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GM The Elf looked offended. "I ran towards home, milord! The show had ended. I had no need for the misery of mankind!" She stepped back, towards the other part of the lake. "Your performance was exquisite, unlike any I have seen! But how could I linger, when man would weep at his loss?" The pronounciation of her words were flowery, and yet, she edged further towards the shore. "I do not seek the tears of children, milord!" There was something in her tone. it was clear that she knew more than she was telling. Still, the Duke of Despair would have to act quick! To say the right words, to draw the right response! For the Elf did not seem willing to stay!
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Sounds fun. Any of my characters you think would be best for what you got planned powerwise, I can use! Dust Devil, then. He could stand being used some more. He is a petty thief that was killed near the Magic Mesa, which raised him as its enforcer in the outside world. He is pretty much ignoring his charge, instead using his newfound abilities to become and even greater thief.
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Converted from 3E Emerald City character from Threat Report, semi-requested by Ari. I'm well aware of the PP cost being way above 15PP/PL, but this is in part due to the conversion, and the Terror being a major threat when it shows up in Emerald City. If there's any changes to suggest, in case that won't be allowed, please let me know, and I'll see what I can do about changing it. Tier pending, will edit once I got that, based on what an Emerald City ref will decide, since it isn't my own original character.
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Wow. And Robin thought that she could have a motor mouth at times. She was completely blindsided by the speed that Jack Jackson suddenly shifted into, rapid fire questions, going even faster than before. She was just staring at him, looking like a deer caught in the headlights of a car. She was already liking Detective Kidd more, just for not like this Jackson. Finally, she got a chance to respond. So, deep breath. No way she was gonna go answer all of that, or even get a chance. "Sorry Jack, the mask's there for a reason. Can't just go around revealing everything, right?" There was a bit of a teasing tone to her voice. "I told you, I'm here to try and keep things civil, and to keep people from getting hurt. That's what I stand for. And that's all I'm gonna say for now."
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Quoting: The intensity of this drawback is major (since you lose access to all your powers). The frequency depends on how difficult it is for you to assume your super-identity. If it takes a free action, then it’s uncommon (3 points). If it takes a full-round action, it’s common (4 points), and if it takes longer than a full-round action it’s very common (5 points).
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It was beautiful, it was chaotic, it was freedom as a dance! Oh, Pan liked what was happening here. It was interesting. The pose she struck was elegant, a dancer's move. Corinne, or Zenith, was in her element here. The world changed around her, in a way much more real than any image Pan could conjure. This was actual changes, not just images made almost real. "I know nothing of this cokefiend, or his views! And if that is what he was, then why should I care?" Pan made a great jump, glimmering Pixie Dust trailing behind him as he flew more than just jumped, landing right next to her, where quickly spun around, offering a hand to her. He would match her movement, as well as he could. "So you are the same, and yet you are two? Two parts of a whole, or two wholes apart?" She was interesting. He had never met one that changed as drastically as this, before. He danced, he moved, using his flight, as he made the music around them change, matching Zenith's movements.
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GM "Errr..." The commander had obviously not expected all those questions. He quickly scrolled a bit around on his tablet, trying to find the answers. Then he addressed the concerns in turn. "I do not have any information on whether the company was fine. Err... Yes, you are absolutely allowed to negotiate. And we are still not allowed alcohol here, Mr. Asad." He turned to Sea Devil. It was a valid question, he supposed. He had left out that part. "Well, they are aliens. Space aliens. The thing that the drill hit was their space ship." He paused, doing some more scrolling. He was obviously not great at remembering things like these. "Err, they look kinda like... Squids? And they're advanced and intelligent? And we could at least understand them." Some more frantic scrolling. He was sweating a bit. "That is about what we know." He paused, looking at his watch. "We should be at the drop point in a moment. Any other questions?" His tone made it clear that he hoped they didn't, but he would probably respond if they did.
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GM The Elf watched Lament with an amused expression. She stood her ground on the water, while keeping her distance from the dripping wet man. "Oh, you are not from around here, are you? Neither of you, I mean." Her response was evasive. She let out a small laugh at the dripping wet man before her, obviously amused. If Lament could feel cold, he would probably be shivering soon. He quickly realized that she was not speaking English, and yet he could understand her just fine. "I am of the Elven people, milord." She bowed gently, before standing straight again. She still seemed amused by this interaction. "We are of the land, we have lived here long before man, and we will be here long after." There was a certain arrogance to her voice. She was completely sure of herself and her statement. She shook her head. "I did not flee, milord. I had enjoyed the show, but now, I had to go home. But I could not resist this, the moon above the water, it called to me, it called to the dance." She seemed to evade the question of the children, for now.
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The Sam-thing fell from the ceiling, the book now in Selena's hands. The thing was slowed, even if for a moment. Time to act, time to prepare. Moving back, away from the Sam-thing, Pan took to the air in the small room. He had glimpsed Nicole's armor before, back in the week or so when he had lived on the street, before he came to Claremont. It would probably be a good idea to get out of the way so she could work. "Oh, would you just be quiet." Demons entering Claremont, even if on a night where most of the teachers were gone? Probably not their best choice, honestly. Gathering the Pixie Dust that fell from him as he flew, Pan sent it flying towards the Sam-Thing as a blast of light in the shape of a Pixie, wings and all.
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Alright, switching Tricks array to Pixie Blast and attacking with that, then, while backing away a bit so Salvo can do her thing once she gets there. Attack roll: 1d20+12 = 13 Wow, guessing that's a miss, but its homing, so I'll get another try next turn.
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Suddenly, they were some place else. Brillant light, as white as could be. It took Pan a short moment to recognize the courtyard, and what had happened to Corinne. A short moment of confusion, which clearly showed on his face, before his lips split into a brilliant grin, almost rivaling the brilliant lights from before. He could still hear the music from the hall, but it was muted by the building. As she danced, Pan was left staring for another brief moment. A wildfire was an apt description, lights exploding all around her as she moved. She could dance! Nothing holding her back, just moving! Oh, he liked that! Fairy dust falling from him, Pan moved in, doing his best to match her movements, as music began playing around them. She could bring the lights, he could bring the music! It was something he had heard back on Neverworld. A fast melody, played primarily with flutes and violins, but a guitar could be heard as well. Now this was a show! Moving in close to Corinne for a moment, he asked a simple question. He had heard others talk about her, of course, but he had not seen this happen himself. "So this is Zenith?"
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GM The Elf danced across the water, on her tip toes, stopping and standing for moment, before moving on. At first, it seemed that she did not even notice Lament. The water was dark, after all, and he was moving with as much stealth as he could. And she was distracted by her dance. Even below the water, Lament could see the Elf's almost impossible beauty. It was not an Elf like something from Dungeons & Dragons or a Lord of the Rings, or most modern media that would showcase such beings. No, this was something else, something older, something pure. And then she stopped, clasping her hands to her mouth as she finally spotted the Sultan of Sadness that lurked beneath the water, stopping her dance, she took some steps away. But, she appeared curious. She did not run. Not yet.
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Some superhero? Right, now Jack Jackson was fishing for answers from Robin and wanted to know about her. The way the microphone was creeping ever closer was just annoying, the way it was almost jammed into her face, and the way that Jackson clearly wanted to get a very non-peaceful resolution to drum up his ratings... Yeah. Robin would have to thread carefully here. Reaching forward, Robin gently pushed the microphone back a bit. Dodging and running would not do her any good right now, and besides, that wasn't the kind of hero she wanted to be. Not even if it meant dealing with someone like Jackson. So, deep breath. "Call me Justice, I'm working on it, thanks I quite like it myself, red and gold are supposed to be heroic, and I had never heard about him before today." Her responses were as rapid as the questions. Give him as little as possible, don't go into more detail if she could help it.
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For NPC Tier, Emerald City refs count as creators for the Terror, if you want to use the Terror. The Terror Power Level: 12 (263/263PP) Unspent Power Points: 0 Trade-Offs: (Touch of Terror) -2 Attack / +2 Damage In Brief: Artificial fear spirit created by the Chamber uses bystanders as hosts to spread fear. Alternate Identity: Varies Birthplace: Varies Residence: Varies Base of Operations: Emerald City Occupation: Varies Affiliations: None Family: Varies Description: Age: Varies Apparent Age: Varies Gender: Varies Ethnicity: Varies Height: Varies Weight: Varies Eyes: Varies, usually glowing white lights Hair: Varies Almost everything about the Terror's physical appearance varies by its host: Height, weight, age, gender, hair color, eye color, beard or not, as does it clothing. Typically, the Terror is dressed in old, ragged clothing, often including several layers, making it different to estimate the current Terror's size, though it has on occasion broken this pattern and worn more refined clothing, though it will always cover its entire body, leaving at most the skin on its hands visible. Said skin will usually be a sickly, light yellow color, with dark fingernails. The one constant about the Terror's appearance is that it will always wear a hood of some kind, shrouding the Terror's face in complete darkness, with only its glowing white eyes being visible under the hood. The Terror's entire body always seem to be covered in a dark miasma that makes it difficult to see in the entire area around it. History: The being known as “The Terror” is an Emerald City urban legend and media sensation. According to victims and eyewitnesses, a dark-clad figure stalks and corners victims in the city at night, apparently emerging from the city’s underground or sewer system. Victims report lights dimming in the area around them immediately before the attack and a growing sense of fear which becomes paralyzing terror upon spotting the figure swaddled from head to foot in dark, concealing, tattered garments. Initially, sightings of the Terror ended there: victims experienced long moments of utter fear, then the mysterious figure disappeared as quickly as it came, leaving its victims gasping for air and thankful to have escaped. Things progressed, however, until an eyewitness reported a shadowy figure matching descriptions of the Terror fleeing the scene of a victim left catatonic and unresponsive. Emerald City police have potentially connected the Terror to several unsolved incidents of coma or catatonia in the city. In spite of their best efforts, they have no clear leads: the Terror seems to appear and vanish at will, and conscious victims and witnesses are all too badly shaken by the experience to provide any useful details. Many are concerned the authorities are not doing enough, or that the Terror may be unstoppable, which only increases public concerns and has everyone jumping at the slightest sound or movement out of a dark shadow late at night. Whatever it may be, the Terror has become a force in Emerald City, and it is growing more powerful. In truth, the Terror is a creation of the Chamber that secretly rules Emerald City. Through means known only to themselves, the members of the Chamber was able to create an artificial spirit of fear, created through cultural signifiers that were psionically stapled together. Normally docile and controlled by the Chamber, the fear spirit can be sent to posses an unsuspecting person, turning them into the Terror. The Terror will then run wild, attacking at random, spreading fear throughout Emerald City until the host body burns out. The fear spirit then returns to its masters, waiting for its next host. The perfect tool for those special occasions where the Chamber needs someone out of the way, but murder would look weird. It is, after all, much easier to blame something on a single crazy person that disappears into the night. Personality & Motivation: Virtually nothing is known about the Terror’s personality or motives beyond its stalking behavior. It has never spoken to a victim, so far as anyone knows, nor has it contacted the authorities or the media, as some serial killers do. It seems driven to find new victims to feed on their fear, although some of its earliest survivors have described the Terror as hesitant, perhaps even afraid itself, although it seems to have become bolder over time. The fear spirit that creates the Terror seems to have little in the way of sentience. A beast, it lives to inflict terror and fear on the world around it. Or perhaps it is much more cunning than the Chamber believes, simply biding its time? Only time will tell. Powers & Tactics: The Terror appears to mystically or psychically induce unreasoning fear in anyone who sees it, impairing the victim’s ability to function until complete paralysis sets in. In some cases, victims pushed beyond this point become catatonic or comatose, completely cut off from the outside world. The very presence of the Terror seems to carry a dark aura; lights go dim in its presence and it is difficult to make out details. Every shadow seems filled with menace. What’s more, the Terror feeds on its victims’ fear, giving it the ability to recover from injury or harm. It is difficult to damage in the first place, being apparently immune to most mortal concerns (like breathing) and virtually invulnerable to counter-attacks from its victims. They report that, even when able to attack the Terror, their efforts seemed utterly ineffective and did nothing to deter it. Any character suffering from the Terror’s Aura of Terror or Intimidation is unable to affect it with damaging attacks, or anything resisted by Toughness. Even if they can, so long as someone within sight feels fear, the Terror quickly recovers. Power Descriptions: All light around the Terror is dimmed, be it natural or artificial, created through powers or technology, creating a sort of dark miasma.. It is immune to a great many concepts that can give its prey trouble, such as breathing. Just seeing the Terror is enough to cause paralyzing fear in a subject. The Terror is strengthened by the fear of its victims, being all but invulnerable to their attacks, while feeding on the fear to regenerate any damage they might manage to cause. Further drawing on the fear it causes, the Terror is able to strike with terrifying power to quickly incapacitate its victims. Complications: Motivation - Inflict Terror: The Terror exists to create—and feed upon—fear. It is driven to seek out and stalk victims. Outsider: By its very nature, the Terror is an outsider incapable of interaction with society, and apparently with little understanding of people beyond their ability to feed its hunger for fear. Neverending Nightmare: The Terror is constantly creating fear in all those that surround it. The powers Aura of Terror is constantly active, which makes it difficult for anyone to work alongside the Terror. Abilities: 10 + 0 + 10 + 0 + 4 + 10 = 34PP Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 14 + 18 = 28PP Initiative: +0 Attack: +7 Base, +7 Melee, +7 Ranged, +11 Unarmed (+7 Base, +4 Attack Specialization) Defense: +12 (+9 Base, +3 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -2 Saving Throws: 0 + 10 + 9 = 19PP Toughness: Immune to attackers that feel fear / +5 (+5 Con) Fortitude: Immune / +5 (+5 Con) Reflex: +10 (+0 Dex, +10) Will: +11 (+2 Wis, +9) Skills: 68R = 17PP Climb 6 (+11) Intimidate 17 (+22) Skill Mastery Notice 8 (+10) Skill Mastery Sense Motive 15 (+17) Skill Mastery Stealth 17 (+17) Skill Mastery Swim 5 (+10) Feats: 16PP Attack Specialization [Unarmed] 2 Chokehold Distract [Intimidate] Diehard Dodge Focus 3 Fascinate [Intimidate] Fearless Hide in Plain Sight Improved Grab Improved Pin Move-by Action Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) Startle Powers: 9 + 30 + 40 + 1 + 60 + 5 = 145PP Damage 8 ("Touch of Terror"; Feats: Mighty) [9PP] (Fear, Impact Damage Type, Mutation, Psionic) Immunity 30 ("Beyond Mortal"; Immunity to Fortitude Effects) [30PP] (Fear, Mutation, Psionic) Immunity 80 ("Invulnerable Terror"; Immunity to Toughness Effects, Flaws: Limited [Subjects feeling fear]) [40PP] (Fear, Mutation, Psionic) Environment Control 1 ("Dark Miasma"; Visibility -4) [1PP] (Darkness, Mutation, Psionic) Paralyze 12 ("Aura of Terror"; Extras: Action 3 [Reaction], Area [Perception, Visual], Flaws: Uncontrolled) [60PP] (Fear, Mutation, Psionic) Regeneration 10 ("Feeds on Fear"; Recovery Bonus 10; Flaws: Source [Fear]) [5PP] (Fear, Mutation, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC20 Tou (staged) Damage +11 Touch of Terror Touch DC28 Tou (staged) Damage +11 Aura of Terror Visual Perception Area DC22 Will (staged) / DC 22 Reflex for no effect Slowed/Paralyzed N/A Totals: Abilities (34) + Combat (32) + Saving Throws (19) + Skills (17) + Feats (16) + Powers (145) - Drawbacks (0) = 263/263 Power Point
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Not quite stealthy enough, but you manage to catch up with the Elf.
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Defenders of the Deep
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OOC for this.
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GM December 12 2018, 11 PM Local Time Somewhere over the Pacific Ocean The A.E.G.I.S. vessel that had carried the heroes so far was finally beginning its descent. They hadn't had long to prepare, but now they were almost at the destination. Asad, Sgt. Shark and Sea Devil. An unlikely group, perhaps, but they had been the ones available that would actually be able to participate in this mission. The A.E.G.I.S. commander was a frail little man, with thinning grey hair. He was reading from a tablet, looking over his bottle cap glasses, explaining the situation to the three heroes. "Err... yeah, so... A company that I'm not legally allowed to name was drilling for oil here. And, err, they kinda hit something." He fidgeted a bit with his glasses, adjusting them, before scrolling further down on his tablet. "Turns out that some, errr, aliens had crashed under there. We don't know how long they, err, have been there. But, they're rather annoyed at being woken up, so, errr... They threatened to basically flood the Pacifim rim and the rest of the world?" He looked up, a little smile on his lips. "So, please go stop them, and save the world?"
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And there we go, Jack Jackson himself showing up to join the fun. And hey, these two had some history, they way they were sniping at each other. Of course, it could all be a part of Jack's show, but Detective Kidd's dislike seemed pretty real. Robin pulled further back. Jack Jackson's made it pretty clear what he thought of Detective Kidd, and that was some pretty bad accusations, yeah. A police brutality charge. It sounded like Detective Kidd were just as bad news as Blowfish and Jack Jackson. Just what was it that Robin had gotten herself involved in? She didn't want to get involved with Jack Jackson in the first place and now, before she had a chance to get out of there, she had a microphone thrust in her direction. She looked down at it with big eyes behind her mask. What was she going to say? This was the first time she was in a situation like this. Public speaking was really not her thing, she had proven that time and time again, and now whatever she said would be immortalized. So, play along with Jack, hope he worked on her side and didn't comment on the mask, which he probably would, or go no comment, and just get out of there? That could look bad too, right? "I guess... I just hope people will stay civil? No reason for anyone to get hurt over this, is there?"
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I was thinking he's the youngest of the Chamber (put him at 40, to Steel Shogun's 46 and Mars' 55), playing a bit on him seeing Mars as a father figure. The Chessmen is basically the secret police behind Emerald City, with pawns in various positions all across the city. He is the member with the most men positioned throughout the city infrastucture, or just manpower in general, which gives him a powerful voice in the Chamber, just from the sheer manpower he brings ot the table. He is somewhat deranged, but not in the chaotic way of Koschei, rather he is completely obsessed with order and keeping order, wanting to be in full control of everything The Grandmaster Power Level: 12 (150/150PP) Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play. Trade-Offs: Offensively under caps, +5 TOU / -5 DEF In Brief: 1-2 sentences which sum up the whole character. Alternate Identity: Alexander Kaspar (Secret) Birthplace: Emerald City Residence: The Board, under Emerald City federal building Base of Operations: Emerald City Occupation: Criminal Mastermind Affiliations: The Chessmen, The Chamber Family: Godwin Kaspar (Father, deceased) Description: Age: 40 (DoB: 1979) Gender: Male Ethnicity: Caucasian Height: 5'11'' Weight: 250 lbs. Eyes: Brown Hair: Platinum blonde (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) History: The current Chessmen are the second organization to use that name. The first was founded and controlled by Godwin Kaspar, father to the current Grandmaster. It existed more than thirty years ago and consisted of highly-trained former espionage and law-enforcement personnel recruited by Kaspar in his guise as “Black King.” Most of the agents were ranked according to specialty, Knights for combat, Bishops for intelligence, and so on; however, some members were elite enough to earn their own unique code-names, such as the logistics expert Endgame and the infiltration specialist Gambit. Masters at behind-the-scenes manipulation, the Chessmen intended to take the reins of powers quietly and secretly while the hero community was diverted by more obvious and colorful menaces. Eventually, AEGIS (aided by the first Raven) brought the organization down. The majority of the organization, including its founder, ended up in federal prison. Godwin Kaspar was broken by his defeat and died behind bars less than five years after his incarceration. Then, a little over a decade ago, the last survivor of Kaspar’s Chessmen, a man named Vassily Dragovich, convinced Kaspar’s son, Alexander, to form a new Chessmen organization. Alexander replaced his father’s peerless personal charisma with his own technological genius, electronically brainwashing agents instead of recruiting them directly and substituting technological firepower for combat training. In the space of the past few years, Alexander, now known as the Grandmaster, has taken his organization from nothing to a highly-efficient and powerful operation. Shortly after commencing operations, the Grandmaster was approached by Emerald City tech magnate Maximilian Mars. He explained how things really worked in the city and revealed the existence of the Chamber, which he was certain either the Grandmaster or Endgame would have learned of soon enough. Mars offered him membership and explained the Chessmen’s surveillance tech more than justified the Grandmaster’s inclusion in the group. The advantages to such an alliance were clear to the young mastermind and he quickly accepted. The fact the offer was made by a successful father-figure like Mars only made it that much more attractive. Personality & Motivation: Alexander grew up a paranoid recluse obsessively hero-worshipping his father and unable to accept that he could have been defeated without being betrayed by someone within his organization. While staying out of the public eye, Alexander made a living using his technical skills, but lacked the vision to do more than tinker and lament his father’s death. Dragovitch changed that, finding and molding the man from self-absorbed genius into cunning mastermind. Alexander now goes by the name Grandmaster almost exclusively. He reacts poorly when called by his real name and rarely leaves the Board. He is focused, has a goal and a means to achieve it; everything else is distraction. He has reinvented himself as the man his father would have wanted him to be; stronger and more capable. Now he’s the Grandmaster, not Alexander. The Grandmaster is a brilliant technician and programmer. He’s also obsessively focused, controlling, and analytical with few interpersonal skills, which is why he makes enemies easily and burns through allies quickly. The only person who ever seemed to understand him was Maximilian Mars. The Grandmaster wants to be respected and feared. He wants to realize his father’s ambitions and for AEGIS, the hero community, and the public to not only be helpless against him but to recognize and admit that fact. More importantly, he wants to shame the people responsible for his father’s ignoble end. To achieve this he wants to seize control of business, political, and military assets. He intends for the Chessmen to eventually be a world-class threat on par with SHADOW or the Foundry and will take any steps necessary to make that happen. Wealth and firepower are a means to these ends, nothing more. Powers & Tactics: The Grandmaster posses no super powers, but is a tactical mastermind and the leader of the Chessmen organization. Alexander has studied his father’s decisions, both his successes and mistakes. To him, everything boiled down to misplaced trust and impatience. So, his people are conditioned to obey and no longer have the capacity to betray him. His watchwords are planning, information, and precision. Enemies are watched and studied in detail before steps are taken against them. Operations begin by targeting friends and associates or favored locations. Then, when the target is off-balance or distracted by other concerns, the target is hit with blackmail, extortion, or an outright smear campaign—whatever it takes to remove them from the game. Every operation and every enemy is reduced to pieces on a board, with moves carefully thought out. Moving into an area, the Chessmen identify the criminal elements they need to neutralize or take over in order to operate effectively. Once they take control, they move on to local business and government elements, again blackmailing, intimidating, or eliminating whomever they need to in order to put their people in those positions. Thus far they have avoided directly confronting AEGIS and several powerful criminal organizations… biding their time until the Chessmen are able to deal with those obstacles. When Chessmen agents or equipment are captured, they are immediately destroyed via a built-in “killswitch,” and video or digital evidence pertaining to the group is corrupted, altered, or eliminated at the earliest opportunity. Headquarters & Resources: (Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.) The Board is an underground facility located far beneath the Emerald City federal building. The Chessmen have access to the city’s traffic cameras, municipal and police computer databases, as well as many individual security systems (commercial and private). All input is processed and analyzed by the Chessmen’s Queens. The organization has eyes everywhere, constantly sifting through the data to find useful information. Finally, their teleportation system enables the Chessmen to move anywhere in the city at a moment’s notice. With all of these resources, the Chessmen seem to know everything and be everywhere. The Grandmaster funds the Chessmen by diverting money from hundreds of companies and online schemes as well as by stealing from other criminal and terrorist organization. He recruits homeless people and runaways from around North America, with his electronic training and conditioning making them into capable agents. [ADD DESCRIPTIONS OF ENDGAME, QUEENS, KNIGHTS, PAWNS, ROOKS] Complications: Motivation: The Grandmaster wants control, nothing more or less. Everything else is just means to an end. Obsession - Chess: The Grandmaster is obsessed with chess and the chess motif. To him, it presents an ordered and structured world, and he has trouble believing that anyone do not know the rules of the most glorious game. Obsession - Father: Unable to accept his father's fall and that he was truly defeated, the Grandmaster is obsessed in his hero worship of his father, not allowing anyone to smear his name. Abilities: 2 + 2 + 4 + 16 + 8 + 8 = 40PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 26 (+8) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP Initiative: +8 (+8 Intelligence [Speed of Thought]) Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base Unarmed +6 Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed +7 Grapple: +0 Knockback: -0 Saving Throws: 8 + 9 + 11 = 29PP Toughness: +17 (+2 Con, +15 Forcefield) Fortitude: +10 (+2 Con, +8) Reflex: +10 (+1 Dex, +9) Will: +15 (+4 Wis, +11) Skills: 176R = 44PP Bluff 11 (+15) Computers 17 (+25) Craft [Electronics] 15 (+23) Craft [Mechanical] 15 (+23) Disable Device 17 (+25) Gather Information 15 (+19) Investigate 10 (+18) Knowledge [Engineering] 10 (+18) Knowledge [Tactics] 17 (+25) Knowledge [Technology] 15 (+23) Notice 12 (+16) Search 10 (+18) Sense Motive 12 (+16) Feats: 15PP Benefit 1 (Cipher) Benefit 1 (Leader of the Chessmen) Benefit 3 (Multi-millionaire) Connected Contacts Eidetic Memory Inventor Master Plan 2 Online Research Skill Mastery (Computers, Gather Information, Knowledge [Tactics], Knowledge [Technology]) Speed of Thought Well-Informed Powers: 0PP Device X (XDP Container, Flaws: Hard-To-Lose) [XPP] (Descriptors: Grandmaster's Suit, Technology) Communication 5 (Radio, 5 miles; Feats: Subtle) [6DP] (Descriptors: Commlink) Datalink Features 2 (Built-in Subtle Computer) [2PP] (Computer, A.I. System) Force Field 15 (Extras: Linked to Immunity) Immunity 10 (Gas effects; Extras: Linked to Force Field) [10DP] (Descriptors: Air filtration force field) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: H.U.D. Glasses) Teleport (Descriptors: Emergency Escape) Emotion Control 12 (Flaws: Sense Dependent [Auditory]; Feats: Alternate Power 1, Innate, Subtle) [14PP] (Descriptors: Break Them By Talking, Charismatic, Manipulator, Speech) Quickness 6 (Flaws: Limited [Mental tasks only]; Feats: Innate) [3PP] (Descriptors: Genius) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Chain Lightning Ranged DC 25 Toughness (Autofire) Damage Taser Blast Ranged DC 16 Fortitude Stun Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points
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Flash Gordon/Adam Strange/Star-Lord space adventurer type Arthurian overtones He's the questing knight, the Galahad. He's on a "grail quest" through space, even if he doesn't know it yet Cynical, jaded. Was pulled into space and promised a great destiny, which has yet to materialize. Has spent years wandering space, building up his skills, working as adventurer, mercenary, a knight for hire Arc revolves around him finding himself on the right path, growing to become less cynical Gallant Power Level: 12 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: Blasters (+2ATK/-2DC), Railgun (-2ATK/+2DC), No defensive In Brief: Jaded cosmic chosen hero. Catchphrase: "This is gonna suck." Theme: Slinger's Song - Bastion Soundtrack Alternate Identity: Grant Gallant (Public) Birthplace: Freedom City, United States of America, Earth Residence: Mobile, Space Base of Operations: The Lancer Occupation: Mercenary, Gun-For-Hire, Adventurer Affiliations: None Family: Trevor Gallant (Father, status unknown), Julie Gallant (Mother, status unknown) Description: Age: DoB: March 13th, 1985 Gender: Male Ethnicity: Caucasian Height: 6' Weight: 178 lbs. Eyes: Black Hair: Brown (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) History: At the age of 15, Grant Gallant marvelled at the sights of Freedom City. A dreamer, a true believer, he loved heroes of all kinds. The stories of Robin Hood and King Arthur from books and movies, the real world super heroes that strode through the sky to thwart evil. Some day, he would be one of them. He was sure of it. It felt like his destiny, like something that was simply meant to be. And it seemed like he was right. One day, he found himself alone, at the edge between Earth and Space, held aloft by strange cosmic energies as a blue-skinned man with short white hair and a perfect goatee introduced himself and the Wizard and told young Grant Gallant that he had a cosmic destiny. He was to become a hero, he had a quest, one that only he could accomplish. He would be given great power, he would soar among the stars, one of a brotherhood of heroes, never alone, always important. All he had to do was to accept the Wizard's offer. Grant said yes. What else could he do? This was what he had dreamed of. This was the destiny that he had known was his. He was chosen, of course he was chosen. The Wizard thanked him, and in an instant, Grant found his senses, his very awareness expand. Catapulted through space, Grant could feel everything around him, his mind opening to the sheer amount of life everywhere around him. Listening, sensing, feeling everything. Opening his eyes, he found himself alone on a strange planet, in the middle of a jungle. A beast howled in the disatnce. The Wizard was nowhere to be seen. He could sense things around him, but he could do nothing else that the Wizard had claimed. He was alone in a hostile world. The Wizard had promised Grant that he would do great things, that he would become a hero, a great man. 20 years later, Gallant was more sure than ever that it had all been a lie. [what has he been up to, what is he doing] [glimmer of hope for the quest] Personality & Motivation: Cynical and jaded, Gallant has lost most of his idealism by spending a couple of decades in space, having to make a living as a mercenary. Though prefering to call himself a realist, he can be pessimistic, but is nonetheless something of an anti-nihilist. His life sucks, he was lied to and thrown into space, but he's not just gonna roll over and die. He will keep going for as long as he can, doing whatever good he can along the way. He prefers to go by Gallant rather than Grant. Generally speaking, Gallant tends to keep to himself, not being much for conversation in general. He will soon be moving on anyway. While once hopeful and sure it would just be a matter of time until his cosmic destiny began to unfold, he has since given up that hope, as well as any chance of ever returning to the Earth. He's not even sure if he wants to return, if given the chance. He goes where the money is and where he is needed. At least, that's what Gallant tells himself. In truth, it wouldn't take much for him to turn from whatever he is doing, if he was given any hint that he might be able to do what he was actually sent into space for... if he can figure out what that is, at least. Powers & Tactics: Trickery and overwhelming fire power are the names of the game. Gallant will set up traps, he will fight dirty, he will use whatever weapons he has at his disposal. He will use his cosmic awareness to gain any advantage he can, from fighting blind to simply picking the right path or action. It is his only advantage, after all. Gallant is not much for negotiation or trying to talk people into standing down, prefering to fight his way through problems. Power Descriptions: As the only gift from the Wizard, Gallant posses cosmic awareness. He can use this cosmic awareness to effectively sense everything around him, alterting him to any danger. He can see the right paths to choose, the right choices to make, allowing him to evade what would otherwise be certain doom. On rare occasions, he will get flashes of cosmic importance. While Gallant knows little of how the cosmic awareness works or how the Wizard was even able to grant him such an ability, there seems to be a deeper meaning to this power, with certain sights or words triggering visions. All of Gallant's other abilities are either learned skills or technology. He owns a spaceship called the Lancer, which is both his transportation and his home. He has a translator chip implanted under his skin, allowing him to communicate in close to any language in outer space. Gallant's armor has been cobbled together from bits and pieces of different technologies he has encountered during his journeys. It can unfold instantly from his right hand gauntlet, covering his body and offering protection through invisible force fields. The built in computer offers aid, while the life support system can support Gallant even in the void of space. The built in jetpack let's him fly, even if not very fast. Offensively, Gallant uses an arsenal of different weapons, most prominently a pair of twin hand held blasters and a larger rifle that he claims is a railgun. The arsenal also includes....... Complications: Name: Description Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary. Abilities: 4 + 4 + 8 + 4 + 4 + 0 = 30PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +4 (+4 Dex) Attack: Base +6, +6 Melee, +10 Ranged (+6 Base, +4 Attack Focus) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +9 (+6 Base Attack, +3 Strength) Knockback: -6 (TOU/2) Saving Throws: 6 + 6 + 8 = 20PP Toughness: +12 (+4 Con, +8 Force Field) Fortitude: +10 (+4 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 48R = 12PP Computers 5 (+8) Craft [Electronics] 7 (+10) Craft [Mechanical] 7 (+10) Knowledge [Galactic Lore] 2 (+5) Notice 8 (+10) Pilot 11 (+15) Sense Motive 8 (+10) Feats: 29PP Attack Focus [Ranged] 4 Dodge Focus 6 Equipment 13 Luck 4 Skill Mastery [Computers, Notice, Pilot, Sense Motive] Uncanny Dodge [Mental] Equipment: 13PP = 65EP The Lancer (Vehicle; Spaceship) [65EP] Size: Gargantuan [3EP] Strength: 40 [0EP] Defence: 6 [0EP] Toughness: 11 [0EP] Features: 4EP Communications Computer Hidden Compartments Living Space Powers: 58EP Blast 10 (Lasers) [20EP] Flight 10 (10,000 MPH) [20EP] Protection 12 (Extras: Force Field (+0)) [12EP] Super Movement 3 (Space Flight 3 [Intergalactic]) [6EP] Powers: 8 + 24 + 5 + 20 + 8 = 65PP Comprehend 4 (Languages: Speak/Understand all languages at once, Read any language; Codes) [8PP] (Descriptors: "Translator Chip", Technology, Implant) Arsenal 8 (40DP Container; Flaws: Easy-To-Lose) [24PP] (Descriptors: "Space Age Arsenal", Technology, Weapons) Arsenal Array 18 (36DP Array; Feats: Alternate Power 4) [40DP] BP: Blast 10 (Extras: Autofire 1; Feats: Accurate 2) {32/36} (Descriptors: Twin Blasters) DC+10/ATK+14 AP: Blast 14 (Extras: Penetrating 4) {32/36} (Descriptors: Railgun) DC+14/ATK+10 AP: Trip 12 (Extras: Area [General Burst], Knockback, Reversed [Knocked towards centre rather than away]) {36/36} (Descriptors: Gravity Grenade) Maybe decrease area with drawback? Get improved trip instead? AP: weapon 4 - backup melee weapon? AP: weapon 5 Luck Control 1 (Force Reroll; Feats: Luck 2) [5PP] (Descriptors: "Cosmic Probability Awareness", Cosmic) Space Suit 5 (25DP Container; Extras: Hard-To-Lose) [20PP] (Descriptors: "Space Suit", Technology) Enhanced Feat 1 (Quick Change) [1PP] (Collapsible Armor) Features 2 (Built-in Subtle Computer) [2DP] (Computer, A.I. System) Flight 2 (Flight Speed: 25MPH / 250 feet/rnd.) [4DP] (Jetpack) Immunity 9 (Life support) [9DP] Protection 8 (Extras: Force Field (+0); Feats: Subtle) [9DP] ("Force Field") Super-Senses 8 (Cosmic Awareness, Danger Sense [Sense Types: Mental], Mental [Sense Type: Mental; Default Extras: None; Extras: Accurate (+2), Acute, Radius, Ranged]) [8PP] (Descriptors: "Cosmic Awareness", Cosmic, Sensory Enhancement) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Chain Lightning Ranged DC 25 Toughness (Autofire) Damage Taser Blast Ranged DC 16 Fortitude Stun Totals: Abilities (30) + Combat (24) + Saving Throws (20) + Skills (12) + Feats (29) + Powers (65) - Drawbacks (0) = 180/180 Power Points
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Nathan Knight Power Level: X Effective Power Level: X Power Points: X/XPP Unspent Power Points: 0 Trade-Offs: X In Brief: X Catchphrase: X Theme: Tightrope (Infest Bonus Track Version) - Papa Roach Alternate Identity: X Birthplace: X Residence: X Base of Operations: X Occupation: X Affiliations: X Family: X DESCRIPTION Age: X Apparant age: X Gender: X Ethnicity: X Height: X’X’’ Weight: X lbs. Eyes: X Hair: X Physical description HISTORY X PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Complication: X. ABILITIES X + X + X + X + X + X = XPP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) COMBAT X + X = XPP Initiative: +X (+X Dex,) Attack: +X Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block Defense: +X (+X Base, +X Dodge Focus), +X Flat-Footed Grapple: +X (+X Base Attack, +X Other) Knockback: -X (TOU/2) SAVING THROWS X + X + X = XPP Toughness: +X (+X Con, +X Other) Fortitude: +X (+X Con, +X) Reflex: +X (+X Dex, +X) Will: +X (+X Wis, +X) SKILLS XR = X/4PP Skill X (+X) FEATS XPP X POWERS X + X + X = X Close contact magic? Has to get in close and touch things to work his magic? Items of Power: Doesn't have much actual magic himself, pulls out magic items from a bag of tricks? Force Field X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Mystic Barrier, X) Luck Control X (Extras: X; Flaws: X; Feats: Luck 2; Drawbacks: X) [XPP] (Descriptors: The Fool, X) Street Magic X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Blast X (Extras: X; Flaws: X; Feats: Variable Descriptor 2 [Any Magic]; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Create Object X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Illusion X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Paralyze X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Snare X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Teleport X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Transform X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) Utility Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Super-Senses X (Postcognition; Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: ESP X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Super-Senses X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) Super-Senses X (Magic Awareness; Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: See Magic, X) Variable Power 2 (Extras: X; Flaws: Easy-To-Love; Feats: X; Drawbacks: X) (10PP to divide) [XPP] (Descriptors: Bag of Trinkets, X) Example Powers Nullify Magic 10 (Extras: Area [General Burst]; Flaws: Action [Full], Range [Touch]) [10PP] (Descriptors: Stop Magic, X) Dazzle 10 (Visual Dazzle; Flaws: Range [Touch]) [10PP] (Descriptors: Strike Blind, X) Transform 1 (Locked Entrance [Doors, Gates, Portals, Etc.] into Unlocked Entrance; Extras: Duration [Continuous]) [5PP] (Descriptors: Open Sesame, X) Transform 1 (Unlocked Entrance [Doors, Gates, Portals, Etc.] into locked Entrance; Extras: Duration [Continuous]) [5PP] (Descriptors: Close Sesame, X) Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) DRAWBACKS -0PP Effect (Description) [-0PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 180/180 Power Points
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Ultio Suit User NOTE: Ultio Suit Users can posses a multitude of different powers, skills and feats aside from the ones listed here, depending on what upgrades they have purchased. The ones listed here represent a basic user with no upgrades, and no special skills on their own. Individual Ultio Suit Users can posses vastly different powers and can be at higher power levels than what is listed here. Power Level: 6 (84/84PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Wannabe super heroes all hooked up with the latest MarsTech Ultio Suit. Alternate Identity: Varies Birthplace: Varies Residence: Emerald City Occupation: Varies Affiliations: MarsTech Family: Varies Description: The basic Ultio Suit is a simple full body costume in a light grey color, with a thick dark grey stripe running down the chest to the belt. The dark grey stripe is flanked by thin white stripes on each sides, separating it from the light grey of the costume. The belt is white, with a round, dark grey belt buckle, two pieces that connect to form the circle. The suit has dark grey boots with white soles and trim, with a square shape on the outside of the leg, a bit higher than the rest of the boot. The costume has a similar design on the dark grey right arm, though the square is on the inside of the arm, just under the arm pit. This darker grey sleeve has white trim separating it from the lighter grey of the main costume, like the boots and central stripe. The costume is completed with a light grey helmet, which leaves the user's face exposed. A black pair of goggles protects the user's eyes and can act as correctional lenses, as well as an advanced heads up display, perfect for interacting with various offers from MarsTech and feed the wearer a steady stream of information from the MarsTech TroubAlert. Users that perform heroic deeds and score Hero Points can use said Hero Points for both power enhancements and cosmetics, including different colors, alternate designs, capes and more. History: First revealed in late January 2020, the MarsTech Ultio Suits are Maximillian Mars' attempt to create an entirely new business model that he has dubbed SaaS: Superheroes as a Service. Using technology created by Max Mars himself and MarsTech employees, the Ultio Suits lets anyone become an instant super hero! Coupled with the MarsTech TroubAlert, Ultio Suit Users will be alerted of many situations that might require their attention, making Emerald City safer than ever before! Now, would-be heroes and celebrities all across Emerald City can respond to the call of heroism! When the MarsTech TroubAlert alerts the Ultio Suit Users of trouble, they can immediatelly suit up and rush off to save the day, all courtesy of the power granted to them by Max Mars and MarsTech! Of course, there's some so-called heroes that might try and interfere with the TroubAlert ratings, taking valuable Hero Points from the heroes in the Ultio Suits, but they will just have to learn to take a step back, and let the future of super heroes take the spotlight! Personality & Motivation: Varies, depending on the individual. In general, Ultio Suit Users tend to be well meaning, but inexperienced. They will prioritize their actions based on the MarsTech TroubAlert, often focusing on capturing or otherwise stopping a villain above rescuing civillians or preventing collateral damage. Due to the competitive nature of the Ultio System, Ultio Suit Users will rarely support each other, and might actually hinder each other to be the one to score most points. A great number of Ultio Suit Users are would-be celebrities, prioritizing getting famous over being heroes. Of course, as anyone can wear an Ultio Suit, the given personality traits might or might not appear in any given Ultio Suit User. Powers & Tactics: The power of all Ultio Suit Users come directly from their armor, which is stored in their Ultio Belt when not active. The armor offers enhanced strength, durability, speed and reflexes, as well as enhanced vision through a built in H.U.D., which also offers a direct connection to the MarsTech TroubAlert. Additionally, each user picks a starter pack upon purchase, which offers their own specialized powers. Their choices are: Aqua Pack: Increased swimming speed, resistance to pressure and cold, oxygen tank that prevents drowning. Blaster Pack: Low power, but accurate, laser blasts. Flight Pack: A jetpack and enhanced super-strength, including the ability to create shockwaves. Stealth Pack: Built in stealth field, which offers visual and auditory blocking for the user. Grip claws that allow wall-crawling, and an assortment of smoke bombs. Tank Pack: Increased armor and defences, strong enough to completely block most assault rifles. In general, the tactics of the Ultio Suit Users is based on the scores offered through the MarsTech TroubAlert. If defeating an enemy nets a higher score, then the users will attack that enemy, using whatever abilities they have. Most users tend to favor brute force over strategy, though that might differ depending on what powers they posses. The Ultio Suit Users will rarely cooperate with either each other or other heroes, over fear of losing out on Hero Points. Power Descriptions: All of the Ultio Suit's powers are technological in nature, using various equipment created either by Max Mars directly, or by any number of employees at MarsTech. When note in use, the Ultio Suit is stored in the Ultio Belt. With the press of a single button, the suit unfolds, rapidly building up to cover the user's body. Some users tend to strike various poses while this happen. The basic nature of the suit is a general strength, durability, speed and reflex enhancement, empowering the user to super human levels, all afforded through various motors, computer power and targeting systems. The suit connects directly to the MarsTech TroubAlert system, which guides the user to trouble spots, ranks their heroics and otherwise functions as a store front to purchase enhancements. While the Ultio Suits come with a standard powerset and a choice of 5 different starter packs, the user can enhance and expand their power suite by spending money or Hero Points, earned by performing heroics and other activites as rated by the MarsTech TroubAlert. When a user purchase an enhancement or new power, the suit's new ability is unlocked instantly. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) / 22 (+6) Dexterity: 10 (+0) / 20 (+5) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 0 + 0 = 0PP Initiative: +0 / +5 (+5 Enh. Dex) Attack: +0 Base / +6 Enhanced Base (+6 Enh. Attack Bonus) Defense: +0 Base, +0 Flat-Footed / +6 Enhanced Base (+6 Enh. Defense), +3 Enhanced Flat-Footed Grapple: +0 / +14 (+6 Enh. Attack, +6 Enh. Str, +1 Super-Strength) / +15 (+6 Enh. Attack, +6 Enh. Str, +2 Super-Strength) Knockback: -0 / -3 (TOU +6/2) Saving Throws: 4 + 2 + 4 = 10PP Toughness: +0 (+0 Con) / +6 (+6 Protection) Fortitude: +4 (+0 Con, +4) Reflex: +2 (+0 Dex, +2) / +7 (+5 Enh. Dex, +2) Will: +4 (+0 Wis, +4) Skills: 20R = 5PP Knowledge [Current Events] 2 (+2) Knowledge [Popular Culture] 2 (+2) Notice 4 (+4) Search 4 (+4) Sense Motive 4 (+4) 6PP worth of other skills Feats: 1PP Benefit 1 [Ultio Suit User - MarsTech customer] Enhanced Feats: Quick Change Powers: 64 = 64PP Device 16 ("MarsTech Ultio SuitTM"; 80PP Container; Flaws: Hard-To-Lose) [64PP] (Technology, Armor, MarsTech) Communication 6 ("MarsTech TroubAlert"; Wireless Communications, Radio; Flaws: Limited [Only MarsTech TroubAlert]) (20 miles radius) [3PP] (Radio Communications, MarsTech TroubAlert, Information Source) Enhanced Dexterity 10 [10PP] (Computer Enhanced Reflexes and Dexterity) Enhanced Feat 1 (Quick Change) [1PP] (Collapsible Armor) Enhanced Strength 12 [12PP] (Enhanced Musculature) Enhanced Trait 12 (Attack Bonus +6) [12PP] (Computer Guided Targeting System, Computer Enhanced Reflexes, Software) Enhanced Trait 12 (Defense Bonus +6) [12PP] (Computer Assisted Defensive System, Computer Enhanced Reflexes, Software) Leaping 3 (Leaping Distance x10; Running: 160 ft.) [3PP] (Enhanced Musculature) Protection 6 [6PP] (Armored suit) Speed 3 (50mph, 440 ft./round) [3PP] (Enhanced Musculature) Super-Senses 1 ("H.U.D."; Visual [Sense Type: Visual; Default Extras: Accurate, Acute, Ranged; Extras: Analytical]) [1PP] (H.U.D. Display, Visual Zoom, Visual Analysis, Software) Super-Strength 1 (Effective Strength +5; Heavy load: 1,000 lbs.) [4PP] (Armored suit, Enhanced Musculature) 1 of 5 Starter packs at 11PP Aqua Pack Swimming 6 (Feats: Environmental Adaption [Aquatic]) (Swim speed: 100MPH, 880 ft./rnd) [7PP] (Underwater Propellers, Minimum Resistance Design) Immunity 1 (Drowning) [1PP] (Oxygen supply) Immunity 2 (Cold, Pressure; Flaws: Limited (Half Effect) [1PP] (Built-in Heat, Armor) Super-Strength 1 (Stacks to Super-Strength 2; Effective Strength +10; Heavy load: 2,100+ lbs.) [2PP] (Enhanced Musculature) Blaster Pack Blast 4 (Feats: Accurate, Precise) [11PP] (Laser Blast, Computer Guided Targeting System, Piercing Damage Type, Light, Heat) Flight Pack Flight 4 (Flight speed: 100MPH, 880 ft./rnd) [8PP] (Jetpack) Super-Strength 1 (Feats: Shockwave) (Stacks to Super-Strength 2; Effective Strength +10; Heavy load: 2,100 lbs.) [3PP] (Enhanced Musculature, Shockwave Generator) Stealth Pack Concealment 3 (Auditory and Visual Concealment) [6PP] (Sound Absorption, Holographic Field) Obscure 3 (Visual Obscure; Extras: Independent (+0); Flaws: Limited to One Sense [Normal Vision]) (25 ft. radius) [3PP] (Smoke Bombs) Super-Movement 2 (Wall-Crawling) [2PP] (Built-in Grip Claws) Tank Pack Impervious Toughness 7 [7PP] (Armor) Immovable 2 (Feats: Unstoppable) [4PP] (Armor) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC22 Tou (staged) Damage +6 Laser Blast 40 ft. DC19 Tou (staged) Damage +8, Precise, Requires Blaster Pack Shockwave 60 ft. Cone Area DC16 Ref Reduce Damage effect to DC18 Area, Requires Flight Pack DC21 TOU (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (10) + Skills (5) + Feats (1) + Powers (64) - Drawbacks (0) = 80/80 Power Points
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Space chinchilla with gravity powers. Generally adorable, highly destructive. BACKGROUND: Ancient Praetorian, unfrozen with the rest of them. Background until now. A big, revered hero on his homeworld. Not really taking seriously outside it because of race/looks Scientist Medic caught in an experiment, turned homeworld hero turned Praetorian. Hardened warrior, but looks adorable and hard to take serious As for joining, you could say the chinchilla hero was one of the ancient Praetorians forzen by the Curator. If that were the case, most likely his species and world would have been part of the Deleztri Empire. Advancement Get All-Out Attack, Power Attack feats Increase Gravity Control array, ESPECIALLY Gravity Control. Trip (Extra: Area [Burst], Knockback, Reversed [Knocked towards centre rather than away]. Flaw: Range) Orbit Power Level: 12 (180/180PP) Unspent Power Points: 0 Trade-Offs: -3 Defense / +3 Toughness In Brief: High powered gravity controlling hero, who just happens to look like an overgrown chinchilla. Catchphrase: "Ready to go orbital?" Theme: Higher - The Score Alternate Identity: Tenji of the Stargazer Clan aka Tenji Stargazer (Public) Birthplace: Chillia II Base of Operations: Space Occupation: Praetorian, former Doctor Affiliations: Praetorians, Delzatri Empire Family: None still alive Description: Age: 36 (DoB: Over 2000 years ago) Gender: Male Ethnicity: Chillian Height: 3'3'' Weight: 50 lbs. Eyes: Hazel Hair: Light brown A rodent of an unusual size, Tenji looks very much like a 3'3'' chinchilla from Earth with light brown fur. He has big hazel eyes and a snout with white whiskers. His large ears are on the side of his head, covered in a thin layer of fur. While Tenji appears to have an impressive girth, it is in fact his very thick fur, and he is indeed of average weight for a Chillian. He appears to have short arms and legs, though as with most of his body, it is hidden behind his fur. Fine fingers at the end of his arms allow for fine motor control. He has a long bushy tail. While he can move on just his hindlegs, he will often move on all fur while running. Tenji, and indeed all Chillians, rarely wear clothing, as their thick fur protects them from both cold and hot weather. He has been known to wear formal clothing, spacesuits or other clothes as necessary, or if someone has taken offense to his normal lack of clothing. When Tenji uses his powers, his fur changes color, becoming a swirling mass of blue hues, black and white, with white energies dancing around him, several spirals of the colors moving around his body. His eyes become completely black, in stark contrast to his usual appearance. White energy seems to float freely off his body. History: (Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.) Tenji was born more than 2000 years ago, on the peaceful world of Chillia II, part of the Delaztri Empire. Chillia II was a peaceful planet, where the Chillians, who seemed to have evolved from a species of common rodents, lived in harmony with nature around them, even as members of the species had begun to make advances. One such advance was the Gravity Field Manipulator. In theory, the manipulator would be able to control gravity on a localized scale, allowing the Chillians to Personality & Motivation: Tenji of the Stargazer Clan used to be a timid sort. Now, after having spent years in the past as a Praetorian, that is no longer a character flaw. Tenji has seen and done much in his time, and he lets this experience show. Calm and collected, he tries to be a voice of reason when in a situation with more extreme characters. He regularly offers check ups to his fellow Praetorians, though his bedside manner can be lacking. He has little patience for nonsense, and has little patience for those that fail to take him seriously due to his appearance and species. Tenji is deeply conflicted about his status on Chillia II, as a supposedly ancient, almost god-like hero, which contradicts greatly with how he sees himself. As a result, he rarely spends time on his home planet, prefering to stay with the Praetorians instead. With years of experience as a Praetorian, he is often a voice of reason, focused on protecting the civilian population in any conflict, though not necessarily any buildings or infrastructure. Still a doctor at heart, preserving life is his highest priority, even if he is also willing to end it, should it prove necessary, though it is never an easy choice. Powers & Tactics: Tenji prefers to use his powers at a range, staying out his opponents' range if at all possible. His main focus in combat is to keep his allies and civilians safe, whether through defensive fields or disabling opponents with gravity fields. His go-to attack seems to be sending non-fliers hurling towards the sky, while sending fliers straight into the ground. Power Descriptions: Tenji's Chillian physiology accounts for his small size, strong senses, strong leaping ability, and a thick fur that acts as natural protection. Every Chillian shares these traits. What is unusual is Tenji's ability to manipulate gravity itself, which manifests as swirling white and blue energies, ranging from almost white to almost black in shade, which also manifests in his fur, as he takes on his Gravity Master form, the result of catastrophic result of the Gravimetric Field Manipulator's first activation. While most caught in the explosion was instantly killed, Tenji and one other Chillian was granted the ability to instead manipulate gravity itself. Tenji's powers allow him to create areas of extremely high or low gravity, essentially crushing his targets or sending them flying into the atmosphere. By applying the same principle on a smaller scale, Tenji is able to create areas of high or low gravity, hindering his opponents or helping his allies, as he deems necessary. He also posses control fine enough to create a blast of gravity strong enough to hurt most enemies. By applying even finer control, he is able to create an effect much like telekinesis, by applying minute changes in gravity. Defensively, Tenji is able to create fields of concentrated gravity effects around himself and others to protect them from harm, and create a combination of high and low gravity to fly. While he can apply the latter effect to others as well as himself, the greater control required means that multi person flight will be much slower. Complications: Adorable: Tenji is a doctor and an experienced warrior. He is revered as an almost divine hero on his home planet Chillia II, and yet, he just looks so adorable, which often makes it difficult for others to take him seriously, frustrating Tenji gratly. Frozen Time: Tenji is very much a Chillian out of time. In his time, Chillia II was a veritable paradise, where the Chillians lived in peace with nature. In the time since his return, he has discovered that Chillia II has changed greatly in his absence, instead becoming a technological wonder world. He is rather disturbed by these stark changes. Praetorian: Tenji is a Praetorian, released from suspended animation into a strange future. While some still believe in the Praetorians as heroes, other see them as conquerors and villains. Ancient Hero: Tenji is revered as an ancient hero on his home world Chillia II, with much of his true story being lost to the passage of time. Statues, books, comics, movies: It is all there, and yet much of it is so wrong. Most Chillians are honored to meet him, others are disappointed once they get to truly know him. It is a complicated thing, and Tenji rarely spends time on Chillia II as a result. Doctor & Warrior: Still a doctor at heart, Tenji will often find himself torn between stopping an enemy or tending to the wounded. Old Enemies: Back before Tenji and the rest of the Praetorians were put in stasis, he would often clash with Doctor Quark, a Chillian super villain with powers similar to his own, granted by the same accident that empowered Tenji. Somehow, Doctor Quark has survived to the present day. Whether he is still foe, or now friend, remains to be seen. Abilities: 0 + 8 + 4 + 6 + 10 + 6 = 34PP Strength: 10 (+0) / 6 (-2) [Small Size] Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 10 + 8 = 18PP Initiative: +8 (+4 Dexterity, +4 Improved Initiative) Attack: +5 Base, +6 Melee (+5 Base, +1 Small Size), +6 Ranged (+5 Base, +1 Small Size), +12 Gravity Control Array (+5 Base, +1 Small Size, +6 Attack Specialization) Defense: +9 (+4 Base, +5 Dodge Focus, +1 Small Size), +3 Flat-Footed (+2 Base, +1 Small Size) Grapple: -1 (+5 Attack, -2 Strength, -4 Small Size) / +17 (+5 Attack, +12 Telekinesis) Knockback: -1 / -7 (w. Force Field) Saving Throws: 5 + 6 + 5 = 16PP Toughness: +3 (+2 Con, +2 Protection, -1 Small Size) / +15 (+2 Con, +2 Protection, -1 Small Size, +12 Force Field) Fortitude: +7 (+2 Con, +5) Reflex: +9 (+3 Dex, +6) Will: +10 (+5 Wis, +5) Skills: 48R = 12PP Bluff 0 (+3, +7Attractive [Cute]) Concentration 10 (+15) Diplomacy 7 (+10, +14Attractive [Cute]) Intimidation 0 (+3, +1Small Size) Knowledge [Physical Sciences] 7 (+10) Languages 4 (Chillian (native); Delaztri, Galstandard, Lor, Grue) Medicine 10 (+15) Notice 5 (+10) Sense Motive 5 (+10) Stealth 0 (+4, +8Small Size) Feats: 14PP Attractive [Cute] Attack Specialization [Gravity Control Array] 3 Dodge Focus 5 Equipment 2 Improved Initiative 1 Jack-Of-All-Trades Precise Shot 1 Equipment: 2PP = 10EP Space Suit (Immunity [Life Support]) [9EP] Commlink [1EP] Powers: 13 + 73 = 86PP Chillian Physiology 2.6 (13PP Passive Container) [13PP] (Alien, Genetic) Leaping 4 ("Strong Legs") [4PP] Protection 2 ("Thick Fur") [2PP] Shrinking 4 ("Small Size"; Small Size, Flaws: Permanent) [2PP] Super-Senses 3 ("Big Ears"; Accurate Extended Hearing) [3PP] Super-Senses 2 ("Nocturnal Roots"; Darkvision) [2PP] Alternate Form 14.6 ("Gravity Master Form": 73PP Alternate Form.) [73PP] (Gravity, Mutation) Enhanced Feat 3 (Environmental Adaption [High Gravity], Environmental Adaption [Low Gravity], Environmental Adaption [Zero Gravity]) [3PP] Gravity Control Array 13 (26PP Array; Feats: Alternate Power 4) [30PP] (Gravity) BP: Move Object 13 ("Gravity Control"; Extras: Area [Burst], Flaws: Limited [Only up and down]) (Effective Strength 65) (Gravity Control) {26/26} AP: Blast 12 ("Gravimetric Blast"; Feats: Knockback 2) {26/26} AP: Environmental Control 6 ("High Gravity"; Extras: Duration [Continuous], Selective; Effect: 250 ft. radius, Speed-5ft., Carry Capacity x½, Climb Check -10, -10 Strength for Jumping, -2 Attack Roll, 1½ Fall Damage) {24/26} AP: Environmental Control 6 ("Low Gravity"; Extras: Duration [Continuous], Selective; Effect: 250 ft. radius, Speed+5ft., Carry Capacity x2, Climb Check +10, +20 Strength for Jumping, -2 Attack Roll, ½ Fall Damage) {24/26} AP: Telekinesis 12 ("Fine Control"; Feats: Precise) (Effective Strength 60) {25/26} Gravity Defense Array 12 (24PP Array; Feats: Alternate Power 1) [25PP] (Gravity) BP: Force Field 12 ("Gravimetric Field"; Extras: Impervious) {24/24} AP: Force Field 7 ("Projected Gravimetric Field"; Extras: Affects Others, Ranged 1 [Ranged], Feats: Progression 3 [Subjects: 10]) {24/24} Gravity Movement Array 7 (14PP Array; Feats: Alternate Power 1) [15PP] (Gravity) BP: Flight 7 ("Gravimetric Flight") (1,000 MPH / 8800 ft./rnd) {14/14} AP: Flight 3 ("Assisted Gravimetric Flight"; Extras: Affects Others, Area [Burst], Feats: Selective) (50 MPH / 440 ft./rnd) {13/14} Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC13 Tou (staged) Damage +6 Gravity Control 130 ft., Area 65 ft. radius DC23 Ref (staged) Grapple initiated +18 (Grapple) Gravimetric Blast 120 ft. DC27 Tou (staged) Damage +12 Telekinesis - Grapple 120 ft. - Grapple initiated +12 (attack) / +17 (Grapple) Telekinesis - Throw Object 120 ft. DC27 Tou (staged) Damage +12 Totals: Abilities (34) + Combat (18) + Saving Throws (16) + Skills (12) + Feats (14) + Powers (86) - Drawbacks (0) = 180/180 Power Points
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Advancement: - Increase Skills (Try to get most skills up to +10, Stealth higher) - Increase Saves (Will to +10, Reflex to +12 or higher eventually) - Get Feats -- Accurate Attack -- Power Attack -- Well-Informed -- Contacts -- Skill Mastery (Stealth, Notice, Sense Motive, ?) - Powers -- Flight to Rank 5 Ghost Power Level: 12 Effective Power Level: 10 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: +5 DEF / -5 TOU In Brief: X Catchphrase: X Theme: X Alternate Identity: Casper Baltazar Church Birthplace: Freedom City Residence: X Base of Operations: X Occupation: Substitute Teacher Affiliations: None Family: Jessie Taylor Wilson (Born 1988, real estate agent, ex-wife), Carrie Belinda Church (Born 2014, daughter living with mother), Cole Church (1950-1995, father), Carrie Elizabeth Church (1948-2017, mother) DESCRIPTION Age: Born Febuary 13th, 1988 Gender: Male Ethnicity: Caucasian Height: 6’0’’ Weight: 155 lbs. Eyes: Light blue Hair: Brown Physical description HISTORY Casper Church probably shouldn't have attended that science expo at ASTRO Labs back in High School. Looking back, that was the thing that pretty clearly changed his life forever. The malfunctioning extradimensional looking glass device that bombarded him with some strange radiation was a dead give away. The researchers at ASTRO Labs checked him out, everything seemed fine. Harmless particles, they said. Nothing to worry about. Have a nice little promise of an internship down the line, everything will be fine, nothing to worry about. A few weeks later Casper fell through a floor and then walked through a wall. Everything was not fine. In fact, they were better than fine. He had super powers. With help from the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with the researcher in the process. As any other enterprising Freedom City youth suddenly granted powers, Casper had a choice to make. He tried to use his powers to become rich and famous. The Ghost made a few headlines appearing on television and online, made some money. It was some good weeks. Then, he saw something he shouldn't have at the set. The man that had hired him had ties to a super villain group, one that was planning a large scale heist. Casper didn't care, it didn't have anything to do with him. Then the gang hit ASTRO Labs. Casper's mentor was killed in the attack. Casper reasoned it was all his fault, and the Ghost went on the warpath. He confronted the producer and fought the gang. Victorious, the Ghost set out to become a hero. That was the prologue. For seventeen years, the Friendly Neighborhood Ghost has remained a Freedom City fixture, fighting the good fight and saving lives. Never one of the most well known heroes of Freedom City, his status has fluctated wildly from beloved hero to hated menace and back again over the years. With an evergrowing rogues gallery of his own, the Ghost has saved Freedom City on multiple occasions, though his efforts have rarely been acknowledged by the city at large. Not that it bothers him. Action is his reward, after all. Having experienced a great deal of super heroic and extra normal conflicts have left him a bit wiser about the ways of the world, and perhaps a bit weary, but nonetheless still a dedicated hero. Ghost seemed to be doing well. Casper on the other hand? Not so much. Turns out that having a super heroic double life is hard work. Professionally, he never amounted to much. He just couldn't hold a steady job, always rushing off to play the hero. He had married his high school sweetheart in 2010. In 2014, their daughter Carrie was born. Casper had told Jessie his secret identity long before they were married, but even then, his double life eventually created cracks in the relationship. In 2017, the marriage broke with Jessie gaining custody of Carrie. Even though the former couple tried to remain on friendly terms, Casper had lost an important pillar in his life. Casper's father had died when he was young. In 2019, illness claimed his mother. A long, hard life of fighting is piling on, but still, Casper remains a hero. He is still the Friendly Neighborhood Ghost. PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Hands-On Approach: Casper's power to temporarily phase the solid objects and make others slip into them relies on his targets being relatively close to a surface. If Casper's target is flying or the GM otherwise deems them to be too far away from a surface, they can negate any succesful Snare, giving Casper a Hero Point instead. Surface Contact: Casper's Teleport power requires him to touch a surface to use it. He can then Teleport to another location connected to the the surface he touched. He could teleport to the other side of a wall, or to somewhere inside a given skyscraper, or further down the road. If the GM decides that two locations aren't somehow connected, or if Casper is otherwise blocked from using his Teleport power due to being unable to touch a surface, the GM can award him a Hero Point. Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. Complication: X. Complication: X. ABILITIES 0 + 2 + 2 + 10 + 10 + 6 = 30PP Strength: 10 (+0) Dexterity: 20 (+5) / 12 (+1) Constitution: 16 (+3) / 12 (+1) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 16 (+3) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex) Attack: +4 Base, +10 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +2 Flat-Footed Grapple: +10 (+4 Base Attack, +6 Attack Focus [Melee]) Knockback: -3 / -1 without Defensive Roll SAVING THROWS 5 + 5 + 3 = 13PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +8 (+5 Wis, +3) SKILLS 28R = 7PP Bluff 2 (+5) Computers 0 (+5) Craft [Electronic] 0 (+5) Craft [Mechanical] 0 (+5) Disable Device 0 (+5) Gather Information 2 (+5) Investigate 0 (+5) Knowledge [Current Events] 0 (+5) Knowledge [Physical Sciences] 5 (+10) Knowledge [Streetwise] 0 (+5) Knowledge [Technology] 0 (+5) Notice 5 (+10) Search 4 (+9) Sense Motive 5 (+10) Stealth 5 (+10) FEATS 27PP Attack Focus [Melee] 6 Defensive Roll Dodge Focus 10 Elusive Attack Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 3 Move-By Action POWERS 4 + 4 + 8 + 10 + 26 + 33 = 85PP Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Descriptors: X-Ray Goggles, Invention, Technology) Super-Senses 4 (Vision Penetrates Concealment; Drawbacks: Power Loss [Lead]) [3DP] (Descriptors: X-Ray Vision) Super Senses 2 (Direction Sense; Distance Sense) [2DP] (Descriptors: GPS) Enhanced Constitution 4 [4PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Ghostly Dexterity, Physical Mutation) Flight 4 (Feats: Subtle 2) (1000 ft./turn, 100 mph) [19PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation) Friendly Neighborhood Ghost Array 12 (24PP Array; Feats: Alternate Power 2) [26PP] (Descriptors: Dimensional, Physical Mutation) BP: {1 + 23 = 24/24PP} (Descriptors: Intangible Ghost) Immunity 1 (Suffocation while incorporeal) [1PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 9 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 900 ft.) {24/24} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 10 Adds (Extras: Area [General Burst], Selective; Feats: Progression [Area] 4) to Ghost With The Most Array {24/24} (Descriptors: Phantom Force) Ghost With The Most Array 15.5 (31PP Array; Feats: Alternate Power 2) [35PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 10 (Extras: Affects Corporeal; Feats: Reversible) {31/31} (Descriptors: Chilling Touch) AP: Damage 10 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {31/31} (Descriptors: Shock Touch) AP: Snare 10 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {31/31} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +10 Chilling Touch Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10 Shock Touch Touch DC25 TOU (staged) Damage +10 Phantom Touch Touch DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10 Chilling Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC20/15 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC25/20 TOU (staged) Damage Phantom Touch - Phantom Force Area DC29 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC20/15 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (30) + Combat (18) + Saving Throws (13) + Skills (7) + Feats (27) + Powers (85) - Drawbacks (0) = 180/180 Power Points