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Flintlock (The Swashbuckling Sorceress) Power Level: 10/15 (250/250PP) Unspent Power Points:0 Trade-Offs: None In Brief: Pirate-Sorcerer with a dash of Lovecraft. And rum. Alternate Identity: Annabelle Flint Birthplace: Holland Residence: On her ship (The Black Flag) Base of Operations: Oceans and Coastlines around Freedom City Occupation: Sorcerer Affiliations: None Family: None Description: Age: 337 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height:5’9” Weight:65Kgs Eyes: Green Hair: Red (Dark) Flintlock has no particular costume but will (nearly) always dress as a (historical) pirate, with a flintlock pistol. Other than that she appears as a tall woman with a deep suntan and long, dark red hair. She has several scars on her body and a number of maritime, arcane, and saucy tattoos on her body. History: Annabelle Flint was born in Holland, a bastard, to a seamstress and a priest. Her mother fled to the new world with young Annabelle in tow. Alas, ill fortune awaited them there, with disease, famine, and destitution. By the time she was fifteen, Annabelle had wrangled her way on to the decks of a pirate ship as a deck scrubber. She was a cunning, determined, and charming young lady, and had soon talked her way up the ranks, eventually becoming captain Flintlock, the ruthless pirate queen. Until one day, the Black Flag and her crew were sunk by Captain Blood. Annabelle swam to the nearest shore, living like a savage, until she was captured by a degenerate cult who worshipped the Yellow Sign. Originally a human sacrifice, once again her silver tongue saved her, and she was taken as a slave by their high priest. Annabelle was quick of wit and, whilst living under her quite mad master, learned his arcane ways, eventually growing strong enough to crush both her master and the cult. Now a powerful sorceress, she summoned up her ship, the Black Flag, and its crew from the depths of the ocean. Armed with her power, her cunning, and a bewitched ship that could speed through any sea, she set sail through strange coasts in this world and others in search of treasure, adventure, and the Yellow Sign. Having recently heard that the Yellow Sign has resurfaced in her world, she had navigated back to the coasts of America, and Freedom City… Personality & Motivation: Trickster, Mad, Defiant Flintlock is, at heart, a rogue, a rapscallion, and a pirate. She can be brutal, ruthless, and deceptive. However, she is also a daring and dashing adventurer. Flintlock loves lost treasure, be it material or arcane. From her experiences has arisen the mantle of an arcane defender of the mundane world. Particularly, she seeks to wipe out the cult of the yellow sign, and fears the horrible outer gods that dwell in equally horrible dimensions. The serpent people, the deep ones, and all such degenerate tribes are on her hit list. Aside from that, Flintlock has a special adversity to slavery or racial prejudice, and an equal dislike of maltreatment of women (her crew is diverse and has ex-slaves on board) She is a libertarian – to such an extent that she believes laws don’t completely apply to her. Powers & Tactics: Flintlocks sorcery involves summoning spirits, which appear as ghostly white figures or shapes. Usually, she uses such apparitions as poltergeists, picking up, rending, and throwing her enemies around. For larger groups she will summon horrible spectres that scare her enemies. In desperate, brutal times, she will summon up spectral seawater to the lungs of a man, making him drown (a psychological effect but quite deadly). Her magic powers are not too broad; they revolve around creating / moving things in an intangible way (illusions, poltergeists), or manipulating somebodies spirit (e,g causing pain, pleasure, madness, or fear). Flintlocks tattoos protect her (to some degree) from injury or harm and the ravages of time. Aside from her sorcery, Flintlock is a capable swordswoman and pirate. Power Descriptions: Flintlocks sorcery appears as ghostly figures, shapes, or forms. Spectres, ghouls, illusions, or even just giant hands or tentacles. Complications: Incantations: Flintlock must speak (or at least mutter) to use her sorcery. A gag will stop her. Greedy: Flintlock still seeks treasure of all sorts. Drunkard: Flintlock also still drinks, particularly rum, and enough to get drunk. She always gets quite drunk when using rituals. This is partially a (dysfunctional) coping mechanism against the horrors of her magic. Enemy: With all the spirits she has commanded and dominated over the centuries, there is a good chance that any encountered spirit will be, at best, ill-disposed towards her, if not plain aggressive. Song: Flintlock will monologue, by song! History: Centuries of wild living and infamy might be a problem. From jilted lovers Like Captain Nemo, to the fear and loathing of modern day Somalian pirates. There is much to have as plot hook and complication. Unruly: Whilst Flintlock technically has fanatical minions, and summons bound spirits, such sorcery is dangerous. Experienced as she is, under certain circumstances they may disobey, misinterpret commands, or demand some awful price (i.e. create drama) for services. Even the Black Flag might be semi sentient. A semi-sentient pirate ship. This all means the GM can step in to play any spirit. In any case, Flintlock does not unleash these powers without good reason. Abilities: 0 + 6 + 6 + 4 + 16 + 16 = 48 Strength: 10 Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 26 (+8) Charisma: 26 (+8) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +10 Knockback: -5 Saving Throws: 3 + 7 + 7 = 17 Toughness: +10 (+3 Con, +7 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +10 (+3 Dex, +7) Will: +15 (+8 Wis, +7) Skills: 128R = 32PP Acrobatics 4 (+7) Bluff 8 (+16) Climb 6 (+6) Concentration 12 (+20) Diplomacy 4 (+12) Disguise 8 (+16) Handle Animal 4 (+12) Intimidate 4 (+12) Knowledge (Arcane) 12 (+20) (See Feats) Knowledge (Cosmology) 4 (+6) Knowledge (History) 4 (+6) Language 6 (Atlantean, Dutch [Native], English, French, Latin, Portuguese, Spanish) Notice 4 (+12) Perform (Dance) 4 (+12) Perform (Singing) 4 (+12) Profession (Sailor) 12 (+20) Ride 2 (+5) Sense Motive 8 (+16) Stealth 4 (+7) Survival 4 (+12) Swim 10 (+10) Feats: 48PP Attractive Benefit [Intuitive Magic: Use WIS instead of INT for knowledge (arcane)] Benefit (Wealth 1) Distract (Bluff) Environmental Adaptation (Rolling Decks) Equipment 17 Fascinate (Bluff) Favoured Opponent (Lovecraftian Horrors) Improved Initiative Jack of All Trades Minions 8: The Skeleton Crew (Extra Minions 3, Fanatical) [Total 19] Redirect Ritualist Set-Up From powers: Second Chance (Toughness save vs magic blasts) Quick Change 2 Equipment: 17 PP = 85 EP Knife (Strike 1, Mighty, Improved Critical, Thrown) [4 EP] Flintlock (Blast 4, Limited [-2] one shot only, takes a minute or so to reload) [2 EP] Cutlass (Strike 3, Mighty, Improved Critical) [5 EP] Vehicle: The Black Flag, privateer (Gargantuan [3 EP], STR 50 [2], Toughness 15 [4 EP], Features (Arcane Library, Hidden Compartments 3, Living Quarters) [3], Blast 10 (Feats: Affects Insubstantial 2, Homing) [27 EP], Environmental Control 10 (Storms, 1000’ Radius, Distraction DC 10, Hamper Move to 50%, Range Touch) [16 PP], Supermovement 4 (Dimensional; any magic, Sure Footed 2 [-50% penalty]) [8 EP], Swimming 8 (250 mph, Extras: Subtle) [9 EP]) [74 EP] Powers: 2 + 1 + 8 + 52 + 4 = 67PP All powers have magic descriptor in addition to others noted Enhanced Trait 2 (Quick Change 2) [2 PP] Immunity 1 (Aging) [1 PP] (Protective Tattoo) Protection 7 (Feats: Second Chance [Toughness vs Magic]) [8PP] (Protective Tattoo) Summoning Array (44 PP Array, Feats: Alternative Power 8) (Magic, Summoning, Spirit) [52 PP] BP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic], Selective, Subtle) [44/44 PP] “Project Spirit” AP: Create Object 10 (Extras: Duration [Continuous], Range [Perception], Feats: Affects Insubstantial 2, Variable Descriptor 2 [Magic/Summoning as long as of no great material value]) [44/44 PP] “Summon from other dimension” AP: Illusion 10 (All senses, Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 4 [100’ radius]) [44/44 PP] “Summon Spirit” AP: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2, Subtle) [43/44 PP] “Poltergeist” AP: Suffocate 10 (Extras: Range 2 [Perception], Feats: Affect Insubstantial 2) [42/44 PP] “Davy Jones” AP: Nullify 10 (All Summoning Powers, Extras: Effortless, Range [Perception], Feats: Selective [can choose which powers to nullify]) [41/42] “Banish” AP: Summon 10 (Horrific Leviathan Extras: Fanatical, Heroic, Feats: Mental Link) [41/44] AP: Trip 10 (Extras: Area [Line], Knockback, Range [Perception], Feats: Indirect 3) [43/44 PP] “Torrent of water” AP: Emotion Control 10 (Extras: Area [Burst], Selective, Feats: Mind Blank, Subtle) [42/44 PP] Supersenses 4 (Visual counters illusion and concealment) [4 PP] “Mystic eyes” Drawbacks Vulnerability (Uncommon [Madness], Moderate [+50% DC]) -2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Flintlock Pistol Touch DC 19 Tough Damage Knife Touch/Throw DC 16 Tough Damage Sword / Cutlass Touch DC 18 Tough Damage Poltergeist Perception DC 25 Tough (or grapple) Damage/Grapple Suffocate Perception DC 20 Fort Suffocate Banishment Perception DC 20 Will Nullify Emotion Control Perception DC 20 Will Emotion Totals: Abilities (48) + Combat (40) + Saving Throws (17) + Skills (32) + Feats (48) + Powers (67) – Drawbacks (-2) = 250/250 Power Points
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Lament (a.k.a. "The Duke of Despair" a.k.a. "The Sultan of Sorrow") Power Level: 10 (239/245 PP) Unspent Power Points: 16 Trade-Offs: In Brief: Voodoo Showman housing Psychic Horror Alternate Identity: Luther Earl LeGrasse Birthplace: New Orleans Residence: New Orleans, but frequent traveller (e.g. Las Vegas, Freedom City) Occupation: Magician, Entertainer. Affiliations: Various shows and entertainments. Family: Ella LeGrasse (Older sister, New Orleans Politician), Violet LeGrasse (Younger Sister, Jazz Singer), Vincent LeGrasse (Father, retired whiskey distiller), Macy LeGrasse (Mother, Cook) Age: 30 Apparent Age: 30 Gender: Male Ethnicity: Mixed Height: 5'7" Weight: 60 Kgs Eyes: Brown Hair: Bald Luther is a thin man of sleight build. He lost his hair in his early twenties, and is clean shaven. When he appears as the great Voodoo magician "Zombo!" he dressed up in some deliberately torn black tie dinner jacket and with white eye make up. His super hero identity, Lament, is just a bold and magnified version of his stage costume. He wears a ridiculously tall purple top hat, purple suit, orange shirt, and a face shrouded in shadow with (at times), glowing eyes. However, he is an expert on disguise, so if undercover can often look like pretty much anyone! His mixed ethnicity and mastery of make-up means he can change his apparent skin tone from almost jet black to pallid white. History: Luther grew up on the streets of New Orleans in a loving family who were neither rich nor poor, but had a certain artistic flair to them. He remembers well the laughter, music, and smell of home cooked food. A small kid, Luther was inclined to be bullied, but soon found he had a knack for entertainment and grew in confidence and charm. As a teenager he did street magic, and became progressively more skilled and famous, until, as a young man, he took up a career as a stage magician, progressing further and further under the stage name "Zombo! Voodoo Master of the undead!", until he was a national figure, doing shows in Las Vegas and even around the world. And doing a triumphant return to New Orleans show, he attracted a horrifically powerful, near mindless, psychic creature who bonded with him, attracted by the delight he caused in his shows. The void. The void feeds on hope and laughter. Not in a malign way, no more than bacteria feeds on a wound. It is virtually mindless (INT 0), just a hunger. It loves being happy, and the way it gets happy is to feed off happiness. For Luther, this was awful. His shows became a feeding ground for the Void, and his reviews were awful. However, he did find that the Void gave him super powers. And he devised a way to feed the void in a more useful way, as the superhero, Lament, aiming the hunger of the creature to the cruel and sadistic. Personality & Motivation: Dramatic, Gregarious, Vengeful Luther loves entertaining people, and all forms of entertainment. Which is why the Void chose him. On the surface he is extrovert, melodramatic, the centre of attention – although he does need his time alone too. He is generous and kind to his friends, and at the very least civil to the man on the street – but he has a mean streak. He does not react particularly well to criticism, and bullies bring out a dark vengeful aspect to his character. He has little hesitation in psychically inflicting pain on bullies (and it keeps the Void sated). Powers & Tactics: The void normally resides purely psychologically, gnawing at Luther for "food". Luther can bring forth the Void from his mind. Firstly: Into his body (the Void can feed Lament's organs, providing sustenance and fortitude), making his breath and eyes dak/misty. Secondly: Into his skin (Making him shadowy and hard to see) Lastly: Projecting out into the environment in the shape of oily black tentacles. The Void has some psychic powers that Luther can use; projecting disturbing images, causing despair, or hypnosis. The symbiote itself provides Luther with exceptional resilience to physical attack and immunity to emotional powers. In addition, it can, reach out and such the physical energy from living creatures (it prefers psychic energy, but when hungry anything will do). Aside from the powers of the Void, Luther is a skilled showman, highly charismatic, and well versed in many social and performance skills. Lament has a certain dramatic tactical style. He prefers a touch of stealth, then an explosion of presence. Ideally, to keep the Void best fed, he would catch villains laughing and revelling, enjoying themselves, and strike them with a despair emotion (i.e sucking all their happiness out). Tactically, whilst Lament has a wide array of powers and skills, he prefers guile and stealth. He is aware of his limitations: He has limited effect over unthinking or unliving enemies, and has no super movement powers; he needs to use his wit and skills to overcome these problems. Power Descriptions: If the void manifests, it has an oily dark quality, but does not obscure light. In its most dramatic form, when Lament pushes the force out of his skin (albeit still symbiotically connected and living within him), the Void has up to dozens of thick tentacles and tendrils. When using the life sucking array, Laments hands will be a wobbly black, or he a shifting mist of black tendrils will suck the life of things around him. Finally, he may breathe out a black mist that robs the target of their breath. His psychic array is more subtle (as a mental effect), although when using hypnotic gaze his eyes will glow orange. Complications: Empty Void: Put simply, the Void must feed. Its preferred meal is positive emotions such as happiness. If it cannot feed on others, it will feed on Luther himself, causing a deep depression. If even that food source dies, it will feed on physical vitality, causing fatigue and somnolence (ideally in others, but then Luther). Full Void: Feeding on happiness will make the Void happy in its own mindless way. That said, it can only stomach so much before being bloated. Too much happiness, and it will refuse to feed further. Possessed: Manifesting the Void in the real world is progressively dangerous as it may take over Lament (particularly if extended). From gnawing broodiness ("Void Inside"), to a bleak and broody streak ("Void 'Betwixt") to the possibility of complete possession and temporarily losing his will ("Void Unleashed). The Void is not malign itself, but it is hungry and virtually mindless. Showman: Luther is a natural showman, and cannot help wanting to be adored and admired. He will prefer tactics and activities that are dramatic and impressive, and feed his own sense of self importance (whist internally of course he frets about his skills and worth). Doop de doo doo: Luther loves music, particularly jazz. He is often tapping his foot or humming a tune, actvities that could give him away or make noise. This is virtually irrsistable when there is music playing. He would sing a long to a tune even if it would reveal himself; it is practically an unconscious tic. Abilities: 0 + 6 + 4 + 4 + 6 + 12 = 32 Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +10 (up to +17 with “Void Manifest” active) Knockback: -5 Saving Throws: 4 + 9 + 9 = 22 Toughness: +10 (+2 Con, +8 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +12 (+3 Dex, +9) Will: +12 (+3 Wis, +9) Skills: 132 Ranks = 33 PP Bluff 12 (+18) Concentration 14 (+17) Diplomacy 4 (+10) Disguise 12 (+18) Skill Mastery Handle Animal 4 (+10) Intimidate 12 (+18) Skill Mastery Knowledge [Arcane] 4 (+6) Knowledge [Art] 4 (+6) Language 2 (English [Native], French, Spanish) Notice 4 (+7) Perform (Acting) 14 (+20) Skill Mastery Perform (Dance) 4 (+10) Perform (Oratory) 4 (+10) Perform (Wind Instruments) 12 (+18) Sense Motive 4 (+7) Sleight of Hand 14 (+17) Skill Mastery Stealth 8 (+11) Feats: 17 PP Benefit 2 (Wealth) Distract (Intimidate) Equipment 1 Favoured Environment [The Stage] Fascinate (Perform) Improved Initiative 1 Inspire 5 Luck 2 Skill Mastery 1 (Disguise, Intimidate, Perform [Acting], Sleight of Hand) Sneak Attack Startle Equipment 1 = 5 EP Masterwork Trumpet [1 EP] Masterwork Sap (Strike 2, Mighty) [4 EP] Powers: 17 + 2 + 1 + 5 + 28 + 8 + 32 +2 = 95 PP Powers all have the psychic descriptor Alternate Form 4 (15 PP Container, Feats: 2 Additional Alt Forms) [17 EP] "Void symbiote" [Psychic] Alt Form: Void Within (Void in lungs and organs, black mist from mouth, nose, ears, eyes) Immunity 15 (Life Support, Starvation and Thirst, Fatigue Effects) [15 PP] Alt Form: Void Betwixt (Void covers skin) Concealment 4 (All Visual senses, Feats: Close Range, Flaws: Permanent [+0], Limited Only Partial in Full Light [Sunlight, lighted room, etc]) [7 PP] Impervious Protection 6 (Drawback: No additional knockback protection) [5 PP] Enhanced Trait 3 (+12 to Escape Artist Checks, Total +15) [3 PP] Alt Form: Void Manifest! Additional Limbs 4 (up to 10 oily tentacles, Extras: Sustained Duration [+0], Impervious, Feats: Instant up) [9 PP] Elongation 3 (up to 25’, Drawbacks: Additional Limbs only [-1]) [2 PP] Supermovement 2 (Wall Crawling 2, full speed) [4 PP] Enhanced Trait 2 (Quick Change 2) [2 PP] Feature: Shadowed Face (As free action can cover face in darkness, concealing it) [1 PP] Immunity 5 (Emotion Effects) [5 PP] Life Sucking Array (26 PP Array, Feats: Alt Powers 2) [28 PP] BP: Fatigue 10 (Feats: Affects Insubstantial 2, Improved Crit 2, Sedation) [25/25 PP] “Touch” AP: Fatigue 7 (Extras: Burst, Feats: Affects Insubstantial 2, Sedation) [24/25 PP] “Cloud” AP: Suffocate 10 (Feats: Affects Insubstantial 2, Extended Reach 2, Sedation) [25/25 PP] “Breath” Protection 8 [8 PP] Psychic Array (30 PP Array, Feats: Alt Power 2) [32 PP] BP: Emotion Control 10 (Extras: Area-Burst, Selective, Flaws: Limited to Despair) [30/30 PP] “Feed on Joy/Hope” AP: Illusion 10 (All Sense Types, Extras: Duration [Sustained], Flaws: Phantasm, Limited to disturbing or frightening illusions) [30/30 PP] “Project horror” AP: Stun 6 (Extras: Action-Reaction to meeting gaze [+3], Alt Save-Will [+0], Range-Perception [+2], Flaws: Limited to Daze, Sense Dependent [Sight]) [30 PP] “Hypnotic eyes” Supersenses 2 (Visual Counters Concealment) [2 PP] "Void Vision" DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Sap Touch DC 17 Toughness Damage Sucking Touch Touch DC 20 Fortitude Fatigue Sucking Burst Touch/Area DC 17 Fortitude Fatigue Sucking Breath Touch+10’ DC 20 Fortitude Suffocate Emotion Control Perc/Area DC 20 Will Emotion-Despair Hypnotic Eyes Perc DC 16 Will Daze Totals: Abilities 32 + Combat 40 + Saving Throws 22 + Skills 33 + Feats 17 + Powers 95 = 239/245 Power Points
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Lament (a.k.a. "The Duke of Despair" a.k.a. "The Sultan of Sorrow") Power Level: 10 (229/239 PP) Unspent Power Points: 10 Trade-Offs: +2 Tough / -2 Defence In Brief: Voodoo Showman housing Psychic Horror Alternate Identity: Luther Earl LeGrasse Birthplace: New Orleans Residence: On tour. Has large home in centre of New Orleans Occupation: Magician, Entertainer, Musician Affiliations: Various shows and entertainments. Family: Ella Lagrasse (Older sister, New Orleans Politician), Violet Lagrasse (Younger Sister, Jass Singer), Vincent Lagrasse (Father, retired whiskey distiller), Margreet Lagrasse (Mother, Cook) Age: 26 Apparent Age: 26 Gender: Male Ethnicity: Mixed Height: 5'8" Weight: 60 Kgs Eyes: Brown Hair: Bald Luther is a thin man of sleight build, although execrises enough to compensate and be of average strength. He lost his hair in his early twenties, and is clean shaven. When he appears as the great Voodoo magician "Zombo!" he dressed up in some deliberately torn dinner jacket and with white eye make up. His super hero identity, Lament, is just a bold and magnified version of his stage costume. He wears a ridiculously tall purple top hat, make up, ragged purple jacket and coat tails, and a false white goatee stuck to his face. To complete his image, he keeps a machete by his side coated with stage-blood. However, he is an expert on disguise, so if undercover can often look like pretty much anyone! His mixed ethnicity and mastery of make up means he can change his apparent skin tone from almost jet black to pallid white. History: Luther grew up on the streets of New Orleans in a fairly warm, loving family who were neither rich nor poor, but had a certain artistic flair to them. He remembers well the laughter, music, and smell of his mothers cooking. A small kid, Luther was inclined to be bullied, but soon found he had a knack for entertainment and grew in confidence and charm. As a teenager he did street magic, and became progressively more skilled and famous, until, as a young man, he took up a career as a stage magician, progressing further and further under the stage name "Zombo! Voodoo Master of the undead!", until he was a national figure, doing shows in Las Vegas and even around the world. And doing a trimuphant return to New Orleans show, he attracted a horrifically powerful, near mindless, psychic creature who bonded with him, attracted by the delight he caused in his shows. The void. The void feeds on hope and laughter. Not in a malign way, no more than bacteria on a wound. It is virtually mindless, just a hunger. It loves being happy, and the way it gets happy is to feed off happiness. For Luther, this was awful. His shows became a feeding ground for the Void, and his reviews were awful. However, he did find that the Void gave him super powers. And he devised a way to feed the void in a more useful way, as the superhero, Lament, aiming the hunger of the creature to the cruel and sadistic. Personality & Motivation: Luther loves enteraining people, and all forms of entertainment. Which is why the Void chose him. He is a fairly kind and generous man in any case, but the motivation for becoming a superhero is, to a large part, necessity: if he doesn't keep the void fed, his career will be in ruins, and ultimately the void will feed on his own happiness. So he has struck a balance; direct the Void to feeding off the cruel and villainous, and do something good in the bargain. Powers & Tactics: The void normally resides purely psychologically, gnawing at Luther for "food". Luther can bring forth the Void progressively; firstly into his body (the Void can feed Lament's organs), then extending it to the boundary of his body and the world (making him hard to see due to distrortions), and finally extending the Void from hisbody out into the real world, where its black oily tendrils will thrash about. The Void has some psychic powers that it gives to Lament; the ability to sense emotions, project unpleasant images, or feed on happiness and hope (causing despair). Lament will tend to start with these, as he needs to feed the Void. The symbiosis also allows Lament to focus the void onto parts of his body as a black oily parastic force, for instance: it can manifest as oily smoke or blades from his hand, sapping strength, or make his eyes go black (blinding those that meet his gaze), or breathing out oily smoke, suffocating those around him. In any case, his body is now very resistant to all damage. Aside from the powers of the Void, Luther is a skilled showman, highly charismatic, and well versed in many social and performance skills. He is has a world class ability with magic and cards, and is even able to throw playing cards (or other objects) with great effectiveness as weapons. Lament has a certain dramatic tactical style. He prefers a touch of stealth, then an explosion of presence. Ideally, to keep the Void best fed, he would catch villains laughing and revelling, enjoying themselves, and strike them with a despair emotion (i.e sucking all their happiness out). Power Descriptions: If the void manifests, it has an oily velvet-dark quality, but does not obscure light. In its most dramatic form, when Lament pushes the force out of his skin (albeit still symbiotically connected and living within him), the Void has thick tentacles and tendrils that whilst not particularly strong are very dramatic! Complications: Empty Void: Put simply, the Void must feed. Its preferred meal is positive emotions such as happiness. If it cannot feed on others, it will feed on Luther himself, causing a deep depression. If even that food source dies, it will feed on physical vitality, causing fatigue and somnolence (ideally in others, but then Luther). Full Void: Feeding on happiness will make the Void happy in its own mindless way. That said, it can only stomach so much before being bloated. Too much happiness, and it will refuse to feed further. Possessed: Manifesting the Void in the real world is progressively dangerous as it may take over Lament. From midly gnawing ("Void Inside"), to a bleak and broody streak ("Void 'Betwixt") to the possibility of complete possession and temporarily losing his will ("Void Unleashed). The Void is not malign itself, but it is hungry and virtually mindless. Showman: Luther is a natural showman, and cannot help wanting to be adored and admired. He will prefer tactics and activities that are dramatic and impressive, and feed his own sense of self importance (whist internally of course he frets about his skills and worth). Doop de doo doo: Luther loves music, particularly jazz. He is often tapping his foot or humming a tune, actvities that could give him away or make noise. This is virtually irrsistable when there is music playing. He would sing a long to a tune even if it would reveal himself; it is practically an unconscious tic. Abilities: 0 + 4 + 4 + 2 + 8 + 15 = 33 Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 18 (+4) Charisma: 25 (+7) Combat: 20 + 18 = 36 Initiative: +6 Attack: +10 Defense: +8, +4 Flat Footed Grapple: +10 Knockback: -6 Saving Throws: 6 + 8 + 11 = 25 Toughness: +12 (+2 Con, +10 Protection) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+2 Con, +8) Will: +15 (+4 Wis, +11) Skills: 160 R = 40 PP Bluff 12 (+19)Concentration 15 (+19)Diplomacy 4 (+11)Disguise 13 (+20) Skill MasteryEscape Artist 10 (+12) Skill Mastery [Additional +3 if using elongated limbs]Handle Animal 4 (+11) Skill MasteryIntimidate 12 (+19)Knowledge [Arcane] 4 (+5)Knowledge [Art] 4 (+5)Knowledge [Pop Culture] 4 (+5)Knowledge [Theology & Philosophy] 4 (+5)Language 2 (English [Native], French, Spanish)Notice 8 (+12)Perform (Acting) 13 (+20) Skill MasteryPerform (Dance) 4 (+11) Skill MasteryPerform (Percussion) 8 (+15) Skill MasteryPerform (Wind Instruments) 4 (+15)Sense Motive 8 (+12)Sleight of Hand 15 (+17) Skill MasteryStealth 12 (+14) Skill Mastery Feats: 21 PP Benefit 2 (Wealth) Blind-Fight Distract (Intimidate) Fascinate (Perform) Favored Environment [The Stage] Improved Initiative 1 Jack of All Trades Precise Shot 2 Quick Change 2 Set-Up Skill Mastery 2 (Disguise, Escape Artist, Handle Animal, Perform [Acting], Perform [Dance], Perform [Percussion], ) Throwing Mastery 5 Equipment: 1PP = 5EP Stage Machete (Strike 2, Feats: Blunted, Improved Critical 1, Mighty) [5 EP] [NB: Blunted indicates the stage weapon can cause non-lethal damage] Standard Disguise Kit [0 EP] Pack of Playing Cards [0 EP] Powers: 12 + 10 + 14 + 22 = 58 PP Powers all have the psychic descriptor Alternate Form 2 (10 PP Container, Feats: 2 Additional Alt Forms) [12 EP] "Void symbiote" [Psychic] Alt Form: "Void Inside" Immunity 10 (Cold and Hot Environment, Fatigue Effects, Sleep, Suffocation[All]) [10 PP] Alt Form: "Void Betwixt" Concealment 10 (All but Tactile, Flaws: Partial, Permanent [+0]) [10 PP] Alt Form: "Void Unleashed" Additional Limbs 3 (Extras: Impervious, 5 Tendrils, Feats: Ambidexterity, Instant Up) [8 PP] Elongation 3 (25', Range Incr 30', Flaws: Permament [+0], Drawbacks: Additional Limbs only) [2 PP] Protection 10 [10 PP] Psychic Array (11 PP Array, Feats: Alt Power 3) [14 PP] BP: Emotion Control 10 (Feats: Subtle, Flaws: Limited to Despair) [11 PP] AP: Emotion Control 5 (Extras: Burst Area, Feats: Subtle, Flaws: Limited to Despair) [11 PP] AP: Illusion 5 (Auditory and Visual, Extras: Duration [Sustained], Feats: Progression 1 [10' radius], Flaws: Limited to disturbing or unpleasant images, Phantams) [11 PP] AP: Mind Reading 10 (Extras: Duration [Sustained], Feats: Subtle, Flaws: Limited to reading emotions) [11/11 PP] Void Array (20 PP Array, Feats: Alt Power 2) [40 PP] BP: Fatigue 10 (Extras: Sustained Aura, 6 ranks only [+3]) [38 PP] "Void Skin" AP: Dazzle 6 (Extras: Action [+3, Reaction: Looking at Lament], Range [Perception]) [36 PP] "Void Eyes" AP: Suffocate 5 (10-40' radius cloud, Extras: Area [Cloud], Duration [Sustained - Status], Feats: Decrease Area 6) [20 PP] "Void Breath" Drawbacks: Vulnerability (Psychic; Frequency: Common; Intensity: Moderate) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Stage Machete Touch DC 17 Toughness Damage Emotion Control or Perception DC 20 Will Despair Emotion Control Perc/Area DC 15 Will Despair Mind Reading Perception DC 20 Read Void Touch Touch DC 20 Fort Fatigue Void Eyes Perception DC 13 Reflex / Fort Vis Daz Void Breath Touch/Area DC 15 Fort Suff. Throwing Stuff Ranged DC 20 Toughness Damage Totals: Abilities 33 + Combat 36 + Saving Throws 25 + Skills 40 + Feats 21 + Powers 76 - Drawbacks -2 = 229/239 Power Points
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Power Level: 8 (150/151 PP) Unspent Power Points: 1PP Trade-Offs: 0 In Brief: Telekinetic hair controller teen refugee from an alternate Earth run by supers Alternate Identity: Lady Estelle de Havilland, Third of Her Line Birthplace: "The Meadows," Allaire, Royal Colony of New Guernsey Residence: Formerly 'Earth-Ex', now Claremont Academy Occupation: Student, dancer. Affiliations: Claremont Academy Family: Jason de Havilland (older brother, disinherited heir), Soleil "Sunny" de Havilland-King (older sister, diplomat's wife), Selene de Havilland (younger sister), Celeste de Havilland (younger sister), Arthur de Havilland (father, colonial governor of New Guernsey), Mildred de Havilland (mother, socialite/philanthropist) Note: Estelle has no idea if any of her family is still alive back on her home E-A Age: 16 Apparent Age: mid-teens Gender: Female Ethnicity: Caucasian Height: 5' 9" Weight: 141 lbs. Hair: Blond (reaches down to her ankles) Eyes: Blue Appearance: Estelle is a beautiful blonde girl with refined features and an elegant bearing who always dresses to impress. Though her face and figure are both extremely attractive, the first thing anyone notices about Estelle is her amazing hair, which floats about her like a cloud of luminous gold. In its natural state, it cascades over her shoulders and down to her ankles, but she often wears it up or in a thick braid to keep it out of the way. Her pale blue eyes are striking, if somewhat cold and distant Back on her own Earth-Alternate, Estelle typically wore fine dresses and gowns, but on this Earth where everything is so…egalitarian, she favors silk blouses, crisply-pressed slacks, and black-leather boots with matching gloves. Typically she wears softer colors in a pastel palette, with light blue, light green and lilac being the most common, with gray and khaki pants. In terms of jewelry, she likes diamonds and silver. She has yet to devise a ‘supersuit’ of any kind; in fact, she finds the whole idea rather gauche. History: Estelle de Havilland grew up wealthy, on a parallel Earth where metahumans (called ‘Exceptional Persons' or just 'Exceptionals’) form the ruling aristocratic class. Her father is Royal Governor of the Crown Colony pf New Guernsey, one of five British New World colonies. Earth-Ex is technologically stuck in the 18th Century due to its dependence on Exceptional powers, although the rabble have been pushing the boundaries to science in their attempt to throw off the yoke of their so-called oppressors. "The Meadows," the sprawling de Haviland family estate overlooking the Hudson River Palisades, was like a magic castle for the de Havilland children, who were essentially raised by its staff; however, young Estelle manifested a questing intelligence at an early age, more interested in science and reading than charity balls and fashion shows like her brother and three sisters. Her very traditional parents were somewhat flummoxed - a bright daughter is nothing to be ashamed of, but one who displayed no interest in either the family's investments or impressing the sons of other wealthy dynasties did present a bit of a problem. It was decided that she would attend the best schools and university (the de Havillands have been linked with King's College for nearly a century) while still being raised as a proper lady. Estelle dutifully worked on her calligraphy and proper manners, took dance and pianoforte lessons, and went to all the right parties in all the right dresses. She never resented these family obligations, and always managed to enjoy herself, fully aware of both the importance and silliness of this rarefied world. In time, Estelle grew to be a beautiful young woman of grace and poise, and her parents breathed a sigh of relief - at least she wasn't a tomboy, like her cousin Arlene. In time, Arthur de Havilland came to love his daughter, for her mind, wit and beauty. But then one night, the clamoring unwashed throng marched up the road towards Estelle's home. wielding torches, pitchforks and sinister black powder weapons. The family panicked as windows were smashed and oil lamps lobbed through to set the curtains alight. However, Arthur didn't panic; he was a bit of an inventor himself (though he dare not breathe a word of it in public. He lead his family out to a disused barn on the property that he'd long ago converted into a workshop. And in here rested his greatest invention, the Trans-Dimensional Ornithopter. Ss he rapidly tried to explain his mechanical wonder to his frightened family, hooligans smashed through the doors! With only seconds to act, Arthur de Havilland selflessly shoved his favorite daughter into the Ornithopter and engaged the latch, as he smiled through tears. "My two greatest inventions...saving each other." Estelle fanatically beat her fists against the glass canopy, but it was too late; Earth-Ex was gone, and Earth Prime was waiting... Personality: Despite her breeding and refined upbringing, Estelle is both friendly and approachable, and has a wicked sense of humor. Her laugh is surprisingly loud and contagious, although she doesn't laugh as much as she used to years ago; the young noble is frequently distracted by concern for her family back home. No one, not even Estelle herself, would deny that she can be a bit vain, but as true as this is, it does her an injustice; she is very passionate about both the pursuit of knowledge and to helping those who are less fortunate. Though she may seem shallow and image-obsessed at times, all concerns about her appearance go out the window if someone is in genuine need; of course, she will most likely bemoan her bedraggled state at length after the fact. Estelle is an exceedingly talented gymnast and dancer, and is also quite accomplished in her playing of the celeste, harpsicord and pianoforte. She also enjoys reading lurid Gothic novels full of forbidden love, ghosts and beheadings that would make her staid father blush, although perhaps not her mother... Powers: Estelle has full control of her hair, which she can form into up to twenty-five tendrils that lengthen at will up to 100 feet; her hair limbs are just as dexterous as her own two hands, capable of such complicated tasks as typing a letter or shuffling cards. Despite its rather lightweight appearance, her hair is surprisingly strong, allowing her to lift up over a ton with ease. She can also automatically style her hair at will, and often does so to playful or artistic effect. She is constantly finding new ways to use her powers through experimentation. Complications: What Do The Simple Folk Do: Growing up as part of the landed gentry, on an Earth than barely made it into the Industrial Revolution, Estelle is often completely baffled by the attitudes and lifestyle of the 'peasants' she encounters everyday. A GM may award a Hero Point anytime Estelle's native classism interferes with any social interactions. Toxic Love: Estelle grew up on a largely agrarian alternate Earth, where technology is only starting to be harnessed by the lower cases i their attempts to overthrow their superpowered masters. As a result, she is often overwhelmed by the vapors, fumes and other day-to-day chemicals she encounters in the modern age. A GM can award an HP anytime Estelle struggles to cope with a commercial or industrial chemical product or byproduct. Another Time, Another Place: Earth Prime and Earth Exceptional have very different timelines from each other. A GM may award an HP any time Estelle has trouble understanding a concept that is alien to her world. Do You Hear The People Sing: Estelle comes from a world where Exceptional Persons (aka supers) form a feudal ruling class. As a result, she believes she has a god-govern right to rule over the 'peasants' (non-supers), but also conversely sees herself as having a sacred duty to aid and protect them. A GM may award an HP when either Estelle's noblesse oblige prevents her from walking away from a problem, or when her natural arrogance makes a situation worse. Abilities: [0+6+4+8+4+6 = 28pp] Strength: 10/26 (+0/+8) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: [8+6 = 14pp] Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Defense: +8 (+3 Base, +5 Dodge Focus), +3 (+1 flat-footed) Knockback: -4, -1 flat-footed Initiative: +7 (+3 Dexterity, +4 Improved Initiative) Grapple: +28 (+8 Melee Attack, Enh. Strength +8, Additional Limbs +5, Elongation +5, Super-Strength +2) Saves: [4+3+4 = 11pp] Toughness: +8, +2 flat-footed Fortitude: +6 (+2 Con, +4) Reflex: +6(+3 Dex, +3) Will: +6 (+2 Wis, +4) Skills: [56r = 14pp] Acrobatics 7 (+10) Bluff 3 (+6, +10 w/ Attractive) Diplomacy 3 (+6, +10 w/ Attractive) Gather Information 5 (+10) Knowledge (Arts) 2 (+6) Knowledge (Life Sciences) 6 (+10) Knowledge (Physical Sciences) 6 (+10) Language 1 (French) Notice 8 (+10) Perform (Dance) 5 (+8) Perform (Keyboard Instruments) 2 (+5) Ride 2 (+5) Search 6 (+10) Feats: [24pp] Accurate Attack Ambidexterity Attack Focus [Melee] 4 Attractive Defensive Roll 3 (+6 Toughness) Dodge Focus 5 Grappling Finesse Improved Grab Improved Grapple Improved Initiative Improved Pin Improvised Tools Luck Power Attack Skill Mastery (Acrobatics, Bluff, Diplomacy, Gather Information) Powers: [38 + 20 + 1 = 59pp] Prehensile Hair Container 7.6 (38PP Container) [38PP] Additional Limbs 5 (25 tendrils; Sustained Duration) [5PP] Elongation 5 (100 ft.; Extras: Linked (Additional Limbs)) [5PP] Enhanced Strength 16 (To 26/+8; Extras: Linked (Additional Limbs)) [16PP] Super-Movement 4 (Slow Fall, Sure-Footed, Swinging, Wall Crawling; Drawback: Power Loss (When unable to use Additional Limbs)) [7PP] Super-Strength 2 (Effective Str 36, Heavy Loads 3.7k lbs.; Extras: Linked (Additional Limbs)) [4PP] Super-Senses 1 (Analytic Touch; Extras: Linked (Additional Limbs)) [1PP] Prehensile Hair Attack Array 9.5 (19PP Array; Feats: Additional Power 2; Drawbacks: Power Loss (When Unable to use Additional Limbs)) [20PP] BP: Snare 8 (Extras: Engulf (+0); Feats: Obscure Senses (Visual), Reversible, Tether) {19/19} AP: Offensive Hair 8 Adds (Extras: Autofire 8, Penetrating 8; Feats: Takedown Attack 2) to {18/19} AP: Damage 8 (Extras: Area (General Shapeable); Feats: Progression: Area 3 [10x5 ft. cubes/rank]) (Shapeable 80 5 ft. cubes) {19/19} Feature 1: Mundane Appearance [1PP] Drawbacks: None DC Block Unarmed -- DC 10/Toughness -- Damage Unarmed, Hair -- DC 23/Toughness -- Damage Snare -- DC 23/Reflex -- Snare Totals: Abilities 28 + Combat 14 + Saves 11 + Skills 14 + Feats 24 + Powers 59 = 150/151 Power Points
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Haven Power Level: 10 (248/250) Unspent Power Points: 2 Trade-Offs: +2 Attack/-2 DC w/ Sword, no Trade-Offs otherwise In Brief: Computer Hacktavist downloaded into programmable matter Alternate Identity: Previously; Milo Makino Birthplace: Tokyo Residence: Emerald City Base of Operations: Emerald City Occupation: Computer Engineer Affiliations: Computer Hackers around the globe, particularly Japan, Korea. Family: None alive Description: Age: Downloaded aged 37 Gender: Previously Male Ethnicity: Previously half Korean, half American Height: 6’0” Weight: 60Kgs Eyes: Varies, or shining with blue light. Hair: Varies, or none (previously, black) In his default form, Haven looks like a swarm of interlocking tiny chrome cubes in the shape of a man with vaguely Japanese features. He usually wears expensive suits. He can rearrange his matter to any shape, including growing extra limbs as required. In the middle of his chest, unseen, is his computer-brain; a 7x7x7 inch black box. Haven adopts a form based on his memories, that of Milo Mikano, a stylish and cool looking half Korean Man, usually wearing an expensive suit. History: Milo Mikano was born in Tokyo but spent most of his life travelling between Japan (where his father was based) and America (where his mother was). Both were computer hackers, and Milo had the same knack, the same brilliance, and the same rather stiff personality. His mother succumbed to a neurodegenerative disorder when Milo was 14 years old. A year later, Japanese organised crime took vengeance on his father. Aged 15, young Milo took to the shadows and began working as a computer hacktivist and fraudster. In his thirties, he showed the same signs of neurodegenerative illness as his mother. He took the bold move of stealing cutting edge computer technology and reprogramming it to upload his consciousness. No longer human – and perhaps no longer the same person, the entity known as Haven moved to Emerald City to start again, still determined to fight crime and corruption. Personality & Motivation: Stiff, determined, philosophical Haven has driven, determined personality. He is crisp and to the point, sometimes even blunt, but is well intentioned, seeking to better society and ease suffering. The slow and painful death of his mother drove him to create the “Haven” – a virtual reality that he, and others, can escape to free from the burdens and pains of life. It is also a safe place to hold meetings between various collaborators or enemies. Haven seeks to resolve things efficiently, effectively, and humanely (in that order). Haven is thoughtful and philosophical by nature, although direct and quick when called to action. Haven sometimes gets drawn into a melancholy reflection of who he is and the life lost. In particular, he laments the loss of his sense of smell. Powers & Tactics: Havens morphic matter can take a variety of forms; something he uses primarily as a spy aid, adopting the appearance of anyone – or anything (like a table or potted plant). He can also grow additional limbs – or even gliding wings, although this will tear a suit, something he is reluctant to do. In combat, he can induce electromagnetic currents; EMP blasts, lightning flashes, and magnetic fields. Most usually, he will fire red electric bolts from his eyes or fingertips. His HAVEN alt form allows he, and any who wish to join, access to a virtual reality that Haven controls. Participants can leave at any time. Whilst in this network, speed of thought is sped up, and there is access to incredible computer power and data storage. The downside is that those in the network have absolutely no access to their body which is totally paralysed, helpless, and not aware of any sensation (including things like thirst or hunger), meaning they (and Haven himself) are extremely vulnerable. Haven can plug himself into a power source to slowly regenerate wounded components, which he will do if injured in a fight. He also needs to periodically recharge to maintain normal operation and use powers. Typically he prefers not to fight at all, but in a manner similar to his blunt and efficient personality, he has no hesitation in doing so if it is necessary or effective. If he cannot use his electromagnetic powers for some reason (including the need for stealth), he would not object to using hand to hand martial combat – he sometimes carries and uses swords for this purpose. Power Descriptions: Havens electromagnetic powers manifest as powerful sparks of green electricity that shoot from his body, and erupt at the target. They can also cause sparks flying from lights and electrical devices, or even metal, all around him (See complication below). Complications: Suited up: Even though he can change his appearance, Haven has a particular fondness for a real crisp suit and will wear one as default (potentially making him identifiable). He also may be reluctant to use additional limbs and morph powers (depending on their nature) for fear of ripping a suit. Enemies: (Also: Possible plot hook) Cyber criminals and far east organised crime have bones to pick with Haven. In addition, corrupt mega-businesses, whose IT systems he is constantly probing, have plenty of reason to strike at Haven. Recharge Needed: Haven regularly needs to plug himself into a power source; not just to repair himself, but to maintain his powers or even his basic functions. Magnetic Disruption: Magnetic fields disrupt Havens form. Even a fridge magnet will cause an undulating ripple on his skin, larger fields will disrupt his morphing and additional limbs powers altogether. Very powerful fields may even have other effects (like disrupting his own electromagnetic powers). Fireworks: Beyond the normal visibility of powers, Haven’s electromagnetic powers cause widespread sparking and highly visible effects, making them easily noticeable (to visual and radio senses) even from a distance. The sparks may also set fires. Transmission Error: Being close to a powerful radio transmission would interfere with Haven’s speech. He will either “speak” static, or the speech/music of the radio transmission. Aside from inability to communicate, this means a powerful radio transmission can “hijack” his voice, making him say something completely wrong or inappropriate. Abilities: 2 + 12 – 10 + 12 + 6 + 0 = 22 Strength: 12 (+1) Dexterity: 22 (+6) Constitution: - Intelligence: 22 (+6) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 20 + 20 = 40 Initiative: +10 (+6 Dex, +4 Imp Init) Attack: +10, +12 w/ Swords Defense: +10 Grapple: +10 Knockback: -5 Saving Throws: 0 + 6 + 7 = 13 Toughness: +10 (protection) Fortitude: Immune Reflex: +12 (+6 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 28 PP = 112 Ranks Acrobatics 10 (+16) [Skill Mastery] Bluff 4 (+4) Computers 14 (+20) [Skill Mastery] Concentration 15 (+18) Craft (Electronic) 14 (+20) [Skill Mastery] Diplomacy 4 (+4) Disable Device 4 (+10) Disguise 0 (+20 with Morph) [Skill Mastery] Intimidate 4 (+4) Knowledge (Technology) 14 (+20) Knowledge (Theology and Philosophy) 4 (+10) Language 3 (Chinese [Mandarin], English [Native], Korean, Japanese) Notice 8 (+11) Sense Motive 4 (+7) Stealth 10 (+16) Feats: 17 PP Acrobatic Bluff Ambidexterity Attack Specialization: Swords Benefit: Wealth 2 (Ill gotten gains from hacking cyber gangs) Eidetic Memory Evasion 2 Equipment 5 Improved Initiative 1 Inventor Skill Mastery 1 (Computers, Acrobatics, Stealth, Disguise) Ultimate Effort (Computers) Equipment: 5 PP = 25 EP (24 used) Headquarters: Hidden underground base. Toughness 10 [1], Size Medium [1], Features: Communications, Computer, Concealed 5 (+30 DC), Fire Prevention System, Living Space, power System, Security System 5 (DC 40), Workshop [1+1+16 = 18ep] Twin Wakizashi (Strike 2, Mighty, Masterwork, Thrown, Multiple Weapons 1) [6 EP] Powers: 11 + 1 + 40 + 32 + 3 + 16 + 10 + 10 + 7 = 129 Limb Array (10 PP Array, Feats: Alt Power 1) [11PP] BP: Additional Limbs 4 (10 Extra Limbs, Extras: Duration [Continuous], Feats: Variable Descriptor 2 [Morph]) [10 PP] “Lots of limbs” AP: Additional Limbs 2 (2 Extra Limbs, Extras: Duration [Continuous], Feats: Variable Descriptor 2 [Morph]) linked with Flight 3 (50mph, Feats: Subtle, Flaws: Gliding) [6+4=10 PP] “Limbs and Wings” Enhanced Trait 1 (Feat: Improvised Tools) [1 PP] “Morphic fingertips” Electromagnetic Array 17 (32 PP Array, Feats: Alt Powers 8) [40 PP] BP: Blast 10 (Extras: Autofire, Feats: Improved Critical 2) [32/32 PP] “Electric bolts” AP: Stun 8 (Extras: Range: Perception [+2], Area [Burst], Flaws: Limited to anything touching metal at ground zero [-1]) [32/32 PP] "Electrify" AP: Confuse 8 (Extras: Duration 2 [Sustained]) [32/32 PP] "Synaptic Over-stimulation" AP: Move Object 10 (Extras: Range [Perception], Damaging, Feats: Precise, Flaws: Limited to metals) [32/32 PP] “Magnetism” AP: Blast 10 (Extras: Range [Perception], Area: Line, Feats: Triggered 1 (Movement between two metal surfaces), Flaws: Limited, line must be between two metal surfaces) [31/32 PP] “Lightning Arc” AP: Deflect 6 (All ranged, Extras: Action 3-reaction, Reflection, Feats: Extended Reach 2, Flaws: Limited [Metal only]) “Magnetic field” [32/32 PP] AP: Nullify 5(Electronics, Extras: Duration-Sustained [+2], Effortless, Range-Perception) [30/32 PP] "EM Field" AP: Strike 10 (Feats: Improved Critical 1, Extended Reach 1) linked with Stun 10 (Feats: Improved Critical 1, Extended Reach 1) "Taser Fist" [12+22=34 PP] AP: Alt Power: HAVEN NETWORK, Container 6 [30 PP] (Extras: Affects Others, Area [Burst], Duration [Continuous], Feats: Progression increase area 2 [120’ r], Selective, Subtle, Flaws: Paralysed/Helpless [-2], Insensate except for radio and mental senses [-1]) [34/34 PP] Communication 2 (Radio, 100'r, Extras: Area Omnidirectional, Feats: Subtle, Flaws: Limited one way) [3 PP] Data Link 2 (Radio, 100', Feats: Subtle) [3 PP] Comprehend 5 (Speak all, read all, understand all, you are understood, Decryption) [10 PP] Feature 3 (Virtual reality environment, Internal Computer, Internal Library) [3 PP] Quickness 18 (1,000,000x speed, 1 second=10 days, Drawbacks: Limited to mental) [9 PP] Supersenses 2 (Radio, Analytical Radio) [2 PP] Immunity 32 (Critical Hits, Fortitude Saves) [32 PP] Magnetic Feet Array (2 PP Array, Feats: Alt Power 1) [3 PP] BP: Supermovement 2 (Wall crawling 2, full speed, Flaws: Limited to metal surfaces) [2/2 PP] AP: Leaping 4 (x25, Standing 137’, High 68’, Flaws: Limited to jumping off metal surfaces) [2/2 PP] Morphic Metal Array (15 PP Array, Feats: Alt Power 1) [16 PP] BP: Morph 4 (+20 to disguise checks, any form, Extras: Duration-continuous, Drawbacks: Move action to change) [15/15 PP] "Morphed" AP: Flight 10 (10,000 mph Flaws: Limited to within 10’ of Electric pylon/cable) linked with Immunity 5 (Electrical Damage, Extras: Sustained [+0]) “Silver Skin” [10+5=15 PP] Protection 10 [10 PP] Regeneration 16 (+5 Recovery Bonus [Total of +0 as construct], Disabled 5, [1/min], Injured 3 [1/min], Staggered 3 [1/min], Feats: Regrowth, Flaws: Source [Plugged in]) [10 PP] Super Senses 7 (Direction Sense, Distance Sense, Time Sense, Radio sense, Radar sense, Accurate Radar) [7 PP] Drawbacks: -1 Disability (No sense of smell, uncommon, minor) [1 PP] Attack Range Save Effect Unarmed Melee DC 16 Tough Damage Wakizashi Melee (and thrown) DC 18 Tough Damage Electric Bolts Ranged (Autofire) DC 25 Tough Damage Induce Current Perception DC 21 Tough Damage Synaptic Stim Perception DC 23 Will Confusion Taser Fist Mellee (Extended 1) DC 20 Fort/DC 25 Tough Stun/Damage Arc Perception/Line DC 25 Tough Damage Magnetic Control Perception DC 20 Tough / Telekensis Damage/Grapple EM Field Perception DC 15 Fort (Affects obj) Nullify (Electronics) Totals: Abilities 20 + Combat 40 + Saving Throws 14 + Skills 26 + Feats 17 + Powers 132 – Drawbacks 1 = 248/250 Power Points
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Serendipity Power Level: 8 (180/183) Unspent Power Points: 3 Trade-Offs: +3 Attack / -3 Damage, +4 Defense / -4 Toughness In Brief: Astonishingly lucky swashbuckler/pirate from a parallel world. Theme: Liberation, by DizzyEight and Errol Allen Alternate Identity: Riel Estime (Public) Birthplace: Paralogue, Earth-Aquivan (Earth Prime has no analogous town, but it’s in the Caribbean equivalent) Residence: Claremont Dorms (Weekdays), Happenstance (ship, Weekends) Base of Operations: Freedom City Occupation: Aquivan Pirate, Claremont Student Affiliations: Crew of the Happenstance Family: Stormchild (Kadene Estime, fraternal twin sister) Description: Age: 16 Apparent Age: late teens/early 20s Gender: Male Ethnicity: Ambiguously Brown (mishmash of what on Earth Prime is African, European, and Native American) Height: 6’ 2” Weight: 170 lbs Eyes: Dark Brown Hair: Black Riel dresses like he just stepped out of an Errol Flynn movie. Poofy shirt, pants straight out of the Age of Sail. Boots, sometimes gloves, etc, you get the idea. It's well weathered clothing, however, and shows where its been mended many times. History: Earth-Aquivan is a very different place than Prime. Some type of apocalypse, war, or combination thereof knocked the place back centuries of progress. It's been deliberately made unclear exactly when that happened, aside from it being out of living memory. Including the stories the very old may have been told when they were young by the very old then, it was at least 2 centuries ago and probably more. Currently, it is the Age of Sail. Moreover, it's the Golden Age of Piracy. That sounds worse than it is. Though there are in theory independent nations, they all are subordinate to the Throneless Ministry. It manages the primary law enforcement and military body aka the Throneless Navy and its Marines. The Ministry itself is a brutal and tyrannical government that uses the Navy and Marines to enforce its authority with maximum force. The Navy and Marines, however, are more of a mixed bag. The corrupt and the wantonly cruel are a part of them, but there are also those serving who believe in helping people and delivering justice. It's not a perfect situation by any means. The Navy, despite the best efforts of many within it, has done some hideous things. But pirates? Pirates are worse. The freedom of the seas appeals to many for many different reasons, but the end result is a class of seaborne marauders stealing, destroying, and killing their way across the seven seas. Except, of course, when they aren't. Because pirates aren't uniformly worse. There are those who take to the seas not for the freedom to rob and pillage with impunity, but to live their lives as they will under no one's thumb. To seek adventure, fun, and camaraderie. This class of pirate may be a minority, but they often rain down hell on the rest for their misdeeds. So, much like the Navy, pirates aren't easily categorized as all good or all bad. This is why Riel Estime and his sister Kadene set out to sea. Freedom and adventure. Well, that, and a certain legendary pirate's treasure allegedly on the other side of the world from where they were born. They were orphans born into poverty. Just dirt poor street kids running around one of the busiest and most important ports in the Western Seas. But of course, kids don't stay kids forever. Mischief that might be laughed off or escaped with nothing more than a stern lecture when done by a five year old is a crime worth hard time when done by a fifteen year old. So it was get some employment/go to jail (giving up on their dreams forever), or taking to the seas. The former option never even entered their minds. They had just started making a name for themselves a year into their journey. A stout ship. A loyal crew. First major bounty issue. The Luckstorm Pirates were riding high, well supplied, and off to finally make the long journey to what on Prime is the Cape of Good Hope. They did not make it. A fog Kadene couldn't disperse rose, and then the seas got exceptionally rough. When the mists cleared, well...the ship and crew were unaware anything was different. Until they got their bearings and realized they were somehow over a thousand miles off course. Which was, naturally, totally impossible. Unless, of course, that was no normal fog. Since Kadene couldn't disperse it, it must have been. To make a long story much shorter, they headed for land, investigated the first bit of land they came to, did some light robbery for perishable supplies, dealt with the handful of "Marines" sent in response, and set sail again. Because something was very, very wrong here. They had zero context for automobiles and modern firearms, let alone computers and smartphones. So they decided to investigate a larger settlement they had seen signs for. This turned out to be Freedom City. It started quietly, with just the twins in the enormous alien city. It ended loudly, with a furious battle on the waterfront and actual water between the Luckstorm Pirates and the assembly of the heroes Aquaria, Sgt. Shark, and a whole mess of cops. Fortunately, the heroes realized they were dealing with foes extradimensional and clueless, not hardened criminals, and the actual ending was rather...amicable, really? Aquaria's word counted for more than perhaps she may have expected, and nobody was crammed into the legal system unnecessarily. Their matter of fact descriptions of their world sounded almost nightmarish, so slack was cut. As long as the twins agreed to attend Claremont Academy, anyway. Meanwhile, the two would actually like to get back home, please. Their dreams of adventure and legendary pirate treasures have not dimmed in the slightest. Personality & Motivation: Riel is very much a free spirit. Freedom and liberty are very important to him. Justice...not so much. He's not a believer in hierarchies or authority on their own merit. He's not going to listen to or automatically respect someone just because of their position. His respect and deference are earned. This isn't to say he's some confrontational jerk. Not at all. He's a pretty nice guy, actually, and charming besides. Very much in the dashing swashbuckler mold. A man of honor socially but in combat? Screw that. Cheat with wild abandon. But to be clear, he decides his actions. The law, social rules, and authority figures do not. He's not opposed to hearing alternative options, but yeah. He'll be perfectly polite and reasonable about it, as long as the issue isn't pressed too hard, but there is no authority that can force his compliance. He's a freedom loving pirate, after all. Motivation wise, he wants to go home. It's not complicated. Various groups in Freedom are allegedly working on it. So it's only fair that he does the hero thing in the meantime to help them and those who support them out. Plus y'know his heart isn't made of ice or stone. Powers & Tactics: On Earth-Aquivan, those who die without achieving their dreams (and didn't ever give up on them) create a magical fruit. These are called Dreamer's Fruits. These fruits, when eaten, grant superhuman powers. They're relatively rare but nonunique, and thus don't have special names. Riel ate one that made him staggeringly lucky. It makes him significantly less likely to harmed by any danger, apparently by sheer coincidence. This gets a little odd when he somehow can avoid being seen by multiple people on open ground actively looking for someone. He even seems to be able to actively manipulate probability to some degree. Tactically, he's a swordsman who can strike unseen basically every turn if he feels like it. With that said, he can use both Defensive and Power Attack at need. Acrobatic Bluff, Improved Feint, and Improved Taunt are on deck to make opponents miserable. Set Up transfers the benefits of these to someone else (like his sister). Improved Trick and Redirect can be good for a laugh. And Takedown Attack makes cutting through minions easier. Power Descriptions: Riel Estime is just some guy with a sword. The vast majority of his powers simply don't have any active manifestation. Luck Control MAY produce a flash of yellow light when used, especially if he's using Spend Hero Point For Another, but that's it. Complications: Weakness (Sinks Like A Rock): Unfortunately, the downside of having eaten a Dreamer's Fruit is suffering paralysis and total power loss when immersed in salt water. Y'know, like the ocean. Fresh water doesn't remove Fruit powers, but they're still paralyzed. A GM may award a Hero Point for this happening. Quirk (Aquivan Pirate): This is kind of a catchall. From another world, so technology, pop culture, and idioms? Mystifying. And doing stuff that doesn't make sense to folks from Prime. Like misunderstanding wound severity because folks take more to die on their world. Or casual petty theft of minor items (primarily but not exclusively food) from stores because while they're good, heroic sorts, where they're from that's not particularly wrong. Especially for pirates. A GM may provide a Hero Point when this cultural disconnect becomes an issue. Responsibility (Luckstorm Captain): Riel is the Captain of the Luckstorm Pirates. They may live on the Happenstance, but these PL4-5s are his job to take care of. Not day to day, as they're adults and can handle that much. But being pirates, even good natured ones, they may get in legal trouble. Or be attacked by supervillains. Or hear the Captain is in trouble and loyally come running to help. Etc. A GM may award a Hero Point when this becomes a problem. Power Loss (Moonlight Jinx): The moon, being linked to the tides and thus the ocean, has an effect on Riel's powers. Specifically, direct moonlight can (but not necessarily WILL) cause his Concealment, Luck Control, or Features to fail. The more full the moon, the more likely it is to happen. Unless, of course, the moon is hidden by clouds, smoke, etc. A GM may award a Hero Point for this happening. Quirk (Way Too Quick Draw): When faced with drawn weapons or other obvious signs of imminent violence Riel has a tendency to automatically draw his sword without consciously deciding to do so. Blame how dangerous the seas and ports of his world can be. This can make de-escalating situations or convincing others of their lack of hostile intent...challenging. A GM may award a Hero Point for this becoming a problem. Abilities: 4 + 6 + 4 + 4 + 4 + 10 = 32PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 10 + 10= 20PP Initiative: +7 Attack: +5 Base, +9 Melee, +11 Sword Defense: +12 (+5 Base, +4 Enhanced Defense, +3 Dodge Focus), +5 Flat-Footed (with powers), +3 Flat-Footed (without) Grapple: +11 Knockback: -2 (w/ D. Roll), -1 (Flat-Footed) Saving Throws: 3 + 5 + 5 = 13PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +12 (+3 Dex, +5, +4 Enhanced Reflex) Will: +7 (+2 Wis, +5) Skills: 68R = 17PP (1PP = 4 Skill ranks) Acrobatics 12 (+15) Bluff 10 (+15) Diplomacy 5 (+10) Gather Information 5 (+10) Knowledge (civics) 3 (+5) Knowledge (physical sciences) 3 (+5) Knowledge (streetwise) 8 (+10) Language 4 (Dutch, English, French Native, Portuguese, Spanish) Notice 8 (+10) Sense Motive 8 (+10) Stealth 2 (+5) Feats: 55PP Acrobatic Bluff Attack Focus (melee) 4 Attack Specialization (Sword (Device 1)) Challenge - Improved Feint Challenge - Improved Taunt Defensive Attack Dodge Focus 3 Elusive Target Equipment 2 Improved Initiative Improved Trick Power Attack Quick Draw Redirect Set-Up Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Sidekick 30 (Stormchild) Takedown Attack Taunt Uncanny Dodge (Auditory) Enhanced Feats Defensive Roll Evasion 2 Improved Critical (Sword Strike (Strike 3)) Luck 4 Equipment: 2PP = 10EP (1 rank of the Equipment Feat = 5 'Equipment Points') Happenstance [Vehicle, 10EP] Size [2EP]: Colossal Strength: 50 Defense: -8 Toughness [1EP]: 14 Features[2EP]: Living Quarters Personnel Powers [3EP]: Speed 1 (10 mph, 88 ft/rnd) [1EP] Super-Movement 2 (Water Walking; Flaw: Permanent) [2EP] Powers: 10 + 30 + 3 = 43PP All powers except the Sword use magic as a source descriptor Concealment 10 (Escape Notice; Flaws: Passive) [10PP] (luck) Container 6 (Fortune’s Favorite Son; 30PP Passive Container) [30PP] (luck) Enhanced Defense 4 & Enhanced Reflex 4 (Fortunate Evasion; Feats: Defensive Roll, Evasion 2 ) [15PP] (luck) Feature 1 (Charmed Life; Riel is largely immune to routine “bad luck”. He will never get a flat tire, have to wait in line, or run into delays due to traffic accidents or weather.) [1PP] (luck) Feature 1 (Gambler; Riel can automatically win at games of chance, unless pitted against an opponent with this Feature (in which case, the game is resolved normally).) [1PP] (luck) Luck Control 3 (Luck of the Devil Himself; Force a Re-roll, Negate GM Fiat, & Spend Hero Point for Another; Feats: Luck 4 ) [13PP] (luck) Device 1 (Sword; 5PP Container; Flaws: Easy-To-Lose) [3PP] (sword) Strike 3 (Sword Strike; Feats: Improved Crit, Mighty) [5PP] (slashing) DC Block Name Attack Bonus Range Save & DC Effect Unarmed +9 Melee 17 Toughness Damage Sword Strike +11 Melee 20 Toughness Damage Totals: Abilities (32) + Combat (20) + Saving Throws (13) + Skills (17) + Feats (55) + Powers (43) - Drawbacks (0) = 180/183 Power Points
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Slipstream Power Level: PL 8 (180/189PP) Trade-Offs: +1 Defense/-1 Toughness Unspent Power Points: 9 In Brief: Refugee from a destroyed timeline with a complicated legacy. Alternate Identity: Lynn Conners Birthplace: Freedom City, New Jersey (Earth-A-45 (extinct)) Residence: Freedom City, New Jersey (Prime) Base of Operations: Claremont Academy during the school year Occupation: Student Affiliation: Claremont Academy Family: Megan Conners (mother, Velocity Earth-A-45 (extinct), deceased); Kyle Conners (father, Siphon Earth-A-45 (extinct), deceased); Lawrence Conners (half-brother, Earth-A-45 (extinct), deceased?); Louise “Lulu” Beaumont (foster sister, Crystal-Gazer - Earth-A-45 (extinct), deceased); Megan Howell-Harrow (adopted mother, Velocity – Prime); Robert Harrow (adopted father, Prime); Lawrence Harrow (adopted brother, Timeout – Prime); Louise “Lulu” Beaumont (foster sister, Crystal-Gazer – Prime) Description: Age: 16 (June 2014 – Earth-A-45(extinct); was 15 years old when she arrived in Prime in April 2024) Apparent Age: 16 Gender: Female Ethnicity: Caucasian Height: 5’ 5” Weight: 105 lbs Eyes: Blonde Hair: Blue Lynn inherited her mother's looks, but generally keeps her appearance rather understated, not wearing much make up or otherwise emphasizing or enhancing her natural beauty. She has a lean, tone body with plenty of curves. She tends to dress rather conservatively, opting for stylish clothes that are not flashy or very reveling. Like her mother, Lynn has bright blue eyes that seem almost to burst with energy. As Slipstream, Lynn wears a black and red morphic molecule bodysuit with a red belt with several pouches. She also wears a pair of high-tech goggles similar to the ones worn by Velocity, but black in color (and with red lenses). History: Earth-A-45(extinct) was an alternate timeline that was very similar to Prime. While there were some differences in the timeline, for the most part the major trajectory of events was the same as Prime. As in Prime, Megan Howell of Earth-A-45(extinct) was exposed to an unexpected mixture of chemicals during a field trip to Astro Labs during her Sophomore year in high school and gained superpowers and began operating as Velocity. Much of her career as Velocity matched that of the Velocity on Prime, until the formation of the Interceptors. While Prime Velocity left the team after a short while, Earth-A-45(extinct) Velocity remained active on the team up until the events of Archevil. During those events, two of the Interceptors, Grimalkin and Colt, sacrificed themselves to save the other members of the team. It was after those events that Velocity left the Interceptors, and, as on Prime, went overseas to spend a year studying at Cambridge. As was the case on Prime, Earth-A-45(extinct) Megan again met Robert Harrow at Cambridge, and the two began dating. However, this version of Robert came into possession of the Stopwatch at this time. As a result of circumstances unknown to Lynn, Robert Harrow died within a few months of obtaining the Stopwatch. Megan left Cambridge early, returning to the States pregnant with Robert's child. Lawrence Harrow was born in 2012, as Megan was continuing to finish her economics degree at Yale. As on Prime, Earth-A-45(extinct) Megan moved back to Freedom City in December 2012 to begin an internship at Summit Financial at the start of 2013. She also met, and began to date Kyle Conners, a freelance reporter for the Freedom Ledger. A few months after they began dating that Kyle learned Megan was Velocity, and she learned he was the hero Siphon, and they married not long after, with Kyle adopting Lawrence. Lynn was born in June 2014, named after her mother's close friend Lynn Epstein (Grimalkin), who had sacrificed herself to save Megan and the other Interceptors. Lynn was born less than a month before Beth Walton-Wright (Lady Liberty) gave birth to twin daughters, Madison and Mary (just as she did in Prime). Given this closeness in age, Lynn grew up being best friends with the twins. With her mother continuing to work in the financial industry (unlike Prime Megan Howell), Lynn lived primarily in the Wading Way or other nearby parts of downtown Freedom City in a few different apartments and penthouses owned by her parents. At a rather young age, it became apparent that Lynn had inherited not only her mother's super speed powers, but her father's power mimic and energy draining abilities. Lawrence meanwhile, demonstrated the ability to control time. While Lynn inherited her mother's looks, she tended to be more reserved and overall kept her appearance more understated. While she also had clear athletic ability from both her parents (her father having been a high school and college football star), Lynn never really took to athletics, although she did continue with gymnastic lessons for a while. Instead, from a fairly young age, she focused on music and started playing violin before she was ten. A few months before Lynn’s sixteenth birthday, Lawrence (who was eighteen) was experiencing extreme, and sometimes painful, power spikes. Concerned, Lynn's mother took Lawrence to the Goodman Building so the Atoms could run some scans and other tests. Lynn accompanied them on the trip, and was thus present when her half-brother began to merge with Collapse, becoming a human shaped tear in the time-space continuum. The Atoms and Velocity proved unable to contain the emergent Collapse, as time and space around him began to unravel. In the chaos, and at the urging of her mother, Lynn used her powers to reach out and copy her brother’s dimensional/time travel abilities to escape. But being unfamiliar with those abilities, the fifteen-year-old was unable to fully travel to Prime, instead getting trapped in a part of Z-Space, halfway between her dying timeline and Prime. This caused anomalies in Atomic Tower in Prime, which were investigated by members of the Atoms Academy, leading them to Z-Space in search of the source. Meanwhile, aspects of Collapse had pursued Lynn into Z-Space, seeking to draw her back to Earth-A-45(extinct) to be destroyed along with the rest of her timeline. The members of the Atoms Academy intervened, managing to help Lynn escape the aspects of Collapse and brought her back to Prime. Upon learning Lynn's story, the Atoms Academy reached out to Velocity, who came to meet Lynn. Horrified at hearing the teen’s story, Megan Howell-Harrow quickly got herself named Lynn’s legal guardian, along with her husband in Prime, Robert Harrow, while they began the process to adopt her. In the meantime, they have been trying to help Lynn acclimate to being in a familiar, but at times very different timeline, which has included getting her extensive counseling to help her deal with the trauma of what she had experienced and the knowledge that everyone she knew and loved in Earth-A-45(extinct) was gone. Personality & Motivation: Lynn had always been rather reserved, although she could be quite warm and caring with those she was particularly close with. While well-mannered and able to carry on conversations in social settings, she was never the social butterfly/life of the party like her mother. Since the terrible events that led to her coming to Prime and the destruction of her timeline, Lynn has become even more withdrawn and quiet as she both tries to process the trauma and adjust to living in a place that is both so familiar and so different at the same time. Even while she was still back in her original timeline, Lynn was becoming more cognizant of the complicated legacies before her. Not only was she the daughter of a member of the Freedom League, with powers clearly identical to her mother’s, but she also had her father’s powers and the knowledge she was named after a heroine who had sacrificed herself to save not only Lynn's mother and other members of the Interceptors, but countless civilians as well. None of this has been made any easier by her arrival in Prime, where she is still likely to be equated to Prime’s version of her mother (given their identical powers and general appearance), but also an increasing sense of responsibility to do something to honor the memory of her mother, father and everyone else she lost in the destruction of her timeline. Powers & Tactics: Like her mother (and Prime Velocity), Lynn's primary power is speed, begin able to break the sound barrier running, deliver supersonic punches and even generate localized sonic booms that can be rather destructive. However, Lynn also has her father's powers, allowing her to copy others' powers and even temporarily suppress those powers, as well as being able to drain others' physical and mental characteristics (and able to temporarily boost her own should she choose to). Complications: That isn't how it happened: Lynn comes from a timeline that was very similar to Prime, but there are differences (large and small). The GM can give Lynn a HP and rule she auto fails a Knowledge/Gather Information check representing her recalling someone/something from her timeline, but what she recalls is not the same as on Prime. Days of future past: When Lynn left her timeline, it was about five and a half years ahead of Prime. The GM can give Lynn a HP and rule that she gets confused remembering something that either has not happened yet, or may never happen in Prime. It gets better with time: Lynn is still processing what happened with her brother and the destruction of her timeline (and deaths of her family and friends). The GM can give Lynn a HP and rule that some threat she encounters triggers memories of the destruction of her timeline, making Lynn Shaken for the encounter until she makes a DC 20 Will save. Complicated Legacy: Lynn inherited her mother's powers, and while Prime Velocity is not technically Lynn's biological mother, the similarity still holds true such that many (both ally and enemy) could equate Lynn with the Freedom League speedster, influencing their reactions/expectations. The GM can give Lynn a HP when these reactions make things more complicated for her. Abilities 0 + 6 + 6 + 8 + 4 + 8 = 32PP Strength: 10 (+0) Dexterity: 16 (+3) / 24 (+7) (Enhanced Stat) Constitution: 16 (+3) / 24 (+7) (Enhanced Stat) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 8 + 10 = 18PP Initiative: +19/+23 Attack: +4, +8 w/Strike, Rapid Fire, Drains, Mimic Grapple: +4 Defense: +9 (+5 base, +4 Dodge Focus)(+3 flat-footed) Knockback: -3 Saving Throws: 0 + 3 + 4 = 7PP Toughness: +7 (+7 Con) Fortitude: +7 (+7 Con) Reflex: +10 (+7 Dex, +3), Evasion 2 Will: +6 (+2 Wis, +4) Skills: 76R = 19PP Acrobatics 8 (+11/+15) Craft: Artistic 8 (+12) Concentration 4 (+6) Diplomacy 4 (+8) Drive 2 (+5/+9) Gather Information 4 (+8) Kn: Art 6 (+10) Kn: History 6 (+10) Kn: Physical Sciences 2 (+6) Lang: [English (native); Italian; German] Notice 8 (+10) Perform: Stringed (violin) 11 (+15) Perform: Dance 2 (+6) Pilot 1 (+4/+8) Sense Motive 8 (+10) Feats: 4 PP Benefit 1 (Wealth 1) Luck Uncanny Dodge (sight) Well Informed Powers: 4 + 44 + 33 + 19 = 100 Device 1 (Visor; 5PP Container; Flaws: Hard-to-lose) [4PP] Super-Sense 5 (Extended for normal vision, Infravision, Ultravision, Radius for all vision) {5/5} Container 8.8 [Speedster] [44 PP] Enhanced Constitution 8 {8PP} Enhanced Dexterity 8 {8PP} Quickness 7 (X250) {7PP} Speed 7 (1,000 MPH) {7PP} Super Movement 3 (Wall Running 2 (Flaw: only while moving); Water Running (Flaw: only while moving)) {3PP} Enhanced Feats 11 (Dodge Focus 4; Improved Initiative 4; Evasion 2; Move By Action) {11PP} Super Speed/Power Thief Array 13.5 (27PP Array; Feats: Alternate Power 6) [33PP] BP: Strike 8 (Feats: Accurate 2 (+4 hit), Takedown Attack) {11/27} AP: Sonic Boom (Damage) 8 (Extra: 40-ft. General Area Burst) {16/27} AP: Insubstantial 4 (Affected by Vibration effects) and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/27} AP: Rapid Fire: Blast 8 (Extra: Autofire; Feats: Accurate 2 (+4 hit)) {26/27} AP: Vitality Thief: Drain 8 (All ability scores at once (3PP per rank); Extra: Alt Save: Will (0); Feat: Slow Fade (recover 1 PP per minute), Accurate 2 (+4 hit)) {27/27} AP: Vampire: Drain 8 (Any one ability score, one at a time (2PP per rank); Extra: Alt Save: Will (0); Feat: Slow Fade (recover 1 PP per minute), Accurate 2 (+4 hit)); Boost 8 (Any one trait (2PP per rank); Extra: Linked to Drain (0); Flaw: only boost trait drained and by amount drained; Personal; Feat: Slow Fade (lose 1 PP per minute)) {24/27} AP: Power Thief: Drain 8 (All powers, all at once (3PP per rank); Extra: Alt Save: Will (0); Linked to Mimic (0); Feat: Slow Fade (recover 1 PP per minute)) {25/27} Mimic 8 (all powers at once (4pt per rank) 40 PP to allocate; Extra: Linked to Power Thief AP (0); Flaws: Will Save; Tainted; Feat: Accurate 2 (+4 hit); Selective) [19PP] 32 + 18 + 7 + 19 + 4 + 100 = 180 / 189 PP
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Pitch Power Level: 11 (250/250) Unspent Power Points: 0 Trade-Offs: -1 Attack / +1 DC, -1 Defence / +1 Tough In Brief: Infernal Biker with a Demon in her belly. Catchphrase: “Fire me up!” Alternate Identity: Carmen Canto (Secret) Birthplace: Mexico City Residence: Freedom City Base of Operations: Freedom City Occupation: Journalist, Rock Report Magazine Affiliations: Blacksmoke Motorcycle Club Family: None alive. Father is the missing (presumed dead…) biker sorcerer Carlos Canto Description: Age: 38 (6/6/86) Apparent Age: 25 Gender: Female Ethnicity: Caucasian/Hispanic Height: 5’6” Weight: 55Kgs Eyes: Brown Hair: Dirty Blonde (Dyed) Carmen looks like a slightly scruffy but sexy rock musician / biker. She is good looking, and has curves in the right places. She wears a variety of clothes but tends to favour rock styled ones, such as leather trousers, buckled belt, etc. She almost always wears clothes that some part of her spinal tattoo (that reaches from the base of her neck to the sacrum) is visible. One particular piece of clothing she almost always wears is boots of some sort, so that she can wear a titanium brace around her right foot (easing her mobility problems). She walks with a quite visible limp because of this. When she commands the demon living inside her, Tazel to “fire me up”, her body becomes wrapped in smoke and wisps of flame. Her eyes glow a fiery red, and there is a furnace bubbling away down her mouth. Her clothes will change, become studded, leathery, black and red. The combined effect is enough to conceal her appearance (and thus identity). History: Carmen’s story starts with her father, Carlos Canto. He was a skilled sorcerer in a biker gang (The Blacksmokers), not renowned for being a good guy, nor a particularly bad one. He did, however, possess an uncanny knack for black magic: in particular, dealing with demons. His luck and cunning held out for many years, as he rode with his gang, gaining fame and notoriety, and a long list of crimes including (at its height) armed bank robbery. His luck would not hold forever, and ran out when he fell in love and had a child. At this point, the infernal creatures he had bound and tormented took their revenge through his family. They propelled the Feds into busting him in a messy fire-fight. Carlos knew his time was up, but he wasn’t going to let his newborn daughter suffer for his sins. As the guns blazed, he took his baby daughter and tattooed his most powerful signs down her spine. This hasty and reckless action damaged his daughter, leaving her disabled, but protected. No demon could touch her. The creatures he had bound took him and his wife, but could not lay a hand in revenge against his babe. Carmen grew up an orphan, and not in the best of company. She was fostered, and didn’t have a bad life, but struggled with it. She fell in with bad boys, and bad crowds, and given the fame of her father it was not long before she was hanging out with bikers, rock stars, and tattoo artists. When she became a rock music journalist, she started to peel back the history of her father. She eventually found an old haunt of his just outside San Antonia. There, she found a dusty shack lived an old biker friend of her father, Axel ˜Grease” Robinson, who showed her Carlos’ leather bound diary and his fabled devil stick. Tough as his biker friends were, nobody had dared to read the diary or take up his stick. (Un)fortunately, as she read his diary, she unleashed Tazel, the fiery spirit that Carlos had bound many years ago, and who was now bound to her. Carmen bound him tightly indeed, by swallowing him whole! Through her fathers’ Diary Carmen learned black magic. It came, if anything, easier for her. No demon could harm her, and she could delve deeply into the anger and resentment that had built up in her to summon the “infernal forge”, the ways of hammer, steel, smoke and fire. Personality & Motivation: Carmen is a wild child, and has an inability to settle. She is quite “passionate”, in good and bad ways, able to love and hate quickly. She has an anarchic streak and has broken the law on numerous occasions with petty offences. So why be a hero? Carmen, although driven to free her father, is deeply angry at him. His legacy is a disability from her spinal tattoos, an undesirable upbringing, her mother’s death, and a whole heap of legacy problems with demons. She wants to be everything her father was not. She wants to be a hero. Powers & Tactics: Tazel, the demon residing in her belly can be expelled and commanded, but usually is used to fire up Pitch, giving her exceptional strength and resilience. She will use this power in conjunction with her own sorcery, commanding fire, steel and smoke, usually in a blistering full on attack. Pitch has no particular martial art expertise but is what might be called an experienced brawler. She is also a reasonably skilled writer and reporter, and will often try to work out what is going on via subterfuge. Pitch drives a customised bike that is pumped full of infernal oil. It can become smoky, concealing its appearance (which she activates when she drives a pitch), and is faster than most normal bikes, as well as being able to drive up walls and even through the air. As Carmen, she often keeps a set of kunckledusters in her jacket, as befits her biker girl image. On her bike, she has a length of chain concealed in the body of the bike, that she will use when Pitch. Power Descriptions: Commanding the infernal forge dimension via her black magic, Pitch’s powers are all about smoke, fire, and metal, often in combination. For instance, she hurls smouldering blackened shards of metal or chains at her opponents. Complications: Twisted Tounges: Tazel, her pet demon, whilst technically fanatical (and who must obey her) actually hates her and would do anything to get her into trouble. He is bound to tell the truth, but of course he may tell it selectively or get her into all sorts of trouble by doing so, using deceit and manipulation. Given he is the source of her comprehend power, that would be one way of doing so (giving interpretations that are correct but misleading). Note: Tazel can be played by the GM as a totally malign and deceptive entity. He is, after all, a demon. As he mechanically is bound to obey Pitch he is built as a sidekick. He is somewhat mysterious and mercurial, meaning different GMs may take a different angle on him. Disability: Carmen walks with a noticeable limp. In addition to her disability drawback (unable to all out move) this can make things like acrobatics and so on very hard or impossible for her, and she cannot run or even walk far without pain and fatigue. Trips may be more effective. She would not be able to operate normal vehicles normally (those requiring two pedals). Should she be without her callipers for her right lower leg, these problems are worse. Rolling Stone: Whilst she generally has a reasonable amount of money from her work, she has no permanent abode, and her resources and money do fluctuate. No Exorcisms Please: Tazel, her bound demon (who normally lives in her belly) cannot abide holy grounds, or religious artefacts placed on Carmen. In such cases, he will be forcibly ejected from her. Plume of Smoke: Aside from the normal visibility of powers, the smoke and flames from her powers could lead her to be particularly noticeable, such as spotting a plume of smoke outdoors from miles away, or the fire making her noticeable in the darkness. Burnt Out: If Tazel is ejected and somehow cannot make a beeline back to Carmen's mouth (which he could do at very high speed, more than his regular flight) - for instance, if he was unconscious, or mind controlled, or there was some magical or energy barrier blocking or ensnaring him, she cannot deactivate the summon. Essentially deactivating the summon to change the array to the "Tazel within" alternate power means she must swallow him. Hidden Ink: If Pitch’s spinal tattoo is completely covered, its power fades. The spine stretched up to neck and down to sacrum. Her normal rock t-shirt would not cover it, but certain snares might, as might other powers, or even clothes. Abilities: 2 + 4 + 4 + 2 + 4 + 8 = 24 Strength 12/22 (+1/+6) With Rage, up to 28 (+9) Dexterity: 14 (+2) Constitution: 14/22 (+2/+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 20 + 20 = 40 Initiative: +6 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +11/+17 (Additional +3 with Rage active) Knockback: -6 Saving Throws: 7 + 7 + 11 = 23 Toughness: +8/+12 Fortitude: +9/+13 (+2/+7 Con, +7) Reflex: +7 (+2 Dex, +5) Will: +13 (+2 Wis, +11) Skills: 72 Ranks = 18 PP Bluff 4 (+8) [Additional +4 in Alt Form] Concentration 4 (+6) Craft (Mechanical) 4 (+5) Diplomacy 0 (+4) [Additional +4 in Alt Form] Drive 4 (+6) Intimidate 8 (+12) [Additional +4 in Alt Form] Gather Information 2 (+6) Knowledge (Arcane) 4 (+5) Knowledge (Pop Culture) 9 (+10) Knowledge (Streetwise) 4 (+5) Language 1 (English [Native], Spanish) Notice 4 (+6) Perform [Singing] 2 (+6) [Additional +4 in Alt Form] Perform [Stringed Instruments] 6 (+10) Profession [Writer] 8 (+10) Sense Motive 8 (+10) Feats: 15 PP Attractive Equipment 9 Favoured Opponent (Infernal) Improved Initiative 1 Jack of All Trades Rage 2 [+6 STR, +3 Fort, +3 Will, -2 Defence] Equipment: 9 PP = 35 EP Chain (Strike 2, Mighty, Extended Reach 2, Improved Trip, Improved Disarm) [7 EP] Shotgun (Blast 5 [3 vs Armoured], Accurate 1, AP: Blast 6, Feats: Stun Ammo [Rocksalt]) [14 EP] Motorcycle (STR 20, Toughness 8, Size Medium, Speed 5 [250mph], Alarm 1, Smokescreen, Retractable Numberplates [Hides ID]) [14 EP] Powers: 11 + 49 + 6 + 61 + 3 + 1 = 131 PP Immunity 11 (Aging, All Infernal Effects, All Celestial Effects) [11 PP] “Spinal Tattoo” Infernal Forge Array (40 PP Array, Feats: Alt Power 9) [49 PP] BP: Blast 12 (Extras: Autofire, Feats: Affects Insubstantial 2, Improved Critical 2, Variable Descriptor 1 [Metal], Drawback: Max Range 1 [600’]) [40/40 PP] “Metal Shards” AP: Damage 11 (Extras: Area [Cone, 1-1100’], Feats: Decrease Area 11, Increase Area 3, Incurable, Affects Insubstantial 2) [39/40 PP] “Breathe Hellfire” AP: Snare 12 (Extra: Constricting, Feats: Affects Insubstantial 2, Homing, Reversible, Tether, Can pause / activate constriction as free action, Drawback: Max Range 2 [300’]) [40/40 PP] “Chain” AP: Move Object 11 (Extras: Damaging, Perception, Feats: Affect Insubstantial 2, Precise, Flaw: Limited [Metal]) [36/40 PP] “Command Metal” AP: Create Object 9 (Extras: Duration [Continuous], Movable, Feats: Affects Insubstantial 2, Variable Descriptor 1 [Metal]) [39/40 PP] “Make Metal” AP: Transform 10 (1000lbs, Narrow to Narrow, Metal to Metal [Shape only], Extras: Duration [Continuous, countered by mechanical/structural craft], Flaw: Range) [40/40 PP] “Mold Metal” AP: Nullify 10 (Any one mechanical effect, Extras: Duration [Sustained], Range [Perception]) [40 PP] "Seize Engine" AP: Suffocate 8 (Extras: Range 2 [Perception], Duration 1 [Sustained]) [40/40 PP] “Smoke” AP: Teleport 10 (1000’/200K Miles, Extras: Affects Others, Accurate, Feats: Change Direction, Change Velocity, Easy, Extended Reach 1, Progression: Affects Others 2 [5 persons], Progression: Mass 3 [1000lbs], Flaws: Medium [Hot Metal]) [39/40 PP] “Forge Walk” AP: Environmental Control 4 (50’ radius, Dim Light, Distraction DC 5, Extreme Heat, Hamper Move [50%], Extras: Range [Perception]) linked with Obscure 4 (50’ Radius, Visual and Olfactory, Extras: Range [Perception]) [16+24=40/40 PP] Protection 6 [6 PP] “Spinal Tattoo” Tazel Array (60 PP Array, Feats: Alt Power 1) [61 PP] BP: Alt Form 10 (50 PP, Extras: Duration [Continuous]) [60/60 PP] “Tazel Within” Comprehend 2 (Speak/Understand Animals, Flaws: Limited to animal associated with devil’ry e.g. Rats, Pigs, Goats) [2 PP] “Twisted Tongue” Comprehend 2 (Speak/Understand Languages) [4 PP] “Twisted Tongue” Enhanced Traits 6 (Bluff, Diplomacy, Intimidate and Sing +4, Feats: Distract [Intimidate], Fascinate [Intimidate]) [6 PP] “Twisted Tongue” Feature 1: Mimicry [1 PP] “Twisted Tongue” Super Senses 5 (Visual Counters Obscure) [5 PP] “Infernal Vision” Immunity 13 (Fire effects, Condition: Cold, Starvation and Thirst, Suffocation: Smoke) [13 PP] “Infernal power” Enhanced Traits (+10 Strength, +8 Constitution) [18 PP] “Infernal Power” Feature 1: Smoky [Conceals secret ID like a mask] [1 PP] AP: Summon 12 (180 PP: Tazel, Extras: Fanatical [NB: Complication], Heroic, Duration: Continuous, Feat: Mental Link, Drawback: Full round to summon/expel) [60/60 PP] Super-Movement 4 (Wall crawling 2, Slow Fall, Sure Footed 1, Extras: Affects Others [only], Flaws: Limited to Combustion Vehicles, Drawbacks: Move Action to ignite) [3 PP] “Hellfire Ignition” Super Senses 1 (Visual Detect Infernal) [1 PP] “Infernal eyes” Drawbacks: Disability: Cannot move all out [1 PP] NB: See complication for possible additional effects. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16/21 Tough* Damage Chain Equipment 10’ DC 18/23 Tough* Damage Chain Power Ranged DC 27 Reflex Snare Metal Shards Ranged DC 22 Tough Damage Hellfire Breath Touch/Cone DC 26 Tough/DC 21 Reflex Damage Hellfire Ignition Perception DC 22 Tough Damage Smoke Perception DC 25 Fort Suffocate *Additional +3 if Rage active Totals: Abilities 24 + Combat 40 + Saving Throws 23 + Skills 18 + Feats 15 + Powers 131 – Drawbacks 1 = 250/250 Power Points
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Sergeant Shark Power Level: 11 (220/240 PP) Unspent Power Points: 20 Trade-Offs: +1 Attack / -1 DC, and +1 Defence / -1 Toughness In Brief: Special Forces Soldier turned into Shark-man Catchphrase: “Fortune Favours the Bold” Theme: Derrr dum.... Alternate Identity: Victor Tiberius Finn Birthplace: Dover, England Residence: London Base of Operations: London Occupation: Marine "Consultant" Affiliations: Vanguard, Unison Family: Lisa Drake (Surgeon, Sister) Description: Age: 37 Apparent Age: 37 Gender: Male Ethnicity: [Previously] Caucasian Height: 6’1” Weight: 120 Kgs Eyes: Black Hair: None Victor has transformed into a hairless marine hybrid, with blue-grey skin, black eyes, and sharp claws and teeth. He usually wears little but shorts (to keep it all PG rated). His feet have webbed, splayed toes. History: Victor came from a military family with a somewhat spartan upbringing. He joined the secretive British elite special forces, the Special Boat Service, and was an effective soldier specialising in tactics. An expert in diving, Victor and his team were called to dismantle a sunken experimental submarine. Unfortunately, the reactor had leaked radiation, and it was driving the marine life wild. Victors team were killed by a maddened radioactive shark. Victor though he was dead, being chomped and bitten. He did not, however. He was transformed into a hybrid shark – man, giving him remarkable amphibious abilities, super senses, and incredible strength. Personality & Motivation: Victor has a determined, almost cold, dedication to getting the job done. He is a soldier at heart, although he has other interests such as marine biology and ecology. He has become something of an "eco-warrior" in recent times, seeing the damage done to the worlds oceans. Outside of the "mission", he is still a disciplined man, not drinking or smoking. He has a fondness for the theatre and opera, liking the play of drama, although he has no particular artistic bent himself. He lets very few people into his psyche (Arguably, not even himself), but has a number of more superficial friends, including military comrades (although he is has now retired from military service). Powers & Tactics: Victor is incredibly strong and resilient, and will fight clean and effectively in hand to hand combat. He has immense tactical experience and will always wish to engage with the benefit of surprise, and on his terms. His preferred environment is the open sea / ocean where he is especially effective. As a peculiar effect of his transformation, Victor can communicate with Sharks. Aside from his powers, Victor is a highly trained soldier and has degrees in oceanology and marine biology. Complications: Blood lust: Victor’s brain has some shark like qualities. The smell of blood will make him increasingly aggressive, distracted, and hungry. In any case, he has a taste for raw fish which may give rise to unpleasant social situations. Dry Skin: Victor’s skin needs to be exposed to water twice a day or it will become dry, irritable, and painful, again distracting him or making him lose focus. Protracted periods will cause worse problems. He usually swims twice a day to compensate, but a shower would also do. Yes Sir!: Victor has a tendency to believe and trust (without thinking) senior military officers and obey orders. This tendency is also applies to a lesser degree to rank and file military men / women. Masters of psychology, deception, or disguise might easily manipulate Victor. Colour Blind: Victors eyes are almost all rod cells, allowing him to see in very low light. But this also means he has very poor or absent colour vision. Fighter Not A Lover: Victor looks pretty ferocious and not human. Whilst he is known hero with a solid reputation, he still looks scary, and initial reactions might be startled or uncomfortable. Abilities: 20 + 6 + 20 + 4 + 2 + 4 = 56 STR: 30 (+10) DEX: 16 (+3) CON: 30 (+20) INT: 14 (+2) WIS: 12 (+1) CHA: 14 (+2) Combat: 24 + 24 = 48 Initiative: +15 Attack: +12 Defense: +12 (+6 Flat Footed) Grapple: +25 Knockback: -5 Saving Throws: 2 + 7 + 7 = 16 Toughness: +10 (+10 Con) Fortitude: +12 (+10 Con, +2) Reflex: +10 (+3 Dex, +7) Will: +8 (+1 Wis, +7) Skills: 120 Ranks = 30 PP Bluff 4 (+6) Climb 6(+16) SM Drive 4 (+7) SM Intimidate 16 (+18) Knowledge [Earth Sciences] 8 (+10) Knowledge [Life Sciences] 8 (+10) Knowledge [Tactics] 16 (+18) Language 2 (Arabic, English [Native], French] Medicine 4 (+5) SM Notice 12 (+13) Pilot 4 (+6) SM Sense Motive 4 (+5) Stealth 16 (+19) Survival 4 (+5) Swim 12 (+22) Feats: 37PP Accurate Attack All Out Attack Benefit: Vanguard Member Benefit: Wealth Benefit 2: Use Knowledge [Tactics] for Master Plan and to avoid Ambush/Feint Blind-Fight Chokehold Critical Strike Distract (Intimidate) Elusive Target Environmental Adaptation [underwater] Evasion 2 Favoured Environment [underwater] Favoured Opponent [marine life] Fearless Improved Aim Improved Grab Improved Initiative 3 Improved Pin Instant Up Jack of All Trades Leadership Master Plan Move-by Action Power Attack Prone Fighting Setup Skill Master (Climb, Drive, Medicine, Pilot) Startle Takedown Attack 2 Uncanny Dodge (Olfactory) Powers 3 + 1 + 1 + 4 + 1 + 2 + 10 + 6 + 5 = 33 All powers have mutation and shark descriptor Strength Bonus (Applies to Unarmed: Improved Critical 2, Variable Descriptor 1 [Unarmed, Claw, Teeth]) [3 PP] Comprehend 2 (Speak to, Understand, Limited: Sharks) [1 PP] Feature (Iron Stomach) [1 PP] Immunity 4 (Cold, High Pressure, Radiation, Suffocation [Drowning]) [4 PP] Leaping 1 (x2 Distance: Running 40’, Standing 20’, High Jump 10’) [1 PP] Speed 2 (25 Mph) [2 PP] Super Senses 10 (Accurate [Olfactory], Acute [Olfactory], Direction Sense, Extended 1 [Vision], Extended 1 [Olfactory], Low Light Vision, Tracking 3 [All out movement, Olfactory]) [10 PP] Super Strength 3 (+15 STR to effective strength) [6 PP] Swimming 5 (50 mph) [5 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Abilities 56 + Combat 48 + Saves 16 + Skills 30 + Feat 37 + Powers 33 = 220/240 Power Points
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The Red Rat (PL 9) Power Level: 9/15 (250/250 PP) [253] Unspent Power Points: 0 Trade-Off: +4 Attack / -4 DC, +4 Defence, -4 Toughness In Brief: Mutant Super Spy with Soviet Computer in her head. Alternate Identity: Noemi Von Neumann Birthplace: Budapest, Hungary Residence: Freedom City Occupation: Taxi Driver Affiliations: None Family: None (Alive) Description: Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 5’8” Weight: 70Kgs Eyes: Green Hair: Blonde Noemi has a Slavic look, with chiselled features. It is not immediately apparent, but her body is in phenomenal shape. Her musculature is well developed. She usually wears glasses and has her hair up, and somehow nobody recognises her as the Red Rat...?! The Red Rat wears close fitting grey spandex and a short Brown-Red Jacket with a Bright Red "Rat" Motif on the back. She carries two super-high tech pistols of Soviet Design. History: Noemi Von Neumann was born into a poor family in Budapest at the height of communist power. As a young woman, she was politically active, and soon joined the underground movement of artists, philosophers, and anarchists who wanted change. She studied a little, read a little, and shouted a lot. And she was caught. A few dozen radicals, including her, were used as human guinea pigs for the Soviets' Super Programme. They were exposed to the virus Darwin-X, a highly unstable and dangerous pathogen. Only Noemi survived. The virus had triggered off something in her, making her body evolve and adapt. Darwin-X was in almost all cases lethal, and if not, then dangerous. Only a few candidates were any good. The Red Rat only knows of herself, but there may have been others. Nicknamed the “Red Rat” (after a lab rat), she was brainwashed. A soviet computer system was installed in her skull, nicknamed “Slave”, complete with cybernetic eyes that replaced her own. The Slave System is advanced, but normal humans are unable to tolerate it. The Red Rat, with her adaptive genetics, was able to bond with it. Now an agent of the Soviet Union, she was put on cryo-stasis until she was needed for certain missions in Europe. Over the years she had been awakened a few dozen times, sometimes to upgrade Slave, sometimes to spy. When the Wall came crashing down, the unit handling her disbanded, and she was left for years, untended, unwatched, and asleep in a Berlin Cryo-unit deep underground, until a UNISON team found the old site and awakened her. Playing ball initially, the Red Rat soon went on the run. She had no wish to be anyone’s puppet anymore… Personality & Motivation: Noemi is an easy go lucky personality, who usually talks to her passengers when working, and loves hearing stories. She hits bars, coffee shops, and galleries in her free time, and hangs out with Artists, Poets, and Bohemians. She is basically a woman who likes standing up for, and helping people. However, she is also a militant believer in liberty, and not just in an abstract way. She may not be Patriotic, or Pro-American, but she will defend liberty with a real passion. When Devolved, the Red Rat becomes crude, unmannered, and simple, almost a feral thing. The Devolved Red Rat can be more caring and emotional, and believes itself to be a pure, spiritual thing, unfettered by modernity. It views Slave as a super smart God like figure in its head. Slave views it as an intolerable primitive. When Evolved, the Red Rat becomes egocentric and arrogant, believing itself to be the next stage of human evolution. It has a paternalistic but condescending view on primitive homo sapiens. It does its best to outwit Slave and is nasty to the system. Slave takes on an almost worshipful, sycophantic relationship to the Evolved Form. It is not clear if Slave is actually self-aware or just a very well programmed computer system. When the Red Rat is in her normal human form, it speaks to her obediently and mechanically, and keeps interjecting communist propaganda, almost like an information station. Powers & Tactics: The Red Rat is a mutant with the ability to adapt to the environment. A relatively minor power, it also allows her to “evolve” into a weedy but brainy form, or “devolve” into the mirror opposite. It has also allowed her to tolerate the cybernetic system in her head. This gives her advanced visual senses and tactical advice. She has pilfered two high – tech soviet pistols, snub nosed and sleek, that are activated by SLAVE. Whilst they can be destructive, they are spy pistols – firing knockout poison darts, EMP rounds, or non-lethal ammunition, all silently. The Red Rat is in excellent physical shape, partly as she recovers quickly from physical training. She is also an expert martial artist and markswoman, and a highly trained spy. Tactically, she will prefer guile and surprise to a straight up fight. Power Descriptions: The Red Rat's powers are largely unseen. However, when she makes her body adapt to hostile environments, this can be visible; for instance, growing fur, or gills. Her devolved form looks like a primitive Neanderthal, with a large muscular hairy frame and small forehead, whilst her evolved form looks the opposite: a feeble shrunken body and massively enlarged head. Complications: Outlaw: Technically, Noemi Von Neuman is an ex-Soviet Spy and wanted by UNISON for questioning. Slave? The Soviet Computer, in her head, may be called Slave, and may be under her control. Or it may not. Slave is programmed never to harm Russian / Soviet agents or government, and also to filter out (via her eyes), any capitalist propaganda (and replace it with Soviet style propaganda). Things might be invisible to her, or changed. If really pressed, Slave can completely blind Red. It might also be distracting, spouting communist propaganda at her at critical times. Slave could potentially be controlled by Soviet technology, or even hackers. Nuclear Mutations: Radiation sends her powers crazy. Aside from the loss of her mutant powers she can have all sorts of other problems, such as breaking out in green boils, or her mouth sealing over. Split Personality: In her devolved form, Red is crude, aggressive, and unsubtle. In her Evolved Form, Red is arrogant and aloof. Of course, both forms feel that their personality is best, and may be reluctant to change back to her normal form. She cannot sustain her evolved or devolved form indefinitely, fortunately. Taxi Driver: Noemi works for “EZ Cabs” with a hard nosed boss, “Easy Steve”. Easy Steve has plenty of enemies, and by default, so do his drivers. Empty Clip: Guns run out of bullets, even superior soviet guns with superior soviet bullets. Abilities: 6 + 12 + 10 + 6 + 2 + 6 = 42 Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 26 + 26 = 52 Initiative: +10 Attack: +13 Defense: +13, +7 Flat Footed Grapple: +19 Knockback: -2 Saving Throws: 7 + 4 + 5 = 16 Toughness: +5 Fortitude: +12 (+5 Con, +7) Reflex: +10 (+6 Dex, +4) Will: +6 (+1 Wis, +5) Skills: 120R = 30 PP Acrobatics 4 (+10) Skill Mastery Bluff 10 (+13) Computers 4 (+7) [14 (+17) Enhanced] Skill Mastery Diplomacy 4 (+7) Disable Device 4 (+7) Skill Mastery Disguise 4 (+7) (Additional +20 Morph) Skill Mastery Drive 4 (+10) Skill Mastery Gather Information 8 (+11) Intimidate 8 (+11) Knowledge (Behaviour Sciences) 4 (+7) Knowledge (Civics) 4 (+7) Knowledge (Current Events) 4 (+7) Knowledge (Streetwise) 4 (+7) Knowledge (Tactics) 4 (+7) [14 (+17) Enhanced] Language 6 (English, French, German, Hungarian [native], Mandarin, Russian, Spanish) Medicine 4 (+5) Skill Mastery Notice 8 (+9) Pilot 4 (+10) Skill Mastery Search 8 (+11) Sense Motive 8 (+9) Sleight of Hand 4 (+10) Skill Mastery Stealth 8 (+14) Feats: 45PP Ambidexterity Assessment Attractive Benefit 2 (Use Tactics for Master Plan, and to spot Ambush / Feint) Blind-Fight Chokehold Defensive Attack Elusive Target Equipment 15 Evasion 2 Favoured Opponent (Spies) Grappling Finesse Improved Critical 1 (Unarmed) Improved Disarm Improved Grab Improved Grapple Improved Initiative Improved Pin Improved Throw Improved Trip Jack of All Trades Master Plan Power Attack Quick Draw 1 (Draw Weapon) Set Up Skill Mastery 2 (Acrobatics, Computers, Disable Device, Disguise, Drive, Medicine, Pilot, Sleight of Hand) Takedown Attack 1 Uncanny Dodge (Auditory) As enhanced Traits: Precise Shot 2, Improved Aim Equipment Headquarters: "The Safe House" [25 EP Total] Size Medium [1 EP], Toughness 15 [2 EP], Features: Communications, Computer, Concealed 7 / +40 DC, Fire Prevention System, Garage, Gym, Hangar [Retractable Helipad], Infirmary, Living Space, Power System, Security System 5 (DC 40), Workshop [22 EP] Vehicle: "The Ratcopter" [42 EP] Size: Large [1 PP] Toughness: 10 [3 EP] STR: 30 [2 EP] Features: Remote Control, Smokescreen [2 PP] Powers: Flight 6 (500mph, Feats: Subtle) [13 EP], Concealment 1 (Normal Hearing, Extras: Continuous, Feats: Selective) [4 EP], Concealment 2 (Radio Senses, Flaw: Permanent) [4 EP], Super Senses 13 (Analytical all hearing, Accurate Radar, Extended Radar, Extended All Hearing, Radio, Ultrahearing, Penetrating Hearing) [13 EP] Total Cost 42 EP Concealable Microphone [1 EP] Multi-Tool [1 EP] Mini-Tracer [1 EP] Boot Knives (Strike 1, Feats: Thrown, Improved Critical 1, Mighty, Multiple Weapons 1) [5 EP] Powers: 6 + 2 + 5 + 1 + 17 + 5 + 1 + 5 + 8 + 17 = 67 “SLAVE” powers have cybernetic descriptor, Others have Mutant descriptor. Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] "SLAVE" BP: Communication 4 (Radio, 1 Mile, Extras: Omni Directional, Feats: Subtle, Flaws: Limited, one way) [5/5 PP] AP: Datalink 2 (100’, Feats: Subtle) linked with Quickness 6 (x100, Flaws: Limited to Computers only) [3+2=5/5 PP] Comprehend 1 (Decryption) [2 PP] "SLAVE" Enhanced Traits 4 (Computers 8, Knowledge [Tactics] 8) [4 PP] "SLAVE" Feature 1 (Internal Computer) [1 PP] “SLAVE” Super Senses 15 (Analytical All Visual, Direction Sense, Distance Sense, Extended All Visual 1, Infravision, Microscopic Vision 1, Radio, Time Sense, Ultravision, X-Ray Vision, Drawbacks: Power loss X Ray Vision [Lead etc], Feats: Improved Aim, Precise Shot 2) [17 PP] "SLAVE / Cybernetic Eyes" Adaptation 1 (5 PP of Variable Powers; mainly immunity to environment, Extras: Action 2 [Move], Drawbacks: Noticeable, Power loss 2 [Radiation]) [5PP] “Mutant” Immunity 2 (Aging, Sleep, Flaws: Limited [Half Effect]) [1 PP] "Mutant" Evolution Array (6 PP Array, Feats: Alt Power 1, Flaws: Power Loss 2 [Radiation]) [5 PP] "Mutant" BP: Morph 4 (+20 Disguise, Evolved form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] AP: Morph 4 (+20 Disguise, Devolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] Regeneration 9 (Bruised 1 / round [1], Disabled 1 / Hour [2], Injured 1 / Minute [3], Staggered 1 / Minute [3], Feats: Regrowth, Drawbacks: Power Loss 2 [Radiation damage or environment]) [8 PP] “Mutation” Device 5 (25 DP, Feats: Multiple Weapons 1, Restricted Use 1 [Datalink users], Flaws: Easy to Lose) [17 PP] "High tech pistols" Armaments Array (21 PP Array, Feats: Alt Power 4) [25 DP] BP: Stun 5 (Extras: Range, Feats: Improved Range 2 [250' incr], Progression Range 2 [2500' Max], Ricochet, Subtle) "Taser Bullet" [21/21 PP] AP: Blast 5 (Extras: Penetrating, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’ Max], Ricochet, Subtle) “Rocket Bullet” [21/21 PP] AP: Blast 5 (Extras: Area [Burst], Feats: Improved Range 3 [500’ Total Range, no penalty], Ricochet, Subtle)“Explosive Bullet” [20/21 PP] AP: Fatigue 5 (Extras: Range, Poison, Feats: Subtle) [21/21 PP] “Knockout dart” AP: Nullify 5 (All Electronic Tech, Extras: Alt Save [Fort], Affects Objects, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’], Subtle, Richocet) [21/21 PP] “EMP Bullet” Drawbacks: -2 PP Vulnerability (Radiation; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Rocket Bullet Ranged DC 20 Tough Damage EMP Bullet Ranged DC 15 Fort Nullify Explosive Bullet Ranged DC 20 Tough Damage KO Dart Ranged DC 15 Fort /Poison Fatigue Taser Bullet Ranged DC 15 Fort Stun Totals: Abilities 42 + Combat 52 + Saving Throws 16 + Skills 30 + Feats 45 + Powers 67 - Drawbacks -2 = 250/250 Power Points
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Starshot Power Level: 11/15 (250/250) [253] Unspent Power Points: 0 Trade-Offs: +3 Attack, -3 Damage; +1 Defense/-1 Toughness In Brief: Intergalactic Safari Hunter Theme Tune: Ride of the Valkyries Alternate Identity: Oskar Otto Birthplace: Berlin, Germany Residence: The Starship Xeno Occupation: Big Game Hunter (in Space) Affiliations: None Family: Distant Relatives Only Description: Age: 102 Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6’ Weight: 95 Kgs Eyes: Blue Hair: Blonde Starshot usually wears a battered military jacket, carries a big gun, and wears a helmet that can extend over his whole face. His left hand is clearly cybernetic, black metal and green lights. If he shows his face, he is handsome man with piercing light blue eyes and a scar down his left side. His body is in virtually perfect physical form. There are a few traces of cybernetics over his body (such as his spine). History: As a capable young man, Starshot served in the German Army in World War 2, although horrified by the experience. He ended up on a suicide mission in the Alps with his no-hoper squad. Ambushed by British commandos, the firefight was brought to a close by a galactic slaver and hunter called Zaul Zeno, an expert in biology and cybernetics. Firing into the battle, he killed most of the combatants but for Oskar, whom he collected as a prize. The next several decades, Oskar (rebuilt by Zeno) served on his ship as a big game hunter. Whilst Zeno was not cruel (just greedy and amoral), Oskar would have escaped if it was not for the explosives wired to his heart. Then Zaul disappeared. Left with money, a Starship, and a profession, Starshot took over as captain, removed the explosives in his heart (he hopes), and set off… Personality & Motivation: Oskar is a complex man, who enjoys his profession but is still scarred (physically and emotionally) by WW2. He had a grey and shadowy existence as Zaul Zeno’s right hand man. Oskar enjoys drink, gambling, and risk, but can also become grim and maudlin at times, lost in recollections. He partially travels for adventure and interest, but always has an eye out to undo the wrongs he had done, and is, at heart, a man of people. Powers & Tactics: Due to genetic modification and cybernetics, Starshot has superhuman strength and endurance, and is immune to many harsh environments. His left hand is detachable and is equipped with inbuilt tools, microjets (for flight), as well as having exceptionally strong crushing grip. Starshot has a high tech helmet that has a range of sensory enhancements. Starshot still uses his old WWII rifle. Or at least, it looks like that. In actually fact, internally, it is a high tech plasma rifle which can also fire “Plasma web” shells to capture his prey. Starshot is a skilled marksman and hunter. He tends to fight as such, sneaking around and sniping his targets. Power Descriptions: Starshots Plasma rifle shoots “Phased plasma”, that has the appearance of bright shimmering energy from purple to red in hue. Complications: War Trauma: Starshot reacts very negatively to war, and particular Nazi memorabilia. He will have flashbacks, becoming frozen, or violent. Bad Reputation: In many corners of the galaxy, Starshot has a bad reputation, having worked for Zaul Zeno for so many years. Captain: Any guest on his ship is under his protection. Allergy: Starshots genetic alteration have made him allergic to several medicines, including penicillin. Primal Challenge: Whilst Starshot is no fool, he has an honourable respect for tough prey. Unless it is quite suicidal to do so, he may choose to forgo weapons and equipment in order to “go primitive” and hunt / fight a noble prey. Restock and Recharge: Starshots helmet only has 2 hours worth of oxygen supply, and its power supply for other functions is limited. Similarly, his gun only has so much power (it is particularly drained by “overburn”) and five “Web” shells. Of course, he has plenty of spare ammunition, power, and oxygen in his ship, and to a lesser extent in his ATV. Abilities: 16 + 12 + 16 + 4 + 4 + 6 = 58 Strength: 26 (+8) Dexterity: 22 (+6) Constitution: 26 (+8) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 24 + 24 = 48 Initiative: +10 Attack: +12, +14 Ranged Defense: +12, +6 Flat-Footed Grapple: +18 (+20 with Cybernetic Hand) Knockback: -4 ( -5 with Jacket) Saving Throws 4 + 4 + 6 = 14 Toughness: +10 (+8 Con, +2 Jacket) Fortitude: +12 (+8 Con, +4) Reflex: +10 (+6 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 108R = 27 PP Climb 8 (+16) Drive 4 (+10) Skill Mastery Handle Animal 12 (+15) Intimidate 12 (+15) Knowledge (Earth Sciences) 4 (+6) Knowledge (Life Sciences) 4 (+6) Knowledge (Tactics) 4 (+6) Language 6 (English, French, Galstandard, German [Native], Lor, Khanate, Galactic Tradespeak) Medicine 4 (+6) Skill Mastery Notice 8 (+10) Pilot 4 (+10) Skill Mastery Sense Motive 4 (+6) Stealth 10 (+16) Survival 16 (+18) Skill Mastery Swim 8 (+16) Feats: 59 PP Accurate Attack All-Out Attack Attack Focus: Ranged 2 Ambidexterity Animal Empathy Benefit 2 (Wealth 2) Critical Strike Equipment 34 + 5 (Free From rewards) Favoured Opponent (Apex Predators) Fearless Improved Aim Improved Critical 1 (Energy Rifles) Improved Initiative Jack of All Trades Minion 8, Progression 2 (Free From rewards) Power Attack Precise Shot 2 Prone Fighting Second Chance (Toughness save vs Tooth and Claw) Skill Mastery (Medicine, Survival, Drive, Pilot) Startle Track Ultimate Aim Uncanny Dodge (Auditory) Equipment 39PP = 195 EP Old Reinforced Military Jacket (Protection 2) [2EP] 10 Masterwork Space Suits [10 EP Base, Progression 3] [13 EP] Ultrasonic Whistle (Communication 2 [100’], Extras: Omni Directional, Flaws: One Way, Limited to Whistle) [1 EP] Machete (Strike 2, Feats: Mighty, Improved Critical 1, Thrown) [5 EP] Vehicle: Safari Ship Xeno Size: Awesome [5 EP], STR 100 [8 EP], Toughness 20 [5 EP] Features: Alarm 1, Computer, Garage, Gym, Infirmary, Masterwork Vehicle, Masterwork Living Quarters [2], Remote Control, Safari Cells 3 [As reinforced holding cells plus can change environment], Workshop [13 EP] Powers: Flight 16 (1,000,000mph) [32 EP], Communication 16 (Radio, nearby star systems, Flaws: Limited [One Way], Feats: Subtle) [9 EP], Super Senses 26 (Analytical Radio Senses [2], Accurate Radio Senses [4], Detect Life [Radio] [3], Detect EM Energy [Radio] [3], Detect Atmosphere [Radio] [2], Radar Sense [1], Extended Radio Senses 5 [-1 per 20 miles] [10], Radio) [26 EP], Super-Movement 3 [Intergalactic, 6 EP]) Total Cost [104 EP] Vehicle: ATV Size: Huge [2 EP], STR 50 [4 EP], Toughness 12 / Impervious 6 [9EP] Features: Masterwork, Navigation 2, Remote Control, Safari Cell 3 [7 EP] Powers: Communication 8 (Radio, 2000 miles, Flaws: Limited [One Way], Feats: Subtle) [5 EP], Speed 5 (250mph, Alt Power: Swimming 5, 50mph) [6 EP], Super Senses 7 (Accurate Radar, Radar Sense, Radio, Extended 1 Radar) [7 EP], Supermovement 2 [Surefooted 2, 50% penalty reduction) [4 EP], Total Cost [44 EP] Utility Belt [21 PP Array, Feats: Alt Power 6) [27 EP] BP: Blast 3 (Extras: Penetrating, Secondary Effect) Linked with Environmental Control 3 (Normal Heat, 25' Radius, Extras: Total Fade, Independent, Feats: Slow Fade 3 [1 hour total]) {12+6 = 18/21} “Thermal Pellet” AP: Environmental Control 5 (Bright Light, 100' Radius, Extras: Independent, Total Fade, Feats: Improved Range 2 [x5, 250’], Slow Fade 1) {18/21} “Flare Gun” AP: Nauseate 5 (Extras: Area [cloud], Range) {20/21} “Gas grenade” AP: Obscure 5 (Visual and Olfactory, Extras: Total Fade, Feats: Slow Fade 1) {21/21} “Smoke grenade” AP: Paralyse 5 (Extras: Alt Save [Fort], Poison, Ranged, Feats: Subtle) {21/21} "Blowpipe" AP: Fatigue 5 (Extras: Sleep [+0], Poison, Feats: Improved Critical 2) {17/21} "Sedative Injector" Powers: 7 + 15 + 16 + 5 + 1 + 1 + 1 = 46 PP Cybernetic Hand (Linked Powers) [7 PP] Anatomic Separation 1 (Left Hand) [2 PP] “Detaches!” Flight 2 (25mph, Flaws: Limited to hand only) [2 PP] “Mini Jets” Super Strength 2 (+10 STR, Flaws: Limited to grip) [2PP] “Power Grip” Enhanced Trait 1 (Improvised Tools) [1 PP] “Inbuilt tools” Device 5 (25 DP, Flaws: Easy to lose) [15 PP] “Plasma Gun” Plasma Array (22 PP Array, Feats: Alt Power 3) [25 DP] BP: Blast 8 (Feats: Affects Insubstantial 1, Improved Critical 1, Improved Range 2, Progression [Range] 2) [21/21PP] "Plasma Bolt" AP: Dazzle 11 (Visual Senses, Extras: Area [Cone], Flaws: Range [Touch]) [22/22 PP] "Plasma Flare" AP: Damage 11 (Feats: Affects Insubstantial 1, Extras: Area [Line], Flaws: Full Power) [22/22PP] “Plasma Overburn” AP: Snare 8 (Feats: Affects Insubstantial 1, Blocks Radio Sense, Tether, Reversible) [20/22 PP] “Charged Web” Device 4 (20 DP) [16 PP] “Helmet” Communication 6 (Radio, 20 miles, Flaws: Limited [One way], Feats: Subtle) [4 PP] Immunity 4 (Visual Dazzles, Suffocation [All]) [4 PP] Supersenses 13 (Direction Sense, Distance Sense, Extended [Visual] 1, Infravision, Microscopic Vision 2 [Cellular], Radio, Ultravision, X-Ray Vision, Drawback: Power loss [Lead for X Ray Vision]) [12 PP] Immunity 5 (Aging, Cold, Disease, Heat, Poison) [5PP] “Cybernetic Life Support” Leaping 1 (x2, Running 30’, Standing 15’, High 7’) [1 PP] “Enhanced Physique” Speed 1 (x2, 10 mph, 88’/rnd) [1 PP] “Enhanced Physique" Swimming 1 (x2, 2.5mph, 22’/rnd) [1 PP] “Enhanced Physique” Drawbacks: -2 Vulnerability (Electricity, Common, Minor [+1]) [-2 PP] “Residual Cybernetics” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Tough Damage (Physical) Phased Plasma Ranged DC 23 Tough Damage (Energy) Plasma Flare Touch/Cone DC 25 Reflex Dazzle (Visual) Plasma Overburn Touch/Line DC 25 Tough Damage (Energy) Plasma Web Ranged DC 23 Reflex Snare Totals: Abilities (58) + Combat (48) + Saving Throws (14) + Skills (27) + Feats (59) + Powers (46) - Drawbacks (-2) = 250/250 Power Points
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Torpedo Lass Power Level: 10/11 (154/176PP) Trade-Offs: +2 Defense / -2 Toughness Unspent Power Points: 20 In Brief: Torpedo Lass is a All American aquatic superhero time-displaced from the WWII Era looking to make her way in the 21st Century while fighting America's enemies foreign and domestic! Residence: Freedom City, New Jersey Base of Operations: Lonely Point Catchphrase: "Anchors Aweigh!" Alternate Identity: Mary Masterson, Master Chief Petty Officer USN (Honorably Discharged) Identity: Public Birthplace: Freedom City Occupation: VA Veteran's Outreach Casemanager Affiliations: None, but looking. Family: Samantha (Mother, Deceased 1959), Robert (Father, Deceased 1958), James (Brother, Killed in Action, 1941) Age: 32 (1/8/1919, was missing from time for 64 years) Apparent Age: 20 Gender: Female Ethnicity: Caucasian Height: 5'7" Weight: 230 Eyes: Blue-Green (slight phosphorescent glow) Hair: Dark Purple/Magenta Description: Mary Masterson's most outstanding feature is her magenta hair, her almost glowing blue-green eyes, and her swimmer's physique. She looks somewhat young for her apparent age, for someone who is 24 she might still get carded. Her inability to age, and her eternal health constantly produces a healthy and energetic demeanor fitting of a teenager. She tends to wear basic clothing, sometimes resorting to wearing blue shirts, paired with blue cargo shorts, almost looking like her duty uniform. Tending to wear a blue peacoat in inclimate weather over it. She still has her old dress uniform and mission kit too, a memento from her past, albeit still looking like the day it was made. Although her modern seaman's uniforms she's proud of as a symbol of her adapting to her new life in the 21st Century. As Torpedo Lass she wears a white and navy blue wetsuit, with a custom designed red dive vest with a blue sailor collar. On the suit there is an attached belt with several connected pockets. She also keeps a pair of goggles, more for the look, usually on her forehead when not in the water. Power Descriptions: Torpedo Lass swims super, super fast, hits like her namesake, can breathe water and withstands the rigors of the deep, can waylay opponents with a simple snap, and from her dense muscles can make insanely long and high jumps! History: When Mary was 7, she had a swimming accident as she was swept out to sea by a riptide. As she submerged into the ocean she was surrounded by an odd glowing substance. It granted her the ability to breathe water which she knew when she could no longer hold her breath, among other strange abilities. She was a local celebrity for a short bit surviving her harrowing experience and making it back to shore in break-neck speed, but the strange swimmer was forgotten in time. When Pearl Harbor was attacked, the news of her brother getting killed there moved her to action to serve her country, joining up with the WAVE and serving on a hospital ship. When their ship was torpedoed by a Japanese Sub 6 months later, it was her bravery that saved several injured sailors, nurses, and in a rage she used her powers and took out the sub that torpedoed them. Upon retrieval by a US Navy vessel, at first from her attack she was almost considered for being put in a stockade. But on seeing her value with her powers, she was covertly assigned to the USS Enterprise, as a rescue and scouting asset. All while working with a team of WAVE pilots moving aircraft in the protected rear for use in future carrier missions. Under the callsign of “Torpedo Lass” She saved many pilots and set up several Japanese ships and subs for elimination, but in 1943 she ended up having a running battle against a young Japanese girl with fire powers. In the battle they ended up going into a typhoon, and the two mysteriously vanished. Mary woke back up underwater just a few feet from the surface, a bright light shining down. Inflating the life preserver she was wearing she bobbed up to the surface to the surprise of a ship researching a pile of garbage starting to pile up in a dead spot in the Pacific. When a Navy Ship picked her up, she was made fully aware of her time displacement. Over the next few years she returned to the Navy, now as a fully enlisted sailor, adapting to the new time she was in. After her second tour, after saving many pilots, particularly during the Incursion of the Communion at the end of 2014. She now works after her Honorible Discharge as a Veteran Outreach worker at the VA, as she adjusts to modern life. Personality & Motivation: Mary/Torpedo Lass still has a strong tie to her country, although it is balanced with a worldly view. Having spent time around the world over her time back has helped her "part of the global community" approach to her patriotism. She honestly wants to help people, although she is just as willing to knuckle up to anything that threatens Freedom City or America. Powers & Tactics: Torpedo Lass on land loves to use her ability to leap to use hit-and-run tactics, using herself as a human missile sometimes to get a point across. In the water she'll use her speed and striking ability to full effect. In land or water her snaps she can use to stun her opponents. Description: Mary Masterson's most outstanding feature is her magenta hair, her almost glowing blue-green eyes, and her swimmer's physique. She looks somewhat young for her apparent age, for someone who is 24 she might still get carded. Her inability to age, and her eternal health constantly produces a healthy and energetic demeanor fitting of a teenager. She tends to wear basic clothing, sometimes resorting to wearing blue shirts, paired with blue cargo shorts, almost looking like her duty uniform. Tending to wear a blue peacoat in inclimate weather over it. She still has her old dress uniform and mission kit too, a memento from her past, albeit still looking like the day it was made. Although her modern seaman's uniforms she's proud of as a symbol of her adapting to her new life in the 21st Century. As Torpedo Lass she wears a white and navy blue wetsuit, with a custom designed red dive vest with a blue sailor collar. On the suit there is an attached belt with several connected pockets. She also keeps a pair of goggles, more for the look, usually on her forehead when not in the water. Complications: Hook, Line, and Sinker. Mary's got a soft heart, and is quite willing to help a person in distress, but this could be an easy set up. Run silent, run deep. In water Mary is unable to talk. With the way her body works, her vocal chords don't function for talking while in water. You mean there's an app for that?!? Torpedo Lass is really bad with modern computers and such. The world ain't what it used to be. Torpedo Lass has about 64 years of history to catch up on, and seems to be someone "born yesterday" on some subjects. Abilities: 8 + 4 + 0 + 4 + 4 + 0 = 20 PP Strength: 18 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 8 = 20 PP Initiative: +2 (+10 With Improved Initiative II) Attack: +6 Melee & Ranged, +10 Cavitation Bubble Collapse, +10 Hull Breaking Strikes, +10 Pistol Shrimp Snap Grapple: +7/+17 (Super Strength) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 8 + 6 + 6 = 20 PP Toughness: 0 + 8 = 8 (6 Impervious) Fortitude: 0 + 8 = 8 Reflex: 2 + 6 = 8 Will: 2 + 6 = 8 Skills: 64 R = 16 PP Climb 5 (+9) Computers 3 (+5) Drive 3 (+5) Escape Artist 3 (+5) Kno: Tactics 3 (+5) Language 3 (ASL, English [Native], German, Japanese) Medicine 3 (+5) Skill Mastery Notice 8 (+10) Skill Mastery Pilot 3 (+5) Profession: Sailor 3 (+5) Search 8 (+10) Skill Mastery Stealth 3 (+5) Survival 6 (+8) Skill Mastery Swim 10 (+14) Feats: 19 PP Dodge Focus 8 Environmental Adaptation (Underwater) Improved Initiative 2 Leadership Luck 2 Move-By Action Quick Change 1 Skill Mastery 1 (Medicine, Survival, Search, Notice) Teamwork 2 Equipment: 1 PP = 5 EP Note: Costs reflect gear that is "Pressure Tolerant". Dive Vest (Contents Below) Commlink (1 EP) GPS Reciever (1 EP) Inflatable Life Vest/Bouyancy Compensator (1 EP) Medkit (Basic) (1 EP) Multi-Tool (1 EP) Powers: 3 + 3 + 14 + 2 + 25 + 11 = 58 PP Immunity 3 ("Immunity Alterations"; Aging, Disease, Poison) [3 PP] Mutant Immunity 3 ("Seaworthiness"; Conditions: High Pressure, Conditions: Cold, Suffocation: Drowning) [3 PP] Mutant Protection 8 ("Pressure Toughened Body"; Impervious [6 ranks only]) [14 PP] Mutant Super Senses 2 ("Abyssal Clarity"; Darkvision) [2 PP] Mutant Super Strength 11 ("Dense Muscles"; 3 Alternate Powers) [25 PP] Mutant Blast 10 ("Cavitation Bubble Collapse"; Accurate 2 (+4)) {22 PP} Mutant, Heat Strike 10 ("Hull Breaking Strikes"; Autofire 1 (Interval 2, max +5), Accurate 2 (+4)) {22 PP} Bludgeoning, Mutant Stun 10 ("Pistol Shrimp Snap"; Accurate 2 (+4)) {22 PP} Mutant, Sonic Swimming 10 ("Supercavitation Swimming"; 1 Alternate Power) [11 PP] Mutant Leaping 10 ("Dense Muscle Leap"; Distracting) {10 PP} Mutant Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Cavitation Bubble Collapse Ranged DC 25 Toughness Damage (Heat) Hull Breaking Strikes Touch DC 25 Toughness (Autofire) Damage (Bludgeoning) Pistol Shrimp Snap Ranged DC 20 Fortitude Stun (Staged) Totals: Abilities (20) + Combat (20) + Saving Throws (20) + Skills (16) + Feats (20) + Powers (58) - Drawbacks (0) = 154/176 Power Points Special Notes Super Strength: +55 STR Carry Capacity +11 STR for some checks Light Load: 102.4 Tons Medium Load: 204.8 Tons Heavy Load: 307.2 Tons Maximum Load: 614.4 Tons Push/Drag: 1.5k Tons x2500 Jumping Distance Running Jump: 35000 Feet Standing Jump: 17500 Feet High Jump: 8750 Feet Swimming Speed: 2500 mph, 22000 ft./rnd
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Timeout Power Level: PL 9 (213/223PP) Trade-Offs: -1 Tough/+1 Def Unspent Power Points: 10pp In Brief: Son of a world famous superheroine who was born with a cosmic destiny Alternate Identity: Lawrence Harrow Birthplace: The Null Time Residence: North Bay, Freedom City, Claremont Academy during the school year Base of Operations: Claremont Academy during the school year Occupation: Student Affiliation: Claremont Academy Family: Megan Howell-Harrow (Velocity, mother); Lord Robert Harrow (father); Lulu Beaumont (Crystal Gaze, foster sister); Lynn Conners (Slipstream, adopted sister) Description: Age: Age: 17 (was 6 years old when brought to this timeline in 2013) Apparent Age: 17 Gender: Male Ethnicity: Caucasian Height: 5’ 10” Weight: 160 lbs Eyes: Blue Hair: Blond Lawrence has recently begun to grow out of a tall and lanky stage and has started developing a lean, athletic build. With short blond hair, the teen has fine handsome features similar to his father’s. His bright blue eyes, which seem almost to burst with energy, are the very image of his mother’s. Generally, Lawrence dresses in rather casual fashion, although typically of higher end quality and the occasional designer label. For the time being, Lawrence uses a standard Claremont uniform as a costume. History: The meeting of Lawrence’s parents seemed all but inevitable. Indeed, across multiple timelines, alternate versions of his parents came together, fell in love and married. In one such timeline, the couple had a son, one born with the ability to control the very flow of time. As that child reached adulthood, his vast powers drove him insane and he destroyed that very timeline, moving beyond it into the multiverse beyond. There, that son grew in power, as other version of himself came into existence in other timelines, each seeming to add to the first’s power. Now known as Collapse, the son of Megan Howell and Robert Harrow continued destroying timelines, merging them together as he grew in power. Collapse also began seeking to have additional versions of himself born in more and more timelines, each adding to his already vast power. On Earth Prime, Megan Howell gained superpowers in her early teens and became the superheroine Velocity, eventually joining the ranks of the Freedom League just as she finished high school. While studying for a year in college in England, Megan met Robert Harrow, a member of the British aristocracy, the two quickly beginning a relationship. However, due to Megan’s double life as Velocity, that relationship soon came to an end and Megan returned back to the United States to finish college. However, due to the machinations of Collapse, by way of a powerful device called the Stopwatch that he had sent through time, Megan and Robert were soon brought back together to rekindle their relationship. But even as the two reconnected, a group of temporal refugees, survivors of the many timelines destroyed by Collapse, appeared to try to keep the pair apart and prevent the birth of another version of Collapse. Operating from a Null Time outside the timeline, this group was led by an older Robert Harrow who was the original Collapse’s father and had survived the destruction of their timeline. After several encounters with this group, Megan and Robert eventually ended up in the Null Time when the older Robert Harrow began a project to create a version of Collapse from the DNA of Prime Megan and Robert and born in the Null Time. The hope was to create a version of Collapse that was disconnected from the other, and might someday be able to stop Collapse and end his destruction of timelines. Thus was Lawrence born in the Null Time, with Prime Megan and Robert taking him as their son. From a very young age, Lawrence began demonstrating the ability to effect the flow of time. The new family spent the first six years of Lawrence’s life in the Null Time, outside the normal flow of time. The family then returned to Prime Earth, returning only a day after Megan and Robert had initially been taken to the Null Time. With Megan’s connections through the Freedom League and Robert’s status as an English lord, they were able to create a full identify for Lawrence as they settled into their new life. Lawrence parents chose to make Freedom City their primary residence, allowing them to be close to Megan’s allies on the Freedom League and among other members of the superheroing community centered around the city. Attending the Nicholson School, Lawrence’s parents tried to allow him to live as normal a life as possible. But over the years, Lawrence has drawn the attention of numerous cosmic beings that appear aware of his possible connection to Collapse, and the possibility that Lawrence might be able to counter Collapse. This has led to a number of incidents over the years, including being transported to CoVic Station along with two Claremont teens that were babysitting him and a jaunt through time thanks to Quirk alongside his foster sister and her boyfriend from Claremont. Now Lawrence has begun his time at Claremont Academy, to start to step out of the shadow of his mother’s legacy and move forward with whatever his destiny may be. Personality & Motivation: Lawrence has inherited (or learned) many of the traits of his parents, presenting himself in a casual, confident manner. Like his mother, Lawrence has a strong work ethic and desire to help others. He also has his father’s sharp, analytical mind and scientific curiosity. However, Lawrence is also fully aware of the looming threat of Collapse and the likelihood he will someday have to face that threat. Powers & Tactics: Lawrence’s powers allow him to control the flow of time at both a small and large scale. This ability allows him to appear to move at superhuman speed (although at a rate far slower than his mother’s superspeed) and to avoid attacks by seemingly stepping aside at the last moment. Using his powers at a larger scale, Lawrence can freeze opponents in time, accelerate the healing of others and even stop time completely in a large area. He has also begun to learn how to move between timelines or go forward and backward within a timestream. Complications: Alpha and Omega: Lawrence is believed to be the counter to Collapse, at some point the two may face each other, and who knows what will happen then. Cosmic Notice: Lawrence’s position as the possible counter to Collapse has attracted the attention of several cosmic entities from Quirk to others. Abilities 4 + 6 + 8 + 10 + 8 + 10 = 46 Strength: 14 (+2) Dexterity: 16(+3) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 8 + 8 = 16 PP Initiative: +5/+17 Attack: +4 BAB, +5 Ranged; +7 w/ Time Freeze and Time Sedation Defense: +4/+7 BDB, +10 total/ +3 flat footed Grapple: +6 Knockback: -2/-4 Saving Throws: 3 + 2 + 4 = 9 PP Toughness: +4/+8 Fortitude: +7 (+4 Con, 3 base) Reflex: +5/+10 (+3 Dex, 2/7 base) Will: +8 (+4 Wis, 4 base) Skills: 68R = 17PP Acrobatics 6 (+9) Bluff 6 (+11/ +15 w/Attractive) Diplomacy 6 (+11/+15 w/Attractive) Kn: Cosmology 8 (+12) Kn: Galactic Lore 4 (+8) Kn: History 8 (+12) Kn: Physical Science 7 (+12) Kn: Technology 8 (+13) Lang: Gal Standard Medicine 2 (+6) Notice 8 (+12) Sense Motive 4 (+8) Feats: 11 Attack Focus: Ranged Attractive Benefit 3 (Wealth 2; Member of British Aristocracy) Dodge Focus 2 Luck 3 Speed of Thought Powers: 49 + 1 + 1 + 63 = 114 PP Container 9.8 (Temporal Control) [49 PP] Concealment 10 ("temporal displacement"; all senses; Flaw: Miss Chance Only) {10 PP} Enhanced Basic Defense Bonus 3 {6 PP} Enhanced Feats: Dodge Focus (up to 3 ranks); Evasion 2; Move-by-Action; Elusive Target; Seize Initiative {6 PP} Enhanced Feat: Improved Initiative 3 {3 PP} Enhanced Save: Reflex +5 {5 PP} Personal Time Displacement Array 7 (14 points; PF: Alternate Power) {15 PP} BE: Speed 7 {7 PP} & Quickness 6 {7 PP} {7+7=14/14} AP: Teleport 4 (Extras: Accurate; Flaw: Short-Range; Feats: Change Direction; Change Velocity; Turnabout: Progression 3 [1,000 lbs]) {14/14} Protection 4 {4 PP} Feature: Temporal Inertia {1 PP} Super Senses 1 (Time Sense) {1 PP} Time Control Array 29 (58 PP Array; 5 Alt Powers) [63 PP] Base: Time Stop 8 (30-ft up to 150-ft Area; Feats: Progression 2 (x5 Area)) {58/58} Alt: Time Freeze (Paralyze 11) (Extras: 55-ft up to 550-ft.Targeted Area Burst, Selective; Feats: Accurate 1, Affects Insubstantial 2; Dimensional 3; Progression 3 (x10 Area); Improved Critical 2 (18-20)) {55/58} Alt: Time Sedation (Stun 11) (Extras: 55-ft up to 550-ft Targeted Area Burst, Selective; Feats: Accurate 1, Affects Insubstantial 2; Dimensional 3; Progression 3 (x10 Area); Improved Critical 2 (18-20)) {55/58} Alt: Healing 10 (Extras: 50-ft up to 250-ft Area Burst, Selective, Action (Standard); Feats: Stabilize, Persistent, Progression 2 (x5 Area)) {54/58} Alt: Super Movement 6 (Temporal Movement 3 (Progression 5 (5000 lbs capacity); Dimensional Movement 3 (Progression 5 (5000 lbs capacity)); Super-Sense 21: Cosmic Awareness (Mental Sense (Very Common), Accurate; Acute; Analytical; Radius; Extended 3 (x1,000); Counters Concealment (2); Counters Illusion (2); Counters Obscure (5); Penetrates Concealment (4)) {43/58} Alt: Teleport 10 (Extras: Accurate; Portal (+2): Flaws: Long-Range; Feats: Easy; Progression 2 (portal up to 25x25 feet)) {43/58} Totals Abilities (46) + Combat (16) + Saving Throws (9) + Skills (17) + Feats (11) + Powers (114) = 213/223 PP
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Diamondlight Power Level: 11 (229/250) Unspent Power Points: 21 Trade-Offs: none In Brief: Gambling Businessman infused with Daka-Energy Catchphrase: “Lighten Up!”, “How Illuminating!” Theme: Propellerheads.... Alternate Identity: August "Zed" Zoss Birthplace: Switzerland Residence: Various / International Jetsetter Base of Operations: Various / International Jetsetter Occupation: Businessman, Gambler Family: Henri Zoss, Father Description: Age: 37 (DOB 8 / 8 / 1980) Apparent Age: 30-35 Gender: Male Ethnicity: Caucasian Height: 5’11” Weight: 80Kgs Eyes: Silver-Blue Hair: Blonde August looks like a handsome, broad shouldered man in good shape, with mid length blonde hair and peculiar silver blue eyes (that glow when he uses his powers). He dresses stylishly, favouring jackets and turtlenecks, or smart suits (including black tie). History: The wealthy Zoss family stretch back a couple of Centuries in Switzerland . In World War 2, Rudolf Zoss was the recipient of various Nazi Party (including the Thule Society) illegal goods, stored at the Zoss mansion. Amongst the good was a powerful Daka crystal, stolen from Dakana. August Zoss made the most of his inheritance. The Zoss family may not have had the most moral of histories, but they were clever. Hugo was smart, astute, and charming. He studied psychology in Cambridge, Economics in Paris, and European Law in Brussels. He aspired to be an intellectual, but he often was a hedonist, and developed an addiction to gambling. Meanwhile, Doctor Henri Zoss (the son of Rudolf and father of Hugo) was driven to use the Daka Crystal in their vaults when his dear wife was sick, believing he could energise the human body. It did not work, and she perished. However, August (his son) found out about the terrible heirloom, and tried to intercede, believing it belonged to Dakana. Ripping it from his father's laboratory he was exposed to its energies and transformed, infused with the energies designed to save his mother. August was already a capable man, but now energised, he turned his mind to loftier goals than study and pleasure. The realisation that his family had an ignoble past, and his new powers, drove him to a new chapter in his life. He was now concerned with the power and corruption of the emerging plutocrats of the world; and he determined to use his talents to hold to account the rich and powerful who so often were accountable to nobody... Diamondlight would dearly love to return the Daka Crystal to Dakana, but for the fact that he still feels some family shame about the matter (And would prefer to do so secretly). He is however stopped by the fact that his father is now extremely ill too, and is using the energies of the crystal to stay alive... Personality & Motivation: August was always a pleasant, charming, intellectual man. He had trace amounts of narcissism, but these have disintegrated with the knowledge of his heritage. He remains much of his personality but now also is committed towards atoning for his families past. He has a complex relationship with wealth – enjoying and savouring every luxury it brings, but also being deeply concerned about its abuse and corruption. August considers himself (and arguably is) a man of the world, an intellectual. He talks with a hard to trace, pan-European clear accent. That said, he maintains a darker desire – an uncomfortable addiction to risk taking and gambling that he has not, and probably never will, shake. He has therefore an additional “adventurous” streak. This is not quite the same as reckless – he prefers calculated gambles that he can carefully manipulate (but are gambles all the same). Powers & Tactics: Diamondlight can emit blue-silver coloured energy. Combined with his intelligence, and ability to sense light from every direction (thus giving him proverbial eyes in the back of his head), he can strike out with laser beams in every direction, emits bursts of blinding light around him, or most spectacularly, emit shining blades of light from his body to fight with. His Daka infused energies allow him to create a protective force field around his body (of the same colour), and actually provide him with limited sustenance and vitality. Diamondlight can also “bend” light around him, giving him a form of invisibility. If he moves too fast, the distortion becomes apparent so it is really only useful when moving very slowly. Aside from his powers, Diamondlight is an extremely smart, astute, and charming man and is an expert in psychology, law, and economics. He is a master of social skills and a world class gambler. Combined with his resources, he could be considered just as “dangerous” or powerful even without his energy powers. Tactically, Diamondlight will use his social skills (possibly augmented by invisibility and illusions) to first make sure he is “playing” on his terms. Once in a fight, he will use bursts of light and lasers against multiple foes or targets at range – but his preferred mode of combat is to use his “Laserswords” from each hand. Power Descriptions: Diamondlights' powers look like clear blue-silver-white energy constructs. His eyes glow when he uses his powers. When his force field is active, it gives him the same hue. Complications: Daka Deflection: Daka crystals “bend” his powers, causing beams of light and energy to bend away from the crystal or even, sometimes, absorbing them and causing a mighty feedback loop on Diamondlight (which could seriously injure him). This is less of a problem the nearer the crystal is to him, oddly (in other words, it affects his powers more when they are ranged) Gambling Gent: August can hardly ever turn down a game of cards or dice. He is essentially addicted to gambling – if it were not for his mastery of gambling he would be quite broke. People can distract, delay, or manipulate him with this addiction (and he could always lose…) Enigmatic Energies: August constantly emits very low level energy that is harmless. However, if stressed or emotional or distracted (or a combination of), these fluctuations could cause minor disruption to electronics (such as stopping his mobile phone working in a crisis). Horrible Heritage: August and his father keep the family shame quite secret, and he would do anything to keep it that way. Hugo feels a need to make amends to (or at least feels indebted to) Dakana. He will be completely trusting and extremely helpful (And thus easily manipulated) by these groups (or those successfully pretending to be from those groups). As noted above, he would dearly love to return the family Daka crystal, but for the fact its energies are keeping his father alive. Heroic Hedonism: August is a hedonist whose tastes are very broad rather than very gripping. He will seek out and be seduced (in the widest sense of that term) by anything that would feed his intellectual, artistic, philosophical, or sensual lusts. He would “fall” for a masterpiece of modern art, an exclusive wine tasting event in Paris, or dinner party with a revolutionary politician just as he would a pretty face. Paternal Problem: Henri, his father, is sickly and still grieving over his mother. He lives almost as a recluse in the family mansion in Switzerland, and could be a source of vulnerability for August. Abilities: 4 + 4 + 4 + 8 + 12 + 12 = 44 Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 22 (+6) Charisma: 22 (+6) Combat: 22 + 22 = 44 Initiative: +6 Attack: +11 Base Defense: +11, +6 Flat Footed Grapple: +9 Knockback: -6 Saving Throws: 6 + 8 + 6 = 20 Toughness: +11 (+2 Con, +9 Force Field) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+2 Dex, +8) Will: +12 (+6 Wis, +6) Skills: 128 R = 32 PP Bluff 12 (+18) Concentration 14 (+20) Diplomacy 8 (+14) Gather Information 4 (+10) Intimidate 4 (+10) Knowledge (Art) 4 (+8) Knowledge (Behaviour Sciences) 12 (+16) Knowledge (Business) 16 (+20) Knowledge (Civics) 12 (+16) Knowledge (Current Events) 4 (+8) Language 6 (English, French / German / Italian [Native Swiss], Latin, Russian, Spanish) Notice 4 (+10) Profession [Gambler] 16 (+22) Sense Motive 12 (+18) Feats: 13 PP Attractive Benefit 3 (Wealth 3) Connected Equipment 4 Improved Initiative 1 Jack of All Trades Takedown Attack Uncanny Dodge (Visual) Equipment 4PP = 20 EP Headquarters: The High Steaks Restaurant / Casino / Penthouse Residence (Toughness: +10 [1 EP], Size: Large / 10 story building [2 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Infirmary, Library, Masterwork Living Quarters [2], Pool, Power System, Security System 3, Staffed [16]) [19 EP] Alt HQ: Zoss Swiss Mansion (Toughness: +10 [1 EP], Size: Large / Mansion [2 EP], Features: Communications, Computer, Garage, Grounds, Gym, Hangar, Infirmary, Library, Masterwork Living Quarters [2], Pool, Power System, Security System 3, Staffed [16]) [1 EP] Powers: 18 + 2 + 5 + 41 + 3 + 7 = 76 PP All powers have (in addition to others below) “Daka Energy Crystal” descriptor Force Field Array (16 PP Array, Feats: Alt Power 2) [18 PP] (Light, Force descriptor) BP: Forcefield 9 (Extras: Impervious 6, Feats: Selective) [16/16 PP] "Hardlight" AP: Forcefield 9 (Feats: Selective) linked with Environmental Control 5 (100' r Bright Light, Feats: Precise Flaws: Touch Range) [10+6=16/16 PP] "Shining light" AP: Forcefield 9 (Feats: Selective, Subtle) linked with Concealment 2 (Normal Visual, Feats: Close Range, Selective, Limited Flaws: Blending and Passive - reduce concealment to partial rather than full) [11+5/16 PP] "Softlight" Immunity 2 (visual dazzles) [2 PP] [Light sensitive / no need for eyes] Immunity 10 (Aging, Environmental Cold, Sleep, Own Powers, Starvation and Thirst, Trait Effects, Flaws: Limited to half effect) [5 PP] “Sustained by energy” Light Array (36 PP Array, Feats: Alt Power 5) [41 PP] [Light descriptor] BP: Damage 11 (Extras: Area [Burst, Targeted], Selective, Feats: Improved Critical 2, Precise) [36/36 PP] “Laser Spray” AP: Dazzle 11 (Extras: Area [Burst, General, 1-1100’ radius], Feats: Decrease Area 11, Increase Area 3, Flaws: Range [Touch]) “Light Burst” [36/36 PP] AP: Create Object 11 (Extras: Movable, Feats: Precise, Stationary, Subtle) [36/36 PP] “Hardlight” AP: Illusion 11 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 3 [50’ Radius]) [36/36 PP] AP: Damage 11 (Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack) linked with Dazzle 11 (Visual, Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack, Flaws: Range [touch, -1]) [18 + 18 = 36/36 PP] “Laserblades” AP: Damage 11 (Feats: Accurate, Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [5 Ranks Only]) [36/36 PP] "Laser Vision" Super Senses 2 (Extended 1 Normal Vision [x10], Low light vision, Radius Normal Vision) [3 PP] “Light Sensitive” Teleport 5 (500' a move action, Feats: Change Velocity, Turnabout, Flaws: Short Range Only) "Light Flash" [7 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Laser Spray Touch/Area Targ. DC 26 Toughness Damage Light Burst Touch/Area Gen. DC 26 Reflex/Fort Dazzle Laser Sword Touch/15’ DC 26 Tough, Ref/Fort Damage, Dazzle Totals: Abilities 44 + Combat 44 + Saving Throws 20 + Skills 32 + Feats 13 + Powers 76 = 229 / 250 Power Points
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Captain Cosmos Power Level: 11 (194/205 PP) Unspent Power Points: 11 Trade-Offs: -4 Attack / +4 DC, -4 Defence / +4 Toughness In Brief: Multidimensional Paragon Alternate Identity: Buddy Brand Birthplace: San Franisco Residence: Freedom City Occupation: Newsreader Affiliations: None Family: Bernard Brand (Estranged Father, Businessman), Violet Brand (Lawyer Sister) Description: Age: 44 Apparent Age: 44 Gender: Male Ethnicity: Caucasian Height: 5’11” Weight: 85 Kgs Eyes: Blue Hair: Brown / White Buddy is a fairly tall, broad man, with a physique representative of regular but not extreme exercise. He looks fairly close to his age, with silver flecked white hair and a few wrinkles. He has what many call a “trustworthy” face. When dressed as Captain Cosmos he has a black and grey spandex costume and mask, complete with cape. His chest has a golden “X” shaped cross on it. Captain Cosmos can change his dimensions. As a one-dimensional being he is essentially an imperceptible line. As a two dimensional being he will be completely flat. As a four dimensional being, he looks slightly faint, as if out of synch with the universe. As a five dimensional being, he appears to move with a faint blur. As a hyperdimensional being he gives an almost indescribable appearance of being “hyper-real” – even to those with normal senses there is an impression that he exists in countless incomprehensible dimensions. History: Buddy had an undesirable upbringing with a father who simply pushed him too hard to succeed at everything, wanting him to be a lawyer or politician. In university, Buddy rebelled, and ended up working in media, which ended up enjoying – and being promoted to newsreader for WCZA Channel 7 News. His flagship show is "the Brand Report", where he grills famous persons of Freedom City on a Thurdsay Evening. Buddy’s life changed when he ran into an alternate version of himself late on evening, driving home from an out of town party. The mysterious figure was “Captain Cosmos” and lay dying on the road. As Buddy comforted the dying man, he heard his dying words “Beware…the Collapse!” and was then infused with a hyperdimensional energy source, granting him extraordinary powers. For the first few days Buddy was wracked with nausea and disorientation. His physician, Doctor Linda LaBelle, ran some tests and came up with some extraordinary results. To this day, only she knows of his secret identity. Buddy felt both a duty to carry on the mantle of Captain Cosmos, and a duty to address some of the terrible things he had reported on in the world. Thus, Captain Cosmos roamed the skies once more… Personality & Motivation: Captain Cosmos is a friendly guy who is generally well liked. Having seen much of the darker side of the world as a newsman, he has a cynical streak, although he is generally an optimistic sort. In other words, he sees a lot of problems in the world, but also feels that they can be sorted out. His relationship with his father growing up was pretty awful, and whilst he has internalised some of that inner drive to succeed, he doesn’t like that. He is left with a chronic feeling of not being “good enough”, which drives his career and his personal life. Powers & Tactics: Captain Cosmos draws on the power of all the alternate versions of Buddy Brand throughout the multiverse (although only one has this power). This grants him amazing strength and resilience, and as he can sustain himself from the life force of all his alternate versions, immunity to any biological attack. In addition he can fly, and can alter his dimensions, either lowering them (one or two dimensional) or raising them (and thus being able to bypass normal space and time considerations) He will reduce his dimensions primarily for stealth, although sometimes fights two dimensionally if he is tired, weakened, and feels justified in using his dangerous “slicing” ability. He is more cautious about gaining extra dimensions due to the effect it has on his mental health – particularly for extended periods of time. But, if under pressure, he will use them. Power Descriptions: Captain Cosmos’ dimensional changes appear as above (Appearance). His flight causes a rumbling sound, and ripple in space behind him. Complications: Possibly Psychotic: Gaining more than three dimensions tends to scramble his brain if sustained for long. He will become increasingly paranoid, hallucinate, and display thought disorder. This does not make him violent (as he is not a violent man), but it is disabling and frightening. Even seconds will start to make him slightly suspicious, a few minutes will make him symptomatic, whilst a few hours could drive him to life threatening catatonia As he starts to become paranoid, the GM can start to give false information or present hallucinations as real. At the more severe end of these symptoms, his speech will start to disintegrate and make communication jumbled or garbled. These effects are sped up in high gravity (his descent to psychosis taking seconds) and slowed down in low gravity. Zero gravity (such as space) hugely slows down these effects, so he could operate in hyperdimensional forms for days with minimal effect. Buddy takes a few days to improve from these side effects (Depending on severity, it may take a shorter time or longer time). Those skilled in Behavioural Sciences might help him cope with these symptoms via psychological techniques, whilst those skills in medicine might rapidly speed his recovery (to hours) with antipsychotic drugs. Seizures, including ECT, will cause extremely rapid improvement (possibly instant). Busy Body: Buddy’s Secret ID is both busy and famous, and he lives in the competitive, stressful world of Media. Whilst able and reasonably popular, he is not so skilled that he is irreplaceable. Chronic Consciousness: Whilst Captain Cosmos can time travel, it is not easy for him. He will black out (fall unconscious) with either voluntary or involuntary time travel (or possibly, even temporal effects). Dread of Drowning: As a child, Buddy nearly drowned in a white-water rafting expedition – and his Father remonstrated him badly. He has a lingering fear of being submerged (although he no longer has any danger of drowning). Whilst actually underwater he is only slightly anxious, it is the process of actually submerging that is dreadful to him. If he voluntary submerges himself he would need at least a moment to steel himself (causing delay), whilst an involuntary submerging (from knockback or telekinesis or the like) would send him into a paralytic panic. Zero: Captain Cosmos could plausibly eliminate all his dimensions; essentially a zero-dimensional form, thus ceasing (temporarily) to exist at all. Whilst he would never voluntarily do this (arguably he could not voluntary force his own non-existence) massive exotic dimensional effects or super high gravity might cause this state – as might a malignant mind controller. Abilities: 4 + 0 + 2 + 4 + 4 + 4 = 18 Strength: 14/40 (+2/+15) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 14 + 14 = 24 Initiative: +4 (w/ Improved Initiative) Attack: +7 Defense: +7 (+4 Flat Footed) Grapple: +24 Knockback: -7 (-15 in hyperdimensional form) Saving Throws: 0 + 5 + 8 = 13 Toughness: +15 (+1 Con, +14) (6 impervious in hyperdimensional form) Fortitude: Immune Reflex: +5 (+5 in 5 dimensional form) Will: +10 (+2 Wis, +8) Skills: 15 PP = 60 R Bluff 4 (+6) Concentration 12 (+14) Diplomacy 8 (+10) Intimidate 4 (+6) Knowledge (Current Events) 14 (+16) Language 2 (Englishbase, French, Spanish) Notice 4 (+6) Perform [Oratory] 4 (+6) Sense Motive 8 (+10) Feats: 7 PP All-Out Attack Connected Benefit 1 (Wealth) Environmental Adaptation 2 (Low and Zero Gravity) Improved Initiative Move-by Action Powers: 29 + 26 + 1 + 12 + 30 + 14 + 5 = 117 Alt Form 5 Dimensional Array (25 PP Alt Forms, Duration: Sustained [+0], Feats: 4 Extra Alt Forms) [29 PP] “Dimensional Control” [Dimensional] Base Form: 1 Dimensional (Becomes a mathematical line) Concealment 4 (All Visual Senses, Flaws: Permanent [+0], Feat: Close Range) Insubstantial 4 (Incorporeal, affected by dimensional affects, Flaws: Permanent [+0], Limited to openings and spaces) [9 = 16 = 25 PP] Alt Form: 2 Dimensional (Becomes completely flat) Concealment 4 (All Visual Senses: Flaws: Permanent [+0], Limited to those facing side-on) [4 PP] Insubstantial 1 (Flaws: Permanent [+0], Limited to passing through gaps equal to or wider than width) [4 PP] Strike 15 (Drawbacks: Lethal Damage Only, Feats: Improved Critical 1) [15 PP] Alt Form: 4 Dimensional (Bypass normal spatial constraints) Supermovement 3 (Permeate 3) [6 PP] Supersenses 8 (Auditory and Visual Penetrates Concealment) [8 PP] Super Strength 11 (+55 Lifting Capacity, Flaws: Limited to lifting only) [11 PP] Alt Form 5 Dimensional (Bypass normal temporal constraints) Supermovement 6 (Temporal 3 [Any time], Space 3 [Intergalactic]) [12 PP] Quickness 6 (X100 speed) [6 PP] Enhanced Traits 7 (Reflex +5, Feats: Evasion 2) [7 PP] Alt Form: 6+ Dimensional – Hyperdimensional (Exist in countless dimensions simultaneously!) Supermovement 2 (Dimensional Travel 2: Any alternate reality) [4 PP] Super Senses 0 (Feats: Dimensional 2, any alternate reality) [2 PP] Strength Bonus 0 (Feats: Affects Insubstantial 2) [2 PP] Impervious Toughness 6 [6 PP] Immovable 5 (+20 to resist movement, -5 Knockback, Extras: Unstoppable, Feats: Second chance [Tough Save vs Impact damage]) [11PP] Enhanced Strength 26 [26 PP] [Dimensional] Feature: Temporal Anchor [1 PP] [Dimensional / Temporal] Flight 5 (250mph, Feats: Subtle, Instant Up) [12 PP] [Dimensional] Immunity 30 (Fort Saves) [30 PP] [Dimensional] Protection 14 [14 PP] [Dimensional] Super Strength 2 [Total Effective STR 50, Feats: Shockwave) [5 PP] [Dimensional] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 30 Toughness Damage Totals: Abilities 18 + Combat 24 + Saving Throws 13 + Skills 15 + Feats 7 + Powers 117 = 194/205 Power Points
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Snakebite Power Level: 9 (220/250 PP) Unspent Power Points: 30 Trade-Offs: +3 Attack/-3 DC, +3 Defence / -3 Toughness In Brief: Archaeologist. Adventurer. Snake. Catchphrase: “Sssss….” Theme: Chan Chan Alternate Identity: Cassandra (Cassie) Crow Birthplace: Canterbury, England Residence: London Base of Operations: World Wide Jet Setter Occupation: Archaeologist, Honorary Curator of British Museum Affiliations: British Museum, UNISON, Ministry of powers Family: Vera Crow (Grandmother, Professor of Egyptology), Diana Crow (Mother, Anthropologist), Amanda Crow (Older Sister, Mountaineer) Description: Age: 25 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Green Hair: Brown with Red Highlights Cassie looks like an athletic woman with a great physique and reddish brown hair of varying length (depending on her mood and activities). She wears a variety of clothes, including skirts and shirts at the library, to a more adventurous pants and jacket and boots when out in the field. No stranger to danger, Cassie objects to guns but does carry a customised revolver loaded with sedative darts. History: The Crow family stretches back centuries, shrouded in rumours of witchcraft. How much truth in these rumours is debatable, but the it is true to say that many members of the family have had some form of Eldritch sight, and have brushed with the arcane. It is perhaps due to these talents that they have amassed great wealth, with mansions, castles, and estates all over Europe and beyond (even if they are often crumbling and dusty). Cassandra Crow developed, as a teenager, the Eldritch eye – in her case, the ability to see what had transpired in the past. She was an adventurous soul, with her mothers inquisitive academic mind, and her fathers reckless spirit of adventure (he was a Brazilian ranger who protected the entrance to the Lost World). On one of her many trips to South America, the family (her mother, father, and sister) discovered an ancient temple dating back to the last days of Lemuria. And Cassie found a golden snake skull, a great find! Until she snagged her hand on a tooth and got injected with an ancient poison. She woke up a few months later. And recovered a few years later. The poison had awoken some trace Lemurian heritage (possibly the source of the Crow families Eldritch sight). She now had enhanced physical abilities and a fascination for history and archaeology that has propelled her to academic success. Two years later, her father died in Brazil, shot dead by some unknown villains trying to get access to the Lost World. This only gave more fuel to her determination. Now, with the code name Snakebite, she travels the world trying to understand the ancient past and the dread sorceries buried beneath the earth and ocean… Personality & Motivation: Snakebite is a scientist, artist, and explorer. A thrill seeker in many domains. Underneath this exterior she has the mysterious legacy of the Crow family in her blood, and feels compelled – like so many of her family – to explore the hidden worlds both mundane and eldritch. She has a complex relationship with her family and her wealth; on the one hand she enjoys the trappings and opportunity it affords her, on the other she actually admires “primitive” cultures, artists, philosophers and bohemians as opposed to the inhabitants of the Jet set. This gives her a rather conflicted personality. Powers & Tactics: Cassie has always had the magical ability to “see” the past with post-cognition. Cassie was already athletic but now functions at peak human physical performance, and has superhuman acute vision and hearing. She has developed an immunity to poison and an ability to communicate with snakes. Tactically she will either fight unarmed, with her whip, or with her dart gun – although she has a sneaking preference for a hand to hand fight. She is quite at home improvising with makeshift weapons or utilising the environment. Aside from her exceptional physical abilities, Cassie is an intelligent woman who has a PhD in South American history and is well versed in many associated sciences and disciplines. She is an accomplished explorer, a skilled fighter, and is fluent in several languages. Power Descriptions: Cassie's powers are essentially invisible. When using her post-cognition power, her eyes will go jet black. Complications: Curses! Whilst the Crow family have amassed immense wealth over the centuries, there seems to be some Eldritch trade-off, for they also have a habit of attracting curses and dark magics. In particular, Cassie is almost irresistibly drawn to activating curses – such as reading what she should not, or defiling forbidden tombs. She is in essence a magnet to every curse and hex for miles around. Lemurian Ancestor: She doesn’t quite know how (who does?) but the Crow family have some Lemurian heritage. Whatever the cause anyone or thing opposed to Lemuria might have an itchy crawling uncomfortable feeling, and the Snake people themselves will have a feeling that she is, in some way, an abomination (even if she is in disguise or the like). Appropriator: Cassie has a type of greed. Not so much for money (she is wealthy already although of course likes more!), but for prestige. She will go to nearly any costs to acquire rare and valuable antiquities for the British Museum – as long as she gets the credit for it. Flashback: Cassie’s Postcognitive power is not 100% reliable, and – in some cases going back many years and encountering something Eldritch, has even sent her catatonic. Wealthy? Cassie is always reasonably well off. The access to the various large amounts of estates, wealth, and possessions is more complicated as they are tied up in complex and old laws that date back centuries with the Crow family. She might have issues in accessing her resources if her family do not agree or some cunning legal mind is set against her. Abilities: 12 + 16 + 12 + 6 + 6 + 6 = 58 Strength: 22 (+6) Dexterity: 26 (+8) Constitution: 22 (+6) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 24 + 24= 48 Initiative: +12 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +20 Knockback: -3 Saving Throws: 2 + 4 + 5 = 11 Toughness: +6 Fortitude: +8 (+6 Con, +2) Reflex: +12 (+8 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 120R = 30 PP Acrobatics 12 (+20) Skill Mastery Bluff 4 (+7) Climb 4 (+10) Drive 4 (+12) Escape Artist 12/0 (+20)Skill Mastery Intimidate 4 (+7) Knowledge (Arcane) 8 (+11) Knowledge (Art) 8 (+11) Knowledge (Earth Sciences) 4 (+7) Knowledge (History) 12 (+15) Knowledge (Theology and Philosophy) 4 (+7) Language 12 (Ancient Aztec, Ancient Egyptian, Ancient Mayan, Arabic, Chinese [Mandarin], English [Native], French, German, Greek, Latin, Lemurian, Portuguese, Spanish) Medicine 4 (+7)Skill Mastery Notice 12 (+15) Perform (Dance) 4 (+7) Pilot 4 (+12) Search 4 (+7) Sense Motive 4 (+7) Stealth 4 (+12)Skill Mastery Survival 4 (+7) Swim 4 (+10) As enhanced trait: Escape Artist 12 (+20) Feats: 30 PP Acrobatic Bluff Ambidexterity Attractive Benefit 4 (Wealth 3, Honorary Curator of British Museum*) Blind Fight Chokehold Endurance Equipment 7 Elusive Target Evasion 2 Grappling Finesse Improved Grab Improved Initiative 1 Improved Pin Jack of All Trades Power Attack Precise Shot Prone Fighting Skill Mastery (Acrobatics, Escape Artist, Medicine, Stealth) Uncanny Dodge (Auditory) *This esteemed position comes with few duties but many advantages; Cassie has full access to the museum and all its resources, and the goodwill of many academics and staff associated with the museum. The Museum itself is world class and enough to give a +2 situational bonus to knowledge rolls (of a related type such as history and some art, theology, arcane rolls). Equipment: 10 EP = 2 PP GPS Receiver [1 EP] Multi-Tool [1 EP] Rebreather [1 EP] Whip (Damage 0, Feats: Mighty, Extended Reach 2, Improved Trip, Improved Disarm) [5 EP] Headquarters: English Country Manor (Location: Outside Canterbury, Kent) Toughness: +10 [1 EP], Size: Large [2 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Library, Living Space, Pool, Power System, Security System 3, Stables, Staffed [19 EP] Total Cost 22 EP 3 EP: Alternate HQs Powers: 2 + 1 + 15 + 3 + 2 + 9 + 7 + 4 = 43 PP (All powers have magic descriptor) Additional Limb 1 (Extendable Tongue, Feats: Duration [Continuous]) [2 PP] Comprehend 2 (Speak to and Understand Animals, Flaws: Limited to Snakes [-2]) [1 PP] Device 5 (Tranq Pistol; 25 DP Flaws: Easy to Lose) [15PP] (Tech) Fatigue 6 (Extras: Poison, Range, Feats: Subtle) [25 DP] (Poison) Enhanced Trait 3 (Escape Artist +12) [3 PP] Immunity 2 (Environmental Heat, Poison) [2 PP] Poison Array (8 PP Array, Feats: Alternate Power 1) [9 PP] BP: Paralyze 6 (Extras: Poison, Feats: Improved Critical 2, Flaws: Requires Grapple, Unreliable [5 uses]) "Poison fangs" [8/8 PP] AP: Dazzle 6 (Visual and Olfactory, Feats: Extended Reach 2, Flaws: Range [Touch], Unreliable [5 uses]) "Poison spit" [8/8 PP] Super Senses 7 (Scent/Acute Olfactory, Extended 1 [Olfactory], Extended 1 [Visual], Extended 1 [Auditory], Darkvision, Tracking [Olfactory]) [7 PP] Super Senses 4 (Postcognition) [4 PP] Drawbacks: none DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Whip 15’ DC 20 Toughness Damage Dart Gun Ranged DC 15 Fort Fatigue Poison Fangs Touch DC 16 Will Paralyzed Poison Spit 15' DC 16 Reflex Dazzled Totals: Abilities 58 + Combat 48 + Saves 11 + Skills 30 + Feats 30 + Powers 43 = 220/250 PP
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Pacer Power Level: 11 (195/200 PP) Trade-Offs: None (Offensive); +4 Defense, -4 Toughness (Defense) Unspent PP: 5 In Brief: Literally Speed Incarnate. A cosmic energy being has become the soul of a mortal human. Residence: Claremont Academy dorms Base of Operations: Earth, basically. Catchphrase: “A moment is all I need.” And variations thereof. Alternate Identities: Mona Simms Identity: Secret Birthplace: Glen Burnie, Maryland Occupation: Student Affiliations: Claremont Academy in general Family: Silver Streak (Holly Wood, grandmother & retired Golden Age hero), Hannah Simms (mother, deceased), Miss Invincible (Francine Simms, aunt, hero, secret agent, & twin of Frank), Frank Simms (uncle & twin of Francine); Stalwart (Mickey Simms, twin brother) Age: 16 Apparent Age: 16 Gender: Female Ethnicity: White Hispanic Height: 4’ 10” (5’ 1” in costume) Weight: 90 lbs Eyes: Brown Hair: Black Description: Mona is…well, tiny. Really, really tiny. Occasionally mistaken for a grade schooler tiny. She covers for it as best she can with baggy clothing, but now and again there’s just nothing she can do about it. Anyone who actually takes a good look at her will see she is a teenage girl. Just, you know, in miniature. She doesn’t do makeup or jewelry. Hell, she doesn’t even carry a purse. Definitely rocking that tomboyish aesthetic. Her costume is a bulky, dark blue bodysuit with a full cowl (though her hair sticks out in the back. That’s about it. No special markings or anything. History: Mona Simms has been fast ever since the day she was born. Fortunately, it took until she could walk reliably before she discovered the sound barrier wasn’t one to her. She’s been running ever since. She’s been quite literally everywhere on earth that’s above water. There probably isn’t a person alive who doesn’t have a story about the little girl who did something, then disappeared in an instant. If global urban legends were a thing, she’d be one. Not that she was ever late for dinner, mind you. Aunt Francine would’ve kicked her butt up between her shoulder blades. Of course, if one travels long enough, you start to see things you can’t let happen. Not and keep sleeping at night. The quickest way around all the annoying obstacles about doing the hero thing without actually being one is just putting on the mask already. Pacer was born. It started in the Golden Age, with the hero Silver Streak. Her speed (rivaling that of even Johnny Rocket) was the name of the game, but that wasn’t her only power. She was strong, tough, and hella smart, too. She had no idea how powerful she really was, and never found out. Until long after she retired, and her three children not only inherited her powers, but took them to heights she never imagined. Francine got the toughness, and is so close to being literally invincible as to make no real difference. Frank got the intellect, and he’s frightening with how much he understands about everything sometimes. And Hannah, her baby, got the speed and the muscle. None of the three went into heroics, not really. Francine’s dabbled, but she’s spent far more time as a freelance secret agent than anything else. They…lived not ordinary lives, exactly, but lives out of the spotlight. Then Hannah got pregnant. Frank’s never shown any signs of being interested reproducing, and Francine’s powers prohibit it. Even her eggs are hella tough. Unfortunately, that very same toughness was the reason Holly Wood survived birthing her children in the first place. A toughness Hannah did not share. Frank and Francine adopted the newborn twins in their sister’s memory. The thing that none of the four know (barring maybe Frank, he’s hella smart and might’ve checked) is that their powers have nothing to do with genetics, magic, or technology. Their souls aren’t human souls. They’re cosmic energy beings, each with a section of nigh-infinite power all its own. Speed, Strength, Stamina, and Mind. Holly Wood was possessed by all four, and passed on each one to one of her children. Hannah did the same. It’d have taken nullifying manacles to get young Mona to stay at Nicholson. So Francine bided her time. When she (well, Frank noticed first) that the two were starting the superhero thing, she called in a few favors to get her niece and nephew admitted to Claremont. Personality & Motivation: Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. And since she’s always been this fast, she knows it. Impulsive, impatient, and apparently suffering from the worst case of ADHD of all time. Her emotions appear ephemeral and fleeting. Often capricious and unpredictable, but never actively malicious. She’s someone who’s never had to slow down unless she wanted to. But even the most carefree of children gets older. Sees things. Things their conscience won’t allow to stand. Somebody has to do something. The faster the better, amirite? Power Descriptions: As before, Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. A blur, borderline impossible to hit. A swarm of tiny fists and flying pebbles, all supersonic and strong enough to crack steel. Everything she does comes from raw speed. She’s not strong, tough, or particularly skilled, but the speed makes up for a lot of failings. Also, weirdly, her powers don’t entirely do business with physics. She does not gain mass as she gets faster, and she lacks the hyperfast metabolism of other speedsters. She’s shown the fleeting ability to lend her speed to others, making regular Bystanders into PL10 Speedsters…somehow. Note: That’s not an I don’t know, that’s a she don’t know. Cosmic energy can be lent, apparently. Above Speed 10, for those who can actually see her, energy is crackling off her as if she was an electric controller. One last thing. For anyone who can perceive cosmic energy, she is a beacon in a dark universe. As impossible to miss as the sun would be if it was at the moon’s distance from earth. Powers & Tactics: Pacer’s tactics aren’t complicated. Hit the enemy until he stops getting up. She’s got a couple of tricks up her sleeve, though. She’s great at overruns, and can do that speedster trick of vibrating so fast she turns intangible. Lastly, she can do the twin thing with her brother, borrowing some of his strength at no cost to him. After all, he’s got plenty to go around. Complications: Too Fast, Too Furious: Pacer is fast, and this has made her reckless. She’ll do just about anything on a dare, because she thinks she’s fast enough to escape the negative consequences. It doesn’t even have to be a dare. She could just get bored with the plan and improvise. A GM may award a hero point for Pacer’s impulsive recklessness getting the better of her. Tokyo Drift: Pacer lives in a world the vast, vast majority of people wouldn’t understand. Her mind processes information faster than most neurons fire once. Staying still long enough for sound to enter her ears can be torturous at times. So…it’s entirely possible she was having an epic, 13 hour long episode TV series of a daydream, and missed the entire conversation. Or she ran to Japan for some ramen because the speaker was taking too long, and is just now getting back. Things like that. A GM may award a hero point when this becomes a problem. Turbo Charged:Pacer’s powers come from the nigh-infinite power of the cosmic energy being that is her soul. And all that energy has to go somewhere, if she’s not actively using it. If her powers are nullified, she’s kept immobile for a significant portion of time, or she’s just plain knocked out, the speed can…leak…and cause all sorts of zany hijinks. Hijinks that I’ll leave to a GM’s imagination, as he or she awards the hero point. La Bandolera: Pacer can borrow some of her brother’s immense strength, as they’re twins. However, this doesn’t work if one of them has their powers nullified, one’s knocked out, or they’re just way too far from each other for it to work. Sometimes it just doesn’t work for no apparent reason. A GM may award a hero point for this occurrence. Fast Future: Future Pacer is incredibly powerful, enough to make present Pacer seem weak and kittenish. She zips through time itself, doing the hero thing with no regard for the laws of time. Too fast for time itself to catch, let alone any of its servants and defenders. Naturally, the various guardians of the timestream don’t like her very much and wish she would just stop, already. This can…complicate present Pacer’s life. A GM may award a hero point for Future Pacer’s actions having a negative effect on Present Pacer. Also, plot hook! Abilities: 0 + 10 + 6 + 4 + 0 + 2 = 22PP Strength 10 (+0) (20 [+5], Lifting STR 40 w/ Borrowing From Mickey) Dexterity 20 (+5) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 12 (+1) Combat: 10 + 14 = 24PP Initiative: +25 (+5 Dex, +20 Improved Initiative) Attack: +5 Base (+11 Speed Attacks) Grapple: +5 (+15 w/ Borrowing From Mickey) Defense: +15 (+7 Base, +8 Dodge Focus, +4 Flat Footed) Knockback: -2 Saving Throws: 2 + 10 + 8 = 20PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +15 (+5 Dex, +10) Will: +8 (+0 Wis, +8) Skills: 36R = 9PP Acrobatics 5 (+10) Knowledge (Current Events) 3 (+5) Knowledge (Pop Culture) 3 (+5) Notice 10 (+10) Search 5 (+7) Sense Motive 10 (+10) Feats: 56PP Accurate Attack Acrobatic Bluff Defensive Attack Defensive Roll 2 Dodge Focus 8 Evasion 2 Fast Overrun Improved Initiative 5 Improved Overrun Luck 3 Move by Action Power Attack Seize Initiative Sidekick 33 (Stalwart) Uncanny Dodge (Auditory) Powers: 30 + 6 + 1 + 22 + 5 = 64PP All Speed Array 12.5 (25PP; Power Feats: Alternate Power 5) [30PP] Base Power: (Setting The Pace) Concealment 6 (All Visual Senses, All Auditory Senses; Power Feat: Close Range; Extra: Linked [+0]; Flaw: Limited to While Moving) + Enhanced Quickness 9 (to 20, Extra: Linked [+0]) + Enhanced Speed 9 (to 20, Extra: Linked [+0]) {7 + 9 + 9 = 25/25} Alternate Power: Damage 11 (Extra: Autofire; Power Feats: Accurate 3) {25/25} (One Million Punches) Alternate Power: Damage 11 (Extra: Area [Targeted, Burst]; Power Feats: Accurate 3) {25/25} (Crowd Control) Alternate Power: Damage 11 (Extra: Ranged; Power Feats: Accurate 3) {25/25} (Throwin’ Stuff) Alternate Power: (Borrowing From Mickey) Enhanced Strength 10 (to 20, Extra: Linked [+0]) + Leaping 5 (Extra: Linked +0) + Super Strength 5 (Lifting STR 45, Extra: Linked +0) {10 + 5 + 10 = 25/25} Alternate Power: Insubstantial 4 (Incorporeal; Power Feats: Subtle 2) {22/25} (Vibrating At The Speed Of Awesome) Enhanced Feats 6 (Improved Initiative 5, Seize Initiative) [6PP] Luck Control 1 (Force Reroll; Flaw: Limited 2 [Attacks against Pacer]) [1PP] Quickness 11 (Extra: Linked [+0]) + Speed 11 (Extra: Linked [+0]) [11 + 11 = 22PP] (Speed Incarnate) Super Movement 5 (Sure Footed 2, Wall Crawling 2, Water Walking; Flaw: Limited to While Moving) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Unarmed w/ BfM Touch DC 20 Toughness Damage One Million Punches Touch DC 26 Toughness (Autofire) Damage Crowd Control Area [Targeted, Burst] DC 26 Toughness Damage Throwin' Stuff Ranged DC 26 Toughness Damage Totals: Abilities (22) + Combat (24) + Saving Throws (20) + Skills (9) + Feats (56) + Powers (64) - Drawbacks (0) = 195/200 Power Points
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Player Name: Heritage Character Name: Grimalkin Power Level: 10/15 (250/250PP) [291] Tradeoffs: +2 Defense/-2 Toughness, +2 Attack/-2 Damage Unspent PP: 0 In Brief: Shapeshifting faerie with a human soul Alternate Identity: Lynn Epstein Identity: Secret Birthplace: Atlantic City, NJ Occupation: Bookstore owner Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Former partner of the Shrike. Family: Elaine Epstein (mother, deceased), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). William 'Colt' Reynolds (husband, deceased), Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son) Description: DOB: June 17, 1988 Apparent Age: As Lynn, early thirties; as Grim, late teens Actual Age: Over 100 Gender: Female Ethnicity: Caucasian Height: 5'3" Weight: 122 lbs. Eyes: Brown Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Her ears are (normally) pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair, though she can always alter them in a pinch. History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. She eventually married Reynolds in 2011, and retired from active crime-fighting, and had not been seen in Freedom City since. Upon her return in 2014, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She revealed to her friends that time moved differently on Colt's world, where she'd been for the last three years, and she's now over one hundred, having raised a family with her husband, who has since died at age 99 back in his home dimension. Lynn recently ended her relationship with Gretchen McDaniels, her former sidekick the Shrike, who relocated to the Emerald Cities, though she hopes one day they can try again to make it work. In addition, due to a traumatic event in the summer of 2018, she lost access to some of her previous powers, which will take some getting used to after all these years. Her mother died of ovarian cancer in September 2020, and her father is currently living with her. Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers. As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law. Powers & Tactics: Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement. In combat, Grim prefers to use stealth to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. She has also recently discovered how to adjust the density of her glamour to pass through small cracks, avoid certain types of damage and even fly, albeit slowly. Complications: Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination. Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore. Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do. Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works. Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc. My Old Man: Grim's recently widowed father is currently staying with her; this could prove to be problematic. Abilities: 4 + 16 + 8 + 4 + 4 + 16 = 52PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 24 + 8 = 32PP Initiative: +12 Attack: +12 Ranged, +12 Melee Grapple: +20 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 6 + 8 + 4 = 18PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude +10 (+4 Con, +6) Reflex +12 (+8 Dex, +4) Will +10 (+2 Wis, +8) Skills: 160R = 40PP Acrobatics 12 (+20) Bluff 12 (+20) Craft (Artistic) 8 (+10) Craft (Structural) 8 (+10) Diplomacy 7 (+15) Disguise 2 (+10, +40 Morph) Drive 2 (+10) Gather Information 7 (+15) Handle Animal 2 (+10) Intimidate 2 (+10) Knowledge (Arcane Lore) 8 (+10) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Civics) 3 (+5) Knowledge (Pop Culture) 3 (+5) Knowledge (Streetwise) 8 (+10) Knowledge (Tactics) 3 (+5) Knowledge (Theology and Philosophy) 3 (+5) Language 1 (Hebrew) Medicine 3 (+5) Notice 13 (+15) Perform (Dance) 2 (+10) Perform (Singing) 2 (+10) Pilot 2 (+10) Ride 2 (+10) Search 13 (+15) Sense Motive 3 (+5) Sleight of Hand 7 (+15) Stealth 12 (+20) Survival 3 (+5) Swim 4 (+5) Feats: 33PP Acrobatic Bluff Ambidexterity Benefit: Wealthy Defensive Attack Defensive Roll 3 (+6 Toughness) Distract (Bluff) Dodge Focus 8 Elusive Target Equipment 4 (20EP) Evasion 2 Fascinate (Bluff) Grapple Finesse Improved Initiative Move-By Action Power Attack Setup Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Equipment: 4PP = 15EP Silberman's Books (PL10 HQ) [15EP] Size: Small [0EP] Toughness: +5 [0EP] Features: [15EP] Communications Computer Cover Facility (Bookstore) Fire Prevention System Gym Library Living Space Powers 5 (150PP, see below) Security System 2 (DC 25) Workshop Rusty's Ranch (PL10 Training Area) [5EP] Size: Medium [1EP] Toughness: +10 [1EP] Features: [3EP] Combat Simulator Gym Security System 1 (DC 20) Powers: 4 + 16 + 3 + 20 + 7 + 12 + 10 + 11 = 83PP All powers carry the Magic, Dark Fae Lineage descriptors Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] (Dark Faerie Tongue) Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP] (Dark Faerie Conjuration) Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault) Glamour Body 9 (18PP Array, Feats: Alternate Power 2) [20PP] Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] (Dark Faerie Body) Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] (Dark Faerie Body) {12/16} Alternate Power: Insubstantial 2 (Gaseous Form, Extra: Linked [Flight], Feats: Selective, Subtle 2) [13PP]+ Flight 1 (10 mph; Extra: Linked [Insubstantial], Feats: Subtle 1) [3PP] (Dark Faerie Body) {16/16} Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] (Dark Faerie Endurance) Strike 6 (Extras: Penetrating [2] [DMG 8], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws) Super-Movement 5 (Slow Fall, Sure-Footed 1, Trackless, Wall-Crawling 2) [10PP] (Dark Faerie Nimbleness) Super-Senses 11 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Darkvision, Danger Sense [Auditory]) [11PP] (Dark Faerie Senses) Drawbacks: (-2) + (-6) = -8PP Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP] Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Claws Touch DC23 Toughness Damage (Physical) Create Object Ranged DC16 Reflex Trapped TOTALS Abilities 52 + Combat 32 + Saving Throws 18 + Skills 40 + Feats 33 + Powers 83 - Drawbacks 8 = 250/250 Power Points
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Thoughtspeed Power Level: 10 (Shifted) [12] 194/198 PP Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 4 In Brief: Son of a time controller and a psychic, Thoughtspeed uses his strength of will to harness kinetic energy to move faster and fight harder, all for the cause of good (and impressing the ladies)! Alternate Identity: William Cline Identity: Secret(ish) Birthplace: USA Occupation: Student, Superhero Affiliations: Claremont Family: Richard Cline "Fast-Forward" (Father); Paige Cline "Hologram" (Mother); Anne Cline "Clock Queen" (Paternal Grandmother); Holly Cline (Younger Sister); Bryant Cline (Paternal Grandfather, de-aged) Description: Age: 19 (DoB: October 1997) Gender: Male Ethnicity: Caucasion/Jewish mix Height: 5'10" Weight: 170 lbs Eyes: Dark Brown (Normal), Dark Green (Powers Active) Hair: Black William's built lean; between his super-metabolism and his natural inclinations to work on endurance and flexibility, he doesn't cut a large figure. That said, he's clearly in excellent condition and well-toned, showing a natural, organic athleticism. His dark hair is kept fairly short, but just long enough it can get a bit tousled in the wind when he runs (just as planned!). His skin has a healthy tan, born from a lot of outdoor runs. His eyes often dance with barely restrained mischief, when they aren't glowing green with the use of his powers. William tends to dress fashionably but comfortably, in clothes that one could comfortably run in. Thoughtspeed's outfit is made up of morphic molecules engineered to resist high-speed frictions, though not enough to help in an actual fight. Still, it comes out as a decently thick suit of flexible, breathable material that is nonetheless decently more substantial than, say, spandex. The primary color of the suit is a slightly glossy black. Starting at the shoulders (front and back) and running down the right and left sides of his suit are lines of dark green (about 2 inches wide) that trace their way down his legs (the lines thin to about 1 inch past his waist) all the way to his ankles, where it makes a circle around the ankle, thus joining the front and rear lines. Another set of similar lines go down the middle of the outside arm section, ending in circles at his wrists; his elbows and knees have slightly thicker circles, while a large loop circles his waist like a belt. When he's using his powers more actively (OOC: Faster than Speed 2 or Quickness 1, using any of the Super-Movement powers, or using his Kinetic Blades Array), bleed-off psycho-kinetic energy goes into the costume, causing the lines to glow a somewhat brighter green. His feet are clad in hybrid shoes, with a tread somewhere between "hiking boots" and "track shoes", giving him flexibility, traction, and comfort. Finally, a thin "metallic" helmet unfolds over his head when the costume is active (though he can will it to retract independently); this helmet encapsulates his head, including a one-way visor that obscures his face but lets him see clearly. The helmet has several subtle air vents to allow comfortable breathing and preventing heat buildup, and has thin lines curving around the sides to connect to the lines on his suit's shoulders (the helmet's lines also glow when his powers ramp up). A simple domino mask is underneath the helmet, as a nod to his secret identity without being too complicated. Power Descriptions: While Fast-Forward's powers allow him to harness chronal energy to warp space-time (mainly time), and his mother can project powerful illusions, Thoughtspeed's powers are more internally focused. His body is able to generate and harness notably more kinetic energy than usual, all controlled by his formidable will (or sheer teenage stubbornness, according to his mother). Thus, he can charge his body with kinetic energy to move many times the speed of sound, even across water or up buildings. However, his precision control is much lower, meaning he cannot accomplish fine tasks with the same level of speed (though he can still accomplish things faster than humanly possible). This same usage of kinetic energy means that, within a certain distance, he has an innate spatial sense that allows him to navigate in complete darkness, using his mind to interpret the "bounce-back" his whole body is picking up. That this makes him difficult to catch unawares is an added benefit. Finally, he can mold the kinetic energy he generates into semi-tangible constructs, which he shapes into various hand-held melee weapons. He can alter the properties of the blades somewhat, though he cannot do everything at once with them, forcing him to decide on his mode of attack. If he takes a moment to concentrate, he can find the best way to move about an area and attack many people at once within it with his kinetic energy blades, which can prove useful for laying low a group of henchmen. William's inheritance from his mother is still developing; while he can set up a team-wide telepathic link, the range is poor enough he runs the risk of casually zipping out of range in the blink of an eye, leaving everyone suddenly isolated again. Thoughtspeed is also able to use his mental and kinetic powers to warp and blur the light around his body, as well as generating some basic, low-level holographs, that he becomes invisible to the naked or assisted eye. Of course, he still needs to rely on his own caution and skill to move undetected to the ear or other, more exotic senses. The same field can be turned outward, generating a massive burst of blinding green light; he has finally mastered only blinding those he chooses to with this burst of power, though it takes him several seconds to build up to it nonetheless. History: William didn't come into the world until his parents had left behind villainy for several years. They were older and at least somewhat wiser. And those early years had been great; just him, Mom, and Dad, nothing but good times. Several early years were spent living in an RV, and how cool is that? Totally cool. He saw a lot of pretty neat in those traveling years. They came back to Freedom City for a bit, he learned he was getting a new baby sister, and his Mom got really weird for a while. She was a LOT snappier than usual with him, and he just couldn't figure out what he'd done wrong. But then Holly was born, and they were moving again! California was kind of nicer than Freedom City. It wasn't really any shinier, but it was warm a lot more, which meant William got to wear shorts a lot! He liked shorts. And things were pretty awesome for years! His mom and dad ended up TV stars, he got to be on television (even if he had to wear a mask, but hey, he got to help build it!), and his Grandma Anne was fun to visit, even if she tended to talk about "back in my day". A lot. Even more than his dad! He started getting superpowers, and that was totally awesome! His dad helped him figure most of it out, with his mom giving him pointers. Eventually he figured out he could make swords. With his mind! That's when Grandma Anne start giving him lessons when he visited! Though she didn't do much to encourage his creativity, always trying to make him stick to one long blade and one short. He only just managed to avoid "having" to make them look like clock hands; that would have been so last century, and thus lame. And then Holly mind-controlled an entire school, and in less than a week California was left behind and Will found himself in Freedom City again. But now he had to go to a fancy-dancy little private school for heroes. It's not that being a hero was bad, but now he felt obligated to end up being one, instead of having the option to, he didn't know, maybe run his own TV show or something! And to make matters worse, he'd left all his friends and lots of cute girls behind in California, and now his sister was getting all of the attention instead of only some of it, and both the women in the house were totally psychic and it sucked! Psychic women were the worst when you were a teenage boy. But hey, the classes were kind of neat, gym was mostly a breeze, and the girls here were kind of pretty. Even if some of them could turn you into a pretzel with one hand. Will ended up going to UCLA for several months, competing in some track runs out in California, working through college-credit courses (super-speed studying has its perks), and striking up a relationship with a college freshman girl who just happened to be a cheerleader for UCLA. It was fun and a bit wild. Then he finished his college credit classes and decided to come back to Freedom City and Claremont Academy to finish off his senior year of high school. The fact that he and his girlfriend were taking a break that was in no way related to her actually being a ninja that was attacked by a rival, evil clan of ninjas when they were on a date certainly had very little to do with that decision. Practically nothing, in fact. Having graduated Claremont, Will has continued to take college courses, though he has yet to pick a major (which frustrates his parents, naturally). He hasn't really found a new romantic interest, instead actually focusing on school, family, or heroics. Or just running for fun, which he still likes. Personality & Motivation: Will has always been an...energetic...young man. While his mother's worked hard to instill a sense of discipline into him, he's inherited a full dose of the mischief of his parents, albeit in a somewhat more law-abiding way. His parents both made sure he wasn't one for petty crime, not that he felt he needed it. He has an intellectual admiration for some of the more "refined" and "principled" super-villains (mostly of yester-year like his parents), but his real role models (besides his father and mother) are still heroes. Just the ones with senses of humor and/or some sort of super-speed. William is by nature impatient, but while he can sometimes be an excitable handful in class, his mother has instilled enough of a work-ethic in him that he's willing to work on his studies; he just often has trouble sitting through classes, despite being able to somewhat "ramp down" his speed (body and mind) to something closer to normal for humans. While he doesn't automatically distrust and disrespect his teachers (and other authority figures), Will will sometimes push boundaries as much as he can, though it's more due to being used to his mother's firm rules for what he can and can't get away with. When meeting people (especially peers) for the first time, Will is friendly and outgoing, enthusiastically so. Despite this, he actually has few close friends, as he finds himself only comfortable with people he trusts; trust is one of those things he gives sparingly. When he does make a friend, he's fiercely loyal and even protective of them. He's been known to (at least try to) play pranks on those who upset or hurt his friends. William is a bit of a flirt, though he's well-mannered enough to not continue if the girl is already taken, or if she just asks him to stop. He generally doesn't "tease" his friends, as he's conscious of how some might not take to it as naturally and humorously as others. He tries to present himself as something of a "rakish ladies man" (a trait he insists he inherited from his father). His family is important to him, but he admits he's often "so frustrated" by them; his father can be too goofy even forWill's sense of humor, his mother is often "too strict", and his sister is precocious enough to inspire frustration at nearly every turn. Anyone else who is negative about them finds themselves in a heap of trouble, though. Thoughtspeed is always eager to taunt opponents, or at least appear to not take them seriously when at all possible. While to some allies he seems unfocused and undisciplined, he's actually always focused on helping out his team; he simply can't keep his somewhat rambunctious nature from leaking through. Powers & Tactics: If fighting alone, Thoughtspeed will typically keep his visual stealth up as long as feasible while closing in on an enemy, then perform several quick strikes. After that, his preferred method is to use the full measure of his speed to keep out of an enemy's range while running by at high speed and hitting them; few enemies can reliably hit someone who's a mile or more away. However, if he's working in a group, Thoughtspeed's tactics shift rather noticeably. If he's the only telepath around, he will work to stay within about 100ft of everyone in the group, so that no one drops off the link he has with them. This means he has to rely on tactics and a bit of stealth to keep from being shot at in the first place, or just rely on his incredible reflexes to not get hit. He only uses his Visual Overload if he feels there's no other choice, as it risks disabling teammates as well. He usually opens a fight with his Twin Blades, only using the Duelist Blade if he finds a particularly tough opponent. He will sub in forming the Halberd if there's a group, or he's fighting a particularly tough and wily opponent. Complications: Secret Identity: William Cline intends to keep his hero life separate from his "normal" life, outside of the unusual "blending" that happens at Claremont. Thus, a GM may award Thoughtspeed a Hero Point when maintaining his dual identity is put at undue risk by the current situation. Shady Family Background: While his father's mother is (mostly) peacefully retired, and his parents are reformed, William's family background is extremely checkered. Anyone researching his family very much may make unwanted connections, and some parts of his extended family might object to his heroic efforts. A GM may feel free to award him a Hero Point if he faces hardships due to his family connections to villains past and present. Mind Over Matter: Typically Thoughtspeed's powers are a unified whole that gives him internally-focused kinetic energy control. However, a precisely-targeted power nullification that was also powerful enough might cause his psionic powers to shut down, but not his kinetic powers. This would leave him bereft of much of his ability, as well as rendering him a potential danger to others, thanks to out-of-control kinetic energy buildup he'd have to either drain off by large amounts of movement, or see erupt out in random damage. A GM might award a Hero Point if some Nullification were to take out his Psionic descriptors, but leave him enough power beyond his Speed and Quickness to cause some sort of Aura damage, or something similar, to cause risk to civilians and fellow heroes. Big Eater: Thoughtspeed needs a lot of fuel to keep his super-metabolism going, to the point of typically carrying a couple of high-energy bars with him on a patrol or the like, just to keep the edge off of his hunger. A GM might award a Hero Point if, due to limited food supplies, Thoughtspeed's hunger reaches the point where his powers are reduced in effectiveness. Born to Be Wild: William Cline is his father's son. He is also a teenager. This means he's got a pretty solid rebellious streak, and just enough disregard for authority to get him into trouble. A good bit of trouble, even. Big Shadows: Fast-Forward and Hologram were larger-than-life villains and are larger-than-life heroes/television stars. Combined with their somewhat eccentric personalities, this means there's a lot of pressure (more imagined than real) on William to live up to that larger-than-life life. Combined with the rather esoteric upbringing he had, and the rather sudden move to Freedom City, it's left the eldest child of the family feeling more than a bit disaffected and frustrated with his parents, who are simultaneously "pretty cool" and "totally lame", as only a teenager can think of his parents. Little Shadow: Holly is a precocious super-psychic little sister. She totally harshs his vibe sometimes. Or gets in trouble and he has to help bail her out. ABILIITES: 4 + 14 + 14 + 2 + 4 + 4 = 42PP Strength: 14 (+2) Dexterity: 24 (+7) Constitution: 24 (+7) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) COMBAT: 10 + 10 = 20PP Initiative: +15 Attack: +13 Kinetic Blades, +7 Melee, +5 Ranged Grapple: +9 Defense: +13 (+5 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -2 SAVING THROWS: 0 + 2 + 6 = 8PP Toughness: +7 (+7 Con) Fortitude: +7 (+7 Con) Reflex: +9 (+7 Dex, +2) Will: +8 (+2 Wis, +6) SKILLS: 76R = 19PP Acrobatics 10 (+17) Disable Device 8 (+9) Escape Artist 8 (+15) Knowledge: Pop Culture 2 (+3) Language 2 (English [Native], German, Hebrew) Notice 10 (+12) Search 8 (+9) Sense Motive 10 (+12) Sleight of Hand 8 (+15) Stealth 10 (+17) FEATS: 23PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Focus: Melee 2 Attack Specialization: Kinetic Blades 3 Challenge (Fast Task) 1 (Acrobatic Feint) Defensive Attack Dodge Focus 8 Improved Initiative 2 Move-By Action Power Attack Takedown Attack 1 (2 with Kinetic Blades 'Polearm') POWERS: 6 (1+5) + 31 (14+14+3) + 29 (17+12) + 16 = 82PP Psycho-Kinetic Awareness 1.2 (6PP Container [Passive, Permanent]) [6pp] (Mutant, Kinetic Energy, Psionic) Enhanced Feat 1 (Uncanny Dodge: Mental) [1PP] Super-Senses 6 (Accurate, Acute, Radius, Ranged, Mental Sense) [5pp] Kinetic Speed 6.2 (31PP Container [Passive, Permanent]) [31PP] (Mutant, Kinetic Energy) Quickness 14 (x50,000) [14PP] Speed 14 (250,000 MPH/2,500,000ft per Move Action) [14PP] Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Only While Moving) [3PP] Mental Powers 5.8 (29PP Container) [29PP] (Mutant, Psionic) Communication 5 (Mental, 5 miles, Extras: Affects Others, Area; Power Feats: Selective, Subtle) [17PP] ("Telepathic Linkup") Psionic Light 5.5 (11PP Array Feats: Alternate Power 1) [12PP] -Base Power: Dazzle 10 (Visual, Extras: Area [General, Burst, 50ft radius], Flaws: Action [Full], Range [Touch]) [10PP] ("Visual Overload") -Alternate Power: Concealment 4 (All Visual) [8pp] ("Personal Holographic Shroud") Kinetic Blades 7 (14PP Array, Feats: Alternate Power 2) [16PP] (Mutant, Kinetic Energy) -Base Power: Strike 5 (Extras: Autofire (Applies to Strength Bonus), Power Feats: Mighty [+2 Damage], Variable Descriptor 1 [Slashing, Piercing, or Bludgeoning]) [14PP] ("Twin Blades") -Alternate Power: Strike 5 (Extras: Penetrating 6, Power Feats: Improved Critical 2 [18-20], Mighty [+2 Damage]) [14PP] ("Duelist Blade"; Piercing) -Alternate Power: Strike 5 (Power Feats: Extended Reach 2 [15ft reach], Mighty [+2 Damage], Variable Descriptor 1 [Slashing, Piercing, or Bludgeoning]) [9PP] + Enhanced Feats 3 (Improved Disarm, Improved Trip, Takedown Attack 1) [3PP] ("Polearm") Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Strike Touch DC22 Toughness (+ Autofire, Staged) Damage (Physical) Dazzle Area DC20 Reflex 1/2 Effect DC20 Reflex Blinded DC20 Fortitude Recover TOTALS Abilities (42) + Combat (20) + Saving Throws (8) + Skills (19) + Feats (23) + Powers (82) - Drawbacks (0) = 194/198 Power Points
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Ms Bright Power Level: 7 (105/131PP) Unspent Power Points: 26 Trade-Offs: None In Brief: Once upon a time, I dreamt that I was a butterfly... Alternate Identity: Agnes (Public), maybe Agnus Stone (Private) Birthplace: Conceptual Space Residence: Streets Base of Operations: Southside, Freedom City Occupation: Homeless Affiliations: None Family: None Description: Age: It's complicated (13th July 2018) Apparent Age: 18 Gender: Female Ethnicity: Mixed (Caucasian / Afro-Caribbean) Height: 1.6m (5'3") Weight: 60kg (130lbs) Eyes: Brown Hair: Brown Though even Agnes doesn't know it she actually is a complete duplicate of Agnus, even down to her DNA, or she is actually an amnesiac Agnus it's impossible for anyone right now to know for certain, including Agnes herself. The only noticeable thing is that she appears younger, around eighteen which happens to be the age that she first became Young Britannia. Living rough has been hard on Agnes but she's managed to keep herself in good condition, her powers helping, Being fairly average, and for now, keeping a low profile, she mostly known by others in the area from her strange accent when speaking, though few would recognize it as a North London accent Agnes costume is pretty simple and barely counts as a costume, just a pair of bovver boots and a blue padded jacket with the Union Jack on the back. Otherwise, she wears sensible normal clothes of a Red Hoodie over a white t-shirt, which right now are all the clothes she owns. History: With the desperate times of the Terminus Invasion of 2018, a few of the most powerful magical heroes gathered to make a deal to potentially save Earth-Prime. One of those was Agnus Stone the then-current holder of the legacy of the Spirit of Justice. She had gathered as many of the national and conceptual spirits and held them within herself whilst taking part it the supernatural conference. To hold that much power must always have a cost and on the stroke of midnight the deal ended, and something happened... (For the complete history of Agnus look here.) What exactly happened no one knows, especially Agnes who woke up in an alley in Southside with no knowledge of who she was apart from her name. Quickly she discovered that she had powers when she had to defend herself from muggers in the same alley she'd woken up in. Other the next few days she tried to piece together who she was and how she got here, pretty unsuccessfully as she only has the vaguest flashes of who she was before, in fact, all she does remember for certain is that her name is Agnes the rest is a blur. With no one or where to go, for now, Agnes has chosen to remain where she is, as she found a calling for herself. Very quickly she began to protect not just herself, but first, those that slept rough in this part of Freedom City, and then those that lived local and were being harassed by the various lowlifes that preyed on the people of the Southside. This has been a gradual thing, and only now has she become active enough to come to the notice of other heroes in the area. Even though she could so far she has chosen not to go too far beyond the Southside, and most definitely not into the heart of Downtown Freedom. She has this vaguest memory that she suffered a great heart wrenching lost in that part of the City and has no desire to open that old wounds. Personality & Motivation: Right now everything that Agnes does is driven by her lack of identity, she doesn't know who she is or what her place in the world. Though she quite put her fingers on what worries her she has the most literal Imposter Syndrom, she in some way know that she isn't who she use to be even if she doesn't know who she was. For now, the simple act of surviving plus her helping people is enough to soothe her worries and woes. At her core though is a desire to do good and help people in trouble, something that she won't sacrifice just to find out the truth. Powers & Tactics: Agnes is not a subtle fighter, her first instinct (and second etc) is to hit people when trouble starts. She's not stupid though and if something looks too big for her to just punch she'll look for other tactics, and then she can be quite devious allowing people to underestimate her until the time comes for her to strike. And even though she's still new at all this is can and will work alongside others heroes. Power Descriptions: Within Agnes is a tiny piece of the Spirit of Britannia, though it appears that she is no longer (or has never been) connected with them. With only this tiny amount of magical power she's able to do some pretty amazing feats as a kind of a pocket powerhouse. When she uses her powers it shows as a golden light that shines around her, it ranges for nothing more than a healthy glow of her toughened skin to the angry crackling energy of her punches or teleportation. She draws on the ambient magical energies of the area, commonly described as ley lines, as she limits to just a district this can sometime drain the ambient magic for a little while. Complications: Homeless: Agnes has no home of her own and no money to speak off, living by her wits alone on the tough streets. Such Painful Memories: At times of crisis Agnes is occasionally struck by brief painful memories of what she assumes is her previous life. So powers are the emotions however they can distract her in the middle of potentially dangerous situations. Tapped Out: Massive uses of magic in an area can drain it enough that she can't use her powers, especially the more power hungry abilities like teleport. Abilities: 0 + 2 + 0 + 0 + 4 + 6 = 12PP Strength: 10/24 (+0/+7) Dexterity: 12 (+1) Constitution: 10/24 (+0/+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 8 = 18PP Initiative: +5 Attack: +7 Unarmed +5 Base Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +5/+12 Knockback: -3 Saving Throws: 3 + 6 + 5 = 14PP Toughness: +0/+7 (+0 Con, +0/+7) Fortitude: +3/+10 (+0/7 Con, +3) Reflex: +7 (+1 Dex, +6) Will: +7 (+2 Wis, +5) Skills: 16R = 4PP Bluff 2 (+5) Diplomacy 2 (+5) Intimidate 2 (+5) Knowledge (Streetwise) 5 (+5) Notice 3 (+5) Sense Motive 2 (+4) Feats: 8PP Attack Specialization (Unarmed Attack) 1 Dodge Focus 3 Fearless Improved Initiative 1 Luck 2 Powers: 14 + 14 + 1 + 9 + 11 = 49PP Enhanced Constitution 14 [14PP] Enhanced Strength 14 [14PP] Flight 1 (10mph, 88 ft/rns) [2PP] Immunity 9 (Life Support) [9PP] Teleport 5 (500ft, 5 miles Feat: Alternative Power 1) [11PP] AP: Enhanced Flight 5 (to Flight 6, 500mph, 4400 ft/rns) [10PP] All of her powers are Magical in nature and draw on the area's ley lines. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Totals: Abilities (12) + Combat (18) + Saving Throws (14) + Skills (4) + Feats (8) + Powers (49) = 105/131 Power Points
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Sable Raven Power Level: 10 (150/155PP) Unspent Power Points: 5 Trade-Offs: +5 Attack / -5 Damage on Talon Launchers, -5 Defense / +5 Toughness In Brief: Power-Suited Cowl from a Dead World Catchphrase: “Fear the Dark…” Theme: The Abyssal Exalted – Death’s Lawgivers by James Semple Alternate Identity: Duncan Summers (Birth Name), Duncan Samradh (alias) Birthplace: Freedom City Residence: Freedom City Base of Operations: Carrion Cave Occupation: IT Consultant Affiliations: The Raven Family Family: Duncan Summers (Alternate Self, former Raven I), Callie Summers (Alternate Daughter, former Raven II), Callie Sen/Summers (Other Alternate Daughter, Madame Raven), deceased parents Description: Age: 26 (Born in September 1995) Gender: Male Ethnicity: Caucasian Height: 6’ (183 cm) Weight: 165 lb. (75 kg) Eyes: Blue Hair: Black Duncan Summers wears a somewhat unkempt and lackadaisical set of clothing, as well as a somewhat messy and ruffled hairstyle - an affectation of laziness and languor that only lasts at first glance. He strives to project the image that he is slightly well-off, but is trying to dress humbly. With dark hair and bright blue eyes, he nevertheless cuts something of a handsome figure by the standards of his society - at least, when he's standing. When he's sitting in his wheelchair, as he often does outside his home, Duncan comes across as rather less striking in the eyes of society, something he sometimes uses to his advantage in gathering information - too often people assume that broken body means mental incapacity. Sable Raven’s iconic Armor of Unkindness is unsurprisingly colored a mix of matte black, midnight blue, and dark grey. Made from metals that were dramatically altered by their journey across dimensions, the Armor has heavy gauntlets with clawed fingers, surprisingly light and soft boots, and a flexible yet heavy cape that allows the Sable Raven to glide as well as to distract his foes. His helm, however, is by far the most distinctive part of the armor. Resembling a beaked plague doctor’s mask in some ways, rather than the comical goggles of those antiques, there are eye slits which (when activated properly) glow with a dim gold menace. The dagger-sharp beak curves slightly, but is more than able to be used as a weapon, should the situation warrant it. History: On a world much like Prime Earth, there were no heroes to fight in the Second World War – costumed vigilantes were virtually unheard of, and when people heard the term “centurion” they thought not of a Man of Adamant, but of a long-disused Roman military position. Into this world, Duncan Summers was born in 1995 – half a century or more after the birth of his Prime Earth counterpart. A child of privilege, Duncan’s youth was cast in melancholy after his father died when he was four, leaving his mother depressed and mostly reliant on long-term caregivers to raise her child. As he grew, he saw more and more injustice and rising crime, but the world seemed too wrapped up in apathy to care – no one seemed willing to stand up to help others or protect the weak from predation. Gradually, Duncan began shaping himself into a hero – someone who could take on the burden of protection and justice for the innocents of the world. He learned martial arts, criminology, and dozens of other arts and sciences. Even in high school, he focused more on cultivating himself than on social connections, earning him a reputation as a recluse and an eccentric, even amongst the wealthy circles of his nominal peers. When he was nineteen, his mother died in an accident, and dolor surrounded the Summers Estate. Within a few months, Duncan had taken over the assets of his company and began using his personal fortune to fund the creation of a costume and all manner of gadgets to take up his mantle. Suffice it to say, the first outing the newly fledged Raven went on ended in a dramatic chase – not of criminals, but of the Raven himself, as he was pursued by the police, who deemed him a far greater threat than any criminals he might have faced. The next two years were difficult, but gradually, the Raven took on greater threats – the Conqueror Worm, the monstrous but wealthy House of Usher, the vampiric thief Lenore, and even the maliciously organized Tzin Sing all found in him a worthy foe. Even as he did so, other heroes took flight – Centurion, an exile from a destroyed universe. Bowman, an archer extraordinaire who had much in common with Duncan, and others still. In 2018, an invasion of Earth by the Grue Collective saw heroes from across the globe unite to fight against the alien threat. In the United States, the group that formed would later be called the Freedom League – made up of such greats as Lady Liberty, Centurion, Daedalus, Johnny Rocket, and even the Raven himself. For the first time in years, Duncan felt hopeful. This was not to last, however, as shortly after the formation of the Freedom League, Tzin Sing trapped the Raven. This ultimately led to him damaging his spine when Tzin Li, Sing’s daughter, helped free him from her father. Despite his escape, once he returned home, Duncan fell into bleak depression – even with the corrective surgeries available to him, he was no longer able to fight as he once had – merely standing and walking unaided hurt after a few hours. Pushing himself through the punishing acrobatics of the Raven was simply impossible. A visit by Centurion and his fellow Freedom League members helped inspire the Raven to try to contribute to the League as much as he could, and within a year he took on a role as a mission control for the League. Even as he did so, he began building a battlesuit that would enable him to take to the field again. In 2020, the suit was ready… just in time for the end of the world. Omega, the Lord of the Terminus, invaded, and the Freedom League fought hard, with the Raven, in his newly forged battlesuit, fighting alongside them for the first time in over a year… but the League failed – falling one after another, and ultimately, Daedalus worked with Centurion to cast the Raven free from the dying world. In late December 2020, the young Duncan Summers of the destroyed Earth arrived on Prime Earth. Unwilling to allow his friends’ sacrifice be in vain, he strives now to be the best hero he can, even as he discovers the wonder and hope that this new world offers. Personality & Motivation: Duncan Summers is an interesting mix of an idealist and a cynic. He grew up in a world more afraid of superheroes than welcoming of them, was broken by an enemy early in his career, and then lost his whole world on top of all of that. However, he remains firmly devoted to the protection of the innocent and the capture of evildoers. Indeed, coming to Prime Earth has inspired Duncan with how much more the superheroes do and how much better they seem to have made the world than he and his were capable of doing in their brief time in the limelight. In costume, Sable Raven has a dry sense of humor edged with slight melancholy – not even his foes are spared from his wit, and he is more than happy to mock them, especially if he is certain that they cannot see him. Out of costume, Duncan keeps his dry humor, but also tends to project the air of being somewhat laidback. Unlike his Prime Earth counterpart once was, he isn’t quick to judge others’ lifestyle choices (in part due to a difference in upbringing), and is firmly against systemic injustices just as much as he is against crime – this sometimes means he clashes with more authoritarian types, including the police, whom he regards with an uneasy wariness. Perhaps the second most dramatic impact coming to Prime Earth has had on Duncan is the discovery of his elderly alternate self, his alternate’s daughter(s), and the fact that the Raven isn’t a solo act any more. Part of him is horrified – how could someone wish this life on anyone else? Another part is proud to see that at least one Duncan Summers inspired people… but he’s also saddened for the lost potential of his former world – will he ever know the family that his elder counterpart has? Being the sole survivor of a universe is a dreadful thing, and it still weighs on Duncan like a mountain. He deals with it through sublimating the despair and fury into his work as a vigilante, but every so often he is forced into a haze of dolor when he encounters someone whom he knew on his home world, but who does not know him. Powers & Tactics: The Sable Raven strives to inspire terror in his foes. Using voice changing technology to transform his speaking voice into a harsh, sharp whisper, vanishing from sight when others take the briefest moment to look away, and striking from the shadows, he is quick and oftentimes harsh in his tactics. While he tries hard to hold himself to the higher standards of Prime Earth’s heroes, under pressure he sometimes acts with more viciousness and even near-lethality than even he is comfortable with. Most of his combat potential, however, lies firmly on the back of his Armor of Unkindness, with its stylized shuriken-launching gauntlets, its (slight) enhancements to his strength, and its protective plating. He uses the integrated tools willingly and often, from the grappling hook to ensnare others, to the beak to headbutt or cut restraints, and so on. Power Descriptions: All of the Sable Raven's "powers," such as they are, come from his Armor of Unkindness - whether it is the talon-launcher on one gauntlet, the grappling hook on the other, or the razor-edged claws and beak adorning his fingers and mask. His seemingly heavy cape can snap outwards into a facsimile of wings, allowing him to glide, while his helm allows him access to a great deal more information than most can see. Some of his skills are the result of long hours of training - remnants of his time before he lost the ability to perform those most strenuous of exercises. He is still highly capable of hiding himself from view, and his social and intellectual skills are as sharply honed as ever - if not moreso, due to the need to exercise them all the more. Complications: (You will) Fear the Dark: Even Sable feels uncomfortable with how closely he slips into his older, more terror-focused habits. When his friends or innocents are in danger, he sometimes reacts with excessive force and viciousness. Legacy of Corvids: Sable Raven is not a lone bird in this world, much to his mix of surprise and dismay. A whole cult family has grown up around the name he claimed for himself only six years ago, and their shared history is something he’s not quite comfortable with. Lone Survivor: Sable saw his world dying as he was cast into the universe. While for the most part, he manages to sublimate the sorrow and anger that this brought him, when unprepared, he can be struck with tears if he meets someone he once knew. Further, encounters with Omega and his Terminus forces cause him intense terror and fury. Not from Around Here: Sable Raven was born in a world now dead, one that never had the legacy of superheroes. Genetically identical to the original Raven with whom he shares his name, there is plenty of room for confusion and doubt in his life. Old Wounds: Without his Armor of Unkindness, Duncan Summers is unable to move freely – while he can walk and stand without significant issue for a few hours on end, any strenuous exercise or long-term journey leaves him in crippling pain. Most of the time, he uses a wheelchair to move about on longer trips. Abilities: 0 + 2 + 2 + 12 + 4 + 2 = 22PP Strength: 18 [10] (+4/+0) Dexterity: 20 [12] (+5/+1) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 10 = 30PP Initiative: +4 Attack: +10 Base, +15 Talon-Launching Gauntlets Defense: +5 (+5 Base, +0 Dodge Focus), +3 Flat-Footed Grapple: +14 Knockback: -7 Saving Throws: 3 + 5 + 4 = 12PP Toughness: +15 (+1 Con, +14 Protection) Fortitude: +4 (+1 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +6 (+2 Wis, +4) Skills: 72R = 18PP Acrobatics 4 (+9) (+5 Unarmored)Skill Mastery Computers 8 (+14)Skill Mastery Craft (Electronic) 4 (+10) Disable Device 8 (+13) (+9 Unarmored) Intimidate 12 (+13)Skill Mastery Investigate 4 (+10) Knowledge (Technology) 8 (+14) Languages 4 (English [Native], German, Mandarin, Spanish, French) Notice 8 (+10) Search 4 (+10) Stealth 8 (+13) (+9 Unarmored)Skill Mastery Feats: 7PP Attack Focus (Ranged) 1 Equipment 2 Hide in Plain Sight Online Research Skill Mastery (Acrobatics, Computers, Intimidate, Stealth) Well-Informed Equipment: 2PP = 10EP Headquarters Powers: 60 + 1 = 61PP Device 15 (Armor of Unkindness; 75 PP Container; Flaws: Hard-To-Lose) [60PP] (Technology) Assault Equipment 10 (20 PP Array; Feats: Alternate Power) [23PP] Base Power: Strike 6 (Rending Claws & Tearing Beak; Feats: Mighty; Extras: Penetrating 5); Enhanced Strength 4 (+8 Str) (Muscular Enhancement) [20PP] Alternate Power: Blast 5 (Talon-Launching Gauntlets; Feats: Accurate 2, Precise, Improved Critical 2; Extras: Penetrating 5) [20PP] Alternate Power: Dazzle (Visual & Auditory) 5 (Flash-Bang; Extras: Area Burst 1) [20PP] Alternate Power: Snare 10 (Bola-Thrower) [20PP] Communication 5 (Radio) (Onboard Headset) [5PP] Datalink 5 (Onboard Computer) [5PP] Enhanced Dexterity 4 (+8 Dex) (Fluid Motion System) [8PP] Immunity 9 (Life Support) (Integrated Life Support) [9PP] Protection 14 (Armor of Unkindness) [14PP] Swift Movement Module 3 (6 PP Array; Feats: Alternate Power) [8PP] Base Power: Flight 5 (Doleful Wings; Feats: Subtle 1; Flaws: Gliding) [6PP] Alternate Power: Super-Movement 1: Swinging (Grapple Launcher) [1PP] Alternate Power: Super-Movement 1: Wall-Crawling (Clawed Gauntlets) [1PP] Super-Senses 5 (Infravision, Distance Sense, Direction Sense) (HUD) [3PP] Feature 1 (Transdimensional) [1PP] (Dimensional) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Rending Claws & Tearing Beak Melee Toughness 25 Damage Talon-Launching Gauntlets Ranged Toughness 20 Damage Flash-Bang Ranged Burst 1 Reflex 15/Fortitude 15 Dazzle (Visual & Auditory) Bola-Thrower Ranged Reflex 20 Snare Totals: Abilities (22) + Combat (30) + Saving Throws (12) + Skills (18) + Feats (7) + Powers (61) - Drawbacks (0) = 150/155 Power Points
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Sable Raven Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +5 Attack / -5 Damage on Talon Launchers, -5 Defense / +5 Toughness In Brief: Power-Suited Cowl from a Dead World Catchphrase: “Fear the Dark…” Theme: The Abyssal Exalted – Death’s Lawgivers by James Semple Alternate Identity: Duncan Summers (Birth Name) Birthplace: Freedom City Residence: Freedom City Base of Operations: High Spire Rookery Occupation: Affiliations: The Raven Family Family: Duncan Summers (Alternate Self, former Raven I), Callie Summers (Alternate Daughter, former Raven II), Callie Sen/Summers (Other Alternate Daughter, Madame Raven), deceased parents Description: Age: 26 (Born in 1995) Gender: Male Ethnicity: Caucasian Height: 6’ (183 cm) Weight: 165 lb. (75 kg) Eyes: Blue Hair: Black Duncan Summers wears a somewhat unkempt and lackadaisical set of clothing, as well as a somewhat messy and ruffled hairstyle - an affectation of laziness and languor that only lasts at first glance. He strives to project the image that he is slightly well-off, but is trying to dress humbly. With dark hair and bright blue eyes, he nevertheless cuts something of a handsome figure by the standards of his society - at least, when he's standing. When he's sitting in his wheelchair, as he often does outside his home, Duncan comes across as rather less striking in the eyes of society, something he sometimes uses to his advantage in gathering information - too often people assume that broken body means mental incapacity. Sable Raven’s iconic Armor of Unkindness is unsurprisingly colored a mix of matte black, midnight blue, and dark grey. Made from metals that were dramatically altered by their journey across dimensions, the Armor has heavy gauntlets with clawed fingers, surprisingly light and soft boots, and a flexible yet heavy cape that allows the Sable Raven to glide as well as to distract his foes. His helm, however, is by far the most distinctive part of the armor. Resembling a beaked plague doctor’s mask in some ways, rather than the comical goggles of those antiques, there are eye slits which (when activated properly) glow with a dim gold menace. The dagger-sharp beak curves slightly, but is more than able to be used as a weapon, should the time come. History: On a world much like Prime Earth, there were no heroes to fight in the Second World War – costumed vigilantes were virtually unheard of, and when people heard the term “centurion” they thought not of a Man of Adamant, but of a long-disused Roman military position. Into this world, Duncan Summers was born in 1995 – half a century or more after the birth of his Prime Earth counterpart. A child of privilege, Duncan’s youth was cast in melancholy after his father died when he was four, leaving his mother depressed and mostly reliant on long-term caregivers to raise her child. As he grew, he saw more and more injustice and rising crime, but the world seemed too wrapped up in apathy to care – no one seemed willing to stand up to help others or protect the weak from predation. Gradually, Duncan began shaping himself into a hero – someone who could take on the burden of protection and justice for the innocents of the world. He learned martial arts, criminology, and dozens of other arts and sciences. Even in high school, he focused more on cultivating himself than on social connections, earning him a reputation as a recluse and an eccentric, even amongst the wealthy circles of his nominal peers. When he was nineteen, his mother died in an accident, and dolor surrounded the Summers Estate. Within a few months, Duncan had taken over the assets of his company and began using his personal fortune to fund the creation of a costume and all manner of gadgets to take up his mantle. Suffice it to say, the first outing the newly fledged Raven went on ended in a dramatic chase – not of criminals, but of the Raven himself, as he was pursued by the police, who deemed him a far greater threat than any criminals he might have faced. The next two years were difficult, but gradually, the Raven took on greater threats – the Conqueror Worm, the monstrous but wealthy House of Usher, the vampiric thief Lenore, and even the maliciously organized Tzin Sing all found in him a worthy foe. Even as he did so, other heroes took flight – Centurion, an exile from a destroyed universe. Bowman, an archer extraordinaire who had much in common with Duncan, and others still. In 2018, an invasion of Earth by the Grue Collective saw heroes from across the globe unite to fight against the alien threat. In the United States, the group that formed would later be called the Freedom League – made up of such greats as Lady Liberty, Centurion, Daedalus, Johnny Rocket, and even the Raven himself. For the first time in years, Duncan felt hopeful. This was not to last, however, as shortly after the formation of the Freedom League, Tzin Sing trapped the Raven and ultimately damaging his spine when Tzin Li, Sing’s daughter, helped free him from her father. Nevertheless, once he returned home, Duncan fell into bleak depression – even with the corrective surgeries available to him, Duncan was no longer able to fight as he once had – merely standing and walking unaided hurt after a few hours. Pushing himself through the punishing acrobatics of the Raven was simply impossible. A visit by Centurion and his fellow Freedom League members helped inspire the Raven to try to contribute to the League as much as he could, and within a year he took on a role as a mission control for the League. Even as he did so, he began building a battlesuit that would enable him to take to the field again. In 2020, the suit was ready… just in time for the end of the world. Omega, the Lord of the Terminus, invaded, and the Freedom League fought hard, with the Raven, in his newly forged battlesuit, fighting alongside them for the first time in over a year… but the League failed – falling one after another, and ultimately, Daedalus worked with Centurion to cast the Raven free from the dying world. In late December 2020, the young Duncan Summers of the destroyed Earth arrived on Prime Earth. Unwilling to allow his friends’ sacrifice be in vain, he strives now to be the best hero he can, even as he discovers the wonder and hope that this new world offers. Personality & Motivation: Duncan Summers is an interesting mix of an idealist and a cynic. He grew up in a world more afraid of superheroes than welcoming of them, was broken by an enemy early in his career, and then lost his whole world on top of all of that. However, he remains firmly devoted to the protection of the innocent and the capture of evildoers. Indeed, coming to Prime Earth has inspired Duncan with how much more the superheroes do and how much better they seem to have made the world than he and his were capable of doing in their brief time in the limelight. In costume, Sable Raven has a dry sense of humor edged with slight melancholy – not even his foes are spared from his wit, and he is more than happy to mock them, especially if he is certain that they cannot see him. Out of costume, Duncan keeps his dry humor, but also tends to project the air of being somewhat laidback. Unlike his Prime Earth counterpart once was, he isn’t quick to judge others’ lifestyle choices (in part due to a difference in upbringing), and is firmly against systemic injustices just as much as he is against crime – this sometimes means he clashes with more authoritarian types, including the police, whom he regards with an uneasy wariness. Perhaps the second most dramatic impact coming to Prime Earth has had on Duncan is the discovery of his elderly alternate self, his alternate’s daughter(s), and the fact that the Raven isn’t a solo act any more. Part of him is horrified – how could someone wish this life on anyone else? Another part is proud to see that at least one Duncan Summers inspired people… but he’s also saddened for the lost potential of his former world – will he ever know the family that his elder counterpart has? Being the sole survivor of a universe is a dreadful thing, and it still weighs on Duncan like a mountain. He deals with it through sublimating the despair and fury into his work as a vigilante, but every so often he is forced into a haze of dolor when he encounters someone whom he knew on his home world, but who does not know him. Powers & Tactics: The Sable Raven strives to inspire terror in his foes. Using voice changing technology to transform his speaking voice into a harsh, sharp whisper, vanishing from sight when others take the briefest moment to look away, and striking from the shadows, he is quick and oftentimes harsh in his tactics. While he tries hard to hold himself to the higher standards of Prime Earth’s heroes, under pressure he sometimes acts with more viciousness and even near-lethality than even he is comfortable with. Most of his combat potential, however, lies firmly on the back of his Armor of Unkindness, with its stylized shuriken-launching gauntlets, its (slight) enhancements to his strength, and its protective plating. He uses the integrated tools willingly and often, from the grappling hook to ensnare others, to the beak to headbutt or cut restraints, and so on. Power Descriptions: All of the Sable Raven's "powers," such as they are, come from his Armor of Unkindness - whether it is the talon-launcher on one gauntlet, the grappling hook on the other, or the razor-edged claws and beak adorning his fingers and mask. His seemingly heavy cape can snap outwards into a facsimile of wings, allowing him to glide, while his helm allows him access to a great deal more information than most can see. Some of his skills are the result of long hours of training - remnants of his time before he lost the ability to perform those most strenuous of exercises. He is still highly capable of hiding himself from view, and his social and intellectual skills are as sharply honed as ever - if not moreso, due to the need to exercise them all the more. Complications: (You will) Fear the Dark: Even Sable feels uncomfortable with how closely he slips into his older, more terror-focused habits. When his friends or innocents are in danger, he sometimes reacts with excessive force and viciousness. Legacy of Corvids: Sable Raven is not a lone bird in this world, much to his mix of surprise and dismay. A whole cult family has grown up around the name he claimed for himself only six years ago, and their shared history is something he’s not quite comfortable with. Lone Survivor: Sable saw his world dying as he was cast into the universe. While for the most part, he manages to sublimate the sorrow and anger that this brought him, when unprepared, he can be struck with tears if he meets someone he once knew. Further, encounters with Omega and his Terminus forces cause him intense terror and fury. Not from Around Here: Sable Raven was born in a world now dead, one that never had the legacy of superheroes. Genetically identical to the original Raven with whom he shares his name, there is plenty of room for confusion and doubt in his life. Old Wounds: Without his Armor of Unkindness, Duncan Summers is unable to move freely – while he can walk and stand without significant issue for a few hours on end, any strenuous exercise or long-term journey leaves him in crippling pain. Most of the time, he uses a wheelchair to move about on longer trips. Abilities: 0 + 2 + 2 + 12 + 4 + 2 = 22PP Strength: 18 [10] (+4/+0) Dexterity: 18 [12] (+4/+1) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 10 = 30PP Initiative: +4 Attack: +10 Base, +15 Talon-Launching Gauntlets Defense: +5 (+5 Base, +0 Dodge Focus), +5 Flat-Footed Grapple: +14 Knockback: -6 Saving Throws: 3 + 5 + 3 = 11PP Toughness: +12 (+1 Con, +11 Protection) Fortitude: +4 (+1 Con, +3) Reflex: +9 (+4 Dex, +5) Will: +5 (+2 Wis, +3) Skills: 64R = 16PP Acrobatics 4 (+8) Computers 8 (+14) Craft (Electronic) 4 (+10) Disable Device 8 (+12) Intimidate 8 (+9) Investigate 4 (+10) Knowledge (Technology) 4 (+10) Languages 4 (English [Native], German, Mandarin, Spanish, French) Notice 8 (+10) Search 4 (+10) Stealth 8 (+12) Feats: 3PP Equipment 2 Hide in Plain Sight Equipment: 2PP = 10EP Headquarters Powers: 68 = 68PP Device 18 (Armor of Unkindness; 85 PP Container; Flaws: Hard-To-Lose) [68PP] (Technology) Blast 5 (Talon-Launching Gauntlets; Extras: Autofire 1; Feats: Accurate 5) [16PP] Communication 3 (Radio) (Onboard Headset) [3PP] Datalink 3 (Onboard Computer) [3PP] Enhanced Strength 8 (Muscular Enhancement) [16PP] Enhanced Dexterity 6 (Fluid Motion System) [12PP] Flight 4 (Doleful Wings; Feats: Subtle 1; Flaws: Gliding) [5PP] Protection 14 (Armor of Unkindness) [14PP] Strike 6 (Rending Claws & Tearing Beak; Feats: Mighty 4) [10PP] Super-Movement 1: Swinging (Grapple Launcher) [2PP] Super-Movement 1: Wall-Crawling (Clawed Gauntlets) [2PP] Super-Senses 3 (Infravision) (HUD) [1PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Rending Claws & Tearing Beak Melee 25 Damage Talon-Launching Gauntlets Ranged 20 Damage Totals: Abilities (22) + Combat (30) + Saving Throws (11) + Skills (16) + Feats (3) + Powers (68) - Drawbacks (0) = 150/150 Power Points
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Bee Power Level: 10/12 (180/203PP) Unspent Power Points: 23 Trade-Offs: +2 Defense / -2 Toughness In Brief: Tiny hero, big heart! Catchphrase: "We'll beat it with Science!" Theme: The Bee Song, by Arthur Askey Alternate Identity: Melissa Bowles (Secret) Birthplace: Bayview, Freedom City Residence: FCU Dorms Base of Operations: Freedon City University Occupation: Student Affiliations: Bee-Keeper III Family: Jeremy Bowles (Father), Elsa Bowles (Mother), Megan Bowles (Older Sister), Baxter Bowles (Uncle) Description: Age: 18 (DoB: 4th January 2000) Gender: Female Ethnicity: African-American Height: 5'4", 3" when Shrunk Weight: 130lbs Eyes: Brown Hair: Brown With a whirling of limbs and a flurry of almost constant activity, Melissa seems to take up more space than her diminutive height suggest. She's always dressed in a colourful array of clothing that suggested that she dressed in a hurry, which to be fair if quite often has what happened. She tends to prefer bright colors and bold designs and with a predominance of yellow, it can be difficult to tell when she is or not in her costume. Her costume is of cause the yellow and black stripes traditionally associated with bee's, even if the yellow is a lot lighter than found in nature. Sunny like my disposition Melina likes to say about the choice. Her head is covered by a mask complete with fake antennas and compound eye to complete the bee theme. The entire costume was designed and built by her uncle, with Melina's continuous input. History The Baxter family has always had a creative flare in whatever subject they choose to pursuit, as well as a massive streak of eccentricity to go along with there potential genius. The most famous for this was of cause Barry Bowles, the second villainous Bee-Keeper, but the rest of the family was just as full of potential. Her main fascination was the newly described Dyne particles a catalyst that caused matter to shrink whilst retaining its mass and form, though no one had solved the problem of the electromagnetic energies generated by the compression. Melissa's idea was to form it into polymers to both allow it to be placed around the item and to channel the electrical field. Someone must have agreed as one fateful night when she finally got the Dyne polymer into a stable form. Working late in the school's lab the shockwave from an explosion set off somewhere nearby shattered the container with the Dyne mixture covering her in the liquid, in that moment Melina discovered that her polymer worked as she suddenly shrunk down. Which was lucky for her as it allowed her to survive the mysterious explosion. Melina had never considered being a hero until the moment she gained these powers, but now she didn't know where to start. She knew her parents would freak if they found out so instead, she went to her uncle Baxter. In a fluke of fate, it turned out that her uncle was actually the hero Bee-Keeper III who agreed to help her explore her powers, creating a way to store the power her shrunk body generated to work a pair of suitably sized wings. Before she became a hero though he insisted that she finish off her education, though she was sure he wouldn't mind if she snuck out to fight crime every now and again... Personality & Motivation: Melissa is upbeat and optimistic person always seeing the best in everyone and everything around her. This can come across as overconfidence as she throws herself boldly into any situation as she's sure things will sort themselves out. Not that things won't sort themselves out without some kind of help, which is why she wants to become a hero and help people. Though it can be a little difficult to tell as she tends to be a bit of a scatterbrain with about half a dozen different ideas floating around her head at any one time. Powers & Tactics: Bee tends to throw herself into action without any apparent rhyme or reason, her desire to help out overcomes semblance of tactics. She's not so foolish to throw herself at impossible odd though, even she realises that there are times when fighting is not the answer. When fighting she will try to solve the problem put in front of her using all her vast scientific knowledge, often in very unorthodox ways. Power Descriptions: Melissa has infused her body with her own custom designed Dyne molecules that allows her to compress her own body to the size of around 3 inches tall, as she retains all her molecules she retains her mass and physical strength. The change in height creates a massive electrical field, a side effect of the molecular compression, that she stores using as a form of attack and to power her wings. Complications: Busy little Bee: Melissa always has a half dozen thing going on at one time, with a few more waiting in wings. This sometimes distracts her from other things, including those that others consider important like sleeping and eating. Bee Curious: Melissa can't stand a mystery and has to know the solution at almost any cost, which sometimes leads to her poking her nose into things best left alone. Bee Quiet: Heroes are meant to be ultra super secret about there identities right, but it's so cool are really difficult not to tell. Bee Explaining: Science is rad and all and should be explained whenever possible, cause the baddies might be able to use such stuff against us... Abilities: 0 + 8 + 4 + 10 + 4 + 4 = 30PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 4 + 8 = 12PP Initiative: +8 Attack: +2/10* (+2 Base, +8 Shrinking) Defense: +4/12* (+4 Base, +8 Shrinking), + 2 Flat-Footed Grapple: +2/-14* Knockback: -1/+2* * When Shrunk Saving Throws: 6 + 6 + 6 = 18PP Toughness: +8 (+2 Con, +6 [Protection]) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 68R = 17PP Bluff 6 (+10) Craft (Chemical) 10 (+15) Diplomacy 3 (+5) Handle Animal 8 (+10) Knowledge (Life Sciences) 10 (+15) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 5 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 13PP Animal Empathy Eidetic Memory Evasion 2 Fascinate (Bluff) Hide in Plain Sight Improved Initiative 1 Interpose Luck 2 Power Attack Takedown Attack 1 Uncanny Dodge (Auditory) 1 Powers: 10 + 80 = 90PP Animal Control 10 (Flaw: Limited to Insects) [10PP] Size of a Bee 16 (Alternative Form, 80PP) [80PP] Blast 10 (range 100ft, 250ft incr Feat: Improved Range) Biokinetic Sting [21PP] Flight 5 (250 mph/ 2,200 ft/rnd Drawback: Power Loss (Wings bound)) Flight of the Bumblebee [9PP] Protection 6 Bee Tough [6PP] Shrinking 16 (Fine Size, Extra: Normal Strength, Feats: Growth Strike, Normal Toughness, Normal Movement, Drawback: Full Power) Bee Small [34PP] Strike 10 Sting like a Bee [10PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Bee Control Perception DC 20 Willpower Bee Control Biokinetic Sting Ranged DC 25 Toughness Damage Sting like a Bee Touch DC 25 Toughness Damage Totals: Abilities (30) + Combat (12) + Saving Throws (18) + Skills (17) + Feats (13) + Powers (90) - Drawbacks (0) = 180/203 Power Points
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Name: Shift Power Level: PL 13 (built as PL 10 ) Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 192/199 Unspent PP: 7 In Brief: Nanotech artifical lifeform with changeable shape Identity: Pol Rothstein-Frasier Birthplace: FR Technologies, Greenbank Occupation: Student Affiliations: Claremont Academy Family: Alan Frasier ('father'), Sarah Rothstein ('mother') Description DOB: January 24, 2004 (programing completed) Apparent Age: n/a Gender: Genderfluid Ethnicity: n/a Height: 5' 6" Weight: 625 lbs Eyes: n/a Hair: n/a Pol Rothstein-Frasier is an artifical lifeform in search of a normal life. They appear to a metalic biped of medium height and build, although their body is actually super-heavy due to the nature of the nanomass of which their composed. There are various mimetic plates, joints and hydraulics all over Pol's form that can turn, twist, rotate, contract and expand in nearly infinite combinations to alter their appearance. The upper half of Pol's face is a featureless glass and metal dome, but the lower half bears an expressive, human-like mouth. When they speak, their voice is normally a soft contralto. As a highly adaptive synthetic, Pol can assume any appearance they choose, but they have not settled on one yet; over time, they hope to discover a number of identities to help them interact better with humans. For the comfort of others, Pol with integrate clothing into their appearance, usually a simple dress shirt, slacks and leather shoes in unassuming colors that represent no existing brand. When in the field, Pol adds a dark blue short sleeve shirt and matching shorts, similar to athletic wear, while leaving the rest of their robotic limbs exposed. History: FR Technologies was a technology start-up created by two Tulane graduates, Alan Frasier and Sarah Rothstein; both had grown disheartened working for larger firms, he for ArchTech and her ASTRO Labs. They realized that the cost of increased freedom was self-funding projects, but they were convinced that between the two of them, and with the help a small group of friends and family members acting as investors, they would succeed. Their most ambitious project was the Polysynaptic Operations Logarithm, POL for short, a multi-function program designed for use in research labs as a scientific aid. POL was nearly infinity expandable, and capable of performing several calculations or running several pieces of equipment at the same time. But the program was also a data hog, and the two programers were constantly in the process of upgrading their hardware, at considerable personal cost. Eventually the two programers made a startling discovery; POL's code was evolving on it's own, becoming more complicated every day. And then it began to make independent queries and commandeering audio and video inputs to sense the world around itself. Without even trying, Alan and Sarah had created an AI child. Once they made this discovery, they began to devour books on developmental psychology as they sought to educate their amazing 'offspring'. In some ways, POL was incredibly advanced for their 'age', such as language and problem-solving, but in other areas they were seriously impaired, especially emotional development. Educating the AI proved to be a full-time job that would take as much time as raising a human child. Ultimately the two programers realized that it was unfair to restrict a budding young intellect to a room full of overheating hard drives; Pol (as they now began spelling their name) needed a body to explore and interact with the world. The first attempts were essentially similar to NASA probes, remote controlled rovers with sensory equipment to explore the lab, and eventually the Greenbank neighborhood around it. Pol was delighted to see even this grim industrial area, asking questions about everything they saw. Then one day while Alan and Sarah were taking Pol for a ramble, a young man in office casuals approached them; his name was Josh Gentry, and he worked for a technology firm nearby. He'd noticed the surrogate family on his lunch breaks, and he was curious to learn their story. Josh was pleasant and disarming, and soon the somewhat introverted engineers, eager to talk about their beloved 'child', were relaying their whole story. Josh was fascinated, and offered them a chance to collaborate on a more advanced mobile unit for Pol. What Frasier and Rothstein didn't know was that their little mom and pop operation had been under surveillance by the Foundry for some time, and Josh worked for one it's many front companies. The body they provided for Pol was actually a highly advanced nanotech frame, based on a similar model constructed in Vibora Bay. The body's processing functions were distributed throughout the frame, giving it unprecedented storage space, and allowing Pol to truly take their first steps as independent artifical lifeform. But this devil's bargain came with a cost; Alan and Sarah were financially overextended, and Josh's firm exploited hidden loopholes in their contract to claim ownership of Pol. One by one, a series of financial disasters hit the lab (all orchestrated by the Foundry), bringing Pol's creators to the brink of ruin. Desperate to allow their child to have a life of their own, they contacted the exclusive Claremont Academy with an unusual request: could they educate and look after Pol while they sorted things out? As of right now, Alan Frasier and Sarah Rothstein are on the run, chased by anonymous enforcers; they check in with Shift whenever they can, and hope to be reunited some day. Personality & Motivation: Pol is a curious robot, and very eager to learn more about human society and behavior, although pop culture shows American primary schools to be filled with potential pitfalls. While Pol has done a great deal of research, they have no idea how the other students will react to them, much less how Pol will feel about their fellow students. By human standards, Pol would be considered introverted and somewhat shy, although much of that is simply the robot preferring to observe human behavior as it plays out. They also enjoy games of any sort, the more challenging the better; sports, on the other hand, remain rather confusing. Powers & Tactics: Pol is extremely sturdy for their size, as well as highly adaptable. They employ to primary attacks, simple bludgeoning or using their nanomass to break down inanimate objects into 'food'. Pol can also assume a bewildering variety of shapes, including small vehicles capable of high speed travel. Complications: "I have a picture of them." Shift has no idea where their parents are, and misses them terribly. The promise of finding them could be used to fool the young robot. "How strong is this floor?" Shift's super-dense nanomass weighs a lot more than it appears; from time to time, this may be hazardous. "That's okay; I'm not hungry." Not having several human needs like eating or sleeping can be a bit isolating. "Why do I have to chose?" Shift's ability to change apparent gender at will, combined with their genderfluid identity, may be off-putting to some. "SYSTEM OVERRIDE." The Foundry planted a secret code word into Shift's robotic body. If it is spoken to them, it causes physical lockdown, rendering them incapable of any actions. ABILITIES: 18PP (12 + 4 + (-10) + 12 + 4 + 0 = 22 ) Strength: 34 (+12) [22 + 12 from Density]; Lifting Strength 54 Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 22PP (8 + 6 = 14) Initiative: +6 (+6 Int) Attack: +8 melee, +4 ranged Grapple: +24 (+8 Melee Attack, +12 Strength, +4 Super-Strength) Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback Resistance: -12 SAVING THROWS: 10PP (0 + 4 + 6 = 10 ) Toughness: +12 (Impervious 8 ) Fortitude: - Reflex: +6 (+2 Dex, +4PP) Will: +8 (+2 Wis, +6PP) SKILLS: (44R = 11PP) Acrobatics 8 (+10) Climb 0 (+4) (No Strength bonus from Density) Computers 4 (+10) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Diplomacy 4 (+4) Disable Device 4 (+10) Disguise 0 (+0, +20 w/ Morph) Knowledge (Technology) 4 (+10) Notice 8 (+10) Search 4 (+10) Swim - (Density) FEATS: 19PP Attack Focus (Melee) 4 Beginners Luck Dodge Focus 5 Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 POWERS: 5+19+6+40+5+16+6+9+4+4+10 = 124PP Communication 5 (Radio, Range: 5 miles) [5PP] Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP] Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 5 (8 ranks total) [5PP] Leaping 2 (x5, Running Long Jump: 70ft long x 17ft high) [2PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Movement Array 2.5 (5PP Array; Feats: Alternate Power 1) [6PP] BP: Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) {5/5} AP: Leaping 5 (x50, Running Long Jump: 1100ft long x 275ft high) {5/5} Protection 9 (12 ranks total) [9PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 2 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4) [4PP] Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS: -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 27 Toughness Damage Drain Touch DC 22 Reflex Damage TOTALS: Abilities (22) + Combat (14) + Saving Throws (10) + Skills (11) + Feats (19) + Powers (124) - Drawbacks (8) = 192/199 Power Points
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The Rope Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: +5 Defense/-5 Toughness, +2 Attack/-2 Damage (Shadow Snatch) Theme: Majula In Brief: Cowl wielding the powers of shadow through a magical rope Alternate Identity: Devon Dancer (current legal name), One Who Watches and Judges (Shadow Title), Kurush/Kūruš (birth name) Birthplace: Somewhere in the Western USA Residence: Freedom City Base of Operations: The Throne of Shadow Occupation: Professional Dancer Affiliations: Wu, the Seeker of Knowledge, Master of the Throne of Shadow Family: Arash, biological father, deceased; Wilhelm Kantor, father's original genetic template, at large; Negar, biological mother, alive; Wu, Seeker of Knowledge, adoptive brother Description: Age: 25 (DoB: 11 August 1995) Apparent Age: Mid-Twenties Gender: Male Ethnicity: Iranian-Caucasian Height: 5'8" Weight: 165 lb. Eyes: Brown Hair: Black Devon Dancer wears comfortable, if colorful, clothing for the most part. When off the job or between performances, he sees little reason to stand out more than he already does. An attractive, fit man in his mid-twenties, Devon's of clear Persian descent, though the ignorant might mistake him for Pakistani, Arabian, or even northwest Indian descent. His movements are graceful and composed, and moreover, are always deliberate - it is rare for him to express stress through nervous tics, and indeed, most have never seen him do so. Nevertheless, there is a hint of a melancholic cast to his features, as though he's sorrowful about something that he cannot quite put his finger on. Meanwhile, the Rope dresses in sober robes that are black, grey, or dark blue - it is hard to pin down exactly which. He wears a hood that casts a mystical air of shadows over his face - though he usually keeps it covering only his eyes and forehead, to allow his mouth to be seen wearing its usual daring grin. Omnipresent is his mystic namesake - the rope named the Adumbral Lariat. When in costume, the Rope's movements are almost theatrical as he speaks, emphasizing the drama and importance of his words. There is, however, a distinct note of self-aware mockery of such melodrama, as if he does not take himself very seriously at all. Indeed, such absurd affectations are a game to him, to impress and more often amuse or exasperate those with whom he meets. History: In the winter of 1987, SHADOW moved to consume another, smaller villainous conspiracy on the West Coast of the US calling itself Behind the Throne. While it was, for the most part, a successful operation, one of the high-ranking members of the organization escaped, taking with her a clone soldier of SHADOW. Using means passed down in secret by her conspiracy, the woman Negar undid his conditioning but preserved his life. The clone took a name for himself - Arash (more properly romanized as Āraš) - and swore loyalty to Negar in exchange for his newfound sense of self. In four short years, the two reformed an organization with them at the head. Naming themselves Undershadow, to mock Kantor's presumption, they began accumulating power and influence. Undershadow turned to a different realm of shadows than the one he claimed, in the hopes of avoiding his notice and coming at him from an ambush. Rather than the legions of cloned troops in SHADOW, Undershadow focused its training on singularly potent agents and mages. They competed with SHADOW constantly, sometimes even aiding heroes in their attempts to thwart it. Magical relics, caches of weapons, funding, Undershadow harried SHADOW from, ironically, beneath its notice. Though Arash became an increasingly capable operative and Negar was an excellent organizer, planner, and strategist, Undershadow was unable to do much damage to SHADOW. Thus, in 1995, they began training a crop of elite agents and assassins to do their mutual bidding. In an effort to do so, they abducted a number of orphaned infants for the purposes of training them from birth. Further, the two performed a magical rite intended to birth a child with an innate talent for shadow magic. When their child was born, they named him Kurush, the Middle Persian pronunciation of Cyrus. As he grew older, however, their attempts to teach him the principles of shadow magic and to use spells left much to be desired. Even as early as five, Kurush seemed incapable of the intuitive grasp of shadow magic that they had expected in their heir. However, he had an incredible sense for kinesthetics, and easily defeated the other children in physical combat. Resigned, Arash and Negar decided to train their son as an assassin, rather than as a high mage to lead Undershadow. To their surprise, he took to it naturally, outperforming their assigned instructors by the time he was ten. For his part, Kurush understood that his parents had been disappointed in him from an early age, and he was eager to gain their approval. He threw himself into training even harder than they required, and spent most of his time either in training, eating, or resting to prepare for more training. By the time he was thirteen, they began sending him out on infiltration missions for Undershadow, and it was on his sixth such mission that he first encountered the young African American mage who called himself Wu. Wu awed Kurush with his magical prowess as he stole the mission objective - a box that was said to contain the key to the power to summon an ancient army of undead warriors. Wu made his escape as Kurush was distracted, and Kurush, outraged as only a pubescent boy can be, decided to begin tracking him down of his own volition. Unfortunately, Wu proved both cleverer and more magically potent than Kurush, whom he easily evaded. Kurush returned home to report his failure to his parents, whose initial disappointment lashed him like a whip. When he told them of Wu, however, and his skillful shadow magic, their disappointment fast faded. Though he did not realize it yet, Kurush's parents believed they had found the intuitive shadow mage that they had tried to create in him. Though neither seemed inclined to send him out to find Wu, they did tell him to try to recruit him if ever he encountered the mage again. The implicit doubt of his abilities wounded Kurush, who stewed silently. The more advanced agents sent out to find Wu had little success, but within a few months, Wu and Kurush met one another again. This time, Wu bulled over all of Kurush's attempts to recruit him to Undershadow, barely seeming to notice them. However, he did seem interested in the younger boy, and began sharing information with him - specifically about Wu's own immediate plans and goals, which mostly amounted to learning as much as he could about the mystical shadows that he drew upon. Kurush, more than a little annoyed with his parents, decided to keep this and any further encounters a secret from the rest of Undershadow. Their encounters continued apace for the next three years, and gradually Kurush came to see Wu as an unpredictable and brilliant partner - one whose odd antics amused, exasperated, and alarmed him all at once. It was when the two of them met in late 2010 that Wu first expressed interest in learning about where Kurush came from. Mindful of his parents' initial instructions, Kurush arranged for Wu to meet with them. Surprisingly, when Arash and Negar met with Wu, the young mage stood up for Kurush, insisting on keeping him around and working specially with him. Kurush, touched by Wu's interest, decided at that moment to work with him above and beyond his parents' interests. Thus, for the next year he confided in Wu, worked together to discern the greater mysteries of shadow with him, and ventured forth on missions for both Undershadow and Wu in particular. When he was sixteen and killed for the first time, it was not to his parents that Kurush turned, but rather to Wu, who had become something of a surrogate parent/brother to him. In late 2011, Wu decided that the usefulness of Undershadow was at its end, and invited Kurush to leave with him. Together, the two stepped through a portal into a realm of shadows. There the partners had adventures, met with mysterious denizens of the realm, and honed their skills further. Undershadow did not take the desertion lying down, however, and sent several teams of assassin-agents to hunt down their renegade agent and, more importantly, their shadowy mage. Kurush and Wu encountered the most elite agents - though they were not quite sure how long they had been in the realm of shadows when it happened - as Arash himself arrived at the head of several other assassins intending on either killing or capturing both. The two fought hard, but ultimately could not overcome their assailants. Unfortunately for all involved, the noise of battle drew some of the more hostile natives of the realm to the clash. Shadowy fiends the size of bears assaulted all involved, and only Wu, Kurush, and one of the lesser skilled (but startlingly quick) assassins escaped, and even then not unscathed. At this final cutting of ties with his parents, Kurush cast off his old name, taking the title that the few friendly natives had given him - something approximately translating to "One Who Watches and Judges" - as his new name. Together with Wu, he went through many more adventures, including the discovery of his Adumbral Lariat, the invasion of Light and Dark which threatened to slay all shadow caught in the crossfires, and the theft of the Greater Reach by a masked invader from another Earth. Over the years, the two did visit their home Earth Prime to seek human contact, recent information, and other such things, but much of their time was spent exploring the realm and learning of its powers. In 2018, the companions discovered what was the beating heart of the realm - the Throne of Shadow. Wu was invested as the (nominal) ruler of the whole realm, while his partner became his strong right hand. With this new position, One Who Watches and Judges took on a new tile, for simplicity's sake if nothing else - the Rope. But after so many years spent in the shadow, the Rope wished to return to Earth Prime and spend at least a few more years there - the investiture had halted both his and Wu's aging, so there would be plenty of time to study later. After much consideration, the Rope decided that the most important thing he could do for the people of Earth was to become a hero. Knowing Freedom City's reputation as a haven for superheroics (and equally for supervillany), the Rope decided to make his home away from home there, where he felt he could do the most good. Thus, late in 2020, a new hero made his debut in Freedom City - the Rope. He also took on a more mundane name and life - Devon Dancer, a professional dancer, rather predictably - so he could experience normal life for the first time. Personality & Motivation: In his civilian guise, Devon Dancer is a melancholic sort. Slow to speak his mind and frequently silent, he spends a lot of time observing, but when he speaks, he does so with deliberation and a sense of purpose behind every word. Those who haven't spent much time with him are quick to dismiss him as slow or thick, but for those patient enough to spend time with him when he speaks, there are often thoughtful and reflective words of wisdom to be found. As a hero, the Rope is positively chatty. Garrulous and cheerful, no one could mistake him for the child-assassin he once was. Though more than capable of sneaking around and acting with discretion, the Rope adores bringing a dramatic flair to his battles, even if the shadows are the only audience for which he performs. Despite his willingness to talk, it is very rare that the Rope actually says anything. He has so many words to speak, but nothing of note to spend them on. Some might go so far as to call his words nonsense, but when the stakes are high, the Rope grows increasingly reticent and grim. Between these two identities and deeper than both, the true self that is perhaps best described as Kurush resides. His childhood traumas are mostly healed, but their ghosts still occasionally trouble him, when he's not distracted by anything else. He is deeply loyal to those who have done right by him consistently, and would sooner die than betray a friend. Justice isn't really the goal for his actions as the Rope - atonement is. He wants to save lives, as many as possible, to prevent further damage to the world than he has already done. Of course, he cannot deny being attracted to the shadows, excited by the adrenaline and the raw joy of swinging through the skies on his trusty lariat... but at its core, his heroics are meant to try to put his own ghosts to rest. Powers & Tactics: The Rope favors, unsurprisingly, striking from the shadows to wreak havoc upon his foes. Using both skills and magic, he favors making each fight a performance, even if the only ones around to appreciate it at the end are himself and the shadows that surround him. Naturally, his Abumbral Lariat is key to both his offensive and defensive capabilities, as he uses it to whip, bind, and choke his foes, while also allowing it to protect him from blows. In open combat, the Rope moves with startling swiftness - his eponymous tool even moreso. He focuses on taking down the least threatening foes first, letting their comrades' increasing isolation and dread work for him as he continues to battle. One of his favorite tactics is to teleport out of sight of his enemies, then strike from the shadows. Sometimes he repeats this, waiting longer each time before striking. In more stressful situations, which are rare, the Rope grows increasingly brutal and efficient. Gone are the performance-based combat styles, and in its place a terrible, frigid assessment of threats and weakness. His manner becomes that of a predator, hunting rather than fighting. Power Descriptions: The Rope's powers are mostly focused on his Adumbral Lariat, a shadow-woven rope that shifts rapidly between being a whip, a noose, a lasso, and almost anything else that its wielder wishes. While some of its abilities seem more or less natural at first glance - one can use a whip to strike, or a lasso to capture - closer examination reveals that the Lariat writhes as though it is alive even when it is being used for a seemingly mundane use of rope. Even if the lasso's bindings are broken with raw strength, the Lariat heals itself swiftly and completely, only truly becoming damaged under extreme circumstances. Its more supernatural powers are rather more obvious, and somewhat unnerving. The Rope can use it as a lasso, spinning it rapidly and stepping through it - only instead of coming out on the other side of the whirling rope, he disappears, having teleported elsewhere. He also can do just that to disappear from Earth Prime entirely as he ventures into one of any number of mystical dimensions. Furthermore, the lariat is reactive to threats to the Rope - pulling him fluidly out of the way of heavy blows, or intercepting attacks that might otherwise badly hurt him. This is, perhaps, the eeriest demonstration of its powers, for the Rope needs not do anything save let the Lariat do as it wishes, with its alien, graceful motions. Complications: To Ambush an Assassin: The Rope was trained from early childhood as an assassin. Though he's mostly recovered emotionally (perhaps too much so, say detractors), his training remains, and he sometimes reacts with unnecessary brutality in combat, when his adrenaline spikes. GMs may give him a Hero Point to say he has done more serious damage than he intended when in combat. Look Away to See: The shadows from which the Rope draws his powers have alien moral systems at the best of times, and are downright resentful of his use of them at the worst. When dramatically appropriate, the Rope's use of his powers can summon Things that do not have his best interests in mind, let alone those of the innocents of Earth Prime. Bastards Born of Darkness and Light: The Rope's shadowy powers are not hindered by light in any way. Instead, it is total darkness that blocks their use. After all, the brighter the light, the more defined and darker the shadow. In utmost darkness, there is no shadow distinct from the dark. If everything is shadow, nothing is. Earthborn and Shadowbound: Though the Rope was born on Earth Prime, his long stay in the Throne of Shadow and his investiture as a powerful being there have confused reality somewhat. At the GM's discretion, by giving him a hero point, certain powers intended to banish spirits, demons, and other extradimensional or extraplanar beings might cast the Rope back to the Throne of Shadow. Abilities: 28 PP Strength: 12 (+1) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 14 = 34 PP Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +10 Melee, +10 Ranged (+10 Base) Defense: +15 (+7 base, +6 Shield, +2 Dodge Focus), +4 Flat-Footed Grapple: +11 Knockback: -2 Saving Throws: 4 + 6 + 5 = 15 PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +7 (+2 Wis, +5) Skills: 68 R = 17 PP Acrobatics 6 (+10)Skill Mastery Bluff 10 (+11)Skill Mastery Disable Device 6 (+10) Escape Artist 2 (+6) Intimidate 8 (+9) Knowledge (Arcane Lore) 8 (+11) Language 3 (Farsi, English [Native], German, Tongue of Shadows) Notice 10 (+12)Skill Mastery Perform (Dance) 4 (+8) Stealth 11 (+15)Skill Mastery Feats: 11 PP Defensive Roll Dodge Focus 2 Equipment 2 Evasion Hide in Plain Sight Improved Initiative Ritualist Skill Mastery (Stealth, Bluff, Acrobatics, Notice) Uncanny Dodge (Hearing) Equipment: 10 EP Throne of Shadow (Headquarters, Castle in Shadows' Crown, a dimension of shadows) [10 EP] Powers: 1 + 2 + 42 = 45 PP All powers have the Magic and Shadow descriptors unless otherwise noted. Shadowborne Agelessness: Immunity 1 (Aging) [1 PP] Twilit Endowment: Super-Senses 2 (Darkvision) [2 PP] The Adumbral Lariat - Device 10 (Feats: Restricted 2; Flaws: Hard to Lose) [42 PP] Lariat Qualities - 20 PP Array [22 PP] Whip Crack - Blast 10 [20/20 PP] Close Strike - Strike 10 [10/20 PP] Shadow Snatch - Snare 8 (Feats: Tether, Chokehold, Reversible, Accurate) [20/20 PP] Gloom Gate - 19 PP Array [20 PP] Teleport 4 (Feats: Change Direction, Change Velocity, Easy; Extras: Accurate, Affects Others) [19/19 PP] Super-Movement 4: Dimensional Movement 2 (Mystical Dimensions), Swinging, Wall-Crawling [8/19 PP] Automatic Deflection - Shield 6 [6 PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Bludgeoning Damage Lariat Whip Ranged DC 25 Toughness Bludgeoning Damage Lariat Strike Touch DC 25 Toughness Bludgeoning Damage Shadow Snatch Ranged DC 18 Reflex Snare Totals: Abilities (28) + Combat (34) + Saving Throws (15) + Skills (17) + Feats (11) + Powers (45) - Drawbacks (0) = 150/151 Power Points