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Character Edits, v7


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TRACKED DOWN by Thevshi

 

Blue Jay
 
Okay. Big breath. Huuuuuuge edits to Jay in-bound.

  • Rewrote her appearance to include the mask Device.
  • Rewrote her Power Description to include the mask.
  • Rewrote her Personality. Always try to play outgoing characters, always end up with introverts.
  • Rejiggered basically all of her mechanics. Ability scores and combat scores rewritten to fit closer into her physical description. Saves rebuilt to fit new ability modifiers.
  • Rebuilt skills, partly for new ability scores and partly for new, higher caps.
  • Rebuilt feats for new ability and combat scores, bought the rest of the combat-cap modifying feats, grabbed Critical Strike.
  • Minor rebuild to feats; Bow Array is now Easy to Lose. Mask gained Time Sense and Sitance Sense, refigured to better reflect how we handle Radio senses. Bought Strike so she can still fight unarmed, bought a rank of S-Str because I still want her to be lifting.

Woo! That should be it. Please don't ask for a more detailed break-down.

[alignright][/alignright]
Player Name: Raveled
Character Name: Blue Jay
Power Level: 12 (182/188PP)
Trade-Offs: +5 Attack / -5 Damage
Unspent Power Points: 1
Progress To Platinum Status: 38/120

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

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

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

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

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

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

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

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

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

Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as 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: 5 + 14 + 8 + 0 + 6 - 2 = 31PP
Strength: 15 (+2)
Dexterity: 24 (+7)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 8 (-1)


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


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


Skills: 160R = 40PP
Acrobatics 8 (+15) Skill Mastery
Climb 12 (+15) Skill Mastery
Concentration 7 (+10)
Craft (Mechanical) 5 (+5)
Disable Device 10 (+10)
Escape Artist 13 (+20)
Knowledge (Life Sciences) 5 (+5)
Languages 2 (Algonquin, French [Native], English)
Medicine 7 (+10)
Notice 12 (+15) Skill Mastery
Perform (Dance) 2 (+1)
Search 15 (+15) Skill Mastery
Sense Motive 12 (+15)
Sleight of Hand 3 (+10)
Stealth 17 (+24)
Survival 17 (+20)
Swim 13 (+15)


Feats: 43PP
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Specialization (Bows) 4
Attack Specialization (Strike) 4
Benefit (Native: Terminus)
Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)
Critical Strike
Defensive Attack
Defensive Roll 3
Dodge Focus 4
Equipment 0 (+1 Bronze)
Evasion 2
Favored Enemy (Robots)
Favored Environment (Forest)
Hide in Plain Sight
Improved Critical 2 (Bows)
Improved Initiative 2
Improvised Tools
Luck
Move-By Action
Power Attack
Ranged Disarm
Ranged Pin
Skill Mastery (Acrobatics, Climb, Notice, Search)
Takedown Attack
Track 3 (Full Speed; Visual)
Uncanny Dodge (Auditory)

Equipment: 1PP = 5EP
[equip]Camera [1EP]

MW Rope [1EP]

MW First-Aid Kit [1EP]

Handcuffs [1EP]

Mini Tracer [1EP][/equip]

Powers: 13 + 8 + 1 + 4 + 3 = 29 PP
Device 4 (20 PP, Easy to Lose, Feat: Subtle [Collapsible]) [13PP] (Bow & Quiver)
[device]Bow Array 7.5 (15 PP, Feat: Alternate Power 4, Improved Range 1 [1 000 ft]) [20PP]
[array]BE: Blast 3 (Extra: Autofire [5], Feat: Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 2, Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Flurry)

AP: Blast 3 (Extra: Area [Targeted, Shapeable] Feat: Mighty 2, Progression [Area, 2 5' Cubes per Rank], Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Against the Crowd)

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

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

AP: Leaping 1 (x2, Move action, Extra: Linked [Speed, Super-Movement, +0]) [1PP]
+ Speed 1 (10 MPH, Extra: Linked [Leaping, Super-Movement, +0]) [1PP]
+ Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [Leaping, Speed, +0]) [4PP]
[6/15PP] (Magnetic Grapple Arrow)[/array][/device]

Device 2 (10PP, Hard to Lose) [8PP] (Mask)
[device]Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3PP]

Super-Senses 2 (Distance Sense, Time Sense) [2PP]

Super-Senses 1 (Radio) [1PP]

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

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

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


Drawbacks: 0 = 0PP


[table][tr][td]DC Block[/td][/tr]

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

Abilities (31) + Combat (26) + Saving Throws (13) + Skills (40) + Feats (43) + Powers (29) - Drawbacks (0) = 182/188 Power Points



I... don't know where the colors came from.

Edited by Thevshi
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CURVEBALL THROWN by GIZMO

 

25 PP to spend on Pitch, mainly Ironing out the Creases before a PL bump!

Some minor fluff changes.

Notes on equipment (free from Orichalum Award) and her fathers diaries.

2 PP: CHA +2 (On a separate note, Enhanced CON reduced and noted)

4 PP: Saves Fort +3, Reflex +2

3 PP: Skills. Knowledge (Theology/Philosophy) 4, Perform 2, Perform 2, Survival 2, Disable Device 2. I reckon she would know a bit about demons in theology, Ill make her top out on amateur music skills, and disable device and survival represent her being a rogue as a kid.

5 PP: Feats. Losing Quick change (what I was after comes below!) Fascinate, Rage 2 (Better placed here than in an array), Improved Initiative, Power Attack, Ultimate Effort, and I draw your attention to Benefit 1 - Owns her fathers diary (essentially if consulted gives +4 Bonus to Knowledge rolls pertaining to the infernal) - this feels the neatest way to do this (I suppose I could build a device but it feels clunky)

Equipment (free) - A big nice motorcycle, complete with space to hide her shotgun and diaries. Knuckledusters and Camera. She probably wont need these, but it fits with being a rebel without a cause...

Powers

9 PP: Alternate Form now continuous and no drawback (looks neater!). The form is a bit altered: losing 2 points of enhanced CON, Losing Rage feat from Enhanced Strength, Losing Starvation Immunity. Those 4 PP plowed back into Feature (Conceals Appearance) and Dark Vision [2PP] bumped up to Counters Visual Obscure [5PP] (so she can see through smoke too...)

Tazel Array is also altered (Increased to summoning 9, drawbacks bought off)

1 PP: Limited Immunity to Aging and Poison now broken down into Full immunity to Aging and Limited immunity to Poison and Disease

1 PP: Protection Power bumped up to level 3 and to keep things more coherent and simple, power drawback changed to if spinal tattoo covered.

Adds up to 25 PP!

Player Name: Supercape
Character Name: Pitch
Power Level: (10) (180/205P)
Trade-Offs: None
Unspent Power Points: 25
Progress To Bronze Status: 25/30

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

Alternate Identity: Secret
Identity: Carmen Canto
Birthplace: Mexico City
Occupation: Rock Music Journalist
Affiliations: Rock Report magazine, Axel ‘Grease’ Robinson, some biker clubs.
Family: None (Known)

Description:
Age: 27 (DoB: 6/6/1986)
Apparent Age: 20-25
Gender: Female
Ethnicity: Caucasian/Hispanic
Height: 5’6â€
Weight: 55Kgs
Eyes: Green
Hair: Brown (dyed to dark blonde, occasionally red)

Carmen looks like a slightly scruffy but sexy rock musician / biker. She wears a variety of clothes but tends to favour rock styled ones, such as leather trousers, buckled belt, etc. She almost always wears clothes that some part of her spinal tattoo (that reaches from the base of her neck to the sacrum) is visible. One particular piece of clothing she almost always wears is boots of some sort, so that she can wear a titanium brace around her right foot (easing her mobility problems). She walks with a quite visible limp because of this.

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

Power Descriptions:

Carmen’s own power is a type of black magic, that revolves around control of infernal metal, smoke, and fire. She can summon chains to bind people, or hurl fire or metal (or burning metal) at her enemies. She is able to control fire, and hurl bolts of smoke that suffocate people. These powers tend towards the visible – with fire and smoke being hurled around, and the sound of a “forgeâ€, metal on metal.

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

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

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

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

History:

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

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

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

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

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

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

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

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

Personality & Motivation:

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

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

Powers & Tactics:

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

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

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

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

Complications:

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

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

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

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

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

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

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

Plume of Smoke: Aside from the normal visibility of powers, the smoke and flames from her powers could lead her to be particularly noticeable – such as spotting a plume of smoke outdoors from miles away, or the fire making her noticeable in the darkness.

 

Burnt Out: If Tazel is ejected and somehow cannot make a beeline back to Carmen's mouth (which he could do at very high speed, more than his regular flight) - for instance, if he was unconscious, or mind controlled, or there was some magical or energy barrier blocking or ensnaring him, she cannot deactivate the summon. Essentially deactivating the summon to change the array to the "Tazel within" alternate power means she must reingest him. 

Abilities: 2 + 4 + 4 + 2 + 4 + 8 = 24PP
Strength: 12/22 (+1/+6)
Dexterity: 14 (+2)
Constitution: 14/24 (+2/+7)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 18 (+4)


Combat: 20 + 20 = 40PP
Initiative: +6
Attack: +10
Grapple: +11/+16
Defense: +10, +5 Flat-Footed
Knockback: -5


Saving Throws: 5 + 3 + 8 = 16PP
Toughness: +4/+10 (+2/+7 Con, +3 Protection)
Fortitude: +7/+12 (+2/+7 Con, +5)
Reflex: +5 (+2 Dex, +3)
Will: +10 (+2 Wis, +8)


Skills: 72R = 18PP
Bluff 8 (+12)
Craft (Artistic) 2 (+3)
Craft (Mechanical) 2 (+3)
Diplomacy 2 (+6)
Disable Device 2 (+3)
Drive 4 (+6)
Gather Information 4 (+8)
Intimidate 8 (+12)
Knowledge (Arcane Lore) 4 (+5)
Knowledge (Philosophy and Theology) 4 (+5)
Knowledge (Popular Culture) 9 (+10)
Knowledge (Streetwise) 4 (+5)
Language 1 (English [Native]. Spanish)
Notice 4 (+6)
Perform (Singing) 4 (+8)
Perform (Stringed Instruments) 4 (+8)
Sense Motive 4 (+6)
Survival 2 (+4)


Feats: 9PP
Attractive
Benefit: Owns the Cantos Diaries (+4 To knowledge rolls re: Infernal)
Equipment 7 (Free from Orichalum Award)
Fascinate (Bluff)
Favoured Enemy (Infernal Creatures)
Improved Initiative
Power Attack
Rage 2 (+4 STR, +2 Fort, +2 Will, -2 Def, 10 Rounds)
Ultimate Effort (Will Save)


Multi-tool [1EP]
Knuckleduster [2 EP]
Shotgun + Stun Ammo (Salt Rock) [14 EP]
Masterwork Camera [1EP]

Vehicle: Supercharged Motorcycle. STR 20, Toughness 10, Size Medium, Features: Hidden Compartments 3 [DC 30], Oil Slick, Smoke Screen. Powers: Speed 6 (500mph)[17 EP]



Powers: 13 + 1 + 1 + 4 + 27 + 2 + 1 + 49 = 98PP

All powers have the infernal and magic descriptors unless otherwise specified.

Device 4 (Cantos Devil Stick, 20 PP Container, Flaws: Easy to Lose, Feats: Indestructible) [13PP]

Comprehend 2 (Speak to, Understand Animals; Flaws: Limited to animals associated with devilry) [2PP] (E.g: Goats, Rats, Pigs, Snakes, Black dogs / cats / birds. )
Devil Binding Array (11PP Array, Feats: Alternative Power 2) [13PP]
Base Power: Mind Control 10 (Bind Devil; Extras: Conscious, Duration (Sustained); Flaws: Limited (Infernal Creatures), Range 2 (Touch); Feats: Mental Link ) [11 PP]
AP: Animal Control 10 (Extras: Conscious, Sensory Link, Flaws: Limited to animals associated with devilry, Range 2 (Touch); Feats: Mental Link) [11 PP]
AP: Nullify 10 (Exorcism, All Infernal Powers; Flaws: Range 1 (Touch) ) [10PP]
Strike 2 (Feats: Mighty, Affect Insubstantial 1) [4PP]
Supersenses 1 (Visual Detect Infernal) [1PP]


Immunity 1 (Aging ) [1PP]

Immunity 2 (Poison, Disease Flaws: Limited effect ) [1PP]

Immunity 5 (Spinal Tattoo’s, All Infernal Effects; Drawbacks: Power loss, if entire of spinal tattoo is covered) [4PP]

Infernal Forge Magic Array (22PP Array, Feats: Alternative Power 5) [27PP]
Base Power: Snare 10 (Feats: Reversible, Tether) [22PP] “Infernal Chainsâ€
AP: Damage 8 (Extras: Cone Area, Feats: Decrease Area 6 [20-80foot cone] ) [22PP] “Breathe Fireâ€
AP: Damage 10 (Extras: Range Extras: Affects Insubstantial 1, Variable Descriptor 1 (Metal/Fire) ) [22PP] “Infernal Blastâ€
AP: Element Control 10 (Fire: Feats: Precise) [21PP]
AP: Teleport 8 (800’ as Move Action, 2000 miles as full action; Extras: Accurate, Flaws: Medium (Fire), Feats: Change Direction, Change Velocity, Easy, Progression 3 [1000lbs]) [22PP] “Firewalkingâ€
AP: Suffocate 7 (Extras: Range) [21PP] “Smokeâ€


Protection 3 (Drawbacks: Power loss, if entire spinal tattoo covered ) [2 PP]

Regeneration 1 (Resurrection 1 / week) [1PP]

Tazel the Demon Array (48PP Array; Feats: Alternate Power 1) [49PP]
Base:

Comprenend 3 (Speak, Understand, Read all languages[6PP]
 
Alternate Form 7 (Demon rumbling in the belly; 35 PP Container Extras:Continuous ) [42PP]


Immunity 9 (Hot and cold environments, Starvation and Thirst, Suffocation (Smoke), Heat Damage) [9PP]
Enhanced Strength 10 ( [10PP]
Enhanced Constitution 10 [10 PP]
Feature 1 ( Conceals appearance ) [1PP]
Supersenses 5 (Counter Visual Obscure) [5PP]




AP: Summon 9 (Tazel expelled; Extras: Fanatical, Heroic, Duration (Continuous); Feats:Mental Link ) (46PP)





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


DC Block

ATTACK            RANGE      SAVE                 EFFECT
Unarmed*          Touch      DC 16/21 Toughness   Damage (Physical)
Infernal Blast    Ranged     DC 25 Toughness      Damage (Varies)
Breathe Fire      Cone       DC 23 Toughness      Damage (Energy)
Infernal Chain    Ranged     DC 25 Reflex         Snare
Smoke             Ranged     DC 22 Fortitude      Suffocation
Devil Stick       Touch      DC 17 Toughness      Damage (Physical)
Bind Devil        Touch      DC 25 Will           Mind Control
Bind Animal       Touch      DC 25 Will           Mind Control
Exorcism          Touch      DC 25 Will           Nullify



Totals: Abilities (24) + Combat (40) + Saving Throws (16) + Skills (18) + Feats (9) + Powers (98) - Drawbacks (0) = 205/205 Power Points

CURVEBALL THROWN by GIZMO

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DON'T TAZEL ME BRO'D by GIZMO

 

In reference to above, Tazel now has 5 more PP

Could you add Immunity to hot and cold environments to his pre existing immunity (2PP)

Replace Darkvision with Visual Counters Obscurement (2 PP changed to 5PP)

Thanks!

(Let me know if sheet needed, but such a small edit...)

 

DON'T TAZEL ME BRO'D by GIZMO

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  • 2 weeks later...

EXPELLED by Thevshi

 

So, massive apologies, I screwed up in the last Pitch/Tazel edit. 

 

Nothing major for Pitch, other than the Tazel expelled feat. It doesn't give enough PP for Tazel, wasn't updated, and didn't tidy up the power. 

 

This should be:

 

AP: Summon 10 (150 PP; Extras: Fanatical, Heroic, Duration [Continuous]; Feats: Mental Link; Drawbacks: Full Round to Expel [-3] ) [48PP] "Tazel Expelled"

 

Now, nothing is actually broken in terms of I have enough PP to work it all out the way it stands, it just doesn't add up. 

 

If somebody could replace the Tazel the demon array AP Summon power with the above I would be grateful, nothing else needs changing. 

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HAVOC CREATED by Thevshi

 

Now Tazel is a different matter...
 
Firstly he comes out to 128 PP...see, I told you things were awry. 
 
So, nothing technically horrendous as we have 22 PP to spend, but this needs tidying up. 
 
So, on that note :)
 
3 PP Spent to boost each Exotic Save by 1 (In line with being broadly PL 8)
 
5 PP Spent on Skills:
 
Intimidate 9 (-6 Size, +3 CHA) +9 Total: As I figure he is a ghostly flame demon, he should be able to intimidate a bit despite his size!
 
Notice 4 (+4)
 
Stealth 4 (+16)
 
4 PP: Flight increased to Flight 3, Adds Subtle 1
 
1 PP: Add Immunity to Starvation and Thirst. He gives Carmen this, so I figure he could survive on his own too. 
 
9PP: Add Power: Concealment 4 (All Visual, Continuous, Passive, Selective feat)
 
3 + 5 + 4 + 1 + 9 = 22 PP
 
So basically I am rounding him out to be a bit more spectral and ghostly. My rationale for this is I may expel him more which I think might be interesting story wise as he is hard to control, leaves Pitch vulnerable and we may have many complications!
 
The Tidied up Tazel Sheet is thus:
 


Player Name: Supercape
Character Name: Tazel
Power Level: 8 (150/150PP)
Trade-Offs: +3 Attack / -3 Damage, +4 Defence / -4 Toughness
Unspent Power Points: 0
 
In Brief: Infernal one foot high flame
 
Alternate Identity:None
Identity: Public (but rarely seen)
Birthplace: Infernal Realms
Occupation: Infernal Creature
Affiliations: Pitch, other infernal creatures
Family: None
 
Description:
Age: Immortal (not applicable)
Gender: None
Ethnicity: None
Height: 1 foot
Weight: Virtually none
Eyes: Red
Hair: None
 
Tazel looks like a wisp of flame, about one foot high, with glowing red eyes. He can, if he wishes, fade to invisibility, but if is touched or touches something, he will flare again, burning whatever comes into contact with him.
 
Power Descriptions:
Tazel's powers revolve around being a creature of living flame - small but fast and deadly. 
 
 
History:
Tazels history is unknown. He has been bound into complete servitude by the Canto bloodline, and whilst he hates them and will conspire at every point to undo them, he has to obey Pitch / Carmen perfectly. He was bound about thirty years ago. Whilst he has to be completely obedient, he need to not reveal his own past or thoughts. 
 
 
Personality & Motivation:
Tazel is an infernal creature. He is not the most powerful (he allowed himself to be bound by Carlos Canto), but he has a cunning streak and a persuasive tongue. He seeks the ruination of all mankind and particularly misery on the Canto family, but of course is powerless to do so other than by deception. 
 
 
Powers & Tactics:
Tazel likes to use his words to manipulate, but if forced to, or inclined to, fight, he will dart around and strike with his infernal fire. 
 
 
Abilities: -10 + 0 + 6 + 2 + 0 + 6 = 4PP
Strength: 0 (-)
Dexterity: 10 (+0)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 16 (+3)
 
 
Combat: 14 + 16 = 30PP
Initiative: +4
Attack: +11 (+7 Base, +4 Size)
Grapple: +0
Defense: +12 (+8 Base, +4 Size), +8 Flat-Footed
Knockback: +2
 
 
Saving Throws: 3 + 6 + 6 = 15PP
Toughness: +3 (+3)
Fortitude: +6 (+3 Con, +4)
Reflex: +6 (+0 Dex, +6)
Will: +6 (+0 Wis, +6)
 
 
Skills: 44R = 11PP
Bluff 8 (+11)
Diplomacy 8 (+11)
Intimidate 12 (+9 with Size)
Languages 0 (Latin [Native])
Notice 4 (+4)
Sense Motive 8 (+8)
Stealth 4 (+16 with Size)
 
 
Feats: 2PP
Improved Initiative 1
Taunt
 
 
Powers: 9 + 6 + 10 + 8 + 16 + 14 + 20 + 5 = 88PP
 
Concealment 4 (All Visual Senses; Extras: Continuous; Feats: Selective; Limitations: Passive ) [9PP]

Comprehend 3 (Read, Speak, Understand all Languages) [6PP]
 
Flight 3 (50 mph; Extras: Continuous; Feats: Subtle ) [10PP]
 
Immunity 8 (Aging, Disease, Environmental Effects [Hot, Cold], Poison, Starvation and Thirst, Suffocation (all) ) [8PP]
 
Insubstantial 3 (Energy [fire]; Feats: Innate; Flaws: Permanent (+0) ) [16PP]
 
Shrinking 12 (Diminutive; Feats: Innate, Normal Toughness; Flaws: Permanent (+0) ) [14PP]
 
Strike 5 (Living fire; Extras: Aura, Duration (Sustained); Flaws: Permanent (+0) ) [20PP]
 
Super-Senses 5 (Counters Visual Obscure) [5PP]
 
 
Drawbacks: 0PP
 
 
DC Block
 
ATTACK   RANGE   SAVE                  EFFECT
Strike   Touch   DC 20 Toughness       Damage (Energy)
 
 
Totals: Abilities (4) + Combat (30) + Saving Throws (15) + Skills (11) + Feats (2) + Powers (88) - Drawbacks (0) = 150/150 Power Points

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For Queen and Country, by Trollthumper's hand 

 

Spending 6 of Synapse's 12 unspent power points.

 

1) Picking up Improvised Tools (1 pp)

2) Adding a rank to Comprehend (making it understand and speak) (2 pp)

3) Spending the last three on skill points (12): adding 4 ranks to Computers; 6 ranks to Disable Device; and 2 ranks to Kn: Technology

 

Synapse (PL 10)

 

Player Name Thevshi

Character Name: Synapse

Power Level: 10 (156/162PP)

Trade-Offs: -2 Def/+2 Toughness

Unspent Power Points: 6

Progress to Platinum Status: 12/90 (Gold Status earned with Velocity)

 

In Brief:

 

Alternate Identity: "Dee" Farrington; Lady Dawn Farrington

Identity: Secret

Birthplace: Bournemouth, England

Occupation: Activist

Affiliations: Ministry of Powers (not by choice)

Family: Lord Erasums Farrington, 11th Earl Farrington (father); Lady Margret Farrington (mother); Lady Susan Farrington (twin sister); Edward Farrington, Viscount Farrington (brother)

 

Age: 23 (DOB: 5/18/1990)

Gender: Female

Height: 5' 7"

Weight: 120 lbs

Eyes: Blue

Hair: Black, with green stripes (naturally blonde)

 

Dee is slightly taller than average, with a slim build.  Though an attractive young woman, that attractiveness is somewhat diminished by her generally irritable disposition.  Her shoulder length hair is black, with a few colored streaks (the color of which varies from time to time between green, blue, magenta, purple and orange), though her natural hair color is blonde.

 

Dee typically dresses in dark jeans, with T-shirts (typically with a band logo or some political statement on them) and a black leather jacket. 

 

Dee has a number of piercings in each ear, as well as tongue and bellybutton piercings.  She also has gotten a few tattoos over the years.  One is a grouping of Chinese characters on her left shoulder blade.  The other is of a black circle made of twisted thorn branches on her lower back.

 

Power Descriptions:

Synapse's Telekinesis, Forcefield, Mental Blast and Paralyze attack all involve a manifestation of red psychic energy that are readily visible.  Her Mind Control and Telepathy, are considerably more subtle in nature, making them somewhat more difficult to detect by either the target or others with mental awareness super-senses. 

 

History:

Dawn was born into an aristocratic family in the United Kingdom.  Much of her early life was spent in either London, where her father serves on the House of Lords, or at her family's estate in Dorset, most often in the care of nannies hired by her parents to help raise her and her siblings.  The family's head butler, Arthur Winston-Smythe was also a prominent figure in caring for the Farrington children, traveling between London and Dorset with the family.

 

Growing up, Dawn and her twin sister Susan were inseparable, as one would expect of twins.  Their older brother, Edward, was somewhat distant, but it did not matter much as they had each other, particularly when their parents began to send them off to expensive boarding schools.

 

In his position in the House of Lords, Dawn's father worked closely with the Ministry of Powers and was a strong supporter of Taskforce UK.  In particular, Lord Farrington was a close associate of the team's mentalist, Headcase.  When the Ministry revived its Powers Project, Headcase convinced Lord Farrington to include Dawn and her twin sister Susan in the Psi Initiative, confident he could induce psychic powers in the two girls.

 

The two girls were subjected to the process, with Headcase himself directly involved.  Over the course of several weeks over the summer when the girls were eleven, they underwent the process.  When it was over, both girls had gained mental powers.  However, something had gone awry in Susan's case, the process causing damage to her psyche, driving the girl insane.  Headcase was forced to subdue her, and drugs were used to suppress her powers.  Dawn's parents had no choice but to commit Susan to a private mental hospital, where she could be provided the best around the clock care, and carefully kept be out of the public eye.

 

In Dawn's case, the process was far more successful, as her psyche had not been harmed, at least by the psi initiative process.  The fate of her sister, and her parents reaction in quietly tucking Susan away, served to create a rebellious attitude in Dawn (who began refusing to acknowledge that name, insisting on being called "Dee" instead), as she blamed her parents, and in particular her father, for what had happened to Susan. 

 

Always an extremely bright girl, Dee began to do everything she could to act out against her parents.  In addition to generally being as difficult as she could, Dee began dying her hair; eventually got additional body piercings and tattoos; and otherwise generally acting as unladylike as possible.  During the times she was home (either in Dorset or London), she would regularly sneak out at night, either going to concerts or nightclubs.  Unbeknownst to her, during those late night outings, she was often followed by Arthur, the family's butler, who had for a time served as an agent in MI6, as he did his best to keep her from coming to harm.

 

Her behavior carried over to the boarding schools her parents sent her off to, including incidents such as mixing together a chemical formula to generate massive amounts of smoke in chemistry class (and thus causing an evacuation of the building) to repeated violations of school curfew and other rules.  Among the prestigious boarding schools she got herself kicked out of were Brighton College, Queen Ethelburga's College (York), Wycombe Abbey, and Cheltenham Ladies' College.

 

As much as Dee hated her parents, she despised Headcase even more.  Unfortunately, over the years she was required to have regular meetings with the mentalist, as he helped her learn to use and control her ever strengthening powers.

 

Despite her rebellious behavior and expulsion from several boarding schools, Dee eventually attended Oxford University.  Dee's rebelliousness subsided somewhat, in large part due to the fact that the university was far less restrictive than her boarding schools, and the fact she wanted to be there.  While she still enjoyed having a good time, she had little trouble maintain excellent marks.

 

It was early during her time at Oxford that Headcase took Dee (despite her protests) to meet the other members of Vanguard.  Unlike so many others, she was not overly impressed with Champion.  Certainly he was powerful, but to her, he was just a figurehead for the status quo.  Y Dderwen was rather inscrutable, and the young woman did not quite know what to make of him.  Lucy on the other hand, she found to be rather cool, even if the older heroine was working with the government.

 

After finishing her degree, Dee ignored her father's attempts to steer her towards going into research work with corporations at which he had connections or for the government.  Instead, the young woman joined a human rights group and left England to spend a year teaching and working on aid projects in Africa.

 

It was only a little over a month ago that Dee returned from her time in Africa.

 

Personality & Motivation:

As a first impression, Dee generally comes off as rather irritable, though she can be generally pleasant as long as someone does not do anything to aggravate her.  Unfortunately, it is not that difficult to aggravate her.  For the most part, Dee is happiest when she is left alone to do what she wants.

 

In addition to a rebellious streak, Dee is also something of a thrill seeker, one who loves racing motorcycles, or extreme snowboarding.

 

Although there is a great deal of anger, and even hatred, directed at her parents (and to a lesser degree, her older brother), there is still a part of Dee that cares about them, though she is extremely reluctant to show it. 

 

Being a superheroine has never been anything Dee has strived for, particularly if it meant working with the Ministry of Powers.  However, she reluctantly realizes that despite what she might feel about the government in general, and the Ministry of Powers in particular, choosing not to do anything could well lead to innocents being hurt.

 

Powers & Tactics:

Thus far, Dee has had little in the way of combat experience, and thus has not developed any particular tactics relating to her powers.  She has learned to use her telekinesis to protect herself with a forcefield, and will almost always put up the forcefield if she gets into combat. 

 

She also has generally sought to avoid using her powers in general.  However, she learned to control her powers as they grew in strength over the years, in order to avoid them accidently going out of control. 

 

Complications:

Twin Sister: Susan is still perhaps the single most important thing in Dee's life and the young woman is determined to take care of Susan the rest of her life.  Dee hopes that someday she might be able to find a way to repair Susan's psyche and restore her sanity.

The "bad girl": A number of tabloids have carried pictures of Dee over the years (and some of her wild antics), so she has developed at least a small amount of fame (or infamy, depending on who you ask) as a result.

There has to be a story here: Besides the general tabloid attention Dee occasionally gets, one investigative reporter, Billy Bunting, has heard some rumors about the Ministry of Powers having some sort of psychic powers program, and that it might be somehow connected to the Farrington family.  He is determined to find out if there is anything to these rumors.

Another reason to hate that guy!: For some reason, whether by accident or specific design, Headcase's tinkering with Dee's mind to induce her powers has left her particularly vulnerable to his abilities.  If targeted by Headcase's powers, Dee automatically fails her saving throw for a HP.

 

Abilities: 0 + 4 + 4 + 12 + 16 + 2 = 38PP

Strength: 10

Dexterity: 14 (+2)  

Constitution: 14 (+2)

Intelligence: 22 (+6)

Wisdom: 26 (+8)

Charisma: 12 (+1)

 

Combat: 6 + 10 = 16PP

Initiative: +2

Attack: +3

Grapple: +3

Defense: +5 base, +8 with Dodge Focus (+2 flat-footed)

Knockback: -1/-6 w/Forcefield

 

Saving Throws: 5 + 5 + 3 = 13PP

Toughness: +12 (+2 Con, +10 Forcefield)

Fortitude: +7 (+2 Con, +5)

Reflex: +7 (+2 Dex, +5)

Will: +11 (+8 Wis, +3)

 

Skills: 88R = 22PP

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

Computers 10 (+16)

Concentration 4 (+12)

Craft: Chemical 2 (+8)

Craft: Electronics 4 (+10)

Craft: Mechanical 4 (+10)

Drive 6 (+8)

Disable Device 12 (+18)

Kn: History 2 (+8)

Kn: Popular Culture 4 (+10)

Kn: Philosophy and Religion 2 (+8)

Kn: Physical Sciences 4 (+10)

Kn: Technology 6 (+12)

Notice 4 (+12)

Perform (Piano) 12 (+13)

Search 2 (+8)

Sense Motive 4 (+12)

 

Feats: 11 PP

Attractive

Benefit 3 (Wealth 2; Member of British Aristocracy)

Dodge Focus 3

Eidetic Memory

Improvised Tools

Inventor

Luck

 

Powers: 8+2+2+11+31 = 54 PP

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

 

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

 

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

 

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

AP: Telekinesis 5 {10/10}

 

Psychic Powers Array (28PP Array; Feats: Alternate Power 3) [31PP]

BP: Paralyze 7 (Extra: Perception) {28/28}

AP: Mind Control 10 (Feats: Subtle; Mental Link) {22/28}

AP: Telepathy 10 (Feat: Subtle) {21/28}

AP: Mental Blast 7 {28/28}

 

DC Block

ATTACK               RANGE       SAVE          EFFECT
Paralyze            Perception       22/Fort      Paralyze (Psychic)
Mental Blast        Perception       22/Will      Damage (Psychic)

Totals: Abilities (38) + Combat (16) + Saving Throws (13) + Skills (22) + Feats (11) + Powers (56) = 156/162 Power Points

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  • 1 month later...

MAGNITUDE AND DIRECTION by Thevshi

 

Spending some of the pp Vector has banked:
 
Picking up 6 ranks of Investigate (1.5 pp)
Picking up 2 ranks of Business (.5 pp)
Picking up 4 ranks of Sense Motive (1 pp)
Picking up 2 ranks of Speed (2 pp)
 
Overall, spending 5 pp, leaving her with 1.  I can't actually figure out how to extract the sheet from her thread to provide an edited version since it's locked, sorry.

Player Name: horngeek
Character Name: Vector
Power Level: 10 (150/156PP)
Trade-Offs: -2 Attack / +2 Damage (For close-combat attacks only), +/-variable Defense / +/-variable Toughness (A Dynamic Alternate Power array allows changing of this on the fly)
Unspent Power Points: 6
Progress To Bronze Status: 6/30

In Brief: Vector-manipulating Australian mutant who's the daughter of a rich businessman.

Alternate Identity: Catherine Fields
Identity: Secret
Birthplace: Sydney, Australia
Occupation: University Student
Affiliations: None
Family: Michael Fields (Father), Opal Fields (Mother)

Description:
Age: 22 (DoB: 12 July 1990
Apparent Age: 22
Gender: Female
Ethnicity: Caucasian
Height: 152 cm (5'0")
Weight: 46 kg (approx. 100 pounds)
Eyes: Bright Emerald
Hair: Brown
catherinevector.png
Catherine Fields is a small figure. Her bright emerald eyes make her stand out from a crowd, and her looks, with fair skin, brown hair, a rounded face and a certain level of fitness all serve to make the young university student quite attractive.
In her civilian identity, Catherine generally wears casual clothing, not at all expected from the daughter of a multibillionaire. Jeans and a t-shirt are most common, and she's well-known among the social newspapers for almost always wearing an akubra hat- indeed, she only takes it off it it's inappropriate to wear a hat.
Vector, on the other hand, wears a body-hugging suit (made out of Dr. Atom's morphic molecules- her father is not above recognising when someone else beats him hands-down on something), almost all blue, except for a white cross on the chest and a golden seven-pointed star on the chest. It should be noted that the blue is the same shade that appears on the Australian (and British) flags, and the star is a direct copy of the Commonwealth Star.

Power Descriptions:
Vector's powers revolve around, appropriately enough, changing the vectors of forces acting on objects. She can only do this for object's she's touching, but it's still a very flexible power- she can propel an attack away from her body, use it to fling objects at opponents (or drastically increase the force of her own punches), and even propel her own body and enhance her leaping ability.

History:
To fully understand Catherine, you first need to know a bit about her father. Michael Fields was born in Sydney in 1960, and developed mutant powers in his teens- the young man had a mind uniquely suited to understanding and developing technology, and his mind worked incredibly quickly. A self-made man, he created several inventions, the funds from which made him a multi-billionaire. His powers could have made him a superhero... except he never went through with it, although his company, Fields Technology, has always sold equipment to superheroes at discount. Michael wasn't a coward by any means, he... just wasn't a martial man, and had no taste for fighting. He was content to help his company. And... he eventually married his childhood sweetheart, Opal Aiken (and the pair still joke about how cliched the whole relationship is).
And then, in 1990, they had a child, Catherine Fields. The birth went fine, with the only real unusual thing being Catherine's pure white hair. As she grew, they realised that Catherine had inherited a part of her father's mind, the young girl excelling at maths and science (especially material sciences). They didn't realise she had... more... until she put a hand on her bike one day when she was 17 and accidentally propelled it across the room.
The Fields had some decisions to make after that happened. Michael knew his daughter needed teaching how to control her powers- and he had a favor to call in with the Claremont Academy, so he could certainly arrange that- but he didn't want to pull her away from her Higher School Certificate. Ultimately, they decided that she'd stay at school in Australia... but during school holidays, she went to the Claremont Academy and learnt some control over her budding powers. And once she graduated from high school, she went to Freedom University.
Now, she's working to gain her degree, on a stipend from her parents... and she's starting to learn the whole Superhero business. I mean, sure, she doesn't have to... but she figures that she might as well use the powers she has.

Personality & Motivation:
For the most part, Catherine doesn't have a radically different persona for Vector- she's cheerful, sometimes frighteningly intelligent, and loves coming up with new solutions. As Vector, she's a lot more physical, moving around a lot more, although always being careful, and she honestly loves being a superhero. The fact that dad's so, so proud of her helps too. Her primary motivation, however, is simply a way to help people, and a way to use her powers responsibly.

Powers & Tactics:
Vector is largely a Powerhouse, using her powers instead of brute strength. She fights intelligently, and tries her hardest to protect civilians.



Complications:
Name: [Description]
Example:
Secret: Identity. While this wouldn't be a massive disaster for Catherine if it was revealed she was Vector, it would be... enough of a nuisance that she'd really rather it remain under wraps.

Funds: Or rather, lack of. Catherine has immediate access to enough funds to sustain her, for the most part, at a middle-class standard of living without having to find a job. Accessing her full wealth represented by her Rich Benefit requires contacting her father and telling him exactly why she needs the funds. This Complication only awards a Hero Point if the reason doesn't satisfy Michael (rare- the request would have to be completely frivolous for this to happen) or if the lack of immediate funds is an issue.

Enemy: Michael's open support of the hero community has made him several enemies. His daughter, right in Freedom City? More than a few supervillains might be unable to resist the chance to strike at her.


Abilities: 0 + 4 + 2 + 12 + 8 + 8 = 34PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 22 (+6)
Wisdom: 18 (+4)
Charisma: 18 (+4)


Combat: 16 + 10 = 26PP
Initiative: +6
Attack: +8 Melee, +10 Ranged
Grapple: +8, +20 w/Move Object
Defense: +15 w/Enhanced Defensive, +5 Base, +3 Flat-Footed
Knockback: -12/-2


Saving Throws: 6 + 6 + 7 = 19PP
Toughness: +15/+5 (+1 Con, +4 Defensive Roll, +10 Force Field)
Fortitude: +7 (+1 Con, +6)
Reflex: +8 (+2 Dex, +6)
Will: +10 (+3 Wis, +7)


Skills: 32R = 8PP
Computers 5 (+11)
Diplomacy 3 (+7)
Investigate 6 (+12)
Knowledge (Physical Sciences) 4 (+10)
Knowledge (Technology) 4 (+10)
Knowledge (Business) 4 (+10)
Knowledge (Streetwise) 2 (+8)
Sense Motive 4 (+8)

Feats: 9PP
Attack Focus 2 (Ranged)
Beginner's Luck
Benefit 2 (Rich)
Defensive Roll 2
Improved Initiative
Luck 1

Powers: 23 + 3 + 4 + 3 + 24 = 57PP

Vector Control Array 10(PFs: Alternate Power 2, Subtle) [23PP]
Base Power: Move Object 10 (Effective STR 50, Heavy Load: 12 tons) (Redirect Gravity, Physical) [20pp]

Alternate Power: Deflect 10 (Vector Deflect, All Physical) [20pp]

Alternate Power: Strike 12 (Vector Punch, Physical) [12pp]


Quickness 6 (x100, Flaw: Limited [Mental Tasks Only]) [3 pp]

Immunity 4 (Disease, Environmental Conditions [Cold, Heat, Radiation]) [4PP]

Leaping 3 (x10- running long jump: 100', standing long jump: 50', high jump 25') [3PP]

Speed 2 (20MPH) [2PP]

Vector Control: Reflect Array 10 (Feats: Dynamic Alternate Power 2) [24PP]
Base Power: Force Field 10 (Vector Shield, Physical; Extras: Impervious) [20pp]

Dynamic Alternate Power: Enhanced Defense 10 [20pp]


DC Block
ATTACK RANGE SAVE EFFECT
Gravity Control Object Throw DC25 Toughness (Staged) Damage (Physical)
Vector Punch Touch DC27 Toughness (Staged) Damage (Physical)

Totals: Abilities (34) + Combat (26) + Saving Throws (19) + Skills (8) + Feats (9) + Powers (59) - Drawbacks (0) = 155/156 Power Points

Edited by Thevshi
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  • 2 weeks later...

Accelerated by Trollthumper

 

Spending 8 of Velocity's unspent points.

 

1 PP to Quickness (making it Quickness 11)

 

1 PP to Speed (making it Speed 11)

 

1 PP to Improved Initiative (making it a total of 10)

 

4 PP to her Super Speed Array (this mainly will update some things in the array, updates are underlined)

 

Super Speed Array 18 (36PP Array; Feats: Alternate Power 5) [41PP]

BP: Strike 15 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {23/36}

AP: Sonic Boom (Blast) 15 (Extra: 75-ft. Area Burst; Flaw: Range/Touch) {30/36}

AP: Maximum Velocity: Quickness 4 (15 total: x100,000) and Speed 4 (15 total: 500,000 MPH) and Super Movement 5 (Permeate 3; Sure-Footed 2) and Concealment 4 (all Visual Senses; Flaw: only while moving) {22/36}

AP: Insubstantial 4 (Affected by Vibration effects)and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/36}

AP: Rapid Fire: Blast 10 (Extra: Autofire; Feats: Accurate 5 (+10 hit); Improved Critical 1 [19-20]) {36/36}

AP: Rapid Attack: Damage 9 (Extra: 225-ft. Targeted Area Burst; Selective; Feat: Accurate 5 (+10 hit); Progression 2 (x5 Area)) {34/36}

 

The last point will be spent on some skills.

+2 Bluff (to 6 base ranks)

+2 Diplomacy (to 6 base ranks)

 

Velocity (PL 15) – Thevshi

 

Player Name: Thevshi

Character Name: Velocity

Power Level: 15 (238/242PP)

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

Unspent Power Points: 4

Progress To Platinum Status:  92/120

 

Old character sheet is

 

In Brief: Archetypical speedster.

 

Alternate Identity: Megan Howell

Identity: Secret

Birthplace: Freedom City

Occupation: Socialite

Affiliations: Freedom League Reservist

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

 

Age: 22 (July, 1991)

Gender: Female

Height: 5' 5"

Weight: 110 lbs

Eyes: Blue

Hair: Blonde (in costume wears a brunette wig)

 

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

 

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

 

Power Descriptions:

 

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

 

History:

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Personality & Motivation:

 

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

 

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

 

Powers & Tactics:

 

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

 

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

 

Complications:

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

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

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

 

Abilities: 0 + 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: +49

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: 96R = 24PP

Acrobatics 14 (+23)

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

Concentration 6 (+7)

Diplomacy 6 (+11, +15 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: 23 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

Improved Initiative

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: 4+10+10+13+11+11+3+1+41 = 104 PP

 

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

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

 

Enhanced Constitution 10 [10PP]

 

Enhanced Dexterity 10 [10PP]

 

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

 

Quickness 11 (X5,000) [11PP]

 

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

 

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

 

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

 

Super Speed Array 18 (36PP Array; Feats: Alternate Power 5) [41PP]

BP: Strike 15 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {23/36}

AP: Sonic Boom (Blast) 15 (Extra: 75-ft. Area Burst; Flaw: Range/Touch) {30/36}

AP: Maximum Velocity: Quickness 4 (15 total: x100,000) and Speed 4 (15 total: 500,000 MPH) and Super Movement 5 (Permeate 3; Sure-Footed 2) and Concealment 4 (all Visual Senses; Flaw: only while moving) {22/36}

AP: Insubstantial 4 (Affected by Vibration effects)and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/36}

AP: Rapid Fire: Blast 10 (Extra: Autofire; Feats: Accurate 5 (+10 hit); Improved Critical 1 [19-20]) {36/36}

AP: Rapid Attack: Damage 9 (Extra: 225-ft. Targeted Area Burst; Selective; Feat: Accurate 5 (+10 hit); Progression 2 (x5 Area)) {34/36}

 

Drawbacks: 0

 

DC Block

ATTACK        RANGE   SAVE           EFFECT
Unarmed       Touch   15/Toughness   Bludgeoning Damage
Strike        Touch   30/Toughness   Damage (crit 18-20)
Rapid Fire    Ranged  25/Toughness   Damage (up to DC 28 w/autofire, crit 19-20)
Sonic Boom    Touch   30/Toughness   Sonic
Rapid Attack  Touch   24/Toughness   Bludgeoning Damage

Totals: Abilities (34) + Combat (34) + Saving Throws (19) + Skills (24) + Feats (23) + Powers (104) = 238/242 Power Points

 

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FORETOLD by Thevshi

 

Foreshadow II
 
Spent Foreshadow's Unspent 5 PP

 

His Visual Danger Sense became a Radius, Acute, Accurate, Ranged Mental Sense still with the Danger Sense which is now a Mental Sense too Super-Senses 6 ( Mental [Accurate, Radius, Ranged, Acute] , Danger Sense [Mental] ) [6PP] (Spatial Awareness)

Included the Spatial Awareness into his power section of the fluff. And reworked his complications. 

Edit upon a reread: Noticed a few grammar errors and jumped to fix it. Plus it gave me the opportunity to throw his senses in a container.
 

Player Name: HG Morrison
Character Name: Foreshadow II
Power Level: 11 (174/174PP)
Effective PL: 10
Trade-Offs:  +4 Defense / -4 Toughness
Unspent Power Points: 5
Progress To Bronze Status: 24/30
 
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 Escrima sticks are housed on his waist attached by a magnetic clip.
 
 
History:
At only ten years of age Erick was considered a child prodigy ready to take the gymnastics world by storm. Of course, all the implications and hardships of said talent at an early age came with the title. While the demanding sponsors and incessant reporters weren't so bad because he could leave them at the door. His parents and coaches, however, were an entirely different story. Every moment of his life followed a set schedule down to the minute and he hated it. The fact that they opted to home-school him so he could maximize his time practicing routines didn't help. He couldn't count how many times he wished for his parents to just go away so he could relax for a day.
 
That was until the incident happened. Late one night while Erick was undergoing his studies, a drugged out mobster armed with a flame thrower had been cornered by the costumed detective Foreshadow in the alley behind the boy's home. In a moment of desperation and beginning to hallucinate, the mobster started setting the area nearby ablaze. Which in turn was the very tragedy Foreshadow had been attempting to prevent when he cornered the man. Letting the villain escape, Foreshadow instead began to attempt to try and calm the ferocious flames or at the very least save anyone who hadn't already escaped as soon as the fires started.
 
As sounds of the clash and the faint smell of smoke filled the night air, Erick's parents ran downstairs to see what all the commotion was. Something that Erick made no move to stop, as it actually meant he'd have a schedule free moment in his life. It didn't take long for them to note that the first floor of their home was engulfed in flames. Unfortunately, the foundation had already taken quite a beating and the stairs collapsed from under them as they turned to try and get their child out of immediate danger. Hearing a loud crashing noise, the now terrified and confused Erick decided to go after his parents only to see the horrible state they were in at the remains of the stairwell. He wanted to help them, he wanted to scream, he wanted to something. Anything. But he couldn't. Erick couldn't even move, he was paralyzed in a state of shock. To this day he doesn't remember the details of how Foreshadow rescued him from the burning building.
 
Erick only blamed himself for what happened to his parents. His head was quickly filled to the brim with thoughts such as, “If only I were quicker,†or “If only I had stopped them from going downstairs.†Essentially he felt that he should have been able to stop their deaths. Sympathizing with the boy's plight and blaming himself for failing to prevent the deaths of the his parent's, David Sloane did the unexpected and took Erick in. An ordeal that was a bit difficult with various coaches claiming that they wanted to adopt Erick.
 
It was inevitable that David would have to reveal his identity as the costumed detective Foreshadow to the child if their new arrangement was ever to work. Foreshadow swore Erick to secrecy, and in exchange he trained the youth in the many talents that he used in his costumed identity. Despite agreeing to train him, Foreshadow outright forbid Erick from joining the fight against crime in the Southside at least until the youth finished school. Having recently enrolled him in public school.
 
As such, Erick spent the next six years of his life with relative normalcy. He quit competitive gymnastics all together and just did the regular teenage thing. Not counting the training sessions with Foreshadow of course. The youth had also come into his own money having invested the money from his sponsors with Rath & Stromsberg upon David's advice. He also graduated from High School early at the age of sixteen solely so he could round off the start of his career by training his talents visiting many of the same locations David Sloane did as a youth. It also gave him a chance to tie up some loose ends and closure with the man he was originally supposed to grow into as he competed(and dominated) at Worlds. Shocking many whom didn't expect him to be in tip top shape.
 
Having returned to Freedom City, Erick dipped into his personal fortune to pay his tuition in full as he enrolled in FCU. Moving into a private penthouse within looking distance of the Atlantis hotel and casino, he reached out to a childhood friend, Alaina Zelichonok, revealing his intention to operate as a costumed vigilante and needing her help in the purchase and development of equipment. Omen's venture into superheroics has already earned him the ire of the Freedom City Mob just by wearing the same emblem as his mentor.
 
During the events of the Day of Wrath, Erick found himself badly injured barely scrapping by a victory with the robotic replacement of Foreshadow.  Upon the real Foreshadow's return, both men had to come to the realization that after all his years of crime fighting David was beginning to miss a step.  Even if it was time for him to retire, the Southside needed a Foreshadow, and David thought Erick was just the man for the job.  The only stipulation would be that Erick would have to undergo training with an acquaintance of David's.  Honored and surprised at the request, Erick agreed to the terms and began a training regiment with Asano Ranaga.  Unfortunately, she had a busy schedule and left in the middle of their training leaving him weekly instructions through a private podcast.  Deciding it best to move from the penthouse, Erick opted to buy a mansion near the marina.  The location would be a strange one if the man's focus was solely to lie in the South, but he was far too ambitious to settle on cleaning up crime in just one part of the city.
 
That ambition would almost cost him his life.  During his first run in with an assassin known as the L'esprit, Erick found himself eviscerated at the waist.  Erick barely defeated the assassin in a closely contested brawl over the rooftops of the city.  But it was clear he needed immediate medical attention.  Barely able to drag himself back to the manor, the young hero lost consciousness on his own doorstep.  Where David was already waiting for his arrival accompanied by a healer from Shambala Vale that he had encountered during his travels.  
 
Due to the tremendous amount of blood Erick lost in the brawl a blood transfusion was needed. Luckily, David was a compatible donor and all too willing to give up his blood to save his adopted son.  The treatment carried on throughout the entire night with many a close call in terms of Erick's health.  But in the end he survived.  When Erick came to he received his first vision much to the surprise of all present.  The blood transfusion somehow being the catalyst for awakening some latent clairvoyant ability.  Neither understood as to how the process activated Erick's powers. But the two felt closer than ever as David finally passed on the last legacy to the title of Foreshadow to his son.
 
Personality & Motivation:
Erick is quite relaxed and even when on the job he's known to be chatty and crack a joke. Unlike his mentor, he's more than willing to work with others than Foreshadow is. Erick doesn't let his past define him he may have initially gotten into the hero gig motivated by the tragedy that befell his parents, but honestly at the end of the day he just loves doing it and hopes to help people.
 
Erick fights the good fight simply because it's the right thing to do. Filled with a passion for life and a desire to make a difference, every time he dons the Foreshadow costume he's ready to go to work. With that said, he's never forgotten why he does what he does in the first place, and wants to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City.
 
Powers & Tactics:
While fully capable of standing still and slugging it out, Erick prefers a 'float like a butterfly sting like a bee' approach to things. Movement is the name of the game and Erick excels at it. If he's not actively moving cover using hit and run tactics he'll be flapping his gums to try and anger or disorient his opponent. It's a little rough and more than a little flashy fighting style, but it's perfect for the showman that he is. Erick's quite intelligent for his age, and tends to be the perfect model of being kinesthetically intelligent and reflexive thinking. Not one to think ahead, he tactically lives in the here and now adapting to situations as they come. It's not that he can't sit back and write up plans, but after a childhood of following a set note, he prefers to go off script.
 
If given the opportunity he'll also attempt to add some distance and use his throwing discs from the comfort of concealment. Erick has gradually adapted a more fluid martial arts base to his acrobatic range of attack favoring the use of Escrima Sticks for added effectiveness. Carrying a wide arrange of equipment in his utility belt, Erick notes that his piece de resistance when no other options can be afforded is his Stun Gun. An equalizer of sorts against tougher individuals, noting that if he can't see the future he'll just have to curve the present in his favor.
 
Last but not least, Erick is able to foresee events before they come to pass. While normally not of every much use in combat, a secondary effect of this ability is he is actively aware of his surroundings almost intuitively.


Complications:

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


Abilities: 6 + 14 + 4 + 6 + 6 + 6 = 42PP
Strength: 16 (+3)
Dexterity: 24 (+7)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)
 
 
Combat: 12 + 12 = 24PP
Initiative: +15 (+7 Dex, +8 Improved Initiative)
Attack: +6 Base, +6 Ranged, +10 Melee
Grapple: +11
Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -3
 
 
Saving Throws: 4 + 3 + 5 = 12PP
Toughness: +6 (+2 Con, +4 Defensive Roll)
Fortitude: +6 (+2 Con, +4)
Reflex: +10 (+7 Dex, +3)
Will: +8 (+3 Wis, +5)
 
 
Skills: 132R = 33PP
Acrobatics 15 (+22) Skill Mastery
Bluff 7 (+10, +14 Attractive) Skill Mastery
Computers 7 (+10)
Concentration 7 (+10)
Diplomacy 2 (+5, +9 Attractive)
Disable Device 7 (+10)
Disguise 2 (+5)
Escape Artist 8 (+15) Skill Mastery
Gather Info 7 (+10)
Intimidate 7 (+10)
Investigate 7 (+10)
Knowledge Business 2 (+5)
Knowledge Current Events 2 (+5)
Knowledge History 2 (+5)
Knowledge Streetwise 7 (+10)
Knowledge Tactics 2 (+5)
Language 7 (Arabic, Chinese [Mandarin] English [Native], French, Japanese, Portuguese, Russian, Spanish)
Medicine 2 (+5)
Notice 12 (+15)
Search 7 (+10)
Sense Motive 7 (+10)
Sleight of Hand 3 (+10)
Stealth 3 (+10) Skill Mastery
 
 
Feats: 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 Walls
Well-Informed
 
Equipment: 8PP = 40EP
Collapsible Escrima Sticks: Strike 3 (Feats; Mighty, Subtle) [5EP]

Free Due To Wealth: Cell phone, Digital camera, Digital audio recorder, 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], Drawback: 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: 4 + 8 = 12PP
 
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]


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


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

 
Totals: Abilities (42) + Combat (24) + Saving Throws (12) + Skills (33) + Feats (51) + Powers (12) - Drawbacks (0) = 174/174 Power Points

Edited by Thevshi
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ADDED IN by Thevshi

 

Vector

 

Yeah, sorry about this so soon after a previous edit.  As per discussion in IRC, I'd like to add a complication to Vector's sheet. 

 

Not Actually Telekinesis: While Vector's powers are a fair stand-in for touch telekinesis in most circumstance, they aren't actually telekinesis- while she is capable of amplifying fairly small 'force vectors' and is fairly adept at doing so, she does actually require something to be moving relative to her within her (rather short) range of vector manipulation.  As such, if she is immobilised, her powers are effectively neutralised. 

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TRANSFORMED FOR JUSTICE! by Thevshi

 

Young Britannia

 

Lot's of minor fixes and edit's to just tidy up the sheet, plus a few point's here and there made :

 

Combat : Raise Base Defense by +1 [2PP]

Skills : Add Sense Motive 4 [1PP]

Feats : Increase Luck to 2 [1PP]

Powers : Increase Aura of Light by +1 [2PP]

               Enhanced Feats - Lower Dodge Focus by 1 [-1PP]

               Immunity - Increase to Life Support [2PP]

 

 

gallery_517_7_22756.png
Player Name: Tiffany Korta

Character Name: Young Britannia

Power Level: 10 (154/154PP)

Trade-Offs: none

Unspent PP: 0

Progress To Gold Status: 49/90 (Silver status earned with Revenant)

 

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

 

Alternate Identity: Agnus Stone (real name), Annice Avebury / Annice Stone (stage names)

Identity: Secret

Birthplace: Glastonbury, Somerset, England, United Kingdom

Occupation: Businesswoman, Pop Star

Affiliations: Vanguard aka Team UK

Family: Geri Stone (Mother), Winston Stone (Father)

 

Description:

Age: 21 (DoB: July 24th 1991)

Gender: Female

Ethnicity: Mixed (Caucasian / Afro-Caribbean)

Height: 6’0â€

Weight: 165 lbs

Eyes: Brown

Hair: Brown

 

gallery_617_20_88202.png
Agnes is the type of person who tends to stick in the memory whether it’s from large hair, her strong North London accent or her general friendly confident demeanour. She also a naturally cheerful person and her face is almost always lit up by one of her smiles

 

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

 

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

 

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

 

Power Descriptions:

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

 

History:

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Personality & Motivation:

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

 

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

 

Powers & Tactics:

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

 

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

 

Complications:

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

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

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

 

Abilities: 0 + 2 + 0 + 0 + 4 + 6 = 12PP

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

Dexterity: 12 (+1)

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

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 

Combat: 8 + 8 = 16PP

Initiative: +1

Attack: +4 Base, +4 Ranged, +10 Burst of Light, +4 Melee, +10 Unarmed (Past Lives)

Grapple: +18 up to +22 with Dynamic Super-Strength

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

Knockback: -5/-0

 

Saving Throws: 0 + 6 + 5 = 11PP

Toughness: +10/+0 (+10 Con)

Fortitude: +10 (+10 Con, +0)

Reflex: +7 (+1 Dex, +6)

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

 

Skills: 28R = 7PP

Bluff 3 (+6)

Diplomacy 3 (+6)

Notice 8 (+10)

Perform, (Dance) 3 (+6)

Perform (Singing) 10 (+13)

Sense Motive 4 (+6)

 

Feats: 3PP

Benefit 1 (Wealth 1)

Luck 2

 

Powers: 13+ 20 + 20 + 7 + 2 + 9 + 27 + 7 = 105PP

 

Aura of Light Array 5 (10PP; Feats: Alternate Power, Dynamic Power 2) [13PP]

Base Power (Dynamic): Flight 5 (Rank 7 Total, 500MPH / 4,400' per Move Action) [12PP]

Alternate Power (Dynamic): Super-Strength 5 (Lifting STR 55 [Heavy Load: 24 tons]) [12PP]

Enhanced Constitution 20 [20PP]

Enhanced Strength 20 [20PP]

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

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

Immunity 9 (Life Support) [9PP]

Light Control Array 13.5 (23PP, Feats: Alternate Power 4) [27PP]

Base Power: Blast 10 (100' Range; Feats: Accurate 3) [23PP] (Burst of Light)

Alternate Power: Dazzle 5 (Visual Senses, 250' Range, 50' Burst Radius; Extra: Area [General, Burst], Selective, Feats: Progression [Area] 1, Progression [Range] 2) [23PP] (Blinding Light)

Alternate Power: Healing 11 (Feats: Regrowth) [23PP]

Alternate Power: Light Control 11 (110' Range; Feat: Slow Fade 1 (1 minute)) [23PP]

Alternate Power: Teleport 9 (20,000 miles as full action, up to 1,000 lbs; Extra: Accurate, Feats: Change Direction, Change Velocity, Progession, Mass 3 Flaw: Long-Range) [23PP]

Past Lives Array 3 (6PP Array, Feats: Alternate Power) [7PP]

Base Power: Comprehend 3 (Languages 3 [speak, Understand and Read All]) [6PP]

Alternate Power: Enhanced Feats 6 (Attack Specialization [unarmed] 3, Eidetic Memory, Jack of all Trades, Well Informed) [6PP]

 

DC Block:

ATTACK               ATT    RANGE      SAVE                        EFFECT
Unarmed              +10    Touch      DC 25 Toughness (Staged)    Damage Physical
Burst of Light       +10    Ranged     DC 25 Toughness (Staged)    Damage Energy
Blinding Light              Area       DC 15 Ref/Fort              Blinding

 

Totals: Abilities (12) + Combat (16) + Saving Throws (11) + Skills (7) + Feats (3) + Powers (105) - Drawbacks (0) = 154/154 Power Points

 
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TELEPORTED IN by Thevshi

 

Add:
Teamwork x3
=3PP

Add:
Computers 3
Investigate 3
Knowledge (Arcane Lore) 1
Knowledge (Art) 3
Knowledge (Current Events) 1
Knowledge (History) 1
Knowledge (Popular Culture) 1
Knowledge (Streetwise) 1
Knowledge (Theology and Philosophy) 1
Language: Demonic
=4PP

Change:
Descriptor for Awareness from Soul to Magic

Add:
Darkvision to super-senses
=2PP

Total: 9PP out of 28 available.

New total: 19 available, 116/135PP





Player Name: Blue Rose
Character Name: Samantha Vance
Power Level: 9 (116/135PP)
Trade-Offs: +5 Attack/-5 Damage, +2 Defense/-2 Toughness
Unspent Power Points: 19
Progress To Bronze Status: 30/30

In Brief: The girl from Hell.

Alternate Identity: Kit
Identity: Public
Birthplace: Planet Dis
Occupation: Student
Affiliations: Claremont
Family: None living (adopted by the late slave, Shrike, then the now-imprisoned imp, Mouse, then the thief known as the Phantom Fox, and currently adopted by the recently-unmasked heroine Masque)

Description:[floatr]Witch__fragment_by_KatjaFaith-1.jpg[/floatr]

Age: 16
Apparent Age: 16
Gender: Female
Ethnicity: Caucasian
Height: 5'0"
Weight: 97 lbs
Eyes: Green
Hair: Red

Kit is a small, scrawny girl. Hers is pale, lightly-freckled skin on her narrow, slightly gaunt face clearing up as it goes down along her long, porcelain neck.

She doesn't have a proper costume since she abandoned her old one (a black cat burgler's suit and a domino mask), regularly fighting crime in a tee shirt and jeans. She's given the witch ensemble a try a couple times, once as mage robes and pointy hat, once as mini-skirt and pointy hat, abandoning the idea outright. She refuses to wear Claremont's official uniform.

Lately, having grown in power, she's had to stick to outfits that either hang very loose or expose her upper back, where she's branded with an intricate sigil. An ugly black mark that seems to shift as you look upon it, defying any attempt to discern its actual shape. Staring at it long enough is unsettling, and even physically painful, causing mild headaches. As she uses her powers, it begins to glow and produce heat, potentially burning through clothing if she really pushes herself.

Her smile, even at its most cheerful, is that of the cat that ate the canary, though she's quite skilled at capturing the many flavors of angry in glorious detail, from minor-but-still-amused annoyance to full-on homicidal rage. She carries herself with a cocky swagger, and tends to look at people in about the same way she'd look at a toy.

Power Descriptions:
Though she tries to play her powers off as traditional magic, hers is black magic. Hellfire, energies stolen from demons. In practice, there isn't much difference, however.

She has an array of 'spells,' from a small burst of hellfire to various mind-bending tricks to walking across the city in an instant through the shadows, and even changing faces. They're suited more to sneaking and subterfuge than actual combat, though she is capable of both.

History:
The prison world of Dis. A distant, barren world where the galaxy's worst criminals are left to rot. No one ever leaves.

Centuries of warfare have rendered it completely incapable of supporting life. And yet, it is home to more than ten billion people, supported by the only trade they can manage. Trade across planes. Barter with the infernal. The entire world revolves on an economy of expendable people; slaves and blood sacrifice, with the constant influx of prisoners finding themselves crushed and sold for water, food, power, and luxury.

The strong and the devious are the ones who survive. The invincible and the genius are the ones who rule. The world's unquestioned (but oft-resisted) leader, known only as The Empress, is an enigmatic and ruthless being who's held onto power for decades.

Few children are born in this fiery pit, as few are willing to take the risk. Here, a child was born, her father already dead, her mother dead before she could give her a name. Instead, she was immediately branded as fodder for the world's demonic patrons, to be collected at a later date.

Before anyone could make good on the mark, there was turmoil. There's always turmoil. She moved around dozens of times for breakouts, rebellions, and routs, but there were two constants in the chaos.

First, there was Mouse. An imp. A small, weak creature, but as devious as they come. He managed to become the child's nominal owner, but wasn't strong enough to do much of anything with her.

Second, there was Shrike. A repentant mercenary who, in his guilt, became the girl's protector. He's the one who gave her a first name, Samantha.

This went on until the girl was nearly ten, and she learned a great deal about combat and skulduggery from the duo. Then, at age ten, everything changed.

They'd spent a decade on the run before they found their break. One powerful secret. Mouse uncovered a way into one of the Empress' vaults. A repository for some of the treasure and power she'd bartered for. Supposedly, this one contained a portal out of Dis.

Treasure and freedom in sight, the trio went in, a bumbling series of disasters. They snuck through when they could, fought through when they couldn't, and ran when that failed. There was a great deal of running, but they found their treasure, absorbing considerable power before they were cornered on a runed dais. Surrounded by enemies, they had no options left. The first shot went straight for Sam's heart. Shrike took it instead, his blood spilling across the dais.

It turns out the portal was real, and had been locked away due to one crippling design flaw. To work, it required heartblood drawn from a pure soul; something The Empress never expected to find on Dis. Even the children are twisted too soon, yet the penitent merc was a good man. His sacrifice was enough, and Sam and Mouse were sent through space and time. To Earth.

Free, Mouse went more than a little mad. Well, madder- demons rarely begin sane. Away from Dis, he thought himself free to conquer, and used the little girl as his pawn. Turns out Earth has his own protectors and he found himself sealed away by a powerful mage in an AEGIS holding cell.

Before the law could get to her to arrest her or find her a guardian or eat her liver or whatever it is the law does to little girls like Sam after they dabble in supervillainy, the 'unknown magic-wielding child' was spirited away by a third party. A master thief known only as the Phantom Fox. A mere human, but a sly one, and very good at her chosen trade. She convinced Kit that, if AEGIS got their hands on her, they'd put her away for a very long time, and made her an offer; she'd protect the girl from the law if she'd become her sidekick. A ploy to exploit her powers for all they're worth, or a genuine offer for help? Who knows? Either way, that day, Kit was born. Sidekick to the master thief.

The Phantom Fox was not in it for the money, however. She was in it for adventure; for fun, a gentlewoman thief as it were, keeping little more than what it took to fund the heists themselves and maintain a modest level of luxury (as much as wouldn't draw too much attention). Together, they pulled of some of the most spectacular thefts in history, even once stealing and returning the Mona Lisa three times in as many months because they could, though usually they stuck to the Chicago area.

And from her new guardian, she expanded her already-considerable knowledge of the family trade. But more importantly, she learned boundaries. Mercy. A theif's honor. That there are lines not to be crossed, that you should not cause unnecessary harm, to never take from those who can't afford to lose. More than once, the duo even teamed up with the recently-unmasked heroine Masque, with whom the Phantom Fox had a long-standing and exceptionally friendly rivalry with, despite being on opposite sides of the law.

Unfortunately, times change and people change. The Phantom Fox began to change. Though still not interested in money, she became far more interested in power. Specifically, anything linked to longevity or immortality, having grown to fear her own mortality. She became more aggressive, skirting the line on many of her values and Kit began to worry. Then, in one heist, her guardian blew out a huge section of a Foundry installation. She killed people. Possibly bad people, but it was a cruel, brutal, and graceless move opposed to everything she'd raised Kit to believe. She did not leave with her guardian that day; she stayed behind, let herself get captured by AEGIS to face judgment.

There was a great deal of arguing over what to do with her. A question of how to classify her legally. Is she an accomplice to be tried as an adult, or a victim exploited by a criminal mastermind? She was still a minor, true, but many argued that she was old enough to know better than to serially steal world treasures. But in the end, one voice saved her. Masque (real name Talia Vance) intervened and publicly offered to take custody of and responsibility for the girl. AEGIS agreed.

So, Kit was formally adopted, and even gained a last name. She tried to be Masque's sidekick instead, but the two didn't really get along. Miss Vance had no family, and other than the Phantom Fox, she'd always worked alone (Kit was just a third wheel when she was with that pair). Heck, other than the Phantom Fox, she didn't even have anyone she'd call a friend, except maybe her cat. Although the spirit was willing, she just wasn't cut out to be Kit's mentor.

And so, she sent the girl to Claremont Academy.

Personality & Motivation:
Most of what Kit knows about life, she learned from a damned mercenary and a queen among thieves. Not exactly the best place to get one's values, but you take what you can get. She has a firm grasp of the more practical basics (murder is bad), but when it comes to matters of courtesy and consideration, she can be a bit rough. And trust? Rare, difficult, but easy to fake.

Usually, she can manage to hide such misunderstandings under an excessively sunny disposition. Some might say obnoxiously so. It's usually very difficult to get her down, as no matter how things get, she knows first hand that they can get much, much worse. Usually, when something goes awry, she'll offer a peevish look and maybe that will be the end of it. Or maybe a convenient mirage will have you walking into the wrong locker room tomorrow.

That said, she does have a code of honor, even if she hasn't quite figured out what it is yet. Or maybe she's just erratic with a few hot buttons. Either way, while she may be happy-go-lucky much of the time, cross the wrong line and you will know her wrath. The exact tenets shift, but a few stay constant; never take from someone anything they can't afford to lose, never rat out a partner, never break a promise, and so on.

Powers & Tactics:
Sneak up. Try and manipulate enemies into defeating themselves. If it comes to a straight fight and there's no team backing her up, she'll fall back and try and get the jump on her enemies again. In general, a fair fight is something to be avoided at all costs.

That said, if she's in a team, she'll provide what backup she can, usually less interested in dealing the finishing blow than providing cover fire or misdirecting adversaries. Of course, if someone starts going after her specifically, she won't hesitate to give them a face full of hellfire.



Complications:
Enemies: As far as any demons are concerned, Kit is stolen property. She's marked as sold, and ready for immediate collection. She's already forfeit, no haggling required. The Empress also takes umbridge with the little thief, and is eager for revenge. Also, the Phantom Fox is still out there, somewhere in the world, status unknown, possibly scheming for revenge.

Horrible Judge of Character: In her youth, Kit picked up a mistrust for others' good intentions that has never really gone away; a survival instinct. At the same time, she needs to believe in the good in all people, that even the most vicious can be redeemed. After all, she had two stints as a supervillain already, herself, and she's a worthwhile human being. Hopefully. This comes together to make her a rather poor judge of character, liable to doubt her allies and give her enemies a second chance at just the wrong moment.

Reputation: If it weren't for Masque vouching for her, AEGIS would have brought Kit in. Even now, quite a few of their number aren't fond of the arrangement, and they're still quite suspicious of her and keep her on a watch list.

Abilities: -2 + 10 + 2 + 4 - 2 + 10 = 22PP
Strength: 8 (-1)
Dexterity: 20 (+5)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 8 (-1)
Charisma: 20 (+5)


Combat: 8 + 8 = 16PP
Initiative: +5
Attack: +4, +12 with Blast
Grapple: +3
Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: -2, -0 flat-footed


Saving Throws: 6 + 5 + 6 = 17PP
Toughness: +5 (+1 Con, +4 Defensive Roll), +1 flat-footed
Fortitude: +7 (+1 Con, +6)
Reflex: +10 (+5 Dex, +5)
Will: +5 (-1 Wis, +6)


Skills: 76R = 19PP
Acrobatics 5 (+10)
Bluff 8 (+13, +17 /w Attractive) Skill Mastery
Computers 3 (+5)
Diplomacy 6 (+11, +15 /w Attractive)
Disable Device 8 (+10)
Escape Artist 5 (+10) Skill Mastery
Investigate 3 (+5)
Knowledge (Arcane Lore) 1 (+3)
Knowledge (Art) 3 (+5)
Knowledge (Current Events) 1 (+3)
Knowledge (History) 1 (+3)
Knowledge (Popular Culture) 1 (+3)
Knowledge (Streetwise) 1 (+3)
Knowledge (Theology and Philosophy) 1 (+3)
Language: Demonic 1
Notice 6 (+5)
Search 3 (+5)
Sleight of Hand 7 (+12) Skill Mastery
Stealth 12 (+17) Skill Mastery


Feats: 15PP
Attractive
Defensive Roll 2
Distract: Bluff
Dodge Focus 5
Evasion
Teamwork 3
Skill Mastery (Bluff, Escape Artist, Sleight of Hand, Stealth)
Uncanny Dodge (Mental)


Powers: 4 + 2 + 21 = 27PP

Super-Senses 4 (Magic Awareness 3 [Mental], Extras: Radius) [4PP]

Super-Senses 2 (Darkvision 2) [2PP]

Demonic Brand Array (15 points; Power Feats: Alternate Power 6) [21PP]
Base Power: Blast 2 (Power Feats: Accurate 4, Affects Insubstantial 2, Homing 1, Improved Range 3, Indirect 1) [15/15PP] (Fox Fire, Infernal)

Alternate Power: Illusion 6 (Auditory, Visual; Flaws: Phantasm, Power Feats: Progression 3 [100' area]) [15/15PP] (Mirage, Infernal, Mental)

Alternate Power: Concealment 10 (All Non-Tactile; Flaws: Phantasm, Power Feats: Close Range, Selective) [12/15PP] (Mind Veil, Infernal, Mental)

Alternate Power: Emotion Control 7 (Power Feats: Subtle) [15/15PP] (Empress' Eye, Infernal, Mental)

Alternate Power: Teleport 8 (800'/2000mi; Flaws: Medium [shadows], Power Feats: Easy, Progression 6 [10,000 lbs]) [15/15PP] (Shadow Walk, Infernal, Shadow)

Alternate Power: Stun 7 (Extras: Alternate Save [Will], Range [Perception, +2], Sleep, Flaws: Distracting, Sense-Dependent [Visual; eye contact], Power Feats: Subtle) [15/15PP] (Mind Suppression, Infernal, Mental)

Alternate Power: Morph 2 (Humanoids; Extras: Attack [+1], Range [Perception, +2], Selective Attack Flaws: Phantasm, Power Feats: Progression 4 [25 people], Subtle) [15/15PP] (False Visage, Infernal, Mental)



DC Block

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC14 Toughness (Staged) Damage (Physical)
Fox Fire 20' Increment DC17 Toughness (Staged) Damage (Infernal)
Mirage Perception DC16 Will Illusion (Infernal/Mental)
Empress' Eye Perception DC17 Will (Staged) Emotion Control (Infernal/Mental)
False Visage Perception DC12 Will Morph (Infernal/Mental)



Totals: Abilities (22) + Combat (16) + Saving Throws (17) + Skills (19) + Feats (15) + Powers (27) - Drawbacks (0) = 107/135 Power Points


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  • 2 weeks later...

KNIGHTED by Thevshi

 

Cavalier

 

Mostly upgrading him to PL11, so...

 

-2 PP for +1 to ATT.

-2 PP for +1 to DEF.

-1 PP for Taunt.

-1 PP for Luck 2.

-1 PP for Challenge (Fast Feint).

-4 PP slotted into the Suit, for 5 PP within with the Device trade-off - 3 go to the suit's Offensive Capabilities to boost them up to PL11, 1 will be added to produce an EMP blast, and 1 will go to boost Protection. 

-2 PP for Skills - +2 to Bluff, +2 to Diplomacy, +2 to Search, +2 to Computers

-3 PP to boost saves all around. 

 

So, 16 PP spent in total. 

 

Player Name: Trollthumper
Character Name: Cavalier
Power Level: 10 (166/168 PP)
Trade-Offs: None
Unspent Power Points: 2
Progress To Bronze Status: 18/30
 
In Brief: Alien abductee turned troubleshooter for the rough end of the universe turned Star Knight. 
 
Alternate Identity: Kyle Steward
Identity: Public
Birthplace: Freedom City, NJ
Occupation: Unemployed
Affiliations: Rygar's Runabouts (troubleshooter band), the Star Knights
Family: Jenny Steward (mother, reporter), Alan Steward (father, aeronautics engineer), Guy Steward (brother, college student)
 
Description:
Age: 23 (DOB November 11, 1989)
Apparent Age: 23
Gender: Male
Ethnicity: Caucasian
Height: 5'11"
Weight: 180 lbs.
Eyes: Brown
Hair: Brown
 
Appearance: Still getting used to Earth clothes for the first time in forever, Kyle usually wears sturdy, industrious clothes when he's about, stuff that sits well and offers a measure of protection. He keeps his hair relatively well-trimmed, but is okay with letting his facial hair grow out for a day or two - a side effect of the Cloud having many clippers for the more furry species, but a lack of good razors for operation by humanoid hands. When his armor deploys, it grows to cover almost all of his body, taking on a bright green coloring.
 
Power Descriptions:
All - Device, Technological
Blast - Energy
Enhanced Strength - Physical (Bludgeoning)
Snare - Energy, Entrapment
 
History:
 
Kyle Steward had a plan for his life. He was going to go to HIT, study engineering, and find work in aerodynamics. But before he did any of that, he was going to go across the country with some of his high school friends, a chance to see the country and let loose before the responsibility of college pressed down on them all. When the car sprung two flats outside a cornfield in Kansas and the rest of the group waited for AAA, Kyle stepped into the field to take care of some business. No one remembers exactly what happened next, but by the time the tow truck arrived - a time none of Kyle's friends could ever fully recall - he was nowhere to be found. He had stepped into the cornfield and simply vanished. 
 
From Kyle's perspective, it was an entirely different story. After witnessing a strange light and feeling the world spin, he passed out. When he came to again, he was naked, strapped to a plinth, and being examined by something that looked like a cross between a jellyfish and a centipede. He wasn't the only captive, though he really couldn't tell what any of the others were. The tests were extensive, painful, and seemingly without any motivation. Right before it seemed his captors were about to cut him open, the ship was boarded by Rygar's Runabouts, a team of mercs hired to retrieve the abducted son of the Magistrex of Volanus. They quickly managed to take the ship, but the strange aliens chose suicide over surrender and completely wiped the ship's data banks in the process. As the Runabouts retrieved Kyle from his plinth and established a telepathic link for ease of communication, a few things became clear. 
 
First, with the ship's databanks wiped, there was no clear map back from wherever he was to Earth. Second, the ship had taken him to the edge of the Large Magellanic Cloud, well outside the Milky Way. Third, none of the names of stars or planets he had translated directly to the astronomical knowledge of his companions. For the time being, he was stranded in the universe, unable to make his way home. 
 
With no other options, he crewed with the Runabouts, aiding them in their jobs and learning the ins and outs of the new galaxy. From Jellana, the weaponsmaster, he learned how to manage himself in a firefight, a situation that popped up more often than he liked. From Moritus, high priest of the Divine Engine, he learned how starships ran, from majestic cruisers to their old rust bucket. From Gelar, the ship's layabout and self-appointed "diplomat", he learned all about the various species of the Cloud. For three years, he shared in their exploits - that is, until their charter got revoked following a diplomatic incident ("you blow up one gray goo-infested military outpost..."). The various Runabouts went their separate ways, and Kyle was left working as an independent troubleshooter, solving issues for the highest bidder.
 
It was eighteen months into his new career that he heard a set of words that sounded all too familiar - "Star Knight." Mentor's recruitment efforts had finally expanded into the edges of the Cloud, and Kyle had a possible way back home. He tracked down the first Star Knight in the Cloud, Hal'aste of Renosa, and gave him his story. Hal'aste, of a charitable heart, said that once his latest tour of his sector of the Cloud was done, he'd take Kyle to Citadel and make sure he got home. During the tour, however, Kyle and Hal'aste visited a world that came under attack by an expeditionary force of the Khanate. As the two helped the locals to drive the Khanate back, Hal'aste suffered a mortal wound. The planet still at risk, Kyle fought to save Hal'aste's life, but to no avail. But with no other Star Knights in the sector and the Khanate still bearing down, Mentor issued an emergency override, and Hal'aste's armor jumped to the closest candidate - Kyle. 
 
After the agents of the Khanate had been driven from the planet's skies, Kyle was instantly taken to Citadel, where he was trained in the ways of the Star Knights. Maria Montoya was recalled to Citadel for brief stretches to oversee his training, as well as get him used to all that had happened on Earth. With the course recently concluded, Kyle - taking the name "Cavalier" to distinguish himself from Earth's standing Star Knight - is ready to come home. He has no idea what he's in for...
 
Personality & Motivation:
Kyle's seen a hell of a lot, and it's changed him. He keeps up a joyful demeanor most of the time, but snark and hostility sneak out more often than he'd like. On some level, though, he knows he's seen things most people never will, and has a deep appreciation of that. He wants to put all the things he learned in the Cloud to good use on Earth, while also serving as an upstanding example of a Star Knight. 
 
Powers & Tactics:

Blast - Cavalier's armor molds to form a blaster-style attachment in his hand that launches bolts of concussive force in great volume. 
Enhanced Strength - The armor redirects ambient power into the muscles and outer carapace, allowing for heightened resilience and strength.
Snare - The blaster shifts loads to produce a hard-light construct that entraps its target, using a Von Neumann principle to maintain full operational strength unless sufficiently disrupted. 
 

 



Complications:
Close Encounters of the WTF Kind - Kyle still doesn't know what sort of aliens dragged him off of Earth, or for what purpose. That wouldn't be such a big deal, but it appears Mentor didn't even know what sort of aliens they were. What was their agenda, and what might happen if they return?
Friends in Low Places, Enemies in High Ones - Kyle's old buddies in the Runabouts are making sure to keep in touch with him through the wonders of quantum communication, and may give him reason to return to the Cloud. That, and he's made a number of enemies in both the Cloud and the Milky Way, the Khanate among them. 
"Oh, Right, That's Still An Issue Here..." - Kyle is gay, and has spent five years in a part of the universe where sexual orientation is not usually that big of a deal (mainly because the number of genders and orientations ranges anywhere from one to double digits amongst any given species). He knows to be more discreet on Earth, but coming face-to-face with direct homophobia might trigger a reaction. 
"So, Did They Ever Get Off the Island?" - Kyle may have gotten the Cliff's Notes on the past five years from Maria, but he's still been gone from Earth for a while. Recent changes in politics, pop culture, and the superhero scene might catch him off guard.
 
Abilities: 4 + 4 + 4 + 6 + 4 + 4  = 26 PP
Strength 14 (+2)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 14 (+2)
 
Combat: 14 + 14 = 28 PP
Attack: +7 (+10 Star Knight Armor)
Defense: +11 (+7 Base, +4 Dodge Focus), +3 Flat-Footed
Initiative: +2
Grapple: +22/+8
Knockback: -11/-5/-1
 
 
Saving Throws: 6 + 6 + 6 = 18 PP
Toughness: +10/+2 (+2 CON, +8 Protection)
Fortitude: +8 (+2 CON, +6)
Reflex: +8 (+2 DEX, +6)
Will: +8 (+2 WIS, +6)
 
 
Skills: 84r = 21 PP
Bluff 10 (+12)
Computers 9 (+12)
Diplomacy 10 (+12)
Disable Device 8 (+11)
Gather Information 6 (+8)
Investigate 4 (+7)
Intimidate 6 (+8)
Knowledge (galactic lore) 5 (+8)
Knowledge (physical sciences) 7 (+10)
Notice 6 (+8)
Search 6 (+9)
Sense Motive 7 (+9)
 
Feats: 13 PP
All-Out Attack

Challenge (Fast Feint)
Dodge Focus 4
Evasion
Luck 2
Power Attack
Skill Mastery (Bluff, Disable Device, Knowledge (physical sciences), Notice)

Taunt

Uncanny Dodge (auditory)
 
 
Powers: 60 PP
 
Star Knight Armor, 75 PP Device (Hard to Lose) [60 PP]

Offensive Capabilities, 33 PP Array (Power Feats: Accurate 2, Alternate Power 3) [38 PP]
Base: Blast 11 (Extras: Autofire 1) [33 PP]
AP: Enhanced Strength 18 [18 PP] + Impervious Toughness 11 [11 PP] + Super-Strength 2 (Effective Lifting Strength 40) [4 PP]
AP: Snare 11 (Extras: Regenerating) [33 PP]

AP: Nullify Technology 11 [33 PP]
Comprehend 2 (Languages) [4 PP]
Enhanced Feat 1 (Quick Change) [1 PP]
Flight 1 (10 MPH, 100 ft/round) [2 PP]
Auxiliary Thrusters, 8 PP Array (Power Feats: Alternate Power 1) [9 PP]
Base: Enhanced Flight 4 (250 MPH, 2500 ft./round) [8 PP]
AP: Enhanced Space Flight 8 (500c) [8 PP]
Immunity 9 (life support) [9 PP]
Protection 9 [9 PP]
Space Travel 1 (1c) [1 PP]
Super-Senses 2 (Communication Link [Mentor], Radio) [2 PP]


 
 
Drawbacks: (-0) + (-0) = -0PP
 
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
Blast Ranged DC26 Toughness (Staged) Damage (Energy)
Snare Ranged DC21 Reflex 1/2 save
DC21 Reflex (Staged) Ensnared
Enhanced Strength Unarmed Touch DC26 Toughness (Staged) Damage (Physical)

Nullify Technology Ranged DC21 Will Nullify


 
Totals: Abilities (26) + Combat (28) + Saving Throws (18) + Skills (21) + Feats (13) + Powers (60) - Drawbacks (0) = 166/168 Power Points

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PREPARED FOR BATTLE by Thevshi

 

Glamazon

 

So seems like a good as time as any to raise Glam to PL 8 status spending her unusued 10 PP.

 

Dropping the Persistent feat from Regeneration.  [+1]

Dropped Danger Sense from her Super-Senses.[+1]

Raising Impervious Protection to 8 while dropping the limited flaw [-4] 

Increasing Strength to 26 [-2]

Increasing Constitution to 26 [-2]

Increasing Base Attack Bonus to 8 [-2]

Increasing Base Defense Bonus to 4 [-2]

 

Also went through and corrected the listed speed of her swimming and expanded her complications.  

Player Name: HG Morrison
Character Name: Glamazon
Power Level: 8 120/120PP
Trade-Offs: -2 Defense, +2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 15/30

In Brief: Atlantean Demigoddess trying to punch her way through

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

Description:
Age: 16 (DoB: January 03, 1997)
Gender: Female
Ethnicity: Caucasian
Height: 6'0
Weight: 165 lbs.
Eyes: Blue
Hair: Black

Thaelia is a muscular teenage girl with raven black neatly kept hair and soft blue eyes that always give the feeling of an ocean's view.  A stern expression is 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.

Glamazon.png


Power Descriptions:


History:
When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well. 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 superhumanly strong. When sufficiently pushed she’ll prove herself her father’s scion and use her strength to create miniature earthquakes.

As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, her body more sturdy.  That’s if her opponents can injure her in the first place. And with each passing day her connection to the sea grows.  Although such gifts do come with a price and as such her anatomical makeup rife 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:
Competitive:  Thaelia strives to win any contest she is in, regardless of the nature of the contest, and regardless of whether or not she has any chance of winning.  Which wouldn't be an issue for the fact that she is also incapable of turning down a challenge which can easily play into a villain's hands. 

 

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

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

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

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.

 

Honor Bound:  Thaelia's code of honor governs her decision making process and is further reinforced by an inherent sense of self-confidence.  Outright abandoning pragmatism at times for the sake of her honor.  Even if she was capable of performing acts of subterfuge decently , which she isn't, Thaelia would never do something like sneak up and attack an unaware foe from behind for example. 

 

Impulsive:   Thaelia is quick to act even when it is in her best interest to sit back and think things through.  Without the influence of her more level headed 
friends she could easily leap before looking ending with her getting over her head into trouble.

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

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

Abilities: 16 + 2 + 16 + 4 + 2 + 0 = 40PP
Strength: 26 (+8)
Dexterity: 12 (+1)
Constitution: 26 (+8)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)


Combat: 16 + 8 = 24PP
Initiative: +1
Attack: +8 Melee, +8 Ranged
Grapple: +19/+21 (Super-Strength)
Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed
Knockback: -9


Saving Throws: 3 + 3 = 6PP
Toughness: +10 (+8 Con, +2 Protection, 8 Impervious)
Fortitude: +8 (+8 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 (+11)

 

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

 

Powers: 3 + 8 + 2 + 5 + 3 + 10 + 9 = 40PP
Immunity 3 (Cold, Pressure, Drowning ) [3PP]

Impervious Toughness 8  [8PP]

Protection 2 [2PP]

Regeneration 10 (Bruised 3/No Action, Injured 3/1 Minute, Staggered 4/1 Round; Flaws: Source [Water] ) [5PP]
 
Super Senses 3 (Low Light Vision, Counters Illusion [Vision][3PP]
 
Super Strength 5 (Effective lifting STR 51, Heavy Load=14.7 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             DC23 Toughness     (Staged) Damage (Physical)

Totals: Abilities (40) + Combat (24) + Saving Throws (6) + Skills (8) + Feats (6) + Powers (40) - Drawbacks (4) = 120/120 Power Points



Edited by Thevshi
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HOODED by Thevshi

 

Catalyst

 

Fluff Edits:

One, Jasmine's 30 now, two, no longer affiliated with Franklin & Wesler Co., her occupation is Research Professor, and her official name is Dr. Jasmine Benoit (cause she got her Doctorate in inorganic chemistry).

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ZOOMED BY SUPERCAPE

 

Okay, just a couple changes.

Now that Velocity is Gold, was going to use that reward for the free pp for equipment and the like, which allows her to get back the 2 pp she spent on her Freedom League Communicator. She will take that 2 pp and put it in Dexterity (making it 20/30).

She will also spend a bit more of those free pp for a headquarters (her and Robert's new home in the northern parts of North Bay, where they can raise Lawrence). There are two alt estates (their place in Fiji, and Robert's family estate in England).

Also bumping up the Speed and Quickness in her speed array alt power by 1 each.

Velocity (PL 15) – Thevshi



Player Name: Thevshi
Character Name: Velocity
Power Level: 15 (238/242PP)
Trade-Offs: -2 Toughness/+2 Defense; -2 Damage/+2 Attack with Rapid Fire and Rapid Attack
Unspent Power Points: 4
Progress To Platinum Status: 92/120

Bronze Award: Bump second character slot to PL 10 (Tsunami)
Silver Award: Third character, PL 10 (Synapse)
Gold Award: 15 pp of Equipment (6 pp spent on Velocity)

Old character sheet is >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); Lawrence Harrow (son); Robert Harrow (fiance)

Age: 22 (July, 1991)
Gender: Female
Height: 5' 5"
Weight: 110 lbs
Eyes: Blue
Hair: Blonde (in costume wears a brunette wig)

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

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

Power Descriptions:

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

History:

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

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

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

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

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

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

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

Personality & Motivation:

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

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

Powers & Tactics:

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

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



Complications:
Secret Identity: Megan has long sought to keep her identity as Velocity secret to protect those she cares about.
Fear the Future: Megan has recently learned that in some timelines, she and Robert Harrow have a son named Collapse who is capable of shredding the time/space continuum. As Velocity, she has also run into agents from an organization in the future working to stop Collapse in as many timelines as possible.
Relationship: Despite learning about Collapse, Megan and Robert Harrow have renewed their relationship.

Abilities: 0 + 10 + 8 + 6 + 2 + 10 = 36PP
Strength: 10 (+0)
Dexterity: 30 (+10) [20 (+5)] (Enhanced Stat)
Constitution: 28 (+9) [18 (+4)] (Enhanced Stat)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 20 (+5)

Combat: 14 + 20 = 34PP
Initiative: +50
Attack: +7, +15 w/Strike, +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: +16 (+10 Dex, +6), Evasion 2
Will: +10 (+1 Wis, +9)

Skills: 96R = 24PP
Acrobatics 14 (+24)
Bluff 6 (+11, +15 w/ Attractive)
Concentration 6 (+7)
Diplomacy 6 (+11, +15 w/ Attractive)
Drive 2 (+12)
Gather Information 8 (+13)
Kn: Business 10 (+13)
Kn: Civics 4 (+7)
Kn: Current Events 2 (+5)
Kn: History 2 (+5)
Kn: Physical Sciences 2 (+5)
Kn: Pop Culture 5 (+8)
Notice 9 (+10)
Sense Motive 4 (+5)
Perform: Dance 15 (+20)
Pilot 1 (+11)

Feats: 21 PP
Attractive
Benefit 3 (Wealth 2/Rich; Freedom League Member)
Connected
Defensive Attack
Defensive Roll 2
Dodge Focus 3
Elusive Target
Equipment 6 (free from Gold Award)
Evasion 2
Improved Initiative
Luck 2
Move By Action
Power Attack
Uncanny Dodge (sight)
Well Informed

Equipment 6PP = 29EP
Freedom Leagues Communicator
Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP]
Communications Link 1 (Freedom League HQ) [1EP]


North Bay Estate
Headquarters: Size: Huge; Toughness 10; Features: Communications; Computer; Dock; Fire Prevention System; Garage; Grounds; Gym; Laboratory; Library; Living Space; Pool; Power System; Security System 2 (DC 25); Stables; Staffed; Workshop [21EP]
Alternate HQ: Compound in Fiji [1EP]
Alternate HQ: Country Estate in England (Robert's family home) [1EP]


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

Powers: 4+10+10+13+11+11+3+1+41 = 104 PP

Device 1 (Visor; 5PP Container; Flaws: Hard-to-lose) [4PP]
Super-Sense 5 (Extended for normal vision, Infravision, Ultravision, Radius for all vision) {5/5}


Enhanced Constitution 10 [10PP]

Enhanced Dexterity 10 [10PP]

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

Quickness 11 (X5,000) [11PP]

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

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

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

Super Speed Array 18 (36PP Array; Feats: Alternate Power 5) [41PP]
BP: Strike 15 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {23/36}
AP: Sonic Boom (Blast) 15 (Extra: 75-ft. Area Burst; Flaw: Range/Touch) {30/36}
AP: Maximum Velocity: Quickness 4 (16 total: x250,000) and Speed 4 (16 total: 1,000,000 MPH) and Super Movement 5 (Permeate 3; Sure-Footed 2) and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/36}
AP: Insubstantial 4 (Affected by Vibration effects)and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/36}
AP: Rapid Fire: Blast 10 (Extra: Autofire; Feats: Accurate 5 (+10 hit); Improved Critical 1 [19-20]) {36/36}
AP: Rapid Attack: Damage 9 (Extra: 225-ft. Targeted Area Burst; Selective; Feat: Accurate 5 (+10 hit); Progression 2 (x5 Area)) {34/36}


Drawbacks: 0

DC Block
ATTACK        RANGE   SAVE           EFFECT
Unarmed       Touch   15/Toughness   Bludgeoning Damage
Strike        Touch   30/Toughness   Damage (crit 18-20)
Rapid Fire    Ranged  25/Toughness   Damage (up to DC 28 w/autofire, crit 19-20)
Sonic Boom    Touch   30/Toughness   Sonic
Rapid Attack  Touch   24/Toughness   Bludgeoning Damage

Totals: Abilities (36) + Combat (34) + Saving Throws (19) + Skills (24) + Feats (21) + Powers (104) = 238/242 Power Points

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  • 2 weeks later...

Message sent to player to discuss edit request - Thevshi

 

Cho Paige Lee

As it turns out, Cho does have a Kryptonite factor. Adding in the following Drawbacks;

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

Using those 7pts+points from drawbacks to buy;

Quick Change [+1]

Regeneration 13 (Recovery Bonus 9, Ability Damage 3 [20 Minutes], Staggered 1 [20 Minutes]) [+13]

 

Power Level: 7 (105/105PP)

Trade-Offs: -3 Attack / +3 Damage (melee), -3 Defense / +3 Toughness



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

Strength 14/30 (+2/+10)

Dexterity 14 (+2)

Constitution 14/30 (+2/+10)

Intelligence 14 (+2)

Wisdom 12 (+1)

Charisma 10 (+0)



Combat: 6 + 4 = 10PP

Initiative: +2

Attack: +3, +4 melee

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

Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed

Knockback: -1/-8 with powers



Saving Throws: 0 + 2 + 3 = 5PP

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

Fortitude: +2/+10 (+2/+10 Con, +0)

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

Will: +4 (+1 Wis, +3)



Skills: 12R = 3PP

Acrobatics 4 (+6)

Notice 4 (+5)

Sense Motive 4 (+5)


Feats: 8PP

Attack Focus (melee) 1

Dodge Focus 2

Interpose

Luck 1

Power Attack

Quick Change

Ultimate Effort (Strength Checks)


Powers: 15 + 16 + 16 + 7 + 5 + 13 + 3 = 75PP


Super-Strength 6 (Effective Strenght 60, 50 tons Heavy Load; Feats: Groundstrike, Shockwave; Alt Power) [15PP] (Endoentropic Strength)

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

Enhanced Strength 16 (superhuman strength) [16PP]


Enhanced Constitution 16 (superhuman endurance) [16PP]


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


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


Regeneration 13 (Recovery Bonus 9, Ability Damage 3 [20 Minutes], Staggered 1 [20 Minutes]) [13 PP]


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

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

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



Drawbacks: (-7) = -7PP

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

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



DC Block:

ATTACK RANGE SAVE EFFECT

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

Unarmed [with powers] Touch DC 25 Toughness (Staged) Damage

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

DC 14 Fortitude (Staged) Drain (Toughness)

Abilities (18) + Combat (10) + Saving Throws (5) + Skills (3) + Feats (8) + Powers (75) - Drawbacks (-6) = 112/112 Power Points

Edited by Thevshi
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Edit discussed with player and request withdrawn - Thevshi

 

So, considering how Vector's powers might affect her...

 

Add the following Complication to Vector's sheet:

 

In Over My Head- Vector's powers make her nearly untouchable... nearly being the operative word.  Catherine may well overestimate the level of protection she has, causing her to get into trouble. 

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PALM READ by Thevshi

 

Foreshadow II

 

Dropping 1 point of Equipment and losing Foreshadow's Escrima Sticks and Grappling Gun.

 

Spending 7 experience points to finally buy up a Daredevil inspired collapsible Escrima Stick device.

They cost breakdown looks like this

 

Device 2 (10PP Container, Feat: Subtle Flaws:Easy-To-Lose) [7PP] (Combinable and Collapsible Escrima Sticks)

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

 

Also reworked his Throwing Discs to have a few more Power feats bringing it up to 14 Equipment points spent inside of the utility belt in line with the rest of the utility belt equipment aside from the Bolas.

 

Alternate Power: Damage 3 (Extras: Autofire, Ranged; Feats: Masterwork, Ricochet 2) {12/14} (Throwing Discs)

 

Player Name: HG Morrison
Character Name: Foreshadow II
Power Level: 11 (180/181PP)
Effective PL: 10
Trade-Offs: +4 Defense / -4 Toughness
Unspent Power Points: 1
Progress To Bronze Status: 31/30

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 1993)
Gender: Male
Ethnicity: Caucasian (Of Russian Descent)
Height: 5'11"
Weight: 172 lbs.
Eyes: Blue
Hair: Blonde


Omen1_zps7c9f4954.png


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Complications:

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


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


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


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


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


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

Equipment: 7PP = 34/35EP
Collapsible Escrima Sticks: Strike 3 (Feats; Mighty, Subtle) [5EP]

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

Foreshadow's Utility Belt Array ([14EP; Feats: Alternate Power 3) [17EP]
Base Power:Stun 7 {14/14EP} (Stun Rod)
Alternate Power: Damage 3 (Extras: Autofire, Ranged; Feats: Masterwork, Ricochet 2) {12/14} (Throwing Discs)
Alternate Power: Dazzle 4 (Auditory and Visual; 50 ft. Range; Extras: Area 3 [General, Burst; 15' Radius], Drawback: Full Power) {14/14EP} (Flash Bangs)
Alternate Power: Snare 4 (40' Range) {8/14EP} (Bolas)


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

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


Powers: 4 + 7 + 8 = 19PP

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


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


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



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


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

Edited by Thevshi
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INVESTIGATED by Thevshi

 

Lord Steam due a bit of a tidy up. 19 PP to spend

 

Changes:

 

Minor fluff changes / tidying. 

 

4 PP: Constitution +2 , Dexterity +2, with changes to toughness, exotic saves, and skills. 

 

1 PP: Bringing Saves up to +6 base reflex, -1 Fort

 

4 PP: Defence increase to +14 base

 

9 PP: Skills +5 to Craft (Mechanical), Knowledge (Technology), Search, Disable Device, Notice, and Investigate (30 Ranks), +2 to Drive, Pilot, Disguise. 

 

1 PP: Feats: Lose Defense Roll 2, Luck and Dodge Focus (-4 PP), Gain Attractive, Grappling Finesse, and Favoured Enemy (Robots), Improved Block, and Critical Strike feats. 

 

Changes to Grapple and Knockback made on the basis of above. 

 

Player Name: Supercape

Character Name: Lord Steam
Power Level: 9/11 (176/176PP)
Trade-Offs: +4 Attack / -4 Damage, +5 Defense / -5 Toughness
Unspent PP: 0
Progress To Impervium Status: 71/150 (Platinum Status earned with Supercape)

In Brief: Steampunk Sherlock, aided by the loyal members of Team Steam

Alternate Identities: Lord Lucien Lockwood
Identity: Public
Birthplace: London (Earth Victoriana Dimension)
Occupation: Aristocrat Gentleman / Diplomat.
Affiliations: None
Family: Lord Lombard Lockward, elderly aristocrat.

Age: 30 (DoB: 03/03/1981)
Apparent Age: 30
Gender: Male
Ethnicity: Caucasian
Height: 6'1"
Weight: 85 Kgs
Eyes: Blue-Green
Hair: Brown

Description:
"Lord Steam", or Lord Lucien Lockwood, is the official diplomat from Earth Victoriana to Earth Prime, and has volunteered for the Job as it sounded so damned exciting. He is a famous adventurer, inventor, and detective, and whilst perfectly able as a diplomat, he can't help throwing himself into the service of Freedom City and rushing to meet any adventure. Physically he is a handsome man in his prime, tall, athletic, with a mop of hair who wears excellent quality 19th Century fashion clothes.

Power Descriptions:
None. Whilst Lord Steam is a polymath, athlete, and dripping in wealth, he has no human powers. His mental functioning approaches human maximum potential.

History:
Lord Steam is part of a very wealthy aristocratic family from Earth Victoriana. All his life, he has been a curious even reckless adventurer. It became obvious from an early age that he was a polymath, and a restless one at that, always keen to stretch his mind to some puzzle or another. Even as a teenager, he had taken to solving crime as a hobby. and he has become well known as an amateur sleuth.

After a stint at Oxford studying the classics, he has since driven his own education in a variety of fields, including engineering, forensic science, and pretty much anything he can wrap his head around. A restless soul, he has taken to all sorts of philanthropic work over the past eight years, such as help improve railway design, campaign for human rights, improve factory working conditions etc. Alongside this he has been an avid cricket player, and a hit on the social circuit with a reputation for magnificent parties and great wit.

More recently, crime has been his hobby, and it looks like this one will stick. He has taken up the martial art of Baritsu and become a skilled fighter. Whilst he has had a few bar room brawls with seedy and rude gentlemen, his main goal is the apprehension of master criminals and the solving of mysteries. Crimes where he can put his superior intellect to bear alongside his martial prowess.

When interdimensional contact between Earth Victoriana and Earth Prime was made, Lord Steam instantly volunteered to be official dimplomat to the Empire in this wonderful new dimension - unable to resist the lure of its magnificent adventures and tales. And whilst he does, technically serve in some limited capacity as a diplomat, his real reason for coming to Freedom City is to continue his adventures, solve crime, and be a hero! Technically as an interdimensional envoy, he has diplomatic immunity in this dimension (At least to most nations), but he has hardly one to break the Law - at least intentionally.

Personality & Motivation:
Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past.

He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do!

Powers & Tactics:
Whilst generally fearless and a man of action, and not afraid to jump into the thick of a brawl, Lord Steam prefers to use intellectual masterstrokes and battles of wits. If he can outwit an opponent, so much sweeter the victory. Goading, taunting, trickery, and planning are all spices to his fight.

 
Complications:
Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and women, although always polite about it.
Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled!
Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted...
Silver Spoon: Only the best will do. Lord Steam simply can't do without luxuries or living in anything but splendour.
Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff usually defeats Lord Steam.


Abilities: 6 + 8 + 8 + 12 + 12 + 10 = 56PP
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 22 (+6)
Wisdom: 22 (+6)
Charisma: 20 (+5)


Combat: 26 + 28 = 54PP

Initiative: +8
Attack: +13
Grapple: +17
Defence: +14, +7 Flat Footed
Knockback: -2


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


Skills: 104R = 26PP
Bluff 10 (+15)
Craft (Mechanical) 14 (+20)
Diplomacy 5 (+10)
Disguise 4 (+9)
Disable Device 14 (+20)
Drive 4 (+8)
Gather Information 2 (+7)
Intimidate 5 (+10)
Investigate 14 (+20)
Knowledge (Technology) 14 (+20)
Languages 7 (English [Native]. French, German, Greek, Japanese, Latin, Russian, Spanish)
Notice 14 (+20)
Perform (Keyboards) 2 (+7)
Pilot 4 (+8)
Search 14 (+20)
Sense Motive 9 (+15)
Sleight of Hand 2 (+6)


Feats 21PP
 

Attractive

Benefit 6 (Diplomatic Immunity, Earth Victoriana Culture, Status [Aristocrat], Wealth 3 [Filthy Rich])
Connected

Critical Strike
Eidetic Memory
Equipment 16 (12 Free from Silver Reward, 4 Free from Platinum Reward)

Favoured Opponent (Robots)

Improved Block
Improved Disarm
Improved Initiative 1
Inventor

Grappling Finesse
Master Plan
Minion 5 (Progression 2 [5 Servants]) (7 Free from Platinum Reward)
Power Attack
Takedown Attack
Uncanny Dodge (Auditory)
Weapon Bind

Equipment: 16PP = 80EP

1 + 4 + 1 +1 +1 + 1 +1 + 10 + 39 + 21 = 80

Concealable Microphone [1 EP]

Fine Baritsu Walking Cane (Damage 2Feats: Mighty, Thrown) [4EP]

Flash Goggles [1EP]

Masterwork Investigative Tools [1EP]

Masterwork Mechanical Tools [1EP]

Mini-Tracer [1 EP]

Rebreather [1 EP]

Steam-powered Revolver (Blast 4Feats Subtle, Masterwork) [10EP]



 

Vehicle Array (37EP Base, Alternate Vehicles 2) [37EP]

Vehicle no1: "Bessie, the Steam Powered Horseless Chariot" [37EP]

Strength: 35, Speed: 5, Defence: -2, Toughness: 13, Size: Huge, Features: Alarm, Caltrops, Oil Slick, Smokescreen, Hidden Compartments [12EP]

Powers [25EP]

Speed 5 (250mph) [5EP] ("Steam powered wheels!")

Blast 5 (Extras: Autofire 1, Feats: Improved Range 2, Increased Range 2) [19EP] (Gatling Guns)

Super-Senses 1 (Radio)
Vehicle no2: "Alice the Underwater Ship" [37 EP]

Strength: 70, Swimming: 5, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm, Hidden Compartments [10EP]

Powers [26EP]

Swimming 6 (100mph) [6EP]

Blast 5 [10EP] + Snare 5 (Extras: Linked, Flaws: Entangle Only, Feats: Tether) [6EP] (Harpoon Cannon)

Super-Senses 1 (Radio) [1EP]

Super-Senses 6 (Ultra-Hearing, Accurate, Extended 1) [4EP] (Sonar)
Vehicle no3: "Cressida the Dirigible" [35EP]

Strength: 50, Flight: 4, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm [6EP]

Powers: 28EP

Blast 5 (Extras: Autofire, Feats: Improved Range 2, Increased Range 2) [19EP] (Gatling Guns)

Flight 5 (250mph) [8EP]

Super-Senses 1 (Radio) [1EP]
 

Headquarters: "Steam Mansion" (20EP, Alternative HQ 1) [21EP]

Size: Large, Toughness 10, Features: Communications, Dimensional Portal, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 1, Stables, Staffed, Workshop

Note: Grounds increases Size to Gargantuan for the purposes of gardens, estates, etc (used in 3E); Stables functions as Garage for horses and similar animals.

Alternate HQ is identical to above, but located in Earth Victoriana Dimension.

Powers 0PP
None


Drawbacks -0PP
None


DC Block:
 

ATTACK RANGE SAVE EFFECT
 

Unarmed Touch DC18 Toughness (Staged) Damage (Physical)
 

Cane Touch DC20 Toughness (Staged) Damage (Physical)
 

Revolver Ranged DC19 Toughness (Staged) Damage (Physical)

Totals: Abilities (56) + Combat (54) + Saving Throws (10) + Skills (26) + Feats (21 ) + Powers (0) - Drawbacks (0) = 176/176 Power Points

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