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Ecalsneerg

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  1. Move Action: Improved Taunt, DC 32 to resist getting shaken. Standard action: Feint, again DC 32 with my skill mastery, and with -2 to resist if the shaken result works. Free Action: Set-Up to Phalanx. Free Action #2: Laugh merrily. I has 1 HP :cry:
  2. Geckoman looked at Phalanx and winked, then turned to one of the Centuritrons. "Look, Mr Knockoff Superhero Replica. Here's three rules for greeting new guests while maintaining a secure presence." He pulled out a Geckorang and twirled it to ensure the robot kept looking at him. "Take a pleasant demeanour," he began, "Offer your guests a drink, cos we don't drink oil. We're not robots. And most importantly." He broke into a wide grin. "Don't pay attention to the green dude."
  3. Geckonitiative (1d20+10=11) Um... HERO! (1d10+20=21)
  4. Equinox Power Level: 11/15 (185/232 PP) Trade-Offs: None Unspent PP: 47 In Brief: Witch focused on fighting Earth's supernatural villains. Alternate Identity: Siobhan Drake (Shiv-awn, not See-oban) Identity: Public Birthplace: Freedom City, NJ, USA Occupation: Theology lecturer at FCU, Campaigner for the occult community Family: General Jonathan Drake (Father, 51), Jessica Drake (Mother, 46), Francis "Frank" Smith (Uncle, 39) Age: 28 (born 21st March 1983) Gender: Female Ethnicity: Caucasian Height: 5'9'' Weight: 130 lbs. Eyes: Grey (White when using powers) Hair: Brown (Black as Equinox) http://i98.photobucket.com/albums/l279/Ecalsneerg/melanie-laurent.jpg Description: Of average height and fairly slender, Siobhan Drake is not strikingly different from most people on the street. Her most distinctive features are her long brown hair, grown to half-way down her back, and her piercingly blue eyes. Typically, she dresses in plain t-shirts and jeans, eschewing dresses and high heels for more 'practical' clothing. That said, she can alter her clothing to any outfit of her choosing with a snap of her fingers. As Equinox, Siobhan's eyes become brilliant white due to use of her magic, casting enough light on her face to obscure her identity. In addition, she uses a simple temporary spell to dye her hair jet black. She wears a white long-sleeved t-shirt and trousers underneath a deep black floor-length coat. On her shirt is a logo on a black-outlined circle with one half completely black and the other white, representing the position of the sun during an equinox. In both identities, Equinox wears an elaborate silver pentagram, although usually hides it while not in costume. History: It's safe to say Siobhan Drake had a rough childhood. She grew up getting teased for the funny name her Gaelophile parents gave her, moved house a lot due to her father's profession as an Air Force General, and then being present for the Terminus Invasion when she was a little girl. After the trauma of the invasion, General Drake decided his family should stay in Freedom City with Siobhan's maternal uncle Frank. However, childhood petulance dictated that despite her parents trying to improve her life, Siobhan still resented them for her name, for the moving and even for moving to a city that gets invaded! Once she hit her teens, she started rebelling on a huge scale, sneaking out and drinking, smoking cigarettes, going through different goth/emo/fashion-obsessed phases, and then finally, to top off her parent's worries, she ran away from home. While travelling across the country, she fell in with a rough crowd of wannabe mages, who met nightly and tried out rituals they'd found from various old texts they'd dredged up. However, when it came down to it, they were just a bunch of talentless, pretentious teenagers using affected names. However, their leader (a man calling himself 'Keter'), had some talent, and was pleased to find that Siobhan had plenty of it. Therefore, while she showed interest in old pagan faiths and magic, Keter tried to manipulate and coerce her into demonic and necromantic rituals. She resisted for a long time, until in a frustrated rage, Keter went ahead without her and tried a summoning with his more lacklustre skills. He and his little 'coven' failed, and the summoning went awry, just as Siobhan's conscience finally snapped her out of it and she arrived to stop it from happening. Faced with a demon on the rampage, Siobhan used what little magic she knew to try and bind the monster, but to no avail. Sent reeling by the magical backlash of it shattering its bonds, it looked hopeless... until Adrian Eldrich appeared on the scene, effortlessly saving the day with a word and a gesture. While angered at her not stopping it before it happened, and at Keter's escape, Eldrich took pity on Siobhan, taking her home to her worried parents. From there, she set about turning over a new leaf. Spending the next five years studying theology at Freedom City University, she turned to Wicca and began living by its philosophy, using her magic responsibly. To aid in this, Eldrich instructed her a little until she was ready to stand on her own. Taking a job marking tests and teaching a few small classes, Siobhan decided to become the superhero Equinox, fighting off criminals, protecting people, and hunting rogue mages in order to make sure what she allowed to happen wouldn't repeat itself again. Personality & Motivation: Equinox is a driven, dedicated individual who has learned from her past mistakes. While her job as a superhero requires some degree of violence to protect people, she nonetheless maintains a peaceful attitude, attempting diplomacy and trying to talk out problems, not resort to violence. Trying to believe in the good side of people, nonetheless, she often upholds a perhaps unwarrantedly harsh stance on those starting out using magic, simply due to her bad experiences with rookie mystics in her youth. In addition, when stressed, she has a tendency to get a little snippy with people. Siobhan wants to make the world a better place, but predominantly, believes in protecting the innocent before drastically changing the world perhaps against other's wishes. She has the ability to do so, the drive to do so, and thus in her mind, must do so. Deep down, she hopes that being a superhero might also help her family to forgive her for her follies of youth. [floatr]http://freedomplaybypost.com/wiki/images/a/a0/EquinoxGlow.jpeg[/floatr] Powers & Tactics: Equinox is a highly trained and skilled mage. While deprived of much of her magical prowess without her wand to focus them, with it she is a veritable force of nature, with a wide variety of spells available to her. She is an expert elementalist, able to conjure up fire, wind, earth and air, although she tends to favour fire and wind as the more impressive-looking. She can also magically lift objects due to her control over the elements, create protective magical wards and fly on spectral white wings. When she wants to show off, she can also make her force field glow brightly, illuminating the area around her. With her wand and pentagram, her powers become more focused, and thus much more effective. In addition, they allows her to use the more difficult spells of controlling the weather and healing the wounds and fatigue of others. The wand also removes the need to speak and gesture in order to cast spells, requiring only flicks of the wand. Typically, she will try to negotiate with her foes rather than attack them outright. If pressed, she will prefer to bind and restrain foes rather than blast them with the elements, although if pressed to or if left with no other choice, she will use more outright offensive attacks. She is also aided by her familiar, a raccoon named Hayley. Through their mystic bond, they can communicate with thoughts, and Equinox can see through the small fuzzy animal's eyes if she so chooses. Hayley herself is somewhat more intelligent and powerful than a normal raccoon due to possessing traces of Equinox's residual magic. Complications: Addiction (Cigarettes): While aware it's a filthy habit, Siobhan nonetheless has a ten-a-day one. "An' It Harm None, Do As You Will": Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being. "DAMMIT, I HATE MY NAME!": Siobhan is irritated by her Gaelophile parents giving her a Gaelic name noone can pronounce. She finds it hard to resist losing her temper when people get it wrong or make fun of it. Enemy (Keter): For all Equinox and Eldrich know, Keter is still alive, and might yet claim his revenge. Magical Gestures: Without her wand to focus her magic, Equinox must use gestures and words to use her innate Environmental Control, Force Field, Flight and Magic array. Prejudice (Openly Practicing Wiccan): While not usually an issue, Siobhan's unconventional choice of religion sometimes lead to difficulties. Public Identity: Siobhan has recently gone public with her secret identity, and as an openly practicing witch, in an effort to educate about the occult and protect young, impressionable practitioners from harm. Responsibility (Eldritch): While Adrian Eldrich knows that Siobhan did more to stop Keter than help him, nonetheless, he helped her, coached her in magic and helped her at a low point, and thus Siobhan feels she owes him a favour. Responsibility (Family): While still somewhat estranged from them, Siobhan's family still matter to her, and she strives to protect them. Responsibility (Magical Threats): Equinox feels obligated to focus on preventing magic from being misused, and thus spends much of her time fighting magical foes. In particular, she specialises in those creatures native to Earth, not other dimensions, as well as those mages misusing their powers. Responsibility (Job): Siobhan Drake lectures on theology part-time in Freedom City University, and really can't afford to lose her job, because... Struggling: ...She hasn't much money, spending a lot of what she does earn on mystic supplies. Abilities: 0 + 2 + 2 + 6 + 8 + 4 = 22PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 14 + 12 = 26PP Initiative: +1 Attack: +7, +11 Magic Grapple: +7, +21 Telekinesis, +24 Telekinesis + Wand Defense: +11/+6 (+6 Base, +5 Shield), +3 Flat-Footed Knockback: -5/-0 Saving Throws: 5 + 5 + 8 = 18PP Toughness: +11/+1 (+1 Con, +6 Force Field, +4 Pentagram) Fortitude: +6 (+1 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +12 (+4 Wis, +8) Skills: 76R = 19PP Concentration 12 (+16) Craft (Artistic) 12 (+15)Skill Mastery Diplomacy 9 (+11) Intimidate 4 (+5) Knowledge (Arcane Lore) 12 (+15)Skill Mastery Knowledge (Theology and Philosophy) 7 (+10)Skill Mastery Languages 2 (English [Native], Greek, Latin) Medicine 1 (+5) Notice 11 (+15) Sense Motive 6 (+10)Skill Mastery Feats: 22PP Artificer Attack Specialization (Magic) 2 Equipment 2 (10EP) Luck 3 Ritualist Sidekick 11 (Hayley the Raccoon) Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology/Philosophy], Sense Motive) Trance Powers: 4 + 8 + 36 + 2 + 8 + 11 + 8 + 1 = 78PP Device 1 (5PP Container, Flaws: Hard-To-Lose) [4PP] (Pentagram of Warding) Force Field 4 (Feats: Subtle) [5PP] (Magic Spells of Warding) Device 2 (10PP Container, Flaws: Easy-To-Lose, Feats: Restricted 2 [Equinox]) [8PP] (Wand of Spell Focus) Features 1 (Special Effect [turns into steel sword as free action]) [1PP] Magic 3 (Rank 17.5, 35PP Array, Increases Spell Ranks to 11 [Healing to 9, Obscure to 12, Telekinesis to 17, Weather Control to 7], Feats: Affects Insubstantial 2, Alternate Power 1 [8]) [9PP] Alternate Power: Nullify 11 (All Magic Effects, Extras: Effortless, Linked , Flaws: Range [Touch]) [22PP] + Strike 10 (Extras: Linked [Nullify], Feats: Improved Critical [19-20], Mighty, Variable Descriptor [Flaming Sword]) [13PP] (Blade of The Witch-Knight) [35PP] (Magic, Anti-Magic, Steel, Slashing) Magic 14.5 (29PP Array, Feats: Alternate Power 7) [36PP] (Elemental Magic) Base Power: Blast 9 (Extra: Penetrating, Feats: Variable Descriptor 2 [Any Natural]) [29PP] (Summon The Elements) Alternate Power: Blast 9 (Extras: Area [General, Burst, 45ft radius], Selective, Flaw: Action [Full], Feats: Variable Descriptor [Any Natural]) [29PP] (Wreak Havoc) Alternate Power: Healing 7 (Extras: Energizing, Total, Feats: Regrowth, Drawbacks: Action 2 [5 minutes]) [27PP] (Seal Wounds) Alternate Power: Obscure 9 (Visual Senses, 500ft radius [5,000ft with Wand], Extras: Independent, Feats: Variable Descriptor 2 [Any Natural]) [20PP] (Natural Barriers) Alternate Power: Snare 9 (Extras: Backlash, Feats: Reversible, Variable Descriptor [ice, Wood]) [29PP] (Binding) Alternate Power: Telekinesis 14 (STR 70, 85 with Wand [Heavy Load: 200 tons, 1,600 tons with Wand], Feats: Precise) [29PP] (Move The Elements) Alternate Power: Teleport 7 (200 miles per Full Action, Extras: Affects Others, Flaws: Limited [Long-Range], Feats: Progression [subjects] 2 [5 Passengers]) [16PP] (Mystic Teleport) Alternate Power: Weather Control 5 (100ft radius [500ft with Wand], 20PP of Mix-&-Match Environments [28PP with Wand], Extras: Independent, Total Fade) [25PP] (Call Down The Sky)Features 2 (Quick Change 2) [2PP] (Magic) Minor Magical Effects 3 (6PP Array, Feats: Alternate Power 2) [8PP] Base Power: Flight 3 (50mph / 500ft per Move Action) [6PP] (Air Magic, "Riding The Wind") Alternate Power: Impervious Toughness 11 (Extras: Force Field, Flaws: Duration [Concentration]) [6PP] (Armor of Earthen Will) Alternate Power: Sensory Link 5 (5 miles, Extras: No Save, Simultaneous, Flaws: Limited 3 [Hayley], Feats: Subtle) [6PP] Force Field 6 + Shield 5 (Extras: Linked) [11PP] (Magic Spells of Warding) Super-Senses 8 (Magic Awareness 3 [Mental], Extras: Accurate, Acute, Extended [100ft Notice Increments], Ranged) [8PP] (Magic) Super-Senses 1 (Communication Link [Mental, Hayley]) [1PP] (Magic) DC Block First DC is without wand, second DC is with it ATTACK RANGE SAVE EFFECT Unarmed Melee DC15 Toughness (Staged) Damage Area Blast Ranged DC19/21 Reflex (area), 24/26 Toughness (staged) Damage Element Blast Ranged DC24/26 Toughness (Staged) Damage Snare Ranged DC19/21 Fort (Staged) Entangled/Helpless Sword Melee DC25 Toughness (Staged) Damage, preceded by Nullify vs Will/power rank Abilities (22) + Combat (26) + Saves (18) + Skills (19) + Feats (22) + Powers (78) - Drawbacks (0) = 185/232 Power Points :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's. Hayley the Raccoon
  5. I'm not sure you're getting this. We're a superhero game, and this PC isn't a superhero. Superhero who happens to work for the government is fine, but he's not. He just happens to be a very good tax collector. This is a setting where cops don Iron Man riot armour to fight criminals, merely fighting supervillains doesn't make you a superhero. What about a cape, or mask, or a costume, or some combination of the three?
  6. It's not the lack of superpowers, or where he gets his wealth. It's the fact he's a tax collector with a gun. Superheroes generally go after supervillains for theft, assault and arson, not tax evasion. Save the world/country, not save the finances.
  7. "Mmm-hmm," nodded John, picking up his cane and striding towards the door. "And we all know I'm at least honest about being a jerk." He suddenly stopped and paused in the doorway. "But good luck with the whole relationship thing." Collapsing his cane into its compact form and walking off with the smallest limp he could manage, just to prove he could, John moved off away from the command centre.
  8. "Here's the issue," said John, his face softening. "I'm not sure you can do both. Is it an impossible situation by its very nature? No. Did you, of all the people, the Scarab's cover got blown... and I'm admittedly unfamiliar with Talya, but I've gathered she's adept at subterfuge." He sighed. "You want my gratitude? This is it, not simpering, or fawning, or just mindlessly going with what you say, but this: if you of all people are making mistakes on this scale, I think you need to rethink this."
  9. Geckoman walked through the hall in awe, ignoring the feelings of impending frostbite as he looked around. An alien zoo! Statues! A metal-paged account of the Centurion's exploits... Wow. "It makes you wonder if he ever had time to properly enjoy having this place," he wondered aloud as he looked all around.
  10. "Ok, strap yourself in," said Geckoman, pressing buttons on the control panel as he ascended out of the Rookery. The GPS came up as a small holographic projection from the dashboard. "This is going to be fast." And with that he diverted all power to the engines in one flick of a button. The Pitchoo accelerated, going from single-digit to tens of miles per hour, then hundreds... and it kept going. "Aaaaaaannnnd... STOP!" The engines swiftly, but not immediately, cut the power, leaving them hovering near their destination. "Hmmm... it always jerks down from 500 to 400. Not sure why."
  11. Computers, Crafts, Knowledge: Technology... I ain't picky.
  12. "And you can't judge him," snarled Arrowhawk, the John persona temporarily gone. "In the past couple of minutes, you've mentioned his alcoholism, directly or obliquely, twice. Now, scale that up to a few decades." "His career as Bowman was defined by one action, and it's all that gets mentioned. Should he feel bitter and pull crap like this? No, I fully agree. Do I feel he's entirely unjustifed? Well, let's just say I empathise with the man more than a little." He strode forward, ignoring his limp and tossing his cane aside. Ouch. Stupid need to prove a point. "Or perhaps he didn't know there was any cover or reconnaisance, and thus assumed there wasn't. I mean, I've gone deep cover too. Did I get caught and plastered over the tabloids because my knickers were around my ankles?" Arrowhawk fixed Scarab with a glare. "Fletcher Beaumont and you are both in the wrong. Difference is, he's not the most powerful telepath on Earth, nor is his judgement clearly clouded by love."
  13. We'd outright banned them?
  14. Bluff, bluff, bluff, the senseless egomaniac! (1d20+10=21) Meh, worth a hero point. Re-roll... with circumstance bonus for calling him "Captain"? (1d10+20=28)
  15. How many are there? How do we stop them!? Then, a thought occurred to Arrowhawk. A dangerous, incriminating thought, but one that might work. Carefully, confidently, he hung his bow at his side and shouted for Knieval to here. "Captain! Call off your cyborg toys, and I can tell your power-armoured friend just who blew up his home. Hell, I can bring him the man who did it! Sound fair?"
  16. "They imprisoned Conundrum for murder, so he's getting his revenge," gasped Geckoman. Then, his eyes narrowed. "We need to get to the judge's house, and fast. The witnesses have already been missing a couple of days, but we can still save the judge." He went to sprint towards the Pitchoo, but stopped short and skidded on the floor. "Wait. Do you have directions?"
  17. John stood quietly and pensively for a few seconds after his rant. "Fair enough. So you love her, and thus noone is allowed to do her anything that could be construed as wrong." He shook his head. Well, here goes. Goodbye, free thought. Fletch, you owe me. "You ever met the new Britannia? She's a media darling, face of the country. What she does, it's in the papers. And here... well, superheroes are a bigger deal in Freedom City. You're the Scarab. What you do and say will go in the papers." "Fletcher isn't in the wrong. Like you said, he's in the dirt. Would any other journalist have come to collaborate with you on protecting your love life? No, and neither will Mr Beaumont, because after thirty-two years, he's a journalist, not a superhero. Covering up your operations isn't his job. It's yours, and it's Bombshell's."
  18. Geckoman's face fell. Awww... my theory sucks. That sucks. Sucks. "Um..." he pondered, staring off into the distance. Ok, logical things... logical things. Three kidnapping victims, two are sisters, the third's a cop... what's that gotta do with it? Twins, cop, not exactly related, apparently don't know each oth- Wait. "What have the two sisters and the cop have to do with each other?"
  19. Again, John forced himself to grit his teeth and walk into the portal. She's pissing about with me. In a flash, he'd arrived in the command centre, leaning on his cane and staring at Scarab with as neutral an expression as he could manage across his face. "So. I assume you read the news, Elena," he begun, fighting back a smile. "So you already know why I'm here." Risking the privacy of my own head just to check Fletcher Beaumont is Ok... I've gone soft. "Did you take any action against Mr Beaumont or his newspaper?"
  20. Geckoman spun the Pitchoo around. "What they deserve, Mark?" pondered Chris. He came level with the second largest group of monsters, armoured and closing in on the hospital, hovering above their heads as the looped the ship around in a firing arc. The turrets drew a bead on their solid carapaces, and opened fire in a blaxe of white-hot electricity. "Howsabout a good 500,000 volts!" The comm channel filled with the sound of mad laughter.
  21. PITCHOOOOOOOOOO! Move action: fly at the Ravengers. Standard action: Evasive maneuvers, using One Hand on the Wheel, for a total of -7 to my Pilot-derived AC. Defence 19 using skill mastery. One Hand On The Wheel: I feel... inspired... to shoot Ravengers. PITCHOO!!! (1d20+13=21) That's DC 25, +1 per 2 over their Defence. So probably not too high with only 21 :(
  22. Reallocating Equipment ranks in this thread... The Geckosuit goes from Protection 3 [subtle], to Protection 3 + Immunity 1 (cold). A full immunity seems too much for cold, so perhaps like D&D 3.5 cold weather outfits and grant a +5 bonus to saves against cold? (Yes, I'm blatantly being Nite-Owl, why do you ask?)
  23. Chris was meanwhile busy donning what appeared to be a cold-weather version of the Geckosuit, which was lined with fur on the inside and made of leather, rather than spandex, on the outside. "Seriously, people," he complained, as he added snow goggles to the ensemble. "Be prepared for things. If you're not prepared for hypothermia, how can you prepare for, say, alien invasion, or getting stuck in the McDonald's line en-route to a charity thing you need to be at in 5 minutes?"
  24. Sometime later... Beaumont, you can be so stupid. John Fraser dismounted his bike outside of Pyramid Plaza, taking off his helmet and he glanced up to Elena's apartment. Sliding his metal cane from the compartment under his bike, he briskly moved towards the front entrance, helmet under one arm as the cane clattered on the pavement. Better find out what Elena's going to do to you... Had anyone paid attention to him, he'd just look like some average joe in a shirt and trousers, perhaps getting on a bit. But he walked past the front door and instead walked behind a decorative shrubbery. I suppose I could teleport from home, he pondered, examining the teleport beacon he held in his hand. But it's not natural, going from A to C without crossing B. Gritting his teeth in annoyance, he activated the beacon and was transported in a glow of golden light to the Scarab's Lair. Dropping to his knees momentarily upon landing, John came up in a crouch, tossing his helmet to the floor and resting on his cane. "Scarab? You here?"
  25. Power Level: 10 (150/150pp) Trade-Offs: None Unspent pp: 0 In Brief: Witch focused on fighting Earth's supernatural villains. Alternate Identities: Siobhan Drake (Shiv-awn, not see-oban) Identity: Secret Birthplace: Freedom City, NJ Occupation: Theology lecturer at FCU Family: General Jonathan Drake [father, 51], Jessica Drake [mother, 46], Francis "Frank" Smith [uncle, 39] Age: 26 (born 20th March 1985) Gender: Female Ethnicity: Caucasian Height: 5'9'' Weight: 150 lbs Eyes: Blue (White when using powers) Hair: Brown (Black as Equinox) Description: [floatl][/floatl] Of average height and fairly slender, Siobhan Drake is not strikingly different from most people on the street. Her most distinctive features are her long brown hair, grown to half-way down her back, and her piercingly blue eyes. Typically, she dresses in plain t-shirts and jeans, eschewing dresses and high heels for more 'practical' clothing. As Equinox, Siobhan's eyes become brilliant white due to use of her magic, casting enough light on her face to obscure her identity. In addition, she uses a simple temporary spell to dye her hair jet black. She wears a white long-sleeved t-shirt and trousers underneath a deep black floor-length coat. On her shirt is a logo on a black-outlined circle with one half completely black and the other white, representing the position of the sun during an equinox. In both identities, Equinox wears an elaborate silver pentagram, although usually hides it while not in costume. History: It's safe to say Siobhan Drake had a rough childhood. She grew up getting teased for the funny name her Gaelophile parents gave her, moved house a lot due to her father's profession as an Air Force General, and then being present for the Terminus Invasion when she was a little girl. After the trauma of the invasion, General Drake decided his family should stay in Freedom City with Siobhan's maternal uncle Frank. However, childhood petulance dictated that despite her parents trying to improve her life, Siobhan still resented them for her name, for the moving and even for moving to a city that gets invaded! Once she hit her teens, she started rebelling on a huge scale, sneaking out and drinking, smoking cigarettes, going through different goth/emo/fashion-obsessed phases, and then finally, to top off her parent's worries, she ran away from home. While travelling across the country, she fell in with a rough crowd of wannabe mages, who met nightly and tried out rituals they'd found from various old texts they'd dredged up. However, when it came down to it, they were just a bunch of talentless, pretentious teenagers using affected names. However, their leader (a man calling himself 'Keter'), had some talent, and was pleased to find that Siobhan had plenty of it. Therefore, while she showed interest in old pagan faiths and magic, Keter tried to manipulate and coerce her into demonic and necromantic rituals. She resisted for a long time, until in a frustrated rage, Keter went ahead without her and tried a summoning with his more lacklustre skills. He and his little 'coven' failed, and the summoning went awry, just as Siobhan's conscience finally snapped her out of it and she arrived to stop it from happening. Faced with a demon on the rampage, Siobhan used what little magic she knew to try and bind the monster, but to no avail. Sent reeling by the magical backlash of it shattering its bonds, it looked hopeless... until Adrian Eldrich appeared on the scene, effortlessly saving the day with a word and a gesture. While angered at her not stopping it before it happened, and at Keter's escape, Eldrich took pity on Siobhan, taking her home to her worried parents. From there, she set about turning over a new leaf. Spending the next five years studying theology at Freedom City University, she turned to Wicca and began living by its philosophy, using her magic responsibly. To aid in this, Eldrich instructed her a little until she was ready to stand on her own. Taking a job marking tests and teaching a few small classes, Siobhan decided to become the superhero Equinox, fighting off criminals, protecting people, and hunting rogue mages in order to make sure what she allowed to happen wouldn't repeat itself again. Personality & Motivation: Equinox is a driven, dedicated individual who has learned from her past mistakes. While her job as a superhero requires some degree of violence to protect people, she nonetheless maintains a peaceful attitude, attempting diplomacy and trying to talk out problems, not resort to violence. Trying to believe in the good side of people, nonetheless, she often upholds a perhaps unwarrantedly harsh stance on those starting out using magic, simply due to her bad experiences with rookie mystics in her youth. In addition, when stressed, she has a tendency to get a little snippy with people. Siobhan wants to make the world a better place, but predominantly, believes in protecting the innocent before drastically changing the world perhaps against other's wishes. She has the ability to do so, the drive to do so, and thus in her mind, must do so. Deep down, she hopes that being a superhero might also help her family to forgive her for her youth. Powers & Tactics: Equinox is a highly trained and skilled mage. While deprived of much of her magical prowess without her wand to focus them, with it she is a veritable force of nature, with a wide variety of spells available to her. Mainstays of her arsenal include binding spells, control of the four classical elements and a mind-assaulting sedative. In addition, she has skill with a defensive ward spell, and one which creates spectral white wings to allow flight. With her wand and pentagram, her powers become more focused, and thus much more effective. In addition, they allows her to use the more difficult spells of controlling the weather and healing the wounds and fatigue of others. The wand also removes the need to speak and gesture in order to cast spells, requiring only flicks of the wand. Typically, she will try to negotiate with her foes rather than attack them outright. If pressed, she will prefer to bind and sedate foes rather than blast them with the elements, although if pressed to or if left with no other choice, she will use more outright offensive attacks. Complications: Addiction (cigarettes): While aware it's a filthy habit, Siobhan nonetheless has a ten-a-day one. "An' it harm none, do as you will": Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being. "DAMMIT, I HATE MY NAME!": Siobhan is irritated by her Gaelophile parents giving her a Gaelic name noone can pronounce. She finds it hard to resist losing her temper when people get it wrong or make fun of it. Enemy (Keter): For all Equinox and Eldrich know, Keter is still alive, and might yet claim his revenge. Magical Gestures: Without her wand to focus her magic, Equinox must use gestures and words to use her innate Force Field, Flight and Magic array. Power Glows: When using her magic array, flight, or her force field without her pentagram, Siobhan's irises turn a brilliant white colour. This is quite obvious if used in her civilian identity without precuations. Prejudice (openly practicing Wiccan): While not usually an issue, Siobhan's unconventional choice of religion sometimes lead to difficulties in both identities. Responsibility (Eldrich): While Adrian Eldrich knows that Siobhan did more to stop Keter than help him, nonetheless, he helped her, coached her in magic and helped her at a low point, and thus Siobhan feels she owes him a favour. Responsibility (family): While still somewhat estranged from them, Siobhan's family still matter to her, and she strives to protect them. Responsibility (magical threats): Equinox feels obligated to focus on preventing magic from being misued, and thus spends much of her time fighting magical foes. In particular, she specialises in those creatures native to Earth, not other dimensions, as well as those mages misusing their powers. Responsibility (job): Siobhan Drake lectures on theology part-time in Freedom City University, and really can't afford to lose her job, because... Struggling: ... she hasn't much money, spending a lot of what she does earn on mystic supplies. Secret (identity) Stats: 0+2+0+6+8+2 = 18pp Str: 10 (+0) Dex: 12 (+1) Con: 10 (+0) Int: 16 (+3) Wis: 20 (+4) Cha: 12 (+1) Combat: 12+12 = 0pp Attack: +6, +10 Magic Grapple: +6, +12 telekinesis, +16 with Wand Defense: +6 (+3 flat-footed), +10 with Shield (+3 flat-footed) Knockback: -0, -3 with Force Field, -2 with Pentagram, -5 with both Initiative: +1 Saves: 6+5+8 = 18pp Toughness: +10 (+0 Con, +6 Force Field, +4 Pentagram) Fortitude: +5 (+0 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +12 (+4 Wis, +8) Skills: 72r = 18pp concentration 12 (+16) Craft [Artistic] 12 (+15, Skill Mastery) Diplomacy 9 (+10) Knowledge [Arcane Lore] 12 (+15, Skill Mastery) Knowledge [Theology and Philosophy] 7 (+10, Skill Mastery) Language 2 (Greek, Latin, native: English) Medicine 1 (+5) Notice 11 (+15) Sense Motive 6 (+10, Skill Mastery) Feats: 10pp Artificer Attack Specialisation (Magic) 2 Equipment 2 Luck 2 Ritualist Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology and Philosophy], Sense Motive) Trance Powers: 24+1+10+6+6+11 = 62pp Magic Array 9.5 (Wiccan magic, Power Feats: 5 Alternate Powers) [24pp] Paralyze 6 (Halt thy foe; Extras: Ranged [+1], Power Feats: Reversible) AP: Blast 6 (Summon the elements; Extras: Penetrating [+1]; Power Feats: Variable Descriptor [any elemental]) AP: Blast 6 (Weaken the mind; Extras: Alternate Save - Will [+1]; Power Feats: Sedation) AP: Stun 6 (Rest thy head; Extras: Ranged [+1], Sleep [+0]; Power Feats: Reversible) AP: Snare 6 (Binding; Extras: Regenerating [+1], Transparent [+1]; Flaws: Feedback [-1]; Power Feats: Reversible) AP: Telekinesis 6 (Move the elements; Heavy load: 1600 lbs [12 tons with Wand]; Power Feats: Precise) Enhanced Feat 1 (Quick Change) Flight 3 (Wings of magic; 50 MPH) [6pp] Force Field 6 Linked to Shield 4 (Spells of warding) [10pp] Super-Senses 4 (Detect Magic [mental; accurate, acute, extended, ranged]) [6pp] Device 3 (Wand of Spell Focus; Easy to Lose; 15pp of powers; Power Feats: Restricted 2 [only her]) [11pp] Device 2 (Pentagram of warding; Hard to Lose; 5pp of powers) [4pp] DC Block First DC is without wand, second DC is with it ATTACK RANGE SAVE EFFECT Unarmed Melee DC15 Toughness (Staged) Damage Paralyze Ranged DC16/20 Will (Staged) Slowed/Paralyzed Element Blast Ranged DC21/25 Toughness (Staged) Damage Will Blast Ranged DC21/25 Will (Staged) Damage Stun Ranged DC16/20 Reflex (Staged) Entangled/Bound Snare Ranged DC16/20 Fort (Staged) Daze/Stun/Unconscious Abilities (18) + Combat (24) + Saves (18) + Skills (18) + Feats (10) + Powers (62) - Drawbacks (00) = 150pp :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's.
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