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Character Edits 2017


Tiffany Korta

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COMPLICATED by GIZMO

 

Okay then. Rewrote Terrifica's Personality and Motivation section.

 

Spoiler

The first thing to understand about Terrifica’s personality is that her parents dropped off the face of the earth when she was eight years old. She did not have her powers yet. She was just a powerless and ignorant child. Then she got a power. The best possible power for someone who felt that way. She started running away from those two feelings, and hasn’t stopped since. Yes, being superhumanly intelligent has bred a certain degree of arrogance, however the former still applies. Which is why she can’t quite conceive of being wrong. There’s any number of excuses that can salve her psyche, however. If she was ever truly wrong, then she was ignorant. If she’s ignorant, then she’s powerless too. And suddenly she’s a terrified eight year old again. Understandably, she doesn’t go there.

 

Second thing, from the age of twelve to eighteen she was raised by her great aunt Cassandra Carson. Blue blooded aristocratic hell witch. That woman believes she’s superior to everyone because of her pure bloodline and stellar (if only human) intellect, and she HATED the fact that her son diluted the precious blood. Even if teenage Terrifica tried mightily to ignore the lessons of that cold loveless house, many of them stuck. They appealed to someone who was objectively superior and felt unwanted in her own home. She is slowly shedding those mannerisms, but negative emotions can bring it all right back. Like fear. Or anger. She knows how to treat people properly, but one’s past is never that easily conquered.

 

Third is a simple thing. She likes fixing things. Solving problems. Making things right after they go wrong. Figuring out an explanation for the inexplicable. Thinking and learning, basically. Well, it’s more of a compulsion, honestly. Not that she’d ever admit it. The problem with that is that the only reward for work well done is more work. Which, as she’s a supergenius, would also be well done. And on and on and on until she’s doing everyone’s work and humanity’s forgotten how to do for itself. As appealing as that is, it wouldn’t be right. However, there is an occupation that minimizes the risks of that. Professional superhero.

 

Lastly, Terrifica doesn’t want to be blindly obeyed. Well…that’s not quite true. A part of her thoroughly enjoys it. Sometimes she’ll even indulge that part. However. Her goal, her true goal, is not to dominate and control. Not to keep the people where they were and let her do all the thinking. NO. A thousand times NO. Her goal is to bring the common person up to her level. To apply enough education and training that the entire human race improves dramatically from its present state. Then, and only then, can she walk beside them as equals. This is her dream. One of the two things she wants most in the world. The other being to finally find out what happened to her father.

 

 

And then, just for kicks, pretty much rewrote her Complications. Maybe somebody will use them now?

 

Spoiler

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

 

I’m The Most Intelligent Person In The World: Terrifica, god bless her, is a supergenius. The problem is that she’s extremely aware of it. Thus she’s developed a belief that there isn’t anything she can’t understand given enough time. Her plans will always succeed, because they are made by her. Her ideals and principles must be correct, because they are hers. She is virtually incapable of being wrong about anything whatsoever. Anyone who can’t see that is (according to the Carson house lessons) either misguided, misinformed, or an idiot. And (of course), they need to be informed of their status. A GM may award a hero point for Terrifica’s personality flaws getting the better of her.

 

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

 

I’m A Brain, Not A Fist: Terrifica vastly prefers to solve matters without violence, due to her blended Buddhist/Christian upbringing. She will always try to talk things out, use stealth, or whatever nonviolent option is available.  A GM may award a hero point whenever direct combat is the best (or only) choice and Terrifica doesn’t accept that.

 

Oh, Right. Heroes Save People, Don’t They?: Terrifica doesn’t quite share the same moral code as most heroes. Yes, saving puppies and small children is very important, but that mass murderer falling off a roof she’s pretty much unconcerned about. Put simply, she doesn’t care about the lives of morally reprehensible individuals. She’ll let them die, be maimed, or whatever other terrible thing. Innocents she’ll protect, but the guilty will have to look after themselves. A GM may award a hero point when this becomes a problem.

 

People Don’t Just Disappear: Her father disappeared without a trace when she was eight years old. She’s spent years pursuing every lead, no matter how small. She is absolutely obsessed with finding him. It is both the thing she wants most in the world and the last thing in her life that makes no sense. And everything in creation is supposed to make sense.

 

Dark Secret: Terrifica is directly responsible for the death of the Chinese official who had her mother killed. She didn’t murder him with her own two hands, but she did set up his comeuppance. She could have shown compassion. Let him have life in prison. Instead she watched him die slowly. Somebody else might regret this. Terrifica does not. Justice was served, she says, and that’s the end of it. A GM may award a hero point for this coming back at her.

 

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

 

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KUNG SHOE'D by GIZMO

 

Edits for Sparkler (married people can post edits for each other, whee!): 

 

Sparkler
17PP to spend: 

 

Abilities: 6PP
Charisma 6 (to Charisma 20/+5) [6PP] 

 

Feats: 2PP
Challenge (Fast Taunt) 
Taunt 

 

Powers: 7PP
Strike 2 (sick ninja moves, PFs: Accurate 3, Innate, Mighty) [7PP] 

 

Skills: 2PP
Bluff 4 (to Bluff 14 (+19) 
Sense Motive 4 (to Sense Motive 10 (+10))

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NOTES LEFT IN DISCORD by GIZMO

 

Sea Devil: 8PP to spend 

 

Feats: 3PP 

Improved Initiative 1 (to +6) 

Luck

Sidekick 1 (to her Sidekick 35) 

 

Powers: 5PP

add Accurate Tracking [half-speed] to Olfactory - 2PP

add Accurate Extended Ultrahearing - 3PP

 

Singularity: 5PP (from the Sidekick) 

Device 1 (Bat, 5PP, Flaw: Easy to Lose, PF: Subtle [collapsible]) [5PP] 

Strike 0 (bat strikes, PFs: Dazzling Attack, Extended Reach 1 [10 ft], Improved Crit 2, Stunning Attack) 

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CHRYSALIZED by Fox

 

I'd like to make the following changes to doctor Deoxy.

 

First i'd like to add a second rank of Improved Initiative bringing his total initiative bonus to +15

 

Next i'd like to spend the remaining 4 Points on bringing the chrysalis warsuit to Device rank 18

 

Make the Speed and Quickness outside of the Lesser augmentations array into a linked power which is itself an alternate power to a 1 rank flight effect and then add 2 New alternate Powers to the big array and 2 to the small array which i have included a complete version of the suit as it stands bellow.

 

Damage 10 ("radial blast" PFs: Accurate 2(+4), Progression: Increased Area 2 (x5), Variable Descriptor 2 (any energy) Extras: Area (burst) Selective Attack, Autofire 1 Flaws: Action (full) [36/36pp]

 

Transform 10("molecular Manipulation"; Inanimate > Inanimate; PFs: Accurate 2 (+4) Extended Reach (10ft) Innate, Precise; Extras: Duration (continous); Flaws: Action (full), Distracting, Range (touch)) [36/36pp]

 

for the evolving technologies array

 

and 

 

Impervious Toughness 10("Hardened Forcefield") 10/16pp

 

Insubstantial 3("Psionic Energy Form"; Psionic Energy PFs: Selective)[16/16pp]

 

For The lesser Augmentations Array.

 

1pp for the feat and 4 for the increasing of the devices rank by 1 is 5pp total spent.

 

Here is a easily copy pasted and reformatted Version of the chrysalis Armour as it would stand with the above changes..

 

Spoiler

 

Device 18 ("Chrysalis Armour" Hard to lose, 90 point Device Restricted use (Technology Activation Gene); Indestructible)[74pp]

Combat Computer (Enhanced Trait 8) (Traits: Attack Bonus +2 (+6), Defense Bonus +2 (+10)) [8DP]

 

Evolving Technology (Array 18) (default power: blast 36pp array; PF: alternate Power 9) [45DP]
BE:Energy Projection (Blast 10) (Default; DC 25, Power Feats: Improved Critical 2 (Energy Projection (Blast 10)); Accurate 2 (+4), Improved Range 4 (2500 ft. incr), Incurable, Precise, Progression, Increase Range 4 (max range x25, 25000 feet), Variable Descriptor 2 (Broad group))[36/36]      

AE: Capture Cells (Snare 10) (Array; DC 20; Extras: Contagious; PFs: Accurate 2 (+4), Improved Range 2 (500 ft. incr), Progression, Increase Range 2 (max range x5, 5000 feet))[36/26]

AE: Energy and Matter Manipulation (Transform 12) (Array; affects: anything, Transforms: 5000 lbs., DC 22; Flaws: Action (full), Distracting, Range (touch))[36/36]
AE: Forcefield Projection (Create Object 10) (Array; Max Size: 10x 50' cubes, DC 20; Extras: Impervious PFs: Precise, Progression, Object Size 3, Selective, Stationary)[36/36]
AE: Matter Materialization (Create Object 10) (Array; Max Size: 10x 50' cubes, DC 20; Extras: Duration (continuous); PFs: Innate, Precise, Progression, Object Size 3, Subtle (subtle))[36/36]
AE: Molecular Manipulation (Transform 10) (Array; affects: broad > broad - inanimate > inanimate, Transforms: 1000 lbs., DC 20; Extras: Duration (continuous) Flaws Action (full), Distracting, Range (touch); PFs: Accurate 2 (+4), Extended Reach 2 (10 ft.), Innate, Precise)[36/36]
AE: Oblitteration (Disintegration 10) (Array; DC 25, Flaws: Distracting; PFs: Attack Specialization 2 (Oblitteration (Disintegration 10)) Precise, Reversible) [36/36]
AE: Open Spatial Corridor (Teleport 6) (Array; 600 ft. as move action, 20 miles as full action; Extras: Accurate, Portal; PFs: Change Direction, Easy)[32/36]
AE: Radial Blast (Damage 10) (Array; DC 25; Extras: Burst Area (50-250 ft. radius - Targeted), Autofire (interval 2, max +5), Selective Attack; Action (full); PFs: Accurate 2 (+4), Progression, Increase Area 2 (area x5), Variable Descriptor 2 (Any Energy))[36/36]
AE: Telekinetic Rays (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, DC 25; Extras: Damaging; PFs: Accurate 2 (+4), Precise, Subtle (subtle))[36/36]

 

Impervium Weave Microscale Armour (Protection 7) (+7 Toughness) [7DP]
 

Sealed Enviroment (Immunity 7) (enviromental conditions (all), suffocation (all)) [7DP]
   

Secondary Augmentations (Array 8) (16pp array; PF: Alternate Powers 4; default power: morph) [20DP]
BE: Morphic (Morph 4)[16/16DP] (Default; morph: any form, +20 Disguise, PFs: Quick Change 2; Custom (Covers scent), Precise)

AE: Hardened Forcefield (Impervious Toughness 10) [10/16DP]

AE: Psionic Energy Form (Insubstantial 3) [16/16DP] (Array; Energy; PFs: Selective)

AE: Tachyon Enhancement (Linked) [16/16DP]
         Quickness 8 (Linked; Perform routine tasks at 500x speed; Stacks with (Quickness 1))
         Speed 8 (Linked; Speed: 2500 mph, 22000 ft./rnd; Stacks with (Speed 1))

AE: Telepathic Relay (Linked) [16/16DP]
         Communication 10 (Linked; sense type: mental)
         Comprehend 2 (Linked; languages - understand all, languages - you're understood)
         Mind Reading 1 (Linked; DC 11;  Extras: Action 2 (free); Flaws: Limited to Surface Thoughts)

   

Telekinetic Levitation (Flight 1) (Speed: 10 mph, 88 ft./rnd; PF: Alternate Power 1) [3DP]

AE: Tachyokinetic Speed (Linked)
         Quickness 1 (Linked; Perform routine tasks at 2x speed)
         Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd)

[90/90DP]

 

 

DC Block

 

ATTACK                                             RANGE               SAVE                               EFFECT              ATTACK MODIFIER
Unarmed                                             Touch                  DC15 Toughness              Damage                        +6

Capture Cells                                       500ft                   DC20 Reflex                     Snare                            +10 

Energy Projerction                               2500ft                 DC25 Toughness               Damage                       +10

Energy and matter Manipulation          Touch                 DC22 Fortitude                Transform                       +6

Molecular Manipulation                        Touch                 DC20 Fortitude                Transform                       +10

Obliteration                                           100ft                   DC20 Fort/DC25 Tou       Disintegrate                   +10

Radial Blast                                          50-250ft radius   DC25 Toughness (AF)    Damage                          +10

Telekinetic Rays                                   100ft                   DC25 Toughness         Damage/Mov-Obj              +10

 

 

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QUARTER MILE AT A TIME'D by GIZMO

 

Edits for Grim. He'll have 25pp to spend as soon as April post counts are awarded; feel free to postpone this edit request until that last 1pp is officially on his sheet. :) Watch the dc blocks, though - I think copy & paste is wiping out the Courier New on them, which messes with the formatting something awful.

 

Fluff

Some edits; an age adjustment, updated description as he starts to earn his Attractive feat. See the full sheet.

 

Abilities

+2 Dex, +2 Wisdom, +4 Charisma (8pp total)

 

Saves

Updates based on Abilities.

 

Skills

Updates based on Abilities, and 8pp of stuff:

+8 Craft (Mechanical)

+1 Intimidate

+2 Notice

+4 Perform (Stringed Instruments), +4 Perform (Singing) - also correcting the skill names here, as they didn't match the core book

+2 Sense Motive

+4 Stealth

+7 Survival

 

Feats

Two ranks of Equipment, which I'm using to buy him a car - it's just the base 7ep mid-sized car, with +1 toughness, an alarm, and a police scanner.

 

Powers

One more rank of Speed. [1pp]

An additional rank of Super-Senses, granting his Vision Counters Concealment, limited to undead. [1pp]

Adding the Subtle power feat to his Summon power - the dogs themselves are not subtle, but their summoning can be. [1pp]

Adding an extra rank to the summon power, giving the dogs +15pp to work with. [4pp]

 

 

Spoiler

Grim

Power Level: 10 [13] (205/205PP)
Trade-Offs: +2 Attack / -2 Damage
Unspent PP: 0

In Brief: Teenage rebel psychopomp.

Residence: Claremont Academy

Alternate IdentityMatthew Rivera
Identity: Secret
Birthplace: Freedom City, USA
Occupation: Student
Affiliations: Claremont
Family: None living.

Description:
Age: 
17 (DoB: 1999)
Gender: male
Ethnicity: Hispanic
Height: 5'10"
Weight: 130lb
Eyes: dark brown
Hair: black

Matthew Rivera has spent most of his young life physically active: he's built long and lean by nature, but time at school with a better diet and more attention to his health has started to put some good meat on his bones, rather than just the whipcord he enrolled with, the quiet muscle definition promising great things for his future.

A thin budget and lack of access to fine shopping informs his personal fashion: his hair is black, straight, and eternally scruffy, hanging down to frame a handsome face or pulled back into a couple inches of rough ponytail. Most of his clothes are clean and intact, but distinctly second-hand - faded jeans, old t-shirts, and sneakers past their prime seem to be favored over anything school-provided, often with a flannel shirt or jacket thrown over top. Even the outfit he puts on to fight crime is only slightly better-kept: a mask made out of an old bandanna, black pants tucked into durable black boots, and matching vest & gloves (black with gold highlights) over a clean grey shirt.

Power Descriptions
Grim's powers are largely subtle or internal, changes wrought by his connection to his dogs, but when he strikes with their power his hands become enveloped in black smoke or fire - and when he teleports, he seems to briefly become more of the same, dissolving into a rolling, insubstantial mess of dark energy.

History:
Matthew Rivera may have been born and raised in Freedom City, but when his life got turned upside-down it wasn't due to crime or the antics of the super-powered: he and his parents were on the way back from a camping trip when their car, well overdue for too-expensive repairs, sent them careening off the road and down a steep hill. It was, in every possible way, an ordinary, mundane accident befitting of an ordinary, mundane family...and as is so often the case for the mundane and ordinary, Mr. and Mrs. Rivera would never wake up.

Their young son fared better, but only just, and he likely would have followed after them if not for some very un-ordinary visitors: a pack of psychopomps, great black dogs of smoke and shadows, had been attracted by the deaths and arrived to escort their souls to where all good souls go to rest.

They looked down on the injured child with eyes like burning coals and decided to keep him.

By the time help arrived they found only the wreck, two bodies, and a miraculously unhurt ward of the state whose life was no longer mundane. The sum total of his parents' assets barely covered their funeral and burial. The orphanage was kind and wanted only the best for him (or, at least, the best they could afford in that part of town), but young Matt was sleepless, restless; he was quiet, distant, and his increasing age and worsening attitude made it difficult to find him a permanent home. The dogs certainly didn't help - he always seemed to have at least one, often more, great dark things of indistinct breed that always showed up no matter how many times they were thrown out or shut away.

Still, his teachers had to grudgingly admit that for all his attitude and truancy, the boy was bright and often well-intentioned - abrasive to authority, yes, but hard-working and protective of the younger children...and with the dogs around, the orphanage had few problems from those gangs heartless enough to cause trouble. And then one day, one would-be graffiti artist got chased off the grounds and swore up and down that one of the dogs had talked and walked through walls. That young man talked to his friend, who told her friend, who was overheard by a hero breaking up a fight - and the right words in the right ear put an invitation to Claremont in an envelope in the mailbox by a charity building down in the Fens.

Personality & Motivation:
Matthew is taciturn, withdrawn, and frequently dismissive of authority, but he has a strong sense of right and wrong and as much as he might claim to not want to be involved, he has a very hard time sitting on the sidelines when there's action to be taken. He is, in all things, always driven to stand up for the little guy - the innocent, the impoverished, the down-trodden. He's been there, he knows what it's like, and he hates seeing life made worse for those who have already fallen on hard times. He also, unsurprisingly, has a noteworthy soft spot for animals.

As a nascent psychopomp and from experience dealing with the dead he has great sympathy for lost souls and the recently deceased. He has precious, precious little for those who try to use their new un-life for personal gain or to manipulate or hurt others. His experience with the dead gives him an almost nihilistic approach to life: so many people die with so many regrets every day, and death holds few answers. But that doesn't mean we just give up trying.

Powers & Tactics:
Why fight fair when you can fight dirty? Matthew's experience fighting is largely from dealing with street thugs and the occasional unruly specter, and he has absolutely no desire to pull punches with either. Despite his general patience he doesn't like sitting still or peacefully putting up with people he'd much rather be punching in the face, making his tactics straight-forward and unorthodox...albeit not entirely unpredictable.

Complications:
Death-Aware: Matthew's death awareness does not turn off, ever - his is passively aware of every death in a fairly significant area around him, which wears at his psyche a bit and may cause significant discomfort or distraction if the event being sensed is bad enough in scope or nature.
Delinquent: Matthew has a long history of truancy, fights, and a general disrespect for authority in general and the police in particular. He doesn't have a criminal record, yet, but the police who know him assume it's only a matter of time.
Don't Touch My Dog: Matthew is very fond of his dogs. Even though they are extremely hard to kill long-term, they're essentially his family and he doesn't take kindly to people being mean to them.
Orphaned: Matthew has no family, and few real friends (of the two-legged variety).
Raised By Wolves: Having literal dogs for family and a generally withdrawn nature, Matthew tends to lack social grace and patience.

 

Abilities: 6 + 6 + 8 + 2 + 6 + 8 = 36PP
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 18 (+4)

Combat: 8 + 8 = 16PP
Initiative: +7
Attack: +12 Melee, +4 Ranged
Grapple: +15
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5

Saving Throws: 4 + 5 + 4 = 13PP
Toughness: +10 (+4 Con, +6 Protection)
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+3 Dex, +5)
Will: +7 (+3 Wis, +4)

Skills: 80R = 20PP
Bluff 3 (+7 / +11 w/ Attractive)

Craft (Mechanical) 8 (+9)
Drive 3 (+6)
Intimidate 8 (+12)
Notice 10 (+13)
Perform (Singing) 12 (+16)
Perform (Stringed Instruments) 12 (+16)
Sense Motive 5 (+8)
Stealth 12 (+15)

Survival 7 (+10)

Feats: 25PP
Attack Focus [Melee] 8
Attractive
Dodge Focus 6

Equipment 2
Evasion
Fast Task [Startle]
Improved Initiative
Luck
Move-By Action
Power Attack
Startle
Uncanny Dodge [Audio]

 

Equipment: 2PP = 10EP5923bcc529a80_1969chevroletelcaminomini.jpg.33d56e6b6b152ee1369b66f28085e613.jpg

Mid-Size Car (1969 Chevrolet El Camino) [10EP]

A gift from a departed ghost who had it under a tarp in a barn - definitely a fixer-upper.

Strength: 30

Speed: 5

Defense: 8

Toughness: 10

Size: Huge

Features: Alarm, Police Scanner

 


Powers: 12 + 2 + 1 + 1 + 6 + 4 + 2 + 48 + 2 + 7 + 7 + 4 = 96PP

Drain Toughness 8 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 5 (Feats: Mighty) [12PP]

Enhanced Feats 2 (Affects Insubstantial 2 [on Strength]) [2PP]

Feature (Able to escort the willing dead to their afterlife) [1PP]

Leaping 1 (x2) [1PP]

Protection 6 [6PP]

Regeneration 4 (Recovery Bonus +2; Resurrection 2 [1 day]) [4PP]

Speed 2 (25mph, 250' / move) [2PP]
    
Summon Minion 11 (165pp dogs; Feats: Mental Link, Progression 2 (5 dogs), Subtle; Extras: Fanatical, Horde) [48PP]

Super-Movement 1 (Trackless) [2PP]

Super-Senses 6 (Extended Audio 1 [1], Acute Olfactory [2], Ultra-Hearing [1], Darkvision [2], Vision [Counters Concealment, Limited: Undead] [1]) [7PP]

Super-Senses 7 (Death Awareness, Mental [1]; Acute [1], Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [7PP]

Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4PP]
 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 18 Toughness                Damage (Physical)
Strike              Touch      DC 18 Fortitude                Drain Toughness (Undead Only)
                             + DC 23 Toughness                Damage (Physical)


Drawbacks: (-1) = -1PP

Impoverished [-1PP]


Totals: Abilities (36) + Combat (16) + Saving Throws (13) + Skills (20) + Feats (25) + Powers (96) - Drawbacks (1) = 205/205 Power Points

 

 

And as for the dogs' new 15pp:

 

Abilities: +4 Charisma (they've been well-received!) [4pp]; I'm also fixing their int (and the int-linked skill bonuses), as they had a -2 penalty instead of a -1 penalty for the 8 int.

Saves: +3 Will [3pp]

Skills: +12 Knowledge (History) (genetic memory! Don't know how I forgot this the first go-around), and +4 Survival (for the tracking) [4pp]

Powers

Comprehend (Spirits) [2pp]

+Acute on Death Awareness [1pp]

And the same Vision [Counters Concealment; Limited: Undead] that Grim got [1pp]

 

Dogs:

Spoiler

Character NameDogs (summoned minions)
Power Level: 10 (165/165pp)
Trade-Offs: none

Description:
[Excerpt from the Index Monstrorum; annotations included. Original copy currently in the possession of Earth's Master Mage.]

Black Dogs [alt: Grim (sing. & plur.), Smoke Hounds]

Black Dogs are easily identified by their appearance - though somewhat malleable they always resemble large hounds, and are typically described as being made of smoke or shadow (though still having touchable substance) with bright red or yellow eyes said to glow like fires or coals. When provoked or harmed their smoke-like 'fur' may show or appear to hide dog skeletons; while no such skeletons have ever been found on death, whether this is illusion or deliberate intimidation remains uncertain as they do not generally appear fully on the mortal plane - by nature they seem to occupy some manner of space between our plane and somewhere else, and given an anchor are capable of projecting a piece of themselves to our world...rendering their true being difficult to study.

Black Dogs are intelligent pack-hunting psychopomps and are in no way to be underestimated, but show few signs of aggression or predatory inclination - in fact, they are only rarely known to have any desire to form any complex long-term plans or conspiracies on their own behalf. Rather, they seem to either work independently, collecting wayward souls and ushering them to the afterlife, or actively attach themselves to other groups as respected but subservient parties. [cf. Wild Hunt ("Known Minor Members"), Xolotl ("Other Associates"), Hekate ("Other Associates")] [This and the planar notes, above, lead to speculation that the Grim are the abandoned minions of a long-dead power or god. They seem reluctant to discuss the matter. - V. Pen.] These alliances tend to last for as long as they are beneficial, until there is reason to break such a pact, or in some reports until the dogs' own unknown agenda is completed.

Their reproductive and social habits are unclear, outside the obvious pack behavior - they are known to breed, and can be killed (see below), but each dog appears to inherit some or all of its progenitor(s) memories. [Attempts to gather more information in this area are stymied by the dogs themselves, which appear to have a keen and unfortunate sense of humor. - V. Pen.]

On Summoning and Dealing: Caution is advised. The Grim's proclivity toward attaching themselves to the leadership of others should not be mistaken for a weak will or an eagerness to serve anyone who calls, and they seem more than happy to repair an injury to their pride with less metaphoric retaliation. There are documented cases, however, of mages successfully entering into a pact with a single dog or two as loyal guards or servants. They can generally be trusted to hold to their end of a bargain, but abuse may lead them to make liberal or literal interpretation of that bargain's wording if it suits them.

On Combat: As (primarily) projections, an individual dog is not difficult to defeat by a prepared and wary combatant. Unfortunately, there is rarely only one, so great caution is advised when facing them, and any vulnerable to a psychopomp's talents are advised to stay away. [Needless to say, be aware that destroying their projection into our world is a setback, not a mortal blow, and the Grim appear to have long memories. One could presumably kill them outright by drawing them fully into our world or visiting theirs, but they would be much fiercer opponents. - V. Pen.] If possible, disrupt or destroy the person or object they are using as an anchor - this may void their pact entirely, at which time they may scatter or retreat.

Complications
Dogs: Dogs.
Look Ma, No Thumbs!: Needless to say, they lack humanoid hands. They're clever, but manipulating objects may require more than one of them...if it can be done at all.


Abilities: 8 + 4 + 8 - 2 + 6 + 4 = 28PP
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 8 (-1)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Combat: 8 + 8 = 16PP
Initiative: +10
Attack: +10 Melee, +4 Ranged
Grapple: +14 (+18 Trip)
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5

Saving Throws: 3 + 5 + 6 = 14PP
Toughness: +10 (+4 Con, +6 Protection)
Fortitude: +7 (+4 Con, +3)
Reflex: +7 (+2 Dex, +5)
Will: +8 (+2 Wis, +6)

Skills: 64R = 16PP
Intimidate 15 (+17)
Knowledge (Arcane Lore) 7 (+6)

Knowledge (History) 12 (+11)
Notice 7 (+10)
Sense Motive 3 (+6)
Stealth 8 (+10)
Survival 12 (+14)

Feats: 26PP
Attack Focus [Melee] 6
Dodge Focus 6
Elusive Target
Evasion 2
Fast Task [Startle]
Hide in Plain Sight
Improved Initiative 2
Improved Trip
Interpose
Move-By Action
Power Attack
Set-Up
Startle
Uncanny Dodge [Audio]

Powers: 2 + 16 + 1 + 5 + 2 + 4 + 6 + 2 + 6 + 10 + 7 + 4 = 65PP

 

Comprehend 1 (Spirits) [2PP]

Drain Toughness 10 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 6 (Feats: Affects Insubstantial 2, Mighty) [16PP]

Feature (Able to escort the willing or helpless undead to their afterlife.) [1PP]

Immunity 5 (Critical Hits, Disease, Poison, Starvation/Thirst) [5PP]

Leaping 2 (x5) [2PP]

Morph 4 (Disguise +20; Single Form: mundane dog) [4PP]

Protection 6 [6PP]

Speed 2 (25mph, 250' / move) [2PP]

Super-Movement 3 (Permeate 1, Trackless, Water-Walking) [6PP]

Super-Senses 10 (Extended Audio 2 [2], Extended Olfactory 1 [1], Acute Olfactory [2], Tracking Olfactory [1], Ultra-Hearing [1], Darkvision [2], Vision [Counters Concealment, Limited: Undead]) [10PP]

Super-Senses 1 (Death Awareness, Mental [1]; Acute [1], Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [7PP]

Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4PP]

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 19 Toughness                Damage (Physical)
Strike              Touch      DC 20 Fortitude                Drain Toughness (Undead Only)
                             + DC 25 Toughness                Damage (Physical)



Totals: Abilities (28) + Combat (16) + Saving Throws (14) + Skills (16) + Feats (26) + Powers (65) - Drawbacks (0) = 165/165 Power Points

 

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RISE FROM YOUR GRAVE'd by Fox

 

Brigandine

Refs, i would like to reactivate Brigandine. She'll be taking my PL 7 slot and I'm spending the 4 PP on her sheet to update her and get her ready for Bedlam.

 

  • Updated age & history to post-Claremont
  • Put 4 PP into Skills. 4 ranks of Know/Business, 4 ranks of Know/Civics, 8 ranks of Sense Motive, and swapped Pilot for Notice.
Spoiler

Player Name: Raveled
Character Name: Brigandine
Power Level: 7 (110/110PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Platinum Status: 4/120

In Brief: The latest heir to an ancient legacy.

Alternate Identity: Ami Jennifer Rask-Martel
Identity: Secret
Birthplace: Lyon, Rhone-Alps, France
Occupation: Student, superhero
Affiliations: Claremont Academy, Rask Aeronautics, Martel Industries
Family: Walter Rask-Martel (Father), Brigitte Rask-Martel (Mother), Caroline Rask-Martel (Older sister), Jack Rask-Martel (Younger brother), many more.

Description
Age: 18 (April 1999)
Gender: Female
Ethnicity: Danish-French-Swiss
Height: 5'
Weight: 90 lbs
Eyes: Green-gray
Hair: Black, dyed blonde

Ami Rask is a little slip of a girl, skinny enough that she looks even younger than she is, with a boundless energy and an enthusiasm for life that shines through in everything she does. She hair is long and straight and naturally dark but dyed a honey-blonde color. Her eyes are green-grey and bright and usually open very wide. Most of the time Ami is dressed in simple, elegant dresses and skirts in solid colors or complex patterns. She's a stickler for cleanliness and will usually check her clothes once or twice an hour for stray hairs, fuzz balls, or uncut threads.

When Ami knows she's going into combat, she wears a jumpsuit designed by Martel Industries to maximize her psychic potential. It's grey-black, with large circles of channeling material over her chakra points and lines connecting them all. When she pushes her powers to the max, she lights up like a fiber-optic Christmas tree, but it helps to keep her powers under control. Her telekinetic 'suit' is a large, vaguely human-looking form with trunk-like legs and arms.

 

 

Power Descriptions: Ami can create telekinetic fields that she layers around herself, creating an energy suit. While the suit is active, she is in the center of a ten-foot tall vaguely humanoid figure, with huge arms and legs and fingers. The suit is created from her will and her mind, so it reacts to her emotional state; when she's angry it may develop spikes and long, jagged claws. When she's scared it may become sleeker, more compact, more able to hide. When she's showing off it will gain a more defined and more clearly feminine form.


History: Ami Rask has always lived in interesting times, and loved every minute of it. Her family is wealthy; about the same time as her parents married, Walter's engineering firm was brought under the wings of Martel Industries. So Ami and her two siblings were born into the Martel family, with the usual high standards Martels demanded of all their family members. Ami approached every test with zeal and elan, and even when she failed she came through it with a smile. Even from a young age, there didn't seem to be any limits to her courage or her desire to explore, and when she started moving things with her mind she accepted the new training with open arms.

Soon, in addition to her regular schooling, Ami found herself given more specialized instruction and inducted into some of her family's secrets. She already knew the Martels traced their line back to Charlemagne; she didn't realize that the family had spent centuries battling to protect civilization. Now that Ami had some of the very special skills that the Martels had cultivated over generations, she would be expected to take a more active role in their fight.

Despite the danger and difficulty of the drills, Ami approached every day with new enthusiasm and progressed through the training with speed. At the same time, her cousin Eve Martel was learning things at the Claremont Academy that she never could have understood if she stayed under the family's protective wing. Sage was one of the most effective soldiers the line of Charlemagne had ever produced, and the decision was made to enroll Ami in the school.

After graduating from Claremont Ami moved west. Rask Aeronautics has recently opened a design and manufacturing plant just outside of Beldam and has leased space just outside the city for its offices. Ami has a very junior position in that branch while she takes college classes online, slowly progressing towards an MBA. At the same time she's living in a bohemian apartment in Terminal Drive. She's the first sign of gentrification in the city, but since she's genuinely French her neighbors tolerate her.


Personality & Motivation: Ami Rask is a gregarious woman, always upbeat and outgoing. She loves meeting new people, trying new things, going new places, and she very rarely says 'no' to anyone. She works hard to keep an upbeat outlook no matter what the situation may be; even if things seem bleak, she is always looking for the silver lining and trying inject as much positivity into a situation as she can.

Ami is intensely aware of her family's place, as the heirs of Charlemagne and longstanding protectors of the world. More specifically, she tries to live up to the standard set by her aunt, Eve Martel. While not everything the intense young Martel has done is openly discussed even within the family, she knows that her aunt has become a respected hero in Freedom City. Her name her family is a challenge to live up to, but her aunt is an example to emulate.


Powers & Tactics: Brigandine isn't very subtle in her approach. She gets into melee distance to the most dangerous enemy on the field and engages them directly, wrestling them if she thinks she can overpower them with brute strength, or else keeping them busy so any allies she had can deal with other threats. If an enemy is keeping away from her, she can use almost anything lying around the battlefield as an effective javelin, or close the gap with a powerful leap. If she can, she likes to sneak up close beforehand to guarantee that she can start the fight by immobilizing the biggest threat


Complications:
Secret The decision was made a long time ago to keep Charlemagne's legacy a secret from the world at large. Ami strives to keep that secret, which means she has to keep her own superheroic activities a secret.
Thrill Seeker Ami will try anything once, the more dangerous the better! She might choose an unsafe action simply because it's more thrilling.
Psychosomatic Backlash The suit is a psionic projection, and while Ami is protected inside of it what affects the suit can affect her. Major physical damage to the suit could translate to her own body, i.e. if the suit's arm is cut off Ami might not be able to use that arm.
Rousseau Was Right, You Know Ami can be idealistic, and if an enemy tries to surrender she'll probably accept it. This means ruthless foes can take advantage of her better nature.
Agent of Charlemagne As a Martel, Ami may be called upon to undertake special missions for her family's mission. This could lead to a conflict of interest with other superheroes, even her friends.

 

 

Abilities: 0 + 4 + 6 + 2 + 6 + 8 = 26PP
Strength: 25/10 (+7/+0)
Dexterity: 14 (+2)
Constitution: 20/16 (+5/+3)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 18 (+4)


Combat: 8 + 8 = 16PP
Initiative: +2
Attack: +7 MeleeLarge/+8 MeleeMedium, +3 RangedLarge/+4 Ranged, +7 ThrownLarge/+8 ThrownMedium
Grapple: +8/+21
Defense: +7 (+4 Base, +4 Dodge Focus, -1 Size), +2 Flat-Footed
Knockback: -7/-1


Saving Throws: 0 + 1 + 3 = 4PP
Toughness: +7/+3 (+5/+3 Con, +2 Protection)
Fortitude: +5/+3 (+5/+3 Con, +0)
Reflex: +3 (+2 Dex, +1)
Will: +6 (+3 Wis, +3)


Skills: 72R = 19PP
Bluff 8 (+12)Skill Mastery
Concentration 8 (+11)Second Chance
Diplomacy 11 (+15)Skill Mastery
Drive 8 (+10)Skill Mastery
Intimidate 0 (+6Large/+4)

Knowledge (Business) 4 (+5)Skill Mastery

Knowledge (Civics) 4 (+5)

Language 9 (American Sign Language, Arabic, Danish, English, Farsi, French [N], French Sign Language, Italian, Mandarin, Japanese)
Notice 8 (+11)

Sense Motive 8 (+11)

Stealth 8 (+6Large/+10)

 


Feats: 16PP
Attack Focus (Melee) 4
Attack Specialization (Thrown) 2
Benefit (Martel Family)
Benefit (Wealth I)
Dodge Focus 4
Second Chance (Concentration)
Skill Mastery (Bluff, Diplomacy, Drive, Knowledge [Business])
Quick Change
Uncanny Dodge (Auditory)

 


Powers: 29 = 29PP
All powers have the psychic & telekinetic Descriptors


Alternate Form 5.9 (Mind Improves Matter) [29PP]

Enhanced Strength 7 [7PP]

Growth 4 (Large Size, +8 Str, +4 Con, -1 Att/-1 Def, +4 Grapple, -4 Stealth, +2 Intimidation, Flaw: Permanent) [12PP]

Leaping 2 (x5, running jump 85 ft, standing jump 42 ft, high jump 21 ft) [2PP]

Protection 2 [2PP]

Speed 2 (25MPH) [2PP]

Super-Strength 2 (Str 40, Heavy Load=3.2 Tons) [4PP]


Drawbacks: (-0) + (-0) = -0PP


DC Block:


ATTACK    RANGE    SAVE                       EFFECT
Unarmed   Melee    DC 22 Toughness (staged)   Damage (Physical)
Thrown    Thrown   DC 22 Toughness (staged)   Damage (Physical)

 

Totals: Abilities (26) + Combat (16) + Saving Throws (4) + Skills (19) + Feats (16) + Powers (29) - Drawbacks (0) = 110/110 Power Points

 

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CATALYZED by Fox

 

Reagent The Alkahest 

 

Substantial edits here with rebalancing to keep Reagent at an effective PL8 and bring the Alkahest up to an effective PL15, spending 51PP total. I've outlined all of the additions and subtractions point by point below then included a complete version of the mechanical portion of her sheet with all of the appropriate changes and adjusted bonuses.

 

Page title should now be Reagent / Alkahest (PL8/15)

 

Trade-Offs should now be:
     Reagent: +2 Attack / -2 Damage (Bartitsu Cane), None (Alchemical Flasks), +4 Defense / -4 Toughness
     Alkahest: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

 

Age is now 18.

 

Minor changes to first paragraph of her Description:

 

Winifred Wei is a slim young woman characterized by her impeccable comportment and intense demeanor. Her jet black hair has recently been styled in a tidy pixie cut with sharp edges that keep it off of her heart-shaped face. Perpetual dark circles under her eyes speak to a lack of sleep and abundance of stress but her tone of voice is nevertheless clipped and precise. While gradually growing accustomed to modern fashions she still tends toward conservative styles and colours. When expecting trouble she carries a broad leather bandolier filled with stoppered vials of alarmingly coloured alchemical concoctions and is rarely seen without her elegant mahogany walking stick with its serpentine styled head.

 

Abilities [6PP spent]

+2 Intelligence

+4 Charisma

 

Combat [4PP spent]

+2 Base Defense

 

Saving Throws [3PP spent]

+1 Fortitude

+1 Reflex

+1 Will

 

Skills [7PP spent]

+2 Bluff

-1 Craft [Chemical]

+2 Diplomacy

+1 Disable Device

+4 Intimidate

+3 Investigate

+1 Knowledge [Business]

+3 Knowledge [Physical Sciences]

+6 Perform [Stringed Instruments]

+4 Perform [Vocals]

+3 Search

 

Feats [1PP spent]

- Equipment 1

+ Improvised Tools

+ Skill Mastery (Craft [Chemical], Disable Device, Knowledge [Physical Sciences], Medicine)

 

Powers [30PP spent]

[8PP] Bandolier of Alchemical Flasks becomes:

 

Device 5 (Bandolier of Alchemical Flasks; 25PP Container; Flaws: Hard-to-Lose[20PP]

  • Base: Damage 8 (Byzantine Fire; Extras: Area [General, Burst], Ranged, Secondary Effect, Flaws: Action [Full Round], Unreliable [5 Uses], Feats: Alternate Power 5, Incurable, Progression 1 [Increased Area; 40' - 80' radius], Triggered 2[25DP] (chemical, fire)
  • AP: Confuse 8 (Hallucinogenic Fumes; Extras: Alternate Save [Fortitude, +0], Area [General, Burst], Flaws: Unreliable [5 Uses], Feats: Progression 5 [Decrease Area 4, Increase Area 1; 20' - 80' radius], Ricochet, Triggered 2{16/20} (chemical, inhalant)
  • AP: Drain Toughness 8 (Inorganic Solvent; Extras: Affects Objects Only [+0], Ranged, Secondary Effect, Flaws: Unreliable [5 Uses], Feats: Incurable, Ricochet, Triggered 2{20/20} (chemical, acid)
  • AP: Healing 8 (Lesser Elixir; Extras: Total, Flaws: Unreliable [5 Uses], Feats: Stabilize, Persistent, Regrowth{19/20} (chemical, qi)
  • AP: Obscure 5 (Magnetic Dust; Radio, Visual; Extras: Action [Move], Independent [+0], Flaws: Unreliable [5 Uses], Feats: Progression 2 [Decrease Area; 25' - 100' radius], Ricochet, Triggered 2) {20/20} (chemical, magnetism, smoke)
  • AP: Snare 8 (Resin Adhesive; Extras: Contagious, Flaws: Unreliable [5 Uses] Feats: Reversible, Ricochet, Triggered 2{20/20} (chemical)

Notably the Drain Toughness and Snare effects are new and most of the flasks gain Triggered 2.

 

[3PP] Bartitsu Cane becomes a Device:

 

Device 1 (Bartitsu Cane; 5PP Container; Flaws: Easy-to-Lose) [3PP]

Damage 4 (Feats: Mighty) [5DP] (chemically treated wood)

 

[-1PP] Presence of Mind becomes Enhanced Feats 2 (Presence of Mind; Dodge Focus 2, Flaws: Limited [Human Form]) [1PP] (training)

 

Alkahest Form makes the following changes:

[9PP] +3 Density

[4PP] +4 Enhanced Strength

[2PP] +2 Enhanced Constitution

[-2PP] +2 Decreased Intelligence

[2PP] +1 Enhanced Attack

[2PP] +1 Enhanced Defense

[2PP] +2 Enhanced Feats - Challenge [Fast Startle], Startle

[1PP] +4 Enhanced Intimidate

 

 

Spoiler

 

Abilities: 4 + 2 + 4 + 14 + 0 + 8 = 32PP
Strength: 14/50 (+2/+20)
Dexterity: 12 (+1)
Constitution: 14/40 (+2/+15)
Intelligence: 24/8 (+7/-1)
Wisdom: 10/20 (+0/+5)
Charisma: 18 (+4)

 


Combat: 16 + 20 = 36PP
Initiative: +5/+1
Attack: +8 Base, +10 Melee
Defense:
     Reagent: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed
     Alkahest: +10, +5 Flat-Footed

Grapple: +12/+36
Knockback: -2/-22

 


Saving Throws: 3 + 5 + 9 = 17PP
Toughness:
     Reagent: +4 (+2 Con, +2 Defensive Roll)
     Alkahest: +20 (+2 Con, +2 Defensive Roll, +3 Density, +11 Enhanced Constitution, +2 Growth) [Impervious 12]
Fortitude: +5/+18 (+2/+15 Con, +3)
Reflex: +6 (+1 Dex, +5)
Will: +9/+14 (+0/+5 Wis, +9)

 


Skills: 84R = 21PP
Bluff 2 (+6/+10) Attractive
Craft (Chemical) 13 (+20/+12) Skill Mastery
Concentration 5 (+5/+10)
Diplomacy 2 (+6/+10) Attractive

Disable Device 3 (+10/+2) Skill Mastery
Intimidate 4/16 (+8/+22) Enhanced Skill, Growth

Investigate 3 (+10)

Knowledge (Business) 1 (+8/+0)

Knowledge (History) 1 (+8/+0)

Knowledge (Life Sciences) 5 (+12/+4)
Knowledge (Physical Sciences) 13 (+20/+12) Skill Mastery
Language 4 (Arabic, Cantonese, English [Native], Italian, Latin)
Medicine 5 (+5/+10) Skill Mastery
Notice 5 (+5/+10)

Perform (Stringed Instruments) 6 (+10)

Perform (Vocals) 4 (+8)

Search 3 (+10)
Sense Motive 5 (+5/+10)
Stealth 0 (+1/-3) Growth

 


Feats: 10PP
Attack Focus (Melee) 2
Attractive

Challenge (Fast Startle)
Defensive Roll 1
Dodge Focus 2
Eidetic Memory

Improvised Tools
Inventor
Power Attack

Skill Mastery (Craft [Chemical], Disable Device, Knowledge [Physical Sciences], Medicine)
Speed of Thought

Startle

 

 

Powers: 20 + 3 + 1 + 95 = 119PP

Device 5 (Bandolier of Alchemical Flasks; 25PP Container; Flaws: Hard-to-Lose[20PP]

  • Base: Damage 8 (Byzantine Fire; Extras: Area [General, Burst], Ranged, Secondary Effect, Flaws: Action [Full Round], Unreliable [5 Uses], Feats: Alternate Power 5, Incurable, Progression 1 [Increased Area; 40' - 80' radius], Triggered 2) [25DP] (chemical, fire)
  • AP: Confuse 8 (Hallucinogenic Fumes; Extras: Alternate Save [Fortitude, +0], Area [General, Burst], Flaws: Unreliable [5 Uses], Feats: Progression 5 [Decrease Area 4, Increase Area 1; 20' - 80' radius], Ricochet, Triggered 2) {16/20} (chemical, inhalant)
  • AP: Drain Toughness 8 (Inorganic Solvent; Extras: Affects Objects Only [+0], Ranged, Secondary Effect, Flaws: Unreliable [5 Uses], Feats: Incurable, Ricochet, Triggered 2) {20/20} (chemical, acid)
  • AP: Healing 8 (Lesser Elixir; Extras: Total, Flaws: Unreliable [5 Uses], Feats: Stabilize, Persistent, Regrowth) {19/20} (chemical, qi)
  • AP: Obscure 5 (Magnetic Dust; Radio, Visual; Extras: Action [Move], Independent [+0], Flaws: Unreliable [5 Uses], Feats: Progression 2 [Decrease Area; 25' - 100' radius], Ricochet, Triggered 2) {20/20} (chemical, magnetism, smoke)
  • AP: Snare 8 (Resin Adhesive; Extras: Contagious, Flaws: Unreliable [5 Uses] Feats: Reversible, Ricochet, Triggered 2) {20/20} (chemical)

 

Device 1 (Bartitsu Cane; 5PP Container; Flaws: Easy-to-Lose) [3PP]

Damage 4 (Feats: Mighty) [5DP] (chemically treated wood)

 

Enhanced Feats 2 (Presence of Mind; Dodge Focus 2, Flaws: Limited [Human Form]) [1PP] (training)

 

Alkahest Form 20 (100PP Container [Active, Sustained]; Drawbacks: One-Way Transformation [When Calm, -3], Temporary Disability [Exhausted Upon Transforming Back, -2]) [95PP]

Density 6 (Mass x5; +12 Strength, +3 Toughness [Impervious], +2 Immovable, +2 Super-Strength) [18PP]

Enhanced Abilities 48 (Enhanced Strength 16, Enhanced Constitution 22, Enhanced Wisdom 10; Drawbacks: Decreased Intelligence 16) [32PP]

Enhanced Combat 2 (Counteracting Growth Penalty; Attack 1, Defence 1) [4PP]

Enhanced Feats 2 (Challenge [Fast Startle], Startle) [2PP]

Enhanced Skills 3 (+12 Intimidate) [3PP]

Growth 4 (Large; +8 Strength, +4 Constitution, -1 Combat, +4 Grapple, +2 Intimidate, -4 Stealth) [12PP]

Impervious 9 (Total 10) [9PP]

Immunity 7 (All Chemical Effects [Half-Effect, +5], Environmental Cold, Environmental Radiation) [7PP]

Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP]

Super-Senses 4 (Olfactory; Accurate [+2], Acute, Tracking 1) [4PP]

 

 

Drawbacks: -3PP

Vulnerability (Emotion Effects, Frequency: Common, Intensity: Moderate [x1.5 Effect]) [-3PP]

 


DC Block:
ATTACK                 RANGE                    SAVE              EFFECT
Unarmed (Reagent)      Touch                    DC 17 Toughness   Damage
Unarmed (Alkahest)     Touch                    DC 35 Toughness   Damage
Bartitsu Cane          Touch                    DC 21 Toughness   Damage

Byzantine Fire         Ranged, 40'-80' radius   DC 23 Toughness   Damage [Secondary Effect]

Hallucinogenic Fumes   Ranged, 20'-80' radius   DC 18 Fortitude   Confuse

Inorganic Solvent      Ranged                   DC 18 Reflex      Drain Toughness [Secondary Effect]

Resin Adhesive         Ranged                   DC 18 Reflex      Entangled/Bound

 

 

Totals: Abilities (32) + Combat (36) + Saving Throws (17) + Skills (21) + Feats (10) + Powers (119) - Drawbacks (3) = 232/232 Power Points

 

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Regally Modified by Absurdist

 

Making some changes to Queenie. Added to History. Tweaked Personality and Motivation. Removed Little Miss Lonely Girl as a Complication.

 

Mechanically she's moved up to PL 11.

 

Con increased to 12 (+1)

 

Increased Base Attack to +5 and noted changes there

Increased Base Defense to +6 and noted changes there

 

Noted Toughness and Fort increase (to +13 and +8, respectively) as a result of additional Con

 

Added Feats Dodge Focus 3 and Uncanny Dodge (Auditory)

 

Removed Enhanced Feat Uncanny Dodge (Auditory) and Shield 3 from Ring of Aura, freeing up 4DP for:

Increasing Aura Force Array to 12, allowing for the upgrade to Blast 11 and Force Constructs 11

Increasing Flight to 11, allowing Move Object to increase to 11 as well.

 

No other changes.

 

 

Spoiler

Player Name: Eternal Phoenix

Character Name: Queenie

Power Level: 11 (166/166 PP)

Trade-Offs: +2 Toughness, -2 Defense

Unspent PP: 0

Progress towards Silver: ???

 

In Brief: World’s finest chef also has a power ring.

 

Alternate Identites: Maybelle McQueen

Identity: Open secret/semi-public

Birthplace: Charleston, South Carolina

Occupation: Head Chef at the Southern Queen

Affliations: None

Family: Maynard and Ellen (parents), Simon and Carlyle(brothers), Rose (sister), various extended family members

 

Age: 30

Apparent Age: early 20s

Gender: Female

Ethnicity: Caucasian

Height: 5’ 6”

Weight: 125 lbs.

Eyes: Blue

Hair: Dirty blonde

 

Description: Maybelle is an attractive woman that appears to college age, although she’s a bit older. She dresses most often in jeans, sneakers, a button down, and a vest. That said, she is not averse to dresses, skirts, and most other articles of clothing. She doesn’t bother with a costume or mask, preferring to just start throwing down in whatever she’s wearing at the time. It’s…a little hard on her wardrobe.

 

History: Maybelle McQueen never intended to be a hero. Her passion was and is cooking. Specifically, making the fruits of world class culinary skills affordable to the masses. She was a culinary student, and a gifted one at that. Then, one day, a silver ring appeared on her dresser as if it had always been there. Thinking it was a gift from her fiancé, Steven (make your jokes now), she picked it up. The virtual intelligence inside started to explain what it and the ring were. Another woman might have panicked at the sudden voice in her head, but Maybelle listened, curious. She listened as it explain about it’s master, the future’s heroine Aura. About how the ring’s power depended on her heroic spirit. And about how there were two other rings somewhere in the world. Again, another woman might have jumped (or adamantly refused) the call to heroism. Maybelle’s answer was a dull “Meh.” Totally uninterested in anything but her dream, she put the ring in her dresser drawer and promptly forgot about it.

 

Unbeknownst to her, the Ring of Aura is part of a stable time loop. History says Aura made three rings and a staff and sent them back in time. Between the four items and her amulet, the world shattering power the maniac known as Auric once had remains sealed away. Aura, a member of the Freedom Legion, knows that if she deviates from history in the slightest, Auric will have access to his full power and thus be able to destroy entire star systems just to spite her. Auric himself was once a man. Somehow (repeated time travel has fuzzed out the details) he became magic incarnate and utterly insane. Aura, with her amulet and its do anything Anti-Magic energy, was the only one in the universe able to stand against him. But with every battle, his power grew until Aura’s amulet hit its limit defeating him again. The battle was…catastrophic. Entire star sectors lay in ruins, testament to Auric’s power and Aura’s failing ability to stop him. There was one chance. Just one. While he recovered, his power was dispersed. If it could be collected and sealed away, he would pose much less threat. Taking some of the unique material from her amulet, Aura made the rings and staff. Together with her amulet, she sealed the power he had not yet regathered away. Even hobbled, Auric would be a potent threat. He had called upon allies before, and there were lunatics who thrived on destruction other than he. Not to mention the ones who might think they could claim his power. She had to get them away. Other dimensions were too dangerous. With a heavy heart, she prepared to cast them back in time. She did take precautions, in the form of the VI. It would attempt to keep the items away from the selfish and greedy and push them towards the noble and heroic. They would have a portion of her power as well, just in case Auric or someone else went chasing after them. Her history wouldn’t change. New timelines would be born. Some would be good, and some would be bad. She knew all of that. But…the next time, Auric would kill her. The Freedom Legion would fall. There was no choice left. The time loop began. A different Aura learned what the original had done, and figured out why it must continue to be done.

 

Steven and Maybelle set a wedding date. Shortly after their graduation. He was training to be a pastry chef at the same school, and that was how they had met. Graduation loomed. Then Auric appeared. He sought to destroy Aura’s legacy and free his power. He knew the ring was in that certain city. He knew the kind of person it would find to wield it. So he started blasting things. Somebody had to stop him. People were going to die. Maybelle balked. She wanted to be a chef, not a hero. The cops were helpless before him. She could help everyone. Just put on the ring and go. But her dream! Maybe if she gave him the ring, he’d leave. It wouldn’t be right. Back and forth, she wrestled against her own nature, the nature the ring had sought out in the first place. Eventually, ring in hand (but not on finger), Maybelle confronted Auric. He could feel the ring on her, and the kind of person she was. Noble. Compassionate. Heroic. It turned his stomach. She had to die, RIGHT NOW. Wait. Who was that who shoved her aside? Why is she screaming that one word? …did she just put on the ring?

 

It wasn’t anger Maybelle was feeling. It was guilt. She had been selfish for once in her life, and now the city was damaged. People were hurt. And Steven…oh God, Steven. If she’d just taken up the responsibility when it had come to her, none of this would’ve happened. It was all her fault, but she refused to let it go one step further. Auric was going down. Except for the small part where she barely knew what she was doing and he very much did know what he was doing. After getting smacked silly, she flew away (God in Heaven, she was flying), knowing Auric would follow her out of the city. After getting to an abandoned area, she turned and fought. He nearly killed her before the thought of her classmates and everyone else at his nonexistent mercy fueled a power surge that broke through his defenses. Critically (but nowhere near fatally) injured, Auric teleported away. Maybelle collapsed into a heap.

 

It should go without saying, but Maybelle finished culinary school. Graduated at the top of her class. She’s had a few adventures since them, but purposefully has no friends and minimal contact with family. Hero work is dangerous, and she’s never losing anyone again. Kind of hard to lose someone important to you if there isn’t anyone like that, you know?

 

A few years after moving to Freedom, and Maybelle’s recovered from the trauma, mostly. She’s still a bit guarded with her personal life, but friends are no longer verboten. In fact, she’s started to look forward to making a few true pals. Or BFFs, as they apparently call them now. …oh, god. She’s getting old.

 

Personality & Motivation: Maybelle is a gregarious type. She’s talkative, smiles easily and often, and is generally very pleasant to be around. She’s also one of the most paragon-y people on earth. She’ll defend others like the proverbial Mama Bear. She’ll stand and fight when all seems lost. She’ll never give up as long as there’s breath in her. Her integrity is unquestionable. Her courage undeniable. Her compassion unmistakable. Even her chef’s work is to make other people happy with impressively excellent food at an affordable price. She’s also a hardcore foodie. Sort of. She doesn’t have much patience with the fancy stuff. Sure, it’s delicious sometimes, but the pretentiousness of it all drives her nuts. It’s food. You eat it. Swear to Jeebus.

 

Power Descriptions: Maybelle wields the Ring of Aura. It can do just about anything the wearer wants it to do…as long as the wearer knows it can do it. The color of all of them is a silvery gray. It has a virtual intelligence that will answer any direct question about the ring and will not sanction lethal force against living targets. Maybelle uses it for a force field, hard energy constructs, moving things, and blasting stuff. She can fly and communicate with any medium (as long as she knows which one it is). Passive effects include life support (barring food and drink-she’d die of despair without good food and wine), increased dodging abilities, and an increase in her awareness of her surroundings.

 

As mentioned before, Aura power is literally Anti-Magic energy. As Maybelle does not yet know this, the effect on mages in her general vicinity presents as minor interference, and generally not noticed amidst the various other things that can cause such interference. However, Aura had powerful magic nullification at her disposal, to the point where weaker magic simply couldn’t function and it is not impossible that Maybelle could one day wield something similar. The two forces, should they be equal, will simply cancel each other out. If not, the stronger one “wins”. Additionally, Impervious of any variety is ineffective, not matter which force is attacking the other.

 

Powers & Tactics: Maybelle’s a protector first. She’ll shield the defenseless, even if the bad guys get away this time or it’ll get her hurt. Property damage is also a thing she strives to prevent, although with less vehemence. Actually fighting? Blasts of energy or physical force. She’s been known to whip out various pots and pans, made with her constructs, to trap her enemies.

 

Complications:

 

Arch-iest of Enemies: Auric promised he’d come back. He despises Aura, maker of the ring, for sealing away the lion’s share of his power and for everything she stood for. Which just so happens to be everything Maybelle is. When he comes back, it’ll be a war. Maybelle hopes it’ll be a loooooong wait. He is ridiculously powerful compared to what she was. Somewhat less so now, but all the same. Not looking forward to the rematch.

 

No So Secret Identity: Maybelle does use a codename, but she’s never worn a costume or a mask. Never saw much of a point in it, given how much footage there is on the internet of Auric kicking her butt across campus. Sooner or later, this one’s gonna bite her in the butt. She just hopes she can handle that when it happens.

 

Chronic Hero Syndrome: Maybelle is completely incapable of leaving someone who needs help…unhelped. She stood aside once. Once. And a lot of people paid the price for it. So, if someone needs help, or just wants some, she’s all over it. To the detriment of her job, her social life (pitiful as it is), eating, sleeping, and everything else. She is fully capable of pushing herself to collapse, should the situation be dire enough. There are limits, obviously. She’s doesn’t intervene in non life threatening situations unless asked to, and she can prioritize. Taking down the bank robbers is a mite more important than getting that cat out of the tree, after all. Though…she will be back for that cat.

 

Just A Chef From South Carolina: In the kitchen, Maybelle is a goddess. She’s assertive, confident, bold, and fully aware of just how good she is at cooking. Out of the kitchen, it’s like night and day. She’s humble and self-effacing to a fault. As aware as she is of her cooking talents, she is just as aware that she isn’t anyone in any other sphere and never thinks she will be. This includes the superheroic sphere. She will deflect any and all praise not related to her cooking skills in polite but firm fashion, and always refrains from even (in her mind) presenting the appearance of being better or knowing more than anyone else. Award ceremonies are skipped. Rewards are politely refused. She just happened to be in the right place at the right time. It’s no big deal. The ring did all the work, anyway. Etcetera. It’s not humility. She truly believes it.

 

Fueled By Heroism: The Ring of Aura requires a exceptionally heroic and noble spirit to function. If Maybelle should for some reason partially or entirely stop being heroic, the ring may become weakened or unreliable. It may even cease to function entirely. If the situation persists, the ring could even seek a new wielder. Additionally, should the ring decide she is behaving heroically enough, it can temporarily give her more power. This manifests as GM-controlled extra effort, with all the costs implied therein.

 

Food, Food, Food. Gotta Cook Some Food: Maybelle runs the kitchen at the Southern Queen, one of Freedom City’s hottest restaurants. They can make the place work without her, but she’s the star of the show. It’s her culinary mastery and budding star presence that have made the Queen’s name. So, she does have to be there sometimes. She does love the place, but life can…get in the way, sometimes.

 

Cooking Is Art, Cooking Is Life: Maybelle loves cooking. Put simply, cooking is her religion. The kitchen, her church. The stove and oven, her altars. She does not know how to shut up about it either, to the eternal annoyance of whoever triggered her. She’s passionate enough when it comes to food that she will often lose all sense and take over a kitchen that served her a poor dish, just to prevent it from happening to anyone ever again. Wasted food is a tragic event. If she’s the one who cooked it, there will be a need for an irresponsible amount of wine.

 

Abilities: 0+4+2+4+4+6=20

 

Strength 10 (+0)

Dexterity 14 (+2)

Constitution 12 (+1)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 16 (+3)

 

Combat:10+12=18

Initiative: +2 (+2 Dex)

Attack: +5 (+11 Aura Force Array)

Grapple: +5

Defense:  +6/+9 (+6 Base, +3 Dodge Focus, +3 Flat Footed)

Knockback: -10

 

Saving Throws: 7+2+8=17

Toughness: +1/+13 (+1 Con, + 12 Force Field)

Fortitude:  +8 (+1 Con, +7)

Reflex:  +4/+7 (+2 Dex, +3 Enhanced Reflex, +2)

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

 

Skills: 48 SP= 12PP

Bluff 0 (+3, +7 Attractive)

Concentration 8 (+10)

Craft (Chemical) 13 (+15)

Diplomacy 5 (+8, +12 Attractive)

Drive 3 (+5)

Gather Information 2 (+5)

Knowledge (Culinary) 13 (+15)

Notice 2 (+4/+12)

Sense Motive 2 (+4/+12)

 

Feats: 10PP

Accurate Attack

Attractive

Dodge Focus 3

Interpose

Power Attack

Precise Shot

Skill Mastery (Craft [Chemical], Diplomacy, Knowledge [Culinary], Sense Motive)

Uncanny Dodge (Auditory)

 

Powers: 85PP

Device 21 (105PP Container, Power Feat: Restricted (Those of exceptionally noble and heroic spirit); Flaw: Hard to Lose) (Ring of Aura) [85PP] 105DP Total

Array 12 [30 DP, Power Feats: Accurate 3; Dynamic] (Aura Force)

Base Power: Blast 11 (Power Feats: Dynamic; Variable Descriptor 2 [Bludgeoning/Energy]) (Aura Blast) [26DP] 

Alternate Power: Force Constructs 11 (Power Feats: Dynamic,  Precise, Selective) (Aura Constructs) [2DP]

Communication 4 (Sense Type: Radio; Range: 1 mile; Power Feat: Variable Descriptor 2 (Any Tech) (Aura Comms) [6DP]

Enhanced Reflex 3 (Aura Avoidance) [3DP]

Enhanced Skills 4 (Notice +8, Sense Motive +8) (Aura Detection) [4DP]

Features 1 (Aura VI) [1DP] (Note: Answers direct questions about the ring’s powers and selects new bearer if necessary. Otherwise useless.)

Force Field 12 (Extra: Impervious 8) (Aura Field) [20DP]

Flight 11 (10000 MPH) Power Feat: Dynamic [25DP] (Aura Flight)

AP: Move Object 11 (Power Feat: Dynamic) (Aura Might) [2 DP]

Immunity 9 (Life Support) (Aura Life Support) [9DP]

Super Movement 2 (Interstellar Space Travel)[4DP]

Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3DP] (Aura Compass)


 

 

DC Block:

 

Unarmed (+5 Hit, DC 15)

Aura Blast (+11 Hit, DC 26)

Abilities 20 + Combat 22 + Saving Throws 17 + Skills 12 + Feats 10 + Powers 85– Drawbacks 0= 166/166

 

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Sped up by Absurdist

 

Hyperactive is making better use of the networks of very skilled and talented friends he has! 

 

So first off skills

 

5 points in skills

7 skill points in intimidate

5 in diplomacy to diplomacy 13

8 points in gather information

Also with skills, his disable device and Search should be higher since his intelligence increased last time with the edits. Search should be a +9 and Disable device a +12.

 

4 points in his feats

1 point for eidetic memory

1 point for connected

1 point skill mastery (diplomacy, gather information, intimidate, acrobatics) 

1 point for well informed

 

finally one point to add a power to his array. 

1 point to add a new power to the Array

Damage 10 (Speeding Around Beating Down, Extras; area: Shapeable, Selective, Flaws; action: full round, feat progression, accurate) {22/24}

 

so all in all:

 

Spoiler

Hyperactive

Power Level: 10 (169/169PP)

Unspent Power Points: 10 

Trade-Offs: -5 Toughness / +5 Defense

 

In Brief: A Speedster who has moved to Freedom City to make his own life and name for himself. He gains his powers from being able to manipulate and absorb kinetic energy.

Catchphrase: “I’ll give you a headstart”

 

Alternate Identity: Tyson Masters (Secret)
Birthplace: Chicago, IL

Residence: Apartment in Freedom City

Occupation: Hero / college student
Affiliations: Family, Waco Warriors

Family: Parents: The Sunset Speedster (aka Jennifer Masters, Mother) and Mr. October (Fredrick Masters, father), Kas Masters, Younger Sister (Claremont student). 
Wife? Emily Masters

 

Description:
Age: 20 (DoB: Year [1997, January 20])
Apparent Age: 20
Gender: Male
Ethnicity: Mix: Black and Hawaiian 

 

Height: 5’10”
Weight: 145 lbs
Eyes: Brown/Green glow while using powers
Hair: Short and black.

 

Tyson typically wears a long black duster coat and a short brimmed fedora hat over a t-shirt, jeans and Cowboy boots. He has dark brown skin and brown eyes. He is rail thin and lean. 
 

His costume is an all black suit with a green stripe down his front and back. The letter H is in Silver on the stripe on the front. His helmet is all silver with a green face shield that can either cover his whole face, or just the top. The helmet has a black stripe that extends from the forehead down the back. It all locks into one seamless piece.

 

 

History:
Tyson always knew he would be a hero. The Chicago heroes Mr. October and the Sunset Speedster are his parents after all. His Grandfathers had been heroes too, in fact it was expected that Tyson would take up the mantle of his Grandfather: the Summer Son. He grew up training, with the knowledge that one day he would be the next one in a long line of heroes. 

 

Tyson longed for the day that he would wear the costume of the Summer Son. He had watched and studied all the video and data. He had trained for hours and hours with his mother. He was ready to step in and take up the mantle that his grandfather had left behind. 

 

That is until he realized he couldn't live up to that. The original Summer Son lobbed fire balls, shielded himself with flame, and could fly. The new Summer Son couldn't, and the papers slammed him for it. No matter how hard he tried, Tyson couldn't quite measure up. Of course he couldn't quite escape the limelight of his parents either. The papers noted that even if Tyson was faster than his mother, he certainly was more spacey. They named him the Hyperactive Hero. 

 

His time as a Chicago hero saw him facing down old enemies of the family. Tyson began to chafe at the reputation he gained as being a sidekick to his parents. He also grew secretly aggravated that the only villains who would challenge him were those who had issues with the original Sumer Son. 

 

Things began to change when Tyson first fought the Gingerbread Man. A mobster with superhuman speed, who forced Tyson to choose between saving innocents and stopping the villain. Choosing the innocents, Tyson was both aggravated by his failure and satisfied that someone had decided to take him on directly. Unfortunately this was Tyson’s only relief from the relentless hammering of a media who felt that he was an insufficient replacement.

 

Yearning for a fresh start Tyson decided to transfer universities and move to Freedom City. He hung up the mantle of Sumner Son and made a new identity. He filed his paperwork and became a new hero: Hyperactive. 

 

 

Personality & Motivation:
Tyson moves from one topic to the next with speed. His brain moving too quickly even for him to track sometimes. As such his intelligence often goes unnoticed.
Hyperactive grew up training to be a hero, and protects people since it is right. In addition, he doesn't have an option to not from time to time run. He might as well do some good at the same time. 
He also wants a little bit of fame and recognition as a good and capable hero. 

 

 

Powers & Tactics:
Speed. His ability to move faster than most people can follow keeps him alive. While not that tough, he prefers hit and runs. He also can use his ability to manipulate kinetic energy to steal it from people and objects. With a touch he can use his powers to steal or convert a person's kinetic energy, freezing them in place. 

 

 

Power Descriptions:
As Hyperactive speeds up he tends to leave a green glow around him as he manipulates kinetic energy. This, of course, only applies to those who can see him moving near his top speeds.

 

 

Complications:
Showboat: Hyperactive won't ever take down the bad guys without first making it a show for his audience. If there's no audience, then he's far more likely to go in stealthily.

 

Out of the Shadows: While he does save people because it's the right thing to do, he prefers and craves recognition. If a bad guy makes the case that it'll make him look more impressive he might give them a head start running away. 

 

Legacy: He's still Summer Son II to some people, sometimes that's fans of his grandfather, sometimes that's the people he put away, and sometimes it's the legacy villains of those villains.

 

Relationships: He loves his family and will back them up if he's needed. Then there's Emily. Emily claims that she was his wife on another Earth. Her Earth was destroyed by Omega, and she is one of the few survivors making her story frustratingly difficult to fact check. She was never born on this world, because her parents never met. The only parent she does have on this world happens to be her father, his Archnemesis Gingerbread Man. While he may not entirely trust her story, he is attempting a relationship with her. 

 

Can't Stop Moving: Hyperactive is constantly absorbing kinetic energy and using it to power himself. If he can't use his powers he is still locking down energy. This begins to manifest as black smoke being coughed up, this is followed by nausea, then exhaustion, then blacking out. If he reaches an upper energy limit he can explode with the force of a nuclear weapon. 

 

Nullifying him doesn't dissipate the energy absorbed, but it will stop him from taking in more. Exposure to extreme cold can sap his energy (reflected in his weaknesses.) and can bring him to safe levels. 

 

Duty Calls: as head of the Warriors reserve he's expected to put Waco on his priorities. Even if that means letting a bad guy get away. 

 

I'm Not Me: Hyperactive is one of the few truly good and heroic versions of himself across the multiverse. (There are plenty of good versions and even plenty of heroic ones, but few are both.) He is often deeply shaken by the idea he could be like those other versions. Also any number of his doppelgängers could come to Prime hiding from Authorities. A case of mistaken identity is always possible. 

 

Shadow Zone: the Shadow Zone as Hyperactive has dubbed it, is a place beyond the speed of light, a place (but not the only one) where a speedster can wind up after moving faster than light. Anything that is in the Shadow zone gets stuck there, as the object's speed is maintained by the background vibrations and energy of the Shadow Zone. The Zone is a place where time and distance are in flux, usually this means that someone can enter the Shadow Zone and exit in drastically different locations. Perhaps someone can enter and leave in drastically different times or places. 

 

Besides super speed, exposure to Dark Energy can in some cases send one to the Shadow Zone.  Archetech has means of getting people to and from the zone. The Zone also borders on the Terminus and by extension the rest of the multiverse. Whenever Hyperactive moves through the multiverse he has to pass into the Shadow Zone even if just for a moment. 

 

The Attometer: Hyperactive built a hideout in the Shadow Zone, potentially someone could get stuck in the zone and discover it. 

 

Weakness: Power Loss when exposed to vibrations of 14.247 gigahertz. 


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



Combat: 16 + 30 = 46 PP

Initiative: +12
Attack: +8 Base
Defense: +15 (+8 Base, +7 Dodge Bonus), +8 Flat-Footed

Grapple: +10
Knockback: -1/-2



Saving Throws:  3 + 10 + 4 =17 PP
Toughness: +5 (+2 Con, +1 protection, +2[Defensive Roll])
Fortitude: +5 (+2 Con, +3)
Reflex: +14 (+4 Dex, +10 [Speed])
Will: +5 (+1 Wis, +4)



Skills: 56R = 14PP 
Acrobatics 4 (+8, skill mastery)
Diplomacy 13 (+14, skill mastery)
Disable Device 10 (+12)

Gather Information 8 (+9, skill mastery) 

Intimidate 7 (+8, skill mastery)
Notice 7 (+8)
Search 7 (+9)

 


Feats: 12PP
Acrobatic Bluff

Connected
Defensive Roll

Eidetic memory

Equipment 3
Evasion II
Fast overrun

Improved initiative II
Instant up
Move-by Action 

Skill mastery (diplomacy, gather information, intimidate, acrobatics) 

Well Connected

 

Equipment: 3PP = 15EP 

 

 The Attometer [15 EP]

Size: Large [2 EP]

Toughness: +20 [3 EP]

Features: [10 PP]

Communications, Computer, Gym, Infirmary, Isolated, Laboratory, Living Space, Power: Dimensional Travel [occupants only, any dimension], Power System, Security System (DC 20)

 

 

Powers: 1 + 10 + 10 + 3 + 31 = 55

 

Protection 1 (Shock Absorption) [1PP] (Kinetic)

 

Quickness 10 (X2,500) [10PP] (Kinetic)

 

Speed 10 (10,000 MPH) [10PP] (Kinetic)

 

Super Movement 3 (Wall-Crawling 2; Flaws: Only While Moving, Water Walking; Flaws; Only While Moving) [3PP] (Kinetic)

 

Kinetic Control Array 12 (24 PP Array; Feats: Alternate Power 7, Drawbacks: Power Loss [14.247 gigahertz vibrations]) [31 PP] (Kinetic) 

  • Base PowerDamage 10 (Feats: Accurate 1) {11/26}
  • Alternate Power: Damage 10 (Speeding Around Beating Down, Extras; area: Shapeable, Selective, Flaws; action: full round, feats; progression, accurate) {22/24}
  • Alternate PowerIllusion 4 (Displacement Images; Auditory and Visual; Extras: Action 2 [Free], Duration [Sustained], Flaw: Only While Moving) + Concealment 4 (All Visual Senses; Flaws: Limited [Only While Moving]) {20 + 4 = 24/24}
  • Alternate PowerInsubstantial 4 (Phasing; Extras: Affect Others) {24/24}
  • Alternate Power: Move Object 12 (Air Control; Extras: Range [Perception], Flaws: Limited [Air]) {24/24}
  • Alternate Power: Move Object 12 (Kinetic Drain; Extras: Duration [Continuous], Flaws: Limited [Stopping Moving Objects]) {24/24}
  • Alternate PowerParalyze 7 (Kinetic Drain, Extras: Affects Objects, Alternate Save [Fortitude, +0], Feats: Accurate) {22/24}
  • Alternate PowerSpeed 11 and Quickness 7 and Super Movement 3 (Dimensional Movement [Via Shadow Zone], Extras: Affect Others, Flaws: Limited [Moving at Lightspeed]) {24/24}

 

 

Drawbacks: (-2) + (-1) = -3PP

 

Vulnerability (Cold; Frequency: Common; Intensity: Moderate) [-3PP]
 


DC Block

 

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 17 Toughness                Damage
Damage              Touch      DC 25 Toughness                Damage

Paralyze            Touch      DC 17 Fortitude                Slowed
 

 

Totals: Abilities (24) + Combat (46) + Saving Throws (17) + Skills (14) + Feats (16) + Powers (55) - Drawbacks (3) = 169/169 Power Points

 

 

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  • 3 weeks later...

Forgot to make a comment on this one that it was done! ... by Absurdist

 

Time to make some changes to Terrifica. Mechanical ones. 9 PP to work with.

 

Feats

Adding Beginner's Luck and Luck 2. Removing 1 rank of Equipment. 2 PP total added.

 

Equipment

Stripping out her Grapple Gun and Utility Belt. At 5 EP total, this accounts for the lost rank of Equipment.

 

Powers

Adding Gadgets 1 [7PP] (Utility Belt).

 

Sample Allocations:

 

Speed 1 (Extra: Linked [+/-o]) + Super Movement 2 (Slow Fall, Swinging; Extra: Linked [+/-o]) (Grapple Gun) [5PP]

 

Enhanced Skill 1 (Disable Device 4) (Masterwork Thieves Tools) [1PP]

 

Enhanced Skill 1 (Knowledge [physical sciences] 4) (Physical Science Pamphlet) [1PP]

 

Super Senses (Infravision, Ultravision, Analytical Full Vision, Microscopic Vision 1 [dust-sized]) (Visual Scanner) [5PP]

 

Concealment 4 (All Visual Senses; Power Feat: Close Range; Flaw: Blending) (Chameleonic Field Projector) [5PP]

 

Corrosion 1 (Cutting Laser) [3PP]

 

As you can see, essentially personal range support effects. She's got the staff and her hands for combat, this is straight Utility. Masterwork Tools will be a bit more...variable, depending on the situation. There are a few skills that use tools, after all. I'll do much the same with the various Pamphlets, as a replacement for the lost Reference Materials. Super Senses pretty much explains itself, however I may also use Extended Normal Vision in place of the Analytical Full Vision. Concealment is Concealment, nothing special there. As for the Corrosion, that's specifically for cutting through small objects quickly. I saw it used in the DC 3E books as Equipment (which is...I dunno about that) for some of the Batclan, so I figure it'll be decent enough as a Gadgets setting.

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Out of this Worlded By Absurdist

 

9PP worth of edits on Ditra!

 

Skills:

1PP = 4 Ranks of Disguise

 

Modified Diplomatic Shell:

4PP = 4 ranks of Morph with Flaw

2PP = +2 Protection

 

Sensory Package:

1PP = 1 rank of Super-Senses (Infravision)

 

Tactical Package:

1PP = +1 Accurate on Blast

 

Please note her as PL10/10 in the header :)

 

Spoiler

ditra%20mini.jpg

 

Player Name: Heritage

Name: Ditra Fifty-Five

Power Level: 10/10 (159/159PP)
Tradeoffs: +2 Toughness/-2 Defense
Unspent PP: 0
In Brief: Alien cyborg with telepathic and technopathic powers
Alternate Identity: Councillor Ditra Fifty-Five, diploditra055 (Nameless designation)
Identity: Public
Birthplace: Somewhere in Lor space
Occupation: Diplomat, politician
Base of Operations: CoVic Station

Affiliations: The Second Hive, the Coalition
Family: Hundreds of hive mates

Description:
Age: 10 Terran years since final assembly

Apparent Age: 25

Gender: Female shell

Race: Nameless agent (Diplomatic model)
Height: 170 cm
Weight: 55 kg
Eyes: Black
Hair: Green

Skin: Green

 

Ditra is a very pretty Nameless agent of the Diplo class, marked by green skin and curly, dark green hair. Due to the nature of her robotic body, she has few physical needs, so she tends to dress in simple yet flattering jumpsuits in gray, white or black, which offer little protection from hostile environments or attacks. She does own an older EVA suit that she keeps in her luggage in case of emergency.

History:
Ditra is a Nameless agent, one of hundreds chosen to serve her race's long-term plan to infiltrate and overthrow the Republic from the inside. But the Fifty Year Plan, which had somehow not been completed in nearly two hundred years, quickly became obsolete once the first agents were exposed in the early stages of the Communion Incursion three Terran years ago. Like the rest of her race, Ditra had to adapt to a radical new situation, and she was as surprised as anyone else to find herself fighting alongside the 'marks' in what would come to be called the Coalition. But she has always liked the Lor, and never specifically wished them any ill will, so maybe it should have been less of a shock. She served with distinction throughout the conflict, even receiving the grudging respect of members of other races.

 

With the fighting over, Ditra registered herself along with the other more or less law-abiding agents, and looked into finding some sort of gainful employment on CoVic Station; she did a number of odd jobs, including security, labor negotiations and working in the various markets throughout the station. One day she was approached by members of her hive about possibly serving on the Coalition council as a representative for the Nameless; they pointed out that she was a popular agent, and her distinguished war service meant that she was already known outside the hive. After much consideration, she agreed to having her designation placed on the ballot, and was shocked to find that she'd won the election by a significant number; she now suspects there was some sort of tampering that guaranteed her victory.

 

Despite (or perhaps because) of the way she came to her position, she takes it very seriously, and she sincerely wants what's best for her people, even though no one can agree on what that truly is right now.

Personality & Motivation:
Ditra Fifty-Five was, like all Diplomatic units, designed, bred, cloned, assembled, trained and programmed specifically to be likable, helpful and attractive to the Lor. Yet even if one knows this, it's hard not to like her; she's pretty, warm and charming, and genuinely wants to serve both her race and the Coalition as a whole. She's very much aware of how most races see her kind, and will freely acknowledge their concerns; she knows that she will have to work very hard to earn anyone's trust, and that even then, a single careless word or action can bring it all crashing down.

 

But all is not so serious for this young sentient; she is very curious and loves to learn things, and finds other races and people to be fascinating. She also loves playing the elaborate, massive multiplayer videogames her people design, and spends much of her free time in highly competitive gameplay

Powers & Tactics:
In terms of offense, Ditra really only has one weapon: the powerful blaster built into her right forearm. But to think this is all she brings to the table is to sell her short; her communication capabilities are considerable, and her databanks hold a tremendous amount of information, which make her an ideal investigator, interrogator or negotiator. 

Complications:
The Nameless Peril: Ditra is a member of one of the least trusted races in the galaxy, and is frequently the subject of considerable prejudice.

 

A Bit of a Snoop: Ditra is both naturally curious and a telepath; she may have a hard time resisting peeking into someone's mind, even if they're a friend.

 

For Love of the Game: Like many Nameless agents, Ditra is a bit of a videogame addict, and may be distracted from time to time by gameplay in her head.

 

Domo Arigato, Mistress Roboto: Though her body contains several biological components, it is still mostly robotic, and thus is susceptible to powers or devices that affect technology.

 

Horrible, Horrible Freedom!: If her centipede-like pilot is ever pulled out of her shell, Ditra would be terribly exposed.

 

A Sense of Duty: As an elected councillor of the Coalition, Ditra takes her duties very seriously, which may lead to moral conflicts over where her loyalties lie.

 

My Resources Are Not Infinite: Though her shell is largely self-contained and can maintain itself for days in the harshest environments, Ditra does still need to occasionally ingest organic material, trace elements and radioactive isotopes from time to time. Too long without these substances will cause her to shutdown or even die.

Abilities: 0 + 6 + 0 + 10 + 4 + 8 = 28PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 18 (+4)

Combat: 16 + 12 = 28PP
Initiative: +3
Attack: 6, Melee +6, Ranged +6, Unarmed +6, Blaster +12
Grapple: +16 (+10 Str, Attack 6)
Defense: 8 (+8 Defense), 4 Flat-footed
Knockback: -5 (-3 Flat-Footed)

Saving Throws: 0 + 8 + 5 + 8 = 21PP
Toughness: +12 (+0 Con, +4 Defensive Roll, +8 Protection)
Fortitude +8 (+2 Con, +8)
Reflex +8 (+3 Dex, +5)
Will +10 (+2 Wis, +8)

Skills: 64R = 16PP (*Skill Mastery)
Bluff 6 (+10)*

Computers 5 (+10)
Diplomacy 11 (+15)*

Disguise 4 (+8, +28 Morph)

Gather Information 6 (+10)*

Knowledge (Behavioral Sciences) 5 (+10)

Knowledge (Civics) 5 (+10)
Knowledge (Galactic Lore) 5 (+10)
Notice 3 (+5)

Perform (Oratory) 6 (+10)

Sense Motive 8 (+10)*

Feats: 7PP

Benefit: Coalition Councillor

Defensive Roll 2
Eidetic Memory

Jack of All Trades

Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive)

Well-Informed

 

Equipment: 0PP

Surplus EVA suit (free)


Powers: 30 + 9 + 4 + 19 = 62PP

Modified Diplomatic Shell [30PP]

• Comprehend 3 (Read, Speak and Understand any Sapient language) [6PP]

• Features 3 (Internal Compartment, Internal Computer, Iron Stomach) [3PP]
• Immunity 9 (Life Support) [9PP]

• Morph 4 (Humanoids, Flaw: Limited to Females) [4PP]

• Protection 8 [8PP]

 

Communications Package (ComPac) [9PP]

• Base Power: Mental Communication 5 (Feat: Subtle) [6PP]

     AP: Datalink 5 (Radio-based, Feat: Subtle) [1PP]

     AP: Mind Reading 10 (Feat: Subtle, Flaw: Limited to Surface Thoughts Only) [1PP]

     AP: Radio Communication 5 (Feat: Subtle) [1PP]

 

Sensory Package (SensPac) [4PP]
• Super-Senses 4 (Infravision, Psionic Awareness, Radio) [4PP]

 

Tactical Package (TacPac) [19PP]

• Blast 8 (Feat: Accurate 3) [19PP]


Drawbacks: (-3) = -3PP
Weakness (Requires Radioactive Materials, Frequency: Common, Intensity: Moderate [cumulative -1 penalty on all checks, attack rolls and Defense]) [-3PP]

DC Block


ATTACK       RANGE        SAVE          EFFECT

Blaster      Ranged       DC 23 Tough   Damage 

Mind Reading Perception   DC 20 Will    Read Surface Thoughts

 

Abilities 28 + Combat 28 + Saving Throws 21 + Skills 16 + Feats 7 + Powers 62 - Drawbacks 3 = 159/159 Power Points

 

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... Absurdist did this and ran out of words!

 

5PP for Casey (no hurry on this!)

 

4PP to add Radar to Super-Senses per UP

 

1PP on skills

 

2 ranks of Languages for American Sign Language and Japanese

2 ranks of Ride

 

Minor adjustments to fluff and added her potential Mimicry bonus to Bluff.

 

(No way to spoiler text on my phone, will fix it later)

 

Spoiler

 

Miracle Girl

 

MissMiracle.jpg  mg costume.jpg


Power Level: 10/13 (202/202PP)
Tradeoffs: +2 Toughness/-2 Defense
Unspent PP: 0

 

In Brief: Super-strong teen with the gift of flight.
 

Alternate Identity: Casey Blankenship
Identity: Secret
Birthplace: Colorado Springs, CO
Occupation: Student
Affiliations: Claremont Academy
Family: Margaret Blankenship (mother), Col. Steve Blankenship (father), Josh Blankenship (older brother)

Description:
Age: 19 (DoB: December 27, 1997)
Gender: Female
Height: 5'8"
Weight: 145 lbs.
Eyes: Green
Hair: Honey-blonde

Casey is a good-looking, athletic young woman with green eyes and long blonde hair. In her civilian identity, she typically wears her 
hair up and out of the way, and favors cotton or flannel shirts, loose-cut jeans and light hiking boots year round. An oversize shoulder bag made from natural hemp holds her whole life, including her MG costume. Casey still wears her old glasses, even though she no longer needs them; she feels they help to maintain her 'ordinary girl' cover, plus she just really likes the way they look on her!

Casey's bio-energetic field is always active, but it is usually barely visible to the naked eye, manifesting as more of a healthy glow to her skin and golden luster to her hair. However if she uses her powers for more challenging tasks, the glow becomes far more visible and radiant. When she's active as Miracle Girl, Casey loses the glasses and lets her hair down, which tends to billow around her face when she flies, and she literally glows; yes, she knows it's a bit much, but it actually helps her maintain her secret identity! She also wears a form-fitting costume of red, white and blue with a gold belt with several pouches for gear.

History:
Casey's family lives in Colorado Springs not far from Peterson Air Force Base, and until recently she attended Air Academy High School. She's been an active Girl Scout since she was little, and she recently earned her Gold Award for building a wooden foot bridge at a National Park near her home. Up until recently, Casey only knew her dad as US Air Force Colonel Steve Blankenship; she had no idea that her father actually worked for AEGIS as Vigilant ('America's First Line of Defense!') and would probably have never found out, due to concerns over national security.

Casey has been around aircraft her entire life; her father began taking her up in his Cessna before she could ride a bike. It was during a weekend training flight that a bizarre accident occurred; a summer storm suddenly came upon the tiny aircraft, which was was struck by lightening as Casey hurried to get back to the airfield. The bolt passed right through both her and her father, somehow transferring some of his powers to her. After the incident, Casey was taken to a secure location where it was explained who her father was and how important it was that his identity be kept a secret, and she swore an oath that she would. When it was discovered she now shared some of her father's gifts, AEGIS contacted Headmistress Summers and asked if she could accept a new student.

Personality & Motivation:
Casey is thoughtful and outgoing, and makes friends easily, though sometimes she comes off as a bit of a goody two-shoes. She is passionate about volunteer work, and sees heroism as merely an extension of what she's done most of her life. She also loves the romantic notion of being a newspaper reporter like her grandfather who worked for the Miami Herald for thirty years, even though she knows in modern times it means less and less. Casey tries to tell the truth at all times, but understands that a secret identity does require the occasional 'white lie', as much as it pains her. Outside of journalism, her interests include almost any sort of outdoor activity (hiking, camping, skiing and white-water rafting are among her favorites), as well as reading, playing board games and shopping with friends. Casey has also loved aviation since she was a little girl, something her pilot father instilled in her; even though she can now fly under her own power, achieving her student pilot certificate is still one of her proudest achievements.

Powers & Tactics:
Casey is getting more comfortable with her powers, but is still working on her tactics; so far, Miracle Girl is a fairly straightforward fighter, primarily relying on her impressive strength and speed to get the job done. She can take a lot of punishment, so she's happy to draw fire away from less physical heroes or to protect innocents. Her super-breath offers her a good option to take out a lot of mooks at one time, her heatvision is very precise, and her keen eyesight and ability to monitor emergency frequencies give a heads up when danger is near. Miracle Girl's body isn't actually any stronger, faster or tougher than any normal human's; a strange golden bio-energy field, channeled through Casey's own brain, allows her to accomplish these feats. Psionic energy is capable of disrupting that field, meaning Casey is more vulnerable to mental attacks. She has come to apreaciate the value of stealth and occasional trickery when fighting crime; though she tries hard to be a 'good girl', these minor deceptions give her a little secret thrill.

Complications:
"Yeah, he's my dad..." - Casey's father is Col. Steve Blankenship, aka Vigilant, 'America's First Line of Defense'. It's not quite as cool as it sounds.
"I know he just wants me to be safe." If any of Vigilant's enemy's figure out who Casey is, they might try to get to him through her.
"No, I really am a Girl Scout." Scouting has been a major part of Casey's life since she was five years old; she takes 
her pledge to the Scouts and their values very seriously.
"There might be a story here." Casey is both naturally curious and has a reporter's instincts; if she thinks there's a wrong that needs to come to light, she will do everything in her power to expose it.
"Are you going to finish that?" Casey needs to eat about twice as much as a normal girl her size to keep herself going.


Abilities: 4 + 4 + 4 + 6 + 2 + 4 = 24PP
Strength: 30/14 (+10/+2)
Dexterity: 14 (+2)
Constitution: 30/14 (+10/+2)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 12 + 12 = 24PP
Initiative: +9
Attack: 6, Melee +6, Ranged +6, Unarmed +10, Heatvision +14
Grapple: +20 (+10 Str, Attack 6, Super-Str 4)
Defense: 8 (+6 Defense, +2 Dodge Focus), 3 Flat-footed
Knockback: -9


Saving Throws: 0 + 0 + 8 + 9 = 17PP
Toughness: +12 (+2 Con, +8 Enhanced Con, +2 Protection)
Fortitude +10 (+2 Con, +8 Enhanced Con)
Reflex +10 (+2 Dex, +8)
Will +10 (+1 Wis, +9)

 

Skills: 88 Ranks = 22PP
Bluff 4 (+6/+10 Attractive/+14 Mimicry)
Craft: Structural 2 (+5)
Diplomacy 15 (+17/+21 Attractive) Skill Mastery
Intimidate 8 (+10) Skill Mastery
Knowledge (Current Events) 2 (+5)
Knowledge (Earth Science) 2 (+5)
Knowledge (Pop Culture) 2 (+5)
Knowledge (Technology) 2 (+5)
Languages 3 (ASL, Japanese, Spanish)
Medicine 4 (+5)
Notice 14 (+15) Skill Mastery
Pilot 3 (+5)

Ride 2 (+4)

Search 7 (+10) Skill Mastery

Sense Motive 3 (+5)
Stealth 8 (+10)
Survival 4 (+5)

Swim 3 (+5/+13)

 

Feats: 20PP

Attack Specialization 1 (Heatvision)

Attack Specialization 2 (Unarmed)
Attractive
Dodge Focus 2
Equipment 1
Improved Initiative 2

Improved Sunder

Inspire 3
Interpose

Leadership

Luck 1

Precise Shot

Skill Mastery (Diplomacy, Intimidate, Notice, Search)

Takedown Attack

Ultimate Toughness

Equipment: 1PP = 5EP
'Bug-Out Belt' contains:

First Aid Kit 1EP
Flashlight (headlamp) 1EP
GPS Receiver 1EP
Multi-tool 1EP
Rebreather 1EP

 

Powers: 4 + 16 + 18 + 1 + 9 + 6 + 2 + 18 + 9 + 15 = 98PP

 

Communication 4 (Radio, 1 mile range) [4PP]
 

Enhanced Constitution 16 [16PP]
 

Enhanced Strength 16 (Power Feats: Alternate Power 2) [18PP]

  • AP: Damage 8 (Freezing Breath, 80' length; Extras: Area [General, Cone], Selective, Flaw: Action [Full-Round Action]) {16/16}
  • AP: Damage 6 (Heatvision; Extras: Ranged, Feats: Accurate 3, Precise) {16/16}

Feature: Mimicry [1PP]
 

Immunity 9 (Life Support) [9PP]
 

Impervious Toughness 6 [6PP]

 

Protection 2 [2PP]
 

Super-Senses 18 (Extended Hearing 3 [10,000 ft], Ultra-Hearing, Extended Vision 3 [10,000 ft], Infravision, Microscopic Vision 1 [Dust-Size], Radar, Radio, X-Ray Vision [Resisted by Lead, +4]) [18PP]
 

Super-Strength 4 (Strength 50, Heavy Load: 12 Tons, Feat: Super-Breath) [9PP]
 

Swift as the Wind 7 (14PP Array, Feats: Alternate Powers 1) [15PP]

  • Base: Flight 7 (1000 mph) {14/14}
  • AP: Quickness 14 (x50,000) {14/14}


Drawbacks: (-3) = -3PP
 

Vulnerability (Psionic Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP]
 

DC Block


ATTACK            RANGE      SAVE              EFFECT
Unarmed           Touch      DC 25 Toughness   Damage
Freezing Breath   80' Cone   DC 23 Toughness   Damage
Heatvision        Ranged     DC 21 Toughness   Damage
Super-Breath      Ranged     DC 20 Reflex      Trip

 

Abilities 24 + Combat 24 + Saving Throws 17 + Skills 22 + Feats 20 + Powers 98 - Drawbacks 3 = 202/202 Power Points

 

 

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HIGHWAY TO THE HGM'D 

 

I feel the need. The need, for Speed.

...Sorta.

 

Edits for Thoughtspeed!

Complete sheet pasted in spoiler. Here's my Scratchpad post, as well.

 

Edits:

-Updated Age, Family, and a touch of history

-Added 1 rank of Speed

-Added 6 ranks of Quickness

-Added 1 rank of Communication

-Correct math errors in Mental Powers Container; this meant I didn't have quite as many free points as I thought! 

-Added 2 PP of Skills (8 ranks); raised Acrobatics, Notice, Sense Motive, and Stealth to 10 ranks apiece

 

Spoiler

Updating sheet, have several points to spend! 

 

 

Thoughtspeed


Power Level: 10 (Shifted) [12] 190/190 PP
Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness
Unspent Power Points: 0

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); Bryant Cline (Paternal Grandfather, de-aged)

Description:
Age: 19 (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. 

Having graduated Claremont, Will has continued to take college courses, though he has yet to pick a major (which frustrates his parents, naturally). He hasn't really found a new romantic interest, instead actually focusing on school, family, or heroics. Or just running for fun, which he still likes. 
 
Personality & Motivation:

Will 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), Will 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, Will 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 forWill'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: 76R = 19PP
Acrobatics 10 (+17)
Disable Device 8 (+9)
Escape Artist 8 (+15)
Knowledge: Pop Culture 2 (+3)
Language 2 (English [Native], German, Hebrew)
Notice 10 (+12)
Search 8 (+9)
Sense Motive 10 (+12)
Sleight of Hand 8 (+15)
Stealth 10 (+17)


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) + 27 (12+12+3) + 29 (17+12) + 16 = 78PP

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 5.4 (27PP Container [Passive, Permanent]) [27PP] (Mutant, Kinetic Energy)

  Quickness 12 (x10,000) [12PP]
  Speed 12 (50,000 MPH/500,000ft per Move Action) [12PP]
  Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Only While Moving) [3PP]


Mental Powers 5.8 (29PP Container) [29PP] (Mutant, Psionic)

  Communication 5 (Mental, 5 miles, Extras: Affects Others, Area; Power Feats: Selective, Subtle) [17PP] ("Telepathic Linkup")
  Psionic Light 5.5 (11PP Array Feats: Alternate Power 1) [12PP]
  -Base PowerDazzle 10 (Visual, Extras: Area [General, Burst, 50ft radius], Flaws: Action [Full], Range [Touch]) [10PP] ("Visual Overload")
  -Alternate PowerConcealment 4 (All Visual) [8pp] ("Personal Holographic Shroud")


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

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

 

 

Totals: Abilities (42) + Combat (20) + Saving Throws (8) + Skills (19) + Feats (23) + Powers (78) - Drawbacks (0) = 190/190 Power Points

 

Edited by HG Morrison
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This was forseen by The Absurdist

Foreshadow II

 

Essentially dropped 3 ranks of skills and Sneak Attack (which hasn't actually been in the build for years now, but has somehow stayed on the sheet eating away a pp unbeknownst to me) and purchased 2 ranks of Improved Critical, 1 rank of Martial Supremacy (Probability control) and Grappling Finesse.  As well as changing the escrima references to canne de combat.

 

Finally bringing Foreshadow to a fully 250/250 spent character.

 

Spoiler

 

Foreshadow II
 

Power Level: 15 (250/250PP)
Effective PL: 12
Trade-Offs: +2 Defense / -2 Toughness, 5 Attack / -5 Damage (Unarmed)

Unspent Power Points: 0

 

In Brief: Acrobatic legacy to the Foreshadow name.


 

Alternate Identity: Erick Sloane_allery_5.e7144c79b7eebe0a8ded60cf875877
Identity: Secret
Birthplace: Freedom City
Occupation: Student [London Business School]/Investor

Affiliations:  Vanguard
Family: David Sloane (Adoptive Father)

 

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

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

 

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

 

History:

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

That ambition would almost cost him his life. During his first run in with an assassin known as Jade Spider, Erick found himself eviscerated at the waist. Erick barely escaped the assassin in a closely contested brawl over the rooftops of the city. But it was clear he needed immediate medical attention. Barely able to drag himself back to the manor, the young hero lost consciousness on his own doorstep. Where David was already waiting for his arrival.

 

Due to the tremendous amount of blood Erick lost in the brawl a blood transfusion was needed. Luckily, David was a compatible donor and all too willing to give up his blood to save his adopted son. The treatment carried on throughout the entire night with many a close call in terms of Erick's health. But in the end he survived. When Erick came to he received his first vision much to the surprise of all present. The blood transfusion somehow being the catalyst for activating some latent clairvoyant ability.

 

Personality & Motivation:

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

 

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

 

Powers & Tactics:

Foreshadow is an expert gymnast, master savateur, and skilled practitioner of canne de combat.  His mastery of savate allows him to maintain a lateral control of a fight, the gymnastic art of tricking allows him to misdirect his opponents as well as attack them from odd and unexpected vertical angles, lastly his solid base in the use of the canne affords him a brutal fallback when precision and mobility fail and added power is necessitated. 

 

His custom built high polymer cannes are lightweight enough so that he can overwhelm foes without sacrificing power for speed.  At a distance they can also be thrown to take out foes.  The 30 inch metallic sticks can combine into a singular bâton, which Foreshadow uses when in need of supplying his attacks more power.  One end of the weapon can fire a stored swing line made out of airplane cable, and both sticks can discharge a powerful electric shock akin to a heavy duty stun gun.

 

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

 

Complications:

Enemies: Ever since taking over the mantle of Foreshadow from David, Erick has inhereted his predecessor's old rogues gallery. Most notably being the assassins belonging to the Murder League and the the Freedom Mob. 

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

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

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

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

 

Abilities: 8 + 14 + 10 + 10 + 6 + 12 = 60PP

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

 

Combat: 16 + 34 = 50PP

Initiative: +16 (+8 Dex, +8 Improved Initiative)
Attack: +8 Base, +14 Melee, +16 Double Cannes/Thrown, +20 Unarmed
Defense: +17 (+17 Base), +9 Flat-Footed

Grapple: +21
Knockback: -3

 

Saving Throws: 1 + 6 + 6 = 13PP

Toughness: +7 (+5 Con, +2 Defensive Roll)
Fortitude: +6 (+5 Con, +1)
Reflex: +13 (+7 Dex, +6)
Will: +9/17* (+3 Wis, +6)

 *Vs Fear Effects

 

Skills: 180R = 45PP

Acrobatics 18 (+25) Skill Mastery
Bluff 9 (+15) Skill Mastery
Climb 1 (+5)

Computers 5 (+10)
Concentration 7 (+10)
Diplomacy 9 (+15) 
Skill Mastery
Disable Device 5 (+10)
Drive 5 (+12)
Escape Artist 8 (+15)
Gather Information 7 (+10)
Intimidate 4 (+10)
Investigate 5 (+10)
Knowledge (Business) 15 (+20)
Knowledge (Current Events) 5 (+10)
Knowledge (Popular Culture) 5 (+10)
Knowledge (Streetwise) 15 (+20)
Language 13 (Arabic, ASL, Chinese [Mandarin] English [Native], Filipino, French, Galstandard, German, Hindi, Italian, Japanese, Portuguese, Russian, Spanish)
Medicine 2 (+5)
Notice 11 (+14)
Search 5 (+10)
Sense Motive 7 (+10)
Sleight of Hand 3 (+10)
Stealth 13 (+20) 
Skill Mastery

Survival 2 (+5)

Swim 1 (+5)

 

Feats: 59PP

Acrobatic Bluff
Ambidexterity
Attack Focus (Melee) 6
Attack Specialization (Thrown) 3
Attack Specialization (Unarmed) 3
Benefit 4 (
Status [Vanguard Membership], Wealth 3 [Billionaire])
Blind-Fight
Challenge 4 (Accelerated Acrobatics, Fast Task [Acrobatic Feint], Perfect Balance, Perilous Balance)
Defensive Attack
Defensive Roll
Eidetic Memory
Elusive Target
Endurance
Equipment 0 (+10 50EP Veteran Reward )
Evasion 2

Grappling Finesse
Hide in Plain Sight

Improved Critical 2 [Unarmed]
Improved Disarm
Improved Initiative 2
Improved Ranged Disarm
Improvised Tools
Jack-Of-All-Trades
Lionheart 2 [+4 bonus per rank on Will Saves VS fear and related effects.]
Move-by Action
Power Attack
Prone Fighting
Quick Draw [Draw]
Redirect
Set-Up
Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth)
Takedown Attack 2
Taunt
Teamwork 3
Trance
Uncanny Dodge (Auditory)
Weapon Bind
Well-Informed

 

Equipment: 10PP = 50EP

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

 

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

 

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

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

Alternate HQ: Erick's English Estate[17EP]
Location: Hertfordshire, England. UK.
Appearance/Details: 
123
Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP];
Features: Combat Simulator, Communications, Computer, Concealed, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP]

 

 

Powers:  6 + 12 + 2 + 1 + 1 + 1= 23PP

 

Device 2 ( 10PP Container; Flaws: Easy-To-Lose; User suffers Fatigue from Extra Effort rather than Device ) [6PP] (Multi-Function combinable cannes)

Canne D'arme ( 8PP Array; Feats: Alternate Power 2 ) [10PP]

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

 

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

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

 

Probability Control 1 ( Flaws: Limited 2 [Unarmed]) [2PP] (Martial Mastery)

 

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

 

Swimming 1 ( 2.5 mph, 25 ft./rnd [1PP] (Training) 
 

Super-Sense ( Communications Link [mental] with Synapse ) [1PP]

 

DC Block

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC19 Toughness

Damage (Physical)

Escrima Sticks

Touch/Ranged

DC23 Toughness

Damage (Bludgeon)

Stun Rods

Touch

DC19 Fortitude

Stun (Electricity)

 

Totals: Abilities (60) + Combat (50) + Saving Throws (13) + Skills (45) + Feats (59) + Powers (23) - Drawbacks (0) = 250/250 Power Point

 

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

 

 

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Honesty I got nothing for this, but Edits done. - Absurdist

 

Kuksón

 

Essentially dropped, 3 ranks of Enhanced Defense and bought more ranks of Protection.

And in turn took this as a feature:

Feature ( Undead Pressence [Undead creatures tend to regard Kuksón as “one of them” and are likely to, at worst, maintain a neutral attitude towards him. They do not consider Kuksón a living creature for commands involving such, and may simply ignore him] [1PP] 

as well as 1 rank of speed and 1 rank of Impervious Will.

 

 

 

 

Spoiler

 

Kuksón
Power Level: 10 (180/180PP) 
Unspent Power Points: 0 
Trade-Offs: +3 Attack / -3 Damage

 

In Brief: Regular guy with a not so regular sword.

Catchphrase

Theme

 

Alternate Identity: Lee Yoon-sung (Secret)
Birthplace:  Emerald City

Residence
Base of Operations
Occupation:  Auto Mechanic
Affiliations: People and/or groups you work with.
Family: Close or otherwise significant relatives.

 

Description:
Age: 30 (DoB: 1986 [February 16])
Apparent Age: Mid Twenties
Gender:  Male
Ethnicity: Korean American
Height:  5'6
Weight:  154 lbs
Eyes:  Black
Hair:  Black

Yoon-sung is a fairly muscular male whose hair is kept as a side swept fringe with neatened up sides.  His apparel tends to lean to the plain t shirt and jeans section of the store.  Yoon-sung is often seen wearing a red plaid jacket when not in his work attire.  Which consists of dark blue coveralls.

 

As Kuksón, Yoon-sung's face is covered by a Korean bridal mask.  His superhero costume actually consists of a three piece suit, a black hat (adorned over the mask), and white gloves.  His black shoes are heavily jewelled.

 

History:
Since the dawn of the Silla era, into every generation a shaman is reborn.  They alone wield the strength to fight off the forces of darkness wishing to stake a claim in the Netherworld.  A tradition established by the Hwarang (although there is evidence that the Wonhwa were the first to create such a hero) skilled Shamans were chosen for their honor and great spiritual enlightenment.  These Shamans were entrusted with a weapon by the gods that allowed them to fight on equal footing with demons as deadly warriors.  Yoon-Sung is not one such warrior.  No, he was an simple auto mechanic who quickly learned just how curiosity killed the cat.

 

Yoon-Sung was a high school dropout looking for a way to pay the bills so he took a job offer from Nick Long to work at the Long Auto Mechanic shop.  Little did he know that Nick Long was the leader of the Emerald City charter of the King's Outlaw Motorcycle club.  Much less that the King's trafficked illegal Russian Firearms.  Unfortunately, both of these facts came to a head when Yoon-Sung poked his head where he shouldn't and looked inside the trunk of an antique car that Nick Long told him to touch.

 

The contents were a mixture of automatic weapons, viridian stones, and a strange stone box with Korean characters on it.  Freaking out, Yoon-Sung wanted to run away but he felt a strange tug from the box as if it were calling for him.  Touching the stone he suddenly found himself impaled by a hail of bullets, mistaken for a thief by a Mafiya thug that had chosen that moment to check on the firearms.

 

When Yoon-Sung opened his eyes again he was in the Seocheon Flower Field surrounded by shamans.  It is then that they inform Yoon-sung that he has died.  He was then informed that he descended from the highest bone rank (an outdated caste ranking from the Silla Kingdom) and for the deed of saving Princess Bari he was prevented with an opportunity to join their ranks as a shaman guarding the fields from would be thieves.

 

That was until the first Shaman herself appeared and explained that Yoon-Sung was not a Shaman.  She was indeed trapped inside the stone tablet, a deed committed by the Green Dragon Society during WWII, and it was something strange about his touch that she couldn't quite pinpoint that freed her.  But, he was not a capable enough warrior to actually defend the fields, nor a learned enough intellect, to speak nothing of the fact that his body had yet to undergo the ritual to wash away all impurities.  

 

However, a reward was still in order.  So she gave him a flower that would return his life and infused his body with the spirit of a fallen Silla swordman.  One of the many in an extant line of shamans chosen to protect the Seocheon Flower Field from the mortal coils until death.  Returned to his body in a hospital room, Yoon-sung's miraculous recovery was the talk of the hospital.  No one noticed that he was now carrying a small piece of metal that wasn't there hours ago.

 

Personality & Motivation:

Yoon-sung didn't grow up religious, although he is honored of his choosing he has no inherent plans to become a proper shaman.  He just wants to get back with his life and ignore the weirdness going on around him.  But, he just can't help this desire to help those in need.  While, not a proactive hero in that he won't go on active patrols at the first sign of trouble in Emerald City Yoon-sung can't help but leap headfirst into action 

 

Of course the spirit inhabiting his body may play some part in this.

 

Powers & Tactics:

Yoon-Sung's Saingeom was created in the Silla Era, long before the first officially documented one was created in the Joseon Era of Korea.  Passed down shaman to shaman it contains all the memories of its previous owners.  As such Kuksón has an innate martial skill that matches an expert swordsman.

 

As the sword was crafted with the scales of a slain Imoogi, it has strange properties tied to the element of water.  The blade is able to shift between all three states of water at the user's command.  The sword also carries within it the souls of all it has slain.  They can as such provide advice to help Kuksón in defeating his foes.  

 

In its water state the blade's weight is negligible and as such is ideal for high speed slashes and felling multiple foes in short succession.  Furthermore, a single scratch of the blade can cause debilitating pain.  In its ice state, the sword's weight adds to its raw destructive power while flash freezing his surroundings.  As such the ice state is not ideal when civilians or allies are nearby.  The gas state's blade turns into a heavy mist that obscures one's vision and makes it hard to smell, Kuksón can manipulate the mist

 

Power Descriptions:

When inert, his Saingeom appears like a small bladeless hilt.  When activated in its water state the sword has 28 constellations, 27 sword characters, the om mani padme hum buddhist mantra, and finally a magical incantation which reads as follows:

 

"The Heaven calls down the spirit, and The Earth helps the soul. The sun and the moon are shaped, mountains and rivers are formed, and Lightnings strike like storm. Move North Heaven to destroy evil in the land, make for righteousness in the natural order."

 

In its ice state the blade's mantra is replaced with the Om Amideva. The blade is much thicker, becoming translucent rather than transparent.  Though as a result the inscriptions are easier to read.

 

In its mist the blade forms into a vaguely tiger shaped vapor surrounding the area around the user.  The inscriptions are near impossible to read.  Those able to read the vapor can make out the metta sutta written within.  Those within the Mist

 

Complications:
Bad Boss:  Yoon-sung still works for Nick Long.  Hospital bills don't pay themselves.  But, even without knowing the whole picture of his boss' criminal endeavors, he knows that Nick is bad news.

Chivalry in Warfare:  Superheroes don't kill unnecessarily, and neither did the chosen warriors of the Hwarang supposedly.  But, that doesn't mean killing never happens.  Those killed by his Saingeom have their soul taken into the blade.  The souls inside the sword can provide Yoon-sung with advice.  Unfortunately, the trustworthiness of said souls is more than lacking.  After all, only the most evil beings would have necessitated killing.

Not a drop to Drink: Yoon-sung's Saingeom's blade requires a source of moisture to form the blade.  A 16 oz bottle of water will do.  However, a capable villain can drain/evaporate the water used after a blade has been formed, requiring Yoon-sung to search for a new source of water.

Pay the Toll:  Yoon-sung can come back from the dead (again). At a cost, the sword will take his soul into it.  Forcing him to engage in a trial by combat with the souls inside to earn his life back.  But, if another soul wins they have the opportunity to gain control of his soul.  Servants of a villain trapped within the soul may attempt to do everything they can to weaken.

Sinbyeong:  Yoon-sung suffers from sinbyeong.  A spiritual sickness caused by an imbalance in the energies in his body due to the fact that he has no fully accepted the spirit possessing him.  The GM should feel free to cause hallucinations, ask for a nightmare roll at the beginning of threads, sleepwalking and other symptoms are also up to a GM's discretion.

 



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


Combat: 10 + 10  = 20PP
Initiative: +0/+9
Attack: +13 Melee, +5 Base
Defense: +10 (+ 5 Base, +5 Enhanced Base) +3/+5 Flat-Footed

Grapple: +18
Knockback: -5/-8 (Versus Demonic/Hellfire/Infernal)


Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +10 (+3 Con, +7 [Protection])
Fortitude: +6 (+3 Con, +3 Enhanced)
Reflex: +10 (+5 Dex, +5 Enhanced)
Will: +8 (+3 Wis, +5 Enhanced])


Skills: 22R = 88PP
Climb 2 (+5)

Concentration 7 (+10)

Disable Device 10 (+10)

Craft (Mechanical) 15 (+15)

Drive 10 (+15)

Intimidate 5 (+6)

Knowledge (Theology & Philosophy) 4 (+4)

Language 1 (English [Native], Korean)

Notice 4 (+7/+15)

Perform (Dance) 9 (+10)

Perform (Wind Instruments) 9 (+10)

Stealth 10 (+15)

Swim 2 (+5)



Feats: 7PP

Beginner's Luck

Equipment 2

Fascinate (Perform)

Trance

Weapon Bind

Weapon Break

 

Equipment: 2PP = 10EP

Muscle Car [10EP]
Strength: 25 [1EP]
Size: Large [1EP]
Toughness: +8 [1EP]
Defense: -1 [0EP]
Features: Alarm 2 [DC25] [2EP]
Powers: Speed 5 (250 mph) [5EP]




Powers: 35 + 70 + 6= 111PP

Device 11 ( 55DP Container; Feat: Restricted [Those who have died], Indestructible; Drawback: Easy-to-Lose ) [35PP] ( Sainchamsageom )

Blade Array 20 ( 40PP Array; Feat: Alternate Power 2 ) [42DP]

Damage 4 ( Extras: Autofire [7 Ranks], Linked to Nauseate, Penetrating [4 Ranks]; Feats: Improve Critical 2, Mighty, Takedown Attack 2 ) + Nauseate 7 ( Extra: Linked to Damage(Water Sword) {18+14=32/40}

Damage 10 ( Extras: Area [50' General Burst], Linked to Drain + Drain Toughness 10 ( Extras: Area [50' General Burst], Linked to Damage ) (Freezing Sword) {20+20=40/40}

Illusion 10 ( All Sense Types; Extra: Selective Attack; Flaws: Phantasms, Limited to Targets Inside of Fog ) + Obscure 2 ( Affects Visual Senses; Flaw: Range [Touch] {30+2=32/40}(Mist Sword)

Comprehend ( Spirits; Flaw: Limited to Spirits inside of Saingeom)  [1DP]

Feature 1 ( Spirit Container [Souls of those slained by the Saingeom/Former Wielders trapped inside] [1DP]

Impervious Toughness 6 ( Flaw: Limited to Demonic/Hellfire/Infernal [3DP]
Move Object 2 ( Heavy Load: 100 lbs; Flaw: Limited to Water; Extra: Range [Perception] ) [2DP]

Regeneration 2 ( Resurrection 2 [1 Day ] [2DP]
Super-Movement 1 ( 
Water Walking ) [2DP]

 

Sinbyeong 14 ( 70PP Container) [70PP] 

Enhanced Defense Bonus 5 [10PP]

Enhanced Dexterity 10  [10PP]

Enhanced Feats 14 ( Attack Focus [Melee] 8, Cunning Fighter, Improved Disarm, Improved Initiative, Improved Sunder, Precise Strike, Quick Draw [Draw] [14PP]

Enhanced Fortitude 3 [3PP]

Enhanced Notice 8 (+8) [2PP]

Enhanced Reflex 5 [5PP]

Enhanced Will 5 [5PP]

Feature ( Undead Pressence [Undead creatures tend to regard Kuksón as “one of them” and unless circumstances dictate otherwise they at worst, maintain a neutral attitude towards him. As the Undead do not consider Kuksón a living creature for commands involving such, and may simply ignore him] [1PP]

Immunity 2 ( Disease, Poison [2PP]

Impervious Will 1 [1PP]

Protection 7 [7PP]

Speed 1 ( 10 mph, 100 ft./rnd [1PP]

Super-Senses 5 ( Accurate [Hearing], Danger Sense [Hearing], Extended [Hearing, -1  per 100'] Uncanny Dodge [Hearing] [5PP]

Super-Strength 2 ( 26 Effective STR, Heavy Load [920 lbs] [4PP]

 

Shaman Ruts ( 5PP Array; Feat: Alternate Power 1 ) [6PP]

BPHealing 5 ( Flaw: Limited to Others )  {5/5}
AP: Astral Form 1 {5/5}



Drawbacks: (-0) + (-0) = -0PP

 

 

DC Block

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC18 Toughness

Damage (Physical)

Freezing Blade

50' Burst

DC20 Reflex

DC20 Fortitude

DC25 Toughness

 

Drain Toughness

Damage (Ice)

Mist Blade

Perception/10' Burst

DC20 Will

Illusions/Obscure

Water Blade

Touch

DC22 Toughness

DC17 Will

Damage (Water)

Nauseate

 

 

Totals: Abilities (20) + Combat (20) + Saving Throws (0) + Skills (22) + Feats (7) + Powers (111) - Drawbacks (0) = 180/180 Power Point

 

 

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GOLDEN FLEECE'D BY TROLLTHUMPER

 

Argonaut

 

Alrighty, so the sidekick is missing from her sheet.  Rather than track down the fluff again.  I'll just lean into it and remove the sidekick Feats (also freeing up a reward slot while I'm at it.

 

So, re-added the pike.  Dropped Sidekick feats.  Bought up Exotic Saves to actually a respectable level for the first time since creation.  Raised attributes and skills slightly.

 

Slightly changed the Containers as a result of the previous changes.  Oh and took up Favored Opponent (Omegadrones)

 

 

 

Spoiler
 

 

Power Level: 10/13 (202/204)
Trade-Offs:  -2 Attack/+2 Damage (Power Pike), -2 Defense /+2 Toughness
Unspent PP:  2

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
 

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

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

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

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

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

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

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

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

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

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

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

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

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

Powers & Tactics:
Yves relies on the Argonaut armor to do all her heavy lifting.  Even with her now rusty training in the mixed murder arts, she is quite effective at using her power 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 + 6 + 10 + 2 = 36PP
Strength: 16/24 (+3/+7)
Dexterity: 16/24 (+3/+7)
Constitution: 16/24 (+3/+7)
Intelligence: 16 (+3)
Wisdom: 20 (+5)
Charisma: 12 (+1)
 
 
Combat: 14 + 8 = 22PP
Initiative: +7
Attack: +7 Base
Grapple: +16/+17
Defense: +5/+8 (+4/7 Base, +3/ Dodge Bonus), +4 Flat-Footed
Knockback: -9/-10
 
 
Saving Throws: 1 + 0 + 4 = 5PP
Toughness: +12 (+7 Con, +2 Density, +2 Armor, 7 Impervious)
Fortitude: +8 (+7 Con, +1)
Reflex: +7 (+7 Dex)
Will: +9 (+5 Wis, +4)
 
 
Skills: 80R = 20PP
Computers 12 (+15) Skill Mastery
Disable Device 7 (+10)Skill Mastery
Intimidate 9 (+10)Skill Mastery
Knowledge (Cosmology) 10 (+13)
Knowledge (Galactic Lore) 5 (+8)
Notice 9 (+14)
Pilot 8 (+15)Skill Mastery
Sense Motive 12 (+17)

Stealth 3 (+10)
Survival 5 (+10)


 
Feats: 6PP
Benefit  (AEGIS Security Clearance)
Dodge Focus 1

Favored Opponent (Omegadrones)
Fearless

Skill Mastery (Computers, Disable Device, Intimidate, Pilot)

Startle
 
 
Powers: 6+ 8 + 19 + 1  + 1 + 30 + 50 = 115PP
 
Communication 4 ( Radio [1 Mile]; Power Feats: Selective, Subtle [6PP]

 

Comprehend 4 ( Codes & Ciphers, Languages [Read All, Speak Any One at a Time, Understand All ) [8PP] 

 

Device 6 ( 30PP container; Feat: Restricted to Omegadrones, Flaw: Easy-to-Lose [19PP]

Concealment 4 (Normal Sight; Flaw: Passive [2PP] (Cloaking)

Terminus Blast Array (27PP Array; Feat: Alternate Power 1 ) [28DP]

BPDamage 12 ( Extra: Ranged; Feats: Incurable, Precise, Split Attack)  (Entropic Blast) {27/27}
APDamage 5 ( Extra: Vampiric 12; Feats: Affects Insubstantial 2, Extended Reach [5'], Improved Critical 2, Incurable, Mighty, Precise, Variable Descriptor 2 [Any Technological] (Blast Blade) {27/37}


Feature 1 ( Temporal Inertia ) [1PP]
 

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

 

Omega Armor  ( 25PP Container, Free Action, Extra: Duration [Continuous] ) [30PP] 

Enhanced Attack 1 [2PP] (Combat Computer)
Enhanced Defense 3 [6PP] (Combat Computer)
Enhanced Feat ( Defensive Roll [1PP] (Combat Computer)

Flight 3 ( 50mph, 500 ft./rnd; Feat: Move-by-Action [7PP] (Jet Boots)

Immunity 4 ( Disease, Poison, Sleep, Starvation & Thirst; Flaw: Limited to Half-Effect [2PP]
Immunity 6 ( Environmental Conditions [Cold, Heat, High Pressure, Radiation], Suffocation[All] [6PP]
Protection 1 [1PP]

 

Omegadrone Shocktrooper Nanite Enhancements ( 50PP Container [50PP]

Density 4 (x2 Weight, Flaws: Permanent, Feats: Innate, Subtle) [14PP]

Enhanced Constitution 8 [8PP]
Enhanced Dexterity 8 [8PP]

Enhanced Feats 2 ( Affects Insubstantial [Unarmed] [2PP]

Impervious Toughness 5 [5PP]

Speed 1 ( 10 mph, 100' per round [1PP]

Super-Senses 10 ( 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]

 

Drawbacks: -2PP
 

Vulnerability (Meganetism; uncommon, Moderate, +50%) [-2PP]
 


 

DC Block

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC22 Toughness

Damage (Physical)

Blast Blade

Ranged

DC27 Toughness

Damage (Technological)

Entropic Blast

Touch

DC27 Fortitude

Damage (Cosmic)

 


 
Totals: Abilities (36) + Combat (22) + Saving Throws (5) + Skills (20) + Feats (6) + Powers (115) - Drawbacks (2) = 202/204 Power Points

 

 

Link to comment
  • 2 weeks later...

Salvo

  • A Parallel Path nows has her interning for Archetech
  • Added a Collateral Damage (accident) complication.
  • Removed All-out Attack and Power Attack from Enhanced Feats. Transferred the 2DP to Sensory Suite Array.
  • Changed both BE and AP Super-sense in Sensory Suite Array. Removed Darkvision and Extended Hearing from BE Super-Sense, Tracking 2 from AP Super-Sense. Added Counters Concealment and Counters Obscure to both, Distance Sense to BE Super-Sense.
  • Added 2DPs to Servo-Dynamos. Grapple modifier is changed to reflect Super-Strength.
  • Apparently you can't attack twice on the same round without Extra Effort and I doubt the mods would allow Action [Move] as a modifier for an attack, so I made some changes to the Weapons Suite Array.
  • Removed Penetrating from Kinetic Beam. Added a Linked Dazzle Effect.
  • Split up Autocannons and Missile Batteries. Brought them both up to PP limits.
  • Removed the device's Magic Array. That'll exclusively be just a Complication. Transferred the 2DP to Servo-Dynamos.

 

BARRAGED by trollthumper

 

Spoiler

SalvoSuperhero.png.7ec21b89d5f64cadede52b24e5373ca9.png

 

Player Name: Zeitgeist BlueSpiderman.jpg.3ba2d97d97b7b699541164bddfa45f9f.jpg


Character Name: Salvo
Power Level: 10 (150/150PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 0


In Brief: Last member of a fallen house who refuses her family's legacy and seeks to make amends. 

 

Residence: Apartment at Riverside, Downtown Freedom City 
Base of Operations: Claremont Academy
Catchphrase: "Locked on... And firing."

 

Alternate Identity: Nicole Whitfield-Hall
Identity: Secret
Birthplace: CA, USA
Occupation: Student
Affiliations: Claremont Academy, Whitfield
Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister)

 

Description:
Age: 18 (March 13, 1998)
Gender: Female
Ethnicity: Mixed (African-Canadian, Caucasian) 
Height: 5'8" (without armor); 6'1" (with armor)
Weight: 125 lbs
Eyes: Brown
Hair: Black

 

Power Descriptions:

While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings.

 

Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower.

 

History:

Seek Knowledge. Wield Power.

 

Those were the words Nicole lived by most of her life. It was the words the Whitfield family has lived by and died for for hundreds of years, since the first Whitfields arrived in the Americas to gamble their fortune as plantation owners, since even before then as they lived like nobles in the Old World. These words were writ in gold-plated letters above every door and fireplace in the Whitfield grounds, so that each member of the family may remember the reason for their existence. The Whitfields were many and spread across the world, as befitting a venerable and wealthy family, but those Whitfields who called California their home were those who could trace their ancestry straight and true. The purest and oldest. The heirs of a legacy that was yet to come.

 

It was this life and lineage, which Nicole was birthed to, third eldest among five siblings. As a younger sibling, she was not expected to inherit much and neither was much expected from her. She was left to her own devices, made busy with everything old money could buy. Servants in livery, the most expensive toys and gadgets, the richest food served in multiple course meals, yet she felt little, if any, parental love as a young child. She wandered the halls of the mansion alone, a small child who barely reached the waist of any adult, under the paintings of her ancestors, their eyes watchful and austere in the low light. Her parents were much too busy to take time off for her, always managing their holdings and grooming James, her eldest sibling when they were not travelling or locked inside their individual studies.

 

Lauren, her older sister was sent to study in boarding school before Nicole could remember, and at the times the two met, they were even more distant to each other than she and James.  Perhaps then, this would have been a sad life, a childhood with little friends and love, but her personal caretaker took a liking for the young Whitfield, and it was from there that Nicole had experienced a semblance of warmth from another. Elizabeth Leon, her caretaker, took her under her wing, and began to go above and beyond the duties of a servant of Whitfield in attending to her charge’s needs. She was there whenever Nicole needed her - as her only playmate in games of tea or house, or as a shoulder to cry on when either Father or Mother scolded her childish antics.

 

It was the first time someone truly saw Nicole as more than just a valuable asset to the family. Elizabeth listened to her, and she in turn listened. She learned of her caretaker's family, of Elizabeth's three daughters, the youngest who was her age, and of her husband who was struggling with depression. Elizabeth's bedtime stories were not fairy tales, or fanciful adventure stories. They were of the ordinary, the mundane somehow made wonderful, for it was another world for Nicole.

 

Years passed and Nicole would grow to adolescence, soon sharing the mansion with two younger siblings, Gregory and Belle, yet like her older siblings spent less and less time with them as she grew older and was sent to an English boarding school. It was also during this time that she drew her parents’ interest. She was a genius among a family which prided itself on producing geniuses, and her intelligence was obvious for anyone with eyes to see. She soaked up information like a sponge and understood lectures meant for students a decade her senior, the many lonely hours she spent pouring over her family library now had paid off, and she had not stopped. Time and time again a servant or janitor would spy the library doors ajar, faint lights open in hours that ghosts roamed awake. They were how she spent her idle time when not with Elizabeth or playing with Gregory and Belle, and neither did she feel a recluse in boarding school, not as much as she did within the Whitfield grounds.

 

There she had other girls to gossip with, cute boys to sneak glances to, teachers to mock behind their backs. She just tended to develop a fixation for a problem she couldn't solve, or a theory that had caught her interest, and either would occupy the back of her mind, maddening and lingering, until she'd spend hours or days searching and solving, and trying and asking, until she could confidently say she knew all there was worth knowing about that topic. Only then could she dismiss those thoughts that gripped her. It was there that she came to love the wonders of the modern world, how intricate and detailed and interconnected everything was, if only people could see it. Physics led to engineering led to technology led to mathematics led to-- ad infinitum.

 

She was fifteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within a 20-acre estate.

 

It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. 

 

All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance.

 

She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common.

 

They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside.

 

Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming.

 

The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle.

 

Gregory would go missing shortly thereafter.

 

She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal,  her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best.

 

She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond.

 

Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason.

 

Seek Knowledge. Wield Power.

 

Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered.

 

She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week.

 

By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything.

 

She flew out the next day.

 

She was eligible for Claremont, if just barely, and wasn't that cute.

 

For two years she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal.

 

All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for two years upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered.

 

For two years, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass.

 

But just before the graduation she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work.

 

And it was beautiful.

 

Personality & Motivations

Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times, but mostly means well, especially regarding the well-being of those she meets. She tries to be friendly, taking the time to engage in small talk and get to know people before making judgments about them. In a similar manner, she prefers to have all the facts before committing on a plan of action. This does mean she is prone to taking too much time when presented with an abundance of information, perhaps even contradictory reports, until someone pushes her to act.

 

Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, but she won't be like them. And like everything worth doing, she has taken no half-measures.

 

Powers & Tactics:

Though not trained or experienced in fighting, Nicole's common sense lets her understand to fight where she is strong and her foes are not. She prefers to keep her distance, flying and invisible as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she will attempt to cut her way free from the fighting, blasting her way out.  Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo.

 

Complications:
A Parallel Path: Aside from her studies in Claremont Academy, the looming graduation and all that entails, and her nighttime superheroing as Salvo, Nicole still needs to find time as an intern in Archetech, providing quality yet affordable technology and energy to the less affluent locals of Freedom City. It's given her another purpose to work towards, and she takes this as a personal task, small a help as it is. She's met several people because of this, both from Archetech and Freedom City, but it does mean she's starting to see that part of the city as her turf, in addition to the magical hotspots. Sense of responsibility included. She will go out of her way for these people and places, more so than usual, even if she will not admit so. (Responsibility)

 

Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. Needless to say, there are consequences when this happens, even if she wins the fight. (Accident).

 

Father Dearest: Her father isn't the nicest of people and just when Nicole had thought she had gotten rid of him, his ghost, or at least a very convincing simulacrum of it, has inhabited Bellios as its machine spirit. She has tried to get rid of it, but he unfortunately seems to be staying as an unwanted but essential component. Thankfully, he does seem more agreeable, seeing as she is his only heir. And while he wishes to see her alive and well, he cares not one whit for anyone not a Whitfield. This has sometimes resulted in a struggle between parent and child when their objectives conflict with each other, usually pitting risk anfthe acquisition of artifacts against her responsibility as a superhero (one other thing he cares little about). But his long term goals, if he even has one, are still a mystery.

 

Of course, in a contest between man and spirit, more often than not, it is not often clear who will win.

 

It Hungers for War: Bellios is first and foremost a machine of war. Its pistons hum in anticipation of battle, and the monistic links blur the line between wearer and suit. When Nicole rages, it responds with greater power. When Bellios rages, she responds by pushing it to its limits. Additionally, it is very susceptible to the appearance of the Fae. A whiff of emission from those foul beings causes in it a single-minded bloodlust. Luckily, these episodes have been rare, but less extreme emotions do sometimes bleed off, turning the well-thought out into just plain compulsive.

 

Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, in all definitions of the word. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfer with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it .

 

Something in the Dark: Many small things go Nicole's way at just the right time, and just the right way, to make her life easier. In much the same way, she finds herself in situations that would seem contrived in any book or movie, yet leading to additional difficulties she must overcome. While these minor coincidences are merely irritating or helpful during her everyday, they are more disastrous during a serious superhero mission. There is a crawling, nagging feeling of being watched whenever they happen, though even her armor's sensors can find no trace, magical or otherwise, to confirm her suspicions.

 

The Gift of Blood: Family legend traces their line stretches back to the age of Christian Rome, during the first centuries of the first millennium. During that time, the pope decreed the library destroyed. Unable to bear such wanton waste of knowledge, her ancestor had made a pact with an agent of a powerful being from another world. He would be given the ability to save the contents of the library, but he and his offspring must bear a price (or a blessing as the official version states), and a destiny to be fulfilled long after his death. Whatever the truth is, Nicole and those of her blood possess, without fail, a compulsion.

 

Knowledge, especially forbidden knowledge, is the sweetest water, and she occasionally finds herself using her powers to fulfill her family's quest. While non of her episodes have reached the two years working on Bellios, many smaller episodes are still smaller occurences, particularly during her heightened magical state while using her armor. Nicole's obsession has her pursue information above all else, usually by absent-mindedly hacking into databases when she is in the suit, though there are many other ways she may go about this. These seem like good ideas at the time, but done at the wrong time, and with the wrong systems, and a slip-up may land her in serious trouble. (Obsession)

 

The Sins of Family: Ever since finding out about her family's unsavory secrets, Nicole has endeavored to do good where they would do wrong. Still, there are those who see her as nothing more than the last Whitfield or a foolish girl. Most see her as no better than those bearing the same name. Yet some would go out of their way to rid her for revenge or opportunity. While there are enough in the mundane world, it is the magical community who has suffered the most from her family's excesses. As few and isolated as they are, they have long memories. And many ways to trace magic signatures.

 

Whitfields and Halls, they say, are particularly distinct. (Enemy and Reputation)

 

This Magic of Mine: Her magic isn't so hot when outside Bellios, understatement of the year, but her armor does act as a focus for her magic, heightening it into a weapon of mass destruction. While most of her inner energy transfers seamlessly into its various systems, a leak is unavoidable sometimes, and a once controllable yet feeble magic turns uncontrollable and potent; a combination that's often bad news. Though she may choose to hold it inside for a time, risking her magic's side-effects, she must eventually discharge the surge of power. A badly-timed spike, or an unwanted manifestation of that magic, could turn the tables very quickly. Not always for the better.

 

Abilities: 0 - 2 + 0 + 14 + 0 + 0 = 12PP

Strength: 18/10 (+4/0)
Dexterity: 8 (-1)
Constitution: 20/10 (+5/0)
Intelligence: 24 (+7)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 6 + 5 = 11PP
Initiative: -1
Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam]

Grapple: +18/4/0
Defense: +5/3 (+3/2 Base, +2/1 Dodge Focus), +1 Flat-Footed
Knockback: -7/0

Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +15/0 (+5/0 Con, +10 Protection)
Fortitude: +5/0 (+5/0 Con, +0)
Reflex: +5/-1 (-1 Dex, +6)
Will: +5/0 (+0 Wis, +5/0)

Skills: 60R = 15PP
Computers 10 (+17)

Craft (Artistic) 5 (+12)

Craft (Chemical) 5 (+12)
Craft (Electronic) 8 (+15)
Craft (Mechanical) 5 (+12)
Disable Device 6 (+13)
Knowledge (Arcane Lore) 7 (+14)
Knowledge (Physical Science) 5 (+12)
Knowledge (Technology) 7 (+14)

Language 2 (English, French, Spanish)


Feats: 5PP
Artificer

Benefit (Wealth)
Eidetic Memory
Inventor

Ritualist

 

Powers: 113 + 1 = 114PP

 

Device 28 (Battlesuit, Magical, Tech; 140DP; Extra Effort [Device]; Feats: Restricted [Beings with Magic]) [113PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

 

           Protocol Sy 6.6 (35PP Container) [33DP]

                       Enhanced Strength 8 [8DP]

                       Enhanced Constitution 10 [10DP]

                       Enhanced Combat 1 (Defence 1) [2DP]

                       Enhanced Saves 11 (Reflex 6, Will 5) [11DP]

                       Enhanced Feats 2 (Attack Specialization (Weapons Suite), Dodge Focus) [2DP]

 

           Communications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) [6DP]

 

           Hexagrammic Paneling 4.8 (24PP Container) [24DP]

                       Immunity (Life Support) [9DP]

                       Protection 10 [10DP]

                       Living Metal 5 (Regeneration; Recovery Rate [Bruised (1 Round), Injured 4 (1 Round)]) [5DP]

 

           Sensory Suite Array 5.5 (13PP Array; Feats: Alternate Powers 2) [15PP]

                      BESuper-Senses 13 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements:

                      Accurate (+0), Acute (+0), Analytical (+1), Counters Concealment (+2), Counters Obscure (+2), Extended 2 [1,000 ft] (+2),

                      Radius (+0), Ranged (+0)]) {13/13}

                      APSuper-Senses 13 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1), Analytical (+1),

                      Counters Concealment (+2), Counters Obscure (+2), Extended [1,000 ft] (+2), Radius (+0), Ranged (+0)]) {13/13}

                      AP: Data Link 5 (Radio, 5 miles; Extras: Area; Flaws: Check Required [Computers]; Feats: Cyberspace, Machine Control,

                      Precise, Rapid 3 [x1,000], Selective, Subtle) {13/13}

 

           Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 2, Dynamic 3) [18DP]

                      DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13}

                      DAPSuper-Strength 0-6 (Effective Strength 16-46, Heavy Load ~200 lbs-~6 tons) {0-12}

                      DAP: Invisibility Matrix 0-1 (Invisibility; All Visual Senses; Feats: Close Range) {0-9}

 

           Weapons Suite Array 19.5 (39PP Array; Feats: Alternate Powers 5) [44DP]

                      BEKinetic Beam 10 (Blast; Extras: Linked [Dazzle], Range [Perception]; Flaws: Action [Full]; Feats: Knockback 8 [18 Total],

                      Variable [Energy/Tungsten]) {29} + Dazzle 10 (Visual; Extras: Linked [Blast], Range [Perception]; Flaws: Action [Full]) {10}

                      = {39/39}

                     AP: Fusion Autocannons 15 (Blast; Extras: Autofire; Flaws: Distracting; Feats: All-out Attack, Improved Critical 2 [18-20],

                     Precise Shot 2, Power Attack, Split Attack, Variable Descriptor 2 [Any Metal]) {39/39}

                     AP: Missile Batteries 10 (Blast; Extras: Explosion, Linked [Dazzle]; Feats: Indirect 1) {31} + 

                     Dazzle 8 (Auditory; Extras: Linked [Blast]) {8} = {39/39}

                     AP: Containment Foam 11 (Snare; Extras: Regenerating; Feats: Accurate 2, Affects Insubstantial 2, Homing [1 Retry],

                     Improved Critical [19-20]) {39/39}

                     AP: Flamethrowers 10 (Hellfire; Extras: Area [General, Cone], Vampiric; Flaws: Range [Touch]; Feats:

                     Affects Insubstantial 2, Dimensional 2 [Magical], Incurable, Split Attack 2, Variable Descriptor 2 [Electricity/Fire/Water]) {39/39}

                     AP: Matter Manipulation 12 (Transmutation; Flaws: Duration [Concentration], Range [Touch];

                     Feats: Extended Range, Precise, Progression) {39/39}

            

Magic 1 (2PP Array; Flaws: Unreliable) [1PP]

           Dazzle 1 (Visual + Auditory) [2PP]

 

Drawbacks: -2 + -1 + -4  = -7PP

Disability (Paraplegic) -2PP (Frequency: Uncommon; Intensity: Moderate)

Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor)

Normal Identity -4PP (Frequency: Very Common; Intensity: Moderate)

 

DC Block

ATTACK               RANGE       SAVE                           EFFECT
Unarmed              Touch       DC 19/15 Toughness             Damage (Physical, Bludgeoning)
Kinetic Beam         Perception  DC 25 Toughness (Penetrating)  Damage (Energy/Bludgeoning)

Dazzle               Reflex      DC 20 Reflex/Fortitude         Dazzle (Staged)

 

Fusion Autocannons   Ranged      DC 30 Toughness (Autofire)     Damage (Physical)

Missile Batteries    Ranged      DC 25 Toughness                Damage (Missiles)

Dazzle               Reflex      DC 18 Reflex/Fortitude         Dazzle (Staged)

 

Containment Foam     Ranged      DC 21 Reflex                   Snare (Staged)

Flamethrowers        Ranged      DC 25 Toughness                Damage (Electricity/Fire/Water)

Matter Manipulation  Touch       DC 23 Fortitude                Transmutation

Dazzle               Reflex      DC 11 Reflex/Fortitude         Dazzle (Staged)

 

Totals: Abilities (12) + Combat (11) + Saving Throws (0) + Skills (15) + Feats (5) + Powers (114) - Drawbacks (7) = 150/150 Power Points

 

Totals: 140/140 Device Points

 

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BLINGED OUT by the Absurdist

 

Chrome

 

Chrome has 4 unspent PP.

  • Buying Interpose (3PP)
  • Removing Leaping 2 (5PP)
  • Spending 5 PP on Nanoassisted Movement array (0PP)
  • Reworking his Damage power to remove the Super-Strength and tone down the Penetrating, to have a Drain (Toughness) effect instead.

With these changes he should have spent all of his PP.

 

Spoiler

 

Chrome

Player Name: Raveled

Character Name: Chrome

Power Level: 10 (157/157)

Trade-Offs: None

Unspent Power Points: 0

 

In Brief: A sickly boy catapulted to superheroics with the help of alien nanotech.

 

Alternate Identity: Warren Locke

Identity: Secret

Birthplace: Freedom City

Occupation: Student

Affiliations: Claremont Academy, AEGIS

Family: Anthony (Father), Marie (Mother)

 

Description:

Age: 16 (DoB: September 1999)

Gender: Male

Ethnicity: Caucasian/Cyborg

Height: 5' 8"

Weight: 330 lbs

Eyes: Brown/Yellow

Hair: Brown/Black

 

Warren Locke has an appearance that would make most creatures in the galaxy scream in fear. He looks a great deal like a Communion drone; his skin is shiny metal, his eyes are a glowing, solid yellow, and his 'hair' is a collection of black threads that glow with UV light. While many Communion drones were a forceful melding of such features, Warren has the entire package. His skin is obviously not normal metal, showing off his muscles underneath and moving just like natural skin.

 

With his image inducer activated, Warren looks like an unremarkable, if extremely fit, young man. His hair is brown and he lets it grow out down to his collar, and his eyes are similar and bright. He's naturally incapable of growing a beard, and his skin is pale (but the inducer could be reprogrammed to change either of those facts). He is extremely well-muscled and likes to show it off with tight shirts and shorts, when the weather's appropriate.

 

When he's expecting trouble, Warren wears the usual Claremont uniform. He favors a tee-shirt over the longer jacket and bike shorts over the longer trousers, sometimes choosing running shoes but just as often going barefoot.

 

 

Power Descriptions: Warren Locke has been infested/augmented by an AEGIS-modified dose of Communion nanobots. They've completely infused his body down to the last cell, and this makes him stronger and tougher than most people. The nanobots have been modified to sever their connection to the Communion overmind, but they still allow Warren to mentally interface with computers and other machines. Since his bones and skin and muscles are all now a nanobot construct, he can even transform his limbs into weapons.

 

His image inducer is a piece of technology that Claremont routinely issues to teenagers who have a non-human appearance. He's legally bound to wear it when off the grounds, unless he's acting as a superhero

 

 

History: Warren Locke has been sick for as long as he can remember. He had developmental problems and seizures as a child, but it wasn't until he was ten that he was diagnosed with multiple sclerosis. It was a blessing and a curse; now the family knew what the root of the problem was they could fight it more directly, but Warren's parents had to face the fact that he was never going to magically get better, than he would probably die of the condition before they did. It was hard on their relationship, especially since Anthony was a soldier often deployed overseas, which left Marie to handle Warren's treatments and try to raise him.

 

Warren grew up a lot in various hospitals, spending more and more time there as he grew older and his disease progressed. The prognosis was not good and eventually the boy was spending almost all of his time in a hospital bed or a wheelchair, but he did his best to cope. When Anthony was at home it was hard for them to bond, since even something as simple as going to the movies was a medical endeavor, but they bonded over Anthony's collection of old Fifties and Sixties SF books. Father and son read yellowing paperbacks, books that were almost falling apart with age, and for a few hours Warren was a brave astronaut or doughty space explorer.

 

Things got easier when Anthony transferred from active duty to AEGIS and took a posting stateside. Marie and Warren moved with him from posting to posting, eventually settling in Freedom City when he was transferred to the AEGIS central office in the Federal Building. He continued to liaise between the civilian government and the experimental, superhuman exploits of AEGIS field agents, but at least he was able to be home most nights.

 

His job became much more hectic in late 2015 as the intergalactic menace of the Communion came to Earth. AEGIS and UNISON worked hand-in-hand, along with dozens of superheroic individuals and teams, fighting back the metallic enemy from beyond the stars; even after the Communion's overmind was destroyed the remnants of the incursion had to be collected and carefully stored away, lest they become a threat all on their own.

 

In this, Anthony saw a oft-dreamed for opportunity. A sample of Communion nanotech was lent to ASTRO Labs for testing. Anthony made sure as many scientists as possible were called to a meeting and hired a group of super-mercenaries to attack the lab. He was able to get his hands on a sample of altered Communion nanotech and raced to Freedom Medical Center, where Warren was being treated. He deliberately infected his son and, as his only child was overgrown with Communion metal, was taken into custody. The Communion nanobots went to work in the boy's body, forcing his disease into remission and rebuilt him. In a few days the silvery shell retreated, leaving him permanently changed and healed.

 

After a long conversation between his mother, AEGIS agents, ASTRO scientists, and a quiet woman in dark clothes, it was decided that he should be enrolled in Claremont Academy. The school was uniquely equipped to help Warren learn to use his new abilities -- and to contain him if he should turn out to be some kind of sleeper agent.

 

 

Personality & Motivation: Warren's an enthusiastic, earnest young man. He sincerely believes that he's been given a second chance at life and intends to take full advantage of it. He wants to see everything and travel everywhere, try a little bit of all that's around himself. Growing up with MS forced him to mature at an early age and sometimes he can seem overly serious compared to his peers, but that facade usually crumbles in minutes when he finds something else to be wide-eyed and enthusiastic about.

 

Warren's an army (well, Air Force) brat at heart and has an open and trusting view of the world, combined with a deep commitment to lofty ideals like Justice, Service, and Duty. He's also young enough to be naive, and sometimes the harsh realities of the world can clash disastrously with his untempered views.

 

 

Powers & Tactics: Warren is a largely untested combatant, and he favors simple tactics over elaborate battle plans. He's likely to charge straight at the biggest threat with his big claws, or stand off and blast it with his arm cannon. While he's perfectly capable of following more complex plans, he's also likely to be taken in by a villain's deception.

 


 

Complications:

Secret

Champion of the Communion Chrome's nanobots are Communion constructs and scan as Communion technology to anyone with advanced enough sensors. Many individuals, especially in the wider galaxy, may attack him on sight.

Complicated Relationship Warren has a... complex view of his father, the military, and the Communion. A villain could exploit this to make him unsure of himself.

Electromagnetic Disability A powerful or targeted EMP could scramble the nanobots in Warren, reducing him to a normal person. In the middle of a fight that could be deadly.

Big Eater Warren's nanobots don't create matter from nothing; while they're very efficient, a large or prolonged use of a power like Regeneration would require him to eat a big meal. Or several big meals.

Tumblr Distraction Warren is always connected to the Internet, which means he can get distracted by trivial matters at any moment.

Naive Newcomer Warren has a simple view of the world, where Good and Evil are starkly defined and in sharp contrast. A persuasive enemy could confuse him, even temporarily turn him against his allies.

 

 

Abilities: -4 - 2 - 6 + 6 + 4 + 4 = 2 PP

Strength: 6/18 (-2/+4)

Dexterity: 8/14 (-1/+2)

Constitution: 4/26 (-3/+8)

Intelligence: 16 (+3)

Wisdom: 14 (+2)

Charisma: 14 (+2)

 

 

Combat: 8 + 8 = 16 PP

Initiative: +2/-1

Attack: +4 Base, +10 Cybernetic Enhancements

Grapple: +12/+9/+2

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -6/+1

 

 

Saving Throws: 2 + 4 + 6 = 12 PP

Toughness: +10/-3 (+8/-3 Con, +2 Protection)

Fortitude: +10/-1 (+8/-3 Con, +2)

Reflex: +6/+3 (+2/-1 Dex, +4)

Will: +8 (+2 Wis, +6)

 

 

Skills: 64R = 16 PP

Computers 8 (+11)

Diplomacy 8 (+10)

Gather Information 8 (+10)

Intimidate 10 (+12)

Knowledge (Popular Culture) 7 (+10)

Knowledge (Technology) 7 (+10)

Notice 8 (+10)

Sense Motive 8 (+10)

 

 

Feats: 13 PP

All-Out Attack

Challenge (Fast Startle)

Dodge Focus 6

Interpose

Move-By Action

Power Attack

Startle

Well-Informed

 

 

Powers: 4 + 91 = 95 PP

 

Comprehend 2 (Electronics 2) [4 PP]

 

Alternate Form 18.2 [91 PP]

Cybernetic Enhancements 11 (22 PP Container, Feats: Accurate 3, Alternate Power 1) [26 PP]

  • Base Effect: Damage 6 (Extra: Linked [+0] [Drain (Toughness)], Penetrating [4] Feats: Mighty, Variable Descriptor [Bludgeoning/Piercing/Slashing]) 
    + Drain 10 (Toughness Extra: Linked [+0] [Damage]) (Cyber Weapons) [22/22]
  • Alternate Power: Damage 10 (Extras: Range [Ranged], Feat: Variable Descriptor 2 [Any Electromagnetic]) (Arm Cannon) [22/22]

 

Density 4 (+8 STR, +2 Protection, +1 Immovable, +1 Super-Strength, Feat: Innate, Subtle 2, Extra: Permanent) [Cyber-bulk] [15 PP]

 

Enhanced Constitution 22 + Enhanced Dexterity 6 + Enhanced Strength 4 (Cyber Bodybuilding) [32 PP]

 

Integral Comms 3 (6 PP, Feat: Alternate Power) [7 PP]

  • Base Effect: Datalink 5 (Radio, 5 miles, Feat: Machine Control) (Computer Chat) [6/6]
  • Alternate Power: Communication 5 (Radio, 5 miles, Feat: Subtle) (Cyber Cell) [6/6]

Nanoassisted Movement (4PP Array, Feat: Alternate Power) [5PP]

Flight 2 (25 MPH) (Rocket Feet) [4/4PP]

Leaping 2 (x5, 70 ft, Extra: Linked [+0] [Speed]) + Speed 2 (25 MPH, Extra: Linked [+0] [Leaping]) [4/4PP]

 

Regeneration 3 (Bruised 3 [No Action]) (Self-Repair Subroutines) [3 PP]

 

Super-Senses 3 (Radio Sense [Acute, Radius, Ranged]; Extras: Accurate [+2], Feat: Uncanny Dodge [Radio]) Super-Senses 4 (X-Ray Vision, Flaw: Limited [Not vs. Metal]) (RADAR) [4 + 2 = 6 PP]

 

26 + 15 + 32 + 7 + 2 + 3 + 6 = 91

 

 

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

 

 

DC Block


ATTACK                RANGE    SAVE                                                 EFFECT
Unarmed (Unpowered)   Touch    DC 13 Toughness (Staged)                             Damage (Physical)
Unarmed (Powered)     Touch    DC 19 Toughness (Staged)                             Damage (Physical)
Cyber Weapons         Touch    DC 25 Toughness (Staged) + DC 20 Fortitude (Stage)   Damage (Physical) + Draing (Toughness)
Arm Cannon            Ranged   DC 25 Toughness (Staged)                             Damage (Energy)

Totals: Abilities (2) + Combat (16) + Saving Throws (12) + Skills (16) + Feats (13) + Powers (99) - Drawbacks (0) = 157/157 Power Points

 

 

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  • 2 weeks later...

Upgraded by Absurdist

 

  • Changed picture.
  • Changed birthday.
  • At The Absurdist's suggestion added Online Research to Data Link. Removed Cyberspace and Precise.
  • Alphabetized Weapons Suite Array.
  • Changed Missile Batteries to Area Targeted. Removed Dazzle.

 

Spoiler

 

SalvoSuperhero.png.7ec21b89d5f64cadede52b24e5373ca9.png

 

Player Name: Zeitgeist BlueSpiderman.jpg.26dc057ba6d18774e71a930db652473b.jpg


Character Name: Salvo
Power Level: 10 (150/150PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 0


In Brief: Last member of a fallen house who refuses her family's legacy and seeks to make amends. 

 

Residence: Apartment at Riverside, Downtown Freedom City/Dorm at Claremont Academy
Base of Operations: Claremont Academy
Catchphrase: "Locked on... And firing."

 

Alternate Identity: Nicole Whitfield-Hall
Identity: Secret
Birthplace: CA, USA
Occupation: Student
Affiliations: Claremont Academy, Whitfields, Halls
Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister)

 

Description:
Age: 17 (August 13, 2000)
Gender: Female
Ethnicity: Mixed (African-Canadian, Caucasian) 
Height: 5'8" (without armor); 6'1" (with armor)
Weight: 125 lbs
Eyes: Brown
Hair: Black

 

Power Descriptions:

While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings.

 

Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower.

 

History:

Seek Knowledge. Wield Power.

 

Those were the words Nicole lived by most of her life. It was the words the Whitfield family has lived by and died for for hundreds of years, since the first Whitfields arrived in the Americas to gamble their fortune as plantation owners, since even before then as they lived like nobles in the Old World. These words were writ in gold-plated letters above every door and fireplace in the Whitfield grounds, so that each member of the family may remember the reason for their existence. The Whitfields were many and spread across the world, as befitting a venerable and wealthy family, but those Whitfields who called California their home were those who could trace their ancestry straight and true. The purest and oldest. The heirs of a legacy that was yet to come.

 

It was this life and lineage, which Nicole was birthed to, third eldest among five siblings. As a younger sibling, she was not expected to inherit much and neither was much expected from her. She was left to her own devices, made busy with everything old money could buy. Servants in livery, the most expensive toys and gadgets, the richest food served in multiple course meals, yet she felt little, if any, parental love as a young child. She wandered the halls of the mansion alone, a small child who barely reached the waist of any adult, under the paintings of her ancestors, their eyes watchful and austere in the low light. Her parents were much too busy to take time off for her, always managing their holdings and grooming James, her eldest sibling when they were not travelling or locked inside their individual studies.

 

Lauren, her older sister was sent to study in boarding school before Nicole could remember, and at the times the two met, they were even more distant to each other than she and James.  Perhaps then, this would have been a sad life, a childhood with little friends and love, but her personal caretaker took a liking for the young Whitfield, and it was from there that Nicole had experienced a semblance of warmth from another. Elizabeth Leon, her caretaker, took her under her wing, and began to go above and beyond the duties of a servant of Whitfield in attending to her charge’s needs. She was there whenever Nicole needed her - as her only playmate in games of tea or house, or as a shoulder to cry on when either Father or Mother scolded her childish antics.

 

It was the first time someone truly saw Nicole as more than just a valuable asset to the family. Elizabeth listened to her, and she in turn listened. She learned of her caretaker's family, of Elizabeth's three daughters, the youngest who was her age, and of her husband who was struggling with depression. Elizabeth's bedtime stories were not fairy tales, or fanciful adventure stories. They were of the ordinary, the mundane somehow made wonderful, for it was another world for Nicole.

 

Years passed and Nicole would grow to adolescence, soon sharing the mansion with two younger siblings, Gregory and Belle, yet like her older siblings spent less and less time with them as she grew older and was sent to an English boarding school. It was also during this time that she drew her parents’ interest. She was a genius among a family which prided itself on producing geniuses, and her intelligence was obvious for anyone with eyes to see. She soaked up information like a sponge and understood lectures meant for students a decade her senior, the many lonely hours she spent pouring over her family library now had paid off, and she had not stopped. Time and time again a servant or janitor would spy the library doors ajar, faint lights open in hours that ghosts roamed awake. They were how she spent her idle time when not with Elizabeth or playing with Gregory and Belle, and neither did she feel a recluse in boarding school, not as much as she did within the Whitfield grounds.

 

There she had other girls to gossip with, cute boys to sneak glances to, teachers to mock behind their backs. She just tended to develop a fixation for a problem she couldn't solve, or a theory that had caught her interest, and either would occupy the back of her mind, maddening and lingering, until she'd spend hours or days searching and solving, and trying and asking, until she could confidently say she knew all there was worth knowing about that topic. Only then could she dismiss those thoughts that gripped her. It was there that she came to love the wonders of the modern world, how intricate and detailed and interconnected everything was, if only people could see it. Physics led to engineering led to technology led to mathematics led to-- ad infinitum.

 

She was fifteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within a 20-acre estate.

 

It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. 

 

All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance.

 

She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common.

 

They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside.

 

Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming.

 

The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle.

 

Gregory would go missing shortly thereafter.

 

She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal,  her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best.

 

She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond.

 

Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason.

 

Seek Knowledge. Wield Power.

 

Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered.

 

She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week.

 

By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything.

 

She flew out the next day.

 

She was eligible for Claremont, if just barely, and wasn't that cute.

 

For two years she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal.

 

All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for a year upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered.

 

For two years, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass.

 

But just before the end of the school year she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work.

 

And it was beautiful.

 

Personality & Motivations

Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times, but mostly means well, especially regarding the well-being of those she meets. She tries to be friendly, taking the time to engage in small talk and get to know people before making judgments about them. In a similar manner, she prefers to have all the facts before committing on a plan of action. This does mean she is prone to taking too much time when presented with an abundance of information, perhaps even contradictory reports, until someone pushes her to act.

 

Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, but she won't be like them. And like everything worth doing, she has taken no half-measures.

 

Powers & Tactics:

Though not trained or experienced in fighting, Nicole's common sense lets her understand to fight where she is strong and her foes are not. She prefers to keep her distance, flying and invisible as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she will attempt to cut her way free from the fighting, blasting her way out.  Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo.

 

Complications:
A Parallel Path: Aside from her studies in Claremont Academy, the looming graduation and all that entails, and her nighttime superheroing as Salvo, Nicole still needs to find time as an intern in Archetech, providing quality yet affordable technology and energy to the less affluent locals of Freedom City. It's given her another purpose to work towards, and she takes this as a personal task, small a help as it is. She's met several people because of this, both from Archetech and Freedom City, but it does mean she's starting to see that part of the city as her turf, in addition to the magical hotspots. Sense of responsibility included. She will go out of her way for these people and places, more so than usual, even if she will not admit so. (Responsibility)

 

Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. Needless to say, there are consequences when this happens, even if she wins the fight. (Accident).

 

Father Dearest: Her father isn't the nicest of people and just when Nicole had thought she had gotten rid of him, his ghost, or at least a very convincing simulacrum of it, has inhabited Bellios as its machine spirit. She has tried to get rid of it, but he unfortunately seems to be staying as an unwanted but essential component. Thankfully, he does seem more agreeable, seeing as she is his only heir. And while he wishes to see her alive and well, he cares not one whit for anyone not a Whitfield. This has sometimes resulted in a struggle between parent and child when their objectives conflict with each other, usually pitting risk anfthe acquisition of artifacts against her responsibility as a superhero (one other thing he cares little about). But his long term goals, if he even has one, are still a mystery.

 

Of course, in a contest between man and spirit, more often than not, it is not often clear who will win.

 

It Hungers for War: Bellios is first and foremost a machine of war. Its pistons hum in anticipation of battle, and the monistic links blur the line between wearer and suit. When Nicole rages, it responds with greater power. When Bellios rages, she responds by pushing it to its limits. Additionally, it is very susceptible to the appearance of the Fae. A whiff of emission from those foul beings causes in it a single-minded bloodlust. Luckily, these episodes have been rare, but less extreme emotions do sometimes bleed off, turning the well-thought out into just plain compulsive.

 

Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, in all definitions of the word. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfer with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it .

 

Something in the Dark: Many small things go Nicole's way at just the right time, and just the right way, to make her life easier. In much the same way, she finds herself in situations that would seem contrived in any book or movie, yet leading to additional difficulties she must overcome. While these minor coincidences are merely irritating or helpful during her everyday, they are more disastrous during a serious superhero mission. There is a crawling, nagging feeling of being watched whenever they happen, though even her armor's sensors can find no trace, magical or otherwise, to confirm her suspicions.

 

The Gift of Blood: Family legend traces their line stretches back to the age of Christian Rome, during the first centuries of the first millennium. During that time, the pope decreed the library destroyed. Unable to bear such wanton waste of knowledge, her ancestor had made a pact with an agent of a powerful being from another world. He would be given the ability to save the contents of the library, but he and his offspring must bear a price (or a blessing as the official version states), and a destiny to be fulfilled long after his death. Whatever the truth is, Nicole and those of her blood possess, without fail, a compulsion.

 

Knowledge, especially forbidden knowledge, is the sweetest water, and she occasionally finds herself using her powers to fulfill her family's quest. While non of her episodes have reached the two years working on Bellios, many smaller episodes are still smaller occurences, particularly during her heightened magical state while using her armor. Nicole's obsession has her pursue information above all else, usually by absent-mindedly hacking into databases when she is in the suit, though there are many other ways she may go about this. These seem like good ideas at the time, but done at the wrong time, and with the wrong systems, and a slip-up may land her in serious trouble. (Obsession)

 

The Sins of Family: Ever since finding out about her family's unsavory secrets, Nicole has endeavored to do good where they would do wrong. Still, there are those who see her as nothing more than the last Whitfield or a foolish girl. Most see her as no better than those bearing the same name. Yet some would go out of their way to rid her for revenge or opportunity. While there are enough in the mundane world, it is the magical community who has suffered the most from her family's excesses. As few and isolated as they are, they have long memories. And many ways to trace magic signatures.

 

Whitfields and Halls, they say, are particularly distinct. (Enemy and Reputation)

 

This Magic of Mine: Her magic isn't so hot when outside Bellios, understatement of the year, but her armor does act as a focus for her magic, heightening it into a weapon of mass destruction. While most of her inner energy transfers seamlessly into its various systems, a leak is unavoidable sometimes, and a once controllable yet feeble magic turns uncontrollable and potent; a combination that's often bad news. Though she may choose to hold it inside for a time, risking her magic's side-effects, she must eventually discharge the surge of power. A badly-timed spike, or an unwanted manifestation of that magic, could turn the tables very quickly. Not always for the better.

 

Abilities: 0 - 2 + 0 + 14 + 0 + 0 = 12PP

Strength: 18/10 (+4/0)
Dexterity: 8 (-1)
Constitution: 20/10 (+5/0)
Intelligence: 24 (+7)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 6 + 5 = 11PP
Initiative: -1
Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries]

Grapple: +18/4/0
Defense: +5/3 (+3/2 Base, +2/1 Dodge Focus), +1 Flat-Footed
Knockback: -7/0

Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +15/0 (+5/0 Con, +10 Protection)
Fortitude: +5/0 (+5/0 Con, +0)
Reflex: +5/-1 (-1 Dex, +6)
Will: +5/0 (+0 Wis, +5/0)

Skills: 60R = 15PP
Computers 10 (+17)

Craft (Artistic) 5 (+12)

Craft (Chemical) 5 (+12)
Craft (Electronic) 8 (+15)
Craft (Mechanical) 5 (+12)
Disable Device 6 (+13)
Knowledge (Arcane Lore) 7 (+14)
Knowledge (Physical Science) 5 (+12)
Knowledge (Technology) 7 (+14)

Language 2 (English, French, Spanish)


Feats: 5PP
Artificer

Benefit (Wealth)
Eidetic Memory
Inventor

Ritualist

 

Powers: 113 + 1 = 114PP

 

Device 28 (Battlesuit, Magical, Tech; 140DP; Extra Effort [Device]; Feats: Restricted [Beings with Magic]) [113PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

 

           Protocol Sy 6.6 (35PP Container) [33DP]

                       Enhanced Strength 8 [8DP]

                       Enhanced Constitution 10 [10DP]

                       Enhanced Combat 1 (Defence 1) [2DP]

                       Enhanced Saves 11 (Reflex 6, Will 5) [11DP]

                       Enhanced Feats 2 (Attack Specialization (Weapons Suite), Dodge Focus) [2DP]

 

           Communications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) [6DP]

 

           Hexagrammic Paneling 4.8 (24PP Container) [24DP]

                       Immunity 9 (Life Support) [9DP]

                       Protection 10 [10DP]

                       Living Metal 5 (Regeneration; Recovery Rate [Bruised (1 Round), Injured 4 (1 Round)]) [5DP]

 

           Sensory Suite Array 5.5 (13PP Array; Feats: Alternate Powers 2) [15PP]

                      BESuper-Senses 13 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements:

                      Accurate (+0), Acute (+0), Analytical (+1), Counters Concealment (+2), Counters Obscure (+2), Extended 2 [1,000 ft] (+2),

                      Radius (+0), Ranged (+0)]) {13/13}

                      APSuper-Senses 13 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1), Analytical (+1),

                      Counters Concealment (+2), Counters Obscure (+2), Extended [1,000 ft] (+2), Radius (+0), Ranged (+0)]) {13/13}

                      AP: Data Link 5 (Radio, 5 miles; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers]; Feats: Machine Control,

                      Online Research, Rapid 4 [x10,000], Selective, Subtle) {13/13}

 

           Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 2, Dynamic 3) [18DP]

                      DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13}

                      DAPSuper-Strength 0-6 (Effective Strength 16-46, Heavy Load ~200 lbs-~6 tons) {0-12}

                      DAP: Invisibility Matrix 0-1 (Invisibility; All Visual Senses; Feats: Close Range) {0-9}

 

           Weapons Suite Array 19.5 (39PP Array; Feats: Alternate Powers 5) [44DP]

                      BEKinetic Beam 10 (Blast; Extras: Linked [Dazzle], Range [Perception]; Flaws: Action [Full]; Feats: Knockback 8 [18 Total],

                      Variable [Energy/Tungsten]) {29} + Dazzle 10 (Visual; Extras: Linked [Blast], Range [Perception]; Flaws: Action [Full]) {10}

                      = {39/39}

                     AP: Containment Foam 11 (Snare; Extras: Regenerating; Feats: Accurate 2, Affects Insubstantial 2,

                     Improved Critical 2 [18-20]) {39/39}

                     AP: Flamethrowers 10 (Hellfire; Extras: Area [General, Cone], Vampiric; Flaws: Range [Touch]; Feats:

                     Affects Insubstantial 2, Dimensional 2 [Magical], Incurable, Split Attack 2, Variable Descriptor 2 [Electricity/Fire/Water]) {39/39}

                     AP: Fusion Autocannons 15 (Blast; Extras: Autofire; Flaws: Distracting; Feats: All-out Attack, Improved Critical 2 [18-20],

                     Precise Shot 2, Power Attack, Split Attack, Variable Descriptor 2 [Any Metal]) {39/39}

                     AP: Matter Manipulation 12 (Transmutation; Flaws: Duration [Concentration], Range [Touch];

                     Feats: Extended Range, Precise, Progression) {39/39}

                     AP: Missile Batteries 10 (Blast; Extras: Area [Targeted, Burst]Feats: Accurate 2, All-out Attack,

                     Attack Focus [Ranged], Homing, Improved Critical 2 [18-20], Indirect, Power Attack) {39/39}                    

            

Magic 1 (2PP Array; Flaws: Unreliable) [1PP]

           Dazzle 1 (Visual + Auditory) [2PP]

 

Drawbacks: -2 + -1 + -4  = -7PP

Disability (Paraplegic) -2PP (Frequency: Uncommon; Intensity: Moderate)

Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor)

Normal Identity -4PP (Frequency: Very Common; Intensity: Moderate)

 

DC Block

ATTACK                         RANGE         SAVE                                                 EFFECT
Unarmed                       Touch            DC 19/15 Toughness                     Damage (Physical, Bludgeoning)
Kinetic Beam                Perception   DC 25 Toughness (Penetrating)   Damage (Energy/Bludgeoning)

Dazzle                            Perception   DC 20 Reflex/Fortitude                  Dazzle (Staged)

Containment Foam      Ranged        DC 21 Reflex                                    Snare (Staged)

Flamethrowers             Ranged         DC 25 Toughness                           Damage (Electricity/Fire/Water)

Fusion Autocannons   Ranged         DC 30 Toughness (Autofire)         Damage (Physical)

Matter Manipulation   Touch            DC 23 Fortitude                              Transmutation

Missile Batteries          Ranged         DC 25 Toughness                           Damage (Missiles)

Dazzle                            Perception   DC 11 Reflex/Fortitude                  Dazzle (Staged)

 

Totals: Abilities (12) + Combat (11) + Saving Throws (0) + Skills (15) + Feats (5) + Powers (114) - Drawbacks (7) = 150/150 Power Points

 

Totals: 140/140 Device Points

 

 

 

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  • 3 weeks later...

Exposed to radiation by Absurdist.

 

Red Rat

 

Adding 1 PP to skills, 4 Ranks of Pilot; to give 

 

Pilot 4 (+10) 

 

[Lamentably to all three sheets]

 

 

Feats: Bumping Equipment up to rank 15 (Spending 10 PP to raise from 5 to 15 PP). I would suggest notating this on all three sheets under "Feats", but as before, the actual nature of the equipment only needed on first sheet. 

 

Equipment Block is now:

 

Headquarters: "The Safe House" [26 EP Total]

Size Medium [1 EP],

Toughness 15 [2 EP],

Features: Communications, Computer, Concealed 7 / +40 DC, Defence System / Knockout Gas, Fire Prevention System, Garage, Gym, Hangar [Retractable Helipad], Infirmary, Living Space, Power System, Security System 5 (DC 40), Workshop [23 EP]

 

The Safe House(s) are relics from the cold war with remarkably advanced technology, in particular being almost undetectable. They are sunk beneath the ground with concealed entrances in abandoned parts of town. Inside, they have a USSR feel; cold, functional and spartan rather than cosy.

 

Vehicle: "The Ratcopter" [42 EP]

Size: Large [1 PP]

Toughness: 10 [3 EP]

STR: 30 [2 EP]

Features: Remote Control, Smokescreen [2 PP]

Powers: Flight 6 (500mph, Feats: Subtle) [13 EP], Concealment 1 (Normal Hearing, Extras: Continuous, Feats: Selective) [4 EP], Concealment 2 (Radio Senses, Flaw: Permanent) [4 EP], Super Senses 13 (Analytical all hearing, Accurate Radar, Extended Radar, Extended All Hearing, Radio, Ultrahearing, Penetrating Hearing) [13 EP] Total Cost 42 EP

 

 

The Ratcopter is an appropriated Soviet Spy Helicopter; a one man vehicle made from stealth technology and with sound-suppression. Whilst fast and nimble it is not a combat vehicle, but designed for snooping: It has a very advanced set of scanners, notably an ability to pick up sound at range and even snoop through walls!

 


Ratcopter.png
 

 

 

Concealable Microphone [1 EP]

Multi-Tool [1 EP]

Mini-Tracer [1 EP]

Alternate HQ (Same type, based in Freedom City and Emerald City) [2 EP]

Alternate Vehicle (Same type, base in Freedom and Emerald City) [2 EP]

 

 

 

 

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