also come into his own money having invested the money from his sponsors with Rath & Stromsberg upon David's advice. He also graduated from High School early at the age of sixteen solely so he could round off the start of his career by training his talents visiting many of the same locations David Sloane did as a youth. It also gave him a chance to tie up some loose ends and closure with the man he was originally supposed to grow into as he competed(and dominated) at Worlds. Shocking many whom didn't expect him to be in tip top shape.
 
Having returned to Freedom City, Erick dipped into his personal fortune to pay his tuition in full as he enrolled in FCU. Moving into a private penthouse within looking distance of the Atlantis hotel and casino, he reached out to a childhood friend, Alaina Zelichonok, revealing his intention to operate as a costumed vigilante and needing her help in the purchase and development of equipment. Omen's venture into superheroics has already earned him the ire of the Freedom City Mob just by wearing the same emblem as his mentor.
 
During the events of the Day of Wrath, Erick found himself badly injured barely scrapping by a victory with the robotic replacement of Foreshadow.  Upon the real Foreshadow's return, both men had to come to the realization that after all his years of crime fighting David was beginning to miss a step.  Even if it was time for him to retire, the Southside needed a Foreshadow, and David thought Erick was just the man for the job.  The only stipulation would be that Erick would have to undergo training with an acquaintance of David's.  Honored and surprised at the request, Erick agreed to the terms and began a training regiment with Asano Ranaga.  Unfortunately, she had a busy schedule and left in the middle of their training leaving him weekly instructions through a private podcast.  Deciding it best to move from the penthouse, Erick opted to buy a mansion near the marina.  The location would be a strange one if the man's focus was solely to lie in the South, but he was far too ambitious to settle on cleaning up crime in just one part of the city.
 
That ambition would almost cost him his life.  During his first run in with an assassin known as the L'esprit, Erick found himself eviscerated at the waist.  Erick barely defeated the assassin in a closely contested brawl over the rooftops of the city.  But it was clear he needed immediate medical attention.  Barely able to drag himself back to the manor, the young hero lost consciousness on his own doorstep.  Where David was already waiting for his arrival accompanied by a healer from Shambala Vale that he had encountered during his travels.  
 
Due to the tremendous amount of blood Erick lost in the brawl a blood transfusion was needed.   Luckily, David was a compatible donor and all too willing to give up his blood to save his adopted son.  The treatment carried on throughout the entire night with many a close call in terms of Erick's health.  But in the end he survived.  When Erick came to he received his first vision much to the surprise of all present.  The blood transfusion somehow being the catalyst for awakening some latent clairvoyant ability.  And truly passing on the last legacy to the title of Foreshadow.
 
Personality & Motivation:
Erick is quite relaxed and even when on the job he's known to be chatty and crack a joke. Unlike his mentor, he's more than willing to work with others than the original Foreshadow is.  Erick doesn't let his past define him he may have initially gotten into the hero gig motivated by the tragedy that befell his parents, but honestly at the end of the day he truly loves doing it and hopes to help people in need.  
 
Erick fights the good fight simply because it's the right thing to do. Every time he dons the Foreshadow costume he's ready to go to work.  Without being anchored by his personal tragedies, he hopes to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City.  Super or otherwise.  Part of what drives Erick is how much he hates organized crime in general, but it's also what reels him in.  Part of him truly fears that he may enjoy fighting the endless struggle a bit too much.
 
Powers & Tactics:
While fully capable of standing still and slugging it out, Erick prefers a 'float like a butterfly sting like a bee' approach to things. Movement is the name of the game and Erick excels at it. If he's not actively moving cover using hit and run tactics he'll be flapping his gums to try and anger or disorient his opponent. It's a little rough and more than a little flashy fighting style, but it's perfect for the showman that he is. Erick's tends to be the perfect model of being kinesthetically intelligent and a reflexive thinker. Opting to tactically live in the here and now adapting to situations as they come rather than sit back and strategize unless absolutely necessary. It's not that he can't sit back and write up plans, but after a childhood of following a set note, he prefers to go off script.
 
If given the opportunity he'll also attempt to add some distance and use his throwing discs from the comfort of concealment. Having to live up to the image of the first Foreshadow, Erick has gradually adapted a more fluid martial arts base to his acrobatic range of attack. Carrying a wide arrange of equipment in his utility belt, Erick notes that his piece de resistance when no other options can be afforded his his Stun Gun.  But his favored form of attack are a pair of escrima sticks attached to his body with protective clips.
 
 
Complications:
 
Enemies: Ever since taking over the mantle of Foreshadow from David, Erick's had to feel the full weight of what it means to be one of the top focuses of Big Al's wrath.  To complicate matters Foreshadow has found himself grounded in the Southside becoming a constant target of the assassins brought in to compete for his head.  Most notably being the assassins belonging to the group known only as the Contract.
Fear: Erick thought he understood why David attempted to keep everyone at an arm's length.  But he only really began to understand the weight of such a burden when he was the one carrying its weight.  The constant anxiety that he could foresee something horrible happening to those he cares for.  Narutal extrovert that he is, Erick has no plans from giving up on making connections with people.  It does, however, keep the young man constantly on edge even in the comfort of his own home.
Impossible Standards: Perhaps it's because of his upbringing, or maybe it's just a by-product of being a competitive athlete. But Erick holds himself to inhumanly high standards of what he believes he should be able to accomplish.  Leading to a vicious circle in which he expects perfection out of himself whilst pushing past his limits.
Loyalty: Erick is fiercely loyal to the Foreshadow name which adds a whole deal of issues in him wanting to live up to David's legacy. It should also be noted that Erick is also quite loyal by nature to the point of fault. Willing to do anything for those he considers close, even if it costs him his life.
Reputation: If being a child prodigy wasn't enough, showing up out of nowhere and joining the American team at worlds while making it look easy after years of inactivity certainly does put the spotlight on him.
Responsibility: As a student Erick has to make sure his late hours don't interfere with his school work.  As a heavy investor and philanthropist in various start up businesses and charities he has to make sure his money is in good hands further dividing his attention.
Secret: Erick has the difficult task of keeping his identity a secret from those around him. It places a great strain on any relations he tries to form as most of his nights are spent fighting crime in Freedom City.
 
Abilities: 6 + 14 + 4 + 6 + 6 + 6 = 42PP
Strength: 16 (+3)
Dexterity: 24 (+7)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)
 
 
Combat: 12 + 12 = 24PP
Initiative: +15 (+7 Dex, +8 Improved Initiative)
Attack: +6 Base, +10 Melee +6 Ranged
Grapple: +11
Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -3
 
 
Saving Throws: 4 + 3 + 5 = 12PP
Toughness: +6 (+2 Con, +4 Defensive Roll)
Fortitude: +6 (+2 Con, +4)
Reflex: +10 (+7 Dex, +3)
Will: +8 (+3 Wis, +5)
 
 
Skills: 132R = 33PP
Acrobatics 15 (+22) Skill Mastery
Bluff 7 (+10, +14 Attractive) Skill Mastery
Computers 7 (+10)
Concentration 7 (+10)
Diplomacy 2 (+5, +9 Attractive)
Disable Device 7 (+10)
Disguise 2 (+5)
Escape Artist 8 (+15) Skill Mastery
Gather Info 7 (+10)
Intimidate 7 (+10)
Investigate 7 (+10)
Knowledge Business 2 (+5)
Knowledge Current Events 2 (+5)
Knowledge History 2 (+5)
Knowledge Streetwise 7 (+10)
Knowledge Tactics 2 (+5)
Language 7 (Arabic, Chinese [Mandarin] English [Native], French, Japanese, Portuguese, Russian, Spanish)

Medicine 2 (+5)
Notice 12 (+15)
Search 7 (+10)
Sense Motive 7 (+10)
Sleight of Hand 3 (+10)
Stealth 3 (+10) Skill Mastery
 
 
Feats: 51PP
Acrobatic Bluff
Attack Focus (Melee) 4
Attractive
Benefit 2 (Wealth)
Blind-Fight
Challenge (Fast Task: Acrobatic Bluff)
Defensive Attack
Defensive Roll 2
Dodge Focus 8
Eidetic Memory
Elusive Target
Equipment 8
Evasion 2
Hide in Plain Sight
Improved Initiative 2

Improvised Tools
Jack-Of-All-Trades
Move-by Action
Quick Draw
Redirect
Set-Up
Skill Mastery (Acrobatics, Escape Artist, Bluff, Stealth )
Sneak Attack
Takedown Attack 2
Taunt
Trance
Uncanny Dodge (Auditory)

Up the Wall
Well-Informed
 
Equipment: 8PP = 40EP

Collapsible Escrima Sticks: Damage 3 (Feats; Mighty, Subtle) [5EP]
Free Due To Wealth: Cell phone, Digital camera, Digital audio recorder, Handcuffs, Flashlight, PDA
 
Foreshadow's Utility Belt Array  (14EP; Feats: Alternate Power 4) [18EP]

Base Power:Stun 7 [14EP] (Stun Rod)
Alternate Power: Damage 3 (Extras:Autofire, Ranged, Feats: Ricochet, Masterwork) [11EP] (Throwing Discs)

Alternate Power: Dazzle 4 (Auditory and Visual; 50 ft. Range Extras: Area 3 [General, Burst; 15' Radius], Drawbacks: Full Power) [14EP] (Flash Bangs)
Alternate Power: Snare 4 (40' Range) [8EP] (Bolos)
Alternate Power: Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling 1) [6EP] (Grappling Hook Pistol, Swing-Line)
 

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

 
Powers: 7PP
 
Device 1 (5PP Container, Flaws:Hard-To-Lose) [4PP] (Foreshadow's Mask)

Sensory Shield 2 (+4 to Saves vs Visual Sensory Effect) [2PP]
Super-Senses 3 (Darkvision, Radio) [3PP]

 
Super-Senses 1 (Danger Sense [Visual]) (Source: Training)[1PP]
 

Super-Senses 4 (Precognition; Flaw: Uncontrolled) (Psionic)[2PP]
DC Block



ATTACK           RANGE     SAVE                           EFFECT
Unarmed          Melee     DC18 Toughness (20)*           Damage(Physical)
Bolas            Ranged    DC14 Reflex/Staged (16)*       Snare
Escrima Sticks   Melee     DC21 Toughness (23)*           Damage(Physical)
Flash Bangs      Ranged    DC14 Fort/Reflex (16)*         Dazzle              
Stun Gun         Melee     DC17 Fortitude/Staged (19)*    Stun
Throwing Discs   Ranged    DC18 Toughness (20)*           Damage(Physical)

*DC with Sneak Attack 

Totals: Abilities (42) + Combat (24) + Saving Throws (12) + Skills (33) + Feats (51) + Powers (7) - Drawbacks (0) = 169/169 Power Points
 

Edited by Gizmo
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EXSANGUINATED by GIZMO

 

Bloody Mess / The Hound
 
Bloody Mess
21 PP To spend.
 
Feats: 7 PP
 
3 PP To Sidekick, giving the Hound 15 PP. Fair’s fair!
4 PP to Feats: Fast Overrun, Improved Overrun, Improved Trip, Improved Sunder
 
Powers: 11 PP
 
7 PP to Blood Control Array, Making the Alternate Form Continuous and one alteration: Eliminating Swimming power and Instant Up Feat, and adding Super Movement – Slithering (Which makes more sense)
Healing, Damage, and Fatigue alternate powers accordingly brought up to Rank 10.
1 PP to Enhanced Feat: Endurance (Super powered Blood), which is now also affected by his boost power. Can’t say it will be used much, but hey, it sounds cool.
3 PP to Power: Immovable 1 (Unstoppable, Innate) – “Squat form†(Knockback altered accordingly)
 
Skills: 3 PP
3 PP to Skills: Sense Motive 4, Streetwise 2, Craft (Mechanical) 2, Drive 2, Search 2. Making him a bit more of a detective despite his low INT
 
Also, Using 3 PP from Orichalum Reward to buy 15 Points of Equipment (Equipment feat now rank 5)
13 EP towards “The Chevvy†(Large Car with +1 Toughness, Alarm System, Oil Slick, Smoke Screen, Hidden Compartments and Radio Super sense)
2 EP towards BHDA HQ: Adding Kennels (Dogs can live there comfortably), and Workshop
 
Fluff:
Adding Complication “Age and Rust†– The pair are cheapskates and their car and HQ can often fail (or be brought back on line with a boot or a slap)
Adding Revenant as an Affiliation
 


Player Name: Supercape
Character Name: Bloody Mess
Power Level: (10) (180/201PP)
Trade-Offs: None (In alternate form: +2 Attack, -2 DC, +2 Defence, -2 Damage)
Unspent Power Points: 21
Progress To Bronze Status: 21/30
 
In Brief: Mutant Pugilist blood controller.
 
Alternate Identity: Fred 'Eddie' Furlong
Identity: Public
Birthplace: Freedom City
Occupation: Hero for hire (Ex Pugilist)
Affiliations: Bloodhound Investigations Agency, Revenant
Family: Alex Furlong (father), Dasha ‘Mam’ Furlong (mother)
 
Description:
Age: 28 (DoB: 01/01/1985)
Apparent Age: 28
Gender: Male
Ethnicity: Caucasian
Height: 5’2â€
Weight: 140 Kgs
Eyes: Green
Hair: Brown
 
Fred Furlong looks like a brick. He is only 5’2†but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder.
 
As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is, an equally red eye mask.
 
Power Descriptions:
Fred is a mutant with a powerful affinity to control blood – as part of this mutation his own blood is exceptionally potent. As a result of this his body is extremely strong and powerful.
 
History:
Fred grew up in a poor Immigrant family (from Eastern Europe). His father was always keen for his son to be able to ‘look after himself’ and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia.
 
When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power – the ability to control blood. His wound’s stop bleeding and he arose stronger than ever.
 
The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero…
 
Personality & Motivation:
Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred don’t believe in killing, or knives, or guns.
Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him ‘in business’, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance.
 
 
Powers & Tactics:
Fred is exceptionally strong and tough, with a body that has adapted to blunt force. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. He is quite comfortable with using improvised weapons such as lamp-posts in combat.
 
If he has time, he will “pump upâ€, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heart beat.
 
Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high ‘homunculus’ of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his dessicated body very vulnerable...
 
Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations.
 
 


Complications:
 
Illiterate: Fred can’t read or write, although he has learned a crude signature.
 
Enemy: Fred still has some enemies in the mafia from his youth.
 
Iron Man: To maintain his powers, Fred needs a vast amount of Iron in his diet. He eats vast quantities of red meat and spinach..
 
Drinker:..and Guinness. He says it’s for the Iron, but the truth is that Fred is a frequent drinker and often ends up drunk in bars in the evening. He isn’t quite an alcoholic however.
 
Crude: Fred lacks many social graces and is happiest in the gutter with streetlife. He ain’t going to fit in with polite society.
 
Don’t hit dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame.
 
Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but its easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling...
 
Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage he often fails him...
 
Old and Rusty The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp. 
 
Abilities: 12 + 6 + 20 - 2 + 1 + 1 = 40PP
 
Strength: 22/26 (+8) [up to 30 (+10) if boosted] [18/22 (+4/+6) in alternate form]
Dexterity: 16 (+3)
Constitution: 30 (+10)
Intelligence: 8 (-1)
Wisdom: 12 (+1)
Charisma: 12 (+1)
 
 
Combat: 12 + 20 = 32PP
 
Initiative: +7
Attack: +10 Melee, +6 Ranged [+2 in alternate form from size]
Grapple: +18/+20 [+8/+10 in alternate form, up to +4 total if boosted]
Defense: +10, +5 Flat-Footed [+2 in alternate form from size]
Knockback: -6
 
 
Saving Throws: 1 + 5 + 4 = 10PP
 
Toughness: +10 (+10 Con) [+8 in alternate form from size]
Fortitude: +11 (+10 Con, +1)
Reflex: +8 (+3 Dex, +5)
Will: +5 (+1 Wis, +4)
 
 
Skills: 40R = 10PP
 
Bluff 4 (+5)
Craft (Mechanical) 2 (+1)
Drive 2 (+5)
Intimidate 8 (+9) [+5 total in alternate form from size]
Streetwise 10 (+9)
Notice 4 (+5)
Search 2 (+1)
Sense Motive 4 (+5)
Stealth 4 (+7) [+15 total in alternate form from size]
 
 
Feats: 46PP
 
Attack Focus [melee] 4
Challenge: Fast Feint (no -5 penalty for move action bluff feint)
Equipment 5 (2 Free from Platinum Reward, 3 from Orichalum)
Fast Overrun
Fearless
Fighting style: Boxing
All out Attack
Defensive Attack
Elusive Target
Improved Block
Power Attack
Takedown Attack 1
Improved Critical 1 [unarmed Attack]
Improved Initiative 1
Improved Overrun
Improved Trip
Improved Sunder
Sidekick 28
 
 
 
 


 


Headquarters: The Bloodhound Detective Agency
Size: Medium, Toughness: 10, Features: Communications, Fire Prevention System, Garage, Gym, Kennels (Houses Dogs), Living Space, Security System 3, Workshop [12EP]
 
Vehicle: Modified Chevvy [13 EP]
Size: Huge [2EP], Toughness 10 [1EP], STR 35 [1EP], Alarm 1, Hidden Compartments 1, Oil Slick, Smoke Screen [4EP], Speed 5 (250mph) [5 EP], Supersense 1 (Radio) [1EP]

Powers: 9 + 32 + 4 + 1 + 3+ 5 + 2 + 2 +4 = 65PP
 
Boost 4 ( All strength powers [Enhanced Strength, Leaping, Speed, Superstrength Flaws: Personal only, Feats: Slow Fade 1 (1 minute) ) [9PP] (Pump blood)
1st minute: Strength 30 (+10), Superstrength 4 (Effective Strength 50), Leaping 6 (x100 distance, or: Running Jump 1800’, Standing Jump 900’, High Jump 450’), Speed 6 (500mph / 4400’/rnd), Endurance 5 (+20 to saves)
2nd minute: Strength 29 (+9) Superstrength 3 (Effective Strength 44), Leaping 5 (x50 distance, or: Running Jump 900’, Standing Jump 450’, High Jump 225’), Speed 5 (250 mph / 2200’/rnd), Endurance 4 (+16 to saves)
3rd minute: 1 minute of: Strength 28 (+9), Superstrength 3 (Effective Strength 43), Leaping 4 (x25 distance, or: Running Jump 450’, Standing Jump 225’, High Jump 112’), Speed 4 (100mph / 880’/rnd), Endurance 3 (+12 to saves)
4th minute: 1 minute of: Strength 27 (+8), Leaping 3 (x10 distance, or: Running Jump 180’, Standing Jump 90’, High Jump 45’), Speed 3 (50mph / 440'/rnd), Endurance 2 (+8 to Saves)


 
Blood Control Array (32PP Array Feats: Alternate Power 3 ) [28PP]

Control Bleeding : Healing 10 (Extras: Range 2 [perception] Flaws: Limited (lethal damage only) Feats: Stabilise ) {31/32}
 
Bloody Mess form :
Alternate Form 7( 35 PP Container Extras: Duration Continuous, Flaws: Projection (-1) Drawbacks: Full round to activate (3) ) {32/32]

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


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


 
Blood Attack : Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [perception] Flaws: Action [full] Feats: Variable Descriptor 1 [blood]) {31/32}
 
Thin Blood : Fatigue 10 (Extras: Range 2 [perception], Flaws: Action [full] Feats: Reversible) {31/32}


 
Enhanced Strength 4 (Turbo powered blood) [4PP]
 
Enhanced Trait 1 (Endurance 1 feat ) [1PP]
 
Immovable 1 (Extras: Unstoppable, Feats:Innate ) "Squat Body" [3 PP]
 
Immunity 10 (Bludgeoning damage Flaws: Limited (half effect only)[ b]) [5PP] (Pugilistic mutant adaptation)
 
Leaping 2 ( Running jump 90’, standing jump 45’, high jump 22’) [2PP] (Mighty pumped up legs)
 
Speed 2 ( 25mph / 220’ rnd ) [2PP] (Mighty pumped up legs)
 
Super Strength 2 (Effective lifting strength 32/36 )
 
 
Drawbacks: (-0) + (-0) = -2PP
 
 
Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP]
 
 
DC Block
 
 
 
 


 


ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 23* Toughness Damage (Physical)
Blood Control Perception DC 25 Fortitude Damage (Physical)
Blood Thinning Perception DC 25 Fortitude Fatigue
[Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted]

Totals: Abilities (40) + Combat (32) + Saving Throws (10) + Skills (8) + Feats (46) + Powers (65) - Drawbacks (-2) = 201/201 Power Points

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DOGEARED by GIZMO
 

The Hound (see above!) has 15 PP to spend. 
 
Saves: 3 PP
 
+3 to Reflex
 
Skills: 6 PP = 24 R
 
Craft (Mechanical) 2, Drive 2, Handle Animal 2, Investigate 6, Knowledge (Streetwise) 4, Medicine 2, Notice 2, Search 2, Sense Motive 2, Perform (Comedy) 4
 
Feats: 6 PP
 
Improved Defence, Evasion 2, Set Up, Fascinate (Perform)

The Metamorph form improves identically, except Drive +2 Ranks replaced by Stealth +2 Ranks, and Craft +2 Replaced by Swim 2

Player Name: Supercape


Character Name: The Hound
Power Level: 7 (140/140PP)
Trade-Offs: +3 Attack / -3 Defence, +3 Defence / -3 Attack
Unspent Power Points: 0

In Brief: Dishevelled gumshoe detective / dog.

Alternate Identity: Harry Hound
Identity: Secret ('The Hound' is known, but not his superpowers)
Birthplace: Freedom City
Occupation: Freelance detective
Affiliations: Bloodhound detective agency
Family: Penny Hound, Sister (Cook)

Description:
Age: 45 (DoB: 20/2/1968)
Apparent Age: 45
Gender: Male
Ethnicity: Caucasian
Height: 5’8â€
Weight: 60Kgs
Eyes: Brown
Hair: Brown

Harry Hound looks like a dishevelled middle aged man. He is in reasonable shape but looks rather sunken in. He tends to wear a crumpled mac, shirt and tie, and sometimes a fedora. He chain smokes and has nicotine stained fingers. In short, he looks thoroughly unprofessional.

He does not (normally) wear a costume. He can, of course, preserve his secret I.D to a degree by his dog form. Whilst Harry is known as "The Hound", his ability to change into a dog and his canine powers are a secret.

Power Descriptions:

Harry has the power to transform into a rather large cross-breed dog, which has the same characteristic dishevelled look, all matted hair. In either form, Harry can talk as a human, or bark like a dog (although as a human his barks come with an accent, and as a dog his speech is rather gruff). In either form he is able to mentally control dogs by touching them (normally scratching or patting them in a friendly way)

History:

Harry’s abilities, although he doesn’t know it, are a result of a magical enchantment (or curse) many years ago. The men of his family are able to shape change into dogs. He found this out in his late teens, and it came in handy when he joined the police force (initially as a dog handler!). However, Harry is a coward, dishevelled, and often late – despite his fine mind and skills, he was eventually kicked out of the police force for tardiness. At this point he set up his own private agency.
Harry needed some muscle, and that’s when he heard of Bloody Mess a.k.a. Fred Furlong. They might be chalk and cheese in many ways, but they were both street guys, and soon struck up a friendship.

Personality & Motivation:

Harry is a curious man, always one to stick his nose in to a dirty or suspicious circumstance. When danger comes knocking, however, Harry is a bit of a coward, and will tend to run or talk his way out of a problem. He has set up his detective agency as a way to make money, which it doesn’t do a hell of a lot of, as Fred takes on charity cases. Harry is less inclined to do so himself, but deep down he probably would.
He is not a particularly cultured man, and comes across as cynical. Whilst he can actually communicate with dogs, he doesn’t particularly like them.

Powers & Tactics:
Harry uses his powers to augment his natural detective skills. By adopting the form of a dog he can spy on people, or track them. If push comes to shove, he is a good fighter, in either form (although his dog form is slightly stronger). He has always been a bit of coward, so one of his preferred moves is to push people over and run – he has got pretty good at this. In general he fights like he talks, dirty and sneaky.





Abilities: 2 + 4 + 4 + 6 + 6 + 4 = 26PP
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 20 + 20 = 40PP
Initiative: +6
Attack: +10 Melee, +10 Ranged
Grapple: +11
Defense: +10, +5 Flat-Footed
Knockback: -2


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


Skills: 104R = 26PP
Bluff 8 (+10) [sM]
Diplomacy 4 (+6)
Disable Device 2 (+5)
Disguise 0 (+2) (+22 for Dog form) [sM]
Drive 4 (+6)
Gather Information 10 (+12) [sM]
Handle Animal 6 (+8)
Investigate 10 (+13)
Knowledge (Civics) 2 (+5)
Knowledge (Popular Culture) 2 (+5)
Knowledge (Streetwise) 6 (+9)
Languages 2 (English [Native], Italian, Spanish)
Medicine 2 (+5)
Notice 10 (+13)
Perform (Comedy) 4 (+6)
Search 10 (+13)
Sense Motive 10 (+13) [second Chance]
Sleight of Hand 8 (+10) [sM]
Stealth 6 (+8) [sM]


Feats: 19PP
Animal Empathy
Contacts
Defensive Roll 1
Evasion 2
Fascinate (Perform)
Improved Defence 2
Improved Initiative 1
Improved Throw
Improved Trip
Jack of All Trades
Second Chance (Sense Motive)
Set Up
Skill Mastery (Bluff, Disguise, Gather Information, Stealth)
Sneak Attack 1
Taunt
Uncanny Dodge (Hearing)
Well Informed


Powers: 6 + 2 + 9 + 1 = 18PP

Animal Control 5 (Extras: Duration (Continuous), Sensory Link Flaws: Limited (to Canines), Range 2 (Touch) Feats: Mental Link) [6PP]
Comprehend 2 (Animals – Speak to, Animals - Understand Flaws: Limited to Canines ) [2PP]
Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Metamorph ) [9PP]
Super Senses 1 (Scent) [1PP]

Metamorph Form (Dog)
Summary of changes from human form:

+2 STR (2PP)
No Craft, Disable device, drive, or sleight of hand skills (-4PP)
+ 6 to Stealth Skill, +2 to Swim Skill (2 PP)
Speed 1 Power (1 PP)
Ultra Hearing and Tracking Supersenses (2PP)
Temporary Disability: No hands (-3 PP)


Abilities: 4 + 4 + 4 + 6 + 6 + 4 = 28PP
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 20 + 20 = 40PP
Initiative: +6
Attack: +10 Melee, +10 Ranged
Grapple: +12
Defense: +10, +5 Flat-Footed
Knockback: -1


Saving Throws: 3 + 6 + 2 = 11PP
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +5 (+2 Con, +3)
Reflex: +8 (+2 Dex, +6)
Will: +5 (+3 Wis, +2)


Skills: 96R = 24PP
Bluff 8 (+10) [sM]
Diplomacy 4 (+6)
Disguise 0 (+2) (+22 for Dog form) [sM]
Gather Information 10 (+12) [sM]
Handle Animal 6 (+8)
Knowledge (Civics) 2 (+5)
Knowledge (Popular Culture) 2 (+5)
Knowledge (Streetwise) 6 (+9)
Languages 2 (English [Native], Italian, Spanish)
Medicine 2 (+5)
Notice 10 (+13)
Perform (Comedy) 4 (+6)
Search 10 (+13)
Sense Motive 8 (+11) [second Chance]
Stealth 12(+14) [sM]
Swim 2 (+4)


Feats: 19PP
Animal Empathy
Contacts
Defensive Roll 1
Evasion 2
Fascinate (Perform)
Improved Defence 2
Improved Initiative 1
Improved Throw
Improved Trip
Jack of All Trades
Second Chance (Sense Motive)
Set Up
Skill Mastery (Bluff, Disguise, Gather Information, Stealth)
Sneak Attack 1
Taunt
Uncanny Dodge (Hearing)
Well Informed


Powers: 6 + 2 + 9 + 3 = 21PP

Animal Control 5 (Extras: Duration (Continuous), Sensory Link Flaws: Limited (to Canines), Range 2 (Touch) Feats: Mental Link) [6PP]
Comprehend 2 (Animals – Speak to, Animals - Understand Flaws: Limited to Canines ) [2PP]
Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Metamorph ) [9PP]
Super Senses 3 (Scent, Tracking: Olfactory (Half speed), Ultrasonic hearing) [3PP]


Drawbacks: -3PP
Temporary Disability (No hands) [-3pp]


Totals: Abilities (28) + Combat (40) + Saving Throws (11) + Skills (24) + Feats (19) + Powers (21) - Drawbacks (-3) = 140/140 Power Points




Drawbacks: 0PP




DC Block

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 16 Toughness Damage (Physical)
Dog Control Touch DC 15 Will Mind Control
[Unarmed Attack is DC 17 in metamorph form. Also +2 DC from sneak attacks in either form]

Totals: Abilities (26) + Combat (40) + Saving Throws (11) + Skills (26) + Feats (19) + Powers (18) - Drawbacks (0) = 140/140 Power Points

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DISTANCE OVER TIME'D by GIZMO

 

Okay, spending Velocity’s 20 unspent PP and making some adjustments in her superspeed array.

 

1) 2PP spent on +2 Charisma

 

2) 2PP spent on +2 Will save

 

3) 5PP spent on Skills:

                +1 Pilot

                +6 Concentration

                +5 Perform: Dance

                +3 Kn: Business

                +1 Notice

                +4 Sense Motive

 

4) 1PP spent on another rank of Luck

 

5) 2 PP spent on +1 BAB

 

6) 1 PP spent on +1 Dodge Focus

 

7) 2 PP spent on +1 Con

 

8) 2 PP spent on Equipment: Freedom League Communicator

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

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

 

9) 2 PP spent on +1 rank to Super Speed Array

 

10) 1 PP spent on +1 Reflex save

 

Below is what the Super Speed Array will look like, the updates being underlined:

 

Super Speed Array 16 (32PP Array; Feats: Alternate Power 5) [37PP]

BP: Strike 15 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {23/32}

AP: Sonic Boom (Blast) 15 (Extra: 75-ft. Area Burst; Flaw: Range/Touch) {30/32}

AP: Maximum Velocity: Quickness 4 (14 total: x50,000) and Speed 4 (14 total: 250,000 MPH) and Super Movement 5 (Permeate 3; Sure-Footed 2) and Concealment 4 (all Visual Senses; Flaw: only while moving) {22/32}

AP: Insubstantial 4 (Affected by Vibration effects)and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/32}

AP: Rapid Fire: Blast 9 (Extra: Autofire; Feats: Accurate 5 (+10 hit)) {32/32}

AP: Rapid Attack: Damage 8 (Extra: 200-ft. Targeted Area Burst; Selective; Feat: Accurate 5 (+10 hit); Progression 2 (x5 Area)) {31/32}

 

 

Velocity (PL 15) – Thevshi

 

Player Name: Thevshi

Character Name: Velocity

Power Level: 15 (230/230PP)

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

Unspent Power Points:

Progress To Gold Status:  80/90

 

Old character sheet is >here.

 

In Brief: Archetypical speedster.

 

Alternate Identity: Megan Howell

Identity: Secret

Birthplace: Freedom City

Occupation: Socialite

Affiliations: Freedom League Reservist

Family: Donald Howell (father); Erin Howell (mother); Samantha Howell (sister); Jason Howell (brother)

 

Age: 21 (July, 1991)

Gender: Female

Height: 5' 5"

Weight: 105 lbs

Eyes: Blue

Hair: Blonde (in costume wears a brunette wig)

 

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

 

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

 

Power Descriptions:

 

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

 

History:

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Personality & Motivation:

 

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

 

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

 

Powers & Tactics:

 

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

 

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

 

Complications:

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

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

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

 

Abilities: 0 + 8 + 8 + 6 + 2 + 10 = 34PP

Strength: 10 (+0)

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

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

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 20 (+5)

 

Combat: 14 + 20 = 34PP

Initiative: +45

Attack: +7, +15 w/Strike, +17 w/Rapid Fire, Rapid Attack

Grapple: +6

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

Knockback: -6, -4 flat-footed

 

Saving Throws: 4 + 6 + 9 = 19PP

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

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

Reflex: +15 (+9 Dex, +6), Evasion 2

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

 

Skills: 92R = 23PP

Acrobatics 14 (+23)

Bluff 4 (+9, +13 w/ Attractive)

Concentration 6 (+7)

Diplomacy 4 (+9, +13 w/ Attractive)

Drive 2 (+11)

Gather Information 8 (+13)

Kn: Business 10 (+13)

Kn: Civics 4 (+7)

Kn: Current Events 2 (+5)

Kn: History 2 (+5)

Kn: Physical Sciences 2 (+5)

Kn: Pop Culture 5 (+8)

Notice 9 (+10)

Sense Motive 4 (+5)

Perform: Dance 15 (+20)

Pilot 1 (+10)

 

Feats: 22 PP

Attractive

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

Connected

Defensive Attack

Defensive Roll 2

Dodge Focus 3

Elusive Target

Equipment 2

Evasion 2

Luck 2

Move By Action

Power Attack

Uncanny Dodge (sight)

Well Informed

 

Equipment 2PP = 8EP

Freedom Leagues Communicator

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

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

 

Powers: 10+10+13+10+10+3+1+37 = 94 PP

 

Enhanced Constitution 10 [10PP]

 

Enhanced Dexterity 10 [10PP]

 

Enhanced Feats 13 (Dodge Focus 4, Improved Initiative 9 [+36]) [13PP]

 

Quickness 10 (X2,500) [10PP]

 

Speed 10 (10,000 MPH) [10PP]

 

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

 

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

 

Super Speed Array 16 (34PP Array; Feats: Alternate Power 5) [37PP]

BP: Strike 15 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {23/32}

AP: Sonic Boom (Blast) 15 (Extra: 75-ft. Area Burst; Flaw: Range/Touch) {30/32}

AP: Maximum Velocity: Quickness 4 (14 total: x50,000) and Speed 4 (14 total: 250,000 MPH) and Super Movement 5 (Permeate 3; Sure-Footed 2) and Concealment 4 (all Visual Senses; Flaw: only while moving) {22/32}

AP: Insubstantial 4 (Affected by Vibration effects)and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/32}

AP: Rapid Fire: Blast 9 (Extra: Autofire; Feats: Accurate 5 (+10 hit)) {32/32}

AP: Rapid Attack: Damage 8 (Extra: 200-ft. Targeted Area Burst; Selective; Feat: Accurate 5 (+10 hit); Progression 2 (x5 Area)) {31/32}

 

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

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

 

Drawbacks: 0

 

DC Block

ATTACK        RANGE   SAVE           EFFECT
Unarmed       Touch   15/Toughness   Bludgeoning Damage
Strike        Touch   30/Toughness   Damage (crit 18-20)
Rapid Fire    Ranged  24/Toughness   Damage (up to DC 28 w/autofire)
Sonic Boom    Touch   30/Toughness   Sonic
Rapid Attack  Touch   23/Toughness   Bludgeoning Damage

Totals: Abilities (34) + Combat (34) + Saving Throws (19) + Skills (23) + Feats (22) + Powers (94) + Devices (4) = 230/230 Power Points

Edited by Gizmo
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LIQUIDATED by GIZMO

 

Okay, spending Tsunami’s 10 unused PP.

 

1) 3 PP spent on Super Senses, adding in Acute, Extended, and Radius to her Water Sense.

 

2) 1 PP spent on Skills.

            2 ranks of Drive

            2 ranks to Acrobatics

 

3) 2 PP for +1 BAB

 

4) 2 PP for +1 BDB

 

5) 2 PP for +1 rank to her Hydrokinetics Array

 

Tsunami (PL 11)

Player Name Thevshi

Character Name: Tsunami (Xia Xiao)

Power Level: 11 (174/174PP)

Trade-Offs: Unarmed: -2 damage/+2 attack

Unspent Power Points:

Progress to Gold Status: 24/90 (Silver Status earned with [url=)

 

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

 

Alternate Identity: Giang Trang; Xian Lou Khan

Identity: Secret

Birthplace: Unknown

Occupation: Student

Affiliations: Claremont Academy

Family: Kong Zi Khan (father); mother unknown; four half-siblings

 

Age: 17 (DOB: 10//4/1995)

Gender: Female

Height: 5’ 3â€

Weight: 95 lbs

Eyes: Light Brown

Hair: Black

 

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

 

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

 

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

 

Power Descriptions:

 

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

 

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

 

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

 

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

 

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

 

History:

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

 

Personality & Motivation:

 

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

 

Powers & Tactics:

 

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

 

Complications:

Family Legacy: Giang’s family has a long history as part of the Asian criminal underworld.  There are many who could be aware of some of her family’s activities, or alleged activities, and be hesitant to trust her because of that.

Wayward Daughter: Giang has rejected and fled from her father and family.  They would very much like to find her and attempt to bring her back into the fold.

It is Just Business: Dr. Sin has often allowed some degree of in-fighting between his key lieutenants, both to help keep them from plotting against him and to weed out those unworthy to serve him.  As such, some of the Dr’s other lieutenants could see capturing Giang as a way to gain leverage against her father, or a way to weaken him if they were to kill her.

The Doctor is in: There is always the possibility that Dr. Sin might take an interest in Giang, either to determine what her father has been up to, or for reasons entirely his own.

Fish Out of Water: Given her upbringing, Giang is completely unaccustomed to American culture, let alone that of the American teenager.

 

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

Strength: 14 (+2)

Dexterity: 18 (+4)  

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 18 (+4)

Charisma: 16 (+3)

 

Combat: 14 + 14 = 28PP

Initiative: +8

Attack: +7; +9 Melee; +13 Unarmed; +11 Blast; +11 Dehydrate

Grapple: +8

Defense: +11 (+7 base +4 Dodge Focus)(+3 flat-footed)

Knockback: -5/ -2 w/o Forcefield

 

Saving Throws: 4 + 5 + 4 = 13PP

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

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

Reflex: +10 (+4 Dex, +5)

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

 

Skills: 72R = 18PP

Acrobatics 10 (+14)

Climbing 2 (+4)

Concentration 6 (+10)

Drive 2 (+6)

Kn: History 6 (+8)

Kn: Tactics 6 (+8)

Kn: Philosophy and Religion 6 (+8)

Kn: Streetwise 3 (+5)

Languages 3: (Mandarin native): English, Cantonese, Vietnamese

Notice 6 (+10)

Search 4 (+6)

Sense Motive 6 (+10)

Stealth 2 (+6)

Survival 2 (+6)

Swimming 8 (+10)

 

Feats: 17 PP

Attack Focus: Melee 2

Attack Spec (Unarmed): 2

Defensive Attack

Defensive Roll

Dodge Focus 4

Environmental Adaptation (Water)

Evasion

Improved Block

Improved Initiative

Improved Trip

Luck

Power Attack

 

Powers: 8+12+5+6+5+2+32 = 65 PP

Supersense Detect: Water (mental) (Ranged, Accurate, Acute, Extended, Radius) [8PP]

 

Immunity 12 (All water effects; Breath Underwater; Cold environmental condition) [3PP]

 

Immunity 5 (Damage: Water) [5PP]

 

Swimming 6 [100 MPH] [6PP]

 

Forcefield 5 [5PP]

 

Supermovement (Water Walking) [2PP]

 

Hydrokinetics Array 114 (28PP Array; Feats: Alternate Power 4) [32PP]

BP: Water Control 13 [Able to move up to 50 tons of water] (Feats: Subtle; Precise) {28/28}

AP: Blast 11 (Feats: Penetrating 2; Knockback 2; Accurate 2) {28/28}

AP: Friction Control 9 (45’ area; Decrease friction, Reflex save to avoid trip) {27/28}

AP: Dehydration Damage 8 (Extras: Ranged; Alt Save: Fortitude; Feats: Accurate 2) {26/28}

AP: Create Object (solid water) 13 (Feat: Precise) {27/28}

 

Drawbacks: -3 PP

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

 

DC Block]/u]

ATTACK               RANGE       SAVE          EFFECT
Unarmed (normal)    Touch       17/Toughness  Bludgeoning Damage
Blast               Range       26/Toughness  Damage (Water)
Dehydration         Range       23/Fortitude  Damage (Dehydration)
Friction Control    Perception  19/Reflex     Trip 

Totals: Abilities (36) + Combat (28) + Saving Throws (13) + Skills (18) + Feats (17) + Powers (65) – Drawbacks (3) = 174/174 Power Points

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EDIT SWORD BY ECALSNEERG! HUZZAH!
 

Jack of all Blades

  • Complete overhaul of fluff including current formatting, updated history and revamped complications.
  • +4 ranks of Equipment from unspent Orichalcum Veteran reward, -2 ranks of Equipment bought normally, freeing up 2PP. Net Equipment 4.
  • Equipment becomes:

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

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

5EP contributed to >The Espadas School of Self-Defense and Swordsmanship
  • +7 ranks of Sidekick from unspent Orichalcum Veteran reward, -4 ranks of Sidekick bought normally freeing up 4PP. Net Sidekick 40.
  • Using 6 freed PP to replace Metamagi Super-Senses Container with:

Super-Senses 22 (Mental; EM Spectrum Awareness [3], Detect EM Spectrum [Ranged, 4], Magic Awareness [3], Detect Magic [Ranged, 4]; Extras: Accurate 4, Acute 2, Radius 2) [22PP]

  • Cleaning up formatting and notation throughout the sheet.

[alignright][/alignright]

Players Name: Gizmo
Character Name: Jack of all Blades
Power Level: 15 (250/250PP)* [331]
Trade-Offs: +5 Attack, -5 Damage, +5 Defense, -5 Toughness
Unspent Power Points: 0
Progress to Orichalcum+ Status: 193/210
Theme: 

*Jack’s caps average out to PL13.

For Old Jack, click here.

In Brief: Swashbuckling scion of a secret society of sorcerous swordsmen, shepherding streetwise superheroes!

Alternate Identity: Erik Espadas
Identity: Secret
Birthplace: Freedom City, West End
Occupation: Self-Defense Instructor
Affiliations: The Interceptors
Family: Minerva Espadas/Guardian Willow (wife), Eden Espadas (daughter), Ellie Espadas/Jill O’Cure (sister), Gina Espadas (mother), Jean Pique (father)

Description:
Age: 25 (DoB: April 4, 1988)
Gender: Male
Ethnicity: Latino/French
Height: 5’11â€
Weight: 160 lb.
Hair: Dusty Brown/Black as Jack of all Blades
Eyes: Dark Blue

Erik Espadas is a lithe, athletic young man with attractively angular features and a boyish grin. He keeps his dusty brown hair shorn short, but regularly sports a day or two of stubble. Preferring to dress is a mixture of blues and blacks, Erik is typically seen in a fitted t-shirt and well-worn jeans topped with an undone button-down shirt with the sleeves rolled up.

As Jack of all Blades, his current costume consists of a knee-length, royal blue greatcoat cut in a jaunty, high-collared style and worn open over a black body suit. A matching blue bandana serves as a mask, attached to a black wig of wavy hair which helps to conceal Erik's true identity. Dark grey boots with a slightly metallic sheen and broad, buckled belts help to break up the outfit’s dark colour scheme.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Secret: Superhero Identity

Sidekick: Erik’s no less protective of his sister now that she’s a superhero too.

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

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

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

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

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


Abilities: 6 + 10 + 8 + 0 + 4 + 12 = 40PP
STR: 16 (+3)
DEX: 20 (+5)
CON: 18 (+4)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 22 (+6)


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


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


Skills: 80R = 20PP
Acrobatics 10 (+15) Skill Mastery
Bluff 18 (+24) Skill Mastery
Climb 5 (+10)
Gather Information 11 (+15)
Knowledge (Streetwise) 15 (+15)
Language 3 (Cantonese, English [Native], Persian, Spanish)
Notice 8 (+10) Skill Mastery
Stealth 10 (+15) Skill MasteryFeats: 73PP
Agile Climber
Attack Focus (Melee) 7
Attack Specialization (Swords) 3
Beginner's Luck
Defensive Roll 2 (+4 Toughness)
Elusive Target
Equipment 0 + 4 (Veteran Reward, 20EP)
Evasion 2
Fascinate (Bluff)
Fearless
Grappling Finesse
Improved Critical (Swords, 18-20)
Improved Initiative
Inspire 5
Jack-of-all-Trades
Luck 4
Move-By Action
Power Attack
Quick Change
Set Up
Sidekick 29 + 11 (Veteran Reward, 200PP)
Skill Mastery 1 (Acrobatics, Bluff, Notice, Stealth)
Takedown Attack 2
Taunt
Ultimate Will
Uncanny Dodge 3 (Mental [EM Spectrum Awareness, Magic Awareness], Visual)

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

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

5EP contributed to The Espadas School of Self-Defense and Swordsmanship[/equip]

Powers: 29 + 22 + 2 = 53PP

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

Super-Senses 22 (Mental; EM Spectrum Awareness [3], Detect EM Spectrum [Ranged, 4], Magic Awareness [3], Detect Magic [Ranged, 4]; Extras: Accurate 4, Acute 2, Radius 2) [22PP] (metamagi senses)

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

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

Abilities 40 + Combat 40 + Saves 24 + Skills 20 + Feats 73 + Powers 53 = 250/250 Power Points


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

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



What I'd like to do is put Jack's sheet on the first post of that thread and replace the contents of the second post - which is also by me - with Jill's sheet, allowing her to be linked to directly.

Jill O'Cure

  • Also getting an overhaul on fluff and formatting.
  • +2 Strength, +4 Wisdom
  • +2 Fortitude Save
  • +1 Computers, +1 Bluff, +1 Disable Device, +1 Investigate, +1 Language [Cantonese], +3 Notice (2PP total)
  • +2 ranks of Attack Focus (Melee), +2 ranks of Equipment, +1 Improved Initiative
  • Equipment becomes:

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

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

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

Masterwork Medical Tools (Power Feat: Subtle) [2EP]
  • - 1 Accurate from Autoimmunity Touch, +1 Improved Critical

[alignright][/alignright]

Characters Name: Jill O'Cure
Power Level: 11 (200/200 PP) (Sidekick 40)
Trade-Offs: -1 Attack, +1 Damage, +5 Defense, -5 Toughness
Unspent PP: 0

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

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

Description:
Age: 20 (DoB: October 13, 1993)
Gender: Female
Ethnicity: Latina/French
Height: 5’8â€
Weight: 125 lb.
Hair: Dusty Brown, Dyed Black
Eyes: Dark Blue

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Secret: Superhero Identity, 'Jill Pique' Identity

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

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


Abilities: 4 + 8 + 4 + 10 + 8 + 8 = 42PP
STR: 14 (+2)
DEX: 18 (+4)
CON: 14 (+2)
INT: 20 (+5)
WIS: 18 (+4)
CHA: 18 (+4)


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


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


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


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

Equipment: 4PP = 20EP
[equip]Costume; Protection 2 (Power Feat: Subtle) [3EP]

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

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

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

Powers: 2 + 56 = 58PP

Immunity 2 (disease, poison) [2PP]

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

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

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

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

DC Block:
[table][tr][td]ATTACK[/td][td]RANGE[/td][td]SAVE[/td][td]EFFECT[/td][/tr]
[tr][td]Unarmed[/td][td]Touch[/td][td]DC17 Toughness (Staged)[/td][td]Damage[/td][/tr]
[tr][td]Autoimmunity Touch[/td][td]Touch[/td][td]DC22 Fortitude (Staged)[/td][td]Drain Fortitude [/td][/tr]
[tr][td] [/td][td] [/td][td]DC27 Fortitude (Staged)[/td][td]Damage[/td][/tr]
[tr][td] [/td][td] [/td][td]DC22 Fortitude (Staged)[/td][td]Sicken[/td][/tr][/table]

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


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

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PARTIAL EDITS DONE by GIZMO PENDING REVISIONS

 

Blue Jay

Some revamping of her mechanics.

  • Start with 12 PP.
  • Losing two ranks of Defensive Roll. [14 PP]
  • Gaining 8 ranks of Constitution. [6 PP]
  • Losing 4 ranks of Fort save, to keep it at its current rank. [10PP]
  • Skillz. 2 PP into skills, which translates to 1 rank into Concentration, 1 into Perform (Sing), 5 into Search, losing 5 from Sense Motive, 4 into Stealth, 2 into Swim. [8PP]
  • Moving Skill Mastery from Climb to Search. Synergies better with her Survival/Tracking.
  • Bow Array needs to be reworked, because Arrow Against the Crowd is over the cost. Lose Selective and the Improved Range feat.
  • The mask should be in [device] tags.

  • Player Name: Raveled
    Character Name: Blue Jay
    Power Level: 12 (176/186PP)
    Trade-Offs: +5 Attack / -5 Damage with Bow & Quiver, +1 Defense / -1 Toughness
    Unspent Power Points: 8
    Progress To Platinum Status: 36/120
    
    In Brief: A refugee from the Terminus, fighting for a beautiful world as hard as she can.
    
    Alternate Identities: Antoinette Baudin, 'Tona'
    Identity: Secret
    Birthplace: Maine, North America, Earth-Pastoral (Terminus)
    Occupation: Student, superhero
    Affiliations: Claremont Academy
    Family: Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father)
    
    Description:
    Age: 16 (DoB: March, 1996)
    Gender: Female
    Ethnicity: French/Native American
    Height: 5' 2"
    Weight: 120 lbs
    Eyes: Blue-green
    Hair: Brown
    
    Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets. When trouble threatens she pulls on a sleeveless Claremont uniform, complete with 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.
    
    Power Descriptions: 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.
    
    History: Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds.
    
    Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray.
    
    In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war.
    
    Personality & Motivation: Antoinette is a 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.
    
    Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as 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.
    
    Complications:
    Secret Identity Tona strives to keep her life separate from her actions as Blue Jay.
    Hatred Tona hates the Terminus like only one who has lived there can.
    Luddite Upbringing Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her.
    Ammunition Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out.
    Wrathful Blue Jay was one of the heroes replaced by the Curator in preparation for the Day of Wrath. While she has been officially declared free of all charges, her public image may not be so easy to repair.
     
     
    Abilities: 10 + 14 + 14 + 2 + 4 + 0 = 44PP
    Strength: 20 (+5)
    Dexterity: 24 (+7)
    Constitution: 24 (+7)
    Intelligence: 12 (+1)
    Wisdom: 14 (+2)
    Charisma: 10 (+0)
    
    
    Combat: 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
    
    
    Saving Throws: 1 + 5 + 5 = 11PP
    Toughness: +9 (+7 Con, +2 Defensive Roll), +3 Flat-Footed
    Fortitude: +8 (+7 Con, +1)
    Reflex: +12 (+7 Dex, +5)
    Will: +7 (+2 Wis, +5)
    
    
    Skills: 140R = 38PP
    Acrobatics 8 (+15) Skill Mastery
    Climb 10 (+15)
    Concentration 8 (+10)
    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) Skill Mastery
    Perform (Sing) 1 (+1)
    Search 14 (+15) Skill Mastery
    Sense Motive 8 (+10)
    Sleight of Hand 3 (+10)
    Stealth 17 (+24) Skill Mastery
    Survival 13 (+15)
    Swim 10 (+15)
    
    
    Feats: 42PP
    Acrobatic Bluff
    Attack Focus (Melee) 4
    Attack Specialization (Bows) 5
    Attack Specialization (Unarmed) 3
    Benefit (Native: Terminus)
    Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)
    Defensive Roll
    Dodge Focus 5
    Equipment 0 (+1 Bronze)
    Evasion 2
    Favored Enemy (Robots)
    Favored Environment (Forest)
    Hide in Plain Sight
    Improved Critical 2 (Bows)
    Improved Initiative 2
    Improvised Tools
    Luck
    Move-By Action
    Power Attack
    Ranged Pin
    Skill Mastery (Acrobatics, Notice, Search Stealth)
    Takedown Attack
    Track 3 (Full Speed; Visual)
    Uncanny Dodge (Auditory)
    
    Equipment: 1PP = 5EP
    [equip]Commlink [0EP]
    
    Rope [1EP]
    
    First-Aid Kit [1EP]
    
    Flashlight [1EP]
    
    Handcuffs [1EP]
    
    Mini Tracer [1EP][/equip]
    
    Powers: 17 + 8 + 1 = 26 PP
    
    Device 4 (20 PP, Hard to Lose, Feat: Subtle [Collapsible]) [17PP] (Bow & Quiver)
    [device]Bow Array 7.5 (15 PP, Feat: Alternate Power 4, Improved Range 1 [1 000 ft]) [20PP]
    [array]BE: Blast 2 (Extra: Autofire [5], Feat: Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Flurry)
    
    AP: Blast 2 (Extra: Area [Targeted, Shapeable] Feat: Mighty 3, Progression 2 [Area, 10 5' Cubes], Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Against the Crowd)
    
    AP: Drain Toughness 5 (Extra: Affects Objects [+1], Ranged) [15/15PP] (Acid Arrow)
    
    AP: Snare 5 (Extra: Contagious) [15/15PP] (Glue Arrow)
    
    AP: Leaping 1 (x2, Move action, Extra: Linked [Speed, Super-Movement, +0]) [1PP]
    + Speed 1 (10 MPH, Extra: Linked [Leaping, Super-Movement, +0]) [1PP]
    + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [Leaping, Speed, +0]) [4PP]
    [6/15PP] (Magnetic Grapple Arrow)[/array][/device]
     
    Device 2 (10PP, Hard to Lose) [8PP] (Mask)
    [device]Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3PP]
    
    Super-Senses 3 (Extended 1 [100 ft increments], Radio) [3PP]
    
    Communicate 3 (1 000 ft, Radio, Feat: Subtle) [4PP][/device]
     
    Feature 1 (Temporal Inertia) [1PP]
    
    
    Drawbacks: 0 = 0PP
    
    
    DC Block:
    [pre]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[/pre]
    
    
    Abilities (44) + Combat (22) + Saving Throws (11) + Skills (38) + Feats (42) + Powers (26) - Drawbacks (0) = 183/186 Power Points

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  • 3 weeks later...

DRAGGED ON OVER THE ROCKS by GIZMO

 

Edits for Gaian Knight and Tiamat

Oh, goodness me. It's been a while. The rundown:

+1 PL on GK - +1 base attack, +1 base defense
+2 Con on GK.
+Exotic Saves on GK, as they were getting so very very sad.
+1 rank of Flight on GK. Sadly did not have the pp to increase Tiamat's to match, but bleh.
+4pp to his big honkin' array, and everything that goes with. Mostly just straight rank increases here.

Rejiggered Create Object to be less awful. The rank's gone down but he can do it at perception range and he can create bigger things.

Added a non-limited Move Object to his array, representing grabbing things with 'hands' of stone. Its rank is awful and range is Ranged rather than Perception, to represent the difference.

Replaced Penetrating with Affects Others on his burrowing, as the former never comes up and the latter does.

GK and Tiamat both got equipment-level Freedom League communicators. Huzzah!

Tiamat got a couple feats (Set-Up, Power Attack) and a +2 bonus to Wis. I've also retconned her age for my own personal amusement.

Updated a bit of fluff things - GK's age was a couple years behind, and bits of his description and personality were no longer correct. Character growth! Also typos. Oh, man, typos.

gallery_517_7_6460.png

Player Name: Fox
Character's Name: Gaian Knight
Power Level: 13 (210/210pp)
Trade-Offs: -3 Defense / +3 Toughness
Unspent PP: 0
Progress to Platinum Status: 60/120 (Gold status earned with Dragonfly)

In Brief: Young professor, given powers over the earth by unknown forces, just out to do some good in the world.

Alternate Identity: Tarrant David McLeod
Identity: Secret
Birthplace: United States, West Coast
Occupation: Professor of Earth Sciences, Freedom City University
Affiliations: Sanctuary, Freedom City University, The Freedom League (reserve)
Family: Parents (west coast), Brother (location unknown; estranged)

Sidekick: Tiamat

Description:
Age: 29 (DoB: October 1984)
Gender: Male
Ethnicity: Caucasian
Height: 6'1"
Weight: 170 lbs.
Eyes: Green (now flecked with Gold)
Hair: Brown

A tall man seeming to be in his early to mid twenties, Tarrant’s fit but not overly muscular: he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, t-shirt, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he’s wearing, his footwear is practical – “death before dress shoesâ€.

His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side.

Power Descriptions: Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends, attacking from various angles to surprise his enemies or attack around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of the things he makes, and if he's able he likes to add his own little artistic touches.

His magic often causes a noticeable earthy-gold glow that becomes more and more apparent as he takes larger and larger actions, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting him or following him around in the air.

History: Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archaeology student – called him up to help with a gigantic, mysterious cave they’d unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting “the swordâ€, and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur.

When returned to the cavern he found he’d been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none, and (unconsciously compelled to take it with him) made his way back outside more confused than enlightened.

Since then he’s spent quite a bit of time learning to control his power, and took advantage of his new abilities to complete his schooling in record time. Offered a teaching job at FCU, he finally feels like he’s in a place in life where he can apply what he’s learned...in more ways than one.

Personality & Motivation: Strange sense of humor and (sometimes forced) cheer; Tarrant’s a decent guy at heart, level-headed, stubborn, and somewhat 'salt of the earth' – he feels bad when he sees bad things happen, he wants to help when someone’s in need of help. He never paid much attention to superheroes growing up (something he regrets, now), but he genuinely enjoys helping people, even if he’s aware that may be occassionally naïve. He enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time.

Powers & Tactics: With his determination and power-reinforced body, Tarrant tends to be the proverbial immovable object in a fight; he won't walk heedless into danger, but if necessary he will stand and take his licks while giving as good as he gets. He's no master combatant or tricky fighter - he tends to fight as simply and as effectively as he can while minimizing the outright damage he's doing to most opponent.



Complications:
Honor (Chivalry): Respect and honor; he’s not an old-school knight, but even before getting his powers he was of the “won’t hurt a lady†sort. Though he’s not usually compelled to fight fair (since your average mook isn’t going to extend him the same courtesy) he can be easily convinced to listen to his opponent’s side of things...and to fight a fair battle against an enemy he knows (or thinks) is honorable.
Responsibility: Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach.
Secret: Identity.
Teleportal: Gaian Knight's portals require an anchor - he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it.


Abilities: 4 + 0 + 6 + 4 + 6 + 4 = 24pp
Strength: 14 (+2)
Dexterity: 10 (+0)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 18 + 14 = 32pp
Initiative: +0
Attack: +9 Base, +13 Earthshaping
Grapple: +11
Defense: +10 (+7 Base, +3 Dodge Focus), +3 Flat-Footed
Knockback: -8/-3/-1


Saving Throws: 10 + 8 + 7 = 25pp
Toughness: +16/+7/+3 (+3 Con, +13 Protection or +4 Breastplate)
Fortitude: +13 (+3 Con, +10)
Reflex: +8 (+0 Dex, +8)
Will: +10 (+3 Wis, +7)


Skills: 72R = 18pp
Climb 4 (+6)
Concentration 12 (+15)
Craft (Artistic) 8 (+10)
Knowledge (Earth Sciences) 13 (+15)
Notice 12 (+15, +11 Nightvision Goggles)
Perform (Oratory) 5 (+7)
Sense Motive 8 (+11)
Sleight of Hand 10 (+10)


Feats: 21pp
Dodge Focus 3
Equipment 6 (30EP)
Luck 2
Precise Shot
Sidekick 9 + 30 (Veteran Award x2) = 39

Equipment: 6pp = 30ep
Customized Platemail Chestpiece (Protection 4) [4ep]

Goggles (Flash/Nightvision) [4ep]

League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep]

Masterwork Sculpting/Carving Tools [1ep]



Flying Islands (PL12 HQ) [16ep]

A handful of large land masses floating above the surface of Earth-Sanctuary. The largest, central 'island' has a very nice castle, of all things.

Size: Colossal [5ep]

Toughness: +10 [1ep]

Features: [9ep]
Holding Cells (Toughness +15)
Infirmary
Isolated
Library
Living Space
Pool
Power: Flight 8 (Extras: Duration [Continuous]) [24pp]
Power System
Sealed
Workshop


Powers: 1 + 6 + 54 + 3 + 3 + 13 + 10 = 90pp

Burrowing 1 (1mph / 10ft per Move Action) (Earth, Magic) [1pp]

Device 1 (5pp Container, Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 [Current Knight]) [6pp]
An old and ornate-looking masterwork sword.
Strike 4 (Feats: Mighty) [5pp]

Earthshaping 22 (44pp Array, Feats: Accurate 2, Alternate Power 8) (Earth, Magic) [54pp]
Base Power: Create Object 13 (13 cubes, Lifting STR 65 [Heavy Load: 100 tons], Toughness +13; Extras: Duration [Continuous], Range [Perception], Flaws: Action [Full], Feats: Precise, Progression 3 [50ft cubes], Stationary) [44pp]

Alternate Power: Blast 13 (10 130ft Range Increments / 1,300ft Max Range; Extras: Autofire, Feats: Indirect 2, Variable Descriptor [bludgeoning, Piercing, Slashing]) [42pp]

Alternate Power: Blast 13 (1,300ft Max Range; Extras: Area [General, Shapeable], Feats: Indirect 2, Progression [Area] 2 [65 5ft cubes], Variable Descriptor [bludgeoning, Piercing, Slashing]) [44pp]

Alternate Power: Burrowing 10 (1000mph / 10,000ft per Move Action; Extras: Affects Others, Area [General, Burst, 100ft diameter tunnel], Feats: Progression [Reverse Area] 10 [5ft-100ft tunnel], Subtle) [41pp]

Alternate Power: Move Object 22 (Lifting STR 110 [Heavy Load: 50K tons]; Extras: Range [Perception], Flaws: Limited [Earth]) [44pp] (Earth Control)

Alternate Power: Move Object 11 (Lifting STR 55 [Heavy Load: 24 tons]; Extras: Damaging) [33pp] (Earthen Hands)

Alternate Power: [10 + 34 = 44pp]
Obscure 5 (Visual Senses, 500ft Max Range, 100ft radius; Extras: Independent, Total Fade [10 rounds]) [10pp]
Snare 13 (10 130ft Range Increments / 1,300ft Max Range; Feats: Indirect 2, Obscure Senses 5 [All], Reversible) [34pp]

Alternate Power: Super-Movement 3 (Dimensional Movement 3 [Any], Extras: Linked [Teleport], Portal, Flaws: Action 2 [standard Action to open Portals]) [6pp] + Teleport 11 (2 million miles ["Earth To Past The Moon"]; Extras: Accurate, Linked [Dimensional Movement], Portal, Flaws: Action 2 [standard Action to open Portals], Feats: Change Velocity, Progression [Portal Size] 2 [25ft x 25ft], Complications: Medium [Anchor-Stones]) [33pp] [6 + 36 = 42pp]

Alternate Power: Transform 10 (Earth Into Earth, 1000 lbs., 10 100ft Range Increments / 1000ft Max Range; Extras: Duration [Continuous/Lasting], Feats: Precise) [41pp]

Flight 3 (50mph / 500ft per Move Action; Flaws: Platform) [3pp] (Earth, Magic)

Immunity 3 (Aging, High-Pressure Environments, Suffocation [underground]) [3pp] (Earth, Magic)

Protection 13 [13pp] (Earth, Magic)

Super-Senses 10 (Detect Earth 2 [Mental, Extras: Accurate, Acute, Analytical, Radius, Ranged], Tremorsense [Tactile, Extras: Ranged]) [10pp] (Earth, Magic)


DC Block:

ATTACK           RANGE         SAVE                       EFFECT
Unarmed          Touch         DC17 Toughness (Staged)    Damage (Physical)
Sword            Touch         DC21 Toughness (Staged)    Damage (Physical)
Blast            Ranged        DC28* Toughness (Staged)   Damage (Physical)
Area Blast       Ranged/Area   DC23 Reflex                1/2 Effect
                               DC28 Toughness (Staged)    Damage (Physical)
Create Object    Ranged        DC23 Reflex                Trapped
Dropped Object   Ranged/Area   DC23 Reflex                No Effect
                               DC28 Toughness (Staged)    Damage (Physical)
Earth Control    Perception    Grapple check              Pinned/Bound
Move Object      Ranged        DC26 Toughness (Staged)    Damage (Physical)
Thrown Object    Ranged        DC28 Toughness (Staged)    Damage (Physical)
Snare            Ranged        DC23 Reflex (Staged)       Entangled/Bound
                                                          Disabled (All Senses)

*Up to DC34 with Autofire.

Abilities (24) + Combat (32) + Saves (25) + Skills (18) + Feats (21) + Powers (90) - Drawbacks (0) = 210/210 Power Points

gallery_554_32_2966.png

Character Name: Tiamat
Power Level: 11 (195/195pp)
Trade-Offs: -4/+4 Attack/Damage, -4/+4 Defense/Toughness
Unspent Power Points: 0

In Brief: A dragon stuck in the modern world, with a chance at a clean slate and a society with fewer torches and pitchforks.

Alternate Identity: Teagan Delphyne
Identity: Secret
Birthplace: Europe, Alternate Earth
Occupation: Part-Time Translator
Affiliations: Gaian Knight, Sanctuary
Family: None local.

Description:
Age: 297
Apparent Age: Mid-Twenties
Gender: Female
Ethnicity: Lizard (Caucasian, in human form)
Height: 6' (human), up to 16' (dragon)
Weight: 165lbs / ~6 tons
Eyes: Red
Hair: Dark red, down to her shoulder blades

Tall and fit with dark red hair and red eyes, few would disagree that Teagan is attractive, but not the sort of attractive one finds on a runway or the cover of a magazine; where willowy supermodels may look like they'd be blown over by a strong wind, Teagan Delphyne is better described as the strong wind itself. Strong, pleasant features built on a (deceptively) strong frame, she wouldn't look terribly out of place in a suit of armor at the head of a medieval army. It's something she's likely well aware of, as when fighting crime she dons a dark grey and red chestplate and cape over dark red pants and sturdy boots, her hair pulled up and her identity hidden under a simple domino mask.

When she changes to her true form, though, she looks like the thing the army rides against: large and truly powerful, a European-style quadrupedal, horned dragon straight out of myth and legend. Her hide runs dark along her underside but a deep crimson everywhere else, a huge creature of teeth and scales and awful beauty. But for all her savage glory, the intelligence behind her slitted red eyes mark her unmistakeably as above a common beast.

Power Descriptions:
Teagan's powers are typically either subtle or inherent to her being - the major exception to this is her fire breath, a directed storm of billowing red and orange flames. When changing shape her personal belongings disappear, clothes and mace simply lost from existence until she changes back.

History:
Once upon a time there was a dragon, living in a world where magic had never quite been traded in for science, and where the populace knew that dragons were something to be feared and destroyed, lest they destroy cities and eat livestock...or worse. And that's precisely what dragons did, too: difficult to gather together when your species is so competetive, and nigh impossible to blend into human society (even if you could disguise your eyes and hair and hide from too-clever wizards) when the magic that offered you human form left you marked with a symbol of what you truly were.

It was simply the way of things. It was how Teagan was raised, and it was how she lived, until one day she encountered a dimensionally-displaced heroine from a far-away place called Freedom City. They fought, of course, but even a mighty dragon isn't prepared for modern technology; her last waking memory on her home was hitting the ground and assuming that the nearby peasants would take advantage of her weakness and finish her, once and for all.

And then she woke up somewhere very different with a very strange man nearby. He smelled of earth and old magic, and patiently explained that this may have been the way of things, but circumstances had offered her a new way: a clean slate, in a new place, full of strange people and powers. A place where she could blend in, if she wanted. Where her kind was the stuff of unbelieved but fondly-remembered legends, where - if she chose, and wanted it badly enough - she could be respected, not feared...or at least, only feared by those worth being feared by. Where every day could be something new, and interesting, and carry fights to remember.

Personality & Motivation:
Teagan is proud, and she can be more than a little brash and hot-headed, but with a new chance and a clean slate her heart's in the right place. Helping people - and having them thankful to be helped! - is both novel and deeply gratifying, and the ability to fight truly worthy battles is the delicious icing on a delicious cake. She's loyal to a fault (once you earn that loyalty), enjoys a good challenge (and generally respects those who give her one), and willing to stand her ground, no matter the cost, for a good cause.

She has a lot to learn about her new world, but she's not as thick-headed as she'd like to appear - she learns quickly, and looking foolish or out of place hurts her dignity enough that she puts real effort into trying to fit into modern day America.

Powers & Tactics:
No matter her form or the battle, her strategy is pretty straight-forward: hit it until it stops fighting back, and then stop hitting it. She's a little too used to being able to win by pure, overwhemling force, but she's a clever and experienced fighter (if largely self-trained) coming from a lifetime of conflict.


Complications:
Compu-whatnow?: Teagan's adjusted well enough to modern life, but where she's from they didn't have 'computers' and 'cars' and 'cell phones'.
Dragon: Dragon.
Secret: Identity.


Abilities: 14 + 2 + 14 + 4 + 2 + 4 = 40pp
Strength: 24 (+7) / 40 (+15)
Dexterity: 12 (+1)
Constitution: 24 (+7) / 32 (+11)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 8 + 8 = 16pp
Initiative: +1
Attack: +4 Base, +5 Melee, +6 Mace, +9 Unarmed (human) / +7 Unarmed (dragon)
Grapple: +16 / +30 / +40 (Super-Strength)
Defense: +9 (+4 Base, +5 Dodge Focus) / +7 Dragon, +2 Flat-Footed
Knockback: -3 / -15


Saving Throws: 3 + 7 + 9 = 19pp
Toughness: +7 (+7 Con) / +15 (+11 Con, +4 Protection)
Fortitude: +10 (+7 Con, +3) / +13 (+11 Con, +3)
Reflex: +8 (+1 Dex, +7)
Will: +10 (+1Wis, +9)


Skills: 64r = 16pp
Bluff 8 (+10)
Intimidate 16 (+18, +22 dragon)
Knowledge (Arcane Lore) 8 (+10)
Language 1 (Draconic [native], English)
Notice 10 (+10)
Search 3 (+5)
Sense Motive 8 (+8)
Survival 10 (+10)


Feats: 16pp
Attack Focus (Melee) 1
Attack Specialization (Unarmed) 2
Dodge Focus 5
Equipment 1
Fast Task (Startle)
Power Attack
Ritualist
Set-Up
Startle
Takedown Attack
Uncanny Dodge (auditory)


Equipment: 1pp=5ep
League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep]


Powers: 53 + 4 + 16 + 3 + 6 + 6 = 88pp

Alternate Form 9 (45pp Container; Extras: Duration [Continuous], Drawbacks: Action [Move]) [53pp] (dragon form; magic, shapeshifting)

Damage 3 (stacks with Damage 8 below; Extra: Area (General, Cone), Feats: Alternate Power 1) [7pp]

Alternate Power: Super-Strength 10 (Heavy Load: 3,200 tons; Feats: Super-Breath, Thunderclap) (22/22)

Flight 2 (25mph / 250 ft per move action) [4pp]

Growth 8 (Extras: Duration [Permanent, +0], Feats: Innate) [25pp]

Protection 4 (Feats: Innate) [5pp] (dragon hide)

Super-Movement 1 (Wall-Crawling) [2pp]

Super-Senses 2 (Auditory (Extended), Visual (Extended)) [2pp]

Comprehend 2 (Speak Any, Understand Any) [4pp] (gift of tongues)

Damage 8 (Extras: Area (General, Cone)) [16pp] (fire breath)

Device 1 (Flaw: Easy-to-Lose) [3pp]
A heavy, unadorned dull steel mace with a leather-wrapped handle and a hanging leather loop.
Feature (Masterwork; +1 Attack) [1pp]

Strike 3 (Feat: Mighty) [4pp]

Immunity 11 (Aging, Fire Effects [Flaw: Half]) [6pp]

Super-Senses 6 (Detect Magic [Olfactory, Extra: Acute], Infravision, Ultra-Hearing) [6pp]


DC Block





ATTACK                 RANGE         SAVE                        EFFECT
Unarmed (human)        Touch         DC22 Toughness (Staged)     Damage (Physical)
Unarmed (dragon)       Touch (10')   DC30 Toughness (Staged)     Damage (Physical)
Mace                   Touch         DC25 Toughness (Staged)     Damage (Physical)
Fire Breath (human)    80' cone      DC23 Toughness (Staged)     Damage (Fire)
Fire Breath (dragon)   110' cone     DC26 Toughness (Staged)     Damage (Fire)
Thunderclap            55' radius    DC21 Reflex                 Deafened
                                     DC21 Fortitude (-1/round)   Recover

Abilities (40) + Combat (16) + Saving Throws (19) + Skills (16) + Feats (16) + Powers (88) - Drawbacks (0) = 195/195 Power Points

 

DRAGGED ON OVER THE ROCKS by GIZMO

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