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Tiffany Korta

Character Edits, v8

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When you submit an edit request, please do not just submit a new code-blocked sheet for us to copy & paste. You must tell us specifically what you're adding/editing.

A code-blocked sheet is not required, but does make it easier on us. So not to clutter things up to much if you do include the sheet please stick it withing spoilers.

Edited by Tiffany Korta

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NOTICED BY HGM

Please change Sea Devil's Notice to 2 (+5/+9, SM) 

And replace the ultravision she gains from her Spectrum Knight armor with Uncanny Dodge (radio)

Edited by HG Morrison

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REFLECTED BY HGM


Spending 2 PP for Mirror

1PP - Add "Flight" Alternate Power into his Light Control Array

 

Light Control 10 ( Improved Range 2 Feat: Alternate Power 3 ) [25PP]

 

AP: Illusion 10  ( Affects Visual Sense; Progression, Area 2 (25 Ft. Radius) {22/22} (Light Control)
AP: Dazzle 10 Affects Visual Senses; Feat: Improved Range 2 ) {22/22} (Light Flash)
AP: Damage 10( Extra: Range [Range] Feat: Improved Range 2) {22/22} (Laser)
AP: Flight 10 (10,000 MPH; 88,000 Ft./rnd) {20/22} (Flight)

 

1PP - Turned into 4 Skill Points

+1 Craft (Structural)

+1 Craft (Glass)

+2 Knowledge (Physical Sciences)

 

Acrobatics 6(+14)
Bluff 6 (+6)
Concentration 10 (+11)
Escape Artist 2 (+10)
Knowledge (Physical Sciences) 12 (+12)
Notice 4 (+5)
Sense Motive 4 (+5)
Stealth 2 (+10)
Swim 4 (+4)
Craft (Structural) 6 (+6)
Craft (Glass) 4 (+4) 

 

Edited by HG Morrison

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FLARED BY HGM

Spending 11PP on Starlight to bring her up to level caps. Also shifting around a fair number of points and updating the fluff.

  • Removed "Impoverished" Complication, since it no longer applies
  • Increased Wisdom to 16 (6PP)
  • Increased Charisma to 12 (4PP)
  • Increased base Fortitude from 2 to 4 (2PP)
  • Added 12 skill ranks (4 to Bluff, 2 to Intimidate, 6 to Knowledge [streetwise]) (3PP)
  • Increased Attack Focus (ranged) to Rank 5 (2PP)
  • Increased Dodge Focus to Rank 5 (2PP)
  • Added Environmental Control 3 (bright light; Flaw: Range [Touch]) (3PP)
  • Reduced Flight to Rank 1 (-8PP)
  • Applied Flaw (Limited to 50% effectiveness) to Immunity 10 (light effects) (-5PP)
  • Removed Precise from Light Control (-1PP)
  • Increased Light Control to Rank 12.5 (1PP)
  • Retitled Light Control as Photokinesis
  • Changed "BP: Environmental Control 12" to "BP: Enhanced Environmental Control 11 + Feature 3 (Buys off Range flaw on Environmental Control)"
  • Added Precise power feat to Blast
  • Added Progression power feat to Area Blast
  • Changed AP: "Dazzle 12 (sunburst; visual; Extras: Burst area; Flaws: Touch range)" to "Dazzle 10 (sunburst; visual; Extras: Area [Burst, General]; Flaws: Touch range)"
  • Added AP: Enhanced Flight 12 (1PP)
  • Added a second rank of Progression to Teleport
  • Upgraded Super-Senses 1 (ultravision) to Super-Senses 2 (darkvision) (1PP)
  • All in all, a net total of 11PP spent, with 0 remaining.

 

Player Name: R.Bluefish
Character Name: Starlight
Power Level: 11 161/161 PP
Trade-Offs: -1 Attack/+1 Damage, -1 Defense/+1 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 11/30

HWqjCHj.png

In Brief: A former heroin addict and neglectful mother, now trying to use her newfound photokinetic powers to make up for her past.
Residence: Greenbank, Freedom City

Alternate Identity: Samantha Lawrence
Identity: Secret
Birthplace: Freedom City
Occupation: Employee at Silberman’s Books
Affiliations: Grimalkin, Miras, Narcotics Anonymous
Family: Seven-year-old son (Arthur), younger sister (Rebecca), brother-in-law (Omid), all estranged

Description:
Age: 26 (DoB: November 2nd, 1988)
Gender: Female
Ethnicity: Caucasian
Height: 5' 8"
Weight: 120 lb
Eyes: Grey
Hair: Blonde

Starlight is a thin, lean woman of medium height, with thick waist-length blonde hair that's usually bound back in a ponytail. She constantly looks slightly haggard, as if she hasn't slept in days, despite the fact that her body no longer requires rest. She wears a simple outfit consisting of dark jeans, combat boots, a T-shirt, and a short leather jacket, eschewing the traditional trappings of her "profession."

Power Descriptions: Her powers manifest as brilliant white radiance, which she can form into powerful laser-like blasts of light. She can also imbue herself with protective energy, which causes her skin to shimmer and glow softly, which it also does when she's flying. Her invisibility is a tad more subtle: when she activates it, she simply seems to fade away in an instant. And when she looks into the ultraviolet spectrum, her eyes glow white (which also sometimes happens when she's angry).

History: Growing up wasn't easy for Samantha and Rebecca Lawrence. When Sam was 8 and Becky was 5, their father stormed out in the middle of the night and never came back, leaving them to be raised by their alcoholic mother. Sam was forced to grow up, quickly, in order to protect her younger sibling - every stinging slap she took was one Becky didn't have to.

Throughout their early years, the sisters relied on each other for strength and companionship, escaping the reality of their lives by devising elaborate fantasies in which the two of them were super-powered crimefighters, joining the ranks of the shining heroes they saw in the news every day.

As they grew older, however, the two gradually began to drift apart. When she entered high school, Sam lost interest in what she now saw as childish games, instead filling her days with parties and drinking, most of it with people she hardly even knew. Becky, however, was determined not to take the path of their mother, and studied hard, quickly excelling in all of her classes. In this way, the two became the classic "good girl and bad girl," and their relationship suffered for it.

In her last years at high school, Sam's life began to spiral out of control. A "friend" introduced her to the wonders of drugs. It started innocently enough - a quick joint behind the school after class, but soon one thing led to another and she was taking Oxy, and, finally, cocaine.

Then, at age 19, she got pregnant. To this day, she isn't sure who the father is. All she cared about at the moment was that suddenly she had a red-faced, squalling bundle of terror to contend with, making her life even more complicated as she tried to keep him quiet while also feeding her ever-growing drug habit. By the time she was in her mid-twenties, she was living in a hole-in-the-wall apartment in the Fens, hadn't spoken to her sister in years, and was incapable of holding down a job for more than a few months. And what little money she did earn, she quickly snorted.

Her son Arthur was terrified of her; all he ever got from her was a cold shoulder, or, if she hadn't used in a while, the back of her hand. At long last, Child Welfare got wind of the situation, and Sam found herself serving a short prison term for child abuse and neglect, while Arthur was adopted by his aunt Becky (now a medical student) and her new husband, Omid. And still, Sam didn't care. Because prison introduced her to something she couldn't believe she'd been missing until now: heroin. All the other drugs she'd used previously seemed to pale in comparison, and was assured by her fellow inmates that this was nothing compared to the undiluted stuff available on the outside. As soon as she was released, she scraped up all the money she could, bought, and prepared for the high of her life.

Her overdose should have killed her. Instead, the trauma awakened something that had been lying dormant inside of her for her entire life. When next she opened her eyes, her entire body was blazing with light, and she felt better than she had in years. Her body's addiction to chemicals was just...gone. First came shock, then fear, then excitement. And then, she looked back and realized what she'd been doing with her life. She had alienated the only person who had ever actually loved her, and worse, she had utterly destroyed the formative years of her own child's life.

It didn't take long for her despair to drive her back to the needle, only to face an unexpected surprise - she couldn't get high anymore. Whatever her new body was, it couldn't be affected by any sort of chemicals, leaving her in junkie's hell - dying for a fix, but unable to get one. With no choice but to face reality, Sam finally, at long last, realized what she had let herself become.

Through a haze of shame and regret, she made herself a promise: she would make this right. While she knew her son was better off without her, she could still find other ways to try to atone for her past. She abandoned the name Samantha Lawrence, becoming instead Starlight. She vowed to make the world a better place for her son to live in, and never once look back.

Personality & Motivations: The purpose that drives every moment of Starlight's day is a burning need to prove to herself that she can do better. She needs to know that she isn't just another screwup junkie mom, that she can actually do something good with her life, maybe even make a difference.

She looks back on her previous life with a mixture of disgust and shame. She will never forgive herself for how she treated Arthur, and still feels humiliated at how far she let herself fall. Her primary goal now is to ensure no one else can screw up their life like she did, which she is trying to accomplish by doing everything she can to disrupt Freedom City's drug trade. She destroys shipments, scares off buyers, and is not above leaving the occasional pile of unconscious dealers for the police to find. However, she also promised herself she would never kill an opponent, for fear of starting down an even darker road.

Personally, she is not a particularly pleasant individual to be around. She is brusque and direct at best, rude and snarky at worst. She also is hesitant to acknowledge her own lack of experience at this whole "superhero" thing. So far, she's been fighting mainly run-of-the-mill criminals and enforcers, giving her a somewhat inflated sense of her own power - she could easily overestimate her own chances against another metahuman.

Powers & Tactics: Starlight can channel and manipulate light. She can fire destructive blasts of radiance from her hands, or trigger quick, blinding flashes to blind her opponents, or simply illuminate an area. She also recently figured out how to make light pass through her instead of hitting her, rendering her invisible (although she cannot attack while concealed).

She is no longer made of flesh and blood - her body is comprised of solid light, allowing her to imbue herself with a shimmering field of protective energy, fly, or even transform herself into a beam of light for nigh-instantaneous transportation.

As an energy being, she has no need for food, water, rest, or oxygen. Extreme cold and heat (or even vacuum) don't bother her in the slightest (which she found out the hard way when she accidentally teleported herself into space while experimenting with her powers). She can also see into the ultraviolet spectrum.

The best - and worst - part of her new state of being is that she is completely immune to all diseases, poisons, and toxins - including the drugs that she relied on her entire adult life to get her through the day. She could snort a five-pound sack of cocaine without feeling a thing. While it also rid her of her body's physical addiction, nothing can satiate her constant psychological craving for the old highs. Which certainly doesn't help her mood.

The main flaw in her powers is that they don't have unlimited usage. Every 24 hours, she has to recharge them from a natural light source (sun, moon, or stars), or she runs out of juice and can no longer actively channel energy. Replenishing her powers takes one hour, and she can take no other action during this time.

Tactically, she's no Napoleon. So far, she hasn't really gone up against anyone powerful enough to warrant any tactics more complex than "ATTACK!" However, she will occasionally use her powers of invisibility and teleportation to abscond and regroup if she truly gets in over her head.

Complications:

Enemy: Unbeknownst to her, a ruthless and highly intelligent drug lord is getting a little tired of her harassing his business. He's begun carefully trying to connect the dots and figure out her true identity, in hopes of finding some weapon to be used against her.
Overconfidence: Starlight's comparative lack of experience means she is sometimes a little too sure of herself when it comes to a fight. If she continues on like this, life might still have a few more hard lessons to teach her.
Power Loss: If she doesn't replenish her powers from a natural light source every day, she can no longer channel energy, losing the ability to use all Active effects.
Secret: While she never uses it anymore, she still keeps her previous identity a closely-guarded secret, for fear of what might happen to her family.

Abilities: 0 + 4 + 4 + 2 + 6 + 2 = 18PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 12 (+1)

Combat: 10 + 10 = 20PP
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Attack: +5 Melee, +10 Ranged
Grapple: +5 (+5 Attack)
Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -11

Saving Throws: 4 + 6 + 7 = 17
Toughness: +12 (+2 Con, +10 Force Field)
Fortitude: +6 (+2 Con, +4)
Reflex: +8 (+2 Dex, +6)
Will: +10 (+3 Wis, +7)

Skills: 68R = 17PP

Bluff 8 (+9)

Concentration 9 (+12)

Intimidate 13 (+14)

Knowledge (streetwise) 13 (+14)

Notice 9 (+12)

Sense Motive 8 (+11)

Stealth 8 (+10)

Feats: 13PP
Attack Focus 5 (ranged)
Dodge Focus 5
Improved Initiative
Luck
Power Attack

Powers: 2 + 3 + 2 + 20 + 11 + 5 + 31 + 2 = 76PP
All of Starlight's powers have the Mutant descriptor.

Concealment 2 (bend light; visual; Flaws: Passive) [2PP]

Environmental Control 3 (bright light; Flaw: Range [Touch]) [3PP]

Flight 1 (10 MPH/100 feet per move action) [2PP]

Force Field 10 (photon shield; Extras: Impervious) [20PP]

Immunity 11 (life support, need for sleep, starvation and thirst) [11PP]

Immunity 10 (light effects; Flaw: Limited to 50% effectiveness) [5PP]

Photokinesis 12.5 (25 PP Array; Feats: Alternate Power 6) [31PP]

Base Power: Enhanced Environmental Control 11 + Feature 3 (Buys off Range flaw on Environmental Control) {25/25PP}
Alternate Power: Blast 12 (photon blast; Power Feat: Precise) {25/25PP}
Alternate Power: Blast 8 (laser beam; Extras: Area [Targeted, Shapeable], Power Feat: Progression [16 5-ft cubes]) {25/25PP}
Alternate Power: Dazzle 12 (photon flash; visual) {24/25PP}
Alternate Power: Dazzle 10 (sunburst; visual; Extras: Area [Burst, General]; Flaws: Touch range) {20/25PP}
Alternate Power: Enhanced Flight 12 (to Flight 13 [100,000 MPH/1,000,000 feet per move action]) {24/25PP}
Alternate Power: Teleport 10 (1,000 ft or 200,000 miles; Feats: Change Direction, Change Velocity, Progression 2 [500 lb], Turnabout) {25/25PP}

Super-Senses 2 (darkvision) [2PP]

DC Block

ATTACK           RANGE                           SAVE                           EFFECT
Photon blast     Ranged                          DC 27 Toughness (staged)       Damage (energy)
Laser beam       8 5-ft cubes (targeted)         DC 23 Toughness (staged)       Damage (energy)
Photon flash     Ranged                          DC 27 Reflex/Fortitude         Dazzle (visual)
Sunburst         Touch, 60-ft burst (targeted)   DC 27 Reflex/Fortitude         Dazzle (visual)

Totals: Abilities (18) + Combat (20) + Saving Throws (17) + Skills (17) + Feats (13) + Powers (76) - Drawbacks (0) = 161/161

Edited by HG Morrison

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REAPED BY HGM

Ghost Girl

Overhauled the formatting and fluff information on the sheet as a whole. Title of the page should be changed to "Ghost Girl (PL 12 [15]) - Gizmo"

49PP to spend!

  • 2PP: +2 Charisma
  • 2PP: +2 Will Save
  • 1PP: +5 Knowledge [Arcane Lore], -1 Intimidate (offset by increased Charisma)
  • 4PP: Adding additional Alternate powers to her Friendship is Magic Array:

 


Friendship is Magic Array 4 (8PP, Feats: Alternate Power 7) [15PP]

Base: Enhanced Feats 8 (All-Out Attack, Attack Specialization [Scythe], Critical Strike [Undead], Favoured Enemy [Undead], Improved Critical 2 [Scythe], Takedown Attack 2) [8PP] (Indira’s Instruction)

AP: Flight 4 (Rank 5 Total, 250 MPH) [8PP] (Koshiro’s Kiting)

AP: Healing 8 (Extras: Restoration, Total; Flaws: Empathic, Limited 2 [Others, Touched by der Schattenwelt]) [8PP] (Tarva's Touch)

AP: Nullify Illusion 12 (Extras: Nullifying Field [+0]; Flaws: Limited [Technological Effects]; Feats: Progression 2 [Area, 300’ radius]) [8PP] (Sharl’s Skepticism)

AP: Obscure 4 (Visual Senses, 100' long, icy fog; Extras: Action [Move], Area [Cone, +0], Independent [+0], Flaws: Range [Touch]) [8PP] (Siobhan's Shroud)

AP: Super-Movement 2 (Dimensional Movement 2 [Realms of Death and Cold]; Extras: Portal [+2]) [8PP] (Dimitri’s Doorway)

AP: Super-Senses 4 (Death Awareness [Mental]; Extras: Extended 1 [100'], Radius, Ranged) [4PP] + Super-Senses 4 (Postcognition; Extra: Affects Others, Flaw: Limited [Moments of Death]) [4PP] (Nick's Necrovision)

AP: Telekinesis 2 (Rank 4 Total; Extras: Affects Corporeal, Range [Perception]) (Heavy Load: 400 lbs Total) [8PP] (Eve's Elevation)

 

  • 40PP: Adding the Soul Scythe!

 


Device 12 (Soul Scythe; 60PP Container; Flaws: Easy to Lose; Feats: Indestructible, Restricted 2 [Only Lifted by Those Who Have Died], Subtle [Transforms into Necklace]) [40PP]
  • Base: Drain Will 14 (Spirit Sever; Extras: Affects Corporeal, Affects Objects, Alternate Save [Will, +0]; Flaws: Limited [vs. Spirits/Undead], Objects Only; Feats: Affects Insubstantial 2, Alternate Power 2)
    • + Damage 14 (Extras: Affects Corporeal, Alternate Save [Will]) [18 + 42 = 60PP]
       
  • AP: Damage 12 (Reap; Extras: Affects Corporeal, Area [General, Cone], Selective; Feats: Affects Insubstantial 2, Knockback 8) [58PP]
     
  • AP: [33 + 25 = 58PP]
    • Corporeal Form 6.4 (33PP Container; [Active, Sustained]) [33PP]
      • Duration 4 (on Insubstantial; Continuous; Feats: Selective) [5PP]
      • Enhanced Strength 16 (+3, Heavy Load 230 lbs; Feats: Affects Insubstantial 2) [18PP]
      • Impervious 10 [10PP]
    • Mental Transform 12 (Restore Lucidity; Extras: Area [General, Cone], Duration [Continuous]; Flaws: Action [Full Round], Limited [Undead]; Feats: Progression [Area]) [25PP]

 

Full Sheet With Edits

Edited by HG Morrison

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GOLDEN FLEECED by GIZMO

Argonaut

Removed Psionic Vulnerability [-2PP]
Bought 5 Ranks of Computers and 3 of Survival [-2]
Fixed the fact that her Physical Attributes were not listed as 16/30

 

Player Name: HG Morrison
Character Name: Argonaut
Power Level: 10 (162/162)
Trade-Offs: +1 Attack/-1 Damage (Blast), -2 Attack/+2 Damage (Strike), -2 Defense /+2 Toughness
Unspent PP:  0
Progress to Gold Status: 28/90 (24PP pre-bump [PL8/144PP > PL10/158PP], 98PP post-bump; Silver Status earned with 
Foreshadow II)

Bronze Reward: 10PP of Equipment for Foreshadow, 5PP gone into shared Vanguard HQ
Silver Reward: 3rd PC [Argonaut] at PL10/150PP


In Brief: Omegadrone Agent of A.E.G.I.S! 
Alternate Identity: Yves Zermeño, Yvejskrujanharbh'aar
Identity: Secret
Birthplace: Lor-Zul
Occupation: AEGIS Field Agent
Affiliations:  AEGIS
Family: Carlos Zermeño (Husband), Luz Zermeño (Eldest Daughter), Anna Zermeño (Middle Daughter), Sophia 
Zermeño  (Youngest Daughter)
 
Description:
Age: 47 (DoB: Born March, 16 1968)
Apparent Age: 30
Gender: Female
Ethnicity:  Lor
Height: 5'2
Weight: 105 lbs
Eyes: Brown
Hair: Brown
 

0242bfc5974b41918588fffaf27666d0.jpg


Yves is a slightly muscular brown skinned woman with no visible natural body hair.  The missing hair on her head was replaced with a very expensive lace wig.  The wig is styled into a short bob.  She often dresses in modest fashions that leave very little skin showing.  Hiding the various scars throughout her body that she actually opted not to have surgically removed.  Never wanting to forget the monster that she was.
 
As Argonaut, Yves' MEGA-MAX bears a recolored Shocktrooper Omegadrone Armor. The face plate retains an all too familiar skull like design.  The armor does not have wings due to having a far sleeker design than Steelgrave's original bulky model. The back does, however, have secondary thrusters to to aid the jet boosts propulsion outside of atmospheric conditions (although the secondary boosters are currently damaged), The rocket boots can maneuver through the air with no issue having lost no air superiority.  The Armor's left breastplate has the AEGIS emblem engraved.
 
 
History:

In another world in which the Lor's First Age never came to a close, the Lor Republic stretched to every corner of explored space.  The military existed primarily for the purpose of exploration and further colonization of Lor Space.  Quality of Life for citizens of the advanced civilization was such that only a sci fi novel could compare.  Yvejskrujanharbh'aar was a freshly graduated university student with a future as a star faring diplomat in all but certain.  Her life was pretty much uneventful.  She had friends, family, loved ones and her personal tragedies were no more exciting than a lost pet here or there.  Having never left her home planet, her dream was to engage in interplanetary relations perhaps to eventually take a seat as a Senator.

The Lor citizens born on the planet of Lor-Zul are known for being born with two very distinct features.  The first being a long life span in which they maintain a youthful appearance, only showing signs of aging during the last quarter of their lives.  The second a natural affinity with languages their mind able to comprehend all spoken and written word as if they were living ciphers due to a unique psionic mutation.  It was only the first trait that appealed to Shadivian Steelgrave after the Terminus came.  With no enemies to oppose the Lor the military was nowhere near qualified to handle the unified front of the combat drones that swept their world.  The Lor were crushed and in the end there was only the Terminus.

Life as a conquered slave with the Hundred Worlds was far different for the Lor.  Gone from Spacemen to cavemen one had to let a piece of himself die just to survive.  In Nihilor only the strong survive.  And what she lacked in physical might, Yvejskrujanharbh'aar made up for with sheer willpower and luck.  Engaging in brutal gladiatorial fights until she scrapped by on top of her opposition.  Her prize?  Her mind was torn asunder as she underwent the unspeakable acts that defined the Omegadrone conditioning.  Brainwashed by the Omegadrone conditioning Yvejskrujanharbh'aar had long faded she was merely a servant of Omega. Serving on the front lines as an Omegadrone Shocktrooper.

Many people remember the Terminus Invasion of 1993 differently.  Most of those memories are not looked back on too fondly.  But for Yvejskrujanharbh'aar it was her first real memory since her first shot at life had ended.  As one of those very invaders, she found herself barely clinging to life by the time the battle had come to a close.  Her armor was skewered onto a steel rod at her abdomen.  Recovered by AEGIS field agents, she was given medical treatment as the organization wasn't out to just let people die.  Even those part of a foreign invasion force.  Of course if it brought about the opportunity to learn more about the Terminus forces more power to them.

It took a think tank of the top AEGIS psychologists and doctors to match Daedalus efforts in deprogramming the Omegadrone conditioning.  They even crafted a new identity for her to live, monitored by a field agent, just outside of their Baltimore offices.  Yvejskrujanharbh'aar or Yves as she had now come to be known just had to agree to surrender her armor to them as well as acting as a consultant whenever the need struck the agency.  

When Dr. Doris Volk joined AEGIS in 1997 amongst the many projects she pursued was the development of MAX series Power Armors.  Shorty after completing the designs on the Super-Max armor Dr. Volk had already begun considering the process for advancing upon her design.  Searching through old AEGIS files for inspiration Dr. Volk eventually came to learn about the deal AEGIS made with Yves.  It took a decade to combine the technology of the Omegadrone with that of a SUPER MAX armor creating the first flight capable power armor, far before the distinctly more well known models used by Subjects V and V2.  The most problematic bit of integration was that the armor's neural interface would only respond to omegadrones like the armor's previous pilot, Yves.  

A neural interface was originally  designed to reinforce the Omegadrone conditioning and improve Nihilor's Mixed Murder Arts by recording combat data and aiding the pilot adapt in all situations.  Dr. Volk's attempts of repurposing the interface to aid field agents in saving lives could not completely overcome the fact that only a mind whom had gone through Steelgrave's brainwashing was the only one capable of conceptualizing such an idea.  So she requested Yves assistance in improving the combat data of the interface as Dr. Volk attempted to overcome the flaw in the design.  An offer that went through a very long series of refusals before Yves finally relented with some trepidation.  Spending weekends as a test pilot for the tongue in cheekily named MEGA-MAX armor.

Breaking away from the training simulation when the armor caught the transmission of a nearby alarm system in which a shoe store was being robbed by three heavily armed men.  Within the comfort of her armor she was able to easily able to deal with the crooks.  Disappearing before AEGIS latest line in experimental technology could be shaken.  Upon her return she wasn't admonished for taking off with government property as she expected.  Instead there was a congratulatory fanfare and applause and she was offered a real job with the agency.  After weighing her options and the sense of satisfaction that came with actually doing something good with the armor she took the job.

In her personal life, Yves and her handler had wed some years back.  Together they were raising three girls from his first marriage.   Although at this point the eldest was studying at FCU, so the children did not exactly outnumber the parents in the household.  Eventually the 
Zermeños requested a change in duty station from Baltimore to Freedom City.  Marking her return to the city after 20 years as the armored hero Argonaut.

After Argonaut returned from a mission off planet.  Dr. Volk claimed to have attained enough data to begin work on the MEGA-MAX series of prototypes.  Keeping the old Argonaut armor, AEGIS set about fully repairing Argonaut's Shocktrooper armor (At her request).  Her thorough cybernetic modifications allowed the armor to once again return to storage within her body.

Personality & Motivation
Yves may not have been quite herself when she worked as a soldier of Omega.  But she remembers every waking minute of that nightmare.  Every slash, every stab, every atrocity committed in the name of the Lord of the Terminus.  She tries not to let it weigh on her conscious too much and for the most part succeeds with bravado and gumption (albeit a silent gumption), but the memory is always there gnawing at the back of her head.  Despite that one would be hard pressed to find her without a smile on her face.  Whether it is forced or not.
 
Outwardly confident, albeit carefully spoken, she works hard at covering up her own insecurities of not being qualified for being a 'hero' due to her past a Terminus soldier.  Despite the fact that AEGIS already has a solid history of working with reformed criminals.  Yves is very good at seeing through people's intentions.  Above all else, she feels as if she has seen enough death in her lifetime and will go through absurd lengths to try and save everyone she can even if it cost her life in doing so.  

In her daily life, Yves can be downright domestic.  Attempting to portray the image of a perfect mom next door type, while still keeping conversations as short as possible.  Yves is not a talker by any measure for those outside her family.  But, when she does speak it's usually either snark covered or blunt with absolutely no sense of tact.  A self described realist through and through Argonaut does not mince words or paint optimistic pictures.

Powers & Tactics:
Yves relies on the Argonaut armor to do all her heavy lifting.  Even with her now rusty training in the mixed murder arts, she. Preferring to use her Power Pike at a distance, Yves will pelt away at her foes with the entropic energies of the Terminus contained in the blast blade.  If need be she can close the distance and strike at her foes with the actual pike itself.  

The Shocktrooper Power Pike has a "stim pack system".  Using a chemical delivery system with a variety of entropic fueled stimulants designed to appeal to an Omegadrone's implants the Pike can actually deliver a sort of painkiller effect in the heat of battle while filling an Omegadrone with a sort of bloodlust.  This allows the mindless drones to push forward in the heat of battle with even less care for their well being.  For a freed Omegadrone like Yves, it means having to combat her baser urgers every time she fights.  

Yves body contains tiny nanofibers that are far stronger than human muscle fibers of equal size.  The tiny nano muscles allow her to perform feats of strength above what is humanly possible.  In fact her very physical condition is improved well above what should be humanly (or rather Lorly) possible.  Her neural implants allows her to react with split second timing.  When not in use the Omegadrone armor is stored in the hollow parts of her bones.



Complications:
AEGIS Defend!:  Yves has an almost unhealthy obsession with pursuing redemption.  Nominally this just presents in her wanting to try and protect as many lives as she possibly can.  Which on its own is not a problem.  But ,Yves runs blindly into action without thinking of the consequences if she thinks it can help someone.  Theoretically making her an easy target for a villain's manipulations
Broken Arrow: The Terminus did the former Omegadrone no favors.  Matters related to Omega and his Annihilists, are a possible trigger for Yves' PTSD to flare up.  Flashbacks, hallucinations, and panic attacks are among the many possibilities of how this can manifest.  While distracting all on their own, it can be real inopportune in the midst of a high stress chaotic combat zone.
Calling for Pegasus:  Her identity as Argonaut or even as a former Omegadrone is not common knowledge.  AEGIS keeps its secrets well guarded.  Her would be allies could even assume her to be a criminal due to the design of her armor looking as if it was a riff on Omegadrones.  Local law enforcement or overly enthusiastic civilians may
Shield Cracked:  The neural interface on the Argonaut armor connects her mind to the machine.  This means that , Argonaut's brain can be "hacked" by means that would normally only affect machines while connected to her armor.  GM's can feel free to have not only be affected by attacks meant to "mind control" technology but even have her auto fail it.
Shields High!:  Yves is given a lot of autonomy in her identity as Argonaut.  Mostly because Dr. Volk judges any superheroics she pursues as still useful for data gathering purposes.  But she still is an AEGIS agent and as such does still have certain obligations expected of her that can come into conflict with other heroes.
Shield Wall!:  Argonaut's Power Pike doesn't really heal her.  The Vampiric effect is only a temporary stimulant release for sedation.  The GM can at any point in time have any healed injuries return.  Furthermore, the stimulant release was not designed with a conscious person in mind.  The GM could apply any number of new conditions (such as nauseate, paralyze, etc) with or without the prior healed Damage condition to show her body is suffering from adverse effects from the entropic energies flush in her body.
 
Abilities: 6 + 6 + 6 + 0 + 0 + 0 = 18PP
Strength: 16/30 (+3/+10)
Dexterity: 16/30 (+3/+10)
Constitution: 16/30 (+3/+10)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)
 
 
Combat: 16 + 8 = 24PP
Initiative: +10
Attack: +8 Base, +9 Ranged, +11 Power Pike Blast
Grapple: +18
Defense: +78(+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -6 (Outside of Armor), -9 (Inside of Armor)
 
 
Saving Throws: 0 + 0 + 2 = 2PP
Toughness: +12 (+10 Con, +2 Protection, 7 Impervious)
Fortitude: +10 (+10 Con)
Reflex: +10 (+10 Dex)
Will: +2 (+0 Wis, +2)
 
 
Skills: 76R = 19PP
Computers 10 (+10) Skill Mastery
Disable Device 5 (+5)Skill Mastery

Intimidate 10 (+10)Skill Mastery
Knowledge (Cosmology) 10 (+10)
Knowledge (Galactic Lore) 5 (+5)
Notice 8 (+8)
Pilot 5 (+15)Skill Mastery

Sense Motive 15 (+15)
Survival 8 (+8)


 
Feats: 8PP
Attack Focus (Ranged) 1
Benefit  (AEGIS Security Clearance)
Dodge Focus 4
Fearless
Skill Mastery (Computers, Disable Device, Intimidate, Pilot)
 
 
Powers: 6 + 17 + 1  + 1 + 25 + 44 = 964PP
 
Comprehend 3 ( Languages [Read All, Speak Any One at a Time, Understand All ) [6PP]
 
Device 5 ( 25PP Container; Feats: Restricted to Omegadrones, Subtle; Flaws: Easy-To-Lose [17PP] (Power Pike)

Concealment 2 ( Normal Sight; Flaw: Passive ) [2PP] (Cloaking)
BP: Damage 9 ( Extra: Ranged; Feats: Accurate, Alternate Power 1, Improved Range, Incurable, Precise )  (Entropic Blast) [23PP]
AP: Damage 4 ( Extra: Penetrating 2, Vampiric 12; Feats: Extended Reach 1 [5 ft.], Improved Critical 2, Incurable, Mighty, Split Attack  {22/22} (Power Pike Strike)


Feature ( Temporal Inertia ) [1PP]

Immunity ( Aging; Flaw: Limited to Half-Effect [1PP]
 
Omega Armor 5 ( 25PP Container, Free Action, Sustained Duration ) [25PP] 

Flight 3 ( 50mph, 500 ft./rnd [6PP] (Jet Boots)
Immunity 9 ( Life Support [9PP]

Impervious Toughness 7 [7PP]
Super-Senses 3 ( Darkvision, Radio ) [3PP]

Omegadrone Shocktrooper Nanite Enhancements 8.8 ( 44PP Container [44PP]

Enhanced Constitution 14 [14PP]
Enhanced Dexterity 14 [14PP]
Enhanced Strength 14 [14PP]
Protection 2 [2PP]

 

Drawbacks: -3  = -3

Vulnerable (Magnetic; Frequency: Uncommon; Intensity: Major ) [-3PP]

 

DC Block
ATTACK                RANGE                           SAVE                                             EFFECT                             
Unarmed                Touch                             DC25 Toughness (Staged)           Damage (Physical)
Entropic Blast         Ranged                          DC24 Toughness (Staged)           Damage (Entropic)
Power Pike Strike    Touch                            DC27 Toughness (Staged)           Damage (Piercing/Slashing)
 
 
Totals: Abilities (18) + Combat (24) + Saving Throws (2) + Skills (17) + Feats (8) + Powers (94) - Drawbacks (3) = 162/162 Power Points

Note:  Argonaut was originally bought as my 3rd PC with my Bronze Reward as a PL 8 (120/120).  This Rebuild switches her over to my Silver Reward as a PL 10 (150/150).  Seeing as this counts as a roundabout bump, Rollover from her time as a Bronze Character Slot has been applied.  The Bronze Reward is instead taking the place of my Silver Reward (15 Equipment points.  10 Spent on Foreshadow, 5 on Vanguard HQ).

 

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CHEKHOV'S GUNNED by GIZMO

Foreshadow II

+2 Strength [-2]
+3 Base Attack [-6]
Dropped Sneak Attack [+1]
Reduced Attack Focus (Melee) by 2 [+2]
Increased Attack Specialization (Unarmed) by 2 [-2]
Increased Base Defense by 2 [-4]
Drop 2 Ranks of Dodge Focus and bought it as Base Defense [-2].  Officially bringing him up to PL12 Caps.

Cut a lot of fat off the Escrima Sticks to still meet caps wtih them.

 

 

Player Name: HG Morrison
Character Name: Foreshadow II
Power Level: 15 (230/230PP)
Effective PL: 12
Trade-Offs: +2 Defense / -2 Toughness, 5 Atk/ -5 Dmg (Unarmed)
Unspent Power Points: 0

Progress To Gold Status: 80/90
Bronze Reward: 3rd PC at PL8/120PP
Silver Reward: 10PP of Equipment for Foreshadow, 5PP gone into shared Vanguard HQ

 

In Brief: Acrobatic legacy to the Foreshadow Name.
Alternate Identity: Erick Sloane
Identity: Secret
Birthplace: Freedom City
Occupation: Student [London School of Business] with various investments (Former Gymnast)
Affiliations:  Vanguard
Family: David Sloane (Adoptive Father)

 

Description:
Age: 22 (DoB: Born 14, February 1993)
Gender: Male
Ethnicity: Caucasian (Of Russian Descent)
Height: 5'11"
Weight: 172 lbs.
Eyes: Blue
Hair: Blonde

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Erick is 5'11 which is quite a deal taller than the average male gymnast. As such his muscular physique is lean far more than it is bulky.  Scuplted in such a way to favor the explosive moments of a gymnast with a maddening lack of body fat.  Erick's medium length hair sits reaches his shoulders comfortably maintaining a professional appearance. His blonde hair is complimented by piercing blue eyes.  Erick maintains a regular level of stubble across his face. 

As the Foreshadow, Erick dons a modified version of the original outfit worn by David Sloane. Being a realist Erick's costume is lined with multiple body armor inlays, due to the fact that as fleet footed as he is chances are he's still going to take on more hits than his mentor. Instead of a cowl his hood is draped down in such a way as to cover a domino mask. His uniform is also outfitted with a utility belt with multiple compartments to house the equipment he uses while on the job.  Off which most is already carried inside of his multi purpose escrima sticks.  Lastly Erick's multi purpose Escrima Sticks are usually kept holstered on his right leg. 

History:

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

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

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

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

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

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

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

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

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

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

 

 

Personality & Motivation:

 

Erick is quite relaxed and even when on the job he's known to be chatty and crack a joke. Unlike his mentor, he's more than willing to work with others than David Sloane was.  In fact Erick Sloan is a downright social butterfly.  Relying on his social skills to gather information from local underworld personalities almost as often as his precognitive gifts.  Part of Erick's attitude actually has do to his gift of Foresight.  He has taken it to translate into feeling that he is armed with the knowledge that he will always come out on top.

Erick fights the good fight simply because it's the right thing to do. Filled with a passion for life and a desire to make a difference, every time Erick dons the Foreshadow costume he's ready to go to work.  A bit of an adrenaline junkie, Erick loves crime fighting perhaps a bit too much.   His enjoyment of risk taking almost borders on recklessness.  Which is why he keeps himself grounded by remembering why he dons his domino mask in the first place.  More than anything Erick wants to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City especially those under Al Driogano's thumb.    

 

Powers & Tactics:

When first starting out Foreshadow was more of an acrobat than martial artist.  Relying more on misdirection and agility than pure combat prowess.  While he is still an acrobat first and foremost, Foreshadow has gradually adapted a more fluid martial arts base to his fighting style.  Favoring mobile fighting styles Erick blends the arts of boxing, capoeira, escrima, karate, kalarippayattu, tae kwon do, and wushu with traditional stick fighting.  As well as incorporating his studies in ninjutsu and natural skill as a gymnast for a more freeform system that relies on both one's environment and unpredictability to take down opponents.  Essentially, Foreshadow's fighting style is akin to combat oriented tricking

His custom built high polymer Escrima Sticks are lightweight so that he can overwhelm foes without sacrificing power for speed.  At a distance they can also be thrown to take out foes.  The staves can combine into a singular bo staff, which Foreshadow uses when in need of supplying his attacks more power.  One end of the weapon can fire a stored swing line made out of airplane cable, and both escrima sticks can be discharge a powerful electric shock akin to a heavy duty stun gun.

Last but not least, Erick is able to foresee events before they come to pass.  A secondary effect of this ability is he is actively aware of his surroundings almost intuitively combined with the fact that Erick is intuitively aware of foreboding danger allows him to always be alert.  This sensation manifests as a tingling feeling at the base of his skull, alerting Erick to danger in proportion to the severity of whatever the threat is.  

 

Complications:

Enemies: Ever since taking over the mantle of Foreshadow from David, Erick's had to feel the full weight of what it means to be one of the top focuses of Big Al's wrath. To complicate matters Foreshadow has found himself grounded in the Southside becoming a constant target of the assassins brought in to take his head. Most notably being the assassins belonging to the Murder League.

Flirt:: Erick enjoys the company of the fairer sex, and won't hesitate to let them know. It can get him knee deep into trouble as he doesn't always use his head when it comes to beautiful women.

Responsibility: As a university student Erick has to make sure his late hours don't interfere with his school work. As a heavy investor and philanthropist in various start up businesses and charities he has to make sure his money is in good hands further dividing his attention.

Secret: Erick has the difficult task of keeping his identity a secret from those around him. It places a great strain on any relations he tries to form as most of his nights are spent fighting crime in Freedom City and London

Scry vs Scry: Foreshadow can foresee events before they come to pass. Unfortunately there is a bit of psychic interference when dealing with foes with other precognitive gifts.  Making it harder to rely on the visions

 

 

Abilities: 8 + 14 + 10 + 10 + 6 + 6 = 54PP

Strength: 18 (+4)
Dexterity: 24 (+7)
Constitution: 20 (+5)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 16 (+3)

 

Combat: 16 + 20 = 36PP

Initiative: +16 (+8 Dex, +8 Improved Initiative)
Attack: +8 Base, +14 Melee, +16 Escrima Sticks/Thrown, +20 Unarmed
Grapple: +18
Defense: +17 (+10 Base, +7 Dodge Focus), +5 Flat-Footed
Knockback: -3

 

Saving Throws: 1 + 5 + 7 = 13PP

Toughness: +7 (+5 Con, +2 Defensive Roll)
Fortitude: +6 (+5 Con, +1)
Reflex: +12 (+7 Dex, +5)
Will: +10/14* (+3 Wis, +7)

 *Vs Fear Effects

 

 

Skills: 176R = 44PP

Acrobatics 18 (+25) Skill Mastery
Bluff 8 (+11, +15 Attractive) Skill Mastery
Computers 5 (+10)
Concentration 7 (+10)
Diplomacy 8 (+11, +15 Attractive) 
Skill Mastery
Disable Device 5 (+10)
Disguise 2 (+5)
Drive 5 (+12)
Escape Artist 8 (+15)
Gather Information 7 (+10)
Intimidate 7 (+10)
Investigate 5 (+10)
Knowledge (Business) 10 (+15)
Knowledge (Current Events) 5 (+10)
Knowledge (Popular Culture) 2 (+7)
Knowledge (Streetwise) 15 (+20)
Language 12 (Arabic, ASL, Chinese [Mandarin] English [Native], French, Galstandard, German, Hindi, Italian, Japanese, Portuguese, Russian, Spanish)
Medicine 2 (+5)
Notice 12 (+15)
Perform (Dance) 5 (+8)
Search 5 (+10)
Sense Motive 7 (+10)
Sleight of Hand 3 (+10)
Stealth 13 (+20) 
Skill Mastery

 

Feats: 61PP

Acrobatic Bluff
Ambidexterity
Attack Focus 6 (Melee)
Attack Specialization (Thrown) 3
Attack Specialization (Unarmed) 3
Attractive
Benefit 2 (Wealth 2)
Blind-Fight
Challenge 4( Accelerated Acrobatics, Fast Task: Acrobatic Feint, Perfect Balance, Perilous Balance)
Defensive Attack
Defensive Roll
Dodge Focus 7
Eidetic Memory
Elusive Target
Endurance
Equipment 0 (+10 50EP Veteran Reward )
Evasion 2
Hide in Plain Sight
Improved Disarm
Improved Initiative 2
Improved Ranged Disarm
Improvised Tools
Jack-Of-All-Trades
Lionheart 1 [+4 bonus per rank on Will Saves VS fear and related effects.]
Move-by Action
Sneak Attack
Power Attack
Prone Fighting
Quick Draw [Draw]
Redirect
Set-Up
Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth )
Takedown Attack 2
Taunt
Teamwork 3
Trance
Uncanny Dodge (Auditory)
Up the Walls [use Acrobatics for Climb Checks, provided one has places to jump from separated by at most half of normal speed]
Well-Informed

 

Equipment: 10PP = 50EP

Binoculars [0EP]
Cell Phone [0EP]
Digital Audio Recorder[0EP]
Digital Camera[0EP]
Evidence Bags[0EP]
Flashlight[0EP]
Lock Release Gun [1EP]
Handcuffs [1EP](Masterwork)
Medkit [1EP]
Mini-Tracer [1EP]
Multitool [1EP] (Masterwork)
Rebreather [1EP]
Video Camera [0EP]

 

Zultasian Grav-Cycle [26EP]
Strength: 20 [2EP]
Size: Medium [0EP]
Toughness: +8 [3EP]
Defense: +0 [0EP]
Features: Alarm 3 [DC30], Computer, Communications, Grav Boost [same as Nitro Injector], Hidden Compartments 2 (DC 25), Remote Control, Smokescreen [10EP]
Powers: Flight 6 (500 mph; Power Feat: Subtle, Drawbacks: Low Ceiling 2 [Maximum 15']) [11EP]

 

HQ: Erick's Freedom City Villa[18EP]

Location: North Bay, Freedom City, USA, Near the North Bay Marina.
Appearance/Details: 1
Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP];
Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP]

Alternate HQ: Erick's London Estate[17EP]
Location: Kensington, London, UK.
Appearance/Details: 1
Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP];
Features: Combat Simulator, Communications, Computer, Concealed, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP]

 

Powers:  9 + 12 + 1 = 22PP

 

Device 3 ( 15PP Container; Flaws:Easy-To-Lose; User Suffers Fatigue from Extra Effort rather than Device ) [9PP] (Multi-Function Escrima Sticks )

Escrima Array ( 14PP Array; Feat: Alternate Power 1 ) [15PP]

BPDamage 4 (  Extra: Autofire [8]; Feats:  Accurate, Mighty)
APSuper-Movement 4 Slow Fall, Swinging, Wall-Crawling 2; ExtraLinked to Speed [+0] ) + Speed 1 ( Stacks for Speed 2  [25 mph/250 ft. rnd]; Extra: Linked to Super-Movement [+0] {9/14} (Grappling line)

Foresight 2.4 ( 12PP Container, [Passive, Permanent] ) [12PP] (Psionic)

Enhanced Feat ( Seize Initiative [1PP] (Precognitive Awareness)
Luck Control ( Force Rerolls; Flaw: Limited to Attack Rolls Made Against Foreshadow [-2] [1PP] (Precognitive Dodging)
Super-Senses 8 ( Mental Sense [Accurate, Acute, Danger Sense, Radius, Ranged], Uncanny Dodge [Mental] ) [8PP] (Precognitive Spatial Awareness)
Super-Senses 4 (Precognition [Mental]; Flaw: Uncontrolled) [2PP]

Speed 1 ( 10 mph, 100 ft./rnd [1PP] (Training) 

 

DC Block

 

ATTACK                                 RANGE     SAVE                                                 EFFECT
Unarmed                                Touch        DC19 Toughness (Staged)               Damage (Bludgeoning)
Escrima Sticks                       Touch        DC23 Toughness (Staged)                Damage (Bludgeoning)

 

 

Totals: Abilities (54) + Combat (36) + Saving Throws (13) + Skills (44) + Feats (61) + Powers (22) - Drawbacks (0) = 230/230 Power Point

Note: Foreshadow is technically PL15 with a full, five point Attack and Defense trade-off. His Defense and Toughness are capped to place him at PL12 defensively, while his Damage is intentionally under-capped so that his Attack and damage bonuses average out to PL12 as well while unarmed, even though +20 attack in only achievable by PL15 characters.
 

 

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WATER LOGGED by GIZMO

Glamazon

Moved 1 Rank of Base Defense over to Enhanced Defense in the Divine Container
Increase Affects Insubstantial on Unarmed by 1 Rank [-1]
Dropped Drawback on Regeneration [1]
Reduced Vulnerability to Electricity to Moderate [=1]
 

 

Player Name: HG Morrison
Character Name: Glamazon
Power Level: 11 167/170PP
Trade-Offs: -2 Defense/+2 Toughness, -2 Attack/+2 Damage
Unspent Power Points: 3
Progress To Gold Status: 65/90 (Silver Status earned with Foreshadow II)

Bronze Reward: 3rd PC at PL8/120PP
Silver Reward: 10PP of Equipment for Foreshadow, 5PP gone into shared Vanguard HQ

 

In Brief: Atlantean Demigoddess 

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

 

Description:

Age: 18 (DoB: January 03, 1997)
Gender: Female
Ethnicity: Atlantean
Height: 6'0
Weight: 160 lbs.
Eyes: Blue
Hair: Black

 

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Thaelia is a muscular teenage girl with raven black neatly kept hair and soft blue eyes that always give the feeling of an ocean's view.  Her skin is slightly olive in complexure.  Her most frequented hero costume is actually a formal toga styled dress topped off with bits and pieces of old decorated Atlantean battle armor and mesh-wear.  Coupled with some jade colored scaled leggings under her dress for modesty and convenience. The attire doesn't offer the girl any added protection that her flesh doesn't already give but Thaelia simply likes how it appears.

History:

When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well.  Her mother, the younger sister to Theseus, Despina.  Apparently Despina had been killed by surface dwellers, and the Greco-Roman Sea God whom she spent her last moments with had used the last of his summoned power before returning to Olympus to transport the child and send the Atlantean Royal home . However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece and princess of Atlantis far as actual status was concerned.

Growing up Thaelia was always known as a bit of a troublemaker, her recklessness leading to multiple incidents. Including one event in which ended with a pillar crashing through a public library. Hoping to instill a sense of discipline into the girl, Theseus had military officers teach her how to wield a blade running combat drills every day. Not that it prevented her from running wild, just skewed her focus to picking fights with barbarians. Occasionally needing to be rescued from overestimating herself. An experience she much preferred to culture and diplomacy lessons.

When Thaelia came to sixteen years of age, Theseus invited her to accompany to a ball being held in Freedom City. They would be acting as emissaries for Atlantis rubbing elbows with local politicians and strengthen the sometimes tenuous relationship sea had with the surface. At least that was the plan. But, even being accompanied by her land-faring cousin and custom tailored cocktail dress would not add to the lack of comfort levels at the social function.

As curious as she was to see the surface world that Nereid often spoke of, Thaelia had never been one for formal events. Sneaking out during the ball she was able to catch sight of a driver falling asleep behind the wheel of a 16 wheeler and losing control heading straight towards a scared little girl in the center of the road. Before the thoughts could even form in her head, Thaelia simply reacted leaping forward directly in front of the girl and stopping the truck head on. Her heels dug into the road, dress collecting more dirt than it had ever seen in its life, and the smell of rubber filled the air. Of course the only thing that mattered to Thaelia was that the girl was alright at the end. The next day the event became a spectacle. One which was deemed a media hit as the press dubbed the youth 'The Glamazon', a name that she wasn't too fond of. Images of Thaelia stopping the truck in a cocktail dress and heels flooding papers and news stations.

Theseus simply found the event amusing noting that she should probably wear more practical footwear on any other outings. The family chose not to publicly comment on the matter. The king did take it upon himself make arrangements for Thaelia much like he once did with his own daughter to attend Claremont and learn to better use her ever growing abilities under their direct supervision. Much to the girl's delight.

 

Personality & Motivation:

Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety.  Wearing her heart on her sleeves, the Atlantean princess' emotions are always an open book to those willing to ask.  While her Atlantean leanings would suggest the worship of various sea gods, Thaelia is actually solely a Hellenist.  Even giving piety to the gods after defeating particularly dangerous foes.  Though she is not above collecting spoils of battle either.

Thaelia is short on impulse control, she finds herself often acting without thinking.  She's never been lacking in hubris the overconfidence. Furthermore coming from a warrior culture Thaelia has far looser views on what means are considered necessary for riding oneself of a villain.  She does willingly follow the laws of the Surface World.  But if push came to shove she doesn't think it above herself to take a life, in the most dire of circumstances.  She can't, however, stand for cruelty.  Villains who choose to torture their victims rather than kill them quickly earn her deepest ire for such a grave injustice.

Thaelia lives by a code of honor that would set her right at home with a Homeric Hero.  Believing a hero's duty was to fight for those in need, and that the only way of gaining glory an immortality is through committing heroic acts on the battlefield.  In her case leaving some truth to the mythology as a demigoddess.  Living up to her honorable ideals is the top priority for Thaelia.  This pursuit of honor is placed with a value even above her own life, refusing to retreat when in overwhelming danger.  

 

Powers & Tactics:

Thaelia traditionally relies on a mix of pankration with modern boxing and grappling techniques on land.  Underwater he fighting style is a more blitzing head on assault.  Those who underestimate her are quickly made aware of her superhuman strength.  Thaelia is strong enough to lift an ocean liner with minimal effort.  When sufficiently pushed she'll prove herself her father's scion and use her strength to create miniature earthquakes to knock her opponents off their feet.
 

As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, faster even.  That's if her opponents can injure her in the first place.  While in contact with a sufficient source of water, Thaelia recovers from her injuries at tremendous rate.  Her body is durable to all but ignore low caliber firearms.  Thaelia can see through illusions as well as minimally adjust her eyesight to the dark.

 

 

Complications:

Competitive:  Thaelia strives to win any contest she is in, regardless of the nature of the contest.  Which wouldn't be an issue for the fact that she is also incapable of turning down a challenge which can easily play into a villain's hands. 

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

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

Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a potential source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family.  When circumventing the Pact her family can be cause for a great deal of worry for Glamazon

Ichor of the Gods:  Divinity is in the blood.  Literally.  Thaelia's blood glows a golden color (although it is still mostly red).  Which could make for easy tracking of her once injured.  In the case of blood transfusion her blood is poisonous to humans at the very least.  The magical properties of her blood also are enticing for a villain who knows of her parentage and want to make use of her as an ingredient for some dark arcane art.

Not a Drop to Drink:  Thaelia's connection to the sea is so strong it's almost physiological.  If Thaelia is somehow dehydrated the effect can be rendered especially potent.  GM's are encouraged to give any desiccation effects nasty secondary effects.  Perhaps making the drain effect continuous so she has to save every round without the attacker doing anything.  Perhaps she's blinded and deafened.  Perhaps her Divine Container is rendered inert.  Either way, the Daughter of the Seas will need to deal with the lack of water rather than her foe in that given moment.   

Responsibility: Being enrolled in Claremont comes with the unfortunate implication that Thaelia needs to actually attend her classes.  As well as other studentlike problems.

Truth Teller:  Thaelia isn't just a bad liar.  She's flat out incapable of lying.  The best she can muster up is a lie of omission.  But, the art of subterfuge is wholly lost on her.  Any attempt at Bluffing can be met with disastrous results.

 

Abilities: 20 + 2 + 20 + 4 + 2 + 0 = 48PP

Strength: 30/36 (+10/+13)
Dexterity: 12 (+1)
Constitution: 30/36 (+10/+13)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)

 

Combat: 16 + 8 = 24PP
Initiative: +1
Attack: +8/+9 Base
Grapple: +31(+8/+9 Base Attack, +10/+13 Strength, +9 Super-Strength)
Defense: +8 (+5 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -10

 

Saving Throws: 0 + 0 + 9 = 9PP

Toughness: +13 (+13 Con, 8 Impervious)
Fortitude: +13 (+13 Con, +0)
Reflex: +1 (+1 Dex)
Will: +10 (+1 Wis, 9)

 

Skills: 40R = 10PP

Diplomacy 5 (+5)
Knowledge (Arcane Lore) 13 (+15)
Knowledge (Theology & Philosophy) 8 (+10)
Language 3 (Atlantean [Native], English, Greek, Latin)
Perform (Singing) 5 (+5)
Ride 4 (+5)
Swim 2 (+15)

 

Feats: 11PP

All-Out Attack
Benefit (Status [Atlantean Royal & Demigoddess])
Dodge Focus 4
Environmental Adaptation (Aquatic)
Favored Environment (Underwater)
Interpose
Instant Up
Power Attack
Ritualist

 

Powers: 36 + 27 = 67PP

Atlantean Physiology  ( 36PP Container [36PP]

Immunity 3 (Cold, Pressure, Suffocation [Drowning] ) [3PP]
Super Senses 1 (Low-Light Vision [1PP]
Super-Strength 9 (Effective lifting STR 81 [Heavy Load=942.1 Tons]; Feats: Groundstrike, Shockwave, Thunderclap) [21PP]
Swimming 10 ( 2500 mph, 25000 ft./rnd; Feat: Alternate Power 1 ) [11]
Speed 6 ( 500 mph, 5000 ft./rnd ) + Leaping 4 ( Jumping Distance x25 [Running Jump 550', Standing Jump 275', High Jump 137'[6+4]={10/10}

Demi-Deific Blessings ( 31PP Container; All Effects have the Divine Descriptor [31PP]

Enhanced Attack 1 [2PP] (Divine Speed)
Enhanced Defense 1 [2PP] (Divine Speed)
Enhanced Feat 2 ( Affects Insubstantial 2 [On Strength] [2PP] (Divine Touch) 
Enhanced Constitution 4 
[6PP] (Divine Constitution)
Enhanced Strength 4 [6PP] (Divine Strength)
Impervious Toughness 8 ( Drawback: Power Loss [Electric Attacks] )  [7PP] (Divine Toughness)
Regeneration 8 ( Bruised 3/No Action, Injured 5/Standard Action; Flaw: Source [Water]; ) [4PP] (Recovery of the Seas)
Super Senses 2 ( Counters Illusion [Vision] [2PP] (True Sight)

 

Drawbacks: -3 = -3PP

Vulnerable ( Electricity; Frequency: Common, Intensity: Moderate [-3]

 

DC Block

ATTACK             RANGE               SAVE                                            EFFECT

Unarmed              Touch                  DC29 Toughness (Staged)       Damage (Physical)
Groundstrike        110' Explosion     DC20 Reflex                             Trip
Shockwave          110' Cone            DC25 Toughness (Staged)       Damage (Air Pressure)
Thunderclap         55' Burst             DC21 Reflex                              Dazzle (Deafened)

Totals: Abilities (48) + Combat (24) + Saving Throws (9) + Skills (10) + Feats (12) + Powers (67) - Drawbacks (3) = 167/170 Power Points

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BUMPED BY HGM

Wildcat:

Minor edit only, +1 Regeneration (Staggered)

 

Cerulean:

PL jump!

+4 points to array
+1 Light Bolt Spray (Blast), +1 Affects Insubstantial
+1 Sniper Beam (Blast), +1 Progression, +1 Affects Insubstantial
+1 Kamehameha (Blast), +1 Affects Insubstantial
+1/+1 Blinding Beam (Dazzle/Stun)
+1 Nova (Dazzle)
+1 Hard Light Projections (Force Constructs), -1 Progression
+1 Hard Light Snare (Snare), +1 Affects Insubstantial

+1 Force Field
+1 Shield

Altered Complication: Phobia replaced by Overconfidence

+1 Attack Focus: Ranged

 

 

cerulean2.jpg

 

Player Name: Mad Scientist

Character Name: Cerulean
Power Level: (10/11) (160/160PP)
Trade-Offs: +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 10/30

In Brief: Enigma-origined mystical luminator runs mouth and fights crime while attending school to refine control of her abilities.

Residence: Claremont Academy Dorms
Base of Operations: Claremont Academy
Catchphrase: Many, many pop-culture options, depending on what's appropriate for a situation.

Alternate Identity: Eileen Labatt
Identity: Secret
Birthplace: Boston, Mass
Occupation: Student
Affiliations: Claremont Students & Faculty
Family: John Labatt (Father, Deceased), Kelly Labatt (Mother), Bonnie Labatt (Sister, Older)

Description:
Age: 17 (February 10, 1998)
Gender: Female
Ethnicity: Caucasian
Height: 5'9"
Weight: 159lb
Eyes: Blue
Hair: Blonde
 

eileen-0.jpg

Eileen is taller than average at five foot nine, but her height is mitigated a little by the fact that she carries a little more weight than popular media would have you believe is normal for a woman.  She carries it well, however, being curvy and having a face a little more rounded that most.  Her hair is blonde and wavy, worn just past her shoulders, and her eyes are a faded blue.

She likes to dress simply; jeans, tank tops, sneakers, with simple accessories and a big clunky bag to carry her things in.  She doesn't go in for heavy makeup, wearing just enough so her fair skin doesn't appear washed out. She has a pair of tattoos, complex and oddly asymmetrical sigils, done in blue ink on the inside of each wrist.

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As Cerulean, her proportions, hair, and skin tone don't change, but her eyes fill with a featureless, brilliant blue.  Her clothing is absorbed into a...skin, some sort of external substance that covers her nearly from head to toe, but can't be removed like an outfit could.  She has no idea what it's made of, or what (if anything) the blue and gold patterning means, but it forms upon her whenever she assumes her power.  Not only does it not provide her any protection beyond the basic insulating properties one would expect out of clothing, any contact with it feels to her the same as if it was against bare skin.

Power Descriptions:
Cerulean's powers are...overt, and all take the form of a brilliant blue light.  Her force field that blocks and deflects damage takes the form of a glowing blue aura; her method of flight leaves a brief glowing blue contrail; and she can emit this blue light focused to a variety of effects.  Most impressively, to her altered eyes the light she sheds strips away all illusion and concealment, and so it's quite difficult to catch her unawares in the heat of combat.

History:
Eileen was born and raised in Boston, the youngest of her family.  She had a fairly typical middle-class upbringing, and excelled in school due to the fact that an odd quirk of her brain allowed her to recall information in exacting detail -- spending a couple of days reading a textbook allowed her to ace her testing.  She never had to really put any effort into getting decent grades, much to the disgust of a number of her peers.

Life changed for Eileen, however, when she was thirteen.  Her father, overweight and with a family history of heart disease, had a massive cardiac episode and passed away.  Insurance, fortunately, covered the majority of the resulting bills and paid off the mortgage on their house, but her mother became the sole breadwinner for their sadly reduced family.

Life had really changed, though, just recently, if one was going to be honest.  Gathered at a friend's house with a few of her circle of friends, the last thing she remembered of that evening was seeing that it was about 10:30pm -- and then she awoke, at home, the following morning.  She couldn't consciously remember anything further about that night, and she had no idea how she had gotten home.  Far more unsettling was the fact that none of her friends remembered that they had been together at all, and the relevant parents seemed to be just as unaware.

...however, she does occasionally have fragmented dreams about a tall figure, too terrible to look at, and something about a task, and a promise, or maybe a...price?  Prize?  The fragments fade shortly after she awakens, but each time she has these dreams she realizes she's had them before...until they fade again.

The pair of strange, complicated blue tattoos that had appeared on the insides of her wrists were almost a minor issue after that.  She first scrubbed at them, hoping they were drawn on, but that proved to not be the case.  They weren't actual tattoos, lacking scabbing, itching, and redness of irritated and healing skin -- they were just there, in her skin, and she stressed about why they there even as she tried to make sure she kept them hidden from her mother!

She didn't even recall anymore just how it was she came to touch the two 'tattoos' together for the first time, but the results were immediate and undeniable.  Her insides gave a strange lurch, like she was being turned inside-out, and with a flash of blue light she changed.  Her terrified shriek completely blew her chances of keeping anything from her mother for any longer, and it was after a couple long and vigorously debated family meetings that the decision to get professional assistance in the matter was made.

In the process of interviewing for the Claremont Academy it was determined that there was a mystical element to her new abilities, but apart from that everyone was still at a loss.  Hopefully over time, more details would come to light -- no pun intended.

Personality & Motivation:
Eileen is looking for an explanation as to how and why she received these powers, and in the interim is making sure she has a good handle on controlling them.  She operates on a heroic level, in part, because that's what people with powers do, and she in turns is terrified and greatly enjoys the chance to be one of the bright and shining people -- again, no pun intended.

A child of social media and possessing of her phenomenal recall, she is very likely to have an appropriate response for just about any situation that can be tied to some sort of pop culture reference, and is more than likely to unleash it, regardless of the circumstances.  She's bright, cheerful, and completely unrepentant that she doesn't quite fit the body image that society tries to tell people is the only acceptable one.

Powers & Tactics:
Cerulean gains little benefit from being up close and personal in a conflict, and so tends to keep her distance and take pot shots at viable targets with her light emissions.  She's better off avoiding direct hits than trying to be a brick wall, and doesn't hesitate to employ her mirror clones when it looks like she might come under fire.  She uses the mobility granted by her flight capabilities, and is likely to try to remain out of reach of an opponent if possible, taking potshots from (relative) safety.  As she has some offensive capabilities that are disabling without be injurious, she's more prone than most to unleash her power when bystanders are at risk, should the situation demand it.

A font of mostly-useless knowledge and possessing a glib tongue, she's quite good at distracting an opponent with outrageous patter, and rarely is quiet when there's an opportunity to say something clever.


Complications:

Secret: Identity.  All too aware of the sort of information that can get out when one comes into the public eye, Eileen tries her hardest to keep details that could identify her to herself.  In part for her own safety, of course, but largely to keep her mom and sister from coming under fire, either literally or metaphorically.

Weirdness Magnet: If something strange -- really, jaw-droppingly strange -- is going to happen in a random time and place, odds are better than random that Cerulean will be there by chance, and the very inconvenient thing happens to her.

Overconfidence: Freed of her phobias of heights and deep water, Cerulean is now prone to feeling that nothing at all can stop her if she just puts her mind to it.  Without her neuroses holding her back, surely she can accomplish anything!  …right?

Mystery: The origins of her powers is an enigma to her, and she's desperately curious as to how and why she acquired them.  Any scenario that suggests it might provide some of this sought-after information is very difficult for her to resist investigating.

 

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


Combat: 10 + 10 = 20PP
Initiative: +1
Attack: +5 Melee, +7 Ranged
Grapple: +5
Defense: +13 (+5 Base, +1 Dodge Focus, +7 Shield), +3 Flat-Footed
Knockback: -4


Saving Throws: 6 + 6 + 6 = 18PP
Toughness: +8 (+2 Con, +6 [Force Field])
Fortitude: +8 (+2 Con, +6)
Reflex: +7 (+1 Dex, +6)
Will: +6 (+0 Wis, +6)


Skills: 44R = 11PP
Bluff - 8 (+10)
Computers - 3 (+5)
Diplomacy - 4 (+6)
Gather Info - 8 (+10)
Knowledge: Current Event - 4 (+6)
Knowledge: Popular Culture - 8 (+10)
Knowledge: Theology & Philosophy - 2 (+4)
Language - 1 [ASL]
Sense Motive - 6 (+6)


Feats: 7PP
Attack Focus: Ranged [2]
Dodge Focus [1]
Attractive [1]
Eidetic Memory
Fascinate (Bluff)
Well-Informed

 

Powers(All powers Magic, Light) 12 + 14 + 13 + 10 + 4 + 43 = 96PP

Flight 6 [12PP]

Force Field 7 (Extras: Linked) [7PP]
+Shield 7 [7PP]
[14PP] (Deflection Field)

Environmental Control: Light (Partial) 6 (Extra: Linked; Flaws: Range (Touch))  [3PP]
+ Super-Senses 10 (True Sight (Vision Counters Concealment, Counters Illusion, Counters Obscure (all), Detect Hidden))  [10PP]
[13PP] (Revealing Light)

Immunity: Light Effects [10pp]

Mirror Image [4PP]

Light Emission Array (37PP, Feats: Alternate Power 6) [43PP]

DBP: Blast 11 (Light Bolt Spray, Extras: Autofire; Feats: Accurate [2], Affects Insubstantial [2]) {37/37}

AP: Blast 11 (Sniper Beam, Extras: Penetrating (5); Feats: Accurate [2], Affects Insubstantial [2], Progression [3], Improved Range [3], Precise) {37/37}

AP: Blast 11 (Kamehameha, Extras: Area: Line, Duration: Concentration, Penetrating (5); Flaws: Range: Touch, Action: Full; Feats: Progression [2], Affects Insubstantial [2], Knockback [5], Incurable; Drawbacks: Full Power

AP: Dazzle (Visual) 7 (Blinding Beam, Extras: Area: Line, Linked; Flaws: Range: Touch; Feats: Progression [2]; Drawbacks: Full Power) {15/33}

 + Stun 7 (Blinding Beam, Extras: Area: Line; Feats: Progression [2]; Drawbacks: Full Power) {22/33}   Total: {37/37}

AP: Dazzle (Visual) 9 (Nova. Extras: Area: Perception, Duration: Concentration, Penetrating [2]; Flaws: Range: Touch; Drawbacks: Full Power) {37/37}

AP: Force Constructs 7 (Hard Light Projections. Extras: Movable (Damage), Impervious; Feats: Tether, Stationary, Progression, Affects Insubstantial [1]; Drawbacks: Reduced Range [2]) {37/37}

AP: Snare 11 (Hard Light Snare. Extras: Regenerating; Feats: Accurate [2], Affects Insubstantial [2]) {37/37}

 

Drawbacks: -4 = -4PP
Normal Identity (Frequency: Common; Intensity: Major) [-4PP]

DC Block

ATTACK            RANGE      SAVE                       EFFECT
Unarmed           Touch      DC14 Toughness (Staged)    Damage (Physical)
Light Bolt Spray  Ranged     DC26 Toughness (Staged)    Damage (Energy)
Sniper Beam       Ranged     DC26 Toughness (Staged)    Damage (Energy)
Kamehameha        Area       DC26 Toughness (Staged)    Damage (Energy)
Blinding Beam     Area       DC17 Ref & For (Lasting)   Blind & Stun
Nova              Perception DC19 Ref/For   (Lasting)   Blind
Hard Light Proj.  Red. Range DC22 Toughness (Staged)    Damage (Physical)
Hard Light Snare  Ranged     DC21 Reflex    (Staged)    Entangle

 

Totals: Abilities (12) + Combat (20) + Saving Throws (18) + Skills (11) + Feats (7) + Powers (96) - Drawbacks (4) = 160/160 Power Points

 

Merged the following edit by HGM:

Whoops!  When I submitted the above formatted sheet, I forgot to modify the saves category with regards to Toughness -- should be +7 from the Force Field, for an overall of +9.

Edited by HG Morrison

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ROLLED FOR INITIATIVE BY HGM

Echo

Added Improved Initiative [1PP]

 

Player Name: R. Bluefish
Character Name: Echo
Power Level: 10 (151/151 PP)
Trade-Offs: +2 Attack/-2 Damage, +2 Defense/-2 Toughness
Unspent Power Points: 0
Progress to Bronze Status: 1/30

In Brief: A wisecracking, reality-warping heroine with ties to the multiverse, determined to stop her evil alternate-self.
Residence: Southside, Freedom City

Alternate Identity: Elizabeth “Ellie” Stein
Identity: Secret
Birthplace: Freedom City, New Jersey
Occupation: Barista/student
Affiliations: None
Family: Mother (Marian Stein, 55), father (Thomas Stein, 53), older sister (Rachel Stein, 30), older brother (Thomas Stein Jr., 28), younger brother (Joseph Stein, 18), numerous other relatives

Description:
Age: 24 (DoB: January 3rd, 1991)
Gender: Female
Ethnicity: Jewish
Height: 5’ 5”
Weight: 140 lb
Eyes: Hazel
Hair: Black (wears a white wig when in costume)

oWPNezU.png

Ellie Stein is a young, cheerful woman with a pale, heart-shaped face, hazel eyes, and black hair she keeps cropped short. She usually wears casual, comfortable clothes and no makeup, not being overly concerned with her appearance.

As Echo, she wears a blue-and-silver bodysuit with white lines around the forearms and shins, which is designed to afford her maximum mobility. Her features are concealed behind a full face mask with large, opaque eye slits. She wears a long white wig to make the disguise complete, which does a remarkable job of staying on despite her constant acrobatics.

Power Descriptions: Most of Echo’s powers appear to be extremely heightened natural traits, such as her inhuman agility and strength. She isn’t particularly subtle with them, either, constantly flipping and leaping around like a circus performer. She possesses what looks like super-speed, but is actually limited temporal manipulation. She does have a few tricks that are obviously “impossible” even for someone with her enhanced physiology, such as altering gravity so that she can walk on walls or freezing someone in place with a touch. When she teleports, she vanishes instantly with an audible whumph of displaced air, and the space around her seems to ripple and distort slightly, as though being viewed through water.

History: Lisa Stein was born to a middle-class Jewish family, the third of four children. Their parents worked demanding, but respectable jobs, and the siblings were well loved and cared for.

Until one day, in 2001, they found themselves suffering the main disadvantage of living in Freedom City. When their mother, Sarah Stein, was walking home from work, a grudge match broke out between two groups of so-called “heroes” who had chosen to openly defy the long-standing Moore Act. The battle escalated quickly, until part of a storefront was destroyed by a careless attack, and Sarah was buried underneath rubble.

The combatants were too busy with their fight to bother helping her. Eventually, both teams called it a draw and withdrew, and the emergency services deemed it safe to move in. They were too late for Sarah, however – she suffocated to death.

The family never recovered. Their father fell into depression, withdrawing, bit by bit, into himself. The siblings drifted apart, separated by childish quarrels. Lisa grew up quiet and deeply resentful, but deep inside she longed for the opportunity to join the rogue heroes of the city, Moore Act or no Moore Act. She knew that her mother was dead because of their failure, and she was certain that she could become a better hero than any of them, and stop this from happening to anyone else.

On her eighteenth birthday, everything changed. The moment she woke up, she felt different. The world around her no longer seemed fixed and immutable – everything could be altered. Excited experimentation followed, and she discovered that she seemed to possess an array of minor superabilities. Simply by thinking about it, she could become a little stronger, a little faster, a little less hampered by the laws of physics. Her powers were fairly weak, but she was undeterred – she continued to push herself, intent on discovering exactly what she was capable of.

She got her wish. After one particularly intense “training” session, she vanished from the face of the Earth.

In her entire life, Eliza Stein never wanted for anything. Born to rich, high-class parents, she spent her entire childhood being pampered, spoiled, and told how special she was. Things like money were almost meaningless to her – she had so much, she could do whatever she wanted without the tiniest consequence. She and her siblings lived a life of such opulence and excess, she grew bored. She wished for something unexpected, something that would throw off the dull monotony of luxury she lived every day.

She got her wish when a young woman identical to her in every respect arrived at her doorstep, babbling excitedly about “powers.” This was certainly unexpected. Intrigued, she invited her in, and the woman introduced herself as Lisa Stein. She insisted that she had just arrived from another world, and that they were two versions of the same person.

None of the other rich kids had an alternate-universe clone! The next few weeks were an incredible game for the two young women. They switched places, pranked relatives, compared life stories. Lisa began to feel as if she had finally found her true soulmate, in herself.

Until, as always happened, Eliza grew bored once more. Once the novelty of the situation wore off, she began to wish that this crude, low-class girl would go back to where she came from and leave her alone. When she told Lisa as much, Lisa panicked, terrified of going back to her old life of frustration and mundanity. Why couldn’t they just stay together, forever? Couldn’t she see this was how it was supposed to be? Desperate to make Eliza see reason, she seized her by the shoulders and shook her, screaming into her face.

She had forgotten about her enhanced strength. She accidentally broke Eliza’s neck. But her initial horror lasted only a moment – suddenly an incredible thing happened. Eliza’s body seemed to dissolve slowly away into glowing threads of energy, which Lisa’s body immediately absorbed. As this happened, Lisa’s understanding of the universe seemed to deepen. It was a feeling of indescribable euphoria, realizing how easy it was to shape the world, make it bend to your will.

Lisa’s power nearly doubled. Eliza was gone, nothing more than a heap of empty clothes. Lisa mourned her not, instead taking her place and living her life for several months, until one day the feeling of unease came again. The surety that she was intended for more than this. She had been given this power for a reason, she just needed to figure out what it was. Maybe if she did that again, just once more, then she would understand…

Maybe there was always something broken inside the young woman. Maybe the act of inadvertently murdering herself pushed her over the brink of sanity. Maybe when the other woman’s very being was unwillingly absorbed into her own, some critical part of her mind was irreversibly warped by the trauma. But so it was that Lisa Stein became one of the more unusual serial killers in the many worlds. Every few months, she would travel to another reality, divine if there was an Elizabeth Stein there, and if so, kill her. And with every kill, her power grew.

Years passed.

Beth Stein was raised on one ideal: responsibility. Her father was a police lieutenant – her mother, an assistant district attorney. When she discovered she possessed a suite of minor physics-bending powers, she became a hero without a moment’s hesitation. While she was comparatively weak next to many of the others in the world, the newly-christened Echo made the most of the abilities she had, compensating for lack of raw power with skill and training. Soon, she became a respected figure.

Until one day, a woman appeared to her. This woman was her exact physical double in every way. She was polite and soft-spoken, reassuring her that she had nothing to fear, but Beth could see a dark glitter in her eyes. Her fears were not assuaged when the woman politely asked if she would be so good as to let her kill her.

She fought. She defended herself with everything she had, but her doppelganger had her hopelessly outmatched. When the smoke cleared, Beth had been beaten so savagely she could hardly move, and her duplicate (who mildly introduced herself as “Lisa”) hadn’t received so much as a scratch, and seemed quite unperturbed.

In a final attempt to play for time, Beth begged Lisa for one single favor: to know why. Lisa obliged, explaining apologetically that they were the same person from different realities, and that this was the only way Lisa could realize her true potential. Out of some twisted sense of compassion, she comforted Beth, telling her she wasn’t going to die, far from it. In fact, she was going to become a part of something greater. Something wonderful.

With her last ounce of strength, Beth focused on the desire to be anywhere but here.

Ellie Stein was born to a middle-class Jewish family in Freedom City, the third of four children. Their parents worked demanding, but respectable jobs, and the siblings were well loved and cared for.

One day, when Ellie was ten, her mother found herself an innocent bystander in a battle between a team of heroes and a team of villains. A building was damaged by a misaimed attack, and she was trapped under rubble. The heroes, who had formed based on their respect for the Centurion’s sacrifice during the Terminus Invasion, immediately leaped to her aid, ignoring their opponents and disregarding their own safety. They rescued her, but she was badly injured, and their fastest member rushed her to Freedom Medical Center. She was determined to be paralyzed from the waist down, but alive.

From then on, Ellie worshiped superheroes, who had saved her mother’s life with their selfless action. Unfortunately, she didn’t seem to possess any powers of her own, despite her many attempts at awakening them, and her father put an end to her experimentation by forbidding her to jump off the garage roof anymore.

Resigned to the fact that she would never fly, she decided instead to do the next best thing – write about those who did. Being a reporter swiftly became her new dream. However, she had difficulty applying herself in class – there always seemed to be something better (read: more fun) to do. No matter how hard she tried to work on her grades, she was inevitably distracted by the siren song of that one video game she wanted to try, or the latest issue of Freedom League Adventures. By the time she decided to truly buckle down and pursue her ambition, she was in her twenties and working in a coffee shop to pay the rent. She enrolled at Freedom College, but still had trouble concentrating, unable to shake the feeling that she was still intended for something more important (or at least more exciting).

The last thing she had been expecting when she returned home from her shift one night was to find a woman perfectly identical to her lying in a bloody heap on the floor, clad in a tattered costume. The strange woman could barely move, but she refused to let Ellie call 911, saying there was no time. With her final breaths, Beth told Ellie everything she knew about Lisa Stein – that she was them from another world, that she grew stronger by killing them, and that she was already terrifyingly powerful. As the last of her strength began to fade, Beth begged Ellie to heed her warning. It was all up to her now, she told her. Lisa Stein was going to come for her too, sooner or later, and she had to stop her, to protect every Elizabeth Stein in every world everywhere. And with that, she died.

When Ellie involuntarily absorbed Beth’s essence, she was both shocked and horrified. But because Beth willingly allowed it to happen, the process was smoother than it had been when Lisa murdered Eliza. By combining her own latent power with Beth’s, Ellie was made far stronger than either of them ever could have been alone. She became the second Echo, determined to uphold the ideals the first one died for, and honor her sacrifice (whether it was voluntary or not).

And besides, being a superhero sounded like a lot more fun than being a barista.

Personality & Motivations: Echo is torn between two conflicting feelings. She is intently disturbed by the knowledge that she is apparently capable of cold-blooded, selfish mass murder, even if it is a different her who lived a different life. On top of that, she watched herself die in her arms, an experience that she still has occasional nightmares about.

But on the other hand, she can walk on walls.

She is both excited by her new power and troubled by how she came by it. Never much one for self-analysis, she’s decided the best way to deal with it is to beat nine kinds of crap out of bad guys and save people, while doing her best to live up to her own ideals, particularly the name of Echo (despite the fact that no one in this universe knows who the original one was).

When in-costume, she has a tendency towards being energetic, almost manic. Heroics are a chance for her to break free of the stifling restraints of her normal life and become a different person, and she likes to make the most of it. She can’t resist making constant wisecracks (of sometimes dubious quality) unless the situation is truly dire, in which case she can become surprisingly serious. Of course, her definition of what constitutes a “truly dire situation” might differ somewhat from that of most people.

Ultimately, however, she knows that she has these powers for one reason: to stop Lisa. She has no idea what Lisa’s endgame is, or if she even has one, but she apparently intends to reach it by murdering countless innocent Elizabeth Steins. A source of constant frustration for Echo is that she currently has no way of actually confronting Lisa, having yet to master her own world-traveling powers. Not to mention the fact that Lisa could be literally anywhere in the entire multiverse.

Powers & Tactics: Echo has what she might describe as a “unique” relationship with reality. She considers things like time, space, mass, and gravity to be loose guidelines at best. Simply by wanting to, she can accomplish physical feats that would be outright impossible for any ordinary human, becoming far faster, stronger, and more agile. Beyond this, she can bend or even outright break the laws of physics themselves, doing things like redirecting gravity in order to walk on walls, reducing it in order to perform impressive leaps, slowing down time, or teleporting short distances (although when asked, she says she’s actually moving the universe around her, which she insists is far easier). She is unsure if she has the ability to travel between parallel worlds like Beth and Lisa, but if she does (and she does), she hasn’t figured out how to do it deliberately yet.

She is well aware of her own physical strengths and weaknesses, and she has tailored her combat style around them. Fighting fair is something she avoids at all costs, using all manner of dirty tricks and unorthodox tactics to seek an edge. She also has a tendency to keep up a steady barrage of taunts and groan-inducing quips during a battle, partly to rile up her opponent, but mainly just for kicks.

Complications:
Best Game Ever: Despite everything, Ellie loves being a superhero, sometimes a little too much for her own good. She has trouble taking thing completely seriously, having yet to truly appreciate some of the stakes of her new role, or experience the consequences of failure.
Family: Ellie’s has a sizable (and fairly close) family.
My Own Worst Enemy: Lisa Stein is still out there, somewhere in the multiverse. And she is extremely displeased that the original Echo escaped her clutches. She has been spending a certain amount of effort attempting to divine which reality she fled to, to settle the score with “the one who got away.”
Secret Identity: To date, no one knows that Ellie Stein is actually Echo, and does her best to keep it that way.
Struggling: She’s not likely to starve, but most of her money goes toward paying bills, leaving her perpetually a little cash shy.
Unworthy: Deep inside, she worries that she’s not as much of a hero as Beth Stein, and that Beth’s the one who should be alive, not her. She does her best to not acknowledge these fears, but the nagging self-doubt remains. Her exuberance is partly due to overcompensating for this feeling.

Abilities: -2 + 2 + 4 + 4 + 4 + 8 = 20PP
Strength: 26/8 (+8/-1)
Dexterity: 30/12 (+10/+1)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 18 (+4)

Combat: 8 + 8 = 16PP
Initiative: +14/+5 (+10/+1 Dex, +4 Improved Initative)
Attack: +12/+4 Unarmed, +10/+4 Melee, +4 Ranged
Grapple: +22/+18/+3 (+10/+4 Attack, +8/-1 Str, +4/+0 Super-Strength)
Defense: +12/+4 (+4 Base, +8 Enhanced Dodge Focus), +2 flat-footed
Knockback: -4

Saving Throws: 3 + 2 + 6 = 11PP
Toughness: +8 (+2 Con, +6 Defensive Roll), +2 flat-footed
Fortitude: +5 (+2 Con, +3)
Reflex: +12/+3 (+10/+1 Dex, +2)
Will: +8 (+2 Wis, +6)

Skills: 52R = 13PP
Acrobatics 12 (+22/+13) Skill Mastery
Bluff 8 (+12)
Diplomacy 6 (+10)
Gather Information 6 (+10) Skill Mastery
Knowledge (current events) 6 (+8)
Knowledge (popular culture) 2 (+4)
Language 1 (English [Native], Hebrew)
Notice 10 (+12) Skill Mastery
Sense Motive 8 (+10)
Stealth 5 (+15/+6) Skill Mastery

Feats: 3PP
Acrobatic Bluff
Attack Focus (Melee) 6
Attack Specialization (Unarmed)
Challenge (Fast Acrobatic Feint)
Defensive Roll 3
Dodge Focus 8
Elusive Target
Evasion
Improved Initiative
Skill Mastery (Acrobatics, Gather Information, Notice, Stealth)
Takedown Attack
Well-Informed

(Italics indicate skills or feats acquired through Enhanced Trait – the cost is reflected under Powers, below)

Powers: 1 + 8 + 14 + 2 + 4 + 59 = 88PP

Feature 1 (Temporal Inertia) [1PP]

Go Real Fast 3 (6PP Array, Power Feats: Alternate Power 2) [8PP]

Base Power: Speed 6 (500 MPH/5,000 feet per move action) (Bend Time) {6/6PP}
Alternate Power: Enhanced Skill 12 (Acrobatics +12) + Leaping 3 (x10 [using Skill Mastery Acrobatics: running long jump: 350 feet; standing long jump: 175 feet; high jump: 87.5 feet]) (In a Single Bound) {3+3=6/6PP}
Alternate Power: Teleport 3 (300 feet; Flaw: Short-range only, Power Feats: Change Direction, Progression 1 [200 lb], Turnabout) (Spatial Hop) {6/6PP}

Reality Warping 5 (10PP Array, Power Feats: Alternate Power 4) [14PP]

Base Power: Damage 0 (Extra: Autofire [8]; Power Feats: Improved Critical 2 [18-20]) (Superfast Fists) {10/10PP}
Alternate Power: Enhanced Speed 1 (to Speed 1 [10 MPH/100 feet per move action] or Speed 7 [1,000 MPH/10,000 feet per move action]) + Quickness 9 (x1,000) (Slow Time) {1+9=10/10PP}
Alternate Power: Paralyze 10 (Extra: Alternate Save [Reflex, +0], Flaw: Action/Full) (Temporal Stasis) {10/10PP}
Alternate Power: Super-Movement 5 (trackless, wall-crawling 3, water walking) (Gravity Schmavity) {10/10PP}
Alternate Power: Super-Strength 4 (effective STR 46; heavy load: 6 tons; Power Feat: Groundstrike) (Ignore Weight) {9/10PP}

Super-Movement 2 (dimensional [parallel universes]; Flaw: Uncontrolled) (World Traveler) [2PP]

Super-Senses 4 (Danger Sense [Mental], Dimensional Awareness [Mental], Temporal Awareness [Mental], Uncanny Dodge [Mental]) [4PP]

There Is No Spoon 11.8 (59PP Container [Passive, Permanent]) [59PP]

Enhanced Dexterity 18 [18PP]
Enhanced Feats 23 (Acrobatic Bluff, Attack Focus [Melee] 6, Attack Specialization [Unarmed], Challenge [Fast Acrobatic Feint], Defensive Roll 3, Dodge Focus 8, Elusive Target, Evasion, Takedown Attack) [23PP]
Enhanced Strength 18 [18PP]

DC Block

ATTACK                RANGE      SAVE                                    EFFECT
Temporal Stasis       Touch      DC 20 Reflex (staged)                   Paralyze
Unarmed               Touch      DC 23 Toughness + Autofire (staged)     Damage (physical)

Totals: Abilities (20) + Combat (16) + Saving Throws (11) + Skills (13) + Feats (3) + Powers (88) –
 Drawbacks (0) = 151/151

Edited by HG Morrison

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BITTEN BY HGM

 

Ouroboros

Updates to new rules and background 

 

Player Name: Angrydurf

Power Level: 11 (166/166PP)

Trade-Offs: None

Unspent Points: 0

Progress to Gold: 16/90 (Silver status earned with Phalanx)

 

Character Name: Ouroboros

Alternate Identities: Jack Huang Faretti (Junior)

Height: 5'10"

Weight: 135 lbs.

Hair: Black

Eyes: Blue (glows Red when angry)

 

Description: Jack hopes to have inherited his fathers height though on a more fine boned frame though time will tell as he is still trapped in his sixteen year old body at this point. He tends to compensate for his lighter weight build with bulky or flowing clothing that can make him look larger than he is. He has his Mothers dimples and a distinctly Asiatic cast to his features though sharpened just enough to break out of really looking like a specific ethnicity of the region. His general avoidance of the sun has left him pale but it seems to suit him well and lacks the sickly or corpsen cast that many full vampires take on when underfed. His hair is dark and straight, styled simply back to keep it out of his face. Though he easily passes for human and living to casual examination he does had a significant tell in his elongated canines, while not extended to the full length of a vampire in feeding mode they are beyond the norm for human.

The majority of his powers are basic hermetic magic the purely magical energy's usually taking on a blue-green tinge and more obvious elemental energies looking like normal examples thereof. The exception is his one spell drawing off the darker aspects of his nature and mirroring the effects of his bite enhanced with his own skill at spell-craft which is a spell of mottled red and black suffusing both his target as well as himself as he mystically feeds on their life force to restore his own injuries.

 

History: Jack's birth was something that should not have been able to happen for many reasons and yet it did. The child of the nearly human Chosen of Heshem and a powerful vampire his birth was heralded by assaults from none other than Dracula himself. Needless to say as the child of two of Freedoms more potent Heroes his childhood was anything but normal. While they protected him from the worst of it and then some he was no normal child. His sitters even in infancy were often heroes in their own right and he never attended any normal form of schooling instead moving from one specialized school for the "gifted" to another until he began to attend the Claremont Academy. Despite his pedigree his powers were relatively minor. As an entity likely immortal he did not develop apace. None the less he was not suitable for normal schooling either.

He did well in his studies however and received valuable training while attending Claremont. After graduation some strings were pulled and he began to study under Adrian Eldricht, perhaps in time to be come the master mages chosen successor. His skills with the arcane flourished under the Master mages tutelage and he really began to come into his own.

It was then that disaster struck. The crime league attacked major cities the world over holding billions hostage with nuclear devices. Fast action from assorted heroes uncovered and disarmed all but one. In Freedom City the Hiroshima Shadow finally lost itself to its madness and supercharged the device detonating it before the heroes of the league could reach it. Behind the mystic portals of the master mages demesne Jack should have been safe but then something extraordinary happened. In the moment of the blast something else took hold of the city slicing through the careful wards and dimensional barriers of the Archmages home. As the strange effect began to take hold Jack slid reflexively into the void for safety.

He found himself unable to return. Some force had locked that time and place away from him. With some effort he was able to trace some element of the effect and in time wrestle his way through the barriers between worlds as well as times and emerged nearly twenty five years earlier. He's uncertain what exactly happened in the future but he knows that it goes well beyond anything so mundane as a nuclear blast. Jack does not know what time he has emerged into and is still uncertain what this place will hold for him. His first order of business is to return to his families home from there perhaps he can reach Eldricht for advice or aid. When he discovers the world he has entered of course that may all change.

Well that was what he told his parents at least when he found his way to the Mansion once more.  The truth of a ritual misshap whilst working on spells he was forbidden to, was rather less mysterious and far more likely to result in grounding or worse a tightening of their already restrictive rules about his safety.  Hiding behind a carefulyl crafted illusion and using what he knew of recent events in the city he crafted a new more mature persona.  It lasted a good long while as he continued his studies in peace hoping to at the least undo the damage done by his initial botched ritual.  However years later his ploy was revealed quite on accident when a Magic Eating beasty escaped his mothers care and in the course of its rampage destroyed his disguise.  Revealed to be a boy of no more than sixteen the lies came charshing down along with rather harsh censure from his parents at the whole debacle.  The worst of it is over and though he claims he is somehow time locked and not aging since his arrival there is no way to be sure it was not an errant tween with too much power that first arrived four years ago.  He has been sent to attend Claremont much to his chagrin despite his protestations he would learn better at home or in the field.  

 

Personality & Motivation: Huang is still young and has a rather sharp wit and sometimes dark humor. He knows he's more intelligent then many and better trained in the arcane arts than most, his confidence has little hubris though as he knows enough to realize just how little he knows but doesn't let that stop him from taking a more active role in heroic events.

Jack is a second (arguably third, if you count Hong Kong Harry of the Jungle Patrol) generation hero. In many ways its in his blood as much as his predators instincts and connection to the mystic realm of the void. His life thus far has been a relatively coddled existence. Due to his unique nature he grew up in very real danger of being assaulted or kidnapped by one faction or another or even as a strike at his parents and was thus kept from much of their activities.  A fact he often resents.  When he found himsel distimed he saw it as an opportunity to prove himself and resents that with the collapse of his disguise he is being sent off like an errant child to attend Claremont.

 

Powers & Tactics: Jack is first and foremost a Mystic. He harnesses arcane forces to his command. In addition to his studies of magic he has many underdeveloped abilities of his birthright. As yet his Vampiric abilities are minor but they have grown over the years as well as the legacy of his mother in his connection to the void which is his true home.

In a combat situation he prefers to remain hidden either with stealth or an invisibility spell before attacking where he can do the most good. He prefers to remain at range and use his eldricht bolts. If cornered he'll try to escape either with mist form or attempting to flee to the void.

 

Complications:

Dhampir: Vampires want to kill or use him, and those who hunt vampires will still see him as an abomination.

Fangs: He has them. They don't retract. It makes blending difficult.

From the Future!: Jack knows the dangers of mucking with time, and while he'd like to go back to his time eventually, he'd rather it not be as a prisoner of the Time Keepers. The GM can say certain things "have to happen" and Jack will likely let them for the sake of the future.

It Burns Like Hygiene!: Jack is very uncomfortable in direct sunlight. It causes him no real harm, and won't rob him of most of his powers, but he avoids it none the less.

Parental Units: He has them. They will likely muck with his life, and their enemies will (of course) become his, one way or another.

 

 

Abilities: 0 + 6 + 14 + 6 + 6 + 6 = 38PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 24 (+7)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 16 (+3)

 

 

Combat: 8 + 8 = 16PP

Initiative: +3

Attack: +4 Base, +10 Blast/Strike

Grapple: +4

Defense: +11 (+4 Base, +7 Dodge Focus), +2 Flat-Footed

Knockback: -8

 

 

Saving Throws: 2 + 0 + 5 = 7PP

Toughness: +11 (Impervious 6) (+7 Con, +4 Force Field)

Fortitude: +9 (+7 Con, +2)

Reflex: +3 (+3 Dex, +0)

Will: +8 (+3 Wis, +5)

 

 

Skills: 76R = 19PP

Bluff 1 (+4, +8 Attractive)

Concentration 7 (+10)

Diplomacy 1 (+4, +8 Attractive)

Intimidate 7 (+10)

Knowledge (Arcane Lore) 12 (+15)

Knowlwdge (Cosmology) 12 (+15)

Languages 3 (Cantonese, English [Native], Latin, Old Slavic)

Notice 7 (+10)

Search 7 (+10)

Sense Motive 7 (+10)

Stealth 12 (+15)

 

 

Feats: 12PP

Attractive

Dodge Focus 7

Eidetic Memory

Equipment 2

Hide In Plain Sight

 

10ep

HQ

Size: Medium; Toughness: 10; Features: Concealed, Isolated, Library, Living Space, Personnel, Power System, Sealed, Self-Repairing. Cost: 1+1+8 = 10ep

 

Powers: 4 + 11 + 1 + 10 + 31 + 10 + 1 + 3 + 3 = 74PP

 

Concealment 4 (All Visual Senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) (No Reflection, Vampiric) [4PP]

Force Field 4 (Feats: Alternate Power, Extras: Impervious 6) (Magic) [11PP]

  • Alternate Power: Flight 2 (25mph / 250ft per Move Action, Feats: Subtle, Drawbacks: Low Ceiling [30ft], No Swimming) [3PP] + Insubstantial 2 (Gas, Drawbacks: Can't Speak or Gesture, Flaws: Limited [Night]) [7PP] (Lighter Than Air, Mist Form, Magic, Vampiric)


Feature 1 (Temporal Inertia) [1PP]

Immunity 10 (Aging, Life Support) (Child of The Void, Dimensional, Magic) [10PP]

Magic 14 (28PP Array, Feats: Alternate Power 5; Drawbacks: Power Loss 2 [Must Be Able To Speak & Gesture]) (Magic) [31PP]

  • Base Power: Blast 12 (Feats: Accurate 3, Variable Descriptor 2 [Any Magic], Drawbacks: Full Power) (Eldritch Blast, Magic) [28PP]

    Alternate Power: Concealment 10 (Feats: Close Range, Selective) (Invisibility, Magic) [22] and Super Senses 6 (Detect Magic(Visual): Analytical 1, Counters Concealment(Mage site only) 2, Tracking(Move all out) 3) [6] [28PP]

    Alternate Power: Move Object 12 (Extras: Range [Perception], Flaws: Duration [Concentration], Feats: Precise, Split Attack) (Mage Hand, Magic) [26PP]

    Alternate Power: Create Object 7 (Feats: Affects Insubstantial 2, Selective, Progression 2 [6 25ft cubes], Tether, Extras: Impervious 1, Movable) (Force Constructs, Magic) [27PP]

    Alternate Power: Strike 12 (Feats: Accurate 3, Extended Reach [10ft], Extras: Alternate Save [Fortitude], Vampiric, Flaws: Action [Full]) (Magic, Siphon Life, Vampiric) [28PP]

    Alternate Power: Teleport 8 (800ft per Move Action, 2000 miles per Full Action, Feats: Change Direction, Change Velocity, Easy, Progression 1, Extras: Accurate) (Magic, Teleportation) [27PP]

 

Regeneration 8 (Recovery +2 [+9], Bruised 1 [1 Round], Injured 2 [5 minutes], Staggered 1 [20 Minutes], Disabled 1 [5 hours], Resurrection 1 [1 week], Feats: Persistent, Regrowth) (Child of The Void, Dhampir, Dimensional, Magic) [10PP]

Strike 1 (Drawbacks: Lethal, Extras: Alternate Save [Fortitude], Vampiric, Flaws: Requires Grapple) (Bite, Vampiric) [1PP]

Super Movement 1 (Dimensional Movement 1 [The Void], Feats: Innate) (Return To The Void) [3PP]

Super Senses 3 (Magic Awareness[Visual]) [3pp]

 

Drawbacks: 0PP

[None]

 

 

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Bite ------ 17/Fortitude ------ Injury

Create Object ------ 17/Reflex/Toughness ------ Trapped, Bruise/Injury

Eldritch Blast ------ 27/Toughness ------ Bruise/Injury

Siphon Life ------ 27/Fortitude ------ Bruise/Injury

 

 

Abilities (38) + Combat (16) + Saving Throws (7) + Skills (19) + Feats (12) + Powers (74) - Drawbacks (00) = 166/166 Power Points

History Appearance etc - Changes made to reflect he's a lieing liar about his age and ahs been revealed!

Skills - Added knowledge(Cosmology) and moved 4 ranks from Knowledge arcane to it as well as spending 2 PP on skills 

Feats - Dropped Ritualist to represent his lowered age and experiance in this iteration. Cost one less PP

Powers - Replaced "Super Senses 2 (Mage Sense/Magic; Magic Awareness:Mental 1, Acute 1) [2pp]" with "Super Senses 3 (Magic Awareness[visual]) [3pp]" to keep in line with updated super sense rules Costs 1 PP.  Supersenses in array updated to be based off visual sense and with analytical, tracking 3 and counters concealment all of which apply to the magic spectrum of his vision No cost change.

Two free PP Spent.

 

 

Edited by HG Morrison

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PARAGON'D BY HGM

Phalanx

Updates to the sheet for long absence and new rules

 

Players Name: angrydurf

Power Level: 14 (213/216 PP)

Trade-Offs: -3 Attack, +3 Save DC; -5 Defense, +5 Toughness;

Unspent PP: 3

Progress to Gold: 82/90 (31 pre-bump, 50 post-bump)

 

Characters Name: Michael Harris

Alternate Identity: Phalanx

Height: 6'6"

Weight: 260 lbs

Hair: Black

Eyes: Green

 

Description: Mike has recently gotten what he hopes to be his last growth spurt topping him out well over six feet tall. He prefers baggy clothing still but given his most recent growth spurt he has difficulty finding anything that isn't relatively tight. He still prefers basic Jeans and t-shirt combos but has added some shirts with color or designs to his formerly black on black wardrobe as he comes further out of his shell. He towers over most of his fellow students and its not hard to place what exactly his powers are just from his appearance. In his efforts to clean up his image he has styled his hair into a short spit curl and usually manages to keep from going out with bed head these days. He moves with confidence much less uncertain and tentative then the boy who came to Claremont a few short months ago.

In costume as Phalanx he shows he cleans up quite nicely. The high collar and shoulders of the costume are in Claremont gold dropping a deep V to his belt of bronzed plates, his Young Freedom Beacon acting as buckle, the rest of the form fitting suit is in deep blue. He pairs this with matching bracers and boots of burnished bronze, and a deep blue full length cape draped from his shoulders.

Update 8/2015:  The past few years have been good to Mike and his frame if anything has filled out as he has grown into full adulthood.  Broad of shoulder and muscular he looks as if he works out regularly to obsesively with a strong squared jaw and well kept close cropped hair.  His cloths are now rarely baggy and he carries himself with more confidence though still takes exceptional care not to intimidate or bully people with his size.

 

History: If his parents hadn't been at odds over a natural home birth verses a hospital one Michaels life would have turned out very differently. As it was Melinda Harris found herself, alone thanks to Marvins workaholism, at the hospital birthing class when the invasion started. A portal to the terminus opened in the midst of the room bathing the expectant mothers in the strange energy of that place. Thanks to the quick reactions of her ad hock partner, who's husband also hadn't shown, she survived the assault and together managed to escape to safety. They became fast friends after that harrowing event and once they were born Michael and her daughter Alexandra soon were as well.

Much to Marvin and Melinda's relief it at fist seemed the energies of the Terminus had had no effect on Michael, that was not to last however. He was certainly big for his age and strong too, though as doting parents they thought it well within the norm, then one day when Melinda was trying to get him to nap he floated up and out of the crib to continue his interrupted playtime. His parents made immediate efforts to make sure he would keep his abilities a secret they didn't know what else to do. When Melinda confided in her friend Rebecca she learned that little Alex had powers as well, the children spent even more time together from that point on as the parents could trust one another with each others secrets like they could few others

When the children grew to school age it seemed as if the caution may have been overkill. both children were careful not to reveal that they were different even if they didn't fully understand why. Of course this was more responsibility than a young child really can be expected to bear. It was a normal schoolyard scuffle an older boy took a toy from Alex and Mike told him to give it back Things escalated from there too quickly and the next thing any one knew the other boy was across the room in a heap next to the crumbling wall. Mike was shocked and worried, and more than a little scared. He didn't know what had happened to the boy but he saw the reaction from the other students and the adults. When Alex gave voice to their thoughts his fears were confirmed he had done a very bad thing.

The adults and his parents tried to tell him the boy would be fine but Alex had already given voice to their fears and he knew their comforting words to be lies. When the government men came he thought for sure they were gong to take him to jail. He didn't hear much of the conversation but Alex filled him in on the pertinent details. They were going to go to a special school now, a school where they would be tested to see the extent of the 'Terminus Effect'

For the next ten years he was schooled at a secret ASTRO labs facility under the code name Phalanx. They Tested his abilities and make up charting his progress and trying to trace the energies that granted he and Alex their powers. Through either his mothers determined though limited grassroots campaign or Rebbecas old contacts the children as well as some others the unit had picked up were released to their parents once more and the obvious surveillance removed. Now at nearly sixteen years of age Michael is in a, comparatively, normal school for the first time. He's uncertain about this Claremont academy but happy to have a chance at something like normalcy.

Update: Not long after beginning his studies at Claremont academy fate conspired to thrust him and several of his friends into action when a baseball stadium full of spectators was held hostage. After saving the day the groups nominal leader, and Mikes roommate, Edge declared them Young Freedom. They have had several other encounters together and separately with the cities criminal element and usually come out on top. The school sees to it that they are prepared for the journey before them and Mike had flourished under the training and camaraderie of the team.

Update 8/2015:  After graduating Claremnt Academy Mike went on to get a criminal justice AA and attend the police academy before joining the FCPD.   His nature was revealed in short order in a rather spectacularly public manner.  No longer able to pretend he can live the simple life Mike is at loose ends as he decides where to go from here.

 

Personality & Motivation: Michael plays the part of the introvert and loner though he does desire companionship he has trouble trusting, both others and himself. He covers for this with acerbic humor and a generally sullen demeanor. Few have worked past his defenses in this regard, and fewer wish to bother, but those that have have made a friend for life. Michael is acutely aware of the destruction he is capable of, perhaps more so than even the testers are, and it terrifies him. He is a good person that truly does want to try and better the world but lives in fear of his own body. He lacks the confidence to embrace his potential instead hiding behind a facade of disinterest and sullenness. However when a friend is in danger, or even insulted, he will weather whatever the world will throw his way in their defense though he won't lash out physically even then. Mike steadfastly refuses to fight thus far, though he has yet to be truly tested in the real world.

Update: Mike has come out of his shell with his participation in Young Freedom and he is much less somber when with the good friends he has made there. He still is usually the serious one in the group but will laugh with the others at a well told joke. this newfound camaraderie has strengthened his already strong protective impulse and woe be it to anyone who would threaten his friends.

Update 8/2015:  Mike has long dreamed of the simple normal life despite events conspirign ot make such impossible.  After leaving school this desire seperated him from many of his school friends and hs left him lonlier and more withdrawn.  After the debacle of his attempt at being a police officer he is primed to give up the dream of normalcy and fully embrace his heroic identity.  With little else left to identify with however he is at risk of losign himself to the job as it were.

Powers & Tactics: Mike is a physical powerhouse but usually holds himself back. Since his training at Claremont with Young Freedom his abilities have improved drastically from their untrained state. He is still slow to put the full force of his powers into play but his control now allows him to unleash his full potential when it is most needed. He is always stalwart in defense of his comrades and innocents and takes care to keep collateral damage to a minimum. Phalanx always takes care to keep his strength in check. He will usually open with accurate attacks and against most foes utilize only a fraction of his might so as to make sure he doesn't injure anyone or cause too much damage. OOC he will often utilize less than his full strength bonus on attacks unless he knows the foe can take his full power.

 

 


Complications:

Heroes Code: Fully embracing his powers has left mike with feeling a responsibility to do so wisely and justly.

Holding Back: Phalanx holds to the genre conventions that you do not open with your most powerful attack. He'll usually pull his early punches and try for non damaging attacks like disarms and grapples until a foe proves too strong or durable at which point he'll begin to ramp up.

Registered: full records of who mike is are available to those with sufficient clearance.

Responsibility: Alex, his girlfriend, and Zoe, his daughter from the future.

 

 

Stats: 8 + 0 + 10 + 0 + 0 + 4 = 22pp

Str: 18/44 (+4/+17)

Dex: 10 (+0)

Con: 20/48 (+5/+19)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 14 (+2)

 

 

Combat: 12 + 8 = 20pp

Attack: +6 (+12 Melee, +18 Energy vision)

Grapple: +30 (Up to +41 with Super-Strength DAP)

Defense: +8 (+4 Base, Dodge Focus 4), +2 flat-footed

Knockback: -16 (Up to -27 with Immovable DAP)

Initiative: +4

 

 

Saves: 0 + 1 + 13 = 14pp

Toughness: +19 (Impervious 14) (+19 Con, +0 other)

Fortitude: +19 (+19 Con, +0)

Reflex: +1 (+0 Dex, +1)

Will: +13 (+0 Wis, +13)

 

 

Skills: 24r = 6pp 

Craft (Structural) 1 (+1)

Investigation 2 (+2)

Knowledge (Civics) 2 (+2)

Medicine 2 (+2)

Notice 9 (+9)

Sense Motive 8 (+8)

 

 

Feats: 22pp

Accurate Attack

All-out Attack

Attack Focus: Melee 6

Dodge Focus 4

Fearless

Improved Initiative

Interpose

Luck 4

Power Attack

Take Down Attack

Ultimate Toughness

 

 

Powers: 27 + 28 + 2 + 9 + 14 + 33 + 1 + 2 + 2 + 7 + 4 = 129pp

 

Array 13 (26pp; Power Feat: Alternate Power 1) [27pp]

 

BEEnhanced Strength 26 (to 44/+17) {26/26}

 

APBlast 9 (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments) {26/26}

 

Enhanced Constitution 28 (to 48/+19) [28pp]

 

Flight 1 (10 mph / 100 feet per Move action) [2pp]

 

Immunity 9 (Life Support) [9pp]

 

Impervious Toughness 14 [14pp]

 

Paragon Array 11 (22pp; Power Feats: Dynamic, Dynamic Alternate Power x4) [31pp]

 

DBEFlight +11 (to Flight 2 [25 mph / 250 feet per Move Action] to 12 [50,000 mph / 500,000 feet per Move Action]) {2-22PP, 0-20 left to allocate}

 

DAPImmovable 11 (Extras: Unstoppable) {2-22PP, 0-20 left to allocate}

 

DAPQuickness 22 (rank 1 [x2] to 22 [x25,000,000]) {1-22PP, 0-21 left to allocate}

 

DAPSpeed 22 (rank 1 [10 mph / 100 feet per Move Action] to rank 22 [100,000,000 mph / 1,000,000,000 feet per Move Action]) {1-22PP, 0-21 left to allocate}

 

DAPSuper Strength 11 (to Super-Str 2 [str 28, 54 w/ Enhanced Str] to 12 [str 78, 104 w/ Enhanced Str]) {2-22PP, 0-20 left to allocate}

 

Space Travel 2 (interstellar) [4]

 

Super Senses 1 (Communication Link [Mental] 1 [Psyche]) [1pp]

 

Super Senses 2 (Normal Hearing, Enhancements: Extended 2 [1,000ft Increments]) [2pp]

 

Super-Senses 7 (Normal Vision, Enhancements: Counters Obscure 2 [smoke/Dust/Solid Particulates], Extended 2 [1,000ft Increments], Penetrates Concealment 3 [Power Loss: Lead]) [7pp]

 

Super-Strength 1 (Str 23, 49 w/ Enhanced Str; PFs: Shockwave, Super-Breath) [4pp]

 

 

Drawbacks: 0pp

 

 

DC Block:

Unarmed ------ 32/Toughness ------ Bruise/Injury

Energy Vision ------ 24/Toughness ------ Bruise/Injury

 

 

Costs: Abilities (22) + Combat (20) + Saves (14) + Skills (6) + Feats (22) + Powers (129) - Drawbacks (00) = 213/216pp

History, Appearance, and Motivation all updated to account for the lest few years of change and growth.

Skills - Dropped Proffession skill for Investigation and knowledge Civics representing his time at the police academy. no points change.

Powers - pulled space flight out of his array to bring it in line with current house rules.  Removed communicaiton link with Zephyr as the character is no longer in play. No points change.

 

 

 

Edited by HG Morrison

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Lost but not forgotten - Fox

Phantom

She needs a fluff update, adding the blurb below to replace the last paragraph of her history:

It’s been almost ten years now since Phantom appeared on the costumed crimefighter scene. She’s seen a lot and done more than most and still looks like she’s a college student outside of her cape. That’s especially frustrating when she’s got a dhampyr offspring about to start kindergarten and his perpetually-sixteen dimensional dopelganger going to Claremont and immortal ex-vigilante vampire for a spouse. Well, things never get BORING.

  • Adjust knowledge skills to max Arcane and Cosmology [5 PP] 
  • Adjust Super Senses from existing to: [2 PP Spent Total]

Super Senses [Magic Awareness(mental)] [3]
Super Senses [Dimensional Awareness(mental)] [1]
Super Senses [Mental; Ranged] [1]

  • Adjust Super Sense power within her array from existing to: [0 PP Spent]

Super Senses [All Mental Senses: Accurate(4), Acute(2), Anlytical(2), Counters Concealment(2), Counters Illusion(2), Counters Obscure(5), Extended {Five Mile Increments}(5), Penetrates Concealment(4), Radius(2), Rapidx12{Search full area in normal time}(24), Tracking all-out(3)] {55}

And since EP is no longer in Joint HQ, spent as following (4 ranks for 20 EP):

Haunted Manor (HQ)

Size: Large [2 ep], Toughness: 16 [5 ep], Features: Concealed, Combat Simulator, Computer System, Defense System, Fire Prevention System, Gym, Library, Living Space, Personnel (Ghosts), Pool, Security System, Power 2 (Super Movement)

Power: Super Movement 1 (Dimensional: Void), Extra: Portal

The full sheet in the spoiler below:

 

Player's Name: Alderwitch
Character Name: Phantom
Power Level: 14 (15) (231/231PP
Trade-Offs: -5 Defense / +5 Toughness, + 2 Damage / -2 Attack
Unspent PP: 0
Progress to Gold: 81/90

In Brief: Interdimensional Guardian, chosen to keep the balance

Residence: The Lair: A Haunted House in North Bay
Base of Operations: In Freedom City, their haunted manor. Interdimensionally, the Void
CatchphraseHrmmm....

Alternate Identity: Taylor Xiao Chun Farretti
Identity: Secret
Birthplace: Freedom City
Occupation: Freelance Translator
Affiliations: Knights of Freedom (Former), Midnighters (Inactive)
Family: Immediate: Jack Farretti (husband), Jack Huang Farretti Jr/ JJ (son), Jack Huang Farretti Jr / Huang (son)
             Extended, still living: Parents, Four brothers, three sisters in law, several nieces and nephews - All Freedom local, Great Uncle Huang Chun

Description
Age: 26 in this timeline, chronologically, 30ish
Apparent Age: 19
Gender: Female
Ethnicity: Chinese American (biracial: Chinese and Caucasian)
Height: 5'1"
Weight: 135 lbs
Hair: Thick and very straight black hair that falls to the middle of her back.
Eyes: Brown

Between Taylor's height, her reserved body language, and her dimpled cheeks, she still gets mistaken for a freshman at the University more often than not. Experience and increased comfort with herself have at least given her enough poise to generally correct that assumption. Having taken up jogging and working out with a sparring bag, Taylor has added some muscle to her curves. She is sturdily built and relatively fit. She still tends to dress like she's watched Indiana Jones just a few too many times, with rescued bomber jackets from the Salvation Army and fedoras that have seen better days but she's added some class to her wardrobe. Whether its her own preference or the fact that Ace has become her usual shopping buddy, most of her clothing has a 40s retro flair.

As Phantom, Taylor is anything but average. In the cloak and cowl of her alter ego, Phantom is downright otherworldly. Her eyes glow white behind the three quarters black face mask. The folds of the inside of her ragged cloak crackle with eldritch energy and she flickers between solid and ephemeral states without conscious thought. Unlike most of the magically oriented, Phantom uses no arcane gestures or words of power but rather directs her fel energies with her eerie baleful glare.

A creature of all dimensions and none, Phantom flickers through reality with disquieting ease. It's easy to mistake her cloak for her source of power as when she vanishes from sight, her cloak folds in first on her, and then on itself. Even stripped of the glittering Eye of Heshem at her throat, Phantom's powers are unhindered.

 

History

Taylor was born to your average middle class Americans. Her mother was a typical wasp and her father was a Chinese American, both of whom were born and raised inside Freedom City. Taylor's childhood was a normal one. She was a studious, if shy, child that spent much of her time focused on schooling although she had her share of childhood friends. The only oddity in her normal life was her great-uncle on her father's side. The elderly gentleman was always filling her head with stories of his youth helping Johnny Danger on all those daring quests. This is undoubtably where Taylor picked up her tendency to dress like a bad pulp era character although with jeans and baseball t-shirts under her reclaimed, beaten jackets.

When Taylor went into college, she was tempted to study archeology but had a natural flair for languages and instead went into the linguistics program. About this time, Taylor's beloved grandfather took ill and she received a package from him containing the Eye of Heshem, a glittering amulet with its gem larger than her thumb, and instructing her to keep it safe. For a time, the Eye travelled about in the pocket of her beaten leather jacket before, bored one night working the midnight shift at the library, she began to work on the translation of the inscription. The first time Taylor recited the ancient script aloud, she was knocked near senseless as the voice of Heshem herself thundered through her head, charging her with the defense of the pact.

It’s been almost ten years now since Phantom appeared on the costumed crimefighter scene. She’s seen a lot and done more than most and still looks like she’s a college student outside of her cape. That’s especially frustrating when she’s got a dhampir offspring about to start kindergarten and his perpetually-sixteen dimensional doppelganger going to Claremont and immortal ex-vigilante vampire for a spouse. Well, things never get BORING.

Personality & Motivation: Taylor is responsible in either persona. She really is the sort of person that her Great Uncle could trust to take care of that relic simply because she was asked to. She's still too young to see the world in shades of grey and that outlook is what makes her really quite good as an interdimensional police agent.

As Phantom, she's the bouncer to Gateway's doorkeeper. She spends her costumed time finding and returning things that don't belong in their dimension. That's not to say that she's blindly devoted to the duties of her work. She's a bright young lady and can tell the difference between an Olympian that's setting up their own cozy little cult and a poor refugee but in either case she's going to find them a more appropriate local for their life.

Powers & Tactics: The Eye has pulled Taylor Chun out of synch with this dimension. As a creature of all worlds and none, she is as likely to be ephemeral as solid and moves between the dimensions like a child would run through the rooms of the house. Her very body is the gateway to the holding dimension that she uses to transport creatures and objects back to where they once belonged and riding within the Phantom is an odd and distressing experience for even the most jaded. 

In addition to her odd and innate abilities, Phantom is an accomplished mage. She uses a dark crackling magic without either word or gesture to knock the more combatant individuals low before wrapping them in the ragged edges of her eldritch cape. 

Complications

Secret Identity: Although she's now out to her parents and siblings, Taylor still does her best to keep 'Taylor Chun' and 'Phantom' as disparate as possible. And although Taylor's life has certainly gotten complicated, that doesn't change the fact that Phantom is not 'out' but to a select few.

Married to the Enemy: No matter how you slice it, marrying a vampire has consequences. Marrying a vampire who is not just any vampire, but the current king of the Freedom City vampires who moonlights as a masked vigilante is a whole 'nother level. Then you add starting a family to the mix, and things really start to ramp up. And Taylor's always been such a smart girl.

Responsibilities: (Interdimensional Guardian, Family, Husband, Children) Taylor has a mandated responsibility to do her duties and while Heshem is not one to micromanage, the failure to use her gifts as required by the entity would likely have dire consequences. In addition, she's got multiple forces that demand a certain level of loyalty. Unfortunately, they're not always on the same side of any given issue

Lost Time: Sometimes the fact that Taylor works across multiple dimensions makes trying to keep on top of  things in this dimension difficult. Even the best mystics can end up with time differences across the dimensions. It also means contacting her in an emergency can be tricky if she's out of Prime

 

Abilities: (0+0+10+8+10+4=32pp)
Str: 10 (+0)
Dex: 10 (+0)
Con: 20 (+5)
Int: 18 (+4)
Wis: 20 (+5)
Cha: 14 (+2)

 

Combat: (12+10=22 pp)
Attack: +6, +12 Blast/Stun, +12 Telekinesis
Grapple: +6, +34 Telekinesis
Defense: +5/+9, +2 Flat-Footed
Knockback: -0, -16 Force Field
Initiative: +0

 

Saving Throws: (5+0+11=16pp)
Toughness: +19 (Impervious 12), +5 w/o Force Field
Fort: +10 (+5 Con, +5)
Reflex: +0 (+0 Dex, +0)
Will: +16 (+5 Wis, +11)

 

Skills: (80r = 20pp)
Concentration 10 (+15)
Intimidate 2 (+4)
Knowledge (Arcane Lore) 20 (+25)
Knowledge (Cosmology) 20 (+25)
Knowledge (History) 2 (+7)
Notice 10 (+15)
Search 11 (+15)
Sense Motive 5 (+10)

 

Feats: (12pp)
Benefit (Wealth)
Dodge Focus x4
Equipment 4 
Fearless
Quick Change 2

 

Powers: (3+29+12+68+7+3+1+1+9=133pp)

Comprehend 3 (Training; Languages 3 [speak Any One/Understand All/Read & Write]; Power Feat: Innate; Drawback: Only Earth Languages) [3]

Defensive Magics 14 (28 points; PF: Alternate Power) [29PP]

  • BEForce Field 14 (Extra: Impervious 12; PF: Selective, Subtle) {28/28}

    APInsubstantial 4 (Affected by Fire; Extra: Action [Reactive], Affect Others) {28/28}

Immunity 12 (Aging, Life Support, Starvation/Thirst, Sleep) [12 pp]

Magic Array 21 (Magic; 56 pp; PF: Alternate Power x 12) [68 pp]

  • BEBlast 16 (Eldritch Blast; Extra: Affects Corporeal; PFs: Accurate 6, Affect Insubstantial x 2) {56}

    APComprehend 8 (Animals 2, Codes 1, Electronics 2, Languages 4, Spirits 1; Extra: Affects Others, Area, Selective [40-ft. Burst]) {48}

    APConcealment 10 (Extra: Affects Others, Area, Duration: Concentration [50-ft. Burst]; PFs: Selective, Close Range) {52}

    APDamage 14 (Cataclysm; Extra: Affects Corporeal, Area [80-miles. Burst, General], Selective Attack; Flaw: Action [Full]; PFs: Affect Insubstantial 2, Progression x12) {56}

    APDimensional Pocket 7 (50 billion lbs; Extra: Duration [Continuous]; PFs: Progression x 20) {56}

    APESP 11 (2,000,000 miles, All Senses; Extra: Duration [sustained]; Flaw: Action [standard]; PFs: Dimensional, Rapid x10, Subtle) {56}

    APHeal 13 (Extras: Total, Affects Objects; PFs: Regrowth, Persistent) {54}

    APNullify Field 14 (40 Feet) (All Powers; Extras: Area [50-ft. Burst, General], Duration [Concentration]; Flaw: Range [Touch]; Drawbacks: Only Magical and Dimensional Descriptors -1) {55}

    APStun 16 (Extras: Affects Corporeal, Range [Ranged]; Flaw: Action [Full]; PFs: Accurate x 6, Affect Insubstantial x 2) {56}

    APSuper Movement 3 (Dimensional 3 [any]; Extras: Portal (+2); PF: Progression x 5 [250-ft. Portal]) {18}

    APSuper Senses [All Mental Senses: Accurate(4), Acute(2), Anlytical(2), Counters Concealment(2), Counters Illusion(2), Counters Obscure(5), Extended {Five Mile Increments}(5), Penetrates Concealment(4), Radius(2), Rapidx12{Search full area in normal time}(24), Tracking all-out(3)] {55}

    APTelekinesis 22 (Str 110; PFs: Accurate x6, Precise, Indirect, Subtle, Affects Insubstantial x2) {55}

    APTeleport 16 (nearby star systems; Extra: Accurate; PFs: Change Velocity, Easy, Progression x 4 [2,500 lbs] {54}

    APTeleport 13 (Extra: Portal (+2); PF: Progression x2 [25-ft. Portal]) {54}

 

Regeneration 12 (Bruised 1/round, Injured 1/round, Staggered 1/20 Minutes, Disabled 1/5 Hours, Resurrection 1/week [unless burned]) (PFs: Regrowth) [9 pp]

Super Movement 3 (Dimensional 3 [any]; PF: Alternate Power) [7 pp]

APFlight 3 (50 MPH / 500 feet per Move action) [6pp]

Super Senses [Magic Awareness(mental)] [3]
Super Senses [Dimensional Awareness(mental)] [1]
Super Senses [Mental; Ranged] [1]

 

Drawbacks: (-3pp)

Vulnerable (moderate/uncommon: fire) (-3pp)

 

DC Block:

ATTACK --- RANGE --- SAVE --- TYPE

Unarmed --- Melee --- DC15/Toughness (Staged) --- Bruise/Injury

(Magic) Blast 13 --- 28/Toughness (Staged) --- Bruise/Injury

Dimensional Pocket 6 --- Melee --- 16/Reflex --- Special

Nullify (Dimensional) 10 --- Melee/Area Burst --- 20/Will --- Special

Stun 13 --- Ranged --- 23/Will (Staged) --- Daze/Stun/Unconscious

Telekinesis (Thrown Object) 18 --- 33/Toughness (Staged) --- Bruise/Injury

 

Costs: Abilities (32) + Combat (22) + Saves (16) + Skills (16) + Feats (12) + Powers (133) - Drawbacks (+3) = 227/227 Power Points

 

 

 

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PATRIOTIC PRIDED BY HGM

Just wanna update Ulysses History to include him joining the vanguard so its on his sheet in-case i forget somehow.

History
Born to a Middle class family in the 1930's Alexander Cross spent his earlier years fascinated with trains and the impressive feats the titanic machines accomplished hauling materials and connecting distant places bringing the Light and hope of civilization to the most distant and wildest Corners of the earth, taking a apprenticeship to a engineer as soon as he was old enough.
 
In retrospect it should have been apparent to him even then for when he first stepped into the engines cab he was Intoxicated, the scalding heat of the furnace, the visceral smell of Blazing carbon and boiling Oils was for all its intensity comfortable, the lurching thunder of the pistons as it pulled away from the station felt more like the confident stride of a giant than the clumsy Juddering and rattling of a mere contraption coming to life.
 
He Spent 30 years of his life; quiet and content in that cab and others like it as he travelled across Europe and when his Railway was closed down he made the move to America, ever eager to ride boldly into the wilderness; to tame the wild places and connect the world, all in the name of progress; following (quite literally) in the tracks of the pioneers who first lay the path till finally at age 60 he was forced to retire; simply not as quick or as sharp minded as he had been he found himself often narrowly avoiding what could've been catastrophic accidents and for all his love of locomotives Alexander cross was not so selfish as to risk the lives of others for his own Happiness.
 
It was in this crucible of frustration and Obsession that awakened His long dormant powers as a totem of Industrial progress and through a subconscious use of his aspect that hurled him nearly 20 years into the future to see what lay ahead for his beloved machines.

After a brief period as a night guard for freedom cities museum of science and industry Ulysses found himself shunted into the dimension known as Earth-Victoria along with Synapse a member of the united kingdoms premier super-team, the vanguard; finding himself drawn into the schemes of and eventually, temporarily under the direct thrall of the spirit that empowers him, upon fulfilling the spirits demands in a happy compromise he was returned to earth prime.

After sometime had passed he received a formal invitation to return to his home country and join the vanguard which he promptly accepted.

Edited by HG Morrison

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IDENTIFIED BY HGM

Update for Cerulean!

Easy one this time -- +1 each to Reflex and Will saves, and reduce the frequency of her Drawback from Common to Uncommon.  3PP.

 

 

cerulean2.jpg

 

Player Name: Mad Scientist

Character Name: Cerulean
Power Level: (10/11) (163/163PP)
Trade-Offs: +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 13/30

In Brief: Enigma-origined mystical luminator runs mouth and fights crime while attending school to refine control of her abilities.

Residence: Claremont Academy Dorms
Base of Operations: Claremont Academy
Catchphrase: Many, many pop-culture options, depending on what's appropriate for a situation.

Alternate Identity: Eileen Labatt
Identity: Secret
Birthplace: Boston, Mass
Occupation: Student
Affiliations: Claremont Students & Faculty
Family: John Labatt (Father, Deceased), Kelly Labatt (Mother), Bonnie Labatt (Sister, Older)

Description:
Age: 17 (February 10, 1998)
Gender: Female
Ethnicity: Caucasian
Height: 5'9"
Weight: 159lb
Eyes: Blue
Hair: Blonde
 

eileen-0.jpg

Eileen is taller than average at five foot nine, but her height is mitigated a little by the fact that she carries a little more weight than popular media would have you believe is normal for a woman.  She carries it well, however, being curvy and having a face a little more rounded that most.  Her hair is blonde and wavy, worn just past her shoulders, and her eyes are a faded blue.

She likes to dress simply; jeans, tank tops, sneakers, with simple accessories and a big clunky bag to carry her things in.  She doesn't go in for heavy makeup, wearing just enough so her fair skin doesn't appear washed out. She has a pair of tattoos, complex and oddly asymmetrical sigils, done in blue ink on the inside of each wrist.

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As Cerulean, her proportions, hair, and skin tone don't change, but her eyes fill with a featureless, brilliant blue.  Her clothing is absorbed into a...skin, some sort of external substance that covers her nearly from head to toe, but can't be removed like an outfit could.  She has no idea what it's made of, or what (if anything) the blue and gold patterning means, but it forms upon her whenever she assumes her power.  Not only does it not provide her any protection beyond the basic insulating properties one would expect out of clothing, any contact with it feels to her the same as if it was against bare skin.

Power Descriptions:
Cerulean's powers are...overt, and all take the form of a brilliant blue light.  Her force field that blocks and deflects damage takes the form of a glowing blue aura; her method of flight leaves a brief glowing blue contrail; and she can emit this blue light focused to a variety of effects.  Most impressively, to her altered eyes the light she sheds strips away all illusion and concealment, and so it's quite difficult to catch her unawares in the heat of combat.

History:
Eileen was born and raised in Boston, the youngest of her family.  She had a fairly typical middle-class upbringing, and excelled in school due to the fact that an odd quirk of her brain allowed her to recall information in exacting detail -- spending a couple of days reading a textbook allowed her to ace her testing.  She never had to really put any effort into getting decent grades, much to the disgust of a number of her peers.

Life changed for Eileen, however, when she was thirteen.  Her father, overweight and with a family history of heart disease, had a massive cardiac episode and passed away.  Insurance, fortunately, covered the majority of the resulting bills and paid off the mortgage on their house, but her mother became the sole breadwinner for their sadly reduced family.

Life had really changed, though, just recently, if one was going to be honest.  Gathered at a friend's house with a few of her circle of friends, the last thing she remembered of that evening was seeing that it was about 10:30pm -- and then she awoke, at home, the following morning.  She couldn't consciously remember anything further about that night, and she had no idea how she had gotten home.  Far more unsettling was the fact that none of her friends remembered that they had been together at all, and the relevant parents seemed to be just as unaware.

...however, she does occasionally have fragmented dreams about a tall figure, too terrible to look at, and something about a task, and a promise, or maybe a...price?  Prize?  The fragments fade shortly after she awakens, but each time she has these dreams she realizes she's had them before...until they fade again.

The pair of strange, complicated blue tattoos that had appeared on the insides of her wrists were almost a minor issue after that.  She first scrubbed at them, hoping they were drawn on, but that proved to not be the case.  They weren't actual tattoos, lacking scabbing, itching, and redness of irritated and healing skin -- they were just there, in her skin, and she stressed about why they there even as she tried to make sure she kept them hidden from her mother!

She didn't even recall anymore just how it was she came to touch the two 'tattoos' together for the first time, but the results were immediate and undeniable.  Her insides gave a strange lurch, like she was being turned inside-out, and with a flash of blue light she changed.  Her terrified shriek completely blew her chances of keeping anything from her mother for any longer, and it was after a couple long and vigorously debated family meetings that the decision to get professional assistance in the matter was made.

In the process of interviewing for the Claremont Academy it was determined that there was a mystical element to her new abilities, but apart from that everyone was still at a loss.  Hopefully over time, more details would come to light -- no pun intended.

Personality & Motivation:
Eileen is looking for an explanation as to how and why she received these powers, and in the interim is making sure she has a good handle on controlling them.  She operates on a heroic level, in part, because that's what people with powers do, and she in turns is terrified and greatly enjoys the chance to be one of the bright and shining people -- again, no pun intended.

A child of social media and possessing of her phenomenal recall, she is very likely to have an appropriate response for just about any situation that can be tied to some sort of pop culture reference, and is more than likely to unleash it, regardless of the circumstances.  She's bright, cheerful, and completely unrepentant that she doesn't quite fit the body image that society tries to tell people is the only acceptable one.

Powers & Tactics:
Cerulean gains little benefit from being up close and personal in a conflict, and so tends to keep her distance and take pot shots at viable targets with her light emissions.  She's better off avoiding direct hits than trying to be a brick wall, and doesn't hesitate to employ her mirror clones when it looks like she might come under fire.  She uses the mobility granted by her flight capabilities, and is likely to try to remain out of reach of an opponent if possible, taking potshots from (relative) safety.  As she has some offensive capabilities that are disabling without be injurious, she's more prone than most to unleash her power when bystanders are at risk, should the situation demand it.

A font of mostly-useless knowledge and possessing a glib tongue, she's quite good at distracting an opponent with outrageous patter, and rarely is quiet when there's an opportunity to say something clever.


Complications:

Secret: Identity.  All too aware of the sort of information that can get out when one comes into the public eye, Eileen tries her hardest to keep details that could identify her to herself.  In part for her own safety, of course, but largely to keep her mom and sister from coming under fire, either literally or metaphorically.

Weirdness Magnet: If something strange -- really, jaw-droppingly strange -- is going to happen in a random time and place, odds are better than random that Cerulean will be there by chance, and the very inconvenient thing happens to her.

Overconfidence: Freed of her phobias of heights and deep water, Cerulean is now prone to feeling that nothing at all can stop her if she just puts her mind to it.  Without her neuroses holding her back, surely she can accomplish anything!  …right?

Mystery: The origins of her powers is an enigma to her, and she's desperately curious as to how and why she acquired them.  Any scenario that suggests it might provide some of this sought-after information is very difficult for her to resist investigating.

 

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


Combat: 10 + 10 = 20PP
Initiative: +1
Attack: +5 Melee, +7 Ranged
Grapple: +5
Defense: +13 (+5 Base, +1 Dodge Focus, +7 Shield), +3 Flat-Footed
Knockback: -4


Saving Throws: 6 + 7 + 7 = 20PP
Toughness: +9 (+2 Con, +7 [Force Field])
Fortitude: +8 (+2 Con, +6)
Reflex: +8 (+1 Dex, +7)
Will: +7 (+0 Wis, +7)


Skills: 44R = 11PP
Bluff - 8 (+10)
Computers - 3 (+5)
Diplomacy - 4 (+6)
Gather Info - 8 (+10)
Knowledge: Current Event - 4 (+6)
Knowledge: Popular Culture - 8 (+10)
Knowledge: Theology & Philosophy - 2 (+4)
Language - 1 [ASL]
Sense Motive - 6 (+6)


Feats: 7PP
Attack Focus: Ranged [2]
Dodge Focus [1]
Attractive [1]
Eidetic Memory
Fascinate (Bluff)
Well-Informed

 

Powers(All powers Magic, Light) 12 + 14 + 13 + 10 + 4 + 43 = 96PP

Flight 6 [12PP]

Force Field 7 (Extras: Linked) [7PP]
+Shield 7 [7PP]
[14PP] (Deflection Field)

Environmental Control: Light (Partial) 6 (Extra: Linked; Flaws: Range (Touch))  [3PP]
+ Super-Senses 10 (True Sight (Vision Counters Concealment, Counters Illusion, Counters Obscure (all), Detect Hidden))  [10PP]
[13PP] (Revealing Light)

Immunity: Light Effects [10pp]

Mirror Image [4PP]

Light Emission Array (37PP, Feats: Alternate Power 6) [43PP]

DBP: Blast 11 (Light Bolt Spray, Extras: Autofire; Feats: Accurate [2], Affects Insubstantial [2]) {37/37}

AP: Blast 11 (Sniper Beam, Extras: Penetrating (5); Feats: Accurate [2], Affects Insubstantial [2], Progression [3], Improved Range [3], Precise) {37/37}

AP: Blast 11 (Kamehameha, Extras: Area: Line, Duration: Concentration, Penetrating (5); Flaws: Range: Touch, Action: Full; Feats: Progression [2], Affects Insubstantial [2], Knockback [5], Incurable; Drawbacks: Full Power

AP: Dazzle (Visual) 7 (Blinding Beam, Extras: Area: Line, Linked; Flaws: Range: Touch; Feats: Progression [2]; Drawbacks: Full Power) {15/33}

 + Stun 7 (Blinding Beam, Extras: Area: Line; Feats: Progression [2]; Drawbacks: Full Power) {22/33}   Total: {37/37}

AP: Dazzle (Visual) 9 (Nova. Extras: Area: Perception, Duration: Concentration, Penetrating [2]; Flaws: Range: Touch; Drawbacks: Full Power) {37/37}

AP: Force Constructs 7 (Hard Light Projections. Extras: Movable (Damage), Impervious; Feats: Tether, Stationary, Progression, Affects Insubstantial [1]; Drawbacks: Reduced Range [2]) {37/37}

AP: Snare 11 (Hard Light Snare. Extras: Regenerating; Feats: Accurate [2], Affects Insubstantial [2]) {37/37}

 

Drawbacks: -3 = -3PP
Normal Identity (Frequency: Uncommon; Intensity: Major) [-3PP]

DC Block

ATTACK            RANGE      SAVE                       EFFECT
Unarmed           Touch      DC14 Toughness (Staged)    Damage (Physical)
Light Bolt Spray  Ranged     DC26 Toughness (Staged)    Damage (Energy)
Sniper Beam       Ranged     DC26 Toughness (Staged)    Damage (Energy)
Kamehameha        Area       DC26 Toughness (Staged)    Damage (Energy)
Blinding Beam     Area       DC17 Ref & For (Lasting)   Blind & Stun
Nova              Perception DC19 Ref/For   (Lasting)   Blind
Hard Light Proj.  Red. Range DC22 Toughness (Staged)    Damage (Physical)
Hard Light Snare  Ranged     DC21 Reflex    (Staged)    Entangle

 

Totals: Abilities (12) + Combat (20) + Saving Throws (20) + Skills (11) + Feats (7) + Powers (96) - Drawbacks (3) = 163/163 Power Points

 

Edited by HG Morrison

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WILL'D TO ACTION BY HGM 

Wildcat edits!

Even easier -- +1 to Will Save.  Not even going to provide a formatted sheet for that one.

Edited by HG Morrison

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MEMORIES ALTERED by GIZMO

Updates for Psyche!

Changes:

  • Psyche needed a major fluff update, as well as complications to update her to her current age and status which have all been addressed in the updated sheet below.
  • Dropping her Protection to PL 12, from 14, and removing the Noticeable Drawback (Gain 1 PP)
  • Dropping her Psychic link with Zoe as she's gone back to her own time. (Gain 1 PP)
  • Spending 2 PP to raise her defense by 1
  • Buying Dodge Focus x 3 (3 PP)
  • Spending 13 PP in her skills to raise it to the following:

    Skills (136r = 34PP)

    Computers 9 (+20)
    Concentration 9 (+20)
    Gather Information 9 (+13)
    Knowledge (Behavioral Sciences) 9 (+20)
    Knowledge (Business) 4 (+15)
    Knowledge (Civics) 4 (+15)
    Knowledge (Earth Sciences) 4 (+15)
    Knowledge (History) 4 (+15)
    Knowledge (Physical Sciences) 9 (+20)
    Knowledge (Life Sciences) 9 (+20)
    Knowledge (Technology) 9 (+20)
    Medicine 5 (+16)
    Notice 17 (+28)
    Search 17 (+28)
    Sense Motive 17 (+28)

  • Overhauling her base from the old Young Freedom HQ to the new AEON tower.

    Equipment (30EP = 6PP)

    AEON Foundation (HQ) Size: Gargantuan [4 ep], Toughness: 14 [4 ep], Features: Combat Simulator, Communications, Computer, Defense System x 2, Fire Prevention System, Garage, Gym, Hanger, Holding Cells x 2, Infirmary, Lab, Library, Living Space, Personnel, Pool, Power 2: Teleporter, Power System, Security System, Worskhop [23 ep] - Total EP: 31

    Power 2: Teleport 10 (20,000 miles), Drawbacks: Power Loss 2 (Teleport Beacon), Extras: Accurate, Affects Others, Flaws: Limited (To/From AEON)

    Teleport Beacon and Communicator (watch) [1 ep] 

     

  • Leaving her with 0 PP unspent 

 

Player Name: alderwitch
Character Name: Psyche
Power Level: 12 (14) (205/205 PP)
Trade-Offs: -1 Defense / +1 Toughness (or "None")
Unspent Power Points: 0
Progress To Bronze Status70/90 (30PP pre-bump, 39PP post-bump)

In Brief: Psychic super genius from birth thanks to being a T-baby

Residence: The AEON Foundation, her parents still live in a Freedom City Suburb
Base of Operations: Same as above
Catchphrase: "Are you really sure that's what you want to do?"

Alternate Identity: Alexandra Albright
Identity: Public
Birthplace: Freedom City
Occupation: CEO of AEON
Affiliations: - 
Family: Parents: Victor and Rebecca Albright (nee Caldwell), Fiance: Michael Harris

Description:
Age: 22 
Apparent Age: Same
Gender: Female
Ethnicity: Caucasian
Height: 5'3"
Weight: 110 lbs
Eyes: Hazel
Hair: Strawberry blonde

Its taken years, but Alex has emerged from her awkward teen years as a slender, poised young woman. Her eyes are still too large and her gaze will always be too direct, too intent but she makes it work for her, most of the time. The ambient glow of her powers is once more under her control but without that tell, she’s still well known as who, and what, she is. Her red hair is still long but often pulled up out of her face as she works and she’s taken recently to wearing glasses - an affectation that she hopes blunts some of the unease her too-direct gaze can engender especially among her employees. 

 

Quiet and but authoritative, Alex has never fully embraced business wear - she’s always got some sort of bright clashing colors somewhere although between employing a stylist and being a Fortune 500, her quirks have become not unpopular among a certain set of high society. 

Power Description

Alex's powers, when they have visible manifestations tend to show a sparkling burst of psychic energy. The older she gets and the more control over her powers she possess, the more subtle the manifestations become. Alex has plenty of raw power - that's never been an issue - but her life is a struggle for control over those potent abilities and the more she masters them, the less obvious they are. These days her telepathy and mental affects are much harder to discern and even her telekinetic might doesn't show to the naked eye unless she is truly straining at which point the sparks of the psychic energy from her Terminus based mutation might begin to show through.

History:

Alex's mother and father, Rebecca and Victor Albright, were relatively normal citizens of Freedom City. It's true that Rebecca once moonlighted as a bow-toting side-kick to a D-list hero, but those days were long behind her as she and Victor tried to start a family. After struggling to conceive, they were overjoyed when Alex was finally on the way.

Unfortunately, the terminus invasion occurred while Rebecca was at the hospital's class on childbirth. The entire class was bathed in the energies of one of the portals but Rebecca and another pregnant mother escaped the escalating battle. It was little surprise that the two mothers-to-be became fast friends or that Alex and the other woman's son, Michael, were thrown together often.

 

What was surprising was that when Alex, who had always been precocious, started to talk, she talked about everything. Including the thoughts other people had and things she couldn't possibly manage to see. Rebecca, a stay-at-home mother, spent her young daughter's early years trying to teach the clever child to keep her powers under wraps and, also, how impolite it was to go reading other people's thoughts.

 

Reluctantly, but confident that she had impressed the importance of secrecy on her offspring, Alex was enrolled in school with her friend Michael. When Michael hit another boy and knocked him across the room and near through a wall, Alex couldn't help but volunteer - loudly and firmly - that they were all lying, the boy was badly hurt. She knew because she read their thoughts. She even went so far to prove it. Not because she hadn't listened to her mother but felt that if Michael was going to be in trouble, she ought to be in the same trouble as the fight was at least partially her fault. Both children were outed as 'supers', and Alex spent the next decade or so busing into a government contracted facility instead of a normal school environment and then home.

 

Rebecca grew more and more concerned as Alex grew older and when Alex was around ten, began trying to get her out of the program and into Claremont instead as Rebecca, rightly or wrongly, was convinced that eventually the government would seek to turn her baby into a soldier. It took every contact Rebecca had from her long forgotten super-days but getting put into Claremont was the best thing that could have happened to Alex.

 

Graduating with honors, after her school and life in the teenage super-hero group, Alex’s life was forever altered by her interactions with her time-displaced offspring. Rather than college, Alex founded the AEON foundation, a group focusing on ethical metahuman studies - coming out as a Terminus-child and former super-hero, the young billionaire has hung up her spandex and turned to a life of philanthropy and research. Of course, nothing lasts forever.

Personality & Motivation:

These days, the best word to describe Alex is ‘driven’, she’s turned AEON and its research into a force to be reckoned with, creating a billion dollar empire based on ethical research. Combining that with outing herself as a Terminus baby with the determination to prove the the entire world how good she can be, it’s a lot. Even for Alex’s super brain, it’s a lot. Without the team of Young Justice to balance her, Alex is deeply lonely but she buries it in her work.

 

Although by nature a rule follower with a strong ethical code, her loyalty to her friends and family will always outweigh her other desires. She doesn't have much of a temper, but once riled can proving surprisingly stubborn. 

 

As Alex has grown up with powers, she has had to learn telepathic ethics the hard way. These days, Alex finds 'snooping' uncalled for in most circumstances. There are, of course, exceptions but Alex is never one to pry - especially with strangers - unless the situation requires it. The only exception is the friend with whom she shares a permanent communication link. She feels completely free to poke around in his brain when the mood strikes.

Powers & Tactics:

Alex has done many interviews about her powers and she often… edits her answers carefully. Telepaths make people uncomfortable and no one knows this better than Alex.

 

Her psychic powers are formidable and expansive. She can read minds, alter memories, manipulate material with an ever increasing fitness and despite what she’s on the record about, internal tests at AEON show that she’s not yet plateaued on her growth and potential in opposition to what she’d believed as a teenager. 

Alex is without question a genius well above typical human capacity. Although she’s ostensibly no longer the costumed Psyche, that she was is a matter of record and she still keeps in practice at her own training ground, ‘just in case’. Her powers are more deft these days - Alex would still rather stop a conflict before its begun than smash someone with a ton of rocks.

 

Alex can scan for thoughts miles away and extend her senses well outside her immediate presence. She's aware that she can even wrest control of a person's actions away from them but finds that both unsettling, and ethically distasteful although she’s done it in the past, and may very well in the future. She can also alter memories and emotions but is always cautious of not only the ramifications but the potential reaction to her actions.


 

Complications:

 

Famous: Not only is Alexandra Albright famous, but her alter ego is a matter of public record as are her origins as a Terminus baby. Alex does her best to keep her visible public identity as an advantage but there are many, many ways it can be used against her. 

Lonely: Her powers have always separated her from normal and although she once hoped as her friends aged the gap would close, it has only been made clearer just how much of an outsider she can be. 

Terminus Baby: Alex's power origin comes from being in utero as an infant during the Terminus invasion. Despite her best efforts to undo that damage, preconceptions and prejudice exists. 

Responsibilities: Alex has a small empire that she's built and while she considers her super-hero alter ego not a full time identity, there are the inevitable conflicts. 

 

Stats: ((-2)+0+0+18+26+8=50pp)

Str: 8 (-1)

Dex: 10 (+0)

Con: 10 (+0)

Int: 32 (+11)

Wis: 32 (+11)

Cha: 18 (+4)

 

Combat: (8+10=18pp)

Attack: +4

Grapple: +3 (+4, Str -1)

Defense: +10 (+5, Dodge Focus +5), +2 Flatfooted

Knockback: -7

Initiative: +0

 

Saves: (2+2+0=4pp)

Toughness: +0, +12 (with protection)

Fort: +2 (+2, +0 Con)

Reflex: +2 (+2, +0 Dex)

Will: +11 (+11 Wis)

 

Skills: (136r = 34pp)

Computers 9 (+20)
Concentration 9 (+20)
Gather Information 10 (+14)
Knowledge (Behavioral Sciences) 9 (+20)
Knowledge (Business) 4 (+15)
Knowledge (Civics) 4 (+15)
Knowledge (Earth Sciences) 4 (+15)
Knowledge (History) 4 (+15)
Knowledge (Physical Sciences) 9 (+20)
Knowledge (Life Sciences) 9 (+20)
Knowledge (Technology) 9 (+20)
Medicine 5 (+16)
Notice 17 (+28)
Search 17 (+28)
Sense Motive 17 (+28)

Feats: (21 pp)

Benefit 5 (CEO of AEON, Fame, Wealth 3)
Dodge Focus x 5
Equipment 6 (30 EP)
Eidetic Memory
Jack of All Trades
Master Plan
Skill Mastery (Computers, Notice, Search, Sense Motive)
Well Informed

 

  Quote

Equipment (30EP = 6PP)

AEON Foundation (HQ) Size: Gargantuan [4 ep], Toughness: 14 [4 ep], Features: Combat Simulator, Communications, Computer, Defense System x 2, Fire Prevention System, Garage, Gym, Hanger, Holding Cells x 2, Infirmary, Lab, Library, Living Space, Personnel, Pool, Power 2: Teleporter, Power System, Security System, Worskhop [23 ep] - Total EP: 29

Power 2: Teleport 10 (20,000 miles), Drawbacks: Power Loss 2 (Teleport Beacon), Extras: Accurate, Affects Others, Flaws: Limited (To/From Manor)

Teleport Beacon and Communicator (watch) [1 ep] 

 

Powers: 4+12+1+6+55 = 78 pp

Flight 2 [4 pp]

Protection 12 [12 pp]

Psychic Super Sense: Normal Mental Sense, Accurate (2), Acute (1), Radius (1), Ranged (1), Detect Mood (1) [6 pp]

Psychic Array 22 (44pp powers; PFs: Alternate Power x 11) [55pp]

  • BEBlast 11 (psionic) (Extra: Alternate Save (Will), Mental, Range (Perception)) {44}

    APCommunication 12 (Mental, 20,000,000 miles) (Extra: Two Way, Area; PF: Subtle, Selective) Linked: Comprehend 5 (Languages, Codes,Flaw: Duration/Sustained) {43}

    APConcealment 10 (all; Extra: Affects Others, Area; PF: Close Range, Selective) {42}

    APCreate Object 11 (Extra: Impervious; PF: Progression x 5, Stationary, Selective) {40}

    APEmotion Control 10 (Extra: Area, Mental, Selective; PF: Subtle) {41}

    APESP 12 (200,000,000 miles, Visual/Auditory; Extra: Duration: Sustained, Flaw: Action: Standard, PF: Subtle, Rapid x 6 (1,000,000 times faster)) {43}

    APHealing 10 (Extra: Affects Objects, Total; PF: Persistent, Regrowth) {42}

    APIllusion 11 (All Senses; Extra: Mental, Selective; Flaw: Phantasms) {44}

    APMind Control 10 (Extra: Conscious, Duration/Sustained, Mental; PF: Mental Link, Subtle) {42}

    APMind Reading 11 (Extra: Action: Move/Standard, Area, Mental, Selective) {44}

    APMove Object 11 (Str 70; Extra: Range/Perception; PF: Subtle, Precise) {35}

    APMental Transform 10 (Completely alter the targets memories (2/r); Extras: Duration/Continuous, Mental, Range/Perception, PF: Subtle) {41}

Super Senses 1 (Communication Link: Michael/Phalanx) [1pp]

 

Drawbacks: (0)

 

DC Block:

ATTACK --- RANGE --- SAVE --- TYPE

Unarmed --- Melee --- DC14/Toughness (Staged) --- Bruise/Injury
(Psionic) Blast 11 --- Perception --- 26/Willpower (Staged) --- Bruise/Injury
Emotional Control 10 --- Perception --- 20/Willpower --- Special
Illusion 11 --- Perception --- 21/Willpower --- Special
Mind Control 10 --- Perception --- 20/Willpower --- Special
Mind Reading 11 --- Perception --- 21/Willpower --- Special
Mental Transform 10 --- Perception --- 20/Willpower --- Special

Costs: Abilities (50) + Combat (18) + Saves (4) + Skills (34) + Feats (21) + Powers (78) - Drawbacks (0) = 205/205PP

 

 

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Re-Appropriated by HGM

Gaian Knight
Just a simple edit here, for now - I'm paying off one of the Vet Awards to use it elsewhere.

Please subtract 15pp from GK's unspent pp pool, and modify the Sidekick feat to this:

Sidekick 9 + 15 (Veteran Award) = 24

As this is purely a vet award change, no pp totals (other than pp spent/free) should change.

Edited by HG Morrison

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ERODED BY HGM

Rock

Similarly to Gaian Knight's edits above, buying off the Sidekick veteran reward on Rock's sheet with unspent PP and fixing up a bunch of broken formatting.

 


Character Name: Rock_allery_5.23077a2e17c189e660532ebfcf5b70
Power Level: 10/12 (165/190PP)
Trade-Offs: -5 Attack / +5 Damage; -5 Defence / +5 Toughness
Unspent Power Points: 25
Progress To Orichalcum+ Status: 40/210
Theme: Rock and Roll Band by Boston

In Brief: Rock.

Birthplace: Some Rock
Residence: The Horizon
Occupation: Rock for Hire
Affiliations: Captain Eclipse, Nae-Dae
Family: Rocks

Description:
Age: Old as Rocks
Gender: Rock
Ethnicity: Rock
Height: 8'7" of Rock
Weight: 1.5 Tons of Rock
Eyes: Molten Rock
Hair: Rocks

At first glance Rock appears to be a crude humanoid statue pieced together from ill-fitting stones, a towering stack of grey and brown punctuated by patches of faded green moss and veins of ferrous ore. Two spots of glowing molten rock set in cavernous eye sockets are the first signs of life, followed by an uneven though surprisingly expressive maw similarly lit from within.

Although he has little need for clothing Rock does wear a broad sash across his chest which supports a saddlebag, a concession to the practical need to carry various items and woven from green fibers with the texture of reptilian scales. All of his movements are accompanied by the scraping grate of stone against stone, even changes in expression.


Power Descriptions:
Rock is every bit the pile of stones that he appears. An internal core of molten rock provides him with noticeable body heat and functions similarly to connective tissue. He does not have any internal organs as such, brain included, animated instead by some diffuse intelligence. This allows him to daily reattach severed limbs or even rebuild his entire body provided raw materials.

Unbeknownst to Rock himself, he is in fact the juvenile stage of an intelligent living planet with a life cycle billions upon billions of years long. Given enough time he will continue to accrue mass, likely spending millennia as an island then continent on a more mundane world or perhaps as an self-propelled asteroid before reaching maturity.


History:
Rock doesn't entirely remember from where he came. He doesn't consider himself particularly old on the rare occasions he's inclined to consider the matter. He does know that he's outlived every friend and every enemy he’s ever had, that he's seen great powers have risen and fallen only to be replaced by someone or something else often enough to have stopped counting.

In all that time he's never encountered another being like himself. Non-carbon based life, certainly, even symbiotic stone creatures of a sort. They still were not whatever he was, nor he one of them. That uniqueness seemed to bother the occasional scientist or law enforcement agent who took an interest in him more than it did Rock himself but searching for answers was as good a reason as any to continue rolling from world to world.

Currency is the axis upon which the galaxy spins, as they say, and while Rock has few material needs the adage still holds true. For the past few decades at least he's been finding work as hired muscle, or whatever passes for sinew in his imposing frame. Some of those jobs have been upstanding, many of them have not been but Rock maintains the same philosophical perspective on legality as most other topics.

His dealings with the galaxy's criminal underworld introduced him to many for whom the day to day struggle for survival was a more dire affair. He watched time and time again as those with power took advantage of those without, surprisingly often with the law on their side. Relaxed as he was about his own concerns the fiery temper unleashed by harm done to others coupled with an inability to adequately explain himself earned him a lengthy record and a reputation as less than reliable.

Things reached a turning point when Rock was recruited for a job by Talisyn Alar, better known as Captain Eclipse. The stony titan's strength was instrumental in getting past the security of the private art collection Eclipse had been hired to invade. When the crew reached their target, the final piece in a collection of ancient artifacts sought by their employer, a moment of clumsiness on Rock's part accidentally revealed it as a component of an alien weapon capable of creating a black hole.

Agreeing that it was too destructive a power for anyone to possess, Rock and Eclipse destroyed the artifact, earning the wrath of their employer and the rest of the crew. Partnering up first out of necessity and then because of how well they found they worked together, the pair adopted a new policy. There was no reason doing the right thing couldn't also be profitable, after all, not when so many of the beings deserving of comeuppance had so much to steal. And if it also felt pretty good, well. Only a fool would accuse the battle-hardened cyborg and the towering pile of rocks of being sentimental.


Personality & Motivation:
Rock is generally happy to go with the flow, leaving most of the decision making to more vivacious allies such as Eclipse. He is rarely shy about making his opinions known, however, and his calm demeanour belies a fiery temper that is not easily cooled once roused. He feels generally protective of those smaller than him, which is a broad category, and strives to be helpful without expecting much in return. He is far more easily motivated by the mistreatment of others than slights against himself.


Powers & Tactics:
Rock is well versed in throwing his considerably weight around. In battle he charges into the fray with little regard for his own durable form, grappling or knocking about multiple opponents at once. He tends to target the most physically imposing target first given the choice, glad for the opportunity to let loose without needing to hold back.

When fighting alongside allies, however, his priorities shift and Rock uses himself as mobile cover, attempting to place himself between his friends and the worst danger. If things do not appear to be going well he is not too proud to scoop them up bodily and beat a hasty retreat.

When suitably enraged, Rock's molten core can erupt through any of his body's surfaces, usually either his mouth or the palms of his hands. The wave of liquid stone is scalding and indiscriminate and takes Rock a moment to recover from as he rebuilds his internal reservoir.



Complications:
Faulty Hardware: Galactic civilization just isn't designed with giant rock people in mind. From squeezing through doors to trying to use tools intended for smaller, fleshy digits, his difficulties are multitude. Rock tends to leave a lot of shattered monitors and bent chairs in his wake.

Geological Record: Not all of Rock's exploits have been strictly legal by local - or universal - standards. He has more outstanding warrants for destruction of property, disturbing the peace and more than he can reasonably keep track of and it's tough to remember where he might not be welcome.

Making a Mountain: Rock is generally calm and contemplative by nature but when his ire is raised his temper is literally fiery. Tending to extremes, any perceived threat to his friends or a similar trigger will unleash a juggernaut with the strength and inexorable momentum of an avalanche.

Rock and a Hard Place: Rock's willingness to use his body as a living bulwark for his friends often outweighs his awareness of his own limits. While he can take a staggering amount of punishment by most standards, he is not invulnerable and can easily overestimate his own durability.

Taken for Granite: Between his appearance and limited vocabulary many beings underestimate Rock's intellect and insight. Apart from his Eclipse and Nae-Dae he has difficulty making others take his opinions seriously or even convincing some that he is a legitimately sentient creature.


Abilities: - 10 - 4 - 10 + 4 + 8 + 4 = - 8PP
Strength: 40/20/- (+15)
Dexterity: 6 (-2)
Constitution: -
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 14 (+2)


Combat: 12 + 12 = 24PP
Initiative: -2
Attack: +5 (+6 Base, -1 Growth)
Grapple: +26 (+5 Attack, +15 Strength, +4 Growth, +2 Density)
Defense: +5 (+6 Base, -1 Growth), +2 Flat-Footed
Knockback: -15


Saving Throws: 0 + 5 + 5 = 10PP
Toughness: +15 (+10 Protection, +3 Density, +2 Growth; Impervious 3)
Fortitude: - (Immune)
Reflex: +3 (-2 Dex, +5)
Will: +9 (+4 Wis, +5)


Skills: 48R = 12PP
Intimidate 6 (+10)
Knowledge (Galactic Lore) 8 (+10)
Knowledge (Physical Sciences) 3 (+5)
Knowledge (Technology) 3 (+5)
Language 1 (Galstandard, Phaesti [Native])
Medicine 1 (+5)
Notice 6 (+10)
Pilot 12 (+10)
Sense Motive 6 (+10)
Survival 2 (+6)


Feats: 28PP
Improved Grab
Interpose
Equipment 2
Sidekick 21
Startle
Takedown Attack 2

Equipment: 10EP = 2PP

Binoculars; Super-Senses 4 (Visual; Extended 2 [1000’ Range Increment], Infravision, Tracking) [4EP]

Ship Communicator; Communications 5 (Radio, 5 miles; Extras: Area, Flaws: Limited [Other Crew Communicators]) + Super-Senses 1 (Communication Link [ship, Radio]) [6EP]



Powers: 81 + 21 = 102PP

Rock Person Physiology 16 (80PP Container [Passive, Permanent]; Power Feats: Innate) [81PP]

Density 6 (+12 Strength, +3 Toughness [impervious], +2 Immovable, +2 Super-Strength, x5 Mass; Extras: Duration [Permanent, +0]) [18PP]

Immunity 30 (Fortitude Effects) [30PP]

Immunity 10 (Electricity Damage, Fire/Heat Damage; Flaws: Limited [Half]) [5PP]

Growth 4 (Large, +8 Strength, +2 Toughness; Extras: Duration [Permanent, +0]) [12PP]

Protection 10 [10PP]

Regeneration 10 (Recovery Bonus 5 [+0], Resurrection 1 [1 Week]; Flaws: Source [Rocks], Power Feats: Persistent, Regrowth) [5PP]


Molten Core 10 (20PP Array; Power Feats: Alternate Power 1) [21PP]

Base: Enhanced Strength 20 [20PP]

AP: Damage 10 (Extras: Area [General, Cone], Secondary Effect, Flaws: Action [Full]) [20PP] (eruption)


Drawbacks: -3PP

Geologuistics (Can Only Vocalize 'Rock' in Galstandard, DC 15 Sense Motive Check to Discern Meaning; Frequency: Very Common; Intensity: Minor) [-3PP]

DC Block
ATTACK     RANGE                  SAVE             EFFECT
Unarmed    Touch                  DC30 Toughness   Damage
Eruption   Area [General, Cone]   DC20 Reflex      Half Damage
                                  DC25 Toughness   Damage [Secondary Effect]



Totals: Abilities (-8) + Combat (24) + Saving Throws (10) + Skills (12) + Feats (28) + Powers (102) - Drawbacks (3) = 165/190  Power Points

Edited by HG Morrison

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Fresh New Shades by HGM

Hello everyone, it's just about Back-To-School time, and Sakurako wants to really put on a show. So it's time for our Supergenius to Accessorize!

Namely... Giving her 2 ranks of Luck, and a new gadget in her arsenal! The Mark I Comm-Glasses!

New Feats
Luck 2

New Device


Device 2 (10 PP Device, Technology; Easy to Lose) [6 PP] "Comm-Glasses"

  • Communication 4("Networked Commlink"; Sense Type: Radio, Omni Directional (One-Mile Radius), Selective) {9 PP}
  • Super Senses 1("Advanced Visual Array"; Infravision) {1 PP}

 

 

Edited by HG Morrison

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BEAUTY SLEEP'D BY HGM

Sandman 

5PP Available

2 + 0 + 2 = 4 pp; 1 pp unspent

Abilities 2 pp

+2 Int

Feats +1 -1 = 0 pp

Add:  Attractive 1

Remove: Fearless

Powers 1 + 1 = 2 pp

Add:

Enhanced Feats 1 (Quick Change 1) [1PP] (Dream, Magic)

Immunity 1 (Fear) [1PP] (Dream, Mental, Magic)  ; Immunity power becomesImmunity 9 (Need to Sleep (1), Fear Effects (1), Dream/Nightmare (2), Sleep Effects (5); Extras: None, Flaws: None, Feats: None, Drawbacks: None) [9PP] (Dream, Mental, Magic)

 

 

Int, Attractive, and Quick change were all squeezed out to make points fit and I realized his fearless should be a power not an innate feat.

Edited by HG Morrison

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TWICE BITTEN by GIZMO

Ouroboros 

0 + 0 + 1 - 1 + 2 = 2 PP Spent 

 

Abilities +/-0

Strength should read: 10/20 +0/+5

 

Attack/Defense: +/-0

attack should read:  Attack +4, +10 Eldritch blast, Mage Hand, Vampiric touch

Defense to:  Defense: +10 (+4 + 6 Dodge Focus) +2 Flat footed

 

Saves:  +1PP

Toughness to:  Toughness 10 (+7 con, +3 Forcefield)

Reflex +1 [-1 PP]

Skills: No change

 

Feats:  -1PP

Remove one rank dodge focus [-1PP]

 

Powers:  -2, -1, -8, +13 = +2PP

Drop Magic Array to Rank 13: [-2 PP]

Eldritch Blast; Blast drops to rank 10, removes drawback: full power, adds Affects insubstantial 1

Invisibility and Mage Sight; Concealment remains the same Super Senses tracking drops to rank 1(half speed)

Mage Hand; Move object drops to 10, loses Range Extran and duration Flaw, remove split attack, add Accurate 3 and Affects Insubstantial 2

Vampiric Touch; Strike Drops to ten add Affects Insubstantial 2

Void Step; Teleport up to 10 add Flaw: Long Distance Only, Add Progression 2 (to progression 3) 

Magic 13 (26PP Array, Feats: Alternate Power 5; Drawbacks: Power Loss 2 [Must Be Able To Speak & Gesture]) (Magic) [29PP]

  • Base Power: Blast 10 (Eldritch Bolt; Feats: Accurate 3, Affects insubstantial 1, Variable Descriptor 2 [Any Magic]) (Magic, Variable) [26PP]
     
  • Alternate Power: Concealment 10 (Feats: Close Range, Selective) (Invisibility, Magic) [22] and Super Senses 6 (Detect Magic(Visual): Analytical [Mage Sight] 1 , Counters Concealment [Mage Sight] 2, Tracking 1(1/2 move) [Mage Sight] 1) [4] [26PP]
     
  • Alternate Power: Move Object 10 (Mage Hand;  Feats: Accurate 3, Affects Insubstantial 2, Precise)  (Magic) [26PP]
     
  • Alternate Power: Create Object 11 (Force Constructs; Feats: Affects Insubstantial 2, Selective, Tether) (Magic) [26PP]
     
  • Alternate Power: Strike 10 (Vampiric Touch; Feats: Accurate 3, Affects Insubstantial 2, Extended Reach [10ft], Extras: Alternate Save [Fortitude], Vampiric, Flaws: Action [Full]) (Magic, Vampiric) [26PP]
     
  • Alternate Power: Teleport 10 (Void Step; 200,000 miles, Feats: Change Direction, Change Velocity, Easy, Progression 3(1000lbs) Extras: Accurate Flaws: Long distance Only) (Magic, Teleportation) [26PP]

Remove Bite power [-1 PP]

Remove impervious from Forcefield, Drop Forcefield to rank 3 remove Alternate Power Feat [- 8PP]  {Force Field becomes: Force Field 3 [3] (Magic)}

Old mist form AP becomes AP of new Vampire array

Add Vampire Array Below: [+13 PP]

Vampire Array 5 (Vampiric Power; 10PP Array; Feats: Alternate Power 3) [13PP] (Vampiric)

  • Base EffectDrain Con 2 (Vampiric Bite; Extras: Linked +0, Flaws: Requires Grapple Feats: Insidious, Subtle 2) {4PP/10Array} + Heal 2 (Extras: Linked +0, Action(Standard); Flaws: Self Only; Feats: Persistent) {5PP/10Array} + Emotion Control 1 (Euphoric Bite; Extras: No Save +2, Linked +1 Flaws: Range(Touch) -2, Euphoria only -1, Limited: Requires Grapple -1) {1PP/10Array} (Vampiric)
  • Alternate PowerFlight 2 (25mph / 250ft per Move Action, Feats: Subtle, Drawbacks: Low Ceiling [30ft], No Swimming) {3PP/10Array} + Insubstantial 2 (Gas, Drawbacks: Can't Speak or Gesture, Flaws: Limited [Night]) {7PP/10Array} (Vampiric)
  • Alternate PowerEnhanced Strength 10 (Vampiric Might) {10PP/10Array} (Vampiric)
  • Alternate PowerSpeed 5 + Quickness 5 (Vampiric Speed) {10PP/10Array} (Vampiric)

 

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ASCENDED BY HGM

Phalanx - Adjustments to PL 15 220PP

8pp Available 

0 + 8 + 2 + 0 - 4 + 2 = 8PP Spent

 

Abilities +/-0PP

Str Should Read: 18/46 (+4/+18)

Con Should Read: 20/50 (+5/+20)

 

Combat +8PP 

Base Attack +2 [4PP]

Base Defense +2 [4PP]

Combat: 16 + 12 = 28pp

Attack +8 (+12 Melee, +20 Laser Vision)

Grapple: +31 (Up to +42 with Super-Strength DAP)

Defense: +10 (+6 Base, Dodge Focus 4), +3 flat-footed

Knockback: -15 (Up to -26 with Immovable DAP)

Initiative: +4

 

Saves +2PP 

Add: +2 Will Save [2PP]

Saves: 0 + 1 + 15 = 16pp

Toughness: +20 (Impervious 12) (+20 Con, +0 other)

Fortitude: +20 (+20 Con, +0)

Reflex: +1 (+0 Dex, +1)

Will: +15 (+0 Wis, +15)

 

Skills +/- 0

No Changes

 

Feats -4PP

Remove: 1 Rank Attack Focus: Melee (From 5 to 4), Accurate Attack, All-Out Attack, Power Attack

 

Powers +2PP 

2 + 2 - 2 = 4PP Spent

 

New costs =  Powers: 29 + 30 + 2 + 9 + 12 + 33 + 1 + 2 + 2 + 7 + 4 = 131PP

 

Add: 1 Rank to Enhanced Strength/Blast Array to Rank 14 (Gain Enhanced Strength 28 and Blast 10 for Enhanced Strength 26 and Blast 9; Blast Power Feats remain the same) [2PP]

Array 14 (26pp; Power Feat: Alternate Power 1) [29pp]

 

BEEnhanced Strength 28 (to 46/+18) {28/28}

 

APBlast 10 (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments) {28/28}

Add: 2 Ranks Enhanced Constitution to Rank 30 [2PP]

Enhanced Constitution 30 (to 50/+20) [30pp]

Remove: 2 Ranks Impervious Toughness to Rank 12 [-2PP]

Super Strength DAP in Paragon Array Should now Read: Super Strength 11 (to Super-Str 2 [str 28, 56 w/ Enhanced Str] to 12 [str 78, 106 w/ Enhanced Str]) {2-22PP, 0-20 left to allocate}

Super Strength Power Should now Read: Super-Strength 1 (Str 23, 51 w/ Enhanced Str; PFs: Shockwave, Super-Breath) [4pp]

 

DC Block 

Block Should now Read:

Unarmed ------ 33/Toughness ------ Bruise/Injury

Energy Vision ------ 25/Toughness ------ Bruise/Injury

 

Costs 

Costs Should Read: Costs: Abilities (22) + Combat (28) + Saves (16) + Skills (6) + Feats (17) + Powers (131) - Drawbacks (00) = 220/220PP

Edited by HG Morrison

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DIVINED BY HGM

I need an update on Sparkler, please! Spending this month's 4pp to buy the following power: 

Enhanced Feat 1 (Second Chance [Disable Device]) [1] + Enhanced Skills 12 (Disable Device 12 (+15) [3] "The Fool" [4PP]

Also add the complication: 

Wish I Could Be As Carefree and Wild: Raina's main offensive power is throwing fireballs, which looks awesome and can be very effective, but it's also a little unpredictable. When she's doing something big with fire, especially if she's stunting with it, the chances of her burning herself (or singeing off her hair and eyebrows) goes way up. This has not yet stopped her from playing with matches. 

Edited by HG Morrison

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UPGRADED BY HGM

Seahawk's getting a bit of an upgrade here for 11 PP

I'll have to post the sheet as there will be a few changes.

1: Seahawk will be upgrading her suit, adding two ranks of Device for 8PP to do this:

Pay off the Ablative Flaw
Add Dark Vision to her super Senses
Add a Automated Parachute feature

2: Seahawk's Dexterity will be raised from 18 to 20, changing the modifier to +5 for 2PP
This will change skill modifiers and saves accordingly

3: Adding 4 ranks to Pilot for 1 PP
With the Dex change she will have a (+20) with a skill mastery when using the skill.

Also for lack of use, some disadvantages I'm removing, replacing with some others.

Corrected sheet is in the spoiler. :3:

Player Name: The Osprey
Character Name: Seahawk
Power Level: 10 (162/163PP)
Trade-Offs: 0 Attack / 0 Damage, +3 Defense / -3 Toughness
Unspent Power Points: 1
Progress To Bronze Status: 24/30

In Brief: Seahawk is a Immortal Archetech test pilot by day, and a hard-hitting superheroine by night!

Residence: Freedom City, Riverside Neighborhood
Base of Operations: Archetech Aerospoace Research
Catchphrase: "Commence Sortie!"

Alternate Identity:
Identity: Secret - Naomi Baines
Birthplace: Cardiff, Wales, United Kingdom
Occupation: Test Pilot
Affiliations: Archetech
Family: Da'lith (aka Setsuna, Mother) 134 years old, Derek (Father) Deceased

Description:
Age: 24 (DoB: 8th January, 1991)
Apparent Age: 18
Gender: Female
Ethnicity: Caucasian
Height: 5'6"
Weight: 150
Eyes: Green
Hair: Blonde
 
Seahawk would seem like your average young adult, nothing of real note in terms of appearance other than the scar over her left eye and her elf-like ears. A sign of her genetic lineage with the Ga'Hai
 
Power Descriptions:
Her primary power is her ability to regenerate from damage at a heightened rate, even from the dead. As well she can concentrate psychic force into her punches and kicks to cause greater damage against an opponent. As a Archetech Test Pilot, she also has access to a highly advanced flight suit, and a prototype flight pack.

History:
Naomi was a girl who was always fascinated with flying. It was her distraction while living with her aunt after her parents died in a car accident when she was very young. She focused on qualifying to be a military aviator, but due to anti-depressants she was on most of her childhood, she was disqualified from enlistment. So, she did the next best thing. She got a high-grade pilot's licence, then got an advanced parachutist certification, and started being a aerobatic pilot, eventually getting picked for being a racing pilot.
 
She did great, but after one malfunction that caused her to bail out, but not before risking herself to get the plane away from spectators that she got the attention of Archetech's test pilot program. Her educational needs in being prepared to fly military-grade jets were payed for, and she took to her lessens with gusto, eventually getting to fly the best that Archetech had to offer.
 
After some sabotage to her ejection seat and engines by SHADOW agents on a jet she was testing a new high-efficiency engine on, she ended up dead. Or at least that was what should have happened. Instead her life became far, far more complex. She woke up in the water, and cut away from her tangled mess of a parachute that was keeping her stuck to the bay floor like some macabre balloon due to her life preserver. Then she had to figure a way back to shore. All the while wondering how she survived.
 
When she makes it back many interesting incidents happen near the hangars for Archetech's Aviation Division. After the crisis settled, she had time to realize what happened. She discovered she didn't look human anymore. Her once brown hair and blue eyes turned into blonde hair, stark green eyes, and pointed elf-like ears. Later she discovered that she had a heightened healing factor, to the point that even fatal damage wasn't an issue.
 
She has a lot of questions about her past, and strangely enough a familiar face delivers the first bit. Her Mother, days later. She tells her that she is one of a handful left of an Alien race called the Ga'Hai, a honorible and just warrior race that would come to the aid of the downtrodden, lost to the galaxy due to the machinations of the Communion, when in a last ditch, thinking they could stop them caused their homeworld's star to go supernova. Sadly the Ga'Hai lost all of their colonies before hand, and only about 200 single-person escape ships escaped into the depths of the galaxy. Naomi's mother made it to Earth. Setsuna revealed in the car accident she felt such sorrow she slipped away into the night from where the car accident occurred to mourn for her husband. She realized how fragile humans were.
 
The news and how it was delivered was such a shock... sticking to what she knew and re-applying herself as a test pilot, Miss America herself had a proposition... a special flight suit and flight pack was hers if she would fight alongside Freedom City's finest in the cause of justice.
 
To Naomi, this was just a new style of test flight.

Personality & Motivation:
Naomi is a calm customer, always thinking of her options and measuring her risks. She's motivated by trying to develop her changed identity as Naomi, and loves her duties as the superheroine Seahawk.

Powers & Tactics:
Naomi loves to get up-close and personal then getting away to set up another strike. In an aircraft she will push an aircraft to it's limits in order to take on any aerial foe.

Complications:
"I remember what happened last time..." : Seahawk learns from her failures, and that tends to have her overcompensate for past errors of judgement.

"The Quick and the Dead": Naomi can get on the horns of a dilemma when dealing with operating a vehicle, she wants to push the envelope, but her reservations about doing something that could get her dead can cause her to miss a step if there's innocents involved, even when speed is of the essence.

Secret: Seahawk is Naomi Baines, Test Pilot and employ of the Aeronautics division of Archetech.
 
"Call me Keebler again, I dare you." : Naomi is sensitive about her appearance and glad she hides it as Seahawk.
 
Abilities: 0 + 10 + 0 + 2 + 2 + 0 = 14PP
Strength: 10 (+0)
Dexterity: 20 (+5)
Constitution: 10 (+0)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 10 (+0)
 
Combat: 8 + 10 = 18PP
Initiative: +12
Attack: +10 Melee (+6 Attack Focus), +4 Ranged
Grapple: +10
Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -7
 
Saving Throws: 8 + 8 + 7 = 23PP
Toughness: +0/+7 (+0 Con, +7 Impervious [Force Field])
Fortitude: +8 (+0 Con, +8)
Reflex: +13 (+5 Dex, +8)
Will: +8 (+1 Wis, +7)
 
Skills: 56R = 14PP
Skill [Rank] [Modifier]
Acrobatics 1 +6
Computers 4 +5
Concentration 4 +5
Drive 6 +11 Skill Mastery
Escape Artist 1 +6
Language 1 Native: English, Welsh
Notice 9 +10 Skill Mastery
Pilot 15 +20 Skill Mastery
Sense Motive 4 +5
Slight of Hand 1 +6
Stealth 6 +11 Skill Mastery
Survival 4 +5
 
Feats: 23PP
Attack Focus: Melee 6
Benefit: Archetech Aeronautics Security Clearance 1
Benefit: Wealth 1
Dodge Focus 8
Improved Initiative 2 (+8)
Luck 2
Move-By Action
Quick Change 1
Skill Mastery 1: Pilot, Drive Notice, Stealth
 
Powers: 70PP

Immunity 3 (Ga'Hai Health, Alien, Aging, Disease, Poison) [3PP]

Regeneration 15 (Ga'Hai Healing Factor, Alien, Recovery Rate: Bruised 1, Disabled 6, Injured 4, Staggered 4) [15PP]
 
Regeneration 5 (Ga'Hai Immortality, Alien, Ressurection 5; True Resurrection) [5PP] (Note, True Resurrection is free)

Strike 10 (Psychic Strike, Psychic, Alien; Feat: Alternate Power 1) [11PP]

Super Strength 5 (Psychic Muscle Enhancement, Psychic, Alien; Effective STR 35 [Heavy Load=3.2k lbs.] ){10/10}


 
Device 6(Archetech Multi-Purpose Flight Suit, Technology, Hard to Lose)[24PP]

Enhanced Trait 6 (Combat Flight System Integration, Technology, Attack Focus: Ranged 6; Flaws: Limited - Only when in Combat Aircraft)[3PP]
Immunity 1 (Integrated G Leggings, Technology, Extreme G Maneuvers (Rare Descriptor))[1PP]
Immunity 7 (Life Support System, Technology, All Environmental and All Suffocation)[7PP]
Force Field 7 (Repulsor Field System, Technology, Extras: Impervious)[14PP]
Feature 1 (Auto/Manual Setting Inflatable Life Preserver, Technology, Mechanical)[1PP]
Feature 1 (Automated Parachute System, Technology, Mechanical)[1PP]
Supersenses 3 (Low-Light Vision, Darkvision, Technology)[3PP]


 
Device 3(Prototype Flight Pack, Technology, Hard to Lose)[12PP]

Flight 7(Repulsor Array, Technology, Drawback: Power Loss - Doesn't function in water (-1))[13PP]
Enhanced Trait 1(Microthruster Array, Technology, Environmental Adaptation: Zero Gee)[1PP]
Feature 1(Hidden Pocket)[1PP]


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

ATTACK          RANGE         SAVE                       EFFECT
Unarmed         Touch         DC15 Toughness (Staged)    Damage (Physical)
Psychic Strike  Touch         DC25 Toughness             Damage (Physical)

Totals: Abilities (14) + Combat (18) + Saving Throws (23) + Skills (14) + Feats (23) + Powers (70) - Drawbacks (0) = 162/163 Power Points

 

Edited by HG Morrison

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