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Rumiko Nihara

 

Power Level: 6; Power Points Spent: 120/120

 

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

 

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

 

Skills: Acrobatics 8 (+10), Bluff 11 (+15), Concentration 6 (+8), Diplomacy 11 (+15), Disguise 11 (+15), Gather Information 11 (+15), Investigate 4 (+5), Knowledge (arcane Lore) 4 (+5), Knowledge (civics) 4 (+5), Knowledge (theology & philosophy) 4 (+5), Language 3 (+3), Notice 3 (+5), Perform (singing) 8 (+12), Perform (stringed instruments) 8 (+12), Search 4 (+5), Sense Motive 8 (+10), Sleight of Hand 8 (+10), Stealth 8 (+10)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 5, Attack Specialization 3 (Custom Shuriken (Blast 1)), Benefit (Status (Nihara Clan Kunoichi in training)), Defensive Roll, Equipment 2, Evasion, Improved Critical (Short Sword (Strike 2)), Improvised Tools, Instant Up, Power Attack, Precise Shot, Quick Change 2, Skill Mastery (Bluff, Diplomacy, Disguise, Gather Info), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Chi Powers (Array 3) (default power: morph)

   Body Obeys Will (Healing 3) (Array; Restoration; Personal)

   Chi Body Sculpting (Morph 3) (Default; morph: broad group - adult female humans, +15 Disguise)

   Kunoichi Vanishing Art (Concealment 6) (Array; all aural senses, all visual senses; Blending)

Custom Shuriken (Blast 1) (DC 17; Autofire (interval 2, max +5) [1 extra rank]; Improved Range (25 ft. incr), Mighty (+1 to damage))

Short Sword (Strike 2) (DC 18, Feats: Improved Critical (Short Sword (Strike 2)); Mighty)

Smoke Bomb (Obscure 2) (affects: visual senses, Radius: 10 ft.; Independent)

 

Equipment: Concealable Microphone, Kunoichi Arsenal (Custom Shuriken [Custom Shuriken (Blast 1), DC 17; Autofire (interval 2, max +5) [1 extra rank]; Improved Range (25 ft. incr), Mighty (+1 to damage)], Short Sword [Short Sword (Strike 2), DC 18, Feats: Improved Critical (Short Sword (Strike 2)); Mighty], Smoke Bomb [Smoke Bomb (Obscure 2), affects: visual senses, Radius: 10 ft.; Independent]), Toolkit (Basic)

 

Attack Bonus: +4 (Ranged: +4, Melee: +9, Grapple: +10)

 

Attacks: Custom Shuriken (Blast 1), +10 (DC 17), Short Sword (Strike 2), +9 (DC 18), Unarmed Attack, +9 (DC 16)

 

Defense: +8  (Flat-footed: +4), Knockback: -1

 

Initiative: +2

 

Languages: Chinese (Mandarin), English, Japanese Native, Spanish

 

Totals: Abilities 24 + Skills 31 (124 ranks) + Feats 24 + Powers 8 + Combat 24 + Saves 9 + Drawbacks 0 = 120

 

Age (as of Jan 2019): 18

Height: 5’ 1”

Weight: 120 lbs.

Ethnicity: Japanese

Hair: Black (natural); variable (Disguised or Morphed)

Eyes: Dark Brown (natural); variable (Disguised or Morphed)

 

Background: Rumiko Nihara is nearing the end of her tenure as a Clan Nihara ninja trainee. Her training began as soon as he was able to walk. She is a Voice specialist. She has crosstrained in Chi Wizardry, but has no notable aptitude for it. Her Assassin skills are weak, as well. Details on ninja skill trees are in Penny Nihara’s entry. However, as Voices go she is considered as much of a prodigy as Penny was back in the day. She was sent to study under the new grandmaster (Penny) after she killed the last one. She’s been around for a couple of years, but explicitly isn’t a part of NPC Investigations. Penny’s been trying to retrain her and eliminate some of the extreme ninja-ness out of her. Like the seeing herself as a tool and not a person thing. It has been somewhat easier with Rumiko, but still success is mixed. Until then, she is at the grandmaster’s service. Whatever task she assigns, Rumiko will complete or die trying. And that’s about it, really.

Rumiko doesn’t have an NPC Investigations role. She is a Nihara Clan Trainee under Penny Nihara.

 

Powers & Tactics: Rumiko is a ninja. She is well trained in the arts of stealth, espionage, and assassination. All of her ability comes from training. She has no superhuman powers. The bit of Chi Wizardry she can do doesn’t count, as anyone can use them with enough training and practice. She had only three powers in regular rotation. A healing art, a vanishing art, and a disguising art. She routinely carries a ninjato, a huge amount of custom shuriken, and smoke bombs.

 

In a fight, Rumiko remains a ninja. As a Voice with no aptitude for being an Assassin, she’s not ever meant to be in real combat. Even her Chi Powers are focused on non combat applications. With that said, she does have stealth skills and weapons should she need them. Plan A is to use Kunoichi Vanishing Art to get into stealth for a sneak attack. If that’s not feasible, she’ll stick to shuriken from range until the enemy forces her into melee and thus swordplay. In swordplay she can feint or demoralize lesser foes easily and often. More than one way to get that sneak attack. She can stunt other Chi Powers, but she’d be improvising as Chi Wizardry isn’t her primary focus.

 

Personality: Unlike her fellow trainee Kazuma, Rumiko definitely does have a personality. Unfortunately, it’s a chameleonic one, molding to fit circumstances. She is as much of a Clan Nihara loyalist as Kazuma, and on the inside sees herself the same as he does. A tool to be used, not a person. Her Voice skills, however, hide this very well. She is whoever she needs to be, whenever she needs to be them. So instead of having no personality, she has every possible one. There is a conflict, however, and it is one as old as the Voice skill tree itself. To be anyone, one must first be someone. The first step in understanding a given person’s wants, needs, and desires (so one can manipulate or impersonate them) is having wants, needs, and desires of one’s own. The true test of a Voice’s training and discipline is in resisting them in favor of obedience to the clan. So far, Rumiko has not failed. However, two years away from home and clan have worn away at her iron discipline. She has recently begun to display (gasp!) consistent personality traits. A love of sweets, especially dairy. Pride in her curvy figure. A little ditziness when “off the clock”.

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Ricardo Alvarez

 

Power Level: 8; Power Points Spent: 135/135

 

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

 

Tough: +2/+6, Fort: +5, Ref: +5, Will: +7

 

Skills: Bluff 10 (+15), Diplomacy 10 (+15), Disable Device 5 (+10), Drive 3 (+5), Gather Information 10 (+15), Intimidate 10 (+15), Investigate 10 (+15), Knowledge (behavioral science) 5 (+10), Knowledge (civics) 5 (+10), Knowledge (physical sciences) 5 (+10), Knowledge (streetwise) 10 (+15), Language 2 (+2), Medicine 2 (+7), Notice 10 (+15), Search 10 (+15), Sense Motive 10 (+15), Stealth 3 (+5)

 

Feats: Attack Specialization 2 (Heavy Pistol), Benefit (Detective Second Grade & Sergeant, NYPD), Connected, Contacts, Defensive Roll, Dodge Focus, Eidetic Memory, Equipment 3, Luck, Skill Mastery 2 (Bluff, DIplo, Gather Info, Intim, Invest, KN (streetwise), Notice, Sen Mot), Uncanny Dodge (Auditory), Well-Informed

 

Powers:

Gifted Investigator (Container, Passive 1)

   Evidence Gathering (Quickness 3) (Perform routine tasks at 10x speed; One Task (Search checks to find evidence))

   Interrogation Expertise (Mind Control ? (DC 18; Conscious; Action (full), Distracting, Limited (Target must be able to perceive user and understand the language the user is speaking), One Command (Tell The Truth))

   No Evidence Left Behind (Super-Senses 2) (counters concealment: Vision; Limited (to Search checks))

Psychometry (Super-Senses 4) (postcognition; Limited (to touched Objects))

 

Equipment: Heavy Pistol, Tonfa, Undercover Vest

 

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

 

Attacks: Heavy Pistol, +12 (DC 19), Interrogation Expertise (Mind Control ? (DC Will 18), Tonfa, +8 (DC 18), Unarmed Attack, +8 (DC 17)

 

Defense: +9  (Flat-footed: +4), Knockback: -3

 

Initiative: +2

 

Languages: English Native, Russian, Spanish

 

Totals: Abilities 42 + Skills 30 (120 ranks) + Feats 16 + Powers 7 + Combat 32 + Saves 8 + Drawbacks 0 = 135

 

Age (as of Jan 2019): 30

Height: 5’ 9”

Weight: 165 lbs.

Ethnicity: Latino

Hair: Dark Brown

Eyes: Dark Brown

 

Background: Ricardo Alvarez only ever wanted to be a cop. The badge, the gun, the authority, the responsibility; he wanted it all. Being poor, Latino, and the child of illegal immigrants, he had the crazy idea he might be able to change the system from the inside. Luckily for him, he turned out to be a supremely gifted natural detective. Unluckily for him, he was still Latino and born to illegal immigrants. For every good cop who listened when he talked, there were two of the “old school” who disregarded him for one or both of those two attributes. It drove him crazy. But there wasn’t anything he could do about it, so he put up with it. He finally picked up some respect working on a Russian mob task force, but as the saying goes the only reward for work well done is more work. And there are always veterans who feel threatened by a rising star. Politics, man. Tessa Mcleod could use some back up, anyway. So Ricardo (Rick to his friends) was assigned to be the second liaison officer to the private detective agency NPC Investigations. There was a laundry list of suspicious activity from that group, and the brass wanted an eye kept on them. Nothing attached to Penny Nihara, but she was sketchy as it got. A blank past, rushed naturalization, stealth and combat skills like ex-special forces times ten? Yeah, suspicious. The brass had never quite forgiven Carla Perkins for telling off both the Chief of Department and Chief of Detectives. So yeah they were gonna keep an eye on her in the most obvious way possible. Meanwhile, what the hell was a blue blood Richie rich like Edwin Christian doing slumming it here? With an erratic personal history that all but screamed drug addict? And the big one? Their former employer destroyed their former office building. Hayden Street is still wanted for that. Even if NYPD were to believe the three had nothing to do with it, Street still might try to make contact. All that, and the little ways they’re suspected of skirting the law during cases. They wanted to assign another detective specifically because Tessa Mcleod’s behavior was concerning. They had reason to believe that she wasn’t being entire truthful. Like how she didn’t disclose she knew Edwin Christian, or how she pulled strings to get the assignment in the first place.

Rick’s new role enabled him to actually use his skills as a detective instead of a political animal, something he greatly appreciated. He did not appreciate being shoved out of the way, but once again there was nothing he could do about it. So, once again, he simply put up with it. It’s been a few years, and aside from one incident (Penny’s naturalization records pulling a disappearing act) he hasn’t had to choose between the agency and the NYPD. Tessa’s departure did make him the sole liaison, and the brass don’t seem particularly keen to replace her or him any time soon. This is really beginning to grind his gears. The department has bigger fish to fry than NPC Investigations, yet they’re keeping one of their top investigators sidelined because of politics. Rick’s had just about enough of this particularly brand of bullshit.

Rick’s NPC Investigations role is Junior Associate. He does not accept pay, as he is also their official liaison to the NYPD. He has the ranks of Sergeant and Detective Second Class.

 

 

Powers & Tactics: Rick has only one superhuman power. Psychometry, or the power to “read” object and see events that have happened to and/or using them. It’s not admissible in court, but it’s proven helpful on many occasions. As said in Background, he’s an excellent detective. Few clues get by him, and few perps can withstand his interrogations. That’s really it. He’s not a bad hand to hand combatant, and he’s a very good shot with his Heavy Pistol.

 

In a fight, Rick is a police detective with a gun. He calls for backup (if he doesn’t have enough) and fires if fired upon. He is legally authorized (because he’s a sworn police officer) to kill in self defense or defense of others. It ain’t exactly Plan A, but again he’s a cop. He’ll respond to lethal force with lethal force. He can technically power stunt, but has no idea what that is or how to do it.

 

Personality: Rick is…well, kind of a handful. He’s always had both a keen nose for and low tolerance of bullshit. He’s not combative about it, per se. He’s a pretty nice guy, all things considered. But he’s not the kind of man who’s going to shut his eyes or his mouth to injustice. It’s part of why he became a cop in the first place, to fight injustice in and out of the system. The world ain’t a simple place, and he knows that. He’s learned the fine art of the political compromise, and there aren’t words for how much he hates it. But you can’t effect real change if the allies you need hate you. You also can’t effect real change if you quit before you get enough power to do it So he grits his teeth, keeps his mouth shut and does his job. There aren’t words for how much he hates having to do that, either. But the fact of the matter is that he’s not gonna be another Carla Perkins. He likes her. He respects her. They’ve got similar personalities, so they get along pretty well. But…she could never tolerate any of the job’s politics. Still can’t, as a matter of fact. It drove her away from her dream job. No matter how frustrated he becomes, Rick swears he’s not gonna let that happen to him. Even if lately he’s dreaming about screaming obscenities at his Captain and bouncing his badge off the man’s face.

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Teresa Maria Amarista-Macleod

 

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

 

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

 

Tough: +2/+6, Fort: +7, Ref: +7, Will: +12

 

Skills: Acrobatics 4 (+5), Bluff 12 (+15), Concentration 10 (+15), Diplomacy 12 (+15), Gather Information 12 (+15), Intimidate 12 (+15), Investigate 2 (+5), Knowledge (behavioral science) 2 (+5), Knowledge (life sciences) 2 (+5), Knowledge (physical sciences) 2 (+5), Knowledge (streetwise) 12 (+15), Notice 15 (+20), Search 2 (+5), Sense Motive 15 (+20), Survival 10 (+15)

 

Feats: Beginner's Luck, Connected, Contacts, Defensive Roll, Eidetic Memory, Equipment 9, Evasion, Improved Initiative, Luck 3, Precise Shot, Seize Initiative, Skill Mastery 2 (Bluff, Diplo, Gather Info, Intim, KN (street), Notice, Sen Mot, Surv), Takedown Attack, Ultimate Effort (Will saves), Uncanny Dodge (Auditory)

 

Powers:

Telepathic (Super-Senses 11) (accurate: Mind Awareness, acute: Mind Awareness, analytical: Mind Awareness, awareness: Mind (mental), danger sense: Mental, extended: Mind Awareness 1 (-1 per 100 ft), radius: Mind Awareness, ranged: Mental, tracking: Mind Awareness 1 (half speed), uncanny dodge: Mental)

Telepathic Talents (Array 21) (default power: mental blast)

   Clairsentience (ESP ? (Array; affects: all types; Subtle 2 (unnoticable))

   Emotion Control 10 (Array; DC 20; Perception Area (Targeted), Selective Attack; Subtle 2 (unnoticable))

   Hallucination (Illusion 10) (Array; affects: all sense types, DC 20; Selective Attack; Phantasms; Progression, Area 2 (25 ft. radius))

   Mental Blast 10 (Default; DC 25; Subtle 2 (unnoticable))

   Stun 10 (Array; DC 20; Alternate Save (Will), Range 2 (perception); Subtle 2 (unnoticable))

Telepathic Translation (Comprehend 2) (languages - understand all, languages - you're understood; Affects Others, Perception Area (General); Sense-Dependent (Auditory))

Telepathic Veil (Concealment ? (all aural senses, all olfactory senses, all visual senses; Passive, Phantasm)

Telepathy 10 (DC 20, Adds: Communication 10, Mind Reading 10; Subtle 2 (unnoticable))

   Communication 10 (sense type: mental)

   Mind Reading 10 (DC 20)

 

Equipment: Arsenal (Masterwork Heavy Pistol, Masterwork Nightstick, Stun Gun), Binoculars, Cell Phone, Flashlight, Gas Mask, Handcuffs, Laptop Computer, Multi-Tool, Tessa's Car, Toolkit (Basic), Undercover Vest, Video Camera

 

Attack Bonus: +13 (Ranged: +13, Melee: +13, Grapple: +15)

 

Attacks: Emotion Control 10 (DC Staged/Will 20), Masterwork Heavy Pistol, +14 (DC 19), Masterwork Nightstick, +14 (DC 19), Mental Blast 10 (DC Will 25), Mind Reading 10 (DC Will 20), Stun 10 (DC Staged/Will 20), Stun Gun, +13 (DC Fort 17), Telepathy 10 (DC Will 20), Unarmed Attack, +13 (DC 17)

 

Defense: +13  (Flat-footed: +7), Knockback: -3

 

Initiative: +5

 

Languages: Spanish Native

 

Totals: Abilities 32 + Skills 31 (124 ranks) + Feats 26 + Powers 91 + Combat 52 + Saves 18 + Drawbacks 0 = 250

 

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Tessa's Car

 

Power Level: 10; Equipment Points Spent: 15

 

STR: +10 (30)

 

Toughness: +10

 

Features: Alarm 2, Navigation System 2

 

Powers:

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

 

Defense: -1, Size: Large

 

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 4 + Powers 5 + Combat 1 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

 

Age (as of Jan 2019): 191 chronological, 31 biological

Height: 5’ 9”

Weight: 125 lbs.

Ethnicity: Latina

Hair: Brown

Eyes: Deep blue (almost violet)

 

Background: Tessa Macleod is a most mysterious woman. She blew into NYC one day, joined the NYPD, and became both a Lieutenant and Detective Second Class. Somehow. Every time someone goes to find the people who hired or promoted her, they’re out of town on vacation. On assignment undercover. In a meeting across town. Always unavailable. All her listed references check out…but they’re always just as unavailable for direct communication. You can always leave them a voice mail, or send an email. But you will never, ever, get one on the phone or see them in person. She swears it’s completely innocent. Just strange coincidence. She, of course, is lying through her teeth. The truth is far stranger.

 

The original Tessa Macleod (Teresa Maria Julieta Margarita Macleod y Amarista) was born in on April 24, 1828 in Spanish California. She had many adventures, married a wonderful man named Gavin Ramsay, and raised four children (three of these were their blood; but only two of these were Gavin’s). She loved horses (especially golden palominos) and family. She was one hell of a woman. But like all humans, she grew old and tired. She died right as 1899 turned into 1900. This was the end of her story, but she would not be the last Tessa Macleod. The turning of the centuries is a powerful thing, both cosmically and magically speaking. People don’t typically die at that exact moment. They just…don ‘t. And of the very few that do, almost all are tragically ordinary and unremarkable people. Tessa Ramsay, who (with Gavin’s help) had founded a merchant dynasty that would endure for decades (if the Great Depression didn’t manage to destroy it), was not ordinary. So while the original went to her well earned eternal rest, dimensional duplicates rippled out into the multiverse.

 

The current Tessa is, of course, one of them. She appeared at age 16 (on her birthday, no less) with no background, and no explanation. She remembered her entire life. She remembered dying. But this was clearly not the afterlife. She was dressed in the simple peasant clothes she had chosen on that long ago birthday. This was not, however, either rancho. Or even San Francisco. Where was she? Why was she here? And why could she hear what people were thinking? This is the part where I would say she spent the next fifteen years figuring all of that out and building a life of her own in this strange new century. Except that would also be lying. The unique circumstances of her creation result in the periodic alteration of reality to fit her inside of it. And for her, time moves…jerkily, sometimes normal speed and sometimes at warp speed. So she really doesn’t actually know how she because an NYPD detective second class, rank lieutenant. It just kind of…happened. Also she’s apparently a member of a secret society of telepaths devoted to stopping telepathic crimes?

 

This was the point where she found an opportunity to save Edwin Christian from himself, and slowly become more and more integrated into events at NPC Investigations. She isn’t quite sure when she left the NYPD. Reality burped again. And how she got kidnapped by aliens is lost in a warp speed time block. Still…there’s things she can do. People she can help. Only God knows what happened to all the other telepaths. Tessa does not.

Tessa’s NPC Investigations role is Junior Associate.

 

Powers & Tactics: Tessa is a metahuman. See Edwin Christian for basics there. She is a psionic with telepathic powers. She can read minds, alter perceptions, assault psyches, infuse emotions, and all the usual telepath tricks. Her powers are quite subtle, to the point where only other telepaths can notice her doing anything at all. Her finest trick, in her opinion, is her Telepathic Translation. She’s also developed outstanding combat ability in general. Some of it was training, and some of it was unintentional telepathic osmosis. From her detective days, she still carries a masterwork nightstick, a masterwork heavy pistol, and assorted gear.

 

In a fight, Tessa borders on unstoppable to ordinary opponents. Her Telepathic Veil means they literally can’t detect her, and so her first attack is devastating. Clairsentience and Hallucination are used to gain advantage after that. She prefers to use her mundane weapons, but if they can’t get the job done she’ll start with Emotion Control, move on to Stun and finish (if necessary) with Mental Blast. She does, of course, have access to the full range of telepathic power stunts, and will use them on demand.

 

Personality: Tessa remains a hell of a woman, with a strength of will that few people possess. She is a fiercely independent, driven woman. She is kind hearted and empathetic without succumbing to sentimentality. She is quick witted and passionate, yet has a strong sense of propriety. These qualities, however, are a double edged sword. She is fundamentally incapable of bending to withstand life’s trials. She will always chance the breaking point rather than admit she’s having any troubles.

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Elinah Monroe

 

Power Level: 8; Power Points Spent: 120/120

 

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

 

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

 

Skills: Bluff 4 (+8), Concentration 7 (+10), Diplomacy 4 (+8), Gather Information 4 (+8), Intimidate 4 (+8), Investigate 5 (+5), Knowledge (civics) 5 (+5), Knowledge (current events) 5 (+5), Knowledge (streetwise) 5 (+5), Medicine 2 (+5), Notice 5 (+8), Search 5 (+5), Sense Motive 5 (+8), Stealth 4 (+5)

 

Feats: Accurate Attack, Attractive (+4), Benefit 2 (Wealth), Dodge Focus 2, Equipment 2, Power Attack, Precise Shot

 

Powers:

Awakened Medium (Container, Passive 1)

   I See Dead People (Super-Senses 2) (counters concealment: Visual; Limited (to Concealed Undead))

   Spirit Speech (Comprehend 1) (spirits)

   The Past Lives In Me (Super-Senses 4) (postcognition; Uncontrolled)

Chilling Field (Force Field ? (+8 Toughness)

Ghostly Chill (Array ? (default power: blast, Feats: Accurate Attack, Power Attack, Precise Shot)

   Chilled Area (Environmental Control ? (Array; cold (extreme), Radius: 1000 ft.; Selective Attack; Range (touch))

   Icy Blast (Blast ? (Default; DC 23)

   Icy Objects (Create Object ? (Array; Max Size: 8x 5' cubes, DC 18)

   Numbing Chill (Healing ? (Array; Action (standard); Temporary)

   Poltergeisting (Move Object ? (Array; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons)

Possessed (Features 1) (Notes: The very cold spirit possessing her make give her advice or other aid at the GM's discretion. A circumstance bonus to the aided activity may also be applied at the GM's discretion.)

Recovering Touch Telepathy Addict (Immunity 1) (rare descriptor: Edwin Christian's Touch Telepathy)

 

Equipment: Camera, Elinah's Sports Car, Toolkit (Basic)

 

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

 

Attacks: Icy Blast (Blast 8), +8 (DC 23), Unarmed Attack, +8 (DC 17)

 

Defense: +6  (Flat-footed: +2), Knockback: -5

 

Initiative: +1

 

Languages: English Native

 

Totals: Abilities 24 + Skills 16 (64 ranks) + Feats 7 + Powers 38 + Combat 24 + Saves 11 + Drawbacks 0 = 120

 

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Elinah's Sports Car

 

Power Level: 8; Equipment Points Spent: 8

 

STR: +7 (25)

 

Toughness: +8

 

Powers:

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

 

Defense: -1, Size: Large

 

Totals: Abilities 1 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 5 + Combat 1 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8

 

Age (as of Jan 2019): 30

Height: 5’ 3”

Weight: 120 lbs.

Ethnicity: Kenyan-American

Hair: Black (pale blue when using powers)

Eyes: Dark Brown (pale blue when using powers)

 

Background: Elinah Monroe was normal once. Then she dated Edwin Christian. His powerful mind’s subconscious desires overwhelmed her weaker mind, slowly warping it so that she turned both willing and pliant. The whole process felt incredible, but on some level she knew what was happening to her. Her mind fought against it, and the struggle threatened to drive her insane. Fortunately, Tessa Mcleod intervened before things got too far out of hand, as referenced in Edwin Christian’s entry. And it was Tessa that helped her begin recovery, only to find something very curious. The process had triggered Elinah’s own metahuman powers. She could now both see and speak with ghosts, poltergeists, and all sorts of spirits. They simply would not leave her alone. It was enormously bothersome. Also, people were beginning to think she’d gone insane.

 

And then one spirit had the enormous gall to possess her. And get stuck. Just such a dick. To manage the chilly powers she got from the spirit, Tessa recommended NPC Investigations’ junior rotation. What the hell, it got her out of the house and away from the people who thought she needed to be institutionalized. Of the entire rotation, Elinah’s in the top five in total cases worked. And nobody thinks she’s gone insane anymore. For obvious reasons, she has never worked with Edwin Christian.

Elinah’s NPC Investigations role is Junior Associate.

 

Powers & Tactics: Elinah is a metahuman. Details on that can be found in Edwin Christian’s entry. She is a psionic, with the ability to see and speak with ghosts, poltergeists, and other spirits. She also has uncontrollable visions of past events.

She is also possessed by a ghost, giving her the supernatural ability to project immense cold. Chilling Field isn’t so much armor as a energy draining field that drains the power of attacks. She can blast foes with damaging cold, create ice shapes, and numb pain. And, of course, she can telekinetically move things as many ghosts can. Said ghost is conscious and capable of attempting to aid her. How well that works can vary some.

 

Elinah doesn’t get into many fights, and thus hasn’t developed much in the way of tactics. Between Icy Blast and Poltergeisting she can defeat most opponents without resorting to anything more fancy. Numbing Chill can keep her or a wounded ally functional until they can be seen by a doctor. And she’s beginning to discover just how useful being able to make shapes out of ice is. Barriers are one thing, but she’s only just thought of cages and the like. She can technically power stunt, but has no ideas at present.

 

Personality: Elinah was, and to some extent still is, a trust fund party girl. But time slows it’s march for no one, and so she’s slowly maturing away from that shallow and vapid creature. Though to be fair, that process started during her initial recovery from being addicted to Edwin Christian’s touch telepathy. She’s changed into a responsible adult, if a somewhat self centered and vain one. Think of Harmony, from the Buffyverse, only less…painfully stupid.

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Sofia Harmon

 

Power Level: 8; Power Points Spent: 120/120

 

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

 

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

 

Skills: Bluff 8 (+12), Diplomacy 8 (+12), Gather Information 6 (+10), Intimidate 12 (+16), Knowledge (arcane Lore) 5 (+5), Knowledge (civics) 10 (+10), Knowledge (theology & philosophy) 5 (+5), Notice 5 (+5), Sense Motive 5 (+5)

 

Feats: Attack Specialization 2 (Unarmed Attack), Attractive (+4), Dodge Focus 4, Power Attack

 

Powers:

Earth Control (Array 6) (default power: move object)

   Into The Earth (Burrowing ? (Alternate; Speed: 250 mph, 2200 ft./rnd)

   Rock Platform (Flight 4) (Alternate; Speed: 100 mph, 880 ft./rnd; Platform)

   Earth Mover (Move Object 6) (Default; Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k; Range (perception); Limited Material (Rock/Earth))

   Shape Earth (Shape Matter 6) (Array; Transforms: 50 lbs.; Duration (continuous); Distracting, Limited (Rock/Earth), Range (touch))

   Sudden Quake (Trip ? (Array; Burst Area (40 ft. radius - General); Range (touch); Improved Throw)

Might of Earth (Container, Passive ?

   Density 6 (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent)

      Immovable 2 (Resist Movement: +8, Resist Knockback: -2)

      Super-Strength 2 (+10 STR carry capacity, heavy load: 51.2 tons; +2 STR to some checks)

   Enhanced Strength 4 (+4 STR)

   Protection 5 (+5 Toughness; Impervious)

   Super-Strength 4 (+20 STR carry capacity, heavy load: 51.2 tons; +4 STR to some checks)

 

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +12/+18)

 

Attacks: Sudden Quake (Trip ? (DC 18), Unarmed Attack, +6 (DC 25)

 

Defense: +6  (Flat-footed: +1), Knockback: -9/-11

 

Initiative: +1

 

Languages: English Native

 

Totals: Abilities 18 + Skills 16 (64 ranks) + Feats 8 + Powers 55 + Combat 8 + Saves 15 + Drawbacks 0 = 120

 

Age (as of Jan 2019): 18

Height: 5’ 1”

Weight: 525 lbs.

Ethnicity: Latina (Earth elemental soul)

Hair: Brown

Eyes: Gray

 

Background: Sofia Harmon didn’t exist three years ago, and the only other person on earth who knows that is her “sister” Sonya Harmon. Who is under a geas to say nothing of it because the Summer Queen of Faerie has a deep seated obsession with making every member of her Court obey her. Even if they were never meant to obey her in the first place. Hold up. Let’s take it back futher. The Elemental Lord of Earth had a daughter. This was not unusual in and of itself. The Elemental Lords periodically had children just like anyone else. The unusual part was that this daughter was an enormous pain in everyone’s ass. Granted, her parent spoiled her rotten. But she was simply the worst spoiled haughty brat anyone could possible imagine. The Summer Queen decided to kill two birds with one stone, so to speak. Sonya Harmon (humanized Elemental Lord of Fire) owed a debt, and the Queen wasn’t finished making her life a living hell anyway. So presto, the spoiled haughty brat was now Sonya’s kid sister, and she was not permitted to speak of it. The mortals would not know the difference. The newly minted Sofia was Sonya’s problem now. Either the brat would shape up in the mortal realm, or Sonya would capitulate to the Summer Queen. Either result was acceptable. What the Summer Queen did not anticipate was the sheer bloody minded stubbornness of the two women. Sonya will capitulate & Sofia will drop the attitude sometime after the heat death of the universe. And so after butting heads for a while, they both came to realize the source of their problems was the Summer Queen. Can you say, “alliance”?

Sofia’s NPC Investigations role is Receptionist.

 

Powers & Tactics: Sofia Harmon has the soul of a greater earth elemental. Specifically, one with the capability to become the Elemental Lord of Earth. As such, she’s a hell of a lot stronger, tougher, and heavier than the relatively fragile young girl she appears to be. She also has significant mental control over rock and soil, able to will earth and stone to move. She can burrow, fly on a rock, lift and throw earth and stone at range, cause localized earthquakes, and even shape earth and stone as if they were no more than soft clay.

 

Tactically, Sofia is completely straight forward. The vast majority of her opponents literally can’t hurt her (being the rough equivalent of unpowered humans with guns), so she closes to melee range and punches them. Hard. She is capable of power stunts with her array, but in her utter arrogance does not deign to do so.

 

Personality: Even two years in the mortal realm could not change the crown princess of the earth elementals. She is still an entitled, haughty, arrogant, spoiled brat. One would expect that such an exterior would be hiding significant insecurities, but no. This is who she is. With that said…she has learned tact and that there is such a thing as the right time and place for certain things to be said. No more constant whining. She has developed a sense of noblesse oblige. Meaning that in her clear and obvious superiority she has a responsibility to aid the hapless mortals. But make no mistake. This does not mean she likes them. Empathy is not her strong suit, though she tries. She doesn’t like seeing people sad or hurt. She does seem to be a good person aside from her glaring personality flaws.  Look, she’s a tsundere, all right? Albeit one free of any romantic entanglements.

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Immortia (Tia Hammond)

 

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

 

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

 

Tough: +3/+8, Fort: +7, Ref: +7, Will: +10

 

Skills: Acrobatics 6 (+8), Bluff 12 (+15), Craft (artistic) 3 (+5), Craft (electronic) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 5 (+8), Escape Artist 13 (+15), Gather Information 7 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 2 (+4/+12), Knowledge (technology) 3 (+5), Language 5 (+5), Medicine 3 (+5), Notice 13 (+15), Search 8 (+10), Sense Motive 8 (+10), Stealth 13 (+15), Survival 6 (+8)

 

Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (ranged) 5, Attack Specialization 2 (Unarmed Attack), Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Attack, Dodge Focus 5, Equipment 2, Improved Aim, Improved Initiative, Improvised Tools, Inventor, Master Plan, Master Plan 2 (tactics), Power Attack, Precise Shot, Skill Mastery (Bluff, Escape Artist, Notice, Stealth), Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Agent Zero's Soul Gem (Device 7) (Hard to lose; Subtle 2 (unnoticable))

   Agent Zero's Soul (Enhanced Trait 4) (Traits: Knowledge (tactics) +8 (+12), Feats: Master Plan, Master Plan 2 (tactics))

   Golem-like Durability (Protection 5) (+5 Toughness; Impervious [1 extra rank])

   Might of a Golem (Super-Strength 7) (+35 STR carry capacity, heavy load: 25.6 tons; +7 STR to some checks)

   Strength of a Golem (Enhanced Strength 6) (+6 STR)

High Tech Rifle (Device 9) (Easy to lose)

   Rifle Settings (Array 20) (default power: - linked powers -; Reversible)

      Force Field Projector  (Snare ? (Array; DC 18; Regenerating, Suffocating, Transparent)

      Freezing Ray (Linked)

         Freezing Snare (Snare ? (Linked; DC 18)

         Freezing Stun (Stun ? (Linked; DC 18; Range (ranged))

      Infinity Blaster (Blast ? (Array; DC 23; Autofire (interval 2, max +5), Penetrating, Secondary Effect)

      Petrification Beam (Transform ? (Array; affects: broad > 1 thing - flesh to stone, Transforms: 250 lbs., DC 18; Duration (continuous))

      Tranquilizer Shot (Fatigue ? (Array; DC 18; Autofire (interval 2, max +5), Range (ranged), Secondary Effect)

Immortality Zone (Container, Passive 12) (Custom (Container 11.8))

   Immunity 1 (aging; Affects Others, Burst Area (5-125 ft. radius - General); Progression, Increase Area 4 (area x25))

   Regeneration 20 (recovery bonus 10 (+10 to recover), resurrection 10 (instantly), DC 30; Affects Others, Burst Area (100 ft. radius - General); Limited (Resurrection can only prevent Dying from becoming Dead; cannot Resurrect those already Dead) [10 ranks only]; Persistent, Regrowth)

 

Equipment: Binoculars, Camo Clothing, Flash Goggles, Gas Mask, Multi-Tool, Night Vision Goggles, Rebreather, Video Camera

 

Attack Bonus: +7 (Ranged: +12, Melee: +7, Grapple: +12/+19)

 

Attacks: Force Field Projector  (Snare 8), +12 (DC Ref/Staged 18), Freezing Snare (Snare 8), +12 (DC Ref/Staged 18), Freezing Stun (Stun 8), +12 (DC Fort/Staged 18), Infinity Blaster (Blast 8), +12 (DC 23), Petrification Beam (Transform 8), +12 (DC Fort 18), Tranquilizer Shot (Fatigue 8), +12 (DC Fort 18), Unarmed Attack, +11 (DC 20)

 

Defense: +12  (Flat-footed: +4), Knockback: -7

 

Initiative: +6

 

Languages: Arabic, Chinese (Mandarin), English Native, French, Russian, Spanish

 

Totals: Abilities 28 + Skills 31 (124 ranks) + Feats 30 + Powers 116 + Combat 28 + Saves 17 + Drawbacks 0 = 250

 

Age (as of Jan 2019): 19

Height: 5’ 5”

Weight: 120 lbs.

Ethnicity: Unknown (appears to have both Caucasian and East Asian ancestry)

Hair: Brown (dyed), Grey (natural)

Eyes: Brown (contacts), Violet (natural)

 

Background: The story of Immortia would make anyone feel utter rage. She apparently had her powers from birth. She cannot die. Literally cannot. And anyone within 100-ish feet of her cannot either. The infamous Agency discovered this. Her parents were swiftly disappeared, and she became a lab rat. Immortality is a rare and precious thing in the Phoenixverse. Mere agelessness is incredibly difficult to attain. The price for it is often very high indeed and, considering it can be removed with the stroke of a weapon, it is far less useful than what Immortia possesses. Which is why the Agency’s scientists began their slow campaign to figure out the limits, source, and reproducibility of her powers. On the first point, they found the 100-ish foot limit. They discovered her Regrowth, as well. As for the rest…they got nothing. And they tried everything. Crushing. Slashing. Piercing. Burning. Freezing. Irradiation. Electrocution. Asphyxiation. Poisoning. You name it, they tried it. In hundreds of different ways and combinations. Her limbs and organs grew back. Not particularly fast, but they grew back. So cutting them away now and again (for more experimental material) wasn’t an issue. It wasn’t like she would die, after all. The Agency scientists never bothered with even the most basic of sterilization procedures, aside from enough to protect themselves and their data. It didn’t matter if she got an infection or any kind of sick, after all. It wouldn’t kill her, so she’d recover eventually. And who cared about scarring, anyway? She didn’t have to be pretty to be useful. So they reached out into the darkest of magics. Gods long forgotten, and for good reason. The most unethical of genetic and biochemical science. The most advanced technology known to mankind. Nothing worked. She grew from toddler to grade schooler as a test subject, not a person. Then, during a routine transfer to another facility, she met Agent Zero.

Frank Hammond had been an excellent soldier. He had served the United States well during his terms of service, and after mustering out he served the private military corporation he worked for just as well. Unfortunately, said PMC was owned by the Agency. Frank was getting on in age a bit, and they wanted to keep him around. So a magical division murdered him and bound his soul to a sandstone golem. His wife and daughter were told he was killed in action. They buried his body none the wiser. A person’s memories are stored in the brain, not the soul. So it was trivial to program the new Agent Zero to perform his missions as eagerly and well as the old Frank Hammond had. Only now he was super strong, bulletproof, and tireless. The years blurred into each other. Agent Zero would’ve served his masters until someone finally managed to fully destroy the soul gem at his heart, except for one routine subject transfer.

Immortia simply sat and did nothing as the transport van rolled along the road. Agent Zero looked at her without any need to blink or change his gaze. Unbidden, memories bubbled up. Memories of someone who wasn’t him, doing things he never did. This was strange, as Agent Zero did not know he had ever been anyone else. Perturbed for the first time in years, he request to be put on guard duty for subject Immortia. As there were no missions urgently demanding his attention at the time, his handlers agreed to it. There had been some…concerns…over how mindless he had become over the years and so it was good to see him taking a little initiative. Thus it was settled. Agent Zero was Immortia’s guard. He took her to all her procedures, and brought her back when they were finished. He was within 100 feet of her at essentially all times. And then something entirely unexpected happened. Something…shifted…in his soul gem. The perfect soldier’s conscience returned. A tiny piece of Frank Hammond had been, impossibly, resurrected. When they came to get Immortia for her next procedure, Agent Zero went rogue. In full action hero style, he killed every Agency combat asset in the building and took the 8 year old girl out of there into the open world. Thus began the tale of Agent Zero and Immortia.

It was not, however, anywhere near where it ended. They spent the next decade on the run. Sometimes they got captured and had to escape. Sometimes there was just a hellacious fight. Other times it was ducking out of town just ahead of pursuit. Or the Agency sicced local law enforcement on them. You know, the usual fugitive stuff. He taught her how to fight. He taught her how to read and write. But most importantly, he treated her like an independent person and not an object to be used. He gave her a name of her own. As time went on, little bits of Frank Hammond kept floating to the surface. It was as if Immortia’s powers were trying to resurrect a dead man who didn’t even have a body. But neither of them knew they were on a time limit. Even with magic, there’s no such thing as a free lunch. Agent Zero’s sandstone form was powered by the magic charge in his soul gem. He could heal himself, something strange for a nonliving thing like a golem, by absorbing sand or finely ground rock (which is what sand is). This took a little energy from his soul gem’s charge. Before, his charge could be casually topped up by Agency magicians at any time. But as a fugitive, this was not available. After a decade, he began to run out. His healing power sputtered and stopped working. He started, for lack of a better term, malfunctioning in various ways. Forgetting things. Spacing out. Like he was sliding into become a mindless automaton. Or worse, an inanimate lump of rock. They searched for a magician who could help them, but were unable to find one. At last, Agent Zero’s power ran too far down, and the unthinkable happened. His body fell apart into a pile of sand. Immortia, heartbroken, took his soul gem on the run alone. Soon afterward, the Agency found her again. Without her super strong, bulletproof protector, she was captured. On her own, there was no hope of escape. All was lost.

Or, not. Agent Zero knew Hayden Street. Knew he was a magician (but not which one, of course). He had arranged, very early in their fugitive days, for the private detective to take over for him if the golem ever became incapacitated. Of course, eleven years later, Hayden Street no longer existed (having been replaced by his true self, Roger Simon). So the file and notification, through an annoyingly long process (somewhat expedited by Radical Dreamer of the Exiles), ended up on Penny Nihara’s desk at NPC Investigations. None of her colleagues and friends had ever seen her so coldly furious. She tracked down the location of the lab that had Immortia (conveniently it was right in NYC) and shinobi assassin’d all 25 Agency assets inside. Shortly afterward, Tia Hammond was the latest junior associate at NPC Investigations, with Harmony Perez working on how to get Agent Zero up and running again.

Tia’s NPC Investigations role is Junior Associate.

 

Powers & Tactics: Immortia is completely and utterly immortal. Literally nothing done to her physical existence can cause her demise. Her soul cannot be removed from her body under any circumstances. The Agency magician who tried had the magical power backlash on him. The explosion was quite impressive, and wiped the entire compound off the map. This does not mean she is immune to damage or mortal concerns. Quite the opposite. Though her body may wither or even be completely destroyed, if given time to recover she will come back from anything. Anything. Seriously. The Agency literally nuked her once. Her body seemed to be instantly incinerated. They thought she was dead. But as the smoke cleared there she was, suffering from horrifying burns and more severe radiation poisoning than any being that has ever lived. But in time she got better. And this was one occasion where Agency scientists saw fit to administer medical care. Not out of concern for her well being, but their own. Can’t experiment on a lethally hot girl, after all. The proposal to test her against a star was soundly rejected (how would they retrieve her?), as was a proposal to expose her to Ebola (she’d produce hazardous material by the gallon and how do you get it out of her?). Her immortality also applies to every living thing within approximately 100 feet of her.

The source of her absolute immortality remains unknown. It is beyond anything mutant & metahuman powers can do. There isn’t a god that can both give someone this level of power and hide their signature energy this well. If technology did this, it’s so far beyond being indistinguishable from magic that it might as well be magic. Speaking of, the magic power required to permanently do this to someone on the level it has been done outstrips every known magician combined. Not to mention, her immortality seems to be a literal law of the universe. The only universes where she has actually died are the ones where the laws of reality itself had broken down.

Aside from her immortality, she carries two devices. One is Agent Zero’s Soul Gem, and the other is a High Tech Rifle stolen from the Agency years ago. Agent Zero used it as his primary weapon after acquiring it, and made sure she was also qualified in its maintenance and use. The Soul Gem provides her with significantly increased physical strength and durability, as it did to Agent Zero’s sandstone body. It required a charge of magic power to do this on its own, but worn by a living person can easily function off their excess life force. She also has access to Agent Zero’s tactical knowledge and planning abilities. She does not have any access to Frank Hammond’s soul. She can only feel her surrogate father figure’s presence inside, and feel it twitch in response to her presence. The High Tech Rifle (it has an official name, but that’s from the Agency and screw them) has five regular settings. The Infinity Blaster (the base setting) never seems to stop firing, especially when used repeatedly. Seemingly endless energy bolts assault the target, penetrating even the thickest of armor. The Force Field Projector snares the target in tight energy bindings. They regenerate, restrict the target’s airways, and cannot be broken by outside force. The Freezing Ray is similar in that it snare the opponent in bindings, but these are made of ice and the target is forced to resist the bitter cold of the beam as well. The Petrification Beam is exactly what it says it is. It turns those targeted with it to stone until such time as something else undoes the effect. And lastly, the Tranquilizer Shot is slightly misnamed. Modeled after the Infinity Blaster, a seemingly endless barrage of sleep inducing energy waves gentle ease the target into dreamland, thus not inflicting actual damage.

 

Tactically, Immortia favors the Infinity Blaster as her bad guy defeater of choice. However, the Force Field Projector and Freezing Ray have proven to be very useful over the years, and the Petrification Beam can remove troublesome enemies entirely. If disarmed, she has her boosted strength from Agent Zero’s Soul Gem and a great degree of skill in unarmed striking. She is also not too proud to simply run if too outnumbered or outmatched. Immortality does not mean that injuries don’t hurt.

 

Personality: Immortia is, well, damaged. She’s twitchier than a squirrel on meth. She jumps at shadows. She sleeps poorly, awakening several times a night. It’s not specifically because she’s afraid (though she is). It’s because paranoia rapidly became a survival trait while on the run. She clings to Agent Zero’s Soul Gem as her only solace in a cold and cruel world. The Agency was utterly, utterly ruthless in pursing her and so she simply doesn’t get attached to anyone. Soon enough they’ll either be killed or betray her to them. Even Frank couldn’t last forever, and he wasn’t alive to begin with. She carries herself like the desperate, terrified survivor she is. With that said…there’s something different about Penny Nihara. She’s seen Carla’s, Edwin’s, Sonya’s, and even Harmony’s type before. But Penny reminds her of Frank. Killers with honor. That’s why Tia Hammond is the newest member of the junior associate rotation.

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Eiko Takanouchi

 

Power Level: 8; Power Points Spent: 120/120

 

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

 

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

 

Skills: Acrobatics 9 (+10), Craft (artistic) 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (arcane Lore) 8 (+10), Knowledge (art) 8 (+10), Knowledge (civics) 8 (+10), Knowledge (history) 8 (+10), Knowledge (streetwise) 3 (+5), Knowledge (theology & philosophy) 8 (+10), Language 1 (+1), Medicine 1 (+5), Notice 8 (+12), Sense Motive 8 (+12), Survival 6 (+10)

 

Feats: Attack Focus (ranged) 5, Attack Specialization 2 (Masterwork Katana), Defensive Attack, Dodge Focus 5, Equipment 2, Improved Aim, Improved Initiative, Precise Shot, Quick Change, Ritualist, Uncanny Dodge (Auditory)

 

Powers:

Blessed Bow and Arrows (Device 4) (Easy to lose, Restricted use (Shrine Priestess/Miko Training); Subtle (subtle))

   Blessed Arrows (Array 9) (default power: blast)

      Blazing Thunder Arrow (Dazzle 6) (Array; affects: 1 type + visual - auditory, DC 16)

      Blessed Chain Arrow (Snare 6) (Array; DC 16; Regenerating)

      Holy Lighting Arrow (Blast 6) (Default; DC 21; Autofire (interval 2, max +5))

Blessed Outfit (Device 1) (Hard to lose, Restricted use (Shrine Priestess/Miko training); Subtle (subtle))

   Protection 4 (+4 Toughness, Feats: Quick Change)

 

Equipment: Masterwork Katana (Masterwork Weapon, Sword)

 

Attack Bonus: +5 (Ranged: +10, Melee: +5, Grapple: +6)

 

Attacks: Blazing Thunder Arrow (Dazzle 6), +10 (DC Fort/Ref 16), Blessed Chain Arrow (Snare 6), +10 (DC Ref/Staged 16), Holy Lighting Arrow (Blast 6), +10 (DC 21), Masterwork Katana, +10 (DC 19), Unarmed Attack, +5 (DC 16)

 

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

 

Initiative: +5

 

Languages: English, Japanese Native

 

Totals: Abilities 24 + Skills 25 (100 ranks) + Feats 20 + Powers 20 + Combat 20 + Saves 11 + Drawbacks 0 = 120

 

Age (as of Jan 2019): 544 (original birth) / 36 (modern birth) / 18 biological

Height: 5’ 1”

Weight: 105 lbs.

Ethnicity: Japanese

Hair: Black

Eyes: Dark Brown

 

Background: Eiko Takanouchi’s life has been…complicated. She was born (under a different name and without a surname as was common in the period) near the start of the “Warring States” (or Sengoku) Period in medieval Japan. She was a peasant, orphaned as a consequence of one of the many battles that wracked Japan at the time. A reasonably well to do Shinto shrine took her in and trained her as a shrine priestess, or miko. She aided her teachers by battling demons in both oni and yokai flavors. She proved to be surprisingly capable, but in the end she was only mortal. A particularly persistent and powerful demon killed her. Her priestly allies put together a last ditch ritual to save her. Someone so worthy should be reincarnated immediately, if for no other reason than to bring back such a potent champion. Unfortunately, due to said demon’s interference and the struggle of the priests to resist his influence, the spell’s effect was…delayed. By nearly five centuries.

Eiko was born in Tokyo in 1982. Without the shrine priests around (simple time causing a loss of records and the Age of Science greatly diminishing their already small numbers) she did not remember her prior life, instead growing up a normal girl. Until, after her first day of high school, she fell down an old well rescuing a puppy. When she crawled out, she was in Sengoku era Japan, in a different well, 50 years after her original self had died. Where a half demon hybrid waited for her. Her return and need for a defender had been prophesied. What followed was three years of off and on adventuring, as the wells worked both ways, but only for her. The two (and the allies they acquired along the way) battled many demons. She met her former self, resurrected as a soulless (but not mindless) puppet, and started to slowly regain her memories of that life. Her former self was both ally and enemy in equal measure, culminating in a tremendous battle against the demon who had killed her the first. The victory was a total team effort, and even then it cost her former self her existence. The two merged together to form one (finally) complete being. Not long after, the magic of the wells began to fade. Eiko was faced with a terrible choice. Her wacky band of friends and the love of her life (said half demon hybrid), or her family, normal friends, and modernity? The former made it easier for her by telling her to return to her life. She was a reincarnation, not the same person. Go home, Eiko. Her love (being a young member of a demonic species with formidable longevity) promised to meet her when she returned to Tokyo. Or rather, Edo, as it was named at the time. With tearful final goodbyes made, she went through the well/time portal one last time. Naturally, this was when things went sideways again.

 

Eiko Takanouchi, the real one, did not return to Tokyo at all. She did not return anywhere for 18 years. Roger Simon, nefarious deathbanned wizard (in those days he still existed as Hayden Street) sought an equal disguise/alternate persona to his own for his partner, Eve. His spell grabbed hold of Eiko mid transit and placed her in stasis, while Eve slipped into a perfect copy of her body and mind, and assumed her life. Even when Eve discarded the persona, the spell remained active on Eiko. Until Eve was Dusted, breaking the spell entirely. Unfortunately, this mean that Eiko was Dusted as well. But when that was undone, both Eve and Eiko reappeared beside each other. Such a mess. Eiko’s only goal at working for NPC Investigations is to get enough money to fly home to Tokyo and find out what the hell has happened to her life. Also, because she was in magical stasis, she hasn’t aged a day and for her no time has passed.

Eiko’s NPC Investigations role is Junior Associate.

 

Powers & Tactics: In her day, Eiko was one hell of a miko. Her skill with a bow and her divine magic arrows defeated many a vile demon. And her Blessed Outfit was practically a suit of plate mail available on demand. She was even as skilled with a blade as the most renowned samurai. She could even communicate with the kami (spirits/gods/more complicated than ol’ EP can handle in a quick aside like this one) and perform magical rituals to gain their assistance. However, times change, and her abilities that were once nigh miraculous are now merely excellent. She routinely carries three types of magic arrows. Blazing Thunder can blind and deafen. Blessed Chain binds the opponent in divine magic chains. Holy Lightning is, of course, a barrage of divine lightning in arrow form. In addition to her bow and quiver, she also carries a masterwork katana.

 

In a fight, Eiko’s arrows work just as well on humans as demons. Blazing Thunder and/or Blessed Chain are Plan A, so that Holy Lightning hits all the harder. These can, of course, fail. So Plan B is simply Holy Lighting Arrow itself. If disarmed of her bow, she still has her katana as well. She is very much used to (in both lifetimes) working with a partner or even a full team. So solo she’ll be far more cautious than one might expect. She can power stunt by having alternate divine magic arrows. All of the usual exotic save attack effects are on the table, with the ranged extra. She’s even used a Ward effect (Mind Control with the Conscious, Effortless, and Area Burst Extras and the One Command (Don’t Enter Area) and Range (ranged) Flaws) in the past.

 

Personality: Eiko is a very kind young woman, and highly empathetic. She is probably the most purely heroic among NPC’s employees. She is very honest, essentially incapable of deception. As a hunter of demons, she has an absolute intolerance for immoral and/or evil acts. With that said, she judges a given being based on their acts and not their bloodline. Humans can be as evil as any demon, after all. While she is usually calm and compassionate, when sufficiently provoked she can be reckless and short tempered.

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NPC in the Freedomverse

 

This isn’t hard at all. First thing, ignore the whole Icons (Eternity War and Endgame) stuffs. Obviously, nothing like that happened in the Freedomverse. Secondly, they’re a private detective firm that employs superpowered beings. They based out of New York City, so they probably swing down to Freedom now and again on cases. As previously stated, they’re explicitly not superheroes. They may end up playing the role from time to time, but it’s not their main schtick. So there’s no real conflict or alliance with any of the Freedomverse’s heroes. At least, not as such. There are probably heroes who think they’re wasting their gifts. And heroes who are suspicious of the sometimes shady and/or less than perfectly legal ways they resolve cases. Other than that, though? Fine and dandy.

 

Differences between Phoenixverse canon and Freedomverse canon: You know, I don’t know if there’s that much explicit differences? The ninja clans are probably under Dr. Sin’s thumb, or maybe they’re Katanarchists. But I don’t like either of those things. Japan and China historically have never gotten on well, and it’d take some drastic, noticeably public measures for the very Chinese Dr. Sin to retain control of the very Japanese ninja clans. Doesn’t sound like how either would roll. And maybe one of the clans is the Karanarchists, but it’s not Clan Nihara. The difference between metahuman and mutant doesn’t exist, so all metahumans are just mutants in the Freedomverse. The Fae are thinly sketched out in Book of Magic, and the Courts not all. I believe our member Gizmo’s done some work in that area, but he’s not put it in the Guidebook at the time of this posting so I dunno what it is. So Sonya and Sofia should be fine as is. Can’t think of anything else, nope.

 

As for how NPC Investigations get along with Freedomverse heroes, well…they don’t have a lot to do with them, normally? I mean, from time to time or in major crisis situations sure, but otherwise the agency’s just doing their jobs mostly. Superheroics and private detecting aren’t the same line of work, so there’s not a lot of interaction. The Freedom League knows they exist, certainly, but they’ve probably never met any of them. Claremont kids have a higher chance of having met one or two of them, but that’s because Claremont kids get into shananigans. AEGIS, on the other hand, they’ve most likely had a lot of dealings with. They get some of their work from law enforcement, after all, and I sincerely doubt that AEGIS would just ignore such a valuable resource. Even if they do have to pay a reasonable fee. And of course, there’s no friggin’ way they’re not keeping a wary eye on Penny Nihara for both themselves and UNISON. The files on the rest of the vets are probably a bit thick, as well. In fact, James Scott’s spy career is probably with AEGIS.

 

So You Want To Join NPC Investigations?

Congratulations, you’re a member of the junior associate rotation. You may pick up cases at your leisure. What, you thought this was gonna be super detailed or something? Nah. That’s the whole point of the junior associate rotation and their mostly anonymous nature. Just don’t get cocky and think you’re instantly tagging along with the partners and/or senior associates on every case. Mostly you’ll be working alone or with other junior associates. Honestly, this is best used as plot fuel or merely how you pay the bills. Because I will say it one more time. NPC Investigations is a private detective agency, not a superhero team.

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  • 6 months later...

Yas & Friends

 

This is quite literally Yas, her husband Tobias, and all their friends. It has all of the original Seawings, the later unofficial addition in Coyote, and even a few old friends from the first time Yas saved the world. The old crew and the new crew, all together. They’re basically still the Seawings of old. They just don’t go out on missions as often, as there’s a whole Guild to do that and they’ve got other things to deal with. Like kids. Yas and Tobias have Lucia, Rikki has Ting, Portia and (kind of) Coyote have Lucien and (again, kind of) Raven, Lucy and Willie have Charlie (and the younger ones), and Kaikoa has his responsibilities to his village. They also operate as a collection of heavy hitters when the other members of the Guild get in trouble they can’t get out of. And between Portia, Raheed, and Lucy they can hit like a freight train. Which isn’t to undersell the others, they can put on the hurt too, but not like those three. But yeah these are the veterans and OGs. They’re also the most recognizable members. Yas had two world saving adventures under her belt, and so she’s rather famous. Willie’s a politician these days in addition to having represented Palau in beach volleyball on the world stage, so he has a measure of fame as well. Rikki and Portia are known Seawings, Raheed is the only huge friggin’ dragon around, and Coyote is well, Coyote. That high of a Charisma score makes you famous wherever you go.

 

Additionally, those at PL 12 have earned a special free Benefit feat that slightly alters the rules on Extra and/or Extraordinary Effort for them. They’re detailed below. Raheed is omitted as he is a summon and thus cannot use Hero Points on his own.

 

Guild Member

Feat Name

Effect

Yasmine Sakaguchi

Master White Magician

Power Stunts of her White Magic are free outside of combat. They do not cost Fatigue.

Portia Rousseau

Demonic Potential

Extra Effort to increase a power’s ranks works as normal. However, Extraordinary Effort comes with an option. Normal effect, or apply the effects of Extra Effort to all Powers (even Permanent ones).

The Pacific Stranger

Wildly Untapped Potential

Extra Effort to increase ranks of Teleport is twice as effective, meaning it increases ranks by 4 instead of 2. This also applies to Extraordinary Effort, meaning with both Max Teleport rank is 18.

Coyote

Ultimate Trickster

May use Extra Effort to automatically succeed on a Bluff or Diplomacy check. This cannot be done in combat (meaning in initiative). If done with Distract or Fascinate, this is a Sustained (Lasting) effect and thus can only be broken by a successful Will save.

Lucy Hasegawa

Master Elemental Warlock

Power Stunts of her Elemental Warlock array are free outside of combat. They do not cost Fatigue.

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Yasmine Sakaguchi

 

Power Level: 12; Power Points Spent: 225/225

 

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

 

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

 

Skills: Acrobatics 9 (+12), Concentration 10 (+15), Diplomacy 10 (+15), Gather Information 10 (+15), Knowledge (arcane Lore) 17 (+20), Knowledge (theology & philosophy) 12 (+15), Language 5 (+5), Notice 10 (+15), Ride 7 (+10), Sense Motive 10 (+15)

 

Feats: Attack Focus (ranged) 4, Defensive Roll, Dodge Focus 2, Equipment 1, Inspire 5 (+5), Luck 3, Power Attack, Precise Shot, Quick Draw, Ritualist, Second Chance (Concentration checks to maintain powers), Skill Mastery (Diplomacy, Gather Info, KN (arcane lore), Ride), Teamwork 3, Uncanny Dodge (Auditory)

 

Powers:

Protective Ritual Enchantments (Protection 5) (+5 Toughness)

Summon Raheed, The Dragon King (Summon 15) (Heroic)

   Confuse 10 (Alternate; DC 20; Contagious, Secondary Effect; Accurate (+2))

   Healing 10 (Alternate; DC 20; Range (ranged), Restoration; Persistent, Regrowth)

   Nauseate 10 (Alternate; DC 20; Range (ranged), Secondary Effect; Accurate (+2))

   Paralyze 10 (Alternate; DC 20; Range (ranged), Secondary Effect; Accurate (+2))

   Stun 10 (Alternate; DC 20; Range (ranged), Secondary Effect; Accurate (+2))

Twin Enchanted Pistols (Device 6) (Easy to lose)

   Enchanted Pistol Shots (Blast ? (DC 23; Autofire (interval 2, max +5); Accurate 2 (+4), Affects Insubstantial 2 (full power), Precise, Variable Descriptor (Narrow group - Any Physical))

 

Equipment: Seawings Guild Hall

 

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

 

Attacks: Confuse 10, +14 (DC Will 20), Enchanted Pistol Shots (Blast 8), +16 (DC 23), Nauseate 10, +14 (DC Fort/Staged 20), Paralyze 10, +14 (DC Staged/Will 20), Stun 10, +14 (DC Fort/Staged 20), Unarmed Attack, +8 (DC 17)

 

Defense: +14  (Flat-footed: +6), Knockback: -4

 

Initiative: +3

 

Languages: English, French, Japanese, Palauan, Portuguese, Tahitian

 

Totals: Abilities 42 + Skills 25 (100 ranks) + Feats 26 + Powers 73 + Combat 40 + Saves 19 + Drawbacks 0 = 225

 

Age (as of Jan 2019): 29

Height: 5’ 4”

Weight: 120

Ethnicity: Mixed Japanese & Portuguese

Hair: Brown

Eyes: Blue

 

Background: Yasmine Sakaguchi saved the world more times before her 21st birthday than most professional superheroes ever do. Twice, for the record. Then she was an outlaw treasure hunter with the Seawings. Then they drifted apart as she got married and had her daughter, Lucia. Next she helped revitalized the Seawings into an Adventurer Guild instead of a quasi superteam. She’s technically the Guildmaster, but in practice she lets the guild mostly run itself. Notable exceptions include every single friggin’ time a mostly male, mostly conservative government tries to put the mostly female, mostly liberal Guild under its thumb. Granted, the Guild is probably the biggest collection of super powered combatants outside of Europe or North America. And their respect for national borders and sovereignty can be a little…nonexistent. With that said, Yas in her role as Guildmaster doesn’t mind cooperating with national or local officials. They can submit mission requests just like anybody else. It’s just when they start to try to turn the Guild into their personal army or start trying to enforce dress or behavior codes that Yas puts her foot down. The Guild is meant to be independent of all political and law enforcement structures. And Yas will absolutely walk into a majority Muslim nation’s Parliament while they’re in session in her sleeveless v-neck blouse, denim booty shorts, and knee high boots. With the two enchanted pistols holstered behind her. So that she can defend the Guild’s independence.

 

Powers & Tactics: Yasmine’s White Magic powers have grown. Her ability to summon Raheed has grown to the same degree. She has even recovered the ability to summon other beings, but rarely bothers as Raheed outstrips them all. She, in many ways, now truly a master White Magician. White Magic is, as previously stated in her first entry, a power that lets her control the functions of life itself. She can heal, confuse, sicken, paralyze, and stun as her usual assortment of non summoning spells. Her Enchanted Pistols have been retooled to be more powerful than ever before, and now even incorporeal beings aren’t safe from them. She even performed a White Magic ritual to toughen her body so she wouldn’t have to rely so much on body armor or dodging.

 

Tactically, Yas still dislikes using her offensive spells. Out in the open, she’s more likely to summon Raheed (so she can ride him) and start blasting away with her Enchanted Pistols. But sometimes she had to fight in interior spaces, or she’s disarmed, or they’ve just really managed to piss her off. Which is quite an achievement. She’ll throw her spells around with impunity then. Dislike does not equal hesitation. She’ll also whip out Inspire in team combat, effectively bumping her allies up two and a half Power Levels for a round. This tends to turn the tide of combat rather rapidly.

As for power stunts, only her Dazzle 10 (Visual & Auditory; Secondary Effect, Accurate) isn’t represented with her usual spells as it quite frankly isn’t one. She has a Fatigue 10 (Ranged, Secondary Effect, Accurate) as well, but that’s her “a friend can’t sleep” spell. Not so great in combat, that one. Her other spells are variants of her normal and previously mentioned spells, swapping Secondary Effect for Burst Area, or “buff” spells all of which are Boost with Total Fade. She can Boost things like Leaping, Impervious Toughness, Speed, or Super Strength. Raheed, as stated, is her strongest summon. It is the other summons thatmake up the majority of her remaining potential power stunts. Magnan (ice), Fuego (fire), Sylphie (wind), Molion (earth), and Thunderbird (electric) are PL 8 Energy Controllers, basically. They are all Summon 9 (Heroic). Alexandra (life) and Chronos (time) are also energy controllers, but PL 10. They are Summon 12 (Heroic). As previously stated, Raheed outperforms then all in combat, so she doesn’t summon them very often, even as power stunts. With that said, they have utility in one situation or another (Alexandra’s a phenomenal healer and Chronos can boost the speed of anyone or anything for example) so every now and then she’ll call on them. She has one last power stunt that she’s only used once, to turn the tide against a Lesser Demon Lord. Master White Magic: Divine Spell: Holy. Blast 12 (Autofire, Penetrating 9). It is under the Divine source descriptor, and not her usual Magic one and is (obviously) a Holy effect. She will only ever use it again under similarly desperate circumstances.

 

Personality: Yas is a sweetheart. Kind, empathetic, compassionate, brave, humble…look, pick a heroic personality trait and she probably has it. But anyone thinking she’s a pushover has a big reality check coming their way. She may be polite about it, but Yas is a grown woman with a will of her own. And while she may listen to other people’s ideas, once she decides something it’s final. She is a consummate master of Politeness Judo. She loves her husband Tobias and daughter Lucia very much, and is very protective of them. Not to a fault, but it can get in the way sometimes.

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Rebecca Heskett

 

Power Level: 11; Power Points Spent: 225/225

 

STR: +2 (14), DEX: +5 (20), CON: +4 (18), INT: +5 (20), WIS: +0 (10), CHA: +3 (16)

 

Tough: +4/+6, Fort: +8, Ref: +14, Will: +8

 

Skills: Acrobatics 10 (+15), Bluff 12 (+15), Computers 10 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 2 (+5), Disable Device 10 (+15), Disguise 2 (+5), Escape Artist 10 (+15), Gather Information 5 (+8), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Language 8 (+8), Medicine 5 (+5), Notice 10 (+10), Pilot 10 (+15), Sense Motive 10 (+10), Sleight of Hand 10 (+15), Stealth 10 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 3, Attack Specialization 2 (Mecha Daggers (Device 3)), Challenge - Improved Acrobatic Bluff, Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Roll 2, Dodge Focus 6, Eidetic Memory, Equipment 1, Evasion, Improved Critical 2 (Dagger Attack (Strike 5)), Improved Initiative 2, Improvised Tools, Inventor, Jack-of-All-Trades, Luck 3, Move-by Action, Power Attack, Quick Draw, Set-Up, Skill Mastery 3 (All 12 skills at +15), Takedown Attack 2, Taunt, Teamwork 3, Uncanny Dodge (Auditory)

 

Powers:

Always Be Prepared (Gadgets 2)

   Heavy Combat Gear (Power Setting) (Powers: Dagger Supremacy (Probability Control 1), Displacement (Concealment 4), Dodge Check (Luck Control 1), Superteam Player (Enhanced Trait 3))

      Dagger Supremacy (Probability Control 1) (Minimum Result: 1; Limited 2 (Mecha Daggers))

      Displacement (Concealment 4) (all visual senses; Limited (to miss chance))

      Dodge Check (Luck Control 1) (force a re-roll; Limited 2 (to attacks against Rikki))

      Superteam Player (Enhanced Trait 3) (Feats: Teamwork 3)

Mecha Daggers (Device 3) (Easy to lose, Only you can use)

   Dagger Attack (Strike 5) (DC 22, Feats: Improved Critical 2 (Dagger Attack (Strike 5)); Autofire (interval 2, max +5) [2 extra ranks]; Mighty)

Rikki's Speed Advantage (Container, Passive 2)

   Enhanced Trait 2 (Feats: Improved Initiative 2)

   Quickness 4 (Perform routine tasks at 25x speed)

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

Techie Grenade Belt (Device 5) (Hard to lose)

   Grenades (Array 11) (default power: blast; Custom (Array 10.5))

      Capture Grenade (Snare 7) (Array; DC 17; Burst Area (35 ft. radius - General))

      Concussive Grenade (Trip 7) (Array; Burst Area (35 ft. radius - General), Knockback)

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

      Razzle Dazzle Grenade (Dazzle 7) (Array; affects: visual senses, DC 17; Burst Area (35 ft. radius - General))

      Tech Bomb (Blast 10) (Default; DC 25; Burst Area (50 ft. radius - General); Unreliable (5 Uses))

 

Power Settings:

Anti Grav Pod (Power Setting) (Powers: Flight 5, Super-Strength 5)

Dive Bell (Power Setting) (Powers: Immunity 3)

Fire Shield (Power Setting) (Powers: Immunity 10)

Heavy Combat Gear (Power Setting) (Powers: Dagger Supremacy (Probability Control 1), Displacement (Concealment 4), Dodge Check (Luck Control 1), Superteam Player (Enhanced Trait 3))

Personal Dive Gear (Power Setting) (Powers: Immunity 3, Swimming 7)

Rocket Pack (Power Setting) (Powers: Flight 5)

 

Equipment: Seawings Guild Hall 5

 

Attack Bonus: +8 (Ranged: +8, Melee: +11, Grapple: +13)

 

Attacks: Capture Grenade (Snare 7) (DC Ref/Staged 17), Concussive Grenade (Trip 7) (DC 17), Dagger Attack (Strike 5), +15 (DC 22), Razzle Dazzle Grenade (Dazzle 7) (DC Fort/Ref 17), Tech Bomb (Blast 10) (DC 25), Unarmed Attack, +11 (DC 17)

 

Defense: +14  (Flat-footed: +4), Knockback: -3

 

Initiative: +13

 

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

 

Totals: Abilities 38 + Skills 41 (164 ranks) + Feats 38 + Powers 55 + Combat 32 + Saves 21 + Drawbacks 0 = 225

 

Age (as of Jan 2019): 27

Height: 5’ 0”

Weight: 100

Ethnicity: Mixed Chinese & Portuguese

Hair: Reddish Blonde

Eyes: Green

 

Background: Rebecca Heskett has helped save the world more times before her 21st birthday than most professional superheroes ever do. Twice, for the record. Then she founded the Seawings and was an outlaw treasure hunter. Then they drifted apart as Yas got married and had a daughter, Lucia. Next she helped revitalize the Seawings into an Adventurer Guild instead of a quasi superteam. More recently she’s finally gotten a steady boyfriend in Oliver LaRouche. Their relationship is an open one, but for them it works. Lastly she’s picked up a daughter of her own, sort of. Deep in an ancient ruin, she discovered a kid android and named her Ting. It means “enduring” or “timeless”, and both fit the apparently extremely advanced Ting.

 

Powers & Tactics: Rikki is still a low level speedster, tech specialist, and thief all in one. She’s twice as fast as she used to be, most likely as a result of reaching physical maturity. But it’s her tech that she fights with. Her Tech Daggers are improved. The increased power of their attack comes from her improved strength, but they are considerably sharper than they used to be. Her Techie Grenades are more powerful now, but remain relatively low level. They’re meant to make goonsweeping easier, anyway. Capture Grenade is adhesive netting, Concussive Grenade is knocks people away from its point of detonation, Ninja Grenade is a glorified smoke bomb, Razzle Dazzle Grenade is a high power flash bang, and Tech Bomb is just that-a big ol’ bomb. The big change is that now she carries bag of random inventions. Some sample ones are on the sheet, but honestly anything could be in there. There just aren’t any direct attacks or anything that’ll break her PL caps.

 

Tactically, Rikki favors her Tech Daggers in close combat. With that said, she’s not above through some Grenades to thin out numbers. She’s also a consummate team player. A favorite combo is her using both Feint and Taunt, following with Set Up so a heavy hitter (usually Portia, but there’s been others) can lay the foe out flat. Outside of that she’s unpredictable and more than a little reckless against foes she knows she can beat. She is rather unique in that despite having Power Attack as a feat she doesn’t use it that often. Her only power stunts would be from her Grenade Belt. Sleep Gas Grenade (Fatigue 5; Ranged, Cloud Area), and Stun Grenade (Stun 5; Ranged, Burst Area) are examples of this. Doesn’t happen a lot, though.

 

Personality: Rikki is…Rikki. Energetic, impulsive, reckless, relentlessly cheerful, etc. She’s the kind of thief that’ll steal both your money and your heart in one go. She’s a young woman who exists without even the concept of shame. This isn’t a slight on her by any means. She’s never once cared what anyone thinks, as long as she’s happy with the result. For Rikki, life is all about thrills and having fun. Other things can take precedence temporarily, but that always comes back to the fore when they’re finished with. She cares a lot for Oliver and has become quite attached to Ting. While she’ll help them if they need it, neither one will hold her back from living her best life.

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“The Dark Sword” Portia Rousseau

 

Power Level: 12; Power Points Spent: 225/225

 

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

 

Tough: +10/+14, Fort: +12, Ref: +8, Will: +10

 

Skills: Acrobatics 8 (+10), Diplomacy 7 (+10), Drive 3 (+5), Gather Information 7 (+10), Intimidate 17 (+20), Knowledge (arcane Lore) 3 (+5), Knowledge (civics) 3 (+5), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 13 (+15), Knowledge (theology & philosophy) 8 (+10), Language 8 (+8), Notice 7 (+12), Pilot 3 (+5), Sense Motive 7 (+12), Stealth 8 (+10), Survival 10 (+15)

 

Feats: Accurate Attack, Attack Specialization 2 (Unarmed Attack), Challenge - Improved Demoralize, Challenge - Improved Distract, Challenge - Improved Startle, Distract (Intimidate), Endurance (+4), Equipment 1, Fascinate (Intimidate), Improved Critical 2 (Dark Sword (Strike 4)), Improved Disarm, Improved Initiative, Interpose, Luck 3, Power Attack, Skill Mastery (Acrobatics, Intimidate, KN (tactics), Survival), Startle, Stunning Attack, Takedown Attack 2, Teamwork 2, Uncanny Dodge (Auditory)

 

Powers:

Dark Sword (Strike 4) (DC 29, Feats: Improved Critical 2 (Dark Sword (Strike 4)); Mighty)

Dark Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd)

Demonic Atavism (Container, Passive 12)

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

   Demonic Immunity (Immunity 10) (aging, life support)

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

   Demonic Senses (Super-Senses ? (counters concealment: Vision, counters illusion: Vision, darkvision, infravision, scent)

   Demonic Skin (Protection 4) (+4 Toughness; Impervious [4 extra ranks])

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

 

Equipment: Seawings Guild Hall 5

 

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

 

Attacks: Dark Sword (Strike 4), +10 (DC 29), Unarmed Attack, +14 (DC 25)

 

Defense: +10  (Flat-footed: +5), Knockback: -11

 

Initiative: +6

 

Languages: Chinese (Cantonese), English, French Native, Japanese, Palauan, Portuguese, Russian, Tahitian, Thai

 

Totals: Abilities 44 + Skills 30 (120 ranks) + Feats 25 + Powers 73 + Combat 40 + Saves 13 + Drawbacks 0 = 225

 

Age (as of Jan 2019): 28 (chronological), mid 20s (biological)

Height: 5’ 9”

Weight: 140

Ethnicity: French

Hair: White

Eyes: Red

 

Background: Portia Rousseau was a member of the French Special Forces out of Tahiti. Their final training mission in a cave went wrong, and everyone but her squad died. She herself was badly wounded and fell into the sea. Her powers activated, without which she would have died. At loose ends after that, she joined the Seawings. She was there when they saved the world, a vital part of it in fact. But like all good things, the team started to come to an end. They drifted apart. Yas got married an had a daughter. Rikki was busy rebuilding her home.  Portia found herself finally straightening out the loose ends of her life. She technically went AWOL, so she was in military court for a while. She received the equivalent of a dishonorable discharge, but no jail time. Extenuating circumstances to begin with, now she had superpowers (not permitted to serve as superpowers are generally treated like WMDs; there are treaties about it), and she’d been operating public as (mostly) a superhero. After that she joined in revitalizing the Seawings into an Adventurer Guild instead of a quasi-superteam. Through all of it she and Coyote have remained together. For a certain definition of together, anyway. Then she adopted a kid. Lucien was an orphan with a demonic atavism of his very own. He was having problems. Headed down a dark and dangerous road, especially for someone his age. So she took him in and gave him her name. So far it’s been rocky but okay. Lastly, she caught Raven (the Native American animal spirit) in her and Coyote’s bed. Coyotes was also there, but Raven was the only one who was naked. So Portia stabbed her through the heart before she could explain. Strangely, this did not kill Raven but instead reverted her body to that of a child. So Portia and Coyote kind of have two kids. Ish. Sort of. Their lives are so weird.

 

Powers & Tactics: As previously stated, Portia has a demon somewhere in her family tree. That day in the cave activated the atavism in her DNA, and it’s only grown in strength since. Before she was just pretty strong and tough, but not she’s legitimately a mid-tier powerhouse. Albeit one with excellent combat skills and an indestructible size changing black sword that goes elsewhere when she’s not holding it. She doesn’t need to breathe and isn’t susceptible to poison, disease, or even environmental issues. She’s stopped aging. Her senses have grown more inhuman. She can see through any concealment, illusion, and even full cave darkness. She’s friggin’ bulletproof, even against most vehicle mounted guns. All of those, however, are either what she originally had or improvements thereof. What’s new is that she can manifest leathery demonic wings to fly with. She’s not especially fast.

 

Tactically, don’t let that +10 attack bonus fool you, Portia’s terrifying. She uses Accurate Attack and Improved Startle liberally, so she can hit anyone. She even switches from Dark Sword to unarmed just to keep foes guessing. And there’s always Stunning Attack foes with more Toughness than Fortitude. Like those in heavy armor or sporting forcefields. Other than that, however, she’s a straightforward melee attacker. She has never power stunted. She’s capable, technically, but her standard abilities serve her well enough that she doesn’t.

 

Personality: Portia is one hard woman. Her first impression is cold, a little sadistic, and easily annoyed. It’s not…inaccurate, but it’s also not the whole picture. She was never a warm and cuddly woman, and her demonic atavism has had an effect on her psyche as well. With that said, she has a heart. She cares about her friends and to a lesser extent her guildmates. She’s deeply loyal and practices caution in all things. She’s just not particularly…demonstrative…with her emotions. And the demonic atavism has both quickened her temper and awakened an enjoyment of causing pain. She does her best to keep both in check, but it’s not easy. Fortunately, she has the entire guild to help. Her relationship with Coyote is an ongoing source of drama that Lucien and Raven have complicated further. She loves him, even if she’d never admit it.

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Raheed, The Dragon King

 

Power Level: 12; Power Points Spent: 225/225

 

STR: +15 (40), DEX: +1 (12), CON: +15 (40), INT: +0 (10), WIS: +3 (16), CHA: +3 (16)

 

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

 

Skills: Acrobatics 4 (+5), Bluff 2 (+5), Diplomacy 7 (+10), Intimidate 16 (+25), Knowledge (arcane Lore) 15 (+15), Knowledge (civics) 10 (+10), Notice 9 (+12), Sense Motive 9 (+12)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Benefit (King of the Dragons), Challenge - Improved Demoralize, Challenge - Improved Startle, Dodge Focus 5, Fearless, Grappling Finesse, Improved Grapple, Improved Pin, Interpose, Power Attack, Ritualist, Startle, Takedown Attack, Ultimate Effort (Toughness checks), Uncanny Dodge (Auditory)

 

Powers:

Draconic Might (Super-Strength 4) (+20 STR carry capacity, heavy load: 409.6 tons; +4 STR to some checks)

Draconic Senses (Super-Senses 6) (darkvision, extended (type): Vision 1 (-1 per 100 ft), infravision, scent)

Dragon's Breath (Damage 12) (DC 27; Shapeable Area (12 cubes of 125 cu. ft. (5x5x5) - 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 12) (+24 STR, +12 CON, +3 size categories; Permanent; Innate)

Hardened Scales (Impervious Toughness 10)

Magic Translation (Comprehend 3) (languages - read all, languages - speak all, languages - understand all; Limited (to Languages of Summoner (Yas)))

 

Attack Bonus: +4 (Ranged: +4, Melee: +9, Grapple: +40/+44)

 

Attacks: Dragon's Breath (Damage 12) (DC Staged/Tou ), Unarmed Attack, +9 (DC 30)

 

Defense: +9  (Flat-footed: +2), Size: Gargantuan, Knockback: -24

 

Initiative: +1

 

Languages: Draconic Native

 

Totals: Abilities 38 + Skills 18 (72 ranks) + Feats 25 + Powers 101 + Combat 32 + Saves 11 + Drawbacks 0 = 225

 

Age (as of Jan 2019): Really, really old.

Height: 64’ 0”

Weight: 125 tons

Ethnicity: Greenscale Dragon

Hair: None

Eyes: Red

 

Background: Raheed is from a parallel world where dragons reign supreme. And of all of them, he is their High King. Mightiest in combat and savvy enough to deal with any plots against him. But really what he’s best known for on our world is the White Magicians who make contracts with him. These contracts allow them to summon him into our world, though his power is constrained by the power of the White Magician. In modern times only one White Magician’s contract remains valid. Yasmine Sakaguchi’s contract. There’s not much more to it than that.

 

Powers & Tactics: Raheed is a gargantuan sized dragon. He is absolutely massive, and has the strength and durability to match. He stands at the pinnacle of both in the Guild. He breathes fire, flies with his wings, and has a tail. Complicated, his powers are not. He can see in the dark, into the infrared, and further away than normal humans. He can even identify individual scents to a degree superior to humans. He has one power that is unrelated to his draconic nature. As a summoned creature, he can speak any language his summoner does. As a side note, despite Yas essentially being a Master White Magician, she’s still not summoning him at his full power. His full size, certainly. Power, well…the one time she used a ritual to augment her summoning spell (it was one hell of an emergency)…he was clearly operating at least two and more likely four power levels higher than usual.

 

Tactically, Raheed is at first a simple creature. Smash, smash, and smash some more. Maybe breath some fire if smashing doesn’t work or isn’t available right this moment. Or if they’re being especially annoying grapple and crush (as this will not cost him his Dodge Bonus due to Grappling Finesse). This is because he’s so friggin’ strong and tough. Most opponents even if he misses by 4 or less still have to make a Reflex save to halve (avoid w/ Evasion) rank 12 damage. With opponents that are at least Large (or ones that manage to make him fail a non Reflex save by 5 or more), however, he changes tactics. Instead of free swinging without any regard for his opponent’s abilities, all his combat feats come out to play. Improved Startle is the order of the day, followed by full +5 All Out Power Attack. He does not forget he has Accurate Attack, though, and Improved Demoralize also has its uses. Grappling also remains on the table. With all that said, the one thing he never forgets to do is stay within one move action’s Flight range of Yas so he can Interpose for her if needed. He also will not hesitate to do it for any of the Defense shifted members of the Guild, should they be attacked without the benefit of their Dodge Bonus. As the only guild member with Ultimate Toughness (granted he’s using HP from Yas to make use of it), he knows that he can tank just about anything in a pinch. And there’s nothing like the sudden appearance of all 64 feet and 125 tons of pissed off dragon king to make the opposition reconsider their life choices.

 

Personality: Raheed has a distinctly alien mindset to humans. It’s probably easiest to think of him as an animal (a carnivorous predator, to be specific) uplifted into sentience. It does him one hell of a disservice, but it’s as close as humans can get to how he thinks. Humans are lesser beings to him. It’s not even ego. The limited version of him Yas summons outstrips virtually the entire species. So what humans feel and think is mostly irrelevant to him. Because he can eat them if they annoy him enough. Not that he would, but you understand. Otherwise they’re just a source of amusement. However, he’s not fool enough to ignore the evidence of his senses. Individuals can always be exceptional.  A few of the guild (Portia, later Samorn, and most recently Dallas) have earned his respect as warriors. And Yas has his respect as a fellow living being. He’s quite fond of her, really.

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Tobias

 

Power Level: 11; Power Points Spent: 180/180

 

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

 

Tough: +4/+6, Fort: +8, Ref: +14, Will: +8

 

Skills: Acrobatics 10 (+15), Bluff 11 (+15), Climb 7 (+10), Diplomacy 8 (+12), Gather Information 8 (+12), Knowledge (arcane Lore) 4 (+5), Knowledge (current events) 14 (+15), Knowledge (popular culture) 4 (+5), Knowledge (theology & philosophy) 4 (+5), Language 6 (+6), Notice 10 (+12), Sense Motive 13 (+15), Stealth 5 (+10), Swim 12 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 6, Beginner's Luck, Challenge - Improved Acrobatic Bluff, Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Elusive Target, Endurance (+4), Evasion, Improved Critical 2 (Ohana's Edge (Strike 5)), Improved Initiative, Improved Throw, Improved Trick, Improved Trip, Interpose, Luck 3, Move-by Action, Power Attack, Quick Draw, Set-Up, Skill Mastery (Acrobatics, KN (current events), Sense Motive, Swim), Stunning Attack, Takedown Attack 2, Taunt, 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 3) (Easy to lose)

   Ohana's Edge (Strike 5) (DC 23, Feats: Improved Critical 2 (Ohana's Edge (Strike 5)); Penetrating; 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: +14, Grapple: +17)

 

Attacks: Ohana's Edge (Strike 5), +14 (DC 23), Unarmed Attack, +14 (DC 18)

 

Defense: +14  (Flat-footed: +5), Knockback: -3

 

Initiative: +9

 

Languages: English, French, Japanese, Palauan Native, Portuguese, Tahitian, Thai

 

Totals: Abilities 38 + Skills 29 (116 ranks) + Feats 42 + Powers 18 + Combat 34 + Saves 19 + Drawbacks 0 = 180

 

Age (as of Jan 2019): Late 20s

Height: 5’ 10”

Weight: 170

Ethnicity: Mixed Dutch and Indonesian (alternate world variant)

Hair: Golden Blonde

Eyes: Dark Brown

 

Background: Tobias was originally nothing more than 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 that was enough. He…was never quite a Seawing, not officially. He married Yas, they had their daughter Lucia, and everyone just started…drifting apart. It was sad, but that was life. Then came the revitalization into an Adventurer Guild and yeah, why not? He joined up too. What was he gonna do, not help out his wife and mother of his child? Ha, no. Don’t be goofy. So yeah. He’s just kind of around, providing a helping hand to Yas and the Guild when necessary. Doing the dad thing with Lucia. Mentoring the younger sword users like Charlie. Honestly, he does more for the Guild with emotional support and running the beach volleyball league than he does on missions or jobs.

 

Powers & Tactics: Tobias doesn’t have any superhuman powers. Never has. He’s just a freakish athlete with a powerful magic sword. Faster movement speed, further jumping, more resistant to extreme temperature, and less of a need to breath. He’s great at falling without injuring himself, and even wall running. His magic sword Ohana was a gift from Willie Teriong. It belonged to his deceased brother, Charlie (who Willie’s son was named after). Its enchantments make it more powerful and able to hit even incorporeal targets at full strength. That’s it.

 

Tactically, Tobias takes full advantages of his athleticism, Move by Action’ing between attacks. Improved Acrobatic Bluff and Improved Feint help set up stronger Power Attacks when necessary. When fighting alongside heavy hitting allies, he’ll use Set Up to give them a better chance of hitting. Improved Acrobatic Bluff + Taunt is a hell of a thing. Powerful enemies (like if his PL is clearly two more more below the opponent) he’ll use Defensive Attack to reduce his chances of being hit. There’s also Tricking and Tripping, but those are less used. He can’t power stunt.

 

Personality: Tobias is…Tobias. A good man, with endless courage. He’s normally cheerful and relaxed, but when the situation gets serious so does he. He’s unexpectedly empathetic, even if he doesn’t have any especially strong insight into people. He’s a hero for sure, but humble about it. What’s he’s not humble about is his beach volleyball prowess, and he shouldn’t be. He spent his childhood running away from his problems, and so now he tends to face things head on. He loves both Yas and Lucia with all of his heart.

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The Pacific Stranger (Oliver LaRouche)

 

Power Level: 12; Power Points Spent: 275/275

 

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

 

Tough: +3/+9, Fort: +8, Ref: +14, Will: +8

 

Skills: Acrobatics 12 (+15), Bluff 12 (+15), Concentration 12 (+15), Diplomacy 7 (+10), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (arcane Lore) 2 (+5), Knowledge (history) 12 (+15), Knowledge (tactics) 7 (+10), Knowledge (theology & philosophy) 2 (+5), Notice 12 (+15), Sense Motive 12 (+15), Stealth 12 (+15), Survival 7 (+10)

 

Feats: Accurate Attack, All-Out Attack, Challenge - Improved Demoralize, Challenge - Improved Feint, Defensive Attack, Defensive Roll, Evasion, Improved Aim, Improved Critical 2 (Blessed Sword Strike (Strike 7)), Improved Initiative, Luck 3, Power Attack, Precise Shot, Quick Change, Quick Draw, Skill Mastery (Bluff, Intimidate, Notice, Sense Motive), Startle, Stunning Attack, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Alien Plasma Grenade Launcher (Device 7) (Easy to lose)

   Plasma Grenade (Blast 12) (DC 27; Burst Area (60 ft. radius - General); Full Power)

Crusader's Blessed Sword (Device 3) (Easy to lose)

   Blessed Sword Strike (Strike 7) (DC 25, Feats: Improved Critical 2 (Blessed Sword Strike (Strike 7)); Penetrating [5 ranks only]; Mighty)

Enchanted Revolvers (Device 7) (Easy to lose)

   Revolver Shots (Blast 10) (DC 25; Autofire (interval 2, max +5), Penetrating [5 ranks only])

Human Wormhole (Teleport 10) (1000 ft. as move action, 200000 miles as full action; Accurate; Change Direction, Change Velocity, Easy, Progression, Mass (carry 250 lbs), Subtle 2 (unnoticable), Turnabout)

Magic Induced Agelessness (Immunity 1) (aging)

Omniglot (Comprehend 3) (languages - read all, languages - speak all, languages - understand all)

Weathered Poncho & Bandana (Device 3) (Hard to lose; Subtle (subtle))

   Immunity 9 (life support)

   Protection 5 (+5 Toughness; Subtle (subtle))

 

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

 

Attacks: Blessed Sword Strike (Strike 7), +14 (DC 25), Plasma Grenade (Blast 12) (DC 27), Revolver Shots (Blast 10), +14 (DC 25), Unarmed Attack, +14 (DC 18)

 

Defense: +14  (Flat-footed: +7), Knockback: -4

 

Initiative: +7

 

Languages: French Native

 

Totals: Abilities 36 + Skills 32 (128 ranks) + Feats 22 + Powers 108 + Combat 56 + Saves 21 + Drawbacks 0 = 275

 

Age (as of Jan 2019): 933 (chronological) Mid 20s (biological)

Height: 5’ 10”

Weight: 175 lbs.

Ethnicity: French

Hair: Sandy Brown

Eyes: Blue

 

Background: Oliver of Rouen (LeRouche came later, as surnames weren’t quite a thing at the time) was a young Frankish knight who volunteered for the First Crusade. He fought honorably and well, killing his fair share of Moslems for the greater glory of God and all Christendom. It was a different time, and the Oliver of today…well, it’s not that he regrets his actions, exactly. He was a product of his times and environment, and was among many thousands of knights just like him. At the time what they did was more or less considered the upright and moral thing to do. There were unscrupulous knights, of course, and even outright villains. People were still people. With that said, if he condemns himself he condemns many good men he personally knew. His feelings are quite understandably mixed. At any rate, his story did not truly begin until he and a few comrades found the cave. A tomb of a wizard from long ago, it held many wonders but also a terrible curse. Oliver himself took nothing; however his comrades secreted away a few trinkets. In fact, he had counseled against taking anything. When they returned with a pack horse, the cave was nowhere to be found. Over the following few years, the curse began to take its toll on the knights. Oliver, as he was no thief, was the least affected. They ceased to age and were afflicted with a terrible wanderlust. None of his comrades survived past the Second Crusade. But Oliver of Rouen safely returned home to his young wife, without any idea that his aging had ceased. They had children, and time simply rolled on. People were curious about his youthful looks, and the questions had mounted to the point where he willingly joined the Third Crusade to escape them. He did not know it then, but the wanderlust also played a role in this.

The Third Crusade was, as history records, kind of a disaster. And also where Oliver learned he could teleport. Nothing like trying to get away from Saladin’s forces in the desert and suddenly finding yourself on the shores of the Mediterranean. A knight, past 50 but still with the youth and strength of someone 30 years younger. A man of faith, who has had it questioned, now finds himself with a true supernatural ability he does not remember accepting. He was understandably upset. Oliver of Rouen was recorded as having died in the Third Crusade. He was not seen again in Europe for a century, so that everyone who knew him would be dead. And even then, he dropped the “of Rouen” from his name and so was a man without a hometown.

What was a man to do, being unable to age yet able to travel more effortlessly than anyone he had ever heard of? Indulge that wanderlust, of course. With that said, his story was not quite so simple. Wars, love, loss, and enough drama and action to fill a dozen doorstopper novels has been the life of Oliver LeRouche. Name a major historic event, and he was most likely in the thick of it. Even simultaneous occurrences, as befits a man who can be on the other side of the world in mere moments. He has been involved in incidents that will never make the public history books, either. Just about everybody “in the know” about such events knows him. He stood on the surface of the moon before Neil Armstrong was born. He sailed with Columbus, not that Columbus was aware of his presence. He discovered the truth behind the Roanoke colony disappearance with the Celtic Princess Keaira. As The Desert Stranger, he’s been a vital cog in the superheroic West since Americans first started moving out that way. He was a member of the original Seven Soldiers in the Wild West (featuring the ageless samurai [for he still serves a master even now] Jin, the wizard Cowgirl Janey, and the first man to call himself The Human Rocket). There was also the Pacific-based superhuman strike force in World War II (with the future Icon The Shining Guardian, Jin a second time, the second Human Rocket, and pre-experiment Wilder [of the Javier Academy]). And now, as The Pacific Stranger, he works with the Seawings Adventurer Guild. His life has been many things, but boring is not one of them. He has no living children, but the same can not be said of grandchildren and further down. He visits them, sometimes.

 

Powers & Tactics: Oliver has two superhuman powers, four devices, and nine centuries of linguistic experience. The former is a complete inability to age and the ability to for a single instant, make two points in space effectively fuse. The effect moves him from the first point to the second quite literally instantaneously. To a disorienting degree to anyone not used to the suddenness of it. Obviously, he’s used to it. Still, the rapid attacks other teleporters can do are beyond him, as rapid teleports of that nature disorient even him. Both are permanently imbued magical abilities and are not spells.

The devices he’s owned the longest are his Enchanted Revolvers and his Weathered Poncho & Bandana. They were gifts from Cowgirl Janey. The Revolvers are just that. Incredibly powerful revolvers that never need reloading. The Poncho & Bandana serve as body armor, and protection from environmental effects, disease, poison, and suffocation (hence how he stood on the moon without dying immediately). They are, of course, magical in nature. The Alien Plasma Grenade Launcher and Crusader’s Blessed Sword are much more recent acquisitions. The former is exactly what it says it is. It is technological in nature and launches potent plasma grenades. He picked it up during an interstellar adventure, after taxing his teleportation powers beyond their limits out of sheer curiosity. It’s a little bit broken, and thus the power of the Grenade cannot be adjusted. The Sword is a divine object, and no it’s not his original sword. That sword in is a cave on the Moon, where no one will likely disturb it. It was no special powers, he’s just sentimental. This Sword is a holy relic, carried by a First Crusader and passed down through the ages until it ended up in a small French Polynesian village where its family line had finally come to an end with a shot down WWII fighter pilot. The Seawings (with Oliver), thwarted the attempt of an evil cult to grab the Item of Power, and discovered it was a holy relic and thus useless to the cult anyway. In gratitude, the village elders gifted the Sword to the one white man present (because he looked the most like the final owner, you see). And so the one time Crusader had a Crusader’s sword.

Nine centuries of linguistic experience means he’s basically an omniglot. There are few languages on Earth he isn’t fluent in, and those he can pick up through a few minutes’ conversation. It’s kind of amazing, actually, but it’s not a superhuman power. Just a little aptitude and a lot of practice.

 

Tactically, Oliver is kind of terrifying. Centuries of combat experience. The ability to attack from almost any angle. And no fear of falling whatsoever. He prefers ranged combat with his Enchanted Revolvers, but he’ll clean house with the Alien Plasma Grenade Launcher when necessary. He hasn’t had to rely on his swordsmanship since the Age of Firearms was well underway, and thank God for it. There are entirely too many creatures that can make mincemeat out of a man in melee range. Still, it makes for a nice surprise on occasion, and there are foes that can be harmed much more effectively by Divine descriptors.

 

Personality: Oliver is a mystery wrapped in a conundrum inside an enigma, and he prefers it that way. Oliver LaRouche is a consummate Frenchman. Wine, cheese, baguettes, and (of course) sensual seduction. The Desert/Pacific Stranger is a walking stereotype of an American cowboy. If it’s a cowboy cliché, he’s probably doing it. And those are just his two most common personas. He’s had nine centuries to develop them all, so there’s a multitude to pick from. A chivalrous knight out to rescue the damsel fair. The gruff mentor and dispenser of sage wisdom. The happy-go-lucky party animal. He even mixes and matches. Combining the Frenchman and the cowboy is certainly a sight to behold. In all of them, however, there is a common thread. A sense of honor that will not permit him to take unfair advantage of someone else. They must consent before he takes any liberties of any kind, and any refusals are completely respected. The one persona he rarely shows is his real one, and for good reasons. Oliver of Rouen is tired and not a little sad. He is a very old man who has seen everyone he’s ever loved grow old and die. Sometimes without the growing old part first. And he knows that even those he cares for now will eventually be gone. All are dust on the wind. He could wallow in it, but he chooses to live for today. Anything else would be an insult to those who have loved him and wanted him to go on without them. Rikki has developed into his first great love of this century. One day soon, perhaps, he will tell her as much.

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Coyote

 

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

 

STR: +10 (14/30), DEX: +5 (20), CON: +10 (14/30), INT: +3 (16), WIS: +0 (10), CHA: +15 (24/40)

 

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

 

Skills: Acrobatics 10 (+15), Bluff 15 (+30), Diplomacy 10 (+25), Gather Information 10 (+25), Intimidate 5 (+20), Knowledge (arcane Lore) 2 (+5), Knowledge (history) 12 (+15), Knowledge (theology & philosophy) 12 (+15), Notice 15 (+15), Search 3 (+6), Sense Motive 15 (+15), Sleight of Hand 5 (+10), Stealth 10 (+15)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Attack Specialization 2 (Unarmed Attack), Benefit 2 (Wealth), Challenge - Improved Distract, Challenge - Improved Feint, Challenge - Improved Taunt, Connected, Contacts, Defensive Attack, Defensive Roll 2, Distract (Bluff), Dodge Focus, Evasion, Fascinate (Bluff), Improved Trick, Luck 6, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Diplomacy, Gather Infomation), Takedown Attack 2, Taunt, Ultimate Effort (Bluff check), Uncanny Dodge (Olfactory), Well-Informed

 

Powers:

Animal Spirit (Container, Passive 14)

   Comprehend 2 (animals - speak to, animals - understand; Narrow Group (coyotes))

   Coyote's Fang (Strike 4) (DC 29; Mighty)

   Enhanced Constitution 16 (+16 CON)

   Enhanced Strength 16 (+16 STR)

   Immunity 1 (aging)

   Leaping 3 (Jumping distance: x10)

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

   Super-Senses 17 (accurate: Normal Olfactory, acute (type): Olfactory, analytical (type): Olfactory, awareness: Divine (Olfactory), awareness: Magic (Olfactory), counters concealment: Olfactory, counters illusion: Olfactory, counters obscure (all): Olfactory)

   Super-Strength 4 (+20 STR carry capacity, heavy load: 12.8 tons; +4 STR to some checks)

Trickster (Container, Passive 7)

   Comprehend 2 (languages - understand all, languages - you're understood)

   Enhanced Charisma 16 (+16 CHA)

   Immunity 5 (entrapment)

   Luck Control 1 (force a re-roll, Feats: Luck 6)

   Multiexistence (Features 1) (Notes: There are many Coyotes. They have independent minds and wills, but they're all him. It's weird.)

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +20/+24)

 

Attacks: Coyote's Fang (Strike 4), +10 (DC 29), Unarmed Attack, +14 (DC 25)

 

Defense: +10  (Flat-footed: +5), Knockback: -6

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 31 (124 ranks) + Feats 33 + Powers 105 + Combat 28 + Saves 15 + Drawbacks 0 = 250

 

Age (as of Jan 2019): At least 12,000. Possibly over a million years. (chronological), Mid 20s (appearance)

Height: 6’ 1”

Weight: 180

Ethnicity: Native American (plains tribe variant)

Hair: Black

Eyes: Dark Brown

 

Background: Coyote was not born. He simply abruptly existed one day. There are many, many stories of him in the various mythoi of North America’s native tribes. Some are true. Some are lies he told. Some are lies told about him. At any rate, there he was. The First and Highest of all coyotes. Feared by some, worshiped by others, etc. He took lovers when he felt like it, discarded them in the same way. Probably had some children along the way. He wasn’t keeping a head count as who cared? Mortals passed away so quickly, after all. This was all well and good, but thank the Great Spirit (or whatever you call it, human) for the Industrial Revolution. Now he could go places and meet people so much faster. Ah, such good days. And then he met Portia, and the rest, well…Coyote doesn’t tell stories for free, you understand. Ask someone else if you want to know. Or you could make a deal with him. …no? Haha, such wisdom for a mortal. Okay, you get this for free. Coyote is a member in good standing of the Seawings Adventurer Guild. He is still in an extremely sexual relationship with Portia. He is a father figure (for good or ill) to Lucien. And he really, really is enjoying seeing his old rival Raven humbled and in the form of a child. It is wonderful.

 

Powers & Tactics: Coyote is a Native American animal spirit. This means all of his powers are divinely bestowed, even though he is not a god himself. And because he’s Coyote, that means he’s basically a canine totem. A mid tier powerhouse with a spectral bite attack and the inability to age who can converse casually with coyotes. Not any canine species, just coyotes. Yeah, he can run faster and leap higher than any unpowered human, and his sense of smell is kind of amazing (he can target enemies in combat with it, detect supernatural effects, and nobody can hide from it), but the real action is in his Trickster powers. Speaking any language. Charisma to burn. Can’t be grappled, snared, or otherwise trapped in one place. Bending probability itself in his favor, and his strangest one. Multiexistence means that there’s a lot of other Coyotes. This is not Duplication because it’s something that is, not something that he’s actively doing. And he has no command over them to begin with. They are their own beings with their own minds and wills. So they don’t like…show up much, but occasionally he can get some information or a favor out of one of them. How many other Coyotes are there? Even he doesn’t know. It’s somewhere between 10 and 7 billion. Probably closer to the lower end of that scale than the higher.

 

Tactically, fighting Coyote is a completely terrifying prospect. He has a virtually unbeatable Bluff check for Feinting and Taunting, as well as the Improved version of both. And that’s if he doesn’t just use Combat Diplomacy to talk whoever wants to punch him in the face into not doing that. He’s also got Improved Distract and all of the cap shifting combat feats. He hits exactly as hard as his lover Portia does and is just as tough (albeit using Defensive Roll to get there), but with his Bluff he’s always underestimated until it’s too late. And his Uncanny Dodge is Olfactory instead of the usual Auditory. Meaning that when everyone else gets caught out because they can’t hear the enemy coming…Coyote has already smelled them out.

 

Personality: Coyote is a combination of poor impulse control, narcissism, and an instinctive knack for making poor life choices. He is a goddamn walking disaster of a being. He is a liar and a trickster. It is literally his nature, and as he isn’t strictly speaking a human being, he cannot defy it. This does not, however, mean that he can’t twist his nature to suit his own purposes. He just has a knack, between his immense charm and significant intellect, of blunting consequences. He’s never outright malicious, but his tricks have left a trail of carnage and shattered lives in the past. He isn’t evil, per se, but disrespect what he is (as opposed to his personality, dress code, etc) at your extreme peril. Regardless of how he appears and behaves, he is not a mortal in any way. Human lives, in the abstract, mean absolutely nothing to him. There is real darkness in him. He is, after all, the First and Highest of a species of scavenging canine carnivores. His highest loyalty will always be to himself. With that said, his true feelings for the Seawings and the rest of the Guild are…complex. He cares what happens to them, to varying degrees. Portia being the one he cares for the most. But he is not a hero, their father, or their personal bodyguard. He is Coyote, and anyone who trusts him that completely is a fool who deserves what happens to them.

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Lucy Hasegawa

 

Power Level: 12; Power Points Spent: 180/180

 

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

 

Tough: +3/+15, Fort: +8, Ref: +8, Will: +15

 

Skills: Acrobatics 8 (+10), Diplomacy 7 (+10), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (arcane Lore) 12 (+15), Knowledge (history) 7 (+10), Knowledge (theology & philosophy) 2 (+5), Language 4 (+4), Notice 5 (+10), Sense Motive 10 (+15)

 

Feats: Accurate Attack, All-Out Attack, Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Dodge Focus 3, Evasion, Improved Initiative, Luck 4, Precise Shot, Skill Mastery (Intimidate, KN (arcane lore), Sense Motive), Startle, Uncanny Dodge (Auditory)

 

Powers:

Elemental Warlock (Array 23) (default power: blast; Variable Descriptor 2 (Broad group - Any Magic); Custom (Array 22.5))

   Elemental Burst (Blast 10) (Array; DC 25; Burst Area (50-2500 ft. radius - General), Selective Attack; Progression, Increase Area 5 (area x50))

   Elemental Control (Move Object 15) (Array; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons, DC 30; Damaging)

   Elemental Fury (Blast 15) (Default; DC 30; Autofire (interval 2, max +5))

Strapless Gothic Lolita Dress (Device 3) (Hard to lose)

   Enhanced Dodge Focus (Enhanced Trait 3) (Feats: Dodge Focus 3)

   Protection 12 (+12 Toughness)

 

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +10)

 

Attacks: Elemental Burst (Blast 10) (DC 25), Elemental Control (Move Object 15), +9 (DC 30), Elemental Fury (Blast 15), +9 (DC 30), Unarmed Attack, +9 (DC 16)

 

Defense: +9  (Flat-footed: +3), Knockback: -7

 

Initiative: +6

 

Languages: English, Japanese Native, Palauan, Russian, Tahitian

 

Totals: Abilities 34 + Skills 19 (74 ranks) + Feats 15 + Powers 61 + Combat 30 + Saves 21 + Drawbacks 0 = 180

 

Age (as of Jan 2019): 33

Height: 5’ 6”

Weight: 135 lbs.

Ethnicity: Mixed Russian/Japanese

Hair: Black

Eyes: Red

 

Background: Lucy Hasegawa was one of Yas’s protectors on her trip to sacrifice herself to save the world. Obviously, things went differently than anyone was expecting, thanks to Tobias’s courage and Yas’s own strength. In the aftermath, Lucy settled down with Willie Teriong and had a son. They named him Charlie after Willie’s deceased brother (and Lucy’s first love). They have other kids, but Charlie’s the one who gets screen time. Lucy was always a big sister figure to Yas, as they grew up in Koror together along with Willie. Lucy settling down and Yas ramping up (meaning joining the Seawings) put some distance into the previously close relationship. This was not out of any animosity, just over being in very different places in their lives. When Tobias returned and Yas married him, the two settled in Koror in the same neighborhood as Lucy and Willie. The close relationship resumed, especially after the birth of Yas’s daughter Lucia. So much so that when the Seawings were revitalized into an Adventurer Guild, Lucy agreed to Yas’s request to join it.

 

Powers & Tactics: Lucy is an Elemental Warlock. It’s a fancy title for a regular magician who specializes in combat spells. And boy does she. Fire, Ice, Wind, Earth, Lightning, and many more are at her fingertips. In rapid fire, burst, or –kinesis form. Her power is completely ridiculous. And her powers are so great that they’ve turned her eyes red. They used to be dark brown, but not anymore. For defensive purposes, she had her enchanted Strapless Gothic Lolita Dress. It provides more damage resistance than your average armored vehicle, and helps her dodge attacks a bit. That’s it.

 

Tactically, Lucy isn’t particularly subtle. She has both Improved Demoralize and Improved Startle, and can increase her mediocre accuracy with Accurate and/or All Out Attack. She even has Defensive Attack for when she’s a bit outclassed and wants to avoid taking too much damage. She cannot, however, Power Attack at all. With all that said, her go to is dropping damage until the enemy is down and out. She has a plethora of power stunts, Some are all nasty spells like Death (Drain Con 15 [Ranged, Autofire]), Toxin (Blast 15 [Alt Save Fort]), and Petrify (Transform 15 [flesh into stone]). So they only get used when regular damage won’t do. But she’s a master of the elements, so Create Object 15 (Ice/Earth/etc; Continuous Duration), Snare 15 (pick an appropriate Extra), or just about anything a given Element Controller can do is on the table. She’s specialized, not incapable.

 

Personality: Lucy wears leather and lace. In black. That should tell you most of what you need to know about Lucy. Strong, tough, and stern exterior. A soft, warm, and caring heart. Lucy spent most of her childhood being the adult in the room, and so she never quite learned how to loosen up and have fun. She’s the type who thinks they have to be sensible and responsible all the time. She’s grown out of it a bit, as time has gone on. But she’s still more likely to chastise shenanigans than participate in them. She genuinely loves Willie, Charlie, and Yas. Rikki & Kaikoa she still considers good friends, as well.

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Willie Teriong

 

Power Level: 11; Power Points Spent: 180/180

 

STR: +3 (16), DEX: +5 (20), CON: +3 (16), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)

 

Tough: +7, Fort: +8, Ref: +14, Will: +8

 

Skills: Acrobatics 15 (+20), Diplomacy 8 (+12), Gather Information 4 (+8), Knowledge (arcane Lore) 5 (+5), Knowledge (history) 5 (+5), Knowledge (popular culture) 15 (+15), Knowledge (theology & philosophy) 5 (+5), Language 4 (+4), Notice 8 (+10), Perform (oratory) 11 (+15), Sense Motive 8 (+10), Swim 12 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (ranged) 6, Attack Specialization 3 (Martial Arts (Strike 4)), Challenge - Improved Acrobatic Bluff, Defensive Attack, Dodge Focus 6, Elusive Target, Endurance (+4), Evasion, Improved Aim, Improved Initiative, Improved Trick, Luck, Move-by Action, Power Attack, Precise Shot 2, Quick Draw, Set-Up, Skill Mastery (Acrobatics, KN (pop culture), Perform (oratory), Swim), Takedown Attack, Teamwork, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory)

 

Powers:

Battle Tested (Protection 4) (+4 Toughness)

Chi Channeling Volleyball (Device 5) (Easy to lose, Only you can use)

   Chi Ball Strikes (Array 11) (default power: blast; Custom (Array 10.5))

      Multispike (Blast 4) (Default; DC 22; Autofire (interval 2, max +5) [3 extra ranks]; Mighty 3 (+3 to damage), Ricochet 3 (3 bounces))

      Sensory Deprivation (Dazzle 7) (Array; affects: 1 type + visual - auditory, DC 17)

      Stinging Shot (Stun 7) (Array; DC 17; Range (ranged))

      The Ol' Ricochet (Blast 4) (Array; DC 22; Shapeable Area (6-35 cubes of 125 cu. ft. (5x5x5) - Targeted) [3 extra ranks]; Mighty 3 (+3 to damage), Progression, Decrease Area (-1 ranks), Progression, Increase Area 2 (area x5))

      Wobblin' Da Knees (Paralyze 7) (Array; DC 17; Range (ranged))

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

Martial Arts (Strike 4) (DC 22; Mighty)

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

 

Attack Bonus: +9 (Ranged: +15, Melee: +9, Grapple: +12)

 

Attacks: Martial Arts (Strike 4), +15 (DC 22), Multispike (Blast 4), +15 (DC 22), Sensory Deprivation (Dazzle 7), +15 (DC Fort/Ref 17), Stinging Shot (Stun 7), +15 (DC Fort/Staged 17), The Ol' Ricochet (Blast 4), +15 (DC 22), Unarmed Attack, +9 (DC 18), Wobblin' Da Knees (Paralyze 7), +15 (DC Staged/Will 17)

 

Defense: +15  (Flat-footed: +5), Knockback: -3

 

Initiative: +9

 

Languages: English, Japanese, Palauan Native, Portuguese, Tahitian

 

Totals: Abilities 34 + Skills 25 (100 ranks) + Feats 36 + Powers 29 + Combat 36 + Saves 20 + Drawbacks 0 = 180

 

Age (as of Jan 2019): 34

Height: 6’ 2”

Weight: 200 lb.

Ethnicity: Palauan

Hair: Red

Eyes: Dark Brown

 

Background: Willie Teriong was one of Yas’s protectors on her trip to sacrifice herself to save the world. Obviously, things went differently than anyone was expecting, thanks to Tobias’s courage and Yas’s own strength. In the aftermath, Willie settled down with Lucy Hasegawa and had a son. They named him Charlie after Willie’s deceased brother (and Lucy’s first love). They have other kids, but Charlie’s the one who gets screen time. He grew up with Yas and Lucy, firmly in the loveable goofball role. It was something he struggled to grow out of, as he worked his way up to being captain of Palau’s national beach volleyball team. Palau being a very small country population wise, the team had a poor talent pool and rarely won any games. This despite Willie clearly being a top class all around talent. He put his career on the shelf to travel with Yas and company. The loss of Charlie (his brother) embittered him towards technology for a time, as they grew up in a very conservative religious orphanage. This lasted until the hypocrisy of both the tech and religious sides was exposed to him on that journey, at which point he promptly apologized to those he had wronged with his bitterness and prejudice. When the Seawings were revitalized into an Adventurer Guild, Willie agreed to Yas’s request to join it. These days Willie is more and more a politician than an athlete, having been elected to the Koror Legislature as a Legislator-at-Large. He’s truly terrible at actually legislating but among the finest at advocating for the people’s needs. So far it’s worked out okay, and he’s only been a boon in keeping the Guild on Palau’s good side.

 

Powers & Tactics: Willie technically doesn’t have any superhuman powers. He is just a highly skilled and well trained martial artist, who has developed his own…unique…style of combat based on channeling chi through a specially designed volleyball. He has developed several attacks based on this. He can dazzle sight and hearing, stun, paralyze, hammer away several times, and cover an entire area with the ricochets. Even without his volleyball he remains a potent martial artist with a strong punch and sturdy body. His training has also made him better in the water, with greater resistance to cold, pressure, and drowning and a faster swim speed.

 

Tactically, Willie favors Sensory Deprivation as an opening move, followed by some Multispike to put the foe down. Stinging Shot and Wobblin’ Da Knees get worked in as needed. The former when damage isn’t a viable option and the latter more generally, as it’s a Will save and the foes who can withstand his other attacks will more likely have trouble with that one. The Ol’ Ricochet is, of course, reserved for groups of opponents. Oherwise, he doesn’t attack without either using Move by Action or Improved Acrobatic Bluff to increase his chances of hitting. He has Defensive Attack (and Ultimate Toughness if that fails)to protect himself from more powerful foes and Power Attack to hurt the tougher ones. If he’s out of his league, he’ll make use of Set Up and Teamwork to aid more powerful allies. He’s fully capable of power stunting, but generally does not do so.

 

Personality: Willie is a boisterous fellow and a little bit of an idiot. Good natured and laid back, he’s a very likeable guy. He was clearly the heart of the old team, and he cares a lot about other people. He has an abiding love for beach volleyball and the martial arts. That said, he can easily be insensitive without meaning to, but he’ll always apologize and try to do better next time. He used to bear some prejudice against those with European blood, but time and seeing how Asians and Pacific Islanders can be just as bad mostly cured him of that. He’s a gregarious too, with a strong sense of responsibility and a deep faith in, well, he’s not exactly sure anymore. The “old ways” were built on lies. The newer ones aren’t any better. So…call it the essential goodness of the universe. Be it a pantheon of gods, the Christian Holy Trinity, Buddhist ideology, or just venerating the ancestors. There’s someone out there looking out for us, hoping we do good instead of evil. In the meantime, Willie’s just gonna do his best to be a good guy, ya? He loves his wife Lucy and their children (including Charlie) with all his big heart.

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Kaikoa

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Concentration 12 (+15), Diplomacy 5 (+5), Gather Information 5 (+5), Intimidate 15 (+15), Knowledge (arcane Lore) 5 (+5), Knowledge (civics) 10 (+10), Knowledge (tactics) 5 (+5), Language 5 (+5), Notice 12 (+15), Sense Motive 7 (+10), Stealth 5 (+10), Survival 7 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Benefit (Chief of his village), Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Dodge Focus 4, Improved Critical 2 (Spear Strike (Strike 3)), Improved Initiative, Interpose, Luck, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Intimidate, KN (civics), Notice), Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Blue Magic (Mimic 10) (mimic: any one of (type) - powers; Action 3 (reaction); Limited (to effects that succeed in hitting him))

Masterwork Spear (Device 3) (Easy to lose)

   Spear Strike (Strike 3) (DC 23, Feats: Improved Critical 2 (Spear Strike (Strike 3)); Penetrating [5 extra ranks]; Extended Reach (5 ft.), Mighty)

Toughened (Protection 3) (+3 Toughness)

Warrior Training (Container, Passive 1)

   Leaping 2 (Jumping distance: x5)

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

   Super-Movement 1 (slow fall)

 

Power Settings:

Aqua Breath (Power Setting) (Powers: Aqua Breath (Strike 10))

Bad Breath (Power Setting) (Powers: Bad Breath (Linked))

Lucy's Mystic Fury (Power Setting) (Powers: Mystic Fury (Blast 12))

Mighty Guard (Power Setting) (Powers: Immunity 60)

Raheed's Dragon's Breath (Power Setting) (Powers: Dragon's Breath (Strike 10))

White Wind (Power Setting) (Powers: Healing 9)

Yasmine's Healing Magic (Power Setting) (Powers: Healing 7)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +17)

 

Attacks: Aqua Breath (Strike 10) (DC 25), Confuse 8 (DC Fort 18), Dazzle 8 (DC Fort 18), Dragon's Breath (Strike 10) (DC 25), Mystic Fury (Blast 12), +8 (DC 27), Paralyze 8 (DC Fort/Staged 18), Spear Strike (Strike 3), +12 (DC 23), Unarmed Attack, +12 (DC 20)

 

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

 

Initiative: +9

 

Languages: English Native, French, Hawaiian, Japanese, Samoan, Tahitian

 

Totals: Abilities 36 + Skills 26 (103 ranks) + Feats 25 + Powers 47 + Combat 32 + Saves 14 + Drawbacks 0 = 180

 

Age (as of Jan 2019): 36

Height: 6’ 8”

Weight: 280 lbs.

Ethnicity: Native Hawaiian

Hair: Blue

Eyes: Yellow

 

Background: Kaikoa was one of Yas’s protectors on her trip to sacrifice herself to save the world. Obviously, things went differently than anyone was expecting, thanks to Tobias’s courage and Yas’s own strength. In the aftermath, Kaikoa returned to Hawaii and his village. He had earned the right to be village chief, and that’s exactly what he settled down to do. Prior to that trip, however, he had exiled himself for failing to protect the village from a threat. When Yas’s father went on his trip (the very same one Yas would later undertake herself), he relied on Kaikoa to protect her. The big Hawaiian did not fail this time. And indeed, no one in his home village blamed him. So he was allowed to take the trial and become chief. When the Seawings were revitalized into an Adventurer Guild, he agreed to Yas’s request to join it. He’s not always around, as being village chief does take a significant portion of his time. And it’s a long way from Hawaii to Palau. Still, if his old friends need him, he will be there. Yas may be grown now and arguable more powerful than he is, but he has not forgotten his oath to protect her.

 

Powers & Tactics: Kaikoa has two things going for him. The first is the big one. He’s a Blue Mage, an ancient and nearly forgotten form of magic. Blue Magic lets him copy virtually any power that is used on him first. Having been a warrior for some time, he has a fairly large catalogue of power stored up. The limitations, however, are that he cannot copy powers that come from the use of Devices with the Technology source descriptor (such as Rikki’s Grenade Belt) or Devices with the Restricted power feat (such as Willie Teriong’s Chi Channeling Volleyball) and that their power will be limited to what he is capable of. Otherwise Kaikoa is a warrior with a long spear. His training has made his body tougher. He can leap far higher than a normal man, run faster, and avoid lethal falls.

 

Tactically, Kaikoa can be a bit difficult to predict. Basically he’s just a spearmaster who can jump high, but his Blue Magic leaves a massive back catalogue of effects available. Granted, they have to have been used on him directly, which rules out such things as Create Object and Enhanced Ability Scores, Skills, Feats, or Saves. But just about any other effect is possible. Which broadens his versatility to a crazy degree. With that said, he does rely on his spearwork much more than his magic. Improved Acrobatic Bluff and Improved Startle make enemies easier to hit, Improved Demoralize makes their saves more difficult, and he can move his ATK, DEF, and Damage bonuses all over the place due to having all of the shifting feats (Accurate, All Out, Defensive, and Power Attack). Obviously, he can’t do power stunts.

 

Personality: Kaikoa is a very straightforward personality. Taciturn, loyal, and honorable virtually to a fault. Takes things very seriously, normally. He’s learned to think things through a bit more, but yeah that’s him. Doesn’t show a lot of emotion, either. Big scary man with a spear. He can have more emotional reactions in a fight, but that’s it.

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Laki Sigrah

 

Power Level: 8; Power Points Spent: 135/135

 

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

 

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

 

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 5 (+5), Medicine 5 (+10), Notice 3 (+8), Search 3 (+10), Sense Motive 3 (+8), Sleight of Hand 1 (+3), Stealth 8 (+10)

 

Feats: Eidetic Memory, Improved Critical (Wrist Blaster Shot (Blast 5)), Improvised Tools, Inventor, Skill Mastery 2 (Craft skills, KN skills)

 

Powers:

Bodysuit (Device 4) (Hard to lose)

   Armored Exterior (Protection 10) (+10 Toughness)

   Enclosed System (Immunity 10) (life support, starvation & thirst)

Scanning Visor (Device 3) (Hard to lose)

   Super-Senses 15 (accurate (type): Auditory, analytical (type): Auditory, analytical (type): Visual, darkvision, infravision, microscopic vision 2 (cell-size), ultra-hearing, ultravision)

Wrist Blaster (Device 3) (Hard to lose)

   Wrist Blaster Shot (Blast 5) (DC 20, Feats: Improved Critical (Wrist Blaster Shot (Blast 5)); Accurate 3 (+6), Precise)

 

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

 

Attacks: Unarmed Attack, +5 (DC 16), Wrist Blaster Shot (Blast 5), +11 (DC 20)

 

Defense: +4  (Flat-footed: +2), Knockback: -6

 

Initiative: +2

 

Languages: Chinese (Cantonese), English, French, Palauan Native, Portuguese, Tahitian

 

Totals: Abilities 34 + Skills 29 (116 ranks) + Feats 5 + Powers 40 + Combat 18 + Saves 9 + Drawbacks 0 = 135

 

Age: 19

Height: 5’ 6”

Weight: 135 lbs.

Ethnicity: Mixed Polynesian

Hair: Black

Eyes: Brown

 

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Herman Heskett

 

Power Level: 7; Power Points Spent: 105/105

 

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

 

Tough: +2/+5, Fort: +5, Ref: +7, Will: +3

 

Skills: Bluff 3 (+5), Computers 5 (+5), Craft (mechanical) 10 (+10), Diplomacy 3 (+5), Disable Device 5 (+5), Drive 11 (+15), Gather Information 3 (+5), Knowledge (earth sciences) 10 (+10), Knowledge (physical sciences) 10 (+10), Knowledge (technology) 10 (+10), 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, Luck, Second Chance (Pilot checks), Ultimate Effort (Pilot checks)

 

Equipment: Assault Rifle, The Seawing, Undercover Vest

 

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

 

Attacks: Assault Rifle, +9 (DC 20), Unarmed Attack, +7 (DC 17)

 

Defense: +9  (Flat-footed: +5), Knockback: -2

 

Initiative: +4

 

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

 

Totals: Abilities 24 + Skills 25 (100 ranks) + Feats 17 + Powers 0 + Combat 32 + Saves 7 + Drawbacks 0 = 105

 

Age: 30

Height: 6’ 0”

Weight: 170

Ethnicity: Mixed Chinese & Portuguese

Hair: Light Brown

Eyes: Brown

 

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Sione Sigrah

 

Power Level: 7; Power Points Spent: 105/105

 

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

 

Tough: +3/+6, Fort: +5, Ref: +5, Will: +7

 

Skills: Acrobatics 2 (+5), Craft (electronic) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 5 (+5), Drive 7 (+10), Gather Information 10 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (technology) 3 (+5), Language 4 (+4), Medicine 1 (+5), Notice 1 (+5), Pilot 7 (+10), Sense Motive 1 (+5), Stealth 7 (+10), Survival 11 (+15)

 

Feats: Attack Specialization (Unarmed Attack), Equipment 11, Fearless, Quick Draw, Second Chance (Survival checks to navigate), Takedown Attack, Uncanny Dodge (Auditory)

 

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

 

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +12)

 

Attacks: Assault Rifle, +9 (DC 20), Unarmed Attack, +11 (DC 18)

 

Defense: +8  (Flat-footed: +4), Knockback: -3

 

Initiative: +3

 

Languages: English, French, Palauan, Portuguese, Tahitian

 

Totals: Abilities 30 + Skills 17 (68 ranks) + Feats 17 + Powers 0 + Combat 34 + Saves 7 + Drawbacks 0 = 105

 

Age: 32

Height: 5’ 10”

Weight: 180

Ethnicity: Mixed Polynesian

Hair: Blonde (dyed, naturally Black)

Eyes: Brown

 

Background: These three are, well, the same pretty much. They were, of course, upset when the Seawings drifted apart, but managed to start moving on before the revitalization into the Guild. Laki managed to lose his virginity early last year. He and that girl are very adorable together. He’s still the smartest one in the Guild, so if anyone can figure something out he can. And his technical skills remain as sharp as ever. Herman’s still carrying a torch for Yas, but he’s committed to exploring other options. There’s a certain woman on Techie Isle who has their designs on him. He’s still a masterful pilot when called on. Sione got married after the Seawings drifted apart. Three kids now. He’s still pretty anonyomous, but it’s never bothered him so why would it start now?

 

Powers & Tactics: Laki’s upgraded his gear but he’s still not a frontline combatant. His Armored Bodysuit has stronger armor, plus he’s now sporting a Scanning Visor full of Super Senses and has split out the Wrist Blaster from his suit to improve it some as well. Herman and Sione are still just two unpowered guys with assault rifles, really. They’re elite by comparison with regular military, but pale next to most of the Guild.

 

Tactically, these three don’t hang around and fight. They’re the flight crew. While they can, most likely they’re riding the Seawing outta there if a fight kicks off. If they absolutely have to, well…Laki’s got his Wrist Blaster and the other two have their assault rifles. No special tactics other than the basics. Stay out of melee range of the swordmaster and the powerhouse. Use cover against the ranged combatants. Things like that.

 

Personality: Puberty hid laki like a truck. He’s still an introverted and shy nerd, but he’s come out of his shell a bit as he’s grown into physical maturity. And as stated, he and his girlfriend are completely adorkable. Herman is still a goofy dumbass, but there’s some surprising maturity and self awareness to him these days. To the degree that it’s not clear how much of his goofy dumbassery is an act and how much is genuine. He hasn’t given up on winning Yas’s heart some day, but he is moving on ever so slowly. Sione is still little more than a background character. He’s just the ship’s navigator. About as anonymous as a human being can be. And that’s how he likes it. The bonds between three of them are very tight.

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Truman Home for Dimensionally Displaced Girls

 

The “Truman Girls” weren’t always so. Each and every one of them (except Samorn, who arguably doesn’t count), has come from a parallel world. This has a lot to do with the weakness of dimensional barriers around much of Oceania (including Palau and its capital Koror). As per usual, the heavily populated places (cities, towns, even larger villages) are fine. There are too many people anchoring reality in place for any shenanigans. It’s in the countryside surrounding such places and further out into the ocean where things can get…dicey. People occasionally disappearing has been a simple fact of life in Oceania for…well, ever. As has mysterious strangers suddenly appearing without warning. Nathanial Truman was not one of them. Not exactly. His travels were and are more…orchestrated. But more on that in his entry, below. For now, The Truman Home was his house, and originally it was just him and Samorn. But time went on, and both of them encountered more and more of the dimensionally displaced who were woefully unequipped to deal with life on this world. Some had valuable skills, true, but many were around middle or high school age and/or had some kind of potent super powers. Not to mention the psychological trauma of suddenly losing everything they knew. The process had accelerated to a degree not before known. And so Emiko Fujikawa was the very first “Truman Girl”. Why only girls? Because they outnumbered the boys by a simply massive margin. Weird, but true. But over time, Nate’s unwanted yet unavoidable absences played merry hell with his finances. While he was able to keep the fluctuating (yet always trending upward) number of girls fed and housed, his mansion home was beginning to show the strain of keeping a couple dozen teenage girls (many with potent super powers) inside of it. Enter the Seawings, as recounted elsewhere.

 

Today, the “Truman Girls” are the single largest subgroup in the Guild, outnumbering even Yas and her friends by a wide margin. Of course, most of them are more or less ordinary untrained humans. And of the ones who have combat skills and/or enough super powers to qualify as combat ready…some don’t want to adventure, some are new and still adjusting, and others don’t want to miss their window to get home again. Because Nathanial Truman rigs up a dimensional portal whenever he’s home and in good enough shape, and he searches for the home dimension of every girl. Sometimes it doesn’t exist anymore. Sometimes they ask him not to, as they don’t want to go back. But the option is there. So the number of girls is in constant flux from month to month.

 

Being from alternate worlds/dimensions, each Truman Girl’s powers work slightly differently than standard. They effectively have a free Benefit feat that alters how the rules on Extra and/or Extraordinary Effort work for them. Nathaniel Truman, naturally, doesn’t have one. Neith, being from our world, does not have one either. Samorn is from our world, but is also PL 12, which comes with this perk.

 

Truman Girl

Feat Name

Effect

Samorn

Endless Blades

Power Stunts that are Attack Effects off the Blades of the Soul array are free. They never cost Fatigue.

Emiko Fujiwara

Emiko no Kami

Two things. First: May use Extra Effort as a Reaction to use Will save in place of Toughness or Fortitude saves. Second: May power stunt off her Huge Mecha, rending it unavailable. She may do as she pleases with the points (aside from getting another Device or Equipment) but may not exceed her PL of 10.

Skye Walker

Eternal Dreamer

May use Extra Effort to keep any sleeping characters in Perception range asleep as a Sustained Effect, similar to the Sedation power feat. If this is used on a character put to sleep by her Fatigue power using said power feat, the feat’s effect duration is Continuous. She may expend Extra Effort to remain asleep if she otherwise would not.

Oliana Kameāloha

Red Savage Form

The use of Extra Effort applies to all powers at once, even those of Permanent duration. This boost lasts for the duration of the scene. However, Extraordinary Effort may only apply to one non-Permanent power as usual.

Raymi Humala Sumire

Portal  Maestro

Using Extra Effort to apply the Portal Extra to either of her Teleport effects is free. It has no Fatigue cost.

Madeline Blackwood

Hellish Fury

The use of Extra Effort applies to all powers at once, even those of Permanent duration. This boost lasts for the duration of the scene. However, Extraordinary Effort may only apply to one non-Permanent power as usual.

Almira Quincy

Sudden Usurpation

Two things. First: May use Extra Effort to use Alternate Form as a Reaction. Second: May use Extra Effort to copy the powers of an existing and physically present demon for the scene. This is effectively the Mimic power as a power stunt. However, this and any abilities gained with it cannot be used in combat. She must use her other abilities.

Fiona McTavish

Legacy of Fire

Two things, both dealing with her Array. First: Extra Effort to boost ranks in existing powers (not power stunts) is increased by one, as if using the Untapped Potential feat. Meaning it applies to Extraordinary Effort as well. Second: Any power stunts off said Array last for the entire scene. They are considered part of her normal array until that time.

Yumiko Amano

Artistic Inspiration

Two things. First: If the power she is using Extra Effort on has an Attack Roll, she may choose to split or add entirely the bonus from said Extra Effort to said Attack Roll. This also applies if she uses Extraordinary Effort. She may choose to split or add all 4 points to said Attack Roll. Second: Increases from Extra or Extraordinary Effort last for the entire scene, not until she switches array slots. This applies to Power Stunts. Any used are considered part of her normal array until the end of the scene. She may not, however, stack increases. A second use of Extra Effort will not increase anything.

Palila Nui

Stormwarden

May use Environmental Control Power Stunt outside of combat for free. No Fatigue cost. May use Extra Effort to sustain it when using another power in the array.

Octavia Fiammetta

Hellfire Echo

When using Extra Effort to increase power ranks in her Array, she may apply the increase to another power for free. The increases will last until her next turn. This may also be used with Extraordinary Effort.

Claire Gainsborough

Omnislash 2.0

When using Extra Effort to surge for another action, unlike normally this action may be used to attack. Extraordinary Effort may be used to surge and attack again. However, the Fatigue incurred by doing this may not be bought off with Hero Points until the end of the current combat.

Elena Laskaris

Lamia Style Grappling

May use Extra Effort to, when Grappling, gain the ability to in both inflict unarmed damage and pin with the same Standard Action. This ability is not lost until the Grapple is broken.

Phylia

Extra Gooey

May use Extra Effort to maintain Made of Goo power when using Made of Acid or Made of Poison powers. May use Extraordinary Effort to use all three at once.

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Nathaniel Truman

 

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

 

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

 

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

 

Skills: Acrobatics 3 (+5), Computers 10 (+15), Craft (chemical) 15 (+20), Craft (electronic) 15 (+20), Craft (mechanical) 15 (+20), Craft (structural) 15 (+20), Disable Device 10 (+15), Investigate 10 (+15), Knowledge (earth sciences) 15 (+20), Knowledge (life sciences) 15 (+20), Knowledge (physical sciences) 15 (+20), Knowledge (technology) 15 (+20), Language 1 (+1), Notice 9 (+12), Search 10 (+15), Sense Motive 9 (+12), Stealth 10 (+12)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Defensive Attack, Dodge Focus 4, Eidetic Memory, Equipment 1, Improved Aim, Improved Initiative, Improvised Tools, Inventor, Jack-of-All-Trades, Luck 2, Power Attack, Precise Shot, Skill Mastery 2 (8 skills at +20), Uncanny Dodge (Auditory)

 

Powers:

Technopath's Understanding (Comprehend 3) (codes & ciphers, machines / electronics - speak to, machines / electronics - understand)

Technopathy (Array 20) (default power: shape matter)

   Androids Are People, Too (Healing 9) (Array; DC 19; Action (standard), Affects Objects (Only), Restoration, Total; Limited to Others; Persistent, Precise, Regrowth, Subtle (subtle))

   Instinctive Repairs (Shape Matter 10) (Default; Transforms: 1000 lbs.; Range (perception); Restorative)

   Sensor Network (ESP 10) (Array; affects: all types)

   Technopathic Control (Mind Control 10) (Array; DC 20; Conscious, Duration (sustained), Effortless; Limited (to Machines))

The True Man's Armor (Device 6) (Hard to lose)

   Communication 5 (sense type: radio)

   Comprehend 3 (languages - read all, languages - speak all, languages - understand all)

   Protection 6 (+6 Toughness; Impervious)

   Super-Senses 7 (analytical (type): Visual, direction sense, distance sense, infravision, time sense, ultravision)

The True Man's Rifle (Device 9) (Easy to lose)

   Rifle Settings (Array 20) (default power: blast)

      Force Field Projector (Snare ? (Array; DC 18; Regenerating, Suffocating, Transparent)

      Gravity Gun (Linked)

         Gravity Control (Move Object ? (Linked; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Duration (continuous))

         Gravity Manipulation (Drain ? (Linked; drains: single trait - strength, DC 18; Alternate Save (Reflex), Range (ranged))

      Infinity Blaster (Blast ? (Default; DC 23; Autofire (interval 2, max +5), Penetrating, Secondary Effect)

      Laser Projector (Linked)

         Blinding Laser (Dazzle ? (Linked; affects: visual senses, DC 18)

         Laser Beam (Blast ? (Linked; DC 23; Penetrating)

      Sonic Beam (Linked)

         Sonic Deafen (Dazzle ? (Linked; affects: 1 sense type - auditory, DC 18)

         Sonic Stun (Stun ? (Linked; DC 18; Range (ranged), Secondary Effect)

      Vibration Burst (Blast ? (Array; DC 23; Burst Area (40 ft. radius - General), Penetrating, Secondary Effect)

 

Equipment: Seawings Guild Hall 5

 

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

 

Attacks: Blinding Laser (Dazzle 8), +12 (DC Fort/Ref 18), Force Field Projector (Snare 8), +12 (DC Ref/Staged 18), Gravity Manipulation (Drain 8), +12 (DC Ref/Staged 18), Infinity Blaster (Blast 8), +12 (DC 23), Laser Beam (Blast 8), +12 (DC 23), Sonic Deafen (Dazzle 8), +12 (DC Fort/Ref 18), Sonic Stun (Stun 8), +12 (DC Fort/Staged 18), Technopathic Control (Mind Control 10) (DC Will 20), Unarmed Attack, +8 (DC 17), Vibration Burst (Blast ? (DC 23)

 

Defense: +12  (Flat-footed: +4), Knockback: -7

 

Initiative: +6

 

Languages: English Native, Thai

 

Totals: Abilities 28 + Skills 48 (192 ranks) + Feats 25 + Powers 100 + Combat 32 + Saves 17 + Drawbacks 0 = 250

 

Age (as of Jan 2019): 45

Height: 5’ 10”

Weight: 170 lbs.

Ethnicity: Caucasian

Hair: Brown

Eyes: Brown

 

Background: Nathanial Truman was not born on our Earth. He is from a parallel version. It was much the same, only minus all the flashier super powers and thus the heroes and villains. He graduated high school with a perfect GPA, and went on to MIT. He finished his education with two Doctorates of Science (Theoretical Physics and Electrical Engineering & Computer Science) and three Master of Science Degrees (Chemical Engineering, Materials Science in Engineering, and Mechanical Engineering). Normally, this would be challenging and take a huge amount of years. However, his powers providing a certain level of intuitive understanding and a willingness to put in inhuman levels of lab time accelerated the timetable. His genius intellect did not hurt matters at all, and neither did the fondness of a few of his professors. At any rate, Nate was selected to head the new Dimensional Science Lab. Their first task was to open a portal to another dimension. He succeeded, and everyone immediately wished he hadn’t. A succession of horrible monsters poured out, and for the first time Nathanial Truman picked up a weapon. He more or less singlehandedly fought off the invasion, closed the portal, and then fought off the Marines sent to cover up the entire event.

 

This, of course, attracted the attention of a certain interdimensional talent broker, who has proceeded to use Nate to foment revolution against tyrannical overlords across dimensions. He’s been back home once, rallying the local resistance (and some old friends) against, you guessed it, tyrannical overlords (aliens, in this case). It is unclear what the talent broker gets out of this besides his own wry amusement, but it just keeps happening. To the point where “The One True Man” is a legend oppressed people across dimensions speak of in hushed tones, and even the most secure of overlords feels a trickle of fear down their neck at the mere rumor of a sighting. As stated elsewhere, he’s “home” on our Earth for about 10 days out of every 30, and they’re not necessarily consecutive. His aging is being manipulated, too. He’s been gone for years on his end, growing old or nearly so. Only when he finally returned, all that aging unhappened in an instant. Clearly, that talent broker doesn’t want him to grow too old too fast.

 

At any rate, during his home times he befriended and took in Samorn (who a whole bunch of stuff had happened to and thus needed a steady home). And afterward there were just…more girls popping in from other dimensions. They needed a place to stay. He had one. The Truman Home was founded. Which lead to the founding of the Seawings Adventurer Guild, as discussed elsewhere. These days, when he’s in our dimension, he’s either recuperating or working to help send the girls who want to go home to their homes. There are a theoretically infinite number of parallel dimensions, so he’s got his work cut out for him. He doesn’t do missions, per se, but he’ll step in if asked.

 

Powers & Tactics: There’s a few things going on here. Nate is a technopath, and he has two technological Devices. His technopathy is pretty simple stuff. He can understand, speak with, understand, control, perceive through, and repair machinery and technological devices.

The True Man’ Rifle has five regular settings. The Infinity Blaster (the base setting) never seems to stop firing, especially when used repeatedly. Seemingly endless energy bolts assault the target, penetrating even the thickest of armor. The Force Field Projector snares the target in tight energy bindings. They regenerate, restrict the target’s airways, and cannot be broken by outside force. The Laser Projector is just that. It can do damage and blind the target. Sonic Beam stuns and deafens. Vibration Burst is literally dispenses damaging vibrations over an area. And the ([in]famous) Gravity Gun can be used to move objects or even people around.

The True Man’s Armor is, obviously, armor. It is virtually bulletproof, which is good as a great many bullets have tried to get through it to Nate’s tender flesh. It’s also got a radio with a range of five miles, a universal translator, and several useful enhancements to his visual senses (such as infravision, ultravision, and an visual analysis suite).

 

Tactically, well…Nate understands the value of cover. Infinity Blaster (with Vibration Burst subbing in for large groups) is plan A, Force Field Projector Plan B, and the rest is Plan C. When it works, the Gravity Gun is extremely effective at disabling opponents and flinging them far, far away. He has all the cap shifting feats and gets good use out of them. Otherwise there isn’t a whole lot to say. The Rifle can do other things, sure, but he’s never had any need of them. So it is incredibly rare to see him power stunt.

 

Personality: What personality? Nate is a charisma void. The kind of man that, despite all his achievements, fades in the walls when there’s no crisis to occupy his time. He’s an extremely generic face in the crowd. He really is just Some Dude ™. He rarely even speaks. That is, as far as social situations go. When the chips are down and the fecal matter has hit the oscillating device…well, he still doesn’t talk much. Or have much in the way of dynamic facial expressions or recognizable emotions. But…he just doesn’t give up. Something bone deep in the man refuses to let situations stay borked. Good at the feeling human stuff he is very much not, but the hero stuff?  Serving? Protecting? Helping the helpless? That’s where he shines. Behind those blank eyes and perpetually expressionless features lies someone who cares about other people and wants to see them both do well and be happy. For the record, it’s “True” as in “Loyal and True”. Meaning Nate is just about the most dependable and reliable man around.

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Samorn

 

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

 

STR: +10 (14/30), DEX: +3 (16), CON: +10 (14/30), INT: +0 (10), WIS: +2 (14), CHA: +7 (24)

 

Tough: +15, Fort: +10, Ref: +12, Will: +8

 

Skills: Acrobatics 12 (+15), Bluff 5 (+12), Concentration 10 (+12), Diplomacy 5 (+12), Gather Information 8 (+15), Intimidate 13 (+20), Knowledge (arcane Lore) 5 (+5), Knowledge (physical sciences) 5 (+5), Knowledge (technology) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Notice 10 (+12), Sense Motive 10 (+12), Survival 3 (+5)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization (Grapple), Attractive 2 (+8), Benefit (Status (Soulblade's Chosen)), Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Elusive Target, Evasion, Grappling Finesse, Luck 2, Move-by Action, Power Attack, Precise Shot, Startle, Takedown Attack, Ultimate Effort (Toughness Saves), Ultimate Effort (Will Saves), Uncanny Dodge (Auditory)

 

Powers:

Scion of Mani Mekkhala (Container, Passive 12)

   Divine Immortality (Immunity 3) (aging, disease, poison)

   Divine Lightning (Array 12) (default power: strike)

      Lightning Fling (Blast 9) (Array; DC 24; Accurate 3 (+6), Homing 2 (2 attempts))

      Lightning Strike (Strike 12) (Default; DC 27; Burst Area (60 ft. radius - General))

   Divine Might (Enhanced Strength 16) (+16 STR)

   Divine Stamina (Enhanced Constitution 16) (+16 CON)

Soulblade (Container, Active 12)

   Blades of the Soul (Array 11) (default power: strike; Custom (Array 10.5))

      Anti-Magic Blade (Nullify 15) (Array; counters: all powers of (type) - magic, DC 25; Range (touch); Affects Insubstantial 2 (full power), Dimensional 3 (any dimension))

      Soul Blades (Strike 5) (Default; DC 30; Autofire (interval 2, max +5) [5 extra ranks], Penetrating; Mighty)

      Soul Might (Super-Strength ? (Array; +40 STR carry capacity, heavy load: 204.8 tons; +8 STR to some checks, Feats: Attack Focus (melee) 5)

   Language of the Soul (Comprehend 4) (languages - read all, languages - speak all, languages - understand all, languages - you're understood)

   Soul Armor (Protection 5) (+5 Toughness; Impervious [5 extra ranks])

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

   Super-Movement 2 (perfect balance, slow fall)

 

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +21)

 

Attacks: Anti-Magic Blade (Nullify 15), +9 (DC Will 25), Lightning Fling (Blast 9), +15 (DC 24), Lightning Strike (Strike 12) (DC 27), Soul Blades (Strike 5), +9 (DC 30), Unarmed Attack, +9 (DC 25)

 

Defense: +9  (Flat-footed: +5), Knockback: -12

 

Initiative: +3

 

Languages: Thai Native

 

Totals: Abilities 32 + Skills 24 (96 ranks) + Feats 23 + Powers 120 + Combat 36 + Saves 15 + Drawbacks 0 = 250

 

Age (as of Jan 2019): 26 (chronological) / 16 (biological)

Height: 5’ 7”

Weight: 140 lbs.

Ethnicity: Thai

Hair: Dark Brown

Eyes: Dark Brown

 

Background: The Soulblade is one of the Seven Sorceries. The Seven Sorceries are incredibly potent enchantments created near the dawn of civilization to protect humankind from the monsters and demons of the day. Every erg of magic and life in seven of the mightiest magicians to ever walk the earth is in one of the Sorceries. Together, a full 49 are represented. The Soulblade is both weapon and armor in one, and will not break and cannot be removed (only deactivated) by any known method. There was, however, a necessary flaw in its design. Its creators knew that such power would be seductive, and easily create a new kind of monster. So they made its incredible power come at the cost of the user’s life energy. Yet they knew even this would not be entirely enough, and so they confined its use to young women. At the time, they were likely to be either well trained priestesses/magicians or wives and mothers. The groups least likely to turn into power mad warlords. And even after their inevitable demises, it would disappear until it chose its next bearer. Thus began the tragic history of the Soulblade. For not even this restrictions could fully inhibit humankind’s lust for power at any cost. It passed through many hands, with the wicked trying to control its power before the current bearer’s death and the heroic putting it only to necessary use. But in the end, all their efforts were for naught, as the bearer’s upcoming death was ordained from the moment the Soulblade chose them. Until it found a sixteen year old Thai girl.

Samorn was a more or less ordinary girl in a more or less ordinary remote village in Thailand. Yes, her eyes literally sparked when she got mad and she had enough static electricity for near permanent bedhead, but the world had stranger things in it. One day, some researchers with the government came to the village. Samorn had nothing to do with them. They met with some of the older villagers (the elderly, as it happened) and then left. A few days later a huge battle tore through the jungle a few miles away. Samorn and some of the younger villagers climbed a big rock on a hill (they said it was a temple once, but that was a long time ago) to take a look. A helicopter flew away from the battle, but was struck and crashed barely a half mile from the village. The adults forbade any investigation by the curious children and teenagers. This, of course, did not stop Samorn and a few of the most curious from sneaking over to check it out. It was the single most exciting thing to happen in the village since they were born. It turned out to be not that interesting. Fire had incinerated all the bodies, and the jungle had done the rest. All that was left was scorched metal. A total disappointment. The rest left, but Samorn heard a voice calling to her.  She dug around a little in the burned out wreckage, and uncovered a strange jeweled bracelet. Which wasted no time in wrapping itself around her wrist in such a way that it wouldn’t come off. New knowledge flooded into her brain. She didn’t know what it was named, but she knew she had been given Power. The ordinary girl was ordinary no longer.

Events and revelations came fast and furious after that. The truth of the Soulblade, Samorn’s own origins, the world full of people who wanted to get their hands on her, and the one who didn’t. Nathaniel Truman. A partnership forged. A forever home made. And then, with Emiko’s arrival, began the “Truman Girls”.

 

Powers & Tactics: Samorn is, as her passive container says, a scion of Mani Mekkhala. She is (very briefly) Southeast Asia’s most prominent thunder deity. Mani Mekkhala is only her Thai name, however. Her proper name is Manimekhala, and she hails from the Hindu-Buddhist pantheon. She is more properly a goddess of the sea, but weather and thus thunder and lightning come under her purview as well to an extent.  Samorn wasn’t literally born from the goddess’s womb. That’d be silly. The time when gods could do that has long past. Instead she inhabited a particularly devout Thai woman (with the woman’s permission, of course) and both conceived and bore Samorn that way. Samorn has the spark of the divine in both flesh and soul as a result. She cannot age or suffer harm from poisons or diseases. She is far stronger and more enduring than any mortal. And due to being conceived by Mani Mekkhala and not Manimekhala (it’s a deity thing, they’re still the same being) she can control lightning.

The Soulblade, as stated above, is one of the Seven Sorceries. In particular, it is the one that’s meant as a direct aid in combat against inhuman opposition of which there was plenty in those days. Upon activation, the bearer (always a young woman, as stated above) is covered in formfitting shining steel armor that could repel all but the strongest of blows with ease. The initial form suffered from seeming rather…painted on due to the thinness of the armor, and the limbs and head did not receive full coverage. The head had no coverage at all, the arms were bare from mid bicep to mid forearm (with the nondominant hand going all the way to the wrist), and zero thigh coverage, as the boots ended at the knee and the torso armor (which thankfully was not quite so thin looking; no boob plates here) ending at the pelvis. The blade itself was attached to the dominant hand’s wrist gauntlet (accounting for the extra armoring there) with the crimson Soulblade gem itself on the palm. The blade responded to the bearer’s thoughts, shaping itself into a form the bearer was most comfortable with. This stage was quite stable, even for normal humans. It was a bit tiring, but recovery was possible as long as it was not constantly used. It was the second form that ultimately caused the demise of most bearers (with the rest dying in combat). In this form, the existing armor thickened and turned black. The zero coverage areas acquired the thin painted on armoring style, with armor even crawling up the sides and back of the bearer’s head. But most importantly, a second Soulblade gem (with accompanying blade) appeared on the nondominant hand. This accounted for the extra life drain, which mortal humans found too much to recover from in any reasonable amount of time. If they could recover at all. Samorn is not a mortal human. She is the very first of the Soulblade’s Chosen to be an immortal and a demigod besides. Initially, the second form was wearying. However, her divine powers developed to compensate and now the second form doesn’t even tire her anymore. To such a point where she literally doesn’t bother with the first form any longer, and she has access to functions (alternate blade options, crimson energy wings) that previous bearers could have never used without killing themselves in seconds.

 

Tactically, for the most part Samorn is straightforward. Charge, apply Soul Blades to toughest apparent enemy until fallen. Rinse and repeat. If she has trouble hitting? Improved Startle can fix that. So can Accurate and/or All Out Attack. She has her lightning for ranged attacks and to ruin the entire day of those seeking to overwhelm her with sheer melee numbers. With that said, sometimes she needs to null some magic, or lift something heavy. So those options are also there. She is fully capable of power stunting different lightning damage effects and blade options. In particular, she’s brought out Anti Demon Blade (Anti Magic Blade with the target descriptor swapped out) and once a friggin’ Lightning Blade (A Drain Toughness effect).

 

Personality: Samorn has what used to be called a difficult personality. She was always energetic and willful, but getting the Soulblade and discovering she was basically a demigod did not help. Her Aging Immunity goes deeper than merely her body. It’s also her mind and spirit. She will forever have the emotional maturity and self restraint of a sixteen year old. So she’s one hell of a wild child. Not that she can’t be reasoned with, but basically she does what she feels like doing and not much else. This does not mean that she is a bad person, by any means. It’s just that she is the one who will decide what she does with her time, and not anyone else. Mostly that involves having a relaxing good time or a good stiff fight. Harming her friends or the weak are both excellent ways to push her into the latter.

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Emiko Fujiwara

 

Power Level: 10; Power Points Spent: 225/225

 

STR: +12 (11/35), DEX: +2 (14), CON: +3 (16), INT: +5 (20), WIS: +3 (16), CHA: +3 (16)

 

Tough: +4/+12, Fort: +5, Ref: +5, Will: +15

 

Skills: Acrobatics 3 (+5), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 2 (+5), Gather Information 2 (+5), Intimidate 11 (+20), Knowledge (physical sciences) 10 (+15), Knowledge (tactics) 5 (+10), Knowledge (technology) 10 (+15), Knowledge (theology & philosophy) 5 (+10), Language 2 (+2), Medicine 2 (+5), Notice 7 (+10), Sense Motive 7 (+10), Survival 2 (+5)

 

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Eidetic Memory, Equipment 2, Improved Aim, Improved Initiative, Jack-of-All-Trades, Luck 3, Move-by Action, Power Attack, Precise Shot, Skill Mastery 2 (Crafts, Intimidate, KN (phys sci & tech), Medicine, Notice, Sense Motive), Startle, Takedown Attack, Ultimate Effort (Fort saves), Uncanny Dodge (Auditory)

 

Powers:

Cybernetic Arm (Protection 1) (+1 Toughness)

Huge Mecha (Device 25) (Hard to lose, Only you can use)

   Armor Plating (Protection 2) (+2 Toughness; Impervious)

   Combat Computer (Enhanced Trait 16) (Traits: Attack Bonus +4 (+8), Defense Bonus +4 (+8))

   Flight Turbine Pack (Flight 4) (Speed: 100 mph, 880 ft./rnd)

   Gargantuan Sized (Growth 12) (+3 size categories; Dispersal, Permanent)

   Internal Radio (Communication 4) (sense type: radio)

   Otherworldly Construction (Density 12) (+24 STR, +6 Toughness, Weight Multiplier: x25, Adds: Immovable 4, Super-Strength 4; Permanent; Buoyant)

      Immovable 4 (Resist Movement: +16, Resist Knockback: -4)

      Super-Strength 4 (+20 STR carry capacity, heavy load: 25.6 tons; +4 STR to some checks)

   Sealed Systems (Immunity 9) (life support)

   Sensor Suite (Super-Senses 7) (accurate: Radio, extended (type): Visual 1 (-1 per 100 ft), infravision, radio)

   Weaponry (Array 13) (default power: blast)

      Mini Missile Launcher (Blast ? (Array; DC 23; Burst Area (40-200 ft. radius - General); Progression, Increase Area 2 (area x5))

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

      Submachine Gun (Blast ? (Array; DC 23; Autofire (interval 2, max +5); Accurate 2 (+4))

 

Equipment: Heavy Pistol

 

Attack Bonus: +4/+8 (Ranged: +4/+8, Melee: +4/+8, Grapple: +32/+40)

 

Attacks: Heavy Pistol, +8 (DC 19), Mini Missile Launcher (Blast ? (DC 23), Rifle (Blast 12), +8 (DC 27), Submachine Gun (Blast 8), +12 (DC 23), Unarmed Attack, +8 (DC 27)

 

Defense: +4/+8  (Flat-footed: +4), Size: Medium/Gargantuan, Knockback: -22/-26

 

Initiative: +6

 

Drawbacks: Normal Identity, uncommon

 

Languages: English, French, Japanese Native

 

Totals: Abilities 33 + Skills 22 (88 ranks) + Feats 21 + Powers 103 + Combat 32 + Saves 17 - Drawbacks 3 = 225

 

Age (as of Jan 2019): 24

Height: 5’ 9” (46’ in Huge Mecha)

Weight: 145 lbs. (7,250 lbs. or 3.625 tons in Huge Mecha)

Ethnicity: Mixed Japanese/Russian (alternate world)

Hair: Black

Eyes: Blue

 

Background: Emiko Fujiwara hates her father. Her hatred runs both hot and cold. It spans the gamut of all possible ways to loathe and despise someone. It is not some petty, childish thing either. She wants him to suffer forever for his vast sins, and thanks to what her father put her though, she has the power to see it done. She is, in fact, seeing it done right now. It does not satisfy, for her father will never break. Never admit fault. Never, ever, say anything but that he did what he needed to do to save their world. Everything else is completely irrelevant, especially since he succeeded. It only makes her hate him more.

So what did her father do? Their world faced an astounding threat from beyond space. Angels or devils, no one knew. One thing was clear. Their power was beyond any conventional munitions. The world’s military was all but helpless, and there was so such thing as superhuman powers there. The apocalypse was at hand. So her father, with the aid of others, started a certain project. A last, desperate hope to fight the invaders. He was the project’s Director. By this point, her mother had died. He did not come for her. He did not bring her to him. He merely sent money and kept at his work. The project’s scientists committed many transgressions to bring their defense plan to life. Four huge humanoid mecha. They created a test pilot, but more were required. Emiko, naturally, met the requirements. A fourteen year old girl, who had seen neither father nor mother in years, who had lived all alone in a small apartment, was finally called to her father’s side. Not because he missed her. Not because he felt like being a proper father. Not even out of simple curiosity for what she looked like. He needed her brain, nervous system, and will to link up with one of the mecha. The fact that she was his daughter was merely a coincidence. And her opinion on the matter was completely irrelevant. Get in the robot, Emiko. She still loved him, then. So she obeyed. She fought horrible monsters from beyond space. She saw him only when it related her role as a pilot. They did not live together. Instead she was pawned off on a subordinate. Two more pilots arrived eventually. She was the best of the four of them. Precise and savage all at once, she took to her role as if she was born to it. She was not. Her psyche took a battering with every mission. Truthfully, all four of their psyches did. A mission let her suit’s arm fried, and the biofeedback destroyed her arm. He ordered her arm replaced, without even seeing her. When she woke with an arm made of polymers and wires instead of flesh, with only his contribution to her get well soon table of flowers, candy, and cards missing…she understood perfectly. Simmering anger blocked her connection to her mecha, and she was sidelined. She and her father had their first screaming match, and she was confined to quarters. Meanwhile, the first pilot suffered devastating injuries, and the fourth died horribly. With the difficulty curve ramping up with each new monster, the third couldn’t possibly handle the next one alone. So she got back in the mecha. Her rage had cooled into cold hatred. Of her father, the universe, and everything. It made her an even better pilot than before. The final enemy took the form of a potential fifth pilot. The fourth suit was sitting unused, after all. It was his probing questions that made her finally question everything about the project. She sought answers. And did she ever get them.

The project’s transgressions ran deep. The mecha technology was based on the enemy’s bodies and her mother’s unique neurology. The first pilot was a literal clone of her mother, and she wasn’t the first one. Dozens had died during testing. Her father was responsible for all of it. On his watch, the project had done so many hideous things in the name of survival Emiko couldn’t count them all. That was when she realized she didn’t care anymore if the world ended. And abruptly, it did. Everything living or dead on her world started exploding into protoplasm, with more simple organisms like plants and fungi first, then moving up to animals and finally people. Everything, in fact, but the third pilot in his mecha, her, and the final enemy. Said final enemy explained that he had granted her absolute power over the world, to do with as she saw fit. He’d taken pity on her, honestly. The world’s greatest hero, and nobody gave a shit about her as a person. The third pilot was a good young man, properly heroic and everything. He blew the final enemy away before he could change his mind. Then he spoke with Emiko. For a long, long time. Emiko just sat there, eyes harder than diamonds. His arguments fell on deaf ears. There were supernovae colder than her hatred for the very concept of existence. He pleaded, he harangued, he begged, and he berated. His words were completely irrelevant to her. He appealed to her inner nobility, only to find she had none left. He demanded with all the authority he could muster, but she didn’t care at all. At last, he simply ran out of things to say. So they watched the protoplasm soup for a while. And then, it occurred to him. Nobody gave a shit about her as a person? That wasn’t true. He did. The subordinate she had been staying with did. Hell, most of the staff did, at least a little. He got out of his mecha and did not explode into protoplasm. Taking this as a good sign, he then gave a very lonely girl the first warm hug she’d had in four years.

 

This did not change Emiko’s mind. She did that, all by herself. Hence him not exploding. With a heavy sigh, she started turning the ocean of protoplasm back into everything that it was before. There were celebrations. All hail the great hero, please don’t kill us all again mighty goddess, etc. At last she faced her father. She calmly told him exactly how she felt, and was once again met with his complete indifference. So she damned him to suffer through the entire series of events over and over again until he both 1) admitted his wrongdoing and 2) started giving a shit about her as a person. Given that those two things will happen shortly after the heat death of the universe, he’s going to be suffering for a long, long time. Her father is not a man who bends or breaks. She got her willpower from him, you see. Not too long after all that, she made a dimensional portal and stepped through it. The assassination attempts and the worship were growing equally tiresome. She wasn’t God, the Devil, or anyone else. She was Emiko, dammit. But like three people gave a rat’s ass. So she just…left, entering our world. Soon after that, she was the very first “Truman Girl”. She’s been there for every single adventure, even if she only actively participated in a small fraction.

 

Powers & Tactics: Emiko is limitlessly omnipotent…in her dimension. She wills it, it happens, the end. How that works in our world is…deeply complicated. Frankly, it’s a lot more of a pain in the ass (Limitless? Try limit-full!), and using them reminds her of…everything, so she just doesn’t bother. She did, however, tag along her Huge Mecha. Because sometimes you have to kick the crap out of someone, and it’s useful for that. It’s really strong, super tough, has a few weapons, and can fly. Only someone with her unique neurology can get it to activate, let alone pilot it. The cockpit is sealed against environmental concerns, too. She’s also taught herself how to repair it, and just about any other kind of technological item. Her cybernetic arm is slightly more durable than flesh and blood. Outside of the Huge Mecha, she has a big ol’ pistol. For the record, summoning the Huge Mecha is a demonstration of her actual powers. Pulls it right out of a portal to wherever she left it last. Usually, this is the guild hall, but not always.

 

Emiko doesn’t get into a lot of fights. She has had her fill of combat. But as said above, sometimes you have to kick the crap out of someone. She has her pistol for normal circumstances (PL 6 is enough to get most folks’ attention long enough for one of the other girls to pound them), but when “shit gets real”, she’ll summon her Huge Mecha. She vastly prefers her Weaponry array to melee combat. Fun fact: With enemies closer to or even at her size category, the Mecha’s penalties to Atk/Def decrease or even disappear. Meaning against a Gargantuan enemy she’s actually PL 12 in the Mecha.

 

Personality: Emiko had all the human weakness scoured out of her a long time ago, and it shows. She was essentially a child soldier fighting against an unimaginable apocalypse, and that also shows. She doesn’t smile. She doesn’t make small talk, or engage with the other girls. She’s extremely caustic to any girl who tries. She seems to have ice in her veins and a glacier for a heart. Honestly, most of the time she seems about as human as her arm. This is a defense mechanism, made to protect her from those who would only see her as a thing to be used for their benefit. Underneath, she is a flaming hot mess of hatred, anger and hurt. She’s more emotionally immature than anyone in the entire Guild, barring the literal children. Nate and Skye know, but have no idea how to reach her at this point. And yet…she’s more loyal to the girls and the Guild as a whole than anyone, too. She fights for them and in defense of them as hard or harder than anyone. So heaven knows what’s really going on in that head of hers.

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Skye Walker

 

Power Level: 10; Power Points Spent: 200/200

 

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

 

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

 

Skills: Acrobatics 2 (+5), Concentration 5 (+10), Craft (artistic) 8 (+10), Diplomacy 10 (+15), Gather Information 10 (+15), Knowledge (art) 8 (+10), Knowledge (life sciences) 8 (+10), Medicine 5 (+10), Notice 10 (+15), Sense Motive 10 (+15)

 

Feats: Attack Focus (melee) 4, Attack Specialization (Claw Gauntlets (Device 2)), Defensive Roll, Dodge Focus 4, Improved Critical 2 (Claw Slash (Strike 6)), Luck 2, Skill Mastery (Diplomacy, Gather Info, Notice, Sense Motive), Uncanny Dodge (Mental)

 

Powers:

Big White Feathered Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd; Power Loss (Restrainable))

Claw Gauntlets (Device 2) (Hard to lose)

   Claw Slash (Strike 6) (DC 23, Feats: Improved Critical 2 (Claw Slash (Strike 6)); Accurate (+2), Mighty)

Dream Array (Array 21) (default power: fatigue; Subtle 2 (unnoticable))

   Dream World (Illusion 10) (Array; affects: all sense types, DC 20; Selective Attack; Phantasms; Progression, Area 2 (25 ft. radius))

   Dream-portation (Teleport 10) (Array; 1000 ft. as move action, 200000 miles as full action; Accurate; Medium (Dreamers); Easy)

   Dreamwatcher (ESP 10) (Array; affects: all types; Simultaneous; Medium; Custom 2 (Rapid 2 (x100)))

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

   Sleep Inducement (Fatigue 10) (Default; DC 20; Alternate Save (Will), Range 2 (perception); Custom (Insidious), Sedation)

   Telepathy 10 (Array; DC 20, Adds: Communication 10, Mind Reading 10; Omni-Directional Area, Sensory Link; Rapid 2)

      Communication 10 (sense type: mental)

      Mind Reading 10 (DC 20)

   Waking Dream (Emotion Control 10) (Array; DC 20; Mind Blank, Subtle (subtle))

Fast Sleeper (Features 1) (Notes: Skye can become asleep (unconscious and helpless, with -10 to checks but allies may take aid action to undo) at-will with just one round to prepare, and choose when she will come out of it (from one minute to several hours), barring some other circumstance waking her.)

Healing Trance (Regeneration 16) (recovery bonus 4 (+4 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 3 (recover 1 / 20 mins), recovery rate (injured) 3 (recover 1 / minute), recovery rate (staggered) 3 (recover 1 / minute); Source (Sleep); Persistent, Regrowth)

Immunity 1 (environmental condition: Cold)

Language of Dreams (Comprehend 2) (languages - understand all, languages - you're understood)

Light Sleeper (Features 1) (Notes: Skye does not suffer the +10 DC modifier to Notice checks for being asleep. This means she's much less likely to be caught by surprise while sleeping. She can also act immediately upon waking (characters are normally dazed for one round after waking).)

Precognitive Dreams (Super-Senses 4) (precognition; Uncontrolled)

Sense Dream-capable Minds (Super-Senses 5) (accurate: Mental, acute: Mental, radius: Mental, ranged: Mental)

Toughened (Protection 3) (+3 Toughness)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +10)

 

Attacks: Claw Slash (Strike 6), +12 (DC 23), Mind Reading 10 (DC Will 20), Nightmare Blast (Mental Blast 10) (DC Will 25), Sleep Inducement (Fatigue 10) (DC Will 20), Telepathy 10 (DC Will 20), Unarmed Attack, +8 (DC 17), Waking Dream (Emotion Control 10) (DC Staged/Will 20)

 

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

 

Initiative: +3

 

Languages: English Native

 

Totals: Abilities 40 + Skills 19 (76 ranks) + Feats 14 + Powers 90 + Combat 24 + Saves 13 + Drawbacks 0 = 200

 

Age (as of Jan 2019): 24

Height: 5’ 4”

Weight: 120 lbs.

Ethnicity: Mixed African (alternate world)

Hair: Snow White

Eyes: Violet

 

Background: Skye Walker isn’t, strictly speaking, a human being. Even though she looks like a human being with fluffy white wings on her back, her DNA does not match Homo sapiens. However, in her dimension, the native species is hers and humans are what they call themselves. So she doesn’t consider herself anything but human, despite not matching our world’s humans. She wasn’t a superhero, or a member of a guild, or anything special, really. She was a more or less ordinary high school student. Granted, in a world where everyone had big fluffy wings and so the architecture was radically different from anything we know. With that said, people were still people. Her high school experience was normal enough. Classes, friends, boys, after school clubs, festivals, etc. Her powers were used in harmless shenanigans, not life and death combat. Super powers weren’t the norm on her world, but her circle of friends did seem to all have something special about them. Maybe it would’ve come to something, maybe not. Skye will never know, now. During summer break, they took a trip to the beach. There was a dimensional distortion event. All five went somewhere else. Skye plopped on a beach in Okinawa, Japan, still in her bikini. That was a long, confusing week, but the Truman Home (recently merged into the Seawings Adventurer Guild) found her and brought her in.

Skye finished growing up on a world that wasn’t hers. The differences were quite dramatic. It should’ve been a traumatic experience…but Skye is Skye. Her powers have developed considerably, just from being on Earth. Must be something in the air, she guesses. And it was really nice of Emiko to make her these clawed gauntlets. Maybe one day she’ll see her friends again or even go home…but meanwhile it’s time for a nap. Yaaawn.

 

Powers & Tactics: First thing, Skye’s version of humanity has big fluffy wings that allow them to fly much faster than they can walk. This however takes quite a bit more energy than walking or even running, and so they’re capable of both. Since flying can take them up fairly high into the sky, they’ve developed an immunity to environmental cold. Otherwise they’re not really all that different from humans.

Second thing, Skye’s dream powers are psionic and telepathic in nature. She has significant power over dreams and sleep itself. She can bring dreams into the real world, transfer herself through sleeping people’s minds to get elsewhere and even spy on locations through said sleeping people. But her most frightening abilities are summoning their own half remembered dreaming emotions, assaulting someone’s mind with their own nightmares, and (most terrifyingly of all), simply putting people to sleep and holding them there without any idea they’re even being attacked. And those are just the things she can actively do. She can sense dream capable minds, have precognitive dreams, understand any language and be understood in turn by any listeners, and most impressively rapidly heal from even the most terrible of injuries merely by sleeping. Combined with the least impressive of her powers (she can sleep anywhere at any time, and it’s easy to wake her) she’s an impressively difficult young woman to keep down.

Third thing, Emiko Fujiwara made a set of Claw Gauntlets for her. They’d run into some very mentally tough opposition a little before that, and Skye had had a rough time with them. The rematch went much better, as these claws could carve through stone and were razor sharp.

 

In a fight…basically god help her enemies if she’s provoked into combat. She’s a literally nightmarish opponent. One on one, Plan A is just Sleep Inducement. But she’ll cycle through all of her attacks to get the one that works. During team battles, she’ll use Dream World until that’s no longer effective. 25 ft radius is awful big on the scale the “Truman Girls” usually fight on. Power stunts are usually variations on or adjustments to her existing APs. Like swapping Range 2 on Sleep Inducement for Perception Area and Selective Attack. She’s done the same for Nightmare Blast before, too. Or slapping Independent on Dream World so she can Nightmare Blast the opposition. She’s terrifying when motivated.

 

Personality: Skye spends a lot of time sleeping. It is her most defining personality trait. She sleeps a lot. When she’s awake, she’s angelic. Compassionate, empathetic, understanding, the whole bit. With that said, she’s still a bit…creepy. Even though she’s full awake, she always seems to have one foot in Dreamland. Never fully present. She’s just so…placid. Nothing rattles her. She faces a normal everyday breakfast and the end of the world with the exact same level of equanimity. She’s also completely unmotivated and unambitious. She’s very passive, and not a self starter at all. If it involves actual effort, you won’t find Skye doing it, which is why she’s even still on our world. The exceptions to all of this being when her friends drag her into something and combat. If her friends need her, or there’s a fight she’ll make an effort for once.

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