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Character Edits 2016

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


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

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Foreshadow II



  • Seeing as Escrima, Tricking, and Savate are the only martial arts I ever actually cite when writing Foreshadow's fighting style.  I cut some of the bloat in his Powers and Tactics.  Now I know most savateurs use la canne as their back up staff fighting style, but Foreshadow's always gone with Escrima. 
  • Dropped Attractive
  • Spent the 6 points on Charisma.  Adjusted skill values to reflect this dropping three ranks of Intimidate Buying 1 in Bluff and Diplomacy and putting the last bit in picking up Filipino as a Language
  • Spent 2 points getting 5 ranks of Climb, 2 ranks of Survival, and 1 Rank of Swim
  • Dropped the feat Up the Walls with the newfound ranks of Climb and instead put the point into Weapon Bind
  • Bought 1 rank of the Swimming Power using the training Descriptor
  • Bought 1 more rank of the Benefit feat.  Status 1 [Vanguard Membership]






Player Name: HG Morrison
Character Name: Foreshadow II
Power Level: 15 (248/249PP)
Effective PL: 12
Trade-Offs: +2 Defense / -2 Toughness, 5 Attack / -5 Damage (Unarmed)

Unspent Power Points: 1


In Brief: Acrobatic legacy to the Foreshadow Name.


Alternate Identity: Erick Sloane_allery_5.e7144c79b7eebe0a8ded60cf875877
Identity: Secret
Birthplace: Freedom City
Occupation: Student [London Business School]/Investor
Affiliations:  Vanguard
Family: David Sloane (Adoptive Father)

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

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. 



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 Gilles Gordeau a master Savateur. 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 Jade Spider, Erick found himself eviscerated at the waist. Erick barely escaped 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.


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 activating some latent clairvoyant ability.


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.  Reflecting this his fighting style relies on movement and precision.  His mastery of savate allows him to maintain a lateral control of the, the gymnastic art of tricking allows him to feint his opponents or attack them from odd and unexpected vertical angles, and a solid base in escrima affords him a brutal fallback when precision and mobility allow fail.


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. 



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 + 12 = 60PP

Strength: 18 (+4)
Dexterity: 24 (+7)
Constitution: 20 (+5)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 22 (+6)


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: +9/17* (+3 Wis, +6)

 *Vs Fear Effects


Skills: 192R = 48PP

Acrobatics 18 (+25) Skill Mastery
Bluff 9 (+15) Skill Mastery
Climb 5 (+9)

Computers 5 (+10)
Concentration 7 (+10)
Diplomacy 9 (+15) 
Skill Mastery
Disable Device 5 (+10)
Disguise 2 (+5)
Drive 5 (+12)
Escape Artist 8 (+15)
Gather Information 7 (+10)
Intimidate 4 (+10)
Investigate 5 (+10)
Knowledge (Business) 15 (+20)
Knowledge (Current Events) 5 (+10)
Knowledge (Popular Culture) 5 (+10)
Knowledge (Streetwise) 15 (+20)
Language 13 (Arabic, ASL, Chinese [Mandarin] English [Native], Filipino, 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

Survival 2 (+5)

Swim 1 (+5)


Feats: 57PP

Acrobatic Bluff
Attack Focus 6 (Melee)
Attack Specialization (Thrown) 3
Attack Specialization (Unarmed) 3
Benefit 4 (
Status [Vanguard Membership], Wealth 3 [Billionaire])
Challenge 4 (Accelerated Acrobatics, Fast Task [Acrobatic Feint], Perfect Balance, Perilous Balance)
Defensive Attack
Defensive Roll
Eidetic Memory
Elusive Target
Equipment 0 (+10 50EP Veteran Reward )
Evasion 2
Hide in Plain Sight
Improved Disarm
Improved Initiative 2
Improved Ranged Disarm
Improvised Tools
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]
Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth)
Takedown Attack 2
Teamwork 3
Uncanny Dodge (Auditory)
Weapon Bind


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.
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.
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 + 1= 20PP


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; Feats: 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; Extra: Linked 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) 


Swimming 1 ( 2.5 mph, 25 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 (60) + Combat (50) + Saving Throws (13) + Skills (48) + Feats (57) + Powers (20) - Drawbacks (0) = 248/249 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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You're sort of right.  Filipino is a language derived from Tagalog.  It's the actual national language and the main difference is it has root words from other languages like Spanish as well.  Your older generations may still consider something like purely Tagalog as the go to.  Extra Trivia:  Many foreigners make the mistake of learning Tagalog and not Filipino when visiting the Philippines, so the lack of dialogue differentiation can be a dead giveaway if you're new to the country.


It's basically like going back to 1950 and using 2010s English.  I know being a Lingua Franca that Mandarin would be a more apt example, especially since some cities that use Bisaya teach Tagalog and just call it Filipino, but since knowing Filipino also essentially means you know Tagalog I don't feel the need to distinct it that much.

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Player Name: Arichamus
Character Name: Red Moon

<img src="http://www.freedomplaybypost.com/gallery/image/347-red-moon/" align=right>

Power Level: 11 (168/168PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Platinum Status: 18/120 (Gold Status earned with >King of Suits)

In Brief: A Farsider scientist and one-time spy against humanity who accidentally transformed herself into a vampire.

Alternate Identity: Atraxia Falkaet
Identity: Secret, her history and nature are anything but obvious or common knowledge.
Birthplace: Farside City, the Moon
Occupation: Preserver technology researcher, superheroine,
Affiliations: Farsiders, Truth,
Family: (Seda)Mother and (Placil)father(deceased), 3 sisters and brothers.

Age: 67 (DoB: 1929 )
Apparent Age: 20, age at transformation.
Gender: Female
Ethnicity: Farsider
Height: 6ft. 2in.
Weight: 80Lbs., 120lbs. with the terrasuit Device.
Eyes: Icy blue
Hair: Black

Atraxia outside her specialized costume is a towering and spidery woman with black hair streaked with white, and unblinking eyes that are solid white save for a blue core where the pupil ought to be. Her skin is so pale that the dried, blackened veins and shriveled muscles under it are clearly visible, and it is pulled taut around her bones, producing a singularly morbid appearance. The fangs and claw-like hands don't help, and the harshly croaking voice seals the ugly effect.
The 'terrasuit' she wears does a great deal to hide this, a grey & red mostly skin-tight affair filled out to resemble a normal example of her kind, with a large, opaquely-black helmet covering her head and allowing her to see without being exposed to ultraviolet radiation or the eyes of others. It is studded with small pouches and pockets to accommodate its wearer's impulsive tendency to collect samples of things.

Power Descriptions:
(Descriptors: Psionic, Mutation)
After being blasted by her attempted recreation of the mysterious Moon Stone, Atraxia's body was effectively killed at the same time her soul(or psychic expression) was partially released from it. As a result, she is basically a ghost possessing her deceased body out of both a lack of desire and power to leave it and the desperate hope that this can be permanently reversed somehow. This had the side-effect of unlocking her bizarre latent mutations: the power to attack a living being's soul by partially transferring herself to another dimension(currently she is unaware that this is the realm of Earth-bound spirits), the power to make herself all-but impossible for the unaided eye or ear to observe her as well as being difficult for psychics to detect, a paralytic toxin secreted in her fangs, and the ability to fly through walls, scale any surface, and walk without leaving a trace and temporarily turn her mass into coherent energy for space-flight. Her eyes can penetrate almost any attempt to deceive her, and she has a weak power to tell if psychics are nearby.

Her terrasuit has a built-in translator that enables her to speak and understand any language spoken around her, though its power to translate the written word is a work in progress. The program gives her a slightly more normal voice, though it injures that by the breathy translation and disconcerting background noise. Her transformation has not been without ill effects(Atraxia being of the opinion that ALL of the effects it has had are ill), mainly that now she has to contend with dead nerves, the knowledge that if she reveals herself to the light of any sun she will be burned to ashes, an all-consuming need to drink blood.

One of the rare children of Farside City to take an active interest in their austere metropolis, Atraxia developed at a young age into a remarkably adept physicist and engineer, particularly intrigued by the Moonstone, the Preserver artifact(or discovery) that maintained their quiet, peaceful world. In this time of the former king and queen of Farside City, such experimentation was welcomed and the woman was given all the help and equipment she could need.


Attempting to discover more about the energy radiating from the chunk of crystal, the Farsider attempted to re-create the object using Lunar science, deciphering the long-lost language of the Preservers in the course of her research. When the replica was complete, Atraxia activated it, triggering a devastating reaction. She, somehow, survived the surge of power but was horribly twisted by exposure to the radiation, transformed into a pseudo-energy being shackled to a bloodthirsty, monstrous corpse. After years of experimentation and failure to return herself to normal, Atraxia exiled herself from Farside City, unwilling to live as she was.


On her lonely trek to the near side of the Moon, hoping to burn herself in the sunlight, she stumbled upon a cave system on the lip of the Farside crater. Within she found elaborate pictograms and carvings detailing the miseries of what she realized were creatures just like herself. In ages past, others had attempted to unlock the secrets of the Moonstone, all either killed or hideously changed.


Even while reeling from the shock, Atraxia was puzzled: why had she never heard about this? Why hadn't the king and queen known or warned her? But that was brushed aside. She wasn't a freak but the logical conclusion of interacting forces, and it was her duty to find out as much as she could about this new state, for the good of all who might suffer like her! Pushing to the limits her new powers, she spent months testing her body, her new senses and all the ways they intersected. At last, sure she had gotten as far as she could without the right tools, she returned to Farside City. She found it under the reign of the maddened Princess Selene.


While immune to the princess' new powers and more than a match for her army, Atraxia's transformation was still her weakness. Selene offered her a cure that the royal physicians had been working on in exchange for her service and loyalty. The sensation of normalcy after years of being a monster was more than enough to sway the scientist. But the 'cure' was only temporary, and as her body began to dessicate again the promise of more doses and Selene's harping on the violent and rapacious nature of the humans was enough to win over Atraxia, every inch the respectable, peaceable Farsider.


Throughout the 1970's and 80's, the lunar vampire was kept busy spying on humanity's movements, slipping through walls to read plans, listening invisibly to conversations and gathering reams of data. However, she was forbidden to attack anyone both as a means of control over where she got her vital blood and to keep her tracks clean. Thus, when Prince Mentac returned with his Atom Family and defeated his sister and her followers, the harmless record and pitiable story of the vampire was enough to get her a royal (if grudging) pardon.


After doing her part to repair Farside City and even improve some parts of it, Atraxia struggled with conflicting desires as she moved to the caves outside her old home. She longed to get away from her past and explore the universe, especially given her natural ability to move faster-than-light, but the lingering homebody tendencies of Preserver conditioning and the pull of her duty to future scientists risking their lives to explore the Moonstone won out. Earth's vampire menace and and wealth of weirdness, her constant work improving her Moon base and work (via correspondence) with Farside scientists keeps her busy as her long unlife plays out, searching tirelessly for answers.

Personality & Motivation:
Atraxia was never what one would call a people person. The focus of her life's work was almost always on things, how they work and what they do. Years alone and then working as a spy did nothing for her social skills, leaving her quick-tempered and prone to speaking impulsively when not sullenly holding her tongue. She is deeply self-conscious about her condition and does all she can to disguise what she really is from others. The mysterious, complicated place that Earth has proven to be piques her interest, but as a thing to be studied and understood before anything else. When meeting others for the first time they get to experience the joys of a suspicious and haltingly-spoken woman who feels deeply ill-used by the world. Despite all that Axtraxia is earnestly committed to trying to help make the human's world a better place in any way she can, and doesn't hesitate for an instant if there seems to be anything of use she can do. The mystical villains that "exploit the superstition of the ignorant" are to her mind the primary obstacles to human progress, and she devotes herself to combating them.

Powers & Tactics:
Sneaking up behind someone and hitting them from surprise is the only combat tactic Red Moon knows, so she does that.

Enemy: Lady Lunar
Habit: Needs blood plasmas to keep at the level of health she considers normal. As well, suffers cravings for it.
Myth...busted?: Driven to try and disprove magic and magic-related phenomena as anything but entirely misunderstood 'normal' forces.

Reputation: Willing collaborator with the Moon's despot.
Secret: Vampire
Secret: Identity



Abilities: 2 + 6 -10 + 12 + 2 + 0 = 12PP
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: -
Intelligence: 22 (+6)
Wisdom: 12 (+1)
Charisma: 10

Combat: 10 + 8 = 18PP
Initiative: +3
Attack: +10 Melee, +5 Ranged
Grapple: +11
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5

Saving Throws: - + 6 + 8 = 14PP
Toughness: +11 (- Con, +10 Protection (Hardened Skin), +1 Protection (terrasuit))
Fortitude: Immune
Reflex: +9 (+3 Dex, +6)
Will: +9 (+1 Wis, +8)

Skills: 40R = 10PP
Computers 5 (+11) SM
Craft(Electronic) 4 (+10) SM
Disable Device 6 (+12)
Knowledge(Galactic Lore) 4 (+10)
Knowledge(Physical Sciences) 6 (+12) SM
Knowledge(Technology) 6 (+12) SM
Language 2(Galactic Standard, Farsider(Native), Preserver)
Stealth 7 (+10)

Feats: 20PP
Attack Focus(Melee) 5
Dodge Focus 6
Eidetic Memory



Equipment 5(25EP)

Improvised Tools
Skill Mastery(Computers, Craft(Electronics), Knowledge(Physical Sciences), Knowledge(Technology))


HQ: The Warrens = 25EP

Size: Awesome

Toughness: 20

Features: Communications, Computer, Defense System, Hangar, Holding Cells, Infirmary, Isolated,
Laboratory, Living Space, Power System, Security System (force field Snare, DC
25), Teleport (Affects Others), Workshop


Powers: 12 + 40 + 2 + 24 + 10 + 2 + 2 + 11 = 103PP

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

Comprehend 3(Languages; Read, Speak & Understand all)[6PP]
Feature 1(Buys off the No Sense of Touch Disability)[1PP]
Feature 6(Buys off the Sunlight Weakness)[6PP]
Protection 1[1PP]
Super-Senses 1(Tracking(Infravision)[1PP]


Immunity 40(Fortitude Saves, Mental/Psychic powers)[40PP]

Flight 1(10 MPH)[2PP]

Lunar Vampirism Array 10(20PP Array, Power Feats: Alternate Power 4)[24PP]



Base Power: Strike 10(Extras: Alternate Save(Will)[20PP](Ghostly Claw)
AP: Concealment 7(All Visual Senses, Normal Auditory, All Mental Senses)[14PP](Insidious Step)
AP: Drain Constitution 9(Extras: Linked(Paralyze)[9PP]+Paralyze 10(Extras: Linked(Drain); Flaws: Slow Only)[10PP]=[19PP](Blood-Drain)
AP: Mental Transform 10(Change Memories/Recollection; Extras: Continuous)[20PP]
AP: Super-Movement 6(Permeate 3, Trackless, Wall-Crawling 2)[12PP](Spectral Infiltration)

Protection 10[10PP](Hardened Skin)

Regeneration 1(Resurrection 1/week, not when staked through the heart or beheaded)[1PP]

Super-Movement 1(Space Travel 1: Local System)[2PP](Mass-Energy Transfer)

Super-Senses 12(Visual Senses: Counter Concealment, Counter Illusion, Counter Obscure(All Descriptors); Psychic Awareness; Infravision)[12PP]

Drawbacks: (-1) + (-6) + (-2) = -9PP
Disability(No sense of Touch)[-1PP]
Weakness(Sunlight, Destroyed in 10 Rounds; Frequency: Very Common; Intensity: Major)[-6PP]
Vulnerability(Cosmic Energy damage; Frequency: Uncommon; Intensity: Moderate(+1.5 DC))[-2PP]

DC Block




Unarmed Touch DC16 Toughness(Staged) Damage(Physical)

Drain Touch DC19 Fortitude Constitution(Drained)

Mental Transform Perception DC20 Will Transform

Paralyze Touch DC20 Fortitude Slowed

Strike Touch DC25 Will(Staged) Damage(Physical)

Totals: Abilities (12) + Combat (18) + Saving Throws (14) + Skills (10) + Feats (20) + Powers (103) - Drawbacks (9) = 168/168 Power Points



With 10PP buying Equipment 5, adding a rank to the Device(4PP) and fixing the Space Travel to be in line with 2.5 rules(1PP). Redid the History so it'd be less of an unreadable bloated mess.

Edited by HG Morrison
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The Stranger


Changing a bit of the Stranger's fluff. I'm making him a lawyer instead of being loosely connected to a hospital.

  • Five ranks moved into Know/Civics, five ranks taken from Know/Behavioral Sciences.
  • Skill Mastery moved from Know/Behavioral Sciences and to Know/Civics.


Player Name: Raveled
Character Name: The Stranger
Power Level: 12 (180/180PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Platinum Status: 0/30

In Brief: An inhuman creature bonded to a human shell. A protector of the dreamscape.

Alternate Identity

Identity: Seth Machan (Secret)
Birthplace: The Dreamspace/Atlantis
Occupation: Criminal Attorney, volunteer defense attorney
Affiliations: Delphic Industries, Project Freedom, Public Defender's Office
Family: None, and innumerable.

Age: ~16,000 years old (Incarnated during the Pleistocene)
Apparent Age: Mid-thirties
Gender: Male
Ethnicity: Caucasian by default
Height: 5’ 8”
Weight: 140 lbs
Eyes: Brown
Hair: Black


Seth Machan is not a man who stands out in a crowd. He’s of average height and skinny, with unlined skin and dark hair that grows straight and smooth and thick to the nape of his neck. He favors grey Oxford shirts, dark suits, and shiny black brogues. He’s almost never seen in anything more casual. He often wears a silver lapel pin depicting what looks like a leaf or frond.


When on patrol, the Stranger does not wear a cape or bright colors. He still wears a black shirt, a black sportcoat, and black slacks. His feet are bare, though, and his hair is wild and tangled. His hair isn’t just black anymore either; it almost looks absent, like it absorbs all light that touches it. His skin becomes pale as china, and his face becomes a smooth expanse of flesh from his brow to his chin with mere slits for his black-on-black eyes. The frond-symbol moves to his forehead and has the same not-quite-there coloration as his hair.


In the dream realm, the Stranger looks even less human. Superficially he still appears to be a man in pale skin with messy hair and dark clothes, but his face is a stylized noh mask and he rarely takes his hands out of his pockets. Instead, his jacket bulges like there are great, tunneling creature moving underneath it, and either the hems of his slacks cover his feet or his feet meld into the dream terrain.


Power Descriptions: The Stranger’s powers come from his otherworldly lineage. His body is not something that grew around him; it’s a thing he constructed. As such he has incredible control over his biological processes, rendering him immune to virtually all the natural toxins that plague humans. In addition he can tap into his eldritch nature to empower himself, either to supercharge his physical body or attack his enemies’ minds in different ways. If he’s injured , he can reach out and absorb the power within a particular person or object to heal himself. Finally, as a creature native to the mindscape, he can enter the minds of sleeping creatures and travel via dreams to any other dreaming creature in this universe.


In the realm of dreams, he is much more powerful and much stranger. He can reshape the dreamscape to his will and uses that to create walls and other structures to defend himself or tie up enemies, or to create attacks to overwhelm his enemies. He can even attack the very nature of the dream dimension itself to remove enemies


History: The history of the creature most often known as the Stranger goes back to ancient Atlantis. A mage, his name forgotten to all, became aware of the strange beings that prowled on the edges of the dream realms. He enticed one in and captured it, forcing the creature to manifest physically. At first the creature was a formless mass, but as it spent more time around humans the spirit took on a more human form. Eventually the mage created a body for it, for the dream entity to move around the city and see its wonders.


The creature survived the mage and was inherited by his family, but it was never regarded as anything but a monster to be studied and contained. The spirit’s body did not age or die though, and it was around to see the city sink. The spirit escaped to Mesopotamia, settling among the proto-Sumerians in the region and tried to live as just a man. However, there was a suffering that he couldn’t ignore. The dreams and minds of Atlanteans and mages were protected, but out in the wilds there were monsters and demons and worse to prey on people. The spirit had the knowledge of thousands of years of observing the greatest mages in history, and his own nature allowed him to travel to the dreamworld and do battle directly with the predators there.


Time passed, and the creature traveled the world. Every place that he found evil preying on innocents he fought against it, often triumphing, sometimes dying, always returning. He’s spent tens of thousands of years this way, observing humanity’s slow climb up it its current state. He settled in Freedom City a few decades ago and eventually found a job with the Public Defender's Office, helping those who had recently gone through a traumatic life change. He remains a defender of the dreamscape, though, a terror to nightmares and an eerie defender of the waking world.


Personality & Motivation: Seth appears rather distant to most people, even cold. Even when he claims to have strong feelings on a subject, he’ll often explain himself in a detached, logical fashion. This can be unsettling when he acts calm and collected in a stressful situation, even carrying on casual conversation in the middle of dangerous fights.


The truth is that Seth views humanity as a fascinating mystery, full of questions and inconsistencies. He’s spent tens of thousands of years in and among them, and yet every day there is something that surprises him. He will protect humanity at least until he can unravel their mysteries.


Powers & Tactics: There’s a marked difference between how the Stranger fights in the physical world and how he fights in the dreamworld. In the physical world he’s more or less a straight-up brawler, mixing bone-shattering blows with the occasional psychic dagger. If he’s too injured he can reach out and eat the energies that sustain a certain thing, dissolving it to dust and repairing himself. As a last resort he can drop the illusion of normality that covers him and subject everyone who can see him to his true, unnatural, mind-shattering shape.


In the dreamworld fighting the Stranger is like fighting the land itself. He can use the mutable landscape to cause mountains to crash onto an opponent, freeze them solid one moment and boil them alive the next. He’s much less restrained in these fights, since all the damage is metaphorical; it takes a concerted effort to kill someone in the dreamscape, allowing him to fight without the usual consideration.


Not Meant to Be Seth is a creature not of this dimension, and his very nature is against the rules of this dimension. Observant people can figure out this wrongness from how the environment reacts to him.
Staring into the Abyss Seth’s magical and psychic nature is a stain on the world. Anyone observing him with Magic Awareness or Mental Awareness will immediately know that he is something weird and dangerous.
Constant Observer Seth is fascinated with the actions of humanity and its reasons for such. In the heat of the moment he may stop acting to simply observe, or even to interrogate someone engaged in delicate work.
Never Forget In his very first incarnation Seth was essentially a slave of an Atlantean wizard. While that family is long dead, he still doesn’t trust any Atlantean or anyone of Atlantean descent (including Ulti-men and the inhabitants of Ultima Thule).

Abilities: 0 + 4 + 0 + 2 + 10 + 6 = 22PP
Strength: 30/10 (+10/+0)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 12 (+1)
Wisdom: 20 (+5)
Charisma: 16 (+3)

Combat: 12 + 12 = 24PP
Initiative: +2
Attack: +6 Melee, +6 Ranged, +10 Pseudonatural Dreams
Grapple: +6/+16
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -10/-5

Saving Throws: 8 + 4 + 5 = 17PP
Toughness: +10 (+0 Con, +10 Protection, 10 Impervious)
Fortitude: +8 (+0 Con, +8)
Reflex: +6 (+2 Dex, +4)
Will: +10 (+5 Wis, +5)

Skills: 100R = 25PP
Diplomacy 7 (+10)
Intimidate 17 (+20)Skill Mastery
Knowledge (Arcane Lore) 14 (+15)Skill Mastery
Knowledge (Behavioral Sciences) 9 (+10)
Knowledge (Civics) 14 (+15)Skill Mastery
Knowledge (Current Events) 9 (+10)
Knowledge (History) 9 (+10)
Medicine 5 (+10)
Notice 10 (+15)
Sense Motive 6 (+11)Skill Mastery


Feats: 8PP
Dodge Focus 4
Skill Mastery (Intimidate, Knowledge [Arcane Lore, Civics], Sense Motive)

Powers: 4 + 6 + 1 + 28 + 37 + 7 + 1 = 84PP

All powers have the pseudonatural and magic descriptors


Flight 2 (25 MPH) (Forsake the Earth) [4PP]


Morph 2 (Any humanoid, +10 Disguise, Feats: Quick Change 2) (Shape this Shell) [6PP]


Morph 0 (+0 Disguise, Feat: Metamorph) (Dream Self) [1PP]


Pseudonatural Biology Container [28PP]

  • Immunity 30 (Fortitude, Feat: Trance, Flaw: Half Effect) (Constructed Body) [16PP]
  • Protection 10 [10PP]
  • Immunity 2 (Ageing, Sleep) [2PP]


Pseudonatural Dreams Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP]

  • BE: Enhanced Strength 20 (Extra: Linked [+0] [Impervious]) + Impervious Protection 10 (Extra: Linked [+0] [Enhanced Strength]) (Inhuman Might) [30/30PP]
  • AP: Stun 10 (Extras: Range/Ranged) (Psychic) (You Sleep) [30/30PP]
  • AP: Damage 10 (Extras: Range/Ranged, Alternate Save [Will]) (Psychic) (Visit Your Nightmares) [30/30PP]
  • AP: Damage 10 (Extras: Range/Ranged, Vampiric) (I Hunger!) [30/30PP]
  • AP: Mind Reading 10 (Extras: Linked [+0] [Drain Will]) + Drain Will 10 (Extra: Range/Perception, Flaw: Limited [Sleeping Targets Only]) (Dream Invasion) [30/30PP]
  • AP: Dreamwalking [13/30PP]
    • Super-Movement 1 (Dimensional 1 [Dream dimension]) [1PP]
    • Teleport 20 (Anywhere in the universe, Feats: Change Direction, Change Velocity, Flaws: Limited [Long-Range Only], Medium [Dreams]) [12PP]


Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Spatial Awareness) [7PP]


Regeneration 1 (Resurrection, 1 week) [1PP]

Drawbacks: (-0) = -0PP


DC Block


Totals: Abilities (22) + Combat (24) + Saving Throws (17) + Skills (25) + Feats (8) + Powers (84) - Drawbacks (0) = 180/180 Power Points



Powers: 4 + 7 + 28 + 37 + 7 + 1 = 84PP

All powers have the pseudonatural and magic descriptors


Comprehend 2 (Understand all Language, Speak any One Language) (Dream Speech) [4PP]


Morph 2 (Any humanoid, +10 Disguise, Feats: Metamorph, Quick Change 2) (Dream Self) [7PP]


Pseudonatural Biology Container [28PP]

  • Immunity 30 (Fortitude, Feat: Trance, Flaw: Limited [Half Effect]) (Constructed Body) [16PP]
  • Protection 10 [10PP]
  • Immunity 2 (Ageing, Sleep) [2PP]


Dreamcrafting Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP]

  • BE: Create Object 10 (Extra: Moveable) (Modeling the Dreamscape) [30/30PP]
  • AP: Damage 10 (Extra: Autofire, Range/Ranged) (Dream Barrage) [30/30PP]
  • AP: ESP 10 (200 000 miles; All senses, Flaw: Feedback) (Spy on Dreams) [30/30PP]
  • AP: Concealment 10 (All senses, Extra: Linked [+0] [Insubstantial]) + Insubstantial 2 (Gaseous, Extra: Linked [+0] [Concealment]) (Fade Into Dreams) [30/30PP]
  • AP: Dimensional Pocket 10 (Extra: Range/Ranged) (Into My Dreams) [30/30PP]
  • AP: Snare 10 (Extra: Contagious) (Dream Quicksand) [30/30PP]


Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Dream Awareness) [7PP]


Regeneration 1 (Resurrection, 1 week) [7PP]




Edited by HG Morrison
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  • 2 weeks later...



Extensive character edits for Ruby:

Edited Personality & Motivation and Appearance for clarity

+2 to Equipment for The Voidrunner
Purchased All-Out Attack
Swapped Ambidexterity for Well-Informed
Changed Attack focus: Melee 2 to Ranged
Upgrading The Voidrunner. Added +2 to toughness. Added Enhanced Dodge 3 to powers. Upgraded flight by +1 Included picture link.

Dropping Sword. +6PP
Altering Nano-Gun to Repeated Rifle (Device 5 -3PP)




Player Name: Darksider42
Character Name: Ruby Voxx
Power Level: 10 (155/158 PP)
Trade-Offs: Ranged: +2 Attack / -2 Damage
Unspent Power Points: 3

ThemeIron Maiden - The Final Frontier 

In Brief: Abducted girl from earth who became one of the best Bounty Hunters in the Galaxy

Residence: Star cruiser Voidrunner
Base of Operations: Mobile

Alternate Identity: Ruby Hawkins
Identity: Public
Birthplace:Birmingham, England, Earth/Terra
Occupation: Adventurer / Mercenary / Bounty Hunter
Affiliations: Zorla's Hunters (Formally) Voidrunners
Family: Adam and Teri Hawkins (Parents) Zorla Voxx (Adopted Mother)

Age: 24 (May 12th, 1990)
Apparent Age: Early 20s
Gender: Female
Ethnicity: Caucasian Terran
Height: 5'7
Weight: 115 lbs
Eyes: Blue
Hair: Red

Ruby is fairly attractive woman with short red hair and ice blue eyes. Extended periods of time on spaceships since she was a child have left her with exceptionally pale skin.
While working Ruby wears her Modified combat armor, which appears to be form fitting black and gold armored suit with a collapsible helm that provides life support and visual augmentations. The armor plates do seems scratched and battle-scared however. Outside of that she wears a old, battered bomber jacket over a pilots flight suit.

Power Descriptions:
Other than a cybernetic translator augmentation, Rubys natural abilities are in line with a extremely fit human being and someone with a lot of heavy ordanance.

On Earth, the disappearance of Ruby Hawkins remains a mystery to this day. Reports found that she seemingly vanished from her house in Birmingham without a trace. Although police searched for the girl, it was eventually called off. Her parents left devastated and the files to her case were eventually buried under others, left to be forgotten and presumed to be dead.
What actually happened was far stranger.
The little girl found herself teleported from her bedroom onboard a strange alien ship. It was not long before she was taken by the ships inhabitants into a cell and kept there. She found herself victim of notorious alien slave trader Tragrosh. Whether she would be sold off to left to rot in the cells, Young Ruby's fate was for a time left uncertain. It was not until a raid on the ship by mercenaries did things turn around. Lead by famed Bounty Hunter Zorla Voxx, they laid seige to the ship and eventually captured the slaver and his crew.
They started working on the long process of helping the slaves relocated back to there native planets. Things hit a snag when it was time to send Ruby back home. The computer holding her information was damaged and Ruby was too young to actually identify her planet by name. She was left Stranded and alone in the universe. Taking pity on the her and not liking the alternatives put before her, Zorla elected to take the child with her. In time, she would start to care for Ruby and decided to teach her the ways of the hunt.
From learning how to fight and protect herself by Zorla to Ship care and piloting from the engineers to gun use by the mercs, Ruby learned much from them. Life since that point was never dull for Ruby. As she grew older, she began taking part in jobs with the rest of them, from helping bring down dangerous gangs and criminals across star systems to exploring dead planets on the hunt for lost preserver technology. Eventually however she felt like she had to move on and make a name for herself. She parted from Zorlas company. Gifted with a sword, a gun and a spaceship to get her started, Ruby set forth to make a name for herself. With various jobs under her belt, she eventually settled for bounty hunting.
Things took an interesting turn when she began the hunt for the bounty of notorious con man and gambler Stahnze Turk. The amount of collateral damage and chaos he caused made her hunt for him much more challenging and more fun. It also lead to the (likely unintentional) side effect of leading her to other high profile bounties which only added to her reputation and her bank account.
This continued on and off for some time before finally catching him along with his latest associate Bliss, a disgraced gladiator. Unfortunately that involved crash landing on a backwater planet by the name of Slogth. A misunderstanding involving the mention of her ship the Voidrunner and a case of mistaken identity later she found herself fighting off Nebula crime syndicate alongside the same people she was suppose to capture.
She was surprised by how much success they were having. Not many could stand up against such odds and win. Although at one point it seemed that her luck had finally ran out when she was trapped and nearly executed in an ambush, it was the Stahnze's timely intervention that saved her life. It was not long after that Ruby felt like she had to repay the man somehow.
After everything was said and done, she ultimately agreed to help Turk and Bliss settle some of the debts and outstanding bounties on their heads. However she quickly found out that even with the small fortune she had acquired over the years, settling his debts would quickly bankrupt her and would run the risk of leaving her stranded on some remote world completely broke. Seeing how well they worked together against the syndicate, she brought up the possibility of running with the Voidrunners name.
If she was gonna dig them out of their mess, she was gonna need their help.

Personality & Motivation:
Ruby is ultimately a bounty hunter for glory and excitement of the hunt, with making money from such a dangerous occupation being a close second. Whether its storming a pirate infested space station or navigating an asteroid field, very little can deter her once she had decided to hunt a target.

Despite this reckless attitude, Ruby maintains a enough of a professional attitude to see any job to the end. Unless she feels shes backing something truly reprehensible she will cross the universe to capture quarry. She respects bravery and skill, part of the reason she decided to form the Voidrunners despite any public misgivings she might have for some of its members.

Ammunition: Blasters run dry and one can run out of ammunition unexpectedly.
Enemies: Ruby has made various enemies over the years, from two bit space gangs to infamous war criminals that would love nothing more than get revenge on the girl that locked them away.
No Disintegrations: Ruby prefers to bring her targets back alive no matter how difficult that would be. She is a Bounty Hunter, not an Assassin.
Reputation: High Profile Bounty Hunter raised and trained by Famed Mercenary Zorla Voxx

Abilities: 6 + 8 + 8 + 4 + 4 + 4 = 34PP
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Combat: 16 + 8 = 24PP
Attack: Base +8, Ranged +10, Melee +8, +12 Repeater Rifle
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Initiative: +4
Grapple: +12
Knockback: -8

Saving Throws: 4 + 6 + 8 = 18PP
Toughness: +10 (+4 CON, +6 Protection)
Fortitude: +8 (+4 CON, +4)
Reflex: +10 (+4 DEX, +6)
Will: +10 (+2 WIS, +8)

Skills: 80R = 20PP
Acrobatics 6 (+10)
Bluff 8 (+10)
Computers 3 (+5)
Disable Device 8 (+10)
Gather Information 8 (+10)
Intimidate 8 (+10)
Knowledge: Galactic Lore 4 (+6)
Knowledge: Technology 4 (+6)
Notice 8 (+10)
Pilot 11 (+15)
Sense Motive 8 (+10)
Survival 4 (+6)

Feats: 20PP
Accurate Attack
All-out Attack
Attack Focus: Ranged 2
Attack Specializatin (Repeater Rifle)
Challenge: Fast Demoralize
Dodge Focus 6

Equipment 17 (15+2) (Bronze Award)
Power Attack
Well Informed

Equpiment: 3 + 79 =82/85EP

Mundane Equipment 
Masterwork Hand Cuffs (+2 to escape artist attempts to get out, +2 toughness) [1EP]
Multi-Tool [1EP]
Wrist Mounted Computer [1EP]

The Voidrunner [87EP]
The Voidrunner is one of the oldest ships to be still flying across the galaxy. Years of repairs, modifications and the occasional rebuild have rendered the ship unrecognizable from its original form. Much of its history is lost and remains a mystery today...
Size: Colossal [4EP]
Strength 50 [0EP]
Toughness 15 [10EP]
Defense 5
Features: Alarm 1 (DC 20) , Communications, Computer, Holding Cells, Infirmary, Living Space, Navigation System 3 (+10 Nav), Remote Control, Workshop [11]
Powers: [63]
Blast 10 (Extras: Autofire) [30] Autogun Turrets
Enhanced Dodge 3 [6PP] Deflector Shields
Flight 9 (5,000 MPH)  [18]
Super Movement 3 (Space Travel 3) [6]
Super Sense 4 (Accurate Extended Analytical Radar) Ship Scanners [5]

Powers: 6 + 20 + 15 = 41PP

Comprehend 3 (Speak, read and understand Languages) [6PP] Translator Implant

Device 5 (Modified Combat Armor, Hard to Lose) 20PP

Immunity 9 (Life Support) [9PP]

Protection 6 (Extra: Impervious 6) [12PP]
Super-Sense 4 (Infravision, Radio, Extended (100ft) Analytical-Normal Vision) [4PP]

Device 5 (Repeater Rifle, 25PP device; Flaw: Easy-to-Lose) [15PP]

Blast 8 (Extras: Autofire, Power Feats: Accurate) [24PP]
Snare 8 (Extras: Area (Burst)), [1PP] Cryo Rockets

DC Block
ATTACK                         RANGE        SAVE                                            EFFECT
Unarmed                        Touch           DC18 Toughness (Staged)         Damage (Physical)

Repeated Blasts   Ranged        DC23 Toughness (Staged)        Damage (Physical)
Cryo Rockets Ranged DC23 Reflexive Snared (Ice)

Totals: Abilities (34) + Combat (24) + Saving Throws (18) + Skills (20) + Feats (20) + Powers (41) = 157/159 Power Points






Edited by HG Morrison
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Spending 6PP on Echo, and bringing her up to meet PL11 caps.


Various minor updates to fluff
Changed all Enhanced Feats into regular feats, consequently reducing There Is No Spoon container from Rank 12 to Rank 7.2 (no actual change in total PP count, mainly a fluff thing)

Shifted 2 points from Enhanced Strength to regular strength, bringing There Is No Spoon down to Rank 6.8 (again, a matter of fluff)
Increased Attack Focus (Melee) to Rank 8 [2PP]
Increased Dodge Focus to Rank 10 [2PP]
Increased Go Real Fast array to Rank 4 [2PP]
      Increased BP: Speed to Rank 8
      Increased AP: Leaping to Rank 4
      Increased AP: Teleport to Rank 5




Player Name: R. Bluefish
Character Name: Echo
Power Level: 11 (160/160 PP)
Trade-Offs: +3 Attack/-3 Damage, +3 Defense/-3 Toughness
Unspent Power Points: 0


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

Alternate Identity: Elizabeth “Buffy” Stein
Identity: Secret
Birthplace: Freedom City, New Jersey
Occupation: Barista/student
Affiliations: The Interceptors
Family: Mother (Marian Stein, 55), father (Thomas Stein, 53), older sister (Rachel Stein, 30), older brother (Thomas Stein Jr., 28), younger brother (Joseph Stein, 18), numerous other relatives


Age: 25 (DoB: January 3rd, 1991)
Gender: Female
Ethnicity: Jewish
Height: 5’ 5”
Weight: 125 lb
Eyes: Hazel
Hair: Black (wears a white wig when in costume)



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


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


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


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


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


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


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


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


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


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


She got her wish when a young woman identical to her in every respect arrived at her doorstep, babbling excitedly about “powers.” This was certainly unexpected. Intrigued, she invited her in, and the woman introduced herself as Lisa Stein. She insisted that she had just arrived from another world, and that they were two versions of the same person. None of the other rich kids had an alternate-universe clone! The next few weeks were an incredible game for the two young women. They switched places, pranked relatives, compared life stories. Lisa began to feel as if she had finally found her true soulmate, in herself.


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


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


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


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


Years passed.


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


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


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


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


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


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


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


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


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


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


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


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


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

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


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

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


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


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


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


Best Game Ever: Despite everything, Buffy loves being a superhero, sometimes a little too much for her own good. She has trouble taking thing completely seriously, having yet to truly appreciate some of the stakes of her new role, or experience the consequences of failure.
Family: Buffy has a sizable (and fairly close) family.
My Own Worst Enemy: Lisa Stein is still out there, somewhere in the multiverse. And she is extremely displeased that the original Echo escaped her clutches. She has been spending a certain amount of effort attempting to divine which reality she fled to, to settle the score with “the one who got away.”
Secret Identity: To date, only a select few know that Buffy Stein is actually Echo, and she does her best to keep it that way.
Struggling: She’s not likely to starve, but most of her money goes toward paying bills, leaving her perpetually a little cash shy.
Unworthy: Deep inside, she worries that she’s not as much of a hero as Beth Stein, and that Beth’s the one who should be alive, not her. She does her best to not acknowledge these fears, but the nagging self-doubt remains. Her exuberance is partly due to overcompensating for this feeling.


Abilities: 0 + 2 + 4 + 4 + 4 + 8 = 22PP
Strength: 26/10 (+8/+0)
Dexterity: 30/12 (+10/+1)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 18 (+4)


Combat: 8 + 8 = 16PP
Initiative: +14/+5 (+4 Improved Initiative, +10/+1 Dex)
Attack: +14 Unarmed, +12 Melee, +4 Ranged
Grapple: +24/+20/+12 (+12 Attack, +8/+0 Str, +4/+0 Super-Strength)
Defense: +14 (+4 Base, +10 Dodge Focus), +2 flat-footed
Knockback: -4


Saving Throws: 4 + 2 + 6 = 12PP
Toughness: +8 (+2 Con, +6 Defensive Roll), +2 flat-footed
Fortitude: +6 (+2 Con, +4)
Reflex: +12/+3 (+10/+1 Dex, +2)
Will: +8 (+2 Wis, +6)


Skills: 56R = 14PP
Acrobatics 12 (+22/+13) Skill Mastery
Bluff 8 (+12)
Diplomacy 6 (+10)
Gather Information 8 (+12) Skill Mastery
Knowledge (current events) 8 (+10)
Knowledge (popular culture) 2 (+4)
Language 1 (English [Native], Hebrew)
Notice 10 (+12) Skill Mastery
Sense Motive 8 (+10)
Stealth 5 (+15/+6) Skill Mastery


Feats: 31PP
Acrobatic Bluff
Attack Focus (Melee) 8
Attack Specialization (Unarmed)
Challenge (Fast Acrobatic Feint)
Defensive Roll 3
Dodge Focus 10
Elusive Target
Improved Initiative
Skill Mastery (Acrobatics, Gather Information, Notice, Stealth)
Takedown Attack 2


Powers: 1 + 10 + 14 + 2 + 4 + 34 = 65PP


Feature 1 (Temporal Inertia) [1PP]


Go Real Fast 4 (8PP Array, Power Feats: Alternate Power 2) [10PP]
          Base Power: Speed 8 (2,500 MPH/25,000 feet per move action) (Bend Time) {8/8PP}
          Alternate Power: Enhanced Skill 12 (Acrobatics +12) + Leaping 4 (x25 [using Skill Mastery Acrobatics: running long jump: 875 feet; standing long jump: 437.5 feet; high jump: 218.75 feet]) (In a Single Bound) {3+4=7/8PP}
          Alternate Power: Teleport 5 (500 feet; Flaw: Short-range only, Power Feats: Change Direction, Progression 1 [200 lb], Turnabout) (Spatial Hop) {8/8PP}


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

          Base Power: Damage 0 (Extra: Autofire [8]; Power Feats: Improved Critical 2 [18-20]) (Superfast Fists) {10/10PP}

          Alternate Power: Enhanced Speed 1 (to Speed 1 [10 MPH/100 feet per move action] or Speed 9 [5,000 MPH/50,000 feet per move action]) + Quickness 9 (x1,000) (Slow Time) {1+9=10/10PP}

          Alternate Power: Paralyze 10 (Extra: Alternate Save [Reflex, +0], Flaw: Action/Full) (Temporal Stasis) {10/10PP}

          Alternate Power: Super-Movement 5 (trackless, wall-crawling 3, water walking) (Gravity Schmavity) {10/10PP}

          Alternate Power: Super-Strength 4 (effective STR 46; heavy load: 6 tons; Power Feat: Groundstrike) (Ignore Weight) {9/10PP}


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


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


There Is No Spoon 6.8 (34PP Container [Passive, Permanent]) [34PP]

          Enhanced Dexterity 18 [18PP]

          Enhanced Strength 16 [16PP]


DC Block

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

Totals: Abilities (22) + Combat (16) + Saving Throws (12) + Skills (14) + Feats (31) + Powers (65) – Drawbacks (0) = 160/160



Edited by HG Morrison
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Use my unspent reward and 6 unspent pp to buy 21 ranks of Sidekick for Argonaut. I left the fluff a little light, but it's not as if we don't have Sidekicks with completely blank fluff sections running around.




Power Level: 7 (105/105PP)
Trade-Offs: +2 Attack / -2 Damage (Eagle pistol)


In Brief:  Secret Agent Maaaan.




Alternate Identity: Public
Real Name: Carlos Zermeño

Birthplace:  Barcelona, Spain
Occupation:  AEGIS Analyst
Affiliations: AEGIS, UNISON, Team Alphabet
Family:  Yves Zermeño (Husband), Luz Zermeño (Eldest Daughter), Anna Zermeño (Middle Daughter), Sophia Zermeño  (Youngest Daughter)


Age:  51 (DoB: 1964, May 3rd)
Apparent Age:  38

Gender:  Male
Ethnicity:  Hispanic
Height:  5'9
Weight:  167
Eyes:  Brown
Hair:  Salt and Pepper


Carlos is a brown skinned man with an athletic build.  AEGIS grooming policies have made it so that his moustache is trimmed neatly and kept short.  On the job he wears a standard AEGIS blue dress uniform and cap, only wearing the armored jumpsuit and helmet when it is absolutely required.  His left eye is scarred and partially blinded, whereas his left arm is completely replaced with a metal prosthetic.



In the 80s Carlos Zermeño, a sergeant in the Spanish army, was recruited to Team Alphabet to serve as its latest Agent Z.  A station he served until 1993 when he found himself injured when it was discovered that UNSAC had been taken over by alien parasites.  Losing his arm in the scuffle.  His years of commendable service provided him with a job opportunity under the newly formed UNISON.  Stuck with a desk job, he found himself with the time to marry his long time girlfriend Helena.



That was until Director Harry Powers lured him to AEGIS with a different job opportunity.  He couldn't be directly placed into the position of a combat agent due to his injury, officially that is.  But, he could be placed as a field analyst in charge of overseeing the protection of AEGIS "special" witnesses.  In exchange, Powers provided him with a new metallic arm.


As the years went on Carlos gained a friendly relationship with all the AEGIS witnesses he had been charged with keeping track of.  He also had three beautiful daughters with his wife.  The two youngest of which were Terminus empowered mutants.  Sadly, his wife died in childbirth of their youngest daughter Sofia.  It wasn't until two years later before he started a new relationship, this time with Yves.  Although her status as both a freed Omegadrone and AEGIS protected witness of the Terminus invasion of 93 did provide some difficulty in starting a relationship.


When Yves took an official position as an AEGIS field agent, Carlos was also offered an active position on her ART (Active Response Team).  Powers feeling his presence could help provide a cover for when the organization needed Argonaut rather than Yves.



Personality & Motivation:
Unlike Yves, who attempts to appear calm and collected at all times, Carlos wears his emotions on his sleeves.  His fierce loyalty to the organization that gave him a second chance binds him not only to his wife, but to his fellow Agents.  Carlos is a stickler for the rules of the law.  This can put him into conflict when working with both Supers and more gun ho field agents (such as his wife).




Power Descriptions & Tactics :
Xiphos has a detachable metallic bionic arm.  His applications are about what you'd expect for such an item.  Punching things really hard.  A collapsible AEGIS Eagle blaster pistol is his favored firearm, used to pelt opponents from a distance with small bolts of energy.  As a consequence of his time with Team Alphabet, Xiphos has been exposed to the timestream.  He doesn't remember his time under this exposure but it has significantly slowed his aging allowing him to maintain a position as an AEGIS agent even at his age.


Abilities: 6 + 4 + 6 + 2 + 4 + 2 = 24PP
Strength: 16 (+4)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 12 (+1)

Combat: 14 + 12  = 26PP
Initiative: +6
Attack: +7 Melee, +9 Ranged
Defense: +7 (+6 Base, +1 Dodge Focus), +3 Flat-Footed


Grapple: +10
Knockback: -3

Saving Throws: 3 + 3  + 2 = 8PP
Toughness: +7 (+3 Con, +4 Defensive Roll)
Fortitude: +6 (+3 Con, +3)
Reflex: +5 (+2 Dex, +3)
Will: +4 (+2 Wis, +2)

Skills: 68R = 17PP

Concentration 8 (+10)

Drive 4 (+6)

Intimidate 8 (+9)

Knowledge (Civics) 4 (+5)

Knowledge (Tactics) 8 (+9)

Language 2 (English, Lor, Spanish [Native])

Notice 8 (+10)

Search 4 (+5)

Sense Motive 6 (+8)

Stealth 8 (+10)

Survival 4 (+6)

Swim 4 (+7)

Feats: 14PP

Attack Focus (Ranged) 2

Benefit (AEGIS Security Clearance)


Defensive Roll 2

Dodge Focus 1


Improved Aim

Improved Initiative

Jack-of-all Trades

Precise Shot

Quick Draw [Draw]




Powers: 7 + 8 +  1 = 16PP


Bionic Arm ( 7 PP Container) [7PP]

Anatomic Separation [2PP]

Damage 4 ( Feats: Mighty ) [5PP]


Device 2 ( 10 PP Container; Flaws: Easy-To-Lose; Feats: Restricted [AEGIS Security Clearance], Subtle ) [8PP] (Eagle [AEGIS Collapsible Blaster Pistol])

Damage ( Extras: Ranged) [10PP] (descriptors)


Immunity 1 ( Aging; Flaw: Limited to Half-Effect ) [1PP]


Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Eagle               Ranged     DC 20 Toughness                Damage (Energy)

Bionic Unarmed      Touch      DC 22 Toughness                Damage


Totals: Abilities (24) + Combat (26) + Saving Throws (8) + Skills (17) + Feats (14) + Powers (16) - Drawbacks (0) = 105/105  Power Points



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Add Feats: Hide in Plain Sight, Distract (Bluff) and another rank of Skill Mastery (Singing, Dancing, Sleight of Hand, Notice) (3 PP)

Add 5 PP to Skills (5PP = 20R)

+2R to Language: Language 5 (English [Native], French, German, Polish, Russian, Spanish)

+5R to Escape Artist: Escape Artist 18 (+25) 

+1R to Disable Device: Disable Device 13 (+15)

+3R to Investigate: Investigate 8 (+10)

+6R to Perform (Dancing): Perform (dancing) 6 (+13)

+1R to Perform (Singing): Perform (singing) 6 (+13)

+1R to Notice: Notice 8 (+10)

+1R to Sense Motive: Sense Motive 8 (+10)


Updated Skill List:

Skills: 124R = 31PP
Acrobatics 13 (+20) Skill Mastery
Bluff 13 (+20) Skill Mastery
Disable Device 13 (+15) Skill Mastery
Disguise 13 (+20) Skill Mastery
Escape Artist 18 (+25) Skill Mastery
Gather Information 3 (+10) Skill Mastery
Investigate 8 (+10)
Language 6 (English [Native], French, German, Polish, Russian, Spanish, Dakanan)
Notice 8 (+10) Skill Mastery
Perform (singing) 6 (+13) Skill Mastery

Perform (dancing) 6 (+13) Skill Mastery
Search 8 (+10) Skill Mastery
Sense Motive 8 (+10)
Sleight of Hand 8 (+15) Skill Mastery
Stealth 13 (+20) Skill Mastery


Update Complications to add:


Relationship: Talya is currently involved with the married Espadas: Jack and Min and while the two are formidable in their own right, there's little that Talya wouldn't do to ensure their safety. 

Responsibilities (Team): For the first time since the golden age, Bombshell is on a team roster with the Interceptors. Considering that her last team was predominently murdered by Kantor, despite her bluffing to the otherwise - she takes their safety and her responsibility there seriously.

Ward(s): In addition to her parental role to Eden and Mia (and the twins on the way), Talya's taken on mentorship of Raina as well. 

Adopted Family: Talya long ago outlived her biological siblings but her former Allies of Freedom teammate, Dimitri, is a brother in all but blood.



Edited by HG Morrison
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Dropped under the sea by Ecal



  • Put the Innate feat on her Atlantean Physiology container
  • Increased her Enhanced Attack, Strength, and Enhanced Constitution to 2, 8, and 8 respectively almost completely rounding her up to PL12 caps




Player Name: HG Morrison
Character Name: Glamazon
Power Level: 12 (181/181PP)
Trade-Offs: -2 Defense/+2 Toughness, -2 Attack/+2 Damage
Unspent Power Points: 0

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)


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


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.



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.



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: 30/38 (+10/+14)
Dexterity: 12 (+1)
Constitution: 30/38 (+10/+14)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)


Combat: 16 + 8 = 24PP
Initiative: +1
Attack: +8/+10
Grapple: +31(+8/+9 Base Attack, +10/+13 Strength, +9 Super-Strength)
Defense: +8 (+5 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -11


Saving Throws: 0 + 0 + 9 = 9PP
Toughness: +14 (+14 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)
Instant Up
Power Attack


Powers: 37 + 44= 81PP

Atlantean Physiology  ( 36PP Container; Feat: Innate [37PP]

Immunity 3 ( Cold, Pressure, Suffocation [Drowning] ) [3PP]
Super Senses 1 ( Low-Light Vision [1PP]
Super-Strength 9 ( Effective lifting STR 83 [Heavy Load=1.2k 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 ( 44PP Container; All Effects have the Divine Descriptor [44PP]

Enhanced Attack 2 [4PP] (Divine Speed)
Enhanced Defense 1 [2PP] (Divine Speed)
Enhanced Feat 2 ( Affects Insubstantial 2 [On Strength] [2PP] (Divine Touch) 
Enhanced Constitution 8
[8PP] (Divine Constitution)
Enhanced Strength 8 [8PP] (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 (81) - Drawbacks (3) = 181/181 Power Points



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Laser eye'd by Ecal



  • Bought 2 ranks of Int
  • 10 ranks of Knowledge (Tactics), 1 rank of Knowledge (Galactic Lore), 1 Rank of Sense Motive.  A total of 3 PP of Skills bought
  • 1 new rank of Masterplan




Player Name:  HG Morrison
Character Name:  Roulette
Power Level: 11/12 (176/177PP)
Trade-Offs: -4 Attack / +4 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 1

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)



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





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.



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.  





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 + 10 + 6 + 10 = 40PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 20 (+5)
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: 88R = 22PP

Bluff 14 (+19)
Concentration 4 (+7)
Diplomacy 6 (+11)
Disable Device 6 (+10)
Knowledge (Behavioral Sciences) 8 (+13)
Knowledge (Galactic Lore) 4 (+9)

Knowledge (Tactics) 10 (+15)
Language 4 ( Galstandard, Grue, Jerreid, Khanate [Native], Lor )
Notice 9 (+12)
Pilot 6 (+9)
Sense Motive 12 (+15)
Sleight of Hand 5 (+8)



Feats: 33PP

Accurate Attack
Attack Focus (Ranged) 3
Beginner's Luck
Distract (Bluff)
Dodge Focus 8
Equipment 5
Fascinate (Bluff)
Improved Aim
Inspire 3
Luck 3
Master Plan 2
Power Attack


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 (40) + Combat (18) + Saving Throws (11) + Skills (22) + Feats (33) + Powers (52) - Drawbacks (0) = 176/177 Power Points



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Added birthdays for Lucas and Meili.

Updated Terrifica’s age and added her birthday.

Plus 3 BAB

Plus 1 point of Reflex

Reshuffled skill points around, dropping the 2 points each in Climb and Swim in favor of 1 point each in Acrobatics, Bluff, Disable Device, and Language (Cantonese Chinese) Stealth’s notation is inaccurate. It should be +12, not +9

Removed 3 Attack Focue (melee), one remains

Added Precise Shot

Superhuman Brain is changed from a passive container to Linked effects.

Terrifi-Staff is upgraded from Device 4 to Device 6.

Terrifi-Combat Array is pushed from rank 8 to rank 13.

Base Blast is upgraded from rank 7 to 12. Accurate power feat is replaced with Improved Range

AP Dazzle is upgraded from rank 5 to 8.

AP Snare is upgraded from rank 7 to 8. Another rank of the Accurate power feat is added, along with the Secondary Effect extra.

AP Stun’s rank is unchanged, only adding second rank of Accurate. AP Strike has the same change.

Binoculars are free, which free’s up a EP to add Remote Control to the Terrifi-Cycle.

And that’s all of it. Whew.



Player Name: Eternal Phoenix

Character Name: Terrifica

Power Level: 10 (175/175 PP)

Trade-Offs: +5 Attack, -5 Damage (unarmed); +3 Attack, -3 Damage (Terrifi-Staff Melee); +2 Attack, -2 Damage (Snare & Dazzle); +2 Damage, -2 Attack (Terrifi-Cannon);

Unspent PP: 0

Progress towards Bronze: 25/30


In Brief: Terrifica is a supergenius Cowl with Gadgeteer elements.


Alternate Identites: Qiaolian Song (largely defunct), Samantha Carson (current)

Identity: Secret

Birthplace: Rural China (half raised in Boston, Mass.)

Occupation: Associate Professor of Physics

Affliations: MIT, Mensa

Family: Lucas Carson (father, missing), Meili Song (mother, deceased), Cassandra Carson (great aunt), Stan Gresham (husband), Lucas Gresham (son born Aug 30, 2012), Meili Gresham (daughter born Feb 13, 2014), the Carson family (black sheep of), the Song family (black sheep of)


Age: 24 (born Jun 10, 1990)

 Apparent Age: early 20s

Gender: Female

Ethnicity: Half Han Chinese, half Anglo Saxon

Height: 5’ 4” (5’ 6” in costume)

Weight: 115 lbs.

Eyes: Dark Brown

Hair: Brown


Description: Finely built with athletic musculature, If Sam ever played to it she would be beautiful. Unfortunately, she’s a thinker, not a fashion model or piece of meat for ogling. She keeps up with fashion in a general way, not committing any grave faux pas, but you’ll only find her in something pricey when the occasion calls for it. That said, she does appear to be resolutely against denim and sweatclothes, as she’s never worn either.


Her costume is dark blue and appears formfitting, even though it’s just thick. It covers her from head to toe, only leaving from for the bottom of her nose, her mouth, and her chin. A wide orange stripe runs down the sides of both arms and both legs. There is an orange T on her forehead, with the bottom line sliding between her eyes. She pairs it with an ordinary Badass Longcoat or a short jacket. The coat is simply the same shade of dark blue. The jacket shares the suit’s color and stripes, and has a small orange T over the left breast.


History: A man named Lucas Carson went to China to spread the Good News of Jesus. He fell in love and married a local, Meili Song. They had a daughter, Qiaolian, who they cared for very much. However, the local Chinese officials slowly got wind of Lucas’s actions, and began to pursue him. Soon, it was too dangerous to bring a small child along all the time. So Lucas and his lady love began to leave Qiaolian at a local Buddhist temple that did double duty as an orphanage of sorts. One day, not long after Qiaolian’s eight birthday, they left her there again…and never came back. Qiaolian missed them terribly, but she had friends, and the monks were nice. Plus a aged Kung Fu master had set up shop and was teaching some of the children, including Qiaolian. And then her powers kicked in, increasing her IQ exponentially. She had more than enough to do.


Four years later, a white man came to the temple. He worked for Cassandra Carson, Lucas’s aunt. He was looking for Lucas, but instead found Qiaolian, who calmly explained who she was and why he should care. In exquisite and exacting detail. It wasn’t a full week before Qiaolian was headed to America (Boston, specifically), home of the fairly large Carson family. Cassandra was not impressed by the “dirty little chinagirl” and immediately changed her name to Samantha. Sam blurred through schools, far too intelligent for the material in middle and high school. She became one of Boston College’s youngest students in their entire history at 16. There, her rapid pace slowed, not due to the increased difficulties of the material, but due to studying virtually everything under the sun. A teenaged Terrifica had a short career as a local crime fighter, but at the time it didn’t interest her any more than anything else and she quickly dropped it.


It was during this time she met Stan Gresham, the man who would become her husband. She was 18, he was 23. Love happened. Eventually. Stan graduated and started his psychology practice, and Sam fast-tracked herself through MIT. They got married. Their son, Lucas was born. Named after Stan’s mentor, not Sam’s dad. Sam graduated MIT and took them up on their professorship offer. Meili, their daughter, was born. Sam felt…unfulfilled. A genius like her should be more than just…this. The same dark anger that propels so many super genius into madness and villainy crept upon her. But unlike them, she had Stan, her continuing piecemeal devotion to Buddhism, and a genuine desire not to be another cliché bad girl. She thought for months on end. What could she possibly do where she wouldn’t displace anyone or cause harm to the innocent? Frickin’ duh. Superhero. Terrifica made her comeback.



Personality & Motivation: Sam’s a thinker first and foremost. She doesn’t act rashly, unless acting rashly is the necessary tactic in that situation. In which case, is it really acting rashly? The same applies to just about everything else. Everything she does is logically reasoned out. She does appear to have Obsessive Compulsive Disorder as she organizes her life and plans for literally everything she can think of. In exacting detail. Everything has a place to be and a time to be used. All puzzles and riddles have solutions. You just have to find them. She’s also kind of a nerd, in that she has little to no regard for pop culture and dives headfirst into intellectual pursuits. There’s a subtle arrogance about her, as well. Comes with being smarter than everyone on earth. She thinks she can sing well. She really can’t. No, really. Don’t ever let her sing. It’d be like a close range Auditory Dazzle 3. Or maybe 2. I dunno, but it’s unpleasant.


Her motivation is not simple. By virtue of her genius, any given field she focused on would make leaps previously thought impossible. But they’d be her leaps, and hers alone. All the effort, sweat, and tears that everyone else in that field would have would mean nothing. They might as well have not even helped. Or they might even get in her way. They’d be useless. She doesn’t want to make people useless. That said, doing nothing leads to boredom. Boredom is idle hands. Idle hands do bad, bad things to people. Then again, what does it matter if she goes full mad scientist and attempts world domination slash destruction? It’d certainly be a hell of a lot of fun to try. The only problem with that is that a heck of a lot of people would get killed or injured along the way. It’s one thing to have a recovery plan. It’s another to not cause the damage in the first place. So. Can’t do good. Can’t do evil. No desire to die and tons of desire to live, so suicide’s out. Wait. Waaaait. How about both? Do good where there’s effectively no labor limit. Do evil-well, unpleasant things, anyway-to socially acceptable targets. And conquering crime without toppling governments (literally or just in a behind the scenes way) is virtually impossible. We’ll see about that one.


Power Descriptions: Terrifica would have been a rare genius without her metagene activating. With it, she’s smarter than anyone in the world, with a brain that in its functioning resembles a computer much more than a bundle of neurons. Additionally, she is well schooled in Kung Fu, dating from childhood. Her self made costume, the Nano-Fiber Battlesuit, is more protective than your average hero costume, increases her strength by a moderate amount, helps her see in the dark, and has a few modifications so that it can worn year round. For the record, its descriptors are chemical, not technological. She’s thought ahead in that regard, with the exception of the suit’s Datalink. That, however, is independent from the rest of the suit.


She carries a multi functional quarterstaff she calls the Terrifi-Staff. Because Terrifica is a nerd. Also, she adores brand naming. She can just hit people with it, obviously, but it has a high powered taser on one end and an energy emitter on the other. The emitter can well, emit, a flash on energy that can screw up a person’s hearing and vision, a heat displacer beam that can freeze someone in a block of ice, or charged particles in the form of a heavy particle cannon. The best part? It’s collapsible, so she can wear it on her belt.


Powers & Tactics: Some heroes (and people) go with violence first. Or second. Terrifica does not. She prefers to solve problems with a minimum of pain and suffering on both sides due to the influence of her Buddhist beliefs. She’s a thinker, not a thug. She’s more likely to call in a tip about street crime than actually punch the thugs out herself. That said, when she does fight, she doesn’t hold back. The faster enemies are defeated, the less they have to be injured.


With the Terrifi-Staff available, she’ll Snare or Dazzle weaker foes at range, and Stun anyone who gets too close. With the Staff’s improved power and accuracy, the Snare and Dazzle are even more impressive. Also, the Cannon’s improved power means she typically refrains from using it on garden variety foes, and indeed anyone without some demonstrated degree of Impervious or ridiculous durability feats.




What’s Wrong With You People?: People who take pride in their lack of intelligence infuriates Terrifica to no end. Why on earth or anywhere else would you be proud of being lesser? Happiness or satisfaction she can and does tolerate, but remaining stupid and ignorant out of pride in those conditions is the one thing that can make her truly hate.


I’m The Most Intelligent Person In The World: Terrifica, god bless her, is a supergenius. The problem is that she’s extremely aware of it. Thus she’s developed quite a bit of arrogance and a belief that there isn’t anything she can’t understand given enough time. Her plans will always succeed, because they are made by her. Her ideals and principles are correct, because they are hers. She is virtually incapable of being wrong about anything whatsoever. Anyone who can’t see that is either misguided, misinformed, or an idiot. And of course, they need to be informed of their status. Because “person Terrifica thinks is stupid” and “person Terrifica likes” are mutually exclusive descriptors, and she’d rather everyone were in the latter group.


Oh, Now That’s Interesting: Terrifica loves to learn things, acquire new knowledge, figure things out, and etcetera. It’s a passion of hers, bordering on (if not outright falling into) obsession. So much so that she will purposefully delay stopping a criminal scheme until she’s figured out exactly how it works. Or not stop that death ray blastin’ robot until she’s mapped out how it was meant to be shut down.


I’m A Brain, Not A Fist: Terrifica vastly prefers to solve matters without violence, due to her blended Buddhist/Christian upbringing. She will always try to talk things out, use stealth, or whatever nonviolent option is available. If forced to fight, she will try to end it swiftly and without anything approaching mercy. The faster combat is over, the better. For her opponents.


Oh, Right. Heroes Save People, Don’t They?: Terrifica…isn’t an altruist, like many heroes. She usually will not go out of her way to protect or save anyone at all. It’s not that she doesn’t care. It’s just that she’s the most intelligent woman in the world, and thus a touch more important than Joe and/or Jane Sixpack. There’s also a understandable touch of absolute terror that she could die, and she doesn’t deal with fear very well. This does not mean she will let someone be murdered in front of her…unless they richly deserve it, in her view. This can cause…friction…with other, more altruistic heroes.


People Don’t Just Disappear: Her father disappeared without a trace when she was eight years old. She’s spent the better part of a decade pursuing every lead, no matter how small. You could say she’s obsessed with finding him.


Dark Secret: Terrifica is directly responsible for the death of the Chinese official who had her mother killed. She didn’t murder him with her own two hands, but she could have saved him. Let him have life in prison instead. She kept her mouth shut and watched him die slowly instead. Somebody else might regret this. Perhaps see it as My Greatest Failure. Terrifica does not. It was something that needed doing, and now it is done. No more, and no less.


Secret Identity: Terrifica keeps her identity and life as Samantha Carson extremely secret. She will do anything up to but not including directly murdering someone to keep it that way.


Abilities: 4+8+6+14+4+4=40


Strength 20 (+5) [14 (+2)] (Enhanced Statistic)

Dexterity 18 (+4)

Constitution 16 (+3)

Intelligence 38 (+14) [24 (+7)] (Enhanced Statistic)

Wisdom 14 (+2)

Charisma 14 (+2)


Combat: 16+10=26

Initiative: +14 (+4 without powers)

Attack: +8 Base, +9 Melee, +12 Snare & Dazzle, +13 Stun & Strike, +15 Unarmed

Grapple: +14

Defense: +10 (+5 base, +5 Dodge Focus) +3 Flat Footed

Knockback: -5


Saving Throws: 4+6+8=18

Toughness: +10 (+3 Con, +5 Protection, +2 Defensive Roll)

Fortitude: +7 (+3 Con, +4)

Reflex: +10 (+4 Dex, +6)

Will: +10 (+2 Wis, +8)


Skills: 56 Ranks = 14 PP

Acrobatics 6 (+10)

Bluff 8 (+10)

Computers 1 (+15)

Concentration 5 (+7)

Diplomacy 8 (+10)

Disable Device 1 (+15)

Knowledge (Physical Sciences) 1 (+15)

Language 2 (Mandarin Chinese, Cantonese Chinese, Base: English)

Notice 8 (+10)

Sense Motive 8 (+10)

Stealth 8 (+12)


Feats: 24 PP


Attack Focus (Melee) 1

Attack Specialization (Unarmed) 3

Defensive Roll

Dodge Focus 5

Equipment 3

Improvised Tools



Master Plan

Online Research

Precise Shot

Takedown Attack


Uncanny Dodge (auditory)



Powers: 14+15+19=48


Device 3 ( 15 PP Container; Power Feats: Restricted 2 [Only Usable by Terrifica]; Flaw: Hard-to-Lose ) [14PP]  (Nano-Fiber Battlesuit)


[device]Immunity 2 (Cold & Heat) [2PP]


Protection 5 [5PP]


Super Senses 1 (Low Light Vision) [1PP]


Enhanced Strength 6 (to STR 20/+5) [6PP]


Datalink 1 [1PP] [/device]




Quickness 8 (x2500, Flaw: Limited to Mental Tasks) + Enhanced Intelligence 14 (to INT 38/+15) + Enhanced Feats 2 (Eidetic Memory, Speed of Thought) [15PP] (Superhuman Brain)


[b[Device 6 ( 30 PP Container; Power Feats: Subtle [collapsible]; Flaw: Easy-to-Lose ) [19PP]  (Terrifi-Staff)

[device] Terrifi-Combat (Array 13 [26 PP], Power Feats: Alternate Power 4) [30 DP]

[array]Base Power: Blast 12 (Power Feats: Improved Range, Precise) [26 DP] (Terrifi-Cannon)

Alternate Power: Dazzle 8 (Affects Vision & Hearing, Power Feat: Accurate 2) [1 DP] (Sonic Flash Burst)

Alternate Power: Snare 8 (Power Feats: Accurate 2; Extra: Secondary Effect) [1 DP] (Freonic Ray)

Alternate Power: Stun 7 (Power Feats: Accurate 2, Extended Reach) [1 DP] (Terrifi-Staff Shock)

Alternate Power: Strike 2 (Power Feats: Accurate 2, Extended Reach, Mighty,) [1 DP} (Terrifi-Staff Smack)



 Equipment 3 (15 points for equipment)


[equip] Grapple Gun (Super Movement : Swinging) [2EP]


Utility Belt [4EP]


[equip] Binoculars (Penalty for Visual Notice checks reduced to -1 per 50 ft, but check takes 5 times as long) [0EP]


Rebreather (Immunity to Suffocation for 20 rounds) [1EP]


Reference Materials (+2 to Knowledge checks) [1EP]


Toolkit (Basic) (for Skills that need tools) [1EP] [/equip]


Terrifi-cycle (Vehicle) [10EP]


[equip]Size: Medium [0EP]


Strength: 15 (Medium Load: 133 lbs.) [1EP]


Defense: 0 [0EP]


Toughness: +8 [3EP]


Features: [1EP]

Remote Control


Powers: [5EP]


Speed 5 (250mph / 2,500ft per Move Action) [5EP]

[/equip] [/equip]




DC Block:


Unarmed (+15 Hit, DC 20)

Terrifi-Staff Smack (+13 Hit, Touch w/ 5ft Reach, DC 22 Toughness)

Terrifi-Staff Shock (+13 Hit, Touch w/ 5ft Reach, DC 17 Fortitude)

Sonic Flash Burst (+12 Hit, Ranged, DC 15 Reflex)

Freonic Ray (+12 Hit, Ranged, DC 17 Reflex)

Terrifi-Cannon (+8 Hit, Ranged, DC 22 Toughness)



Abilities 40 + Combat 26 + Saving Throws 18 + Skills 14 + Feats 24 + Powers 48– Drawbacks 0= 170/170



Edited by HG Morrison
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For Leviathan:


The current unspent PP count is wrong; it should be 5 (3 for December, 2 for January).  Also, looks like the progress to Bronze reward has been removed on the line below that.  I was wondering if things like the Interview and Reputation charts counted toward it, or if it was only strict post counts, so this seems like a good time to mention that tidbit. 


For actual changes, I want to spend 3PP on Skills, adding 2 ranks to Medicine for a more even bonus and 10 ranks of Craft (Chemicals).  For making pharmaceuticals, and definitely not going all Breaking Bad.  Banking the rest of my points until I hit rank 11, to raise my various caps. 



Abilities: 0 + 0 + 10 + 10 + 0 + 4 = 24PP
Strength: 10/30 (+0/+10)
Dexterity: 10 (+0)
Constitution: 20/40 (+5/+15)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 14 (+2)

Combat: 8 + 4 = 12PP
Initiative: +0
Attack: +10 Melee (+4 Base, +7 Attack Focus, -1 Growth);

+3 Ranged (+4 Base, -1 Growth);

+7 Improvised Throwing Weapons (+4 Base, +4 Attack Specialization, -1 Growth)

Grapple: +10/+24
Defense: +5 (+2 Base, +4 Dodge Focus, -1 Growth), +1 Flat-Footed
Knockback: -2/-11

Saving Throws: 0 + 4 + 4 = 8PP
Toughness: +5/+15 (+5/+15 Con, +0)
Fortitude: +5/+15 (+5/+15 Con, +0)
Reflex: +4 (+0 Dex, +4)
Will: +4 (+0 Wis, +4)

Skills: 76R = 19PP
Bluff 4 (+6)

Computers 4 (+9)

Craft (Chemicals) 10 (+15)

Diplomacy 4 (+6)

Disguise 0 (+2/+12)

Intimidate 5 (+7/+9)

Knowledge (Earth Sciences) 5 (+10)

Knowledge (Life Sciences) 15 (+20)

Knowledge (Physical Sciences) 5 (+10)

Knowledge (Technology) 5 (+10)

Language (Latin) 1

Medicine 10 (+15)

Notice 4 (+4)

Sense Motive 4 (+4)

Feats: 23PP

Attack Focus (Melee) 7

Attack Specialization (Improvised Throwing Weapons) 2

Benefit (Wealth) 3

Dodge Focus 4

Equipment 2

Improved Grab

Improved Grapple


Takedown Attack 2


Equipment: 2PP = 10XEP

Headquarters: Private Lab

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [8EP]



Fire Prevention System


Laboratory 2 [Masterwork]


Security System

Powers: (All Mutations) 63 + 4 = 67PP


Leviathan Transformation Container 13.2 (Active; Drawback: Activation [Full Action, -3])  [63PP]

  • Enhanced Constitution 16 [16PP]
  • Enhanced Strength 12 [12PP]
  • Growth 4 (Large; Strength +8, Constitution +4) [16PP]
  • Leaping 3 (10x) [3PP]
  • Regeneration 15 (Bruised 3, Injured 6, Staggered 6 [No Action]; Feats: Regrowth) [16PP]
  • Speed 3 (50 MPH, 500 Ft./Move Action) [3PP]


Morph 2 (Any Humanoid) [4PP]

Drawbacks: = -0PP

DC Block

ATTACK        RANGE      SAVE                 EFFECT
Unarmed       Touch      DC 25 Toughness      Damage (Physical)


Totals: Abilities (24) + Combat (12) + Saving Throws (8) + Skills (19) + Feats (23) + Powers (67) - Drawbacks (0) = 153/155 Power Points


Edited by HG Morrison
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...Wait, so it's a total value for all the points you earn, across characters, combined together for the rewards?  I did not know that.  I suppose it'll make things go faster than tracking individual characters (at least once I have more than one), but then again, this prevents me from earning all rewards for every character.  I'll have to ration those bonus points more carefully than I thought, especially if I'm also possibly buying new character slots too.  Good to know. 

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It should be noted that even before the change.  The reward tiers were shared between characters Blarghy.  Let's say Leviathan reached Bronze before, and you created a second character who earned something like 5pp.  Said second character would have to earn 55 more pp to bring you to the next tier or Leviathan would have to earn 30 more.  Whichever came first, obviously Leviathan would be more likely to strike it first.  Now say you retired Leviathan because you got tired of playing him.  Well then previously his progress would be lost and your closest person to Silver would be that second character with only 5 pp earned.   Now you don't have to worry about shoving all the pp you can out of one character and just try to be active as you'll get progress either way.


In fact, during the course of this change we added a free character slot for your first maxed out character.  So, essentially, characters have more rewards you can earn not less.

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Blarghy, that is not quite how it works.

Right now, you only have Leviathan, so only his total PP will matter.  If you were to make another character (or two), then going forward, your progress towards Bronze (or any other reward tier) would be what you currently have plus the highest amount of PP earned by one of your PCs for each given month.   So if one month Leviathan earned the most with 3 PP, that would be added to your veteran reward progress, if the next month a new PC earned the most with 2 PP, that amount would be added that month.

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