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Centuria Power Level: 7 (105/107PP) Unspent Power Points: 2 Trade-Offs: +1 Attack / -1 Damage In Brief: Daughter of the Greatest of Heroes has to live up to her legacy. Theme: (Optional) A theme song for the character. Alternate Identity: Katherine "Kate" Melita Devon-Leeds (Secret) Birthplace: The Sanctum, Thor Island Residence: Freedom City Base of Operations: Claremont School Occupation: Student Affiliations: Claremont Family: Mark Leeds (Presumed Deceased), Dancia Leeds (Presumed Deceased), Dancia Devons (Step-Dimensional Mom) Description: Age: 16 (DoB: 9th October 2007) Gender: Female Ethnicity: Mixed Height: 5'7" Weight: 130 lbs. Eyes: Brown Hair: White Blonde It is tough to stand out when the school's uniform is the classic costume worn by the family, but Kate tries her best. Over the top of a blue jumpsuit, she wears a short gold jacket instead of the gold breastplate of her parents. She wears regular blue trainers, though because they don't tend to last they're relatively cheap. With natural blonde hair making her stand out, she relies on colour-changing nanites to recolour it in her civilian identity, normally black, and the old standby of a pair of glasses. Clothing wise she wears stylish but comfortable clothes, normally relatively cheap as you can only do so much with your mom on a reporter's salary! History: On an Earth, much like Prime the two refuges of Pax Roma, Centurion and Triakosia, arrived at roughly the same time. And with no one else able to understand just what they lost they began a friendship that slowly turned into love. Married the two continued to be the world's premier superhero, with only a slight slowdown when the two had their child, Kate. But saving the world comes with risks and the two heroes faced an opponent that they knew was near impossible to defeat, so with a heavy heart they went off to fight for their adopted world. But before they left Dancia used a portal in The Sanctum to hand off their young daughter to the Prime Earth's Dancia so she could be raised safely once they were gone. The link was lost and neither of them were able to find that Earth again, so they assumed that indeed both of them had bravely fallen in battle. Despite being on her own, her Centurion was a cat and hence little use in child rearing, Dancia raised Kate as her own trying to keep her away (mostly) from the superhero community so she could have a relatively normal upbringing. As much as you could with one of the world's most powerful heroes as your (step) mom. But as Kate came into her teens her powers began to manifest, more slowly than either of her parents, and wanting to do good she got into a few scrapes against more experienced villains. So bowing to the inevitable, Dancia arranged for Kate to go to Claremont in the Fall, though she really isn't sure about the name she'd chosen... Personality & Motivation: Kate is friendly, kind, and generous, willing to drop everything to help a friend at a moment's notice. She also despite her best efforts not cool, though she's in that group where she is generally left alone from trouble, when not standing up against bullies. One mistake many make is to equate that friendly optimism with naivety when her mom has always made sure to keep her ground and be aware of the ways of the world, good and bad. Powers & Tactics: Kate's inherited her family's instincts when faced with a threat is to make sure that innocents are kept away from any possible danger, if she can she'll draw the danger away from them or failing that remove them from any potential harm. Only then when everyone is safe will she turn her attention to defeating the enemy, even if that means taking a bit of a beating. Power Descriptions: Whilst she had inherited the near invulnerable both of her parents she has yet to develop all of their powers, including that of flight. It seems that her body naturally absorbs this energy in her day-to-day life and as she ages her full range of powers will eventually develop. At the moment she's just incredibly strong and durable whilst being able to leap a quarter of a mile in a single bound. Complications: Just a Normal Teenage Girl: Kate is trying to be, as much as possible, a perfectly normal teenage girl. The Bigger they are...: It's impossible not to be aware of the legacy of her heritage and, despite being repeatedly told she doesn't have to, feel the need to fill those very big shoes. To that end, she tends to bite off much more than she can handle, may that be a natural disaster or a powerful supervillain. Abilities: 12 + 6 + 10 + 6 + 4 + 4 = 42PP Strength: 22 (+6) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 6 = 18PP Initiative: +3 Attack: +8 Unarmed, +6 Base Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +12 Knockback: -4 Saving Throws: 2 + 3 + 4 = 9PP Toughness: +7 (+5 Con, +2 [Impervious 2]) Fortitude: +7 (+5 Con, +2) Reflex: +6 (+3 Dex, +3) Will: +6 (+2 Wis, +4) Skills: 20R = 5PP Bluff 3 (+5) Computers 2 (+5) Diplomacy 2 (+4) Drive 2 (+5) Gather Information 2 (+4) Language 1 (Latin) Notice 3 (+5) Search 2 (+5) Sense Motive 3 (+5) Feats: 8PP Attack Specialization (Unarmed) 1 Dodge Focus 4 Luck 1 Quick Change 1 Ultimate Effort (Strength Check) 1 Powers: 9 + 2 + 10 + 2 = 23PP Immunity 9 (Life Support) [9PP] Impervious Toughness 2 [2PP] More Powerful... (5 PP Array, Feat: Dynamic Power 3) [10PP] Base Power: Leaping 5 (x50 distance, running 800ft, standing 400ft, high 200ft) [5PP] Dynamic Alternate Power: Quickness 2 (x5 speed) [2PP] and Speed 3 (50mph, 440 ft/rnd) [3pp] [5PP] Dynamic Alternate Power: Super-Strength 2 (Feat: Super-Breath, heavy load 2,100 tons) [5PP] Protection 2 [2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 21 Toughness Damage Super-Breath Ranged DC 15 Toughness Damage Totals: Abilities (42) + Combat (18) + Saving Throws (9) + Skills (5) + Feats (8) + Powers (23) = 105/107 Power Points
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Hurricane Jones Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Descendent of Spitfire Jones, modern day pulp hero. Theme: Elmer Bernstein - The Chase Alternate Identity: Annabelle Simran "Annie" Jones (Public) Birthplace: London, England Residence: Family residence in Fitzrovia; Claremont Academy in term-time. Occupation: Full-time education Family: Horatio David "Spitfire" Jones (great-grandfather, deceased) Description: Age: 16 (DoB: 15th August 2008) Gender: Female Ethnicity: Mixed race, mostly British Punjabi descent Height: 5'6''/ 1.7m Weight: 121lbs/55kg Eyes: Brown Hair: Brown Annabelle Jones is a fairly slender teenage girl, with a dark complexion, strong nose, and large brown eyes. She tends to dress a little anachronistically, favouring vintage and retro fashion in her day-to-day life. She keeps her dark brown hair cut in a severe chin-length bob. When in the field as Hurricane Jones, she wears an old brown RAF flight jacket with a fleece collar, aviation goggles strapped to her forehead or over her eyes depending on the need, brown rugged combat trousers and calf-length brown leather boots. History: During World War II, Horatio David "Spitfire" Jones fought alongside the Allies of Freedom, using strange powers he'd acquired during a test flight to rip Nazi aircraft out of the air as he flew among them. Sadly, he died in March 1945 fighting Nacht-Kriger, who murdered the English hero in a single blow. David had been a lothario, a girl in every port, and unknown to him when he flew off on that final mission, he'd left a girl pregnant several months beforehand. Anaya Kapoor, an Indian woman who had recently immigrated to London, was left in a difficult situation for women of the time. To avoid the scandal (and because it was the right thing to do), Jones' family took the woman and her eventual son in, raising him as one of the Jones family. The family's fortunes grew over the post-War decades, and Jones' grandchildren grew up in comfortable wealth in London that he himself had never grown up with. However, his son didn't exhibit any of Jones' powers, and neither did his children, or most of their children until Annabelle Jones, the only child of Hugo and Anjli Jones, exhibited the ability to fly at a family picnic at the age of 14. Annabelle had grown up a fairly comparative upper class English girl, attending expensive private schools which cultivated her interest in art. A confident, charismatic girl, Annie was well-liked by her peers and fairly easily took her burgeoning superpowers in her stride. While the Jones family's connection to superpowers is public knowledge, for a couple of years, Annie was able to avoid much scrutiny. She kept the sneaking out to fly to a bare minimum, spent a lot of time at her family's country home and most of the family aware of her powers kept a lid on it. But it was never going to be a secret forever, and rumours of a successor to Spitfire Jones began to trickle through some of the usual circles. As soon as Whitehall caught wind of this potential legacy hero, there were murmurs of strongly encouraging her to operate with the Ministry of Powers as a state-sponsored hero. Annie was, for the time being, fortunately spared by her fairly young age and continued full-time education. She wanted to use her powers to do good, and she admired her great-grandfather, but she didn't want to be moulded into what other people thought doing good should look like or citing what they think he would have wanted. Adopting the moniker of Hurricane Jones, she began the occasional foray out in an outfit inspired by her great-grandfather's classic look, fighting minor crimes in London, trying to proverbially and literally fly under the radar. But she wasn't going to be able to evade the attention of the public and Ministry forever. Some sympathetic elements in British superheroics suggested that Annie complete her education at the Claremont Academy under the pretence of going to an exclusive overseas boarding school, a perfectly suitable cover for a young lady. As such, to be allowed to finish her school somewhat in peace, Annie has arrived in Freedom City to attend the Claremont Academy. Personality & Motivation: Annie is the very image of the English stiff upper-lip, a confident and charming young woman with an RP accent and a practical, hands-on approach to life. Witty, cultured and born to wealth; Annie is fairly unconcerned with minor issues and trifles, she's an unflappable figure. She's been fortunate to escape the snobbishness of such a privileged background, being a genuinely amiable and sweet young woman, if sometimes a little clueless and arrogant. Despite her unflappable exterior, Annie is uncomfortable with the burden of being Spitfire Jones' successor, and doesn't like the pressure to be a patriotic icon. She does genuinely want to be a superhero, seeing her powers as an unbelievable gift and a route to an exciting and fulfilling life with opportunities for adventure and to better the lives of others. But she doesn't especially want to be a symbol or someone people look up to, just wanting to get on with the job. She also feels unbelievable pressure to live up to the image of her great-grandfather, the fearless wartime hero, not feeling she's remotely up to snuff. Those few alive who'd met him would recognise much of the man in her; including the similar preference to just get on with the job and enjoy life rather than holding oneself up as a hero. Powers & Tactics: Spitfire Jones got his powers when flying through a mysterious fog over the Irish sea. The source of these powers is still unknown, and they seemed to skip a couple of generations until Annie was born and eventually manifested innate metahuman abilities similar to her great-grandfather's. She possesses the power of unassisted flight, able to soar through the air at speeds which at maximum slightly exceed Mach 1, a golden contrail behind her whenever she does. It isn't known what generates this side-effect, it isn't identical to the one her grandfather had but seems to be a similar by-product of whatever process enables the Jones family's abilities. To better facilitate her flight, her body is very resistance to cold and heavily resistant to altitude sickness. Her eyesight is incredibly keen, able to see great distances on a clear day. Furthermore, she has some strange and innate sense of direction akin to a homing pigeon. While her physical might isn't as great as Spitfire Jones, Hurricane has the advantage of possessing her strength even when not actively flying. Strong enough to bench press a hatchback and rip doors off their hinges with ease, Annie has strength comparable to a bodybuilder at the absolute peak of human potential despite otherwise appearing a normal teenager. Hurricane Jones uses her powers much as Spitfire Jones did, flying from target to target with great speed, and using her powerful strength to somewhat artlessly pummel her foes. Still coming into her superpowers, Hurricane is fairly inexperienced for all her natural talent in fisticuffs. To avoid prolonged engagements, she uses her great speed to ping-pong rapidly between opponents. Buoyed by the confidence of being able to effortlessly fly just out of reach, she enjoys repartee with opponents, exchanging quips and barbs. Power Descriptions: Hurricane Jones' powers mostly aren't showy. Despite her incredible strength, she looks in no better shape than any lacrosse-playing English teenager. Her eyes, though bright and attentive, bear no external sign of their incredible acuity. However, she does bear one visible hallmark similar to her great-grandfather: when she takes to the air, a faint golden contrail follows behind her briefly before fading into nothingness shortly thereafter. This golden contrails intensifies and lingers longer as Annie moves at faster speeds, until she is trailed by a distinctive and obvious golden streak. Complications: Can't Keep A Low Profile: Annie isn't especially adept at keeping a low profile. Physically, her flight manifests a visible golden trail in the air, making stealth more difficult unless weather conditions or terrain allow her to make a sneaky approach. Socially, even without having a public identity and a superheroic lineage, she's from a wealthy family in British high society, and is known to the press, albeit less so in Freedom City than back home in her native UK. Keeping A Stiff Upper Lip: Annie's life is beset by pressure, pressure to live up to her family, pressure to follow in Spitfire Jones' footsteps, pressure to be a superhero for the Ministry of Powers. However, she is incredibly British, and despite being a teenager in a foreign country facing significant external pressure, will pretend everything is fine no matter how stressed and in need of help she is. Spitfire's Legacy: Annie is the successor to the hero Spitfire Jones, an Ally of Freedom and a war hero, a man who died in noble battle. This is a significant legacy to live up to, and the British Government are very invested in having a legacy hero like this for image reasons. Annie feels significant pressure to live up to Spitfire's legacy and to be a British symbol; and is likely to face a lot of internal and external pressure to be the new Spitfire Jones and RAF poster girl. Upper Crust Family: Wise investments, cultural cache and London property have led to the Jones family being a very wealthy and very well-connected family, many of whom married into similarly wealthy and well-connected families in India and Pakistan. While the children of this family have access to prodigious resources (reflected by Annie's Wealth 2; the family overall is probably closer to Wealth 3), they also are burdened with expectations in British high society and to uphold the family's wealth and reputation. There's also an endless supply of wealthy twit cousins likely to call in a favour or get into problems. Youthful Inexperience: Annie is blessed with superhuman abilities, natural athleticism, and a sharp wit. However, she's still an inexperienced teenager and lacks any real defensive superpowers. She's likely to get in well over her head as her recklessness and inexperience lead to her to make stupid mistakes that more experienced adults might not. She's also liable to be taken less seriously by adult superheroes and authority figures due to her young age. Abilities: 2 + 4 + 4 + 2 + 2 + 6 = 20PP Strength: 24/12 (+7/+1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +6 Attack: +7 Unarmed, +5 Melee, +4 Base Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +14/+6 Knockback: -3, -1 flat-footed Saving Throws: 3 + 5 + 2 = 10PP Toughness: +7/+6, +3/+2 flat-footed (+2 Con, +4 Defensive Roll, +1 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +7 (+2 Dex, +5), Evasion Will: +3 (+1 Wis, +2) Skills: 40R =10PP Acrobatics 8 (+10) Bluff 7 (+10) Gather Information 7 (+10) Knowledge (Art) 4 (+5) Knowledge (History) 4 (+5) Language 2 (French, Punjabi, native: English) Notice 8 (+9) Feats: 19PP Attack Focus (melee) 1 Attack Specialisation (unarmed) 1 Beginner’s Luck Benefit (Wealth: Rich) 2 Defensive Roll 2 Dodge Focus 3 Equipment 1 Evasion Improved Initiative 1 Luck 1 Move-by Action Power Attack Takedown Attack 2 Taunt Equipment: 1PP = 2EP Leather Flight Jacket (Protection 1, Feats: Subtle) [2EP] Mini-tracer, multi-tool and rebreather [3EP] Powers: 12 + 10 + 2 + 2 + 4 = 30PP All powers have the descriptors: Genetic, Mutation Enhanced Strength 12 (peak human strength) [12PP] Flight 5 (human Spitfire; 250 MPH) [10PP] Immunity 1 (cloud-chaser; immune to environmental cold, Feats: Environmental Adaptation [thin atmosphere]) [2PP] Super-Senses 2 (superhumanly sharp vision; direction sense, extended vision) [2PP] Super-Strength 2 (peak human strength; Heavy load: 1.4 tons) [4PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 / 16 Toughness Damage Totals: Abilities (20) + Combat (16) + Saving Throws (10) + Skills (10) + Feats (19) + Powers (30) - Drawbacks (0) = 105/105 Power Points
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Mz Grue Power Level: 7/12 (180/185PP) Unspent Power Points: 5pp Trade-Offs: None In Brief: A reborn Grue out again to experience all Earth's wonders. Catchphrase: "Oh wow!" Theme: Save the World - Daphne & Celeste Alternate Identity: Daphen Celeste (Secret) Birthplace: Birthing Unit TT3-47 Residence: Claremont Base of Operations: Claremont Occupation: Student Affiliations: None now Family: Meta-Mind (Gene father, very distant), Mother Unit. Description: Age: 16 Apparent Age: 16 Gender: Female Presenting Ethnicity: Grue Height: 1.73m (5'8") as Daphne Weight: 60kg (130lbs) as Daphne Eyes: Naturally White, Brown as Daphne Hair: Black In her natural form, Daphne looks fairly typical of her species with her red skin, brow ridges, pointed ears and a mouth, unlike Drones that do without. On a second glance, however, her appearance is subtly different, with her brow greatly reduced and her mouth having natural lips. But the most obvious change is her long flowing hair, from a species that naturally has no hair. Through exposure to cosmic rays, her metamorphic fields have been altered meaning that this is her natural form, though as a shapeshifter she can choose to adopt the more standard forms of her species. And even though her species has no concept of gender, Grue being either cloned or produced by binary fission, Daphne chooses to express herself as female. The original Daphne had based her human form on a character she'd watched on television, but as she'd gotten used to Earth she had begun to form her own distinctive identity. Her rebirth has finalised this with her adopting her own unique form, taking on the identity of a sixteen-year-old African-American woman. As Mz Grue her costume is the silvery-white jumpsuit that was provided by the Grue for her to wear, being a morphic fabric that can adjust size, shape, colours and textures as needed to whatever she needs it to with but a thought. On the chest is the three-pronged star that is the symbol of the Grue Union, Daphne thinks that she’s reclaiming the symbol and using it as a force of good. And whilst she’s a little less fashion-conscious than when she was younger, she still dresses stylishly her costume abilities allowing her to appear perfectly tailored for whatever frame she is wearing. History: At the turn of the twenty-first century envious eye turned towards a certain area of the Orion-Cygnus arm, a Grue infiltrator ship was dispatched but never arrived at its destination. Instead, it came into conflict with a Lor Cruiser and after the Grue attacked, according to Lor Naval records, the Grue vessel was destroyed apparently with all hands. In the battle, however, one of the infiltration/birthing units, Baby, was ejected from the craft with its precious cargo. Damaged from the combat the pod activated its Grue podling occupant, with the onboard portable AI, later calling itself Mother Unit, began to scan for a signal to signify a location for their infiltration mission. However, the signals were scrambled and the AI mistook the signals from Earth as the locking signal. So this little party began the sixteen light-year journey towards the Sol System under sublight powers. The data from these signals was used to help rebuild the damaged databanks, whilst the pod slowly repaired its battle-damaged systems. Though with damaged radiation shields it podling occupant was bathed in cosmic rays, along with those Earth signals that Mother Unit was using to construct a personality to determine how best to raise this young podling. Little Daphne grew up in this environment of the ship limping towards Earth at light speed, learning about this world from the carefully picked entertainment. Apart from instinctively knowing Grue the isolated podling had no connection to the telepathic influence of the Meta-Mind, instead, she learned to read and write the languages English of the shows. With the aid of the only parent she knew Daphne formed her own identity and gained a sense of right and wrong from the heroes she saw on these human shows. With the cosmic rays causing alteration to her cells Daphne developed differently than the Drone she was originally designed to be, instead, she took on more human features (much like a Grue Metamorph). She spent her time practising her shapeshifting and telepathic abilities, as well as learning as much as she could about Earth culture from its broadcasts. From this information she chose a name for herself, Daphne Celeste, feeling that she was ready to experience her new home. During her time on Earth Daphne had done a lot to embrace her new home planet, making many friends with the heroes of Freedom City. She has also ended up living among the women living in the DuTemps castle, being a gregarious person who enjoys the company of those around her. From her superhero activities adopting the title of Miss, now Mz, Grue making efforts to be accepted by the common folk of her adopted home. This effort finally led to her being offered a position of Freedom League Auxiliary. Everything was going great for Daphne as an accepted superhero in Freedom City, she had even begun to use Mz Grue over her original Miss Grue identity and had begun to form her own unique identity. Then she just disappeared, and no one knows quite what happened, even Daphne, her body has never been found and it's generally assumed she was taken out but another villain or the Grue themselves. What they, or anyone else, knew what that Baby, had made a spare clone to keep in storage in cas eof emerganceis. Activated the Birthing Unit released this new Daphne clone onto the world. Or at least as far as anyone can work out, this Daphne is again sixteen but her form is more like that the older Daphne had been forming for herself, and her knowledge of the world is completely up to date. She doesn't however have any memories of her superhero days, only vaguely recalling people that she has met before. As she's a clone there's no way to tell if it's a revitalised old Daphne or a completely new version of the same Grue. Not sure what to do with this new Daphne it was decided to send her to Claremont to become a student again. Personality & Motivation: Everything about Earth is new again, and Daphne is enjoying Earth and everything it has to offer. She is often amazed at things with an optimism that everything working out has suited her well through the darkest of times. As a telepath, she knows the best and worst of what humanity can and does think, though she knows not to pry into people's thoughts unless it's an emergency. But despite this she still gives people a chance to prove their better nature, trusting in the inherent goodness she believes are in (most) people. Though never to the point that she would endanger another, she is still a hero after all. Whilst she can, and has experienced the full range of emotions the one that she has never felt the need to seek out is physical love. Partly this is from her alien nature, a clone species does not need sex after all, but neither has it a need for love and family which she has experienced many times. It’s mostly however that she feels no need for sexual encounters, instead, she is happy to experience romantic love in all its shapes and forms. Powers & Tactics: In her enthusiasm, Daphne tends to go off half-cocked spending no time assessing the situation and instead rushing into danger to try and help people as quickly as she can. She will attempt to use her shape-shifting abilities to best cope with the situation at hand. Power Descriptions: A reclone of the original Mz Grue has all the standard abilities of a Grue and though she's lost her phasing powers (for now) she seems to have kept her telekinetic powers. If anything they seem more powerful than they were before. Complications: Grue are you? Daphne's knowledge of her own species is based on a very damaged copy of the original database contained in Mother Unit. As such, she knows almost nothing, apart from the media portrayal of them, about her own species. Grue the Looking Glass Almost all of Daphne's knowledge about Earth comes from humanity's broadcasts into space. As such her knowledge is slightly skewed and she expects life to behave just how she had experienced things from watching television and movies. Hide and Grue Daphne know that as a Superhero she must preserve her secret identity to protect her loved one. Not that her strange habits make this easy sometimes. Grue the best Daphne is a natural optimist and naive and tends to naturally assume that people are telling her the truth. Even when all evidence should be telling her the exact opposite. Congrueity Shapeshifters and Grue especially are feared and hated by a majority of citizens of Freedom City. Daphne feels that this is just a massive misunderstanding and everything would be fine if only she could explain things to them. Mothering Grue During her time in space the Birthing Unit, now calling herself Mother Unit, has gained some unusual habits based on the broadcasts she has monitored. She considers herself Daphne's literal mother and occasionally will intervene if she considers that her daughter has been placed in too much danger. The GM can take control of Mother Unit to try and influence Daphne's actions or even attempt to stop her acting. Gruesome End Someone had it in for the original Daphne, and may still be out for this new clone. Abilities: 2 + 0 + 4 + 2 + 2 + 6 = 16PP Strength: 12/28/28/4 (+2/+9/+9/-3) Dexterity: 10 (+0) Constitution: 14/22 (+2/+6) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 16 (+3) Normal/ Density/Growth/Shrinking Combat: 8 + 4 = 12PP Initiative: +4 Attack: +5/+2/+7 Unarmed, +4/+2/+6 Base Defense: +5/+3/+7 (+2 Base, +3 Dodge Focus, Size -2/+2), +1 Flat-Footed Grapple: +6/+13/+13/+1 Knockback: -1/-7/-11/+1 Normal/ Density/Growth/Shrinking Saving Throws: 5 + 7 + 7 = 19PP Toughness: +2/+6/+6 (+2/+6/+6 Con, +0) Fortitude: +7/+11 (+2/+6 Con, +5) Reflex: +7 (+0 Dex, +7) Will: +8 (+1 Wis, +7) Normal/ Density/Growth/Shrinking Skills: 60R = 15PP Bluff 7 (+10) Concentration 9 (+10) Diplomacy 7 (+10) Gather Information 7 (+10) Knowledge 9 (Popular Culture) (+10) Language 3 (Grue [Native], Galstandard, English, Spanish) Notice 9 (+10) Sense Motive 9 (+10) Feats: 18PP Attack Focus (Melee) 1 Dodge Focus 3 Fearless Improved Initiative 1 Minion (Mother Unit) 5 Equipment (Baby) 7 Powers: 8 + 6 + 5 + 8 + 27 + 11 + 9 + 26 = 100PP Communication 8 (telepathy, 2,000 miles) [8PP] Comprehend 3 (Languages - Speak All, Understand All, Understood) [6PP] Detect Emotions 5 (Super-Senses, Telepathy, Acute, Radius, Ranged) [5PP] Detect Minds 6 (Super-Senses, Accurate, Acute, Radius, Ranged) [8PP] Grue Nature 12 (24 PP Array, Feat Alternative Power 3) [27 PP] Base Power: Density 8 (+16 Str, +4 Toughness, Weight x5 [600lbs], Immovable 2, Super-Strength 2 [heavy load 520lbs]) [24PP] Alternate Power: Growth 8 (+16 Str, +8 Con, +2 Size categories [15ft]) [24PP] Alternate Power: Morph 8 (Any Form, +40 Disguise) [24PP] Alternate Power: Shrinking 8 (-8 Str, -2 Size categories [2ft, 8lbs], Feats Normal Movement, Normal Toughness) [24PP] Immunity 11 (Life Support, Sleep, Starvation & Thirst) [11PP] Mind Reading 7 (Feat Subtle 2 [unnoticable]) [9PP] Power of the Mind 11 (22 PP Array, Feat Dynamic Alternative Power 3) [26PP] Base Power: Telekinesis 7 (range 70ft, Str 35 [heavy load 3.2 tons], Feats Attack Focus, Extra Damaging, Attack Specialization) [23PP] Dynamic Alternate Power: Flight 11 (25,000 mph, 220,000 ft/rnd) [22PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Unarmed (density) Touch DC 24 Toughness Damage Unarmed (growth) Touch DC 24 Toughness Damage Unarmed (shrinking) Touch DC 12 Toughness Damage Mind Reading Ranged DC 17 Willpower Mind Probed Telekinesis Ranged DC 22 Toughness Damage Totals: Abilities (16) + Combat (12) + Saving Throws (19) + Skills (15) + Feats (18) + Powers (100) = 180/185 Power Points
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Ms Bright Power Level: 7 (105/131PP) Unspent Power Points: 26 Trade-Offs: None In Brief: Once upon a time, I dreamt that I was a butterfly... Alternate Identity: Agnes (Public), maybe Agnus Stone (Private) Birthplace: Conceptual Space Residence: Streets Base of Operations: Southside, Freedom City Occupation: Homeless Affiliations: None Family: None Description: Age: It's complicated (13th July 2018) Apparent Age: 18 Gender: Female Ethnicity: Mixed (Caucasian / Afro-Caribbean) Height: 1.6m (5'3") Weight: 60kg (130lbs) Eyes: Brown Hair: Brown Though even Agnes doesn't know it she actually is a complete duplicate of Agnus, even down to her DNA, or she is actually an amnesiac Agnus it's impossible for anyone right now to know for certain, including Agnes herself. The only noticeable thing is that she appears younger, around eighteen which happens to be the age that she first became Young Britannia. Living rough has been hard on Agnes but she's managed to keep herself in good condition, her powers helping, Being fairly average, and for now, keeping a low profile, she mostly known by others in the area from her strange accent when speaking, though few would recognize it as a North London accent Agnes costume is pretty simple and barely counts as a costume, just a pair of bovver boots and a blue padded jacket with the Union Jack on the back. Otherwise, she wears sensible normal clothes of a Red Hoodie over a white t-shirt, which right now are all the clothes she owns. History: With the desperate times of the Terminus Invasion of 2018, a few of the most powerful magical heroes gathered to make a deal to potentially save Earth-Prime. One of those was Agnus Stone the then-current holder of the legacy of the Spirit of Justice. She had gathered as many of the national and conceptual spirits and held them within herself whilst taking part it the supernatural conference. To hold that much power must always have a cost and on the stroke of midnight the deal ended, and something happened... (For the complete history of Agnus look here.) What exactly happened no one knows, especially Agnes who woke up in an alley in Southside with no knowledge of who she was apart from her name. Quickly she discovered that she had powers when she had to defend herself from muggers in the same alley she'd woken up in. Other the next few days she tried to piece together who she was and how she got here, pretty unsuccessfully as she only has the vaguest flashes of who she was before, in fact, all she does remember for certain is that her name is Agnes the rest is a blur. With no one or where to go, for now, Agnes has chosen to remain where she is, as she found a calling for herself. Very quickly she began to protect not just herself, but first, those that slept rough in this part of Freedom City, and then those that lived local and were being harassed by the various lowlifes that preyed on the people of the Southside. This has been a gradual thing, and only now has she become active enough to come to the notice of other heroes in the area. Even though she could so far she has chosen not to go too far beyond the Southside, and most definitely not into the heart of Downtown Freedom. She has this vaguest memory that she suffered a great heart wrenching lost in that part of the City and has no desire to open that old wounds. Personality & Motivation: Right now everything that Agnes does is driven by her lack of identity, she doesn't know who she is or what her place in the world. Though she quite put her fingers on what worries her she has the most literal Imposter Syndrom, she in some way know that she isn't who she use to be even if she doesn't know who she was. For now, the simple act of surviving plus her helping people is enough to soothe her worries and woes. At her core though is a desire to do good and help people in trouble, something that she won't sacrifice just to find out the truth. Powers & Tactics: Agnes is not a subtle fighter, her first instinct (and second etc) is to hit people when trouble starts. She's not stupid though and if something looks too big for her to just punch she'll look for other tactics, and then she can be quite devious allowing people to underestimate her until the time comes for her to strike. And even though she's still new at all this is can and will work alongside others heroes. Power Descriptions: Within Agnes is a tiny piece of the Spirit of Britannia, though it appears that she is no longer (or has never been) connected with them. With only this tiny amount of magical power she's able to do some pretty amazing feats as a kind of a pocket powerhouse. When she uses her powers it shows as a golden light that shines around her, it ranges for nothing more than a healthy glow of her toughened skin to the angry crackling energy of her punches or teleportation. She draws on the ambient magical energies of the area, commonly described as ley lines, as she limits to just a district this can sometime drain the ambient magic for a little while. Complications: Homeless: Agnes has no home of her own and no money to speak off, living by her wits alone on the tough streets. Such Painful Memories: At times of crisis Agnes is occasionally struck by brief painful memories of what she assumes is her previous life. So powers are the emotions however they can distract her in the middle of potentially dangerous situations. Tapped Out: Massive uses of magic in an area can drain it enough that she can't use her powers, especially the more power hungry abilities like teleport. Abilities: 0 + 2 + 0 + 0 + 4 + 6 = 12PP Strength: 10/24 (+0/+7) Dexterity: 12 (+1) Constitution: 10/24 (+0/+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 8 = 18PP Initiative: +5 Attack: +7 Unarmed +5 Base Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +5/+12 Knockback: -3 Saving Throws: 3 + 6 + 5 = 14PP Toughness: +0/+7 (+0 Con, +0/+7) Fortitude: +3/+10 (+0/7 Con, +3) Reflex: +7 (+1 Dex, +6) Will: +7 (+2 Wis, +5) Skills: 16R = 4PP Bluff 2 (+5) Diplomacy 2 (+5) Intimidate 2 (+5) Knowledge (Streetwise) 5 (+5) Notice 3 (+5) Sense Motive 2 (+4) Feats: 8PP Attack Specialization (Unarmed Attack) 1 Dodge Focus 3 Fearless Improved Initiative 1 Luck 2 Powers: 14 + 14 + 1 + 9 + 11 = 49PP Enhanced Constitution 14 [14PP] Enhanced Strength 14 [14PP] Flight 1 (10mph, 88 ft/rns) [2PP] Immunity 9 (Life Support) [9PP] Teleport 5 (500ft, 5 miles Feat: Alternative Power 1) [11PP] AP: Enhanced Flight 5 (to Flight 6, 500mph, 4400 ft/rns) [10PP] All of her powers are Magical in nature and draw on the area's ley lines. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Totals: Abilities (12) + Combat (18) + Saving Throws (14) + Skills (4) + Feats (8) + Powers (49) = 105/131 Power Points
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Outrider Power Level: 7 [8] (122/125PP) Unspent Power Points: 3 Trade-Offs: -1 Attack / +1 Damage (Hammer Throw, Get Over Here!), -2 Attack / +2 Damage (Hammer Strike, Hammer Knockout, -2 Defense / +2 Toughness In Brief: Teenage post-apocalyptic valkyrie with a big hammer and a powerful car. Witness her. Catchphrase: Theme: Between the Hammer and the Anvil - Judas Priest: https://www.youtube.com/watch?v=dJLXQ8i3uao Alternate Identity: Elena “El” Maddox, Public Birthplace: Outskirts of Post-Apocalyptic Freedom City, 2035 Residence: (Optional) Where the character normally resides / lives. Base of Operations: Claremont Academy Occupation: Former "Outrider", current student Affiliations: None Family: Close or otherwise significant relatives. Description: Age: 16 (DoB: 2035, exact day & month unknown.) Gender: Female Ethnicity: Caucasian Height: 6’2 Weight: 205 Eyes: Gray Hair: Pale Blonde Elena is huge, a product of being one of the few surviving natural-born mutants that survived Omega’s ravaging of Earth. Her powers grant her enhanced strength, dexterity, and durability, and it is obvious to anyone that looks at her (unless they assume she’s a very tall bodybuilder!). She has tanned skin, from a life spent outdoors hunting Omegadrones, or scavenging the wastelands for a chance at finding metahuman technology. She brought only her armor and a ragged shirt with her, but she tends to gravitate towards very simple, practical clothing, with no fashion sense whatsoever. As Outrider, she wears heavy power armor, scavenged from a superhero battle. She is proud of it, and wears it everywhere she can. It resembles a heavy platemail suit, made of large armor plates and adorned with spikes. Its paint is long gone, leaving a dull metal surface. It has a helmet which she can deploy or retract at will that covers her entire face and gives her extrasensory capabilities. Attached to the left vambrace of her armor is a wide shield, and similarly retractable, made from the remaining pieces of power armor she wasn’t able to fix. Her gravity hammer is scavenged technology after her world fell to Omega. It resembles a heavily modified sledgehammer, with wires and panels held onto it with duct tape and a prayer. It is also a weapon of super-science, and she will discover its functions as she has time and resources to devote to it. She drives a specialized sports car, which she calls Painkiller, designed for maximum speed and protection. It was once a vintage Dodge Charger, with the back of the roof removed and trunk space heavily modified to allow for a rear gunner. It has also been rebuilt with a roll cage and off-road tires. The paint is cherry-red, with jagged teeth across the grille. It's mean, it's loud, and it's her baby. History: In Elena's timeline, Earth was fighting a losing battle. Omega triumphed over Earth, and it was just a matter of time before humanity is extinct. For two generations humanity held back Omega and his forces, but within a few years this battle would surely be lost. The major cities had fallen, so the surviving humans have banded together in clans made of several families, and whatever hangers-on attached themselves, clinging together for protection and survival. Omegadrone attacks were a daily occurance, and Elena had the most dangerous job in her clan: the Outrider. She and her twin sister, Stella, would drive a loud and highly visible vehicle into the ruins Freedom City and try to get as many Omegadrones as possible so that the rest of her clan could scavenge the battlefields. Both of them were born "gene-altered", or natural-born mutants, making them valuable members of their clan. They were inseparable since birth, and had each other's back, surviving dozens of battles side-by-side. That is, until a regular patrol turned into havoc. They were waylaid by a swarm of Omegadrones - more than they had encountered before. The two dashed back to their car, and took off. Stella fired off bolts of energy while Elena drove recklessly, trying to lose their pursuers. Elena thought they could lose them by driving through a "thinny", an area where her dimension and the Terminus was opaque. Having no time to debate this, El drove through. Their ride became more treacherous, and Stella shouted at her sister to turn around, that it was too dangerous. By that point, it was too late to turn around. El continued to drive, to warn her clan of the upcoming attack, but her car hit a bump, and Stella fell off. As Elena cried out, the 'drones turned towards her sister. Elena never knew what became of Stella, because her car traveled through a dimensional rift, a product of the thinned dimensional area. She appeared in modern-day Freedom City. Personality & Motivation: El's desire to perform heroics comes from years of training and a genuine desire to help people. She was taught as a child of her clan that the needs of the many outweigh the needs of the one, and even before appearing in Freedom City, she had performed incredibly dangerous tasks to make sure that her clan had enough to eat that day. Though socially, she is quite backwards, she feels a sense of kinship with those who go and fight the good fight, day after day. El herself comes across as incredibly blunt, the result of growing up in a world where every day was a fight for survival. This may be off-putting to those she meets at first (see below), but to her friends, she is loyal and true to the end. She has built an armor around herself that she lets few into, but those that she trusts she would do anything for. Powers & Tactics: El was born with her powers - high strength, agility, and incredibly tough. She uses this to press any advantage she has against a foe in hand-to-hand combat, and fights with very little panache, preferring to fight relentlessly and without quarter. Her gravity hammer and powered armor augment her natural abilities, and allow her different methods of attacking. She will allow foes to get as close to her as possible, then slam the ground with her gravity hammer, scattering them like ninepins. Having only worked with her twin in the past, she does not understand complex tactics. Power Descriptions: The mutation Elena was born with is obvious to anyone looking at her, or at least would be viewed as a curiosity – she is larger than a normal person, with a bodybuilder’s physique, though she is otherwise unaffected. The air ripples around her hammer when she activates it, as it distorts gravity itself to add momentum to her swings. She wields the hammer as it is meant to be used - and most problems look like nails to her. She has enough mechanical know-how to get the armor working, but many of its functions are still shut off. Perhaps in time, she will get it working to full capacity. It resembles a standard suit of heavy power armor at this point. Complications: Fuel-Injected Suicide Machine: El’s technology is very unreliable and tends to shut down at the worst possible moments. It is (sometimes literally) held together with duct tape and soldering. If You Can’t Fix What’s Broken, You’ll Go Insane: Elena had a difficult life in her version of post-Omega Earth. She is still having difficulty processing it, and never had access to counseling on her world. It will take her time to adjust to feeling safe again. Larger Than Life and Twice as Ugly: Despite her stony disposition, Elena is hurt easily by comments on her physical appearance. She is huge, tall, and does little to hide this. Her mutation makes it difficult for her to fit in, and she draws attention in crowds. Rocker, Roller, Out-Of-Controller: Elena has a temper problem and a low tolerance for frustration. She tends to rush headlong into situations, both in her teenage social life and as a superhero. Witness Me! (Being Uncouth): Elena comes from a harsh, desolate world where extreme scarcity is the norm, and you did not know if you would live to see the end of the day. Her manner of speech is blunt, and can be considered rude, and her table manners are nonexistent. Social niceties are absolutely beyond her. ABILITIES: 6 + 2 + 8 + 2 + 4 + 0 = 22PP Strength: 16/24 (+7) Dexterity: 12/20 (+5) Constitution: 18/30 (+10) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 4 + 8 = 12PP Initiative: +5 (+5 Dex) Attack: +5 Melee (+2 Base, +4 Attack Focus [Melee]) Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Grapple: +14 (+7 Strength, +2 Base Attack, +3 Attack Focus [Melee], +2 Super-Strength) Knockback: -7 (Impervious Tou +5, Tou +2) SAVING THROWS: 0 + 1 + 5 + 3 = 9PP Toughness: +10 (+10 Con, Impervious 5) Fortitude: +10 (+9 Con, +1) Reflex: +10 (+5 Dex, +5) Will: +5 (+2 Wis, +3) SKILLS: 40R = 10PP Acrobatics 5 (+10) Craft [Mechanical) 9 (+10) Drive 5 (+10) Skill Mastery Intimidate 10 (+10) Skill Mastery Notice 3 (+5) Skill Mastery Sense Motive 8 (+10) Skill Mastery FEATS: 20PP All-Out Attack Attack Focus (Melee) 4 Challenge (Fast Startle) Dodge Focus 2 Elusive Target Equipment 3 Improved Grab Improved Grapple Improved Pin Luck 2 Power Attack Skill Mastery (Drive, Intimidate, Notice, Sense Motive) Startle Equipment: 3PP = 15EP Painkiller (Sports Car), Features: Alarm, Caltrops, Remote Control, Smokescreen; Powers: Armor 2. Strength 30, Speed 5, Defense 8, Toughness 11, Size: Large [15EP] POWERS: 12 + 8 + 7 + 7 + 11 + 4 = 49PP (Note: All powers excluding Devices have Mutation descriptor. Devices have Technology descriptor) Device 3 (Graviton Hammer; 15PP Device; Flaws: Hard-To-Lose) [12PP] (gravity, bludgeoning, technology) Hammer Strike Array 7 (14PP Array; Feats: Alternate Power 1) [15PP] Base Power: Strike 3 (Hammer Strike; Feats: Improved Critical 2, Extended Reach 2 [10 ft.], Penetrating 6, Mighty) {14/14PP} Alternate Power: Stun 9 (Hammer Knockout; Feats: Improved Critical 2, Flaws: Full-Round Action) {11/14PP} Device 2 (Salvaged Power Armor; 10PP Device; Flaws: Hard-To-Lose) [8PP] (technology) Impervious Toughness 5 [5PP] Super-Senses 5 (Darkvision, Direction Sense, Infravision, Tracking) [5 PP] Enhanced Strength 8 (Gene-Shifted Might; Drawback: Noticeable) [7PP] Enhanced Dexterity 8 (Gene-Shifted Athleticism; Drawback: Noticeable) [7PP] Enhanced Constitution 12 (Gene-Shifted Durability; Drawback: Noticeable) [11PP] Super-Strength 2 (Gene-Shifted Might; effective Lifting STR 27) [4PP] DRAWBACKS: = -3PP Vulnerable (Radiation; Frequency: Common, Intensity: Moderate) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Hammer Strike Touch DC 25 Toughness Damage (bludgeoning) Hammer Knockout Touch DC 19 Fortitude Damage (bludgeoning) Unarmed Touch DC 22 Toughness Damage (bludgeoning) TOTALS: Abilities (22) + Combat (12) + Saving Throws (9) + Skills (10) + Feats (20) + Powers (53) - Drawbacks (3) = 122/125 Power Points
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GM Emerald City Saturday, May 16, 2020 10:54:2APM "How are you liking Emerald City, Miss Adrianna?" Vicente Cruz sat beside your dining table, a folder full of official papers laid unopened on your table. You had heard a knock on the door and when you opened it, he had introduced himself and his partner, Daria Bell, as officials from the government agency handling your refugee status. He had flashed his badge and asked that you let him inside. "We heard about the commotion you caused a few days ago. Nothing too serious? Everything turn out alright?" Daria piped up from behind Vicente. She began to count with her fingers. "No one hospitalized? No charges for assault or disturbing the peace or--" Vicente, his eyebrows twitching in what you assume to be irritation, motions for her to stop. "That's enough, Daria." Then he returns his gaze to you. "But why we are here is somewhat because of that... incident, Miss Adrianna." From out of the folder he draws a document and slides it towards you, a primer of Emerald City University's Cryptozoology program. It boasts its curriculum and faculty, including among them some of the country's leading Sasquatch experts. "As you might know," Vicente continues after you finish reading. "Emerald City has a bit of a reputation for, how would you say it, weirdness? There's an undercurrent of the hidden and the odd in the city and its surroundings, even if most people could go about their lives not really seeing anything explicit to validate their beliefs." He gestures, palm up, at you. "You yourself is a prime example. A refugee from a world where dreams are made real, and who can dream up monsters and creatures from nightmares and fairy tales." "Oh, don't string her along, Vicente. Just say what you need to say to the poor girl." Vicente, for his part, ignores his partner's comments and continues as if she had said nothing. "So perhaps you would like to be part of a community made of beings like yourself? The flotsam of space or other dimensions. Humanity can never really understand us. They see us as a phenomenon to study, or bedtime stories to frighten. Sometimes, they hunt us, believing us a threat even when we have called this Emerald City home longer than any of them. Longer than this country even." Over his shoulder, Daria is beaming at you. "We're extending you an invitation. What do you say?" Daria says and this time Vicente is nodding thoughtfully. Then visibly his features begin to change, melting back into flesh that slowly turns a bright orange. Soon, his face is blank save for solid white eyes and a mouth, which opens as he speaks. "Don't be alarmed, Miss Adrianna. I just wanted to show you who I really am." He slides his hand, orange like his face, forward as if to reassure you. "Like you, this isn't the dimension where I was born. And even then I was from another planet in the galaxy, not that Earth."
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- pl 7
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OOC for this, @Kaede Kimura.
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- pl 7
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The Eel Power Level: 7 (116/121PP) Tradeoffs: -3 Toughness/+3 Defense Unspent PP: 5 In Brief: Amnesiac former Labyrinth agent with induced mutations Identity: Unknown Birthplace: UK? Occupation: Currently unemployed Affiliations: The Labyrinth (former) Family: Unknown Description: Age: Mid-twenties? Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown with blonde highlights The young woman known only as 'the Eel' is a slender, athletic woman of medium height. Her hair is cut short in a practical pixie bob, and she wears no jewelry. Her movements are graceful and confident, and she speaks in a rather posh, Received Pronunciation accent. The Eel wears a slick, full body suit, which she calls her 'Eelskin'; it not only provides her an element of protection, but also responds to her chameleonic coloration and can even replicate other clothing. It also has a built-in zipable pouch that holds small items. It is currently the only garment she owns, though sometimes she'll wear a thrift store trenchcoat over it in the field. History: A young woman with no memory of her past beyond her strange moniker, 'the Eel' is trying to write a new life on her blank state. She is haunted by the feeling that she's done something very bad, and must atone for it; to this end, she will help those she encounters in any way she can. She currently works as a bartender (one of the few 'normal' skills she recalls) at Club Maxx as 'Eileen Lake', a false identity she's assembled over time. Hide contents Though she doesn't remember it, the Eel was created by the Labyrinth, who very much want to reacquire their property, as she is one of their most valuable assassins, representing a considerable investment. Personality & Motivation: Like many Brits, the Eel has a rather dry sense of humor, frequently dipping into gallows humor. Most of the skills she can recall are rather sinister, and she's struggling to find better uses of them. She's willing to steal to live, though she's not particularly proud of it, and feels a strange affinity for the struggling lower classes. Powers & Tactics: There are very few places the Eel can't get into if she's really determined, as she's extremely sneaky and hard to pin down. Unfortunately she is now much more sensitive to heat, and has to take care to avoid fire-based attacks. The Eel is built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: I Don't Remember, I Don't Recall.: The Eel is currently suffering from retrograde amnesia, with no memory of events prior to washing up in Bedlam. This leaves her very vulnerable in a very dangerous place. I Think I Used To Be Awful.: Sometimes Eel will catch a glimpse of her previous life, or have an instinctive, hostile reaction to stimuli, and she doesn't like what she sees. Sounds A Bit Posh, Don't She?: The Eel apparently comes from an upper class English family, and therefore speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. No Pictures, Please: Both the Eel and 'Eileen' hate to be photographed, and will get very upset if it's done without consent. Photos can end up on the web, which could lead to her past catching up with her. Hide contents Find Her, Now!: If the Labyrinth ever finds her location, they will be very motivated to catch their little lost fish. ABILITIES: 2 + 6 + 12 + 2 + 4 + 8 = 34PP Strength: 12 (+1) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) COMBAT: 6 + 8 = 14PP Initiative: +6 (+6 Dex) Attack: +3 Ranged, +7 Melee (+3 Base, +4 Attack Focus) Grapple: +19/+21 (+7 Melee, +6 Grappling Finesse, +6 Elongation [+2 if using Addl. Limbs]) Defense: +10 (+4 Base, +6 Dodge Focus) Knockback: -1/-2 SAVES: 0 + 4 + 1 + 4 = 9PP Toughness +4 (+3 Con, +1 'Eelskin' suit) Fortitude +7 (+3 Con, +4) Reflex +7 (+6 Dex, +1) Will +6 (+2 Wis, +4) SKILLS: 64R = 16PP Acrobatics 4 (+10) Bluff 6 (+10) Diplomacy 1 (+5) Disable Device 4 (+5) Disguise 0 (+4, +24 from Morph) Escape Artist 0 (+6, +12 w/ Elongation) Gather Information 1 (+5) Investigate 5 (+5) Knowledge (Streetwise) 4 (+5) Notice 6 (+8) Profession: Bartender 3 (+5) Search 4 (+5) Sense Motive 8 (+10) Sleight of Hand 4 (+10) Stealth 4 (+10) Swim 11 (+12) FEATS: 4 + 1 + 1 + 6 + 1 + 1 + 1 = 15PP Attack Focus (Melee) 4 Benefit: Alternate Identity ('Eileen Lake') Benefit: Ambidexterity Dodge Focus 6 Equipment 1 Grappling Finesse Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Binoculars 1EP Handcuffs 1EP Lockpicks 1EP Laptop 1EP Multi-tool 1EP POWERS: 2 + 4 + 4 + 7 + 6 + 3 + 3 + 5 = 34PP (All powers have the Mutant descriptor) Additional Limbs 2 (Legs/Feet usable as Arms/Hands) [2PP] Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] Device 4 (Eelskin, Flaws: Hard to Lose) [4PP] Morph 4 (+20 Disguise, Flaws: Limited [Clothing Only])[4DP] Protection 1 [1DP] Drain Wisdom 7 [7PP] Elongation 6 (250 feet) [6PP] Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning) [3PP] Super-Senses 3 (Accurate Ultrasonic Hearing/Sonar)[3PP] Swimming 5 (Speed: 50 mph) [5PP] DRAWBACKS: (-6) = -6PP Vulnerability (Heat Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Hot environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tough Damage Drain Touch DC 17 Fort Drain TOTALS Abilities 34 + Combat 14 + Saves 9 + Skills 13 (52 ranks) + Feats 15 + Powers 34 - Drawbacks 6 = 116/121 points
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Gimmick II Power Level: 7 (105/108PP) Unspent Power Points: 3PP Trade-Offs: -5 Defense / +5 Toughness In Brief: Youtuber Superhero out for attention Catchphrase: Thats the Gimmick Theme: I wanna be Famous! Alternate Identity: Joel Gimmis (Secret) Birthplace: Freedom City Residence: Freedom City Base of Operations: ACME Theater Prop warehouse Occupation: Youtuber superhero Affiliations: NA Family: Elaine Gimmis (Grandmother) Description: Age: 19 (April 1, 2001) Apparent Age: Gender: Male Ethnicity: Biracial (African and Caucasian) Height: 5'4 Weight: 135 Eyes: Grey Hair: Purple (Naturally Brown) Usually seen wearing a green tuxedo with a purple undershirt and shoes, the gaudy outfit protects his lean build with a thick layer of armor. He dyed his hair as part of his youtuber "personality" and as it became part of his personal look as Gimmick he just decided to keep doing so. Purple is the latest color but it's likely to change at any time. Out of costume he usually wears a hoody and a pair of black jeans. He still goes out of his way to be an attention grabber though. Physically he has a tan complexion and grey eyes. A teen of a lean build and surprising muscle definition. History: The First Gimmick was Jim Gimmis, who used a variety of gimmicked props to commit crimes of protest against the US Government during the time of civil unrest around the Vietnam War. The most notable of these was his "Patriot Act", which would be his last protest. After stealing a shipment truck of Vietnam War draft cards to burn, while dressed as the Patriot, he was shot by a National Guardsmen and died from the wound. This act made him a martyr in the eyes of the counterculture groups so prevalent in the day. The current Gimmick is Jim's grandson, Joel Gimmis. After stumbling upon one of his grandfather's stashes of gimmick props while he visited his grandmother, Joel set out to entertain himself with his grandfathers toys, originally planning to be a super villain like his grandfather. However on his first night out as Gimmick he interceded in a pursesnatching out of instinct and a video of the event went viral. Loving the attention, Joel ended up deciding to become a hero, filming his exploits and posting the footage online to gain more attention. Dear god did he love the attention... Personality & Motivation: Growing up Joel was regularly neglected by his father. This led to him developing a complex similar to Histrionic Personality Disorder, which mostly consists of him acting in over emphasized, almost cartoonish ways in order to receive attention, positive or negative. Although he lacks the Flirtatious behavior commonly associated with this disorder. His other main personality quirk is a longing to see others laugh. He often goes out of his way to team up with Serious, Stoic heroes in an attempt to get them to lighten up a bit. He wants to make people laugh and entertain people during his "shows" Powers & Tactics: If you are ever so unfortunate as to fight Gimmick, know that it will be recorded somehow, it will be humiliating for you, and it will end up online. This kids got more gimmicked comedy props than a theater supply shop. He tends to get up close and personal, often straight up throwing punches when all else fails. He has had some gymnastics training through his life, (he was convinced to by his father to take some lessons) which somewhat influences his fighting style. Lots of tumbles and leaps and flips. Power Descriptions: Prop comedy! All of Gimmick's weapons are disguised as comedy props and he uses them in 3 Stooges/Charlie Chaplin esque slapstick style of combat. A joy buzzer that delivers a non-lethal shock, silly string that is as strong as quick cement, a pair of shoes outfitted with springs that let him launch himself upward, and if those don't work he falls upon his firecrackers and smoke bombs to make a hasty getaway. The smoke bombs come in a variety of colors, the most common ones he uses being green, yellow, purple or blue. His silly string follows the same pattern and has the same 4 common colors. Once out of the can, the silly string quickly hardens from contact with air, becoming around the consistency of rubber cement. It dissolves after 2 hours. The shoes function like pretty much any cartoony spring-rigged shoes from classic cartoons, but also have a coiled version that lets him run faster than possible as a normal human. The Firecrackers are simply normal firecrackers that were bought at a fireworks store. His go-to weapon is his grandfather's "Joy Tazer", an electric weapon that has the power to both damage and on occasion stun them, However due to the fact it was created in the 70s and then sat in a hidden workshop til 2020 and Gimmick isn't 100% how it works, so it often fails to do more than deliver the initial shock. Complications: Attention Everybody!: Even in a life or death situation, even in the absolute WORST time for it to be so, Gimmick wants the spotlight firmly on HIM The Honorable name of Gimmick: Joel's grandfather, the original Gimmick, is someone he looks up to dearly. He works hard to live up to the example the former "villain" set, but many people involved with the counterculture back in the day take offense at this showboat using his name. Like and Subscribe!: Gimmick's a youtuber, he records all his fights with his camera or at least the wrap up and posts the footage online. Due to his semi-popularity online he attempts to avoid controversy as well as he can. 100% real Not Clickbait!: Paul Logans, AKA Clickbait is a battlesuit using YouTube villain who loves nothing more than to screw with the around equally popular Gimmick. Both of the pair hate each other with the burning passion of a thousand suns. Clickbait will often interfere with Gimmicks heroics even at the risks of civilians to mess with his rival. Abilities: 0 + 8 + 4 + 10+ 8 + 8 = 38PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 6 + 2 = 8PP Initiative: +4 Attack: +3 Base, +7 Gadget Props Array Defense: +2 (+1 Base, +1 Dodge Focus), +1 Flat-Footed Grapple: +3 Knockback: -6 Saving Throws: 3 + 1 + 4 = 8PP Toughness: +12 (+2 Con, +10 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+4 Dex, +1) Will: +8 (+4 Wis, +4) Skills: 44R = 11PP Acrobatics 6 (+10) Bluff 5 (+9) Craft [Chemical] 5 (+10) Craft [Electronic] 5 (+10) Craft [mechanical] 5 (+10) Knowledge [Current Events] 1 (+6) Knowledge [Pop Culture] 2 (+7) Notice 6 (+10) Perform [Comedy] 3 (+7) Sense Motive 6 (+10) Feats: 12PP Attack Specialization (Gadget Props) 2 Benefit (Wealth) 1 Dodge focus 1 Equipment 3 Improvised tools Inventor Luck 1 Master Plan Taunt Equipment: 3PP = 15EP HQ: Acme Theater Props Warehouse Power Level 7, Equipment points used 15 Size: Medium Toughness +10 Features: Communications, Computer, Concealed 3, Garage, Gym, Living Space, Power System, Security System 2, Workshop, Laboratory, Powers: 28 = 28PP Device 7 (Gimmick Suit; 35DP Container; Flaws: Hard-To-Lose) [28PP] (Invention, Technology) Communication 4 (Personal Radio; Sense Type: Radio) (Range: 1 mile) [4DP] Gimmick Props Array 7 (14DP array; Feats: Alternate Power 3) [17DP] BP: Strike 7 (Joy Tazer; Extras: Linked to Stun 7 (+0)) + Stun 7 (Flaws: Unreliable [Fail on 10 or less]){14/14DP} (Electric) AP: Dazzle 7 (Fire Crackers; Visual Dazzle){14/14DP} (Light) AP: Obscure 7 (Colored Smoke Bombs; Visual obscure) (Radius 500 ft.) {14/14DP} (Chemical, Colors) AP: Snare 7 (Silly String) {14/14DP} (Chemical) Leaping 3 (Spring Shoes; Feats: Alternate Power 1) (Leaping distance x10, run 100 ft.) [4DP] AP: Speed 2 (250 mph / 250 ft/rnd) {2/3DP} Protection 10 (Armor Lining) [10DP] DC Block ATTACK RANGE SAVE EFFECT Unarmed touch DC 15 Toughness Damage Joy Tazer Touch DC 22 Toughness Damage Firecrackers 70 ft. DC 17 Fortitude Visual Dazzle Silly String 70 ft. DC 17 Reflex Snare Abilities (38) + Combat (8) + Saving Throws (8) + Skills (11) + Feats (12) + Powers (28) - Drawbacks (0) = 105/108 Power Points Edited just now by Growth Spurt
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The Dreamer Power Level: 7 (118/132PP) Unspent Power Points: 14PP Trade-Offs: -4 Defense / +4 Toughness In Brief: Interdimensional Refugee who found their way to the Atom Academy in Freedom City. Theme: Just a Dream Vixy and Tony, Meet my Friends, Cami-Cat Alternate Identity: Adrianna Liddell (Secret) Birthplace: Earth S-Omega-1 Residence: Atomic Tower, Freedom City Base of Operations: Atomic Tower, Freedom City Occupation: Student/Member at Atom Academy Affiliations: Atom Academy Family: None known Description: Age: 19 (DoB: 13th November 2001) Gender: Female Ethnicity: Caucasian Height: 5'2" Weight: 140lbs Eyes: Blue Hair: Blonde The Dreamer has long flowing golden hair that reaches to the small of her back, framing a pale face. She examines the world with large blue eyes, trying to discern her dreams from true reality. Were she able to stand she would be short with an hourglass figure, but lacking the toned muscle of most heroes, instead being soft. She tends to wear dresses that match to her curvy figure and are easy enough for her to put on without use of her legs. She sits on a wheelchair covered in whimsical designs that remind her of her home and the dreams of others that she would always see. Some designs that people from Earth Prime would recognise are a grinning cat, a tea party with a man, a hare and a mouse and a caterpillar puffing on a hookah. When she goes out as a hero, she dreams herself a variety of suits, but tends towards a dress with thin plates of metal to give the appearance of being armoured. She adds a split down the front to allow her to sit astride her dream steeds. History: The Dreamer hails from a world where just before the end of the 18th Century the dreams of man had come out to play, so the world was filled with the whimsical, the wondrous, the macabre and the terrifying. Over time people learned to lucid dream and hold in their dreams, but generally only held back the few nightmares they couldn't wipe away. The world changed with the first hyperlucid or true dreamer, Alice Liddell. Her dreams were physically present in the world, there were very few of them, but they changed the world. When they dreamed of flame, it really burned, and many people lost their lives as the first and second generations of hyperlucid dreamers came into their own. Eventually, the world settled once more, with the true dreamers at the top of the world order. This proceeded as the status quo centuries, but this came crashing down. The world came burning down as someone tried to enhance their own power, using some dream device that they thought would make them a god of dreams. It instead made them a calamity. They lost control of the nightmares they held within, causing disasters and monsters across the world. Eventually, a strike team was used to kill them, cutting their nightmares off at the source. There was another dimension that saw this disaster, Earth G-War-3 and used it to their advantage. They hoped to capture hyperlucid dreamers to use in their own wars. This dimensional colonisation was something all sides were using and was beginning to drag many other dimensions into their war. This dimension conquered the decimated countries before they managed to pull together enough to fight back. This was the world The Dreamer was born into, the latest child of the Liddell family, the richest and most powerful true dreamers who had helped maintain the dominance of the English even with the damage done to the world. Soon The Dreamer was taught to use her power to help the war effort. As she was wheelchair-bound instead they used her vast dream power to create weapons, vehicles and supplies. Despite the war front beginning to stabilise, doomsday cults were beginning to form in the civilian population. The Terminus was laying the groundwork. Already exhausted by the war effort and not prepared for the opening of a new front, the Terminus Invasion destroyed the opposition. London was besieged with no hope of relief within a week of the opening of the portals. As the city's fall became inevitable, The Dreamer's father used a captured dimensional transporter to send The Dreamer away, hoping that she could be safe, and she found herself lost in Z-Space. Quickly she made a container for herself, dreaming food for herself and propelling her way through the endless void. After a year and a half by the count of the clocks she dreamed up she found herself in Earth Prime's Emerald City. She enrolled as a dimensional refugee under her given name. After some time growing accustomed to this new world, The Dreamer was invited to The Atom Academy. She didn't have much keeping her in Emerald City, and so accepted the invitation. Personality & Motivation: The Dreamer may come across as strange when people first meet her, as she will often do and say curious things to discern if the individual is the product of her dreams, or actually real. It may take some time for her to determine if the person in question is real, but afterwards she will show that she is a person of good humour that cares for the people around her. She will often go out of her way to help people around her, providing the people she cares for with materials that she dreams into reality, like she once did in her home dimension. Powers & Tactics: The Dreamer uses her summons to fight for her, doing damage, trapping enemies and moving objects. She uses her Dream Steed to avoid being trapped while using her Wonderland Array to control the battlefield. If she has to she will bring forth the Carnifex ex Imaginatio, which will allow her to concentrate more on using her powers to control the battlefield, but this is a last resort. Powers Descriptors: The Dreamer is a hyperlucid or 'true' dreamer. While most of the people from her world's dreams were harmless, a dreamed dog couldn't dig up a flower garden, her dreams are not like that. They are fully real. She is surrounded by creatures spawned from her dreams, which protect her from harm and fight for her. She can warp the world around her, creating items from her dreams, changing the environment, moving objects, and even transforming non living matter into something else. She can fly upon the backs of her own dreams, create creatures to attack people, summon chains, ropes or have creatures like pythons to ensnare her enemies or summon creatures or engines to move objects. Working in tandem with her dream creatures she can move far larger objects than either power alone, as she focuses most of her dreams to shifting it. Her most dangerous summon is the one known as the Carnifex ex Imaginatio. It is made of her deepest fears and all of her vices and evils personified, a creature born of all the nightmares she holds back from appearing. The Carnifex rages to be freed from her, to release it's fury upon the world. It hates everything and wants to be free. It is aware, however that were it to kill The Dreamer that imprisons it within her that it would cease to be. So for now it will protect her, but that does not mean it's not willing to cause her troubles, especially as she may be forced to let the Carnifex out to save her. Complications: A Dream of Comfort: The Dreamer works to help people, donating clothes, food and other necessities wherever she can. She deeply cares and wants to help wherever she can, even if it puts herself in danger. The Dreamer's secret identity could be tracked down through her donations to charity, and will often put herself at risk to keep civilians out of harms way. Through the Looking Glass: The Dreamer struggles to tell what is real and what is a product of her dreams. As such she has to find ways to discern if people are real, and can come off as strange or rude in the process. The Dreamer's attempts to discern dream from reality can cause difficulties for her as she may offend people, or damage her credibility. Nightmare Breach: The Carnifex ex Imaginatio is always trying to force its way out or force The Dreamer to let it out. There are times that the Carnifex manages to force its way out (Switching to Summon in the Array) and it will often try to cause some trouble for The Dreamer to force her to bring it out again. Butcher of Dreams: The Carnifex ex Imaginatio is uncooperative and unfriendly, wanting to be free to cause misery and pain but constantly held back by The Dreamer, but under no compulsion to help her. The Carnifex ex Imaginatio will often refuse orders which it does not agree with, forcing The Dreamer to work without it, or come up with a deal that it would accept. Menagerie of Dreams: The Dreamer cannot hold back all of her dreams, and is followed by her dream creatures constantly, although she encourages them to hide when she is in public as a civilian. The Dreamer is constantly followed by her dream creatures, and people who recognise The Dreamer's powers can recognise her civilian identity. Abilities: (-4) + 0 + (-2) + 10 + 10 + 10 = 24PP Strength: 6 (-2) Dexterity: 10 (+0) Constitution: 8 (-1) Intelligence: 20 (+4) Wisdom: 20 (+4) Charisma: 20 (+4) Combat: 6 + 2 = 8PP Initiative: +0 Attack: +3 Melee (+3 Base), +7 Powers (+3 Base, +4 Accurate) Defense: +3 (+1 Base, +2 Shield), +1 Flat-Footed Grapple: +1 (-2 Str, +3 Base)/+12 (Move Object 6 [Perception])/+18 (Move Object 9 [Perception])/+30 (Move Object 15 [Perception]) Knockback: -5 Saving Throws: 4 + 4 + 1 = 9PP Toughness: +11 (-1 Con, +12 Protection) Fortitude: +3 (-1 Con, +4) Reflex: +4 (+0 Dex, +4) Will: +5 (+4 Wis, +1) Skills: 36R = 9PP Bluff 6 (+11/+15)Attractive Craft (Electrical) 4 (+9) Craft (Mechanical) 8 (+13) Craft (Structural) 4 (+9) Diplomacy 6 (+11/+15)Attractive Notice 8 (+13) Feats: 2PP Attractive Jack of All Trades Powers: 25 +11 + 2 + 1 + 31 = 70PP Summon Array 11 (22PP Array; Feats: Alternate Power 3) [25PP] (Alien, Bloodline, Magic, Dreams, Summoned) BP: Damage 7 (Assault of the Dream Beast; Extras: Range; Feats: Indirect 3, Accurate 2, Split Attack, Variable Decriptor 2) {22/22PP} AP: Move Object 6 (Strength of Fantasy; Extras: Range [Perception]; Feats: Indirect 2, Variable Decriptor 2) {22/22PP} Stacked Power: Move Object 15 (Strength of Dreams; Extras: Range [Perception]; Feats: Indirect 2, Variable Descriptor 2) (Alien, Bloodline, Magic, Dreams, Summoned) AP: Snare 6 (Grip of Dreams; Extras: General Area [Shapeable]; Feats: Indirect 2, Variable Decriptor 2) {22/22PP} AP: Summon 7 (Carnifex ex Imaginatio; Extras: Heroic; Feats: Mental Link) {22/22PP} Protection 12 (Defence of the Dreamer; Drawbacks: Noticeable) [11PP] (Alien, Bloodline, Magic, Dreams, Summoned) Enhanced Feat 2 (Guardian of the Dreamer; Dodge Focus 2; Drawbacks: Noticeable) [1PP] (Alien, Bloodline, Magic, Dreams, Summoned, Shield) Flight 2 (Dream Steed; Flaws: Platform) [2PP] (Alien, Bloodline, Magic, Dreams, Summoned) Wonderland Array 15 (30PP Array; Feats: Alternate Power 3; Drawback: Action [Full Action]) [31PP] (Alien, Bloodline, Magic, Dreams) BP: Create Object 15 (Dreamscape; Extras: Duration [Continuous]; Feats: Indirect 2, Precise, Progression 10, Subtle, Innate; Flaws: Action [Full Action] Permanent) {30/30PP} AP: Environmental Control 7 (4PP/Rank, 28PP, Mix-and-Match Environments: All; Extras: Independent [+0]; Feats: Indirect 2) {30/30PP} AP: Transform 5 (Dreamshaping; 5PP/Rank, Affects non-living matter; Extras: Duration [Continuous]) {30/30PP} AP: Move Object 9 (Dream Movement; Extras: Range [Perception]; Feats: Indirect 2, Subtle) {30/30PP} Stacked Power: Move Object 15 (Strength of Dreams; Extras: Range [Perception]; Feats: Indirect 2, Variable Descriptor 2) (Alien, Bloodline, Magic, Dreams, Summoned) Drawbacks: -4PP Disability (Paraplegic; Frequency: Common; Intensity: Major) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Toughness Damage AotDB Ranged DC 22 Toughness Damage Grip of Dreams Ranged DC 16 Reflex Snare Totals: Abilities (24) + Combat (8) + Saving Throws (9) + Skills (9) + Feats (2) + Powers (70) - Drawbacks (-4) = 118/132 Power Points
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Isobel Fletcher Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Telekinetic knifehands trying to control herself. Alternate Identity: None, at present. Birthplace: Denver. Residence: Claremont Academy boarding Occupation: Student, Claremont Academy Affiliations: Family: Mother - Rebecca Fletcher; Father - Arthur Meville (Estranged), Half-Sister - Claire Meville Description: Age: 16 (DoB: 2004) Gender: Female Ethnicity: Mixed. Height: Five ten, or 178cm Weight: 148 lb, or 67 kg Eyes: Blue Hair: Natively black, dyed lavender with a fade towards the tips Isobel typically dresses in darker clothes, with a tendancy towards longer sleeves to hide the scars from her first few uncontrolled attempts at using her powers. Her height generally means she has fewer selections than she'd like, and several of her more comfortable clothes are mens clothes. She rather hopes that she'll stop growing sometime soon. She doesn't have a costume, but her few vague ideas for it History: Isobel was born in Denver to a then happy couple in the early 2000s, where her Father worked as a paralegal, and her mother made money using her own small talent with telekinesis to craft intricate microscopic structures. After an... acromonius divorce when Isobel was eight, her and her mother moved to Freedom city, the home of superheroism in America. Her mother kept up her free-lance crafting duties (her power lacking the ability to affect anything much larger than a grain of sand), while Isobel settled into a life different from the once she once knew. One where superheroism was a norm, and terrifying yet marvelous things could afflict the city at once. She made new friends, went to a new school, and settled into life, as much as you can in a city such as Freedom. Perhaps it was the exposure then, to all that power, the experiance of living in a city larger than life that lead to her own powers becoming larger than life when they blossomed half a year ago. Where her mother could carve all of war and piece onto a pin head, Isobel could carve through steel. And not much else, when it first formed, her room swiftly becoming a mess, with rents in the walls and gouges in the ceiling, to speak nothing of the state of the bed. And the more her powers acted out, the more she became fustrated, and the more the powers acted out in turn.The tipping point was about a week after manifestation, when Isobel became so agitated that her telekinetic hands attempted to grab her own arms. The aftermath of that incident led to a short stint in a hospital, a personal aquiantace with several heroes, and several scars twisting around her elbows. The six months since then have been one of herculean effort. She has brought her powers under her control, enough that Isobel can now attend the famous - or is it infamous - Claremont Academy, the school for gifted youngsters. She won't let her powers defeat her. She'll make something of her self, just you see. Personality & Motivation: Isobel was in attitude, once, a fairly typical expression of a teenage girl. Removed from parental attention, slightly rebellious towards authority, and fond of far too loud music. And, for the most part, that still remains, but it's been clouded by the recent months, the months where an emotional outburst could destroy a bed, or a jacket, or a prized possession. She was serious before, but it was the mock seriousness of a teenager who believes she knows everything. Parts of that still remain, but it's been tempered by nothing less unrelenting than reality. And, with this power, Isobel has nothing more than a desire to master it. To form it to her will, to make it a force for good in the world, rather than what it once was. It would help, then, if she could master the fact she's terrified of it. Power Descriptions: Isobel controls a multitude of invisible hands, which she can see as a faint warp in the air, a twisting of space in her vision. These hands are far stronger than she is, and each finger is tipped with an impossibly sharp claw. At times, when she's very agitated or under a lot of strain, others can see them as a faint blue haze. For now, she's just about managed to master a passive version where the faint sense of touch she gets from them allows her to see an area around her. They also act to drain energy from incoming attacks, as well as protect her if she falls. To clarify, this is merely her interpretation of a much wider telekinetic power, where she visualises it as hands. Touchsight works by the feeling she gets from her telekinetic hands. They're constantly surrounding her and moving, and this lets her understand the relative position (through proprioception), texture and tempreture of objects around her. Her brain has turned this into a sort of map of her surroundings, much as you might get if you had sonar. Her immunity to falling is an instinctive reaction of her powers. As she approaches the ground (or whatever she's going to hit and get falling damage from) the hands instinctively reach out, slow her down, and just absorb the force that would have gone through her (it's much like the kinetic sump aspect that provides her toughness). Her powers, although she doesn't like to admit it given the predudice, are caused due to her being a Terminus child. Or, rather, the grand-daughter of one. Her mother's grandmother lived in freedom city, and had the misfortune to be pregnant when the invasion came. Her grandmother was born with a "third hand", a mental construct that could lift and manipulate anything like another hand could. It was no stronger than her arms, and could reach no further than them. Isobel's mother, Rebecca, was even more limited, barely even able to move a pin, but she gained in precision what she lacked in power. Being born in Denver, her mother and Isobel in turn can rebute most of the ideals. But, well, Isobel was the right age, and in the right place that when the invasion came again, and her body absorbed the Terminus energies. Complications: Forcibly controlled: Isobel's psychic powers aren't conciously controlled so much as conciously applied. In times of stress, emotion, or even tiredness this control can slip, allowing her powers to run amok once more, or perhaps even more disconcertinly desert her entirely as she instead involuntarily clamps down on any useage of it. Fear of the Self: Isobel is, and she knows it even if she refuses to acknowledge it, scared of her powers. At times, she's suddenly struck by the power they have, and her mind goes back to those terrible few weeks and her elbows start to ache. At times like those, although she can still use her powers, getting her to do so is like pulling teeth. Secret Terminus Child - Three generations removed, but enhanced since, Isobel is one of the feared and hated terminus children, and she hides this. But it's not as well hidden as she would hope, and has the potential to backlash upon her. Abilities: 0 + 4 + 6 + 2 + 6 + 4 = 22PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 4 + 8 = 12PP Initiative: +2 (+2 Dex) Attack: +2 Melee, +2 Ranged (+2 Base) Defense: +4/+7 (+4 Base, +3 Enhanced Defence), +2/+3 Flat-Footed Grapple: +2 (+2 attack, 0 Str)/ +12 (telekinesis) Knockback: -1/-3 Saving Throws: 3 + 3 + 6 = 12PP Toughness: +3/+7 (+3 Con, +4 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +10 (+3 Wis, +6) Skills: 36R = 9PP Acrobatics 4 (+6) Bluff 4 (+6) Computers 4 (+5) Concentration 10 (+13) Second Chance Diplomacy 3 (+5) Notice 8 (+10) Sense Motive 3 (+5) Feats: 3PP Luck Second Chance (Concentration checks) Ultimate Save (Will) Equipment: 0PP = 0EP Powers: 6 + 5 + 6 + 5 + 25 = 47PP Descriptors: all mutant, all Force, all Telekinetic Enhanced Defence 3 (Repulsion field ) [6PP] Immunity 5 (Falling) [5PP] Protection 4 (Kinetic Sump; Extras: Force Field [+0]; Feats: Subtle 2) [6PP] Super-Senses 5 (Touchsight; Tactile Accurate [free], Acute [free] , Extended, Radius, Ranged, Uncanny Dodge) [5PP] Thousand Ethereal Hands 12 (24 PP Array, Feats: Alternate Power 1) [25PP] Base Power: Move Object 6 (Telekinesis (effective Str 30, 532lb/241kg light load), Extras: Ranged [Perception]; Feats: Indirect 3, Precise, Subtle 2) {24/24} Alternate Power: Damage 7 (Telerend, Extras: Penetrating, Ranged 2 [Perception]; Flaws: Unreliable; Feats: Indirect 3, Subtle, Drawbacks: Full Power) {24/24} (Descriptors: Slashing) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Tele-rend Perception DC 22 Toughness Damage Totals: Abilities (22) + Combat (12) + Saving Throws (12) + Skills (9) + Feats (3) + Powers (47) - Drawbacks (0) = 105/105 Power Points
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Maximan Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: Idealistic teenager Max Mooreson can, by speaking a magic word, transform into the preternatural Maximan. Catchphrase: "Barzai!" Theme: Superhero (Unknown Brain) Alternate Identity: Max Mooreson (Secret) Birthplace: Vibora Bay, Florida Residence: Freedom City, New Jersey Base of Operations: Claremont Academy Occupation: Student / amateur superhero Affiliations: Staff and students of Claremont Academy Family: Greg Mooreson (uncle and adoptive guardian) Description: Age: 16 (2004) Apparent Age: Mid-teens (mid-twenties as Maximan) Gender: Male Ethnicity: Caucasian Height: 5'7" (6'3" as Maximan) Weight: 132lbs (200lbs as Maximan) Eyes: Green (blue as Maximan) Hair: Brown (black as Maximan) Athletic and powerfully built for his age, Max has a freckled face, bright green eyes, and a head of shaggy brown hair he rarely bothers to comb. As a civilian he can usually be found wearing a pair of faded denim bluejeans and a tee-shirt festooned with a rock-band logo. When he speaks the word and transforms into Maximan, however, he becomes unrecognizable as the same person. Maximan is an impressive figure, standing tall and exuding an aura of preternatural strength and vitality. With clear skin, blue eyes, and jet black hair, Maximan might be said to represent Max's mental picture of his ideal self. The transformation also bestows a change of clothes, providing Max with a primary-colored costume of navy blue, with a golden yellow M stretching across his chest and down his arms. Dark red cuffs, boots, and a belt with a gold, M-shaped buckle complete the outfit. Furthermore, Maximan's entire body is covered in a skintight field of transparent energy that glistens faintly in the light. This field leaves a fading trail behind him when he flies, and sparks aggressively when struck. History: Orphaned as an infant by a terrible house-fire, Max Mooreson was adopted and raised by his paternal uncle Greg, who treated him as the son he'd never had. Growing up in Vibora Bay, Florida, a preteen Max idolized the superheroes he saw on television and could often be seen running about his uncle's estate with a towel tied around his neck, loudly proclaiming the amazing adventures of Maximan, the world's greatest hero. His bedroom walls were papered with amateur drawings of his favorite heroes and newspaper clippings of their most incredible feats, and Max would dream of joining their exploits. All of that changed when he turned 13. On the night of his birthday, Max dreamed of the Mountain. Impossibly tall, windswept, and barren of life, the Mountain dominated his dreams for years. He knew (the way you always know in dreams) that he must climb the Mountain, and that greatness awaited him there at the peak. After 33 months of nightly dream-climbing, the teenager reached the apex and met the man who lived there. In that long-awaited meeting, Maximan was born. The man at the summit lived alone in a clearing, dressed in rags and exposed to the tempestuous elements. A wizened, withered elder, he had skin like old paper and a long white beard stained gray with dust, hopelessly tangled. He had no eyes in his sockets; where they should have been there were instead deep pits of infinite depth, full of starry blackness. The old man said his name was Barzai, once known as the Wise, and he was the last before Max to reach the peak of the Mountain countless years before. There and then, Barzai had been tasked by the Ancient Ones to await the coming of another, and to bestow upon that person a gift of power and purpose. He claimed Max was that person, and the gift was for him. To call upon that gift, to possess the power it bestowed, the boy must only speak the elder's name and be transformed. Max did so, and was engulfed by a flash of pale light, cool heat, and impossible weight. As he woke, he could swear he heard the old man laughing. Much of what occurred in the dream was lost in waking, but Max remembered the word. Personality & Motivation: Max is a friendly, jocular young man with more idealism than common sense, as his desire to lend a hand to those in need causes him to leap into action before looking. He is motivated by a desire to be accepted into the superhero community he’s idolized since early childhood. As such, he adheres to a rigid, perhaps naive code of conduct. He tries to hold true to the familiar trappings of being a superhero, which includes withholding his secret identity from the world -- save for his uncle Greg, who quickly put two and two together and confronted his nephew with the evidence. They quickly made arrangements to send Max to attend the Claremont Academy, where he could more safely hone and develop his incredible abilities. As a student, Max is eager to prove himself to both the staff and his peers. Throwing himself into training exercises with the dedication of a career athlete, Max is determined to excel as a student and a hero, and takes every opportunity he can to improve. He treats every new challenge as a molehill compared to the Mountain of his dreams. Powers & Tactics: Max's powers come as a result of his transformation into Maximan, and are wholly dependent upon it. In practice, they take the form of preternatural strength, durability, and unaided flight. In battle, he likes to position himself between his teammates and the source of danger, using his nigh-invulnerability to defend his friends from harm. When facing a crowd, Maximan will land in the center of the group and attempt to strike as many as he can in rapid succession, allowing his superior strength to carry him through. When up against a single, more challenging foe Max employs hit-and-run tactics, or lifts his opponent up into the air to keep them off balance while they slug it out. While eager, Max does lack the skill of experience and is working tirelessly to learn more advanced combat techniques. It's accurate to say the powers are more Maximan's powers than they are Max's. If somehow prevented from speaking the word, or otherwise stripped of his transformation, Max is as powerless as any other grade-school teenager -- but that doesn't make him defenseless, and he doesn't give up. Power Descriptions: Maximan's most visually impressive powers are his unaided flight or applications of preternatural strength. His invulnerability is somewhat visible, in the form of a skintight field of transparent energy that glistens softly in the light. When struck, or striking others, the field sparks in retaliation by throwing off brief flashes of pale light and bursts of cool heat. This field streaks behind Max when he flies, leaving a fading trail of softly sparkling motes. He is also able to project beams of this energy, usually from his eyes or hands, as a weapon. Strictly speaking, Max's superpowers are magical in nature, the result of his dream-quest to the top of the Mountain. He currently rationalizes this as a trial of self-discovery, his subconscious mind attempting to come to terms with his transformation into a superhero. Max believes the word "Barzai" is just his way of tapping into the forces he was born to possess. He doesn't know, or even suspect, that the Mountain may be real... or that the man he met at its jagged peak might want something in exchange for the power he's been granted. Complications: Idealistic: Maximan is optimistic to the point of being naive, and views the world in black and white. Identity: Max endeavors to keep the fact that he is also the hero Maximan a carefully guarded secret. Impulsive: Maximan is a bulletproof teenager, and prone to acting before he thinks things through. Pyrophobic: Buried memories of the fire that orphaned him make Maximan hesitant around flames. Responsibility: Max is a full-time student at the Claremont Academy, and has to keep up his grades. Abilities: 2 + 4 + 4 + 2 + 4 + 2 = 18PP Strength: 12 / 24 / 44 (+1 / +7 / Super-Strength) Dexterity: 14 (+2) Constitution: 14 / 28 (+2 / +9) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +2 Attack: +5 Base, +7 Melee, +9 Blast Defense: +5 Base, +3 Flat-Footed Grapple: +8 Base, +14 Enhanced Strength, +18 Super-Strength Knockback: -8 Saving Throws: 3 + 5 + 3 = 11PP Toughness: +9 (+9 Con, Impervious 7) Fortitude: +12 (+9 Con, +3) Reflex: +7 (+2 Dex, +5) Will: +5 (+2 Wis, +3) Skills: 40R = 10PP Diplomacy 8 (+9) Gather Information 8 (+9) Notice 8 (+10) Search 8 (+9) Sense Motive 8 (+10) Feats: 7PP Attack Focus: Melee 2 Fearless Interpose Luck 2 Takedown Attack Powers: 13 + 14 + 2 + 6 + 11 = 46PP Combat Array (12PP Array; Feat: Alternate Power) [13PP] (Magic) Base Power: Enhanced Strength 12 {12/12} (Magic) Alternate Power: Blast 5 (Feats: Accurate 2) {12/12} (Magic) Enhanced Constitution 14 [14PP] (Magic) Flight 1 <10 mph, 100 ft/round> [2PP] (Magic) Impervious Toughness 7 (Drawback: Noticeable) [6PP] (Magic) Utility Array (8PP Array; Feats: Alternate Power, Dynamic 2) [11PP] (Magic) Base Power: Dynamic Flight 4 <250 mph, 2200 ft/round> {8/8} (Magic) Alternate Power: Dynamic Super-Strength 4 <5.6 tons> {8/8} (Magic) Drawbacks: (-3) + (-3) + (-1) = -7PP Involuntary Transformation (failure to save against a Nullify effect; Frequency: Uncommon; Intensity: Major) [-3PP] Normal Identity (unable to speak the magic word; Frequency: Uncommon; Intensity: Major) [-3PP] One-Way Transformation (effected by Involuntary Transformation; Frequency: Uncommon; Intensity: Minor) [-1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage (bludgeoning) Blast Touch DC 20 Toughness Damage (bludgeoning) Totals: Abilities (18) + Combat (20) + Saving Throws (11) + Skills (10) + Feats (7) + Powers (46) - Drawbacks (7) = 105/105 Power Points
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THE MIRROR Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: A metamorphic detective patrols the streets of Vibora Bay, unraveling mysteries and dispensing justice. Catchphrase: “Surprise.” Theme: Shawn Lane – Hardcase Alternate Identity: Jack Reynolds (secret) Birthplace: Vibora Bay, Florida (United States) Residence: The back room of a dingy office, Vibora Bay, Florida (United States) Base of Operations: A dingy office, Vibora Bay, Florida (United States) Occupation: Private detective / retired VBPD special agent Affiliations: None (looking for group) Family: Selma Clark (estranged ex-wife) & Joshua Reynolds (estranged son) Description: Age: 52 (DoB: 1967) Apparent Age: Varies (formerly 50s) Gender: Varies (identifies male) Ethnicity: Varies (formerly Caucasian) Height: Varies (formerly 6’1”) Weight: 215lbs Eyes: Varies (formerly brown) Hair: Varies (formerly brown) Description: Not too long ago, Jack Reynolds looked every last one of his 52 years. Wrinkled, paunchy, his graying hair going thin at the crown, Jack was as well-worn by life as his beloved khaki suits. Following his transformation, however, Jack’s flesh became a reflective, semitransparent jelly that he can shape, color, and texture however he pleases. He still wears the khaki suits. History: Years ago, Special Agents Jack Reynolds and Arthur Clark of the Vibora Bay Police Department were investigating billionaire chemical magnate Francis DuKatt III for his company’s connections to the recent appearance of a new, dangerously potent designer narcotic called “Cicada.” Midway through their inquiries, Special Agent Clark disappeared one evening, never to be seen again. The loss of his best friend and brother-in-law destroyed Jack's marriage, drove him to the bottle, and cost him his career when the case was dropped and he was ordered to cease any and all investigations. Suspecting foulest play, Reynolds retired from the force in disgust and established a small, one-man private detective business. It paid peanuts, but at least the work was honest. One day, while tailing a wayward husband, Jack learned that the man's midnight rendezvous weren't with a younger mistress, as his wife had feared, but to plot and enact a clandestine meeting at the DuKatt Chemical factory with a cadre of black-clad conspirators. Spotted by a lookout before he could report what he’d seen, Jack was captured, disarmed, and forced to enter the factory. There, the detective was savagely beaten, shot twice in the stomach, and dumped in a waste chemical tank to die. That he didn't expire surprised no one so much as Jack himself, though he would live forever changed. Transformed by the toxic chemicals into a large puddle of reflective sludge, Reynolds oozed free of the vat and was able to escape soon after his murderers fled the scene. Fighting shock, he was able to take a more humanoid form and return home under cover of darkness. After some experimentation, Jack realized that his reflective, jellylike flesh could assume all manner of shapes, colors, and textures – and turn from a liquid to a durable solid with a thought. Inspired by Vibora Bay's long and storied heroic history, he resolved to use his strange new powers to defend the city, avenge his own murder, and learn the truth behind his late partner’s mysterious disappearance. Personality & Motivation: Tough and determined to the point of obduracy, Jack Reynolds epitomizes the term “hard case.” But beneath that stony, suspicious exterior lies a heart of gold and an undying dedication to unearthing the truth. A nightmare to crooks and an angel to the innocent, Reynolds works tirelessly as the Mirror to bring justice – both punishment and protection – to the citizens of Vibora Bay. Powers & Tactics: A shapeshifter with extensive control over the psychoplasmic sludge that makes up his body, the Mirror is capable of assuming nearly any form he can imagine with exacting precision. He able to relax his body into a slippery liquid and tense it into a durable, super-strong solid. When wounded, the Mirror is able to concentrate and literally pull himself back together to repair the damage. The Mirror uses his abilities to disguise himself when undercover, infiltrate secured locations, and battle criminals directly when necessary. In combat, he tends to open with his fluid form to engage enemies from a range before turning solid to reduce incoming damage and finish the job in close quarters. Injuries sustained in battle are healed after, when he has a moment to regenerate. Power Descriptions: A human being mutated by a vat of toxic chemical waste, the Mirror’s powers are all biological in nature and application. He is capable of reshaping his body to alter his appearance and assuming an elongating fluid form or a stronger, more durable solid form. In combat, the Mirror can cause bludgeoning, piercing, or slashing damage by transforming his limbs into clubs, spikes, or blades. The Mirror's bizarrely abhuman physiology is significantly more electrically conductive than Jack Reynolds' former flesh and blood body. This negative aspect of his transformation has made him more vulnerable to the effect of electrical attacks, which are more likely to course through his form like a live wire and subsequently cause more damage to the metamorphic detective in their wake. Complications: Identity: Jack Reynolds endeavors to keep the fact that he is also the Mirror a carefully guarded secret. Obsession: the Mirror is determined to unravel and solve the mystery of Arthur Clark’s disappearance. Relationship: Jack has an estranged ex-wife and a son that he desperately wants to reconnect with. Responsibility: Reynolds works as a private detective, working various cases for the people of Vibora Bay. Rival: the Mirror is dedicated to proving the guilt of Francis DuKatt III, the head of DuKatt Chemical. Abilities: 4 + 6 + 8 + 2 + 2 + 2 = 24PP Strength: 14/24 (+2/+7) Dexterity: 16 (+3) Constitution: 18/28 (+4/+9) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +3 base Attack: +5 base, +7 melee Defense: +5, +3 flat-footed Grapple: +9 base, +12 fluid form, +14 solid form Knockback: -4 / -9 (solid form) Saving Throws: 0 + 4 + 4 = 8PP Toughness: +9 (+9 Con, +0) Fortitude: +9 (+9 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 64R = 16PP Bluff 4 (+5 base, +13 Attractive, +15 to imitate sounds when Morphed) Diplomacy 4 (+5 base, +13 Attractive) Disable Device 4 (+5 base, +10 Beginner’s Luck) Disguise 0 (+1 Base, +26 Morph) Gather Information 8 (+9 base) Investigate 8 (+9 Base) Knowledge Civics 4 (+5 base, +10 Beginner’s Luck) Knowledge Streetwise 4 (+5 base, +10 Beginner’s Luck) Notice 8 (+9 base) Search 8 (+9 base) Sense Motive 8 (+9 base) Stealth 4 (+7 base, +12 Beginner’s Luck) Feats: 7PP Attack Focus 2 (Melee) Attractive 2 (when Morphed) Beginner’s Luck Connected Contacts Luck 2 Powers: 10 + 23 = 33PP Psychoplasmic Body 10 (20PP Array; Feats: Alternate Power 3) [23PP] (Biological, Mutation) • Base Power: Healing 10 (Active Regeneration; Extras: Total; Flaws: Limited to Self) {20/20} • Alternate Power: Morph 5 (Active Camouflage; Extras: Any Form 2, Feats: Attractive 2, Covers Scent, Mimicry, Precise) {20/20} • Alternate Powers: Elongation 3; Insubstantial 1; Speed 1; Strike 5 (Feats: Variable 1 [Physical], Mighty); Super-Movement 2 [Slithering 1 + Wall-Crawling 1] (Fluid Form) {20/20} • Alternate Powers: Enhanced Strength 10; Impervious Toughness 9; Speed 1 (Solid Form) {20/20} Enhanced Constitution 10 (Psychoplasmic Endurance) [10PP] (Biological, Mutation) Drawbacks: (-3) = -4PP Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness DMG Bludgeoning Strike 5 35ft DC 22 Toughness DMG Blg/prc/slsh Enhanced Strength Touch DC 22 Toughness DMG Blg/prc/slsh Totals: Abilities (24) + Combat (20) + Saving Throws (8) + Skills (16) + Feats (7) + Powers (33) - Drawbacks (3) = 105/105 Power Points Base Carrying Capacity: L: 58; M: 116; H: 175; Mx: 350; P/D: 875 Base Throwing Distance: 175lbs 5ft; 10lbs 25ft Base Jump Distance: Running jump: 12ft; Standing jump: 6ft; High jump: 3ft E-Str Carrying Capacity: L: 233; M: 466; H: 700; Mx: 1.4t; P/D: 3.5t E-Str Throwing Distance: 700lbs 5ft; 100lbs 25ft; 10lbs 100ft E-Str Jump Distance: Running jump: 17ft; Standing jump: 8ft; High jump: 4ft Speed: 10mph/88ft per round
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Rossignol III Comic Examples: Artemis with a super sense? Power Level: 7. (150/108 PP) Trade-Offs: +2 Attack / -2 Damage. Description: Super hero? I mean I don't know that what I do counts as "super." I'm just out here punching people in the face and shooting people in the but with arrows. Actually it's all rather comical if you think about it like that. Complications: A healthy amount of teenage angst in the form of a temper. And secret identity. Other then that, maybe matters of social equality. I don't think there are really that many people who make a big deal out of a accent or a female superhero. I would however hate for her dating habits to come up in a tabloid. People can still be jerks after all. Unspent Power Points: 3 In Brief: Legacy Vigilante. Catchphrase: "bonne nuit" Themesong: Paint it black... In the "Original French." Alternate Identity: Sophie Glayds Leclerc. Birthplace: Bastia, France. Residence: House in Lantern Hill. Base of Operations: House in Lantern Hill. Occupation: "Independently Wealthy" Affiliations: -WIP- Family: Mother: Marie Sophie Leclerc. "Rossignol III" (Whereabouts unknown, Presumed dead) : Father: Bill ""Mountain Man" Thornton. (Deceased) : Grandmother: Charlotte Marie Leclerc. "Rossignol" (Deceased) Identity: Secret. Legal Status: Duel - French / United States Citizen. Age: 17. (Date of Birth: Satuerday December 21st, 2001) Gender: Female. Species: Human. Height: 5'1" (154cm) Weight: 108lbs. (49kg) Skin: Fair. Hair: Brown. Eyes: Green. Character History -Sophie was born in Bastia France on the island of Corsica. Born to the at that point newly 'retired' masked hero Rossignol. And the at that point missing and presummed dead American hero "Mountain Man" She was raised for a time there at her families home in France before her mother moved back to the United States and started to undertake limited work as a Masked hero again. As Sophie grew she would spend time in both of her parents nations. She grew up in a happy if not strange home. She knew form a young age of her mothers "Work" And grew up with family friends in the hero community. It was never really a question to her if she was going to be a Hero. It was always a forgone conclusion and one of the only subjects that her and her mother ever argued over was the need for her to be educated in any traditional sense. Despite her view that a traditional education was largely useless for her she did well in school when she went, and excelled in her home schooling. Eventually skipping and then testing out of the American Educational system a few years before most high school graduates. Despite the nature of her mothers work and the overall lifestyle that many heroes chose to live. It was none the less hard on Sophie when her mother along with a small group of heroes simple failed to return from Mission. It wasn't so much the knowledge they might be dead, but rather the total lack of any information on what they had been involved in. So at the age of fifteen the girl put on the ill fitting costume of her grandmother and went out with the intent to find information about what had happened. The experience was a painful and eye opening one. She got little done other then almost getting herself killed a few times, while finding no useful information. It did teach her a great deal however. She learned that she needed time, the lessons and training she had gotten up until that point would be enough. And over the next two years she refined her ability and her equipment. Adopting much of the same gear that both her Mother and Grandmother had used. And starting by focusing on the lower end crimes in her local area. Physical Description Sophie is short and a little on the light side. But none the less in good physical shape showing a lot of strength for her size. And focusing mostly on endurance and Stamina, giving her a bit of a swimmers physique. Brown hair and green eyes as well as a soft face makes her pleasant enough to look at. And she can when the mood or need strikes her clean up rather well. Powers and Tactics: The only power that Sophie has to speak of is a hold over from her fathers powers, the ability to sense vibrations in the earth around her. Mostly relying on equipment she makes herself or re-purposes from off the shelf equipment. She mostly uses a bow and a number of Specialized arrows. As well as a sword and Armored gloves. Using a great deal of stealth and cunning in her crime fighting. Complications: Secret: A secret identity comes with the package for most Masked Heroes. Temper: Calling Sophie Irritable would be kind. Hot headed and reckless would be must more accurate. She's not hard to goad into doing something less then reasonable. ------------------stats-------------- Abilities: 4 + 2 + 6 +8 + 2 + 2 = 24PP. Strength:14. (+2) Dexterity:12. (+1) Constitution:16. (+3) Intelligence:18. (+4) Wisdom:12. (+1) Charisma:12. (+1) Combat: 14 + 10 = 24PP. Initiative: +1. Attack +7. Grapple: +9. Defense: +7. (+5 Base, +2 Dodge Focus) +2 Flat-Footed. Knockback Resist: -3. Saving Throws: 1 + 5 + 3 = 9PP. Toughness: +3/+3/+1. (+3 Con, +3 Equipment, +1 Feat) Fortitude: +4. (+3 Con, +1) Reflex: +6. (+1 Dex, +5) Will: +4. (+1 Wisdom. +3) Skills: 40R = 10PP. Acrobatics +5. (6) Climb +4. (6) Computer +4. (6) Concentration +2. (4) Craft: Chemical +1. (5) Disable Device +2. (6) Drive +1. (2) Investigate +2. (6) Language +2. [(French: Native.) [Hebrew: Fluent With French Accent.] (English: Fluent with French Accent.)] Medicine +1. (2) Notice +4. (5) Pilot +1. (2) Ride +1. (2) Search +2. (6) Stealth +7. (8) Survival +1. (2) Swim +1. (3) Perform: Sing +2. (2) Feats: 24PP. Ambidexterity. Attack Specialization: (Unarmed) Attractive. Benefit (Wealth 3) Defensive Roll 1. Dodge Focus 2. Evasion 1. Jack of all trades. Move-By Actions. Precise Shot 1. Uncanny Dodge: 1. (Tremorsense) Quick Draw 2. (Draw and Load weapons as free action) Equipment 8. Equipment. Powers: 14 PP. Super-Senses 3 (Tremorsense [Accurate Ranged Touch; Drawback: Not Usable in Water]) [2PP] (Mutant Descriptor) Device: 12PP. (Easy to Lose, Gives 20 device pp) [12pp] (All powers have the technological descriptor) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +9 Melee DC 17 Toughness (staged) Damage Armored Gloves +9 Melee DC 18 Toughness (staged) Damage Sword +8 Melee DC 20 Toughness (staged) Damage Bow +9 "Trick Arrow" Ranged DC 20 Toughness (staged) Damage Frag Arrow Ranged DC 20 Reflex:Area Damage DC 20 Toughenss:Staged Flash Bang Arrow Ranged DC 14 Reflex+Fortitute:Area Blinded + Deafened Gas Arrow Ranged DC 19 Fortitue:Area Nauseate Abilities 24 + Combat 24 + Saving Throws 9 + Skills 10 + Feats 24 + Powers 14 + Drawbacks 0 = 105/108 PP.
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Power Level: 7 (105/108PP) Unspent Power Points: 3 Trade-Offs: None In Brief: Teen with Demonic blood in their veins, trying to escape their fate Catchphrase: "Look, I'm not a bad person..." Theme: Matthew Sweet, Dark Secret Alternate Identity: Tyler Black (Secret) Birthplace: Evanston, WY Residence: The Claremont Academy Base of Operations: The Claremont Academy Occupation: Student Affiliations: Other Claremont Students Family: Unknown - the people who raised him were in service to the entity whose lineage he is part of. Description: Age: 16 (DoB: 2002) Apparent Age: N/A Gender: Male Ethnicity: Caucasian Height: 5' 9" Weight: 175 Eyes: Brown Hair: Black Tyler seems at first glance to be your average American teen. He dresses in comfortable clothing that's vaguely stylish (if not exactly on the cutting edge of fashion) and seems a little awkward around others at times. One notable point is that he often wears some sort of hat, usually a baseball cap; they disguise a budding pair of obsidian horns that erupt from his temples, just up near his hairline. History: Tyler was raised on a small commune in Evanston, Wyoming. Practically on the doorstep of the Mormons, the Brothers and Sisters of the Radiant Benevolence rejected the Christian sentiment of the area. Tyler didn't know who his parents were despite asking on several occasions, though he didn't lack for caregivers. He also didn't know what went on when the adults met every Thursday evening. Instead he learned to be content with homeschooling, the curriculum focusing as much on theology as practical subjects, though his lessons in the former often leaned towards harsh criticism or dismantling of other religion's beliefs. Tyler hit puberty, and along with the usual host of adolescent problems came first the whispers, and then the horns. When the adults found out (and despite him desperately trying to file his horns down a few times, they became impossible to hide for long) they rejoiced; finally, after years of devotion their dark prayers had been answered. Followers of a being they referred to mainly as The Prince of Sanguine Terror, the various families traced their lineages back to the original acolytes who had accepted His blessed touch; now, Tyler would be the greatest among his servants, paving the way for his return. Despite his education, Tyler wasn't wholly keen on that idea, but the elders of the Cult did help him to hone some of the powers his connection to his Dark patron granted him. He was woken late one night by Layla, one of the several women he thought of as a mother figure; she explained in hushed tones that the cult's true purpose was to foster the darkness within Tyler's blood before using him as a sacrifice to allow the Prince full entry into their world. Her faith had been shaken as she watched Tyler's powers emerge; now, fully aware of the plan she realised she couldn't bear to see him killed. She'd packed him a bag and, despite his confusion, put him on a bus to Freedom City, along with a letter for the teachers at the Claremont Academy. A week after arriving at Claremont, Tyler read in the paper that Layla had died, the tragic result of a wild animal attack. Personality & Motivation: Despite his corrupted lineage, Tyler doesn't want to be bad. He knows that what truly matters is one's deeds, how one uses the talents that they have; despite that, every time he draws from the dark wellspring of his power he feels the potential to release a little more corruption into the world. Powers & Tactics: Tyler's demonic taint allows him to manipulate magical energy; while he's only mastered a few spells so far, it allows him to be versatile in the field. He can teleport short distances, manipulate objects remotely via psychokinesis, cause objects to spontaneously combust and dominate a single person's will. Power Descriptions: All of his powers have an aura of demonic energy - his teleports leave behind the smell of brimstone, his psychokinesis surrounds objects with dancing shadows. Objects that he sets alight sometimes appear to have horrified faces in the flames, and those who have their will controlled have eyes that go completely black; when working powerful magic Tyler also sometimes has completely black eyes, his skin appearing a chalky white. His protective force field manifests as a shimmering haze, though one that shines with a blood-red light. Complications: It's the horns, right?: Sure, Claremont has its share of weird-looking students. Still, people see a guy with horns on his head, you don't need to be a Bible Scholar to make the connection to demons. Tyler often finds strangers wary of him. (Prejudice: Demonic Appearance) Daddy Issues: Tyler's been told what The Prince's plans are, both for him and for the world. He's not much of a threat to those plans right now, but with the right training and allies, he might be. (Motivation: Responsibility) Claiming Asylum: It would definitely be bad if his old 'family' were aware that he was now at Claremont Academy. They'd like him back quite urgently. (Secret: His identity) Abilities: 0 + 2 + 4 + 6 + 8 + 8 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 14 = 24PP Initiative: +1 Attack: +5 Melee, +5 Ranged, +7 Blast Defense: +7 Base, +4 Flat-Footed Grapple: +5 Knockback: -6 Saving Throws: 5 + 5 + 6 = 16PP Toughness: +7 (+2 Con, +5 Force Field) Fortitude: +7 (+2 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +10 (+4 Wis, +6) Skills: 36R = 9PP Computers 2 (+5) Concentration 6 (+10) Drive 1 (+2) Intimidate 4 (+8) Knowledge (arcane Lore) 6 (+9) Knowledge (theology & philosophy) 6 (+9) Language 4 (+4) - English (Native), Greek, Latin, Aramaic, Infernal Notice 2 (+6) Search 1 (+4) Sense Motive 4 (+8) Feats: 1PP Luck Equipment: 0PP = 0EP Powers: 10 + 19 = 29PP Descriptors: Infernal Force Field 5 (+5 Toughness; Extras: Impervious) [10PP] (Energy) Magic 8 (16PP Array; Feats: Alternate Power 3) [19PP] Base Power Teleport 13 (1300 ft. as move action; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (Spatial Distortion) Alternate Power Mind Control 7 (DC 17) (Psionic) Alternate Power Telekinesis 5 (Strength: 25, Carry: 266 / 533 / 800 / 1.6k; Extras: Perception) (Force) Alternate Power Blast 7 (DC 22; Feats: Accurate, Precise) (Fire) Drawbacks: (-2) = -2PP Vulnerability (Holy Powers; Frequency: Uncommon; Intensity: Moderate)[-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Blast Ranged DC 22 Toughness Damage Mind Control Perception DC 17 Will Control Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (9) + Feats (1) + Powers (29) - Drawbacks (-2) = 105/108 Power Points
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JETTE Power Level: 7 (105/115PP) Unspent Power Points: 10 Trade-Offs: -1 Attack /+1 Damage, +1 Defense / -1 Toughness In Brief: Silver Age techie sidekick turned bitter and cynical PI Catchphrase: N/A Theme: Date Line (I Am Gone), by Yellowcard Alternate Identity: Caroline Cruz (Secret) Birthplace: New York City Residence: Hardwick Park, Bedlam, Wisconsin Base of Operations: Bedlam, Wisconsin Occupation: Private Investigator Affiliations: AEGIS (though not by choice at all) Family: Terry Cruz (disgraced billionaire businessman, not really dead), the Cruz family (very estranged) Description: Age: 58 (Born in 1960) Apparent Age: Late 30s Gender: Female Ethnicity: Puerto Rican Height: 5’ 5” Weight:130 lbs. Eyes: Light Brown Hair: Brown streaked with gray Appearance: Caroline pretty much just wears loose fitting clothing, most commonly jeans and dark colored shirts. Her shoes are battered sneakers, and she has an oversized leather jacket covering her Quantum Gauntlets. She doesn’t look nearly as old as she is, and is still in great shape. As JETTE, she wears a mask and a blonde wig to hide her identity. History: It started in 1963, with Caroline’s cousin Terry Cruz. He was a filthy rich industrialist in Freedom City. A witty, charming genius, there wasn’t anyone who didn’t like him. At least, that’s how Caroline remembers it. He invented a flight belt made out of inexpensive components. He then built a battlesuit around the technology, and became a superhero (The Human Rocket). He was never as famous as The Raven or the Centurion, and he never quite made it to the level of the Freedom League, but he did his part. In 1975, however, Terry made a fateful decision to follow a dream. Humans didn’t need to be stuck on the ground. He’d make it so everyone could fly. He needed a helper, so he recruited the then 15 year old Caroline (already a tech genius in her own right), his own younger brother Donald (the man was a born salesman, better than even Terry) and set to work. A year later, Caroline debuted as JETTE, and the flight belts were put into production. Donald was to run the factory itself, with Caroline as tech support. Terry would help out where he could, but his life was a busy one. He trusted his family with his dream. At first, everything was okay. There were some unexpected bugs to iron out in the manufacting process, but between Caroline’s skills and Donald’s leadership they pulled through. Then the first shipment disappeared. It turned up in the hands of a band of thieves, with the design weaponized in ways Terry had only seen in his nightmares. He and Caroline stopped them, of course, but that didn’t account for the entire shipment. Orders dried up overnight. His good name was tarnished. AEGIS was investigating him for giving them to those criminals. As if he’d do such a thing. He was going to get to the bottom of this. There wasn’t any need to stop production. They’d just store them in the factory until Terry cleared his name. It took two years (and a few more battles with flight belt equipped criminals), but get to the bottom of it Terry did. Donald, as it turned out, while he shared much of his older brother’s intellect, lacked anything resembling Terry’s integrity. He did, however, share the knack for hiring competent people and putting them in positions to succeed. “The Don”, was a rising star in the criminal underworld, and this was his chance to make it big. Terry refused to let it be at his expense. Turned out Don had his own battlesuit, and a squad of battlesuited muscle (including many of the factory’s key employees) to back him up. Terry had just Caroline. The fight tore the factory apart, and destroyed the stored flight belts. When it was over, “The Don” was presumed dead, his goons had vanished, and any evidence that didn’t point directly to Terry and Caroline Cruz being guilty of his crimes was virtually destroyed. The trial was quick. The prosecution basically had them cold, and anything that could’ve proven their innocence was long gone. They both got over a decade of hard time. Between that, the lost money spent on the belts and the revelation of just how much money Donald had stolen from his brother’s company, Terry was ruined. Both of them were barred from using their technological skill sets without authorization as a condition of early release. After his release, a broken Terry dropped off the face of the earth. Caroline scraped by doing odd jobs and moving around a lot, until she moved to Bedlam in 2003. Here, nobody looked too closely at your record, and even her AEGIS minder (to make sure she isn’t tech’ing without permission) that pops in now and again is virtually incompetent and probably corrupt as the rest of the law. She started doing unlicensed PI work to pay the bills. Soon afterward, she took her Quantum Gauntlets out of storage. They didn’t work, obviously. They needed refurbishing. But she needed the firepower. Bedlam was a tough place. And somewhere, deep inside, a hero’s heart still beat. Personality & Motivation: Caroline is bitter, cynical, and jaded. She’s seen what happens to visionaries who try to change the world for the better, and the worst that humanity has to offer. She has deep and intimate knowledge of how much people suck. So she drinks. Who wouldn’t? However, even 40 years gone, the altruistic core of who she is remains. Some things are just wrong. There’s lines she won’t cross and things she won’t allow to happen in her presence. Powers & Tactics: Caroline, wielding the Quantum Gauntlets, is essentially a blaster. Blast, blast, and blast some more. Maybe mix in a thrown item if she’s feeling fancy. She can fly, but this doesn’t often play a role in combat tactics. Really handy for getting the hell out of a bad situation, though. The energy flowing through her body makes her more resistant to damage, as well. Power Descriptions: 40 years ago, the Quantum Gauntlets were bulky whole hand, arm and shoulder blade covering monstrosities. The refurbish cut them down quite a bit. Without her big leather jacket they’re metal bands around her forearms with a thin strip of flexible metal running up her arms and meeting on her back. They do have a fingerless glove element, which is the control mechanism. But that can pass as regular fingerless gloves. What they do is allow her to channel quantum energy to manipulate the four fundamental forces. They’re not as powerful as they used to be, but they get the job done well enough for Bedlam. Complications: Where Everybody Knows Your Name: Caroline drinks. A lot. She admits she’s probably a functional alcoholic. The key, she says, is to celebrate the functional part of that term. She does keep it to outside of business hours, most of the time. But sometimes it can get in the way. Especially when humanity’s worst qualities smack her in the face. A GM may award a Hero Point when booze (or the unholy craving for booze) gets in her way. Using My Mind Is Illegal: Caroline isn’t supposed to be using her technological knowledge and skills without authorization under penalty of re-imprisonment. Her Quantum Gauntlets are a shining example of exactly what she isn’t supposed to be doing. She has an AEGIS agent (who may or may not be as incompetent as she thinks he/she is) assigned to her to make sure she isn’t tech’ing around without permission who can drop by unannounced at any time. A GM may award a Hero Point if this becomes an issue. Broke As All Hell: Caroline doesn’t have money. She never has money. Her apartment is tiny, and doubles as her office. She doesn’t own a vehicle. Her diet sucks. A GM may award a Hero Point if she needs cold hard cash, as she has practically none. Quantum Failure: The Quantum Gauntlets are over 40 years old. They were built when she had virtually unlimited funds. They then sat in a box for over a quarter century. Lastly, they were refurbished using very, very limited funds. So they don’t always work properly. The active powers can be weaker than expected, or outright refuse to work. A GM may award a Hero Point for this happening. Abilities: 0 + 2 + 4 + 14 + 4 + 2 = 26PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 24 (+7) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +1 (+1 Dex) Attack: +4 Base, +6 Ranged Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +4 Knockback: -3 (-1 without Quantum Gauntlets) Saving Throws: 3 + 4 + 3= 10PP Toughness: +6 (+2 Con, +4 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +5 (+2 Wis, +3) Skills: 72R = 18PP Concentration 3 (+5) Craft (Electronics) 8 (+15) SM Craft (Mechanical) 8 (+15) Gather Information 9 (+10) Intimidate 7 (+8) Investigate 1 (+8) Knowledge (Physical Sciences) 8(+15) Knowledge (Streetwise) 3 (+10) Knowledge (Technology) 8 (+15) Notice 6 (+8) Search 1 (+8) Sense Motive 6 (+8) Stealth 4 (+5) Feats:14 PP Accurate Attack Attack Focus (ranged) 2 Dodge Focus 4 Improvised Tools Inventor Move By Action Power Attack Precise Shot Skill Mastery (Craft [elec & mech], KN [phys sci & tech]) Uncanny Dodge (Auditory) Powers:21PP (All technological) Device 5 (Quantum Gauntlets; 25 PP Container; FlawHard-To-Lose[/i]; Power Feat: Subtle (hide-able under a coat or some such) [21PP] Blast 8 (Power Feat: Alternate Power 1) (Quantum Blast) [17PP] AP: Move Object 8 (Heavy Load 3.2 tons) (Magneto-Gravitics) [1PP] Flight 2 (25 mph, 220 ft/rnd) [4PP] Protection 4 [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Quantum Blast Ranged DC 23 Toughness Damage Totals: Abilities (26) + Combat (16) + Saving Throws (10) + Skills (18) + Feats (14) + Powers (21) - Drawbacks (0) = 105/115 Power Points
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Hellhound Power Level: 12 (180/183PP) Unspent PP: 3 Trade Offs: +2 Damage/- 2 AttackTransitional, +1 Damage/-1 AttackLupine Effective PL: 7 In Brief: Werewolf Biker possessed by a spirit of Vengeance. Alternate Identity: Óscar Davalos Identity: Secret Birthplace: Hardwick Park, Bedlam City Occupation: Bouncer Affiliations: Family: Rafael Davalos (Father), Luz Davalos (Sister), Dora Davalos (Mother), Frederico Davalos (Brother), Javier Davalos (Brother), Description: Age: 23 (DoB: Born 24, December 1994) Gender: Male Ethnicity: Afro-Carribean Height: 5’6"/8'Transitional Form Weight: 140 lbs/500 lbs Transitional Form Eyes: Brown/Red (When in Lupine or Transitional forms) Hair: Black Óscar is muscular man with a variety of tattoos on his torso and arms. His hair is part pompadour, part well-groomed mohawk with a fade going down the sides. His ears have a total of nine different piercings. His clothing is often left in conditions with little to be desired, the leather jacket that Óscar sports everywhere is in immaculate condition. While acting as he wears a balaclava with a canine-like pattern. In his transitional form Óscar is a bipedal combination of his human and lupine form. A sort of transitional state between the two. Able to stand erect on his hind legs, his front paws act as hands unless he needs to take off into a sprint. Size wise he is a good two feet taller than his human form and his teeth are both sharper and longer. Thanks to the effect of the Vengeance Spirit his flesh looks as if it was burning from the inside with his fur glowing akin to magma In his "Lupine" form Óscar appears to be a gigantic wolf. Aside from being larger and more muscular than other modern-day wolves, there aren't any real distinguishing features to separate Hellhound from any other large wolves than his bright red eyes. History: In the 16th century Cuba before the European witch trials reached their peak Santiago Veracruz, a Spanish mage of the time, realized he needed some intermediaries to protect himself from rivals as well as allowing him to act with subterfuge in the paranoid world around him. With Battle Brutes drawing far too much attention, the crafty mage knew he needed something kept closer to the vest. Veracruz cursed his slaves and an assortment of poor beggars. The sort of people society would not be keen to listen to when told tales of coercion by a magical being. The Davalos family were victims of one of Veracruz's curses. The family line was doomed to carry a genetic mutation for lycanthropy. While not every member would become a werewolf, all would be carriers of this "werewolf gene." Long after Veracruz died, long after slavery ended, even long after Cuba had gotten its independence the family curse raged on. In the 1980s, the Davalos family were amongst the 125000 other Cuban immigrants to Miami. But, Rafael Davalos set his sights further north. Moving his family in with an estranged brother in Bedlam City. Promised new opportunities in America, the lawyer quickly learned no one was willing to hire a lawyer who could no longer prove his credentials. Thinking himself destined for greater things than blue-collar work, Rafael refused to look for a job until someone would hire him as a lawyer. Rafael spent many a night bonding with fellow down on their luck young main airing their grievances behind a bottle. That was until his brother became the 6th victim of Capricorn, Rafael organized a neighborhood watch program in Hardwick Park. Tired of the police doing nothing to defend the citizens of Hardwick Park, Rafael swore that they would protect their own. But, by the time the real Capricorn had been arrested, the "neighborhood watch" had become the Lunar Sentry MC. Deeply embroiled in the cocaine boom of the 80s, Rafael had become a terror to the very neighborhood he had sworn to protect. Óscar grew up hearing idealized tales of his father's biker gang and all the supposed good they contributed to the neighborhood. That was until he was to be inducted into the family business at 15 years of age. His dad brought him along to threaten a bakery that was refusing to pay for protection. After the "negotiation" turned sour Rafael brought Óscar back later that night and the older man proceeded to firebomb the bakery right in front of his sons. Already frightened by the sight of the violent act, Óscar turned sick to his stomach when he learned the news that the family lived in the bakery. Disgusted by the sort of man his father really was, Óscar snuck out into the night and set the biker gang's entire armory on fire. Running away into the dark of night. In retaliation, Óscar’s father sent word to Opus Ombra of his son’s existence. Essentially signing a death sentence for the lone wolf. A cell of the supernatural hunting priesthood began hunting Óscar at every turn. Time and time again he barely escaped with his life. Until finally one of the brothers of the Opus Ombra cornered an injured Óscar into an alleyway but just before he could take the werewolf's life a group of bikers made their way into the area. The bikers demanded to know where Óscar had hidden a girl. Apparently, a witness against their illicit activities. Óscar refused to talk, even though his injuries continued to mount he refused to shift into his werewolf form. Making it more likely that the young man was going to die. It was clear to the priest that Óscar was willing to give his life for the woman. And although it went against all the beliefs he had grown to know, the brother of the Opus Ombra saved Óscar's life. The beginning of a shaky and untrusting partnership as the priest officially left the Opus Ombra faking both his and Óscar's death in a fiery inferno. Now, years after the fact Horacio (the priest in question) has taken up a quiet life as the owner/bartender of 8th Circle. A bar in Hardwick Park. With Óscar working as his bouncer (and living in an apartment above the bar). During his free time, much to Horacio's chagrin, Óscar acts as a self-appointed defender of Hardwick Park. Engaging in the exact sort of behavior that originally sent a magical hit squad after him and opposing the criminal elements of Hardwick Park. Although his father's biker gang is his main target, it was actually Jiggsaw who dubbed him with the name Hellhound. Whether by fate or by fortune, on the briefest of moments, after the passing of the previous Master Mage the wardings holding the burning ghost to Claremont waned. Evil magic began making inroads on Earth, and the ghost desired Vengeance. Óscar was pinned in an abandoned pharmacy by Jiggsaw's men avoiding gunfire as best he could. The thoughts of what he would do to the gunmen when finally get his hands on them fueling him and acting as a beacon for the spirit of Vengeance's next unwilling host. But, the werewolf's natural resistance to magic gave him a measure of control over the the vengeance spirit which fed on his preternatural rage. Personality & Motivation: Óscar can come across as cold and uncaring and a penchant for making sarcastic remarks does him no favors. But, the reality behind his detached demeanor is that his powers are tied to his emotions. Requiring a certain level of control. In his own words, he turns the volume down on his emotions to not bite anyone's head off. Although, anger, the anger he still does very well. On the day of a full moon, Óscar actually comes across as a more caring and open person. At least if something doesn't set him off as all his emotions are heightened during these days. Óscar is motivated by guilt. Although he did not directly participate in his father's murdering of a baker's family Óscar is aware he was raised off the profiteering off the suffering of others. He wants to bring the reality of a safe Hardwick Park to the forefront. Powers & Tactics: The Davalos family curse has gifted Óscar with the ability to shift between a lupine form, a transitional wolf-man form, and that of a man. This curse was designed with the goal of killing mages and as such, it is actually quite resistant to the effects of magic. In his wolf form, Hellhound is incapable of speech. In this form, his only real weapon are his fangs. The calmness required to maintain the form actually prevents him from accessing the gifts given by the spirit of Vengeance possessing him. However, while all three states have senses above the human norm it is his wolf form that truly shines in this regard. The best form for both mobility and tracking. In his transitional state, Hellhound moves slower than his lupine but faster than his human form. His claws are powerful weapons with which Hellhound will swing wildly until his opponent is rendered unable to fight. In his human form, Óscar is essentially an experienced brawler. While no one would mistake him for an experienced boxer or the like, he can throw a punch well enough to hold his own well enough to beat the average thug. His nose and ears are more reliable than the average person's but aside from the ability to blend in with the rest of society, the form offers no other real benefits that his transitional and lupine forms don't already provide. As the host of a Spirit of Vengeance, Hellhound can summon hellfire chains from his chest. Which he can then use to bind a target and force them to pay penance for any wrongdoings they have committed in life as the chain squeezes tighter and tighter. He can also breathe out hellfire from his mouth which burns the spirit rather than the flesh. Complications: Enemies: The gangs of Hardwick Park are not to keen on the Hellhound terrorizing their territory. Opus Ombra would rest at nothing to exterminate him if they were to find him again. G-E-Don't: Óscar is a high-school dropout having run away from home during his last semester. Defensive of this fact he will pretend to know more than he can. Even if it puts his own life at risk. Power Loss: Emotional unrest can negatively impact Óscar's control of his power. This could be as simple as overwhelming fear stopping him from being able to shift. Or as dangerous as a grievous injury making it too difficult to focus his regeneration. Whatever the case, until he gets a handle on his emotions the control he has practiced his entire life to maintain slips away from him. His Lupine form requires complete calmness whereas his transitional states and his hellfire control are fueled by rage Secret: Although Óscar has a public reputation as a fixer of sorts, he has to keep his identity as the Hellhound a secret. If for no other reason as to not make Horacio the target of anyone after Óscar. Weakness: Oral tradition in the family states that the curse given to them used Wolf's bane as a catalyst. Perhaps as a direct result, wolf's bane can play havoc on a werewolf's constitution. Different strains and mixtures can bring wildly different effects. Ranging from nausea, hallucinations, to even fatal poisonings. Abilities: 10 + 6 + 10 + 0 + 4 + 6 = 36PP Strength: 20/24/28 (+5/+7/+9) Dexterity: 16 (+3) Constitution: 20/22/24 (+5/+6/+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 22 = 32PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +5 Human and Transitional Forms /+6Wolf Form Defense: +6 (+3 Base, +3 Dodge Focus), +3 Flat-Footed Grapple: +8Lupine Form/14Human Form/+24Transiitional Form Knockback: -6Human Form/-11Transiitional Form Saving Throws: 3 + 0 + 1 = 4PP Toughness: +6Human Form/7Lupine and Transitional Forrms(+6 Con,+1/+2 Protection, -1 Size Penalty) Fortitude: +9/+10 (+6/+7 Con, +3) Reflex: +3 (+3 Dex, +0) Will: +3 (+2 Wis, +1) Skills: 52R = 13PP Drive 12 (+15)Skill Mastery Gather Information 7 (+10) Handle Animal 7 (+10)Skill Mastery Intimidate 8 (+11)Skill Mastery Knowledge (Streetwise) 5 (+5) Language 1 (English [Native], Spanish) Medicine 3 (+5) Notice 3(+5) Sense Motive 3 (+5) Survival 3 (+5)Skill Mastery Feats: 9PP Animal Empathy Contacts Equipment 2 Improved Initiative Skill Mastery (Drive, Handle Animal, Intimidate, Survival) Startle Uncanny Dodge (Olfactory) Well-Informed Equipment: 2PP = 10EP Cell Phone [0EP] Motorcycle [10EP] Strength: 20 [2EP] Size: Medium [0EP] Toughness: +8 [3EP] Defense: +0 [0EP] Features: Powers: Speed 5 (250 mph;) [5EP] Powers: 27 + 14 + 2 + 2 + 4 + 1 + 10 + 5 + 1 + 3 + 22 + 1 + 7 + 4= 103PP All carry Magical descriptor. Boost and Hellfire Array have Hellfire descriptor. Everything else has Werewolf descriptor. Transformation ( 26PP Array; PF: Alternate Power 1 ) [27PP] BP: Alternate Form 5.2 (26PP Container) [26PP] (Transitional form) Enhanced Attack 1 [2PP] Enhanced Defense 2 [4PP] Enhanced Feat ( Variable Descriptor on Unarmed [Slashing] ) [1PP] (Claws) Growth 4 (Extra: Continuous [+1], Flaws: Permanent [-1], Drawbacks: Reduced Strength 4, Reduced Constitution 2) [7PP] Immunity 2 ( Cold and Heat; Flaw: Limited to Half-Effect ) [1PP] (Fur Coat) Impervious Toughness 1 ( Stacks to Impervious Toughness 7; Drawback: Power Loss [Pure Silver] ) [1PP] (Thick Hide) Impervious Will 1 [1PP] (Single-Minded Rage) Leaping 1 ( Stacks for Leaping 2, x5 Jumping Distance [Running: 190', Standing 95', High Jump: 47'] ) [1PP] Morph 2 ( Single Appearance [Man-Wolf[ ) [2PP] Speed 2 ( Stacks for Speed 3 [50 mph/500 ft. rnd] [2PP] (Powerful Muscles) Super-Senses 2 ( Infravision, Olfactory [Tracking 1; Stacks for Tracking 2 {Normal Speed}] ) [2PP] Super-Strength 1 ( +5 Effective Strength/+15 Total Effective Strength [Heavy Load: 38.4 tons] ) [2PP] AP : Alternate Form 5 2( 26PP Container) [1PP] (Lupine Form) Damage 3 ( Extra: Autofire, Feat: Mighty ) [7PP] (Fangs) Immunity 2 ( Cold and Heat; Flaw: Limited to Half-Effect ) [1PP] (Fur Coat) Leaping 1 ( Stacks for Leaping 3, x10 Jumping Distance [Running: 150', Standing 75', High Jump: 37'] ) [1PP] Morph 2 ( Single Appearance [Wolf] +10 Disguise) [2PP] Protection 1 [1PP] (Thick Hide) Shrinking 4 (Extra: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate, Normal Toughness, Normal Movement) [7PP] Speed 3 ( Stacks for Speed 4 [100 mph/500 ft. rnd] [3PP] (Powerful Muscles) Super-Senses 4 ( Olfactory [Accurate, Tracking 2; Stacks for Tracking 3 {Full Speed}] ) [4PP] Boost 5 (Any Speed Traits at Once, Extras: Affects Objects only [+0], Feats: Slow Fade 4 [1 Hour], Flaws: Others Only) [14 PP] (Hellfire Nitro) Example Uses would be boosting a vehicle from Speed 5 to Speed 10. Or even gaining Wall Crawling and Water-Walking while moving on a vehicle to drive on walls and water. Comprehend 2 ( Flaws: Broad Group [Canines]; Animals [Speak to, Understand]) [2PP] Enhanced Constitution 2 [2PP] (Werewolf Constitution ) Enhanced Strength 4 [4PP] (Werewolf Strength) Hellfire Array ( 21PP Array; Feat: Alternate Power 1 ) [22PP] BP: Snare 9 ( Extras: Constricting, Regenerating; Feats: Affects Insubstantial 2, Tether; Flaw: Action [Full-Round], Distracting ) {21/21} (Penance Chains) AP: Damage 7 ( Extras: Area [70' Cone, General], Alternate Save [Will] ) {21/21} (Hellfire Breath) Feature 1 ( Animal Harmony ) [1PP] Immunity 20 ( Magic Effects; Flaw: Limited to Half-Effect ) [10PP] (Werewolf Resistance) Impervious Toughness 6 ( Drawback: Power Loss [Pure Silver] ) [5PP] (Werewolf Strength) Leaping 1 ( x2 Jumping Distance [Running: 34', Standing 17', High Jump: 8'] ) [1PP] (Werewolf Strength) Regeneration 4 ( Bruised 1 [1 Round], Injured 3 [1 Minute]; Drawback: Power Loss [Pure Silver] ) [3PP] (Werewolf Healing Factor) Speed 1 ( 10 mph, 100 ft./rnd ) [1PP] (Werewolf Speed) Super-Senses 7 ( Auditory [Accurate, Extended -1 per 100'], Olfactory [Acute, Tracking {Half-Speed}], Low-Light Vision, Ultra-Hearing ) [7PP] (Werewolf Senses) Super-Strength 2 ( +10 Effective Strength [Heavy Load: 2.8k lbs] ) [4PP] (Werewolf Strength ) Drawbacks: 7PP Recurring Nightmares ( Frequency [Uncommon], Intensity [Moderate] ) [-2PP] Vulnerable ( Emotion Effects: Frequency [Common]: Intensity [Minor] ) [-2PP] Vulnerable ( Silver; Frequency [Uncommon], Intensity [Major] ) [-3PP] DC Block: Attack Range DC Effect Unarmed Touch DC22 Toughness Damage (Physical) Claws Touch DC24 Toughness Damage ( Slashing) Fangs Touch DC23 Toughness Damage (Piercing) Hellfire Breath Touch [70’ Cone, General] DC17 Reflex DC22 Toughness Damage (Hellfire) Penance Chains Range DC 17 Reflex Snare (Hellfire) Abilities (26) + Combat (22) + Saving Throws (4) + Skills (13) + Feats (9) + Powers (103) - Drawbacks (7) = 180/183 Power Points
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- bedlam character
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Stronghold Player Name: Raveled Character Name: Stronghold Power Level: 7 (105/108 PP) Trade-Offs: None Unspent Power Points: 3 In Brief: A big man with a big arm trying to keep his little sister safe. Catchphrase: "I'll fight you with one hand behind my back." Alternate Identity: Luther Lionel Lexington (Secret) Birthplace: Bedlam City, WI Residence: Disused warehouse in Wolverton Base of Operations: Wolverton Occupation: Construction, bouncer, various jobs under the table Affiliations: Good News Thunderous Hammer Church of God in Christ Family: Alice (mother), father (unknown/estranged), Lena (sister) Description: Age: 32 (October, 1983) Gender: Male Ethnicity: African-American Height: 6' 0" Weight: 210 lbs Eyes: Black Hair: Brown Luthor Lexington is a large man with a barrel chest and a heavy build. It would be easy to call him fat, except that he moves with the restrained grace of someone with a lot of power who knows how to use it. He wears a short, neat beard and close-cropped hair, and dresses in clean clothes, usually athletic shirts and old, baggy jerseys and well-patched jeans. His hands are large and calloused and his face is stuck in a permanent scowl. When he goes out on the street with Lena, he wears a similar outfit. The most eye-catching part is a bright red tee-shirt with a black shield on it. He wears a black mask wrapped around his head to hide his identity, and black motorcycle gloves and combat boots. History: Luthor Lexington was born in Bedlam and grew up in Wolverton, amid poverty and discrimination and need. His mother wasn't a very good provider, and at an early age he became responsible for his sister Lena. He did everything he could to keep her safe and warm, and in Wolverton that meant joining a gang. They weren't as high profile as the Devil Rays, but they did a brisk trade by stealing or disassembling cars on the street. One night Luthor ranged wide outside of their normal territory looking for a good mark, and ended up breaking into an up-market SUV too near Stark Hill. The cops caught him, chased him, and arrested him; they charged him with grand theft auto (stealing a stereo), resisting arrest (running away) and assaulting a police officer (throwing a trash can at one of the cops). He was thrown into Bedlam City Jail and waited for his day in court. So he waited, and waited, and waited. Months went by and Luthor didn't have any contact with the outside world. He tried to lay low, but the big man was actively courted by several gangs who had their tendrils in the penitentiary; when he refused to play ball, he was jumped in the shower. Luthor fought back and put a couple of his assailants in the hospital and two charges of assault were appended to his case. It began to look like he would never walk free again and he fell into a deep, dark depression. That was when he met with a trim woman and a fat man who dressed in dark suits that screamed "Fed." They offered him a chance to get out of jail and sidestep the entire trial, a chance to earn enough money to get him and his family out of Bedlam forever. It was the chance of a lifetime and Luthor jumped at it. He was transferred to Bald Hill Penitentiary and placed in solitary confinement, but before long the experiments began. He was cut open and machines were put in him, he was subjected to electric shocks and freezing baths, he was injected with drugs and poisons. At some point he began lifting things with streamers of blue-red energy, and with a little more work (and more 'enticement' by his handlers/torturers) he learned to refine these abilities. Still, the researchers weren't very happy with him and once again Luthor began to wonder again if he'd ever see the sun again. One gloomy day (all days are gloomy in doors) he was shackled and loaded into a van and drove out into the city. His chains were short enough that he could barely get off his bench, but he did his best to watch the city through the barred window in the side of the van. He was probably the first one to see the dump truck that hit them. In a few moments the strict, military air of the group descended into anarchy and gunfire. A tall figure in a hoodie literally tore the door off Luthor's truck and helped him out of the shackles, freeing him and helping him escape into the city. It was a shock when he realized that this was his little sister Lena, all grown up and casually throwing dumpsters around. They caught up, and while Luthor was happy to be free and out of prison he quickly realized that Lena wanted to go further with it. She worked out, took tae kwon do classes at the Y, and sought out injustice in the city. Luthor tried to dissuade her, but years on her own and her growing maturity meant Lena wasn't persuaded. Eventually he was the one who bent; if his sister was going to be risking her life out on the streets, the least he could do was go out with her and try to protect her. Luthor's not as devoted to saving the city as Lena is, but he is devoted making sure she comes back every night, safe and secure. Personality & Motivation: Luthor had learned, though painful lessons, that the world is mostly full of people trying to screw other people over. He doesn't want to be a part of that cycle of hurting and predation, and so he does his best to stay out of it. The problem is that a lot of people on the streets want a big, strong guy like him as an enforcer, so to avoid hurting people Luthor learned to either scare them off or fade into the background. Really, Luthor is tired of all the dirt and grime and crime in his life and just wants to be rid of it all. The one bright spot in his life is his sister. Lena is, to him, a genius that is well on her way to escaping the festering pit that is Bedlam. Luthor's main goal is to help her and provide for her so that one day she can rise over it all and get out of the city, and he will do whatever is necessary for that to happen. Powers & Tactics: Luthor fights by getting in close. He's a brawler, not a tactician, and he will do his best to pick out the most dangerous enemy and engage them directly. At the same time, his biggest goal in a fight is to protect Lena so if anyone is proving a threat to her Luthor will jump straight into their face and start smashing them. If someone is using Movement powers or ranged attacks to stay away from him, he'll pick them up in his hand and shake them like a rag doll. Power Descriptions: Luthor can manifest a spectral arm of pure energy, a red ghost of his left arm that can lift nearly superhuman weights. In addition to lifting and squeezing, he can use it to strike with superhuman strength, or simply bring the arm and oversized hand around to shelter behind it. He can hide an entire crowd behind the energy field of his hand. Complications: Secret Luthor has to keep his identity as Stronghold a secret. The gangs don't care for capes hanging around their neighborhood. Struggling Luthor and Lena are usually running at the edges of their budget. Any extra, sudden expenses could ruin them. Family First Luthor puts his sister's safety first. He'd sacrifice anything or anyone to protect her. Unstable Experiment Stronghold's powers were awakened artificially, and no one can be sure how his implants will react to a particular stimulus. Wanted Man There's still a warrant out for Luthor Lexington, and if he's arrested he'll be in prison for a long time. Anger Mismanagement Time in prison hardened Luthor and taught him to react with violence. He's still working past those instincts, and under pressure he may still lash out without thinking. Abilities: 10 + 4 + 8 + 2 + 0 + 4 = 28 PP Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 6 + 6 = 12 PP Initiative: +2 Attack: +3 Melee, +3 Ranged, +7 Psychic Armament Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +8/+14 Knockback: -3/-6 Saving Throws: 3 + 2 + 4 = 9 PP Toughness: +7 (+4 Con, +3 Protection, Impervious 6) Fortitude: +7 (+4 Con, +3) Reflex: +4 (+2 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 68 R = 17 PP Climb 5 (+10) Concentration 4 (+4) Craft (Mechanical) 9 (+10) Craft (Structural) 9 (+10) Intimidate 10 (+12) Knowledge (Current Events) 4 (+5) Knowledge (Streetwise) 9 (+10) Notice 8 (+8) Search 2 (+3) Sense Motive 8 (+8) Feats: 4 PP Dodge Focus 4 Equipment 2Bronze Reward Warehouse HQ [10 EP] Size: Medium [1 EP] Toughness: +5 Features: [9 EP] Concealed Fire Prevention System Garage Gym Infirmary Living Space Security System 2 [DC 25] Workshop Powers: 3 + 24 + 8 = 35 PP All powers have the Psychic and Telekinesis descriptors Protection 3 (Personal Forcefield) [3 PP] Psychic Armament 9 (18 PP, Feats: Accurate 2, Alternate Powers 2) [24 PP] BE: Move Object 7 (Str 35, Feats: Chokehold, Extended Reach [10 ft], Improved Grab, Improved Pin, Extra: Damaging, Flaw: Range/Melee) (Energy Arm) [18/18] AP: Damage 7 (Extra: Area/Line [Targeted]) (Liner Punch) [14/18] AP: Impervious Protection 6 (Extra: Affects Others [+1], Area/Burst [Targeted]) (Sheltering Hand) [18/18] Leaping 2 (x5, move action, Extra: Linked [+0] [Speed, Super-Movement) + Speed 2 (25 MPH, Extra: Linked [+0] [Leaping, Super-Movement]) + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [+0] [Leaping, Speed]) (Telekinetic Grapnel) [8 PP] Drawbacks: (-0) = -0 PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage Energy Hand 10 ft DC 22 Toughness (Staged) Damage, Grapple Liner Punch Touch DC 22+Autofire Toughness (Staged) Damage Totals: Abilities (28) + Combat (12) + Saving Throws (9) + Skills (17) + Feats (4) + Powers (35) - Drawbacks (0) = 105/108 Power Points
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Kid Kamehameha Power Level: 7 (105/116PP) Unspent Power Points: 11 Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness In Brief: A new champion of the Hawaiian Gods in Emerald City Catchphrase: Theme: Alternate Identity: Kimo Kahananui Birthplace: Lahaina, Hawaii Residence: Emerald City University Dorms Occupation: Student at Emerald City University Affiliations: Family: Father: officer Kelui Kahananui, mother Lily Kahananui Description: Age: 18 (DoB: Year 1999) Apparent Age: 18 Gender: Male Ethnicity: Hawaiian Height: 5’9” Weight: 125 lbs Eyes: Brown Hair: Black Kimo is a thin young man with brown skin and eyes. His entire torso up to the collarbones is covered in Polynesian tattoos. His upper left arm is also covered in the same black tattoos. He tends to wear t-shirts and jeans. His choice of footwear would be flip flops. While in costume as Kid Kamehameha he wears a golden helmet in the traditional Hawaiian style. He also goes entirely bare chested when he goes into battle. He wears a mantle of red feathers as well, though he sometimes sheds this in battle. From the waist down he wears a skirt of grass, feathers, and red fabric. History: Kimo was born a totally average child. He grew up in Lahaina while his father was a cop on the anti-meta task force. While Kimo grew up he was picked on by the kids of the metas that his father put away. Most of these kids were normal, but one of the more vicious bullies was. A paragon in the making, he would consistently harass most of the students and Kimo specifically. One day while being picked on by this meta, Kimo pushed back. He was beaten down into the ground. Literally. Yet, he was saved. Not by his father, but by a man on a motorcycle with a mace. The man revealed himself to be the avatar of Ku, god of war. Ku took Kimo to Hunamoku. He trained Kimo to fight in the Hawaiian art of Lua. Not wanting Ku to have another champion on Earth, many of the gods lent him power. Pele gave him strength. Laka gave him agility and speed. Lono grant him fortitude and healing powers. Kanaloa gave him clarity of mind and increased intellect. Puenui enhanced his senses, HIna gave him her charm. He became their weapon, capable of channeling each god one at a time. Ku then took kimo back to Lahaina where he fought the meta in the crater of Haleakala. The two swapped blows, but Kimo’s new and versatile magic powers made him the far better fighter. Kimo struck his opponent down and Ku granted him a new name, Kid Kamehameha. Personality & Motivation: Kid Kamehameha has been tasked by the gods to stand where others cannot and to fight for those who cannot. He fights when he has to, preferring to use his powers to settle matters peacefully, however he is a warrior. He will use his abilities to protect the innocent, from both the mundane and the occult. Powers & Tactics: Kid Kamehameha fights first with brute strength. He prefers to use debilitating strikes and dislocations when and where he can. His skill in Lua allows him to close in, and his personal style makes use of his enhanced strength and light weight. When outnumbered by easily beatable enemies he will often simply throw them into one another. When he encounters enemies who are physically tougher than he can dish out, he tends to switch over to using his mental blasts or mind control. When he uses his speed powers he prefers to use hit and run tactics. When he fights alongside others he rounds out the team. Often times this means that he will be using his powers from Lono and healing. Power Descriptions: When he channels the divine power his tattoos glow different colors: Red for Pele, Orange for Laka, Green for Lono, Blue for Kanaloa, yellow for Puenui, silver for Hina. All his powers are divine in origin. Complications: Champion of the gods: Kid Kamehameha is beholden to the will of the gods of old Hawaii. He must serve their will from time to time and act on their agenda. There is also very little in terms of two way communications. So he has no idea if he is being heard. New to the Powers: Kid Kamehameha has not had his powers very long. He is still honestly afraid of some of them. Can’t Stand a Bully: Years of being picked on have made Kimo very angry with bullies, especially metahuman ones. He tends to go out of his way to humiliate them. Always Another Lesson: Ku has decided to continue to train Kamehameha. He will often put him to the test and force him to adapt. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10/28 (+0/+9) Dexterity: 10/20 (+0/+5) Constitution: 10 (+0) Intelligence: 10/20 (+0/+5) Wisdom: 10/20 (+0/+5) Charisma: 10/20 (+0/+5) Combat: 10 + 10 = 20 PP Initiative: +0/+5 Attack: +5 Melee, +5 Ranged Defense: +5, +3 Flat-Footed Grapple: +0/ +22 Knockback: -4/-9 Saving Throws: 5 + 5 + 5 = 15 PP Toughness: +9 (+0 Con, +9 protection) Fortitude: +5 (+0 Con, +5) Reflex: +5/ (+10 Enhanced Dexterity) (+0 Dex, +5) Will: +5/+10 (+0 Wis, +5) Skills: 32R = 8PP Bluff 7 (+7/+12) Diplomacy 7 (+7/+12) Gather Information 7 (+7/+12) Knowledge Arcane Lore 1 (+1/+6) Knowledge Tactics 1 (+1/+6) Knowledge Theology 1 (+1/+6) Perform 7 Dance [Hula] (+7/+12) Search 1 (+1/+6) Feats: 7 PP Defensive attack Improved grab Improved trip Jack of All Trades Move by Action Takedown Attack 2 Powers: 55 = 55 PP Divine Power Array 25 (50 PP array, alternate power 5, Complication; Must be able to speak to change power set) [55 PP] (Divine, Magic, Mana) Base Power: Enhanced Strength 18 and Leaping 4 and Protection 9 and Super Strength 8 (Power of Pele, Feats; Ground strike, Shockwave, Thunderclap) {50/50} Alternate Power: Enhanced Dexterity 10 and Protection 9 and Quickness 10 and Speed 10 and Strike 9 (Agility of Laka) {48/50} Alternate Power: Protection 9 (extras; Impenetrable) and Healing 10 (Healing of Lono, extras; action) {48/50} Alternate Power: Blast 9 (Mind of Kanaloa, Alternate save: Will save) and Enhanced Feat: Skill Mastery (Knowledge Arcane Lore, Tactics, Theology, Search) and Enhanced Intelligence 10 and Protection 9 {47/50} Alternate Power: Enhanced Wisdom 10 and Impervious Will 10 and Mind Reading 7 and Protection 9 and Super Senses 11 (Perception of Puenui, Detect Magic, Dark vision, Radius (Vision), Tracking, X-ray vision (Gold blocks)) {47/50} Alternate Power: Enhanced Charisma 10 and Enhanced Feat: Skill Mastery (Bluff, Diplomacy, Gather information, Perform Hula) and Mind Control 7 (Charm of Hina, Extra; Subtle) and Protection 9 {43/50} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Enhanced Strength Touch DC 24 Toughness Damage Mind Blast Ranged DC 24 Will Damage Mind Control Perception DC 25 Will Mind Control Mind Reading Perception DC 25 Will Mind Reading Strike Touch DC 24 Toughness Damage Totals: Abilities (0) + Combat (20) + Saving Throws (15) + Skills (8) + Feats (7) + Powers (55) - = 105/115 Power Points
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Character Name: Judex Power Level: 8 [11] (162/182PP) Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 20 In Brief: Mild-mannered preacher by day, fear-inducing bringer of misfortune by night, Judex stands up for the poor and downtrodden of Bedlam City, no matter what. Birthplace: Springfield, MO, USA Residence: Small, "rustic" "parish" home near his church. Base of Operations: Bedlam First Assembly, near the corner of Blaed Ave and Ellmore Pl. Catchphrase: "Repent, or be judged." Theme Song: "He's Got The Whole World In His Hands" Alternate Identity: Theodore Galen Ward, aka "Pastor Theo" Identity: Secret Occupation: Pastor/Minister, Assemblies of God Church Affiliations: AOG; Bedlam First Assembly; Celestial Spirit Fellowship; Bedlam Interdenominational and Interfaith Charities Family: Benjamin Ward (Father); Cassidy Ward (Mother); Kathryn Ward (Older Sister); Mark Ward (Younger Brother); Abraham Ward (Paternal Grandfather) Description: Age: 28 (DoB: May 20, 1988) Apparent Age: Late 20s / Mid 30s Gender: Male Ethnicity: Caucasian (European mutt) Height: 5'8" / 6'3" Weight: 135lbs / 270lbs Eyes: Blue / Brown Hair: Brown / Black, with some Dirty Blond mixed in Theodore Galen Ward is a thin, reedy man, though one possessed of a deceivingly youthful look. He also tends to dress somewhere between "bland", "conservative", and "academic from a few decades ago". He tends to have an unassuming posture and air about himself, though when he's speaking with one of his congregation members, preaching from the pulpit, or doing charity work, he has a bit more confidence. If and when confronted by someone during said work, he tends to visibly shrink back a bit, and his voice goes up. His voice is an calm tenor (he is often complimented on his singing), and he almost always speaks with a gentle Midland American accent, only occasionally slipping into a more Southern/Ozark Midland. Judex is a bear of a man with a naturally intimidating air about him. He looks nothing like Theo, seeing as he has completely different body and facial structure. And a great big bushy beard! His hair has a wild, untamed look about it, his eyes carry a slightly crazed light, and his out-of-place brightly colored shirt is somehow all the more fearsome for it. The straw fedora upon his head never seems to come off, unless he wants it to. His arms bear strange, whorled designs that evoke ancient Christian symbology without belonging to any specific region or tradition. The cloth wraps and leather half-glove on his right hand and forearm add to his unsettling asymmetrical look. For all that he seems to bear a bit of extra weight on his frame, his muscles rounded out just a bit by "padding", his bearing and movements are nothing but graceful. He speaks with a rough Southern accent, with strong overtones of Lousiana/New Orleans. Power Descriptions: Theodore's powers were granted to him by the Archangel Uriel, and are a sort of "infusion" of a very tiny fragment of the Archangel's power. This infusion has given Theodore boosted (but not completely superhuman) general physical abilities, as well as slightly superhuman foot speed. To disguise himself, Theodore was given the ability to change into the radically different form of Judex (a name he picked himself); a side benefit of this transformation is his ability to nigh-instantly swap into Judex' typical outfit from whatever he's wearing at the time. However, physical prowess is not the only gift he's received. In addition to his bodily ability, Theo is able to cause misfortune to befall those he targets, making things worse than some thing they "ought" to be. Finally, he is able to cause his foes to perceive radical and frightening visions of their worst fears, combined with vague, impressionistic flashes of terrifying imagery, symbology, and more. History: Theodore Galen Ward was born to a family who valued Faith, Hope, and Love. His father is a career minister, while his grandfather is a retired Army veteran who fought in World War II, one who has some rather hair-raising stories of his pre-conversion wild and woolly youth. His mother, Cassidy, is a Registered Nurse, one who still pulls the occasional long hours at the hospital. He's learned the lessons of serving with love and discipline from his family, that's for sure. Theo himself had a happy childhood growing up in Missouri, attending school and then college; his decision to enter the seminary, albeit with some rather hefty added degrees ("just because he could" according to his siblings), was an easy choice. He felt the same "fire in his bones" his father had when it came to the Word, and he knew he could go out there and not just preach, but really reach out and help people. When he graduated, interned close to home, and then finally was up for a church assignment further about the nation, Theo himself chose to go to Bedlam First Assembly. Despite the tearful pleas of his mother, and the stern questions from his father, Theo stood firm. The city was hurting, and while there were good people doing good things, having another person there doing even more good could do nothing but help. It was Abraham Ward who spoke up, telling them that if Paul could go to Rome, then Theo could go to Bedlam. He reminded his grandson that he might need to stand up for himself there, more than any other time in his life, but that even then, he'd need to turn the other cheek. Theo was mugged his first week in the city, thankfully without any physical harm, and relatively little cash lost. And while he soon connected with Celestial Spirit Fellowship and the Bedlam Interdenominational and Interfaith Charities groups, it was abundantly clear that little was getting done in the city, at least in the immediate term. Gangs, crime, suffering, and hopelessness ran rampant. Theo's congregation was small, less than 40, but they were loyal and resilient. The fact that Bedlam First Assembly's location put it at the juncture of territories owned by rivaling gangs who preyed upon racial tensions did not help, though; the multi-ethnic makeup of his congregation generated brotherhood and scorn in equal measure, albeit mostly from within and without, respectively. After just four months in the City, Theo had had six separate efforts to go out and feed and distribute clothes to the homeless and underprivileged stopped or curtailed by police, gangs, or both. He was spiritually exhausted, and while his congregation (somehow) maintained their support of "Pastor Theo", there was only so much a reedy 20-something pastor with more smarts than sense could do. And then one night he woke up in his rickety bed in his slightly drafty house to see a vaguely glowing figure at the foot of his bed. When the being confirmed it, he, was the Archangel Uriel (a bit of Scripture quoting back and forth seemed to seal the deal for Theo), he was given an incredible offer: he could become a fearsome protector of the downtrodden and punisher of the wicked and corrupt. His powers would not be as grandiose and fearsome as some (Uriel muttered something about "showoffs in Freedom City"), but Theo would be able to finally be the force he needed to be to push back against the gangs, the corruption, the darkness that permeated Bedlam City. Theo agreed, and quickly figured out at least the basics of his powers. Now, during the days he continues his good works, preaching, teaching, and helping the widows, orphans, and poor. But during the nights, when the wind is chill and the streets are damp with rain (or worse), Judex makes himself known to strike the fear of the Lord into the hearts of the wicket. Personality & Motivation: Pastor Theo is a quiet, kind, fairly unassuming young man. He has strong convictions, and happily engages in discussion and debate over theology and philosophy at any opportunity. Mockers, be it of his faith, his looks, or his (seemingly futile) charity efforts all get a big grin and a shrug. He's capable of more somber moods, and the fact he's already helped bury two members of his congregation (one of whom was younger than he) means he's intimately acquainted with grief and mourning. Still, his heart cannot be dragged down, and he's always got an encouraging word for others. Judex is a charismatic force of nature, often terrifying, and never forgettable. He loves making dramatic entrances, often perched in unusual places (especially considering his not-so-tiny frame). He adores menacing speeches that draw heavily on concepts such as the Judgement Of The Lord, the Wages Of The Wicked, and so on. His ire focuses on criminals and the corrupt, though; he's made it clear that any sins that don't threaten another person are not his to judge. Those who would steal, kill, and destroy, though, they are his to stop. Because while many may be Sheep, and the Wicked are Wolves, he is the Wolfhound. Powers & Tactics: Judex tends to use his Emotion Control and Luck Control to mess with and "debuff" his opponents until he has a chance to get "up close and personal". His specialization in grappling arts means he tends to favor getting a solid grip on an opponent and then leaving them rather wrecked. If someone starts fleeing, he'll give chase, using parkour if need be. In a pinch, Theo can use any of his powers without transforming into Judex's form, but doing so brings a lot of risk of discovery upon him. Complications: Secret Identity: Theodore Ward and Judex are very different people. Clearly not the same person! Theo's job, safety, congregation's safety, and the safety of the "regular" charitable work he does are all at risk if his identity as Judex ever got out. Struggling: Pastor Theo runs a small church whose members, while faithful givers, are not exactly rich. He typically has to scrape to pay his bills, especially since he tends to be generous with giving to others if a need comes up. Righteous Anger: Judex is just a made-up character. Mostly. Theo has definitely noticed he can get worked up about injustices, and it's worse when he's physically transformed into Judex. And sometimes that means there's a bit of a risk of getting...carried away. The Face of Fear: Judex is a rather scary guy, and many civilians and hero-types (whether costumed-ish, or just honest-ish police) may find themselves unnerved or scared of Judex, mistaking him for a villain rather than a hero. On A Mission From God: Judex is on a mission, and he talks as such (it's almost, but not quite, a compulsion for Theo when in that form). It's the sort of thing that gets you noticed by folks that mission is against, and could prove wearying to some who he might ally with. On The Side Of Angels: Scary or no, Judex is directly empowered by an Archangel. Anyone who figures that out and is of a less savory nature might pass that on to powers and principalities that would take a great interest in Judex. Corruption or Destruction, either way it's a win for such beings, or so they figure. Abilities: 0 + 2 + 2 + 4 + 8 + 8 = 24PP Strength: 10/20 (+0/+5) Dexterity: 12/18 (+1/+4) Constitution: 12/20 (+1/+5) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +11 Melee, +6 Ranged Grapple: +15 Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -2 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +1/+5 (+1/+5 Con) Fortitude: +3/+7 (+1/+5 Con, +2) Reflex: +4/+7 (+1/+4 Dex, +3) Will: +7 (+4 Wis, +3) Skills: 128R = 32PP Acrobatics 10 (+14) Climb 8 (+13) Diplomacy 8 (+12) Disguise 6 (+10) Escape Artist 4 (+8) Gather Information 8 (+12) Intimidate 10 (+14) Knowledge (Behavorial Sciences) 6 (+8) Knowledge (Civics) 4 (+6) Knowledge (Current Events) 4 (+6) Knowledge (History) 10 (+12) Knowledge (Popular Culture) 6 (+8) Knowledge (Streetwise) 8 (+10) Knowledge (Theology and Philosophy) 10 (+12) Notice 8 (+12) Sense Motive 10 (+14) Stealth 8 (+12) Feats: 20PP Accurate Attack All-Out Attack Attack Focus (Melee) 5 Defensive Attack Dodge Focus 5 Evasion Improved Grab Improved Grapple Improved Pin Paralyzing Attack Power Attack Takedown Attack Powers: 6 + 1 + 8 + 6 + 10 + 2 + 12 + 9 = 54PP Shepherd's Body Morph 6 (1 Single Form, +30 Disguise Self) [6PP] (Holy) ("Fearsome Countenance") Enhanced Feat 1 (Quick Change) [1PP] (Holy) ("Watchman's Rainment") Enhanced Constitution 8 [8PP] (Holy) ("Endurance of Eleazar") Enhanced Dexterity 6 [6PP] (Holy) ("Deftness of David) Enhanced Strength 10 [10PP] (Holy) ("Strength of Ishbaal") Speed 2 (25mph/250ft per Move Action) [2PP] (Holy) ("Swiftness of Shammah") Crook and Staff Luck Control 1 (Force Reroll; Extras: Area, Selective; Power Feats: Luck 3) [12PP] (Holy) ("Misfortune Aplenty") The Fear Of The Lord 4 (8PP Array; Feats: Alternate Power 1) [9PP] Base Power: Emotion Control 8 (Flaws: Limited to Fear) [8PP] (Holy) ("Is The Beginning of Knowledge") Alternate Power: Emotion Control 8(Extras: Area [General, Shapeable, 7 5ft cubes]; Flaws: Limited to Fear, Action [Full]) [8PP] (Holy) ("Is Clean And Enduring Forever") Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15/20 Toughness (Staged) Damage (Physical) Emotion Control Perception DC 18 Will (Staged) Shaken/Frightened/Panicked Totals: Abilities (24) + Combat (24) + Saving Throws (8) + Skills (32) + Feats (20) + Powers (54) - Drawbacks (0) = 162/182 Power Points
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Character Name: Red Rat Power Level: 9/15 (216/250 PP) Unspent Power Points: 34 Trade-Off: +4 Attack / -4 DC, +4 Defence, -4 Toughness In Brief: Mutant Super Spy with Soviet Computer in her head. Alternate Identity: Noemi Von Neumann Birthplace: Budapest, Hungary Residence: Bedlam Occupation: Taxi Driver Affiliations: None Family: None (Alive) Description: Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 5’8” Weight: 70Kgs Eyes: Green Hair: Blonde Noemi has a Slavic look, with chiselled features. It is not immediately apparent, but her body is in phenomenal shape. Her musculature is well developed. She usually wears glasses and has her hair up, and somehow nobody recognises her as the Red Rat...?! The Red Rat wears close fitting grey spandex and a short Brown-Red Jacket with a Bright Red "Rat" Motif on the back. She carries two super-high tech pistols of Soviet Design. History: Noemi Von Neumann was born into a poor family in Budapest at the height of communist power. As a young woman, she was politically active, and soon joined the underground movement of artists, philosophers, and anarchists who wanted change. She studied a little, read a little, and shouted a lot. And she was caught. A few dozen radicals, including her, were used as human guinea pigs for the Soviets' Super Programme. They were exposed to the virus Darwin-X, a highly unstable and dangerous pathogen. Only Noemi survived. The virus had triggered off something in her, making her body evolve and adapt. Darwin-X was in almost all cases lethal, and if not, then dangerous. Only a few candidates were any good. The Red Rat only knows of herself, but there may have been others. Nicknamed the “Red Rat” (after a lab rat), she was brainwashed. A soviet computer system was installed in her skull, nicknamed “Slave”, complete with cybernetic eyes that replaced her own. The Slave System is advanced, but normal humans are unable to tolerate it. The Red Rat, with her adaptive genetics, was able to bond with it. Now an agent of the Soviet Union, she was put on cryo-stasis until she was needed for certain missions in Europe Over the years she had been awakened a few dozen times, sometimes to upgrade Slave, sometimes to spy. When the Wall came crashing down, the unit handling her disbanded, and she was left for years, untended, unwatched, and asleep in a Berlin Cryo-unit deep underground, until a UNISON team found the old site and awakened her. Playing ball initially, the Red Rat soon went on the run. She had no wish to be anyone’s puppet anymore… Personality & Motivation: Noemi is an easy go lucky personality, who usually talks to her passengers when working, and loves hearing stories. She hits bars, coffee shops, and galleries in her free time, and hangs out with Artists, Poets, and Bohemians. She is basically a woman who likes standing up for, and helping people. However, she is also a militant believer in liberty, and not just in an abstract way. She may not be Patriotic, or Pro-American, but she will defend liberty with a real passion. When Devolved, the Red Rat becomes crude, unmannered, and simple, almost a feral thing. The Devolved Red Rat can be more caring and emotional, and believes itself to be a pure, spiritual thing, unfettered by modernity. It views Slave as a super smart God like figure in its head. Slave views it as an intolerable primitive. When Evolved, the Red Rat becomes egocentric and arrogant, believing itself to be the next stage of human evolution. It has a paternalistic but condescending view on primitive homo sapiens. It does its best to outwit Slave and is nasty to the system. Slave takes on an almost worshipful, sycophantic relationship to the Evolved Form. It is not clear if Slave is actually self aware or just a very well programmed computer system. When the Red Rat is in her normal human form, it speaks to her obediently and mechanically, and keeps interjecting communist propaganda, almost like an information station. Powers & Tactics: The Red Rat is a mutant with the ability to adapt to the environment. A relatively minor power, it also allows her to “evolve” into a weedy but brainy form, or “devolve” into the mirror opposite. It has also allowed her to tolerate the cybernetic system in her head. This gives her advanced visual senses and tactical advice. She had pilfered two high – tech soviet pistols, snub nosed and sleek, that are activated by SLAVE. Whilst they can be destructive, they are spy pistols – firing knockout poison darts, EMP rounds, or non-lethal ammunition, all silently. The Red Rat is in excellent physical shape, partly as she recovers quickly from physical training. She is also an expert martial artist and markswoman, and a highly trained spy. Tactically, she will prefer guile and surprise to a straight up fight. Power Descriptions: The Red Rat's powers are largely unseen. However, when she makes her body adapt to hostile environments, this can be visible; for instance, growing fur, or gills. Her devolved form looks like a primitive Neanderthal, with a large muscular hairy frame and small forehead, whilst her evolved form looks the opposite: a feeble shrunken body and massively enlarged head. Complications: Outlaw: Technically, Noemi Von Neuman is an ex-Soviet Spy and wanted by UNISON for questioning. Slave? The Soviet Computer, in her head, may be called Slave, and may be under her control. Or it may not. Slave is programmed never to harm Russian / Soviet agents or government, and also to filter out (via her eyes), any capitalist propaganda (and replace it with Soviet style propaganda). Things might be invisible to her, or changed. If really pressed, Slave can completely blind Red. It might also be distracting, spouting communist propaganda at her at critical times. Slave could potentially be controlled by Soviet technology, or even hackers. Nuclear Mutations: Radiation sends her powers crazy. Aside from the loss of her mutant powers she can have all sorts of other problems, such as breaking out in green boils, or her mouth sealing over. Split Personality: In her devolved form, Red is crude, aggressive, and unsubtle. In her Evolved Form, Red is arrogant and aloof. Of course, both forms feel that their personality is best, and may be reluctant to change back to her normal form. She cannot sustain her evolved or devolved form indefinitely, fortunately, Taxi Driver: Noemi works for “EZ Cabs” in Bedlam, with a hard nosed boss, “Easy Steve”. Easy Steve has plenty of enemies, and by default, so do his drivers. Abilities: 6 + 12 + 10 + 6 + 2 + 6 = 42 Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 26 + 26 = 52 Initiative: +10 Attack: +13 Defense: +13, +7 Flat Footed Grapple: +19 Knockback: -2 Saving Throws: 5 + 2 + 5 = 12 Toughness: +5 Fortitude: +10 (+5 Con, +5) Reflex: +8 (+6 Dex, +2) Will: +6 (+1 Wis, +5) Skills: 92R = 23 PP Acrobatics 4 (+10) Skill Mastery Bluff 8 (+11) Computers 4 (+7) [12 (+15 Enhanced] Skill Mastery Diplomacy 4 (+7) Disguise 4 (+7) (Additional +20 Morph) Skill Mastery Drive 4 (+10) Skill Mastery Gather Information 4 (+7) Intimidate 8 (+11) Knowledge (Civics) 4 (+7) Knowledge (Streetwise) 4 (+7) Knowledge (Tactics) 4 (+7) [12 (+15) Enhanced] Language 4 (English, French, German, Hungarian [native], Russian) Notice 8 (+9) Pilot 4 (+10) Search 4 (+7) Sense Motive 8 (+9) Sleight of Hand 4 (+10) Skill Mastery Stealth 8 (+14) Feats: 25PP Ambidexterity Attractive Benefit 2 (Use Tactics for Master Plan, and to spot Ambush / Feint) Blind-Fight Chokehold Defensive Attack Equipment 15 Evasion 2 Grappling Finesse Improved Disarm Improved Grab Improved Initiative Improved Pin Jack of All Trades Master Plan Power Attack Quick Draw 1 (Draw Weapon) Skill Mastery 1 (Acrobatics, Computers, Drive, Sleight of Hand) Uncanny Dodge (Auditory) Equipment Headquarters: "The Safe House" [26 EP Total] Size Medium [1 EP], Toughness 15 [2 EP], Features: Communications, Computer, Concealed 7 / +40 DC, Defence System / Knockout Gas, Fire Prevention System, Garage, Gym, Hangar [Retractable Helipad], Infirmary, Living Space, Power System, Security System 5 (DC 40), Workshop [23 EP] Vehicle: "The Ratcopter" [42 EP] Size: Large [1 PP] Toughness: 10 [3 EP] STR: 30 [2 EP] Features: Remote Control, Smokescreen [2 PP] Powers: Flight 6 (500mph, Feats: Subtle) [13 EP], Concealment 1 (Normal Hearing, Extras: Continuous, Feats: Selective) [4 EP], Concealment 2 (Radio Senses, Flaw: Permanent) [4 EP], Super Senses 13 (Analytical all hearing, Accurate Radar, Extended Radar, Extended All Hearing, Radio, Ultrahearing, Penetrating Hearing) [13 EP] Total Cost 42 EP Concealable Microphone [1 EP] Multi-Tool [1 EP] Mini-Tracer [1 EP] Alternate HQ (Same type, based in Freedom City and Emerald City) [2 EP] Alternate Vehicle (Same type, base in Freedom and Emerald City) [2 EP] Powers: 6 + 2 + 4 + 14 + 5 + 1 + 5 + 17 = 54 Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] "SLAVE" BP: Communication 4 (Radio, 1 Mile, Extras: Omni Directional, Feats: Subtle, Flaws: Limited, one way) [5/5 PP] AP: Datalink 2 (100’, Feats: Subtle) linked with Quickness 6 (x100, Flaws: Limited to Computers only) [3+2=5/5 PP] Comprehend 1 (Decryption) [2 PP] "SLAVE" Enhanced Traits 4 (Computers 8, Knowledge [Tactics] 8) [4 PP] "SLAVE" Super Senses 15 (Analytical All Visual, Direction Sense, Distance Sense, Extended All Visual 1, Infravision, Microscopic Vision 1, Radio, Time Sense, Ultravision, X-Ray Vision, Drawbacks: Power loss X Ray Vision [Lead etc]) [14 PP] "Cybernetic Eyes" Adaptation 1 (5 PP of Variable Powers; mainly immunity to environment, Extras: Action 2 [Move], Drawbacks: Noticeable, Power loss 2 [Radiation]) [5PP] “Mutant” Immunity 2 (Aging, Sleep, Flaws: Limited [Half Effect]) [1 PP] "Mutant" Evolution Array (6 PP Array, Feats: Alt Power 1, Flaws: Power Loss 2 [Radiation]) [5 PP] "Mutant" BP: Morph 4 (+20 Disguise, Evolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] AP: Morph 4 (+20 Disguise, Devolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] Device 5 (25 DP, Feats: Multiple Weapons 1, Restricted Use 1 [Datalink users], Flaws: Easy to Lose) [17 PP] "High tech pistols" Armaments Array (21 PP Array, Feats: Alt Power 4) [25 DP] BP: Stun 5 (Extras: Range, Feats: Improved Range 2 [250' incr], Progression Range 2 [2500' Max], Ricochet, Subtle) "Taser Bullet" [21/21 PP] AP: Blast 5 (Extras: Penetrating, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’ Max], Ricochet, Subtle) “Rocket Bullet” [21/21 PP] AP: Blast 5 (Extras: Area [Burst], Feats: Improved Range 3 [500’ Total Range, no penalty], Ricochet, Subtle)“Explosive Bullet” [20/21 PP] AP: Fatigue 5 (Extras: Range, Poison, Feats: Subtle) [21/21 PP] “Knockout dart” AP: Nullify 5 (All Electronic Tech, Extras: Alt Save [Fort], Affects Objects, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’], Subtle, Richocet) [21/21 PP] Drawbacks: -2 PP Vulnerability (Radiation; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Rocket Bullet Ranged DC 20 Tough Damage EMP Bullet Ranged DC 20 Fort Nullify Electronics Explosive Bullet Ranged DC 20 Tough Damage KO Dart Ranged DC 20 Fort / Poison Fatigue Taser Bullet Ranged DC 20 Reflex Dazzle (Visual + Radio) Totals: Abilities 42 + Combat 52 + Saving Throws 12 + Skills 23 + Feats 35 + Powers 54 - Drawbacks -2 = 216/250 Power Points
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Player Name: Sophistemon. Character Name: Robert 'Bob' Goodman, Jr. Power Level: PL7/8, 105/120PP. Trade-Offs: None. Unspent Power Points: 15 In Brief: An underachieving cable repairman has been transformed into a crime-fighting cartoon. Residence: Freedom City. Base of Operations: Freedom City. Catchphrase: “Now, stop me if you've heard this one before!” Alternate Identity: Punchline. Identity: Secret. Birthplace: Southside, Freedom City. Occupation: Cable repairman. Affiliations: The ACME Cable Company. Family: Orphaned; maintains positive relations with Father David Halloway and Sister Judy Valentine. Description: Whereas Bob Goodman was disappointingly average in almost every way imaginable, Punchline is a technicolor nightmare with ivory skin, dark blue hair, bright red lips, and yellow eyes. He wears an eye-popping, garishly colored costume of deliberately clashing orange, green, and purple. Age: 25 (as Robert Goodman) / 3½ (as Punchline). Apparent Age: Mid twenties. Gender: Male. Ethnicity: Caucasian. Height: 6'1”. Weight: 200lbs. Eyes: Yellow. Hair: Blue. Power Descriptions: Punchline is no longer a man of flesh and blood, but a cartoon brought to life; as such he possesses extreme physical resiliency and recuperative abilities. He is capable of pulling objects out of thin air, teleporting short distances, and altering his appearance to disguise himself as other people. Finally, his laughter is somehow capable of driving nearby listeners temporarily insane. History: Bob's boring little life ended three and a half years ago on the night he drove into the city to repair a cable antenna in the middle of a thunderstorm. Predictably, he was struck by lightning and his spirit was conveyed through the airwaves and spread throughout the informational infinity that is television. He emerged on the other side, reformed and better than ever, as the pugnacious Punchline! Personality & Motivation: Punchline is a frenetic maelstrom of manic energy, always moving and hamming it up, almost incapable of sitting still. He relishes the thrill of adventure and his powers allow him to find gleeful excitement in what would otherwise be dangerous situations. More than anything else he loathes having to disguise himself as the infuriatingly boring Robert Goodman, but the dead man's job affords him food to eat and a warm place to sleep, both of which remain necessities for now. Powers & Tactics: Punchline likes to use his disguises to get up close to his enemies without arousing suspicion, at which point he can drop the act and take them by surprise. When facing multiple opponents or a single, more dangerous enemy he will let loose with a peal of earsplitting laughter that can afflict everyone nearby with debilitating euphoria, generally allowing the battle to turn in his favor. Complications: Enemy: He is currently fighting an ongoing prank war with Boss Moxie and his notorious Toon Gang. Reputation: Not everyone loves a clown, and his appearance can be met with groans – if not hostility. Responsibility: Although he absolutely hates it, he needs to keep his job at the ACME Cable Company. Secret: It's currently essential to keep his civilian identity of Robert Goodman a closely guarded secret. Abilities: 4 + 6 + 6 + 4 + 6 + 4 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +7 (+3 Base, +4 Improved Initiative) Attack: +5 Melee, +5 Ranged Grapple: +7 Defense: +7 Base, +3 Flat-Footed Knockback: -3 Saving Throws: 3 + 4 + 3 = 10PP Toughness: +7 (+3 Con, +4 Force Field) Fortitude: +6 (+3 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +6 (+3 Wis, +3) Skills: 44R = 11PP Acrobatics 4 (+7) Bluff 4 (+6) Craft: Electronics 4 (+6) Diplomacy 4 (+6) Gather Information 4 (+6) Investigate 4 (+6) Knowledge: Technology 4 (+6) Notice 4 (+7) Search 4 (+6) Sense Motive 4 (+7) Stealth 4 (+7) Feats: 10PP Beginner's Luck Dodge Focus 2 Elusive Target Fearless Improved Initiative Jack-of-All-Trades Luck 2 Uncanny Dodge: Auditory Powers: 27 = 27PP Dimensional Pocket 1 (Flaw: Storage Only) [1PP] Base Power: Force Field 4 [5PP] Alternate Power: Morph 2 (Broad Group: humanoids) [4/4PP] Regeneration 10 (Bruised 3, Injured 6, Resurrection 1) [10/10] Base Power: Teleport 3 (Extra: Accurate; Flaw: Short-Range; Feat: Change Direction, Change Velocity) [11PP] Alternate Power: Damage 5 (Feats: Accurate, Mighty, Variable Physical) [8/8] Alternate Power: Damage 6 (Extra: Ranged; Flaw: Full-Round Action; Feats: Accurate, Variable Physical) [8/8] Alternate Power: Emotion Control 7 (Extras: Auditory Perception, Selective; Feats: Mind Blank, Reversible; Flaws: Happiness Only, Range 2; Drawback: Noticeable) [8/8PP] Drawbacks: (-3) = -3PP Vulnerable – Electromagnetic Interference (Very Common; Minor) [-3] Attacks with the Electric, Magnetic, and Radiation descriptors are more capable of damaging Punchline than other types of damage. Due to the disruptive effect that they have on the signal that makes up his body, any wounds inflicted by these descriptors can cause drastic changes to his appearance and personality. These changes can be expected to persist until the wound has fully healed. DC Block ATTACK RANGE SAVE EFFECT Damage 7 Touch DC22 Toughness (Staged) Damage (Any Physical) Damage 6 60ft. DC21 Toughness (Staged) Damage (Any Physical) Emotion Control 7 35ft. Radius DC17 Will (Staged) Combat Ineffectiveness Totals: Abilities (30) + Combat (20) + Saving Throws (10) + Skills (11) + Feats (10) + Powers (27) - Drawbacks (-3) = 105/120 Power Points. Power Notes Morph: Confers a +10 bonus to disguise; limited to humanoids. Regeneration: Bruises and Injuries heal at one per round without rest; Resurrection once per week. Teleport: Confers a movement speed of 300ft per Move Action; disallows Long-Range teleportation. Damage: Variable Physical allows the choice of Bludgeoning, Piercing, or Slashing damage per attack. Emotion Control: The subject is giddy, suffering a –2 on attack rolls, defense, and checks. Failure by 10 or more means the target is overcome with euphoria, helpless and unable to take any actions. Miscellaneous Notes Jumping: Running Jump 12ft.; Standing Jump 6ft.; High Jump 3ft. Throwing Distance: 175lbs. 5ft.; 10lbs. 25ft. Carrying Capacity: Light 58lbs.; Medium 116lbs.; Heavy 175lbs; Max 350lbs.; Push/Drag 875lbs.
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Character Name: Georgia Montgomery Power Level: 7(105/109) Trade-Offs: -1 Attack / +1 Damage, +2 Defense / -2 Toughness Unspent Power Points: 3 Progress To Bronze Status: 3/30 In Brief: Teenage Density Shifter Alternate Identity: G-Force Identity: Secret Birthplace: Atlanta, Georgia Occupation: Student Affiliations: Claremont Family: Peter (Younger Brother), Wendy (Mom), Frank (Divorced Dad), Debbie (Mom's current partner) Description: Age: 16 (Born September 18th) Apparent Age: 16 Gender: Female Ethnicity: African American Height:5'5 Weight: Varies, usually 132 Eyes: Brown Hair: Brown and Auburn Streaked Her hair's naturally curly but she kills it with a straight iron. It goes past her shoulders and has streaks of auburn dyed into it. She's a bit on the heavy side (hehe), but doesn't really give a damn. She's not a big fan of make up, and usually wears pretty covering clothing. She likes to dress in layers, usually with pants or solid colored tights under skirts or shorter jackets. Her face is rounded as are her eyes, and she has a median brown complexion. She likes colorful outfits, and will paint her nails to match (she used to wear fake nails, but those aren't really practical for punching). Power Descriptions: Georgia can, control her density, and the density of whatever or whoever she touches, as long as she's touching them. Offensively, she can become stronger, and much, much heavier, or defensively, she can become unable to touch. She can make things and people more fragile by making them less dense as well, or she can just ignore them and walk through them. She can make herself lighter, and propel herself through the air by jumping, she could make herself lighter than air, but that's really hard to control (because she could be blown away). History: Sometimes weird things happen. It happens more in some places more then others. Georgia's life was a little bit abnormal, her dad grew up in Freedom City and got married to her mother almost immediately after high school. They moved to the Atlanta area for his work (he became a systems analyst for a major computer company in that area) while her mother worked as a florist. Eventually problems started to pop up and her parents got divorced when she was seven, and eventually they both found new partners. In her mothers case it was a personal trainer she'd met at the gym, which wasn't that strange except it was a woman named Debra Patrid. They were together for about three years before they decided through the help of artificial insimination to have another child, Georgia's younger brother when she was 11. It wasn't exactly a standard family, but it wasn't the weirdest thing to happen by far. After attending a concert with a date something happened when someone tried to mug them. Her date gentlemanly as he was, pushed her behind him to try and protect her. She wanted to run away, wanted them both too, but she clung to his shirt from behind as he tried to talk down the mugger since neither of them had any cash. When the gun came out and fired something strange happened. They hit the shirt, and shattered. The mugger was speechless, as was her date, and herself until he ran the hell off because of the attention the gunshots had gotten. They were brought into the police station after the mugger was caught, interrogated, had all the evidence confiscated (including the shirt, which her date asked if he could have back later, dubbing it his now lucky shirt). The next couple weeks, were kind of weird after that. Accidents happened, scales were broken, things were dropped through hands that couldn't seem to hold things. Eventually her and her family were contacted by Claremont when one of the more public accidents (involving a trip down a wheelchair ramp that created something of a crater in said ramp) offering their services to help her learn about her ability. Personality & Motivation: Georgia is a friendly talkative girl. She likes finding clothes, playing games and being with friends. What she hates is most of all is feeling helpless. The mugging highlighted this especially for her. Even if he hadn't been hurt, her (now boyfriend) was shot and she'd just hid behind him. Even if she might of done something, it was mostly just a fluke on her part. If she could do something to prevent that, then she'll do it. She may not be nessicarily the violent type, but she doesn't want to just be a spectator if she can do something about it. Powers & Tactics: Georgia won't try to hurt people if she doesn't have too. If she has too, then she'll do it, but she's more a shield then a sword most of the time. She'll take the bullet, or maybe make a shield out of something and make it denser so it can do it instead. She'll also move through walls to look ahead or do search and rescue. She's not that great in a fight yet, but she's pretty good at taking the hit. Complications: Secret Identity: Her family knows, but that's about it. Away From Family And Friends: There all back in Georgia Don't Let Go: All attributes of her powers affecting other things are all only active as long as she's touching them, if she lets go, the power goes away immediately. Boyfriend At Home: It's kind of hard to break up with someone who took a bullet for you. Flincher: Even if she can take a hit, the fact that a fist and bullets coming towards you is pretty unnerving. Abilities: 0 + 0 + 2 + 0 + 0 + 2 = 4PP Strength: 10/26 (+0,+8) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 4 + 12 = 16 PP Initiative: +0 Attack: +6 Unarmed, +2 Ranged Grapple: +2, Max Density +12 Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: 0, Max Density -6 Saving Throws: 4 + 4 + 5 = 13 PP Toughness: +5 (+1 Con, +4 Impervious Toughness Density) Fortitude: +5 (+1 Con, +4) Reflex: +4 (+0 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 20R = 4PP Bluff 4 (+5) Computers 4 (+4) Diplomacy 4 (+5) Notice 4 (+4) Search 4 (+4) Feats: 7PP Accurate Attack Attack Specialization (Unarmed) 2 Dodge Focus 3 Interpose Powers: 45 + 5 + 6 = 61 PP Density Control Array ( 43 PP Array, x2 Alternate Powers) 45 PP Base Power: Density 8 ( +16 Strength, +4 Impervious Toughness, +2 Immovable, +2 Super Strength, Carrying Capacity 36 Str (Heavy Load 1.8 Tons) Extras: Affects Objects, Range: Touch Feats: Affects Insubstantial, Subtle 2) {43/43 PP} Alternate Power: Drain Toughness 8 ( Extras: Duration: Substained, Affects Objects) {24/43PP} Alternate Power: Insubstantial 4 ( Extras: Affects Others, Affects Objects Feats: Selective, Subtle 2) + Flight 1 (Extras: Affects Others, Affects Objects; Flaws: Levitation) {31/45P} Immunity 5 ( Falling Damage ) 5 PP Leaping 3 ( x10 Jumping Distance, Base 100ft Runing, 50 Standing, 25 High, Max Density 180ft Runing Long Jump, 90 Standing Jump, 45 High Jump, Extras: Affects Others) 6 PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Drain Touch DC 18 Fortitude Drain Toughness (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (4) + Combat (16) + Saving Throws (13) + Skills (4) + Feats (7) + Powers (61) - Drawbacks (0) = 105/107 Power Points
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Player Name: Gizmo Character Name: Set Power Level: 7 [15] (223/250PP)* [267] Trade-Offs: +3 Defense / -3 Toughness Unspent Power Points: 27 Theme: Mr. Hurricane by Beast *Despite his PP total, Set conforms to PL7 caps. In Brief: The mighty god of darkness, chaos and the desert reborn in teenage form with reduced power but undeterred ambition! Alternate Identity: 'Kid' Set, Seth Identity: Public Birthplace: Heliopolis Occupation: God, Superhero Affiliations: Ancient Egyptian Pantheon Family: Complicated. Osiris [brother], Horus [brother/Nephew], Isis [sister-in-Law], Nephthys [Ex-Consort] Description: Age: Millennia Apparent Age: Late Teens Gender: Fluid [Defaults to Male] Ethnicity: Egyptian Height: 5’7†Weight: 125 lbs. Eyes: Grey Hair: Dark Red By all appearances, Set is a strikingly handsome teenager with piercing grey eyes above high cheekbones framed by thick dreadlocks of brick red hair. What looks like heavy eyeliner adds to the slightly androgynous quality of his slim frame. His face is extremely expressive, usually dominated by a cocky, teasing grin but clouding over with anger at a moment's notice. Animated body language and a disregard for personal space give the impression that he makes himself at home wherever he happens to be but there is a definite sense that he hails from somewhere else entirely. That impression becomes a certainty when one regards his shendyt, a skirt of overlapping white and red cloth that reaches to just above his knee, his simple sandals contrasting with his assorted ornate golden bracelets. Set frequently goes shirtless when able - which is most of the time thanks to his affinity for inclement weather - but switches to a longer, belted robe that hangs over his shoulders when necessary. When presenting as female she gathers her dreadlocks in a golden cuff, matches her eye makeup with a rich, brown-black lipstick and adds a flattering front-cross halter in the same pattern as her shendyt. If attempting to blend in, the godling favours shorts and the sort of slogan emblazoned t-shirts sold at tourist attractions around the city, typically with sunglasses and a Comets baseball cap for good measure. At a whim, Set's head may go from human to that of an unidentifiable, ebony black animal with a long snout and tall ears, mixing features of canine, fox, anteater and giraffe. This is as much his true face as any other and simply part of his nature as a god of Heliopolis. Power Descriptions: Set may be much diminished in power even compared to his previous incarnation's time possessing a mortal host in the mid-20th century, but he is still an immortal with a formidable array of aspects at his control. The lightning bolts he summons are tinged with red, striking from the sky above at his command. Shadows become semi-solid and malleable when he wishes them to be so, allowing him to scoop up handfuls or engulf opponents in quicksand-like darkness. Neither pouring rain nor blistering heat seems to bother him in the slightest and he's not shy about stirring up a thunderhead or sandstorm for dramatic effect. A perpetual outsider among the Ennead, Set is also the patron of foreigners and as such understands all tongues perfectly. His mastery is such that he is able to pick up subtleties and implied meanings as if he were a native speaker himself. His shapeshifting talents further allow him to take any appearance he likes, although to his annoyance he has found himself unable to appear as anything but an adolescent. History: In the beginning there was nothing. Then Ra, the sun, willed himself into being and from himself shaped Geb the Earth and Nut the sky. From their union was born the Ennead: Osiris, handsome and well-loved, Horus, noble and strong of arm, Isis, wise and vengeful, Nepthys, flighty and doelful and finally Set. Set with his odd red hair, who laughed at jokes only he understood and turned every task into a competitive game. Although Nepthys eventually chose Set as her consort it was perhaps only Horus, in their constant sibling rivalry, who truly understood Set. Even if they thought him an odd one, all of the gods recognized Set’s cunning and power, in part because of his constant reminders. When Ra needed protection in his nightly journey through the underworld from the dread serpent Apep, a being of darkness and chaos and such appetites that he would destroy all of creation to sate it briefly, it was Set who stood at the prow of his barge and fought off the beast again and again. Though he never wavered, the nightly battles took their toll on Set. More and more he learned to use Apep’s own forces against the serpent, taking on aspects of darkness and chaos himself. His pride became harder to tolerate and his boasts took on a troubling edge. Eventually Ra relieved him of his post, much to Set’s rage. Horus agreed to take his brother’s place on the barge, intending it to be only a temporary replacement. The hawk god was a match for his sibling's power but was unprepared for Apep’s many tricks. In a wild confrontation, a desperate Horus was able to temporarily banish the snake at the cost of his own being. While all the gods mourned, Set did so bitterly, blaming Ra. Perhaps that terrible anger explains why Nepthys disguised herself to trick Osiris into bedding her, or why a resentful Set hated the more popular god all the more for his repeated apologies when the truth came to light, or why the gods of Heliopolis, grown by then to encompass every aspect of mortal life, quickly decided in whispers and gossip that the blame for the entire affair really rested with Set. The public humiliation was more than the desert god could stand. Through trickery he locked the overly trusting Osiris in an ornate chest and threw it in the Nile. When Osiris’ wife Isis retrieved the carved prison, Set instead unleashed the dark powers he had learned from Apep’s example and cut his brother to pieces, spreading them throughout the mortal realm. Even then, Isis and a tactfully remorseful Nepthys were able to retrieve the body parts and reassemble their mutual consort. When Osiris could not be properly restored, Ra instead deigned that he should become ruler of the underworld itself, king of the afterlife and chief among the gods above all but the solar deity himself. The final straw came when Isis used her mystic knowledge to rebirth Horus’ essence as her child with Osiris, raising him to loathe his ‘wicked uncle’. Set resolved that if all saw him as the villain, then Ra, Heliopolis and supposed brotherhood be damned, he would be a villain. His battles with the avenging Horus were waged across ages indescribable in mortal terms. That world marched on and when the Pact locked the various pantheons from directly traveling to Earth, Isis with Ra’s blessing was able to use it to banish Set the Destoryer to the wastes outside of Heliopolis. The dark god bid his time, testing the limits of his exile until in the 20th century a foolish cultist attempted to summon him. Consuming the hapless summoner’s soul and taking his body for his own, Set sought to conquer the mortal world as stepping stone to greater glory. Even then Horus sought to stop him, investing much of his might into an ankh which allowed him to merge with a willing host on Earth. Alongside the heroes of the age, Horus thwarted his uncle’s terrible designs time and again. Even as he raged against the repeated defeats, the part of Set which was the outsider, the perpetual ‘other’ relished this new world of fantastic powers, garish costumes and epic conflict, fully embracing his role. Even that came to end eventually. In a final conflict which would either see Set restored to his full might or forever vanquished both the Destroyer and the Avenger vanished from the world of mortals. Heliopolis mourned the loss of its truest champion for a second time and decade slipped by. The century turned and the Ennead had little to do with Earth until a grinning, red-haired youth appeared at the gates of the golden city claiming to be Set and demanding entrance. Isis demanded the boy be destroyed immediately against her more forgiving husband’s protestations but Ra’s judgement was more wary. The strange young man certainly had Set’s essence but like Horus before him this was a new creature entirely, without his predecessor’s long festering grudges. Ra knew well the duality of such things and Set’s rebirth with no sign of the hawk god reminded him of the merely temporary exile of his own opposite number, the terrible serpent. He would not cast the now meager godling into ruination just yet but neither would he allow him entrance into Heliopolis. This new Set’s weakened state allowed for a loophole in the Pact, sending the boy back to Earth with no way to return. Even then the sun god decided on caution, instructing one of his Eyes, the fearsome war goddess Sekhmet to accompany Set and watch him closely. Not wanting to entrust such a task to a melding of god and mortal, he instructed the frankly unenthused Sekhmet to leave much of her power behind, reducing her to a state similarly exempt from the Pact. Although annoyed at the setback, Set went about situating himself in the modern world with his rankled babysitter in tow. He was horrified to learn of his past self’s villainy - though he admired the theatrics and immediately began considering acquiring a cape. More interesting, however, was the way the mortals remembered Horus as a great and respected hero while the rest of the Ennead was forgotten by all but academics. This was the new worship, then, won not through temples and threats of plague but by great acts of daring and courage! The idea appealed to him immensely. Despite Sekhmet’s objections he resolved to earn back the mortal’s adoration and prove his good intentions to the other gods by becoming the greatest superhero of all! Personality & Motivation: Set's most immediately obvious character trait is arrogance, a mixture of the perceived invincibility of youth and the power of a force of nature. Almost as clear is his need for recognition. Set has ever been an outsider and doesn't seek acceptance but rather acknowledgement of his skill and hard work. The tension between that confidence and insecurity drives him to take chances and strive for the spotlight. In a city that idolizes its heroes and a time rife with social media and celebrity, he aims to join the ranks of the world's greatest champions. Quite competitive, he isn't the most graceful of losers but can usually be placated with the promise of a future rematch. He has a robust sense of humour with a fondness for pranks and a fascination with anything new or different. Although he retains smatterings of the knowledge and even memories of his past self, this Set is very much a new person, free of long festering grudges and resentment. Showboating aside, he legitimately wishes to do good and would never put fame over doing the right thing - although he might protest otherwise. In particular he looks to the example of his 'older brother' Horus for inspiration and his own soft spot for an underdog is ill hidden. Deep down, he recognizes that he is vulnerable to making the same mistakes again and worries that perhaps he is not entirely free of the corruption that brought his former self to his downfall. This sobering though lends an undercurrent of gravitas to an otherwise devil-may-care teenager. Powers & Tactics: When feeling confident Set prefers to draw upon the dramatic might of his storm and desert aspects, summoning lightning bolts and sandstorms with theatrical waves of his arms. When pressed, he dips into his dominion over darkness, flinging handfuls of inky black, stepping through one shadow to appear from another or even calling up the dark to envelop his opponents whole. Less obviously, his knowledge of chaos manipulates fortune against his targets. His razor sharp taunting and deep knowledge of ancient arcana are not to be underestimated, particularly if he has had time to prepare. More likely, however, he'll have jumped into the fray at the first sign of an audience or a chance to humiliate a deserving target. Naturally a believer in second chances, he will risk trying to talk a villain out of what they're doing if he suspects they're already feeling conflicted or remorseful. Complications: Dismemberment: Set’s Regeneration allows him to reattach severed body parts but not grow new ones. For his Resurrection to work, he needs to be properly reassembled. If his body is completely destroyed, he will instead Reincarnate. Exile: Both the Pact and the will of the other gods of Heliopolis prevent Set from returning there. Other pantheons allied with Heliopolis may be reluctant to deal with him. Reborn: Although he retains a fair amount of his past self’s memories and knowledge, Set still has a lot of gaps. On the other hand, those with past grievances aren’t likely to distinguish between their old enemy and the ‘new’ Set. Pride: Regardless of his defeats and misfortunes, Set is proud and stubborn to a fault. He’s prone to bragging and showing off and has trouble resisting a public challenge. Abilities: 2 + 6 + 4 + 8 + 6 + 12 = 38PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 10 + 16 = 26PP Initiative: +3 Attack: +5 Base, +7 Deific Attacks Grapple: +6 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -2/-1 Saving Throws: 4 + 3 + 5 = 12PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+3 Dex, +3) Will: +8 (+3 Wis, +5) Skills: 88R = 22PP Acrobatics 7 (+10) Bluff 10 (+16) Computers 6 (+10) Diplomacy 5 (+11) Disable Device 1 (+5) Gather Information 10 (+16) Investigate 1 (+5) Knowledge (Arcane Lore) 11 (+15) Knowledge (History) 6 (+10) Knowledge (Popular Culture) 6 (+10) Knowledge (Theology and Philosophy) 6 (+10) Language 1 (Ancient Egyptian [Native], English) Notice 12 (+15) Sleight of Hand 2 (+5) Stealth 2 (+5) Survival 2 (+5) Feats: 49PP Benefit (Status [God]) Challenge 2 (Fast Feint, Fast Taunt) Defensive Roll 1 Distract (Bluff) Dodge Focus 2 Evasion 2 Fearless Jack-of-all-Trades Luck 2 (3 with Luck Control) Power Attack Ritualist Set-Up Sidekick 31 (155PP) Taunt Uncanny Dodge (Vision) Powers: 2 + 2 + 1 + 1 + 1 + 8 + 4 + 8 + 7 + 38 + 4 = 76PP Comprehend 1 (Languages [understand All]) [2PP] (foreign aspect) Environmental Adaptation 2 (Deserts, Stormy Weather) [2PP] (desert aspect, storm aspect) Feature 1 (Alternate ‘Set Animal’ Head) [1PP] (deific) Immunity 1 (Aging) [1PP] (deific) Immunity 2 (Environmental Condition [Heat], Starvation/Thirst; Flaws: Limited [Half]) [1PP] (desert aspect) Luck Control 2 (Negate HP Use/Fiat, Force Re-Roll; Power Feats: Luck 1, Ultimate Will) [8PP] (chaos aspect) Regeneration 2 (Resurrection [1 day]; Power Feats: Reincarnation, Regrowth) [4PP] (deific) Shapeshift 1 (5PP Variable Power; Any Power, Multiple Powers at Once, Move Action, +5 Disguise) [8PP] (chaos aspect) Sample Configurations Spoiler Additional Limbs 2 (+2 Limbs; Flaws: Duration [sustained, -0] [2PP] + Elongation 3 (25') [3PP] (lend a hand) Concealment 4 (All Visual; Flaws: Blending, Power Feats: Close Range) [5PP] (chameleon skin) Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (raptor wings) Immunity 10 (Fire Effects; Flaws: Limited [Half]) [5PP] (scales) Insubstantial 1 [5PP] (sand form) Super-Senses 7 (Visual; Extras: Counters Concealment, Counters Obscure [All]) [7PP] (darkness aspect) Deific Aspects Array 17 (34PP; Power Feats: Alternate Power 4) [38PP] Base: Comprehend 3 (Rank 4 Total; Languages [Read/Write, Speak and Understand All Simultaneously]) [6PP] (foreign aspect) Mind Reading 7 (Extras: Action [Move Action], Area [General, Burst], Flaws: Limited [surface Thoughts], Sense-Dependent [Auditory], Power Feats: Subtle 2) [9PP] (subtleties of the language) Morph 7 (Any Humanoid, +35 Disguise; Power Feats: Precise, Drawbacks: Limited [Adolescents]) [14PP] Quick Change 2 (Extras: Affects Others, Flaws: Others Only, Power Feats: Precise) [3PP] Super-Senses 2 (Mental; Direction Sense, Distance Sense) [2PP] AP: Damage 7 (Extras: Autofire, Linked [+0], Ranged, Power Feats: Accurate 1, Affects Insubstantial 2, Homing 1, Indirect 2) [27PP] + Drain Toughness 7 (Extras: Affects Objects, Linked [+0], Ranged, Flaws: Limited [Electronics, -2]) [7PP] (lightning bolt; chaos aspect, storm aspect, electricity) AP: Dazzle 7 (Visual; Extras: Autofire, Power Feats: Accurate 1, Reversible) [23PP] (shadow globule; darkness aspect) Teleport 5 (500’; Extras: Accurate, Affects Others, Flaws: Medium [shadows], Short-Range, Power Feats: Turnabout) [11PP] (shadow walk; darkness aspect) AP: Environmental Control 10 (20PP, Mix-and-Match Environments; Distraction [precipitation, sandstorm], Hamper Movement [high winds], Heat, Visibility [sandstorm]; Extras: Action [Move], Independent [+0], Flaws: Range [Touch], Power Feats: Reversible) [21PP] (weather control; desert aspect/storm aspect) Move Object 6 (Heavy Load: 1600 lbs; Power Feats: Subtle) [13PP] (high winds; storm aspect) AP: Snare 7 (Extras: Area [General, Shapeable], Selective, Power Feats: Obscure Senses [All Senses], Variable Descriptor 1 [sand or shadows]) [34PP] (darkness aspect/desert aspect) Device 1 (5PP Container; Flaws: Easy-to-Lose; Power Feats: Restricted [Passcode]) [4PP] (smart phone) Enhanced Feats 3 (Connected, Contacts, Well Informed) [3DP] (social media) Feature 1 (Video Camera) [1DP] Super-Senses 1 (Radio) [1DP] [table]DC Block: ATTACKRANGESAVEEFFECT UnarmedTouchDC16 Toughness (Staged)Damage (Physical) Lightning BoltRangedDC17 Fortitude (Staged)Drain Toughness [/td][td]DC22 [Autofire] Toughness (Staged)Damage (Energy) Sand/Shadow SnareRanged [shapeable Area]DC17 Reflex (Staged)Entangled/Bound Shadow GlobuleRangedDC17 [Autofire] ReflexBlind[/table] Totals: Abilities (38) + Combat (26) + Saving Throws (12) + Skills (22) + Feats (49) + Powers (76) - Drawbacks (0) = 223/250 Power Points