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Monthu Power Level: 12 (180/180PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Bull-headed hawk-god of solar fire, from outer space! Catchphrase: "Moving on." Theme: Dredg: Ode to the Sun Alternate Identity: Public Birthplace: The City of the Mountains of Light (Junu/Heliopolis) Residence: The Solar Arc Base of Operations: Sol System Occupation: God, revolutionary, freelance problem-solver Affiliations: The Radiant Revolution, Ancient Egyptian Pantheon, Eyes of Ra (former) Family: Ra (father/brother/self), Raet-Tawy (mother/sister/wife/self), Zenenet (wife) Description: Age: Beyond reckoning/Born 1910 (human form) Apparent Age: 50s (human form) Gender: Masculine, male (human form) Ethnicity: N/A/Egyptian-American (human form) Height: Weight: Eyes: Hair: History: Personality & Motivation: Powers & Tactics: Power Descriptions: Complications: Abilities: 20 + 0 + 20 + 0 + 4 + 10 = 54PP Strength: 30 (+10) Dexterity: 10 (+0) Constitution: 30 (+10) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 10 + 10 = 20PP Initiative: +0 Attack: +5 Base Defense: +5 Base, +2 Flat-Footed Grapple: +20 Knockback: -10 Saves: 0 + 5 + 8 = 13PP Toughness: +15/+10 (+10 Con, +5 Protection) [Impervious 5] Fortitude: +10 (+10 Con) Reflex: +5 (+0 Dex, +5) Will: +10 (+2 Wis, +8) Skills: 52R = 13PP Diplomacy 5 (+10) Intimidate 15 (+20) Knowledge (History) 5 (+5) Knowledge (Tactics) 5 (+5) Knowledge (Theology and Philosophy) 5 (+5) Languages 5 (Base: Ancient Egyptian, Andromedan, English, Galstandard, Minatoric, Pherroan, Notice 6 (+8) Sense Motive 6 (+8) Feats: 10PP All-Out Attack Challenge (Fast Startle) Environmental Adaptation (Zero Gravity) Fearless Interpose Power Attack Second Chance (Mind Control) Startle Takedown Attack Ultimate Save (Toughness) Powers: 22 + 1 + 5 + 5 + 10 = 43PP Descriptors: all divine Two Heads Array Flight 1 (10 MPH / 100' per Move Action) [2PP] Immunity 1 (Own Powers) [1PP] Power Array 10 (20PP, Feats: Alternate Powers 4) [24PP] BE: Blast 5 (Thrown Weapon; Feats: Mighty 10) {20/20} AP: Blast 15 (Energy Blast; Flaw: Action [Full], Feats: Affects Insubstantial 2, Improved Crit, Indirect 2) {20/20] AP: Enhanced Flight 7 (to Flight 8 [2500 MPH / 25 000' per Move Action]) {14} + Damage 5 (Feats: Mighty) {6} {14 + 6 = 20/20} AP: Environmental Control 1-5 (4PP worth of effects [Cold, Hamper Movement (Icy/Wet Surfaces), Heat, Light [Ball Lightning], Reduced Visibility (Rain/Sleet/Snow), Wind]; 100' radius; Extra: Independent [+0]) {20/20} Super-Senses 3 (Extended Hearing and Vision [100' Notice Increments], Uncanny Dodge [Mental]) [3DP] 2 + 1+ 24 + 3 = 30 Immunity 1 (Aging) [1PP] Impervious Toughness 5 [5PP] Protection 5 [5PP] Super-Strength 5 (Effective Strength 55, Heavy Load 24 tons) [10PP] Drawbacks: -3PP Normal Identity (Free Action; raise ring aloft, -3) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage [Physical] Blast Ranged DC 30 Toughness Damage [Energy] Hammer Blow Touch DC 30 Toughness Damage [Physical] Hammer Throw Ranged DC 30 Toughness Damage [Physical] Totals: Abilities (54) + Combat (20) + Saving Throws (13) + Skills (13) + Feats (10) + Powers (43) - Drawbacks (3) = 150/180 Power Points Menthuhotep CCXLVIII PL 5 (75PP) Abilities: 4 + 4 + 4 + 4 + 4 + 4 = 24PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Base, +8 Unarmed Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +6 Knockback: -1 Saves: 3 + 3 + 3 = 9PP Toughness: +2 (+2 Con) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 56R = 14PP Concentration 4 (+6) Diplomacy 10 (+12) Intimidate 10 (+12) Knowledge [Theology and Philosophy] 3 (+5) Language 4 (Base: English ) Medicine 10 (+12) Skill Mastery Notice 8 (+10) Skill Mastery Sense Motive 8 (+10) Feats: 12PP Attack Specialization: Unarmed 2 Dodge Focus 4 Fearless Improvised Tools Luck Seize Initiative Skill Mastery (Disable Device, Medicine, Notice, ) Ultimate Save (Will) Totals: Abilities (24) + Combat (16) + Saving Throws (9) + Skills (14) + Feats (12) + Powers (0) - Drawbacks (0) = 75/75 Power Points
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Ahkhenateph Power Level: PL12 (180/180pp) Unspent Power Points: 0 Trade-Offs: +2 Toughness/-2 Defense; +2 Damage/-2 Accuracy In Brief: Ancient alien tech Cyborg looking to redeem sins of the past. Catchphrase: Theme: Alternate Identity: Nephi (Secret) Birthplace: Thebes Residence: Freedom City; Central area. Base of Operations: The Earth Affiliations: None at the moment Family: Distant descendants of family, immediate family long since dead. Description: Age: 5000+ (DoB: Year: 3000 BCE) Apparent Age: Middle aged Gender: Male Ethnicity: Egyptian Height: 6'2" Weight: 210 lbs Eyes: Black Sclera with White Irises Hair: Bald History Born into poverty during the reign of Egypt's first dynasty the boy who would come to call himself Ahkhenateph grew up knowing hunger all to well even as his loved ones slaved away making pottery, tending to fields and even raising monolithic stone monuments for the glory of Gods and kings that seemed content to let them suffer in the desert heat until they crumbled or shattered like clay left in a kiln. it was this seed of resentment that rooted itself in his heart as a child, growing with him into adulthood that drove him to become a grave robber, sneaking into the tombs of nobility and though he retained enough respect for the gods and souls of the dead to not tamper or desecrate their resting forms he saw no harm in taking the odd golden bejeweled trinket from among the piles and piles of riches they insisted on taking with them as far as they could to deaths doors. Just enough to see that he and those he loved who were too young, too old or just too worn down to do the labor demanded of them to feed themselves and survive. That these sins would weigh down his heart in the hall of judgement and see it forfeited to Amit was a price he was willing to pay. But fate it seemed had other plans. One night whilst he wandered amidst the dunes of the frigid desert the winds revealed a secret from beneath the sands, though at the time he thought it some abandoned decadent chariot of a god he would much later come to learn it was a fallen ship of alien origins. Stepping through a massive gap in the glittering golden hull he found himself in almost total darkness, only the dull pale light of the night sky that poured in through the gash behind him narrowly illuminated the room in which he found himself. though some small part of his soul screamed to turn back and leave the fallen chariot undisturbed whilst he had done little more than tresspass he forced himself forward, one foot at a time through the darkned hallways before him till suddenly the walls surged to life around him, strange glyphs glowed in dull blue tones, frozen in fear by the sudden surge of activity he was powerless to flee, a strange light poured from the ceiling, sweeping over his emancipated form, strange words span from unseen mouths and with a dull hiss filling his ears his world began to spin and darken as he fell to the ground. When he next awoke he found himself laying atop a metal altar with all manner of nightmarish metal apendages and blades surrounded him, still wet from their work, though he felt the beginings of panic rise in his chest he found it fell short of his throat and receeded back into his stomach, his hands rose to investigate himself, first they came to his face and found cold smooth flesh though the sudden cold on his cheeks turned his gaze to his hands. they were no longer warm flesh and blood but icy cold metal that glinted in the low blue light, as his gaze travled down over himself he found that it was not just his arms that had been clad in thick armour but almost his entire body was now incased in an armour of lapis blue armour and fabric stretched over his now lumbering form. again he felt the beginings of a powerful disgust build in his abdomen and again it fell back on itself before it could overwhelm him, it was then that the severety of the transformation hit him, the metal went to the very core of his being and with that realization the floodgates broke and he was brought into a full panic, his dulled mechanical screams filled the darkend ship as he flung himself from the slab he'd awoken on and flung himself desperately at the walls of the room. they buckled, metal plates parting and sparks flying around him he tore himself free of the fallen chariot and fled into the desert as fast as his legs could carry him. Since that faithful night he has wandered the corners of the earth from end to end, sometimes as a silent observer of events but more often than not motivated to act by the plights of the people he walks amongst as a guardian against threats too potent for them to stand alone against. Personality and motivations Ahkhenateph is and always has been motivated by love, it was for the sake of loved ones he willingly and knowingly condemned himself in the eyes of the gods for his trespassing into sacred tombs to steal from the dead, though he carefully avoided interfering with the spells of protection and guidance and diligently avoided disturbing the resting forms of the those whoms tombs he invaded he is still burdened with a great guilt over his actions and has made it one of his long lifes goals to see that all treasures so plundered from the dead are returned to them. Though he can come across as quite a dour and sternly silent figure its more a case of a resting grimace brought about by his invasive cybernetic augmentation and a habit of pondering in quiet moments than any true attempt at being intimidating or distant. Posessed of a love for the beauty inherent in the world around him he would describe himself as a romantic, feminist and enviromentalist individual with an appreciation for fine art, plays and literature of all stripes, including comic books which are one of his reasons for becoming an active participant in this new age of heroes. Powers and tactics Ahkhenaten is blessed with incredibly advanced cybernetic augmentations from his involuntary surgery at the synthetic hands of the downed saucer's AI, granting him an innate ability to interface with machines mentally as well as a fearsome implanted arsenal of weapons and devices but perhaps the most impressive if subtle of the gifts foisted upon him that day is the control over the molecular machinery that now makes up the majority of his body, in combat ahkhenaten will take pains to ensure that any bystanders are not caught in the cross fire, often by simply rendering himself an easier target to his foes, trusting in his extremely resilient dermal armour to withstand the worst of what they throw at him long enough for the bystanders in an area to escape. then depending on the manners of foes he faces he will either attempt to reduce their overall numbes by going after the weaker amongst them, or if facing particularly troublesome foes probe them for weaknesses with his vast array of high tech devices. Complications Guilt: Ahkhenateph is truely haunted by the guilt of his grave robbing, death and the dead being sacred in his personal beliefs he was motivated by sheer desperation in the face of the suffering around him to do what he did, be that as it may and whatever the gods of heliopolis may say or think he finds himself unable to let go of that regret and can be diven into deepest melancholy by it; A GM might award ahkhenateph a hero point if he is subjected to an appropriate power for automatically succumbing to its effect, or suddenly rendering him catatonic with remorse. Hatred: Despite his past dealings in grave robbery or mayhaps because of them Ahkhenateph has a deep burning hatred for those that defile the dead, be they necromancers, grave robbers or even particularly immoral archaeologists primarily concerning himself with those who defile the bodies of the dead or disturb them from their eternal repose, he will go to extreme lengths to see such individuals brought low by whatever means are available to him regardless of the risks involved; a GM might rewad ahktenateph with a heropoint if doing so causes him harm, humiliation or financial ruin that affects his abilities to function in a thread. Fear: Due to the extremely stressful and invasive proceedures used in granting him his cybernetic enhancements ahkhenateph is afraid of surgical tools and confined spaces when confronted with these the gm might award ahkhenateph a heropoint for making him flee, attack, refuse to approach or otherwise impede his actions regarding and around such items and confined spaces. Isolation: though he has no direct descendants there are others of his family who did, these descendants of his brothers and sisters are a sacred memento of the family Ahkhenateph sacrificed so much for and are the closest thing ahkhenateph has to a familial group as such he is unwilling to endanger them nor ignore any potential threat against them Though he chooses to keep their relationships to him a secret most of the time more than a few have either figured it out or been informed by other sources; The GM might award ahkhenateph a hero point if these connections are exploited to manipulate him into specific courses of a action or behave in ways that are counter productive to his aims or goals or otherwise force him to abandon prudent actions to protect or rescue them from peril. Bloodfeuds: Ahkhenateph's has gained the enmity of several powerful groups and individuals such as a vampire clan known as the Strigosi after the destruction of a particularly violent band of fledglings rampaging through the isolated villages of eastern Europe during the victorian age, the thule society of nazi Germany and it's later incarnation of OVERSHADOW in its raids on tombs in search of artifacts of arcane significance and occasionally agents if the mysterious Labyrinth organisation. Abilities: 8 + 4 + 8 + 4 + 4 + 0 = 28 STR: +14 (18/38) DEX: +2 (14) CON: +4 (18) INT: +2 (14) WIS: +2 (14) CHA: +0 (10) Combat: 20+12 = 32pp Initiative: +2 (Dex +2) Attack: +10 -Melee: +10 -Ranged:+10 Defense: +10 (+6 Base +4 Dodge Bonus) -Flat Footed: +3 Grapple:+ 14/29 (With Full Power to Servos) (+10 Base attack +4/14 Strength +5 Super strength) Saves: 6+4+10=20pp Toughness: +14 (+4 Con +10 Protection) Fortitude: +10 (+4 Con + 6) Reflex: +6 (+2 Dex + 4) Will: +12 (+2 Wis +10) Skills: 10pp (40 Ranks) Computers 8 (+10) Concentration 8 (+10) Knowledge (history) 4 (+6) Knowledge (technology) 8 (+10) Language 4 (Ancient Egyptian, Arabic, Persian, ,Romanian, English) Notice 4 (+6) Sense Motive 4 (+6) Feats: 10pp All-Out Attack Benefit (Wealth) Dodge Focus 4 Eidetic Memory Luck Move-by Action Power Attack Powers: 7+2+10+3+1+18+35+4= 80pp Ancient Cyborg (Immunity 7) (Technology: enviromental conditions (all), suffocation (all))[7pp] Antigrav Field (Flight 1) (Technology gravity: Speed: 10 mph, 100ft./rnd)[2pp] Armour of Ahkhenateph (Protection 10) (Technology Metal;+10 Toughness) [10pp] Going Forth by Day Protocols (Regeneration 1) (Technology; resurrection 1 (1 week); Persistent, Regrowth) [3pp] Immortal (Immunity 1) (scientific Biological: aging) [1pp] Molecular Machine Matter (Shapeshift 2) (Technological, Programmable matter: 10pp Pool (Any physical traits) Extra: Action (free)) [18pp] Example allocations Technomorphic (Array 15; Technology PFs: Alternate power 5) () [35pp] BE: Full Power to Servos (Linked; Mechanical) Enhanced Strength 20 (Linked; +20 STR) Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 76.8 tons; +5 STR to some checks)[30/30pp] AE: Kinetic beam projection (Move Object 14) (Kinetic Energy; Strength: 70, Carry: 68.1 tons / 136.2 tons / 204.8 tons / 409.6 tons, DC 29; Damaging; Flaws Duration (concentration); PFs: Precise, Subtle (subtle))[30/30pp] AE: Projected Energy Weapons (Blast 14) (PFs: Precise, Variable Descriptor (Narrow group - Electromagnetic))[30/30pp] AE: Electrostunner (Stun 14) (Electricity PFs: Precise, Sedation)[30/30pp] AE: Capture Coils (Snare 14) (Metal PFs: Precise, Tether (1400 ft.))[30/30pp] AE:Stasis Scarab (Paralyze 14) (Neuro kinetic Inhibition PFs: Precise, Reversible)[30/30pp] Technopathic Influence (Datalink 3) (Technological, Neurokinetic; sense type: mental; 1000ft range PFs: Machine Control)[4pp] DC Block Attack Range Effect To Hit DC Unarmed Touch Damage (Bludgeoning) +10 DC29/19 Tou Save (Staged) Kinetic Beams 140ft Increments Move Obj (Damaging) +10 DC29 Tou Save (Staged) P.E.W. 140ft Increments Damage (Electromagnetic) +10 DC29 Tou Save (Staged) Capture Coils 140ft Increments Snare (Metal) +10 DC24 Reflex Save Electrostunner Touch Stun (Electric) +10 DC 24 Fortitude save (staged) Stasis Scarab Touch Paralysis (Neurokinetic Inhibition) +10 DC24 Will (Staged) Totals: Abilities 28 + Skills 10 (40 ranks) + Feats 10 + Powers 80 + Combat 32 + Saves 20 + Drawbacks 0 = 180
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