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Oliana Kameāloha

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Bluff 12 (+15), Diplomacy 7 (+10), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (popular culture) 2 (+5), Knowledge (streetwise) 7 (+10), Knowledge (tactics) 7 (+10), Language 4 (+4), Notice 7 (+10), Sense Motive 12 (+15), Stealth 5 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 5, Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Defensive Attack, Dodge Focus 5, Elusive Target, Evasion, Grappling Finesse, Improved Critical 2 (Unarmed Attack), Improved Defense, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Intimidate, Sense Motive), Stunning Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Half Red Savage Physiology (Container, Passive 7)

   Enhanced Constitution 10 (+10 CON)

   Enhanced Strength 10 (+10 STR)

   Impervious Toughness 5

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

Martial Arts Training (Container, Passive 1)

   Leaping 1 (Jumping distance: x2)

   Quickness 1 (Perform routine tasks at 2x speed)

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

   Super-Movement 1 (slow fall)

 

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

 

Attacks: Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +9

 

Languages: English Native, Hawaiian, Japanese, Russian, Spanish

 

Totals: Abilities 48 + Skills 23 (92 ranks) + Feats 37 + Powers 40 + Combat 20 + Saves 12 + Drawbacks 0 = 180

 

Age (as of Jan 2019): 21

Height: 6’ 8”

Weight: 230 lbs.

Ethnicity: Mixed Hawaiian/extraterrestrial (alternate world)

Hair: Dark Brown

Eyes: Dark Brown

 

Background: Variations on Phoenixverse characters and teams exist in alternate dimensions. This shouldn’t be surprising. The multiverse is vast, after all. And so, we have Oliana. She is the daughter of Cory of the Exiles. But that is a very different Cory and a very different Exiles. His human appearance is Hawaiian, for one. Those Exiles are based out of Hawaii, for another. He…wasn’t the greatest father. To be fair, he did spend half her life dead. Yes, past tense. He got resurrected. Twice. But otherwise this version of Cory is…kind of an idiot. He was dropped on his head as a baby, but even so he’s still an idiot. This, of course, makes her half Red Savage. Their history is not quite the same as it is in our ‘verse. That Cory is probably the only one left, and he’s never met his father. The species is effectively extinct. Their powers and abilities are still the same, except they were also known for their aptitude for the martial arts. That is something the ones in our ‘verse never had the motivation or opportunity to get into.

The Exiles, in this alternate ‘verse, are the greatest heroes the world’s never heard of. Many incredible battles and they’ve saved that world a boatload of times. But never where anyone could see. That is the world Oliana grew up in. The one she learned to fight in. The one she fought many battles in. The one where she was as much of a hero as any member of those Exiles. And then, one day, she got sucked through a dimensional portal and ended up on our world. The Exiles of our world were accepting of her. She’s not their first dimensionally displaced person. But it was too weird. So many familiar faces were so different. In the end she went to the Truman Home, now firmly a part of the Seawings Adventurer Guild. She’s had plenty of frenetic battles here, too. Even got her arms shattered and cursed never to heal that one time. Yasmine Sakaguchi was able to break the curse with her White Magic. So her life is anything but dull as a “Truman Girl”. Yet she still yearns to one day go home.

 

Powers & Tactics: Half of Oliana’s parentage is an alien race informally known as the Red Savages. This means her baseline physical strength and durability are significantly higher than human norms. In addition, she’s spent basically all of her life training in the martial arts. She’s become quite skilled over the years, but still pales in comparison to true masters like her father. She does posses the capability to use a Red Savage or Trueblue form, but as yet does not know how to accomplish the transformation. This is known specifically because an opposing magician made her go full Red Savage once, with the accompanying strength, durability, and aggression boosts that form comes with. Her martial arts training has increased her mobility somewhat, as well, and she doesn’t have to worry about most falls.

 

Tactically, Oliana is fairly straightforward. She’s going to punch the enemy in the face until they stay down. Kicks are acceptable substitutes for punches, and the same can be said for body shots in place of head shots. With that said, she has all the tradeoff feats plus two ways to Feint and pretty much all of the grappling feats. Those are Plan B, if regular attacking doesn’t work as it often doesn’t with non-mooks. She is not currently capable of power stunting, with the notable exception of stunting additional Leaping off of Super Strength.

 

Personality: Oliana, well…she’s just a good person. Complex, she is not. She will always do her best, and never give up. Of all the “Truman Girls” listed here, she is without a doubt the most purely heroic. She’s hardworking, self sacrificing, humble, and genuinely nice. That’s it, really.

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Raymi Humala Sumire

 

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

 

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

 

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

 

Skills: Bluff 10 (+15), Concentration 10 (+10), Craft (electronic) 10 (+15), Craft (structural) 10 (+15), Diplomacy 5 (+10), Gather Information 5 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Language 2 (+2), Notice 10 (+10), Sense Motive 10 (+10)

 

Feats: Accurate Attack, Attack Focus (ranged) 6, Dodge Focus 5, Eidetic Memory, Improved Critical 2 (Portal Energy Greatsword (Strike 10)), Improvised Tools, Inventor, Luck 2, Power Attack, Second Chance (Concentration checks to maintain powers), Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Taunt, Uncanny Dodge (Auditory)

 

Powers:

Portal Belt (Device 6) (Hard to lose, Only you can use)

   Automated Portal Defense (Force Field 10) (+10 Toughness; Impervious)

   Long Range Portals (Teleport 5) (5 miles as full action; Accurate; Long-Range)

Portal Glove (Device ? (Hard to lose, Only you can use)

   Instant Portals (Array 17) (default power: blast; Variable Descriptor 2 (Broad group - Any Electromagnetic Energy))

      Blinding Portal (Dazzle 10) (Array; affects: visual senses, DC 20; Burst Area (50 ft. radius - Targeted); Indirect 3 (any point, any direction), Precise)

      Harsh Portal (Blast 10) (Array; DC 25; Alternate Save (Fortitude); Indirect 3 (any point, any direction), Precise)

      Portal Blast (Blast 10) (Default; DC 25; Autofire (interval 2, max +5); Indirect 3 (any point, any direction), Precise)

      Portal Burst (Blast 10) (Array; DC 25; Burst Area (50 ft. radius - Targeted); Indirect 3 (any point, any direction), Precise)

      Portal Energy Greatsword (Strike 10) (Array; DC 25, Feats: Improved Critical 2 (Portal Energy Greatsword (Strike 10)); Autofire (interval 2, max +5), Penetrating [5 ranks only]; Accurate 3 (+6), Extended Reach (5 ft.), Indirect 2 (any point, directed away), Precise)

Short Range Portals (Teleport 5) (500 ft. as move action; Accurate; Short-Range; Change Direction, Change Velocity)

 

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

 

Attacks: Blinding Portal (Dazzle 10), +10 (DC Fort/Ref 20), Harsh Portal (Blast 10), +10 (DC Fort 25), Portal Blast (Blast 10), +10 (DC 25), Portal Burst (Blast 10), +10 (DC 25), Portal Energy Greatsword (Strike 10), +10 (DC 25), Unarmed Attack, +4 (DC 15)

 

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

 

Initiative: +1

 

Languages: English, Japanese, Quecha Native

 

Totals: Abilities 22 + Skills 23 (92 ranks) + Feats 22 + Powers 72 + Combat 18 + Saves 23 + Drawbacks 0 = 180

 

Age (as of Jan 2019): 21

Height: 6’ 0”

Weight: 150 lbs.

Ethnicity: Inca (alternate world)

Hair: Light Green

Eyes: Green

 

Background: Raymi Humala Sumire’s world is very, very different from ours. Due to various factors (including the Black Death and its recurrences being a little more severe, Vesuvius forgetting to shut down for a few centuries, and the Western Schism of the Roman Catholic Church resulting in open and sustained warfare between the factions), Europe entered the Age of Sail centuries later than our world did. There were no voyages to the New World…for the New World came to the Old. The Mexica (better known to us as the Aztecs) landed in Portugal May 14 1607, and changed the face of a European society still reeling from the ongoing Protestant Reformation. Not only was India not to the West, but there were entire nations there. It was a revelation to the Mexica, as well. Across the sea lay a hell of a lot of people and nations. That was this world’s “1492 Columbus sailing the ocean blue” moment. Fast forward through the years to the modern era, and the world looks drastically different. Both the Mexica and the Inca Empires no longer exist in those forms. Instead the Aztlan Republic rules most of North America (Alaska & Northern Canada being left as an autonomous Inuit state), while the Incan Confederacy (exactly like the EU, only more internally/culturally unified) rules most of South America. Western Europe is mostly the same, with a unified Ireland being a standout difference. Eastern Europe’s been a mess for about a century, ever since the Russian Romanov line of czars was overthrown. The Bolsheviks ended up half self destructing after that, and it’s just such a goddamn mess. The former Russian Empire is at least eight different countries (it depends on who you ask) and the interminable brushfire conflicts spill out on to the rest of the Eastern Europe. The Finns, the Poles, and the Greeks do their best, but ever since that Serbian nationalist assassinated Prince Ferdinand everything’s just gone to hell in ethnically Slavic Europe. Africa is an entire other kettle of fish. A visitor from our world would only recognize the geography. The countries are different. The cities are in different places mostly. And while they’ve had their share of bloody conflict, the Africa of today largely exists in peace. The Middle East is also pretty much okay. The last Ottoman sultan was a hell of a guy. Seeing his nation’s disintegration coming, he divided the empire into provincial zones that just so happened to more or less match the growing independence movements’ demands. So when the empire finally fragmented, it did so relatively peacefully. So the Middle East is arguably just as unrecognizable as Africa to a visitor from our world. Asia is defined (but not divided, there’s plenty of minor players like Thailand) by the rivalry between the People’s Republic of India (Leninist ideas took hold surprisingly enough, though they have a distinctly Hindu/Buddhist twist to them), Imperial Japan (a markedly different Meiji Restoration converted the samurai from more or less pure warrior nobility to something resembling a legislative body, with the Emperor serving as both the embodiment of executive power and commander in chief of the military; it rules much of Oceania including Hawaii), and the United Sultanate of Java, Sumatra, and Kalimantan, and Sulawesi (of all things, a constitutional monarchy; the JSKS for short, it’s basically our Malaysia and Indonesia in one). This is nominally a four way rivalry also featuring China, but there’s three of those (Imperial China, the People’s Republic, and the Republic of) and so it only works if the three are getting along. Spoiler: They often do not, and invite their militaries to participate in the disagreement. There hasn’t been more than hot words and the occasionally ugly skirmish in several years, but the potential is always there. Australia and New Zealand remain sparsely settled by non natives. Who they actually belongs to is a point of contention between Japan and the JSKS, with the Incans playing reluctant referee and Aborigine/Maori defender.

Which brings us back to Raymi. She is the daughter of the Incan ambassador to Aotearoa (what the Maori call New Zealand). There had been people with superhuman abilities before. It wasn’t a world with superheroes, there weren’t nearly enough of them with enough power for that, but powers did exist. Hers, however, were the first to violate the laws of space time as currently understood. Being a science & tech genius in her own right, she led the research into how her powers work and more importantly why they did. A mistake (only recognizable as such in hindsight) catapulted her across dimensions…to ours. The mistake being that her world had no credible multiverse theory, and thus the energy the lab machinery was attempting to tap into the tiniest fraction of was, well…even a billionth of a percent of nigh infinity may well have been enough to obliterate Aotearoa entirely. She doesn’t know, and it is a concern. Especially since Nathanial Truman is having trouble finding her dimension, even with her help. The damage may have been more than Aotearoa…but that’s pessimistic thinking. In the meantime, she’s one of the “Truman Girls”. Going on adventures, discovering new things, and kicking asshole ass. Ain’t no rule that says you can’t have fun while you wait, right?

 

Powers & Tactics: Raymi is a mutant who can make portals that connect points in space. She cannot connect highly distant points or sustain the portals without significant effort, however. She does this through use of a mysterious light green energy she calls “portal energy”. Her body produces it on a continual basis, and the limits of this production are currently unknown. The genetic mutations that permit this were not created by her being exposed to something, as per usual. It was the accumulation of mutations from her ancestors being exposed to dimensional energy. The mutations are recessive and rare even among the Inca (where they are most common), so she is the first in the modern age (and likely the first ever) to display the powers.

Being a science/tech genius, she has built devices to channel the “portal energy” in her body more effectively. The Portal Belt makes long range portals much easier and a separate ability from the short range ones. Additionally, the Automated Portal Defense opens portals to receive attacks and direct them away from her body. This can have limited effectiveness past a certain level of attack power. The full energy of a very powerful attack may not be transferred. The Portal Glove takes her portaling powers and weaponizes them. By rapidly opening portals to a rather hostile location, electromagnetic energy (in a type of her choosing) flies out and hits the enemy from (most likely) an entirely unexpected direction. Mostly this is just damage, but Blinding Portals does just that to a nice wide area. The Greatsword is her vanity project. When held static, portal energy oscillates in intensity very rapidly, thus allowing strikes to hit repeatedly during the attacking motion. It’s also cool as hell to look at. Big ol’ light green energy swords for the win. She can, of course, power stunt. Typically this will be something more exotic like Stun, Fatigue, or Paralyze, each with the Ranged Extra, Indirect 3, and Precise. But she has in the past stunted Portal Energy Wings (Flight 5) off of Long Range Portals, so that’s also on the table.

 

Tactically, Raymi fights like someone who can be 500 feet or 5 miles away in the blink of an eye and can portal away most attacks. With complete reckless abandon and a blithe disregard for her personal safety. She’s here to kick ass and chew bubblegum and she’s all out of bubblegum, punk. So you feel lucky? DO YA!? She’ll swap around in her array to find whichever attack works best, and just spam the thing. She’s flexible like that. She’ll stay mobile the entire time, as well, teleporting all over the place. One of her favorite tactics (and one that doesn’t require her Devices to perform) is readying an action, letting the opponent attack, and teleporting away before their attack can land.

 

Personality: Raymi is one of the cockiest people on planet Earth. She is very cheerful and just oozes raw confidence. She very much has a big personality. She can, however, admit fault with startling ease, laughing it off. Equally startling is her optimism. “Life’s a learning process”, she says, “and learning is fun! We can do anything as long as we work together.” And other such things. She’s just a happy person who nothing seems to get down.

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Madeline Blackwood

 

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

 

STR: +10 (10/30), DEX: +1 (12), CON: +2 (14), INT: +5 (20), WIS: +2 (14), CHA: +0 (10)

 

Tough: +2/+12, Fort: +5/+7, Ref: +5/+7, Will: +10

 

Skills: Craft (artistic) 10 (+15), Craft (mechanical) 10 (+15), Gather Information 5 (+5), Intimidate 15 (+15), Knowledge (arcane Lore) 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Knowledge (theology & philosophy) 10 (+15), Language 4 (+4), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: All-Out Attack, Artificer, Attack Focus (ranged) 2, Attack Specialization (Unarmed Attack), Challenge - Improved Demoralize, Challenge - Improved Startle, Eidetic Memory, Evasion, Improvised Tools, Inventor, Move-by Action, Power Attack, Precise Shot, Skill Mastery 2 (Craft (all purchased),Gather Info, Intimidate, KN (all purchased)), Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Armor of Vengeance (Device 17) (Hard to lose, Only you can use)

   Enchanted Steel (Protection 10) (+10 Toughness; Impervious)

   Hellfire & Vengeance (Array 16) (default power: - linked powers -)

      Armored Might (Linked)

         Enhanced Strength 20 (Linked; +20 STR)

         Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks; Bracing, Thunderclap (Area: 50 ft., DC 20))

      Chain Bindings (Snare 10) (Array; DC 20; Precise, Tether (1000 ft.))

      Hellfire Blasts (Blast 10) (Array; DC 25; Autofire (interval 2, max +5))

      Hellfire Burst (Blast 10) (Array; DC 25; Burst Area (50-250 ft. radius - General); Progression, Increase Area 2 (area x5))

      Hellfire Portals (Teleport 7) (Array; 200 miles as full action; Accurate, Portal; Long-Range; Easy, Progression 2 (Portal Size (25x25)), Progression, Mass (carry 250 lbs))

      Rack With Pain (Stun 10) (Array; DC 20; Range (ranged))

      Soul Burn (Blast 10) (Array; DC 25; Alternate Save (Will))

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

      Demonic Might (Super-Strength 5) (Alternate; [0 active, 10/10 PP, 2/r], +25 STR carry capacity, heavy load: 819.2 tons; +5 STR to some checks)

   Infernal Defenses (Enhanced Trait 5) (Traits: Fortitude +2 (+7), Reflex +2 (+7), Feats: Evasion)

   Sealed Systems (Immunity 9) (life support)

 

Attack Bonus: +8 (Ranged: +10, Melee: +8, Grapple: +18/+23)

 

Attacks: Chain Bindings (Snare 10), +10 (DC Ref/Staged 20), Hellfire Blast (Blast 10), +10 (DC 25), Hellfire Burst (Blast 10) (DC 25), Rack With Pain (Stun 10), +10 (DC Fort/Staged 20), Soul Burn (Blast 10), +10 (DC Will 25), Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +1

 

Languages: English Native, French, German, Latin, Portuguese

 

Totals: Abilities 20 + Skills 25 (100 ranks) + Feats 18 + Powers 70 + Combat 32 + Saves 15 + Drawbacks 0 = 180

 

Age (as of Jan 2019): 21

Height: 5’ 4” (out of armor), 6’ 4” (in armor)

Weight: 115 lbs. (out of armor), 350 lbs. (in armor)

Ethnicity: Caucasian (New Zealander; alternate world)

Hair: Blonde

Eyes: Blue

 

Background: Madeline Ravenwood is from Hell. Her world was conquered, and humanity enslaved long before she was born. The gates of Hell opened, demons poured out, and it only got worse from there. Even death was no escape, as this was post Rapture so everyone going to Heaven was already there. The Earth and Hell merged, and there was no longer any difference between them. This was the world Del was born into. With that said, even without Heaven, the human spirit still endured. Hope did not die with human civilization. There is always a resistance. This too, was the world Del was born into. Invercargill, the southern and westernmost city in New Zealand and thus the furthest away from the demons’ predations, was chosen as the resistance headquarters and thus it was where Del was born. Her mind was quick and clever, with a clear aptitude for both magic and technology. She built her first armor at 8 years old. It was clunky, and the only function that worked consistently was the strength increase. At 12, she began participating in raids. She was on her third armor then, and it worked more or less consistently. Her skills had led to a revolution in weapons, armor, and mobility for the resistance. It wasn’t only her, but she played a key role. The resistance went from strength to strength, achieving more and more success. When she was 16, it all fell apart. The resistance’s success was a plot by the demons to lure them into a false sense of security. So that when the trap finally snapped shut, there would be no escape. The resistance’s main combat force found itself facing not one, but four Demon Lords. With the attending high level demons and accompanying armies. One would have been disastrous. Four was a complete massacre. And as stated, death was no escape. It was only the beginning of torment, as human souls were powerless once removed from their bodies. Yet human ingenuity was not spent. A last desperate sacrifice allowed Del and a small group to escape back to Invercargill. Only to find a fifth Demon Lord leveling the city. For the demons had known where they were the entire time. They fell back to Bluff, NZ’s southernmost town. Yesterday, the resistance had numbered nearly 100 thousand. Now there wasn’t even a full thousand. Yet there was still one last desperate plan. As Bluff’s defenses came under overwhelming assault, the dimensional gate deep underground was activated. A massive explosion sealed the underground complex. Now there weren’t even 10 left. Del was the last one through, as her newest armor was by far the toughest. The fifth Demon Lord tore open the complex personally. Del flipped him the double bird, triggered the self destruct, and flung herself through the portal right as the world seemed to explode around her.

They landed on our world, which was a paradise by comparison. The others lay down their arms, content with their survival, and began to assimilate into a new society. They would always carry the weight of what had happened, but moving on was the plan. Even if there were far fewer of them to carry it out than had been expected. Del could not do it. Anger burned within her. She must have vengeance. Her campaign of absolute terror against the slightest whiff of demonic activity brought her to the attention of Nathaniel Truman. The “Truman Girls” kicked as much demon ass as any other kind, so Del was in. She has not looked back.

 

Powers & Tactics: Madeline, or Del, has no superhuman powers of any kind, aside from an affinity for calling up Hellfire (this has no mechanical effect, as she can’t normally do anything with it). She has a genius intellect with a gift for enchanting items and creating technological devices. With these skills she has built an armored battlesuit powered by Hellfire. The armor isn’t especially thick, and on its own high caliber bullets could damage and eventually penetrate the metal. Fortunately, runes channel Hellfire through an intricate network of channels that significantly increase the metal’s durability. Those channels do quadruple duty. The terminus at the bottom of the feet fires out Hellfire with enough force to let her fly as fast as or faster than any automobile. The terminus at the fingertips is used to project Hellfire out, usually to attack an enemy in one of several ways. Hellfire chains to bind their movements. Rapid blasts of Hellfire to burn them to ashes. An explosive shell made of pure Hellfire. Even burning someone’s nerves (causing agonizing pain) or exposing their very soul to Hell’s heat are options in this mode. The two that aren’t are a large portal that can cover up to 200 miles in one jump (such a time saver, especially with so many slower allies), and her default option. This channels the Hellfire back into another series of intricate channels, only this time they’re powering an exoskeleton that boosts her physical strength to superhuman levels. The foot jets can do this as well, but it cuts down on her mobility and so she doesn’t do it as often. The armor’s systems are sealed, protecting her even in the depths of space. Additonally, the armor will only function for her, as only she (as far as anyone knows) is able to call up Hellfire without any capacity to use it.

 

Tactically, Plan A is most likely to be peppering the opposition with Hellfire Blasts. But she’s far from an idiot and will change strategies to fit the opponent. Musclebound hulks? Soul Burn. Fragile mystics, hiding behind their force fields? Rack With Pain. The enemy brought friends to the dance? Hellfire Burst. And of course, Chain Bindings works pretty well on everyone. Hellfire Portals are an excellent escape plan. Most enemies can’t follow quickly. But you know, there’s nothing like just punching someone’s lights out to get her motor running. Because she’s so sturdy in the armor, one of her favorite opening moves is Improved Startle followed by All Out Power Attack. She can, of course, power stunt. But without any Luck ranks, it’s not something she does particularly often. Her usual array of attacks suffices.

 

Personality: Del is angry. That’s the big secret to understanding her. She’s always angry. She may be smiling, but that’s satfisfaction, not happiness. She’s still angry. It never goes away, always simmering below the surface waiting to return. She will never forgive the demons, and she’ll destroy every single one she can in her pursuit of VENGEANCE. Her other defining personality trait is her defiance. She’s clever, resourceful, and she (quite literally) goddamn knows it. She survived literal Hell. There is nothing our world can throw at her to top that. So you can take your orders, your suggestions, and your helpful advice and shove them up your ass. She knows she’s fallible, mind you. But she also knows that she’s survived every mistake she’s made so far, in far more lethal environment that this one. Can you say the same? No? Then shove it up your ass. Every other part of her is subsumed into her quest for VENGEANCE. The joy in a thing well made. Romantic pursuits. Sexual desires. Fear the Demon Lords might pursue to this world. Grief for the lost. None of it matters. Her rage drowns them all out. Well…okay, one vice is allowed. She takes incredible care of her hair. It’s really very nice. Honestly, she’s a very damaged individual. Of all the “Truman Girls”, she’s the one who isn’t within shouting distance of admitting it even to herself. Without rage and vengeance, she quite literally doesn’t know who she is. And that’s something she should probably put thought into, but VENGEANCE.

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Almira Quincy

 

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

 

STR: +10 (14/30), DEX: +3 (16), CON: +12 (14/34), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)

 

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

 

Skills: Acrobatics 7 (+10), Bluff 7 (+10), Concentration 10 (+12), Diplomacy 7 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (theology & philosophy) 3 (+5), Language 3 (+3), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Specialization (Unarmed Attack), Improved Critical 2 (Unarmed Attack), Luck, Power Attack, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Demon Usurpation Magic (Alternate Form 12)

   Winged Hellfire Demon (Alternate Form) (Powers: Demon Wings (Flight 5), Hellfire Control (Array 13), Infernal Vision (Super-Senses 2), Unholy Resilience (Enhanced Constitution 20))

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

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

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

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

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

         Infernal Might (Linked)

            Enhanced Strength 16 (Linked; +16 STR, Feats: Attack Specialization (Unarmed Attack), Improved Critical 2 (Unarmed Attack); Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing))

            Super-Strength 3 (Linked; +15 STR carry capacity, heavy load: 6.4 tons; +3 STR to some checks)

      Infernal Vision (Super-Senses 2) (darkvision)

      Unholy Resilience (Enhanced Constitution 20) (+20 CON)

 

Power Settings:

Frozen Hellrime Demon (Alternate Form) (Powers: Hellfrost Armor (Protection 10), Hellfrost Slide (Flight 5), Hellrime Control (Array 13), Immunity 1, Immunity 10, Super-Senses 1, Fortitude +5 (+17), Reflex +2 (+7), Will +3 (+10))

Speedy Hellshock Demon (Alternate Form) (Powers: Hellshock Control (Array 13), Infernal Dodging (Enhanced Trait 5), Infernal Durability (Protection 6), Shocking Quickness (Quickness 5), Shocking Speed (Speed 5), Fortitude +5 (+17), Reflex +5 (+10))

Winged Hellfire Demon (Alternate Form) (Powers: Demon Wings (Flight 5), Hellfire Control (Array 13), Infernal Vision (Super-Senses 2), Unholy Resilience (Enhanced Constitution 20))

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +18/+21)

 

Attacks: Galvanic Overload (Stun 8), +12 (DC Fort/Staged 18), Hellfire Blast (Blast 12), +8 (DC 27), Hellfire Burst (Blast ? (DC 23), Hellfire Chainblast (Blast 8), +12 (DC 23), Hellish Coruscation (Dazzle ? (DC Fort/Ref 18), Hellrime Blast (Blast 12), +8 (DC 27), Hellrime Bonds (Snare 8), +12 (DC Ref/Staged 18), Hellshock Blast (Blast 12), +8 (DC 27), Infernal Fulmination (Strike ? (DC 23), Soulchiller (Blast 8), +12 (DC Will 23), Unarmed Attack, +10 (DC 25)

 

Defense: +8  (Flat-footed: +4), Knockback: -6

 

Initiative: +3

 

Languages: Chinese (Cantonese), English Native, Japanese, Russian

 

Totals: Abilities 28 + Skills 14 (56 ranks) + Feats 7 + Powers 62 + Combat 32 + Saves 7 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 22

Height: 5’ 2”

Weight: 110 lbs.

Ethnicity: Mixed Chinese/Caucasian

Hair: Snow White

Eyes: Dark Blue

 

Background: Almira Quincy (Mira for short), was born in a world full of magic. Anyone with the time, inclination, and aptitude could learn. This, of course, was no guarantee of power or skill, but the opportunity was available. Over the years, mages had organized into groups. The names varied (coven, company, guild, etc), however each was a home to some of the world’s finest mages. Mira, her young sister, and younger brother were orphaned as the result of a war between mage organizations. Fortunately, another one took them in. The Rumble Hearts Guild (based out of Hong Kong) was a rowdy bunch, even in those early days. All three siblings had the aptitude for magic, but Mira was especially gifted. The Guildmaster tutored them, and Mira rapidly (despite not having even hit puberty) became one of Rumble Hearts’s top mages. And it went to her head. She was arrogant, brash, rude, and rebellious. Due to her immense power and rapidly maturing skill, few could chastise her. The rivalry between her and one Eri Akatsuki burned steadily, as Eri was one of the few who could hold Mira in check. Then, one day, a mission went horribly wrong. Mira took on a mission (defeat this monster) that promised to be taxing, even for her. Her siblings tagged along, as Mira thought she could protect them easily. Mira was having a difficult time with the monster, but she would have managed to win. Her siblings, thinking she was in real trouble, jumped in to help. Her brother’s powers were as strong as hers, but he lacked control. Her sister was the opposite. Not very strong, but perfect control. Her brother lost control of his magic and transformed into a worse monster than the one they were fighting. He crushed that one like a beer can, and then (berserk), turned on his sisters. It took everything Mira had just to tire him out so that he transformed back. Her sister couldn’t possibly have kept up, and was smacked away into a nearby river. In the middle of winter. The exhausted Mira couldn’t find her, and an intense search by others the following day couldn’t either. Enough days went by that the two horrified siblings had no choice but to give up their sister for dead.

Mira changed utterly in the following months. Her magic stopped working, and her personality did a 180. She became humble, polite, and obedient. A perfect gracious young lady, and a wonderful spokesperson for Rumble Hearts Guild. The years went by, and the magic world largely forgot about her power. They knew her only as the charming hostess for her guild, and the number one model in the country. And one day the dimensional walls got a little thin, and she fell into our world. Right into the Seawings Guild Hall, as a matter of fact. And for a while, it was as if she had exchanged one guild for another. Not much else had changed. She wanted to go home. She missed her Rumble Hearts guildmates, though a squad of fellow newcomers was kind enough to use the name. Then her guildmates brought the mountain to Muhammad. At least, she thought that’s who they were and what was happening. She thought she recognized Eri, Toryū, and Yukinari, but it wasn’t the ones she knew. The latter two’s names were wrong. They were Japanese, not Chinese. They were as dimensionally displaced as she was. Yet another parallel dimension. But they knew a Mira, even if it wasn’t her. With their encouragement (and the knowledge that their Mira had done so), Mira reclaimed her magic and started adventuring with the Seawings Guild and her fellow “Truman Girls”. In the process, a little of the old saucy child has come out. But just a little.

 

Powers & Tactics: Mira uses Demon Usurpation Magic. It does pretty much what it says. What it’s usurping is their literal being. It is a challenging thing to do, but for Mira it’s not so bad. What this allows her to do is apply an overlay of the demon over her body, with her magic as a shield to prevent any corruption. This overlay possesses a version of the demon’s various powers and abilities. Mira can even edit these so they better match her own capabilities. It looks like a transformation, but it isn’t one. Mira’s human body remains underneath said layer of magic. It’s kind of like wearing a “demon suit”, only much more magical in nature.

She has three demons in the regular rotation, and several more on standby (aka power stunts). The regular ones are Winged Hellfire, Frozen Hellrime, and Speedy Hellshock. All three give her ranged attacks, a way to get around relatively quickly, and a significant increase in her durability. Winged Hellfire also sports superhuman strength and sharp claws, while Frozen Hellrime can create bitterly cold ice shapes. Basically they’re hellish variants on fire, ice, and electricity controllers.

 

Tactically, Winged Hellfire is her go to, but the other two see their fair share of use. No matter the form, she generally operates as a ranged combatant. She sticks with raw damage for the most part, but if that’s not working or she doesn’t want to actually hurt her opponent the exotics are always there in Frozen Hellrime and Speedy Hellshock. Her standard trio are, of course, very effective, but where she shines is her sheer versatility. She’s got a Helldouser (water), Giant (self explanatory), Succubus (mental influence and control, not that), and even a Deep Shadow Demon. Her ability to power stunt a new demon form isn’t limitless, of course. Outside of the four listed above she has trouble doing any more.

 

Personality: Mira is a Proper Lady. Modest, kind, and compassionate. This was originally an act, as she was trying to changer herself into someone better. “Fake it till you make it” was in full effect, as she’s been choosing to behave this way for so long it’s essentially her personality now. With that said, she’s a bit more saucy and spirited than she was when she first joined the Guild. The Mira from back then wouldn’t dream of taunting an opponent, for example. And she doesn’t back down from conflict anymore. Fighting isn’t Plan A, but if you want a fight and won’t be dissuaded she’ll give you one.

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Fiona McTavish

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 5 (+10), Concentration 8 (+10), Diplomacy 5 (+10), Gather Information 5 (+10), Knowledge (streetwise) 5 (+5), Knowledge (tactics) 5 (+5), Language 3 (+3), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 4, Evasion, Improved Critical 2 (Melter Sword (Drain 6)), Improved Critical 2 (Plasma Greatsword (Strike 8)), Improved Trick, Luck 2, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Plasma Armor (Force Field 6) (+6 Toughness; Impervious)

Plasma Control (Array 11) (default power: strike)

   Blinding Flash (Dazzle 7) (Array; affects: visual senses, DC 17; Burst Area (35-70 ft. radius - General); Progression, Increase Area (area x2))

   Melter Sword (Drain 6) (Array; drains: single trait - toughness, DC 16, Feats: Improved Critical 2 (Melter Sword (Drain 6)); Affects Objects, Secondary Effect; Accurate (+2), Precise)

   Plasma Burst (Strike 10) (Array; DC 25; Burst Area (50-250 ft. radius - General); Progression, Increase Area 2 (area x5))

   Plasma Greatsword (Strike ? (Default; DC 23, Feats: Improved Critical 2 (Plasma Greatsword (Strike 8)); Autofire (interval 2, max +5), Penetrating [4 ranks only])

Plasma Stepping Surfaces (Flight 3) (Speed: 50 mph, 440 ft./rnd; Platform)

Thermal Vision (Super-Senses 1) (infravision)

 

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

 

Attacks: Blinding Flash (Dazzle 7) (DC Fort/Ref 17), Melter Sword (Drain 6), +14 (DC Fort/Staged 16), Plasma Burst (Strike 10) (DC 25), Plasma Greatsword (Strike 8), +12 (DC 23), Unarmed Attack, +12 (DC 15)

 

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

 

Initiative: +3

 

Languages: English, French, Irish Native, Scottish Gaelic

 

Totals: Abilities 24 + Skills 16 (64 ranks) + Feats 20 + Powers 41 + Combat 32 + Saves 17 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 20

Height: 5’ 4”

Weight: 110 lbs.

Ethnicity: Celtic (roughly Irish in our world)

Hair: Red

Eyes: Green (orange when using powers)

 

Background: Fiona McTavish’s world is, well, a bit different from ours. The whole British Empire thing? Didn’t happen. The Celts were a much more powerful force. The tribes of the British Isles had been unified by the Arturian Dynasty of warrior monarchs centuries before. When Gallic Celt tribes invaded the Roman Republic (as they did periodically) it was under pressure to submit to the High King in Avalon (known as London in our world) or flee. Julius Caesar began his Gallic Wars by laying to waste the migrating Helvetii tribe. Futhermore, his clash with the Germanic Suebi reassured the High King that the Romans had no designs on their borders. It is that this point that history begins diverge more severely. What Caesar faced in Northern Gaul may have appeared to be a confederation of tribes (and in some ways it was, as the High King permitted a degree of autonomy in those who submitted) was actually a slowly coalescing frontier of a nation. The Romans did not see it, as the Celts only spoke of the High King as a normal king. A cultural difference. Caesar’s initial clash with the Belgae alarmed Avalon, however. They had considered it an internal matter, and for the first time realized Rome may not know they were united. The Battle of the Sabis was a turning point. The formerly surly and rebellious Nervii (badly mauled by Caesar’s legions after nearly defeating him) were now begging for protection. The High King answered. The Gallic Wars ended, and the Avalonian-Roman War began. The two nations fought to a particularly bloody draw, as the military genius of Princess Eithne turned out to be a match for Caesar’s. Avalon and Rome signed a peace treaty, and (mostly) held to it. His war heroics and skillful peace negotiations with the notoriously mercurial Princess (according to Roman sources; Avalonian ones naturally differ) made Caesar a popular man regardless, and Roman history as we know it began to resume its track. With the interesting quirk of having a military and economic ally to the northwest. They even had a quite cordial relationship with Octavian (soon Augustus) and later Vespasian.

It was the invasions from the Alamanni and the Goths that put an end to the friendly relationship. Avalon, having consolidated its hold over pretty much all of what we know as northern France, Belgium, and the Netherlands, considered the Germanic tribes a Roman problem. Rome did not agree. It was the Alamanni who forced the issue by invading Avalonian territory and sacking a pair of towns. The Last Alliance of Avalon and Rome was formed. When Rome took soldiers away to battle the Goths, Avalon kicked the invading Alamanni’s teeth in. Three centuries of relative peace had decidedly not dulled their wartime edge. Then again, Avalonian culture was rather martial centric to begin with and remained so. However, a few years later the High King died, and his son came to power. The new High King let it be known. The Germanic tribes may plunder Rome as they pleased. However, if they brought violence to Avalon they would pay in blood. He was not, however, opposed to peaceful settlement. Gaul was many things, but small was not one of them. Surprisingly, this worked. The Western Roman Empire collapsed in a sea of coups and political infighting. A slow and deliberate pace of simply not allowing any major warfare drowned the Germanic tribes in peace. The Visigoths and Ostrogoths founded their kingdoms on schedule, but the Franks never materialized. This was Avalon’s expansion. They occupied all of what we know as France at this point. As the Ostrogoths fell apart and the Lombards rose, their feudal system came to dominate all others. Neither the Visigoths nor the Lombards lasted forever (for reasons that will be stated later), and all of Western and much of Central Europe fell under the sway of the High King in Avalon.

There was, however, a quirk. Avalon was very much a pagan nation, but one devoted to freedom of belief and practice. The Roman national religion becoming Christianity didn’t so much as make them bat an eye. Centuries later, as Avalon effectively annexed Rome itself (complete with Pope in residence) the facts had to be faced. The largest religion under Avalonian rule was Christianity, and they were at best hostile to the various pagan practices scattered throughout the loosely tied together nation. The last pagan High King abdicated in favor of his Christian daughter. Avalon was pagan no more. And the new High Queen began to exert a more centralized control. The Pope proclaimed her son the first of the Holy Avalonian Emperors. This period is known as the Imperial Consolidation, as Avalon took on more and more classically Roman qualities yet remained true to its feudal roots. There was some civil unrest, but it did not quite develop into any full scale wars. The old tribal loyalties had all but dissolved. This period was also when the new Empire clashed with the Umayyad Caliphate as it attempted to expand into what we know as Spain and Italy. Avalon was pressing the Visigoths from the north, and the Caliphate from the south. Sandwiched between two superior forces, the Visigoths surrendered their nation leaving both of their aggressors to square off. As with Rome centuries before, the two fought to a bloody draw and then negotiated a peace beneficial to both sides. Though the Emirate of Cordoba never came to be, Avalon maintained civil and often cordial relations with the following Abbasid Caliphate. As the Imperial Consolidation came to an end, the Golden Age of the Book got well underway.

As previously mentioned, Avalon had always been devoted to freedom of belief and practice. And indeed even with Catholics holding the High Throne, this remained. And so the Empire became a hodgepodge and melting pot of many different cultures. Judaism. Christianity. Islam. Various pagan beliefs. They did not all get together in perfect harmony, but they did manage not to kill each other. No population pressure. No devastating wars or invasions. This was when universities got built. The knowledge of the Ancient Greeks rediscovered. A true Golden Age of learning and culture. Avalon’s borders slowly bled into Eastern Europe, as various area rulers decided that the Holy Avalonian Empire was a safe bet for their protection and prosperity. The Eastern Orthodox Church provided a hard barrier to further expansion, but few minded. There was neither need nor desire for even a single Crusade. And so it went for centuries. Until the Mongols came.

Möngke Khan did die in this world, but a year and a half later. The Abbasids were battered aside, and in truth had not been properly unified in centuries, with independent rulers only paying lip service to the Abbasid Caliph’s authority. The Byzantines were helpless to do anything but watch as the Kievan Rus began to collapse outright. Avalon had a big fight on its hands, and several hundred years of peace had at last dulled their hard warrior edge. However, they still had an advantage. And finally, this is where the roots of Fiona McTavish begin to show. The unique special forces of the Avalonian military. The Kingsguard, though it had been a long time since they performed only their traditional duties. They were, tactically speaking, millennia ahead of their time upon their founding back before the birth of Christ. And they were to a person outright superhuman. Whether blessed by a god, a wielder of great magics, bearer of a strange bloodline, or merely a phenomenal talent, a single squad could fight an entire Legion on their own. Their commander on the day they stepped onto the field against the Mongols was Fiona’s ancestor. The campaign was a great victory, driving the Mongols back into Asia. Kublai, after he became Great Khan, acknowledged their skill and valor even as he struggled to deal with his squabbling, disunified relatives. However, the economic damage exposed the deep divisions in Avalonian society. The long time citizens in Frankish Gaul had little love for the newcomers in Germania and points East. Those in the Emerald Isles (Ireland and the UK) thought themselves far superior to those in Hispania and Iberia. The Catholics hated the Jews. The Muslims wanted the pagans to stop existing. Etcetera. The damage to livelihoods and the economy echoed, until a man named Martin Luther posted his list of grievances against the Pope and all Catholicism on the door of a church. The Protestant Reformation drove the Holy Avalonian Empire directly into a brutal civil war. The centralized feudal system, which has kept the Empire together for so long, ended up dooming it. The Kingsguard could do little as the Empire tore itself apart. In the end, only the two original isles remained of all their vast territory.

History proceeded in a fashion a historian from our world might casually recognize after that. Avalon became an interesting constitutional monarchy where the sovereign maintains the traditional powers of the Head of State but does not make laws. The rise of modern nations, colonialism, gunpowder and rifles changing warfare, etcetera. Swap Avalon for Britain in the history books of our world and the broad strokes remain correct. Though Avalon, chastened by the collapse of the Empire, granted their colonies independence quite easily. No wars required. World War II (and all that Nazi punchin’) established the Kingsguard as the world’s premier superhero group. They were independent now, far removed from their military days. Fiona McTavish was the third child of the illustrious McTavish family. A McTavish had stood with the Kingsguard on the front lines all the way back to their founding over two millennia ago.Her powers had developed. She was undergoing training. She’d even picked a codename. She was ready to live up to the glorious McTavish Legacy of Fire. And then her entire world had a dimensional…incident. Hundreds of thousands of people simply disappeared as snap portals opened all over the globe. Before the Kingsguard could even respond, it was over. And Fiona McTavish was in another world alone. She’d saved a few people from falling into a portal at the cost of falling in herself.

 

Powers & Tactics: The secret behind the McTavish bloodline’s powers and long endurance is a blessing from the triune goddess Brigid, of the Tuatha de Danann. Fiona is no exception to this, though her powers are no mere fire, but the fourth form of matter, plasma. Plasma is what gas turns into when it gets too hot. And she can both generate and control it to her heart’s content. She can layer it over her body to protect her from damage, enhance her speed while rending surfaces for her to step on (basically allowing her to fly) in addition to more offensive applications. The shining star of which is her Plasma Greatsword. She oscillates the heat energy in the plasma blade so that it strikes several times in one swing and thus can cut through just about anything. But that’s just one technique. Her Plasma Burst can scorch the battlefield with incredible heat. Normally, she contains the heat from her plasma, but both Blinding Flash (which exploits the sheer heat involved to momentarily ignite the air in an area in a well, blinding flash) and Melter Sword (which turns plasma’s full heat on a target, which is still hot enough to melt/burn for several seconds after application) are examples of her letting the containment slip to a degree. She also has Infravision, which is helpful as she is not yet immune to heat.

 

Tactically, Fiona prefers hitting enemies with her greatsword. Blinding Flash has it’s uses, and Plasma Burst can really clear out the low powered mobs. Melter Sword is primarily for walls and such. Though it would certainly be effective on a living being, boy is that not heroic at all. She doesn’t so much fly as treat everywhere as somewhere she can step. Sometimes that’s assisted somersaulting, sometimes it’s wall running without the wall, and sometimes it’s just the air is her running track now. She has all four cap altering feats, and she uses them fairly regularly. All Out Attack is somewhat of an exception, however. That is often reserved for more desperate situations where she’s cranking up the ranks of her Plasma Greatsword with Extra Effort. She, of course, has a plethora of power stunts. Plasma Blast (Blast 10 with Accurate and Precise). Plasma Bolts (Blast 6 with Autofire, Accurate 3, and Precise). And of course, as a member of the McTavish Legacy of Fire she can also do anything a regular fire controller can do. Hell, she’s got a couple of tricks from light and radiation controllers. So, plethora is not an overstatement.

 

Personality: Fiona is energetic, certainly. One of those big personalities. She’s full of the joy of life, and that’s a fact. But…she’s also a proud legacy hero. Though she desperately wants to go home, that fact never changes. She has plenty of courage, and is a devoted servant of the public. There are those among the “Truman Girls” who are more purely heroic, it’s true. But she’s the one who will face down the darkest evils with a ferocious grin. For not only is she a hero with a love of protecting the people, she’s also a warrior who relishes a challenge.

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Yumiko Amano

 

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

 

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

 

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

 

Skills: Acrobatics 4 (+5), Concentration 3 (+8), Craft (artistic) 10 (+15), Craft (chemical) 10 (+15), Diplomacy 15 (+15), Gather Information 10 (+10), Knowledge (arcane Lore) 10 (+15), Knowledge (art) 10 (+15), Knowledge (physical sciences) 10 (+15), Language 4 (+4), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, Artificer, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 5, Eidetic Memory, Improvised Tools, Inventor, Luck, Move-by Action, Power Attack, Quick Change, Quick Draw, Skill Mastery (Craft (art & chem), KN (arcane & art)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Paintbrush (Device ? (Easy to lose, Restricted use (Must be able to use Pictomancy))

   Brush Riding (Linked)

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

      Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 3.2k lbs; +5 STR to some checks; Limited (to Carrying Capacity))

   Paint The World (Array 12) (default power: create object)

      Bodily Repaint (Strike 12) (Array; DC 27; Alternate Save (Fortitude))

      Harmful Paint (Strike 12) (Array; DC 27; Autofire (interval 2, max +5))

      Paint Bindings (Snare 12) (Array; DC 22; Transparent; Range (touch))

      Paint in the Eyes (Dazzle 12) (Array; affects: visual senses, DC 22; Autofire (interval 2, max +5); Range (touch))

      Paint Objects (Create Object ? (Default; Max Size: 8x 100' cubes, DC 18; Independent, Total Fade; Range (touch); Precise, Progression, Object Size 4, Slow Fade (1 minute), Stationary, Subtle (subtle))

      Painting The World (Color Control 12) (Array; 60-ft. cube, DC 22; Independent, Total Fade; Range (touch))

      The World Is My Canvas (Illusion ? (Array; affects: visual senses, DC 18; Progression, Area 8 (2500 ft. radius))

Paintproof Outfit (Device 4) (Hard to lose; Subtle 2 (unnoticable))

   Enchanted Choker (Super-Senses 6) (awareness: Magic (Visual), counters illusion: Visual, infravision, microscopic vision 1 (dust-size), ultravision)

   Enchanted Fabric (Protection ? (+8 Toughness; Subtle 2 (unnoticable))

   Enchanted Hairpin (Sensory Shield 4) (sense: one sense - visual, +8 to saves vs. Dazzle attacks)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +8/+13)

 

Attacks: Bodily Repaint (Strike 12), +8 (DC Fort 27), Harmful Paint (Strike 12), +8 (DC 27), Paint Bindings (Snare 12), +8 (DC Ref/Staged 22), Paint in the Eyes (Dazzle 12), +8 (DC Fort/Ref 22), Painting The World (Color Control 12), +8 (DC Ref 22), Unarmed Attack, +8 (DC 15)

 

Defense: +10  (Flat-footed: +3), Knockback: -5

 

Initiative: +1

 

Languages: Chinese (Cantonese), Chinese (Mandarin), English, Japanese Native, Russian

 

Totals: Abilities 26 + Skills 24 (96 ranks) + Feats 23 + Powers 43 + Combat 18 + Saves 16 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 18

Height: 5’ 0”

Weight: 100 lbs.

Ethnicity: Japanese

Hair: Light Brown (“painted”), Black (natural)

Eyes: Blue (“painted”), Dark Brown (natural)

 

Background: Yumiko Amano was meant to be an assassin. A stone cold killer. A tiny orphan, raised to be a killing machine, in an academy full of other orphans also being raised to be killers. Their teacher, the White Rose, thought she was paying it forward. The children society had thrown away, made useful. Given skills. Taught how to survive in the world. She thought she was doing her own teacher a great honor, and a grand heroic deed in the bargain. Perhaps so. Perhaps not. At any rate, Yumiko was a terrible student. She had a lot of power, but little resembling control and zero killer instinct. She was a timid, flinching thing. But the White Rose was not a cruel woman. She found a way through to Yumiko, to get her to put forth her best efforts to improve. And Yumiko tried. She really, really did. But nothing changed. Yumiko fell further and further behind her classmates, despite the White Rose’s skilled tutelage. And at last, consumed with frustration, Yumiko lost the little control over her powers she had. The magic consumed her in a blizzard of color. Paint went everywhere. There were screams. Sounds of destruction both great and small. Yumiko flailed, trying desperately to stop it. She could not, and slipped away into the darkness where no color exists.

Yumiko woke up in a hospital in our world. University of the Ryukyus, Nishihara, Okinawa, Japan to be precise. Her injuries had been terrible, but she was making a full recovery. She had no memory of having arrived. Oh gods, what has she done? Her magic surged again and it took the intervention of Samorn, Skye Walker, and Oliana Kameāloha (in Okinawa on an unrelated mission) to stop her and save Nishihara from destruction. They took her back with them to the Guild, and she became a “Truman Girl”. Her control is significantly better now, thanks to magical tutelage from Yasmine Sakaguchi and surprisingly, Coyote. He’s the one who came up with the idea of the Paintbrush foci. Just when you think you know that guy…

 

Powers & Tactics: Yumiko is a subtype of pictomancer. A proper pictomancer could use anything at all to draw with and use their magic. Yumiko must use paint. She used to use her bare hands and some willpower. This did not grant enough control. Coyote’s suggestion of a foci was incredibly useful. So now she uses an enchanted paintbrush, and her control is much better. There is some preparation involved as well. At this stage she is making her own proprietary chemical mixes and turning them into paint. She is both master chemist and master artificier. As such she has two magical Devices. Her Paintbrush lets her fly and increases her carrying capacity while doing do. Since she’s riding on it, however, she can be knocked or pulled off. It is also how she Paints The World. She can inflict damage, bind limbs, and take away sight all by “painting” it into reality on the foe’s body. She can also create sturdy objects out of pain that look almost indistinguishable from the real thing. She can change the color of anything, and even completely redefine visual reality with a few strokes of her brush. Her Paintproof Outfit isn’t immune to her powers, just paint stains. Useful! But that’s far from all. Enchanted Choker improves her vision significantly. She can see magic, into both infrared and ultraviolet, through illusions, and a little microscopically. Enchanted Fabric protects her from damage without looking like it’s doing anything at all to the unpowered eye. And her Enchanted Hairpin helps her avoid being blinded.

 

Tactically, Yumiko prefers to use her nonviolent options. She’s genuinely tricky here. The World Is My Canvas can easily allow her to slip away from combat and/or reposition as needed. Or just camouflage her more martially inclined allies. Or trick enemies into running off a ledge or into a wall. Paint Objects is much the same, only these are real. With her sheer art skill (plus Precise and Subtle) she can even replicate people. Not the whole breathing and moving part, but exact appearances absolutely. It’s when she has to fight that the other ones come out and reveal that the White Rose’s training absolutely did take in some ways. She uses +5 Accurate Attack to get a hit with Paint In The Eyes, then an unadjusted Paint Bindings, then either Harmful Paint or Bodily Repaint. Archetypes with significantly higher Tou saves than Fort (battlesuits, energy controllers, mystics, etc) get the latter, but if the two saves are largely even they’ll get the former. She also makes liberal use of Defensive Attack if the enemy is reasonably accurate, and absolutely will Power Attack a defenseless enemy. And Move by Action is how she doesn’t take a lot of shots in melee. She can naturally power stunt with ease, but it’s fairly rare. Usually she’ll pull out something like Paint Cannon (Blast 10 [Accurate 3, Precise]) or Paintsplosion (Strike 8 [Burst Area, Selective Attack]).

 

Personality: Yumiko is a shy, quiet, and introverted girl with the sensitive soul of an artist. She’s clever and perceptive, but suffers from self confidence issues and poor everyday social skills. In the moment, without time to think, she can be amazing. But with time for doubt to creep in, she can easily falter. There are parts of her that don’t believe her powers are particularly useful, and because she’s a tiny uncharismatic girl she thinks there isn’t anything else of worth about her. The White Rose did not encourage these thoughts at all, but was at a loss as to how to deal with them. The “Truman Girls’ have been much healthier in that regard. They’ve helped her get out of her own head and see her worth as a human being. To do less isolated observing and more interacting. Art is not just paint on canvas. Art is in the meaning people find in it. The best artists are ones who understand the human condition, and can successfully appeal to it. Yumiko trods the path to understanding. It’s not perfect, and she’ll stray sometimes, but she’s doing her best.

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Palila Nui

 

Power Level: 9; Power Points Spent: 135/135

 

STR: +0 (10), DEX: +2 (10/14), CON: +2 (14), INT: +5 (16/20), WIS: +3 (16), CHA: +1 (12)

 

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

 

Skills: Bluff 9 (+10), Diplomacy 4 (+5), Gather Information 4 (+5), Knowledge (arcane Lore) 10 (+15), Knowledge (theology & philosophy) 5 (+10), Language 4 (+4), Notice 5 (+8), Sense Motive 5 (+8), Survival 2 (+5)

 

Feats: Accurate Attack, Attack Focus (ranged) 3, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Luck 3, Power Attack, Ritualist, Uncanny Dodge (Auditory)

 

Powers:

Half-Elven Physiology (Container, Passive 3)

   Enhanced Dexterity 4 (+4 DEX)

   Enhanced Intelligence 4 (+4 INT)

   Immunity 4 (aging, disease, sleep, starvation & thirst; Limited - Half Effect)

   Leaping 1 (Jumping distance: x2)

   Super-Senses 4 (extended (type): Visual 1 (-1 per 100 ft), low-light vision, ultra-hearing)

Weather Magic (Array 14) (default power: blast)

   Aeromancy (Air Control 12) (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Freshen Air (Radius: 60 ft.), Indirect (in front of you, directed away), Precise, Wind-Blown Effects)

   Dense Fog (Obscure ? (Array; affects: visual senses, Radius: 1000 ft.; Selective Attack)

   Lightning Flash and Thunder (Dazzle 7) (Array; affects: 1 type + visual - visual & auditory, DC 17; Burst Area (35 ft. radius - General))

   Lightning Strike (Blast 12) (Default; DC 27; Indirect 3 (any point, any direction), Precise)

   Tornado (Move Object 9) (Array; Strength: 45, Carry: 4.3k / 4.3 tons / 6.4 tons / 12.8 tons, DC 24; Cylinder Area (45 ft. radius + height - General), Damaging; Duration (concentration))

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

 

Attack Bonus: +3 (Ranged: +6, Melee: +3, Grapple: +3)

 

Attacks: Lightning Flash and Thunder (Dazzle 7) (DC Fort/Ref 17), Lightning Strike (Blast 12), +6 (DC 27), Tornado (Move Object 9) (DC 24), Unarmed Attack, +3 (DC 15)

 

Defense: +12  (Flat-footed: +3), Knockback: -2

 

Initiative: +2

 

Languages: Elven, English, French, Japanese, Tahitian Native

 

Totals: Abilities 18 + Skills 12 (48 ranks) + Feats 19 + Powers 53 + Combat 18 + Saves 15 + Drawbacks 0 = 135

 

Age (as of Jan 2019): 32 (chronological)/16 (biological)

Height: 5’ 10”

Weight: 140 lbs.

Ethnicity: Mixed Tahitian/Elven

Hair: Dark Brown with Platinum Blond streaks

Eyes: One Dark Brown, One Blue (has heterochromia)

 

Background: The Winter Court of Faerie gets a lot of flack. They’re the Unseelie Fae. The Wicked Ones. This is accurate. They are liars, betrayers, and murderers. They are the side of nature that is cold, unfeeling, and merciless. And yet…that is only half of the picture. Their hearts are not ice. Indeed, they take no pleasure in being what they are, though they may play at it from time to time. They are simply what they are, and no nonmortal can ever defy such. Like all of the Fae, they take and discard mortal lovers at will. And from time to time, even the most high of nobility among them will truly fall in love. This was the case for the father of Palila Nui. The mighty Stormwarden fell in love with a lonely mortal girl from Tahiti. She had no family, so he took her home and brought her into his. Into this loving (after a fashion) family was born Palila. Time is…different…in the Realms of Faerie and Winter is notoriously unkind to mortals. So, when her mother reached the end of her strength, mother and child were sent back to Tahiti with a promise from her father to visit often. But as stated, time is not the same in Faerie as it is on Earth. A thousand years had gone by, and the world had changed much. Tahiti belonged to the French. There were airplanes and cars and beach resorts. It was…a bit overwhelming. Fortunately, some of the Truman Girls were in town at the time so things didn’t get entirely out of hand. (There was a minor weather event and some property damage). Her mother has made a full recovery and is doing well. Meanwhile, Palila goes on adventures with the Guild. Her father is Fae, so he cannot directly lie. Meaning he has kept his promise and does indeed visit as often has he can. Of course, he’s never visiting just to say hi. He always has a mission for his young Stormwarden in training. And, of course, telling plainly what it is would be completely unlike the Fae, so she’s got to figure what needs doing and then figure out how to do it. Fortunately, she’s not alone. The other Truman Girls lend a hand with these quests as often as they can.

 

Powers & Tactics: Palila was trained by her father in the magical Stormwarden tradition. Her spells command wind to move things, summon fog to remove visibility from an area, blast lightning and thunder to blind them, and outright calling down lightning to fry them. Her control over the wind is such that she can even fly, albeit at moderate speeds. The scary bit is that she’s still in training. Being a Half-Elf grants her several minor abilities. Her agility and intellect are above human baseline. Time’s passing, diseases and lack of rest or sustenance have a weaker effect on her than normal humans. She leaps great heights by comparison, and her sight and hearing are especially keen.

 

Tactically, Palila prefers Lightning Strike. With Indirect 3 she’s probably getting a surprise attack and thus probably getting a hit. It’s a hell of an opener. Really sets the tone. Still, she’s aware that she’s Defense shifted. Hard to hit is not the same as impossible. So, Dense Fog is useful for escaping or setting up teammates to smack foes down. Aeromancy can move pesky melee attacker away, and does most of her utility work. And Lightning Flash and Thunder is effective on mooks and archetypes with poor Reflex saves in general. Tornado is especially hellish on those folks, but also can do significant property damage in civilization so she’s more careful with it than the others. She can, of course, power stunt and does so with reasonable regularity. These are the spells she’s still practicing, so they take some effort to cast. Arctic Freeze is Snare 12 with Indirect 3 and Precise. Hailstorm is Blast 9 (Cloud Area, Indirect). And Exposure is Fatigue 8 (Ranged, Accurate 2, Indirect, Subtle) which is a blast of extreme heat or cold. Those are the main ones that she’ll use with reasonable regularity. The “once in a long while” ones are as follows. Strong Gust is Trip 12 (Knockback, Indirect 3, Precise). Glacier is Create Object 9 (Duration [Continuous], Innate). And Mirage is Illusion 9 (Visual Senses, Progression Area 1 [10 ft]). Environmental Control 7 (Mix & Match 4) is technically on the list, but that isn’t a combat power stunt. It’s something she might do to fulfill a quest goal or to be nice to a land in severe drought.

 

Personality: Palila is a remarkably well adjusted young woman. The Truman Girls are littered with big personalities and psychological issues. She stands out (so to speak) by having, well, neither. It may seem a little strange with her background and powers, but she’s really the everywoman among them. It’s her powers that are dramatic and flashy. Palila’s just kind of around. This is, of course, completely intentional. She grew up in the Winter Court of Faerie. Being minimally noticed is a survival skill there. She’s smart, savvy, and just enough of a trickster to know that it’s the dramatic and flashy ones that get all the attention. Attention that can rapidly prove dangerous. The trick is to fade into the background, but not too much. In the chaotic Seawings Adventurer Guild, she’s so far succeeded admirably in this.

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Octavia Fiammetta

 

Power Level: 9; Power Points Spent: 135/135

 

STR: +0 (10), DEX: +1 (12), CON: +5 (10/20), INT: +2 (14), WIS: +3 (16), CHA: +2 (14)

 

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

 

Skills: Acrobatics 9 (+10), Concentration 7 (+10), Craft (artistic) 3 (+5), Diplomacy 8 (+10), Gather Information 3 (+5), Intimidate 13 (+15), Knowledge (art) 8 (+10), Knowledge (history) 8 (+10), Knowledge (popular culture) 3 (+5), Knowledge (theology & philosophy) 3 (+5), Language 5 (+5), Notice 5 (+8), Perform (dance) 8 (+10), Sense Motive 7 (+10), Stealth 4 (+5), Survival 2 (+5)

 

Feats: All-Out Attack, Dodge Focus 3, Luck 3, Power Attack, Skill Mastery (Acrobatics, Intimidate, Perform (dance), Sense Motive), Startle, Uncanny Dodge (Auditory)

 

Powers:

Choker of Health (Device 2) (Hard to lose)

   Enhanced Constitution 10 (+10 CON)

Earrings of Teleportation (Device 1) (Hard to lose)

   Teleport 4 (400 ft. as move action; Short-Range; Turnabout)

Hellfire Magic (Array 10) (default power: strike)

   Hellfire Artillery (Blast 6) (Array; DC 21; Burst Area (30-150 ft. radius - General); Progression, Increase Area 2 (area x5))

   Hellfire Cannon (Blast 10) (Array; DC 25)

   Hellfire Gatling (Blast 6) (Array; DC 21; Autofire (interval 2, max +5); Accurate 2 (+4))

   Impose Will (Mind Control 10) (Array; DC 20; Duration (sustained); Range (ranged))

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

   Witchblade (Strike 10) (Default; DC 25; Vampiric)

   Wither (Drain 10) (Array; drains: any trait, DC 20; Alternate Save (Will))

Shield Anklet (Device 3) (Hard to lose)

   Force Field 7 (+7 Toughness; Impervious [1 extra rank])

 

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

 

Attacks: Hellfire Artillery (Blast 6) (DC 21), Hellfire Cannon (Blast 10), +8 (DC 25), Hellfire Gatling (Blast 6), +12 (DC 21), Impose Will (Mind Control 10), +8 (DC Will 20), Infernal Bindings (Snare 10), +8 (DC Ref/Staged 20), Unarmed Attack, +8 (DC 15), Witchblade (Strike 10), +8 (DC 25), Wither (Drain 10), +8 (DC Staged/Will 20)

 

Defense: +6  (Flat-footed: +2), Knockback: -10

 

Initiative: +1

 

Languages: English, French, German, Italian, Japanese, Latin Native

 

Totals: Abilities 16 + Skills 24 (96 ranks) + Feats 11 + Powers 50 + Combat 22 + Saves 12 + Drawbacks 0 = 135

 

Age (as of Jan 2019): 17

Height: 5’ 4”

Weight: 115 lbs.

Ethnicity: Appears Caucasian (it’s complicated)

Hair: Red

Eyes: Black sclera, hellfire irises

 

Background: Octavia was made, not born. She, as her name indicates, was the eighth of the Infernal Witches. Unuvia, Duovia, Trivia, Quatra, Quintia, Sextia, and Septia were a coven of immortal magicians who made careful deals with demons for power. They had been operating behind the scenes of (in their world) modern day Italy for as long as anyone could remember. This world was otherwise much like ours as far as history goes, but warfare was ruled as much by magic as by the sword. They did not always number seven. The Ancient Greeks were fooled into thinking they were the Fates, for there was only three at the time. The rise of Christianity and the conversion of the Roman Empire abruptly pushed the Infernal Witches out of power. Of course, they wouldn’t take this lying down. Their revenge campaign ultimately brought down the Roman Empire. But not, unfortunately for them, the upstart religion that had crossed them. Through unwashed fanatics to Crusaders, the Infernal Witches weathered everything the Catholic Church could throw at them, and countered back as they could. Their big revenge scheme was a long term plan in the creation of Octavia and her enchanted items. The Inquisition, however, was a step too far. The Jesuits, armed with musket and pistol (something the Witches’ magics were completely unprepared for) stormed the mountain cave where the Witches made their home, and slaughtered them all. Unfortunately for them, the chaos of battle woke the unfinished Octavia up, and a second slaughter-this time of Jesuits-ensued. One managed to escape with his life, and Octavia went back to sleep. This was the story for centuries more, creating an enduring legend. The child killing machine in the mountain.

Major Matteo Fiammetta of the newly formed Italian Army didn’t believe in legends. Times had changed much. A trained soldier with a good rifle may not have quite been a match for your average mage, but he took a tenth of the time to train and equip. And ten of that soldier would absolute slaughter that average mage without much effort. So he led a mission up to that cave, and captured the feral young girl living inside. She was a dangerous attacker, but nothing on defense. He took the books of the old Infernal Witches and learned who she was. He promptly felt bad. Fortunately, Octavia had finished “cooking” so to speak, a few years earlier and had been fending for herself on the mountain. Unfortunately, that world’s version of World War I kicked off immediately afterward, and the Major was ordered to turn the girl into a weapon for Italy. Hating every second of it, he equipped Octavia with her enchanted items and made her the centerpiece of his special operations unit. He taught her many things, as well. How to talk properly, read and write. Basic mathematics. Everything a soldier would need. But regrettably, nothing a growing young girl would. There simply wasn’t time. The war was more or less the last stand of magic and the old ways versus an impatient new generation armed with the latest in weapons technology. Gatling guns and heavy artillery were making spellcasting obsolete. At the end of the war (which was a very bloody stalemate until the United States made its presence felt, as in our world), there was a fortress that the Major and his unit were ordered to take. The centerpiece of the last offensive. The Italian Army had come to rely on their little unit, as Octavia could and routinely did smash through any infantry opposition on the small unit level. She had an edge even on armored vehicles and tanks, which no one else could plausibly claim. That last mission was to take the supposedly invincible fortress of Extremus, or at least disable it’s artillery guns.

The Major, Octavia, and his special operations unit were successful in the latter, but Extremus’s commander chose to burn the fortress to the ground rather than lose it to the enemy. And even in their success the unit was wiped out. Only the Major and Octavia remained, in a collapsed staircase. There was a way out downstairs, but the Major could no longer move because of his wounds and Octavia’s arms had both been blown off. And of course, teeth are no substitute for hands. The Major begged her to run. He told her he loved her, and wanted her to have a life of her own. She refused to leave. Before the stalemate between them could be resolved, the fire in Extremus reached the first ammo dump. There was a chain reaction, and Extremus the supposedly invincible fortress was blown wide open. Lost in the flames of the explosion were a roar of defiance and a brilliant flash of Hellfire.

Octavia’s arrival in our world was a fiery, utterly unmissable explosion of Hellfire. A few “Truman Girls” were in the area on something unrelated and investigated. They found her, but not the Major. When she recovered from her injuries she joined the Guild. There was no evidence the Major came with her, but no evidence he did not do so, either. Her time in the Guild has been good. She has made good friends and learned much of what it means to be herself and not a living weapon. And yet…if he came for her tomorrow she would go with him.

 

Powers & Tactics: Octavia is unique, or as close as anyone can get in the vastness of the multiverse. She can call up, control, and use Hellfire innately. Normally this requires an infernal pact, actually being demonic in some way, or dangerous magics (as demons are understandably picky about who uses their power). However, the seven Infernal Witches circumvented this in creating her and thus she has more potential than they ever did. She is a magically engineered human being, but this provides no other real advantages so far. Her control over Hellfire lets her do a variety of offensive things. Ranged damage in three varieties (Hellfire Cannon, Gatling, and Artillery), capture enemies (Infernal Bindings), control minds (Impose Will), inflict damage to heal her own injuries (Witchblade), and even Wither her opposition down to nothing. As for her arms, they are Hellfire constructs now. As a Sustained effect, they go away she is unable to take a free action to maintain their existence. Her magical items number three. The Choker of Health enhances her physical stamina and durability. The Earrings of Teleportation are exactly what they say they are, albeit short range only and limited to areas she can actually see. And the Shield Anklet protects her from damage of all kinds with a force field.

 

Tactically, Octavia is still a ruthlessly effective soldier. Turnabout’ing with Teleport and dropping damage on foes with wild abandon while prioritizing mission critical personnel (aka her friends and allies these days) and the enemy most threatening to them. Her Witchblade is her signature attack, but Hellfire Cannon, Gatling, and Artillery get equal play depending on circumstances. With her items, she’s literally tougher than nails, so she can All Out Attack with near impunity. It’s facing an equal or superior foe that she’ll pull out the fancy stuff like Impose Will, Infernal Bindings, and Wither. Startle and Power Attack are available for use in these situations, as well, but don’t yet see lots of use. She is capable of power stunting, but doesn’t do it very much. Predominantly what she’ll stunt are Witchblade variations. A different Extra instead of Vampiric, or cutting the ranks by 4 (to 6) to add a second Extra (most often Autofire) and Accurate 2. A note, however. She will not use lethal damage unless the opponent has been proven to be undead/robotic/a construct.

 

Personality: Octavia is still learning how to people. She was literally a child soldier, and knew nothing else before coming to our world. Her growth has involved deregimenting her life and a dramatic realization of the value of human life. She will never kill again, and no longer has any need for orders. She understands others’ emotions just fine, though subtleties and complexities can escape her if not explained. It’s her own that are troublesome. She’s no good at expressing them even when she does understand them. She’s as ruthlessly efficient in normal life as she is in combat. It still takes effort to stop and smell the roses, so to speak. It’s not easy to see, but there is a deep well of kindness inside her.

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Claire Gainsborough

 

Power Level: 9; Power Points Spent: 135/135

 

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

 

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

 

Skills: Acrobatics 7 (+10), Craft (electronic) 12 (+15), Craft (mechanical) 12 (+15), Knowledge (physical sciences) 12 (+15), Knowledge (technology) 12 (+15), Language 1 (+1), Notice 5 (+8), Sense Motive 5 (+8), Stealth 2 (+5)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 2 (Chronal Sword (Device 3)), Dodge Focus 5, Improved Critical (Endless Slash (Strike 4)), Improved Critical (Hypertime Slashes (Strike 4)), Improvised Tools, Inventor, Luck 2, Power Attack, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Chronal Sword (Device 3) (Easy to lose)

   Chronal Sword Attacks (Array 6) (default power: strike)

      Chronal Drain (Paralyze 6) (Array; DC 16; Alternate Save (Reflex))

      Endless Slash (Strike 4) (Array; DC 21, Feats: Improved Critical (Endless Slash (Strike 4)); Secondary Effect [2 extra ranks]; Mighty)

      Hypertime Slashes (Strike 4) (Default; DC 21, Feats: Improved Critical (Hypertime Slashes (Strike 4)); Autofire (interval 2, max +5) [2 extra ranks]; Mighty)

      Temporal Slash (Drain 6) (Array; drains: single trait - toughness, DC 16; Affects Objects)

Ghosts of Our Destiny (Super-Senses 4) (precognition; Uncontrolled)

The Memory (Super-Senses 4) (postcognition; Uncontrolled)

Time Belt (Device 5) (Hard to lose)

   Chronostasis Field (Protection 6) (+6 Toughness)

   Time Manipulation (Array 7) (default power: teleport)

      Temporal Acceleration (Quickness 6) (Alternate; Perform routine tasks at 100x speed; Subtle (subtle))

      Temporal Acceleration (Speed 6) (Alternate; Speed: 500 mph, 4400 ft./rnd; Subtle (subtle))

      Physical Rewind (Healing 6) (Array; Action (standard); Personal; Persistent, Regrowth)

      Temporal Displacement (Concealment 10) (Array; all senses; Limited (to Miss Chance))

      Temporal Shift (Teleport 6) (Default; 600 ft. as move action, 20 miles as full action; Accurate; Limited (To places she can physically reach); Change Direction, Turnabout)

   Time Resistant (Immunity 1) (rare descriptor: Own powers)

   Time Sense (Super-Senses 1) (time sense)

 

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

 

Attacks: Chronal Drain (Paralyze 6), +12 (DC Ref/Staged 16), Endless Slash (Strike 4), +12 (DC 21), Hypertime Slashes (Strike 4), +12 (DC 21), Temporal Slash (Drain 6), +12 (DC Fort/Staged 16), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +3

 

Languages: English Native, Japanese

 

Totals: Abilities 36 + Skills 17 (68 ranks) + Feats 20 + Powers 33 + Combat 18 + Saves 11 + Drawbacks 0 = 135

 

Age (as of Jan 2019):

Height: 5’ 5”

Weight: 125 lbs.

Ethnicity: East Asian/Caucasian hybrid

Hair: Blonde

Eyes: Green

 

Background: Claire’s world was a living one, after a fashion. The planet’s life force manifested in the form of souls. Not just human ones, either. Plants and animals as well. And when they inevitably died, the energy returned to the planet. An alien invader disrupted this balance in the distant past, but was ultimately contained by the natives, who called themselves the Sacanthi. They were basically human, but with significantly heighted spiritual awareness and affinity for magic. But time is merciless and in time they had became virtually extinct while humans rose to prominence. With this rise came all of humanity’s flaws. Someone designed a way to extract the life from the planet and turn it into all purpose energy. A huge boon with an invisible price. One that was ultimately controlled by one megacorporation, who ended up (after a series of wars) effectively ruling the world. Super soldiers ensued, and all sorts of unethical experiments. The fools even unsealed the ancient invader the Sacanthi had sealed away long ago in their search for more power. She turned out to be both more powerful and more devious than anyone had anticipated. It took an alliance between the last Sacanthi (who laid down his life in the process), a terrorist group against the megacorp, and a few independent actors to stop her and the daughter the megacorp had made from her DNA from devastating the planet and draining all of its life. In the process, the megacorp’s executives and a significant percentage of the world’s population was killed. The world was saved…for a while. The heroes spent the rest of their physical primes slapping down whatever was the latest evil experiment to bust loose from a hidden secret lab and occasional resurrection of said daughter.

This was the world Claire was born into. Daughter of the last Sacanthi and the leader of the alliance. From a tryst not long before the former died. So Claire was raised in a world where her mother and her friends were still somewhat consistently fighting for the future of the planet. Though obviously her mother took some months off both pre and post birth. She wasn’t raised to be a fighter specifically, but genetics is a powerful thing. She inherited her father’s spiritual gifts, in addition to his compassion, kindness, and empathy. To be fair, she got some of the latter three from her mother as well, along with a powerful sense of responsibility to others. There just wasn’t any way she was going to stand aside and let the grown adults do all the fighting. She was a part of tech support as soon as she was able to walk, and showed a real gift for the physical sciences. When adolescence hit, her mother provided training in swordsmanship. Then she made her gear, such as it was at the time. She was ready for her first mission. It went quite well…except for the part where magic and tech combined made the time/space continuum burp and deposit her in another dimension. That could’ve gone so much better. A burst of her Sacanthi post cognition, “The Memory”, showed her the way to the Truman Home, and she’s been there ever since. One day, hopefully, she will go home.

 

Powers & Tactics: Claire doesn’t actually have very much in the way of superhuman powers. There’s only two minor ones, but she has two potent devices for combat. The Memory is post cognition, or a view of some point in the past. Ghosts of Our Destiny is precognition, or a view of some point in the future. She has no control over when either triggers, however. The former is a magical power, but the latter is a mutation caused by her use of time control tech. Her Chronal Sword is, well, a sword. But it’s also imbued with time control technology and powered by a magical gem. She can slash and have it echo through time, come with several additional slashes, drain the target’s time away leaving them paralyzed, or rapidly age the target’s resistance to damage until it crumbles. Her Time Belt (which is the same tech with the same power source) has a Chronostasis Field, (which helps her resist damage), a chronometer for telling what time it is, a immunity to her own devices’ negative effects, and a full suite of time manipulation powers. Speed enhancement, rewinding damage so it never happened, freezing time to go somewhere else, and displacing her sensory impressions from her actual temporal location so that attacks often miss.

 

Tactically, Claire is primarily a melee fighter. Hypertime Slashes and Endless Slash are her bread and butter. However, Chronal Drain is excellent setup if she can get it and she is well aware of this. Temporal Slash is for when she can’t get by with pure damage. Temporal Displacement is her usual combat pick out of the Time Belt’s array. Temporal Acceleration is her usual outside of it, as there’s enough Quickness there to make taking 20 with Notice all the time a breeze. Physical Rewind is, of course, for when she’s injured. Temporal Shift is an excellent way of suddenly being somewhere else. She does have Power Attack for when she knows the target can’t dodge well or at all. Like when they’ve been fully Chronal Drained. And she may take a whack at Acrobatic Bluffing. She’s not great at it yet, so don’t expect it a lot. While she’s capable of power stunting with both Devices, she rarely does so. There’s a Chronal Slash Cannon (Blast 10 [Full Action, Accurate 2, Precise]) from the Chronal Sword, and Temporal Tornado (Move Object 6 [Cylinder or Cone Area, Touch Range, Progression Increase Area 2]) from the Time Belt. But again, these are rare.

 

Personality: Claire is a quiet one. It’s not like she doesn’t stand out, because she does. No one with that much charisma blends in with the crowd. Claire gets her points across quite effectively, but she doesn’t have a big personality at all. Her mother’s endearing awkwardness and her father’s easygoing serenity are combined in her. It’s an…interesting combination, to be sure. With these things in mind, she can be a little sensitive to what others say and insensitive to what she says. She’s kind on the inside, but yeah. It gets adorable sometimes.

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Neith

 

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

 

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

 

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

 

Skills: Acrobatics 7 (+10), Bluff 10 (+10), Craft (electronic) 8 (+10), Craft (mechanical) 8 (+10), Diplomacy 10 (+10), Knowledge (civics) 3 (+5), Knowledge (tactics) 3 (+5), Knowledge (technology) 8 (+10), Language 4 (+4), Notice 8 (+10), Sense Motive 8 (+10), Stealth 7 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (ranged) 4, Dodge Focus 4, Evasion, Improved Initiative, Power Attack, Skill Mastery (Acrobatics, Bluff, KN (streetwise), Stealth), Uncanny Dodge (Tactile)

 

Powers:

Nanotech Armor (Protection 6) (+6 Toughness)

Nanotech Preservation (Immunity 1) (aging)

Nanowire Radar (Super-Senses 1) (ranged: Tactile)

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

Nanowires (Array 13) (default power: blast)

   String Phone (Communication 6) (Alternate; sense type: other; Subtle (subtle))

   Wire Eavesdrop (ESP 6) (Alternate; affects: 1 type - auditory; No Conduit, Simultaneous; Subtle (subtle))

   Bird Form (Linked)

      Morph 5 (Linked; morph: single appearance - weird looking bird, +25 Disguise; Duration (continuous))

      Shrinking 8 (Linked; -8 STR, -2 Toughness, -2 size categories, 1/2 movement speed; Duration (continuous))

   Nanowire Garrote (Blast ? (Array; DC 23; Alternate Save (Fortitude); Indirect 2 (any point, directed away))

   Nanowire Slash (Blast ? (Default; DC 23; Penetrating; Indirect 2 (any point, directed away))

   Nanowire Trap (Snare ? (Array; DC 18; Transparent; Indirect 2 (any point, directed away))

   Nanowire Trip N Fling (Trip ? (Array; Autofire (interval 2, max +5), Knockback; Improved Throw, Indirect (in front of you, directed away))

   Wound Stitch (Healing ? (Array; DC 18; Action (standard); Triggered 2 (any trigger))

 

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

 

Attacks: Nanowire Garrote (Blast 8), +8 (DC Fort 23), Nanowire Slash (Blast 8), +8 (DC 23), Nanowire Trap (Snare 8), +8 (DC Ref/Staged 18), Nanowire Trip N Fling (Trip 8), +8 (DC 18), Unarmed Attack, +4 (DC 17)

 

Defense: +8  (Flat-footed: +2), Knockback: -4

 

Initiative: +7

 

Languages: Chinese (Cantonese), English, French, Japanese, Proto-Polynesian Native

 

Totals: Abilities 22 + Skills 21 (84 ranks) + Feats 15 + Powers 50 + Combat 16 + Saves 11 + Drawbacks 0 = 135

 

Age (as of Jan 2019): Approximately 10,000 years.

Height: 5’ 2”

Weight: 115 lbs.

Ethnicity: Proto-East Asian/Austronesian/Polynesian

Hair: Dark Brown

Eyes: Brown

 

Background: 10,000 years ago, there were two kingdoms. One of great magic, and one of great technology, equivalent (and in some cases, superior) to what we have today. They coexisted for a long time, despite clear distaste for each other. This came to an end when a prince from one and a princess from the other fell in love. A tale as old as time. Their parents forbade it. They ran away with each other anyway, and the great war began. The kingdoms destroyed themselves in their war, and the deaths of so many at the hands of the gift (technology) the gods meant to be a blessing provoked the wrath of the gods. They sent a terrible monster to punish everyone for their great sins. The people eventually called it Agasala. At least, that is the story. The truth is another matter.

 

The truth is that the desperate king of magic summoned something he should not have. His war was lost. His kingdom in ruins. So he prepared a ritual, sacrificed his closest friend, and summoned what his ancestors had sealed away in terror. A thing with no name, which in ancient times was mistaken for a god. He was a fool. Agasala destroyed what was left of his kingdom before moving on to the other side of the war. They fared no better, and so two great nations were shattered. Afterward, when the people of an island numbered too many, or their skill in magic or technology grew too great, Agasala would return and destroy their village. This was the pattern for years until White Magic’s ability to summon creatures from other worlds was rediscovered. These creatures, though lesser beings, could be summoned to fight it. Or even seal it away again. Generations of mages willingly sacrificed their lives for a few decades at most of freedom from fear. The journey was never easy, and many died in the attempt. Yasmine Sakaguchi’s father was among them. Yasmine herself would have been the next in line if not for Tobias and Rikki questioning the necessity of such continual sacrifice. She had undergone the training, and she was ready to die for the world. But that ended up not happening. Agasala was destroyed. Yet this was far from the end of the grudge between the two kingdoms. And it was still not the whole truth.

Half of everything the Seawings and then the Seawings Adventurer Guild has ever had to deal with was fallout from that war. A decade of destroying superweapons, overcoming sleeper agents, and in general trying desperately to keep a ten thousand year old grudge from claiming lives in the modern day. All this while navigating the politics of being unauthorized vigilantes  and a younger female dominant group interacting with older male dominated power structures at that. But at last came the truth. The war, devastating as it was, was merely a means to an end. The weakness of Oceania’s dimensional barriers was something Hell saw as an opportunity. It had been a short time, relatively speaking, since they had been cast out forever. The Demon Lords burned for revenge against humanity. The strength of the two kingdoms, however, meant that any demons would be spotted and destroyed long before anything overt could be done. And so the Demon Lord in charge of the project worked subtly. Inflaming tensions and making emotions run higher, even after the war began so that no one would notice his infernal workings. Agasala was the king of magic’s last ditch plan to stop said Demon Lord from entering the world (by drawing off the magic power required for such a feat), not win the war. It, and the king of tech’s finest warmachine (with said king inside piloting) had a titanic battle. The king of tech may have lost and died there, but it was not for nothing. He had known of the plan, and the stakes. The battle drained all of Oceania’s dimensional magic. The Demon Lord’s passage from hell was denied. Enraged, he did the only thing he could do. He struck down the prince of tech and princess of magic, who were poised to save their kingdoms from Agasala. There was nothing else to be done. They each found a way to seal themselves in stasis. They knew their kingdoms would not survive such a monster, and one day the magic would be strong enough for the Demon Lord to try again.  This is where Neith comes in. She was the prince of tech’s servant, and a good friend besides. Neither would have been able to seal themselves away without her help. The nanotech was forbidden to be used, but this was a desperate situation. So Neith did what she thought was right. And she was trapped as a small bird for ten thousand years.

And then the Demon Lord returned with a devious plot, tricking the princess of magic’s servant into both masquerading as her, opening the way for him, and keeping the world’s heroes occupied as their mages were possessed by the soldiers of the magic kingdom. At long last, Neith could free the two royals. Between those two, Samorn, Dallas Austin, and an unexpected assist from Yasmine Sakaguchi, the Demon Lord’s plan was thwarted. In fact, Samorn killed him with a combination of the Soulblade and divine lightning. It was a total Seawings team effort. But the prince of tech and princess of magic had been long dead, and the nanotech’s power (which had been keeping them alive) ran out afterward. They crumbled to dust. Neith, having nowhere left to go, joined the Guild and the “Truman Girls”. She had, after all, been Samorn’s companion in her bird form for quite a while already.

 

Powers & Tactics: Neith’s body has been seeded with nanohives, where nanomachines reside and multiply at need. The one in her chest is full of armoring nanomachines. The small one nestled under her heart has nanomachines that prevent her from aging. But the rest? They produce nanowires, incredibly strong but incredibly thin wire. The ones on her shoulder blades make wings that let her fly. The one at the base of her skull produces harmless, ultra flexible versions. The secret behind that is that they’re hooked into her sensory nerves, so touching the wires is like touching her skin. But the showstopper is the ones in each wrist. With these she can damage, garrote, fling away, or capture enemies. She can also heat her own injuries, eavesdrop on far locations, or communicate via literal string phone. Lastly, she can resume her tiny bird form should she so choose.

 

And tactically speaking, she kind of does. She’s keenly aware of being a PL8 among PL12s and 10s for the most part, and she was never the fighting type to begin with. Bird Form is a little hard to hit, for one, and for another it’s a regular looking bird. Not exactly a priority target in combat. Also increases her Stealth to genuinely impressive levels. But we’re talking about actually fighting here, so Plan A is almost always going to be Nanowire Trap. This makes both Nanowire Slash and Nanowire Garrote more likely to hit should she need them. Nanowire Trip & Fling is for if she doesn’t want to actually hurt them but needs them to be somewhere else now. She’ll use Acrobatic Bluff, Feinting, or strike from Stealth if she can. Any advantage she can get. And of course, she has a Wound Stitch ready to trigger if she gets Staggered or Disabled. She is capable of power stunting but to date has not done so.

 

Personality: Neith is definitely one of the quite ones. Her life has been decidedly unfun. Sacrificing a big chunk of her humanity to save her best friend and then being stuck as a bird for ten thousand years had a sobering effect on an already low key personality. She’s also kind of at loose ends, emotionally speaking. Even if the prince liked her, she was only ever a minor servant. She was no one and that wasn’t supposed to change. Then it did. And then it did again. It’s not that she’s down on herself, especially. Nanowire was esoteric, as tech powers went back then. Everyone had something more visually impressive or with more raw power. But the “Truman Girls” don’t care about things like that. So the shy, demure girl of the past with ten thousand years of experience in human nature is now firmly ensconced within a much more protocol free and boisterous group than a royal family’s servants. It’s let her incredibly dry wit come out, that’s for sure. As well as her complete and utter intolerance for casual stupidity.

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Elena Laskaris

 

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

 

STR: +4 (18), DEX: +7 (24), CON: +4 (18), INT: +0 (10), WIS: +2 (14), CHA: +5 (20)

 

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

 

Skills: Acrobatics 5 (+12), Bluff 7 (+12), Craft (chemical) 10 (+10), Diplomacy 7 (+12), Language 3 (+3), Notice 6 (+8), Sense Motive 6 (+8), Stealth 4 (+7)

 

Feats: Attack Focus (melee) 3, Attack Specialization 2 (Unarmed Attack), Attractive (+4), Chokehold, Dodge Focus 5, Evasion, Grappling Finesse, Improved Critical 2 (Unarmed Attack), Improved Grab, Improved Initiative, Improved Pin, Improved Trip, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Protection 2 (+2 Toughness)

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

Super-Movement 1 (slithering)

Super-Senses 2 (infravision, scent)

Super-Strength 1 (+5 STR carry capacity, heavy load: 1.2k lbs; +1 STR to some checks)

 

Attack Bonus: +5 (Ranged: +5, Melee: +8, Grapple: +20/+21)

 

Attacks: Unarmed Attack, +12 (DC 19)

 

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

 

Initiative: +11

 

Languages: Arabic Native, English, Greek, Latin

 

Totals: Abilities 32 + Skills 12 (48 ranks) + Feats 24 + Powers 23 + Combat 24 + Saves 5 + Drawbacks 0 = 120

 

Age (as of Jan 2019): 16

Height: 5’ 3” (normally, but can add up to 4’ by raising higher on tail)

Weight: 550 lbs.

Ethnicity: Egyptian Berber Lamia (snake girl)

Hair: Brown

Eyes: Light Brown

 

Background: Lamias (or snake women) have been around since ancient times. On our world, they’re monsters through and through. They eat children, suck blood, seduce the unwary, etc. Pick a mythological way to get killed, and there’s probably a lamia subspecies that commits it. Elena Laskaris is not that kind of lamia. On her world, lamia are just a half human, half snake species. Specifically, instead of a human lower body they have a long muscular snake tail. In fact, many mythological monsters are just other species human share the world with, and the old stories are what’s left of racist propaganda. She was quite excited, as in the modern day Japan (among other countries) had started an exchange program in order to break down the barriers between species. Elena worked hard and was selected. However, the ol’ dimensional hole showed up, and she fell into our world. Our Japan is a little less accepting of obvious nonhumans, so she had a bad time. Fortunately, the OG Seawings were in town and so she joined the Guild. She hasn’t gone on any missions yet, but her cooking skills are much appreciated in the Guild Hall. She’s not a master chef by any means, but she is competent, doesn’t brag too much, and best of all doesn’t need to be paid a small fortune. And that’s just like…really great.

 

Powers & Tactics: Elena doesn’t have any superpowers as such. She’s a perfectly normal lamia. Of course, lamias out-mass and out muscle the average human by quite a bit. Their snake scales are noticeably tougher than human skin. They’re a bit faster on the ground, too. And their senses are a little better. Infrared vision, an improved sense of smell. Her tribe had a bit of a warrior culture, so she’s a well trained fighter, just not particularly strong for a lamia. She can, however, grapple with a fury. It can be…challenging…to escape once wrapped up in her tail.

 

Speaking of, that is her go to move in combat. She doesn’t actually want to really hurt anyone, so she’ll make use of Improved Grab after an unarmed strike and Improved Pin if she can. With that said, she knows that sometimes you have to take people out. So she has Chokehold, Power Attack, and Takedown Attack. She can’t power stunt at this time.

 

Personality: Elena is a walking (slithering, actually, but you get it) goddamn disaster. Fashion loving, boy crazy, girliest of the girly girls and borderline completely unaware of her physical size and strength compared with humans. She’s a hugger, energetic, and very excitable. She’s fully capable of being calm and/or focused; it’s just that neither is her natural state. If the Truman Girls are up to shenanigans (not actual troublemaking) again, chances are she’s right in the middle of it.

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Phylia

 

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

 

STR: -1 (8), DEX: +2 (14), CON: +2 (14), INT: -1 (8), WIS: +2 (14), CHA: +2 (14)

 

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

 

Skills: Bluff 2 (+4), Concentration 6 (+8), Diplomacy 6 (+8), Language 2 (+2), Notice 6 (+8), Sense Motive 6 (+8), Stealth 8 (+10)

 

Feats: Attack Focus (melee) 6, Attractive (+4)

 

Powers:

Goo Powers (Array 13) (default power: snare; Custom (Array 12.5))

   Gooey Regeneration (Healing 10) (Array; Restoration, Total; Distracting, Personal; Persistent, Regrowth, Triggered 2 (any trigger))

   Made of Acid (Strike 6) (Array; DC 21; Aura, Duration 2 (sustained), Secondary Effect; Distracting)

   Made of Goo (Snare 6) (Default; DC 16; Aura, Duration 2 (sustained), Suffocating; Feedback, Range (touch); Obscure Sense (Visual))

   Made of Poison (Strike 6) (Array; DC 21; Alternate Save (Fortitude), Aura, Duration 2 (sustained); Distracting)

Goo Stretch (Elongation 4) (Elongation: 50 ft., range incr 40 ft., +4 Escape & Grapple)

Gooey Body (Container, Passive 7)

   Immunity 12 (aging, critical hits, life support)

   Insubstantial 1 (Fluid; Permanent)

   Protection 10 (+10 Toughness; Impervious [8 ranks only])

 

Attack Bonus: +4 (Ranged: +4, Melee: +10, Grapple: +9/+13)

 

Attacks: Made of Acid (Strike 6), +10 (DC 21), Made of Goo (Snare 6), +10 (DC Ref/Staged 16), Made of Poison (Strike 6), +10 (DC Fort 21), Unarmed Attack, +10 (DC 14)

 

Defense: +4  (Flat-footed: +2), Knockback: -10

 

Initiative: +2

 

Languages: English, Japanese, Slimen Native

 

Totals: Abilities 12 + Skills 9 (36 ranks) + Feats 7 + Powers 67 + Combat 16 + Saves 9 + Drawbacks 0 = 120

 

Age (as of Jan 2019): ???

Height: Varies, between 4’ 10” and 5’ 10”

Weight: 120 lbs. (normal, can increase when digesting and decrease when dehydrated)

Ethnicity: Slime/Goo (Blue [Made of Goo or Gooey Regeneration], Green [Made of Acid], Purple [Made of Poison])

Hair: Blue (Made of Goo or Gooey Regeneration), Green (Made of Acid), Purple (Made of Poison)

Eyes: Blue (Made of Goo or Gooey Regeneration), Green (Made of Acid), Purple (Made of Poison)

 

Background: Phylia’s history is a mystery. Nobody’s really certain where she came from, and Phylia herself (being sentient goo) doesn’t have the best memory of, well, anything. What is known is that one day she just started hanging around the Guild Hall, snaking on leftovers and scraps. Goo girls aren’t a species native to our Earth, so she must have come through a dimensional portal. After a misunderstanding or three (and ignoring some useless physical attacks on her) she got to join the Guild. So far she hasn’t done anything special, but she’s endeared herself to most everyone.

 

Powers & Tactics: Phylia is a goo girl. She is made entirely of translucent goo. She has no internal organs and can reshape her body at will. She can’t really change her appearance, however. Since she’s made of goo, physical attacks basically don’t work. There’s nothing to critically hit. She doesn’t age. She’s tough as hell, and even weaker energy attacks can just pass through her harmlessly. Since again, she’s made of goo, she can stretch her limbs out quite a ways. These are normal attributes for goo girls, boys, and the various nonbinary types. Where Phylia is different is in that she can change herself temporarily into the other known goo species. Normally, she’s just goo.  If someone touches her without quick reflexes, they’ll get stuck and then sucked in. It’s rather difficult to see and breathe inside a goo body, naturally. However, she can also turn her goo into a virulent poison or a nasty acid. One doesn’t get sucked in in those cases, but it’s still nasty. What’s more, she can regenerate from almost any injury with a few seconds to prepare.

 

Tactically, Gooey Regeneration is always already set up to trigger if she gets Staggered or Disabled. And she prefers Made of Goo, since it is effective most of the time and Made of Acid/Poison being Distracting. But sometimes you have to actively kick butt and so she’ll whip those out. Elongation’s useful for staying out of range of melee effects that can actually hurt her. She wouldn’t know what a power stunt is even if you explained it to her.

 

Personality: Phylia is a simple minded idiot. Her biggest priorities in life are eating and sleeping. When not involved in either she tends to stare blankly at nothing while jiggling in place. Not a lot going on in there, nooooo. But she’s friendly, cheerful, and nice to everyone. So they like her well enough. And the living garbage disposal that she is doesn’t hurt. She can consume and dissolve anything organic, so she plays maid sometimes too.

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Team Rumble Hearts

 

Team Rumble Hearts got started after five young women joined the Seawings Adventurer Guild. They had overcome a evil fighting tournament and the cyborged out final boss thereof, and wanted to stick together in such matters in future. Fortunately, the Guild is always on the lookout for fresh talent, so to speak. This, of course, was not the end of that story. The strongest team of a parallel dimension’s magical guild had slipped through dimensions at about the same time. The four of them were evenly split between boys and girls, so simply being a part of the “Truman Girls” wasn’t a good fit. Hinako Fujimori and Eri Akatsuki had a chat, and Team Rumble Hearts was formed. Initially it was without Emma Adams and Kazeka Kurogane, as the former went back to high school in Canada and the latter got lost in between dimensions. However after Emma’s graduation she came to the team and as she formally joined up, Kazeka finally arrived. Team Rumble Hearts was at last whole.

 

The powers of the members from another world (Eri to Kazeka), like those of the “Truman Girls”, 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. Hinako to Emma are from our world, and one would expect lack such things. But Dallas is a PL 12, and that comes with that privilege in the Phoenixverse. Even if it isn’t always used.

 

Rumble Hearts Member

Feat Name

Effect

Dallas Austin

Will=Power

Unlike most powered people, she does not increase the ranks of her powers with Extra Effort directly. She applies the Extra Effort to her Will save bonus, and that drags all her powers’ ranks up automatically. Extra Effort will increase her Will save by 2, Enhanced Strength & Stamina ranks by 4, and Impervious Toughness and Super Strength rank by 1. Extraordinary Effort will double these and increase Flight ranks by 1.

Eri Akatsuki

The Knight

This is essentially Ultimate Save (Toughness), except it lasts for three rounds and is triggered with Extra Effort and not a Hero Point. It can only be done a second time in a given scene with Extraordinary Effort, and cannot be done a third time until after the current scene has ended.

Toryū Hirayama

Dragon Rage

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.

Yukinari Yuhara

Versatile Cryomancer

Power stunts off of his array last until the end of the scene. They are a part of his normal array until then and are not lost if he changes array slots.

Lana Shimizu

Legacy of Heroes

May use Extra Effort to use a second Key of Summoning in addition to the current one. May use Extraordinary Effort to use a third.

Kazeka Kurogane

Dragon Rage

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.

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Zero Angel (Hinako Fujimori)

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 7 (+10), Diplomacy 7 (+10), Drive 4 (+7), Escape Artist 7 (+10), Gather Information 7 (+10), Intimidate 7 (+10), Knowledge (current events) 7 (+10), Knowledge (streetwise) 7 (+10), Knowledge (tactics) 7 (+10), Language 3 (+3), Medicine 2 (+5), Notice 12 (+15), Sense Motive 12 (+15), Sleight of Hand 7 (+10), Stealth 12 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 7, Attack Specialization 4 (Grapple), Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Chokehold, Defensive Attack, Defensive Roll, Elusive Target, Endurance (+4), Equipment 3, Evasion, Fearless, Grappling Finesse, Improved Critical 2 (Stiff Striking (Strike 2)), Improved Defense, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Luck 3, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Stunning Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Pro Wrestling Training (Container, Passive 2)

   High Flyer (Leaping 1) (Jumping distance: x2)

   Quicker Than A Hiccup (Speed 1) (Speed: 10 mph, 88 ft./rnd)

   Stiff Striking (Strike 2) (DC 20, Feats: Improved Critical 2 (Stiff Striking (Strike 2)); Mighty)

   Toughened (Protection 3) (+3 Toughness)

 

Equipment: Hinako's Motorcycle

 

Attack Bonus: +8 (Ranged: +8, Melee: +15, Grapple: +26)

 

Attacks: Stiff Striking (Strike 2), +15 (DC 20), Unarmed Attack, +15 (DC 18)

 

Defense: +12  (Flat-footed: +6), Knockback: -3

 

Initiative: +7

 

Languages: English, French, Japanese Native, Spanish

 

Totals: Abilities 36 + Skills 30 (120 ranks) + Feats 45 + Powers 10 + Combat 40 + Saves 19 + Drawbacks 0 = 180

 

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

 

Hinako's Motorcycle

 

Power Level: 10; Equipment Points Spent: 15

 

STR: +5 (20)

 

Toughness: +10

 

Features: Alarm 1

 

Powers:

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

Super-Movement 1 (water walking)

 

Defense: +0

 

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 7 + Combat 0 + Saves 5 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

 

Age (as of Jan 2019): 22

Height: 5’ 7”

Weight: 115 lbs.

Ethnicity: Japanese

Hair: Black

Eyes: Dark Brown

 

Background: Hinako Fujimori (Zero Angel is a wrestling pseudonym; she doesn’t wear a mask) is the youngest daughter of a legendary joshi wrestler known as the Heavenly Angel. Her mother (real name Reiko), she was told, died in the ring when she was young. (Since this is a comics ‘verse, pro wrestling is real.) When her older sister Mariko turned 18, she went looking for the truth and never returned. Hinako trained as a wrestler too, to seek out her sister and find out the truth of what happened to her mother. She debuted and started making a name for herself when the invitation to the fighting tournament came. Once there, she met Dallas, Atsuko, Khulan, and Emma. Then discovered it was evil when they matched her against a brainwashed Mariko. Together with her new friends, she took down the villainous fighters, saved her sister, and battled the “ultimate fighter” robot the villain of the piece unleashed. There was, however, a quirk. The robot wasn’t really a robot. It was her mother’s body with heavy cybernetics. Mariko, free of her brainwashing but not ready to return to combat, promised to look after Reiko and see if what had been done could be undone. This left the four heroes at loose ends. (Emma decided to go home and finish school before doing anything else.) Fortunately, the Seawings Adventurer Guild is always looking for new talent and thus Team Rumble Hearts was born.

 

Powers & Tactics: Hinako is a rarity in the Guild, let alone on her team. She has no superhuman powers whatsoever. No magic, nothing divine, not even any special technological devices. Hell, she doesn’t even wear armor or carry a weapon. She is purely a human scale unarmed fighter. She’s simply incredibly skilled. With that said, her Pro Wrestling Training has made her a better jumper, a bit faster on her feet, a better striker, and a bit tougher. Otherwise yeah she’s only human.

 

Which means, tactically, she is rather deceptively complex. She makes full use of all of her skills and feats in a way most of the Guild kind of…doesn’t? She is forever adjusting her caps with Accurate, All-Out, Defense, and/or Power Attack. As a pro wrestler, she’ll grapple freely and suplex the crap out of anyone (aka doing unarmed damage). If she’s not striking from Stealth or Grappling, she’s using Improved Acrobatic Bluff to knock an enemy off balance. For obvious reasons, she can’t power stunt at all.

 

Personality: Hinako is kind of…normal? She’s hardworking and determined, sure. She’s nice to people, too, and able to get along with just about anybody. The term is social chameleon, and she’s good at it. She effortlessly changes gears depending on the situation. Moreover she’s tough. She’s a mere mortal (with a normal enough childhood, even) among powerful mutants, magicians, and gadgeteers and you’ll never see her so much as flinch. Just full of confidence. She’s a generically good person otherwise.

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Dallas Austin

 

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

 

STR: +15 (16/40), DEX: +3 (16), CON: +15 (16/40), INT: +0 (10), WIS: +2 (14), CHA: +5 (20)

 

Tough: +15, Fort: +15, Ref: +3, Will: +12

 

Skills: Acrobatics 2 (+5), Bluff 2 (+7), Diplomacy 7 (+12), Intimidate 10 (+15), Knowledge (business) 5 (+5), Knowledge (earth sciences) 5 (+5), Knowledge (life sciences) 5 (+5), Knowledge (physical sciences) 5 (+5), Knowledge (popular culture) 5 (+5), Language 2 (+2), Notice 10 (+12), Sense Motive 10 (+12)

 

Feats: Accurate Attack, All-Out Attack, Attractive 2 (+8), Equipment 3, Interpose, Power Attack, Startle, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Psionic Might (Super-Strength 6) (+30 STR carry capacity, heavy load: 204.8 tons; +6 STR to some checks)

Psionic Stamina Boost (Enhanced Constitution 24) (+24 CON)

Psionic Strength Boost (Enhanced Strength 24) (+24 STR)

Skintight Force Field (Impervious Toughness 6)

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

 

Equipment: Dallas's Big Hog

 

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +24/+30)

 

Attacks: Unarmed Attack, +9 (DC 30)

 

Defense: +9  (Flat-footed: +5), Knockback: -10

 

Initiative: +3

 

Languages: English Native, Japanese, Spanish

 

Totals: Abilities 32 + Skills 17 (68 ranks) + Feats 13 + Powers 72 + Combat 36 + Saves 10 + Drawbacks 0 = 180

 

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

 

Dallas's Big Hog

 

Power Level: 12; Equipment Points Spent: 15

 

STR: +5 (20)

 

Toughness: +10

 

Features: Alarm 1

 

Powers:

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

Super-Movement 1 (water walking)

 

Defense: +0

 

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 7 + Combat 0 + Saves 5 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

 

Age (as of Jan 2019): 21

Height: 6’ 0”

Weight: 165 lbs.

Ethnicity: Caucasian

Hair: Blonde

Eyes: Blue

 

Background: Dallas Austin is living proof that everything is bigger in Texas. Big hair, big personality, big breasts, big muscles, big hips, big butt, and hell, big feet too. As befits the youngest daughter of the recently retired Icon Tex Austin. So how does a teenage girl from the heart of Texas get across the Pacific? Well, therein lies a tale. Not a long one, really. She’d been working part time through high school, saved up some money. There was a supers fighting tournament in Japan. She was 18 so she could do what she wanted now. She flew out. Turned out it was evil. She helped the good fighters (Hinako, Atsuko, Khulan, and Emma) lay the smackdown on the bad and defeated the “ultimate fighter” robot the villain of the piece unleashed last of all. The five of them liked teaming up, so they joined up with the Seawings Adventurer Guild and formed Team Rumble Hearts. The exception was Emma, who decided to return home and finish school. There have been some terrific adventures. Dallas is having a blast.

 

Powers & Tactics: Dallas, like her father, is a psionic. Her will augments her body to an incredible degree. Her hitting power outstrips that of the entire guild by a wide margin, with the notable exceptions of Raheed and Samorn with the Soulblade’s blades and Portia being a step behind with her Dark Sword. Her lifting power can be matched by a couple of guildmates, but they’re sacrificing something to do it. Raheed does exceed what she can do, but he’s also bigger than most buildings. Her sheer durability is only matched by Raheed and Samorn with the Soulblade active. Portia’s toughness is close, however, and both Raheed and Samorn in that state are arguably better (they have higher impervious, you see). Dallas can even fly a bit with telekinesis. She’s not very fast, but it’s good enough for combat if not getting places. A note: If her Will save bonus is lowered, the ranks of her powers will lower accordingly. Not usually a problem, but it can happen.

 

Tactically, Dallas punches. Very, very hard. She is not a tactical fighter by any stretch of the imagination. She is a flying brick without any special martial arts training, so she punches. She prefers to use All Out Attack over Accurate Attack, as she’s tough enough to absorb incoming damage for the most part. She’ll use Startle, too, or take advantage of someone being Attracted to her to Feint. Grappling is good if actually hurting this person is not the goal. With her physical strength, she can throw things too. But mostly, she just applies fist to face until she wins. She is capable of power stunting. They’re almost always off her Enhanced STR and are classic powerhouse stuff like a Thunderclap (Strike 12; Cone Area) or a Groundstomp (Trip 12, Knockback, Burst Area, Range [Touch]). The difference is that they’re telekinetic in nature. She technically can stunt Leaping off her Super Strength, but she can fly so…doesn’t really ever happen.

 

Personality: Dallas is…well…Dallas. Her personality is so big if it was a physical object it could be seen from space. Her daddy is the most Texan Texan to ever Texan. She follows in his footsteps in this regard with the notable differences of a near total lack of self restraint and shame. She’s a genuinely nice person and isn’t trying to overwhelm anyone…but yeah she’s A Lot. With that said she does know how to dial it back if someone asks her to. Of everyone on Team Rumble Hearts (and honestly in the Guild except for Yas) she’s easily the most classically “superheroic”. Protect people, punch bad guys, don’t be a jerk, etc. She’s not exactly an idiot, but a thinker? Hahahahahaha no. Big boisterous bruiser type, that’s Dallas.

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Judo Demon (Atsuko Matsuda)

 

Power Level: 9; Power Points Spent: 150/150

 

STR: +2 (15), DEX: +5 (20), CON: +2 (15), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)

 

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

 

Skills: Acrobatics 10 (+15), Diplomacy 12 (+15), Escape Artist 3 (+8/+10), Gather Information 7 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (current events) 3 (+5), Knowledge (history) 8 (+10), Knowledge (popular culture) 3 (+5), Knowledge (theology & philosophy) 3 (+5), Language 5 (+5), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 6, Attack Specialization 2 (Grapple), Challenge - Improved Acrobatic Bluff, Defensive Attack, Defensive Roll, Dodge Focus 4, Evasion, Grappling Finesse, Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Trip, Luck 3, Skill Mastery (Acrobatics, Diplomacy, Notice, Sense Motive), Stunning Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Judo Chop (Strike 2) (DC 19; Mighty)

Little Bit Stretchy (Container, Passive 3)

   Elongation 2 (Elongation: 10 ft., range incr 20 ft., +2 Escape & Grapple)

   Impervious Toughness 4 (Limited (to Bludgeoning Damage))

   Leaping 2 (Jumping distance: x5)

   Protection 2 (+2 Toughness)

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

   Super-Movement 2 (slow fall, swinging)

   Super-Strength 1 (+5 STR carry capacity, heavy load: 400 lbs; +1 STR to some checks)

 

Attack Bonus: +8 (Ranged: +8, Melee: +14, Grapple: +23/+26)

 

Attacks: Judo Chop (Strike 2), +14 (DC 19), Unarmed Attack, +14 (DC 17)

 

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

 

Initiative: +9

 

Languages: Chinese (Cantonese), Chinese (Mandarin), English, French, Japanese Native, Russian

 

Totals: Abilities 34 + Skills 19 (76 ranks) + Feats 32 + Powers 18 + Combat 32 + Saves 15 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 21

Height: 5’ 5”

Weight: 110 lbs.

Ethnicity: Japanese

Hair: Black

Eyes: Dark Brown

 

Background: Atsuko Matsuda (Judo Demon is a nickname from combat sports circles; she doesn’t wear a mask) is a 4th Dan black belt in Judo. Shewas the last winner at the “Empress cup All-Japan women's Judo championships”, the female version of the All Japan Judo Championships and the Gold Medalist in the Half Lightweight class at the World Judo Championships. (Minor superpowers, such as hers, are permitted under the rules. She is right at the line, however.) She’s really good at Judo, and her name is well known in her home country of Japan. Her face…less so. She has no desire to actually be famous. She doesn’t make any public appearances, there’s precious few paparazzi photos for her, etc. Not that kind of girl. She just loves judo. Which is why when she was given the opportunity to represent Judo in a fighting tournament, she leapt at the chance. Unfortunately, the tournament was being hosted by villains. So she had to fight them off, then this big absurdly strong robot. It was a whole thing. But she’d made some friends along the way. Hinako, Dallas, Emma, and especially Khulan. Wonderful Khulan. And when Hinako and Dallas invited them to join the Seawings Adventurer Guild, well…it was another chance to represent Judo to people who might never otherwise see it done by an expert. And she could spend more time with her new friends (barring Emma, who returned home to finish school). It was a win-win.

 

Powers & Tactics: Atsuko’s powers are relatively minor and a classic example of metahuman (as opposed to mutant) powers. Her entire body is simply slightly elastic and a little stretchy. She can leap higher, run faster, lift more weight, and endure more punishment than a normal person. She can even shrug off a normal person’s punches, and stretch her limbs out several feet. It’s not that much, honestly, but it’s something. Her Judo Chop is from her training.

 

Tactically, she’s a judoka. Grab and throw. Or lock on a hold (aka strength damage). She’ll use Improved Acrobatic Bluff whenever possible, and start with an Accurate Defensive Attack. There’s also Disarming weapons from opponents, Tripping them, or using Stunning Attack. She’s got plenty of options, and she puts them all to use. She is incapable of power stunting.

 

Personality: Atsuko is an adorable and precious cinnamon roll. You wouldn’t expect a 21 year old who spends any amount of time on the internet to be sheltered and innocent, but surprise! She is. It’s the natural result of being completely focused on Judo to the exception of just about everything else. She is gentle, sweet, and very kind. But don’t misunderstand. She’s been a martial artist since she was able to walk steadily. She is in no way afraid of a fight, and she’ll stand up for those who can’t stand up for themselves in a heartbeat. She has no idea she’s both a lesbian and deeply in love with Khulan. She thinks they’re just the best of friends. True best friends make out, right? She is adorably wrong. And no, they have no gone any further. She knows best friends don’t do that. Even if they really want to.

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Khulan

 

Power Level: 9; Power Points Spent: 150/150

 

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

 

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

 

Skills: Acrobatics 7 (+10), Diplomacy 7 (+10), Gather Information 7 (+10), Handle Animal 7 (+10), Intimidate 12 (+15), Knowledge (earth sciences) 5 (+5), Knowledge (life sciences) 5 (+5), Language 4 (+4), Medicine 3 (+8), Notice 5 (+10), Sense Motive 5 (+10), Stealth 7 (+10), Survival 10 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 2 (Grapple), Challenge - Improved Demoralize, Challenge - Improved Startle, Dodge Focus 2, Equipment 3, Improved Grab, Improved Initiative, Improved Pin, Luck 3, Power Attack, Precise Shot, Skill Mastery (Intimidate, Notice, Stealth, Survival), Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Big Punch (Strike 1) (DC 21; Mighty)

Little Bit Muscly (Container, Passive 3)

   Leaping 2 (Jumping distance: x5)

   Protection 3 (+3 Toughness; Impervious [3 extra ranks])

   Super-Strength 2 (+10 STR carry capacity, heavy load: 1.6k lbs; +2 STR to some checks)

 

Equipment: Khulan's Motorcycle

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +21/+23)

 

Attacks: Big Punch (Strike 1), +12 (DC 21), Unarmed Attack, +12 (DC 20)

 

Defense: +10  (Flat-footed: +4), Knockback: -7

 

Initiative: +7

 

Languages: Chinese (Mandarin), English, Japanese, Mongolian Native, Russian

 

Totals: Abilities 42 + Skills 21 (84 ranks) + Feats 27 + Powers 17 + Combat 32 + Saves 11 + Drawbacks 0 = 150

 

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

 

Khulan's Motorcycle

 

Power Level: 9; Equipment Points Spent: 15

 

STR: +5 (20)

 

Toughness: +10

 

Features: Alarm 1

 

Powers:

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

Super-Movement 1 (water walking)

 

Defense: +0

 

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 7 + Combat 0 + Saves 5 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

 

Age (as of Jan 2019): 21

Height: 5’ 5”

Weight: 120 lbs.

Ethnicity: Mongolian

Hair: Black

Eyes: Dark Brown

 

Background: Khulan’s parents were both weirdly conservative and progressive at the same time. Conservative in that, despite Mongolia being more or less a modern nation with electricity, indoor plumbing, and cars, they decided to live the way their ancestors did. A nomadic lifestyle completel with cows, riding horses, and living in a yurt. Progressive in that her father, a former Mongolian folk wrestling champion, decided to teach her. Women aren’t allowed to compete, yet taught her he did. She was proud of her heritage and her lifestyle, and when she heard about a fighting tournament in Japan, she leapt at the chance to display her skills. There she met Hinako, Dallas, Emma, and the adorable Atsuko. They found out the tournament was evil, fought off the villainous fighters in the tournament, and battled the robotic final boss. Having seen the wider world (and met Atsuko), Khulan did not want to simply return home. So when Hinako told her about the Seawings Adventurer Guild, she once again leapt at the chance.

 

Powers & Tactics: Khulan’s powers are relatively minor and a classic example of metahuman (as opposed to mutant) powers. She’s simply a very low level powerhouse. She’s stronger, tougher, and can leap further than any unpowered human ever could. She is also a highly skilled folk wrestler who has transferred that skill into overall melee combat. This is where her Big Punch comes from.

 

Tactically, Khulan is a wrestler first. Grab, hold, and pummel is Plan A. She’ll suplex or slam them as well (aka doing strength damage). If she can, she’ll knock an opponent with Improved Startle before a Big Punch and a grab. That’s it. A complicated fighter, Khulan is not. She never power stunts.

 

Personality: Khulan prefers to keep things simple. Because that’s more or well what she is. A simple country girl from a country that’s both pretty quiet and doesn’t have much a presence on the world stage. She’s not fighting for the greater glory of Mongolia, or to remind everyone of the power of the Khans. She likes good food, good friends, and a good fight. The latter is even better if someone’s there to witness her excellence. She loves her adorable Atsuko with all her heart, and hopes daily that her judo loving love will realize that she’s a lesbian. But you know, the way things is also good and nice, yes. Tight hugs, many kisses, and a shared bed. It is good.

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Cinnamon (Emma Adams)

 

Power Level: 9; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +7 (24), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +3 (16)

 

Tough: +2/+3, Fort: +5, Ref: +14, Will: +5

 

Skills: Acrobatics 13 (+20), Bluff 12 (+15), Diplomacy 12 (+15), Gather Information 2 (+5), Knowledge (art) 4 (+5), Knowledge (popular culture) 4 (+5), Language 3 (+3), Notice 8 (+10), Perform (singing) 7 (+10), Perform (stringed instruments) 7 (+10), Sense Motive 8 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 6, Challenge - Improved Acrobatic Bluff, Challenge - Improved Taunt, Defensive Roll, Dodge Focus 6, Evasion, Improved Initiative 2, Improved Throw, Improved Trick, Improved Trip, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Perform (sing & strings)), Takedown Attack 2, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Little Bit Speedy (Container, Passive 3)

   Enhanced Trait 5 (Traits: Attack Focus (melee) 6 +2 (+6), Dodge Focus 6 +2 (+6), Improved Initiative 2 +1 (+2))

   Leaping 2 (Jumping distance: x5)

   Quickness 2 (Perform routine tasks at 5x speed)

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

   Super-Movement 2 (air walking 1 (half speed), slow fall)

Street Fighting Techniques (Array 4) (default power: strike)

   Eye Rake (Dazzle 4) (Array; affects: visual senses, DC 14; Autofire (interval 2, max +5); Range (touch))

   Field Goal Kick (Stun 4) (Array; DC 14)

   Foot Stomp (Paralyze 4) (Array; DC 14)

   Multi-Kicks (Strike 2) (Default; DC 19; Autofire (interval 2, max +5) [2 extra ranks]; Mighty)

   Rabbit Kick (Strike 2) (Array; DC 19; Alternate Save (Fortitude) [2 extra ranks]; Mighty)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12/+14, Grapple: +14/+16)

 

Attacks: Eye Rake (Dazzle 4), +14 (DC Fort/Ref 14), Field Goal Kick (Stun 4), +14 (DC Fort/Staged 14), Foot Stomp (Paralyze 4), +14 (DC Staged/Will 14), Multi-Kicks (Strike 2), +14 (DC 19), Rabbit Kick (Strike 2), +14 (DC Fort 19), Unarmed Attack, +14 (DC 17)

 

Defense: +14  (Flat-footed: +4), Knockback: -1

 

Initiative: +11/+15

 

Languages: Chinese (Cantonese), English Native, French, Japanese

 

Totals: Abilities 34 + Skills 20 (80 ranks) + Feats 24 + Powers 27 + Combat 32 + Saves 13 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 18

Height: 5’ 8”

Weight: 120 lbs.

Ethnicity: Caucasian (Canadian)

Hair: Varies (dyed, naturally Brown)

Eyes: Green

 

Background: Emma Adams (Cinnamon is a stage name; she doesn’t wear a mask) is a rebellious teenage punk. Or rather, she was when the other four met her. A orphan, she spent as little time in her various group homes as possible. School was for losers, too. She ran the streets, got into fights, and somehow formed a band. They performed in some terrible dives, and she got into some more fights. She learned quickly how not to get hit, and all manner of cheap tactics. There’s no rules in street fights. Anything goes. She built a reputation, and the only person who gave a damn about her future (including her) came looking for her. Her English teacher, of all people. Emma ducked the persistent woman by flying out to Japan to compete in a fighting tournament. Long story short, the tournament was evil. She teamed up with Hinako, Dallas, Atsuko, and Khulan to take the whole thing down. There was a robot. It was a pain in the ass, especially because her teacher got brainwashed into being one of the baddies after following her to Japan. Nice work, teach. Real professional. Also, really friggin’ annoying. Why couldn’t that damn woman just leave Emma alone? Tch. Fine. God. Emma decided that she’d go back to school like her teacher wanted, if only to make her go away. Wasn’t like she appreciated someone trying to look out for her, or anything. God no. It wasn’t like that at all. (Spoiler: It was exactly like that.) Three years down the road, Emma rejoined her old friends (they’d kept in touch) in the Seawings Adventurer Guild, as a member of Team Rumble Hearts. Screw you, teach. She’s legal now, and college is for suckers.

 

Powers & Tactics: Emma’s wers are relatively minor and a classic example of metahuman (as opposed to mutant) powers. She has very slight control over gravity, making her firstly a very low level speedster; just a bit faster than normal humans. Second, she is also a superhuman leaper along with controlled falls not being able to hurt her. And her strangest power is walking on air. Not true flight, she is at half speed when doing it and quarter speed when climbing the sky like stairs. She’s also slightly more accurate in melee and slightly better at dodging attacks.

Emma has picked up a few tricks from street fighting and has developed a real knack for kicking. Multi-Kick is abusing her enhanced speed for several strikes in a row. Rabbit Kick is like a Rabbit Punch, only it’s a kick. Don’t care how tough you are, a kick to the base of the neck is a kick to the base of the neck. Foot Stomp is exactly that, as is Eye Rake. And Field Goal Kick puts a swift one right between the ol’ uprights. Men may be more susceptible, but women go down too.

 

Tactically, Emma is a dirty rotten cheater. She never opens with Multi-Kick or even Rabbit Kick. Improved Acrobatic Bluff followed by whichever effect seems like it might work best. With anywhere from +2 to +4 Power Attack. With the enemy temporarily disabled, then she’ll unload with the actual kicks. She also has no problem using Move By Action to duck behind cover between attacks, or just Air Walking out of melee range. She rarely uses Power Attack with Multi-Kick, and when she does it’s not more than +2. Got to make the most out of Autofire, see. Rabbit Kick, on the other hand, sees more full +5 Power Attack than anything else in her array. DC24 Fort save is hellish for the human enemies she’s used to, and because the target is blinded/stunned/paralyzed, she’s more likely to hit with it. She can power stunt, so to speak. They’re just other techniques she doesn’t use regularly. Strike 2 (Burst Area 4 total ranks), Auditory Dazzle (same Extras as Eye Rake), Stun (Alt Save Will), etc. She does this very rarely, however, as the techniques she has work for her.

 

Personality: Emma is still a willful rebellious punk…with a heart of gold she’d never actually admit to. She’s a good person, plenty of kindness, empathy, and a strong moral compass. She’s easily the most “paragon” esque of Team Rumble Hearts. On the inside, anyway. Because she’s a born contrarian, too, and before God (she was raised in a Catholic orphanage) nobody’s going to tell her how to live her life. Not even her own heart. The easiest way to get her to do something is to tell her not to do it. She’s grown out of it some, but yeah she’s still a pain in the ass.

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Eri Akatsuki

 

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

 

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

 

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

 

Skills: Acrobatics 7 (+10), Bluff 15 (+15), Craft (artistic) 12 (+15), Gather Information 5 (+5), Knowledge (arcane Lore) 12 (+15), Language 4 (+4), Notice 12 (+15), Sense Motive 12 (+15), Stealth 5 (+8)

 

Feats: Accurate Attack, All-Out Attack, Artificer, Challenge - Improved Feint, Defensive Attack, Improved Critical (Regular Sword (Strike 3)), Improved Initiative, Interpose, Luck, Power Attack, Skill Mastery (Bluff, Craft (art), KN (arcane lore), Sense Motive), Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Armament Magic (Variable ? (acquire: multiple powers, limited to: armor & weapons)

   Downtime Armor (Power Setting) (Powers: Downtime Armor (Protection 7), Regular Sword (Strike 3))

      Downtime Armor (Protection 7) (+7 Toughness)

      Regular Sword (Strike 3) (DC 23, Feats: Improved Critical (Regular Sword (Strike 3)); Accurate 2 (+4), Mighty)

Enhanted Replacement Eye (Container, Passive 1)

   Immunity 5 (custom: Visual Sense Dependent Effects 5; Limited - Half Effect)

   Super-Senses 2 (counters illusion: Vision)

Intense Training (Super-Strength 1) (+5 STR carry capacity, heavy load: 800 lbs; +1 STR to some checks)

 

Power Settings:

Adamantine Armor (Power Setting) (Powers: Heavy Armor Plating (Protection 10), Massive Shield (Immunity 80), Defense Bonus -3 (+5), Acrobatics -4 (+6))

Brawler Armor (Power Setting) (Powers: Brawler's Armor (Protection 5), Brawler's Fist (Strike 5), Brawler's Might (Super-Strength 2), Punch Resistant (Immunity 20), Defense Bonus +2 (+10))

Bunny Girl Suit (Power Setting) (Powers: Bunny Ear Headband (Super-Senses 7), Bunny Girl! (Enhanced Charisma 10), Bunny Suit (Protection 3), Clawed Gloves (Strike 3), Fishnet Stockings (Leaping 2), High Heels (Speed 2), Diplomacy +15 (+15), Gather Information +5 (+10), Feats: Dodge Focus 4, Fascinate (Diplomacy))

Downtime Armor (Power Setting) (Powers: Downtime Armor (Protection 7), Regular Sword (Strike 3))

Firestar Armor (Power Setting) (Powers: Fire Resistant (Immunity 10), Firestar Plating (Protection 7), Firestar Sword Powers (Array 11), Fortitude +3 (+10))

Giant's Armor (Power Setting) (Powers: Giant Strength (Super-Strength 4), Giant's Armor Plating (Protection 7), Giant's Spear Stab (Strike 5))

Samurai Maiden (Power Setting) (Powers: Luck Control 1, Maiden's Katana (Strike 3), Defense Bonus +7 (+15), Reflex +8 (+15), Feats: Evasion 2, Second Chance (Reflex saves against area effects), Ultimate Effort (Toughness save))

Sea Queen Armor (Power Setting) (Powers: Coral Armor Plating (Protection 5), Queen's Speed (Swimming 5), Sea Horn Lance (Strike 3), Undersea Immunity (Immunity 3), Undersea Vision (Super-Senses 2), Swim +8 (+13), Feats: Dodge Focus 2)

Shining Lunar Armor (Power Setting) (Powers: Lunar Bow (Blast 3), Shining Armor (Protection 5), Defense Bonus -2 (+6), Feats: Dodge Focus 4)

Silver Wing Armor (Power Setting) (Powers: Silver Armor (Protection 7), Silver Dragon Swords (Strike 7), Silver Wings (Flight 3))

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +13/+14)

 

Attacks: Brawler's Fist (Strike 5), +10 (DC 25), Clawed Gloves (Strike 3), +12 (DC 23), Extinguish Flames (Nullify 10), +10 (DC Will 20), Extinguishing Burst (Nullify 10) (DC Will 20), Fire Blast (Blast 10), +10 (DC 25), Flaming Sword (Strike 5), +10 (DC 25), Giant's Spear Stab (Strike 5), +10 (DC 25), Giant's Spear Throw (Blast 5), +10 (DC 25), Lunar Bow (Blast 3), +12 (DC 23), Maiden's Katana (Strike 3), +8 (DC 23), Regular Sword (Strike 3), +12 (DC 23), Sea Horn Lance (Strike 3), +12 (DC 23), Silver Dragon Swords (Strike 7), +8 (DC 27), Unarmed Attack, +8 (DC 20)

 

Defense: +8  (Flat-footed: +4), Knockback: -6

 

Initiative: +7

 

Languages: Chinese (Mandarin), English, Japanese Native, Latin, Russian

 

Totals: Abilities 38 + Skills 21 (84 ranks) + Feats 13 + Powers 63 + Combat 32 + Saves 13 + Drawbacks 0 = 180

 

Age (as of Jan 2019): 22

Height: 5’ 6”

Weight: 135 lbs.

Ethnicity: Mixed Russian/Japanese (alternate world)

Hair: Red

Eyes: Dark Brown

 

Background: Eri Akatsuki was born in a world full of magic. Anyone with the time, inclination, and aptitude could learn. This, of course, was no guarantee of power or skill, but the opportunity was available. Over the years, mages had organized into groups. The names varied (coven, company, guild, etc), however each was a home to some of the world’s finest mages. Sounds familiar, right? Well, we’ll get to that. Eri got separated from her mother during a war between guilds, and then enslaved by a mad sorcerer to help build his Tower of Doom™. She even lost an eye in the process. There was a heroic sacrifice, her Armament Magic awakened, and she led a rebellion that kicked the mad sorcerer’s ass. But, of course, life is not so easy. Her best friend turned evil, corrupted by the magics in the tower. He kicked her ass, re enslaved everyone but their friends (who didn’t see anything wrong with him), and threw her out into the world swearing her to secrecy on pain of murdering their friends. They were both eight years old. Fortunately, she had a place to go. The heroic sacrifice was a mage of the Rumble Hearts Guild. Based out of Tokyo, they were a rowdy bunch, even in those early days. She rose quite rapidly to the top of the guild. At 12 she was taking on dangerous missions most mages would shrink from, and succeeding handily. She had always worked alone (the betrayal of her best friend really did a number on her), but at 19 she slowly began teaming up with Toryu, Yukinari, and the newly arrived Lana. They succeded in several missions together (one of which was finally saving her friends and resolving that trauma). After the latest, in which they recruited Kazeka, they fell through a dimensional portal on the way home. They arrived in the middle of the Seawings Adventurer Guild Hall. Strangely, Kazeka did not come with them. Almira Quincy vouched for them, as they were identical to the ones she knew all but in name, and the four joined the Guild until such time as they could go home again. With Hinako and co joining as well and forming Team Rumble Hearts (the name of their original guild), it just felt like fate. 3 years worth of adventures later, just as Emma Adams was formally joining, Kazeka finally appeared in the Guild Hall. She had not aged a day, and in this state joined the team.

 

Powers & Tactics: Eri uses Armament Magic. She summons armor and weapons right onto her body from their storage in a pocket dimension. And the pocket dimension’s only because there ain’t enough storage in the world at a price she can afford to store all of her weapon and armor sets. She has actual hundreds of them, hence the use of Variable. So she doesn’t have a specific power set beyond mostly being a melee combatant. She has an armor set to counter just about any power set under the sun, though niche or very broad ones can defeat her preparations. The twist here is that she made them. All of them. She’s basically an artificier of formidable talent with one neat trick. But that trick goes a hell of a long way. There are limitations, however. Armor is armor. No force fields. No Enhanced Physical Ability Scores. If there’s a movement power it’s relatively limited. The weapons are weapons. So they’re quite short on utility powers normally. And what they do is what they do. No power stunting allowed. There’s also all themed, operating on the same descriptors. So she’s not going to have a weapon that can do fire and ice, for example. Just one or the other. Same with armor.

That, however, is not the extent of her powers. She lost an eye when she was young and it has since been replaced with an enchanted prosthetic. The enchantment, of course, let’s her see out of it like it was a normal eye. It also sees through illusions and is unaffected by any effect that requires Eri to see. The latter only halves the potential incoming effect, as her other eye is affected just fine. She’s also put in a lot of training and so her lifting capacity is as high as it is possible for a human’s without strength boosting powers to be.

 

Tactically, well…can still only talk about this in broad terms. Basically what she does is assess what she’s up against (in the first round if she doesn’t get the chance beforehand) while still in her Downtime Armor. Then she’ll switch to something more effective against the current enemy. Low Attack bonus? Samurai Maiden. Likes to sling fire? Firestar Armor. Just a fist fighter? Brawler Armor. Etcetera. She’s got something for most everything, so use your imagination. Obviously, with Variable she has no need to power stunt.

 

Personality: Eri is one of the poster children for the Determinator trope. Yet at the same time, this is fueled by her love for her friends and guildmates. She’s just so mentally strong, but maintains a warm and caring heart. However, she did spend most of her formative years alone. So she’s very socially awkward. In combat and on missions she’s a commanding figure, confident and in control. During downtime she’s noticeably less so, and even quite a weirdo. Several of her armor sets are basically cosplay outfits or fun costumes without much (if any) combat utility. She has a passion for dressing up in them, and can often be found crafting new ones. She loves baked goods, especially strawberry flavored.

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Toryū Hirayama

 

Power Level: 10; Power Points Spent: 165/165

 

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

 

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

 

Skills: Acrobatics 8 (+12), Bluff 8 (+12), Intimidate 8 (+12), Knowledge (arcane Lore) 5 (+5), Knowledge (history) 5 (+5), Knowledge (tactics) 10 (+10), Language 4 (+4), Notice 6 (+8), Sense Motive 6 (+8)

 

Feats: All-Out Attack, Attack Specialization 2 (Unarmed Attack), Dodge Focus 2, Evasion, Improved Critical 2 (Flaming Fists (Strike 6)), Improved Initiative, Power Attack, Startle, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

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

Draconic Toughness (Protection 6) (+6 Toughness)

Fire Dragon Magic (Array 10) (default power: strike)

   Brilliant Flames (Blast 10) (Array; DC 25; Burst Area (50 ft. radius - General); Action (full))

   Fire Eating (Linked)

      Healing 7 (Linked; Action (standard); Personal)

      Nullify 10 (Linked; counters: any power of (type) - fire, DC 20; Range (touch); Accurate (+2))

   Flaming Fists (Strike 6) (Default; DC 25, Feats: Improved Critical 2 (Flaming Fists (Strike 6)); Autofire (interval 2, max +5) [4 extra ranks]; Accurate (+2), Mighty)

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

Fire Eater (Linked)

   Immunity 10 (Linked; common descriptor: Fire)

   Regeneration 20 (Linked; recovery bonus 5 (+5 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 4 (recover 1 / 5 mins), recovery rate (injured) 4 (recover 1 / round), recovery rate (staggered) 4 (recover 1 / round); Fades (Must consume non self made fire with Fire Eating Power))

Flaming Rocket Boost (Leaping 5) (Jumping distance: x50)

 

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

 

Attacks: Brilliant Flames (Blast 10) (DC 25), Flaming Fists (Strike 6), +10 (DC 25), Flaming Roar (Strike 10) (DC 25), Nullify 10, +10 (DC Will 20), Unarmed Attack, +12 (DC 19)

 

Defense: +10  (Flat-footed: +4), Knockback: -5

 

Initiative: +8

 

Languages: Draconic, English, Japanese Native, Korean, Russian

 

Totals: Abilities 36 + Skills 15 (60 ranks) + Feats 12 + Powers 56 + Combat 32 + Saves 14 + Drawbacks 0 = 165

 

Age (as of Jan 2019): 20

Height: 5’ 9”

Weight: 160 lbs.

Ethnicity: Japanese (alternate world)

Hair: Salmon

Eyes: Dark Brown

 

Background: Toryū Hirayama was born in a world full of magic. Anyone with the time, inclination, and aptitude could learn. This, of course, was no guarantee of power or skill, but the opportunity was available. Over the years, mages had organized into groups. The names varied (coven, company, guild, etc), however each was a home to some of the world’s finest mages. Sounds familiar, right? Well, we’ll get to that. Toryu was raised by a fire dragon from a early age. Said dragon was the one who trained him in Fire Dragon Magic. But one day, Papa Dragon disappeared and Toryu had to make his way in the world alone. Soon afterward, he fell in with the Rumble Hearts Guild. Based out of Tokyo, they were a rowdy bunch, even in those early days. And he was rowdy right along with them, after adjusting to his new home. After a while, he was deemed powerful enough to go on missions and soon got a reputation as a consummate master of property damage. At 17 he slowly began teaming up with Eri, Yukinari, and the newly arrived Lana. They succeeded in several missions together. After the latest, in which they recruited Kazeka, they fell through a dimensional portal on the way home. They arrived in the middle of the Seawings Adventurer Guild Hall. Strangely, Kazeka did not come with them. Almira Quincy vouched for them, as they were identical to the ones she knew all but in name, and the four joined the Guild until such time as they could go home again. With Hinako and co joining as well and forming Team Rumble Hearts (the name of their original guild), it just felt like fate. 3 years worth of adventures later, just as Emma Adams was formally joining, Kazeka finally appeared in the Guild Hall. She had not aged a day, and in this state joined the team.

 

Powers & Tactics: Toryu uses Fire Dragon Magic. In theory this is just fire magic with a draconic theme, and his offensive spells lend credence to this. He breathes fire with Flaming Roar, blows things up at range with Brilliant Flames, or pummels foes into submission with Flaming Fists. However, there is more to it. The longer one practices Dragon Magic, the more draconic they become. As such, Toryu’s magic has toughened his body, and his inner furnace of fiery mana renders him immunity to temperatures and fire itself. He can even use flaming jets from his feet to boost his jumping ability. But there is one other thing. The crown jewel of Dragon Magic, the ability to eat the element used. It’s no substitute for actual food, but consuming flames heals Toryu. He’s gotten so good at this aspect that he carries a reserve of mana solely dedicated to regenerating his injuries. Of course, every time it does regenerate damage the mana slowly depletes and will not replenish until he eats more fire. And no, his own fire doesn’t work.

 

Tactically, Toryu really likes Flaming Fists. He really, really likes them. But they’re strictly melee attacks. Both Flaming Roar and Brilliant Flames have more range and so he’ll use them if he can’t get into melee. Befitting his reckless nature, he’ll use All Out Attack quite often, though rarely the full +5. He’s also the rare fighter able to feint, demoralize, taunt, and startle in equal measure. He’ll take advantage of that if he can. He’s capable of power stunting, but rarely does so. He often pretends to, but those are all just Flaming Fists (as that spell isn’t literally limited to only punches; all forms are striking work equally well). With that said, on the rare occasion he does stunt a new power, it’s always a variant on Flaming Fists or Flaming Roar. Replacing Autofire with Penentration or Alt Save (Fort) in the first case, and just using a different Area Extra for the latter.

 

Personality: Toryu is carefree, reckless, and a little hot headed, but despite this is a fiercely loyal and protective friend. He’s not an idiot, per se, but most definitely only thinks in terms of the direct approach. Subtle, he is not. With that said, he’s not the type of person to hold a grudge, either. He’ll throw down with anyone to protect his friends. He has a great love for fighting, as well, both the art and science of it. He’s actually pretty good at finding weaknesses to exploit because of this, and he’ll rarely back down from a fight. Even if the odds are against him and things are looking bleak, he’ll never give up.

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Yukinari Yuhara

 

Power Level: 9; Power Points Spent: 165/165

 

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

 

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

 

Skills: Acrobatics 6 (+10), Bluff 5 (+8), Diplomacy 5 (+8), Gather Information 5 (+8), Intimidate 5 (+8), Knowledge (arcane Lore) 3 (+5), Language 2 (+2), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+10), Survival 3 (+5)

 

Feats: Accurate Attack, All-Out Attack, Environmental Adaptation (Arctic), Evasion, Improved Critical 2 (Ice Weapons Infinity Strike (Strike 5)), Improved Critical 2 (Icicle Lance Barrage (Blast 8)), Improved Initiative, Luck 3, Power Attack, Precise Shot, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Arctic Training (Linked)

   Immunity 1 (Linked; environmental condition: Cold, Feats: Environmental Adaptation (Arctic))

   Protection 5 (Linked; +5 Toughness)

Cryomancy (Array 20) (default power: create object)

   Create Ice (Create Object ? (Default; Max Size: 8x 5' cubes, DC 18; Duration (continuous), Impervious, Movable (Radius: 40 ft., Strength: 40, Force: 3.2 tons))

   Frozen Floor (Linked)

      Capturing Floor (Snare ? (Linked; DC 18; Burst Area (40 ft. radius - General), Selective Attack; Range (touch))

      Slippery Floor (Trip ? (Linked; Burst Area (40 ft. radius - General), Selective Attack; Range (touch))

   Ice Encasement (Linked)

      Capturing Ice (Snare ? (Linked; DC 18)

      Stopping Ice (Paralyze ? (Linked; DC 18; Alternate Save (Reflex), Range (ranged))

   Ice Weapons Infinity Strike (Strike 5) (Array; DC 23, Feats: Improved Critical 2 (Ice Weapons Infinity Strike (Strike 5)); Autofire (interval 2, max +5) [3 extra ranks], Penetrating [3 extra ranks], Secondary Effect [3 extra ranks]; Affects Insubstantial (half ranks), Knockback 2, Mighty, Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing))

   Icicle Lance Barrage (Blast ? (Array; DC 23, Feats: Improved Critical 2 (Icicle Lance Barrage (Blast 8)); Autofire (interval 2, max +5), Penetrating; Affects Insubstantial 2 (full power), Improved Range (200 ft. incr), Precise, Progression, Increase Range (max range x2, 2000 feet), Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing))

 

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

 

Attacks: Capturing Floor (Snare ? (DC Ref/Staged 18), Capturing Ice (Snare 8), +10 (DC Ref/Staged 18), Ice Weapons Infinity Strike (Strike 5), +10 (DC 23), Icicle Lance Barrage (Blast 8), +10 (DC 23), Slippery Floor (Trip ? (DC 18), Stopping Ice (Paralyze 8), +10 (DC Ref/Staged 18), Unarmed Attack, +10 (DC 18)

 

Defense: +10  (Flat-footed: +5), Knockback: -4

 

Initiative: +8

 

Languages: English, Japanese Native, Russian

 

Totals: Abilities 34 + Skills 14 (56 ranks) + Feats 11 + Powers 51 + Combat 40 + Saves 15 + Drawbacks 0 = 165

 

Age (as of Jan 2019): 21

Height: 5’ 9”

Weight: 160 lbs.

Ethnicity: Japanese (alternate world)

Hair: Dark Blue/Black

Eyes: Dark Brown

 

Background: Yukinari Yuhara was born in a world full of magic. Anyone with the time, inclination, and aptitude could learn. This, of course, was no guarantee of power or skill, but the opportunity was available. Over the years, mages had organized into groups. The names varied (coven, company, guild, etc), however each was a home to some of the world’s finest mages. Sounds familiar, right? Well, we’ll get to that. Yukinari was actually born in Russia. Both of his parents were Japanese, however. This ceased to matter when a big ass demonic kaiju annihilated the town he was living in at the time. Both of his parents were killed, and he barely survived. He swore vengeance. He was found by a master cryomancer named Vanya, who proceeded to teach him and another orphaned young boy (Rian) cryomancy. In the frozen heart of Siberia. After mastering the basics, Yukinari heard a rumor in town that the kaiju had been seen again not too far away. He sneaked away to get his revenge. No seven year old, no matter how well they’ve learned their new magic, is a match for something like that. Yukinari couldn’t even get it to notice him, aside from the other town it was destroying. He got injured, and it looked like he was just going to be another victim. Then Vanya stepped in, and showed what a master cryomancer could really do. It wasn’t enough. The kaiju was just too powerful. But Vanya had one last trick up her sleeve. Before both Yukinari’s and Rian’s eyes, she turned herself into ice and merged with the kaiju, freezing it solid. So much so that it crumbled to pieces under its own weight. Yukinari and Rian had an ugly argument and went their separate ways.

Soon afterward, he fell in with the Rumble Hearts Guild. Based out of Tokyo, they were a rowdy bunch, even in those early days. It was a place to begin to belong. After a while, he was deemed powerful enough to go on missions and soon gained a reputation as an effective mage. At 18 he slowly began teaming up with Eri, Yukinari, and the newly arrived Lana. They succeeded in several missions together (the first of which resolved his issues with Rian). After the latest, in which they recruited Kazeka and he was reunited with Rian (now a mage in another guild), they fell through a dimensional portal on the way home. They arrived in the middle of the Seawings Adventurer Guild Hall. Strangely, Kazeka did not come with them. Almira Quincy vouched for them, as they were identical to the ones she knew all but in name, and the four joined the Guild until such time as they could go home again. With Hinako and co joining as well and forming Team Rumble Hearts (the name of their original guild), it just felt like fate. 3 years worth of adventures later, just as Emma Adams was formally joining, Kazeka finally appeared in the Guild Hall. She had not aged a day, and in this state joined the team.

 

Powers & Tactics: Yukinari is a cryomancer. An ice mage. He generates and shapes extreme cold, ice, snow, frost, etc. His intensive training in the frozen wilderness has both made him immune to environmental cold and significantly toughened his body. Unlike most cryomancers (and spellcasters in general) he uses what he has to it’s utmost. His sheer versatility outstrips anyone on Team Rumble Hearts. Even Eri would be hard pressed to duplicate all of his tricks. His basic power is creating ice, but it’s what he does with it that’s the big deal. Walls for access control, structures to walk on when there are none, cages to hold enemies or carry friends. He can even use them to hold up buildings as long as they’re not too heavy. And that’s before we get into the alternate effects he’s developed for combat. A blitzkrieg of weapons in melee or ranged varieties. Freezing the floor to trap a room full of enemies in ice. Or just throwing out the middleman and freezing them entirely. Yukinari’s cryomancy in defined by creativity in usage, not overwhelming power.

 

Tactically. Yukinari prefers to disable opponents with Frozen Floor or Ice Encasement before unloading with a Ice Weapons Infinity Strike or Icicle Lance Barrage. He has the feats (Accurate, All Out, and Power Attack) to shift his damage and accuracy around with those two should he need to. Create Ice is mainly used for utility, but he’s not above throwing some ice out to control where his enemies can go. This is, however, just his regular arsenal, and not nearly everything. Power stunts include but are not nearly limited to Chill Factor (Blast 8 [Alt Save Fort, Burst Area, Selective Attack]), Ice Spike Bomb (Blast 8 [Burst Area, Penetrating, Selective Attack]), and Snow Blindness (Dazzle 8 [Visual Senses, Burst Area, Secondary Effect, Selective Attack]). As long as it’s rank 8, takes up 40 PP or less, and can conceivably be done with cold and ice, it is on the table.

 

Personality: Normally, Yukinari is one cool customer. Calm, collected, and virtually stoic. But when things get serious, so does he. This doesn’t mean he never shows his emotions. Quite the contrary. He’s just not…demonstrative like some can be. He keeps himself low key and laid back. It takes a lot to get him riled properly. His passions run as deep as anyone. He deals with problems cautiously and carefully, which can put him at odds with more direct guild members like his teammate Toryu. With that said, he truly cares about his friends and guildmates and will defend them as stridently as anyone. Even if his two bad habits (a penchant for offering unwanted criticism and an aversion to staying clothed any longer than necessary) knock him down everyone’s favorite guildmate lists a bit.

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Lana Shimizu

 

Power Level: 8; Power Points Spent: 150/150

 

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

 

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

 

Skills: Acrobatics 7 (+10), Diplomacy 4 (+8), Gather Information 6 (+10), Knowledge (arcane Lore) 6 (+10), Knowledge (current events) 1 (+5), Knowledge (history) 1 (+5), Knowledge (popular culture) 6 (+10), Language 5 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 3 (Grapple), Attractive (+4), Defensive Roll 2, Dodge Focus 2, Evasion, Improved Critical 2 (Heroic Spirit Whip Attack (Strike 2)), Improved Grab, Improved Initiative, Improved Pin, Improved Trip, Luck 2, Power Attack, Skill Mastery (Acrobatics, Gather Info, KN (arcane lore), Sense Motive), Takedown Attack, Uncanny Dodge (Auditory), Well-Informed

 

Powers:

Heroic Spirit Keys (Device 6) (Hard to lose, Only you can use)

   Keys of Summoning (Array 12) (default power: summon)

      Key of The Darkchilde (Summon ? (Array; Heroic)

      Key of The Envoy (Summon ? (Array; Heroic)

      Key of The Exile (Summon ? (Array; Heroic)

      Key of The Genie (Summon ? (Array; Heroic)

      Key of The Paragon (Summon ? (Array; Heroic)

      Key of The Vessel (Summon ? (Array; Heroic)

      Minor Keys (Summon 6) (Default; Type (Broad) (Lesser Heroic Spirits))

Heroic Spirit Whip (Device 3) (Easy to lose)

   Heroic Spirit Whip Attack (Strike 2) (DC 19, Feats: Attack Specialization 3 (Grapple), Improved Critical 2 (Heroic Spirit Whip Attack (Strike 2)), Improved Grab, Improved Pin, Improved Trip; Extended Reach 3 (15 ft.), Mighty, Precise)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +20)

 

Attacks: Heroic Spirit Whip Attack (Strike 2), +12 (DC 19), Unarmed Attack, +12 (DC 17)

 

Defense: +10  (Flat-footed: +4), Knockback: -2

 

Initiative: +7

 

Languages: Chinese (Mandarin), English, French, Japanese Native, Korean, Russian

 

Totals: Abilities 34 + Skills 13 (52 ranks) + Feats 19 + Powers 35 + Combat 32 + Saves 17 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 20

Height: 5’ 5”

Weight: 125 lbs.

Ethnicity: Mixed English/Japanese (alternate world)

Hair: Blonde

Eyes: Brown

 

Background: Lana Shimizu was born in a world full of magic. Anyone with the time, inclination, and aptitude could learn. This, of course, was no guarantee of power or skill, but the opportunity was available. Over the years, mages had organized into groups. The names varied (coven, company, guild, etc), however each was a home to some of the world’s finest mages. Sounds familiar, right? Well, we’ll get to that. Lana was a wealthy girl, but her mother died when she was young and her father…well, Lana looked like the spitting image of her mother. He couldn’t stand the sight of her sometimes, and when he could he was far from father of the year. Such emotional neglect, much wow. The staff basically raised her, not her father. She grew up wanting to be a heroic spirit summoner, like her mother. So when she was 17, she left home without telling anyone and set out on her journey. Not too long after that she ran into Toryu Hirayama, and through him got into the Rumble Hearts mage guild. They had several adventures, even forming a team with Yukinari Yuhara and Eri Akatsuki. The second one in particular showed up much the guild had accepted her. They fought off a rival guild who had been hired by her father to bring her back to him. Then after the latest mission, in which they recruited Kazeka, they fell through a dimensional portal on the way home. They arrived in the middle of the Seawings Adventurer Guild Hall. Strangely, Kazeka did not come with them. Almira Quincy vouched for them, as they were identical to the ones she knew all but in name, and the four joined the Guild until such time as they could go home again. With Hinako and co joining as well and forming Team Rumble Hearts (the name of their original guild), it just felt like fate. 3 years worth of adventures later, just as Emma Adams was formally joining, Kazeka finally appeared in the Guild Hall. She had not aged a day, and in this state joined the team.

 

Powers & Tactics: Lana is a Heroic Spirit Mage. With her special keys (a Device only she can use), she can summon legendary heroes from throughout the ages. The thing about this is that it isn’t the actual hero. Some heroes made such an impact on their universe that they leave an…echo, of who they were in the collective unconscious. This is what Lana summons. There is, however, no guarantee of a hero being known on the world they are summoned to by their key. Strangely enough, however, these echoes have lives of their own and their own little pocket dimension in which they dwell, split off from the collective unconscious. She has six Major Keys and a bunch of Minor Keys. Major Keys summon the echo of a genuine superhero. A real legend in the dimension they come from. They are, however, limited to whatever level of power their summoner possesses and not their own. This was not the case in Lana’s home dimension, and she’s still a little put out about it. Their abilities and such are detailed in their own entry. Minor Keys summon more…mundane spirits. They’re not superheroes. Their heroism was likely a one time thing, or limited in a way that superheroes aren’t. Like a doctor who cured a terrible illness, a children’s TV star that brought joy and acceptance to children for decades, or the adorable cat whose mascoting skills saved a failing train station. These are not detailed, as she has a bunch of them and they’re all one trick ponies that are virtually useless in combat. Think of them as a magical utility belt only not quite as useful.

Gaining her sixth Major Key also granted Lana a boon. A whip made of magical energy from the Heroic Spirits. She was using a regular whip at the time and so this was a noticeable improvement in weaponry. It’s stronger, helps her grapple with it, and she can do serious precision strikes with it.

 

Tactically, the first thing Lana always does is use one of her Heroic Summon powers. Unless, of course, there’s already one out. Fighting for her is a team effort with her Heroic Spirits. With that said, other than the summoning she’s just a weaponmaster. She attacks with her weapon, the whip. She’ll get a grapple going if she can, the better for her Heroic Spirit to demolish the opponent. She has Acrobatic Bluff to help her hit her targets, and sometimes it even works. But that’s about it. She is incapable of power stunting with her Keys, as what she has is what she has. The Whip, however, does have a power stunt available. Whip Swing (Speed 3 Linked to Super Movement 3 [Slow Fall, Swinging, Wall Crawling 1]).

 

Personality: Lana is the one who tries the hardest in Team Rumble Hearts to be “normal”. What that means in practice is that she’s stuck in the role of Only Sane Woman. Because everyone else on the team is a kooky weirdo in one way or another. What this ignores is that Lana herself is just as much a kooky weirdo in her own way. She’s a little obsessed with magic in all its forms, got a bit of an ego about her good looks, and a quick temper. Many times has Toryu been punched or kicked after deliberately annoying her. She’s probably got the biggest heart among the entire Guild, though, let alone the team. She cares deeply about everyone, especially her friends and Heroic Spirits. Soft hearted, that’s our Lana. Not that she doesn’t know how to harden her resolve and fight, of course. She loves to write and hopes to be a novelist one day.

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Kazeka Kurogane

 

Power Level: 8; Power Points Spent: 105/105

 

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

 

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

 

Skills: Acrobatics 5 (+8), Diplomacy 6 (+8), Gather Information 3 (+5), Knowledge (arcane Lore) 5 (+5), Knowledge (history) 5 (+5), Language 4 (+4), Notice 6 (+8), Sense Motive 6 (+8)

 

Feats: Dodge Focus 4, Evasion, Improved Initiative, Uncanny Dodge (Auditory)

 

Powers:

Draconic Toughness (Protection 5) (+5 Toughness)

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

Wind Dragon Magic (Array ? (default power: strike)

   Gale Force Roar (Strike ? (Default; DC 23; Cone Area (80 ft. cone - General))

   Healing Winds (Healing 5) (Array; DC 15; Action (standard), Restoration; Limited to Others; Persistent)

   Wind Eating (Linked)

      Healing 5 (Linked; Action (standard); Personal)

      Nullify 8 (Linked; counters: any power of (type) - air/wind, DC 18; Range (touch); Accurate 2 (+4))

Windproof (Immunity 10) (common descriptor: Air/Wind)

 

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: -1)

 

Attacks: Gale Force Roar (Strike ? (DC 23), Nullify 8, +8 (DC Will 18), Unarmed Attack, +4 (DC 15)

 

Defense: +10  (Flat-footed: +3), Size: Small, Knockback: -2

 

Initiative: +7

 

Languages: Draconic, English, Japanese Native, Korean, Russian

 

Totals: Abilities 22 + Skills 10 (40 ranks) + Feats 7 + Powers 38 + Combat 16 + Saves 12 + Drawbacks 0 = 105

 

Age (as of Jan 2019): 12

Height: 4’ 8”

Weight: 80 lbs.

Ethnicity: Japanese (alternate world)

Hair: Dark Blue

Eyes: Dark Brown

 

Background: Kazeka Kurogane was born in a world full of magic. Anyone with the time, inclination, and aptitude could learn. This, of course, was no guarantee of power or skill, but the opportunity was available. Over the years, mages had organized into groups. The names varied (coven, company, guild, etc), however each was a home to some of the world’s finest mages. Sounds familiar, right? Well, we’ll get to that. Kazeka was raised by a wind dragon from a early age. Said dragon was the one who trained her in Wind Dragon Magic. But one day, Mama Dragon disappeared and Kazeka had to make her way in the world alone. She fell in with a small guild of mages. Then one day there was a big mission in which she was the sole mage selected from her guild. This was when she met Eri Akatsuki, Toryu Hirayama, Yukinari Yuhara, and Lana Shimizu. The conclusion of the mission revealed a shocking truth. Kazeka’s guild didn’t exist. It was all the illusion magic of the guildmaster, himself long dead and a ghost. Many tearful goodbyes were said, but it was done. Kazeka would join the Rumble Hearts guild. But…on the way back all five fell through a dimensional portal. The other four arrived in the middle of the Seawings Adventurer Guild Hall, and continued their lives as detailed in their entries. Strangely, Kazeka did not come with them. She had fallen through the portal slightly differently. A quirk in the time/space continuum stretched the objective time of her passage out while leaving her subjective time unchanged. And so 3 years later, just as Emma Adams was formally joining Team Rumble Hearts, Kazeka finally appeared in the Guild Hall. She had not aged a day, and in this state joined the team. It was a little confusing, as for her seconds had passed. She is, however, adapting well to the new reality.

 

Powers & Tactics: Kazeka uses Wind Dragon Magic. In theory this is just wind magic with a draconic theme, and her spells lend credence to this. She breathes out a slashing tornado with Gale Force Roar and soothes injuries with Healing Winds. However, there is more to Dragon Magic than just offensive spells. The longer one practices Dragon Magic, the more draconic they become. As such, Kazeka’s magic has toughened her body, and her inner cyclone of aerodic mana renders her immune to winds of all kinds. There is one other thing. The crown jewel of Dragon Magic, the ability to eat the element used. It’s no substitute for actual food, but consuming winds heals Kazeka. Unfortunately, consuming her own magic for this purpose doesn’t work. And understandably, a casual breeze isn’t enough wind to eat. She needs at least what would qualify as heavy winds.

 

Tactically, Kazeka is still learning her way around a fight. She is more prepared to function in a support role with her Healing Winds. The only way she has to effectively do damage is Gale Force Roar, which can cause property damage if she’s not careful with it. She will, of course, eat wind to heal herself if it’s available and she needs to.  But yeah, she’s doesn’t have a plan more complicated than “heal and support allies, defend self if necessary”. What she does have is a bunch of power stunts off of her array. These are the spells she’s practicing but doesn’t have down cold yet. Combat spells: Aero Arrow (Strike 8 [Accurate 2,  Improved Crit 2, Penetrating 4]), Tornado Kicks (Strike 6 [Autofire, Accurate 3, Precise]), Aernado (Move Object 8 [Damaging, Cylinder Area, Range [touch], Concentration Duration]), and Blinding Gust (Dazzle 8 [Visual Senses, Cone Area, Touch Range]. Support spells: Windspeed (Speed 5 [Affects Others, Burst Area, Selective, Fades, Total Fade]), Magic Barrier (Immunity 20 [Magic, Limited to Half Effect, Concentration Duration, Affects Others, Burst Area, Distracting], and Shielding Winds (Move Object 8 [Shapeable Area, Limited Direction {away}]).

 

Personality: Kazeka is a timid, shy girl. She’s had a lot happen to her recently (for her) as well. She was about to adapt to a new guild but is now adapting a new world. So she’s understandably lacking confidence in herself, and tentative about darn near everything. But there’s hints, now and then, that once she becomes more sure of herself she’ll start being amazing. In the meantime she’s just a good hearted young girl beginning to find her way.

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The Darkchilde

 

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

 

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

 

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

 

Skills: Concentration 6 (+10), Intimidate 6 (+10), Knowledge (arcane Lore) 6 (+10), Knowledge (theology & philosophy) 6 (+10), Language 4 (+4), Notice 4 (+8), Sense Motive 4 (+8)

 

Feats: Accurate Attack, Attack Focus (ranged) 2, Power Attack, Ritualist, Startle

 

Powers:

Shadow Vision (Super-Senses 2) (darkvision)

Shadowmancy (Array 10) (default power: obscure)

   Blinding Shadows (Dazzle 10) (Array; affects: visual senses, DC 20)

   Embrace of Shadows (Snare 10) (Array; DC 20)

   Great Shadow (Obscure 10) (Default; affects: visual senses, Radius: 5000 ft.)

   Shadow Blast (Blast 10) (Array; DC 25)

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

Shadowy Armor (Force Field ? (+8 Toughness; Impervious)

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

 

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

 

Attacks: Blinding Shadows (Dazzle 10), +6 (DC Fort/Ref 20), Embrace of Shadows (Snare 10), +6 (DC Ref/Staged 20), Shadow Blast (Blast 10), +6 (DC 25), Unarmed Attack, +4 (DC 15)

 

Defense: +6  (Flat-footed: +3), Knockback: -9

 

Initiative: +1

 

Languages: English Native, French, Japanese, Latin, Spanish

 

Totals: Abilities 30 + Skills 9 (36 ranks) + Feats 6 + Powers 44 + Combat 20 + Saves 11 + Drawbacks 0 = 120

 

Apparent Age: Late 20s

Height: 5’ 4”

Weight: 120 lbs.

Ethnicity: East Asian/African mix

Hair: Black

Eyes: Dark Brown (all Black, even the whites, when using powers)

 

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The Exile

 

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

 

STR: +4 (18), DEX: +4 (18), CON: +8 (26), INT: +1 (12), WIS: +3 (16), CHA: +3 (16)

 

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

 

Skills: Acrobatics 6 (+10), Diplomacy 5 (+8), Knowledge (current events) 4 (+5), Knowledge (tactics) 4 (+5), Language 2 (+2), Notice 5 (+8), Sense Motive 5 (+8), Stealth 1 (+5)

 

Feats: Accurate Attack, Attractive (+4), Move-by Action, Power Attack, Precise Shot

 

Powers:

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

Sunfire Blast (Blast ? (DC 23)

 

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

 

Attacks: Sunfire Blast (Blast 8), +8 (DC 23), Unarmed Attack, +8 (DC 19)

 

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

 

Initiative: +4

 

Languages: English, Japanese, Portuguese Native

 

Totals: Abilities 46 + Skills 8 (32 ranks) + Feats 5 + Powers 26 + Combat 32 + Saves 3 + Drawbacks 0 = 120

 

Apparent Age: Early 20s

Height: 5’ 11”

Weight: 140 lbs.

Ethnicity: Orange/Gold skinned humanoid

Hair: Bright Red

Eyes: Light Green (whole eye)

 

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The Envoy

 

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

 

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

 

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

 

Skills: Acrobatics 5 (+10), Climb 5 (+10), Diplomacy 6 (+8), Knowledge (technology) 3 (+5), Knowledge (theology & philosophy) 3 (+5), Language 3 (+3), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Survival 3 (+5), Swim 5 (+10)

 

Feats: Acrobatic Bluff, Attractive (+4), Defensive Attack, Defensive Roll, Evasion, Improved Critical (Sword Strike (Strike 3)), Improved Initiative, Instant Up, Jack-of-All-Trades, Move-by Action, Power Attack, Set-Up, Takedown Attack, Teamwork, Uncanny Dodge (Auditory)

 

Powers:

Heavy Training (Super-Strength 1) (+5 STR carry capacity, heavy load: 800 lbs; +1 STR to some checks)

Superior Genetics (Immunity 2) (aging, disease; Limited - Half Effect)

Sword (Device 1) (Easy to lose)

   Sword Strike (Strike 3) (DC 23, Feats: Improved Critical (Sword Strike (Strike 3)); Mighty)

Tough (Protection 1) (+1 Toughness)

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +13/+14)

 

Attacks: Sword Strike (Strike 3), +8 (DC 23), Unarmed Attack, +8 (DC 20)

 

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

 

Initiative: +9

 

Languages: English, Greek Native, Hebrew, Japanese

 

Totals: Abilities 42 + Skills 13 (52 ranks) + Feats 14 + Powers 7 + Combat 32 + Saves 12 + Drawbacks 0 = 120

 

Apparent Age: Late 20s

Height: 6’ 1”

Weight: 220 lbs.

Ethnicity: Sub Saharan African

Hair: Black

Eyes: Dark Brown

 

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The Paragon

 

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

 

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

 

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

 

Skills: Knowledge (current events) 5 (+5), Knowledge (popular culture) 5 (+5), Language 2 (+2), Notice 4 (+5), Sense Motive 4 (+5)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 2, Dodge Focus 2, Power Attack, Takedown Attack

 

Powers:

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

Heroic Invulnerability (Impervious Toughness ?

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

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

Heroic Strength (Enhanced Strength 16) (+16 STR)

Life Support (Immunity 9) (life support)

 

Attack Bonus: +4 (Ranged: +4, Melee: +6, Grapple: +16/+20)

 

Attacks: Unarmed Attack, +6 (DC 25)

 

Defense: +6  (Flat-footed: +2), Knockback: -9

 

Initiative: +1

 

Languages: English, Japanese, Spanish Native

 

Totals: Abilities 16 + Skills 5 (20 ranks) + Feats 8 + Powers 67 + Combat 16 + Saves 8 + Drawbacks 0 = 120

 

Apparent Age: Mid 30s

Height: 6’ 3”

Weight: 230 lbs.

Ethnicity: Caucasian

Hair: Black

Eyes: Blue

 

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The Genie

 

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

 

STR: +8 (10/26), DEX: +1 (12), CON: +0 (10), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

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

 

Skills: Language 4 (+4)

 

Feats: Attack Focus (ranged) 4, Attack Specialization 2 (Unarmed Attack), Dodge Focus 4, Uncanny Dodge (Auditory)

 

Powers:

Genie Magic (Array 10) (default power: blast)

   Blinding Magic (Dazzle ? (Array; affects: visual senses, DC 18; Variable Descriptor 2 (Broad group - Any Magical))

   Creation Magic (Create Object ? (Array; Max Size: 8x 25' cubes, DC 18; Precise, Progression, Object Size 2, Selective)

   Going Ghost (Insubstantial 4) (Array; Incorporeal)

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

   Magical Might (Linked)

      Enhanced Strength 16 (Linked; +16 STR)

      Enhanced Trait 2 (Linked; Feats: Attack Specialization 2 (Unarmed Attack))

      Super-Strength 1 (Linked; +5 STR carry capacity, heavy load: 1.8k lbs; +1 STR to some checks)

   Magical Telekinesis (Move Object ? (Array; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Affects Insubstantial 2 (full power), Precise, Subtle (subtle))

   Mystic Bindings (Snare ? (Array; DC 18; Affects Insubstantial 2 (full power), Variable Descriptor 2 (Broad group - Any Magical))

   Mystic Blast (Blast ? (Default; DC 23; Affects Insubstantial 2 (full power), Variable Descriptor 2 (Broad group - Any Magical))

Made of Magic (Immunity 32) (custom: Mind Control 2, fortitude saves)

Made of Sturdy Magic (Protection ? (+8 Toughness)

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

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +12/+13)

 

Attacks: Blinding Magic (Dazzle 8), +8 (DC Fort/Ref 18), Mystic Bindings (Snare 8), +8 (DC Ref/Staged 18), Mystic Blast (Blast 8), +8 (DC 23), Unarmed Attack, +8 (DC 23)

 

Defense: +8  (Flat-footed: +2), Knockback: -4

 

Initiative: +1

 

Languages: Arabic Native, English, Hebrew, Japanese, Persian

 

Totals: Abilities 10 + Skills 1 (4 ranks) + Feats 9 + Powers 77 + Combat 16 + Saves 7 + Drawbacks 0 = 120

 

Apparent Age: Uh. Not old?

Height: Variable between 5’ and 9’

Weight: Whatever he wants it to be.

Ethnicity: Blue skinned humanoid

Hair: Black

Eyes: Black

 

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The Vessel

 

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

 

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

 

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

 

Skills: Acrobatics 2 (+5), Concentration 6 (+8), Intimidate 8 (+10), Knowledge (arcane Lore) 5 (+5), Language 3 (+3), Notice 6 (+8), Sense Motive 6 (+8)

 

Feats: All-Out Attack, Attack Focus (melee) 4, Power Attack, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Hellfire Control (Array 10) (default power: blast)

   Hellfire Blast (Blast ? (Default; DC 23; Accurate 2 (+4), Affects Insubstantial 2 (full power))

   Hellfire Claws (Strike 3) (Array; DC 23; Autofire (interval 2, max +5) [5 extra ranks], Vampiric [5 extra ranks]; Mighty)

   Hellfire Objects (Create Object 6) (Array; Max Size: 6x 25' cubes, DC 16; Movable (Radius: 30 ft., Strength: 30, Force: 1.6k lbs.); Progression, Object Size 2)

   Infernal Torment (Mental Blast 5) (Array; DC 20)

Infernal Durability (Protection 3) (+3 Toughness; Impervious [4 extra ranks])

Infernal Might (Super-Strength 1) (+5 STR carry capacity, heavy load: 800 lbs; +1 STR to some checks)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +13/+14)

 

Attacks: Hellfire Blast (Blast 8), +8 (DC 23), Hellfire Claws (Strike 3), +8 (DC 23), Infernal Torment (Mental Blast 5) (DC Will 20), Unarmed Attack, +8 (DC 20)

 

Defense: +8  (Flat-footed: +4), Knockback: -7

 

Initiative: +3

 

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

 

Totals: Abilities 34 + Skills 9 (36 ranks) + Feats 9 + Powers 35 + Combat 24 + Saves 9 + Drawbacks 0 = 120

 

Apparent Age: late 20s

Height: 5’

Weight: 135 lbs.

Ethnicity: Chinese-American equivalent

Hair: Black (has orange streaks when using powers)

Eyes: Dark Brown

 

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Background: There are heroes. Then there are superheroes. Then there are legends. People whose deeds were so great, throughout their lives, they made a distinct imprint on the collective unconscious of all mortalkind. The imprint was so strong that it formed into a echo of who that hero was in life. Said echo took on a life of its own and spontaneously generated a single magical key somewhere in the multiverse that permits them to be summoned. The full number of Major Keys is not known, but they do have their own pocket dimension where they reside. Those who ask will find that their numbers are not few. Their memories of who they echoed from are vague and disjointed at best. However, these are Lana Shimizu’s six.

The Darkchilde belonged to her mother, and was the closest thing Lana had to a companion as a child. That wasn’t a member of the estate staff, anyway. The Darkchilde was the daughter of an extradimensional menace, but in time she defeated her parent and purged them from the universe forever. Name a type of evil, and she battled it. She went on to become the greatest hero her universe had ever known, inspiring generations of new heroes to follow in her footsteps. She showed that it didn’t matter where you came from. It mattered what you did.

Lana found the Key of the Exile abandoned in an old temple to a forgotten god of the sun. The Exile herself was a member of a team. In their day, they were titans who saved their world and their universe on multiple occasions. Even after the team went their separate ways, as many superteams eventually do, she continued to excel. Returning to her home planet, she ruled wisely and well. She proved a steadfast ally to those who called on her and a mighty warrior for the cause of good to the end of her days.

The Key of the Envoy was in a pawnshop. The owner had no idea what it was actually worth, and so Lana got it for a song. The Envoy himself was a prince. His nation was mighty indeed, but small and kept secret from the wider world. He was, naturally, an envoy to see if the world was ready to meet his people. It could safely be argued that the world was not. But there was potential there, he argued. His father the king did not agree. And so the Envoy remained in the world, a mighty force for good…until he himself became king, and threw open the cloak of secrecy around his nation. He led his world into a new golden age, battling evil wherever it dared show it’s face.

The Key of the Genie was well earned. His owner at the time was, well, a massive jerk. Lana (with a timely assist from Toryu) defeated him in a fight and took the key from him at the Spirit’s request. The Genie was incredibly old, and incredibly bored. So when a young thief stumbled into the Genie’s cave as he fled a cruel tyrant’s enforcers, the Genie took advantage of the opportunity for entertainment. He never imagined that the young thief would become his best friend, or that together with a spunky princess they’d overthrow said cruel tyrant. The Genie was that desert kingdom’s protector until its star burned cold in honor of his friends. Of course, there can be no kingdom without the planet it is on, no planet without the galaxy, and no galaxy without the universe. Rest assured, the Genie was well known to that universe’s champions and indeed was counted the greatest of them in the end. He was right, after all. They had never had a friend like him. And it was he who brought Lana the Heroic Spirit Whip.

The Paragon was actually a member of the Rumble Hearts mage guild when Lana joined. Of course, nobody knew he was a Spirit at the time. Long story short, he got his previous summoner (who was, admittedly, a jerk who abused her Spirits but not evil) killed by refusing to obey her. And he was trying to atone for it by himself, but without a summoner his powers were decidedly more limited. He had decided to quietly fade away back into the collective unconscious and be reborn clean of his mistakes when Lana swooped in and convinced him not to do it. In gratitude for restoring his hope, he granted her his Key. The Paragon is one of the few Spirits whose memories are somewhat more coherent. He remembers bits and pieces. A doomed planet. A last hope. A kindly couple. Corn and wheat fields. A great, shining city. The woman who shone more to him than it ever could. His best friend, a masked man with more courage than anyone else he ever met. The oath they and five other swore. Truth and Justice. So very many battles. Allies and enemies. Triumph and tragedy. He does not know how it ended, but he knows he never gave up trying. That the whole universe knew his name, his symbol, and what he stood for. What he doesn’t know is that even more than the Darkchilde, he inspired generation upon generation of heroes.

The Key of the Vessel belonged to yet another jerk of a summoner. It was really a spectacular fight between said jerk and Lana. But Lana beat her, and the Vessel was only too happy to have a summoner who wasn’t a terrible person. The Vessel was a young woman who went somewhere she shouldn’t have gone and touched something she shouldn’t have touched. Thus, she spent the rest of her days half possessed by a literal demon and fighting off all of his attempts to make that “half” part complete. She also punched a lot of evil in the face for the grand cause of well…not being a bag of dicks to people. Not a profound thinker, the Vessel. She and the Darkchilde are from the same universe, and together with a few allies they kicked the demon’s teeth in and stole the rest of his powers for her. After that, if the Darkchilde ended up the greatest hero it was only because of the stiff competition from the Vessel. Or so she would say.

 

Powers & Tactics: One thing to keep in mind first. The summoning rules of our world do not allow a summoner to call a being more powerful than they are. This was not the case in Lana’s home world. There, all of the Spirits were significantly more powerful and capable than they are here. It is said summoning rules that squeeze them down into these lesser forms. Kind of a bummer, but it is what it is.

The Darkchilde is a shadowmancer. She uses magic that controls darkness and shadow. She hits the basics. Flight, force field, and an array of offensive spells. Damaging, restraining, blinding, and telekinetic spells are represented. She also doesn’t need light to see, which is quite useful when she drops a cloud of darkness two miles wide on an area. The Exile is a solar powered flying blaster. That’s it. Flies and discharges fiery energy blasts thanks her alien genetics. The Envoy is a human being in absolutely fantastic physical condition…with a sword. His superior genetics compared to his world’s humans granted him slowed aging and resistance to disease, but those are irrelevant to a Spirit. The Genie is a being made entirely of magic and is thus not really even alive as we understand it. He can fly, is pretty tough, and as expected for a genie can pull just about any kind of magical effect out of his big array. The Paragon, by comparison, is quite simple. He’s superhumanly strong, incredibly tough, and flies.  Because he’s an alien, and his people can do that under the light of young stars. The Vessel, having the power of a demon, is surprisingly strong and sturdy and can channel Hellfire. Claws, blasts, objects, and brain frying action are available.

 

Tactically, well, they’re not especially complex. They’re summoned to fight, generally speaking. Their priorities are to protect Lana, support her in combat, and defeat who she designates as an enemy. The Exile is probably the simplest. She has Accurate and Power Attack and can use Move by Action quite effectively, but basically she’s a one trick pony. The Paragon tweaks that forumula by being an unarmed fighter instead, and adding All Out Attack and Interpose into the mix. He can hit if he needs to, and he’s probably the best at keeping Lana from taking any nasty damage. The Envoy actually cuts Accurate Attack for Defensive, and adds Acrobatic Bluff and set up. So he ends up being more of an equal partner to Lana, rather than appearing superior. The Darkchilde, The Genie, and The Vessel each have arrays to choose from. Generally speaking, they’ll go with what works as far as attacking goes. They each have vast experience in combat and generally can tell on sight which one of their attacks would be the best in a given situation. They each additionally have something that can protect Lana if she needs it, from Obscuring vision to just putting a wall between her and her attacker, or making it look and sound like she’s standing somewhere she isn’t. None of the Spirits power stunt.

 

Personality: Well, they were all heroes. It’s in the title. Heroic Spirit. Just because they’re echoes of the real deal doesn’t make this any less true. Protecting people. Helping those in need. Pursing justice. These are what they are all about. With that said, they do take significantly different approaches to that end.

The Darkchilde is, well, dark. Mysterious, reserved, and intimidating. A scary, harsh tongued person until you realize just how much she cares about others. She’s just intelligent, perceptive, and charismatic enough to make her status as the leader of her universe’s superheroes plausible. Especially when things get dangerous.

The Exile is bubbly and excitable. Full of good cheer and optimism. She was the heart of her old team and it shows. But when the chips are down, her inner nobility comes to the fore and it is easy to understand how she could have been a queen.

Speaking of nobility, The Envoy oozes it from every pore. He is a dignified warrior, and carries himself like the proud king he was. Yet somehow one always gets the feeling he is standing beside them, and not above. And that this position is by his conscious choice.

The Genie is a barrel of laughs. Always quick with a joke or gag. Never taking himself or anything else too seriously. He’s easy to dismiss as a harmless jokester. A fool and an idiot. This, however, hides the inner sadness of an immortal who voluntarily bonded with mortals for all of his days.

The Paragon is well named. He is a consummate gentleman in all respects. A real Boy Scout. Truth. Justice. Compassion. His ethics are impeccable. His behavior beyond reproach. He’s just a really good dude. Not much else to it.

The Vessel is a rough, rowdy woman. She’s always ready for a fight. Intimidating, quick tempered, and aggressive, it can be tough to see why she’s a Heroic Spirit at all. Until you realize that for all her metaphorical bark, the only ones who actually get bitten are the bad guys and her tough words hide a deeply compassionate soul.

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  • 2 weeks later...

Seawings NuGen

 

These are the kids. They are full members of the Seawings Adventurer Guild, but they don’t go on jobs or missions on their own. They just kind of find stuff to do around Koror. Get into mischief sometimes, you know. Maybe the parents/guardians will take them on an easy mission once in a while. However, the weakness of the dimensional barriers in Oceania (including Koror), means that sometimes they get into scrapes with otherworldly creatures, too. And in all hands on deck situations (rare as they are) they’ll step up just as much as the adults do. But yeah, their adventures are pretty G rated most of the time, and PG the rest. They can throw down just fine, but the rest of the Guild works so that they don’t have to.

 

Raven may be PL 6 now, but previously she had reached PL 12 and thus had earned a special free Benefit feat that slightly alters the rules on Extra and/or Extraordinary Effort for her. Being “reset” as she was, she seized the opportunity to change it. It is detailed below.

Name

Feat Name

Effect

Raven

Mother Raven

Through Extra Effort, Raven may transform into her prior self for three rounds. Use Coyote’s statistics, swapping Speed and Leaping for equal ranks in Flight, ignoring Multiexistence, and swapping names/descriptors where appropriate. She may use Extraordinary Effort to do this a second time in a given scene. She may not do it a third time.

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