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  1. Horrorshow Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -2 Defense/+2 Toughness In Brief: Clayface, AS A HERO! Or Kamala Khan, as a Ukrainian-American boy. Identity: Secret Alternate Identity: Davyd “Dayv” Ocheret Palahniuk (pau-lah-nik) Birthplace: Freedom City, USA Legal Status: American citizen (minor) with no criminal record Base of Operations: Claremont Academy Residence: Claremont Academy Dorms, or his parent’s apartment (in Riverside) Occupation: High School Student Affiliations: Claremont Academy Family: Father (Vyacheslav), mother (Kateryna), grandmother (mother's mother, Oksana, aka babusya Ana), uncle (father's brother, Aleksandr, aka Uncle Sasha), all in Freedom City. Father's parents, did Yuriy & bahb Larysa, live in Ukraine. Age: 16 (Date of Birth: July 26th, 2002) Gender: Male Species: Human Mutate Height: 5 ft 9 in. (1.75m) Weight: 225 lbs. (102kg) Skin: Caucasian (variable) Hair: Dark Blonde/Light Brown (variable) Eyes: Gray (variable) When not actively using his metamorphic powers, Davyd appears as an unassuming young Eastern European/Russian male, with short dark blonde/light brown hair and gray eyes, usually in fairly simple but sturdy clothing. Thanks to his powers, he can look like anyone (or anything), though he has little experience in mimicry or infiltration. In combat, and if out of the public eyes -- that is, in someplace where he can terrify criminals without worrying about scaring civilians -- he adopts a more terrifying "War Form," which is about a foot taller, covered in sleek dark green insectoid carapace, with a lashing alligator tail, raptor’s claws on the hands and feet, and piranha fangs. When he alters his form, he can have the shift go smoothly (like Martian Manhunter in Justice League/Justice League Unlimited and or Miss Martian in Young Justice, or Mystique in the various X-Men cartoons and films), or do it in a more disturbing manner, with shredding flesh and audibly popping bones (like the Things in John Carpenter’s The Thing and the 2011 prequel). HISTORY Davyd Palahniuk had a fairly uneventful early life, the son of immigrants who had been moved to the States from the Ukraine in 1986, shortly after the Chernobyl disaster. Clever and imaginative but painfully shy, and able to effortlessly blend into crowds (actually an early subtle manifestation of his mutant powers), he preferred the company of books and movies -- especially horror and science fiction -- to that of other people. He had an unassuming time in school, with plans to become a secluded hermit of a writer, until he enrolled in Franklin D. Roosevelt High School’s theatre arts class (mainly because the girl he had a crush on was in there), which helped him come out of his shell and learn to appreciate being around people. He still preferred working behind the scenes, though, and his love of weird things translated into a knack with makeup effects and costume work. He had plans to study makeup effects, but couldn’t decide between Freedom City University (where some of his friends had already gone or were planning to go) or the Freedom School for the Arts (which offered a more intense program). One night, while on FCU campus, he heard screams coming from one of the biomedical engineering labs. He was on campus visiting friends and attending a late night monster movie marathon, and, still pumped from having seen normal human campers fighting off machete-wielding maniacs and oozing blob-monsters, Davyd rushed into the building, towards the screams. He found Fear-Master, terrorizing a group of grad students who had been working late on a project. His sudden appearance provided a distraction for the students, who tried to run, but Fear-Master recovered and leaped upon them. Frantic to get away, some of the students started hurling beakers and flasks at the fearmonger, but he managed to deflect most of them, and many instead hit Davyd. Through the cuts and scrapes caused by the shattering glassware (and one near-miss from a knife Fear-Master had hurled), over a dozen different serums -- experiments with stem cells and extracellular matrices, human and animal, intended to fix bone, regrow skin, and repair muscle -- entered his bloodstream, and rapidly spread to every cell in his body. Davyd’s body began to melt, and swell, distending into an amorphous horror that scared the students more than Fear-Master had, and captured the crazed musician’s perverse fascination, who wondered if he’d be able to get this new monster to work with him. But Davyd’s mind was still intact, so he picked up Fear-Master and slammed him about like a ragdoll. He then slithered out after the fleeing students, calling out to them that he was okay, that he meant them no harm, that he was a good guy -- but in his panic (and rearranging brain matter) he’d switched from English to Russian. "Ya khorosho" ("I'm good") sounds very much like "yeah, horrorshow" in English, and that’s the name the campus security used when the students reached them. After things were sorted out (and they realized Fear-Master had bolted), researchers were able to stabilize Davyd and give him some control over his form. Remembering the lessons from his parents who grew up in Soviet-dominated Ukraine -- the interdependence of humanity, and how those who possess much have a responsibility to give to those without -- he realized he could do much to help people, especially against the real monsters that plagued the world. Monsters like Fear-Master, who is still very interested in forcing Horrorshow to work with (or for) him, and SHADOW, who would very much like to study him and replicate his powers for their agents. Headmistress Summers soon approached Davyd, and offered him a place at Claremont Academy. PERSONALITY & MOTIVATION Davyd Palahniuk loves being a superhero, almost as much as he loves having superhuman powers. He rarely angsts over whether or not there’s more he could be doing, as he knows there are many other heroes out there who are also fighting the good fight. It does upset him that so many people who become gifted with powers seem to turn to villainy, showing the same selfishness that ruined his parent’s home country and caused it to be seen as so corrupt for so long. But he just keeps trying to do the best he can, stopping what criminals he can catch, saving whatever innocent he can reach, and (if able) taking time to entertain children with his powers. Since his powers make him so adaptable, he’s willing to take on any challenge, no matter how dangerous, if it means he can be of some help. Since gaining his powers and stopping a few criminals, his self-esteem has received a considerable boost. While still not interested in taking the spotlight, or sticking around afterwards to take credit or be interviewed, his confidence has grown. He’s also become an advocate for those bullied or oppressed for the way they look or for other body issues, including the transgender community. His experiences with them, as well as in taking on so many other forms, male and female, has also caused him to begin examining and questioning his own sexuality and gender identity. He has no particular romantic interests at the moment, though, focusing on his heroic work… and his school work. POWERS & TACTICS Were it not for the accident, Horrorshow’s mutant powers -- caused by his parent’s exposure to radiation from the Chernobyl disaster -- would have fully manifested in a year or two, and he’d be able to assume the appearance of any humanoid form, though not quite down to the genetic level. The accident supercharged these abilities, giving him almost total control over his shape and substance. He can’t assume energy or gaseous forms, or any form that involves moving parts or chemical reactions (he could become something that looked like a motorcycle, but it would have no moving parts), and he cannot greatly alter his density or opacity, but beyond that his form is limited largely by his imagination and personal preferences. He prefers sticking with purely organic forms, mixing and matching parts from anything in the animal kingdom, and forms inspired by all manner of horror movies and sci-fi television shows he’s seen. The one major drawback to his powers is that sometimes his body is too adaptable: effects that transform or otherwise involuntarily change his body are especially effective against him. He'd like to learn more subtler tricks like pheromones, adrenal alterations, or toxin secretions, but he's not (yet) knowledgeable enough to do that, which he intends to fix by enrolling in some biology and zoology courses. In combat, Horrorshow prefers to open with something spectacular, following his initial attack with an intimidating pose to terrify criminals into submission. (Or even opening with a Fearsome Presence or Startle, if able to catch them off-guard.) If straightforward attacks don’t cut it, he’ll go for more subtle tactics, trying to keep foes off-balance until he can work out a weakness. He's started taking some self-defense courses, and is working on adapting their lessons to create his own personal style of shapeshifter combat, which looks something like a cross between Aikido and professional wrestling. His powers are very similar to those of a Grue metamorph, something that the ArcheTech scientists noticed when they were called in to help stabilize him. In fact, they found that part of Davyd’s genetic structure has had Grue genetic material grated to it, though this has not yet been shared with him. They theorize that at least one of the researchers at that FCU laboratory had gotten hold of some Grue biological material (perhaps taken from Roswell) for use in their regeneration experiments, which may be why Dayv got powers instead of a messy death. CAMPAIGN USE/ROLE Horrorshow is an all-purpose shapechanger, a solid jack-of-all-trade "backup" character able to fill most roles but nowhere near as good as a dedicated character. He can be a Brick, a Martial Artist, a Speedster, an infiltrator, a 'face,' and more, but he's there to support, not overshadow. (He could hypothetically be an ersatz Mentalist, with behavior-altering pheromones or touch-range Mental powers -- meshing his nervous system with another's -- but he’s avoiding the latter out of fear of damage to his own mind and also because it’s gross.) He still prefers to work off-stage rather than center stage, so is more than willing to let others take the limelight (as long as his contributions don’t go unacknowledged -- he does have some pride). How the FCU researcher got their hands on Grue biological samples -- and if there are more such samples in other laboratories -- could be an interesting mystery (and source for more superhumans!). COMPLICATIONS Bad Powers, Good People / Lovecraftian Superpower: Davyd has a good and kind heart, and would never dream of harming anyone who didn’t thoroughly deserve it. He loves using his powers to entertain and thrill people as much as he does using them to spook criminals. But given what Freedom City had gone through with shapeshifters -- both from the Grue and things like ArchEvil -- some people may react in an extremely negative way to him when they see him using his abilities. The GM may give him a Hero Point if someone reacts negatively upon witnessing his transformation, such as fleeing from him, trying to drive him off, and/or attacking him. Enemy (Fear-Master): Melvin Blume still hasn't forgotten the boy who spurned him. He feels Horrorshow would be a perfect accomplice, or, failing that, an unwitting pawn. The GM can give him a Hero Point in exchange for Fear-Master or his minions attacking or otherwise disrupting him at the worst possible times. Involuntary Shapeshifting: While Davyd is capable of transforming in a controlled fashion, and usually turns into what he intends to, his powers also occasionally activate without his conscious input. If talking or hanging out with someone for an extended period, his appearance may subtly shift to become more like theirs. If interacting with someone he really likes, his body may shift to become more like what he believes they would find most attractive. When his attention wanders, one eye might start roaming around his head. When hungry, one of his limbs may sprout a serpentine head and stretch out looking for something to eat. A concentration skill check can usually get these mainfestations under control, once he’s made aware of them, though not always right away. The GM can give him a Hero Point if his involuntary shifting causes a severe breach of etiquette or otherwise makes others uncomfortable, which could result in a penalty to (or automatically failing) certain interaction skill checks. Obligations (Family): If Davyd’s family calls for his help, he'll drop everything and run to their aid. The GM can give him a Hero Point in exchange for having them request his aid at the worst possible times. Secret (Identity): Davyd has a loving local family, and any adversaries who learned about his double life could threaten or harm them. ----------------------- ABILITIES: 2 + 6 + 4 + 4 + 6 + 6 = 28PP Strength: 26/20/12 (+8/+5/+1) Dexterity: 16 (+3) Constitution: 26/14 (+8/+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT: 8 + 6 = 14PP Initiative: +3 Attack: +5 Ranged, +10 Melee (+3/+5 Base, Attack Focus [Melee] +2/+5) Grapple: +18, +15 if Morphed Defense: +8 (+4 Base, +2/+4 Dodge Focus), +2 Flat-Footed Knockback: -11, -6 if Morphed or in "Oozey" form * If all his powers are nullified, his Attack drops to +3 ranged & +5 melee (grapple +6), and Defense drops to +6 (+2 flat-footed). ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Unarmed, Chitinous Horror Touch DC 23 Toughness (Staged) Damage (Physical) Strikes (crit 19-20 as Chitinous Horror) Touch DC 25 Toughness (Staged) Damage (Energy) Unarmed & Unpowered Touch DC 16 Toughness (Staged) Damage (Physical) SAVING THROWS: 0 + 5 + 5 = 10PP Toughness: +12 (+8 Con, +4 Protection) (Impervious 10 in "Chitinous Horror" form) Fortitude: +8 (+8 Con, +0) Reflex: +8 (+3 Dex, +5); Evasion 2 w/ "Oozey form" Will: +8 (+3 Wis, +5) * If all his powers are nullified, his Fortitude and Toughness both drop to +2. SKILLS: 32R = 8PP Bluff 2 (+5, +15 to imitate sounds when Shapechanged) Concentration 4 (+7) Disguise 7 (+10, +40 w/ Morph) Intimidate 2 (+5, +9 w/ “Horrific Transformation” or "Really Horrific Form", +13 if using both) Language 2 (English, Russian, Ukrainian [native]) Knowledge (Popular Culture) 8 (+10) Notice 2 (+5) Perform 0 (+3, +13 to imitate sounds when Shapechanged) Stealth 5 (+8) FEATS: 8PP Ambidextrous Attack Focus (Melee) 2 Dodge Focus 2 Improved Grapple Improved Pin Startle Enhanced Feats Accurate Attack All-Out Attack Attack Focus (Melee) 3 Challenge (Intimidate/Startle as Move Action) Defensive Attack Dodge Focus 2 Instant Up Power Attack POWERS: 12 + 5 + 9 + 2 + 8 + 1 + 8 + 23 + 4 + 5 + 8 = 85PP (Descriptors: Alien [Grue], Genetic/Mutant, Shapeshifting) Enhanced Constitution 12 (resilient form; to 26/+8) [12PP] Enhanced Feats 5 (battle shifting; Accurate Attack, All-Out Attack, Defensive Attack, Instant Up, Power Attack) [5PP] Enhanced Attack 2 (fluid fighter) {4) plus Enhanced Feats 5 (fluid fighter; Attack Focus [Melee] 3, Dodge Focus 2) {5} [4+5=9PP] Enhanced Feats 1 (horrific transformation; Fearsome Presence 1) {1} plus Enhanced Skills 4 (horrific transformation; Intimidate +4) {1} [1+1=2PP] Enhanced Strength 8 (to 20/+5) [8PP] Features 1 (Internal Compartment [light load at Str 20 = 133 lbs.]) [1PP] Immunity 8 (adaptive physiology; Critical Hits, Disease, Heat [environmental], Poison, Radiation [environmental], Suffocation 2) [8PP] Metamorphic Body 10.5 (21 points; PFs: Alternate Power 2) [23PP] BE: Feature 1 (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {1+20=21/21} (Shapechanger) AP: Enhanced Strength 6 (to 26/+8) {6} + Impervious Toughness 10 {10} + Strike 2 (PFs: Improved Critical 1 [19-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {5} {6+10+5=21/21} (Chitinous Horror form) AP: Elongation 3 (25 feet) {3} + Enhanced Feats 2 (Evasion 2) {2} + Insubstantial 1 (liquid) {5} + Strike 5 (PFs: Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {7} + Super-Movement 2 (slithering, slow fall) {4} {3+2+5+7+4=21/21} (Oozey form) Protection 4 (resilient form) [4PP] Regeneration 4 (reassembly; Bruised 1 [1 round], Injured 1 [20 mins], Staggered 1 [20 mins], Disabled 1 [5 hours]; PF: Regrowth) [5PP] Shapeshift 1 (Move action, Sustained duration, physical traits, 5 points) [8PP] DRAWBACKS: -3PP Vulnerability (Effects from Transforms and other attacks that involuntarily change his shape or form; Frequency: Uncommon; Intensity: Major [x2]) [3PP] TOTALS Abilities (28) + Combat (14) + Saving Throws (10) + Skills (8) + Feats (8) + Powers (85) - Drawbacks (3) = 150/150 Power Points Miscellaneous Notes The name of DC’s first Clayface, Basil Karlo, is a reference to actors Philip St. John Basil Rathbone and Boris Karloff (who was born William Henry Pratt). Horrorshow’s real name, Davyd Ocheret Palahniuk, references David Cronenberg, Lon Chaney Sr. and Jr. (“Chaney” derives from a word meaning “reed,” so does “Ocheret”), and Jack Palance (born Volodymyr Palahniuk). It also works out to be a reference to Chuck Palahniuk, author of Fight Club. As he is now, if all his powers were nixed, he’d be PL 4 defensively (+6 Defense & +2 Toughness) and PL 3 offensively (+3 ranged, or +5 melee doing +1 damage unarmed).
  2. Howl Power Level: 8/10 (150/154) Unspent Power Points: 4 Trade-Offs: None In Brief: Teenage Genius with a self-built Armored Suit with Sonic based weaponry, self-image issues, and a love for mysteries. Alternatively! Teen Tech Theorist with a Supremely Super Sonic based Suit Suspects Secrets are Secreted in the School! And the world at large. Catchphrase: Doesn't have one yet, unless you count the distinctive noises his sonic blasts make. Theme: Lost in Time by Celldweller Alternate Identity: Zachary 'Zach' Anderson Birthplace: Californias Bay Area Residence: Claremont Dorms (school year), Family house back in California (summer) Base of Operations: As above. Occupation: Student Affiliations: Claremont Academy. Family: Samuel Anderson (father), and Jacqueline Anderson (Mother) Description: Age: 16 (DoB: 2004) Apparent Age: 16 Gender: Male Ethnicity: Caucasian Height: 5'11 Weight: 155 Eyes: Green Hair: Blonde and always messy. Zach is a young man with a lanky build who usually dresses for comfort more than anything. Worn in jeans, a t-shirt with a 'witty' joke three wolves howling at a moon or some 'official super hero merch', along with a well worn black zip up hoodie. Complexion wise he's pale on account of staying inside which isn't helped by the fact that his armor covers him completely from head to toe. His hair almost always looks like he just got out of bed, he's tried to get it under control but it's been a long losing battle that he's all but given up on. Hair length wise he's sitting somewhere between short but styleable and mid length as if he hasn't quite decided if he's going to continue growing it out or if he should trim it back. As Howl Zach wears a black Bodysuit augmented with Silver gauntlets, Greaves, a matching belt to make up for a lack of pockets, a chestplate to protect his vital organs, and of course a Hardened Full face mask to hide as much of his identity as he can while protecting his noggin. History: Zachary Anderson has done his best to lead a normal life and it's failed so far. Plagued by Daily, and on the worst days hourly, crippling migraines for as long as he could remember Zach struggled to make friends, succeed academically, or really do much that wasn't something he could easily put down and continue however long later when Hade's own Lemon Juice and Ghost Pepper soaked flaming pick axe decided to unlodge itself from his brain. So focusing on what he could Zach threw what what he could of himself into learning how to code, Super Heroes, learning what he could about engineering and tinkering so he could have something to work on with his hands. As he got older he also started throwing his proverbial gaze wider and wider across the net finding digital mysteries he could tackle at his own pace. Many were simply ARGs made to entertain but others were old unsolved cases that the public had been trying to solve for years and despite his condition he felt like he'd found some sort of community he could participate in. Even if some of the mysteries people would investigate were more theory based than evidence based. That'd changed about a year ago when he suffered the largest Migraine attack to date lasting a full 16 hours before finally subsiding leaving zach stunned but able to recall near anything with perfect clarity that occurred outside of his attacks. Over the days that followed he was ecstatic, no attacks, he could zip from idea to idea faster than ever, and he could recall so many bits of coding or scientific trivia he'd learned over the years and combine them in new and exciting ways. He had Super Smarts! So they went to the family doctor to get it confirmed, and what tests they could provide came back negative. Zach was smart but he wasn't crossing the line into the realms of the Super except in the areas of memory retention and access. His mutation had cured the migraines and enhanced his memory, nothing more. So he turned back to his old pass times to distract himself, so he wouldn't have to face that all the pain he'd endured until this point was rewarded with next to nothing. He started building equipment he thought would have been cool for a hero to use, integrated it into first a gauntlet then a full suit. Building up the hero he could have been even as Emerald City up north started using Rent-a-Heroes in Corp-tech suits to protect the city, taking just a little bit more wind out of his sails. When portions of his project was discovered by his parents they immediately got back in contact with the family doctor who in turn used what connections he had in the hero community to make sure that the boy could learn in a place that could handle a budding gadgeteer. That place being of course, Claremont. Now at the start of a new school year Zach has found his way to Claremont and is as ready as one can be to handle a new high school that also happens to be a boarding school for super teens. This is fine. He can handle this. He thinks. Personality & Motivation: Zach is very much someone who wants the world to be fair, for the rules to apply equally to everyone with no gotchas hidden deep to allow people to get off scott free when they shouldn't. Which at times leads him to seriously investigate things like conspiracy theories even if people think they're all just crazy nonsense, but the way he sees it "SHADOW is a thing, Those killer robots are a thing, Katanarchists and other secret Ninja clans are a thing. We have heroes who claim to time travel and meet aliens. What if this conspiracy theory is actually the truth being hid as fiction"? Powers & Tactics: When it combat Howl prefers to deafen his opponents by 'muting' the area around himself and pummeling his foe with sonic blasts or sonic strikes until they aren't an issue any more. When not in direct combat he prefers to try to stay sneaky, gather information as best he can and figure out exactly what's going on with any given scenario, even using voice mimicry and Auditory illusions to gain the upper hand or even just trick low level thugs. Currently he's rather fresh faced to combat and hasn't had as much of a chance to refine his technique. Power Descriptions: When Howl uses his sonic blasts/strikes the air his blasts go through twist, turn and vibrate with such force that even an unaugmented eye can follow their path on the way to their destination as well as creating an unmistakable Horrific Howl from which he draws his name. The same holds true for his Sonic Breakdown, though doing so requires both his hands and his utmost attention to break only the crystalline structures in front of him and not risk a resonance cascade that could harm people in the area. On the other hand when he Mutes the World noise simply stops within his area of effect leaving the entire area completely silent, you could bang pots and pans together and not hear a single clang. Complications: Secret Identity: Zach is keeping his identity as Howl a secret so that his actions as a hero won't put his family and friends into harms way. Scratched the Surface: During his time attempting to solve public cold cases Zach came dangerously close to unearthing ties that could have lead back to The Labyrinth. Close enough to have drawn the attention of some within the organization. Those someones, whoever they may be, will at times pull strings and try to hinder Howls actions throughout his adventures, divert him onto a wild goose chase, or even a simply case of slander and libel in order to further test if he is a threat or a potential asset. Of course many Labyrinth assets don't even know they are so almost anyone could be used to slow Howl down at a critical moment, the bumbling electrician who just needs a few more minutes to fix the control panel, the detective who absolutely refuses to let a hero contaminate his crime scene, the random employee who would love to answer questions but you really need to talk to her manager whose out on lunch, and so on could all be people who Labyrinth have tapped to become a roadblock. Of course if Howl causes to much trouble it'd be pretty simple to just drop a conveniently powered goon on his head as well. At any point a GM could just have a NPC react negatively or be steadfastly unhelpful with no real way for Howl to fix it other than to go around them some manner. Snack Attack: The human brain consumes roughly 20% of the energy a normal human body generates per day, Zachs brain however consumes a fair bit more even though his particular mutation is not as effective as other mental boosters out in the world. As such it's entirely possible for him to run out of steam if he hasn't made certain to keep his calorie intake high enough for the day, which in a super hero world is easy to lose track of. Anytime a GM needs to slap Fatigue or exhausted on someone here ya go. My power sucks!...Imposter Syndrome: Zach in a way both loves and hates his power. He loves that he has one at all but at the same time feels betrayed by his own flesh that the most it could cough up power wise was "Good at remembering things". And so surrounded by so many of his peers with 'actual power' has left him feeling like he got in on a technicality, like he doesn't deserve to be here, a fake, a fraud, or worse the token example student that shows that Claremont will accept anyone that has a 'power'. Yes the fact that he wasn't going to be sent to Claremont until he started building a Super Suit is lost on him. You can just buy(rent really) a super suit out in emerald after all. Since this gets such a sharp reaction out of Zach bullies at Claremont or really anyone who just wants to get under his skin can use this put him on tilt. Walking Noise Violation: The problem with sonic powers is that they are by definition LOUD. Loud enough to draw attention even when it wouldn't be a good idea to do so. But perhaps ones of the other big downsides to using sound as the base of his powers is how it behaves in different circumstances, Water for instance amplifies the distance Sound can travel, Tunnels can channel sound into places Howl would rather they didn't go, and of course any vacuum may as well be an impenetrable wall to him since Sound needs a medium to travel through. Abilities: 0 + 4 + 4 + 12 + 2 + 0 = 22PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 8 (2PP / Base Attack) + 6 (2PP / Base Defense) = 14PP Initiative: +6 (+2 base, +4 Improved Initiative) Attack: +4 Base (+8 Sonic Blast, +8 Bass-Line Punch, +8 Sonic Breakdown) Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +8 Knockback: -1/-4 (when armored) Saving Throws: 4 (1PP / Fortitude) + 6 (1PP / Reflex) + 7 (1PP / Will) = 17PP Toughness: +8/+2 (+2 Con, +6 Protection while armored) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +8 (+1 Wis, +7) Skills: 104R = 26PP (1PP = 4 Skill ranks) Computer 9 (+15) Craft (Mechanical) 9 (+15) Craft (Electronic) 9 (+15) Disable Device 9 (+15) Disguise (+0) (Can make disguise check as move action due to enhanced Quick Change) Investigation 9 (+15) Knowledge (physical Sciences) 9 (+15) Knowledge (technology) 9 (+15) Knowledge (streetwise) 4 (+10) Notice 10 (+11) Search 9 (+15) Stealth 8 (+10) Sense Motive 10 (+11) Feats: 12PP Dodge focus 5 Inventor Improvised Tools Luck 2 Online research Skill Mastery (Knowledge Technology, Computer, Craft Mechanical, Craft electronic) take-down attack Enhanced Feats Eidetic Memory Improved Initiative 1 Quick-change Uncanny Dodge (auditory) Powers: 2 + 57 = 59PP Mutated Mind [2PP] (Biological/Mutation) Enhanced feat: Eidectic Memory Quickness 2 Flaw: Mental only Device 14 (Sound Suit MK I; 70 PP Container; Flaws: Hard-To-Lose, Feats: Restricted: Authorized users only) [57PP] (All Powers carry Tech descriptor unless otherwise noted.) Assisted Movement system [2PP] Leaping 1 (x2 jump distance) Speed 1 (10 mph) Communication 4 (Radio) [4PP] 1-Mile Range. Datalink 1 (Universal Data Cord) [1PP] (tech/physical) Enhanced Feats 3 "Threat registration and convenience systems" Uncanny dodge (Auditory) Improved Initiative [1DP] "Hot Join Protocols" Quick Change "Power assisted Donning and Removal System" Feature 2 (Vocal Mimicry, Throw Voice) [2PP] (Tech/Sonic) Immunity 2 (Heating and cooling controlled suit lining; Environmental Heat and Cold) [2DP] Immunity Sonic [10DP] (Sonic Filtration Field) (Tech/Sonic) Protection 6 (Armor plating) [6DP] Super senses 4 (GUI Add-ons; Direction, Distance, Radio,Time) [4DP] Super Senses 5 (Auditory Enhancement and Sonar Suite; Accurate [Auditory], Ultra Hearing) [5PP] (Tech/Sonic) Sonic Offense Array 8 Feats:Accurate 2, Alternate power x2 [20 DP] (Tech/Sonic) BP: Damage 8 (Sonic Blast; Range [Ranged]) (tech/sonic) [16/16 PP] AP: Damage 8 (Bass-Line Punch; Extras: Linked [Nausea]) Nausea 8 (Bass-line Punch; Extras: Linked [Damage]; Flaw: Limited to Sickened) [16/16pp] AP:Drain Toughness 8 (Extras: Affects Objects, Linked [Damage], Range [Ranged]; Flaws: Limited [Crystalline structures: Ice, Glass, Stone, etc.]) [8DP] Damage 8 (Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Crystalline structures: Ice, Glass, Stone, etc.]) [8DP]. [8 + 8 = 16/16DP] "Sonic Break Down" Array 10 ( Sonic Manipulation; Feats: Alternate Power) [11DP] (Tech/Sonic) BP: Illusion 8 (Sampled Noises; Auditory; Feats: Progression 2) [10/10DP] AP: Obscure 5 (World on Mute; Sense Types: Auditory; Area: 100ft radius; Extras: Selective; Flaws: Range [Touch]) [5/10DP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT BLP Touch DC 23 Toughness/Fortitude Damage/Nausea Sonic Blast Ranged DC 23 Toughness Damage Sonic Breakdown Ranged DC 18/DC 23 Fortitude/Toughness - Toughness/Damage Sampled Noises perception DC 18 Will Auditory screwery Totals: Abilities (22) + Combat (14) + Saving Throws (17) + Skills (26) + Feats (12) + Powers (59) - Drawbacks (0) = 150/154 Power Points
  3. Astrid Torsten Gather Information DC 10: Astrid is a punk rocker who does a couple gigs here and there in Freedom City. DC 15: Astrid is an international student from Norway who's currently enrolled in Claremont Academy. DC 20: Astrid's father disappeared without a trace when she was real young. Her mother recently died in a car crash. DC 25: Astrid disappeared without a trace for several reported months after participating in a bar brawl that became deadly. When she resurfaced no formal investigation about her whereabouts was officially made and the original case file disappeared. Ms. Thursday Gather Information DC 10: Ms. Thursday is a new teen superhero whose been flying around Freedom City. She's crazy strong and uses a aluminium baseball or something that looks like one as a weapon. DC 15: Ms. Thursday is one of the superhero students at Claremont Academy. Her tuition was paid for in literal golden coins from the Viking Age. Crazy, right? DC 20: Ms. Thursday uses a magical club weapon called Porrklubba. She's somehow involved with the Norse gods. DC 25: Ms Thursday is Astrid Torsten, a foreign student from Norway who came to Freedom City to train at Claremont Academy. So as long as Ms. Thursday is holding Porrklubba she has the power to fly, teleport, and even manipulate the weather. She's the illegitimate daughter of the Norse god Thor. Knowledge [Arcane Lore] DC 15: Ms. Thursday's weapon Porrklubba is covered in ancient Nordic runes that symbolize lightning, thunder and storms. DC 20: Ms. Thursday is an Asgardian. Her weapon Porrklubba was crafted by the same smiths who made Mjolnir. Only Ms. Thursday can held it. DC 25: Ms. Thursday is the bastard daughter of Thor, the Norse god of thunder. Despite being a demigoddess her reputation amoung the Norse pantheon is strained.
  4. Artificer Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: +2 Attack/-2 Effect In Brief: Atlantean exchange student, come to learn about Surfacer magic and mechanics, and if they’re compatible with Atlantean techno-magic. Identity: Secret Alternate Identity: Heroditus Fabricus Stylianos Birthplace: Atlantis Legal Status: Atlantean citizen (minor) with no criminal record Base of Operations: Claremont Academy Residence: Claremont Academy Dorms Occupation: High School Student (Sophomore) Affiliations: Atlantis, Claremont Academy Family: Xyles (father), Yrdoste (mother), Theodora (twin sister) Age: 16 (Date of Birth: September 1st, 2003) Gender: Male Species: Human Offshoot (Atlantean) Height: 6 ft 4 in. (1.93m) Weight: 210 lbs. (95kg) Skin: Olive Hair: Black Eyes: Sea Green Tall, sleek, and reasonably attractive, with an Aquiline nose and strong jawline topped by sea green eyes. He keeps his black hair long, and is trying to grow in a beard; he is certain it shall be magnificent. HISTORY Thousands of years ago, the island continent of Atlantis was home to a civilization of Preserver-enhanced humans, advanced far beyond anything else on Earth. Atlantean “technology” was a strange combination of scientific principles, the alien science and technology of the Preservers, and their understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental forces. Much was destroyed or lost during the Sinking, as was the knowledge to make and maintain it (hindered by the fact it was all hand-crafted, never mass-produced), but several scraps remained. The Stylianos clan has long worked to recover and restore these lost artifacts, which has given them some sway in Atlantean culture; while none are part of the nobility, many serve as favored artisans or in the military. Heroditus and his twin sister Theodora are the latest in this long line of techno-mages, and received both practical education and formal training in mechano-mysticism since they were eight. Theodora had a surpassing talent for manipulating magical energy, and focused on sorcery and spellcasting -- unusual for the family, though not unheard of -- while Heroditus proved quite adept with the artifacts and devices that made Atlantis (and his family) so great. In an effort to expand his knowledge and skills, Heroditus applied to and was accepted at Claremont Academy. He hopes to learn about surface world technology and magic, to see if those techniques can be used in recreating lost Atlantean artifacts. He might also give the superhero thing a try -- e’s not eager to get into combat, but not averse to it either, and what better way to field test his creations?! PERSONALITY & MOTIVATION Heroditus is proud of his people and his family, and is eager to learn all he can and bring further honor to himself and his house. He misses the family workshops, but will learn to make do at Claremont. He’s strong minded, strong willed, and totally dedicated to his craft. He has some trouble understanding others who aren’t as dedicated to their pursuits, especially if those pursuits don’t involved magic or technology (ideally both). POWERS & TACTICS Like most Atlanteans, Heroditus can breathe water, not through gills but because the lining of his lungs was adapted (due to arcanogenetic modifications performed on his ancestors) to allow him to extract oxygen from water and to withstand considerable water pressure. He can also breathe air, although he’s most comfortable in an aquatic environment (and can dehydrate over time if not immersed in water). His eyes are sensitive to light and able to see in dim lighting in the ocean depths, although not in complete darkness. His muscle tissue is denser than human; though he’s built like a swimmer (who sidelines as a blacksmith), he can out-perform most (non-metahuman) weightlifters. Heroditus is able to generate magical energies, though only roughly; he can generate omnidirectional bursts of magical energies and create mystic shields around himself. He can also see magical energies, thanks to arcanogenetic modifications he received that added magic-sensitive photoreceptor cells to his retina. He can channel his mystic energies into an assortment of mechano-mystical devices -- effectively acting as a battery for them (or, rather, the Devices provide Alternate Powers for his Magic) -- to generate a variety of effects; he’s always tinkering with them, refining and adding new abilities. His current kit includes a gauntlet that can channel and refine his mystical energies for a variety of effects (directed blasts, blinding lights, complex illusions, telekinesis, and transmutation), and goggles that enhance his vision and hearing. Atlantean technology, based on a mix of alien technology & magic and having been adapted to work in icy salt water, is vastly different from surface world technology. It does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater), but instead is powered by magical crystals drawing upon various elemental energies, recharged in orichalcum-lined sockets linked to ley-lines or by the wielder’s own innate mystical energies. Many Atlantean devices look similar to surface world tech -- an Atlantean blaster looks not that dissimilar to one made by the Foundry -- but a surface world engineer taking it apart and looking inside would be completely baffled at how it works. (Attempts to deal with them would require the researcher to roll the lower of Knowledge/Arcane Lore or Knowledge/Technology.) COMPLICATIONS Dehydration: If kept out of water for prolonged periods, Heroditus will weaken, first becoming fatigued, then exhausted, then unconscious. Exposure to intense heat or other desiccating effects can also cause this. Open Space Anxiety: Heroditus grew up in an environment that constantly pressed in on him, and not experiencing that gives him some anxiety. He sleeps in a pressurized water-filled tank, and when out and about wears a compression vest. Where Are The Crystals?: Modern electronics, or even simple combustion engines, are as weird and alien to Heroditus as Atlantean techno-magic is to surface worlder engineers. ----- ABILITIES: [4 + 2 + 4 + 6 + 6 + 2 = 24PP] Strength: 14 (+2); effective Lifting STR 24 Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) COMBAT: [6 + 8 = 14PP] Initiative: +1 Attack: +3, +9 w/ Blast Grapple: +7, +8 w/ Move Object Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3, -1 w/out Force Field ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage (Physical) Bolts of Magic Ranged (500 ft. max) DC 20 Toughness (Staged) Damage (Any Magic) Blinding Cone 35 ft. DC 17 Reflex Area (Cone) Effect DC 17 or 13 Reflex, then Fortitude Dazzle (Visual) Burst of Magic 35 ft. DC 17 Reflex Area (Burst) Effect DC 22 or 18 Toughness (Staged) Damage (Any Magic) Invoked Imaginings Perception DC 14 Will Disbelieve Mage Hand Ranged (500 ft. max) Grapple vs. +8 (Staged) Pinned/Bound DC 20 Toughness (Staged) Damage (Physical) SAVING THROWS: [2 + 2 + 3 = 7PP] Toughness: +7 (+2 Con, +5 Force Field), +2 w/out Force Field Fortitude: +4 (+2 Con, +2) Reflex: +3 (+1 Dex, +2) Will: +6 (+3 Wis, +3) SKILLS: [40R = 10PP] Concentration 4 (+7) Craft (Artistic) 7 (+10) Craft (Mechanical) 7 (+10) Craft (Structural) 7 (+10) Knowledge (Arcane Lore) 7 (+10) Knowledge (Technology) 7 (+10) Language 1 (Atlantean [native], English) FEATS: [7PP] Artificer Dodge Focus 3 Eidetic Memory Environmental Adaptation (Aquatic) Ritualist POWERS: [5 + 4 + 5 + 3 + 16 + 4 + 4 + 2 = 43PP] Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP] Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5} Device 1 (“Elemental Gauntlet,” 5 points; Flaw: Hard to Lose) [4PP] Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [16 points]) {5} AP: Blast 5 (“bolt of arcane energy”; PFs: Accurate 3, Variable Descriptor 2 [any elemental/magical]) {15/16} AP: Dazzle Visual 7 (“blinding cone”; Extra: Area [General, Cone, 35 ft.]; Flaw: Range [Touch]) {14/16} AP: Illusion 4 (“invoked imaginings”; auditory, olfactory, and visual) {16/16} AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Precise) {16/16} AP: Transform 1 (“transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; PFs: Progression [Mass] 3 [10 lbs.], Precise) {10/16} Force Field 5 (“arcane shields”) [5PP] Immunity 3 (cold, drowning, pressure) [3pp] Magic 8 (16 points) [16PP] BE: Damage 7 (“burst of magical power”; Extra: Area [General, Burst, 35-ft. radius]; PFs: Variable Descriptor 2 [any elemental/magical]) {16/16} Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP] Swimming 2 (5 MPH) [2PP] DRAWBACKS: None TOTALS: Abilities (24) + Combat (14) + Saving Throws (7) + Skills (10) + Feats (7) + Powers (43) - Drawbacks (0) = 105/105 Power Points ----- Heroditus Fabricus Stylianos Stylianos = “pillar” Sophomore 2019-20 Junior 2020-21 Senior 2021-22
  5. Horrorshow Power Level: 10 (238/250PP) Unspent Power Points: 12PP Trade-Offs: None In Brief: Clayface, AS A HERO! Or Kamala Khan, as a Ukrainian-American boy. Identity: Secret Alternate Identity: Davyd “Dayv” Ocheret Palahniuk (pau-lah-nik) Birthplace: Freedom City, USA Legal Status: American citizen (minor) with no criminal record Base of Operations: Claremont Academy Residence: Claremont Academy Dorms, or his parent’s apartment (in Riverside) Occupation: High School Student Affiliations: Claremont Academy Family: Father (Vyacheslav), mother (Kateryna), grandmother (mother's mother, Oksana, aka babusya Ana), uncle (father's brother, Aleksandr, aka Uncle Sasha), all in Freedom City. Father's parents, did Yuriy & bahb Larysa, live in Ukraine. Age: 19 (Date of Birth: July 26th, 2002) Gender: Male Species: Human Mutate Height: 5 ft 9 in. (1.75m) Weight: 225 lbs. (102kg) Skin: Caucasian (variable) Hair: Dark Blonde/Light Brown (variable) Eyes: Gray (variable) When not actively using his metamorphic powers, Davyd appears as an unassuming young Eastern European/Russian male, with short dark blonde/light brown hair and gray eyes, usually in fairly simple but sturdy clothing. Thanks to his powers, he can look like anyone (or anything), though he has little experience in mimicry or infiltration. In combat, and if out of the public eyes -- that is, in someplace where he can terrify criminals without worrying about scaring civilians -- he adopts a more terrifying "War Form," which is about a foot taller, covered in sleek dark green insectoid carapace, with a lashing alligator tail, raptor’s claws on the hands and feet, and piranha fangs. When he alters his form, he can have the shift go smoothly (like Martian Manhunter in Justice League/Justice League Unlimited and or Miss Martian in Young Justice, or Mystique in the various X-Men cartoons and films), or do it in a more disturbing manner, with shredding flesh and audibly popping bones (like the Things in John Carpenter’s The Thing and the 2011 prequel). HISTORY Davyd Palahniuk had a fairly uneventful early life, the son of immigrants who had been moved to the States from the Ukraine in 1986, shortly after the Chernobyl disaster. Clever and imaginative but painfully shy, and able to effortlessly blend into crowds (actually an early subtle manifestation of his mutant powers), he preferred the company of books and movies -- especially horror and science fiction -- to that of other people. He had an unassuming time in school, with plans to become a secluded hermit of a writer, until he enrolled in Franklin D. Roosevelt High School’s theatre arts class (mainly because the girl he had a crush on was in there), which helped him come out of his shell and learn to appreciate being around people. He still preferred working behind the scenes, though, and his love of weird things translated into a knack with makeup effects and costume work. He had plans to study makeup effects, but couldn’t decide between Freedom City University (where some of his friends had already gone or were planning to go) or the Freedom School for the Arts (which offered a more intense program). One night, while on FCU campus, he heard screams coming from one of the biomedical engineering labs. He was on campus visiting friends and attending a late night monster movie marathon, and, still pumped from having seen normal human campers fighting off machete-wielding maniacs and oozing blob-monsters, Davyd rushed into the building, towards the screams. He found Fear-Master, terrorizing a group of grad students who had been working late on a project. His sudden appearance provided a distraction for the students, who tried to run, but Fear-Master recovered and leaped upon them. Frantic to get away, some of the students started hurling beakers and flasks at the fearmonger, but he managed to deflect most of them, and many instead hit Davyd. Through the cuts and scrapes caused by the shattering glassware (and one near-miss from a knife Fear-Master had hurled), over a dozen different serums -- experiments with stem cells and extracellular matrices, human and animal, intended to fix bone, regrow skin, and repair muscle -- entered his bloodstream, and rapidly spread to every cell in his body. Davyd’s body began to melt, and swell, distending into an amorphous horror that scared the students more than Fear-Master had, and captured the crazed musician’s perverse fascination, who wondered if he’d be able to get this new monster to work with him. But Davyd’s mind was still intact, so he picked up Fear-Master and slammed him about like a ragdoll. He then slithered out after the fleeing students, calling out to them that he was okay, that he meant them no harm, that he was a good guy -- but in his panic (and rearranging brain matter) he’d switched from English to Russian. "Ya khorosho" ("I'm good") sounds very much like "yeah, horrorshow" in English, and that’s the name the campus security used when the students reached them. After things were sorted out (and they realized Fear-Master had bolted), researchers were able to stabilize Davyd and give him some control over his form. Remembering the lessons from his parents who grew up in Soviet-dominated Ukraine -- the interdependence of humanity, and how those who possess much have a responsibility to give to those without -- he realized he could do much to help people, especially against the real monsters that plagued the world. Monsters like Fear-Master, who is still very interested in forcing Horrorshow to work with (or for) him, and SHADOW, who would very much like to study him and replicate his powers for their agents. Headmistress Summers soon approached Davyd, and offered him a place at Claremont Academy. PERSONALITY & MOTIVATION Davyd Palahniuk loves being a superhero, almost as much as he loves having superhuman powers. He rarely angsts over whether or not there’s more he could be doing, as he knows there are many other heroes out there who are also fighting the good fight. It does upset him that so many people who become gifted with powers seem to turn to villainy, showing the same selfishness that ruined his parent’s home country and caused it to be seen as so corrupt for so long. But he just keeps trying to do the best he can, stopping what criminals he can catch, saving whatever innocent he can reach, and (if able) taking time to entertain children with his powers. Since his powers make him so adaptable, he’s willing to take on any challenge, no matter how dangerous, if it means he can be of some help. Since gaining his powers and stopping a few criminals, his self-esteem has received a considerable boost. While still not interested in taking the spotlight, or sticking around afterwards to take credit or be interviewed, his confidence has grown. He’s also become an advocate for those bullied or oppressed for the way they look or for other body issues, including the transgender community. His experiences with them, as well as in taking on so many other forms, male and female, has also caused him to begin examining and questioning his own sexuality and gender identity. He has no particular romantic interests at the moment, though, focusing on his heroic work… and his school work. POWERS & TACTICS Were it not for the accident, Horrorshow’s mutant powers -- caused by his parent’s exposure to radiation from the Chernobyl disaster -- would have fully manifested in a year or two, and he’d be able to assume the appearance of any humanoid form, though not quite down to the genetic level. The accident supercharged these abilities, giving him almost total control over his shape and substance. He can’t assume energy or gaseous forms, or any form that involves moving parts or chemical reactions (he could become something that looked like a motorcycle, but it would have no moving parts), and he cannot greatly alter his density or opacity, but beyond that his form is limited largely by his imagination and personal preferences. He prefers sticking with purely organic forms, mixing and matching parts from anything in the animal kingdom, and forms inspired by all manner of horror movies and sci-fi television shows he’s seen. The one major drawback to his powers is that sometimes his body is too adaptable: effects that transform or otherwise involuntarily change his body are especially effective against him. He'd like to learn more subtler tricks like pheromones, adrenal alterations, or toxin secretions, but he's not (yet) knowledgeable enough to do that, which he intends to fix by enrolling in some biology and zoology courses. In combat, Horrorshow prefers to open with something spectacular, following his initial attack with an intimidating pose to terrify criminals into submission. (Or even opening with a Fearsome Presence or Startle, if able to catch them off-guard.) If straightforward attacks don’t cut it, he’ll go for more subtle tactics, trying to keep foes off-balance until he can work out a weakness. He's started taking some self-defense courses, and is working on adapting their lessons to create his own personal style of shapeshifter combat, which looks something like a cross between Aikido and professional wrestling. His powers are very similar to those of a Grue metamorph, something that the ArcheTech scientists noticed when they were called in to help stabilize him. In fact, they found that part of Davyd’s genetic structure has had Grue genetic material grated to it, though this has not yet been shared with him. They theorize that at least one of the researchers at that FCU laboratory had gotten hold of some Grue biological material (perhaps taken from Roswell) for use in their regeneration experiments, which may be why Dayv got powers instead of a messy death. CAMPAIGN USE/ROLE Horrorshow is an all-purpose shapechanger, a solid jack-of-all-trade "backup" character able to fill most roles but nowhere near as good as a dedicated character. He can be a Brick, a Martial Artist, a Speedster, an infiltrator, a 'face,' and more, but he's there to support, not overshadow. (He could hypothetically be an ersatz Mentalist, with behavior-altering pheromones or touch-range Mental powers -- meshing his nervous system with another's -- but he’s avoiding the latter out of fear of damage to his own mind and also because it’s gross.) He still prefers to work off-stage rather than center stage, so is more than willing to let others take the limelight (as long as his contributions don’t go unacknowledged -- he does have some pride). How the FCU researcher got their hands on Grue biological samples -- and if there are more such samples in other laboratories -- could be an interesting mystery (and source for more superhumans!). COMPLICATIONS Bad Powers, Good People / Lovecraftian Superpower: Davyd has a good and kind heart, and would never dream of harming anyone who didn’t thoroughly deserve it. He loves using his powers to entertain and thrill people as much as he does using them to spook criminals. But given what Freedom City had gone through with shapeshifters -- both from the Grue and things like ArchEvil -- some people may react in an extremely negative way to him when they see him using his abilities. The GM may give him a Hero Point if someone reacts negatively upon witnessing his transformation, such as fleeing from him, trying to drive him off, and/or attacking him. Enemy (Fear-Master): Melvin Blume still hasn't forgotten the boy who spurned him. He feels Horrorshow would be a perfect accomplice, or, failing that, an unwitting pawn. The GM can give him a Hero Point in exchange for Fear-Master or his minions attacking or otherwise disrupting him at the worst possible times. Involuntary Shapeshifting: While Davyd is capable of transforming in a controlled fashion, and usually turns into what he intends to, his powers also occasionally activate without his conscious input. If talking or hanging out with someone for an extended period, his appearance may subtly shift to become more like theirs. If interacting with someone he really likes, his body may shift to become more like what he believes they would find most attractive. When his attention wanders, one eye might start roaming around his head. When hungry, one of his limbs may sprout a serpentine head and stretch out looking for something to eat. A concentration skill check can usually get these mainfestations under control, once he’s made aware of them, though not always right away. The GM can give him a Hero Point if his involuntary shifting causes a severe breach of etiquette or otherwise makes others uncomfortable, which could result in a penalty to (or automatically failing) certain interaction skill checks. Obligations (Family): If Davyd’s family calls for his help, he'll drop everything and run to their aid. The GM can give him a Hero Point in exchange for having them request his aid at the worst possible times. Secret (Identity): Davyd has a loving local family, and any adversaries who learned about his double life could threaten or harm them. ----------------------- ABILITIES: 4 + 8 + 8 + 2 + 8 + 8 = 38PP Strength: 26/20/14 (+8/+5/+2); Lifting STR 41 as "Chitinous Horror" Dexterity: 18 (+4) Constitution: 26/18 (+8/+4) Intelligence: 12 (+1) Wisdom: 18 (+4) Charisma: 28/18 (+9/+4) COMBAT: 8 + 8 = 16PP Initiative: +3 Attack: +10 Melee, +4 Ranged (+4 Base, Attack Focus [Melee] +6) Grapple: +21 if "Chitinous" or "Amorphous", +15 if Morphed Defense: +10 (+4 Base, +6/+2 Dodge Focus), +2 Flat-Footed Knockback: -9 vs. Physical & -5 vs. Energy in “Chitinous Horror” form (-8 / -4 if flat-footed); -7 vs. Physical & -5 vs. Energy if Morphed or in "Amorphous Horror" form ( -6 / -4 if flat-footed) ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Unarmed, Chitinous Horror Touch DC 23 Toughness (Staged) Damage (Physical) Strikes (crit 18-20) Touch DC 25 Toughness (Staged) Damage (Physical) Mind Reading Touch DC 20 Will Mind Read SAVING THROWS: 0 + 0 + 0 = 0PP Toughness: +10 (+10/+6 Con; Impervious 10 vs. Physical in "Chitinous Horror" form) Fortitude: +10 (+10/+6 Con, +0) Reflex: +8 (+4 Dex, +0, +4 Enhanced Save) Will: +8 (+3 Wis, +0, +4 Enhanced Save) SKILLS: 156R = 39PP Acrobatics 11 (+15) SM Bluff 11 (+15, +20 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) SM [D,F,T] Concentration 11 (+15) 2nd Chance Diplomacy 11 (+15, +20 w/ Enhanced CHA) SM [Fascinate] Disguise 11 (+15, +20 w/ Enhanced CHA; +30 more w/ Morph, +10 more w/ Shapeshifting) Gather Information 11 (+15, +20 w/ Enhanced CHA) SM, Well-Informed Intimidate 11 (+15, +20 w/ Enhanced CHA) SM, Startle Knowledge (Current Events) 9 (+10) Knowledge (Life Science) 9 (+10) Knowledge (Popular Culture) 9 (+10) Language 3 (English, GalStandard, Russian, Ukrainian [native]) Notice 11 (+15) SM Perform (Acting) 5 (+9, +14 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) Sense Motive 11 (+15) SM Stealth 11 (+15) HiPS, SM Survival 11 (+15) FEATS: 33PP Accurate Attack All-Out Attack Ambidextrous Attack Focus (Melee) 6 Benefit (Danger News Network Access) Connected Defensive Attack Defensive Roll Dodge Focus 2 Hide in Plain Sight Improved Grab Improved Grapple Improved Pin Improved Throw Interpose Jack-of-All-Trades Move-By Action Power Attack Second Chance (Concentration) Set-Up Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Gather Information, Intimidate, Notice, Sense Motive, Stealth) Startle Teamwork 3 Well-Informed Enhanced Feats Challenge (Bluff/Taunt as a Move action) (from "Shapechanger") Distract (Bluff) (from "Shapechanger") Dodge Focus 4 (to 6 total) (from "Fluid Fighter") Fascinate 2 (Bluff, Diplomacy) (from "Shapechanger") Taunt (from "Shapechanger") Uncanny dodge (Mental) (fro "Psychic Peril Perception") POWERS: 2 + 10 + 8 + 4 + 8 + 6 + 2 + 9 + 12 + 2 + 28 + 2 + 20 + 2 = 115PP (Descriptors: Alien [Grue], Genetic/Mutant, Shapeshifting) Comprehend 1 (languages [speak any one at a time]) [2PP] Enhanced Charisma 10 ("Grue-some Presence"; to 28/+9) [10PP] Enhanced Constitution 8 ("Grue-some resilience"; to 30/+10) [8PP] Enhanced Feats 4 ("fluid fighter"; Dodge Focus 4) [4PP] Enhanced Saves 8 (“Grue-some Resilience”; Reflex +4, Will +4) [8PP] Enhanced Strength 6 ("Grue-some strrngth"; to 18/+4) [6PP] Features 2 (Audiovisual Recording Implant [cybernetic], Internal Compartment [light load at Str 20 = 133 lbs.]) [2PP] Grue-some Awareness 4 (8 points; PF: Alternate Power) [9PP] BE: Comprehend 4 (animals 2, languages 2 [to languages 3: speak all at once, understand all]) {8/8} AP: Mind Reading 10 (Extra: Sensory Link; Flaws: Range 2 [Touch]; PFs: Insidious, Subtle) {7/8} Immunity 12 ("adaptive physiology"; Critical Hits, Life Support, Starvation & Thirst) [12PP] Impervious Toughness 4 ("Grue-some Resilience"; Flaw: Limited [Only vs. Physical]) [2PP] Metamorph 13 (26 points; PFs: Alternate Power 2) [28PP] BE: Enhanced Feats 5 (Challenge [Bluff/Taunt as a Move Action], Distract [Bluff], Fascinate [Bluff], Fascinate [Diplomacy], Taunt) {5} + Feature 1 (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {5+1+20=26/26} (“Shapechanger”) AP: Enhanced Strength 6 (to 24/+7) {6} + Impervious Toughness 4 (Flaw: Limited [Only vs. Physical]) {2} + Leaping 1 (x2; running long jump 36 ft., standing long jump 18 ft., high/vertical jump 9 ft.) {1} + Speed 2 (25 mph/250 feet per round) {2} + Strike 2 (claws & fangs & tail; PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {6} + Super-STR 3 (+15; effective STR 39) {6} {6+2+1+2+6+6=23/26} (“Chitinous Horror form”) AP: Additional Limbs 3 (+5 limbs) {3} + Elongation 3 (25 feet) {3} + Insubstantial 1 (liquid) {5} + Strike 5 (lashing tentacles; PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {9} + Super-Movement 2 (slithering, wall-crawling) {4} + Super-Senses 2 (radius for all vision) {2} {3+3+5+9+4+2=26/26} (“Amorphous Horror form”) Regeneration 1 (reassembly; Disabled 1 [5 hours]; PF: Regrowth) [2PP] Shapeshift 2 (Free action, Continuous duration, physical traits, 10 points; Extras: Action [Free]. Duration [Continuous]) [20PP] Default Configuration Leaping 2 (total Leaping 3 in Chitinous Horror form) [2] Speed 3 (total Speed 5 in Chitinous Horror form) [3] Super-Movement 1 (wall-crawling 1; total Wall-Crawling 2 in Amorphous Horror form) [2] Super-Senses 3 (low-light vision, scent, ultra-hearing) [3] Super-Senses 2 (“psychic peril perception”; danger sense [mental], uncanny dodge [mental]) [2PP] DRAWBACKS: -3PP Vulnerability (Effects from Transforms and other attacks that involuntarily change his shape or form; Frequency: Uncommon; Intensity: Major [x2]) [3PP] TOTALS Abilities (38) + Combat (16) + Saving Throws (0) + Skills (39) + Feats (33) + Powers (115) - Drawbacks (3) = 238/250 Power Points Miscellaneous Notes The name of DC’s first Clayface, Basil Karlo, is a reference to actors Philip St. John Basil Rathbone and Boris Karloff (who was born William Henry Pratt). Horrorshow’s real name, Davyd Ocheret Palahniuk, references David Cronenberg, Lon Chaney Sr. and Jr. (“Chaney” derives from a word meaning “reed,” so does “Ocheret”), and Jack Palance (born Volodymyr Palahniuk). It also works out to be a reference to Chuck Palahniuk, author of Fight Club. Combat By Form When using Chitinous Horror Form: Attack +10 melee, +4 ranged Strikes +10 (crit 18-20) Grapple +21 Defense +10 (+2 flat-footed) Knockback -9 vs. physical, -5 vs. energy; -8 / -4 flat-footed Toughness +10 (+8 flat-footed; Imp 8 vs. Physical) Fort +8, Ref +8, Will +8 Lifting STR 41 (light load 2,448 lbs. [1.224 tons], medium load 4,896 lbs. [2.448 tons], heavy load 7,360 lbs. [3.68 tons], maximum load 14,720 lbs. [7.36 tons], push/drag 36,800 lbs. [18.4 tons]) [PL 10 offense, PL 10 defense] When using Amorphous Horror Form: Attack +10 melee, +4 ranged Strikes +10 Grapple +21 Defense +10 (+2 flat-footed) Knockback -7 vs. physical, -5 vs. energy; -6 / -4 flat-footed Toughness +10 (+8 flat-footed; Imp 4 vs. Physical) Fort +8, Ref +8, Will +8 Lifting STR 20 (light load 133 lbs., medium load 266 lbs., heavy load 400 lbs., maximum load 800 lbs., push/drag 1 ton) [PL 10 offense, PL 10 defense] When Morphed: Attack +10 melee, +4 ranged Grapple +15 Unarmed Strike +5 Defense +10 (+2 flat-footed) Knockback -7 vs. physical, -5 vs. energy; -6 / -4 flat-footed Toughness +10 (+8 flat-footed; Imp 4 vs. Physical) Fort +8, Ref +8, Will +8 Lifting STR 20 (light load 133 lbs., medium load 266 lbs., heavy load 400 lbs., maximum load 800 lbs., push/drag 1 ton) [PL 7.5 offense, PL 10 defense] When Powerless: Attack +10 melee, +4 ranged Grapple +12 Unarmed Strike +2 Defense +6 (+2 flat-footed) Knockback -3, -2 flat-footed Toughness +6 (+4 flat-footed) Fort +4, Ref +4, Will +4 Lifting STR 14 (light load 58 lbs., medium load 116 lbs., heavy load 175 lbs., maximum load 350 lbs., push/drag 875 lbs.). [PL 6 offense, PL 6 defense]
  6. Just putting this here for any feedback people would like to offer me. I'm far from finished and I consider nothing to be set in stone at this time. Additionally, I have a really thick skin, so please don't hesitate with your criticisms. ^.^ Kuroko Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None") In Brief: Grace does not equal weakness. Unarmed does not equal defenceless. Unpowered does not equal helpless. Catchphrase: N/A Theme: Alternate Identity: ??? (Public) or (Secret) Birthplace: TBD Residence: Claremont Dorms Base of Operations: Claremont Academy Occupation: Claremont Student Affiliations: None yet. Family: TBD Description: Age: "116" (DoB: 1992 - ten calendar years as a fox before gaining sentience, ergo this age combined "fox years" and human ones) Apparent Age: 16 Gender: Female Ethnicity: Japanese Height: TBD Weight: TBD Eyes: limpid jasper with slit pupils Hair: obsidian Kuroko tends to dress in "traditional clothing" when she's not wearing a uniform, such as the outfit pictured above. When acting as a hero, she wears the Claremont Academy hero uniform with a white fox mask over her face. She keeps the mask handy in case she needs to perform an impromptu heroic deed when she's out and about. History: Sixteen years ago, an American zookeeper was shocked to discover an infant girl in the enclosure of foxes they had visiting from Japan, while the famously rare naturally black Japanese fox named Kuroko that was the centrepiece of the exhibit was missing. The child displayed an uncanny intellect and behaved as if she were actually communicating with the foxes, who were in turn protective of her to the point of being aggressive to the zookeepers. At a complete loss for what else to do, the child was passed along to the government, where a local street level hero named TBD came looking for her, having heard about it from gossiping customers that were disappointed with the exhibit being cancelled. At his prompting, the infant revealed an ability to turn back into the missing fox, proving her identity. Kuroko eventually wound up officially adopted by TBD, who took her in and served as her only parent for her new human life. He taught her everything he knew about martial arts and ethics, the latter being rather difficult for Kuroko's non-human mind, though she eventually got the hang of it. Already getting on in years back then, TBD is fully retired now, so to further Kuroko's education and heroic training they moved to Freedom City and enrolled her in the Claremont Academy. Personality & Motivation: Kuroko is a gentle and quiet person, very respectful and studious and apparently rather boring and passive. Beneath this delicate silken facade, however, resides a heart of steel. The contrast is no deception; Kuroko genuinely values peace and courtesy, but won't hesitate to follow the example of the man she calls her grandfather and put a miscreant suddenly and painfully in his place. She considers grandstanding to be boorish at best, and prefers to simply do the right thing - that which would make the old man proud of her - and slip away silently before anyone knows that she's been there at all. Powers & Tactics: Kuroko relies entirely on her aiki-jujutsu, a pragmatic martial art designed for fighting armed, armoured, and potentially bigger and stronger opponents while unarmed and potentially unarmoured. The manoeuvres are subtle, frequently using the opponent's own strength against them and unlike the sports equivalent aikido, the style includes a number of painful strikes, twists, and locks designed to bring an end to the fighting as expediently as possible, up to and including techniques that are prone to making onlookers cringe in sympathy for the target. She uses this skill only when diplomatic or clever means to resolve the issue have failed. Power Descriptions: The only power Kuroko displays is an ability to transform from a human shape to that of a black-furred fox and back again. The transformation is accompanied by a concealing white light and a swirl of cherry blossoms.
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