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Found 21 results

  1. Greetings and salutations! I am in the process of making by British amnesiac character the Eel more active in Bedlam, and I'm looking for characters to partner with an GMs to make our life miserable. Eel is a PL7 stealth based character with connections to the Labyrinth (that she's unaware of) if you looking for good hooks. Also she's a bartender at Club Maxx, a metal club in the Meadows not far from the airport. I'm up for pretty much anything!
  2. In Brief: Instead of becoming The Huntress, Helena Bertinelli becomes Spawn. Character: Mister Strix Power Level: 13 (Built as PL8) Tradeoffs: None Power Points: 206/216PP Unspent Points: 10 Alternate Identity: Gaetano “Guy” Giordano (Deceased) Identity: Secret. The public is not aware that either Gaetano Giordano or Mister Strix are undead, or that they are the same person. Legal Status: Deceased USA citizen with no criminal record. Birthplace: Bedlam City, Wisconsin, USA Base of Operations: Bedlam City Residence: An abandoned, boarded-up house on Ash Street. The only sign of habitation is his casket sitting in the basement. The entrance to the basement is blocked with heavy debris. He accesses the house and the basement with Mist Form. Occupation: None Affiliations: Father Cesare Messina (Retired Catholic priest, Friend) Family: Doctor Adriana Aparo (Widow), Luna Giordano née Gallo (Mother), Massimo “Mo” Giordano (Father), Matteo “Matt” Giordano (Older Brother), Flora Russo née Giordano (Older Sister), Rafael Giordano (Younger Brother, Deceased). Matt and Flora are both married, with children. Adriana has re-married, and she has a child with her new husband. DESCRIPTION Age: 37 (Date of Birth: 1981) Apparent Age: 31 (Date of Death: 2012) Gender: Male Ethnicity: (Sicilian) Italian-American Caucasian Height: 6’2” Weight: 180 lbs. Hair: Black Eyes: Black His superhero costume consists of a white skintight jumpsuit, mask, and cape. The chest of the jumpsuit is emblazoned with a white crescent moon set against a black circle. The edges of the cape and gloves are cut with notches suggestive of the feathers on a bird's wings. The gloves are fingerless. The mask covers his entire head except for his jaw and the lower half of his face. It has a shape similar to the feathers on the head of a horned owl. The bottom of the mask comes to a hook with a slight downward curve resembling a raptor's beak. Overall, it looks like a photo-negative version of the original Raven’s costume. Out of costume, a fan of old movies might compare him to a young (and underslept, and possibly ill) Lee Van Cleef or Basil Rathbone. His flesh is unnaturally pale, and always cold to the touch, regardless of any physical activity or environmental factors. When visible, his veins appear to be black. His build is slender. He was never bulky in life, and when he transformed, most of his fat burned away, and most of his internal organs shriveled and atrophied. His face is all sharp angles, with high, prominent cheekbones, a large nose, and a narrow, pointed chin. His hair is dark, and perpetually messy. (Since he has no reflection in mirrors, even if he had much reason to style his hair, he wouldn't be able to see what he was doing.) He has thick eyebrows, perpetually arched over eyes set deep in their sockets, eyes which always seem to be surrounded by shadows, regardless of the angle or intensity of light in the area. The irises of his eyes are completely black, indistinguishable from the pupils. The center of his eye is one solid black disk. His hands are slightly larger in proportion to the rest of his body than they should be, the fingers slightly longer. His voice is a deep baritone, surprisingly deep for someone of his size. When he feeds or uses his powers, his appearance becomes even more overtly monstrous. His veins bulge and darken. The blackness at the center of his eyes spreads to cover the entire eyeball. His mouth, canine teeth, and tongue all double in size. His voice deepens by at least a full octave, and echoes independent of the local acoustics. When he growls, he sounds like a tiger. HISTORY Guy Giordano’s life ended just as it was about to begin. Gaetano "Guy" Giordano was born the third of four children in an Italian-American family living in Stark Hill. The family all attended the local Catholic school and church. His mother was a librarian turned homemaker, and his father was a "made man" in the Scarpia crime family. Guy was closest with his younger brother, Raphael, and his mother, whom they both took after, being more gentle and scholastically inclined than their brutish father and older brother or their scheming "queen bee" older sister. When they grew up, Guy became a doctor, while Raphael became a priest. Guy went to college and medical school in Chicago and Detroit, and earned a doctorate in emergency medicine alongside Adriana Aparo, his fellow student. After they completed their residency, they got engaged, spent a year working with Doctors Without Borders in Libya and the Congo, then moved back to Bedlam, got married, and bought a house. They were just about to start trying for their first child when Guy got sick and died. Unbeknownst to his family, Guy's younger brother Raphael wasn't just a priest, but a Vatican-sponsored monster-hunter. Raphael had destroyed a powerful elder vampire, and the even older and more powerful vampire who had created that elder took his revenge and replaced the lost member of his "family" by killing Raphael's favorite brother and turning him into a vampire. Raphael was no match for the vampire, who only ever identified himself as "Johann." He ambushed Raphael at the cemetery where Guy was buried. Guy dug himself out of his own grave, emerging in a mindless feeding-frenzy, and Johann made sure that Raphael was caught helpless in Guy's path. Guy drained his little brother dry. After Guy's bloodlust faded and he cried out in anguish over what he'd done, Johann wished him a taunting "Happy Birthday" and stabbed him in the heart with a wooden stake, putting him in a coma. Then he locked Guy's unconscious body in a box and left it there for five years. When Johann finally took the stake out of his heart, Guy woke up, but he had no idea how much time had passed. He ran home, only to learn that his wife lived there with her new husband and their child. He fled the scene before anyone spotted him. Johann laughed, taunted him with another "Happy Birthday," and vanished. Guy spent the next year living in the shadows of Bedlam. He spent days sleeping in sewers, abandoned basements, and hastily dug holes in the dirt, rarely staying in the same place twice. He spent the nights spying on his family and his widow, and through a mix of research and trial and error, figuring out how much time had passed, what had happened to him and what he could do. When he drank Raphael's blood, he absorbed his memories, so he knew that he was a “vampire,” but that could mean a hundred different things. He spent many nights at local libraries, catching up on recent history and researching his “condition.” An academic at heart, he felt “at home” there, and since he could ignore alarms and surveillance equipment, hypnotize guards, and slip through locked doors as a cloud of mist, he had the run of the place. When he needed blood, he would grab sewer rats, or hypnotize the employees at the less ethical animal “shelters,” so he could drain the cats and dogs already scheduled for execution. At first, he made the mistake of trying to subsist entirely on animal blood. But he learned the hard way that the inferior quality (for his purposes) of animal blood would only satisfy his undead body for so long. After the first time he snapped and almost killed a random person on the street, he made an effort to regularly infuse his diet with human blood. He limited his human feeding to whatever criminals and corrupt cops he could find, often guys he recognized as his father’s employees and associates. At one point, he decided that he needed to be destroyed, and even if suicide was a sin, the greater sin would be continuing to live as a monster. So he fought through his instinct to sleep during the day, and he tried to walk out into the sun. He was terribly burned, but he discovered that his undead body had a powerful instinct for self-preservation, one he could not overcome. He fled the light, slept deeper and woke up thirstier than ever before, and by the time he regained the capacity for rational thought, he was standing over the half-drained body of what was now the second random person he had almost murdered. After that debacle, he stopped trying to kill himself. During a chance encounter near the end of his first year as a vampire, he saved the life of a 70-year-old retiree and "supply priest," Father Cesare Messina. Father Messina quickly became his friend and confidant, the only source of human interaction for him since his death. Father Messina felt that it was his duty to help Guy figure out God's plan for him, even if that just meant praying for him and chatting with him over coffee. Father Messina reminded him that the best way to heal one’s own pain was to help others with theirs. As they spoke, an idea formed between the two of them. Guy could do what everyone with extraordinary abilities and a secret to protect did to help make the world better: He could put on a mask, and become a superhero, “Like Raven, that guy in Freedom City.” Father Messina was an ornithology enthusiast, so when the subject of superheroes came up, Raven's was the first name that came to his mind. Of the decorations in Father Messina's home, the pictures and sculptures of owls outnumbered the Christian imagery by at least ten to one. With little prompting from Guy, Father Messina practically gushed about how owls were found all over the world, in all kinds of environments, and how they appear in the myths of almost every culture on the planet, usually as demons or psychopomps. Guy mentioned a local legend he’d heard in the Congo about how owls hunted humans to eat their souls. That reminded Father Messina that while the more popular modern vampire myths describe them transforming into bats, in older stories, they turned into owls. Just like that, Guy knew what form his disguise should take. The tailor who would later craft it was hypnotized to misremember the job, but he was well-paid. "Mister Strix" was born. At the start of this new chapter in Guy's life, Johann reappeared, attacking him without warning and beating him almost to a second death. Then Johann laughed, taunted him with yet another "Happy Birthday," and disappeared. To Guy's surprise, he laughed too. Johann’s assault had an oddly invigorating effect on him. If Johann was still trying to break him, that meant he wasn't broken yet. His conversations with Father Messina had given him a new sense of purpose, but Johann’s beating gave him a new sense of hope. His existence might be evil, but he could still do some good with it. He might not be a doctor anymore, he wasn't going to let that stop him anymore from doing the same thing in death that he used to do in life: Try to save people. PERSONALITY & MOTIVATION Like any good Catholic, the primary driving force in his life has always been guilt. When he was a child, it was guilt over the apple, and the crucifixion, and not being the son his father wanted. When adolescence opened his eyes a little wider, it was guilt over who his father was and how he made his money. He became a doctor and went to war zones so that he could try to save more lives than his father had destroyed. Now it’s guilt over what he is and what he has to do. In life, he was quiet and gentle, but determined. He always tried to put others before himself. People always told him he was “a good listener.” He loved his wife. He loved his family, even if he didn't like them. He inherited his mother’s love of books, opera, traditional French and Italian cooking, and when he got older, coffee and wine. He always seemed to have his nose in a book. He’d lived in war zones, but he’d never really been in a fight. He'd never wanted to hurt anyone. In death, everything that used to define him or bring him joy has been stolen from him, and he's become a predator who leaves ruin in his wake, a danger to everyone around him. Violence now feels as natural to him as breathing used to, and the only thing that truly brings him joy anymore is sinking his fangs into another person’s neck and sucking the blood out of their veins. He hates the thing he’s been turned into, and the things who turned him into it. He’s trying to make the best of it. POWERS & TACTICS He is an unskilled brawler, relying entirely on the animal instinct and enhanced physical prowess he gained when he became a vampire. Everything he “knows” about fighting, he learned from movies and television. Popular culture is also his main source of “knowledge” about his own condition. He’s studying all the relevant history and mythology he can get his hands on, but it’s a slow process. The vampire who killed him didn’t tell him anything. Most of what he can do either comes from pure instinct, or is something he read about and decided to try that worked, either immediately or with practice. He is undead, preserved and animated by the life-consuming energy that is the pure darkness of the Schattenwelt, in a process fueled by blood magic. His undead body is far more resilient than his human body was. His skeleton is harder than stone, but just as light as human bone. His flesh feels human to the touch, but displays a resistance to cutting or puncturing more akin to silk, thick leather, or Kevlar. His body somehow metabolizes the blood he drinks to sustain his existence, keep him preserved, heal his wounds, and alter his body in ways he is only beginning to explore. He can increase his strength, speed, and agility to superhuman levels, grow claws that can shred metal and stone as if it were paper, or transform into a cloud of mist. His blood can also heal the wounds of others (a Healing power stunt off of his main array), though consuming his blood can bring unpredictable side-effects (a temporary Complication for the other character). He also has some psychic powers. He can broadcast a psychic command which forces the minds of others to ignore his presence. He can more directly hypnotize anyone who looks him in the eye, forcing them to obey all his commands and re-writing their memories. When he pierces a living creature's skin with his fangs and sucks out their blood, he triggers a rush of endorphins which overwhelms his victim with intense pleasure. This makes it difficult for his victim to understand what is happening or to remember it clearly after the fact. Since his blood can heal wounds, he can use his fang to cut his tongue, then lick the puncture wounds closed with the transfer of blood. This combination allows his feeding to go mostly undetected. Like a shark, he can sniff out even tiny amounts of blood from far away. The smell and taste of blood can give him the type of information about its owner that would make a crime lab jealous, and when he tastes blood, he can tap into any psychic resonance it has absorbed, experiencing the memories of its original owner like they were his own. He can see in the dark because he is Darkness. When he makes a scary face and roars, hardened soldiers will run, hide, and lose bladder control, because he’s giving them a glimpse of the literal Abyss, and when they look into his eyes, they don’t just see “darkness,” but “The Darkness.” He’s also learned the hard way that he has just about every quirk and weakness that’s ever been attributed to vampires in folklore. He doesn't have to worry about running water or being invited into a home, but that’s about it. COMPLICATIONS Achilles Heels & Weaksauce Weaknesses: Certain plants, objects, and symbols of mystical and religious significance will repel him, interfere with his movement, and cause him pain and injury. He cannot stand them, even if they were a source of joy or comfort in his mortal life. Daylight Fire Garlic: All parts and states of the garlic plant affect him: The flower and the bulb, whether living, freshly harvested, or even ground into dry powder. Unlike most plants, garlic never withers or dies merely from being in his presence. Holy Symbols & Blessed Items: Holy symbols and items affect him at the GM’s discretion, on a case by case basis. Generally, the holy symbol must belong to a “Good” deity, or a deity whose portfolio includes concepts such as “Healing,” “Life,” “Light, or “The Sun.” Foods and liquids which have been “blessed,” such as holy water, or which have ritual significance, such as the wine and wafers used in Communion, will also affect him. Holy symbols and items will affect him even if he, or the character wearing or wielding them, do not believe in (or even know of) the religion with which they are associated. However, if he attempts to force his way past the holy object and some sort of opposed check is required, a wielder who knows, believes in, or reveres the deity associated with the holy item will have a better chance of winning the opposed check than a wielder who is ignorant, skeptical, or blasphemous. Jade Mirrors: He has no reflection. Like machines, mirrors do not register his presence. If he can exert enough willpower to stare into a mirror, then a vague, blurry semblance of his visage may briefly appear, only to vanish as soon as he turns away. This effort may cause the mirror to crack, or even to shatter. Mirrors also sometimes break even if he briefly glances at them, or passes by them without peek. Salt: Pure salt will affect him, but saltwater will not, nor will food with a high salt content. Silver Wolf’s Bane: See “Garlic,” above. Everything described there applies to wolf’s bane as well. Wooden Stakes: He can be incapacitated if his heart is impaled with a piece of wood. It doesn't matter if the “stake” is made entirely of wood or not, so long as the part lodged in his heart is composed of pure, whole wood. An arrow or spear with a steel head and a wooden shaft would work, but a piece of compressed particle board would not. Wood and wooden implements do not cause him any of the fear, discomfort, or damage described below, and staking his heart is the only circumstance under which a wooden weapon will overcome his resilience or regeneration. Wood does not limit his movements, and touching it does not harm him. He already has drawbacks and flaws to account for how these items can suppress his powers, penetrate his defenses, and inflict wounds which are slow to heal, and since those traits already provided a power point discount, they do not count as complications. However, these items can have other effects which would count as complications: He cannot stand to look directly at these items. As soon as he sees them, the GM can force him to make a Will save against an Emotion Control (Fear) effect, which may cause him to flee the scene entirely. He cannot knowingly or willingly attempt to touch any of these items, or even to advance to within touch-range of them. He must stay at least 10 feet away. (If the item is hidden from him, then he can unknowingly approach it or touch it.) The GM can force him to save against Damage and/or some other attack effect if he touches any of these items or their shadows, or if the ingests them, or the blood of someone else who has recently ingested them. If another character wears or wields any of these items, then he cannot attempt to physically touch them, or anyone behind them. (As reflected with his Power Loss drawbacks, he also cannot bite them or use his mind control powers on them.) He cannot attempt to directly remove or destroy the items. Another character who wields these items can advance toward him, forcing him to withdraw. If he is bound with these items, or with bonds infused or plated with these materials, then he cannot untie or break those bonds, no matter how objectively flimsy they may be. He may not even be able to lift them. (As reflected with his Power Loss drawbacks, such bonds will also suppress most of his powers.) If these items are mounted on, above, or around a door, window, or other portal, then he cannot pass through that portal, even in his mist form. If these items are placed on top of the lid to a container, or tied or wrapped around it, then he cannot open that container, or enter or exit it in his mist form. If these items are arranged in a circle, then he cannot cross that circle. He cannot step over it, and he cannot fly over it in his mist form. A circle around another character can protect that character from him, while a circle around him can trap him. He can attempt to overcome these limitations, forcing his way past these items, or even forcing himself to touch them, with a focused act of will, most likely represented by a Will save. If these items are being wielded by another character, then the GM can force him and that other character to make an opposed check, most likely Charisma. This effort may cause him harm whether it is successful or not, so he may also have to save against Damage or some other attack effect. If his act of will is successful, then he can temporarily overcome the limits to his freedom of movement, and these items may be damaged, or even destroyed. They may bend, crack, shatter, melt, or burst into flame. Addiction (Blood): He doesn't just need blood. He wants it. He loves it. It is as much his drug as it is his sustenance. The GM can decide that he's thirsty, give him a Hero Point, and then give him a circumstance penalty on a check to represent how difficult it is for him to focus on other tasks when he’d rather be drinking blood. When blood is available, the GM can give him a Hero Point, and then force him to make a Will save to resist the urge to lap it up or suck it down. He can also cause Addiction complications for other characters. They can become addicted to the euphoria of being fed upon by him, or they can become addicted to consuming his supernatural blood. Chill of Undeath: Since his Environment Control (Cold) power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his cold aura may cause complications for other characters. Enemies: Archnemesis Dad: His father is a captain in the Scarpia family syndicate. His surviving brother works with him, as does his sister's husband. When he was alive, he refused to participate in his father’s criminal activities, but he didn't interfere with them either. When he died, so did his ambivalence. Now he’s determined to dismantle everything his family helped build. Burn The Witch!: The secret monster-hunting arm of the Catholic Church knows that his brother killed a vampire, and that soon after, he and his brother were both killed in circumstances which sounded suspiciously like retaliatory vampire attacks. It’s been a few years since then, but if they hear about anything that sounds like a vampire in Bedlam, they will follow up. I Hate You, Vampire Dad!: “Enemy” isn't quite the right word. His sire, "Johann" (real name unknown), is working toward a long-term goal of making him part of Johann's "family." To Johann, that means an unholy combination of child, friend, and lover. Unfortunately for him, Johann doesn't think he’ll realize his potential as a vampire until his human spirit is broken and stripped away from him by a conga line of trauma and disappointment, a process Johann expects to take at least a hundred years. Johann shows up once a year like clockwork to beat him within an inch of his life as a celebration of his "birthday" as a vampire. In addition, Johann will, seemingly at random, send various minions, pawns, or even other “children,” to torment him in some way. They might attack him directly, provide aid to his enemies, or harm something or someone he cares about (including Bedlam City itself). Electromagnetic Ghosts: Since his Obscure power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his aura of interference with mechanical senses may cause complications for other characters. Enemy To All Living Things: While machines seem to simply ignore him (as represented with his Permanent Concealment from them), nature seems to actively resent him. Animals universally hate and fear him, unless they have consumed his blood, or are under the effect of some sort of mind control power. They will flee from him, attempt to scare him away, and/or attack him. He automatically fails any Handle Animal or Ride skill checks. (See, also, “Walking Wasteland,” below.) Glamour Failure: He has quirks which either explicitly reveal him to be a supernatural creature, or at least create a subconscious “Uncanny Valley” effect, making humans deeply uncomfortable in his presence. The air is unnaturally quiet around him because of all the normal sounds his body doesn't make, and he lacks several signs of life that most observers would take for granted. The GM may give him penalties to checks involving social interaction, or declare such checks to be impossible. Indifferent or even Friendly NPCs could turn Hostile, attacking or fleeing. Many of those features are already mentioned in "Description," above, and others are described in other Complication entries. He never casts a shadow, regardless of the level or angle of light in the surrounding area. His hands and fingers appear to have normal friction ridges, yet his touch never leaves prints. His footsteps never leave tracks, or make a sound. He does not breathe, cough, sneeze, or yawn. (This is particularly noticeable in winter.) His heart does not beat. He has no pulse of any kind. He does not sweat. When he is wounded, his skin does not bruise, and his cuts do not bleed. He will only bleed if decapitated or staked through the heart. His blood is so dark that it mostly appears to be black, only showing red when light hits it at just the right angle. If he cries, the tears are blood. His body does not age. If viewed with Infra-Vision, his body always appears to be colder than his surrounding environment, no matter what that environment may be. Most machines seem to ignore him. He has no reflection in mirrors, or any other reflective surface. He does not show up in photographs or on video cameras, film or digital. His voice cannot be heard in auditory recordings, or through microphones, telephones (cellular or land-line), or radios. He doesn't show up as a blip on any kind of radar or sonar. He can walk freely through the laser, infra-red, and microwave beams used by motion detectors without them registering his presence. Automatic doors won’t even open for him. A gas chromatograph mass spectrometer can at least attempt to analyze samples of his tissues, and mechanical components like buttons which detect physical pressure will recognize the force his touch exerts upon them, but that seems to be the extent to which machines recognize or acknowledge him. Note: Aside from his lack of reflection, this is the result of the Permanent flaw on his Concealment against machine senses, so he should not receive any Hero Points for it. However, it may be a complication for other characters. For example, a robot or cyborg ally, whose eyes are mechanical cameras and whose ears are mechanical microphones, may receive a Hero Point in exchange for not being able to see or hear him. Heavy Sleeper: When the sun is in the sky, it is almost impossible for him to stay awake, and once he falls asleep, he stays asleep. Instead of suffering the usual -10 Notice penalty while asleep, he automatically fails Notice checks. Other characters can even lift or manipulate his body without waking him up. Nothing less than a direct attack on his body will disturb his daytime slumber. I Do Not Drink…Wine: His Immunity to Fortitude effects includes Immunity to Starvation and Thirst, but not only does he not need to eat or drink, he physically cannot. If he tries to consume food, or if he tries to drink any liquid other than blood, then he will quickly vomit it back up, along with some of his own stored blood, and the GM can also force him to save against an attack effect, like Nauseate, or even Damage. Involuntary Transformation (Berserk Rage): His undead body has instincts for predation and self-preservation more powerful than those of any living creature, and more powerful than his moral compass. When he attempts to resist those instincts, the GM can force him to make a Will save. Failure can result in a complication for him and/or for others. Starvation can cause him to be overcome with bloodlust, to the point of mindlessly attacking the next human he encounters, without caring if his prey survives the encounter or not. Potential causes of “starvation” include simply going too long without drinking blood, trying to subsist for too long on blood of low quality (animal blood, refrigerated blood bags, etc.), or depleting the blood stored in his body by using it to fuel his powers. When exposed to one of his weaknesses, especially fire or sunlight, he feels a powerful primal urge to flee from it. If he is unable to summon the willpower to endure its presence, then during his flight, he may brutally attack anyone who gets in his way, whether they meant to or not. Once he is out of danger, he may then be overcome with bloodlust, as if he were starving, as his scared inner animal seeks to re-assert control over its surroundings. Made of Evil: He is that which should not be, but is. He is a monster, an abomination, a dead thing preserved and animated with the life-consuming darkness of the Schattenwelt. Any powers which “Detect Evil” will show him as such, and any powers which “Protect From Evil” or “Smite Evil” will affect him as if he were applicably “Evil,” regardless of his actual conduct or inner sense of morality. Any power such as “Aura Vision” which can detect the presence or state of a “soul” will show his to be present, but shredded, hanging in tatters, and stained by shadows and blood. Mainlining The Monster: Some view him as a monster to be destroyed, but others see him as a resource to be exploited. His blood and body could be used as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, his blood can act as a powerful and potentially addictive drug. The specific effects vary depending on the person, the amount consumed, and the GM’s whims. It can act as a stimulant or a narcotic. It can cause euphoria, hallucinations, and/or uncharacteristically aggressive or deviant behavior. It can even heal wounds, cure diseases, or grant temporary powers, such as Enhanced physical abilities, or Immunities like Aging and Disease. It can also create a temporary psychic link, and a temporary stain or “taint” on the user’s “soul” or “aura” with a "negative resonance." Prejudice: If someone does learn that he is a vampire, or that his family is part of the Bedlam Mafia, it could cause them to mistrust him (and they might not be wrong). Conversely, if he learns that another character is also a vampire, or some other sort of undead creature, then this can be a complication for them, because his default reaction will be homicidal violence. Relationships: His wife thinks he’s dead. She’s remarried. She has children with her new husband. But he still cares about her, and by extension, her new family. He still cares about his family too, even the mobsters. He keeps tabs on all of them, and he will leap to their aid if they are in danger. Father Cesare Messina, the retired priest, is the only friend he's made since his death. He will drop everything to help Messina. But the priest’s secret association with him could cause problems for both of them. Secrets: It is not public knowledge that Gaetano Giordano is Mister Strix, or that either of them is a vampire. As far as most people know, Gaetano Giordano is still buried in his grave. Unlife: Even though he has no Constitution score and Immunity to Fortitude effects, he still needs to sleep, and he still needs “food” in the form of blood. He only gets restful sleep if he has complete shelter from sunlight, and if his resting place includes soil from his homeland. He does not need to be buried; a thin layer of dirt spread out under him is sufficient.When he drinks blood, his undead body stores that blood in his heart. His body consumes a small amount of that stored blood every night to preserve his corpse, and a greater amount to heal his wounds and fuel his powers.After a day without sleep and/or three days without blood, the GM can inflict negative conditions upon him, like Fatigued or Exhausted, cumulative penalties on certain checks, and/or temporary ability damage. The GM may allow him some sort of check to delay or lessen these effects, akin to the Constitution checks and Fortitude saves mortals can make to resist the damage caused by neglecting their physical needs.He will not be destroyed by starvation or lack of sleep, but the supernatural preservation of his body will be disrupted. At first, he will start to look sick. Then, he will begin to age. Finally, he will start to decay. Eventually, his flesh will wither away and slough off completely, leaving little more than a fanged skeleton. Eventually, he won’t have eyes or a tongue, but he will still be able to see and speak. Once he finally gets the blood and restful sleep he needs, the decay will gradually reverse. If his soft tissues have rotted away, then his bones will absorb the blood he “drinks" directly. The decay will reverse at roughly the same rate at which a mortal would recover from starvation and/or sleep deprivation.His ideal sustenance is the blood of a living human (or humanoid alien with genetic similarity sufficient to produce viable offspring with a human), taken directly from that human’s veins, ideally while the human is experiencing some sort of intense emotion. The further his feeding deviates from that ideal, the less nourishment and satisfaction he derives. He can consume blood from cold storage, so long as that stored blood would be safe to transfuse back into a living human. He cannot feed on necrotic or coagulated blood, and attempting to do so will cause him to vomit as if it were human food (see “I Do Not Drink…Wine,” above). He can feed from vertebrate animals and aliens which have “blood” (the fluids of arthropods, for example, would not work), but it is not as satisfying, or as efficient; it would take multiple units of animal blood to equal the same “nutritional content” as one unit of human blood. The blood of living supernatural creatures, such as faeries, werewolves, or dragons, on the other hand, tastes better than human blood, provides more efficient nourishment, and may also have side-effects at the GM’s discretion. Potential side-effects include addiction, inebriation, temporary insanity (hallucinations, berserk rage, etc.), and temporary Boosts to his existing powers, and temporarily gaining new powers. Depending on the individual, the blood of human mutants and mutates, powerful aliens, and, depending on their descriptors, even other vampires, may have the same effects. Walking Wasteland: Since he is infused with the life-consuming dark energy of the Schattenwelt, his very presence can be hostile to life. At his touch, or even in his passing, non-animate plants (except for garlic or wolf’s bane) may wither, or even melt or crumble into ash, while food and drink such as bread, milk, cheese, or wine (but never salt) may spoil or rot. Animals which happen to be pregnant may spontaneously miscarry. ABILITIES 20PP Strength: 26/14 (+8/+2), 36/14 Lifting (Heavy Load: 3,680 lbs. [1.84 tons] / 175 lbs.) Dexterity: 26/14 (+8/+2) Constitution: - Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 16PP Initiative: +8/+2 (+8/+2 Dex) Attack: +4, +8/+4 Melee (+4 Base, +4 Enhanced Attack Focus), +6 Claws/Fangs Grapple: +18/+6 (+8/+4 Melee Attack, +8/+2 Strength, +2 Super-Strength) Defense: +8/+4 (+4 Base, +4 Enhanced), +4/+2 Flat-Footed Knockback Resistance: 8 Here is a new DC chart for the "Combat" section reflecting the changes: ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Claws/Fangs Touch DC25 Toughness (Staged) Damage (Physical, Lethal, Incurable) Blood Drain Touch/Grapple DC18 Fortitude* Drain Constitution* Opposed Will vs +8** Mind Reading DC18 Will (Staged)** Sickened/Nauseated/Incapacitated Glimpse of The Abyss Touch/Area (Visual Perception) DC18 Reflex Avoided DC18 Will (Staged) Shaken/Frightened/Panicked Hypnotic Eyes Perception (Visually Sense-Dependent) Opposed Will vs +8** Mind Controlled DC18 Will** Transformed (Memory Altered) Psychic Invisibility Personal DC18 Will*** Total Concealment from all non-Mental type senses *This saving throw is not Staged, because he can only drain 1 Constitution rank per round, regardless of the margin by which the victim failed their save. **Because the two Linked effects target the same saving throw (Will), the victim makes one saving throw and compares it against the DC for both effects. This effect has one static DC and one DC determined by a power check, so it is possible that the victim will successfully save against one of the linked effects but fail to save against the other one. ***Creatures with Intelligence 0 are unaffected. Creatures with Intelligence 1+ only get a saving throw if he does something to draw attention to himself. Machines with Intelligence 0 are also unaffected, but he has a separate, permanent Concealment effect against all Auditory, Radio, and Visual-type machine senses. SAVING THROWS 5PP Toughness: +8 (Impervious) Fortitude: - Reflex: +8 (+8 Dex, +0PP) Will: +8 (+3 Wis, +5PP) SKILLS 32R = 8PP Craft (Culinary) 1 (+5) Handle Animal 0 (-) Intimidation 1 (+13/+5, +15 Deathly Aura) Knowledge (Arcane Lore) 1 (+5) Knowledge (Current Events) 1 (+5) Knowledge (History) 1 (+5) Knowledge (Life Sciences) 4 (+8) Knowledge (Pop Culture) 1 (+5) Knowledge (Streetwise) 11 (+15) Knowledge (Theology & Philosophy) 1 (+5) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 5 (+8) Notice 1 (+12/+4) Ride 0 (-) Search 0 (+12/+4) Sense Motive 0 (+12/+3) Stealth 0 (+15/+2) FEATS 2PP Benefit (Legally Deceased) Interpose Enhanced: Attack Focus (Melee) 4 Evasion 2 Hide In Plain Sight Takedown Attack 2 Veteran Rewards: Equipment 7 (35EP) EQUIPMENT 7PP = 35EP POWERS 168PP Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Enhanced Defense 4 (Extras: Linked [Enhanced Dexterity, Enhanced Feats], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency:Common]) [6PP] Enhanced Dexterity 12 (Extras: Linked [Enhanced Defense, Enhanced Feats]) [12PP] Enhanced Feats 9 (Attack Focus [Melee] 4, Evasion 2, Hide In Plain Sight, Takedown Attack 2, Extras: Linked [Enhanced Defense, Enhanced Dexterity])[9PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Agility, Superhuman Speed, Undead) Enhanced Skills 40 (Intimidation 8, Notice 8, Search 8, Sense Motive 9, Stealth 7, Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Fearsome Visage, Necromancy, Shadow, Super-Senses, Undead, Unnaturally Deep and Resonant Voice) Enhanced Strength 12 (Extras: Linked [Super-Strength], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [10PP] Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons], Extras: Linked [Enhanced Strength]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Environment Control 2 (Cold [Intense], Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Range [Touch], Uncontrolled) [1PP] (Descriptors: Black Magic, Blood Magic, Cold, Darkness, Death, Evil, Necromancy, Shadow, Undead) Features 3 (Deathly Aura*; Touch does not leave prints; Wounds do not bleed) [3PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) *See "Death Powers" in Power Profiles. Healing 1 (Extras: Action 4 [Reaction], Affects Objects, Restoration, Total Flaws: Limited [Objects], Personal, Source [Blood]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Undead) Immunity 30 (Fortitude effects) [30PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Impervious Toughness 8 (Flaws: Limited [Effects with one or more of the following Descriptors inflict Penetrating damage: “Acid”; Attempts to impale him through the heart with a "Wooden Stake"; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Superhuman Resilience, Undead) Leaping 3 (x10, Running Long Jump: 180ft, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Obscure 2 (Sense Types: Auditory, Radio, and Visual, Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Limited [Machines], Partial, Range [Touch], Uncontrolled) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Electromagnetic Interference, Evil, Necromancy, Shadow, Undead) Protection 8 [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Resilience, Undead) Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 12 (Recovery Rate: Injured 6 [1/round, No rest], Disabled 6 [1 round], Flaws: Limited [Effects with one or more of the following Descriptors inflict Incurable damage: “Acid”; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 8 (Resurrection 8 [1 round], Flaws: Limited [If decapitated, he requires outside aid to reunite his head and body before he can resurrect; If impaled through the heart with a wooden stake, or a blade or bullet made from his other weaknesses, he requires outside aid to remove the "stake" before he can resurrect; He requires outside aid and extra time to resurrect if his body is completely burned, disintegrated, or dissolved]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Speed, Undead) Super-Movement 1 (Trackless) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Senses 11 (Acute Analytical Tracking Smell/Taste, Darkvision, Microscopic Vision, Postcognition [Flaws: Medium {Blood}], Ultra-Hearing, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [7PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Vampire Power 8 (16PP Array, Feats: Alternate Power 4) [20PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Base Power: [16PP] (Additional Descriptors: Blood Divination, Blood Drain, Euphoria) Drain Constitution 8 (Extras: Linked [Mind Reading, Nauseate], Flaws: Limited [1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss 3 [While exposed to Daylight, he can only bite with a regular unarmed attack, which will not have any euphoric effect on the victim; Cannot attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot attempt to bite any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] Mind Reading 8 (Extras: Action [Standard], Linked [Drain, Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple) [2PP] Nauseate 8 (Extras: Alternate Save [Will], Linked [Drain, Mind Reading], Flaws: Requires Grapple) [8PP] Alternate Power: [6 + 7 = 13PP] Autofire Strength 8 (Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [6PP] (Additional Descriptors: Super-Speed) Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Claws and/or Fangs; Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss 2 [While exposed to Daylight, he cannot create claws, and his bite is a regular unarmed attack; Cannot create claws or attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [7PP] (Additional Descriptors: Claws, Fangs) Alternate Power: [7 + 2 = 9PP] Concealment 10 (All Non-Mental type Senses, Flaws: Phantasm, Feats: Selective, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common], Progression [Counter Rank / Save DC] 2 [-2 = Rank 8 / DC18]) [7PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility) Emotion Control 8 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [2PP] (Additional Descriptors: Fearsome Visage, Glimpse of The Abyss) Alternate Power: [15PP] (Additional Descriptors: Mist Form) Flight 2 (25MPH, 250ft per Move Action, Extras: Linked [Immunity, Insubstantial], Feats: Subtle, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [3PP] Immunity 2 (Critical Hits, Extras: Duration [Sustained], Linked [Flight, Insubstantial]) [2PP] Insubstantial 2 (Gas, Extras: Linked [Flight, Immunity]) [10PP] Alternate Power: [14PP] (Additional Descriptors: Hypnotic Eyes, Psychic) Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Linked [Transform], Mental, Flaws: Action [Full], Distracting, Sense-Dependent [Visual], Feats:Subtle, Drawbacks: Power Loss 3 [Lost while Exposed to Daylight; Lost while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot be used against any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Linked [Mind Control], Mental, Range [Perception], Flaws: Action [Full], Distracting, Sense-Dependent [Visual]) [8PP] DRAWBACKS -13PP Vulnerability ("Blessed/Celestial/Consecrated/Holy" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability ("Fire" effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability ("Silver" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daylight, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6], Time: 1/round) [-8PP] Weakness (Healing effects without Descriptors which identify them as being "Evil", "Unholy", or otherwise beneficial to the "Undead" do not work on him, even if they have the "Affects Objects" extra, and they also inflict Damage of equal rank; Frequency: Uncommon, Intensity: Minor, Time: Instant) [-1PP] Abilities (20) + Combat (16) + Saving Throws (5) + Skills (8) + Feats (2) + Powers (168) – Drawbacks (13) = 206/216 Power Points
  3. Chance Lebeau Power Level: 8/12 (180/185PP) Unspent PP: 5 Trade-Offs: +5 Attack / -5 Damage, +4 Defense / -4 Toughness In Brief: Dashing rogue tuning over a new leaf. Alternate Identities: Chance Lebeau (Secret) Birthplace: Somewhere Occupation: Gambler, Nightclub Owner, Grifter Affiliations: The Fix, Pier 6 (Nightclub) Family: Child (Deceased) Age: 179 (DoB: 1825) Apparent Age: Early 30s Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 200 Eyes: Green Hair: Blond Chance has always been handsome, sometimes its dressed down and sometimes its cleaned up. He can rock a tux as easily as he can his jeans and battered hat but most of the time, he plays heavily into his good ol' boy southern charm with jeans, jacket and cowboy hat. Tall, blond and tan, without the trappings or scruff, he could very easily blend into a Hollywood gala. He's certainly got the charisma for it. He doesn't look out of place behind his bar, though, as Chance has always been able to blend into his surroundings. History: Chance's family were part of settlers heading out west. Born in 1825, the Frontier was sold to the family as a great land of riches. The trail, however, was a lot harsher than they had ever anticipated. They settled along the border of Texas and Lousiana after Chance's mother died along the trail. Motherless, Chance's father was not the best of role models as gambling and drink took over his life as he drowned in his grief. Still, despite the bad habits that he picked up, Chance grew up and settled down. He married a local girl, and had a child of his own. Despite his best efforts to not become his father, fate had other plans. With the war between North and South, his small family was caught in the middle and despite his best efforts to avoid the entire thing, his wife and child were killed during one of the many skirmishes. With nothing to hold onto, like his father before him, Chance took the only solace he could find. Gambling and drinking away his future, he would have likely ended up in the gutter until by chance he sat down at a game where the only price to enter was the one thing he no longer gave a damn about; his soul. Personality & Motivation: Chance is a man who has lost everything, several times over, and is still on his feet and walking. He tries to make the best of it, really, although Chance would be the first to tell you that if the world was remotely fair, he'd not have been the one 'blessed' with immortality. It's hard for Chance to make attachments but once he does, the threat of loss is an ever present motivation. He tries not to let people get to close - keeping them at an amiable arm's length where they don't actually get much past Chance's charming surface. He's certainly no 'lone immortal', as his bar is ever full and he knows most of their names at a glance. He even likes them. It takes, however, a great deal to actually touch the man behind the mask. He could be anywhere in the world, but he's here in Bedlam. Originally, it was just supposed a stop along the way but one of the few more-than-friends asked for a single favor. "Look after my bar," his old grifting partner asked, and then had the ill grace to die. Chance can't just walk away from that promise but it's just a bar. At least, that's what he tells himself. Powers & Tactics: Chance would rather talk himself out of any problems that might come his way. Just because he can fight, doesn't mean that's ever his go to. For Chance, physical violence is a last resort; the final ace in his pocket. He'd much rather people go for the razzle dazzle of his bluster, or his misdirection. In a conflict, Chance would rather escape. If he has to fight, though, he's all the more dangerous because it means that either he's been cornered with no other option or, worse, one of the very few things he cares about is being threatened. Complications: Deal with the Devil: He's made a deal for his soul and while he's currently got the upper hand, every gambler knows that a winning streak can't last forever. History Catches Up: Two hundred years is a long time to live, Chance has done a lot and seen a lot, and some days that's not a good thing. Abilities: 2 + 8 + 4 + 4 + 8 + 10 = 36PP Strength: 12 (+1) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 / 30 (+5 / +10) Combat: 8 + 12 = 20PP Initiative: +4 Attack: +4 Base, +7 Melee, +13 Unarmed, +4 Ranged Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -2 Saving Throws: 4 + 4 + 6 = 14 Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +6 (+2 Con, +4 Base) Reflex: +9 (+4 Dex, +4 Base) Will: +10 (+4 Wis, +6 Base) Skills: 128R = 32PP Bluff 10 (+20) [Skill Mastery, Second Chance] Diplomacy 10 (+20) [Skill Mastery, Second Chance] Disable Device 8 (+10) Disguise 10 (+20) Drive 6 (+10) Escape Artist 11 (+15) Gather Information 10 (+20) [Skill Mastery] Intimidate 5 (+15) Knowledge: Art 3 (+5) Knowledge: Business 3 (+5) Knowledge: Current Events 3 (+5) Knowledge: Popular Culture 3 (+5) Knowledge: Streetwise 8 (+10) [Skill Mastery] Language 2 (English [Native], French, Russian) Notice 6 (+10) Profession: Gambler 12 (+16) Sense Motive 6 (+10) Sleight of Hand 6 (+10) Stealth 6 (+10) Feats: 37PP Attack Focus: Melee 3 Attack Specialization: Unarmed 3 Connected Contacts Defensive Roll 1 Distract: Bluff Dodge Focus 6 Equipment 4 Fascinate: Bluff Fascinate: Diplomacy Luck 2 Quick Change 2 Second Chance 2 (Bluff, Diplomacy) Set-Up Skill Mastery 1 (Bluff, Diplomacy, Gather Information, Knowledge: Streetwise) Taunt Teamwork 3 Ultimate Effort 2 (Bluff, Diplomacy) Well-Informed Equipment: 4R = 20EP Headquarters [20EP] (Toughness 10 [1EP], Size: Large [2EP], Features [17EP] (Communications, Computer, Concealed 2 (DC +15), Cover Facility, Fire Prevention System, Garage, Gym, Holding Cells, Infirmary, Laboratory, Library, Living Space, Security System 3 (DC 30), Workshop) Powers: 5 + 10 + 10 + 6 + 10 = 41PP Device 1 (Flaws: Hard to Lose, Feats: Subtle) [5PP] (Earbud; Technology) Communication Link 4 (Other Earbuds; Radio; Feats: Subtle) [5PP] Drain Wisdom 8 (Extras: Range 2 [Perception], Alternate Save [Will], Flaws: Action [Full], Sense Dependent [Auditory], Feats: Subtle, Insidious) [10PP] (Razzle; Infernal) Enhanced Charisma 10 [10PP] (Dazzle; Infernal) Mind Reading 8 (Extras: Action 2 [Free], Flaws: Distracting, Limited [Surface Thoughts], Limited [Requires Interaction], Feats: Subtle 2) [6PP] (Cold Read; Training) Variable Power 1 (5PP Variable Pool, Any Combination of Traits, Extras: Action 2 [Free]) [10PP] (Cantrips; Magic) Create Object 2 (Max Size: 2 x 5' Cubes; Flaws: Range [Touch], Feats: Precise, Subtle 2) [5PP] Obscure 5 (One Sense [Normal Vision]) [5PP] Environmental Control 3 (Light; Extras: Independent, Total Fade, Flaws: Range [Touch], Feats: Slow Fade 2 [5 Minutes]) [5PP] Move Object 3 (Flaws: Duration [Concentration], Feats: Subtle 2) [5PP] Comprehend 2 (Speak All, Understand All) [4PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Drain Wisdom Perception DC 18 Willpower Drain Wisdom Mind Reading Perception DC 18 Willpower Mind Reading (Surface Thoughts) Totals: Abilities (36) + Combat (20) + Saving Throws (14) + Skills (32) + Feats (37) + Powers (41) - Drawbacks (0) = 180/185 Power Points
  4. Player Name: AvengerAssembled Character Name: Lady Horus Power Level: 10 (150/168) Trade-Offs: +2 Defense/-2 Toughness, -4 ATK/+4DMG [as Lady Horus] Unspent Power Points: 18 No More Statuses: 0/0 In Brief: Lo, the Sunhawk returns for a new generation! But there are secrets. Homebase: Bedlam City Songs: "True Colors," Kesha "Meant to Live," Switchfoot Alternate Identity: "Wouldn't you like to know?" Identity: Secret Birthplace: Bedlam City, Wisconsin Occupation: Adventurer Affiliations: Various Family: "Just look it up in the books!" Age: Stories of Horus go back around 4 millennia. Gender: Female Height: 5'9" Weight: 150 lbs Eyes: Blue Hair: Platinum blonde Description: It's clear Lady Horus is probably not Egyptian by birth - most Egyptian women of any generation have not been fair-skinned platinum blondes, for all that her hair hangs in the curly ringlets in fashion in the New Kingdom. But other that she certainly looks the part - her costume consists of a gold-beaded white linen kalasiri that hangs loosely on her frame and comes down just below her knees, white bodice, white shawl over that, the cloth reinforced with polished bronze pieces that sparkle like the sun, all adorned with the gold and jewels of an Egyptian noblewoman. On her head is the blue khepresh of a pharaoh at war. She should probably not be able to see! The upper part of her face is covered by a gold and blue half-mask of a hawk, decorated in the Egyptian style, the mask itself resting on the lower part of her nose. Yet she does seem to be able to see just fine, thank you. When not wearing the Helm, she looks like . History: Lo! The Sunhawk has returned to the World of Man - as a woman! Lady Horus appeared in Bedlam over the Christmas holiday but has already made herself notable as the city's loudest and toughest protector. In a town of grim avengers of evil, criminal vigilantes and vigilante criminals, she's the biggest action in the city. Before she donned the Helm, she . Personality and Motivation: Lady Horus has the charisma of her predecessor (and the habit of showboating in combat) but evidently a different personality - she's more inclined to mock and belittle the failings of her opponents rather than call them out as a fellow warrior. She's more close-mouthed than her predecessor as well, talking little about the origins of her powers and what has brought her to Bedlam, generally spinning the question around to one about the welfare of the person she's speaking to. She likes kids and pets - is tolerant of certain kinds of crime but despises those who exploit others, particularly those who are hostile towards women and children. When angry, her accent 'slips' and she shouts in a gutter argot unfamiliar to the average citizen of Bedlam, sounding more like a 1930s cartoon character than the sometimes-Shakespearean Sunhawk. Without the Helm, she . Powers and Tactics: Lady Horus is faster and more agile than her masculine counterpart, wielding the Ankh of Horus with a frenetic energy that speaks more to the kineticism of a young sunhawk at war rather than the brute strength of the Avenger of old. That said she seems to be less creative with her powers than her predecessor - generally striking with mighty blows of her ankh while weaving in and out of combat, occasionally blasting foes or pummeling them with great strength. She has manifested some abilities denied to her predecessor - in particular teleportation, self-healing, and invisibility. Without the Helm, she . Complications: Fake!: Lady Horus is not the same person as the old Horus - a source of resentment for many, both divine and otherwise. Help Me Out Here, Sister: Much of Lady Horus' knowledge of the gods of Egypt comes from the spirit of Nephthys, the Lady of the Mansion. But Nephthys, or rather the fragment of her embedded in the Helm, has her own agenda and often keeps her own counsel - and has her own feelings towards the woman who wears the Helm of Horus. Hey, That's Mine!: When deprived of her Helm, Lady Horus reverts back to her normal self within the space of 1 minute. Not So Tough: Lady Horus lacks much of the physical prowess of her illustrious predecessor. Who Are You?: The mystery of exactly who Lady Horus is remains just that. Complications relating to her life without the Helm are at the discretion of the GM. Abilities: 0 + 4 + 4 + 0 + 4 + 2 = 14PP STR 26/10 (+8/+0) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 20/12 (+5/+1) Combat: 8 + 8 = 16PP Init: +22/+2 ATK: +4 (+6 Ankh/+10) DEF: +12 (+8 Dodge Focus, +4 Base, +2 flat-footed) Grapple: +4/+17 Knockback: -7/-1 Saves: 3 + 6 + 3 = 12PP TOU +8/+2 (+2 Con, +6 Protection [8 Impervious]) FORT +5 (+2 Con, +3) REF +8 (+2 Wis, +6) WILL +5 (+2 Wis, +3) Skills: 44R=11PP Bluff 6 (+7/+11) Disable Device 5 (+5) Escape Artist 6 (+8) Knowledge (History) 5 (+5) Knowledge (Theology and Philosophy) 2 (+2) Languages 2 (Ancient Egyptian, Arabic, Base: English) Notice 6 (+8) Sense Motive 6 (+8) Stealth 6 (+8) Feats: 15PP Dodge Focus 8 Eidetic Memory Evasion Fearless Move-By Action Taunt Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 45 + 1 + 1 + 32 + 2 = 82PP Device 11 (Helm of Horus, Flaw: Hard to Lose, 55PP, PF: Restricted [Those Chosen By The Gods]) [45PP] Enhanced Charisma 8 (to CHA 20/+5) [8DP] Feature 1 (Advice from Nepthys) [1DP] Immunity 3 (aging, disease, poison) [3DP] Ankh Array 13 (26PP, PFs: Accurate, Alternate Powers 2) [29DP] BE: Flight 5 (250 MPH) {10} + Strike 14 (PFs: Improved Crit 1, Takedown Attack 1) {16} {10+16=26} AP: Blast 14 (Extra: Penetrating 10 [as DMG 24], Flaw: Action [Full], PFs: Improved Crit 1, Variable Descriptor 1 [any light]) {26/26} AP: Enhanced STR 16 (to STR 26/+8) {16} + Super-Strength 5 (Effective STR 50, Heavy Load 12 tons) {10} {16+10=26/26} Protection 6 (Extra: Impervious 8) [14DP] No peeking if you aren't a Ref! And no snitching! -AA costs Abilities (14) + Combat (16) + Saves (12) + Skills (11/44) + Feats (15) + Powers (82) = 150/168 pts
  5. Hellhound Power Level: 12 (180/183PP) Unspent PP: 3 Trade Offs: +2 Damage/- 2 AttackTransitional, +1 Damage/-1 AttackLupine Effective PL: 7 In Brief: Werewolf Biker possessed by a spirit of Vengeance. Alternate Identity: Óscar Davalos Identity: Secret Birthplace: Hardwick Park, Bedlam City Occupation: Bouncer Affiliations: Family: Rafael Davalos (Father), Luz Davalos (Sister), Dora Davalos (Mother), Frederico Davalos (Brother), Javier Davalos (Brother), Description: Age: 23 (DoB: Born 24, December 1994) Gender: Male Ethnicity: Afro-Carribean Height: 5’6"/8'Transitional Form Weight: 140 lbs/500 lbs Transitional Form Eyes: Brown/Red (When in Lupine or Transitional forms) Hair: Black Óscar is muscular man with a variety of tattoos on his torso and arms. His hair is part pompadour, part well-groomed mohawk with a fade going down the sides. His ears have a total of nine different piercings. His clothing is often left in conditions with little to be desired, the leather jacket that Óscar sports everywhere is in immaculate condition. While acting as he wears a balaclava with a canine-like pattern. In his transitional form Óscar is a bipedal combination of his human and lupine form. A sort of transitional state between the two. Able to stand erect on his hind legs, his front paws act as hands unless he needs to take off into a sprint. Size wise he is a good two feet taller than his human form and his teeth are both sharper and longer. Thanks to the effect of the Vengeance Spirit his flesh looks as if it was burning from the inside with his fur glowing akin to magma In his "Lupine" form Óscar appears to be a gigantic wolf. Aside from being larger and more muscular than other modern-day wolves, there aren't any real distinguishing features to separate Hellhound from any other large wolves than his bright red eyes. History: In the 16th century Cuba before the European witch trials reached their peak Santiago Veracruz, a Spanish mage of the time, realized he needed some intermediaries to protect himself from rivals as well as allowing him to act with subterfuge in the paranoid world around him. With Battle Brutes drawing far too much attention, the crafty mage knew he needed something kept closer to the vest. Veracruz cursed his slaves and an assortment of poor beggars. The sort of people society would not be keen to listen to when told tales of coercion by a magical being. The Davalos family were victims of one of Veracruz's curses. The family line was doomed to carry a genetic mutation for lycanthropy. While not every member would become a werewolf, all would be carriers of this "werewolf gene." Long after Veracruz died, long after slavery ended, even long after Cuba had gotten its independence the family curse raged on. In the 1980s, the Davalos family were amongst the 125000 other Cuban immigrants to Miami. But, Rafael Davalos set his sights further north. Moving his family in with an estranged brother in Bedlam City. Promised new opportunities in America, the lawyer quickly learned no one was willing to hire a lawyer who could no longer prove his credentials. Thinking himself destined for greater things than blue-collar work, Rafael refused to look for a job until someone would hire him as a lawyer. Rafael spent many a night bonding with fellow down on their luck young main airing their grievances behind a bottle. That was until his brother became the 6th victim of Capricorn, Rafael organized a neighborhood watch program in Hardwick Park. Tired of the police doing nothing to defend the citizens of Hardwick Park, Rafael swore that they would protect their own. But, by the time the real Capricorn had been arrested, the "neighborhood watch" had become the Lunar Sentry MC. Deeply embroiled in the cocaine boom of the 80s, Rafael had become a terror to the very neighborhood he had sworn to protect. Óscar grew up hearing idealized tales of his father's biker gang and all the supposed good they contributed to the neighborhood. That was until he was to be inducted into the family business at 15 years of age. His dad brought him along to threaten a bakery that was refusing to pay for protection. After the "negotiation" turned sour Rafael brought Óscar back later that night and the older man proceeded to firebomb the bakery right in front of his sons. Already frightened by the sight of the violent act, Óscar turned sick to his stomach when he learned the news that the family lived in the bakery. Disgusted by the sort of man his father really was, Óscar snuck out into the night and set the biker gang's entire armory on fire. Running away into the dark of night. In retaliation, Óscar’s father sent word to Opus Ombra of his son’s existence. Essentially signing a death sentence for the lone wolf. A cell of the supernatural hunting priesthood began hunting Óscar at every turn. Time and time again he barely escaped with his life. Until finally one of the brothers of the Opus Ombra cornered an injured Óscar into an alleyway but just before he could take the werewolf's life a group of bikers made their way into the area. The bikers demanded to know where Óscar had hidden a girl. Apparently, a witness against their illicit activities. Óscar refused to talk, even though his injuries continued to mount he refused to shift into his werewolf form. Making it more likely that the young man was going to die. It was clear to the priest that Óscar was willing to give his life for the woman. And although it went against all the beliefs he had grown to know, the brother of the Opus Ombra saved Óscar's life. The beginning of a shaky and untrusting partnership as the priest officially left the Opus Ombra faking both his and Óscar's death in a fiery inferno. Now, years after the fact Horacio (the priest in question) has taken up a quiet life as the owner/bartender of 8th Circle. A bar in Hardwick Park. With Óscar working as his bouncer (and living in an apartment above the bar). During his free time, much to Horacio's chagrin, Óscar acts as a self-appointed defender of Hardwick Park. Engaging in the exact sort of behavior that originally sent a magical hit squad after him and opposing the criminal elements of Hardwick Park. Although his father's biker gang is his main target, it was actually Jiggsaw who dubbed him with the name Hellhound. Whether by fate or by fortune, on the briefest of moments, after the passing of the previous Master Mage the wardings holding the burning ghost to Claremont waned. Evil magic began making inroads on Earth, and the ghost desired Vengeance. Óscar was pinned in an abandoned pharmacy by Jiggsaw's men avoiding gunfire as best he could. The thoughts of what he would do to the gunmen when finally get his hands on them fueling him and acting as a beacon for the spirit of Vengeance's next unwilling host. But, the werewolf's natural resistance to magic gave him a measure of control over the the vengeance spirit which fed on his preternatural rage. Personality & Motivation: Óscar can come across as cold and uncaring and a penchant for making sarcastic remarks does him no favors. But, the reality behind his detached demeanor is that his powers are tied to his emotions. Requiring a certain level of control. In his own words, he turns the volume down on his emotions to not bite anyone's head off. Although, anger, the anger he still does very well. On the day of a full moon, Óscar actually comes across as a more caring and open person. At least if something doesn't set him off as all his emotions are heightened during these days. Óscar is motivated by guilt. Although he did not directly participate in his father's murdering of a baker's family Óscar is aware he was raised off the profiteering off the suffering of others. He wants to bring the reality of a safe Hardwick Park to the forefront. Powers & Tactics: The Davalos family curse has gifted Óscar with the ability to shift between a lupine form, a transitional wolf-man form, and that of a man. This curse was designed with the goal of killing mages and as such, it is actually quite resistant to the effects of magic. In his wolf form, Hellhound is incapable of speech. In this form, his only real weapon are his fangs. The calmness required to maintain the form actually prevents him from accessing the gifts given by the spirit of Vengeance possessing him. However, while all three states have senses above the human norm it is his wolf form that truly shines in this regard. The best form for both mobility and tracking. In his transitional state, Hellhound moves slower than his lupine but faster than his human form. His claws are powerful weapons with which Hellhound will swing wildly until his opponent is rendered unable to fight. In his human form, Óscar is essentially an experienced brawler. While no one would mistake him for an experienced boxer or the like, he can throw a punch well enough to hold his own well enough to beat the average thug. His nose and ears are more reliable than the average person's but aside from the ability to blend in with the rest of society, the form offers no other real benefits that his transitional and lupine forms don't already provide. As the host of a Spirit of Vengeance, Hellhound can summon hellfire chains from his chest. Which he can then use to bind a target and force them to pay penance for any wrongdoings they have committed in life as the chain squeezes tighter and tighter. He can also breathe out hellfire from his mouth which burns the spirit rather than the flesh. Complications: Enemies: The gangs of Hardwick Park are not to keen on the Hellhound terrorizing their territory. Opus Ombra would rest at nothing to exterminate him if they were to find him again. G-E-Don't: Óscar is a high-school dropout having run away from home during his last semester. Defensive of this fact he will pretend to know more than he can. Even if it puts his own life at risk. Power Loss: Emotional unrest can negatively impact Óscar's control of his power. This could be as simple as overwhelming fear stopping him from being able to shift. Or as dangerous as a grievous injury making it too difficult to focus his regeneration. Whatever the case, until he gets a handle on his emotions the control he has practiced his entire life to maintain slips away from him. His Lupine form requires complete calmness whereas his transitional states and his hellfire control are fueled by rage Secret: Although Óscar has a public reputation as a fixer of sorts, he has to keep his identity as the Hellhound a secret. If for no other reason as to not make Horacio the target of anyone after Óscar. Weakness: Oral tradition in the family states that the curse given to them used Wolf's bane as a catalyst. Perhaps as a direct result, wolf's bane can play havoc on a werewolf's constitution. Different strains and mixtures can bring wildly different effects. Ranging from nausea, hallucinations, to even fatal poisonings. Abilities: 10 + 6 + 10 + 0 + 4 + 6 = 36PP Strength: 20/24/28 (+5/+7/+9) Dexterity: 16 (+3) Constitution: 20/22/24 (+5/+6/+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 22 = 32PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +5 Human and Transitional Forms /+6Wolf Form Defense: +6 (+3 Base, +3 Dodge Focus), +3 Flat-Footed Grapple: +8Lupine Form/14Human Form/+24Transiitional Form Knockback: -6Human Form/-11Transiitional Form Saving Throws: 3 + 0 + 1 = 4PP Toughness: +6Human Form/7Lupine and Transitional Forrms(+6 Con,+1/+2 Protection, -1 Size Penalty) Fortitude: +9/+10 (+6/+7 Con, +3) Reflex: +3 (+3 Dex, +0) Will: +3 (+2 Wis, +1) Skills: 52R = 13PP Drive 12 (+15)Skill Mastery Gather Information 7 (+10) Handle Animal 7 (+10)Skill Mastery Intimidate 8 (+11)Skill Mastery Knowledge (Streetwise) 5 (+5) Language 1 (English [Native], Spanish) Medicine 3 (+5) Notice 3(+5) Sense Motive 3 (+5) Survival 3 (+5)Skill Mastery Feats: 9PP Animal Empathy Contacts Equipment 2 Improved Initiative Skill Mastery (Drive, Handle Animal, Intimidate, Survival) Startle Uncanny Dodge (Olfactory) Well-Informed Equipment: 2PP = 10EP Cell Phone [0EP] Motorcycle [10EP] Strength: 20 [2EP] Size: Medium [0EP] Toughness: +8 [3EP] Defense: +0 [0EP] Features: Powers: Speed 5 (250 mph;) [5EP] Powers: 27 + 14 + 2 + 2 + 4 + 1 + 10 + 5 + 1 + 3 + 22 + 1 + 7 + 4= 103PP All carry Magical descriptor. Boost and Hellfire Array have Hellfire descriptor. Everything else has Werewolf descriptor. Transformation ( 26PP Array; PF: Alternate Power 1 ) [27PP] BP: Alternate Form 5.2 (26PP Container) [26PP] (Transitional form) Enhanced Attack 1 [2PP] Enhanced Defense 2 [4PP] Enhanced Feat ( Variable Descriptor on Unarmed [Slashing] ) [1PP] (Claws) Growth 4 (Extra: Continuous [+1], Flaws: Permanent [-1], Drawbacks: Reduced Strength 4, Reduced Constitution 2) [7PP] Immunity 2 ( Cold and Heat; Flaw: Limited to Half-Effect ) [1PP] (Fur Coat) Impervious Toughness 1 ( Stacks to Impervious Toughness 7; Drawback: Power Loss [Pure Silver] ) [1PP] (Thick Hide) Impervious Will 1 [1PP] (Single-Minded Rage) Leaping 1 ( Stacks for Leaping 2, x5 Jumping Distance [Running: 190', Standing 95', High Jump: 47'] ) [1PP] Morph 2 ( Single Appearance [Man-Wolf[ ) [2PP] Speed 2 ( Stacks for Speed 3 [50 mph/500 ft. rnd] [2PP] (Powerful Muscles) Super-Senses 2 ( Infravision, Olfactory [Tracking 1; Stacks for Tracking 2 {Normal Speed}] ) [2PP] Super-Strength 1 ( +5 Effective Strength/+15 Total Effective Strength [Heavy Load: 38.4 tons] ) [2PP] AP : Alternate Form 5 2( 26PP Container) [1PP] (Lupine Form) Damage 3 ( Extra: Autofire, Feat: Mighty ) [7PP] (Fangs) Immunity 2 ( Cold and Heat; Flaw: Limited to Half-Effect ) [1PP] (Fur Coat) Leaping 1 ( Stacks for Leaping 3, x10 Jumping Distance [Running: 150', Standing 75', High Jump: 37'] ) [1PP] Morph 2 ( Single Appearance [Wolf] +10 Disguise) [2PP] Protection 1 [1PP] (Thick Hide) Shrinking 4 (Extra: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate, Normal Toughness, Normal Movement) [7PP] Speed 3 ( Stacks for Speed 4 [100 mph/500 ft. rnd] [3PP] (Powerful Muscles) Super-Senses 4 ( Olfactory [Accurate, Tracking 2; Stacks for Tracking 3 {Full Speed}] ) [4PP] Boost 5 (Any Speed Traits at Once, Extras: Affects Objects only [+0], Feats: Slow Fade 4 [1 Hour], Flaws: Others Only) [14 PP] (Hellfire Nitro) Example Uses would be boosting a vehicle from Speed 5 to Speed 10. Or even gaining Wall Crawling and Water-Walking while moving on a vehicle to drive on walls and water. Comprehend 2 ( Flaws: Broad Group [Canines]; Animals [Speak to, Understand]) [2PP] Enhanced Constitution 2 [2PP] (Werewolf Constitution ) Enhanced Strength 4 [4PP] (Werewolf Strength) Hellfire Array ( 21PP Array; Feat: Alternate Power 1 ) [22PP] BP: Snare 9 ( Extras: Constricting, Regenerating; Feats: Affects Insubstantial 2, Tether; Flaw: Action [Full-Round], Distracting ) {21/21} (Penance Chains) AP: Damage 7 ( Extras: Area [70' Cone, General], Alternate Save [Will] ) {21/21} (Hellfire Breath) Feature 1 ( Animal Harmony ) [1PP] Immunity 20 ( Magic Effects; Flaw: Limited to Half-Effect ) [10PP] (Werewolf Resistance) Impervious Toughness 6 ( Drawback: Power Loss [Pure Silver] ) [5PP] (Werewolf Strength) Leaping 1 ( x2 Jumping Distance [Running: 34', Standing 17', High Jump: 8'] ) [1PP] (Werewolf Strength) Regeneration 4 ( Bruised 1 [1 Round], Injured 3 [1 Minute]; Drawback: Power Loss [Pure Silver] ) [3PP] (Werewolf Healing Factor) Speed 1 ( 10 mph, 100 ft./rnd ) [1PP] (Werewolf Speed) Super-Senses 7 ( Auditory [Accurate, Extended -1 per 100'], Olfactory [Acute, Tracking {Half-Speed}], Low-Light Vision, Ultra-Hearing ) [7PP] (Werewolf Senses) Super-Strength 2 ( +10 Effective Strength [Heavy Load: 2.8k lbs] ) [4PP] (Werewolf Strength ) Drawbacks: 7PP Recurring Nightmares ( Frequency [Uncommon], Intensity [Moderate] ) [-2PP] Vulnerable ( Emotion Effects: Frequency [Common]: Intensity [Minor] ) [-2PP] Vulnerable ( Silver; Frequency [Uncommon], Intensity [Major] ) [-3PP] DC Block: Attack Range DC Effect Unarmed Touch DC22 Toughness Damage (Physical) Claws Touch DC24 Toughness Damage ( Slashing) Fangs Touch DC23 Toughness Damage (Piercing) Hellfire Breath Touch [70’ Cone, General] DC17 Reflex DC22 Toughness Damage (Hellfire) Penance Chains Range DC 17 Reflex Snare (Hellfire) Abilities (26) + Combat (22) + Saving Throws (4) + Skills (13) + Feats (9) + Powers (103) - Drawbacks (7) = 180/183 Power Points
  6. Ronin Power Level: 9/13 (217/245 PP) Unspent Power Points: 28 Trade-Offs: +4 Attack/-4 DC, +4 Defence/-4 Damage In Brief: Military Vet turned street hero. With a splash of Karate and a dash of 80s Action films. Alternate Identity: Curtis Crane Birthplace: Nancy Street, Bedlam Residence: 22 Nancy Street, Bedlam (off Ash Street) Base of Operations: The Well (Hidden under 22 Nancy Street) Occupation: Odd Job Man, US Army Vet. Affiliations: None Family Yoshie Chiba (Elderly Grandmother), Luther Crane (Alcoholic Father, Incarcerated for the murder of Curtis’ mother / his wife), Eleanor Crane (Street Cop Half-Sister), Jack Crane (US Marine Elder Cousin, Medically discharged after bilateral leg amputation). Yoshie, Jack, and Eleanor all live in 22 Nancy Street. Description: Age: 35 (25/12/1982) Apparent Age: 35 Gender:Male Ethnicity: ¼ Asian (Japanese - Maternal Grandmother), ¾ African American Height: 5’8” Weight: 80 Kgs Eyes: Brown Hair: Shaved Curtis Crane is a man of slightly short but strong frame. He has dark skin and a slightly exotic look to him. He usually cuts his hair to military grade shortness and sports a neat goatee. He had one earing and a few scars on his body (in particular, one on his forehead). He has a US army tattoo on his right arm and a tattoo of a Samurai on his left. As Ronin, Curtis wears a customized protective vest and carries his “Street Special” a modified non-lethal shotgun in a large shoulder holster. He also wears his personalized “Bushido” Trench coat, complete with a Katana motif on the back. Inside his trench coat he has a few more concealed weapons. Power Descriptions Whilst Ronin himself has no powers, his “Street Special” weapon has some rather elegant and impressive effects, namely: “Iron Fist” (a straightforward round) “Divine Wind” (a booming shotgun blast that knocks people off their feet) “Dragon’s Breath” (a short burst of blindingly bright fire), “Hornet’s Nest” (fills the air with buzzing shrapnel) and “Ogre’s Breath” (a smouldering smoky shell fills the air with dense smoke). History: Curtis grew up on one of the most deprived streets in Bedlam, Nancy Street. For all its problems, the Nancy Street residents stuck together and the “Nancy Street Crew” would always form to beat back organised crime or street thugs. Ronin came from a troubled household but his saving grace was his Grandmother, who despaired of her daughter and son in law but loved Curtis; teaching him akido and karate from a yound age. Curtis very smart kid. He did well at school, and would have gone far if the school and his home life was better; Aged 16, his good for nothing drug addled Father murdered his Mother. Bitter, angry and impatient to leave Nancy Street, he joined the army. Here, he learned discipline and excelled. After some time in the infantry he turned to engineering and bomb disposal. He became an expert in weapons maintenance, modification, and design. All that came to an end when he was caught by an IED in the Afghanistan. Left with a nice scar and concussion, he decided to leave. He respected his comrades in arms, but he didn’t really know what he was fighting for anymore. Ronin returned to Nancy street and found it in worse shape than ever. Most of the Nancy Street Crew had disbanded (or in a few cases, had been killed), and it was rife with drugs, thugs, and worse. The Police were of little use and sometimes worse than the street thugs, taking bribes, corrupt, and sometimes plain sadistic or racist. Moving into his Grandmothers house, he determined to do something about it: Dismantling the gangs on the streets, organised crime, and the corrupt in power. Naming himself Ronin, with his military, martial, and engineering expertis, he would be the honourable Samurai with no master… Personality & Motivation: Despite his tough upbringing (and Curtis is tough), Ronin has a strict code of honour. He won’t kill, he won’t maim, or torture. He meditates daily, and tries to ensure self-discipline. Thus, whilst he is not a forgiving man, and in some ways merciless, he is not sadistic or violent. He is not motivated by vengeance but by love for his friends, family, and neighbours. Whilst he operates outside the law (to bring down corruption) he actually has immense respect for the law (and its enforcers) when it works properly. Curtis has a selectively cynical attitude. He doesn’t believe the police or the government do much (if anything) to help the poorest or the most vulnerable. He does however believe in his fellow man, his family, his friends, the social worker, the youth worker, and Nancy Street (his home). Whilst he often operates alone, he believes that we are stronger together. He has an interest in Zen and the Shinto religion; for all his “street” credentials, he is a self-educated and philosophical man. Curtis is just as home repairing an automobile of a small businessman, fixing the Youth Centre computer, helping out in the soup kitchen for the homeless, or dropping off an OD’d drug addict to a medical centre. Powers & Tactics: Ronin / Curtis has no powers, but is an intelligent and physically capable man. He has extensive military and combat training and has been Practicing martial arts (mainly Akido and Karate) over twenty years. He has a number of self – designed / self – built paramilitary devices, the prime among them is his converted shotgun, the “Street Special”, a.k.a “Katana”. The Street Special is a rather short, elegant weapon. It has less raw stopping power than a regular shotgun, but is more versatile and reliable (and, importantly, non-lethal). Perhaps his greatest strength is his loyalty, honour, and pure will power. This is backed up by the support and respect he has in his neighbourhood. Complications: Bushido: To a greater or lesser extent, Ronin keeps to the Bushido traditions. Acting honourably, fearlessly, and with self-control or restraint. Often this is to his advantage (e.g. the fearless feat) but sometimes not so; for instance, he will struggle to “back down” or “retreat” – he may not start a hopeless fight, but once in one, he won’t run from it either. He would be reluctant to use his weapons against a (single) unarmed opponent (unless that opponent was super powered). Supply and Demand: Ronin doesn’t have any income. He relies on odd jobs (as a mechanic etc) which are cash in hand, the goodwill of Nancy Street, and “salvaging” (which includes taking what he needs from crooks he busts). This might mean he has problems replacing or repairing, or even reloading, his equipment. Brothers in Arms: Usually cynical, Ronin will have big respect for military men (or women). Particularly those in the front line (medics, infantry, etc), veterans, or old-timers. He has less, but still some, respect for commanders etc. He will be inclined to automatically trust and help such individuals (or those that can effectively pretend to have such a background). This attitude is also prevalent towards many super heroes and police – at least ones who have proved themselves as compassionate and honourable. Neighbourhood Watcher: Whilst a source of strength, Ronin also has a duty to protect Nancy Street, and to a lesser extent its neighbourhood and even Bedlam itself. He has a number of friends and family on the street that are dependants and sources of vulnerability (especially as his identity is essentially open). If his reputation is somehow marred, he will (at least transiently) lose his benefit feats. No Mod Cons: Ronin is a skilled mechanic, and keeps second hand cars modified and running. But they are built for utility not comfort. His vehicles don’t have any luxuries like CD players or air/con. At best, they have a slightly bad quality FM radio. Outlaw(ish): Technically Ronin is a vigilante, wanted by the Police. However, given his reputation and lack of serious crime (e.g. no murder), opinion on this is divided amongst the police force. Some (the corrupt) want his head on a spike (before, figuratively, he wants theirs on one). Some view him with favour, and even covertly support him (like his sister), most take a pragmatic position in between; they should ideally arrest him, but frankly they have bigger fish to fry and if he occasionally brings in a crook, best not to ask too many questions. Abilities: 6 + 8 + 4 + 6 + 6 + 2 = 32 Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 28 + 28 = 56 Initiative: +12 Attack: +14 Defense: +14 (+7 Flat Footed) Grapple: +18 Knockback: -2 Saving Throws: 4 + 6 + 7 = 17 Toughness: +2/+4 (with Jacket) Fortitude: +6 (+2 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 160 R = 40 PP Acrobatics 6 (+10) SM Bluff 4 (+5) Climb 2 (+5) Computers 4 (+7) Craft (Chemical) 8 (+11) Craft (Electronics) 8 (+11) Craft (Mechanical) 12 (+15) SM Craft (Structural) 8 (+11) Disable Device 12 (+15) SM Drive 6 (+10) SM Gather Information 8 (+9) Intimidate 12 (+13) Knowledge (Physical Sciences) 4 (+7) Knowledge (Pop Culture) 2 (+5) Knowlegde (Streetwise) 12 (+15) Knowledge (Tactics) 4 (+7) Knowledge (Technology) 4 (+7) Knowledge (Theology and Philosophy) 4 (+7) Languages 4 (Arabic, English [Native], French, Japanese, Mandarin, Spanish) Medicine 2 (+5) Notice 8 (+11) Search 4 (+7) Sense Motive 8 (+11) Stealth 8 (+12) Swim 2 (+5) Feats: 45PP Accurate Attack All Out Attack Assessment Attractive (Street Cool) Benefit: 3 (Local Hero, Informant Contact, Rusty Rose) Blind-Fight Bomb Defusing Expert (+5 situational bonus on disarm device only for defusing bombs / explosives!) Challenge (Fast Startle) Challenge (Fast Demoralize) Chokehold Defensive Attack Defensive Throw* Elusive Target Endurance Equipment 11 Evasion 2 Fearless Grappling Block Grappling Finesse Improved Critical 2 (Unarmed Attack) Improved Disarm Improved Grab Improved Initiative 2 Improved Pin Improved Sunder Improved Throw Improved Trip Improvised Tools Jack of All Trades Power Attack Precise Shot 2 Quick Draw Ranged Pin Second Chance: STR Saves vs Disarm Skill Mastery 1 (Drive, Mechanical, Disable Device, Acrobatics) Startle Stunning Attack Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind *as per "Warriors and Warlocks" Equipment: 8 + 12 + 16 + 13 + 5 + 1 = 55/55 EP HQ: The Curtis Residence Basement a.k.a “The Well” [8 EP] Size: Tiny [-1 EP], Toughness: 10 [1 EP], Features: Communications, Concealed 5 [+30 DC], Power System, Workshop [8 EP] Trenchcoat Array (8 PP Array, Feats: Alt Power 3, Easily Concealed Weapons*) [12 EP] BP: Obscure 3 (25’ Visual Feats: Slow Fade 1) [7/8 PP] “Smoke Pellet” AP: Damage 2 (Extras: Range, Feats: Improved Critical 2) [6/8 PP] “Shuriken” AP: Snare 4 [8/8 PP] “Weighted Bolos” AP: Dazzle 2 (Auditory) linked with Stun 2 (Extras: Range) [2+6=8 PP] “Firecracker” *To notice weapons: DC 15 for Shotgun, DC25 for Trench coat array. For a pat-down/search, DC 5 for Shotgun, DC 15 for Trench Coat Array Explosives (Blast 5, Extra: Area, Feats: Triggered 1 [timer]) [16 EP] Vehicle: Pick Up Truck STR 40 [2 EP], Toughness 9, Size Huge [2 EP], Features: Alarm, Caltrops, Oil Slick, Smoke Screen [13 EP] Alt Vehicles 5 (As per Core Rule Book: Motorcycle, Compact Car, Midsize Car, Full Sized Car, Van, all with additional features as per main vehicle) [5 EP] Rebreather [1 EP] Powers: 4 + 12 = 16 Device 1 (5 DP) [4 PP] “Protective Vest” Protection 2 (Feats: Second Chance 3 [Toughness vs Ballistic, Knives/Blades, Explosions]) [5/5 DP] Device 4 (20 DP, Flaws: Easy to Lose [-2]) [12 PP] “Street Special” Shotgun (a.k.a. “Katana”) Shot Array (16 PP Array, Feats: Alt power 4) [20 DP]BP: Blast 4 (Extras: Penetrating, Feats: Improved Critical 2, Variable Descriptor 1 [Piercing / Blunt) [15/16 PP] “Iron Fist” / “Swift Arrow”AP: Blast 4 (Feats: Progression Range Increment 2 [Rx50’], Drawbacks: Reduced Range 2, to 100’ Max) linked with Trip 4 (Extras: Knockback, Feats: Progression Range Increment 2 [Rx50’], Drawbacks: Reduced Range 2, to 100’ Max) [8+8=16/16 PP] “Divine Wind”AP: Strike 7 (Extras: Area[Cone], Feats: Progression Decrease Area 6, Flaws: Limited to Damage 3 Effect vs Protection power or armour) [16/16 PP] “Hornet’s Nest”AP: Dazzle 4 (Visual) linked with Blast 4 [8+8 = 16/16 PP] [Fire Descriptor] “Dragons Breath”AP: Strike 1 (Feats: Mighty) “Pistol-whip” [2/16 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage “SS”: Iron Fist Ranged DC 19 Toughness Damage “SS”: Divine Wind Ranged DC 19 Toughness + DC 19 Trip Damage/Trip “SS”: Arrow Storm Area Cone DC 23/18 Toughness Damage “SS”: Dragon Breath 20’ Max DC 19 Reflex + DC 19 Tough Dazzle/Dam “SS”: Pistol Whip Touch DC 19 Toughness Damage Baton Touched DC 19 Toughness Damage Shuriken Ranged DC 17 Toughness Damage Bolos Ranged DC 19 Reflex Snare Firecrackers Ranged DC 17 Reflex/Fort Deaf/Stun Abilities 32 + Skills 30 + Feats 56 + Powers 16 + Combat 56 + Saves 17 = 217/245 Power Points
  7. Player Name: EviscerusNox Character Name: Bugbear Power Level: 7 (105/107PP) Trade-Offs: -2 Damage/ +2 Attack Unspent Power Points: 2 In Brief: Ghost of a dead Boxer returned to solve his murder and protect Bedlam. Alternate Identity: Declan Kelly Identity: Public Birthplace: Bedlam Occupation: Boxer/ Dead man Affiliations: none Family: Victoria Weiss-Kelly (wife). Description Age: 27 Gender: Male Ethnicity: Irish Height: 5'11 Weight: 240/0 lbs Eyes: Blue/ Red Hair: Black Declan was an imposing figure in life. Not the tallest guy in the world, but he packed on a lot of muscle into his middling frame. Many likened him to boxers like Rocky Marciano in stature. He had stark black hair and stark blue eyes that did make him somewhat successful with opposite sex despite his several times broken nose and cauliflower ear on his left ear. In “death” Declan looks even more intimidating. Almost all color looks to be drained from his form, with the exception of the constantly flowing blood from the wounds of the explosion and the deep red eyes. He still wears the same clothes as the day he died. A tan trenchcoat, now charred and tattered, a black fedora and black tattered 3 piece pinstripe suit. All his clothes have seen better days as much of them are charred and ripped in places and stained with blood and dirt. All this detail is discernible despite the fact you can see right through him. Power Descriptions: Declan’s power is that to phase out of the physical world. Or “ghosting” as he would call it. He glows a slight pale blue aura and is translucent when his power is functioning. When he uses his “Ghost Strike” his hand glows an even brighter blue and seems to be less translucent and more “real.” History: Declan Kelley was never anything special. He grew up in Bedlam, poor like everyone else, he worked for the seedier elements as muscle, to get by and pay for his next meal, just like everyone else. He had a temper and was prone to trying to solve his problems, both real and existential, with his fists, with violence, just like everyone else. At least, everyone else in Bedlam that wasn’t one of the do-gooders with powers. He always sneered at their kind. Of course it was easy for them to live a life of morality, they had the power to make that kind of thing happen. Declan was just a man, and he had to do what he had to do to survive, and that sometimes meant hurting people who didn’t deserve it. When he was in his just a boy he started boxing, he was always strong for his age, and the local gym was the only place he could go where everyone seemed to be equal, and the streets of Bedlam seemed a distant concern. He’d train for hours and hours, forgetting the world around him, the darkness and the dirt that worked its way into everyone’s lives in this city. By the time he was 18, he was actually a pretty good boxer. Sure he would never be a contender, you needed money and connections for that, but he did alright on the local circuit which helped supplement his meager income in a way that didn’t make his stomach twist, like working for the Scarpias. Declan’s life was simple, uncomplicated, boring, just like everyone else’s until Victoria. Declan met Victoria when he was playing bodyguard for one of the Scarpias barely ranking lieutenants, at The Circle Perk. She was serving coffee, and when she met Declan’s eyes it’s like color finally came into the world for him. He’d never seen someone so beautiful, so alive, so happy, so… not like everyone else. After a couple weeks of going back to the coffee shop on his own - and he hated that place because what was so hard about getting a black coffee there, why did it have to have funny Italian naming for its sizes and what in the wold is a Macchiato? – anyway after a couple weeks he finally felt the courage to ask the waitress for her phone number but before he could take she put a finger to his lips, handed him a napkin with her name and number, then told him to call her tomorrow. She pushed a small cup of coffee into his hands then laughingly pushed him out the door. They started dating that week, and were married the month that followed. Declan had never met anyone like Victoria, she loved life, and she loved the city. Bedlam, she loved Bedlam! Declan had never heard such a preposterous thing. She wasn’t blind to the darkness, or the evil that had its fingers around everything, but she saw what Bedlam could be, and if other people could see it too, then Bedlam would be beautiful again. She always believed that if you showed people compassion, that said compassion would become infectious, and the world could change with a smile. She had Declan believing it too, because her smile changed his world from something ugly, into something glorious. That all changed 6 months into their marriage, when he was blown up. Declan had quit working for the Scarpias, because Victoria wouldn’t have it, and had just been boxing full time instead of on the side. He was working his way up the local circuit, making a name for himself, when he was approached about fixing his fight with the Scarpias’ golden boy, Ty “Ten Punch” Derringer. The payday was big, but he knew what Victoria would say, the disappointment she’d feel if he did anything like that was enough for him to immediately say no. The button men who came to him with the offer tried to rough him up, but he easily put them down. Deep down, he knew that wouldn’t be the end of it, that there’d be a price to pay, but he thought he’d be willing to pay it, for Victoria. About a week after turning down the money, the night before the fight, Declan came home from practice, dressing in his best to take Victoria out for dinner, to find his apartment ransacked and Victoria beaten, and tied in the corner. She was frantically gesturing towards the stove, the gas line had been ripped from the wall and the stink of methane was in the air. Without thinking Declan raced to Victoria, picked her up, and jumped out the 4th floor window just as the apartment exploded. Shrapnel and flames engulfed Declan, and though as he lost consciousness he wrapped himself around Victoria, shielding her as much as he could from the blast, then turned so that he would fall on his back, and she would not hit the ground. When he came to he was standing over Victoria’s unconscious body, her leg was broken and she wasn’t breathing. He reached out to touch her, and he noticed he could see through his hands. He couldn’t grab her, couldn’t interact with her. He could only stand there and watch her bleed. He heard tires crunch on glass and ducked behind a dumpster. He didn’t know what was going on, but if this was the Scarpias he’d do something, anything to protect Victoria. He was relieved when he saw it was paramedics. The rest of the sounds of the world started rushing back to him, shaking him from his shock and he heard sirens, fire, and crying. He stayed hidden as he watched the paramedics work on Victoria. He heard the words “I got a pulse!” and he nearly screamed in relief. He started to run to her and the paramedics turned to look at him, their eyes going wide and skin going pale. They screamed “What is that?!” And started to back away from Victoria. Declan stopped. They had to keep helping her, they had to get her to the hospital, and that meant that Declan had to go. With anger and pain in his eyes he turned and just flew through the building and up into the night. He watched from above and followed the ambulance back to the hospital as best he could. Eventually he found which room Victoria had been put in after surgery, and there he “haunted,” watching her sleep with tears in his eyes. He was pretty sure he was dead so he thought it was funny that ghosts could cry. He stayed with her for weeks as she recovered, hiding from nurses and doctors, waiting for her to wake up. All the while he, thinking about who it was that did this to him. That killed him and hurt his Victoria. As soon as he knew she was safe, he would find out. One night, a nurse came in to the room that Declan didn’t recognize. A male nurse, holding a syringe of some kind. Everything about this felt wrong to Declan. She hadn’t gotten any injections in a week, why now? Declan flew from the bathroom where he was hiding and reached for the nurse, his hand clasping around the man’s wrist. His hand glowed, and he could actually feel the flesh under his fingers. The man yelped in surprise and dropped the syringe, turning to look at Declan. Declan recognized him then, another one of Scarpias’ cronies, just like he had been. Declan felt fire in his belly and snarled balling his other hand into a fist, getting ready to beat this man to death. He was obviously here to take Victoria away from him. He wouldn’t let that happen. No one would EVER take Victoria away again. As he reared back with one meaty paw, he heard a scream and saw Victoria looking at him, horror in her face and her eyes. Declan’s heart broke and he let the nurse go, who scrambled out of the room and down the hallway. He tried to plead with her, “Honey it’s ok, it’s me, Declan! Everythings ok!” but she either couldn’t hear him because he wasn’t making sound, or for her screams. There was shouts in the hallway as nurses and doctors ran to Victoria’s room, all stopping short and gasping or screaming at the sight of Declan, a translucent man bleading and burnt standing over Victoria. Feeling defeated, frustrated, and completely destroyed, Declan flew out the window leaving Victoria to the care of her doctors. To the care of the living. It’s been 2 months since then and Declan has learned a little bit more about his “condition.” He is dead, but he can affect the real world, at least, living things, with effort. He has spent most of that time guarding Victoria from afar, making sure no one tries to harm her again. So far no one has. But he also plans to hunt down whoever set that bomb, and the rest of the Scarpias, and everyone like them, that would seek to take something as beautiful and loving as Victoria out of the world. He knows he can never be with her again, as he is dead, but at least he can make sure she’s safe. Personality & Motivation: Declan in death is a downright dour man. He sees no light in the world, except that which comes from his wife, and he’ll do anything to protect that light. He takes no time for relaxation or comfort, except for the hours he spends watching his wife while at work or at home. All other time is spent looking for his killers and the would be assassins. He’s got unfinished business, and as soon as Victoria is safe then he’ll think about the rest of his eternity. Powers & Tactics: Declan uses his powers the only way that makes sense to him. He is a ghost after all, he passes through walls, stays in the shadows, learning what he can from the living. In a fight he relies on the skills he had in life as a boxer, but his punches now don’t connect with flesh, they hit at the very essence of a person. Even though he technically doesn’t need to, it’s ingrained in him to try and cover up, dodge attacks and counter. It’s hard to actually slip punches with his philly shell style since the punches just pass right through him, but he still considers it good practice to try. Complications: Not Actually Dead: Declan doesn’t know this, but he’s not actually dead, or a ghost. When the explosion went off it triggered a latent mutation that partially phased him out of reality making him insubstantial. His power works on it’s own for the most part but if it’s ever nullified or if he somehow falls unconscious he’ll revert back to being full flesh and blood again and has a high chance to succumb to the wounds that he received from the blast that don’t affect him in his ghosted form. If he ever does get his insubstantial turned off he immediately goes into the dying state and must receive immediate medical attention. Enemy: Scarpias Mafia. Obsession: Find his killers and the ones who tried to kill his wife and bring them down. Responsibility: Protect Victoria, his wife. Abilities: 8 + 2 + 6 + 0 + 4 + 0 = 20PP Strength:18 (+4) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 10 + 10 = 20pp Attack: +5/9 (Melee) Grapple: +13 Defense: +7, +2 flat-footed (Dodge Focus 2) Knockback: -4 Initiative: +2 Saving Throws: 4+2+3 = 9pp Toughness: +7 (+3 Con, +4 Protection) Fortitude: +7 (+3 Con, +4) Reflex: +4 (+2 Dex, +2) Will: +4 (+1 Wis, +3) Skills: 20r = 5pp Craft: Mechanical 1 (+1) Intimidate 4 (+4) Knowledge: Streetwise 2 (+2) Notice 4 (+5) Medicine 2 (+2) Sense Motive 3 (+4) Stealth 4 (+6) Feats: 7pp Attack Focus Melee 4 Dodge Focus 2 Power Attack Powers: 40 + 4 = 44pp Container 8 "Ghost Form" 40pp (Power Loss: all powers when insubstantial is off) Insubstantial 4 (mutation) “Ghosted” [20PP] Immunity 4 [Fatigue, Aging, Suffocation] “Specter Physiology” [4pp] Flight 2 (25 mph / 250 feet per Move Action; "Ghost Walk") [4PP] Strike 1 (PF: Mighty, Extra: Affects Substantial 5, Alternate Save: Will 5; “Ghost Strike”) 12pp Protection 4 (mutation) “Specter Physiology” [4pp] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Ghost Strike Melee DC 20 Will (staged) Damage (Physical) Unarmed Melee DC 19 Toughness (staged) Damage (Physical) Totals: Abilities (20) + Combat (20) + Saving Throws (9) + Skills (5) + Feats (7) + Powers (44) - Drawbacks (0) = 105/106 Power Points
  8. Stronghold Player Name: Raveled Character Name: Stronghold Power Level: 7 (105/108 PP) Trade-Offs: None Unspent Power Points: 3 In Brief: A big man with a big arm trying to keep his little sister safe. Catchphrase: "I'll fight you with one hand behind my back." Alternate Identity: Luther Lionel Lexington (Secret) Birthplace: Bedlam City, WI Residence: Disused warehouse in Wolverton Base of Operations: Wolverton Occupation: Construction, bouncer, various jobs under the table Affiliations: Good News Thunderous Hammer Church of God in Christ Family: Alice (mother), father (unknown/estranged), Lena (sister) Description: Age: 32 (October, 1983) Gender: Male Ethnicity: African-American Height: 6' 0" Weight: 210 lbs Eyes: Black Hair: Brown Luthor Lexington is a large man with a barrel chest and a heavy build. It would be easy to call him fat, except that he moves with the restrained grace of someone with a lot of power who knows how to use it. He wears a short, neat beard and close-cropped hair, and dresses in clean clothes, usually athletic shirts and old, baggy jerseys and well-patched jeans. His hands are large and calloused and his face is stuck in a permanent scowl. When he goes out on the street with Lena, he wears a similar outfit. The most eye-catching part is a bright red tee-shirt with a black shield on it. He wears a black mask wrapped around his head to hide his identity, and black motorcycle gloves and combat boots. History: Luthor Lexington was born in Bedlam and grew up in Wolverton, amid poverty and discrimination and need. His mother wasn't a very good provider, and at an early age he became responsible for his sister Lena. He did everything he could to keep her safe and warm, and in Wolverton that meant joining a gang. They weren't as high profile as the Devil Rays, but they did a brisk trade by stealing or disassembling cars on the street. One night Luthor ranged wide outside of their normal territory looking for a good mark, and ended up breaking into an up-market SUV too near Stark Hill. The cops caught him, chased him, and arrested him; they charged him with grand theft auto (stealing a stereo), resisting arrest (running away) and assaulting a police officer (throwing a trash can at one of the cops). He was thrown into Bedlam City Jail and waited for his day in court. So he waited, and waited, and waited. Months went by and Luthor didn't have any contact with the outside world. He tried to lay low, but the big man was actively courted by several gangs who had their tendrils in the penitentiary; when he refused to play ball, he was jumped in the shower. Luthor fought back and put a couple of his assailants in the hospital and two charges of assault were appended to his case. It began to look like he would never walk free again and he fell into a deep, dark depression. That was when he met with a trim woman and a fat man who dressed in dark suits that screamed "Fed." They offered him a chance to get out of jail and sidestep the entire trial, a chance to earn enough money to get him and his family out of Bedlam forever. It was the chance of a lifetime and Luthor jumped at it. He was transferred to Bald Hill Penitentiary and placed in solitary confinement, but before long the experiments began. He was cut open and machines were put in him, he was subjected to electric shocks and freezing baths, he was injected with drugs and poisons. At some point he began lifting things with streamers of blue-red energy, and with a little more work (and more 'enticement' by his handlers/torturers) he learned to refine these abilities. Still, the researchers weren't very happy with him and once again Luthor began to wonder again if he'd ever see the sun again. One gloomy day (all days are gloomy in doors) he was shackled and loaded into a van and drove out into the city. His chains were short enough that he could barely get off his bench, but he did his best to watch the city through the barred window in the side of the van. He was probably the first one to see the dump truck that hit them. In a few moments the strict, military air of the group descended into anarchy and gunfire. A tall figure in a hoodie literally tore the door off Luthor's truck and helped him out of the shackles, freeing him and helping him escape into the city. It was a shock when he realized that this was his little sister Lena, all grown up and casually throwing dumpsters around. They caught up, and while Luthor was happy to be free and out of prison he quickly realized that Lena wanted to go further with it. She worked out, took tae kwon do classes at the Y, and sought out injustice in the city. Luthor tried to dissuade her, but years on her own and her growing maturity meant Lena wasn't persuaded. Eventually he was the one who bent; if his sister was going to be risking her life out on the streets, the least he could do was go out with her and try to protect her. Luthor's not as devoted to saving the city as Lena is, but he is devoted making sure she comes back every night, safe and secure. Personality & Motivation: Luthor had learned, though painful lessons, that the world is mostly full of people trying to screw other people over. He doesn't want to be a part of that cycle of hurting and predation, and so he does his best to stay out of it. The problem is that a lot of people on the streets want a big, strong guy like him as an enforcer, so to avoid hurting people Luthor learned to either scare them off or fade into the background. Really, Luthor is tired of all the dirt and grime and crime in his life and just wants to be rid of it all. The one bright spot in his life is his sister. Lena is, to him, a genius that is well on her way to escaping the festering pit that is Bedlam. Luthor's main goal is to help her and provide for her so that one day she can rise over it all and get out of the city, and he will do whatever is necessary for that to happen. Powers & Tactics: Luthor fights by getting in close. He's a brawler, not a tactician, and he will do his best to pick out the most dangerous enemy and engage them directly. At the same time, his biggest goal in a fight is to protect Lena so if anyone is proving a threat to her Luthor will jump straight into their face and start smashing them. If someone is using Movement powers or ranged attacks to stay away from him, he'll pick them up in his hand and shake them like a rag doll. Power Descriptions: Luthor can manifest a spectral arm of pure energy, a red ghost of his left arm that can lift nearly superhuman weights. In addition to lifting and squeezing, he can use it to strike with superhuman strength, or simply bring the arm and oversized hand around to shelter behind it. He can hide an entire crowd behind the energy field of his hand. Complications: Secret Luthor has to keep his identity as Stronghold a secret. The gangs don't care for capes hanging around their neighborhood. Struggling Luthor and Lena are usually running at the edges of their budget. Any extra, sudden expenses could ruin them. Family First Luthor puts his sister's safety first. He'd sacrifice anything or anyone to protect her. Unstable Experiment Stronghold's powers were awakened artificially, and no one can be sure how his implants will react to a particular stimulus. Wanted Man There's still a warrant out for Luthor Lexington, and if he's arrested he'll be in prison for a long time. Anger Mismanagement Time in prison hardened Luthor and taught him to react with violence. He's still working past those instincts, and under pressure he may still lash out without thinking. Abilities: 10 + 4 + 8 + 2 + 0 + 4 = 28 PP Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 6 + 6 = 12 PP Initiative: +2 Attack: +3 Melee, +3 Ranged, +7 Psychic Armament Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +8/+14 Knockback: -3/-6 Saving Throws: 3 + 2 + 4 = 9 PP Toughness: +7 (+4 Con, +3 Protection, Impervious 6) Fortitude: +7 (+4 Con, +3) Reflex: +4 (+2 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 68 R = 17 PP Climb 5 (+10) Concentration 4 (+4) Craft (Mechanical) 9 (+10) Craft (Structural) 9 (+10) Intimidate 10 (+12) Knowledge (Current Events) 4 (+5) Knowledge (Streetwise) 9 (+10) Notice 8 (+8) Search 2 (+3) Sense Motive 8 (+8) Feats: 4 PP Dodge Focus 4 Equipment 2Bronze Reward Warehouse HQ [10 EP] Size: Medium [1 EP] Toughness: +5 Features: [9 EP] Concealed Fire Prevention System Garage Gym Infirmary Living Space Security System 2 [DC 25] Workshop Powers: 3 + 24 + 8 = 35 PP All powers have the Psychic and Telekinesis descriptors Protection 3 (Personal Forcefield) [3 PP] Psychic Armament 9 (18 PP, Feats: Accurate 2, Alternate Powers 2) [24 PP] BE: Move Object 7 (Str 35, Feats: Chokehold, Extended Reach [10 ft], Improved Grab, Improved Pin, Extra: Damaging, Flaw: Range/Melee) (Energy Arm) [18/18] AP: Damage 7 (Extra: Area/Line [Targeted]) (Liner Punch) [14/18] AP: Impervious Protection 6 (Extra: Affects Others [+1], Area/Burst [Targeted]) (Sheltering Hand) [18/18] Leaping 2 (x5, move action, Extra: Linked [+0] [Speed, Super-Movement) + Speed 2 (25 MPH, Extra: Linked [+0] [Leaping, Super-Movement]) + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [+0] [Leaping, Speed]) (Telekinetic Grapnel) [8 PP] Drawbacks: (-0) = -0 PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage Energy Hand 10 ft DC 22 Toughness (Staged) Damage, Grapple Liner Punch Touch DC 22+Autofire Toughness (Staged) Damage Totals: Abilities (28) + Combat (12) + Saving Throws (9) + Skills (17) + Feats (4) + Powers (35) - Drawbacks (0) = 105/108 Power Points
  9. In Brief: Thomas Eichhorst meets The Purple Man. Character: The Butcher Power Level: 10 Tradeoffs: None Power Points: 253 Residence: At least a dozen in Bedlam City alone. Base of Operations: Bedlam City at present, although he can relocate to anywhere in the world with minimal difficulty. Alternate Identities: Jurgen Liebniz (Birth Name), Johann Morgenstern (Current Alias) Identity: Secret. Jurgen Liebniz is legally deceased, and would be wanted for war crimes if he were known to be "alive." The general public is not aware that "Johann Morgenstern" is The Butcher. Birthplace: Vienna, Austria Occupation: Vampire Affiliations: Nazi Germany Family: All Deceased Description Age: 110 (DoB: 1906) Apparent Age: 35 Gender: Male Ethnicity: Caucasian (German) Height: 6ft 4in Weight: 190 lbs. Eyes: Blue Hair: Blond Jurgen is the Aryan ideal made flesh. He is classically handsome, with a strong jaw, piercing eyes, and a relaxed smirk. He radiates confidence, and he moves with the grace of a ballet dancer. He usually dresses in tailored three-piece suits, the kind with five-digit price tags. He looks like a fashion model or a movie star. Power Description Jurgen is a vampire, an undead monster wearing human skin. His body is infused with the entropic essence of the Schattenwelt, the dimension of pure hungry darkness. Drinking blood sustains his immortal existence and fuels his supernatural powers. He doesn't need to eat food or breathe air. He is unnaturally strong, fast, and durable. He can jump over buildings, outrun a car, punch through brick walls, and tear steel with his bare hands. He can regenerate from almost any wound. His skin and bones are like kevlar stretched over carbon fiber. He can control the mind of anyone who looks into his eyes. He can read thoughts and see echoes of past events by tasting blood. History Jurgen Liebniz grew up in post Great War Austria as the spoiled son of wealthy aristocrats. He was handsome and charming, but not particularly smart, driven, or exceptional in any other way. Nazi ideology seduced him early on, and he was a proud, enthusiastic member of the Third Reich. Eventually he rose to a command position at the Majdanek concentration camp in Poland, which his cruelty was legendary even by the standards of the Holocaust, earning him the unofficial title "The Butcher of Majdanek." After World War 2, he was captured by the Allies and charged for his many, many war crimes. But he didn't survive long enough to be tried. One day, he collapsed in his cell, and was transferred to a hospital, where he lay bedridden, weak and half-delirious. Three days later, he was dead. Three days after that, he dug out of his grave and began stalking the night, drinking the blood of the living. He never truly "met" the vampire who decided that the world deserved to be plagued by Jurgen Liebniz for all eternity, so he had to figure out his abilities through instinct and trial-and-error. He spent the next few decades using his mind-control powers to make his unlife comfortable and indulge his desires. Sometimes that means brainwashing whatever government employees he needs to create a new identity. Sometimes it just means murdering innocent people because of the color of their skin, drinking their blood, and carving swastikas and triangles into their flesh. Personality "Evil." Not just evil, but the most banal, lazy form of evil. He has the power to do great things, but he lacks the ambition to do anything beyond sating his most base personal appetites. He was born handsome and wealthy, and he joined up with a movement where his random win in a genetic lottery counted for as much as actual ability. He's never had to work hard for anything in his life, and he isn't about to start now. Jurgen is a sadistic psychopath who genuinely enjoys hurting people. Sometimes he delays or even forgoes killing someone, if he's enjoying their suffering enough. He's egotistical, petty, and extremely thin-skinned. He cannot bring himself to ignore a sleight or let it go unpunished. He still wholeheartedly buys in to Nazi ideology. He truly despises the disabled, Jews, and anyone of non-Caucasian ethnicity, non-hetero sexual orientation, and/or non-cis gender identity, seeing them only as prey and/or playthings. He views cis-gendered women as worthless for anything but breeding more of the Master Race, and serving and titillating him personally. He doesn't hate any of those people for anything they ever did to him. He just hates them because it's easy to hate them. It's easy to identify and to scapegoat them, and he doesn't have to derive pride from accomplishing anything of value when he can just be proud of being a white man. His one virtue might be his patience. After a few decades without aging, he has come to feel like he has all the time in the world. But even this can be a weakness that his enemies can exploit, since it makes him overconfident. Powers & Tactics Jurgen had some military training in life, but he hasn't used it in decades, so he's forgotten most of it. He was never an elite soldier, just a bully who knew where to brown his nose. He's an unskilled, undisciplined brawler who relies on his superhuman durability, strength, agility, and speed to win the day. He'll usually let his opponent get the first couple of hits, just to show off his invulnerability, scare them, and toy with them. He barely has to fight at all to get his way most of the time, thanks to his mind-control powers. He's definitely not used to fighting anyone who can fight back in any significant way. That's a situation he'd find intriguing at first, but the novelty would quickly give way to anger. His go-to move when fighting superheroes is to distract them by mind-controlling as many innocent bystanders as he can to either fight on his behalf or put themselves in harms way. Complications Note: As an NPC, Jurgen does not receive Hero Points, and since he is not bound by any power point allotment, he doesn't "need" Drawbacks. This is a list of his weaknesses and quirks for narrative and reference purposes. Glamour Failure: There are several physical signs of Jurgen's supernatural nature. Some are immediately obvious, while others could require a Notice or Sense Motive check to consciously perceive His flesh is unnaturally pale. His flesh is cold to the touch. His body is the same temperature as his surroundings, or colder. He is invisible to Infra-Vision. He does not breathe. When he sleeps, or when he is Disabled, there are no signs of life; he appears to be a corpse, albeit a well-preserved one. Since the area around him is often unnaturally cold, he is often the only one in the room without visible breath. His heart does not beat. He has no pulse. He cannot eat food. His teeth can break it up, and he can identify different foods by taste as he could in life, but they no longer taste like “food” to him. Mortal food feels like licking a rock or chewing paper. If he forces himself to swallow it, then he will vomit it back up, along with a great deal of blood. His footsteps do not make a sound, or leave tracks, even in mud or snow. He does not cast a shadow. Both the irises and pupils of his eyes are completely black, and when he feeds or uses his powers, the rest of his eyes turn black as well. He rarely blinks. If he cries, the tears are blood. He does not sweat. His veins do not show through his skin unless he is feeding, fueling his powers, or forcing blood to the surface in order to feed it to another. When his veins do show through his skin, they appear to be black. He does not bleed when cut or impaled, unless the injury was to his heart, head, or neck. When he does bleed, his blood appears to be either black or the darkest possible shade of red, depending on the angle at which the light hits it. When he is about to feed, his appearance changes from “unsettling” to “monstrous.” His eyes turn completely black, all four of his canine teeth enlarge and extend to triple their normal size, his tongue extends to double its normal length, and his cheeks split open at the corners of his mouth like a “Glasgow Grin,” effectively doubling the size of his mouth. The Mirror Shows Your True Self: Jurgen’s very existence is unnatural, and the world seems to refuse to acknowledge it. His footsteps do not leave tracks, not even in mud or snow (per his Super-Movement [Trackless] power). Machines do not register his presence (per his Concealment [Limited to Machines, Permanent] power). He does not have a reflection in mirrors. He is invisible to cameras, still or video. His voice cannot be heard through a telephone, radio, or video camera. He cannot measure his weight on a bathroom scale. Even automatic doors do not open for him. He can, however, use a keyboard, mouse, or touchscreen to enter data into a computer or smartphone, and he can operate machines by pushing buttons and pulling levers; there seems to be enough of a gap between the input and the machine for it to register the existence of the information. Walking Wasteland: Jurgen’s existence is not only unnatural, but actively harmful, both to life and to all which sustains it. The area immediately around him is often uncomfortably cold, regardless of the actual weather in the area. Windows may frost over, and puddles may freeze. Plants near him will often wither, and sometimes even die and crumble into ash. Small animals like insects and rodents may suddenly drop dead in his wake. His passage through an area sometimes has an effect similar to salting the earth, preventing any plants from growing there for months or years, if ever again. (Garlic, Wolf’s Bane, and Roses are immune to these effects, although the color of rose petals may change in his wake, to red, white, or black.) In his presence, milk may spoil, bread and cheese can mold, and sometimes even metal rusts. Pregnant animals (including humans) may suddenly miscarry. These effects are involuntary and inconsistent (per his Uncontrolled, Unreliable Corrosion and Environment Control [Cold] powers). Enemy To All Living Things: Jurgen’s presence triggers an intense and immediate fight-or-flight response in all normal animals. He automatically fails any Handle Animal skill checks. Larger animals will either attack him or flee, making a great deal of noise in the process. Smaller animals, such as rodents and insects, will either flee, or just drop dead. Revive Kills Zombie: Since he is a creature of death and unlife, any Healing power effect which works on living creatures will instead inflict Damage of equal rank upon him. Horror Hunger: Despite being Immune to Fortitude effects, Jurgen requires the normal amount of sleep for a human, and he must consume blood for sustenance the same way that humans require food and water. He cannot achieve restful sleep unless he sleeps on or in soil from his homeland, which has not been blessed or consecrated, and he cannot achieve restful sleep while exposed to sunlight. The most nourishing and flavorful blood is fresh from a living human’s vein, while that human is experiencing intense emotion (positive or negative). The further his feeding deviates from those ideal circumstances, the less nourishing and satisfying the blood becomes, the more preoccupied he will be with his thirst in general, and the more blood he needs, both to sustain his existence and to fuel his powers. If he goes without blood and/or restful sleep for extended periods, he will suffer Fatigued and Exhausted conditions, his appearance will deteriorate (first he will appear sick, then aged, and finally dead and decaying), and a GM can arbitrarily reduce the rank of one or more of his powers. If he goes too long without blood or restful sleep, he cannot recover from damage, and he loses access to most of his powers entirely, as reflected with his flaws and drawbacks. Unstoppable Rage: If Jurgen goes too long without blood, or subsists on blood of low quality for too long, or if he has consumed too much blood through the use of his powers, then there is a chance that he will enter a feeding frenzy, attacking and draining a human at the first opportunity. The GM can force him to make a Will save of varying difficulty to restrain himself when he is thirsty and an opportunity to feed presents itself. Depending on how thirsty he is, his victim may or may not survive the experience. Supernatural Repellant: Jurgen suffers an instinctual aversion to many items with "cleansing," antiviral, antibacterial, and/or antimicrobial properties, and/or items with spiritual significance, including the following: Fire Garlic Jade Mirrors Roses and Rose Petals Salt Silver Wolf's Bane Any symbols or objects which are sacred to, or have been blessed by, any entity or religion generally associated with “Good,” “Life,” “Light,” or “The Sun,” such as Crosses, Holy Water, or Communion Wafers. It takes an act of will on his part to approach any of these things. Examples include entering or leaving a circle of salt, garlic buds, or rose petals, entering a building or room with a cross or a garlic flower mounted above the door, or opening a box, chest, or coffin (whether he is on the inside or outside) with a silver necklace or a rose resting upon it. The GM can require him to make a Will save of varying difficulty to approach any of these things, and he may suffer Damage (or another attack effect) even if he succeeds. If he is attempting to approach an inanimate object, then the saving throw should have a static difficulty. If the object is being brandished by another character, then the GM can require an opposed check, such as his Will save, or his Intimidation or Sense Motive skill, against his opponent’s Charisma, or Bluff, Intimidation, or Perform skill. Neither he nor his opponent needs to have any faith in the religion associated with the object for it to be effective, but if his opponent does have such faith, then they may receive a bonus to the opposed check. If he succeeds on his check, then the offending object may crack, bend, break, corrode, melt, or burst into flame. If such objects actually touch him, or if their shadow falls upon him, then they will automatically inflict Damage (or another attack effect) with an effective power rank chosen by the GM. His touch may also inflict Damage upon the offending object. He must similarly strain and injure himself to break bonds made from an offending substance. Consuming the offending object will cause him to choke and vomit up blood at the very least, and he can suffer internal Damage (or another attack effect) as well, since he will effectively have been poisoned. Attacks made with any of the following types of Damage ignore his Impervious Toughness (as reflected with the Limited flaw on that power), and may also inflict extra damage as if he had the Vulnerability drawback. Acid Blessed/Celestial/Holy/Sacred powers and weapons Cursed/Demonic/Hellfire/Infernal/Unholy powers and weapons Fire Jade weapons Natural Weapons (Claws, Fangs, etc.) of Supernatural Creatures (Vampires, Werewolves, Dragons, etc.) Salt-based weapons, such as rocksalt shotgun shells Silver weapons Wooden weapons (But only if targeting his heart, requiring a coup-de-grace, critical hit, or 5-point Power Attack) Bonds made from Silver, or from Blessed/Celestial/Holy/Sacred items, will suppress his powers and cause him pain. Weakened By The Light: Sunlight burns Jurgen, inflicting Damage (or even Corrosion) of variable rank, depending on how intense the light is and how direct the exposure is. Any amount sunlight is harmful; if there is light to see by, then it burns. He cannot avoid the damage simply by standing in a shadow or by wearing sunblock. His eyes are almost cripplingly sensitive to sunlight, and the rest of his senses are dulled or overwhelmed. His powers are suppressed by exposure to sunlight (per his power drawbacks). The GM can inflict penalties to any skill checks, attack checks, and/or saving throws he attempts while exposed to sunlight. His instinct is to sleep during the day. If he stays awake while the sun is up, he is lethargic at best, suffering a Fatigued condition at least. The Wooden Stake: An attacker can attempt to stake him through the heart with a weapon (including a bullet or an arrow) made of jade, silver, or wood, or with a Blessed/Celestial/Holy/Sacred weapon or a Cursed/Demonic/Hellfire/Infernal/Unholy weapon. If they succeed with a coup-de-grace, a critical hit, or a 5-point Power Attack, and if he fails his Toughness save, then he will be instantly Disabled. He will immediately fall limp and unconscious, the wound will bleed as if he were mortal, and he will appear to be dead. His body will begin to decay normally. He cannot recover from damage or regain consciousness until the stake has been removed, even if he has sufficient blood in his system. If his body is burnt (by fire or by sunlight), or dissolved (in acid or holy water), then his body will re-form at his nearest established resting place. If all of his resting places have been blessed/consecrated or destroyed, then he will die. However, if his ashes are mixed with blood and buried in his native soil, then his body will re-form and he will rise again. Off With His Head: An attacker can attempt to decapitate him with any type of Slashing Damage (super-strong attackers can also attempt to pull or tear his head off). If they succeed with a coup-de-grace, a critical hit, or a 5-point Power Attack, and if he fails his Toughness save, then the decapitation will succeed, and he will be instantly Disabled if he has not been already. He will immediately fall limp and unconscious, the wound will bleed as if he were mortal, and he will appear to be dead. He cannot regain consciousness or recover from damage while his head is separated from his body. His head and body will both begin to decay normally. If he has not been staked through the heart, and his head is brought back into contact with his body, then he will begin to recover, assuming he has enough blood in his system, or if he is provided with blood. If the head and body are burnt (by fire or by sunlight), or dissolved (in acid or in holy water), then his body will re-form at his nearest established resting place. If all of his resting places have been blessed/consecrated or destroyed, then he will die. However, if his ashes are mixed with blood and buried in his native soil, then his body will re-form and he will rise again. From A Single Cell: Permanently destroying him requires the following actions, at a minimum: Bless/consecrate or destroy all of his prepared resting places. Stake him through the heart. Cut off his head. Tear off his ears, gouge out his eyes, and tear off his nose. Stuff one or more of the following items into his mouth, eye sockets, ears, and nasal cavity: Silver (solid or molten), jade, garlic, wolfsbane, salt, rose petals, communion wafers, or other holy items. Burn (with fire or sunlight) or dissolve (with acid or holy water) his head and his body, separately from each other. Scatter his ashes beyond recovery. Abilities 4 + 4 + (-10) + 0 + 4 + 10 = 12PP Strength: 30/14 (+10/+2), 35/14 Lifting (Heavy Load: 1.5 tons / 175 lbs.) Dexterity: 30/14 (+10/+2) Constitution: - Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) Combat 12 + 12 = 24PP Initiative: +10/+2 Attack: +10/+6, +8 Claws/Fangs Grapple: +21/+8 Defense: +10/+6, +5/+3 Flat-Footed Knockback Resistance: 10 ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical, Bludgeoning) Claws/Fangs Touch DC27 Toughness (Staged) Damage (Physical, Piercing and/or Slashing, Lethal) Mind Control Perception (Visual) DC20 Will (Staged) Dazed/Compelled/Controlled Nightmare Face Area (Perception, Visual) DC20 Reflex DC20 Will (Staged) Shaken/Frightened/Panicked Transform Perception (Visual) DC20 Will Memory Alteration A "Compelled" victim can only be forced to take a single standard or move action per round. The victim is using their other action to resist the mind control. Saving Throws 0 + 0 + 8 = 8PP Fortitude: - Reflex: +10/+2Evasion (+10/+2 Dex, +0PP) Will: +10 (+2 Wis, +8PP) Skills 100R = 25PP Bluff 10 (+15) Concentration 8 (+10) Diplomacy 5 (+10) Gather Information 5 (+10) Handle Animal - Intimidation 15 (+20) Knowledge (Arcane) 5 (+5) Knowledge (Behavioral Sciences) 5 (+5) Knowledge (History) 5 (+5) Knowledge (Theology/Philosophy) 5 (+5) Languages 1 (English, German [Native]) Notice 8 (+10) Search 10 (+10) Sense Motive 8 (+10) Stealth 10 (+20/+12) Feats 17PP Benefit 3 (Alternate Identity, Wealth 2) Connected Elusive Target Evasion Hide In Plain Sight Improved Grapple Improved Pin Improved Sunder Move-By Action Startle Takedown Attack 2 Taunt Weapon Bind Weapon Break Powers 24 + 10 + 4 + 2 + 6 + 5 + 5 + 13 + 13 + 2 + 30 + 5 + 1 + 10 + 20 + 1 + 1 + 15 = 167PP Blood Magic 11 (22PP Array, Feats: Alternate Power 5, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [24PP] Base Power: [22PP] (Blood Drain) Damage 10 (Extras: Alternate Save [Fortitude], Vampiric, Flaws: Requires Grapple, Feats: Insidious, Subtle) [22PP] Alternate Power: [11PP] Damage 2 (Feats: Improved Critical 2, Incurable, Mighty, Variable Descriptor [Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal) [5PP] (Claws/Fangs) Mind Reading 10 (Extras: Action [Move/Standard], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple, Feats: Subtle) [4PP] (Blood Echoes, Telepathy) Super-Senses 4 (Postcognition, Flaws: Medium [Blood]) [2PP] (Blood Echoes, Telepathy) Alternate Power: [20PP] Emotion Control 10 (Extras: Area [Perception, Visual-Type Senses], Flaws: Limited [Fear]) [20PP] (Nightmare Face) Alternate Power: [17PP] (Mist Form) Flight 3 (50MPH / 500ft per Move Action, Feats: Subtle) [7PP] Insubstantial 2 (Gas) [10PP] Alternate Power: [21PP] Mind Control 10 (Extras: Conscious, Duration [Sustained, Lasting], Mental, Sensory Link, Flaws: Distracting, Sense-Dependent [Visual-Type Senses], Staged [Dazed / Compelled / Controlled], Feats: Subtle) [21PP] Alternate Power: [21PP] (Mind Control) Transform 10 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual-Type Senses], Feats: Subtle) [21PP] Concealment 10 (All Senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [10PP] (Humanoid Abomination) Concealment 2 (All Auditory-Type Senses, Extras: Duration [Continuous], Flaws: Limited [Not vs Machines]) [4PP] (Silence of The Grave) Concealment 2 (Infra-Vision, Extras: Duration [Continuous], Flaws: Limited [Not vs Machines], Permanent) [2PP] (Chill of The Grave) Corrosion 1 (Extras: Action 3 [Reaction], Area [General, Burst], Flaws: Limited [Inert Organic Matter, Plants, Small Animals], Uncontrolled, Unreliable [50%], Feats: Progression [Area] 1 [10ft/rank = 10ft radius]) [6PP] Enhanced Attack 4 (Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [5PP] (Super-Agility, Super-Speed) Enhanced Defense 4 (Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [5PP] (Super-Agility, Super-Speed) Enhanced Dexterity 16 (Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [13PP] Enhanced Strength 16 (Extras: Linked [Super-Strength], Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [13PP] Super-Strength 1 (Heavy Load: 1.5 tons, Extras: Linked [Enhanced Strength]) [2PP] Environment Control 4 (50ft radius, Cold [Extreme], Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Range [Touch], Uncontrolled, Unreliable [50%]) [2PP] Immunity 30 (Fortitude Effects) [30PP] Impervious Toughness 10 (Flaws: Limited [Not vs Acid Damage, Blessed/Celestial/Holy/Sacred Damage, Cursed/Demonic/Hellfire/Infernal/Unholy Damage, Fire Damage, Jade weapons, Natural Weapons of Supernatural Creatures, Salt, or Silver weapons]) [5PP] Leaping 4 (x25, Running Long Jump: 500ft, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [1PP] Protection 10 [10PP] Regeneration 22 (Recovery 14 [+9], Recovery Rate: Injured 6 [1/round, No rest], Resurrection 2 [1/day], Feats: Regrowth, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [20PP] Speed 4 (100MPH / 1,000ft per Move Action, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [1PP] Super-Movement 2 (Trackless, Wall-Crawling, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [1PP] Super-Senses 18 (Blood Awareness [Descriptor Frequency: Very Common, Sense Type: Olfactory, Default Extras: Radius, Ranged, Extras: Acute, Analytical, Extended 2, Tracking 2], Danger Sense 2 [Sense Types: Auditory, Visual], Darkvision, Extended Hearing, Extended Vision, Microscopic Vision, Uncanny Dodge 2 [Sense Types: Auditory, Visual], Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [15PP] Abilities (12) + Combat (24) + Saving Throws (8) + Skills (25) + Feats (17) + Powers (167) = 253 Power Points
  10. In Brief: Huntress dresses like Moon Knight and learns kung-fu in K'un L'un to control the Daredevil powers she got from Captain America's super-serum. Player: Grumblefloof Character: Mister Strix Power Level: 13 (9) Tradeoffs: None Power Points: 193/196 Unspent Power Points: 3 Veteran Rewards: Bronze: Additional character slot at PL12/180PP (Mister Strix) Silver: 6PP of free Equipment ranks for Mister Strix, 9PP of Equipment/Minions/Sidekick unclaimed Gold: Unclaimed. Residence: A two-story townhouse with a modest exterior and a heavily renovated interior, located in the Hardwick Park neighborhood of Bedlam City. Base of Operations: The bunker hidden under his townhouse. Alternate Identity: Brian Marcus Brubaker Identity: Secret Birthplace: Bedlam City, Wisconsin, USA Occupation: Sculptor Affiliations: Shambala Temple (former student), The Labyrinth (DNAscent test subject) Family: Franklin "Frank" Brubaker (Father), Ann Miller-Brubaker (Mother, Deceased), David Brubaker (Older Brother), Joan Romita-Brubaker (Sister-In-Law), Samantha "Sammee" Brubaker-Mazzuchelli (Older Sister), Eduardo "Ed" Mazzuchelli (Brother-In-Law), Wade Brubaker (Younger Brother, Deceased), Alexandra "Alex" Nocenti (Ex-Girlfriend) Description Age: 26 (DoB: 1991) Apparent Age: 26 Gender: Male Ethnicity: Caucasian of mixed German and Irish descent Height: 6ft 3in Weight: 250 lbs. Eyes: None (Grey prosthetics) Hair: Blond The skin on the top half of his face is still heavily scarred from being lacerated and burned by jagged shards of superheated shrapnel. His hair and sunglasses hide most of the scars, but not all of them. He wears a set of acrylic prosthetic eyes which mimic his original grey eye color. When out in public in his civilian identity, his usual mode of dress is "business casual," and he wears the dark sunglasses and wields the white cane which universally mark him as a blind man. Were it not for his blindness, strangers might assume he was an NFL linebacker or a Hollywood stuntman. Power Description Thanks to the DNAscent process, all of Brian's physical abilities are just beyond the normal human range. His strength, endurance, agility, and reflexes are all slightly higher than what any normal person could achieve, and unlike athletes without super-powers, his body is optimized for all kinds of physical activity. Unlike a normal human, he could be the world's greatest weightlifter, sprinter, and marathon runner, all at once. All of Brian's non-visual senses absorb information with far greater detail and sensitivity than a normal human. He can hear a person's heartbeat from across the room, hear a tear sliding down their cheek, and feel the vibration through the floor when they take a step. He can rest a pretzel on his tongue and count exactly how many grains of salt are embedded into it. He can feel the weight of a pistol and know exactly how many bullets it contains. He can run his fingers along a page of text and "read" it by feeling the difference between the ink and the paper, or "view" a picture by feeling the differences between the colors of ink or paint. He can caress an object gently enough to feel any fingerprints left on it, without disturbing the prints, and he can perceive enough detail to compare them to other prints he's felt. His nose acts as a mobile gas chromatograph mass spectrometer, able to distinguish the chemical makeup of a substance by the smell of its molecular components. In essence, his hyper-keen senses make him a walking crime laboratory. His enhanced senses of hearing and touch also give him superhuman balance and physical coordination. Brian no longer has eyes, but his brain processes and interprets most of his enhanced sensory input visually. He can hear sound and feel vibration just as a normal human would, but he can also "see" it in his mind, with the sound waves of different frequencies and decibel levels appearing to him as lines of correspondingly different colors and sizes, coating and illuminating the objects around them. Scents appear in his mind's eye as translucent clouds of mist, in various colors and sizes, leaving trails he can follow. His sense of smell is acute enough to judge the distance between himself and its source, as a normal human could with sound. As he moves closer to the source of the scent, it becomes "brighter" and "louder" to him. The DNAscent process not only enhanced Brian's original senses, but provided a new one as well: Echolocation. His brain has been altered to include a disk similar to the "melon" of a whale or a dolphin's melon. This disk emits waves of high-frequency sound in all directions. Those ultra-sound waves bounce off of the objects around him, and then return to his ears. A fraction of a second later, his brain interprets the results and paints him a mental picture of his surroundings. This allows him to "see" in all directions at once, though he focuses on one roughly 90-degree field of "view" at a time, with the rest appearing as translucent overlays. This allows him to "see" just as a normal human would see in the visual light spectrum, only without color or fine detail. He would, for example, perceive the difference between the bricks and the grout of a wall, but he would not perceive chalk drawings or spraypaint on that wall. He can effectively "see" human faces, but he can't "look someone in the eye." The echolocation is far more advanced than that of any existing animals or technological devices. He can it echolocation "off," in a manner similar to how a human closes their eyes. While it is active, anyone capable of hearing ultra-sound can detect the waves emanating from his brain, and the echoes returning to his ears. History Brian Brubaker never saw the world clearly until the day he lost his eyes. "You can have anything you want, but you have to want it enough. With hard work, anything is possible. People get what they deserve." Frank Brubaker made sure his sons lived by those words. He was a self-described "city college kid" who "pulled myself up from nothing by my own boot-straps." He grew up on Stark Hill, but when Stone Ridge opened, he was one of the first people to move in. With his money, he could move anywhere, but he chose to stay in Bedlam and give back to his hometown. To hear him tell it, Bedlam City was full of poor people because they just didn't work hard enough. Ann Miller was a minimum-wage kid who hitched a ride out of the Shady Meadows trailer park as soon as she could pass for 18. She didn't mind if Frank slapped her around a bit, as long as he did it less than her parents did, and as long as he was going places. They were both young and hungry, willing to do whatever it took to get ahead. By the time their first child was born, Brubaker Imports was well on its way to becoming one of the country's most profitable shipping empires, moving just about anything that needed moving to just about anywhere in the world. Their kids went to private schools. But Frank always stressed the importance of hard work, often with the back of his hand. His kids weren't going to have a free ride. They were going to work for everything they had, just like he had. Despite the abuse, Brian idolized his father, and spent every waking moment desperately trying to earn his approval. He got near perfect grades, tried out for every sport, auditioned for every play, took after-school jobs and summer internships. Brian was 19, home for a visit from his sophomore year at Freedom City University, the day he saw his family for the last time. His mother and his little brother Wade were already waiting in the limo. Brian was walking down the driveway when the driver turned the key. His father had just made it through the front door. The ignition switch set off a car bomb. Ann and Wade were blown to pieces. Brian was blown across the driveway. Shrapnel shredded the front of his tuxedo. His face was a mess of steaming metal. Frank's jacket got dirty. Brian woke up in the hospital to his father's voice, telling him that he was going to fix everything. He'd only been there a couple of days when his father told him he was being moved to a "private clinic." Brian didn't know why the new nurse sedated him. He was kept in an induced coma, but he could still hear the people around him. As the "treatments" progressed, he could hear them louder, more clearly, from further away. He heard things he was never meant to hear, like why his father took so many "business trips" to Freedom City. Frank Brubaker's life was a lie. When recounting his family history, he would neglect to mention that his grandfather was none other than the infamous Hans Graumach, also known as Die Eule of the Nazi superteam Die Ubersoldaten. In Frank's case, the apple didn't fall far from the tree. If he had told his sons the truth, then their words to live by would have been a different quote: "In devastation, there is opportunity. When there is blood in the streets, buy property." The car bomb was meant for Frank, a "gift" from one of his "business rivals." The Brubaker fortune didn't come from moving freight. It came from smuggling and human trafficking, on an industrial scale, and it got a big boost from new "friends" in Freedom City. Ann and Frank had enough Irish blood between them to join the local Bedlam syndicate in Stark Hill, but once the Italians absorbed it, they knew they'd never rise to the top, at least not out in the open. They needed outside help, secret help. Frank and Ann's operation was built during the tail end of the Franklin Moore era and the aftermath of the Terminus Invasion. With a period of low superhero presence in town, and the sudden death and destruction of so many Freedom City citizens and their properties (legitimate businesses and mob fronts alike), The Labyrinth and its front syndicates were able to quietly expand. One of the fronts they expanded into was Bedlam City, where there has never been a shortage of vulnerable and desperate people, or men of means looking to take advantage of them. Years later, the Labyrinth would wind up owning the legitimate city government as well, but they started with the black markets. Brubaker Imports is a subsidiary of Delphic Industries, which is in turn owned and operated by Constantine Urallos, part of the inner circle of Taurus. Most of the trafficked victims are sold to sweatshops or domestic slavery. Some are given to The Labyrinth directly, to become test subjects for the DNAscent process. Frank knows he's a part of something bigger than the crime syndicates he pays lip service and a small cut to, but he has no idea of the true scope of Taurus's evil. When Brian lost his eyes, Frank called in a favor. He didn't want Brian to become a brainwashed super-thug. He just wanted to give his only surviving son his eyes back. He didn't bother to get Brian's consent before letting the Labyrinth's mad scientists play with him. As far as the Labyrinth scientists were aware, the treatment failed. Brian's body was enhanced to just past the peak physical condition for a normal human, but his eyes had failed to regenerate. Brian had heard enough during the treatments to know he should keep the unintended side-effects to himself. He didn't tell anyone about how all his other senses had been enhanced, or how he now possessed a natural sonar that would be the envy of every navy on Earth. The DNAscent process didn't restore what he'd lost, but it boosted everything he had left. He knew that he would need to keep his cards close to his chest if he were ever going to be able to use his new gifts to dismantle the horrific empire his father had built on a foundation of blood and human misery. He was quiet and distant after his "recovery." His father, never the most emotionally available man himself, didn't press the issue. Frank was consumed with guilt, a foreign sensation to him. When Brian decided he wanted to "study abroad," Frank didn't try to stop him. But the boarding school for the blind in Spain returned Brian's tuition cheque to Frank, un-cashed. He had never shown up. Frank had secretly sent bodyguards overseas with Brian to watch his back discreetly, but Brian gave them the slip. His trust fund account sat untouched. One day, Brian Brubaker just vanished off the face of the Earth. He wandered through Europe and Asia for a time, learning anything he could get people to teach him, before he found himself chasing the legend of Shambala Vale, scaling the mountain peaks, and finding refuge among the ancient order of monks. They taught him how to master his new senses, and how to temper the worst of his rage. They gave him outlets for that rage. He took up sculpting. They instructed him in the original martial art from which all others descended. They helped to temper the worst of his rage. During one of his meditations, he observed a rat breaking into a container of stored rice, and an owl swooping down from the night sky to pluck that rat up off the ground. That incident became a symbol for him, and soon, it would become a symbol for his city. Seven years after he disappeared, Brian Brubaker quietly returned to Bedlam City. He spent a few months in Europe first, where the "intense, macabre, Giger-esque" works of the "mysterious, reclusive blind sculptor" became a darling of the art scene on both sides of the Atlantic Ocean. Then he bought (and renovated) a humble two-story townhouse in Hardwick Park, where he planned his mission to save his city. His father employed thugs, crooked cops, money-laundering accountants, coyotes and snakeheads, all vermin who preyed upon the innocent and the desperate. Brian would became a creature of the night who would rid his city of that vermin. He became Mister Strix. Personality Brian grew up as a mostly-happy son who suppressed his anger and idolized his abusive father. Now that idol has fallen farther than he ever thought possible, and that suppressed anger is coming back like a hurricane. The revelation of his father's true nature forced Brian to re-examine everything he ever thought he knew about himself and the world around him. Good things didn't always come to those who worked hard for them like he was always taught. In fact, more often than not, the worst things happened to the best people, while the worst people took advantage of them and laughed all the way to the bank. Even if you never give up, you can still lose. Those revelations, and the trauma of his injuries, lost family members, and subsequent transformation, left him bitter, cynical, and full of rage. Gaining the ability to know when most people are lying showed him just how often people lie, which eroded his faith in human nature even further. He hears everyone's dirty secrets, and he's overwhelmed by just how many dirty secrets everyone has. His time with the Shambala monks helped to soften that edge, but he still believes that justice only happens in the world when a righteous person forces it to. The monks showed him that the world can be a better place than it is, without vermin like his father gnawing at its foundations. But that vermin will feed, unless an owl comes along to eat them first. So much of the world he thought he knew is a dirty lie, that he's not even sure that world is worth saving. But he'll die before he stops trying to save the world, because it's his family, his people, who corrupt and destroy it. He owes the world his father's debt. These days, Brian enjoys solitude, partially as a result of his disillusionment and partially as a practical matter of his enhanced senses amplifying every outside stimulus. Just as everyone a speedster meets is the annoyingly slow customer in front of them in the ATM or checkout line, every person Brian meets is the neighbor who blasts his TV or stereo at all hours of the night or the guy sitting next to him on the bus who hasn't showered in a week. He rarely engages in conversation at all, and even when he does engage, he remains laconic, withholding, almost sullen. He does have a sense of humor, but it leans toward the dry, the morbid, and the self-deprecating. He is reluctant to volunteer information, and his reaction to those he meets defaults to suspicion (though his powers make clearing that suspicion and earning some measure of trust a faster process than it would be otherwise). Everyone is guilty (of something) until proven innocent. He has come to view emotional attachment to other individuals as a weakness, and so he does the best he can to avoid it. But since he is human, he can't avoid forming attachments, no matter how much he chastises himself for it in hindsight. Powers & Tactics Brian is an expert martial artist, and a world-class detective, athlete, and inflitrator. The DNAscent process left him at peak physical condition, just barely superhuman. His enhanced senses make it almost impossible to lie to him or to catch him off-guard. He prefers to strike from stealth, ending a fight in one decisive blow before it begins. When facing a foe directly, he still takes any opportunity to remove the advantage of their sight, whether by destroying light sources or by deploying smoke bombs. He adapts his fighting style to each opponent, seeking to counter them rather than match them or beat them at their own game. If they seem to favor karate punches and kicks, or the knee and elbow strikes of muay thai, then he'll use jiujutsu grapples. If they fight defensively, focusing on parries or avoidance, then he'll be aggressive, getting inside their defenses. Since the Shambala style is the foundation for every martial art on Earth, anyone fighting him is likely to see something familiar, mixed with something else completely foreign. He uses his cape to obscure and distort his movements. His enhanced agility allows him to move and strike in unexpected directions and angles relative to his foes. He uses custom-built throwing knives, stylized like crescent moons or an owl's talons, to disarm and distract foes at a distance, before closing in to finish the job with fists and feet. Complications Addiction (Painkillers and Stimulants): Brian's enhanced senses cause him chronic headaches, and make it difficult for him to get restful sleep. The meditation techniques he learned in Shambala Vale mitigate this problem, but they do not eliminate it entirely. The GM can force Brian to save against effects like Nauseate, or even automatically inflict conditions like Sickened, to represent the pain caused by his powers, or by medication withdrawal. The GM can also inflict conditions like Fatigued upon Brian, to represent lost sleep, or withdrawal from stimulants. Disability (Blindness): Brian's enhanced touch can feel the difference between ink and paper, and even between different pigments, which allows him to perceive color by touch. His echolocation, on the other hand, can perceive distance, size, and shape, but not color. It can perceive texture, but not with the same level of detail as normal human vision. This means he can only read text or view pictures if they are within arms reach. The screens of television sets, computer monitors, tablets, and smartphones may as well be blank to him, even to his touch, unless they have been specifically modified for blind users. He cannot directly perceive the level of light in the local area directly. At best, he can infer by feeling the heat from a nearby light source, if it emits significant heat at all. Incandescent bulbs are easy, but LED bulbs are difficult to impossible. Anything in his surroundings which depends on light, text, or color is invisible to him once it is physically out of reach. His enhanced smell can identify people by their individual scent, and his echolocation and tremor-sense together provide enough detail to differentiate between people based on size, shape, and mass, but not enough to let him tell their faces apart from one another. The white cane and dark glasses sometimes make him a target for opportunistic criminals, and if he puts up much of a fight, he'll arouse suspicion. He is physically capable of operating a vehicle or heavy machinery, but he cannot obtain a license to do so legally. Enemies (The Labyrinth, Frank Brubaker, David Brubaker): Frank Brubaker is a human trafficking kingpin, and he initiated his oldest son David into the family business years ago. Neither Brian, nor his father or brother, understand the full scope of The Labyrinth, the grand machine in which they are tiny cogs. Family Secrets: His father is a crime lord with good publicity, and his great-grandfather was a Nazi supervillain. Lost Love: Brian had a girlfriend in college, Alexandra "Alex" Nocenti. When he vanished from her life without warning, she came looking for him. When she asked too many questions, Frank Brubaker panicked and overreacted. He had her kidnapped, brainwashed, and subjected to the DNAscent process, turning her into his bodyguard and enforcer. The girl Brian loved now stands at his hated father's side. Noticeable (Echolocation): Anyone with Ultra-Hearing, or any other applicable Super-Senses, can hear the waves of ultra-sound being broadcast by Brian's brain when he uses his echolocation. This includes animals such as dogs, bats, dolphins, and whales. Obligation (Shambala Temple): The monks of the Shambala Vale took Brian in and trained him. One or more of their number may call upon him for aid in the future. Power Loss: A GM can force Brian to make Concentration checks to make sense of the information provided by his superhuman senses. Failure can leave him with the equivalent of hallucinations or "blindness." Secret (Identity): Brian may be superhuman, but he's not invincible. One sniper's bullet could end him. And if Brian's father finds out who's targeting him, then he'll make Brian wish for a bullet to the head. Vulnerabilities (Sensory Overload, Sonic Powers): A GM can arbitrarily increase the effective power rank of any effect which overloads Brian's senses, such as loud noises or tear gas. A GM can also force Brian to save against additional attack effects, such as Auditory Dazzle or Nauseate, when someone near him uses, or is targeted by, a power with the "Sonic" descriptor. Weakness (Sensory Overload): When Brian is exposed to sensory overload, such as loud noises or tear gas, a GM can inflict penalties to his checks and combat traits as if he had the Weakness drawback. Abilities 16 + 16 + 16 + 8 + 8 + 4 = 68PP Strength: 26 (+8) (Heavy Load: 1,200 lbs.) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 14 (+2) Combat 8 + 8 = 16PP Initiative: +8 (+8 Dex) Attack: +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged (+4 Base), +9 Shuriken (+4 Base, +4 Attack Specalization, +1 Masterwork) Grapple: +18 (+10 Melee Attack, +8 Strength) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-FootedUncanny Dodge Knockback Resistance: 4 ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical, Bludgeoning) Shuriken Ranged DC24 Toughness (Staged) Damage (Physical, Piercing/Slashing, Lethal) Stunning Attack Touch DC23 Fortitude (Staged) Dazed/Stunned/Unconscious Saving Throws 0 + 2 + 6 = 8PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con, +0PP) Reflex: +10Evasion 2 (+8 Dex, +2PP) Will: +10Ultimate Save (+4 Wis, +6PP) Skills 156R = 39PP Acrobatics 7 (+15)Skill Mastery Climb 7 (+15) Concentration 6 (+10)Trance Craft (Art) 11 (+15) Disable Device 11 (+15) Escape 7 (+15)Ultimate Skill Gather Information 13 (+15) Intimidation 13 (+15) Investigation 11 (+15) Knowledge (Streetwise) 6 (+10) Languages 12 (Atlantean, Braille, Cantonese, English [Native], French, German, Italian, Japanese, Mandarin, Morse Code, Nepali, Russian, Spanish) Notice 16 (+20)Skill Mastery Search 11 (+15) Sense Motive 16 (+20)Skill Mastery Stealth 7 (+15)Skill Mastery Swim 2 (+10)Swimming Feats 34PP Acrobatic Bluff Attack Focus (Melee) 6 Attack Specialization (Shuriken) 2 Benefit 2 (Status [Famous Artist], Wealth) Dodge Focus 6 Equipment 6 (30EP)Veteran Reward Evasion 2 Grapple Finesse Hide In Plain Sight Improved Ranged Disarm Luck 3 Quick Change (Costume) Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Stunning Attack Takedown Attack 2 Trance Ultimate Save (Will) Ultimate Skill (Escape) Well-Informed Equipment 6PP = 29/30EP Disable Device Tools [0EP] Grapple-Gun Baton Super-Movement 1 (Swinging, Feats: Subtle [Disguised as a cane]) [3EP] Masterwork Smartphone (Modified for blind users) [1EP] Medication (Painkillers and Stimulants) [1EP] Shuriken Blast 1 (100ft Max Range, Extras: Autofire, Flaws: Unreliable [5 Uses], Feats: Improved Range [25ft Range Increments], Masterwork [+1 Attack], Mighty 8, Subtle, Drawbacks: Lethal) [12EP] Smoke Pellets Obscure 2 (10ft radius, Visual-Type Senses, Extras: Action [Move], Independent, Total Fade, Flaws: Limited [One Sense: Normal Vision], Unreliable [5 Uses], Feats: Subtle, Drawbacks: Full Power, Reduced Range 2 [2 20ft Range Increments = 40ft Max Range]) [2EP] Townhouse with Secret Bunker (PL13 HQ) [10EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Earthquake-Proofing, Bulletproof Windows, Steel Plate Shear Walls reinforced with Pre-Cast Concrete) Features: [10EP] Computer Concealed 2 (+15DC = DC25) Fire Prevention System Gym Living Space Power System Security System 2 (DC25) Workshop 3 + 1 + 1 + 12 + 2 + 10 = 29/30EP = 6PP Powers 1 + 3 + 1 + 1 + 21 + 1 = 28PP Features 1 (Internal Laboratory [Can analyze clues with the Investigation skill on the spot, without access to a crime lab]) [1PP] (Descriptors: Mutation, Super-Senses) Immunity 5 (Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] (Descriptors: Mutation, Super-Senses) Leaping 1 (x2, Running Long Jump: 36ft) [1PP] (Descriptors: Mutation, Training) Speed 1 (10MPH / 100ft per Move Action) [1PP] (Descriptors: Mutation, Training) Super-Senses 21 (Accurate Extended Normal Hearing, Acute Analytical Extended Tracking 2 Normal Smell/Taste, Analytical Normal Touch, Danger Sense 3 [Sense Types: Auditory, Olfactory, Tactile], Sonar [Ultra-Hearing, Extras: Accurate, Counters Concealment, Flaws: Counters Concealment Limited to One Sense], Tremor-Sense, Uncanny Dodge 3 [Sense Types: Auditory, Olfactory, Tactile]) [21PP] (Descriptors: Mutation) Swimming 1 (2.5MPH / 25ft per Move Action, Can always Take 10 on Swimming checks) [1PP] (Descriptors: Mutation, Training) Drawbacks -0PP [None] Abilities (68) + Combat (16) + Saving Throws (8) + Skills (39) + Feats (34) + Powers (28) - Drawbacks (0) = 193/196 Power Points
  11. Player Name: Thunder King Character Name: The Tattered Man Power Level: 8/11 (150/177 PP) Trade-Offs: None Unspent Power Points: 27 In Brief: A murdered police officer, saved and empowered to save Bedlam. Residence: A cheap motel in Downtown Bedlam Alternate Identity: John Smith Identity: Secret Birthplace: Milwaukee, Wisconsin Occupation: Freelance and under the table work Affiliations: None Family: None he associates with Description: Age: 33 Gender: Male Ethnicity: Caucasian Height: 5'9" Weight: 185 Eyes: Gray Hair: Brown John's appearance varies by which face he's wearing, but his default appearance is of a man of average height and build, with a handsome but otherwise nondescript face. His hair is neatly trimmed and his face is clean shaven. He deliberately picked this face to make himself appear as bland and as uninteresting as possible, to make it easier to fade into crowds and keep his head down. John's costume is an old, tattered coat that's somehow connected to his powers. Despite being tattered and worn, it keeps him warm, and any further damage seems to somehow repair itself. With it, he wears a simple pair of black khaki pants, worn old boots and gloves. All in plain earth tones of black and brown, with a plain black cloth mask over his eyes, forehead and nose to stop 'John Smith' from being recognized. Power Descriptions: John is empowered by ghosts. He's stronger, tougher, and more perceptive than he once was. He can change his appearance to look like one of the ghosts did in life. He heals much faster than an ordinary person, and he can tap into the memory of places and objects that are associated with death. The visions he receives in this way, however, are often jumbled and twisted by emotion. History: He was born Stephen Chambers in Milwaukee, Wisconsin. He was an only child, raised by neglectful and abusive parents. His teenage years were full of anger, strife, and bad choices. However, sometime during high school he resolved to make something of himself. He emancipated himself and worked his way through college, trying to make a difference, wanting to be a cop. He served in Milwaukee for a time, and felt good about his life and the choices he made. Then, he transferred to Bedlam. He was in over his head and failed to see the warning signs. He knew Bedlam was bad, but he was unprepared for the scope of the corruption. He learned, though, six months into it. He was betrayed by someone he called a friend, and kidnapped. He saw things he shouldn't have seen. They dragged him out to an old abandoned lot and put two bullets in him, then buried him. Something about the gun or their aim went bad, because as bad as it hurt, he wasn't dead. The old lot was full of ghosts, the spirits of the slain. All the people who had been disposed of there over the years. They found him, clinging to life, and they concocted a plan. They poured power into him, supernatural, spiritual energy. They healed him, they strengthened him. They taught him a lot of what they knew about Bedlam, but the long years of haunting made much of their advice and knowledge incomprehensible. He doesn't quite know how long he was buried, some of his own memories were lost in the shuffle. He knows he was buried in autumn, and awoke in winter, and he doesn't quite know why. He dug himself out of his grave and discovered he was wearing a tattered old long coat, which he did not remember owning or wearing. He found himself some contacts for under the table work, and a motel that takes cash but doesn't ask questions. He introduces himself as John, John Smith, to all who ask. However, when rumors started up of a crazed man in an old coat sticking his nose in where it didn't belong, the rumors called him the Tattered Man. Personality & Motivation: Despite what happened, John's attitude hasn't gotten much worse. He's bitter about what happened to him, but he tries not to let it tear him apart. Whatever else happened, he's still alive. He feels that his newfound powers are more blessing than curse, because now he can fight Bedlam's corruption with the benefit of total anonymity. Powers & Tactics: John hits hard and moves fast, using basic self-defense techniques simply and efficiently. He can survive more than an ordinary person, but knows his limits. Therefore, he takes advantage of the environment and never fights fair when he can avoid it. Complications: Amnesia: There are some details about his former life that are fuzzy, up to and including the identities of his own attempted killers. He has most of the skills and knowledge that he used to have, but some of the minutae of his personal life remain a mystery. So Many Faces, So Little Time: John can change his appearance, but has a specific set of appearances he can take on. This means he has to be careful which faces he shows to whom, and can be caught if he's not careful. I am John Smith: John has no family, no friends, no support network, no job, and no real home. If it can't be done with cash or haggling, he can't do it. Through a Glass, Darkly: His postcognition is the ability to see visions of deaths in an area or on an object. However, this is done through the eyes of those who experienced it, either the killer, or the slain. What he sees is usually twisted and strange, difficult to understand and heavily influenced by emotional states. He has to parse what he sees and interpret it, and these interpretations are not perfect. Abilities: 4 + 8 + 6 + 8 + 4 + 6 = 36PP Strength: 14/26 (+2/+8) Dexterity: 18 (+4) Constitution: 16/22 (+3/+6) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 6 = 16PP Initiative: +8 Attack: +8 Melee, +5 Ranged Grapple: +16 Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback: -4 Saving Throws: 2 + 2 + 3 = 7PP Toughness: +8 (+6 Con, +2 protection) Fortitude: +8 (+6 Con, +2) Reflex: +6 (+4 Dex, +2) Will: +5 (+2 Wis, +3) Skills: 104R = 26PP Acrobatics: 6 (+10) Computers: 4 (+8) Disable Device: 6 (+10) Disguise: 2 Escape Artist: 4 (+4) Gather Information: 8 (+12) Intimidate: 8 (+11) Investigate: 8 (+12) Knowledge (Civics): 6 (+10) Knowledge (Current Events): 6 (+10) Knowledge (Life Sciences): 6 (+10) Knowledge (Streetwise): 6 (+10) Medicine: 4 (+8) Notice: 8 (+12) Search: 8 (+12) Sense Motive: 6 (+8) Stealth: 8 (+12) Feats: 24PP Attack Focus (melee) 3 Beginner's Luck Dodge Focus 5 Elusive Target Fearless Hide in Plain Sight Improved Disarm Improved Initiative Improved Throw Improved Trip Luck 2 Move-by Action Power Attack Quick Change Takedown Attack 2 Uncanny Dodge (Audio) Powers: 6 + 12 + 2 + 4 + 2 + 2 + 3 + 10 = 41PP All Powers are of the magic descriptor Enhanced Constitution 6 (to 22) [6PP] Enhanced Strength 12 (to 26) [12PP] Leaping 2 (x5; running jump 90ft; standing jump 45 ft, high jump 22 ft)[2PP) Morph 2: Broad Group (The dead buried in the abandoned lot) [4PP] Protection 2 [2PP] Regeneration 2 (Injured 1/5 minutes) [2PP] Speed 3 (50 mph, 440 ft. per move) [3PP] Super-Senses 10 (Accurate Audio, Darkvision, Postcognition) [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness Damage (Physical) Totals: Abilities (36) + Combat (16) + Saving Throws (7) + Skills (26) + Feats (24) + Powers (41) - Drawbacks (0) = 150/177
  12. Dr. Rosa Thorne Power Level: 8/10 (173/201PP) Unspent Power Points: 28 Trade-Offs: None In Brief: One's an Occult Scholar the other a down on there luck private investigator, who happens now to share the same body. Together they fight the forces of the occult! Alternate Identity: Dr. Thorne, Occult Detective (Public) Birthplace: Milwaukee, Wisconsin Occupation: Former Occult Scholar, Private Investigator Affiliations: Black Rose Detective Agency Family: Phillip Thorne (Father), Rhosyn Thorne (Mother), Anissa Thorne (Sister) Description: Age: 26 (DoB: 1990) Gender: Female Ethnicity: African-American Height: 5'3" Weight: 140lbs Eyes: Brown Hair: Black Rosa has never been one to worry about her figure though she has always been active enough that she's never gotten too large, though she still has some curves about her. Likewise, she tends to wear only a little makeup, enough to allow her natural beauty to shine through. Countering this though Rosa has never had a day when she felt she should dress casually, still dressing even now as if she is about to go to a days work. Of the two of them, she's the one most likely to wear a sensible trench coat, if the weather calls for never as any kind of fashion statement. History: Rosa’s father had always told her that she could achieve anything that she could set her mind, something she’d taken to with some gusto. Whilst other followed the exploits of the brightly colored superhero’s Rosa was drawn to lesser known, but no less fascinating, exploits of those that fought the forces of the supernatural. She devoured every report and story of such thing, even sneaking into movies on such themes even if they were well above her age. A smart capable girl turned into an even more capable young woman who with a keen intellect had managed to gain an education at an early age in every field of occult studies, despite no magical talent of her own. She eagerly looked forward to a fruitful career in academia sharing thoughts and idea’s among her intellectual peers. Unfortunately for her many in the field where quite conservative in outlook not ready to listen to someone as young as she was, especially one of her gender and a few unfortunately of her race. Despite this, she soldiered on not willing to surrender so easily to those who wanted to put her down, instead of putting her efforts in pure academic research more and more esoteric subjects. But even she had days when despair would get the better of her and on one fateful occasion, she meets someone who would change her entire life. After one especially draining conference lecture, where her rather elegant discourse on a very poorly known aspect of occult lore had been dismissed out of hand by her audience, she was approached by a man with a literal Faustian pact. She of cause knew of him, the infamous Mr. Infamy, and in normal circumstance would have been fascinated to have the chance to talk to such a renowned occult figure of mythic proportions. But that day she was angry, tired and had maybe one too many whiskeys already and was more than willing to complain to him about how hard it was to get the kind of respect she was after in a field dominated by men. Rosa couldn’t remember exactly what she’d ask for but to the best of her knowledge if must have been something about being able to compete on an equal footing with men. When she awoke the next day she was in for a shock as the face she saw in the mirror wasn’t her own but of an older white man. And she wasn’t alone for now she was sharing her consciousness with that of the bodies original occupant, Liam Conners. Rather calm for such a momentous event the two of them quickly reached an uneasy peace and with a little investigation it was discovered that they could easily shift between the forms of Liam and Rosa. Such a victory was quickly tempered by another rather less pleasing revelation Dr. Rosa Thorne apparently had never existed all her documentation, achievements and right now more importantly saved money had vanished overnight. All they had to their name was a few dollars and a Private Investigation license to operate in a city that Rosa had never even heard of, that of Bedlam. Despite all this, both of them weren’t willing to give up completely and with Rosa help they managed to subtly alter the kind of business the now rebranded Thorne Investigations would deal with, a cesspool of a city like Bedlam tended to draw the worst of Supernatural entities something calling for their rather unique skills. Personality & Motivation: Rosa might be an excellent scholar but she isn’t exactly a people person she often crotchety and rude to people and tends to treat everyone like she’s the smartest person in the room, which to be fair in many situations this is true. It’s not helped by the fact that she’s extremely strong-willed and stubborn to a fault. She also has a very nasty habit of keeping things to herself only reluctantly revealing information when push comes to shove, not that she’s withholding information to herself she just want to wait until she has all the information to hand to come to a conclusion. Sometime the drive to discover the truth of a certain supernatural event or creature will overcome the necessity of dealing with said problem. Despite sometimes not seeming to care Rosa is a very passionate believer in helping people in trouble, making the city better by saving the souls (sometimes literally) one person at a time. Any friends she has are vanishingly rare since “moving” to Bedlam, lovers are nonexistent, very few can see beyond the hardened shell to the actually quite kind and generous person that lives under all that baggage. Powers & Tactics: If she can help it Rosa isn't really a fighter, that Liam's job, and will happily allow others to fight her battles for her. When it comes to magic matters, however, Rosa is more than happy to get involved, especially now that for some reason she can use all the knowledge she's gained over the years. She's still not one to rush into things, however, preferring to take the time to gather all the information before acting. Power Descriptions: The consciousness of Rosa are Liam are bonded together into a single entity and whilst both of them exist at the same time only one of their bodies, along with their accumulated skills and knowledge's, can be present at one time. With almost no effort they can shift between either of them, with the others mind taking a back seat to watch over and offer suggestions. With both always being active they remember everything that's happened since being bonded, through their own personalities can color their viewpoints, event prior to this are often only available when occupying that form. Whilst they have very different body shapes, and obviously, genders, the necessities of the bodies, for good and ill, are magically linked in such a way that they don’t have to make an effort to maintain both forms. This also means that if one of them get drunk or drugged the other would feel the effects and same goes for anything injuries the other might suffer. When one sleeps so does the other and as far as they can tell neither of the two consciousness's can operate independently of the other. Whilst neither of them are in a hurry to find out for certain it appears that anything specific to one form over the other does not appear to function, as far as they can tell Rosa would be incapable of getting pregnant for example. Somehow the bonding of the two has allowed Rosa to use the occult knowledge she had to collect to achieve real tangible results, but only when she's in her own form. Complications: Bedlam City Limits: Somehow her magical powers are tied to Bedlam, the further she gets from Bedlam the less her powers seem to operate. the knowledge behind the powers never, however, goes away. Never go home again: The whole world no longer knows of the existence of Rosa, including her family. But she still tries to keep an eye on them and help out where she can. Twin Shows: The transformation between Rosa and Liam is for most people completely unnoticed, they don't see the change happen just that one had left and other has taken their place. Supernatural creatures and extraordinary people, including but not restricted to supers, will notice the transition between the two. You want to do what?: Rosa tastes are very different from Liam and sometimes tries to take over when he's doing something she doesn't like. Abilities: 0 + 4 + 4 + 10 + 10 + 0 = 28PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 16 + 8 = 24PP Initiative: +2 Attack: +8 Base Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +8 Knockback: -4 Saving Throws: 4 + 5 + 7 = 16PP Toughness: +2/8 (+2 Con, +6 [Force Field]) Fortitude: +6 (+2 Con, +4) Reflex: +7 (+2 Dex, +5) Will: +12 (+5 Wis, +7) Skills: 200R = 50PP Computers 10 (+15) Concentration 15 (+20) Craft (Artistic) 10 (+15) Drive 3 (+5) Escape Artist 13 (+15) Gather Information 15 (+15) Investigate 12 (+20) Knowledge (Arcane Lore) 15 (+20) Knowledge (Art) 10 (+15) Knowledge (Behavioural Science) 10 (+15) Knowledge (Current Affairs) 10 (+15) Knowledge (History) 10 (+15) Knowledge (Popular Culture) 10 (+15) Knowledge (Theology and Philosophy) 15 (+20) Language 9 (Arabic, French, English [Native], German, Greek, Hebrew, Mandarin, Japanese, Latin, Russian) Medicine 5 (+10) Notice 10 (+15) Search 10 (+15) Sleight of Hand 8 (+10) Feats: 12PP Artificer Dodge Focus 4 Eidetic Memory Fearless Luck 2 Ritualist Second Chance (Concentration) Well-Informed Powers: 6 + 21 + 8 + 8 = 43PP Force Field 6 [6PP] Magical Knowledge 8 (16PP Array; Feats: Alternative Power 5) [21PP] Base Power: Damage 8 (Mystical Blast; Extra: Range) [16PP] Alternate Power: Clairvoyance 8 (Sight beyond sight, 2000 miles) Alternate Power: Exorcism 8 Alternate Power: Nullify 8 (Dispel Magic, 80 ft radius) Alternate Power: Obscure 8 (Mystical Darkness, 80 ft radius, 1,000 ft) Alternate Power: Snare 8 (Mystical Snare, 80 ft range) Morph 4 (Twin Souls, single appearance Feats: Innate, Metamorph, Subtle 2) [8PP] Super-Sense 8 (Magical Awareness - Mental Sense [Accurate, Acute, radius, Ranged]) [8PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Dispel Magic Ranged DC 18 Willpower Nullify Exorcism Ranged DC 18 Willpower Banish Mystical Blast Ranged DC 22 Toughness Damage Mystical Snare Ranged DC 18 Reflex Snare Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (50) + Feats (12) + Powers (43) = 173/201 Power Points
  13. SLITHER Power Level: 10 (150/156PP) Tradeoffs: -2 Toughness/+2 Defense Unspent PP: 6 In Brief: Former MI6 agent with stretching powers Alternate Identity: Isabel Liǔshuāng Fitzmorris-Blakely Identity: Secret Birthplace: Islamabad, Pakistan Occupation: Freelance investigator Affiliations: None currently, formerly MI6 Family: Sir Henry Albert Fitzmorris-Blakely KCMG (father), Anna Wong Fitzmorris-Blakely [Huáng Xiǎoqìng] (mother) Description: Age: 26 (March 29th, 1990) Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown Isabel is an attractive young woman of mixed Chinese and English ancestry; she's typically dressed in very chic designer clothes typical of the 'horsey set', lots of Burberry tweed, scarves and boots, and always complimented by a pair of elegant leather gloves. When she's not dressing up or just hanging out with friends, she dresses for comfort, usually in sweaters or blouses and comfortable slacks, but she still wears gloves of some sort. As Slither, she wears a full body suit in black and gray made of a special mimetic, thermally-neutral material that refracts all wavelengths of light as well as dampening heat signatures; it makes her very hard to see, but if she moves too fast the photocells struggle to match her movement, and a distinctive ripple may be seen. A pull-up hood and facemask hide her face, and also includes light magnifying goggles for nighttime operations. The hands and feet also include adhesive padding to allow unimpeded movement on walls and ceilings. Lastly the suit is insulted to offer some protection from the cold, which othrrwise drastically impairs Slither's performance. History: Isabel Liǔshuāng Fitzmorris-Blakely (‘Izzy’ to friends and family) was born March 29th, 1990 into a well-respected family that has been part of Her Majesty's Government for over a century, mostly in the Colonial and Foreign Offices (now combined into the Foreign and Commonwealth Office, or FCO). Her father is Sir Henry Albert Fitzmorris-Blakely, the former High Commissioner to Pakistan, and her mother is a diplomatic translator from Hong Kong, who met her father through the Queen's Service. Izzy spent much of her childhood living with her family in India and Pakistan, where she developed an interest in Asian languages. While she attended International schools in Islamabad and New Delhi for her primary education, there was never any doubt that she would return to England for university. She inherited her mother’s gift for languages, and was conversant in four languages by age six, and fluent in eight by the time she started university. It was while she was at Cambridge majoring in Politics and International Studies that she was recruited by the Secret Intelligence Service (MI6); the excitement of espionage work intrigued her, and she knew her knowledge of South Asia would prove invaluable in the field. After she completed her studies, she was assigned a cover position as a translator at the British Trade and Investment Office in Lahore, which gave her many opportunities to gather intel on Pakistani business leaders possibly supporting anti-Western interests. She never revealed her undercover status to any of her coworkers, and was very popular among her peers. Then one day in 2013, the BTIO delegation was stopped on the road near Peshawar; all occupants were dragged out of their vehicles, beaten and thrown into trucks that made for the Afghan border. Once there, their captors delivered them to a heavily-armed camp where a huge Russian mercenary brutally questioned them all in turn. Isabel soon figured out that she was the prize he was looking for, and she offered to provide him with information as long as he let the others go free. The Russian, who his followers called 'the Black Dragon', gleefully agreed and then turned his full attention to breaking Isabel. This began a harrowing ordeal that lasted two weeks; the young agent was given numerous drug injections, forced to go for days without food, sleep or water and subjected to a barrage of questions that didn't make any sense. Snakes were randomly thrown into her cell at night by her laughing guards, biting her again and again, leaving dark purple wounds on her arms and legs. Finally Isabel became feverish and collapsed into unconsciousness. When she at last woke up, her mind was clear for the first time in days; the bites on her arms and legs had faded and an odd warmth spread throughout her whole body. Somehow she knew she was different, changed. Isabel walked up to the bars of her cage, took a deep breath, and squeezed right through. Several days later, she showed up out of the blue at the High Commission in Islamabad, stunning the Diplomatic Service who assumed she was dead. The full details of her capture and escape were never revealed to the press, but since her security clearance was in tatters, SIS was forced to let her go. Now out of work but possessing amazing new abilities, Izzy decided to pursue the Black Dragon on her own, determined to bring down his organization by any means necessary, though is reluctant to use deadly force. Her efforts have been fairly successful over the last three years, but she’s just discovered he’s fled to the US, to a city called Bedlam… Personality & Motivation: Most of Izzy's childhood was spent in South Asia, where she grew up around diplomats and the children of diplomats, giving her a very multicultural perspective. She's always been a team player, and though she's thoroughly competent and capable of working on her own, she misses being part of a group like she was back at uni or in the Queen's Service. Her normally outgoing attitude has been somewhat diminished by the events back in Afghanistan, especially by the changes to her physiology which have made human interactions more difficult. Her upper class manners and 'good breeding' might make people think she's a bit of a stuffed shirt, but Izzy is actually very warm and approachable once you get to know her. In her heart, Isabel is still a patriot, and the fact that monsters like Dragomirov walk the earth fill her with a cold fury. She may not be part of the SIS anymore, but she can still do her bit, which sometimes includes taking on freelance jobs for people who's problems with the criminal element that can't be solved by traditional means. Powers & Tactics: There are very few places Slither can't get into if she's really determined; between her serpentine abilities and her custom-made 'Slither suit', she's extremely sneaky and hard to pin down. If she was a more criminal mind, she'd be a highly successful thief, but she's not hurting for money and is passionate about justice. Unfortunately she is now much more sensitive to cold, and the befuddling toxin she secretes can't be turned off. Izzy's built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: Enemy: Arkady Ilyich Dragomirov, aka 'The Black Dragon', a former member of the Spetsnaz GRU, now a metahuman gangster operating in Bedlam City. It was Dragomirov's men who captured Izzy and her team in Afghanistan, and it was during her captivity and mistreatment that her abilities first emerged, allowing her to escape. She has vowed to see him brought to justice. Pop Culture Illiterate: Growing up in the world of diplomacy and international travel, Izzy didn't have a lot of time to go to the cinema or watch the telly; besides books were far more interesting and portable. Because of this, she doesn't always get the jokes and references of more media-savvy individuals. Posh: Izzy comes from an upper class English family, attended Cambridge and speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. PTSD: Isabel still has a lot of unpleasant memories of her captivity, leading to heightened vigilance, nervous tension and occasional nightmares. She's been seeing a therapist for over a year, but she still has a lot of work to do. Racism: Izzy’s father is Caucasian and her mother is Chinese; being a biracial child means she’s been exposed to her share of ignorance. Abilities: 4 + 6 + 12 + 6 + 4 + 8 = 40PP Strength: 14 (+2) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 12 = 22PP Initiative: +10 (+6 Dex, +4 Improved Initiative) Attack: +5, +10 Melee (+5 Base, +5 Attack Focus), +5 Ranged Grapple: +23/+25 (+10 Melee, +6 Grappling Finesse, +7 Elongation [+2 if using Addl. Limbs]) Defense: +12 (+6 Base, +6 Dodge Focus) Knockback: Saves: 0 + 7 + 6 + 8 = 21PP Toughness +8 (+3 Con, +5 Defensive Roll) Fortitude +10 (+3 Con, +7) Reflex +12 (+6 Dex, +6) Will +10 (+2 Wis, +8) Skills: 80R = 20PP Acrobatics: 4 (+10) Bluff: 6 (+10) Computers: 2 (+5) Diplomacy: 6 (+10) Disable Device: 7 (+10) Drive: 1 (+7) Escape Artist: 7 (+13, +20 w/ Elongation)* Gather Information: 6 (+10)* Knowledge: Current Events: 2 (+5) Knowledge : Streetwise: 2 (+5) Languages: 7 (Cantonese, English [native], French, Hindustani, Japanese, Mandarin, Pashto, Russian) Medicine: 3 (+5) Notice: 8 (+10) Search: 3 (+5) Sense Motive: 8 (+10) Sleight of Hand: 4 (+10)* Stealth: 4 (+10)* Feats: 24PP Attack Focus 5 (Melee) Benefit: Ambidexterity (Hands and feet) Benefit: Wealthy Connected Defensive Roll 5 Dodge Focus 6 Equipment 1 Evasion Grabbing Finesse Improved Grab Improved Grapple (free w/ Additional Limbs) Improved Initiative Improved Pin Skill Mastery* (Escape Artist, Gather Information, Sleight of Hand, Stealth) Uncanny Dodge Well-Informed Equipment: 1PP = 5EP Binoculars 1EP Commlink 1EP Handcuffs 1EP Lockpicks 1EP Multi-tool 1EP Powers: 2 + 10 + 7 + 2 + 8 = 29PP Additional Limbs 2 (Both Legs) [2PP] Drain Wisdom 10 (Extras: Poison, Flaws: Permanent) [10PP] Elongation 7 (500 feet) [7PP] Super-Movement 2 (Slithering, Trackless) [4PP] Device 2 (Slither Suit; 10PP Container; Flaws: Hard-to-Lose) [8PP] • Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] • Immunity 1 (Cold environments) [1PP] • Super-Movement 2 (Wall-Crawling 2) [4PP] • Super-Senses 1 (Low Light Vision) [1PP] Drawbacks: (-6) = -6PP Vulnerability (Cold Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Cold environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Drain Touch DC 20 Fort Drain Abilities 40 + Combat 22 + Saving Throws 21 + Skills 20 + Feats 24 + Powers 29 - Drawbacks 6 = 150/156 Power Points
  14. Fox

    Gremlin (PL8)

    Character Name: Alice Ishikawa Power Level: 8-13 (8.5 w/ Sneak Attack) (180/208PP) Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness Unspent Power Points: 28PP In Brief: Young sneak-thief without a sense of purpose. Residence: Bedlam. Alternate Identity: The Gremlin (pejorative) Identity: Secret-ish. Birthplace: USA Occupation: Thief. Affiliations: The Fix, assorted Bedlam criminal groups Family: Estranged (mother, father, brother). Description: Age: 21 Apparent Age: 21 Gender: Female Ethnicity: Japanese Height: 5'1" Weight: 110lb Eyes: Brown Hair: Black/Brown When she was a child, she dreamed of being the tall, classy cat burglar - elegant, curvy, and devastating. It wasn't in the cards. Alice Ishikawa is a lot of mischief packed into just over five feet of body (five feet one, she'd insist), and she manages to leverage a surprising amount of strength and stamina out of such a slight frame. A lifetime of good training and diligent attention to her health (in service to her profession) has rendered her fit, acrobatic, and flexible. As second-story work is not typically a daytime activity, her skin tends to be on the fair side, though she's somehow managed to get this far without earning many obvious permanent marks or blemishes. She keeps her dark hair short, largely for practical purposes, not coincidentally framing her delicately-featured face and complimenting a pair of equally-dark eyes that manage to be as sharp as they are playful. Her personal fashion demonstrates a fondness for old t-shirts (often of bands she's never heard play), odd accessories (apparently on pure whim), and reliable footwear (even if she could scale a building in sandals or heels)...unless she's working, in which case her clothing is close-fitting, durable, disposable, unmarked, and darkly-colored, with as much skin covered as possible and any sleeves or pant legs tied down with wrappings or tucked away where they can't interfere. History: Alice's life has been nothing if not defined by theft, even from birth. When a lab accident at Mr. and Mrs. Ishikawa's research station threatened the latter's late-term pregnancy, the over-funded and under-supervised military group in charge were only too happy to provide medical care. When their new child presented otherwise-inexplicable abilities, said group was entirely willing to take the child to a remote facility for testing...and somewhat less willing to give her back. She wasn't going to change the world, but with proper training perhaps she could have been molded into quite the asset. It was a sentiment that the criminals of Bedlam shared. When a cargo ship pushed its luck too far and fell out of local protection, its raiders expected valuables, drugs...but not a young metahuman on ice ("secured for transport", as decreased funding had called for the consolidation of various off-the-books facilities). At first she was a novelty, but once they realized what she was capable of she was a tool. Need something stolen? Send the kid to do it, worst case is she gets killed or captured...and while the former never happened, the latter became something of a game between the leaderships of the various Bedlam powers. Who's got the little gremlin now? What's she after, and what can we use her for if we catch her? Even she lost track of how many times she changed hands, but while she liked some "employers" more than others her age and upbringing left her feeling that she was without better options. Teenagers, however, are notoriously harder to control...and stealthy, teleporting teenagers doubly so. Eventually she tired of games and being ordered around and stole herself, vanishing into the city as soon as she could do so without angering anyone she couldn't handle. Since then, bereft of other purpose and knowing little else, Alice has worked freelance: if you need something stolen, if you need a sneak-thief or second-story artist, put the word out. Maybe the gremlin's bored. Personality & Motivation: Alice has few problems taking orders and frankly enjoys her work, but operating at the behest of a long series of handlers and thugs (not to mention being a constant outsider and red-headed stepchild) has left the young woman somewhat ill-equipped to pursue her own passions, if she even knew what those passions were...outside of her craft, which she continues to hold to a high (and proud) standard. She can take care of herself, but doesn't know where she fits in with the world at large. Her obedience should not be mistaken for blind servitude. She expects a certain level of disrespect and discrimination but blatant disregard for her person or autonomy will be met with sass and equal disregard for the interests of her would-be employer. Even on the job she is playful, mischievous, and impolite. Powers & Tactics: Alice is of the opinion that if fighting has started, something has gone very, very wrong and her best option is to get out of dodge. She's a reasonably-skilled hand-to-hand fighter and carries a collapsible staff for utility and personal protection, but both are weapons of last resort when working; get in, go unnoticed, and get back out - no getting caught on cameras, no getting seen by guards. If truly necessary she'll allow for the latter if it's a half-second of pre-unconscious panic as she descends on one she can't circumvent, but one of her hard rules is never, ever any killing - it invites more trouble than it's worth. Surprisingly few know about her teleportation, considering; she uses it sparingly and at some point she just became "the weirdly effective thief asset" instead of "that weird metahuman girl", especially among the lesser powers of the city. Alice prefers it that way: the fewer who know her secrets, the better they are at getting her out of trouble when she needs them the most. Power Descriptions: Alice's one and only super power opens temporary windows in space: these perfect but short-lived ellipses allow her to jump to another nearby location she can see. Complications: Family: Alice's parents don't know what came of her, but they're still out there, somewhere, and could be used as leverage. Missing Asset: It was a while ago now, but Alice was, theoretically, a military project - and likely not the only one. Records are scarce (curiously, acquiring and training children is not popular with many higher-ups who get wind of such things) but somewhere out there may exist a group or groups who'd love to reclaim their investment. Reputation: She never held membership with any of them, but many gangs and organized powers in the city at least know of 'that little gremlin', and very likely used her on a job at some point, somewhere. Opinions may vary, depending on performance and whether she was used for or against them, but among those in charge she's a known factor and her teleportation is unlikely to be a surprise to anyone very highly-placed. Sticky Fingers: Alice just...really likes taking things. She really likes taking things. Presented with the opportunity during a job, she's hard-pressed to not acquire goodies on the side if she thinks she can get away with it and it won't harm anyone she doesn't think has it coming. Teleportal: Alice's teleport is, in fact, a teleportal: she creates a window in space and either moves through it, or moves it around her. This makes it useless for getting out of grapples or bindings, as she can't be selective about what does and does not get teleported. Abilities: 4 + 12 + 8 + 4 + 2 + 4 = 34PP Strength: 14 (+2) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +14 Attack: +12 Melee, +8 Ranged Grapple: +18 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -3/-2 Saving Throws: 5 + 7 + 6 = 18PP Toughness: +6/+4 (+4 Con, +2 Defensive Roll) Fortitude: +9 (+4 Con, +5) Reflex: +13 (+6 Dex, +7) Will: +7 (+1 Wis, +6) Skills: 156R = 39PP Acrobatics 13 (+19)SM Bluff 5 (+7) Climb 13 (+15)SM Computers 3 (+5) Concentration 4 (+5) Disable Device 13 (+16, +18 w/ masterwork tools)SM, SC Disguise 4 (+6) Escape Artist 13 (+19)SM Knowledge [Current Events] 3 (+5) Knowledge [Streetwise] 8 (+10) Knowledge [Tactics] 8 (+10) Language 2 (English [native], Italian, Spanish) Medicine 4 (+5) Notice 11 (+12)SM Perform [Dance] 8 (+10) Search 13 (+15)SM Sense Motive 5 (+6) Sleight of Hand 13 (+19)SM Stealth 13 (+19)SM, SC Feats: 43PP Acrobatic Bluff Attack Focus (Melee) 4 Attractive Blind-Fight Defensive Roll 1 Dodge Focus 2 Elusive Target Equipment 5 Evasion 2 Fast Task 2 (Feint, Trick) Grappling Finesse Hide in Plain Sight Improved Initiative 2 Improvised Tools Instant Up Luck 3 Master Plan 2 Move-By Action Power Attack Prone Fighting Second Chance 2 (Disable Device, Stealth) Skill Mastery 2 (Acrobatics, Climb, Disable Device, Escape Artist, Notice, Search, Sleight of Hand, Stealth) Sneak Attack Ultimate Effort (Stealth) Uncanny Dodge 2 (Auditory, VIsual) Redirect Equipment: 5 ranks = 25ep Binoculars [1ep] Climbing Equipment [1ep] Concealable Microphone [1ep] Knife [4ep] Masterwork Lockpicks [1ep] Medical Kit [1ep] Mini-Tracer [1ep] Night-Vision Goggles [1ep] Hideout [14ep] A forgotten and carefully-secured section of what was once an unfinished tower for high-class residents (now a mostly-empty home for squatters who don't want trouble); unremarkable and somewhat cramped, and nearly inaccessible from the outside without foreknowledge and the ability to teleport, it's home sweet home none the less. Toughness: 20 [3ep] Size: Tiny [-1ep] Features [12ep]: Communications Concealed 5 [DC +30] Fire Prevention System Gym Living Space Security System 3 [DC 30] Powers: 5+4+5 = 14PP Device 1 (5dp earbud; Flaws: Hard-to-Lose; Feats: Subtle) [5pp] Communication Link 4 (other earbuds; Feats: Subtle) [5dp] Device 1 (5dp collapsible staff; Flaws: Easy-to-Lose; Feats: Subtle) [4pp] Damage 2 (Feats: Extended Reach, Improved Trip, Mighty) [5dp] Teleport 3 (300'; Flaws: Short-Range; Feats: Change Direction, Turnabout) [5pp] Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC17 Toughness Damage (Staged) Knife Melee DC18 Toughness (19-20) Damage (Staged) Staff Melee +5' DC19 Toughness Damage (Staged) Totals: Abilities (34) + Combat (32) + Saving Throws (18) + Skills (39) + Feats (43) + Powers (14) - Drawbacks (0) = 180/208 Power Point
  15. Lou Lubrano: Hitter Power Level: 8 [Without Powers] / 10 [With Powers] / 13 (180/217PP) Unspent Power Points: 37 Trade-Offs: +2 Attack / -2 Damage [Without Powers], -2 Defence / +2 Toughness [With Powers] In Brief: Contender, cop, criminal, concrete. Theme: Push + Pull by July Talk Alternate Identity: Lou Lubrano (Secret) Birthplace: Stark Hill, Bedlam City Base of Operations: Converted Warehouse Occupation: Hitter Affiliations: The Fix, BCPD [Formerly], Scarpia Family [Formerly] Family: Nora D'Angelo [Ex-Wife], Max Lubrano [Son] Description: Age: 44 (DoB: 1972) Gender: Male Ethnicity: Italian-American Height: 6'0" Weight: 215 lbs Eyes: Ice Blue Hair: Grey, Black Beard Lou's layers of muscle are built for function rather than aesthetics and mostly hidden under the perpetually rumpled suits he wears. His hair, combed back off of his lined face, has gone uniformly grey but his beard remains jet black and notably better maintained than most of his appearance. He stands with his back straight and shoulders squared but with his unassuming manner he still tends to fade into a crowd. He never drinks while he's working and never smokes when he's not but the lingering scent of both suggest he still does more of both than he ought. History: Lou was never a great boxer. Making up for any lack of finesse with an ability to soak up monumental amounts of punishment, he was good enough to earn a modest scholarship and some respect in the neighbourhood but he never considered himself anything more than a big fish in a small pond. Real respect meant being more than a second rate prizefighter. Real respect in Bedlam meant joining up with a gang and he knew only one gang had a retirement plan: the police. Lou was never a great cop. The city didn't provide that opportunity. They didn't have a fraction of the resources to deal with all of the crime in Bedlam anyway so where was the harm in taking a bribe to let the organized, orderly stuff slide? Picking your battles was just another job skill and Lou wasn't afraid of putting in the work to learn. Nobody could say he didn't do some good and more people went home happy than not. Besides, it wasn't like the basic salary was worth risking his neck over and he had a family to think about. Lou was never a great husband. He met Nora at a college when her date made the poor decision to take a swing at him. He liked that she was pretty and quick witted, she liked that he was ambitious and laughed loudly and often. They got married the same month he graduated from the academy and joined the police force and their son Max was born a few years later. They never got around to taking that trip they talked about but maybe once they had enough set aside for Max's schooling. Lou was never a great partner. It wasn't like Simmons made it easy on him, always pushing his luck, always sticking his nose where it was liable to get cut off. They should have ignored the tip about the drug lab but Simmons wanted the bust and it was only two blocks away from a school. Max had just started Grade 5. They went in without backup. It wasn't a drug lab, at least not the way they were thinking. Somebody shot. Something exploded. Lou woke up in the hospital nearly two week later. Simmons didn't. Lou was never a great liar. He nearly slipped up maybe a dozen times before he finally got caught just shy of two years later; it was tough to miss a bullet bouncing off of a chin suddenly made out of the same steel as his car door. Metahumans couldn't be cops and that left Lou without a career and without friends. He took a few odd jobs but nothing stuck. He started to drink more. He never came home drunk but a lot of nights that meant he just didn't come home. Eventually he came home to an empty house and a note. He sold the house, moved into a closet the landlord had the gall to call a bachelor apartment. He signed the papers Nora mailed to him from her sister's place out of state seven months after that. She put a copy of Max's latest school picture in the envelope; that went up on the nearly empty fridge. He was down to his last excuse over late rent when one of the guys he used to take money from offered to buy him a drink. Turned out there were certain people very interested in someone with Lou's specific combination of experience, skills and abilities. Turned out that what Lou was truly great at was hurting bad people who'd made other bad people angry. Sometimes somebody needed to be found, sometimes something needed to be retrieved, sometimes it was just about sending a message. They gave their hitter a name and the situation got handled. He finally had respect, of a sort. The only trouble was that those names didn't always belong to people who were as bad as Lou might have liked. Sometimes they weren't that much older than his son. Lou started to think that someday he was going to be given a name and there'd turn out to be one more thing he wasn't great at. Personality & Motivation: Lou plays his cards close to his rumpled vest, content to remain anonymous and unassuming while others posture. Focused and goal-oriented he does his best to remain professional in a line of work that's often anything but. If he feels he's not being extended that same courtesy, however, he's quick to demonstrate why respect is a wise policy. That stoicism hides layers of self-reproach. Having seen both sides of the law in full Lou doesn't so much regret his indiscretions as a police office as wish that he'd been a good enough man to accomplish real good with his position. He considers himself to be a failure as a father and demonstrates a sometimes misplaced protective streak as a result. After years of doing whatever it took to get ahead or stay afloat he's begun to let his better principles guide him and found that standing up for those who need it suits him better than he'd expected. Powers & Tactics: The drug lab Lou and his partner raided was experimenting with metahuman treatments, leading to him being doused in unstable chemicals and buried in rubble in the explosion that followed. As a result he can take on the attributes of any inorganic material he touches. Doing so greatly enhances his overall strength and durability, enough to shrug off small arms fire. The specific material he mimics determines the specific benefits or side effects he receives on top of this, such as making him more or less conductive, fire resistant or brittle. As his powers provide a distinct visual Lou prefers to use them only as a last resort, favouring discretion and relative anonymity unless he finds himself otherwise outmatched. Even without them he is a competent hand-to-hand fighter with impressive endurance. When required to buy time he will gladly let an opponent wear themselves out before moving in for a decisive finishing blow but when the person he is protecting comes under immediate threat he switches to a much more aggressive style, foregoing his own safety to end a fight more quickly. Power Descriptions: Lou takes on the appearance of the materials he mimics along with their properties. This extends to copying graffiti sprayed on a brick wall or yellow centre lines painted down a concrete road. Dents and cracks sustained while in a transformed state are translated into bruises and cuts when he reverts to flesh and blood. His powers do not extend to the clothes he wear; Lou goes through a lot of suits. Complications: Blood and Iron: Lou's son and ex-wife no longer live in Bedlam but were they in danger there are very few things that would keep him from immediately going to their aid. Cement Overshoes: Quitting the Scarpia Family family is a poor health decision, leaving in the middle of a job even more so. Taking out Lou would be a good way to build a rep and earn points with the higher ups all at once. Concrete Evidence: Lou goes out of his way to avoid using his powers unless there's no other choice. They draw the wrong kind of attention and getting spotted would effectively ruin any cover story he's using. Feet of Clay: Lou is trying to be a better man but he's not there yet. He's slow to trust and slower to let go of a grudge. Convincing him to take risks for strangers may take some doing and convincing him to ask for help is all but impossible. Glass Half Empty: Although he makes a point not to drink while on the job, Lou definitely drinks more than he should. In an unexpected emergency there's no guarantee of finding him sober or without a hangover. Golden Rule: Respect is met with respect. Disrespect is met with percussive correction. Steely Resolve: Though usually methodical and cautious once Lou has committed himself to a fight he's loathe to walk away. He'll take on impossible odds or weather fantastic amounts of punishment if it means keeping his word. Tin Badge: Many of Lou's former colleagues in the BCPD take issue with his metahuman status while others resent his newer ties with the Scarpia Family. Plenty don't see any reason to choose just one reason to hate him. Abilities: 8 + 6 + 12 + 4 + 8 + 4 = 42PP Strength: 18 / 26 (+4 / +8) Dexterity: 16 (+3) Constitution: 22 / 30 (+6 / +10) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 16 + 12 = 28PP Initiative: +7 Attack: +8 Base, +10 Melee Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Grapple: +14 / +18 Knockback: -3 Flat-Footed / -4 without Powers / -8 with Powers Saving Throws: 4 + 6 + 8 = 18PP Toughness: +8 / +12 (+6 Con, +2 Defensive Roll, +4 Enhanced Constitution) [Impervious 4] Fortitude: +10 / +14 (+6 Con, +4 Enhanced Constitution, +4) Reflex: +9 (+3 Dex, +6) Will: +12 (+4 Wis, +8) Skills: 148R = 37PP Bluff 8 (+10) Concentration 6 (+10) Diplomacy 8 (+10) Drive 2 (+5) Gather Information 8 (+10) Intimidate 13 (+15) Investigate 13 (+15) Knowledge [Behavioral Sciences] 3 (+5) Knowledge [Civics] 8 (+10) Knowledge [Streetwise] 13 (+15) Knowledge [Tactics] 8 (+10) Language 2 (English [Native], Italian, Spanish) Medicine 6 (+10) Notice 11 (+15) Perform [Singing] 8 (+10) Search 8 (+10) Sense Motive 11 (+15) Stealth 12 (+15) Feats: 20PP All-Out Attack Attack Focus [Melee] 2 Connected Defensive Roll 1 Dodge Focus 2 Fast Task 2 [Feint, Startle] Improved Critical [Unarmed] 2 Improved Grab Improved Initiative Interpose Luck 2 Power Attack Startle Stunning Attack Uncanny Dodge [Auditory] Powers: 4 + 5 + 19 + 7 = 35PP Damage 2 (Boxing; Feats: Innate, Mighty) [4PP] (training) Device 1 (Earbud; 5PP Container, Flaws: Hard to Lose, Feats: Subtle) [5PP] Super-Senses 4 (Communication Link 4 [Other Earbuds], Feats: Subtle) [5DP] Alternate Form 4 (20PP Container [Active, Sustained], Drawback: Noticeable) [19PP] Enhanced Constitution 8 [8PP] Enhanced Strength 8 [8PP] Impervious 4 [4PP] Object Mimicry 1 (5PP Variable Power, Any Power, Multiple Powers at Once, Touch Range; Extras: Action [Free Action]) [7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed [without Powers] Touch DC 21 Toughness Damage Unarmed [with Powers] Touch DC 25 Toughness Damage Totals: Abilities (42) + Combat (28) + Saving Throws (18) + Skills (37) + Feats (20) + Powers (35) - Drawbacks (0) = 180/217 Power Points
  16. Power Level: 9 (158/175 PP) Trade-Offs: +1 Attack / -1 Damage (melee), +2 Attack / -2 Damage (ranged); +1 Defense / -1 Toughness Unspent Power Points: 17 In Brief: Daughter of the first Arrowhawk using Norse artifacts to fight crime Residence: Abandoned subway station underneath Stark Hill Base of Operations: Bedlam, Wisconsin Alternate Identity: Osla Jónsdóttir, Osla Jonsson Identity: Secret Birthplace: Upon the Bifrost, outside the gates of Asgard Occupation: Superhero/honourary Valkyrie Affiliations: Aesir, Arrowhawk I, Loki (grudgingly), Valkyries Family: John Fraser (Arrowhawk, father), Vivian Kriger (Valkyrie, mother, deceased) Description: Apparent Age: Early 20s Gender: Female Ethnicity: Scandinavian/Scot (Caucasian) Height: 6'0" Weight: 175 lbs Eyes: Blue-grey Hair: Golden blonde Osla is an imposing young woman; tall, broad, and muscular. She takes very much after her mother, with pale skin, piercing blue eyes, and long blonde hair she keeps in a tight plaited braid. Her physique is very much one borne of practicality, muscular and strong without making sacrifices in speed or agility. Her movements are precise and graceful, her hands and forearms scarred and nicked from a childhood in a wild, often unforgiving environment. Her features also come across as a little harsh, the lines of her jaw and cheeks lacking softness, especially with her hair pulled back tightly. In her uniform, Osla dons armour of black leather, with strike plates of a carbide composite segmented over the more vulnerable areas. The Arrowhawk emblem is emblazoned across her chest in a white-silver hue. Her cape is a dark grey, with a hood kept up over her hair. Her features are obscured beneath the hood with a black domino mask, throwing her ice-blue eyes into sharp contrast. The more modern Arrowhawk costume is contrasted by the Norse artifacts she wields. She wears fingerless gloves of an intricately small chainmail, each with four carved metal claws on the back, stopping at the knuckles. Her boots are a soft dark leather, lacing up the side and with scale mail over their tongues and toes, with a faint engraved hoof design on each individual scale. A bronzed belt coils around her waist, made of a narrow chain that loops around three times, fastening at the front with a snake's head with ruby eyes. She also hangs her quiver from her belt, a battered, elderly looking construction of worn brown leather and fraying stitching. When not fighting crime, Osla favours simple, practical clothes; wearing thrift store work boots and worn blue jeans alongside flannel shirts and leather jackets. She often carries a shoulder satchel containing a couple of knifes or axes in case something happens and she isn't otherwise armed. Power Descriptions: Osla's heritage hasn't particularly given her many innate abilities. Her sight and vision is clear and sharp, and her health hale, resistant to the ravages of the time and the cold. If she inherited anything from either parent, it was a great physical prowess, being as strong, fast and tough as some of the greatest warriors with twice her experience, taking to combat and to woodmanship like a duck takes to water. Somewhat reluctantly, she has accepted gifts from the trickster god, Loki, to aid her in her efforts upon Midgard. Fenrir's Gauntlets imbue her with near-superhuman strength, allowing her to lift nearly half a ton without breaking a sweat, and hurl grown men around like ragdolls. Sleipnir's Shoes bolster her speed, allowing her to outpace the fastest steed, and keep pace with cars at a dead sprint. The enchantment on the Cincture of Jormungandr lets her obfuscate herself from view, obscuring the sight and scent of her from all but the most observant. All of these are also enchanted such that only a worthy warrior can wield them, someone willing to defend the weak and innocent, and also to battle those that would harm them both with violence and with terror. Her father also saw fit to give her her own suit to be Arrowhawk, based on modern fabrics and materials. The suit manages to be light-weight and easy to move in and don, while also being incredibly resilient. The hood can deflect a bullet of low enough calibre, and it's much less armoured than most of the suit. The most important part of her outfit is her bow. Named 'Arrowhawk' itself, it is enchanted to be able to strike even the intangible, and with the same restrictions upon its use as her raiment. It comes with a supply of enchanted arrows, able to burst into flames upon striking, cover a target in impenetrable icy bonds, or even explode like the lightning of Thor himself. The body and strings are also reinforced to allow Orheidr to not just be used as an improvised weapon, but as one in deadly earnest, able to deliver repeated blows with Osla's enhanced strength without taking damage. She also has a limited supply of arrows carved from fragments of the Bifrost, allowing her to punch temporary rifts in the fabric of the Nine Realms, stepping from one to another like walking through a door. History: Some years ago, Vivien Kriger, the Valkyrie, emissary to Midgard of the Allfather, was slain in battle with Doktor Archeville in a period where he was consumed by madness. Tragically, she was pregnant at the time. Having embarked on a brief relationship with John Fraser, the first Arrowhawk, neither of them knew this at the time. But despite their dismissal of Kriger, the Aesir were not utterly without merciless, and so they allowed Osla to be born despite her mother's technical death. Children were a rarity in Asgard, and so Osla grew up among Einherjar and valkyries, among gods and beasts. Despite her great talent for physical pursuits, she didn't have the physique of a literal deity. Even after training for hours and hours, her skill would never surpass the Einherjar's skill won of lifetimes and lifetimes. And technically residing in the afterlife, she never knew her father. Her mother was seen as something of an embarrassment and an outcast by the Aesir. Osla grew up very lonely, and without much in the way of friends. So she listened to the stories her mother told her of the Arrowhawk, a man fighting in the shadows against the worst of mankind, not stopping to bask in the glory or honour of it. Surrounded by people who found glory and honour in things not savoury enough to merit it, she found this intriguing, and sought to emulate it. As was the nature of time in the Nine Realms, Osla grew up within a few Midgard years, and was allowed to become a valkyrie. But their treatment of her mother chafed, and the condescension over her mortal nature hurt even more. But one day, a visiting member of another pantheon, the Heliopolitans, came to speak to her. Set informed her of the looming threat of Typhon, Father of Monsters, and his assault on the mortal realms. And of how he needed to recruit mortal warriors to do so, and of how one of them would be her father, if only he could get her across to Midgard... Without the resources and weapons her mother had been given, then stripped of; and without the backing of the gods to get across the Bifrost, Set took her to Loki. They made an open-ended deal. He would provide weapons and tools with which to fight, and a means to cross the Realms. She would in return do him a few favours, one day in the future... Reluctantly she accepted, and finally reunited with her father, and was shocked to find out the stories were true, but not quite so glorious. He was a sad, lonely old man, and didn't even know she'd been born. Making up for some lost time, they spent months together, before she broached the subject of doing what he did. After a few months more, he finally acceded, giving her the blessing to take up the Arrowhawk name and go to Bedlam City, in the hope of providing what aid she could to the denizens of this, one of the most blighted and dangerous places on Midgard. Personality & Motivation: Osla is a by and large a direct, motivated person. She favours economy of action, and of speech, often coming off as blunt and reserved because of it. The task in front of her is the most important thing to her. Osla's watchwords are stubbornness and directness; she's a doer even to the exclusion of tactics and in some cases even foresight. Her very isolated upbringing and the necessity of the arduous training and work needed to keep up with her near-superhuman companions has led her to place very little value on social interaction. As such, on those occasions where she does wish to be social and have companionship and friendship, she is less task-focused, but also quite awkward and inarticulate. Much of her motivation comes from her perception of never being quite good enough. Her parents' careers, the powers of the Aesir she grew up among, and the martial skill of the einherjar and valkyries have led her to have skewed perspectives on her in no way inconsequential martial prowess and combat effectiveness. But what primarily drives Osla is a sense of kinship with the underdog. She didn't enjoy being treated like the runt, like a mistake, and takes great umbrage with others being treated in the same way. This is why she chose to go to Bedlam, even if she doesn't quite consciously register it: she doesn't believe the city is beyond saving, or that it isn't worth the effort to do so. Complications: A More Civilised Weapon for a Bygone Age: The disadvantage of Arrowhawk using arrows as a primary means of attack is that this is 2016. Arrows are bulkier, and if they run out due to being much more limited in how much ammunition can be carried, restocking is only possible in a select few stores. And much of Osla's arsenal of magical, and thus can only be replenished if she spends time creating more in her downtime, not by simply walking into a sporting goods store. Deal With The Devil: In order to even be on Midgard, in order to be armed and equipped to deal with the worst it has to offer, to be the Arrowhawk, Osla was forced to make an open-ended deal with the Norse trickster deity Loki. In exchange for being able to cross worlds, and for being armed, Loki has the right to ask a number of favours of her. He's not foolish, though, and will tend to ask her for things she'd likely agree to anyway even if it didn't further his own ends. Double-Edged Arrowhead: As the second Arrowhawk, Osla inherits a fearsome reputation, but also the downsides of the legacy: organized crime the English speaking world over knows the Arrowhawk will come for them. As such, mafia families may have specific preparations for archers, or even come gunning for her personally. Has To Win The War, Not Just The Battle: Osla doesn't quite understand the sheer level of institutional rot and endemic corruption in Bedlam, and as such hasn't come to terms with the fact she may not be able to save the city. As such, she deeply struggles with the idea of a tactical withdrawal, and outright won't run away. This can lead to her being dragged out of hopeless fights, or only staggering away into the dark after enduring grievous and needless injury. Never Quite Good Enough: For all her skill, for all her power, Osla can't quite come to terms with the idea she's perfectly worthy of both her parents' mantles. She feels she isn't skilled or moral enough to take up either, and as such is driven to prove herself worthy of feats of great martial skill and derring-do, even if it would be smarter or less dangerous to those around her to stop and reconsider her actions. Stranger In A Strange Land: While Osla has been on Midgard a few months now, she still grew up on Asgard. As such, things we take for granted, she has no familiarity with, like how to drive or how to reset the wi-fi. She knows what these things do, but isn't practiced or particularly skilled in how to make them do it. As such, she cannot Drive at all, and any modern technology she uses a little slowly and haltingly for any task which is more complex than being able to read and press buttons. Additionally, her identification is fake and she doesn't have a legal birth certificate or Social Security number. ABILITIES: 8 + 8 + 10 + 2 + 2 + 4 = 34PP Strength: 22/18 (+6/+4) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT: 14 + 12 = 26PP Initiative: +8 Attack: +7 Base, +10 melee, +11 bow Grapple: +14/+17 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -4/2 SAVING THROWS: 4 + 4 + 8 = 16PP Toughness: +8 (+4 Con, +4 Protection) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+4 Dex, +4) Will: +9 (+1 Wis, +8) SKILLS: 68R = 17PP Acrobatics 2 (+6) Bluff 4 (+6/+10) Diplomacy 0 (+2/+6) Gather Information 8 (+10) Intimidate 12 (+14) Knowledge [Theology and Philosophy] 4 (+5) Knowledge (Arcane Lore) 4 (+5) Knowledge (Streetwise) 4 (+5) Language 1 (Old Norse [Native], English) Medicine 4 (+5) Notice 9 (+10) Perform [string instruments] 3 (+5) Sense Motive 9 (+10) Stealth 11 (+15) Survival 9 (+10) FEATS: 23PP Accurate Attack Attack Focus (melee) 3 Attack Specialization (bow) 2 Attractive 1 Beginner's Luck Benefit (Reputation: Arrowhawk) Dodge Focus 4 Equipment 0 + 4 [Veteran Reward] Evasion Fearless Luck 2 Move-By Action Quick Draw Startle Takedown Attack Track Uncanny Dodge [auditory] Equipment (20ep/20ep): Dane Axe: Strike 2 (Feats: Improved Critical, Mighty, Thrown) [5ep] Grappling Hook Pistol: Super-Movement 2 (slow fall, swinging) [4ep] Other equipment: Flashlight, Masterwork violin [2ep] HQ: Abandoned Subway Car and Station: 9ep Size: Small; Toughness: 10; Features: Communications, Concealed 2 [+10 DC to find], Gym, Living Space, Security System 2 [DC25], Workshop POWERS: 4 + 16 + 14 + 1 + 3 = 38PP Device 1 (5PP Container, Flaws: Hard to Lose [-1]) [4PP] (Arrowhawk Costume) Protection 3 (Feats: Second Chance [Toughness save vs bullet damage], Second Chance [Toughness save vs conventional blades]) [5PP] (armour) Device 5 (25PP Container, Flaws: Easy to Lose [-2], Feats: Restricted [only the worthy]) [16PP] (Orheidr) Bow & Magic Arrows Array 9 (18PP Array, Feats: Affects Insubstantial 2, Alternate Power 5) [25PP] Base Power: Blast 3 (standard arrows, Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (arrow, magic, variable) Alternate Power: Blast 3 (rapid arrows, Extras: Autofire [7]; Flaws: Action - Full; Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (arrow, magic, variable) Alternate Power: Blast 3 (flaming arrow, Extras: Secondary Effect [7], Feats: Mighty 4) [17PP] Alternate Power: Dazzle 6 (thunderbolt arrow; visual and auditory, Extras: Area - Burst [+1]) [18PP] Alternate Power: Snare 7 (ice arrow) [14PP] Alternate Power: Strike 2 (bow strike, Feats: Extended Reach, Improved Critical, Mighty) [4PP] Device 3 (15PP Container, Flaws: Hard to Lose [-1], Feats: Indestructible, Restricted [only the worthy]) [14PP] (Raiment of the Trickster) Fenrir's Gauntlets Enhanced Feats 2 (apply Affects Insubstantial 2 to unarmed strike) [2PP] Enhanced Strength 4 [4PP] (magic) Super-Strength 1 (Heavy load: 1/2 ton) [2PP] (magic) Cincture of Jormungandr Concealment 4 (normal visual and all olfactory; Flaws: Blending [-1], Passive [-1], Feats: Close Range) [3PP] (illusion, magic) Sleipnir's Shoes Leaping 2 (x5 distance, 80'/40'/20' jump) [2PP] (magic) Speed 2 (25MPH) [2PP] (magic) Immunity 2 (aging, cold, Flaws: Limited to half effect [-1]) [1PP] (divine, valkyrie) Super-Senses 3 (extended hearing [x10], extended vision [x10], low-light vision) [3PP] (divine, valkyrie) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Gauntlets Touch DC21 Toughness (Staged) Damage (Physical) Arrows Ranged DC22 Toughness (Staged) Damage (Physical) Blast (fire) Ranged DC22 Toughness (Staged) Damage (Energy: Fire), Secondary Effect Dazzle Area [Burst] DC21 Reflex Blinded/Deafened Snare Ranged DC22 Reflex (Staged) Entangled Strike Touch DC23 Toughness (Staged) Damage (Physical) TOTALS Abilities (34) + Combat (26) + Saving Throws (16) + Skills (21) + Feats (23) + Powers (38) - Drawbacks (0) = 158/175 Power Points
  17. Character Name: Judex Power Level: 8 [11] (162/182PP) Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 20 In Brief: Mild-mannered preacher by day, fear-inducing bringer of misfortune by night, Judex stands up for the poor and downtrodden of Bedlam City, no matter what. Birthplace: Springfield, MO, USA Residence: Small, "rustic" "parish" home near his church. Base of Operations: Bedlam First Assembly, near the corner of Blaed Ave and Ellmore Pl. Catchphrase: "Repent, or be judged." Theme Song: "He's Got The Whole World In His Hands" Alternate Identity: Theodore Galen Ward, aka "Pastor Theo" Identity: Secret Occupation: Pastor/Minister, Assemblies of God Church Affiliations: AOG; Bedlam First Assembly; Celestial Spirit Fellowship; Bedlam Interdenominational and Interfaith Charities Family: Benjamin Ward (Father); Cassidy Ward (Mother); Kathryn Ward (Older Sister); Mark Ward (Younger Brother); Abraham Ward (Paternal Grandfather) Description: Age: 28 (DoB: May 20, 1988) Apparent Age: Late 20s / Mid 30s Gender: Male Ethnicity: Caucasian (European mutt) Height: 5'8" / 6'3" Weight: 135lbs / 270lbs Eyes: Blue / Brown Hair: Brown / Black, with some Dirty Blond mixed in Theodore Galen Ward is a thin, reedy man, though one possessed of a deceivingly youthful look. He also tends to dress somewhere between "bland", "conservative", and "academic from a few decades ago". He tends to have an unassuming posture and air about himself, though when he's speaking with one of his congregation members, preaching from the pulpit, or doing charity work, he has a bit more confidence. If and when confronted by someone during said work, he tends to visibly shrink back a bit, and his voice goes up. His voice is an calm tenor (he is often complimented on his singing), and he almost always speaks with a gentle Midland American accent, only occasionally slipping into a more Southern/Ozark Midland. Judex is a bear of a man with a naturally intimidating air about him. He looks nothing like Theo, seeing as he has completely different body and facial structure. And a great big bushy beard! His hair has a wild, untamed look about it, his eyes carry a slightly crazed light, and his out-of-place brightly colored shirt is somehow all the more fearsome for it. The straw fedora upon his head never seems to come off, unless he wants it to. His arms bear strange, whorled designs that evoke ancient Christian symbology without belonging to any specific region or tradition. The cloth wraps and leather half-glove on his right hand and forearm add to his unsettling asymmetrical look. For all that he seems to bear a bit of extra weight on his frame, his muscles rounded out just a bit by "padding", his bearing and movements are nothing but graceful. He speaks with a rough Southern accent, with strong overtones of Lousiana/New Orleans. Power Descriptions: Theodore's powers were granted to him by the Archangel Uriel, and are a sort of "infusion" of a very tiny fragment of the Archangel's power. This infusion has given Theodore boosted (but not completely superhuman) general physical abilities, as well as slightly superhuman foot speed. To disguise himself, Theodore was given the ability to change into the radically different form of Judex (a name he picked himself); a side benefit of this transformation is his ability to nigh-instantly swap into Judex' typical outfit from whatever he's wearing at the time. However, physical prowess is not the only gift he's received. In addition to his bodily ability, Theo is able to cause misfortune to befall those he targets, making things worse than some thing they "ought" to be. Finally, he is able to cause his foes to perceive radical and frightening visions of their worst fears, combined with vague, impressionistic flashes of terrifying imagery, symbology, and more. History: Theodore Galen Ward was born to a family who valued Faith, Hope, and Love. His father is a career minister, while his grandfather is a retired Army veteran who fought in World War II, one who has some rather hair-raising stories of his pre-conversion wild and woolly youth. His mother, Cassidy, is a Registered Nurse, one who still pulls the occasional long hours at the hospital. He's learned the lessons of serving with love and discipline from his family, that's for sure. Theo himself had a happy childhood growing up in Missouri, attending school and then college; his decision to enter the seminary, albeit with some rather hefty added degrees ("just because he could" according to his siblings), was an easy choice. He felt the same "fire in his bones" his father had when it came to the Word, and he knew he could go out there and not just preach, but really reach out and help people. When he graduated, interned close to home, and then finally was up for a church assignment further about the nation, Theo himself chose to go to Bedlam First Assembly. Despite the tearful pleas of his mother, and the stern questions from his father, Theo stood firm. The city was hurting, and while there were good people doing good things, having another person there doing even more good could do nothing but help. It was Abraham Ward who spoke up, telling them that if Paul could go to Rome, then Theo could go to Bedlam. He reminded his grandson that he might need to stand up for himself there, more than any other time in his life, but that even then, he'd need to turn the other cheek. Theo was mugged his first week in the city, thankfully without any physical harm, and relatively little cash lost. And while he soon connected with Celestial Spirit Fellowship and the Bedlam Interdenominational and Interfaith Charities groups, it was abundantly clear that little was getting done in the city, at least in the immediate term. Gangs, crime, suffering, and hopelessness ran rampant. Theo's congregation was small, less than 40, but they were loyal and resilient. The fact that Bedlam First Assembly's location put it at the juncture of territories owned by rivaling gangs who preyed upon racial tensions did not help, though; the multi-ethnic makeup of his congregation generated brotherhood and scorn in equal measure, albeit mostly from within and without, respectively. After just four months in the City, Theo had had six separate efforts to go out and feed and distribute clothes to the homeless and underprivileged stopped or curtailed by police, gangs, or both. He was spiritually exhausted, and while his congregation (somehow) maintained their support of "Pastor Theo", there was only so much a reedy 20-something pastor with more smarts than sense could do. And then one night he woke up in his rickety bed in his slightly drafty house to see a vaguely glowing figure at the foot of his bed. When the being confirmed it, he, was the Archangel Uriel (a bit of Scripture quoting back and forth seemed to seal the deal for Theo), he was given an incredible offer: he could become a fearsome protector of the downtrodden and punisher of the wicked and corrupt. His powers would not be as grandiose and fearsome as some (Uriel muttered something about "showoffs in Freedom City"), but Theo would be able to finally be the force he needed to be to push back against the gangs, the corruption, the darkness that permeated Bedlam City. Theo agreed, and quickly figured out at least the basics of his powers. Now, during the days he continues his good works, preaching, teaching, and helping the widows, orphans, and poor. But during the nights, when the wind is chill and the streets are damp with rain (or worse), Judex makes himself known to strike the fear of the Lord into the hearts of the wicket. Personality & Motivation: Pastor Theo is a quiet, kind, fairly unassuming young man. He has strong convictions, and happily engages in discussion and debate over theology and philosophy at any opportunity. Mockers, be it of his faith, his looks, or his (seemingly futile) charity efforts all get a big grin and a shrug. He's capable of more somber moods, and the fact he's already helped bury two members of his congregation (one of whom was younger than he) means he's intimately acquainted with grief and mourning. Still, his heart cannot be dragged down, and he's always got an encouraging word for others. Judex is a charismatic force of nature, often terrifying, and never forgettable. He loves making dramatic entrances, often perched in unusual places (especially considering his not-so-tiny frame). He adores menacing speeches that draw heavily on concepts such as the Judgement Of The Lord, the Wages Of The Wicked, and so on. His ire focuses on criminals and the corrupt, though; he's made it clear that any sins that don't threaten another person are not his to judge. Those who would steal, kill, and destroy, though, they are his to stop. Because while many may be Sheep, and the Wicked are Wolves, he is the Wolfhound. Powers & Tactics: Judex tends to use his Emotion Control and Luck Control to mess with and "debuff" his opponents until he has a chance to get "up close and personal". His specialization in grappling arts means he tends to favor getting a solid grip on an opponent and then leaving them rather wrecked. If someone starts fleeing, he'll give chase, using parkour if need be. In a pinch, Theo can use any of his powers without transforming into Judex's form, but doing so brings a lot of risk of discovery upon him. Complications: Secret Identity: Theodore Ward and Judex are very different people. Clearly not the same person! Theo's job, safety, congregation's safety, and the safety of the "regular" charitable work he does are all at risk if his identity as Judex ever got out. Struggling: Pastor Theo runs a small church whose members, while faithful givers, are not exactly rich. He typically has to scrape to pay his bills, especially since he tends to be generous with giving to others if a need comes up. Righteous Anger: Judex is just a made-up character. Mostly. Theo has definitely noticed he can get worked up about injustices, and it's worse when he's physically transformed into Judex. And sometimes that means there's a bit of a risk of getting...carried away. The Face of Fear: Judex is a rather scary guy, and many civilians and hero-types (whether costumed-ish, or just honest-ish police) may find themselves unnerved or scared of Judex, mistaking him for a villain rather than a hero. On A Mission From God: Judex is on a mission, and he talks as such (it's almost, but not quite, a compulsion for Theo when in that form). It's the sort of thing that gets you noticed by folks that mission is against, and could prove wearying to some who he might ally with. On The Side Of Angels: Scary or no, Judex is directly empowered by an Archangel. Anyone who figures that out and is of a less savory nature might pass that on to powers and principalities that would take a great interest in Judex. Corruption or Destruction, either way it's a win for such beings, or so they figure. Abilities: 0 + 2 + 2 + 4 + 8 + 8 = 24PP Strength: 10/20 (+0/+5) Dexterity: 12/18 (+1/+4) Constitution: 12/20 (+1/+5) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +11 Melee, +6 Ranged Grapple: +15 Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -2 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +1/+5 (+1/+5 Con) Fortitude: +3/+7 (+1/+5 Con, +2) Reflex: +4/+7 (+1/+4 Dex, +3) Will: +7 (+4 Wis, +3) Skills: 128R = 32PP Acrobatics 10 (+14) Climb 8 (+13) Diplomacy 8 (+12) Disguise 6 (+10) Escape Artist 4 (+8) Gather Information 8 (+12) Intimidate 10 (+14) Knowledge (Behavorial Sciences) 6 (+8) Knowledge (Civics) 4 (+6) Knowledge (Current Events) 4 (+6) Knowledge (History) 10 (+12) Knowledge (Popular Culture) 6 (+8) Knowledge (Streetwise) 8 (+10) Knowledge (Theology and Philosophy) 10 (+12) Notice 8 (+12) Sense Motive 10 (+14) Stealth 8 (+12) Feats: 20PP Accurate Attack All-Out Attack Attack Focus (Melee) 5 Defensive Attack Dodge Focus 5 Evasion Improved Grab Improved Grapple Improved Pin Paralyzing Attack Power Attack Takedown Attack Powers: 6 + 1 + 8 + 6 + 10 + 2 + 12 + 9 = 54PP Shepherd's Body Morph 6 (1 Single Form, +30 Disguise Self) [6PP] (Holy) ("Fearsome Countenance") Enhanced Feat 1 (Quick Change) [1PP] (Holy) ("Watchman's Rainment") Enhanced Constitution 8 [8PP] (Holy) ("Endurance of Eleazar") Enhanced Dexterity 6 [6PP] (Holy) ("Deftness of David) Enhanced Strength 10 [10PP] (Holy) ("Strength of Ishbaal") Speed 2 (25mph/250ft per Move Action) [2PP] (Holy) ("Swiftness of Shammah") Crook and Staff Luck Control 1 (Force Reroll; Extras: Area, Selective; Power Feats: Luck 3) [12PP] (Holy) ("Misfortune Aplenty") The Fear Of The Lord 4 (8PP Array; Feats: Alternate Power 1) [9PP] Base Power: Emotion Control 8 (Flaws: Limited to Fear) [8PP] (Holy) ("Is The Beginning of Knowledge") Alternate Power: Emotion Control 8(Extras: Area [General, Shapeable, 7 5ft cubes]; Flaws: Limited to Fear, Action [Full]) [8PP] (Holy) ("Is Clean And Enduring Forever") Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15/20 Toughness (Staged) Damage (Physical) Emotion Control Perception DC 18 Will (Staged) Shaken/Frightened/Panicked Totals: Abilities (24) + Combat (24) + Saving Throws (8) + Skills (32) + Feats (20) + Powers (54) - Drawbacks (0) = 162/182 Power Points
  18. Justicar Power Level: 7 (106/108PP) Trade-Offs: -1 Attack/+1 Damage, -1 Defense/+1 Toughness Unspent Power Points: 2 In Brief: A disillusioned law student with low-level psionic powers, seeking justice on the streets instead of in the courts. Catchphrase: "Liar." Residence: Wolverton Alternate Identity: Lena Alexandra Lexington Identity: Secret Birthplace: Bedlam City, Wisconsin Occupation: Law student Affiliations: Good News Thunderous Hammer Church of God in Christ Family: Alice Lexington (mother), Luthor Lexington (brother) Description: Age: 27 (May, 1989) Gender: Female Ethnicity: African-American Height: 5' 9" Weight: 145 lb Eyes: Brown Hair: Black Lena Lexington is a tall, striking woman in her mid-twenties, with dark eyes and long black hair that she wears in thinly corded dreadlocks. Visibly fit and athletic, she moves with unspoken, almost unconscious confidence. She dresses neatly (if informally) in sweatshirts, T-shirts, and jeans, with a few piercings in her right ear and a small tattoo of a set of scales on the side of her neck. Her face is typically focused and carefully implacable - until she dons the mask, at which point she can be prone to sudden outbursts of strong emotion. Whenever she's "on the job" with her brother Luthor, she wears a white hooded sweatshirt with another set of black scales emblazoned prominently on the back. She tops this off with jeans, gloves, and heavy-duty combat boots. Her identity is concealed by a black mask wrapped tightly around her face. Power Descriptions: Lena possesses the psionic ability to enhance herself with a sort of personal telekinetic field. It protects her body from harm, allows her to hurl herself prodigious distances, and makes it possible for her to lift objects many times heavier than herself, in what appears to observers to be displays of superhuman strength or durability. When she uses these abilities, faint wisps of red energy flicker off her body, and the pupils of her eyes glow red from within. History: Lena Lexington always had good instincts. Born into poverty in Wolverton, to a negligent mother and an uncaring city, there was never a time where young Lena wasn't relying on her older brother Luthor for protection. Bedlam City was a rough place for two children to grow up - it seemed as if there was forever someone out to hurt you. Whether they were a robber, a scammer, a crooked cop, or just a cruel-minded gang of hoodlums come down from Stark Hill for a bit of "sport," Lena learned quickly that if she didn't stay forever on her guard, bad things would happen. Luthor meant well, but he frequently let his temper overcome his judgement, and whatever the case, he couldn't always be there. Fortunately for young Lena, nearly everyone's unsavory designs involved lying to her at some point. And if there was one thing she had a gift for, it was seeing straight through someone, even as they lied through their teeth. No matter how skilled the deceiver or how tempting the promise, whether the lie be big or small, it seemed as if Lena simply could not be fooled - which made both her and her brother far more difficult targets for anyone who meant them harm. Unfortunately, her uncanny instincts were not entirely without drawbacks. Everyone lies, and the fact that Lena was never fooled by a single one could cause friction between her and her peers - especially since she had a tendency to call out said lies with little in the way of discretion. This earned her a reputation for being self-righteous, which led to her being largely ostracized by those who would prefer their everyday white lies remain undetected. Beyond this, Bedlam is a city that runs on lies. Politicians, police officers, public officials...everyone makes promises, no one means them. A crusading attorney might claim devotion to justice, while at the same time lining their pockets with illicit bribes. A panhandler might beg for money to feed their children - but all they really wanted was another fix. Cops swear that a certain suspect "resisted arrest," but Lena always knew better - all the suspect really did was look at a cop the wrong way, or sometimes just be the wrong color. Everyone knew about the lies, but most chose to ignore them, preferring willful ignorance. Lena had no such option. She perceived each and every lie for exactly what it was, and the picture it painted of the city disgusted her. This fostered in her a yearning desire to fix things. There was good in the city, she believed. It just needed someone to bring it out. Always a good student, as Lena entered high school, she turned her interests towards the potential study of law. If someone could enter the legal system and fix it from the inside, then that would be the first step towards making Bedlam a better place. Her studies progressed well, and quickly. She made it into law school, and it seemed as if her life was finally on the right track. Unfortunately, one aspect of her life that had suffered from her increased devotion was her relationship with her brother, Luthor. He felt that she thought she was too good for him now - she felt that he was content to do nothing but jack cars with his gang, with no ambition towards creating a life for himself or bettering the city. A rift of mutual resentment began to grow between them. A rift that only grew wider when he got picked up for grand theft auto. At first, Lena was disgusted. He had brought it on himself, after all, hadn't he? But as she went through the obligatory motions of asking questions and arranging the legal matters, she discovered a troubling thing: they were lying. The cops were lying about what he did, the legal system was lying about their intentions to see him given a fair trial. They wouldn't even let her see him, and everyone was lying about why. That was when she began to truly worry. The cops pinning a load of extra offenses to someone's sheet was nothing new in Bedlam. But she didn't even know where her brother was, or what was happening to him. Refusing to give up on her brother, Lena pushed harder. Answers were few and hard to come by, and she had the feeling that the more she pushed, the more jeopardy she placed herself in. Relentless investigation yielded two rewards: one, that whoever had him, Luthor was going to be tranported via convoy on a certain date. And two, she was run off the road by an unknown hitman. As her assailant sped away, Lena was shocked to see that her head had done more damage to the steering wheel than the steering wheel had done to her head. Even more so when she found she could tear the car door from its hinges with little effort. No one expects to find out they have powers, but Lena wasted no time in putting her newfound "gifts" to good use. Lena now knew that she would find no help in the legal system, so she turned to the other option: the gangs. A mask, a few hastily forged connections, and a display of her powers was all it took to get an audience with one of the city's more reckless - and gullible - gang lieutenants. She told them that she had the schedule of a convoy that would be moving a massive sum of money, and that it was sure to be easy pickings, carefully sewing the story with just enough facts to disguise the lie. Eager for an opportunity to rise in the ranks, her story was bought hook, line, and sinker, and the gang attacked Luthor's prisoner transport. The gang, while heavily-armed, had been made to expect cowardly rent-a-cops, not trained and equipped agents. A fierce firefight ensued - which Lena took full advantage of, freeing Luthor amid the chaos. The two escaped together. Luthor, as it turned out, had been subjected to horrific experiments, endowing him with his own set of abilities. Disgusted by what they had seen of the city's misdeeds, they resolved to rely on the only people they could ever trust - each other - and use their newfound powers to bring harsh justice to at least a few of Bedlam's resident scum. Personality & Motivations: Lena is a woman who has become completely disillusioned with the justice system. She has abandoned any hope of ever being able to truly fix it. The best anyone can do is harness it and turn it forcefully towards their own purposes. And most of the time they'd be better off simply...circumventing it, which is the route her and her brother have chosen to take with their nightly excursions. Why wear your fingers to the bone entering the legal system, only to be shackled by corruption and forced to sit through farcical trials? Why bother calling a lazy, malicious police force when you can punch through walls? Why implement ineffective crime-reducing policies when you can just put on a mask and go reduce it yourself? Lena's relationship with her brother could be best classified as "complicated." He's her closest family member and she loves him - but a certain subconscious part of her mind can't help but bitterly resent him for derailing her life just when it seemed she was about to rise above her circumstances. She was always the hardworking one, the diligent one, and yet still she ended up getting dragged back down by his mistakes. How was that fair? At the same time, however, she knows that there's no going back from the path they've started on. She's aware that Luthor wants for her to be able to one day escape the city and realize her old ambitions, and she doesn't have the heart to dispel him of that notion, but secretly she doesn't see how she could ever fully go back to being nothing but a cog in the machine. She still pursues her legal career - albeit with far less passion than before - but purely for the sake of having another weapon in her arsenal. Deep down, she believes that she's going to die wearing the mask. Whenever that may be. Despite all this, Lena manages to maintain a slightly offbeat sense of humor about her situation. She's given to wry observations, somewhat bitter wisecracks, and occasional moments of almost childish bickering with her brother. Powers & Tactics: Lena is typically an uncomplicated fighter. The strength and durability granted by her psionic powers mean that she typically has little cause for concern when engaging ordinary street toughs, allowing her to utilize simple, brutally effective methods of combat. She refrains from using lethal force - she's not ready to cross that line yet - but she has few compunctions about breaking a few bones. Or more than a few. The power that she values the most is also her least visible one: she invariably knows when she's being lied to. She makes a point of keeping that power a secret, because you can tell a lot about a person by what they lie about. When confronted with a situation where she is outmatched, she has no false pride to prevent her from fleeing - or preferably cheating. "Pride gets you killed" is her modus operandi. While she is never one to truly give up or admit defeat, she is perfectly comfortable with letting her opponent believe they've won just long enough for her to win back the advantage. Complications: Down with the System: Lena harbors a deep and not-unjustified resentment for both the legal and law enforcement systems. She has a hard time turning down any opportunity to stick it to The Man. Dual Life: Lena makes at least a token effort to maintain her studies, but counterbalancing that life with her midnight escapades can cause complications in both. Enemy: When Lena tricked the gang into helping her free Luthor, she made a lifelong enemy out of them. They have a personal (and not entirely unjustified) grudge against her, and will surely jump at any opportunity to settle the score. Family First: For all their disagreements, Luthor is still Lena's brother. There are a great many things she would sacrifice to keep him safe. Him being a wanted man doesn't help. Secret: Bad things happen to capes who let their identities be discovered. Lena keeps hers a closely guarded secret. Struggling: Lena and her brother are usually only just scraping by when it comes to finances. Technically, I Told The Truth: It is impossible to directly lie to Lena. It is, however, still possible to trick her, if you're careful about your phrasing. Her power means she has never had to develop the ability to naturally tell when someone's not being entirely honest with her, so she tends to take what people say at face value. Abilities: 2 + 6 + 6 + 4 + 2 + 4 = 24PP Strength: 26/12 (+8/+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +7 (+4 Improved Initiative, +3 Dex) Attack: +6 Melee, +4 Ranged Grapple: +17/+14/+7 (+6 Melee, +8/+1 Str, +3/+0 Super-Strength) Defense: +6 (+4 Base, +2 Dodge Focus), +2 flat-footed Knockback: -6 Saving Throws: 3 + 3 + 5 = 11PP Toughness: +8 (+3 Con, +5 Impervious Protection) Fortitude: +6 (+3 Base, +3 Con) Reflex: +6 (+3 Base, +3 Dex) Will: +6 (+5 Base, +1 Wis) Skills: 48R = 12PP Bluff 6 (+8) Diplomacy 3 (+5) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge (civics) 3 (+5) Knowledge (current events) 3 (+5) Knowledge (streetwise) 8 (+10) Notice 4 (+5) Stealth 5 (+8) Feats: 8PP Attack Focus 2 (melee) Contacts Dodge Focus 2 Improved Initiative Takedown Attack 2 Powers: 14 + 5 + 7 + 9 = 35PP All powers have the Psychic and Telekinesis descriptors Enhanced Strength 14 (Psionic Strengthening) [14PP] Immunity 5 (interaction skills) (Living Lie Detector) [5PP] Personal Telekinetic Field 3 (6PP Array; Power Feat: Alternate Power 1) [7PP] Base Power: Super-Strength 3 (lifting STR 41; heavy load: 3 tons) (Tactile Telekinesis) {6/6PP} Alternate Power: Leaping 3 (x10; running long jump: 180 ft; standing long jump; 90 ft; high jump: 45 ft) + Speed 3 (50MPH/500 feet per move action) (Propel Self) {3+3=6/6PP} Protection 5 (Impervious 4) (Personal Forcefield) [9PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23/16 Toughness (staged) Damage (physical) Totals: Abilities (24) + Combat (16) + Saving Throws (11) + Skills (12) + Feats (6) + Powers (35) – Drawbacks (0) = 106/108
  19. L0vel@ce / Sofí Orellana Power Level: 8/12 (180/187PP) Unspent Power Points: 7 Trade-Offs: Attack / Damage, Defense / Toughness In Brief: Brilliant cyber-criminal, sticking it to the corrupt and cruel Catchphrase: Theme: Daft Punk (Pentatonix Cover) Alternate Identity: Sofía Orellana, aka L0vel@ce Birthplace: Hardwick Park, Bedlam City Residence: Bedlam City Base of Operations: Bedlam City Occupation: Hacker Affiliations: The Fix Family: Extended and large, Sofí's parents own their small garage in Hardwick Park and she has grandparents, aunts, uncles and cousins that are all local to the area, keeping her close to Bedlam even as she keeps quiet what she spends her spare time doing. Description: Age: 27 Apparent Age: 27 Gender: Female Ethnicity: Latina Height: 5'2" Weight: 120 lbs Eyes: Brown, if she's not wearing contacts to change it. Hair: Naturally, dark brown but its rarely the same color for any week in a row. Typically, her long curly hair is dyed in some rainbow of colors. Pink usually factors in over blues and greens but she's been known to regularly switch that up. It's very thick, naturally curly and long enough to reach her hips when dry. It's a bit of a pain in the butt to take care of but it's something of a vanity. Short and curvy, Sofía Orellana is not the most intimidating of figures at first glance, or even second glance. Give the woman even the most rudimentary of tools, though, and she will happily reign cyber destruction like a sweet-faced, vengeful god. She likes to keep her laptop close at hand, so a shoulder bag with a small horde of colorful pins is never too far from her fingertips. Her clothing tends towards practical and fun unless she's currently working on a car, at which point, she's wearing coveralls with her hair tucked tightly under a cap. Build wise, Sofía has some toned muscle under her curves. Girl doesn't slack on the working out just cuz she's a top-tier geek. History: Hardwick Park is not a nice place to grow up but its the only place that Sofía has ever called home. Her large family moved into the area with the influx of the other hispanic families as the neighborhood changed hands. Her parents weren't ever well off by the national metric, but her father owns his garage and takes a great deal of pride in that. Sofía grew up around cars and had a natural knack for fixing things, but her brothers were largely recruited into the mechanic's shop, and her sisters seemed content to staff the front of the shop part time. For her part, Sofía found her calling in fixing up the technology that was always third hand and breaking down around the shop. Without doubt, she's a genius but the public schools around Hardwick aren't exactly designed to help anyone find a way out of Bedlam. She was often bored in classes but while that got some of her cousins and siblings into trouble, Sofía avoided falling in with the local gang, but only because she realized that when money's largely electronic, its pretty easy to move around a few zeroes if you have the means and the know how. Despite her strong feelings on the public right to information and the unfairness of the financial distribution of this country, Sofí has no desire to see people suffer. She'd go full Robin Hood, really, if she wasn't well aware that most of her family, more money would really mean more problems. So, she fixes things, here and there, makes sure that there's enough windfall to keep her large extended family afloat without tipping her hand to her resources, or her skills. About half of her cousins are involved in petty crimes so she's not real eager to help them scale up to the sort of things that get a body killed. Personality & Motivation: Sofí's life choices are about three parts genius to one part stubborn pride. She knows she's very good at what she does, and there's some ego wrapped up in that. Despite her technically criminal endeavors, she's not actually a bad person. Her targets are those that have more than enough, or, in her estimation, don't deserve their good fortune. If the system is inherently broken, then its only fair to change the game. The entire world is full blown Kobayashi Maru in Sofí's book and all she's doing is finding the win. Honestly, Sofí could have left this two-bit town a long time ago but she's a fiercely loyal creature and family is important to her, even if she feels like none of them really even understand or even see her for who she actually is. So, Bedlam remains her home and in-between her cyber-antics, she tries to keep her kin from getting too deep into the trouble that winds its way throughout Bedlam. Powers & Tactics: Sofí is human but can hardly be called normal. Brilliant, she can make technology do all sorts of things that look like something out of an action movie. She has a few small electronic devices that are easily pocketable and function as a small bag of tricks that allow her not only to hack all sorts of electronics, but go above and beyond. Her Multi-Tool represents a few different palm sized items that are easily carried, from a cutting torch that's no bigger than a pocket flash light to the scanning and recording devices that she's installed in her phone. Physically, Sofí works out regularly and trains at the gym in both kickboxing and free-running. If it comes to hand-to hand fighting, she's going to do her best to break and run. She's not a close-in fighter - or really any sort of fighter at all - but she's better off if she can get some distance and use something as a distraction to get away. Power Descriptions: Sofí has no actual powers, at least nothing flashy or noticeable. She's not any sort of meta-human, but she functions at peak human intelligence and has mastered multiple fields through self guided study. There's nothing super natural or magical about it, but its certainly outside of any sort of normal bell curve. The super senses that she does have are to represent her intelligence and what she can glean via her computer skills, as well as Quickness to demonstrate the speed she functions at. I should note that she doesn't possess any supernatural speed and that the Quickness is there to mechanically represent that through her intellect, she can invent devices, build objects and get things done at an astonishing pace. Complications: Mi Familia: Sofía's large and extended family makes their home in Hardwick park so not only does she have to keep them out of her business and what she actually gets up to, she also occasionally has to try and keep tabs on their activities and try to buffer them from the many dangers in Bedlam... without any of them catching onto her antics. Robin Hood: Her morals generally align to righting the unfairness of the social order, a little bit of anarchy and issues with authority combined with the certainty of her own course of actions. She has a code of ethics that dictates her actions. Hack the Planet: Information should be free, if you ask her, and she's both willing and able to put her money where her mouth is on this subject. Her tendency to dump secrets out in the open has made her plenty of enemies, if they could track her down through her aliases. Wanted: L0vel@ce's antics are not legal by a large stretch and if connected back to her actual identity, could cause Sofí to end up in jail, or dead. Lover not a Fighter: Sofí is more used to video games than actual bloodshed, any combat she's been in has been the result of a serious error along the way. She's not going to act like a hardened combat veteran because she's just not that experienced with it. Abilities: 0 + 8 + 8 + 14 + 8 + 8 = 46 PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 16 + 16 = 32 PP Initiative: +4 Attack: +8 Unarmed, +8 Base Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: +8 Knockback: 4 (2 Flat-Footed) Saving Throws: 3 + 3 + 4 = 10 PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+4 Dex, +3) Will: +8 (+4 Wis, +4) Skills: 124r = 31 PP Bluff 6 (+10) Computers 13 (+20) Concentration 11 (+15) Craft (Electronic) 13 (+20) Craft (Mechanical) 8 (+15) Craft (Chemical) 8 (+15) Disable Device 13 (+20) Drive 6 (+10) Knowledge (Current Events) 3 (+10) Knowledge (Physical Sciences) 8 (+15) Knowledge (Technology) 13 (+20) Medicine 6 (+10) Notice 6 (+10) Search 8 (+15) Sense Motive 2 (+6) Feats: 9 PP Benefit: Wealth Defensive Roll x 4 Eidetic Memory Improvised Tools Inventor Online Research Equipment: Powers: = 52 PP Container 4 (Prodigy) [20 PP] (training) Comprehend 4 (Polyglot; Codes, Languages (Speak One Language, Understand, Read Languages) {8} (training) Comprehend 1 (Computer Savvy; Electronics) {2} (training) Quickness 8 (One with the Code; Flaws: Limited to Software Only) {3}] (training) Quickness 4 (Quick Hands) {4} (training) Super Senses (Speed Reading; Visual; Rapid x 2) {2} (training) Feature (Video Game Historian) {1} (training) Device 1 (Smartphone; Flaws: Easy-to-Lose; Feats: Subtle) [4 PP] Communication 2 (Datalink; Radio 100' range; Feats: Rapid (x10), Subtle 2) {5} Device 2 (Enhanced Earbuds; 10DP Container; Flaws: Hard-To-Lose; Feats: Subtle) [9PP] (technology) Communication Link 4 (Other Earbuds; Radio; Feats: Subtle) [5 DP] ESP (Audio Only; Extra: Simultaneous; Flaws: Feedback, Medium: Other Earbuds; Feats; Subtle) [5 DP] Device 6 (Multi-Tool; 30DP Container; Flaws: Easy-To-Lose; Feats: Subtle) [19 PP] Feature 1(Record and playback Audio, Video, Radio) {1} Multi-Tool Item Array (24DP; Feats: Alternate Power x 5) {29} Base Power: Dazzle 8 (Flash-Bang; Visual/Audio; Extra: Area(cone), Flaws: Range(touch)) {24} Alternate Power: Stun 8 (Taser; vs. Fortitude; Extras: Affects Objects) {24} Alternate Power: Damage 8 (Laser-Cutter; Extra; Penetrating, Linked (+0); Feats: Precise) {17} + Drain Toughness 6 (Laser Cutter; Extras: Affects Objects, Flaws: Objects only, Feats: Precise) {7} Alternate Power: Super Senses 24 (Audio/Radio Scanner; Acute(Audio) 2, Acute(Radio) 2, Analytical(Audio) 2, Analytical(Radio) 2, Radio Sense 1, Ultra-Hearing 1, Extended(Audio 1000') 2, Extended(Radio 1000') 2, Rapid(All Audio x10) 2, Rapid(Radio, x100) 2, Tracking(Radio) 3, Tracking(audio) 3) {24} Alternate Power: Super Senses 24 (Camera Analysis; Analytical(Visual) 2, Penetrates Concealment 4, InfraVision 1, Ultra-Vision 1, Microscopic Vision 2, Direction Sense 1, Distance Sense 1, Rapid(All Visual x100) 4, Extended (Visual 10,000') 3, Hidden Awareness(Visual) 2, Tracking(infravision) 3) {24} Alternate Power: Illusions 8 (Hack the System; Visual/Audio; Extras: Duration: Continuous; Flaws; Limited to Machines, Action: Full Round) {24} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Flash-Bang Touch DC 18 Reflex Dazzle Taser Touch DC 18 Fortitude Stun Laser-Cutter Touch DC 23 Toughness Damage Hack the System Perception DC 18 Will Illusion Totals: Abilities (46) + Combat (32) + Saving Throws (10) + Skills (31) + Feats (9) + Powers (52) - Drawbacks (0) = 180/187 Power Points
  20. Character Name: Red Rat Power Level: 9/15 (216/250 PP) Unspent Power Points: 34 Trade-Off: +4 Attack / -4 DC, +4 Defence, -4 Toughness In Brief: Mutant Super Spy with Soviet Computer in her head. Alternate Identity: Noemi Von Neumann Birthplace: Budapest, Hungary Residence: Bedlam Occupation: Taxi Driver Affiliations: None Family: None (Alive) Description: Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 5’8” Weight: 70Kgs Eyes: Green Hair: Blonde Noemi has a Slavic look, with chiselled features. It is not immediately apparent, but her body is in phenomenal shape. Her musculature is well developed. She usually wears glasses and has her hair up, and somehow nobody recognises her as the Red Rat...?! The Red Rat wears close fitting grey spandex and a short Brown-Red Jacket with a Bright Red "Rat" Motif on the back. She carries two super-high tech pistols of Soviet Design. History: Noemi Von Neumann was born into a poor family in Budapest at the height of communist power. As a young woman, she was politically active, and soon joined the underground movement of artists, philosophers, and anarchists who wanted change. She studied a little, read a little, and shouted a lot. And she was caught. A few dozen radicals, including her, were used as human guinea pigs for the Soviets' Super Programme. They were exposed to the virus Darwin-X, a highly unstable and dangerous pathogen. Only Noemi survived. The virus had triggered off something in her, making her body evolve and adapt. Darwin-X was in almost all cases lethal, and if not, then dangerous. Only a few candidates were any good. The Red Rat only knows of herself, but there may have been others. Nicknamed the “Red Rat” (after a lab rat), she was brainwashed. A soviet computer system was installed in her skull, nicknamed “Slave”, complete with cybernetic eyes that replaced her own. The Slave System is advanced, but normal humans are unable to tolerate it. The Red Rat, with her adaptive genetics, was able to bond with it. Now an agent of the Soviet Union, she was put on cryo-stasis until she was needed for certain missions in Europe Over the years she had been awakened a few dozen times, sometimes to upgrade Slave, sometimes to spy. When the Wall came crashing down, the unit handling her disbanded, and she was left for years, untended, unwatched, and asleep in a Berlin Cryo-unit deep underground, until a UNISON team found the old site and awakened her. Playing ball initially, the Red Rat soon went on the run. She had no wish to be anyone’s puppet anymore… Personality & Motivation: Noemi is an easy go lucky personality, who usually talks to her passengers when working, and loves hearing stories. She hits bars, coffee shops, and galleries in her free time, and hangs out with Artists, Poets, and Bohemians. She is basically a woman who likes standing up for, and helping people. However, she is also a militant believer in liberty, and not just in an abstract way. She may not be Patriotic, or Pro-American, but she will defend liberty with a real passion. When Devolved, the Red Rat becomes crude, unmannered, and simple, almost a feral thing. The Devolved Red Rat can be more caring and emotional, and believes itself to be a pure, spiritual thing, unfettered by modernity. It views Slave as a super smart God like figure in its head. Slave views it as an intolerable primitive. When Evolved, the Red Rat becomes egocentric and arrogant, believing itself to be the next stage of human evolution. It has a paternalistic but condescending view on primitive homo sapiens. It does its best to outwit Slave and is nasty to the system. Slave takes on an almost worshipful, sycophantic relationship to the Evolved Form. It is not clear if Slave is actually self aware or just a very well programmed computer system. When the Red Rat is in her normal human form, it speaks to her obediently and mechanically, and keeps interjecting communist propaganda, almost like an information station. Powers & Tactics: The Red Rat is a mutant with the ability to adapt to the environment. A relatively minor power, it also allows her to “evolve” into a weedy but brainy form, or “devolve” into the mirror opposite. It has also allowed her to tolerate the cybernetic system in her head. This gives her advanced visual senses and tactical advice. She had pilfered two high – tech soviet pistols, snub nosed and sleek, that are activated by SLAVE. Whilst they can be destructive, they are spy pistols – firing knockout poison darts, EMP rounds, or non-lethal ammunition, all silently. The Red Rat is in excellent physical shape, partly as she recovers quickly from physical training. She is also an expert martial artist and markswoman, and a highly trained spy. Tactically, she will prefer guile and surprise to a straight up fight. Power Descriptions: The Red Rat's powers are largely unseen. However, when she makes her body adapt to hostile environments, this can be visible; for instance, growing fur, or gills. Her devolved form looks like a primitive Neanderthal, with a large muscular hairy frame and small forehead, whilst her evolved form looks the opposite: a feeble shrunken body and massively enlarged head. Complications: Outlaw: Technically, Noemi Von Neuman is an ex-Soviet Spy and wanted by UNISON for questioning. Slave? The Soviet Computer, in her head, may be called Slave, and may be under her control. Or it may not. Slave is programmed never to harm Russian / Soviet agents or government, and also to filter out (via her eyes), any capitalist propaganda (and replace it with Soviet style propaganda). Things might be invisible to her, or changed. If really pressed, Slave can completely blind Red. It might also be distracting, spouting communist propaganda at her at critical times. Slave could potentially be controlled by Soviet technology, or even hackers. Nuclear Mutations: Radiation sends her powers crazy. Aside from the loss of her mutant powers she can have all sorts of other problems, such as breaking out in green boils, or her mouth sealing over. Split Personality: In her devolved form, Red is crude, aggressive, and unsubtle. In her Evolved Form, Red is arrogant and aloof. Of course, both forms feel that their personality is best, and may be reluctant to change back to her normal form. She cannot sustain her evolved or devolved form indefinitely, fortunately, Taxi Driver: Noemi works for “EZ Cabs” in Bedlam, with a hard nosed boss, “Easy Steve”. Easy Steve has plenty of enemies, and by default, so do his drivers. Abilities: 6 + 12 + 10 + 6 + 2 + 6 = 42 Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 26 + 26 = 52 Initiative: +10 Attack: +13 Defense: +13, +7 Flat Footed Grapple: +19 Knockback: -2 Saving Throws: 5 + 2 + 5 = 12 Toughness: +5 Fortitude: +10 (+5 Con, +5) Reflex: +8 (+6 Dex, +2) Will: +6 (+1 Wis, +5) Skills: 92R = 23 PP Acrobatics 4 (+10) Skill Mastery Bluff 8 (+11) Computers 4 (+7) [12 (+15 Enhanced] Skill Mastery Diplomacy 4 (+7) Disguise 4 (+7) (Additional +20 Morph) Skill Mastery Drive 4 (+10) Skill Mastery Gather Information 4 (+7) Intimidate 8 (+11) Knowledge (Civics) 4 (+7) Knowledge (Streetwise) 4 (+7) Knowledge (Tactics) 4 (+7) [12 (+15) Enhanced] Language 4 (English, French, German, Hungarian [native], Russian) Notice 8 (+9) Pilot 4 (+10) Search 4 (+7) Sense Motive 8 (+9) Sleight of Hand 4 (+10) Skill Mastery Stealth 8 (+14) Feats: 25PP Ambidexterity Attractive Benefit 2 (Use Tactics for Master Plan, and to spot Ambush / Feint) Blind-Fight Chokehold Defensive Attack Equipment 15 Evasion 2 Grappling Finesse Improved Disarm Improved Grab Improved Initiative Improved Pin Jack of All Trades Master Plan Power Attack Quick Draw 1 (Draw Weapon) Skill Mastery 1 (Acrobatics, Computers, Drive, Sleight of Hand) Uncanny Dodge (Auditory) Equipment Headquarters: "The Safe House" [26 EP Total] Size Medium [1 EP], Toughness 15 [2 EP], Features: Communications, Computer, Concealed 7 / +40 DC, Defence System / Knockout Gas, Fire Prevention System, Garage, Gym, Hangar [Retractable Helipad], Infirmary, Living Space, Power System, Security System 5 (DC 40), Workshop [23 EP] Vehicle: "The Ratcopter" [42 EP] Size: Large [1 PP] Toughness: 10 [3 EP] STR: 30 [2 EP] Features: Remote Control, Smokescreen [2 PP] Powers: Flight 6 (500mph, Feats: Subtle) [13 EP], Concealment 1 (Normal Hearing, Extras: Continuous, Feats: Selective) [4 EP], Concealment 2 (Radio Senses, Flaw: Permanent) [4 EP], Super Senses 13 (Analytical all hearing, Accurate Radar, Extended Radar, Extended All Hearing, Radio, Ultrahearing, Penetrating Hearing) [13 EP] Total Cost 42 EP Concealable Microphone [1 EP] Multi-Tool [1 EP] Mini-Tracer [1 EP] Alternate HQ (Same type, based in Freedom City and Emerald City) [2 EP] Alternate Vehicle (Same type, base in Freedom and Emerald City) [2 EP] Powers: 6 + 2 + 4 + 14 + 5 + 1 + 5 + 17 = 54 Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] "SLAVE" BP: Communication 4 (Radio, 1 Mile, Extras: Omni Directional, Feats: Subtle, Flaws: Limited, one way) [5/5 PP] AP: Datalink 2 (100’, Feats: Subtle) linked with Quickness 6 (x100, Flaws: Limited to Computers only) [3+2=5/5 PP] Comprehend 1 (Decryption) [2 PP] "SLAVE" Enhanced Traits 4 (Computers 8, Knowledge [Tactics] 8) [4 PP] "SLAVE" Super Senses 15 (Analytical All Visual, Direction Sense, Distance Sense, Extended All Visual 1, Infravision, Microscopic Vision 1, Radio, Time Sense, Ultravision, X-Ray Vision, Drawbacks: Power loss X Ray Vision [Lead etc]) [14 PP] "Cybernetic Eyes" Adaptation 1 (5 PP of Variable Powers; mainly immunity to environment, Extras: Action 2 [Move], Drawbacks: Noticeable, Power loss 2 [Radiation]) [5PP] “Mutant” Immunity 2 (Aging, Sleep, Flaws: Limited [Half Effect]) [1 PP] "Mutant" Evolution Array (6 PP Array, Feats: Alt Power 1, Flaws: Power Loss 2 [Radiation]) [5 PP] "Mutant" BP: Morph 4 (+20 Disguise, Evolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] AP: Morph 4 (+20 Disguise, Devolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] Device 5 (25 DP, Feats: Multiple Weapons 1, Restricted Use 1 [Datalink users], Flaws: Easy to Lose) [17 PP] "High tech pistols" Armaments Array (21 PP Array, Feats: Alt Power 4) [25 DP] BP: Stun 5 (Extras: Range, Feats: Improved Range 2 [250' incr], Progression Range 2 [2500' Max], Ricochet, Subtle) "Taser Bullet" [21/21 PP] AP: Blast 5 (Extras: Penetrating, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’ Max], Ricochet, Subtle) “Rocket Bullet” [21/21 PP] AP: Blast 5 (Extras: Area [Burst], Feats: Improved Range 3 [500’ Total Range, no penalty], Ricochet, Subtle)“Explosive Bullet” [20/21 PP] AP: Fatigue 5 (Extras: Range, Poison, Feats: Subtle) [21/21 PP] “Knockout dart” AP: Nullify 5 (All Electronic Tech, Extras: Alt Save [Fort], Affects Objects, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’], Subtle, Richocet) [21/21 PP] Drawbacks: -2 PP Vulnerability (Radiation; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Rocket Bullet Ranged DC 20 Tough Damage EMP Bullet Ranged DC 20 Fort Nullify Electronics Explosive Bullet Ranged DC 20 Tough Damage KO Dart Ranged DC 20 Fort / Poison Fatigue Taser Bullet Ranged DC 20 Reflex Dazzle (Visual + Radio) Totals: Abilities 42 + Combat 52 + Saving Throws 12 + Skills 23 + Feats 35 + Powers 54 - Drawbacks -2 = 216/250 Power Points
  21. Savant Power Level: 8/15 (207/230PP) Unspent Power Points: 23PP Trade-Offs: +5 Attack / -5 Damage (unarmed), +3 Attack / -3 Damage (Collapsable Baton) , +4 Defense / -4 Toughness In Brief: Memetically enhanced genius atoning for the wrongs done while controlled by Labyrinth Catchphrase: Theme: Redemption Song Alternate Identity: Xavier Steadman, Subject 24005 Birthplace: Unknown Residence: Bedlam City Base of Operations: Bedlam City Occupation: Private Eye Affiliations: The Fix Family: Unknown Description: Age: 45 (DoB: 1971) Apparent Age: Also 45 Gender: Male Ethnicity: African American Height: 6'2" Weight: 210 Eyes: Grey Hair: Black Xavier is a dark skinned, broad shouldered man of middle years, Dark grey eyes peer out from a heavy brow with an intensity bordering on unsettling. He keeps his hair closely shorn in a no nonsense easily maintained style. He normally dresses in a dark grey woolen suit though varies his outfit as needed for a job. When disguising his identity he opts for a heavy indigo scarf and dark grey fedora in the style of mystery men of old, though this is less sentimentality than pragmatism, even in disguise being able to bled into a crowd is just sound survival policy in Bedlam. History: His history is largely a blank slate. Until his escape in his early thirties Xavier was under lock and key in a Labyrinth run facility as part of 'Project Savant' an attempt to unlock the mind's potential through intensive hypnosis and memetic training. He was a rare success, most minds buckled under the strain of the deep hypnotic states and the assault of the memetic learning programs, the results were varied some crippled, some catatonic or driven to psychotic breaks. Subject 24005 as he was labeled also began the process earlier than most, he was taken or given up by his parents shortly after birth and even his enhanced recall techniques can not summon a memory a time before the project. By the time he was twelve he had outstripped most of his tutors and phase two began. Rather than focusing his capabilities toward any specific goal he was brought in to troubleshoot problematic research or operations for the organization. His ability to rapidly bring himself up to speed on any given subject and bring in disparate knowledge made leaps in both technologies but more often methodologies. Initial projects were presented as further tests and puzzles though the change in faces and the time pressure did not go unnoticed by the young Savant. Nor did he miss the clear discomfort and sometimes hostility his suggestions were met with by older experts. By adulthood he realized his simulations and tests were all too real and that his choices would impact real people though his conditioning kept him from outright rebellion he began to quietly plot and plan a way out. It took him nearly ten years to work his way free of the memnetic controls. More time still of active effort to plot an escape, he knew he'd get but one chance. Once they realized his programming was compromised he'd be a liability. He made his escape though not as efficiently as he'd have hoped, they'd be looking for him in the likely refuges and it was uncertain his efforts at reform would be met with anything but scepticism by the heroes of the world. Subject 24005 took the name Xavier Steadman, and made for the one place he knew they'd not suspect him to go after all, no one came to Bedlam voluntarily. But in this wretched hive he could vanish and work at erasing his trail, and maybe begin to atone for the wrongs he'd been part of. In Bedlam a false identity was easily enough crafted, a disgraced investigator, working PI jobs for his meager wages snapping shots of cheating spouses and fraudulent insurance claims. A small fish in a small pool, unremarkable but for a stalwart refusal to do the gangs or mobs dirty work. A clean PI trying to make due, slowly earning a reputation as one of the rare good guys in Wolverton. Not someone to make waves but someone of integrity and a distant cold kindness. Personality & Motivation: Xavier is driven by shame and fear. Not of death or pain, such things can be managed and are perhaps what he deserves in the end, but he fears the shackles of the mind returning and putting his brilliance once more to used for nefarious ends. He fears being weaponized again, turned to his former master's greater plans. Yet beyond that fear and shame is a desire to try and make right in some small way what his genius had put wrong. His actions are subtle and long term, a file mailed anonymously, a tip on a fraudulent lien. He wants to do more, but lacks the resources to take on his former masters on their terms so he works at the edges growing cracks and fissures, weakening, wearing them down. If his memetic enhancements hold through old age he might just survive to see some of his work bear fruit. Powers & Tactics: Savant has little in the way of flashy powers, he'd not even consider himself 'Super' though he knows his enhancements put his intellect in a frame rivaled by only a handful. He is an efficient and tactical fighter using terrain and situation awareness to his advantage to strike exactly where he needs to when he needs to. To ruthlessly exploit any weakness he uncovers and to always have a backup to his backups. He prefers to avoid confrontation but when unavoidable he'll strike fast and sure with his collapsible baton or fists to end the fight as quickly and quietly as possible. He understands the power of guns but refuses to rely on such means, they are usually more liability than benefit with the work he does. Power Descriptions: Savant has no obvious powers, his abilities are in the planning and execution of the plan, and always being ready with another, always seeking a weakness to exploit. Complications: The Good: Xavier is trying to make right the wrongs he was part of while under labyrinth control. He head is full of memories of the wrongs done and aspects coudl pop up and drive him to go further than is wise on a job. The Bad: Labyrinth wants him back or possibly just eliminated. Taurus hates loose ends. The Ugly: Xavier is a black man in Bedlam trying to to the right thing, the Mobs and Cops will target him for 'stepping out of place' and the Wolverton gangs will see him as potential threat to their power. Man with No Name: Xavier Steadman is a fabrication, there may be records of the infant that became subject 24005 somewhere in some dusty city hall waiting to be digitized but for all intents and purposes Savant has no Official past. Abilities: 6 + 0 + 8 + 20 + 10 + 0 = 44PP Strength: 16 (+3) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 30 (+10) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 22 + 24 = 46PP Initiative: +10 Attack: +13 Unarmed, +11 Base Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed Grapple: +14 Knockback: -2 Saving Throws: 4 + 5 + 5 = 14PP Toughness: +4 (+4 Con) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +10 (+5 Wis, +5) Skills: 68R = 17PP Bluff 4 (+4) Diplomacy 4 (+4) Gather Information 10 (+10) Investigate 10 (+20) Knowledge: Tactics 10 (+20) Notice 10 (+15) Search 10 (+20) Sense Motive 10 (+15) Feats: 16PP Ambidextrous Attack Specialization: Unarmed 1 Beginners Luck Eidetic Memory Equipment 1 Improvised Tools Jack-Of-All-Trades Luck 2 (4 Total) Master Plan 2 Power Attack Speed of Thought Teamwork 3 Equipment: 1PP = 5EP Collapsable Baton (Damage 2, Improved Crit (19-20), Mighty, Subtle) 5 Powers: 9 + 15 + 41 + 5 = 70PP Comprehend 4 (Polyglot; Codes, Language: Understand, Language: Speak One at a Time, Language: Read; Power Feats: Innate) [9PP] (Savantry) Luck Control 4 (Plan M; Spend HP for others, Grant HP to others, Negate Fiat, Force Reroll; Power Feats: Innate, Luck 2) [15PP] (Savantry) Probability Control 10 (Polymath; Power Feats: Innate) [41PP] (Savantry) Device 1(Earbud; Flaws: Hard to Lose, Power Feats: Subtle) [5PP] Communication Link 4(Other Earbuds; Radio; Power Feats: Subtle) [5PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Collapsable Baton Touch DC 20 Toughness Damage Totals: Abilities (44) + Combat (46) + Saving Throws (14) + Skills (17) + Feats (16) + Powers (70) - Drawbacks (0) = 207/230 Power Points
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