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  1. Blue Jay Power Level: 10/15 (201/243 PP) Trade-Offs: +5 ATT/-5 DC Unspent Power Points: 42 In Brief: A refugee from the Terminus, fighting for a beautiful world as hard as she can. Catchphrase: "I don't miss." Alternate Identities: Antoinette Baudin, Tona (Secret) Birthplace: Maine, North America, Earth-K-Omega/Pastoral-1 (Extinct) Residence: Emerald City, Washington, United States Occupation: Hunter, superhero, survivalist expert Affiliations: Danger International, Cryptids, Kit Family: Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father) Description: Age: 20 (DoB: March, 1996) Gender: Female Ethnicity: French/Native American Height: 5' 6" Weight: 130 lbs Eyes: Blue-green Hair: Brown Antoinette Baudin is a fit, muscular woman with an athletic frame and not an ounce of fat. Her skin is smooth and tanned and sculpted, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. The piercings are made of a matte silver-gray metal that seems oddly entwined with some kind of dark wood. Tona normally wears monochromatic athletic tees devoid of any logo or print, and cargo pants with many, many pockets. When out crimefighting, Blue Jay wears an outfit designed for stealth. The base layer is a bodysuit that covers her from toes to fingertips to her neck; most of it is dark blue, but there are black arrow motifs that travel up her legs and torso to her neck, and down her arms to the backs of her hands. Over that she wears a long, black leather coat with a mantle and detachable tails. She wears a pair of bracers that appear to be made out of worn leather, decorated with small jewels or metal studs that are in patterns that seem to shift every time someone looks away from her. The interior of the coat is lined with pockets and filled with all sorts of mini-grenades, climbing ropes, medical supplies, and a thousand other tools that any self-respecting cowl should have on hand. Her mask is a matte black plastic with a hooked, elongated nose. Power Descriptions: Blue Jay has no actual superpowers. She uses a set of alien bracers, relics of a long-extinct empire, to form weapons out of hard light. The bracers can form almost any weapon the user can imagine, but the archer is still mostly sticking with arrows; several arrows aimed at one target, arrows fired at an entire crowd at once, or arrows that explode right in someone’s face with concussive face. Up close she is a competent martial artist or she can manifest a wide range of melee weapons. When she needs to move fast, she can manifest a pair of long energy whips that she can use to travel across the city. Her mask was designed by ASTRO Labs; the extended nose is a mass of active and passive sensors, bouncing IR and UV information off her surroundings, allowing her to zoom in on distant situations, and even tapping into local radio bands. She’s adopted several types of incapacitating grenades and other tools to round out her arsenal. History: Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds. Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray. In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war. The training worked. Tona returned to her home with allies and saved tens of thousands of her people, moving them to Sanctuary. Not long afterwards she was asked to visit Emerald City and work out what had happened to several of Danger International's employees. Among the peaks of the Atlas Mountains she encountered the strange, feral Cryptids and the savage king of the Avians, the Black Vulture. She saved DI's employees and defeated the Black Vulture, ultimately taking a posting at DI's West Coast offices and settling in Emerald City. Personality & Motivation: Antoinette is a withdrawn, private, intense woman. For most of her life silence meant survival, and even if that is not technically true she still falls back on old habits. She can be rather brusque, even rude to others; she grew up in a tight-knit community where social graces were not greatly valued. She will treat individuals with talent respectfully, but she usually demands to see that talent demonstrated, first. Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. She works intently to make up for her lack of super-powers, secretly afraid of not living up to her own notion of this world's heroes. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failure at something she deems important. Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most super-opponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and then strike with a full Power Attack, or starting a fight with a smoke grenade and use the confusion and cover to pick off high-value targets. Complications 'Secret' Identity Intellectually Tona knows she should keep her activities as Blue Jay separate from her life as Tona Baudin, but it can be hard for her to remember that in her day-to-day life. Hatred Tona hates the Terminus like only one who has lived there can. Luddite Upbringing Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her. True Companions Tona trusts Crimson Tiger, Blodeuwedd, and Kit more than she trusts herself. She'd do whatever was needed to help them keep them safe. A Sanctuary for All of Them All of Tona's family lives as refugees on the world of Sanctuary, and she will go to any lengths to keep it, and by extension them, safe. Secret Keeper Tona has been in contact with the Cryptids, nonhuman individuals living in the wilderness around Emerald City. She's one of the few humans who know they are out there and she seeks to keep them safe from outside intrusion. Abilities: 10 + 14 + 8 + 0 + 6 - 2 = 36 PP Strength: 20 (+5) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 8 (-1) Combat: 22 + 12 = 34 PP Initiative: +15 Attack: +11 melee, +15 ranged, +15 unarmed, +15 Anyweapon Grapple: +18 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5, -2 Flat-Footed Saving Throws: 4 + 5 + 4 = 13 PP Toughness: +10 (+4 Con, +6 Defensive Roll), +4 Flat-Footed Fortitude: +8 (+4 Con, +4) Reflex: +12 (+7 Dex, +5) Will: +7 (+3 Wis, +4) Skills: 172 R = 43 PP Acrobatics 8 (+15)Skill Mastery Climb 13 (+15)Skill Mastery Concentration 7 (+10) Craft (Mechanical) 5 (+5) Disable Device 10 (+10) Escape Artist 13 (+20) Intimidate 13 (+12) Knowledge (Life Sciences) 5 (+5) Languages 2 (Algonquin, French [Native], English) Medicine 7 (+10) Notice 12 (+15)Skill Mastery Search 15 (+15)Skill Mastery Sense Motive 12 (+15) Sleight of Hand 3 (+10) Stealth 17 (+24) Survival 17 (+20) Swim 13 (+15) Feats: 41 PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Focus (Ranged) 4 Attack Specialization (Unarmed) 2 Benefit (Native: Terminus) Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff) Critical Strike Defensive Attack Defensive Roll 3 Dodge Focus 4 Equipment 5Bronze Reward Evasion 2 Favored Enemy (Robots) Favored Environment (Forest) Grappling Finesse Hide in Plain Sight Improved Initiative 2 Improvised Tools Luck Move-By Action Power Attack Ranged Disarm Ranged Pin Skill Mastery (Acrobatics, Climb, Notice, Search) Takedown Attack Track 3 (Full Speed; Visual) Uncanny Dodge (Auditory) First Aid Kit [1 EP] Mini Tracers [1 EP] Utility Belt 8 (16 EP, Feats: Alternate Power 2) [1 EP] BE: Dazzle 4 (Auditory, Visual, Extra: Area/Burst [General]) (Flashbang Grenades) [16/16] AP: Obscure 4 (Visual, 50 ft radius, Extra: Independent, Flaw: Limited [Normal Vision Only]) (Smoke Grenades) [8/16] AP: Drain Toughness 4 (Extra: Affects Objects [+0], Effortless, Independent, Total Fade) (Thermite Bar) [12/16] Powers: 25 + 8 + 1 = 34 PP Energy Bracers 6 (30 PP, Hard to Lose, Feat: Subtle [Collapsible]) (Energy Bracers) [25 PP] (Alien, Energy, Technology) Gladiatorial Array 13 (26 PP, Feat: Alternate Power 4) [30 PP] BE: Damage 5 (Extra: Ranged, Penetrating 5, Autofire 5, Feats: Improved Critical [19-20], Improved Range 2 [250 ft increments], Progression [Range] [1250 ft], Variable Descriptor 2 [Bludgeoning, piercing, slashing]) (Volley Fire) [26/26] AP: Damage 5 (Extra: Ranged, Area/Shapeable [Targeted], Selective, Feats: Improved Range [75 ft increments], Progression [Area] 3 [125 ft radius], Variable Descriptor 2 [Bludgeoning, piercing, slashing]) (Crowd Tactics) [26/26] AP: (Energy Grapnel) [26/26] Snare 5 (Extra: Constricting, Feat: Tether) (Energy Bonds) [16/26PP] Leaping 2 (x5, Move action, Extra: Linked [+0] [Speed, Super-Movement]) + Speed 2 (25 MPH, Extra: Linked [+0] [Speed, Super-Movement]) + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [+1] [Leaping, Super-Movement]) [10PP] AP: Stun 5 (Extra: Ranged, Feats: Improved Critical [19-20], Improved Range 2 [250 ft increments], Progression [Range] [1250 ft]) (Stun Blast) [19/26] AP: Damage 0 (Extra: Accurate 2, Autofire 5, Penetrating 5, Feats: Extended Reach [10 ft], Mighty, Improved Critical 2 [18-20], Improved Disarm, Improved Trip, Split Attack, Variable Descriptor 2 [Any Physical]) (Anyweapon) [21/26] Device 2 (10 PP, Hard to Lose) (Sensor Mask) [8 PP] (Technology) Communicate 3 (Radio, 1 000 ft, Feat: Subtle) [4 PP] Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3 PP] Super-Senses 2 (Distance Sense, Time Sense) [2 PP] Super-Senses 1 (Radio) [1 PP] Feature 1 (Temporal Inertia) (Terminus) [1 PP] Drawbacks: 0 = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Anyweapon 10 ft DC 20 Toughness + Autofire (Staged) Damage (Physical) Crowd Tactics Ranged/Area (Shapeable) DC 20 Toughness (Staged) Damage (Physical) Energy Grapnel Ranged DC 15 Reflex (Staged) Snare Flashbang Grenade Ranged DC 14 Reflex (Staged), DC 14 Fortitude (Staged) Blind/Deaf Stun Blow Ranged DC 15 Fortitude (Staged) Stun Thermite Bar Touch DC 14 Toughness Drain Toughness Volley Fire Ranged DC 20 Toughness + Autofire (Staged) Damage (Physical) Abilities (36) + Combat (34) + Saving Throws (13) + Skills (43) + Feats (41) + Powers (34) - Drawbacks (0) = 201/243 Power Points
  2. Player Name: KnightDisciple Character Name: Sun Walker, Exceedingly Prime Savant-Warrior Power Level: 10/11 (150/161PP) Trade-Offs: +5 Attack / -5 Damage (Unarmed); +2 Defense / -2 Toughness Unspent Power Points: 11 In Brief: A Chinese-American man imbued with a fragment of power from Sun Wukong, the Monkey King, Sun Walker now walks the Earth and travels the cosmos, championing the defenseless and often causing trouble for those uptight villainous sorts! Theme: Thunderball, Johnny Cash Catchphrase: "Pardon me." Alternate Identity: Daniel Jeremiah Lee Identity: Secret (On Earth); Semi-Secret (In Space) Birthplace: Seattle, Washington, USA Occupation: Electrical Power and Energy Engineer at Diablo Canyon Power Plant (Earth/Terra); Wandering Adventurer and Hero, Occasional Electrician (Galaxy Beyond Terra) Residence: San Luis Obispo, California, USA (Earth/Terra); *To Be Determined* Base of Operations: *To Be Determined* Affiliations: California Polytechnic State University (alma mater); Diablo Canyon Power Plant (employer); Institute of Electrical and Electronic Engineers (IEEE) Power and Energy Society (member); IEEE Power Electronics Society (member); Association of Energy Engineers (member); *To Be Determined* Family: Brian Lee (Father; Deceased); Alison Lee (Mother, Deceased); Heng Lee (Paternal Grandfather; Deceased); Bao Lee (Paternal Grandmother; Deceased); Chun Zhang (Maternal Grandfather; Deceased); Mei Zhang (Maternal Grandmother; Deceased); Sun Wukong (Distant Ancestor) Description: Age: 34 (DoB: August 21, 1980) Apparent Age: Late 20s to Early 30's Gender: Male Ethnicity: Chinese Height: 5'8" (normal); 6'3" (transformed) Weight: 160lbs (normal); 200lbs (transformed) Eyes: Brown (normal); Gold (transformed) Hair: Dark Brown (normal); Black (transformed) Daniel Jeremiah Lee is a man of fairly average, if athletic, height and build. His brown hair is kept in a simple and fairly short haircut of no real distinction. When working at Diablo Canyon, he is typically found in one of the rugged blue work jumpsuits all the technicians, electricians, and engineers seem to sport. On occasion he dons a suit (primarily for important meetings), but more commonly he wears well-kept jeans and a nicer shirt. This same style tends to blend over into his (self-admittedly limited) social life. When at martial arts practice he wears a fairly traditional black-with-white-accents outfit. When off in space, Daniel tends to wear more casual clothing, with jeans and a t-shirt being his most "formal" in most cases, and often wearing worn, rugged work pants, or some iteration of sport-style clothing, when living and working on the ship. Sometimes he is seen wearing his martial arts practice outfit. When in the form of Sun Walker, he is a radically different person, at least as far as looks go. His overall body grows several inches and gains several pounds of pure muscle. His build is still lean and favors speed and flexibility over raw power, but it's undeniably the physique of a warrior. His hair turns black, becomes rather spiky and wild, and grows to the point it gains some volume and reaches almost to the bottom of his shoulder blades. It also includes sideburns that blend into modest mutton chops; this stretch of his hair is even more pronounced, having a definite bristly texture to it. His brow becomes ever-so-slightly more pronounced, in a way that gives him a primal look without detracting from the sharp intelligence that shines in his eyes. His jaw and cheeks seem to gain thicker, harsher lines as well, giving a faintly simian air to his appearance. His canines become a bit longer and more pronounced. Much of his body becomes covered in a fine dark red fur, though his fingers, neck, and face are left bare. From the base of his spine sprouts a tail (just like a monkey) that he normally keeps wrapped snugly around his waist, though it can quickly and easily extend to surprising lengths. His outfit in this form is just as unique and flashy as his general appearance. His feet bear open-toe leather sandals that look to be quite sturdy. He wears pants that are a dark golden color, with a sash at the waist of a matching fabric and shade, the two ends sitting on the left side of his waist, hanging down about a foot or so. Over his torso is only a vest, bearing patterns depicting monkeys and apes frolicking about. At his wrists and ankles he bears bronze circlets, each about an inch wide overall. Recessed just a bit and held firmly in place by the raised "lip" of the circlet is a blue ribbon about 3/4" wide. This ribbon seems to be made of glossy silk. Power Descriptions: Daniel has been imbued with a fragment of the power of Sun Wukong, the Monkey King. However, at this time his mortal body cannot handle that power around the clock, and so it will lie "dormant" unless he calls upon it. When he does call up his power, it takes him a few moments of meditative concentration. Once transformed, Daniel, or Sun Walker as he prefers to be called in that guise, is a specimen of physical power. While certainly not as strong and tough as some of the true powerhouses of Earth (and beyond), he is more than capable of holding his own, with his bare hands, against any number of foes. The supernatural level of skill in martial arts he seems to possess certainly contributes to this. Of course, this strength is coupled with a body that is also much hardier and agile, as well. And with that agility comes a superhuman speed, one that lets him match a high-performance car. Coupled with his natural ability to crawl and move about on most surfaces, and the three-dimensional movement options his incredibly strong tail brings, and while Sun Walker cannot fly, he can come quite close to it in most circumstances. His skin is tough enough he can often shrug off small arms fire, and his system actually needs very little in the way of oxygen input. In effect, he can "hold his breath" for huge amounts of time, surviving in hostile enough conditions that he might as well not need to breath at all. Further, the same power and vigor that lets him move and fight long and survive more lets him laugh off extreme pressures, either high or low. In effect, he could walk on the floor of an ocean or the surface of an airless rock and not really care that much. It might chap his lips a bit. History: All of Daniel's grandparents immigrated to the United States with their families at a young age. Circumstances and coincidence (Heng often called it "fate") meant that even as they all worked hard to make it in the "Land of Opportunity", they ended up finding each other. The two couples were, at first, separated quite a bit, but time and children meant they all ended up in the same town. Then Brian and Alison met, and the rest, as they often say, is history. While Daniel's grandparents all worked blue-collar jobs of one stripe or another (with Chun doing a bit of teaching in a local martial arts dojo for a long time on the side), Brian was an accountant, and Alison an up-and-comer in the rapidly-growing Silicon Valley industry. While neither of them became truly rich, they were both quite comfortable, and more than able to provide for their only child, Daniel, who ended up pursuing an engineering degree, which certainly has never been cheap. Daniel found himself excelling in the engineering program at California Polytechnic State University. In particular, he found that he had a strong knack for working with electrical systems; he noted more than once that it just came naturally to him. His excellence in academics meant it wasn't overly trying for him to find work once he graduated. His first job was a fairly minor one at a power plant not far from CPSU, but between his outstanding performance and his membership in multiple professional societies, it wasn't too long before he began working at a nearby nuclear power plant. However, things inevitably weren't perfect. While he certainly wasn't anti-social, Daniel had trouble creating deeper connections with most people, coworkers or otherwise. Some part of himself always felt a bit restless, but he could never pin down over what. So he settled for just being the friendly, helpful guy at work who was really, really good at his job. But just a few years ago, Brian Lee was involved in a car accident that left him partially crippled and in ill health. Daniel helped pay for his parents to move in with him, and he did what he could to help both his father and his mother (who was partially retired, but was herself having some health problems). Unfortunately, the damage from the accident took its toll, and within a year, Brian passed away. Daniel coped, barely, but his mother wasn't quite the same afterwards. She tried, and for a while things were going better, but she contracted a bad case of the flu that morphed into a case of pneumonia. Just under two years after Brian passed away, so did Alison, leaving Daniel with no living family in the country. His second cousins and more distant uncles and other family all lived in China, with many of them in Hong Kong. Daniel took an extended trip (he had quite a bit of vacation saved up) to see them and try to connect, but ultimately felt more comfortable back home in the States. He and his family continued to exchange the occasional letter, but it was definitely a case of "living in different worlds". Of course, sometimes it’s the more distant relations that bring the most interesting times to your life. Daniel learned that all too well the night he laid down for sleep like normal, and awoke to meet his distant ancestor. It was about a month after his mother passed away that he “woke up†one evening sitting in the lotus position on a rock in a clearing in the midst of a beautiful forest. It took him a few moments to realize there was another person sitting across from him. A person who seemed an odd blend of monkey and human. Before Daniel could connect the dots himself, the “visitor†introduced himself: Sun Wukong, the Monkey King, the Great Sage Equal To Heaven. And Daniel’s many-times-removed grandfather. Sun had apparently taken an interest not only in Daniel himself, but just as importantly in the things Daniel would be doing with his life soon enough. So Sun had decided to grant Daniel a small fragment of his own mighty power, an infusion that would latch onto Daniel’s blood relation to the King to make him powerful in his own right. Daniel had to take a bit of time to consider, but he ultimately accepted. Sun Wukong leveled no charge or demands on how Daniel would use his power, but the ancient being’s eyes glittered with amusement (and perhaps a touch of pride?) when Daniel stated his intent to use this offered power to help others. Though the belly laugh Sun gave when Daniel said he would protect the people in “his area†was a bit unnerving. Daniel awoke from that dream feeling mostly the same. For about a week. And then, somehow, he knew just how to change his form to the more powerful one granted to him. And more than that, he knew, at least in general, the limits of this new form. Still, he took the soonest opportunity to go out to the forest and test his abilities. He found a new thrill in them, and took a couple of months to not only grow familiar with his powers, but also to try and sharpen his personal fighting skills. His ancestor’s gifts certainly gave him a boost to his skills, but he wanted to ensure that as much as possible was his own. Finally, not that long ago, Sun Walker debuted on the scene in California as an up-and-coming superhero. Though he has denied actually joining the Champions, he did make sure to maintain friendly contact with them. Sun Walker has been showing up all over, his flashy style and unique appearance a bit at odds with his calm and quiet demeanor. Still, he’s the sort of sight to inspire hope in anyone not committing a major crime. Now if only Daniel could shake that sense of needing to still be on the move without a solid sense of where to move to... Personality & Motivation: Daniel is a fairly quiet, humble sort of guy. He likes his job as an electrical engineer, takes joy in it. He’s friendly enough with coworkers and friends, but isn’t really close to anyone since his parents passed away. If left to his own devices, Daniel might read a book, tinker with an electronics board or some other electrical knick-knack, or perhaps watch a movie. He tends to be a man of few words, but when he does speak, it carries a bit of gravity, as if each word is carefully weighed and measured before being offered up. That’s not to say he never engages in small talk or friendly chats; rather, in work-related meetings or other more serious contexts, Daniel isn’t always talking, but if he is, he’s doing so for a reason beyond hearing his own voice. When out and about as Sun Walker, Daniel is...actually still pretty quiet. He’s learned that this can unintentionally unnerve some criminals. After all, a lot of heroes tend to be pretty talkative, even in a fight. When Sun Walker wades in with fist, foot, and tail, a slight smile on his face but barely more than a short call for surrender or a few words with the authorities, it makes them wonder what’s going on in that head of his. That’s not to say he purposefully sets out to scare criminals in the same way some heroes do; instead, it’s a byproduct of his naturally quiet and friendly personality that has an unexpected result. With that said, Daniel can be as serious as any other hero if innocents are placed under mortal threat. On a less serious vector, he can prove to be something of a “neat freakâ€, and tends to “zone out†others if he’s working on an engaging electrical problem or project. He isn’t quite a perfectionist, but he’s close enough that all those tendencies combined make him a bit testy if there’s a lot of overtime going into a huge deadline project at the Plant. Or if something else is going wrong that gets dumped in his lap. He’s the sort who simply has to finish a project, so he can get a bit touchy if he thinks others are shirking duty altogether. On the flip side, he has a tendency to apologize even when he doesn't need to, or politely excuse himself as he wades through the midst of a metahuman brawl. Powers & Tactics: When stripped down to basics, Daniel’s powers ultimately make him really, really good at two things at this time: fighting with his bare hands, and moving around. With the former, his general physical fitness, finesse, and strength are boosted to the high end of peak human, and he is able to comfortably survive any pressure conditions, breath any atmospheric condition, and even walk unaided in the vacuum of space. His skin is superhumanly tough, though compared to many heroes some might consider him rather vulnerable. Of course, just landing a hit on him can be a trying thing; the infusion of power from Sun Wukong also brought with it an infusion of skills, leaving him not only much better at a related forms of fighting. In particular, he possesses notable skills in Xingzhemen, Nanhouquan, Da Sheng Pi Gua Men, and Ng Ga Kuen styles. He is not at the level of a true Master yet, but he has more skill than even his years of practice with his grandfather could have given him. Combined with this potent increase in skill in attacking an opponent is an increase in the ability to avoid even being struck in combat; Sun Walker proves himself a canny opponent and slippery target to all but the most skilled of foes. More obviously supernatural is his incredible speed, sufficient to match the fastest cars in the world, but on foot! Further, he can call up enough of the supernatural cloud-walking that his progenitor possessed to keep himself from falling easily to his death. That same inheritance makes it easy for him to clamber on all but the slickest of surfaces. Of course, the extendable prehensile tail he sprouts at the base of his spine makes it even easier to get around. It is deft enough to aid him in combat, either as an additional striking limb, or a way to disturb an opponent’s footing. Yet it is strong enough to carry his body weight, such that he can easily move about many environments as if swinging on the grapnel of a darker, more brooding hero. Combined with the tail itself is his ability to morph the appearance and structure of his body to show a different, more “royal†look. Not only does it mark him as the get of the Monkey King, and as an appointed champion of that mischievous demigod, it also changes his appearance enough that anyone who knows Daniel Lee would have a great deal of trouble figuring out that he was also Sun Walker. A less combat-oriented gift is his ability to speak to any being whose biology/nature/essence is that of stone and rock, owing to the Monkey King’s origins as a statue of rock. As well, that same heritage allows him to naturally speak to monkeys, apes, and other beings of similar nature (but not extending quite so far as to speak any humanoid or hominid languages). His most subtle power is that of fortune. In particular, misfortune visited upon his foes, causing them to suffer mishaps at critical moments. It’s not as potent or as powerful as some who wield the winds of fate and chance, but in a critical moment of a fight it might be just the thing someone needs to survive. As for tactics in a fight, thus far Sun Walker has found that “move around a lot and punch guys really hard in the face or other appropriately vulnerable point†is a pretty solid tactic. Other than his mastery over the whims of luck, Sun Walker doesn’t have any “fancy tricksâ€. He’s just really good at moving around and fighting unarmed, and thus he tends to do a multitude of variations on that particular theme. Complications: That's A Bit Slick: While many surfaces are able to be scaled by Sun Walker's power, surfaces that are sufficiently smooth and seamless may prove difficult or impossible for him to properly scale. This may vary depending on the situation, and should be up to the discretion of the GM whether it's impossible, or imposes a penalty to his climbing speed and ability, and thus merit the award of a Hero Point. Not Much Of A Swimmer: Sun Walker can breathe under water just fine, and could conceivably move and run about on the floor of a river, lake, or ocean. And technically he's got positive buoyancy. But he's just not very good at moving and fighting under the waves, a legacy of his ancestor's stony nature and even more severe weakness to water-based combat. A GM might award a Hero Point for applying penalties to Sun and his combat while moving about under water, even if he wears a diving suit or the like (as the issue is something less tangible than just "I can't float" or "I can't breath"). Shady Heritage: Sun Wukong was a bit of a scamp while he walked the Earth, and his ascension meant he could, on occasion, spread that wanton delight in jokes and pranks to other places in the cosmos. Sun Walker might be recognized, in one way or another, as related to the Monkey King, and thus the GM might award a Hero Point if social situations or the like are complicated by the rather mixed reputation of Sun's fore-bearer. He's a Damn Dirty Ape: Some folks might find Sun Walker's nature as a (seeming) human-ape hybrid objectionable, and thus be disinclined to acquiesce to his requests or otherwise prove even minutely helpful. Whether on Earth or abroad among the stars. A GM might provide a Hero Point if Sun's simian nature provides trouble in one way or another for himself and/or his companions. Lots of Nits to Pick: Sun Wukong was generally a good-ish guy while he walked the Earth, but he certainly stirred up trouble. More than that, he laid low quite a few rather nefarious sorts who didn't quite go all the way to "dead", or have nasty habits of reversing that condition. Even the intervening champions between the King and Sun Walker who fought some of those folks couldn't get them all put down. So it's quite possible various demons, sorcerers, and other ill-doers of all manner of stripes might crop up in Sun Walker's life. A GM might award a Hero Point if one or more of these old foes of the Great Sage try to take down Sun Walker in lieu of striking down his ancestor, and thus bring trouble (and probably a fight) to the door of Sun and his friends and allies. Abilities: 4 + 4 + 4 + 2 + 6 + 0 = 20PP Strength: 20/14 (+5/+2) Dexterity: 22/14 (+6/+2) Constitution: 20/14 (+5/+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +6 Attack: +15 Unarmed, +9 Melee, +7 Ranged (+3 Base, +4 Enhanced) Grapple: +24 Defense: +12 (+3 Base, +3 Enhanced, +6 Dodge Focus), +3 Flat-Footed Knockback: -1/-4 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +8/+2 (+5/+2 Con, +3 Protection) Fortitude: +8/+5 (+5/+2 Con, +3) Reflex: +10/+6 (+6/+2 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 52R = 13PP Acrobatics 4 (+10/+6) Computers 6 (+7) Craft (Electronics) 9 (+10) Disable Device 6 (+7) Escape Artist 4 (+10/+6) Knowledge (Physical Sciences) 6 (+7) Knowledge (Technology) 6 (+7) Language 3 (English [Native], Cantonese Chinese, Mandarin Chinese, Galstandard) Notice 8 (+11) Feats: 7PP Attack Focus (Melee) 2 (1) Attack Specialization (Unarmed) 3 (1) Defensive Attack Dodge Focus 6 (3) Improved Block Improved Critical (Unarmed, 19-20) Luck 5 Power Attack (Italics indicated a feat with 1 or more ranks purchased as a power or part of a power. The cost is reflected under "Powers," below.) Powers: 22 (8+6+8) + 5 (2+3) + 8 + 10 (6[1+1+2+2]+4) + 10 (4+6) + 35 (6+8+6+4+3+8) = 90PP Fighting Buddha 4.4 (22PP Container [Passive, Permanent]) [22PP] (Celestial) Enhanced Attack 4 [8PP] Enhanced Defense 3 [6PP] Enhanced Feats 8 (Attack Focus (Melee) 1; Attack Specialization (Unarmed) 2; Dodge Focus 3; Improved Block; Improved Critical (Unarmed, 19-20)) [8PP] Gifted Tongue 1 (5PP Container [Passive, Permanent]) [5PP] (Celestial) Comprehend 2 (Speak to and Understand Animals; Flaws: Limited [Monkeys and Apes]) [2PP] Comprehend 3 (Speak and Understand All Languages at Once; Flaws: Limited [Languages of Stone/Rock-Based Life-Forms]) [3PP] Luck Control 1 (Force Re-Roll [Take Worse Result; Hero Point or GM Fiat to Cancel]; Feats: Luck 5) [8PP] ("Monkey's Paw") Royal Countenance 2 (10PP Container [Passive, Permanent]) [10PP] (Celestial) Additional Limbs 1 (Prehensile Tail; Extras: Linked [Elongation, Enhanced Feats, Super-Movement]) [1PP] + Elongation 2 (10 feet; Extras: Linked [Additional Limbs, Enhanced Feats, Super-Movement]; Flaws: Limited [Prehensile Tail]) [1PP] + Enhanced Feats 2 (Improved Trip 2 (+8 Bonus to Trip); Extras: Linked [Additional Limbs, Elongation, Super-Movement]) [2PP] + Super-Movement 1 (Swinging; Extras: Linked [Additional Limbs, Elongation, Enhanced Feats]) [2PP] Morph 4 (Single Form; Disguise Bonus +20) [4PP] (Celestial) Swift As A Horse 2 (10PP Container [Passive, Permanent]) [10PP] (Celestial) Speed 4 (100mph/1,000 feet per Move Action) [4PP] Super-Movement 3 (Slow Fall, Wall Crawling 2) [6PP] Vigor of the Sage 7 (35PP Container [Passive, Permanent]) [35PP] (Celestial) Enhanced Constitution 6 [6PP] Enhanced Dexterity 8 [8PP] Enhanced Strength 6 [6PP] Immunity 4 (All Suffocation, High Pressure, Vacuum) [4PP] Protection 3 [3PP] Super-Strength 4 (Lifting Strength 40 [Heavy Load 3 tons]) [8PP] Drawbacks: Normal Identity [Full Round Action] (-4) = -4PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (13) + Feats (7) + Powers (90) - Drawbacks (-4) = 150/161 Power Points Normal Identity: Daniel Jeremiah Lee Power Level: 4 Tradeoffs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Power Points: 64 Abilities: 4 + 4 + 4 + 2 + 6 + 0 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +2 Attack: +6 Unarmed, +4 Melee, +3 Ranged Grapple: +6 Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -1/-4 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +2 (+2 Con) Fortitude: +5 (+2 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 52R = 13PP Acrobatics 4 (+6) Computers 6 (+7) Craft (Electronics) 9 (+10) Disable Device 6 (+7) Escape Artist 4 (+6) Knowledge (Physical Sciences) 6 (+7) Knowledge (Technology) 6 (+7) Language 3 (English [Native], Cantonese Chinese, Mandarin Chinese, Galstandard) Notice 8 (+11) Feats: 7PP Attack Focus (Melee) Attack Specialization (Unarmed) Defensive Attack Dodge Focus 3 Power Attack DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (13) + Feats (7) = 64/64 Power Points
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