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Character Edits, v8


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GRADUATED BY HGM

Edits for Crimson Tiger;

Spending only 6 PP, but also doing some substantial flavor edits.

Please adjust her age to 20, she hasn't been 16 in a while now.

Delete the second and third paragraphs of her description and replace them with the following;

 

She stands at a little over five and a half feet tall, and packs far more muscle onto her slender frame than most would suspect. She favors comfortable, stylish clothing in the latest brands, no longer caring how people react to her physique.

She keeps her hair short and often slightly spiky. Since graduating Claremont, she has gotten a lip stud in the middle of her bottom lip, and a tattoo of a tiger on her back near her shoulder.

Add the following text to her history;

 

Mali vanished over the summer for over a month. As far as anyone at home knew, she was visiting family in Thailand. It was only a partial truth.

In truth, she was in Thailand. She found an old trainer, one of the true masters. By day she studied under him. It took time to convince him to train a girl, but her skill impressed him enough to pass his techniques on to her.

By night, she cut her teeth on Bangkok. She and her cousin Tarrin worked in conjunction, enabling her to sharpen her skills to greater heights.

Upon her return to Freedom City towards the end of the summer, she refocused on her crime fighting.

Complications

Delete the complication Body Image

Add a new complications;

Punching Drug Dealers: Mali has a special distaste for the drug trade which could be exploited by the right people.
Enemies in Low Places: Crimson Tiger's tendency to hit the streets means some criminals will know her by reputation.

Mechanics
Add +2 to her Dexterity, Intelligence and Wisdom scores. This will increase the relevant skills and saves by +1 each

 

Edited by HG Morrison
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PHOTOBOMBED BY HGM

Few minor addition to Voin Zhenshchina

First I have a suitable image to add to the character

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Second I have been informed that I have Klara surname wrong and it should be Svoboda and I forgot to add that the English version of her super name is Warrior Woman. So for reference her alternate Identity should read as:

Alternate Identity: Klara Svoboda, Clara Matthews, Воин Женщина, Warrior Woman

Edited by HG Morrison
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LIFT OFF ACHIEVED BY HGM

Vox

Fixed various instances of wonky formatting caused by the site change.

Added 4 skill ranks (3 to Notice, 1 to Language in order to gain Vietnamese) [1PP]

Added Flight 1 (Levitation; 10 MPH) [2PP]

 

Player Name: R. Bluefish
Character Name: Vox
Power Level: 7 (108/108)
Trade-Offs: None
Unspent Power Points: 0
Progress to Bronze Status: 3/30

In Brief: A telepathic teenager, formerly homeless, now a student at Claremont.
Residence: Claremont Academy

Alternate Identity: Thanh Nguyen
Identity: Secret
Birthplace: Freedom City, USA
Occupation: Student
Affiliations: Claremont Academy
Family: All deceased

Description:
Age: 16 (DoB: February 10th, 1999)
Gender: Male
Ethnicity: Vietnamese-American
Height: 5' 6"
Weight: 120 lb
Eyes: Black
Hair: Black

Thanh is a teenage Asian-American boy, a bit on the short side, with shaggy black hair and a dusting of dark fuzz on his upper lip and chin. He appears slightly underfed (because he is), and his eyes are sunken and constantly darting around warily. His features are sharp and bony, and he usually walks with his shoulders hunched and his hands shoved in his pockets.

As Vox, he wears a self-assembled outfit of comprised of heavily stylized street clothes, with blue pants, gloves, and jacket. Underneath, he wears a black bodysuit, with white lines angling down from his shoulders and meeting in the center of his abdomen, forming a "V." His eyes are hidden by indigo-tinted mirrored wraparound shades, which he staunchly believes make him look badass.

Power Descriptions: Vox is a straightforward telepath, capable of affecting and influencing the minds of others. He can make them feel what he wants them to feel, see what he wants them to see, do what he wants them to do. When his powers first manifested, he mistakenly believed he had the ability to make people comply with his verbal instructions through some sort of hyper-charisma, but he soon realized that he was actually mentally altering their emotional state to make them incredibly compliant. Practice has furnished Vox with a number of additional tricks on top of this - he can "eavesdrop" on other people's thoughts, or actively delve into their minds for information. He can even directly control their actions, whether they like it or not. He can silently communicate with anyone he's familiar with. And, by concentrating, he can move solid objects with his mind, which causes his eyes to glow with a soft blue light. He also possesses heightened mental awareness and discipline, being more perceptive and strong-willed than most ordinary humans.

History:. Born to a struggling couple running a tiny Vietnamese restaurant in the West End, Thanh's earliest memories are of sitting in the corner of the kitchen, watching his mother, father, and older brother scurry back and forth, brewing traditional dishes for carry-out. Unfortunately, these are also his only memories of them. His family was among the small number of civilian casualties from the 2004 Grue invasion of Earth, leaving him an orphan. He spent the next few years of his life in a foster home, where he was regarded as little more than a ticket for free money from the government. Growing ever more resentful and withdrawn, at the age of eight Thanh decided he had had enough. He ran away from home, secretly hoping they cared enough to come looking for him. A police report was filed, but no other action was taken. The dramatic proof of love he was awaiting never came.

Finding himself on the street without a roof over his head or two pennies to rub together, it didn't take long for Thanh to turn to stealing to feed himself. He discovered he had something of a gift for filching small items, first from shelves, then, as he grew emboldened, from people. One day, when he was feeling particularly cocky, he tried to steal a candy bar from the pocket of a boy a few years older than him. The boy immediately caught him, but instead of beating him senseless as he had expected, he seemed rather impressed. He introduced himself as Jerome, the leader of a small gang of "displaced youths" (read: street kids). Who, it turned out, were in dire need of a skilled pickpocket. The group took in Thanh with open arms, welcoming him to their little family. He felt he had finally found the acceptance he had been seeking - while they had no home, family, or money, the group always looked out for each other, and always managed to just scrape by.

The gang survived mainly by swindling tourists. Various sympathy-baiting cons, three-card monte, and lifted wallets were what kept them fed. Of more concern were the other elements of the street. Every day was a gamble, evading gangs, drug dealers, cops, and unusually sharp-eyed tourists. Years passed, one by one, the dangers ever increasing, and the group becoming ever more loyal to each other. "We take care of each other, 'cause no one else is gonna" was their motto. Thanh and Jerome in particular formed a close friendship, with the older boy taking him under his wing and teaching him the many tricks of the trade. While Thanh had no gift for the social aspect of their work (he had tendency to become tongue-tied when under pressure), his fingers were as quick and nimble as mice, liberating items from their owners seemingly at will.

Their luck couldn't hold out forever, of course. When he was fifteen, he and Jerome were walking back to their current hideout after dark when they were jumped by a group of toughs from the local white supremacist gang, who apparently took exception to the Asian Thanh and the African-American Jerome walking down "their" sidewalk. While it wasn't the first time such an incident had occurred, Jerome had always been able to sweet-talk his way out of trouble. This time they were having none of it, determined to teach them a lesson. Thanh watched, horrified, as two of them seized Jerome, and a third drew a knife. Desperately, he bellowed "GET AWAY FROM HIM!" It had been a reflexive act of impotent panic. The last thing he had been expecting was for them to cheerfully comply, dropping the knife and leaving peacefully without a word of protest.

Jerome was in awe, and once the story was recounted (and slightly exaggerated), so was the rest of the group. All of them knew that something extraordinary had happened. Further experimentation revealed that Thanh seemed to be able to make people do what he said simply by talking to them, no matter how outlandish it might be. The entire group was ecstatic at their new advantage, and Jerome christened Thanh with his new nickname - Vox ("Voice").

The group knew that something incredible had just been dropped in their laps. Vox's gifts were the key to everything they wanted, even the thing they had hardly dared to even think about before: getting off the streets. Their painstakingly perfected system of cons and scams became instantly obsolete - Vox could make people line up uncomplainingly, cash in hand. They made a token effort to try to avoid attracting unwanted attention, only hitting a few people at most in any given location, trying to refrain from stealing overly exorbitant sums of money, but as months went by, their confidence grew. They were "earning" more money in a day than they had before in a year, and it wasn't long before they moved their hideout from an abandoned warehouse to a high-class hotel room (after a moment with Vox, the staff was begging them to stay). And Vox's powers kept growing. He discovered that his powers ran far deeper than they had first suspected. They were in no way limited to oral commands (indeed, speaking to his targets soon became unnecessary). Every day he seemed to have a new trick, a new ability.

The sudden shift in the group's power dynamics took its toll. Until the manifestation of Vox's powers, Jerome had been the de facto leader, using his intelligence and natural charisma to manage their little community. Now, Vox had something he could never match, and was effectively running the show. He began to grow ever more envious of his friend's newfound power, and resentful of the way the group now regarded Vox as their savior. What about the long years he had looked after them, he asked himself? Did they count for nothing?

Nothing might have come of this, if it weren't for Vox's increasing cockiness. Years of frustration and feelings of helplessness had suddenly come to an end, and now he was on top of the world. He began to use his abilities in more and more obvious ways, feeling invincible, like he could do whatever he wanted and no one could stop him. When Jerome tried to caution him about the importance of discretion, he accused him of being a coward. Tempers exploded, and every long-forgotten argument and grudge was suddenly remembered. Their other friends made attempts to defuse the situation, but the two boys would not be calmed. Words were said that could never be taken back, and the two came to blows. That is to say, Jerome punched Vox, and Vox telekinetically hurled him across the room.

Everyone was stunned, no one more so than Vox himself. Jerome was mostly unhurt, but Vox had never used his powers on one of his friends before. Everyone was staring at him with suddenly fearful eyes, afraid of what he would do next. The shock of seeing his own friends afraid of him was more than he could handle - he turned and stormed from the room.

Stalking aimlessly through the streets, he fumed about the ungratefulness of them all. They were living like kings now, all because of him, and what thanks did he get? Why should he limit his usage of his own powers? They were his, he could use them however he wanted. In a fit of childish pique, he stopped a passing well-to-do-looking young man, and psychically forced him to empty his bank account, in cash. Just like that, hundreds of thousands of dollars were his. He spent days spending his way from one side of the city to the other, living the lifestyle he had dreamed of for years. Feeling more generous now, he began to regret his behavior, and returned to the hotel room where his friends were staying, intent on making amends and sharing his new fortune.

Fence-mending gifts in hand and an apology on his lips, he opened the door to a scene of carnage. His friends were lying on the floor, covered in blood, riddled with bullets. Three men with guns were searching the room. He recognized one of them as the man he had robbed a few days previously.

For a moment he stood petrified, until the men noticed him. When they drew their weapons, instinct took over, and he sent them flying with a telekinetic shockwave. Horror turned to rage, and he focused it upon the man he recognized. Not bothering with subtlety, he tore into his mind, consumed with the need to know what could possibly make them do this.

This was no ordinary businessman, he discovered - he was the son of an influential and widely feared crime lord. Their organization had been aware of Vox and his gang for some time, but had had no reason to care about their petty thefts until now. Now that one of their own had been robbed and humiliated, they needed to send a very clear message about what happened to anyone who stole from them. And since Vox wasn't there when they arrived, they killed his friends instead. Numb, not knowing what else to do, he called 911. Once the authorities arrived, they discovered that Jerome was still alive, barely, but he was pronounced to be in a deep coma.

Thanh turned himself in to the police and told them everything. He told them about his powers, about the crimes he'd committed, about the reason for the massacre. He fully expected to spend the rest of his life in Blackstone. Instead, a few nights later he was visited by a representative from the Claremont Academy, who offered him a chance to learn to better use his "gifts," and turn his life around in the process. He accepted on the spot, desperate for anything that could make some sense out of what was left of his life. The Academy pulled a few strings and had his involvement in the incident erased, the charges dropped, and his criminal record expunged, mainly for his own protection. They were keenly aware that the men who killed his friends might still come looking for him.

This was a second chance for Thanh, and he promised himself he wouldn't waste it. The universe had taught him a harsh lesson. He had used his powers selfishly, irresponsibly, with no regard for the consequences for those around him. He wouldn't make that mistake again. He swore he would never again steal, never again use his abilities for personal gain, and more than anything else, never forget what his mistakes had cost him. He would make "Vox" a name to be proud of, or die trying.

Personality & Motivations: Thanh is a quiet, almost meek boy who rarely speaks unless spoken to in casual settings. On bad days, he is given to bouts of sullenness, during which he tries to go someplace to be by himself until his mood improves. He also tends to be rather mistrustful of people he doesn't know, especially authority figures. He's rather jumpy, reacting sharply to sudden noises and jerking away when he is touched unexpectedly (leftover instincts from his years on the streets).

The one exception to his dislike for authority figures is the teaching and administrative staff of Claremont Academy, to whom he knows he owes everything. They took him in, dusted him off, and offered him another go at life, when anyone else would have let him rot in Blackstone. More than almost anything in the world, he wants to prove himself worthy of the trust they placed in him. He thinks that taking part in the Academy's "extra-curricular activities" makes for a good start.

The sole remaining link to his past is Jerome, who is still in a coma at Trinity Hospital, and shows no signs of awakening. Thanh visits him every week, and sits by his bedside for hours on end, silently begging his friend to wake up, just for a moment, so he can tell him how sorry he is.

Powers & Tactics: While Thanh has enough raw telekinetic power to defeat most ordinary humans, he is still physically vulnerable himself. Whenever possible, he prefers to use his various mind-affecting abilities to avoid a direct fight (or at least avoid a fair one). Trickery, misdirection, and sometimes downright mind control are his favorite weapons. If things turn south, he will "haul ass" without a moment's hesitation (unless others are in danger), priding himself on knowing when to fold 'em.

Complications:
Enemy: The same organized crime ring that ordered the hit on his group is well aware that the "ringleader" is still alive and well. The Claremont Academy did a good job of wiping his record, but now that he's put the boss's son in prison, they are constantly trying to track him down, and have a very big score to settle with him.
Headaches: Ever since the deaths of his friends, Thanh suffers from severe headaches that make it difficult for him to function. He regularly takes migraine medication, which staves them off temporarily, but if he fails to take it twice a day, his headaches return and he suffers a level of fatigue.
Struggling: While the Academy provides for most of his basic needs, Thanh has very little money of his own. His ill-gotten wealth was taken by the authorities, and he considers it good riddance.
Uneducated: Thanh hadn't attended school since he was eight, and is largely ignorant of anything that isn't related to on the street. This is something he's desperately trying to rectify, with mixed results.

Abilities: 2 + 6 + 2 + 6 + 4 + 0 = 20PP
Strength: 12 (+1)

Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 20/14 (+5/+2)
Charisma: 10 (+0)

Combat: 6 + 8 = 14PP
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Attack: +3 Melee, +3 Ranged, +7 Damaging Move Object
Grapple: +4 (+3 Attack, +1 Strength)
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -3

Saving Throws: 2 + 3 + 5 = 10PP
Toughness: +7 (+1 Con, +6 Defensive Roll), +1 flat-footed
Fortitude: +3 (+1 Con, +2)
Reflex: +6 (+3 Dex, +3)
Will: +10/+7 (+5/+2 Wis, +5)

Skills: 40R = 10PP
Concentration 6 (+11/+8)
Disable Device 3 (+6)
Knowledge (streetwise) 5 (+8)
Language 1 (Vietnamese; Base: English)
Notice 8 (+13/+10)
Sense Motive 5 (+10/+7)
Sleight of Hand 9 (+12)
Stealth 3 (+6)

Feats: 9PP
Attack Specialization 2 (Move Object)
Defensive Roll 3
Dodge Focus 3
Improved Initiative

Powers: 7 + 6 + 2 + 28 + 2 = 45PP
All of Vox's powers have the Mental and Mutant descriptors

Communication 5 (Psychic Chat; mental, 5 miles; Power Feats: Subtle 2) [7PP]

Enhanced Wisdom 6 (Mentalist's Discipline) [6PP]

Flight 1 (Levitation; 10 MPH) [2PP]

Psychic Array 11.5 (23PP Array; Feats: Alternate Power 5) [28PP]

Base Power: Emotion Control 7 (Twist Feelings; Extras: Area [General, Burst], Selective Attack, Flaw: Action [Full-round], Power Feat: Subtle 2) {23/23PP}
Alternate Power: Illusion 7 (Fool Senses; all senses; Flaw: Phantasms; Power Feat: Progression 2 [25-ft radius]) {23/23PP}
Alternate Power: Mental Blast 7 (Overload Mind; Flaw: Action [Full-round]; Power Feat: Subtle 2) {23/23PP}
Alternate Power: Mind Control 7 (Override Mind; Extra: Sensory Link; Power Feat: Subtle 2) {23/23PP}
Alternate Power: Mind Reading 7 (Steal Thoughts; Extras: Action [Move/Standard], Area [General, Burst]; Power Feat: Subtle 2) {23/23PP}
Alternate Power: Move Object 7 (Mind over Matter; heavy load: 1.5 tons; Extras: Damaging; Power Feats: Precise, Subtle) {23/23PP}

Super-Senses 2 (Sixth Sense; Psychic Awareness [Mental]) [2PP]

DC Block

ATTACK                  RANGE                          SAVE                           EFFECT
Unarmed                 Melee                          DC 16 Toughness (staged)       Damage (physical)
Fool Senses             Perception                     DC 17 Will                     Illusion
Mind over Matter        Ranged                         DC 22 Toughness (staged)       Damage (physical)
Overload Mind           Perception                     DC 17 Will (staged)            Damage (energy)
Override Mind           Perception                     Will (opposed)                 Mind Control
Steal Thoughts          Perception (35-ft burst)       Will (opposed)                 Mind Reading
Twist Feelings          Perception (35-ft burst)       DC 17 Will (staged)            Emotion Control

Totals: Abilities (20) + Combat (14) + Saving Throws (10) + Skills (10) + Feats (9) + Powers (45) - Drawbacks (0) = 108/108

Edited by HG Morrison
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TERMINATED BY HGM

 

 

Harrier: 

 

Power Level: 12 [15] (250/250PP) [263]
Trade-Offs: None
Unspent PP: 1
Progress to Electrum: 188/210
In Brief: Omegadrone turned Hero

Name: Harrier
Alternate Identities: Steven Murdock
Identity : Secret
Birthplace: Nihilor, the Terminus
Occupation: Deputy Chief of Security at HAX
Affiliations: HAX, Omegaorphans, the Americana Family, Deep One orphans
Family: Dead


Age: 100
Apparent Age: 40
Gender: Male
Ethnicity: Terminus
Height: 6'4"
Weight: 600 lbs.
Eyes: Black
Hair: None

Description:
Murdock is a brown-skinned man with no visible body hair, just like all combat drones. His face is generally non- descript, save for the small, hair-thin lines that run over most of his body. They look like tribal tattoos, and he will not correct anyone who makes that assumption. He speaks in a flat monotone occasionally leavened by a wistful regret.

Harrier is a monster. Clad in black and red armor that bursts out from his back to cover his whole body, he is clearly recognizable as an Omegadrone, fully armed and ready for battle beneath his faceless armor. He prefers to let his fists, and his power pike, do the talking for him if forced into his armor. He flies with the help of the red and black jetpack that erupts from his back with his armor, spewing hellish gouts of flame as it propels him into the stratosphere.

Power Descriptions:
Harrier is a wrecking machine, a goonsweeper capable of going toe-to-toe with some of the toughest customers in the World of Freedom. Unarmed, blasting or cutting with his pike, he's a powerful threat to almost anyone; a hard, cold blade designed to cut deeply and painfully.

History:
Once, there was an Earth. It was defended by the greatest heroes of the world, champions of justice and right, avengers of evil: Earth's mightiest superheroes. And then that world died, screaming, as its heroes died and it was sucked into the Terminus. Sally and Ben, survivors of that world, were part of the personal retinue of Steelguard, once friends who became slaves of Shadivan Steelgrave. Steelgrave liked having some around who remembered the old world, and enjoyed reminiscing with them as they tried not to weep at the slayer of billions that their friend had become.

He forced them to take anti-aging drugs so they would live as long as he did, and denied them the quick deaths they craved after watching the deaths of their families and the assimilation and corruption of all they loved. When he began to mutter about what a shame it was that there were no more children from their world, in their terror they conceived and gave birth to a son. In one last act of defiance, they named him Stephen, after the man who had once been their captor and tormentor's best friend, then his first victim as Omega corrupted him.

Steelgrave was...amused, and gave them something of what they wanted. Stripping them of their immunity to aging, he hurled them into the pits of Nihilor, where the once-favored slaves learned to scrape and fight like the proles they now were. After all, they lacked the courage to die if it meant the death of their son. Stephen Murdock grew up in the pits, the great black castle of Shadivan Steelgrave overhead, with memories of a dead world loud in his ears. He learned to survive in the grim surroundings of Nihilor, the hearthworld of the Terminus, to run and hide from drones, to fight for food, to survive in a world of pure death.

When his parents died, Stephen assembled a gang of likely toughs and began doing what he could to make himself master of the pits: not to overthrow the drones, but simply so that the people there could live without having their neigbor as their enemy. When he came to the attention of Steelgrave, as all such visionaries do, he pleaded for mercy, begging for help from the last survivor of their world of marvels. He got that help, oh yes.

The process of assimilation into the armies of Omega is a horror best not described in these pages. Bones are removed and replaced with black, terrible Terminus metal, parts of the brain replaced with transceivers to receive the VOICE of Omega, and the body itself is infiltrated with a thousand different pieces of nano-technology. The subject is conscious to the end, naturally, so that when the torment and mutilation ends, he will cling to the VOICE in his head as the voice of his god. Steve Murdock died that day.

He became a combat drone, a specially augmented unit designed to fight superhumans. And that was precisely what he did in a dozen different worlds. He was in at the death of mega-billions, a cold, merciless killing machine and agent of assimilation. A particularly powerful and skilled unit, he was traded from Annihilist to Annihilist, even starring in several battles in the arena. His armor was an experimental variety, designed to burst from under his skin when necessary, something which he used to great effect in combat again and again.

Until one day, when it all changed. He was leading a squadron of Omegadrones through the Hundred Worlds when an alien starship decloaked just above them and opened fire. The big combat drone at the lead took the brunt of the damage, the tremendous magnetic charge scrambling his circuits...and severing his connection with the Terminus. Heavily damaged and outnumbered, he managed to fight off the lesser drones who attacked him when he was severed from the VOICE, their blasts giving him the drive to escape.

And from there he fled, deep into the Void, screaming. It was through great good luck that he stumbled across a Furion raiding party, and even better luck that they didn't kill him out of hand. And when Freedom Bird disarmed him and beat him to his knees, the former drone looked up at the Furion and screamed "I die free!" And that was when Freedom Bird and the others wept, because if a drone could be freed, who knew what freedom could do?

The Furions took him in and taught him, teaching him something of himself and of what it meant to be a free man, but he really had no place among those shining symbols of virtue. They knew him too well, and had fought too many drones, to ever fully trust him. Luckily, Freedom Bird knew people who could help, and the former Omegadrone (now calling himself Harrier, after Harriet Tubman), was delivered to the Freedom League, who (after _extensive_ tests), delivered him to the world, with a fake ID and fake name, the better for him to learn about freedom. What better place than Freedom City?

It's been quite a ride for the walking embodiment of pain and loss; embraced by some as the ultimate hard-luck hero and others as a symbol of all that is evil and horrible. He is still the monster people tell their children will come for them at night, but he's a hero too. It's a good feeling. He has a woman he loves and a job he cares about, friends and comrades with whom he would fight the worst of monsters with. But the road to redemption is a long one, and Harrier knows better than anyone the perils that lie along the way. After all, blood will tell.

Personality & Motivation:
Harrier is cold. It's not that he's unfeeling, by no means, but rather that the horrors of life as an Omegadrone have layered depths of memory and grief between himself and the rest of the world. He cares intently for the suffering of others, but shows this by action, not words. He speaks with a slow, deliberate monotone occasionally leavened by moments of wistful emotion. In his civilian ID, he keeps to himself, sometimes in a slightly creepy way.

His small apartment has no decorations and sparse furniture. When he's not working, eating, or sleeping, he watches television, doing his best to absorb the reality of this world that's now his home. Otherwise he walks the streets, pike fastened subtly at his side, and tries to learn what he can about humanity. He opens somewhat around his close friends and his lover, but there is still no denying the fact that the scarred-faced drone is _other_, even if most people might not be able to sort it out.

Powers & Tactics:
Harrier prefers not to use his armor if the situation calls for it, and against many foes he can actually get away with that. Generally he fights silently, his face composed in a flat mask, but when angered by a particularly vile enemy his face contorts into a mask of utterly infuriated rage. He'll usually attack the strongest-looking enemy first, hitting them as hard as he can, not retreating unless absolutely necessary. His staff lets him hurt almost any foe, whether with blasts of Terminus energy or strikes with a devastatingly fast, powerfully charged blade at the head.

If forced into his armor he's a terror on the battlefield. He usually fights from the air, blasting away at lesser foes, before landing to begin a slow, methodical elimination of the enemy. He'll allow weaker enemies to shoot him a few times, the better to spread _fear, before landing to begin their punishment. If forced into his armor, he does not linger, and will leave as soon as possible (or at least change back) so as not to attract attention.

 

 



Complications:
Enemy: This is something separate than just people being scared of him. There are people, a lot of people, who'd see a free Omegadone as an opportunity for some free payback.
Friends: Wander, Jack of all Blades and company, Dragonfly, and the rest of the HAX and Interceptors crew are people Harrier would walk through fire for.
Immigrant: Harrier is still adjusting to local customs and society in Freedom City. He's learned a lot as he's gone, but this is indeed a strange world.
Love: Harrier loves Gina Evans, for all that it's a deeply fraught relationship.
Double Secret: Harrier has more than one identity to worry about now that he has the Caradoc name.
Job: Harrier is frightened of losing his job, as it's one of his connections to the world around him.
Monster: Harrier is an Omegadrone. Cops will shoot at him on sight if he's in armor, civilians will run screaming or attack him if they're brave enough.
Only a Mother: Even outside of his armor, Steve is no prize.
Collector: Between the Omegaorphans that he rescued from a crashed Terminus ship, Yolanda Morales, and the Deep One babies he helped save during the Archevil invasion, Harrier is something of a collector of lost and bereft children.
The World I Left Behind Me: The Terminus knows those who escape, and has terrible plans for them.


Abilities: 8 + 6 + 6 + 2 + 10 + 4 = 36PP
Strength: 30/26 (+10/+8) (18, +8 Innate Density), 41/36/31 Carry Capacity
Dexterity: 16 (+3)
Constitution: 30/16 (+10/+3)
Intelligence: 12 (+1)
Wisdom: 20 (+5)
Charisma: 14 (+2)


Combat: 20 + 20 = 40PP
Initiative: +7
Attack: +10 Base, +12 Melee, +12 Pike Blast
Grapple: +21
Defense: +12 (+10 Base, +2 Dodge Focus), +4 Flat-Footed
Knockback: -11/-4


Saving Throws: 0 + 2 + 10 = 12PP
Toughness: +12/+5 (+10/+3 Con, +2 Protection) (Impervious 9/2)
Fortitude: +10/+3 (+10/+3 Con, +0)
Reflex: +5 (+3 Dex, +2)
Will: +15 (+5 Wis, +10)


Skills: 132R = 33PP
Computers 2 (+3)
Diplomacy 2 (+4)
Disable Device 14 (+15)
Disguise 0 (+2; +27 / Morph)
Intimidate 18 (+20, SM)
Knowledge (Cosmology) 19 (+20, SM)
Knowledge (Galactic Lore) 9 (+10)
Knowledge (Physical Sciences) 4 (+5)
Knowledge (Tactics) 19 (+20)
Knowledge (Technology) 4 (+5)
Notice 6 (+11, SM)
Search 4 (+5)
Sense Motive 20 (+25, SM)
Stealth 7 (+10)
Survival 4 (+9)
Swim -


Feats: 22PP

All-Out Attack
Attack Focus (Melee) 2
Challenge (Fast Startle)

Dodge Focus 2
Eidetic Memory
Improved Initiative
Luck 2
Master Plan 2
Move-By Action
Power Attack
Quick Draw
Second Chance 2 (Disable Device checks, save vs. fear)
Skill Mastery (Intimidate, Knowledge [Cosmology], Notice, Sense Motive)
Startle
Takedown Attack 2

Ultimate Save (Will) 
Uncanny Dodge (Auditory)


Powers: 14 + 4 + 20 + 14 + 4 + 1 + 2 + 2 + 35 + 8 + 2= 106PP
 
Density 4 (x3 Mass, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate, Subtle) (Cybernetic, Technological) [14PP]

Enhanced Strength 8

Immovable 1

Protection 2 (Extras: Impervious)

Super-Strength 1 (Heavy Load: 1.5 tons)


Device 1 (Holographic Disguise Unit; 5PP; Hard to Lose) [4 pp]

Morph 5 (One form ['Caradoc'], +25 Disguise)


Device 6 (Power Pike; 30PP, Flaws: Easy-To-Lose 2, Feats: Restricted [OmegaDrones], Subtle [Collapsible]) [20PP]

Concealment 2 (Normal Vision, Flaws: Passive) (Technological) [2PP]

Super-Senses 2 (Detect Weakness [Radio], Extras: Analytical) (Technological) [2PP]

Terminus Blast-Blade 12.5 (25 points; PF: Alternate Power) [26PP]
Base Effect: Blast 12 (Feats: Accurate) (Cosmic, Technological) [26PP]

Alternate Power: Strike 2 (Extras: Autofire [12]; Feats: Affects Insubstantial 2, Extended Reach [10ft], Improved Critical 2, Incurable, Mighty, Precise, Variable Descriptor 2 [Any Technological] ) (Technological) [24/25PP]


Enhanced Constitution 14 (Cybernetic, Technological) [14PP]

Enhanced Strength 4 (Cybernetic, Technological) [4PP]

Feature 1 (Temporal Inertia) [1PP]
 
Feature 2 (Cellphone, GPS) [2PP] 

Immunity 2 (sleep, starvation and thirst) [2PP]

Omega Armor 6 (30PP Container, Free Action, Continuous Duration) (Cybernetic, Technological) [35PP]

Enhanced Feats 2 (Affects Insubstantial 2 [Unarmed]) [2PP]
 
Flight 3 (50MPH, 500ft per Move Action) [6PP]

Immunity 9 (Life Support) [9PP]

Impervious Toughness 7 [7PP]

Super-Senses 3 (Darkvision, Radio: Enhancements: Accurate, Extended [1000 ft increments]) [6PP]


Super-Senses 8 (Terminus Awareness 2 [Mental], Extras: Acute, Analytical, Extended 2 [1000ft Notice Increments], Ranged) [8PP]) [8pp]

Super-Strength 1 (Effective STR 41, Cybernetic, Technological) [2PP]


DC Block:

ATTACK RANGE SAVE EFFECT

Unarmed Melee DC25 Toughness Damage

Pike Strike Melee DC27 Toughness Damage

Pike Blast Ranged DC27 Toughness Damage


Abilities (36) + Combat (40) + Saving Throws (12) + Skills (33) + Feats (22) + Powers (106) = 250/250 Power Points

 
Edited by HG Morrison
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SHONE BRIGHT LIKE A DIAMOND BY HGM

Starlight

Updated fluff and portrait

Removed "Power Loss" Complication

Renamed "Photokinesis" as "Light and Shadow"

Removed AP: Dazzle 10 (sunburst; visual; Extras: Area [Burst, General]; Flaws: Touch range) (-1PP)
Added AP: Obscure 3 (visual; Flaw: Range [Touch]) (Banish Light) (1PP)
Added AP: Create Object 12 (Extra: Moveable, Flaw: Distracting, Power Feat: Stationary) (Shadow Shapes) (1PP)
Added AP: Move Object 12 (heavy load: 50 tons; Power Feat: Precise) (Shadow Tentacles) (1PP)

Added AP: Snare 12 (Power Feat: Obscures Sense [sight]) (Shadow Bind) (1PP)

A total of 3PP spent.

 

Player Name: R.Bluefish
Character Name: Starlight
Power Level: 11 164/164 PP
Trade-Offs: -1 Attack/+1 Damage, -1 Defense/+1 Toughness
Unspent Power Points: 0
Progress to Bronze Status: 14/30

zFB4Vrl.jpg

In Brief: A former heroin addict and neglectful mother, now trying to use her newfound 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

Samantha Lawrence is a thin, lean woman of medium height, with short blonde hair and a faraway look in her silver-grey eyes. When in her civilian identity, she typically wears jeans, a T-shirt, and a leather jacket, along with studded metal earrings. She almost always has a toothpick dangling casually in her mouth, a habit she picked after she stopped smoking (or, rather, became physically incapable of smoking).

As Starlight, her ensemble consists of a utilitarian black bodysuit, a pale grey jacket, a utility belt, and a lightly reinforced mask that covers the lower half of her face.

Power Descriptions: Starlight’s light-based 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. Her eyes glow brightly whenever she uses any of these abilities.

Conversely, using her darkness-controlling powers makes her eyes darken into twin orbs of featureless blackness, a rather unnerving effect. The shadows in the area animate and assume whatever shape she wills, whether it be grasping tentacles or protective shields.

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.

Personality-wise, she seems at first remote and withdrawn. She seldom smiles and almost never laughs. The most that can usually be extracted from her is a wry observation or snort of amusement. Beneath her aloof veneer, however, she feels emotions keenly - she’s simply terrible at expressing them. She feels out of place and overly self-conscious whenever she finds herself in a purely social environment, resulting in moments of almost childlike awkwardness.

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 can also make light pass through her instead of hitting her, rendering her invisible (although she cannot attack while concealed). Her abilities aren’t limited to controlling light, however - she can also generate and manipulate darkness, shaping it into solid objects made of pure shadow.

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).

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.

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.
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 + 4 + 2 + 20 + 11 + 5 + 33 + 2 = 79PP
All of Starlight's powers have the Mutant descriptor.

Concealment 2 (visual; Flaws: Passive) (Bend Light) [2PP]

Environmental Control 3 (bright light; Flaw: Range [Touch], Power Feat: Alternate Power 1) (Create Light) [4PP]
          Alternate Power: Obscure 3 (visual; Flaw: Range [Touch]) (Banish Light) {3/3PP}

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

Force Field 10 (Extras: Impervious) (Photon Shield) [20PP]

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

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

Light and Shadow 12.5 (25 PP Array; Feats: Alternate Power 8) [33PP]
          Base Power: Enhanced Environmental Control 11 + Feature 3 (Buys off Range flaw on Environmental Control) {25/25PP}
          Alternate Power: Blast 12 (Power Feat: Precise) (Photon Blast) {25/25PP}
          Alternate Power: Blast 8 (Extras: Area [Targeted, Shapeable], Power Feat: Progression [16 5-ft cubes]) (Laser Beam) {25/25PP}
          Alternate Power: Create Object 12 (Extra: Moveable, Flaw: Distracting, Power Feat: Stationary) (Shadow Shapes) {25/25PP}
          Alternate Power: Dazzle 12 (visual) (Photon Flash) {24/25PP}
          Alternate Power: Enhanced Flight 12 (to Flight 13 [100,000 MPH/1,000,000 feet per move action]) {24/25PP}
          Alternate Power: Move Object 12 (heavy load: 50 tons; Power Feat: Precise) (Shadow Tentacles) {25/25PP}
          Alternate Power: Snare 12 (Power Feat: Obscures Sense [sight]) (Shadow Bind) {25/25PP}
          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)

Totals: Abilities (18) + Combat (20) + Saving Throws (17) + Skills (17) + Feats (13) + Powers (79) - Drawbacks (0) = 164/164

Edited by HG Morrison
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  • 2 weeks later...

SNEAK'D BY HGM

 

Bombshell Edits

Corrections: Adjust cost of drawback from 4PP to 5PP (error), and remove selective from the power set: Immunity 10 (Psychic Effects, Feats: Selective) (Magic; Imbued) [11 PP] to drop it to 10PP (also error)

2PP for Corrections plus 4PP Available = 6PP to spend
Feats: Raise Wealthy to x  2 [1 PP]
           Add Luck 2 [2 PP]
           Add Improved Tools [1 PP]
Powers: Raise Wall Crawling to 2 ranks: [2 PP]

Edited by HG Morrison
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RACED BY HGM

 

Nighthawk Edits

10PP to spend

Feats: Take Down Attack x2, Power Attack [3 PP]
Powers: Add:

  • Super Movement 1 (Slow Fall, Power Feat: Innate) (Training) [3 PP]
  • Speed 2 (25 MPH, Power Feat: Innate) (Cosmic) [2 PP]
  • Leaping 1 (x2, Power Feat: Innate) (Training) [2 PP]
Edited by HG Morrison
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SEEN BY HGM

 

Ouroboros 5PP Available

Add:  3PP Spent

Super senses to rank 4:  Add Dimensional awareness to Vision.  Add Dimensional Power Feat to Supersenses. Super Senses cost to 5PP [2pp spent]

Skill Mastery(Stealth, Notice, Intimidate, Concentration) [1PP Spent]

 

2PP remain unspent

Edited by HG Morrison
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HEAR YE, HEAR YE BY HGM

 

Phalanx 6PP Available

Will Save should be +15 not +13

Add: Total cost 6PP

Super senses +1 rank of Extended to Hearing and Vision to Extended 3 (10,000' ~2 miles) [2PP cost]

4 ranks to Reflex Save to +5 [4PP cost]

 

0PP remaining

Edited by HG Morrison
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GIVEN SMARTY PILLS BY HGM

 

Psyche Edits

Raise both Int and Wis to 36 each [8PP]

 

 

 

Quote

 

Player Name: alderwitch
Character Name: Psyche
Power Level: 12 (14) (213/213 PP) (30PP pre-bump, 43PP post-bump)
Trade-Offs: -1 Defense / +1 Toughness
Unspent Power Points: 0

 

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. 

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. She has friends and teammates that depend on her and family that are certainly not super heroes. 

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. 

 

Abilities: -2 + 0 + 0 + 26 + 26 + 8 = 58PP
Strength: 8 (-1)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 36 (+13)
Wisdom: 36 (+13)
Charisma: 18 (+4)


Combat: 8 + 10 = 18PP
Initiative: +0
Attack: +4 Base
Grapple: +3 (+4, -1 Str)
Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flatfooted
Knockback: -6


Saves: 2 + 2 + 0 = 4PP
Toughness: +12 (+0 Con, +12 Protection)
Fort: +2 (+0 Con, +2)
Reflex: +2 (+0 Dex, +2)
Will: +13 (+13 Wis, +0)


Skills: 136r = 34PP
Computers 9 (+22) Skill Mastery
Concentration 9 (+22)
Gather Information 11 (+15)
Knowledge (Behavioral Sciences) 9 (+22)
Knowledge (Business) 4 (+17)
Knowledge (Civics) 4 (+17)
Knowledge (Earth Sciences) 4 (+17)
Knowledge (History) 4 (+17)
Knowledge (Physical Sciences) 9 (+22)
Knowledge (Life Sciences) 9 (+22)
Knowledge (Technology) 9 (+22)
Medicine 5 (+18)
Notice 17 (+30) Skill Mastery
Search 17 (+30) Skill Mastery
Sense Motive 17 (+30) Skill Mastery


Feats: 21PP
Benefit 5 (CEO of AEON, Fame, Wealth 3)
Dodge Focus 5
Equipment 6 (30 EP)
Eidetic Memory
Jack of All Trades
Master Plan
Skill Mastery (Computers, Notice, Search, Sense Motive)
Well Informed

Equipment: 30EP = 6PP

  • AEON Foundation (HQ) Size: Gargantuan [4EP], Toughness: 14 [4EP], Features: Combat Simulator, Communications, Computer, Defense System 2, Fire Prevention System, Garage, Gym, Hanger, Holding Cells 2, Infirmary, Lab, Library, Living Space, Personnel, Pool, Power 2 [Teleporter], Power System, Security System, Worskhop [23 EP] - [Total 29EP]
     
    • Power 2: Teleport 10 (20,000 miles; Extras: Accurate, Affects Others, Flaws: Limited [To/From Manor]; Drawbacks: Power Loss 2 [Teleport Beacon]) [28PP]
       
  • Teleport Beacon (watch) [1EP] 

 

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

Flight 2 [4 pp]

Protection 12 [12 pp]

Psychic Array 22 (44PP; Feats: Alternate Power 11) [55PP]

  • BE: Blast 11 (Psionic; Extra: Alternate Save [Will], Mental [+0], Range [Perception]) {44/44}
     
  • AP: Communication 12 (Mental, 20,000,000 miles; Extras: Area, Linked; Feats: Subtle, Selective) + Comprehend 5 (Speak, Read and Write All Languages Simultaneously, Codes; Extra: Linked; Flaw: Duration/Sustained) {26 + 5 = 31/44}
     
  • AP: Concealment 10 (All Senses; Extra: Affects Others, Area; Feats: Close Range, Selective) {42/44}
     
  • AP: Create Object 11 (Extra: Impervious; Feats: Progression 5, Stationary, Selective) {40/44}
     
  • AP: Emotion Control 10 (Extras: Area, Mental [+0], Selective; Feats: Subtle) {41/44}
     
  • AP: ESP 12 (200,000,000 miles, Visual/Auditory; Extra: Duration [Sustained]; Flaw: Action [Standard]; Feats: Subtle, Rapid 6 [1,000,000 times faster]) {43/44}
     
  • AP: Healing 10 (Extras: Affects Objects, Total; Feats: Persistent, Regrowth) {42/44}
     
  • AP: Illusion 11 (All Senses; Extras: Mental [+0], Selective; Flaw: Phantasms) {44/44}
     
  • AP: Mind Control 10 (Extra: Conscious, Duration [Sustained], Mental [+0]; Feats: Mental Link, Subtle) {42/44}
     
  • AP: Mind Reading 11 (Extras: Action [Move/Standard], Area, Mental [+0], Selective) {44/44}
     
  • AP: Move Object 11 (Str 70; Extra: Range [Perception]; Feats: Subtle, Precise) {35/44}
     
  • AP: Mental Transform 10 (Alter Memories; Extras: Duration [Continuous], Mental [+0], Range [Perception] Feat: Subtle) {41}

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

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

 

DC Block:
ATTACK                RANGE        SAVE             EFFECT
Unarmed               Touch        DC14 Toughness   Bruise/Injury
(Psionic) Blast 11    Perception   DC26 Will        Bruise/Injury
Emotion Control 10    Perception   DC20 Will        Special
Illusion 11           Perception   DC21 Will        Special
Mind Control 10       Perception   DC20 Will        Special
Mind Reading 11       Perception   DC21 Will        Special
Mental Transform 10   Perception   DC20 Will        Special

 

Costs: Abilities (58) + Combat (18) + Saves (4) + Skills (34) + Feats (21) + Powers (78) - Drawbacks (0) = 213/213PP

 

 

 

Edited by HG Morrison
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SPOONFED BY HGM

 

Echo:

 

Increased base Fortitude to +4 (1PP)

 

Purchased 4 skill ranks (2 to Gather Information, 2 to Knowledge [current events]) (1PP)

 

Increased There Is No Spoon container to Rank 12 (1PP)

Used that point to add a second rank of Takedown Attack to her Enhanced Feats.

 

3PP spent.

 

 

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GIVEN A NEWSPAPER BY HGM

 

Spending 4 PP on Miras, updating her formatting, and fixing a couple of spelling errors in her backstory.

  • 3 PP into skills, putting 5 ranks into Know/Current Events and Know/Popular Culture, 1 rank into Bluff, and 1 rank into Concentration.
  • 1 PP into Feats to buy Set-up.

 

 

Edited by HG Morrison
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Sea Devil edits - ah, let me know if this structure is easy to follow!

 

 

 

Replace:

 

Trade-Offs: +1 Attack / -1 Damage & +1 Defense / -1 Toughness as a PL 7 Deep One, None as a Spectrum Knight

 

with

 

Trade-Offs: None as PL 7 Deep One, +3 TOU/-3 DEF, -3 ATK/+3 DMG as a PL 10 Spectrum Knight

--------

Her armor looks a little bit like regular Star Knight armor, save for the transparent faceplate and heavy internal moisture. The armor's outside covering looks like heavy tarnished copper, making her a green about the color of the Statue of Liberty. When she flies, the dark-energy converters in the back of the suit produce a low, pleasant hum somewhere between the sound of a running jet engine and an especially large cat purring.

 

with

 

Her armor is a glowing green construct shaped like a Star Knight’s armor that appears whenever she concentrates on the trident she carries, the effect recognizable as the Zero Zone core of a Knight’s armor being repurposed through a melee weapon. Those knowledgeable in the ways of Deep Ones can recognize her particular suit as the ‘warsuit’ of a Deep One.

-------------------

 

A couple of days after moving into their new apartment in the DuTemps building, a strange object fell from the sky and practically landed at their feet right in the middle of a Freedom City street. Aquaria, always the more curious of the two, picked it up and was immediately encased in a suit of armor that zipped her high into the sky!

 

The suit carried Aquaria away to a place high in Earth orbit, where a voice told her that she had inherited the legacy of the Green Knight - a warrior for justice with a mission to fight for a better world. The suit, and the power it has given her, has reinforced Aquaria's desire to be a hero and help save the world - and to one day liberate her people both from the wicked corruption of their gods and the tyrannical fist of Atlantis!

 

with

 

Shortly thereafterwards, Aquaria and Jessie were recruited by the Spectrum Knights - a secretive organization of political revolutionaries who revealed themselves to be interstellar terrorists. Now Aquaria and Jessie are on the run again, hunted by criminals and law enforcement alike - and even after they make it home, the choices they made in space will be waiting for them on Earth

----------------------

 

This is her new Powers and Tactics

 

Powers & Tactics:

 

Outside of her armor, Aquaria relies on stealth and leaping to stay mobile during a fight. She's strong and tough enough to take out baseline humans with a few good kicks (just like the cop she put through car windshields while fighting Nereid). Versus more powerful opponents, she'll try and lure them into the water where her aquatic physiology will give her an advantage.

 

Inside her armor, she'll wade in and strike with her trident, moving unnaturally fast with her three-bladed energy weapon. She’ll stay mobile by fantastically high leaps and even flying. She only rarely uses the lightning blasts from her trident or hurls objects at people, saving those for a last resort.


 

PL: 10 (181)

 

Abilities: 14 + 0 + 14 + 4 + 4 + 4 = 40 pp  

STR 36/24 (+13/+7)

DEX 16/10 (+3/+0)

CON 24 (+7)

INT 14 (+2)

WIS 14 (+2)

CHA 14 (+2)

 

Combat: 8 + 8 = 16 pp

ATK: +4 (+6 TK/+7 Melee/+8 Blast)  

DEF: +7 (+3 Dodge Focus, +4 Base, +2 flat-footed)

Init: +0/+3

Grapple: +14/+15/+22

Knockback: -7/-3

 

Saves: 0 + 7 + 6 = 13 pp  

TOU +13/+7 (+7 Con, +6 Force Field)

FORT +7 (+7 Con, +0)

REF +10/+7 (+0 Dex, +7, +3)

WILL +8 (+2 Wis, +6)

 

Skills: 44 r = 11 pp  

Climb 3 (+10)

Diplomacy 4 (+6)

Knowledge (Arcane Lore) 4 (+6)

Languages 2 (Lemurian [base], Atlantean, English)

Notice 8 (+10)

Sense Motive 8 (+10)

Stealth 8 (+8/+11)

Swim 3 (+10)

Survival 2 (+4)

 

Feats: 43 pp  

All-Out Attack

Attack Focus: Melee 3

Dodge Focus 3

Environmental Adaptation (Underwater)  

Fearless

Power Attack

Takedown Attack

Sidekick 31 [Singularity]

Uncanny Dodge (auditory)

 

Powers: 2 + 7 + 2 + 45 + 1 + 3 + 2  = 62 pp

 

Additional Limb 1 (tongue, PF: Innate) [2PP]

 

Aquaria’s Might 3 (6 points; PF: Alternate Power) [7PP]

BE: Swimming 6 (100 mph / 1,000 feet per Move action) {6/6)

AP: Leaping 2 (x5, Running Long Jump 85 ft, Standing Long Jump 45 ft, Vertical Jump 21 feet) {2} + Speed 2 (25 mph / 250 feet per Move action) {2} + Super-Movement 1 (Wall-Crawling 1) {2} {2+2+2=6/6}

 

Comprehend 2 (speak to and comprehend animals; Flaw: Limited [sea Creatures]) [2PP]

 

Device 11 (Aquaria’s Armor, 55 points; Flaw: Hard to Lose; PF: Restricted [Deep Ones]) [45PP]

Enhanced Dexterity 6 (to 16/+3) {6DP}

Enhanced Feats 1 (Evasion) {1DP}

Flight 3 (50 MPH / 500 feet per Move action; PF: Subtle) {7DP}

Force Field 6 {6DP}

Immunity 4 (heat, radiation, suffocation [all], Zero-G) {4DP}

Zero Zone Manipulation 13.5 (27 points; PFs: Alternate Power 4) {31DP}

BE: Strike 6 (energy trident; Extra: Autofire [10], PFs: Extended Reach 2 [10 ft], Improved Crit 2, Improved Disarm, Improved Trip, Mighty, Precise, Takedown Attack 2, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {27/27}

AP: Blast 12 (Zero Zone Energy, PFs: Accurate 2, Variable Descriptor 1 [any electromagnetic]) {27/27}

AP: Enhanced Strength 12 (internal fires; to 36/+13; Extra: Autofire 10) {22}+ Super-Strength 2 (Effective STR 45; Heavy Load 24 tons) {4}  {22+4=26/27}

AP: Healing 8 (body repair; Extra: Total; PFs: Persistent, Stabilize) {24/27}

AP: Move Object 14 (Str 70, Hvy Load 200 tons; Extra: Damaging 8; Flaw: Duration [Concentration]; PFs: Accurate, Indirect 2, Precise, Subtle) {27/27}

6+1+7+6+4+31 = 55/55

 

Feature 1 (Iron Stomach) [1PP]

 

Immunity 3 (breathe normally underwater, cold, high pressure) [3PP]

 

Super-Senses 2 (Acute Scent, Infravision) [2PP]

 

costs

abilities 40 + combat 16 + saves 11 + skills 11/44 + feats 43 + powers 62 = 155 pts

 

Singularity [4PP]

Add

Feats: [1PP]

Interpose

Powers:

Immunity 2 (sleep, starvation and thirst, Flaw: [Half]) [1PP]

Super-Movement 1 (Slow Fall) [2PP]



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DOVE INTO BY HGM

 

Sea Devil edits - ah, let me know if this structure is easy to follow!

 

Additionally, her DC Table should now read 

 

Unarmed DC 22 Tou (bruised/injured)

Unarmed in suit DC 28 Tou (bruised/injured + Autofire) 

Blast DC 27 Tou (bruised/injured + Autofire) 

Strike DC 28 Tou (bruised/injured + Autofire) 

 

 

 

Edited by HG Morrison
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LITERARY DEVICE'D by GIZMO

 

Foreshadow

  • Fixed an issue where sneak attack was still listed in the feats.
  • Added Extended to Super Senses which seemed to have been listed as costing 8PP when in fact only 7PP worth of senses were bought.
  • Lowered Escrima Stick Device to Rank 2 getting rid of the Autofire Extra and adding the Stun Rod AP
  • Removed all ranks of Dodge Focus and re-bought as Straight Base Defense
  • Increased Wealth Benefit to 
  • Changed listed occupation to Student/Investor
  • Fixed the listing of his school to LBS rather than LSBF (I keep mixing them up)
  • Added new pictures to Erick's UK estate moving from London to Hertfordshire.
  • Bought 3 Ranks of Know (Pop) Culture and 5 Ranks of Know (Business)
  • Bought a 2nd rank of Lionhearted

 

 

Spoiler

 

Player Name: HG Morrison
Character Name: Foreshadow II
Power Level: 15 (238/239PP)
Effective PL: 12
Trade-Offs: +2 Defense / -2 Toughness, 5 Atk/ -5 Dmg (Unarmed)
Unspent Power Points: 0

In Brief: Acrobatic legacy to the Foreshadow Name.

Alternate Identity: Erick Sloane
Identity: Secret
Birthplace: Freedom City
Occupation: Student [London Business School]/Investor
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

_allery_5.e7144c79b7eebe0a8ded60cf875877

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 has inhereted his predecessor's old rogues gallery. Most notably being the assassins belonging to the Murder League and the the Freedom Mob. 

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 + 34 = 50PP

Initiative: +16 (+8 Dex, +8 Improved Initiative)
Attack: +8 Base, +14 Melee, +16 Escrima Sticks/Thrown, +20 Unarmed
Grapple: +18
Defense: +17 (+17 Base), +9 Flat-Footed
Knockback: -3

 

Saving Throws: 1 + 6 + 6 = 13PP

Toughness: +7 (+5 Con, +2 Defensive Roll)
Fortitude: +6 (+5 Con, +1)
Reflex: +13 (+7 Dex, +6)
Will: +9/15* (+3 Wis, +6)

 *Vs Fear Effects

 

Skills: 184R = 46PP

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) 15 (+20)
Knowledge (Current Events) 5 (+10)
Knowledge (Popular Culture) 5 (+10)
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: 55PP

Acrobatic Bluff
Ambidexterity
Attack Focus 6 (Melee)
Attack Specialization (Thrown) 3
Attack Specialization (Unarmed) 3
Attractive
Benefit 3 (Wealth 3)
Blind-Fight
Challenge 4 (Accelerated Acrobatics, Fast Task [Acrobatic Feint], Perfect Balance, Perilous Balance)
Defensive Attack
Defensive Roll
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 2 [+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 English Estate[17EP]
Location: Hertfordshire, England. UK.
Appearance/Details: 1, 2, 3
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:  6 + 12 + 1 = 19PP

Device 2 ( 15PP Container; Flaws:Easy-To-Lose; User Suffers Fatigue from Extra Effort rather than Device ) [6PP] (Multi-Function Escrima Sticks )

Escrima Array ( 8PP Array; Feat: Alternate Power 2 ) [10PP]

BPDamage 4 (  Feats:  Accurate, Mighty, Split Attack, Thrown ) {8/8}
APStun 9 ( Flaw:Action [Full]; Drawback: Full Power ) {8/8}
APSuper-Movement 3 Slow Fall, Swinging, Wall-Crawling 1; ExtraLinked to Speed [+0] ) + Speed 1 ( Stacks for Speed 2  [25 mph/250 ft. rnd]; Extra: Linked to Super-Movement [+0] {8/8} (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, Extended, 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)

Stun Rods                              Touch        DC19 Fortitude (Staged)                   Stun (Electrical)
 

 

Totals: Abilities (54) + Combat (50) + Saving Throws (13) + Skills (46) + Feats (55) + Powers (19) - Drawbacks (0) = 238/239 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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SINGLE DIGIT'D by GIZMO

 

Argonaut

  • Changed Alternate Form back to a non AP set up
  • Defense no longer listed as 78 for some strange reason

 

 

 

 

Spoiler

 

Player Name: HG Morrison
Character Name: Argonaut
Power Level: 10 (180/183)
Trade-Offs: +1 Attack/-1 Damage (Blast), -2 Attack/+2 Damage (Strike), -2 Defense /+2 Toughness
Unspent PP:  3


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
 

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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: +8(+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 + 40 + 44 = 109PP
 
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 2 ( 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 8 ( 40PP Container, Free Action, Sustained Duration ) [40PP] 

Communication 4 ( Radio [1 Mile] [4PP]
Concealment 4 ( Radio; Flaw: Passive [2PP] (Stealth Module)
Enhanced Feats 2 ( Affects Insubstantial [Unarmed] [2PP]
Flight 3 ( 50mph, 500 ft./rnd [6PP] (Jet Boots)
Immunity 9 ( Life Support [9PP]
Impervious Toughness 7 [7PP]
Super-Senses 3 ( Analytical [All Vision], Darkvision, Infravision, Microscopic Vision 3 [Molecule Size], Radio, Tracking [Infravision/Half-Speed] ) [10PP]

 

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:

 

 

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 (19) + Feats (8) + Powers (109) - Drawbacks (0) = 180/183 Power Points

 

 

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CINNAMON TOAST CRUNCHED by GIZMO

 

Glamazon

  • Bought up her True Sight to have all the True Sight Super Senses (Minus Detect Hidden).  So Vision Counters Concealment, Obscure, and Illusions

 

Spoiler

 

Player Name: HG Morrison
Character Name: Glamazon
Power Level: 11 174/175PP
Trade-Offs: -2 Defense/+2 Toughness, -2 Attack/+2 Damage
Unspent Power Points: 1

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 ( 38PP Container; All Effects have the Divine Descriptor [38PP]

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 6 
[6PP] (Divine Constitution)
Enhanced Strength 6 [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 9 ( Vision [Counters Illusion, Concealment, and Obscure [All] [9PP] (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) = 174/175 Power Points

 

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POD FIC'D by GIZMO

 

Roulette

  • Bought a Vehicle that is normally stored within the Voidrunner.  Makes up Roulette's bedroom inside the ship and acts as transportation for when he doesn't thread with the rest of the Voidrunners.
Spoiler

 

Player Name:  HG Morrison
Character Name:  Roulette
Power Level: 11 (170/172PP)
Trade-Offs: -4 Attack / +4 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 2

In Brief: Conman who shoots optic blasts

 

Alternate Identity:  Stahnze Turk
Identity:  Public
Birthplace:  Zultas  
Occupation:  Bounty Hunter
Affiliations: The Voidrunners (Ruby Voxx and Bliss)
Family:  Leorio Turk (Father, possibly deceased), Sattara (Mother, Deceased)

 

Description:

Age: 28 (DoB: 1986 [April 22nd])
Gender:  Male
Ethnicity: Zultasian
Height:  6'1
Weight:  205 lbs.  
Eyes:  Blue
Hair:  Silver and Black

 

 

Roulette_zps9e8d705e.png

 

Roulette is an purple skinned male with an athletic build.  His short spiky silver hair is kept spiked owing to some dedicated time with hair care products.  His typical clothing tends to favor exposing his arms to take in light better directly on the skin.

 

On the job, Stahnze wears a custom made white jumpsuit that looks almost like militarized gear.  He is known to wear a silver visor with a ruby lens. The visor an attachment system for Stahnze to add a portable rebreather.  When either the rebreather or the environmental seal of the space suit are in use it appears much like a jade green transparent layer over his face.  

 

Power Descriptions:

His Optic Blasts appear as if they were violet colored beams of coherent light.  Appearing a bright red for those whom can see the infrared spectrum.  And a dark blue for those who see under the ultraviolet spectrum.

 

History:

Stahnze Turk was born the son of a Star Knight and a lounge singer.  The pair met while Leori (his father) was in the midst of an investigation and Sattara (his mother) was working in a bar in the seediest bit of Khanate claimed space.  Leori was a rarity in that not many citizens of the Stellar Khanate were chosen as Star Knights.  Few having deemed worthy by Mentor of having the strength of character required.

Leori served his time as a Star Knight honorably, earning him about as many fans as could be expected in Kinan Kahn's empire.  Which was to say none, at least none that could actively express much support publicly.  At least until the Stellar Khanate went to war with the Lor.  When Leori  left to participate in the war, never returning home.  The most commonly heard of rumor was that he died in battle.  The murkiness lies in just exactly which side he was fighting on.  Stahnze's mother led him to believe that Leori died in battle apprehending a criminal.  

 

When Stahnze was fourteen years old, his mother passed away from an untreatable coronary disease.  Leaving him with no one left to care for him.  Stahnze chose to spend his teenage years traversing the stars.  Unfortunately living as a spacer required some sort of financial backing.  Lacking a proper source of income he learned to rely on the kindness of strangers.  

Or rather manipulating said kindness to his own ends.  Stahnze became an interstellar confidence man.  Funding his travels by tricking others out of their hard earned gains.  Stahnze actually began to get a taste for the luxurious as he began to accrue wealth.  In response to his burgeoning craving of the high life his crimes began to get more extravagant attracting more unwanted attention his way.

 

Such attention lead to Stahnze being captured by members of the Stellar Khanate crime syndicate as retribution for scamming one of their members out of a substantial sum.  The crime syndicate handed Stahne over over to an underground military research team that worked directly for Star Kahn.  Their research seeking to create living weapons for the glory of the Khanate.  The researchers  thoroughly modified and experimented on Stahnze.  

 

With tremendous results as Stahnze became able to metabolize photons around him into coherent beams of concussive force fired out of his eyes.  Before any further research could be conducted on the full capability of his powers, Stahnze used his new ability to blast his way out of the facility.  Leaving the entire location in shambles, with the research data fully destroyed.

As a free man again, Stahnze resumed pulling off massive confidence jobs.   Tricking criminal and lawman alike out of many a profit.  For as good as he was at acquiring money with his scams, Stahnze was equally lacking in business savvy.  Accruing a massive debt with some bad investments through various criminal contacts.  His face became a common sight on many a bounty poster soon after.

 

Bounty hunters were usually caught off guard by proper misdirection or a well placed optic blast.  To Stahnze's credit, he never harmed a civilian while on the run.  There was definite amounts of collateral damage as he destroyed the environment all willy nilly to escape capture.  But, Stahnze kept enough control to avoid catching anyone he wasn't targeting in the crossfire.  

It became so costly to chase after him that Bounty hunters began to actively avoid going after Stahnze's bounty.  With the notable exception of a bounty hunter by the name of Ruby Voxx.  Stahnze considered her the most relentless bounty hunter to chase him down.  If he lingered for too long, she would be hot on his heels soon after.  Keeping the conman looking over his shoulder everywhere he went.  This dichotomy continued on for years.

 

Everything changing when Stahnze went to the planet Un-Sabnur.  Stahnze lost a card game in a small bar and had to rely on his charm to avoid being bifurcated after admitting he did not have the money to pay the amount he owed.  Ranark the winner of the game agreed not to kill Stahnze.  Stahnze just had to return the payment in triplicate.   With Ranark having already chosen the means for Stahnze to gain the money.  Ranark was a former gladiator in the planet's famed coliseum.  After retiring he became the cruel overseer of the current crop of gladiators on the planet.

Seeking to earn a big pay day, he wanted Stahnze to drug the current gladiatorial champion's latest challenger. In all betting pools Bliss, the current champion, was the massive underdog going into the fight.  So a bet in support of Bliss would have paid substantially had she won the fight.  Rather than leave things up to chance, Ranark wanted Stahnze to provide him a guarantee.  

Before Stahnze could accomplish the poisoning he was caught in the act by Bliss.  Barely managing to escape capture he made a run for it in the process alerting more of the gladiators of the commotion.  Bliss was accused as Stahnze's co-conspirator by Ranark who spun the story around to cover himself.  Disgraced gladiator Bliss sought to clear her name, escaping in the heat of night rather than face an undeserved punishment.  Her plan to catch Stahnze and beat a confession out of him.  

 

While Bliss was chasing Stahnze through Space, so too was Ruby Voxx in hot pursuit of the two "partners in crime."  A pursuit which ended with all of them crash landing on a remote planet called Slogth in the rim of Lor and Stellar Khanate territory.  Though Voxx had technically caught her quarry upon landing, it left the three stranded on a planet they knew nothing about.

The locals had actually intended on hiring a trio of famed warriors for hire named the Voidwalkers to defend them against the Nebula crime syndicate whom wanted to invade the village for its herbs that could be used to manufacture a new drug.  Unbeknownst to the locals the Voidwalkers were merely characters in an old Earth sci fi show that had somehow streamed on to their planet.  When Ruby Voxx informed them that her ship was called the Voidrunner, the locals jumped to the conclusion that these three were apart of the Voidwalkers.  It didn't hurt that Stahnze looked like one of the cast members from the show whose character was known as Roulette.  Compounded further by his willingness to propagate the lie.

 

All three of them found it prudent to not get slaughtered by the invading force, so they played along.  Bliss, Roulette, and Ruby Voxx worked together actually managing to fend off the criminal syndicate's invasion.  Surviving with some parts ingenuity and more parts luck.  Roulette actually rather enjoyed doing the right thing for once, and conceded with Bliss's request (threatening glare) that they refuse the payment for protecting the village.  Voxx then put forward the idea that they not let the teamwork end there, and officially take upon the Voidwalkers banner.  With Voxx agreeing to "handle" the issue of their prior crimes and bounties, so long as they didn't betray her in the future.   And thus the Voidwalkers were formed

 

Personality & Motivation:

Roulette has spent most his life as an arrogant self-serving jerk.  The only thing that has really changed is he's a bit less self serving.  Roulette abhors violence, claiming it makes him look unprofessional and will always attempt to talk his way out of a fight if he can.  A consummate liar preferring to use his silver tongue rather than a weapon.  His more negative qualities are hidden behind a thin veneer of politeness.  But, Roulette consciously chooses proper etiquette solely when it suits whatever his current needs.  Preferring to rudely unnerve those around him.

However, Roulette is not without his positive traits.  He enjoys the feeling that comes from helping people, even if he'll never admit it.  He has a massive soft spot for children.  To the point that all one needs to do is tell them a child would be in danger and he's willing to be a hand.  Despite his willingness to manipulate even his own teammates, there is a burgeoning sense of loyalty growing towards them.

 

Powers & Tactics:

Roulette's body is able to metabolize ambient energy from photons found in the environment around him.  He is then able to release that energy in a coherent beam of light.  The beam has no apparent heat or recoil to it relying on concussive force instead.  The more power put into a beam the more concentration it takes to sustain, making more powerful blasts difficult to aim. 

Roulette prefers to avoid combat whenever possible.  Relying on his wits and sharp tongue to manipulate foes.  Feeling that a good con never need raise his hands.  Acting as support for his teammates on the defensive instead.  If pushed to the offensive Roulette eschews finesse for fire superiority to end things as quickly as possible.  His Optic Blasts operate on principles similar to lasers.  Making it possible for Roulette to refract the beam, fire it off with blinding speed, as well as taking advantage of reflective surfaces to hit multiple foes or attack from unexpected angles.  

 

 

Complications:

 

Body Heat: While not running any hotter than normal, his body emits a far larger heat signature than normal.  This can lead to issues in hiding from those able to track or distinguish heat signatures.  Or worse heat seeking weaponry.

Enemies: In Roulette's less than stellar days he accrued a large number of enemies.  Even with his debts settled by Ruby Voxx, many of them still feel as if they have a reason to come after his head.

Look where you're pointing that thing: For many being blinded by an attack is dangerous for themselves.  In Stahnze's case it becomes a risk for everyone else.  If his eyesight is compromised he can't maintain control of his optic blast.  Akin to gaining the Uncontrollable flaw and a GM deciding what havoc comes from this.

Mirror, Mirror on the Wall:  Roulette's optic blasts take on many of the properties of lasers.  Including being able to bounce of reflective surfaces.  Unfortunately, this can be used against him with his own blasts being refracted or reflected in a direction he doesn't want if an opponent is prepared to deal with him.

Power Loss:  When away from a light source for too long, Roulette can use up his reserves of energy with repeated firings of his optic blasts.  Leaving him with a lack available access to his energy source for a  recharge.  Furthermore, being low on his energy reserves can also make those last few shots an exhausting affair.

Rose Tinted Glasses:  Roulette is color blind.  He sees everything only in shades of red.  Although he has naturally adapted over time this still provides ample opportunity for the GM to be devious

 

 

Abilities: 0 + 6 + 8 + 8 + 6 + 10 = 38PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 20 (+5)

 

 

Combat: 8 + 10 = 18PP

Initiative: +3
Attack: +4 Base, +7 Ranged
Grapple: +4
Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -4

 

 

Saving Throws: 3 + 4 + 4 = 11PP

Toughness: +9 (+4 Con, +5 Space Suit)
Fortitude: +7 (+4 Con, +3)
Reflex: +7 (+3 Dex, +4)
Will: +7 (+3 Wis, +4)

 

Skills: 76R = 19PP

Bluff 14 (+19)
Concentration 4 (+7)
Diplomacy 6 (+11)
Disable Device 6 (+10)
Knowledge (Behavioral Sciences) 8 (+12)
Knowledge (Galactic Lore) 3 (+7)
Language 4 ( Galstandard, Grue, Jerreid, Khanate [Native], Lor )
Notice 9 (+12)
Pilot 6 (+9)
Sense Motive 11 (+14)
Sleight of Hand 5 (+8)

 

Feats: 32PP

Accurate Attack
Attack Focus (Ranged) 3
Beginner's Luck
Distract (Bluff)
Dodge Focus 8
Equipment 5
Fascinate (Bluff)
Improved Aim
Inspire 3
Leadership
Luck 3
Master Plan 
Power Attack
Set-Up
Taunt

 

Equipment: 5PP = 23/25 EP

Lock Release Gun [1EP]

Multi-Tool [1EP]

Space Pod The ORPod [21EP]
Size: Huge [2EP]
Strength 30
Toughness 9
Defense -2
Features: Alarm 1 (DC 20) , Communications, Computer, Living Space, Navigation System 1 (+5 Nav)
Powers: [14]

Flight 5 ( 250 mph ) [10EP]
Super Movement 2 (Space Travel 2) [4EP]

 

Powers: 12 + 1 + 36 + 1 + 2  = 52PP

Device 3 (15PP, Hard to Lose]) [12PP] (Lor Spacesuit)

Immunity 9 ( Life Support [9PP]
Protection 5 [5PP]
Super-Senses 1 ( Infravsision [1PP]

 

Immunity 1 ( Own Powers [1PP]

 

Optic Blast Array ( 34PP Array Feat: Alternate Power 2 ) [36PP]

Base PowerDamage 15 ( Extra: Range [Ranged]; Feats: Improved Critical 2, Precise, Ricochet 1 [1 Bounce] ) (Optic Blast) {34/34}
Alternate PowerDamage 11 ( Extras: Area [General, 60-110-220' Cone]; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 )(Scything Optic Blast) {34/34}
Alternate PowerDamage 11 ( Extras: Area [General, 55-110' Burst], Range [Ranged], Selective Attack; Feat: Progression, Increase Area 1; Flaw: Action [Action] )(Optic Bank Shot) {36/36} 

 

Quickness 3 ( Perform Routine Tasks at x10 Speed; Flaw: Limited to Trigonometry [-2] [1PP]

 

Super-Movement 1 ( Slow-Fall [2PP] (Optic Blast Landing)

 

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

 

DC Block

 

ATTACK                       RANGE                   SAVE                                            EFFECT

Unarmed                      Touch                       DC15 Toughness (Staged)              Damage (Physical)

Optic Blast                   Ranged                     DC27 Toughness (Staged)            Damage (Bludgeon/Light)

Optic Bank Shot           55-110' Burst             DC26 Toughness (Staged)            Damage (Bludgeon/Light)

Scything Optic Blast     60-110-220' Cone       DC26 Toughness (Staged)            Damage (Bludgeon/Light)

 

Totals: Abilities (38) + Combat (18) + Saving Throws (11) + Skills (19) + Feats (32) + Powers (52) - Drawbacks (0) = 170/172 Power Points

 

 

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DEADLIFTED BY HGM

 

51PP for Comrade Frost 

 

His Grapple should now be +14 

 

to Feats - 1PP

Attack Focus (Melee) 1 [1PP]

 

to Saves - 2PP

+2 Will Save [2PP]

 

to Powers - 18PP

Enhanced STR 14 (vampiric, to STR 24/+7) [14PP]

Super-Senses 3 (feel magic, Detect Magic 3 [tactile; enhancement: Radius) [4PP]

 

That should leave 30 for whenever I get around to a sidekick. 

 

Edited by HG Morrison
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AMENDED BY HGM

 

Phalanx

A few errors have crept in over the years/edits.

 First an update more in line with current sheet formatting.

 

Top fluff should be changed to the following

Player Name: angrydurf
Character Name: Phalanx
Power Level: 15  (226/230PP) (31 pre-bump, 64 post-bump)
Trade-Offs: -3 Attack, +3 Save DC (Energy vision +5 Attack -5 Save DC); -5 Defense, +5 Toughness;
Unspent Power Points: 4

In Brief: Teen (Now adult) Paragon granted powers by the '93 Terminus invasion;  A 'Terminus Baby'

Residence: Aeon Penthouse
Base of Operations: Freedom City
Catchphrase: None yet

Alternate Identity: Mike Harris
Identity: Secret
Birthplace:  Freedom City
Occupation:  Student
Affiliations: Liberty League, AEON, Claremont Academy (Former Student), Young Freedom (Founding Member)
Family:  Only child.  Mother and Father live in Hanover, His paternal grandparents have a farm 'upstate'

Description:
Age: 22 (DoB: August 16, 1993)
Apparent Age: Early 20's
Gender: Male
Ethnicity: White
Height:6'6"
Weight:285lbs
Eyes: Green
Hair:  Black

 

Complications add:

Overbooked: Going back to school full time and a life of crime fighting don't go hand in hand, while super speed may help him keep up he can't be in two places at once.

Secret Identity:  One of the worst kept secrets but technically true.  After his recent exposure out of costume the chances of being recognized increase.

Add his parents to responsibilities as they are potential targets for enemies

 

Attack Should be:  Attack: +8 (+12 Melee, +20 Energy vision)

 

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

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

 

DC Block Should Read:

 

DC Block

ATTACK              RANGE            SAVE                           EFFECT
Unarmed
             Touch            DC 33 Toughness                Damage (Physical)
Energy Vision       Ranged(200' Int) DC 25 Toughness                Damage (Energy)
Shockwave           Touch(Cone Area) DC 33 Toughness(DC28 Ref 1/2)  Damage (Physical)

Super-Breath        Touch(Cone Area) +19-30 Trip (DC28 Ref 1/2)     Trip

Edited by HG Morrison
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