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Hypersynth Power Level: 11 (196 PP) [NB Usually PL 9 until just before death] Unspent Power Points: 0 Trade-Offs: +2 In Brief: Cloned Bioweapons [Free to use by anyone as a GM] Description: Varies The Hypersynth bioweapon, before activation, is kept in stasis – normally suspended floating a high tech tube full of customised pale blue liquid. In this state they are genderless, pale, almost transclucent, without clear features. When primed/awoken they will take the form of a particular individual, an almost perfect copy. History: the Hypersynth bio weapon is a modified, cloned, copy of Dr Jane Janis, a former member of WEST who was working on the Synth project in Alaska. She took over the project and developed the Hypersynth, cloned versions of Synth that she has sold to various Terrorist organisations (and the like). Dr Janis is a cynical, greedy and intelligent woman who has decided the world is doomed and all one can do is get as much money as possible to escape earth or ride out the storm. Thanks to the actions of Terrifica, Archer III and Predator, the authorities do at least have detailed (albeit not totally complete) files on the Hypersynth, are aware of its capabilities and biology. Personality & Motivation: The Hypersynth model has no particularly personality. They are imprinted with basic knowledge and personality traits by the activator. They have a tendency to anxiety, due to a particular feature: A tube of modified super-drug in their chest that slowly feeds out enhancing chemicals. The Hypersynth will typically believe it is the person they are copying – although they may do specific programmed behaviours. However when the super drug tube activates they will become totally fixed on their target – nothing else matters (because they will be dead in 30 seconds). The Hypersynth model is unstable. Once awoken, it will slowly decay, becoming more erratic in behaviour and overheating. Its life expectancy is rarely more than a couple of weeks. Powers & Tactics: Like Synth, the Hypersynth had exceptional strength, agility and speed as well as superhuman senses. They lack combat expertise and skill, but are effective fighters due to sheer speed and ferocity. They are set with a “trigger” – usually a target – that will release the tube of superdrugs into their blood stream, making them more powerful but also setting in motion a cascade of chemical reactions that will cause them to overheat and eventually explode. Even in death, they can be dangerous. The explosion will cover the nearby area with gore and specks of blood that contain a dangerous virus which may in itself succeed where the hypersynth failed. NB: Various superscientists may have made additional modifications to the hypersynth template. Abilities: 16 + 16 +16 +0 +0 + 0 = 48 Strength: 26 (+8) 30 if boosted (+10) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 20 + 20 = 40 Initiative: +20 (+8 Dex, +12 Improved Initiative) Attack: +10, +12 Boosted Defence: +10, +5 Flat Footed, +12, +6 Boosted Grapple: +18, +24 Boosted Knockback: -4 Saving Throws: 7 + 7 + 4 = 16 Toughness: +8 (Con) Fortitude: +15 (+8 Con, +7) Reflex: +12 (+8 Dex, +4) Will: +5 (+5) +12 when boosted. Skills: 12 PP = 48 Ranks Acrobatics 4 (+12) Bluff 4 (+4) Escape Artist 12 (+20) Notice 12 (+20) Search 4 (+4) Stealth 4 (+12) Two extra skills at 4 (+4) from craft, knowledge, profession and perform that are custom imprinted to help “Blend in” with the person they are mimicking. Feats: 8 PP Chokehold Endurance Evasion 2 Favoured Opponent (Person they have copied) Improved Initiative 3 NB: May have Equipment X as supplied by whatever organisation / person has activated the Hypersynth model. Powers 5 + 41 + 4 + 1 + 3 + 2 + 5 + 2 + 7 + 2 = 72 Boost 4 (all Physical abilities, Extras: Total Fade [4 rounds, then explodes], Feats: Triggered (one condition), Flaws: Lethal – dies at end of boost [-2], Personal) [5 PP] “Chemical tube in chest” Strength +4 (to 30), Attack +2 (to +12), Defence +2 (to +12), Superstrength 2 (to effective strength of 40), Leaping 6, Speed 6, Swimming 6 Drain 10 (Single trait, CON, Extras: Cloud Area, Disease, Feats: Triggered [death]) [41 PP] Enhanced Trait 8 (+7 Will, Fearless Trait, Flaws: Only when boosted) [4 PP] Immunity 5 (Poison, Disease, Aging, Critical Hits [+3 DC as opposed to +5, Flaws: Limited half effect) [3 PP] Immunity 1 (Hypersynth or Synth powers) [1 PP] Leaping 2 (x5 distance) [2 PP] Morph 4 (+20, One appearance, Flaws: Permanent [+0]) [4 PP] [NB: Will normally have "taken 20" on disguise roll unless programmed in a hurry] Speed 2 (25 mph) [2 PP] Super Senses 7 (Extended x10 Visual, Extended x10 Auditory, Extended x10 Olfactory, Low Light Vision, Acute Olfactory [Scent], Analytical Tactile, Tracking [Olfactory] 1) [7 PP] Swimming 2 (5mph) [2 PP] Abilities 48 + Saves 16 + Combat 40 + Skills 12 + Feats 8 + Powers 72 = 196
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RoboLawyer3000 Power Level: 10 (150 PP) Unspent Power Points: - 0 Trade-Offs: N/A In Brief: Surreal robot lawyer and plot device to get the PCs out of one kind of trouble and into another. Alternate Identity: N/A Birthplace: N/A assembled at AstraNet Robotics Residence: Offices of Dewey, Cheatham, and Howe, Freedom City Occupation: Lawyer Affiliations: Dewey, Cheatham, and Howe, AAL Family: N/A Description: Age: N/A – Current version assembled April 1, 2022 Gender: None – vaguely male in proportions Ethnicity: Robot Height: 6'1" Weight: 800 lbs Eyes: Black with white centers Hair: None RoboLawyer3000 is obviously a robot. It’s exterior is formed of silvery metal plates. It is always attired in a matched suit, wearing a tie, and in formal shoes. It is loosely male in its proportions. It moves with an unhurried, silent precision, typically in the normal human range of motion, although extenuating circumstances may cause it to adapt postures unnatural (even lethal) to normal humans. RoboLawyer3000 speaks with a calm, pleasant, but subtly authoritative voice that sounds almost human, but not quite. RoboLawyer3000 interacts with the heroes for a very specific purpose and does so with impressively adaptive expertise. On the other hand, attempts to engage with RoboLawyer3000 on topics not germane to its mission are likely to result in a complete absence of response from the robot. RoboLawyer3000 typically arrives in a sensible luxury sedan. When RoboLawyer3000 arrives on the scene, extensive preparations for the hero’s exoneration and release have typically already been made, although, it is possible RoboLawyer3000 will have to make an argument to legal authorities to complete this process. It informs the PCs of their release from liability, informs them of the conditions they have to satisfy to enjoy this indemnity, makes any additional material arrangements necessary for the PC’s success, and then leaves with just as much surreality as it arrived with. History: RoboLawyer3000 is developed by AstraNet Robotics and operates under a contracted agreement with the legal firm of Dewey, Cheatham, and Howe. The program includes extensive field testing of the unit, but DCH is also in position to hire out RoboLawyer3000 to clientele requiring the specific services of a robotic attorney at a hefty premium. The unit began full operation with DCH in Freedom City on Tuesday, August 1, 2023. Notably, on September 6, 2023, RoboLawyer3000 was deployed to complete the exoneration of Consuelo Nunez, aka the superhero “Rot” who had been arrested by Freedom City Police after causing extensive property damage at a firearms dealership she claimed was supplying guns to criminals, but could provide no proof of such accusations. Personality & Motivation: RoboLawyer3000 is nothing if not inscrutable and surreal. It is strictly to task. However, it is also very polite and accommodating within its mission. Its speech is formal, but minimalist, yet thorough. It is programmed to successfully communicate in several languages and with an extreme variety of personality types. It has the rough appearance of a mild-mannered lawyer, although it is obviously robotic. It has no emotions, and can never become scared, frustrated, angry, etc. The safety of its clients is of paramount importance. It will default to keeping itself in impeccable working order and cleanliness, but it will not hesitate to physically inconvenience itself, up to and including its capture or physical destruction, to protect its charge. RoboLawyer3000 typically operates from a position of advantage, with elaborate preparations having already taken place prior to it entering the scene. Powers & Tactics: Robolawyer3000 effects legal maneuvers; it does not fight physical battles. RoboLawyer3000 is typically deployed only in circumstances when the office of Dewey, Cheatham, and Howe has made all the necessary arrangements to support its success in the mission. Power Descriptions: RoboLawyer3000 is a robotic lawyer. It can lie, persuade, file motions, argue cases, drive a luxury sedan, and be an 800 pound automated hunk of metal. It is programmed to advocate and defend, but it is entirely incapable of making a physical attack. Complications: Limited to Program: RoboLawyer3000 is extremely well programmed to be a robotic lawyer. But anything out of it’s programming is entirely beyond it to respond to. Not Cheap: What’s worse than shelling out to your lawyer for billable hours? Financing a multi-billion dollar robotic attorney program. RoboLawyer3000 is only deployed in those rare situations that truly call for a robotic lawyer, or in cases termed to be useful to test its abilities. That would all change if it were ever mass-produced though. . . . Abilities: 10 PP Strength: 10 Dexterity: 30 (+10) Constitution: 0 Intelligence: 10 Wisdom: 10 Charisma: 10 Combat: 0 PP Initiative: +10 (+10 Dex) Attack: N/A Defense: 0 Grapple: +4 Knockback: -11 (-5 toughness, -2 Impervious, -1 Immovable, -4 Super-strength) Saves: 8 PP Toughness: +10 (+2 density, +8, Impervious 2) Fortitude: N/A Reflex: +10 (+10 Dex) Will: N/A Skills: 16 PP Bluff 15 (Skill Mastery) Diplomacy 15 (Skill Mastery) Drive 4 (+14) Notice 15 (Skill Mastery) Profession (Legal) 15 (Skill Mastery) Feats: 6 PP Skill Mastery Benefit (Wealth) (2) Interpose Language (2) – English, Spanish, Chinese, Russian, Standard Galactic Powers: 110 PP Container 18 (I, Robot)(Extras: Innate) 90PP Container [108 PP} · Immunity (Fortitude Effects) Except those affecting inanimate objects {30 PP/90PP} (Robotic) · Immunity (Will Effects) {30PP/90PP} (Robotic) · Immunity (Social Interaction) {5PP/90PP} (Robotic) · Density 5 (Extras: duration (continuous}, Flaws: permanent) (+2 Impervious Toughness, +1 Immovable, +1 Super-strength) {15PP/90PP} (Robotic) · Communication 4 (Radio) {4 PP/90PP}(Robotic) · Super-Strength 3 {6 PP/90PP}] (Robotic), (Super-Strength 4, stacked with density) Equipment 2 [2 PP] Full-sized car Totals: Abilities (10) + Combat (0) + Saving Throws (8) + Skills (16) + Feats (6) + Powers (110) = 150 Power Points
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Carnelia Harvest Power Level: 6 (90 PP) Unspent Power Points: - 0 Trade-Offs: N/A In Brief: Energetic Outreach and Education Specialist with the Albright Institute, with photosynthesis and regeneration powers Alternate Identity: None Birthplace: Freedom City Residence: Hanover Neighborhood, Freedom City Occupation: Communications Professional Affiliations: Albright Institute (employer), Freedom University (alum) Family: Marvin Harvest (father), Poly Harvest (mother), Luann (6-year-old daughter) Description: Age: 32 Gender: Female Ethnicity: Well, she has bright green skin Height: 5’ 6” Weight: 132 lbs Eyes: Green Hair: Red Carnelia is a healthy, professional, single woman in her early thirties with one child. Also, she’s bright green, on account of the genetic mutation that allows her to photosynthesize. She wears glasses and, at work, she wears a lab coat. She has a happy, friendly voice and always seems to have a bounce in her step. She is confident and fairly intelligent, but by no means overly so. History: Carnelia was born in Freedom city to a middle-class family. She was a good student, not unusually popular, but had friends. Her powers manifested as an adolescent. She got teased for being green, of course, but it was a lot better than it could have been, considering unusual ability are anything but unheard of in Freedom City. She was in cross country and volleyball in high school. She recovered from a major automobile accident, even regrowing part of a leg! Upon understanding she had amazing powers of regeneration, she considered becoming a superhero of course. But, after a lot of soul searching, she decided that wasn’t really a good fit for her. She studied at Freedom University, taking a year abroad in New Zealand, and got a bachelor’s degree in communications, with a minor in biology. Her daughter, Luann, was born in her junior year in college, apparently conceived during her time abroad. Going to school and working was difficult with a young child, but her parents helped al lot, which made a lot of difference. She worked in PR at a couple of pharmaceutical firms before landing her dream job with the Albright Institute. Personality & Motivation: Carnelia wants to do a good job and be respected by her peers. She knows she is not a genius, like some of the other employees at Albright. But she believes that through education and promotion of good programs, she can make a positive difference in the world. Albright’s mission to investigate superpowers is near and dear to her heart, as someone that lives with them. Her daughter, of course, is the most important person to her. Powers & Tactics: Carnelia doesn’t make a habit of getting into fights. On the other hand, she recognizes that her regeneration powers mean a situation that is deadly for most people is more likely to just be a painful inconvenience for her. So, she has engaged in heroics occasionally, when fate forces her hand. She most likely to focus on getting other people out of danger, possibly distracting a dangerous person away from civilians in the process. Besides regenerating, she’s fairly athletic and nimble. Power Descriptions: She has plant-like abilities. She makes her own sugar from sunlight, water, and carbon dioxide, and her body has a determinate/indeterminate growth pattern. Any part of her body that is cut off, crushed, burned off, etc. can be regrown by the remaining tissue, even replacing lost memories from say, a severed head. Complications: Daughter is Everything: Luann is of supreme importance to Carnelia. A particularly nefarious villain could possibly even get her to perform acts of great evil to save her daughter. With the Program: Carnelia is a very firm believer in the institutions of her life. She would be very resistant to believe ill of them, even when presented with overwhelming evidence. Abilities: 24 PP Strength: 10 Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 6 PP Initiative: +2 (+2 Dex) Attack: +1 Defense: +4, (+2 Dodge Focus) +1flat-footed Grapple: +1 Knockback: -3 (-3 toughness) Saves: 12 PP Toughness: +6 (+2 Protection, +4 Con) Fortitude: +8 (+4, +4 Con) Reflex: +6 (+4, +2 Dex) Will: +6 (+4, +2 Wis) Skills: 5 PP Knowledge (Life Sciences) 4 (+6) Diplomacy 4 (+6) Drive 2 (+4) Notice 2 (+4) Profession (Communications) 8 (+10) Feats: 2 PP Dodge Focus (2) Powers: 11 PP Feature (Photosynthesis) Immune to hunger (but not thirst) Recover without need for food [1PP] Regeneration 5 Recovery Bonus 1, Recovery Rate 3, Resurrection 1 (Feats: Persistent, Regrowth, Diehard) [8PP] Protection 2 Totals: Abilities (24) + Combat (6) + Saving Throws (12) + Skills (5) + Feats (2) + Powers (11) = 60
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Razor Wind Power Level: 13 Unspent Power Points: 195/195 Trade-Offs: +3 Defense/-3 Toughness In Brief: Haunting Assassin Alternate Identity: ??? Birthplace: Unknown Residence: Unknown Base of Operations: Freedom City Occupation: ??? Affiliations: ??? Family: N/A Description: Age: Unknown Apparent Age: Mid-twenties Gender: Unknown Ethnicity: Unknown, pale skin Height: Medium Weight: Slender Eye: Hidden Hair: White History: Personality & Motivation: What is there to say of the Razor Wind? It is wrathful in its attacks, but shows mercy at the oddest times. It looks human (when it can be seen at all), but refuses to speak - no one who has survived an encounter with it has ever heard it make a noise, let alone speak a word. To attempt to understand it is more difficult than it ought to be based purely on paucity of available information. In truth, it may well be incapable of expressing itself save through violence. Would that not be a true tragedy? Powers & Tactics: The Razor Wind is fond of turning invisible and insubstantial, whilst lashing out with its signature bursts of cutting gales. It sometimes reveals itself physically, but no one is quite sure why it does so, save to perhaps torment its prey even more than they already are. The few who dare to strike at the Razor Wind find that the winds protect it from physical strikes, blowing bullets away or sending blows spinning off target. Power Descriptions: The Razor Wind's powers are generally subtle, though their effects are anything but. Cutting strikes of air carve its prey to pieces, or tears the very air from their lungs, preventing them from breathing. It soars through the air with ease, leaving no sign of its passing, and the winds that defend it only kick up when it is truly threatened by an attack - namely, when it is in its physical form. Complications: Abilities: 4 + 12 + 4 + 8 + 6 + 0 Strength: 14 (+2) Dexterity: 22 (+6) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 12 + 14 = 0PP Initiative: +6 (+6 Dex) Attack: +6 Melee, +13 Ranged, +6 Base Defense: +16 (+7 Base, +8 Shield), +0 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 8 + 6 + 7 = 21PP Toughness: +10 (+2 Con, +8 Defensive Roll) Fortitude: +10 (+2 Con, +8) Reflex: +12 (+6 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 0R = 0PP (1PP = 4 Skill ranks) Feats: 0PP Attack Focus (Ranged) 7 Defensive Roll 8 Elusive Target Evasion 2 Hide In Plain Sight Improved Critical (Flying Razor Strike) 2 Instant Up Uncanny Dodge (Touch) Powers: = PP All powers have the descriptors Magic and Wind/Air. The Razor Wind (40 PP Array) [43 PP] Dagger Whirlwind: Blast 13 (Feat: Subtle; Extra: Area Burst 1) [40 PP] Flying Razor Strike: Blast 13 (Feats: Indirect, Subtle; Extra: Affects Corporeal) [1 PP] Compacted Air: Stun 13 (Extras: Affects Corporeal, Range,) [1 PP] Tear the Air From Lungs: Suffocate 13 (Extras: Affects Corporeal, Range) [1 PP] Soar the Skies: Flight 10 (Feat: Subtle 2) [20 PP] Step within Winds: Insubstantial 2 (Gas: Air/Wind Extra: Linked to Concealment) [10 PP] Hidden in Air: Concealment 5 (All Visual Senses, Normal Olfactory Senses; Extra: Linked to Insubstantial) [10 PP] Deflecting Winds: Shield 8 [8 PP] Read the Breeze: Super-Senses 8 (Ranged Extended Accute Touch 2, Blindsight [Touch]) [8 PP] DC Block ATTACK RANGE SAVE EFFECT Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (4) - Drawbacks (0) = Power Points
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Steel Shogun Power Level: 12 (216/216PP) Unspent Power Points: 0 Trade-Offs: (Katana) +1 Attack / -1 Damage, -2 Defense / +2 Toughness In Brief: Yakuza heir turned ironclad Oyabun. Alternate Identity: Takazumi Kaneda (Secret) Birthplace: Emerald City Residence: Jadetown, Emerald City Base of Operations: Jadetown, Emerald City Occupation: Oyabun of the Takazumi-gumi Affiliations: The Chamber, Takazumi-gumi, Katanarchists Family: Takazumi Kagami (Wife, Born 1980), Takazumi Ryu (Son, Born 1998, So-Honbucho of Kaneda's household, member of Takazumi-gumi), Takezumi Tomiko (Daughter, Born 1998, has visions of the future) Description: Age: 46 (DoB: 1973) Gender: Male Ethnicity: Asian Height: 5'7'' / 6'7'' as Steel Shogun Weight: 166 lbs. / 500 lbs. as Steel Shogun Eyes: Black Hair: Black Takazumi Kenada is an attractive 46-year-old Japanese man. He is 5’7” with a strong build, black hair and brown eyes. He wears well-crafted Japanese business suits, Italian shoes, and expensive silk ties. As the Steel Shogun, Kaneda is 6’7” tall and appears to be made from a silvery-grey metal. He wears a suit of light metal armor designed to resemble that of a traditional samurai, and he wields a katana and a wakazashi. His voice in this form is deeper, with a hollow quality, almost as if it were coming from a deep well. History: Takazumi Kaneda, the boy who would one day become the Steel Shogun, was the son of Takazumi Tetsuo, the Oyuban of the Takazumi-gumi—a Katanarchist Yakuza clan based out of Little Osaka in Emerald City. To have his son raised traditionally, Tetsuo sent him to Japan to be fostered by his uncle, the Oyabun of his own Yakuza clan, where Kaneda would be indoctrinated to become a loyal Katanarchist. He was to be given the best education Japan could provide, including the ancient art of wielding the sacred katana. He became an active member of his uncles’ clan when he turned 16, but with the strict understanding that he would return to Emerald City at his father’s command to take control of the ‘family business’ in America. Kaneda rose through the Yakuza ranks buoyed, not by his birthright, but by his intelligence and skill. He proved to be an insightful member of the organization who commanded not only the loyalty but the love of the men below him due to his willingness to lead them directly and not from behind the safety of a desk. It was this very trait that very nearly led to Kaneda’s undoing. What seemed like a simple trade of smuggled weapons for drugs in an abandoned warehouse on an isolated dock proved to be a police set-up. Kaneda and his footsoldiers became embroiled in a gun fight. He knew the only way out was to ensure every one of the police officers was killed with no witnesses left standing. What neither the police nor Kaneda realized was that the warehouse had not been completely emptied of the barrels stored there. The hail of bullets ruptured the barrels and caused the chemicals to spill and ignite, resulting in a huge explosion, destroying the warehouse completely and setting fire to the surrounding area in a blaze that burned for a week. While most of the police and footsoldiers were killed instantly, Kaneda was flung free of the warehouse and landed on a rusting ocean freighter moored on the dock. Covered in burning chemicals, Kaneda’s skin melted and bubbled until he succumbed to the pain and passed out. When he regained consciousness, Kaneda at first thought that the chemical fire had fused his body to the freighter. Panicked, he tried to pull himself free but realized his body had not fused with the metal plates of the deck, but had instead become some sort of organic steel. He found his new body did not detrimentally affect the way he moved, and in fact he was far stronger and more resistant to injury than before. A small amount of experimentation revealed he could revert back to his normal flesh and blood form with just a thought, enabling him to hide his new-found ability until he wished to reveal it. Returning to his uncle, Kaneda continued to serve the clan and rose through the ranks. He used his new powers to act as an enforcer and special operative of the clan. The day finally came when was called back to America by his family; his father was gravely ill, and it was time to return to Emerald City to begin the process of assuming leadership of Takazumi-gumi. Kaneda stepped into the position of Oyuban with no opposition from his father’s men, and quickly earned their respect and admiration as a powerful and resourceful leader. As the leader of the Takazumi-gumi, Kaneda would become the unofficial, hidden leader of Jadetown. During his rise to power, Kaneda would marry Myashita Kagami, fathering the twins Ryu and Tomiko. While Kaneda would lavish attention on Ryu as his heir, his attention has turned to Tomiko in recent years, as she discovered that she could receive visions of the future, expressed through art. Eventually joining forces with other super criminals to create the conspiracy known as the Chamber, Kaneda became one of the secret rulers of Emerald City, a position that the Steel Shogun keeps to this day, ruthlessly dispatching any interference that could threaten the peace of his family. Personality & Motivation: Kaneda is ruthless and focused. His upbringing was steeped in the customs and rituals of his homeland and he grew up understanding the demands of honor, face, and respect. He is confident with a clear and commanding voice and gives the impression he isn’t used to being ignored or disobeyed. As a member of the Chamber, Kaneda stands in contrast to the likes of Koschei the Deathless and the Brain. While the pair could care little for the façade of a normal life in Emerald City, Kaneda champions keeping life in Emerald City in general, and Jadetown in particular, as normal seeming as possible. To this end, he will often dispatch the Takazumi-gumi as unofficial enforcers to kill or deport unwanted superpowered criminals. A loving father, Kaneda strives to keep his children Ryu and Tomiko out of the reach of the rest of the Chamber. While he is content with the life he leads, he strives to keep the Chamber from exploiting either Tomiko's visionary gifts, and Ryu's lust for power. Powers & Tactics: Kaneda is able to transform himself into “organic” steel, which vastly increases his strength and toughness, but also makes him denser and slower. He is a skilled martial artist, but prefers to fight up close with a katana. He is not above trying to grab his opponents to crush the life out of them. Power Descriptions: Following his exposure to the burning chemicals, Kaneda has become able to trnasform his body into "organic" steel. The process increases his density, making him heavier and slower, though it also makes him much stronger and harder to hurt, while making him virtually immune to most environmental effects. Complications: Honor: Steel Shogun is, ultimately, a man of honor. He does what he is honor-bound to do and expects the same from the people under him. He doesn’t understand those who feel differently and is often surprised by betrayals, major and minor. Motivation—Responsibility: Steel Shogun is the head of a family and he takes his responsibility to his family members seriously. Abilities: 8 + 8 + 8 + 6 + 4 + 8 = 42PP Strength: 18 (+4) / 26 (+8) w. Metal Body Dexterity: 18 (+4) Constitution: 18 (+4) / 30 (+10) w. Metal Body Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 20 + 20 = 40PP Initiative: +12 (+4 Dex, +8 Improved Initiative) Attack: +10 Base, +13 Melee (+10 Base, +3 Attack Focus), +10 Ranged Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Grapple: +22 (+10 Base Attack, +3 Attack Focus, + 8 Strength, +1 Super-Strength) Knockback: -3 / -14 w. Metal Body Saving Throws: 4 + 8 + 10 = 22PP Toughness: +6 (+4 Con, +2 Defensive Roll) / +14 (+10 Con, +2 Density, +2 Defensive Roll), Impervious Toughness 12 w. Metal Body Fortitude: +8 (+4 Con, +4) / +14 (+10 Con, +4) w. Metal Body Reflex: 12 (+4 Dex, +8) Will: +12 (+2 Wis, +10) Skills: 124R = 31PP Acrobatics 9 (+13) Climb 10 (+14/+18) Concentration 8 (+10) Diplomacy 6 (+10) Intimidation 15 (+19) Knowledge [Behavioral Sciences] 8 (+11) Knowledge [History] 8 (+11) Knowledge [Streetwise] 10 (+13) Language 1 (English, Native Japanese) Notice 9 (+11) Profession [Criminal] 15 (+17) Sense Motive 9 (+11) Stealth 6 (+10) Swim 10 (+14/+18) Feats: 32PP Accurate Attack All-out Attack Assessment Attack Focus 3 [Melee] Benefit 2 (Crime Lord) Benefit 3 (Multi-millionaire) Connected Contacts Defensive Attack Defensive Roll 1 Improved Defense Improved Disarm Improved Grapple Improved Initiative 2 Improved Pin Improved Sunder Improved Trip Instant Up Power Attack Quick Draw Startle Takedown Attack Trance Uncanny Dodge [Auditory] Weapon Break Well-informed Powers: 43 + 6 = 49PP Alternate Form 8.6 ("Metal Body"; 43PP Alternate Form) [43PP] (Mutation, Metal) Density 4 (Strength +8, Toughness +2, Impervious Toughness +2, Immovable 1, Super-Strength 1, Mass x3) [12PP] Enhanced Constitution 12 [12PP] Immunity 9 (Life Support) [9PP] Impervious Toughness 10 [10PP] Device 2 ("Katana"; 10DP Container; Flaws: Easy-to-lose) [6PP] (Mutation, Metal) Damage 3 (Extras: Penetrating 4; Feats: Improved Critical 2, Mighty) [10DP] Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus/Other Unarmed Touch DC19 Tou (staged) Damage +13 Metal Body: Unarmed Touch DC23 Tou (staged) Damage +13 Katana Touch DC22 Tou (staged) Damage +13, Penetrating 4 Metal Body: Katana Touch DC26 Tou (staged) Damage +13, Penetrating 4 Totals: Abilities (42) + Combat (40) + Saving Throws (22) + Skills (31) + Feats (32) + Powers (49) - Drawbacks (0) = 216/216 Power Points
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Ultio Suit User NOTE: Ultio Suit Users can posses a multitude of different powers, skills and feats aside from the ones listed here, depending on what upgrades they have purchased. The ones listed here represent a basic user with no upgrades, and no special skills on their own. Individual Ultio Suit Users can posses vastly different powers and can be at higher power levels than what is listed here. Power Level: 6 (77/77PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Wannabe super heroes all hooked up with the latest MarsTech Ultio Suit. Alternate Identity: Varies Birthplace: Varies Residence: Emerald City Occupation: Varies Affiliations: MarsTech Family: Varies Description: The basic Ultio Suit is a simple full body costume in a light grey color, with a thick dark grey stripe running down the chest to the belt. The dark grey stripe is flanked by thin white stripes on each sides, separating it from the light grey of the costume. The belt is white, with a round, dark grey belt buckle, two pieces that connect to form the circle. The suit has dark grey boots with white soles and trim, with a square shape on the outside of the leg, a bit higher than the rest of the boot. The costume has a similar design on the dark grey right arm, though the square is on the inside of the arm, just under the arm pit. This darker grey sleeve has white trim separating it from the lighter grey of the main costume, like the boots and central stripe. The costume is completed with a light grey helmet, which leaves the user's face exposed. A black pair of goggles protects the user's eyes and can act as correctional lenses, as well as an advanced heads up display, perfect for interacting with various offers from MarsTech and feed the wearer a steady stream of information from the MarsTech TroubAlert. Users that perform heroic deeds and score Hero Points can use said Hero Points for both power enhancements and cosmetics, including different colors, alternate designs, capes and more. History: First revealed in late January 2020, the MarsTech Ultio Suits are Maximillian Mars' attempt to create an entirely new business model that he has dubbed SaaS: Superheroes as a Service. Using technology created by Max Mars himself and MarsTech employees, the Ultio Suits lets anyone become an instant super hero! Coupled with the MarsTech TroubAlert, Ultio Suit Users will be alerted of many situations that might require their attention, making Emerald City safer than ever before! Now, would-be heroes and celebrities all across Emerald City can respond to the call of heroism! When the MarsTech TroubAlert alerts the Ultio Suit Users of trouble, they can immediatelly suit up and rush off to save the day, all courtesy of the power granted to them by Max Mars and MarsTech! Of course, there's some so-called heroes that might try and interfere with the TroubAlert ratings, taking valuable Hero Points from the heroes in the Ultio Suits, but they will just have to learn to take a step back, and let the future of super heroes take the spotlight! Personality & Motivation: Varies, depending on the individual. In general, Ultio Suit Users tend to be well meaning, but inexperienced. They will prioritize their actions based on the MarsTech TroubAlert, often focusing on capturing or otherwise stopping a villain above rescuing civillians or preventing collateral damage. Due to the competitive nature of the Ultio System, Ultio Suit Users will rarely support each other, and might actually hinder each other to be the one to score most points. A great number of Ultio Suit Users are would-be celebrities, prioritizing getting famous over being heroes. Of course, as anyone can wear an Ultio Suit, the given personality traits might or might not appear in any given Ultio Suit User. Powers & Tactics: The power of all Ultio Suit Users come directly from their armor, which is stored in their Ultio Belt when not active. The armor offers enhanced strength, durability, speed and reflexes, as well as enhanced vision through a built in H.U.D., which also offers a direct connection to the MarsTech TroubAlert. Additionally, each user picks a starter pack upon purchase, which offers their own specialized powers. Their choices are: Aqua Pack: Increased swimming speed, resistance to pressure and cold, oxygen tank that prevents drowning. Blaster Pack: Low power, but accurate, laser blasts. Flight Pack: A jetpack and enhanced super-strength, including the ability to create shockwaves. Stealth Pack: Built in stealth field, which offers visual and auditory blocking for the user. Grip claws that allow wall-crawling, and an assortment of smoke bombs. Tank Pack: Increased armor and defences, strong enough to completely block most assault rifles. In general, the tactics of the Ultio Suit Users is based on the scores offered through the MarsTech TroubAlert. If defeating an enemy nets a higher score, then the users will attack that enemy, using whatever abilities they have. Most users tend to favor brute force over strategy, though that might differ depending on what powers they posses. The Ultio Suit Users will rarely cooperate with either each other or other heroes, over fear of losing out on Hero Points. Power Descriptions: All of the Ultio Suit's powers are technological in nature, using various equipment created either by Max Mars directly, or by any number of employees at MarsTech. When note in use, the Ultio Suit is stored in the Ultio Belt. With the press of a single button, the suit unfolds, rapidly building up to cover the user's body. Some users tend to strike various poses while this happen. The basic nature of the suit is a general strength, durability, speed and reflex enhancement, empowering the user to super human levels, all afforded through various motors, computer power and targeting systems. The suit connects directly to the MarsTech TroubAlert system, which guides the user to trouble spots, ranks their heroics and otherwise functions as a store front to purchase enhancements. While the Ultio Suits come with a standard powerset and a choice of 5 different starter packs, the user can enhance and expand their power suite by spending money or Hero Points, earned by performing heroics and other activites as rated by the MarsTech TroubAlert. When a user purchase an enhancement or new power, the suit's new ability is unlocked instantly. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) / 22 (+6) Dexterity: 10 (+0) / 20 (+5) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 0 + 0 = 0PP Initiative: +0 / +5 (+5 Enh. Dex) Attack: +0 Base / +6 Enhanced Base (+6 Enh. Attack Bonus) Defense: +0 Base, +0 Flat-Footed / +6 Enhanced Base (+6 Enh. Defense), +3 Enhanced Flat-Footed Grapple: +0 / +13 (+6 Enh. Attack, +6 Enh. Str, +1 Super-Strength) / +14 (+6 Enh. Attack, +6 Enh. Str, +2 Super-Strength) Knockback: -0 / -3 (TOU +6/2) Saving Throws: 4 + 2 + 4 = 10PP Toughness: +0 (+0 Con) / +6 (+6 Protection) Fortitude: +4 (+0 Con, +4) Reflex: +2 (+0 Dex, +2) / +7 (+5 Enh. Dex, +2) Will: +4 (+0 Wis, +4) Skills: 28R = 7PP Knowledge [Current Events] 2 (+2) Knowledge [Popular Culture] 2 (+2) Notice 4 (+4) Search 4 (+4) Sense Motive 4 (+4) 8PP worth of other skills Feats: 1PP Benefit 1 [Ultio Suit User - MarsTech customer] Enhanced Feats: Quick Change Powers: 64 = 64PP Device 16 ("MarsTech Ultio SuitTM"; 80PP Container; Flaws: Hard-To-Lose) [64PP] (Technology, Armor, MarsTech) Communication 6 ("MarsTech TroubAlert"; Wireless Communications, Radio; Flaws: Limited [Only MarsTech TroubAlert]) (20 miles radius) [3PP] (Radio Communications, MarsTech TroubAlert, Information Source) Enhanced Dexterity 10 [10PP] (Computer Enhanced Reflexes and Dexterity) Enhanced Feat 1 (Quick Change) [1PP] (Collapsible Armor) Enhanced Strength 12 [12PP] (Enhanced Musculature) Enhanced Trait 12 (Attack Bonus +6) [12PP] (Computer Guided Targeting System, Computer Enhanced Reflexes, Software) Enhanced Trait 12 (Defense Bonus +6) [12PP] (Computer Assisted Defensive System, Computer Enhanced Reflexes, Software) Leaping 3 (Leaping Distance x10; Running: 160 ft.) [3PP] (Enhanced Musculature) Protection 6 [6PP] (Armored suit) Speed 3 (50mph, 440 ft./round) [3PP] (Enhanced Musculature) Super-Senses 1 ("H.U.D."; Visual [Sense Type: Visual; Default Extras: Accurate, Acute, Ranged; Extras: Analytical]) [1PP] (H.U.D. Display, Visual Zoom, Visual Analysis, Software) Super-Strength 1 (Effective Strength +5; Heavy load: 1,000 lbs.) [2PP] (Armored suit, Enhanced Musculature) 1 of 5 Starter packs at 11PP Aqua Pack Swimming 6 (Feats: Environmental Adaption [Aquatic]) (Swim speed: 100MPH, 880 ft./rnd) [7PP] (Underwater Propellers, Minimum Resistance Design) Immunity 1 (Drowning) [1PP] (Oxygen supply) Immunity 2 (Cold, Pressure; Flaws: Limited (Half Effect) [1PP] (Built-in Heat, Armor) Super-Strength 1 (Stacks to Super-Strength 2; Effective Strength +10; Heavy load: 2,100+ lbs.) [2PP] (Enhanced Musculature) Blaster Pack Blast 4 (Feats: Accurate, Homing, Precise) [11PP] (Laser Blast, Computer Guided Targeting System, Piercing Damage Type, Light, Heat) Flight Pack Flight 4 (Flight speed: 100MPH, 880 ft./rnd) [8PP] (Jetpack) Super-Strength 1 (Feats: Shockwave) (Stacks to Super-Strength 2; Effective Strength +10; Heavy load: 2,100 lbs.) [3PP] (Enhanced Musculature, Shockwave Generator) Stealth Pack Concealment 3 (Normal Auditory and Normal Visual Concealment) [6PP] (Sound Absorption, Holographic Field) Obscure 3 (Visual Obscure; Extras: Independent (+0); Flaws: Limited to One Sense [Normal Vision]) (25 ft. radius) [3PP] (Smoke Bombs) Super-Movement 1 (Wall-Crawling) [2PP] (Built-in Grip Claws) Tank Pack Impervious Toughness 7 [7PP] (Armor) Immovable 2 (Feats: Unstoppable) [4PP] (Armor) Drawbacks: (-3) = -3PP Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to MarsTech Ultio SuitTM; Requires Ultio Belt to activate) [-3PP] DC Block Name Range Save Effect Attack bonus Unarmed Touch DC21 Tou (staged) Damage +6 Laser Blast 40 ft. DC19 Tou (staged) Damage +8, Precise, Requires Blaster Pack Shockwave 60 ft. Cone Area DC16 Ref Reduce Damage effect to DC18 Area, Requires Flight Pack DC21 TOU (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (10) + Skills (7) + Feats (1) + Powers (64) - Drawbacks (3) = 79/79 Power Points
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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
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The Royal Power Level: 10 (199/199PP) Unspent Power Points: 0 Trade-Offs: (Ranged) +1 ATK/-1DC, +2 Defense / -2 Toughness In Brief: Super villain saboteur and spy. Alternate Identity: Everett Eaton Elder (Secret) Birthplace: Emerald City Residence: Elder Mansion, Northern Shore, Emerald City Occupation: Rich investor / Super villain saboteur and spy Affiliations: The Chamber Family: Emma Emmelie Elder (Wife, Emerald City politician, nee Kessler), Elliot Elijah Elder (Son, enrolled at Elysium Academy, secretly the super hero Rebellion), Elaine Emma Elder (Daughter, College Student), Elaine Kessler (Sister-in-law, deceased). Description: Age: DoB: March 1974 Gender: Male Ethnicity: Caucasian Height: 6'3'' Weight: 190 lbs. Eyes: Blue / Green as the Royal Hair: Blonde / Black as the Royal Everett Eaton Elder is a tall, reasonably attractive man, with short blonde hair. He is clean shaven, with blue eyes. He is always dressed in only the finest brands, preferably whatever is in fashion at the moment. He speaks rather plainly and openly, with a clear Oregon accent. As the Royal, Everett changes his eye color to green and his hair to black. He morphs a black goatee and moustache, and changes his features, becoming more muscular and powerfully built, appearance wise at least. He tends to speak with a distinctively Spanish accent. He wears a light grey costume, with purple gloves and boots with yellow trim. He has a similarly purple area running over his shoulder and down the outside of his arms, also with yellow trim. He wears a cowl with yellow lenses, with only his mouth with moustache and goatee visible. He wears a classic purple royal lion from coats of arms as a symbol on his chest. He brings a small gun in dark grey, which he calls the Royal Blaster. History: Everett Eaton Elder was the heir to the Elder fortune and name in Emerald. He was very much a rich idiot with no dayjob, and no need for one. For reasons that only fate knows, a strange meteor crashed in his back yard when he was a teenager. When Everett discovered the meteor, he was bathed in a strange radiation that altered him, giving the power to alter his appearance at will. Though he at first used this power merely for pranks and other childish actions, he eventually used his powers for more malicious deeds, eventually graduating into full blown super villainy when he stole his suit and weapons from an aspiring inventor in Emerald City, killing the man in the process. He never even cared to learn the man's name. He continued as a villain, always operating outside Emerald City, doing anything he thought might alleviate his boredom. Over time, the Royal came to the attention of the Chamber, and he became one of their agents, primarily operating abroad, primarily as a spy and saboteur. He would eventually marry Emma Emmelie Kessler, an aspiring Emerald City politician firmly in the pocket of the Chamber. Emma needed the Elder wealth and name to further her political agenda and aim to become the mayor of Emerald City, and Everett wanted a heir that could become the next Royal. There were little love lost between the two, but they at least respected each other, though Everett did attempt, and fail, at starting an affair with Emma's sister Elaine. During their marriage, and as their children Elaine and Elliot was born, the Royal continued his schemes. He tried being a good father, but the children, and their lack of inherited powers. He grew even more distant to Elliot when his son discovered blood under his shirt after a mission. Elliot was but eight years old, but Everett didn't care. He threw himself into his work, even though he briefly protested when his son was enrolled in Elysium Academy. While Everett was horrified at the Chamber's choice to use the Terror to punish his wife, killing his sister-in-law and traumatizing his son in the process, the Royal quietly accepted the punishment, his attention soon diverted as he discovered his daughter Elaine had inherited something resembling his powers after all. The Royal continues working as the Chamber's agent outside Emerald City, as he starts his plans to groom his daughter into taking on his role. Personality & Motivation: Everett is motivated by boredom, above all else. Ever since he discovered his ability to change his appearance, he has used it for his own amusement, eventually putting it to work in adding to his family's wealth. He is a highly competent spy and saboteur, taking great pride in his work, even if he rarely bothers spending the time to learn the why of his missions. He has a preference for working outside Emerald City, to keep his business away from home. In the field, he is quick and methodical. There is no time for taking unnecessary or stupid risks, like exposing his cover for the expense of a joke. While he is not above killing, he generally prefers not to. While he respects his wife Emma to a certain degree, he is very much aware that their marriage is one of convenience: He wanted heirs, she wanted the prestige and money of the Elder name, and there is very little love between them. He had tried starting an affair with his wife's sister, but she rebuffed him. While he tried to be a loving father to his children at first, boredom eventually won out, and he has grown distant, especially with Elliot, the youngest, after he saw blood on his father's shirt after a mission. Discovering that his daughter Elaine had inherited his powers, Everett is currently planning to ease his boredom by training her as his partner. Powers & Tactics: The Royal covers his tracks, prefering to disguise himself to infiltrate and exfiltrate, preferably without being discovered. If discovered, he will usually rapidly teleport around an area to cause confusion of his whereabouts, using his Royal Blaster to take down any in his path. He can be a scarely competent fighter, owing to years of experience. He prefers to avoid larger brawls, instead fighting enemies one-on-one whenever possible. Power Descriptions: The Royal is able to change his appearance to any humanoid form, a mutation caused by exposure to a strange meteor in his back yard as a child. He can also use this ability to blend in perfectly with surroundings, hiding himself from any visual senses. He is an incredibly skilled individual, having amassed a wealth of skills and experience through his more than twenty years as a super villain. While these are his only natural abilities, he also uses technological enhancements to further his own skills: The Royal Blaster and the Royal Suit. Despite having the wealth to commission such items if necessary, the Royal stole them from an aspiring scientist in Emerald City, killing him in the process. The Royal Blaster shoots small pellets, roughly the size of a bullet. These can either deliver a potentially lethal or stunning electric charge. The Royal Suit affords him with an electromagnetic force field that protects him much damage, allows him to climb walls and slows his fall by applying bursts of electromagnetic energy. The lenses offers Infra- and Ultravision. Finally, its most important feature is what the Royal has dubbed the "Quick Escape". By folding dimensions, essentially skipping to another dimension briefly, the suit allows him to teleport between both short and long directions. Of course, the Royal knows, and cares, little about how the items actually works, as long as they work. Abilities: 8 + 8 + 4 + 8 + 6 + 8 = 42PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +4 (+4 Dex) Attack: +6 Base, +6 Melee, +11 Ranged (+6 Base, +5 Focus [Ranged]) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Str) Knockback: -1 / -4 Saving Throws: 6 + 8 + 5 = 19PP Toughness: +2 (+2 Con) / +8 (+2 Con, +6 Force Field) w. The Royal Suit Fortitude: +8 (+2 Con, +6) Reflex: +12 (+4 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 112R = 28PP Acrobatics 6 (+10) Bluff 11 (+15) Climb 2 (+6) Computers 11 (+15) Disable Device 11 (+15) Disguise 1 (+5, +30 w. Morph) Drive 6 (+10) Escape Artist 6 (+10) Gather Information 6 (+10) Intimidate 11 (+15) Language 4 (Native: English, French, Spanish, Russian, Japanese) Notice 7 (+10) Pilot 6 (+10) Sense Motive 7 (+10) Sleight of Hand 11 (+15) Stealth 12 (+16) Feats: 25PP Accurate Attack Attack Focus [Ranged] 5 Benefit 2 [Wealth] Connected Defensive Attack Dodge Focus 6 Evasion Hide In Plain Sight Master Plan Precise Shot 2 Quick Draw 2 Uncanny Dodge [Visual] Well-Informed Powers: 9 + 18 + 24 + 10 = 61PP Concealment 4 ("Camouflage"; Feats: Close-Range) (All Visual Senses) [9PP] (Physical mutation) Device 6 ("The Royal Blaster"; 30PP Container; Flaws: Easy-To-Lose) [18PP] (Technology, Weapon) Blast 9 ("Royal Sting"; Extras: Autofire; Feats: Alternate Power 1) [28PP] (Electricity, Ballistic Damage Type) AP: Stun 9 ("Royal Stun"; Extras: Range [Ranged]) {27/27PP} (Electricity, Ballistic Damage Type) Device 6 ("The Royal Suit"; 30PP Container; Flaws: Hard-To-Lose) [24PP] (Technology, Costume) Force Field 6 [6PP] (Electromagnetic energy) Super-Movement 3 (Slow-Fall, Trackless, Wall Crawling 1) [6PP] Super-Senses 2 (Infravision, Ultravision) [2PP] Teleport 5 ("Quick Escape"; Extras: Accurate; Feats: Easy) (500 ft. as move action/5 miles as full action) [16PP] (Dimensional) Morph 5 ("Royal Enigma"; Broad Group: Humanoid) [10PP] (Physical mutation) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC19 Tou (staged) Damage +6 Royal Sting 90 ft. DC24 Tou (staged) Damage +11, Autofire Royal Stun 90 ft. DC19 Fort (Staged) Stun +11 Totals: Abilities (42) + Combat (24) + Saving Throws (19) + Skills (28) + Feats (25) + Powers (61) - Drawbacks (0) = 199/199 Power Points
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Here're the guidelines: You can submit an NPC of any PL from 1 to 14, with the standard 15pp/level. It can be a local doctor, a handyman, a gang leader, a businessman with a dark secret, anything -- even an archnemesis for your PC, or your own Rogue's Gallery, or someone you can contact via the Connected feat! NPC submissions have to go through the same approval process as PCs. This means the char sheets should use the same format, they should have solid backgrounds/motivations/personality, should fit within the overall campaign, will need two Ref approvals, and so on. Once an NPC is approved, it will be moved to the NPC forum. NPCs will be assigned one of three "tiers," describing how open they are to use. When you submit an NPC, you must also list which tier it belongs to. The tiers are as follows: Tier 1: Open for anyone to use. Tier 2: Can be used only with permission of the NPC's creator, and the creator has the right to request that they be the one to actually run the NPC. (Most archnemeses should fall into this category.) Tier 3: Reserved for Ref use only. NPCs do not earn power points by being used in games. Players can submit requests for NPC "growth" to the Refs, but doing so will require some very good reasons for the increase. Similarly, NPCs do not have Hero Points. NPCs can get the benefit of a Hero Point via GM Fiat, meaning the PCs facing the NPC gain a Hero Point when the GM "cheats" for the NPC. (To be specific, only the PCs who are directly impacted by the GM Fiat gain the Hero Point; if a GM uses GM Fiat to let an NPC power stunt some effect off a power, only the PCs who are affected by the new effect get the HP, not every PC around.) If you wish, you can submit tweaked or revamped versions of canon FC characters. Such NPCs are always Tier 3; while we recognize that some of the stats in the FC books don't quite match what the character descriptions would indicate, we have more than enough PCs on the site that letting folks play with the canon characters just doesn't make sense. Some NPCs may have fewer restrictions than PCs, and we may use them to test various House Rules.
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Koschei the Deathless Power Level: 12 (197/197PP) Unspent Power Points: 0 Trade-Offs: (Ranged) +2 Attack / -2 DC. Defensively under caps. In Brief: Unstable former Russian spy turned psychic head of the Mafiya. Alternate Identity: Gregor Malakov aka Gregory Malinski (Secret) Birthplace: Russia Residence: Emerald City Base of Operations: Emerald City Occupation: Head of the Malakov Mafiya Affiliations: The Chamber, Malakov Mafiya Family: None Description: Age: 98 (DoB: 1921) Apparent Age: Early 50'es. Gender: Male Ethnicity: East Slavic Height: 6'2'' Weight: 165 lbs. Eyes: Green, formerly pale blue Hair: Silvery grey Typically, while appearing to members of his organization or fellow criminals, Koschei wears a full, concealing hood of dark green, showing only his glowing green eyes, with wrist length leather gloves (to conceal his fingerprints) and a dark, tailor-made suit. In his public identity as “humble importer” Gregory Malinski, he dresses in similarly fine fashion, with his silvery grey hair neatly trimmed. Decades of use of the Viridian Stone have left their mark in his eyes, now permanently a vivid green rather than Malakov’s former pale blue (another useful quirk for concealing his true origins and identity). History: The undisputed head of the syndicate bearing his name for decades, Gregor Malakov long ago traded his humanity for power and would gladly trade whatever remains of it for the promise of a few more years of life. For the ability to live forever, he would sacrifice anything or anyone. A spymaster in USSR during the Cold War, Malakov's ruthless climbing through the ranks afforded him with no shortage of enemies. While he remained untouchable due to his success, a single failure would eventually lead to his downfall. Exposed to scientific experiments intended by his enemies in the KBG to destroy him, they instead unlocked Malakov’s latent psychic potential. Initially, his mental powers were limited, but subtle and persistent, like their master. He used them to extricate himself from a nest of vipers and set himself up as a crime lord in Emerald City. There he acquired the fist-sized chunk of green viridian he keeps close at hand at all times. A failed attempt at creating a Preserver Stone, the Viridian Stone greatly enhanced Malakov's psychic powers. With it, he became “Koschei the Deathless,” fearsome master of the Mafiya. Gregory Malinski’s legitimate business interests serve primarily as a means to launder Mafiya money by investing it in shipping, real estate, warehousing, contracting, and various other businesses. Malakov is careful to keep his criminal connections hidden and does not generally deploy Mafiya resources against his business rivals, although he sometimes indulges in using his powers to his advantage in business negotiations, relishing the advantage—and the reputation as a shrewd businessman—they give him. As a member of the Chamber, Malakov keeps Emerald City in a stranglehold, but despite his enhanced lifespan, his age and constant exposure to the Viridian Stone has begun to take their toll on his sanity. While Koschei the Deathless remains a fearsome figure, and can be as subtle as ever in his manipulations, he has grown increasingly paranoid and erratic. Yet, Koschei remains strong, and so far, none in the Mafiya would dare challenge his leadership. Personality & Motivation: Malakov’s greatest fear is mortality: His viridian stone and mind-over-matter have maintained him in a relatively hale and hearty state. For a man nearing one hundred years old, he seems only in his fifties. Still, age has taken its toll, and Malakov wants to find a way to reverse it and perhaps secure true immortality. He obsessively pursues various methods of life-extension and enhancement, careful not to show his hand, lest his enemies try to exploit any sign of weakness. While his decades long use of the Viridian Stone and age has begun to take its toll on Malakov's mental stability, making him prone to irrational action and paranoia, he is still a ruthless master manipulator. Powers & Tactics: On his own, Malakov posses low level psionic powers, unlocked due to the scientific experiments he was exposed to by the KGB. These abilities are enhanced to a fearsome degree when Koschei wields the Viridian Stone, allowing him to read thoughts and memories, project illusions, and strike foes with powerful mental blasts. He can also exert mental influence over the minds of others, editing their memories (a useful means of concealing his activities). Koschei’s powers make his position as mob-boss almost unassailable, since he knows every disloyal thought and can deal with any plot against him before it happens. The Viridian Stone has also granted Koschei a degree of mind over matter, somatically controlling his body to resist aging and shrug off some harmful effects while healing quickly from any injury. While he is trained and efficient with a large number of weapons, particularly rifles and guns, Koschei prefers to use manipulation and subtle use of his mental powers to defeat his foes. Power Descriptions: Koschei's mental powers are all but impossible to track and recognize. Aside from the Viridian Stone in his hand, and the constant glow of his green eyes, one would never know that Koschei were the source of the mental attack that just felled an ally. Even when he takes direct control of a person, they will fail to recognize that they are even being controlled. Complications: Addiction: Koschei has grown dependent on the power of his Viridian Stone, not only for his psychic power, but for his extended life as well. Motivation—Greed: Koschei is motivated by having the very best in all things and believes living well (and wealthy) is the best revenge. Obsession—Survival: Koschei wants to avoid death at all costs and is obsessed with any means of prolonging his life. Unstable: Koschei's advanced age and repeated use of the Viridian Stone has taken its toll on his psyche. While this generally takes the forms of various rants and threats for even the smallest of slights ("Bethlehem Heights will BURN for blocking my Wi-Fi signal!"), Koschei has been known to act on these threats. Abilities: -2 + 2 + 4 + 6 + 4 + 8 = 22PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 20 = 28PP Initiative: +3 (+3 Intelligence, Speed of Thought) Attack: +5 Base, +5 Melee, +9 Unarmed (+5 Base, +4 Attack Specialization), +14 Ranged (+5 Base, +9 Attack Focus) Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Grapple: +3 Knockback: -4 Saving Throws: 6 + 9 + 13 = 28PP Toughness: +7 (+2 Con, +2 Defensive Roll, +3 Undercover Vest) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+1 Dex, +9) Will: +15 (+2 Wis, +13) Skills: 160R = 40PP Acrobatics 6 (+7) Bluff 15 (+19) Diplomacy 9 (+13) Drive 6 (+7) Gather Information 12 (+16) Intimidate 12 (+16) Investigation 12 (+15) Language 4 (Czech, English, German, Polish, Native Russian) Notice 12 (+14) Pilot 5 (+6) Profession [Criminal] 15 (+17) Profession [Spy] 15 (+17) Search 12 (+15) Sense Motive 15 (+17) Stealth 6 (+7) Swimming 4 (+3) Feats: 30PP Attack Specialization [Unarmed] 2 Attack Focus [Ranged] 9 Assessment Benefit 2 (Crime Lord) Benefit 3 (Multi-millionaire) Connected Contacts Defensive Attack Defensive Roll 1 Diehard Eidetic Memory Equipment 1 Improvised Weapon Leadership Set-Up Speed of Thought Trance Well-Informed Equipment: 1PP = 5EP Undercover Vest (Protection 3 [Feats: Subtle]) [4EP] Additionally: Access to most guns and explosives listed in the rulebook Powers: 21 + 21 + 6 = 48PP Device 7 ("Viridian Stone"; 35PP Container; Flaws: Easy-To-Lose) [21PP] (Cosmic, Preserver Stone) Enhanced Psychic Powers Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Note: All stack with same powers in Psychic Power Arrays) (Psionic) BP: Mind Control 9 ("Enhanced Mental Influence"; Extras: Conscious; Feats: Mental Link) {28/32} AP: Blast 8 ("Enhanced Mental Blast"; Extras: Alternate Save [Will], Range [Perception]) {32/32} AP: Illusion 6 ("Enhanced Mental Illusion"; Options: All Senses; Extras: Duration [Sustained], Selective; Flaws: Phantasms; Feats: Progression [Area] 2) {32/32} AP: Mind Reading 8 ("Enhanced Mind Probe") [8PP] 1PP/rank + Mental Communication 9 ("Enhanced Telepathy") [18PP] {26/32} Psychic Powers Array 9 (18PP Array; Feats: Alternate Power 3) [21PP] (Mutation, Psionic) BP: Mind Control 3 ("Mental Influence"; Extras: Conscious; Feats: Affects Insubstantial 2, Insidious, Subtle 2) {12/18} AP: Blast 4 ("Mental Blast"; Extras: Alternate Save [Will], Range [Perception]; Feats: Subtle 2) {18/18} AP: Illusion 3 ("Mental Illusion"; Options: All Senses; Extras: Duration [Sustained], Selective; Flaws: Phantasms; Feats: Progression [Area] 3) {18/18} AP: Mind Reading 4 ("Mind Probe"; Feats: Subtle 2) [6PP] + Mental Communication 3 ("Telepathy"; Feats: Subtle 2) [8PP] {14/18} Somatic Healing 3 (6PP Container ) [6PP] (Cosmic Mutation, Psionic) Immunity 4 (Options: Aging, Disease, Poison, Radiation) [4PP] Regeneration 2 (Options: Recovery Bonus 2) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +8 Mental Influence Perception DC13 Will (staged) Mind Controlled N/A Enh. Mental Influence Perception DC22 Will (staged) Mind Controlled N/A Mental Blast Perception DC19 Will (staged) Damage N/A Enh. Mental Blast Perception DC27 Will (staged) Damage N/A Mental Illusion Perception DC13 Will (staged) Tricked by Illusion N/A Enh. Mental Illusion Perception DC19 Will (staged) Tricked by Illusion N/A Totals: Abilities (22) + Combat (30) + Saving Throws (28) + Skills (40) + Feats (30) + Powers (48) - Drawbacks (0) = 198/198 Power Points
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For this character's background and original statistics, see Freedom's Most Wanted, page 75, and Freedom City 3rd Edition, page 245. Character: Goanna Power Level: 12 Tradeoffs: -4 Attack / +4 Damage (Bite/Claws), -4 Defense / +4 Toughness Power Points: 259 Alternate Identity: Doctor Cooper Seidel Identity: Public Legal Status: USA citizen and fugitive Base of Operations: Freedom City, New Jersey Residence: Mobile Occupation: Former: Geneticist, Herpetologist; Current: Criminal Affiliations: Doctor Sophia Marks (former fiancée); ASTRO Labs (former employer) DESCRIPTION Gender: Male Height: 9' as Goanna, 5'10" as Seidel Weight: 750 lbs. as Goanna, 155 lbs. as Seidel Hair: None as Goanna, Brown as Seidel Eyes: Red as Goanna, Brown as Seidel UPDATES The immortal Daedalus still holds out hope for a cure to Doctor Cooper Seidel's condition. Doctor Sophia Marks has cancelled her engagement to Doctor Seidel and moved on with her life. The "Cooper Seidel" and "Goanna" personalities have meshed back together. The arrogant, entitled petulance which represented the "dark side" of Doctor Seidel's personality and had metastasized into Goanna are now the dominant forces in his psyche at all times. Goanna, while still prone to violent rage, is no longer controlled by it. The change between Seidel and Goanna is almost completely physical now, with almost no psychological changes. Doctor Seidel no longer sees his condition as something which needs to be cured, only stabilized and enhanced. He has refined his mutagenetic antivenom serum multiple times, which has granted him greater control over his transformations. He can now willingly transform from Seidel into Goanna or vice versa, and Goanna is larger and stronger than before. He retains his human form mostly for utility and convenience; he is no longer repulsed by his reptilian form. He still transforms into Goanna involuntarily sometimes, when angered or hurt. Exposure to the image or voice of Doctor Marks will sometimes still transform him back from Goanna into Seidel. Doctor Seidel refuses to face the reality that Doctor Marks has left him. Instead, he embraces the delusion that she belongs to him and they are fated to reunite. Once he thinks he's perfected his serum, he plans to kidnap and infect her. He thinks that she will love him again when he turns her into a creature like the one he's become. ABILITIES 16PP Strength: 35/10 (+12/+0), 60/10 Lifting (Heavy Load: 50 tons / 100 lbs.) Dexterity: 18/10 (+4/+0) Constitution: 34/10 (+12/+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) COMBAT 36PP Initiative: +4 Attack: +8 (+9 Base, -1 Size), +12 Venom Damage +12 Unarmed/Thrown, +16 Claws, +12 Venom Grapple: +30 (+10 Melee Attack, +12 Strength, +4 Size, +4 Super-Strength) Defense: +8 (+9 Base, -1 Size), +4 Flat-Footed Knockback Resistance: 16 ATTACK RANGE SAVING THROW EFFECT Unarmed Touch +5ft* DC27 Toughness (Staged) Damage (Physical) Bite/Claws Touch +5ft* DC31 Toughness (Staged) Damage (Physical, Lethal) Venom Bite Touch +5ft* DC22 Fortitude (Staged) Slowed/Paralyzed Venom Spit Touch +30ft* DC22 Reflex Dazzle Visual DC22 Fortitude Recover *Touch-range at Size Large is 10ft. SAVING THROWS 14PP Toughness: +16 (Impervious 8, +12 Con, +4 Protection) Fortitude: +12 (+12 Con, +0PP) Reflex: +8 (+4 Dex, +4PP) Will: +12 (+2 Wis, +10PP) SKILLS 132R = 33PP Computers 10 (+15) Craft (Chemical) 15 (+20) Handle Animal 9 (+10) Intimidation 12 (+13, +15 Size) Knowledge (Life Sciences) 15 (+20) Knowledge (Physical Sciences) 15 (+20) Knowledge (Technology) 5 (+10) Medicine 13 (+15) Notice 10 (+12) Search 7 (+12) Survival 13 (+15) Swim 8 (+20)Swimming FEATS 10PP All-Out Attack Animal Empathy Chokehold Environmental Adaptation (Underwater) Grapple Finesse Improved Grapple Improved Pin Improved Trip Power Attack Startle POWERS 161PP Additional Limbs 1 (+1 Limb) [1PP] (Descriptors: Mutation, Tail) Concealment 4 (All Visual-type senses, Flaws: Blending, Passive) [2PP] (Descriptors: Mutation, Shapeshifting) Enhanced Constitution 19 [19PP] (Descriptors: Mutation, Regeneration, Super-Toughness) Enhanced Dexterity 8 [8PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Strength 15 [15PP] (Descriptors: Mutation, Super-Strength) Growth 5 (Size: Large, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [16PP] (Descriptors: Mutation) Immunity 4 (Environmental 2 [Cold, Pressure], Poison, Suffocation [Underwater]) [4PP] (Descriptors: Mutation) Impervious Toughness 8 [8PP] (Descriptors: Mutation, Regeneration, Scales, Super-Toughness) Leaping 4 (x25, Running Long Jump: 550ft) [4PP] (Descriptors: Mutation, Super-Strength) Protection 4 [4PP] (Descriptors: Mutation, Scales, Super-Toughness) Regeneration 11 (Recovery Rate: Bruised 3 [No rest], Injured 6 [No rest], Disabled 2 [1 hour], Feats: Regrowth) [12PP] (Descriptors: Mutation) Reptile Power 20 (40PP Array, Feats: Alternate Power 2) [42PP] (Descriptors: Mutation) Base Power: [7PP] Damage 4 (Feats: Improved Critical 2 [18-20], Mighty, Variable Descriptor [Claws and/or Bite, Piercing and/or Slashing], Drawbacks: Lethal) [7PP] (Descriptors: Bite, Claws, Mutation) Alternate Power: [20PP] Dazzle 12 (Sense Types: Visual, Flaws: Range [Touch], Feats: Accurate 2 [+4 Attack], Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [20PP] (Descriptors: Mutation, Venomous Spit) Alternate Power: [40PP] Paralyze 12 (Extras: Alternate Save [Fortitude], Secondary Effect, Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20]) [40PP] (Descriptors: Mutation, Venomous Bite) Speed 2 (25MPH / 250ft per Move Action) [2PP] (Descriptors: Mutation) Super-Movement 3 (Slithering, Wall-Crawling 2) [6PP] (Descriptors: Mutation) Super-Senses 6 (Acute Tracking Smell/Taste, Danger Sense [Sense Types: Olfactory], Infra-Vision, Low-Light Vision, Uncanny Dodge [Sense Types: Olfactory]) [6PP] (Descriptors: Mutation) Super-Strength 4 (Lifting Strength: 60, Heavy Load: 50 tons) [8PP] (Descriptors: Mutation) Swimming 4 (25MPH / 250ft per Move Action, Can Take 10 on Swimming checks) [4PP] (Descriptors: Mutation) DRAWBACKS -11PP Involuntary Transformation (From Cooper Seidel into Goanna, triggered by anger or pain, Frequency: Very Common, Intensity: Moderate [DC10 to resist change]) [-4PP] Involuntary Transformation (From Goanna into Cooper Seidel, triggered by Doctor Sophia Marks, Frequency: Uncommon, Intensity: Minor [DC5 to resist change]) [-1PP] Normal Identity (Frequency: Common [Full Action], Intensity: Major) [-6PP] Abilities (16) + Combat (36) + Saving Throws (14) + Skills (33) + Feats (10) + Powers (161) - Drawbacks (11) = 259 Power Points
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Von Höllenhaus Powerlevel: 10 (220/220) Unspent Power Points: 0. Trade-Offs: -1 Active Defense, +1 Toughness Complications: In Brief: Basically red skull with a gas power. Alternate Identity: Birthplace: Höllenhaus, Hessen Germany. Residence: Underwater Base Occupation: Intentional Terrorist. Affiliations: Overthrow: Formerly Nazi Germany. Family: Does have family members still in Germany. But keep no real contact with them. Description: Name: Vilhelm Albert Von Höllenhaus III Identity: Secret.Age: 106.Gender: None: Formerly Male.Ethnicity: Caucasian. (Germany)Height: 6'6"Weight: 171lbs.Eyes: None Visible.Hair: None. History: The man that was once Vilhelm Von Höllenhaus III was born and raised in Germany only days before his father would be killed over the Trenches of World War I. He grew up enjoying a life of comfort and privilege while the nation around him slowly fell apart. And he like a great number of germany military officers where swept up in her fervor of the Nazi party. And taking a commission in the SS as it was formed. Personality & Motivation: Powers & Tactics: Power Descriptions: Complications: Abilities: Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: Combat: Initiative: Attack: Grapple: Defense: Knockback: Saves: Toughness: Fortitude: Reflex: Will: Skills: Feats: Powers: Drawbacks: DC Block: Total:
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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.
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Maximillian Mars Power Level: 11 (166/166PP) Unspent Power Points: 0 Trade-Offs: Under caps. In Brief: Super genius super villain that has mothballed his armor to lead a succesful technology corporation, hiding his ongoing villainy behind a popular reputation Alternate Identity: The Commander (Secret, former) Birthplace: Emerald City. Residence: Riverfront, Emerald City. Base of Operations: MarsTech Headquarters, River Front, Emerald City Occupation: Head of MarsTech, Criminal mastermind Affiliations: MarsTech, the Chamber Family: None known Description: Age: 55 (DoB: 1964) Gender: Male Ethnicity: Caucasian Height: 5' Weight: 170 lbs. Eyes: Green Hair: Light brown, greying at the temples Always dressed in tailored suits from London, Maximillian Mars always looks his best. A bright smile on his lips, a gleam in his green eyes, his hair and beard immaculate, he simply looks perfect, even as wrinkles are beginning to show on his face. History: Once, there was a super villain known as the Commander. He wore a high tech armor, filled with alien technology that he had stumbled upon and reverse engineered as a young man. He wanted power, he wanted riches. He fought the Centurion on several occasions. He was foiled by the Freedom League. Under the Moore Administration, he fought FORCE Ops on several occasions. His ever evolving armor meant that any encounter would mean something new. Never employing the same trick twice, he was a persistent foe. While he was defeated, he always managed to escape, and his identity remained a secret. And then the Terminus Invasion happened. Surprising even himself, the Commander fought side by side with the heroes, even aiding his hated foe the Centurion against Omega. After the Terminus Invasion, the Commander disappeared. Most believed that he had died. Few claimed to have seen him in the years since, but it was never confirmed. It was all just rumors. Years later, the company known as MarsTech appeared. Seemingly out of the blue, the MarsTech brand became synonymous with high tech user friendly technology. The popular Deimos laptop! The Phobos operating system! Stylized and cheap smart phones! They seemed to be ahead of the competition in every regard. Research in the history of the company showed it as a simple start up, all the work of a single man. Working for hire, the founder would eventually create a juggernaut of technological advances that would take the world by storm. That man, that founder, was Maximillian Mars. Inviting the world into his life as the chief designer, creator and director of MarsTech, he would only continue to grow on popularity, as he raised his company to even greater heights in his native Emerald City. He was a man of the people, a friend to every employee, he offered benefits and great pay, paid insurance for all of his employees: In short, the man of the year for all years. And of course, he was also once the Commander, and even now, he was a member of the Chamber, the organization that rules Emerald City from the shadows, supplying his technological expertise and businesses to their goals. The Commander armor left in storage, he now had more power than ever before. Maximillian Mars might be a lighter shade of black than his compatriots in the Chamber, and almost a hero to the people of the world, but make no mistake: At heart, he is still a villain, and his ultimate goal remains: Nothing less than world domination. Personality & Motivation: Maximillian Mars is a genius and a visionary. Even as the mastermind behind MarsTech, and the creator of the vast majority of their technologies and advances, he is friendly and affable. He knows the name and history of every employee, he eats lunch with the janitors every other week, if his time permits. He genuinely cares about his employees, and does his best to keep the them safe from machinations of the Chamber. Still, Maximillian is a super villain, even if he no longer wears the colorful armor of the Commander. He has a ruthless side, having masterminded several of the Chamber's plans, and even if he is the voice that will advocate keeping innocents safe, he is more than willing to go through with anything, if it means furthering his own goals. His ultimate goal? To rule everything. Emerald City is just the start, the testing phase of his plans for the world. After all, Maximillian Mars is a nice man, but he also knows that he is a genius, and he really do know better than everyone else. Powers & Tactics: Maximillian will rarely, if ever, directly confront others in combat. Those days are simply behind him, and he would much rather play mind games, or, if it comes to it, send henchmen, mercenaries or even MarsTech security to deal with any potential trouble. He keeps his involvement in any scheme a secret, perhaps even more so than the rest of the Chamber. Power Descriptions: Maximillian posses no overt super powers, but he incredibly intelligent, able to process knowledge much faster than the vast majority of humanity. His Commander armor is currently in storage, but can be used if necessary. Complications: Better a Villain than Bored: Maximillian wants fame and riches. He wants everyone to respect him, and he has achieved all that. Legally, too. So why do he is he still a member of the Chamber? Why do he still manipulate Emerald City, if he does not always need to? Simple: Boredom. What better way to fall into a lull? The Commander: The stock of MarsTech would surely drop should Maximillian's true nature as a villain and a member of the Chamber come to light. MarsTech: Maximillian genuinely cares about his employees at MarsTech. Abilities: 4 + 2 + 6 + 20 + 8 + 8 = 48PP Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 30 (+10) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 8 + 18 = 24PP Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +4 Base, +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged, +12 Commander Suit Weapons (+4 Base, +8 Attack Specialization) Defense: +9 (+9 Base,), +5 Flat-Footed Grapple: +12 (+10 Attack, +2 Str) Knockback: -2/-1 (Toughness /2) Saving Throws: 5 + 8 + 9 = 22PP Toughness: +5 (+3 Con, +2 Undercover Shirt) Fortitude: +8 (+3 Con, +5) Reflex: +9 (+1 Dex, +8) Will: +13 (+4 Wis, +9) Skills: 168R = 42PP Bluff 15 (+19) Climb 6 (+8) Craft [Electronic] 15 (+25)Skill Mastery Craft [Mechanical] 15 (+25)Skill Mastery Diplomacy 12 (+16) Drive 6 (+7) Intimidation 12 (+16) Investigation 6 (+16) Knowledge [Business] 12 (+22)Skill Mastery Knowledge [Life Sciences] 6 (+16)Note: Focused on superhumans Knowledge [Physical Sciences] 15 (+25)Skill Mastery Medicine 3 (+7) Notice 12 (+16) Pilot 6 (+7) Profession [Criminal Mastermind] 9 (+13) Sense Motive 12 (+16) Swim 6 (+8) Feats: 27PP Attack Focus [Melee] 6 Attack Specialization [Commander Suit] 8 Benefit 3 (Wealth) Benefit 1 (CEO of MarsTech) Connected Contacts Distract (Bluff) Equipment 1 Fascinate (Bluff) Improved Initiative Inventor Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Business], Knowledge [Physical Sciences]) Well-Informed Equipment: 1PP = 5EP Undercover Shirt (Protection 2, subtle) [3EP] Smartphone Powers: 3 = 3PP Quickness 6 (Descriptive Name; Flaws: Limited [Mental tasks only]) [3PP] (descriptors) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +10 Totals: Abilities (48) + Combat (24) + Saving Throws (22) + Skills (42) + Feats (27) + Powers (3) - Drawbacks (0) = 166/166 Power Points
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For NPC Tier, Emerald City refs count as creators for the Terror, if you want to use the Terror. The Terror Power Level: 12 (263/263PP) Unspent Power Points: 0 Trade-Offs: (Touch of Terror) -2 Attack / +2 Damage In Brief: Artificial fear spirit created by the Chamber uses bystanders as hosts to spread fear. Alternate Identity: Varies Birthplace: Varies Residence: Varies Base of Operations: Emerald City Occupation: Varies Affiliations: None Family: Varies Description: Age: Varies Apparent Age: Varies Gender: Varies Ethnicity: Varies Height: Varies Weight: Varies Eyes: Varies, usually glowing white lights Hair: Varies Almost everything about the Terror's physical appearance varies by its host: Height, weight, age, gender, hair color, eye color, beard or not, as does it clothing. Typically, the Terror is dressed in old, ragged clothing, often including several layers, making it different to estimate the current Terror's size, though it has on occasion broken this pattern and worn more refined clothing, though it will always cover its entire body, leaving at most the skin on its hands visible. Said skin will usually be a sickly, light yellow color, with dark fingernails. The one constant about the Terror's appearance is that it will always wear a hood of some kind, shrouding the Terror's face in complete darkness, with only its glowing white eyes being visible under the hood. The Terror's entire body always seem to be covered in a dark miasma that makes it difficult to see in the entire area around it. History: The being known as “The Terror” is an Emerald City urban legend and media sensation. According to victims and eyewitnesses, a dark-clad figure stalks and corners victims in the city at night, apparently emerging from the city’s underground or sewer system. Victims report lights dimming in the area around them immediately before the attack and a growing sense of fear which becomes paralyzing terror upon spotting the figure swaddled from head to foot in dark, concealing, tattered garments. Initially, sightings of the Terror ended there: victims experienced long moments of utter fear, then the mysterious figure disappeared as quickly as it came, leaving its victims gasping for air and thankful to have escaped. Things progressed, however, until an eyewitness reported a shadowy figure matching descriptions of the Terror fleeing the scene of a victim left catatonic and unresponsive. Emerald City police have potentially connected the Terror to several unsolved incidents of coma or catatonia in the city. In spite of their best efforts, they have no clear leads: the Terror seems to appear and vanish at will, and conscious victims and witnesses are all too badly shaken by the experience to provide any useful details. Many are concerned the authorities are not doing enough, or that the Terror may be unstoppable, which only increases public concerns and has everyone jumping at the slightest sound or movement out of a dark shadow late at night. Whatever it may be, the Terror has become a force in Emerald City, and it is growing more powerful. In truth, the Terror is a creation of the Chamber that secretly rules Emerald City. Through means known only to themselves, the members of the Chamber was able to create an artificial spirit of fear, created through cultural signifiers that were psionically stapled together. Normally docile and controlled by the Chamber, the fear spirit can be sent to posses an unsuspecting person, turning them into the Terror. The Terror will then run wild, attacking at random, spreading fear throughout Emerald City until the host body burns out. The fear spirit then returns to its masters, waiting for its next host. The perfect tool for those special occasions where the Chamber needs someone out of the way, but murder would look weird. It is, after all, much easier to blame something on a single crazy person that disappears into the night. Personality & Motivation: Virtually nothing is known about the Terror’s personality or motives beyond its stalking behavior. It has never spoken to a victim, so far as anyone knows, nor has it contacted the authorities or the media, as some serial killers do. It seems driven to find new victims to feed on their fear, although some of its earliest survivors have described the Terror as hesitant, perhaps even afraid itself, although it seems to have become bolder over time. The fear spirit that creates the Terror seems to have little in the way of sentience. A beast, it lives to inflict terror and fear on the world around it. Or perhaps it is much more cunning than the Chamber believes, simply biding its time? Only time will tell. Powers & Tactics: The Terror appears to mystically or psychically induce unreasoning fear in anyone who sees it, impairing the victim’s ability to function until complete paralysis sets in. In some cases, victims pushed beyond this point become catatonic or comatose, completely cut off from the outside world. The very presence of the Terror seems to carry a dark aura; lights go dim in its presence and it is difficult to make out details. Every shadow seems filled with menace. What’s more, the Terror feeds on its victims’ fear, giving it the ability to recover from injury or harm. It is difficult to damage in the first place, being apparently immune to most mortal concerns (like breathing) and virtually invulnerable to counter-attacks from its victims. They report that, even when able to attack the Terror, their efforts seemed utterly ineffective and did nothing to deter it. Any character suffering from the Terror’s Aura of Terror or Intimidation is unable to affect it with damaging attacks, or anything resisted by Toughness. Even if they can, so long as someone within sight feels fear, the Terror quickly recovers. Power Descriptions: All light around the Terror is dimmed, be it natural or artificial, created through powers or technology, creating a sort of dark miasma.. It is immune to a great many concepts that can give its prey trouble, such as breathing. Just seeing the Terror is enough to cause paralyzing fear in a subject. The Terror is strengthened by the fear of its victims, being all but invulnerable to their attacks, while feeding on the fear to regenerate any damage they might manage to cause. Further drawing on the fear it causes, the Terror is able to strike with terrifying power to quickly incapacitate its victims. Complications: Motivation - Inflict Terror: The Terror exists to create—and feed upon—fear. It is driven to seek out and stalk victims. Outsider: By its very nature, the Terror is an outsider incapable of interaction with society, and apparently with little understanding of people beyond their ability to feed its hunger for fear. Neverending Nightmare: The Terror is constantly creating fear in all those that surround it. The powers Aura of Terror is constantly active, which makes it difficult for anyone to work alongside the Terror. Abilities: 10 + 0 + 10 + 0 + 4 + 10 = 34PP Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 14 + 18 = 28PP Initiative: +0 Attack: +7 Base, +7 Melee, +7 Ranged, +11 Unarmed (+7 Base, +4 Attack Specialization) Defense: +12 (+9 Base, +3 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -2 Saving Throws: 0 + 10 + 9 = 19PP Toughness: Immune to attackers that feel fear / +5 (+5 Con) Fortitude: Immune / +5 (+5 Con) Reflex: +10 (+0 Dex, +10) Will: +11 (+2 Wis, +9) Skills: 68R = 17PP Climb 6 (+11) Intimidate 17 (+22) Skill Mastery Notice 8 (+10) Skill Mastery Sense Motive 15 (+17) Skill Mastery Stealth 17 (+17) Skill Mastery Swim 5 (+10) Feats: 16PP Attack Specialization [Unarmed] 2 Chokehold Distract [Intimidate] Diehard Dodge Focus 3 Fascinate [Intimidate] Fearless Hide in Plain Sight Improved Grab Improved Pin Move-by Action Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) Startle Powers: 9 + 30 + 40 + 1 + 60 + 5 = 145PP Damage 8 ("Touch of Terror"; Feats: Mighty) [9PP] (Fear, Impact Damage Type, Mutation, Psionic) Immunity 30 ("Beyond Mortal"; Immunity to Fortitude Effects) [30PP] (Fear, Mutation, Psionic) Immunity 80 ("Invulnerable Terror"; Immunity to Toughness Effects, Flaws: Limited [Subjects feeling fear]) [40PP] (Fear, Mutation, Psionic) Environment Control 1 ("Dark Miasma"; Visibility -4) [1PP] (Darkness, Mutation, Psionic) Paralyze 12 ("Aura of Terror"; Extras: Action 3 [Reaction], Area [Perception, Visual], Flaws: Uncontrolled) [60PP] (Fear, Mutation, Psionic) Regeneration 10 ("Feeds on Fear"; Recovery Bonus 10; Flaws: Source [Fear]) [5PP] (Fear, Mutation, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC20 Tou (staged) Damage +11 Touch of Terror Touch DC28 Tou (staged) Damage +11 Aura of Terror Visual Perception Area DC22 Will (staged) / DC 22 Reflex for no effect Slowed/Paralyzed N/A Totals: Abilities (34) + Combat (32) + Saving Throws (19) + Skills (17) + Feats (16) + Powers (145) - Drawbacks (0) = 263/263 Power Point
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The Iron Matron Power Level: 10 (163/163PP) Unspent Power Points: 0 Trade-Offs: (Fists of Iron) +4 Attack / -4 Damage, -2 Defense / +2 Toughness In Brief: SHADOW assassin with skin like iron turned caretaker and bodyguard of the Big Brain. Alternate Identity: Natalie Nelson (Secret) Birthplace: Columbus, Ohio Residence: Secret location, Emerald CityBase of Operations: Emerald CityOccupation: Caretaker and bodyguard of the Big BrainAffiliations: The Big Brain, (formerly) SHADOWFamily: Unknown mother and father, deceased. Description: Age: 55 (DoB: 1963) Gender: Female Ethnicity: Caucasian Height: 5'7'' (projected image) / 6'4'' Weight: 150 lbs. (projected image) / 350 lbs. Eyes: Blue Hair: Blonde At age 55, Natalie Nelson is still an attractive woman. She has kept herself in peak physical condition, and hasn’t let age slow her down. She stands at 5’7” with a willowy build and her face possesses an unassuming beauty. Her straight, shoulder-length blonde hair is normally kept in a utilitarian bun and she spends most of her days wearing a nurse’s uniform. When the Big Brain sends her out in the field, which happens very rarely, the Iron Matron wears a black leather dress reminiscent of a nurse’s uniform. A pair of small red circles with a white cross in the center adorns the front of her costume near the hips, while similar circles attached to red bows embellishes the tops of her stockings. On her feet she wears black stilettos, that in no way interfere with her fighting ability. Her identity is protected by a small black domino mask. This is all a lie, hidden behind a holographic device that continuously projects the image. Natalie is in reality 6'4'', weighing at least 350 lbs., with a powerful, muscular build. A strong woman's build, broad shouldered, muscular. Her skin is not just like iron, it is iron. Though once her iron skin was shiny, almost like a mirror, it has dulled in the years between. The creaks and joints of her body has begun to rust, and her once almost beautiful metallic skin is filled with blemishes and dents from a life of combat. History: Natalie Nelson was an agent of the criminal organization SHADOW. An assassin and martial artist, she earned her code-name from her iron skin, a mutation she possessed from birth. Given up for adoption soon after, she was snatched up by SHADOW. While a formidable ability, her iron skin also left her unable to feel any touch, leading to her becoming isolated from the world around her, easily manipulated into joining SHADOW by the always unfulfilled promise of a cure. SHADOW’s founder, Overshadow, sent her to recruit the Big Brain while he was still in the hospital. Overshadow felt the nascent super villain would make an excellent addition to SHADOW’s growing stable of super-powered operatives. However, if the Big Brain refused his generous offer, the Iron Matron was to eliminate him, making it appear his artificial life support had failed. But Overshadow underestimated the Big Brain’s powers, even at that early stage of his development. The budding criminal mastermind saw what the Iron Matron had in store for him in the recesses of Natalie’s consciousness, but rather than lashing out and destroying her mind, Big Brain gave Natalie what she had always dreamed of: The sensation of touch. Through the use of his powers, Big Brain could let Natalie felt what others felt, or even simulate the responses that a touch would bring her. The Iron Matron defected immediately, leaving SHADOW to take care of the Big Brain as his caretaker and bodyguard, keeping his body alive and protected. Whether the Big Brain truly sees her worth or not, he seems content to simply help the Iron Matron feel, rather than exercising his mind control powers, making her one of the few persons to be truly loyal the Big Brain. Personality & Motivation: The Iron Matron is a hard woman. She is direct, and suffers no nonsense, moving quickly and decisively to eliminate any threats to the Big Brain. She is absolutely devoted to the Big Brain. She will protect him to her dying breath, though so far, it has been to the dying breath of his assailants. The Iron Matron will only rarely leave the Big Brain's side, not trusting anyone else to keep him safe. Powers & Tactics: The Iron Matron is an extraordinarily skilled martial artist, knowledgeable in many techniques that have helped make her an efficient and dangerous killer. Her skin is as hard as iron, which has the added benefit of turning her hands into bone-shattering implements of destruction. Though she does not eschew the use of weapons, she rarely has need of them. Power Descriptions: As the name implies, the Iron Matron is as hard as iron. While this makes her incredibly hard to hurt, it also means that the Iron Matron posses no sense of touch, which has isolated her greatly. Her true appearance hidden by a holographic device, the Iron Matron skin is not just as hard as iron, it actually appears to be iron. Complications: Motivation—Responsibility: The Iron Matron’s first and foremost responsibility is to keep the Big Brain safe. Relationship: The Iron Matron is intensely loyal to the Big Brain. Iron Skin: The Iron Matron's skin is iron. As great as this sounds, this also means that she do not posses any sense of touch, be it to harm or to pleasant experiences. It is only through the power of the Big Brain that she is able to experience the sensation of touch. Don't Look At Me: The Iron Matron is vain. She hates her true appearance, and will react negatively to anyone seeing her without her holographic disguise. Abilities: 4 + 8 + 8 + 4 + 0 + 1 = 25PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 10 (0) Charisma: 12 (+1) Combat: 10 + 16 = 26PP Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +5 Base, +6 Melee (+5 Base, +1 Attack Focus), +11 Ranged (+5 Base, +6 Attack Focus), +14 Unarmed/Fists of Iron (+5 Base, +1 Attack Focus, + , +8 Attack Specialization) Defense: +8 (+8 Base), +4 Flat-Footed Grapple: +7 Knockback: -6 Saving Throws: 6 + 8 + 4 = 20PP Toughness: +12 (+4 Con, +8 [Impervious Protection]) Fortitude: +10 (+4 Con, +6) Reflex: +12 (+4 Dex, +8) Will: +4 (+0 Wis, +4) Skills: 132R = 33PP Acrobatics 12 (+16) Bluff 18 (+19) Climb 9 (+11) Disguise 18 (+19) Drive 6 (+10) Medicine 9 (+11) Profession [Assassin] 9 (+9) Notice 12 (+12) Pilot 6 (+10) Sleight of Hand 12 (+16) Stealth 12 (+16) Swim 9 (+13) Feats: 29PP Accurate Attack Agile Bluff All-Out Attack Attack Focus [Melee] 1 Attack Focus [Ranged] 6 Attack Specialization [Unarmed] 4 Benefit 1 (Cipher) Chokehold Equipment 3 Fearless Improved Initiative Improved Trip Instant Up Interpose Power Attack Quick Draw Seize Initiative Takedown 2 Equipment: 3PP = 15EP Heavy Pistol (Blast 4) [8EP] Knife (Damage 1 w. Mighty, Improved Critical) [3EP] Holographic Disguise Device (Illusion 1 [Visual] w. Duration 2, Limited [Human forms only]) [3EP] Powers: 16 + 16 = 32PP Impervious Protection 8 ("Body Like Iron"; Extras: Impervious) [16PP] (Metal, Mutation) Ironclad Offense 7.5 (15PP Array; Feats: Alternate Power 1) [16PP] (Metal, Mutation, Training) BP: Fists Like Iron Rank (Linked) [15PP] {15/15PP} (Impact Damage Type) Damage 4 ("Fists Like Iron"; Extras: Penetrating 5, Feats: Mighty) [10PP] Enhanced Feat 5 (Improved Critical 2, Improved Disarm, Improved Sunder, Weapon Break) [5PP] AP: Deflect 4 ("Weapon-Breaking Stance"; Feats: Precise, Subtle 2) (Deflect all ranged attacks) {15/15PP} Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +14 Knife Touch DC18 Tou (staged) Damage +6, Crit 19-20 Heavy Pistol 40 ft. DC19 Tou (staged) Damage +11 Fists Like Iron Touch DC21 Tou (staged), Penetrating 5 Damage +14 Totals: Abilities (25) + Combat (26) + Saving Throws (18) + Skills (33) + Feats (29) + Powers (32) - Drawbacks (0) = 163/163 Power Points
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Cortex Power Level: 10 (244/244PP) Unspent Power Points: 0 Trade-Offs: (Pulse Blasters) -2 Attack / +2 Damage, -3 Defense / +3 Toughness In Brief: Mutated super genius drug lord. Alternate Identity: Henry Todd (Secret) Birthplace: Emerald City Residence: Hidden location in Emerald City, normally known simply as the Laboratory. Base of Operations: Emerald City Occupation: Drug Lord Affiliations: The Cartel Family: Louisa Todd (Mother, deceased) Description: Age: 36 (DoB: 1982) Apparent Age: Difficult to tell, due to mutation. Appears to be at least early 40'es. Gender: Male. Ethnicity: Caucasian. Height: 5'4'' Weight: 190 lbs. (most contained in cranium and brain) Eyes: Black Hair: None Cortex is a rail thin man, standing below average height. His face twisted, his body seemingly having little fat or muscle, he would appear just malnourished, if not for his very visible mutation: A gigantic skull and brain, weighing enough to make movement all but impossible for the man, stretching down to almost at his waist. His face appears older than it should be, perhaps from the strain. Without the mechnical support pod he has built for himself, he would have difficulty even moving. He is usually dressed in loose green suit, with a large yellow belt, a yellow harness on his chest, connected to his support pod and yellow boots. History: Cortex grew up in Black Pines, a small town south of Emerald City. His mother was a former mental patient, institutionalized after she was found wandering on the highway in a state of hysteria with no memory of who she was or how she had gotten there. The doctors determined that she was pregnant, and at birth little Henry seemed normal. By the age of two, however, his head was already starting to show growth outstripping that of the rest of his body; he was also already reading at a college level and spoke several languages. As he continued to grow, so too did his frightening intellect. Louisa Todd (given a first name by a caring nurse and taking her last name from the county hospital that had delivered Henry) tried to provide for and protect her son, but she was a weak and fragile woman that never recovered from whatever ordeal had placed her on that road the night she was found. She lacked marketable skills and was prone to incapacitating panic attacks. Unable to hold a job for long, she and little Henry stayed in subsidized housing, where her son quickly became the source of amusement and target of ridicule for the neighboring children. He learned quickly and painfully that the world broke down into two fundamental categories of people: victims and victimizers. Henry Todd resolved that he would not remain a victim, no matter what it cost himself or others, especially others. Early in life, he was exposed to drug dealers, their processes for making drugs, and their business practices… and he observed the respect and fear people showed these men, as well as the money they made. By the age of five he had mastered “kitchen” chemistry to the point where he could produce marketable merchandise using only cheap and legally obtained materials. Effective drugs bought him allies, who sold his drugs in the surrounding area. Money bought him better material to work with, and connections, both of which he leveraged to make more powerful merchandise. By the age of ten, he had manipulated a number of older teenagers into forming the first of many short-lived gangs used solely to front his product. Where money alone failed to motivate, he supplied drugs; where money and drugs both failed to sway, difficult to trace toxins crippled or eliminated. As he grew older, those who encountered Henry learned that it was very profitable to work for him, and very dangerous to work against him. By his early teens, Henry’s mother had passed away gently in her sleep (with a little assistance) and he had disappeared from social service’s records completely. Todd took the name “Cortex” and used various inventions to portray himself as a “supervillain” simply because such beings held so much sway over certain elements of the criminal underworld. Over the past two decades, he built a sophisticated network of fronts, connections, and distributors so large it became a drug cartel all its own. Despite the fact that Cortex would rather stop designing drugs and instead follow his own interests into more esoteric research (still in the realm of biochemistry and organic engineering), his money and respect are both tied up with the cartel, so he continues to split his time between the two. However, in his mind, he now views the cartel as the source of money for his research, not the goal itself. Personality & Motivation: Henry Todd has no conscience or moral restraint. People and money are both just tools to be used and discarded as needed. As Cortex, Henry doesn’t aspire to world domination or other traditional manias associated with the villainous set. He simply wants to be left alone to pursue his research; however, he knows his kind of research usually provokes some form of interference from those with badges or costumes, and so he makes sure he has the resources and power base to deal with any such obstacles. Cortex is coldly vicious when interfered with or confronted. He doesn’t waste time with games or bluster or other egotistical displays unless he thinks such actions grant him some form of advantage. Though not a coward, Cortex is invested in his own personal safety above all else—he abandons facilities, people, and projects without hesitation if he has to choose between himself and them. He is a patient man and in his estimation, he can always get more ”tools”. Powers & Tactics: Cortex possesses superhuman intelligence. He can forecast the likely events of the future from current information and work out the past with the same certainty. Telepaths find it difficult to process his thoughts, granting him a degree of resistance to most forms of mental intrusion. His knowledge and mastery of the biological sciences knows few equals, knowledge he uses to develop and sell designer drugs ranging from horribly addictive narcotics to super-soldier treatments. Cortex’s body is highly underdeveloped thanks to his cranial deformity, but the support pod he uses more than compensates as it is capable of protecting him from even most superhuman threats with its offensive and defensive capabilities. Power Descriptions: Cortex's powers are all ultimately due to his genius. Either the cause of it, or made by it. While his grotesquely oversized brain makse him incredibly intelligent, he has created a support pod to both stabilize him when standing, protect him and aid him in combat. The support pod's most obvious enhancement are the pair of extendible cyberarms, capable of supporting Cortex's weight, fine manipulation and being used in combat. Less obvious are the protective force field that keeps Cortex safe, and the gravitic pulse generator that not only helps keep him upright, but also allows him to fly. The onboard systems include computer and navigation systems, and tools to enhance Cortex's senses, allowing him greater clarity as he works on new drugs. The support pod's weapon systems include pulse blasters, gravity wave discharges and neurotoxin aerosol dispensers. While the exact origin of Cortex's mutation remains unknown, his father might have been involved. Was his mother abducted and experimented on by aliens? Did she escape some secret lab where research on the DNAscent process was being conducted? Or is he simply a mutation or Terminus Baby? Or something far more sinister in pedigree? Complications: Disability: Cortex’s grossly overgrown cranium and brain are larger than the rest of his body. He needs artificial support for his head to keep his neck from breaking and would barely be able to crawl without its support. Motivation - Power and Fortune: In the back of Cortex’s mind, he is never very far from the roach-infested countysubsidized housing where he grew up hungry and ridiculed. Power and money are his security blanket and he can never have enough of either. He may find the cartel and its upkeep tedious now, but they are too necessary to discard. Rival - The Labyrinth: Cortex has created many enhancement drugs and cutting edge bio-modification technologies. This has put him into competition with other fronts for the Labyrinth’s DNAscent enterprises. Todd suspects there is more to his competition than is apparent, but is far from piecing together Taurus’s involvement. Abilities: -2 + 0 + 2 + 20 + 8 + 2 = 30PP Strength: 8 (-1) / 18 (+4) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 30 (+10) Wisdom: 18 (+4) Charisma: 12 (+1) Combat: 8 + 14 = 22PP Initiative: +0 Attack: +4 Base, +4 Melee, +8 Ranged (+4 Base, +4 Attack Specialization), +10 Cyberarm Smack (+4 Base, +6 Accurate) Defense: +7 (+7 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +8 Knockback: -6 Saving Throws: 0 + 0 + 6 = 6PP Toughness: 13 (+1 Con, +12 [Force Field]) Fortitude: +0 (+0 Con, +0) / Immune Reflex: +7 (+0 Dex, +7 [Enhanced Reflex Save]) Will: +10 (+4 Wis, +6) Skills: 200R = 50PP Bluff 15 (+16) Computers 15 (+25) Craft [Chemical] 15 (+25) Craft [Electronic] 15 (+25) Craft [Mechanical] 15 (+25) Diplomacy 9 (+10) Disable Device 8 (+18) Intimidation 6 (+7) Investigation 6 (+16) Knowledge [Business] 9 (+19) Knowledge [Life Sciences] 15 (+25) Knowledge [Physical Sciences] 15 (+25) Knowledge [Technology] 15 (+25) Medicine 12 (+16) Notice 9 (+13) Profession [Drug Lord] 12 (+16) Sense Motive 9 (+13) Feats: 27PP Attack Focus [Ranged] 4 Benefit 1 (Status: Head of drug cartel) Benefit 3 (Wealth: Multi-millionaire) Connected Eidetic Memoery Equipment 10 (Underground Lair, 3 Abandoned Warehouses) Inventor Languages 5 (Japanese, mandarin, Chinese, Russian, Spanish, whatever else needed by GM) Well-Informed Equipment: 10PP = 50EP The Laboratory (Headquarters; Underground Lair) (19 EP) Secret Labs in Abandoned Warehouses x3 (Headquarters; Abandoned Warehouse) (10x3EP = 30EP) Powers: 19 + 90 = 109PP Computer-Like Mind 3.8 (19PP Container) [19PP] (Mutation, applies to all powers in Container) Impervious Will 10 [10PP] Quickness 10 (Flaws: Mental Only; x1000 normal speed) [5PP] Super-Senses Rank 4 (Postcognition; Flaws: Limited [Requires evidence to study]) [2PP] Super-Senses Rank 4 (Precogntion; Flaws: Limited, [Macro-scale trends]) [2PP] Support Pod 22.5 (112/112PP Device; Flaws: Hard-to-lose) [90PP] (Technology, applies to all powers in Device) Extendible Cyberarms 2.8 (14PP Container) [15PP] Damage 6 ("Cyberarm Smack"; Flaws: Limited [Extra Limbs Only]; Feats: Accurate 3, Mighty) [7PP] Elongation 2 (Flaws: Limited [Extra Limbs Only]; 10 feet) [1PP] Enhanced Strength 10 (Flaws: Limited [Extra Limbs Only]) [5PP] Extra Limbs 2 [2PP] Gravimetric Pulse Generator 2.8 (14PP Container) [14PP] (Gravity) Enhanced Reflex Save 7 [7PP] Flight 2 (Flight Speed 25 mph, 220 ft./rnd) [4PP] Flight 3 (Flaws: Distracting; Flight Speed 250 mph, 2200 ft./rnd) (Stacks with Flight 2) [3PP] Onboard Systems 1 (5PP Container) [5PP] Features 2 (Computer, Navigation System) [2PP] Super-Senses 3 (Analytical Auditory, Analytical Visual, Radio) [3PP] Protective Fields 10.8 (54PP Container) [54PP] (Kinetic Energy) Force Field 12 (Extras: Impervious) [24PP] Immunity 30 (Fortitude Effects; Extras: Linked to Force Field) [30PP] Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 3) [24PP] BP: Blast 10 ("Explosive Gravity Wave Discharge"; Extras: Area [Burst (50 ft. radius)]) {20/20PP} (Kinetic, Gravity, Impact) AP: Blast 12 ("Pulse Blasters"; Extras: Secondary Effect 8, Feats: Autofire, Incurable) {20/20PP} (Kinetic, Impact) AP: Stun 10 ("Gravity Knockdown"; Extras: Alternate Save [Reflex], Area [Burst (50 ft. radius)], Flaws: Daze) {20/20PP} (Kinetic, Gravity, Impact) AP: Stun 6 ("Neurotoxin Aerosol Dispensers"; Extras: Area [Cloud (30 feet diameter)], Feats: Subtle 2) {20/20PP} (Pharmaceutical, Gas) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed 10 ft. DC19 Tou (staged) Damage +4 Cyberarm Smack 10 ft. DC25 Tou (staged) Damage +10 Explosive Gravity Wave Discharge 50 ft. radius DC25 Tou (Staged) Damage +8 Pulse Blasters 120 ft. DC27 Tou (staged) (DC23 secondary effect) Damage +8 Gravity Knockdown 50 ft. radius DC20 Ref (staged) Dazed +8 Neurotoxin Aerosol Dispensers 15 ft. radius cloud DC16 Tou (staged) Dazed/Stun/Unconscious +8 Totals: Abilities (30) + Combat (22) + Saving Throws (6) + Skills (50) + Feats (27) + Powers (109) - Drawbacks (0) = 244/244 Power Points Cortex tends to use criminals that he enhance with his drugs as foot soldiers. While they can be different, these are their common stats. Enhanced Soldier Power Level: 7 (70/70PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness Complications: Drugged Loyality: Addition to the drugs provided by Cortex means that the enhanced soldiers are fanatically loyal to the drug lord. Abilities: 2 + 2 + 4 + 0 + 0 + 0 = 8PP Strength: 12 (+1) / 20 (+5) Dexterity: 12 (+1) Constitution: 14 (+2) / 22 (+6) Intelligence: 10 (+10) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 10 + 10 = 20PP Initiative: +1 (+1 Dex) Attack: +5 Base, +5 Melee, +5 Ranged Defense: +5 (+5 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +6 / +10 Knockback: -4 Saving Throws: 3 + 4 + 1 = 8PP Toughness: +9 (+6 Con, +3 [Body Armor]) Fortitude: +9 (+3, +6 Con,) Reflex: +5 (+4, +1 Dex) Will: +1 (+1) Skills: 24R = 6PP Climb 4 (+9) Drive 2 (+3) Intimidation 3 (+3) Knowledge: Tactics 4 (+4) Notice 3 (+3) Profession: Soldier 4 (+4) Swim 4 (+9) Feats: 12PP Attack Focus [Ranged] 4 Equipment 7 Fearless Equipment: 7PP = 35EP Assault Rifle (Blast 5) [16EP] (Ballistic damage) Body Armor (Protection 3) [3EP] Assorted other Equipment worth up to 16EP Powers: 16 = 16PP Chemical Enhancement 8 (Container) [16PP] (Pharmaceutical, Physical) Enhanced Constitution 8 [8PP] Enhanced Strength 8 [8PP] DC Block Name Range Save Effect Attack bonus Unarmed Touch DC20 Tou (staged) Damage +5 Assault Rifle 50 ft. DC20 Tou (staged) Damage +9 Totals: Abilities (8) + Combat (20) + Saving Throws (8) + Skills (6) + Feats (12) + Powers (16) - Drawbacks (0) = 70/70 Power Points
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The Big Brain Power Level: 12 (186/186PP) Unspent Power Points: 0 Trade-Offs: None In Brief: 60'es smartest boy in the world, fallen from grace. Mutated by a bizarre disease, he uses his giant brain and mental abilities as a criminal mastermind. Alternate Identity: Copernicus Oliver (Secret) Birthplace: London, United Kingdom Residence: Secret location, Emerald City Base of Operations: Emerald City Occupation: Criminal Mastermind, Head of F.O.E. Affiliations: The Chamber, F.O.E. Family: Unknown mother and father, deceased. Description: Age: 68 (DoB: 1950) Apparent Age: Difficult to tell, due to atrophied body and giant brain. Gender: Male Ethnicity: Caucasian. Height: 5'6'' Weight: 260 lbs., with at least 90% of body weight coming from his brain Eyes: Unknown Hair: None Copernicus appears as a giant, pink, floating head, with a huge exposed brain, easily the size of the rest of the head. His eyes are yellow, as are his teeth, his face usually contorted into a grimace of anger, with heavy wrinkles making even his face appear brain-like. This is but a projection, created by the Big Brain to participate in the world. In reality, Copernicus Oliver is an atrophied body on a table, attached to a truly gigantic brain. It has been decades since his body was strong enough to life his head, and he appears almost like a corpse, kept alive by an artificial life support system. History: In the 1960s, Copernicus Oliver was touted on television quiz shows as “The Smartest Boy in the World”, and amassed a small fortune in winnings and endorsements before his fame waned after he failed to answer a single question correctly during Beatles Day on the show Q and A. His fame faded and he became another footnote in the history of the Golden Age of Television. Embarrassed, Oliver escaped the public eye, buying a sailboat called Friendly and setting out to sail around the world. Desperate to avoid England, Oliver set a course that took him across the Atlantic and then directly down the coast of Africa. Sailing was smooth until the Friendly was suddenly caught up in a storm that wrecked the boat on a rocky shore. Before he could be rescued, Oliver contracted a rare tropical disease that caused his brain to swell, putting him into a coma for three months. When Oliver awakened, he found himself at home in a hospital — and smarter than ever! Discovering he was also still in the grips of a fatal disease, Oliver turned his intelligence to finding a cure. Facing failure after six months of fevered research, Oliver instead attempted to accelerate the course of the disease, in hopes that he could unlock more of the power of his brain. Injecting himself with an experimental formula, Oliver screamed as his brain swelled against the confines of his skull. A thousand voices crowded into his mind, and he pushed back with a single command: “QUIET!” As everyone in the hospital paused at the voice they heard in their head, Copernicus Oliver died... and the Big Brain was born. Discovering that he could now speak to and command the minds of others, the Big Brain directed doctors to keep him alive and to remove the top of his skull to allow his brain to grow. Once that was accomplished, he needed a place to stay since the hospital and his old home were of no use to him. In order to build it, he’d need money... much more than he currently had. The Big Brain searched through the minds of the city until he found a criminal planning a bank robbery. The Big Brain helped him improve his plan in return for some of the proceeds from the robbery — the same deal the Brain would strike with dozens of other criminals as he assembled his new organization: F.O.E.. Initially, the Big Brain needed the money for himself, but over the years he’s come to enjoy the challenge of bringing villains together for missions and the power he has over a small army of super-beings. F.O.E.’s members assume the giant, disembodied brain that issues them orders is merely a projection disguising their leader’s true nature. Little do they suspect that the Big Brain’s actual appearance isn’t far off: a gigantic brain atop a nearly atrophied human body hidden away in a secret, secured location far away, projecting his will around the world! Personality & Motivation: The Big Brain is a thinker and a planner. Almost all other aspects of his personality have been left by the wayside over the years. He cares little for companionship and has little interest in the “animal” concerns of the physical world. He keeps his body alive because without it he will perish. The one thing he enjoys in life is feeling superior, which he prefers to achieve by outsmarting others. He abhors violence and only involves himself in combat when all other avenues have been exhausted. He prefers to let his underlings handle any violent confrontations, while he remains behind the scenes to direct their activities. Powers & Tactics: The Big Brain is one of the most—if not the most—powerful telepaths in the world, with the ability to project his consciousness anywhere on Earth, communicate with and mentally control others, inflict debilitating mental attacks, and read minds. However, physically, he’s a paraplegic with a brain so large and deformed his body is incapable of supporting it and his atrophied body has been bedridden for decades. If his body is found and threatened, he may be able to defend it by surrounding it with his mental projection, but if that’s not possible, he is defenseless. Power Descriptions: All of the Big Brain's powers are mental in nature. Unable to move on his own, he lives his life by projecting his senses and mind across the world. When the Big Brain projects himself to a given location, he appears as a giant, floating face with a gigantic brain. The powers of his mind is mostly visible in effect only, as he destroys, probes or dominates minds. Complications: Freakishly Large Brain: Though the Big Brain can project his senses, will, and powers around the world, his body is mostly useless and his head is too large to move under his own power. Motivation - Power: The Big Brain wants power. He wants to prove to the world that he’s the smartest, most influential criminal on the planet. Abilities: -2 - 4 + 0 + 20 + 4 + 6 = 24PP Strength: 8 (-1) Dexterity: 6 (-2) Constitution: 10 (+0) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 0 + 0 = 0PP Initiative: +14 (+10 Int, +4 Improved Initiative) Attack: +0 base Defense: +0 base Grapple: -1 Knockback: -0 / -10 for Remote Sensing Saving Throws: 6 + 0 + 16 = 22PP Toughness: +0/+20 (For ESP Feedback, ESP +8, Protection +12) Fortitude: +6 (+0 Con, +6) Reflex: -2 (-2 Dex, +0) Will: +18 (+2 Wis, +16) Skills: 80R = 20PP Bluff 12 (+15) Diplomacy 15 (+18) Intimidation 15 (+18) Knowledge [Civics] 8 (+18) Knowledge [Streetwise] 6 (+16) Knowledge [Tactics] 9 (+19) Notice 15 (+17) Feats: 4PP Eidetic Memory Jack-Of-All-Trades Speed of Thought Ultimate Effort (Will Saves) Powers: 11 + 51 + 54 = 116PP All powers have the Psionic/Mental and Mutation descriptors Mental Prowess 5.5 (11PP Container) [11PP] Enhanced Feat 1 (Improved Initiative) [1PP] Quickness 4 (Flaws: Mental Only; x10 normal speed) [2PP] Super-Senses 8 (Accurate Acute Radius Detect Psionic (5 ranks), Psionic Awareness (2 ranks), Radius Visual (1 rank)) [8PP] Power of the Mind! 24 (48 PP Array; Feats: Alternate Power 3) [51PP] BP: Blast 12 ("Mental Blast"; Extras: Alternate Save [Will], Range 1 [Perception]) {48/48PP} AP: Mind Control 9 ("Mass Mental Domination"; Extras: Area [Burst], Conscious, Selective) {45/48PP} AP: Mind Control 12 ("Mental Domination" Extras: Conscious) {36/48PP} AP: Mind Reading 12 ("Mind Probe"; Extras: Sensory Link) {24/48PP} Telepathic Presence 27 (54PP Container ) [54PP] Communication 9 ("Big Brain Is Talking"; Extras: Area [Burst], Feats: Selective) (Mental Communication, Worldwide Range) [19PP] Big Brain Is Watching (Linked) [33PP] ESP 8 (Flaws: Feedback, Feats: Subtle 2) (Auditory, Mental/Psionic, Visual senses, Continental Range) [26PP] Feature 1 (Projected Image of Giant Brain) [1PP] Protection 12 (Flaws: Limited [only applies to Feedback to ESP]) [6PP] Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +0 Mind Probe Perception DC22 Will (staged) Can read surface thoughts N/A Mental Blast Perception DC27 Will (Staged) Mental Damage N/A Mental Domination Perception DC22 Will (staged) Mind Control N/A Mass Mental Domination Perception DC19 Will (staged) / DC19 Reflex Save for DC Mind Control N/A Totals: Abilities (24) + Combat (0) + Saving Throws (22) + Skills (20) + Feats (4) + Powers (116) - Drawbacks (0) = 186/186 Power Points
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ok so! i figured it might be fun to put a Lanturnian NPC out their so more people get to experience how weird and wonderful the race is, and also to make them more of a presence in the local cluster so i put myself to work on creating a King arthur like figure to moon-moths merlin-esque one and this is the result. My thoughts are a bit scattered on it really but the idea is she's a descendant of Tae-Lun Moon-moths former master and they've moved into more of a caste system with the slow collapse of the delzatri empire. Moon-moths rather long period of inactivity was probably spent looking for his lost homeworld and migrant people and upon discovering her small clan and learning of her relation to his former teacher took her under his wing (not litterally.) and created some armour for her and helped her quest for a relic of the Dawn war between the moth like lanturnians and their syncratic Sister race of psychic butterflies, Namely the ancient lanturnian war blade. With thevs permission im going to have moon-moth having brought her to the praetorians for training in matters of war and leadership he has no methods in in exchange for promises of mutual support from her and the migrant lanturnians once she's helped them re-establish themselves. NOTE: I will edit the formatting to be better as time goes on, this is a quick and dirty fling up to see what people think. Aristu-Lun Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +2 (14), CON: +5 (20), INT: +7 (24), WIS: +2 (14), CHA: +0 (10) Tough: +5/+10, Fort: +10, Ref: +10, Will: +10 Skills: Diplomacy 8 (+8), Intimidate 4 (+4), Knowledge (arcane Lore) 4 (+11), Language 2 (+2), Notice 4 (+6), Pilot 8 (+10), Sense Motive 4 (+6), Stealth 8 (+10) Feats: Attack Focus (melee) 4, Defensive Attack, Dodge Focus 4, Eidetic Memory, Fearless, Improved Defense 2, Improved Initiative 2, Improved Sunder, Improved Throw, Improved Trip, Power Attack, Speed of Thought Powers: Immunity 8 (aging, enviromental conditions (all), suffocation (all)) Lanturnian Warblade (Device 7) (Easy to lose, Restricted use) Lanturnian War Magic (Array 15) (default power: corrosion) Booming Blade (Trip 10) (Array; Burst Area (50 ft. radius - Targeted), Knockback, Selective Attack; Range (touch)) Headhunter Hex (Blast 10) (Array; DC 25; Accurate 2 (+4)) Mono-Fractal Blade (Corrosion 10) (Default; DC 25) Spatial Rend (Teleport 7) (Array; 200 miles as full action; Accurate, Portal; Long-Range) Warding Weapon (Deflect 10) (Array; deflects: energy attacks; Automatic, Reflection) Witsplitter (Nullify 10) (Array; counters: all powers of (type) - psionic, DC 20; Burst Area (50 ft. radius - General), Effortless; Range (touch)) Lanturnian Wings (Flight 2) (Speed: 25 mph, 220 ft./rnd) Wing cloak (Concealment 4) (Alternate; all visual senses; Passive) Moon Silver Armour (Device 3) (Hard to lose, Restricted use (Lanturnians)) Impervious Toughness 10 Protection 5 (+5 Toughness) Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +10) Attacks: Booming Blade (Trip 10), +10 (DC 20), Headhunter Hex (Blast 10), +10 (DC 25), Mono-Fractal Blade (Corrosion 10), +10 (DC Fort/Tou ), Unarmed Attack, +10 (DC 15), Witsplitter (Nullify 10) (DC Will 20) Defense: +10 (Flat-footed: +3), Knockback: -10 Initiative: +15 Drawbacks: Vulnerable, common, moderate, Electricity, Vulnerable, common, moderate, Fire Languages: Argentesse, Galstandard, Lanturnian Totals: Abilities 32 + Skills 11 (42 ranks) + Feats 20 + Powers 48 + Combat 24 + Saves 21 - Drawbacks 6 = 150
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Tier: II (Ask before using.) Character Name: Trevor Ash IV Power Level: 12 (180PP) Trade-Offs: +4 Attack, -4 DC Unspent Power Points: 0pp In Brief: Fear Inducing Mob Boss Alternate Identity: The Tremor Identity: Secret Birthplace: Freedom City Occupation: Independently Wealthy Affiliations: Metus Family - Wife (36) "Naome Ash" - Daughter (16) "Cheri Ash" Description Age: 39 Apparent Age: Middle Aged Gender: Male Ethnicity: Caucasian Height: 6'9" Weight: 245 lbs Eyes: Green Hair: Black Appearance - Power Descriptions Invisible, and almost untraceable. The Tremor's fear is often regarded as merely his presence, with very few being aware of his mutation. History - Personality & Motivation - Powers Tactics The Tremor does not partake in much combat himself, instead he utilizes his minions to handle such things for him. When he is forced to get his hands dirty, his fear aura will typically break the will of any who approach him. On touch this effect is amplified to even greater degrees, eventually sapping the very will from his victims. When facing particularly heroic obstacles, he partakes in monologues to break apart team work and strike where he can see weakness. Complications Truly Secret The Tremor does not engage heroes directly. He has no desire to, and when forced to he will often move to make his retreat. Keeping his true identity hidden is paramount above all else. Unfeeling Despite his own ability to invoke fear, the Tremor does not understand people all that well. His sway in the underworld is extremely impressive, but he is far too apathetic to connect with any but the most dedicated. Parental Protectiveness With his child being a fledgling hero, the Tremor has no desire for her to get herself killed before he can make her into an asset. Abilities:: 10 + 10 + 10 + 10 + 10 + 10 = 60pp STR 20 (+5) DEX 20 (+5) CON 20 (+5) INT 20 (+5) WIS 20 (+5) CHA 20 (+5) Initiative: +5 (+5 Dex) Combat; 12 + 8 = 20pp Attack: +6 (+6 Base Attack) -Ranged: +6 -Melee: +16 (+10 Attack Focus: Melee) Defense: +12 (+4 Base Defense, +8 Dodge Focus) -Flat footed: +2 Grapple: +17 (+5 Strength +12 Melee Attack) Saves: 4 + 4 + 7 = 15pp Tough: +12 (+5 Con, +7 Protection) Fortitude: +10 (+5 Con, +4) Reflex: +10 (+5 Dex, +4) Will: +12 (+5 Wis +7) Skills: 12pp = 48 Ranks Acrobatics 4 (+9), Bluff 4 (+9), Diplomacy 4 (+9),, Gather Information 4 (+9), Intimidate 8 (+13), Notice 4 (+9), Search 4 (+9), Sense Motive 8 (+12), Stealth 8 (+13), Feats: 36pp Attack Focus (Melee) 10 Dodge Focus 8 Benefit 3 (Filthy Rich) Connected Contacts Master Plan Minions 12 (Five PL10 Minions) Equipment: 11pp = 55ep Unspent EP: 0 Sword (+3 Melee | Crit: 19-20) [5ep] Headquarters Vehicles [27] Geigercrash (90 PP) Miss Veil (90 PP) Powers: 8 + 5 + 13 = 26pp Security Suit 2 [Device, Hard to Lose; Technology] [8 pp] Protection 7 (Impervious 3) [10 pp] Immunity to Emotion [5pp] Emotion Control 12 (Aura of Fear [1/rank], Area: Burst, Touch Range, Fear Only; Continuous, Subtle) [13pp] (Mutation, Emotion) Totals: Abilities 60 + Skills 12 (48 ranks) + Feats 36 + Equipment 11 + Powers 26 + Combat 15 + Saves 20 + Drawbacks 0 = 180 DC Block Name Range Effect Save Unarmed Touch Damage DC 20 Toughness (Staged) Sword Touch Damage DC 23 Toughness (Staged) Aura of Fear 60' Radius Emotion Control DC 22 Will (Staged)
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Morgan Stern Power Level: 7, 10-15 Unspent Power Points: 0 Trade-offs: None (PL 7), -3 attack and defense, +3 damage and toughness (PL 10-12), variable (PL 13-15) In brief: Satanic-born Joker. Evil for the sake of evil. Catchphrase: "I'm going to enjoy this more than you!" before madly cackling. Theme: "Last Caress" The Misfits (PL 7), "Immortal" Clutch (PL 10-12), Instrumentals, either epic or somber, depending on the situation (PL 13-15) Alternate Identity: Public, Morgan Stern Birthplace: Louisiana Residence: None Base of Operations: None Occupation: Criminal Affiliations: Evil Family: None that he knows Description Age: 47 (October 31, 1970) Apparent Age: late twenties, early thirties Gender: Male Ethnicity: Caucasian Height: 5'9" Weight: 174 pounds Eyes: Amber Hair: Brown In his normal form, Morgan reaps the benefits of good genetic. He has unassuming 'sweet' looking face with a smile that could stop even the hardest of people. He has a slim build, some would say feminine or androgynous. His hair is unkempt and mussed most of the time. In fact, that's how he looks all over. A rugged disheveled man. He does clean up nice though. His clothing style depends on what he's doing. When not committing acts based on his impulses, he dresses down, sweatpants and gym shirt that show his slight form. When 'motivated, he dresses for the crime. Going to steal things? Dark clothes. Going to gorge himself? Probably loose clothes. Going to murder some one(s)? Anything that'll let him get close. History Morgan's parentage was one devil worshiping woman and the devil himself. The woman summonsed Old Scratch herself and offered her body to him for his service to her. Instead of killing her outright and wandering the land again (he still had business down in Georgia), he fed into her fantasy of having power over him. Plus it would get those pesky mystics off of his back. It lasted for a while, but The Pact being a thing and Lucifer not really wanting to keep his word to this silly mortal, just disappeared one day. He left a note for the woman, 'take care of the child, see me through him'. Morgan was born 13 months later. He looked like a normal human child, but his soul carried the taint of his father.Morgan grew up with his crazy mother who doted on her beautiful satanic child, letting him get away with murder (and other crimes). Morgan lead a carefree hedonistic lifestyle for most of his life. Thinking he could get away with anything. Until he met his first hero to oppose him. Star Lass was a thorn in his side as his atrocities piled up. She was utterly disgusted by him, but he 'loved' her in a crazy way. Committing crimes just to make her show up, killing other heroes who dared to interfere. With his silver tongue, over time, Star Lass fell 'in love' with him too. She became his closest companion, taking the name of Le Garce. Morgan and Le Garce made headlines all over the papers until the thick of the Dark Age came. Morgan and Le Garce were murdered by some hero. He doesn't even remember their name. It was the first time Morgan had died. His fiendish soul resurrected him immediately and transformed him into a demonic monster. He killed the murderous hero in the most gruesome way possible. So much so that it didn't make the papers. Le Garce's death was blamed on him too. After a while, Morgan returned to his 'normal' form. Though he knew of his 'insurance' now. Sometime later on, Morgan learned an even more dark secret. After dying twice. He was sucked into Hell to meet his father. Satan grinned, greeting his son. He told him that those first deaths were all just setup. Play time. But he would empower his son one more time if he felt like it. Morgan, wanting to be alive and doing things rather than in Hell, accepted his father's gift. The unsuspecting group of heroes that had just put the monster down were 'treated' to a dark surprise when Morgan came back powered by Beelzebub. No one remembered the names of the fallen team. But the world would know of the power of Morgan Stern! Personality & Motivation Morgan is driven by the evil impulses in his soul. Not to say he's a whacked out loon (though sometimes...), he knows his way around a sweet or inspiring word. He's his father's son when it comes to that. His impulses sometimes want him to be 'good', in the fact that you attract more flies with honey than vinegar. It's an act. It's always an act. Powers & Tactics Power Descriptions In his normal form, Morgan looks perfect. Nothing can mar his beauty. Even drug through the mud and beaten thoroughly, Morgan somehow appeals to people. His father's genetics allowed him to stop aging in his late twenties, and made him immune to fire. If he dies, He will immediately transform into demonic form. In his demonic form, the pretty falls off. He's a huge beast with rough unbreakable skin. sharp fangs and teeth that pierce all but the strongest of objects. and a baleful howl of hellfire that burns and demoralizes. Sometimes, he even has wings. If he dies, he will disappear and teleport to his father's throne. The Demon King knows why he's there and will give him one more chance. But it will take time, a day at least. In his final form, his father fits him with a form and demonic powers that fit the death. He could be the normal Morgan form, he could be the beast, he could be anything in between. Either way, the final form is something that is awe-inspiring and terrifying. If he dies in this form, his father will hold him for a while. (This is PL X and fitted to plot. It might not even happen.) Demonic and Final forms last 24 hours. After which, he returns to Normal form.
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The Oog’ol The Oog’ol are a species native to an asteroid field. Their physique is adjusted to living in the vacuum of space, with large limbs, each of them covered in a series of different layers of natural protection. They can sustain themselves off of minerals, but large populations require quite an amount of minerals, meaning they will always be moving from asteroid to asteroid. Oog’ol believe in independence. They feel that every member of their species should be able to travel by themselves should they want to do so. This has led to the creation of personal spaceships, roughly equivalent to motorbikes. Each Oog’ol (some exceptions may apply), owns their personal one, and is fully capable of maintaining and repairing it. Oog’ol are fierce warriors, and have for a long time collected protection payments (in form of either currency or minerals), from species bordering them. They are known to be hotheaded, but will also act calculated in larger operations. The Asshui The core tenet of Asshui culture is travel. They believe that only by travelling, they can grow. Previously, the Asshui held a small amount of systems, with many of them deciding to leave those altogether and join merchant ship crews, travelling around the galaxy. Biologically, Asshui are notable because they self-replicate once every 400 days, birthing a nearly exact genetic clone of themselves. This incredible amount of population growth is countered by a short lifespan (anything above 30 years is rare), and a natural tendency to chase dangerous situations. Asshui are of average height, their body covered in a usually yellow carapace. The Toroton The Toroton hail from a “titanic” world. Everything on the planet, including the planet itself, are much larger than what is generally seen as the galactic average. Grass the size of a child, bushes the size of people. Toroton are usually about 10 meters tall, the rest of their physique is similar to that of humans. They only recently developed technology to travel amongst the stars, and their size has already made them a special case, their starships obviously built to adjust for it, with simple shuttles often bigger than some other species’ advanced ships. Toroton are generally peaceful, and don’t care much about warfare. They are scientists and philosophers primarily, having gone from the discovery of metalworking to their first spacecraft in an, on a historical scale, incredibly short amount of time.
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True North Canada's Premier National Superteam Canadian Shield - Elizabeth Combs, Geokinetic Elizabeth Combs is the daughter of an RCD Corporal and a minor Igneous noble, of the subterranean civilization dwelling beneath much of the area surrounding Hudson Bay. Taking more after her human father, Liz is still easily recognizable, being nearly seven feet of somewhat ashen skin tone and subtle, scale-like mineral deposits that run across her cheeks and down her spine. Luckily her rugged good looks and confident charm made her an ideal poster woman for the government funded Canadian super team when her geokinetic powers, present from birth, began to develop in earnest. Favouring creating rocky armor and weapons to enhance her already considerable toughness and strength, Canadian Shield is also a decisive leader on and off the battlefield. She's a canny political player, but always stops short of compromising her high ideals, something that has earned her the respect of even her more difficult teammates. Notable Appearances: Molehills, Act of Union Bombardier - Paul Bouchard, Battlesuit Paul Bouchard was a young blue collar worker from Dorval whose chance at an athletic scholarship as a goalie had been cut short thanks to stepping out of the crease to throw down his gloves one time too many. Bouchard's stubborn streak manifested itself in his job as an assembly line worker where he drove himself to learn as much of the engineering principles behind the areospace components he helped build as he could on his own time. Because of that, when a rush order on a limited run of components came his way, he recognized them as pieces of a powered gauntlet moments before heavily armed technology pirates broke into the factory to steal them. Managing to cobble together the concussive blast weapon in the resulting chaos, Bouchard defeated the thieves and saved the lives of his coworkers. An instant media sensation, he was soon tapped to don the full, prototype armor as the one-man air force, Bombardier. Notable Appearances: Molehills Coyote III - Jim Pegahmagabow, Acrobat The latest in a line of First Nations heroes, Jim Pegahmagabow is easily an Olympic level acrobat and martial artist. Neither he nor any of his predecessors possessed any superpowers, although the original Coyote played on superstitions to cultivate an aura of mystery, some of which remains today. The very definition of a street-level hero, Coyote spends as much time helping around the community as he does fighting crime, but after demonstrating an ability to take down metahuman opponents well out of his supposed 'weight class' he was approached about joining the premier national team. Deciding he could do the most good in the spotlight, he agreed. A penchant for banter and minor issues with authority mark him as a young man still trying to find his own way to live up to his legacy, but his genuinely caring nature has made him a key part of bringing team's disparate members together as more than comrades-in-arms. Daniel Storm - Mystic/Survivalist Calling Daniel Storm a superhero would take an extremely generous use of the term. A stocky survivalist with a weathered face typically concealed by a full beard and a scowl, Storm spends most of his time in the undeveloped wilderness and would just as soon keep to himself if not for an uncanny habit of running into the varied preternatural strangeness of the Canadian North. From haunted cabins to feral wendigo to rogue nature spirits, without meaning to Storm has become one of the world's most experienced monster hunters, picking up more than a few mystical tricks of the trade along the way. Officially a consultant rather than a full member, Storm rarely accompanies the team into all-out brawls, but more than once he's been the deciding factor against a supernatural foe. Despite his gruff personality, Storm rarely refuses a call for help and takes a vaguely avuncular attitude towards the younger heroes. Notable Appearances: World Tour: Way to Go, Wendigo! Verglass - Adhira Zev, Super Speed/Ice Generation Adhira Zev was always a little odd, the sort of up-and-coming particle physicist who rode her bike to work, went rock climbing on weekends and made puns requiring multiple fluencies to appreciate. A lab accident made her much stranger, a kinetic energy sink who uncontrollably slowed the molecules around her to increase her own speed, resulting in severe temperature drops. Crafting a suit that let her channel that ability to good use, she took the name Verglass and became Victoria's most prominent superhero in short order. A brilliant thrill seeker, Adhira loves going fast and solving complicated problems on the fly, but being forced to wear her containment harness nearly all the time or endanger everyone around her wears on the gregarious woman more than she lets on. Some of that strain shows in her reckless attitude, but fortunately she's usually able to get out of trouble nearly as quickly as she gets into it. Notable Appearances: World Tour: Way to Go, Wendigo! Cosmic Constable - J'ou Dorah't, Alien J'ou Dorah't is a member of an interplanetary police force tasked with guarding their little corner of the Lor republic. Ending up on Earth on the trail of a criminal, he teamed with Canada's superheroes to bring the offender to justice and afterward decided to remain. This wasn't so odd: J'ou's particular rank suggests an anthropologist as much as a peacekeeper, seeking to understand the guilty while protecting the innocent. With bright red skin and a stately white uniform, the Cosmic Constable rides into battle on the back of his robotic steed and brandishing a pair of symbiotic sidearms that can form laser pistols or cavalry sabers. Unfailing polite and friendly, the mild empathic abilities of his people help him compensate for most cultural differences, making him surprisingly adept at making friends out of enemies. He spends most of his time in the prairie provinces when not with the rest of team on larger missions. Notable Appearances: Act of Union Wendy Go - Becky Shuster, Monster Becky Shuster was working a summer job as an airport attendant when a chance encounter with a group of visiting Claremont students ended with her possession by a wendigo spirit in the woods outside of Thunder Bay, transforming her into a creature of terrible strength and unspeakable hunger! Thankfully her new friends were able to subdue her and True North's consulting mystic Daniel Storm spent nearly two years training her to keep her bestial side under tenuous control. Now a junior member of the national superteam, Wendy Go is a young woman doing her best to prove herself in a suddenly much larger, stranger world. Curious and enthusiastic by nature, Becky is eager to learn from her more experienced teammates but her fear of losing control again has added a streak of glum introspection to her personality that matches the streak of white in her hair. Notable Appearances: World Tour: Way to Go, Wendigo!, Molehills, Act of Union
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Project: Safeguard Project: Safeguard or simply the Safeguard is an American superhero team operating domestically as a part of the Air Force. Its membership is drawn from members of all branches of the armed forces along with select individuals recruited specifically for the initiative. The government sanctioned and funded team arguably takes inspiration from Canada's True North or the National Gendarmerie of France, though with a mission statement born of current events more so than either of those venerable organizations. In contrast to the international - even interplanetary - focus of the Freedom League, the Safeguard operates solely within the borders of the United States apart from rare exceptions where a foreign government has specifically requested their assistance. An outgrowth of pararescue units, the team's focus is on search and rescue, natural disaster intervention and combatting acts of domestic terrorism, particularly where it involves metahumans or sufficiently advanced hardware. The Safeguard somewhat pointedly does not fall under the purview of AEGIS which can lead to occasional disagreements over jurisdiction but it maintains a good working relationship with that organization as well as UNIQUE of the United Nations. Given their overlapping areas of focus the Safeguard works alongside the Freedom League semi-regularly but between natural rivalry and differing viewpoints individual interactions between members of the two teams can be strained. Spokespeople have stressed repeatedly that Project: Safeguard was not conceived as a replacement for independent good samaritans such as the League nor as part of any plan to draft metahumans into the armed forces. With any understandable skepticism in mind the team's members have been instructed to keep public relations always in mind but ultimately the good work they do is all the explanation necessary for their growing popularity. GM Notes: There is no government conspiracy or ulterior motive behind the Safeguard; they are as they seem, civic minded heroes with a desire to serve brought together with the best of goals. That doesn't mean they're easy to work with, however. Player characters are likely to find their self-imposed restrictions and bureaucracy and concern over public image frustrating in the middle of a crisis. By the same token members of the Safeguard tend to take a dim view of untrained, undisciplined vigilantes, particularly those who are underage or insist on operating in the shadows without any sort of oversight. That friction allows the Safeguard to serve as rivals and non-villainous antagonists for player characters, operating from a position of some authority and respect. They may just as easily fill the role of mentors or introductions into plots for player characters. Remember thought that they should be used mostly when another player character such as members of the Freedom League are unavailable or a poor fit for one reason or another. As NPCs the bulk of their adventures happen off-panel and they should never pull focus from the player characters.
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Next-Gen '16 Epiphany - Madison Tyler Madison isn't just training to be a hero, she was born to it. She's part of a long lineage of heroic magic users, among whom are counted monster hunters, respected sages and notable allies to the Master Mages. Her parents are both prominent members of the occult community in her native Chicago and she takes upholding that legacy very seriously. With an impressive control and range of abilities for her age and a confidence that lends itself well to leadership it seems that the family name could not be in better hands. Epiphany is not immune, however, to the lack of perspective that can come with youth. With her dedication comes a certainty of her own righteousness and being a hero requires villains. One of her cousins took part in the raid that sent Raina Sanderson's parents to prisons and appropriately appalled by what she's heard of their crimes she has decided that the rotten apple cannot fall far from the tree. Madison very much sees herself as the protagonist of her story and rallying her friends against their decidedly unheroic classmates as the first of her many good deeds to come. If that means bending a few rules, well, all the greatest heroes know which rules and meant to be bent. Ultimately a good person she is loyal to her friends and quick to oppose genuine injustice when she see it but her pride makes it difficult for her to reconsider her initial assessments of people or think in terms other than 'good' and 'evil'. Notable Appearances: Unstill Life, Final Exam, Maybe It's Alchemy Raptor - Sofia Torrez Though not strictly a metahuman Sofia is gifted in nearly every way a young woman might be: powerfully built, sharply intelligent, quick in both reflexes and wit. Her true strength, however, lies in her determination and hard work. Training with her parents - both non-powered heroes in Mexico City famous enough to be known across the border - she has already mastered multiple martial arts and developed a skill for reproducing moves after seeing them performed only once. Her willingness to help her classmates train has made her well liked and respected, albeit the cause of more than a few bruises. That respect means a lot to Raptor and she sees being the best even without powers as very nearly the whole of her identity. She was annoyed enough to be lumped in with the untrained and unpolished Robin Chevalier before the later realized she had superhuman abilities; afterward that feeling blossomed into true animosity toward the 'cheat'. Sofia would never complain about an unfair playing field out loud but she resents Nighthawk's accomplishments when she has had to work so hard just to keep up with her empowered peers. Pointing out that she doesn't seem to have a problem with other metahumans and is unusually focused on Robin is likely to be met only with gruff denials and a change in subject. As Madison is quick to point out there are other frauds to worry about amongst the student body and Sofia refuses to be distracted from her training. Should an opportunity to prove that she's the best present itself, however, she won't turn it down. Greatness is earned through focus and bold action, after all. Notable Appearances: Unstill Life, Final Exam, The In Crowd Prestige - Celeste le Faye To say that Celeste is a cipher would be an understatement. Asked more than once about the origin of her her pointed ears, ephemeral butterfly-like wings and gleaming black, pupil free eyes she'll give a different explanation each time. A persistent rumour around the Academy has it that le Faye isn't even her real name but given her unerring aim with a bow, talent for mystical 'suggestion' and undeniable good looks the general consensus is that she can call herself whatever she likes. Cool and confident, she dominates any interaction. While only the Headmistress seems to know the specifics of Prestige's past it most certainly involved the fae and as a result the girl has difficulty empathizing with her peers. Instead she has learned to fake her way through the pitfalls of high school life and done so with aplomb. Her social manipulations and calculated micro-aggressions are a defence mechanism as much as anything, though she finds she does enjoy the attention. Cultivating an air of mercurial mystery has helped, as has following Madison's lead; knowing who needs to look bad is an easy way to look good. While not actively malicious Celeste has trouble gauging the appropriate intensity of any response, giving her a reputation as an ice queen during sparring classes. She uses her friends' reactions to gauge herself which can be dangerous when their own judgement may be skewed. Genuinely desiring to be a good person she is unusually attentive during Ethics class but quickly falls back into bad habits when confronted, focusing on whomsoever she perceives to be the most vulnerable in a group. Notable Appearances: Unstill Life, Final Exam, Maybe It's Alchemy Slide - Faiza Saeed Faiza is the best big sister her classmates never had. The first metahuman in a large British Pakistani family she initially struggled to control her friction controlling abilities. Her community rallied around her and proudly sent her off to the Academy when she'd announced her plans to put her gifts to use as a hero. After an adjustment period getting used to dormitory life she quickly endeared herself to the other students with her warm but firm manner, ensuring that they were eating well and not pushing themselves too hard; looking after Sofia alone turned out to be a full time job. Slide is by no means unaware of the looks her hijab gets or the misgivings many seems to have about metahumans but has decided the best strategy is to give those with prejudices no excuses, only proof that they are wrong. This is why she finds those among her peers who flout the rules or can't be bothered to learn to use their abilities safely so frustrating. Take Cathy Clouston, who offers apologies even as she freezes every room she walks into as if her actions didn't reflect on all natural born metahumans. Faiza knows that's unkind and she tries to be patient but she can't shake the feeling that these 'problem children' just need to try harder, for all of their sakes. While she may indulge in a bit of gossip and complaining, Faiza is less likely than her circle of friends to think their more wayward classmates need to be punished or put in their place. She's something of a pacifist at heart and strongly believes in the basic good and dignity in all people... she just wishes some of them would find that good a little more quickly. At the same time she very much values being part of a group and would be reluctant to speak out against her friends unless she thought they were seriously considering crossing a line. Notable Appearances: Unstill Life, The In Crowd