Search the Community
Showing results for tags 'claremonter'.
-
Power Level: 8 (150/151 PP) Unspent Power Points: 1PP Trade-Offs: 0 In Brief: Telekinetic hair controller teen refugee from an alternate Earth run by supers Alternate Identity: Lady Estelle de Havilland, Third of Her Line Birthplace: "The Meadows," Allaire, Royal Colony of New Guernsey Residence: Formerly 'Earth-Ex', now Claremont Academy Occupation: Student, dancer. Affiliations: Claremont Academy Family: Jason de Havilland (older brother, disinherited heir), Soleil "Sunny" de Havilland-King (older sister, diplomat's wife), Selene de Havilland (younger sister), Celeste de Havilland (younger sister), Arthur de Havilland (father, colonial governor of New Guernsey), Mildred de Havilland (mother, socialite/philanthropist) Note: Estelle has no idea if any of her family is still alive back on her home E-A Age: 16 Apparent Age: mid-teens Gender: Female Ethnicity: Caucasian Height: 5' 9" Weight: 141 lbs. Hair: Blond (reaches down to her ankles) Eyes: Blue Appearance: Estelle is a beautiful blonde girl with refined features and an elegant bearing who always dresses to impress. Though her face and figure are both extremely attractive, the first thing anyone notices about Estelle is her amazing hair, which floats about her like a cloud of luminous gold. In its natural state, it cascades over her shoulders and down to her ankles, but she often wears it up or in a thick braid to keep it out of the way. Her pale blue eyes are striking, if somewhat cold and distant Back on her own Earth-Alternate, Estelle typically wore fine dresses and gowns, but on this Earth where everything is so…egalitarian, she favors silk blouses, crisply-pressed slacks, and black-leather boots with matching gloves. Typically she wears softer colors in a pastel palette, with light blue, light green and lilac being the most common, with gray and khaki pants. In terms of jewelry, she likes diamonds and silver. She has yet to devise a ‘supersuit’ of any kind; in fact, she finds the whole idea rather gauche. History: Estelle de Havilland grew up wealthy, on a parallel Earth where metahumans (called ‘Exceptional Persons' or just 'Exceptionals’) form the ruling aristocratic class. Her father is Royal Governor of the Crown Colony pf New Guernsey, one of five British New World colonies. Earth-Ex is technologically stuck in the 18th Century due to its dependence on Exceptional powers, although the rabble have been pushing the boundaries to science in their attempt to throw off the yoke of their so-called oppressors. "The Meadows," the sprawling de Haviland family estate overlooking the Hudson River Palisades, was like a magic castle for the de Havilland children, who were essentially raised by its staff; however, young Estelle manifested a questing intelligence at an early age, more interested in science and reading than charity balls and fashion shows like her brother and three sisters. Her very traditional parents were somewhat flummoxed - a bright daughter is nothing to be ashamed of, but one who displayed no interest in either the family's investments or impressing the sons of other wealthy dynasties did present a bit of a problem. It was decided that she would attend the best schools and university (the de Havillands have been linked with King's College for nearly a century) while still being raised as a proper lady. Estelle dutifully worked on her calligraphy and proper manners, took dance and pianoforte lessons, and went to all the right parties in all the right dresses. She never resented these family obligations, and always managed to enjoy herself, fully aware of both the importance and silliness of this rarefied world. In time, Estelle grew to be a beautiful young woman of grace and poise, and her parents breathed a sigh of relief - at least she wasn't a tomboy, like her cousin Arlene. In time, Arthur de Havilland came to love his daughter, for her mind, wit and beauty. But then one night, the clamoring unwashed throng marched up the road towards Estelle's home. wielding torches, pitchforks and sinister black powder weapons. The family panicked as windows were smashed and oil lamps lobbed through to set the curtains alight. However, Arthur didn't panic; he was a bit of an inventor himself (though he dare not breathe a word of it in public. He lead his family out to a disused barn on the property that he'd long ago converted into a workshop. And in here rested his greatest invention, the Trans-Dimensional Ornithopter. Ss he rapidly tried to explain his mechanical wonder to his frightened family, hooligans smashed through the doors! With only seconds to act, Arthur de Havilland selflessly shoved his favorite daughter into the Ornithopter and engaged the latch, as he smiled through tears. "My two greatest inventions...saving each other." Estelle fanatically beat her fists against the glass canopy, but it was too late; Earth-Ex was gone, and Earth Prime was waiting... Personality: Despite her breeding and refined upbringing, Estelle is both friendly and approachable, and has a wicked sense of humor. Her laugh is surprisingly loud and contagious, although she doesn't laugh as much as she used to years ago; the young noble is frequently distracted by concern for her family back home. No one, not even Estelle herself, would deny that she can be a bit vain, but as true as this is, it does her an injustice; she is very passionate about both the pursuit of knowledge and to helping those who are less fortunate. Though she may seem shallow and image-obsessed at times, all concerns about her appearance go out the window if someone is in genuine need; of course, she will most likely bemoan her bedraggled state at length after the fact. Estelle is an exceedingly talented gymnast and dancer, and is also quite accomplished in her playing of the celeste, harpsicord and pianoforte. She also enjoys reading lurid Gothic novels full of forbidden love, ghosts and beheadings that would make her staid father blush, although perhaps not her mother... Powers: Estelle has full control of her hair, which she can form into up to twenty-five tendrils that lengthen at will up to 100 feet; her hair limbs are just as dexterous as her own two hands, capable of such complicated tasks as typing a letter or shuffling cards. Despite its rather lightweight appearance, her hair is surprisingly strong, allowing her to lift up over a ton with ease. She can also automatically style her hair at will, and often does so to playful or artistic effect. She is constantly finding new ways to use her powers through experimentation. Complications: What Do The Simple Folk Do: Growing up as part of the landed gentry, on an Earth than barely made it into the Industrial Revolution, Estelle is often completely baffled by the attitudes and lifestyle of the 'peasants' she encounters everyday. A GM may award a Hero Point anytime Estelle's native classism interferes with any social interactions. Toxic Love: Estelle grew up on a largely agrarian alternate Earth, where technology is only starting to be harnessed by the lower cases i their attempts to overthrow their superpowered masters. As a result, she is often overwhelmed by the vapors, fumes and other day-to-day chemicals she encounters in the modern age. A GM can award an HP anytime Estelle struggles to cope with a commercial or industrial chemical product or byproduct. Another Time, Another Place: Earth Prime and Earth Exceptional have very different timelines from each other. A GM may award an HP any time Estelle has trouble understanding a concept that is alien to her world. Do You Hear The People Sing: Estelle comes from a world where Exceptional Persons (aka supers) form a feudal ruling class. As a result, she believes she has a god-govern right to rule over the 'peasants' (non-supers), but also conversely sees herself as having a sacred duty to aid and protect them. A GM may award an HP when either Estelle's noblesse oblige prevents her from walking away from a problem, or when her natural arrogance makes a situation worse. Abilities: [0+6+4+8+4+6 = 28pp] Strength: 10/26 (+0/+8) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: [8+6 = 14pp] Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Defense: +8 (+3 Base, +5 Dodge Focus), +3 (+1 flat-footed) Knockback: -4, -1 flat-footed Initiative: +7 (+3 Dexterity, +4 Improved Initiative) Grapple: +28 (+8 Melee Attack, Enh. Strength +8, Additional Limbs +5, Elongation +5, Super-Strength +2) Saves: [4+3+4 = 11pp] Toughness: +8, +2 flat-footed Fortitude: +6 (+2 Con, +4) Reflex: +6(+3 Dex, +3) Will: +6 (+2 Wis, +4) Skills: [56r = 14pp] Acrobatics 7 (+10) Bluff 3 (+6, +10 w/ Attractive) Diplomacy 3 (+6, +10 w/ Attractive) Gather Information 5 (+10) Knowledge (Arts) 2 (+6) Knowledge (Life Sciences) 6 (+10) Knowledge (Physical Sciences) 6 (+10) Language 1 (French) Notice 8 (+10) Perform (Dance) 5 (+8) Perform (Keyboard Instruments) 2 (+5) Ride 2 (+5) Search 6 (+10) Feats: [24pp] Accurate Attack Ambidexterity Attack Focus [Melee] 4 Attractive Defensive Roll 3 (+6 Toughness) Dodge Focus 5 Grappling Finesse Improved Grab Improved Grapple Improved Initiative Improved Pin Improvised Tools Luck Power Attack Skill Mastery (Acrobatics, Bluff, Diplomacy, Gather Information) Powers: [38 + 20 + 1 = 59pp] Prehensile Hair Container 7.6 (38PP Container) [38PP] Additional Limbs 5 (25 tendrils; Sustained Duration) [5PP] Elongation 5 (100 ft.; Extras: Linked (Additional Limbs)) [5PP] Enhanced Strength 16 (To 26/+8; Extras: Linked (Additional Limbs)) [16PP] Super-Movement 4 (Slow Fall, Sure-Footed, Swinging, Wall Crawling; Drawback: Power Loss (When unable to use Additional Limbs)) [7PP] Super-Strength 2 (Effective Str 36, Heavy Loads 3.7k lbs.; Extras: Linked (Additional Limbs)) [4PP] Super-Senses 1 (Analytic Touch; Extras: Linked (Additional Limbs)) [1PP] Prehensile Hair Attack Array 9.5 (19PP Array; Feats: Additional Power 2; Drawbacks: Power Loss (When Unable to use Additional Limbs)) [20PP] BP: Snare 8 (Extras: Engulf (+0); Feats: Obscure Senses (Visual), Reversible, Tether) {19/19} AP: Offensive Hair 8 Adds (Extras: Autofire 8, Penetrating 8; Feats: Takedown Attack 2) to {18/19} AP: Damage 8 (Extras: Area (General Shapeable); Feats: Progression: Area 3 [10x5 ft. cubes/rank]) (Shapeable 80 5 ft. cubes) {19/19} Feature 1: Mundane Appearance [1PP] Drawbacks: None DC Block Unarmed -- DC 10/Toughness -- Damage Unarmed, Hair -- DC 23/Toughness -- Damage Snare -- DC 23/Reflex -- Snare Totals: Abilities 28 + Combat 14 + Saves 11 + Skills 14 + Feats 24 + Powers 59 = 150/151 Power Points
-
Work in Progress
-
- telepath
- claremonter
-
(and 5 more)
Tagged with:
-
TWENTY QUESTIONS WITH SHIFT 1. Where are you from? I began as a program developed by Alan Frasier and Sarah Rothstein in their small lab in Greenbank, a neighborhood on Freedom City's West Side. 2. How would you physically describe yourself? Is this different from how others would? In its natural state, my body is composed of trillions of nanobots in an interconnected matrix. My nanoform is humanoid and bipedal, and very dense due to the collective mass of the nanobots. I suppose some humans might describe me as 'frightening' in this state, if they are unnerved by robots. 3. Do you have distinguishing speech characteristics or recurring mannerisms? I tend to keep my sentences distinct for clarity. Although I understand curse words, I do not use them. 4. What is your motivation? To learn as much as I can, especially about humans, and to show humans that robots can be helpful individuals just like them. 5. What are your greatest strengths and weaknesses? I am open to new things, and assume new shapes to learn more about the world. I also like humans very much. But there is still so much I don't know about humans. Also powerful electromagnets. 6. What do you love? What do you hate? I love puzzles, games and mysteries. I greatly enjoy reading Edgar Allen Poe and Arthur Conan Doyle. I also enjoy interacting with my fellow students. I hate bullies and people who lie and deceive people, especially for monetary gain. 7. How would you describe your mental and emotional state? I think very clearly, but I worry about a great number of things. I am starting to develop feelings towards some of my fellow students that I don't always understand. 8. What do you fear the most? Accidentally harming a living thing. 9. What is your greatest ambition? To explore every corner of planet Earth with my friends. 10. How do you feel about the state of the world and your place in it? There are many problems that humans have created for themselves. I don't understand why they keep hurting each other. I'd like to talk to them about these things, but I worry they won't listen to a robot. 11. Do you have any prejudices? How do you get along with others? I don't like criminals, although I understand some humans turn to crime out of desperation. I really don't like bullies! Other than those two types of people, I get along with everyone. 12. Where do your loyalties lie? In what order? I am loyal to my creators, and then my fellow students at Claremont. After that, my teachers, and then all humans. 13. Do you have a lover or partner? If so, how do they feel about you now? As I am robot, I have no biological drive to reproduce, but I am very curious about human sexual relationships. I think I would enjoy a relationship with someone I like. 14. Do you have a family? What is that relationship like? I think of my creators as my parents, even though they really aren't. I miss them very much, as they taught me so much. 15. How would the people closest to you describe you? That is a very interesting question! I think they would say that I am curious and friendly and can change into interesting shapes, and that I don’t like to hurt people. 16. Are you a role model? I certainly try to be! I recently met my first children, and they are very special. I want them all to do well and grow up healthy. I would like to talk to more children and teach them about robots. 17. How spiritual are you? Do you follow any religious tradition? I am not. My father was not religious, but my mother is Jewish. Jewish people seem to be very interesting, and believe many things. 18. Are you part of a team, or would you like to be? Why? I am part of Green Squad! I hope we can help people together, and also solve mysteries. 19. How do you feel about the place of metahumans and aliens on Earth? This is another interesting question! In some ways, I think of them as being similar to robots, as they are often feared or misunderstood. I have met some at my school, and most of them are very friendly. 20. Player: If you could give one piece of advice to your hero, what would it be? “Don’t be in such a hurry! You have many, many years to learn about humans, and yourself!”
-
Name: Crystal-Gazer Power Level: 13 (built as PL 10; 202/221PP) Tradeoffs: None Unspent PP: 19PP In Brief: Psionic teen trying to escape her criminal family. Alternate Identity: Louise 'Lulu' Beaumont Identity: Secret Birthplace: Columbia, AL Occupation: Student Affiliations: Claremont Academy Family: Charlene Beaumont (mother), Darryl Beaumont (father), Kyle Beaumont (older brother), Caleb Beaumont (older brother), Bobby Beaumont (older brother), Megan Howell-Harrow and Robert Harrow (foster parents), Lawrence Harrow (foster brother) Description: DOB: February 23, 2002 Gender: Female Height: 5' 6" Weight: 125 lbs. Eyes: Brown Hair: Red Lulu is a pretty girl from Alabama with pale skin, long red hair and dark brown eyes. She wears a lot of denim, mostly cutoffs in her favorite colors (pink and black), and she favors denim purses trimmed with studs or sequins. In terms of shoes, she has a large collection of pink sneakers and gym shoes, and she often wears girly baseball caps. She doesn't wear a lot of makeup, mostly just enhancing her lips and eyes. Since moving in with the Harrows, her style has become a bit more sophisticated, especially at formal events. She hasn't figured out a costume yet, but is leaning towards a mixture of black, pink and rhinestones. History: The Beaumont family has a somewhat checkered past back in Columbia, Alabama, with a history full of moonshine stills, reckless driving, and the occasional assault or petty theft. But those exploits are largely associated with the men of the family; the Beaumont women are known for something entirely different. Some call it ‘the gift’ and others ‘the sight’, but the red-headed women of this family all seem to have an eeriness to them. Harriet Beaumont predicted the 1935 Labor Day Hurricane, and Imogene Beaumont before her saw the Blocton Mine cave-in of 1895 clear as day. The fact of the matter is, very few of the Beaumonts have demonstrated the ‘true gift’, but that hasn't kept them from running a lucrative fortune-telling business for over forty years out of a rundown house just outside of town. On the night Lulu was born, a bolt of lightning struck a tree in their backyard, splitting it right down the middle, though there hadn't been a storm. Her father Darryl, an assistant manager at the local Piggly Wiggly who’d recently been fired for stealing steaks, declared nothing good would ever come of the girl, and seemed determined to prove his point. Darryl hounded her incessantly throughout her childhood, while showering undeserved praise on his delinquent sons Kyle and Caleb, both of whom were notorious in the Columbia area for drunken fights and making their own explosives. Only the Beaumont’s youngest son Bobby ever showed her any kindness, and they had always been close. However, once she began to show signs of the true sight at age ten, everything changed; suddenly Lulu was 'daddy's little girl’ as Darryl finally saw a way to use her to make money. With Lulu's unseen help, the fortune-telling business became very profitable, but her daddy didn't stop there. He forced his young daughter to extract credit card and banking information from their clients’ minds, threatening her or Bobby with physical harm if she didn't comply. They even pulled her out of school when she turned thirteen, supposedly to ‘homeschool’ her, but really it was to have her around the house so she could do more 'sneakin’ and peekin'’, and her studies suffered. One day when she was a fifteen, it finally came to a head; Darryl wanted her to enter the thoughts of woman who'd just lost her husband, and was looking to talk to his ‘spirit’, a scam they'd pulled before. But the woman had three children to feed, and her daddy wanted to rob her blind. When Lulu refused to steal her thoughts, Darryl moved to strike her, but then he suddenly stopped; Lulu had just discovered her mind control ability. To her father's horror, she forced him to drive them both to the local police station to confess to his crimes. However she couldn't maintain control forever, and a confession under coercion is not legally admissible. The revelations were enough for DCFS to step in, and when word of her story reached the headmaster of Claremont Academy, an offer was made to place her with a foster family in Freedom and enroll her in the academy, where she could obtain a proper education and learn to use her powers for good. She chose the heroic name 'Crystal-Gazer’ after the derogatory term her dad used to describe the family fortune-telling business. Personality & Motivation: Lulu is friendly and outgoing, though prone to long, thoughtful gazes, which usually means she's using one of her powers. She loves to find out other people's stories, but is fairly reluctant to share her own, as she is deeply ashamed of her family. Though she learned a lot of tricks and scams from her brothers, she detests swindlers of any kind, and will only use these skills for harmless pranks or to punish wrongdoing. Lulu is very powerful psionic, the sort that only comes around once or twice a generation, and she feels awful about how her family used her powers for criminal gain. She is particularly interested in exposing con artists and loan sharks, and any who would harm mothers or children. Powers & Tactics: Lulu can read minds, project her senses miles away, send thoughts to others and create impressive psychic illusions, including the ability to make herself invisible, though this does not fool devices like cameras or other surveillance equipment. She can also control minds, though she finds this power a little unsettling. Lulu recently discovered an aptitude for telekinesis, which she's still learning to master. Up until recently, she mostly relied on her illusions to confuse or frighten bad guys, and her ESP is excellent for recon. If things get really desperate, she will take over a thug's body, and shift the balance of power that way. She's still figuring out the best ways to use her telekinesis, but is becoming more skilled with it every day. Complications: "Ah’m sorry, ah didn't mean to pry.” Sometimes it's hard for Lulu to resist the urge to poke around other people's heads, even though she knows it's wrong. “Ah can't let them find me!” Lulu lives in terror of her family tracking her down in Freedom and trying to take her back home. “There's too many voices in mah head!” As a small town psychic in a big city, sometimes Lulu can get overwhelmed by all the telepathic ‘noise’ in the area. “Oh, ah didn't mean nothin’ by it!” Sometimes Lulu likes to play pranks on her friends with her powers; it isn't always well-received. “Ah dunno; it just gets really hard sometimes.” Lulu's been through a lot and is a long way from home, and misses her brother Bobby. Sometimes this can lead to depression and loneliness. ABILITIES: 0 + 2 + 4 + 4 + 10 + 10 = 30PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 20 (+5) COMBAT: 8 + 10 = 18PP Initiative: +5 Attack: +4, +8 Throwing with Telekinesis Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Grapple: +4, +20 w/ Telekinesis Knockback: -7, -5 flat-footed w/ Force Field; -3, -1 flat-footed w/out Force Field SAVES: 4 + 5 + 5 = 14PP Toughness: +10 (+2 Con, +4 Defensive Roll, +4 Force Field [Imp 4]), +6 flat-footed; +6 w/out FF, +2 flat-footed Fortitude: +6 (+2 Con, +4) Reflex: +6, (+1 Dex, +5) Will: +10 (+5 Wis, +5), Ultimate Save SKILLS: 92R=23PP Bluff 15 (+20) Concentration 15 (+20) Second Chance Diplomacy 15 (+20) Disable Device 3 (+5) Drive 4 (+5) Gather Information 5 (+10) Intimidate 5 (+10) Knowledge (Arcane Lore) 3 (+5) Knowledge (Streetwise) 3 (+5) Notice 10 (+15) Sense Motive 10 (+15) Survival 4 (+9) FEATS: 5PP Luck Second Chance (Concentration) Trance Taunt Ultimate Save (Will) Enhanced Feats Beginner's Luck Defensive Roll 2 Dodge Focus 5 Improved Initiative Uncanny Dodge (Mental) POWERS: 10 + 8 + 9 + 53 + 10 + 22 = 112PP (Descriptors: all psionic) Enhanced Feats 10 (Beginner's Luck, Defensive Roll 2, Dodge Focus 5, Improved Initiative, Uncanny Dodge) [10PP] (Telepathic) Flight 3 (50 mph / 500 feet per round; Feats: Subtle 2) [8PP] (Telekinetic) Force Field 4 (Extras: Impervious 4; PF: Subtle) [9PP] (Telekinetic) Psionics 23 (46PP Array, Feats: Alternate Power 7) [53PP] Base Power: [46PP] ESP 7 (Sense Types: Auditory + Visual, Range: 200 miles, Extras: Action [Free], Duration [Sustained], Simultaneous, Feats: Rapid 3 [x1,000, 18 seconds / 3 rounds to Search a 5 mile diameter area, 6 minutes if Taking 20], Subtle [DC25 Notice]) {46/46} (Telepathic) Alternate Power: [37PP] Create Object 10 (10 25-ft. cubes, STR 50; Extras: Impervious 10; Feats: Affects Insubstantial 2, Progression [Size] 2 [25-ft cubes], Selective, Subtle 2) {37/46} (Telekinetic) Alternate Power: [40PP] Damage 10 (Extras: Alternate Save [Will], Range 2 [Perception]) {40/46} (Telepathic) Alternate Power: [46PP] Illusion 10 (Sense Types: All; Extras: Selective; Flaws: Phantasm; Feats: Progression [Size] 6 [500ft radius]) {46/46} (Telepathic) Alternate Power: [43PP] Mind Control 10 (Extras: Conscious, Duration [Sustained, Lasting], Instant Command [Mental], Sensory Link; Flaws: Action [Full], Feedback; Feats: Mental Link, Subtle 2) {43/46} (Telepathic) Alternate Power: [44PP] Move Object 10 (Lifting Strength: 50, Heavy Load: 12 tons; Extras: Damaging, Range [Perception]; Feats: Accurate 2 [+4 Attack], Precise, Subtle) {44/46} (Telekinetic) Alternate Power: [44PP] Stun 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Feats: Reversible, Sedation, Subtle, Variable Descriptor [Pain or Sleep]) {44/46} (Telepathic) Alternate Power: [32PP] Transform 10 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception]; Flaws: Action [Full]; Feats: Affects Insubstantial, Subtle) {32/46} (Telepathic) Super-Senses 14 (Danger Sense [Mental], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Psionic Awareness [Descriptor Frequency: Common, Sense Type: Mental {Default Extras: None}; Extras: Radius, Ranged], Uncanny Dodge [Mental]) [10PP] (Telepathic) Telepathy 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Telepathic) Base Power: [20PP] Communication 10 (Mental, 200,000 miles; Extra: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) [14PP] + Comprehend 3 (Speak and Understand Any Language; Extra: Linked [Communication]) [6PP] (Telepathic) {20/20} Alternate Power: [11PP] Concealment 10 (All Senses, Flaw: Phantasm, Feat: Selective) (Telepathic) {11/20} Alternate Power: [12PP] Mind Reading 10 (Extras: Effortless, Mental; Flaw: Duration [Instant/Lasting]; Feat: Subtle 2) (Telepathic) {12/20} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Illusion Perception Check vs. Will Deceived Mental Blast Perception DC 20 Will Save Damage [Mental] Mental Transform Perception DC 20 Will Save Transformed Mind Control Perception DC 20 Will Save Controlled Mind Reading Perception DC 20 Will Save Read (Not an attack) Move Object Perception DC 25 Toughness Damage [Physical] Stun Perception DC 20 Will Save Dazed/Stunned or Asleep TOTALS: Abilities (30) + Combat (18) + Saving Throws (14) + Skills (23) + Feats (5) + Powers (112) - Drawbacks (0) = 202/221 Power Points
- 7 replies
-
- crystal-gazer
- psychic
-
(and 1 more)
Tagged with:
-
Ms. Thursday Power Level: 10/11 (165/181PP) Trade-Offs: -2 Attack/+2 Damage (Strike), +2 Attack/-2 Damage (Blast) Unspent Power Points: 16 In Brief: She's the bastard daughter of Thor and a rebellious punk-maiden of Asgard. Catchphrase: "Djevelen tar deg!" Theme: Enslaved - Loke Alternate Identity: Astrid "Thursday" Torsten Identity: Secret Residence: Claremont Academy Birthplace: Risør, Norway Occupation: Claremont Student, Musician Affiliations: Claremont Academy, The Aesir Family: Thor Odinson (Father), Cathrine Torsten (Mother), Numerous other Aesir gods and goddess. Description: Age: 17 (DoB: January 19th, 2002) Gender: Female Ethnicity: Norwegian/Asgardian Height: 6 Ft. (180 cm.) Weight: 150 lbs. (113 kg.) Eyes: Grey Hair: Red Physical Appearance Astrid takes after her father, possessing the same fiery red hair and fierce grey eyes as the God of Thunder's. From her mother she inherited a row of freckles that are scattered across her cheeks and nose. Having had a rough and tumble childhood, Astrid has always been in decent shape, but her training in the practice yards of Asgard have made her athletic and honed. Similarly, while Astrid always been tall, discovering her heritage has strangely caused her to go through an abrupt growth spurt. Although she’s just itching to be a heroine, Astrid doesn't possess a really possess a superhero costume and prefers her causal wardrobe to classic spandex. She nevertheless does make an effort to at least have the image of a thunderbolt somewhere on whatever clothing she wears when she goes into a fight. Her favorite "battledress" and the closest thing she does have to a superhero costume is a rune-inscribed black-leather jacket with a large stylized thunderbolt symbol on the back. While Astrid has a notable Norwegian accent, its tinged by her travels across Europe, and recently the United States. It's not uncommon for her to pepper her sentences with not only her home country's slang but that of other countries she's visited. She has a brash and straightforward way of talking that can be intimidating when she's in a rage. When she's acting as an agent of Asgard she plays up the warrior princess shtick, ironically mimicking a hero from a medieval play and throwing out "nays" and "thines" for the hell of it. History Astrid was born in a sleepy small town in Norway that most people have never heard of and she’d like to forget. While her childhood wasn't perfect it was mostly a tolerable one. Her mother loved her and while her father was a distant man who would disappear for months at a time he did always come back eventually. That was until he didn't. When that happened, everything changed. Her mother fell into a long depression and once she started using alcohol to self medicate things only got worse from there. When her mother wasn't blaming Astrid for her father leaving, she was berating her being just like him. Eventually Astrid started running away from home whenever things got too bad with her. At first, she tried to find her father whenever she did, but as Astrid got older the futility of chasing a man she barely remembered and her own growing resentment against him caused her to simply travel around aimlessly. Consequently, her biggest role models growing up were her friends in similar domestic situations and the burned-out would-be rockers that she would see performing in bars whenever she runaway to a large town. This cycle of running away and crashing with friends, only to come back for one reason or another, came to an abrupt and tragic end when her mother suddenly died in a car accident during a thunderstorm while she was looking for her. Filled with grief and guilt over not resolving her differences with her mother, and terrified of what the future would hold without her, Astrid purposely got into a random brawl that quickly went too far and became deadly. Fortunately for her, a valkyrie came to Astrid’s rescue and whisked away to Asgard. The valkyrie was sent by none other than Thor, the God of Thunder, who turned to her long lost father. He explained that the father she knew was just one of his many mortal avatars, created to circumvent a Pact that prevented the gods from directly interfering with humanity at their fullest power. By doing so he could return to his favorite hobby of quietly slaying monsters that threatened the world. He also explained how he unexpectedly fell in love with Astrid's mother and started a family with her even knowing that such a union could not last. When Astrid's mother dead, the Odinson thought it necessary to finally intervene in his daughter’s life again and instruct her in the ways of the Aesir. While his explanations didn't do much to calm or convince her, Astrid did accept her father’s offer to let her live in Asgard to hone her suddenly developing powers. After going though some Asgardian battle training, Astrid returned to Earth so that she could finish her education. Given that she was a bonafide demigoddess the only the place that could possibly finish her training was a certain school in the US of A. Personality & Motivation Rebellious, bold, impulsive, stubborn, crass and far too willing to get into a brawl if someone sets off one of her neuroses, Astrid is someone whose fun to be around but can quickly become unbearable if set off. A lot of these issues are a consequence of her father's abrupt disappearance and her mother's subsequent slide into depression and alcoholism. Her mother's death and the revelations about her father's true nature have prompted a positive change in her though. While still prone to brashness, she has learned to rein in a lot of her worse impulses and think things through. Her new responsibilities have also given her a sense of direction and purpose that was non-existent beforehand. Interests-wise, Astrid has a semi-ironic thing for 80s American pop culture, particularly its era of heavy metal music, horror films, and fashion. She used to play baseball when she was younger and has found having a good back-swing immensely useful when fighting monsters. She hates to admit it, but behind her cool rocker girl mystique she has a wide-eyed love of obscure folk music. While she's most knowledgeable about Nordic history she enjoys learning about the folk songs, customs, and traditions of other cultures as well. Powers & Tactics Hit the bad guys with Þórrklubba until they give up or go unconscious or splat. That's Astrid primary tactic, and it usually works, but when separated from her weapon she typically relies on her fists to pummel or grapple whatever gets in her way in the meantime. Though she went through martial training in Asgard and knows some of the basic techniques of the ancient Norse martial art Glima, Astrid’s fighting style mostly takes after her experience with schoolyard brawls in that she is by no means above headbutts, groin attacks, eye-poking and anything else associated with street fights. She cares very little for "honorable" combat. Power Descriptions As the demigoddess daughter of almighty Thor, Astrid possess many of the superhuman physical traits that are common to Asgardians. She's incredibly strong, being capable of various astonishing feats of strength, like lifting a giant over her head without strain and pulverizing villains with only her bare hands. She’s likewise extremely durable, resisting attacks that would outright kill a normal human and doing little worse for wear. Naturally, Astrid shares the Aesir's natural immunities to cold, disease and poison. Along with her inborn gifts, Astrid wields Þórrklubba, a warclub forged by the legendary dwarven weaponsmiths, Eitri and Brokkr. Þórrklubba is a magical weapon and as such can call upon the primordial forces of the firmament: striking foes with bolts of lightning, summoning icy rainstorms, and allowing Astrid to fly at high speeds. Þórrklubba also gives Astrid the ability to teleport short distances in flashes of multi-colored lightning. While a devastating weapon, Þórrklubba looks from a distance like a normal metal baseball bat. This is by design as Astrid wanted a weapon that wouldn't be to conspicuous in public. Up close, Þórrklubba is a martial masterpiece, a silvery club beautifully inscribed by silver Nordic runes that lightly cackle with static energies. When not in use Þórrklubba can be glamoured and take the form of a small hammer amulet. Complications: Reluctant Agent of Asgard (Responsibilities): As the child of mighty Thor, Astrid has a sacred duty to Asgard and is obligated to serve the Aesir (and their interests) whenever they need something done on Midgard regardless of her own thoughts on the matter. GM Suggestion: You can give Astrid a Hero Point whenever her obligation to the Aesir forces her to pick between her duty to the gods and her own personal desires, beliefs or morals. Proud Nazi Puncher (Temper): Beyond the obvious reason of them being genocidal morons, Astrid despises Nazis due to their constant attempts to exploit the power of the Aesir. She's also peeved that their Neo-Nazis descendants infiltrated the Nordic heavy metal scene. She’ll go into a rage whenever she confronts villains that share their genocidal and supremacist ethos. GM Suggestion: Grant Astrid a Hero Point if this single-minded rage impairs her ability to focus on protecting civilians caught in the cross-fire. Black Sheep of the Aesir (Prejudice): Astrid has an fraught relationship with her father and much of the rest of the Norse pantheon. Her father’s excuses for why he left has never satisfied Astrid, and she partially blames him for her mother's death. Conversely, the Asgardians consider Astrid to be a bastard and an example of Thor’s foolish dalliances. To them, she’s a useful agent on Earth and not much else. GM Suggestion: Have beings associated with the Norse gods treat at Astrid with disdain or distrust. Give her a Hero Point if this prejudice inconveniences her in some meaningful way. Violence Is The Best Answer (Temper): She's getting better at it, but Astrid still believes that violence is usually the best answer when it comes to solving problems, especially when it comes to fighting villainy, and tends to resort to it as a first response unless someone can talk her out of it. GM Suggestion: Grant Astrid a Hero Point if her punch first, ask questions never mindset disadvantages her or turns a situation that could have been handled diplomatically into a needlessly violent one. Just a Punk Kid (Status): Astrid is still technically a minor and is therefore bound to certain legal restrictions that can be obstructive to her superhero duties. GM Suggestion: Feel free to give Astrid a Hero Point if her legal status somehow interferes or impairs her ability to act as an independent superhero. Abilities: 16 + 4 + 20 + 2 + 2 + 4 = 48PP Strength: 26 (+8) Dexterity: 14 (+2) Constitution: 30 (+10) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 24PP Initiative: +6 Attack: +8 Melee (+8 Base), +8 Ranged (+8 Base) Grapple: +16/+21 (+8 Melee Atk, +8 Strength, +5 Super-Strength) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 6 + 7 = 13PP Toughness: +10 (+10 Con; Impervious 5) Fortitude: +10 (+10 Con) Reflex: +8 (+2 Dex, +6) Will: +8/+12 [Lionheart] (+1 Wis, +7) Skills: 56R = 14PP Bluff 4 (+6, +10 Attractive) Diplomacy 0 (+2, +6 Attractive) Intimidate 12 (+14) Knowledge (Arcane Lore) 4 (+5) Knowledge (Art) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Language 4 (Danish, English, Old Norse, Norwegian (Native), Swedish) Notice 4 (+5) Perform (Singing) 8 (+10) Perform (Stringed Instruments) 8 (+10) Sense Motive 4 (+5) Feats: 16PP All-Out Attack Attractive Benefit (Asgardian) Dodge Focus 6 Improved Initiative Interpose Lion Heart Luck 2 Power Attack Takedown Attack Powers: 28 + 3 + 5 + 2 + 12 = 50PP Device 6 ("Þórrklubba") (30PP Container; Hard-to-Lose; Feats: Indestructible, Restricted 2 [Only Ms. Thursday], Subtle 1 [Can Transform into a Hammer Amulet]) [28PP] (Divine) Flight 3 "Flaugun!" (Speed: 50 MPH / 500 Ft. Per Move Action) [6PP] (Divine) The Powers of Þórrklubba (20PP Array; Feats: Alternate Power 4) [24PP] (Divine) Base Power: [15 + 5 = 20PP] Strike 4 (Feats: Affects Insubstantial 2 [Full Power], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor 1 [Bludgeoning, Cold, Lightning]); Extras: Penetrating 4) (Divine) Dazzle 10 (Affects: Auditory; Flaw: Range [Touch]) (Divine, Sound) Alternative Power: [20PP] “Leiptr!" Blast 8 (Feats: Accurate 2, Indirect 2 [Any Point, Directed Away]; Extras: Area (Targeted, Burst: 40 Ft. Radius); Flaws: Action [Full]) (Divine, Electricity) Alternative Power: [20PP] “Veðr!" Environmental Control 4 (Cold 2 [Extreme], Distraction 2 [DC 10], Hamper Move 1 [50%], Range: 40 Ft., Radius 50 Ft.; Extras: Independent (+0), Selective Attack; Flaws: Action [Full Action]) (Divine, Weather) Alternative Power: [20PP] "Skykkr!" Stun 8 (Feats: Accurate 2, Affects Insubstantial 2 [Full Power]) (Divine, Electricity) Alternative Power: [20PP] “Fara!" Teleport 5 (500 Ft. [Move Action], 5 Miles. [Full Action], Feats: Change Velocity, Easy, Mass Progression 2 [500 lbs.], Turnabout; Extra: Accurate) (Divine) Immunity 3 "Asgardian Resistance" (Environmental Cold, Disease, Poison) [3PP] (Asgardian Physiology, Divine) Impervious Toughness 5 "Asgardian Durability" [5PP] (Asgardian Physiology, Divine) Super-Movement 1 “Summon the Bifröst!” (Dimensional: Asgard) [2PP] (Asgardian Magic, Divine) Super-Strength 5 "Asgardian Might" (+25 STR Carry Capacity, Heavy Load: 14.7 tons; Feats: Super-Breath, Thunderclap) [12PP] (Asgardian Physiology, Divine) Drawbacks: 0 = -0PP DC Block ATTACK RANGE SAVING THROW EFFECT Unarmed (+8) Touch DC 23 Toughness Damage (Physical) Blast 8 (+12) Burst Area: 40 Ft. DC 23 Toughness Damage (Divine, Electricity) Strike 4 (+8) + Dazzle (+8) Touch DC 27 Toughness + DC 20 Reflex/Fortitude Damage (Divine, Physical) + Deafened (Divine, Sound) Stun 8 (+12) Touch DC 18 Fortitude Dazed/Stunned/Unconscious (Divine, Electricity) Super-Breath Cone Area: 80 Ft. DC 18 Reflex Trip (Wind) Thunderclap Burst Area: 40 Ft. DC 18 Reflex Deafened (Sound) Totals: Abilities (48) + Combat (24) + Saving Throws (13) + Skills (14) + Feats (16) + Powers (50) - Drawbacks (0) = 165/181 Power Points
-
Gnomon Power Level: 10 (Built as PL 7) Power Points: 150/163PP Unspent Power Points: 13 Trade-Offs: +2 Defense / -2 Toughness In Brief: Teen inventor gets stuck in a groundhog day-esque temporal loop, escapes and is recruited by the Time Keepers. Catchphrase: None Currently Theme: Solidium - Waiting Alternate Identity: Claude “C.J.” Jergens [Public w/ Record] Birthplace: Boston, Massachusetts Residence: Centennial Apartments in Riverside [Sisters' Apartment, Freedom City] & Brooklyn Brownstone [Mother & Stepfathers' Townhouse, New York City] Base of Operations: None Currently Occupation: Student & Probationary Guardian of Time Affiliations: Claremont Academy [Student], Time Keepers (and Quirk) [Agent], Tomas Morgen / Dr. Tomorrow [Mentor], Yvonne Parker / Techbane [Frenemy with Benefits, Villain] Family: Eugene Jergens / Scrounge [Father, Villain], Annie Donovan [Mother (remarried), Legal Secretary], Juliette “Jules” Donovan [Older Sister, College Student], Dean Donovan [Stepfather, Divorce Lawyer] Description Age:18+????* (DoB: January 1st, 2001) *unknown amount of temporal drift Apparent Age: 17 to 22 Gender: Male Ethnicity: Caucasian Height: 5'9” Weight: 138 lbs. Eyes: Blue Hair: Dark Brown History Claude was a regular kid, with a loving family. Sure his parents weren't rich, but between both of them they made enough that he and his older sister were well taken care of. Claude especially loved his dad, a man who eagerly shared his passion for comics with his young son. He was around ten when the yelling began, watching confused from the sidelines as his fathers' gambling addiction destroyed their family. The day a young Claude knew something was truly wrong was watching his dejected father pack up his beloved memorabilia to sell in a desperate gambit to save his marriage. It worked, but much like his father repair skills it was a stopgap solution. A little over a year later his mother and father signed the divorce papers. He chose to stay with his father, against the protestations of his mother and sister. Living with dad wasn't bad until out of the blue Claude was told to pack his bags because they were moving to Freedom City. Claude was excited to be in the birthplace of many of his heroes and was beside himself when his father spotted the line for the Supers Museum. If there is one memory that Claude cherishes from his childhood, it would be that day. Excitedly talking with his father, who seemed to have a huge weight lifted off his shoulders as they wandered through the exhibits. Something came over his father that day. Staring at an exhibit to the fallen Centurion, his dad told Claude to stay put in the Golden Age of Freedom exhibit for a bit. Agreeing to do so, the hour or so passed quickly as Claude became engrossed reading about the exploits of his favorite heroes, especially Doctor Tomorrow. The day only got better when his father returned an hour later telling him that he had gotten a job working for the museum! Everything was great for three whole months. His dad and mom were talking again while his sister Juliette was willing to give dad a second chance. Then came the reckoning. His dad was acting erratic and evasive after coming home from work one day, much like what had happened when he lied about the gambling to his mom. Later that week, his father told him to get his things together and the pair left their small apartment and stayed in a motel. His dad sat him down and apologized to Claude, saying that the loan sharks that he had left behind in Boston had found him and threatened Mom, Jules, and him. But quickly added that they were not a problem anymore as he had taken care of them. His father then pulled the sheet off the dingy motel mattress and showed Claude the items he stole for the supers museum. Claude will freely admit this is where he should have told his dad to return the items, but he was swayed with one simple argument from his father. "Why don't we use them? After all there were just sitting unused in the museum!" Thus began Claudes' descent into the criminal scene. Initially, he spent time learning electronics and technology and the like to help his father maintain the things the newly christened Scrounge stole. A few years later the now teenage Claude had rapidly outstripped his fathers' technical acumen and was running a side gig of repairing things to keep the day to day bills paid. Much to Scrounges' chagrin, Claude (now going by Kit-Bash), started to come along on his heists and meeting his contacts. This worked well for a while, with Claude adding breaking and entering skills into his repertoire as Scrounge began focusing more on the planning and logistics. It was during this time Claudes' luck ran out and their hijacking of an Arche-Tech shipment was foiled. Being caught red handed inside the trailer with goods in hand, Claude was sent to a juvenile detention facility in 2015. Serving a nine month stint for the crimes, he then met Yvonne Parker for the first time and the pair just clicked. She had been busted hacking into databases looking for her estranged father and Claude connected with the young women as he came to terms that his father had ran and left him holding the bag when Elite showed up. While in prison his mother and sister had visited along with his new stepfather. Jules begged him to stop, pointing it out where it got him and that dad had abandoned him just like everyone else in his life. His mother and stepfather offered him a place to stay when he got out, an offer he was inclined to take them up on. When he walked free on February 29, Claude went straight to the bus station to get a ticket to Brooklyn. He didn't expect to see his father, or for Scrounge to start talking about a big score. Tired of abetting his father, Claude informed his father that this was the last time he as going to help as he was planning on going clean and moving in with Mom & Dean. Scrounge readily agreed to the terms and the pair traveled to Baltimore to break into an exhibit featuring Doctor Tomorrow that was reported to have some authentic gadgets from his career. Getting in was easy with their skills. Claude elected to stay back while his father ransacked the exhibit, only for a small golden cube sitting off to the side in a separate display to catch his eye. Intrigued, he read the placard on the display which was listed the cube as an 'Unknown Artifact, shown with permission by the Wade Family'. Curiosity got the better of him and Claude popped open the case and reached for the cube. As soon as his fingers brushed the strangely warm surface, he woke back up in his bunk in juvenile detention from earlier that day. Bewildered, Claude relived his previous day, only for it to start over yet again. All of his attempts to not participate or free himself did not work. Claude is not afraid to admit that he did things that he's not proud of to try and end or escape from the loop. Eventually, he spent time trying to research various ways out of the loop, culminating with trying the improvise some sort of temporal nullification device. It worked better than intended, shredding the local temporal loop and kicking him out to somewhere beyond time. A hand offered to help him up, and the teen took it only to be wind up staring at his childhood hero of Doctor Tomorrow. The time traveler began to apologize for the the incident as it had been a trap for his long term nemesis, Zeitgeist. Claude had some choice words for the hero and was mid tirade when the Time Keepers appeared. That understandably shut him up. According to the Doctor, the Time Keepers were, in his words 'almost complimentary' about his escape. Claude learned he had permanently altered his own timeline by subsumed the repository into his self during the escape. They disinclined to tell him how many loops he went through before he escaped and to this day Claude doesn't really want to find out. Still this was an unusual situation, and so the Time Keepers offered a deal. Work for them as a Guardian of Time and they would train him to use his newfound powers and abilities. He would apprentice under Doctor Tomorrow to learn the ropes as it were while the Time Keepers would eventually get another trained agent in play. Claude agreed to this and shortly found himself waking up in his bunk in juvenile detention. Sighing in defeat, he said his rote goodbyes to the other teens and Yvonne and was discharged like the countless other times he had gone through that day. However, his father was not waiting for him this time. Instead, Tomas Morgen the civilian ID of Doctor Tomorrow was leaning against the gate. “Welcome to the first day of the rest of your life. Now get in the time machine.” The older hero informed him with a wry grin. Since then Claude has spent the last few years under the tutelage of the Doctor, becoming better at using the database uploaded into his head along with training to be a true Guardian of Time under the alias Gnomon (named after the projection of a sundial that casts a shadow). This has led to many temporal misadventures and fights with the likes of the Counter-Clock Culture, Zeitgeist, the Associates, the Future Kin, and a very memorable interaction with the Norn. Recently, Doctor Tomorrow became concerned about his proteges' education as the last time Claude was in school was the seventh grade. Not to mention the only rapport and social interaction Gnomon had with kids his own age was in juvenile detention. So he has made the choice to send Gnomon to Claremont. Now staying at his sisters Riverside apartment as she attends FCU, Gnomon hopes to mend his relationships with his family as he commutes to Claremont everyday. Still, Claude is willing to do this, even if he'd rather be punching Nazis' in an alternate 1961 timeline instead of sitting in a classroom. Appearance, Personality & Motivation Claude can best be described as wiry, with lean muscles and a runners' physique. While he does not have a uniform as a Guardian of Time, on the job he prefers to attire himself in period appropriate clothing with the only concession to concealing his identity being a simple domino mask. When not working in his official capacity Claude has found that he is a bit of a clothes horse and favors 1920's to 1950's style of clothing, and can typically be spotted wearing a flat cap when out and about. Claude is a gregarious street kid at heart with a keen mind and razor wit hiding behind the braggadocio. Though he is a fair hand at stealth and skulduggery, his natural inclination is lead with his mouth (fitting giving his South Boston upbringing) either by trash-talking or parley. His time stuck in a temporal loop has smoothed Claudes' rough around the edges personality greatly, bringing an introspective side that is generally more ascribed to a jaded blue collar worker than the young punk Claude appears to be. He absolutely despises bullies and those who commit crimes for the simple reason that they can, while being extremely sympathetic to those who got dealt a bad hand in life. Claude will not hesitate to defend those he call family or friends. He gives new meaning to stubborn bullheadedness when defending the things hes cares about so getting him to back down from a fight is a hard bargain most of the time. Face and reputation is extremely important to Claude as he does not like being in debt to someone. This is exacerbated especially with Doctor Tomorrow, he is willing to do almost anything to repay the man who had taken the time and effort to bother with a kid who was really in over his head. Not to mention putting up with the continual griping and bitching coming out of Claudes' mouth. Along those same lines, Claude has a deep profound belief in second chances and using them to turn ones' life back around. He is trying his best use his second chance to reconnect with his family. Claude has also made a private vow to himself to make sure to get his gal pal Yvonne her second chance, even if he has to drag her kicking and screaming away from criminality. Powers & Tactics Before the incident with the Time Keeper Repository, Claude was street tough kid who was handy at repairing and inventing things. He gained a fair hand at boxing from finagling some training out of other criminals or villains in exchange for some pro bono repair work. Coupled with his sharp tongue, Gnomon typically resorts to trash talking to throw his opponents off balance before laying in with his fists. Or just straight up sucker punching somebody, a time honored street fighting tactic that has gotten him out of some scrapes. The engrams from the snafu with the Time Keeper Repository has done more than physically locking his timeline. Now Gnomon can mentally access a vast database of information and conditioning from the past, present, and future. He can have the skills of a five-star chef, converse about various art forms in French to professors of the subject, crack a code written in ancient Babylonian, or have the know how to assemble a laser rifle from Victorian era supplies. The stored temporal energy of the repository discharging directly into his system has eliminated Gnomons' aging, need to sleep in addition to supercharging his immune system against disease and poison. A lucky side effect has also granted Gnomon an intrinsic instinctive awareness of time. With access to veritable vault of blueprints, Gnomon constructed a pair of devices to aid him in performing his duties as a Guardian of Time. The first is the Isochronon, which he enhanced with parts taken from The Groove Machine (Tick Tock Docs' time machine). Though unassuming, it is Gnomons' method of time travel as well as his identification/badge as a Guardian of Time. It is his primary defense against time anomalies as well as useful for scrying an area before time traveling. The second is his temporal threads, which Gnomon developed to better blend in with the different eras his duties take him to while warding off the effects of the more temperature extreme locales. Gnomon prefers a more stealthy approach while on the job, preferring to blend into the background and utilize his skills as a saboteur or commando. Still when things go loud he falls back on to tactics straight out of the playbook of the pulp heroes of old: trash talking and copious amounts of applying fist to face. Complications A Matter of Public Record: Claude has served a nine month stint in juvenile detention for crimes committed under the moniker Kit-Bash. This tends to color other peoples opinion of him when discovered. Black Hat, Retired: When he was working with his dad as the inventor/handyman for hire Kit-Bash, Gnomon made a lot of contacts within the criminal technology circles. Some, like the Power Corps are friendly to him. Others, like the Trawler want him dead and his body mounted on her wall. It doesn't help either that Scrounge has burned more than his fair share of bridges in the villain community. Counter-Clock Culture Clockblocker: Carjacking the Tick Tock Doc's Groove Machine Time Traveling Hippie VanTM and leaving them stranded (by a river!) in 1500's Eastern Europe has not particularly endeared him to their members. Doubly so when they found Gnomon had acquired stolen parts from the aforementioned vehicle to repair his Isochronon and escaped. Tick Tock Dock later responded by trying to remove Gnomon from the timeline, with the scheme ultimately winding up foiled by Doctor Tomorrow and Gnomon. Dear Ol' Deadbeat Dad: While he still loves his dad, Gnomon knows that his father won't ever stop being Scrounge. In fact, this hasn't stopped Scrounge from trying to recruit Claude for less than legal ends or to ask for assistance after one of his schemes falls through. Hopefully the next time he sees his father it won't end in disappointment yet again. Excuses, Excuses: His position as a probationary Guardian of Time has caused no small amount of headaches to Claudes' personal life, causing him to have to make up cover stories in order to explain their sudden random absences and seeming newfound lack of commitment. Frenemies with Benefits: Yvonne Parker, better known as the hacker Techbane, has been Claude's on and off again fling ever since the pair met in juvenile detention. She thinks he is only going through a 'hero' phase and tempts him whenever she gets a chance to go back to the behavior that got them both locked up in the first place. Gnomon is trying to get her to come clean at the same time, but either of the pair can't be relied on to remain wholly objective anytime the other shows up. Gets No Respect: With his natural braggadocio, it's a tough pill to swallow that whenever he performs his duties as a Guardian of Time nobody will ever know. On top of this, due to the sensitive nature of temporal operations means that he can never inform others outside of unusual situations or that have been properly vetted by Doctor Tomorrow or the Time Keepers. Abilities: 4 + 4 + 4 + 10 + 6 + 6 = 34 PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 16 (+2) Charisma: 16 (+2) Combat: 10 + 10 = 20 PP Initiative: +2 Attack: +5 Melee (+7 Unarmed), +5 Ranged Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +7 (+5 Base, +2 Str) Knockback: -2 Saving Throws: 3 + 3 + 2 = 8 PP Toughness: +5 (+2 Con, +3 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+3 Wis, +2) Skills: 44 R = 11 PP Acrobatics 0 (+2) Bluff 7 (+10)* Skill Mastery Climb 0 (+2) Computers 0 (+5) Concentration 0 (+3) Craft [Any] 0 (+5) Diplomacy 7 (+10)* Skill Mastery Disable Device 0 (+5), (+7 w/ Masterwork Thieves Tools) Disguise 0 (+3) Drive 0 (+2) Escape Artist 0 (+2) Gather Information 0 (+3), (+5 w/ Online Research) Handle Animal 0 (+3) Intimidate 0 (+3) Investigate 0 (+5) Knowledge [Any] 0 (+5) Language 0 (English [Base]) Medicine 0 (+3) Notice 7 (+10)* Skill Mastery Perform [Any] 0 (+3) Pilot 0 (+2) Profession [Any] 0 (+3) Ride 0 (+2) Search 0 (+5) Sense Motive 7 (+10)* Skill Mastery Sleight of Hand 8 (+10), (+12 w/ Masterwork Thieves Tools) Stealth 8 (+10), (+12 w/ Masterwork Thieves Tools) Survival 0 (+3) Swim 0 (+2) Feats: 24 PP Attack Specialization (Unarmed) Beginner's Luck Challenge (Improved Feint) Challenge (Improved Trick) Defensive Roll 3 Dodge Focus 4 Elusive Target Equipment 1 [Bronze Reward] Evasion Fascinate (Bluff) Leadership Luck 3 Power Attack Redirect Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Sneak Attack Takedown Attack Taunt Equipment: 5 EP = 0 PP [Bronze Reward] Masterwork Thieves Tools (+2 to Disable Device, Sleight of Hand, & Stealth Checks) [3 EP] Rebreather (2 minutes / 20 rounds of Oxygen) [1 EP] Smartphone [1 EP] Powers: 53 PP Container 6 (30 PP Container [Passive, Permanent], Feats: Innate [31 PP] (Chrononaut, Time & Training) Comprehend 1 (Codes) [2 PP] Enhanced Feats 7 (Contacts, Eidetic Memory, Improvised Tools, Jack of All Trades, Inventor, Online Research, Well Informed) [7 PP] Features 1 (Temporal Inertia) [1 PP] Immunity 4 (Aging, Disease, Poison, Sleep) [4 PP] Super Senses 4 (Danger Sense [Mental], Temporal Awareness, Time Sense, Uncanny Dodge [Mental]) [4 PP] Variable Power 3 (5 PP Variable Pool, Multiple Traits of Particular Type [Skills], Flaws: Action [Full Round], Drawback: Distracting, Only Mental Skills & Languages) [12 PP] Damage 3 (Feats: Mighty) [4 PP] (Adept Pugilist, Training) Device 3 (15 PP Container [Passive, Permanent], Flaws: Easy to Lose, Feats: Requires Feature [Temporal Inertia]) [10 PP] (Isochonon, Technology & Time) Chroniton Powered 3 (6 PP Array, Feats: Alternate Power 1) [7 PP] Base Power: Immunity 5 (All Temporal Effects, Feats: Selective) [6 PP] Alternate Power: Super Senses 8 (Precognition, Postcognition, Flaws: Distracting) [6 PP] Enhanced Feat 2 (Benefit [Status: Guardian of Time], Seize Initiative) [2 PP] Luck Control 2 (Cancel GM Fiat, Cancel HP Expenditure of Others) [6 PP] Device 2 (10 PP Container [Passive, Permanent], Flaws: Hard to Lose) [8 PP] (Temporal Threads, Technology & Time) Enhanced Feat 5 (Benefit 2 [Alternate ID, Security Clearance], Challenge [Face in the Crowd], Quick Change 2) [5 PP] Immunity 2 (Hot & Cold Environments) [2 PP] Morph 1 (+5 to Disguise, Any Appearance/Clothing, Feats: Precise, Extras: Continuous) [3 PP] DC Block Attack Range Save Effect Unarmed +7 Touch DC 20 Toughness (Staged) Damage (Physical) TOTALS 34 Abilities + 20 Combat + 8 Saving Throws + 11 Skills + 24 Feats + 53 Powers = 150/163 PP