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  1. The STORMCROW Power Level: 12 Effective Power Level: 12 Power Points: 244/250PP Unspent Power Points: 6PP Trade-Offs: -3 TOU/ +3 DEF, +2 ATK/-2 DC In Brief: The Nightwing to the Raven's Batman. Theme: Shine - Matt Beilis / Spotlight - Saliva Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret) Birthplace: Freedom City, United States of America Residence: Guardians HQ, Bayview, Freedom City Base of Operations: Guardians HQ, Bayview, Freedom City; The Rookery Occupation: Adventurer, Crime Fighter Affiliations: Claremont Academy, Raven III, Raven Family, Young Guardians Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer) DESCRIPTION Age: DoB: 2004 [January 19th] Gender: Male Ethnicity: Caucasian Height: 5’10’’ Weight: 150 lbs. Eyes: Blue Hair: Dark red Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear. Since his time at Claremont, Charlie has also to taken to dressing more casually with jeans, t-shirts and sneakers of varying colors and designs. As the Stormcrow, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless dark grey full-body suit. Over the suit, he wears a black cowl connected directly to a black cape. The edges of the cape is very light, somewhat shiny blue, and connects to a logo with a bird with outstretched wings on Charlie's chest. The inside of the cape is a slightly lighter grey than the full-body suit. The cowl is outfitted with light blue one way lenses in a vaguely bird beak shape, which covers and hides his eyes. The lens acts as a heads-up display for Charlie. The dark grey full-body suit is broken up with a pair of shiny light blue bracers with shiny black edges that end in triangles at each end, and boots in similar design and color scheme, which ends in triangles pointing to his knees. He wears a silvery and light blue utility belt with another light blue bird logo on a black background as the buckle. HISTORY Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens. When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him. Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore. It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid. Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret. While at Claremont, Charlie quickly struck up friendships with several other students, and when Sebastian Shields, otherwise known as Casanova, assembled a team of students with less than heroic intentions as New Young Freedom, Charlie started organizing his friends into their own team in response. Charlie led a shifting roster of Young Guardians to thwart not just Casanova's New Young Freedom, but through a few other adventures as well. Casanova would, in particular, grow to hate Charlie for his effort. At the same time, he worked with the Raven to combat the rising crime brought on by the Doomforge, with the House of Usher having returned and set up shop in it's shadow, spreading their influence throughout Freedom City. Charlie would eventually leave Claremont near the end of his second year, disappearing rather suddenly from the school when he and the Raven focused their efforts on fighting the House of Usher, eventually dismantling their operations in Freedom City and driving them away from the city. Not content to let the Usher family escape justice, the Raven and Nevermore gave chase, hunting them across the world. The duo had a number of adventures along the way. Charlie grew from these experiences, and began to realize that he wanted to be more than just the Raven's sidekick. He had plans and ideas for what he wanted to do on his own. Alek agreed that it was time for Charlie to go out on his own. Returning to Freedom City, Charlie began to prepare. He wanted to do it right, so he took his time, and, with funding from the Summers family, he designed a new headquarters that he could use with his friends, as well as a new identity. And soon, the Stormcrow would soar, and, with some luck, he would be joined by the Young Guardians once again. PERSONALITY & MOTIVATION Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, with plenty of experience both alone and working together with others, particularly the Raven, though he has not grown out of his cockiness yet. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. During his time in Claremont and abroad, Charlie has grown into an accomplished detective, hero and leader. His ego and bravado remain as strong as ever, but they are now rooted in genuine experience and knowledge of his own capabilities and skills. Charlie remains as driven as ever, and still tends to fixate on finding solutions to any mystery or problem that catches his interest, almost to the point of obsession. POWERS & TACTICS The majority of Charlie's tactics relies on analysis, distraction and misdirectio. Observe an enemy, figure out how to best stop them, and then execute his plan. His personal fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation. Stay out of trouble, stick to the shadows and put his brains to good use. Charlie tends to take on a leadership, or at least planning, role when working with others, whether they like it or not. He has studied and worked towards this, and he generally dislikes being ordered around by people that he doesn't think what it takes to lead. He will, for instance, not have any issues with the Raven giving him commands, or other more experienced heroes, while someone that had just joined Claremont would be a stretch. His tactics tends to involve teamwork, and he will try to weaken enemies or set them up for attacks from his more powerful teammates if possible. POWER DESCRIPTIONS Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. Charlie's Stormcrow costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky. Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat, which also contain a charged shock charge. He uses a modified version of the Raven's ravenrangs, smaller and lighter, which he call's Crow's Claws. He utilizes a great number of different types of tools to snare or trip his opponent, as well as multiple types of gadgets to blind his foes, whether it is with flashbangs, darkness, gunk in the eyes, light shows, concentrated zones of darkness or something else, all to allow him to effectively immobilize and distract his foes. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark crows, small enough to fit in the palm of a hand. COMPLICATIONS A Legacy of Ravens: Charlie is secure in himself, he knows what he can and cannot do, and that he is only just getting started. As the Stormcrow, he is the newest part of the Raven legacy, and while he had good times as Nevermore II, it was high time that he stepped into his own role. Still, he is not without issues, and a mix of this legacy and working with his hero means that Charlie can seem arrogant and flippant to some, and not without reason. While he is a team player, he naturally falls into the leadership roll and can have issues stepping out of it. If Charlie's seeming arrogance or inability to let others take the lead makes a situation worse, the GM can award him a Hero Point. Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprived of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable. Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point. Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse. Ushers, Masques and Conqueror Worms: The legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newer members of the extended Raven family, just for the sake of taking revenge. Aside from legacy villains, Charlie has made a few enemies of his own, including several former Claremont students with less than heroic intentions, such as Sebastian Shields, otherwise known as Casanova, and he has personally interfered with the House of Usher who has thrived in the shadow of the Doomforge, aiding the Raven in driving them from Freedom City and chasing them across the world. Traveling across the world with the Raven only earned Charlie more enemies as they continued their heroics abroad. If any of Charlie's enemies interfere in a situation to attack Stormcrow and make the situation worse, the GM can award Charlie a Hero Point. ABILITIES 8 + 14 + 8 + 14 + 6 + 10 = 60PP Strength: 18 (+4) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 20 (+5) COMBAT 12 + 10 = 22PP Initiative: +15 (+15 Knowledge [Tactics]) Attack: +6 Base, +6 Melee, +14 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Strength) Knockback: -2 / -4 (w. Costume) SAVING THROWS 6 + 7 + 7 = 20PP Toughness: +9 (+4 Con, +5 Protection) Fortitude: +10 (+4 Con, +6) Reflex: +14 (+7 Dex, +7)Evasion 2 Will: +10 (+3 Wis, +7) SKILLS 176R = 44PP Acrobatics 13 (+20)Acrobatic Bluff, Skill Mastery Bluff 10 (+15) Computers 13 (+20)Online Research, Skill Mastery Diplomacy 10 (+15) Disable Device 8 (+15) Drive 3 (+10) Escape Artist 8 (+15) Gather Information 10 (+15)Well-Informed, Skill Mastery Investigate 13 (+20)Skill Mastery Knowledge [Tactics] 8 (+15) Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian) Medicine 3 (+6) Notice 17 (+20)Skill Mastery Pilot 3 (+10) Search 8 (+15)Skill Mastery Sense Motive 17 (+20)Skill Mastery Sleight of Hand 8 (+15) Stealth 13 (+20)Hide in Plain Sight, Skill Mastery Survival 7 (+10) FEATS 49PP Acrobatic Bluff Attack Focus [Ranged] 8 Beginner's Luck Benefit 1 (Raven Family) Benefit 1 [Use Knowledge [Tactics] For Initiative Rolls] Challenge (Fast Acrobatic Bluff) Dodge Focus 10 Evasion 2 Hide In Plain Sight Inspire 5 Jack of All Trades Leadership Luck 4 Master Plan 2 [Use Knowledge [Tactics] for rolls] Online Research Set Up Skill Mastery 2 (Acrobatics, Computers, Gather Information, Investigate, Notice, Search, Sense Motive, Stealth) Teamwork 3 Track Well-Informed Uncanny Dodge [Auditory] Enhanced Feats Luck 4 -> Luck 6 Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades] Takedown Attack 2 Veteran Awards Equipment 16 (80 EP) Equipment Communicator [7EP] Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7EP] BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6EP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6EP] Guardians HQ (Headquarters; Mansion in Bayview) [21EP] The Stormchaser (Vehicle; Motorcycle) [20EP] Guardians Jet (Vehicle; Jet) [32EP] POWERS 20 + 20 + 9 = 49 Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Stormcrow Costume, Costume, Technology) City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP] BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun) Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP] Super-Movement 2 (Wall-Crawling 2) [4DP] (Descriptors: Grapple Claws) Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] AP: Flight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape) Concealment 2 (All auditory senses; Flaws: Blending) [2DP] (Descriptors: Noise Dampening Materials) Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material) Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer) Protection 5 [5DP] (Descriptors: Armor Plating) Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display) Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology) Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets) BP: Damage 6 (Extras: Ranged; Feats: Improved Range, Mighty 4) {17/17DP} (Descriptors: Crow's Claws, Piercing Damage Type, Thrown Weapon) AP: Damage 6 (Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {17/17DP} (Descriptors: Collapsible Staff, Bludgeoning Damage Type) AP: Dazzle 10 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: See No Evil, Flash, Darkness, Optic Disruption, Etc.) AP: ESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 1 mile) {17/17DP} (Descriptors: Crow Drone, Remote Control, Spy Device) AP: Illusion 12 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (600 ft. area) {17/17DP} (Descriptors: Noisemaker, Playback Device, Sound, Remote Activated) AP: Obscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP} (Descriptors: Visual Distortion, Grenade, Smoke, Darkness, Flashbang, Illusionary Confusion, etc.) AP: Snare 10 (Flaws: Action [Full]; Feats: Improved Critical 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Crow's Traps, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.) AP: Stun 10 (Flaws: Action [Full]; Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2) {17/17DP} (Descriptors: Stun Staff, Electricity) AP: Trip 10 (Feats: Improved Critical 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Crow's Prey, Various Tripwires, Bolas, Lines, etc.) Luck Control 2 (Force Rerolls, Spend HP For Others; Feats: Innate, Luck 2) [9PP] (Descriptors: Master Tactician, Training) DRAWBACKS -0PP DC BLOCK NAME ACTION RANGE SAVE EFFECT ATTACK BONUS Unarmed Standard Touch DC19 Tou (staged) Damage +6 Crow’s Claws Standard 150 feet DC25 Tou (staged) Damage +14 Collapsible Staff Standard Touch: 5 ft. DC25 Tou (staged) Damage +14, Crit 18-20, Subtle, Takedown Attack 2 Crow’s Prey Standard 225 ft. DC20 Trip Resist (Worse bonus) Tripped +14, Crit 19-20, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological] Crow’s Traps Full 100 ft. DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless +14, Crit 19-20, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological] Noisemaker Standard Perception, 600 ft. area DC22 Will Fail: Believe audio illusion Independent, Triggered 2 See No Evil Standard 90 ft. DC20 Ref DC20 Fort to recover Blinded +14, Crit 18-20, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological] Stun Staff Full Touch: 5 ft. DC20 Fort (staged Fail: Dazed >5: Stunned >10: Unconscious +14, Crit 18-20 Totals: Abilities (60) + Combat (22) + Saving Throws (20) + Skills (44) + Feats (49) + Powers (49) - Drawbacks (0) = 244/250 Power Points
  2. ROCKET Power Level: 12 Effective Power Level: 10 Power Points: 196/207PP Unspent Power Points: 11 Trade-Offs: DEF+5/TOU-5, No Offensive trade-off In Brief: The nephew of Johnny Rocket II races unto the scene as the Super Scientific Rocket! Catchphrase: "Let's rocket!" Theme: Yellow Line - REDLINE OST Alternate Identity: Jason "Jay" Jacob Wade Birthplace: Freedom City Residence: Atomic Tower, Freedom City Base of Operations: Atomic Tower, Freedom City Occupation: Adventurer, Student/Member at Atom Academy Affiliations: Atom Academy, Johnny Rocket II Family: Jillian "Jill" Wade (Mother, unemployed nurse, born 1978), David Ross (aka Speed Freak, father, unemployed nurse, born 1977. Currently serving time in prison), John "Johnny" Wade II (aka Johnny Rocket II, uncle, professional super hero, born 1982), Chris Penny (John's husband, paramedic, born 1981), Jacob "Jake" Wade (Grandfather, born 1954), John "Johnny" Wade I (aka Johnny Rocket I, maternal great-grandfather, deceased) DESCRIPTION Age: DoB: 1998, August 6th Gender: Male Ethnicity: Caucasian Height: 5’9’’ Weight: 160 lbs. Eyes: Blonde Hair: Blue Jay stands at 5'9'' and weighs 160 lbs, with a slim runner's physique. He has long since given up on trying to tame his blonde hair, which will invariably be a mess after he has moved at super speed, usually appearing slicked back from the wind. Jay prefers shorts and t-shirts, clothes tight enough that they won't restrict him when he's running. He almost always wears running shoes. At Atom Academy, he wears the stand blue, black and white uniform, with blue pants and white boots and gloves with black trim, a white belt with an Atom logo, and blue shirt with black left arm and side, with the tri-colored Atom logo in a white circle on the left side of his chest, divided equally between the blue and black parts of the uniform. On Jay's uniform, the logo have been altered slightly, adding a black rocket between the red, yellow and blue rings of the Atom logo. He wears a pair of pale blue googles that feed him information and acts as a communicator. When acting outside of Atom Academy, Jay tends to wear an orange and yellow suit designed by his uncle Johnny. The orange suit leaves his arms, neck and face bare, but covers the rest, with a yellow line running from his shoulders and down his chest and upper body, before connecting at his waist. He sports a yellow rocket logo on his chest, while he wears specially designed orange running boots with yellow soles and details. He still wears the same pale blue googles. HISTORY Jason Jake Wade was part of a heroic legacy even before he was born. While father David Ross was, as he would often say himself, a nobody, his mother Jill was the granddaughter of the original Johnny Rocket and the sister of the second Johnny Rocket. While never exhibiting any powers herself, Jill would often tell Jay stories of his heroic relatives, of their exploits and victories. Jay practically grew to worship his great-grandfather and uncle, and he would always look forward to their visits. Uncle Johnny was soon his favorite person in the world. Jay was a bright kid. Maybe a bit too bright. He was several grades ahead in school at the least, studying advanced topics even as a child. David, always having had difficulty connecting with his son, started spending less and less time at home. He would be gone for days, further straining his relationship not just with Jay, but with his girlfriend Jill. Eventually, Jill disappeared along with David. Jay was taken in by uncle Johnny and his boyfriend Chris while they searched for his missing parents. Months later, as Johnny fought one of his recurring foes, a speedster that called himself the Speed Freak. Always able to escape, Speed Freak had brought a super fast woman to help him as he and Johnny had clashed several times over the past few months. Finally, Johnny won and unmasked Speed Freak and his accomplice... and found David and Jill! As they soon learned, David had grown to resent at first Johnny and the rest of the Wade family, and later his own son. He had used Zoom to become fast enough to fight Johnny for years. Finally reaching his break points months earlier, he had kidnapped Jill and drugged her into a state where she would help him in his fights against Johnny. In his delusions, he believed that he was saving Jill from her brother and their evil child. David was sent to prison, while Jill, damaged in both body and mind from the ordeal, were given all the help that Johnny's considerable resources could provide. With David behinds bars and Jill unable to take care of Jay, uncle Johnny was appointed as his official guardian. Jay was happy with Johnny and Chris, who made sure he could visit his mother as often as possible. Any visit to his father ended in failure, until they, at last, agreed to stop. Johnny and Chris' nurtured Jay to learn all that he could, helping him grow into a bright young man well on his way to a promising academic career. He had his pick of colleges, but decided to take his time to decide. Near the end of 2019, David escaped, rampaging across the world to find Jill. Johnny sought to stop him, and they finally clashed outside Johnny's home in Freedom City. Seeing his father and uncle fighting triggered something in Jay. Suddenly, he moved as fast as Johnny, if not even faster! The powers inherited from the first Johnny Rocket might have skipped Jay's mother, but soon he was moving at rocket speed! Together, they defeated David, sending him back behind bars. Jay spent most of 2020 learning how to control his speed from Johnny. He took name Rocket, continuing the family tradition. Near the end of year he received an invitation to attend the soon-to-open Atom Academy. PERSONALITY & MOTIVATION Despite the whole situation with his parents, Jay is a generally happy, if slightly awkward, young man. He is highly intelligent, even considered gifted. He is naturally curious, though also cautious. Despite the stereotype for speedsters, he is not a "run in without a plan" type, and instead likes to take his time. Of course, for Jay that still means moving in much quicker than almost anyone else. Since joining Atom Academy he has found a love of exploration. He will often spend his private time exploring across the world or learning new subjects. Jay is not content to simply use his powers as they are, instead being determined to explore the full extent of what he can do and how. Jay has developed a habit of pushing bad thoughts away rather than deal with them, if at all possible, and as such he has a lot unresolved feelings about his father and the things he did as Speed Freak, including what he put Jay's mother through. Despite it all, he has some good memories of his father, leaving him rather conflicted. He makes sure to visit his mother whenever possible. POWERS & TACTICS All of Jay's powers revolves around speed and how he uses it. He rarely stands still, using everything he can to try to end a conflict. Jay tends to be creative in the use of his powers, finding new uses or utilizing his surroundings and technology to aid him, such as by using high tech tools to entrap his targets at incredible speeds, or simply moving debris on top of them to trap them, or using his speed to generate wind, fire or static electricity. Jay is curious, and likes to learn more about enemies he fights: Why they do what they do, how they do it, and how he can help them. He will rarely go all out and attack just to end a fight quickly, unless civilians somehow end up in danger. POWER DESCRIPTIONS Jay has inherited his great-grandfather's super speed, seemingly passed down as a genetic ability in the Wade family, as shown by Jay's uncle Johnny's powers. Though his great-grandfather gained his powers when he was splashed with experimental rocket fuel, Jay believes there might be more to it, though he has found little evidence of his theory. Jay is, to put it simply, able to move at super speed. His his body, his thoughts, his reflexes, everything happens faster, while not affecting his aging. While he needs to eat and drink more than a normal man, it is nowhere near the levels that would be expected for his abilities. By moving fast enough, Jay can run on walls or water, vibrate through walls or move so fast that he can't be seen. He is able to quickly use his momentum and relative speeds to hit with incredible force, build up static electricity to throw lightning, create fire or powerful gusts of wind. COMPLICATIONS Jay Rocket: Jay doesn't have a secret identity. With his uncle's identity being public, it wouldn't exactly be difficult for the press to figure him out, so he simply didn't bother. If Jay's lack of a secret identity complicates a situation, such as him turned away due to being a known hero, being more easily recognized or having friends and loved ones targeted by villains, the GM can award him a Hero Point. Not Johnny Rocket: Jay is well aware that he will probably always be in his great-grandfather and uncle's shadow. While he loves his uncle dearly, this also means that a lot of people expect him to be just like his uncle and great-grandfather when they started out as heroes, an impulsive hothead often in over his head. While Jay doesn't resent his predecessors for this, he might react harshly if others bring this up. If Jay's reaction to being compared to his predecessors complicates a situation, the GM can award him a Hero Point. Rocket's Rogues: While Jay has had little time to make enemies of his own, enemies of his uncle Johnny, or even particularly long-lived foes of his great-grandfather, might try to attack him for his predecessor's action. His own father, who goes by Speed Freak, might even seek him out to make him pay for his perceived slights. Since Jay joined the Atom Academy, he has only added more potential enemies, potentially becoming the target of the Atom Family's enemies. The GM can award Jay a Hero Point if his presence in a thread might bring unwanted complication if a potential foe seeks him out, further complicating a situation. Speed Freak: Jay has some very conflicted feelings about his father, who eventually turned to villainy and forced his mother into the same, requiring her to stay in a care center even almost a decade later. The GM can award Jay a Hero Point if any powers or scenes uses Jay's feelings of his father's, potentially making Jay automatically fail against the effect. Too Fast: Despite his apparent mastery of his speed, Jay is still learning how to use his powers, and he likes to experiment with them. Not everything he does is going to work. The GM can award Jay a Hero Point if they make one of his creative uses of the Variable Descriptor from the Rocket Speed Array backfire or just not work, or if his speed simple proves to be too much in a given situation. Why's and How's: Rocket is not just interested in fighting bad guys. He wants to know why and how. Why do the bad guy attack people? Can they talk him out of it and get him to stop? How does the super science gun works? Can they take it apart and use it for good? The GM can give Jay a reason to not just attack, but study an enemy, giving him pause for long enough to cause potential complications, giving him a Hero Point in return. ABILITIES 0 + 10 + 10 + 14 + 6 + 4 = 44PP Strength: 10 (+0) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 24 (+7) / 30 (+10) Wisdom: 16 (+3) Charisma: 14 (+2) COMBAT 8 + 10 = 18PP Initiative: +18 (+10 IntSpeed of Thought, +8 Improved Initiative) Attack: +4 Base, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +2 Flat-Footed Grapple: +4 (+4 Base Attack) / +8 (+4 Base Attack, +4 Super-Strength [While moving]) Knockback: -2 (TOU/2) SAVING THROWS 3 + 0 + 5 = 8PP Toughness: +5 (+5 Con) Fortitude: +8 (+5 Con, +3) Reflex: +12 (+5 Dex, +0, +7 Enh. Reflex Save) Will: +8 (+3 Wis, +5) SKILLS 56R = 14PP Computers 5 (+15) Craft [Electronic] 5 (+15) Craft [Mechanical] 5 (+15) Diplomacy 8 (+10) Knowledge [Physical Sciences] 10 (+20) Knowledge [Technology] 5 (+15) Medicine 4 (+7) Notice 7 (+10) Sense Motive 7 (+10) FEATS 6PP Benefit 1 [Atom Academy] Inventor Jack-of-All-Trades Luck 3 Enhanced Feats Dodge Focus 10 Eidetic Memory Evasion 2 Improved Initiative 2 Move-By Action Speed of Thought Uncanny Dodge [Auditory] POWERS 6 + 18 + 7 + 16 + 7 + 28 + 7 + 3 + 14 = 106 All powers have the Genetic Mutation and Super Speed descriptors, unless otherwise noted Enhanced Intelligence 6 [6PP] (Descriptors: Light Speed Mind) Enhanced Feats 18 (Dodge Focus 10, Eidetic Memory, Evasion 2, Improved Initiative 2, Move-By Action, Speed of Thought, Uncanny Dodge [Auditory]) [18PP] (Descriptors: Rocket Fuel Heart) Enhanced Reflex Save 7 [7PP] Gadgets 2 (10PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [16PP] (Descriptors: Instant Gadgets, Technology, No Genetic Mutation descriptor) Sample Allocations: Quickness 7 (Tasks at x250 speed) [7PP] Rocket Speed Array 12.5 (25PP Array; Feats: Alternate Power 3) [28PP] BP: {10 + 10 + 5 = 25/25} (Descriptors: Full Speed) Quickness 10 [10PP] Stacked Power: Quickness 17 (Tasks at x250,000 speed) Speed 10 [10PP] Stacked Power: Speed 17 (2,500,000 MPH / 25,000,000 ft./rnd.) Super-Strength 4 (Flaws: Limited [While Moving]) (+20 Str. carrying capacity, Heavy load 1.600 lbs) [5PP] AP: Damage 10 (Feats: Accurate 3, Improved Critical 2, Takedown Attack 2, Variable Descriptor 2 [Any Super Speed]1) {19/25} (Descriptors: High Speed Hits, Potential: Bludgeoning Damage Type, Fire, Electricity, Wind and more) AP: Snare 10 (Flaws: Range [Touch]; Feats: Accurate 3, Improved Critical 2, Obscure Senses 5 [Any Sense], Reversible, Variable Descriptor 2 [Any Super Speed]1) {23/25} (Descriptors: High Speed Trap, Potential: Debris, Technology, Wind and more) AP: Stun 10 (Feats: Accurate 3, Variable Descriptor 2 [Any Super Speed]1) {25/25} (Descriptors: High Speed Stun, Potential: Bludgeoning Damage Type, Electricity, Pressure Points and more) Speed 7 (1,000 MPH / 10,000 ft./rnd.) [7PP] Super-Movement 3 (Wall-Crawling 2, Water-Walking; Flaws: Limited [While Moving]) [3PP] (Descriptors: Just That Fast) Super Scientific Rocket Array 5 (10PP Array; Feats: Alternate Power 4) [14PP] BP: {3 + 1 + 5 = 9 /10} (Descriptors: Too Fast To See) Concealment 4 (Visual Senses; Feats: Close Range; Flaws: Limited [While Moving]) [3PP] Moving Feint Speed Adds (Feats: Moving Feint) to Speed [1PP] Super-Movement 5 (Permeate 3, Sure-Footed 2; Flaws: Limited [While Moving]) [5PP] AP: Autofire Rocket Speed 10 Adds (Extras: Autofire) to Rocket Speed Array2 {10/10} (Descriptors: Rapid Hits) AP: Burst Area Rocket Speed 10 Adds (Extras: Area [Targeted Burst], Selective; Flaws: Action [Full Action]) to Rocket Speed Array2 {10/10} (Descriptors: Hit Everyone) AP: Ranged Rocket Speed 10 Adds (Extras: Range [Ranged]) to Rocket Speed Array2 {10/10} (Descriptors: Throw Things) AP: Trail Area Rocket Speed 10 Adds (Extras: Area [Targeted Trail]) to Rocket Speed Array2 {10/10} (Descriptors: Outta the way!) 1: Note on Variable Descriptor 2 [Any Super Speed]: 2: Note on using Rocket Speed Array and Super Scientific Rocket Array together: DRAWBACKS -0PP DC BLOCK All powers from the Rocket Speed array can have one of the following combinations of extras and flaws added from the Super Scientific Rocket Array, marked with SSR on the DC block. Only one option marked with SSR can be active at once: "Extras: Autofire", "Extras: Area [Targeted Burst], Selective; Flaws: Action [Full Action]", "Extras: Range [Ranged]", "Extras: Area [Targeted Trail]" Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +4 High Speed Hits Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC25 Tou (staged) Damage +10, Crit 18-20, Takedown Attack 2 AutofireSSR High Speed Trap Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Crit 18-20, Obscure Senses [Any] AutofireSSR High Speed Stun Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC20 Fort (staged) Fail: Dazed>5: Stunned>10: Unconscious +10 AutofireSSR Totals: Abilities (44) + Combat (18) + Saving Throws (8) + Skills (14) + Feats (6) + Powers (106) - Drawbacks (0) = 196/207 Power Points
  3. Justice Power Level: 15 Effective Power Level: 10 Power Points: 231/250PPUnspent Power Points: 19 Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see ScaleDriver Weight System In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: [Scales set! Are you ready?] "Henshin!" [Time for justice!] Theme: Hell No! - Mel Senese Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: Riverside, Freedom City Base of Operations: The Secret Headquarters, Riverside, Freedom City Occupation: Comic, Gaming & Hobby Store Owner, Adventurer Affiliations: None Family: Anna Maria Langley (mother), Lucas John Langley (father), Lucas John Langley Jr. (2 years older brother), Mark Milton Langley (20 years younger brother), Dottie Patricia Langley (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair: Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair is, quite frankly, a mess that stands out in all directions. She has green eyes and wears glasses with red frames. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. Lately, she has taken to wearing jackets, pants and shoes over the undersuit for her armor. As Justice, Robin wears the ScaleDriver, a grey belt with a darker grey core, forming a sort of A shape with a triangle pointing down from the center of the A and reaching the same parts as the sides of the A in front of Justice. The center of the belt holders a red scale, slightly protruding from the rest of the belt. Activating the ScaleDriver causes the undersuit to appear, unfolding from the belt: A black suit with while soles, three white stripes on both sides of Robin's abdomen, a white line running from each shoulder and down her chest, and thinner white lines around her neck and the inside of her arms near the elbows. While the back of Robin's hands and her palms are covered, her fingers are left free. By scanning an ImagiCard on each of the weights on the scale and setting the weight, Robin can summon the Justice Armor X from Z-Space: Armored red boots with blue knees and shins, with thick white trim, blue armored shoulders and outer upper arms, with the lower arms beind completed covered, with additional white armor over the knuckles and the back of the hand. The center of Robin's chest, stretching from her shoulders and down to the ScaleDriver belt, is covered in red armor. The blue armor on the shoulders extends up in a collar around the side of her neck. She wars a red helmet that completely hides her features, with white guard in front of the mouth, white armor on the side of the hand and a white crest or crown with grey center at the front. Her eyes are hidden behind a black visor with blue trim. She wears a long white scarf around her neck. HISTORY Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. Robin did not defeat the secret group by Max Mars and MarsTech. Despite her attempts, the whole thing fell apart, and she was eventually captured and disappeared from Emerald City. Six months later, Robin reappared in Freedom City, the owner of the new Riverside comic, gaming and hobby shop the Secret Headquarters. She seems to have forgotten that she was ever a super hero. Faced with villains rampaging through Riverside, Robin found the mysterious ScaleDriver hidden in a stockroom in the Secret Headquarters. Donning the belt, she became Justice for the first time once again. As Robin begins to rediscover herself, she will have to figure out just what happened to her, why it happened... and maybe why Max Mars and his Ultio Program has made their way to Freedom City. PERSONALITY & MOTIVATION Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Since arriving in Freedom City, Robin seems to suffer from partial amnesia, having forgotten that she was ever a super hero. She is slowly rediscovering herself, leading to sudden shifts in personality: One moment, she might act as a rookie hero that has no idea what she's doing, before acting as a veteran hero the next. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her armor while in action. Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. While she had studied magic under Salvo, she has found herself utterly unable to actually use magic herself, instead relying on merging technology and magic as what she has dubbed WonderTech. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin's newest armor channels powers directly from Z-Space. As with previous versions, the undersuit unfolds from Robin's belt, dubbed the ScaleDriver, while other armor pieces are summoned from Z-Space and attaches directly to Robin. Robin's grandmother's amulet powers the ScaleDriver and allows Robin to access Z-Space and teleport short distances in real space, while also giving her access to her storage. She uses a number of different gadgets she has created or cobbles together on the fly as needed. The Justice Armor X enhances Robin's physical capabilities and assists her in combat, including a built-in A.I. that assists in combat. Robin can switch between different weapons and armor by scanning magically programmed NFC cards that she has dubbed HeroCards to the two scales on her belt, with each HeroCard being able to activate either the Alpha or Beta slot. By manipulating the weights on the scale, she can increase or decrease her armor, allowing her to switch between three modes: Balance: a balanced mode, Lightweight: Quick, but with little armor and Heavyweight: Slow, but heavily armored. Robin commonly uses the following HeroCards to set her armor's Alpha Slot, giving her access to different attacks: Lady Liberty: Melee focused, with enhanced strikes. Justice: Gives Robin access to the Justice Kick, damaging everything in her path. Patriot: Gives Robin access to the Patriot Blaster, a weapon with variable magical attacks. Emerald Spider: Gives Robin access to Quantum Webbing, used to entangle her targets. Captain Thunder: Gives Robin access the stunning Thunder Strike. and the following HeroCards to set her armor's Beta Slot, giving her different defensive and utility abilities: Centurion: Enhanced strength and environmental defenses. Synapse: Psionic efenses and mental senses. Raven: Stealth focused abilities. Freedom Eagle: Flight and gives Robin access to the Eagle Blaster, which she can use to channel any of her attacks at a range, making some of her attacks instant hits. Velocity: Increased speed. While these are the HeroCards commonly used by Robin, she has access to others through stunts. Furthermore, Robin can access the more powerful World's Finest Mode armor by using the Centurion HeroCard in the Alpha slot and the Raven HeroCard in the Beta slot at the same time. COMPLICATIONS Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her. HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays. Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies. Motor Mouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing. No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her. Power Up Let Down: Justice's World's Finest Mode. armor, accessed through the Morph power Centurion/Raven: World's Finest requires large amounts of power to run. The GM can effectively veto any use of the World's Finest Mode Armor if they don't want Justice to use it in a thread. Invoking this complication does not award Justice a Hero Point, but allows the GM an excuse to keep Justice from increasing in PL during a thread. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2) / [Justice Armor X] 18 (+4)Dexterity: 14 (+2) / [Justice Armor X] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) / [Justice Armor X] +11 (+7 Int [Speed of Thought], +4 Improved Initiative) Attack: +4 Base / [Justice Armor X] +4 Base, +10 for Individual Attacks, +10 MeleeLady Liberty HeroCard(+4 Base, +6 Attack Focus [Melee]) Defense: +4 Base, +2 Flat-Footed / [Justice Armor X] +10 (+4 Base Defense, +1 Enhanced Defense, +5 ScaleDriver Weight System set to Balance), +5 (+4 Base Defense, +1 Enhanced Defense, +0 ScaleDriver Weight System set to Heavyweight), +15 (+4 Base Defense, +1 Enhanced Defense, +10 ScaleDriver Weight System set to Lightweight), +3 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength) / [Justice Armor X] +8 (+4 Base Attack, +2 Strength, +2 Enh. Strength), +14Lady Liberty HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee]), +20Lady Liberty/Centurion HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +6 Super-Strength), +22Lady Liberty/Centurion HeroCard/Balance(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +8 Super-Strength) Knockback: -2 (TOU 4) / [Justice Armor X] -2 (TOU 5 ScaleDriver Weight System set to Lightweight), -5 (TOU 10 ScaleDriver Weight System set to Balance), -12 (TOU 15, Imp. TOU 10, ScaleDriver Weight System set to Heavyweight) No Armor Balance Heavyweight Lightweight Defense +4 +10 +5 +15 - Flatfooted +2 +3 +3 +3 Toughness +4 +10 +15 / Imp 10 +5 Fortitude +10 +12 +13 +14 Reflex +7 +10 +8 +12 Will +11 +13 +14 +15 Knockback -2 -5 -12 -2 Base Armor Balance Lady Liberty Centurion LL+C B+LL B+C B+LL+C Grapple +6 +8 +10 +14 +14 +20 +16 +16 +22 SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con) / [Justice Armor X] +10 (+4 Con, +1 Protection, +5 ScaleDriver Weight System set to Balance), +15/Imp. Tou 10 (+4 Con, +1 Protection, +10 ScaleDriver Weight System set to Heavyweight), +5 (+4 Con, +1 Protection, +0 ScaleDriver Weight System set to Lightweight) Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [Justice Armor X] +8 (+2 Dex, +1 Enh. Dex, +5), +10 (+2 Dex, +1 Enh. Dex, +5, +2 ScaleDriver Weight System set to Balance), +12 (+2 Dex, +1 Enh. Dex, +5, +4 ScaleDriver Weight System set to Lightweight) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [Justice Armor X] (+15) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [Justice Armor X] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 5 (+12) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Attack Focus [Melee] 6Lady Liberty HeroCard Evasion 2 Improved Initiative Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Mental]Synapse HeroCard Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 14 + 90 + 8 = 112PP Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic) Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space) Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic) Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (Descriptors: Combat Teleport) AP: Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (Descriptors: Z-Space Portal) Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X, Invention, Magic, Technology) Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking) Enhanced Dexterity 2 [2DP] (Descriptors: A.I. Assisted Coordination) Enhanced Feat 5 (Accurate Attack, Evasion 2, Improved Initiative, Power Attack) [5DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Instant Armor) Enhanced Strength 4 [4DP] (Descriptors: Enhanced Musculature) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [World's Finest Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Centurion/Raven: World's Finest, Super Mode) Protection 1 [1DP] (Descriptors: Armor) ScaleDriver Alpha Slot 14.5 (29DP Array; Feats: Alternate Power 4) [33DP] (Descriptors: Weapons, Z-Space) BP: {23 + 6 = 29/29DP} (Descriptors: Lady Liberty HeroCard) Damage 6 (Extras: Penetrating 4; Feats: Improved Critical 2, Indirect 3, Knockback 5, Mighty, Takedown Attack 2) [23DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Bludgeoning Damage Type) Enhanced Feat 6 (Attack Focus [Melee] 6) [6DP] AP: {13 + 16 = 29/29DP} (Descriptors: Justice HeroCard, Justice Kick, Enhanced Musculature, Finishing Move, Bludgeoning Damage Type) Damage 6 (Extras: Area [General Trail], Linked [Drain Toughness] (+0); Feats: Mighty) (60 ft. trail area) [13DP] Drain Toughness 8 (Extras: Area [General Trail], Linked [Damage] (+0)) (80 ft. trail area) [16DP] (Descriptors: Z-Space Energy) AP: Blast 10 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Variable Descriptor 2 [Any Magic]) {29/29DP} (Descriptors: Patriot HeroCard, Patriot Blaster, Variable Ammunition, Z-Space Portals) AP: Snare 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Tether) {29/29DP} (Descriptors: Emerald Spider HeroCard, Quantum Webbing) AP: Stun 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Sedation) {29/29DP} (Descriptors: Captain Thunder HeroCard, Thunder Strike, Electricity) ScaleDriver Beta Slot 10.5 (21DP Array; Feats: Alternate Power 4) [25DP] (Descriptors: Armor, Z-Space) BP: {16 + 5 = 21/21DP} (Descriptors: Centurion HeroCard) Super-Strength 6 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+30 STR Carry, Heavy Load: 9.6 tons) [16DP] (Descriptors: Centurion's Strength) Stacks with Super-Strength in Weight System Array Balance: Total Super-Strength 8 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+40 STR Carry, Heavy Load: 38 tons tons) Immunity 9 (Life Support; Flaws: Limited [Half Effect]) [5DP] (Descriptors: Centurion's Protection) AP: {10 + 11 = 21/21DP} (Descriptors: Synapse HeroCard) Immunity 10 (Psionic Effects) [10DP] (Descriptors: Psi-Shield) Super-Senses 11 (Danger Sense [Sense Types: Mental], Mental [Sense Type: Mental; Default Extras: None; Extras: Accurate, Acute, Counters Concealment, Counters Illusion, Radius, Ranged]) [21PP] (Descriptors: Danger Sense) AP: {3 + 10 + 6 + 2 = 21/21DP} (Descriptors: Raven HeroCard, Stealth) Concealed Attack 3 Adds (Feats: Insidious, Subtle 2) to Weight Alpha Array [3DP] (Descriptors: Hidden Attacks) Concealment 10 (All Senses; Flaws: Blending) [10DP] (Descriptors: Superior Stealth) Obscure 6 (Visual Obscure; Flaws: Range [Touch]) [6DP] (Descriptors: Instant Darkness, Darkness) Super-Movement 2 (Wall-Crawling 2) [2DP] AP: {11 + 10 = 21/21DP} (Descriptors: Freedom Eagle HeroCard, Flight, Range) Eagle Eyes 10 Adds (Extras: Range; Feats: Progression [Range] 1) to Weight Alpha Array [11DP] (Descriptors: Eagle Eyes, Blaster, Channel Attacks, Z-Space) Flight 5 (250 mph, 2500 ft./rnd.) [10DP] (Descriptors: Wings of Freedom, Flight, Gravity) AP: {10 + 4 + 3 + 4 = 21/21DP} (Descriptors: Velocity HeroCard, Super Speed) Full Velocity 10 Adds (Extras: Autofire) to Weight Alpha Array [10DP] (Descriptors: Full Velocity, Quick hits) Speed 4 (100 mph, 1000 ft./rnd.) [4DP] Stacks with Speed in Weight System Array Balance: Total Speed 6 (500 mph, 5000 ft./rnd.) Lightweight: Total Speed 8 (2500 mph, 25,000 ft./rnd.) Super-Movement 4 (Sure-Footed 2, Wall-Crawling 2; Flaws: Limited [While Moving]) [3DP] Quickness 4 (Tasks at x25 Speed) [4DP] ScaleDriver Weight System 10 (20DP Array; Feats: Alternate Power 2) [22DP] BP: {5 + 2 + 2 + 5 + 2 + 4 = 20/20} (Descriptors: Balance) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) [5DP] Enhanced Trait 2 (Reflex Save +2) [2DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Protection 5 (Total Toughness +10) [5DP] Speed 2 (25 MPH, 250 ft./rnd) [2DP] Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {10 + 10 = 20/20} (Descriptors: Heavyweight) Impervious Toughness 10 [10DP] Protection 10 (Total Toughness +15) [10DP] AP: {10 + 4 + 2 + 4 = 20/20} (Descriptors: Lightweight) Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) [10DP] Enhanced Trait 4 (Reflex Save +4) [4DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Speed 4 (100 MPH, 1000 ft./rnd) [4DP] Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (Descriptors: Summon Gadgets, Invention, Technology, Z-Space) Sample powers DRAWBACKS 0PP DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Lady Liberty HeroCard Touch DC19 TOU (staged) Damage +10 Justice Strike Touch 100 ft.Freedom Eagle DC25 TOU (staged) Damage +10, Crit 18-20, Indirect 3, Knockback 5, Penetrating 4, Takedown Attack 2, AutofireVelocity, Insidious, Subtle 2Raven Justice Kick 60 ft. Trail Area 100 ft.Freedom Eagle DC18 Fort (staged) TOU Drain General Trail Area, linked to Damage Effect, Insidious, Subtle 2Raven DC25 TOU (staged) Damage General Trail Area, linked to TOU Drain Effect, Insidious, Subtle 2Raven Patriot Blaster 100 ft. PerceptionFreedom Eagle DC25 TOU (staged) Damage +10, Crit 19-20, Indirect 3, Variable Descriptor 2 [Any Technological] , AutofireVelocity, Insidious, Subtle 2Raven Quantum Webbing 100 ft. PerceptionFreedom Eagle DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Crit 18-20, Indirect 3, Tether, AutofireVelocity, Insidious, Subtle 2Raven Thunder Strike Touch 100 ft.Freedom Eagle DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 18-20, Indirect 3, Sedation, AutofireVelocity, Insidious, Subtle 2Raven Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/250 Power Points
  4. Oh no, Doctor Midas stole a bunch of gold from the bank, and now he's making his escape! Good thing that you're there to stop him! But wait, who's that catching up to him? Is that Ghost!? I'm looking for 1-2 people to team up with Ghost to stop that gold loving diabolical Doctor Midas before he gets away! PL8-10 prefered, but I'm open to others. Teen heroes will probably lead to some interesting interactions, but anyone's free to enter!
  5. Reputation Table Theme Music Vignettes 20/20 Hindsight: Greatest Hits
  6. Ghost Power Level: 12 Effective Power Level: 10 Power Points: 210/238PP Unspent Power Points: 28 Trade-Offs: +5 DEF / -5 TOU In Brief: Long time hero still in action after a life of hardship. Catchphrase: "Just your friendly neighborhood Ghost." Theme: 100 Bad Days - AJR Alternate Identity: Casper Baltazar Church Birthplace: Freedom City Residence: The Fens Base of Operations: Freedom City Occupation: Constantly changing Affiliations: Freedom League Auxiliary Family: Jessie Taylor Wilson (Born 1988, real estate agent, ex-wife), Carrie Belinda Church (Born 2014, daughter living with mother), Cole Church (1950-1995, father), Carrie Elizabeth Church (1948-2017, mother) DESCRIPTION Age: Born Febuary 13th, 1988 Gender: Male Ethnicity: Caucasian Height: 6’0’’ Weight: 155 lbs. Eyes: Light blue Hair: Brown Casper is a brown haired man in the mid 30'es. His eyes are light blue, almost, but not quite, unnaturally so. His hair is usually cut short, and he often sports a five o'clock shadow. He usually dress in cheap or well worn clothes. Casper often seems to be tired. The friendly neighborhood Ghost wears a light grey and white costume with thick black accents. The costume is mainly light grey, with white boots and gloves, separated from the rest of the costume with thick black lines. The middle of his chest and lower body is white, separated from the light grey with the same thick black lines, which also show the difference between pants and shirt. Thick black lines stretch from just under his chest, under his arms and connecting on his back. He wears a white mask that covers his entire face, leaving just his eyes visible. Casper wears a pair of x-ray goggles with light blue glass that seems to glow over his eyes. While they seem to be built into the costume, each lens can be moved and placed separately. His logo is a stylized light blue ghost that almost seems to be glow, placed directly in the middle of his chest. Offensive use of Ghost's powers tend to create a chaotic light blue energy effect . HISTORY Casper Church probably shouldn't have attended that science expo at ASTRO Labs back in High School. Looking back, that was the thing that pretty clearly changed his life forever. The malfunctioning extradimensional looking glass device that bombarded him with some strange radiation was a dead give away. The researchers at ASTRO Labs checked him out, everything seemed fine. Harmless particles, they said. Nothing to worry about. Have a nice little promise of an internship down the line, everything will be fine, nothing to worry about. A few weeks later Casper fell through a floor and then walked through a wall. Everything was not fine. In fact, they were better than fine. He had super powers. With help from Doctor Benjamin Palmer, the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with Doctor Palmer in the process. As any other enterprising Freedom City youth suddenly granted powers, Casper had a choice to make. He tried to use his powers to become rich and famous. The Ghost made a few headlines appearing on television and online, made some money. It was some good weeks. Then, he saw something he shouldn't have at the set. The man that had hired him had ties to a super villain group, one that was planning a large scale heist. Casper didn't care, it didn't have anything to do with him. Then the gang hit ASTRO Labs. Casper's mentor was killed in the attack. Casper reasoned it was all his fault, and the Ghost went on the warpath. He confronted the producer and fought the gang. Victorious, the Ghost set out to become a hero. That was the prologue. Since 2003, the Friendly Neighborhood Ghost has remained a Freedom City fixture, fighting the good fight and saving lives. Never one of the most well known heroes of Freedom City, his status has fluctated wildly from beloved hero to hated menace and back again over the years. With an evergrowing rogues gallery of his own, the Ghost has saved Freedom City on multiple occasions, though his efforts have rarely been acknowledged by the city at large. Not that it bothers him. Action is his reward, after all. Having experienced a great deal of super heroic and extra normal conflicts have left him a bit wiser about the ways of the world, and perhaps a bit weary, but nonetheless still a dedicated hero. Ghost seemed to be doing well. Casper on the other hand? Not so much. Turns out that having a super heroic double life is hard work. Professionally, he never amounted to much. He just couldn't hold a steady job, always rushing off to play the hero. He had married his high school sweetheart in 2010. In 2014, their daughter Carrie was born. Casper had told Jessie his secret identity long before they were married, but even then, his double life eventually created cracks in the relationship. In 2017, the marriage broke, with Jessie gaining custody of Carrie. Even though the former couple tried to remain on friendly terms, Casper had lost an important pillar in his life. Casper's father had died when he was young. In 2019, illness claimed his mother. A long, hard life of fighting is piling on, but still, Casper remains a hero. He is still the Friendly Neighborhood Ghost. PERSONALITY & MOTIVATION Casper is tired. He has been fighting crime in Freedom City and beyond since 2003, and it has cost him much. The once optimistic and happy-go-lucky Ghost has become jaded. He will still crack jokes and snark with the best of them, but with far less enthusiasm than he used to. Still, despite his seeming reluctance, Casper is a hero. He might act like he doesn't believe he can make a difference, but that doesn't matter: He will still try. No matter what else happens in his life, Casper will always be a hero, and he will never give up. Even if he will complain a lot along the way. Casper's sense of responsibility will always win in the end. If he can do something to save the day, he will. This has cost him missed dates, job interviews, meetings with his mother and so much more. He might be brilliant, but what does that matter if he can never keep to an appointment? As Casper's personal life has fallen apart, he has retreated more and more into the Ghost persona, spending at least as much time in his mask as outside it. He is still reeling from his divorce, and the fact that he can't spend nearly as much time with his daughter as he would like to. After all, he has responsibilites, and it wouldn't be fair to try to explain those to a young child. Casper desperately wants to be seen as a good father and a cool dad by his daughter Carrie, with little succes. She likes her father, sure, but she sees him more as a bumbling dad than being cool in any way. He is still very much in love with Jessie, but he sees little hope for them ever getting back together. Despite his love for Carrie, Casper is really not too fond of teenagers or young heroes in general. He feels that he has been where they are now, and, well, look where that got him? Sure, they might end up doing better than him, but really, why even bother? There's plenty of people out there and yeah, he knows that he's a bit of a hypocrite there. He's already gone through it all, no reason they gotta go through heartbreak too, right? POWERS & TACTICS Casper prefers a stealthy approach, approaching his targets and attacking through walls, floors, ceilings or anywhere else where they can't see him until it is too late. He is not above living up to his codename and taking actions to scare his enemies. He will often quickly change his position, rarely staying in one place at once, while moving his surroundings to his own benefit. Despite his preferance for stealth, Casper seems to have trouble stopping talking if he is discovered, throwing jokes and taunts as often as attacks. POWER DESCRIPTIONS The strange radiation from the extradimensional looking glass irrevocably altered Casper's body, granting him the ability to become intangible by dimensionally dispersing his body. Through time and training, he has learned to use this power in a great number of ways, from simply passing through matter to completely dispersing his body to reconstitute close by, effectively teleporting. He posses fine enough control to only make part of his body intangible or tangible, and he can use this ability to fly. His body also seem to have been generally enhanced, making him much sturdier and agile than he would otherwise be. Casper's intangibility can have a number of interesting effects on the world around him. By touching a living person, he can perform what he calls a Chilling Touch, effectively stunning on knocking out his foe. Alternatively, he can disrupt a target's nervous system, causing severe, lingering damage with a single touch. Casper calls this ability the Shock Touch. Casper can turn another person or item temporarily intangible by touching them, effectively allowing him to push them into the floor, walls, cars or whatever else is around, allowing him to trap them with his Phantom Touch. Casper can augment the effect of his intangibility into affecting a greater area by becoming fully tangible. When he imbues his effect with Phantom Force in this way, he might be tangible, but his abilities affects the entire area around him. When he affects the world around him he creates a chaotic, light blue energy effect. Casper augments his powers with a pair of goggles that gives him X-Ray vision, only stopped by lead. Originally built as a jointly by Casper and Dr. Palmer, Casper has since refined and improved the device, adding GPS capabilities. COMPLICATIONS Can't Get No Respect: Despite his long career, having saved the day, the city and much more countless times, Casper is hardly considered an A-list hero, with a number of his victories not even being public knowledge. He's popular in some circles, hated in others, or even outright dismissed. Casper has some ambivalent feelings towards this, and might react harshly if dismissed, despite his experience. If Casper lashing out at someone for dismissing him makes the situation worse, the GM can award him a Hero Point. Friendly Neighborhood Ghost: So far, being Ghost have pretty much ruined Casper's personal life, but he can't help himself. He has these powers, and he has to use them for good. The GM can award Casper a HP if his sense of responsibility somehow makes his social situation worse, be it missing appointments, losing yet another job or getting someone mad at him. Ghostbusters: Casper has made a great number of enemies over the years, having fought just about any bad guy. When Ghost encounters an enemy, there's at least a 50/50 chance that he has fought them or thwarted a scheme before, which means they might know some of his tricks, and might want to defeat or even kill Ghost in retaliation. If Ghost has encountered an enemy before and their knowledge of him or attitude towards him makes the situation worse, the GM can award Casper a Hero Point. Ghost Love Story: Casper still loves his ex-wife, Jessie. She is a succesful real estate agent with commercials on TV, ad space on buildings and much more. The GM can award Casper a Hero Point if he is somehow distracted by seeing Jessie, whether in the flesh or a commercial. Hands-On Approach: Casper's power to temporarily phase the solid objects and make others slip into them relies on his targets being relatively close to a surface. If Casper's target is flying or the GM otherwise deems them to be too far away from a surface, they can negate any succesful Snare via Phantom Touch, giving Casper a Hero Point instead. Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. The GM can award Casper a Hero Point if Carrie is somehow placed in danger and used to weaken Casper, Casper finds some way to try and make her seem him as cool, but being cool means worsening the situation, or he is otherwise hindered by the love for his daughter. Scary Ghost: Casper's enemies have at times managed to convince the public that he is, in fact, a super villain. While he has always managed to clear his name, some people are still suspicious of Ghost's motives. If this somehow complicates or worsens a situation, the GM can award Casper a Hero Point. ABILITIES 0 + 2 + 2 + 10 + 6 + 6 = 26PP Strength: 10 (+0) Dexterity: 20 (+5) / 12 (+1) Constitution: 16 (+3) / 12 (+1) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex) Attack: +4 Base, +10 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +6 Attack Focus [Melee]) Knockback: -3 / -1 without Defensive Roll SAVING THROWS 5 + 7 + 7 = 19PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +12 (+5 Dex, +7) Will: +10 (+3 Wis, +7) SKILLS 120R = 30PP Bluff 14 (+17) Skill Mastery Craft [Electronic] 5 (+10) Disable Device 10 (+15) Gather Information 12 (+15) Skill Mastery Knowledge [Current Events] 5 (+10) Knowledge [Physical Sciences] 10 (+15) Knowledge [Streetwise] 10 (+15) Knowledge [Technology] 5 (+10) Notice 12 (+15) Search 10 (+15) Sense Motive 12 (+15) Skill Mastery Stealth 15 (+20) Skill Mastery FEATS 34PP Attack Focus [Melee] 6 Benefit 1 [Freedom League Auxillary Member] Challenge (Fast Feint) Contacts Defensive Roll Dodge Focus 10 Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 3 Move-By Action Power Attack Skill Mastery (Bluff, Gather Information, Sense Motive, Stealth) Taunt Uncanny Dodge [Auditory] Well-Informed POWERS 4 + 4 + 8 + 7 + 26 + 34 = 83PP Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Descriptors: X-Ray Goggles, Invention, Technology) Super-Senses 4 (Vision Penetrates Concealment; Drawbacks: Power Loss [Lead]) [3DP] (Descriptors: X-Ray Vision) Super Senses 2 (Direction Sense; Distance Sense) [2DP] (Descriptors: GPS) Enhanced Constitution 4 [4PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Ghostly Dexterity, Physical Mutation) Flight 3 (Feats: Subtle 1) (500 ft./turn, 50 mph) [7PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation) Friendly Neighborhood Ghost Array 12 (24PP Array; Feats: Alternate Power 2) [26PP] (Descriptors: Dimensional, Physical Mutation) BP: {1 + 23 = 24/24PP} (Descriptors: Intangible Ghost) Immunity 1 (Suffocation while incorporeal) [1PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 9 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 900 ft.) {24/24} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 10 Adds (Extras: Area [General Shapeable], Selective; Feats: Progression [Area] 4) (10-250 5 ft. cubes) to Ghost With The Most Array {24/24} (Descriptors: Phantom Force) Ghost With The Most Array 15.5 (31PP Array; Feats: Alternate Power 3) [34PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 10 (Extras: Affects Corporeal; Feats: Reversible) {31/31} (Descriptors: Chilling Touch) AP: Damage 10 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {31/31} (Descriptors: Shock Touch) AP: Insubstantial 4 (Incorporeal; Affected by Cold; Extras: Affects Corporeal, Affects Others, Linked [Immunity] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [23P] + Immunity 1 (Suffocation while incorporeal; Extras: Affects Others, Linked [Insubstantial] (+0)) [2PP] {25/31PP} AP: Snare 10 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {31/31} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +10 Chilling Touch Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10 Shock Touch Touch DC25 TOU (staged) Damage +10 Phantom Touch Touch DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10 Chilling Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC20/15 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC25/20 TOU (staged) Damage Phantom Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC20/15 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (26) + Combat (18) + Saving Throws (19) + Skills (30) + Feats (34) + Powers (83) - Drawbacks (0) = 210/238 Power Points
  7. So, with that little recruitment spiel out of the way, hello! Welcome! This is going to be my first attempt to run a story arc that includes multiple threads. I have a vague sense of where I want it to go, and a stronger sense of what exactly is going on, specifically. I'm thinking of opening at least a couple threads simultaneously, as different heroes attempt to track it down from different angles. Anyways, if anyone's interested, feel free to contact me on Discord or post down here.
  8. Nevermore II Power Level: 12 Effective Power Level: 9 Power Points: 205/222PP Unspent Power Points: 17PP Trade-Offs: -2 TOU/ +2 DEF, (Collapsible Staff, Stun Staff) +1 ATK/-1DC In Brief: The Robin to Raven's Batman. Theme: Shine - Matt Beilis Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret), Charles 'Charlie' Gordon Pym (Alternate Identity used at Claremont) Birthplace: Freedom City, United States of America Residence: Claremont Academy Base of Operations: Claremont Academy, Bayview, Freedom City; The Rookery Occupation: Student, Sidekick Affiliations: Claremont Academy, Raven III, Raven Family Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer) DESCRIPTION Age: DoB: 2004 [January 19th] Gender: Male Ethnicity: Caucasian Height: 5’10’’ Weight: 150 lbs. Eyes: Blue Hair: Dark red Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear. In his Charles Gordon Pym persona, Charlie tends to dress more casually, with jeans, t-shirts and sneakers of varying colors and designs. As Nevermore II, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless black full-body suit, with only a few colors breaking the black. He wears heavy silver gauntlets over his arms for protection, and a silver utility belt with a stylized N on his belt buckle. Two lines in a shiny teal runs from under his arm to under his chest, then down to his belt. The soles of his boots, which are seamlessly connected to the rest of the body suit, is in the same shiny teal. He wears a logo of a raven with spread out wings in the same shiny teal on his chest, as a logo. Charlie wears a full, smooth cowl that only leaves his mouth free. His eyes are covered by what is normally white lenses, which shift to faint green when he activates the built-in night vision. A black cape with dark blue inner side connects directly to the shoulders of the costume. HISTORY Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens. When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him. Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore. It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid. Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret. PERSONALITY & MOTIVATION Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, he's received plenty of training before coming to Claremont, and while he doesn't think that makes him better than his peers, he can still be cocky. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. While Charlie has the makings of becoming a great hero and a leader one day, he still has much to learn, a fact that he is painfully aware of. Much of his ego and bravado serves to hide this insecurity. If he finds a mystery or problem that he cannot solve, Charlie tends to fixate on it, growing almost obsessive. POWERS & TACTICS The majority of Charlie's tactics relies on distractions and misdirection. Observe an enemy, figure out how to best stop them, and then execute his plan. His fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Aside from that, Charlie's tactics tend to differ whether he's working together with Raven III, or not. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation. When he works with Raven III, Nevermore acts as decoy, drawing the attention away from his mentor and, in turn, letting Raven III attack. If he can stay safe like that, then his mentor can work at his most effective. He lets Raven III take the lead, while he follows. In other cases, Nevermore tends to take up more of a leadership role. He tries to make plans and becomes more likely to go for targets on his own, even when working with groups of other heroes. When he isn't working with Nevermore, he tends to be more cocky, putting up a brave front. POWER DESCRIPTIONS Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. Charlie's Nevermore II costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky. Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat. While Charlie is not nearly as skilled in the use of the staff as he is with his other equipment, it can hit harder than his ravenrangs, weapons that have been used by three generations of Ravens. In addition to the standard ravenrangs, Charlie also has access to a number of stun ravenrangs, which emit an electrical shock upon contact with their target. Due to a combination of higher costs and having used the stun ravenrangs for pranks, Charlie is only allowed to bring five at a time. Further offensive tools in Charlie's utility belt includes tripwires and snare lines, which can be used to entangle his foes, or be set up as traps. The high quality of the tools make them difficult to break, allowing Charlie to effectively immobilize a foe, in theory at least. To distract his foes, Charlie utilizes darkness bombs, small grenades that create localized areas of extreme darkness. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark ravens, small enough to fit in the palm of a hand. COMPLICATIONS A Legacy of Ravens: Sure, Charlie can be a bit arrogant. He is smart, he is hardworking, he's the Raven's sidekick and protege, so he feels he has worked had to get where he is. Still, the arrogance is mostly a facade, hiding his insecurity. He's trying to fill the shoes of his hero, being a sidekick to the Raven, the former Nevermore. Here he is at Claremont, hanging out with people that can fly and shoot fire from their eyes, and all he got is a suit, a belt full of gadgets and training. So, he overcompensates, tries to take the lead, acting more arrogant and immature than he otherwise would. If Charlie's overcompensation or insecurities makes a situation worse, the GM can award him a Hero Point. Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprieved of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable. Quoth the Raven: Charlie has been given some ground rules for when he can put on his full costume and go into action, which can lead to some conflict. Unlike the other teenage heroes at Claremont, he can't just go into full costume out of nowhere, since he is supposed to be operating in secret. So far, Charlie is allowed to act as Nevermore during training sessions at Claremont and while out on patrol with the Raven, or when otherwise given permission. Of course, it is always a question of whether Charlie will respect those rules or not, which is further complicated by the presence of Claremont Headmistress Callie Summers. If following the rules set out by the Raven complicates things for Charlie or he gets caught breaking the rules by any member of the extended Raven family that might tell the current Raven about it, the GM can award him a Hero Point. Rules to be added and refined Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. He even has to keep his actual identity a secret from his fellow students at Claremont, being known to them as Charles Gordon Pym. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point. Sidekick: Nevermore is a sidekick to the Raven, and while he is growing into more of an individual hero at Claremont, others might not take a sidekick as seriously as a full fledged hero, be it heroes, villains, law enforcement or someone else. Is a situation is made worse by people's lack of respect due to Nevermore's status as a sidekick, the GM can award Charlie a Hero Point. Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse. Ushers, Masques and Conqueror Worms: Even if Charlie has yet to find any individual enemies, the legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newest members of the extended Raven family, just for the sake of taking revenge. If they interfere in a situation to attack Nevermore and make the situation worse, the GM can award Charlie a Hero Point. ABILITIES 8 + 10 + 8 + 14 + 6 + 10 = 56PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 20 (+5) COMBAT 12 + 10 = 22PP Initiative: +5 (+5 Dex) Attack: +6 Base, +6 Melee, +8 Ranged, see Power attack bonuses in DC Block Defense: +11 (+5 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Strength) Knockback: -2 / -3 (w. Costume) SAVING THROWS 4 + 5 + 7 = 16PP Toughness: +7 (+4 Con, +3 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +10 (+5 Dex, +5)Evasion 2 Will: +10 (+3 Wis, +7) SKILLS 100R = 25PP Acrobatics 10 (+15)Acrobatic Bluff, Skill Mastery Bluff 7 (+12) Computers 10 (+17)Online Research, Skill Mastery Diplomacy 2 (+7) Drive 5 (+10) Escape Artist 5 (+10) Gather Information 7 (+12)Well-Informed Investigate 9 (+16) Knowledge [Tactics] 5 (+12) Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian) Notice 8 (+11) Search 5 (+12) Sense Motive 8 (+11) Sleight of Hand 5 (+10)Skill Mastery Stealth 10 (+15)Hide in Plain Sight, Skill Mastery FEATS 36PP Acrobatic Bluff Attack Focus [Ranged] 3 Beginner's Luck Benefit 2 (Alternate Identity [Charles Gordon Pym], Raven Family) Challenge (Fast Acrobatic Bluff) Dodge Focus 6 Evasion 2 Hide In Plain Sight Inspire 5 Jack of All Trades Leadership Luck 2 Master Plan 2 [Use Knowledge [Tactics] for rolls] Online Research Set Up Skill Mastery (Acrobatics, Computers, Sleight Of Hand, Stealth) Teamwork 3 Well-Informed Uncanny Dodge [Auditory] Enhanced Feats Luck 2 -> Luck 4 Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades] Takedown Attack 2 Veteran Awards Equipment 4 (20 EP) The Feather (Vehicle; Motorcycle) [20EP] POWERS 24 + 20 + 6 = 52 Device 6 (30DP Container, Flaws: Hard-To-Lose) [24PP] (Descriptors: Nevermore II Costume, Costume, Technology) City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP] BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun) Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP] Super-Movement 2 (Wall-Crawling 2) [4DP] (Descriptors: Grapple Claws) Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] AP: Flight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape) Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7DP] (Descriptors: Built-In Communication) BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6DP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6DP] Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material) Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer) Protection 3 [3DP] (Descriptors: Armor Plating) Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display) Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology) Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets) BP: Damage 5 (Extras: Ranged; Feats: Improved Range, Mighty 4) {15/17DP} (Descriptors: Ravenrang, Piercing Damage Type, Thrown Weapon) AP: Damage 4 (Feats: Accurate 2, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {13/17DP} (Descriptors: Collapsible Staff, Bludgeoning Damage Type) AP: Dazzle 9 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {16/17DP} (Descriptors: Visual Distortion, Flash, Darkness, Optic Disruption, Etc.) AP: ESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 5 miles) {17/17DP} (Descriptors: Remote Viewing Drone, Remote Control, Spy Device) AP: Illusion 9 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (50 ft. radius area) {14/17DP} (Descriptors: Noisemaker, Playback Device, Sound, Remote Activated) AP: Obscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP} (Descriptors: Cover Grenade, Grenade, Darkness/Flashbang/Other) AP: Snare 9 (Flaws: Action [Full]; Feats: Improved Critical 1, Improved Range 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: High Tech Snares, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.) AP: Stun 8 (Flaws: Action [Full]; Feats: Accurate 2, Extended Reach 1 [5 ft.], Improved Critical 2) {13/17DP} (Descriptors: Stun Staff, Electricity) AP: Trip 9 (Feats: Improved Critical 1, Improved Range 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Trip Tricks, Various Tripwires, Bolas, Snarelines, etc.) Luck Control 1 (Force Rerolls; Feats: Innate, Luck 2) [6PP] (Descriptors: Master Tactician, Training) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC19 Tou (staged) Damage +6 Ravenrang 125 feet DC24 Tou (staged) Damage +9 Collapsible Staff Touch: 5 ft. DC23 Tou (staged) Damage +10, Crit 18-20, Takedown Attack 2 High Tech Snares 225 ft. DC19 Ref (staged) Fail: Entangled >5: Bound and Helpless +9, Subtle, Triggered 2 Noisemaker 80 ft., 50 ft. area DC19 Will Fail: Believe audio illusion Independent, Triggered 2 Stun Staff Touch: 5 ft. DC18 Fort (staged Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 18-20 Trip Tricks 225 ft. DC19 Trip Resist (Worse bonus) Tripped +9, Crit 19-20, Subtle, Triggered 2 Visual Distortion 90 ft. DC19 Ref DC19 Fort to recover Blinded +9, Crit 18-20, Subtle, Triggered 2 Totals: Abilities (56) + Combat (22) + Saving Throws (16) + Skills (25) + Feats (36) + Powers (50) - Drawbacks (0) = 205/222 Power Points
  9. The Jovian Power Level: 12 (182/183PP) Unspent Power Points: 1PP Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness In Brief: Post-Human Colonist from the Moons of jupiter stranded in the modern day following a relativistic field collapse finds herself imbued with incredible powers beneath the light of the young sun thanks to her practically Alien bio-chemical make up and molecular density. Catchphrase: None Theme: Alternate Identity:Aliza Zhara (assumed name) (Secret) Alhizhara (Birth name)(Secret) Birthplace: Jovian Colonies (Europa) Residence: Freedom City Base of Operations: Occupation: Deep Sea Farm Maintenance Staff (3rd class) (Former), Journalist and blogger/Vlogger.(currently) Affiliations: Staff of the Freedom City Herald Newspaper. Family: N/A. Description: Age: 29 (DoB: 1.5 billion Years in the future. ) Apparent Age: Young Adult Gender: Female Ethnicity: Jovian (Europa Colony) Height: 6'4" Weight: 189lbs Eyes: Purple cyclopean eye (True form), Dark brown (Hologuise) Hair: Black In her true form Aliza bears passing resemblance to a judeo-christian demon in part thanks to her thick, resilient skin and prominently large hollow horns, her singular central eye and pointed teeth do little to make her appear less threatening, due to her Cellular Carapace her skin has a pigmentless white colour and her finger end in seamlessly smooth claws. Wild but well maintained black hair reaches down to the Base of her spine only publicly seen in this form when acting as a super hero Aliza favors more rugged and utilitarian clothes, primarily those composed of morphic molecules or other smart materials capable of self repairing through some means such as full body suits and boots. Her morphic disguise is designed to both be less stressful for her ancestors to look upon with Rich golden brown skin, Dark brown eyes and shorter more stylized hair, as this form is largely a fashion statement in itself she tends to opt for nicer (If quaint in her opinion) wardrobe options, Smart casual for the most part with mainly comfort in mind; dresses are saved for special occasions. History: Born in an artificial birthing pod some 1.5 billion Years in the future ahlizhara was brought into a world that was struggling to hold onto it's place in the universe, with the death of earth following Sols expansion into a red giant much of earths historic relics and records were lost along with the Mercury and Venus Colonies and their valuable energy production facilities as well as the knowledge of how to construct the most advanced of post-humanities technologies, far more important it was that they were able to repair and maintain what was left than it was to learn those lost secrets anew that Alhizhara was quickly inducted into work as maintenance staff on several of the Colonies most important facilities, such as the artificial gravity generators that made functioning on the small moon easier than it would've otherwise been, the great fusion reactors that provides power to the Colonies homes and perhaps the most important of all, the deep sea farms where the majority of the Jovian Colonies food was grown and reared. though she lacked the raw aptitude some of her peers held for the technological innovations of the ancient past she proved diligent and dedicated to her task over the years to the point she was largely trusted with day to day operations such as monitoring the isopod and crustacean pens, Krill paddocks and Plankton Bays without too much intreferable, though it was hardly a glamorous career it afforded her perhaps some of the rarest commodities available, time to herself and privacy. It was a day like any other after a long shift of plugging leaks and replacing fuses and contact plates at the deep sea Farm that the alert went out, one of the gravity generators was giving off anomalous readings and causing strange phenomena for a good kilometer or two around it, making the air ripple and sounds and sights garbled by twisting space time, perhaps more peculiar still were the reports of water flowing backwards against all known laws of fluid and thermodynamics, all available maintained workers of classes 3rd through 1st were to attend and attempt to stabilize the monolithicly important machine. Arriving amidst the chaos of confused repair staff and terrified bystanders ahlizhara was quickly put to work by her superiors on ensuring that the structural integrity of the device's main conduit held against its own rampant fluctuations as others scrambled to stabilize the machines graviton pulses. Perhaps it was due to interference from the distorted gravity or maybe she just wasn't important enough to be warned but having decided to do a controlled Surge to reset the capacitors ahlizhara found herself caught in a wave of space warping energy. To the onlooking Jovians it must've seemed as if the sheer intensity of the gravitonium pulse annihilated her down to the very corners of her atoms as she vanished without a sound or any trace in an instant. The truth is as always stranger than whatever fictions they might've held, instead of being torn asunder or crushed into a singularity by the wave of gravity she had instead been flung away at speeds in which physics as we understand it stopped working tossing her millions of miles across space and over a billion years into the past. Personality & Motivation: Aliza is in part due to her life in the post collapse solar system something of a selfless individual who took a menial job on a graveyard shift for the good of her Colony over chasing personal aspirations and whilst she is genetically diverged enough from modern humanity to practically be another species she is culturally and mentally similar enough to empathize fully with her distant ancestor species and is motivated to help where she can even if she has to temper herself against altering what she believes to be the ancient past. though she finds current earth to be technology primitive compared to her own time she rather enjoys the greater cultural richness and oppertunities available to her in the 20th century and has indulged herself in fashion and pop culture to an extent in which she has made a profession writing and vlogging about it. Powers & Tactics: Aliza makes use of fairly simple techniques such as simple palm strikes, punches, relying on her incredible strength and speed rather than training or skill. Preferring to incapacitate weaker opponents by encasing them in thick ice with her freeze breath, remove or reduce the number of opponents with more forceful super breath and utilize her heat vision against constructs and objects. Power Descriptions: As a Jovian aliza is the product of post human directed evolution to thrive in the harsh environment of post collapse Colony on the moon of Europa these include a hardened Physiology Consisting of a Cellular carapace that renders her skin tougher than most modern day metals but as flexible as human skin, as well as significantly denser muscles and bones as well as a layer of thick fat built to withstand the scouring ice storms of the frozen moon. the ability to respire with minuscule amounts of oxygen and a hyper efficient metabolism to combat the poor nutritional value of plankton and Krill to resist the heat and radiation of unfiltered red sunlight Possessing large hollow horns in place of ears that allow her to accurately locate sounds in her immediate surroundings thanks to the resilience of her cells and the hardness of her bones these are also functional if largely unused natural weapons Aliza's super powers come from her ability to absorb and metabolize sunlight into metabolic energies, as a side effect this gives her a particularly powerful bioelectric aura that acts as a hardened skin tight forcefield as well and further reinforcing her Physiology and biochemistry. She can use this energies to vastly increase her strength by supercharging her muscular tissues to such a fine degree she is able to exercise it fully with the subtlest and smallest of motions (represented by the subtle and precise power Feats on Enhanced strength) and give her the ability to leap incredible distances She can further use this strength to compress vast volumes of air within her lungs to project as explosive blasts of air or freezing gusts that can quickly engulf a creature in thick ice by freezing the ambient moisture in the air around them Focusing the energy into her nervous tissues she can increase her Speed and Quickness moving at close to mach 13 and able to accomplish tasks that would take 3 months within mere seconds. Focusing this energy into the photo-receptors of her eye to channel vast amounts of absorbed light into beams of heat so intense that they create visible beams of violet or red light (though with sufficient focus these be rendered purely ultra-violet or infrared) On top of these powers she has access to the advanced technology of her time (which survived the collapse at least.) Inn particular a personal computing device that functions similarly to a smart device, after being stranded in the past by the relativistic field collapse this devices has been completely put into creating the morphic field that she uses to maintain her human appearance via the overclocking of a cosmetic application. Complications: Solar powered: The more fantastic of Aliza's powers derive from her ability to absorb and store solar radiation in her cells (specifically the "Solar Energy Battery", "Solar Powered Physiology.", "Solar charged biochemistry" and "Bio-Electric aura" powers) a gm might award Aliza a Hero point if her stores deplete to the point that those powers cease to function or if exposure to the energies that make up solar radiation in different forms (such as infrared or ultraviolet light, ) cause her powers to function in unexpected ways or she becomes overcharged and forced to uncontrollably Expell the excess energies. Eye of Jupiter: Due to having only one eye Aliza is particularly vulnerable to effects that work off or affect her visual senses such as dazzles and sense-dependent effects that operate through eye contact, the GM might award Aliza a Hero point by making her automatically fail her saves against such effects or increasing the effects of failures beyond the regular scope of the power in question. Trapped in the stone age: Aliza is from the extremely distant future from a time in which humanity has left the earth and colonized the solar system and as such is from as very different technological and cultural than mosy of modern day earth. The GM might award Aliza a Hero point for having her misinterpreting certain social cues and interactions or being confounded by and unable to make use of the technology more advanced than simple mechanical devices like door knobs and ballpoint pens. Assuming she doesn't destroy them with her unfamiliar new strength. Morphaguise: Originally a cosmetic Morphic overlay device Aliza has repurposed it into a rudimentary disguise both so that she can minimize the distress her true appearance may cause and so that she can live a relatively normal life and maintain social relationships. The GM might award Aliza a Hero point if her disguise should malfunction in some way at such a time that would make social interactions fail or impossible to undertake or it is stolen and used for malicious purposes. Abilities: 10+0+10+0+4+0 = 24pp STR: 44/20 (+17/+5) DEX: 10 (+0) CON: 30/20 (+10/+5) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) Combat : 6 + 6 =12pp Initiative: +0 Attack: +3, Melee +7, Heat Vision +7 Grapple: +12 (+5 STR +7 melee attack) without powers/ +29 (+17 STR +7 Melee attack bonus +5 Super strength) With amazing might/ +39 (+17 STR +7 Melee attack bonus +15 Super Strength) with amazing might + Energy reserves dedicated to SS Defense: +7 (Base Defense 3, Dodge Focus 4), Flat-Footed +2 Knockback: -13, -2 without powers Saves: 0+6+8 = 14pp Toughness: +17 (+10 Con, +7 Protection; Impervious 10); +5 without powers Fortitude: +10/+5 (+10/+5 Con, +0) Reflex: +6 (+0 Dex, +6)Evasion 2 Will: +10 (+2 Wis, +8) Skills: 10pp (40 ranks) Knowledge (physical sciences) 8 (+8 ) Knowledge (technology) 8 (+8 ) Language 4 (English, Jovian [base], Latin, Lor, Galstandard) Medicine 4 (+6) Notice 8 (+10) Sense Motive 8 (+10) Feats: 18pp Attack Focus Melee 4 All-Out Attack Dodge Focus 4 Evasion 2 Interpose Luck 3 Move-by Action Power Attack Takedown Attack 1 Powers: 10 + 7 + 10 + 1 + 7 + 25 + 42 + 2 = 104pp Enhanced Constitution 10 ("Solar charged Bio-Chemistry"; Alien Biology) [10pp] Immunity 7 ("Environmental Adaptions"; Alien Biology; environmental conditions [all], suffocation [all]) [7pp] Impervious Toughness 10 ("Bio-electric Aura"; Alien, Bio-Electricity) [10pp] Morph 1 ("Morphoguise Device"; Technology, Hologram; single appearance - human disguise, +5 Disguise; Extra: Duration [Continuous]; Flaws: Action [Move]) [1pp] Protection 7 ("Cellular Carapace"; Alien Biology, Cellular) [7pp] Solar Energy Battery 10 (Alien biology; 20 point Array; PFs: Dynamic Base Power, Dynamic Alternate Powers 2) [25pp] DBE: Quickness 1-10 (x2-2,500; Extra: Linked [Speed]) {1-10} and Speed 1-10 (10,000 mph [100,000 ft./rnd]; Extra: Linked [Quickness]) {1-10} {1-10+1-10=2-20/20} DAE: Super-Strength 1-10 ("Full Power"); +5-50 STR carry capacity, heavy load: 183.5k tons; +10 STR to some checks) {2-20/20} DAE: Leaping 1-10 (Jumping distance: x2-2,500) {1-10/20} Solar powered Physiology 10 (Alien biology; 38pp Array; PFs: Alternate Power 4) [42pp] BE: Enhanced Feats 2 (Second Chance [Strength checks to break objects], Ultimate Effort [Strength Check]) {2} plus Enhanced Strength 24 ("Amazing Might"; PFs: Precise, Subtle) {26} plus Super-Strength 5 (+25 STR carry capacity, heavy load: 179.2 tons; +5 STR to some checks) {10} {2+26+10=38/38} AE: Blast 17 ("Heat Vision"; Alien Biology; Heat; PFs: Accurate 2, Precise, Subtle) {38/38} AE: Blast 12 ("Precise Heath Blast"; Alien Biology; Heat; Extra: Range [Perception]; PFs: Precise, Subtle) {38/38} AE: Snare 12 ("Freeze Breath"; Alien biology; Cold; Extras: Area [General, Cone, 120 ft.], Selective Attack; Flaw: Range [Touch]; PFs: Affects Insubstantial 2) {38/38} AE: Trip 12 ("Super-Breath"; Alien Biology, Air; Extras: Area (General, Cone, 120 ft.), Knockback, Selective Attack; Flaw: Range [Touch]; PFs: Improved Throw, Precise) {38/38} Super-Senses 2 ("Echolocation Horns"; Alien Biology; Accurate for Hearing) [2pp] Drawbacks: 0 Totals: Abilities 24 + Combat 12 + Saves 14 + Skills 10 (40 ranks) + Feats 18 + Powers 104 - Drawbacks 0 = 182/183 Power Points
  10. 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
  11. In Brief: Neo-Nazi Mac Gargan Character: Webmaster (Spider Centaur Form / Normal Form) Power Level: 10 Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 233 Alternate Identity: Josef Bankowski Identity: Public Legal Status: USA citizen and fugitive Birthplace: Freedom City, New Jersey Base of Operations: Freedom City, New Jersey Residence: Mobile Occupation: Former: Mechanic, Current: Criminal Affiliations: None Family: Olivia Lenkiewicz (ex-wife), Mia Bankowski (daughter), Gabriel Bankowski (son), unnamed brother, sister, parents, cousins, aunts, and uncles DESCRIPTION Age: 27 (Date of Birth: 1992) Apparent Age: 27 Gender: Male Ethnicity: Caucasian Polish-American Height: Werespider Form: 8'6", Human Form: 6'1" Weight: Werespider Form: 1,200 lbs., Human Form: 170 lbs. Hair: Werespider Form: None, Human Form: Blond Eyes: Werespider Form: Black, Human Form: Blue In his human form, Josef Bankowski is tall and lean. Excessive drug use leaves him looking pale with dark circles around his bloodshot eyes. In his "werespider" form, he's a "spider-centaur". From the waist down, he has the body of a giant northern funnel web spider. From the waist up, he's still humanoid, but his flesh is red and covered with black spiky chitinous plates. In his "spider swarm" form, he's a human-sized mass of spiders all coordinated by a hive mind. HISTORY Josef Bankowski's grandparents were devout Catholics who fled Poland in the 1960s, escaping the Communist regime which would control that country for another quarter of a century. They immigrated to America, where they were granted refugee status and, eventually, citizenship. Josef, like his parents, was born in Freedom City, growing up as part of the multi-ethnic tapestry that is Freedom's West End. Josef's father enlisted in the Marine Corps and then worked as an auto mechanic, eventually owning his own shop, where Josef started working as a teen. Josef started doing hard drugs in high school. His already terrible grades got even worse, and by his senior year, he managed to not only flunk out, but also impregnate his 17-year-old classmate Olivia Lenkiewicz, the daughter of family friends. Olivia carried the child to term, and the two were married before her senior year. With no other prospects, and at the urging of his father, Josef joined the Marines, like his father before him. The discipline didn't take. He resumed his old lifestyle, using again and cheating on his wife (both with random pick-ups and with professional sex workers), almost as soon as he got out of basic training, as often as he could make the time for it. The first few times he was caught, he was reprimanded, but let off with warnings or light informal punishments. But eventually, his behavior became too egregious for the Corps to ignore. He made it almost halfway through his first 4-year enlistment term before being arrested, court-martialed, and dishonorably discharged. He spent a year in prison. Olivia stayed married to him for several more years despite his behavior. She was forced to become the primary breadwinner when he proved to be chronically unemployable. Despite his record, he would get various mechanic jobs, but he could never hold them for long before either losing his temper or failing to show up to work on time (or at all) because he was too busy indulging his addictions. He regularly cheated on his wife, spent their money on his addictions, and physically abused both his wife and their two children. Olivia finally kicked him out of their apartment in 2017, getting a restraining order which Josef frequently violated. They were separated for a year before Olivia filed for divorce, which was finalized in 2019. Josef spent the two years after their separation sleeping on his brother's couch, and tumbling down an online rabbit hole of political radicalization. He'd been interested in pick-up "artistry" and "uncensored" anonymous image-sharing message boards since he was a teenager, but after his long-suffering wife left him, he found a ready-made pipeline to an ideology which affirmed that he was the true victim. His political views quickly shifted from reactionary to outright fascistic, buoyed by rabid bigotry. He established his own online presence during those two years, starting a vlog series where he parroted the same bigoted talking points as a thousand other guys just like him, and presented an account of his life which was heavily distorted in his favor. Meanwhile, his addictive behavior continued to escalate. In 2019, after his divorce was finalized, Josef started abusing "super" drugs. After taking a "powerball" of Max and Zoom, he went to his ex-wife's apartment. His own brother called the police on him after he left. After breaking in, he assaulted Olivia, her mother, and her new boyfriend, and took the entire family hostage at gunpoint. On his first outing as a superhero, Octoman intervened, and, with Bombshell's aid, he defeated Josef, though Josef almost beat him to death in the process. After the police took him into custody, Josef suffered multiple organ failure. The super-drugs had taken their toll. With his history, no hospital would consider transplants. He was advised to check into hospice care for what the doctors expected to be the last few weeks of his life. Meanwhile, despite his prognosis, the city, state, and federal attorneys offices all moved forward with indictments. The charges included multiple counts of kidnapping, and, because of the super-drugs in his system at the time, assault with a deadly weapon, aggravated assault, and attempted murder. Josef was facing multiple lifetimes worth of prison time alongside certain death, before his thirtieth birthday. Because he no longer had powers once the drugs had left his system, and because he was physically incapacitated, Josef was held in the Freedom City Correctional Facility just outside Hanover, while awaiting the trial no one expected him to live to see. Doctor Cooper Seidel, who had kept Octoman under surveillance ever since the accident which gave Octoman his powers, had observed Octoman's battle with Josef, taking an interest in him. Seidel infiltrated the minimum-security facility and kidnapped Josef, spiriting him away to Seidel's new secret laboratory. Months before, Seidel had genetically altered a group of venomous animals with months of retroviral therapy and nuclear radiation exposure, as part of his continuing quest to refine and enhance the universal antivenom serum which gave him the ability to transform into the monster Goanna. Seidel had lost those animals when he had to pack up his lab to flee the authorities, and his hired thug crashed the truck after swerving to avoid 15-year-old Ben Wang, who had run out into the street to save a dog. During the following few months, Seidel had split his efforts between spying on Wang, who had gained powers after being bitten by the blue-ringed octopus, and combing the sewers with a Geiger counter to recover as many of the experimental specimens as he could. One of the animals Seidel managed to recover was a northern funnel web spider. Seidel injected the spider's venom into Josef, out of pure scientific curiosity. Seidel didn't care whether Josef lived or died. He just wanted to see what would happen. And he told Josef as much. But Josef didn't die. He gained the ability to shapeshift into a giant centaur-like human/spider hybrid, or a human-sized swarm of spiders with his mind as a collective consciousness spread out among them. He escaped from Seidel's lab after his first transformation. Josef quickly parlayed his new powers into a career as a professional criminal. His main sources of income are violent armed robbery, extortion, and murder, both on his own initiative and for hire to other supervillains and organized syndicates. He also occasional commits various terrorist acts for his own gratification, using his superhuman strength to wreck buildings such as community resource centers, restaurants, and nightclubs which are associated with people he considers "degenerates" or "foreign invaders". Some of his earliest "work" was for the national designer drug cartel owned and operated by Cortex (Threat Report, page 24). Along with money, and super-drugs tailored to overcome Josef's enhanced physiology, Cortex provided Josef with a unique form of compensation: He used his world-class tech skills to help Josef maintain and expand his social media presence, despite his fugitive status. With Cortex's help, Josef has been able to continue his vlog series, which has attracted a significant following in a short time among the worst people on the internet. The regressive reactionary politics he advocates in his rambling, drug-fueled hours of recorded hate-speech still aren't any different from what a thousand other men just like him are already saying, but his status as a powered supervillain gives him a level of prestige above and beyond his peers. His videos get taken down from the more legitimate platforms almost as soon as they go up, but they get downloaded and re-posted all over the less reputable parts of the web. Despite multiple active law enforcement investigations, and the more legitimate crowdfunding platforms refusing to get anywhere near him, he has been able to collect regular crypto-currency donations from his fans, which keeps him living comfortably between "jobs". Multiple technologically-inclined heroes have attempted to trace the source of his uploads or cut off his funding, but so far, Cortex has foiled those efforts. Cortex considers it both an amusing intellectual exercise, and another means of controlling a useful but ultimately disposable asset. The moment Josef steps out of line, Cortex can cut off his supply of drugs, donations, and adulation with a few keystrokes. PERSONALITY & MOTIVATION Josef describes himself as "a ladies man", "an alpha male", "a soldier", "a working man", "a patriot", "a man of God", and "a defender of Western Civilization". In reality, he's a coward, a bully, a bigot, an addict, and a blowhard. His ego is inflated and his skin is paper-thin. He loudly, belligerently hates and disdains anyone who isn't a white male heterosexual cisgender Christian-identified native-born citizen who's seeking or already in a nuclear family. Everyone else, he refers to as "degenerates", "parasites", and "globalists". He isn't nearly as intelligent or well-educated as he claims or even thinks he is. He used to have a sort of "bad boy charm" which bought him initial success in his romantic endeavors, but he drowned it in bitterness and resentment years ago. Now he appears at first glance to be the hateful creep he truly is. He doesn't love anyone, but there are people (like his ex-wife and their children) whom he wants to possess. His main priority in life is to secure for himself a never-ending stream of money, drugs, sex, and adulation. His secondary priority is vengeance on everyone who ever "wronged" him, everyone who ever dared to make him feel weak. Goanna, Octoman, and Bombshell are all at the top of that list. A distant third is to promote an ideology which just so happens to state that those things are his birthright. POWERS & TACTICS Josef has limited shapeshifting abilities. He can become a swarm of tiny spiders (a form used mainly for escape and infiltration, though the spiders do have deadly venom), or a giant spider/human hybrid. Every transformation is extremely painful and bloody, driving him to further drug abuse. He "molts" or "sheds" like an arthropod or a reptile. Like them, he can regrow lost limbs. In his "werespider" form, Josef is superhumanly strong and agile. His carapace is hard enough to deflect bullets. He has four arms, each of which can deploy a retractable sword-like claw from the forearm, and eight spider legs, each ending in a similarly sharp claw. The spider legs allow him to climb walls, run faster than a bicycle or an Olympic sprinter, and jump several hundred feet through the air. Despite his size, his spider legs are surprisingly quiet, allowing him to sneak up on his foes. Glands in his forearms can fire streams of sticky webbing which is stronger than steel cable. A pair of glands in his jaw secrete two chemicals into his mouth which become highly acidic once mixed. When he acid dissolves organic matter, he finds the resulting slurry irresistibly delicious. ABILITIES 12PP Strength: 30/12 (+10/+1), 60/12 Lifting (Heavy Load: 50 tons / 130 lbs.) Dexterity: 26/12 (+8/+1) Constitution: 28/12 (+9/+1) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT 36PP Initiative: +8/+1 Attack: +8/+9 (+9 Base, -1 Size), +10 Webs Damage: +10/+1 Unarmed/Thrown, +12 Claws, +10 Acid, +10 Webs Grapple: +32/+10 vs one target, +28/+10 vs multiple targets (+8/+9 Melee Attack, +10/+1 Strength, +4 Size, +4 Additional Limbs, +6 Super-Strength) Defense: +8/+9 (+9 Base, -1 Size), +4/+5 Flat-Footed Knockback Resistance: 15/0 SAVING THROWS 9PP Toughness: +12/+1 (+9/+1 Con, +3 Protection, Impervious 8 ) Fortitude: +9/+1 (+9/+1 Con, +0PP) Reflex: +8/+1 (+8/+1 Dex, +0PP) Will: +9 (+0 Wis, +9PP) SKILLS 52R = 13PP Acrobatics 0 (+10/+1) Bluff 3 (+5) Climb 0 (+6/+1) Craft (Mechanical) 8 (+8) Drive 5 (+15/+6) Gather Information 3 (+5) Intimidation 4 (+18/+6) Knowledge (Current Events) 5 (+5) Knowledge (Pop Culture) 5 (+5) Knowledge (Streetwise) 8 (+8) Knowledge (Technology) 5 (+5) Languages 1 (English [Native], Polish) Notice 0 (+10/+1) Search 1 (+10/+1) Sense Motive 0 (+10/+1) Stealth 0 (+15/+1) Survival 4 (+5) Swim 0 (+6/+1) FEATS 5PP All-Out Attack Distract (Intimidation) Move-By Action Power Attack Startle Enhanced: Uncanny Dodge (Sense Types: Tactile) POWERS 158PP Additional Limbs 4 (+10 Limbs, Feats: Ambidexterity) [4PP] (Descriptors: 2 Extra Arms, 8 Spider Legs, Mutation) Burrowing 4 (10MPH, 100ft per Move Action) [4PP] (Descriptors: Acid, Claws, Mutation) Enhanced Skills 52 (Acrobatics 2, Intimidation 12, Notice 9, Search 9, Sense Motive 9, Stealth 11) [13PP] (Descriptors: Horrifying Appearance, Mutation, Spider Eyes, Spider Legs, Super-Agility, Super-Senses) Enhanced Constitution 12 (Feats: Regrowth) [13PP] (Descriptors: Mutation, Regeneration, Super-Stamina, Super-Toughness) Enhanced Dexterity 14 [14PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Strength 10 [10PP] (Descriptors: Mutation, Super-Strength) Growth 4 (Size: Large, Size Modifiers: +5ft Reach, +8 Strength [+13 Lifting], +4 Constitution, -1 Attack, -1 Defense, +4 Grapple, +4 Knockback Resistance, +2 Intimidation, -4 Stealth, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [13PP] (Descriptors: Mutation, Spider-Centaur) Immovable 1 (Extras: Unstoppable) [2PP] (Descriptors: Mutation, Spider Legs) Immunity 1 (Own Powers) [1PP] (Descriptors: Mutation) Impervious Toughness 8 [8PP] (Descriptors: Carapace, Mutation) Leaping 4 (x25, Running Long Jump: 500ft) [4PP] (Descriptors: Mutation, Super-Strength) Morph 1 (One Form, Extras: Duration [Continuous], Feats: Metamorph 2 [Human Form, Spider-Centaur Form, Spider Swarm Form], Drawbacks: Action 2 [Standard]) [2PP] (Descriptors: Molting, Mutation, Shapeshifting, Shedding) Protection 3 [3PP] (Descriptors: Carapace, Mutation) Speed 2 (25MPH, 250ft per Move Action) [2PP] (Descriptors: Mutation, Spider Legs, Web Swinging) Spider Power 16 (32PP Array, Feats: Alternate Power 2) [34PP] (Descriptors: Mutation) Base Power: [4PP] (Additional Descriptors: Forearm Claws, Spider Leg Claws) Damage 2 (Feats: Improved Critical [19-20], Mighty, Variable Descriptor [Forearm Claws and/or Spider Leg Claws, Piercing and/or Slashing damage], Drawbacks: Lethal) [4PP] Alternate Power: [31PP] (Additional Descriptors: Acid) Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Secondary Effect, Flaws: Requires Grapple, Feats: Improved Critical 2 [18-20]) [22PP] Damage 10 (Extras: Linked [Drain], Secondary Effect, Flaws: Requires Grapple, Drawbacks: Lethal) [9PP] Alternate Power: [32PP] (Additional Descriptors: Webs) Snare 10 (10 120ft Range Increments, 1,200ft Max Range, Extras: Contagious, Feats: Accurate [+2 Attack], Tether) [32PP] Super-Movement 5 (Sure-Footed 2, Swinging, Wall-Crawling 2) [10PP] (Descriptors: Mutation, Spider Legs, Webs) Super-Senses 9 (Danger Sense [Sense Types: Tactile], Low-Light Vision, Radius Visual Senses, Ultra-Vision, Tremor-Sense, Uncanny Dodge [Sense Types: Tactile]) [9PP] (Descriptors: Mutation, Spider Eyes, Spider Hairs) Super-Strength 6 (Lifting Strength: 60, Heavy Load: 50 tons) [12PP] (Descriptors: Mutation) Abilities (12) + Combat (36) + Saving Throws (9) + Skills (13) + Feats (5) + Powers (158) - Drawbacks (0) = 233 Power Points Character: Webmaster (Spider Swarm Form) Power Level: 10 Tradeoffs: None Power Points: 163 ABILITIES 35PP Strength: 01 (-5) (Heavy Load: 10 lbs.) Dexterity: 30 (+10) Constitution: 28 (+9) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT 40PP Initiative: +10 Attack: +10 Damage: -5 Unarmed, +10 Venom Grapple: +5, Automatic Escape with Insubstantial Defense: +10, +5 Flat-Footed Knockback Resistance: 5 SAVING THROWS 9PP Toughness: +10 (+9 Con, +1 Protection) Fortitude: +9 (+9 Con, +0PP) Reflex: +10 (+10 Dex, +0PP) Will: +9 (+0 Wis, +9PP) SKILLS 36R = 9PP Acrobatics 2 (+12) Languages 1 (English [Native], Polish) Escape 0 (+10, Automatic with Insubstantial) Notice 9 (+10) Search 10 (+10) Sense Motive 9 (+10) Stealth 5 (+15) FEATS 0PP [None] Enhanced: Uncanny Dodge (Sense Types: Tactile) POWERS 78PP Burrowing 1 (1MPH, 10ft per Move Action) [1PP] (Descriptors: Claws, Mutation) Immunity 3 (Critical Hits, Own Powers) [3PP] (Descriptors: Mutation, Spider Swarm) Insubstantial 1 (Liquid, Extras: Duration [Continuous], Flaws: Duration [Permanent], Feats: Innate) [6PP] (Descriptors: Mutation, Spider Swarm) Morph 1 (One Form, Extras: Duration [Continuous], Feats: Metamorph 2 [Human Form, Spider Centaur Form, Spider Swarm Form], Drawbacks: Action 2 [Standard]) [2PP] (Descriptors: Molting, Mutation, Shapeshifting, Shedding) Protection 1 [1PP] (Descriptors: Carapace, Mutation) Spider Power 15 (30PP Array, Feats: Alternate Power) [31PP] (Descriptors: Mutation) Base Power: [30PP] (Additional Descriptors: Necrotic Venom) Damage 10 (Extras: Autofire, Alternate Save [Fortitude], Feats: Accurate, Drawbacks: Lethal) [30PP] Alternate Power: [2PP] (Additional Descriptors: Webs) Create Object 1 (Volume: 1 5ft cube, Toughness: 1, Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Duration [Continuous], Flaws: Permanent, Range [Touch], Feats: Innate) [2PP] Super-Movement 5 (Slithering, Sure-Footed 2, Wall-Crawling 2) [10PP] (Descriptors: Mutation, Spider Legs) Super-Senses 9 (Danger Sense [Sense Types: Tactile], Low-Light Vision, Radius Visual Senses, Ultra-Vision, Tremor-Sense, Uncanny Dodge [Sense Types: Tactile]) [9PP] (Descriptors: Mutation, Spider Eyes, Spider Hairs) DRAWBACKS -8PP Disability (Mute, Frequency: Very Common, Intensity: Moderate) [-4PP] Disability (No Hands, Frequency: Very Common, Intensity: Moderate) [-4PP] Abilities (35) + Combat (40) + Saving Throws (9) + Skills (9) + Feats (0) + Powers (78) - Drawbacks (8) = 163 Power Points
  12. Vox Power Level: 7 (105/118PP) Unspent Power Points: 13 Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness In Brief: Amateur astronomer hears the voice of the universe and unleashes latent sonic abilities! Catchphrase: Words have Power. Alternate Identity: Nicholas Brown (secret) Birthplace: Ames, Iowa Residence: Nevada, Iowa (hometown); Freedom City, New Jersey (school) Base of Operations: Claremont Academy Occupation: Student Affiliations: Claremont Academy, Unnamed Team, Society of Amateur Radio Astronomers Family: Marie and Johnathan Brown (Parents), Otis Brown (Great uncle), Judith and Buzz Oliver (grandparents), Orville and Jane Brown (grandparents, deceased), Various and sundry extended family members Description: Age: July 7th, 2003 Gender: Male Ethnicity: Caucasian Height: 5’3” Weight: 118 lbs Eyes: Brown Hair: Dark brown Nicholas is a small, young man with short-cropped hair and fearful eyes. He’s not scrawny. Under his band t-shirts and jeans is a teenager that helped his uncle on the farm. Years of sun have given him a medium complexion, but his northern European heritage is still apparent. His long face is lined with worry, and makes him look older. On better days, he observes everything with interest. On bad days, he just keeps his head down. Vox’s costume is a long-sleeved shirt and pants affair with a loose jacket. The base color is a light gray with darker gray accents and spaced lines. When moving, the contrasts look like rippling sound waves. His mask is a head cover, sleek helmet, and mirrored goggles. He tried a mouth guard, but that lasted one use of his powers. Matching gloves and boots complete the look. The outfit is just “normal” enough that in a pinch he could blend into a crowd or dark alleyway. Nonetheless, it is still constructed of morphic molecules. History: On June 19th, 2019, at 9:46 pm Central Time, a blast was detected 9 miles northeast of Ames, Iowa. The shock wave flattened trees and buildings in a 2 mile radius and shattered windows up to 5 miles away. The radial pattern of fallen trees aided first responders in locating the origin point. Near a small creek surrounded by farmland, Nicholas Brown, 15, was pulled unharmed from the wreckage of his campsite. Suspicion immediately full on the survivor. Investigators recovered unusual components at his parents’ home and his great uncle’s barn near the site. Nicholas remained catatonic for days, and upon recovery, appeared to suffer from a form of aphasia. Physically healthy, he seemed afraid to speak. Law enforcement soon closed on him. Thankfully for Nicholas, a team of specialists arrived to assist the growing investigation. An agent by the name of Philip Burton interviewed the young man. Within 36 hours, the cause of the event was determined. A secondary fire along the creek had obscured an illegal dump containing a volatile mix of chemicals. On July 1st, Nick was offered a full scholarship to the prestigious Claremont Academy in Freedom City, New Jersey. Philip Burton, aka Lamar “Sonic” Phillips, extended the invitation. What followed was a summer-long whirlwind of testing, training, and long-distance moving. Since the incident, more details have emerged. Research suggested Nick was the first active member of a line of minor psions. Their powers consisted of sensitivity to certain auditory and electromagnetic frequencies. This pattern explained the erratic migration of the family and their refusal to adopt new technologies. Many members sought out areas with limited electromagnetic and noise pollution. For example, Nick’s family settled in rural Iowa in the ‘20s. The explosion was the first manifestation of his potential. He had set up his radio telescope according to precise instructions. Where did he receive this information? From Morse code signals chiming in his ears at night. Why would he use this information? A mix of confusion, curiosity, and the thought that he was losing his mind. The real horror, however, arrived at precisely 9:45 pm. A clear signal repeated a message in triplicate. Somehow he directly sensed and understood its meaning. We hear you. Personality & Motivation: Nick is a highly intelligent and genuinely sweet young man. He is introverted by nature with bullying-induced shyness on top. Despite his social awkwardness, he can be quite charming and a skilled organizer when given the opportunity. His read of others is better than people give him credit. Mostly though he’d rather be tinkering on some project or another. People exhaust him and largely can’t be trusted. The trauma of gaining powers has added anxiety to his problems. Nick’s long-term plans are on hold. Right now his motivation revolves completely around controlling his powers. The crash course over the summer of 2019 has helped, but he is ill-at-ease being what he considers a weapon of mass destruction. That the school wants to put him in a noisy, electromagnetically rich environment is, to him, very foolish. Part of him resents being beholden to the heroes running the school. Another part of him is grateful for the many opportunities. This conflict has left him more than a little adrift and unable to focus. Powers & Tactics: Nick’s powers are very bare bones and blunt at the moment. A lot of effort has gone into training himself not to speak. Even the slightest whisper can rattle cause tremors and break delicate objects. Speaking at normal volumes unleashes the equivalent of a bomb. A muzzle mutes him when sleeping or when he otherwise feels uncomfortable. Control aside, Nick is fairly capable with his basic array. The default power, Cascade, can quickly bludgeon groups of foes. Shear releases a directional wave with similar, albeit more precise, results. His favorite accomplishment is Resonance, a directional cone that disrupts targets’ physiology without lasting injury. At the moment, his defense is largely based on training and lots of bruises. Typically, he will evade attacks, close on one or more targets, and unleash one of his effects when they are in range. His training suggests he should be able to develop finer control and more powers over time. The techniques of other sonic (especially Sonic!) heroes have inspired him. Even if he is a bit too bitter to admit it right now. Power Descriptions: The Vox Universum array appears as visible distortions in the air: layers of sound waves rippling from him. Transverse waves imparted into material follow a similar pattern. Although the results tend to pulverize many materials. The exception is Resonance, which appears as a fuzzy, heat-like shimmer as unpleasant to see as feel. All uses are accompanied by a booming amplification of the words he speaks. The specific words aren’t important (yet!). Volume, duration, and inflection seem to be the drivers. All of his powers are psionic in nature. A current hypothesis is that his sensitivity has induced an ability to interpret universal principles as sonic effects. They originate from his mind. The more he listens to radio frequencies and sounds, particularly interstellar signals, the more he seems to understand them, and at an analytical level. Sources as esoteric as Words of Creation, echoes of the big bang, and murmurs of chthonic entities have all been considered. Obviously, these effects have the sonic descriptor. Complications: Bad Company (Reputation): Where he grew up, he is now considered a public menace. Enemy Mine: Nick doesn’t know it yet, but interested parties have noticed him. Among them is the ever curious Maestro. Goes to 11 (Accident): Nick’s powers default to Cascade. Even the slightest whisper can rattle foundations and shatter objects around him. In combat, his powers have a tendency to cause collateral damage. Let It All Out (Phobia): As much neurosis as training, Nick holds himself back out of fear. This can cause him to hesitate or freeze up at the worst times. Never Going Home: Developing powers has put a strain on his relationship with his family. Being far from home and homesick doesn’t help. Secret Agent Man: Having a secret identity sucks. Werewolves of London: Ames was the biggest town he knew. “Fish out of water” does not describe how overwhelmed he is by the big city. Abilities: 2 + 4 + 4 + 6 + 4 + 2 = 22PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 6 + 16 = 22PP Initiative: +6 Attack: +5 Melee (+2 Attack Focus), +3 Ranged, +3 Base Defense: +9 (+8 Base, +1 Dodge Focus), +4 Flat-Footed Grapple: +6 (+5 Melee, +1 Str) Knockback: -2 Saving Throws: 3 + 4 + 3 = 10PP Toughness: +5 (+2 Con, +3 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +5 (+2 Wis, +3) Skills: 48/48R = 12PP Climb 2 (+3) Concentration 4 (+6) Computers 4 (+7) Craft (Electronics) 4 (+7) Craft (Mechanical) 4 (+7) Diplomacy 2 (+3) Knowledge (Physical Sciences) 3 (+6) Knowledge (Technology) 3 (+6) Language 1 (English [Base], American Sign Language) Notice 5 (+7) Perform (Stringed Instruments) 4 (+5) Search 2 (+5) Sense Motive 4 (+6) Stealth 4 (+6) Swim 2 (+3) Feats: 12PP Accurate Attack Attack Focus (Melee) 2 Defensive Roll 3 Improved Initiative Luck 2 Power Attack Quick Change Uncanny Dodge (Auditory) Powers: 1 + 11 + 18 = 30PP Immunity 1 (own powers) [1PP] (Psionic) Super Senses 11 (Accurate [All Hearing] 4, Analytical [All Hearing] 2, Cosmic Awareness [Hearing] 1, Electromagnetic Energy Awareness [Hearing] 1, Tremorsense 2, Ultra-Hearing 1] [11PP] (Psionic) Array 9 (Vox Universum; 18 PP Array; Power Feats: Alternate Power 2; Drawbacks: Full Power -1 PP, Power Loss [When Unable to Speak] -1 PP) [18PP] (Psionic, Sonic) Base Power: Damage 9 (Cascade; Extras: Area (Targeted: Burst) +1) [18PP] Alternate Power: Damage 9 (Shear; Extras: Area (Targeted: Cone) +1) [18PP] Alternate Power: Stun 6 (Resonance; Extras: Area (General: Cone) +1) [18PP] Drawbacks: -3 = -3PP Disability (Mute, unless using powers; Frequency: Common; Intensity: Moderate) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Cascade Burst Touch DC 24 Toughness Damage Shear Cone Touch DC 24 Toughness Damage Resonance Cone Touch DC 16 Fortitude Stun Totals: Abilities (22) + Combat (22) + Saving Throws (10) + Skills (12) + Feats (12) + Powers (30) - Drawbacks (-3) = 105/118 Power Points Comments: Formatting troubles aside, here is my Claremonter. The build is deliberately basic. I'm looking forward to figuring out the character and his power set will mature.
  13. Octoman Alternate Identity: Benicio "Ben" Wang Base of Operations: Freedom City Concept: Ultimate Spider-Man meets Robin meets Daredevil, as reimagined by Guillermo del Toro Table of Contents Allies, Associates, & Enemies Costume & Appearance Current Role & Hooks Design Notes Headquarters History Personal Life Personality & Motivation Powers & Skills Timeline Reputation Allies, Associates, & Enemies Allies The Interceptors Bombshell saved Octoman's life during his first outing as a superhero, and afterward, she brought him to the secret Interceptors headquarters in the Espadas School, where she tended to his wounds while he met Jack of All Blades and one of their children. Bombshell and Jack helped Ben get into the Claremont Academy, and promised to help him in the future. Associates Horrorshow His roommate during his first year at the Claremont Academy. Parents As part of his admission process for the Claremont Academy, Ben had to tell his parents about his powers. He has not, however, told them that he is Octoman. His dad likes superheroes almost as much as he does, and would probably be proud of him. But his mother hates superheroes. Extended Family Ben's four grandparents all live in Brooklyn. He's visited them during almost every holiday of his life. None of them are particularly wealthy or influential, but they do love him. Enemies Goanna The mad scientist Cooper Seidel knows that he turned Ben Wang into Octoman. He wants to collect as much data from the boy as he can before punishing the boy for ruining his experiments. Webmaster Josef Bankowski, the abusive junkie Bombshell and Octoman apprehended during his first outing as a superhero was eventually captured by Goanna, whose experiments transformed him into the supervillain who now calls himself "Webmaster". He'll drop everything for a chance to get revenge on any of them. Costume & Appearance Because of his mixed ancestry, Ben's actual ethnicity is difficult for people to guess at first glance. He has big eyes and a heart-shaped face with soft features which makes him look younger than he is. His build is that of a typical semi-athletic lanky teenager. During his day-to-day life out of costume, he uses his shapeshifting power to mimic his original appearance before his mutation. He recreates the brown eyes that turned yellow, and the medium-length Afro hairstyle he wore before all his body hair fell out. He also hides the new lines and folds in his skin, which appear to be scars but are actually new orifices. He has three on each side of his neck, one each on the palms of his hands and the soles of his feet, another on each forearm, and several along the sides and back of his torso. The other changes to his body from the mutation are less visible. An x-ray would reveal his lack of a rigid skeleton, and several new organs and muscular structures. His blood is thick, like syrup, and purple, since it contains both the hemoglobin normally found in humans (which is red, since it contains iron), and the hemocyanin found in cephalopods (which is blue, since it contains copper). His blood pressure is significantly higher than that of a normal human. When he is cut, his blood is less likely to drip and more likely to spray. His blood is also slightly radioactive; not enough to be dangerous, but enough for Geiger counters to register a noticeable uptick. Ben technically walks around naked most of the time. Both his normal street clothes and his superhero "costume" are just manifestations of his ability to change the shape, texture, and color of his own flesh. When he is "in costume", the impossibly perfect way that the "fabric" clings to his skin is a clue for close observers to its true nature. His "mask" somehow adheres to his face in a manner which conveys all of his facial expressions , and the "mouth hole" never falls out of place or exposes any of the skin around it, no matter how much he moves, talks, or gets punched in the face. Current Role & Hooks Ben loves being a superhero. It's all he ever dreamed of. He will literally jump at any opportunity to participate in anything that he thinks of as "superhero stuff". Protecting the West End, like Geckoman and the Interceptors before him, is his top priority, but he's willing and able to chase trouble through any corner of Freedom City, or beyond. He's going to Claremont because Geckoman went there, and he wants to be like Geckoman. Design Notes Octoman is simultaneously a spin on Spider-Man (particularly both versions of Ultimate Spider-Man), and a legacy character for Geckoman, whose love of that PC mirrors my own. He's a downright Lovecraftian take, as if Spider-Man, Robin, and Daredevil were to be combined and re-imagined by Guillermo del Toro. Headquarters During the school week, Ben lives in the dorms at the Claremont Academy. On the weekends and during vacations, he returns to his parents apartment in the West End. History Benicio Wang was born in Brooklyn to Gen-X parents. His mother, Maya, is an overworked public defender of Puerto Rican Afro-Latina descent. His father, Diego, is a half-Filipino, half-Ashkenazi overworked baker and deli cook. Ben frequently jokes that his lineage makes him the most Brooklyn guy who ever lived. If one of his parents are in earshot, they will retort that they moved to Freedom City when he was a small child, and visiting his grandparents during the holidays doesn't make him a New Yorker. Ben met Geckoman in 2010, though Gecks probably doesn't remember. The 18-year-old superhero was occupied with defending Freedom City from the third Grue invasion, and working things out with his supervillain girlfriend. But Ben will never, ever forget it. He was only seven years old when his family found themselves trapped in the Millennium Mall, huddling behind an increasingly fatigued and desperate Spellbound. Ben was impressed with her and the lightning-wand she used to zap away the invading aliens, but with her black costume and icy demeanor, she scared the boy almost as much as the Grue. When the brightly-colored, wise-cracking Geckoman dropped down through the skylight and started jumping around, tossing boomerangs, and kicking giant monsters in the face, little Ben's fear evaporated. From that day forward, Ben was a lifelong #Geckofan. Eight years later, Doctor Cooper Seidel was hard at work trying to stabilize and enhance his universal antivenom serum, and his resulting transformation into the reptile monster Goanna. He had retained a gang of hired thugs who had helped him steal the lab equipment, rare animal specimens, and radioactive materials he needed for his latest experiments. He closely monitored local law enforcement communications, so he had advance warning when the multi-agency task force finally found his hideout and moved to raid it. Seidel and his henchmen hastily loaded the irradiated animal specimens into a truck and escaped just as the tactical units broke down the door. The truck had enough of a lead that they might have escaped, if a bystander hadn't lost their grip on their dog's leash. Or if the dog hadn't then run out into the middle of the road. Or if fifteen year-old computer science prodigy Ben Wang hadn't run out into the road after the dog to scoop it up. Or if Seidel's henchman hadn't swerved at high speed to avoid Ben and lost control of the truck, flipping and crashing it. The truck and the tanks inside it broke open, spilling water and a menagerie of mutated animals into the street. Ben saved the dog, but the truck clipped him, sending him flying several feet away. He was dazed for a few moments, before the rush of cold water on the asphalt under him cleared his head. He saw a tiny yellow octopus crawling on his hand, and had just enough time to think it was cute before it bit him. Seidel ordered his henchmen to gather up the escaped test subjects, but no amount of money could convince them to pick up a bunch of radioactive venomous creatures with their bare hands. While Ben was wracked with painful muscle spasms which escalated into projectile vomiting, diarrhea, and a full-blown seizure, an enraged Seidel transformed into Goanna and slaughtered his own "cowardly and incompetent" henchmen, along with the occupants of the first couple of police cars who responded to the crash. Goanna intended to do the same to the bumbling idiot boy who had ruined everything, but when he saw that one of his test subjects had already done the work for him, he merely laughed while the boy suffocated on the pavement. Knowing that some combination of the FCPD's STAR squad, AEGIS, or one or more superheroes would show up soon, Goanna fled into the sewers. Seidel showed up at the hospital where Ben had been taken later that same night, intent on harvesting samples from the boy's corpse, since it was all the remained of his months of research. He was surprised to learn that the boy had survived. He took careful note of the boy's name, and resolved to keep him under close surveillance. Ben received prompt medical attention, and he seemed to make a full recovery, with one exception: The song he'd been listening to on his headphones when he dove out in front of that truck was the last thing he would ever hear. Hearing loss isn't a normal symptom of either vehicular collisions or tetrodotoxin poisoning, but the doctors had no other idea what else could have caused it. It wasn't until several days after he was discharged from the hospital that Ben's body began to change significantly. The changes happened gradually, over the course of several months. Ben hid them from everyone, even his parents. As his new powers slowly manifested, he learned how to use them through a combination of new instinct and trial and error. He knew immediately what he wanted to do with them. Right after his sixteenth birthday, during the summer before his sophomore year of high school, Ben put on his costume and started swinging through the streets of Freedom City as Octoman. Personal Life Ben's parents love him, but they don't really have time for him. They're both workaholics with jobs which demand that they be workaholics, so he tends to fall through the cracks. Most of Ben's social life takes place online. He didn't have many in-person friends, even before he moved to a new school across town. His mutated appearance and new disability make him feel self-conscious and isolated. He's become adept at lip-reading, but not perfect, and not everyone has the time or the inclination to learn how to sign with him. He's open to romantic relationships, but he doesn't think any would survive the girl in question seeing the "real" him. Personality & Motivation Ben is bright, inquisitive, and altruistic, but he can't keep his big mouth shut. Growing up as the latchkey-kid only child of two workaholic parents has turned him into a bit of an unconscious attention-seeker. He likes to make an entrance. He has an opinion to share about everything. If he's not rambling, he's arguing. If a joke or an insult comes to his mind, then it also comes out of his mouth. He never stops trash-talking during a competition or a fight. He's actually a pretty sensitive kid, but he never met an emotion he couldn't hide under sarcasm or just drown out with his motor-mouth. He doesn't know how to pick his battles, and his refusal to let the slightest disagreement, injustice, or insult go unchallenged gets him into trouble. But even when he's railing against injustice, he generally tries to keep things light. He'll keep making bad jokes and puns past the point where anyone is laughing (if they ever were to begin with). After his brush with death, Ben just felt lucky. But once his powers manifested, weird though they are, he felt blessed. Ben has two passions in life: Hacking, and superheroes. He maintains active accounts on both HeroHouse and TroubAlert (Username: Geckofan). He's been obsessed with Geckoman in particular (and, to a lesser extent, the rest of his Young Freedom and Interceptors teammates) since he was seven years old. He had resigned himself to, maybe, at best, using his hacking skills to play a support role for a superhero someday. But he desperately wanted to be an actual superhero, just like Gecks. His resulting disability and (slight) disfigurement have put a damper on his enthusiasm, but only a slight one. He's still having trouble adjusting, but he loves being a superhero more than he misses his hearing. Powers & Skills Ben is a world-class hacker who can get into almost any system. Ben has a surprising amount of hand-to-hand combat training for a teenager. He's been wrestling since junior high, and he's been taking self-defense classes since he was seven (they weren't a hard sell for his parents after he almost died in the Grue invasion). His superhuman agility and flexibility, his bundle of sticky tentacles stretching and lashing out for dozens or hundreds of feet in every direction, his lack of response to any auditory stimuli, and his youthful recklessness and loud mouth all combine to make him a confusing and irritating opponent. He can potentially attack or evade in any direction. He can lash out with his tentacles like whips, use them to grab a foe and pull them in for a punch or a kick, or use them to pull himself in close for the same. He will wrap his tentacles around a foe, and then slam that foe into objects, terrain, or even other foes. He'll grab a faraway foe and pull them in for a punch, or pull himself to them, boot-first. His ink sprays and venomous bite make him even more unpredictable. Ben was a normal human, but an injection of radioactive octopus venom mutated him into a human-cephalopod hybrid. His body has grown several new glands, organs, and orifices. He has almost no bones left in his body. Most of them have transformed into cartilage and muscle. So while his body looks "solid" from the outside, he can bend, stretch, and compress his flesh, contorting into any position and squeezing through any crevices. His skin can secrete a clear mucous which acts as a lubricant to aid this process. The outer layers of his flesh are so flexible and malleable that he can change the texture of his skin at will. His skin cells contain pigments which can be released with muscle contractions in a virtually infinite variety of combinations, allowing him to change his coloration to anything he can imagine. These traits allow him to effectively becoming invisible in the normal visual light spectrum, or to mimic the appearance of any object or creature. This also makes it virtually impossible for foes in hand-to-hand combat to keep a grip on him. He has superhuman levels of strength, agility, stamina, and to a lesser extent, resilience. With his thick skin, powerful and flexible muscles, and lack of a rigid skeleton, he is able to absorb traumatic impact, cuts and blunt force alike, with less likelihood of real injury. He has grown several "back-up organs", which make it less likely that any wounds he suffers will be debilitating. He has three hearts, and enough brain and nervous tissue running throughout his body to act as a second brain and spinal cord. He has what would be considered a "weak healing factor" by superhuman standards (not enough for Regeneration or Impervious Toughness, but enough for a high Constitution score). His body can repair minor damage quickly, and more severe wounds are less likely to happen in the first place. He doesn't heal from serious injury much "faster" than a normal human, but he heals "better". Given time to recuperate, he will reliably make a full recovery from trauma which would cripple or kill a normal person. Like a cephalopod, his body can even regrow lost limbs. He isn't technically immune to fatigue, disease, infection, radiation, or extremes of temperature or pressure, but his body is so effective at fighting them off that sometimes it seems like he is. He has, for lack of a better term, "super-health". New orifices on his forearms and on the sides and back of his torso can deploy tentacles*, which can stretch for hundreds of feet. The same neural tissue running through the rest of his body also runs through the tentacles, allowing his brain to control all of them perfectly. (*Technically, these new limbs are "arms", rather than "tentacles", since they have suckers along their entire length, instead of just at the ends, but this distinction only matters to marine biologists.) His body contains a network of hollow tubes and bladders similar to a cephalopod siphon. He can use muscular contractions to force fluids through those tubes and out of his body, through a series of new orifices on the palms of his hands, the soles of his feet, and his lower back. The primary use of his internal siphon is locomotion. By forcing air or water through it, he creates jet propulsion, launching himself through the water or up into the air. A substantial portion of his extra brain tissue is devoted to processing visual and olfactory input, and the suckers on his tentacles act as extra noses and tongues. His senses of sight, smell, and taste are enhanced far beyond those of a normal human. His eyes can perceive a wider array of color at finer detail, and he has excellent night vision. He can distinguish fine details in scent and taste, and track them to their source like a bloodhound. His body is truly amphibious, adapted equally well to life in open air or under water. His aforementioned increased visual acuity allows him to see perfectly in the dim light of deep water. He has gills on the sides of his neck, which remain closed in open air but which allow him to breathe while he is under water. His skin acts as near-perfect insulation, keeping him from losing his body heat. His blood contains both hemoglobin and hemocyanin, so it is equally effective at keeping his tissues oxygenated in both open air and freezing water. His siphon allows him to regulate his internal fluid pressure, which, along with his flexible muscles, lets him adapt to the crushing weight of the deep sea. His internal siphon can also expel the pungent, opaque black ink produced by another one of his new organs. He can release it gradually, creating a cloud which provides cover (the gas quickly dissolves in open air, so it is equally effective under water or on dry land), or he can fire a concentrated burst of ink directly into the face of an enemy, temporarily blinding them and overwhelming their olfactory senses in a manner similar to that of tear gas or pepper spray. His head contains venom sacs, which produce a paralytic poison similar to that of the octopus who bit him. His body injects this poison with a combination of a pharyngeal jaw and a proboscis: A pair of pincers, similar to a cephalopod beak, on the end of a second tongue, hidden under his original tongue, which can telescope over a foot from his mouth, fully extending in a fraction of a second. His own body is immune to this venom, and other, similar toxins. Timeline 2019 Octoman: Close To Home: During his first outing as Octoman, Ben meets Bombshell, and they clash with the man who would become Webmaster. Bombshell later takes Octoman to the Interceptors headquarters, where he meets Jack of All Blades. Bombshell convinces Octoman to attend the Claremont Academy. It's Moving Day: Ben finally sets foot on the Claremont campus. Dagon The King: Ben attends a guest lecture by Sea-Devil. It does not go well. Freaky Fraternity: Ben commiserates with Horrorshow about the fallout from "Dagon The King". Rat Patrol: Ben commiserates with Soliton about the fallout from "Dagon The King". Tech Compliance (IN PROGRESS): Ben joins Tech Club at Claremont. It's Me, Daystar: During the evening following Ben's first night at Clarmeont's Tech Club, he and Daystar exchange emails. Daka Rush (IN PROGRESS): Octoman gets ambushed by some rogue Dakanans. Puppy Love (IN PROGRESS): Octoman helps out Soliton. The Pinball Wizard Strikes! (IN PROGRESS): Octoman teams up with Archer and Spectre. Punching Up: Ben works out and spars with his fellow students in an impromptu boxing lesson by Rebound. Hydra Yas Queen (IN PROGRESS): Octoman helps out Artificer. Reptile Brain (IN PROGRESS): Ben's Claremont squad takes a trip to the zoo. 2020 The Eagle Flies Alone (IN PROGRESS): Ben gets caught up in Angelic and Pan's school prank. #ReleaseTheRavenCut: Miss Grue asks Horrorshow for help, and Ben tags along. Phone A Friend (IN PROGRESS): Ben is one of several fellow Claremont students invited by Angelic to a party at the DuTemps castle. Ancient Enemies (IN PROGRESS): Ben and the rest of Clarmont's Green Squad help Veronica Danger rescue a pair of lost Danger International archaeologists.
  14. WIP _______________ Captain Sturdy Powerlevel:9 Unspent Power Points: Trade-Offs: Complications: In Brief: Clawless Wolverine.. Only in his 90's. Alternate Identity: Wilfred Katz Birthplace: Queens, New York Residence: Freedom City Occupation: Grocer Affiliations: Retired, Formerly United States Army. Family: Grand Daughter Description: Name: Wilfred Foster Katz Identity: PublicAge: 94Gender: MaleEthnicity: JewishHeight: 6'4"Weight: 176lbsEyes: GreyHair: Grey History:. Personality & Motivation: Powers & Tactics: Power Descriptions: Complications: Abilities: 10+2+10+0+2+2=26 Strength: 20. Dexterity: 12. Constitution: 20. Intelligence: 10 Wisdom: 14 Charisma: 14 Combat: +14+10=24. Initiative:+1. Attack: +7. Grapple: +18. Defense: +7. Knockback: -10. Saves: +9+6+12=27. Toughness: +10/+11. Fortitude: +14. Reflex: +7. Will: +14. Skills:25. Acrobatics +8=9. Climb +4=9. Concentration +8=10. Diplomacy +4=6. Drive +8=9. Gather Information +4=6. Intimidate +4=6. Investigate +4=4. Knowledge:Streetwise: +8=8. Knowledge:tactics: +14=14. Language +1=1. (English, Hebrew) Medicine +2=4. Notice +8=10. Pilot +8=9. Sense Motive +4=6. Stealth +3=4. Survival +4=6. Swim +8=9. Feats:23pp. Attack Focus (Melee) 6. Defensive Roll 1. Dodge Focus 2. Fearless. Fighting Style: Boxing. Fighting Style: Judo. Interpose. Accurate Attack. All-Out Attack. Defensive Attack. Elusive Target. Improved Block. Improved Disarm. Improved Grab. Improved Pin. Improved Trip. Power Attack. Stunning Attack. Takedown Attack. Powers: 35pp. Immovable 2. (Resist Movement +8, Resist Knockback -2) Immunity 4. (Critical Hits, Poison, Disease) Leaping 2. Protection 5. (Impervious 5) Speed 2. Regeneration 15. (Ability Damage 1, Recovery Bonus 4, Bruised 3, Disabled 2, Injured 2, Staggered 2, Unconscious 1) Drawbacks: DC Block: Unarmed Attack +13 (DC:20) (Bludgeon, Crit 20) Total: Ability:30 + Skills:25 + Feats:23 + Powers:35 + Combat:24 + Saves:27 = 164.
  15. Rossignol III Comic Examples: Artemis with a super sense? Power Level: 7. (150/108 PP) Trade-Offs: +2 Attack / -2 Damage. Description: Super hero? I mean I don't know that what I do counts as "super." I'm just out here punching people in the face and shooting people in the but with arrows. Actually it's all rather comical if you think about it like that. Complications: A healthy amount of teenage angst in the form of a temper. And secret identity. Other then that, maybe matters of social equality. I don't think there are really that many people who make a big deal out of a accent or a female superhero. I would however hate for her dating habits to come up in a tabloid. People can still be jerks after all. Unspent Power Points: 3 In Brief: Legacy Vigilante. Catchphrase: "bonne nuit" Themesong: Paint it black... In the "Original French." Alternate Identity: Sophie Glayds Leclerc. Birthplace: Bastia, France. Residence: House in Lantern Hill. Base of Operations: House in Lantern Hill. Occupation: "Independently Wealthy" Affiliations: -WIP- Family: Mother: Marie Sophie Leclerc. "Rossignol III" (Whereabouts unknown, Presumed dead) : Father: Bill ""Mountain Man" Thornton. (Deceased) : Grandmother: Charlotte Marie Leclerc. "Rossignol" (Deceased) Identity: Secret. Legal Status: Duel - French / United States Citizen. Age: 17. (Date of Birth: Satuerday December 21st, 2001) Gender: Female. Species: Human. Height: 5'1" (154cm) Weight: 108lbs. (49kg) Skin: Fair. Hair: Brown. Eyes: Green. Character History -Sophie was born in Bastia France on the island of Corsica. Born to the at that point newly 'retired' masked hero Rossignol. And the at that point missing and presummed dead American hero "Mountain Man" She was raised for a time there at her families home in France before her mother moved back to the United States and started to undertake limited work as a Masked hero again. As Sophie grew she would spend time in both of her parents nations. She grew up in a happy if not strange home. She knew form a young age of her mothers "Work" And grew up with family friends in the hero community. It was never really a question to her if she was going to be a Hero. It was always a forgone conclusion and one of the only subjects that her and her mother ever argued over was the need for her to be educated in any traditional sense. Despite her view that a traditional education was largely useless for her she did well in school when she went, and excelled in her home schooling. Eventually skipping and then testing out of the American Educational system a few years before most high school graduates. Despite the nature of her mothers work and the overall lifestyle that many heroes chose to live. It was none the less hard on Sophie when her mother along with a small group of heroes simple failed to return from Mission. It wasn't so much the knowledge they might be dead, but rather the total lack of any information on what they had been involved in. So at the age of fifteen the girl put on the ill fitting costume of her grandmother and went out with the intent to find information about what had happened. The experience was a painful and eye opening one. She got little done other then almost getting herself killed a few times, while finding no useful information. It did teach her a great deal however. She learned that she needed time, the lessons and training she had gotten up until that point would be enough. And over the next two years she refined her ability and her equipment. Adopting much of the same gear that both her Mother and Grandmother had used. And starting by focusing on the lower end crimes in her local area. Physical Description Sophie is short and a little on the light side. But none the less in good physical shape showing a lot of strength for her size. And focusing mostly on endurance and Stamina, giving her a bit of a swimmers physique. Brown hair and green eyes as well as a soft face makes her pleasant enough to look at. And she can when the mood or need strikes her clean up rather well. Powers and Tactics: The only power that Sophie has to speak of is a hold over from her fathers powers, the ability to sense vibrations in the earth around her. Mostly relying on equipment she makes herself or re-purposes from off the shelf equipment. She mostly uses a bow and a number of Specialized arrows. As well as a sword and Armored gloves. Using a great deal of stealth and cunning in her crime fighting. Complications: Secret: A secret identity comes with the package for most Masked Heroes. Temper: Calling Sophie Irritable would be kind. Hot headed and reckless would be must more accurate. She's not hard to goad into doing something less then reasonable. ------------------stats-------------- Abilities: 4 + 2 + 6 +8 + 2 + 2 = 24PP. Strength:14. (+2) Dexterity:12. (+1) Constitution:16. (+3) Intelligence:18. (+4) Wisdom:12. (+1) Charisma:12. (+1) Combat: 14 + 10 = 24PP. Initiative: +1. Attack +7. Grapple: +9. Defense: +7. (+5 Base, +2 Dodge Focus) +2 Flat-Footed. Knockback Resist: -3. Saving Throws: 1 + 5 + 3 = 9PP. Toughness: +3/+3/+1. (+3 Con, +3 Equipment, +1 Feat) Fortitude: +4. (+3 Con, +1) Reflex: +6. (+1 Dex, +5) Will: +4. (+1 Wisdom. +3) Skills: 40R = 10PP. Acrobatics +5. (6) Climb +4. (6) Computer +4. (6) Concentration +2. (4) Craft: Chemical +1. (5) Disable Device +2. (6) Drive +1. (2) Investigate +2. (6) Language +2. [(French: Native.) [Hebrew: Fluent With French Accent.] (English: Fluent with French Accent.)] Medicine +1. (2) Notice +4. (5) Pilot +1. (2) Ride +1. (2) Search +2. (6) Stealth +7. (8) Survival +1. (2) Swim +1. (3) Perform: Sing +2. (2) Feats: 24PP. Ambidexterity. Attack Specialization: (Unarmed) Attractive. Benefit (Wealth 3) Defensive Roll 1. Dodge Focus 2. Evasion 1. Jack of all trades. Move-By Actions. Precise Shot 1. Uncanny Dodge: 1. (Tremorsense) Quick Draw 2. (Draw and Load weapons as free action) Equipment 8. Equipment. Powers: 14 PP. Super-Senses 3 (Tremorsense [Accurate Ranged Touch; Drawback: Not Usable in Water]) [2PP] (Mutant Descriptor) Device: 12PP. (Easy to Lose, Gives 20 device pp) [12pp] (All powers have the technological descriptor) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +9 Melee DC 17 Toughness (staged) Damage Armored Gloves +9 Melee DC 18 Toughness (staged) Damage Sword +8 Melee DC 20 Toughness (staged) Damage Bow +9 "Trick Arrow" Ranged DC 20 Toughness (staged) Damage Frag Arrow Ranged DC 20 Reflex:Area Damage DC 20 Toughenss:Staged Flash Bang Arrow Ranged DC 14 Reflex+Fortitute:Area Blinded + Deafened Gas Arrow Ranged DC 19 Fortitue:Area Nauseate Abilities 24 + Combat 24 + Saving Throws 9 + Skills 10 + Feats 24 + Powers 14 + Drawbacks 0 = 105/108 PP.
  16. Rumors have spread throughout the poor folk of the Fens of Freedom City - tales of opportunity to take a chance and grow one's own power to affect their life. One rumor claims that it's a pyramid scheme - a con run by an overzealous fan of superheroes. Another claims that the speaker's friend's cousin actually gained powers by visiting a specific club on the river's edge. A third tale tells of how some people have been gaining fame and fortune for their folks by visiting the club. All stories share some commonalities - that there's a club in the Fens where the proprietor claims to be able to brew drinks that give someone superpowers. What they do with the powers, the rumors say, is up to them. Hello all, and welcome to my literally first attempt to open threads here on the forums, as well as my first attempt to GM M&M 2e in general. The scene has been set - a mysterious and likely dubious club has begun manufacturing superhumans! Possibly. At any rate, the first signs of these superpowered individuals are about to show up - fortunately as many as three superheroes shall be there to prevent the crime that occurs. This is going to be a pretty investigation-heavy plot, so detectives be aware. There might also be horror elements to it, and a couple combats. So, who's interested? Note that the PL is undecided, but is likely to be from 8-10 range, because this is a fairly low-level concern as far as things go at the moment.
  17. Most people who care know: Though the Spirit of Liberty has manifested for a variety of people in Freedom City in the last few years, including medical student Sonia Gutierrez, it has not yet taken a permanent host. The current Star Knight of Earth is Cavalier - and the general public is aware that Star Knights are space cops. Bowman IV is no longer on the Freedom League, given his need to run his family business. He remains semi-active as a hero. There is a population of people living in Freedom City who are known to be aliens from another world, refugees from a terrific cosmic disaster and its consequences - the Incursion! Some people know: In the wake of the events of Arcadia, the new Master Mage of Earth is Phantom - Adrian Eldrich is dead! The Conqueror Worm has returned thanks to Malador the Mystic and is setting up a zombie apocalypse to bring down God's wrath. The villain Freebooter is no longer active. No one has seen Lantern Jack in quite some time. The current American base of operations for the Crime League is somewhere in the vast Atchafalaya Basin. Raven II has retired from active superheroing, but still acts as a consultant to the Freedom League and a patron for younger heroes. The swamp creature/man-monster/plant zombie Tom Cypress has joined the Crime League. No one yet knows: Knightfire and Toy Boy have become a spirit of hate and a nightmare being, respectively. New Doc Holiday in the form of an evil force of anti-fun possessing a rando named Holiday. Conundrum has figured out the former second Raven's secret identity and is working to undermine and destroy the institution she governs, Claremont Academy. Warden, formerly a mundane prison-themed engineer supervillain, is now wielder of a magic key that connects Earth-Prime to his otherworldly Dungeon Dimension. The Cosmic Mind has begun to empower the greatest Lor psions working for the Grand Nauarchus - but for what purpose?
  18. Are you looking for a speedster? Do you need another hero in a thread? Well look no further than the Hyperactive Hero and Windy City Warrior: Hyperactive! He's mainly in Freedom City, but if someone wanted to do a thread in Texas, that would be another place he spends a meaningful amount of time. So, if you need a speedster, feel free to PM me!
  19. I'm looking for a couple of investigatory PCs or a couple of PCs connected to the criminal underworld for a thread. PL 10 or lower is my preference.
  20. Trying to do some worldbuilding here, tying together our three (technically four?) cities of adventure through related criminal organizations. Today, the Mafia. Feedback and suggestions welcome! I'm considering updating what's going on with Freedom City's three mafia families, but I'd have to consult the ref team first. I plan to add a little more overall, but I'm out of time for today. Ultimately, I'm hoping that the Commission as a massive group of antagonists could provide plot hooks to bring heroes from one city to another for a thread or two, or at least have them hear about each other. The Commission The Mafia was originally formed in the nineteenth century as a group of Sicilian freedom fighters seeking to expel Napoleon and the French; the name itself is an acronym for "Morte Alla Francia Italia Anela,” which means "death to the French cry the Italians!". The traditions of mutual protection and loyalty at the expense of the state that developed during this period persisted over the following centuries, and as Sicilian immigrants traveled to America and ran up against intense nativism, these families became respected parts of their communities. To outsiders, however, they became synonymous with insidious crime. The Mafia as a criminal organization in the United States began in the early 1900s in major East Coast cities, predominately New York, New York and Freedom City, New Jersey. Early on, they were supposed to be administered by a single "capo de tutti capi," or "boss of all bosses", but brutal infighting over who could hold such a powerful position led the heads of the various Mafia families to reevaluate this style of leadership. In 1931, after a particularly brutal murder of one capo de tutti capi, the nation's most powerful mob branches met in Chicago to decide on an alternative. The result was the Commission, a sort of Mafia board of directors composed of the leaders of the twelve most powerful families: the Five Families of New York; Al Capone's Chicago Outfit; the Scarpias, Igglionis, and Gorganzuas of Bedlam City; and the Drioganos, Olivertis, and Tonifannis of Freedom City. The Twelve Families, as the Commission was also known, met to make all significant decisions about the future of the Mafia as a whole. Meetings approved or denied the admission of Sicilian-born men as Made Men, meted out retribution to traitors, and made the fateful decision to get involved with the drug trade. As lesser families, such as the Manettis (who arrived in Emerald City in the 1940's), began to spread, members of the commission increased their influence by offering to champion their interests; both the Manettis and the Los Angeles mob were long represented by the Chicago Outfit. But despite this show of cooperation, uneasiness between families sometimes erupted into near-open hostility. A series of ugly incidents in 1967 nearly put the Chicago Outfit at war with Bedlam's Scarpias, and although the Commission forbade hostilities, neither group has been welcome in the other's city since. As the Mafia's influence grew with the drug boom, so did law enforcement scrutiny, vigilante attention, and competition within the organization. The activities of superheroes in many of the major cities of the United States began to take a serious toll on families that had until recently been unshakable institutions. After the murder of New York Mafia kingpin Paul Castellano in 1985 and a major defection by insiders who revealed the organization's secret structure in order to get revenge on his killers, the mob began to be muscled out of its nationwide place as undisputed head of the criminal underworld. The Five Families of New York and the Chicago Outfit stayed in contact, but never called or attended a meeting of the full Commission again. In some places, however, local circumstances allowed the Mafia families to hold onto more power. In Freedom City, the corruption that came with the Moore Act era largely destroyed any chance for local superheroes and law enforcement to deal the mob a knockout blow, and the three families there managed to retain significant influence in the city's underworld. In Bedlam City, lack of effective oversight by the half-disbanded commission allowed the Scarpias to wipe out the Igglionis. The city was already so corrupt and economically depressed that it had little chance of rooting them out. With heroes and police in Freedom City still working hard to put an end to the Mafia's operations now that the Moore Administration is a distant memory, and with New York and Chicago largely running their own affairs, the axis of Mafia power in the United States has shifted to Bedlam City, where they rule effectively undisputed. Taking advantage of the situation, the Scarpia family reinstated the Commission in the early 2000s, this time with seven seats: three for the Freedom City families, one for the Manettis of Emerald City, one for Bedlam's Gorganzuas, and two for the Scarpias, representing both themselves and the Igglionis. Although a blatant grab for further power and influence by the Scarpias, this new Commission ("the Seven Families" now, although really there are only six) has had considerable success. The member families run contraband routes from coast to coast, dispose of evidence for one another, hide wanted members of families from other cities, share information on superheroes and law enforcement, and have a shared list of assassins and metahuman contractors to pull from when someone interferes too much in their operations. Whether the new Commission can fully revitalize the Mafia as America's most powerful criminal organization remains to be seen.
  21. Super Freaks The ‘Super Freaks’ are a loose term for a pan-religious movement that began on the West Coast of the United States in the late 1960s. Inspired by hippie culture, the New Age movement, and the general alienation of the period, members of what was sometimes called the Super Movement or the Super People USA argued that metahumans were the divine manifestation of the Creator (who or what that creator was was open to a significant amount of debate - and remains so to this day) on Earth and should be worshiped as such. One would expect this to be open to abuse given the period - and indeed despite the widespread success of the movement, Super Freak groups were often highly vulnerable to infiltration, subversion, and co-option by metahumans eager to embrace either the idea of their own divinity or simply to exploit the gullible. In several high-profile cases in Los Angeles, Chicago, and elsewhere, Super Freak communes were exposed by the press, raided by the police or superheroes, or otherwise destroyed. In the 1980s and 1990s, it looked as though the movement might die out altogether. But religious movements have a funny way of sticking around and the Super Freaks are no exception. The sects run by outright villains have mostly been shut down - putting the movement in a new direction. There are Super Freak communes today still in Washington, Oregon, California and other parts of the United States where people live in harmony with nature and each other, working to build a better world and unlock the native powers within. The Pinnacle Path in Freedom City today is loosely affiliated with the Super Freak movement - and in recent years Path members have Walked their way out to several communes and back, the hippie lifestyle now having re-entered the mainstream now that it’s more associated with a grandparent’s style than real radicalism. The largest such commune (with about 1200 members) is in northwestern Oregon, far enough from Emerald City that it’s not on the map but close enough that members of the Galactic Army of Light can travel into town to run shops, sell their wares at artisanal stores and farmers’ markets, and otherwise be a part of the city’s structure. (It may seem odd that the center of the Super Freak movement is so far away from a large superhuman population, but as any Freedomite will tell you, familiarity can often breed contempt - and it's hard to maintain the worship of a god you see every day. The days of hippies following the Centurion around to try and gain a share of his power are long-since passed) While a few metahumans have been born on Super Freak communes (like Third Eye, the most famous hero of the California/Oregon border region), or have had their powers awakened by sweat lodges, scarification, and other rituals, for the most part the Super Freaks have proven no more or less likely to gain powers than the average citizen. That’s okay, they firmly assert when questioned - they take their enlightenment on faith. Super Freaks tend to be vegetarians but are rarely teetotalers - after all, there are so many interesting ways to expand the mind, some of which may give you metapowers, maaan. They are usually pacifists but those with metapowers will defend their commune if attacked. In story terms, a Super Freak commune is a potential story point for both good and ill. No more or less likely to be run by charlatans than any other religious sect, a commune may be run by a council of democratically elected sincere leaders, an abusive megalomaniac, or anything in between. A crisis at a commune could run from an outbreak of anti-vaccination sentiment, a takeover by a supervillain who has ‘seen the light’, or even just too many bunnies eating their organically grown crops. A hero’s childhood on a commune could be anything from a horrific hellhole they escaped - or simply a unique upbringing that sets them apart from their peers.
  22. Stone Soup Music Group is a company headquartered in Freedom City, with offices in the Theater District. Stone Soup records, produces, and advertises music around the world; their albums are available on iTunes, Soundcloud, Amazon, and wherever fine music is sold. ===History=== The Stone Soup label started in Miami, Florida, with a man named Hector Castillo in 1992. Castillo was a connoisseur of street and club music, and produced a number of recordings of his band and his friends. He found there wasn’t a label willing to purchase his recordings, though; Hector’s music was a mix of socially conscious hip-hop, Latin dance beats, and electric guitar riffs, and record executives decided it would be too hard to label and advertise. Frustrated, Hector went looking for a loan and partnered up with Nathan Graves, an investment banker working out of Orlando. It was Graves who suggested the name and in the fall of ‘92 Stone Soup and started pressing records. The music they were producing often ended up in World or Fusion or even Miscellaneous categories in the record stores, but Stone Soup quickly gained a dedicated following and started hiring on other artists. Castillo and Graves were careful to pick artists who synthesized a wide blend of styles in their music, and even today many of Stone Soup’s artists cross over to work with each other on different albums. Today your favorite death metal guitarist may be thrashing on a punk album, tomorrow he might be shredding on a country-western song. Stone Soup promotes a wide blend of tastes under its label and encourages fans to check out artists they might otherwise never have considered. In 2009, Stone Soup relocated its main offices from Miami to Freedom City, New Jersey. Stone Soup now inhabits two solid floors of the MacLaughlin Office Block in Midtown, Freedom City. That includes one floor of offices and a floor above that for recording, sound mixing, and practice sessions. Those studios are usually engaged most of the business day. ===Notable Artists=== Notable artists that are signed on to the Stone Soup label include Billy Wu, the Boatyards, DJ Eclectic, DJ Graveyard, and Slizzard.
  23. Freedom City Everything TimelineThis is a master timeline for Freedom City History. Important city events should be listed here, as well as important events in the lives of its heroes and hero times. Events do not need to be of worldwide or citywide significance to be listed here. If the event took place within a thread, please provide a link to the thread as well. If the event is a major one with significant impact on the city, please also add it to Freedom City Big Events Timeline. 1630: Freedom City (called Freedom) is founded by Puritan colonists1694: Freedom Witch Trials, led by Elijah Prophet1779: British are driven out of Freedom by Col. Maj. Joseph Clark and the colonial army1789: Freedom and its surrounding communities incorporate as Freedom City1825: Freedom City University founded, Freedom City Ledger enters print1890: Jack-a-Knives terrorizes Freedom City, is never caught1918: The Centurion’s lifepod descends from space and lands in Freedom City1930: “Mystery Men” begin patrolling Freedom City and stopping crime, examples include Doc Prophet, The Bluesman and John Danger.1938: The Centurion makes his first public superheroic appearance, other superheroes begin to appear, including Midnight, Johnny Rocket, Bowman, and Freedom Eagle.1941: Lady Liberty makes her first public superheroic appearance since the Revolutionary War, Siren makes first appearance, Dr. Tomorrow appears one day after Pearl Harbor1942: The Liberty League is founded by executive order of President Roosevelt, made up of American superheroes and led by Dr. Tomorrow. Its HQ is located in Freedom City1943: The Crime League is founded by supervillains active in Freedom City1945-46: The Allies of Freedom, a superteam fighting in Europe while the Freedom League fights at home, is destroyed to the last man by Nazi supervillains. Casualties include La Reynard Rogue, Human Tank and Gunner, Sergeant Shrapnel, and White Rose and White Thorn.1945: World War II ends, Dr. Tomorrow returns to the future, Freedom Eagle takes charge of the Liberty League1947: First Earth contact with the Grue Unity, in the form of a crashed spaceship1950: A Grue scouting team arrives on Earth, sowing distrust between the Liberty League and the government. Eventual hero Pseudo is part of this group.1955: Senator McCarthy and the HUAC call the Liberty League to testify about possible links with communism and demand they unmask and reveal their identities. Rather than comply, the League disbands, with most of its members retiring. Midnight fights one last battle with King Cole before going underground.1960: Hades invades Freedom City with an army of dead, is repelled by heroes includingCenturion, Daedelus, Lady Liberty and The Raven. These heroes join together to form the Freedom League.1961: Dr. Alexander Atom purchases the Goodman Building in Freedom City and moves in with his family.1962: The US Government forms AEGIS to deal with superhuman threats and policing. Jack Simmons, the former Patriot of the Liberty League, is the first director.1964: Blackstone Penitentiary opens, under the aegis of AEGIS.1965: Omega and the Terminus attempt to invade Freedom City, they are repelled by the Freedom League and the Atom Family1969: A second Grue scouting party arrive on Earth and impersonate the Freedom League, once again shaking public confidence in superheroes.1972: Duncan Summers, The Raven, is gravely injured while fighting Dr. Sin. He retires and marries Dr. Sin’s daughter, Jasmine. Lady Liberty retires after her powers fade.1973: Dracula comes to Freedom City, causing much public unease. Construction begins on Pyramid Plaza1975: Super-group 1-800-JUSTICE forms, with members Jump, Jive and Wail. Super-inventor Daedelus departs Earth to explore the galaxy.1976: Pyramid Plaza is completed1977: Jack-a-Knives returns for another murder spree in Freedom City1979: Supeheroes Brainstorm and Scarab are killed while fighting to save the Freedom League from the Scions of Sobek, leading to a period of League instability1980: Ethan Keller, sidekick to disgraced alcoholic Bowman Fletcher Beaumont II, adopts the codename Archer and begins fighting crime with lethal force in Freedom City.1981: Freedom League members Halogen and Tectonic are killed while fighting Crimson Katana and the Katanarchists. The Centurion elects to disband the Freedom League due to their many recent losses. Heroes Evening and Eye of Justice are made honorary police officers and deputized by the police department, an appointment revoked by the passing of the Moore Act1983: A riot at Blackstone Prison leaves more than 40 dead and several supervillains on the loose. Administrative error and outside agitation are found to be the main cause of the disaster, but public condemnation falls on superheroes for failing to stop the chaos faster.1984: Franklin Moore is elected mayor of Freedom City on a platform of zero tolerance for costumed vigilantes. Superheroes are outlawed by the Moore Act and most leave town.1985: Outlaw superhero Archer creates the superteam FORCE Ops, an illegally-operating vigilante team of young heroes who are ruthless in their defense of Freedom City1989: Freedom City celebrates its bicentennial1992: Michael O’Connor Jr (son of Freedom Eagle) is elected mayor on a platform of rolling back Moore’s unpopular policies, including the ban on superheroes.1993: Omega and the armies of the Terminus invade Freedom City on a scale never before seen. A massive alliance of metahumans fight together in Freedom City and repel the attack, but at a steep cost: many superheroes including the Centurion and nearly all of FORCE Ops are dead, and the downtown is all but destroyed. Dr. Metropolis rises literally from the rubble and begins rebuilding the city, while Mayor O’Connor repeals the Moore Act and welcomes the heroes home. A dying Dr. Atom transfers his consciousness to a computer so as to continue to care for his now-orphaned grandchildren.1994: The Freedom League is reestablished in Freedom City, the Sentry Statue is unveiled in Riverside Park.2000: Mass breakout from Blackstone Prison, heroes spend six months recapturing all the prisoners. Mayor O’Connor begins third term, Jack Simmons, director of AEGIS, dies and uploads his consciousness to an android body.2001: Freedom Hall is destroyed by supervillains and rebuilt. Duncan Summers opens Claremont Academy for super teenagers.2005: The Lighthouse is built as a space headquarters for the now world-focused Freedom League. Freedom Hall remains its local HQ in Freedom City.
  24. GM Vector November 28th, 2013, 12.04AM, Sydney, New South Wales, Australia Sounding like a gurgling throat, the black waves beat and crashed against the dock. Their motion and power kept the small ship constantly moving despite thick lines mooring it to the heavy concrete and steel. The crew aboard it were crouched against the gunwales, watching the narrow road that quickly vanished into darkness until the main dock lights glared in a cacophony of hellish orange, occasionally shining on a truck rumbling past. Each time one passed by, they visibly tensed, only to relax as it disappeared. Then one turned. It was unmarked, save for a simple, generic logo on the sides proclaiming that it worked for one of the smaller shipping companies out of Gold Coast. It rumbled to a halt before the pier, and the back door swung open to disgorge several heavily-built men who looked about as nervous as the men on the boat, who scrambled to assist with loading long, heavy boxes from the boat into the truck. The driver remained in the cabin, but Vector could see that his eyes were wide behind the balaclava, and his knuckles were white on the wheel. With a dull thud one of the boxes fell from hands that were slick with sweat, and every last man there froze. As one they turned to look at the crate, and sagged with relief. Then glared at the one who had dropped it. "S-sorry" mumbled the man, looking askance as he reshouldered his burden "I just...not used to this stuff, won't happen again" "It better not" snapped a man thinner and more terrified than the rest who seemed to be in charge "None of us wanna get turned into dog food 'cause ya got nervous!" The unloading hurried along, everyone there desperately hoping they could finish their work quickly enough not to be seen first... Graft November 27th, 2013, 8.04AM, Waterfront, Freedom City, USA Tyrone had started hearing about the shipments only a couple of days ago. It had seemed like a normal, generic kind of freight truck that bustled about the metropolis until some of his patients had opened it, and decided to try and steal one of the boxes. Luckily they had survived the strange explosion with his help. Their muddled memory of the event had been light on a lot of details, but their description of the truck meant Graft recognized it at once when he saw it. Or at least one eerily like it. There hadn't been any companies registered with the brand emblazoned on the side(a red circle with a lightning bolt through the center), and the warehouse it stopped at had obviously not been properly used in the last decade, at the least. Rust hung on the main door as it creaked open, and the windows were cracked. Sure were a lot of very fit, very edgy-looking young men though. And the elongated bulges in their winter coats did nothing to make them suspicious. Stormbreaker November 27th, 2013, 8.04AM, Skies above the Waterfront, Freedom City, USA "Captain, ladyship!" barked the voice of Age's Lost's science officer, their multi-faceted eyes gleaming in the light of several data readouts on the bridge "I've got some kind of unusual energy signature, from the hyplothadrooga scanners it appears to follow the main wavelength associated with...Terminus radiation. Odd. A significant cluster of the energy sources is directly inside this structure." spindly fingers brought up a crisp picture of one of the innumerable warehouses far below. A large red rectangle pulsed in the center. "Shall we investigate, captain Silvia? I believe this is very atypical for Earth technology." the science officer's face nearly shone with hopeful curiosity.
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