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  1. Power Level: 8 (150/151 PP) Unspent Power Points: 1PP Trade-Offs: 0 In Brief: Telekinetic hair controller teen refugee from an alternate Earth run by supers Alternate Identity: Lady Estelle de Havilland, Third of Her Line Birthplace: "The Meadows," Allaire, Royal Colony of New Guernsey Residence: Formerly 'Earth-Ex', now Claremont Academy Occupation: Student, dancer. Affiliations: Claremont Academy Family: Jason de Havilland (older brother, disinherited heir), Soleil "Sunny" de Havilland-King (older sister, diplomat's wife), Selene de Havilland (younger sister), Celeste de Havilland (younger sister), Arthur de Havilland (father, colonial governor of New Guernsey), Mildred de Havilland (mother, socialite/philanthropist) Note: Estelle has no idea if any of her family is still alive back on her home E-A Age: 16 Apparent Age: mid-teens Gender: Female Ethnicity: Caucasian Height: 5' 9" Weight: 141 lbs. Hair: Blond (reaches down to her ankles) Eyes: Blue Appearance: Estelle is a beautiful blonde girl with refined features and an elegant bearing who always dresses to impress. Though her face and figure are both extremely attractive, the first thing anyone notices about Estelle is her amazing hair, which floats about her like a cloud of luminous gold. In its natural state, it cascades over her shoulders and down to her ankles, but she often wears it up or in a thick braid to keep it out of the way. Her pale blue eyes are striking, if somewhat cold and distant Back on her own Earth-Alternate, Estelle typically wore fine dresses and gowns, but on this Earth where everything is so…egalitarian, she favors silk blouses, crisply-pressed slacks, and black-leather boots with matching gloves. Typically she wears softer colors in a pastel palette, with light blue, light green and lilac being the most common, with gray and khaki pants. In terms of jewelry, she likes diamonds and silver. She has yet to devise a ‘supersuit’ of any kind; in fact, she finds the whole idea rather gauche. History: Estelle de Havilland grew up wealthy, on a parallel Earth where metahumans (called ‘Exceptional Persons' or just 'Exceptionals’) form the ruling aristocratic class. Her father is Royal Governor of the Crown Colony pf New Guernsey, one of five British New World colonies. Earth-Ex is technologically stuck in the 18th Century due to its dependence on Exceptional powers, although the rabble have been pushing the boundaries to science in their attempt to throw off the yoke of their so-called oppressors. "The Meadows," the sprawling de Haviland family estate overlooking the Hudson River Palisades, was like a magic castle for the de Havilland children, who were essentially raised by its staff; however, young Estelle manifested a questing intelligence at an early age, more interested in science and reading than charity balls and fashion shows like her brother and three sisters. Her very traditional parents were somewhat flummoxed - a bright daughter is nothing to be ashamed of, but one who displayed no interest in either the family's investments or impressing the sons of other wealthy dynasties did present a bit of a problem. It was decided that she would attend the best schools and university (the de Havillands have been linked with King's College for nearly a century) while still being raised as a proper lady. Estelle dutifully worked on her calligraphy and proper manners, took dance and pianoforte lessons, and went to all the right parties in all the right dresses. She never resented these family obligations, and always managed to enjoy herself, fully aware of both the importance and silliness of this rarefied world. In time, Estelle grew to be a beautiful young woman of grace and poise, and her parents breathed a sigh of relief - at least she wasn't a tomboy, like her cousin Arlene. In time, Arthur de Havilland came to love his daughter, for her mind, wit and beauty. But then one night, the clamoring unwashed throng marched up the road towards Estelle's home. wielding torches, pitchforks and sinister black powder weapons. The family panicked as windows were smashed and oil lamps lobbed through to set the curtains alight. However, Arthur didn't panic; he was a bit of an inventor himself (though he dare not breathe a word of it in public. He lead his family out to a disused barn on the property that he'd long ago converted into a workshop. And in here rested his greatest invention, the Trans-Dimensional Ornithopter. Ss he rapidly tried to explain his mechanical wonder to his frightened family, hooligans smashed through the doors! With only seconds to act, Arthur de Havilland selflessly shoved his favorite daughter into the Ornithopter and engaged the latch, as he smiled through tears. "My two greatest inventions...saving each other." Estelle fanatically beat her fists against the glass canopy, but it was too late; Earth-Ex was gone, and Earth Prime was waiting... Personality: Despite her breeding and refined upbringing, Estelle is both friendly and approachable, and has a wicked sense of humor. Her laugh is surprisingly loud and contagious, although she doesn't laugh as much as she used to years ago; the young noble is frequently distracted by concern for her family back home. No one, not even Estelle herself, would deny that she can be a bit vain, but as true as this is, it does her an injustice; she is very passionate about both the pursuit of knowledge and to helping those who are less fortunate. Though she may seem shallow and image-obsessed at times, all concerns about her appearance go out the window if someone is in genuine need; of course, she will most likely bemoan her bedraggled state at length after the fact. Estelle is an exceedingly talented gymnast and dancer, and is also quite accomplished in her playing of the celeste, harpsicord and pianoforte. She also enjoys reading lurid Gothic novels full of forbidden love, ghosts and beheadings that would make her staid father blush, although perhaps not her mother... Powers: Estelle has full control of her hair, which she can form into up to twenty-five tendrils that lengthen at will up to 100 feet; her hair limbs are just as dexterous as her own two hands, capable of such complicated tasks as typing a letter or shuffling cards. Despite its rather lightweight appearance, her hair is surprisingly strong, allowing her to lift up over a ton with ease. She can also automatically style her hair at will, and often does so to playful or artistic effect. She is constantly finding new ways to use her powers through experimentation. Complications: What Do The Simple Folk Do: Growing up as part of the landed gentry, on an Earth than barely made it into the Industrial Revolution, Estelle is often completely baffled by the attitudes and lifestyle of the 'peasants' she encounters everyday. A GM may award a Hero Point anytime Estelle's native classism interferes with any social interactions. Toxic Love: Estelle grew up on a largely agrarian alternate Earth, where technology is only starting to be harnessed by the lower cases i their attempts to overthrow their superpowered masters. As a result, she is often overwhelmed by the vapors, fumes and other day-to-day chemicals she encounters in the modern age. A GM can award an HP anytime Estelle struggles to cope with a commercial or industrial chemical product or byproduct. Another Time, Another Place: Earth Prime and Earth Exceptional have very different timelines from each other. A GM may award an HP any time Estelle has trouble understanding a concept that is alien to her world. Do You Hear The People Sing: Estelle comes from a world where Exceptional Persons (aka supers) form a feudal ruling class. As a result, she believes she has a god-govern right to rule over the 'peasants' (non-supers), but also conversely sees herself as having a sacred duty to aid and protect them. A GM may award an HP when either Estelle's noblesse oblige prevents her from walking away from a problem, or when her natural arrogance makes a situation worse. Abilities: [0+6+4+8+4+6 = 28pp] Strength: 10/26 (+0/+8) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: [8+6 = 14pp] Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Defense: +8 (+3 Base, +5 Dodge Focus), +3 (+1 flat-footed) Knockback: -4, -1 flat-footed Initiative: +7 (+3 Dexterity, +4 Improved Initiative) Grapple: +28 (+8 Melee Attack, Enh. Strength +8, Additional Limbs +5, Elongation +5, Super-Strength +2) Saves: [4+3+4 = 11pp] Toughness: +8, +2 flat-footed Fortitude: +6 (+2 Con, +4) Reflex: +6(+3 Dex, +3) Will: +6 (+2 Wis, +4) Skills: [56r = 14pp] Acrobatics 7 (+10) Bluff 3 (+6, +10 w/ Attractive) Diplomacy 3 (+6, +10 w/ Attractive) Gather Information 5 (+10) Knowledge (Arts) 2 (+6) Knowledge (Life Sciences) 6 (+10) Knowledge (Physical Sciences) 6 (+10) Language 1 (French) Notice 8 (+10) Perform (Dance) 5 (+8) Perform (Keyboard Instruments) 2 (+5) Ride 2 (+5) Search 6 (+10) Feats: [24pp] Accurate Attack Ambidexterity Attack Focus [Melee] 4 Attractive Defensive Roll 3 (+6 Toughness) Dodge Focus 5 Grappling Finesse Improved Grab Improved Grapple Improved Initiative Improved Pin Improvised Tools Luck Power Attack Skill Mastery (Acrobatics, Bluff, Diplomacy, Gather Information) Powers: [38 + 20 + 1 = 59pp] Prehensile Hair Container 7.6 (38PP Container) [38PP] Additional Limbs 5 (25 tendrils; Sustained Duration) [5PP] Elongation 5 (100 ft.; Extras: Linked (Additional Limbs)) [5PP] Enhanced Strength 16 (To 26/+8; Extras: Linked (Additional Limbs)) [16PP] Super-Movement 4 (Slow Fall, Sure-Footed, Swinging, Wall Crawling; Drawback: Power Loss (When unable to use Additional Limbs)) [7PP] Super-Strength 2 (Effective Str 36, Heavy Loads 3.7k lbs.; Extras: Linked (Additional Limbs)) [4PP] Super-Senses 1 (Analytic Touch; Extras: Linked (Additional Limbs)) [1PP] Prehensile Hair Attack Array 9.5 (19PP Array; Feats: Additional Power 2; Drawbacks: Power Loss (When Unable to use Additional Limbs)) [20PP] BP: Snare 8 (Extras: Engulf (+0); Feats: Obscure Senses (Visual), Reversible, Tether) {19/19} AP: Offensive Hair 8 Adds (Extras: Autofire 8, Penetrating 8; Feats: Takedown Attack 2) to {18/19} AP: Damage 8 (Extras: Area (General Shapeable); Feats: Progression: Area 3 [10x5 ft. cubes/rank]) (Shapeable 80 5 ft. cubes) {19/19} Feature 1: Mundane Appearance [1PP] Drawbacks: None DC Block Unarmed -- DC 10/Toughness -- Damage Unarmed, Hair -- DC 23/Toughness -- Damage Snare -- DC 23/Reflex -- Snare Totals: Abilities 28 + Combat 14 + Saves 11 + Skills 14 + Feats 24 + Powers 59 = 150/151 Power Points
  2. Canon Hero Status & Legacies Any dead, inactive or retired character without a listed successor is considered available for you to create a legacy character. If you want to be on the safe side, check with the refs first before creating a legacy character. Canon characters with currently active legacies are marked with red text for their name. If any canon character you want to use is missing from the list, let us know and we can add it. 2nd Edition Heroes Everything from the 2nd edition sourcebooks from before 2007 is considered to have happened. Events after 2007 might differ. Liberty League On a whole, the Liberty League has either retired or died, with few members of the team still being active as heroes. Bowman I: Died of old age. Succeeded by a number of heroes, currently Bowman IV, Archer II and Arrow IV. Arrow I / Bowman II: Died of old age. Succeeded by a number of heroes, currently Bowman IV, Archer II and Arrow IV. The Centurion: Died in the 1993 Terminus Invasion. Succeeded by Phalanx, Triakosia, Legatus and others. Available as an inspiration for characters, while the name itself is generally considered unavailable and in bad taste to use. Doctor Tomorrow: Still active. Appointed Guardian of Time by the mysterious Time Keepers. Envoy: Returned to Utopia Isle, current status unknown. Freedom Eagle: Dead from natural causes. His son, Michael O'Connor, served as mayor of Freedom City for many years, eventually becoming president of the United States of America in 2021. Currently succeeded by Freedom Eagle ∞. Johnny Rocket I: Died of old age. Succeeded by Johnny Rocket II and Rocket. Lady Liberty I: Died of old age. Succeeded by a number of mantle bearers, currently Monica Gutiérrez as Lady Liberty III. Midnight: Died of old age. Succeeded by Midnight II. Patriot: Served as director of AEGIS for years. Died due to cancer, mind downloaded into younger android body. Legacy character planned. Siren I: Died of old age. Succeeded by Sea-King and Siren II. Allies of Freedom The Allies of Freedom have all passed away, most murdered by Nacht-Krieger or Crimson Katana. Human Tank: Murdered by Crimson Katana I in 1946. Son served as the head of the British Ministry of Powers for many years. Great-granddaughter active as Kid Celtic. Gunner: Murdered by Crimson Katana I in 1946. Lady Celtic: Killed by Nacht-Krieger in 1945. Son served as the head of the British Ministry of Powers for many years. Great-granddaughter active as Kid Celtic. La Renard Rouge: Killed by Nacht-Krieger in 1945. Succeeded by Blue Fox. Sergeant Shrapnel: Killed by Nacht-Krieger in 1945. Spitfire Jones: Killed by Nacht-Krieger in 1945. White Rose: Sacrificed herself in 1945 to create the mystic prison that held Nacht-Krieger for decades. Succeeded by Beacon. White Thorn: Passed on to "the light beyond life" in the 1960'es. Succeeded by Beacon. Freedom Brigade The members of the Freedom Brigade were all believed killed in 1941, where they immigrated to Erde. Commander USA: Immigrated to Erde. Believed dead on Earth-Prime since 1941. Doctor X: Immigrated to Erde. Believed dead on Earth-Prime since 1941. The Invisible Agent: Immigrated to Erde. Believed dead on Earth-Prime since 1941. The Magister: Immigrated to Erde. Believed dead on Earth-Prime since 1941. The Mysterious Madam Radium: Married Commander USA, see here. Immigrated to Erde. Believed dead on Earth-Prime since 1941. The Sea Hawk: Immigrated to Erde. Believed dead on Earth-Prime since 1941. Freedom League The Freedom League is still active as the world's premiere super team, with many local teams. The current lineup includes, but are not limited to: Bolt, Comrade Frost, Doctor Metropolis, Fleur de Joie, Gabriel, Gaian Knight, Johnny Rocket II, Siren II and Velocity Beacon: Successor of White Rose and Thorn. Current whereabouts unknown. Briefly succeeded by Beacon II, a Claremont Academy student who has likewise disappeared. Black Avenger: Retired, runs the Lincoln Youth Center. Bowman III / Arrow II: Remained retired after his fall from grace. Runs a number of charities devoted to aiding alcoholics, but his advanced age has led him to giving up the reigns to Bowman IV. Succeeded by a number of heroes, currently Bowman IV, Archer II and Arrow IV. Bowman IV: No longer an active member of the Freedom League. Semi-retired, runs the family company. Currently mentoring Arrow IV. He was injured during a battle with the House of Usher. Captain Thunder: Retired due to injuries sustained in the 2018 Terminus Invasion. Centurion: Died in the 1993 Terminus Invasion. Succeeded by Phalanx, Triakosia, Legatus and others. Available as an inspiration for characters, while the name itself is generally considered unavailable and in bad taste to use. Daedalus: Currently inactive in the Freedom League, on trip through space with Pseudo. Doctor Metropolis: Still active member of the Freedom League. Galatea: Shut down, currently in storage. Halogen: Retired as an active super hero. Current status unknown. Johnny Rocket II: Still active member of the Freedom League. Married longtime boyfriend Chris Penny in 2016. Currently spends time mentoring his nephew Rocket. Lady Liberty II: Retired as a hero. Succeeded by a number of mantle bearers, currently Monica Gutiérrez as Lady Liberty III. Mary Minstrel: Retired as an active super hero. Current status unknown. Pseudo: Currently inactive in the Freedom League, on trip through space with Daedalus. Succeeded by Miss Grue. Raven I: Retired from his position as headmaster of Claremont Academy in 2015. Acts as support for the Raven Family. Raven II: Retired as a hero, succeeded her father as headmistress of Claremont Academy as of 2015. Succeeded by Raven III, Madame Raven and Nevermore II. Scarab I: Died in action, currently succeeded by Scarab III. Sea-King: Retired as an active hero to rule Atlantis. Siren II: Still active member of the Freedom League. Her cousin Glamazon is an active hero. Star Knight: The current Star Knight of Earth is Cavalier - and the general public is aware that Star Knights are space cops. Tectonic: Retired as an active super hero. Current status unknown. White Lion: Succeeded by White Lioness and Red Lynx. The Atom Family Maximus, Tesla, Victoria and Chase Atom still operate as the Atom Family. Beginning in January 2021, the Atom Family expanded by creating the Atom Academy out of the former Goodman Building, now renamed Atomic Tower. Dr. Atom still runs the building. The Atom Academy exists both concurrent to the Atom Family and as a legacy group. ALEX: Still runs the Nucleus. Andrea Atom: Believed killed during the 1993 Terminus Invasion. Chase Atom: Still active hero. Currently dating Arizona West, a journalist. Cosmo the Moon Monkey: Still active as Chase Atom's pet. Dr. Atom: Died in the late 1990'es. His intellect, personality and memories are transfered into a computer program that currently runs the Atomic Tower. Jack Wolf: Retired after raising the Dr. Atom's grandchildren. Maximus Atom: Still active hero. Married elementary school teacher Vanessa Hudson in 2010. They have two children: Angela, born 2012, and Jack, born 2014. Mentac: Believed killed during the 1993 Terminus Invasion. Tesla Atom: Still active hero. Single, with no children. The Atom Family member most actively involved with the Atom Academy. Victoria Atom: Still active hero. Succesful writer, with her own blog and collections of stories, travelogues and essays. Married her editor Richard Strong in 2015. They have one child, Andrea, born 2014. The Newcomers The Newcomers are wandering the stars. The fate of most are a mystery. Jacob "Jake" King: Current whereabouts unknown. Jimmy King: Current whereabouts unknown. Bigfoot: Returned to his home planet after passing the Wonderbus on to Young Freedom. Indigo: Current whereabouts unknown. Ryder: Current whereabouts unknown. Serafina: Current whereabouts unknown. Next-Gen The Next-Gen have all graduated from Claremont and are active as heroes on Earth-Prime. Bolt: Graduated from Claremont, currently a member of the Freedom League. Megastar: Graduated from Claremont, currently active as a hero. Nereid: Graduated from Claremont, currently active as a hero. Seven: Graduated from Claremont, currently active as a hero. Works as an instructor in the arcane and occult realms at Claremont Academy. Sonic: Graduated from Claremont, currently active as a hero. The Alterniteens The AlterniTeens have all graduated from Claremont and are active as heroes. Changeling: Graduated from Claremont, currently active as a hero. Dauntless & Relentless: Graduated from Claremont, currently active as a hero. Elite: Graduated from Claremont, currently active as a hero. Magni Thorson: Graduated from Claremont, currently active as a hero. Navigatrix: Graduated from Claremont, currently active as a hero. Whoop-Ant: Graduated from Claremont, currently active as a hero. FORCE Ops All members of FORCE Ops but Archer are believed to have died in the 1993 Terminus Invasion. Archer / Arrow III: Retired following the 1993 Terminus Invasion. Currently runs a private security company and mentors Archer II. Bruiser: Believed killed during the 1993 Terminus Invasion. El Gato: Believed killed during the 1993 Terminus Invasion. Kismet: Believed killed during the 1993 Terminus Invasion. Network: Believed killed during the 1993 Terminus Invasion. Nightrage: Believed killed during the 1993 Terminus Invasion. Others Britannia: Succeeded by Ms. Britannia, in turn succeeded by Ms. Bright. Dust Devil: Dust Devil has disappeared from the Magic Mesa, his fate a mystery. Succeeded for a time by Dust Devil II, who has likewise disappeared. Eldrich: Died during the events of Arcadia, succeeded as Master Mage by Phantom. Eyes of Night, The: Both Evening and Eye of Justice were killed during the 1993 Terminus Invasion. Survived by their child, they are still remembered and honored by the Freedom City police department. Foreshadow: Retired. Succeeded by Foreshadow II. Gatekeeper: Still active, operating in in San Francisco. Hepcat: Status unknown. Could be considered succeeded by Rebound, sidekick of an alternate reality Hepcat. Horus the Avenger of His Father: Succeeded by Lady Horus. Johnny Danger and the Jungle Patrol: Retired to manage Danger International and passed away in 2019. Succeeded by his son Ace Danger and other Danger scions, Other Danger Family legacies available. The Jungle Patrol have retired and/or passed and are available as legacies. Koradji: Still active. Lantern Jack: Has not been seen for quite some time. Space Ranger: Retired to Korus. Thomas Rhymer: Status unknown, believed to still be active. 3rd Edition Heroes Unless noted here, any characters listed in the 3rd Edition sourcebooks for events that take place after 2007 are not expected to exist on FBPCP, due to our alternate timeline. Characters from 3rd Edition books can be made viable in forms that fit our timeline. Claremont Students Bluebird: Enrolled at Claremont. Junior as of 2020. Casanova: Enrolled at Claremont. Junior as of 2020. Chump: Enrolled at Claremont. Junior as of 2020. Toxin: Enrolled at Claremont. Junior as of 2020.
  3. All good things must, one day, come to an end. But sometimes, that ends comes sooner than one thinks. Such is the way of the Mantle of the Raven, one of Freedom City's most iconic heroes. The Batman of the Freedom City setting, one that passed from Father to Daughter, and now is soon to pass from Master to Apprentice. Currently, Raven II/Callie Summers is the one actively holding that legacy. Aleksander Nakani, aka Nevermore, is slated to take up the mantle sometime this summer (after his graduation from high school!). But just passing on the cape and cowl because he graduated, that feels a bit lame. So instead, I'm going to try to run a thread or three to pass the torch. I've hashed some initial ideas out, and I'm laying out the framework here. What I'm looking for is input on the NPCs, especially villains, to be involved, and then some PCs to have assist Nevermore. My general thought on the setup is that Raven has been tracking some faint trails of clues that lead her to, I dunno, a warehouse or something with an electronic message left there. It's a taunting message from Dr. Sin, her grandfather, all wrinkly and evil and stuff, taunting her that she never faced him directly because she knew she would lose, and now she's getting old too. She keeps mopping up the scraps from his table. Can she leave him be? So the Raven goes after him...and runs right into a group of cowl-type villains (the likes of Blackbird, Fear Master, Red Death, Warden, Silencer, and/or others) led by a much-younger-looking Dr. Sin. Via some magic or super-science or something, he has not only maintained his life and health, but reversed his aging to be in the prime of his life (physically he looks maybe 30), and even granted himself some minor metahuman powers (probably just a light Paragon package or some such). The combination is too much, even for Raven, even wearing her most cutting-edge powered armor suit. It turns out that Sin chose this moment to strike because he believed that before long, her advancing age would prompt her to create a suit powerful enough this plan wouldn't be guaranteed to work. But he had to wait until now to let age do some of the work. It was a delicate balance! So she's captured, imprisoned, etc., not sure yet what he's going to do with her (probably taunt her father for a while, then brainwash her and give her the same rejuvination treatment he used, make her his chief lieutenant). Before he can taunt anyone, an automated timer and message alert Nevermore to what's going on. Queue the Recruitment Montage! Nevermore takes an entire team to fight these guys, just enough that everyone gets a one-on-one matchup, and he gets to take on Dr. Sin one-on-one, and manages to beat him (dice willing!). Callie's been hurt and worn down enough by all of this that, while she can function in her civilian life well enough, it's too much of a risk to take up the Cowl again. So the story ends with Aleksander standing on a rooftop.... As the Raven. What I'm looking for: Bit of help refining the ideas here. Suggestions on which NPCs to have as additional villains. Suggestions on pre-made sheets to use for everyone, and adjustments as we think necessary. Help figuring out who a good PC team to assist would be! I'm really wanting and hoping to keep this as a primarily-Cowl endeavor. That's not to say that no one on the mission can have any powers, just that I'm wanting this to be more the skill-y characters than the likes of our biggest, flashiest, most powerful heroes steamrolling the bad guys. Motivation among the Cowls is probably to "keep it in house"! So this is a combination of "putting the idea out for refinement" and "recruitment drive". I'd be looking for 4, at most 5, other heroes. This won't all happen at once; I'm thinking maybe 1 "setup" thread, and 1 "action" thread. Time-wise, I'd like this to be built up a bit, so the 1st thread probably happens in a month or two (and is forward-set a bit), and the next one after that one's wrapped. Maybe starting it in...April-ish? May, if that's how it shakes out.
  4. La Gata Power Level: 10 (148150PP) Trade-Offs: -2 Toughness, +2 Defense Unspent Power Points: 2 In Brief: Legacy of 'El Gato', an Iron Age heroine thought dead; cat-woman under a mystical curse. Residence: Freedom City Alternate Identity: Camila Arroyo Identity: Secret Birthplace: Freedom City Occupation: College kid, majoring in Literature and minoring in Art Affiliations: None, for now Family: Maria Arroyo (mother, previously Maria Villagatos), Frank Arroyo (father). Description: Age: 22 (DoB: 1994) Gender: Female Ethnicity: Hispanic-American Height: 5'6" Weight: 133 lbs. Eyes: Brown (were-form: purple) Hair: Brown *picture reference pending* Power Descriptions: A fierce and agile acrobat, Camila is capable of cat-like feats of prowess. Able to leap up to incredibly far upward or forward, she's capable of slowing her falls as well as being able to dart around and across obstructions across the ground. Armed with razor-sharp claws as strong as steel, and with a body tough enough to withstand surprising amounts of abuse, her combat capabilities leave slower mooks in shock and awe. She's also a clever fighter, able to take advantage of her adversaries and set up foes for an ally's assaults. In addition, Camila also possesses the sensory abilities of a feline, able to see in poor lighting, detect through scent alone, and even react with lightning speed through a hearing-based 'danger sense'. Lastly, at least from a more 'academic' perspective, Camila's curse has inspired her to learn about the ways of the supernatural, and she possesses a tinge of magical skill and knowledge. However, almost all of these abilities come at a cost -- Camila must assume her bestial shape in order to achieve these feats; she cannot use most of them as a human! History: During the Terminus Invasion, it was thought that Maria Villagatos, the heroine known as El Gato, was killed in the battle. This, however, was not entirely true. While El Gato the superhero was eliminated, Maria survived as a result; in her death throes, her duty fulfilled according to the eyes of the gods of old in heroic sacrifice, they stripped Maria of her powers while allowing her to remain alive as a mortal. A year would pass, and the now-incognito Maria would fall in love with a man named Frank Arroyo. The two became betrothed and, as a result, Maria had a daughter named Camila. An ordinarily happy family, Camila lived a normal and quiet life with her mother and father. Sometime during Camila's teen years, however, disaster would strike. Remnants of those villains who Maria fought as El Gato had found out her secret identity, and with knowledge of Maria's true self came knocking in revenge. Injuring her father and capturing her mother, Camila was beaten profusely by the evildoers as she tried to stop the assault. Little did anyone know that the gods of old weren't quite finished with Maria and her bloodline -- before Camila knew it, she found herself in a similar predicament as her mother years prior, awaking to being covered in blood. Having been transformed into a were-cat herself by the gods, Camila gave chase and took out the hapless villains, showing amazing skill as a fighter. Frank recovered from his wounds with paramedical aid, and Maria was rescued. To this day, Camila carries on as the legacy of her mother's secret identity, referring to herself as 'La Gata'. Not nearly as bloodthirsty as her mother had been in her youth, Camila nevertheless fights the good fight against the street criminals and more between her college classes, overjoyed with her new self from the tales that Maria had told of her past. Personality & Motivation: Camila is a sharp-minded individual, a normally cheerful young lady if not a bit of a bookworm. She's not exactly the most apt at social situations with strangers, but is known to get bubbly around friends. Loyal to those she cares about, she'd defend her loved ones even if it would put her in danger. An ambitious young hero, she has a tendency to go in over her head at first, but usually falls back on her wits and willpower to prevail even when seemingly overpowered. Powers & Tactics: In combat, Camila has a bad habit of enjoying the thrill of the fight. She toys with her adversaries like a kitten with its prey, oft using her youthful personality to catch her foes off-guard, delivering powerful strikes soon after. However, she has a tendency to underestimate her foes, and without a real means of ranged attacks other than closing in with her foes, she is vulnerable to being bested by such. Complications: Keeping the Cat in the Bag: Knowing fair well that her secret identity could be dangerous to leak, Camila does her best to keep her other self hidden in public. However, if she gets too upset or angry, or is physically hurt too much... Thrill Seeker: Having lived a quiet and peaceful life prior to her first change, Camila has taken up the opportunity to do much more eagerly. There's little she's not willing to try these days, even if it can prove to be dangerous. Lycanthropy Addict: As a human, Camila sees herself as a simple girl of Hispanic descent, nothing more than a wallflower. As La Gata, however, she finds herself free to assume a whole different personality. Whether a part of her curse or this state of self-worth under it (or both), Camila can be hesitant to change back to her human shape. Abilities: 0 + 4 + 2 + 4 + 8 + 2 = 20 PP Strength: 10/18 (+0/+4) Dexterity: 14/26 (+2/+8) Constitution: 12/16 (+1/+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 12 (+1) Combat: 10 + 16 = 26 PP Initiative: +2/+8 Attack: +10 Melee (+5 Base, +5 Enhanced Attack Focus), +5 Ranged Grapple: +14 Defense: +12 (+8 Base, +6 Dodge Bonus, +4 Enhanced Defense), +6 Flat-Footed Knockback: -4 Saving Throws: 4 + 2 + 4 = 10 PP Toughness: +1/+8 (+1/+3 Con, +5 Protection) Fortitude: +7/+10 (+1/+3 Con, +4, +3 Enhanced Fortitude) Reflex: +4/+10 (+2/+8 Dex, +2) Will: +8/+9 (+4 Wis, +4, +1 Enhanced Will) Skills: 16 R = 16 PP Acrobatics 4/8 (+6/+16) Climb 4/8 (+4/+12) Craft: Artistic 8 (+10) Diplomacy 8 (+9) Intimidate 8 (+9) Knowledge: Arcane Lore 8 (+14) Notice 4/12 (+6/+16) Search 8 (+10) Sense Motive 8 (+14) Stealth 4/8 (+6/+16) Feats: 8 PP Acrobatic Bluff All-Out Attack Evasion Move-By Action Quick Change Set-Up Takedown Attack 2 Powers: 7 + 4 + 8 + 12 + 4 + 9 + 5 + 8 + 5 + 2 + 2 + 4 + 5 = 75 PP All powers have the Animal Descriptor Damage 6 (PF: Mighty) [7 PP] Enhanced Constitution 4 [4PP] Enhanced Defense 4 [8 PP] Enhanced Dexterity 12 [12PP] Enhanced Saves 4 (Fortitude 3, Will 1) [4 PP] Enhanced Feats 9 (Artificer, Attack Focus 5 (Melee), Blind-Fight, Fearless, Uncanny Dodge: Hearing) [9 PP] Enhanced Skills 5 (Acrobatics 4, Climb 4 , Notice 8, Stealth 4 ) [5 PP] Enhanced Strength 8 [8PP] Protection 5 [5 PP] Leaping 2 (70 ft Running Long Jump, 40 ft Standing Long Jump, 17 ft Vertical Jump) [2 PP] Speed 2 (25 mph, 250' per round) [2 PP] Super-Movement 2 (Slow Fall, Sure-Footed) [4 PP] Super-Senses 5 (Danger Sense [hearing], Low-Light Vision, Scent, Tracking [scent], Ultra-Hearing) [5 PP] Drawbacks: (-2) + (-3) = -5 PP Involuntary Transformation (Into La Gata when hurt or angry, Frequency: Common, Intensity: Minor) [-2 PP] Normal Identity (Must be able to concentrate, or fall to Involuntary Transformation, to become La Gata, Frequency: Uncommon, Intensity: Major) [-3 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Strike: Claws Touch DC 25 Toughness Damage (Physical) Totals: Abilities (20) + Combat (26) + Saving Throws (10) + Skills (16) + Feats (8) + Powers (75) - Drawbacks (5) = 150/150 Power Points
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