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Power Level: PL 10/11 (172/172PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Timelost Japanese supersoldier turned popular Internet personality Alternate Identity: Neko Musume (she prefers just 'Neko') Birthplace: Iya Valley, Japan Residence: The apartment beside the Espadas residence Base of Operations: The West End, Freedom's Little Tokyo neighborhood Occupation: Online streamer Affiliation: Various sponsoring agencies Family: Various heroes like the Espadases, Sparkler, etc Description: Age: 19/95 Apparent Age: 19 Gender: Female Ethnicity: Asian Height: 5’ 1" Weight: 120 lbs Eyes: Yellow Hair: White Neko is short and slight, with big eyes that are distinctly yellow and fluffy white hair speckled by brown, crowned by what are clearly two big boofy cat ears. She has slightly pointed front teeth and nails that grow in sharp. She has two tails when she wants it - a mark of her growing age and power, white speckled with brown spots. She has a lot of borrowed clothes but actually prefers to wear kiminos and bare feet, usually bright Art Deco colors. Neko has lived in the present long enough to adopt a superhero costume - finally. What she wears is a sleek, form-fitting bodysuit made of stretchy, breathable fabric in a dark navy blue color. The suit has long sleeves and pants, with a high collar and a full-zip front that can be easily opened and closed. Over the bodysuit, Neko wears a bright red and gold kimono-style robe with flowing sleeves and a wide obi sash tied around her waist. The robe is adorned with intricate gold and silver embroidery and bold, stylized Japanese characters that spell out "CAT" and "MAGIC" and "IYA VALLEY". The kimono and suit are both cut to give her tails freedom. To complete the costume, Neko wears a pair of tall, laced-up boots in a matching navy blue color, with thick soles to provide stability and support for her acrobatic movements. The boots have a slight heel, and are made of a durable, lightweight material that allows Neko to move quickly and easily. History: Neko was born in 1929 in the Iya Valley on the Japanese island of Shikoku. Even today the Iya Valley is remote, tucked away beneath sheer mountain slopes on either side, and in 1929 it was even more so. Neko's family had come to the region sixty years earlier in their grandfather's time, when their forebears realized that the new Meiji government would be hostile to their way of life. For Neko's family were the children of nekomata and bakeneko, cats imbued with fantastic supernatural powers, and carried that magic in their very veins! She learned some of that ancestral magic as a small girl, how to change her form and other fantastic abilities, and lived the relatively simple life of a peasant girl, carefully adopting human mannerisms and appearance when the government inspectors came by to study the local school. Though she heard about things like Japan's righteous war to liberate the oppressed people of China, their bold attack against the forces of the Americans in December of 1941, and their war against the wicked foreign foe, it didn't really mean anything to her. Until June of 1944, when American bombs began falling on Japan in large quantities thanks to Operation Matterhorn. Though civilian casualties were few compared to what would come later, she would learn much later that this had been a terrible insult to the Black Dragon Society, proof that their magics were not so great and powerful after all, but what it meant for her was that a small delegation of the Crimson Katana's elite troops arrived in her home village and announced that they were recruiting volunteers to defend Nippon against the hated enemies who had brought death to their shores. Neko looked around, saw older siblings and cousins debating what to do, and stepped forward with a cat's boldness. "I volunteer!" And so, at fifteen, she was taken away for training. She remembers the look in her parents's eyes still. "Bootcamp" was not easy but she was quick and clever enough to pass her trials, and the sheer gaping size of nearby Nagasaki was terrifying enough that she slept in her bed every night despite her fears of the Crimson Katana and his magic. She knew better than to risk his wrath, and she knew full well what they might do to her home village if she did flee. In late summer of 1944, having passed her trials, she was sent away to war, specifically to Burma, where the recent failure of Operation U-Go meant that Japanese forces were now on the defensive. It was supposed to be a minor, even inconsequential posting for the youngest piece on the Crimson Katana's shogi board, the latter being focused entirely on his American rivals. Until the Allies attacked in December of that year, and she found herself in the midst of her first battle. It was terrible. Any hopes she might have had that her fellow Japanese really were righteous defenders of justice faded when she saw what they did to those they captured, and any hopes she might have had that her enemies were really friends faded when she saw what they did to the Japanese. She might have fallen into grief and faked her own death, or something even more drastic, had she not met Kid Gawain, attached with his master to the British forces in Burma. Gawain was an enemy and so they fought, but they realized quickly how displaced they both were. Burma was as far from Camelot as it was from the Iya Valley, and Kid Gawain's dreams of knightly honor had faded before the reality of 20th century war. They began meeting occasionally, having the kinds of conversations that neither of them could have with any of the adults in their lives - and then came the mission in February 1945. A powerful American cryonic weapon had been stolen by a Japanese agent who had himself been killed in a bombing run. In a cave near Mandalay, the Crimson Katana (who had himself arrived to supervise the evacuation of Green Dragon assets from Burma), the Green Knight, Kid Gawain, and Neko no Akuma fought to the last. The Green Knight's ax and magical healing powers proved stronger than the Katana's blade, and the Katana (who never really believed in bushido, as convenient as it was) fled after triggering the cryonic device while ordering Neko no Akuma to cover his retreat. Thinking of her village, she stood between the knights and the way out; only to be pinned under a rock when bombs struck the roof of the cave mouth. She remembers Gawain and the Green Knight shouting at each other, namae o age rarenai uragiri, then Kid Gawain kneeling at her side in prayer, hensai dekinai shakkin, then a terrible feeling of cold - and then she remembers nothing for a long time. Until today. Things are - okay? She got good grades in high school, made many friends, got a boyfriend, found clues about her missing family - and her pretty face, exotic looks, and willingness to hustle has left and her friends financially comfortable. She's worked hard to get where she is! Personality & Motivation: Neko has had a lot of trauma. But she is good at hiding it behind the perky aura of beloved Internet star Neko, heroine and narrator of Catgirl Reacts! (a show where she reacts to video games, conventions, and food - and various other things.) Part of her is a normal teenage girl, another part is a cold-blooded feline magical predator - the last daughter of the demon-haunted Japan of myth and legend. Maybe she can't find that Japan anymore, but it's with her - always. Powers & Tactics: Neko's illusory abilities are vast, enough that she could easily dominate a WW2 battlefield in which she mostly fought mundane targets. She will mostly prefer to try and drive off foes, or fool them into doing something rash or self-destructive. If really and truly angry, she will pour down a terrible curse on their head, striking them with a powerful weapon pulled from her own sub-conscious. When using her powers, her eyes glow bright yellow and her ears and tails seem particularly obvious. She has has something of a cat's physicality, enough to escape from some though not all crises. Complications: Out of Time: Neko is from almost seventy years ago, and had an isolated, rural childhood in a rustic region before that. There's a lot she still doesn't know. Ghosts: Spirits and ghosts are drawn to the children of cats, often for ill. My Enemy: There is much left undone from that great and terrible war, and wounds left deep in her psyche. My Language: Neko's English is still not perfect; the GM is welcome to tell her she has lost the thread of a conversation or misunderstood something, especially if spoken loudly and at some volume. Abilities: 14 + 10 + 14 + 4 + 0 + 6 = 48PP STR: 24 (+7) DEX: 20 (+5) CON: 24 (+7) INT: 14 (+2) WIS: 10 (+0) CHA: 16 (+3) Combat: 8 + 8 = 16PP ATK: +4 (+7 Melee/+10 Yokai) DEF: +10 (+3 Dodge, +3 Shield, +4 Base, +2 flat-footed) Grapple: +14 Init: +5 Knockback: -5 Saves: 0 + 5 + 7 = 12PP TOU: +10/+7 (+7 Con, +3 Protection) FORT: +7 (+7 Con) REF: +10 (+5 Dex, +5) WILL: +7 (+0 Wis, +7) Skills: 72 r = 18PP Acrobatics 2 (+7) Bluff 12 (+15, SM) Climb 3 (+10) Concentration 4 (+4) Diplomacy 2 (+5, SM) Intimidate 12 (+15, SM) Knowledge (Arcane Lore) 3 (+5) Knowledge (History) 3 (+5) Knowledge (Popular Culture) 3 (+5) Handle Animal 2 (+5) Languages 2 (English, Mandarin, Base: Japanese) Notice 5 (+5) Sense Motive 5 (+5) Stealth 10 (+15, SM) Survival 4 (+4) Feats: 17PP Attack Focus (Melee) 3 Benefit (Cult Hero [her many fans]) Challenge (Fast Taunt) Distract (Bluff) Dodge Focus 3 Evasion 2 Luck Prone Fighting Ritualist Skill Mastery (Bluff, Diplomacy, Intimidate, Stealth) Takedown Attack Taunt Powers: 2 + 2 + 4 + 36 + 1 + 3 + 3 + 1 + 4 + 5 = 61PP Comprehend 1 (Yokai heritage, spirits) [2PP] Comprehend 2 (feline physiology, Speak to and Understand, Flaw: Limited 1 [felines]) [2PP] Device 1 (Ladybug, Flaw: Hard to Lose) [4PP] Feature 2 (AV Recording, Internet Connection) {2} Super-Sense 3 (Radio, Tracking 2 [half-speed, radio]) {3} Yokai Array 16 (32 PP, PF: Alternate Powers 3, Subtle) [36PP] BE: Concealment 8 (all visual, auditory, and olfactory, Flaw: Phantasm, PF: Close Range) [9] + Illusion 6 (all senses, Flaw: Phantasm) [18] + Morph 4 (humanoids, +20 Disguise, Flaw: Phantasm, PF: Covers Scent) [5] [9 + 18 + 5 = 32/32] AP: Illusion 10 (Yokai magic, all senses, Flaws: Action [Full], Phantasm, PFs: Progression 12) [32/32] AP: Damage 10 (illusory weapon, Extras: Alternate Save [Will], Range [Perception, +2], PFs: Indirect 1, Subtle) [32/32] AP: ESP 4 (Cats; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area]) {32/32} Leaping 1 (feline physiology, x2; running long jump 26 feet, standing long jump 13 feet, high jump 6 feet) [1PP] Protection 3 (Yokai heritage) [3PP] Shield 3 (Yokai magic) [3PP] Speed 1 (feline physiology, 10 MPH / 100 feet per Move action) [1PP] Super-Movement 2 (feline physiology, Slow Fall, Sure-Footed) [4PP] Super-Senses 5 (Yokai heritage, Auditory [Extended] [1] + Olfactory [Acute, Illusion Awareness, Uncanny Dodge [3]}, Visual [Low Light Vision] [1]) [5PP] 48 + 16 + 12 + 18 + 17 + 62 = 172/172
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Flintlock (The Swashbuckling Sorceress) Power Level: 10/15 (250/250PP) Unspent Power Points:0 Trade-Offs: None In Brief: Pirate-Sorcerer with a dash of Lovecraft. And rum. Alternate Identity: Annabelle Flint Birthplace: Holland Residence: On her ship (The Black Flag) Base of Operations: Oceans and Coastlines around Freedom City Occupation: Sorcerer Affiliations: None Family: None Description: Age: 337 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height:5’9” Weight:65Kgs Eyes: Green Hair: Red (Dark) Flintlock has no particular costume but will (nearly) always dress as a (historical) pirate, with a flintlock pistol. Other than that she appears as a tall woman with a deep suntan and long, dark red hair. She has several scars on her body and a number of maritime, arcane, and saucy tattoos on her body. History: Annabelle Flint was born in Holland, a bastard, to a seamstress and a priest. Her mother fled to the new world with young Annabelle in tow. Alas, ill fortune awaited them there, with disease, famine, and destitution. By the time she was fifteen, Annabelle had wrangled her way on to the decks of a pirate ship as a deck scrubber. She was a cunning, determined, and charming young lady, and had soon talked her way up the ranks, eventually becoming captain Flintlock, the ruthless pirate queen. Until one day, the Black Flag and her crew were sunk by Captain Blood. Annabelle swam to the nearest shore, living like a savage, until she was captured by a degenerate cult who worshipped the Yellow Sign. Originally a human sacrifice, once again her silver tongue saved her, and she was taken as a slave by their high priest. Annabelle was quick of wit and, whilst living under her quite mad master, learned his arcane ways, eventually growing strong enough to crush both her master and the cult. Now a powerful sorceress, she summoned up her ship, the Black Flag, and its crew from the depths of the ocean. Armed with her power, her cunning, and a bewitched ship that could speed through any sea, she set sail through strange coasts in this world and others in search of treasure, adventure, and the Yellow Sign. Having recently heard that the Yellow Sign has resurfaced in her world, she had navigated back to the coasts of America, and Freedom City… Personality & Motivation: Trickster, Mad, Defiant Flintlock is, at heart, a rogue, a rapscallion, and a pirate. She can be brutal, ruthless, and deceptive. However, she is also a daring and dashing adventurer. Flintlock loves lost treasure, be it material or arcane. From her experiences has arisen the mantle of an arcane defender of the mundane world. Particularly, she seeks to wipe out the cult of the yellow sign, and fears the horrible outer gods that dwell in equally horrible dimensions. The serpent people, the deep ones, and all such degenerate tribes are on her hit list. Aside from that, Flintlock has a special adversity to slavery or racial prejudice, and an equal dislike of maltreatment of women (her crew is diverse and has ex-slaves on board) She is a libertarian – to such an extent that she believes laws don’t completely apply to her. Powers & Tactics: Flintlocks sorcery involves summoning spirits, which appear as ghostly white figures or shapes. Usually, she uses such apparitions as poltergeists, picking up, rending, and throwing her enemies around. For larger groups she will summon horrible spectres that scare her enemies. In desperate, brutal times, she will summon up spectral seawater to the lungs of a man, making him drown (a psychological effect but quite deadly). Her magic powers are not too broad; they revolve around creating / moving things in an intangible way (illusions, poltergeists), or manipulating somebodies spirit (e,g causing pain, pleasure, madness, or fear). Flintlocks tattoos protect her (to some degree) from injury or harm and the ravages of time. Aside from her sorcery, Flintlock is a capable swordswoman and pirate. Power Descriptions: Flintlocks sorcery appears as ghostly figures, shapes, or forms. Spectres, ghouls, illusions, or even just giant hands or tentacles. Complications: Incantations: Flintlock must speak (or at least mutter) to use her sorcery. A gag will stop her. Greedy: Flintlock still seeks treasure of all sorts. Drunkard: Flintlock also still drinks, particularly rum, and enough to get drunk. She always gets quite drunk when using rituals. This is partially a (dysfunctional) coping mechanism against the horrors of her magic. Enemy: With all the spirits she has commanded and dominated over the centuries, there is a good chance that any encountered spirit will be, at best, ill-disposed towards her, if not plain aggressive. Song: Flintlock will monologue, by song! History: Centuries of wild living and infamy might be a problem. From jilted lovers Like Captain Nemo, to the fear and loathing of modern day Somalian pirates. There is much to have as plot hook and complication. Unruly: Whilst Flintlock technically has fanatical minions, and summons bound spirits, such sorcery is dangerous. Experienced as she is, under certain circumstances they may disobey, misinterpret commands, or demand some awful price (i.e. create drama) for services. Even the Black Flag might be semi sentient. A semi-sentient pirate ship. This all means the GM can step in to play any spirit. In any case, Flintlock does not unleash these powers without good reason. Abilities: 0 + 6 + 6 + 4 + 16 + 16 = 48 Strength: 10 Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 26 (+8) Charisma: 26 (+8) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +10 Knockback: -5 Saving Throws: 3 + 7 + 7 = 17 Toughness: +10 (+3 Con, +7 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +10 (+3 Dex, +7) Will: +15 (+8 Wis, +7) Skills: 128R = 32PP Acrobatics 4 (+7) Bluff 8 (+16) Climb 6 (+6) Concentration 12 (+20) Diplomacy 4 (+12) Disguise 8 (+16) Handle Animal 4 (+12) Intimidate 4 (+12) Knowledge (Arcane) 12 (+20) (See Feats) Knowledge (Cosmology) 4 (+6) Knowledge (History) 4 (+6) Language 6 (Atlantean, Dutch [Native], English, French, Latin, Portuguese, Spanish) Notice 4 (+12) Perform (Dance) 4 (+12) Perform (Singing) 4 (+12) Profession (Sailor) 12 (+20) Ride 2 (+5) Sense Motive 8 (+16) Stealth 4 (+7) Survival 4 (+12) Swim 10 (+10) Feats: 48PP Attractive Benefit [Intuitive Magic: Use WIS instead of INT for knowledge (arcane)] Benefit (Wealth 1) Distract (Bluff) Environmental Adaptation (Rolling Decks) Equipment 17 Fascinate (Bluff) Favoured Opponent (Lovecraftian Horrors) Improved Initiative Jack of All Trades Minions 8: The Skeleton Crew (Extra Minions 3, Fanatical) [Total 19] Redirect Ritualist Set-Up From powers: Second Chance (Toughness save vs magic blasts) Quick Change 2 Equipment: 17 PP = 85 EP Knife (Strike 1, Mighty, Improved Critical, Thrown) [4 EP] Flintlock (Blast 4, Limited [-2] one shot only, takes a minute or so to reload) [2 EP] Cutlass (Strike 3, Mighty, Improved Critical) [5 EP] Vehicle: The Black Flag, privateer (Gargantuan [3 EP], STR 50 [2], Toughness 15 [4 EP], Features (Arcane Library, Hidden Compartments 3, Living Quarters) [3], Blast 10 (Feats: Affects Insubstantial 2, Homing) [27 EP], Environmental Control 10 (Storms, 1000’ Radius, Distraction DC 10, Hamper Move to 50%, Range Touch) [16 PP], Supermovement 4 (Dimensional; any magic, Sure Footed 2 [-50% penalty]) [8 EP], Swimming 8 (250 mph, Extras: Subtle) [9 EP]) [74 EP] Powers: 2 + 1 + 8 + 52 + 4 = 67PP All powers have magic descriptor in addition to others noted Enhanced Trait 2 (Quick Change 2) [2 PP] Immunity 1 (Aging) [1 PP] (Protective Tattoo) Protection 7 (Feats: Second Chance [Toughness vs Magic]) [8PP] (Protective Tattoo) Summoning Array (44 PP Array, Feats: Alternative Power 8) (Magic, Summoning, Spirit) [52 PP] BP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic], Selective, Subtle) [44/44 PP] “Project Spirit” AP: Create Object 10 (Extras: Duration [Continuous], Range [Perception], Feats: Affects Insubstantial 2, Variable Descriptor 2 [Magic/Summoning as long as of no great material value]) [44/44 PP] “Summon from other dimension” AP: Illusion 10 (All senses, Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 4 [100’ radius]) [44/44 PP] “Summon Spirit” AP: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2, Subtle) [43/44 PP] “Poltergeist” AP: Suffocate 10 (Extras: Range 2 [Perception], Feats: Affect Insubstantial 2) [42/44 PP] “Davy Jones” AP: Nullify 10 (All Summoning Powers, Extras: Effortless, Range [Perception], Feats: Selective [can choose which powers to nullify]) [41/42] “Banish” AP: Summon 10 (Horrific Leviathan Extras: Fanatical, Heroic, Feats: Mental Link) [41/44] AP: Trip 10 (Extras: Area [Line], Knockback, Range [Perception], Feats: Indirect 3) [43/44 PP] “Torrent of water” AP: Emotion Control 10 (Extras: Area [Burst], Selective, Feats: Mind Blank, Subtle) [42/44 PP] Supersenses 4 (Visual counters illusion and concealment) [4 PP] “Mystic eyes” Drawbacks Vulnerability (Uncommon [Madness], Moderate [+50% DC]) -2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Flintlock Pistol Touch DC 19 Tough Damage Knife Touch/Throw DC 16 Tough Damage Sword / Cutlass Touch DC 18 Tough Damage Poltergeist Perception DC 25 Tough (or grapple) Damage/Grapple Suffocate Perception DC 20 Fort Suffocate Banishment Perception DC 20 Will Nullify Emotion Control Perception DC 20 Will Emotion Totals: Abilities (48) + Combat (40) + Saving Throws (17) + Skills (32) + Feats (48) + Powers (67) – Drawbacks (-2) = 250/250 Power Points
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Blackstaff Power Level: 10 (192/203PP) Unspent Power Points: 11pp Trade-Offs: None In Brief: Private/Paranatural Investigator Catchphrase: *** Theme: People are Strange - cover by Echo and the Bunnymen (originally by The Doors) Alternate Identity: Christopher Daye (Public); Christopher Blake Verus Daye (Secret) Birthplace: Just outside Richmond, Virginia Residence: Emerald City, Renovated townhouse/office Base of Operations: Blackstaff Investigation Occupation: P.I. Affiliations: none Family: Father (missing), Mother, 2 Sisters Description: Age: 36 (DoB: May 30, 1984) Apparent Age: 26 Gender: Male Ethnicity: Caucasian Height: 5’ 11” Weight: 178 Eyes: Hazel Hair: Brown Description: A night owl, more by necessity then nature, Christopher isn’t nearly as pale as one would expect. Preferring darker than neutral colors he’s usually dressed in slacks and button up shirt; and usually looking like he may have just rolled out of bed in them, he often completes his attire with a trench coat. His hair is cut short causing it to stand up a little spiky. Christopher can be found sporting a trimmed mustache and goatee that never quite connects. But long hours on the job can leave him with stubble and needing a shave and trim. History: Born 2 weeks early, to James and Agatha Daye in their home during a total solar eclipse his parents believe he was born under a sign. His mother was a sorceress and knew right away Christopher possessed magic potential. His father, a scholar of arcane lore but no wizard himself, at first wanted her to wait to teach him but eventually conceded to his wife’s wishes. Christopher showed great promise and his mother was proud. Then, one winter’s morning when he was 13, he had to be pulled from his burning bedroom by his father. Once his mother had magically suppressed what her realized to be hell flames, she discovered half charged runes that she hadn’t taught her son chalked onto his bedroom floor. When confronted young Christopher told his parents a shadowy figure was teaching them to him in his dreams. Fearing the implications his parents quickly set about to flee their current home and hide. During the rush to escape James Daye disappeared. Now panicked even more, Agatha Daye gathered Christopher and his two younger sisters (Bethany and Cassandra) and took them to Freedom in an attempt to hide them. As he continued to grow, his mother became more serious about her teachings and drilled him in the importance of the Light over the Shadow and not to listen to the shadowy figure that came to him in his dreams. Through practice and discipline the figure showed itself less and less. After high school he moved to Emerald City with a friend decided to go for his private investigator license. After a few years apprenticing with an established investigator he left on good terms to open his own office. Now, many years later, Christopher Blake Verus Daye operates under the business name of Blackstaff Investigations. He doesn’t advertise, but somehow people who need him find his card or number, or sometimes even find their way into his office. Often with problems that normal avenues can’t handle. Personality & Motivation: Though he may seem rough and snarky when you first meet him, Christopher is very kind and loyal. But if you make him mad he isn’t one to be underestimated. And one of the easiest ways to get on his bad side, is to blatantly break the rules of magic he tries to live by. He relies on his quick wit and magic to get himself out of the trouble his sharp tongue and protective nature can get him in to. There’s been a time or two he’s fallen for a sob story and cursed himself for it. Behind the face of Blackstaff Investigations, Christopher strives to bring light to the darkness that he sees is covering the city. Even if it’s only one case at a time. Power Descriptions: Christopher’s mother taught him a form of ever evolving hermetic magic that she learned and added to from her own parents. He learned how to channel elemental forces, and how to use magic to affect the world around him, locate lost thing, and even call on other worldly beings. He was taught to use words to shape the desired effects, and to protect his mind from the raw forces he channeled. Creating a personalized language so as to keep the dangerous forces from burning through him and causing harm. He learned how to use hand motions to further focus his power. His mother taught him how to create rituals to perform a wider repertoire of spells and how to create personal foci to aid him in streamlining his magic use. Knowing he still has more to learn, Christopher relies on several foci he made himself to create some specific effects. Hopefully, with time and practice he’ll learn to create the same effects without the needed aids. Complications: Cat’s Eye View: During a missing child case Backstaff lost his left eye to a Cait Sidhe (cat-sith), faerie cat. He successfully returned the child and as ‘reward’ a swamp hag replaced his lost eye with that of the Cait Sidhe that took his original one. While the full repercussions of this have yet to be seen, it has granted him access to the ‘Olde Roads’ to travel on. It also means he does now carry the scent of the fae or can be identified as ‘fae-touched’. Hot and Cold Water: Blackstaff has a curse he has been unable to remove from himself, and a recent magical accident seems to have reactivated it. As of now, a powerful magical surge has a chance to change Blackstaff’s physical form, turning him into a younger female form. This form can easily be mistaken for a younger sister to his original physical form. Changing back on his own requires a long ritual. The Rules of Magic: Drilled into his head from the very start by his mother, Christopher follows 7 rules of magic. Unfortunately, he has found himself unable to avoid breaking them himself. These times often leave his confidence shaken and on severe occasions have led to him unable to call on his magic for a time. (Yes, it is possible to trick him into thinking he has broken one of the rules) 1 – Thou Shalt Not Kill (This forbids the killing of non-primal planar, sentient beings with magic) 2 – Thou Shalt Not Transform Others (This forbids the shapeshifting of unwilling non-primal planar, sentient beings with magic) 3 – Thou Shalt Not Invade the Mind of Another (This forbids the metal invasion of unwilling non-primal planar, sentient beings with magic) 4 – Thou Shalt Not Enthrall Another (This forbids the binding or domination of non-primal planar, sentient beings with magic) 5 – Thou Shalt Not Reach Beyond the Borders of Life (This forbids the summoning, binding, and exploitation of the unwilling dead) 6 – Thou Shalt Not Swim Against the Currents of Time (This forbids the use of time travel to alter the timeline) 7 – Thou Shalt Not Open the Outer Gates (This forbids the summoning or contacting of creatures or entities from beyond the Cosmic Coil) Shadowed Soul: A yet unidentified shadowy person or entity has taken an interest in Christopher since he was a child and on occasion has attempted to ‘nudge’ him into actions. Because of its early interest in him, this entity already has some influence it is able to call upon. Sometimes, when it could be detrimental or prove to be a long-term problem for Christopher, the entity can mentally influence his senses. Its plans are unknown to Christopher, but he doesn’t believe it’s trying to kill him. But he does believe it is trying to turn him towards a path of darkness. (This usually manifests as mental illusions that only Christopher is subject to.) Sweating Magic: Magic is raw, untamed power that more and more intricate technology just can’t stand up to. Sometimes, under stressful conditions Christopher radiates enough magic to disrupt or out right shut down nearby technology. ABILITIES [0 + 4 + 2 + 8 + 8 + 8 = 30PP] Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 18 (+4) COMBAT [8 + 8 = 16PP] Initiative: +2 (+2 Dex) Attack: +10 (+4 Base, +6 Device) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +4 (+4 Melee Attack, +0 Strength) Knockback Resistance: 0/-7 SAVING THROWS [7 + 6 + 6 = 19PP] Toughness: +10 (+1 Con, +9 Force Field [5 Impervious]) Fortitude: +8 (+1 Con, +7PP) Reflex: +8 (+2 Dex, +6PP) Will: +10 (+4 Wis, +6PP) SKILLS [104R = 26PP] Bluff 6 (+10) Concentration 6 (+10) Craft, Artistic 6 (+10) Disable Device 6 (+10) Gather Information 8 (+12) Investigate 8 (+12) Knowledge (arcane lore) 8 (+12) Knowledge (streetwise) 6 (+10) Knowledge (theology and philosophy) 6 (+10) Language 8 (English [native], Latin, Spanish, Sumerian, Mandarin, Hebrew, Atlantean, Enochain, Infernal) Notice 10 (+14) Search 8 (+12) Sense Motive 10 (+14) Stealth 8 (+10) FEATS [46PP] Artificer Connected Dodge Focus 6 Equipment 2 (Apartment/Office 10EP) Improved Initiative Luck 3 Ritualist Sidekick 30 (Lark 150PP) Well Informed Equipment 2 (10EP) Blackstaff Investigations (Headquarters) [10EP] Size: Small [0EP] Toughness: +10 [1EP] Features: [9EP] Fire Prevention System Laboratory Library Living Space Personnel (fey cleaning, phantom librarian, part-time werewolf secretary) Security System 3 (DC 30) Workshop POWERS [12 + 37 + 6 = 55PP] Device 3 (Shield Bracelet; Hard to Lose) [12PP] (Descriptors: Jewelry, Foci, Magic) Force Field 9 (Feat: Subtle; Extra: Impervious 5) [15DP] Magic 10 (33PP Magic Array; Feats: Alternate Power 6; Drawback: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [37PP] (Descriptors: Magic) BP: Blast 10 (Extra: Penetrating 5; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 1, Variable Descriptor 2 [Any "Magic" descriptor]) [33/33PP] AP: Create Object 10 (Extra: Duration 1 [Continuous], Impervious 7; Flaw: Action [Full-round]; Feats: Affects Insubstantial 2, Precise, Selective, Stationary, Subtle) [33/33PP] AP: Move Object 12 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Precise, Subtle) [33/33PP] AP: Nullify Magic 10 (“Dispel Magic”; Nullify [All Magic Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP] AP: Nullify Technology 10 (“Jinx Technology”; Nullify [All Technology Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP] AP: Snare 10 (Extras: Area [General Burst]; Feats: Affects Insubstantial 2 [Full effect], Reversible) [33/33PP] AP: Teleport 10 (“Shadow Roads”; Extras: Accurate, Affect Others; Feats: Change Direction, Change Velocity, Easy, Dimensional; Flaw: Medium [Shadows]) [34/33PP] Super-Sense 3 (Magic Awareness [All Magic Effects]; Mental, Acute, Radius, Ranged) [6PP] (Descriptors: Mental, Sense Dependent, Magic) DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +4 Blast 100 ft. DC25 Tou (staged) Damage +10, Penetrating 5, Affects Insubstantial 2, Crit 19-20, Variable Descriptor 2 Dispel Magic 50 ft. radius area DC20 Ref Halve Nullify rank for power check if passed Opposed power check Powers nullified Jinx Technology 50 ft. radius area DC20 Ref Halve Nullify rank for power check if passed Opposed power check Powers nullified Move Object - Thrown Objects 100 ft. DC25 Tou (staged) Damage +10, Crit 19-20, Indirect 3, Precise, Subtle Snare 100 ft. 50 ft. radius area DC20 Ref Halve Snare effect DC if passed Affects Insubstantial 2, Reversible DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless TOTALS Abilities (30) + Combat (16) + Saving Throws (19) + Skills (26) + Feats (46) + Powers (55) - Drawbacks (0) = 192/203 Power Points
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Lament (a.k.a. "The Duke of Despair" a.k.a. "The Sultan of Sorrow") Power Level: 10 (244/245 PP) Unspent Power Points: 1 Trade-Offs: In Brief: Voodoo Showman housing Psychic Horror Alternate Identity: Luther Earl LeGrasse Birthplace: New Orleans Residence: New Orleans, but frequent traveller (e.g. Las Vegas, Freedom City) Occupation: Magician, Entertainer. Affiliations: Various shows and entertainments. Family: Ella LeGrasse (Older sister, New Orleans Politician), Violet LeGrasse (Younger Sister, Jazz Singer), Vincent LeGrasse (Father, retired whiskey distiller), Macy LeGrasse (Mother, Cook) Age: 30 Apparent Age: 30 Gender: Male Ethnicity: Mixed Height: 5'7" Weight: 60 Kgs Eyes: Brown Hair: Bald Luther is a thin man of sleight build. He lost his hair in his early twenties, and is clean shaven. When he appears as the great Voodoo magician "Zombo!" he dressed up in some deliberately torn black tie dinner jacket and with white eye make up. His super hero identity, Lament, is just a bold and magnified version of his stage costume. He wears a ridiculously tall purple top hat, purple suit, orange shirt, and a face shrouded in shadow with (at times), glowing eyes. However, he is an expert on disguise, so if undercover can often look like pretty much anyone! His mixed ethnicity and mastery of make-up means he can change his apparent skin tone from almost jet black to pallid white. History: Luther grew up on the streets of New Orleans in a loving family who were neither rich nor poor, but had a certain artistic flair to them. He remembers well the laughter, music, and smell of home cooked food. A small kid, Luther was inclined to be bullied, but soon found he had a knack for entertainment and grew in confidence and charm. As a teenager he did street magic, and became progressively more skilled and famous, until, as a young man, he took up a career as a stage magician, progressing further and further under the stage name "Zombo! Voodoo Master of the undead!", until he was a national figure, doing shows in Las Vegas and even around the world. And doing a triumphant return to New Orleans show, he attracted a horrifically powerful, near mindless, psychic creature who bonded with him, attracted by the delight he caused in his shows. The void. The void feeds on hope and laughter. Not in a malign way, no more than bacteria feeds on a wound. It is virtually mindless (INT 0), just a hunger. It loves being happy, and the way it gets happy is to feed off happiness. For Luther, this was awful. His shows became a feeding ground for the Void, and his reviews were awful. However, he did find that the Void gave him super powers. And he devised a way to feed the void in a more useful way, as the superhero, Lament, aiming the hunger of the creature to the cruel and sadistic. Personality & Motivation: Dramatic, Gregarious, Vengeful Luther loves entertaining people, and all forms of entertainment. Which is why the Void chose him. On the surface he is extrovert, melodramatic, the centre of attention – although he does need his time alone too. He is generous and kind to his friends, and at the very least civil to the man on the street – but he has a mean streak. He does not react particularly well to criticism, and bullies bring out a dark vengeful aspect to his character. He has little hesitation in psychically inflicting pain on bullies (and it keeps the Void sated). Powers & Tactics: The void normally resides purely psychologically, gnawing at Luther for "food". Luther can bring forth the Void from his mind. Firstly: Into his body (the Void can feed Lament's organs, providing sustenance and fortitude), making his breath and eyes dak/misty. Secondly: Into his skin (Making him shadowy and hard to see) Lastly: Projecting out into the environment in the shape of oily black tentacles. The Void has some psychic powers that Luther can use; projecting disturbing images, causing despair, or hypnosis. The symbiote itself provides Luther with exceptional resilience to physical attack and immunity to emotional powers. In addition, it can, reach out and such the physical energy from living creatures (it prefers psychic energy, but when hungry anything will do). Aside from the powers of the Void, Luther is a skilled showman, highly charismatic, and well versed in many social and performance skills. Lament has a certain dramatic tactical style. He prefers a touch of stealth, then an explosion of presence. Ideally, to keep the Void best fed, he would catch villains laughing and revelling, enjoying themselves, and strike them with a despair emotion (i.e sucking all their happiness out). Tactically, whilst Lament has a wide array of powers and skills, he prefers guile and stealth. He is aware of his limitations: He has limited effect over unthinking or unliving enemies, and has no super movement powers; he needs to use his wit and skills to overcome these problems. Power Descriptions: If the void manifests, it has an oily dark quality, but does not obscure light. In its most dramatic form, when Lament pushes the force out of his skin (albeit still symbiotically connected and living within him), the Void has up to dozens of thick tentacles and tendrils. When using the life sucking array, Laments hands will be a wobbly black, or he a shifting mist of black tendrils will suck the life of things around him. Finally, he may breathe out a black mist that robs the target of their breath. His psychic array is more subtle (as a mental effect), although when using hypnotic gaze his eyes will glow orange. Complications: Empty Void: Put simply, the Void must feed. Its preferred meal is positive emotions such as happiness. If it cannot feed on others, it will feed on Luther himself, causing a deep depression. If even that food source dies, it will feed on physical vitality, causing fatigue and somnolence (ideally in others, but then Luther). Full Void: Feeding on happiness will make the Void happy in its own mindless way. That said, it can only stomach so much before being bloated. Too much happiness, and it will refuse to feed further. Possessed: Manifesting the Void in the real world is progressively dangerous as it may take over Lament (particularly if extended). From gnawing broodiness ("Void Inside"), to a bleak and broody streak ("Void 'Betwixt") to the possibility of complete possession and temporarily losing his will ("Void Unleashed). The Void is not malign itself, but it is hungry and virtually mindless. Showman: Luther is a natural showman, and cannot help wanting to be adored and admired. He will prefer tactics and activities that are dramatic and impressive, and feed his own sense of self importance (whist internally of course he frets about his skills and worth). Doop de doo doo: Luther loves music, particularly jazz. He is often tapping his foot or humming a tune, actvities that could give him away or make noise. This is virtually irrsistable when there is music playing. He would sing a long to a tune even if it would reveal himself; it is practically an unconscious tic. Abilities: 0 + 6 + 4 + 4 + 6 + 12 = 32 Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +10 (up to +17 with “Void Manifest” active) Knockback: -5 Saving Throws: 4 + 9 + 9 = 22 Toughness: +10 (+2 Con, +8 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +12 (+3 Dex, +9) Will: +12 (+3 Wis, +9) Skills: 132 Ranks = 33 PP Bluff 12 (+18) Concentration 14 (+17) Diplomacy 4 (+10) Disguise 12 (+18) Skill Mastery Handle Animal 4 (+10) Intimidate 12 (+18) Skill Mastery Knowledge [Arcane] 4 (+6) Knowledge [Art] 4 (+6) Language 2 (English [Native], French, Spanish) Notice 4 (+7) Perform (Acting) 14 (+20) Skill Mastery Perform (Dance) 4 (+10) Perform (Oratory) 4 (+10) Perform (Wind Instruments) 12 (+18) Sense Motive 4 (+7) Sleight of Hand 14 (+17) Skill Mastery Stealth 8 (+11) Feats: 21 PP Beginner's Luck Benefit: Showman [Easy quick access to showman equipment, stages, lighting, costumes, etc] Benefit 2 (Wealth) Distract (Intimidate) Equipment 2 Favoured Environment [The Stage] Fascinate (Perform) Improved Initiative 1 Inspire 5 Luck 2 Set-Up Skill Mastery 1 (Disguise, Intimidate, Perform [Acting], Sleight of Hand) Sneak Attack Startle Equipment 2 = 10 EP Concealed Microphone Masterwork Disguise Kit Mini Tracer Masterwork Trumpet [1 EP] Masterwork Sap (Strike 2, Mighty) [4 EP] Powers: 17 + 2 + 1 + 5 + 28 + 8 + 32 +2 = 95 PP Powers all have the psychic descriptor Alternate Form 3 (15 PP Container, Feats: 2 Additional Alt Forms) [17 EP] "Void symbiote" [Psychic] Alt Form: Void Within (Void in lungs and organs, black mist from mouth, nose, ears, eyes) Immunity 15 (Life Support, Starvation and Thirst, Fatigue Effects) [15 PP] Alt Form: Void Betwixt (Void covers skin) Concealment 4 (All Visual senses, Feats: Close Range, Flaws: Permanent [+0], Limited Only Partial in Full Light [Sunlight, lighted room, etc]) [7 PP] Impervious Protection 6 (Drawback: No additional knockback protection) [5 PP] Enhanced Trait 3 (+12 to Escape Artist Checks, Total +15) [3 PP] Alt Form: Void Manifest! Additional Limbs 4 (up to 10 oily tentacles, Extras: Sustained Duration [+0], Impervious, Feats: Instant up) [9 PP] Elongation 3 (up to 25’, Drawbacks: Additional Limbs only [-1]) [2 PP] Supermovement 2 (Wall Crawling 2, full speed) [4 PP] Enhanced Trait 2 (Quick Change 2) [2 PP] Feature: Shadowed Face (As free action can cover face in darkness, concealing it) [1 PP] Immunity 5 (Emotion Effects) [5 PP] Life Sucking Array (26 PP Array, Feats: Alt Powers 2) [28 PP] BP: Fatigue 10 (Feats: Affects Insubstantial 2, Improved Crit 2, Sedation) [25/25 PP] “Touch” AP: Fatigue 7 (Extras: Burst, Feats: Affects Insubstantial 2, Sedation) [24/25 PP] “Cloud” AP: Suffocate 10 (Feats: Affects Insubstantial 2, Extended Reach 2, Sedation) [25/25 PP] “Breath” Protection 8 [8 PP] Psychic Array (30 PP Array, Feats: Alt Power 2) [32 PP] BP: Emotion Control 10 (Extras: Area-Burst, Selective, Flaws: Limited to Despair) [30/30 PP] “Feed on Joy/Hope” AP: Illusion 10 (All Sense Types, Extras: Duration [Sustained], Flaws: Phantasm, Limited to disturbing or frightening illusions) [30/30 PP] “Project horror” AP: Stun 6 (Extras: Action-Reaction to meeting gaze [+3], Alt Save-Will [+0], Range-Perception [+2], Flaws: Limited to Daze, Sense Dependent [Sight]) [30 PP] “Hypnotic eyes” Supersenses 2 (Visual Counters Concealment) [2 PP] "Void Vision" DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Sap Touch DC 17 Toughness Damage Sucking Touch Touch DC 20 Fortitude Fatigue Sucking Burst Touch/Area DC 17 Fortitude Fatigue Sucking Breath Touch+10’ DC 20 Fortitude Suffocate Emotion Control Perc/Area DC 20 Will Emotion-Despair Hypnotic Eyes Perc DC 16 Will Daze Totals: Abilities 32 + Combat 40 + Saving Throws 22 + Skills 33 + Feats 21 + Powers 95 = 244/245 Power Points
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Haven Power Level: 10 (248/250) Unspent Power Points: 2 Trade-Offs: +2 Attack/-2 DC w/ Sword, no Trade-Offs otherwise In Brief: Computer Hacktavist downloaded into programmable matter Alternate Identity: Previously; Milo Makino Birthplace: Tokyo Residence: Emerald City Base of Operations: Emerald City Occupation: Computer Engineer Affiliations: Computer Hackers around the globe, particularly Japan, Korea. Family: None alive Description: Age: Downloaded aged 37 Gender: Previously Male Ethnicity: Previously half Korean, half American Height: 6’0” Weight: 60Kgs Eyes: Varies, or shining with blue light. Hair: Varies, or none (previously, black) In his default form, Haven looks like a swarm of interlocking tiny chrome cubes in the shape of a man with vaguely Japanese features. He usually wears expensive suits. He can rearrange his matter to any shape, including growing extra limbs as required. In the middle of his chest, unseen, is his computer-brain; a 7x7x7 inch black box. Haven adopts a form based on his memories, that of Milo Mikano, a stylish and cool looking half Korean Man, usually wearing an expensive suit. History: Milo Mikano was born in Tokyo but spent most of his life travelling between Japan (where his father was based) and America (where his mother was). Both were computer hackers, and Milo had the same knack, the same brilliance, and the same rather stiff personality. His mother succumbed to a neurodegenerative disorder when Milo was 14 years old. A year later, Japanese organised crime took vengeance on his father. Aged 15, young Milo took to the shadows and began working as a computer hacktivist and fraudster. In his thirties, he showed the same signs of neurodegenerative illness as his mother. He took the bold move of stealing cutting edge computer technology and reprogramming it to upload his consciousness. No longer human – and perhaps no longer the same person, the entity known as Haven moved to Emerald City to start again, still determined to fight crime and corruption. Personality & Motivation: Stiff, determined, philosophical Haven has driven, determined personality. He is crisp and to the point, sometimes even blunt, but is well intentioned, seeking to better society and ease suffering. The slow and painful death of his mother drove him to create the “Haven” – a virtual reality that he, and others, can escape to free from the burdens and pains of life. It is also a safe place to hold meetings between various collaborators or enemies. Haven seeks to resolve things efficiently, effectively, and humanely (in that order). Haven is thoughtful and philosophical by nature, although direct and quick when called to action. Haven sometimes gets drawn into a melancholy reflection of who he is and the life lost. In particular, he laments the loss of his sense of smell. Powers & Tactics: Havens morphic matter can take a variety of forms; something he uses primarily as a spy aid, adopting the appearance of anyone – or anything (like a table or potted plant). He can also grow additional limbs – or even gliding wings, although this will tear a suit, something he is reluctant to do. In combat, he can induce electromagnetic currents; EMP blasts, lightning flashes, and magnetic fields. Most usually, he will fire red electric bolts from his eyes or fingertips. His HAVEN alt form allows he, and any who wish to join, access to a virtual reality that Haven controls. Participants can leave at any time. Whilst in this network, speed of thought is sped up, and there is access to incredible computer power and data storage. The downside is that those in the network have absolutely no access to their body which is totally paralysed, helpless, and not aware of any sensation (including things like thirst or hunger), meaning they (and Haven himself) are extremely vulnerable. Haven can plug himself into a power source to slowly regenerate wounded components, which he will do if injured in a fight. He also needs to periodically recharge to maintain normal operation and use powers. Typically he prefers not to fight at all, but in a manner similar to his blunt and efficient personality, he has no hesitation in doing so if it is necessary or effective. If he cannot use his electromagnetic powers for some reason (including the need for stealth), he would not object to using hand to hand martial combat – he sometimes carries and uses swords for this purpose. Power Descriptions: Havens electromagnetic powers manifest as powerful sparks of green electricity that shoot from his body, and erupt at the target. They can also cause sparks flying from lights and electrical devices, or even metal, all around him (See complication below). Complications: Suited up: Even though he can change his appearance, Haven has a particular fondness for a real crisp suit and will wear one as default (potentially making him identifiable). He also may be reluctant to use additional limbs and morph powers (depending on their nature) for fear of ripping a suit. Enemies: (Also: Possible plot hook) Cyber criminals and far east organised crime have bones to pick with Haven. In addition, corrupt mega-businesses, whose IT systems he is constantly probing, have plenty of reason to strike at Haven. Recharge Needed: Haven regularly needs to plug himself into a power source; not just to repair himself, but to maintain his powers or even his basic functions. Magnetic Disruption: Magnetic fields disrupt Havens form. Even a fridge magnet will cause an undulating ripple on his skin, larger fields will disrupt his morphing and additional limbs powers altogether. Very powerful fields may even have other effects (like disrupting his own electromagnetic powers). Fireworks: Beyond the normal visibility of powers, Haven’s electromagnetic powers cause widespread sparking and highly visible effects, making them easily noticeable (to visual and radio senses) even from a distance. The sparks may also set fires. Transmission Error: Being close to a powerful radio transmission would interfere with Haven’s speech. He will either “speak” static, or the speech/music of the radio transmission. Aside from inability to communicate, this means a powerful radio transmission can “hijack” his voice, making him say something completely wrong or inappropriate. Abilities: 2 + 12 – 10 + 12 + 6 + 0 = 22 Strength: 12 (+1) Dexterity: 22 (+6) Constitution: - Intelligence: 22 (+6) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 20 + 20 = 40 Initiative: +10 (+6 Dex, +4 Imp Init) Attack: +10, +12 w/ Swords Defense: +10 Grapple: +10 Knockback: -5 Saving Throws: 0 + 6 + 7 = 13 Toughness: +10 (protection) Fortitude: Immune Reflex: +12 (+6 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 28 PP = 112 Ranks Acrobatics 10 (+16) [Skill Mastery] Bluff 4 (+4) Computers 14 (+20) [Skill Mastery] Concentration 15 (+18) Craft (Electronic) 14 (+20) [Skill Mastery] Diplomacy 4 (+4) Disable Device 4 (+10) Disguise 0 (+20 with Morph) [Skill Mastery] Intimidate 4 (+4) Knowledge (Technology) 14 (+20) Knowledge (Theology and Philosophy) 4 (+10) Language 3 (Chinese [Mandarin], English [Native], Korean, Japanese) Notice 8 (+11) Sense Motive 4 (+7) Stealth 10 (+16) Feats: 17 PP Acrobatic Bluff Ambidexterity Attack Specialization: Swords Benefit: Wealth 2 (Ill gotten gains from hacking cyber gangs) Eidetic Memory Evasion 2 Equipment 5 Improved Initiative 1 Inventor Skill Mastery 1 (Computers, Acrobatics, Stealth, Disguise) Ultimate Effort (Computers) Equipment: 5 PP = 25 EP (24 used) Headquarters: Hidden underground base. Toughness 10 [1], Size Medium [1], Features: Communications, Computer, Concealed 5 (+30 DC), Fire Prevention System, Living Space, power System, Security System 5 (DC 40), Workshop [1+1+16 = 18ep] Twin Wakizashi (Strike 2, Mighty, Masterwork, Thrown, Multiple Weapons 1) [6 EP] Powers: 11 + 1 + 40 + 32 + 3 + 16 + 10 + 10 + 7 = 129 Limb Array (10 PP Array, Feats: Alt Power 1) [11PP] BP: Additional Limbs 4 (10 Extra Limbs, Extras: Duration [Continuous], Feats: Variable Descriptor 2 [Morph]) [10 PP] “Lots of limbs” AP: Additional Limbs 2 (2 Extra Limbs, Extras: Duration [Continuous], Feats: Variable Descriptor 2 [Morph]) linked with Flight 3 (50mph, Feats: Subtle, Flaws: Gliding) [6+4=10 PP] “Limbs and Wings” Enhanced Trait 1 (Feat: Improvised Tools) [1 PP] “Morphic fingertips” Electromagnetic Array 17 (32 PP Array, Feats: Alt Powers 8) [40 PP] BP: Blast 10 (Extras: Autofire, Feats: Improved Critical 2) [32/32 PP] “Electric bolts” AP: Stun 8 (Extras: Range: Perception [+2], Area [Burst], Flaws: Limited to anything touching metal at ground zero [-1]) [32/32 PP] "Electrify" AP: Confuse 8 (Extras: Duration 2 [Sustained]) [32/32 PP] "Synaptic Over-stimulation" AP: Move Object 10 (Extras: Range [Perception], Damaging, Feats: Precise, Flaws: Limited to metals) [32/32 PP] “Magnetism” AP: Blast 10 (Extras: Range [Perception], Area: Line, Feats: Triggered 1 (Movement between two metal surfaces), Flaws: Limited, line must be between two metal surfaces) [31/32 PP] “Lightning Arc” AP: Deflect 6 (All ranged, Extras: Action 3-reaction, Reflection, Feats: Extended Reach 2, Flaws: Limited [Metal only]) “Magnetic field” [32/32 PP] AP: Nullify 5(Electronics, Extras: Duration-Sustained [+2], Effortless, Range-Perception) [30/32 PP] "EM Field" AP: Strike 10 (Feats: Improved Critical 1, Extended Reach 1) linked with Stun 10 (Feats: Improved Critical 1, Extended Reach 1) "Taser Fist" [12+22=34 PP] AP: Alt Power: HAVEN NETWORK, Container 6 [30 PP] (Extras: Affects Others, Area [Burst], Duration [Continuous], Feats: Progression increase area 2 [120’ r], Selective, Subtle, Flaws: Paralysed/Helpless [-2], Insensate except for radio and mental senses [-1]) [34/34 PP] Communication 2 (Radio, 100'r, Extras: Area Omnidirectional, Feats: Subtle, Flaws: Limited one way) [3 PP] Data Link 2 (Radio, 100', Feats: Subtle) [3 PP] Comprehend 5 (Speak all, read all, understand all, you are understood, Decryption) [10 PP] Feature 3 (Virtual reality environment, Internal Computer, Internal Library) [3 PP] Quickness 18 (1,000,000x speed, 1 second=10 days, Drawbacks: Limited to mental) [9 PP] Supersenses 2 (Radio, Analytical Radio) [2 PP] Immunity 32 (Critical Hits, Fortitude Saves) [32 PP] Magnetic Feet Array (2 PP Array, Feats: Alt Power 1) [3 PP] BP: Supermovement 2 (Wall crawling 2, full speed, Flaws: Limited to metal surfaces) [2/2 PP] AP: Leaping 4 (x25, Standing 137’, High 68’, Flaws: Limited to jumping off metal surfaces) [2/2 PP] Morphic Metal Array (15 PP Array, Feats: Alt Power 1) [16 PP] BP: Morph 4 (+20 to disguise checks, any form, Extras: Duration-continuous, Drawbacks: Move action to change) [15/15 PP] "Morphed" AP: Flight 10 (10,000 mph Flaws: Limited to within 10’ of Electric pylon/cable) linked with Immunity 5 (Electrical Damage, Extras: Sustained [+0]) “Silver Skin” [10+5=15 PP] Protection 10 [10 PP] Regeneration 16 (+5 Recovery Bonus [Total of +0 as construct], Disabled 5, [1/min], Injured 3 [1/min], Staggered 3 [1/min], Feats: Regrowth, Flaws: Source [Plugged in]) [10 PP] Super Senses 7 (Direction Sense, Distance Sense, Time Sense, Radio sense, Radar sense, Accurate Radar) [7 PP] Drawbacks: -1 Disability (No sense of smell, uncommon, minor) [1 PP] Attack Range Save Effect Unarmed Melee DC 16 Tough Damage Wakizashi Melee (and thrown) DC 18 Tough Damage Electric Bolts Ranged (Autofire) DC 25 Tough Damage Induce Current Perception DC 21 Tough Damage Synaptic Stim Perception DC 23 Will Confusion Taser Fist Mellee (Extended 1) DC 20 Fort/DC 25 Tough Stun/Damage Arc Perception/Line DC 25 Tough Damage Magnetic Control Perception DC 20 Tough / Telekensis Damage/Grapple EM Field Perception DC 15 Fort (Affects obj) Nullify (Electronics) Totals: Abilities 20 + Combat 40 + Saving Throws 14 + Skills 26 + Feats 17 + Powers 132 – Drawbacks 1 = 248/250 Power Points
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Rex Atom Power Level: 12 Effective Power Level: 10 Power Points: 180/188PP Unspent Power Points: 8pp Trade-Offs: No defensive, See individual power trade offs in DC Block In Brief: Super scientific size shifter seeking secrets! Also the secret greatgrandson of Doctor Atom. Catchphrase: None yet Theme: Be The One (Eng. ver) - avex/Kamen Rider Build Alternate Identity: Rex Vaulaire Birthplace: Chicago, Illinois, USA Residence: Atom Academy Base of Operations: Atom Academy, Freedom City Occupation: Adventurer, Scientist Affiliations: Atom Family, Atom Academy Family: Roy Vaulaire (father, born 1968), Sarah Wilson (mother, born 1967), Alain Vaulaire (grandfather, born 1943), Jeanette Vaulaire (nee Blanchet, grandmother), Dr. Alexander Atom (Great-grandfather, dead 1994), Marie Vaulaire (Great-grandmother, dead 1944), Anne Atom (nee Banks, wife of Dr. Alexander Atom, died 1972), Andrea Atom (Daughter of Alexander and Anne Atom, born 1959, disappeared 1992), Mentac (Husband of Andrea Atom, disappeared 1992), Maximus Atom (son of Andrea Atom and Mentac, born 1984), Tesla Atom (daughter of Andrea Atom and Mentac, born 1985), Victoria Atom (daughter of Andrea Atom and Mentac, born 1987), Chase Atom (son of Andrea Atom and Mentac, born 1989) DESCRIPTION Age: Born January 1st 2000 Gender: Male Ethnicity: Caucasian Height: 5’9’’ Weight: 170 lbs. Eyes: Black Hair: Black Rex has an average build, not being in a particularly good or bad shape, standing at 5'9'' and weighing 170 lbs. He has short black hair and black eyes, and he is usually clean shaven. He tends to dress casually, though often favoring bomber jackets and, when in the lab, wearing lab coats. While in the field, Rex wears his own custom Atom Academy uniform. The uniform is primarily black, with blue panels on the chest leading from the shoulders to the waist on the front and shoulderpads kept in place with white straps. The sleeves end in white straps, and Rex wears fingerless black gloves and a white belt with pouches. The pants feature black panels on the outside of the legs similar to the panels on Rex's chest, and black boots that end in white straps similar to those that end his sleeves. Glowing pink powerlines on his chest, arms and legs glow whenever he activates his powers. He has a small glowing Atom symbol on his left chest over his heart. Like the powerlines, it glows when Rex uses his powers. HISTORY Everyone knows the story of the Atom Family. The patriarch Dr. Alexander Atom met his wife Anne after World War Two, they fell in love through her aggressive pursuit, and they eventually became the proud parents of the brilliant Andrea Atom and took in the few years older Jack Wolf. Andrea would in turn marry Mentac, exiled prince of Farside City, before their disappearence during the 1992 Omega invasion. Their children Maximus, Tesla, Victoria and Chase would become famous as the Atom Family during the 1990'es, each a mutant with extraordinary powers, guided and helped by Jack Wolf and an AI recreation of their grandfather, and they would eventually establish the Atom Academy in 2020. But before Anne, there was Marie Vaulaire, a French resistance fighter that Dr. Atom met and fell in love with during World War Two. The two shared the kind of intense and passionate romance that could only happen during the war, however brief it was. Marie Vaulaire's death fighting the against the Nazi occupation of her home led to her death, and Dr. Atom was left a broken man, spending a decade engrossed in his work until he fell in love with Anne. Dr. Atom never learned that Marie had given birth to a healthy baby boy half a year before her death. Her time her son Alain was shortlived, but he was raised in a loving home by Marie's sister Sophie, who never learned the identity of Alain's father. Alain was always a bright young man, and he would eventually become a professor at The Université de Lyon, where he met his future wife Jeanette Blanchet. In 1968, their son Roy was born. Roy found a passion for engineering, proving to be a prodigy. He would eventually leave France and move to Chicago in the United States, where het met Sarah Wilson in 1993. They married in 1996, and, at the stroke of midnight, as the clock passed from 1999 to the year 2000, their son Rex was born. Growing up, Rex Vaulaire soon showed that his genius outshone both his grandfather and father. He was, to put it bluntly, a genius, and he quickly accelerated through High School and college at a young age. Never the most social person in the world, prefering his own work and research, Rex was nonetheless part of a dedicated group of friends, and never had any social issues. Both Roy and Sarah did all they could to nurture and help Rex, providing what they could for him. Everything was fine as Rex discovered a potential new energy source, one that could potentially power the world, and he dedicated himself to this source. An accident in Rex's laboratory led to his body being infused with the energy source, triggering a Meta Crisis that caused his body to grow to gigantic proportions, continuously growing and growing. Losing control of himself, Rex accidentally destroyed several buildings as he tried to steer himself away from populated areas. The Atom Family was called in, and, with their help, Rex was able stabilize the energy and return to normal size. When the Atom Family brought him to Atom Tower to create a long-term solution, scans and tests done would eventually reveal the identity of Rex's unknown great-grandfather, much to the surprise of both Rex and the Atom Family. Rex and his parents were welcomed into the Atom Family with open arms, and Rex moved from Chicago to Atom Tower in Freedom City in an effort to connect with his newly discovered family and master his new powers. Inspired by the secret history that led to his grandfather's birth and eventually to himself, Rex has dedicated himself to leading a small group of Atom Academy members to explore the secrets and wonders of the world. PERSONALITY & MOTIVATION Rex is a proud, curious and sometimes arrogant individual. Seeing himself as a scientist first and a super hero second, he is more driven by a hunger for knowledge and progress than to be a hero. Rex rarely takes the time to socialize and can seem distant, preferring to focus on the missions than interpersonal relationships. He is still in awe at being part of the Atom Family and is still coming to grips with what it means to essentially be the illegitimate scion of super hero royalty, and how he fits into the larger world, which in turn feeds his passion for making new discoveries and exploring the world and its secret pasts. Despite the assurances from the rest of the Atom Family, Rex feels like he has something to prove to the world. POWER DESCRIPTIONS The extradimensional energies that infuses Rex's body allows him to manipulate his own size, theoretically without any limit, though past experiences and the destruction that he caused means that Rex is scared to grow too much, in case he loses control again. While at regular size, Rex can also infuse these energies into just about anything else, making his target grow or shrink. Rex carries a large number of shrunken down items in his pouches, allowing him to bring out just about anything he needs. To properly control the energy that allows him to adjust the size of himself and others, Rex's wears costume and his regular clothes incorporates what he has dubbed Size Shift Technology woven into the fabric. To compliment his abilities and powers, Rex uses a variety of technology developed at the Atom Academy, made by both himself and others, including an Universal Translator, a power Communicator that allows him to access computers and machines, goggles that grant him enhanced vision options, a local gravitational distortion that allows him to perform incredible leaps and otherwise locally negate gravity, as well as a highly advanced self-mapping GPS. Only some of these devices work when Rex changes his size, as the radiation interferes with ttheir use, or Rex risks breaking them if he causes their size to shift. COMPLICATIONS Big Man on Campus: Rex's size shifting can cause him issues. Get too big and he might end up in the ceiling, get too small, and he might be stepped on or go unnoticed when he wants to be. The GM can rewards Rex with a Hero Point if changing size or being at the wrong size hinders him in some way. Curiosity Killed the Atom: Rex is a curious individual, and his latest obsession seems to be the secret history of the world that he himself turned out to be part of. The GM can award Rex a Hero Point if his curiosity and drive to find out more makes a situation worse. Pride Goes Before The Fall: Rex is proud of what he can do, and he does not take hits to that pride easily, whether someone points out mistakes he has made, such as the experiment that gave him his powers, or just proves him wrong. The GM can reward Rex with a hero Point if his negative reaction due to his pride makes a situation worse. Secret Atom: As a so far unknown member of Atom Family, Rex's place in the world is unsure, both to himself and others. The GM can reward Rex with a Hero Point if his position as a member of the Atom Family hinders him, such as old Atom Family members being hostile or attacking, or others believing that he is faking being a member of the Atom Family. Unstable: The extradimensional energies that empower Rex are unstable. While he can use his powers without the Size Shift Technology woven into his uniform and clothes, the effects will be unpredictable at best, and dangerous at worst. The GM can deem that Rex's Size Shift Technology is damaged, choosing an alternate effect when he tries to either Morph or use a power in the Size Shift array, giving him a Hero Point in return. ABILITIES 0 + 4 + 0 + 24 + 8 + 4 = 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 34 (+12) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 10 + 10 = 20PP Initiative: +12 (+12 Int [Speed of Thought]) Attack: +5 Base, see Power attack bonuses in DC Block Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +5 (+5 Base Attack) Knockback: -5 (TOU/2) SAVING THROWS 6 + 6 + 6 = 18PP Toughness: +10 (+0 Con, +10 Protection) Fortitude: +6 (+0 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 84R = 21PP Computers 3 (+15) Concentration 6 (+10) Craft [Chemical] 3 (+15)Skill Mastery Craft [Electronic] 3 (+15)Skill Mastery Craft [Mechanical] 3 (+15)Skill Mastery Craft [Structural] 3 (+15)Skill Mastery Diplomacy 8 (+10) Disable Device 3 (+15) Drive 3 (+5) Investigate 2 (+14) Knowledge [Earth Sciences] 3 (+15)Skill Mastery Knowledge [Life Sciences] 3 (+15)Skill Mastery Knowledge [Physical Sciences] 8 (+20)Skill Mastery Knowledge [Technology] 8 (+20)Skill Mastery Language: (Native: English; Learned: French) Medicine 6 (+10) Notice 6 (+10) Pilot 3 (+5) Search 3 (+15) Sense Motive 6 (+10) FEATS 9PP Benefit 1 - Atom Academy Inventor Jack-of-All-Trades Luck 3 Skill Mastery 2 (Craft [Chemical, Electronic, Mechanical, Structural], Knowledge [Earth Science, Life Sciences, Physical Sciences, Technology] Speed of Thought Enhanced Feats Accurate Attack Power Attack Quick Change POWERS 28 + 44 = 72PP Atom Academy Technology 7 (35DP Container; Flaws: Hard-To-Lose) [28PP] (Descriptors: Technology) Communication Array 4 (8DP Array; Feats: Alternate Power 1) [9DP] (Descriptors: Communicator) BP: Communication 6 (Radio; 20 miles; Feats: Rapid (x10), Subtle) {8/8DP} AP: Datalink 4 (Radio; 1 mile; Feats: Machine Control, Rapid 2 (x100), Subtle 2) {8/8DP} Comprehend 5 (Codes, Read/Understand/Speak All Languages at once) [10DP] (Descriptors: Universal Translator) Leaping 3 (Running long jump 100 ft.) [3DP] (Descriptors: Local Gravitational Distortion) Super-Movement 5 (Slow Fall, Sure-Footed, Wall-Crawling 2, Water Walking) [5DP] (Descriptors: Local Gravitational Distortion) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Auto Mapping GPS) Super-Senses 5 (Infravision, Microscopic Vision 3, Radio) [5DP] (Descriptors: Enhanced Vision Goggle) Size Shift Technology Suit 11 (55DP Container; Flaws: Hard-To-Lose) [44PP] (Descriptors: Technology, Exotic Energy, Electromagnetic Energy) Enhanced Feat 5 (Dodge Focus) [5DP] Enhanced Feat 2 (Accurate Attack, Power Attack) [2DP] Enhanced Feat 1 (Quick Change) [1DP] Morph 1 (One Form [Going Big!]; Feats: Metamorph 1) [2DP] (Descriptors: Go Big!, Size Shift) Morph 1 (One Form [Going Small!]; Feats: Metamorph 1) [2DP] (Descriptors: Go Small!, Size Shift) Protection 10 [10DP] Size Shift Array 14 (28PP Array; Feats: Alternate Power 5) [33PP] (Descriptors: Size Shift) BP: Create Object 10 (Feats: Precise, Progression Object Size] 3 (10x50 ft. Cubes), Stationary, Subtle 1, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {28/28} (Descriptors: Size Shift Carried Item) AP: Damage 10 (Extras: Ranged; Feats: Accurate 2, Attack Focus [Ranged] 1, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {25/28} (Descriptors: Throw Size Shifting Item, Bludgeoning damage type) AP: Snare 10 (Feats: Feats: Accurate 2, Attack Focus [Ranged] 1, Reversible, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {26/28} (Descriptors: Catch In Size Shifted Item) AP: Damage 10 (Extras: Area [General Burst], Ranged; Flaws: Action [Full Round]; Feats: Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {22/28} (Descriptors: Throw Large Sized Shift Item, Impact damage type) AP: Shrinking 12 (Extras: Attack (+0, Reflex Save), Independent (+0), Ranged; Flaws: Action (Standard) Feats: Accurate 1, Attack Focus [Ranged] 1, Precise Shot, Reversible) {16/28} (Descriptors: Shrink Target) -> Failed Reflex Save: Medium becomes Diminutive Size (ATK/DEF +4, Grapple -12, Stealth +12, Intimidation -6, Height 6in-1ft, Weight 0.25-1 lbs, space 1 ft, Reach 0 ft, Carrying capacity x1/4, Str -12, Tou -3) AP: Growth 12 (Extras: Attack (+0, Reflex Save), Independent (+0), Ranged; Flaws: Action (Full) Feats: Accurate 1, Attack Focus [Ranged] 1, Precise Shot, Reversible) {28/28} (Descriptors: Grow Target) -> Failed Reflex Save: Medium becomes Gargantuan Size (ATK/DEF -4, Grapple +12, Stealth -12, Intimidation +6, Height 32 ft, Weight 32k-250k lbs, space 20 ft, Reach 15 ft, Carrying capacity Str +15, Str +24, Con +12) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +5 Throw Size Shifted Item 100 ft. DC25 Tou (staged) Damage +10 Catch In Size Shifted Item 100 ft. DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless +10, Reversible Throw Large Sized Shift Item 100 ft., 50 ft. radius DC20 Ref Reduce damage effect to DC20 if passed DC25 Tou (staged) Damage Shrink Target 120 ft. DC22 Ref Target under effect of Shrinking, see Power +8, Precise Shot, Reversible Grow Target 120 ft. DC22 Ref Target under effect of Growth, see Power +8, Precise Shot, Reversible Totals: Abilities (40) + Combat (20) + Saving Throws (18) + Skills (21) + Feats (9) + Powers (72) - Drawbacks (0) = 180/188 Power Points
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Spaceman Power Level: 13 Effective Power Level: 10 Powers Points: 185/202PP Unspent Power Points: 17PP Trade-Offs: -5 Defense / +5 Toughness In Brief: Retired hero returns to action when his powers return. Now he has to balance his life, family and need to use his powers for good. Theme: Shooting Star - Kirby Krackle Alternate Identity: Parker Powers (Secret) Birthplace: Freedom City Residence: Bayview, Freedom City Base of Operations: Freedom CityOccupation: Teacher at the Nicholson SchoolAffiliations: Nicholson School, Powers Holdings Inc.Family: Penelope Powers (nee Thomas) (Born 1980, wife, Writer), Paris Powers (Born 2006, son), Pia Powers (Born 2011, daughter), Peter Powers (Born 1949, father, Retired), Penny Powers (Born 1948, mother, Retired), Tracy Powers (Born 1975, sister, CEO of Powers Holdings) Description: Age: 41 (DoB: 1979 [May 27] Gender: Male Ethnicity: Caucasian Height: 6'1'' Weight: 265 lbs. Eyes: Light blue Hair: Blonde Parker has semi-long blonde hair with a full beard, and light blue eyes that seem almost inhuman in color. He has an athletic build, having done his best to keep in shape even during his retirement. He tends to stand up straight, and will usually have a friendly smile on his lips. While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across. As Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S" with light grey, almost silver, borders in a diamond shape. He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. History: Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. During late August 1978, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later. On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the Freedom Friends cartoon, even years after the Freedom Leagoe disbanded. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together. After going public with their criticism of Mayor Moore, The Powers couple saw their wealth dwindling during the Moore administration, leading to the eventual shutdown or many of their humanitarian efforts during Freedom City's Iron Age, though they still did what they could to make the world a better place. In 1989, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. It wasn't a good time to have powers in Freedom City, after all. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. Parker spent the following years struggling with his powers and keeping them to himself. He couldn't risk discovery by the Moore Administration, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. In 1993, he got his wish. The Terminus Invasion struck Freedom City, and as the largest alliance of heroes united to repel the invaders, Parker couldn't just look on anymore. Donning a pair of jeans, a t-shirt with a stylized S, a pair of goggles and a leather jacket, Spaceboy made his debut fighting the minions of the Terminus. Stumbling into the battles and saving anyone that he could, Spaceboy joined the fight against Omega and saw as his hero, the Centurion, sacrificed himself to save the world. In the years after the Terminus Invasion, Spaceboy became a regular sight in Freedom City, flying across the sky, fighting villains and saving the day. Despite the extent of his abilities, he would only rarely use them to their full extent, instead prefering to give the appearance that he only possessed flight, super strength, invulnerability, intangibility and not much else. As he fought for truth, justice and protect the people, Parker found his powers slowly increasing, and as he grew more comfortable in the role of a hero, he gradually changed his look. By 1996, the now 17 years old Parker started calling himself Spaceman, and by 1998, he started wearing the costume that he would be known for. Through trials, battles, partnerships and more, Parker gradually grew into a better man and hero, often being the sponsor to give villains and criminals the chance to redeem themselves before, during and after serving their sentence. While his parents stood by him the entire time, offering help, advice and shoulders to cry on, none was closer to Parker than his sister Tracy, who he credited with keeping him grounded as Spaceman soared to ever greater heights. He met Penelope Thomas in 1997, and the two immediately hit it off. An aspiring writer, Penelope sought to write the story of the heroes of Freedom City, her first goal being the story of Spaceman. While he was amused, Parker did not wish to deceive Penelope, and soon after they started dating, he revealed his identity to her. What kind of hero would he be if he lied to his significant other, after all? The two remained a steady couple, with Parker eventually proposing in 2000. In the years that had followed since his debut on the super hero scene, it seemed that Parker met and fought a veritable who's who of super heroes and villains, including encounters with the Atom Family, the Delinquents, Flashforward and Hologram, Doctor Metropolis and many, many more, but since her first debut in 1999, his most recurring and personal foe was the mysterious villain known as Doctor Deviation. Seemingly Doctor Deviation's only target, and a quite personal one at that. While strangely never targeting any of Parker's friends or loved ones, Doctor Deviation seemed all too willing to target any other civilian or public gathering that could draw Spaceman's attention. While Spaceman would triump again and again during their battles, Doctor Deviation always worked through proxies or managed to escape, and her motives never seemed clear, beyond hurting and stopping Spaceman. Even when Parker confronted Doctor Deviation alongside allies, she seemed intent on targeting him. As the years passed, Doctor Deviation's methods grew more brutal, as did their battles. Spaceman remained a respected member of the hero community in the years that followed. In 2003, Parker and Penelope married, and by 2006, Penelope was pregnant with the couple's first child. Then, Doctor Deviation struck. More unhinged than ever, Deviation lured Spaceman to Greenland, where they fought what would turn out to be their final battle. At the end of an extended, gruelling duel where Doctor Deviant held the life of a small village in her grip, Spaceman finally prevailed, seemingly defeating his archenemy for good, as Doctor Deviation disappeared below the arctic waters. Sustaining massive injuries that left him wheelchair bound for months and walking with a cane for a year after, Parker found that his powers had disappeared, and the Spaceman disappeared from the public eye, his fate left uncertain to the world at large. With his young son Paris to take care of and be an example to, Parker decided that he still had to do something, even if he couldn't be a super hero anymore. Despite his access to the Powers fortune meaning that he didn't actually have to work for a living, Parker started to study to become a teacher. By 2011, Penelope gave birth to their daughter Pia, and both Parker and Penelope agreed to keep their father's past as a hero secret, at least until the children were old enough to properly understand. By 2012, Parker earned a position as a science teacher at the Nicholson School in Freedom City, happily teaching the super powered children of the world. Since then, Parker had lived a quiet life with his family, letting his sister Tracy run the revived Powers Holdings Inc., carrying out the family's vision, while he was content to teach and spend time with his family. Still, despite being content with his life, Parker would at least admit to himself that he missed being a hero, and he still felt a twinge of regret when he heard of situations where he could have helped. Parker woke in the morning to find small black bubbles generating from his body as he once again affected space around him. It seemed that it was once again time for Parker to put on the cape, but if Spaceman returned, could Doctor Deviation be far behind? Personality & Motivation: Parker is a loving father, a devoted husband and a respected teacher. He is caring and slow to anger, secure in himself and his life. Despite feeling the pull of heroics, and still ending up putting himself in harms way to protect his loved ones and students a few times, he had accepted that his days as a super hero was over, and he was happy with his life. Compassionate and always prefering to talk through problems rather than fight, Parker is the calm presence that keeps his family together. With the return of his powers, Parker has once again taken on the mantle of Spaceman, unable to deny the responsibility that his powers give him, though he feels out of place in the world of modern heroes, which has moved on since he hung up his cape. He recognizes few of the current generation, but despite his prior heroics, he has found himself content to let the younger heroes act on their own, rather than try to force them to conform to the way he thinks heroes used to be. Despite the return of his powers, Parker has found himself feeling less secure in his abilities than he used to. Was it his injuries that caused his powers to disappear, or something else? They might have returned, but he is weaker than he used to be, and as his familarity with his powers have resurfaced, he has found himself acting as if they were at their old levels on numerous occassions. Having yet to tell his children of his secret identity, Parker struggles with whether he should tell them, hating that he is, so far, keeping secrets from them. While acting as Spaceman, Parker acts much like he used to: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs. Powers & Tactics: Parker tends to present himself as a typical paragon. Strong, faster, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so. Power Descriptions: Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space. Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them. As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. Since his powers returned after being unable to access them for more than 10 years, Parker has found them greatly weakened than before. Complications: Broken Pedestal: While the majority of Freedom City in general is happy to have Spaceman back, some people might feel differently, perhaps feeling that he abandoned the city, especially since he has done little to explain where he has been. The GM can award Spaceman with a Hero Point if a situation is made more difficult by encountering someone that has taken offense to his disappearence. Chronic Hero Syndrome: Even before and after losing his powers, Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times, and makes it nigh-impossible for him to not start using his powers as a hero once again. Dented Iron: Parker isn't as powerful as he used to be and still feels the effects of his last battle before he lost his powers. The GM can award him with a Hero Point if he tries to do something he just can't anymore, or if his old injuries act up causing him to lose concentration. Alternatively, not wanting to let others down, he might end up in situations that he could once have handled, but are now much more difficult. Deviant Doctor: During his years as an active hero, Spaceman was the almost sole target of the villain Doctor Deviation, who seemed to personally target him at every opportunity, doing everything she could to draw him out, even doing small and petty acts just to annoy him. While Spaceman would eventually emerge victorious in most of their battles, Doctor Deviation was never captured, and he never learned her true identity. After their final fight, which greatly injured Spaceman and, at least temporarily, cost him his powers, Doctor Deviation disappeared. Now that Spaceman is back, Doctor Deviation is bound to return as well. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process. Enemies: As the Spaceman, Parker fought a number of enemies before losing his powers and retiring. When he retired, some of these enemies remained active, while others disappeared. Now that he is back, they might return, looking to settle old scores, or new villains might take a shot at the once prominent hero. Father, Husband, Son, Brother, Teacher, Hero: Parker has a lot of responsibilities to his parents and to his students. Now that his powers have returned, he has even more. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, having to finish up something before picking up his children, dealing with curious students or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable. Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance. Secret Identity: Parker's wife, parents and sister knows of his secret identity. Even his children haven't been told, though now that his powers have returned, it is getting harder and harder to keep the secret. Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble. Abilities: 0 + 2 + 2 + 6 + 6 + 4 = 20PP Strength: 10 (+0) / 30 (+10) w. Spatial Strength or Reach Everything Dexterity: 12 (+1) / 16 (+3) Constitution: 12 (+1) / 40 (+15) w. Enhanced Constitution Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 4 = 24PP Initiative: +3 (+3 Dex) Attack: +10 Base Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: See table below Knockback: -8 (TOU 15/2) / -23 (TOU 5/2, -10 Imp. TOU, -10 Spatial Constant) Grapple Table Total Score Base Attack (BA) Increase Molecular Space (IMS) Infinite Reach + Spatial Strength (IR) Change Physical Distance (CPD) Values +10 +10 +17 +28 BA +10 +10 CPD +28 +28 IMS +20 +10 +10 IR +27 +10 +17 IR+IMS +37 +10 +10 +17 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +15 (+1 Con, +14 Enhanced Con) Fortitude: +15 (+1 Con, +14 Enhanced Con) Reflex: +6 (+3 Dex, +3) Will: +10 (+3 Wis, +7) Skills: 44R = 11PP Diplomacy 13 (+15) Gather Information 3 (+5) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Sense Motive 7 (+10) Feats: 11PP Benefit 1 (Fame) Benefit 1 (Wealth) Dodge Focus 3 Improved Grab Improved Grapple Interpose Luck 3 Powers: 35 + 22 + 35 + 11 + 6 = 109PP Enhanced Physiology 7 (35PP Container) [35PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 28 [28PP] Enhanced Dexterity 4 [4PP] Feature 1 (Forgettable appearance out of costume) [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {10 + 10 = 20/20} Impervious Toughness 10 [10PP] (Descriptors: Increase Molecular Density) Immovable 10 [10PP] (Descriptors: Spatial Constant) AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space) AP: Super-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 819.2 tons w. Spatial Strength) {20/20} (Descriptors: Increase Molecular Space) Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 20 = 32/32} (Descriptors: Personal Space Manipulation) Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: Infinite Reach, Distance and Position Manipulation) Enhanced Strength 20 [20PP] (Descriptors: Spatial Strength) AP: Move Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation) AP: Nauseate 10 (Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Descriptors: Vertigo, Sensory Distance Manipulation) AP: Paralyze 10 (Extras: Alternate Save [Reflex] (+0), Ranged; Feats: Subtle 2) {32/32} (Descriptors: Unending Prison, Distance Manipulation) Space Movement Array 5 (10PP Array; Feats: Alternate Power 1) [11PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: Flight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) AP: Teleport 4 (Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Descriptors: Change Personal Position, Instant Personal Spatial Position Manipulation) Super-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) [6PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +10 Unarmed – Infinite Reach + Spatial Strength Touch at 500 ft. Range incr: 70 ft. DC25 Tou (staged) Damage +10, Elongation 7, Indirect 3, Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC25 Tou (staged) Damage Perception Range, Insidious, Precise, Subtle 2 Vertigo 100 ft. DC20 Fort (staged) Fail: Sickened 2nd Fail or Fail >5: Nauseated 3rd Fail or Fail >10: Helpless +10, Subtle 2 Unending Prison 100 ft. DC20 Ref (staged) Fail: Slowed 2nd Fail or Fail >5: Paralyzed +10, Subtle 2 Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (11) + Feats (11) + Powers (109) - Drawbacks (0) = 185/202 Power Points
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ROCKET Power Level: 12 Effective Power Level: 10 Power Points: 196/207PP Unspent Power Points: 11 Trade-Offs: DEF+5/TOU-5, No Offensive trade-off In Brief: The nephew of Johnny Rocket II races unto the scene as the Super Scientific Rocket! Catchphrase: "Let's rocket!" Theme: Yellow Line - REDLINE OST Alternate Identity: Jason "Jay" Jacob Wade Birthplace: Freedom City Residence: Atomic Tower, Freedom City Base of Operations: Atomic Tower, Freedom City Occupation: Adventurer, Student/Member at Atom Academy Affiliations: Atom Academy, Johnny Rocket II Family: Jillian "Jill" Wade (Mother, unemployed nurse, born 1978), David Ross (aka Speed Freak, father, unemployed nurse, born 1977. Currently serving time in prison), John "Johnny" Wade II (aka Johnny Rocket II, uncle, professional super hero, born 1982), Chris Penny (John's husband, paramedic, born 1981), Jacob "Jake" Wade (Grandfather, born 1954), John "Johnny" Wade I (aka Johnny Rocket I, maternal great-grandfather, deceased) DESCRIPTION Age: DoB: 1998, August 6th Gender: Male Ethnicity: Caucasian Height: 5’9’’ Weight: 160 lbs. Eyes: Blonde Hair: Blue Jay stands at 5'9'' and weighs 160 lbs, with a slim runner's physique. He has long since given up on trying to tame his blonde hair, which will invariably be a mess after he has moved at super speed, usually appearing slicked back from the wind. Jay prefers shorts and t-shirts, clothes tight enough that they won't restrict him when he's running. He almost always wears running shoes. At Atom Academy, he wears the stand blue, black and white uniform, with blue pants and white boots and gloves with black trim, a white belt with an Atom logo, and blue shirt with black left arm and side, with the tri-colored Atom logo in a white circle on the left side of his chest, divided equally between the blue and black parts of the uniform. On Jay's uniform, the logo have been altered slightly, adding a black rocket between the red, yellow and blue rings of the Atom logo. He wears a pair of pale blue googles that feed him information and acts as a communicator. When acting outside of Atom Academy, Jay tends to wear an orange and yellow suit designed by his uncle Johnny. The orange suit leaves his arms, neck and face bare, but covers the rest, with a yellow line running from his shoulders and down his chest and upper body, before connecting at his waist. He sports a yellow rocket logo on his chest, while he wears specially designed orange running boots with yellow soles and details. He still wears the same pale blue googles. HISTORY Jason Jake Wade was part of a heroic legacy even before he was born. While father David Ross was, as he would often say himself, a nobody, his mother Jill was the granddaughter of the original Johnny Rocket and the sister of the second Johnny Rocket. While never exhibiting any powers herself, Jill would often tell Jay stories of his heroic relatives, of their exploits and victories. Jay practically grew to worship his great-grandfather and uncle, and he would always look forward to their visits. Uncle Johnny was soon his favorite person in the world. Jay was a bright kid. Maybe a bit too bright. He was several grades ahead in school at the least, studying advanced topics even as a child. David, always having had difficulty connecting with his son, started spending less and less time at home. He would be gone for days, further straining his relationship not just with Jay, but with his girlfriend Jill. Eventually, Jill disappeared along with David. Jay was taken in by uncle Johnny and his boyfriend Chris while they searched for his missing parents. Months later, as Johnny fought one of his recurring foes, a speedster that called himself the Speed Freak. Always able to escape, Speed Freak had brought a super fast woman to help him as he and Johnny had clashed several times over the past few months. Finally, Johnny won and unmasked Speed Freak and his accomplice... and found David and Jill! As they soon learned, David had grown to resent at first Johnny and the rest of the Wade family, and later his own son. He had used Zoom to become fast enough to fight Johnny for years. Finally reaching his break points months earlier, he had kidnapped Jill and drugged her into a state where she would help him in his fights against Johnny. In his delusions, he believed that he was saving Jill from her brother and their evil child. David was sent to prison, while Jill, damaged in both body and mind from the ordeal, were given all the help that Johnny's considerable resources could provide. With David behinds bars and Jill unable to take care of Jay, uncle Johnny was appointed as his official guardian. Jay was happy with Johnny and Chris, who made sure he could visit his mother as often as possible. Any visit to his father ended in failure, until they, at last, agreed to stop. Johnny and Chris' nurtured Jay to learn all that he could, helping him grow into a bright young man well on his way to a promising academic career. He had his pick of colleges, but decided to take his time to decide. Near the end of 2019, David escaped, rampaging across the world to find Jill. Johnny sought to stop him, and they finally clashed outside Johnny's home in Freedom City. Seeing his father and uncle fighting triggered something in Jay. Suddenly, he moved as fast as Johnny, if not even faster! The powers inherited from the first Johnny Rocket might have skipped Jay's mother, but soon he was moving at rocket speed! Together, they defeated David, sending him back behind bars. Jay spent most of 2020 learning how to control his speed from Johnny. He took name Rocket, continuing the family tradition. Near the end of year he received an invitation to attend the soon-to-open Atom Academy. PERSONALITY & MOTIVATION Despite the whole situation with his parents, Jay is a generally happy, if slightly awkward, young man. He is highly intelligent, even considered gifted. He is naturally curious, though also cautious. Despite the stereotype for speedsters, he is not a "run in without a plan" type, and instead likes to take his time. Of course, for Jay that still means moving in much quicker than almost anyone else. Since joining Atom Academy he has found a love of exploration. He will often spend his private time exploring across the world or learning new subjects. Jay is not content to simply use his powers as they are, instead being determined to explore the full extent of what he can do and how. Jay has developed a habit of pushing bad thoughts away rather than deal with them, if at all possible, and as such he has a lot unresolved feelings about his father and the things he did as Speed Freak, including what he put Jay's mother through. Despite it all, he has some good memories of his father, leaving him rather conflicted. He makes sure to visit his mother whenever possible. POWERS & TACTICS All of Jay's powers revolves around speed and how he uses it. He rarely stands still, using everything he can to try to end a conflict. Jay tends to be creative in the use of his powers, finding new uses or utilizing his surroundings and technology to aid him, such as by using high tech tools to entrap his targets at incredible speeds, or simply moving debris on top of them to trap them, or using his speed to generate wind, fire or static electricity. Jay is curious, and likes to learn more about enemies he fights: Why they do what they do, how they do it, and how he can help them. He will rarely go all out and attack just to end a fight quickly, unless civilians somehow end up in danger. POWER DESCRIPTIONS Jay has inherited his great-grandfather's super speed, seemingly passed down as a genetic ability in the Wade family, as shown by Jay's uncle Johnny's powers. Though his great-grandfather gained his powers when he was splashed with experimental rocket fuel, Jay believes there might be more to it, though he has found little evidence of his theory. Jay is, to put it simply, able to move at super speed. His his body, his thoughts, his reflexes, everything happens faster, while not affecting his aging. While he needs to eat and drink more than a normal man, it is nowhere near the levels that would be expected for his abilities. By moving fast enough, Jay can run on walls or water, vibrate through walls or move so fast that he can't be seen. He is able to quickly use his momentum and relative speeds to hit with incredible force, build up static electricity to throw lightning, create fire or powerful gusts of wind. COMPLICATIONS Jay Rocket: Jay doesn't have a secret identity. With his uncle's identity being public, it wouldn't exactly be difficult for the press to figure him out, so he simply didn't bother. If Jay's lack of a secret identity complicates a situation, such as him turned away due to being a known hero, being more easily recognized or having friends and loved ones targeted by villains, the GM can award him a Hero Point. Not Johnny Rocket: Jay is well aware that he will probably always be in his great-grandfather and uncle's shadow. While he loves his uncle dearly, this also means that a lot of people expect him to be just like his uncle and great-grandfather when they started out as heroes, an impulsive hothead often in over his head. While Jay doesn't resent his predecessors for this, he might react harshly if others bring this up. If Jay's reaction to being compared to his predecessors complicates a situation, the GM can award him a Hero Point. Rocket's Rogues: While Jay has had little time to make enemies of his own, enemies of his uncle Johnny, or even particularly long-lived foes of his great-grandfather, might try to attack him for his predecessor's action. His own father, who goes by Speed Freak, might even seek him out to make him pay for his perceived slights. Since Jay joined the Atom Academy, he has only added more potential enemies, potentially becoming the target of the Atom Family's enemies. The GM can award Jay a Hero Point if his presence in a thread might bring unwanted complication if a potential foe seeks him out, further complicating a situation. Speed Freak: Jay has some very conflicted feelings about his father, who eventually turned to villainy and forced his mother into the same, requiring her to stay in a care center even almost a decade later. The GM can award Jay a Hero Point if any powers or scenes uses Jay's feelings of his father's, potentially making Jay automatically fail against the effect. Too Fast: Despite his apparent mastery of his speed, Jay is still learning how to use his powers, and he likes to experiment with them. Not everything he does is going to work. The GM can award Jay a Hero Point if they make one of his creative uses of the Variable Descriptor from the Rocket Speed Array backfire or just not work, or if his speed simple proves to be too much in a given situation. Why's and How's: Rocket is not just interested in fighting bad guys. He wants to know why and how. Why do the bad guy attack people? Can they talk him out of it and get him to stop? How does the super science gun works? Can they take it apart and use it for good? The GM can give Jay a reason to not just attack, but study an enemy, giving him pause for long enough to cause potential complications, giving him a Hero Point in return. ABILITIES 0 + 10 + 10 + 14 + 6 + 4 = 44PP Strength: 10 (+0) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 24 (+7) / 30 (+10) Wisdom: 16 (+3) Charisma: 14 (+2) COMBAT 8 + 10 = 18PP Initiative: +18 (+10 IntSpeed of Thought, +8 Improved Initiative) Attack: +4 Base, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +2 Flat-Footed Grapple: +4 (+4 Base Attack) / +8 (+4 Base Attack, +4 Super-Strength [While moving]) Knockback: -2 (TOU/2) SAVING THROWS 3 + 0 + 5 = 8PP Toughness: +5 (+5 Con) Fortitude: +8 (+5 Con, +3) Reflex: +12 (+5 Dex, +0, +7 Enh. Reflex Save) Will: +8 (+3 Wis, +5) SKILLS 56R = 14PP Computers 5 (+15) Craft [Electronic] 5 (+15) Craft [Mechanical] 5 (+15) Diplomacy 8 (+10) Knowledge [Physical Sciences] 10 (+20) Knowledge [Technology] 5 (+15) Medicine 4 (+7) Notice 7 (+10) Sense Motive 7 (+10) FEATS 6PP Benefit 1 [Atom Academy] Inventor Jack-of-All-Trades Luck 3 Enhanced Feats Dodge Focus 10 Eidetic Memory Evasion 2 Improved Initiative 2 Move-By Action Speed of Thought Uncanny Dodge [Auditory] POWERS 6 + 18 + 7 + 16 + 7 + 28 + 7 + 3 + 14 = 106 All powers have the Genetic Mutation and Super Speed descriptors, unless otherwise noted Enhanced Intelligence 6 [6PP] (Descriptors: Light Speed Mind) Enhanced Feats 18 (Dodge Focus 10, Eidetic Memory, Evasion 2, Improved Initiative 2, Move-By Action, Speed of Thought, Uncanny Dodge [Auditory]) [18PP] (Descriptors: Rocket Fuel Heart) Enhanced Reflex Save 7 [7PP] Gadgets 2 (10PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [16PP] (Descriptors: Instant Gadgets, Technology, No Genetic Mutation descriptor) Sample Allocations: Quickness 7 (Tasks at x250 speed) [7PP] Rocket Speed Array 12.5 (25PP Array; Feats: Alternate Power 3) [28PP] BP: {10 + 10 + 5 = 25/25} (Descriptors: Full Speed) Quickness 10 [10PP] Stacked Power: Quickness 17 (Tasks at x250,000 speed) Speed 10 [10PP] Stacked Power: Speed 17 (2,500,000 MPH / 25,000,000 ft./rnd.) Super-Strength 4 (Flaws: Limited [While Moving]) (+20 Str. carrying capacity, Heavy load 1.600 lbs) [5PP] AP: Damage 10 (Feats: Accurate 3, Improved Critical 2, Takedown Attack 2, Variable Descriptor 2 [Any Super Speed]1) {19/25} (Descriptors: High Speed Hits, Potential: Bludgeoning Damage Type, Fire, Electricity, Wind and more) AP: Snare 10 (Flaws: Range [Touch]; Feats: Accurate 3, Improved Critical 2, Obscure Senses 5 [Any Sense], Reversible, Variable Descriptor 2 [Any Super Speed]1) {23/25} (Descriptors: High Speed Trap, Potential: Debris, Technology, Wind and more) AP: Stun 10 (Feats: Accurate 3, Variable Descriptor 2 [Any Super Speed]1) {25/25} (Descriptors: High Speed Stun, Potential: Bludgeoning Damage Type, Electricity, Pressure Points and more) Speed 7 (1,000 MPH / 10,000 ft./rnd.) [7PP] Super-Movement 3 (Wall-Crawling 2, Water-Walking; Flaws: Limited [While Moving]) [3PP] (Descriptors: Just That Fast) Super Scientific Rocket Array 5 (10PP Array; Feats: Alternate Power 4) [14PP] BP: {3 + 1 + 5 = 9 /10} (Descriptors: Too Fast To See) Concealment 4 (Visual Senses; Feats: Close Range; Flaws: Limited [While Moving]) [3PP] Moving Feint Speed Adds (Feats: Moving Feint) to Speed [1PP] Super-Movement 5 (Permeate 3, Sure-Footed 2; Flaws: Limited [While Moving]) [5PP] AP: Autofire Rocket Speed 10 Adds (Extras: Autofire) to Rocket Speed Array2 {10/10} (Descriptors: Rapid Hits) AP: Burst Area Rocket Speed 10 Adds (Extras: Area [Targeted Burst], Selective; Flaws: Action [Full Action]) to Rocket Speed Array2 {10/10} (Descriptors: Hit Everyone) AP: Ranged Rocket Speed 10 Adds (Extras: Range [Ranged]) to Rocket Speed Array2 {10/10} (Descriptors: Throw Things) AP: Trail Area Rocket Speed 10 Adds (Extras: Area [Targeted Trail]) to Rocket Speed Array2 {10/10} (Descriptors: Outta the way!) 1: Note on Variable Descriptor 2 [Any Super Speed]: 2: Note on using Rocket Speed Array and Super Scientific Rocket Array together: DRAWBACKS -0PP DC BLOCK All powers from the Rocket Speed array can have one of the following combinations of extras and flaws added from the Super Scientific Rocket Array, marked with SSR on the DC block. Only one option marked with SSR can be active at once: "Extras: Autofire", "Extras: Area [Targeted Burst], Selective; Flaws: Action [Full Action]", "Extras: Range [Ranged]", "Extras: Area [Targeted Trail]" Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +4 High Speed Hits Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC25 Tou (staged) Damage +10, Crit 18-20, Takedown Attack 2 AutofireSSR High Speed Trap Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Crit 18-20, Obscure Senses [Any] AutofireSSR High Speed Stun Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC20 Fort (staged) Fail: Dazed>5: Stunned>10: Unconscious +10 AutofireSSR Totals: Abilities (44) + Combat (18) + Saving Throws (8) + Skills (14) + Feats (6) + Powers (106) - Drawbacks (0) = 196/207 Power Points
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La Puma Negra Power Level: 10/12 (180/185PP) Unspent Power Points: 6 Trade-Offs: Bolas: +2ATK/-2DC In Brief: A familiar curse courses through the veins of a young woman, fighting over control against the will of a feral puma. Alternate Identity: Carmen Alvarez Arrache (Secret) Birthplace: Aquadilla, Puerto Rico Residence: Claremont Academy, Freedom City, USA Occupation: Student Affiliations: Claremont Academy, Saint Philomena Orphanage Family: None Living Description: Age: 16 Gender: Female Ethnicity: Hispanic Height: 5’8” Weight: 171lbs Eyes: Yellow Hair: Black A Feline humanoid young woman of black hair and lithe figure. She likes to keep her hair long and somewhat untamed in it’s look, her body covered in greyish black fur. Typically, La Puma Negra wears the normal school uniform, however opting for an older skirted version, going for the normal version of the outfit when training. A costume of her own is still in the works. History: Born Carmen Alvarez Arrache in Aquadilla, Puerto Rico, abandoned at birth and given to the orphanage of Saint Philomena, a Catholic run institution. Growing up, she had looked outwardly normal and lived a somewhat normal life until the age of 12, where her blood families curse began to manifest, first with small personality changes. The preferring of meat products, growing out her hair, and a more feral like attitude. This would only get worse as months went on and Carmen retreated in panic after hurting a fellow orphan with claws that had begun to grow. She had barricaded herself in her room, not letting any of the nuns of the orphanages in save for food and communion. If it wasn’t for intervention from the Claremont Academy, the young Carmen would have likely further closed herself, blaming her fate on an unknown sin that she was paying for, the nuns unable to provide the needed care that she needed during these traumatic times. By the age 15, Carmen would be accepted into the school, having received on grant additional support until she was capable of physically and mentally attending the school. Time and therapy had helped her, but still certain aspects of her curse have pushed beyond her growing shy nature to one of a more feral like stance, making past roommates leave in utter terror after only a month residing with her. There was no reason to hold back, and she was free to do as she pleased without constraint or feeling of difference. Carmen states she has no part in each one’s leave and has liked the relative silence and time alone. The name La Puma Negra was one that she had come up with herself early on with her time at Claremont, attributing it to her dark fur color and cat like appearance. Said appearance and ability being fairly similar to the long believed dead hero El Gato has raised certain speculation. Personality & Motivation: Carmen displays outwards ferocious exterior and short-tempered nature, prone to bouts of boredom with an at times low attention span coming from the feline nature of the curse. When parts of her true personality emerge, it is often rather shy and introverted. These two personalities often clash with each other, becoming a contest of wills. Carmen wants to confront and learn of what she is, to apply herself and potentially do some form of good. Her curse weighs heavily on her conscious due to her catholic upbringing, seeing it as a sin that she must repay in some service. Powers & Tactics: The curse that Carmen has has altered her into a feline humanoid, resulting in abilities beyond that of a normal human being. Her senses are far enhanced, allowing her to see ultra-violet light and see in the dark. Hearing and smell has also been altered to an amazing degree. Her agility and natural strength have also increased dramatically, allowing her to far easily climb surfaces and to lift heavy objects. In combat, Puma Negra uses hit and run tactics, using her enhanced mobility to come into close quarter combat and escape away quickly before retaliation. This is primarily used when with allies, however while alone, Puma will resort to using any measure to escape, especially when backed into a corner. Power Descriptions: The only one of her powers that is more visual is her claws. Razor sharp and can be brought out without any delay, it is used as a last resort when facing opponents that too tough to be taken down by fists alone. Complications: Catholic- Carmen was brought up under strict Catholic upbringing, being a firm believer. This has resulted in conflict with her more feral self, believing it be a punishment of some sort of sin. She typically tries to attend service, keeping to the back of the congregation or generally out of sight. Temper- Feral nature of her curse has pushed her to have a rather strong temper, easily getting frustrated when things do not go her way at times. Not a pillow in her dorm has been spared clawing, generally taking her anger out on them after classes or training, and in rare cases, on classmates during training. However, outburst like this is generally harmless, Puma taking great pride in controlling herself from hurting others. Children- La Puma Negra will go to great lengths to protection children from harm, even putting her life in danger for them. This partially stems from her own personal contempt for herself and her unnatural form, wanting others to live a normal life which she cannot. Short Attention Span- Due to the same feline curse that grants her powers, La Puma Negra is also affected by other instinctual traits. From a love of meat to a tendency for resting at high places, having fitted her bed to be a little bit taller. Poor- Being an orphan and with no source of employment, Puma is a ward of the school, given only a small stipend from the school every month for her own purposes. Steadfast independent, the lack of money is a quiet shame. Abilities: 2+4+4+2=12 Strength: 12/26 (+1/+8) Dexterity: 14/30 (+2/+10) Constitution: 14/30 (+2/+10) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 8+12=20 Initiative: +14 (+10 Dex, +4 Imp. Init.) Attack: +4 Base, +8 Melee (+4 Base, +8 Attack Focus [Melee]) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-footed Grapple: +16 (+8 Str, +8 Attack Melee) Knock back: -5 Saving Throws: 5 Toughness: +10 (+10 Con) Fortitude: +10 (+10 Con) Reflex: +10 (+10 Dex) Will: +10 (+1 Wis, +5, +4 Enhanced Save) Skills: 80R= 20pp Acrobatics 5 (+15) Climb 4 (+10) Concentration 4 (+5) Escape Artist 4 (+14) Gather Information 4 (+4) Handle Animal 8 (+8) Intimidate 9 (+13 w. Enhanced Skills) Know. Arcane 2(+2) Know. Business 4(+4) Know. Theology 2+2) Language 1 Knows Spanish (Native) and English Search 5 (+4, +8 w. Enhanced Skills) Sleight of Hand 2 (+12) Sense Motive 5 (+6) Stealth 6 (+16, +20 w. Enhanced Skills) Survival 2 (+3) Swim 4 (+10) Notice 9 (+14) Feats: 29pp Acrobatic Bluff Attack Focus Melee 4 Dodge Focus 4 Elusive Target Evasion 2 Fast Feint 2 Improved Crit 1 (Claws) Improved Initiative 1 Improved Trip Instant Up Luck 3 Move-By-Action Power Attack Skill Mastery (Stealth, Acrobatics, Climb, Swim) Startle Takedown Attack 2 Track Uncanny Dodge 1 (Hearing) Powers: 1+9+16+16+4+14+4+3+5+13+6+1+2=94PP All powers have the Magic descriptor unless otherwise noted Additional Limb 1 (Tail; 1 Additional Limb) [1PP] Device 3 (Bolas; 15PP Container; Flaws: Easy to lose) [9PP] -Trip 8 (Range 80', Improved Trip, Accurate 4, Precise, Subtle) [15PP] Enhanced Constitution 16 (Beyond Human Stamina; +16 Con) [16PP] Enhanced Dexterity 16 (Curse Born Advantage; +16 Dex) [16PP] Enhanced Skills 4 (Predatory Enhancement; +4 Stealth, +4 Search, +4 Intimidate, +4 Notice) [4PP] Enhanced Strength 14 (Curse Born Power; +14 Str) [14PP] Enhanced Will Save 4 (Will Save +4) [4PP] Speed 3 (Feral Mobility) (50mph, 500ft/rnd) [3PP] Strike 2 (Claws; Feats: Mighty, Split Attack 1, Accurate 1) [5PP] (Claws) Super-Sense 13 (Feline Senses; Acute Scent [2], Acute Hearing [2], Darkvision [2], Extended Scent 1 [1], Extended Hearing 1 [1], Low-light Vision [1], Scent [1], Tracking (Scent) 1 [1], Ultra Hearing [1], Ultravision [1]) [13PP] Super-Movement 3 (Hunter’s Mobility; Sure-footed 1, Wall Crawling 2 (Full Speed)) [6PP] Telepathy 2 (Feline Communication; Flaws: Limited to Emotions, Limited to Felines) [1PP] Leaping 2 (Agile Jumping; Jumping Distance x5) [2PP] DC Block Claws (Strike 2) Touch DC 25 (19-20 Crit) Toughness (Might; Split 1; Accurate 1) +10 Unarmed Attack Touch DC 23 Toughness +8 Bolas (8 Trip) Ranged DC 18 +12 Totals: Abilities (12) + Combat (20) + Saving Throws (5) + Skills (20) + Feats (29) + Powers (94) - Drawbacks (0) = 180/185 Power Points
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Justice Power Level: 15 Effective Power Level: 10 Power Points: 231/250PPUnspent Power Points: 19 Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see ScaleDriver Weight System In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: [Scales set! Are you ready?] "Henshin!" [Time for justice!] Theme: Hell No! - Mel Senese Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: Riverside, Freedom City Base of Operations: The Secret Headquarters, Riverside, Freedom City Occupation: Comic, Gaming & Hobby Store Owner, Adventurer Affiliations: None Family: Anna Maria Langley (mother), Lucas John Langley (father), Lucas John Langley Jr. (2 years older brother), Mark Milton Langley (20 years younger brother), Dottie Patricia Langley (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair: Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair is, quite frankly, a mess that stands out in all directions. She has green eyes and wears glasses with red frames. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. Lately, she has taken to wearing jackets, pants and shoes over the undersuit for her armor. As Justice, Robin wears the ScaleDriver, a grey belt with a darker grey core, forming a sort of A shape with a triangle pointing down from the center of the A and reaching the same parts as the sides of the A in front of Justice. The center of the belt holders a red scale, slightly protruding from the rest of the belt. Activating the ScaleDriver causes the undersuit to appear, unfolding from the belt: A black suit with while soles, three white stripes on both sides of Robin's abdomen, a white line running from each shoulder and down her chest, and thinner white lines around her neck and the inside of her arms near the elbows. While the back of Robin's hands and her palms are covered, her fingers are left free. By scanning an ImagiCard on each of the weights on the scale and setting the weight, Robin can summon the Justice Armor X from Z-Space: Armored red boots with blue knees and shins, with thick white trim, blue armored shoulders and outer upper arms, with the lower arms beind completed covered, with additional white armor over the knuckles and the back of the hand. The center of Robin's chest, stretching from her shoulders and down to the ScaleDriver belt, is covered in red armor. The blue armor on the shoulders extends up in a collar around the side of her neck. She wars a red helmet that completely hides her features, with white guard in front of the mouth, white armor on the side of the hand and a white crest or crown with grey center at the front. Her eyes are hidden behind a black visor with blue trim. She wears a long white scarf around her neck. HISTORY Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. Robin did not defeat the secret group by Max Mars and MarsTech. Despite her attempts, the whole thing fell apart, and she was eventually captured and disappeared from Emerald City. Six months later, Robin reappared in Freedom City, the owner of the new Riverside comic, gaming and hobby shop the Secret Headquarters. She seems to have forgotten that she was ever a super hero. Faced with villains rampaging through Riverside, Robin found the mysterious ScaleDriver hidden in a stockroom in the Secret Headquarters. Donning the belt, she became Justice for the first time once again. As Robin begins to rediscover herself, she will have to figure out just what happened to her, why it happened... and maybe why Max Mars and his Ultio Program has made their way to Freedom City. PERSONALITY & MOTIVATION Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Since arriving in Freedom City, Robin seems to suffer from partial amnesia, having forgotten that she was ever a super hero. She is slowly rediscovering herself, leading to sudden shifts in personality: One moment, she might act as a rookie hero that has no idea what she's doing, before acting as a veteran hero the next. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her armor while in action. Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. While she had studied magic under Salvo, she has found herself utterly unable to actually use magic herself, instead relying on merging technology and magic as what she has dubbed WonderTech. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin's newest armor channels powers directly from Z-Space. As with previous versions, the undersuit unfolds from Robin's belt, dubbed the ScaleDriver, while other armor pieces are summoned from Z-Space and attaches directly to Robin. Robin's grandmother's amulet powers the ScaleDriver and allows Robin to access Z-Space and teleport short distances in real space, while also giving her access to her storage. She uses a number of different gadgets she has created or cobbles together on the fly as needed. The Justice Armor X enhances Robin's physical capabilities and assists her in combat, including a built-in A.I. that assists in combat. Robin can switch between different weapons and armor by scanning magically programmed NFC cards that she has dubbed HeroCards to the two scales on her belt, with each HeroCard being able to activate either the Alpha or Beta slot. By manipulating the weights on the scale, she can increase or decrease her armor, allowing her to switch between three modes: Balance: a balanced mode, Lightweight: Quick, but with little armor and Heavyweight: Slow, but heavily armored. Robin commonly uses the following HeroCards to set her armor's Alpha Slot, giving her access to different attacks: Lady Liberty: Melee focused, with enhanced strikes. Justice: Gives Robin access to the Justice Kick, damaging everything in her path. Patriot: Gives Robin access to the Patriot Blaster, a weapon with variable magical attacks. Emerald Spider: Gives Robin access to Quantum Webbing, used to entangle her targets. Captain Thunder: Gives Robin access the stunning Thunder Strike. and the following HeroCards to set her armor's Beta Slot, giving her different defensive and utility abilities: Centurion: Enhanced strength and environmental defenses. Synapse: Psionic efenses and mental senses. Raven: Stealth focused abilities. Freedom Eagle: Flight and gives Robin access to the Eagle Blaster, which she can use to channel any of her attacks at a range, making some of her attacks instant hits. Velocity: Increased speed. While these are the HeroCards commonly used by Robin, she has access to others through stunts. Furthermore, Robin can access the more powerful World's Finest Mode armor by using the Centurion HeroCard in the Alpha slot and the Raven HeroCard in the Beta slot at the same time. COMPLICATIONS Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her. HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays. Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies. Motor Mouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing. No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her. Power Up Let Down: Justice's World's Finest Mode. armor, accessed through the Morph power Centurion/Raven: World's Finest requires large amounts of power to run. The GM can effectively veto any use of the World's Finest Mode Armor if they don't want Justice to use it in a thread. Invoking this complication does not award Justice a Hero Point, but allows the GM an excuse to keep Justice from increasing in PL during a thread. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2) / [Justice Armor X] 18 (+4)Dexterity: 14 (+2) / [Justice Armor X] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) / [Justice Armor X] +11 (+7 Int [Speed of Thought], +4 Improved Initiative) Attack: +4 Base / [Justice Armor X] +4 Base, +10 for Individual Attacks, +10 MeleeLady Liberty HeroCard(+4 Base, +6 Attack Focus [Melee]) Defense: +4 Base, +2 Flat-Footed / [Justice Armor X] +10 (+4 Base Defense, +1 Enhanced Defense, +5 ScaleDriver Weight System set to Balance), +5 (+4 Base Defense, +1 Enhanced Defense, +0 ScaleDriver Weight System set to Heavyweight), +15 (+4 Base Defense, +1 Enhanced Defense, +10 ScaleDriver Weight System set to Lightweight), +3 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength) / [Justice Armor X] +8 (+4 Base Attack, +2 Strength, +2 Enh. Strength), +14Lady Liberty HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee]), +20Lady Liberty/Centurion HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +6 Super-Strength), +22Lady Liberty/Centurion HeroCard/Balance(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +8 Super-Strength) Knockback: -2 (TOU 4) / [Justice Armor X] -2 (TOU 5 ScaleDriver Weight System set to Lightweight), -5 (TOU 10 ScaleDriver Weight System set to Balance), -12 (TOU 15, Imp. TOU 10, ScaleDriver Weight System set to Heavyweight) No Armor Balance Heavyweight Lightweight Defense +4 +10 +5 +15 - Flatfooted +2 +3 +3 +3 Toughness +4 +10 +15 / Imp 10 +5 Fortitude +10 +12 +13 +14 Reflex +7 +10 +8 +12 Will +11 +13 +14 +15 Knockback -2 -5 -12 -2 Base Armor Balance Lady Liberty Centurion LL+C B+LL B+C B+LL+C Grapple +6 +8 +10 +14 +14 +20 +16 +16 +22 SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con) / [Justice Armor X] +10 (+4 Con, +1 Protection, +5 ScaleDriver Weight System set to Balance), +15/Imp. Tou 10 (+4 Con, +1 Protection, +10 ScaleDriver Weight System set to Heavyweight), +5 (+4 Con, +1 Protection, +0 ScaleDriver Weight System set to Lightweight) Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [Justice Armor X] +8 (+2 Dex, +1 Enh. Dex, +5), +10 (+2 Dex, +1 Enh. Dex, +5, +2 ScaleDriver Weight System set to Balance), +12 (+2 Dex, +1 Enh. Dex, +5, +4 ScaleDriver Weight System set to Lightweight) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [Justice Armor X] (+15) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [Justice Armor X] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 5 (+12) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Attack Focus [Melee] 6Lady Liberty HeroCard Evasion 2 Improved Initiative Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Mental]Synapse HeroCard Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 14 + 90 + 8 = 112PP Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic) Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space) Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic) Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (Descriptors: Combat Teleport) AP: Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (Descriptors: Z-Space Portal) Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X, Invention, Magic, Technology) Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking) Enhanced Dexterity 2 [2DP] (Descriptors: A.I. Assisted Coordination) Enhanced Feat 5 (Accurate Attack, Evasion 2, Improved Initiative, Power Attack) [5DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Instant Armor) Enhanced Strength 4 [4DP] (Descriptors: Enhanced Musculature) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [World's Finest Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Centurion/Raven: World's Finest, Super Mode) Protection 1 [1DP] (Descriptors: Armor) ScaleDriver Alpha Slot 14.5 (29DP Array; Feats: Alternate Power 4) [33DP] (Descriptors: Weapons, Z-Space) BP: {23 + 6 = 29/29DP} (Descriptors: Lady Liberty HeroCard) Damage 6 (Extras: Penetrating 4; Feats: Improved Critical 2, Indirect 3, Knockback 5, Mighty, Takedown Attack 2) [23DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Bludgeoning Damage Type) Enhanced Feat 6 (Attack Focus [Melee] 6) [6DP] AP: {13 + 16 = 29/29DP} (Descriptors: Justice HeroCard, Justice Kick, Enhanced Musculature, Finishing Move, Bludgeoning Damage Type) Damage 6 (Extras: Area [General Trail], Linked [Drain Toughness] (+0); Feats: Mighty) (60 ft. trail area) [13DP] Drain Toughness 8 (Extras: Area [General Trail], Linked [Damage] (+0)) (80 ft. trail area) [16DP] (Descriptors: Z-Space Energy) AP: Blast 10 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Variable Descriptor 2 [Any Magic]) {29/29DP} (Descriptors: Patriot HeroCard, Patriot Blaster, Variable Ammunition, Z-Space Portals) AP: Snare 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Tether) {29/29DP} (Descriptors: Emerald Spider HeroCard, Quantum Webbing) AP: Stun 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Sedation) {29/29DP} (Descriptors: Captain Thunder HeroCard, Thunder Strike, Electricity) ScaleDriver Beta Slot 10.5 (21DP Array; Feats: Alternate Power 4) [25DP] (Descriptors: Armor, Z-Space) BP: {16 + 5 = 21/21DP} (Descriptors: Centurion HeroCard) Super-Strength 6 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+30 STR Carry, Heavy Load: 9.6 tons) [16DP] (Descriptors: Centurion's Strength) Stacks with Super-Strength in Weight System Array Balance: Total Super-Strength 8 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+40 STR Carry, Heavy Load: 38 tons tons) Immunity 9 (Life Support; Flaws: Limited [Half Effect]) [5DP] (Descriptors: Centurion's Protection) AP: {10 + 11 = 21/21DP} (Descriptors: Synapse HeroCard) Immunity 10 (Psionic Effects) [10DP] (Descriptors: Psi-Shield) Super-Senses 11 (Danger Sense [Sense Types: Mental], Mental [Sense Type: Mental; Default Extras: None; Extras: Accurate, Acute, Counters Concealment, Counters Illusion, Radius, Ranged]) [21PP] (Descriptors: Danger Sense) AP: {3 + 10 + 6 + 2 = 21/21DP} (Descriptors: Raven HeroCard, Stealth) Concealed Attack 3 Adds (Feats: Insidious, Subtle 2) to Weight Alpha Array [3DP] (Descriptors: Hidden Attacks) Concealment 10 (All Senses; Flaws: Blending) [10DP] (Descriptors: Superior Stealth) Obscure 6 (Visual Obscure; Flaws: Range [Touch]) [6DP] (Descriptors: Instant Darkness, Darkness) Super-Movement 2 (Wall-Crawling 2) [2DP] AP: {11 + 10 = 21/21DP} (Descriptors: Freedom Eagle HeroCard, Flight, Range) Eagle Eyes 10 Adds (Extras: Range; Feats: Progression [Range] 1) to Weight Alpha Array [11DP] (Descriptors: Eagle Eyes, Blaster, Channel Attacks, Z-Space) Flight 5 (250 mph, 2500 ft./rnd.) [10DP] (Descriptors: Wings of Freedom, Flight, Gravity) AP: {10 + 4 + 3 + 4 = 21/21DP} (Descriptors: Velocity HeroCard, Super Speed) Full Velocity 10 Adds (Extras: Autofire) to Weight Alpha Array [10DP] (Descriptors: Full Velocity, Quick hits) Speed 4 (100 mph, 1000 ft./rnd.) [4DP] Stacks with Speed in Weight System Array Balance: Total Speed 6 (500 mph, 5000 ft./rnd.) Lightweight: Total Speed 8 (2500 mph, 25,000 ft./rnd.) Super-Movement 4 (Sure-Footed 2, Wall-Crawling 2; Flaws: Limited [While Moving]) [3DP] Quickness 4 (Tasks at x25 Speed) [4DP] ScaleDriver Weight System 10 (20DP Array; Feats: Alternate Power 2) [22DP] BP: {5 + 2 + 2 + 5 + 2 + 4 = 20/20} (Descriptors: Balance) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) [5DP] Enhanced Trait 2 (Reflex Save +2) [2DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Protection 5 (Total Toughness +10) [5DP] Speed 2 (25 MPH, 250 ft./rnd) [2DP] Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {10 + 10 = 20/20} (Descriptors: Heavyweight) Impervious Toughness 10 [10DP] Protection 10 (Total Toughness +15) [10DP] AP: {10 + 4 + 2 + 4 = 20/20} (Descriptors: Lightweight) Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) [10DP] Enhanced Trait 4 (Reflex Save +4) [4DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Speed 4 (100 MPH, 1000 ft./rnd) [4DP] Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (Descriptors: Summon Gadgets, Invention, Technology, Z-Space) Sample powers DRAWBACKS 0PP DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Lady Liberty HeroCard Touch DC19 TOU (staged) Damage +10 Justice Strike Touch 100 ft.Freedom Eagle DC25 TOU (staged) Damage +10, Crit 18-20, Indirect 3, Knockback 5, Penetrating 4, Takedown Attack 2, AutofireVelocity, Insidious, Subtle 2Raven Justice Kick 60 ft. Trail Area 100 ft.Freedom Eagle DC18 Fort (staged) TOU Drain General Trail Area, linked to Damage Effect, Insidious, Subtle 2Raven DC25 TOU (staged) Damage General Trail Area, linked to TOU Drain Effect, Insidious, Subtle 2Raven Patriot Blaster 100 ft. PerceptionFreedom Eagle DC25 TOU (staged) Damage +10, Crit 19-20, Indirect 3, Variable Descriptor 2 [Any Technological] , AutofireVelocity, Insidious, Subtle 2Raven Quantum Webbing 100 ft. PerceptionFreedom Eagle DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Crit 18-20, Indirect 3, Tether, AutofireVelocity, Insidious, Subtle 2Raven Thunder Strike Touch 100 ft.Freedom Eagle DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 18-20, Indirect 3, Sedation, AutofireVelocity, Insidious, Subtle 2Raven Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/250 Power Points
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Multi-Girl Power Level: PL 11 (214/229PP) Trade-Offs: -1 Atk/+1 Dam (melee) / -1 Def/+1 Tough Unspent Power Points: 15PP In Brief: Teenage duplicating T-Baby rock star Alternate Identity: Bernadette O’Connell Birthplace: Dublin, Ireland Residence: Freedom City, New Jersey Base of Operations: Young Guardians’ Mansion Occupation: Rock Star Affiliation: Claremont Academy Alumna; Young Guardians; Multiplicity (her rock n’ roll band) Family: Sean O’Connell (father); Deirdre O’Connell (mother); Liam O’Connell (brother, older); Brendan O’Connell (brother, older) Description: Age: 19 (June 2005) Apparent Age: 19 Gender: Female Ethnicity: Caucasian Height: 5’ 9” Weight: 130 lbs Eyes: Green Hair: Red Bernadette is a tall, attractive teenager with an athletic build and bright green eyes. Her thick red hair goes down to the middle of her back. She is rather pale skinned, with slight freckles on her checks and nose, as well on her shoulders and upper back. Her clothing style is generally typical of a teenage girl her age, though she tends to favor outfits that are more form fitting. Since her band has been growing its fan base, she has taken to often wearing dark jeans (often with tears in them) and black leather jackets. Since the Young Guardians reunited, Bernadette has begun wearing her own costume, a skintight, fully bodysuit (with gloves). The costume is primarily green, with large sections of orange and white (for the Irish flag), with a green utility belt and domino mask. History: Born in Dublin, Ireland, the youngest of three children, Bernadette’s family immigrated to the United States when she was eight years old. For most of her life, Bernadette seemed just your average Irish/Irish-American girl, perhaps a little stronger, faster or tougher than other girls her age, but still nothing too out of the ordinary. As she grew older, the young redhead naturally drifted to sports, first football (soccer) and later focusing on lacrosse. Three years ago, Bernadette accompanied her lacrosse team for a tournament in Freedom City. The team was at a game in Kingston when the 2018 Terminus invasion began. Thankfully, both teams and bystanders were all safely evacuated from the area, but not before being exposed to some of the energy from the Terminus. Unknown to Bernadette, this exposure awoke something that had long been dormant within her. Over a decade before Bernadette was born, her father had been a merchant marine aboard a cargo vessel docked in Freedom City when the 1993 Terminus invasion had occurred. Her father’s exposure to Terminus energy led to Bernadette being born with a latent connection to the Terminus. Her exposure during the 2018 invasion activated that connection. For the next few years, the activation this connection was generally unnoticeable. But toward the end of her Freshman year in high school, Bernadette had an unexpectedly late “growth spurt,” growing several more inches. At the same time, Bernadette continued to get stronger and stronger. Then, right after the end of the school year, Bernadette was out at a mall with several friends. It had seemed just another mall trip when Bernadette’s duplication power inadvertently activated. This caused Bernadette to panic and try to get away from her friends before they saw her with her duplicate. This just led to her activating more duplicates, which generally just created a bit of a chaotic and confusing scene at the mall. Headmistress Summers learned about the incident (generally caught on the mall’s surveillance cameras) and reached out to Bernadette’s family, who were struggling to figure out how to deal with their daughter’s sudden abilities. As a result, Bernadette began attending Claremont Academy in the fall of her Sophomore year. While at Claremont, she soon was caught up in the conflict between several of her classmates (Charlie Pratten, Nevermore II; Luke Landers, Nightscale; Muirne Sceadusangere, Shadowborne, Leon Moore, Paper, and others) against Sebastian Shields (Casanova) and his New Young Freedom. She was also placed on an intermural squad with fellow sophomores Neko Masume and Owain Celliwig (the Copper Knight). Over the years at Claremont Bernadette was part of the school’s music program, further developing her already strong singing voice while she debated her future. For a time, she continued to be uncertain about belonging in the superhero world or the possibility of ever making any sort of career out of her singing. During her time at Claremont, she became attracted to both Charlie and Owain, however Charlie disappeared from the school before his Senior year, leading Bernadette to focus more on her singing while still trying to continue the team Charlie had started with Leon, Luke and Murine. In August before the start of her Senior year, Bernadette was contacted by a Claremont alumna, Summer Sands, a talented guitar player who wanted Bernadette to join her in a music competition in Boston. The pair handily won the contest, and after a bizarre adventure in a musical dimension, they decided to form a band. When Bernadette returned for her final year at Claremont, she and Summer soon had found a bass player and drummer and started their band, Multiplicity. They began making recordings of cover songs which they posted on various social media and offered for download on various music services. Soon they were playing at local clubs around the city. Having become roommates with Neko (who had built a rather successful social media business) for their Senior year, Bernadette eventually enlisted her assistance with marketing their band. Soon enough, their following grew by leaps and bounds, including overseas, leading to their first overseas show in Tokyo, Japan. The band’s following has continued to grow since, as they have been working on an album of original songs to go along the covers they had been preforming. Additionally, just before the Winter Break of Bernadette’s last year at Claremont, Charlie returned to Freedom City and uncovered some plot by Sebastian Sheilds and those helping him. Charlie reassembled the Young Guardians, along with two new members, the young android, Pol Rothstein-Fraser (Shift) and an undead young woman, Viktorya Steinman (Ghule). Together, they managed to stop Sheilds and defeat a resurrected Conqueror Worm. After that, the Young Guardians officially reformed, operating out of a refurbished mansion in Bayview funded by the Raven family. Not wanting to miss this second opportunity with Charlie, Bernadette soon let him know about her feelings for him and was relieved to learn he had similar feelings for her and the two began a romantic relationship. Personality & Motivation: Growing up with two older brothers, Bernadette learned to stick up for herself. As a result she developed an outgoing and sometimes aggressive personality, which has often served her well in athletics. With those she considers friends, Bernadette is generally good natured, caring, and protective. She has made a number of good friends at Claremont, both fellow members of the Young Guardians and others. While certainly one to want to have fun, coming from a blue-collar family, Bernadette grew up with a strong work ethic, and can get very focused and serious when she needs to. Powers & Tactics: Bernadette has learned to fully control summoning her duplicates and often has several active at once around campus or the Young Guardian’s mansion. She and her duplicates have learned to work well together (something she regularly practices with lacrosse drills with multiple duplicates active at once). While at Claremont Academy, Bernadette had the opportunity to undergo martial arts/boxing training to help improve her hand-to-hand skills, combined with her increased coordination, she has become a much more effective fighter than when she began at the school. Additionally, after starting to spend time with other members of the Young Guardians over the years has led to her improving her stealth. Other than increased strength, dexterity, constitution and durability, Bernadette’s powers allow her to run much faster than a normal human and leap considerable distances with ease. But her primary power is the ability to summon duplicates of herself which have similar strength, durability and speed. Bernadette is able to use her duplicates in a number of ways, including unleashing a number of duplicates to deliver targeted melee attacks on all enemies within a forty foot radius of her when she activates her power. She is also able to work with a number of duplicates to tackle an opponent and bury them under a pile of duplicates. Working together, Bernadette and several of her duplicates are capable of lifting approximately 40 tons. Complications: T-Baby: Bernadette’s powers originate from the Terminus incursion of 1993 and 2018, there are those that are frightened or hate so call “T-Babies.” Fame: Bernadette and her band have started to gain a level of fame, not just in Freedom City, but around the world. As such, it is not uncommon for people to recognize her now, which can cause problems. Abilities 4 + 6 + 8 + 4 + 4 + 12 = 38 Strength: 14/30 (+2/+10) Dexterity: 16/24 (+3/+7) Constitution: 18/34 (+4/+12) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 22 (+6) Combat: 16 + 8 = 24 PP Initiative: +3/+7 Attack: +8 BAB; +10 Melee Defense: +4 BDB, +10 Def (with +6 Dodge Bonus); +2 Flat-Footed Grapple: +21 (+32 with Many, Many Hands!) Knockback: -6 Saving Throws: 1 + 4 + 6 = 11 PP Toughness: +2/+12 Fortitude: +5/+13 (1 rank +4/+12 Con) Reflex: +7/+11 (4 ranks +3/+7 Dex) Will: +8 (6 ranks +2 Wis) Skills: 64R = 16PP Acrobatics 4 (+7/+11) Skill Mastery Climb 2 (+4/+12) Bluff 4 (+10/ +14 w/ Attractive) Drive 2 (+5/+9) Kn: History 5 (+7) Kn: Pop Culture 4 (+6) Notice 8 (+10)Skill Mastery Perform (Dance) +4 (+10) Perform (Singing) 15 (+21)Skill Mastery Pilot 2 (+5/+9) Sense Motive 8 (+10) Stealth 4 (+7/+11)Skill Mastery Swimming 2 (+4/+12) Feats: 17 PP Attack Focus: Melee 2 Attractive Benefit (Fame – Rock Star) Benefit (Wealth) Dodge Focus 6 Luck 2 Set-Up Skills Mastery (Acrobatics, Notice, Perform [Singing], Stealth) Teamwork Ultimate Skill: Perform [Singing] Equipment: 1 PP (from rewards) Communicator: Communications 4 (Radio, 1 mile; Feat: Subtle) [5 EP] Powers 48 + 35 + 26 + 3 = 112 PP Container 9.6 (T-Baby physiology) [48 PP] Enhanced Str +16 (feat: subtle) {17 PP} Enhanced Dex +8 {8 PP} Enhanced Con +16 {16 PP} Speed 3 (1 alt power) {4 PP} Alt: Leaping 3 Superstrength 1 (feat: subtle: Effective Strength 35: Heavy Load: 1.5 tons) {3 PP} Duplication 11 (PL 10 duplicate with 152PP/165PP; Extras: Heroic; Power Feats: Mental Link, Sacrifice) [35 PP] More Duplicates! 12 (24 PP Array, Feats: Alternate Powers 2) [26 PP] Base Power: Snare 12 (Extra: Engulf (0)) {24/24 PP} Alt 1: Add (Extras: Targeted Area (burst) 60' radius area; Selective Attack) to Melee Attacks {24/24 PP} Alt 2: Many, Many Hands!: Super Strength 6 (+30 effective Str), Additional Limbs 5 (24 arms) {17/24 PP} Strike 2 (feat: mighty) (Martial Arts Training) [3 PP] Drawbacks Weakness (Daka Crystals; Frequency: Uncommon [-1]; Intensity: Major: cumulative -1 to all stats [-2 Plus -1 effects CON]; Time: every 20 minutes [0]) [-4 PP] Totals Abilities (38) + Combat (24) + Saving Throws (11) + Skills (16) + Feats (17) + Powers (112) - Drawbacks (4) = 214/229 PP Note: Multi Girl’s Heroic Duplicate has identical stats except does not have the More Duplicates! array.
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SPACE RANGER III Power Level: 12 Effective Power Level: 10 Power Points: 180/205PP Unspent Power Points: 25pp Trade-Offs: DEF+1/TOU-1 In Brief: The grandson of the original Space Ranger and Illyra, caught in a teleport loop between Earth and space! Theme: Cosmic Castaway - Electrasy / Commander Shepard - Miracle of Sound Alternate Identity: J'onn "John" Shepard Birthplace: Houston, Korus Residence: Houston, Korus Base of Operations: Intergalactic Occupation: Intergalactic Adventurer, Protector of Korus, Galactic Defender Affiliations: Space Ranger I, Space Ranger II, Korus Family: Allura 'Allie' Shepard (Mother, Space Ranger II, Missing in Action), Tavarann Hag-Shepard (Father, Councillor), Charles 'Chuck' Shepard (Maternal grandfather, Space ranger I, Retired), Illyra Vey-Shepard (Maternal grandmother), Arran Vey (Maternal great-grandfather) DESCRIPTION Age: (DoB: August 2001) Apparant age: Early 20'es Gender: Male Ethnicity: 1/4 Terran, 3/4 Koruan Height: 6’ Weight: 185 lbs. Eyes: Blue Hair: Black J'onn looks like a Caucasian Terran male, with blue eyes and short black hair. Aside from his eyes being a slightly lighter style of blue and a different hair style, he is the spitting image of his grandfather, Chuck Shepard, when he was in his prime. J'onn will usually wear his Space Ranger uniform. The uniform is primarily blue from the front, though the back, and the side of his arms and thighs are white. The white parts of the suit covers J'onn's neck, with thick black lines running up the front and an upside down back triangle shape at the front with the center of J'onn's neck being black. A black line runs from the point of the triangle and to his white belt, where he wears a dark grey buckle with a small control panel that controls the suit. All white line on the suit is divided from the blue with thick black lines. A six pointed star intersects the upside down triangle on the right side of J'onn's chest. He wears slightly flared black boots and gloves. When activated, the suit creates a white helmet with a see-through orange-yellow glass-like faceplate over his face. J'onn's ray guns are cast in a dark grey metal, with black grips. Five red lines run along the back of each, along with one at the very end of the barrel. He uses a white jetpack that seems to attach directly to his suit, with two light blue square exhaust ports. J'onn will often add jackets or other accesories on top of the uniform, depending on personal preferences at the moment. HISTORY Charles 'Chuck' Shepard is hero. There's no doubt about that. A daring Earthborn astronaut found himself lost in outer space on the planet Korus during the late 1960'es. Once home to an advanced civilization, Korus had been all but destroyed in a war hundreds of years before. On Korus, Chuck became known as the Space Ranger, and with the aid with a group of Koruan survivors, including the warrior Illya, her father Arran Vey and the shapeshifting Groob, Chuck was eventually able to aid the Koruans in rebuilding their civilization. Though given the chance to return home, the Space Ranger decided to remain as Korus' hero and a cosmic champion. Chuck would eventually marry Illyra, who would give birth to their daughter Allura 'Allie' Shepard. While never a major cosmic hero, Chuck was nonetheless a respected hero known by most cosmic powers, though more for his efforts to restore Korus than for any large scale cosmic heroics. He worked together with the Star Knights and other cosmic heroes through the years, building a solid legacy as the Space Ranger. While Korus would never become a major cosmic power, and they were just fine with that, the ancient artificats, including the Spatial Gates, wold ensure that they remained somewhat independent of the major cosmic empires. During the 1990'es, Chuck decided to retire and passed the Space Ranger mantle to his daughter. Allie served both Korus and known space with distinction for years, eventually falling in love with the Koruan politician Tavarann Hag. Allie gave birth to her son J'onn in 2001, and she would marry Tavarann soon after. Following the birth of J'onn, Allie continued to serve as the Space Ranger while Tavarann would eventually rise to the rank of councillor in the Koruan parliament. J'onn grew up to be a cocky young man, always seeking the thrill of adventure that he was sure his mother and grandfather felt. Tragedy struck when Allie defended Korus from the Communion forces during the Incursion. While her ultimate fate remains unknown, the second Space Ranger disappeared during the cosmic crisis. As far as the people of Korus were concerned, they needed a Space Ranger. Urged by his father and trained by his grandparents, J'onn 'John' Shepard rose to the occassion. Unfortunately, his first trip through a Koruan Spatial Gate to visit the Earth went very wrong, and J'onn was bombarded with spatial energies. The energy infused his body, causing J'onn to randomly teleport between Earth and his previous location in space, often at the worst time possible. J'onn Shepard travels the stars and Earth to find a way to undo the accident, doing what good he can along the way, sometimes by accident, sometimes on purpose. The scion of a proud tradition, the third Space Ranger will have to learn what it takes to live up to his family's legacy. PERSONALITY & MOTIVATION J'onn is an inexperienced rookie. He has received plenty of training, but he has little actual experience, which he generally hides by pretending he knows more about the current situation than he actually does. He is a thrillseeker, longing for adventure among the stars, journeys into the great unknown and everything he might meet there. If he happens to do some good along the way, that's a definite bonus, but that is not what defines him. Despite J'onn's usual cocky demeanor, he is gravely aware of the pressure of being the third Space Ranger. The people of Korus judges just about anything he does as their champion, and some times, this pressure will just be too much to bear. Does he do the thing he wants to do or the thing he should do? Only time will tell. POWERS & TACTICS Face first into the fray, J'onn is rarely a subtle fighter. He can use tactics, but he prefers the simple solutions: Blasting his enemies with his Ray Guns while flying around them on his jetpack, staying mobile and out of reach if at all possible. POWER DESCRIPTIONS While J'onn's hybrid Terran and Koruan physiology is slighty enhanced compared to a normal human, the majority of his abilities are honed skills or technology. Like his predecessors he wears a space suit that can be sealed to provide life support and comes equipped with a personal force field. The suit can quickly be hidden away in his belt, appearing or disappearing almost instantly. He also wears a jetpack, much like his grandfather did. He travels through space in the Star Lance, a custom built spaceship. The most impressive part of J'onn's arsenal are his Ray Guns, a pair of advanced pistols from the pre-war Korus. The weapons were found by the original Space Ranger and eventually passed on to J'onn. Through both voice activation or a small dial, the Ray Guns are able to shoot a number of rays with a wide variety of effects, from laser rays that burn the target to X-Rays, Proton Rays, Zero-Point Rays, Freeze Rays, Shock Rays and much more. Owing to J'onn's skills with the weapons, he is able to perform impossible shots, ricocheting rays around an area, almost making it seem like the blasts originate from somewhere other than the muzzle of the Ray Guns. J'onn has a Translator Implant embedded in his body that allows him to understand, read and speak any language. COMPLICATIONS Commander Shepard: J'onn has a lot to live up to. His mother and grandfather are fabled heroes of space, protectors of Korus and defenders of the universe. It's not always easy to be compared to his predecessors, either being expected to be able to do anything they could or simply being underestimated for being the newest Space Ranger. A GM can award J'onn a Hero Point if his legacy makes a situation more complicated, for instance by having other underestimate or overestimate what he knows and can do. Cosmic Castaway: J'onn was exposed to cosmic energies from a failing Koruan Spatial Gateway, which causes him to teleport between Earth and outer space at semi-random intervals. J'onn will randomly appear or disappear from a scene, often at the worst times, such as disappearing while he is helping allies or appearing in the middle of a firefight. A GM can award one of Space Ranger's allies a Hero Point if he is sent back to space or Earth at the wrong time, or his sudden appearance causes complications. Space Ranger: The Space Rangers before J'onn have fought their share of cosmic villains and worse during their careers, protecting Korus and the greater universe along the way. Old enemies of his predecessors may come calling or react negatively to see a new Space Ranger taking up the mantle. The GM can award J'onn a Hero Point if a situation is complicated by predecessors' old enemies, for instance if negations are made more difficult by old enemies reacting negatively to J'onn's presence or they arrive to join a battle against Space Ranger. Spatial Gates Are A Scary Place: Travel by Koruan Spatial Gates are instant, bringing you from one gate to the next. You walk through the entry gate, you appear at your destination gate. J'onn has learned that isn't always the case. There's something hiding in the space between the gates, something that has seen J'onn. It's gaze follows him even into real space. Rarely, J'onn will feel the gaze of the being hiding in the space between the spatial gates, momentarily distracting him. This can make him miss a crucial shot, stumble over words or just make a mistake. If this happens, the GM can award J'onn a Hero Point. Welcome To Earth: J'onn has spent around half his time on Earth and half his time in outer space since the accident with the Koruan Spatial Gateway. While he is at home on Korus and in space, he is very much a fish out of water on the Earth. All that he knows of the planet are the stories that his grandfather has told him, filtered through age and nostalgia. The GM can award J'onn a Hero Point if his lack of knowledge of the Earth causes complications. ABILITIES 4 + 6 + 8 + 6 + 6 + 4 = 34PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) COMBAT 12 + 12 = 24PP Initiative: +3 (+3 Dex) Attack: +6 Base, +6 Melee, +10 Ranged, see Power attack bonuses in DC Block Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) / +20 Proton Ray (+10 Ranged Attack, +10 Move Object) Knockback: -4 (TOU/2) SAVING THROWS 4 + 5 + 5 = 14PP Toughness: +9 (+4 Con, +5 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+3 Wis, +5) SKILLS 80R = 20PP Acrobatics 7 (+10) Bluff 8 (+10) Diplomacy 3 (+5) Disable Device 2 (+5) Drive 7 (+10) Intimidate 3 (+5) Knowledge [Cosmology] 2 (+5) Knowledge [Galactic Lore] 7 (+10) Knowledge [Technology] 7 (+10) Language 2 [Native: English; Learned: Koruan, Lor] Medicine 2 (+5) Notice 7 (+10) Pilot 7 (+10) Search 2 (+5) Sense Motive 7 (+10) Stealth 7 (+10) FEATS 32PP Ambidexterity Attack Focus [Ranged] 4 Dodge Focus 5 Equipment 15 Jack-of-All-Trades Luck 3 Move-By Action Precise Shot 2 Equipment: 15PP = 75EP The Star Lance (Vehicle; Spacefighter) [75EP] POWERS 6 + 25 + 8 + 12 + 5 = 56 Comprehend 3 (Read All, Speak All [1 at a time], Understand All) [6PP] (Descriptors: Translator Implant, Technology) Device 8 (40DP Container; Flaws: Easy-to-lose; Feats: Multiple Weapons 1) [25PP] (Descriptors: Ray Guns, Technology) Ray Array 17.5 (35PP Array; Feats: Alternate Power 5) [40PP] (Descriptors: Cosmic) BP: Blast 10 (Extras: Autofire; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Laser Ray, Heat, Laser) AP: Drain Toughness 10 (Extras: Affects Objects, Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: X-Ray, Radiation) AP: Move Object 10 (Extras: Damaging; Feats: Affects Insubstantial 2, Indirect 3) (Heavy load: 12.8 tons) {35/35} (Descriptors: Proton Ray, Dimensional, Electromagnetic Energy) AP: Paralyze 10 (Extras: Alternate Save [Reflex] (+0), Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Zero-Point Ray, Quantum Energy) AP: Snare 10 (Extras: Regenerating; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Freeze Ray, Ice, Cold) AP: Stun 10 (Extras: Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Shock Ray, Electricity) Device 2 (10DP Container; Flaws: Hard-to-lose) [8PP] (Descriptors: Jetpack, Technology) Flight 5 (250 MPH, 2500 ft./rnd) [10DP] (Descriptors: Jetpack Flight) Device 3 (15DP Container; Flaws: Hard-to-lose) [12PP] (Descriptors: Space Suit, Technology) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Smart Suit) Immunity 9 (Life Support) [9DP] (Descriptors: Life Support System) Protection 5 (Extras: Force Field (+0)) [5DP] (Descriptors: Force Field) Hybrid Physiology 0.8 (4PP Container; Feats: Innate) [5PP] (Descriptors: Hybrid Physiology, Alien, Human) Leaping 1 (Distance x2; Running jump 24 ft.) [1PP] Speed 3 (50 MPH, 500 ft./rnd) [3PP] DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 Freeze Ray 100 ft. DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless +10, Crit 18-20, Indirect 3 Laser Ray 100 ft. DC25 Tou (staged) Damage +10, Crit 18-20, Indirect 3, AUtofire Proton Ray 100 ft. DC25 Tou (staged) Damage, +Grapple +20 +10, Crit 18-20, Indirect 3 Shock Ray 100 ft. DC20 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 18-20, Indirect 3 X-Ray 100 ft. DC20 Fort (staged) Toughness Drain +10, Crit 18-20, Indirect 3 Zero-Point Ray 100 ft. DC20 Ref (staged) Fail: Slowed 1 round >5: Paralyzed +10, Crit 18-20, Indirect 3 Totals: Abilities (34) + Combat (24) + Saving Throws (14) + Skills (20) + Feats (32) + Powers (56) - Drawbacks (0) = 180/205 Power Points
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pl10 Holger Danske & Ratatoskr (PL10/12) - RocketLord
RocketLord posted a topic in Archived Characters
Holger Danske Power Level: 12 Effective Power Level: 10 Power Points: 180/187PP Unspent Power Points: 7 Trade-Offs: No offensive, Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see Defensive Stance Array power In Brief: Mythic Danish hero reawakens in the modern day to protect the Denmark and the rest of the world. Theme: Hero's Return - Hammerfall / The Champion - Hammerfall Alternate Identity: Holger, Son of Gudfred (Public), Ogier the Dane, Ogier le Danois, Ogier de Danemarche (Public) Birthplace: Kronborg, Denmark Residence: Kronborg, Denmark Occupation: Adventurer, Hero, Knight of Charlemagne Affiliations: Denmark Family: Gudfred (Father, King of Denmark from at least 804 to 810, died 810), Horik I (Brother, Joint King of Denmark 813 to 827, King of Denmark 827 to 854, died 854), 4 Brothers (Died 814, 819, 819, 827) DESCRIPTION Age: Born late 8th century Apparant age: Late twenties Gender: Male Ethnicity: Scandinavian Height: 6’8’’ Weight: 220 lbs. Eyes: Blue Hair: Blonde Holger is a tall man, with clearly defined Scandinavian features. He has cold blue eyes and loose blonde hair and beard. While he might appear intimidating and imposing at first, his chivalric and friendly nature tends to shine through. Holger tends to in a mixture of modern and ancient clothing. He will usually wear modern pants, shirts and boots, prefering them in darker colors, wearing his armor and armaments on top of them. His armor appears to be made from steel, with gold detailing in the segments, covering his upper body while leaving his arms bare. A light grey cape connects to the armor. He wears bracers in the same color scheme on his arms, and a red belt with golden clasps around his waist, a dark red sword sheathe with gold detailing and trim hanging from the belt. He wields a metallic, almost silver colored, shield, known as Bouclier de Danemarche, or Shield of Denmark, either on his arm or secured to his back. Curtana, the Sword of Mercy, is a short sword with silver hilt and golden crossguard. He wears a golden snake armlet around his upper right arm, wrapping around his arm several times. HISTORY In the dungeons beneath Castle Kronborg in Helsingør in Denmark sits a solitary figure, the statue of Holger Danske. A mighty warrior and hero, he was the son of King Gudfred, the Danish king from around 804 to 810. In an act of peace, Holger was given to the great king Charlemagne of France to ensure the peace between the two rulers. When Gudfred broke the peace treaties, Charlemagne decides to spare Holger, leading to Holger becoming one of Charlemagne's knights for a time, and a contemporary of Roland. During the years of battles and wars, Holger had many great adventures, growing into a heroic figure and defender of the weak, before he led the French to victory against the Saracen, slaying the giant Brehus in the battles. With his battles at an end, Holger Danske marched home to Denmark, to Castle Kronborg, where he sat down, his beard growing long. He eventually became a statue, that bears the inscription: Når Danmark stander i våde, så vågner Holger Danske Since then, Holger Danske has rested. In secret, he has awakened to fight the good fight and protect Denmark from threats, most recently in the early 1940'es during the Nazi occupation. With every victory, he has once again marched to Castle Kronborg and returned to his solitary vigil, his legend growing in the telling. And now, with the ever growing threats of super humans and the coming of greater mythological beings, Denmark is in greater peril than ever before. In this time of need, Denmark's future might be in the hands of its past. Because when Denmark is in peril, then Holger Danske will awaken! PERSONALITY & MOTIVATION Holger is a contradiction. A man out of time, he has nonetheless followed the turn of the world through the ages, and is well at home in the modern day. An honorable knight, and yet a fierce viking warrior. He is a man of excess, and yet disciplined. Holger is a passionate man, who loves the thrill of battle and adventure. He is a jovial and boastful sort, who nonetheless believes in his strong sense of honor, who will stand up and protect the weak when called. While deeply enjoying the modern day and all its amenities, he finds himself at odds with the differing morals. In his day, you would slay your foe, rather than let them rot, but he tries to follow the rules of the time. He loves a challenge, rarely backing down from an argument or a fight, whether it is a true battle or just for fun. He is deeply loyal to his friends, even Ratatoskr, despite repeteadly claiming how much the divine rodent annoys him. POWERS & TACTICS Holger is an experienced warrior, having fought ever greater threats through the ages, his skills and power growing as his legend has grown. He is primarily a melee combatant, using prefering to use his sword Curtana for offense and his shield Bouclier de Danemarche for defense, using his speed and moving rapidly around the battle field to where he can do the most good. He tends to work closely together with his partner Ratatoskr, using any opportunities that the Asgardian Squirrel might create for him. POWER DESCRIPTIONS Holger is essentially powered by his own legend, a magic that has let him sleep through the ages as a statue and rise when Denmark has been in need. Holger seems to have stopped aging at some point in his late 20'es, and is completely immune to all disease. He is able to run and leap far faster and longer than any normal man, as befitting of a legendary hero that has fought beasts and invading armies. Holger is physically powerful, being far stronger, agile and tough than the average man. Holger wields two artifacts: The short sword Curtana and the shield Bouclier de Danemarche. Bouclier de Danemarche is essential to Holger's defense. It can withstand or deflect great blows, allowing Holger to evade or block incoming damage, while absorbing enough force to help him stay steady when struck. It is large enough that he can use it to protect others or himself. While the shield has some magic, it has been named by Holger himself, and seems to be a minor artifact, at least compared to Curtana. Curtana was crafted by Wayland the Smith and bears the inscription "My name is Curtana, of the same steel and temper as Joyeuse and Durandal". It is also known as the Sword of Mercy, and was for a time wielded by Tristan of the Round Table. Curtana is an incredibly potent blade, virtually unbreakable and able to cut through virtually anything, if enough force is applied. Using a combination of the sword's magic and his own skills, Holger is able to use it for far more than just hacking away at his opponents. He is able to swing the blade at blinding speed and precision, even cutting insubstantial targets. He can cut an enemy to destroy their toughness and defenses, sweep their leg to make them fall, the cuts making it difficult to rise or even making them fall again, or simply bash them with the blunt side of the blade to momentarily stun them. The sword's most powerful magic is its ability to instill hope and healing in those that surround Holger. As he raises the Sword of Mercy to the sky, the blade shines brightly as it restores both the spirit and body of those around Holger. COMPLICATIONS Heeding the Call: If Denmark is in great peril, Holger will feel a pull to return to his home, to protect his homeland from all danger. If this happens in the middle of a battle, Holger might end up distracted, which can make him miss a crucial strike or take the wrong action. If this happens, the GM can award Holger a Hero Point. Unforgiving Blade: Holger is not quite used to these softer times, where you try to employ non-lethal force unless absolutely necessary. While he does his best to conform to the modern standards, he is quicker to suggest or try to kill particularly dangerous foes that cannot otherwise be contained than others, which can lead to conflicts with other heroes and law enforcement. If such a conflict arises, the GM can award Holger a Hero Point. Stronger Than All: Holger has sworn to protect those weaker than him. Threatening the weak or innocent will provoke Holger into taking action or rush to the aid, even if it allows the villain to escape. If a villain threatens someone weaker than Holger to complicate a situation, the GM can award him a Hero Point. Hearts on Fire: Holger is a passionate man. He will rarely back down from an argument or fight once it has begun, even if it could make the situation better. The GM can award Holger a Hero Point if his headstrong refusal to back down complicates a situation. Steel Meets Steel: Holger will usually engage the biggest, most powerful foe in combat, taking attention away from others and on to himself, even if it would be smarter to take out weaker foes one by one first. The GM can award Holger a Hero Point if his attempts to engage the most powerful foe on the battlefield complicates a situation. Annoying Rodent: Ratatoskr's antics can some times be annoying, distracting or outright dangerous. He might be a divine creature, but he is still a squirrel. He might block the view, antagonize enemies, annoy friends, reach for the shiny thing or push the big red button, just to see what it does. The GM can award Holger a Hero Point if Ratatoskr's antics complications a situation. ABILITIES 10 + 10 + 10 + 4 + 8 + 4 = 46PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex,) Attack: +4 Base, +10 Melee, +4 Ranged Defense: +5 Base, +10 (w. Defensive Stance Array set to Balance), +5 (w. Defensive Stance Array set to Block), +15 (w. Defensive Stance Array set to Deflect), +3 Flat-Footed Grapple: +15 (+4 Base Attack, +6 Attack Focus [Melee], +5 Strength) Knockback: -7 (w. Defensive Stance Array set to Balance) / -9 (w. Defensive Stance Array set to Block) / -4 (w. Defensive Stance Array set to Deflect) / -2 (w/o Bouclier de Danemarche) SAVING THROWS 3 + 3 + 4 = 10PP Toughness: +5 (+5 Con), +10 (w. Defensive Stance Array set to Balance), +15 (w. Defensive Stance Array set to Block), +5 (w. Defensive Stance Array set to Deflect) Fortitude: +8 (+5 Con, +3) Reflex: +8 (+5 Dex, +3) Will: +8 (+4 Wis, +4) SKILLS 60R = 15PP Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge [History] 8 (+10) Knowledge [Theology/Philosophy] 3 (+5) Languages 4 [Native: Danish; Learned: English, French, German, Old English] Medicine 6 (+10) Notice 6 (+10) Search 5 (+3) Sense Motive 6 (+10) Survival 6 (+10) FEATS 48PP Accurate Attack All-Out Attack Attack Focus [Melee] 6 Benefit 1 [Wealth] Fearless Jack-of-All-Trades Luck 3 Power Attack Sidekick 30 [Ratatoskr] Takedown Attack 2 Ultimate Effort [Ultimate Save: Toughness] Enhanced Feats Interpose POWERS 4 + 25 + 12 + 2 = 43 Agile Warrior Array 1.5 (3PP Array; Feats: Alternate Power 1) [4PP] (Descriptors: Magic, Training) BP: Speed 3 (50 MPH, 500 ft./rnd.) {3/3} AP: Leaping 3 (Distance x10; Running jump distance: 150 ft.) {3/3} Device 6 (30DP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [25PP] (Descriptors: Curtana, the Sword of Mercy, Sword, Magic) Sword Strike Array 13 (26DP Array; Feats: Alternate Power 4) [30DP] (Descriptors: Training) BP: Damage 5 (Extras: Autofire 1 [10 ranks], Penetrating 5; Feats: Affects Insubstantial 2, Improved Critical 2, Incurable, Mighty) {26/26} (Descriptors: Slash, Slashing Damage Type) AP: Drain Toughness 10 (Extras: Affects Objects; Feats: Affects Insubstantial 2, Improved Critical 2, Incurable, Slow Fade [1pt/min]) {26/26} (Descriptors: Wound, Slashing Damage Type) AP: {4 + 22 = 26/26} (Descriptors: Sword of Mercy) Emotion Control 10 (Extras: Area [General Visual Perception], Linked [Healing], Selective; Flaws: Duration 2 [Instant], Limited [Hope], Range 2 [Touch]) [4PP] Healing 4 (Extras: Action [Standard], Area [General Visual Perception], Linked [Emotion Control], Selective, Total; Flaws: Limited [Others]; Feats: Persistent, Stabilize) [22PP] AP: Stun 10 (Feats: Affects Insubstantial 2, Improved Critical 2) {24/26} (Descriptors: Bash, Bludgeoning Damage Type) AP: Trip 10 (Extras: Knockback, Secondary Effect; Flaws: Range [Touch]; Feats: Affects Insubstantial 2, Improved Critical 2, Improved Trip) {25/26} (Descriptors: Sweep, Slashing Damage Type) Device 3 (15DP Container; Flaws: Hard-To-Lose) [12PP] (Descriptors: Bouclier de Danemarche, Shield, Magic) Defensive Stance Array 5 (10DP Array; Feats: Alternate Power 2) [12DP] (Descriptors: Training) BP: {5 + 5 = 10/10} (Descriptors: Balance) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Protection 5 (Total Toughness +10) {5DP} AP: Protection 10 (Total Toughness +15) {10/10} (Descriptors: Block) AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (Descriptors: Deflect) Enhanced Feat 1 (Interpose) [1DP] (Descriptors: Protect Others) Immovable 2 (+8 vs. Push, Rush, Trip, Throw; +2 vs. Knockback) [2DP] (Descriptors: Stand Fast) Immunity 2 (Aging, Disease) [2PP] (Descriptors: Eternal Vigil, Magic) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus, Extras, Feats Unarmed Touch DC20 TOU (staged) Damage +10 Slash Touch DC25 TOU (staged) Damage +10, Autofire 1, Affects Insubstantial 2, Crit [18-20], Incurable, Penetrating 5 Wound Touch DC20 FORT (staged) Drain Toughness +10, Affects Insubstantial 2, Crit [18-20], Incurable, Slow Fade [1pt/min] Bash Touch DC20 FORT (staged) Fail: Dazed 1 rnd.>5: Stunned 1 rnd.>10: Unconscious +10, Affects Insubstantial 2, Crit [18-20] Sweep Touch Trip Resist (Worse) vs. Rank 10 Power Check Tripped, Knocback, Secondary Effect +10, Affects Insubstantial 2, Crit [18-20], Improved Trip Totals: Abilities (46) + Combat (18) + Saving Throws (10) + Skills (15) + Feats (48) + Powers (43) - Drawbacks (0) = 180/187 Power Points -
Oh no, Doctor Midas stole a bunch of gold from the bank, and now he's making his escape! Good thing that you're there to stop him! But wait, who's that catching up to him? Is that Ghost!? I'm looking for 1-2 people to team up with Ghost to stop that gold loving diabolical Doctor Midas before he gets away! PL8-10 prefered, but I'm open to others. Teen heroes will probably lead to some interesting interactions, but anyone's free to enter!
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Ghost Power Level: 12 Effective Power Level: 10 Power Points: 210/238PP Unspent Power Points: 28 Trade-Offs: +5 DEF / -5 TOU In Brief: Long time hero still in action after a life of hardship. Catchphrase: "Just your friendly neighborhood Ghost." Theme: 100 Bad Days - AJR Alternate Identity: Casper Baltazar Church Birthplace: Freedom City Residence: The Fens Base of Operations: Freedom City Occupation: Constantly changing Affiliations: Freedom League Auxiliary Family: Jessie Taylor Wilson (Born 1988, real estate agent, ex-wife), Carrie Belinda Church (Born 2014, daughter living with mother), Cole Church (1950-1995, father), Carrie Elizabeth Church (1948-2017, mother) DESCRIPTION Age: Born Febuary 13th, 1988 Gender: Male Ethnicity: Caucasian Height: 6’0’’ Weight: 155 lbs. Eyes: Light blue Hair: Brown Casper is a brown haired man in the mid 30'es. His eyes are light blue, almost, but not quite, unnaturally so. His hair is usually cut short, and he often sports a five o'clock shadow. He usually dress in cheap or well worn clothes. Casper often seems to be tired. The friendly neighborhood Ghost wears a light grey and white costume with thick black accents. The costume is mainly light grey, with white boots and gloves, separated from the rest of the costume with thick black lines. The middle of his chest and lower body is white, separated from the light grey with the same thick black lines, which also show the difference between pants and shirt. Thick black lines stretch from just under his chest, under his arms and connecting on his back. He wears a white mask that covers his entire face, leaving just his eyes visible. Casper wears a pair of x-ray goggles with light blue glass that seems to glow over his eyes. While they seem to be built into the costume, each lens can be moved and placed separately. His logo is a stylized light blue ghost that almost seems to be glow, placed directly in the middle of his chest. Offensive use of Ghost's powers tend to create a chaotic light blue energy effect . HISTORY Casper Church probably shouldn't have attended that science expo at ASTRO Labs back in High School. Looking back, that was the thing that pretty clearly changed his life forever. The malfunctioning extradimensional looking glass device that bombarded him with some strange radiation was a dead give away. The researchers at ASTRO Labs checked him out, everything seemed fine. Harmless particles, they said. Nothing to worry about. Have a nice little promise of an internship down the line, everything will be fine, nothing to worry about. A few weeks later Casper fell through a floor and then walked through a wall. Everything was not fine. In fact, they were better than fine. He had super powers. With help from Doctor Benjamin Palmer, the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with Doctor Palmer in the process. As any other enterprising Freedom City youth suddenly granted powers, Casper had a choice to make. He tried to use his powers to become rich and famous. The Ghost made a few headlines appearing on television and online, made some money. It was some good weeks. Then, he saw something he shouldn't have at the set. The man that had hired him had ties to a super villain group, one that was planning a large scale heist. Casper didn't care, it didn't have anything to do with him. Then the gang hit ASTRO Labs. Casper's mentor was killed in the attack. Casper reasoned it was all his fault, and the Ghost went on the warpath. He confronted the producer and fought the gang. Victorious, the Ghost set out to become a hero. That was the prologue. Since 2003, the Friendly Neighborhood Ghost has remained a Freedom City fixture, fighting the good fight and saving lives. Never one of the most well known heroes of Freedom City, his status has fluctated wildly from beloved hero to hated menace and back again over the years. With an evergrowing rogues gallery of his own, the Ghost has saved Freedom City on multiple occasions, though his efforts have rarely been acknowledged by the city at large. Not that it bothers him. Action is his reward, after all. Having experienced a great deal of super heroic and extra normal conflicts have left him a bit wiser about the ways of the world, and perhaps a bit weary, but nonetheless still a dedicated hero. Ghost seemed to be doing well. Casper on the other hand? Not so much. Turns out that having a super heroic double life is hard work. Professionally, he never amounted to much. He just couldn't hold a steady job, always rushing off to play the hero. He had married his high school sweetheart in 2010. In 2014, their daughter Carrie was born. Casper had told Jessie his secret identity long before they were married, but even then, his double life eventually created cracks in the relationship. In 2017, the marriage broke, with Jessie gaining custody of Carrie. Even though the former couple tried to remain on friendly terms, Casper had lost an important pillar in his life. Casper's father had died when he was young. In 2019, illness claimed his mother. A long, hard life of fighting is piling on, but still, Casper remains a hero. He is still the Friendly Neighborhood Ghost. PERSONALITY & MOTIVATION Casper is tired. He has been fighting crime in Freedom City and beyond since 2003, and it has cost him much. The once optimistic and happy-go-lucky Ghost has become jaded. He will still crack jokes and snark with the best of them, but with far less enthusiasm than he used to. Still, despite his seeming reluctance, Casper is a hero. He might act like he doesn't believe he can make a difference, but that doesn't matter: He will still try. No matter what else happens in his life, Casper will always be a hero, and he will never give up. Even if he will complain a lot along the way. Casper's sense of responsibility will always win in the end. If he can do something to save the day, he will. This has cost him missed dates, job interviews, meetings with his mother and so much more. He might be brilliant, but what does that matter if he can never keep to an appointment? As Casper's personal life has fallen apart, he has retreated more and more into the Ghost persona, spending at least as much time in his mask as outside it. He is still reeling from his divorce, and the fact that he can't spend nearly as much time with his daughter as he would like to. After all, he has responsibilites, and it wouldn't be fair to try to explain those to a young child. Casper desperately wants to be seen as a good father and a cool dad by his daughter Carrie, with little succes. She likes her father, sure, but she sees him more as a bumbling dad than being cool in any way. He is still very much in love with Jessie, but he sees little hope for them ever getting back together. Despite his love for Carrie, Casper is really not too fond of teenagers or young heroes in general. He feels that he has been where they are now, and, well, look where that got him? Sure, they might end up doing better than him, but really, why even bother? There's plenty of people out there and yeah, he knows that he's a bit of a hypocrite there. He's already gone through it all, no reason they gotta go through heartbreak too, right? POWERS & TACTICS Casper prefers a stealthy approach, approaching his targets and attacking through walls, floors, ceilings or anywhere else where they can't see him until it is too late. He is not above living up to his codename and taking actions to scare his enemies. He will often quickly change his position, rarely staying in one place at once, while moving his surroundings to his own benefit. Despite his preferance for stealth, Casper seems to have trouble stopping talking if he is discovered, throwing jokes and taunts as often as attacks. POWER DESCRIPTIONS The strange radiation from the extradimensional looking glass irrevocably altered Casper's body, granting him the ability to become intangible by dimensionally dispersing his body. Through time and training, he has learned to use this power in a great number of ways, from simply passing through matter to completely dispersing his body to reconstitute close by, effectively teleporting. He posses fine enough control to only make part of his body intangible or tangible, and he can use this ability to fly. His body also seem to have been generally enhanced, making him much sturdier and agile than he would otherwise be. Casper's intangibility can have a number of interesting effects on the world around him. By touching a living person, he can perform what he calls a Chilling Touch, effectively stunning on knocking out his foe. Alternatively, he can disrupt a target's nervous system, causing severe, lingering damage with a single touch. Casper calls this ability the Shock Touch. Casper can turn another person or item temporarily intangible by touching them, effectively allowing him to push them into the floor, walls, cars or whatever else is around, allowing him to trap them with his Phantom Touch. Casper can augment the effect of his intangibility into affecting a greater area by becoming fully tangible. When he imbues his effect with Phantom Force in this way, he might be tangible, but his abilities affects the entire area around him. When he affects the world around him he creates a chaotic, light blue energy effect. Casper augments his powers with a pair of goggles that gives him X-Ray vision, only stopped by lead. Originally built as a jointly by Casper and Dr. Palmer, Casper has since refined and improved the device, adding GPS capabilities. COMPLICATIONS Can't Get No Respect: Despite his long career, having saved the day, the city and much more countless times, Casper is hardly considered an A-list hero, with a number of his victories not even being public knowledge. He's popular in some circles, hated in others, or even outright dismissed. Casper has some ambivalent feelings towards this, and might react harshly if dismissed, despite his experience. If Casper lashing out at someone for dismissing him makes the situation worse, the GM can award him a Hero Point. Friendly Neighborhood Ghost: So far, being Ghost have pretty much ruined Casper's personal life, but he can't help himself. He has these powers, and he has to use them for good. The GM can award Casper a HP if his sense of responsibility somehow makes his social situation worse, be it missing appointments, losing yet another job or getting someone mad at him. Ghostbusters: Casper has made a great number of enemies over the years, having fought just about any bad guy. When Ghost encounters an enemy, there's at least a 50/50 chance that he has fought them or thwarted a scheme before, which means they might know some of his tricks, and might want to defeat or even kill Ghost in retaliation. If Ghost has encountered an enemy before and their knowledge of him or attitude towards him makes the situation worse, the GM can award Casper a Hero Point. Ghost Love Story: Casper still loves his ex-wife, Jessie. She is a succesful real estate agent with commercials on TV, ad space on buildings and much more. The GM can award Casper a Hero Point if he is somehow distracted by seeing Jessie, whether in the flesh or a commercial. Hands-On Approach: Casper's power to temporarily phase the solid objects and make others slip into them relies on his targets being relatively close to a surface. If Casper's target is flying or the GM otherwise deems them to be too far away from a surface, they can negate any succesful Snare via Phantom Touch, giving Casper a Hero Point instead. Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. The GM can award Casper a Hero Point if Carrie is somehow placed in danger and used to weaken Casper, Casper finds some way to try and make her seem him as cool, but being cool means worsening the situation, or he is otherwise hindered by the love for his daughter. Scary Ghost: Casper's enemies have at times managed to convince the public that he is, in fact, a super villain. While he has always managed to clear his name, some people are still suspicious of Ghost's motives. If this somehow complicates or worsens a situation, the GM can award Casper a Hero Point. ABILITIES 0 + 2 + 2 + 10 + 6 + 6 = 26PP Strength: 10 (+0) Dexterity: 20 (+5) / 12 (+1) Constitution: 16 (+3) / 12 (+1) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex) Attack: +4 Base, +10 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +6 Attack Focus [Melee]) Knockback: -3 / -1 without Defensive Roll SAVING THROWS 5 + 7 + 7 = 19PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +12 (+5 Dex, +7) Will: +10 (+3 Wis, +7) SKILLS 120R = 30PP Bluff 14 (+17) Skill Mastery Craft [Electronic] 5 (+10) Disable Device 10 (+15) Gather Information 12 (+15) Skill Mastery Knowledge [Current Events] 5 (+10) Knowledge [Physical Sciences] 10 (+15) Knowledge [Streetwise] 10 (+15) Knowledge [Technology] 5 (+10) Notice 12 (+15) Search 10 (+15) Sense Motive 12 (+15) Skill Mastery Stealth 15 (+20) Skill Mastery FEATS 34PP Attack Focus [Melee] 6 Benefit 1 [Freedom League Auxillary Member] Challenge (Fast Feint) Contacts Defensive Roll Dodge Focus 10 Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 3 Move-By Action Power Attack Skill Mastery (Bluff, Gather Information, Sense Motive, Stealth) Taunt Uncanny Dodge [Auditory] Well-Informed POWERS 4 + 4 + 8 + 7 + 26 + 34 = 83PP Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Descriptors: X-Ray Goggles, Invention, Technology) Super-Senses 4 (Vision Penetrates Concealment; Drawbacks: Power Loss [Lead]) [3DP] (Descriptors: X-Ray Vision) Super Senses 2 (Direction Sense; Distance Sense) [2DP] (Descriptors: GPS) Enhanced Constitution 4 [4PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Ghostly Dexterity, Physical Mutation) Flight 3 (Feats: Subtle 1) (500 ft./turn, 50 mph) [7PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation) Friendly Neighborhood Ghost Array 12 (24PP Array; Feats: Alternate Power 2) [26PP] (Descriptors: Dimensional, Physical Mutation) BP: {1 + 23 = 24/24PP} (Descriptors: Intangible Ghost) Immunity 1 (Suffocation while incorporeal) [1PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 9 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 900 ft.) {24/24} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 10 Adds (Extras: Area [General Shapeable], Selective; Feats: Progression [Area] 4) (10-250 5 ft. cubes) to Ghost With The Most Array {24/24} (Descriptors: Phantom Force) Ghost With The Most Array 15.5 (31PP Array; Feats: Alternate Power 3) [34PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 10 (Extras: Affects Corporeal; Feats: Reversible) {31/31} (Descriptors: Chilling Touch) AP: Damage 10 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {31/31} (Descriptors: Shock Touch) AP: Insubstantial 4 (Incorporeal; Affected by Cold; Extras: Affects Corporeal, Affects Others, Linked [Immunity] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [23P] + Immunity 1 (Suffocation while incorporeal; Extras: Affects Others, Linked [Insubstantial] (+0)) [2PP] {25/31PP} AP: Snare 10 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {31/31} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +10 Chilling Touch Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10 Shock Touch Touch DC25 TOU (staged) Damage +10 Phantom Touch Touch DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10 Chilling Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC20/15 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC25/20 TOU (staged) Damage Phantom Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC20/15 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (26) + Combat (18) + Saving Throws (19) + Skills (30) + Feats (34) + Powers (83) - Drawbacks (0) = 210/238 Power Points
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Steel Spider Power Level: 10 (150/154PP) Unspent Power Points: 4 Trade-Offs: Toughness +2 / Defense -2 In Brief: A time displaced starship-engineer uses his advanced suit to fight crime. Catchphrase: N/A Theme: N/A Alternate Identity: Anthony Allerton (Secret) Birthplace: The Steel Aurora colony, in orbit around Azuna Residence: STS New Beginning Base of Operations: STS New Beginning, Abandoned Construction Yard, The Fens, Freedom City, New Jersey Occupation: Electrician Affiliations: Family: Garrett Allerton (Father, Not born yet), Victoria Allerton (Mother, Not born yet) Description: Age: 28 (DoB: 14th of December, 2237) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’8 Weight: 200lbs Eyes: Grey Hair: Dirty Blonde Anthony Allerton kept his hair buzzed extremely short for most of his career; a safety regulation he was forced to abide by. Now that he has the choice, he keeps it shoulder length. When he is in public, as Anthony Allerton, he usually wears one of several basic, solid color t-shirts or long sleeve shirts he had purchased. Jeans or work pants were usually worn with them, preferring something durable over fashion-minded. Though when he’s at home, aboard the STS New Beginnings, he often wears his standard issue grey jumpsuit; a relic from the future. His Spider Rig, however, is much flashier. White and grey paneling, originally designed to protect against the harmful radiation and to make him more visible in the vast darkness of space. Mechanical spider arms sprouted from the back, capable of folding around the torso like a harness when needed. History: Anthony Allerton began a career in starship repair in the year 2260, at the age of 23. He was trained in the use of the Hazardous Environment Protective Engineering Rig, though most simply called it the Spider Rig. He was taught to scuttle about inside and on the exterior of starships, performing routine repairs, even in zero gravity. In 2262, war broke out with an alien race called the Thrinix. Anthony was quick to volunteer for service, performing much needed repairs on damaged military ships near the front lines. But when the outpost he was assigned to was attacked, he was forced to evacuate. He managed to fight his way to the transport ship docking bay, where he found the STS New Beginnings. Designed to ferry personnel and equipment from planetary surface to orbital posts, it would suffice for a quick escape. As the craft undocked from the station, a Thrinix warhead narrowly missed the ship and crashed into the docking bay, erupting in a ball of flames. The blast threw New Beginnings off course, damaging her reactor and thrusters. The Thrinix must have mistook the ship for wreckage, as they allowed it to drift away. Anthony spent a week aboard the New Beginnings, desperately trying to repair her enough to limp home. But without the necessary materials, the attempts were futile. After another week in his isolation, the craft was captured by the gravity well of a black hole. Anthony assumed his fate was sealed, doomed to be smeared across the event horizon for the rest of existence. He was understandably surprised when he instead reappeared elsewhere in the universe, greeted by a resounding sonic boom. Disembarking from the craft, he found himself in what at first seemed to be a strange cave, but later learned it was an abandoned subway tunnel. Making his way to the surface, he found his ship had appeared beneath an old construction site. Steel girders and broken concrete littered the area, with only a small hole leading through the ground to where his ship now rested. Climbing up a part of the skeletonized frame of a building, was astounded by what he saw. The buildings were brick, instead of plasteel and permacrete. The cars rolled on wheels, rather than gently gliding above the roads. And there wasn’t a single holo-billboard in sight. He was in the past. Under the cover of night, he made his way out into the strange city. From the rooftops, he could observe the locals. The first thing he noticed were the strange clothes. Knowing he would stick out like a sore thumb in his standard issue jumpsuit, he carefully let himself into an outlet store and grabbed what seemed to be normal clothes for the era. Leaving his Spider Rig in the ship where it would be safe, he donned the “jeans” and “t-shirt”, and made his way out into the city again. Two months after his arrival, Anthony had finally begun to acclimate to his new life. With the ship's onboard computer, and his computer skills, he had managed to “acquire” everything he needed to receive a state ID and the necessary qualifications to find work as an electrician. While an in-depth look would reveal that his street address didn’t exist, and that his degree in electrical engineering was never awarded to anyone named Anthony Allerton, it was enough to start a life. He had spent almost two months laying low and avoiding drawing attention to himself, when he learned of a hostage situation taking place just down the street. Remembering the fear and terror of the Thrinix attack, he couldn’t stand idly by while others felt that same fear. He donned his Spider Rig and set out, determined to help those innocent civilians. To his surprise, everything went well. And along the way, he picked up his new name; Steel Spider. Personality & Motivation: Anthony is not great with people skills. He preferred machines and computers; things that were predictable. That wasn’t to say that he didn’t like people, he just wasn’t great with them. When it came to groups of people, he tended to stick to the back and stay quiet. But in his Spider Rig, he felt powerful. He was strong, fast, and nearly bulletproof. He had felt powerless when the Thrinix attacked his outpost, but in the past, he was strong. He could save people. He could protect them from the fear and danger he experienced that day. Clad in is armor, he could save people. Powers & Tactics: The entirety of Anthonys abilities are based on the industrial tools he utilized in his former career. A sleek space suit, with four mechanical arms attached to the back and mentally commanded. Each arm contained the tools he used in his work. A high power welding laser made for an excellent ranged weapon. Rapidly constructed metallic nano-fiber ropes, with electro-magnetic tethers on each end, were originally used for maneuvering equipment and binding hardware in place. They worked wonders to ensnare foes, and even allowed him to swing from buildings. Armored plates to protect against industrial accidents served him well as protection in combat, and his servo-assisted limbs allowed him to lift more and run faster than he could ever hope outside the suit. A sensor suite helped him see in the darkest corners of starships, and his radio kept him in contact with the rest of his crew. It was purely an accident that this would all culminate in an effective crime fighting suit. Power Descriptions: The Spider Rig is a sleek white and grey metal suit, with purple detailing. Four mechanical arms sprout from the back, ending in tapered points. Each point had a brilliant blue welding laser embedded in it, and the point could split open to launch grey metallic cables, either as a tether attached to the arm, or firing the entirety of the cable similar to a bolo. The face plate is made of a one way metal plate, to protect the face as much as possible while still allowing him to see. Complications: Back to the Future: Hailing from a different time and a different timeline, Anthony is eager to find a way home. In his mind, any chance, however small, is worth investigating. What’s a Z-Shirt?: Anthony has a lot to learn about the time he is in. He often has to ask questions about seemingly mundane things, and may suffer from misunderstandings because of it. Abilities: 2 + 0 + 2 + 6 + 0 + 0 = 10PP Strength: 30/12 (+10/+1), 40/12 Lifting (Heavy Load: 3 Tons [6000lbs]/130lbs Dexterity: 26/10 (+8/+0) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 12 + 6 = 18PP Initiative: +8/+0 Attack: +6 Base, Weapons Array +10 Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +21/+7 (+6 Attack, +10/+1 Strength, +2 Super Strength, +3 Additional Limbs) Knockback: -1, -11 Battlesuit Saving Throws: 5 + 3 + 6 = 14PP Toughness: +12/+3 (+1 Con, +2 Defensive Roll, +9 Protection) [10 Impervious] Fortitude: +6 (+1 Con, +5) Reflex: +11/+3 (+0 Dex, +8 Enhanced Dexterity, +3) Will: +6 (+0 Wis, +6) Skills: 60R = 15PP Computers 7 (+10/+15 Enhanced) Craft (Electronic) 7 (+10) Craft (Mechanical) 7 (+10) Disable Device 7 (+10/+15 Enhanced) Knowledge (Technology) 7 (+10/+15 Enhanced) Notice 9 (+9/+10 Enhanced) Sense Motive 6 (+6) Stealth 10 (+10/+18 Enhanced Dex) Feats: 17PP Attack Specialization (Weapon Systems) 2 Defensive Roll 1 Dodge Focus 5 Equipment 2 Grapple Finesse Improvised Tools Interpose Jack-of-all-Trades Luck 3 Equipment: 2PP= 10EP Crashed Ship (Headquarters) Size: Small Toughness: 15 [2EP] (Descriptors: Reinforced Plasteel) Features: Communications Computer Concealed 2 Fire Prevention System Living Space Power System Workshop Powers: 76PP = 76PP All powers have the Technology Descriptor Device 19 (Battlesuit, 95DP Container, Flaw: Hard to Lose) [76PP] Additional Limbs 3 (4 Limbs) + Enhanced Feat (Ambidextrous) [4DP] (Descriptors: "Spider Legs") Communication 4 (Radio; 1 Miles) [4DP] Enhanced Dexterity 16 (to Dexterity 26 [+8]) [16PP] (Descriptors: “Servo-Enhanced Musculature”) Enhanced Skills 16 (Computers 5, Disable Device 5, Knowledge (Technology) 5, Notice 1) [4DP] Immunity 9 (Life Support) [9DP] Protection 9 (Extra: Impervious [10]) [19DP] (Descriptors: Armor) Super-Movement 3 (Swinging, Wall-Crawling 2) [6DP] (Descriptors: "Mobility Enhancement Package", Magnetism) Super-Senses 6 (Danger Sense [Visual]; Visual Counters Obscure [Darkness]; Infravision; Visual Radius; Uncanny Dodge [Visual] ) [6DP] (Descriptors: “Sensor Suite”, Ladar) Speed 3 (50 MPH / 500' per Move Action) [3DP] (Descriptors: "Servo-Enhanced Musculature") Weapons Array 11 (22PP, Feats: Alternate Power 2) [24DP] -BE: Enhanced Strength 18 (to Strength 30 [+10]) + Super Strength 2 (Effective Strength 40) {22/22} (Descriptors: "Servo-Enhanced Musculature") -AP: Blast 10 (Feat: Precise, Split Attack) {22/22} (Descriptors: "Variable Power Welding Laser", Ultraviolet Laser) -AP: Snare 10 (Feats: Reversible, Tether) {22/22} (Descriptors: "Binding Cables", Metal, Electro-Magnetism) 4 + 4 + 16 + 4 + 9 + 19 + 6 + 6 + 3 + 24 = 95/95 DP Drawbacks: (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 16 Toughness Damage [Physical] Armed w/Strength Touch DC 25 Toughness Damage [Physical] Blast Ranged DC 25 Toughness Damage [Energy] Snare Ranged DC 20 Reflex Snare [Fail: Entangled] [>5:Bound/Helpless] TOTALS Abilities (10) + Combat (18) + Saving Throws (14) + Skills (15) + Feats (17) + Powers (76) - Drawbacks (0) = 150/154 Power Points
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The Rope Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: +5 Defense/-5 Toughness, +2 Attack/-2 Damage (Shadow Snatch) Theme: Majula In Brief: Cowl wielding the powers of shadow through a magical rope Alternate Identity: Devon Dancer (current legal name), One Who Watches and Judges (Shadow Title), Kurush/Kūruš (birth name) Birthplace: Somewhere in the Western USA Residence: Freedom City Base of Operations: The Throne of Shadow Occupation: Professional Dancer Affiliations: Wu, the Seeker of Knowledge, Master of the Throne of Shadow Family: Arash, biological father, deceased; Wilhelm Kantor, father's original genetic template, at large; Negar, biological mother, alive; Wu, Seeker of Knowledge, adoptive brother Description: Age: 25 (DoB: 11 August 1995) Apparent Age: Mid-Twenties Gender: Male Ethnicity: Iranian-Caucasian Height: 5'8" Weight: 165 lb. Eyes: Brown Hair: Black Devon Dancer wears comfortable, if colorful, clothing for the most part. When off the job or between performances, he sees little reason to stand out more than he already does. An attractive, fit man in his mid-twenties, Devon's of clear Persian descent, though the ignorant might mistake him for Pakistani, Arabian, or even northwest Indian descent. His movements are graceful and composed, and moreover, are always deliberate - it is rare for him to express stress through nervous tics, and indeed, most have never seen him do so. Nevertheless, there is a hint of a melancholic cast to his features, as though he's sorrowful about something that he cannot quite put his finger on. Meanwhile, the Rope dresses in sober robes that are black, grey, or dark blue - it is hard to pin down exactly which. He wears a hood that casts a mystical air of shadows over his face - though he usually keeps it covering only his eyes and forehead, to allow his mouth to be seen wearing its usual daring grin. Omnipresent is his mystic namesake - the rope named the Adumbral Lariat. When in costume, the Rope's movements are almost theatrical as he speaks, emphasizing the drama and importance of his words. There is, however, a distinct note of self-aware mockery of such melodrama, as if he does not take himself very seriously at all. Indeed, such absurd affectations are a game to him, to impress and more often amuse or exasperate those with whom he meets. History: In the winter of 1987, SHADOW moved to consume another, smaller villainous conspiracy on the West Coast of the US calling itself Behind the Throne. While it was, for the most part, a successful operation, one of the high-ranking members of the organization escaped, taking with her a clone soldier of SHADOW. Using means passed down in secret by her conspiracy, the woman Negar undid his conditioning but preserved his life. The clone took a name for himself - Arash (more properly romanized as Āraš) - and swore loyalty to Negar in exchange for his newfound sense of self. In four short years, the two reformed an organization with them at the head. Naming themselves Undershadow, to mock Kantor's presumption, they began accumulating power and influence. Undershadow turned to a different realm of shadows than the one he claimed, in the hopes of avoiding his notice and coming at him from an ambush. Rather than the legions of cloned troops in SHADOW, Undershadow focused its training on singularly potent agents and mages. They competed with SHADOW constantly, sometimes even aiding heroes in their attempts to thwart it. Magical relics, caches of weapons, funding, Undershadow harried SHADOW from, ironically, beneath its notice. Though Arash became an increasingly capable operative and Negar was an excellent organizer, planner, and strategist, Undershadow was unable to do much damage to SHADOW. Thus, in 1995, they began training a crop of elite agents and assassins to do their mutual bidding. In an effort to do so, they abducted a number of orphaned infants for the purposes of training them from birth. Further, the two performed a magical rite intended to birth a child with an innate talent for shadow magic. When their child was born, they named him Kurush, the Middle Persian pronunciation of Cyrus. As he grew older, however, their attempts to teach him the principles of shadow magic and to use spells left much to be desired. Even as early as five, Kurush seemed incapable of the intuitive grasp of shadow magic that they had expected in their heir. However, he had an incredible sense for kinesthetics, and easily defeated the other children in physical combat. Resigned, Arash and Negar decided to train their son as an assassin, rather than as a high mage to lead Undershadow. To their surprise, he took to it naturally, outperforming their assigned instructors by the time he was ten. For his part, Kurush understood that his parents had been disappointed in him from an early age, and he was eager to gain their approval. He threw himself into training even harder than they required, and spent most of his time either in training, eating, or resting to prepare for more training. By the time he was thirteen, they began sending him out on infiltration missions for Undershadow, and it was on his sixth such mission that he first encountered the young African American mage who called himself Wu. Wu awed Kurush with his magical prowess as he stole the mission objective - a box that was said to contain the key to the power to summon an ancient army of undead warriors. Wu made his escape as Kurush was distracted, and Kurush, outraged as only a pubescent boy can be, decided to begin tracking him down of his own volition. Unfortunately, Wu proved both cleverer and more magically potent than Kurush, whom he easily evaded. Kurush returned home to report his failure to his parents, whose initial disappointment lashed him like a whip. When he told them of Wu, however, and his skillful shadow magic, their disappointment fast faded. Though he did not realize it yet, Kurush's parents believed they had found the intuitive shadow mage that they had tried to create in him. Though neither seemed inclined to send him out to find Wu, they did tell him to try to recruit him if ever he encountered the mage again. The implicit doubt of his abilities wounded Kurush, who stewed silently. The more advanced agents sent out to find Wu had little success, but within a few months, Wu and Kurush met one another again. This time, Wu bulled over all of Kurush's attempts to recruit him to Undershadow, barely seeming to notice them. However, he did seem interested in the younger boy, and began sharing information with him - specifically about Wu's own immediate plans and goals, which mostly amounted to learning as much as he could about the mystical shadows that he drew upon. Kurush, more than a little annoyed with his parents, decided to keep this and any further encounters a secret from the rest of Undershadow. Their encounters continued apace for the next three years, and gradually Kurush came to see Wu as an unpredictable and brilliant partner - one whose odd antics amused, exasperated, and alarmed him all at once. It was when the two of them met in late 2010 that Wu first expressed interest in learning about where Kurush came from. Mindful of his parents' initial instructions, Kurush arranged for Wu to meet with them. Surprisingly, when Arash and Negar met with Wu, the young mage stood up for Kurush, insisting on keeping him around and working specially with him. Kurush, touched by Wu's interest, decided at that moment to work with him above and beyond his parents' interests. Thus, for the next year he confided in Wu, worked together to discern the greater mysteries of shadow with him, and ventured forth on missions for both Undershadow and Wu in particular. When he was sixteen and killed for the first time, it was not to his parents that Kurush turned, but rather to Wu, who had become something of a surrogate parent/brother to him. In late 2011, Wu decided that the usefulness of Undershadow was at its end, and invited Kurush to leave with him. Together, the two stepped through a portal into a realm of shadows. There the partners had adventures, met with mysterious denizens of the realm, and honed their skills further. Undershadow did not take the desertion lying down, however, and sent several teams of assassin-agents to hunt down their renegade agent and, more importantly, their shadowy mage. Kurush and Wu encountered the most elite agents - though they were not quite sure how long they had been in the realm of shadows when it happened - as Arash himself arrived at the head of several other assassins intending on either killing or capturing both. The two fought hard, but ultimately could not overcome their assailants. Unfortunately for all involved, the noise of battle drew some of the more hostile natives of the realm to the clash. Shadowy fiends the size of bears assaulted all involved, and only Wu, Kurush, and one of the lesser skilled (but startlingly quick) assassins escaped, and even then not unscathed. At this final cutting of ties with his parents, Kurush cast off his old name, taking the title that the few friendly natives had given him - something approximately translating to "One Who Watches and Judges" - as his new name. Together with Wu, he went through many more adventures, including the discovery of his Adumbral Lariat, the invasion of Light and Dark which threatened to slay all shadow caught in the crossfires, and the theft of the Greater Reach by a masked invader from another Earth. Over the years, the two did visit their home Earth Prime to seek human contact, recent information, and other such things, but much of their time was spent exploring the realm and learning of its powers. In 2018, the companions discovered what was the beating heart of the realm - the Throne of Shadow. Wu was invested as the (nominal) ruler of the whole realm, while his partner became his strong right hand. With this new position, One Who Watches and Judges took on a new tile, for simplicity's sake if nothing else - the Rope. But after so many years spent in the shadow, the Rope wished to return to Earth Prime and spend at least a few more years there - the investiture had halted both his and Wu's aging, so there would be plenty of time to study later. After much consideration, the Rope decided that the most important thing he could do for the people of Earth was to become a hero. Knowing Freedom City's reputation as a haven for superheroics (and equally for supervillany), the Rope decided to make his home away from home there, where he felt he could do the most good. Thus, late in 2020, a new hero made his debut in Freedom City - the Rope. He also took on a more mundane name and life - Devon Dancer, a professional dancer, rather predictably - so he could experience normal life for the first time. Personality & Motivation: In his civilian guise, Devon Dancer is a melancholic sort. Slow to speak his mind and frequently silent, he spends a lot of time observing, but when he speaks, he does so with deliberation and a sense of purpose behind every word. Those who haven't spent much time with him are quick to dismiss him as slow or thick, but for those patient enough to spend time with him when he speaks, there are often thoughtful and reflective words of wisdom to be found. As a hero, the Rope is positively chatty. Garrulous and cheerful, no one could mistake him for the child-assassin he once was. Though more than capable of sneaking around and acting with discretion, the Rope adores bringing a dramatic flair to his battles, even if the shadows are the only audience for which he performs. Despite his willingness to talk, it is very rare that the Rope actually says anything. He has so many words to speak, but nothing of note to spend them on. Some might go so far as to call his words nonsense, but when the stakes are high, the Rope grows increasingly reticent and grim. Between these two identities and deeper than both, the true self that is perhaps best described as Kurush resides. His childhood traumas are mostly healed, but their ghosts still occasionally trouble him, when he's not distracted by anything else. He is deeply loyal to those who have done right by him consistently, and would sooner die than betray a friend. Justice isn't really the goal for his actions as the Rope - atonement is. He wants to save lives, as many as possible, to prevent further damage to the world than he has already done. Of course, he cannot deny being attracted to the shadows, excited by the adrenaline and the raw joy of swinging through the skies on his trusty lariat... but at its core, his heroics are meant to try to put his own ghosts to rest. Powers & Tactics: The Rope favors, unsurprisingly, striking from the shadows to wreak havoc upon his foes. Using both skills and magic, he favors making each fight a performance, even if the only ones around to appreciate it at the end are himself and the shadows that surround him. Naturally, his Abumbral Lariat is key to both his offensive and defensive capabilities, as he uses it to whip, bind, and choke his foes, while also allowing it to protect him from blows. In open combat, the Rope moves with startling swiftness - his eponymous tool even moreso. He focuses on taking down the least threatening foes first, letting their comrades' increasing isolation and dread work for him as he continues to battle. One of his favorite tactics is to teleport out of sight of his enemies, then strike from the shadows. Sometimes he repeats this, waiting longer each time before striking. In more stressful situations, which are rare, the Rope grows increasingly brutal and efficient. Gone are the performance-based combat styles, and in its place a terrible, frigid assessment of threats and weakness. His manner becomes that of a predator, hunting rather than fighting. Power Descriptions: The Rope's powers are mostly focused on his Adumbral Lariat, a shadow-woven rope that shifts rapidly between being a whip, a noose, a lasso, and almost anything else that its wielder wishes. While some of its abilities seem more or less natural at first glance - one can use a whip to strike, or a lasso to capture - closer examination reveals that the Lariat writhes as though it is alive even when it is being used for a seemingly mundane use of rope. Even if the lasso's bindings are broken with raw strength, the Lariat heals itself swiftly and completely, only truly becoming damaged under extreme circumstances. Its more supernatural powers are rather more obvious, and somewhat unnerving. The Rope can use it as a lasso, spinning it rapidly and stepping through it - only instead of coming out on the other side of the whirling rope, he disappears, having teleported elsewhere. He also can do just that to disappear from Earth Prime entirely as he ventures into one of any number of mystical dimensions. Furthermore, the lariat is reactive to threats to the Rope - pulling him fluidly out of the way of heavy blows, or intercepting attacks that might otherwise badly hurt him. This is, perhaps, the eeriest demonstration of its powers, for the Rope needs not do anything save let the Lariat do as it wishes, with its alien, graceful motions. Complications: To Ambush an Assassin: The Rope was trained from early childhood as an assassin. Though he's mostly recovered emotionally (perhaps too much so, say detractors), his training remains, and he sometimes reacts with unnecessary brutality in combat, when his adrenaline spikes. GMs may give him a Hero Point to say he has done more serious damage than he intended when in combat. Look Away to See: The shadows from which the Rope draws his powers have alien moral systems at the best of times, and are downright resentful of his use of them at the worst. When dramatically appropriate, the Rope's use of his powers can summon Things that do not have his best interests in mind, let alone those of the innocents of Earth Prime. Bastards Born of Darkness and Light: The Rope's shadowy powers are not hindered by light in any way. Instead, it is total darkness that blocks their use. After all, the brighter the light, the more defined and darker the shadow. In utmost darkness, there is no shadow distinct from the dark. If everything is shadow, nothing is. Earthborn and Shadowbound: Though the Rope was born on Earth Prime, his long stay in the Throne of Shadow and his investiture as a powerful being there have confused reality somewhat. At the GM's discretion, by giving him a hero point, certain powers intended to banish spirits, demons, and other extradimensional or extraplanar beings might cast the Rope back to the Throne of Shadow. Abilities: 28 PP Strength: 12 (+1) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 14 = 34 PP Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +10 Melee, +10 Ranged (+10 Base) Defense: +15 (+7 base, +6 Shield, +2 Dodge Focus), +4 Flat-Footed Grapple: +11 Knockback: -2 Saving Throws: 4 + 6 + 5 = 15 PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +7 (+2 Wis, +5) Skills: 68 R = 17 PP Acrobatics 6 (+10)Skill Mastery Bluff 10 (+11)Skill Mastery Disable Device 6 (+10) Escape Artist 2 (+6) Intimidate 8 (+9) Knowledge (Arcane Lore) 8 (+11) Language 3 (Farsi, English [Native], German, Tongue of Shadows) Notice 10 (+12)Skill Mastery Perform (Dance) 4 (+8) Stealth 11 (+15)Skill Mastery Feats: 11 PP Defensive Roll Dodge Focus 2 Equipment 2 Evasion Hide in Plain Sight Improved Initiative Ritualist Skill Mastery (Stealth, Bluff, Acrobatics, Notice) Uncanny Dodge (Hearing) Equipment: 10 EP Throne of Shadow (Headquarters, Castle in Shadows' Crown, a dimension of shadows) [10 EP] Powers: 1 + 2 + 42 = 45 PP All powers have the Magic and Shadow descriptors unless otherwise noted. Shadowborne Agelessness: Immunity 1 (Aging) [1 PP] Twilit Endowment: Super-Senses 2 (Darkvision) [2 PP] The Adumbral Lariat - Device 10 (Feats: Restricted 2; Flaws: Hard to Lose) [42 PP] Lariat Qualities - 20 PP Array [22 PP] Whip Crack - Blast 10 [20/20 PP] Close Strike - Strike 10 [10/20 PP] Shadow Snatch - Snare 8 (Feats: Tether, Chokehold, Reversible, Accurate) [20/20 PP] Gloom Gate - 19 PP Array [20 PP] Teleport 4 (Feats: Change Direction, Change Velocity, Easy; Extras: Accurate, Affects Others) [19/19 PP] Super-Movement 4: Dimensional Movement 2 (Mystical Dimensions), Swinging, Wall-Crawling [8/19 PP] Automatic Deflection - Shield 6 [6 PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Bludgeoning Damage Lariat Whip Ranged DC 25 Toughness Bludgeoning Damage Lariat Strike Touch DC 25 Toughness Bludgeoning Damage Shadow Snatch Ranged DC 18 Reflex Snare Totals: Abilities (28) + Combat (34) + Saving Throws (15) + Skills (17) + Feats (11) + Powers (45) - Drawbacks (0) = 150/151 Power Points
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Justice Power Level: 13 Effective Power Level: 10 Power Points: 198/233PPUnspent Power Points: 35 Trade-Offs: Justice Buster: +4ATK/-4DC; Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: Time for justice! Theme: Hell No! - Mel Senese Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: University Hill, Emerald City Base of Operations: University Hill, Emerald City Occupation: PhD Student at Emerald City University, Tech Support Affiliations: None Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother), Mark (20 years younger brother), Dottie (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair:Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. As Justice, Robin wears a dark red suit with her Justice Driver belt. The upper body part of the suit has a tall collar with bright pink trim, which connects to a pink zipper that goes to Robin's right shoulder and down over her right breast to the center of her belt. She has a classic, heraldic lion in pink over her left breast, using it as a logo. Her sleeves end in bright pink trim at her wrists, while she wears grey gloves that leave the back of her hand bare, with a pink trim in a square shape. She wears light grey boots that ends about halfway up her lower leg in a W-shape, with the trim and soles being bright pink. To protect her identity, she wears a dark red domino mask with white lenses, in the same color as the costume. Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor. HISTORY Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. PERSONALITY & MOTIVATION Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Having grown more confident in herself, Robin has begun learning what it means to be a hero. She has faced tough decisions and battles, reacting by continuing to update her armor and arsenal. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her modular armor while in action. A favorite trick is to activate her smoke in an area around her, then shift to her visual enhancements, allowing her to see through the smoke, while her enemies are left unable to see her. POWER DESCRIPTIONS Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source. The newest iteration of the Justice Driver belt houses both an utility belt, able to access a multitude of Robin's inventions, and access to the Justice Armor. By activating the Justice Driver through inserting her grandmother's amulet, and using the keyword "Henshin", Robin expands the under armor from the Justice Driver belt, while simultaneously summoning the rest of the armor. While the armor's actual appearance seems more or less unchanged since the last iteration, everything underneath, both hardware and software, has been changed greatly, utilizing 4 systems that Robin has created. Together, they utilize the power source in the amulet in a fine balance, driving precisely the amount of power needed for each task. The principal system used by the armor is the Rapid Intervention Defense and Emergency Response (R.I.D.E.R.) system . The R.I.D.E.R. system provides base enhancement to the wearer's physical strength, while offering protection and computer assistance to the wearer's reflexes and combat skills. The Modular Output Defense system (M.O.D.) , was designed to offer variable speed and protection in combat. By rapidly altering the armor plating on the suit, the wearer can quickly switch between slow, but heavily protected armor, or fast, but not quite as formidable armor, or anything in between, adapting to fit the situation as needed. While the process is quick, it is possible to interrupt it during combat, which leads to Robin prefering an armor setting for the M.O.D. system as combat starts. To improve her mobility in combat, Robin designed the Multivariable Outrageous Virtous Extension (M.O.V.E.) system. By using rocket boosters housed in the boots, Robin can either propel herself forward in great leaps or move at incredible speeds for brief periods of time. The system also enhances the wearer's carry weight, due to the various support structures needed in the armor to make sure the rocket boosters caused her no harm. Alternatively, by diverting energy from the rocket boosters, Robin can attach heavier, bullet proof armor. Whereas the other systems are rather rigid in their design and utility, the Interactive Dynamic Expansion Application system (I.D.E.A.) contain a great number of different gadgets and tools that Robin developed for the armor, connected by using the same power source from the armor. While the list of tools in the I.D.E.A. system is ever expanding, it so far contains enhanced visual options and, allows Robin to use her grandmother's amulet to create portals to Z-Space, allowing her access to the AnneX, or to summon different armors parts and weapons. Finally, Robin has begun using what she has dubbed her Z-Space Arsenal. By rapidly creating portals to the AnneX in Z-Space, Robin is able to swiftly exchange the weapons she need during a battle. While she has a number of plans for how to expand her arsenal, it currently includes the Justice Buster a one-handed gun that fires a number of different blasts,, Snare Grenades, rapidly expanding heavy wire meshes that expand from grenades to entrap targets, Stun Stickers, small stickers with technology that carries a powerful charge capable of stunning targets and Smoke Grenades, which releases a thick, obscuring smoke when activated. Both the Justice Buster and Smoke Grenades can be aimed through Z-Space Portals to arrive from any position near their target. Outside of the external arsenal, she retains her signature Justice Strikes, where she redirects power from the armor into powerful motors in her legs or arms, allowing her to strike with incredible force. To combat the ever growing threats of Emerald City, Robin has developed Heuristic Emergency Response Operator mode, or H.E.R.O. mode, an alternative battlesuit. While the H.E.R.O. mode armor is more powerful, drawing directly on energies from Z-Space, it is designed solely for combat, with little utility outside speed and pure power. COMPLICATIONS Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out. Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead. Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. Power Up Let Down: Justice's H.E.R.O. armor, accessed through the Morph power Armor Change, is often undergoing maintenance, either needing repairs or being in the process of being recharged. The GM can effectively veto any use of the H.E.R.O. armor if they don't want Justice to use it in a thread. Invoking this complication does not give Justice a Hero Point. Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows. Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2) / [Justice Armor] 18 (+4)Dexterity: 14 (+2) / [Justice Armor] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) Attack: +4 Base, [Justice Armor] +6 Base, See additional Attack Bonuses for individual attacks on DC Block Defense: +4 Base, +2 Flat-Footed, [Justice Armor] +10 (+4 Base Defense, +1 Enhanced Defense, +5 M.O.D. System set to Base Armor), +5 (+4 Base Defense, +1 Enhanced Defense, +0 M.O.D. System set to Extra Armor), +15 (+4 Base Defense, +1 Enhanced Defense, +10 M.O.D. System set to Less Armor), +3 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +10 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength), +12 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength, +2 Super-Strength) Knockback: -2 (TOU 4/2), [Justice Armor] -2 to -7 (TOU 5-15, based on M.O.D. System), -6 to -11 (tou 5-15, based on M.O.D. System, +4 from Impervious Toughness 8 if applied) SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con), [Justice Armor] +10 (+4 Con, +1 Protection, +5 M.O.D. System set to Base Armor), +15 (+4 Con, +1 Protection, +10 M.O.D. System set to Extra Armor), +5 (+4 Con, +1 Protection, +0 M.O.D. System set to Less Armor) Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [Justice Armor] +8 (+2 Dex, +1 Enh. Dex, +5), +12 (+2 Dex, +1 Enh. Dex, +5, +4 M.O.D. System set to Base Armor or Less Armor) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [Justice Armor] (+15) Bluff 2 (+5) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [Justice Armor] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 3 (+10) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Evasion 2 Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 82 = 82PP Device 20 (100DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [82PP] (Descriptors: Justice Armor, Invention, Technology) I.D.E.A. System 5.4 (27DP Container) [27DP] Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8DP] (Descriptors: Summon Gadgets, Invention, Technology) Sample powers Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) [8DP] (Descriptors: Z-Space Portal, Dimensional, Magic, Z-Space) AP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7DP} (Descriptors: Combat Teleport) Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) M.O.D. System 7 (14DP Array; Feats: Alternate Power 2) [16DP] BP: {5 + 4 + 5 = 14/14} (Descriptors: Base Armor) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Enhanced Trait 4 (Reflex Save +4) {4DP} Protection 5 (Total Toughness +10) {5DP} AP: {10 + 4 = 14/14} (Descriptors: Extra Armor) Impervious Toughness 4 {4DP} Protection 10 (Total Toughness +15) {10DP} AP: {10 + 4 = 14/14} (Descriptors: Less Armor) Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10DP} Enhanced Trait 4 (Reflex Save +4) {4DP} M.O.V.E. System 4 (8DP Array; Feats: Alternate Power 2) [10DP] BP: {4 + 4 = 8/8DP} Leaping 4 (Leap distance x25: Running 350 ft.) [4DP] (Descriptors: Jump Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {4 + 4 = 8/8DP} Speed 4 (100 MPH, 1000 ft./rnd) [4DP] (Descriptors: Boost Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {6 + 2 = 8/8DP} Impervious Toughness 6 {6DP} (Descriptors: Armor Plating) Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] (Descriptors: Jump Jets, Rocket Boots) R.I.D.E.R. System 3.6 (18DP Container) [18DP] Enhanced Dexterity 2 (Dexterity +2) [2DP] (Descriptors: Combat Subroutines, A.I. Assisted Coordination) Enhanced Feat 4 (Accurate Attack, Evasion 2, Power Attack) [4DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [H.E.R.O. Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Armor Change) Protection 1 [1DP] (Descriptors: Armor) Z-Space Arsenal 12.5 (25DP Array; Feats: Alternate Power 4) [29DP] (Descriptors: Weapons, Z-Space) BP: {21 + 4 = 25/25DP} Damage 6 (Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Knockback 3, Mighty, Takedown Attack 2) [21DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type) Enhanced Strength 4 [4DP] (Enhanced Musculature) AP: Blast 6 (Extras: Penetrating 4; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {25/25DP} (Descriptors: Justice Buster, Blaster, Variable Ammunition, Z-Space Portals) AP: Obscure 9 (Visual Obscure; Extras: Independent (+0); Feats: Indirect 3) (2500 ft. area radius) {21/25DP} (Descriptors: Smoke Grenade, Grenade, Smoke, Z-Space Portals) AP: Snare 10 (Feats: Accurate 2, Indirect 3) {25/25DP} (Descriptors: Snare Grenade, Rapidly Expanding Wireframe, Z-Space Portals) AP: Stun 10 (Feats: Accurate 2, Improved Critical 1, Reversible, Sedation) {25/25DP} (Descriptors: Stun Sticker, Electricity, Sticker) DRAWBACKS -3PP Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to Justice Armor; Requires Justice Driver Belt to activate) [-3PP] DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Justice Armor Touch DC19 TOU (staged) Damage +6 Justice Strike Touch DC25 TOU (staged) Damage +10, Crit 18-20, Knockback 3, Penetrating 5 Justice Buster 60 ft. DC21 TOU (staged) Damage +14, Penetrating 4, Indirect 3, Variable Descriptor 2 [Any Technological] Snare Grenade 100 ft. DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3 Stun Sticker Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 19-20, Reversible, Sedation Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (82) - Drawbacks (-3) = 198/233 Power Points
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REBELLION Power Level: 15 Effective Power Level: 10 Power Points: 214/250PP Unspent Power Points: 36P Trade-Offs: (Melee) -1 Attack / +1 DC, +2 Defense / -2 Toughness In Brief: Former villain-in-training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity) Birthplace: Emerald City Residence: Elder Mansion, Northern Shore, Emerald City / Elysian Academy Dorms Base of Operations: Emerald City Occupation: Student Affiliations: Elysian Academy Family: Emma Emmelie Elder (Mother, Emerald City politician currently on City Council, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased) DESCRIPTION Age: DoB: 2002 January 1st Gender: Male. Ethnicity: Caucasian Height: 6'1'' Weight: 180 lbs. Eyes: Hazel Hair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysian Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. HISTORY Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysian Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working for Brande Management. A super human with the ability to change his appearance, he was one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited his powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysian Academy would be how. At the Elysian Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysian Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysian Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, but it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysian Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysian Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysian Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. PERSONALITY & MOTIVATION Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. POWERS & TACTICS Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. POWER DESCRIPTIONS Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to being possessed by the Terror, Elliot is unable to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever was before. He is smarter, and when he wants to, possesses a strange, almost unnatural charisma. When he wears a mask, Elliot has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. This inherited power has mixed with the Terror's power, becoming far greater than his father's own ability. Unlike his father, Elliot can change his voice, throw his voice and has learned how to morph his muscles, in essence making him far stronger than he would normally be. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. He can also create an intense fear that allows him to issue commands to his targets, effectively mind controlling them for a brief moment. In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath. COMPLICATIONS FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Rebellion being hunted by those working for the secrets that he has uncovered in Emerald City. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysian Academy, he still has some problems with doing the right thing. What should he choose, to save one life or many? To abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action. KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. REBELLION/HORNET: Elliot's training at Elysian Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysian Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysian Academy cause him trouble. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or he hesitates due having trouble between doing what is right, or continue his mission to seek out the truth. WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the process is slow, she is being groomed to follow in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points. ABILITIES 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 32 (+11) / 12 (+1)Dexterity: 20 (+5) / 12 (+1) Constitution: 22 (+6) / 12 (+1) Intelligence: 24 (+7) / 16 (+3)Wisdom: 16 (+3)Charisma: 20 (+5) / 12 (+1) COMBAT 8 + 12 = 20PP Initiative: +5 (+5 Enh. Dex) / +1 (+1 Dex) Attack: +4 Base, +9 Melee (+4 Base, +5 Attack Focus), +4 Ranged Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +5 Attack Focus, +1 Str) /+20 (+4 Base Attack, +5 Attack Focus, +11 Enh. Str) Knockback: -4 SAVING THROWS 4 + 5 + 7 = 16PP Toughness: +8 (+6 Enh. Con, +2 Defensive Roll) / +3 (+1 Con, +2 Defensive Roll)Fortitude: +10 (+6 Enh. Con, +4) / +5 (+1 Con, +4)Reflex: +10 (+5 Enh. Dex, +5) / +6 (+1 Dex, +5)Will: +10 (+3 Wis, +7) SKILLS 116R = 29PP Bluff 5 (+10) Computers 3 (+10) Disable Device 3 (+10) Disguise 0 (+5, +10Royal Morph, +40Terror Morph)Skill Mastery Escape Artist 10 (+15) Gather Information 15 (+20)Skill Mastery, Well Informed Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle Investigate 8 (+15) Knowledge (Popular Culture) 2 (+9) Knowledge (Streetwise) 8 (+15) Notice 12 (+15) Search 8 (+15) Sense Motive 12 (+15) Stealth 15 (+20)Skill Mastery FEATS 25PP Attack Focus [Melee] 5 Benefit [Wealth] 1 Challenge - Fast Startle Contacts Defensive Roll 1 Distract [Intimidation] Dodge Focus 6 Hide In Plain Sight Jack-of-All-Trades Luck 3 Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Takedown Attack Well-Informed POWERS 8 + 10 + 8 + 8 + 33 + 1 + 1 + 4 + 2 + 8 + 21 = 104 For Mask descriptor explanation, see the complication TERROR/HERO. Enhanced Charisma 8 [8PP] (Descriptors: Uncanny Charisma, Physical Mutation) Enhanced Constitution 10 [10PP] (Descriptors: Uncanny Physique, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Uncanny Dexterity, Physical Mutation) Enhanced Intelligence 8 [8PP] (Descriptors: Uncanny Mind, Physical Mutation) Fear Array 15.5 (31PP Array; Feats: Alternate Power 2) [33PP] (Descriptors: Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 (Extras: Area [Burst], Mental (+0), Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31PP} (Descriptors: Aura of Terror) AP: Mind Control 10 (Extras: Conscious, Effortless; Flaws: Duration [Instant]; Feats: Subtle) {31/31PP} (Descriptors: Commanding Terror) AP: Paralyze 10 (Extras: Mental (+0), Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31PP} (Descriptors: Paralyzing Terror) Feature 1 (Directed Inspiration) [1PP] (Descriptors: See The Pattern, Mask, Hyper-Awareness) See the Complication CITY/GRID Immunity 1 (Fear Effects) [1PP] (Descriptors: No Fear, Mask, Mutation) Leaping 4 (x25 Leaping distance; Run 275 ft./525 ft.) [4PP] (Descriptors: Mask, Mutation Psionic) Morph 1 (+5 Disguise, Broad Group: Humanoid) [2PP] (Descriptors: Royal Morph, Inherited, Mutation) Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2) [8PP] (Descriptors: Mask, Mutation, Psionic) Terror Array 10 (20PP Array; Feats: Alternate Power 1) [21P] (Descriptors: Inherited, Mutation) BP: Enhanced Strength 20 {20/20PP} (Descriptors: Uncanny Power, Muscle Morph) AP: {4 + 2 + 14= 20/20PP} (Descriptors: Terror Morph, Mask) Concealment 4 (All Visual Senses; Flaws: Blending) [4PP] (Descriptors: Camouflage) Feature 2 (Vocal Mimicry, Throw Voice) [2PP] Morph 6 (+30 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) (Stacks with Royal Morph) [14PP] Stacked Power: Morph 7 (+35 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC16 Tou (Staged) Damage +9 Unarmed - Uncanny Power Touch DC26 Tou (Staged) Damage +9 Aura of Terror Perception DC20 Will (Staged) Fail: Shaken >5: Frightened Panicking Reversible Paralyzing Terror Perception DC20 Will (Staged) Fail: Slowed >5: Paralyzed Reversible Commanding Terror Perception DC20 Will Mind Control Conscious, Effortless, Subtle TOTALS Abilities (20) + Combat (20) + Saving Throws (16) + Skills (29) + Feats (25) + Powers (104) - Drawbacks (0) = 214/250 Power Points
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Chimera Power Level: 10 (152/159PP) Unspent Power Points: 7pp Trade-Offs: None In Brief: College student with techno-organic symbiote Catchphrase: *** Theme: *** Alternate Identity: Jennifer Gale (Secret) Birthplace: Organics: Augusta, Georgia / Cybernetics: unknown alien origin Residence: FCU Dorms, North End, Freedom City Base of Operations: *** Occupation: College Student, Forensic Sciences Affiliations: none Family: Mother and Father Description: Age: 25 (DoB: April 1, 1998) Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’ 6” Weight: 115lb Eyes: Black Hair: Black Description: Lean and athletic, Jennifer enjoys running and does so almost daily. A little on the short side, she has a runner’s build of lean muscle. She wears her hair kept short and hardly bothers with make-up, beyond lip gloss and occasionally nail polish if pushed to go out with friends. Being a college student, her wardrobe usually consists of thrift store shirts and jeans, but she has a favored coat she received from her mother as a birthday gift. She wears glasses of thin metal frames, but the lens are only for show. History: Jennifer comes from a completely mundane family. As far as she knows, no one in her family has done anything noteworthy. Until starting college she still lived with her parents; her mother Susan Gale, is an accountant for a small firm, and her father, is a construction foreman for a small, local company. Jennifer was a prominent member of her high school track and field team, earning a handful of trophies and awards. The year prior to the last Terminus Invasion, Jennifer had just graduated from high school and was enjoying the brief freedom before starting college. She had driven up to High Point State Park for a weekend alone. In the early morning she was enjoying a jog along one of its many trails, oblivious to the two falling stars streaking above that changed courses sharply. By the time she heard the sounds of the incoming alien fighters over her earbuds it was too late. The force of first impact knocked her from her feet and a fraction of a second later the second impact flung her into a tree. The pain was almost unbearable as she tried to drag herself up using the tree as support. Something on one of the ships exploded and showered her with shrapnel, leaving dozens of cuts and a ringing in her ears. Jennifer collapsed to her knees and her vision swam. As her hearing began to clear, she heard shouting and sounds of struggle. Feeling around she was thankful she found her glasses, though one of the lenses was missing. What she saw was two creatures of inhuman nature locked in physical combat. One of the creatures spotted her and shoved the other aside to rush towards her. It yelled something Jennifer couldn’t understand and the second took the opportunity to fire some kind of weapon at the first. The shot tore through the rushing alien, splattering Jennifer in a silvery-gray ooze. Wounded, alien fell before reaching her and the shooter closed on it, pointing the weapon at the fallen combatant. The alien on the ground rolled on to its back, seemed to snarl something at the shooter. The shooter replied shortly before noticing the wounded alien was touched something on its arm. The second alien turned away quickly, as if to run, when the explosion erupted. The wave of force and heat drove Jennifer off her feet and tumbling again. When she finally regained consciousness on the forest floor, she was in dazed and in pain. Pulling herself to her feet she leaned against a tree and looked out over the crater left behind by the explosion. Small bit of metal caught the light here and there, but all Jennifer wanted was to get away from the site. Somehow, she managed to stagger her way back to her car. She couldn’t imagine how she actually made her way back to the hotel she was staying at, but when she finally woke up enough to take in her surroundings, she was in the small hotel bed. Her clothes were torn and bloodied as she stripped them off and entered the shower. Washing off the dried blood and dirt she was shocked not to find and marks on her skin. With only the remnants of her clothes Jennifer began to think she had simply tripped and hit her head while running. That the entire ordeal had simply been a delusion brought on by head trauma and counted herself lucky she seemed to be okay now. It wasn’t until she had returned home, and her mother had asked where her glasses were that Jennifer realized she hadn’t needed them since the hotel room. She made an excuse and went to her room to wonder what had happen. In the following year Jennifer started college classes and nothing else out of the ordinary happened…, until the Termius arrived. The heroes of the city defeated invaders, and all seemed well…, until… Something during the Terminus Invasion triggered the dormant techno-organic organism sleeping inside, and it awakened. In the time since then Jennifer has discovered the symbiote and learned the she could control it. Sure, it scared the ever-loving hell out of her, but after an acceptable amount of freaking out she finally came to terms with it and accepted that this was the new status quo. What Jennifer didn’t realize, was that when she was first infected with the active organism, she was seriously injured and the symbiote healed her. The symbiote was small then though, and it took all of its energy to heal her causing it to go dormant until reawakened. And to this day, Jennifer doesn’t know who the aliens where or what they were doing. Was the one that rushed her trying to harm her? Or was it trying to protect her from the other alien? She’ll never know. After finally coming to terms with her new dual life as a college student and hero. Jennifer has had several opportunities to work alongside a few established heroes, and a few other beginners. She tries to learn with every encounter, but she understands she still has a lot to learn. Personality & Motivation: Jennifer is a smart, energetic college student and she loves being active. She has s friendly and outgoing personality and can usually make friends easy enough. She attends Freedom City University to study Forensic Pathology, with the desire to join the city’s police department. Jennifer wants to help people and has decided that maybe she can use her newfound abilities to do that, like that heroes that protected her and the other citizens not just during the invasion, but every day. Power Descriptions: The techno-organic symbiote has a silvery-gray metallic appearance and seems to grow out of Jennifer’s flesh, returning when not needed. When active, it can react with incredible speed, growing protective tendrils around her and increasing her physical abilities to inhuman levels. (Not unlike unlike the Witchblade) Complications: Remove foil before microwaving: (Power Loss) Strong electromagnetic fields can interfere with the symbiote, and in turn cause Jennifer to be unable to use it until she can escape the effect. Keep a leash on it: The symbiote is a semi-sentient organism, it has been known to act on its own survival instincts. The GM can award a Hero Point if these involuntary actions causes a severe breach of etiquette or otherwise makes others uncomfortable, which could result in a penalty to (or automatically failing) certain interaction skill checks. Have you seen my phone?: The symbiote’s instincts for survival can extend to feeling the need to fortify itself. This can result in it ‘eating’ electronics and metals it comes in contact with for extended times to add to its material resources. Acting on its instincts it makes no differentiation as to the source of these materials: friend, foe, or other. The GM can award a Hero Point if this results in a severe complication for Jennifer or a companion due to missing items of importance or mechanical failure. Unknown Quantity: Chimera absorbed a large quantity of ‘cursed gold’. While the long term implications are yet unknown, this has given her the occasional sensitivity so powerful emotional outburst and magic. Power Level: 8 Tradeoffs: None Power Points: 120/120 Unspent Power Points: 0 ABILITIES 2 + 4 + 4 + 6 + 4 + 4 = 24PP Strength: 12/26 (+1/+8) Dexterity: 14/18 (+2/+4) Constitution: 14/16 (+3) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) COMBAT 12 +12 = 24PP Initiative: +3 (+3 Dex) Attack: +10 melee (+6 Base, +4 Attack Focus [melee]) Defense: +10 (+6 Base, Dodge Focus 4), +2 Flat-Footed Grapple: +9/+20 (+10 Melee Attack, +8 Strength, +2 Super-Strength) Knockback Resistance: -1/-3 SAVING THROWS 7 + 6 + 7 = 20PP Toughness: +10 (+3 Con, +7 Protection) Fortitude: +10 (+3 Con, +5PP) Reflex: +10 (+4 Dex, +6PP) Will: +8 (+2 Wis, +7PP) SKILLS 76R = 19PP Acrobatics 6 (+10) Computers 7 (+10) Concentration 3 (+5) Drive 1 (+5) Investigate 7 (+10) Knowledge, Life Sciences 9 (+12) Knowledge, Physical Sciences 9 (+12) Knowledge, Pop-culture 2 (+5) Knowledge, Technology 7 (+10) Medicine 10 (+12) Notice 8 (+10) Search 7 (+10) FEATS 15PP Attack Focus [melee] 4 Dodge Focus 4 Evasion 1 Improved Grapple Luck 3 Quick Change Weapon Bind POWERS 24 + 5 + 21 = 50PP Combat Array 11 (22PP Array; Feats: Alternate Power 2) [24PP] (Nanobots, Symbiote, Techno-Organic) BP: Damage 10 [22PP] (Range: 5 10-ft increments, 50’’ max; Feats: Accurate 3; Extras: Range; Drawback: Reduced Range 1 AP: [14+5=19/22PP] Enhanced Strength 14 [14PP] Super-Strength 2 (+10 Str for carry capacity and +2 Str for sustained activity; Feat: Bracing) [5PP] AP: Stun 10 [20/22PP] (Electricity) Movement Array 2 (4PP Array; Feat: Alternate Power 1) [5PP] (Nanobots, Symbiote, Techno-Organic) BP: [3+1=4/4PP] Speed 3 (500 ft/rd, 50mph ground speed) [3PP] Quickness 1 (x2, Extra: Linked [to Speed]) [1PP] AP: Flight 2 (250 ft/rd, 25mph flight speed, Drawback: Power Loss 1 [Wings]) [3PP] Physical Container 4.2 [21PP] (Nanobots, Symbiote, Techno-Organic) Enhanced Constitution 2 [2PP] Enhanced Dexterity 4 [4PP] Protection 7 [7PP] Regeneration 8 (Recovery Bonus +2, Bruised 2 [standard action], Injured 2 [5 minutes], Ability 1 [5 hours], Disabled 1 [5 hours]) [8PP] ATTACK RANGE SAVE EFFECT Damage Touch DC25 Tou (staged) Damage (Physical) Stun Touch DC25 Fort (staged) Stun (Electrical) TOTALS Abilities (24) + Combat (24) + Saving Throws (20) + Skills (19) + Feats (15) + Powers (50) - Drawbacks (0) = 152/159 Power Points
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Beast Hunter, Yarrik Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Ageless Half-Abyssal Demon who uses Soul Bound weapons. Catchphrase: “The Hunt never ends” Theme: None Alternate Identities: Name (Secret/Public, Who uses it, Where its from), Yarrik Wyatts(Public ,Obscured by Time and dimensions, Birth name), The Ashen Dancer (Public, used by Hunters Legions, Demonic War), Kin-Slayer, Dranuth (Secret, Used by abyssal demons, Demonic War). Identity: Public Birthplace: Berkshire? Residence: Homeless Base of Operations: N/A. Occupation: Beast Hunter/Vagabond Affiliations: 3rd Beast Hunter Legion(Former), . Family: Drortaurth[Abyssal Patriarch](Father), Grephaz[Abyssal Hydra](20 centuries older Brother), Jausia[Abyssal Succubus](17 Centuries Older Sister), and others yet to be countered. Description: Age: 459 (DoB: 10th, May 1559 ) Apparent Age: 21 Gender: Male Ethnicity: Half-Daemon(Abyssal) Height: 5’5 Weight: 130 Lbs Eyes:Gold Hair: Platinum Physical Appearance: *Out-of Gear: under physical examination yarrik would appear completely human, Specifically a human of Anglo-Saxon Descent with some abnormalities like Piercing Gold Iris’s and a Platinum colored hair. Physically he looks extremely well built like an olympic athlete. *Hunters Equipment: The Hunters attire is extremely dated clothing dating back to his days of hunting beasts in the hunters legion containing a Tattered Ashen scarf Covering his shoulders wrapped over his ash stained robes. Protected by Chain-mail armor is secured by several leather belts. Protecting his limbs Soot stained Plated Gauntlets, Soot stained boots,and Chainmail grieves. History: Born In a world where Technology development became Impaired by the use of magic. The world was forever locked in an age of Myths and Monsters. Many magic beasts plagued the lands and most village guards were unable to protect their own people. Soon a Monster Hunting Legion was formed, specialists in the supernatural. They were some of the best defense against the beast menace. Yarrik of Berkshire, born of demon and man, was one of the earliest men to join the Beast Hunters under the tutelage of Master Teowulf, an Eldritch Sorcerer turned spellsword. Eight years of intensive training later and Yarrik successfully graduates becoming a full beast hunter himself. He spends the later part of Ten Years hunting beasts and the like until an unfortunate event happens. The Hellish Abyss an ever expanding cairn of a dimension expanding to consume all other planes that stay near it. And its occupants the Abyssal Demons formed of black blood in the deepest chasms of the realm seek to devour engaging in cannibalism. The abyss slowly starts consuming his home dimension opening chasms connecting the two realms together. What can be called a slow losing war begins as more beast hunter legions were created to combat the increasing danger of both lesser and higher Abyssal demons. Due to the abyss’s presence his Demonic Side awakens, and his mortal side Stops aging. All the nations unite under one flag and begin their defense combining their forces into a global army able to deploy anywhere via the use of Mass Teleportation. During the war Yarrik climbs the ranks to Veteran Sergeant and with the help of an arcane smith forges the First Devil Arms, Weapons bound to their makers soul. Demons start eventually pushing into their world slowly. The fighting rages on for centuries with the mortals only able to barely keep the Abyssal demons at bay. After 3 centuries of fighting the demons start developing a strategy, and the abyssal demons form into houses and start actually using strategy instead of numbers. Demons that refuse to join a house had their essence devoured, and Organized into four houses. The First House of Drortaurth Specialized in all forms of fighting and creating Warriors, The second house of Thalmothok specialized in all underhanded tactics of subterfuge and trickery, The Third house of Xollmikan Specialized in the newly acquired resource known as magic and all future resources, The fourth house of Balgollul Specialized in the logistics of the first two houses(Mending Wounds, Relaying intel, Determining weak demons for Slaughter). The heads of these houses became the abyssal lords and after hearing a number of reports they took notice of how a Certain Veteran Sergeant of the hunters is able to stay alive this long. After a time of pondering Drortaurth recognizes the Veteran sergeant essence as one of his spawn. Yarrik, not having an abyssal name, is named Dranuth by his ‘father’. With this knowledge the Abyssal Patriarch sends one of his Daughters Jasuia(Abyssal Succubus) along with the next wave of organized demons, And at the Battle of the Burning forest the abyssals experienced their first major victory. Jasuia intercepts her younger brother Yarrik and his apprentice with the aid of Second house spies away from the main armies. After revealing the source of yarriks powers before giving him the option to join or die. Naturally the beast hunter answers by using his blade against her. Receiving the order to withdraw Yarrik and his apprentice snare jasuia in place with a glue bomb. Receiving high casualties the army retreats, but accomplishes its 1st goal of giving the civilians time to evacuate. Soon humankind is forced back into a single keep where it is assailed by the three demonic houses. Desperate, the last of the leadership King Eanwulf orders the mages to prepare a mass teleportation spell to send the remnants of humanity to another world. Last of the remaining army are a single beast hunting legion, and a siege battalion Ordered to defend the keep at all costs. Veteran Sargent Yarrik of the hunters, and Captain Ingwald of the Siege battalion the highest ranking of their groups coordinate a defense Making the demons pay for every square foot of land and with heavy losses. [Where the first post would start] Right as the demons were about to breach first defenses The crystal Sage, Byrnwald and his mages complete the ritual mass teleporting the remnants of humanity along with some of the demons who were too close into Kingston a weak point in the dimensions. ----------------------------------------------------------------------------------------------------------------------------- Personality & Motivation: Yarrik Was a Veteran Sergeant of the 1st Beast hunting Legion Overseeing the training of apprentices for the basics, and some specialists being retrained to hunt a particular type of creature. Seeing mistakes in human combatants fighting styles he can’t help but verbally correct what they are doing wrong only after he’s abused the weakness. Before combat he likes doing a little banter even if it is on the mocking end. Powers & Tactics: Yarrik is a relic from a Bygon era when kings and queens ruled, when Monsters commonly roamed the earth, and When 6,000 men was an impressive army. His tactics, powers, and equipment reflect this being usually simple. His fighting style resembles his masters fighting style revolving around positioning and acrobatics a favorite phrase of the old man was “In a contest of strength a beast will always win” Yarriks' powers stem from his Abyssal ancestry and how it augments his ‘mortal’ physiology. Black blood is naturally chaotic and wants to flow free, but with the restrictions of a human mixed in it is locked to a Controlled Chaos. Power Descriptions: Despite looking human Yarrik is a Half Abyssal Demon. Unlike devils blood, Abyssal blood is chaotic by nature: Spawning Abyssals from spilt black blood, induces mutations in organics, And generally becomes a problem in large amounts Dahaka’s Deceitful Form: Forged from the blood of Dahaka, Yarrik is able to use the trickster demons power of Physical Morphing to conceal himself from prying eyes. Forming a Disguise from the mist of the abyss itself Dranuths Wrath: Every Demon has their own unique ability. Dranuths(Yarrik)’s unique blood ability is to summon a Double-edged Broadsword from the abyss. This sword can ‘Throw’ its strikes at an enemy from a distance. The Sword has a Leather grip and a steel pommel shaped to look like a metal skull, The Guard made of Demon talons. Caim’s Treacherous Wings: Forged from the blood of Caim the Envious an abyssal demon parading as a celestial. These Wings are made of Metallic Feathers that shine like stainless steel in the sunlight and holds the strength of titanium. These wings can throw their feathers to use as weapons, or can allow the user to fly up to 500 Mph. Complications: Name: Description Abilities: 4 + 4 + 10 + 0 + 12 + 4 = 34PP Strength: 14/22 (+2/+6) (Enhanced Ability 8 ) Dexterity: 14/22 (+2/+6) (Enhanced Ability 8 ) Constitution: 20/30 (+5/+10) (Enhanced Ability 10 ) Intelligence: 10 (+0) Wisdom: 22 (+6) Charisma: 14 (+2) Combat: 12pp + 10 = 22PP Initiative: +6/+10 (+6/+2 Dex, +4 Improved Initiative) Attack: +6, +10 Abyssal Blood Weapons Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Grapple: +12 Knockback Resistance: 5 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +5/+10 (+5/+10 Con) Fortitude: +10 (+5 Con/+10, +0PP) Reflex: +6/+10 (+2/+6 Dex, +4PP) Will: +10 (+6 Wis, +4PP) Skills: 40SR = 10PP Acrobatics 14 (+16/+20) Disguise 0 (+2, +27 Morph) Knowledge (Arcane Lore) 10 (+10) Notice 9 (+15) Survival 3 (+9) Sense Motive 4 (+10) Feats: 14PP Acrobatic Bluff Dodge Focus 5 Evasion Fearless Improved Initiative Luck 3 Takedown Attack Uncanny Dodge (Sense Type: Hearing) Equipment: 0PP = 0EP Powers: 37 + 6 + 25 = 68PP Half-Demon Physiology(Linked)[37PP](Descriptors: Half-Demon, Unholy) Enhanced Dexterity 8[8pp] (Descriptors: Half-Demon, Unholy) Enhanced Constitution 10[10pp] (Descriptors: Half-Demon, Unholy) Enhanced Strength 8[8pp] (Descriptors: Half-Demon, Unholy) Immunity 9(Aging; Cold; Heat; Pressure; Radiation; Starvation/Thirst; Suffocation(All); Vacuum) [9PP] (Descriptors: Half-Demon, Unholy) Leaping 1(x2 Jumping Distance)[1PP] (Descriptors: Half-Demon, Unholy) Speed 1(10 Mph, 88ft/rnd)[1PP] (Descriptors: Half-Demon, Unholy) Hunters Heightened Senses(Super-Senses 6)(Accurate [Normal-Hearing]; Acute[Normal-Smell] Tracking 2 [Normal Speed] Smell; Danger Sense [Sense Type: Smell]) [6PP] (Descriptors: Half-Demon, Unholy) Abyssal-Blood Weapons 11(22PP Array; Feats: Alternate power 2)[25PP] (Descriptors: Outsider, Unholy) Base Power: (Dranuths Wrathful Blade)[17PP](Unholy, Outsider) Damage 4 (Extras: Autofire [4 ranks]; Feats: Mighty, Accurate 2 [+4 Attack], Affects Insubstantial 2, Extended Reach [10ft], Improved Critical 2 [18-20], Incurable) Alternate Power:(Dahaka’s Deceitful Form){} Morph 5; (Any Form; +25 Disguise; Extras: Duration [Continuous]) [20PP](Unholy) Alternate Power: Multi Effect(Caim's Treacherous Wings) Flight 3(50MPH, 500ft per Move Action) [6PP](Additional Descriptors: Caim's Fleetful Flight) Blast 10(Caim’s Razor Feathers)(Range: 10 100ft Increments, 1,000ft Max; Flaws: Action [Full]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Incurable, Precise) [16PP] (Additional Descriptors: Caim’s Razor Feathers) Drawbacks: (-2) + (-4) = -6PP Vulnerability (Divine; Frequency: Very Common; Intensity: Moderate) [-4PP] Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC21/17 Toughness (Staged) Damage (Physical) Dranuth's Wrathful Blade Touch +5ft DC25 Toughness (Staged) Damage (Physical) Caim's Razor Feathers Ranged DC25 Toughness (Staged) Damage (Physical) Totals: Abilities (34) + Combat (22) + Saving Throws (8) + Skills (10) + Feats (14) + Powers (68) - Drawbacks (6) = 150/150 Power Points
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In Brief: Orphaned Latina Necromancer Character: Santa Muerte Power Level: 12 (Built as PL10) Tradeoffs: None (At PL10: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 182/183 Unspent Points: 1 Alternate Identity: Ximena Romero Identity: Public Legal Status: USA citizen with no criminal record Birthplace: Emerald City, Oregon, USA Base of Operations: Emerald City, Oregon, USA Residence: The penthouse loft of the 23 B Apartments on University Hill Occupation: Witch Affiliations: Mictlan Books & Curiosities (Owner), 23 B Apartments (Owner), Atzi Ramirez (Employee, Confidant), Detective Briana Rowell, E.C.P.D., Homicide (Contact), Vivienne (Mentor, Deceased) Family: Mother (Deceased), Father (Deceased), Younger Sister (Deceased), Younger Brother (Deceased), several estranged living grandparents, aunts, uncles, and cousins DESCRIPTION Age: 25 (Date of Birth: 1995) Apparent Age: 25 Gender: Female Ethnicity: Mesoamerican Latina Height: 5'5" Weight: 115 lbs. Hair: White (Formerly Black) Eyes: Brown (Green while using magic) Ximena stands at slightly above-average height, with a slight frame. Her skin is on the darker end of the Latina spectrum, owing to her indigenous Mesoamerican heritage, contrasted starkly by her completely white hair. As a lifelong self-described "Goth", her clothing consists almost entirely of elaborate and vaguely Medieval or Victorian inspired dresses, mostly in black but sometimes accented with purple, blue, or red, incorporating plenty of velvet, satin, lace, and fishnet, frequently accompanied by corsets or waist-cinchers, with lots of silver jewelry. To change into Santa Muerte, she simply retrieves the enchanted cloak and mask from her dimensional pocket, and with a word and a wave of her hand, they float onto her body as if she were being dressed by an unseen servant, while her makeup expands from her usual dark eyeshadow and lipstick into a full Dia de Los Muertos style skull-face. Her cloak is bright red, while her mask is bone-white, carved into the shape of a human skull, with a black Viridian Stone set into the forehead, directly above her pineal gland. When Ximena casts spells, her eyes turn bright green, and often both her eyes and hands will be completely enveloped in green hellfire. Her spells require elaborate hand gestures and spoken words to function. The gestures range from simply pointing at the target, to drawing elaborate shapes in the air, such as an hourglass, which then take on a three-dimensional spectral green form that she can interact with, such as turning the hourglass over, or breaking it in half to rapidly spill the sands out. Often a spectral sickle appears in her hand, which she uses to cut glowing puppet strings attached to a group of another necromancer's undead minions, breaking his control over them, or to cut a bloody hole in the fabric of space itself for when she teleports or accesses her dimensional pocket. The spoken invocations of her spells consist mostly of sentences or phrases in Atlantean or Lemurian. The spells she's tweaked or created herself often include Latin, Maya, or Nahuatl as well. HISTORY On Ximena Romero's twelfth birthday, her father came home from work, murdered his entire family, and then rampaged through his neighborhood until he was shot down by the police. At least, that's what most people believe. A few know better. Ximena's father was a junior accountant at a firm which, unbeknownst to him, included among its clientele a number of front companies for some of the organized crime syndicates who belonged to the confederacy known only to themselves as "The Chamber". One front company in particular was involved in the purchase and development of some valuable Riverfront property. Late in the day on Ximena's twelfth birthday, one of the senior accountants accidentally forwarded an email to Ximena's father. That email included a spreadsheet with a list of names and figures. The names were Emerald City government officials, mostly members of the zoning board but also a City Council member. The figures were bribes. The contents of that email could have scuttled the entire real estate deal, and landed every person on the list and everyone copied on the email in prison. Before Ximena's father got home, The Chamber had already given the order that he was to be silenced, in such a way as to destroy any credibility he might have beyond the grave. They sent The Terror. It found and possessed Ximena's father before she had the chance to blow out the candles on her cake, but not before he was able to give her his last present, a silver medallion with a strange black stone set into it that perfectly matched the gothic turn her fashion tastes had recently taken. Using her father as a puppet, The Terror butchered Ximena's entire family. When she tried to defend her siblings, it stabbed her repeatedly. She would have succumbed to her wounds if the black Viridian Stone she was unknowingly wearing around her neck hadn't prevented her soul from leaving her body long enough for her to get medical attention. None of The Terror's other victims that night were so lucky. The experience turned Ximena's hair completely white. In the aftermath, the senior accountant managed to gain access to Ximena's father's email account. The damning message was unread. In his haste to get home in time for his eldest daughter's birthday dinner, he had ignored the buzzing of his Blackberry. Once word was received that one of the children had survived, it was decided that it was unnecessary to finish her off, and, more importantly, that it would attract too much attention if a second attempt was made on her life. The land deal proceeded without further complication. Ximena had a large extended family, who took her in, at first. But her good Catholic aunts, uncles, and grandparents quickly started passing her around like a hot potato, each one growing weary of her trauma-induced emotional unavailability, the goth music and fashion "phase" she refused to grow out of, the bisexuality she refused to conceal or repress, and, most of all, her newfound obsession with the occult. She knew that her father wasn't on drugs and hadn't just snapped like everyone claimed. She knew what she saw, and she had to learn how to keep it from ever happening again. Her guardians kept throwing away her books on witchcraft, and she kept shoplifting new ones. Her guardians grounded her, and she snuck out anyway. Eventually they dumped her into the foster care system, from which she quickly slipped away. She wandered, working under the table at odd jobs while chasing any scrap of information she could on magic and the supernatural. She fell in and out with multiple cults and charlatans before she finally found her mentor, the sorceress Vivienne. Vivienne claimed to be twice Ximena's age, though she didn't look it. Impressed with Ximena's potential and persistence, she took her on as an apprentice. The two quickly became more than teacher and student, first friends, then lovers. Vivienne taught her how to harness hellfire, to bind and banish demons, to raise the dead and to put them down again. In addition to the necromantic arts, Ximena learned history, philosophy, languages. Ximena was a voracious student, taking full advantage of her first access to formal education in years. She learned the true nature of the Viridian Stone in her possession, and she built an enchanted mask to house it. She also became friends with Atzi Ramirez, the middle-aged mortal servant who handled Vivienne's legal and financial affairs in the mundane world. Several years passed. Then, one day, Vivienne turned on Ximena. She learned that Vivienne was even older than she claimed, and that her life and her youthful appearance was sustained by draining the life energy of younger women like Ximena, women Vivienne would take her pleasure and amusement from for a few years, until she grew bored of them and they started to age, losing the only true value she saw in them. Ximena was just the latest in a long line, and the power and strength of will she had developed under Vivienne's tutalage only meant that her soul would sustain and empower Vivienne for longer once she consumed it. Vivienne's doom was in underestimating her latest student. Ximena managed to turn the tables on Vivienne, long enough to break Vivienne's hold over her undead creatures who staffed and protected her estate. Instead of seizing control of them, Ximena set them free, and once free, they set upon Vivienne with a vengeance, consuming her body and soul. Once they were finished with Vivienne, Ximena sent the creatures to their final rewards, some willingly, some not. Then she looted Vivienne's estate of its more benign resources and burned the rest down. She has yet to face any reprisal for Vivienne's death, since most of Vivienne's few friendly acquaintances in the magical community "Knew her well enough not to mourn her passing." After disposing of Vivienne's legacy, Ximena decided it was time to return to her home. If she could overcome a seasoned necromancer like Vivienne, then she could deal with the entity that had murdered her family, and any others like it. Atzi, finding herself homeless, unemployed, and free of the mind-controlling spells that she hadn't even known that Vivienne had cast upon her, followed Ximena to Emerald City. With Atzi's help, and the financial resources Ximena had "inherited" from her treacherous mentor, she was able to purchase two properties, a small apartment building, X, where she and Atzi both took up residence, and a storefront where she established Mictlan Books & Curiosities (and installed a magical workspace in the basement). She put Atzi in charge of running both businesses. The store acts as a base from which Atzi is able to act as a broker, putting clients (some paying, some not) who require magical assistance in touch with Ximena, who performs services ranging from brewing potions or crafting charms to investigations and exorcisms. In her own time, Ximena searches the city for lost souls to put to rest, and demons and malevolent spirits to banish from the material realm, hoping to find one in particular. She's foiled several secular crimes along the way, and one police detective, Briana Rowell, has started consulting with her after she helped Rowell close a cold murder case. PERSONALITY & MOTIVATION Ximena's demeanor is usually calm, aloof, and laconic. When she indulges in humor, it tends to be dry sarcasm. When she looks at someone, she seems to be looking through them. She carries heavy emotional burdens she is loathe to unleash upon others, and she is just as reluctant to take on the emotional burdens of others. She's had to be self-reliant for most of her life, and she's been betrayed and abandoned multiple times, so she is slow to trust anyone. But she genuinely wants to help people. The supernatural invaded her life and destroyed it. She has dedicated her life to making sure that doesn't happen to anyone else. Despite her youth, she has existed at the fringes of mainstream modern society for long enough that she doesn't feel comfortable in it. She pays for everything in cash, she keeps hard copies of everything, and she doesn't own a computer or a cell phone. POWERS & TACTICS As a necromancer, Ximena's magic focuses on the power of life and death itself, especially the latter. She can inflict weakening curses upon her foes, launch bolts of hellfire at them, and show them enough of what horror awaits them in the afterlife to break their spirits under the weight of it. Alternately, she can use that same knowledge of the worlds beyond death to provide peace to her allies, invigorating them. She knows how to raise the dead, turning them into the Undead, how to summon, bind, and interrogate ghosts and demons, and how to sever such a creature's connection to the powers that sustain it, obliterating them. Through sheer force of will, she can seize control of the demons or undead creatures created or commanded by another sorcerer. She can perform exorcisms, which break the hold supernatural creatures have over a mortal's fragile mind, and banish those creatures from the material world back to whatever dimension spawned them. She can transport herself and others to the various dimensions of the dead, and she knows their geography well enough to exploit the different physics in those dimensions to emerge back in the material world a vast distance away from her starting point in mere moments. Because of her mask (see below), she can walk those paths freely, the dead mistaking her for one of their own. When she brings along a living passenger, the journey becomes far more dangerous. Her affinity for death has allowed her to sense it as second nature. She can tell when someone has died in a given place, whether it was one person or many, and whether they died slowly or quickly, peacefully or violently. She sometimes receives precognitive visions warning of an impending death, being able to sense the psychopomps looming close by the doomed. She also knows a handful of minor non-necromantic utility spells. She can create and access a pocket dimension, where she stores her most valuable possessions. She can use part of a person, such as a drop of their blood or a strand of their hair, to prepare a compass which will point in their direction. She can create a ghostly hand which can lift, manipulate, and even destroy objects at a distance. She can transmute small objects, rearranging their atoms like a child's building blocks to transform one thing into another. Her enchanted cloak harnesses raw ectoplasm, the substance of ghosts, which is often left behind when they move on to their final reward, or are forced to by an exorcism. The cloak repurposes this energy as a shield, protecting her from harm. When an attack would strike her, swirling green mist appears a few inches in front of her and blocks it. Sometimes the vague outlines of a face appear in the mist, either an echo of the departed spirits whose ectoplasm the cloak harnessed, or a grateful spirit returning to intercede on her behalf directly. The cloak uses this same energy to form currents or wings which lift her off the ground, allowing her to float in the air, and sometimes, as with her defenses, it is grateful spirits who bear her into the heavens. Her mask harnesses the energy of the black Viridian Stone to open her "third eye", allowing her to see in total darkness, to see supernatural creatures for what they truly are, to see magical auras, and to speak with the spirits of the dead as if she were one of them. The mask hides her life signs, making her appear to both living and dead alike as one of the latter. Aside from her magic, Ximena has the sort of genius-level intellect that comes along a few times in a generation, and a tremendous strength of will and and force of personality. If she hadn't decided to become one of the world's greatest witches, she could have become the next Ada Lovelace, Marie Curie, or Susan B. Anthony. Her intensive tutelage under Vivienne left her with the equivalent of a doctorate in several fields of mundane academic study. She speaks over half a dozen languages. Her enchantments adhere best to objects of the finest quality, and she has risen to the challenge, becoming a world-class craftswoman of a dozen different disciplines, from seamstress to metalworker. However, she has focused on her studies to the point of neglecting her body. While she is exceptionally healthy, her physical prowess is below average for a woman of her age. She is almost useless in a fistfight. COMPLICATIONS Enemies: Ximena has banished many demons and malevolent spirits from the world of the living. Some of them hold grudges. And someone might have cared about Vivienne enough to avenge her death after all. The GM can give her a Hero Point when one of them shows up to make an already bad situation even worse. Fame (Local): Ximena's identity as "Santa Muerte" exists in a grey area. She doesn't hide it, but she doesn't advertise it either. Not everyone she's helped recognizes her, but some do, and word is spreading. The GM can give her a Hero Point when being recognized makes her life less convenient in some way. Hyperspace Is A Scary Place: When Ximena uses her Teleport power, she crosses over into one of the Underworld dimensions. The GM can give her a Hero Point if something follows her back into the material world. Alternately, if she brings along a passenger, especially if that passenger's nature as a living creature is not concealed as hers is behind her mask, or if the passenger disregards her instructions ("Don't open your eyes, don't listen to the voices, don't let go of me"), then that passenger may come back possessed, if they come back at all. If her passenger is possessed or trapped on the other side, the GM may give a Hero Point to her, her passenger, or both. Nightmares: Ximena has seen many disturbing things, and she regularly relives them in her dreams. Precognitive visions of death also frequently come to her while she is asleep. The GM can give her a Hero Point and declare that she is Fatigued due to lack of restful sleep. Prejudice: Ximena is female, Latina, bisexual, and a goth. The GM can give her a Hero Point when another character's ignorance of and/or prejudice against one or more aspects of her identity creates a setback for her. Reputation ("Burn the witch!"): Many members of mainstream religions consider Ximena to be a blasphemer and her namesake to be heresy. Most other wizards consider her form of magic to be taboo, and, to be fair, most of those who practice it do so in a far more malevolent fashion than she does. Anyone who can perceive magical auras in detail and knows what to look for can see the mark her use of necromancy (however benign it has been) has left on her soul. The GM can give her a Hero Point if another character's attitude toward her powers creates a setback for her. Responsibility (Business): Even though Atzi handles the day-to-day operations, ultimately, as a landlord and a store owner, Ximena has an obligation to her tenants, her employees, and her customers. And Atzi herself may sometimes require aid. The GM can give Ximena a Hero Point when she faces a setback on account of those obligations. Responsibility (Family): Ximena has a large extended family. Even though she is estranged from them, if any of them found her and asked for her aid, she would feel obligated to provide it. The GM can give her a Hero Point and declare that a family member needs her help at the worst possible time. ABILITIES 48PP ([-2] + 4 + 8 + 14 + 12 + 12) Strength: 08 (-1) (Heavy Load: 80 lbs.) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 22 (+6) Charisma: 22 (+6) COMBAT 14PP (8 + 6) Initiative: +2 (+2 Dex) Attack: +4, +8 Hellfire Blast Grapple: +3 (+4 Melee Attack, -1 Str) Defense: +8/+4 (+7/+3 Base, +1 Dodge Focus), +4/+2 Flat-Footed Knockback Resistance: 6/2 SAVING THROWS 12PP (1 + 2 + 9) Toughness: +12/+4 (+4 Con, +8 Protection) Fortitude: +5 (+4 Con, +1PP) Reflex: +8/+4 (+2 Dex, +4 Enhanced, +2PP) Will: +15 (+6 Wis, +9PP) SKILLS 22PP (88R) Concentration 6 (+12) Craft (Artistic) 13 (+20) Diplomacy 9 (+15) Intimidation 9 (+15) Knowledge (Arcane) 13 (+20) Knowledge (Cosmology) 3 (+10) Knowledge (History) 3 (+10) Knowledge (Life Sciences) 3 (+10) Knowledge (Streetwise) 3 (+10) Knowledge (Theology & Philosophy) 3 (+10) Languages 6 (Atlantean, English [Native], Latin, Lemurian, Mayan, Nahuatl, Spanish) Medicine 1 (+7) Notice 4 (+10) Search 3 (+10) Sense Motive 9 (+15) FEATS 8PP Artificer Benefit (Wealth 1) Dodge Focus Equipment 1 (5EP) Luck 3 Ritualist Enhanced: Quick Change EQUIPMENT 5EP (1PP) Mictlan Books & Curiosities (PL10 Headquarters) [5EP] Size: Small [0EP] Toughness: 5 [0EP] Features: [5EP] Cover FacilityAoF Library Security System (DC20) PersonnelBoM Workshop (Magic) AoF = Agents of Freedom BoM = Book of Magic POWERS 78PP Devices 8 (40PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [32PP] (Descriptors: Enchanted Cloak, Enchanted Mask, Magic, Necromancy) Cloak: Enhanced Defense 4 [8PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Enhanced Reflex 4 [4PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Flight 1 (10MPH, 100ft per Move Action) [2PP] (Additional Descriptors: Buoyed by Grateful Spirits, Ectoplasmic Wings) Protection 8 [8PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Mask: Comprehend 1 (Spirits) [2PP] Features 2 (Deathly Mien*, Undead Presence*) [2PP] *Power Profiles, "Death Powers" Super-Senses 6 (Counters Concealment [Visual senses]; Counters Illusion [Visual senses]; Counters Obscure [Visual senses; “Darkness” descriptors]) [6PP] (Additional Descriptors: Divination Magic, True Sight) Super-Senses 8 (Magic and Supernatural Awareness; Descriptor requency: Very Common; Sense Type: Visual, Default: Accurate, Acute, Ranged; Extras: Penetrates Concealment, Tracking) [8PP] (Additional Descriptors: Divination Magic, True Sight) Enhanced Feats 1 (Quick Change) [1PP] (Descriptors: Dressing Spell, Magic, Telekinesis) Magic 16 (32PP Array; Feats: Alternate Power 7; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [37PP] Base Power: [5 + 5 + 11 + 11 = 32PP] (Additional Descriptors: Utility Spells) Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression [Cargo] 1 [250 lbs.]) [5PP] (Additional Descriptors: Dimensional Magic) Move Object 1 (Lifting Strength: 5, Heavy Load: 50 lbs.; Extras: Damaging, Range [Perception]; Feats: Precise) [5PP] (Additional Descriptors: Spectral Hand, Telekinesis) Telelocation 10 (Range: 200,000 miles; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Only learns the target's direction relative to her, not their exact location], Medium [Requires a piece of the target, or an object heavily infused with the target's resonance]; Feats: Dimensional 2 [Afterlives, Death Dimensions, Underworlds], Rapid 9 [x1,000,000,000; Take 20 to Search maximum area in less than a second as a Free Action]; Drawbacks: Action 3 [20 minutes], Noticeable, Power Loss [When deprived of specially prepared compass; Frequency: Uncommon]) [11PP] (Additional Descriptors: Divination Magic, Finding Spell, Ritual Magic) Transform 1 (Any inanimate object into any other inanimate object; Extras: Duration [Continuous, Lasting], Range [Perception]; Feats: Progression [Mass] 3 [10 lbs.], Subtle) [11PP] (Additional Descriptors: Transmutation Magic) Alternate Power: [32PP] (Additional Descriptors: Hellfire Blast, Necromancy) Blast 12 (Range: 10 120ft Increments, 1,200ft Max; Feats: Accurate 2 [+4 Attack], Affects Insubstantial 2 [Full effect], Improved Critical 2 [18-20], Incurable, Precise) [32PP] Alternate Power: [32PP] (Additional Descriptors: Curse of Withering, Necromancy) Drain 10 (All Abilities at once; Extras: Range 2 [Perception]; Flaws: Action [Full], Limited [Physical Abilities: Str, Dex, Con]; Feats: Incurable, Reversible, Slow Fade [1 minute]; Drawbacks: Full Power) [32PP] Alternate Power: [22 + 10 = 32PP] (Additional Descriptors: Exorcism, Necromancy, Rebuke Infernal, Rebuke Undead) Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]; Feats: Affects Insubstantial 2 [Full effect], Incurable; Drawbacks: Full Power) [22PP] Damage 10 (Extras: Linked [Drain], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]) [10PP] Alternate Power: [32PP] (Additional Descriptors: Glimpse of The Abyss, Necromancy, Peace of The Grave) Emotion Control 10 (Extras: Area [Type: General; Shape: Burst], Selective; Flaws: Action [Full]; Feats: Progression [Area Size] 1 [100ft radius], Reversible) [32PP] Alternate Power: [32PP] (Additional Descriptors: Command Infernal, Command Undead, Necromancy) Mind Control 10 (Extras: Area [Type: General; Shape: Burst], Conscious; Flaws: Limited [Demons/Devils and the Undead]; Feats: Mental Link, Progression [Area Size] 1 [100ft radius]) [32PP] Alternate Power: [32PP] (Additional Descriptors: Banishment, Exorcism, Necromancy) Nullify 10 (All Supernatural Emotion Control, Mind Control, and Summon effects at once; Extras: Area [Type: General; Shape: Burst], Range [Perception]; Flaws: Action [Full]; Feats: Progression [Area Size] 2 [250ft radius]) [32PP] Alternate Power: [5 + 27 = 32PP] (Additional Descriptors: Necromancy, Paths of The Underworld) Super-Movement 2 (Dimensional Movement 2 [Afterlives, Death Dimensions, Underworlds]; Extras: Linked [Teleport]; Feats: Progression [Cargo] 1 [250 lbs.]) [5PP] Teleport 9 (900ft per Move Action, 20,000 miles per Full Action; Extras: Accurate, Linked [Super-Movement]) [27PP] Super-Senses 6 (Death Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Acute, Radius, Ranged) [6PP] (Descriptors: Magic, Necromancy) Super-Senses 4 (Postcognition; Extras: Simultaneous, Special [Substitute interaction skills for Notice and Search, +0]; Drawbacks: Action 6 [20 minutes], Noticeable) [1PP] (Descriptors: Demon Summoning, Magic, Necromancy, Ritual Magic, Spirit Conjuring) Super-Senses 4 (Precognition; Flaws: Limited [Death], Uncontrolled) [1PP] (Descriptors: Magic, Necromancy) Abilities (48) + Combat (14) + Saving Throws (12) + Skills (22) + Feats (8) + Powers (78) = 182/183 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Curse of Withering Perception DC20 Fortitude (Staged) Drain Str/Dex/Con Dimensional Pocket* Touch/Grapple DC11 Reflex Trapped Emotion Control Perception/Area DC20 Will (Staged) Calm: Counters all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Counters Despair and Fear conditions Love: Attitude = Friendly/Helpful/Fanatical Exorcism Perception/Area Will or Power vs +10 Nullify* Finding Spell Extended DC20 Will Telelocation Hellfire Blast Ranged DC27 Toughness (Staged) Damage (Energy) Mind Control** Perception/Area Will vs +10 Controlled Rebuke** Perception DC20 Fortitude (Staged) Drain Toughness DC25 Toughness (Staged) Damage (Energy) Spectral Hand* Perception Grapple vs +2 Pinned/Bound DC16 Toughness (Staged) Damage (Energy) Transmutation* Perception DC11 Reflex Transformed *Utility power, not generally used as an attack, but technically capable of being used as such. **Limited to Demons/Devils and the Undead.
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Dog Pound Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness In Brief: "His Bite is worse than his Bark, The Canine crusader who fights like a cornered animal!" Catchphrase: Theme: Alternate Identity: Jack Sounder (Secret) Birthplace:The Fens Residence: Abandoned Kennel (That he owns) Base of Operations: N/A Occupation: Vigilante Affiliations: Friends of Freedom Family: Butcher (Dog) Description: Age: 45 (1975) Apparent Age: Gender: Male Ethnicity: Caucasian Height: 4'7 Weight:135 Eyes: Brown Hair:Brown A Brown Newsboy cap and black Domino mask, as well as some old Dogcatcher coveralls is all the costume that Dog Pound wears. His brown eyes concealed by one way lenses in the mask,he hunts the criminals preying on the citizens of Freedom City. History: Born out of wedlock to a mother who died not long after his birth, Jack Sounder was in the system almost as soon as he arrived on this earth. As a young boy he idiolized heroes like the Centurion, but his situation ended up quite literally beating this trait out of him. By the time he was 17, he was a troublemaker by temperament and a thug by profession, his natural fighting prowess was noticed by a promoter who convinced him to take it to the ring. After a short but incredibly successful and popular run in the cities boxing rings, he was banned from the sport after busting the eyesocket of one of his opponents, permanently damaging his eye. Ending up back in the service of his local mob, he became a fairly effective bruiser and late thief. Far later on, when he was 37, he was attacked during a break in at ASTRO labs by one of the labs test animals, a young mongrel with no name or discernible breed. The dog bit down on his arm and during the struggle he was knocked into a rack of chemicals and knocked out. He would wake back up in a police station and end up given an 8 year sentence in a minimum security prison. Surprisingly the prison's rehabilitation system actually worked for once, and he used his time there to examine his life. He had a lot of time to think, and realized he wasn't the kind of person his younger self wanted to be. After the break in he had begun to develop weird abilities, his teeth had sharpened slightly and his hearing and sense of smell was enhanced. He had begun to get stronger and his youthful energy from his fighting days seemed to return despite his later age. The bite mark from the mongrel seemed to be permanent left on his arm and he could not get rid of it, nor did he want to. That mark was a reminder of what he used to be...what he used to do...what he refused to do again. After being released he left the prison and got back on his feet. He bought the dog who had bit him, that he found he could communicate with, as well as other canines. Naming it Butcher he then moved into a piece of property he managed to snag for a reasonable price, a defunct and abandoned Dog Kennel that he converted into a makeshift apartment and base. Personality & Motivation: He simply wants to make up for what he did in the past and become better. He believes these powers were given to him as a chance to make up for his checkered past. Powers & Tactics: He mostly falls back on his old Boxing style, hitting their opponent with out of practice but still professionally trained punches. Complications: Man's Best Friend: Butcher, Dogpound's pet dog, is somewhat old but still around. Jack would do anything for this dog, and heaven help whoever decides to try to hurt them, Checkered Past: His former Criminality is a sore subject. Don't bring it up. Abilities: 4 + 4 + 4 + 0 + 4 + 6 = 22PP Strength: 24/14 (+7/+2) Dexterity: 24/14 (+7/+2) Constitution: 24/14 (+7/+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 12 + 8 = 20PPInitiative: +11 Attack: +6 Base, +10 Natural WeaponsDefense: +10 (+4 Base, +6 Dodge Focus), +3 Flat-FootedGrapple: +13/+16 w/Totem Array Knockback: -3/-1 Saves: 0 + 0 + 5 = 5PP Toughness: +10/+2 (+2 Con, +5 Enhanced Con, +3 Protection) Fortitude: +7/+2 (+2 Con, +5 Enhanced Con) Reflex: +7/+2 (+2 Dex, +5 Enhanced Con) Will: +7 (+2 Wis, +5) Skills: 100R = 25PP Acrobatics 13 (+20) Skill Mastery Climb 3 (+10) Drive 3 (+10) Gather Information 12 (+15) Handle Animal 2 (+5) Intimidate 7 (+10) Investigate 5 (+5) Knowledge (Streetwise) 5 (+5) Notice 13 (+15) Skill Mastery Sense Motive 8 (+10) Stealth 13 (+20) Skill Mastery Survival 13 (+15) Skill Mastery Swim 3 (+10) Feats: 17PP Acrobatic Bluff Challenge (Fast Acrobatic Bluff) Dodge Focus 6 Evasion 2 Hide in Plain Sight Improved Initiative Move-By Action Power Attack Skill Mastery (Acrobatics, Notice, Stealth, Survival) Takedown Attack Well-Informed Equipment: 0PP = 0EP Powers: 2 + 7 + 10 + 10 + 10 + 3 + 4 + 8 + 7 = 61PP Descriptors: all mutation Comprehend 2 (Speak to and Understand Animals; Flaw: Limited [Canines]) [2PP] Damage 3 (Dog Bite, Feats: Accurate 2, Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) [7PP] Enhanced Constitution 10 (to 24/+7) [10PP] Enhanced Dexterity 10 (to 24/+7) [10PP] Enhanced Strength 10 (to 24/+7) [10PP] Protection 3 [3PP] Super-Movement 2 (Wall-Crawling 2) [4PP] Super-Senses 8 (Auditory [Enhancements: Danger Sense, Ultrasonic Hearing, Uncanny Dodge], Olfactory [Enhancements: Accurate, Acute, Tracking 1 [Quarter-Speed], Visual [Enhancements: Low-Light Vision]) [8PP] Dog-like Array 3 (6PP, Feats: Alternate Power) [7PP] BE: Leaping 3 (x10, Running Long Jump: 170', Standing Long Jump: 90', Vertical Jump: 42') + Speed 3 (50 MPH / 500' per Move Action) {6/6} AP: Super-Strength 3 (Effective Strength 39, Heavy Load: 3 tons) {6/6} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage [Physical] Bite Touch DC 25 Toughness Damage [Physical] Totals: Abilities (22) + Combat (20) + Saving Throws (5) + Skills (25) + Feats (17) + Powers (61) - Drawbacks (0) = 150/150 Power Points
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In Brief: Guillermo del Toro shoves Miles Morales, Tim Drake, and Matt Murdock into a blender. Character: Octoman Power Level: 13 (Built as PL10) Tradeoffs: None Power Points: 202/204 PP Unspent Points: 2 Catchphrases & Nicknames: "Octo-Boy" (He does not like this one); "Señor Ocho"; "The Outrageous Octoman"; "The Crime-Fighting Kraken"; "The Loudmouth Leviathan"; "Who ordered the calamari?" Alternate Identity: Benicio Wang Identity: Secret Legal Status: USA citizen (minor) with no criminal record Birthplace: Brooklyn, New York Base of Operations: Freedom City, New Jersey Residence: An apartment in the West End Occupation: Student Affiliations: None Family: Amaya Molina Santiago (Mother), Diego Wang (Father), Sofia Santiago Vasquez (Maternal Grandmother), Benicio Molina Ramirez (Maternal Grandfather), Jasmine Guinto-Wang (Paternal Grandmother), Asher Wang (Paternal Grandfather), Several unnamed aunts, uncles, and cousins DESCRIPTION Age: 16 (Date of Birth: 2003) Apparent Age: 16 Gender: Male Ethnicity: Mother is Puerto Rican Afro-Latina. Father is half Ashkenazi Jewish, half Filipino. Height: 5'9" Weight: 150 lbs. Hair: None (Formerly Black) Eyes: Yellow (Formerly Brown) Because of his mixed ancestry, Ben's actual ethnicity is difficult for people to guess at first glance. He has big eyes and a heart-shaped face with soft features which makes him look younger than he is. His build is that of a typical semi-athletic lanky teenager. During his day-to-day life out of costume, he uses his shapeshifting power to mimic his original appearance before his mutation. He recreates the brown eyes that turned yellow, and the medium-length Afro hairstyle he wore before all his body hair fell out. He also hides the new lines and folds in his skin, which appear to be scars but are actually new orifices. He has three on each side of his neck, one each on the palms of his hands and the soles of his feet, another on each forearm, and several along the sides and back of his torso. The other changes to his body from the mutation are less visible. An x-ray would reveal his lack of a rigid skeleton, and several new organs and muscular structures. His blood is thick, like syrup, and purple, since it contains both the hemoglobin normally found in humans (which is red, since it contains iron), and the hemocyanin found in cephalopods (which is blue, since it contains copper). His blood pressure is significantly higher than that of a normal human. When he is cut, his blood is less likely to drip and more likely to spray. His blood is also slightly radioactive; not enough to be dangerous, but enough for Geiger counters to register a noticeable uptick. Ben technically walks around naked most of the time. Both his normal street clothes and his superhero "costume" are just manifestations of his ability to change the shape, texture, and color of his own flesh. When he is "in costume", the impossibly perfect way that the "fabric" clings to his skin is a clue for close observers to its true nature. His "mask" somehow adheres to his face in a manner which conveys all of his facial expressions , and the "mouth hole" never falls out of place or exposes any of the skin around it, no matter how much he moves, talks, or gets punched in the face. HISTORY Benicio Wang was born in Brooklyn to Gen-X parents. His mother, Maya, is an overworked public defender of Puerto Rican Afro-Latina descent. His father, Diego, is a half-Filipino, half-Ashkenazi overworked baker and deli cook. Ben frequently jokes that his lineage makes him the most Brooklyn guy who ever lived. If one of his parents are in earshot, they will retort that they moved to Freedom City when he was a small child, and visiting his grandparents during the holidays doesn't make him a New Yorker. Ben met Geckoman in 2010, though Gecks probably doesn't remember. The 18-year-old superhero was occupied with defending Freedom City from the third Grue invasion, and working things out with his supervillain girlfriend. But Ben will never, ever forget it. He was only seven years old when his family found themselves trapped in the Millennium Mall, huddling behind an increasingly fatigued and desperate Spellbound. Ben was impressed with her and the lightning-wand she used to zap away the invading aliens, but with her black costume and icy demeanor, she scared the boy almost as much as the Grue. When the brightly-colored, wise-cracking Geckoman dropped down through the skylight and started jumping around, tossing boomerangs, and kicking giant monsters in the face, little Ben's fear evaporated. From that day forward, Ben was a lifelong #Geckofan. Eight years later, Doctor Cooper Seidel was hard at work trying to stabilize and enhance his universal antivenom serum, and his resulting transformation into the reptile monster Goanna. He had retained a gang of hired thugs who had helped him steal the lab equipment, rare animal specimens, and radioactive materials he needed for his latest experiments. He closely monitored local law enforcement communications, so he had advance warning when the multi-agency task force finally found his hideout and moved to raid it. Seidel and his henchmen hastily loaded the irradiated animal specimens into a truck and escaped just as the tactical units broke down the door. The truck had enough of a lead that they might have escaped, if a bystander hadn't lost their grip on their dog's leash. Or if the dog hadn't then run out into the middle of the road. Or if fifteen year-old computer science prodigy Ben Wang hadn't run out into the road after the dog to scoop it up. Or if Seidel's henchman hadn't swerved at high speed to avoid Ben and lost control of the truck, flipping and crashing it. The truck and the tanks inside it broke open, spilling water and a menagerie of mutated animals into the street. Ben saved the dog, but the truck clipped him, sending him flying several feet away. He was dazed for a few moments, before the rush of cold water on the asphalt under him cleared his head. He saw a tiny yellow octopus crawling on his hand, and had just enough time to think it was cute before it bit him. Seidel ordered his henchmen to gather up the escaped test subjects, but no amount of money could convince them to pick up a bunch of radioactive venomous creatures with their bare hands. While Ben was wracked with painful muscle spasms which escalated into projectile vomiting, diarrhea, and a full-blown seizure, an enraged Seidel transformed into Goanna and slaughtered his own "cowardly and incompetent" henchmen, along with the occupants of the first couple of police cars who responded to the crash. Goanna intended to do the same to the bumbling idiot boy who had ruined everything, but when he saw that one of his test subjects had already done the work for him, he merely laughed while the boy suffocated on the pavement. Knowing that some combination of the FCPD's STAR squad, AEGIS, or one or more superheroes would show up soon, Goanna fled into the sewers. Seidel showed up at the hospital where Ben had been taken later that same night, intent on harvesting samples from the boy's corpse, since it was all the remained of his months of research. He was surprised to learn that the boy had survived. He took careful note of the boy's name, and resolved to keep him under close surveillance. Ben received prompt medical attention, and he seemed to make a full recovery, with one exception: The song he'd been listening to on his headphones when he dove out in front of that truck was the last thing he would ever hear. Hearing loss isn't a normal symptom of either vehicular collisions or tetrodotoxin poisoning, but the doctors had no other idea what else could have caused it. It wasn't until several days after he was discharged from the hospital that Ben's body began to change significantly. The changes happened gradually, over the course of several months. Ben hid them from everyone, even his parents. As his new powers slowly manifested, he learned how to use them through a combination of new instinct and trial and error. He knew immediately what he wanted to do with them. Right after his sixteenth birthday, during the summer before his sophomore year of high school, Ben put on his costume and started swinging through the streets of Freedom City as Octoman. PERSONALITY & MOTIVATION Ben is bright, inquisitive, and altruistic, but he can't keep his big mouth shut. Growing up as the latchkey-kid only child of two workaholic parents has turned him into a bit of an unconscious attention-seeker. He likes to make an entrance. He has an opinion to share about everything. If he's not rambling, he's arguing. If a joke or an insult comes to his mind, then it also comes out of his mouth. He never stops trash-talking during a competition or a fight. He's actually a pretty sensitive kid, but he never met an emotion he couldn't hide under sarcasm or just drown out with his motor-mouth. He doesn't know how to pick his battles, and his refusal to let the slightest disagreement, injustice, or insult go unchallenged gets him into trouble. But even when he's railing against injustice, he generally tries to keep things light. He'll keep making bad jokes and puns past the point where anyone is laughing (if they ever were to begin with). After his brush with death, Ben just felt lucky. But once his powers manifested, weird though they are, he felt blessed. Ben has two passions in life: Hacking, and superheroes. He maintains active accounts on both HeroHouse and TroubAlert (Username: Geckofan). He's been obsessed with Geckoman in particular (and, to a lesser extent, the rest of his Young Freedom and Interceptors teammates) since he was seven years old. He had resigned himself to, maybe, at best, using his hacking skills to play a support role for a superhero someday. But he desperately wanted to be an actual superhero, just like Gecks. His resulting disability and (slight) disfigurement have put a damper on his enthusiasm, but only a slight one. He's still having trouble adjusting, but he loves being a superhero more than he misses his hearing. POWERS & TACTICS Ben has a surprising amount of hand-to-hand combat training for a teenager. He's been wrestling since junior high, and he's been taking self-defense classes since he was seven (they weren't a hard sell for his parents after he almost died in the Grue invasion). His superhuman agility and flexibility, his bundle of sticky tentacles stretching and lashing out for dozens or hundreds of feet in every direction, his lack of response to any auditory stimuli, and his youthful recklessness and loud mouth all combine to make him a confusing and irritating opponent. He can potentially attack or evade in any direction. He can lash out with his tentacles like whips, use them to grab a foe and pull them in for a punch or a kick, or use them to pull himself in close for the same. He will wrap his tentacles around a foe, and then slam that foe into objects, terrain, or even other foes. He'll grab a faraway foe and pull them in for a punch, or pull himself to them, boot-first. His ink sprays and venomous bite make him even more unpredictable. Ben was a normal human, but an injection of radioactive octopus venom mutated him into a human-cephalopod hybrid. His body has grown several new glands, organs, and orifices. He has almost no bones left in his body. Most of them have transformed into cartilage and muscle. So while his body looks "solid" from the outside, he can bend, stretch, and compress his flesh, contorting into any position and squeezing through any crevices. His skin can secrete a clear mucous which acts as a lubricant to aid this process. The outer layers of his flesh are so flexible and malleable that he can change the texture of his skin at will. His skin cells contain pigments which can be released with muscle contractions in a virtually infinite variety of combinations, allowing him to change his coloration to anything he can imagine. These traits allow him to effectively becoming invisible in the normal visual light spectrum, or to mimic the appearance of any object or creature. This also makes it virtually impossible for foes in hand-to-hand combat to keep a grip on him. He has superhuman levels of strength, agility, stamina, and to a lesser extent, resilience. With his thick skin, powerful and flexible muscles, and lack of a rigid skeleton, he is able to absorb traumatic impact, cuts and blunt force alike, with less likelihood of real injury. He has grown several "back-up organs", which make it less likely that any wounds he suffers will be debilitating. He has three hearts, and enough brain and nervous tissue running throughout his body to act as a second brain and spinal cord. He has what would be considered a "weak healing factor" by superhuman standards (not enough for Regeneration or Impervious Toughness, but enough for a high Constitution score). His body can repair minor damage quickly, and more severe wounds are less likely to happen in the first place. He doesn't heal from serious injury much "faster" than a normal human, but he heals "better". Given time to recuperate, he will reliably make a full recovery from trauma which would cripple or kill a normal person. Like a cephalopod, his body can even regrow lost limbs. He isn't technically immune to fatigue, disease, infection, radiation, or extremes of temperature or pressure, but his body is so effective at fighting them off that sometimes it seems like he is. He has, for lack of a better term, "super-health". New orifices on his forearms and on the sides and back of his torso can deploy tentacles*, which can stretch for hundreds of feet. The same neural tissue running through the rest of his body also runs through the tentacles, allowing his brain to control all of them perfectly. (*Technically, these new limbs are "arms", rather than "tentacles", since they have suckers along their entire length, instead of just at the ends, but this distinction only matters to marine biologists.) His body contains a network of hollow tubes and bladders similar to a cephalopod siphon. He can use muscular contractions to force fluids through those tubes and out of his body, through a series of new orifices on the palms of his hands, the soles of his feet, and his lower back. The primary use of his internal siphon is locomotion. By forcing air or water through it, he creates jet propulsion, launching himself through the water or up into the air. A substantial portion of his extra brain tissue is devoted to processing visual and olfactory input, and the suckers on his tentacles act as extra noses and tongues. His senses of sight, smell, and taste are enhanced far beyond those of a normal human. His eyes can perceive a wider array of color at finer detail, and he has excellent night vision. He can distinguish fine details in scent and taste, and track them to their source like a bloodhound. His body is truly amphibious, adapted equally well to life in open air or under water. His aforementioned increased visual acuity allows him to see perfectly in the dim light of deep water. He has gills on the sides of his neck, which remain closed in open air but which allow him to breathe while he is under water. His skin acts as near-perfect insulation, keeping him from losing his body heat. His blood contains both hemoglobin and hemocyanin, so it is equally effective at keeping his tissues oxygenated in both open air and freezing water. His siphon allows him to regulate his internal fluid pressure, which, along with his flexible muscles, lets him adapt to the crushing weight of the deep sea. His internal siphon can also expel the pungent, opaque black ink produced by another one of his new organs. He can release it gradually, creating a cloud which provides cover (the gas quickly dissolves in open air, so it is equally effective under water or on dry land), or he can fire a concentrated burst of ink directly into the face of an enemy, temporarily blinding them and overwhelming their olfactory senses in a manner similar to that of tear gas or pepper spray. His head contains venom sacs, which produce a paralytic poison similar to that of the octopus who bit him. His body injects this poison with a combination of a pharyngeal jaw and a proboscis: A pair of pincers, similar to a cephalopod beak, on the end of a second tongue, hidden under his original tongue, which can telescope over a foot from his mouth, fully extending in a fraction of a second. His own body is immune to this venom, and other, similar toxins. COMPLICATIONS Accidents: Ben is inexperienced and reckless. The GM can give him a Hero Point in exchange for declaring that Ben's actions have created some sort of hazard, which he must drop his current task to deal with. Alien Blood: Ben's blood is a wildly different color and consistency from normal human blood, and it is slightly radioactive. Once it leaves his body, it is no longer subject to his Morph power, and its true nature is revealed. Since his blood pressure is so much higher than that of a normal human, when his blood does leave his body, it is usually quite obvious. It is not dangerous, but Geiger counters will register a noticeable uptick in its presence. The GM can give Ben a Hero Point if his blood causes some sort of setback. Examples include revealing his presence when it would otherwise go unnoticed, or social interaction turning hostile when he is revealed as something not quite human. Disability (Deaf): Ben permanently has the Deafened condition (Mutants & Masterminds 2nd Edition, page 171). He suffers a -4 penalty to Initiative, and he automatically fails auditory Notice checks (Mutants & Masterminds 2nd Edition, page 52). Ben has another Acute Radius sense, his normal olfactory sense, but that doesn't necessarily provide him with the same information that an auditory sense would. The GM can give him a Hero Point every time he suffers a setback due to his inability to hear. The most common example would be a failure on his part to correctly read another person's lips while they speak. According to the Masterminds Manual, page 14, in order to read lips, he must make a visual Notice check at +5DC. According to Mutants & Masterminds 2nd Edition, pages 51-52, this is a base DC10 check, since it is DC0 to notice something standing out in the open but DC10 to perceive fine details about it. With the +5 penalty, the Notice check for lip reading would have a base DC15, with an additional +5 DC if the GM decides that Ben is "distracted", and another +1DC for every 10ft Notice increment between Ben and the person whose lips he's trying to read. If he fails by 1-4, then he can't make out what they're saying, and if he fails by 5+, then he misinterprets their words. Enemy (Goanna): The GM can give Ben a Hero Point when Goanna shows up to make an already bad situation worse. Since Goanna knows Ben's secret identity, he could show up anywhere, at any time. Loudmouth: Ben doesn't know when to keep his big mouth shut. The GM can give Ben a Hero Point when he creates a setback for himself by mouthing off. Alternately, the GM can give another character a Hero Point when Ben creates a setback for them. If the GM doesn't feel that Ben is being sufficiently mouthy, then they can give him a Hero Point in exchange for forcing him to mouth off in a situation where doing so will create a setback for him. Alternately, the GM can give another character a Hero Point and force Ben to mouth off in a way which will create a setback for that other character. Obsession (Geckoman): The GM can give Ben a Hero Point if Ben creates a setback for himself due to his obsessive hero-worship of Geckoman, such as neglecting his responsibilities or ruining a social interaction. The GM can also give him a Hero Point in exchange for forcing him to do this. Power Loss (Ink, Venom): Ben's body produces ink and venom which he can use as weapons, but it does not produce an infinite supply, and once depleted, it takes time to replenish. The GM can give Ben a Hero Point when he tries to use one of these powers in exchange for declaring that he has run out of "ammunition". Prejudice: Ben is black, Latino, Asian, Jewish, disabled, and a mutate. The GM can give him a Hero Point when another character's ignorance of and/or prejudice against one or more of these groups creates a setback for him. Responsibilities (Family, School): The GM can give Ben a Hero Point when he faces a setback on account of obligations to his parents or his schoolwork. For example, the GM can give him a Hero Point at the start of a day or thread and declare that he is Fatigued because he didn't have time to get enough sleep. Secrets (Identity, Mutation): The GM can give Ben a Hero Point when he has a task to accomplish, but is hindered by the need to protect his identity, and/or his nature as a mutate. Sensory Overload (Olfactory, Visual): Ben has enhanced smell, taste, and vision. The GM can give him a Hero Point in exchange for increasing the effective power rank of sensory powers like Dazzle which target those sense types. Status (Minor): It's possible that Ben might face a setback on account of his legal age which even his Morph power and high Bluff score couldn't get him out of. If the GM can come up with one, then they can give him a Hero Point in exchange for inflicting it upon him. ABILITIES 32PP Strength: 30/14 (+10/+2), 50/14 Lifting (Heavy Load: 12 tons / 175 lbs.) Dexterity: 30/14 (+10/+2) Constitution: 26/14 (+8/+2) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 20 (+5) COMBAT 16PP Initiative: +10/-2 (+10/+2 Dex, +4 Enhanced Improved Initiative, -4 Deafened) Attack: +10 Melee (+4 Base, +6 Attack Focus [Melee]), +4 Ranged (+4 Base) Grapple: +34/+12 vs one target, +30/+12 vs multiple targets (+10 Melee Attack, +10/+2 Strength/Dexterity, +4 Additional Limbs, +6 Elongation, +4 Super-Strength) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback Resistance: 5/2, 4/1 Flat-Footed ATTACK RANGE SAVING THROW EFFECT Unarmed Touch* DC25 Toughness (Staged) Damage (Physical) Mass Tentacles Touch/Area DC20 Reflex Bound (Helpless) Ink Spray Touch +20ft DC20 Reflex Dazzle Olfactory + Visual DC20 Fortitude Recover Venomous Bite Touch DC20 Fortitude (Staged) Slowed/Paralyzed *Up to 250ft with Elongation. SAVING THROWS 10PP Toughness: +10/+4 (+8/+2 Con, +2 Defensive Roll), +8/+2 Flat-Footed Fortitude: +8/+2 (+8/+2 Con, +0PP) Reflex: +12/+4 (+10/+2 Dex, +2PP)Evasion Will: +8 (+0 Wis, +8PP) SKILLS 68R = 17PP Acrobatics 3 (+15/+5)Skill Mastery Bluff 15 (+20)Skill Mastery, Taunt Computers 15 (+20)Second Chance, Skill Mastery, Ultimate Skill Disguise 0 (+5, +10 or +50 with Morph) Escape 0 (+16/+2, Automatic with Insubstantial) Knowledge (Current Events) 5 (+10) Knowledge (Physical Sciences) 2 (+7) Knowledge (Pop Culture) 10 (+15) Knowledge (Technology) 5 (+10) Knowledge (Theology & Philosophy) 1 (+6) Languages 3 (American Sign Language [ASL], English [Native], Hebrew, Spanish) Notice 5 (+15/+5)Skill Mastery, Deafened Search 0 (+15/+5) Stealth 2 (+15/+4) Swim 2 (+15/+4)Swimming FEATS 24PP Attack Focus (Melee) 6 Chokehold Defensive Roll (+2 Toughness) Dodge Focus 6 Grapple Finesse Luck 3 Online Research Second Chance (Computers) Skill Mastery (Acrobatics, Bluff, Computers, Notice) Taunt Well-Informed Ultimate Skill (Computers) Enhanced: Environmental Adaptation (Underwater) Evasion Improved Initiative POWERS 103PP Concealment 2 (Normal Vision, Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting) Enhanced Constitution 12 [12PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness) Enhanced Dexterity 16 (Feats: Evasion, Improved Initiative) [18PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Skills 28 (Acrobatics 2, Notice 10, Search 10, Stealth 3, Swim 3) [7PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses) Features 2 (Environmental Adaptation [Underwater], Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting) Immunity 4 (Environmental 2 [Cold, Pressure], Poison, Suffocation [Underwater]) [4PP] (Descriptors: Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands) Morph 1 (+5 Disguise, Any Form) [3PP] (Descriptors: Mutation, Shapeshifting) Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP] Base Power: [4PP] Leaping 4 (x25, Running Long Jump: 500ft) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Alternate Power: [4PP] Swimming 4 (25MPH / 250ft per Move Action, Can Take 10 on Swim checks) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Octopus Power 16 (32PP Array, Feats: Alternate Power 4) [36PP] Base Power: [5 + 3 + 16 + 8 = 32PP] Additional Limbs 4 (+10 Limbs, Extras: Duration [Sustained], Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles) Elongation 6 (250ft Max Elongation, Elongate 300ft per Move Action, Free action to retract, 60ft Range Increments for elongated melee attacks, Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles) Enhanced Strength 16 [16PP] (Descriptors: Mutation, Super-Strength) Super-Strength 4 (Lifting Strength: 50, Heavy Load: 12 tons) [8PP] (Descriptors: Mutation) Alternate Power: [26 + 6 = 32PP] Dazzle 10 (Sense Types: Olfactory + Visual, Flaws: Range [Touch], Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [26PP] (Descriptors: Ink Spray, Mutation) Obscure 3 (Sense Types: Olfactory + Visual, Area: 25ft radius, Extras: Independent, Total Fade [6 rounds], Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [6PP] (Descriptors: Ink Cloud, Mutation) Alternate Power: [6 + 24 = 30PP] Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, Shapeshifting) Morph 8 (9, +45 Disguise, Any Form) [24PP] (Descriptors: Mutation, Shapeshifting) Alternate Power: [32PP] Paralyze 10 (Extras: Alternate Save [Fortitude], Secondary Effect, Feats: Improved Critical 2 [18-20]) [32PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom) Alternate Power: [32PP] Snare 10 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective, Flaws: Duration [Concentration], Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 250ft]) [32PP] (Descriptors: Mutation, Tentacles) Regeneration 5 (Recovery 1 [+9]; Recovery Rate: Injured 2 [5 minutes], Disabled 2 [1 hour]; Feats: Regrowth) [6PP] (Descriptors: Mutation) Super-Movement 2 (Wall-Crawling 2 [Full Speed, Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers) Super-Senses 5 (Acute Tracking Smell/Taste, Danger Sense [Sense Types: Olfactory], Low-Light Vision, Uncanny Dodge [Sense Types: Olfactory]) [5PP] (Descriptors: Mutation, Suckers) TOTALS Abilities (32) + Combat (16) + Saving Throws (10) + Skills (17) + Feats (24) + Powers (103) - Drawbacks (0) = 202/204 Power Points
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FOREVER BOY Power Level: 15 Effective Power Level: 10 Power Points: 239/250PP Unspent Power Points: 11PP Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld. Residence: Claremont Academy, Freedom City. Base of Operations: Claremont Academy, Freedom City. Occupation: Student at Claremont Academy. Affiliations: Claremont Academy, Blue Squad. Family: None known. DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’ Weight: 170 lbs. Eyes: Green. Hair: Dark red. Pan is an attractive young man with messy dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green, white and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. PERSONALITY & MOTIVATION Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. POWERS & TACTICS Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike. POWER DESCRIPTIONS Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of magical Pixie Dust, gifted to him by the Pixies of Neverworld. Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime. Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan. For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target. COMPLICATIONS Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse. Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 4 + 16 + 6 + 4 + 2 + 10 = 42PP Strength: 14 (+2) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 40 (+15)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 9 = 22PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+1 Wis, +9) SKILLS 68R = 17PP Bluff 15 (+20) / (+30)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 14 (+15)Skill Mastery Sense Motive 14 (+15)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 37PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 1 Distract [Bluff] Dodge Focus 9 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 3 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 3 -> Luck 5Forever Lucky Quick Change Takedown Attack 2The Forever Weapon POWERS 8 + 1 + 10 + 1 + 5 + 11 + 2 + 31 + 27 + 3 = 99 Comprehend 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 10 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust) Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 20 {20/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 4 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {20/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Training) DRAWBACKS -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 The Forever Weapon Touch (Up to 10 ft.) DC27 Tou (staged) Damage +8, Crit 18-20, Incurable, Precise The Forever Weapon - Paralyzing Attack Touch (Up to 10 ft.) DC22 Fort (Staged) Fail: Slowed 1 round >5: Paralyzed 1 round +8, Crit 18-20, Incurable, Precise Powerful Emotions Perception DC20 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3, Subtle Endless Forms Perception DC14 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC16 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC20 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (42) + Combat (24) + Saving Throws (22) + Skills (17) + Feats (37) + Powers (99) - Drawbacks (2) = 239/250 Power Points
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