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Trolling Troll

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +10 (30), DEX: +1 (12), CON: +10 (30), INT: +0 (10), WIS: +2 (14), CHA: +3 (16)

 

Tough: +10, Fort: +12, Ref: +5, Will: +7

 

Skills: Bluff 12 (+15), Intimidate 10 (+15), Notice 8 (+10), Sense Motive 8 (+10), Survival 6 (+8)

 

Feats: All-Out Attack, Attack Focus (melee) 6, Challenge - Improved Startle, Challenge - Improved Taunt, Dodge Focus 6, Move-by Action, Power Attack, Skill Mastery (Bluff, Intimidate), Startle, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)

Regeneration 33 (recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 8 (recover 1 / round without rest), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest), resurrection: Fire descriptor 10 (instantly); Persistent, Regrowth)

Super-Senses 2 (scent, tracking: Scent 1 (half speed))

 

Attack Bonus: +4 (Ranged: +4, Melee: +10, Grapple: +25)

 

Attacks: Unarmed Attack, +10 (DC 25)

 

Defense: +10  (Flat-footed: +2), Size: Large, Knockback: -9

 

Initiative: +1

 

Drawbacks: Vulnerable, common, major, Fire

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 11 (44 ranks) + Feats 22 + Powers 50 + Combat 20 + Saves 11 - Drawbacks 4 = 150

 

Moira asked for a troll (fantasy style) that was also a troll (internet style), so...here we are. I wanted to include some computers skill, but it just wasn't going to work. It is, however, a tough Villain to deal with. It's strong enough to crack steel plate armor, and regenerates from wounds rabidly. Even if the heroes manage to overcome that and kill it, it will resurrect just as quickly. The only weakness is Fire, which both does a lot more damage to it and will prevent it from resurrecting. So...don't forget those flamethrowers, I guess.

Edited by EternalPhoenix
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Crime Lord

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

 

Tough: +2/+6, Fort: +5, Ref: +5, Will: +8

 

Skills: Bluff 12 (+15), Diplomacy 12 (+15), Gather Information 12 (+15), Intimidate 12 (+15), Knowledge (business) 12 (+15), Knowledge (streetwise) 12 (+15), Notice 12 (+15), Sense Motive 12 (+15)

 

Feats: Attack Focus (ranged) 4, Attack Specialization (Masterwork Assault Rifle), Attack Specialization (Masterwork Blaster Pistol), Benefit (Ruler of Criminal Underworld), Benefit 2 (Wealth), Defensive Roll, Dodge Focus 6, Equipment 5, Minions 6 (+2 Extra Minions), Sidekick 24, Skill Mastery 2 (Bluff, Diplo, Gather Info, Intim, KN (busin, street), Notice, Sen Mot), Uncanny Dodge (Auditory)

 

Equipment: Crime Lord's Arsenal (Blaster Rifle, Fragmentation Grenade, Masterwork Assault Rifle, Masterwork Blaster Pistol, Masterwork Sword), Undercover Vest

 

Attack Bonus: +8 (Ranged: +12, Melee: +8, Grapple: +10)

 

Attacks: Blaster Rifle, +12 (DC 23), Fragmentation Grenade, +12 (DC Ref 15), Masterwork Assault Rifle, +15 (DC 20), Masterwork Blaster Pistol, +15 (DC 20), Masterwork Sword, +9 (DC 20), Unarmed Attack, +8 (DC 17)

 

Defense: +13  (Flat-footed: +4), Knockback: -3

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 24 (96 ranks) + Feats 56 + Powers 0 + Combat 30 + Saves 12 + Drawbacks 0 = 150

 

********************************************

 

Second In Command

 

Power Level: 10; Power Points Spent: 120/120

 

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +3 (16)

 

Tough: +2/+5, Fort: +5, Ref: +7, Will: +5

 

Skills: Acrobatics 12 (+15), Bluff 12 (+15), Diplomacy 7 (+10), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (business) 9 (+10), Knowledge (streetwise) 9 (+10), Notice 10 (+12), Sense Motive 10 (+12), Stealth 12 (+15)

 

Feats: Acrobatic Bluff, Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Dodge Focus 4, Equipment 6, Improved Aim, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Set-Up, Skill Mastery (Acrobatics, Bluff, Intimidate, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Equipment: Undercover Vest, Weaponry (Assault Rifle, Bow, Flash-Bang, Fragmentation Grenade, Masterwork Club, Masterwork Heavy Pistol, Masterwork SMG, Sleep Gas Grenade, Sniper Rifle, Sword)

 

Attack Bonus: +11 (Ranged: +11, Melee: +11, Grapple: +13)

 

Attacks: Assault Rifle, +11 (DC 20), Bow, +11 (DC 20), Flash-Bang, +11 (DC Fort/Ref 14), Fragmentation Grenade, +11 (DC Ref 15), Masterwork Club, +12 (DC 19), Masterwork Heavy Pistol, +12 (DC 19), Masterwork SMG, +12 (DC 19), Sleep Gas Grenade, +11 (DC Fort/Ref 14), Sniper Rifle, +11 (DC 20), Sword, +11 (DC 20), Unarmed Attack, +11 (DC 17)

 

Defense: +11  (Flat-footed: +4), Knockback: -2

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 25 (100 ranks) + Feats 23 + Powers 0 + Combat 36 + Saves 10 + Drawbacks 0 = 120

 

********************************************

 

Captain (Grifter)

 

Power Level: 10; Power Points Spent: 90/90

 

STR: +0 (10), DEX: +1 (12), CON: +2 (14), INT: +2 (14), WIS: +2 (14), CHA: +4 (18)

 

Tough: +2/+4, Fort: +4, Ref: +4, Will: +4

 

Skills: Bluff 11 (+15), Diplomacy 11 (+15), Gather Information 11 (+15), Intimidate 11 (+15), Knowledge (art) 10 (+12), Knowledge (behavioral science) 10 (+12), Knowledge (streetwise) 8 (+10), Language 5 (+5), Notice 3 (+5), Sense Motive 8 (+10)

 

Feats: Attack Focus (ranged) 4, Challenge - Improved Combat Diplomacy, Challenge - Improved Distract, Challenge - Improved Feint, Challenge - Improved Taunt, Connected, Contacts, Distract (Bluff), Dodge Focus 4, Equipment 2, Fascinate (Bluff), Fascinate (Diplomacy), Skill Mastery (Bluff, Diplomacy, Gather Info, Intimidate), Taunt, Uncanny Dodge (Auditory), Well-Informed

 

Equipment: Masterwork Light Pistol (Light Pistol, Masterwork Weapon), Undercover Shirt

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +4)

 

Attacks: Masterwork Light Pistol, +9 (DC 18), Unarmed Attack, +4 (DC 15)

 

Defense: +8  (Flat-footed: +2), Knockback: -2

 

Initiative: +1

 

Languages: Arabic, Chinese (Mandarin), English, French, Hindi, Spanish

 

Totals: Abilities 22 + Skills 22 (88 ranks) + Feats 23 + Powers 0 + Combat 16 + Saves 7 + Drawbacks 0 = 90

 

********************************************

 

Captain (Tech Support)

 

Power Level: 10; Power Points Spent: 90/90

 

STR: +0 (10), DEX: +1 (12), CON: +1 (12), INT: +4 (18), WIS: +2 (14), CHA: +1 (12)

 

Tough: +1/+4, Fort: +3, Ref: +2, Will: +7

 

Skills: Bluff 4 (+5), Computers 11 (+15), Craft (electronic) 11 (+15), Craft (mechanical) 11 (+15), Craft (structural) 11 (+15), Diplomacy 4 (+5), Disable Device 11 (+15), Gather Information 4 (+5), Intimidate 4 (+5), Knowledge (physical sciences) 11 (+15), Knowledge (streetwise) 1 (+5), Knowledge (technology) 11 (+15), Notice 3 (+5), Sense Motive 3 (+5)

 

Feats: Attack Focus (ranged), Attack Specialization (Masterwork Blaster Pistol), Dodge Focus, Equipment 19, Improvised Tools, Inventor, Uncanny Dodge (Auditory)

 

Equipment: Miscellaneous Equipment 50, Tech Support Arsenal (Blaster Rifle, Masterwork Blaster Pistol), Tech Support Gear (Binoculars, Camera, Camo Clothing, Concealable Microphone, Fire Extinguisher, Flash Goggles, Flashlight, Gas Mask, GPS Receiver, Laptop Computer, Lock Release Gun, Mini-Tracer, Multi-Tool, Night Vision Goggles, Parabolic Microphone, PDA, Rebreather, Toolkit (Basic), Video Camera), Undercover Vest

 

Attack Bonus: +3 (Ranged: +4, Melee: +3, Grapple: +3)

 

Attacks: Blaster Rifle, +4 (DC 23), Masterwork Blaster Pistol, +7 (DC 20), Unarmed Attack, +3 (DC 15)

 

Defense: +5  (Flat-footed: +2), Knockback: -2

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 18 + Skills 25 (100 ranks) + Feats 25 + Powers 0 + Combat 14 + Saves 8 + Drawbacks 0 = 90

 

********************************************

 

Captain (Muscle)

 

Power Level: 10; Power Points Spent: 90/90

 

STR: +3 (16), DEX: +1 (12), CON: +3 (16), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

 

Tough: +3/+6, Fort: +5, Ref: +5, Will: +2

 

Skills: Bluff 6 (+8), Diplomacy 6 (+8), Gather Information 8 (+10), Intimidate 10 (+12), Knowledge (streetwise) 9 (+10), Knowledge (tactics) 9 (+10), Notice 6 (+8), Sense Motive 6 (+8), Stealth 4 (+5)

 

Feats: All-Out Attack, Attack Specialization (Unarmed Attack), Challenge - Improved Demoralize, Challenge - Improved Startle, Equipment 6, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Gather Info, Intimidate, KN (streetwise & tactics)), Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Equipment: Muscle's Arsenal (Assault Rifle, Club, Fragmentation Grenade, Masterwork Heavy Pistol, Masterwork SMG, Tear Gas Grenade), Undercover Vest

 

Attack Bonus: +7 (Ranged: +7, Melee: +7, Grapple: +10)

 

Attacks: Assault Rifle, +7 (DC 20), Club, +7 (DC 20), Fragmentation Grenade, +7 (DC Ref 15), Masterwork Heavy Pistol, +8 (DC 19), Masterwork SMG, +8 (DC 19), Tear Gas Grenade, +7 (DC Fort/Ref 14), Unarmed Attack, +9 (DC 18)

 

Defense: +6  (Flat-footed: +3), Knockback: -3

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 16 (64 ranks) + Feats 18 + Powers 0 + Combat 26 + Saves 6 + Drawbacks 0 = 90

 

********************************************

 

Captain (Thief)

 

Power Level: 10; Power Points Spent: 90/90

 

STR: +1 (12), DEX: +4 (18), CON: +2 (14), INT: +4 (18), WIS: +2 (14), CHA: +1 (12)

 

Tough: +2/+4, Fort: +3, Ref: +7, Will: +2

 

Skills: Acrobatics 11 (+15), Bluff 9 (+10), Diplomacy 4 (+5), Disable Device 11 (+15), Gather Information 9 (+10), Knowledge (physical sciences) 6 (+10), Knowledge (streetwise) 6 (+10), Knowledge (technology) 6 (+10), Notice 8 (+10), Sense Motive 3 (+5), Stealth 11 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (ranged) 3, Attack Specialization 2 (Unarmed Attack), Dodge Focus 4, Equipment 2, Evasion, Improved Initiative, Move-by Action, Quick Change, Quick Draw, Skill Mastery (Acrobatics, Disable Device, KN (streetwise) Stealth), Uncanny Dodge (Auditory)

 

Equipment: Masterwork Light Pistol (Light Pistol, Masterwork Weapon), Undercover Shirt

 

Attack Bonus: +5 (Ranged: +8, Melee: +5, Grapple: +6)

 

Attacks: Masterwork Light Pistol, +9 (DC 18), Unarmed Attack, +9 (DC 16)

 

Defense: +8  (Flat-footed: +2), Knockback: -2

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 21 (84 ranks) + Feats 19 + Powers 0 + Combat 18 + Saves 4 + Drawbacks 0 = 90

 

********************************************

 

Captain (Sawbones)

 

Power Level: 10; Power Points Spent: 90/90

 

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +4 (18), WIS: +4 (18), CHA: +2 (14)

 

Tough: +2/+4, Fort: +5, Ref: +2, Will: +5

 

Skills: Bluff 5 (+7), Craft (chemical) 11 (+15), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 5 (+7), Knowledge (behavioral science) 6 (+10), Knowledge (life sciences) 11 (+15), Knowledge (streetwise) 6 (+10), Medicine 11 (+15), Notice 1 (+5), Sense Motive 4 (+8)

 

Feats: Attack Focus (ranged) 4, Attack Specialization 2 (Masterwork Knife), Dodge Focus 4, Equipment 5, Improvised Tools, Inventor, Skill Mastery (Craft (chemical), KN (life sci), Medicine), Takedown Attack, Uncanny Dodge (Auditory)

 

Equipment: Sawbones's Arsenal (Flash-Bang, Masterwork Knife, Masterwork Light Pistol, Sleep Gas Grenade, Tear Gas Grenade), Undercover Shirt

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +6)

 

Attacks: Flash-Bang, +8 (DC Fort/Ref 14), Masterwork Knife, +9 (DC 18), Masterwork Light Pistol, +9 (DC 18), Sleep Gas Grenade, +8 (DC Fort/Ref 14), Tear Gas Grenade, +8 (DC Fort/Ref 14), Unarmed Attack, +4 (DC 17)

 

Defense: +8  (Flat-footed: +2), Knockback: -2

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 19 (76 ranks) + Feats 20 + Powers 0 + Combat 16 + Saves 5 + Drawbacks 0 = 90

 

So. I was reading Freedom's Most Wanted and came across King Cole II. Criminal mastermind type from a parallel Earth, for those who don't know. It sparked an idea. I'm doing Villains, sure, but most of these guys are stand alone folks. Some of them are wacky, and there's a sidekick/gestalt or two, but nobody with any real numbers. Item two: I've always kind of wanted to make someone like The Chairman, from the card game Sentinels of the Multiverse. He has no superpowers, and neither does anyone in his organization, yet he's by a good measure one of the most challenging villains in the game. Can overwhelm the heroes by raw numbers. I've tried to represent that here. The Crime Lord himself is PL 10, with mundane Equipment for weapons. His Second In Command Sidekick is PL 8, and each Captain Minion is PL 6. Technically, each Captain has their own group of similar people, but I think one or another of the core book's Supporting NPC builds can suffice for them. I recommend Gang Leader, Thug, and Criminal personally, but you can do what you want. The Crime Lord's Benefit feat, Ruler of the Underworld is all about status. Criminals in the know show him respect, and he has plenty of strings to pull when someone is ostensibly out of his reach. By himself, he's moderately dangerous, but that's the thing. He's not by himself, and it'll take a long hard road for Our Heroes to uncover his involvement and take him down. Wish them the best of luck.

 

Most of my villains aren't tailored one way or the other to a specific style of adventure/thread. The Crime Lord, however, is different. He's meant for a long campaign featuring Costumed Detectives and/or Cowls. Maybe even just the one. That doesn't mean you can't slot him in anywhere else, just that he'd work best as an end of the campaign foe.

Edited by EternalPhoenix
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Edutainment Child

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +10 (6/30), DEX: +2 (14), CON: +10 (10/30), INT: +5 (20), WIS: +2 (14), CHA: +3 (16)

 

Tough: +10, Fort: +10, Ref: +5, Will: +8

 

Skills: Diplomacy 9 (+12), Gather Information 12 (+15), Notice 8 (+10), Perform (acting) 4 (+7), Perform (oratory) 4 (+7), Search 15 (+20), Sense Motive 8 (+10)

 

Feats: Attack Focus (melee) 5, Beginner's Luck, Dodge Focus 5, Eidetic Memory, Interpose, Luck 3, Move-by Action, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 20 (+20 CON)

Flight 5 ([0 active, 0/10 PP, 2/r], Speed: 250 mph, 2200 ft./rnd)

   Super-Strength 5 (Alternate; [0 active, 0/10 PP, 2/r], +25 STR carry capacity, heavy load: 38.4 tons; +5 STR to some checks)

Natural Childhood (Shrinking 4) (-4 STR, -1 Toughness, -1 size category, 3/4 movement speed; Permanent; Innate)

Paragon of Knowledge (Array 13) (default power: - linked powers -)

   Audiovisual Aids (Illusion 6) (Array; affects: 1 type + visual - auditory, DC 16; Ephemeral; Progression, Area 2 (25 ft. radius))

   Educational Might (Linked)

      Enhanced Strength 24 (Linked; +24 STR)

      Super-Strength 1 (Linked; +5 STR carry capacity, heavy load: 2.4k lbs; +1 STR to some checks)

   Knowledge Implant (Linked)

      Enhanced Feat (Enhanced Trait 1) (Linked; Feats: Eidetic Memory; Affects Others (Only), Range 2 (perception), Total Fade; Fades; Slow Fade (1 minute))

      Knowledge Boost (Boost 10) (Linked; boost: single trait - intelligence, DC 20; Alternate Save (Will), Range 2 (perception); Others Only)

Protection 1 (+1 Toughness)

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +15/+16)

 

Attacks: Unarmed Attack, +10 (DC 25)

 

Defense: +10  (Flat-footed: +3), Size: Small, Knockback: -4

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 15 (60 ranks) + Feats 19 + Powers 67 + Combat 16 + Saves 9 + Drawbacks 0 = 150

 

Moira asked for a PBS style superhero in the vein of Wordgirl or SuperWhy. A lil' research and turns out Wordgirl is really just a smart paragon. SuperWhy is a Costumed Detective, minus the forensic skills. So classic PI style. I put the two together, but it still didn't feel quite right. INT 20, Eidetic Memory, and Beginners' Luck made for an excellent teacher and role model for young children, sure, but it was...missing something. Putting in Illusion for Audiovisual Aids was decently inspired, but wasn't quite enough. So I ventured over to the Superpower Wiki, and came up with Knowledge Implantation. A temporary boost to the ol' intellect with Eidetic Memory being given out in the bargain. For use on the viewer or a friend, as this superhero isn't about punching her underaged way to victory. No, she's here to teach her fans about reading, big words like cumbersome, and even (gasp) basic math. Saving the day through education. :D

 

Terrifica approves of this build. Stay in school, kids.

Edited by EternalPhoenix
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Demonic Ninja Pirate Construct

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +3 (16), DEX: +3 (16), CON: +0 (-), INT: +0 (10), WIS: +3 (16), CHA: +0 (10)

 

Tough: +6/+7, Fort: Immune, Ref: +8, Will: +8

 

Skills: Acrobatics 12 (+15), Disguise 15 (+15), Knowledge (current events) 10 (+10), Knowledge (streetwise) 10 (+10), Notice 12 (+15), Sense Motive 12 (+15), Stealth 12 (+15), Survival 9 (+12)

 

Feats: Acrobatic Bluff, Attack Focus (ranged) 6, Attack Specialization 3 (Hellfire Sword (Strike 3)), Defensive Roll, Dodge Focus 6, Hide in Plain Sight, Improved Critical (Hellfire Sword (Strike 3)), Power Attack, Quick Draw, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Hellfire Ninja Pirate Arsenal (Array 6) (default power: strike)

   Hellfire Bindings (Snare 6) (Array; DC 16)

   Hellfire Flintlock Pistol (Blast 6) (Array; DC 21)

   Hellfire Grappling Hook and Rope (Linked)

      Speed 4 (Linked; Speed: 100 mph, 880 ft./rnd)

      Super-Movement 4 (Linked; slow fall, swinging, wall-crawling 2 (full speed))

   Hellfire Sword (Strike 3) (Default; DC 21, Feats: Improved Critical (Hellfire Sword (Strike 3)); Penetrating [3 extra ranks]; Mighty)

   Hellsmoke Bomb (Obscure 4) (Array; affects: visual senses, Radius: 50 ft.; Independent, Selective Attack)

Immunity 30 (fortitude saves)

Protection 6 (+6 Toughness)

Regeneration 6 (recovery bonus 6 (+6 to recover))

 

Attack Bonus: +8 (Ranged: +14, Melee: +8, Grapple: +11)

 

Attacks: Hellfire Bindings (Snare 6), +14 (DC Ref/Staged 16), Hellfire Flintlock Pistol (Blast 6), +14 (DC 21), Hellfire Sword (Strike 3), +14 (DC 21), Unarmed Attack, +8 (DC 18)

 

Defense: +12  (Flat-footed: +3), Knockback: -3

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 8 + Skills 23 (92 ranks) + Feats 23 + Powers 58 + Combat 28 + Saves 10 + Drawbacks 0 = 150

 

...you know, I'm not even gonna try to give a backstory on this one. It comes from Twisted Mortal, one of our newer players (at time of posting), and it's just kind of done now.

 

Ninja Pirate Zombie Demon. Fort immune with no Con. Hellfire weapons. Acrobatic and stealthy. Like I said, done.

Edited by EternalPhoenix
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Ultima Thule Outcast

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +15 (20/40), DEX: +0 (10), CON: +15 (20/40), INT: +0 (10), WIS: +5 (20), CHA: +0 (10)

 

Tough: +15, Fort: +15, Ref: +5, Will: +10

 

Skills: Concentration 5 (+10), Intimidate 10 (+10), Knowledge (current events) 10 (+10), Knowledge (history) 5 (+5), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Dodge Focus 3, Power Attack, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 20 (+20 CON)

Flight 5 (Speed: 250 mph, 2200 ft./rnd)

Immunity 1 (aging)

Ultima Power (Array 20) (default power: - linked powers -)

   Cosmic Energy Bonds (Snare 9) (Array; DC 19; Regenerating, Transparent; Accurate 3 (+6), Precise)

   Cosmic Energy Constructs (Create Object 10) (Array; Max Size: 10x 5' cubes, DC 20; Impervious, Movable (Radius: 50 ft., Strength: 50, Force: 12.8 tons))

   Cosmic Energy Control (Blast 15) (Array; DC 30; Autofire (interval 2, max +5) [10 ranks only])

   Psionic Blast (Mental Blast 10) (Array; DC 25)

   Psionic Control (Mind Control 10) (Array; DC 20; Conscious, Duration (sustained))

   Psionic Reading (Mind Reading 10) (Array; DC 20; Duration (sustained))

   Ultima Might (Linked)

      Enhanced Strength 20 (Linked; +20 STR)

      Impervious Toughness 10

      Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 102.4 tons; +5 STR to some checks)

 

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +20/+25)

 

Attacks: Cosmic Energy Bonds (Snare 9), +11 (DC Ref/Staged 19), Cosmic Energy Control (Blast 15), +5 (DC 30), Psionic Blast (Mental Blast 10) (DC Will 25), Psionic Control (Mind Control 10) (DC Will 20), Psionic Reading (Mind Reading 10) (DC Will 20), Unarmed Attack, +5 (DC 30)

 

Defense: +5  (Flat-footed: +1), Knockback: -12

 

Initiative: +0

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 10 (40 ranks) + Feats 9 + Powers 77 + Combat 14 + Saves 10 + Drawbacks 0 = 150

 

Coming from Ari, I suppose we can call this a grand finale to Part 14. A villain from Ultima Thule, home of Golden to Modern Age foe of the Centurion and Freedom League, Superior. They've got the basic paragon powerset, plus many have telepathic powers and can control cosmic energy. So...here's one that can do all of that. He or she won't give Superior a run for his money, but is easily capable of putting the hurt on Our Heroes. That'll wrap up Part 14. I'll see you all later.

Edited by EternalPhoenix
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The Javier Academy

 

Overview

 

The Javier Academy for the Gifted and Talented is one of the Phoenixverse’s core ideas. It is the super school for Phoenix Mutates, who are all theoretically incredibly (PL 15 at last estimate) powerful. The tone of the places lies somewhere between the X-Men and My Hero Academia, as every single one can be considered to have the (currently banned under House Rules) Untapped Potential feat, which boosts Extra Effort from increasing a power two ranks to three. And of course, in the Phoenixverse, that applies to Extraordinary Effort as well. Meaning these kids can, at any given point, jump three PLs for a round of truly impressive output before exhaustion overtakes them. They call it Plus Overdrive, and it can shift the course of a fight in a heartbeat at an appropriately dramatic moment.

 

Because of their powers and vast potential, a great many normal people fear and hate Phoenix Mutates. However, the stated goal of the Javier Academy is to dispel any worries about rogue teenagers with city busting power by teaching them control and superheroic ethics. To this end, the Academy accepts normal students and in fact has since its inception. Its reputation as an educational institution is quite excellent with several award winning teachers on staff. The Academy only accepts the finest students who apply, and with Headmaster Javier’s financial interests, tuition is free. Donations are, of course, accepted but neither particularly encouraged nor necessary.

 

However, there is a disparity between the Academy’s stated goal and the alleged actions of some current and former students. While they may pose as superheroes, (and indeed act as such when called on to do so) their activities are decidedly more proactive than most superheroes. Direct casualties of these activities are rare, however the purposes of these professionally coordinated and executed attacks remain unclear. What is known is that the targets of these raids are generally militant and opposed to the existence of superpowered individuals in general and often Phoenix Mutates in particular. If these strikes are at the command of Headmaster Javier, his goals and endgame are totally unknown.

 

 

 

The current powered students are as follows:

 

Alpha Team

 

Solaria (Autumn Winters)

Pyrox (Rusty Jenkins)

Broyle (Nick Lachlan, much weaker teen version of Nick Phoenix)

Wilder (Anna-Marie Winston)

Titan (Pietro Cole)

Eagle Eye (Russell Harris, Staff Advisor)

 

Beta Team

 

Lightning (Richard Jones)

Erased (Vernon Chase)

Cinder (Phoenix Ramsey)

Charger (Jason Montanez)

Sureshot (Rachel Harris)

Miss Invincible (Francine Simms, Staff Advisor)

 

Gamma Team

 

Relay (Tessa Matthews)

Waverider (Naomi Suleiman)

Slick (Olivia Montanez)

Motor (Michael Taylor)

Apocrypha (Aleki Uta'i)

Aerialist (Frank Simms, Staff Advisor)

 

Delta Team

 

Augment (Cyrus Gramble)

Taffi (Tomoko Nagatsuka)

Eden (Ivy Reubenstein)

Agent Fortune (Tariq al-Rabadi)

Shift (Serafina Chavez)

Starwoman II (Jody Thompkins, Staff Advisor)

 

 

Theta Team

 

Grava (Daraja Ishola)

Kinetix (Fabien St. Pierre)

Geonic (Isabelle Oliveira)

Warp (TIffany Broadchurch)

Sky Eye (Jacob Lewis)

Illusionist Knight (Maia Turei, Staff Advisor)

 

Here are the rest of the notable Staff members.

 

Carlos Javier (Headmaster)

Monique Desjardins (Chief Counselor)

Roulette (Stefan LeRoux, Security Consultant)

Lisa Lindsay (Chief of Student Fitness)

Others to be added later

Edited by EternalPhoenix
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Carlos Javier

 

Power Level: 15; Power Points Spent: 300/300

 

STR: +2 (14), DEX: +3 (16), CON: +3 (16), INT: +5 (20), WIS: +5 (20), CHA: +5 (20)

 

Tough: +3/+8, Fort: +7, Ref: +12, Will: +20

 

Skills: Acrobatics 1 (+4), Bluff 15 (+20), Concentration 10 (+15), Diplomacy 15 (+20), Drive 5 (+8), Gather Information 15 (+20), Intimidate 15 (+20), Knowledge (art) 5 (+10), Knowledge (behavioral science) 15 (+20), Knowledge (business) 10 (+15), Knowledge (civics) 10 (+15), Knowledge (current events) 10 (+15), Knowledge (history) 15 (+20), Knowledge (popular culture) 5 (+10), Knowledge (streetwise) 5 (+10), Knowledge (tactics) 10 (+15), Knowledge (technology) 5 (+10), Knowledge (theology & philosophy) 5 (+10), Notice 15 (+20), Pilot 5 (+8), Sense Motive 15 (+20), Stealth 2 (+5)

 

Feats: Benefit (Fame), Benefit 3 (Wealth), Challenge - Improved Demoralize, Challenge - Improved Feint, Chokehold, Connected, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 10, Eidetic Memory, Equipment 1, Evasion 2, Improved Grab, Improved Initiative 2, Improved Throw, Improved Trick, Improved Trip, Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate), Takedown Attack, Well-Informed

 

Powers:

Immunity 1 (aging; Subtle 2 (unnoticable))

Impervious Will 11 (Subtle 2 (unnoticable))

Martial Arts (Strike 2) (DC 19; Mighty)

Telepathic God (Array 23) (default power: mental blast; Custom (Insidious Power Feat), Subtle 2 (unnoticable); Custom (Array 22.5))

   Drain Wisdom (Drain 15) (Array; drains: single trait - wisdom, DC 25; Alternate Save (Will), Range 2 (perception))

   Emotion Control 15 (Array; DC 25)

   ESP 15 (Array; affects: 2 types, inc. visual - auditory; No Conduit; Medium, Notes: Medium of Sentient Humanoids)

   Illusion 15 (Array; affects: 1 type + visual - auditory, DC 25; Selective Attack; Phantasms)

   Mental Blast 15 (Default; DC 30; Action (full))

   Mind Control 15 (Array; DC 25; Conscious)

   Paralyze 15 (Array; DC 25; Range 2 (perception); Action (full))

   Stun 15 (Array; DC 25; Range 2 (perception); Action (full))

   Telelocation 15 (Array; DC 25; No Conduit, Simultaneous)

   Telepathy 15 (Array; DC 25, Adds: Communication 15, Mind Reading 15; Omni-Directional Area)

      Communication 15 (sense type: mental)

      Mind Reading 15 (DC 25)

   Transform (Mental) 15 (Array; affects: alter mind, DC 25; Duration (continuous), Range (perception); Action (full), Additional Save (Fortitude), Distracting)

   Universal Translator (Comprehend 2) (Array; languages - speak all, languages - understand all; Affects Others, Burst Area (10-25000 ft. radius - General); Progression, Increase Area 10 (area x2500))

Telepathic Mind (Super-Senses 17) (accurate: Mental, acute: Mental, analytical: Mental, danger sense: Mental, extended: Mental 5 (-1 per 200 mi), penetrates concealment: Mental, radius: Mental, ranged: Mental, uncanny dodge: Mental)

Very Well Tailored Suit (Protection 3) (+3 Toughness; Subtle (subtle))

 

Equipment: Very Well Tailored Suit [Very Well Tailored Suit (Protection 3), +3 Toughness; Subtle (subtle)]

 

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +14)

 

Attacks: Drain Wisdom (Drain 15) (DC Staged/Will 25), Emotion Control 15 (DC Staged/Will 25), Martial Arts (Strike 2), +12 (DC 19), Mental Blast 15 (DC Will 30), Mind Control 15 (DC Will 25), Mind Reading 15 (DC Will 25), Paralyze 15 (DC Staged/Will 25), Stun 15 (DC Fort/Staged 25), Telepathy 15 (DC Will 25), Transform (Mental) 15 (DC Fort/Will 25), Unarmed Attack, +12 (DC 17)

 

Defense: +20  (Flat-footed: +5), Knockback: -4

 

Initiative: +11

 

Languages: Native Language

 

Totals: Abilities 46 + Skills 52 (208 ranks) + Feats 35 + Powers 95 + Combat 44 + Saves 28 + Drawbacks 0 = 300

 

Height: 6’ 0”

Weight: 180

Ethnicity: Spanish (official); What is now Moroccan (original)

Hair: Brown

Eyes: Brown

Hometown: Barcelona, Spain (official) the language is no longer spoken (original)

 

The world knows Carlos Javier as a billionaire philanthropist. A business genius and polymath, he was fantastically wealthy at an early age. Apparently for fun, he began tutoring students on a small scale. Soon after, seeing the need as the number of Phoenix Mutates boomed, he created the Javier Academy. He hired nothing but the best, for whatever price they demanded. Within reason, of course. It was a small endeavor, at first, but has grown to a fully fledged small town as the family and close friends of staff members (along with a wide variety of opportunists) moved to the patch of land in Upstate New York the school occupied. Javier, as both sole owner and Headmaster, effectively ruled over a small kingdom within the borders of the United States.

 

However, there is a darker side to Carlos Javier. He firmly believes that the powerful will inherit the earth, and his every action is towards making Phoenix Mutates (and by extension superpowered people in general) the undisputed rulers of the world. Unlike many other people with similar goals, he has no intention of tearing down the existing socio-political structures in violent and spectacular fashion. His plan is to simply train and get fairly elected enough federal and state legislative members to put through his supremacist agenda. This is, after all, a man who truly believes (with good reason) that base level humanity is scum unworthy of governing their affairs.

 

This belief stems from the two big secrets about Carlos Javier. One, that he is a Phoenix Mutate himself (a fully powered telepath) and Two, he is truly ageless. Having seen most of the ages of the world, seen civilization completely collapse more than once, and read countless minds led him to said belief ages ago. However, only in the current age has both transportation and communication technology made it relatively easy to get the end phase (the Academy) started. And the relative easing of racial tensions made the acquisition of money and power easier, as well. He is a man of many resources and many former students are fiercely loyal to their teacher to the point where he has no need to use his psionic prowess.

 

Carlos Javier is a powerful, dangerous, and above all patient man. He knows if the Academy is ever exposed, he can disappear and start over. It would take, however, a concerted effort by a large group, as he has zero compunction about erasing memories or altering minds to keep his secrets. He is, however, a pacifist at heart and only kills as a last resort.

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Solaria (Autumn Winters, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +3 (16), WIS: +2 (14), CHA: +2 (14)

 

Tough: +2/+7, Fort: +8, Ref: +8, Will: +8

 

Skills: Acrobatics 9 (+12), Bluff 10 (+12), Computers 2 (+5), Diplomacy 10 (+12), Disable Device 2 (+5), Disguise 3 (+5), Drive 2 (+5), Gather Information 10 (+12), Investigate 2 (+5), Knowledge (tactics) 9 (+12), Language 1 (+1), Medicine 3 (+5), Notice 8 (+10), Pilot 2 (+5), Search 2 (+5), Sense Motive 8 (+10), Sleight of Hand 2 (+5), Stealth 7 (+10)

 

Feats: Accurate Attack, Attack Focus (ranged) 2, Attack Specialization 2 (Martial Arts (Strike 2)), Defensive Roll, Dodge Focus 6, Jack-of-All-Trades, Power Attack, Precise Shot, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Camera Goggles (Device 1) (Hard to lose)

   Features 1 (Notes: Negates Blindness Drawback)

   Super-Senses 4 (extended (type): Vision 1 (-1 per 100 ft), infravision, ultravision)

Martial Arts (Strike 2) (DC 19; Mighty)

Optical Photon Emission (Array 10) (default power: blast)

   Blown Away (Trip 10) (Array; Knockback)

   Brilliant Flash (Dazzle 10) (Array; affects: visual senses, DC 20; Cone Area (100 ft. cone - General); Range (touch))

   Single Shot (Blast 10) (Default; DC 25)

   Wide Spread (Strike 10) (Array; DC 25; Cone Area (100 ft. cone - General))

Uniform (Device 2) (Hard to lose)

   Communication 5 (sense type: radio)

   Protection 4 (+4 Toughness; Subtle (subtle))

 

Attack Bonus: +8 (Ranged: +10, Melee: +8, Grapple: +10)

 

Attacks: Blown Away (Trip 10), +10 (DC 20), Brilliant Flash (Dazzle 10) (DC Fort/Ref 20), Martial Arts (Strike 2), +12 (DC 19), Single Shot (Blast 10), +10 (DC 25), Unarmed Attack, +8 (DC 17), Wide Spread (Strike 10) (DC 25)

 

Defense: +12  (Flat-footed: +3), Knockback: -3

 

Initiative: +3

 

Drawbacks: Disability, uncommon, minor, Blindness

 

Languages: Braille (English), English

 

Totals: Abilities 28 + Skills 23 (92 ranks) + Feats 17 + Powers 38 + Combat 28 + Saves 17 - Drawbacks 1 = 150

 

Height: 5’ 6”

Weight: 130

Ethnicity: Caucasian

Hair: Brown

Eyes: Brown

Hometown: Aliquppa, Pennsylvania

 

Autumn Winters was one of the first students at the Javier Academy. Her powers emerged at the age of nine, bursting out in a blast so powerful it would take her years to replicate. Her eyes had been bothering her all day. Itching and burning like mad. Still, her mother and father were coming home from their trip into town. Her aunt had been watching her while they were away on their Date Day. As their car pulled into the driveway, Autumn ran out the front door. Her aunt was close behind her. Her mother and father were getting out of the car. Suddenly, the itching and burning turned to white hot agony, and she screamed. Her aunt screamed also, but for entirely different reasons and for several minutes after the pain drove young Autumn unconscious.

 

Autumn’s powers are, like all of the Phoenix Mutates, deceptively simple. She absorbs light through her skin and expels it through her eyes as a focused laser beam, a bright flash of light, or a more solar wind styled pushing beam. However, her first blast was a high powered laser, which was so powerful it fried her retinas rendering her totally blind. It also was aimed directly at what she was looking at, which was her mother, father, and the car. That…isn’t a great feeling.

 

Soon, however, Carlos Javier scooped her up for his Academy, and she’s been a live-in student there ever since. She’s a driven girl, understandably, and not necessarily given to frivolity. When not in uniform, she doesn’t wear her Camera Goggles, as they do cause a nagging ache after long usage. Instead, she relies on her sense of hearing, her cane, and memorization of the Academy grounds. She isn’t one to accept help easily, and is perhaps a bit too driven and stubborn for her own good. However, she has a good heart and leads her team with compassion and strength. Don’t know how much more a person could ask for.

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Pyrox (Rusty Jenkins, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +1 (12), DEX: +2 (14), CON: +2 (14), INT: +0 (10), WIS: +1 (12), CHA: +3 (16)

 

Tough: +2/+12, Fort: +5, Ref: +5, Will: +7

 

Skills: Bluff 7 (+10), Concentration 11 (+12), Diplomacy 7 (+10), Gather Information 7 (+10), Knowledge (popular culture) 10 (+10), Notice 9 (+10), Sense Motive 9 (+10)

 

Feats: Accurate Attack, All-Out Attack, Dodge Focus 4, Power Attack, Precise Shot, Uncanny Dodge (Auditory)

 

Powers:

Immunity 2 (environmental condition: Cold, environmental condition: Heat)

Immunity 20 (common descriptor: Fire/Heat, common descriptor: Cold/Ice; Limited - Half Effect)

Themokinetic Flight (Flight 5) (Speed: 250 mph, 2200 ft./rnd)

Thermokinesis (Array 12) (default power: blast)

   Fire Control 12

   Flamethrower (Blast 12) (Default; DC 27)

   Ice Bonds (Snare 12) (Array; DC 22)

   Ice Shapes (Create Object 12) (Array; Max Size: 12x 5' cubes, DC 22; Independent)

   Ignite 8 (Array; DC 23)

   Nova Blast (Strike 10) (Array; DC 25; Burst Area (50-1250 ft. radius - General); Progression, Increase Area 4 (area x25))

   Snuff The Flames (Nullify 12) (Array; counters: all powers of (type) - fire/heat, DC 22)

Thermorkinetic Field (Force Field 10) (+10 Toughness; Impervious)

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +9)

 

Attacks: Flamethrower (Blast 12), +8 (DC 27), Ice Bonds (Snare 12), +8 (DC Ref/Staged 22), Ignite 8 (DC Staged/Tou ), Nova Blast (Strike 10) (DC 25), Snuff The Flames (Nullify 12), +8 (DC Will 22), Unarmed Attack, +8 (DC 16)

 

Defense: +8  (Flat-footed: +2), Knockback: -11

 

Initiative: +2

 

Languages: English

 

Totals: Abilities 18 + Skills 15 (60 ranks) + Feats 9 + Powers 72 + Combat 24 + Saves 12 + Drawbacks 0 = 150

 

Height: 5’ 11”

Weight: 180

Ethnicity: Caucasian

Hair: Red

Eyes: Red

Hometown: Bowling Green, Kentucky

 

Rusty Jenkins is…interesting. His power didn’t make him an orphan. In fact, he was given up to the state of Kentucky as an infant. His powers initially emerging burned down the facility where he was staying, however. He was only twelve, but after another fire he quickly got a reputation as a firebug. Fortunately, Carlos Javier swooped in before the authorities looked too closely, and Rusty became one of the earliest students at the Javier Academy.

 

Rusty’s powers are thermokinetic in nature, meaning he can tweak temperature in a potentially vast area. However, they are somewhat tied to his emotions. High levels of emotion, be it rage, despair, joy, or anything else, will trigger involuntary flames. However, if he is experiencing little to no emotion at all, things around him start to freeze. While Rusty has gained a large measure of control over this through counseling, training, and other methods, pissing him off is still a poor idea.

 

As a result of his foster kid status and how his powers work, he’s guarded about his inner life, keeping it a secret from just about everyone. However, this does not inhibit him socially, and he has many casual friends around school. In fact, he has a bit of a deserved reputation for being a class clown. Not so much for being disrespectful in class, but for being one of the most entertaining people to be around on campus. His act is so successful, virtually nobody has noticed that he always goes back to his room alone, and he has few visitors. At heart, Rusty is a lonely kid looking for a true friend but finding no one he trusts enough to attempt to reach out.

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Broyle (Nick Lachlan, Teen Nick Phoenix)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +12 (18/34), DEX: +2 (14), CON: +10 (18/30), INT: +2 (14), WIS: +2 (14), CHA: +4 (18)

 

Tough: +12, Fort: +10, Ref: +5, Will: +8

 

Skills: Bluff 4 (+8), Diplomacy 4 (+8), Gather Information 4 (+8), Notice 8 (+10), Search 6 (+8), Sense Motive 8 (+10)

 

Feats: Attack Focus (melee) 4, Dodge Focus 4, Move-by Action, Power Attack, Quick Change, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Array 13 (default power: - linked powers -)

   - Linked Powers -

      Enhanced Strength 16 (Linked; +16 STR)

      Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 44.8 tons; +5 STR to some checks)

   Blast 12 (Array; DC 27; Accurate 2 (+4))

   Flight 13 (Array; Speed: 100000 mph, 880000 ft./rnd; Stacks with (Flight 1))

Enhanced Constitution 12 (+12 CON)

Flight 1 (Speed: 10 mph, 88 ft./rnd)

Protection 2 (+2 Toughness)

Regeneration 21 (ability damage 3 (recover 1 / 20 mins), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 3 (recover 1 / 20 mins), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 3 (recover 1 / minute), resurrection 3 (5 hours); Persistent, Regrowth)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20/+25)

 

Attacks: Blast 12, +8 (DC 27), Unarmed Attack, +8 (DC 27)

 

Defense: +8  (Flat-footed: +2), Knockback: -6

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 9 (34 ranks) + Feats 13 + Powers 67 + Combat 16 + Saves 9 + Drawbacks 0 = 150

 

Height: 6’ 3”

Weight: 220

Ethnicity: Mixed; Caucasian & African American

Hair: Dark Brown

Eyes: Dark Brown

Hometown: Cape St. Claire, Maryland

 

At this stage of his life, Nick Lachlan still thinks he’s just another Phoenix Mutate. Sure, one of the biggest heroes on the planet (who has the same first name, how weird is that?) says he can be more than that. But Nick doesn’t know. He didn’t ask for powers. He didn’t ask for training. Heck, until recently the only thing he could do was make his hand hot enough to cook in a pot with. A human stovetop, if you would. But in swooped Carlos Javier, and now Nick’s a student at this crazy Academy. What’s a guy who just wanted to be normal to do when he’s told he has a great destiny?

 

Yes, it’s Nick Phoenix when he was painfully young and inexperienced. Yet, many of the issues that plague him to this day (and that were the root cause of some of his most awful mistakes) can be seen here. He doesn’t want to be a hero, but he’s not the kind of jerk who’ll stand aside when people are in trouble, either. He doesn’t really want to have powers, but they’re darn useful for the not standing aside things. Look, it’s a problem he doesn’t have a solution for. Yet. He’s a decent guy who’s loyal to his friends and tries to do the right thing as much as he can. I know. So boring. But he’s young. Give him time.

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Wilder (Anna-Marie Winston, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +4 (18), DEX: +4 (18), CON: +7 (24), INT: +0 (10), WIS: +0 (10), CHA: +2 (14)

 

Tough: +8, Fort: +12, Ref: +7, Will: +5

 

Skills: Acrobatics 6 (+10), Bluff 6 (+8), Intimidate 10 (+12), Notice 10 (+10), Sense Motive 10 (+10), Stealth 8 (+12), Survival 10 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Beginner's Luck, Dodge Focus 6, Equipment 1, Luck, Power Attack, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Arm Blade (Strike 4) (DC 23; Penetrating; Mighty)

   Flight 3 (Alternate; Speed: 50 mph, 440 ft./rnd; Distracting)

   Super-Movement 3 (Alternate; slow fall, wall-crawling 2 (full speed))

Impervious Toughness 8 (Limited (to physical damage))

Protection 1 (+1 Toughness)

Regeneration 26 (ability damage 5 (recover 1 / minute), recovery bonus 2 (+2 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 5 (recover 1 / minute), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 5 (recover 1 / action))

 

Equipment: Camo Clothing, Commlink

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +16)

 

Attacks: Arm Blade (Strike 4), +12 (DC 23), Unarmed Attack, +12 (DC 19)

 

Defense: +12  (Flat-footed: +3), Knockback: -8

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 15 (60 ranks) + Feats 19 + Powers 41 + Combat 28 + Saves 13 + Drawbacks 0 = 150

 

Height: 5’ 4”

Weight: 240 (100 from bones)

Ethnicity: Caucasian

Hair: Dark Brown

Eyes: Blue

Hometown: Unknown

 

Anna-Marie Winston is not the name this young woman was born with. In fact, it’s not clear how old she actually is, despite her apparent age and maturity level. Anna-Marie escaped, half insane, from an experimental project that aimed to duplicate the process that gave Shadowspirit her regenerative powers. In the process, she killed literally everyone in the remote Russian complex (whether it was her or someone else that chopped them into unrecognizable bits is unknown), and then went on a rampage across a large chunk of Europe rural areas before finally being subdued by artillery fire. Carlos Javier and a team of specialists swooped in after that, and now Anna has a name and a place to call home. However, fragmented memories of who she used to be still pop up every now and again.

 

Most people tend to think Anna’s Phoenix power is her regeneration, but as above, it isn’t. She was virtually remade down the genetic level by unknown super scientists. The agonizing process erased her memory and changed her appearance to a degree. Her Phoenix power is her bones. They are made of/coated with (it’s not clear) a currently indestructible metal she has full telekinetic control over. Her most common use is extending them from the middle of her forearms and over her hands to make a kind of long katal. However, she is capable of flinging herself around with telekinetic like control, making claws for climbing, or extruding the metal all over her skin for a nigh-impregnable defense. The latter effect is extremely painful, however, as the metal in her bones has to cut through her flesh to get out and that much continual damage is such pure agony that avoiding attacks is virtually impossible.

 

Anna…isn’t a friendly young woman. She’s grumpy and somewhat misanthropic. She is capable of fierce loyalty and has a deep well of compassion for the mistreated and unfortunates in the world. It’s just that her default mode, well, radiates killing intent even to bystanders. This makes sense, as her damaged mind has murderous rage effectively on speed dial. She is in heavy counseling with Monique and Javier to mitigate its appearances, and hopefully repair her mind. So far, progress has been spotty. Sustained combat is actually easier than day to day life on campus. She has managed not to go on a berserk rampage across the Academy through the aforementioned counseling and vigorous physical exercise, which is why she is so physically fit. Fragments of memory indicate she fought in World War II, and Javier has tracked down records of a Pacific Front super with unbreakable bones who looked a lot[/i[ like Anna and vanished off the face of the earth in 1947.

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Titan (Pietro Cole, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +12 (18/34), DEX: +1 (12), CON: +12 (18/34), INT: +2 (14), WIS: +2 (14), CHA: +0 (10)

 

Tough: +12, Fort: +12, Ref: +5, Will: +7

 

Skills: Diplomacy 10 (+10), Intimidate 12 (+12), Knowledge (civics) 6 (+8/+10), Knowledge (theology & philosophy) 6 (+8/+10), Notice 8 (+10), Perform (oratory) 10 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Defensive Attack, Endurance (+4), Equipment 1, Improved Initiative, Interpose, Power Attack, Startle, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Titan Shift (Alternate Form 12)

   Titan (Alternate Form) (Powers: Enhanced Constitution 16, Enhanced Strength 16, Impervious Toughness 10, Super-Strength 9)

      Enhanced Constitution 16 (+16 CON)

      Enhanced Strength 16 (+16 STR)

      Impervious Toughness 10

      Super-Strength 9 (+45 STR carry capacity, heavy load: 716.8 tons; +9 STR to some checks)

 

Power Settings:

Titan (Alternate Form) (Powers: Enhanced Constitution 16, Enhanced Strength 16, Impervious Toughness 10, Super-Strength 9)

 

Equipment: Commlink, Flash Goggles, Reference Materials

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20/+29)

 

Attacks: Unarmed Attack, +8 (DC 27)

 

Defense: +8  (Flat-footed: +4), Knockback: -11

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 15 (60 ranks) + Feats 16 + Powers 60 + Combat 24 + Saves 9 + Drawbacks 0 = 150

 

Height: 6’ 6”

Weight: 250

Ethnicity: Caucasian

Hair: Black

Eyes: Brown

Hometown: Atlantic City, New Jersey

 

Pietro Cole was a pretty much normal kid from a pretty much normal background. He started demonstrating his powers in his early teen years, and Carlos Javier scooped the young powerhouse up. Seriously, he had a comfortable middle class upbringing and two loving parents that didn’t reject him once his powers emerged. Okay, there’s one thing. His father is a mob boss, and Pietro hates it.

 

Pietro’s powers are simple. He grows about a foot, gains about a hundred or so pounds, and becomes one of the physically strongest Phoenix Mutates known, and one of the toughest including those with a force field. There is some evidence he could actually grow to giant size and become even stronger, however at the present time he prefers not to attempt it.

 

Pietro is very much a normal, everyday teenage boy. He’s tall and broad, and those are the most striking things about him. He has no strong personality quirks. He’s dependable, reliable, and a reasonably hard worker. Basically he’s a boring guy. With that said, he is a breath of fresh air since the rest of Alpha Team has…issues. Well…there is one thing. He hates his father for being a mob boss, and is quite irrational about it. But that’s it.

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Lightning (Richard Jones, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +1 (12), DEX: +2 (14), CON: +2 (14), INT: +2 (14), WIS: +2 (14), CHA: +4 (18)

 

Tough: +2/+12, Fort: +5, Ref: +7, Will: +8

 

Skills: Concentration 10 (+12), Intimidate 8 (+12), Knowledge (streetwise) 8 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+8)

 

Feats: Accurate Attack, All-Out Attack, Dodge Focus 4, Power Attack, Precise Shot, Startle, Uncanny Dodge (Auditory)

 

Powers:

Electrical Control (Array 13) (default power: blast)

   Electro-Burst (Strike 10) (Array; DC 25; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General))

   Flashing Thunder (Dazzle 8) (Array; affects: 1 type + visual - auditory, DC 18; Accurate 2 (+4))

   Lightning Strike (Blast 12) (Default; DC 27; Indirect 2 (any point, directed away))

   Magnetic Control (Move Object 12) (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Range (perception); Limited Material (Metal); Precise)

   Taser Blast (Stun 8) (Array; DC 18; Range (ranged); Accurate 2 (+4))

Flight 5 (Speed: 250 mph, 2200 ft./rnd)

   Teleport 4 (Alternate; 400 ft. as move action, 1 mile as full action; Change Direction, Change Velocity)

Force Field 10 (+10 Toughness; Impervious)

Immunity 10 (common descriptor: Electricity; Limited - Half Effect)

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +9)

 

Attacks: Electro-Burst (Strike 10) (DC 25), Flashing Thunder (Dazzle 8), +12 (DC Fort/Ref 18), Lightning Strike (Blast 12), +8 (DC 27), Taser Blast (Stun 8), +12 (DC Fort/Staged 18), Unarmed Attack, +8 (DC 16)

 

Defense: +8  (Flat-footed: +2), Knockback: -11

 

Initiative: +2

 

Drawbacks: Power Loss (All Powers), uncommon, minor, When immersed in water +1

 

Languages: English

 

Totals: Abilities 26 + Skills 12 (48 ranks) + Feats 10 + Powers 66 + Combat 24 + Saves 14 - Drawbacks 2 = 150

 

Height: 6’ 2”

Weight: 190

Ethnicity: African American

Hair: Black

Eyes: Dark Brown

Hometown: St. Louis, Missouri

 

While Richard Jones is his legal name, Lightning vastly prefers to go by his codename. In his view, Richard died with his family. His powers emerged at thirteen, during the Jones family vacation to a isolated cabin in the woods. A positively enormous amount of electricity slowly poured from his body, going from weirdly high amounts of static to painful shocks to taser grade pain to lethal voltage and finally to enough raw juice to outright incinerate everything around him. This took place over the course of thirty minutes, killing both his parents and his little sister. On his birthday, no less. It took hours for him to get the power anywhere near under control, and by then a massive forest fire raged. He escaped notice easily in the ensuing chaos, and was assumed dead with his family. He was a street kid for a while, and was on the verge of becoming an outright supervillain before Carlos Javier managed to scoop him up after a pitched battle with a few of Javier’s former students.

 

Lightning’s powers are just that, electricity. He can generate enough to power a large city for an indeterminate amount of time. However, the way they work is by manipulating positive and negative charges on objects and himself to trigger the voltage. He has figured out that this gives him power over magnetism as well. There is one small problem. His powers don’t “turn off” as it were. He isn’t activating them to fling lighting bolts. His powers are always on, and without strict control he can generate lethal voltage on his skin alone. If he relaxes his guard enough he can recreate his thirteenth birthday and fry everything in the vicinity. He has a special bracelet that transfers the power to the campus grid and storage batteries for downtime, thanks to Javier.

 

Lightning is…well…a jerk. He’s got a strong, strong defensive armor around his psyche, and those who bump into it get the rough side of his tongue. He’s often abrasive and rude for no apparent reason. However, it all stems from the stress of staying in control at all times and the tragedy of his family’s death weighing heavily on him. Those who get past said armor find someone whose loyalty to his friends and heroic nature are unquestionable, yet is clueless as to how to relate to other people. He carries himself like the world’s biggest badass, which can look completely ridiculous around campus, but somehow works during field missions. Especially after he just lightning bolt’d something into oblivion. He is undergoing counseling with Monique and Javier, however he’s uncooperative at best during his sessions.

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Erased (Vernon Chase, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +5 (20), WIS: +2 (14), CHA: +0 (10)

 

Tough: +2/+6, Fort: +7, Ref: +8, Will: +8

 

Skills: Acrobatics 7 (+10), Computers 7 (+12), Disable Device 5 (+10), Gather Information 10 (+10), Investigate 7 (+12), Knowledge (physical sciences) 7 (+12), Knowledge (technology) 7 (+12), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 7 (+10)

 

Feats: Attack Focus (melee) 6, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Elusive Target, Equipment 1, Evasion, Move-by Action, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Concealment 6 (all aural senses, all visual senses)

Insubstantial 4 (Incorporeal)

Internal Damage (Strike 3) (DC 20; Alternate Save (Fortitude) [2 extra ranks]; Accurate 2 (+4), Mighty)

   Armor Piercing (Strike 3) (Alternate; DC 20; Penetrating [2 extra ranks]; Accurate 2 (+4), Mighty)

Uniform Body Armor (Protection 2) (+2 Toughness; Subtle (subtle))

Uniform Commlink (Features 1)

 

Equipment: Uniform [Uniform Body Armor (Protection 2), +2 Toughness; Subtle (subtle); Uniform Commlink (Features 1)]

 

Attack Bonus: +5 (Ranged: +5, Melee: +11, Grapple: +13)

 

Attacks: Armor Piercing (Strike 3), +15 (DC 20), Internal Damage (Strike 3), +15 (DC Fort 20), Unarmed Attack, +11 (DC 17)

 

Defense: +12  (Flat-footed: +3), Knockback: -3

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 19 (76 ranks) + Feats 21 + Powers 44 + Combat 22 + Saves 16 + Drawbacks 0 = 150

 

Height: 5’ 9”

Weight: 160

Ethnicity: Caucasian

Hair: Sandy Brown

Eyes: Hazel

Hometown: Toledo, Ohio

 

Vernon Chase, like Pietro Cole, is from a normal upper middle class home with two loving parents. Nobody died when his powers emerged. Heck, nobody even got so much as a paper cut. He did have a bad moment when he couldn’t figure out how to turn back corporeal, but he figured it out before anyone got too alarmed. The occasional accident (like abruptly vanishing in the middle of class or phasing through the school bus seats and floor) did bring him to Carlos Javier’s attention, and so Vernon came to the Academy.

 

Vernon’s powers, in theory, are a simple matter. He can become as incorporeal as a ghost, and turn invisible and soundless. These may appear to be two separate powers, but they are not. Vernon’s powers are a form of dimensional control, wherein he subtly shifts himself out of phase with his dimension. Theoretically, he could transport himself into another dimension entirely. He could phase shift people or even the entire planet. It’s not outside the realm of possibility that he could do both at once. In the mean time, he’s just nigh impossible to detect with normal methods.

 

Vernon is simply a good kid with a sensible head on his shoulders. Nothing fancy or elaborate, and nothing that would qualify as a personality quirk. He’s a bland, boring white guy. Utterly forgettable. And that’s the problem. He’s surrounded by flashy and/or charismatic people all day long, while he’s the type that’d fade into the walls even if he couldn’t turn invisible. He wants to shine the spotlight on himself, however he’s completely awful at it. Just about everything he does is a non-event. He can’t even keep a boyfriend. Not even his excellent intellect helps him stand out. It’s really quite frustrating and depressing. Yet he soldiers on, trying to keep a positive attitude. What else can he do, really?

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Cinder (Phoenix Ramsay, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

 

Tough: +2/+6, Fort: +7, Ref: +7, Will: +8

 

Skills: Acrobatics 7 (+10), Bluff 5 (+7), Gather Information 8 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+7)

 

Feats: Attack Focus (melee) 5, Attack Specialization 2 (Collapsible Baton (Strike 2)), Beginner's Luck, Defensive Roll 2, Dodge Focus 6, Equipment 2, Improved Initiative, Jack-of-All-Trades, Luck 3, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Collapsible Baton (Strike 2) (DC 19; Mighty, Subtle (subtle))

Concealed Body Armor (Protection 2) (+2 Toughness; Subtle (subtle))

Skill Duplicator (Mental Duplication 10) (DC 20; Linked (Soul Burn Touch (Array 10)))

Soul Burn Touch (Array 10) (default power: strike; Linked (Skill Duplicator (Mental Duplication 10)))

   Confuse 10 (Array; DC 20; Secondary Effect; Range (touch))

   Drain 10 (Array; drains: all traits of type - ability scores, DC 20; Alternate Save (Will); Limited (to Mental Ability Scores))

   Strike 10 (Default; DC 25; Alternate Save (Will))

   Stun 10 (Array; DC 20; Alternate Save (Will))

 

Equipment: Collapsible Baton [Collapsible Baton (Strike 2), DC 19; Mighty, Subtle (subtle)], Concealed Body Armor [Concealed Body Armor (Protection 2), +2 Toughness; Subtle (subtle)]

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +12)

 

Attacks: Collapsible Baton (Strike 2), +14 (DC 19), Confuse 10, +10 (DC Will 20), Drain 10, +10 (DC Staged/Will 20), Strike 10, +10 (DC Will 25), Stun 10, +10 (DC Staged/Will 20), Unarmed Attack, +10 (DC 17)

 

Defense: +12  (Flat-footed: +3), Knockback: -3

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 10 (40 ranks) + Feats 26 + Powers 53 + Combat 22 + Saves 15 + Drawbacks 0 = 150

 

Height: 5’ 4”

Weight: 120

Ethnicity: Caucasian

Hair: Red

Eyes: Blue

Hometown: Providence, Rhode Island

 

Phoenix Ramsey is a girl who, like many powered Academy students, had one very bad day when her powers emerged. She was kissing her boyfriend at the time, and her mind was suddenly filled with his memories while his was filled with burning agony. He collapsed, and she freaked out. As did both sets of parents. An unknowing touch or two later, and Phoenix was a runaway. Terrified out of her mind, she drifted from place to place before running into Lightning (prior to his Academy tenure) The raw electricity in Lightning’s skin and the psionic power in Phoenix’s canceled each other out and so for a time they lived together. Until Carlos Javier scooped Lightning up, at which point Phoenix went on the offensive. So to speak. Soon, her investigative attempts attracted Javier’s attention and he scooped her up as well.

 

Phoenix’s power is both blessing and curse, in fine Phoenix Mutate tradition. Skin to skin contact triggers her latent touch telepathy, assaulting the other person’s mind with psionic fire while copying their memories to her own mind. With extensive training, she has learned how to scale down the effect from the original brain frying power to something less violent. However, her power still does not seem to come with a off switch short of covering up her skin. There are a multitude of memory sets in her mind, all crowding for attention. At times she can even get confused as to who she actually is. Fortunately, she has friends, teachers, and the Headmaster to bring her back when she gets lost in that manner.

 

Phoenix was never a particularly outgoing girl, and her powers emerging just made it worse. Furthermore, Lightning was a bad influence on her personality as she imitates his abrasive tough guy persona. However, she lacks his trauma and so it’s mostly an act that a reasonably perceptive person can easily see through. She rarely shows any skin below the neck, and keeps herself closed off from just about everyone. She is, however, getting better with counseling sessions with Monique.

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Charger (Jason Montanez, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +10 (18/30), DEX: +2 (14), CON: +10 (18/30), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

Tough: +10, Fort: +10, Ref: +8, Will: +8

 

Skills: Bluff 3 (+5), Craft (artistic) 10 (+10), Diplomacy 6 (+8), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (art) 10 (+10), Knowledge (tactics) 10 (+10), Language 1 (+1), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Equipment 1, Interpose, Power Attack, Takedown Attack, Ultimate Effort (Toughness checks)

 

Powers:

Charging Up (Container, Active 10) (Duration (continuous), Total Fade; Action (move), Fades (Reactivation after full fade))

   Enhanced Constitution 12 (+12 CON)

   Enhanced Strength 12 (+12 STR)

   Impervious Toughness 10

   Speed 5 (Speed: 250 mph, 2200 ft./rnd)

      Leaping 5 (Alternate; Jumping distance: x50)

   Super-Strength 5 (+25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks)

 

Equipment: Commlink

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +20/+25)

 

Attacks: Unarmed Attack, +10 (DC 25)

 

Defense: +10  (Flat-footed: +5), Knockback: -10

 

Initiative: +2

 

Languages: Native Language, Spanish

 

Totals: Abilities 28 + Skills 18 (72 ranks) + Feats 12 + Powers 50 + Combat 30 + Saves 12 + Drawbacks 0 = 150

 

Height: 6’ 4”

Weight: 230

Ethnicity: Hispanic

Hair: Brown (shaves head)

Eyes: Dark Brown

Hometown: Phoenix, Arizona

 

Jason Montanez and his sister Olivia never had a lot growing up. They had Mama and each other. Jason’s powers emerged considerably earlier than his kid sister’s. He was already running with a somewhat shady crowd, and their need for his newfound talents (and the paternal praise that went along with it) led Jason astray. He never did anything outright criminal, as the older members kept him out of their actual enterprises until he proved himself. However, one day Olivia’s powers emerged and her reaction (yay, I get to be a superhero) shocked Jason into realizing what he was getting himself into. So, with Mama’s blessing and support, they contacted Carlos Javier and got themselves admitted to the Academy.

 

Jason’s power can be described in one line. He generates extra life force energy and channels it into physical strength, durability, and speed. However, this uses up the energy generated and once it is gone he must generate the energy and channel it all over again to reactivate his powers. Theoretically, he could continually generate energy, thus pushing the peak of his abilities very, very high. However, for the moment he is content with what he can normally do, saving anything fancy for Plus Overdrive moments.

 

Jason’s defining personality trait is his over-protectiveness of his sister Olivia. He worries about her out in the big dangerous world, even if she’s pretty good at taking care of herself these days. Aside from that, he’s a pretty chill dude. He was bilingual from an early age, so at times he’ll alternate between Spanish and English during the course of a sentence. He does have a bit of a showoff streak, but mostly he keeps it under control.

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Sureshot (Rachel Harris, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +1 (12), WIS: +5 (20), CHA: +0 (10)

 

Tough: +3/+7, Fort: +7, Ref: +10, Will: +7

 

Skills: Acrobatics 12 (+15), Knowledge (streetwise) 4 (+5), Knowledge (tactics) 4 (+5), Notice 10 (+15), Search 7 (+8), Sense Motive 15 (+20), Stealth 12 (+15)

 

Feats: Acrobatic Bluff, Assessment, Attack Focus (ranged) 4, Attack Specialization 2 (Martial Arts (Strike 3)), Challenge - Improved Acrobatic Bluff, Defensive Attack, Dodge Focus 5, Evasion, Hide in Plain Sight, Improved Aim, Improved Initiative, Power Attack, Precise Shot, Quick Draw, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Compound Bow (Device 3) (Easy to lose; Subtle (subtle))

   Bowshot (Blast 3) (DC 21; Improved Range 3 (300 ft. incr), Mighty 3 (+3 to damage), Progression, Increase Range 3 (max range x10, 3000 feet))

Inheritance Sight (Super-Senses 7) (distance sense, extended: Normal Vision 3 (-1 per 2 mi), low-light vision, microscopic vision 2 (cell-size))

   Know Where To Look (Linked)

      Enhanced Trait 3 (Linked; Traits: Search +12 (+20))

      Quickness 6 (Linked; Perform routine tasks at 100x speed; One Task (Search checks))

   Past and Future (Super-Movement 3) (Alternate; temporal move 3 (any time); Limited (to 30 minutes in either direction), Limited (to Visually Observing))

Martial Arts (Strike 3) (DC 21; Mighty)

Uniform (Device 2) (Hard to lose)

   Communication 5 (sense type: radio)

   Protection 4 (+4 Toughness; Subtle (subtle))

 

Attack Bonus: +10 (Ranged: +14, Melee: +10, Grapple: +13)

 

Attacks: Bowshot (Blast 3), +14 (DC 21), Martial Arts (Strike 3), +14 (DC 21), Unarmed Attack, +10 (DC 18)

 

Defense: +13  (Flat-footed: +4), Knockback: -3

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 16 (64 ranks) + Feats 25 + Powers 30 + Combat 36 + Saves 13 + Drawbacks 0 = 150

 

Height: 5’ 5”

Weight: 110

Ethnicity: Jewish

Hair: Black

Eyes: Blue

Hometown: N/A (Born in New York City, but was mobile afterward)

 

Rachel Harris is the daughter of Eagle Eye (Russell Harris). Until recently, she was under the care of her grandfather (and Eagle Eye’s father) the wanted assassin Head (so named for his favorite place to shoot when on the job and for the sex act). Head (first name unknown, even to Eagle Eye) kidnapped Rachel when she was a toddler after Eagle Eye (who had no idea an earlier dalliance had resulted in a child) turned on and abandoned him. Head trained Rachel in sharpshooting (the emergence of her powers only helped with this) and hired a fellow pro to train her in the martial arts. His goal was to debut her as his successor as an assassin. However, her first job left her sickened. Killing was nothing like it was in training. There was blood and screaming. The feeling she’d just done something terrible and utterly irreparable was inescapable. She ran like hell, trying to get the images and sounds out of her head. Head tracked her down, impatient and demanding. She beat him almost to death, stopping only because she realized she couldn’t kill anyone else. Not even him. Less than a week later of investigation later, Eagle Eye found out he had a daughter (when she knocked on his front door), and Rachel was enrolled at the Javier Academy.

 

Unlike every student mentioned thus far, Rachel’s powers have no direct damaging ability Her eyes can function as a short range telescope or a microscope. She can tell how far away something is just by looking, and low light levels aren’t a problem. However, that isn’t all her eyes can do. She can additionally deactivate her normal eyesight and literally see up to 30 minutes into the past or future. It isn’t traditional pre- or post-cognition. She is literally throwing her vision back and forth in time. Theoretically, both abilities have a lot of room for growth. One day she could mimic her father’s powers and be able to count comets in the Oort Cloud. Or even see back to the dawn of time or into the distant future. However, for now she can only do what she can do. In combat she favors her bow, as it is the one weapon she doesn’t instinctively (due to her training) go for the kill with. Her bare hands fall into the instinctive killing category. However, she has been retraining steadily and can manage if she has to do so.

 

Rachel is, on the outside, a cold and emotionless individual. This is because her training in no way included social skills. She was taught to kill without thought or hesitation, and to always have a plan. So what comes off as cold and emotionless is her slowly learning how to interact with others aside from planning their assassination. She has counseling sessions with Javier alone, as she attempted to assault Monique, the counselor having accidently tripped a preprogrammed trigger in Rachel’s mind. It…isn’t easy, defying years of training, reprogramming one’s self from hired killer to superhero. But Rachel is trying.

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Relay (Tessa Matthews, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +0 (10), WIS: +3 (16), CHA: +4 (18)

 

Tough: +2/+7, Fort: +7, Ref: +7, Will: +10

 

Skills: Acrobatics 7 (+10), Bluff 6 (+10), Concentration 7 (+10), Diplomacy 6 (+10), Gather Information 6 (+10), Knowledge (art) 8 (+8), Language 1 (+1), Medicine 2 (+5), Notice 12 (+15), Perform (dance) 8 (+12), Perform (singing) 8 (+12), Sense Motive 12 (+15), Stealth 5 (+8)

 

Feats: Attack Focus (melee) 6, Attack Specialization 2 (Martial Arts (Strike 3)), Defensive Roll, Dodge Focus 6, Power Attack

 

Powers:

Martial Arts (Strike 3) (DC 20; Mighty)

Super-Senses 7 (accurate: Mental, acute: Mental, danger sense: Mental, radius: Mental, ranged: Mental, uncanny dodge: Mental)

Telepath (Array 11) (default power: communication)

   Human Switchboard (Communication 10) (Default; sense type: mental; Omni-Directional Area; Rapid, Subtle (subtle))

   Illusion 10 (Array; affects: 1 type + visual - auditory, DC 20; Phantasms; Progression, Area 2 (25 ft. radius))

   Mind Reading 10 (Array; DC 20)

   Mind Shock (Mental Blast 5) (Array; DC 20)

   Mind Stun (Stun 5) (Array; DC 15; Alternate Save (Will), Range 2 (perception))

   Nauseate 5 (Array; DC 15; Alternate Save (Will), Range 2 (perception))

Uniform (Device 2) (Hard to lose)

   Communication 5 (sense type: radio)

   Protection 4 (+4 Toughness; Subtle (subtle))

 

Attack Bonus: +5 (Ranged: +5, Melee: +11, Grapple: +13)

 

Attacks: Martial Arts (Strike 3), +15 (DC 20), Mind Reading 10 (DC Will 20), Mind Shock (Mental Blast 5) (DC Will 20), Mind Stun (Stun 5) (DC Staged/Will 15), Nauseate 5 (DC Staged/Will 15), Unarmed Attack, +11 (DC 17)

 

Defense: +12  (Flat-footed: +3), Knockback: -3

 

Initiative: +3

 

Languages: American Sign Language, English

 

Totals: Abilities 28 + Skills 22 (88 ranks) + Feats 16 + Powers 46 + Combat 22 + Saves 16 + Drawbacks 0 = 150

 

Height: 5’ 6”

Weight: 125

Ethnicity: Caucasian

Hair: Brown

Eyes: Blue

Hometown: Tacoma, Washington

 

Tessa Matthews was a budding star on the American pop music scene. She was good looking, she could sing very well, and she was a great dancer. She had released her first album (Her first single? Broke into the top 40 on Billboard) and was on tour. The venues weren’t huge, but that was okay. She was on the rise. Everything was going well…right up until her telepathic powers emerged onstage. Several thousand minds collided with hers. Understandably, she had a completely breakdown on stage. Fortunately, Carlos Javier caught wind of that even and knew a fellow telepath when he saw one. Soon, young Tessa was a student at the Academy.

 

Tessa is a telepath, though her strengths are different from Javier’s. The one thing Javier can’t do well (relatively speaking) is telepathic communicaton. And this is Tessa’s biggest strength. She does it faster, more subtly, and with far more range that Javier had at this stage in his development. What she isn’t good at is, well, just about everything else a telepath does. She genuinely doesn’t want to strike out at other people’s minds, and this desire inhibits her power when she is forced to do so. Theoretically she could be as powerful as Javier, if she manages to overcome this limitation.

 

Tessa is a vivacious, outgoing girl. Her charisma and positive, can do attitude are infectious and have led to Gamma Team being nicknamed Team Sunshine and Rainbows. The girl simply doesn’t know how to give up. She is always putting forth effort towards the goal, no matter what. Whether it’s succeeding on a field mission, or finding a cute girl to take to the big dance. She was even the inspiration for the entire team learning American Sign Language, and teaming as an amateur band for school events. She hasn’t given up on pop superstardom, even if large crowds can give her a headache. She’s good enough with people that students often come to her with their problems, however Tessa is levelheaded enough to know when such a problem needs to be referred to Monique or another staff member.

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Waverider (Naomi Suliman, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +2 (14), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

 

Tough: +2/+12, Fort: +5, Ref: +7, Will: +8

 

Skills: Bluff 8 (+10), Concentration 10 (+12), Diplomacy 8 (+10), Drive 3 (+5), Knowledge (civics) 9 (+10), Knowledge (current events) 9 (+10), Language 1 (+1), Notice 10 (+12), Pilot 3 (+5), Sense Motive 10 (+12)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Challenge - Improved Lip Reading, Defensive Attack, Dodge Focus 4, Evasion, Improved Aim, Power Attack, Precise Shot, Uncanny Dodge (Tremorsense +)

 

Powers:

Flight 3 (Speed: 50 mph, 440 ft./rnd; Platform; Subtle (subtle))

Force Field 10 (+10 Toughness; Impervious)

Immunity 10 (common descriptor: Sonic)

Tremorsense + (Super-Senses 2) (extended: Touch 1 (-1 per 100 ft), ranged: Touch)

Vibration Control (Array 13) (default power: blast)

   Frequency Shattering (Drain 12) (Array; drains: single trait - toughness, DC 22; Affects Objects (Only), Range (ranged))

   Inner Ear Vibes (Nauseate 8) (Array; DC 18; Range (ranged); Accurate 2 (+4))

   Obscure 8 (Array; affects: 1 sense type - auditory, Radius: 1000 ft.; Selective Attack)

   Sonic Control 8 (Array; Radius: 40 ft., DC 18; Selective Attack)

   Ultrasonics (Stun 8) (Array; DC 18; Range (ranged); Accurate 2 (+4))

   Vibration Blast (Blast 12) (Default; DC 27; Ricochet 2 (2 bounces))

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +4)

 

Attacks: Frequency Shattering (Drain 12), +8 (DC Fort/Staged 22), Inner Ear Vibes (Nauseate 8), +12 (DC Fort/Staged 18), Sonic Control 8 (DC Fort/Ref 18), Ultrasonics (Stun 8), +12 (DC Fort/Staged 18), Unarmed Attack, +4 (DC 15), Vibration Blast (Blast 12), +8 (DC 27)

 

Defense: +8  (Flat-footed: +2), Knockback: -11

 

Initiative: +2

 

Languages: American Sign Language, English

 

Totals: Abilities 18 + Skills 18 (71 ranks) + Feats 17 + Powers 67 + Combat 16 + Saves 14 + Drawbacks 0 = 150

 

Yes, the very same girl currently occupying my PL 7 slot. Her relevant details can be found in the link in my signature, with one notable change for the Phoenixverse version. Aside from the lack of Claremont Academy stuffs. Her mentor, Spectacle, is named Starguy and is related to the heroic Starfamily. The original Starman and Stargirl (later Starwoman) debuting quite literally kicked off the Phoenixverse’s Silver Age. Their retirement, and passing of their mantles to their children, would herald the arrival of the Bronze Age. And the death of the second Starman (Death of Superman style, complete with the impossibly tough monster out of nowhere-though technically the original fought a somewhat weaker version earlier) effectively kicked off the Modern Age. Starguy is (bear with me) the son of the second Stargirl’s last boyfriend before her disappearance. She accidently empowered said boyfriend, and he passed it on to his son.

 

Heh. The Phoenixverse is an interconnected place. Though after Broyle (young Nick Phoenix) and Wilder’s entries, you might have started to realize that already.

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Slick (Olivia Montanez, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +3 (16), CON: +2 (14), INT: +2 (14), WIS: +1 (12), CHA: +2 (14)

 

Tough: +2/+8, Fort: +7, Ref: +10, Will: +7

 

Skills: Acrobatics 12 (+15), Bluff 6 (+8), Concentration 14 (+15), Diplomacy 10 (+12), Gather Information 6 (+8), Knowledge (physical sciences) 8 (+10), Language 2 (+2), Notice 9 (+10), Sense Motive 9 (+10), Stealth 4 (+7)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (ranged) 4, Dodge Focus 6, Evasion, Improved Initiative, Move-by Action, Power Attack, Precise Shot, Uncanny Dodge (Auditory)

 

Powers:

Force Field 6 (+6 Toughness; Impervious)

Immunity 8 (disease, entrapment, poison, rare descriptor: Own Powers)

Oil Control (Array 13) (default power: blast)

   Acidic Oil (Blast 8) (Array; DC 23; Secondary Effect; Accurate 2 (+4))

   Flammable Oil + Match = KABOOM (Blast 8) (Array; DC 23; Explosion Area (80 ft. explosion - General))

   High Pressure Jet (Blast 12) (Default; DC 27)

   Oil Control (Move Object 12) (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Range (perception); Limited Material (Oil))

   Slippery Oil (Trip 8) (Array; Burst Area (40 ft. radius - Targeted), Knockback; Accurate 2 (+4))

   Sticky Oil (Snare 8) (Array; DC 18; Regenerating)

   Toxic Oil (Stun 8) (Array; DC 18)

Speed 2 (Speed: 25 mph, 220 ft./rnd)

Super-Movement 1 (water walking)

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +4)

 

Attacks: Acidic Oil (Blast 8), +12 (DC 23), Flammable Oil + Match = KABOOM (Blast 8) (DC 23), High Pressure Jet (Blast 12), +8 (DC 27), Slippery Oil (Trip 8), +12 (DC 18), Sticky Oil (Snare 8), +8 (DC Ref/Staged 18), Toxic Oil (Stun 8), +4 (DC Fort/Staged 18), Unarmed Attack, +4 (DC 15)

 

Defense: +12  (Flat-footed: +3), Knockback: -7

 

Initiative: +7

 

Drawbacks: Vulnerable, uncommon, moderate, Soap effects

 

Languages: American Sign Language, English, Spanish

 

Totals: Abilities 20 + Skills 20 (80 ranks) + Feats 18 + Powers 56 + Combat 20 + Saves 18 - Drawbacks 2 = 150

 

Height: 5’ 2”

Weight: 105

Ethnicity: Hispanic

Hair: Brown

Eyes: Brown

Hometown: Phoenix, Arizona

 

Growing up, Olivia had her brother Jason, Mama, and not much else. Her brother was her protector in the early years, but eventually he found something of a life of his own. Though, Olivia worried about the friends he was making. They didn’t seem like nice people when Jason wasn’t around. She thought a superhero should beat them up for being criminals. However, she didn’t know that Jason had developed superpowers. Time kept on moving, and one day Olivia’s shower simply didn’t take. In fact, she got greasier. And oilier. Until she was dripping almost constantly. Washing again and again only solved the problem for a hour, tops. And then she was slipping and falling again. She couldn’t hold on to anything without vigorously washing her hands before the attempt. It was a pain in the butt, often literally. Until she was messing around in her sparse backyard and shot a stream of oil that put a hole through their neighbor’s fence. Okay, so she was a freak. What else was new? But she had legit superpower now. She could be a superhero! And give Jason’s friends the beatdown they sorely needed. She told her brother about her plans, only to learn he too had superpowers. They weren’t as cool, but whatever. Jason, always so sensible, knew he couldn’t stop her from superheroing. He did, however, suggest that training would be good and the Javier Academy would be the best place for them. Olivia reluctantly agreed, and the two became students there.

 

Olivia’s power is oil control. Name a type of oil, and she can both generate a massive amount of it on demand and control it like she had telekinesis. Cooking oil, body oil, crude oil. Name it, and she can make it. However, her power doesn’t quite turn off. She is constantly generating a low level of oil, and so she drips. Hairstyles more complicated than just letting it hang there are impossible. And if she’s not as careful as she’s learned to be, yet another slip and fall on her poor abused backside. On the plus side, though, it’s impossible for her to be physically restrained by anything or anyone. They just slide right off of her. Diseases can’t seem to penetrate the oil. And because many oils are toxic, she’s immune to poisons too. So, pros and cons.

 

Olivia is a rambunctious, spunky, and spirited girl. She can border on outright recklessness at times. She’s dorky, has weird interests and weirder hobbies. It’s in no way an act, she’s legitimately an energetic and dorky weirdo. She lives her life by the simple philosophy of “Just have fun with it.” She’s a diehard optimist who can find the silver lining in every cloud. In short, she’s a wholesome variant of a Manic Pixie Dream Girl. Always smiling. Always going somewhere to do something somewhat unexpected. In harmony with her powers, she’s a hard girl to pin down, but she wouldn’t have it any other way.

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Motor (Michael Taylor, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +3 (16), CON: +4 (18), INT: +0 (10), WIS: +0 (10), CHA: +1 (12)

 

Tough: +4/+12, Fort: +7, Ref: +10, Will: +7

 

Skills: Acrobatics 7 (+10), Craft (mechanical) 5 (+5), Diplomacy 4 (+5), Drive 1 (+4), Knowledge (current events) 5 (+5), Knowledge (physical sciences) 5 (+5), Language 1 (+1), Notice 10 (+10), Sense Motive 10 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 6, Attack Specialization 3 (Small Accelerated Objects (Blast 10)), Dodge Focus 4, Evasion 2, Move-by Action, Power Attack, Seize Initiative, Uncanny Dodge (Auditory)

 

Powers:

Temporal Acceleration (Linked)

   Enhanced Trait 1 (Linked; Feats: Seize Initiative)

   Quickness 6 (Linked; Perform routine tasks at 100x speed)

   Speed 6 (Linked; Speed: 500 mph, 4400 ft./rnd)

Temporal Control (Array 20) (default power: strike)

   Full Acceleration (Linked)

      Quickness 14 (Linked; Perform routine tasks at 50000x speed; Stacks with (Quickness 6))

      Speed 14 (Linked; Speed: 250000 mph, 2200000 ft./rnd; Stacks with (Speed 6))

      Super-Movement 5 (Linked; sure-footed 2 (50% penalty reduction), wall-crawling 2 (full speed), water walking)

   Localized Acceleration (Linked)

      Quickness 6 (Linked; Perform routine tasks at 100x speed; Affects Others (Only), Burst Area (30 ft. radius - General); Selective)

      Speed 6 (Linked; Speed: 500 mph, 4400 ft./rnd; Affects Others (Only), Burst Area (30 ft. radius - General); Selective)

      Super-Movement 3 (Linked; wall-crawling 2 (full speed), water walking; Affects Others, Burst Area (15 ft. radius - General); Selective)

   Punchin' All The Thugs (Strike 10) (Default; DC 25; Burst Area (50 ft. radius - Targeted), Autofire (interval 2, max +5), Selective Attack)

   Small Accelerated Objects (Blast 10) (Array; DC 25; Autofire (interval 2, max +5), Penetrating)

   Temporally Echoing Punch Barrage (Strike 10) (Array; DC 25; Autofire (interval 2, max +5), Penetrating, Secondary Effect)

   Time Stop 10 (Array; Radius: 50 ft., DC 20; Action (full), Distracting, Range (touch))

Temporal Defense Field (Force Field 8) (+8 Toughness)

 

Attack Bonus: +4 (Ranged: +4, Melee: +10, Grapple: +12)

 

Attacks: Punchin' All The Thugs (Strike 10), +10 (DC 25), Small Accelerated Objects (Blast 10), +10 (DC 25), Temporally Echoing Punch Barrage (Strike 10), +10 (DC 25), Time Stop 10 (DC Ref 20), Unarmed Attack, +10 (DC 17)

 

Defense: +8  (Flat-footed: +2), Knockback: -6

 

Initiative: +3

 

Languages: American Sign Language, English

 

Totals: Abilities 20 + Skills 12 (48 ranks) + Feats 19 + Powers 66 + Combat 16 + Saves 17 + Drawbacks 0 = 150

 

Height: 5’ 8”

Weight: 150

Ethnicity: African American

Hair: Black

Eyes: Dark Brown

Hometown: Daytona Beach, Florida

 

Michael Taylor loved motorsports almost since the day he was born. His father was a driver on the local circuit, and his mother was the crew chief. So the passion was in his blood. He loved to watch the drivers go speeding around the track, and as he got older, some of the drivers became his personal heroes as well. It was his dream to join them on the racetrack…and then he got superpowers that made him faster than the cars his heroes drove. It was his dream come true. Then Carlos Javier came by, and told Michael he could be a superhero. It was absolutely awesome.

 

On the surface, Michael’s powers appear to be just superhuman speed. And before Javier showed up and got him training, that’s exactly what he thought they were. However, he soon learned better. The truth was, he had control over time itself. When he ran fast, it wasn’t him moving faster, but his powers violating the laws of physics to accelerate his movement through local space/time. In practice, it amounted to the same thing and he kept on like he was a true speedster. However, this knowledge allowed to do things no speedster could pull off. Like generate a force field to slow impacts, accelerate everyone he wanted to in small area to his usual level of movement speed, or even (though great effort) stop time in a small area. Theoreticallly, he could even one day be able to rewind time, or even travel through time itself.

 

Michael is a racecar driver at heart, and it shows in his personality. He’s friendly, open, and loves to “get on the track” and show what he can do. He rides the line between reasonably demonstrative and a true show off very well. He never dwells on the past, as a good driver is always looking towards the next section of track. This can be a bit frustrating for his friends and occasional boyfriend. Though he’s always working to improve, he rarely apologizes. Instead he simply moves on from the mistake, as if nothing happened. However, he’s a hard guy to stay mad at, as he never fails to give anything less than his best to whatever he’s involved in this time.

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Apocrypha (Aleki Uta'i PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +12 (14/34), WIS: +12 (14/34), CHA: +0 (10)

 

Tough: +0/+10, Fort: +5, Ref: +7, Will: +12

 

Skills: Craft (electronic) 3 (+15), Craft (mechanical) 3 (+15), Knowledge (physical sciences) 3 (+15), Knowledge (technology) 3 (+15)

 

Feats: Attack Focus (ranged) 2, Beginner's Luck, Dodge Focus 6, Eidetic Memory, Improvised Tools, Inventor, Jack-of-All-Trades, Luck, Speed of Thought (use INT for Init, not DEX)

 

Powers:

Babel Effect (Comprehend 4) (codes & ciphers, languages - read all, languages - speak all, languages - understand all)

Combat Armor (Device 8) (Hard to lose)

   Communication 5 (sense type: radio)

   Concealment 10 (all senses; Passive)

   Flight 5 (Speed: 250 mph, 2200 ft./rnd; Subtle (subtle))

   Protection 10 (+10 Toughness)

   Sensory Shield 2 (sense: all senses, +4 to saves vs. Dazzle attacks)

Cosmic Gun (Device 5) (Easy to lose)

   Cartridges (Array 10) (default power: blast; Accurate 2 (+4))

      Cosmi-Kinesis (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)

      Cosmic Bindings (Snare 10) (Array; DC 20)

      Cosmic Energy Blast (Blast 10) (Default; DC 25)

      Cosmic Flash (Dazzle 10) (Array; affects: visual senses, DC 20)

Cosmic Mind (Linked)

   Enhanced Intelligence 20 (Linked; +20 INT)

   Enhanced Wisdom 20 (Linked; +20 WIS)

 

Attack Bonus: +4 (Ranged: +6, Melee: +4, Grapple: +4)

 

Attacks: Cosmic Bindings (Snare 10), +10 (DC Ref/Staged 20), Cosmic Energy Blast (Blast 10), +10 (DC 25), Cosmic Flash (Dazzle 10), +10 (DC Fort/Ref 20), Unarmed Attack, +4 (DC 15)

 

Defense: +10  (Flat-footed: +2), Knockback: -5

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 10 + Skills 3 (12 ranks) + Feats 15 + Powers 95 + Combat 16 + Saves 11 + Drawbacks 0 = 150

 

Height: 5’ 10”

Weight: 170

Ethnicity: Samoan American

Hair: Black

Eyes: Dark Brown

Hometown: Anchorage, Alaska

 

Aleki Uta’i was kind of a disappointment to his parents. The youngest and smallest of five, he had a hard time growing up. His was a family of house sized athletes, but Aleki was the shrimp. The runt of the litter, if you will. He failed at football. Was bad at baseball. Rubbish at rugby. Sucked at soccer. A bum at basketball. Crappy at cricket. And so on. He didn’t really have any artistic talent, either. All he had to fall back on was good grades, and even then he barely stood out from the crowd. It was just unfortunate. And then his powers emerged, taking him from having to work to understand calculus and generally making good decisions to easily grasping quantum physics and mankind’s place in the universe. The sudden swap from normal, if above average, kid to enlightened genius grabbed the attention of one Carlos Javier, and soon Aleki was a student (and let’s be honest, teacher’s assistant) at the Academy.

 

Aleki’s powers are initially straightforward yet deceptively complex as any Phoenix Mutate. It appears to be a simple (though large) boost to intellect and wisdom. And thought that is the net effect at the present time, his actual power is a connection to the collective unconscious. He both knows and understands things he’s never read, been told, or experienced. The only sign that his power is more than it seems is his effortless command of language. He can read, write, speak, and understand literally all of them. Even deliberately encoded and/or encrypted messages are an open book to him. Theoretically, one day he could be nigh-omniscient, able to command vast forces with a mere effort of will. In the meantime, he’s built effective combat armor and a cosmic energy gun, as one does.

 

Despite his newfound wisdom, Aleki possesses a strong inferiority complex. The fact that he’s just superhumanly smart and perceptive while other people can destroy buildings and tank heavy gunfire…doesn’t help. He’s a decent kid with a good heart, but his feelings of inferiority can lead him to make seriously poor choices. Add to that his growing impatience with the people who don’t have his intellect and wisdom and you have a recipe for a budding supervillain. However, this is why he was placed in the team nicknamed Sunshine and Rainbows. The optimism and positivity of the other members help to remind him that not all people suck, and there’s always folks who will like you for who you are, not who you wish you were. It’s a useful thing, as both Monique and Javier’s counseling skills have proven somewhat inadequate to keeping Aleki from making those poor choices otherwise.

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Augment (Cyrus Gramble, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +10 (18/30), DEX: +1 (12), CON: +4 (18), INT: +10 (20/30), WIS: +2 (14), CHA: +1 (12)

 

Tough: +12, Fort: +8, Ref: +5, Will: +5

 

Skills: Language 1 (+1), Notice 8 (+10), Sense Motive 8 (+10), Survival 3 (+5)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Attack Specialization 3 (Unarmed Attack), Beginner's Luck, Dodge Focus 3, Eidetic Memory, Equipment 1, Improvised Tools, Interpose, Inventor, Jack-of-All-Trades, Power Attack, Uncanny Dodge (Radio)

 

Powers:

Half Computerized Brain (Enhanced Intelligence 10) (+10 INT)

Metal Cyber Armor (Protection 8) (+8 Toughness; Impervious [2 extra ranks])

Natural Cybernetics (Array 13) (default power: blast)

   Cyber Strength (Linked)

      Enhanced Strength 12 (Linked; +12 STR)

      Super-Strength 6 (Linked; +30 STR carry capacity, heavy load: 51.2 tons; +6 STR to some checks; Bracing, Groundstrike (Radius: 100 ft., DC 20))

   Heavy Particle Cannon (Blast 12) (Default; DC 27; Improved Range (300 ft. incr), Progression, Increase Range (max range x2, 3000 feet))

   Laser Beam (Blast 8) (Array; DC 23; Penetrating; Accurate 2 (+4))

   Sonic Cannon (Stun 8) (Array; DC 18; Range (ranged); Accurate 2 (+4))

Radar (Super-Senses 4) (extended: Radio 1 (-1 per 100 ft), radar)

 

Equipment: Commlink

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +14/+20)

 

Attacks: Heavy Particle Cannon (Blast 12), +8 (DC 27), Laser Beam (Blast 8), +12 (DC 23), Sonic Cannon (Stun 8), +12 (DC Fort/Staged 18), Unarmed Attack, +10 (DC 25)

 

Defense: +8  (Flat-footed: +3), Knockback: -11

 

Initiative: +1

 

Languages: American Sign Language, English

 

Totals: Abilities 34 + Skills 5 (20 ranks) + Feats 21 + Powers 61 + Combat 18 + Saves 11 + Drawbacks 0 = 150

 

Height: 6’ 5”

Weight: 300 (mixed cybernetic and flesh body)

Ethnicity: African American

Hair: Black (shaves head)

Eyes: Dark Brown

Hometown: Odessa, Texas

 

Cyrus Gramble was a young football prospect deep in the heart of Texas football country. He excelled as a quarterback to such a degree that he was recruited to start for the best high school team in town. It was in the middle of the first season when his body began to change. Flesh and blood morphing into metal and wire. He tried to keep it together, but the last straw was when a tackler broke his collarbone attempting a  big hit. Cyrus was unharmed. He quit football and his body continued to shift until he resembled a freakish cyborg more than a human being. However, Carlos Javier had heard the tale of the fallen football star, and recruited the boy for a new team. Javier Academy.

 

Cyrus’s powers aren’t that different at their core than those of Wilder. Both are metal controllers. Both have a set amount of metal inside their bodies they can move and shape to their will. The difference is in how their function. Wilder’s metal is simply unbreakable by any known power, and it is set on her bones. Pushing it around her body actually causes physical damage. Cyrus, while his metal isn’t nearly as strong, doesn’t have the latter problem. His metal is much more free floating. In addition, the metal itself isn’t one type, instead varying widely for each effect on his body. With training he has attained a limited amount of control over said effects. He can’t change the boost to his intellect without heavy effort, disable the armor plate at all, and heaven only knows where his internal power source is. However, he can change how said power is output. From a heavy particle cannon to a laser beam to great physical strength, it’s a start. Theoretically, once he fully learns how to control his power, he could almost be a full shapeshifter.

 

Cyrus is…well, Cyrus. He’s a solid, dependable guy and a capable team leader. He has a good sense of humor and is only occasionally depressed by the loss of his football dreams. He is trying to make the best of his new life, but sometimes, man…it can be hard. Especially during football season. With that said, he’s still the quarterback of his team. It’s still his job to keep morale up, come up with a good strategy, and lead them to victory. Even if the game is more complicated and often far deadlier than football ever was.

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Taffi (Tomoko Nagatsuka, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +5 (15/20), DEX: +10 (20/30), CON: +5 (15/20), INT: -1 (8), WIS: -1 (8), CHA: +4 (18)

 

Tough: +5/+10, Fort: +7, Ref: +10, Will: +5

 

Skills: Acrobatics 2 (+12), Language 2 (+2), Notice 6 (+5), Sense Motive 6 (+5)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization (Taffi Gatling (Strike 5)), Attack Specialization (Taffi-Hammer (Blast 5)), Dodge Focus 5, Interpose, Power Attack

 

Powers:

Elasti-tacks (Array 9) (default power: blast)

   Taffi Gatling (Strike 5) (Array; DC 25; Line Area (5x125-250 ft. line - Targeted), Autofire (interval 2, max +5); Mighty, Progression, Increase Area (area x2))

   Taffi-Cannon (Strike 7) (Array; DC 27; Knockback 10, Mighty)

   Taffi-Hammer (Blast 5) (Default; DC 25; Improved Range (125 ft. incr), Mighty 6 (+5 to damage), Progression, Increase Range (max range x2, 1250 feet))

Elastic Shapeshifting (Array 3) (default power: elongation)

   Elongation 5 (Default; Elongation: 100 ft., range incr 50 ft., +5 Escape & Grapple; Improved Range (125 ft. incr))

   Leaping 6 (Array; Jumping distance: x100)

   Super-Strength 3 (Array; +15 STR carry capacity, heavy load: 3.2k lbs; +3 STR to some checks)

Rubber Body (Container, Passive 10) (Custom 2 (Container 9.6))

   Enhanced Constitution 5 (+5 CON)

   Enhanced Dexterity 10 (+10 DEX)

   Enhanced Strength 5 (+5 STR)

   Immunity 30 (common descriptor: Electricity, very common descriptor: Bludgeoning; Limited - Half Effect)

   Impervious Toughness 8

   Protection 5 (+5 Toughness)

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +13)

 

Attacks: Taffi Gatling (Strike 5), +10 (DC 25), Taffi-Cannon (Strike 7), +8 (DC 27), Taffi-Hammer (Blast 5), +10 (DC 25), Unarmed Attack, +8 (DC 20)

 

Defense: +10  (Flat-footed: +3), Knockback: -9

 

Initiative: +10

 

Languages: English, Hebrew, Japanese

 

Totals: Abilities 24 + Skills 4 (16 ranks) + Feats 12 + Powers 76 + Combat 26 + Saves 8 + Drawbacks 0 = 150

 

Height: 6’ 0”

Weight: 140

Ethnicity: Japanese

Hair: Black with red highlights

Eyes: Dark Brown

Hometown: Iida, Nagano Prefecture, Japan

 

Tomoko Nagatsuka was never the brightest bulb. She was goofy, silly, and not that good at her schoolwork. But she had charisma to burn, and as such made a few friends at least. She was even on her middle school girls volleyball team. And then on the way back from an away game, the bus crashed in the wilderness between towns. It flew off a cliff into a cellular dead zone, killing the driver and two of the team. A few more were injured. What followed was nothing less than a nightmare. Their few snacks disappeared rapidly. Their teacher went for help with the last of their supplies, and never returned. The debate whether or not to leave themselves raged with no solution. The injured’s wounds got infected. There was a clear stream nearby, and it was a forest, so there were plants and fungi for food. Days went by. The debate was not resolved, and the injured just got sicker. The forest nearby was stripped bare of anything remotely edible. Days turned into weeks. The team became too weak to risk the trip. And then, the inevitable happened. A teammate led Tomoko away, as humans descended into abject savagery. They were noticed, however, and said teammate sacrificed herself so that Tomo could escape. Tomo ran for her life, not noticing how flexible her body had become during the ordeal. The stress had evidently caused her powers to emerge. She made it to a highway, scarcely a full mile from where the team was. She was easily discovered after that. In the aftermath, her powers became more and more evident as the world around her assumed she was the one who had descended into savagery to survive and violently shunned her. Carlos Javier caught wind of her existence, and soon Tomoko traveled thousands of miles to an Academy where no one knew who she was. Or what had happened to her.

 

Tomoko’s power, like all the rest of the Phoenix Mutates, is a deceptively complex thing. Her body has simply shifted from ordinary flesh and bone to a strange kind of rubber. Every part of her body is now incredibly stretchy and flexible. Her bones can no longer break, and she is highly resistant to both electricity and blunt impacts. She has developed a set of offensive moves based on the protagonist of her favorite manga series (starring a rubbery pirate captain searching for a legendary treasure) and she can internally shapeshift. She can stretch herself out like any rubber person should. But she can also compact a portion of her mass into her muscles, increasing her lifting power or allowing her to leap great distances. Theoretically, one day she’ll be both immune to physical and electrical effects and able to stretch or compact herself almost without limit.

 

Tomoko hasn’t changed much. She’s still a goofy, silly girl. This, however, is a good deal more intentional than it used to be. Tomo isn’t smart or perceptive. In fact, she’s below average in both areas. She’s known since she was small, but the events in the wilderness hammered it home. She couldn’t do anything to help anyone, and in the end had to run away alone. She carries a large measure of survivor’s guilt over it. Her appetite is voracious, and (people’s ideas to the contrary) it has nothing to do with her powers needing the energy. So she plays to the fact she’ll make more mistakes than normal people, and miss what is glaringly obvious to others. It’s just goofy ol’ Tomo, at it again. Her friends, however, know how useless she feels at such times. With all that said, her big heart, fiercely loyal nature, and endless faith in her friends make her a vital member of Delta Team.

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Eden (Ivy Reubenstein, PL 10)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +1 (12), DEX: +2 (14), CON: +8 (14/26), INT: +1 (12), WIS: +2 (14), CHA: +4 (18)

 

Tough: +8/+9, Fort: +10, Ref: +7, Will: +7

 

Skills: Bluff 4 (+8), Concentration 8 (+10), Diplomacy 4 (+8), Gather Information 8 (+12), Knowledge (life sciences) 11 (+12), Language 2 (+2), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 3, Attractive 2 (+8), Defensive Attack, Defensive Roll, Dodge Focus 5, Power Attack, Precise Shot, Skill Mastery (Bluff, Diplomacy, Gather Info, KN (life science)), Startle, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 12 (+12 CON)

Immunity 3 (disease, poison, starvation & thirst)

Impervious Toughness 6

Plant Control (Array 12) (default power: blast)

   Chloro Vision (ESP 8) (Array; affects: visual senses - medium of plants; No Conduit, Simultaneous; Medium)

   Chlorohindering (Environmental Control 8) (Array; hamper move (25%), visibility, Radius: 1000 ft.; Independent, Selective Attack; Range (touch))

   Helping Vines (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, Feats: Chokehold; Indirect 3 (any point, any direction))

   Hypnotic Spores (Mind Control 7) (Array; DC 17; Conscious, Duration (sustained); Sense-Dependent (Olfactory); Mental Link, Reversible, Subtle (subtle))

   Narcoleptic Fragrance Burst (Fatigue 6) (Array; DC 16; Range (ranged); Accurate 3 (+6), Indirect 3 (any point, any direction))

   Plant Control 10 (Array; Radius: 50 ft., DC 20; Selective Attack; Range (touch))

   Stinkflower Burst (Nauseate 6) (Array; DC 16; Range (ranged); Accurate 3 (+6), Indirect 3 (any point, any direction))

   Sudden Vine Smack (Blast 10) (Default; DC 25; Accurate (+2), Indirect 3 (any point, any direction))

Super-Movement 1 (trackless)

Super-Senses 4 (acute: Plant Awareness, awareness: Plant (mental), radius: Plant Awareness, ranged: Plant Awareness)

 

Attack Bonus: +5 (Ranged: +8, Melee: +5, Grapple: +6)

 

Attacks: Hypnotic Spores (Mind Control 7) (DC Will 17), Narcoleptic Fragrance Burst (Fatigue 6), +14 (DC Fort 16), Plant Control 10 (DC Ref 20), Stinkflower Burst (Nauseate 6), +14 (DC Fort/Staged 16), Sudden Vine Smack (Blast 10), +10 (DC 25), Unarmed Attack, +5 (DC 16)

 

Defense: +10  (Flat-footed: +3), Knockback: -7

 

Initiative: +2

 

Languages: English, Hebrew, Japanese

 

Totals: Abilities 24 + Skills 16 (64 ranks) + Feats 20 + Powers 58 + Combat 20 + Saves 12 + Drawbacks 0 = 150

 

Height: 5’ 9”

Weight: 120

Ethnicity: Israeli (European & African Jewish ancestry)

Hair: Dark Brown with Green highlights

Eyes: Green

Hometown: Dimona, Israel

 

Ivy Reubenstein always had a green thumb. She loved plants and they appeared to love her back. She got things to grow where experts gave up. Granted, they didn’t give up because it was impossible for things to be grown in those spaces, but because it wasn’t worth the effort with more likely sites around. Even so, Ivy’s botanical talent was remarkable, even if the rest of her wasn’t. A girl of slightly below average looks, short and naturally chubby, Ivy dubbed herself no prize. This wasn’t cause for despair, however. She liked being unobtrusive. It suited her just fine to go almost entirely unnoticed. The less people bothered her, the more time she had to spend with her garden. Naturally, this was ruined by the emergence of her powers. Literally overnight she shot up the better part of a foot, as dangerous (in more ways than one) curves appeared on her body. Her face went from barely plain to absolute knockout. This alone would have been enough cause for consternation…if her skill with plants hadn’t shifted to outright effortless mental control. As the various plants on the kibbutz proceeded to freak out as much as Ivy was (as new ones grew on the spot) she fled, terrified and distraught, into the desert. What had she become? Carlos Javier’s ever alert eyes caught the international news item, and he led the tracking team himself. Ivy wasn’t hard to find, as her uncontrolled powers and mental state were turning the desert into a jungle. Soon enough, Ivy was a new student at the Academy.

 

Ivy’s power, just like all the rest, is simple on the surface. She can control plants, and has plant attributes like photosynthetic skin. However, it goes far deeper than that. She is connected to the nexus point from all plants in the universe, and being able to control plant life is among the least of what she should be able to do. The plants she uses are spontaneously created by her, and disappear when unneeded. Theoretically, she could unleash the full horrifying range of what plants can do at a higher level of power than in nature, in addition to summoning semi-sentient giant plants as guardians or even foot soldiers.

 

Ivy is an introverted girl, who’d much prefer a greenhouse or a garden to any social gathering. She is having a bit of an identity crisis, as the body her powers have given her isn’t remotely the same as the one she spent the entirety of her life in. It isn’t just being suddenly extremely attractive (though that comes with its own set of problems). It is also the fact she doesn’t seem to need to eat anymore. In fact, the few times she’s tried have made her sick. She can’t seem to stomach any liquids that aren’t either water or sugar water. There’s green streaks in her hair. Her eyes aren’t the same color anymore. And then there’s the hormonal changes. Sure, she had just about figured out she was bi before this happened, but she didn’t have to worry about drooling on the floor every times somebody gorgeous walked by. Honestly, it’s all too much for a botany nerd to take. However, Delta Team has her back and for that, she’s eternally grateful. She doesn’t know what she’d do without that bunch of weirdoes.

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