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Agent Fortune (Tariq Al-Rabadi, PL 10)

 

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

 

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

 

Tough: +2/+4, Fort: +5/+8, Ref: +7/+10, Will: +5/+8

 

Skills: Acrobatics 4 (+8), Bluff 10 (+12), Computers 4 (+5), Diplomacy 10 (+12), Disable Device 4 (+5), Disguise 6 (+8), Escape Artist 1 (+5), Gather Information 10 (+12), Knowledge (business) 4 (+5), Knowledge (civics) 4 (+5), Language 1 (+1), Medicine 1 (+3), Notice 8 (+10), Sense Motive 8 (+10), Sleight of Hand 1 (+5), Stealth 4 (+8)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Beginner's Luck, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Elusive Target, Equipment 5, Evasion 2, Hide in Plain Sight, Luck 5, Power Attack, Ultimate Effort 4 (Fortitude, Reflex, Toughness and Will saves), Uncanny Dodge (Auditory)

 

Powers:

Luck Control 2 (force a re-roll, negate gm fiat, Feats: Luck 5)

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

One Lucky Guy! (Linked)

   Enhanced Attack (Enhanced Trait 12) (Linked; Traits: Attack Bonus +6 (+11))

   Enhanced Defense (Enhanced Trait 12) (Linked; Traits: Defense Bonus +6 (+14))

   Enhanced Feats (Enhanced Trait 10) (Linked; Feats: Beginner's Luck, Defensive Roll 2, Elusive Target, Evasion 2, Ultimate Effort 4 (Fortitude, Reflex, Toughness and Will saves))

   Enhanced Saves (Enhanced Trait 9) (Linked; Traits: Fortitude +3 (+8), Reflex +3 (+10), Will +3 (+8))

 

Equipment: Camo Clothing, Commlink, Flash Goggles, Masterwork Blaster Rifle (Blaster Rifle, Masterwork Weapon, Suppressor, Targeting Scope), Mini-Tracer, Multi-Tool, Toolkit (Basic)

 

Attack Bonus: +5/+11 (Ranged: +5/+11, Melee: +9/+15, Grapple: +11/+17)

 

Attacks: Martial Arts (Strike 3), +15 (DC 20), Masterwork Blaster Rifle, +12 (DC 23), Unarmed Attack, +15 (DC 17)

 

Defense: +8/+14  (Flat-footed: +5), Knockback: -2

 

Initiative: +4

 

Languages: Arabic, English

 

Totals: Abilities 26 + Skills 20 (80 ranks) + Feats 19 + Powers 58 + Combat 18 + Saves 9 + Drawbacks 0 = 150

 

Height: 5’ 10”

Weight: 175

Ethnicity: Iranian-American

Hair: Dark Brown

Eyes: Dark Brown

Hometown: Detroit, Michigan

 

Tariq al-Rabadi was more or less an ordinary kid living in Michigan. His family was solidly upper class, just shy of being filthy rich, and there was a full busload of relatives in the area. It was a relatively benign and easy existence. He was the heir to the throne, so to speak, as his father ran the family business. He trained Tariq well for the position, treating the boy’s reluctance as intolerable disobedience. His mother kept her own counsel on the matter. Then one day, Tariq’s powers emerged. There was no flashy display. Indeed, for quite a while nobody noticed anything was wrong. The family business’s fortunes hit a rough patch, but nothing they hadn’t survived before. People were getting unexpectedly sick, or having improbable accidents. It was like a string of bad coincidences, but fortune always turned. Or at least, it used to. Now, everything just got worse and worse. Nobody died, but the decline of the family’s fortunes grew steeper and steeper. Except for Tariq, who was doing even better than before. The finest things in life (for a teenager, anyway) were falling into his lap with the most minimal (and in some case, zero) effort. It was enough to make a religious family believe in a deal with the devil or some other dark force. What followed was predictable enough. Accusations, truthful denials, anger, rejection, and finally exile. Of course, after Tariq had been sent away, the family’s fortunes slowly began to return to normal. They breathed a sigh of relief. Tariq, meanwhile, while hurt by his family’s rejection, was just fine otherwise. It was obviously him that was somehow jinxing everyone around him, so he kept moving. It was never anything spectacular, just somewhat improbable things happened around him. The bad to others and the good to him. His powers grew, and he had to move faster. Somewhat improbable slowly shifted to outright nigh impossible by prior standards. Of course, this kind of trail of accidental destruction was just the kind of thing to catch Carlos Javier’s attention. Soon enough, Tariq had joined the student body of the Academy.

 

Tariq’s power is as initially straightforward as any Phoenix Mutate power. He’s a luck magnet, absorbing the good luck of others for his own. Thus leaving them with only bad luck. However, luck isn’t a literal thing so much as an explanation for the occurrence of low probability events. With that stated, Tariq’s power involves altering probability to tilt events to the most favorable possible outcome for him. However, the most favorable outcome for him is almost always less favorable for those around him. As events continue to pile up (being as each day is a succession of events) there is a “ripple” effect. Events do not occur independently. There is a highly complex chain even between two people, and the complexity grows exponentially from there. One less favorable outcome alone may or may not tilt anyone towards less favorable outcomes in general. However, the more of them there are, the greater the probability of a snowball effect causing severe consequences to an area and the people in it. Of course, it took coming to the Academy for Tariq to 1) learn he was even doing this, as he had no idea and 2) learn to control it, so he’d stop ruining lives just by being around somewhere for a while. With said training, he can now concentrate this effect into causing the nigh impossible to happen without the slow burn of before. And it makes him a far more skilled combatant than his level of training would indicate.

 

Tariq, well…he appears to have a ego the size of the moon. Everything has been handed to him on a silver platter from the beginning of his life until now. His power even causes good things to happen to him overall. So it isn’t unexpected that he’d be extremely arrogant. Which is the trick. Luck/Probability Controllers are expected to be arrogant and secure in their invincibility, and Tariq plays to that admirably. Underneath, however, he is a man of honor and compassion. When probability started to firmly disfavor the locals in his vicinity, he always left. Now he has control, and a place to truly call home. He may laugh it off, but he is truly furious at his family falsely accusing, attacking, and then exiling him. There was a particularly memorable fistfight which left both him and his father battered almost beyond endurance. He is also the resident ladies man, and swears it is actual good luck, rather than his powers. After all, he can’t help it if the ladies find him irresistible. The utterance of which causes much eye rolling among all four teams’ female members.

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Shift (Serafina Chavez, PL 10)

 

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

 

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

 

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

 

Skills: Acrobatics 6 (+10), Bluff 6 (+10), Craft (artistic) 8 (+10), Diplomacy 6 (+10), Escape Artist 6 (+10), Gather Information 6 (+10), Knowledge (art) 8 (+10), Knowledge (business) 8 (+10), Medicine 6 (+8), Notice 8 (+10), Sense Motive 8 (+10), Sleight of Hand 6 (+10), Stealth 6 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 8, Attractive (+4), Defensive Attack, Defensive Roll, Dodge Focus 6, Endurance (+4), Evasion, Hide in Plain Sight, Improved Initiative, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Shifting (Morph 10) (morph: broad group - female humans, +50 Disguise; Custom (Covers Scent))

Uniform (Device 2) (Hard to lose)

   Communication 5 (sense type: radio)

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

 

Attack Bonus: +7 (Ranged: +7, Melee: +15, Grapple: +17)

 

Attacks: Martial Arts (Strike 3), +15 (DC 20), Unarmed Attack, +15 (DC 17)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 22 (88 ranks) + Feats 26 + Powers 33 + Combat 26 + Saves 11 + Drawbacks 0 = 150

 

Height: Variable (typically between 5’ 3” and 5’ 9”)

Weight: Variable (typically between 110 and 140)

Ethnicity: Puerto Rican (New York branch; however powers make appearance variable)

Hair: Variable

Eyes: Variable

Hometown: New York City (drifted around eastern US)

 

Serafina Chavez is a bit of a cipher. Not out of any deliberate attempt (by her or anyone else) to hide her origins, but due to the nature of her powers her memories are unreliable at best. She does remember her name, and where she’s from. She obviously had parents, even if she can’t quite remember who they are anymore. She thinks she had siblings. She went to school. Her childhood was more rich in love than money, she’s sure of that. However, at some point her powers emerged and splintered her memories across a seemingly infinite array of separate identities, and she’s not sure what happened after that. Carlos Javier found her wandering in the middle of nowhere, and now she’s a student at his Academy.

 

Serafina’s powers are simple on the surface, like all the rest. She can change her physical form to that of any human female, no matter the size or evident age.  Why she can do this, however, is just as complicated as the rest. Like Apocrypha, she’s connected to the collective unconscious. Unlike him, however, her manifestation of this is literally changing into another person recorded there.  Down to taking on significant portions of their DNA, aspects of their personality, and sections of their memories. She is connected to the “catalog” as it were, at all times and can shift with barely half a thought. Her physical and mental abilities and skills remain largely unchanged, barring a mishap. However, this is not true for her own personality and memories. They are affected by each shift, changing in subtle ways to reflect the person she has shifted into. The human brain only has but so much storage space, and much of it is faulty. With every shift, memories are lost and new ones are gained. A personality is in part the result of life experience, or memories. Over time, with old memories lost and new ones gained, a personality changes in response. Gradually, a person becomes someone new. Normally, this process takes a lifetime. Serafina seems to have done it several times, but her memories of these events are compromised. Theoretically, she should be able to change her physical and mental abilities as well, and one day may be able to “stack” one shift onto another, like two (or more!) people in one mind and body.

 

Serafina is a girl without a full identity of her own. In a very real sense, she doesn’t know who she is. Her “catalog” lacks anyone recognizable as the person she thinks she was. Her behavior can seem erratic and/or intensely confused at times. That is, when anyone actually recognizes her. Her control over her power isn’t perfect, and she can shift in her sleep and not notice until the blank stares at her morning greeting confirm it. Some personality traits, however, remain oddly consistent. She is decidedly not a morning person, requiring a cup of coffee to see straight and a second for anything resembling civility. She is a gifted and knowledgeable visual artist and peppers her speech with allusions to various (ranging from the literally in textbooks level famous to more…obscure) painters and sculptors. And she always smiles the exact same way, no matter what face she has on. There are others, but they’re more subtle. Like retaining the same fashion sense.

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Eagle Eye (Russell Harris)

 

Power Level: 15; Power Points Spent: 250/250

 

STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +1 (12), WIS: +5 (20), CHA: +2 (14)

 

Tough: +6/+8, Fort: +9, Ref: +12, Will: +9

 

Skills: Acrobatics 11 (+15), Bluff 5 (+7), Diplomacy 5 (+7), Disable Device 9 (+10), Disguise 8 (+10), Drive 3 (+7), Escape Artist 6 (+10), Gather Information 13 (+15), Intimidate 13 (+15), Knowledge (streetwise) 9 (+10), Knowledge (tactics) 9 (+10), Knowledge (theology & philosophy) 9 (+10), Medicine 2 (+7), Notice 15 (+20), Pilot 3 (+7), Sense Motive 15 (+20), Sleight of Hand 6 (+10), Stealth 11 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 3, Defensive Roll 2, Elusive Target, Endurance (+4), Evasion, Hide in Plain Sight, Improved Aim, Improved Critical 2 (Eagle's Shot (Blast 10)), Improved Initiative, Improved Throw, Improved Trick, Improved Trip, Instant Up, Power Attack, Precise Shot 2, Quick Draw, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Startle, Stunning Attack, Takedown Attack 2, Ultimate Effort (Aim), Uncanny Dodge (Auditory)

 

Powers:

Eagle Custom (Device 7) (Easy to lose, Restricted use (Ranged ATK Bonus +16 and up); Subtle (subtle))

   Deflected With A Bullet (Shield 6) (+6 dodge bonus)

   Eagle's Shot (Blast 10) (DC 25, Feats: Improved Critical 2 (Eagle's Shot (Blast 10)); Improved Range 4 (2500 ft. incr), Progression, Increase Range 3 (max range x10, 10000 feet))

Eagle Eyes (Super-Senses 36) (distance sense, extended (type): Vision 15 (-1 per 2tr mi), low-light vision, microscopic vision 4 (atom-size))

Martial Arts (Strike 3) (DC 22; Mighty)

Tough Guy (Protection 2) (+2 Toughness)

 

Attack Bonus: +17 (Ranged: +20, Melee: +17, Grapple: +21)

 

Attacks: Eagle's Shot (Blast 10), +20 (DC 25), Martial Arts (Strike 3), +17 (DC 22), Unarmed Attack, +17 (DC 19)

 

Defense: +20  (Flat-footed: +7), Knockback: -4

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 38 (152 ranks) + Feats 28 + Powers 65 + Combat 62 + Saves 17 + Drawbacks 0 = 250

 

Height: 6’ 0”

Weight: 185

Ethnicity: Jewish

Hair: Black

Eyes: Blue

Hometown: Washinton, DC (birthplace only, traveled afterward)

 

Russell Harris is an assassin. Even after his rejection of his father (the assassin Head, referenced in Surehot’s entry) didn’t change that part of him. He has no problem with killing, as far as the act goes. However, he does possess a working conscience and a strong sense of ethics. He won’t kill for fun, or simply because he’s been paid to. Russ is a man who requires his targets to be corrupt, criminal, or some kind of evil to accept the job. Head took exception to this and Russell beat him half to death. They haven’t seen or spoken to each other since. He drifted for a while, working the occasional job that suited his principles, until Carlos Javier gave him a long term job at the Academy looking after the students. Suddenly he was a licensed teacher. Of what, Russ would have liked to know but just shrugged and took it in stride. Or he did until the daughter he didn’t know he had showed up on his doorstep. Now he’s balancing carefully getting to know Rachel while being the Staff Advisor for kids with real power. This job is the toughest yet, and there’s no sign of it getting any easier any time soon.

 

Russell’s power is his eyes. They are far superior to the finest telescopes (even on other planets!) and outshine even electron microscopes. When he says he can count grains of sand on Pluto, or the number of comets in the Oort Cloud, he isn’t joking. He’s actually understating things significantly, as his maximum range can be measured in lightyears. It’s but so useful on Earth, with the horizon being only approximately three miles away at sea level. With that said, it has translated into a real talent for combat, especially at range. It’s uncertain whether his powers are directly affecting his accuracy, if he’s just a one in a generation talent, or a bit of both. However, he is the finest shot in the Phoenixverse. There are people who can match him with their preferred weapon, but he is the only one who is just as superior with anything he picks up. He is also one of the finest martial artists in the world. With his collapsible blaster rifle, Eagle Custom, he’s an absolutely peerless sniper, who can strike from seemingly anywhere.

 

Russell is…a bit standoffish. He’s not a jerk, necessarily, and he does know how to relate to people properly. It’s just…he doesn’t really have the patience for it. He doesn’t say much, or make much noise when he walks. Those who compare him and Rachel can see the similarities in their training and the way they look out at the world. The main difference is that Russ has learned how to express himself and is in no way uncomfortable with walking into a room and instantly planning how to kill everyone in it and escape. The vast majority of the time, it’s just a mental exercise, so what does it matter? Basically, he’s a classic Stoic Badass only with 10% less Stoic.

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Miss Invincible (Francine Simms, PL 10)

 

Power Level: 10; Power Points Spent: 250/250

 

STR: +5 (20), DEX: +5 (20), CON: +15 (20/40), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

 

Tough: +15, Fort: +15, Ref: +5, Will: +7

 

Skills: Acrobatics 5 (+10), Bluff 13 (+15), Concentration 15 (+17), Diplomacy 13 (+15), Disable Device 8 (+10), Disguise 8 (+10), Gather Information 13 (+15), Intimidate 8 (+10), Investigate 8 (+10), Knowledge (streetwise) 8 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 5 (+10)

 

Feats: Attack Focus (melee) 7, Benefit (Security Clearance (AEGIS)), Benefit (Security Clearance (UNISON)), Connected, Contacts, Dodge Focus 3, Eidetic Memory, Interpose, Skill Mastery (Bluff, Diplomacy, Gather Info, Stealth), Takedown Attack 2, Ultimate Effort (Toughness), Well-Informed

 

Powers:

Active Invincibility (Array 11) (default power: - linked powers -)

   Borrowing From Frank (Linked)

      Enhanced Intelligence 10 (Linked; +10 INT, Feats: Beginner's Luck, Jack-of-All-Trades)

      Enhanced Wisdom 10 (Linked; +10 WIS)

   Invincible Body (Linked)

      Immunity 30 (Linked; fortitude saves; Duration (continuous); Duration (sustained), Limited - Half Effect)

      Impervious Fortitude 7 (Linked; Duration (continuous); Duration (sustained))

   Invincible Mind (Linked)

      Immunity 30 (Linked; will saves; Duration (continuous); Duration (sustained), Limited - Half Effect)

      Impervious Will 7 (Linked; Duration (continuous); Duration (sustained))

Leaping 1 (Jumping distance: x2)

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

Virtually Invulnerable (Container, Passive 21) (Subtle 2 (unnoticable))

   Enhanced Constitution 20 (+20 CON, Feats: Ultimate Effort (Toughness))

   Immunity 1 (aging)

   Immunity 80 (lethal energy damage, lethal physical damage, nonlethal energy damage, nonlethal physical damage; Limited - Half Effect)

   Impervious Toughness 10

   Regeneration 31 (ability damage 8 (recover 1 / round without rest), 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); Persistent, Regrowth)

 

Attack Bonus: +8 (Ranged: +8, Melee: +15, Grapple: +20)

 

Attacks: Unarmed Attack, +15 (DC 20)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 42 + Skills 30 (120 ranks) + Feats 20 + Powers 133 + Combat 20 + Saves 5 + Drawbacks 0 = 250

 

Height: 5’ 6”

Weight: 145

Ethnicity: White Hispanic

Hair: Brown

Eyes: Brown

Hometown: Glen Burnie, Maryland

 

Francine Simms is not a Phoenix Mutate. She is Stamina Incarnate, the soul of a cosmic being in a (technically) mortal body. The daughter of a Golden Age heroine, Francine has been this invulnerable since the day she was born. She could have gone into hero work, but it just didn’t seem to fit. Instead she became a freelance secret agent, available on contract to the highest (non-known evil) bidder. She amassed some skills and a decent amount of renown as Miss Invincible, The Unkillable Woman. Then Carlos Javier had a long term contract for her and her twin brother, and that was that. She joined the staff of the Javier Academy.

 

As previously stated, Francine is not a Phoenix Mutate. In fact, she’s arguably more powerful. It would take an attack of literally cosmic tier power to injure her, and even then the damage disappears in seconds. Her physical and mental stamina appears bottomless, and not even the passage of time seems to affect her. On top of this, she is a master level martial artist and skilled secret agent.

 

Francine is, in a word, unimpressed. One might expect someone nigh-indestructible would be arrogant and insufferable, however Francine is just kind of bored with it all. Her invulnerability has been there every second of every day  of her life, so she doesn’t know what pain actually is. She can outwork the vast majority of people effortlessly due to her stamina, and thus gained her current combat and physical skills rather rapidly. Things that would spike anyone else’s adrenaline levels barely register. Not that she’s anywhere near stoic, mind. Over the last quarter century, she’s seen most of the world and been shot at on six continents. She’s met a wide range of personalities and been shot at by most of them. She’s just got higher standards (to bother reacting to things) than most. Aside from that, she’s a steady, reliable woman.

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Aerialist (Frank Simms, PL 10)

 

Power Level: 10; Power Points Spent: 250/250

 

STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +15 (24/40), WIS: +15 (24/40), CHA: +5 (20)

 

Tough: +5/+10, Fort: +7, Ref: +7, Will: +15

 

Skills: Bluff 5 (+10), Diplomacy 5 (+10), Gather Information 5 (+10), Intimidate 5 (+10)

 

Feats: Attack Focus (melee) 6, Beginner's Luck, Improvised Tools, Inventor, Jack-of-All-Trades, Move-by Action, Power Attack, Precise Shot, Skill Mastery 11 (ALL THE SKILLS), Trance, Uncanny Dodge (Auditory)

 

Powers:

Blast Cannon (Device 4) (Easy to lose)

   Cannon Blast (Blast 8) (DC 23; Accurate 4 (+8))

Defensive Gear (Device 9) (Hard to lose, Only you can use; Subtle 2 (unnoticable))

   Immunity 10 (life support, starvation & thirst)

   Protection 5 (+5 Toughness; Impervious [5 extra ranks], Reflective 2 [5 extra ranks])

Mega Fists (Device 1) (Hard to lose)

   Mega Punch (Strike 3) (DC 23; Accurate (+2), Mighty)

Mind Incarnate (Container, Passive 11)

   Comprehend 5 (codes & ciphers, languages - read all, languages - speak all, languages - understand all, languages - you're understood)

   Enhanced Feats (Enhanced Trait 13) (Feats: Beginner's Luck, Jack-of-All-Trades, Skill Mastery 11 (ALL THE SKILLS))

   Enhanced Intelligence 16 (+16 INT)

   Enhanced Wisdom 16 (+16 WIS)

Nanomachines, Son (Immunity 1) (aging)

The Power of Flight (Flight 10) (Speed: 10000 mph, 88000 ft./rnd)

 

Attack Bonus: +4 (Ranged: +4, Melee: +10, Grapple: +15)

 

Attacks: Cannon Blast (Blast 8), +12 (DC 23), Mega Punch (Strike 3), +12 (DC 23), Unarmed Attack, +10 (DC 20)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 68 + Skills 5 (20 ranks) + Feats 13 + Powers 132 + Combat 28 + Saves 4 + Drawbacks 0 = 250

 

Height: 6’ 4”

Weight: 250

Ethnicity: White Hispanic

Hair: Brown

Eyes: Brown

Hometown: Glen Burnie, Maryland

 

Frank Simms is not a Phoenix Mutate. He is Mind Incarnate, the soul of a cosmic being in a mortal body. The son of a Golden Age heroine, Frank has been this wise and intelligent since the day he was born. He could have gone into hero work, but it just didn’t seem to fit. Instead he did…not that much, actually. A little of this, and a little of that. There wasn’t really anything he actually wanted to do, really, aside from food, shelter, a small lab, and a materials fund. So he played the stock market and made just enough to accomplish those goals. He had the intellect to change the world and the wisdom to realize it wouldn’t change human nature one iota. So, obviously, he was seriously bored. Then Carlos Javier had a long term (and well paid) job for him and his twin sister, and that was that. He joined the staff of the Javier Academy.

 

As previously stated, Frank is not a Phoenix Mutate. In fact, he’s arguably more powerful. If he sets his mind to it, he can do pretty much anything by either exerting his mind a little or building an assisting device. He’s already done this for combat purposes. A couple of weapons and a heavily armored suit get the job done well enough. He knows so much, it is easier to list what he doesn’t know. And what’s more, he understands just as many things.

 

Frank is…well, lazy doesn’t quite cover it. The vast majority of the time, there isn’t any reason for him to actually do anything. So he does pretty much nothing, all the time. He calls it meditation, but rule one of interacting with Frank? He lies. He is neither as tired nor as pitiful a specimen as he seems. His entire appearance and persona are crafted to make sure nobody ever finds out how capable he is. This for two reasons: 1)They’d never leave him along unless he made them, and that is not the path of wisdom in the least; and 2) as previously stated he can change the world humans live in, but their essential nature will remain the same. Good and evil, in all their various gradations, cannot be eradicated from the human mind and heart. Thusly, any change in the world must come from the group as a whole and not just one man. Otherwise they won’t be anywhere near ready, and will probably manage to messily kill themselves. He is the single most infuriating teacher in the school, as being told to figure it out yourself (even in an indirect and/or cryptic manner) drives most of the student body nuts. Add to that the facts that he’s virtually unflappable and a killer bowler, and you have the most simultaneously adored and despised person in the entire Academy.

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Starwoman II (Jody Thompkins)

 

Power Level: 12; Power Points Spent: 230/230

 

STR: +15 (12/40), DEX: +2 (14), CON: +15 (12/40), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)

 

Tough: +15, Fort: +15, Ref: +7, Will: +8

 

Skills: Acrobatics 3 (+5), Bluff 5 (+8), Concentration 8 (+10), Craft (chemical) 10 (+12), Diplomacy 9 (+12), Gather Information 9 (+12), Intimidate 9 (+12), Knowledge (earth sciences) 10 (+12), Knowledge (life sciences) 3 (+5), Knowledge (physical sciences) 3 (+5), Notice 10 (+12), Search 3 (+5), Sense Motive 10 (+12)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Dodge Focus 4, Evasion, Improved Initiative 7, Move-by Action, Power Attack, Quick Change, Skill Mastery (Acrobatics, Craft (chem), KN (earth sci), Sense Motive), Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Immunity 9 (life support)

Impervious Toughness 12

Star Flight (Flight 15) (Speed: 500000 mph, 4400000 ft./rnd, Feats: Improved Initiative 7)

   Star Speed (Linked)

      Quickness 15 (Linked; Perform routine tasks at 100000x speed)

      Speed 15 (Linked; Speed: 500000 mph, 4400000 ft./rnd)

Star Powers (Array 24) (default power: - linked powers -)

   Star Blast (Blast 15) (Array; DC 30; Autofire (interval 2, max +5) [8 ranks only]; Accurate 2 (+4))

   Star Might (Linked)

      Enhanced Strength 28 (Linked; +28 STR)

      Super-Strength 10 (Linked; +50 STR carry capacity, heavy load: 3.3k tons; +10 STR to some checks)

Star Stamina (Enhanced Constitution 28) (+28 CON)

 

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +24/+34)

 

Attacks: Star Blast (Blast 15), +9 (DC 30), Unarmed Attack, +9 (DC 30)

 

Defense: +9  (Flat-footed: +3), Knockback: -13

 

Initiative: +30

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 23 (92 ranks) + Feats 18 + Powers 136 + Combat 20 + Saves 11 + Drawbacks 0 = 230

 

Height: 5’ 4”

Weight: 125

Ethnicity: Caucasian

Hair: Brown

Eyes: Brown

Hometown: Los Angeles, California

 

Jody Thompkins (maiden name Rice) is the widow of Jesse Thompkins, the second Starman (referred to in Waverider’s entry). The Starpowers are copied over during intimate contact with one’s true love. Specifically,  “a moment of true happiness” is the moment the effect occurs. However, in Jody’s case something didn’t go quite right and thus she isn’t as powerful as the others. She has two children who inherited the Starpowers but are too young for serious superheroics named Jack and Jessica. She mourned Jesse for quite some time, but eventually realized it (for now) up to her to continue the Starfamily’s heroics. Her initial forays into solo heroics (as she’d worked with the much more experienced Jesse previously) …didn’t go well. To put it charitably, she had no talent for it, despite her powers. And there were but so many jobs a woman could get with little job experience (she adored being Jesse’s housewife) and a degree in oceanography. Dejected, she didn’t know what to do…until Carlos Javier offered her a job at the Academy. Now she puts her degree to work, and learns how to become a better hero. So she can teach Jack and Jessica, and the third generation of the Starfamily can be the greatest yet.

 

Jody (obviously) isn’t a Phoenix Mutate. She has a fusion reaction in her heart, and the energy pulses through her entire body granting highly enhanced strength and durability. In addition, she is very fast (air or ground) and can rechannel the energy for strength into blasts of destructive energy. The Starpower, as it is called, comes from a far away galaxy and was sent to Earth by an alien species desperate for any fragment of who they were to survive, no matter how small. It so happened to land on construction worker John Thompkins in 1961 and he became the first Starman. Due to a quirk of his biology (he had slightly enhanced durability as a metahuman power without knowing), the speed and energy blast ability didn’t take. Instead, they jumped to his wife Judy the first time he touched her after being empowered and she soon became Stargirl (later Starwoman). Their children, Jesse and Jacqueline (Jackie), inherited both sets of powers and thus the Starfamily was born.

 

Jody is, in some ways, a broken woman. She has lost the love of her life, a thing she thought was impossible. Now she raises two children on her own. She doesn’t smile anymore, or laugh without bitterness. She’s fought through grief to become functional for her children, but it’s continually surprising just how much she leaned on Jesse in ways both large and small. He was a larger than life, charismatic personality and his absence has simply left a gaping void that not even the passage of time seems to be able to shrink. With that said, this job is the first real break she’s gotten since he died. She’s going to do the best she can at it. And maybe, just maybe, lend solace to the wounded hearts in Delta Team.

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Monique Desjardins

 

Power Level: 12; Power Points Spent: 250/250

 

STR: +9 (16/28), DEX: +5 (20), CON: +3 (16), INT: +3 (16), WIS: +3 (16), CHA: +5 (20)

 

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

 

Skills: Acrobatics 10 (+15), Bluff 15 (+20), Concentration 17 (+20), Diplomacy 15 (+20), Gather Information 15 (+20), Intimidate 15 (+20), Knowledge (behavioral science) 17 (+20), Knowledge (business) 7 (+10), Knowledge (current events) 7 (+10), Knowledge (life sciences) 2 (+5), Knowledge (popular culture) 2 (+5), Language 2 (+2), Medicine 2 (+5), Notice 9 (+12), Sense Motive 17 (+20)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Challenge - Improved Demoralize, Challenge - Improved Distract, Challenge - Improved Taunt, Distract (Bluff), Dodge Focus 3, Fascinate (Diplomacy), Improved Critical 2 (Angel's Claws (Strike 3)), Power Attack, Skill Mastery (Bluff, Diplomacy, Intimidate, KN (behavior sci)), Takedown Attack 2, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Morph 4 (morph: broad group - humans, +20 Disguise)

Shapeshift 12

   Shining Angel (Power Setting) (Powers: Angel Wings (Flight 5), Angel's Claws (Strike 3), Angelic Armor (Protection 9), Angelic Might (Super-Strength 5), Strength +12 (28, +9), Attack Focus (melee) 5 +1 (+5), Feats: Dodge Focus 3)

      Angel Wings (Flight 5) (Speed: 250 mph, 2200 ft./rnd; Power Loss (Restrainable))

      Angel's Claws (Strike 3) (DC 27, Feats: Improved Critical 2 (Angel's Claws (Strike 3)); Accurate (+2), Mighty)

      Angelic Armor (Protection 9) (+9 Toughness; Impervious)

      Angelic Might (Super-Strength 5) (+25 STR carry capacity, heavy load: 19.2 tons; +5 STR to some checks)

 

Power Settings:

Hair Queen (Power Setting) (Powers: Hair Armor (Force Field 6), Hair Attack (Strike 9), Hair Shield (Shield 6), Hair Swinging (Linked), Prehensile Hair (Linked), Super-Strength 4)

Hard As Diamond (Power Setting) (Powers: Diamond Armor (Protection 6), Diamond's Mass (Density 12), Immunity 9, Leaping 3)

Shining Angel (Power Setting) (Powers: Angel Wings (Flight 5), Angel's Claws (Strike 3), Angelic Armor (Protection 9), Angelic Might (Super-Strength 5), Strength +12 (28, +9), Attack Focus (melee) 5 +1 (+5), Feats: Dodge Focus 3)

 

Attack Bonus: +5 (Ranged: +5, Melee: +9/+10, Grapple: +18/+24)

 

Attacks: Angel's Claws (Strike 3), +12 (DC 27), Hair Attack (Strike 9), +16 (DC 24), Unarmed Attack, +10 (DC 24)

 

Defense: +12  (Flat-footed: +5), Knockback: -10

 

Initiative: +5

 

Languages: English, French, Spanish

 

Totals: Abilities 44 + Skills 38 (152 ranks) + Feats 17 + Powers 104 + Combat 28 + Saves 19 + Drawbacks 0 = 250

 

Height: 5’ 5”

Weight: 120

Ethnicity: Caucasian

Hair: Blonde

Eyes: Blue

Hometown: Montreal, Quebec, Canada

 

Monique was a spoiled little rich girl depended on Daddy’s money. She got older, her powers emerged, and she became a spoiled rich young woman who had inherited Daddy’s money. At which point she met Carlos Javier, and became one of his first students. There was no love affair, she did not become particularly enraptured by his goals (heck, he didn’t even tell her), and neither was she all that impressed with him to begin with. However, she did learn to control her powers properly and even delve into the limits of what she could do. This would have led to a criminal record for someone with a lesser power or intellect, but Monique made it through with her public image unscathed. Although the supervillain “Monique” is wanted by Interpol and the FBI (for some reason she didn’t operate in Canada) for various thefts. Some of which were quite brazen, and others only a calling card was left behind to indicate the perpetrator. Bored with supervillainy, and already rich beyond needing to work, Monique needed something new to do. She heard about the Javier Academy, and offered up her Doctorate in Behaviorial Sciences. Javier hired her right away.

 

Monique is a Phoenix Mutate with the power of shapeshifting. At first, it appears that she has set forms each with different abilities. However, this is not the case. Monique has direct control over her molecular structure, and can alter it to suit her whim. She does not, however, change her brain or nervous system even though she is capable of doing so. Thus she does not turn into liquid, a gas, or even incorporeal. This is due to her own fears of damaging her mind in the process. The three forms she most often displays are the ones she prefers, not the ones she is limited to. What she cannot do is mimic energy based or psionic powers. However, in the purely physical realm there is no theoretical limit to what she can shapeshift into, and she is aware of this. Therefore, from time to time she pulls out something new and different than the traditional three.

 

Monique is…well…mean. A jerk. The Wicked Witch of Quebec. She’s blonde, she’s rich, she’s gorgeous, and above all she’s Better Than You. Not that she’s rude. Oh, heavens forfend. She’s a perfect lady on all occasions. With that said, she does care. Full of compassion and charity for the less fortunate. After all, it’s not their fault the world could only manage to bring forth one Monique. It’s only natural everyone would fail to measure up after she arrived on the scene. Tragic, oh so tragic, but natural nonetheless. With all that stated, she’s an oddly effective therapist. Her few patients before joining the Academy admit that she’s a world class Mean Girl, but that doesn’t make her observations less perceptive or her questions less insightful. She’s noticeably less cruel to those in crisis or suffering from serious trauma, to the point where she can seem to be genuinely kind. However… therapy is work. Self care is work. Those not willing to put in the work to help themselves will always get the sharpest edge of her tongue. Laziness will never be tolerated in Monique’s office. Her various houses and condos are, however, an entirely different story.

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Baccarat (Stefan LeRoux)

 

Power Level: 12; Power Points Spent: 240/240

 

STR: +3 (16), DEX: +4 (18), CON: +3 (16), INT: +3 (16), WIS: +3 (16), CHA: +4 (18)

 

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

 

Skills: Acrobatics 16 (+20), Bluff 12 (+16), Diplomacy 12 (+16), Disable Device 17 (+20), Disguise 16 (+20), Escape Artist 16 (+20), Gather Information 16 (+20), Intimidate 12 (+16), Knowledge (civics) 2 (+5), Knowledge (current events) 2 (+5), Knowledge (physical sciences) 2 (+5), Knowledge (streetwise) 12 (+15), Knowledge (tactics) 12 (+15), Language 1 (+1), Notice 12 (+15), Sense Motive 12 (+15), Sleight of Hand 16 (+20), Stealth 16 (+20), Survival 12 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attractive (+4), Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Connected, Contacts, Defensive Attack, Evasion, Hide in Plain Sight, Improved Aim, Improved Initiative, Improved Ranged Disarm, Improved Trick, Move-by Action, Power Attack, Precise Shot 2, Skill Mastery 2 (Acro, Bluff, Dis Dev, Disguise, Esc Art, Gather Info, S of H, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Impervious Toughness 8 (Limited (to Physical))

Kinetic Crystal Throwing (Array 15) (default power: blast)

   Blow Dust In The Air (Obscure 10) (Array; affects: visual senses, Radius: 5000 ft.; Independent, Total Fade)

   Explosive Shards (Blast 10) (Array; DC 25; Burst Area (50 ft. radius - Targeted))

   Impossible Throw (Blast 10) (Array; DC 25; Penetrating [5 ranks only]; Improved Range (250 ft. incr), Progression, Increase Range (max range x2, 2500 feet), Ricochet 2 (2 bounces), Subtle (subtle))

   Rapidfire Shards (Blast 10) (Default; DC 25; Autofire (interval 2, max +5))

Kinetic Toughness (Protection 9) (+9 Toughness)

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

 

Attack Bonus: +14 (Ranged: +14, Melee: +14, Grapple: +17)

 

Attacks: Explosive Shards (Blast 10), +14 (DC 25), Impossible Throw (Blast 10), +14 (DC 25), Martial Arts (Strike 3), +14 (DC 21), Rapidfire Shards (Blast 10), +14 (DC 25), Unarmed Attack, +14 (DC 18)

 

Defense: +12  (Flat-footed: +6), Knockback: -10

 

Initiative: +8

 

Languages: Cajun French, English

 

Totals: Abilities 40 + Skills 54 (216 ranks) + Feats 24 + Powers 50 + Combat 52 + Saves 20 + Drawbacks 0 = 240

 

Height: 5’ 11”

Weight: 180

Ethnicity: Caucasian

Hair: Brown

Eyes: Violet

Hometown: Kenner, Louisiana

 

Stefan LeRoux is a mercenary, specializing in assassinations. He grew up poor, but it did provide plenty of space to practice once his powers emerged. As an adult, he moved to New Orleans as soon as he was able. He put his power to work in the underworld, and soon caught the attention of the local assassin’s guild. They recruited him, training him, and then he betrayed them by going into business for himself far, far away from anything resembling Louisiana. He spent years in deserts, tundra, and anywhere that wasn’t sea level (and below) swamp stuffed full of French and pseudo French speaking people. Obviously, he did not spend any time in France (and very little in Belgium or Switzerland). However, after a while he grew homesick and returned. The guild was in disarray, the police and FBI having stepped their respective games up in Stefan’s absence. He was a man at loose ends, at least a little. So he took a new job. Long term, good pay. It even had benefits. All he had to do was basic security work for a certain Academy. Thus, he came to work for Carlos Javier.

 

Stefan’s power is kinetic energy generation and control. Typically for a Phoenix Mutate, this doesn’t sound flashy. Anyone can generate kinetic energy simply by moving around. However, unlike anyone else, he can concentrate it in crystal shard form. When thrown, these shards release all of their energy at once in an explosion. The larger the shard, the larger and more damaging the explosion. There seems to be no limit to this, however Stefan does not know he can make himself immune to his own explosions. Thus he does not use his power to the fullest extent.

 

Stefan is handsome and charming, despite having the soul of a born killer. He is in no way a good or noble man. It could be said that he is a borderline sociopath, but as he has not been professionally assessed, the truth of this is unknown. What is known is that he is a consummate ladies man. He is the bad boy all the women fall for until they realize they have no real future with him. He sails along, doing more or less as he pleases. The job is to keep the campus secure and assist the contracted security company when necessary. So he is a common (if bored) sight around the Academy, and thus half of the female student body (and selected members of the male portion) are desperately in love with him. Not that he returns their affections. He wasn’t interested in children when he was one, let alone now. He is a mostly amoral man with enough self restraint to function in society. No more, and no less.

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The Seawings

 

Where We Started From

 

A year ago, my friends and I saved the world, at the cost of the only man I ever loved. I was…not all right for some time after that. Until Rikki brought me an impossible photo of Tobias, taken long after he ceased to exist. Wearing an outfit he’d never worn, in a place we had never been. She had found the photo in an ancient ruin, which was a heck of an odd place to find a photo. To find the truth, I have joined my cousin’s company and, to my surprise, learned I was more or less in charge. It’s a lot of fun, being an artifact hunter. Even if we get into more trouble with the law than I’d like.

 

-Yasmine Sakaguchi

 

The Seawings are a group of outlaw artifact hunters. They raid tombs and ruins for ancient artifacts. They work for various museum groups, random archaeologists with good cash flow, and the odd weird rich guy. They mainly work in Eastern Asia, but have popped up globally. They are generally considered heroic, as while they often break the law in their business endeavours, they always protect lives and livelihoods to the best of their abilities. Even if it means botching a job, saving lives is always more important. And it should go without saying they oppose all of the more unethical and/or violent treasure hunting groups.

 

With that said. They are wanted criminals, having stolen and trespassed in virtually every country worldwide. Their relations with proper heroes are strained at best, aside from alliances born out of necessity. They are pursued with less vehemence than most criminals due to the above items and that the original items are often either 1) stolen to begin with or 2)full of mystical or demonic powers that should NOT be in some random rich guy’s hands. No matter how gifted of a magus he thinks he is.

 

Roll Call!

Yasmine (Yas) Sakaguchi

Rebecca (Rikki)Heskett

Dark Sword Portia (Portia Rousseau)

Raheed the Dragon King (as summoned by Yas)

Laki Sigrah, Herman Heskett, & Sione Sigrah

Coyote (unofficial member)

Tobias

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Yasmine Sakaguchi

 

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

 

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

 

Tough: +2/+6, Fort: +7, Ref: +7, Will: +10

 

Skills: Acrobatics 6 (+8), Concentration 6 (+10), Diplomacy 8 (+12), Gather Information 8 (+12), Knowledge (arcane Lore) 10 (+12), Knowledge (theology & philosophy) 8 (+10), Language 4 (+4), Notice 6 (+10), Ride 6 (+8), Sense Motive 6 (+10)

 

Feats: Attack Focus (ranged) 4, Attack Specialization (Twin Pistols (Device 4)), Defensive Roll 2, Dodge Focus 6, Equipment 1, Inspire 2 (+2), Luck, Quick Draw, Teamwork, Uncanny Dodge (Auditory)

 

Powers:

Protection 2 (+2 Toughness; Subtle (subtle))

Summon Raheed, The Dragon King (Summon 10) (Heroic)

   Confuse 7 (Alternate; DC 17; Contagious, Secondary Effect; Accurate 2 (+4))

   Healing 7 (Alternate; DC 17; Range (ranged), Restoration; Persistent, Regrowth)

   Nauseate 7 (Alternate; DC 17; Range (ranged), Secondary Effect; Accurate 2 (+4))

   Paralyze 7 (Alternate; DC 17; Range (ranged), Secondary Effect; Accurate 2 (+4))

   Stun 7 (Alternate; DC 17; Range (ranged), Secondary Effect; Accurate 2 (+4))

Twin Pistols (Device 4) (Easy to lose)

   Blast 5 (DC 20; Autofire (interval 2, max +5); Accurate 2 (+4), Precise, Ricochet (1 bounce), Variable Descriptor (Narrow group))

 

Equipment: Cell Phone, Concealed Body Armor [Protection 2, +2 Toughness; Subtle (subtle)], Flashlight

 

Attack Bonus: +5 (Ranged: +9, Melee: +5, Grapple: +5)

 

Attacks: Blast 5, +15 (DC 20), Confuse 7, +13 (DC Will 17), Nauseate 7, +13 (DC Fort/Staged 17), Paralyze 7, +13 (DC Staged/Will 17), Stun 7, +13 (DC Fort/Staged 17), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +2

 

Languages: English, Japanese, Palauan, Portuguese, Tahitian

 

Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 20 + Powers 47 + Combat 22 + Saves 16 + Drawbacks 0 = 150

 

 

Height: 5’ 4”

Weight: 120

Ethnicity: Mixed Japanese & Portuguese

Hair: Brown

Eyes: Blue

Hometown: Nagasaki, Japan, Raised in Koror, Koror, Palau

 

Yasmine was raised to be a mage, in order to seal a great evil away again. She assembled her protectors out of her friends, and went off to sacrifice herself as generations of mages had. Only a young man named Tobias threw a wrench in that plan. He, being from what appeared to be another world, questioned everything she believed. They fell in love, and in the end, she questioned it too. Long story short, she was right to question, and their defiance of millennia of tradition led to the evil’s complete destruction. Only Tobias was forever lost in the process.

 

Yasmine uses White Magic, which allows her to manipulate living bodily processes. She uses the healing aspect of this the vast majority of the time. However, when angered or disarmed, she’ll use it, no problem.  She has recently learned how to summon beings again after sacrificing that ability to save the world. However, she can 1) only summon Raheed at this time and 2) cannot use her magic while sustaining his presence. Her pistols are enchanted and only inflict lethal damage if the user wishes. Yas functions as both the leader and the heart of the group. People just tend to like her, and her localized fame as the one who destroyed the destroyer doesn’t hurt.

 

Me? I guess we can start there. I mean, how to describe yourself? I’m good natured. I try to be kind to everyone. Heh. Honestly, I’m pretty much a cliché good girl. Noble, heroic, self sacrificing, that sort of thing. Hmm. At least, I was that way. I think travelling with Rikki and Portia has corrupted me. Or maybe I’m just growing up?  I mean, I did spend almost the first eighteen years of my life on an island with barely ten thousand people on it. Now I’ve seen Paris at night, visited the Taj Mahal, and had a Coney Island hot dog. It was tasty, but I’ve had better meals. The world is a lot bigger than I thought it was. I’m learning new things every day. Like how comfy denim short shorts are. Why did no one tell me?

 

-Yas

 

My cousin’s still too much of a sheltered goody goody. Totally Lawful Good, but I’m workin’ on that. Those shorts? My idea. Soon enough, I’ll get her laid. Can you believe she’s still a virgin? Legally allowed to have anyone she wants, and she still hasn’t made a move. Uh oh, Portia’s frowning at me again. Gotta go.

 

-Rikki

 

Yas can do as she pleases. Interfering with that is asking to get hurt, Rikki. We’ve talked about this. Yas is…a good girl. Kind, compassionate, and not nearly as much of a doormat as she might seem. She’s been a good influence on me. I was…in a bad place, before I met her. Now, things are better.

 

-Portia, the Dark Sword

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Rebecca Heskett

 

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

 

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

 

Tough: +2/+4, Fort: +7, Ref: +10, Will: +7

 

Skills: Acrobatics 7 (+10), Bluff 8 (+10), Craft (electronic) 7 (+12), Craft (mechanical) 7 (+12), Disable Device 5 (+10), Escape Artist 7 (+10), Knowledge (physical sciences) 7 (+12), Knowledge (technology) 7 (+12), Language 7 (+7), Notice 10 (+10), Sense Motive 10 (+10), Sleight of Hand 7 (+10), Stealth 7 (+10)

 

Feats: Attack Focus (melee) 4, Attack Specialization 3 (Mecha Daggers (Device 2)), Defensive Roll 2, Dodge Focus 7, Eidetic Memory, Evasion, Improved Initiative 2, Improvised Tools, Inventor, Jack-of-All-Trades, Move-by Action, Power Attack, Quick Draw, Takedown Attack, Teamwork, Uncanny Dodge (Auditory)

 

Powers:

Mecha Daggers (Device 2) (Easy to lose, Only you can use)

   Dagger Attack (Strike 5) (DC 20; Autofire (interval 2, max +5))

Rikki's Speed Advantage (Linked)

   Enhanced Trait 2 (Linked; Feats: Improved Initiative 2)

   Quickness 3 (Linked; Perform routine tasks at 10x speed)

   Speed 3 (Linked; Speed: 50 mph, 440 ft./rnd)

Techie Grenade Belt (Device 4) (Hard to lose)

   Grenades (Array 8) (default power: blast)

      Capture Grenade (Snare 5) (Array; DC 15; Burst Area (25 ft. radius - General))

      Concussive Grenade (Trip 5) (Array; Burst Area (25 ft. radius - General), Knockback)

      Ninja Grenade (Obscure 5) (Array; affects: visual senses, Radius: 100 ft.; Independent)

      Razzle Dazzle Grenade (Dazzle 5) (Array; affects: visual senses, DC 15; Burst Area (25 ft. radius - General))

      Tech Bomb (Blast 8) (Default; DC 23; Burst Area (40 ft. radius - General); Unreliable (5 Uses))

 

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +9)

 

Attacks: Capture Grenade (Snare 5) (DC Ref/Staged 15), Concussive Grenade (Trip 5) (DC 15), Dagger Attack (Strike 5), +15 (DC 20), Razzle Dazzle Grenade (Dazzle 5) (DC Fort/Ref 15), Tech Bomb (Blast 8) (DC 23), Unarmed Attack, +9 (DC 15)

 

Defense: +14  (Flat-footed: +4), Knockback: -2

 

Initiative: +11

 

Languages: Chinese (Cantonese), English, Filipino, French, Indonesian, Japanese, Portuguese, Thai

 

Totals: Abilities 24 + Skills 24 (96 ranks) + Feats 27 + Powers 32 + Combat 24 + Saves 19 + Drawbacks 0 = 150

 

Height: 5’ 0”

Weight: 100

Ethnicity: Mixed Chinese & Portuguese

Hair: Reddish Blonde

Eyes: Green

Hometown: Macao, China

 

Rebecca Heskett is part of a clan of engineers and techies that have helped Macao grow into the city it is today. She stumbled into Yas’s journey to seal a great evil by accident, and then teamed up with Tobias to stop Yas from sacrificing herself. Her efforts were key in destroying said evil forever. Afterward, she found stuff to do until stumbling (again) onto the photo in that ruin. She brought it to the just about done grieving Yas, and the rest is history.

 

Rebecca Heskett is a tech genius. She’s also a low level speedster, and a trained thief. She has her specially made daggers for melee combat, and her grenades for range. Aside from that, she’s an unpredictable, reckless combatant. Often she brings her latest prototype to a mission. This does not always go well. Her role is both recon and field tech support. She’s the one who gets doors open and puzzles out mechanisms.

 

My cousin? She’s a whirlwind of energy. She’s really, really smart. But she makes bad decisions all the time. It really worries me. She’s always in a bikini, unless it’s too cold. She drinks too much, and she’s always going off with some guy she just met. She should really be more careful, but then I guess she wouldn’t be Rikki. She’s about two years younger than I am, but I think she’s lived twice as much as I have. I’ve got some catching up to do, but I think I’ll do it my way.

 

-Yas

 

Oh, yeah. My turn. Look, I’m awesome. I’m smart, I’m hot, and I love having fun. If this was an anime, I’d be Best Girl. Hands down. Only Ice Queens like Portia don’t dig all of me. But you know…there’s more to me than that. I mean, I was raised to be a techie. I love nuts and bolts. Making things work is my passion. I’m always workin’ on something. The Seawings wouldn’t know what to do without me. The hot part, well, you can’t see me or it’d be obvious. I mean, if you’ve got it, show it off. That’s what I say. And why I got Yas into those shorts. Girl’s got a great booty, you know? Having fun, aside from time in my workshop, is hitting the clubs. Bangkok and Hong Kong have some fierce places, and Singapore knows what a good time is, too. And even if a place is having an off night, I can always find a cute boy to carry me off. Though if I start listing my favorites we’ll be here all day. And I’ve got a killer idea for a new gadget for our next job. So, later!

 

-Rikki

 

Rikki is a cheerful, good hearted girl. With no respect for property rights, personal space, or anything that gets in the way of her whim of the moment. The shorts were a good idea, though. In fact, she has plenty of good ideas. What she doesn’t seem to have is any way to tell the bad ideas from the good ones. Which is why sometimes I have to use percussive correction. Heaven knows no one else around here will stop her from running wild. Not that I have to do it often. The threat is enough, most of the time.

 

-Portia, the Dark Sword

Edited by EternalPhoenix
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Dark Sword Portia

 

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

 

STR: +8 (16/26), DEX: +2 (14), CON: +8 (16/26), INT: +1 (12), WIS: +4 (18), CHA: +2 (14)

 

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

 

Skills: Acrobatics 8 (+10), Climb 2 (+10), Gather Information 6 (+8), Intimidate 10 (+12), Knowledge (tactics) 9 (+10), Language 2 (+2), Medicine 1 (+5), Notice 6 (+10), Sense Motive 6 (+10), Swim 2 (+10)

 

Feats: Accurate Attack, Attack Specialization 2 (Unarmed Attack), Defensive Roll, Endurance (+4), Improved Critical 2 (Dark Sword (Strike 4)), Improved Disarm, Improved Initiative, Interpose, Power Attack, Startle, Stunning Attack, Takedown Attack, Teamwork, Uncanny Dodge (Auditory)

 

Powers:

Dark Sword (Strike 4) (DC 27; Mighty)

Demonic Atavism (Container, Passive 6)

   Demonic Constitution (Enhanced Constitution 10) (+10 CON)

   Demonic Sight (Super-Senses 4) (counters illusion: Vision, darkvision)

   Demonic Skin (Impervious Toughness 6)

   Demonic Strength (Enhanced Strength 10) (+10 STR)

Super-Strength 4 (+20 STR carry capacity, heavy load: 7.4 tons; +4 STR to some checks)

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +16/+20)

 

Attacks: Dark Sword (Strike 4), +8 (DC 27), Unarmed Attack, +12 (DC 23)

 

Defense: +10  (Flat-footed: +5), Knockback: -7

 

Initiative: +6

 

Languages: English, French, Tahitian

 

Totals: Abilities 30 + Skills 13 (52 ranks) + Feats 16 + Powers 43 + Combat 36 + Saves 12 + Drawbacks 0 = 150

 

Height: 5’ 9”

Weight: 140

Ethnicity: French

Hair: White

Eyes: Red

Hometown: Pape’tete, Tahiti, French Polynesia

 

Portia is of entirely French stock, yet born far away from France. She joined the military at eighteen and served locally. She was a part of a team training to defeat once and for all the great evil Yas’s journey was to seal. However, on their final training mission they stumbled onto a cavern full of spirits. The spirits drove everyone mad, and most of them died at the other’s hands. Portia survived, unbeknownst to anyone. She was a bit at loose ends after her recovery. The great evil was destroyed, and France surely thought she was dead. Sione, of all people, swooped in to offer the well trained (and after her cave experience, superpowered) soldier a job.

 

Portia, until that day in the cave, was an more or less normal human being. Albeit one with elite military training. It was there that a hidden fragment of her DNA came to the fore. One of her ancestors was an actual demon. The energy of the cave activated the atavism, turning her hair white and her eyes red. Her strength and stamina vaulted upward. But most importantly, she could see through the illusions the spirits were throwing around. She escaped, but as she was badly wounded before the atavism triggered, tumbled into the ocean and was lost. After she recovered (thanks to some friendly fellow French Polynesians), she realized she had a sword. A black, seemingly indestructible sword that was sheathed elsewhere whenever it wasn’t in her hand. Thus was Dark Sword Portia born. She is the group’s muscle. When Yas and Rikki are having trouble hurting something, Portia can usually cut it.

 

Portia is…well, she’s been hurt. And demonic atavisms don’t trigger on their own. She’s pretty closed off. I mean, she’s a friend. A good and loyal friend. But she doesn’t talk about her past. Or…anything, really. She’s very good at being quiet. She wears a LOT of black leather. She’s a responsible person. And that’s all I know about her, really. I want to help, but…she scares me, a little. It’s like she knows when I’m about to ask something she doesn’t want to tell me, and she just gives me a look with those red eyes. One day I won’t be put off by a look, and I’ll get through to what’s bothering her so much. One day.

 

-Yas

 

Portia? She’s an Ice Queen. Pro level, baby. At least, that’s how I like to think of her. I mean, I’m not an idiot. She’s got that same sad look in her eyes sometimes. The one that Yas had, after Tobias faded out. Portia’s not crying, and she gets done what she needs to get done. Heck, she even goes out to the nightclubs with me n’ Yas. But she never seems like she’s having as much fun as I am. Or anyone there, really. She’s lost something that mattered a lot to her, and she doesn’t want to let the hurt out. I just…I don’t know. I want her to smile when she’s not hurting someone. Doesn’t seem right to me, to only smile when you’re doing the violence and aren’t a serial killer. It’s weird.

 

-Rikki

 

Me? I hit things. With a big black sword. Sometimes with my fists or my feet. When I don’t need to hit things, I kill time until I need to hit things again. Sometimes I threaten to hit things so I don’t have to hit things. I’m not a complicated person. At least, not anymore.

 

-Portia, the Dark Sword

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Raheed, The Dragon King

 

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

 

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

 

Tough: +12, Fort: +12, Ref: +4, Will: +8

 

Skills: Intimidate 10 (+15), Knowledge (arcane Lore) 12 (+12), Knowledge (civics) 8 (+8), Notice 7 (+8), Sense Motive 7 (+8)

 

Feats: Attack Specialization 2 (Unarmed Attack), Benefit (rank) (King of the Dragons), Dodge Focus 4, Endurance (+4), Fearless, Improved Grapple, Interpose, Power Attack, Startle, Ultimate Effort (Toughness checks)

 

Powers:

Dragon's Breath (Damage 8) (DC 23; Cone Area (80 ft. cone - General))

Dragon's Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple; Innate)

Dragon's Wings (Flight 6) (Speed: 500 mph, 4400 ft./rnd; Power Loss (Bound Wings))

Dragons Are Big (Growth 8) (+16 STR, +8 CON, +2 size categories; Permanent; Innate)

Hardened Scales (Impervious Toughness 8)

 

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +26)

 

Attacks: Dragon's Breath (Damage 8) (DC Staged/Tou ), Unarmed Attack, +8 (DC 27)

 

Defense: +8  (Flat-footed: +2), Size: Huge, Knockback: -18

 

Initiative: +1

 

Languages: English

 

Totals: Abilities 30 + Skills 11 (44 ranks) + Feats 13 + Powers 62 + Combat 24 + Saves 10 + Drawbacks 0 = 150

 

Height: 32’ 0”

Weight: 16 tons

Ethnicity: N/A

Hair: None

Eyes: Red

Hometown: Unpronounceable by humans

 

Raheed is Yas’s recovered summon. He is, as his name says, the king of all dragons. His power seeming lacking doesn’t invalidate that. He only has as much power as his summoner, and Yasmine (while among the finest at that magical art on Earth) isn’t nearly as powerful as Raheed. By the same token, the spell protects Raheed from actually taking damage. The spell itself absorbs the punishment, banishing him back to his own realm if he is ever defeated.

 

Raheed is, well, a dragon. He’s massive, very strong, very tough, and can breath fire. As previously stated, these abilities aren’t nearly as powerful as they would be if he came through a dimensional portal instead of being magically summoned. However, he remains a nigh impossible opponent on the human scale and a dangerous one on the superheroic.

 

Oh, Raheed? He’s my friend. Well, kind of. Heh. The way my magic works, I couldn’t summon him if we didn’t get along. I don’t really get it, but he’s decided he likes me. Dragons have a much different perspective than humans do, so I don’t always understand what he says. But he has my back in a fight, and doesn’t mind it when I summon him just to hang out. He’s more fun at a beach party (we have more of those than most people) than the boys on the ship. And with Herman’s antics, that’s saying something. He teases me about not being able to summon him at his full power, though. It’s a little mean. Other than that, we get along great.

 

-Yas

 

Look, I’ll badmouth Portia some. But the dragon? He scares me poopless. Like, literally. I always make sure I’ve hit the bathroom before we go on jobs, because one roar and my guts are looser than my morals. It’s not that he’s a bad pers-er, dragon. He’s a loyal ally and I’d rather have him at my back in a scrap than not. He’s just got the fangs, the fire breath, and…well…he’s not human. Not even a little bit. I never have any idea what he’s thinking. Burr. I think I have to…yep, bathroom time. ‘Scuse me.

 

-Rikki

 

Raheed is a king, and it shows. He is a noble and honorable creature. I’m glad Yas befriended him somehow. He’s a great fighter, despite his size. We’re a good team. And the way he makes Rikki nervous is always fun. I suspect he exaggerates the things about him that scare her for his own amusement. The thing that proves he is a good dragon, as opposed to the murderous ones, is how well he gets along with Yasmine. I think he finds her enthusiasm and determination as refreshing as I do.

 

-Portia, the Dark Sword

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Laki Sigrah

 

Power Level: 7; Power Points Spent: 120/120

 

STR: -1 (8), DEX: +2 (14), CON: +1 (12), INT: +7 (24), WIS: +5 (20), CHA: +0 (10)

 

Tough: +0/+10, Fort: +3, Ref: +5, Will: +7

 

Skills: Computers 8 (+15), Craft (chemical) 8 (+15), Craft (electronic) 8 (+15), Craft (mechanical) 8 (+15), Craft (structural) 8 (+15), Disable Device 8 (+15), Investigate 8 (+15), Knowledge (earth sciences) 8 (+15), Knowledge (life sciences) 8 (+15), Knowledge (physical sciences) 8 (+15), Knowledge (technology) 8 (+15), Language 2 (+2), Medicine 5 (+10), Notice 2 (+7), Search 3 (+10), Sense Motive 2 (+7), Stealth 4 (+10)

 

Feats: Attack Focus (ranged), Dodge Focus, Eidetic Memory, Improvised Tools, Inventor, Skill Mastery 2 (Craft skills, KN skills)

 

Powers:

Bodysuit (Device 8) (Hard to lose)

   Armored Exterior (Protection 10) (+10 Toughness)

   Enclosed System (Immunity 9) (life support)

   Integral Blaster (Blast 5) (DC 20; Accurate 2 (+4))

   Scanning Visor (Super-Senses 9) (analytical (type): Visual, darkvision, infravision, microscopic vision 2 (cell-size), ultra-hearing, ultravision)

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

 

Attack Bonus: +4 (Ranged: +5, Melee: +4, Grapple: -2)

 

Attacks: Integral Blaster (Blast 5), +9 (DC 20), Unarmed Attack, +4 (DC 14)

 

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

 

Initiative: +2

 

Languages: French, Palauan, Tahitian

 

Totals: Abilities 32 + Skills 27 (106 ranks) + Feats 7 + Powers 37 + Combat 10 + Saves 7 + Drawbacks 0 = 120

 

Height: 4’ 4”

Weight: 75

Ethnicity: Mixed Polynesian

Hair: Black

Eyes: Brown

Hometown: Koror, Koror, Palau

 

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

 

Herman Heskett

 

Power Level: 6; Power Points Spent: 90/90

 

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

 

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

 

Skills: Bluff 3 (+5), Computers 5 (+5), Craft (mechanical) 8 (+8), Diplomacy 3 (+5), Disable Device 5 (+5), Drive 11 (+15), Gather Information 3 (+5), Knowledge (earth sciences) 8 (+8), Knowledge (physical sciences) 8 (+8), Knowledge (technology) 8 (+8), Language 4 (+4), Medicine 3 (+5), Notice 3 (+5), Pilot 11 (+15), Sense Motive 3 (+5), Survival 6 (+8)

 

Feats: Attack Focus (ranged) 2, Equipment 12, Second Chance (Pilot checks)

 

Equipment: Assault Rifle, The Seawing, Undercover Vest

 

Attack Bonus: +5 (Ranged: +7, Melee: +5, Grapple: +7)

 

Attacks: Assault Rifle, +7 (DC 20), Unarmed Attack, +5 (DC 17)

 

Defense: +7  (Flat-footed: +4), Knockback: -2

 

Initiative: +4

 

Languages: Chinese (Cantonese), English, Japanese, Portuguese, Tahitian

 

Totals: Abilities 24 + Skills 23 (92 ranks) + Feats 15 + Powers 0 + Combat 24 + Saves 4 + Drawbacks 0 = 90

 

Height: 6’ 0”

Weight: 170

Ethnicity: Mixed Chinese & Portuguese

Hair: Light Brown

Eyes: Brown

Hometown: Macao, China

 

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

 

Sione Sigrah

 

Power Level: 6; Power Points Spent: 90/90

 

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

 

Tough: +2/+5, Fort: +4, Ref: +4, Will: +6

 

Skills: Craft (electronic) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 5 (+5), Drive 8 (+10), Gather Information 10 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (technology) 3 (+5), Language 4 (+4), Notice 1 (+5), Pilot 8 (+10), Sense Motive 1 (+5), Stealth 8 (+10), Survival 11 (+15)

 

Feats: Equipment 11, Fearless, Quick Draw, Second Chance (Survival checks to navigate), Takedown Attack

 

Equipment: Assault Rifle, The Seawing (shared with Herman Heskett 35, Undercover Vest

 

Attack Bonus: +7 (Ranged: +7, Melee: +7, Grapple: +9)

 

Attacks: Assault Rifle, +7 (DC 20), Unarmed Attack, +7 (DC 17)

 

Defense: +7  (Flat-footed: +4), Knockback: -2

 

Initiative: +2

 

Languages: English, French, Palauan, Portuguese, Tahitian

 

Totals: Abilities 24 + Skills 17 (68 ranks) + Feats 15 + Powers 0 + Combat 28 + Saves 6 + Drawbacks 0 = 90

 

Height: 5’ 10”

Weight: 180

Ethnicity: Mixed Polynesian

Hair: Blonde (dyed, naturally Black)

Eyes: Brown

Hometown: Koror, Koror, Palau

 

Laki, Herman, and Sione are the support crew for the Seawings. Laki is the brains, Herman pilots the Seawing itself, and Sione is the navigator. Laki and Sione are brothers.They typically don’t get into combat if they can avoid it. Laki is a genius, a weirdo, and grade school age. Herman has all of his sister Rikki’s reckless nature, and none of her intelligence or speed. He’s also hopelessly in love with Yas, who is clueless. Sione is kind of a blank slate. He’s a chill dude, even in a crisis, but he’s one of those guys even people who know him well would have trouble picking out of a crowd.

 

Laki is a good kid. He has our back when even Rikki gets stumped, and between the two of them they keep the Seawing in the air. He’s really responsible for his age, though. I worry about how he’ll be when he gets older, sometimes. Herman is Rikki’s wacky brother. The way he reacts when I talk to him is so funny. Without him, I don’t know how we’d ever get anywhere. He’s the best pilot I’ve ever seen. Sione…I don’t know, really. He navigates for us, but I can’t name anything special about him. He’s just kind of…around. Honestly? Sometimes I forget he’s there. Sorry, Sione.

 

-Yas

 

Laki is one of the few people who’s smarter than me. Used to make me mad, until I realized he’s a total weirdo. I don’t think he ever gets outta that suit of his. He doesn’t even talk that much. So that means I’ve still got being hot and a ton of fun on him. Okay…I do worry he’ll be a shut in when he grows up. Aunt Rikki won’t let that happen, nope! My brother Herman is a grade A doofus, but I love the big lug anyway. He has no chance with Yas, and on some level I think he knows it. Doesn’t make him stop pining as pathetically as possible. Okay, that was a joke. It’s…really sad, honestly. I know Yas, and she just doesn’t see my poor bro that way. Sione? Who’s that? I kid, again. He’s just a forgettable, generic dude. I know he doesn’t like it, but he doesn’t have any charisma or presence. Example? He was around a lot when Yas and I were savin’ the world, but neither of us remembered ever seeing him. I mean, we both even spoke to him back then. Oh, well. Sorry, Sione.

 

-Rikki

 

Those three? Laki’s smarter than all of us but doesn’t like to make physical contact with the world outside his mind. Herman is our pilot, and Rikki’s brother. He clearly adores Yas, and I think she knows but doesn’t want to break his heart with a proper rejection.  I can understand that. Herman will be a good catch for some lucky woman, even if it is entirely too obvious that he and Rikki are siblings. Sione…I’ll be honest, I forget his name sometimes. He is our navigator, and Laki’s brother. There doesn’t seem to be anything special or interesting about him at all. Yas and Rikki speak to them more than I do, at any rate. They would have a better idea.

 

-Portia, the Dark Sword

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The Seawing

 

Equipment Points Spent: 75 (40 are Herman’s; 35 shared with Sione)

 

STR: +25 (60)

 

Toughness: +15

 

Features: Communications, Computer, Defense System 1, Fire Prevention System 1, Gym 1, Hangar 1, Infirmary 1, Laboratory 1, Library 1, Living Space 1, Navigation System 1, Power System 1, Security System 1, Workshop 1

 

Powers:

Armor Plating (Impervious Toughness 6)

Electro-Gravitic Engines (Flight 10) (Speed: 10000 mph, 88000 ft./rnd)

Enclosed Systems (Immunity 5) (environmental condition: Heat, environmental condition: Cold, environmental condition: Pressure, suffocation (all))

Machine Guns (Blast 7) (DC 21; Autofire (interval 2, max +5))

   Missiles (Blast 10) (Alternate; DC 21; Explosion Area (100 ft. explosion - General); Unreliable (5 Uses))

 

Attacks: Machine Guns (Blast 7), +6 (DC 21), Missiles (Blast 10) (DC 21)

 

Defense: -8, Size: Colossal

 

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 14 + Powers 53 + Combat 4 + Saves 2 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 40

 

The base of operations for the Seawings and what they named themselves after. The Seawing is a technologically advanced aircraft able to fly at approximately Mach 13. It has just about everything the team needs to research a job. The ship technically belongs to Herman and Sione. It was (of course) Rikki who co-opted them and the ship into the artifact hunter biz. It has five small bedrooms, a small library, a tiny infirmary, and a central bar and grill for a kitchen on the top deck. The bridge and the engineering area take up the second deck. The gym, laboratory,workshop, and hangar compete for space on the open bottom deck.

 

Our humble home. We spend a lot of time here. Even held a concert with the top of the hull as the stage once. Should probably do that more often. People like it when I sing. Maybe I have a future as a pop idol?

 

-Yas

 

I spend most of my time in the workshop, when we’re not on a job. Sometimes Laki and I have to dig into the engines for maintenance or a part’s burned out. Of course, this is when we’re not docked somewhere. Then sometimes I’ll hit the beach during the day. And there’s always the clubs when the sun goes down.

 

-Rikki

 

It’s the ship. I don’t know what you’re asking me. We live here, plan jobs here, and kill time between dock sites here. It’s home. I hadn’t had one of those for a few years, for various reasons. It’s…nice, to have one again. The gym had some good heavy weights for me. I think Rikki made them. Just when I think I know that girl…

 

-Portia, the Dark Sword

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Bringing Things Up To Date

 

This is awkward. We…kind of saved the world. Again. It’s a good thing, but man was it some work. There was this massive killer robot, an angry ghost, and a whole lot of the past still coming back to haunt us all. But we did it. Best of all, we picked up a couple new members of the team. Coyote likes to pretend he’s not one of us, but he’s living on the ship and he always seems to show up when we have a big fight. But it’s the other one that makes me so happy I could explode. I don’t know how, but Tobias came back! My hopes, my dreams, and my prayers, all answered. It’s been a good week.

 

-Yasmine Sakaguchi

 

Time doesn’t stop moving. Coyote, who claims to be the Native American trickster spirit, started “dating” (meaning repeatedly sleeping with and not a whole lot else) Portia and living on the Seawing. The team’s investigation into Tobias’s mysterious photographic reappearance led to stopping a ghost’s grieving rage from awakening an ancient combat mecha powerful enough to destroy the world. Well…the team did end up fighting it, but not anywhere near full power. With the mecha destroyed, the world was safe again from the mistakes of the past. As the team celebrated in Koror, the lost Tobias came swimming up from the beach. The lovers were reunited. Now two of the three main members have boyfriends. Alas, poor Rikki…

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Coyote

 

Power Level: 10; Power Points Spent: 180/180

 

STR: +8 (14/26), DEX: +5 (20), CON: +8 (14/26), INT: +2 (14), WIS: +0 (10), CHA: +10 (20/30)

 

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

 

Skills: Acrobatics 10 (+15), Bluff 15 (+25), Diplomacy 5 (+15), Gather Information 10 (+20), Intimidate 5 (+15), Knowledge (arcane Lore) 3 (+5), Knowledge (history) 10 (+12), Knowledge (theology & philosophy) 10 (+12), Notice 15 (+15), Search 3 (+5), Sense Motive 15 (+15), Sleight of Hand 5 (+10), Stealth 10 (+15)

 

Feats: Attack Focus (melee) 4, Attack Specialization 2 (Unarmed Attack), Challenge - Improved Distract, Challenge - Improved Feint, Defensive Roll 2, Distract (Bluff), Evasion, Fascinate (Bluff), Improved Trick, Move-by Action, Skill Mastery (Acrobatics, Bluff, Diplomacy, Gather Infomation), Takedown Attack, Ultimate Effort (Bluff check), Uncanny Dodge (Smell)

 

Powers:

Coyote's Fang (Strike 4) (DC 27; Mighty)

Enhanced Charisma 10 (+10 CHA)

Enhanced Constitution 12 (+12 CON)

Enhanced Strength 12 (+12 STR)

Immunity 6 (aging, entrapment)

Super-Senses 10 (accurate: Smell, analytical: Smell, counters concealment: Smell, counters illusion: Smell, counters obscure: Smell, scent)

Super-Strength 4 (+20 STR carry capacity, heavy load: 7.4 tons; +4 STR to some checks)

   Comprehend 4 (Alternate; animals - speak to, animals - understand, languages - understand all, languages - you're understood)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +16/+20)

 

Attacks: Coyote's Fang (Strike 4), +8 (DC 27), Unarmed Attack, +12 (DC 23)

 

Defense: +8  (Flat-footed: +4), Knockback: -5

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 29 (116 ranks) + Feats 19 + Powers 64 + Combat 24 + Saves 12 + Drawbacks 0 = 180

 

Height: 6’ 1”

Weight: 180

Ethnicity: Native American

Hair: Black

Eyes: Dark Brown

Hometown: That would be telling.

 

The team doesn’t believe it, but this is the real Coyote. The trickster spirit of old. He was never a god, and refuses responsibility for what silly humans think. He met the team during a visit to Singapore. For a Native American animal spirit, he really gets around these days. In short order, he’d charmed Yas into his good pal, Rikki half senseless, and Portia out of her pants. The boys didn’t like it at first, but he charmed them, too. Portia absolutely refusing to let the best lay of her life get away from her without a fight did, of course, play a role. The stories paint Coyote as the vicious and cruel trickster. He says Raven (the other trickster of the tales) changed some of the stories, but not all. Of course, Coyote in the stories was a notorious liar…

 

Coyote’s abilities aren’t that special. Kind of a generic canine totem. He can speak just about any language. And his charisma is incredible. Of course, he’s the best liar the vast majority of people will ever meet. To the point where even those who are expecting him to lie can easily be taken in. He’s just as capable in a straight fight as Portia, however he vastly prefers to talk things out. His strangest ability is multi-existence. Apparently there’s several Coyotes around the world. They’re all different people, and not just duplicates. They’re all still him, but different in subtle ways. He says being an animal spirit isn’t anywhere near the same as being a human, and that’s why he can do that. It seems to be true, as the Icon Marian Soaring Eagle knows a Coyote that isn’t quite this one, there’s the one that’s a rockstar in the UK, and then there’s that businessman in India…

 

Coyote here. I know, you’re used to the ladies talking about the crew here…but let’s be honest. They’re just going to say two things. That I don’t seem to be a bad guy, as I’m making Portia a happy woman. And the second, I’m a notorious liar and can’t be trusted. Both of these things are true. Well, Portia might add something about how she’s fallen completely in lust with me. But that’s not anywhere near family friendly. You see, I am a liar and a trickster. It’s my whole gimmick. But unless you’re really good there isn’t much way to tell whether I’m lying or not. I could be lying right now. Maybe I’ve been lying from the start. Maybe I haven’t said a word that’s untrue in years. Can’t tell, can you? See? But that’s the fun part of dealing with me. The uncertainty.

 

-Coyote

 

I don’t know what to think about Coyote. He isn’t a traitor by nature, but that doesn’t mean he’s pledged his loyalty to us, either. Honestly, it’s really confusing and the fact that he’s so darn charming doesn’t help at all. For now, he’s kind of on our side. Unless he isn’t. I don’t know. At least Portia’s happy now, even if that relationship has nothing else going for it but the physical. The walls are thin on the top deck. Everybody hears.

 

-Yas

 

Coyote is a slippery, duplicitious jerk, but he’s not evil. I mean, he’s spent millennia practicing how to be just enough of a friend to get what he wants without actually taking anyone’s side but his own. I want to hate him, but his voice makes my insides go gooey. Man, I thought I was above letting pretty people off the hook, but I guess not. Portia is a lucky woman. I’m so jealous. I’m not skinny, Coyote!

 

-Rikki

 

(Comments removed for being too graphic in nature.)

 

-Portia, the Dark Sword

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Tobias

 

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

 

STR: +3 (16), DEX: +5 (20), CON: +4 (18), INT: +1 (12), WIS: +2 (14), CHA: +4 (18)

 

Tough: +4/+6, Fort: +8, Ref: +8, Will: +8

 

Skills: Acrobatics 10 (+15), Bluff 4 (+8), Climb 5 (+8), Concentration 6 (+8), Diplomacy 4 (+8), Gather Information 4 (+8), Knowledge (arcane Lore) 4 (+5), Knowledge (current events) 14 (+15), Knowledge (popular culture) 4 (+5), Knowledge (theology & philosophy) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 5 (+10), Swim 12 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Attractive (+4), Challenge - Improved Acrobatic Bluff, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Elusive Target, Endurance 2 (+8), Evasion, Improved Critical 2 (Ohana's Edge (Strike 5)), Improved Initiative, Improved Trick, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Acrobatics, KN (current events), Sense Motive, Swim), Takedown Attack 2, Ultimate Effort (Swim checks), Uncanny Dodge (Auditory)

 

Powers:

Immunity 4 (environmental condition: Cold, environmental condition: Pressure, suffocation (all); Limited - Half Effect)

Leaping 1 (Jumping distance: x2)

Ohana (Device 2) (Easy to lose)

   Ohana's Edge (Strike 5) (DC 23, Feats: Improved Critical 2 (Ohana's Edge (Strike 5)); Affects Insubstantial 2 (full power), Mighty)

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

Super-Movement 2 (slow fall, wall-crawling 1 (half speed))

Swimming 1 (Speed: 2.5 mph, 22 ft./rnd)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +15)

 

Attacks: Ohana's Edge (Strike 5), +12 (DC 23), Unarmed Attack, +12 (DC 18)

 

Defense: +12  (Flat-footed: +4), Knockback: -3

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 23 (92 ranks) + Feats 29 + Powers 15 + Combat 32 + Saves 13 + Drawbacks 0 = 150

 

Height: 5’ 10”

Weight: 170

Ethnicity: Mixed Dutch and Indonesian (alternate world variant)

Hair: Golden Blonde

Eyes: Dark Brown

Hometown: Another world

 

One would think, after helping to save the world, a guy would get to stay with his love and live happily ever after. Not if you’re Tobias, however. Turned out he wasn’t real, and neither was anything from his world. His entire life, nothing but a dream within a dream. A last fragmented hope, cast out into infinity and against all odds, rewarded. He doesn’t know where he was for a while after he…went away? What do you call it when you almost cease to exist? Anyway, the next sensation he knew, having lacked even the ability to think, was the water around him. The beach, near Koror. He was back, somehow. Yasmine was here. And was she wearing short shorts? Because wow. He had no idea she had such a nice butt.

 

Tobias doesn’t have any powers, making do with athleticism and the (formerly) borrowed sword Ohana. His athleticism, however, is somewhat ridiculous. Casually wall jumping. The various problems humans ran into underwater (cold, pressure, the need to breathe) minimized. Faster and higher jumping than most people, even underwater.

 

(Comments removed for repetitive content. We know he’s wonderful and you love him, Yas. You don’t need to say it 50 times.)

 

-Yas

 

Tobias is back. Some kind of magic thing. I don’t really get it, but it’s good to see him again. I didn’t think too much of him at first, but at the end he was my friend and it hurt to see him fade away like that. I mean, we all knew it might happen, but I dunno…maybe we hoped it wouldn’t? Yas is over the moon, and I don’t blame her. It’s just…everyone else on this tub has someone now. Yas and Tobias. Portia and Coyote. Laki has some girl on the internet. I’m pretty sure Sione’s seeing someone every time we stop back in Koror. And of course, my bro’s hopeless love for Yas. I’m the one left out. The only one not in some kind of love. I…I don’t think I like it very much.

 

-Rikki

 

Tobias. Hmm. I don’t have a lot to say. He makes Yas happy. He’s good with his sword. And he’s pleasant enough to be around. I can see how Yas fell for him. They’re pretty similar. In fact, with him here as a reference, I can see where Yas changed herself to be more like him. Of course, with that in mind, I can see where he’s picked up some of her traits, as well. It’s interesting. He’s a good addition to the team. Even if it’s getting a little crowded on the ship these days. Oh, and now I know how the others felt about my relationship with Coyote. The walls ARE thin on the top deck.

 

-Portia, the Dark Sword

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Grava (Daraja Ishola)

 

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

 

STR: +10 (14/30), DEX: +1 (12), CON: +2 (14), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)

 

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

 

Skills: Bluff 4 (+8), Concentration 8 (+10), Craft (artistic) 5 (+5), Diplomacy 8 (+12), Gather Information 8 (+12), Knowledge (physical sciences) 5 (+5), Knowledge (popular culture) 5 (+5), Language 1 (+1), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 6, Attack Specialization 3 (Unarmed Attack), Dodge Focus 5, Environmental Adaptation 2 (High & Low Gravity), Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Gravitic Armor (Force Field 10) (+10 Toughness; Impervious)

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

Gravity Control (Array 15) (default power: - linked powers -)

   Gravitic Chains (Snare 10) (Array; DC 20; Regenerating, Transparent; Action (full))

   Gravitic Control (Move Object 30) (Array; Strength: 150, Carry: 4.5m tons / 8.9m tons / 13.4m tons / 26.8m tons; Burst Area (150 ft. radius - General); Limited Direction (Up and Down), Range (touch))

   Gravitic Force Blast (Blast 10) (Array; DC 25; Autofire (interval 2, max +5))

   Gravitic Manipulation (Move Object 30) (Array; Strength: 150, Carry: 4.5m tons / 8.9m tons / 13.4m tons / 26.8m tons; Limited Direction (Up and Down))

   Gravitic Might (Linked)

      Enhanced Strength 16 (Linked; +16 STR)

      Super-Strength 7 (Linked; +35 STR carry capacity, heavy load: 102.4 tons; +7 STR to some checks)

   Intensified Gravity (Paralyze 10) (Array; DC 20; Alternate Save (Reflex), Range (ranged))

 

Attack Bonus: +4 (Ranged: +10, Melee: +4, Grapple: +14/+21)

 

Attacks: Gravitic Chains (Snare 10), +10 (DC Ref/Staged 20), Gravitic Force Blast (Blast 10), +10 (DC 25), Intensified Gravity (Paralyze 10), +10 (DC Ref/Staged 20), Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +1

 

Languages: English, Yoruba

 

Totals: Abilities 22 + Skills 15 (60 ranks) + Feats 22 + Powers 65 + Combat 14 + Saves 12 + Drawbacks 0 = 150

 

Height: 5’ 11”

Weight: 145

Ethnicity: Yoruba (Nigerian nationality)

Hair: Black (shaves head)

Eyes: Dark Violet

Hometown: Ibadan, Nigeria

 

Daraja Ishola was, well, normal. As much as the American standard of normal applies to a Yoruba girl in Nigeria, at any rate. Her family wasn’t rich, and in fact didn’t really have much money at all. But they had enough food and quality shelter. Her grandmother was a prolific seamstress. Most of the children’s clothes were either entirely hers or had her stitching in repair work. Daraja adored her grandmother, and studied at her feet. Her powers emerging really wasn’t that big of a deal at first. People just had a bit more bounce in their step when she was around, as if some weight had been lifted. Which was not an inaccurate way of putting it by any means. However, as her power grew and remained uncontrolled, a little became a lot. It was…certainly something, seeing people step like they were on the moon despite having not left Earth or even the city they were born in. But her family adapted to the oddities surrounding her, as she was a charmingly serene girl. It was the community who had an issues. She couldn’t go to the market, as things would float out of their cases. Walking in the street raised dust and unsecured items in nearby buildings. The girl was a walking nuisance. And was everybody absolutely sure she hadn’t been in contact with dark powers? Then her grandmother died. Her emotions surged, and a significant section of the city lifted several feet off the ground. This was alarming, and cause for Carlos Javier to swing by. It didn’t take long for him to teach her how to lower the buildings back into place, but the naked fear in the eyes of her friends and (more importantly) her family pushed her into taking his offer of studying in the United States.

 

Daraja’s power is controlling gravity. Like every Phoenix power, this is a deceptively complex thing. Not only can she control gravity, she can also make it manifest physically in limited fashion, turning harmless gravitic energy into energy blasts and spectral chains or somehow (Javier’s finest scientists can’t explain it) channeling it into herself for increased physical strength. But most impressive is the sheer power she can display. She outpaces (by far) even Titan (Pietro Cole) in sheer lifting power. It should, however, be noted that it is her power doing this, not her physical strength. Even when enhanced by her power, she still falls physically short of Titan. And it is pure lifting, as she can only move loads vertically while on a mass large enough to have its own gravitic field. In space that Flaw is (towards and away), as she becomes the gravitic field. Theoretically, one day she’ll be able to alter orbits with ease, and at her absolute limit negate a black hole.

 

Daraja is, in a word, calm. She’s collected and remarkably self-possessed for such a young woman. She remains serene through things that would make other people vigorously emote. This, however, is an illusion. Inside, she feels as much as anyone. It just doesn’t show every well on her face or in her voice. This is a source of angst for her, as well as her family’s expectations. Children are highly valued in Daraja’s family, and she is one of eight children herself. Her family expects something similar from her when she comes of age. However…at no point, even in the turbulent hormones of adolescence, has she felt anything resembling sexual or romantic desire. In fact, she’s actually pretty squicked out by the whole affair and wants as little as possible to do with it. The tug of war between her family’s loving expectations and her own feelings will come to a head sooner or later, and she knows nobody’s leaving that conversation happy. With all that said, she’s a capable leader for Theta team, even if she’s still not sure why she was picked over one of the other four.

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Kinetix (Fabien St. Pierre)

 

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

 

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

 

Tough: +0/+10, Fort: +5, Ref: +8, Will: +8

 

Skills: Bluff 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (physical sciences) 5 (+10), Knowledge (popular culture) 5 (+10), Knowledge (tactics) 5 (+10), Knowledge (technology) 5 (+10), Language 4 (+4), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Eidetic Memory, Move-by Action, Power Attack, Precise Shot, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Kinetic Control (Array 8) (default power: strike)

   Kinetic Jumping (Leaping 2) (Alternate; Jumping distance: x5)

   Kinetic Manipulation (Super-Movement 2) (Alternate; wall-crawling 2 (full speed))

   Kinetic Quickness (Quickness 5) (Alternate; Perform routine tasks at 50x speed)

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

   Kinetic Blast (Blast 6) (Array; DC 21; Accurate 3 (+6), Precise)

   Kinetic Drain (Paralyze 6) (Array; DC 16; Accurate 3 (+6), Precise)

   Kinetic Explosion (Strike 6) (Array; DC 21; Explosion Area (60 ft. explosion - General))

   Kinetic Strike (Strike 6) (Default; DC 21; Penetrating; Accurate 3 (+6), Knockback)

   Kinetically Charged Muscles (Super-Strength 8) (Array; +40 STR carry capacity, heavy load: 12.8 tons; +8 STR to some checks)

Kinetic Field (Linked)

   Force Field 10 (Linked; +10 Toughness)

   Immunity 40 (Linked; lethal physical damage, nonlethal physical damage; Duration (continuous); Duration (sustained), Limited - Half Effect)

   Impervious Toughness 10 (Linked; Duration (continuous); Duration (sustained), Limited (to Physical))

   Shield 5 (Linked; +5 dodge bonus)

 

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

 

Attacks: Kinetic Blast (Blast 6), +14 (DC 21), Kinetic Drain (Paralyze 6), +14 (DC Staged/Will 16), Kinetic Explosion (Strike 6) (DC 21), Kinetic Strike (Strike 6), +14 (DC 21), Unarmed Attack, +8 (DC 15)

 

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

 

Initiative: +2

 

Languages: English, French, Portuguese, Spanish, Yoruba

 

Totals: Abilities 22 + Skills 16 (64 ranks) + Feats 8 + Powers 61 + Combat 26 + Saves 17 + Drawbacks 0 = 150

 

Height: 5’ 10”

Weight: 165

Ethnicity: Mixed (French and Missisiquoi [Abenaki Native American tribe])

Hair: Dirty Blond

Eyes: Brown

Hometown: Montpelier, Vermont

 

Fabien St. Pierre is the son of a Quebec billionaire and his Missisiquoi mistress. He’s never met the man who gave him his last name, but the hush money kept him and his mother solvent through the years. He had it a little rough, being a half breed, but most people were kind enough. He never really noticed his powers emerging, as they’re a bit passive. He just…stopped getting hurt. By anything. Ever. Okay, that wasn’t quite true. Fire was still a concern. Fast moving water, like from a hose, could still sting. But being clapped on the back by an overzealous “uncle” didn’t hurt anymore, and the few Native kids who decided the half breed needed to “learn his place” suddenly couldn’t do any damage with their punches. So that was pretty cool. Then one day he learned just how much money his father had been sending them all this time, and that his mother had a few very bad gambling addiction. Furious, he grabbed her by the shoulders. And she stopped moving. Entirely. In fact, the physical motion of everyone and everything in Montpelier abruptly stopped dead. This was, obviously, a big problem and Fabien had absolutely no idea how to deal with it. People coming into town stopped the same way. Birds fell from the sky, though the effect didn’t seem to reach high enough for planes to be affected. Fortunately, Carlos Javier (though systematically calling every phone in Montpelier until the kid picked up) talked Fabien through turning the field off and then got his mother into treatment. Fabien himself became a student at the Javier Academy.

 

Fabien’s power is kinetic energy absorption. His force field can take a cosmic level of punishment. In fact, at the Academy he’s second only to Miss Invincible (Francine Simms) as to how much raw physical punishment he can withstand. There is no apparent limit to the amount of energy he can absorb, however his projection abilities are quite weak at this time. There are signs that he will become just as powerful on offense as he is on defense and be able to replicate his initial feat of stopping a city in its tracks. However, for now he is what he is.

 

Contrary to his flamboyant French name, Fabien is a complete nerd. While not socially inept, he is introverted and prefers his own company to that of others. This does not extend to the internet. He can put on a performance of being as flamboyant and charismatic as his name suggests, but this is tiring for him and he needs time alone to recuperate. When he is “on”, he is a fountain of pop culture reference and charmingly perverted towards his teammates. However when he can no longer maintain this persona, he retreats into himself, leaving the world to take care of itself while he takes care of himself. This can strain relations with people who don’t understand, but fortunately his teammates have his back.

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Geonic (Isabelle Oliveira)

 

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

 

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

 

Tough: +6/+10, Fort: +8, Ref: +8, Will: +8

 

Skills: Bluff 9 (+10), Concentration 7 (+10), Diplomacy 9 (+10), Gather Information 9 (+10), Intimidate 9 (+10), Knowledge (earth sciences) 4 (+5), Knowledge (history) 9 (+10), Knowledge (physical sciences) 4 (+5), Language 3 (+3), Notice 7 (+10), Sense Motive 7 (+10), Survival 7 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Dodge Focus 5, Interpose, Power Attack, Startle, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Absorbing Earth (Alternate Form 10)

   Rockin' Up (Alternate Form) (Powers: Density 9, Faster Platform (Flight 3), Protection 5, Super-Strength 2)

      Density 9 (+18 STR, +4 Toughness, Weight Multiplier: x10, Adds: Immovable 3, Super-Strength 3)

         Immovable 3 (Resist Movement: +12, Resist Knockback: -3)

         Super-Strength 3 (+15 STR carry capacity, heavy load: 25.6 tons; +3 STR to some checks)

      Faster Platform (Flight 3) (Speed: 50 mph, 440 ft./rnd; Stacks with (Rock Platform (Flight 3+3)); Platform)

         Faster Burrowing (Burrowing 3) (Alternate; Speed: 5 mph, 44 ft./rnd; Stacks with (Burrowing 3))

      Protection 5 (+5 Toughness; Impervious [1 extra rank])

      Super-Strength 2 (+10 STR carry capacity, heavy load: 25.6 tons; +2 STR to some checks; Bracing, Countering Punch, Groundstrike (Radius: 100 ft., DC 20), Thunderclap (Area: 50 ft., DC 20))

Rock Platform (Flight 3+3) ([Stacking ranks: +3], Speed: 500 mph, 4400 ft./rnd; Platform)

   Burrowing 3 (Alternate; Speed: 5 mph, 44 ft./rnd)

 

Power Settings:

Rockin' Up (Alternate Form) (Powers: Density 9, Faster Platform (Flight 3), Protection 5, Super-Strength 2)

 

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

 

Attacks: Unarmed Attack, +10 (DC 25)

 

Defense: +10  (Flat-footed: +3), Knockback: -10/-13

 

Initiative: +3

 

Languages: English, German, Portuguese, Spanish

 

Totals: Abilities 20 + Skills 21 (84 ranks) + Feats 18 + Powers 54 + Combat 20 + Saves 17 + Drawbacks 0 = 150

 

Height: 5’ 1”

Weight: 105

Ethnicity: Mixed Brazilian (Pardo, by government category; ambiguously brown in general appearance)

Hair: Dark Brown

Eyes: Blue

Hometown: Rio de Janeiro, Brazil

 

Isabelle Oliveira was born to a middle class family. She was the middle child of a total of three. They had a good life together. Weekend “daycations” to the beach were reasonable common affairs. It was a happy family, with no serious problems. Isabelle’s power emerging disturbed that slightly. She was stronger, heavier, and kind of made of rock. She made the usual mistakes that someone who suddenly finds herself five and then ten times as strong as she was before makes. Breaking things, harming family and friends a bit. But she got used to her strength, even if weighing more than both her siblings combined was a source of teasing for a while. The thing that brought her to Carlos Javier’s attention was when a kaiju rose from the ocean off Rio, looking to reenact a Godzilla movie on the city. This was on one of the weekend “daycations”. Isabelle stepped up to defend her family as they fled. This did not go well for her. Rio’s (and indeed, Brazil’s) fully fledged heroes were outmatched by the giant lizard and it took an intervention by the United States’ Icons (in the form of The Shining Guardian, Fletcher, Tex Austin, and Queenie) to drive the monster off back into the ocean. During Isabelle’s recuperation (her powers shut off after her ignominious defeat), Javier swooped in to talk to her family. Just like that, Isabelle became a student at the Javier Academy. After the broken bones healed enough for her to travel, of course.

 

Isabelle’s power is as initially simple and actually complex as any Phoenix power. On the surface, she’s just making herself into a super strong and super heavy rock person. However, she is in reality a terrakinetic whose powers are internally focused. She is absorbing rock and earth into her body to become that super strong and super heavy rock person. Evidence of this is her ability to fly on a rocky platform or burrow under the ground outside of her rock form. The only theoretical limit to how much earth she can absorb at a given time (and how strong and tough she can get) is accumulating too much mass for the ground to withstand, causing her to sink into it. So, with anti-gravity technology, one day she could (theoretically) hit as hard as a meterorite impact or even a planetary collision.

 

Isabelle is a happy, energetic girl. That’s…about it. She does angst a bit about her physical size (she’d like a little T&A and a few more vertical inches to go with it), and there is some culture shock coming to the US from Brazil (plantains are so hard to find if you don’t go to the Hispanic markets, and it is sooooo cold, how do you guys deal?), but otherwise she’s doing great and happy to be here. She does have a few scars from the surgery after the kaiju battle (shut up, it was a battle) that she’s self-conscious about. She can be a bit impatient and overbearing, but she always means well. Her sunny nature brightens the rest of Theta Team’s outlook on more or less a daily basis.

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Warp (TIffany Broadchurch)

 

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

 

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

 

Tough: +3/+14, Fort: +8, Ref: +8, Will: +8

 

Skills: Acrobatics 7 (+10), Concentration 8 (+10), Craft (artistic) 5 (+5), Diplomacy 3 (+5), Knowledge (art) 5 (+5), Knowledge (physical sciences) 5 (+5), Knowledge (streetwise) 5 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 2 (+5)

 

Feats: All-Out Attack, Attack Focus (melee) 5, Attack Specialization 2 (Warping Space (Array 4)), Defensive Roll, Dodge Focus 2, Improved Critical (All Over The Room (Strike 3)), Improved Critical (Warp Speed Strikes (Strike 3)), Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Spatial Warping (Teleport 10) (1000 ft. as move action, 200000 miles as full action; Accurate; Change Direction, Change Velocity, Easy, Turnabout)

   Behind A Fold Of Space (Concealment 10) (Alternate; all senses; Close Range)

   Violating Physics (Super-Movement 6) (Alternate; permeate 3 (full speed), wall-crawling 2 (full speed), water walking)

Warp Shield (Force Field 10) (+10 Toughness; Impervious)

Warping Space (Array 4) (default power: strike)

   All Over The Room (Strike 3) (Array; DC 21, Feats: Improved Critical (All Over The Room (Strike 3)); Burst Area (15 ft. radius - Targeted); Mighty)

   Warp Speed Strikes (Strike 3) (Default; DC 21, Feats: Improved Critical (Warp Speed Strikes (Strike 3)); Autofire (interval 2, max +5); Mighty)

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +13)

 

Attacks: All Over The Room (Strike 3), +14 (DC 21), Unarmed Attack, +10 (DC 18), Warp Speed Strikes (Strike 3), +14 (DC 21)

 

Defense: +5  (Flat-footed: +2), Knockback: -12

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 14 (56 ranks) + Feats 14 + Powers 64 + Combat 16 + Saves 16 + Drawbacks 0 = 150

 

Height: 6’ 2”

Weight: 180

Ethnicity: English

Hair: Light Brown (natural), varying bright colored streaks (dye)

Eyes: Light Brown

Hometown: Manchester, England

 

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Sky Eye (Jacob Lewis)

 

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

 

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

 

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

 

Skills: Acrobatics 7 (+10), Bluff 5 (+5), Concentration 5 (+8), Diplomacy 10 (+10), Gather Information 5 (+5), Knowledge (history) 3 (+5), Notice 7 (+10), Sense Motive 7 (+10), Stealth 7 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (ranged) 4, Attack Specialization 2 (Martial Arts (Strike 2)), Defensive Roll, Dodge Focus 6, Equipment 4, Improved Initiative, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Eye in the Sky (Linked)

   ESP 8 (Linked; affects: visual senses; No Conduit, Simultaneous)

   Super-Senses 4 (Linked; rapid: Visual 4)

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

Uniform (Device 2) (Hard to lose)

   Communication 5 (sense type: radio)

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

 

Equipment: Blaster Rifle

 

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

 

Attacks: Blaster Rifle, +12 (DC 23), Martial Arts (Strike 2), +12 (DC 19), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 14 (56 ranks) + Feats 22 + Powers 47 + Combat 28 + Saves 15 + Drawbacks 0 = 150

 

Height: 5’ 10”

Weight: 175

Ethnicity: Osage (Native American tribe)

Hair: Black

Eyes: Dark Brown

Hometown: Tulsa, Oklahoma

 

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Illusionist Knight (Maia Turei)

 

Power Level: 12; Power Points Spent: 250/250

 

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

 

Tough: +3/+9, Fort: +8, Ref: +10, Will: +12

 

Skills: Acrobatics 15 (+20), Bluff 17 (+20), Concentration 15 (+20), Diplomacy 12 (+15), Disable Device 12 (+15), Escape Artist 10 (+15), Gather Information 17 (+20), Knowledge (life sciences) 12 (+15), Knowledge (physical sciences) 12 (+15), Language 2 (+2), Medicine 10 (+15), Notice 15 (+20), Sense Motive 15 (+20), Sleight of Hand 10 (+15), Stealth 10 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization (Sword (Device 2)), Challenge - Improved Acrobatic Bluff, Challenge - Improved Feint, Connected, Contacts, Dodge Focus 5, Evasion, Improved Critical (Illusionary Sword (Strike 5)), Improved Critical (Sword Strike (Strike 3)), Improved Disarm, Improved Initiative, Improved Trick, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive), Takedown Attack, Uncanny Dodge (Mental), Well-Informed

 

Powers:

Illusion 10 (affects: all sense types, DC 20)

Illusionary Sword (Strike 5) (DC 23, Feats: Improved Critical (Illusionary Sword (Strike 5)); Alternate Save (Will); Accurate 2 (+4), Mighty)

Staff Uniform (Device 4) (Hard to lose)

   Communication 5 (sense type: radio; Omni-Directional Area; Subtle (subtle))

   Protection 6 (+6 Toughness; Subtle (subtle))

   Super-Senses 2 (radio)

Super-Senses 4 (danger sense: Mental, radius (type): Mental, ranged: Mental)

Sword (Device 2) (Easy to lose)

   Sword Strike (Strike 3) (DC 21, Feats: Improved Critical (Sword Strike (Strike 3)); Penetrating [2 extra ranks]; Mighty)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +15)

 

Attacks: Illusionary Sword (Strike 5), +16 (DC Will 23), Sword Strike (Strike 3), +14 (DC 21), Unarmed Attack, +12 (DC 18)

 

Defense: +15  (Flat-footed: +5), Knockback: -4

 

Initiative: +9

 

Languages: English, French, Maori

 

Totals: Abilities 44 + Skills 46 (184 ranks) + Feats 27 + Powers 80 + Combat 36 + Saves 17 + Drawbacks 0 = 250

 

Height: 5’ 2”

Weight: 150

Ethnicity: Maori

Hair: Dark Brown

Eyes: Dark Brown

Hometown: Auckland, New Zealand

 

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Lisa Lindsey

 

Power Level: 12; Power Points Spent: 250/250

 

STR: +7 (25), DEX: +7 (25), CON: +7 (25), INT: +5 (20), WIS: +5 (20), CHA: +5 (20)

 

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

 

Skills: Acrobatics 13 (+20), Bluff 10 (+15), Diplomacy 10 (+15), Disable Device 10 (+15), Disguise 10 (+15), Drive 13 (+20), Escape Artist 13 (+20), Gather Information 10 (+15), Intimidate 10 (+15), Investigate 10 (+15), Knowledge (tactics) 15 (+20), Medicine 5 (+10), Notice 10 (+15), Pilot 13 (+20), Search 10 (+15), Sense Motive 10 (+15), Sleight of Hand 13 (+20), Stealth 13 (+20), Survival 10 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Eidetic Memory, Elusive Target, Endurance (+4), Equipment 4, Evasion, Improved Aim, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Trick, Jack-of-All-Trades, Master Plan, Master Plan 2 (tactics), Move-by Action, Power Attack, Precise Shot, Skill Mastery (Words), Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Martial Arts (Strike 2) (DC 24; Mighty)

Super Soldier Treatment (Container, Passive 3)

   Immunity 1 (aging; Limited - Half Effect)

   Leaping 1 (Jumping distance: x2)

   Protection 3 (+3 Toughness)

   Quickness 1 (Perform routine tasks at 2x speed)

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

   Super-Senses 6 (extended: Olfactory 1 (-1 per 100 ft), extended: Auditory 1 (-1 per 100 ft), extended (type): Visual 1 (-1 per 100 ft), low-light vision, scent)

   Super-Strength 1 (+5 STR carry capacity, heavy load: 1.6k lbs; +1 STR to some checks)

 

Equipment: Masterwork Blaster Rifle (Blaster Rifle, Masterwork Weapon)

 

Attack Bonus: +15 (Ranged: +15, Melee: +15, Grapple: +22/+23)

 

Attacks: Martial Arts (Strike 2), +15 (DC 24), Masterwork Blaster Rifle, +16 (DC 23), Unarmed Attack, +15 (DC 22)

 

Defense: +14  (Flat-footed: +7), Knockback: -5

 

Initiative: +15

 

Languages: Native Language

 

Totals: Abilities 75 + Skills 52 (208 ranks) + Feats 30 + Powers 18 + Combat 58 + Saves 17 + Drawbacks 0 = 250

 

Height: 5’ 6”

Weight: 140

Ethnicity: Caucasian (American)

Hair: Brown

Eyes: Brown

Hometown: Scranton, New Jersey

 

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