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Character Edits 2016


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DREAMED A LITTLE DREAM BY HGM

 

Ouroboros

Upgrade toward PL 12 caps

11pp Available  

2PP Feats

8PP Powers

10PP Total spent 1 Free PP remains

 

Combat: 0PP (Changes due to Array, Forcefield, and Feat purchases)

 

Initiative: +3
Attack: +4 Base, +12 Eldritch Blast, Mage Hand, Vampiric Touch
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed

Grapple: +9/+4, +24 Mage Hand
Knockback: -6

 

Feats:  2PP spent

Add two Ranks of Dodge Focus bringing it up to 8 ranks and total defense too +12 (+4 Base +8 Dodge Focus)  2PP

 

Powers:  8PP

Add two ranks to forcefield bringing it up to five ranks and total toughness save up to +12 (+7 Con, +5 Force Field) 2PP

 

Add 3 ranks to Magic Array bringing it up to rank 16 and make the following changes to the array 6PP

Base Blast:  +2 Ranks to Rank 12, +1 Accurate, +1 Affects Insubstantial

Alt 1:  concealment unchanged, Super senses add 6 ranks to rank 10 (currently incorrectly recorded as rank 6 despite 4 ranks spent)  Add Counters Illusion, Extended 1, Rapid 1, +2 Tracking

Alt 2: +3 Ranks Create object to Rank 14

Alt 3: +2 Ranks Damage to rank 12 +1 Accurate, +1 Extended reach

Alt 4: +2 Ranks Move Object to Rank 12, +1 Accurate, +1 Indirect

Alt 5: +2 Ranks Teleport to rank 10

 

Magic 16 (32PP Array, Feats: Alternate Power 5; Drawbacks: Power Loss 2 [Must Be Able To Speak & Gesture]) [35PP] (Magic)

  • Base Power: Blast 12 (Eldritch Blast; Feats: Accurate 4, Affects insubstantial 2, Variable Descriptor 2 [Any Magic]) [32PP] (Magic, Variable)  
  • Alternate Power: 22 + 10 = 32PP   
    • Concealment 10 (All Senses, Feats: Close Range, Selective) [22PP]
    • Super Senses 10 (Mage Sight; on Magic Awareness [Visual]: Analytical 1, Counters Concealment 2, Counters Illusion 2, Extended 1 (100'), Rapid 1 (x10), Tracking 3 [All Out Move]) [10PP]  
  • Alternate Power: Create Object 14 (Force Constructs; Feats: Affects Insubstantial 2, Selective, Tether) [32PP] 
  • Alternate Power: Damage 12 (Vampiric Touch; Extras: Alternate Save [Fortitude], Vampiric, Flaws: Action [Full], Feats: Accurate 4, Affects Insubstantial 2, Extended Reach 2 [15ft]) [32PP]
  • Alternate Power: Move Object 12 (Mage Hand; Feats: Accurate 4, Affects Insubstantial 2, Precise, Indirect 1) [32PP]
  • Alternate Power: Teleport 10 (Void Portal; 2,000 miles, Extras: Accurate +1, Dimensional +1, Portal +2; Flaws: Long Distance Only -1, Action (Standard to Open Portal) -2; Feats: Change Velocity, Progression 1 [10' x 10'])  [32PP] (Magic, Teleportation)
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ARMED BY HGM

 

Woodsman:

 

3 ranks of Knowledge (Tactics) [1PP]

1 rank of Medicine 

 

Master Plan [1PP]

 

Equipment: [1PP - 5EP]

Masterwork Handcuffs [1EP]

Masterwork Nightvision Goggles [1EP]

Masterwork Medical Kit [1EP]

Weighted Gauntlets (Strike 1, PF: Mighty) [2EP]

 

Add the Gauntlets to his Table - that's 

DC 19 Toughness Bruised/Injured

 

Drop the penetrating fire PF on his Crossbow.  Add Feature 1 (Flashlight) [1PP] 

 

 

 

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EDIT ON HOLD  DONE

 

Right, so, posting this here to keep the ball rolling (motion/speed joke inserted here). 

 

Thoughtspeed:

-Changed his weight a bit (he's increased Dex and Con so I figured he's filled out a touch but it's mostly agility and endurance stuff). Tweaked Occupation and Affiliation. Added a bit to History (to explain where he was and why he's back). 

-Gave him 1 more Base Attack, took away 1 rank of AF: Melee, gave him one more rank of AS: Kinetic Blades, to overall boost Attack to (+3 shifted) PL10.

-Upped his Base Defense by 1 and upped his Dodge Focus by one to boost Defense to (+3 shifted) PL10.

-Upped his Con by 4 to 24 (he's been working out and filling out!) to raise Toughness by 2 to (-3 shifted) PL10, as well as boosting Fortitude save.

-Upped his Dexterity by 4 to 24; also boosted his Initiative and Reflex along with the total bonus on several skills. 

-Actually removed a rank of Fort Save (but it still increases due to Con). Removed a rank of Reflex Save (still increases). Added a rank of Will Save.

-No ranks added to skills, but upped the overall bonus on a few due to Dex increase. 

-As stated earlier, I dropped a rank of AF: Melee, added a rank of AS: KB, and added a rank of DF.

-Added 3 ranks of Speed, to Speed 10 (he's as fast as his father, now!).

-Upped his Dazzel to rank 10 (PL caps).

-Upped the ranks on his Strike powers. Dropped the Split Attack feat on Twin Blades.

-Added another AP to Kinetic Blades, a General Area Damage that represents either him running around madly swinging at enemies, or him generating a whole bunch of blades and throwing them out at super-speed or something. I like to keep the fluff a bit flexible. Went ahead and gave it the Variable Descriptor Power Feat. 

 

That should put him at Attack/Defense +3 Shifted Power Level 10, with PL12 points. He should have spent 177 of 177 Power Points. 

 

EDIT: I changed things up per a discussion with HGM:

-Dropped cost of his Mental Sense from 6 to 5. 

-Dropped Selective from Dazzle, because it's an Extra not a Power Feat! 

-Dropped the Blade Storm (Area Damage) Alternate Power, due to the same thing about Selective!

-This freed up 3PP

-Bought Quickness up to 6 ranks/100 times faster

-Bought Speed up to 11 (25,000 MPH, he's now faster than his father!)

 

Spoiler

Doing some updates to Thoughtspeed here. Gotta spend those points!

 

This should leave him as a functional Power Level 10 who's Attack and Defense shifted by 3. Math-checking is always appreciated!

 

EDIT: Added an Area power to his Blades Array, dropped Split Attack from Twin Blades, reduced Quickness by 1 rank, added Selective to his Dazzle

 

 

Player Name: KnightDisciple
Character Name: Thoughtspeed
Power Level: 10 (Shifted) [12] 177/177 PP
Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness
Unspent Power Points:

In Brief: Son of a time controller and a psychic, Thoughtspeed uses his strength of will to harness kinetic energy to move faster and fight harder, all for the cause of good (and impressing the ladies)!

Alternate Identity: William Cline
Identity: Secret(ish)
Birthplace: USA
Occupation: Student, Superhero
Affiliations: Claremont 
Family: Richard Cline "Fast-Forward" (Father); Paige Cline "Hologram" (Mother); Anne Cline "Clock Queen" (Paternal Grandmother); Holly Cline (Younger Sister)

Description:
Age: 18 (DoB: October 1997)
Gender: Male
Ethnicity: Caucasion/Jewish mix
Height: 5'10"
Weight: 170 lbs
Eyes: Dark Brown (Normal), Dark Green (Powers Active)
Hair: Black

William's built lean; between his super-metabolism and his natural inclinations to work on endurance and flexibility, he doesn't cut a large figure. That said, he's clearly in excellent condition and well-toned, showing a natural, organic athleticism. His dark hair is kept fairly short, but just long enough it can get a bit tousled in the wind when he runs (just as planned!). His skin has a healthy tan, born from a lot of outdoor runs. His eyes often dance with barely restrained mischief, when they aren't glowing green with the use of his powers. William tends to dress fashionably but comfortably, in clothes that one could comfortably run in.

Thoughtspeed's outfit is made up of morphic molecules engineered to resist high-speed frictions, though not enough to help in an actual fight. Still, it comes out as a decently thick suit of flexible, breathable material that is nonetheless decently more substantial than, say, spandex. The primary color of the suit is a slightly glossy black. Starting at the shoulders (front and back) and running down the right and left sides of his suit are lines of dark green (about 2 inches wide) that trace their way down his legs (the lines thin to about 1 inch past his waist) all the way to his ankles, where it makes a circle around the ankle, thus joining the front and rear lines. Another set of similar lines go down the middle of the outside arm section, ending in circles at his wrists; his elbows and knees have slightly thicker circles, while a large loop circles his waist like a belt. When he's using his powers more actively (OOC: Faster than Speed 2 or Quickness 1, using any of the Super-Movement powers, or using his Kinetic Blades Array), bleed-off psycho-kinetic energy goes into the costume, causing the lines to glow a somewhat brighter green. His feet are clad in hybrid shoes, with a tread somewhere between "hiking boots" and "track shoes", giving him flexibility, traction, and comfort. Finally, a thin "metallic" helmet unfolds over his head when the costume is active (though he can will it to retract independently); this helmet encapsulates his head, including a one-way visor that obscures his face but lets him see clearly. The helmet has several subtle air vents to allow comfortable breathing and preventing heat buildup, and has thin lines curving around the sides to connect to the lines on his suit's shoulders (the helmet's lines also glow when his powers ramp up). A simple domino mask is underneath the helmet, as a nod to his secret identity without being too complicated.

Power Descriptions:
While Fast-Forward's powers allow him to harness chronal energy to warp space-time (mainly time), and his mother can project powerful illusions, Thoughtspeed's powers are more internally focused. His body is able to generate and harness notably more kinetic energy than usual, all controlled by his formidable will (or sheer teenage stubbornness, according to his mother).
Thus, he can charge his body with kinetic energy to move many times the speed of sound, even across water or up buildings. However, his precision control is much lower, meaning he cannot accomplish fine tasks with the same level of speed (though he can still accomplish things faster than humanly possible).
This same usage of kinetic energy means that, within a certain distance, he has an innate spatial sense that allows him to navigate in complete darkness, using his mind to interpret the "bounce-back" his whole body is picking up. That this makes him difficult to catch unawares is an added benefit.
Finally, he can mold the kinetic energy he generates into semi-tangible constructs, which he shapes into various hand-held melee weapons. He can alter the properties of the blades somewhat, though he cannot do everything at once with them, forcing him to decide on his mode of attack. If he takes a moment to concentrate, he can find the best way to move about an area and attack many people at once within it with his kinetic energy blades, which can prove useful for laying low a group of henchmen.
William's inheritance from his mother is still developing; while he can set up a team-wide telepathic link, the range is poor enough he runs the risk of casually zipping out of range in the blink of an eye, leaving everyone suddenly isolated again.
Thoughtspeed is also able to use his mental and kinetic powers to warp and blur the light around his body, as well as generating some basic, low-level holographs, that he becomes invisible to the naked or assisted eye. Of course, he still needs to rely on his own caution and skill to move undetected to the ear or other, more exotic senses. The same field can be turned outward, generating a massive burst of blinding green light; he has finally mastered only blinding those he chooses to with this burst of power, though it takes him several seconds to build up to it nonetheless.

History:
William didn't come into the world until his parents had left behind villainy for several years. They were older and at least somewhat wiser. And those early years had been great; just him, Mom, and Dad, nothing but good times. Several early years were spent living in an RV, and how cool is that? Totally cool. He saw a lot of pretty neat in those traveling years. 
They came back to Freedom City for a bit, he learned he was getting a new baby sister, and his Mom got really weird for a while. She was a LOT snappier than usual with him, and he just couldn't figure out what he'd done wrong. But then Holly was born, and they were moving again!
California was kind of nicer than Freedom City. It wasn't really any shinier, but it was warm a lot more, which meant William got to wear shorts a lot! He liked shorts. And things were pretty awesome for years! His mom and dad ended up TV stars, he got to be on television (even if he had to wear a mask, but hey, he got to help build it!), and his Grandma Anne was fun to visit, even if she tended to talk about "back in my day". A lot. Even more than his dad! 
He started getting superpowers, and that was totally awesome! His dad helped him figure most of it out, with his mom giving him pointers. Eventually he figured out he could make swordsWith his mind! That's when Grandma Anne start giving him lessons when he visited! Though she didn't do much to encourage his creativity, always trying to make him stick to one long blade and one short. He only just managed to avoid "having" to make them look like clock hands; that would have been so last century, and thus lame. 
And then Holly mind-controlled an entire school, and in less than a week California was left behind and Will found himself in Freedom City again. But now he had to go to a fancy-dancy little private school for heroes. It's not that being a hero was bad, but now he felt obligated to end up being one, instead of having the option to, he didn't know, maybe run his own TV show or something! And to make matters worse, he'd left all his friends and lots of cute girls behind in California, and now his sister was getting all of the attention instead of only some of it, and both the women in the house were totally psychic and it sucked! Psychic women were the worst when you were a teenage boy.
But hey, the classes were kind of neat, gym was mostly a breeze, and the girls here were kind of pretty. Even if some of them could turn you into a pretzel with one hand. 

Will ended up going to UCLA for several months, competing in some track runs out in California, working through college-credit courses (super-speed studying has its perks), and striking up a relationship with a college freshman girl who just happened to be a cheerleader for UCLA. It was fun and a bit wild. Then he finished his college credit classes and decided to come back to Freedom City and Claremont Academy to finish off his senior year of high school. The fact that he and his girlfriend were taking a break that was in no way related to her actually being a ninja that was attacked by a rival, evil clan of ninjas when they were on a date certainly had very little to do with that decision. Practically nothing, in fact. 
 
Personality & Motivation:
Bill has always been an...energetic...young man. While his mother's worked hard to instill a sense of discipline into him, he's inherited a full dose of the mischief of his parents, albeit in a somewhat more law-abiding way. His parents both made sure he wasn't one for petty crime, not that he felt he needed it. He has an intellectual admiration for some of the more "refined" and "principled" super-villains (mostly of yester-year like his parents), but his real role models (besides his father and mother) are still heroes. Just the ones with senses of humor and/or some sort of super-speed.
William is by nature impatient, but while he can sometimes be an excitable handful in class, his mother has instilled enough of a work-ethic in him that he's willing to work on his studies; he just often has trouble sitting through classes, despite being able to somewhat "ramp down" his speed (body and mind) to something closer to normal for humans. While he doesn't automatically distrust and disrespect his teachers (and other authority figures), Bill will sometimes push boundaries as much as he can, though it's more due to being used to his mother's firm rules for what he can and can't get away with.
When meeting people (especially peers) for the first time, Bill is friendly and outgoing, enthusiastically so. Despite this, he actually has few close friends, as he finds himself only comfortable with people he trusts; trust is one of those things he gives sparingly. When he does make a friend, he's fiercely loyal and even protective of them. He's been known to (at least try to) play pranks on those who upset or hurt his friends.
William is a bit of a flirt, though he's well-mannered enough to not continue if the girl is already taken, or if she just asks him to stop. He generally doesn't "tease" his friends, as he's conscious of how some might not take to it as naturally and humorously as others. He tries to present himself as something of a "rakish ladies man" (a trait he insists he inherited from his father).
His family is important to him, but he admits he's often "so frustrated" by them; his father can be too goofy even for Bill's sense of humor, his mother is often "too strict", and his sister is precocious enough to inspire frustration at nearly every turn. Anyone else who is negative about them finds themselves in a heap of trouble, though.
Thoughtspeed is always eager to taunt opponents, or at least appear to not take them seriously when at all possible. While to some allies he seems unfocused and undisciplined, he's actually always focused on helping out his team; he simply can't keep his somewhat rambunctious nature from leaking through.

Powers & Tactics:
If fighting alone, Thoughtspeed will typically keep his visual stealth up as long as feasible while closing in on an enemy, then perform several quick strikes. After that, his preferred method is to use the full measure of his speed to keep out of an enemy's range while running by at high speed and hitting them; few enemies can reliably hit someone who's a mile or more away.
However, if he's working in a group, Thoughtspeed's tactics shift rather noticeably. If he's the only telepath around, he will work to stay within about 100ft of everyone in the group, so that no one drops off the link he has with them. This means he has to rely on tactics and a bit of stealth to keep from being shot at in the first place, or just rely on his incredible reflexes to not get hit.
He only uses his Visual Overload if he feels there's no other choice, as it risks disabling teammates as well.
He usually opens a fight with his Twin Blades, only using the Duelist Blade if he finds a particularly tough opponent. He will sub in forming the Halberd if there's a group, or he's fighting a particularly tough and wily opponent.
 



Complications:
Secret Identity: William Cline intends to keep his hero life separate from his "normal" life, outside of the unusual "blending" that happens at Claremont. Thus, a GM may award Thoughtspeed a Hero Point when maintaining his dual identity is put at undue risk by the current situation.
Shady Family Background: While his father's mother is (mostly) peacefully retired, and his parents are reformed, William's family background is extremely checkered. Anyone researching his family very much may make unwanted connections, and some parts of his extended family might object to his heroic efforts. A GM may feel free to award him a Hero Point if he faces hardships due to his family connections to villains past and present.
Mind Over Matter: Typically Thoughtspeed's powers are a unified whole that gives him internally-focused kinetic energy control. However, a precisely-targeted power nullification that was also powerful enough might cause his psionic powers to shut down, but not his kinetic powers. This would leave him bereft of much of his ability, as well as rendering him a potential danger to others, thanks to out-of-control kinetic energy buildup he'd have to either drain off by large amounts of movement, or see erupt out in random damage. A GM might award a Hero Point if some Nullification were to take out his Psionic descriptors, but leave him enough power beyond his Speed and Quickness to cause some sort of Aura damage, or something similar, to cause risk to civilians and fellow heroes.
Big Eater: Thoughtspeed needs a lot of fuel to keep his super-metabolism going, to the point of typically carrying a couple of high-energy bars with him on a patrol or the like, just to keep the edge off of his hunger. A GM might award a Hero Point if, due to limited food supplies, Thoughtspeed's hunger reaches the point where his powers are reduced in effectiveness.
Born to Be Wild: William Cline is his father's son. He is also a teenager. This means he's got a pretty solid rebellious streak, and just enough disregard for authority to get him into trouble. A good bit of trouble, even.
Big Shadows: Fast-Forward and Hologram were larger-than-life villains and are larger-than-life heroes/television stars. Combined with their somewhat eccentric personalities, this means there's a lot of pressure (more imagined than real) on William to live up to that larger-than-life life. Combined with the rather esoteric upbringing he had, and the rather sudden move to Freedom City, it's left the eldest child of the family feeling more than a bit disaffected and frustrated with his parents, who are simultaneously "pretty cool" and "totally lame", as only a teenager can think of his parents.
Little Shadow: Holly is a precocious super-psychic little sister. She totally harshs his vibe sometimes. Or gets in trouble and he has to help bail her out.


Abilities: 4 + 14 + 14 + 2 + 4 + 4 = 42PP
Strength: 14 (+2)
Dexterity: 24 (+7)
Constitution: 24 (+7)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 10 + 10 = 20PP
Initiative: +15
Attack: +13 Kinetic Blades, +7 Melee, +5 Ranged
Grapple: +9
Defense: +13 (+5 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -2


Saving Throws: 0 + 2 + 6 = 8PP
Toughness: +7 (+7 Con)
Fortitude: +7 (+7 Con)
Reflex: +9 (+7 Dex, +2)
Will: +8 (+2 Wis, +6)


Skills: 68R = 17PP
Acrobatics 8 (+15)
Disable Device 8 (+9)
Escape Artist 8 (+15)
Knowledge: Pop Culture 2 (+3)
Language 2 (English [Native], German, Hebrew)
Notice 8 (+10)
Search 8 (+9)
Sense Motive 8 (+10)
Sleight of Hand 8 (+15)
Stealth 8 (+15)


Feats: 23PP
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Focus: Melee 2
Attack Specialization: Kinetic Blades 3
Challenge (Fast Task) 1 (Acrobatic Feint)
Defensive Attack
Dodge Focus 8
Improved Initiative 2
Move-By Action
Power Attack
Takedown Attack 1 (2 with Kinetic Blades 'Polearm')


Powers: 6 (1+5) + 20 (6+11+3) + 25 (14+11) + 16 = 67PP

Psycho-Kinetic Awareness 1.2 (6PP Container [Passive, Permanent]) [6pp] (Mutant, Kinetic Energy, Psionic)

Enhanced Feat 1(Uncanny Dodge: Mental) [1PP]
Super-Senses 6(Accurate, Acute, Radius, Ranged, Mental Sense) [5pp]


Kinetic Speed 4 (20PP Container [Passive, Permanent]) [20PP] (Mutant, Kinetic Energy)

Quickness 6 (x100) [6PP]
Speed 11 (25,000 MPH/250,000ft per Move Action) [11PP]
Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Only While Moving) [3PP]


Mental Powers 5 (25PP Container) [25PP] (Mutant, Psionic)

Communication 4 (Mental, 1 mile, Extras: Affects Others, Area; Power Feats: Selective, Subtle) [14PP] ("Telepathic Linkup")
Psionic Light 5.5 (11PP Array Feats: Alternate Power 1) [12PP]
Base Power: Dazzle 10 (Visual, Extras: Area [General, Burst, 50ft radius], Flaws: Action [Full], Range [Touch]) [10PP] ("Visual Overload")
Alternate Power: Concealment 4 (All Visual) [8pp] ("Personal Holographic Shroud")


Kinetic Blades 7 (14PP Array, Feats: Alternate Power 2) [16PP] (Mutant, Kinetic Energy)

Base Power: Strike 5 (Extras: Autofire (Applies to Strength Bonus), Power Feats: Mighty [+2 Damage], Variable Descriptor 1 [Slashing, Piercing, or Bludgeoning]) [14PP] ("Twin Blades")
Alternate Power: Strike 5 (Extras: Penetrating 6, Power Feats: Improved Critical 2 [18-20], Mighty [+2 Damage]) [14PP] ("Duelist Blade"; Piercing)
Alternate Power: Strike 5 (Power Feats: Extended Reach 2 [15ft reach], Mighty [+2 Damage], Variable Descriptor 1 [Slashing, Piercing, or Bludgeoning]) [9PP] linked Enhanced Feats 3 (Improved Disarm, Improved Trip, Takedown Attack 1) [3PP] ("Polearm")
 

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

ATTACK        RANGE      SAVE                                                        EFFECT 
Unarmed      Touch          DC17 Toughness (Staged)                     Damage (Physical) 
Strike            Touch          DC22 Toughness (+ Autofire, Staged)   Damage (Physical) 
Dazzle           Area            DC20 Reflex                                          1/2 Effect                       
                                         DC20 Reflex                                           Blinded 
                                         DC20 Fortitude                                       Recover

Damage        Area            DC20 Reflex                                          1/2 Effect      

                                         DC25 Toughness (Staged)                     Damage (Physical)

 

Totals: Abilities (42) + Combat (20) + Saving Throws (8) + Skills (17) + Feats (23) + Powers (67) - Drawbacks (0) = 177/177 Power Points

 

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TEMPERED BY HGM

 

Second edit request, this time for Cobalt Templar!

Current/Old Sheet here and here.

Changes:

-Fixed character portrait link/insert.

-Updated age, touched up one or two other bits on fluff

-Used 3PP of Veteran Award on his HQ

-Bought 1 rank of Reflex Save

-Bought 8 ranks of Enhanced Constitution outside the Ring (freeing up 8PP inside of it)

-Bought another rank of the Ring (5 more PP inside of it)

-Dropped Giant Form (should be purged from sheet both fluff and crunch)

--Corrected maths on Create Object and Super Movement (Space Travel)

--Added rank of Enhanced Attack

--Added rank of Enhanced Defense

--Added rank of Enhanced Fort

--Added 2 ranks of Enhanced Reflex

--Added rank of Enhanced Will

--Added rank of Protection

--Upped Create Object by 1 Rank, as well as Move Object (maths upped accordingly)

--Upped Blast and Strike by 1 Rank

 

Overall this puts him at a comfortable PL13 all around, including Exotics.

 

 

Spoiler

New post because I don't trust the board software right now.

 

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Player Name: KnightDisciple
Character Name: Cobalt Templar
Power Level:  13/14 (225/225 [227]PP)
Trade-Offs:
Unspent PP: 0 [2]
Progress to Impervium Status:: 123/150 (Platinum Status earned with Gabriel)

In Brief: An aspiring archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Corbin became Cobalt Templar, and 

Alternate Identity: Corbin Alphonse Hughes
Identity: Secret
Birthplace: St. Louis, Missouri, USA
Occupation: FCU Student
Affiliations: Claremont (former student), Young Freedom (former member/leader), Liberty League (ally)
Family: Albert Hughes (Father), Sarah Hughes (Mother); Quo-Dis (Fiancee/Lover)

Age: 23 [Earth-Prime's Chronology] (DoB: October 27, 1993); 53 [Total Experienced Time between Earth-Prime and Earth-I-War-4]
Apparent Age: 20's
Gender: Male
Ethnicity: Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French)
Height: 6'6" 
Weight: 260 lbs. 
Eyes: Brown
Hair: Black

Description:
Corbin is a tall, broad-shouldered teenage boy; he's grown to the point he could be mistaken for an NFL Fullback. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking pocket watch that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren.

Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it.

Power Descriptions:
Cobalt Templar wields the Blue Ring of the Determined Leader, one of The Seven Rings. While he has not delved the full depths of its abilities yet, he has accessed a large well of power nonetheless.

His costume is just for show; the ring reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire, and in fact to virtually any outfit he imagines. Anything that isn't his "natural" clothes (which get shunted into a small pocket dimension in the ring) tend to carry a blue coloration, often with some red or maroon mixed in.
As well, the the ring allow him to survive in the most hostile of environments, including space, and to see in even the deepest of darkness, and his vision can pierce magical and technological means to obscure oneself from visibility. It even helps him unconsciously sense danger, giving him an edge in combat. The ring enhances his body and stamina, 
His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law, though he often has an aura of blue, flickering flames (harmless) surrounding his body. He is able to reach speeds up to 10,000 miles per hour in-atmosphere, and once he exits the atmosphere, he has found he can exceed the speed of light, hitting up to 1,000c.

Cobalt Templar's most obvious powers center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. 
While his ability to create and manipulate independent objects (rather than constructs he channels his powers through to attack an enemy) have waxed and waned, it is still part of his ability set, though he typically uses it to help him move large objects or numerous smaller ones, or occasionally to reach otherwise hard-to-get things.
 
Sometime during his tenure on Earth-I-War-4, he found he stopped aging. Even if the Ring was not on his finger, the grip of time had slipped loose. It seemed some small fragment of the Fire of the Blue Ring had seeped into his body. More recently, this Fire seems to have given him the strength he once only had with his Ring; now, he is superhumanly strong even with the ring locked in the Vault and him out in the forest (he tested this). Part of him is a bit worried about other long-term effects, but mostly he just enjoys the fact he's got a bit more ability even without his trusty Ring.


History:
Most of Cobalt Templar's history can be found >here.

Recent Times:
Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment.
 
From March to July 2013, Cobalt Templar was nowhere to be found on Earth-Prime, or indeed the entire Prime Universe. He had been flung through a portal of space, time, and dimension, landing himself on Earth-I-War-4, in the early 1980s of that world. He soon discovered that it was a strange mockery of his own, even with the time difference, as that world was in the grips of a decades-long on-and-off conflict between powers that mirrored the Axis and Allies powers of World War 2, but also remained radically different. It didn't take him long to get swept up in not only more "traditional" crime-fighting in his "homeland", but also eventually joining the actual war effort. Being in a war changed Corbin, but thankfully it didn't change him too deeply; while older, wiser, and more cautious in life, his idealism and determination remained intact. He finally departed that world with the aid of several of its scientific minds, not too long after having found all of the Seven Rings of that world, and gifting them to variants of his own world's Liberty League (plus a couple). 
 
He has returned home, and after a short time of dealing with another radical change in life (despite barely looking older than when it all started), he revealed his extended history and new ageless status to his old friends, and soon joined the Liberty League. Now engaged to be married to Quo-Dis and working hard on both his college degrees and his heroics, Corbin leads a rich, fulfilling life, even as the occasional shadow of the past rears its head.

Personality & Motivation:
Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archaeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at (as demonstrated in gifts to his friends, and his love of reading is well known, at least to his friends.
Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys. As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll.
On a deeper level, Corbin has fully embraced his heroic path, a path now fully supported by his parents. He loves helping people, and some part of him (a part he doesn't always like to acknowledge) enjoys the fighting, too. He finds himself constantly working to balance his personal relationships, his education, and his hero work; none of them are things he wishes to abandon, but all take quite a bit of time.
 
As well, he has found he has a distaste for death; even when fighting Omegadrones, a part of him hated what he had to do. Only against Omega himself was that reservation truly put aside. For all that he's a near-giant of a man tossing around bright blue fire, Corbin treasures life, and is shaken when it just snuffs out in front of him. Unfortunately, his time on Earth-I-War-4 has numbed this distaste; while Corbin could often get away with simply injuring or disabling opponents, there were times he had no other choice (typically against the most monstrous of his foes), and he fought in the company of those with fewer such compunctions. He's seen war for decades now, and it's changed him in subtle ways that are not always clear...

Powers & Tactics:
Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands). He will shift into his "giant form" when faced with a tough-but-slow opponent, or a large number of less-skilled opponents.
 



Complications:
The Fires of Hell Shall Not Prevail: Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him.
Secret (Identity): While his parents and many of his friends know of his powers, Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.
With Great Power...: Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains.
You Must Know No Fear!: Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring.
Dethroner of Omega: Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided).
Relationship: Corbin Hughes and Quo-Dis (Ultiwoman) are engaged to be married. Their care for each other is deep, but her lagging unfamiliarity with the more nuanced parts of human culture causes friction. As well, she is (unknown to most) not only a member of the Ultima Thule community of Ultimen, but the daughter of Superior himself. A GM might award Corbin a Hero Point if his connection to Quo-Dis brings trouble to his door, be it an angry father, someone seeking a member of the Ultimen, or someone (or something) else.
Young Veteran: Corbin looks like he's in his 20's, something like 25 at the latest. But in his actual collected experience, he's about 50 years old. His time on Earth-I-War-4 spanned a full 30 years, and it's only the combination of his Ring's powers slowly leeching into his body, and the strange portal he was first sent through that has kept him looking so young. And sadly, a fair bit of those 3 decades was spent in the world-spanning lukewarm war of that planet. Corbin is not who he was before his time on Earth-Milchamah (as he sometimes thinks of it). A GM should feel free to give CT a Hero Point when he might be subject to a "flashback" at an inconvenient point, or when his "mental age" being so different from his chronological age causes problems (in either identity), or when he reacts to an individual (such as a hero or villain) with too much familiarity (caused by his time fighting alongside or against many of them).


Abilities: 12 + 6 + 10 + 4 + 4 + 2 = 38PP
Strength: 28/22 (+9/+6)
Dexterity: 16 (+3)
Constitution: 28/20 (+9/+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Combat: 24 + 12 = 36PP
Initiative: +7/+3
Attack: +13/+12
Grapple: +15, +28 Ring
Defense: +13 (+6 Base, +2 Dodge Focus, +5 Enhanced), +3 Flat-Footed
Knockback: -8/-1


Saving Throws: 2 + 5 + 8 = 15PP
Toughness: +13/+5 (+9/+5 Con, +4 Protection)
Fortitude: +12/+7 (+9/+5 Con, +1 Enhanced, +2)
Reflex: +10/+8 (+3 Dex, +2 Enhanced, +5)
Will: +11/+10 (+2 Wis, +1 Enhanced, +8)


Skills: 72R = 18PP
Acrobatics 8 (+11)
Craft (Artistic) 8 (+10)
Knowledge (Business) 8 (+10)
Knowledge (Arcane Lore) 8 (+10)
Knowledge (History) 8 (+10)
Knowledge (Tactics) 8 (+10)
Language 8 (Arabic, English [Native], French, German, Greek, Hebrew, Latin, Spanish, Japanese)
Notice 8 (+10)
Stealth 8 (+11)


Feats: 9PP
All-Out Attack
Dodge Focus 2
Equipment 3 (15EP) [Veteran Award]
Luck 3
Power Attack
Precise Shot 2

Equipment 3PP = 15EP [Veteran Award]

 

Headquarters (Underground Base; Templar's Forest Vault)
Size: Large (2 EP)
Toughness: +10 (1 EP)
Features: Concealed, Defense System (Paralyze 12, Attack Bonus: +12, Extras: Targeted Shape-able Area, Flaw: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP)
Vault :
Size: Fine (-3EP)
Toughness: +20: (3EP)
Features: Security System (DC 35 Disable Device) (4EP)


Powers: 15 (1+6+8) + 94 = 109PP
 
Internal Fire 3 (15PP Container [Passive, Permanent]) [15PP] [Magic]

Immunity 1 (Aging) [1PP] 
Enhanced Strength 6 (to 28/+9) [6PP]
Enhanced Constitution 8 (to 28/+9) [8PP]

 
Device 23 (115PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [94PP] (Power Ring [blessed/Holy, Magic])

Enhanced Attack 1 [2PP]
Enhanced Defense 5 [10pp]
Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP]

Enhance Fortitude 1 [1PP]

Enhance Reflex 2 [2PP]

Enhanced Will 1 [1PP]
Immunity 9 (Life Support) [9PP]
Protection 4 [4PP]
Super-Senses 4 (Darkvision, See Invisibility [Vision Counters Obscure (Darkness) and Concealment]) [4PP]
Super-Strength 7 (Lifting STR 61 [Heavy Load: 58 tons 1,760 lbs.]) [14PP]
 
Speed of Flame 4.4 (22PP Container [Passive, Permanent]) [22PP] [Magic]

Flight 10 (10,00mph / 100,000ft per Move Action) [20PP]
Super-Movement 1 (Space Travel 1 [interplanetary]) [2PP]

Fires of Creation 6.5 (13PP Array; PFs: Alternate Power 1) [14PP]
BP: Create Object 5 (5 5ft cubes, Toughness +5, Lifting Strength 25 [Heavy Load: 800 lbs.], 10 50ft Range Increments / 500ft Max Range; PFs: Precise, Selective, Tether) [13PP]
AP: Move Object 6 (Effective Strength 30, Heavy Load: 1,600 lbs) [12PP]

Holy Fire Control 13 (26PP Array; PFs: Affects Insubstantial 2, Alternate Power 1) [29PP] (Fires of Judgement)

BP: Blast 13 (10 120ft Range Increments / 1200ft Max Range) [26PP]"Rain of Fire"
AP: Strike 4 (Extra: Penetrating 12 [DMG 25], PF: Mighty) [17PP] "Unlimited Blades"


DC Block:
ATTACK           RANGE            SAVE          EFFECT
Unarmed         Touch               DC24/21     Toughness (Staged) Damage (Physical)
Blast                Ranged            DC28          Toughness (Staged) Damage (Energy)
Strike               Touch               DC28          Toughness (Staged) Damage (Energy)


Abilities (38) + Combat (36) + Saving Throws (15) + Skills (18) + Feats (9) + Powers (109) - Drawbacks (0) = 225/225 Power Points

 

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FASHION FORWARDED BY HGM

 

More Ruby Edits!

 

Changed Weight. (in hindsight, 115lbs is a little too waifish)

 

4 points to Combat Armor

2 ranks in flight

Ap for Leaping 4

 

1PP into skills

1 rank of stealth

3 ranks of Craft: electronics

 

1PP for Uncanny Dodge (Hearing)

 

 

 

 

Ruby Voxx

Power Level: 10/11 (157/163 PP)
Trade-Offs: Ranged: +2 Attack / -2 Damage
Unspent Power Points: 6

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)

Description:
Age: 24 (May 12th, 1990)
Apparent Age: Early 20s
Gender: Female
Ethnicity: Caucasian Terran
Height: 5'7
Weight: 154 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.
 

History:
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.


Complications:
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: 84R = 21PP
Acrobatics 6 (+10)
Bluff 8 (+10)
Computers 3 (+5)

Craft: Electronics 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)
Stealth 1 (+5)



Feats: 21PP
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)
Evasion
Fearless
Luck
Power Attack

Uncanny Dodge
Well Informed

Equpiment: 3 + 79 =85/85EP

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

 

Clan Voxx Hunters Blade: Strike 2 (Extras: Mighty) [3EP]

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 + 24 + 15 = 45PP

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

Device 6 (Modified Combat Armor, Hard to Lose) 24PP

Thruster Systems Array (1 Alterante Power) [5PP]

Flight 2 (25MPH) [4PP] Jetpack
AP:
Leaping 4 (X25) [1PP]

Immunity 9 (Life Support) [9PP] Life support systems

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

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

Blast 8 (Extras: Autofire) [24PP]
AP: 
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 (21) + Feats (21) + Powers (45) = 163/163 Power Points

 

 

Edited by HG Morrison
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Ecalsneerg edited this and it wasn't confusing

 

Argonaut

 

So on Argonaut when I bumped her up to a PL 10, by changing her to a Silver Slot on the old Reward system.  As a result I took 8 points of rollover from 24 pp earned.  I then earned 5 pp more before we changed the Reward System and I bumped her up again.  I consciously didn't take that Rollover when I changed her slot to 180PP slot.  But, if it's not too much trouble I'd like to add her now 9 Rollover bonus on to her current sheet. 

 

And then put all her unspent PP into Sidekick while removing an equal amount given from Veteran Reward.

 

So under her feats the Sidekick should become:

 

Sidekick 20 + 10 (Veteran Reward; 150PP)

 

As a result, on the Reward Tracker 1 of my Ranked Feats rewards is now freed up.

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IMAGINED BY HGM

 

Added Skills:

 

+1 Intimidate

+3 Perform (Theater of the Mind) [Performance based on construction of psychic images projected through a mental link.  Which is to say, high quality shared daydreaming.]

+3 Perform (Strings)

+1 Language: French

 

2 PP spent on skills

 

Added Feats:

 

Second Chance: Flirting
Set-Up
Uncanny Dodge: Hearing

 

3 PP spent on feats.

 

Added new complication: Open Channel.

 

 

 

 

Wayward

Power Level: 10 (152/157 PP)

Trade-Offs: +2 Attack/-2 Damage, -2 Toughness/+2 Defense

Unspent Power Points: 0

 

 

In-Brief: Psychic rock star buttkicker. Now fighting crime on prime time!

 

Alternate Identity: Valerie Cain (celebrity name), Margaret Carter Jr. (birth name), Emily Walker (civilian disguise)

Identity: Stage: Public, Birth: Secret, Civilian disguise: Secret

Birthplace: Yonkers, NY

Occupation: Rock star

Affiliations: Excelsior Records, Super-Vision

Family: Margaret Carter Sr. (Mother), Walter Carter (Father), Catherine Carter (Younger Sister)

 

Description:

Age: 22 (September 13th, 1991)

Gender: Female

Ethnicity: Caucasian

Height: 5'9"

Weight: 145 lbs

Eyes: Green

Hair: Black (naturally brown)

 

Commission__Setsuya_Nanase_by_vashperado

 

Val is a tall, lean woman as lithe as they come, with shaggy black hair mostly concealing her green eyes, and an athletic build most would have to work their tails off to get.

 

It turns out, when you become a mask professionally, you don't need to wear one on the heroing job. In terms of crimefighting attire, Wayward sports nothing more than her celebrity persona, fighting crime in street clothes, favoring things that are dark, spiky, and show plenty of skin, in support of her rough stage presence.

 

History:

Margaret Carter Jr. was born to a middle class family in Yonkers, New York. Her mother was a police officer, and her father was a stage magician. She had everything she really needed, and went to a safe public school. It was a decent life.

 

And boring as Hell.

 

She wanted more. She wanted to shine, to be great, and she knew her old hand-me-down guitar was her ticket to fame. Her parents didn't see it that way, when she started neglecting her studies in favor of her music. There was a lot of yelling. When her parents decided grounding her would include taking away her guitar, it got worse.

 

At fifteen, she ran away. She stole enough money to buy a top-of-the-line guitar, plus cab fair to the city proper, and made her own. Lucky for her, she was as good as she thought, and managed to keep herself fed and housed by performing on the street in Central Park under a new name, Valerie Cain; she could work a crowd like nobody's business, and rock like the best of them.

 

In time, she got picked up by an agent, quickly going through the ranks, first as a backup guitarist, then an opening act, before exploding as a star in her own right, going on her first national tour at twenty.

 

But when she got back, a nagging guilt for the way she ran out grew in the back of her mind. She took some time off decided to go home to Yonkers. While wandering her old home, trying to decide how to say hello after being away for five years.

 

The question was answered for her, when she came on a mugging. The police became involved, and it turned into a shootout. An officer went down. One Officer Margaret Carter.

 

That moment was the first time Valerie's powers became undeniable. There had been subtle, suspicious things before, but when her mother was shot in the leg, she could see it, feel it in every vivid detail as the flurry of emotion in that alley forced itself on her mind as the thug escaped.

 

She was reunited with her family at the hospital. An awkward event, but the circumstances set grudges aside. Yet the scene kept haunting her; Val couldn't just let the situation lie. Stress, fear, bad judgment, and a heaping spoonful of fury sent her into action.

 

A few sly questions here and there to some members of the force who knew her as a kid, and she has as much information as the cops do. Plus, a head start and a speed advantage in the form of a lack of forward thinking. The man, Caleb Donnel, was part of a small gang with a hangout in the back of some rundown bar. A little charm, and she was invited right in, where she took every last one of them down with a pool cue.

 

The police weren't exactly happy about her methods, nor the risk she took, but they thanked her all the same.

 

When she got back to her life as a musician, however, the experience put a bug in her ear. She had powers. And she could fight. And her new label was based out of Freedom City. And she never wanted to let something like what happened in that alley again.

 

She could be a hero.

 

At first, her agent hated the idea, but with some insistence, and a little training with some professionals, an idea was born. A new image; not Valerie Cain, but Wayward. Guitarist. Superhero. TV star. With a co-op with Super-Vision and an advanced hovercam rig, they could catch her crimefighting on camera, and make a mint.

 

Powers & Tactics:

Wayward is one of the world's weaker psychics, with only limited control over more limited powers. A subconscious rapport with those around her has benefited her career greatly, and she can makes some conscious contact, but her mental powers are at their most extensive when turned inward.

 

Subconscious manipulation of her own biochemistry has allowed her to maximize benefit from training and nutrition, gaining an Olympian-level body with limited training in bursts far more intense than she would normally manage, an almost-natural array of physical gifts she only suspects might be linked to her powers. letting her focus her real efforts on her music. Likewise, her fighting style relies more on instinct, intuition, luck, and brashness rather than any form of polish, favoring a collapsible staff as her weapon of choice. And given the limits of her mental powers, her work as a hero tends to come down to the physicality and creativity available to mere mortals.

 

 


Complications:

Smile for the Camera: As it turns out, hovercams filming your every move and transmitting them wirelessly can have an effect on delicate crime-fighting situations. Especially when trying to be sneaky. And sometimes, a hovercam getting in the way isn't an accident. Gotta get the ratings, after all, so if things start getting boring beyond the magic of editing? Time for an 'accident.' And if the cameras lose our lovely heroine? Well, there's a bad day right there.

 

Sensitive: Untrained latent telepathy is not necessarily all sunshine and roses. Intense emotion and sensation can influence Wayward as much as the person experiencing them, and sometimes even lingering psychic impressions are enough to get to her. What's more, due to her lac of training, her psychic abilities leave her more open to mental influence, rather than less.

 

Only Human: Through a form of self-hypnosis, Wayward can go well beyond her body's normal physical abilities, but this doesn't change her body's limits, and if she pushes herself like that for too long, she will find the point where her body simply says no.

 

Vertigo: Sharing the senses of another is a disorienting experience, especially when Wayward jumps from one body to the next. She's barely aware of herself when doing it, and when she returns to herself, be it by choice or by force, she needs time to recover.

 

In the Limelight: Fame has a price. As much as she loves her fans, crime fighting is a sensitive business, and it can be a dangerous time for an audience. What's more, she has an image to protect. Tarnishing her reputation can hurt her career.

 

Sucker for a Pretty Face: Looks can be deceiving. A lesson Wayward learned when she was still a kid. However, everyone has their soft spots, and a pretty face playing innocent can find it easy to get past Wayward's better judgment.

 

Mindwarp: Wayward has learned the hard way that her powers make a long-term intimate relationship impossible. The last time she tried, her powers started reaching out more and more for her partner's mind without her willing it until the mental disturbance wouldn't let either of them sleep. Ever. no matter how far apart they were, until they were both hospitalized for exhaustion. With time apart, the effect eventually faded, but it made a continued relationship impossible. Ever since, she's had many relationships, quite a few promising, but all cut short before long. She doesn't give the real explanation, and not all of her many exes are entirely understanding.

 

Amateur Psychic: Though technically a psychic, Wayward's powers are weak and inherently unstable. There are a few things she can use them for reliably, but when she tries to push her abilities in new ways, it rarely goes smoothly.

 

Right to the Head: While a psychically optimized metabolism keeps her in peak physical conditions, it is not without its drawbacks. The perk is a subconscious manifestation of Wayward's own desires. However, this is not without drawback, particularly when it comes to alcohol. When she drinks, she wants to get where she's going, so her body does everything it can to accommodate, making a little alcohol go a long way.

 

Entourage: A rock star is never alone. Whether she's giving a reporter some time, she's giving her input on a project, or she's showing a fan a good time out on the town, when things go south, there's usually someone around that Wayward has to look out for on top of dealing with the crime.

 

Open Channel: The first thing many a budding young psychic learns is how to filter out which thoughts and sensations one sends over telepathic communication.  Wayward never learned to do this.  When she makes a mental connection with someone, she broadcasts everything she thinks and feels, and the openness of her connection makes it difficult for even seasoned psychics to filter her out.

 

 

Abilities: 6 + 14 + 12 + 0 + 4 + 14 = 50PP

Strength: 16/22 (+3/+6)

Dexterity: 24 (+7)

Constitution: 22 (+6)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 24/30 (+7/+10)

 

Combat: 16 + 8 = 24PP

Initiative: +11 (+7 Dex, +4 Improved Initiative)

Attack: +12 Melee, +8 Ranged (+8 Base, +4 Attack Focus: Melee)

Grapple: +15/+19

Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed

Knockback: -4 (-3 flat-footed)

 

Saving Throws: 0 + 0 + 5 = 5PP

Toughness: +8 (+6 Con, +2 Defensive Roll)

Fortitude: +6 (+6 Con, +0)

Reflex: +7 (+7 Dex, +0)

Will: +7 (+2 Wis, +5)

 

Skills: 100R=25PP

Acrobatics 3(+10)

Bluff 7 (+14, +3 Enhanced Charisma, +8 Attractive) Skill Mastery

Climb 2 (+5, +3 Enhanced Strength)

Diplomacy 7 (+14, +3 Enhanced Charisma, +8 Attractive) Skill Mastery

Disguise 1 (+8, +3 Enhanced Charisma)

Escape Artist 3 (+10)

Gather Information 3 (+10, +3 Enhanced Charisma)

Intimidate 1 (+8, +3 Enhanced Charisma)

Investigate 5 (+5)

Knowledge (Art) 5 (+5)

Knowledge (Popular Culture) 5 (+5)

Knowledge (Streetwise) 4 (+4)

Languages: French 1

Notice 12 (+14)

Perform (Dance) 3 (+10, +3 Enhanced Charisma)

Perform (Strings) 13 (+20, +3 Enhanced Charisma, +2 Equipment) Skill Mastery

Perform (Singing) 3 (+10, +3 Enhanced Charisma)

Perform (Theater of the Mind) 3 (+10, +3 Enhanced Charisma)

Search 5 (+5)

Sense Motive 8 (+10) Skill Mastery

Sleight of Hand 3 (+10)

Stealth 3 (+10)

 

 

Feats: 40PP

Acrobatic Bluff

Attack Focus: Melee 4

Attractive 2

Benefit: Status: Celebrity

Benefit: Wealth 2

Connected

Defensive Roll

Dodge Focus 8

Elusive Target

Equipment 1 (5 EP: Collapsible Staff [4], Marianne {Masterwork Guitar} [1])

Evasion

Fascinate: Perform, Diplomacy

Grappling Finesse

Improved Initiative

Luck 3

Skill Mastery: Bluff, Diplomacy, Perform: Guitar, Sense Motive

Takedown Attack

Teamwork 3

Ultimate Effort: Diplomacy

Well-Informed

 

 

Collapsible Staff (Damage 2 [Feats: Mighty, Subtle]) [4EP]

 

Marianne (Masterwork Guitar)

 

Powers: 4 + 9 = 13PP

 

Burst Motion Array (3 points; Power Feats: Alternate Power 1) [4PP]

 

Base Power: Speed 3 [3/3PP] (Psychic)

 

Alternate Power: Leaping 3 [3/3PP] (Psychic)

 

Psychic Array (6 points; Power Feats: Alternate Power 3) [9PP]

 

Base Power: Enhanced Charisma 6 [6/6 PP] (Rapport, Psychic)

 

Alternate Power: Mind Reading 5 ( Feat: Subtle, Extra: Sensory Link, Flaw: Limited to Sensory Link) [6/6 PP] (Sense Hop, Psychic)

 

Alternate Power: Communication 2, Linked: Comprehend 2: Languages [6/6 PP] (Telepathy, Psychic)

 

Alternate Power Enhanced Strength 6 [6/6 PP] (Adrenal Burst, Psychic)

 

 

DC Block:

 



 

ATTACK RANGE SAVE EFFECT

Unarmed +12 Touch DC18/21 Toughness (Staged) Damage (Physical)

Staff +12 Touch DC20/23 Toughness (Staged) Damage (Physical)

Mind Reading Perception DC16 Will Sensory Link

 

 

Totals: Abilities (50) + Combat (24) + Saving Throws (5) + Skills (25) + Feats (40) + Powers (13) - Drawbacks (0) = 157/157 Power Points

 

 

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SHOULDER TO SHOULDER'D BY HGM

 

Phalanx - Hoping to use the ToV thread starting up as a reveal for some of his final power ups.  

3 + 4 + 11 = 18PP total spent

 

Saves:  [3PP] 

Add +2 Reflex to total +7 [2pp]

Add +1 Will to total +15 [1pp]

 

Feats: [4PP]

Add Grappling Block [1PP]

Add Improved Block [1PP]

Add Improved Grapple [1PP]

Add Ultimate Save (Fortitude) [1PP]

 

 

Powers: [11PP]

Add Flight ranks + 1 [2PP]

Add Immunity 2 (Aging, Need for Sleep; Flaws:  Limited: Half effect)  [1PP]

Add Paragon Array + 1 Ranks [2PP]

       Adds one rank to flight, immoveable, and super strength, and two ranks to Speed and Quickness

Add two Ranks to super senses (hearing) making it Super Senses 4 (Normal Hearing, Enhancements: Extended 5 [~190 Mile Increments]) [4pp]  (+2pp)

Add three Ranks to super senses (Vision) and buy off flaw on penetrates concealment making it Super-Senses 11 (Normal Vision, Enhancements: Counters Obscure 2 [smoke/Dust/Solid Particulates], Extended 5 [~190 Mile Increments], Penetrates Concealment 4) [10pp] (+4pp)

 

Edited by HG Morrison
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  • 2 weeks later...

 

SHE DOES EVEN LIFT'D BY HGM

 

Triakosia

 

A few little tweaks to her Strength and lifting abilitlies:

 

  • Increase Strength by +2 to 40 [2 PP]
  • Add Super Strength 1 [2 PP]

That should increase her Lifting to 45 (heavy load 6 tons) with her More Powerful array, and 90 (6,400 tons) with the full array.

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ACES CHARLES, JUST ACES BY HGM

 

This Version of Ace should be archived as his current version is in a separate thread: Ace Danger

Retire: Meson, a little too grimdark for me it turns out.  At least for now.

 

My reward Tracker should list 2 of 3 rewards spent currently (Once Meson is retired he never made it on the tracker anyway)

And the Ace Danger link in the tracker should link to the Current Version

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UNO BY HGM

 

Math update for Edge. Fluff update coming soon. 

 

Abilities: 2 + 4 + 14 + 10 + 2 + 14 = 36PP 
STR 12 (+1) 
DEX 14 (+2) 
CON 24 (+7) 
INT 10 (+0) 
WIS 12 (+1) 
CHA 24 (+7) 

 

Combat: 8 + 10 = 18PP
Init: +2 
ATK: +4 (+10 w/Move Object) 
DEF: +10 (+5 Dodge, +5 Base, +2 flat-footed) 
Grapple: +4/+24 w/Move Object 
Knockback: -10/-3

 

Saves: 1 + 6 + 7 = 14PP
TOU: +20/+7 (+13 Force Field, +7 Con) 
FORT +8 (+7 Con, +1)
REF +8 (+2 Dex, +6) 
WILL +8 (+1 Wis, +7) 

 

Skills: 72r=18PP
Bluff 8 (+15) 
Concentration 7 (+8) 
Craft (Artistic) 10 (+10) 
Diplomacy 20 (+27)  
Knowledge (Popular Culture) 10 (+10) 
Knowledge (History) 10 (+10)  
Languages 3 (English [Base], Arabic, Mandarin Chinese, Spanish) 
Medicine 4 (+5) 

 

Feats: 60PP
Beginner's Luck 
Benefit 1 (Status [Hey, It's Edge!]) 
Connected
Distract (Diplomacy)  
Dodge Focus 5 
Eidetic Memory
Inspire 5 
Jack of all Trades 
Luck 7
Sidekick 36 

 

Powers: 16 + 3 + 14 + 2 + 12 + 54 = 105PP

Enhanced Feats 4 (Ultimate Save 4 [Fortitude, Reflex, Toughness, Will]; Extras: Affects Others, Range 2 [Perception]) [16PP]

 

Enhanced Feats 2 (Quick Change 2, Extra: Affects Others, Flaw: Action [Move], PF: Precise) [3PP] 

 

Force Field 13 (reality bending, PF: Subtle [magic senses]) [14PP]

 

Immunity 2 (aging, despair effects) [2PP]

 

Luck Control 4 (cancel GM Fiat, cancel HP expenditure of others, give someone else HP, spend HP for someone else) [12PP]

 

Mark is Magic 25 (50PP, PFs: Alternate Powers 4) [54PP]
BE: Damage 15 (Extras: Area [General, Burst], Selective, PFs: Indirect 3, Variable Descriptor 2 [any accident]) [50/50]
AP: Create Object 15 (Extras: Duration [Continuous], PFs: Innate, Precise, Selective) [48/50] 
AP: Move Object 20 (Effective STR 100, Heavy Load: 12.5ktons, Extra: Damaging, Flaw: Duration [Concentration], PFs: Accurate 3, Affects Insubstantial 2, Indirect 3, Precise) [49/50]
AP: Teleport 10 (1000 ft/Earth to Moon, Extras: Accurate [+1], Area [General, Burst], Selective, Flaw: Long Range Only, PFs: Progression 10 [100k lbs]) [50/50]
AP: Transform 10 (inanimate to inanimate, 1000 lbs, Extras: Duration [Continuous], Flaw: Action [Full]) [50/50]

 

DC Block

ATTACK             RANGE    SAVE             EFFECT
Unarmed            Touch    DC 16 Tou        Bruised/Injured 

Damage             Touch    DC 30 Tou        Bruised/Injured 

Create Object      Ranged   DC 25 Reflex     Caught
Move Object        Ranged   DC 30 Tou        Bruised/Injured

 

Abilities (36) + Combat (18) + Saving Throws (14) + Skills (18) + Feats (60) + Powers (105) - Drawbacks (0) = 250/250 Power Points

Edited by HG Morrison
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DEUX BY HGM

 

New math for Monsoon. New fluff coming soon. 

 

Abilities: 8 + 8 + 8 + 4 + 6 + 4 = 38PP
STR 22/18 (+6/+4) 
DEX 18 (+4)
CON 18 (+4)
INT 14 (+2) 
WIS 16 (+3)
CHA 14 (+2) 

 

Combat: 12 + 12 = 24PP
Init: +4
ATK: +6 (+10 Melee/+14 Noahic) [+8 (+12 Melee/+16 Noahic in suit)]
DEF: +12 (+6 Dodge Focus, +6 Base, +3 Flat-Footed) 
Grapple: +14/+12 w/Noahic [+16/+18/+14 w/Noahic in suit]) 
Knockback: -12/-6/-4

 

Saves: 3 + 3 + 4 = 10PP
TOU +12/+8 (+4 Con, +4 Protection, +4 Protection [Suit], [+12 Impervious w/Suit Array]) 
FORT +12/+7 (+4 Con, +3, +5 Suit) 
REF +12/+7 (+4 Con, +3, +5 Suit) 
WILL +12/+7 (+3 Wis, +4, +5 Suit) 

 

Skills: 68 r = 17PP 
Acrobatics 6 (+10, SM) 
Bluff 15 (+17, SM) 
Diplomacy 6 (+8)
Intimidate 6 (+8) 
Languages 3 (Arabic, English, Farsi, [Base] Soqotri) 
Knowledge (History) 4 (+6) 
Notice 12 (+15, SM)
Sense Motive 12 (+15, SM) 
Stealth 2 (+6) 

 

Feats: 23PP
Acrobatic Bluff 
Attack Focus: Melee 4 
Challenge 2 (Fast Feint, Fast Taunt) 
Dodge Focus 6 
Environmental Adaptation (Underwater) 
Evasion
Fearless 
Quick Draw 
Second Chance (Will Saves vs. Mind Control) 
Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) 
Startle
Takedown Attack
Taunt 
Uncanny Dodge (auditory) 

 

Powers: 7 + 30 + 3 + 5 + 17 + 4 + 2 = 68PP
Device 2 (Farida's Scimitar, Flaw: Easy to Lose, PF: Indestructible [technological]) [7PP] 
Damage 6 (PFs: Affects Insubstantial 2, Improved Crit, Mighty) [10DP] 

 

Device 7 (35PP, Monsoon's Armor, Flaw: Hard to Lose, PFs: Restricted 2 [Monsoon] [technological]) [30PP]
Enhanced ATK 2 (to ATK +8) [4DP]
Enhanced Noahic Array 0 (PF: Alternate Power 1) [1PP] 
BE: Impervious Toughess 12 (hydrokinetic stiffening) {12/12}
Enhanced Saves 15 (Fortitude 5, Reflex 5, Will 5) [15DP] 
Enhanced Strength 4 (to STR 22/+6) [4DP] 
Immunity 6 (cold, disease, heat, radiation, poison, suffocation [Buys Off Flaw]) [6DP]
Protection 4 [4DP]
Super-Senses 1 (Danger Sense [radio]) [1DP] 
4 + 1 + 15 + 4 + 6 + 4 + 1 = 35/35

 

Immunity 3 (cold, drowning, high pressure [mutation]) [3PP] 

 

Movement Array 2 (4PP, PF: Alternate Power 1 [mutation]) [5PP]
BE: Flight 2 (25 MPH/250FPM) [4PP]
AP: Swimming 4 (25MPH/250FPM) {4/4}

 

Noahic Array 6 (12PP, PFs: Accurate 4, Alternate Powers 1 [mutation]) [17PP] 
BE: Move Object 6 (Effective STR 30, Heavy Load 1200 lbs, Extra: Damaging, Flaw: Duration [Concentration]) [12/12]
AP:
Trip 6 [12/12]

 

Protection 4 [4PP] 

 

Super-Senses 2 (Darkvision) [2PP] 

 

ATTACK             RANGE    SAVE             EFFECT
Unarmed            Touch    DC 19 Tou        Bruised/Injured 

Sword              Touch    DC 25 Tou        Bruised/Injured 
Noahic Array       Ranged   DC 21 Tou        Bruised/Injured 
Unarmed in Suit    Touch    DC 21            Bruised/Injured

Sword in Suit      Touch    DC 27 Tou        Bruised/Injured

 

Abilities (38) + Combat (32) + Saving Throws (10) + Skills (17) + Feats (17) + Powers (68) - Drawbacks (0) = 180/180 Power Points

 

Edited by HG Morrison
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TRÊS BY HGM

 

In Brief: Exiled princess turned superheroine
Alternate Identity: Nina al-Darsah 
Identity: Public
Birthplace: The Kingdom of Socotra 
Occupation: Exiled Princess, Socotran exile spokesperson, professional celebrity 
Affiliations: The Liberty League, the Socotran exile community, Mark Lucas, the people of Socotra
Family: The Al-Darsah Dynasty of Socotra
Age: 24
Gender: Female
Ethnicity: Arab
Height: 5'3"
Weight: 140 lbs 
Eyes: Black
Hair: Black

 

https://c4.staticflickr.com/4/3222/2732831969_f52bc55a8a.jpg

 

Description

Nina has the 'look' of the al-Darsah line - she's shorter and stockier than the average, with a dense build that comes from natural inheritance and intense regular exercise. She keeps her long black hair in a bun when she's in costume or dressed formally, but when she's dressed in civilian clothes and among friends she lets it hang loose. Her skin is darker than the usual for Caucasian women living in Freedom City, enough to mark her as an 'outsider', but actually rather fair for a native of Socotra. 

 

She prefers long-sleeved shirts and pants when not 'dressed up', but wears short blue and gold hijabs when socializing formally or with other Muslims, but generally doesn't bother when around Westerners or friends. When dressing up for diplomatic occasions, she plays the part of the dispossesed princess to the hilt in a blue and white abaya. 

 

The 'undersuit' for her armor resembles a blue and white burkini with a gold circlet around the top of the head. Her armor deliberately cuts a more old-fashioned look than typical power armor in the World of Freedom - the metal construction looks more like wrought iron than advanced metals, both in the face and the heavy, articulated gauntlets, and the overdress and belt look more like cloth. Her armor's colors are blue and white - her cape and cowl are however a brilliant shade of gold, with Arabic characters for Victory embroided along the edges. 

 

Her sword is a keen-bladed scimitar that gleams a brilliant gold along the edges. She generally keeps it strapped to her back, underneath her cape. 

 

History:

The youngest member of the al-Darsah family, scion of the line of Typhoon, the infamous dictator, king, and would-be conqueror, now aged King of Socotra, Nina al-Darsah has been driven into superheroing by circumstances. She came to America to go to college, wanting something more out of her life before undertaking the family's political games, where she met the superhero Edge (Mark Lucas) - they fell in love, his matchless power and guileless good nature an interesting match with her limited powers but fascination with human nature and the things she could talk them into doing. 

 

The surprise reappearance of her mother prompted her to turn against her father in defense of her long-lost love - only to find out that her mother wasn't terribly interested in bonding with the result of what she considered to be the greatest mistake of her life, and one of many crimes perpetrated by the great Typhoon. Life with Mark and his fellow superheroes was a way to live for something larger than herself after being cut off from her family and her people. News that her father has pitted her siblings against each other in a Great Game to decide who will succeed him has prompted her to make a bold decision. 

 

Her father is the tyrant everyone has always said - he must be deposed! 

 
Personality and Motivation:

Nina is a woman of parts - on the one hand she's more self-involved than your typical superheroine, eying situations to see how they can be turned to her advantage, and she's reluctant to stick her neck out for people who don't seem to deserve it. Deep down she thinks the people of Freedom City should give more power to their superheroic population - and she plans to rule Socotra as its queen. 

 

But by the same token she's a fundamentally self-sacrificing person, willing to make sacrifices for others even if they don't deserve them. She's able to turn many situations to her advantage. Noblesse oblige is the watchword of the day. She disguises these traits with a sharp tongue and a willingness to be seen like a worse person than she is, something that makes her the sharp knife to Edge's open hand. 

 

Powers and Tactics

Monsoon takes the lead against super opponents with her scimitar, cutting and striking with powerful blows augmented by her armor and hydrokinesis. She does the same against groups - she's actually somewhat better with it than she is with her powers. Her powers, which take the form of a swirling black tornado projected from her hands, are useful against single targets, or when mowing down groups of minions. Given the time against a tough opponent, she's likely to try a trip manuever, then strike with her blade.  
 

Keep the 'Complications' 

Edited by HG Morrison
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AND THAT MAKES FOUR BY HGM

 

In Brief: All-powerful reality warper trying to keep the world together 
Alternate Identity: Mark Mason Lucas
Identity: Public 
Birthplace: Freedom City 
Occupation: Humanitarian worker, superhero
Affiliations: Liberty League, Nina al-Darsah, Lucas family legacy
Family: Rick Lucas [father, dead], Martha Lucas [mother], Nina al-Darsah [fiancee]
Age: 24
Gender: Male
Ethnicity: White 
Height: 6'0"
Weight: 165 lbs  
Eyes: Blue
Hair: Blond

 

http://cache2.asset-cache.net/xc/122398941.jpg?v=2&c=IWSAsset&k=2&d=HvO_I-gm78jRWfTwOh546EnwaoSJMRd0_chtVVAv6WuMxvlCGLq6jyudurh8lC1y0

 

Description

Tall, blond, and impeccably groomed without having to work at it, Mark Lucas looks like he just stepped out of Central Casting for a superhero - or maybe a future President. When he's working, he wears a black suit with blue dress shirt and gold tie that never seems to get dirty. When he's not working, he dresses down, preferring merchandise branded with Freedom City sports teams. He's a big Heroes fan - who isn't? 

 

History:

A scion of a long line of superheroes dating back to the Golden Age of Freedom City, Mark Lucas's firm belief in the world of superheroes and their innate goodness would be annoying if he wasn't so nice. Luckily for him, those beliefs are mostly true in the sunny, optimistic World of Freedom. Having graduated high school, earned his college diploma by taking online classes, and incidentally saved the entire multiverse before he finished that first thing, these days Edge is one of the most powerful people on the planet - he spends most of his time traveling the world for his job with the United Nations, helping the poor and needy. He's recently abandoned the costume he's worn since high school for a more 'plainclothes' looking outfit, as part of the life changes that had come with his engagement to Nina al-Darsah. He has also recently gone public with his super-identity. 

 

He's still a loyal member of the Liberty League, though, with a deep respect for the legacy of Freedom City's superheroes.

 
Personality and Motivation
:

Mark Lucas is sunny and amiable, determined to make everything better. Luckily he has the power to do just that - and the personality to talk people into just about anything. He's a trusting soul, though hard to lie to, and tends to assume the best from everybody. Even bad guys love their mamas and want a better world, they just don't know how to get there without some help. He very rarely gets angry - only when people he cares about are very sorely threatened. 

 

He loves his fiancee very much - and does plan to join her in Socotra when she becomes queen. Mark's biggest weakness is that deep down he does resent how the Freedom League treated his father's legacy in the wake of the events of House of L and Graduation Day (see the Guidebook for more information). 

 

Powers and Tactics

Mark would be the most frightening man in the world if he wasn't so amiable. As it is, in an actual fight he usually tries to talk down the person he's fighting with, boosting his teammates at the same time just by being around them. If forced to actually do battle himself, he'll generally turn opponents' weapons into something harmless, pin them down with debris or the results of other accidents, or simply strike them with a raw torrent of magical energy that takes the form of what looks like some natural phenomenon gone wild. The latter he only uses when sorely pressed - he genuinely wants to avoid a fight with all but the most terrible enemies. 

 

His powers tend to be showy and ostentatious, never subtle, and he'll usually throw up various created objects in the middle of the field as a way of distracting an opponent. Most of his professional life, he spends making and distributing things for poor people around the world. He is the most powerful superhuman in the employ of the United Nations - and definitely the most famous. 

--

Keep the complications. 

Edited by HG Morrison
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PRESTO CHANGE-O

 

Hey, all. Presto needs to spend his points. I've got six to go through, so please bear with me. I hope that I'm doing this correctly.

 

Presto

 

Skills: 2pp

4 ranks to Craft: Artistic (+15).

4 ranks to Knowledge: Arcane Lore (+15).

 

Powers: 4pp

I'm adding a rank to Presto's costume. Revised, it should look like this:

Quote

Device 3 (Magic Costume, All Magic; 15PP Container; Flaws: Hard-to-Lose) [12PP]

Power: Dimensional Pocket 1 (Flaw: Storage Only) [1/15PP]

Power: Enhanced Trait 3 (Feats: Quick Change 2, Quick Draw 1) [3/15PP]

Power: Flight 1 [2/15PP]

Power: Immunity 2 Environmental Cold, Environmental Heat (Flaw: Half-Effect) [1/15PP]

Power: Protection 8 [8/15PP]

 

Edit

Blarghy has reminded me that I had forgotten to mention that I need to clarify the Defense System feature of Presto's apartment.

 

If possible, I'd like for the sheet to state that it takes the form of a PL-equivalent Snare effect.

Edited by HG Morrison
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WALKED THROUGH THE FIRE BY HGM

 

Okay, quite a bit of stuff happening due to Bonfire's recent promotion to PL11

 

Abilities:

Raise Constitution from 12 to 14 for 2 PP, this causes Toughness to rise to +2/+11 and Fortitude to rise to +8

 

Combat:

Raise Attack from 3 to 4, for 2PP

 

Skills:

Raise the following Skills to Rank 16 (+21):

  • Bluff
  • Diplomacy
  • Gather Information

Add 1 Rank of Knowledge (Current Events), bringing it to 5(+5)

Add 2 Ranks of Sense Motive, bringing it to 12(+16)

 

All in all that should be 2PP

 

Feats:

Added one Rank of Improved Initiative, pushing initiative to +9

Added Ultimate Diplomacy

Removed 1 Rank of Equipment, and along side that removed the Molotovs, since they never come up in play and were a leftover from an old build to begin with.

This means that now there's 4 Equipment Points unspent, those will be spent when appropriate

 

Powers:

Raised Affinity to Fire Array to 27PP

All the powers in the array change too:

  • Added one rank to all Blasts, pushing them to 9, 13 and 11 respectively
  • Raised Suffocate's rank by 1, pushing it to 9
  • Lowered Illusion's rank by 1, added in Concealment 2 to the container, for a total of 21+4=25 points
  • Added 2 Ranks of Element Control (Fire), so it's 13 now.

Fluff:

Some more details regarding his family and home

Added in better power descriptions

Some more history to reflect the changes that happened over the past 2 months

The same goes for personality

Added in a complication related to his reputation

 

I hope the math works out!

Also, as a reminder to myself:

Bonfire currently does not hit all defensive caps, and is lacking in the exotic front

 

 

 


In Brief: Smoke and Flames moveset, can control fire but not always create it, uses his social skills when possible.



Residence: Apartment in the Fens
Base of Operations: Apartment in the Fens
Catchphrase: "Freedom's HOTTEST Newcomer"




Alternate Identity: Cassidy Bauer
Identity: Secret
Birthplace:
Orange County, Vermont
Occupation: Freelance Photographer, Blogger
Affiliations: The Freedom City Fire Department, No others so far
Family: Morris (Father, 54), Kimberlee (Mother, 50), Charlie (Older Sister, 23). A few more distant relatives, but no close ties to any of them.




Description:
Age: 19 (13th of June, 1997)
Gender: Male
Ethnicity: Caucasian
Height: 5'10''
Weight: 150 lbs
Eyes: Red
Hair: Deep Red




 



Bonfire truly lives up to his self-given title of "Freedom's HOTTEST newcomer". The handsome young man is of average stature, his body looks rather generic, and he would probably blend into a crowd if it wasn't for his deep red hair. His face is what your average beauty magazine would refer to as "Generally Attractive", and even a few small burn scars don't change that. He currently does not use any kind of uniform, instead just patrolling in his street clothes. This does mean that if he transforms he has to go back and search them, but since he hasn't really been focusing on heroics so far, he's never felt the need to get a costume. Well, apart from power-proof underwear, which he recently bought a few pairs of. Sure he looks good, but that's not gonna stop people from reporting him for public indecency! While not directly a uniform, he hides his identity by turning his head into smoke when actually working as a hero.



 



While in his Smoke and Flames forms, he has no real humanoid body, instead just being made up of however the smoke/fire is currently reacting to the environment. He could shape his forms, but it's a fair bit of extra effort for little effect, while in combat. He does have the ability to get a subtler form by controlling the smoke and making it manipulate light, but since he cannot fly in this form it's primarily for more civilian activities.



 



Hero Factory



Power Descriptions:
Most of Bonfire's Attacks come from his ability to control smoke. He can turn himself into smoke, create smoke, and use smoke to conceal people. Both by just getting smoke everywhere, and by manipulating light using smoke. He also recently learned he can turn into pure fire, but is yet unsure on how to actually activate this. All he knows is that in that form he can actually create fire, leading to some interesting ways of dealing damage. (And lots of collateral damage, so he's fine if he doesn't use it.)




While not directly a power, when his powers appeared Bonfire's looks also changed, and he started to have more of an "aura of charisma". He's not really sure whether or not this has any connection to his powers, but just assumes it's got something to do with them.



Closer Descriptions:

 

 

 

Force Field: A cloud of smoke surrounding Bonfire’s body



Forms:



·         Smoke Form: Usually, Bonfire just appears as a human-size cloud of smoke when in this form, the wind changing the exact outlines.

 

 

·         Fire Form: A human-size flame. Occasionally showing his limbs and/or head, and always flickering a bit.
 

·         Subtle-Smoke Form: His normal appearance, but actually made of smoke instead of flesh! It is noticeable on closer inspection, but doesn’t really stand out otherwise.
 

Smoke – Blast: Smoke forming around the target, usually on the ground, sometimes mid-air, before bursting into its general direction, with the heat of the smoke doing most the actual damage.



Fireballs: Fireballs forming from the Fire fuelling Bonfire’s Fire-Form, flying at the target at high velocity. Usually accompanied by Bonfire’s body moving like if it was shooting a bow, a gun, or kicking something, all purely for cosmetic effect.



Fire – Blast: A big explosion of smoke and fire. Forming at a target location before quickly bursting outwards, engulfing whatever is in its path.



Suffocate: A small cloud of smoke flying at the target’s face from Bonfire’s body, where he then focusses on creating more smoke and having it move down into the target’s lungs.



Illusion: Bonfire uses smoke and heat to bend the light and create various illusions.



Concealment: Same as above, but instead of creating something he uses the light to create an absence of something, like himself, for example.



Environment Control: Bonfire focuses on filling an entire area with heated smoke, and keeps up adding more smoke, thus creating an area full of heat.



 

 

 

History:

March 2016:

 

"Well, it's pretty simple. I moved here three years ago to study photography, at 16. Now, living in a city's never been a problem for me, but after the fourth time I almost had a car thrown at me due to a bunch of supers fighting, I did consider moving back home. Either way, I stayed, got my degree, and then did nothing for a while. I couldn't find a job, but had enough money not to worry immediately.

Well, one morning, or afternoon really, I woke up, and felt a lot hotter than before. Now, I always looked pretty good, but I'm talking heat here. I wasn't really burning, but everything was warmer. Turns out I somehow got superpowers. How? Wish I knew. I don't even know whether or not I was asleep a single day or longer due to me loosing track of time. So all I know I just woke up with superpowers one day. Might've had something to do with my mostly estranged Uncle Ted who had died around this time as I learned recently. I actually became hotter in the looks way too! Either way, I decided to figure out what my powers actually do.

So I went to a back alley, and started doing weird things to see what activates what. I swear, I did not mean to almost burn down those houses! Well, I learned I could interact with heat and fire, so that was cool. I also learned I am, in fact, not immune to my own powers. I only got minor burns, but dang, even those leave scars. A few days later I got involved in a robbery - in broad daylight no less! Well, I realized I'm actually not all that great at fighting. Controlling Fire is cool and all, but if there's no fire it's not that useful. And turning the Place into an extreme Sauna isn't the best idea when there's people you don't want to hurt around. I managed to bluff my way around the robbers thankfully, created some smoke and they thought I could actually fight them.

Over the next months I started doing more superhero-ing but kept it casual, and realized that if I'm not that great at fighting, I just have to do stuff a different way. I started stockpiling contacts, using whatever I can do to stay connected. It came in useful a few times. I also learned I could turn into smoke myself. It's pretty useful if you're stuck between the police and a bunch of gang thugs. I mainly did firefighting, with crime fighting only when it was in the area. I met quite a few people working together with the firefighters and get alerted whenever there's a fire so I can intervene if I have to. They actually pay me to do it, so it's a pretty good motivation.

One day I started writing a blog about my heroics, since I was super bored and not a whole lot was going on. When I brought up being able to control fire but not create it, somebody suggested using Molotov Cocktails. I've been using them ever since.

Now, 2 weeks ago I got stuck in something way over my head. Being taken as a hostage isn't fun. I wasn't the only one, so there was no way I could've attacked the hostage taker without somebody getting hurt. And then I suddenly was on fire. I guess it's part of my power too, being on fire. Well, I managed to take down the hostage taker before he was able to hurt anybody, since in that form I can actually create fire! Hooray!

After all that happened I decided that my casual hero-work wasn't enough. I do have powers and connections, so why not go out and get things done?

(I'm totally not doing it now since my last non-hero contract got terminated and I'm unemployed again.) "

May 2016:

 

After just over a month of full-time hero work, Bonfire had already gotten National Attention. It hadn’t come how he’d expected, or hoped, but here he was. Bonfire, Superpowered Terrorist. It all had gone down quickly, one day he was a small fish in a big pond, the next day he was quite a big deal, his smoky face found all across the media.

As it had turned out, causing the entire East Coast to have power problems, by shutting off all the nuclear reactors, was frowned upon. He had enough public support to avoid a lengthy trip to Blackstone, but it was pretty clear his reputation was stained now. And for now, he would have to invest in getting back some public favour. Not the most difficult task, but in between working together with AEGIS to keep them on his good side, and chasing some criminals, he had become quite the busy man. At least all the attention had also meant more donations.

Thanks to some global happenings involving the Biblical Plagues, he had fallen out of the spotlight a bit, but people would still remember the man making the headlines for a few days.

 

Personality & Motivation:

Bonfire is a rather extroverted person. He likes interacting with people, and can often be found out on the street talking with strangers. He doesn't have a proper secret identity and does not use a mask, he just uses the anonymity of the city as his cover, and turns his head into smoke for extra secrecy.

He tries to stay casual while working as a hero, but has freaked out before, especially when he gets attacked by somebody using blades. He isn't quite sure why, but they really freak him out, even if they can't really hurt him.

In his spare time, he runs his Blog "Freedom's HOTTEST Newcomer”, where he talks about his experiences, what he is doing with his powers, and interacts with his readers.

His main motivation for continuing to be a hero are the fact he is currently unemployed and has nothing to do, his love of interacting with people, and the fact he feels like he has to use his powers.

Up until recently he only fought crime casually, when he was bored, but after almost getting killed in a hostage taking recently, he's decided to take everything more serious. Among other things he is now looking for contacts and friends with heroic powers, so he has some backup. He's probably going to continue blogging however; he has readers after all!

Besides crime-fighting he also engages in Firefighting a lot, and has a few connections within the Fire Department to always be aware of where fires are.

After recently getting into Conflict with a corrupt company, and in the end causing a fair bit of destruction all around the country, he is seen as somewhat of a threat, both by the public and by various government institutions, among them AEGIS. He has started to work together with the latter, and doing some public work, to counteract all this bad reputation. The entire experience has also made him a lot more wary of Corporate Culture as a whole.

 

Powers & Tactics:
Bonfire tries to avoid combat when possible, he's not much of a fighter and prefers to talk it out.

Should combat happen, he relies on his Smoke-Form to not get hit, and uses his skillset to influence the battlefield or single out opponents. In case he’s alone, he will also work on directly damaging enemies.

If he gets into serious enough danger for his Fire-Form to be active, he turns away from manipulation and to direct damage.

 

Complications:

 

Ouch, that burns: Bonfire isn't fully immune to his own powers, and considering he throws fire around when in danger that's not always that fun.

"Freedom's HOTTEST Newcomer”: Bonfire blogs about everything he does as a hero, so if anybody would start to follow his blog they could probably learn quite a lot about him, how he fights, his habits and his preferences. (Yes, this does include taking selfies with whoever he just beat up)

"Freedom's HOTTEST Newcomer", literally: Bonfire is pretty much constantly putting out Heat, making him stand out like a flare should somebody use Heat-Vision.

I just really don't like them! Afraid of Blades, all shapes and sizes. Yes, he's aware they cannot hurt him, but it still freaks him out. More so then getting shot, which he's gotten pretty used to by now.

It's Fire, it doesn't care who you are: Most of Bonfire's attacks can cause quite a bit of Property- and Collateral Damage, making him uncomfortable when having to use them inside the city, especially if there's other people around.
I have no idea how I got this : Bonfire just woke up one day and had his powers. He has no idea where they come from, or how they work. Are they magical? Are they some mad scientist's work? Are they something his body just decided to do? (I do have some ideas for this, but I'm willing to throw them out if a GM feels like they have one)

Well, I need the cash: Bonfire's unemployed, so he's not really getting any money in his civilian identity. So he has to rely on donations, payments and other to sustain his lifestyle. This primarily means he's always out doing heroics, hoping to maybe get a donation or two, and posts about it on his blog, where he has a monthly fundraiser too. He prioritizes whatever could end up getting him paid, primarily working together with the Fire Department, over jobs unlikely to pay anything, quite often causing him to be unhappy about what he's doing since the ones paying well tend to be less fun.

No way I'm going out in that weather: Bonfire absolutely despises rain and storms, and getting him to leave the house when the weather's bad is something that requires quite a lot of effort. This comes primarily from the fact he cannot properly use his powers in that weather, making him at best a glorified diplomat and at worst a liability, since he can't really protect himself when there's a lot of wind or rain.

Hey, this is fun! A fair bit of the reason Bonfire does what he does is the thrill. He generally looks for the most fun way to deal with a problem, even if it's more complicated. This makes him clash with himself quite often, when he has to choose on what to focus, and how much fun he can really have while not endangering himself or others. He's also quite a show-off if there's a lot of people around.

Like a bonfire: In order to always stay warm enough for all the smoke and fire he produces, Bonfire has to "consume" various burnable materials. Ranging from newspapers, to wood, to petroleum, and even just fire itself, whatever he can find at the moment that burns. He's not quite sure how long he could have his powers fully activated before running out of energy, and he's not that eager to figure it out.

Hey, my Name's Ca- Bonfire actually.:  Bonfire doesn't really try to keep his identity too secret. He isn't going to go out and tell everyone who he is, but he's not that bothered should a few people learn. This could probably backfire at some point.

The Fire, it burns: The various complications involved with using the Fire Form, primarily the amount of energy it uses and the fact it stays around for a while, makes Bonfire incredibly hesitant of actually using it outside of extreme danger situations.

Isn’t that that Terrorist guy?: After his run-in with a nuclear science company, and him in turn causing every nuclear reactor along the east coast to go offline, Bonfire does no longer have the best reputation out there. He is doing what he can to get back into a more positive light, but for now there’s certainly people out there that will not like him for what he did, and probably even see him as a threat. Especially those with a corporate background.

 

 

 

 

Abilities: 0 + 2 + 4 + 0 + 8 + 10 = 24PP
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 18 (+4)
Charisma: 20 (+5)

 

Combat: 8 + 12 = 20PP
Initiative: +9
Attack: +4 Melee, +5 Ranged, +8 Array Attacks, +9 Ranged Array Attacks
Grapple: +4
Defense: +10 (+6 Base, +4 Dodge Focus), +6 Flat-Footed
Knockback: -0 |-4/-2 when ForceField is active

 

Saving Throws: 6 + 5 + 2 = 13PP
Toughness: +2/+11 (+2 Con, +9 ForceField)
Fortitude: +8 (+2 Con, +6)
Reflex: +6 (+1 Dex, +5)
Will: +6 (+4 Wis, +2)

Skills: 88R = 22PP

Bluff         16 (+21)
Concentration     4 (+8)
Craft Artistic  1 (+1)
Diplomacy U     16 (+21)
Drive         1 (+2)
Gather Information 16 (+21)
Investigate     1 (+1)
Knowledge Art     1 (+1)
Knowledge Current Events 5 (+5)
Language 1 (French)
Notice        6 (+10)
Search         4 (+4)
Sense Motive     12 (+16)
Stealth     4 (+5)

 

Feats: 19PP


Attack Specialization (Affinity to Fire) 2

Attack Focus Ranged 1
Connected
Contacts
Distract (Bluff)

Dodge Focus 4
Fascinate (Bluff)
Fascinate (Diplomacy)
Improved Initiative 2
Set-Up
Taunt
Teamwork

Ultimate Diplomacy
Equipment 1

 

Equipment: 1PP = 1/5EP

 

Fire Department Radio -> 1

   

Powers: 9 + 4 + 2 + 3 + 1 + 16 +35 = 70PP

 

Force Field 9 (A coat of smoke and occasionally fire) [9PP] (Fire, Smoke)

Regeneration 4 (4 Recovery bonus ) [4PP] (Smoke)

Immunity 2 (Smoker Lungs; Suffocation ) [2PP] (Smoke)

Immunity 6 ( Heatshield! ...sort of; Fire Damage + Heat Enviroment;  Limited (Half Effect)  ) [3PP] (Smoke)

Feature: Pyrotechnical entrance (gains a +5 situational bonus to some interaction rolls immediately on entrance). [1PP] (Smoke)

Forms(Array 14PP, Alternate Power 2 ) [16PP] (Smoke, Fire)

  • Base Power: Insubstantial 2 ( The Amazing SmokeMan!; Drawback: Standart Action,)  {9+4=13/14} (Smoke)

+ Flight 2 (25 mph, 250'/rnd) [4PP] (Smoke)

  • Alternate Power: Insubstantial 3 ( OH GOD IM ON FIRE!; Drawback: Full Action, One-Way Transformation ) {10+3=14/14} (Fire)

+ Flight 4 ( 100 mph, 1000'/rnd Feat: Slow Fade ; Flaw: Fades , Drawback: Full Power ) (Fire)

  • Alternate Power: Insubstantial 2 ( Feat: Subtle 1, Precise, Selective ) {13/14} (Smoke)

Affinity to Fire (EXTRA FIREPOWER; Array 27PP, Alternate Power 8) [35PP] (Smoke, Fire)

  • Base Power: Blast 9 ( Personal Volcano; Area: Shapeable) {27/27} (Smoke, Heat)
  • Alternate Power: Blast 13 (Fireball; Drawback: Power Loss [When not in Fire Form] [-1] ) {25/27} (Fire)
  • Alternate Power: Blast 13 ( VolleyFireballs; Extra: Autofire, Flaw: Full Action  Drawback: Power Loss [When not in Fire Form] [-1] ) {25/27} (Fire)
  • Alternate Power: Blast 11 ( Personal Erupting Volcano; Area: Explosion, Flaw: Full Action,  Drawback: Power Loss [When not in Fire Form] [-1] ) {21/27} (Fire)
  • Alternate Power: Suffocate 9 ( Smoke in somebody else's lungs; Extra: Ranged ) {27/27} (Smoke)
  • Alternate Power: Illusion 7 ( SmokeMen; Visual Senses , Extra: Sustained ) {21+4=25/27} (Smoke)  + Concealment 2 (Visual Senses) {4/27}
  • Alternate Power: Concealment 2 ( Smokescreen; Visual Senses , Extra: Affects Others, Area (Burst), Selective; Feat: Progression 4 (Area), Progression 8 (Subjects) Selective, Close Range ) {24/27} (Smoke)
  • Alternate Power: Element Control (Fire) 13 ( Fighting Fire with Fire; Feat: Precise) {27/27} (Smoke)
  • Alternate Power: Enviroment Control (Heat2) 8 ( Sauna Spéciale, Linked, Flaw: Full Action ) {8+16=24/27} (Heat)

o    Obscure 8 ( Lots of smoke ; Vision and Olfactory, Flaw: Partial ) (Smoke)

 

Drawbacks: (-3) + (-3) + (-2) = -8PP

Vunerable: Cold, Moderate [-3PP]

Vunerable: Water, Moderate [-3PP]

Vunerable: Wind, Minor [-2PP]

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Tough                    Damage

Personal Volcano             Area              DC  19 Reflex                                         Damage

Fireball                           Ranged          DC  28  Tough                                        Damage

VolleyFireballs                Ranged           DC 28  Tough                                       Damage

PEV                                  Area              DC 21 Reflex                                          Damage

SiSeL                              Ranged          DC 19 Fort                                            Suffocate  

 

Totals: Abilities (24) + Combat (20) + Saving Throws (13) + Skills (22) + Feats (19) + Powers (70) - Drawbacks (8) = 160/160 Power Points

 

Edited by HG Morrison
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STUDIED BY HGM

 

Doctor Deoxy:

 

increase benefit (wealth) to three (1pp)

Add speed of thought and improved initiative feats (2pp)

Put 8 ranks into knowledge behavioural science for +15 total (2pp)

 

5pp total

 

Thanks!

 

Edited by HG Morrison
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GIVEN THE NEWS BY HGM

 

Leviathan:

 

So, apparently Medicine is linked to Wisdom and not Intelligence.  Figured that out this weekend when I was looking over the skills I'd like to build up for Leviathan.  Let's fix that and increase a few other things.

 

Spending all 3PP on Skills:

5R to Medicine to correct my weird mistake,

4R to Diplomacy,

3R to Intimidate.

 

Skills: 88R = 22PP
Bluff 4 (+6)

Computers 4 (+9)

Craft (Chemicals) 10 (+15)

Diplomacy 8 (+10)

Disguise 0 (+2/+12)

Intimidate 8 (+10/+12)

Knowledge (Earth Sciences) 5 (+10)

Knowledge (Life Sciences) 15 (+20)

Knowledge (Physical Sciences) 5 (+10)

Knowledge (Technology) 5 (+10)

Language (Latin) 1

Medicine 15 (+15)

Notice 4 (+4)

Sense Motive 4 (+4)

 

...

 

Totals: Abilities (24) + Combat (14) + Saving Throws (8) + Skills (22) + Feats (24) + Powers (74) - Drawbacks (0) = 166/166 Power Points

Edited by HG Morrison
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SAIL'D BY HGM

 

Flintlock

 

7 PP to Spend

 

2 PP to Skills,:  removing drive (-4 R), Adding Profession (Sailor) (+12 R) [To reflect being able to command naval vessels but not sports cars]

 

4 PP to Feats

Equipment 1: Improving the Black Flags Environmental Control to Rank 10 (4 EP), Adding Homing 1 to the Black Flags spooky Magic Cannons. Incidentally, I think STR should be 50 rather than 40. 

Minions +1 [2 PP], Increasing the Skeleton Crew by 15 PP

Favoured Environment (Rolling Deck)

Lose Attractive Feat (she is attractive to everybody, not just men) [-1 PP]

Add Benefit (Wealth 1)

 

1 PP to Powers

Slight Modification to Summoning Array

Stun changed to Nauseate, to represent becoming overcome with some emotional state (pain, pleasure, etc)

Suffocate changed to rank 8, removed sea shore limitation

Remove Confuse Power [-1 PP] As dont like it. 

Add Deflect 8 Power ( SLow Projectiles, Perception Range, Redireaction, Reflection, Precise Feat) [41 PP]

Add Drain 10 (Any mental trait, Perception Range, Slow Fade 1, Subtle) [42 PP]

 

0 PP: Changing Vulnerability to "Madness", uncommon frequency but moderate severity. 

 

 

 

Flintlock (The Swashbuckling Sorceress)

large.Flintlock.jpg.c004286cdf5e38ed66e5

Power Level: 10/12  (187/187)
Unspent Power Points: 0
Trade-Offs: None
 
In Brief: Pirate-Sorcerer with a dash of Lovecraft. And rum. 
Alternate Identity: Annabelle Flint 
Birthplace: Holland
Residence: On her ship (The Black Flag)
Base of Operations: Oceans and Coastlines around Freedom City
Occupation: Sorcerer
Affiliations: None
Family: None
 
Description:
Age: 337
Apparent Age: 25
Gender: Female
Ethnicity: Caucasian
Height:5’9”
Weight:65Kgs
Eyes: Green
Hair: Red (Dark)

 

Flintlock has no particular costume but will (nearly) always dress as a (historical) pirate, with a flintlock pistol. Other than that she appears as a tall woman with a deep suntan and long, dark red hair. She has several scars on her body and a number of maritime, arcane, and saucy tattoos on her body. 
 
History:

Annabelle Flint was born in Holland, a bastard, to a seamstress and a priest. Her mother fled to the new world with young Annabelle in tow. Alas, ill fortune awaited them there, with disease, famine, and destitution. By the time she was fifteen, Annabelle had wrangled her way on to the decks of a pirate ship as a deck scrubber. She was a cunning, determined, and charming young lady, and had soon talked her way up the ranks, eventually becoming captain Flintlock, the ruthless pirate queen. 

 

Until one day, the Black Flag and her crew were sunk by Captain Blood. Annabelle swam to the nearest shore, living like a savage, until she was captured by a degenerate cult who worshipped the Yellow Sign. Originally a human sacrifice, once again her silver tongue saved her, and she was taken as a slave by their high priest. 

 

Annabelle was quick of wit and, whilst living under her quite mad master, learned his arcane ways, eventually growing strong enough to crush both her master and the cult. Now a powerful sorceress, she summoned up her ship, the Black Flag, and its crew from the depths of the ocean. 

 

Armed with her power, her cunning, and a bewitched ship that could speed through any sea, she set sail through strange coasts in this world and others in search of treasure, adventure, and the Yellow Sign. Having recently heard that the Yellow Sign has resurfaced in her world, she had navigated back to the coasts of America, and Freedom City…
 
Personality & Motivation:

Flintlock is, at heart, a rogue, a rapscallion, and a pirate. She can be brutal, ruthless, and deceptive. However, she is also a daring and dashing adventurer. Flintlock loves lost treasure, be it material or arcane.

 

From her experiences has arisen the mantle of an arcane defender of the mundane world. Particularly, she seeks to wipe out the cult of the yellow sign, and fears the horrible outer gods that dwell in equally horrible dimensions. The serpent people, the deep ones, and all such degenerate tribes are on her hit list. 

 

Aside from that, Flintlock has a special adversity to slavery or racial prejudice, and an equal dislike of maltreatment of women (many of her pirate crew were women and non-caucasians). She is a libertarian – to such an extent that she believes laws don’t completely apply to her. 
 
Powers & Tactics:

Flintlocks sorcery involves summoning spirits, which appear as ghostly white figures or shapes. Usually, she uses such apparitions as poltergeists, picking up, rending, and throwing her enemies around. For larger groups she will summon horrible spectres that scare her enemies. In desperate, brutal times, she will summon up spectral seawater to the lungs of a man, making him drown (a psychological effect but quite deadly). 

 

Her magic powers are not too broad; they revolve around creating / moving things in an intangible way (illusions, poltergeists), or manipulating somebodies spirit (e,g causing pain, pleasure, madness, or fear). 

 

Flintlocks tattoos protect her (to some degree) from injury or harm and the ravages of time. 

 

Aside from her sorcery, Flintlock is a capable fighter and pirate. Her greatest strength is her uncanny insight (giving her superhuman wisdom and charisma). 

 

Power Descriptions:

Flintlocks sorcery appears as ghostly figures, shapes, or forms. Spectres, ghouls, illusions, or even just giant hands or tentacles. 

 

Complications:


Incantations: Flintlock must speak (or at least mutter) to use her sorcery. A gag will stop her.  
Greedy: Flintlock still seeks treasure of all sorts. 
Drunkard: Flintlock also still drinks, particularly rum, and enough to get drunk. She always gets quite drunk when using rituals. 
Enemy: With all the spirits she has commanded and dominated over the centuries, there is a good chance that any encountered spirit will be, at best, ill-disposed towards her, if not plain aggressive. 

Song: Flintlock will monologue, by song!

History: Centuries of wild living and infamy might be a problem. From jilted lovers Like Captain Nemo, to the fear and loathing of modern day Somalian pirates. There is much to have as plot hook and complication. 

Unruly: Whilst Flintlock technically has fanatical minions, and summons bound spirits, such sorcery is dangerous. Experienced as she is, under certain circumstances they may disobey, misinterpret commands, or demand some awful price (i.e. create drama) for services. Even the Black Flag might be semi sentient. A semi-sentient pirate ship. This all means the GM can step in to play any spirit. In any case, Flintlock does not unleash these powers without good reason. 

 

Abilities: 0 + 6 + 6 + 4 + 16 + 16 = 48
Strength: 10
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 26 (+8)
Charisma: 26 (+8)


Combat: 20 + 20 = 40
Initiative: +3
Attack: +10
Defense: +10, +5 Flat Footed
Grapple: +10
Knockback: -5


Saving Throws: 3 + 5 + 4 = 12
Toughness: +10 (+3 Con, +7 Protection)
Fortitude: +6 (+3 Con, +3)
Reflex: +8 (+3 Dex, +5)
Will: +12 (+8 Wis, +4)


Skills: 92R = 23PP
Acrobatics 4 (+7)
Bluff 8 (+16)
Climb 4 (+4)
Concentration 4 (+12)
Diplomacy 4 (+12)
Handle Animal 4 (+12)
Intimidate 8 (+16)
Knowledge (Arcane) 12 (+20) (See Feats)
Knowledge (History) 4 (+6)
Language 8 (Atlantean, Dutch [Native], English, French, German, Latin, Lemurian, Portuguese, Spanish)
Notice 4 (+13)
Perform (Singing) 4 (+12)

Profession (Sailor) 12 (+20)
Sense Motive 4 (+12)
Swim 8 (+8)


Feats: 9PP
Benefit [Intuitive Magic: Use WIS instead of INT for knowledge (arcane)]

Benefit (Wealth 1)
Equipment 16 [15 Free from Rewards]
Fascinate (Bluff)
Jack of All Trades
Minions 7 (Extra Minions 3, Fanatical) [Total 17] [15 Free from rewards]
Ritualist


 
Equipment: 15 PP = 75 EP

 

Knife [4 EP]

Flintlock (Blast 4, Limited [-2] one shot only, takes a minute or so to reload) [2 EP]

 

Vehicle: The Black Flag, privateer (Gargantuan [3 EP], STR 50 [2], Toughness 15 [4 EP], Features (Arcane Library, Hidden Compartments 3, Living Quarters) [3], Blast 10 (Feats: Affects Insubstantial 2, Homing) [27 EP], Environmental Control 10 (Storms, 1000’ Radius, Distraction DC 10, Hamper Move to 50%, Range Touch) [16 PP], Supermovement 4 (Dimensional; any magic, Sure Footed 2 [-50% penalty]) [8 EP], Swimming 8 (250 mph, Extras: Subtle) [9 EP]) [74 EP]


Powers: 1 + 7 + 49 = 57PP

 

Immunity 1 (Aging) [1 PP] (Magic, Tattoo)

 

Protection 7 [7PP] (Magic, Tattoo)

 

Sorcerous Summoning Array (42 PP Array, Feats: Alternative Power 7(Magic, Summoning, Spirit) [49]


BP: Nauseate 10 (Extras: Alternate Save [Will], Range 2 [Perception], Feats: Variable Descriptor 2 [Spirit]) [42 PP] “Rend Spirit”
AP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic]) [42 PP] “Project Spirit”
AP: Emotion Control 10 (Extras: Area Burst, Selective) [40 PP] “Spirit of….”
AP: Illusion 10 (Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 2 [25’ radius]) [42 PP] “Summon Spirit”
AP: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2) [42 PP] “Poltergeist”
AP: Suffocate 8 (Extras: Alternate Save [Will], Duration [Sustained], Range 2 [Perception]) [40 PP] “Davy Jones”

AP: Deflect 8 (Slow Projectiles, Extras: Perception Range [+2], Reflection, Redirection, Feats: Precise) "Poltergeist"

AP: Drain 10 (Any Mental Trait, Extras: Perception Range [+2], Feats: Slow Fade 1, Subtle) "Horror beyond the veil..."

 

 

Drawbacks

 

Vulnerability (Uncommon [Madness], Moderate [+50% DC]) -2PP

 

DC Block


ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Tough                    Damage
Emotion Control     Perception DC 20 Will                     Varies
Move Object         Perception DC 25 Tough or Grapple (+20)   Varies
Thrown Move Object  Ranged     DC 25 Tough                    Damage
Suffocate           Perception DC 18 Fort                     Suffocate

Drain               Perception DC 20 Will                     Drain
Nauseate            Perception DC 20 Will                     Nauseate

 
Totals: Abilities (48) + Combat (40) + Saving Throws (12) + Skills (23) + Feats (9) + Powers (57) – Drawbacks (-2) = 187/187 Power Points

Edited by HG Morrison
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YO HO HO'D BY HGM

 

Skeleton Crew

 

Minor changes to names

Now I look at it a few maths errors in original sheet (nothing major, but for instance, As its Minions 6 base it should be 90 PP rather than 60PP, and the numbers dont quite add up...)

Anyway...aside from those corrections, including now 105 PP...

 

 

 

 

 

 


The Skeleton Crew

 

Fanatical Minions (10)

 

 

Power Level: 5 (105/105)

In Brief: Undead pirates of the Black Flag
  
Description:


The skeleton crew look like mix between a skeleton and a zombie, with rotting pirates clothes. The appearance can be quite frightful. 

 

Alternatively, they have the ability to appear as humans (as they were when they were alive), wearing some type of nautical clothing (from pirates to modern day sailors). 
 


Abilities: 5 + 2 - 10 + 0 + 0 + 2 = -1
Strength: 15 (+2)
Dexterity: 12 (+1)
Constitution: -
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 12 (+1)



Combat: 10 + 10 = 20
Initiative: +1
Attack: +5
Defense: +5 (+3 Flat Footed)
Grapple: +7
Knockback: -2



Saving Throws: 0 + 4 + 5 = 9
Toughness: +5 (+5 Protection)
Fortitude: Immune
Reflex: +5 (+1 Dex, +4)
Will: +5 (+5)



Skills: 48R = 12 PP

Acrobatics 4 (+5)

Bluff 4 (+5)

Climb 4 (+6)

Handle Animal 4 (+5)
Intimidate 4 (+5) [+9 enhanced]


Language 4 ([Various Native if applicable], English, French, Spanish, Portuguese]
Perform (Singing) 4 (+5)


Profession (Sailor) 8 (+10)

Stealth 4 (+5)
Swim 8 (+10)


 

Feats: 3PP
Equipment 1


Environmental Adaptation 2(Rolling Deck, Underwater)
 
Equipment: 1PP = 5EP


    Sword [5 EP] 

 

Powers: 37 + 10 + 5  + 6 + 2 = 60PP


Immunity 37 (Critical Hits, Cold Damage, Fortitude Saves) [37 PP]

 

Appearance Array (9 PP Array, Feats: Alternate Power 1) [10 PP]

Base Power: Morph 4 (+20, One appearance [Alive!], Extras: Duration [Continuous], Feats: Variable Clothing [Maritime]) [9 PP]
Alternative Power: Enhanced Traits 6 (Intimidate +4, Fearsome Presence 5) [6 PP]


 

Protection 5 [5 PP]

 

Regeneration 5 (+5 to recovery rolls/heals as normal, Feats: Regrowth) [6PP]

 

Supersenses 2 (Darkvision) [2PP]


DC Block
ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 17 Toughness                Damage
Sword               Touch      DC 20 Toughness                Damage
 

Totals: Abilities (-1) + Combat (20) + Saving Throws (9) + Skills (12) + Feats (3) + Powers (60) - Drawbacks (0) =103/105 Power Points


 

NB: Each pirate may have one extra language (his native tongue, if not already listed above) and 2 more PP in a skills / feats that suits his station. A few have different weapons to Sword (cutlass). 

 

 

 


Handsome Jack; German, Ships Mate, Tactics 4 (+4), Sailor 12 (+12) 

One Eyed Pete; English, Gambling Cheat, Sleight of Hand 8 (+9)

Ginger Rose, Irish, Parrot Trainer, Handle Animal 8 (+9), Animal Empathy

Thin Lucy, Freed Slave, Obese Violin Player, Perform (Strings) 4 (+5), Perform (Dance) 4 (+5), uses club rather than sword. 

Spike the Monkey, English, Crows Nest Lookout, Climb 8 (+10), Notice 4 (+4)

Gaston "Gutboy", French, Cook, Craft (Cooking) 4 (+4), Survival 4 (+4)

Billy the Fish, Freed Slave, Swimming 12 (+14), Favoured Environment (Underwater)

"Razor" Renzo, Italian, Stealth +8 (+9), Improved Critical 1 (Knives), uses knife rather than sword. 

"Lash", Freed Slave, Carpenter, Craft (Structural) 8 (+8)

Sweet Jennie, Swedish, angry gunner, Improved Critical 2 (Cannons)

 


 

 
 

 

 

 

 

Edited by HG Morrison
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  • 2 weeks later...

FEMALE PHENOMENON'D BY TROLLTHUMPER

 

Glamazon

Increased Enhanced Strength and Con by 4 each.  Bringing Glamazon to PL13 Caps.

Bought Chokehold

Added some minor fluff to get rid of her still being listed as a Claremont student.

Upped Age to 19

Used 5 PP of the Veteran's Reward to give her an Undersea HQ

 

Spoiler

 

Glamazon


Power Level: 13 (195/196PP)
Trade-Offs: -2 Defense/+2 Toughness, -2 Attack/+2 Damage
Unspent Power Points: 1

In Brief: Atlantean Demigoddess 

Alternate Identity: Thaelia
Identity: Public
Birthplace: Atlantis
Occupation: Atlantean Ambassador
Affiliations: Atlantean Royal Family, The Olympians, Next Gen II (Former Member), Unofficial Seafering Heroes coalition (Tsunami & Temperance)
Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin)

 

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

_allery_5.ebea2f124adceae6af6d31218f036c

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

 

History:

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

 

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

 

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

 

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

 

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

 

Life After Claremont

 

Upon Graduating from Claremont, after being sidetracked by a kidnapping, princess Thaelia petitioned both her family and the Atlantean senate to allow her to act as Atlantis ambassador to the surface.  Though Atlantis relations with the surface remained tumultous, especially with frequent conflicts with foreign navies while Thaelia studied abroad, they eventually relented on a trial basis.  Whilst waiting for the Atlantean Embassy to be built in Freedom City, Thaelia spent a few months living in Freedom League Special Circumstances Housing.

 

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 the surface.  Underwater her fighting style is akin to a graceful cruise ship missile, swimming around and charging into her foes with absolute ease.  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 a tactic that allows her allies to take advantage of their foes loss of footing.
 

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 enough that even low caliber firearms have little chance of scratching her.  Thaelia can see through illusions, darkness, and all concealment that isn't created through obstacles in the path of her line of sight.

 

Complications:

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

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

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

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

Ichor of the Gods:  Divinity is in the blood.  Literally.  Thaelia's blood glows a golden color (although it is still mostly red).  Which could make for easy tracking of her once injured.  In the case of blood transfusion her blood is poisonous to humans and could theoretically be weaponized by a non magical villain.  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.  Whatever serves the Narrative.

Truth Teller:  Thaelia isn't just a bad liar.  She's a disastrous one.  The GM is encouraged to make any attempt at Deception with Thaelia involved end up with disastrous results.

 

Abilities: 20 + 2 + 20 + 4 + 2 + 0 = 48PP
Strength: 30/42 (+10/+16)
Dexterity: 12 (+1)
Constitution: 30/42 (+10/+16)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)

 

Combat: 16 + 8 = 24PP
Initiative: +1
Attack: +8/+10
Grapple: +34(+8/+10 Base Attack, +10/+16 Strength, +9 Super-Strength)
Defense: +8/+10 (+4 Base, +2 Enhanced, +4 Dodge Focus), +3 Flat-Footed
Knockback: -11

 

Saving Throws: 0 + 0 + 9 = 9PP
Toughness: +16 (+16 Con, 8 Impervious)
Fortitude: +16 (+16 Con, +0)
Reflex: +1 (+1 Dex)
Will: +10 (+1 Wis, 9)

 

Skills: 52R = 13PP
Diplomacy 5 (+5)
Knowledge (Arcane Lore) 13 (+15)
Knowledge (Theology & Philosophy) 8 (+10)
Language 4 (Atlantean [Native], English, Greek, Latin, Lemurian)
Perform (Singing) 5 (+5)
Ride 4 (+5)

Sense Motive 11 (+12)
Swim 2 (+18)

 

Feats: 13PP
All-Out Attack
Benefit (Status [Atlantean Royal & Demigoddess])

Chokehold
Dodge Focus 4

Equipment 5 (Free from Veteran Rewards)
Environmental Adaptation (Aquatic)
Favored Environment (Underwater)
Interpose
Instant Up
Power Attack
Ritualist

 

HQ: The Aquarium[25EP]

Location: Bottom of the Atlantic Ocean, in the Miwlaukee Deep
Appearance/Details: http://johannesfalk.com/graphics/compressed/2011-11-06-underwater_base-compressed.jpg
Size: Huge Sized [3EP]; Toughness: +20 [3EP];
Features: Animal Pens, Combat Simulator, Communications, Computer, Concealed 2 (DC+15), Defense System, Dock, Fire Prevention System, Gym, Holding Cells, Infirmary, Isolated, Library, Living Space, Pool, Power System, Security System x2 (DC 25) [19EP]

 

 

 

 

 

 

 

 

 

 

 

 

 

Powers: 37 + 54= 91PP

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 88  [Heavy Load= 2.1k 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 ( 54PP Container; All Effects have the Divine Descriptor [54PP]

Enhanced Attack 2 [4PP] (Divine Speed)
Enhanced Defense 2 [4PP] (Divine Speed)
Enhanced Feat 2 ( Affects Insubstantial 2 [On Strength] [2PP] (Divine Touch) 
Enhanced Constitution 12
[12PP] (Divine Constitution)
Enhanced Strength 12 [12PP] (Divine Strength)
Impervious Toughness 8 ( Drawback: Power Loss [Electric Attacks] )  [7PP](Protection of the Seas)
Regeneration 8 ( Bruised 3/No Action, Injured 5/Standard Action; Flaw: Source [Water] ) [4PP] (Favor 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

DC

EFFECT

Unarmed

Touch

DC31 Toughness

Damage (Physical)

Groundstrike

130’ Explosion

DC23 Reflex

Trip

Shockwave

130’ Cone

DC23 Reflex

DC31 Toughness

Damage (Air)

Thunderclap

65’ Burst

DC23 Reflex

Dazzle (Deafened)

 

Totals: Abilities (48) + Combat (24) + Saving Throws (9) + Skills (13) + Feats (13) + Powers (91) - Drawbacks (3) = 195/196 Power Points

 

 

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GOLDEN FLEECED BY TROLLTHUMPER

 

Argonaut

 

Edited her slightly so she's PL7 unarmored and PL10 Armored.

Replace 2 PP of the Veteran's reward with 2 PP of straight bought sidekick.  Only 8 to go until her Sidekick is bought purely from earned PP.

Edited Fluff to recognize the fact that she is no longer using a Power Pike.

Weight doubled due to Permanent Density that replaced Enhanced STR.

 

 

Spoiler

 

Argonaut
 

Power Level: 10 (203/203)
Trade-Offs: +1 Attack/-1 Damage (Blast), -3 Attack/+3 Damage (Entropic Weapons), -3 Defense /+3 Toughness
Unspent PP:  0


In Brief: Omegadrone Agent of A.E.G.I.S! 
 

Alternate Identity: Yves Zermeño, Yvejskrujanharbh'aar
Identity: Secret
Birthplace: Lor-Zul
Occupation: AEGIS Field Agent
Affiliations:  AEGIS
Family: Carlos Zermeño (Husband), Luz Zermeño (Eldest Daughter), Anna Zermeño (Middle Daughter), Sophia 
Zermeño  (Youngest Daughter)
 
Description:
Age: 47 (DoB: Born March, 16 1968)
Apparent Age: 30
Gender: Female
Ethnicity:  Lor
Height: 5'2
Weight: 210 lbs
Eyes: Brown
Hair: Brown
 

0242bfc5974b41918588fffaf27666d0.jpg

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

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

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

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

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

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

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

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

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

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

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

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

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

Powers & Tactics:
Yves relies on the Argonaut armor to do all her heavy lifting.  Even with her now rusty training in the mixed murder arts, she. Having internalized the energies of her blast blade, Yves can materialize weapons out of cosmic energy.  Preferring a pike for close range combat.  At a distance, Argonaut fires bolts of cosmic energy at her foes.  Her Shocktrooper armor has multiple thrusters throughout potentially allowing her to fly through the air with ease.

 

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

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



Complications:
AEGIS Defend!:  Yves has an almost unhealthy obsession with pursuing redemption.  Nominally this just presents in her wanting to try and protect as many lives as she possibly can.  Which on its own is not a problem.  But ,Yves runs blindly into action without thinking of the consequences if she thinks it can help someone.  Theoretically making her an easy target for a villain's manipulations
Broken Arrow: The Terminus did the former Omegadrone no favors.  Matters related to Omega and his Annihilists, are a possible trigger for Yves' PTSD to flare up.  Flashbacks, hallucinations, and panic attacks are among the many possibilities of how this can manifest.  While distracting all on their own, it can be real inopportune in the midst of a high stress chaotic combat zone.
Calling for Pegasus:  Her identity as Argonaut or even as a former Omegadrone is not common knowledge.  AEGIS keeps its secrets well guarded.  Her would be allies could even assume her to be a criminal due to the design of her armor looking as if it was a riff on Omegadrones.  Local law enforcement or overly enthusiastic civilians may try and attack the Azure Omegadrone mistakenly believing themselves to be attacking a villain.
Shield Cracked:  The neural interface on the Argonaut armor connects her mind to the machine.  This means that , Argonaut's brain can be "hacked" by means that would normally only affect machines while connected to her armor.  GM's can feel free to have not only be affected by attacks meant to "mind control" technology but even have her auto fail it.
Shields High!:  Yves is given a lot of autonomy as an AEGIS agent, but still she has to formally request permission to activate her Omegadrone Armor unless the situation is exigent enough for her to do otherwise. 

Shield Wall!:  Argonaut's Vampiric Damage Effect doesn't really heal her.  The Vampiric effect is only a temporary stimulant release for sedation.  The GM can at any point in time have any healed injuries return.  Furthermore, the stimulant release was not designed with a conscious person in mind.  The GM could apply any number of new conditions (such as nauseate, paralyze, etc) with or without the prior healed Damage condition to show her body is suffering from adverse effects from the entropic energies flush in her body.
 


Abilities: 6 + 6 + 6 + 0 + 0 + 0 = 18PP
Strength: 16/24 (+3/+7)
Dexterity: 16/24 (+3/+7)
Constitution: 16/20 (+3/+5)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)
 
 
Combat: 14 + 8 = 22PP
Initiative: +7
Attack: +7 Base, +11 Entropic Blast
Grapple: +16
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -5 (Unarmoured), -12 (Armored)
 
 
Saving Throws: 0 + 0 + 2 = 2PP
Toughness: +13 (+5 Con, +2 Density, +6 Protection, 7 Impervious)
Fortitude: +5 (+5 Con)
Reflex: +7 (+7 Dex)
Will: +2 (+0 Wis, +2)
 
 
Skills: 80R = 20PP
Computers 10 (+10) Skill Mastery
Disable Device 5 (+5)Skill Mastery

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

Sense Motive 12 (+12)
Survival 10 (+10)


 
Feats: 29PP
Benefit  (AEGIS Security Clearance)
Dodge Focus 3
Fearless

Sidekick 23 + 7 (Veteran Reward; 150PP)
Skill Mastery (Computers, Disable Device, Intimidate, Pilot)
 
 
Powers: 6 + 17 + 1  + 1 + 40 + 44 = 109PP
 
Comprehend 4 ( Codes & Ciphers, Languages [Read All, Speak Any One at a Time, Understand All ) [8PP] 


Feature 3 ( Cellphone, GPS, Temporal Inertia ) [3PP]

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

 

Omega Armor 8 ( 60PP Container, Free Action, Sustained Duration ) [60PP] 

Concealment 4 ( Radio, Normal Sight; Flaw: Passive [2PP] (Cloaking)
Damage 6 ( Extra: Vampiric 13; Feats: Alternate Power 1, Improved Critical 2, Incurable, Mighty, Variable Descriptor 2 [Any Melee Weapon] ) (Entropic Weapons) [26PP]

Damage 9 ( Extra: Ranged; Feats: Accurate 2, Homing [1 Attempt], Improved Range, Incurable, Precise, Split Attack )  (Entropic Blast) {25/25}

Enhanced Feats 2 ( Affects Insubstantial [Unarmed] [2PP]
Flight 3 ( 50mph, 500 ft./rnd [6PP] (Jet Boots)
Immunity 9 ( Life Support [9PP]
Impervious Toughness 7 [7PP]
Protection 6 [6PP]

 

Omegadrone Shocktrooper Nanite Enhancements 8 ( 40PP Container [44PP]

Enhanced Constitution 8 [8 PP]
Enhanced Dexterity 4 [4PP]
Density 4 (x2 Weight, Flaws: Permanent, Feats: Innate, Subtle) [14PP]
Immunity 2 ( Sleep, Starvation & Thirst ) [2PP]
Super-Senses 3 ( Analytical [All Vision], Darkvision, Infravision, Microscopic Vision 3 [Molecule Size], Radio, Tracking [Infravision/Half-Speed] ) [10PP]
Super-Strength 1 ( Effective STR 34 Heavy Load=2.8k lbs ) [2PP]

 


 

DC Block

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC22 Toughness

Damage (Physical)

Entropic Blast

Ranged

DC24 Toughness

Damage (Cosmic)

Entropic Weapons

Touch

DC28 Fortitude

Damage (Cosmic)

 


 
Totals: Abilities (18) + Combat (22) + Saving Throws (2) + Skills (20) + Feats (29) + Powers (112) - Drawbacks (0) = 203/203 Power Points

 

 

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