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  1. Player Name: Electra Character Name: Fleur de Joie Power Level: 15 (244/250) [260] Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 0 In Brief: A plant-controlling heroine who balances Freedom League membership, caring for her own personal planet, and single parenthood, Fleur de Joie believes in the power of networking to get the job done right. Alternate Identity: Stesha Madison (formerly Lumins) Identity: Open Secret Birthplace: Evanston, Illinois Occupation: Freedom League member, CEO of nonprofit organization Sanctuary World Inc. Affiliations: Sanctuary, Freedom League, Nicholson School Family: Amaryllis Lumins: daughter, b. 06/03/11. Father: Paul Madison, Mother Annie (Lispzyanka) Madison, Sisters: Grace (b 1975), Chloe (1987), Brothers: Basil (1978), Jasha (1980), David (1983). Derek Lumins (Dark Star): ex-husband, married 2010-2015. Description: Age: 35 (DoB: May 1, 1985) Apparent Age: About 30 (immortal) Gender: Female Ethnicity: Caucasian Height: 5'3 Weight: 160lbs Eyes: Blue Hair: Green, thigh-length, kept up in braids and crowned with flowers Under normal circumstances, Stesha is about the most harmless-looking person you're ever going to see in your lifetime. Small in stature, with a soft-edged, curvy body and an open, guileless face, she's the person most likely to be ignored or overlooked in a fight. Her most distinctive feature is her extraordinarily long green hair, which she generally keeps in intricate braids pinned close to her head, and accented with a plaited ring of live flowers. In her civilian life, she favors blue jeans and sweatshirts or t-shirts, depending on the weather, with soft makeup whenever she can manage the time. Her costume is a loose green tunic and matching slacks, brown boots and gloves, a belt with many pouches, and a brown cowl-coat that buttons to the bottom of her rib cage in front and hangs to her calves in back. Power Descriptions: All Stesha's powers are of the magic descriptor, and can also be affected by anything that affects plants. History: Stesha's childhood wasn't idyllic, but it was reasonably close. She grew up in Evanston, Illinois, a suburb of Chicago and the home of Northwestern University, where her father was a professor of botany. Her mother was also an avid gardener, as well as a complementary medicine practitioner and midwife, so growing up, Stesha had plenty of exposure to the science any mysteries of plants. With five siblings, she also had plenty of company and competition in every walk of life. All those brothers and sisters meant someone was always around to share the work or the blame, to tell a secret to or take on an adventure. Most of the time she enjoyed her big family, but as she grew up, the problem of dating when one has three overprotective brothers became increasingly annoying. An avid learner, Stesha followed in her father's footsteps and studied plant biology at Northwestern. She enjoyed biology and did well, but soon discovered that her passion was elsewhere. Science was great, but she preferred the magic of a gorgeous flower in full bloom to the colorless data extracted from a crushed and dissected plant specimen. She got her degree in biology, but her minor was in art, and as soon as she graduated, she decided to become a florist. She was able to get an apprenticeship at a highly-regarded shop in Chicago, and discovered a knack for it that she'd never had for lab work. Before long, she was caught up in the life of her community, providing flowers for celebrations and consolations, gifts and gardens, parties and patios. It was very rewarding! She'd been working at the shop for about a year when a shipment arrived that would change her life. Called the Fleur de Joie blossom, the rare specimen was said to bloom only once ever hundred years, and then only for a matter of hours or days. In order to fully capture the event, Stesha and her coworkers set up round-the-clock watch to be on hand for the opening. When it did finally open, very late one night, Stesha happened to be standing right in front of it. The blossom heaved, then released a cloud of shimmering pollen, all over her! She choked and passed out, and when she woke, she felt... different. When her hair began turning green days later, it sealed the deal. The plant had given her powers, and she wanted to know what to do with them! After some cautious experimentation in Chicago, she decided that the best thing to do would be to move to Freedom City, where she could become a real superhero. It didn't take more than a few days in Freedom City for Stesha to realize she was in way over her head. Her powers were useful and fun, but they didn't take her very far if she got into trouble. Luckily, she started making friends almost immediately. With allies like Phantom and Divine, she didn't feel nearly so vulnerable in her hero work, and gradually became braver and more skilled. Divine also introduced her to a friend of hers named Dark Star, who in civilian life was a shy, gawkily handsome man named Derrick Lumins. Stesha and Derrick hit it off right away, an affection that quickly deepened into love. Stesha knew that Dark Star was a cosmic hero who did a lot of his work off Earth, but in those early days he took pains to be around as often as possible, and she convinced herself it wouldn't be a problem. Practice and training broadened Stesha's skills, and eventually she discovered the ability to reach other dimensions through the plant life common to each. While training with Phantom, she came across an Earth that was blasted and dead, obviously from some kind of war decades ago. She thought it looked like a great place to get away from Earth Prime and practice all the plant-growing techniques that just didn't work in the middle of a city. She christened it Sanctuary and made it her home-away-from home. It wasn't long before a situation arose where her nemesis, Beekeeper II, unleashed a swarm of giant bees on the population, then got himself promptly thrown into jail. Once pacified, the bees had nowhere to go, so Stesha took them in on Sanctuary, creating a meadow full of giant flowers for them and asking her friend Gaian Knight to build them a hive of earth to live in. Later on, she discovered a small group of human survivors on the planet as well, and began working with her friend and neighbor Gabriel to give them a better quality of life in a village on her reclaimed land. A year later, the population exploded when she agreed to take in ten thousand refugees of a world lost to the Terminus. As the number of inhabitants grew, the Sanctuary project began to take up more and more of her time. Back on Earth Prime, things were busy for her as well. Her engagement to Dark Star nearly fell through due to his frequent absences off-planet for important hero work, but a promise of his commitment coupled with true love and a surprise pregnancy were enough to convince Stesha to go through with a rescheduled wedding. It was quite lovely, and Amaryllis was born six months later. Unfortunately true love and promises could not hold up forever against the press of a universe full of needs and demands. Within just a few months Derrick was gone all the time again, leaving Stesha to handle things on Earth by herself. She moved her main residence to Sanctuary, building a home of plants and leaves that was comfortable and easy to take care of, safe in a place where she had plenty of support in raising her little girl. In 2015, after Dark Star had been gone from Earth for two years and only came back for the Communion invasion, Stesha called an end to their marriage. The divorce was complicated by neither of them living on Earth and it became public as well, due mostly to them allowing the public access to their early-relationship love story. Stesha, although still a beloved heroine in general, took it on the nose from the tabloids and wound up withdrawing as far from the public eyes as was practical in her situation. Despite the ongoing disaster of her personal life, Stesha's powers and heroic abilities continued to mature. She was offered membership in the Freedom League Auxiliary, where she served for several years before being promoted to full membership upon the retirement of several longtime members. As a member with little ability to leave Earth, Fleur de Joie is rarely called upon for cosmic threats, but does often coordinate with organizations like UNISON for disaster relief and other humanitarian work. Sanctuary has continued to grow as well, to a current population of nearly twenty thousand humans and several thousand bees, in a space covering much of Southern New Jersey. Personality & Motivation: Stesha is a naturally hospitable person with an optimistic outlook and a generalized desire to make the world a better place. She enjoys meeting new people and making friends, and takes particular pleasure in befriending and mentoring brand new heroes. She takes her many responsibilities seriously and works very hard taking care of them all, but she also tries to take time for fun and relaxation whenever possible. Despite her friendly and caring nature, she is a deeply private person who has learned through hard experience to guard the softest parts of her heart. These days it is common for Stesha to happily listen to others' stories all day while offering very little information on her own life, except to her closest friends. Powers & Tactics: A plant-controller through and through, all Fleur's powers involve the manipulation of greenery. Oftentimes she'll start out by throwing a handful of seeds wherever she wants to work, then growing them instantly into mature plants she can use. Her powers are often subtle and indirect; she is a fan of keeping a villain distracted with words while a vine creeps up behind them. Her first impulse is generally diplomacy, a fight avoided is a fight won in her book. If diplomacy doesn't work, she typically moves to attempting to clear the field with her snares and dimensional pocket. She can also act in a support capacity, moving civilians out of danger and healing the wounded. Despite her subdued fighting style, Fleur can put on a heck of a show when she wants to. In her element or on her planet Sanctuary, her displays of power can be awesome and landscape-changing as she raises forests in seconds or turns acres of scrub into piles of mulch with a wave of her hand. When she was pregnant with Amaryllis, she began forming fairy rings of flowers and mushrooms wherever she stood or sat, even indoors, but that has tapered off, much to her relief. Her dimensional teleportation involves traveling through plants, whether by making doors in tree trunks, portals formed of vines, or massive flowers to jump into, depending on what's around to work with. Complications: I Need You, Baby: There are a lot of people counting on Stesha for their very survival. Amaryllis is always first and foremost in her mother's mind, but she's the tip of the iceberg. The giant bees rely on her to keep the flowers that sustain them growing, and the human population of Sanctuary would have a very, very hard time getting by without her, especially if an emergency pops up. Getting away from it all is not an option. Only the Lonely: It's been five years now since Stesha's divorce, and though she knows she should be over it by now, it's still a very sore spot. Most of her friends are busy with their own lives these days, and she herself has a hard time freeing up a moment for coffee, much less dating or bonding with new friends. Her acute and pervasive loneliness is a weakness in an otherwise well-adjusted psyche. With Flowers in Her Hair: Stesha's long green hair is actually alive, and an important component of her powers. The last six inches or so are dead cells and can be cautiously trimmed, but anything above that is part of her body and will cause pain and damage if cut. If too much of her hair is damaged or lost, she will not be able to use her immunities to food and sleep, nor will she be able to regenerate her health. Take My Breath Away: Stesha “breathes” much more the way plants do than humans do. She inhales carbon dioxide and exhales oxygen. This is harmless in the everyday, even useful if she's trapped in a tight space with other people, but not great for, say, scuba gear, or if some well-meaning medic tries to put an oxygen mask on her. Where Everybody Knows Your Name: Stesha technically has a secret identity, but it's a very poorly kept secret. There isn't much she can do to hide her highly distinctive coiffure, and she's not great at maintaining an air of mystery. She doesn't always even need to be in uniform for people on the street to know who she is, one more reason she spends a lot of her downtime on Sanctuary. Let Them Not Pass Like Weeds Away: A naturally compassionate person, Stesha's first inclination is to safeguard all life, even of people who are trying to kill her. It is also very hard for her to accept that sometimes you can't save everyone. What You Give is What You Get Returned: Stesha is friends with many, many, many superheroes, and she knows that if she's in trouble, she can call on them for help. On the flip side, if one of them calls her for help, she will do anything she can to assist. She's also a member of the Freedom League, which carries a whole other set of responsibilities that she strives to live up to. But there are only so many hours in the day! Abilities: 0 + 0 + 14 + 4 + 4 + 10 = 32PP STR: 10 (+0) DEX: 10 (+0) CON: 24 (+7) INT: 14 (+2) WIS: 14 (+2) CHA: 20 (+5) Combat: 16 + 16 = 32PP Attack: +8 (+10 Flower Power) Defense: +10 (+2 Dodge Focus, +4 Flat-Footed) Initiative: +8 Grapple: +8, +28 w/Move Object Knockback: -10/-3 Saving Throws: 3 + 10 + 8 = 21PP Toughness: +20/+7 (+7 Con, +13 Protection) Fortitude: +10 (+7 Con, +3) Reflex: +10 (+0 Dex, +10) Will: +10 (+2 Wis, +8) Skills: 120R = 30PP Bluff 15 (+20) Skill Mastery Concentration 8 (+10) Diplomacy 15 (+20) Skill Mastery Gather Information 16 (+21) Skill Mastery Intimidate 8 (+13) Knowledge (Life Sciences) 8 (+10) Skill Mastery Medicine 8 (+10) Skill Mastery Notice 13 (+15) Skill Mastery Profession (Florist) 3 (+5) Skill Mastery Sense Motive 13 (+15) Skill Mastery Stealth 5 (+5) Survival 8 (+10) Feats: 30PP Accurate Attack Benefit (Freedom League Member) Connected Dodge Focus 2 Equipment 10 Environmental Adaptation: Heavy undergrowth Improved Initiative 2 Inspire 5 Interpose Leadership Luck 2 Skill Mastery 2 (Bluff, Diplomacy, Gather Info, Knowledge (Life Sciences), Medicine, Notice, Profession (Florist), Sense Motive) Uncanny Dodge (auditory) Well-Informed Equipment 10PP = 50EP Headquarters: 47EP Size: Planetary (18EP), Toughness: +20 (3) Features: Animal Pens, Computer, Defense System 3 [blast 15 [BEES], Snare 15 (entangling vines), Stun 15 (stun flowers)], Gym, Holding Cells, Infirmary, Isolated, Living Quarters, Personnel, Pool, Power System, Sealed, Self Repairing, Think Tank, Workshops Powers: ESP (3), Impervious Toughness (1), Super Senses (1) ESP 9 (visual and auditory; Extras: Duration [Continuous], Simultaneous; PFs: Rapidx10, Subtle) Impervious Toughness 15 (Active/Sustained) [15PP] Super-Senses 1 (Communications Link w/ Fleur) Masterwork Commlink: [1EP] Masterwork Flashlight: [1EP] Masterwork PDA: [1EP] Powers: 2 + 63 + 3 + 3 + 14 + 2 + 6 = 95PP Feature 2 (Distinguish Seeds By Touch Instantly, Instantly Make Flowerpots) [2PP] Flower Power Array 24 (48 pp, PFs: Accurate, Alternate Powers 14) [63PP] BE: Snare 20 (entangling vines, PFs: Indirect 3, Obscures Senses 3 [Visual + Audio], Reversible, Subtle) {48/48} AP: Create Object 15 (plant shapes, Extras: Duration [Continous/Lasting], PFs: Precise, Selective, Subtle) {48/48} AP: Dimensional Pocket 5 (inside Flora, Extras: Duration 3 [Continuous/Lasting], Range [Ranged], Feats: Indirect 3, Progression [Cargo] 10 [1,000 tons], Subtle) {44/48} AP: Damage 14 (Extras: Linked +0, [Drain], Range 2 [Perception], Flaw: Limited 2 [plants]) + Drain Toughness 14 (Extras: Affects Objects +1 Linked +0, [Damage], Range 2 [Perception], Flaw: Limited 2 [plants])(PFs: Incurable, Precise, Reversible, Split Attack, Subtle) 48/48} AP: ESP 9 (Flora's gaze, Visual + Audio Senses, 20,000 miles ["Anywhere on Earth"], Extras: No Conduit, Simultaneous, Flaws: Action [standard], Feats: Dimensional 3 [Any Dimension], Subtle) {43/48} AP: Healing 15 (medicinal plants, Extras: Action [standard], Total, Flaws: Distracting, Feats: Persistent, Regrowth, Stabilize) {48/48} AP: Healing 15 (plantsboon, Extras: Area [Targeted, Burst, 75ft radius], Range 2 [Perception], Total, Flaws: Distracting, Limited 2 [Plants], Feats: Persistent, Regrowth, Stabilize) {48/48} AP: Move Object 20 (mobile vines, Effective STR 100, Heavy Load: 12288 tons) (PFs: Indirect 3, Subtle) {44/48} AP: Nullify 10 (photosynthetic mastery, All "Air" Powers, Extras: Area [General, Burst], Effortless, Selective, Flaws: Range [Touch], Feats: Progression [Area] 3 [500ft radius], Subtle) {44/48} AP: Snare 15 (nature's grasp, Extras: Area [General, Shapeable], Obscures Senses 3 [Visual + Audio], Selective, Flaw: Distracting) {48/48} AP: Stun 20 (stunflower, Extra: Range [Ranged], Flaw: Action [Full], PFs: (Indirect 3, Sedation, Subtle, Variable Descriptor 1 [any plant]) {46/48} AP: Super-Movement 3 (plant doors, Dimensional Movement 3 [Any Dimension], Extras: Duration 2 [Continuous], Portal 2, Feats: Change Direction, Change Velocity, Easy, Progression [Portal Size] 5 [250ft x 250ft], Turnabout, Subtle) {28/48} AP: Teleport 9 (plant doors v.2, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Affects Others, Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 12 [500 tons], Turnabout, Subtle) {44/48} AP: Teleport 9 (plant doors v.3, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Linked [super-Movement], Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 14 [2,500 tons], Progression [save DC] 5 [DC24]) [40PP] + Super-Movement 2 (Dimensional Movement 1 [To/From Earth-Fleur], Extras], Flaws: Medium (Plants)) [4PP] {40+4/44/48PP] AP: Transform 11 (plants into plants, 2,500 lbs., Extras: Duration [Continuous/Lasting], Feats: Innate, Subtle) {48/48} Immunity 3 (ambrosial, Aging, Disease, Poison) [3PP] Immunity 2 (plant physiology, Critical Hits, Sleep) [3PP] Immunity 1 (photosynthesis, Suffocation [CO2], Extra: Affects Others) [2PP] Protection 13 (lignin skin, PF: Subtle) [14PP] Regeneration 2 [ambrosial, Resurrection 2, 48 hours] [2PP] Regeneration 10 (botanical rejuvenation, Recovery +2 [+9], Recovery Rate: Bruised 3 [No Action], Staggered 1 [20 minutes], Injured 2 [5 minutes], Disabled 2 [1 hour], Flaws: Source [sunlight], Feats: Regrowth) [6PP] 32 + 32 + 21 + 30 + 30 + 95 = 250/250PP ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Dissolve Plants Perception DC24 Fortitude (Staged) Drain Toughness Perception DC30 Toughness (Staged) Damage Entangling Vines Ranged DC30 Reflex (Staged) Entangled/Bound Grow Plants Ranged DC20 Fortitude Transform Magic Flower Ranged DC20 Reflex Dimensional Pocket O2 Burst Ranged/Area DC20 Reflex 1/2 Effect Ranged/Area Contested vs Power Rank/Will Nullify Step Through Plants Touch DC24 Reflex Teleport Stun Flower Ranged DC30 Fortitude (Staged) Dazed/Stunned/Unconscious Vines (Thrown Object) Ranged DC35 Toughness (Staged) Damage
  2. Edge In Brief: All-powerful reality warper trying to keep the world together Alternate Identity: Mark Mason Lucas Identity: Public Birthplace: Freedom City Occupation: Humanitarian worker, superhero Affiliations: Liberty League, Nina al-Darsah, Lucas family legacy Family: Rick Lucas [father, dead], Martha Lucas [mother], Nina al-Darsah [fiancee] Age: 24 Gender: Male Ethnicity: White Height: 6'0" Weight: 165 lbs Eyes: Blue Hair: Blond Description: Tall, blond, and impeccably groomed without having to work at it, Mark Lucas looks like he just stepped out of Central Casting for a superhero - or maybe a future President. When he's working, he wears a black suit with blue dress shirt and gold tie that never seems to get dirty. When he's not working, he dresses down, preferring merchandise branded with Freedom City sports teams. He's a big Heroes fan - who isn't? History: A scion of a long line of superheroes dating back to the Golden Age of Freedom City, Mark Lucas's firm belief in the world of superheroes and their innate goodness would be annoying if he wasn't so nice. Luckily for him, those beliefs are mostly true in the sunny, optimistic World of Freedom. Having graduated high school, earned his college diploma by taking online classes, and incidentally saved the entire multiverse before he finished that first thing, these days Edge is one of the most powerful people on the planet - he spends most of his time traveling the world for his job with the United Nations, helping the poor and needy. He's recently abandoned the costume he's worn since high school for a more 'plainclothes' looking outfit, as part of the life changes that had come with his engagement to Nina al-Darsah. He has also recently gone public with his super-identity. He's still a loyal member of the Liberty League, though, with a deep respect for the legacy of Freedom City's superheroes. Personality and Motivation: Mark Lucas is sunny and amiable, determined to make everything better. Luckily he has the power to do just that - and the personality to talk people into just about anything. He's a trusting soul, though hard to lie to, and tends to assume the best from everybody. Even bad guys love their mamas and want a better world, they just don't know how to get there without some help. He very rarely gets angry - only when people he cares about are very sorely threatened. He loves his fiancee very much - and does plan to join her in Socotra when she becomes queen. Mark's biggest weakness is that deep down he does resent how the Freedom League treated his father's legacy in the wake of the events of House of L and Graduation Day (see the Guidebook for more information). Powers and Tactics: Mark would be the most frightening man in the world if he wasn't so amiable. As it is, in an actual fight he usually tries to talk down the person he's fighting with, boosting his teammates at the same time just by being around them. If forced to actually do battle himself, he'll generally turn opponents' weapons into something harmless, pin them down with debris or the results of other accidents, or simply strike them with a raw torrent of magical energy that takes the form of what looks like some natural phenomenon gone wild. The latter he only uses when sorely pressed - he genuinely wants to avoid a fight with all but the most terrible enemies. His powers tend to be showy and ostentatious, never subtle, and he'll usually throw up various created objects in the middle of the field as a way of distracting an opponent. Most of his professional life, he spends making and distributing things for poor people around the world. He is the most powerful superhuman in the employ of the United Nations - and definitely the most famous. -- Complications: Agent. Mark's duties as an agent of UNISON are generally mundane - he's usually posted to the poorest countries of the world to provide emergency aid and transportation to the people who need it most. But being a UNISON field agent, even one who is technically low-level support personnel, isn't the same thing as being a superhero - and one day they just might come into conflict. "But just in case... tell me the whole thing again, I wasn't listening." He really wasn't. Feel free to hand Mark, or his teammates, an HP if he missed some pertinent piece of information. Dethroner. When he was younger, Mark Lucas helped dethrone Omega, the Knight of Entropy and Lord of the Terminus. Cosmic beings, particularly those associated with the Terminus, will recognize this and act accordingly - whether to commend him, or target him. Mark knows deep down in his soul that the Terminus will come for him again; just as he knows equally well that the heroes will win that time too. Extremely loud and incredibly close. Mark's powers ARE NOT SUBTLE! Not only are they bright, noisy, and eye-catching to mundane spectators, they burn like a damn flashbang to magical senses. They can sense him coming a mile away - and they probably will not like it! Father. From sidekick, to ally, to support personnel, to adventurer, to cosmic world-warping threat, the career of Rick Lucas has defined Mark's life from before he was born. Rick is gone now, having given his life to save all of existence, but from a Freedom League that doesn't really trust the heir to the man that betrayed the world to villains who bitterly remember the wacky teenager's quips who so constantly humiliated them, his legacy lives on. God. Mark really is much more powerful than he should be by any reasonable understanding of magic. Djinn grandparents usually mean a lucky childhood or minor fire control abilities, not walking magical juggernauts capable of going toe-to-toe with the most powerful beings in Earth-Prime. Mark is vaguely aware of this, but willing to live with it - he's not one to brag unless he's super-stressed out. But that much power has a way of attracting attention... I am not a genie. Mark usually denies any relation to genies - but he actually is. Jimmy Lucas. World War II veteran, genie master, heart and soul (though not the brains, hahaha) of the first Liberty League, Jimmy Lucas was Mark Lucas's grandfather. Or so he'll tell you. Liberty League. The first Liberty League fought the Third Reich, the Empire of Japan, and then the Grue - the world-conquering threats that were the worst thing anyone had ever faced in the 1940s. The new League, and the members who fought against first Omega, then many more foes, may not get the glory they deserve - but at the end of the day, like as not they're the ones going to be there when the time travelers, or the entropic overlords, or world-eating cosmic threats show up. It's just in the job description. Mom. Martha Lucas is on her meds, back at work making Andi comics, and recently helped talk her publisher out of publishing a line of Freedom Zombie comics. Things are good. Nina. It started with Mark's desire to get to know the pretty princess with the strong personality, then it blossomed into something more. Mark and Nina have been cohabitating for about the past year now, taking advantage of her isolation from home to have the kind of relationship between equals she'd likely have been denied back in Socotra. But now that she's stepped away from her father, and that endgame they both knew was coming has gone away - things are changing between them. All that talk about morality and how a hero is supposed to act isn't just idle talk around the breakfast table anymore. Shenanigans. The GM should feel free to hand Edge an HP when the character is dared to do something or otherwise given an opportunity to do something unwise with the words "You're up for this." Upstairs. Mark doesn't have a lot going on up there. He's super-pretty, though! Women. Mark really does love his girlfriend, but he likes ladies of some kind too. Abilities: 2 + 4 + 14 + 10 + 2 + 14 = 36PP STR 12 (+1) DEX 14 (+2) CON 24 (+7) INT 10 (+0) WIS 12 (+1) CHA 24 (+7) Combat: 8 + 10 = 18PP Init: +2 ATK: +4 (+10 w/Move Object) DEF: +10 (+5 Dodge, +5 Base, +2 flat-footed) Grapple: +4/+24 w/Move Object Knockback: -10/-3 Saves: 1 + 6 + 7 = 14PP TOU: +20/+7 (+13 Force Field, +7 Con) FORT +8 (+7 Con, +1) REF +8 (+2 Dex, +6) WILL +8 (+1 Wis, +7) Skills: 72r=18PP Bluff 8 (+15) Concentration 7 (+8) Craft (Artistic) 10 (+10) Diplomacy 20 (+27) Knowledge (Popular Culture) 10 (+10) Knowledge (History) 10 (+10) Languages 3 (English [Base], Arabic, Mandarin Chinese, Spanish) Medicine 4 (+5) Feats: 59PP Beginner's Luck Benefit 1 (Status [Hey, It's Edge!]) Connected Distract (Diplomacy) Dodge Focus 5 Eidetic Memory Inspire 5 Jack of all Trades Luck 7 Sidekick 36 Powers: 5+ 16 + 3 + 14 + 2 + 12 + 54 = 105PP Device 1 (Archtech-brand smartphone, 5PP, Features 5 [Camera, Cellphone, Computer, GPS, Flashlight] Flaw: Easy to Lose, PF: Restricted [password]) [4PP] Enhanced Feats 4 (Ultimate Save 4 [Fortitude, Reflex, Toughness, Will]; Extras: Affects Others, Range 2 [Perception]) [16PP] Enhanced Feats 2 (Quick Change 2, Extra: Affects Others, Flaw: Action [Move], PF: Precise) [3PP] Force Field 13 (reality bending, PF: Subtle [magic senses]) [14PP] Immunity 2 (aging, despair effects) [2PP] Luck Control 4 (cancel GM Fiat, cancel HP expenditure of others, give someone else HP, spend HP for someone else) [12PP] Mark is Magic 25 (50PP, PFs: Alternate Powers 4) [54PP] BE: Damage 15 (Extras: Area [General, Burst], Selective, PFs: Indirect 3, Variable Descriptor 2 [any accident]) [50/50] AP: Create Object 15 (Extras: Duration [Continuous], PFs: Innate, Precise, Selective) [48/50] AP: Move Object 20 (Effective STR 100, Heavy Load: 12.5ktons, Extra: Damaging, Flaw: Duration [Concentration], PFs: Accurate 3, Affects Insubstantial 2, Indirect 3, Precise) [49/50] AP: Teleport 10 (1000 ft/Earth to Moon, Extras: Accurate [+1], Area [General, Burst], Selective, Flaw: Long Range Only, PFs: Progression 10 [100k lbs]) [50/50] AP: Transform 10 (inanimate to inanimate, 1000 lbs, Extras: Duration [Continuous], Flaw: Action [Full]) [50/50] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tou Bruised/Injured Damage Touch DC 30 Tou Bruised/Injured Create Object Ranged DC 25 Reflex Caught Move Object Ranged DC 30 Tou Bruised/Injured Abilities (36) + Combat (18) + Saving Throws (14) + Skills (18) + Feats (59) + Powers (105) - Drawbacks (0) = 250/250 Power Points
  3. "Hope begins in the dark, the stubborn hope that if you just show up and try to do the right thing, the dawn will come. You wait and watch and work: you don't give up." - Anne Lamott "I'm not normally a praying man, but if you're up there, please save me, Superman!" - Homer Simpson Player Name: Dariusprime Character Name: Fulcrum Power Level: 15 (250/250PP) Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent PP: 0 In Brief: Terminus-powered heroine defending the citizens of Freedom City with super strength, speed and determination! Alternate Identities: Mona Teymourian Identity: Public Birthplace: Freedom City Occupation: Fine/Graphic Artist Affiliations: Interceptors Family: Afareen Teymourian (mother), Omid Ansari (father, deceased), Mahmoud Zandipour (stepfather), Fatima Teymourian (sister), Ava Teymourian (grandmother) Age: 39 (DoB: 21 July, 1980) Apparent Age: 30s Gender: Female Ethnicity: Persian (Iranian) Height: 8’2†Weight: 735 lbs Eyes: Dark brown (right), blue (left) Hair: Black Description: Ah, the girl next door, Fulcrum. If the girl next door happened to be an eight-foot, Persian amazon. She's the statuesque, athletic, 100% woman with enviable muscle tone. She's beautiful, if not in a traditional sense, then by a dignified bearing and self confidence. Admirers say her disarming smile and wavy, dark hair really make her stand out. She really rocks her costume though. Looks like a full body racing suit, including stylin' gloves and sturdy boots. The base color is a deep blue, a gold wedge runs from the shoulders down and a long, white cape with two blue stripes at the bottom completes the look. A blue bar balanced on a triangle is centered on the chest. A white cape, much like Centurion's, completes the look. History: Summary: As Centurion drew his last breath, 12 year old Mona did likewise. She died only to return to life transformed. 14 years later the swift and superhuman giant donned Centurion's lost cape, becoming Fulcrum, The Eternal Balance! Heroes' Knoll, 14 September 2009, 11 pm A caped figure descended slowly into the Knoll. The hero hovered at eye level with Centurion's statue and then landed. After a minute of hesitation, she spoke. "Hello, Mr Cen...Centurion. My name is Mona Teymourian. I was the little girl you visited at the Children's Ward. That was the same day as the Terminus Invasion. Good to see you again." "I remember meeting you like it was yesterday. My mom said the Freedom Children's Foundation had responded to my wish, but I thought she meant you autographed a picture or something. I didn't expect a visit. You are...were...such a busy hero, saving the world and all. You looked so confident and powerful when you came around the curtain! I could have died right then and there." She smiled and looked at the plaque, "You were my hero. When I was little, I wanted so much to be your sidekick. I'd put on my homemade cape and 'fly' around the backyard, pretending I was Centuri-Girl or Latin Lass, flying alongside you into danger and adventure. Saturdays mornings always started with Freedom Friends. Comic books, newspaper clippings, posters, Centurion pajamas. Mom always hated those pajamas. She thought Lady Liberty was a better role model. And you wouldn't believe the crush I had on you as a teenager. Movie stars had nothing on you." "I just wanted to fly. To feel the ground drop out beneath me, escape gravity and soar into the clouds. I remember asking you how flying felt. You said, 'Flying feels like being free, like a bird.' And you know, you're absolutely right. But the doctor said I was too frail. Sitting on your arm while you hovered was definitely the next best thing. I still have those pictures, both of us smiling. Looking at them now, you seemed sad. Wistful even. Why were you sad? I suppose I'll never know." "I remember the battle too. The Omegadrones were everywhere. So where heroes. More than I had ever seen together. Then buildings started to fall like dominoes. You were battling Omega. He looked like the End of the World. I was so scared. Where you scared, Centurion? I watched you land that one perfect punch. I watched you split his armor open," Tears welled in the blue and gold clad hero's eyes, "I watched you fall to the street. I couldn't believe it. You were Centurion. You were invincible." "Listen to me ramble," she mumbled. Unfastening the white cape, she pulled it into her arms reverently, "The reason I came here. When you broke Omega, I saw this...shock wave of energy from the point of impact. The energy swirled with crackling white and roiling black, like lightning and perfect stillness tumbling together. Knocked me to the ground, washed over me, through me. No one else saw it apparently. No one believed me," she stopped, collecting her thoughts. "I died during the Invasion too, when you died. I got one good look at you and collapsed. The doctors said the chemo and stress were too much for me. But I came back. I heard your voice in the dark, and came back. But something else happened. I came back different. Grew up big and strong and fast and hopelessly infatuated with The Champion of Freedom. I became like you," she sniffed. Floating up, she draped the cape over the statue's hands atop the sword. "On the 13th anniversary, a sheet drifted into my apartment window. Well, I thought it was a sheet, until I saw the twin, blue stripes along the bottom. I just knew. I planned on sending it to the Super Museum, but I couldn't help but try it on once. I hope you can forgive the indulgence. Then this urge overtook me. I stepped outside and...lifted off. I don't know how long I flew, but I soared through the clouds and felt like I touched the face of forever." "For a while, I was arrogant enough to think it chose me. As if the cape itself was looking for a successor. I never worked so hard in my life. At one point I started lifting industrial equipment for strength training. It was if I had a new lease on life, after the Invasion, and putting on your cape unlocked the rest of my potential. Whether psychologically or physically, I can't say. Every day I seemed more powerful. I continued growing too. Yeah, I'm now an eight foot amazon. I decided, for a lot of reasons, to follow in your footsteps. I took the name Fulcrum, after your words and as a means of balance in the world." She sighed and looked down. "I don't have what it takes to be a hero. Not like you. No one can live up to you. White Knight is a pig, but I honestly didn't think being a hero would be this difficult. That guy nearly killed me. In some ways, I understand your courage to stand up against Omega. I don't have that kind of willpower, that dedication. Guess I failed my biggest test." "I don't know why I'm telling you all of this. Maybe its my confession, for good or bad. Thank you. For being a hero. Thank you for letting me use you cape, Centurion. I tried." Fulcrum landed and walked away from the statue. A gust came up, rustling the still night air. The cape drifted off the statue and down onto her. Pulling it off her head, she turned and stared at the statue's face. The policewoman, standing among the other statues, flipped on her flashlight. "You do. Don't try to be Centurion. Be yourself." The shocked look slowly morphed into a grin. Re-clasping the cape, Fulcrum turned to the officer, "I will. Thank you." Smiling to the statue one last time, Fulcrum launched into the night, flying as high and fast as she could. Personality & Motivation: Laconic, mellow, introspective, confident, ironic, thoughtful, introverted. Fulcrum is an old soul, just does her own thing, live and let live, trying for a fulfilling and meaningful life. Learning is important, as is doing. She likes a good scrap, a good meal and a good lover. Slow to anger and a force of nature when enraged. Loves making a difference for people and stands up for that which she believes. She's fallible as everyone else, and in the end, respects herself the more for it. Earn her loyalty and you'll have a friend for life. Oh yeah, she can be stubborn as a mule too. She truly wants to follow in Centurion's footsteps. Being a direct legacy is irrelevant. Its what he stood for that matters. Doing the right thing matters. Plus she feels the calling in her bones. As if protecting this world, this universe, is her destiny and her duty. "Freedom is worth the fight." Powers & Tactics: Fulcrum is a powerful being and her tactics are recklessly straightforward. She faces off with the biggest foe, pummeling or strafing it at supersonic speeds. She utilizes her super strength and immunities to gain advantages, particularly by grappling, throwing or exposing foes to harsh environments. Against numerous foes, staying airborne and sweeping across the lines with heavy objects is common as well as utilizing her powerful freeze and sonic attacks. Unless something important is threatened, she has the common sense to retreat or keep an opponent at bay. Complications: Enemy: White Knight. Fulcrum has twice brawled with White Knight. She won both outings. Naturally, he still hates her guts. Fame: An eight foot giant is hard to miss, so Mona lives openly as Fulcrum. Additionally, she is unofficially working as a Centurion legacy, which puts her every move under scrutiny. Honor: Seek peace. Keep your word. Support just laws. Support the common good. Live with compassion, courage, virtue and wisdom. Power Dampers: Fulcrum wears sturdy power dampers that absorb her energy emissions. They are disguised as bracelets and anklets and are quite durable. Nonetheless, damaging, disabling or destroying these devices will cause her Terminus Radiation complication to come into effect. Prejudice: Iranian, female, bohemian, artist, feminist: take your pick of issues minor or major. The Big One: Centurion legacy. Mona is trying to follow in Centurion's footsteps, a little too much for some peoples' liking. Responsibility: Family. Her extended family lives in the West End of Freedom City. Heaven help anyone, particularly a maniacal supervillian, that threatens them. Freedom City. Centurion protected the entire world, but for many years Freedom City was his 'home' turf. For this reason and her own love, she is protective of the city and its people. Interceptors. They're her second family. Do the math. Viktor Archeville. Like her family, Mona is very attached to her boyfriend and will fight fiercely to protect him. Terminus Radiation: Fulcrum is a liminal being: a Terminus hybrid organism acclimated to conditions within the multiverse. Her physiology is fundamentally alien, and mimicked traits (pigmentation, heart rhythm, etc.) left over from her slow transformation allow her a 'normal' physical appearance. Microscopic and molecular studies suggest a homogenous, non-cellular biochemical structure unrelated to Terran life. Her metabolism consumes localized matter and energy (particularly cosmic energy) to power and maintain her body. The waste product is a low-energy cosmic energy, compatible with Terminus radiation, which emanates from her at all times. This radiation is typically invisible to the unaided eye; however, individuals with the proper detection equipment can visualize the energy as a shimmering, black aura with some characteristics similar to normal cosmic energy. This Terminus radiation has been described as 'malignant' given its propensity to induce severe alterations in the surrounding environment. Emission rates spike during strenuous physical activity. Long-term exposure examples: Disease, mutation, healing/injury, super powers, power modifications, dimensional rifts, warping reality, powering devices/beings, other unusual properties, etc. Using Extra Effort or similar exertion releases a large quantity of energy, potentially causing immediate effects similar to long-term exposure. Abilities: 32 + 2 + 36 + 4 + 6 + 4 = 84PP Strength: 50 (+20) Dexterity: 12 (+1) Constitution: 50 (+20) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 16 + 14 = 30PP Initiative: +5 Attack: +10 Melee, +7 Ranged (+8 Base, -1 Size) Grapple: +34 (+10 Melee, +20 Str, +4 Size)/+48 (+14 Max. Super-Strength) Defense: +10 (+7 Base, +4 Dodge Focus, -1 Size), +3 Flat-Footed Knockback: -21 (-15 Imp. Toughness, -2 Toughness, -4 Size) Saving Throws: 0 + 4 + 12 = 16PP Toughness: +20 (+20 Con [Impervious 15]) Fortitude: +20 (+20 Con, +0) Reflex: +5 (+1 Dex, +4) Will: +15 (+3 Wis, +12) Skills: 60/60R = 15PP Craft (Artistic) 13 (+15) Diplomacy 13 (+15) Knowledge (Art) 8 (+10) Languages 3 (English [Native], Galstandard, German, Persian) Notice 12 (+15) Sense Motive 11 (+14) Stealth 0 (-3, -4 Size) Feats: 18PP Accurate Attack Attack Focus (Melee) 3 Dodge Focus 4 Eidetic Memory Environmental Adaptation (Zero G) Fearless Improved Initiative Interpose Luck 1 Move-By Action Power Attack Takedown Attack Ultimate Save (Toughness) Powers: 3+13+12+15+3+6+6+35=93PP (Descriptor: Cosmic [Terminus]) Flight 1 (10 mph/100 feet; Power Feat: Moving Feint) [3PP] Growth 4 (Large; Extras: Continuous +1; Flaws: Permanent -1; Power Feats: Innate) [13PP] Growth Modifiers (+8 Strength, +4 Constitution, +5 ft Speed, -1 Attack, -1 Defense, +4 Grapple, -4 Stealth, +2 Intimidate, Space 10 ft, Reach 10 ft, +5 Str Carrying Capacity, -4 Knockback) Immunity 12 (Aging, Life Support, Sleep, Starvation/Thirst) [12PP] Impervious Toughness 15 [15PP] Regeneration 1 (True Resurrection 1/week; Power Feats: Persistent, Regrowth) [3PP] Super Senses 6 (Extended Hearing 2 [1000 ft increments], Extended Vision 2 [1000 ft increments], Ultra Hearing, Low-Light Vision) [6PP] Super-Strength 1 (Flaw: Carrying capacity only -1; Power Feats: Countering Punch, Freeze Breath [Snare = Str bonus], Shockwave, Strike of Valor [Vampiric], Alternate Power 1) [6PP] AP: Super Movement (Space Travel) 3 (Intergalactic, Drawback: Only in space -1) [5PP] Terminus Array 14 (28 points; Power Feats: Alternate Power [Dynamic] 3, Dynamic) [35PP] (Power of the Void) DBP: Flight 14 (Flight 15 [500,000 mph/5,000,000 feet] total maximum) [28PP] DAP: Drain (Toughness) 20 (Channel the Terminus; Extras: Affects Objects +1, Ranged +1; Flaws: Distracting -1, Action (Full Round) -1; Power Feats: Accurate 2, Affects Incorporeal, Improved Range 3 [2000 ft increments] , Precise, Slow Fade 1 [1 min]) [28PP] DAP: Quickness 14 (x50,000) (Extra: Linked: Speed 14 [250,000 mph/2,500,000 feet]) [28pp] DAP: Super Strength 14 (total effective Str 130; Heavy Load 800,000 tons) [28pp] Drawbacks: -6PP Weakness (Energy absorbed by daka crystals, Frequency: Uncommon -1, Intensity: Moderate -1, -1 Dexterity per round -4) [-6PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC35 Toughness (Staged) Damage (Physical) Drain Ranged DC 30 Fortitude (Staged) Drain (Toughness) Freeze Breath 200-ft. cone DC30 Reflex (Staged) Snare Abilities (84) + Combat (30) + Saving Throws (16) + Skills (15) + Feats (18) + Powers (93) - Drawbacks (6) = 250/250 Power Points
  4. Phantom Power Level: 14 (15) (232/250PP) Trade-Offs: -5 Defense / +5 Toughness, + 2 Damage / -2 Attack Unspent PP: 18 In Brief: Interdimensional Guardian, chosen to keep the balance Residence: The Lair: A Haunted House in North Bay Base of Operations: In Freedom City, their haunted manor. Interdimensionally, the Void Catchphrase: Hrmmm.... Alternate Identity: Taylor Xiao Chun Faretti Identity: Secret Birthplace: Freedom City Occupation: Freelance Translator Affiliations: Knights of Freedom (Former), Midnighters (Inactive) Family: Immediate: Jack Faretti (husband), Jack Huang Faretti Jr/ JJ (son), Jack Huang Faretti Jr / Huang (son) Extended, still living: Parents, Four brothers, three sisters in law, several nieces and nephews - All Freedom local, Great Uncle Huang Chun Description Age: 26 in this timeline, chronologically, 30ish Apparent Age: 19 Gender: Female Ethnicity: Chinese American (biracial: Chinese and Caucasian) Height: 5'1" Weight: 135 lbs Hair: Thick and very straight black hair that falls to the middle of her back. Eyes: Brown Between Taylor's height, her reserved body language, and her dimpled cheeks, she still gets mistaken for a freshman at the University more often than not. Experience and increased comfort with herself have at least given her enough poise to generally correct that assumption. Having taken up jogging and working out with a sparring bag, Taylor has added some muscle to her curves. She is sturdily built and relatively fit. She still tends to dress like she's watched Indiana Jones just a few too many times, with rescued bomber jackets from the Salvation Army and fedoras that have seen better days but she's added some class to her wardrobe. Whether its her own preference or the fact that Ace has become her usual shopping buddy, most of her clothing has a 40s retro flair. As Phantom, Taylor is anything but average. In the cloak and cowl of her alter ego, Phantom is downright otherworldly. Her eyes glow white behind the three quarters black face mask. The folds of the inside of her ragged cloak crackle with eldritch energy and she flickers between solid and ephemeral states without conscious thought. Unlike most of the magically oriented, Phantom uses no arcane gestures or words of power but rather directs her fel energies with her eerie baleful glare. A creature of all dimensions and none, Phantom flickers through reality with disquieting ease. It's easy to mistake her cloak for her source of power as when she vanishes from sight, her cloak folds in first on her, and then on itself. Even stripped of the glittering Eye of Heshem at her throat, Phantom's powers are unhindered. History: Taylor was born to your average middle class Americans. Her mother was a typical wasp and her father was a Chinese American, both of whom were born and raised inside Freedom City. Taylor's childhood was a normal one. She was a studious, if shy, child that spent much of her time focused on schooling although she had her share of childhood friends. The only oddity in her normal life was her great-uncle on her father's side. The elderly gentleman was always filling her head with stories of his youth helping Johnny Danger on all those daring quests. This is undoubtably where Taylor picked up her tendency to dress like a bad pulp era character although with jeans and baseball t-shirts under her reclaimed, beaten jackets. When Taylor went into college, she was tempted to study archeology but had a natural flair for languages and instead went into the linguistics program. About this time, Taylor's beloved grandfather took ill and she received a package from him containing the Eye of Heshem, a glittering amulet with its gem larger than her thumb, and instructing her to keep it safe. For a time, the Eye travelled about in the pocket of her beaten leather jacket before, bored one night working the midnight shift at the library, she began to work on the translation of the inscription. The first time Taylor recited the ancient script aloud, she was knocked near senseless as the voice of Heshem herself thundered through her head, charging her with the defense of the pact. It’s been almost ten years now since Phantom appeared on the costumed crimefighter scene. She’s seen a lot and done more than most and still looks like she’s a college student outside of her cape. That’s especially frustrating when she’s got a dhampir offspring about to start kindergarten and his perpetually-sixteen dimensional doppelganger going to Claremont and immortal ex-vigilante vampire for a spouse. Well, things never get BORING. Personality & Motivation: Taylor is responsible in either persona. She really is the sort of person that her Great Uncle could trust to take care of that relic simply because she was asked to. She's still too young to see the world in shades of grey and that outlook is what makes her really quite good as an interdimensional police agent. As Phantom, she's the bouncer to Gateway's doorkeeper. She spends her costumed time finding and returning things that don't belong in their dimension. That's not to say that she's blindly devoted to the duties of her work. She's a bright young lady and can tell the difference between an Olympian that's setting up their own cozy little cult and a poor refugee but in either case she's going to find them a more appropriate local for their life. Powers & Tactics: The Eye has pulled Taylor Chun out of synch with this dimension. As a creature of all worlds and none, she is as likely to be ephemeral as solid and moves between the dimensions like a child would run through the rooms of the house. Her very body is the gateway to the holding dimension that she uses to transport creatures and objects back to where they once belonged and riding within the Phantom is an odd and distressing experience for even the most jaded. In addition to her odd and innate abilities, Phantom is an accomplished mage. She uses a dark crackling magic without either word or gesture to knock the more combatant individuals low before wrapping them in the ragged edges of her eldritch cape. Complications: Secret Identity: Although she's now out to her parents and siblings, Taylor still does her best to keep 'Taylor Chun' and 'Phantom' as disparate as possible. And although Taylor's life has certainly gotten complicated, that doesn't change the fact that Phantom is not 'out' but to a select few. Married to the Enemy: No matter how you slice it, marrying a vampire has consequences. Marrying a vampire who is not just any vampire, but the current king of the Freedom City vampires who moonlights as a masked vigilante is a whole 'nother level. Then you add starting a family to the mix, and things really start to ramp up. And Taylor's always been such a smart girl. Responsibilities: (Interdimensional Guardian, Family, Husband, Children) Taylor has a mandated responsibility to do her duties and while Heshem is not one to micromanage, the failure to use her gifts as required by the entity would likely have dire consequences. In addition, she's got multiple forces that demand a certain level of loyalty. Unfortunately, they're not always on the same side of any given issue Lost Time: Sometimes the fact that Taylor works across multiple dimensions makes trying to keep on top of things in this dimension difficult. Even the best mystics can end up with time differences across the dimensions. It also means contacting her in an emergency can be tricky if she's out of Prime Abilities: (0+0+10+8+10+4=32pp) Str: 10 (+0) Dex: 10 (+0) Con: 20 (+5) Int: 18 (+4) Wis: 20 (+5) Cha: 14 (+2) Combat: (12+10=22 pp) Attack: +6, +12 Blast/Stun, +12 Telekinesis Grapple: +6, +34 Telekinesis Defense: +5/+9, +3 Flat-Footed Knockback: -0, -16 Force Field Initiative: +0 Saving Throws: (5+0+11=16pp) Toughness: +19 (Impervious 12), +5 w/o Force Field Fort: +10 (+5 Con, +5) Reflex: +0 (+0 Dex, +0) Will: +16 (+5 Wis, +11) Skills: (76r = 19pp) Concentration 10 (+15) Intimidate 0 (+2) Knowledge (Arcane Lore) 20 (+24) Knowledge (Cosmology) 20 (+24) Knowledge (History) 0 (+4) Notice 10 (+15) Search 11 (+15) Sense Motive 5 (+10) Feats: (13pp) Benefit (Wealth) Dodge Focus x4 Equipment 4 Fearless Quick Change 2 Ritualist Equipment: (20ep) Powers: (3+29+12+68+7+3+1+1+9=133pp) Comprehend 3 (Training; Languages 3 [speak Any One/Understand All/Read & Write]; Power Feat: Innate; Drawback: Only Earth Languages) [3] Defensive Magics 14 (28 points; PF: Alternate Power) [29PP] BE: Force Field 14 (Extra: Impervious 12; PF: Selective, Subtle) {28/28} AP: Insubstantial 4 (Affected by Fire; Extra: Action [Reactive], Affect Others) {28/28} Immunity 12 (Aging, Life Support, Starvation/Thirst, Sleep) [12 pp] Magic Array 21 (Magic; 56 pp; PF: Alternate Power x 12) [68 pp] BE: Blast 16 (Eldritch Blast; Extra: Affects Corporeal; PFs: Accurate 6, Affect Insubstantial x 2) {56} AP: Comprehend 8 (Animals 2, Codes 1, Electronics 2, Languages 4, Spirits 1; Extra: Affects Others, Area, Selective [40-ft. Burst]) {48} AP: Concealment 10 (Extra: Affects Others, Area, Duration: Concentration [50-ft. Burst]; PFs: Selective, Close Range) {52} AP: Damage 14 (Cataclysm; Extra: Affects Corporeal, Area [80-miles. Burst, General], Selective Attack; Flaw: Action [Full]; PFs: Affect Insubstantial 2, Progression x12) {56} AP: Dimensional Pocket 7 (50 billion lbs; Extra: Duration [Continuous]; PFs: Progression x 20) {56} AP: ESP 11 (2,000,000 miles, All Senses; Extra: Duration [sustained]; Flaw: Action [standard]; PFs: Dimensional, Rapid x10, Subtle) {56} AP: Heal 13 (Extras: Total, Affects Objects; PFs: Regrowth, Persistent) {54} AP: Nullify Field 14 (40 Feet) (All Powers; Extras: Area [50-ft. Burst, General], Duration [Concentration]; Flaw: Range [Touch]; Drawbacks: Only Magical and Dimensional Descriptors -1) {55} AP: Stun 16 (Extras: Affects Corporeal, Range [Ranged]; Flaw: Action [Full]; PFs: Accurate x 6, Affect Insubstantial x 2) {56} AP: Super Movement 3 (Dimensional 3 [any]; Extras: Portal (+2); PF: Progression x 5 [250-ft. Portal]) {18} AP: Super Senses [All Mental Senses: Accurate(4), Acute(2), Anlytical(2), Counters Concealment(2), Counters Illusion(2), Counters Obscure(5), Extended {Five Mile Increments}(5), Penetrates Concealment(4), Radius(2), Rapidx12{Search full area in normal time}(24), Tracking all-out(3)] {55} AP: Telekinesis 22 (Str 110; PFs: Accurate x6, Precise, Indirect, Subtle, Affects Insubstantial x2) {55} AP: Teleport 16 (nearby star systems; Extra: Accurate; PFs: Change Velocity, Easy, Progression x 4 [2,500 lbs] {54} AP: Teleport 13 (Extra: Portal (+2); PF: Progression x2 [25-ft. Portal]) {54} Regeneration 12 (Bruised 1/round, Injured 1/round, Staggered 1/20 Minutes, Disabled 1/5 Hours, Resurrection 1/week [unless burned]) (PFs: Regrowth) [9 pp] Super Movement 3 (Dimensional 3 [any]; PF: Alternate Power) [7 pp] AP: Flight 3 (50 MPH / 500 feet per Move action) [6pp] Super Senses [Magic Awareness(mental)] [3] Super Senses [Dimensional Awareness(mental)] [1] Super Senses [Mental; Ranged] [1] Drawbacks: (-3pp) Vulnerable (moderate/uncommon: fire) (-3pp) DC Block: ATTACK RANGE SAVE TYPE Unarmed Melee DC15/Toughness (Staged) Bruise/Injury (Magic) Blast 13 Ranged 28/Toughness (Staged) Bruise/Injury Dimensional Pocket 6 Melee 16/Reflex Special Nullify (Dimensional) 10 Melee/Area Burst 20/Will Special Stun 13 Ranged 23/Will (Staged) Daze/Stun/Unconscious Telekinesis (Thrown Object) 18 Ranged 33/Toughness (Staged) Bruise/Injury Costs: Abilities (32) + Combat (22) + Saves (16) + Skills (19) + Feats (13) + Powers (133) - Drawbacks (+3) = 232/250 Power Points
  5. Player Name Thievish Character Name: Paradigm Power Level: 15 (244/250PP) [260] Trade-Offs: -3 Def/+3 Toughness; -3 Atk/+3 Damage (+3 Atk/-3 Damage for Heat Vision) Unspent Power Points: 6 In Brief: An alien paragon who defended an ancient space empire, recently revived after two millennium in suspended animation. Alternate Identity: Amara Val-Ren Identity: Public Birthplace: Naram Prime Occupation: Former Praetorian of the Delaztri Empire; Current Imperatrix of the Praetorians Affiliations: Praetorians Family: Daar Val-Ren (brother - deceased) Age: 49 (DOB: over 2,000 years ago, was 40 when taken out of stasis in 2014) Apparent Age: 20 Gender: Female Height: 5’ 8” Weight: 3,000 lbs Eyes: Yellow Hair: Dark Purple/Black Paradigm, like others of her race, has skin that is a dark orange in color. Her hair, which she wears down past her shoulders, is black mixed with dark purple and her eyes are a dark yellow. Slightly taller than average, she has a lithe build, which disguises her true strength. Paradigm's costume is a full length white bodysuit, with black diamonds on the shoulders, upper chest and back, which were surrounded by golden yellow trim. Black gloves go up almost the length of each forearms, and her black boots go halfway up her calves, both also having golden yellow trim. A long, black cape completes the outfit. Power Descriptions: Paradigm's already alien physiology was radically altered by the enhancement treatment she underwent over two thousand years ago. Her body's density was greatly increased, making her far stronger and tougher than the normal members of her species, but without any visible change to her appearance. History: Over two thousand years ago, the Delaztri Empire ruled an area of space encompassing hundreds of worlds. After more expansive conquests centuries earlier, the Empire’s growth had greatly slowed, the Empire turning away from aggressive expansion and instead focusing on governing the diverse races within its borders. What little growth that continued to occur was mainly the result of diplomacy, and planets choosing to peacefully integrate into the Empire, looking to gain the benefits of Delaztri rule. During this time, the greatest defenders of the Delaztri Empire were the Praetorians (the closest English/Lor translation of the original title), an organization consisting of hundreds of individuals of incredible power, recruited among the many different races within the Empire’s boarders. Amara Val-Ren was born on Naram, a planet long under the rule of the Delaztri. Amara's people were genetically stronger and tougher than many other humanoid species, with members of the species chosen to undergo genetic and radiation treatments to produce powerful members of the Praetorians. The numbers of Naram subjected to such treatments were usually kept low by the Delaztri, for fear of creating a force of superpowered Naram that might choose to depose them. Amara's older brother, Daar, had been selected to join the Praetorians when she was still a young girl, eventually rising to be one of the leading members of the organization. Inspired by her brother, Amara dedicated herself to trying to earn the right to undergo the enhancement treatments and become a member of the Praetorians as well. When Amara had reached her thirty-fifth cycle (roughly about eighteen for a human), she competed in a contest with other Naram for the honor of being selected for the enhancement treatment and membership in the Praetorians. Although the various trials were grueling, Amara managed to finish ahead of the other competitors, earning herself the chance to follow in her older brother's footsteps. Amara left Naram behind, traveling to the seat of the empire to undergo the enhancement treatment. The process was painful, but resulted in the young Naram's body density vastly increasing, with no outward change to her appearance. Her natural strength and durability were vastly increased, with Amara also developing the ability to fly, even through the cold expanse of space, and to survive unharmed in almost any environment. It was not long after that Amara was inducted as a member of the Praetorians, joining her older brother in defending the empire. For the next five years, she served loyally, facing numerous dangers as a Praetorian. Then, a new enemy appeared at the boarders of the empire, pushing quickly into Delzatri space, and swatting aside the initial responses from the Delzatri Navy and the Praetorians. Ultimately, the entire might of the Praetorians was thrown at this threat and following several climatic battles, the enemy was defeated and driven from Delzatri space. But the victory came at a high price. Just over three quarters of the Praetorians were dead before the enemy was finally repulsed, including Daar Val-Ren. As the few dozen weary and battered survivors made their way back from the front, the damaged Delzatri Naval ships they were aboard were intercepted by one of the Curator's museum ships. The ancient Preserver created AI had decided that the surviving Praetorians needed to be collected and preserved by him. The surviving Praetorians naturally resisted, but were overwhelmed by the Curator's drones and placed in suspended animation and brought back to his vast ringworld. The Delzatri Empire collapsed not long after, while Amara and the others have sat in suspended animation for millennia. When the Communion recently returned, overrunning parts of the Stellar Khanate and destroying Lor-Van, the Curator reviewed Amara and the other surviving Praetorians. Although initially shocked by how much time had passed and the fact the empire they had sworn to protect was no more, the Praetorians realized that the galaxy still needed protecting from the Communion. By the decision of her fellow Praetorians, Amara was made the new Imperatrix to lead them, taking the role her brother had once held along with a small group of others. Making contact with the Lor, the Grue and other galactic powers that were trying to resist the Communion, the Praetorians helped in organizing the Coalition and fighting against the Communion. As the leader of the Praetorians, Amara was not only involved in the fighting, but also attended meetings of the Coalition leaders, helping to provide a neutral viewpoint that was not clouded by allegiance or bias to any of the existing factions in space. Once the Communion had been defeated, Amara continued to lead the majority of her fellow Praetorians in serving as defenders for those Coalition governments that wished to accept their aid. The Praetorians came to work in concert with the Star Knights, who were working to rebuild their numbers following the Incursion, and added one of the interstellar protectors to their ranks as a representative from the group. Several other Coalition governments sent representatives to be members of the Praetorians, including the Lor. Personality & Motivation: A large portion of Amara’s life was spent in preparation for and then as a defender of the Delzatri Empire. She was driven to live up to the example of service set by other members of her race, including her older brother. Her powers tended to lead her to be confident and forceful, not relying on subtlety. Although Amara was just as shocked to learn that the Delzatri Empire had ceased to be, she quickly shouldered the responsibility of leading her fellow Praetorians against the returned thread of the Communion. Along with most of her fellow Praetorians, Amara has found new purpose in offering assistance and protection to those parts of the galaxy that request it. Having been thrown into working with leaders from the Coalition, the young Naram learned to hone her diplomatic skills, along with some guidance from Elite. Amara has settled into her role as the leader of the Praetorians, although part of her wishes she could share the burden as her bother had with several others two thousand years ago. While decisions may ultimately rest with her, she does not hesitate to seek counsel and advice from her teammates and even puts matters to a vote by the team when appropriate. Powers & Tactics: Paradigm’s powers make her very strong and durable, but she also spent years as part of a larger organization, so her tactics tend to reflect both these influences. Her natural instinct is too quickly to close with threats, relying on her durability to protect her. But years working with her fellow Praetorians has made Paradigm realize the importance of teamwork and understand the roles that all of her fellow teammates can play. Complications: Stuff of Legends Although the Delaztri Empire has long since ceased to be, there are still parts of the galaxy where the Empire and its Praetorians are legends. On some worlds, the Praetorians are recalled as legendary heroes, but on other worlds, history has come to paint them as oppressors and conquers. Abilities: 2 + 4 + 12 + 4 + 6 + 10 = 38PP Strength: 12/36/46 (+1/+13/+18) Dexterity: 14 (+2) Constitution: 22/34 (+6/+12) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 16 + 14 = 30PP Initiative: +10 Attack: +8; +12 Melee; +18 Heat Vision Grapple: +30/+35/+46 Defense: +7 base, +12 with Dodge Focus (+3 flat-footed) Knockback: -20 Saving Throws: 7 + 8 + 11 = 26 PP Toughness: +18 (+15 Impervious) Fortitude: +13/+19 (+6/+12 Con, +7) Reflex: +10 (+2 Dex, +8) Will: +14 (+3 Wis, +11) Skills: 60R = 15PP Diplomacy 14 (+19) Kn: Galactic Lore 10 (+12) Language 4 (Delaztri (native); Lor, Grue, Galstandard, English) Medicine 3 (+6) Notice 10 (+13) Pilot 1 (+3) Sense Motive 18 (+21) Feats: 19PP Attack Focus: Melee 4 Dodge Focus 5 Environmental Adaption 3 (Zero G, Low G, High G) Equipment 39 (free from Veteran Awards, for Praetorian spaceships and HQ) Grappling Finesse Improved Initiative 2 Interpose Luck 2 Move-by-Action Powers: 2 +39 + 11 + 8 + 5 + 6 + 9 + 1 + 38 + 3 = 122 PP Flight 1 (10 MPH) [2PP] Density 12 (+24 Str; Impervious Protection 6; Immovable 4; Super Strength 4; x25 Mass; Feats: Subtle 2; Buoyant; Extra: Permanent (+0)) [39PP] Enhanced Constitution 12 (Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [11 PP] Impervious Toughness 9 (Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [8 PP] Super Strength 1 (5 ranks total, up to 21; Effective Str: 61 to 141; Heavy Load: 60 tons to 3.84M tons; Feat: Shockwave; Counter Punch; Super Breath) [5 PP] Super Movement (Space Travel) 3 [6PP] Immunity 9 (Life Support: disease, poison, suffocation, cold, heat, high pressure, radiation and vacuum) [9PP] Immunity 2 (Aging, Sleep; Flaw: Limited [half]) [1PP] Paragon Array 16 (32 pp Feats: Dynamic; 3 Dynamic Alt Powers; Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [38 pp] BP: Enhanced Str 10 (Feats: Takedown Attack; Improved Crit 2 [18-20]) {0 to 13 pp} DAP: Super Strength 16 {0 to 32 pp} DAP: Flight 12 {0 to 24 pp} DAP: Blast (Heat Vision) 12 (Feats:Accurate 5; Improved Range 2 (600’ range increment); Progression: Range (3,000’ max range)) {0 to 32 pp} Super Senses 3 (Extended: Vision (100' increments); Extended: Hearing (100' increments); Ultrasonic Hearing) [3PP] Drawbacks: Weakness (Delaztri Crystals, Frequency: Uncommon [-1], Intensity: Major, cumulative -1 to all stats [-2 Plus -1 as effects CON], Time: every minute [-2]) [-6 PP] Totals: Abilities (38) + Combat (30) + Saving Throws (26) + Skills (15) + Feats (19) + Powers (122) - Drawbacks (6) = 244/250 Power Points Note: While the Delaztri Empire is no more, their artifacts are still present in various parts of the galaxy, allowing for Delaztri Crystals to turn up from time to time.
  6. Player Name: Electra Character Name: Fleur de Joie Power Level: 15 (244/250) [262] Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 6 In Brief: A plant-controlling heroine who is rehabbing a planet and single-parenting a toddler in her spare time, Fleur de Joie believes in the power of networking to get the job done right. Alternate Identity: Stesha (Madison) Lumins Identity: Secret, but not well-kept Birthplace: Evanston, Illinois Occupation: A florist by profession, currently busy with planetary rehabilitation, parenthood and hero work. Affiliations: Sanctuary, Freedom League Auxiliary Family: Derrick Lumins (Dark Star): husband, Amaryllis Lumins: daughter, b. 06/03/11. Father: Paul Madison, Mother Annie (Lispzyanka) Madison, Sisters: Grace (b 1975), Chloe (1987), Brothers: Basil (1978), Jasha (1980), David (1983) Description: Age: 27 (DoB: May 1, 1985) Apparent Age: 27 Gender: Female Ethnicity: Caucasian Height: 5'3 Weight: 160lbs Eyes: Blue Hair: Green, thigh-length, kept up in braids and crowned with flowers Under normal circumstances, Stesha is about the most harmless-looking person you're ever going to see in your lifetime. Small in stature, with a soft-edged, curvy body and an open, guileless face, she's the person most likely to be ignored or overlooked in a fight. Her most distinctive feature is her extraordinarily long green hair, which she generally keeps in intricate braids pinned close to her head, and accented with a plaited ring of live flowers. In her civilian life, she favors blue jeans and sweatshirts or t-shirts, depending on the weather, with soft makeup whenever she can manage the time. Her costume is a loose green tunic and matching slacks, brown boots and gloves, a belt with many pouches, and a brown cowl-coat that buttons to the bottom of her rib cage in front and hangs to her calves in back. Power Descriptions: All Stesha's powers are of the magic descriptor, and can also be affected by anything that affects plants. History: Stesha's childhood wasn't idyllic, but it was reasonably close. She grew up in Evanston, Illinois, a suburb of Chicago and the home of Northwestern University, where her father was a professor of botany. Her mother was also an avid gardener, as well as a complementary medicine practitioner and midwife, so growing up, Stesha had plenty of exposure to the science any mysteries of plants. With five siblings, she also had plenty of company and competition in every walk of life. All those brothers and sisters meant someone was always around to share the work or the blame, to tell a secret to or take on an adventure. Most of the time she enjoyed her big family, but as she grew up, the problem of dating when one has three overprotective brothers became increasingly annoying. An avid learner, Stesha followed in her father's footsteps and studied plant biology at Northwestern. She enjoyed biology and did well, but soon discovered that her passion was elsewhere. Science was great, but she preferred the magic of a gorgeous flower in full bloom to the colorless data extracted from a crushed and dissected plant specimen. She got her degree in biology, but her minor was in art, and as soon as she graduated, she decided to become a florist. She was able to get an apprenticeship at a highly-regarded shop in Chicago, and discovered a knack for it that she'd never had for lab work. Before long, she was caught up in the life of her community, providing flowers for celebrations and consolations, gifts and gardens, parties and patios. It was very rewarding! She'd been working at the shop for about a year when a shipment arrived that would change her life. Called the Fleur de Joie blossom, the rare specimen was said to bloom only once ever hundred years, and then only for a matter of hours or days. In order to fully capture the event, Stesha and her coworkers set up round-the-clock watch to be on hand for the opening. When it did finally open, very late one night, Stesha happened to be standing right in front of it. The blossom heaved, then released a cloud of shimmering pollen, all over her! She choked and passed out, and when she woke, she felt... different. When her hair began turning green days later, it sealed the deal. The plant had given her powers, and she wanted to know what to do with them! After some cautious experimentation in Chicago, she decided that the best thing to do would be to move to Freedom City, where she could become a real superhero. It didn't take more than a few days in Freedom City for Stesha to realize she was in way over her head. Her powers were useful and fun, but they didn't take her very far if she got into trouble. Luckily, she started making friends almost immediately. With allies like Phantom and Divine, she didn't feel nearly so vulnerable in her hero work, and gradually became braver and more skilled. Divine also introduced her to a friend of hers named Dark Star, who in civilian life was a shy, gawkily handsome man named Derrick Lumins. Stesha and Derrick hit it off right away, an affection that quickly deepened into love. Stesha knew that Dark Star was a cosmic hero who did a lot of his work off Earth, but in those early days he took pains to be around as often as possible, and she convinced herself it wouldn't be a problem. Practice and training broadened Stesha's skills, and eventually she discovered the ability to reach other dimensions through the plant life common to each. While training with Phantom, she came across an Earth that was blasted and dead, obviously from some kind of war decades ago. She thought it looked like a great place to get away from Earth Prime and practice all the plant-growing techniques that just didn't work in the middle of a city. She christened it Sanctuary and made it her home-away-from home. It wasn't long before a situation arose where her nemesis, Beekeeper II, unleashed a swarm of giant bees on the population, then got himself promptly thrown into jail. Once pacified, the bees had nowhere to go, so Stesha took them in on Sanctuary, creating a meadow full of giant flowers for them and asking her friend Gaian Knight to build them a hive of earth to live in. Later on, she discovered a small group of human survivors on the planet as well, and began working with her friend and neighbor Gabriel to give them a better quality of life in a village on her reclaimed land. As the number of inhabitants grew, the Sanctuary project began to take up more and more of her time. Back on Earth Prime, things were busy for her as well. She and Derrick were engaged to be married, but a series of emergencies in deep space kept him off planet for months, to the point where she called off the engagement. He returned with promises that he wanted to be close to Earth and close to her, and the wedding was back on. A rather surprising result of their reconciliation was Stesha's pregnancy, but it was a good surprise for the most part. Stesha wanted children ,and when Derrick finished freaking out, he seemed very excited too. His missions off-planet continued calling him away, though, and his nights on Earth were few and far between. After calling off the wedding once, Stesha was too embarrassed to walk it back again, plus there was a baby to consider now, so despite some misgivings, everything went ahead. It was a lovely wedding and Derrick managed to attend, which was quite a relief. Stesha was surprised and honored to be tapped for membership in the Freedom League Auxiliary, along with her friends Ace Danger, Freedom Angel and Dr. Archeville. She had to dial back her participation in dangerous missions for awhile, but luckily she wasn't the sort to be mixing it up in combat anyway. Her participation in the League, as well as her ongoing project to beautify Freedom City's parks and bolster the spirits of the new heroes who could often be found patrolling there, were ties that kept her very active on Earth Prime, but eventually she moved her main residence to Sanctuary. She built herself a home of leaves and plants, with help from some friends on the fine work that couldn't be done with the local flora. It gave her space, peace and quiet, and most importantly a second bedroom for a nursery. Derrick's presence had decreased from "sporadic" to "all but nonexistent," but they still kept in touch by phone, at least. The work he was doing was very important, and she tried to be understanding. Stesha was haunted by a brief trip to the future she'd taken during a Freedom City timestorm, when a Derrick from a thousand years in the future wept to see her and told her he was sorry for what was going to happen between them. Futures are mutable things, but it didn't bode well. Stesha's daughter Amaryllis was born in June, 2011, after a memorable final encounter with Beekeeper II. Ammy had green hair and a sunny disposition like her mother, and despite Derrick's continuing near-absence, Stesha's many friends meant that she rarely lacked for a helping hand or a babysitter. Sanctuary continued to grow by leaps and bounds, and Stesha settled into a comfortable routine in both her worlds, content if not entirely all the way happy. Personality & Motivation: Stesha is a very sociable person with an optimistic outlook and a generalized desire to make the world a better place. She enjoys meeting new people and making friends, and takes particular pleasure in befriending and mentoring brand new heroes. She takes her many responsibilities seriously and works very hard taking care of them all, but she also tries to take time for fun and relaxation whenever possible. Although she makes herself available as a sounding board for others, she is reticent to discuss her own concerns, and is much more comfortable hiding her personal problems than sharing them with anyone but her closest friends. Powers & Tactics: A plant-controller through and through, all Fleur's powers involve the manipulation of greenery. Oftentimes she'll start out by throwing a handful of seeds wherever she wants to work, then growing them instantly into mature plants she can use. Her powers are often subtle and indirect; she is a fan of keeping a villain distracted with words while a vine creeps up behind them. Her first impulse is generally diplomacy, a fight avoided is a fight won in her book. If diplomacy doesn't work, she typically moves to attempting to clear the field with her snares and dimensional pocket. Despite her subdued fighting style, she can definitely put on a heck of a show when she wants to. In her element or on her planet Sanctuary, her displays of power can be awesome and landscape-changing as she raises forests in seconds or turns acres of scrub into piles of mulch with a wave of her hand. When she was pregnant with Amaryllis, she began forming fairy rings of flowers and mushrooms wherever she stood or sat, even indoors, but that has tapered off, much to her relief. Complications: I Need You, Baby: There are a lot of people counting on Stesha for their very survival. First and foremost is her little girl Amaryllis, who is still a toddler and wholly dependent on her mother. The giant bees also count on her to provide the giant flowers that are their primary sustenance, and the humans in their village need her healing powers and plant magic to help them survive and grow their small population. Getting away from it all is not really an option Caught in a Bad Romance: Stesha loves her husband Derrick, but he is literally never around anymore. This fact can be depressing and distracting, especially when she is reminded of it by seeing other happy couples. With Flowers in Her Hair: Stesha's long green hair is actually alive, and an important component of her powers. The last six inches or so are dead cells and can be cautiously trimmed, but anything above that is part of her body and will cause pain and damage if cut. If too much of her hair is damaged or lost, she will not be able to use her immunities to food and sleep, nor will she be able to regenerate her health. Where Everybody Knows Your Name: Stesha technically has a secret identity, but it's a very poorly kept secret. There isn't much she can do to hide her highly distinctive coiffure, and she's not great at maintaining an air of mystery. She doesn't always even need to be in uniform for people on the street to know who she is, one more reason she spends a lot of her downtime on Sanctuary. Let Them Not Pass Like Weeds Away: A naturally compassionate person, Stesha's first inclination is to safeguard all life, even of people who are trying to kill her. It is also very hard for her to accept that sometimes you can't save everyone. What You Give is What You Get Returned: Stesha is friends with many, many, many superheroes, and she knows that if she's in trouble, she can call on them for help. On the flip side, if one of them calls her for help, she will do anything she can to assist. She's also a member of the Freedom League Auxiliary, which carries a whole other set of responsibilities that she strives to live up to. But there are only so many hours in the day! Abilities: 0 + 0 + 14 + 4 + 4 + 10 = 32PP STR: 10 (+0) DEX: 10 (+0) CON: 24 (+7) INT: 14 (+2) WIS: 14 (+2) CHA: 20 (+5) Combat: 16 + 16 = 32PP Attack: +8 (+10 Flower Power) Defense: +10 (+2 Dodge Focus, +4 Flat-Footed) Initiative: +8 Grapple: +8, +28 w/Move Object Knockback: -10/-3 Saving Throws: 3 + 10 + 8 = 21PP Toughness: +20/+7 (+7 Con, +13 Protection) Fortitude: +10 (+7 Con, +3) Reflex: +10 (+0 Dex, +10) Will: +10 (+2 Wis, +8) Skills: 112R = 28PP Bluff 15 (+20) Skill Mastery Concentration 8 (+10) Diplomacy 15 (+20) Skill Mastery Gather Information 16 (+21) Skill Mastery Knowledge (Life Sciences) 8 (+10) Skill Mastery Medicine 8 (+10) Skill Mastery Notice 13 (+15) Skill Mastery Profession (Florist) 3 (+5) Skill Mastery Sense Motive 13 (+15) Skill Mastery Stealth 5 (+5) Survival 8 (+10) Feats: 28PP Accurate Attack Benefit (Freedom League Member) Connected Dodge Focus 2 Equipment 10 Improved Initiative 2 Inspire 5 Interpose Luck 2 Skill Mastery 2 (Bluff, Diplomacy, Gather Info, Knowledge (Life Sciences), Medicine, Notice, Profession (Florist), Sense Motive) Uncanny Dodge (auditory) Well-Informed Equipment 10PP = 50EP Headquarters: 47EP Size: Planetary (18EP), Toughness: +20 (3) Features: Animal Pens, Computer, Defense System 3 [blast 15 [bEES], Snare 15 (entangling vines), Stun 15 (stun flowers)], Gym, Holding Cells, Infirmary, Isolated, Living Quarters, Personnel, Pool, Power System, Sealed, Self Repairing, Think Tank, Workshops Powers: ESP (3), Impervious Toughness (1), Super Senses (1) ESP 9 (visual and auditory; Extras: Duration [Continuous], Simultaneous; PFs: Rapidx10, Subtle) Impervious Toughness 15 (Active/Sustained) [15PP] Super-Senses 1 (Communications Link w/ Fleur) Masterwork Commlink: [1EP] Masterwork Flashlight: [1EP] Masterwork PDA: [1EP] Powers: 2 + 63 + 3 + 3 + 14 + 2 + 6 = 92PP Feature 2 (Distinguish Seeds By Touch Instantly, Instantly Make Flowerpots) [2PP] Flower Power Array 24 (48 pp, PFs: Accurate, Alternate Powers 14) [63PP] BE: Snare 20 (entangling vines, PFs: Indirect 3, Obscures Senses 3 [Visual + Audio], Reversible, Subtle) {48/48} AP: Create Object 15 (plant shapes, Extras: Duration [Continous/Lasting], PFs: Precise, Selective, Subtle) {48/48} AP: Dimensional Pocket 5 (inside Flora, Extras: Duration 3 [Continuous/Lasting], Range [Ranged], Feats: Indirect 3, Progression [Cargo] 10 [1,000 tons], Subtle) {44/48} AP: Damage 13 (Extras: Linked +0, [Drain], Range 2 [Perception], Flaw: Limited 2 [plants]) {13/13} + Drain Toughness 13 (Extras: Affects Objects +1 Linked +0, [Damage], Range 2 [Perception], Flaw: Limited 2 [plants]) {26/26} (PFs: Incurable, Precise, Reversible, Split Attack, Subtle) {13+26+5=44/48} AP: ESP 8 (Flora's gaze, Visual + Audio Senses, 2,000 miles ["Same Continent"], Extras: Duration [sustained], No Conduit, Simultaneous, Flaws: Action [standard], Feats: Dimensional 3 [Any Dimension], Subtle) {44/48} AP: Healing 13 (medicinal plants, Extras: Action [standard], Total, Flaws: Distracting, Feats: Persistent, Regrowth, Stabilize) {42/48} AP: Healing 13 (plantsboon, Extras: Area [Targeted, Burst, 65ft radius], Range 2 [Perception], Total, Flaws: Distracting, Limited 2 [Plants], Feats: Persistent, Regrowth, Stabilize) {42/48} AP: Move Object 20 (mobile vines, Effective STR 100, Heavy Load: 12288 tons) (PFs: Indirect 3, Subtle) {44/48} AP: Nullify 10 (photosynthetic mastery, All "Air" Powers, Extras: Area [General, Burst], Effortless, Selective, Flaws: Range [Touch], Feats: Progression [Area] 3 [500ft radius], Subtle) {44/48} AP: Snare 15 (nature's grasp, Extras: Area [General, Shapeable], Selective, Flaw: Distracting) {45/48} AP: Stun 20 (stunflower, Extra: Range [Ranged], Flaw: Action [Full], PFs: (Indirect 3, Sedation, Subtle, Variable Descriptor 1 [any plant]) {46/48} AP: Super-Movement 3 (plant dooors, Dimensional Movement 3 [Any Dimension], Extras: Duration 2 [Continuous], Portal 2, Feats: Change Direction, Change Velocity, Easy, Progression [Portal Size] 5 [250ft x 250ft], Turnabout, Subtle) {28/48} AP: Teleport 9 (plant doors v.2, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Affects Others, Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 12 [500 tons], Turnabout, Subtle) {44/48} AP: Teleport 9 (plant doors v.3, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Linked [super-Movement], Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 14 [2,500 tons], Progression [save DC] 5 [DC24]) [40PP] + Super-Movement 2 (Dimensional Movement 1 [To/From Earth-Fleur], Extras], Flaws: Medium (Plants)) [4PP] {40+4/44/48PP] AP: Transform 10 (plant mastery, 1,000 lbs., Extras: Duration [Continuous/Lasting], Feats: Innate, Subtle) {42/48} Immunity 3 (ambrosial, Aging, Disease, Poison) [3PP] Immunity 2 (plant physiology, Critical Hits, Sleep) [3PP] Immunity 1 (photosynthesis, Suffocation [CO2], Extra: Affects Others) [2PP] Protection 13 (lignin skin, PF: Subtle) [14PP] Regeneration 2 [ambrosial, Resurrection 2, 48 hours] [2PP] Regeneration 10 (botanical rejuvenation, Recovery +2 [+9], Recovery Rate: Bruised 3 [No Action], Staggered 1 [20 minutes], Injured 2 [5 minutes], Disabled 2 [1 hour], Flaws: Source [sunlight], Feats: Regrowth) [6PP] 32 + 32 + 21 + 28 + 28 + 93 = 244/250PP ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Dissolve Plants Perception DC23 Fortitude (Staged) Drain Toughness Perception DC28 Toughness (Staged) Damage Entangling Vines Ranged DC30 Reflex (Staged) Entangled/Bound Grow Plants Ranged DC20 Fortitude Transform Magic Flower Ranged DC20 Reflex Dimensional Pocket O2 Burst Ranged/Area DC20 Reflex 1/2 Effect Ranged/Area Contested vs Power Rank/Will Nullify Step Through Plants Touch DC24 Reflex Teleport Stun Flower Ranged DC30 Fortitude (Staged) Dazed/Stunned/Unconscious Vines (Thrown Object) Ranged DC35 Toughness (Staged) Damage
  7. Glamazon Power Level: 15/12 (216/231PP) (PL 15 with the Trident, PL 12 without it) Trade-Offs: None Unspent Power Points: 15 In Brief: Atlantean Demigoddess Alternate Identity: Princess Thalassa 'Thaelia' of the House of Atlan Identity: Public Birthplace: Atlantis Occupation: Atlantean Ambassador Affiliations: Atlantean Royal Family, The Olympians, Next Gen II (Former Member) Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin) Description: Age: 23 (DoB: January 03, 1997) Gender: Female Ethnicity: Atlantean Height: 6'0 Weight: 160 lbs. Eyes: Blue Hair: Black Thaelia is a muscular young woman with raven black hair and soft blue eyes that always give the feeling of an ocean's view. Her skin is slightly olive in complexion. The Glamazon's forma battle attire is old decorated Atlantean battle armor and mesh-wear. Runes and gems are strewn all about, with the cloth just loose enough to adjust to all manners of aerodynamic friction underwater. The attire doesn't offer the girl any added protection that her flesh doesn't already give but Thaelia simply likes how it appears. History: When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well. Her mother, the younger sister to Theseus, Despina. Apparently Despina had been killed by surface dwellers, and the Greco-Roman Sea God whom she spent her last moments with had used the last of his summoned power before returning to Olympus to transport the child and send the Atlantean Royal home . However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece and princess of Atlantis far as actual status was concerned. Growing up Thaelia was always known as a bit of a troublemaker, her recklessness leading to multiple incidents. Including one event in which ended with a pillar crashing through a public library. Hoping to instill a sense of discipline into the girl, Theseus had military officers teach her how to wield a blade running combat drills every day. Not that it prevented her from running wild, just skewed her focus to picking fights with barbarians. Occasionally needing to be rescued from overestimating herself. An experience she much preferred to culture and diplomacy lessons. When Thaelia came to sixteen years of age, Theseus invited her to accompany to a ball being held in Freedom City. They would be acting as emissaries for Atlantis rubbing elbows with local politicians and strengthen the sometimes tenuous relationship sea had with the surface. At least that was the plan. But, even being accompanied by her land-faring cousin and custom tailored cocktail dress would not add to the lack of comfort levels at the social function. As curious as she was to see the surface world that Nereid often spoke of, Thaelia had never been one for formal events. Sneaking out during the ball she was able to catch sight of a driver falling asleep behind the wheel of a 16 wheeler and losing control heading straight towards a scared little girl in the center of the road. Before the thoughts could even form in her head, Thaelia simply reacted leaping forward directly in front of the girl and stopping the truck head on. Her heels dug into the road, dress collecting more dirt than it had ever seen in its life, and the smell of rubber filled the air. Of course the only thing that mattered to Thaelia was that the girl was alright at the end. The next day the event became a spectacle. One which was deemed a media hit as the press dubbed the youth 'The Glamazon', a name that she wasn't too fond of. Images of Thaelia stopping the truck in a cocktail dress and heels flooding papers and news stations. Theseus simply found the event amusing noting that she should probably wear more practical footwear on any other outings. The family chose not to publicly comment on the matter. The king did take it upon himself make arrangements for Thaelia much like he once did with his own daughter to attend Claremont and learn to better use her ever growing abilities under their direct supervision. Much to the girl's delight. Life After Claremont Upon Graduating from Claremont, after being sidetracked by a kidnapping, princess Thaelia petitioned both her family and the Atlantean senate to allow her to act as Atlantis ambassador to the surface. Though Atlantis relations with the surface remained tumultous, especially with frequent conflicts with foreign navies while Thaelia studied abroad, they eventually relented on a trial basis. Whilst waiting for the Atlantean Embassy to be built in Freedom City, Thaelia spent a few months living in Freedom League Special Circumstances Housing. Personality & Motivation: Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety. Wearing her heart on her sleeves, the Atlantean princess' emotions are always an open book to those willing to read. While her Atlantean leanings would suggest the worship of various sea gods, Thaelia is actually solely a Hellenist. Even giving piety to the gods after defeating particularly dangerous foes. Thaelia is short on impulse control, she finds herself often acting without thinking. She's never been lacking in hubris or overconfidence. Furthermore coming from a warrior culture Thaelia loves the thrill of battle. Priding herself on the opportunity to overcome any opponent in combat. She can't, however, stand for cruelty. Villains who choose to torture their victims rather than kill them quickly earn her deepest ire for such a grave injustice. Thaelia lives by a code of honor that would set her right at home with a Homeric Hero. Believing a hero's duty was to fight for those in need, and that the only way of gaining glory and immortality is through committing heroic acts on the battlefield. In her case leaving some truth to the mythology as a demigoddess. Living up to her honorable ideals is the top priority for Thaelia. This pursuit of honor is placed with a value even above her own life, refusing to retreat when in overwhelming danger. Powers & Tactics: Thaelia traditionally relies on a mix of pankration with modern boxing and grappling techniques on the surface. Underwater her fighting style is akin to a graceful cruise ship missile, swimming around and charging into her foes with absolute ease. Those who underestimate her are quickly made aware of her superhuman strength. Thaelia is strong enough to lift an ocean liner with minimal effort. When sufficiently pushed she'll prove herself her father's scion and use her strength to create miniature earthquakes to knock her opponents off their feet a tactic that allows her allies to take advantage of their foes loss of footing. As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, faster even. That's if her opponents can injure her in the first place, as even for an Atlantean royal Thaelia is particularly strong and durable. Lacking her grandfather's affiliation with turning into a liquid form she's had to train her body to directly trade blows with all manners of foes. Thaelia is armed with Undertow, a sentient trident created out of a foul miasma and tempered by her ichor. The trident allows her to make manifest the godly power her mortal half could not call upon otherwise. With Undertow, Thaelia can walk on water, call upon the ocean water to heal her from physical harm, or even. The trident increases her strength and durability to the point that most conventional weaponry cannot even scratch her unless the blow is directly aimed to her solar plexus. Whilst holding Undertow Thaelia's ability to move through the sea is even faster, almost as if the trident was pulling her forward. Undertow can also glow as In Atlantean writing the trident's handle bears the inscription. "Should one be worthy to wade through the Undertow, he shall bear the weight of the POWER POSEIDON." Complications: Undertow: Thaelia's prized trident is a sentient, telepathic being granting her access to both of its vast knowledge and her godly gifts. But, it is also in part a malevonent entity. The miasma that gives it life is entertained by bringing stryfe to its bearer. GM's are encouraged to play the trident up in a way that is actively antagonistic to her. Competitive: Thaelia strives to win any contest she is in, regardless of the nature of the contest. Her honor forbids her from turning down a challenge. Even if doing so would be in her best interest Diplomatic Responsibility: Thaelia isn't free to act as she pleases, her actions can be considered a reflection on Atlantis to the public. At all times her role as an ambassador should be in the back of her mind. And if it's not it certainly will be for those that would wish to take advantage of this fact. Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a potential source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family. Ichor of the Gods: Divinity is in the blood. Literally. Thaelia's blood glows a golden color (although it is still mostly red). Which could make for easy tracking of her once injured. In the case of blood transfusion her blood is poisonous to humans and could theoretically be weaponized by a non magical villain. The magical properties of her blood also are enticing for a villain who knows of her parentage and want to make use of her as an ingredient for some dark arcane art. Truth Teller: Thaelia isn't just a bad liar. She's a disastrous one. The GM is encouraged to make any attempt at deception with Thaelia involved end up with disastrous results. ABILITIES: 24 + 2 + 24 + 4 + 2 + 0 = 56PP Strength: 40/34 (+15/+12), effective lifting STR 115/79 Dexterity: 12 (+1) Constitution: 40/34 (+15/+12) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 10 (+0) COMBAT: 24 + 10 = 34PP Initiative: +1 Attack: +15+/12 Grapple: +45/+33 (+15/+12 Base Attack, +15/+12 Strength, +15/+9 Super-Strength) Defense: +15/+12 (+8/+5, +7 Dodge Focus), +5/+4 Flat-Footed Knockback: -15, -7 vs. Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic; -6 without Trident SAVING THROWS: 0 + 0 + 9 = 9PP Toughness: +15/+12 (+15/12 Con, Impervious 15 [Not vs. Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic]) Fortitude: +15/+12 (+15/+12 Con, +0) Reflex: +1 (+1 Dex, +0) Will: +10 (+1 Wis, 9) SKILLS: 44R = 11PP Diplomacy 7 (+7) Knowledge (Arcane Lore) 13 (+15) Knowledge (Theology & Philosophy) 8 (+10) Language 4 (Atlantean [Native], English, Greek, Latin, Lemurian) Perform (Singing) 5 (+5) Ride 4 (+5) Swim 3 (+18) FEATS: 20PP Accurate Attack All-Out Attack Benefit (Status 2 [Atlantean Royal, Olympian Demigoddess]) Chokehold Dodge Focus 7 Environmental Adaptation (Aquatic) Favored Environment (Underwater) Interpose Instant Up Power Attack Ritualist Stunning Attack Takedown Attack Enhanced Feats Quick Change (from Trident) Veteran Reward Equipment 5 HQ: The Aquarium [25EP] Location: Bottom of the Atlantic Ocean, in the Miwlaukee Deep Appearance/Details: Size: Huge Sized [3EP]; Toughness: +20 [3EP]; Features: Animal Pens, Combat Simulator, Communications, Computer, Concealed 2 (DC+15), Defense System, Dock, Fire Prevention System, Gym, Holding Cells, Infirmary, Isolated, Library, Living Space, Pool, Power System, Security System x2 (DC 25) [19EP] POWERS: 37 + 51 + 3 = 91PP Atlantean Physiology ( 36PP Container; Feat: Innate ) [37PP] Immunity 3 ( Cold, Pressure, Suffocation [Drowning] ) [3PP] Super Senses 1 ( Low-Light Vision ) [1PP] Super-Strength 9 ( +45; Effective lifting STR 79 [Heavy Load= 1.6k Tons]; Feats: Groundstrike, Shockwave, Thunderclap ) [21PP] Swimming 10 ( 2500 mph, 25000 ft./rnd; Feat: Alternate Power 1 ) [11] Speed 6 ( 500 mph, 5000 ft./rnd ) + Leaping 4 ( Jumping Distance x25 [Running Jump 625', Standing Jump 315', High Jump 156') [6+4]={10/10} Device 16 ( 80PP Container; Feat: Indestructible, Restricted 2 [Only the Worthy may Lift; Worthiness is defined by embodying the Homeric heroic code]; Flaw: Easy-to-Lose) [51PP] All Effects have the Divine Descriptor Comprehend 2 ( Animals [Speak to, Understand]; Flaw: Limited to Equines ) [2DP] Damage 0 ( Feats: Extended Reach, Improved Critical, Mighty; Extra: Penetrating 3) [6DP] ( Undertow's prongs ) Enhanced Attack 3 [6DP] (Deftness of Atalanta) Enhanced Constitution 6 [6DP] (Invincibility of Achilles) Enhanced Defense 3 [6DP] (Deftness of Atalanta) Enhanced Feat 1 ( Quick Change ) [1DP] (Outlandishness of Periclymenus) Enhanced Strength 6 [6DP] (Strength of Heracles) Features 1 ( Sentience [The trident is sentient, telepathic, and prefers to be called Undertow] ) [1DP] Impervious Toughness 15 ( Flaw: Limited [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic]; Drawback: Weak Point ) [7DP] (Invincibility of Achilles) Light Control 1 ( 10' ) [2DP] (Glowing Trident) Regeneration 10 ( Bruised 3 [No Action], Injured 6 [No Action]; Flaw: Source [Water] ) [5DP] (Nourishment of Triton) Super-Movement 1 ( Water-Walking ) [2DP] (Oceanography of Orion) Super Senses 14 ( Vision Penetrates Concealment, True Sight ) [14PP] (Eyesight of Lynceus) Super-Strength 6 ( +30 Effective lifting, total STR 115 [Heavy Load= 104.9k Tons] ) [12DP] (Strength of Heracle) Swimming 4 ( [Stacks with Swimming 10 for a total of 14]; 50,000 mph 500,000' per round ) [4DP] (Deftness of Atalanta) Immunity 3 ( Aging, Disease, Poison ) [3PP] (Ambrosia) DRAWBACKS: -1-2-2 = -5PP Vulnerable (Desiccation Effects; Frequency: Uncommon, Intensity: Minor) [-1] Vulnerable (Fire/Heat; Frequency: Common, Intensity: Minor) [-2] Vulnerable (Electricity; Frequency: Common, Intensity: Minor) [-2] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC30/27 Toughness Damage (Physical) Groundstrike 150’/120' Explosion DC25/22 Reflex Trip Shockwave 150’/120' Cone DC25/22 Reflex DC30/27 Toughness Damage (Air) Stunning Attack Touch DC 25/22 Fortitude Stun Thunderclap 75’ Burst DC25/22 Reflex Dazzle (Deafened) Undertow’s Prongs Touch +5’ DC30 Toughness Damage (Piercing) TOTALS Abilities (56) + Combat (34) + Saving Throws (9) + Skills (11) + Feats (20) + Powers (91) - Drawbacks (5) = 216/231 Power Point
  8. Velocity Power Level: 15 (243/250PP) [328] Trade-Offs: -2 Toughness/+2 Defense; -4 Damage/+4 Attack with Rapid Fire and Rapid Attack Unspent Power Points: 7 Old character sheet is >here. In Brief: Archetypical speedster. Alternate Identity: Megan Howell Identity: Secret Birthplace: Freedom City Occupation: Socialite Affiliations: Freedom League Reservist Family: Donald Howell (father); Erin Howell (mother); Samantha Howell (sister); Jason Howell (brother); Lawrence Harrow (son); Robert Harrow (fiance) Age: 22 (July, 1991) Gender: Female Height: 5' 5" Weight: 110 lbs Eyes: Blue Hair: Blonde (in costume wears a brunette wig) Megan has always been an attractive girl, one of those lucky ones who seemed to completely skip the awkward teenage stage. Now she has matured into a very stunning young woman, with a lean and tone body that still has plenty of curves. While she has long had a taste for the more expensive end of fashion, since attending Yale, she began wearing more moderately priced clothes around campus and has continued to do so in more general casual situations since returning to Freedom City. As Velocity, her costume is a yellow, form-fitting bodysuit with thin black and white checkered strips running down the arms and legs. She also wears yellow gloves and boots, and a small utility belt in which she carries a few things, such as steel ball bearings which she throws at supersonic speeds. In addition, she covers most of her head in a yellow mask, leaving only the lower part of her face exposed. To further conceal her identity, a brunette wig extends out of the back of the mask. Hi-tech, mirrored goggles cover her eyes and part of the upper half of her face. Power Descriptions: Megan has the ability to move at many times the speed of sound, her speed allowing her to run across water, up the sides of buildings, and even vibrate fast enough to pass through walls. Her speed goes beyond just movement, with Megan able to perform tasks that might take a normal person an hour in a few seconds. History: Megan is the youngest child of Donald and Erin Howell, both parents coming from old money families (Donald's is from Boston while Erin's is from Freedom City). Her father is currently the chair of the corporate law practice group of Hartford, Grayson & Cole, Freedom City's largest law firm. Her mother is a well known philanthropist, involved in a number of charitable foundations around the city. Megan grew up in North Bay, where her parents have a very large home. Her childhood years were filled with numerous gymnastics and dance classes, which lead her to cheerleading when she attended the exclusive private high school, North Bay Academy. Early in her Sophomore year, Megan was on a field trip to Astro Labs when a supervillain tried to steal some invention or another. During the chaos of the battle with a superhero that arrived to stop the theft, Megan was exposed to some chemicals which granted her superspeed. It was not long before Megan was using her new found powers to help people and fight crime under the identity of Velocity. While her activities were initially restricted to North Freedom and parts of downtown, in her Senior year of high school Velocity found herself involved in more and more encounters with supervillains. At the same time she began teaming up with more of the other superheroes in Freedom City, even having chances to work with some of the members of the Freedom League. After stumbling across a plot by the Tyranny Syndicate to replace various key and influential people in Freedom City with their duplicates from the Syndicate's dimension, Velocity teamed up with Raven to put a halt to the Syndicate’s plan, and in the process took down Johnny Speed, the Syndicate's version of Johnny Rocket. Velocity was extended an invitation to join the Freedom League and accepted the invitation, even as she finished high school and began attending college at Yale University. While easily able to quickly travel from New Haven to Freedom City when needed, the stress that being called away to missions, often in other parts of the world, placed on any attempt to have even a semblance of a "normal" college experience began to wear on Megan. She had herself placed on reserve status with the League, and briefly associated with a group of Freedom City based heroes, the Interceptors, but that proved short lived, as she soon choose to try to focus more on college. However, Megan soon found she could not so easily set aside her identity as Velocity. Attempting to live life at a more normal pace (save for studying) soon had Megan feeling as if she was going to go insane from boredom. Once again she began making outings as Velocity, generally basing her activities around New York City to keep any attention off New Haven. As most of these outings were random good deeds and non-superpowered crime stopping, it was easier to develop the balance in her life that had existed at the start of her career. Last year Megan had the opportunity to spend a year abroad, studying at the University of Cambridge. While in England, Megan reconnected with Robert Harrow, a young member of the British nobility with whom she had had a brief fling in Ibiza during her pre-college European vacation with a pair of high school friends. By Megan's standards, their renewed relationship was a long one, but it came to its inevitable end when Megan was unable to explain a several day absence when Velocity had been called up by the Freedom League to help with a mission. After finishing her year at Cambridge, Megan has returned to the United States, and is now in her last year at Yale. She managed to arrange that the bulk of her credits for her last semester at Yale would be covered by a internship with Summit Transnational Group’s corporate headquarters in Freedom City. She has a couple of seminars, which she mainly attends via teleconference, and really only has need to be up in New Haven once or twice a week. Personality & Motivation: Megan has always been something of an overachiever, exactly what one would expect given her highly successful parents, not to mention two accomplished older siblings. While certainly one to have fun when she can, Megan has a strong work ethic along with a desire to help others. Outgoing and confident, she has little trouble in most social settings. As Velocity Megan has a chance to cut loose and be more carefree and impulsive. Begin a superhero gave her the opportunity to stop bad guys, crack jokes while doing so, and help people along the way. While time and experience has tempered this with a bit more seriousness, she still presents an overly energetic and free spirited persona. Powers & Tactics: Speed is Megan's primary tactic, allowing her to almost always react before anyone else, make an attack, and be gone and out of sight before most would even realize she has even moved. Her powers provide her an array of offensive abilities, from being able to throw punches at supersonic speeds to being able to generate a localized sonic boom that can be rather destructive. While speed and agility are Megan's primary defense, she is much tougher than she looks, a side effect of her body having adapted to being able to move at such high speeds. Complications: Secret Identity: Megan has long sought to keep her identity as Velocity secret to protect those she cares about. Fear the Future: Megan has recently learned that in some timelines, she and Robert Harrow have a son named Collapse who is capable of shredding the time/space continuum. As Velocity, she has also run into agents from an organization in the future working to stop Collapse in as many timelines as possible. Relationship: Despite learning about Collapse, Megan and Robert Harrow have renewed their relationship. Abilities: 0 + 10 + 8 + 6 + 2 + 10 = 36PP Strength: 10 (+0) Dexterity: 30 (+10) [20 (+5)] (Enhanced Stat) Constitution: 28 (+9) [18 (+4)] (Enhanced Stat) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 14 + 20 = 34PP Initiative: +50 Attack: +7, +15 w/Strike, +19 w/Rapid Fire, Rapid Attack Grapple: +6 Defense: +17 (+10 base, +7 Dodge Focus)(+5 flat-footed) Knockback: -6, -4 flat-footed Saving Throws: 4 + 6 + 9 = 19PP Toughness: +13 (+9 Con, +4 Defensive Roll); +9 flat-footed Fortitude: +13 (+9 Con, +4) Reflex: +16 (+10 Dex, +6), Evasion 2 Will: +10 (+1 Wis, +9) Skills: 104R = 26PP Acrobatics 14 (+24) Bluff 6 (+11, +15 w/ Attractive) Concentration 9 (+10) Diplomacy 8 (+13, +17 w/ Attractive) Drive 2 (+12) Gather Information 8 (+13) Kn: Business 10 (+13) Kn: Civics 4 (+7) Kn: Current Events 2 (+5) Kn: History 2 (+5) Kn: Physical Sciences 2 (+5) Kn: Pop Culture 5 (+8) Notice 9 (+10) Sense Motive 7 (+8) Perform: Dance 15 (+20) Pilot 1 (+11) Feats: 22 PP Attractive Benefit 3 (Wealth 2/Rich; Freedom League Member) Connected Defensive Attack Defensive Roll 2 Dodge Focus 3 Elusive Target Equipment 6 (free from Gold Award) Evasion 2 Improved Initiative Luck 3 Move By Action Power Attack Uncanny Dodge (sight) Well Informed Equipment 6PP = 29EP Freedom Leagues Communicator Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] North Bay Estate Headquarters: Size: Huge; Toughness 10; Features: Communications; Computer; Dock; Fire Prevention System; Garage; Grounds; Gym; Laboratory; Library; Living Space; Pool; Power System; Security System 2 (DC 25); Stables; Staffed; Workshop [21EP] Alternate HQ: Compound in Fiji [1EP] Alternate HQ: Country Estate in England (Robert's family home) [1EP] Note: Grounds increases size to Colossal for purposes of gardens, estates, etc (used in 3E); Stables function as a garage for horses and the like. Powers: 4+10+10+13+11+11+3+1+43 = 106 PP 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} Enhanced Constitution 10 [10PP] Enhanced Dexterity 10 [10PP] Enhanced Feats 13 (Dodge Focus 4, Improved Initiative 9 (10 total) [+40]) [13PP] Quickness 11 (X5,000) [11PP] Speed 11 (25,000 MPH) [11PP] Super Movement 3 Wall Running 2 [Flaw: Only while moving]; Water Running [Flaw: only while moving]) [3PP] Super Strength 1 (Flaw:Limited only to carrying capacity up to heavy load; Hvy Load: 200 lbs) [1PP] Super Speed Array 19 (38PP Array; Feats: Alternate Power 5) [43PP] BP: Strike 15 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {23/38} AP: Sonic Boom (Blast) 15 (Extra: 75-ft. Area Burst; Flaw: Range/Touch; Feats: Progression 2 (x5 Area (150-ft or 375-ft radius area)) {32/38} AP: Maximum Velocity: Quickness 6 (17 total: x500,000) and Speed 6 (17 total: 2,500,000 MPH) and Super Movement 5 (Permeate 3; Sure-Footed 2) and Concealment 4 (all Visual Senses; Flaw: only while moving) {26/38} AP: Insubstantial 4 (Affected by Vibration effects)and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/38} AP: Rapid Fire: Blast 10 (Extra: Autofire; Feats: Accurate 6 (+12 hit); Improved Critical 2 [18-20]) {38/38} AP: Rapid Attack: Damage 10 (Extra: 250-ft. Targeted Area Burst; Selective; Feat: Accurate 6 (+12 hit); Progression 2 (x5 Area)) {38/38} Drawbacks: 0 DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 15/Toughness Bludgeoning Damage Strike Touch 30/Toughness Damage (crit 18-20) Rapid Fire Ranged 25/Toughness Damage (up to DC 29 w/autofire, crit 18-20) Sonic Boom Touch 30/Toughness Sonic Rapid Attack Touch 25/Toughness Bludgeoning Damage Totals: Abilities (36) + Combat (34) + Saving Throws (19) + Skills (26) + Feats (22) + Powers (106) = 243/250 Power Points
  9. Phalanx Power Level: 15 (250/250PP) [274] (31PP / 3 = 10PP carried over from pre-bump) Trade-Offs: -3 Attack, +3 Save DC (Energy vision +5 Attack -5 Save DC); -5 Defense, +5 Toughness; Unspent Power Points: 0 In Brief: Teen (Now adult) Paragon granted powers by the '93 Terminus invasion; A 'Terminus Baby' Residence: Aeon Penthouse Base of Operations: Freedom City Catchphrase: None yet Alternate Identity: Mike Albright Identity: Secret Birthplace: Freedom City Occupation: Elementary Teacher Affiliations: Liberty League, AEON, Claremont Academy (Former Student), Young Freedom ( Founding Member), Nicholson School Family: Only child. Mother and Father live in Hanover, His paternal grandparents have a farm 'upstate'. Wife is Alex Albright. Description: Age: 22 (DoB: August 16, 1993) Apparent Age: Early 20's Gender: Male Ethnicity: White Height:6'6" Weight:285lbs Eyes: Green Hair: Black Description: Mike has recently gotten what he hopes to be his last growth spurt topping him out well over six feet tall. He prefers baggy clothing still but given his most recent growth spurt he has difficulty finding anything that isn't relatively tight. He still prefers basic Jeans and t-shirt combos but has added some shirts with color or designs to his formerly black on black wardrobe as he comes further out of his shell. He towers over most of his fellow students and its not hard to place what exactly his powers are just from his appearance. In his efforts to clean up his image he has styled his hair into a short spit curl and usually manages to keep from going out with bed head these days. He moves with confidence much less uncertain and tentative then the boy who came to Claremont a few short months ago. In costume as Phalanx he shows he cleans up quite nicely. The high collar and shoulders of the costume are in Claremont gold dropping a deep V to his belt of bronzed plates, his Young Freedom Beacon acting as buckle, the rest of the form fitting suit is in deep blue. He pairs this with matching bracers and boots of burnished bronze, and a deep blue full length cape draped from his shoulders. Update 8/2015: The past few years have been good to Mike and his frame if anything has filled out as he has grown into full adulthood. Broad of shoulder and muscular he looks as if he works out regularly to obsesively with a strong squared jaw and well kept close cropped hair. His cloths are now rarely baggy and he carries himself with more confidence though still takes exceptional care not to intimidate or bully people with his size. History: If his parents hadn't been at odds over a natural home birth verses a hospital one Michaels life would have turned out very differently. As it was Melinda Harris found herself, alone thanks to Marvins workaholism, at the hospital birthing class when the invasion started. A portal to the terminus opened in the midst of the room bathing the expectant mothers in the strange energy of that place. Thanks to the quick reactions of her ad hock partner, who's husband also hadn't shown, she survived the assault and together managed to escape to safety. They became fast friends after that harrowing event and once they were born Michael and her daughter Alexandra soon were as well. Much to Marvin and Melinda's relief it at fist seemed the energies of the Terminus had had no effect on Michael, that was not to last however. He was certainly big for his age and strong too, though as doting parents they thought it well within the norm, then one day when Melinda was trying to get him to nap he floated up and out of the crib to continue his interrupted playtime. His parents made immediate efforts to make sure he would keep his abilities a secret they didn't know what else to do. When Melinda confided in her friend Rebecca she learned that little Alex had powers as well, the children spent even more time together from that point on as the parents could trust one another with each others secrets like they could few others When the children grew to school age it seemed as if the caution may have been overkill. both children were careful not to reveal that they were different even if they didn't fully understand why. Of course this was more responsibility than a young child really can be expected to bear. It was a normal schoolyard scuffle an older boy took a toy from Alex and Mike told him to give it back Things escalated from there too quickly and the next thing any one knew the other boy was across the room in a heap next to the crumbling wall. Mike was shocked and worried, and more than a little scared. He didn't know what had happened to the boy but he saw the reaction from the other students and the adults. When Alex gave voice to their thoughts his fears were confirmed he had done a very bad thing. The adults and his parents tried to tell him the boy would be fine but Alex had already given voice to their fears and he knew their comforting words to be lies. When the government men came he thought for sure they were gong to take him to jail. He didn't hear much of the conversation but Alex filled him in on the pertinent details. They were going to go to a special school now, a school where they would be tested to see the extent of the 'Terminus Effect' For the next ten years he was schooled at a secret ASTRO labs facility under the code name Phalanx. They Tested his abilities and make up charting his progress and trying to trace the energies that granted he and Alex their powers. Through either his mothers determined though limited grassroots campaign or Rebbecas old contacts the children as well as some others the unit had picked up were released to their parents once more and the obvious surveillance removed. Now at nearly sixteen years of age Michael is in a, comparatively, normal school for the first time. He's uncertain about this Claremont academy but happy to have a chance at something like normalcy. Update: Not long after beginning his studies at Claremont academy fate conspired to thrust him and several of his friends into action when a baseball stadium full of spectators was held hostage. After saving the day the groups nominal leader, and Mikes roommate, Edge declared them Young Freedom. They have had several other encounters together and separately with the cities criminal element and usually come out on top. The school sees to it that they are prepared for the journey before them and Mike had flourished under the training and camaraderie of the team. Update 8/2015: After graduating Claremnt Academy Mike went on to get a criminal justice AA and attend the police academy before joining the FCPD. His nature was revealed in short order in a rather spectacularly public manner. No longer able to pretend he can live the simple life Mike is at loose ends as he decides where to go from here. Update 07/2019: Mike has graduated with a bachelors in Education and Childhood Development and now works as a teacher at the Nicholson School, Usually Kindergarten and occasionally higher grades when a student or class might need his skills (or more likely durability) more. He has wed his long time sweetheart Alexandra Albright and taken her name putting more strain on his secret identity as she is already well known as the Heroine Psyche. It is only a matter of time before that secret is out and it may be an open secret to everyone else already. Personality & Motivation: Michael plays the part of the introvert and loner though he does desire companionship he has trouble trusting, both others and himself. He covers for this with acerbic humor and a generally sullen demeanor. Few have worked past his defenses in this regard, and fewer wish to bother, but those that have have made a friend for life. Michael is acutely aware of the destruction he is capable of, perhaps more so than even the testers are, and it terrifies him. He is a good person that truly does want to try and better the world but lives in fear of his own body. He lacks the confidence to embrace his potential instead hiding behind a facade of disinterest and sullenness. However when a friend is in danger, or even insulted, he will weather whatever the world will throw his way in their defense though he won't lash out physically even then. Mike steadfastly refuses to fight thus far, though he has yet to be truly tested in the real world. Update: Mike has come out of his shell with his participation in Young Freedom and he is much less somber when with the good friends he has made there. He still is usually the serious one in the group but will laugh with the others at a well told joke. this newfound camaraderie has strengthened his already strong protective impulse and woe be it to anyone who would threaten his friends. Update 8/2015: Mike has long dreamed of the simple normal life despite events conspiring to make such impossible. After leaving school this desire separated him from many of his school friends and has left him lonelier and more withdrawn. After the debacle of his attempt at being a police officer he is primed to give up the dream of normalcy and fully embrace his heroic identity. With little else left to identify with however he is at risk of losing himself to the job as it were. Update 07/2019: Mike has finally hit his stride with a balance in his life and work as a Hero and grown into a self assured and confident man in both parts of his life. He's devoted to giving back to the community that has helped him to grow and of course still to defending those weaker than himself. He no longer feels he stands in the shadows of the heroes of yesteryear but knows now he and the others of his generation reach high standing on their shoulders. He knows his powers and prowess draw comparisons to The Centurion and understand the responsibility that comes with that. He's now willing to shoulder that responsibility and be part of that symbol and legacy with the others following in earth's mightiest heroes footsteps. Powers & Tactics: Mike is a physical powerhouse but usually holds himself back. Since his training at Claremont with Young Freedom his abilities have improved drastically from their untrained state. He is still slow to put the full force of his powers into play but his control now allows him to unleash his full potential when it is most needed. He is always stalwart in defense of his comrades and innocents and takes care to keep collateral damage to a minimum. Phalanx always takes care to keep his strength in check. He will usually open with accurate attacks and against most foes utilize only a fraction of his might so as to make sure he doesn't injure anyone or cause too much damage. OOC he will often utilize less than his full strength bonus on attacks unless he knows the foe can take his full power. Complications: Heroes Code: Fully embracing his powers has left mike with feeling a responsibility to do so wisely and justly. Holding Back: Phalanx holds to the genre conventions that you do not open with your most powerful attack. He'll usually pull his early punches and try for non damaging attacks like disarms and grapples until a foe proves too strong or durable at which point he'll begin to ramp up. Secret Identity: One of the worst kept secrets but technically true. After his recent exposure out of costume the chances of being recognized increase. Registered: full records of who mike is are available to those with sufficient clearance. Responsibility: Alex (Psyche) and his family as well as his students and too the school particularly when working. Legacy: Following in the footsteps of the Centurion is no easy task, enemies may target him to prove their worth and he must constantly be the kind of example and symbol of hope the original Centurion came to be. Stats: 8 + 0 + 10 + 0 + 0 + 4 = 22pp Str: 18/46 (+4/+18) Dex: 10 (+0) Con: 20/50 (+5/+20) Int: 10 (+0) Wis: 10 (+0) Cha: 14 (+2) Combat: 16 + 12 = 28pp Attack: +8 (+12 Melee, +20 Energy vision) Grapple: +31 (Up to +42 with Super-Strength DAP) Defense: +10 (+6 Base, Dodge Focus 4), +3 flat-footed Knockback: -16 (Up to -27 with Immovable DAP) Initiative: +8 Saves: 0 + 10 + 15 = 25pp Toughness: +20 (Impervious 12) (+20Con, +0 other) Fortitude: +20 (+20 Con, +0) Reflex: +10 (+0 Dex, +10) Will: +15 (+0 Wis, +15) Skills: 32r = 8pp Investigation 2 (+2) Knowledge (behavioral sciences) 2 (+2) Knowledge (Civics) 2 (+2) Medicine 2 (+2) Notice 10(+10) Profession (teacher) 4 (+4) Sense Motive 10 (+10) Feats: 23pp Attack Focus: Melee 4 Benefit (Legacy: Centurion) Dodge Focus 4 Fearless Grappling Block Improved Block Improved Grapple Improved Initiative 2 Interpose Luck 4 Takedown Attack Ultimate Save (Fortitude) Ultimate Toughness Powers: 29+30+3+9+1+10+41+2+1+4+10+4 = 144pp Array 14 (28pp; Power Feat: Alternate Power 1) [29pp] BE: Enhanced Strength 28 (to 46/+18) {28/28} AP: Blast 10 (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments) {28/28} Enhanced Constitution 30 (to 50/+20) [30pp] Flight 1 (10 mph / 100 feet per Move action Feat: Subtle ) [3pp] Immunity 9 (Life Support) [9pp] Immunity 2 (Aging, Need for Sleep; Flaws: Limited: Half effect) [1PP] Impervious Toughness 10 [10pp] Paragon Array 12 (24pp; Power Feats: Dynamic, Dynamic Alternate Power x4) [33pp] Paragon Array 17 (34pp; Power Feats: Dynamic, Dynamic Alternate Power x3) [41pp] DBE: Flight +17 (to Flight 2 [25 mph / 250 feet per Move Action] to 18 [5 Million MPH / 5 Million feet per Move Action]) {2-34PP, 0-34 left to allocate} DAP: Immovable 17 (Extras: Unstoppable) {2-34PP, 0-34 left to allocate} DAP: Quickness + Speed 17 (rank 1 [x2; 10MPH] to 17 [x500,000; 2.5 Million MPH]) {2-34PP, 0-34 left to allocate} DAP: Super Strength 17 (to Super-Str 2 [str 28, 56 w/ Enhanced Str] to 18 [str 108, 136 w/ Enhanced Str]) {2-34PP, 0-34 left to allocate} Space Travel 1 (interplanetary) [2] Super Senses 1 (Communication Link [Mental] 1 [Psyche]) [1pp] Super Senses 4 (Normal Hearing, Enhancements: Extended 4 [20 mile Increments]) [4pp] Super-Senses 10 (Normal Vision, Enhancements: Counters Obscure 2 [smoke/Dust/Solid Particulates], Extended 4 [20 mile Increments], Penetrates Concealment 4 ) [10pp] Super-Strength 1 (Str 23, 51 w/ Enhanced Str; PFs: Shockwave, Super-Breath) [4pp] Drawbacks: 0pp DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 33 Toughness Damage (Physical) Energy Vision Ranged(200' Int) DC 25 Toughness Damage (Energy) Shockwave Touch(Cone Area) DC 33 Toughness(DC28 Ref 1/2) Damage (Physical) Super-Breath Touch(Cone Area) +19-30 Trip (DC28 Ref 1/2) Trip Costs: Abilities (22) + Combat (28) + Saves (25) + Skills (8) + Feats (23) + Powers (144) - Drawbacks (00) = 250/250 PP
  10. Midnight II Power Level: 15 (247/250PP) [325] Trade-Offs: +2 Attack, -2 Damage Unspent PP: 3 Theme: Creatures of the Night by The Creepshow In Brief: A soft-spoken young man upholding the legacy of Freedom City’s original mystery man. Alternate Identity: Trevor Hunter Identity: Secret Birthplace: Freedom City, North Bay Occupation: University Student (Engineering Major) Affiliations: Young Freedom/Claremont Academy (alumni), Liberty League (legacy hero) Family: Travis Hunter (Midnight I, grandfather), Ted Hunter (father), Janet Pryce-Hunter (mother) Description: Age: 21 (DoB: February, 1993) Gender: Male Ethnicity: Caucasian Height: 6'2" Weight: 185 lbs. Hair: Black Eyes: Black Sclera With Red Irises Trevor Hunter’s height and angular features give his powerfully athletic frame an impression of leanness that suits his relaxed demeanour and dark hair just a little too long to be kept tidy. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His only concessions are a battered black fedora which he wears whenever convenience allows and a pair of heavily tinted sunglasses which conceal his clearly metahuman eyes. As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes. History: Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge. The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realized, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognized the familiar light blocking gas he produced. Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree. Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice. The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognized the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enroll at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark. Trevor’s time at Claremont proved to be eventful, although his most fantastic adventures as a part of Young Freedom took place in a number of alternate dimensions and timelines, affording him a continued low profile on Earth-Prime. Harsh battles developed both his superhuman abilities and considerable skills while forging friendships and ultimately romance. There can be no doubt that Midnight has come to Freedom City once more. Personality & Motivation: Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailingly genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years. Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilizing fear against the villains who make it their stock and trade. Powers & Tactics: Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Initially using his specially designed goggles to see through this miasma, Trevor eventually found his metahuman physiology adapting to make them unnecessary, at the price of a disconcerting appearance. The presence of the mist saturating his muscle tissue grants Trevor a surprising durability. A quirk of his metahuman nature, arguably a secondary mutation, makes him resistant to mental intrusion and all but undetectable by telepathic means. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt. Complications: Camera-Shy: Trevor prefers to remain unseen by the public; the shadows are where he does his best work. Disarmed: Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Don’t Touch The Hat: Don’t. Touch. The Hat. Frightening: The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids. Legacy: Living up to his inherited code name means the world to Trevor. Loyalty: Trevor made some good friends at Claremont Academy. Relationship: Erin White AKA >Wander. Abilities: 10 + 10 + 6 + 8 + 6 + 10 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 20 + 12 = 32PP Initiative: +5 Attack: +10/+14 Melee Grapple: +19 Defence: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -4/-2 Flat-Footed Saving Throws: 4 + 5 + 8 = 17PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Protection) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+5 Dex, +5) Will: +11 (+3 Wis, +8) Skills: 148R = 37PP Acrobatics 5 (+10) Skill Mastery Craft (Mechanical) 11 (+15) Disable Device 8 (+12) Drive 10 (+15) Skill Mastery Gather Information 5 (+10) Skill Mastery Intimidate 20 (+25) Second Chance, Skill Mastery Investigate 11 (+15) Knowledge (History) 6 (+10) Knowledge (Streetwise) 6 (+10) Knowledge (Tactics) 11 (+15) Knowledge (Technology) 6 (+10) Language 3 (ASL, French, English [Native], Mandarin) Medicine 2 (+5) Skill Mastery Notice 12 (+15) Skill Mastery Perform (Dance) 5 (+10) Sense Motive 12 (+15) Skill Mastery Stealth 15 (+20) Skill Mastery Feats: 41PP Attack Focus 4 (Melee) Benefit 3 (Nice Hat, Wealth 2 [Rich]) Blind-Fight Defensive Roll 2 (+4 Toughness) Dodge Focus 6 Evasion 2 Equipment 7 + 4 (Veteran Reward) Hide in Plain Sight Jack of All Trades Luck 3 Master Plan 2 Minion 11 (Veteran Reward) Power Attack Second Chance (Intimidate) Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth) Sneak Attack Startle Takedown Attack 2 Well-Informed Equipment: 11PP = 55EP 5 + 4 + 5 + 21 + 20 = 55EP Strike 3 (Feats: Mighty, Subtle) [5EP] (Collapsible Escrima Sticks) Immunity 4 (Suffocation Effects, Visual Dazzles) [4EP] (Midnight Mask) Speed 1 (10mph / 100ft per Move Action) [1EP] + Super-Movement 2 (Slow Fall, Swinging) [4EP] (Grappling Hook Gun) Night Cycle (Vehicle) [21EP] Size: Medium [0EP]; Strength: 20 [2EP]; Defence: 10 [0EP]; Toughness: +10 [5EP] Features: Alarm 2 (DC 25), Computer, Communications, Disguise, Hidden Compartments, Nitro Injectors, Remote Control [8EP] Powers: Speed 5 (250mph / 2,500ft per Move Action, Feats: Subtle) [6EP] >The Midnight Manor (HQ) [20EP] Powers: 36 + 12 + 5 + 1 + 6 + 10 = 70PP Gadgets 4 (20PP Variable Power, Any Power, Multiple Powers At Once, Extras: Action 2 [Free], Duration [Continuous], Flaws: Hard-To-Lose) [36PP] (Utility Belt & Coat) Example Gadgets Spoiler EMP Grenade [15 + 5 = 20PP] Drain Toughness 15 (Extras: Affects Objects, Area [General, Burst, 50ft radius], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [15PP] + Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP] Teleportation Signal Hijack [1 + 19 = 20PP] Super-Senses 1 (Trace Teleport) [1PP] Teleport 4 (Extras: Accurate, Affects Others, Power Feats: Change Velocity, Easy, Progression [Cargo] 1 [200 lbs.]) [19PP] Original Night Gun [3 + 17 = 20PP] Obscure 3 (Visual Senses, 25ft radius; Extras: Independent, Linked [stun], Flaws: Action [Full]) [3PP] + Stun 5 (Extras: Area [General, Cloud, 25ft radius], Linked [Obscure], Range [Ranged], Flaws: Action [Full], Power Feats: Progression [Area], Sedation) [17PP] Tight-Beam Sonic Emitter [17 + 3 = 20PP] Dazzle 15 (Auditory Senses, Power Feats: Accurate 2) [17PP] Communication 3 (Auditory (Ultrasonic); 1000ft) [3PP] Universal Translator [5 + 15 = 20PP] Super-Senses 5 (Acute Analytical Smell, Analytical Hearing, Analytical Vision, Ultrasonic Hearing) [5PP] Comprehend 5 (Codes, Languages 4 [Read/Write/Speak/Understand Any/All Simultaneously], Extras: Affects Others) [15PP] Obscure 3 (Olfactory & Visual Senses, 25ft radius, Extras: Action 2 [Free], Independent, Flaws: Range [Touch]) [12PP] (Gaseous Cloud) Protection 5 [5PP] (Saturated Muscle Tissue) Super-Senses 1 (Communication Link [Mental, Eve Martel/Sage]) [1PP] Super-Senses 6 (Counters Obscure [Visual Senses, All Descriptors], Infravision) [6PP] Telepathic Resistance 2 (10PP Container, [Passive, Permanent]) [10PP] (Mutant Neurology) Concealment 2 (All Mental Senses, Extras: Duration [Continuous], Flaws: Permanent) [4PP] + Concealment 1 (ESP Effects, Extras: Duration [Continuous], Flaws: Limited [Mental/Psionic Effects], Permanent) [1PP] Immunity 10 (Psionic Effects, Flaws: Limited [Half Effect]) [5PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC20(22*) Toughness (Staged) Damage (Physical) Escrima Sticks Touch DC23(25*) Toughness (Staged) Damage (Physical) *Sneak Attack Abilities 50 + Combat 32 + Saves 17 + Skills 37 + Feats 41 + Powers 70 = 247/250 Power Points Redbird Spoiler Character Name: Redbird Power Level: 7 (Minion 11 = 165PP) Trade-Offs: -3 Defence/+3 Toughness In Brief: Furion autonomic machine intelligence with the ability to merge with and enhance any vehicle. Birthplace: Silverwood Affiliations: Furions, Midnight II Family: Red Falcon (partner, deceased) Description: Gender: Currently ‘Female’ Height: 24 cm Weight: 1 kg Redbird’s physical form is a polished silver egg roughly the size of a small melon. While appearing featureless from the outside, the artificial intelligence is able to observe her surroundings from any direction and speak in an alto voice which has grown quieter and more deliberate since imprinting upon the human Trevor Hunter. When merging with a vehicle, the Furion technology of Redbird’s ‘egg’ melts into the control system, be it steering wheel or computer interface, and proceeds to enhance its temporary body with increased speed and other capabilities. These enhancements can range from subtle to clearly not-of-the-world, but in deference to Midnight’s preferences, cosmetic alterations typically include a light-devouring black colour scheme accented by a dark crimson wing motif. On the rare occasions she bothers to create any kind of holographic representation of herself, Redbird appears as an athletic woman roughly six feet tall and in her late twenties, slight only the the Furions’ statuesque standards. With dark red hair and high cheekbones, she shares many features in common with both Red Falcon and Trevor Hunter while dressing in motorcycle leathers or a chauffeur’s uniform as appropriate. History: Redbird is an autonomic machine intelligence created by the Furions, the powerful race of Terminus natives that are the last true opposition to Omega’s forces in that wretched blight of a realm, and like them she is very, very old. Computers in only most rudimentary of terms, such intelligences served many functions, with Redbird acting as copilot to some of the Furions’ greatest pilots, bridging the divide between rider and vehicle. Until recently Redbird was partnered with the Furion warrior known as Red Falcon. When the latter was injured too gravely to fly during Omega’s latest gambit to destroy Earth-Prime, Trevor Hunter, the second hero of his world to go by the name Midnight, stepped in, displaying a hitherto unseen level of fast-twitch muscle fibre compatibility. Red Falcon’s last act before a heroic sacrifice against a literal army of Omegadrones was to ensure that Redbird was safely entrusted to the care of the Earth-Prime heroes, thereby surviving his suicide run. Redbird subsequently imprinted on Midnight, a process which adjusts a machine intelligence’s behaviour to better compliment that of its new partner, often resulting in a completely new personality, albeit with all the same memories, skills and core traits the intelligence had previously possessed. Though it is traditional for the intelligence to take on a new name as well - and ‘Nightbird’ was briefly considered - given the nature of Red Falcon’s demise, both Redbird and Midnight agreed an exception would be appropriate. Earth-Prime is a much different world than Silver Tree, and Redbird is still adjusting to her new role, but it is enough to know that there is evil to be vanquished and battles to be won. In that, the two worlds are no so different at all. Personality & Motivation: Redbird’s current personality paradigm is level-headed and methodical - by Furion standards, at least. While previously jittery and almost anxious, Red Falcon’s passing has had a sobering effect on top of her current partner’s calm nature. She still possesses a temper than ignites into fiery rage at the sight of Omega’s lackeys and unsurprisingly has a passion for high speeds and daring maneuvers. Adopting a female voice and persona after observing Midnight’s close teamwork with Wander, Redbird elected to hold to that choice even after the a few relevant subtleties of human interaction were explained. She’s also stopped referring to herself in the third-person for the most part, discovering it was off-putting to her new allies, but still slips back into the habit when excited. Powers & Tactics: In her own, independent form Redbird is immobile but still able to speak in any sentient language, observe her surrounding in broad spectrum and deliver a nasty surge of cosmic energy to anyone foolish enough to pick up her ‘egg’ without permission. Paired with a vehicle and sufficiently skilled rider, however, she is force to be reckoned with. Merging with any vehicle and enhancing it with what could loosely be considered the ‘technology’ of Silver Tree, she can outfit her host chassis with ground speeds nearly light speed, flight and space-faring capabilities, powerful cosmic weaponry and whatever other equipment might be useful to the task at hand. Abilities: -10 - 10 - 10 + 6 + 8 + 6 = -10PP Strength: - Dexterity: - Constitution: - Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 6 + 0 = 6PP Initiative: +3 Attack: +7 (+3 Base, +4 Size) Grapple: - Defence: +4 (+4 Size), +4 Flat-Footed Knockback: -5 (+3 Size) Saving Throws: 0 + 0 + 6 = 6PP Toughness: +10 (+10 Protection, Impervious 7) Fortitude: - Reflex: - Will: +10 (+4 Wis, +6) Skills: 64R = 16PP Computers 12 (+15) Skill Mastery Drive 0 (-/+12) Skill Mastery Intimidate 10 (+7/+13) Knowledge (Physical Sciences) 7 (+10) Skill Mastery Knowledge (Technology) 7 (+10) Skill Mastery Language 1 (English, Furion [Native]) Notice 11 (+15) Skill Mastery Pilot 0 (-/+12) Skill Mastery Sense Motive 6 (+10) Skill Mastery Stealth 10 (-/+10) Skill Mastery Feats: 11PP All-Out Attack Eidetic Memory Fearless Interpose Power Attack Skill Mastery 2 (Computers, Drive, Knowledge [Physical Sciences], Knowledge [Technology], Notice, Pilot, Sense Motive, Stealth) Speed of Thought Teamwork 3 Powers: 8 + 1 + 20 + 30 + 29 + 17 + 5 + 14 + 12 = 136PP Comprehend 4 (Read, Speak and Understand All Languages Simultaneously) [8PP] Datalink 1 (10’, Radio) [1PP] Enhance Vehicle 4 (20PP Variable Power, Any Power, Multiple Powers at Once, Extras: Affects Others, Flaws: Action [Full Action], Limited 2 [Only Others, Only Vehicles]) [20PP] Immunity 30 (Fortitude Effects) [30PP] Autonomic Machine Intelligence Array 14 (28PP, Power Feats: Alternate Power 1) [29PP] Base: Possession 4 (Extras: Action [Free, +2], Affects Objects, Alternate Save [Reflex], Flaws: Limited 2 [Objects Only, Vehicles Only]) [16PP] + Enhanced Skills (Drive 12, Pilot 12) [6PP] + Morph 3 (+15 Disguise, Any Vehicle of Type Possessed) [6PP] AP: Damage 7 (Extras: Aura, Duration [sustained, +2]) [28PP] (Cosmic Energy Defence) Protection 10 (Extras: Impervious 7) [17PP] Regeneration 5 (Recovery Bonus +0) [5PP] Shrinking 12 (Diminutive, Extras: Duration [Continuous], Flaws: Permanent, Power Feats: Innate, Normal Toughness) [14PP] Super-Senses 12 (Terminus Awareness [Visual], Direction Sense, Distance Sense, Infravision, Ultravision, Extras: Analytical 2 [All Visual], Radius 2 [All Visual], Tracking 3 [Terminus Awareness]) [12PP] DC Block ATTACK RANGE SAVE EFFECT Cosmic Defence Touch (Aura) DC22 Toughness (Staged) Damage (Energy) Totals: Abilities (-10) + Combat (6) + Saving Throws (6) + Skills (16) + Feats (11) + Powers (136) - Drawbacks (0) = 165/165 Power Points
  11. Power Level: 15 [12 combat w/o Gadgets, 15 skills/w/Gadgets] (241/250PP) [279] Trade-Offs: +0 Attack/+0 Damage, -0 Defense / +0 Toughness Unspent PP: 9 In Brief: A reclusive cyberkinetic who built herself a superpowered robot body for IRL heroic shenanigans. Alternate Identities: Robot Identity: Secret Birthplace: Freedom City Occupation: Superhero/Paperweight Affiliations: None Family: N/A Age: 3 years (Final version created June 2010) Apparent Age: Early 20s Gender: Female Ethnicity: Caucasian Height: 5'10" Weight: 180 lbs. Eyes: Blue Hair: Blonde, Long, Slightly Curly Description: Miss Americana is a beautiful and sparkling young woman who draws people in with both her looks and her confidence. Perfectly proportioned and with supermodel skin, hair and teeth to match, she looks a little bit like she stepped out of a comic book by one of the better artists. Curly blonde hair falls to the shoulders and over the red cape of her red, white and blue uniform, with a tiny circlet to keep it out of her face and accent her forehead. Fearless and nigh-invulnerable, she is a shining beacon in the heroic firmament. Power Descriptions: All of Miss Americana's powers are of the Technological descriptor, being as how she is a robot and all. Her scanner looks somewhat similar to a Star Trek: Next Generation medical tricorder. She's a nerd, sue her. History: Gina Evans was born the third of three children, and the only girl, to a lower middle class family in Blackwater, Missouri. Her father, Charlie, was a night shift supervisor at the paper products plant, while her mother Alice, called Lissy, stayed home to take care of the kids. To Lissy, her little Regina was her personal reward after birthing two boy children. At last she had her own little baby doll to play with and dress up and do all the things she wished she'd done herself. And Gina was undeniably a good looking baby, with her wispy blond curls and long fingers. At six months of age, Gina was entered into her first beauty pageant, the Missouri State "Show Me Smiles" competition, and inadvertently sealed her own fate when she gave the judges a huge gummy smile at just the right moment. She won Grand Supreme in the baby division, and Lissy saw a future that was studded with crowns and glory. Childhood got pretty weird from that point on, not that Gina had known anything different. While her brothers Pete and Charlie Jr. watched TV or played in the yard, from the time she was two years old, Gina spent at least thirty hours a week with her mother, getting her hair styled, practicing pageant walks, being fitted for costumes, and endlessly, endlessly smiling. She liked the attention from her mother, who left the boys to their own devices while she molded her daughter, and the pretty clothes, and seeing her little pageant friends on weekends. She also liked winning beautiful crowns and white sashes, and for awhile, she did pretty well at that. In the baby and toddler divisions, a lot of the winning was determined by who had hair, who got teeth in the right order, and most especially by how much money the parents were willing to spend on clothes. Lissy was of the firm opinion that money was no object when it came to winning. Charlie, a responsible if somewhat uncreative man, had set up college savings accounts for all three of the kids so they'd have a chance to get ahead in the world one day. Lissy thought nothing of continually spending whatever went into Gina's, on the rationale that once she was a champion, scholarships would be easy to come by, if she didn't go straight into modeling or acting, of course. Gina's frilly pink and white bedroom got a shelf full of little crowns and trophies, and her closet was stuffed full of thousand dollar dresses. As she got older, competition became more intense for Gina. Her baby teeth didn't come in as straight and white as they could have, so she got a "flipper" to cover them with the illusion of big white perfect teeth. She spray-tanned and got her eyebrows waxed every other week, holding tightly to her stuffed rabbit so she wouldn't cry and make it hurt more, and had extensions to fill out her less-than-lush dyed and permed blonde hair. By the time she was six or seven, Gina wasn't sure she wanted to do any of this anymore, but she knew her mama would be sick with sadness if she found that out, so she soldiered on anyway. When she got the chance, especially at school, she would sneak away from what she was supposed to be doing and play with the computers, which were wonderful and interesting. She taught herself about computers with the help of the internet, and got pretty good with them for someone from her age and background. Her pageant performance started suffering due to her ambivalence and growing distraction, though, and she stopped placing outside her age group nearly as often as she used to. When Gina only won her division, it usually made her mama so mad that she cried, and then wouldn't say anything for the whole way home. When they'd driven ten hours to a pageant, that was a long time. Gina brought books along to fill the silences, and eventually she started to enjoy that part of the trip the most of all. Gina hit puberty early, and it wasn't kind to her. Her adult teeth were as crooked as the baby teeth had been, and her features lacked the pleasing symmetry the judges looked for in the vital and ineffable "facial beauty" category. She didn't get much in the way of a figure, and her skin turned oily while her hair got dry from nearly a decade of being abused by chemicals. The other pageant girls had formed their cliques while she was busy reading, and at eleven she was an ugly duckling outsider without a hope of placing outside her division. She dreaded going to pageants anymore, but Lissy declared that this was just a phase that they would work through, and as soon as they got the acne cleared up and the braces came off, the winning would start again. She began looking into doctors who would do some facial work on adolescent girls, but for once Charlie put his foot down. Up to this point he'd been content to let his wife mold their little girl, but plastic surgery was a bridge too far. Gina was immensely relieved, even as a small part of her still hungered to be beautiful and bright like the other girls. At school all the kids thought she was weird because of the pageant stuff and how she would sometimes come to birthday parties in dresses and with her hair and face teased half to death because her mother had told her to. There were kids like her at school, kids who liked reading and computers and stuff, but they didn't think she was like them, and she couldn't seem to find a way to reach them. She was very lonely, but at least she could talk to people on the computer who didn't know who she was or what she looked like. She made friend there. By the time Gina reached high school, the pageant world was cutthroat and she was just not cutting it. No matter how many hours she practiced with her mom breathing down her neck, she wasn't coordinated enough to do the dancing and gymnastics routines, and she was too tone deaf to sing or play an instrument. She put on the fake teeth and the five pounds of makeup, did her pageant walk and smiled, smiled, smiled, but it just wasn't enough. The endless special diets to keep her weight down and manage her acne just added insult to injury, and between pageants and coaching, there wasn't enough time for homework, let alone trying to make any friends. Finally Gina had had enough and told her mother she was quitting pageants, only to have Lissy calmly drop the bombshell on her that she'd better not drop pageants if she wanted to have any hope of going to college, because there was no money for her to go anymore. Pageants were her future, and without them, there was no future. Gina was smart, but her dad made just enough money to squeeze her out of financial need scholarships, and there would be no good college without money to send her. Wretched, Gina retreated to her computer, pouring out her woes onto her Livejournal. Hardly anybody actually read her journal, since the site wasn't exactly popular anymore, but in a way she felt it was like screaming at the sky. Even if no one listened, there was something cathartic about putting the words out there, fingers flying across the keys as tears of anger and despair rolled down her face. She was surprised when her instant messenger chimed a message to her, and even more surprised when it was from someone she didn't recognize, but whose IM hadn't triggered a "Do you want to take this message?" window. As far as she knew, she hadn't ever talked to anyone named Gene_Elliot2U before. I read your sad story, the message read. Don't you ever get to do what you want? Okay, that was really weird, Gina thought, but was interested enough to respond anyway. The worst she could get was trolled. Not really, she typed back. My mom has always decided everything for me. I've got nothing that's my own. What do you want? her mysterious conversational partner asked. Cake? Gina typed back, adding a silly smiley face. I hear it's delicious. No, really, the text box insisted. If you could have anything, be anything, what would you want? Gina was taken aback by the question. "Gorgeous, duh," she muttered aloud, then shook her head just as quickly. Maybe if she could be beautiful it would make her win pageants, and make her mom happy, and get her a scholarship, but none of that would be hers, it would just be more of what other people wanted. I want to be good with computers and machines, she typed instead, catching her lower lip between her teeth as she worked. So good that I can do anything I want with them, and get any job I want with them. An interesting choice. Very well. Have fun! Suddenly, Gene_Elliot2U signed off, and an instant later, the chat window closed, and the name disappeared from Gina's instant messenger list. For all intents and purposes, the conversation might not have happened at all, according to her computer. "Hey!" Gina protested, leaning forward and grabbing for the mouse. "What the hell?" She focused intently on the computer, trying to figure out what had gone wrong, and suddenly she was inside the computer. It was an intensely disorienting experience that lasted only a few seconds, but it was the beginning of everything. Learning to use her new powers wasn't easy, but it was the most wonderful, most exciting, most fun thing Gina had ever done in her life. Finally she was special, finally she was really good at something she loved. That gave her the courage to tell Lissy where she could put her stupid pageants and the wherewithal to deal with the rage and tears and eventual estrangement that followed. Gina had never been close to the rest of her family, and she was happy to obey Lissy's edict and move out on her eighteenth birthday, since "she obviously didn't want to be part of this family anymore." Things were hard at first, and she had to take a crappy tech support job to pay the bills, but within a few months she'd come up with her first technology patent, a sweet little program that synchronized a half dozen distribution and bookkeeping programs and that sold like wildfire in the warehousing and trucking markets. With the money, and the money from several other patents she came out with after that, Gina moved to the suburbs of Freedom City and bought herself a house that was bigger than the one she grew up in. She sent Lissy pictures, but no address. When she wasn't working on ways to put her powers to good use inventing things, Gina put on her metaphorical white hat and went to save the world on the internet. There were bad people out there, and it was kind of fun to go out and slay malicious code and cage up malware before it could hurt innocent civilians. Now that she was making enough money to have her groceries delivered, her lawn mowed, and her upstairs dusted, there was nothing that kept Gina from burrowing into her basement lab and spending as much time online as she wanted. So she did. No one on the outside missed her. It actually took her a surprisingly long time to realize that fact, but when she did, it made her lonely. She didn't want to live and die in this basement, no matter what sort of valuable things she did down there. At the same time, she knew she was flabby and oily and gross and unsociable, and she didn't want to go outside, either. If she went outside, she wouldn't be admired or applauded or judged worthy. She'd still be an outsider, incapable of doing the brave deeds she did online, helpless as anyone else and perhaps more so than most. She didn't want to be that person. Then she realized she didn't have to be. It took months to gather the materials and craft all the parts, but at long last, Gina had her first robot. It was crude, boxy and inhuman, but it was proof of concept. Wearing the robot like a videogame character while her hateful human body lay motionless in the basement, Gina rocketed into the sky and performed aerial acrobatics, then returned to earth long enough to stop a purse-snatcher. It worked! Over the next year, she performed many tests and alterations, tweaking and planning, till finally she was ready. Miss Americana (similar to yet legally distinct from, of course), was ready to meet the world! Personality & Motivation: Miss Americana is pleasant and helpful to everyone she meets, except for villains, who she treats with all the outrage that they deserve! The world needs protecting, and she's just the hero to do it! Beyond that, Miss Americana is a mysterious creature, who seems to desire nothing beyond truth, justice, and the American way. Powers & Tactics: Miss Americana is strong and acrobatic, capable of leaping tall buildings in a single bound, or even flying a little when the situation calls for it. Bullets do not faze her, nor do many poisons or mental attacks that might stun other heroes. Villains cower in fear of the red, white and blue power beams that shoot from her hands to quell their evil schemes. Complications: Barbie Doll: With her costume on, Miss Americana looks amazingly human and can easily pass. With her costume off, however, she is Barbie-doll smooth, with none of the parts that would be expected on an actual working woman. This is bad for her cover, and precludes much of a social life. Kill Switch: If Gina is ejected from control of the robot and someone attempts to open the robot and get it working again or reprogram it, it is programmed to immediately wipe its programming banks and melt down its servo control switches. Miss Americana will be useless until brought into the lab for repairs. Abilities: 10 + 4 + (-10) + (-10) + (-10) + (-10) = -26PP Strength 34/20 (+12/+5) Dexterity 14 (+2) Constitution --- Intelligence ---, 40/24 (+15/+7) when piloted by Gina Wisdom ---, 20 (+5) when piloted by Gina Charisma ---, 30 (+10) when piloted by Gina Combat: 12 + 16 = 28PP Initiative: +6 Attack: +6, +12 Blast/Unarmed Grapple: +22/+11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -15 Saving Throws: 0 + 8 + 0 = 8PP Toughness: +12 (+0 Con, +12 Protection) (Impervious 12) Fortitude: --- Reflex: +10 (+2 Dex, +8) Will: --- Skills: 16R = 4PP Acrobatics 16 (+18) Bluff --- (---); 20 (+30) when piloted by Gina Diplomacy 16 (---); 20 (+30) when piloted by Gina Feats: 61PP Attack Specialization (Unarmed) 2 Dodge Focus 4 Equipment 5 Luck 3 Improved Initiative Interpose Sidekick 45 (Gina, 225PP) Equipment: Headquarterses! 25 EP House Spoiler Size: Medium; Toughness: 10; Features: Computer, Concealed 2 (+15), Living Space, Personnel, Power System, Power, Security System. Workshop Cost: 11 equipment points. Lab Size: Medium; Toughness: 15; Features: Laboratory, Library, Personnel, Power System, Security System, Workshop. Cost: 9 equipment points. 5ep to The Lab Powers: 3 + 33 + 22 + 8 + 4 + 2 + 28 + 1 + 24 + 10 + 30 + 4 = 169PP Device 1 (Scanner, 5PP, Easy to Lose) [3 pp] Spoiler Super-Senses 5 (Analytical for All Vision {2}, Analytical and Ranged for Tactile {2}, Detect Weakness [visual] {1}) Energy Systems 15 (30 points; PF: Alternate Power 3) [33PP] BE: Blast 12 (laser fingers; PFs: Accurate 2, Improved Crit, Precise, Variable Descriptor 2[any electromagnetic]) {30/30} AP: Damage 12 (laser storm; Extras Selective, Targeted Area [Cone], Flaw: Action [Full], PFs: Accurate 2, Improved Crit, Precise, Variable Descriptor 2 [any electromagnetic]) {30/30} AP: Enhanced Strength 14 (to 34/+12) [14PP], and Flight 4 (total rank 5; 250MPH, 2,500ft per Move Action) [8PP], and Super-Strength 4 (effective Str 54; Heavy Load: 11.5 tons) [4PP] {14+8+8=30/30} AP: ESP 7 (200 miles, all senses; Flaw: Medium [machines]; PFs: Rapid 6 (1,000,000), Subtle) {28/30} Enhanced Charisma 22 (Extras: Affects Others, Flaws: Limited [Others]) [22PP] Enhanced Skills 32 (Bluff 16, Diplomacy 16, Extras: Affects Others, Flaws: Limited [Others]) [8PP] Features 4 (Alarm 2 [DC25], Eidetic Memory, Kill Switch) [4PP] (Alerts Gina when robot makes any unauthorized movement, either from moving or being moved. Built-in audio/visual recording equipment, Remote Deactivation) Flight 1 (10MPH, 100ft per Move Action) [2PP] Gadgets 4 (Assorted Devices; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP] Illusion 1 (biometrics field/Technology; All Senses; Flaws: Limited: "I'm a real boy!" 2; Drawbacks: Limited: Does not effect normal un-enhanced vision) [1pp] Immunity 30 (Fortitude Effects) [30PP] Immunity 10 (Mental [Psionic] Effects, Extras: Affects Others, Flaws: Limited [Others]) [10PP] Protection 12 (Extras: Impervious [12]) [24PP] Super-Senses 4 (Communication Link [Radio, Gina], Radar [Accurate Radio sense]) [4PP] Drawback: -3PP Vulnerable (magnetic effects; Uncommon, Major [x2]) [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Melee DC 27/20 Toughness Damage Lasers Ranged DC 33/DC27 Toughness Damage Abilities (-26) + Combat (28) + Saving Throws (8) + Skills (4) + Feats (61) + Powers (169) - Drawbacks (-3) = 241/250 Power Points Spoiler Default Allocation {12+8=18/20} Enhanced Blast 6 (to Blast 18) {12/12} Force Field 6 (Extra: Impervious 2 [to 14] {8}
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