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Power Level: 8 (150/151 PP) Unspent Power Points: 1PP Trade-Offs: 0 In Brief: Telekinetic hair controller teen refugee from an alternate Earth run by supers Alternate Identity: Lady Estelle de Havilland, Third of Her Line Birthplace: "The Meadows," Allaire, Royal Colony of New Guernsey Residence: Formerly 'Earth-Ex', now Claremont Academy Occupation: Student, dancer. Affiliations: Claremont Academy Family: Jason de Havilland (older brother, disinherited heir), Soleil "Sunny" de Havilland-King (older sister, diplomat's wife), Selene de Havilland (younger sister), Celeste de Havilland (younger sister), Arthur de Havilland (father, colonial governor of New Guernsey), Mildred de Havilland (mother, socialite/philanthropist) Note: Estelle has no idea if any of her family is still alive back on her home E-A Age: 16 Apparent Age: mid-teens Gender: Female Ethnicity: Caucasian Height: 5' 9" Weight: 141 lbs. Hair: Blond (reaches down to her ankles) Eyes: Blue Appearance: Estelle is a beautiful blonde girl with refined features and an elegant bearing who always dresses to impress. Though her face and figure are both extremely attractive, the first thing anyone notices about Estelle is her amazing hair, which floats about her like a cloud of luminous gold. In its natural state, it cascades over her shoulders and down to her ankles, but she often wears it up or in a thick braid to keep it out of the way. Her pale blue eyes are striking, if somewhat cold and distant Back on her own Earth-Alternate, Estelle typically wore fine dresses and gowns, but on this Earth where everything is so…egalitarian, she favors silk blouses, crisply-pressed slacks, and black-leather boots with matching gloves. Typically she wears softer colors in a pastel palette, with light blue, light green and lilac being the most common, with gray and khaki pants. In terms of jewelry, she likes diamonds and silver. She has yet to devise a ‘supersuit’ of any kind; in fact, she finds the whole idea rather gauche. History: Estelle de Havilland grew up wealthy, on a parallel Earth where metahumans (called ‘Exceptional Persons' or just 'Exceptionals’) form the ruling aristocratic class. Her father is Royal Governor of the Crown Colony pf New Guernsey, one of five British New World colonies. Earth-Ex is technologically stuck in the 18th Century due to its dependence on Exceptional powers, although the rabble have been pushing the boundaries to science in their attempt to throw off the yoke of their so-called oppressors. "The Meadows," the sprawling de Haviland family estate overlooking the Hudson River Palisades, was like a magic castle for the de Havilland children, who were essentially raised by its staff; however, young Estelle manifested a questing intelligence at an early age, more interested in science and reading than charity balls and fashion shows like her brother and three sisters. Her very traditional parents were somewhat flummoxed - a bright daughter is nothing to be ashamed of, but one who displayed no interest in either the family's investments or impressing the sons of other wealthy dynasties did present a bit of a problem. It was decided that she would attend the best schools and university (the de Havillands have been linked with King's College for nearly a century) while still being raised as a proper lady. Estelle dutifully worked on her calligraphy and proper manners, took dance and pianoforte lessons, and went to all the right parties in all the right dresses. She never resented these family obligations, and always managed to enjoy herself, fully aware of both the importance and silliness of this rarefied world. In time, Estelle grew to be a beautiful young woman of grace and poise, and her parents breathed a sigh of relief - at least she wasn't a tomboy, like her cousin Arlene. In time, Arthur de Havilland came to love his daughter, for her mind, wit and beauty. But then one night, the clamoring unwashed throng marched up the road towards Estelle's home. wielding torches, pitchforks and sinister black powder weapons. The family panicked as windows were smashed and oil lamps lobbed through to set the curtains alight. However, Arthur didn't panic; he was a bit of an inventor himself (though he dare not breathe a word of it in public. He lead his family out to a disused barn on the property that he'd long ago converted into a workshop. And in here rested his greatest invention, the Trans-Dimensional Ornithopter. Ss he rapidly tried to explain his mechanical wonder to his frightened family, hooligans smashed through the doors! With only seconds to act, Arthur de Havilland selflessly shoved his favorite daughter into the Ornithopter and engaged the latch, as he smiled through tears. "My two greatest inventions...saving each other." Estelle fanatically beat her fists against the glass canopy, but it was too late; Earth-Ex was gone, and Earth Prime was waiting... Personality: Despite her breeding and refined upbringing, Estelle is both friendly and approachable, and has a wicked sense of humor. Her laugh is surprisingly loud and contagious, although she doesn't laugh as much as she used to years ago; the young noble is frequently distracted by concern for her family back home. No one, not even Estelle herself, would deny that she can be a bit vain, but as true as this is, it does her an injustice; she is very passionate about both the pursuit of knowledge and to helping those who are less fortunate. Though she may seem shallow and image-obsessed at times, all concerns about her appearance go out the window if someone is in genuine need; of course, she will most likely bemoan her bedraggled state at length after the fact. Estelle is an exceedingly talented gymnast and dancer, and is also quite accomplished in her playing of the celeste, harpsicord and pianoforte. She also enjoys reading lurid Gothic novels full of forbidden love, ghosts and beheadings that would make her staid father blush, although perhaps not her mother... Powers: Estelle has full control of her hair, which she can form into up to twenty-five tendrils that lengthen at will up to 100 feet; her hair limbs are just as dexterous as her own two hands, capable of such complicated tasks as typing a letter or shuffling cards. Despite its rather lightweight appearance, her hair is surprisingly strong, allowing her to lift up over a ton with ease. She can also automatically style her hair at will, and often does so to playful or artistic effect. She is constantly finding new ways to use her powers through experimentation. Complications: What Do The Simple Folk Do: Growing up as part of the landed gentry, on an Earth than barely made it into the Industrial Revolution, Estelle is often completely baffled by the attitudes and lifestyle of the 'peasants' she encounters everyday. A GM may award a Hero Point anytime Estelle's native classism interferes with any social interactions. Toxic Love: Estelle grew up on a largely agrarian alternate Earth, where technology is only starting to be harnessed by the lower cases i their attempts to overthrow their superpowered masters. As a result, she is often overwhelmed by the vapors, fumes and other day-to-day chemicals she encounters in the modern age. A GM can award an HP anytime Estelle struggles to cope with a commercial or industrial chemical product or byproduct. Another Time, Another Place: Earth Prime and Earth Exceptional have very different timelines from each other. A GM may award an HP any time Estelle has trouble understanding a concept that is alien to her world. Do You Hear The People Sing: Estelle comes from a world where Exceptional Persons (aka supers) form a feudal ruling class. As a result, she believes she has a god-govern right to rule over the 'peasants' (non-supers), but also conversely sees herself as having a sacred duty to aid and protect them. A GM may award an HP when either Estelle's noblesse oblige prevents her from walking away from a problem, or when her natural arrogance makes a situation worse. Abilities: [0+6+4+8+4+6 = 28pp] Strength: 10/26 (+0/+8) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: [8+6 = 14pp] Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Defense: +8 (+3 Base, +5 Dodge Focus), +3 (+1 flat-footed) Knockback: -4, -1 flat-footed Initiative: +7 (+3 Dexterity, +4 Improved Initiative) Grapple: +28 (+8 Melee Attack, Enh. Strength +8, Additional Limbs +5, Elongation +5, Super-Strength +2) Saves: [4+3+4 = 11pp] Toughness: +8, +2 flat-footed Fortitude: +6 (+2 Con, +4) Reflex: +6(+3 Dex, +3) Will: +6 (+2 Wis, +4) Skills: [56r = 14pp] Acrobatics 7 (+10) Bluff 3 (+6, +10 w/ Attractive) Diplomacy 3 (+6, +10 w/ Attractive) Gather Information 5 (+10) Knowledge (Arts) 2 (+6) Knowledge (Life Sciences) 6 (+10) Knowledge (Physical Sciences) 6 (+10) Language 1 (French) Notice 8 (+10) Perform (Dance) 5 (+8) Perform (Keyboard Instruments) 2 (+5) Ride 2 (+5) Search 6 (+10) Feats: [24pp] Accurate Attack Ambidexterity Attack Focus [Melee] 4 Attractive Defensive Roll 3 (+6 Toughness) Dodge Focus 5 Grappling Finesse Improved Grab Improved Grapple Improved Initiative Improved Pin Improvised Tools Luck Power Attack Skill Mastery (Acrobatics, Bluff, Diplomacy, Gather Information) Powers: [38 + 20 + 1 = 59pp] Prehensile Hair Container 7.6 (38PP Container) [38PP] Additional Limbs 5 (25 tendrils; Sustained Duration) [5PP] Elongation 5 (100 ft.; Extras: Linked (Additional Limbs)) [5PP] Enhanced Strength 16 (To 26/+8; Extras: Linked (Additional Limbs)) [16PP] Super-Movement 4 (Slow Fall, Sure-Footed, Swinging, Wall Crawling; Drawback: Power Loss (When unable to use Additional Limbs)) [7PP] Super-Strength 2 (Effective Str 36, Heavy Loads 3.7k lbs.; Extras: Linked (Additional Limbs)) [4PP] Super-Senses 1 (Analytic Touch; Extras: Linked (Additional Limbs)) [1PP] Prehensile Hair Attack Array 9.5 (19PP Array; Feats: Additional Power 2; Drawbacks: Power Loss (When Unable to use Additional Limbs)) [20PP] BP: Snare 8 (Extras: Engulf (+0); Feats: Obscure Senses (Visual), Reversible, Tether) {19/19} AP: Offensive Hair 8 Adds (Extras: Autofire 8, Penetrating 8; Feats: Takedown Attack 2) to {18/19} AP: Damage 8 (Extras: Area (General Shapeable); Feats: Progression: Area 3 [10x5 ft. cubes/rank]) (Shapeable 80 5 ft. cubes) {19/19} Feature 1: Mundane Appearance [1PP] Drawbacks: None DC Block Unarmed -- DC 10/Toughness -- Damage Unarmed, Hair -- DC 23/Toughness -- Damage Snare -- DC 23/Reflex -- Snare Totals: Abilities 28 + Combat 14 + Saves 11 + Skills 14 + Feats 24 + Powers 59 = 150/151 Power Points
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Serendipity Power Level: 8 (180/183) Unspent Power Points: 3 Trade-Offs: +3 Attack / -3 Damage, +4 Defense / -4 Toughness In Brief: Astonishingly lucky swashbuckler/pirate from a parallel world. Theme: Liberation, by DizzyEight and Errol Allen Alternate Identity: Riel Estime (Public) Birthplace: Paralogue, Earth-Aquivan (Earth Prime has no analogous town, but it’s in the Caribbean equivalent) Residence: Claremont Dorms (Weekdays), Happenstance (ship, Weekends) Base of Operations: Freedom City Occupation: Aquivan Pirate, Claremont Student Affiliations: Crew of the Happenstance Family: Stormchild (Kadene Estime, fraternal twin sister) Description: Age: 16 Apparent Age: late teens/early 20s Gender: Male Ethnicity: Ambiguously Brown (mishmash of what on Earth Prime is African, European, and Native American) Height: 6’ 2” Weight: 170 lbs Eyes: Dark Brown Hair: Black Riel dresses like he just stepped out of an Errol Flynn movie. Poofy shirt, pants straight out of the Age of Sail. Boots, sometimes gloves, etc, you get the idea. It's well weathered clothing, however, and shows where its been mended many times. History: Earth-Aquivan is a very different place than Prime. Some type of apocalypse, war, or combination thereof knocked the place back centuries of progress. It's been deliberately made unclear exactly when that happened, aside from it being out of living memory. Including the stories the very old may have been told when they were young by the very old then, it was at least 2 centuries ago and probably more. Currently, it is the Age of Sail. Moreover, it's the Golden Age of Piracy. That sounds worse than it is. Though there are in theory independent nations, they all are subordinate to the Throneless Ministry. It manages the primary law enforcement and military body aka the Throneless Navy and its Marines. The Ministry itself is a brutal and tyrannical government that uses the Navy and Marines to enforce its authority with maximum force. The Navy and Marines, however, are more of a mixed bag. The corrupt and the wantonly cruel are a part of them, but there are also those serving who believe in helping people and delivering justice. It's not a perfect situation by any means. The Navy, despite the best efforts of many within it, has done some hideous things. But pirates? Pirates are worse. The freedom of the seas appeals to many for many different reasons, but the end result is a class of seaborne marauders stealing, destroying, and killing their way across the seven seas. Except, of course, when they aren't. Because pirates aren't uniformly worse. There are those who take to the seas not for the freedom to rob and pillage with impunity, but to live their lives as they will under no one's thumb. To seek adventure, fun, and camaraderie. This class of pirate may be a minority, but they often rain down hell on the rest for their misdeeds. So, much like the Navy, pirates aren't easily categorized as all good or all bad. This is why Riel Estime and his sister Kadene set out to sea. Freedom and adventure. Well, that, and a certain legendary pirate's treasure allegedly on the other side of the world from where they were born. They were orphans born into poverty. Just dirt poor street kids running around one of the busiest and most important ports in the Western Seas. But of course, kids don't stay kids forever. Mischief that might be laughed off or escaped with nothing more than a stern lecture when done by a five year old is a crime worth hard time when done by a fifteen year old. So it was get some employment/go to jail (giving up on their dreams forever), or taking to the seas. The former option never even entered their minds. They had just started making a name for themselves a year into their journey. A stout ship. A loyal crew. First major bounty issue. The Luckstorm Pirates were riding high, well supplied, and off to finally make the long journey to what on Prime is the Cape of Good Hope. They did not make it. A fog Kadene couldn't disperse rose, and then the seas got exceptionally rough. When the mists cleared, well...the ship and crew were unaware anything was different. Until they got their bearings and realized they were somehow over a thousand miles off course. Which was, naturally, totally impossible. Unless, of course, that was no normal fog. Since Kadene couldn't disperse it, it must have been. To make a long story much shorter, they headed for land, investigated the first bit of land they came to, did some light robbery for perishable supplies, dealt with the handful of "Marines" sent in response, and set sail again. Because something was very, very wrong here. They had zero context for automobiles and modern firearms, let alone computers and smartphones. So they decided to investigate a larger settlement they had seen signs for. This turned out to be Freedom City. It started quietly, with just the twins in the enormous alien city. It ended loudly, with a furious battle on the waterfront and actual water between the Luckstorm Pirates and the assembly of the heroes Aquaria, Sgt. Shark, and a whole mess of cops. Fortunately, the heroes realized they were dealing with foes extradimensional and clueless, not hardened criminals, and the actual ending was rather...amicable, really? Aquaria's word counted for more than perhaps she may have expected, and nobody was crammed into the legal system unnecessarily. Their matter of fact descriptions of their world sounded almost nightmarish, so slack was cut. As long as the twins agreed to attend Claremont Academy, anyway. Meanwhile, the two would actually like to get back home, please. Their dreams of adventure and legendary pirate treasures have not dimmed in the slightest. Personality & Motivation: Riel is very much a free spirit. Freedom and liberty are very important to him. Justice...not so much. He's not a believer in hierarchies or authority on their own merit. He's not going to listen to or automatically respect someone just because of their position. His respect and deference are earned. This isn't to say he's some confrontational jerk. Not at all. He's a pretty nice guy, actually, and charming besides. Very much in the dashing swashbuckler mold. A man of honor socially but in combat? Screw that. Cheat with wild abandon. But to be clear, he decides his actions. The law, social rules, and authority figures do not. He's not opposed to hearing alternative options, but yeah. He'll be perfectly polite and reasonable about it, as long as the issue isn't pressed too hard, but there is no authority that can force his compliance. He's a freedom loving pirate, after all. Motivation wise, he wants to go home. It's not complicated. Various groups in Freedom are allegedly working on it. So it's only fair that he does the hero thing in the meantime to help them and those who support them out. Plus y'know his heart isn't made of ice or stone. Powers & Tactics: On Earth-Aquivan, those who die without achieving their dreams (and didn't ever give up on them) create a magical fruit. These are called Dreamer's Fruits. These fruits, when eaten, grant superhuman powers. They're relatively rare but nonunique, and thus don't have special names. Riel ate one that made him staggeringly lucky. It makes him significantly less likely to harmed by any danger, apparently by sheer coincidence. This gets a little odd when he somehow can avoid being seen by multiple people on open ground actively looking for someone. He even seems to be able to actively manipulate probability to some degree. Tactically, he's a swordsman who can strike unseen basically every turn if he feels like it. With that said, he can use both Defensive and Power Attack at need. Acrobatic Bluff, Improved Feint, and Improved Taunt are on deck to make opponents miserable. Set Up transfers the benefits of these to someone else (like his sister). Improved Trick and Redirect can be good for a laugh. And Takedown Attack makes cutting through minions easier. Power Descriptions: Riel Estime is just some guy with a sword. The vast majority of his powers simply don't have any active manifestation. Luck Control MAY produce a flash of yellow light when used, especially if he's using Spend Hero Point For Another, but that's it. Complications: Weakness (Sinks Like A Rock): Unfortunately, the downside of having eaten a Dreamer's Fruit is suffering paralysis and total power loss when immersed in salt water. Y'know, like the ocean. Fresh water doesn't remove Fruit powers, but they're still paralyzed. A GM may award a Hero Point for this happening. Quirk (Aquivan Pirate): This is kind of a catchall. From another world, so technology, pop culture, and idioms? Mystifying. And doing stuff that doesn't make sense to folks from Prime. Like misunderstanding wound severity because folks take more to die on their world. Or casual petty theft of minor items (primarily but not exclusively food) from stores because while they're good, heroic sorts, where they're from that's not particularly wrong. Especially for pirates. A GM may provide a Hero Point when this cultural disconnect becomes an issue. Responsibility (Luckstorm Captain): Riel is the Captain of the Luckstorm Pirates. They may live on the Happenstance, but these PL4-5s are his job to take care of. Not day to day, as they're adults and can handle that much. But being pirates, even good natured ones, they may get in legal trouble. Or be attacked by supervillains. Or hear the Captain is in trouble and loyally come running to help. Etc. A GM may award a Hero Point when this becomes a problem. Power Loss (Moonlight Jinx): The moon, being linked to the tides and thus the ocean, has an effect on Riel's powers. Specifically, direct moonlight can (but not necessarily WILL) cause his Concealment, Luck Control, or Features to fail. The more full the moon, the more likely it is to happen. Unless, of course, the moon is hidden by clouds, smoke, etc. A GM may award a Hero Point for this happening. Quirk (Way Too Quick Draw): When faced with drawn weapons or other obvious signs of imminent violence Riel has a tendency to automatically draw his sword without consciously deciding to do so. Blame how dangerous the seas and ports of his world can be. This can make de-escalating situations or convincing others of their lack of hostile intent...challenging. A GM may award a Hero Point for this becoming a problem. Abilities: 4 + 6 + 4 + 4 + 4 + 10 = 32PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 10 + 10= 20PP Initiative: +7 Attack: +5 Base, +9 Melee, +11 Sword Defense: +12 (+5 Base, +4 Enhanced Defense, +3 Dodge Focus), +5 Flat-Footed (with powers), +3 Flat-Footed (without) Grapple: +11 Knockback: -2 (w/ D. Roll), -1 (Flat-Footed) Saving Throws: 3 + 5 + 5 = 13PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +12 (+3 Dex, +5, +4 Enhanced Reflex) Will: +7 (+2 Wis, +5) Skills: 68R = 17PP (1PP = 4 Skill ranks) Acrobatics 12 (+15) Bluff 10 (+15) Diplomacy 5 (+10) Gather Information 5 (+10) Knowledge (civics) 3 (+5) Knowledge (physical sciences) 3 (+5) Knowledge (streetwise) 8 (+10) Language 4 (Dutch, English, French Native, Portuguese, Spanish) Notice 8 (+10) Sense Motive 8 (+10) Stealth 2 (+5) Feats: 55PP Acrobatic Bluff Attack Focus (melee) 4 Attack Specialization (Sword (Device 1)) Challenge - Improved Feint Challenge - Improved Taunt Defensive Attack Dodge Focus 3 Elusive Target Equipment 2 Improved Initiative Improved Trick Power Attack Quick Draw Redirect Set-Up Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Sidekick 30 (Stormchild) Takedown Attack Taunt Uncanny Dodge (Auditory) Enhanced Feats Defensive Roll Evasion 2 Improved Critical (Sword Strike (Strike 3)) Luck 4 Equipment: 2PP = 10EP (1 rank of the Equipment Feat = 5 'Equipment Points') Happenstance [Vehicle, 10EP] Size [2EP]: Colossal Strength: 50 Defense: -8 Toughness [1EP]: 14 Features[2EP]: Living Quarters Personnel Powers [3EP]: Speed 1 (10 mph, 88 ft/rnd) [1EP] Super-Movement 2 (Water Walking; Flaw: Permanent) [2EP] Powers: 10 + 30 + 3 = 43PP All powers except the Sword use magic as a source descriptor Concealment 10 (Escape Notice; Flaws: Passive) [10PP] (luck) Container 6 (Fortune’s Favorite Son; 30PP Passive Container) [30PP] (luck) Enhanced Defense 4 & Enhanced Reflex 4 (Fortunate Evasion; Feats: Defensive Roll, Evasion 2 ) [15PP] (luck) Feature 1 (Charmed Life; Riel is largely immune to routine “bad luck”. He will never get a flat tire, have to wait in line, or run into delays due to traffic accidents or weather.) [1PP] (luck) Feature 1 (Gambler; Riel can automatically win at games of chance, unless pitted against an opponent with this Feature (in which case, the game is resolved normally).) [1PP] (luck) Luck Control 3 (Luck of the Devil Himself; Force a Re-roll, Negate GM Fiat, & Spend Hero Point for Another; Feats: Luck 4 ) [13PP] (luck) Device 1 (Sword; 5PP Container; Flaws: Easy-To-Lose) [3PP] (sword) Strike 3 (Sword Strike; Feats: Improved Crit, Mighty) [5PP] (slashing) DC Block Name Attack Bonus Range Save & DC Effect Unarmed +9 Melee 17 Toughness Damage Sword Strike +11 Melee 20 Toughness Damage Totals: Abilities (32) + Combat (20) + Saving Throws (13) + Skills (17) + Feats (55) + Powers (43) - Drawbacks (0) = 180/183 Power Points
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Bounce Power Level: 10 Effective Power Level: 8 Power Points: 150/157PP Unspent Power Points: 7pp Trade-Offs: No Offensive, Defensive switch between TOU+4/Def-4, TOU+0/Def+0 and TOU-4/Def+4 In Brief: Happy-go-lucky shapeshifter hero! Catchphrase: "Let's Bounce!" Main Theme: Welcome to the Show - Britt Nicole Other Themes: Playlist Alternate Identity: Matilda 'Mattie' Hopper aka Bouncin' Mattie Birthplace: Rumblefall, Kansas Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy, Freedom City Occupation: Student Affiliations: Claremont Academy Family: Jonathan 'Johnny' Hopper (Father, born 1982), Veronica 'Ronnie' Hopper (Mother, born 1983), Samantha 'Sammie' Hopper (Sister, born 2011), Duke Hopper (Paternal grandfather, born 1945) DESCRIPTION Age: Born May 23rd, 2008 Gender: Female Ethnicity: Caucasian Height: 5’6’’, but variable Weight: 120 lbs., but variable Eyes: Brown, shapeshifted purple when in heroic identity Hair: Black, shapeshifted purple when in heroic identity Mattie is a slim and athletic young woman with short black hair big brown eyes. She usually wears loose clothing in bright colors, preferring shorts and t-shirts. She is almost always smiling and enthusiastic. As Bounce, Mattie generally wears a formfitting purple costume with white details and lines on her sides and chest. Using her shapeshifting abilities, including shifting her eye and hair color to purple, changing her hairstyle and shifting her features enough that no one should be able to recognize her as Mattie. While her costume is usually consistent, it changes along with Mattie and can quickly change in both design and color. HISTORY Rumblefall's a nice little town in Kansas. Everyone knows everyone, and while the town has its share of troublemakers, everyone generally gets along. It is also the only place that one Matilda 'Mattie' Hopper has ever known, growing up as everyone's favorite kid sister and friend, always out to make everyone smile and be happy. It could've continued on like that forever, and Mattie would've been more than happy, but Rumblefall has a secret, y'see. One that they keep secret from outsiders. One fateful night when Mattie was 14, glowing colorful meteors fell from the sky, raining down all over the town and the surrounding area. Anyone that found one of these meteors and touched them got some kinda power. Some folks decided to use their new powers to settle old disputes, causing all kinds of trouble in Rumblefall. Almost like those meteors made them want to cause trouble, to use their new powers. Mostly minor stuff, nothing that'd get any big time super heroes involved, but it was enough to be enough to be a nuisance, and some people got hurt. Mattie couldn't just stand by and let that happen. She decided she had to do something about, so out she went, looking for a meteor of her own. Something that could give her the power to help people. She found a pretty purple one, embedded deep within an old oak tree. Now, some folks got real strong, some got real fast. Some could shoot lasers outta their eyes, sneeze lightning or fart storms. Maybe they could grow to giant size, or just got real good at talkin' to their livestock. But Mattie? Mattie could bounce. Bouncin' Mattie made her way around Rumblefall, quickly becoming a local hero that'd show up to stop the troublemakers. It was good times for the young hero, and she would just as readily stop a bad guy by making friends with them than she would by beating them up. Family feuds, big trouble, cattle herds going crazy or that one guy that kept trying to rob the local store? Mattie'd be there to stop 'em, and it would all be one big adventur. Mattie's first big challenge came when the Devil's Advocates rolled into town and claimed it as their own. She couldn't just stand by and let some no good biker gang do something like that, but they just proved too strong for her to handle on her own. Still, she kept going, rising to the challenge, but she wouldn't be alone. Everyone in town that she had helped or fought, they all joined up, and together they drove the bikers out of town. With everything at peace again, Mattie went back to her usual life, but driving the Devil's Advocates out of town created ripples that Mattie's previous antics didn't. Claremont Academy in Freedom City sent someone out to look. They found Mattie and offered her to join the school. It took some time, convincing, and maybe a firm push from the her family and the people of Rumblefall, but Mattie finally took the offer. Now she finds herself in a strange new place called Freedom City, where super people fly across the sky, super crime and villains are much more dastardly than back home, and you even got to keep your real name secret from everyone. It's a change for sure, but Mattie's always been flexible and adaptible, and sometimes, all you can do is bounce along. PERSONALITY & MOTIVATION Mattie is an enthusiastic and outgoing young woman, who just wants to use her powers and abilities to help others. She is friendly and talkative, and while she genuinely only means well, her constant talking and jokes can be annoying to some. Mattie honestly just wants to be friends with everyone around here. Unused to the city life, both in terms of regular life and super heroics, Mattie can sometimes come off as naive, even if she is a quick learner. She is generally not happy about the greater violence than what she is used to, and meeting more genuinely evil rather than misguided opponents, actual villains, instead of what was mostly just petty squabbles back home in Rumblefall, and she can at times feel overwhelmed by the situations she now faces. Still, she is flexible, and it seems clear that she will adapt, given enough time. A genuine hero at heart, Mattie nonetheless still has a lot to learn. POWERS & TACTICS Mattie's powers appear somewhat cartoony at first, like she has a rubber body that she can shift to anything. She can stretch her body, completely shift it into other forms and configurations, grow wings, become a plane or car, grow claws, turn her hands into drills, grow armor plates, shift her appearance to that of anyone real or imagined, grow additional limbs, put herself back together when hurt, and just about anything else she can think of. Owing to her unique physiology, she is incredible resistant to any kinds of physical damage, and she can easily shift her form to either make herself sturdier or quicker moving, becoming harder to hit. Even Mattie doesn't quite realize the depths and limits of her powers. So far, there is nothing she has tried to do that she haven't been able to do. In combat, Bounce tends to rapidly shift her form, stretching to hit enemies from afar and try to keep everyone that she can safe. She will become whichever form or shape that finds most useful, or just the most fun, for a given situation. COMPLICATIONS Advocating Against the Advocates: One time, a group of bikers rolled into Rumblefall and caused trouble. Their leader had some kind of demonic powers, but Mattie took care of them, saving the day as usual. Too bad that they were part of the Devil's Advocates, and now that Mattie is in Freedom City, the rest of the gang might come looking for her. The GM can award Mattie a Hero Point if they make the Devil's Advocates appear to cause trouble for Mattie, or have their hatred of her escalate a situation. Country Mouse: Mattie's from the small town Rumblefall in Kansas, where she mostly dealt with local super hero stuff, which was rarely anything beyond petty squabbles among the sometimes suddenly empowered townspeople. As such, she can sometimes be overwhelmed by the brutality or sheer evil she might face in Freedom City, giving her pause while she adjusts. If this happens, the GM can, for instance, affect Mattie with the Dazed condition in combat or give her a setback in a social situation and, in turn, give her a Hero Point. Naive: Calling Mattie naive is maybe a bit harsh, but she at least always wants to believe the best about everyone, or at least until she figures out if they are bad guys. The GM can make Mattie automatically fail a Sense Motive check or other social check and be tricked by a bad guy, giving her a Hero Point in return. Rubber Body: Mattie's body is decidedly inhuman, seemingly composed of a sort of rubbery substance. While she appears to have all the organs and bones that one would expect, this seems to be subject to the shape that she chooses for herself. Any medical examinations, even as simple as checking for vitals, can be very difficult, even more so if Mattie is in a non-human shape. The GM can award Mattie a Hero Point if her powers makes it difficult for others to help her with medical issues or other issues related to her body. Secret Identity?: Back in Rumblefall, everyone knows everyone, and there were no need for Mattie to keep a secret identity. Now that she's in Freedom City, that obviously has to change, but despite being told to do so and having her powers that easily lets her hide her identity, Mattie isn't always the best at keeping her secrets. The GM can award Mattie a Hero Point if her actions in fumbling her secret identity worsens a situation. ABILITIES 4 + 4 + 4 + 2 + 0 + 6 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 16 (+3) COMBAT 6 + 8 = 14PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +3 Base, +8 Melee (+3 Base, +5 Attack Focus [Melee] Defense: +4 (+4 Base), +2 Flat-Footed, Bouncy Shape +8 (+4 Base, +4 Dodge Focus), Fluid Shape +12 (+4 Base, +8 Dodge Focus) Grapple: +16 (+3 Base Attack, +5 Attack Focus [Melee], +2 Strength, +6 Elongation) Knockback: Fluid Shape -2 (4/2), Bouncy Shape -4 (8/2), Sturdy Shape -6 (12/2) SAVING THROWS 4 + 4 + 6 = 14PP Toughness: Fluid Shape +4 (+2 Con, +2 Protection), Bouncy Shape +8 (+2 Con, +6 Protection), Sturdy Shape +12 (+2 Con, +10 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +6 (+0 Wis, +6) SKILLS 44R = 11PP Acrobatics 8 (+10) Diplomacy 7 (+10) Escape Artist 3 (+5) Gather Information 7 (+10) Medicine 5 (+5) Notice 10 (+10) Search 4 (+5) FEATS 11PP Acrobatic Bluff Attack Focus [Melee] 5 Improved Initiative 1 Luck 2 Takedown Attack 2 POWERS 6 + 10 + 10 + 12 + 2 + 27 + 13 = 80 All powers have the descriptors Mutation, Physical and Shapeshifting unless otherwise noted Elongation 6 (250 ft.) [6PP] (Descriptors: Elongated Girl) Immunity 20 (All Non-Lethal Physical Damage; Flaws: Limited [Half Effect]) [10PP] (Descriptors: Physical Resistance) Malleable Body Array 4 (8PP Array; Feats: Alternate Power 2) [10PP] BP: {4 + 4 = 8/8PP} (Descriptors: Bouncy Shape) Enhanced Feat 4 (Dodge Focus 4; Total Defense +8) [4PP] Protection 4 (Total Toughness +8) [4PP] AP: Protection 8 (Total Toughness +12) {8/8} (Descriptors: Sturdy Shape) AP: Enhanced Feat 8 (Dodge Focus 8; Total Defense +12) {8/8} (Descriptors: Fluid Shape) Morph 4 (Any form with same mass; Diguise +20) [12PP] (Descriptors: Shapeshifter) Protection 2 [2PP] Shapeshift 3 (15PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action 2 [Free]) [27PP] (Descriptors: Megamorph) Sample powers Shifting Strikes Array 5.5 (11PP Array; Feats: Alternate Power 2) [13PP] BP: Damage 6 (Feats: Improved Critical 2, Mighty, Variable Descriptor 2 [Any shapeshifting]) {11/11} (Descriptors: Shapeshifted Strike) AP: Snare 8 (Extras: Engulf (+0); Flaws: Range [Touch]; Feats: Obscure Senses 2 [Sight, Hearing], Reversible) {11/11} (Descriptors: Wrap-Around) AP: Stun 8 (Flaws: Action [Full]; Feats: Improved Critical 2) {10/11} (Descriptors: Massive Strike) DRAWBACKS DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch, 250 ft. DC17 Tou (staged) Damage +8 Shapeshifted Strike Touch, 250 ft. DC23 Tou (staged) Damage +8, Crit 18-20 Wrap-Around Touch, 250 ft. DC23 Ref (staged) Fail: Entangled >5: Bound and Helpless +8 Massive Strike Touch, 250 ft. DC23 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +8, Crit 18-20 Totals: Abilities (20) + Combat (14) + Saving Throws (14) + Skills (11) + Feats (11) + Powers (80) - Drawbacks (0) = 150/157 Power Points
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Vanya "Jack” Davydov Power Level: 10/built to 8 (150/155PP) Unspent Power Points: 5pp Trade offs: -5 Defense/ +5 Toughness In Brief: Jack is an extremely laid back guy with a love for nature and protecting others. Jack was born with latent Shaman powers that have been augmented by a soul bond with a polar bear spirit, allowing him to tap into primal ice magic. Alternate Identity: Arctus Birthplace: St. Petersburg, Russia Residence: Southside Occupation: Student/Hero Family: Ivan Davydov (Father), Rada Davydov (Mother) Description: Age: 16 (DoB: March 11, 2008) Apparent Age: 18 Gender: Male Ethnicity: Russian, Siberian Ket Height: 6’6” Weight: 300 lbs Eyes: Blue Hair: White Jack is a giant among teens, and even among adults and he sometimes gets mistaken for an adult at first glance. Jack has strong Siberian Ket features, softened only slightly by his Russian heritage. He has tan skin, white hair, and is extremely well built prompting anyone who saw him to immediately wonder if he is on steroids (he isn't, but having a giant polar bear spirit bonded to you has some good side effects.) Jack is a soft spoken person by nature, but has always carried a big stick, as is the expression. Despite this calm demeanor, the chaotic nature of his beast bond can often make him quick to show emotions like anger and it is a constant battle to keep his temper in check when he feels himself or perceived territory is threatened, or friends are in danger. All of his life Jack has lived with nature and taken care of it. He would often spend the entire summer in a tent in some remote location with his grandparents in Siberia, living off the land and enjoying the unspoiled natural beauty around them. Other kids his age would often make fun of him for always talking about nature and different adventures he had had, but this only served to toughen his skin. Jack is quick to blame himself for everything, even if it is not his fault, and as a result he has a hard time saying no to anyone, always feeling he has to save everyone. Jack has quite a number of large scars across his torso, arms and legs, sustained during the polar bear attack. These scars emit a soft glow from the magic energy stitching them to the bear spirit. His connection to his Bear Spirit grants him immunity to the cold, but In most warmer climates his body overheats, so Jack typically wears very little, just enough to be modest in most cultures. This typically consists of either basketball or cargo shorts and a hoodie with the sleeves torn off, which is often left unzipped. so the lack of clothing helps to some extent. Jack rarely wears shoes, as he finds them uncomfortable, preferring the feel of nature beneath his feet. He will, however, wear flip flops or sandals when needed in urban settings. When he changes, he will typically remove the hoodie so it doesn’t get destroyed. In his Alternate Form, Jack becomes a giant Werebear covered in frost and ice. Depending on the climate, he typically has vapor coming off him, as he is much colder than the surrounding air. History: Personality & Motivation: Jack is the Epitome of “Don't provoke a sleeping bear”. He is very laid back, until you provoke him, then he can often be scary. Beneath the calm surface he has the spirit of a beast fighting to get out. He can be quick to anger when certain buttons are pushed, but he tries to keep control of himself. Jack is motivated by a love for all things. He understands that there is a cycle of life, and he seeks to preserve freedom in its various forms. He seeks to protect everyone he meets, and doesn't take kindly to anyone messing with someone he deems under his protection. Powers & Tactics: Jack is a brawler by nature, his bear spirit always seeking to prove itself dominant in any situation. He is a Tank and enjoys being the center of attention in a fight, as he sees it as protecting everyone if they are busy with him. He makes use of his heightened senses and ice magic, but he is still in the early stages of implementing them in ways besides smashing. Power Descriptions: His attacks are Bludgeoning or Slashing damage with his fists and claws (possibly with cold damage later), and piercing with his teeth. His abilities come from the Bear spirit within him, so his power descriptors would be Magic. He has Soul Tattoos as part of his shaman magic. These appear as glowing scars on his skin in base form. (Think Last Airbender) Complications: Animal Within: Jack’s connection to the Bear spirit bonded to him tends to give off an aura that makes other animals, and even people, view him as competition, or with suspicion. His connection to the spirit also means he can sometimes be unusually aggressive and will not run from a fight where his bear feels his dominance is in question, and if he loses a fight for dominance, he will often fall into depressive stupor. Always Hungry: The bear spirit within him gives Jack a very big appetite, especially after using his abilities. He is always eating something and if he doesn't keep his hunger sated, he can begin to fall into a hibernation like state and become lethargic. Rgggh: In his Alt Form, Jack can have a hard time articulating complex words, and especially words that begin with an R sound. This can often get worse the more he gets frustrated or angry, to the point where it just sounds like he is constantly growling. Colorblind: Jack can't distinguish colors; everything looks grayscale. This can cause him to become hyper focused and distracted by color control abilities. Soul Bound Scars: The soul binding twisted his spirit with the polar bear, and the scars from that desperate action were imperfect, leaving his Magic changed and the scars emit an icy glow when in use, which can be clearly seen in low lighting, as the spirit magic overflows and spills out. This also makes him light up like a beacon to those sensitive to magic. Snowy Paws: In his base and alternate forms his skin is very cold to the touch and can sometimes cause frost to form on things he touches. Additionally in Alternate Form his giant paws make it hard to handle small objects or perform dexterous tasks. Empathic Healing: Jack’s Shaman Magic allows him to heal damage, but to do so he has to take energy from something else to do so, or he has to use his own energy and that can become quite taxing for him. The bigger the damage, the more likely it is to leave him fatigued. Trade offs, Defense for Toughness Abilities: 8 + 0 + 6 + 0 + 6 + 10 = 30PP Strength 26/18 (+8/+4) Dexterity 10 (+0) Constitution 20/16 (+5/+3) Intelligence 10 (+0) Wisdom 16 (+3) Charisma 20 (+5) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4, +9 melee, +8 melee AF [+4 base, +5 Attack Focus, -1 Growth] Grapple: +13/+22 Defense: +4, +3 (+4 Base, -1 Growth), +2 Flat-Footed Knockback: -3, -10 including size Saving Throws: 5 + 5 + 5 = 15PP Toughness: +6 (+3 Con, +3 Protection) +13 AG (+5 Con, +8 protection) Fortitude: +8/+10 (+3/+5 Con, +5) Reflex: +5 (+0 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 68R = 17PP Climb 4 (+8/+12) Concentration 5 (+8) Craft [Artistic] 8 (+8) Handle Animal 7 (+10) Intimidate 5 (+10, +20 from AF) Knowledge(Art) 4 (+4) Knowledge [Arcane Lore] 5 (+5, Skill Mastery) Knowledge [Theology and Philosophy] 5 (+5, Skill Mastery) Language 2 (English, Russian, Base; Ket) Notice 8 (+11 Skill Mastery) Sense Motive 7 (+10) Survival 8 (+11, Skill Mastery) Stealth 0 (+0/-4) Feats: 12PP All-Out Attack Attack Focus [melee] 5 Animal Empathy Improved Grab Improved Grapple Power Attack Skill Mastery (Survival, Notice, Knowledge Arcane Lore, Knowledge Theology and Philosophy) Takedown Attack Powers: 4+ 19 + 43 = 66PP Shaman Soul Scars (Linked Powers): Immunity 1 (Polar Spirit; Environmental Condition[Cold]) 1PP (Magic) Protection 3 (Thick Skin) 3PP (Magic) Polar Shaman (Magic): Cold Control Array 8 (Magic 16PP Array, 3 Alt Powers) [19PP] Base: Cold Control 8 (Cold Hands, Magic, Range: 80ft Radius: 1000ft DC18) [16PP] Alt: Create Objects 8 (Ice Sculptures, Magic, Range: 80ft, Max Size: 8x 5’ cubes DC18) [16PP] Alt: Healing 8 (Ebb and Flow, Magic, +8 Recovery check) [16PP] Alt: Blast 8 (Boulders/Spikes, Magic, Range: 80ft, DC23) [16PP] Frost Bear (Magic): Alternate Form 8.6 (Werebear Form; 43PP Container) [43PP] (Magic) Damage 0 (Claw Strike; Extras: Penetrating 5; Feat: Mighty 1, Improved Critical 18-20) [8PP] Enhanced Skill 8 (Intimidation) [2PP] Enhanced Feat 2 (Improved Pin, Takedown Attack) [2PP] Growth 4 ("Bear Size"; Strength +8, Constitution +4, Attack -1, Defence -1, Grapple +4, Intimidate +2, Stealth -4, +5' speed, +5' reach, +5 Strength for carrying capacity only [heavy load: 3.7 tons]; Flaw: Permanent) [12PP] (Linked with Morph) Morph 3 (Werebear Form) [3PP] (Linked with Growth) Movement Array 05 ("1pp; PFs: Alternate Power 2) [3PP] BE: Speed 1 (10 MPH, or 105' per round; Feats: Alternate Power 2) {1/1} AP: Leaping 1 (x2 distance: 32' running long jump/16' standing long jump/8' high jump) {1/1} AP: Swimming 1 (2.5 MPH or 25' per round) {1/1} Protection 5 (Frost Armor) [5PP] Super Senses 4 (Bear Senses; Danger Sense [Olfactory], Darkvision, Tracking 1 [Olfactory]) [4PP] Super Strength 2 (Bear Strength) [4PP] Drawbacks: -3 -3 = -6PP Involuntarily Change (uncommon, Major DC 15 to avoid, Anger) [-3PP] Vulnerability: Fire Magic (common, Moderate x1.5 save DC) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed, Base Touch DC 19 Toughness Damage Claws Touch DC 24 Toughness Damage Unarmed Touch DC 23 Toughness Damage Totals: Abilities (30) + Combat (16) + Saving Throws (15) + Skills (17) + Feats (12) + Powers (66) - Drawbacks (6) = 150/155 Power Points
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Harlequin Power Level: 12 (180/187PP) Built as PL8 Unspent Power Points: 7pp Trade-Offs: +4 Defense / -4 Toughness In Brief: Prince of Ogres and Goblins fated to nobility and heroism. Catchphrase: “Might I have your name?” Theme: Born to be a Killer - Chase Noseworthy Alternate Identity: Alden Underwood (Human Name, Secret), Eòghann Soillearsgian, Prince of the Shadowed Places (True Name, Secret) Birthplace: Kingdom of Goblins and Ogres, Avalon Residence: Claremont Base of Operations: Freedom City Occupation: Student, Prince Affiliations: Claremont Academy, Ogres and Goblins, Unseelie Fae, Aes Sídhe Family: Muireadhach the Goblin King, Mòrag the Ogre Queen, Cathán the Unseelie (Secret) Description: Age: 16 (DOB: 1 November 2008) Ethnicity: Fey (Natural Form) / Caucasian (Human Form) Height: 5’5” Weight: 113lbs Eyes: Yellow (Natural Form) / Green (Human Form) Hair: Blonde Eòghann has a thin, lithe figure, possessed of grace beyond the normal for humanity, even when he's disguised as a human the perceptive can see it, his movements are too smooth and any accidents seem planned to be only the most minor and harmless. In both his normal human disguise and his natural form his face is elfin and beautiful, his combined heritage softening the sharp features of his goblin father and thinning the more bulbous features of his ogre mother to produce a face that bears graceful, gently curved lines. In both forms he possesses flowing golden locks that if straightened the tips would reach his shoulders, but instead creates loose curls around his face and ears instead. Below elegantly arched eyebrows his eyes are bright and focused, mischief dancing within them when he relaxes, a golden yellow when in his natural form and bright green when disguised. In his natural form his skin is a dusky green-blue hue, his teeth pointed and sharp, and his ears are long and pointed, both of which are hidden beneath lightly tanned and freckled skin and human teeth and ears. His clothes tend to reach the Romantic Era and be no more modern, given to ruffles and other trappings of the era. When going out as a hero he wears a harlequin costume and masquerade mask, painting what of his skin is visible white, or using his illusions to the same effect if he does not have time to apply the paint normally. History: Eòghann's parents are powerful rulers in the lands of Faerie, the King of Goblins and Queen of the Ogres each rule their fearful throng. But both wanted more, and harbored a great affection for the other. So motivated they arranged to be wed, so that their peoples may be joined and their might combined. There was but one foible. They were without child. No matter how the royal couple tried, an heir eluded them, and as the other fruits of their union grew, they became ever more desperate to secure their legacy, and their rising station amongst the Unseelie Courts. So driven they invoked the True Name of Cathán, a mighty knight of the Aes Sídhe, binding him to weave his magics to allow them to sire a child. Cathán was incensed at the invocation of his Name, but nonetheless intrigued at the audacious request and so he bestowed three blessings and one curse upon the child, unbeknownst to the King and Queen. The babe would be powerful, beautiful and share in his own blood, his own secret heir. But he would also possess a nobility of spirit that would never be quenched. Eòghann was born on the morn of Samhain, and from the moment of his birth could never understand what might be wrong with him. He took the lessons in stride, learning from the mightiest Ogre Mages and the most devious Redcaps and exceeding in his studies far beyond his years. But his heart was never settled, and he could never bring himself to fully embrace the darker teachings, the thieving of names and infants, the slaughtering of livestock and laying of traps. Still he did his damnedest to meet the expectations of his parents and tutors, while sneaking out during his free time to undo the damage caused as best he could. This charade has continued until his sixteenth year. His parents had their most devious plan yet. Their son would infiltrate the world of Men beyond Avalon, and ensnare the latest generation of their great heroes in Fae schemes, and graduate with new champions in his thrall! Personality & Motivation: Eòghann is gregarious and enjoys having company, having not been around many peers growing up. He is still muddling through the mess of expectations that his parents, tutors and culture laid upon him prior to leaving for the human world, and how they interact with his own morals and knowledge, leading to uncertainties and insecurities which he covers with mischief and bravado. At his heart Eòghann wishes for everyone to get a happy ending, be they man, ogre or goblin, which is at the core of his crisis: How can he make everyone happy? Powers & Tactics: Eòghann is an accomplished mage for his age, able to disguise himself as both people and animals, cast illusions, make plants grow wild and strong and conjure weapons made of shadows, immaterial blades which attack the very soul for as long as they remain embedded within the foe. The spell he is most proud of is his ability to shield others from harm, a shield of light and silver in the shape of a Harlequin mask springing up between them and whatever would do them harm, an ability he developed while trying to undo the damage his lessons caused. In addition, Eòghann is practiced in the art of stealing names, able to through a mix of guile and magic weasel past the defenses of the wary to claim their names, which he can then use to work more insidious magics upon them, able to confuse and control the mind but here too he has found a way to twist the magic to help others, able to grant others access to his magical techniques although it is a very tiring practice. Finally he is able to channel his magics to disguise himself, teleport, burrow and regenerate. In addition he can comprehend any language spoken or written and speak to anyone. Complications: Thy Truest Name Invoking Eòghann's True Name grants one power over him, allowing the individual to control the young Prince. Anyone who knows Eòghann's full True Name can command him as though via Mind Control with ranks equal to their Power Level or his, whichever is greater. Under Revealing Light The light of the full moon and similar phenomena dispel falsehoods, rendering many of Eòghann's magics ineffective. Under the light of the full moon, or after being affected by a power with the Light descriptor as well as the Blessed/Celestial/Holy and/or Silver descriptors, Eòghann's Shapeshifting, Illusion, and Glamour powers are nullified. I Bar Thee from Entry A location warded with charms of Iron, Rowan, or a line of Salt around the entrance is barred to Eòghann. Eòghann is unable to willingly enter a location warded with Iron, Rowan or Salt. The Tongue of Thine Birth Eòghann’s magic allows him to understand and be understood by anyone, but this could also help reveal his secrets. Eòghann always speaks in listeners native language, this can raise suspicion if there's no way for him to have known the listeners native tongue, doubly so if there's no reasonable explanation for how he knows it. Prince of the Unseelie Eòghann may have worked to repair the damage he caused under his tutor’s guidance and his parent’s expectations but he did so under disguise, and so those who see his true form will see only the dark prince. When not disguised, Eòghann may be recognized by witnesses, who may respond to the prince negatively. Abilities: 0 + 16 + 8 + 4 + 8 + 16 = 52PP Strength: 10 (+0) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 26 (+8) Combat: 16 + 8 = 24PP Initiative: +8 Attack: +8 Melee (+8 Base), +8 Ranged (+8 Base) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 + 0 + 2 = 2PP Toughness: +4 (+4 Con) Fortitude: +4 (+4 Con) Reflex: +8 (+8 Dex) Will: +6 (+4 Wis, +2) Skills: 72R = 18PP (1PP = 4 Skill ranks) Acrobatics 3 (+11) (Skill Mastery) Bluff 6 (+14) Diplomacy 6 (+14) Disguise 2 (+10/+20 [Morph]) Gather Information 6 (+14) Intimidate 6 (+14) Knowledge (Arcane Lore) 10 (+12) Languages 0 (Fae [Native]) Notice 12 (+16) (Skill Mastery) Perform 2 (+10) Sense Motive 12 (+16) (Skill Mastery) Stealth 7 (+15) (Skill Mastery) Feats: 18PP Luck 2 Ritualist Dodge Focus 8 Benefit (Fey Royalty) Benefit (Wealth) 3 Evasion 1 Skill Mastery 1 (Acrobatics, Notice, Sense Motive, Stealth) Uncanny Dodge (Auditory) 1 Powers: 39 + 18 + 9 + 6 + 1 = 73PP All powers have the following descriptors: (Magic, Fae, Goblin, Ogre, Trickery) Magic Array 18 (36PP Array; Feats: Alternate Power 3) [39PP] Additional Descriptor(s): None BP: Damage 8 (Shadowstuff Blades; Extras: Alternate Save [Will], Duration [Concentration], Penetrating 6; Feats: Affects Insubstantial 2, Extended Reach 3, Split Attack) {36/36PP} (Piercing, Shadows, Soul) AP: Illusion 8 (Faerie Mirage; All Sense Types; Feats: Progression 2 [Area, 25ft.]; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) {32/36PP} AP: Create Object 15 (Plant Growth; Extras; Duration [Continuous], Impervious 4; Feats: Innate, Precise, Progression [Area, 10ft. Cube], Subtle; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]; Flaws: Permanent) {36/36PP} (Plant, Wood) AP: Deflect 12 (Shield of Silver; All Attacks 3PP/Rank; Extras: Range [Ranged]; Feats: Triggered 2; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]; Flaws: Limited [Only Deflect Attacks Against Others]) {36/36PP} (Light, Silver) Name Invocation Array 8 (16PP Array; Feats: Alternate Power 3; Drawbacks: Power Loss 1 [When unable to speak]) [18PP] Additional Descriptor(s): (Curse, Sonic) BP: Transform 8 (Name Stealing; Mental Transform 2PP/rank; Target Forgets Name(s); Extras: Alternate Save [Will], Duration [Continuous]; Feats: Subtle; Drawbacks: Reduced Range [5 Increments]; Flaws: Requires Opposed Skill Check [Bluff]) {16/16PP} (Interaction) AP: Mind Control 8 (Command the Named; Extras: Conscious; Flaws: Limited [Requires Target to be effected by Name Stealing]) {16/16PP} AP: Confusion 8 (Curse the Named; Extras: Insidious; Feats: Incurable, Reversible; Flaws: Limited [Requires Target to be effected by Name Stealing]) {10/16PP} AP: Share Magic adds (Extras: Affects Others, Range [Ranged]; Feats: Progression 2 [5 Targets]) to Magic Array (Feats: Subtle; Flaws: Limited [Requires Target to be effected by Name Stealing], Tiring) {14/16PP} (Blessing) Might and Mischief 3 (6PP Array; Feats: Alternate Power 3) [9PP] Additional Descriptor(s): (Bloodline) BP: Morph 2 (Glamour; Any Humanoid 2PP/Rank; Extras: Duration [Continuous]) {6/6PP} (Disguise, Illusion) AP: Burrow 3 (Goblin Tunnels; Extras: Area [15ft. Tunnel], Penetrating; Flaws: Distracting) {6/6PP} (Earth) AP: Teleport 2 (Fae Escape; Feats: Change Direction, Change Velocity) {6/6PP} AP: Healing 1 (Ogre Toughness; Extras: Action 4 [Reaction, Triggers when struck]; Feats: Stabilize; Flaws: Personal) {6/6PP} Comprehend 3 (Understand and Speak All Languages) [6PP] Comprehend 1 (Read All Languages; Flaws: Duration 2 [Concentration]) [1PP] Drawbacks: -3 + -4 = -7PP Vulnerability (Iron; Frequency: Uncommon [+1PP]; Severity: Major [+100% Effect, +2PP]) [-3PP] Weakness (Iron; Frequency: Uncommon [+1PP]; Intensity: Moderate, -1 Constitution Drain [+2PP], Accelerated Effect: 5 Minutes [+1PP]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Shadowstuff Blades Touch (Ext. Reach) DC 23 Will Damage (Sustained) Name Stealing Ranged DC 18 Will Mental Transform Command the Named Perception DC 18 Will Mind Control Curse the Named Ranged DC 18 Will Confuse Totals: Abilities (52) + Combat (24) + Saving Throws (2) + Skills (18) + Feats (18) + Powers (73) - Drawbacks (7) = 180/187
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Magic 8 Ball Power Level: 8 [Taken as a PL10 and reduced] (150/154PP) Unspent Power Points: 4 Trade-Offs: -4 Defense / +4 Toughness In Brief: A girl with minor Psychic and Oracular Powers is cursed with a semi sentient relic disguised as a Magic 8 Ball. Alternate Identity: Vicki Adams (secret) Birthplace: Stonehenge, UK Residence: London / Claremont Academy Base of Operations: Claremont Academy Occupation: Student, aspiring Medic Affiliations: Claremont Academy, her Nanny, Freedom City Police Family: StepFather (Robert, 46), Mother (Janet, 45), Sister (Helen, 13), StepBrother (Duncan, 15), Nanny (Alice 27) Description: Age: 16 (DoB: 2007, April 13th ) Gender: Female Ethnicity: Caucasian Height: 5'2" Weight: 102 lbs Eyes: Black Hair: Black Vicki is a cute, but not stunning 16 year old girl. She is petite and to her chagrin, has not matured like many of her friends and classmates. While looking youthful for her age, she dresses and acts far above it, carrying herself with an aura of an old soul. She moves gracefully and with purpose and her smile is enough to light a room and perhaps power a small city while displaying her dimples. Her black hair is usually done up in a stylish bob and her father's access to good dental and health care allowed her to have very clear skin and perfect teeth. As she comes from money, her clothes are quite trendy and tasteful for a young lady; gravitating to skirts and simple tops or summer dresses. History: Vicki was born on Friday, April 13th while her mother was visiting Stonehenge to talk with a Wiccan group to try to appease them for her husband who was running for MP. It was an auspicious day and the midwives who ended up helping deliver the young girl, also marked her for second sight. Growing up, Vicki realized quickly she was different as her Oracular sight often triggered and she ended up talking to people who weren't there or interacting with things that didn't exist. Thankfully for her, the Ministry of Powers was more than equipped to protect the young girl and help her grow up without causing issues or embarrassment for either her or her politically minded father. In fact, they assigned a mentor for the young girl; another psychic named Synapse. Synapse became a bit of an enigmatic fixture in her life, showing up every few months to both check in and help Vicki learn to deal with her powers. Additionally, it was through the Ministry of Power's intervention that Vicki's life held the normalcy that it did; even if she was moved through several schools in an attempt to keep her identity and meta status secret. Of course, Robert Adams, Vicki's father, was more than happy to throw money at the issue of his odd daughter so that she was not a political liability. On her 13th birthday, Vicki was left a present by an anonymous visitor to her home. After security examined it, they let the girl have the odd gift. Opening it up, she wondered who would have given her a Hasbro Magic 8 Ball, but didn't originally think much of it. However, this was no ordinary item. It was a powerful magical relic which enhanced her power tremendously. However, with great power... came great strangeness. She found out quickly that the Ball had it's own agenda and while it was all 'heroic' she often could not discern why it wanted to do anything in particular. Additionally, she found it VERY hard to refuse the ball when it wanted to do something which began to cause more noticeable issues for her political father. Within a year of finding the ball, she was sent to the US for a private boarding school that was known to both be discrete and also handle 'strange' children. Enrolling first at the Atom Academy, she reveled in the science focused school while learning Medical and Science skills. Yet when her father finally visited and realized it was a school for Meta children, he quickly pulled her and switched her into Claremont starting half way through her Sophomore year. Additionally, he asked one of his friends from Parliament, Lord Robert Harrow to help the girl out as the Lord had located his family in Freedom City. Satisfied that his daughter was in a position away from the British media and had a powerful ally by way of a long standing friend, he has given little more thought to his only daughter and left her too her studies, unaware of the true nature of the school. In the short time she has been in Freedom City, she has started working with the Police Department. Befriending an older detective in the Cold Cases Division, she has already helped solve several outstanding cases. Personality & Motivation: Vicki is a very altruistic person and has a high degree of empathy for her fellow man. She is wise beyond her years, mostly as a product of seeing a parade of horrible things that people do to each other. She is determined to help in any way that she can and has aspirations of being a doctor and a hero on the side. Additionally, she is saddled with the Magic 8 Ball, which while enigmatic, also consistently pushes her to engage in heroic activities even if she doesn't always know how to solve or recognize them. She is mostly friendly and cheerful and pushes to engage with people all the time, finding that far more enjoyable than more solo pursuits. Powers & Tactics: In combat Vicki relies on her senses to determine who is opposed to them. She is careful and cautious, trying to assess any situation she is in before recklessly getting stuck in. While she can slug with other aspiring heroes of her age, she often would rather try to defuse situations and if she can trick or lower the heat she'll do that. When forced to fight, she would rather support others than take the center of a battle, using her abilities to help others resolve the conflict. While she is still learning, she is already showing promise of being a skilled medic and does her best to help anyone injured in a battle. One thing she does not like to do is to read minds. She is fine with reading their emotions or communicating mentally, but she views intrusively reading minds as a violation of someone's privacy, which her uncontrolled visions already often do so. Power Descriptions: Most of Vicki's powers are subtle and hard to notice. Not much that she does is very flashy. The most flashy of her abilities is when she uses any of her Telekinetics to toss things around. When she uses the ball, it tends to glow with a magical inner light. Her telepathy is far more subtle with most of the abilities registering only to people who have specialized senses to notice such mental intrusions. Complications: Listen to the Ball: While the 8 Ball gives Vicki a lot of additional power, it also is rather bossy and tells her to do things. It is semi sentient and has it's own (Heroic) agenda. Which does not always coincide with Vicki's plans. Who are you talking too?: Since she can not control her Oracular gifts it is often that she is talking to a vision and not realizing it. Since they are not obvious, other people just see her talking to space. This does not help Teenaged cool. Just a little bit Pushy: If she, or anyone, asks the 8 Ball a question, she is compelled to do what it says even if she disagrees with it. It's polite to ask first: Sometimes the ball demands to be heard and Vicki has to ask it about even mundane things, like 'Should I go to the movies'. Can't get rid of it: The 8 Ball is bound to her and no matter what she has tried, she can't get rid of it. It shows up in awkward times. My Wonderful Parents: Everyone is embarrassed by their parents, Vicki's father is a well know firebrand right wing politician in the UK who does not know of his daughters gifts. Culture Shock: America is not the UK and when you ask people for a rubber to correct a mistake on your paper... they look at you funny. Get out the Eye Bleach: Vicki's Oracular sight comes unbidden regularly and often shows her things she has no wish to see. She ends up seeing Embarrassing moments of people's lives all the time. Just Get the Information Already: Vicki has the ability to read bits and bobs from people's minds, but she doesn't like too. While it might be easier to solve a situation by doing so, she often does not. Abilities: 0 + 2 + 4 + 6 + 10 + 6 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 20/26 (+5/+8) Charisma: 16 (+3) Combat: 8 (2PP / Base Attack) + 4 (2PP / Base Defense) = 12PP Initiative: +1 Attack: +4 Melee, +8 Ranged, +4 Base Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Grapple: +4 Knockback: -6 Saving Throws: 5 (1PP / Fortitude) + 6 (1PP / Reflex) + 0 (1PP / Will) = 11PP Toughness: +2/12 (+2 Con, +10 [Protection]) Fortitude: +7 (+2 Con, +5) Reflex: +7 (+1 Dex, +6) Will: +8/+11 (+8/+11 Wis, +0) Skills: 10PP = 40R (1PP = 4 Skill ranks) Bluff 2 (+5) Concentration 2 (+10) [Second Chance] Diplomacy 7 (+10) Investigate 2 (+5) Knowledge [Life Science] 7 (+10) Knowledge [Parapsychology] 2 (+5) Knowledge [Popular Culture] 2 (+5) Language [ASL] 1 Medicine 2 (+10) Notice 2 (+10) Search 7 (+10) Sense Motive 2 (+10) Survival 2 (+10) Feats: 13PP Assessment Attack Focus (ranged) 4 Dodge Focus 2 Interpose Luck 1 Connections 1 Benefit (Important Family) [Politician Father] 1 Second Chance [Concentration] Teamwork 1 Powers: 49 + 23 + 4 = 76PP Device 11 (Magic 8 Ball, 55DP Device, Feats: Indestructible, Summonable, Disguised, Only usable by you 2) 49PP (Magic) Super Senses 8 (Shake the Ball; Pre/Postcognition Flaws: Uncontrolled, Limited [Yes, No, Maybe IE 8Ball answers only] Drawback: Noticeable [Glows]) 2DP Protection 10 (Ball of Protection), Extra: Force Field 0, Feat: Subtle 1) 11DP Enhanced Trait 9 (Fortified Mind; [Wisdom 6, Will Save 3]) 9DP Flight 2 (Mental Levitation; Feat: Maneuverability 1) 5DP Telekinetic Power 13 (Array 26PP, Feat: Alternate Powers 2) 28DP BE: Move Object 8 (Telekinesis; Extra: Damaging, Feat: Precise, Progression Range 1 [160ft]) {26/26PP} 26DP AP: Blast 8 (Fling Debris; Extra: Area(Cone)) {24/26} 1DP AP: Blast 8 (Power Throw; Extra: Penetrating) {24/26} 1DP Telepathy 8.5 (17PP Array, Feats: Alternate Powers 6) 23PP (Mental, Psychic) BE: Mind Reading 8 (Emotional Scan; Extra: Effortless, Feat: Subtle 2, Flaw: Limited to Emotions) {10PP} 17PP Linked to Communication 4 (Telepathy; [Mental Communication], Feat: Rapid 2, Subtle 1) {7PP} 0PP AP: Concealment 10 (Mind Blank; [All Senses], Feats: Selective, Flaw: Phantasm) {11/17PP} 1PP AP: Emotion Control 8 (Change Moods; Feat: Subtle 1) {17/17PP} 1 PP AP: Stun 8 (Mental Strike; Extra: Alternate Save [Will], Feat: Subtle) {17/17PP} 1PP AP: Mind Reading 8 (Quick Probe; Extra: Effortless, Flaws: Duration [Instant]) {8/17PP} 1PP AP: Mind Control 8 (Suggestion; Extra: Effortless, Feat: Subtle 1, Mental Link, Flaws: Action [Full Action], Distracting) {10/17PP} 1PP AP: Illusion 8 (Distort Senses; [All Senses], Flaw: Phantasms, Action 1 [Full]) {16/17} 1PP Super Senses 8 (Oracle Sight; [Pre/Postcognition], Flaw: Uncontrolled) 4PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Telekinesis Ranged DC 23 Toughness Damage Fling Debris Cone 80ft DC 23 Toughness Damage Power Throw Ranged DC 23 Toughness, Penetrating Damage Mental Strike Ranged DC 18 Will Stun Emotional Scan Perception DC 18 Will Mind Reading Suggestion Perception DC 18 Will Mind Control Change Moods Perception DC 18 Will Emotion Control Totals: Abilities (28) + Combat (12) + Saving Throws (11) + Skills (10) + Feats (13) + Powers (76) - Drawbacks (0) = 150/154 Power Points
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Rot Power Level: 9 (122/132PP) Unspent Power Points: 10 Trade-Offs: -5 Defense / +5 Toughness; -5 Attack / +5 Effect In Brief: Challenged with a repulsive and difficult-to-control power set, a young superheroine navigates the challenges of being a misfit and a hero at the same time Catchphrase: “Like, uh, um, you know?” Theme: Message to You, Rudy Rot in Super Suit Rot in Homemade Costume Alternate Identity: Consuelo Nunez (Nominally Private, but pretty easy to figure out, as her powers manifested when she was pretty young, with very visible results. Also, how many people have green dreadlocks, really?) Birthplace: Freedom City Residence: Claremont Academy Base of Operations: not an HQ in technical game terms, but Claremont Academy Occupation: High School Student Affiliations: The Study Group Family: Relationship with mother (Maria) is very strained. Hasn’t seen here father (Hector) since she was six. Description: Age: 16, birthday is February 29, 2007 Apparent Age: 16 Gender: Female Ethnicity: Hispanic Height: 5’ 4” (162 cm) Weight: 117 pounds (53 kg) Eyes: Brown Hair: Green dreadlocks Consuelo dresses with a punk esthetic, or is it grunge? Who's to say. She has her hair in green-dyed dreadlocks. She can’t stop her powers from slowly decaying objects she touches, so her clothing is often ragged. History: Consuelo has had some challenges in her childhood. Her family is poor. Her dad was a tortured soul that was sometimes violent toward her mom. He left them when she was six. Her mutant powers started gradually manifesting at age nine. It’s not like they had a lot of things, so when young Consuelo accidentally destroyed things with a touch, it caused a lot of frustration. As her powers grew, people began to be reflexively repulsed from her upon physical contact, and eventually even at a short distance. This was hardest of all. Her life changed for the better when she was accepted into the Claremont Academy. But her same problems have followed her there as well. Personality & Motivation: Her mom suffered a lot of injustice, and her dad was a jerk. Fertile ground for the growth of super-heroism. Being repulsive upon close physical proximity was tough as a kid and is tough for her as a teen. A lot of why she does what she does is her way of dealing with this issue. She leans into the outcast trope. And she tries to think of herself as noble for trying to be a hero despite the shunning her powers can result in. Recently Consuelo succeeded in gaining much more control over the repulsive effect her condition had on others, as well as allow her to "undo" her disintegration. Powers & Tactics: Rot’s powers apparently annihilate matter and energy, but actually redistribute it in miniscule amounts across billions of alternate dimensions. She also siphons matter and energy from countless alternate dimensions to power her flight and durability. Active use of her powers creates a dark, warping, shadowy distortion in the area of effect. She can sculpt the area in which she disrupts matter and energy. Her powers are much more potent if she can actually touch her target, but she's only modestly adept at hand to hand combat. She can adapt how she empowers herself, focusing on speed, or reflecting damage of melee attacks. Recently, she has gained more control over the aura of repulsion that her abilities give off, reining it in except when she is scared, angry, or using her powers at full strength. Power Descriptions: All of Rot's powers have Mutant Origin, Biological Source, and Extradimensional Medium. Consuelo's mutant physiology allows her to instantly, unconsciously shunt atoms and molecules across to billions of alternate dimensions, causing corrosion and disintegration effects. Similarly, her powers instantly and unconsciously draw energy and/or matter in miniscule amounts from billions of alternate dimensions to power her flight and support her impervious toughness. Concentrated use of her decay powers results in a visual warping and darkening of space in the area of effect, and a soft sucking/hissing sound (provided there is atmosphere). Complications: Responsibility: Consuelo’s mother, Maria, is hooked on pills and has trouble keeping a job or an apartment. Consuelo kind of hates her mom for this, but also wants to help. It’s complicated. Reputation: Being repulsive and destroying things all the time is plenty enough reason for Rot to have a bad reputation with most institutions and many people she encounters. Creepy Vibes: When she becomes angry or scared, or when she uses a power in her External Array at full strength, her abilities can trigger a fight or flight or disgust response in nearby people or animals. Cynic: Rot has been treated unfairly by authority figures for most of her life. Instead of receiving a benefit from Leadership (like clearing a condition), she may instead take a hero point, at GM's discretion. Abilities: -2 + 4 + 4 + 0 + 4 + 4 = 14 PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 14 (+2)/36(+13) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: +2 + 2 = 4 PP Initiative: +10 Attack: +3 (Poof!) +1 Base Defense: +3, +1 Base, +1 Flat-Footed Grapple: 0 Knockback: -10 Saving Throws: +0 +0 +4 + 6 = 10 PP Toughness: +13 (+13 Con) (+8 Impervious) Fortitude: +13 (+13 Con) Reflex: +6 (Zip!) (+2 Dex, +4) Will: +8 (+2 Wis, +6) Feats: 8 PP Attack Specialization 1 (Poof!) Dodge Focus 2 Skill Mastery 1 Distract (Intimidate) Startle Luck 2 Skills: 56 R = 14 PP Intimidate 13 (+15) (M) Notice 13 (+15) (M) Sense Motive 13 (+15) (M) Concentration 13 (+15) (M) Language 1 - English, Spanish Knowledge: Streetwise 3 (+3) Powers: 2 + 22 + 8 + 2 + 1 + 10 + 29 = 74 PP Flight 1 (stacked) [2 PP] Stacked Power: Flight 5 Enhanced Constitution 22 [22 PP] Impervious Toughness 8 [8 PP] Enhanced Improved Initiative 2 Immunity 1 Own Drain and Damage Effects Utility Array 4.5 (1 Alt) [10 PP] •Base Power: Flight 4 (stacked); Enhanced Evasion (Zip!) {9/9 PP} Stacked Power: Flight 5 •1st Alt Power: Add Reflection 8 (melee only) to Impervious Toughness(Feats: Affects Insubstantial 1; Descriptors: Disintegration) (Zap!) {9/9 PP} Attack Array 14 (1 Alt) [29 PP] • Base Power: Damage 8 (Extras: Area - Shapeable, Flaws: Distracting); Drain 8 (Toughness)(Extras: Area - Shapeable, Affects Objects, Linked; Flaws: Action - Full; Feats: Progression 2 - Area, Reversible, Affects Insubstantial 1) (Scour) {28/28 PP} • 1st Alt Power: Damage 13; Drain 13 (Toughness)(Extras: Affects Objects, Linked; Flaws: Distracting); Feats: Reversible, Incurable (Poof!) {28/28} Drawbacks: (-2 PP) (-2) Why we can’t have nice things: Objects that Consuelo contacts for an extended time (clothing, chairs, mattresses, spacesuits, etc.) slowly decay away. Cumulative damage to the object is resolved as being hit by a Corrosion attack of Rank equal to the number of hours of contact, divided by 3, up to her PL. Her super suit is immune to this drawback. Totals: Abilities (14) + Combat (4) + Saving Throws (10) + Feats (8) + Skills (14) + Powers (74) - Drawbacks (2) = 122/132 Power Points
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Spaceman Power Level: 13 Effective Power Level: 8 Powers Points: 180/193PP Unspent Power Points: 13PP Trade-Offs: -3 Defense / +3 Toughness In Brief: Young paragon with space manipulation powers, heavily Superman inspired. Theme: Million -- Divide Music Alternate Identity: Parker Powers (Secret) Birthplace: Freedom City Residence: Bayview, Freedom City Base of Operations: Freedom City Occupation: Student at Claremont Acadeny Affiliations: Claremont Academy, Powers Holdings Inc. Family: Peter Powers (Born 1975, father), Penny Powers (Born 1972, mother, CEO of Powers Holdings Inc.), Tracy Powers (Born 2003, sister, CEO of Powers Holdings) Description: Age: 16 (DoB: 2007 [May 27] Gender: Male Ethnicity: Caucasian Height: 6'1'' Weight: 200 lbs. Eyes: Light blue Hair: Blonde Parker has short blonde hair, and light blue eyes that seem almost inhuman in color. He has an athletic build, somewhat powerful build. 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". 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 2006, 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 old Freedom Friends cartoon. 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. In 2007, 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. 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, 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. Eventually, he enrolled at Claremont Academy in an effort to master both his powers and learn to become a true hero. Personality & Motivation: Parker is a confident young man, who is nonetheless struggling with the complexity of his power and what he might end up doing if he is unable to control them. While acting in his secret identity, he hides some of his confidence and changes his posture, hunching over somewhat and doing his best to appear different from his Spaceman identity. He has a strong sense of justice and has trouble accepting being unable to help others, even if he has to keep his identity secret. While acting as Spaceman, Parker tries to act much like he saw Centurion do in the old Freedom Friends cartoon: 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, fast, 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. Complications: Chronic Hero Syndrome: 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. Deviant Doctor: Spaceman has earned the attention of a villain known that he knows only as Doctor Deviation, though he so far knows little about her, aside from that fact that she is a villain and primarily acts through various minions. 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. Son, Brother, Hero: Parker has a lot of responsibilities to his family. 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, 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 parents and sister knows of his secret identity, though as the son of the owners of Parker Holdings Inc., getting found out might put his somewhat well known family in trouble. 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 + 8 = 24PP Strength: 10 (+0) / 26 (+8) w. Spatial Strength Dexterity: 12 (+1) / 16 (+3) Constitution: 12 (+1) / 32 (+11) w. Enhanced Constitution Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 16 + 4 = 20PP Initiative: +3 (+3 Dex) Attack: +8 Base Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: See table below Knockback: -5 (TOU 11/2) / -18 (TOU 3/2, -8 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 +8 +10 +15 +28 BA +8 +8 CPD +24 +28 IMS +18 +8 +10 IR +23 +8 +15 IR+IMS +33 +8 +10 +15 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +11 (+1 Con, +10 Enhanced Con) Fortitude: +11 (+1 Con, +10 Enhanced Con) Reflex: +6 (+3 Dex, +3) Will: +10 (+3 Wis, +7) Skills: 56R = 14PP Bluff 6 (+10) Diplomacy 11 (+15) Gather Information 6 (+10) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Search 3 (+6) Sense Motive 7 (+10) Survival 2 (+5) Feats: 11PP Benefit 2 (Wealth) Chokehold Dodge Focus 3 Improved Grab Improved Grapple Interpose Luck 2 Powers: 27 + 22 + 35 + 11 + 6 = 101PP Enhanced Physiology 5.4 (27PP Container) [27PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 20 [20PP] 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: {8 + 10 = 18/20} Impervious Toughness 8 [8PP] (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 51.2 tons (base), 417 tons (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 + 16 = 28/32} (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 16 [16PP] (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 8 (Extras: Range [Ranged]; Feats: Subtle 2) {26/32} (Descriptors: Vertigo, Sensory Distance Manipulation) AP: Paralyze 8 (Extras: Alternate Save [Reflex] (+0), Ranged; Feats: Subtle 2) {26/32} (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 +8 Unarmed – Infinite Reach + Spatial Strength Touch at 500 ft. Range incr: 70 ft. DC23 Tou (staged) Damage +8, Elongation 7, Indirect 3, Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC23 Tou (staged) Damage Perception Range, Insidious, Precise, Subtle 2 Vertigo 100 ft. DC18 Fort (staged) Fail: Sickened 2nd Fail or Fail >5: Nauseated 3rd Fail or Fail >10: Helpless +8, Subtle 2 Unending Prison 100 ft. DC18 Ref (staged) Fail: Slowed 2nd Fail or Fail >5: Paralyzed +8, Subtle 2 Totals: Abilities (24) + Combat (20) + Saving Throws (10) + Skills (14) + Feats (11) + Powers (101) - Drawbacks (0) = 180/193 Power Points
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Freedom Eagle ∞ Power Level: 12 Effective Power Level: 8 Power Points: 180/200PP Unspent Power Points: 20 Trade-Offs: Defense +2 / Toughness -2. No offensive trade-offs. In Brief: Future Freedom Eagle stranded in the present. Theme: Next In Line - Divide Music Alternate Identity: James Gabriel Guthrie Birthplace: Freedom City, Earth-∞ Residence: Claremont Academy Dorms Base of Operations: Freedom City, Earth-Prime Occupation: Adventurer, Student Affiliations: Claremont Academy Family: Samuel Guthrie (Father), Taylor Guthrie (Mother) DESCRIPTION Age: 16 as of 2021 (DoB: Year XXXX [March 5th]) Gender: Male Ethnicity: Caucasian Height: 5’10’’ Weight: 155 lbs. Eyes: Teal Hair: Black James is a slim teenager with long black hair that is usually tied into a ponytail. He is rather average looking, neither a pretty boy or ugly, though his eyes have an almost unnatural teal color. James generally dresses in red, white and/or blue clothing. The Bird of Prey is fused to James' spine. It appears as a silvery-white colored metallic plate in the vague shape of a stylized eagle. While it is visible if James goes topless, it can easily be hidden under his clothes and do not affect metal detectors or the like. The Freedom Eagle armor appears from the Bird of Prey, almost instantly growing to cover James' body. True to his namesake, the armor is stylized as highly patriotic, cast in red, blue, white and gold. While the armor is morphic, changing appearance to match James' current needs and weapons, the base suit is an almost silvery white, with a thick blue line running from his chest and down his stomach and to his inner thighs. The blue line is bordered by smaller red lines. A small white and gold buckle in a shape of a stylized upside down A breaks the blue line at the waist. He wears heavy golden boots with a red center that stretch from his knees to his ankles. The armor is blue from the elbow to the fingers, with the fingers retaining the silvery white. The armor's shoulders and neck is the same blue with red trim as the line on the chest. James' head is covered by a dark blue cowl with a golden face plate that shows glowing teal eyes and a mouth, reacting and changing with his expressions. The armor's chest plate is an intricate design, with dark red trim running over James' shoulders with golden armor underneath. The lower plate is in a triangle shape, with a round shape on James' left chest. On his right, the armor is blue with a succession of silvery white stars spread over his shoulder to his back. On the back, the armor connects to the visible Bird of Prey. When James activates the wings, they stretch out from the Bird of Prey, a silver white frame with golden wings. Due to HISTORY The future. They call it Earth-∞. To James Gabriel Guthrie, it was home. Impossibly advanced by our standards, space travel is common place, humanity have stretched across the stars, becoming a dominant super power, an empire to rival the Lor and the other mighty empires of their day. Protected by the Freedom Legion and their various offshoots, the futuristic descendants of today's heroes keep the universe safe from danger! James is the latest in a long line of Freedom Eagle, the Freedom Eagle ∞. The Bird of Prey, once the armor worn by the original Freedom Eagle, was continuously upgraded by his successors, until it finally achieved sentience. Now, it exists in the form of a small bird shaped amulet, which bonds with its chosen host to empower them as Freedom Eagle. As a new member of the Freedom Legion Y, James has already served with distinction, battling such menaces as the ÜberBeings, the Superior Dynasty and the Alien-Gator Swarm. During his latest battle against a member of the Alien-Gator Swarm, James attempted to stop them from breaching the defenses of the Chrono-Dimensional Institute. Something went wrong during the battle, and James and the Alien-Gator were thrown through time and space, emerging in the sky above Freedom City in the year 2021, with several members of the Claremont Academy ending up involved in the battle. As a super powered youngster from a future, where else would James go but the Claremont Academy to learn about this world that might just be his past? PERSONALITY & MOTIVATION Despite what one would expect from a future super hero that's fought several grand foes before being thrown into the past, James has severe confidence issues. He isn't sure he got what it takes to live up to the Freedom Eagle legacy, he is nervous and second guesses himself, and he is really not that great in a fight on his own. Still, he tries, and while he might not be the first to throw himself into a fight and might even seem like he is somewhat cowardly at times, he is at least a cowardly lion, ultimately willing to stand up for what's right. James seems rather unsure of the current time and how unfamiliar it is to his own world. The Bird of Prey is very unlike James. It is pragmatic and violent, relishing in battles and driving James to participate, whether he wants to or not. There's no kill like overkill to the Bird of Prey, and it will often deploy increasingly powerful weapons and threats against its foes. Despite the Bird of Prey often claiming it could easily find a new host, it is protective of James, doing its best to keep him from being hurt. Often by destroying its foes with overwhelming power. James' relationship with the Bird of Prey is difficult. On one hand, the alien artifact is incredibly possessive of James, refering to him as its host, and it has been known to take over James' body in the heat of battle, much to to his horror. On the other hand, James knows that the Bird of Prey protects him and he feels a strange kinship with the alien A.I. POWERS & TACTICS Flight and firepower are the name of the game. While not exclusively so, James tends to stay airborne and mobile during fights, making himself a moving target and either moving in for quick hit and run strikes or staying away from his targets. POWER DESCRIPTIONS All of James' powers as the Freedom Eagle comes from the mysterious alien artifact that refers to itself as the Bird of Prey. The Bird of Prey is a silvery-white metallic plate in the shape of a stylized eagle that is fused to James' spine at the top of his shoulders. The Bird of Prey is a sentient alien A.I. that is capable of communicating with James or even taking control of his body. The Bird of Prey is powered by seemingly limitless cosmic energy contained within its core. The Bird of Prey contain vast knowledge in several fields, which it some times decides to share with James. The Bird of Prey keeps James' thoughts secret from all prying eyes and minds. It is the only one that should have access to his thoughts. The Bird of Prey can cover its host in a red, white, blue and gold armor, able to change the actual design on the fly, morphing it into different weapons or shapes. It allows the host to fly through a mix of gravity manipulation, jet propulsion and giant golden wings. The wings are strong enough to be used to slash at foes, with cosmic energies surging through them to reduce a target's defenses, or be used to defend against attacks. The suit contains a number of communication systems, including radio and directly linking with computers. The armor is loaded with a veritable arsenal of weapons. Enhanced musculature strenghens the hosts body, gravimetric manipulation allows the host to simulate telekinetic abilities or create a constraining sphere of localized gravity to keep a target trapped. Aside from that, the suit contains a wide variety of both potentially lethal and non-lethal weapons, such as electric shocks, blasts of cosmic energies, gravity blasts, missiles, grenades and much more. The suit is able to morph between different shapes and grow different features and technologies to adjust to the current situation. COMPLICATIONS Alien Weapon: While from the future, the Bird of Prey seem to have existed for a long time, and even in the present, James seem to be attracting everything from bad attitude from aliens to alien bounty hunters looking to score a high grade weapon for themselves. A GM can award Freedom Eagle a Hero Point if aliens or others recognize the Bird of Prey, making interactions more difficult due to their distrust of the weapon, or making situations turn hostile as they try to take it from James. Assuming Direct Control: The Bird of Prey can assume full control of James' body. While James can resist, it is generally a losing battle, and the much more violent Bird of Prety will eventually take control, with a tendency to escalate any conflict. A GM can award Freedom Eagle a Hero Point by having the Bird of Prey take over. This can either lead to James being dazed for a round as he struggles against the Bird of Prey's control, or for the Bird of Prey to somehow, often violently, escalating a situation. Don't Lose Your Nerve: James' is really not sure about being the newest Freedom Eagle of Earth-∞, not helped at all by being thrown into the past. He is nervous and prone to making mistakes. A GM can, if the situation calls for it, make James second guess himself, freeze up or otherwise hinder events by his reluctance to fight, in turn awarding him a Hero Point. Foes of Freedom: The first Freedom Eagle might have hung up his wings a long time ago, but his legacy still lives on. Any particularly long-lived or continued enemies of the first Freedom Eagle or the Liberty League might seek out the new Freedom Eagle as an ersatz enemy, to take revenge by proxy. Aside from that, James' arrival in 2021 brought along a future Alien-Gator that seem to have a personal vendetta against James. A GM can award Freedom Eagle a Hero Point by having enemies of the Freedom Eagle legacy or any of James' new enemies, like the future Alien-Gator, arrive to complicate a situation. Overkill: The Bird of Prey tends to be rather fond of overkill. Using weapons meant to kill while James would rather knock out or, at most, bruise. Some times it will switch out weapons from the ones that James wanted to use, forcing him force his shot in a different direction at the last minute, turning a hit into a miss. A GM can award Freedom Eagle a Hero Point by making the Bird of Prey switch to lethal weapons at the last minute, forcing Freedom Eagle to miss his attack or deal lethal damage. President Eagle: As of early 2021, the American president is Michael O'Connor, Jr., secretly the son of the original Freedom Eagle. It is only a matter of time until he learns about the new Freedom Eagle, and only time will tell how he reacts, if at all. As President O'Connor is unlikely to interfere directly with the Freedom Eagle during threads, this complication exists more as a potential plot seed. ABILITIES 0 + 4 + 4 + 6 + 6 + 2 = 22PP Strength: 10 (+0) / 26 (+8) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) COMBAT 16 + 8 = 24PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +8 Base, +8 Melee, +8 Ranged, see Power attack bonuses in DC Block Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +8 (+8 Base Attack) / +21 (+8 Base Attack, +8 Strength, +5 Super-Strength) / +22 (+8 Base Attack, +14 Move Object) Knockback: -3 (TOU/2) SAVING THROWS 4 + 6 + 7 = 17PP Toughness: +6 (+2 Con, +4 Other) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +10 (+3 Wis, +7) SKILLS 48R = 12PP Bluff 9 (+10) Craft [Mechanical] 2 (+5) Disable Device 7 (+10) Knowledge [Technology] 2 (+5) / (+13)Enh. Skill Language 1 [Native: English; Learned: Spanish] Medicine 2 (+5) Notice 12 (+15) Search 7 (+10) Sense Motive 2 (+5) Survival 4 (+5) Enhanced Skills Computers 8 (+11) Knowledge [Cosmology] 8 (+11) Knowledge [Galactic Lore] 8 (+11) Knowledge [Physical Sciences] 8 (+11) FEATS 14PP Accurate Attack Dodge Focus 6 Improved Initiative 1 Luck 2 Move-By Action Power Attack Precise Shot 2 POWERS 7 + 10 + 2 + 11 + 33 + 5 + 1 + 4 + 2 + 16 = 91 All powers have the Technology descriptor, unless otherwise noted. Communications Array 3 (6PP Array; Feats: Alternate Power 1) [7PP] (Descriptors: Communication Suite) BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6PP] AP: Datalink 5 (Radio; 5 miles; Feats: Subtle) [6PP] Enhanced Skill 10 (Computers +8, Knowledge [Cosmology] +8, Knowledge [Galactic Lore] +8, Knowledge [Physical Sciences] +8, Knowledge [Technology] +8) [10PP] (Descriptors: Knowledge Database) Features 2 (Built-in Subtle Computer) [2PP] (Descriptors: Suit A.I.) Flight 5 (Feats: Moving Feint) (250 MPH, 2500 ft./rnd.) [11PP] (Descriptors: Wings of Freedom, Gravity, Jetpack, Wings) Future Freedom Array 14 (28PP Array; Feats: Alternate Power 5) [33PP] BP: {16 + 12 = 28/28} (Descriptors: Enhanced Musculature) Enhanced Strength 16 (to 26) [16PP] Super-Strength 5 (Effective STR 51, Hvy Load 14.7 tons; Feats: Groundstrike, Thunderclap) [12PP] AP: Blast 8 (Extras: Autofire; Feats: Improved Critical 2, Variable Descriptor 2 [Any Technological]) {28/28} (Descriptors: Adjustable Rapid Fire Weapon Systems, Examle Descriptors: Cosmic Energy Blasts, Gravity Blasts, Heat Rays, Lasers, Missiles, Projectiles) AP: {20 + 8 = 28/28} (Descriptors: Wing Slash, Cosmic, Slashing Damage Type, Wings) Damage 8 (Extras: Linked [Drain Toughness 8], Penetrating 6; Feats: Extended Reach 2 [10 ft.], Improved Critical 2, Takedown Attack 2) [20PP] Drain Toughness 8 (Extras: Linked [Damage 8]) [8PP] AP: Move Object 14 {28/28} (Effective STR 70, Heavy load: 204.8 tons) (Descriptors: Gravimetric Manipulation, Gravity) AP: Snare 8 (Extras: Regenerating; Feats: Improved Criticial 2, Reversible, Tether) {28/28} (Descriptors: Gravimetric Snare, Gravity) AP: Stun 8 (Extras: Range [Ranged]; Feats: Improved Critical 2, Variable Descriptor 2 [Any Technological]) {28/28} (Descriptors: Adjustable Non-Lethal Weapon Systems, Examle Descriptors: Electric Shocks, Gravity Blasts, Nerve Agent Darts) Immunity 5 (Mind Reading Effects) [5PP] (Descriptors: Mind Shield) Morph 1 (Armor Appearance [1PP/rank]) [1PP] (Descriptors: Morphic Armor) Protection 4 [4PP] (Descriptors: Freedom Armor) Super-Movement 1 (Slow Fall) [2PP] (Descriptors: Gravity Buffer) Variable Power 2 (10PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [16PP] (Descriptors: Armor Reconfiguration) Example powers DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +8 Unarmed - Enhanced Musculature Touch DC23 Tou (staged) Damage +8 Adjustable Rapid Fire Weapon Systems 80 ft. DC23 Tou (staged) Damage +8, Autofire, Crit 18-20, Variable Descriptor 2 Gravimetric Manipulation - Thrown Objects 120 ft. DC23 Tou (staged) Damage +8 Gravimetric Snare 80 ft. DC18 Reflex (staged) Fail: Entangled >5: Bound and Helpless +8, Regenerating, Crit 18-20, Reversible, Tether Adjustable Non-Lethal Weapon Systems 80 ft. DC18 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +8, Crit 18-20, Variable Descriptor 2 Wing Slash Touch, 10 ft. DC18 Fort (staged) DC23 TOU (staged) Drain TOU Damage +8, Penetrating 6 on Damage, Crit 18-20, Takedown Attack 2 Totals: Abilities (22) + Combat (24) + Saving Throws (17) + Skills (12) + Feats (14) + Powers (91) - Drawbacks (0) = 180/200 Power Points MAJOR STORY SPOILERS IN THE SPOILER BELOW. MUCH OF FREEDOM EAGLE'S EARLY STORYLINES WILL BE SPOILED IF YOU READ IT.
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Jotünn Power Level: 8 (on PL 12 Points, 194/197) Unspent Power Points: 3 Trade-Offs: None. In Brief: Progeny of an ice bound villain. Catchphrase: “Chill’s coming.” Theme: “Miami Showdown,” Digitalism Alternate Identity: Jonah Janse Birthplace: Delft, Netherlands Residence: Claremont School, Freedom City, New Jersey; formerly Denver, Colorado. Base of Operations: Claremont Occupation: Student, Adventurer Affiliations: Claremont, Dutch and US citizen. Family: Mother – Tess Hoffman, Father – Glacier, no real contact with Maternal family due to strained Description: DoB: January 1st, 2006 Apparent Age: Teens Gender: Male Ethnicity: Caucasian Height: 6’6 Weight: 209 Eyes: Dark blue. Hair: White, formerly brown. Jonah had a recent growth spurt, stretching his body towards the lean and rangy, though not very large , in the process his skin had turned paler with a blue cast to it. His hair now frost white. He has sharp features, though still soft from his age as he is filling out after the growth spurt. He prefers to wear a hoodie with battle patches, and wears a mask over his lower face. Normally has sharp features since he changed, though has the ability change his face to his prior human feature, though he is still built like an amateur rock climber, and the growth spurt has him stretched thing. History: Jonah is the son of the villain Glacier, his mother being a former cohort who had gotten involved, but left the ‘scene’ once she got pregnant. He is aware of his past, and his father, and had shown no outward signs of any of Glacier’s abilities until an accident where during January 2022, the vehicle he was in lost control and plunged into an icy lake. This triggered his abilities, and his growth spurt, but allowed him to save the other people in the car. While there was some struggling with the fact of what was happening, he hadn’t really wanted his father’s abilities, he also didn’t have a plan. Given the lack of abilities by his mother, the move to Claremont made sense, though she did come along as well, and is local to him. While not possessed of any Scandinavian heritage, he found it fit him the most given his new size. He is Jewish, though it is not something he’s really engaged with. Personality & Motivation: An affable guy, he is a jock who favored rock climbing and wintersports, so he loved living in Colorado. Though played as many sports as possible He definitely views his powers as ‘cool,’ but worries a little about hurting others with them, as he feels the best person to teach him is not someone he has interest in learning from. Powers & Tactics: Realistically he is making this up as he goes along, and is still learning what he can do. He’d prefer not to get up toe to toe in a fight, but he is big enough that it’s probably going to happen. His powers are not generally subtle though has most enhancements that allow him a great bit of lattitude His Fimbulvetr power allows him to manifest a veritable hale storm of icy objects to throw at someone, to blast them with an intense cold that can hamper them, or just simply free objects sufficiently to make them brittle or break. The Arctic form expresses his powers through his body, and he can channel it out to enhance his strength even further, which results in cold bleeding off of him, chilling the area around him. His mist form is is such that the chill of him generates more mist. Power Descriptions: He possesses an inherited, magical based ability to manipulate cold and ice. It does, admittedly, seem to not be limited to there being ambient water, as he is drawing on a primeval cold. He also seems to be able to channel his powers through his body and make changes to himself. Complications: Secret ID: The public doesn’t know who he really is. I hate that song: He is blue, and while he can hide it, he is still self conscious about it. Just Vibes, man: He is easy going, and despite his intimidating appearance, would prefer not to fight. Power Level: 8 (180 PP) Abilities: 10 + 8 + 10 + 4 + 8 + 4 = 44 PP Strength 20 (+5) / 28 (+8) Dexterity 18 (+4) Constitution 20 (+5) Intelligence 14 (+2) Wisdom 18 (+4) Charisma 14 (+2) Combat: 8 + 8 = 16 PP Attack: +8 (+4 Base, +8 unarmed, +8 with Fimbulvetr) Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Initiative: +8 (Dex +4, Improved Initiative +4) Grapple: +9/+12/+13 (+4 Base Attack, +5/+8 Strength, +0/+1 Super-Strength) Knockback: -4/-2 Saving Throws: 1 + 2 + 2 = 5 PP Toughness: +8/+5 (+5 CON, +3 Protection) Fortitude: +6 (+5 CON, +1) Reflex: +6 (+4 DEX, +2) Will: +6 (+4 WIS, +2) Skills: 72r = 18 PP Acrobatics 8 (+12) (SM) Climb 12 (+17/+20 w/ Enhanced Strength) (SM) Diplomacy 4 (+8) Intimidate 4 (+6) Investigate 4 (+8) Knowledge (Arcane Lore) 3 (+5) Knowledge (Physical Science) 3 (+5) Knowledge (Pop Culture) 4 (+6) Languages 2 (Dutch, German, English [Base]) Notice 8 (+12) (SM) Sense Motive 2 (+6) Stealth 6 (+12) (SM) Survival 4 (+8) Swim 2 (+7/+10 w/ Enhanced Strength) Feats: 14 PP Attack Focus (Unarmed) 2 Challenge: Accelerated Climb 2 Dodge Focus 2 Improved Initiative Luck 2 Skill Mastery: Acrobatics, Climbing, Notice, Stealth Stunning Attack Takedown Attack Ultimate Effort: Climbing Uncanny Dodge (Auditory) Powers: 51 + 46 = 97 PP *All powers carry Magic and Primeval. Ice Magics 10.4 (Container) [51 PP] Fimbulvetr 24 (Array, all Cold Descriptor; PFs: Alternate Powers 1, Accurate 2) {51PP} BE: Damage 8 (Cold; 800’ ft range; Extras: Alternate Save Fort.[+1], Ranged) {24} + Paralyze 8 (800ft; Extras: Alternate Save Fort.[+0], Ranged) {24} {24 + 24 = 48/49} ‘Sapping Cold’ AP: Drain TOU 8 (Cold; 800’ ft range; Extras: Affects Objects, Ranged; Flaws: Limited to Objects) {16} + Damage 8 (800’ ft range; Extras: Ranged; Flaws: Limited to Objects) {8} {16 + 8 = 24/48} ‘cold snap’ Primeval Potency (Container) [46 PP] Artic Form 12 (Array, PFs: Alternate Power 1) {25 PP} BE: Flight 2 (25 MPH/250’ round) {4} + Insubstantial 2 (Icy mist form; Cold; PFs: Selective){11} + Obscure 3 (Cold, Weather; 25 ft’ diameter, All Visual; Extras: Action [+1, Move], Area [+1, cloud]; Flaw: Range [-1, touch]) {9} {4 + 11 + 9 = 24/24} ‘icy fog form’ AP: Super Strength 2 (+10 Strength, STR 38, Heavy Load: 3,000 pounds; PFs: Bracing, Countering Punch, Groundstrike, Shockwave, Super-Breath, Thunderclap {8} + Environmental Control 4 (Intense Cold, 50ft. Radius; Extras: Aura [+1], Independent [+0], PFs: Slow Fade [1 Minute]) {13} {10+13 = 23/24} ‘Boreal Might’ Enhanced Strength 6 (Prowess, to STR 28/+9) {6PP} Immunity 11 (Cold, Immunity to Cold descriptor, environmental heat) {11 PP} Protection 3 (Prowess) {3PP} Morph 2 (Transformation, changes to look normal human, +10 Disguise; Drawback: Negated when Fimbulvetr or Arctic Form are used) {1 PP} TOTALS Abilities 44 + Combat 16 + Saving Throws 5 + Skill 18 + Feats 14 + Powers 97 = 194/197 PP
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Starshine Power Level: 8 (119/128PP) Unspent Power Points: 9pp Trade-Offs: None In Brief: Everyday teen bonded to a powerful artifact. Catchphrase: "Here we go...!" Theme: Build a Bitch - Bella Poarch Alternate Identity: Rosalind Sommaripa (Secret) Birthplace: Shamong, New Jersey Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy Occupation: Student Affiliations: None Family: Janina Sommaripa (Mom), Alexander Sommaripa (Dad), Calliope Sommaripa (Gran) Description: Age: 16 (DoB: 20th Februrary 2005) Gender: Female Ethnicity: Greek-American Height: 5'5" Weight: 150 lbs Eyes: Brown Hair: Red Rosalind has one of those faces that looks more mature, but not old, than her sixteen years. Despite her best effort to look younger people think she'd older and therefore more mature than she'd really like. It probably doesn't help that her mother insists on her having a practical boring hairstyle, despite several (ahem) close shaves. Likewise, her clothes tend to be practical and a little on the baggy side, with her managing to stay just the wrong side of fashionable and cool. The bracelet, it has, nor needs, any other name, is a rather simple design of a thick band of silvery metal. When activated it glows with power that is quite obvious in all but the darkest of situations. Sometimes in this form faint symbols and circuitry can be made out behind the light, though so far no one has been able to work out what the rapidly changing designs actually mean or represent. Still not quite convinced that she's a full-on Superhero she's not even considered any kind of costume for herself, instead of using the standard Claremont uniform when danger calls. The only thing she does wear is a pair of old aviator goggles, ostensively to keep bugs out of her eyes. Her gran insists that they belonged to a famous ancestor that fought for the allies in World War 2. Rosalind suspects that they were just something she picked up at a thrift store, though she still wears them as a good luck charm. History: Long ago an advanced race of aliens created, as many often do, what they thought was the ultimate personal weapon. What happened to their species is unknown but the bracelet like weapon fell into the hands of multiple warlike species out to unlock the apparently deadly weapon. Each time they seemed to be able to activate the weapon and would pass it on to the next species and the cycle would continue. In 1947 AD the device found its way into the hands of a Grue Scout ship which properly crash-landed on Earth, the U.S. Airforce like all the others attempted to figure out the bracelet before boxing it away and keeping it in a series of less predacious storage facilities. In Winter 2020 on its way to another storage facility in Freedom City something happened and the bracelet was lost from its storage crate, some of the crazier theories suggested that it escaped. The item inert and with many more interesting artefacts the lost wasn't really noticed and few care about its recovery. Meanwhile, Rosalind Sommaripa was having a fairly uneventful life growing up in Shamong, New Jersey. She wasn't popular, talented or pretty sitting in that happy middle ground of just getting on with things. The closest thing that came to the excitement was when a super flew overhead on their way back to Freedom City, and whilst Rosalind might idly daydream of moving to the big city she was content to live out her high school years in relative peace and quiet. Not that she wouldn't get involved if she saw injustice, her gran always said the women of the family had a fire inside them, and that where the amazing, and awful, trouble. began! In the spring of 2021 whilst enjoying the warming weather Rosalind was walking in Wharton Forest, so remote and boring even the Green Man didn't bother to hang around when she saw a group of Jocks hassling a couple of her fellow classmates. On her way over to give them a piece of her mind fate intervened and she tripped on something, the alien bracelet that had been lost all those months before. Long sleeping inside the intricate circuitry of the alien device the synthetic intelligence came across something that it normally didn't encounter. Instead of a mind bent on conquest and destruction, or harnessing its powers for its own end, it found a mind concerned only for helping others and defending the weak. Fascinated it scanned the brainwaves of Rosalind to discover someone so very unlike the warriors and scientists it normally encountered, in a pique of interest it did something it hadn't done in many millennia and bonded with the young woman. All of this was a surprise to Rosalind who suddenly found this glowing bracelet bound to her arm, trying to shake it loose only caused it to fire a blast of light (which ironically scared away both the jocks and fellow classmates) throwing her into the air. It wasn't the most graceful way to find she could now fly, but her momma hadn't raised no fool, and she quickly figured out what had happened and got, some, control over the situation. Over the summer she slowly gained control over the alien device, not helped that the SI couldn't form words, only emotions and vague impressions, trying to keep this all secret until she'd figured out just what to do with this unearthly power she'd been gifted with. Despite being careful a glowing flying figure gains some attention, especially in a place as quiet as Shamong, and someone came looking for Rosalind offering a chance to train to better use her powers at Claremont academy. Personality & Motivation: Sensible and level headed are probably the best way to describe Rosalind. She will always try to think her way out of any situation before resorting to more extreme solutions, which is why the bracelet chose her in the first place. Though she does have a bit of a temper when she sees something she considers an injustice and isn't beyond getting involved powers or no. Despite her outwards signs of being together, she is in fact a bundle of insecurities, like many teens her age, and to counter such tends to rely on self-deprecation humour. And though she'll happily take the mickey out of herself she won't allow anyone to do likewise to others. if it wasn't for that she is pretty sure she could blend into the background and allow others to take the lead, and in general situations, she's happy to do that. Especially within the bounds of Claremont where she feels like a very small fish in a massive pond filled with superpowered sharks. Powers & Tactics: Rosalind is not a skilled tactician in the slightest and hence has a pretty simple tactic to deal with supervillains. Never strike first, but if trouble starts hit them with everything you've got until they fall down and can be arrested. She's not stupid, however, despite her claim sometimes, and if something isn't obviously working she will attempt something else. Conditioned by high school she's a natural follower over being a leader, being able and capable of taking orders and offer good options for team efforts. Power Descriptions:The advanced alien bracelet using immense energies generates a powerful electromagnetic field. These can be used offensively or defensively whilst also allowing Starshine to fly at high speeds safely. All of the effects are however accompanied by an aura of light, normal white but it can change in intensity and colour depending on what the bracelet is trying to do and the general mood of both Starshine and the bracelet. Complications: Imposter Syndrome: Everyone at Claremont is smart, prettier and just all-around better at being a superhero than Rosalind. The GM can offer a hp for Starshine to fret so much that for a short while she can't access any of her powers. Pacifist: Until someone throws the first punch (or blast) or others are obviously in danger Rosalind's morals and the bracelets programming won't let her use her powers offensively. Abilities: 2 + 0 + 2 + 4 + 2 + 4 = 14PP Strength: 12/24 (+1/+7) Dexterity: 10 (+0) Constitution: 12/26 (+1/+8) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 12 + 6 = 18PP Initiative: +0 Attack: +8 Hard Light, +8 Melee, +6 Base Melee Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +7/+19 Knockback: -0/-5 Saving Throws: 1 + 7 + 5 = 13PP Toughness: +1/+8 (+1/8 Con, +0 [Impervious 6]) Fortitude: +1/+9 (+1/+8 Con, +1) Reflex: +7 (+0 Dex, +7) Will: +6 (+1 Wis, +5) Skills: 36R = 9PP Computers 3 (+5) Diplomacy 8 (+10) Knowledge (Current Affairs) 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (English [Native], Greek) Notice 9 (+10) Sense Motive 9 (+10) Feats: 3PP Luck 2 Online Research Attack Focus (Melee) 2 Attack Specialization (Hard Light) 1 Dodge Focus 5 *Enhance Feats from The Bracelet Powers: 62 = 62PP The Bracelet 15 (75PP Device, Hard to Lose, Feat: Restricted 2 [Only Usable by You]) Alien Artifact [62PP] Body of Light 7 (14PP Array, Feat: Dynamic Alternative Power 2) [17PP] Dynamic Alternative Power: Flight 7 (up to 2,500 mph / 22,000 ft/rnd) [14PP] Dynamic Alternative Power: Super-Strength 7 (up to +35 STR) [14PP] Enhanced Constitution 14 [14PP] Enhanced Strength 12 [12PP] Enhanced Feats 8 (Attack Focus [Melee] 2, Attack Specialization [Hard Light], Dodge Focus 5) [8PP] Flight 1 (10mph / 88ft/rnd) 1 [2PP] Hard Light: Damage 8 (range: 80ft, Extra: Range) [16PP] Impervious Toughness 4 [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Hard Light Ranged DC 23 Toughness Damage Totals: Abilities (14) + Combat (18) + Saving Throws (13) + Skills (9) + Feats (3) + Powers (62) - Drawbacks (0) = 119/128 Power Points
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A crisis has been reported in Rodney, a suburb a few hundred miles outside Freedom City. The local government has been taken hostage by a mysterious man with skin of black stone. Those police that resisted him have reputedly been sealed inside shards of similar rock, and he has brought together a group of criminals of various stripes to keep the citizens in line. Though the report only came in two days ago, it has supposedly been a week of mayhem and chaos for the people of Rodney, and it only promises to get worse. Rodney needs heroes to liberate the town from the grip of its tyrannical new overlord. This is a PL 7-8 thread that will be mostly combat, with perhaps a bit of stealth and investigation as well. While I have a few ideas on how the story might progress after the town is liberated, it's not something I'm willing to fully commit to at the moment. Thus, I welcome all comers who might be interested in scrapping with a bunch of thugs with more guns than wits and a minor powerhouse with a few interesting quirks.
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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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Arrow IV Power Level: 8/10 (150/161PP) Unspent Power Points: 11 Trade-Offs: +3 Attack / -3 Damage, +4 Defense / -4 Toughness In Brief: Type A go-getter and semi-reformed mean girl becomes the newest Arrow. Catchphrase: "Easy target." Theme: Go Getter | Royal Deluxe Alternate Identity: Olivia "Liv" Elizabeth Lord (Secret) Birthplace: Freedom City, New Jersey Residence: Claremont Academy (School Year), Lord Manor in North Bay (Holidays/Summer) Base of Operations: Claremont Academy Occupation: Student Affiliations: Claremont Academy, Lord Enterprises, Fletcher Beaumont (Bowman IV) Family: Randall Lord (Father), Cordelia Lord née Leveck (Mother), Garrett Lord (Older Brother), Bryce Lord (Older Brother), Susan Lord (Younger Sister), Warren Lord (Younger Brother), numerous half-siblings from her father's previous marriages along with various other extended family members Description: Age: 16 (DoB: 2004, April 23) Gender: Female Ethnicity: Anglo-American Height: 5'8" Weight: 125 lbs. Eyes: Green Hair: Honey Blonde Physical Appearance: Olivia is a teenage girl who manages to cut an imposing presence despite her youth. Blessed with her mother’s “well-bred” looks as opposed to her father’s, Olivia has intelligent hazel-green eyes, high cheekbones, slim shoulders, and honey blonde hair. Though she changes her hairstyle regularly, she’s currently cropped her hair into a layered pixie cut. While not especially tall, she is rather willowy, making it all the easier for her to look down on people. Years of gymnastics and other competitive sports have made her athletic and nimble, honing her body into a slender wiry figure. When it comes to her moods, she is often seen wearing a bored expression on her face, as if she’s seen it all and is very unimpressed by whatever or whomever is currently trying to get her attention. Olivia shifts her speech depending on who she is talking to, going from modern day teen vernacular to clipped and verbose East Coast elite on the given social situation. Which is more true to herself is up to debate, but even in the former persona she is never insipid and enjoys peppering her speech with ten-dollar words that are either archaic or largely exclusive to the rich circles of the old money elite. This is especially true when in her Arrow alter-ego, wherein she greatly enjoys taunting criminals with her advanced verbiage. While the newest in designer clothes and fashion are always readily available in her considerable wardrobe, Olivia tends not to go with whatever is currently in vague, relying instead on her own favored aesthetics and tastes. Said tastes are decidedly of the high-class preppy look, her attendance in various elite prep schools in the American Northeast having been a major influence. Plaid blazers and skirt combos, along with argyle sweaters and chiffon button-ups with either bow broaches or pearl necklaces as accessories are some of her favorite ensembles. Olivia’s Arrow costume is a sleek black form-fitting unitard streaked with pink stripes. A pair of durable pink kneepads, long nylon gloves, black leather combat boots, and a gadget-filled utility belt complete the costume. It only has a passing resemblance to current Bowman’s own costume or the various Arrows that came before her but does possess an arrowhead insignia on its chest to denote her connection to the storied Bowman legacy. Designed to allow for a greater range of bodily movement over physical protection, the suit is made out of an experimental synthetic fiber over traditional spandex, the former material being even more flexible, and far more durable, than the latter. When it comes to protecting her civilian identity, her costume comes with a classic black domino mask and a black wig to match. History: The prestigious and well-to-do Lord family has had a presence in Freedom City since its earliest days as a British colony. That’s what they claim anyway, and lo to anyone who argues against that historical “fact” to one of Freedom City’s self-proclaimed founding families. Regardless of the truth of their claims, the Lords have maintained her influence on the city through the centuries by virtue of their ownership of some of its most profitable estate properties along with a litany of other lucrative ventures. That stranglehold on the fortunes of Freedom City changed extraordinarily little by the time Olivia’s father, Robert Lord, inherited his own father’s billion-dollar fortune when he took over the family business. Like his father before him, Robert was taught the Lord family virtues of hard work, discipline, and ruthless ambition, virtues that, for better or worse, he rigorously installed in his own children as well. Though born and raised in the lap of leisure in Freedom City’s affluent North Bay neighborhood, to say that Olivia strongly took up and internalized these demanding values would be an understatement. The literal middle child in her family, Olivia strove to stand out amongst her siblings, if only to garner her parents hard earned attention if not their love. Even at an exceedingly young age, she willed herself to be the best at whenever new activity she believed would catch her parents’ eye attention. From competitive gymnastics to archery to taekwondo to even linguistics, Olivia excelled, winning various national competitions in those fields and others, and doing so with the same determination that her family’s legacy and expectations demanded of her. It was an endeavor made all the easier by her natural aptitude to almost anything she put her mind to. The fact her parents could afford some of the best trainers and instructors in the country certainly helped in that regard as well. For the Lords family having the best at their disposal and being the best was simply a given. Unfortunately, along her with such success, came an arrogance that only grew as Olivia got older and earned more awards and accolades. While the runners-up at her competitions probably suffered it the most it was those who she went to school who most often had to deal with her less than stellar personality. Using a mix of her own talents, reputation, and force of personality, Olivia reigned supreme in the social jungle that was Freedom City’s finest prep schools, becoming something of a local legend (and terror) in those student bodies. Those who didn’t meet her standards were promptly labeled as beneath her and worry of ridicule. After all, her father never let her forget any one of her mistakes or failures. Why should any of her peers get any slack? That was Olivia’s life for most of the first half of her teens, one she stubbornly kept to even as she grew increasingly unsatisfied and bored with it. Things would only change when Olivia’s father suddenly disappeared from their mansion home in North Bay without a trace. Olivia knew that her father’s “extended business trips” often had very little to do with anything professional, but when he still remained gone after a week it became obvious that something had gone amiss. Olivia’s mother opted to resort to hiring discreet private investigators that could look into the disappearance without the possible scandal and fallout that could come from alerting the police. However, their investigation quickly amounted to little despite the considerable amount of money dropped for it. Exasperated with their lack of progress, and feeling increasingly afraid for her father’s life, Olivia started her own investigation looking into where he could possibly be. Having taken note of her father’s strange absences and behavior even before his disappearance, she was able to roughly discern a few places where he could possibly be in Freedom City. Of course, either her mother or her hired detectives were sold on the investigative skills of a teenager and only paid condescending lip service to her theories while still chasing their own slip leads. Fed up, Olivia took to the search personally, secretly scooping out her list of locations and writing them off one by one until she finally found herself outside a little-known club in Lantern Hill. A sojourn to snag some pictures of the club almost immediately devolved into something more dangerous as she spotted one its bouncers with a diamond ring that strikingly resembled the one her father always wore. Curiosity and pride got the best of her then and she took the less than pragmatic choice of sneaking into the club and verifying her suspicions before alerting her mother. Stupid as it was, she actually managed to infiltrate the place without notice and found a series of occupied cells underneath, one which had her very drugged and very out-of-it father within. There reunion was cut short though by the appearance of several goons suddenly arriving to take stock of their captured clientele. Despite not having brought any weapons, Olivia was able to hold her own against the criminals that tried to bind her for a considerable amount of time. Chances were that good fortune won’t have lasted for that long, but as luck would have it wouldn’t need to. Just as she was about to done in by the crooks, the Bowman himself raided the cells with bow and arrow in hand! In record time, the archer had the bouncers put down but not before Olivia was able to help drop one that nearly got the drop on him. After the club’s victims were successfully released from their cells and the police alerted, Bowman explained that he had been investigating a rash of disappearances amongst Freedom City’s monied elite for months, having finally been able to connect the dots to the club when he realized that the infamous Usher clan was behind them. While he still couldn’t tell her what they had in mind for her father and the others, he did at least tell Olivia that he was impressed by her determination. He was even more impressed though when she correctly guessed at his true identity. Olivia recognized the person behind the mask as Fletcher Beaumont, a man she knew since childhood, having seen him a great many times at the various high-class functions and parties held by her father. What happened next was a series of intense negotiations and arguments that eventually ended in Olivia narrowly convincing an apprehensive Fletcher to take her own as his first sidekick. While the two didn’t exactly have the easiest partnership despite their similar status, Olivia did prove to be an implacable student, picking up the practical points of being the new Arrow with stunning speed even as they trained in secret. Even still, Fletcher saw in her something that reminded him of his own overly self-assured youth. Seeing that his own stay in Claremont Academy helped him mature to be more level-headed, he maneuvered to get his apprentice enrolled in the superhero academy despite her lack of powers. Olivia’s own thoughts on the matters were mixed, but she’s never been one to sleep on an opportunity enhance her skills and make some useful connections, especially when those connections could potentially help her find out more about the House of Usher. Personality & Motivation: Olivia was born to money and privilege and it shows. She can be haughty in a way that is both parts unpleasant and awe-inspiring in its self-confidence. She often comes across as cold and aloof and knows it, leaning into her persona as a dominating Ice Queen who can eviscerate someone with a snide remark. Of course, like all lot of teenagers, much of this need for control is rooted in a seemingly paradoxical inferiority-superiority complex, one formed as a result of her parents’ high expectations. Accordingly, she’s believed for most of her life that there were only two types of people in the world: The haves and have-nots, with her family conveniently being in the former category by virtue of their infamous work ethic and ruthless ambition. Olivia’s desire to stay firmly out of the latter category, along with her other hang-ups, is one of the main reasons for why she is such an obsessive perfectionist and competitor. While her obsessive need to win runs deeper than even she’d care to admit, she does have something approximating a softer side. While not exactly big on admitting when she’s wrong, she is willing to admit her flawed preconceptions and is always willing to give credit and respect to those who earn it by virtue of their actual merit. She’ll still try to one day surpass them, of course, but she’ll never deny their talents. This is especially true when it comes to artistic photography, a hobby and possible future career that she’ll unapologetically geek out over. Much of Olivia’s motivation for becoming Arrow is tied up in less than admirable desires. The first being her vendetta against the villains who wronged her family, and the other her near pathological need to succeed at whatever she puts her mind to. While training under Bowman has mellowed her out somewhat, installing in her a sense of greater responsibility and even mild humility, whether it will actually be the catalyst for greater change is still very much up in the air. Powers & Tactics: Olivia has no powers to speak of (beyond being incredibly wealthy) and relies on years of acrobatics training and her tutelage under Bowman to be a match for the villains she faces as Arrow. As her codename would suggest, Olivia is an archer whose signature weapon is equipped with an assortment of trick arrows that run the gambit of military-grade armaments. Beyond her bow, Olivia also makes use of a utility belt, which is filled with useful gadgets, like night-vision shades and grappling devices. Given her weapon of choice, Olivia prefers to fight opponents at a long or mid distance. When that optimal situation isn’t readily possible, she’ll either use her natural speed and agility to transition into a better position or jump into the fray herself and rely on her acumen in martial arts to put someone down as quickly as possible. Given how relatively fragile she is though, she tends to avoid getting herself caught in melee or in a location that would impede her ability to get out of a tight spot quick. Power Descriptions: Olivia’s standard arrows are carbon steel tipped broadheads with shafts made out of a hybrid mix of aluminum and carbon fiber. The combination makes it so that her arrows are both lightweight and precise while in flight, making them all the more effective at reaching their target. All her standard arrows tips are fitted to be easily equip-able with an array of diverse add-ons. On account of Olivia being entirely human, all her abilities are either the result of training or a product of her technological devices. Complications: Legacy Hero (Responsibility): Olivia is the newest bearer of the Arrow name and one half of Freedom City’s most respected duo of archer heroes. This also means she has to shoulder the immense expectations and responsibilities that come with such a legacy. GM Suggestion: Give Olivia a Hero Point if she’s put into a tense situation where she has to live up to the Arrow legacy or is specifically targeted by the Bowman’s enemies due to her association with the proud line of superheroes. Blueblood (Reputation): The Lord family name is both parts respected and maligned when it comes to its colored reputation in Freedom City. Many people consider them to be modern day robber barons and upper-class snobs underserving of their considerable wealth and privilege. GM Suggestion: You can give Olivia a Hero Point if her family’s infamy and/or celebrity status somehow impairs her ability to be a superhero or gets her caught up in some kind of old money feud. Mean Girl (Temper): Despite having something of an epiphany, Olivia is still a smart-ass teen who can be rather arrogant and condescending when it comes to addressing those she considers beneath her. Most of the times this antipathy is directed to those who “deserve it,” but other times it's most certainly not. GM Suggestion: Consider giving Olivia a Hero Point when her elitist attitudes get her into trouble that otherwise that could been avoided with a more empathetic and humble attitude. To All the Boys Girls I've Loved Before (Prejudice): Olivia is open a lesbian who has no issues admitting that fact to her yourself and others. Consequences and assholes be damned. GM Suggestion: Consider giving Olivia a Hero Point if her sexuality results in her being accosted, harassed, or otherwise inconvenienced by bigots who are aware of it. Aren’t You… (Secret): Like most heroes Olivia has a civilian identity that she wants to protect. While her costume and altered mannerisms while on patrol help in this regard, it still doesn’t change the fact that her face is recognizable to those familiar with the Freedom City’s old money elite. GM Suggestion: Consider giving Olivia a Hero Point if members of the paparazzi, reporters, or other Freedom City socialites are able to correctly guess at Olivia’s identity. Out of Arrows! (Detriment): Like all the Bowman and Arrows before her, Olivia’s weapon of choice is both her greatest strength and most obvious liability. While her quiver is chock-full of trick arrows, the fact remains that she can only bring a finite supply of them whenever she goes out on patrol, never mind the possibility of having her bow or quiver out of reach in a fight. GM Suggestion: If the GM is a kind sort, they may consider giving Olivia a Hero Point in the event she loses access to her bow or runs out of trick arrows. ABILITIES: 44PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 20 (+5) COMBAT: 24PP Initiative: +5 Attack: +6 Melee (+6 Base), +11 Ranged (+6 Base, +5 Attack Focus) Grapple: +8 (+6 Melee Attack, +2 Strength) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -2/-1 (Flat-Footed) SAVING THROWS: 8PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +4 (+2 Con, +2PP) Reflex: +9 (+5 Dex, +4PP) Will: +5 (+3 Wis, +2PP) SKILLS: 19R = 76PP Acrobatics 10 (+15) Bluff 6 (+11, +15 Attractive) Craft (Artistic) 5 (+10) Diplomacy 6 (+11, +15 Attractive) Drive 5 (+10) Gather Information 5 (+10) Investigate 5 (+10) Knowledge (Business) 2 (+7) Knowledge (Pop Culture) 2 (+7) Knowledge (Streetwise) 2 (+7) Language 4 (English [Native], French, Italian, Mandarin, Spanish) Notice 7 (+10) Search 5 (+10) Sense Motive 7 (+10) Stealth 5 (+10) FEATS: 36PP Acrobatic Bluff Attack Focus (Ranged) 5 Attractive Benefit (Status) Benefit (Wealth) 2 Challenge (Fast Task: Taunt) Defensive Roll Dodge Focus 6 Eidetic Memory Equipment 3 Evasion 2 Quick Draw Jack-Of-All-Trades Luck 2 Power Attack Precise Shot 2 Skill Mastery (Acrobatics, Bluff, Sense Motive, Stealth) Taunt Ultimate Aim Uncanny Dodge (Auditory) Well-Informed Equipment: 15EP The Bolt (Motorcycle/Vehicle) [15EP] Strength: 20 [2PP] Speed: 4 (100 MPH / 1,000 Ft. Per Move Action; Feats: Subtle) [5EP] Toughness: +8 [3EP] Defense: 10 [0PP] Size: Medium [0EP] Features: Alarm 2 (DC 25), Navigation System (+5 Navigation), Remote Control, Tire Inflators [5EP] POWERS: 19P Device 4 ("Compound Bow and Trick Arrows") (20PP Container; Flaw: Easy-to-Lose) [12PP] (Technology, Weapon) Trick Arrows (15PP Array; Feats: Alternate Power 5) [20PP] (Technology, Weapon) Base Power: [15PP] “Standard Arrows" Blast 5 (Feats: Improved Critical 2 [18-20], Improved Range 2, Variable Descriptor [Bludgeoning, Piercing, Slashing]) (Bludgeoning, Piercing, Slashing) Alternative Power: [15PP] “Rapid-Fire Arrows" Blast 5 (Extras: Area [Targeted, Cone: 25 Ft. Radius], Selective Attack; Flaws: Action [Full Action]) (Piercing) Alternative Power: [15PP] “Flashbang Arrows" Dazzle 5 (Affects: Visual; Feats: Improved Critical 2 [18-20], Improved Range 2, Incurable) (Light) Alternative Power: [15PP] "Sticky Arrows" Snare 5 (Feats: Improved Critical 2 [18-20], Improved Range 2, Reversible) (Adhesive) Alternative Power: [15PP] “Taser Arrows" Stun 5 (Extra: Range [Ranged]; Flaws: Unreliable [5 Uses A Day]) (Electricity) Alternative Power: [15PP] “Bow Strike" Strike 6 (Feats: Accurate, Extended Reach [5 Ft.], Improved Critical 2 [18-20], Improved Throw, Improved Trip, Mighty, Takedown Attack 2) (Bludgeoning) Gadgets 1 “Utility Belt” (5PP Variable Pool, Any Power, Multiple Powers At Once, Extras: Action [Move]; Flaw: Easy-To-Lose) (Invention, Technology) [7PP] Example Powers: DRAWBACKS-0PP DC Block ATTACK RANGE SAVING THROW EFFECT Unarmed (+6) Touch DC 17 Toughness Damage (Bludgeoning) Blast 5 (+11) 250 Ft. DC 20 Toughness Damage (Bludgeoning, Piercing, Slashing) Blast 5 (+11) Cone Area: 30 Ft. DC 20 Toughness Damage (Piercing) Dazzle 5 (+11) 250 Ft. DC 15 Fortitude Blinded (Light) Snare 5 (+11) 250 Ft. DC 15 Reflex Entangled/Helpless (Adhesive) Stun 5 (+11) 50 Ft. DC 15 Fortitude Dazed/Stunned/Unconscious (Electricity) Strike 6 (+8) 5 Ft. DC 23 Toughness Damage (Bludgeoning) TOTALS: Abilities (44) + Combat (24) + Saving Throws (8) + Skills (19) + Feats (36) + Powers (19) - Drawbacks (0) = 150/161 Power Points
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Nevermore II Power Level: 12 Effective Power Level: 9 Power Points: 205/222PP Unspent Power Points: 17PP Trade-Offs: -2 TOU/ +2 DEF, (Collapsible Staff, Stun Staff) +1 ATK/-1DC In Brief: The Robin to Raven's Batman. Theme: Shine - Matt Beilis Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret), Charles 'Charlie' Gordon Pym (Alternate Identity used at Claremont) Birthplace: Freedom City, United States of America Residence: Claremont Academy Base of Operations: Claremont Academy, Bayview, Freedom City; The Rookery Occupation: Student, Sidekick Affiliations: Claremont Academy, Raven III, Raven Family Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer) DESCRIPTION Age: DoB: 2004 [January 19th] Gender: Male Ethnicity: Caucasian Height: 5’10’’ Weight: 150 lbs. Eyes: Blue Hair: Dark red Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear. In his Charles Gordon Pym persona, Charlie tends to dress more casually, with jeans, t-shirts and sneakers of varying colors and designs. As Nevermore II, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless black full-body suit, with only a few colors breaking the black. He wears heavy silver gauntlets over his arms for protection, and a silver utility belt with a stylized N on his belt buckle. Two lines in a shiny teal runs from under his arm to under his chest, then down to his belt. The soles of his boots, which are seamlessly connected to the rest of the body suit, is in the same shiny teal. He wears a logo of a raven with spread out wings in the same shiny teal on his chest, as a logo. Charlie wears a full, smooth cowl that only leaves his mouth free. His eyes are covered by what is normally white lenses, which shift to faint green when he activates the built-in night vision. A black cape with dark blue inner side connects directly to the shoulders of the costume. HISTORY Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens. When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him. Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore. It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid. Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret. PERSONALITY & MOTIVATION Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, he's received plenty of training before coming to Claremont, and while he doesn't think that makes him better than his peers, he can still be cocky. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. While Charlie has the makings of becoming a great hero and a leader one day, he still has much to learn, a fact that he is painfully aware of. Much of his ego and bravado serves to hide this insecurity. If he finds a mystery or problem that he cannot solve, Charlie tends to fixate on it, growing almost obsessive. POWERS & TACTICS The majority of Charlie's tactics relies on distractions and misdirection. Observe an enemy, figure out how to best stop them, and then execute his plan. His fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Aside from that, Charlie's tactics tend to differ whether he's working together with Raven III, or not. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation. When he works with Raven III, Nevermore acts as decoy, drawing the attention away from his mentor and, in turn, letting Raven III attack. If he can stay safe like that, then his mentor can work at his most effective. He lets Raven III take the lead, while he follows. In other cases, Nevermore tends to take up more of a leadership role. He tries to make plans and becomes more likely to go for targets on his own, even when working with groups of other heroes. When he isn't working with Nevermore, he tends to be more cocky, putting up a brave front. POWER DESCRIPTIONS Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. Charlie's Nevermore II costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky. Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat. While Charlie is not nearly as skilled in the use of the staff as he is with his other equipment, it can hit harder than his ravenrangs, weapons that have been used by three generations of Ravens. In addition to the standard ravenrangs, Charlie also has access to a number of stun ravenrangs, which emit an electrical shock upon contact with their target. Due to a combination of higher costs and having used the stun ravenrangs for pranks, Charlie is only allowed to bring five at a time. Further offensive tools in Charlie's utility belt includes tripwires and snare lines, which can be used to entangle his foes, or be set up as traps. The high quality of the tools make them difficult to break, allowing Charlie to effectively immobilize a foe, in theory at least. To distract his foes, Charlie utilizes darkness bombs, small grenades that create localized areas of extreme darkness. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark ravens, small enough to fit in the palm of a hand. COMPLICATIONS A Legacy of Ravens: Sure, Charlie can be a bit arrogant. He is smart, he is hardworking, he's the Raven's sidekick and protege, so he feels he has worked had to get where he is. Still, the arrogance is mostly a facade, hiding his insecurity. He's trying to fill the shoes of his hero, being a sidekick to the Raven, the former Nevermore. Here he is at Claremont, hanging out with people that can fly and shoot fire from their eyes, and all he got is a suit, a belt full of gadgets and training. So, he overcompensates, tries to take the lead, acting more arrogant and immature than he otherwise would. If Charlie's overcompensation or insecurities makes a situation worse, the GM can award him a Hero Point. Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprieved of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable. Quoth the Raven: Charlie has been given some ground rules for when he can put on his full costume and go into action, which can lead to some conflict. Unlike the other teenage heroes at Claremont, he can't just go into full costume out of nowhere, since he is supposed to be operating in secret. So far, Charlie is allowed to act as Nevermore during training sessions at Claremont and while out on patrol with the Raven, or when otherwise given permission. Of course, it is always a question of whether Charlie will respect those rules or not, which is further complicated by the presence of Claremont Headmistress Callie Summers. If following the rules set out by the Raven complicates things for Charlie or he gets caught breaking the rules by any member of the extended Raven family that might tell the current Raven about it, the GM can award him a Hero Point. Rules to be added and refined Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. He even has to keep his actual identity a secret from his fellow students at Claremont, being known to them as Charles Gordon Pym. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point. Sidekick: Nevermore is a sidekick to the Raven, and while he is growing into more of an individual hero at Claremont, others might not take a sidekick as seriously as a full fledged hero, be it heroes, villains, law enforcement or someone else. Is a situation is made worse by people's lack of respect due to Nevermore's status as a sidekick, the GM can award Charlie a Hero Point. Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse. Ushers, Masques and Conqueror Worms: Even if Charlie has yet to find any individual enemies, the legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newest members of the extended Raven family, just for the sake of taking revenge. If they interfere in a situation to attack Nevermore and make the situation worse, the GM can award Charlie a Hero Point. ABILITIES 8 + 10 + 8 + 14 + 6 + 10 = 56PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 20 (+5) COMBAT 12 + 10 = 22PP Initiative: +5 (+5 Dex) Attack: +6 Base, +6 Melee, +8 Ranged, see Power attack bonuses in DC Block Defense: +11 (+5 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Strength) Knockback: -2 / -3 (w. Costume) SAVING THROWS 4 + 5 + 7 = 16PP Toughness: +7 (+4 Con, +3 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +10 (+5 Dex, +5)Evasion 2 Will: +10 (+3 Wis, +7) SKILLS 100R = 25PP Acrobatics 10 (+15)Acrobatic Bluff, Skill Mastery Bluff 7 (+12) Computers 10 (+17)Online Research, Skill Mastery Diplomacy 2 (+7) Drive 5 (+10) Escape Artist 5 (+10) Gather Information 7 (+12)Well-Informed Investigate 9 (+16) Knowledge [Tactics] 5 (+12) Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian) Notice 8 (+11) Search 5 (+12) Sense Motive 8 (+11) Sleight of Hand 5 (+10)Skill Mastery Stealth 10 (+15)Hide in Plain Sight, Skill Mastery FEATS 36PP Acrobatic Bluff Attack Focus [Ranged] 3 Beginner's Luck Benefit 2 (Alternate Identity [Charles Gordon Pym], Raven Family) Challenge (Fast Acrobatic Bluff) Dodge Focus 6 Evasion 2 Hide In Plain Sight Inspire 5 Jack of All Trades Leadership Luck 2 Master Plan 2 [Use Knowledge [Tactics] for rolls] Online Research Set Up Skill Mastery (Acrobatics, Computers, Sleight Of Hand, Stealth) Teamwork 3 Well-Informed Uncanny Dodge [Auditory] Enhanced Feats Luck 2 -> Luck 4 Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades] Takedown Attack 2 Veteran Awards Equipment 4 (20 EP) The Feather (Vehicle; Motorcycle) [20EP] POWERS 24 + 20 + 6 = 52 Device 6 (30DP Container, Flaws: Hard-To-Lose) [24PP] (Descriptors: Nevermore II Costume, Costume, Technology) City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP] BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun) Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP] Super-Movement 2 (Wall-Crawling 2) [4DP] (Descriptors: Grapple Claws) Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] AP: Flight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape) Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7DP] (Descriptors: Built-In Communication) BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6DP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6DP] Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material) Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer) Protection 3 [3DP] (Descriptors: Armor Plating) Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display) Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology) Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets) BP: Damage 5 (Extras: Ranged; Feats: Improved Range, Mighty 4) {15/17DP} (Descriptors: Ravenrang, Piercing Damage Type, Thrown Weapon) AP: Damage 4 (Feats: Accurate 2, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {13/17DP} (Descriptors: Collapsible Staff, Bludgeoning Damage Type) AP: Dazzle 9 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {16/17DP} (Descriptors: Visual Distortion, Flash, Darkness, Optic Disruption, Etc.) AP: ESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 5 miles) {17/17DP} (Descriptors: Remote Viewing Drone, Remote Control, Spy Device) AP: Illusion 9 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (50 ft. radius area) {14/17DP} (Descriptors: Noisemaker, Playback Device, Sound, Remote Activated) AP: Obscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP} (Descriptors: Cover Grenade, Grenade, Darkness/Flashbang/Other) AP: Snare 9 (Flaws: Action [Full]; Feats: Improved Critical 1, Improved Range 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: High Tech Snares, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.) AP: Stun 8 (Flaws: Action [Full]; Feats: Accurate 2, Extended Reach 1 [5 ft.], Improved Critical 2) {13/17DP} (Descriptors: Stun Staff, Electricity) AP: Trip 9 (Feats: Improved Critical 1, Improved Range 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Trip Tricks, Various Tripwires, Bolas, Snarelines, etc.) Luck Control 1 (Force Rerolls; Feats: Innate, Luck 2) [6PP] (Descriptors: Master Tactician, Training) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC19 Tou (staged) Damage +6 Ravenrang 125 feet DC24 Tou (staged) Damage +9 Collapsible Staff Touch: 5 ft. DC23 Tou (staged) Damage +10, Crit 18-20, Takedown Attack 2 High Tech Snares 225 ft. DC19 Ref (staged) Fail: Entangled >5: Bound and Helpless +9, Subtle, Triggered 2 Noisemaker 80 ft., 50 ft. area DC19 Will Fail: Believe audio illusion Independent, Triggered 2 Stun Staff Touch: 5 ft. DC18 Fort (staged Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 18-20 Trip Tricks 225 ft. DC19 Trip Resist (Worse bonus) Tripped +9, Crit 19-20, Subtle, Triggered 2 Visual Distortion 90 ft. DC19 Ref DC19 Fort to recover Blinded +9, Crit 18-20, Subtle, Triggered 2 Totals: Abilities (56) + Combat (22) + Saving Throws (16) + Skills (25) + Feats (36) + Powers (50) - Drawbacks (0) = 205/222 Power Points
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Shadowborne Power Level: 11 (built as PL 8; 162/187PP) Unspent Power Points: 25PP Trade-Offs: None In Brief: Celtic girl with powers linked to the Schattenwelt imprisoned during fight with her nemesis, lost until recently, finding herself in an unfamiliar world. Alternate Identity: Muirne Sceadusangere (Secret) Birthplace: The Kingdom of Kent Residence: London, England Occupation: Future Claremont Student Affiliations: Ministry of Powers, Vanguard Family: None known Description: Age: 1393 (DoB: 21 June, 627CE) Physical Age: 16 Gender: Female Ethnicity: Caucasian, Celtic Height: 4'11" Weight: 105lbs Eyes: Green Hair: Red This girl looks at things that are common place in Freedom City with a mixture of apprehension and wonder. Her large eyes are a bright green and scan the world around her constantly. Her nose curves out slightly, and she has full, expressive lips. Her jaw is chiseled and ends with a slightly pointed chin. Her hair is red and flows over her small shoulders. When she walks the world as a civilian, she wears comfortable clothes that she can move in easily, as well as comfortable shoes for walking in. When she is out as Shadowborne she wears chainmail, although she has taken a more modern inspiration with the black bodysuit and domino mask she wears. In both civilian and costumed life, she always carries her flashlight, even on a bright sunny day. Example images: https://imgur.com/a/pQUFY29 History Muirne was born in a quiet village in the Kingdom of Kent, and at a young age began to display her power, transforming into a monster composed of shadows and occasionally transporting herself to a dimension if darkness and cold, slowly she began to gain control over this power. The warriors of the village taught her how to fight, and her village grew proud to be raising a hero like in the legends. Her call to adventure came at 15, when the sorcerer Dougal conquered her village, seeking to claim Kent, England and the world itself. Furious at the cruelty the mage had visited upon he people, Muirne gave herself to the shadows, seeking to destroy him. She tore through his fortress with shadowy claws, spending days hunting his retainers and guards, while he locked himself in the central tower. Finally, after all his men had abandoned the keep, she slunk into the tower, but she did not make it far before he nullified her transformation with his magic. Still, she fought him with spear and shield, before he hit her with some strange spell and everything went dark, the fate of the mage and her people unknown to her. The world began to pass on, Dougal's ambitions had been crushed as his men abandoned him, and lost his chance, leaving to plot his return, his fate unknown. As for Muirne's people, they turned Dougal's keep into a burial ground, the tomb of their savior, where she stood resolutely for all time. Eventually a team of archaeologists uncovered her, and her spell was broken of means unknown to both the researchers and Muirne. She found herself in a strange new world of technology and heroes. Murine's unusual return came to the attention of the Ministry of Powers and the UK superteam Vanguard, who took the teenager in to help her adjust to the modern world. After a year of learning modern English and some of the skills necessary to get by in this modern world, she began to step into the world of superheroes in preparation for going to Claremont Academy. Personality & Motivation: Motivation: Acceptance Muirne does not know how to properly exist in this world, she is from a different time and struggles to understand the people around her, leaving her completely alone and isolated. She hopes that among her fellows she might find herself no longer isolated. Despite her loneliness, Muirne is generally curious and can get quite excited about new discoveries in her strange new world. She's generally confident, although due to her past she is deeply afraid of magic, and it's users. Power & Tactics: Muirne has a wellspring of power within her from the Shattenwelt that is constantly present within her and replenishes from her link to the Shattenwelt but continues even if it is cut off. She can use this wellspring of power to morph herself into one of the shadowbeasts that stalk the dark reality. She dislikes using the power, as she fears that she may lose herself to the darkness. Her link to the Shattenwelt has an alternate use she may draw upon in place of alternating her form. She may instead transport herself bodily to the Shattenwelt, a parallel place to Earth-Prime, but with no colour or light, stalked by shadowbeasts akin to the one she transforms into. The dimension is dangerous, as the shadowbeasts will seek to snuff out her light and warmth upon learning of her presence. When not drawing upon these powers, Muirne fights with her spear and shield, using her proficiency with the weapon and her capability in stealth to her advantage against her foes, but if necessary she will use her shadowbeast and dimensional travel to outfight and outmaneuver her foes. Power Descriptions: The transformation into a shadowbeast is one of monstrous changes, turning from a small human girl into a creature that looks like it has crawled from the deepest nightmares of one afraid of the dark: A mass of shadows that writhes and lashes, staring with glowing green eyes. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she tries using a shadowy hand for something. For those around her, her entry to the Shattenwelt is far less dramatic, she simply vanishes, then reappears at a later time, but for her it is harrowing. It is a realm of predatory darkness, cold and hateful of the light and warmth she possesses and if she is unlucky, she could enter the dimension close to a shadowbeast herself, which while uncommon is dangerous to her, as she cannot hurt them, and they are invisible in the darkness. Complications: Phobia: Magic Muirne is deeply afraid of magic after what Dougal has done, destroying her life and then casting her into an unfamiliar time. Muirne panics when magic is used near her, failing all will saves while it is in use as she is too afraid to muster a mental defense. If pushed too far she might flee altogether. Secret: Ancient Muirne is trying to acclimate to a new world, with customs and technologies she does not know, and she is attempting it without letting her true age be known, as she is afraid of the response, whether he fear is justified or not. Muirne will go to great lengths to keep the secret of her true age becoming widely known. Enemy: Dougal Dougal has also survived to the present, spending the time honing his magical arts, wanting to attempt to restart his ambitions. He knows his magic wore off on Muirne, knows her powers, knows her civilian identity and where she is. Muirne is unaware that Dougal is alive currently. He is a magic user and she knows this. He also knows her secret age Danger: Shattenwelt The Shattenwelt is populated with shadowbeasts like the monster Muirne can transform into, and when they become aware of her presence they will attempt to snuff out the light and warmth she brings with her. The shadowbeasts may find her at any point while she is in the Shattenwelt. During any round while she is in the Shattenwelt one might attack her. Abilities: 2 + 8 + 8 + 4 + 8 + 10 = 40PP Strength: 12 (+1) Dexterity: 26/18 (+8/+4) Constitution: 26/18 (+8/+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 8 + 6 = 14PP Initiative: +8/+4 (+8/+4 Dex) Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Grapple: +9 (+8 Melee Attack, +1 Strength), Immune while Insubstantial Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback Resistance: 4/2 Saving Throws: 0 + 0 + 4 = 4PP Toughness: +8/+8 (+8/+4 Con, +3 Chainmail, +1 Shield) Fortitude: +8/+4 (+8/+4 Con, +0PP) Reflex: +8/+4 (+8/+4 Dex, +0PP) Will: +8 (+4 Wis, +4PP) Skills: 60R = 15PP Acrobatics 4 (+12/+8) Bluff 2 (+7, +11 Attractive) Climb 4 (+5) Concentration 4 (+8) Diplomacy 2 (+7, +11 Attractive) Handle Animal 1 (+6) Intimidation 0 (+18/+5) Languages 1 (English, Old English [Native]) Medicine 1 (+5) Notice 8 (+12) Perform (Sing) 6 (+11) Perform (Dance) 6 (+11) Search 8 (+10) Sense Motive 6 (+10) Stealth 6 (+25/+10) Survival 1 (+5) Feats: 19PP Attack Focus (Melee) 4 Attractive Distract (Intimidation) Dodge Focus 5 Equipment 2 Hide in Plain Sight Luck 2 Startle Takedown Attack Track Enhanced Evasion 2 Equipment 2: 10EP Chainmail: Protection 3 [3EP] Shield: Protection 1 [1EP] Spear: Damage 3 (Feats: Improved Critical [19-20], Mighty, Thrown [5 10ft Range Increments, 50ft Max Range]) [6EP] Powers: 74 + 2 + 2 = 78PP Shadow Form 16 (80PP Container [Active: Free Action, Sustained Duration]; Feats: Innate; Drawbacks: Involuntary Transformation (Frequency: Common, Intensity: Major) [-4PP] One-way Transformation (Frequency: Very Common; Intensity: Minor) [-3PP]) [74PP] (Dimensional, Darkness, Shattenwelt) Enhanced Constitution 8 [8PP] Enhanced Dexterity 8 [8PP] Enhanced Feats 2 (Evasion 2) [2PP] Enhanced Skills 24 (Intimidation 13, Stealth 11) [6PP] Immunity 3 (Aging, Starvation and Thirst, Sleep) [3PP] Insubstantial 3 (Energy) [Darkness/Shadow]; Immune to Physical Damage, and Energy Damage with the "Darkness/Shadow" descriptor; Extras: Duration [Continuous]; Feats: Innate; Flaws: Permanent) [16PP] Shadow Power 10 (20PP Array; Feats: Alternate Power 2) [22PP] Base Power: [20PP] Damage 7 (Extras: Affects Corporeal [8 ranks]; Feats: Affects Insubstantial 2 [Full effect], Incurable, Mighty, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]) [20PP] Alternate Power: [19PP] Damage 8 (Extras: Alternate Save [Fortitude]; Feats: Affects Insubstantial 2, Incurable) [19PP] Alternate Power: [16 + 4 = 20PP] Drain Wisdom 8 (Extras: Alternate Save [Will], Area [Visual Perception], Linked [Emotion Control]) [16PP] Emotion Control 8 (Extras: Area [Visual Perception], Linked [Drain]; Flaws: Limited [Fear], Range 2 [Touch]) [4PP] Speed 3 (50MPH, 500ft per Move Action) [3PP] Super-Movement 3 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]; Water-Walking) [6PP] Super-Senses 6 (Life Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Accurate, Ranged) [6PP] Super-Movement 4 (Dimensional 1 [Shattenwelt]) [2PP] Super-Senses 2 (Darkvision) [2PP] Drawbacks: -8PP Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP] Vulnerability (Fire; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] Vulnerability (Light; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Spear Touch/Thrown DC19 Toughness (Staged) Damage (Physical) Fear Touch/Area DC18 Will (Staged) Drain Wisdom Shaken/Frightened/Panicked Life Drain Touch DC23 Fortitude (Staged) Damage (Energy) Shadow Weapons Touch DC23 Toughness (Staged) Damage (Energy) Totals: Abilities (40) + Combat (14) + Saving Throws (4) + Skills (15) + Feats (19) + Powers (78) - Drawbacks (8) = 162/187 Power Points
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Shadowborne Power Level: 8 Claremont (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Celtic girl with powers linked to a shadow dimension imprisoned during fight with her nemesis, lost until recently, finding herself in an unfamiliar world. Alternate Identity: Muirne Sceadusangere (Secret) Birthplace: The Kingdom of Kent Residence: Occupation: Affiliations: Ministry of Powers, Vanguard Family: None known Description: Age: 1393 (DoB: 21 June, 627CE) Physical Age: 16 Gender: Female Ethnicity: Caucasian, Celtic Height: 4'11" Weight: 105lbs Eyes: Green Hair: Red This girl looks at things that are common place in Freedom City with a mixture of apprehension and wonder. Her large eyes are a bright green and scan the world around her constantly. Her nose curves out slightly, and she has full, expressive lips. Her jaw is chiseled and ends with a slightly pointed chin. Her hair is red and flows over her small shoulders. When she walks the world as a civilian, she wears comfortable clothes that she can move in easily, as well as comfortable shoes for walking in. When she is out as Shadowborne she wears chainmail, although she has taken a more modern inspiration with the black bodysuit and domino mask she wears. In both civilian and costumed life, she always carries her flashlight, even on a bright sunny day. Example images: https://imgur.com/a/pQUFY29 *The sword is now a spear History Muirne was born in a quiet village in the Kingdom of Kent, and at a young age began to display her power, transforming into a monster composed of shadows and occasionally transporting herself to a dimension if darkness and cold, slowly she began to gain control over this power. The warriors of the village taught her how to fight, and her village grew proud to be raising a hero like in the legends. Her call to adventure came at 15, when the sorcerer Dougal conquered her village, seeking to claim Kent, England and the world itself. Furious at the cruelty the mage had visited upon he people, Muirne gave herself to the shadows, seeking to destroy him. She tore through his fortress with shadowy claws, spending days hunting his retainers and guards, while he locked himself in the central tower. Finally, after all his men had abandoned the keep, she slunk into the tower, but she did not make it far before he nullified her transformation with his magic. Still, she fought him with spear and shield, before he hit her with some strange spell and everything went dark, the fate of the mage and her people unknown to her. The world began to pass on, Dougal's ambitions had been crushed as his men abandoned him, and lost his chance, leaving to plot his return, his fate unknown. As for Muirne's people, they turned Dougal's keep into a burial ground, the tomb of their savior, where she stood resolutely for all time. Eventually a team of archaeologists uncovered her, and her spell was broken of means unknown to both the researchers and Muirne. She found herself in a strange new world of technology and heroes. Murine's unusual return came to the attention of the Ministry of Powers and the UK superteam Vanguard, who took the teenager in to help her adjust to the modern world. After a year of learning modern English and some of the skills necessary to get by in this modern world, she began to step into the world of superheroes in preparation for going to Claremont Academy. Personality & Motivation: Motivation: Acceptance Muirne does not know how to properly exist in this world, she is from a different time and struggles to understand the people around her, leaving her completely alone and isolated. She hopes that among her fellows she might find herself no longer isolated. Despite her loneliness, Muirne is generally curious and can get quite excited about new discoveries in her strange new world. She's generally confident, although due to her past she is deeply afraid of magic, and it's users. Power & Tactics: Muirne can draw from the shadow dimension she is bound to, morphing herself into one of the shadowbeasts that stalk the dark reality. She normally dislikes using the power, as she fears that she may lose herself to the darkness. This power has an alternate effect she may draw upon in place of alternating her form. She may instead transport herself bodily to the shadow dimension, a parallel place to Earth Prime, but with no colour or light, stalked by shadowbeasts akin to the one she transforms into. The dimension is dangerous, as the shadowbeasts will seek to snuff out her light and warmth upon learning of her presence. When not drawing upon these powers, Muirne fights with her spear and shield, using her proficiency with the weapon and her capability in stealth to her advantage against her foes, but if necessary she will use her shadowbeast and dimensional travel to outfight and outmaneuver her foes. Power Descriptions: The transformation into a shadowbeast is one of monstrous changes, turning from a small human girl into a creature that looks like it has crawled from the deepest nightmares of one afraid of the dark: A mass of shadows that writhes and lashes, staring with glowing green eyes. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she try using a shadowy hand for something. For those around her, her entry to the shadow dimension is far less dramatic, she simply vanishes, then reappears at a later time, but for her it can be harrowing. In order to see, she has to bring her own source of light, and if she is unlucky, she could enter the dimension close to a shadowbeast herself, which while uncommon is dangerous to her, as she cannot hurt them, and they are invisible in the darkness. Complications: Phobia: Magic Muirne is deeply afraid of magic after what Dougal has done, destroying her life and then casting her into an unfamiliar time. Muirne panics when magic is used near her, failing all will saves while it is in use as she is too afraid to muster a mental defense. If pushed too far she might flee altogether. Secret: Ancient Muirne is trying to acclimate to a new world, with customs and technologies she does not know, and she is attempting it without letting her true age be known, as she is afraid of the response, whether he fear is justified or not. Muirne will go to great lengths to keep the secret of her true age becoming widely known. Enemy: Dougal Dougal has also survived to the present, spending the time honing his magical arts, wanting to attempt to restart his ambitions. He knows his magic wore off on Muirne, knows her powers, knows her civilian identity and where she is. Muirne is unaware that Dougal is alive currently. He is a magic user and she knows this. He also knows her secret age Danger: Shadow Dimension The Shadow Dimension is populated with shadowbeasts like the monster Muirne can transform into, and when they become aware of her presence they will attempt to snuff out the light and warmth she brings with her. The shadowbeasts may find her at any point while she is in the Shadow Dimension. During any round while she is in the shadow dimension one might attack her. Abilities: 2 + 8 + 8 + 4 + 8 + 10 = 40PP Strength: 12 (+1) Dexterity: 26/18 (+8/+4) Constitution: 26/18 (+8/+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 8 + 6 = 14PP Initiative: +8/+4 (+8/+4 Dex) Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Grapple: +9 (+8 Melee Attack, +1 Strength), Immune while Insubstantial Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback Resistance: 4/2 Saving Throws: 0 + 0 + 5 = 4PP Toughness: +8/+8 (+8/+4 Con, +3 Chainmail, +1 Shield) Fortitude: +8/+4 (+8/+4 Con, +0PP) Reflex: +8/+4 (+8/+4 Dex, +0PP) Will: +8 (+4 Wis, +4PP) Skills: 44R = 11PP Acrobatics 2 (+10/+6) Bluff 0 (+5, +9 Attractive) Climb 4 (+5) Concentration 4 (+8) Diplomacy 0 (+5, +9 Attractive) Handle Animal 1 (+6) Intimidation 0 (+18/+5) Languages 1 (English, Old English [Native]) Medicine 1 (+5) Notice 6 (+10) Perform (Sing) 5 (+10) Perform (Dance) 5 (+10) Search 8 (+10) Sense Motive 5 (+9) Stealth 1 (+20/+5) Survival 1 (+5) Feats: 19PP Attack Focus (Melee) 4 Attractive Distract (Intimidation) Dodge Focus 5 Equipment 2 Hide in Plain Sight Luck 2 Startle Takedown Attack Track Enhanced: Evasion 2 Equipment 2: 10EP Spear: Damage 3 (Feats: Improved Critical [19-20], Mighty, Thrown [5 10ft Range Increments, 50ft Max Range]) [6EP] Chainmail: Protection 3 [3EP] Shield: Protection 1 [1EP] Powers: 70PP Shadow Realm Link 34 (67PP Array; Feats: Alternate Power 1} [68PP] Base Power: [67PP] Shadow Form 14 (70PP Container [Active: Free Action, Sustained Duration], Drawback: One-way Transformation (Frequency: Very Common; Intensity: Minor) [-3PP]) [67PP] Enhanced Constitution 8 [8PP] Enhanced Dexterity 8 [8PP] Enhanced Feats 2 (Evasion 2) [2PP] Enhanced Skills 24 (Intimidation 13, Stealth 11) [6PP] Insubstantial 3 (Energy) [Darkness/Shadow]; Immune to Physical Damage, and Energy Damage with the "Darkness/Shadow" descriptor; Extras: Duration [Continuous]; Flaws: Permanent) [15PP] Shadow Power 10 (20PP Array; Feats: Alternate Power 2) [22PP] Base Power: [20PP] Damage 7 (Extras: Affects Corporeal [8 ranks]; Feats: Affects Insubstantial 2 [Full effect], Incurable, Mighty, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]) [20PP] Alternate Power: [19PP] Damage 8 (Extras: Alternate Save [Fortitude]; Feats: Affects Insubstantial 2, Incurable) [19PP] Alternate Power: [16 + 4 = 20PP] Drain Wisdom 8 (Extras: Alternate Save [Will], Area [Visual Perception], Linked [Emotion Control]) [16PP] Emotion Control 8 (Extras: Area [Visual Perception], Linked [Drain]; Flaws: Limited [Fear], Range 2 [Touch]) [4PP] Speed 3 (50MPH, 500ft per Move Action) [3PP] Super-Movement 3 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]; Water-Walking) [6PP] Alternate Power: [2PP] Super-Movement 1 (Dimensional Movement 1 [Schattenwelt]) [2PP] Super-Senses 2 (Darkvision) [2PP] Drawbacks: -8PP Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP Vulnerability (Fire; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] Vulnerability (Light; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Spear Touch/Thrown DC19 Toughness (Staged) Damage (Physical) Fear Touch/Area DC18 Will (Staged) Drain Wisdom Shaken/Frightened/Panicked Life Drain Touch DC23 Fortitude (Staged) Damage (Energy) Shadow Weapons Touch DC23 Toughness (Staged) Damage (Energy) Totals: Abilities (40) + Combat (14) + Saving Throws (4) + Skills (11) + Feats (19) + Powers (70) - Drawbacks (8) = 150/150 Power Points
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In Brief: Spider-Man as re-imagined by Guillermo del Toro, with bits of Robin and Daredevil mixed in. Character: Octoman Power Level: 14 (Built as PL8) Tradeoffs: None Power Points: 206/207PP Unspent Points: 1 Catchphrases & Nicknames: "Octo-Boy" (He does not like this one); "Señor Ocho"; "The Outrageous Octoman"; "The Crime-Fighting Kraken"; "The Sensational Cephalopod"; "The Loudmouth Leviathan"; "Who ordered the calamari?" Alternate Identity: Benicio "Ben" Wang Identity: Secret Legal Status: USA citizen (minor) with no criminal record Birthplace: Brooklyn, New York Base of Operations: Freedom City, New Jersey Residence: The Claremont Academy dorms during the week, and an apartment in the West End on the weekend Occupation: Student Affiliations: Claremont Academy (Student) 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: 5'7" Weight: 140 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 all over his skin, which appear to be scars but are actually new orifices. 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 generally sprays instead of dripping. 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 lonely and 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 no bones left in his body. They 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 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 makes 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. His body will recover inside a couple of hours from wounds that would kill or cripple a normal person, or at least leave them bedridden for days. 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 until they are hundreds of feet long. 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. 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. That 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. 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 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, such as missing important dialogue. 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 2 + 4 + 4 + 8 + 4 + 8 = 30PP Strength: 26/12 (+8/+1), 56/12 Lifting (Heavy Load: 58,880 lbs. [29.44 tons] / 130 lbs.) Dexterity: 26/14 (+8/+2) Constitution: 26/14 (+8/+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 18 (+4) COMBAT 6 + 6 = 12PP Initiative: +12/-2 (+8/+2 Dex, +8 Enhanced Improved Initiative, -4 Deafened) Attack: +8 Melee (+3 Base, +5 Melee Attack Focus), +3 Ranged (+3 Base) Grapple: +32/+10 vs one target, +28/+10 vs multiple targets (+8 Melee Attack, +8/+2 Strength/Dexterity, +4 Additional Limbs, +6 Elongation, +6 Super-Strength) Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback Resistance: 4/1 SAVING THROWS 0 + 0 + 6 = 6PP Toughness: +8/+2 (+8/+2 Con) Fortitude: +8/+2 (+8/+2 Con, +0PP) Reflex: +8/+2 (+8/+2 Dex, +0PP)Evasion 2 Will: +8 (+2 Wis, +6PP) SKILLS 72R = 18PP Acrobatics 3 (+15/+5)Skill Mastery Bluff 13 (+17)Distract, Fascinate, Fast Task (Feint, Taunt), Skill Mastery, Taunt Computers 13 (+17)Online Research + Well-Informed, Second Chance, Skill Mastery, Ultimate Skill Craft (Electronic) 1 (+5) Disguise 0 (+5/+4, +10 or +50 with Morph) Escape 0 (+14/+2, Automatic with Insubstantial) Knowledge (Current Events) 6 (+10) Knowledge (Physical Sciences) 1 (+5) Knowledge (Pop Culture) 11 (+15) Knowledge (Technology) 6 (+10) Knowledge (Theology & Philosophy) 1 (+5) Languages 3 (American Sign Language [ASL], English [Native], Hebrew, Spanish) Notice 3 (+15/+5)Deafened Search 1 (+15/+5) Sleight of Hand 3 (+15/+5)Skill Mastery Stealth 3 (+15/+5) Swim 4 (+15/+5)Swimming FEATS 24PP Attack Focus (Melee) 5 Chokehold Distract (Bluff) Dodge Focus 5 Fascinate (Bluff) Fast Task 2 (Feint, Taunt) Grapple Finesse Luck 2 Online Research Second Chance (Computers) Skill Mastery (Acrobatics, Bluff, Computers, Sleight of Hand) Taunt Well-Informed Ultimate Skill (Computers) Enhanced: Environmental Adaptation (Underwater) Evasion 2 Improved Initiative 2 Uncanny Dodge (Sense Types: Olfactory) POWERS 116PP Additional Limbs 4 (10 Limbs; Extras: Duration [Sustained]; Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles) Concealment 2 (Normal Vision; Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting) Elongation 6 (Elongate 300ft per Move Action, 250ft Max, Free action to retract; 60ft Range Increments for elongated melee attacks; Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles) Enhanced Constitution 12 [12PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness) Enhanced Dexterity 12 [12PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Feats 4 (Evasion 2, Improved Initiative 2) [4PP] (Descriptors: Mutation, Super-Reflexes, Super-Senses) Enhanced Skills 36 (Acrobatics 4, Disguise 1, Notice 10, Search 10, Sleight of Hand 4, Stealth 4, Swim 3) [9PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses) Features 2 (Environmental Adaptation [Underwater]; Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting) Immunity 6 (Cold; Critical Hits; Poison; Pressure; Suffocation [Underwater]) [6PP] (Descriptors: Brain Tissue Distributed Throughout Body, Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands) Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, No Skeleton, Shapeshifting) Morph 1 (Any Form; +5 Disguise) [3PP] (Descriptors: Mutation, Shapeshifting) Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP] Base Power: [4PP] Leaping 4 (x25, Running Long Jump: 450ft) [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 13 (26PP Array, Feats: Alternate Power 4) [30PP] Base Power: [14 + 12 = 26PP] (Descriptors: Mutation, Super-Strength) Enhanced Strength 14 [14PP] Super-Strength 6 (Lifting Strength: 56, Heavy Load: 58,880 lbs. [29.44 tons]) [12PP] Alternate Power: [22 + 4 = 26PP] Dazzle 8 (Sense Types: Olfactory + Visual; Flaws: Range [Touch]; Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [22PP] (Descriptors: Ink Spray, Mutation) Obscure 2 (Sense Types: Olfactory + Visual; Area: 10ft radius; Extras: Independent, Total Fade [4 rounds]; Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [4PP] (Descriptors: Ink Cloud, Mutation) Alternate Power: [24PP] (Descriptors: Mutation, Shapeshifting) Morph 8 (9; Any Form; +45 Disguise) [24PP] Alternate Power: [26PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom) Paralyze 8 (Extras: Alternate Save [Fortitude], Secondary Effect; Feats: Improved Critical 2 [18-20]) [26PP] Alternate Power: [26PP] (Descriptors: Mutation, "Tentacle Storm") Snare 8 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective; Flaws: Duration [Concentration]; Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 200ft]) [26PP] Regeneration 7 (Recovery 1 [+9]; Recovery Rate: Injured 3 [1 minute], Staggered 1 [20 minutes], Disabled 2 [1 hour]; Feats: Regrowth) [8PP] (Descriptors: Mutation) Super-Movement 2 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers) Super-Senses 6 (Acute Tracking Smell/Taste; Danger Sense [Sense Types: Olfactory]; Low-Light Vision; Microscopic Vision 1 [Dust]; Uncanny Dodge [Sense Types: Olfactory]) [6PP] (Descriptors: Mutation, Suckers) Abilities (30) + Combat (12) + Saving Throws (6) + Skills (18) + Feats (24) + Powers (116) - Drawbacks (0) = 204/207 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC23/16 Toughness (Staged) Damage (Physical) Additional Limbs 250ft Max, + Elongation 60ft Increments Ink 25ft DC18 Reflex Dazzle (Visual + Olfactory) DC18 Fortitude Recover Tentacle Storm Touch/Area DC18 Reflex (Staged) Entangled/Bound (200ft Cone) Venom Touch DC18 Fortitude (Staged) Slowed/Paralyzed
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In Brief: Instead of becoming The Huntress, Helena Bertinelli becomes Spawn. Character: Mister Strix Power Level: 13 (Built as PL8) Tradeoffs: None Power Points: 206/216PP Unspent Points: 10 Alternate Identity: Gaetano “Guy” Giordano (Deceased) Identity: Secret. The public is not aware that either Gaetano Giordano or Mister Strix are undead, or that they are the same person. Legal Status: Deceased USA citizen with no criminal record. Birthplace: Bedlam City, Wisconsin, USA Base of Operations: Bedlam City Residence: An abandoned, boarded-up house on Ash Street. The only sign of habitation is his casket sitting in the basement. The entrance to the basement is blocked with heavy debris. He accesses the house and the basement with Mist Form. Occupation: None Affiliations: Father Cesare Messina (Retired Catholic priest, Friend) Family: Doctor Adriana Aparo (Widow), Luna Giordano née Gallo (Mother), Massimo “Mo” Giordano (Father), Matteo “Matt” Giordano (Older Brother), Flora Russo née Giordano (Older Sister), Rafael Giordano (Younger Brother, Deceased). Matt and Flora are both married, with children. Adriana has re-married, and she has a child with her new husband. DESCRIPTION Age: 37 (Date of Birth: 1981) Apparent Age: 31 (Date of Death: 2012) Gender: Male Ethnicity: (Sicilian) Italian-American Caucasian Height: 6’2” Weight: 180 lbs. Hair: Black Eyes: Black His superhero costume consists of a white skintight jumpsuit, mask, and cape. The chest of the jumpsuit is emblazoned with a white crescent moon set against a black circle. The edges of the cape and gloves are cut with notches suggestive of the feathers on a bird's wings. The gloves are fingerless. The mask covers his entire head except for his jaw and the lower half of his face. It has a shape similar to the feathers on the head of a horned owl. The bottom of the mask comes to a hook with a slight downward curve resembling a raptor's beak. Overall, it looks like a photo-negative version of the original Raven’s costume. Out of costume, a fan of old movies might compare him to a young (and underslept, and possibly ill) Lee Van Cleef or Basil Rathbone. His flesh is unnaturally pale, and always cold to the touch, regardless of any physical activity or environmental factors. When visible, his veins appear to be black. His build is slender. He was never bulky in life, and when he transformed, most of his fat burned away, and most of his internal organs shriveled and atrophied. His face is all sharp angles, with high, prominent cheekbones, a large nose, and a narrow, pointed chin. His hair is dark, and perpetually messy. (Since he has no reflection in mirrors, even if he had much reason to style his hair, he wouldn't be able to see what he was doing.) He has thick eyebrows, perpetually arched over eyes set deep in their sockets, eyes which always seem to be surrounded by shadows, regardless of the angle or intensity of light in the area. The irises of his eyes are completely black, indistinguishable from the pupils. The center of his eye is one solid black disk. His hands are slightly larger in proportion to the rest of his body than they should be, the fingers slightly longer. His voice is a deep baritone, surprisingly deep for someone of his size. When he feeds or uses his powers, his appearance becomes even more overtly monstrous. His veins bulge and darken. The blackness at the center of his eyes spreads to cover the entire eyeball. His mouth, canine teeth, and tongue all double in size. His voice deepens by at least a full octave, and echoes independent of the local acoustics. When he growls, he sounds like a tiger. HISTORY Guy Giordano’s life ended just as it was about to begin. Gaetano "Guy" Giordano was born the third of four children in an Italian-American family living in Stark Hill. The family all attended the local Catholic school and church. His mother was a librarian turned homemaker, and his father was a "made man" in the Scarpia crime family. Guy was closest with his younger brother, Raphael, and his mother, whom they both took after, being more gentle and scholastically inclined than their brutish father and older brother or their scheming "queen bee" older sister. When they grew up, Guy became a doctor, while Raphael became a priest. Guy went to college and medical school in Chicago and Detroit, and earned a doctorate in emergency medicine alongside Adriana Aparo, his fellow student. After they completed their residency, they got engaged, spent a year working with Doctors Without Borders in Libya and the Congo, then moved back to Bedlam, got married, and bought a house. They were just about to start trying for their first child when Guy got sick and died. Unbeknownst to his family, Guy's younger brother Raphael wasn't just a priest, but a Vatican-sponsored monster-hunter. Raphael had destroyed a powerful elder vampire, and the even older and more powerful vampire who had created that elder took his revenge and replaced the lost member of his "family" by killing Raphael's favorite brother and turning him into a vampire. Raphael was no match for the vampire, who only ever identified himself as "Johann." He ambushed Raphael at the cemetery where Guy was buried. Guy dug himself out of his own grave, emerging in a mindless feeding-frenzy, and Johann made sure that Raphael was caught helpless in Guy's path. Guy drained his little brother dry. After Guy's bloodlust faded and he cried out in anguish over what he'd done, Johann wished him a taunting "Happy Birthday" and stabbed him in the heart with a wooden stake, putting him in a coma. Then he locked Guy's unconscious body in a box and left it there for five years. When Johann finally took the stake out of his heart, Guy woke up, but he had no idea how much time had passed. He ran home, only to learn that his wife lived there with her new husband and their child. He fled the scene before anyone spotted him. Johann laughed, taunted him with another "Happy Birthday," and vanished. Guy spent the next year living in the shadows of Bedlam. He spent days sleeping in sewers, abandoned basements, and hastily dug holes in the dirt, rarely staying in the same place twice. He spent the nights spying on his family and his widow, and through a mix of research and trial and error, figuring out how much time had passed, what had happened to him and what he could do. When he drank Raphael's blood, he absorbed his memories, so he knew that he was a “vampire,” but that could mean a hundred different things. He spent many nights at local libraries, catching up on recent history and researching his “condition.” An academic at heart, he felt “at home” there, and since he could ignore alarms and surveillance equipment, hypnotize guards, and slip through locked doors as a cloud of mist, he had the run of the place. When he needed blood, he would grab sewer rats, or hypnotize the employees at the less ethical animal “shelters,” so he could drain the cats and dogs already scheduled for execution. At first, he made the mistake of trying to subsist entirely on animal blood. But he learned the hard way that the inferior quality (for his purposes) of animal blood would only satisfy his undead body for so long. After the first time he snapped and almost killed a random person on the street, he made an effort to regularly infuse his diet with human blood. He limited his human feeding to whatever criminals and corrupt cops he could find, often guys he recognized as his father’s employees and associates. At one point, he decided that he needed to be destroyed, and even if suicide was a sin, the greater sin would be continuing to live as a monster. So he fought through his instinct to sleep during the day, and he tried to walk out into the sun. He was terribly burned, but he discovered that his undead body had a powerful instinct for self-preservation, one he could not overcome. He fled the light, slept deeper and woke up thirstier than ever before, and by the time he regained the capacity for rational thought, he was standing over the half-drained body of what was now the second random person he had almost murdered. After that debacle, he stopped trying to kill himself. During a chance encounter near the end of his first year as a vampire, he saved the life of a 70-year-old retiree and "supply priest," Father Cesare Messina. Father Messina quickly became his friend and confidant, the only source of human interaction for him since his death. Father Messina felt that it was his duty to help Guy figure out God's plan for him, even if that just meant praying for him and chatting with him over coffee. Father Messina reminded him that the best way to heal one’s own pain was to help others with theirs. As they spoke, an idea formed between the two of them. Guy could do what everyone with extraordinary abilities and a secret to protect did to help make the world better: He could put on a mask, and become a superhero, “Like Raven, that guy in Freedom City.” Father Messina was an ornithology enthusiast, so when the subject of superheroes came up, Raven's was the first name that came to his mind. Of the decorations in Father Messina's home, the pictures and sculptures of owls outnumbered the Christian imagery by at least ten to one. With little prompting from Guy, Father Messina practically gushed about how owls were found all over the world, in all kinds of environments, and how they appear in the myths of almost every culture on the planet, usually as demons or psychopomps. Guy mentioned a local legend he’d heard in the Congo about how owls hunted humans to eat their souls. That reminded Father Messina that while the more popular modern vampire myths describe them transforming into bats, in older stories, they turned into owls. Just like that, Guy knew what form his disguise should take. The tailor who would later craft it was hypnotized to misremember the job, but he was well-paid. "Mister Strix" was born. At the start of this new chapter in Guy's life, Johann reappeared, attacking him without warning and beating him almost to a second death. Then Johann laughed, taunted him with yet another "Happy Birthday," and disappeared. To Guy's surprise, he laughed too. Johann’s assault had an oddly invigorating effect on him. If Johann was still trying to break him, that meant he wasn't broken yet. His conversations with Father Messina had given him a new sense of purpose, but Johann’s beating gave him a new sense of hope. His existence might be evil, but he could still do some good with it. He might not be a doctor anymore, he wasn't going to let that stop him anymore from doing the same thing in death that he used to do in life: Try to save people. PERSONALITY & MOTIVATION Like any good Catholic, the primary driving force in his life has always been guilt. When he was a child, it was guilt over the apple, and the crucifixion, and not being the son his father wanted. When adolescence opened his eyes a little wider, it was guilt over who his father was and how he made his money. He became a doctor and went to war zones so that he could try to save more lives than his father had destroyed. Now it’s guilt over what he is and what he has to do. In life, he was quiet and gentle, but determined. He always tried to put others before himself. People always told him he was “a good listener.” He loved his wife. He loved his family, even if he didn't like them. He inherited his mother’s love of books, opera, traditional French and Italian cooking, and when he got older, coffee and wine. He always seemed to have his nose in a book. He’d lived in war zones, but he’d never really been in a fight. He'd never wanted to hurt anyone. In death, everything that used to define him or bring him joy has been stolen from him, and he's become a predator who leaves ruin in his wake, a danger to everyone around him. Violence now feels as natural to him as breathing used to, and the only thing that truly brings him joy anymore is sinking his fangs into another person’s neck and sucking the blood out of their veins. He hates the thing he’s been turned into, and the things who turned him into it. He’s trying to make the best of it. POWERS & TACTICS He is an unskilled brawler, relying entirely on the animal instinct and enhanced physical prowess he gained when he became a vampire. Everything he “knows” about fighting, he learned from movies and television. Popular culture is also his main source of “knowledge” about his own condition. He’s studying all the relevant history and mythology he can get his hands on, but it’s a slow process. The vampire who killed him didn’t tell him anything. Most of what he can do either comes from pure instinct, or is something he read about and decided to try that worked, either immediately or with practice. He is undead, preserved and animated by the life-consuming energy that is the pure darkness of the Schattenwelt, in a process fueled by blood magic. His undead body is far more resilient than his human body was. His skeleton is harder than stone, but just as light as human bone. His flesh feels human to the touch, but displays a resistance to cutting or puncturing more akin to silk, thick leather, or Kevlar. His body somehow metabolizes the blood he drinks to sustain his existence, keep him preserved, heal his wounds, and alter his body in ways he is only beginning to explore. He can increase his strength, speed, and agility to superhuman levels, grow claws that can shred metal and stone as if it were paper, or transform into a cloud of mist. His blood can also heal the wounds of others (a Healing power stunt off of his main array), though consuming his blood can bring unpredictable side-effects (a temporary Complication for the other character). He also has some psychic powers. He can broadcast a psychic command which forces the minds of others to ignore his presence. He can more directly hypnotize anyone who looks him in the eye, forcing them to obey all his commands and re-writing their memories. When he pierces a living creature's skin with his fangs and sucks out their blood, he triggers a rush of endorphins which overwhelms his victim with intense pleasure. This makes it difficult for his victim to understand what is happening or to remember it clearly after the fact. Since his blood can heal wounds, he can use his fang to cut his tongue, then lick the puncture wounds closed with the transfer of blood. This combination allows his feeding to go mostly undetected. Like a shark, he can sniff out even tiny amounts of blood from far away. The smell and taste of blood can give him the type of information about its owner that would make a crime lab jealous, and when he tastes blood, he can tap into any psychic resonance it has absorbed, experiencing the memories of its original owner like they were his own. He can see in the dark because he is Darkness. When he makes a scary face and roars, hardened soldiers will run, hide, and lose bladder control, because he’s giving them a glimpse of the literal Abyss, and when they look into his eyes, they don’t just see “darkness,” but “The Darkness.” He’s also learned the hard way that he has just about every quirk and weakness that’s ever been attributed to vampires in folklore. He doesn't have to worry about running water or being invited into a home, but that’s about it. COMPLICATIONS Achilles Heels & Weaksauce Weaknesses: Certain plants, objects, and symbols of mystical and religious significance will repel him, interfere with his movement, and cause him pain and injury. He cannot stand them, even if they were a source of joy or comfort in his mortal life. Daylight Fire Garlic: All parts and states of the garlic plant affect him: The flower and the bulb, whether living, freshly harvested, or even ground into dry powder. Unlike most plants, garlic never withers or dies merely from being in his presence. Holy Symbols & Blessed Items: Holy symbols and items affect him at the GM’s discretion, on a case by case basis. Generally, the holy symbol must belong to a “Good” deity, or a deity whose portfolio includes concepts such as “Healing,” “Life,” “Light, or “The Sun.” Foods and liquids which have been “blessed,” such as holy water, or which have ritual significance, such as the wine and wafers used in Communion, will also affect him. Holy symbols and items will affect him even if he, or the character wearing or wielding them, do not believe in (or even know of) the religion with which they are associated. However, if he attempts to force his way past the holy object and some sort of opposed check is required, a wielder who knows, believes in, or reveres the deity associated with the holy item will have a better chance of winning the opposed check than a wielder who is ignorant, skeptical, or blasphemous. Jade Mirrors: He has no reflection. Like machines, mirrors do not register his presence. If he can exert enough willpower to stare into a mirror, then a vague, blurry semblance of his visage may briefly appear, only to vanish as soon as he turns away. This effort may cause the mirror to crack, or even to shatter. Mirrors also sometimes break even if he briefly glances at them, or passes by them without peek. Salt: Pure salt will affect him, but saltwater will not, nor will food with a high salt content. Silver Wolf’s Bane: See “Garlic,” above. Everything described there applies to wolf’s bane as well. Wooden Stakes: He can be incapacitated if his heart is impaled with a piece of wood. It doesn't matter if the “stake” is made entirely of wood or not, so long as the part lodged in his heart is composed of pure, whole wood. An arrow or spear with a steel head and a wooden shaft would work, but a piece of compressed particle board would not. Wood and wooden implements do not cause him any of the fear, discomfort, or damage described below, and staking his heart is the only circumstance under which a wooden weapon will overcome his resilience or regeneration. Wood does not limit his movements, and touching it does not harm him. He already has drawbacks and flaws to account for how these items can suppress his powers, penetrate his defenses, and inflict wounds which are slow to heal, and since those traits already provided a power point discount, they do not count as complications. However, these items can have other effects which would count as complications: He cannot stand to look directly at these items. As soon as he sees them, the GM can force him to make a Will save against an Emotion Control (Fear) effect, which may cause him to flee the scene entirely. He cannot knowingly or willingly attempt to touch any of these items, or even to advance to within touch-range of them. He must stay at least 10 feet away. (If the item is hidden from him, then he can unknowingly approach it or touch it.) The GM can force him to save against Damage and/or some other attack effect if he touches any of these items or their shadows, or if the ingests them, or the blood of someone else who has recently ingested them. If another character wears or wields any of these items, then he cannot attempt to physically touch them, or anyone behind them. (As reflected with his Power Loss drawbacks, he also cannot bite them or use his mind control powers on them.) He cannot attempt to directly remove or destroy the items. Another character who wields these items can advance toward him, forcing him to withdraw. If he is bound with these items, or with bonds infused or plated with these materials, then he cannot untie or break those bonds, no matter how objectively flimsy they may be. He may not even be able to lift them. (As reflected with his Power Loss drawbacks, such bonds will also suppress most of his powers.) If these items are mounted on, above, or around a door, window, or other portal, then he cannot pass through that portal, even in his mist form. If these items are placed on top of the lid to a container, or tied or wrapped around it, then he cannot open that container, or enter or exit it in his mist form. If these items are arranged in a circle, then he cannot cross that circle. He cannot step over it, and he cannot fly over it in his mist form. A circle around another character can protect that character from him, while a circle around him can trap him. He can attempt to overcome these limitations, forcing his way past these items, or even forcing himself to touch them, with a focused act of will, most likely represented by a Will save. If these items are being wielded by another character, then the GM can force him and that other character to make an opposed check, most likely Charisma. This effort may cause him harm whether it is successful or not, so he may also have to save against Damage or some other attack effect. If his act of will is successful, then he can temporarily overcome the limits to his freedom of movement, and these items may be damaged, or even destroyed. They may bend, crack, shatter, melt, or burst into flame. Addiction (Blood): He doesn't just need blood. He wants it. He loves it. It is as much his drug as it is his sustenance. The GM can decide that he's thirsty, give him a Hero Point, and then give him a circumstance penalty on a check to represent how difficult it is for him to focus on other tasks when he’d rather be drinking blood. When blood is available, the GM can give him a Hero Point, and then force him to make a Will save to resist the urge to lap it up or suck it down. He can also cause Addiction complications for other characters. They can become addicted to the euphoria of being fed upon by him, or they can become addicted to consuming his supernatural blood. Chill of Undeath: Since his Environment Control (Cold) power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his cold aura may cause complications for other characters. Enemies: Archnemesis Dad: His father is a captain in the Scarpia family syndicate. His surviving brother works with him, as does his sister's husband. When he was alive, he refused to participate in his father’s criminal activities, but he didn't interfere with them either. When he died, so did his ambivalence. Now he’s determined to dismantle everything his family helped build. Burn The Witch!: The secret monster-hunting arm of the Catholic Church knows that his brother killed a vampire, and that soon after, he and his brother were both killed in circumstances which sounded suspiciously like retaliatory vampire attacks. It’s been a few years since then, but if they hear about anything that sounds like a vampire in Bedlam, they will follow up. I Hate You, Vampire Dad!: “Enemy” isn't quite the right word. His sire, "Johann" (real name unknown), is working toward a long-term goal of making him part of Johann's "family." To Johann, that means an unholy combination of child, friend, and lover. Unfortunately for him, Johann doesn't think he’ll realize his potential as a vampire until his human spirit is broken and stripped away from him by a conga line of trauma and disappointment, a process Johann expects to take at least a hundred years. Johann shows up once a year like clockwork to beat him within an inch of his life as a celebration of his "birthday" as a vampire. In addition, Johann will, seemingly at random, send various minions, pawns, or even other “children,” to torment him in some way. They might attack him directly, provide aid to his enemies, or harm something or someone he cares about (including Bedlam City itself). Electromagnetic Ghosts: Since his Obscure power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his aura of interference with mechanical senses may cause complications for other characters. Enemy To All Living Things: While machines seem to simply ignore him (as represented with his Permanent Concealment from them), nature seems to actively resent him. Animals universally hate and fear him, unless they have consumed his blood, or are under the effect of some sort of mind control power. They will flee from him, attempt to scare him away, and/or attack him. He automatically fails any Handle Animal or Ride skill checks. (See, also, “Walking Wasteland,” below.) Glamour Failure: He has quirks which either explicitly reveal him to be a supernatural creature, or at least create a subconscious “Uncanny Valley” effect, making humans deeply uncomfortable in his presence. The air is unnaturally quiet around him because of all the normal sounds his body doesn't make, and he lacks several signs of life that most observers would take for granted. The GM may give him penalties to checks involving social interaction, or declare such checks to be impossible. Indifferent or even Friendly NPCs could turn Hostile, attacking or fleeing. Many of those features are already mentioned in "Description," above, and others are described in other Complication entries. He never casts a shadow, regardless of the level or angle of light in the surrounding area. His hands and fingers appear to have normal friction ridges, yet his touch never leaves prints. His footsteps never leave tracks, or make a sound. He does not breathe, cough, sneeze, or yawn. (This is particularly noticeable in winter.) His heart does not beat. He has no pulse of any kind. He does not sweat. When he is wounded, his skin does not bruise, and his cuts do not bleed. He will only bleed if decapitated or staked through the heart. His blood is so dark that it mostly appears to be black, only showing red when light hits it at just the right angle. If he cries, the tears are blood. His body does not age. If viewed with Infra-Vision, his body always appears to be colder than his surrounding environment, no matter what that environment may be. Most machines seem to ignore him. He has no reflection in mirrors, or any other reflective surface. He does not show up in photographs or on video cameras, film or digital. His voice cannot be heard in auditory recordings, or through microphones, telephones (cellular or land-line), or radios. He doesn't show up as a blip on any kind of radar or sonar. He can walk freely through the laser, infra-red, and microwave beams used by motion detectors without them registering his presence. Automatic doors won’t even open for him. A gas chromatograph mass spectrometer can at least attempt to analyze samples of his tissues, and mechanical components like buttons which detect physical pressure will recognize the force his touch exerts upon them, but that seems to be the extent to which machines recognize or acknowledge him. Note: Aside from his lack of reflection, this is the result of the Permanent flaw on his Concealment against machine senses, so he should not receive any Hero Points for it. However, it may be a complication for other characters. For example, a robot or cyborg ally, whose eyes are mechanical cameras and whose ears are mechanical microphones, may receive a Hero Point in exchange for not being able to see or hear him. Heavy Sleeper: When the sun is in the sky, it is almost impossible for him to stay awake, and once he falls asleep, he stays asleep. Instead of suffering the usual -10 Notice penalty while asleep, he automatically fails Notice checks. Other characters can even lift or manipulate his body without waking him up. Nothing less than a direct attack on his body will disturb his daytime slumber. I Do Not Drink…Wine: His Immunity to Fortitude effects includes Immunity to Starvation and Thirst, but not only does he not need to eat or drink, he physically cannot. If he tries to consume food, or if he tries to drink any liquid other than blood, then he will quickly vomit it back up, along with some of his own stored blood, and the GM can also force him to save against an attack effect, like Nauseate, or even Damage. Involuntary Transformation (Berserk Rage): His undead body has instincts for predation and self-preservation more powerful than those of any living creature, and more powerful than his moral compass. When he attempts to resist those instincts, the GM can force him to make a Will save. Failure can result in a complication for him and/or for others. Starvation can cause him to be overcome with bloodlust, to the point of mindlessly attacking the next human he encounters, without caring if his prey survives the encounter or not. Potential causes of “starvation” include simply going too long without drinking blood, trying to subsist for too long on blood of low quality (animal blood, refrigerated blood bags, etc.), or depleting the blood stored in his body by using it to fuel his powers. When exposed to one of his weaknesses, especially fire or sunlight, he feels a powerful primal urge to flee from it. If he is unable to summon the willpower to endure its presence, then during his flight, he may brutally attack anyone who gets in his way, whether they meant to or not. Once he is out of danger, he may then be overcome with bloodlust, as if he were starving, as his scared inner animal seeks to re-assert control over its surroundings. Made of Evil: He is that which should not be, but is. He is a monster, an abomination, a dead thing preserved and animated with the life-consuming darkness of the Schattenwelt. Any powers which “Detect Evil” will show him as such, and any powers which “Protect From Evil” or “Smite Evil” will affect him as if he were applicably “Evil,” regardless of his actual conduct or inner sense of morality. Any power such as “Aura Vision” which can detect the presence or state of a “soul” will show his to be present, but shredded, hanging in tatters, and stained by shadows and blood. Mainlining The Monster: Some view him as a monster to be destroyed, but others see him as a resource to be exploited. His blood and body could be used as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, his blood can act as a powerful and potentially addictive drug. The specific effects vary depending on the person, the amount consumed, and the GM’s whims. It can act as a stimulant or a narcotic. It can cause euphoria, hallucinations, and/or uncharacteristically aggressive or deviant behavior. It can even heal wounds, cure diseases, or grant temporary powers, such as Enhanced physical abilities, or Immunities like Aging and Disease. It can also create a temporary psychic link, and a temporary stain or “taint” on the user’s “soul” or “aura” with a "negative resonance." Prejudice: If someone does learn that he is a vampire, or that his family is part of the Bedlam Mafia, it could cause them to mistrust him (and they might not be wrong). Conversely, if he learns that another character is also a vampire, or some other sort of undead creature, then this can be a complication for them, because his default reaction will be homicidal violence. Relationships: His wife thinks he’s dead. She’s remarried. She has children with her new husband. But he still cares about her, and by extension, her new family. He still cares about his family too, even the mobsters. He keeps tabs on all of them, and he will leap to their aid if they are in danger. Father Cesare Messina, the retired priest, is the only friend he's made since his death. He will drop everything to help Messina. But the priest’s secret association with him could cause problems for both of them. Secrets: It is not public knowledge that Gaetano Giordano is Mister Strix, or that either of them is a vampire. As far as most people know, Gaetano Giordano is still buried in his grave. Unlife: Even though he has no Constitution score and Immunity to Fortitude effects, he still needs to sleep, and he still needs “food” in the form of blood. He only gets restful sleep if he has complete shelter from sunlight, and if his resting place includes soil from his homeland. He does not need to be buried; a thin layer of dirt spread out under him is sufficient.When he drinks blood, his undead body stores that blood in his heart. His body consumes a small amount of that stored blood every night to preserve his corpse, and a greater amount to heal his wounds and fuel his powers.After a day without sleep and/or three days without blood, the GM can inflict negative conditions upon him, like Fatigued or Exhausted, cumulative penalties on certain checks, and/or temporary ability damage. The GM may allow him some sort of check to delay or lessen these effects, akin to the Constitution checks and Fortitude saves mortals can make to resist the damage caused by neglecting their physical needs.He will not be destroyed by starvation or lack of sleep, but the supernatural preservation of his body will be disrupted. At first, he will start to look sick. Then, he will begin to age. Finally, he will start to decay. Eventually, his flesh will wither away and slough off completely, leaving little more than a fanged skeleton. Eventually, he won’t have eyes or a tongue, but he will still be able to see and speak. Once he finally gets the blood and restful sleep he needs, the decay will gradually reverse. If his soft tissues have rotted away, then his bones will absorb the blood he “drinks" directly. The decay will reverse at roughly the same rate at which a mortal would recover from starvation and/or sleep deprivation.His ideal sustenance is the blood of a living human (or humanoid alien with genetic similarity sufficient to produce viable offspring with a human), taken directly from that human’s veins, ideally while the human is experiencing some sort of intense emotion. The further his feeding deviates from that ideal, the less nourishment and satisfaction he derives. He can consume blood from cold storage, so long as that stored blood would be safe to transfuse back into a living human. He cannot feed on necrotic or coagulated blood, and attempting to do so will cause him to vomit as if it were human food (see “I Do Not Drink…Wine,” above). He can feed from vertebrate animals and aliens which have “blood” (the fluids of arthropods, for example, would not work), but it is not as satisfying, or as efficient; it would take multiple units of animal blood to equal the same “nutritional content” as one unit of human blood. The blood of living supernatural creatures, such as faeries, werewolves, or dragons, on the other hand, tastes better than human blood, provides more efficient nourishment, and may also have side-effects at the GM’s discretion. Potential side-effects include addiction, inebriation, temporary insanity (hallucinations, berserk rage, etc.), and temporary Boosts to his existing powers, and temporarily gaining new powers. Depending on the individual, the blood of human mutants and mutates, powerful aliens, and, depending on their descriptors, even other vampires, may have the same effects. Walking Wasteland: Since he is infused with the life-consuming dark energy of the Schattenwelt, his very presence can be hostile to life. At his touch, or even in his passing, non-animate plants (except for garlic or wolf’s bane) may wither, or even melt or crumble into ash, while food and drink such as bread, milk, cheese, or wine (but never salt) may spoil or rot. Animals which happen to be pregnant may spontaneously miscarry. ABILITIES 20PP Strength: 26/14 (+8/+2), 36/14 Lifting (Heavy Load: 3,680 lbs. [1.84 tons] / 175 lbs.) Dexterity: 26/14 (+8/+2) Constitution: - Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 16PP Initiative: +8/+2 (+8/+2 Dex) Attack: +4, +8/+4 Melee (+4 Base, +4 Enhanced Attack Focus), +6 Claws/Fangs Grapple: +18/+6 (+8/+4 Melee Attack, +8/+2 Strength, +2 Super-Strength) Defense: +8/+4 (+4 Base, +4 Enhanced), +4/+2 Flat-Footed Knockback Resistance: 8 Here is a new DC chart for the "Combat" section reflecting the changes: ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Claws/Fangs Touch DC25 Toughness (Staged) Damage (Physical, Lethal, Incurable) Blood Drain Touch/Grapple DC18 Fortitude* Drain Constitution* Opposed Will vs +8** Mind Reading DC18 Will (Staged)** Sickened/Nauseated/Incapacitated Glimpse of The Abyss Touch/Area (Visual Perception) DC18 Reflex Avoided DC18 Will (Staged) Shaken/Frightened/Panicked Hypnotic Eyes Perception (Visually Sense-Dependent) Opposed Will vs +8** Mind Controlled DC18 Will** Transformed (Memory Altered) Psychic Invisibility Personal DC18 Will*** Total Concealment from all non-Mental type senses *This saving throw is not Staged, because he can only drain 1 Constitution rank per round, regardless of the margin by which the victim failed their save. **Because the two Linked effects target the same saving throw (Will), the victim makes one saving throw and compares it against the DC for both effects. This effect has one static DC and one DC determined by a power check, so it is possible that the victim will successfully save against one of the linked effects but fail to save against the other one. ***Creatures with Intelligence 0 are unaffected. Creatures with Intelligence 1+ only get a saving throw if he does something to draw attention to himself. Machines with Intelligence 0 are also unaffected, but he has a separate, permanent Concealment effect against all Auditory, Radio, and Visual-type machine senses. SAVING THROWS 5PP Toughness: +8 (Impervious) Fortitude: - Reflex: +8 (+8 Dex, +0PP) Will: +8 (+3 Wis, +5PP) SKILLS 32R = 8PP Craft (Culinary) 1 (+5) Handle Animal 0 (-) Intimidation 1 (+13/+5, +15 Deathly Aura) Knowledge (Arcane Lore) 1 (+5) Knowledge (Current Events) 1 (+5) Knowledge (History) 1 (+5) Knowledge (Life Sciences) 4 (+8) Knowledge (Pop Culture) 1 (+5) Knowledge (Streetwise) 11 (+15) Knowledge (Theology & Philosophy) 1 (+5) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 5 (+8) Notice 1 (+12/+4) Ride 0 (-) Search 0 (+12/+4) Sense Motive 0 (+12/+3) Stealth 0 (+15/+2) FEATS 2PP Benefit (Legally Deceased) Interpose Enhanced: Attack Focus (Melee) 4 Evasion 2 Hide In Plain Sight Takedown Attack 2 Veteran Rewards: Equipment 7 (35EP) EQUIPMENT 7PP = 35EP POWERS 168PP Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Enhanced Defense 4 (Extras: Linked [Enhanced Dexterity, Enhanced Feats], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency:Common]) [6PP] Enhanced Dexterity 12 (Extras: Linked [Enhanced Defense, Enhanced Feats]) [12PP] Enhanced Feats 9 (Attack Focus [Melee] 4, Evasion 2, Hide In Plain Sight, Takedown Attack 2, Extras: Linked [Enhanced Defense, Enhanced Dexterity])[9PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Agility, Superhuman Speed, Undead) Enhanced Skills 40 (Intimidation 8, Notice 8, Search 8, Sense Motive 9, Stealth 7, Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Fearsome Visage, Necromancy, Shadow, Super-Senses, Undead, Unnaturally Deep and Resonant Voice) Enhanced Strength 12 (Extras: Linked [Super-Strength], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [10PP] Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons], Extras: Linked [Enhanced Strength]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Environment Control 2 (Cold [Intense], Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Range [Touch], Uncontrolled) [1PP] (Descriptors: Black Magic, Blood Magic, Cold, Darkness, Death, Evil, Necromancy, Shadow, Undead) Features 3 (Deathly Aura*; Touch does not leave prints; Wounds do not bleed) [3PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) *See "Death Powers" in Power Profiles. Healing 1 (Extras: Action 4 [Reaction], Affects Objects, Restoration, Total Flaws: Limited [Objects], Personal, Source [Blood]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Undead) Immunity 30 (Fortitude effects) [30PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Impervious Toughness 8 (Flaws: Limited [Effects with one or more of the following Descriptors inflict Penetrating damage: “Acid”; Attempts to impale him through the heart with a "Wooden Stake"; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Superhuman Resilience, Undead) Leaping 3 (x10, Running Long Jump: 180ft, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Obscure 2 (Sense Types: Auditory, Radio, and Visual, Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Limited [Machines], Partial, Range [Touch], Uncontrolled) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Electromagnetic Interference, Evil, Necromancy, Shadow, Undead) Protection 8 [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Resilience, Undead) Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 12 (Recovery Rate: Injured 6 [1/round, No rest], Disabled 6 [1 round], Flaws: Limited [Effects with one or more of the following Descriptors inflict Incurable damage: “Acid”; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 8 (Resurrection 8 [1 round], Flaws: Limited [If decapitated, he requires outside aid to reunite his head and body before he can resurrect; If impaled through the heart with a wooden stake, or a blade or bullet made from his other weaknesses, he requires outside aid to remove the "stake" before he can resurrect; He requires outside aid and extra time to resurrect if his body is completely burned, disintegrated, or dissolved]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Speed, Undead) Super-Movement 1 (Trackless) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Senses 11 (Acute Analytical Tracking Smell/Taste, Darkvision, Microscopic Vision, Postcognition [Flaws: Medium {Blood}], Ultra-Hearing, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [7PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Vampire Power 8 (16PP Array, Feats: Alternate Power 4) [20PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Base Power: [16PP] (Additional Descriptors: Blood Divination, Blood Drain, Euphoria) Drain Constitution 8 (Extras: Linked [Mind Reading, Nauseate], Flaws: Limited [1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss 3 [While exposed to Daylight, he can only bite with a regular unarmed attack, which will not have any euphoric effect on the victim; Cannot attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot attempt to bite any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] Mind Reading 8 (Extras: Action [Standard], Linked [Drain, Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple) [2PP] Nauseate 8 (Extras: Alternate Save [Will], Linked [Drain, Mind Reading], Flaws: Requires Grapple) [8PP] Alternate Power: [6 + 7 = 13PP] Autofire Strength 8 (Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [6PP] (Additional Descriptors: Super-Speed) Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Claws and/or Fangs; Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss 2 [While exposed to Daylight, he cannot create claws, and his bite is a regular unarmed attack; Cannot create claws or attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [7PP] (Additional Descriptors: Claws, Fangs) Alternate Power: [7 + 2 = 9PP] Concealment 10 (All Non-Mental type Senses, Flaws: Phantasm, Feats: Selective, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common], Progression [Counter Rank / Save DC] 2 [-2 = Rank 8 / DC18]) [7PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility) Emotion Control 8 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [2PP] (Additional Descriptors: Fearsome Visage, Glimpse of The Abyss) Alternate Power: [15PP] (Additional Descriptors: Mist Form) Flight 2 (25MPH, 250ft per Move Action, Extras: Linked [Immunity, Insubstantial], Feats: Subtle, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [3PP] Immunity 2 (Critical Hits, Extras: Duration [Sustained], Linked [Flight, Insubstantial]) [2PP] Insubstantial 2 (Gas, Extras: Linked [Flight, Immunity]) [10PP] Alternate Power: [14PP] (Additional Descriptors: Hypnotic Eyes, Psychic) Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Linked [Transform], Mental, Flaws: Action [Full], Distracting, Sense-Dependent [Visual], Feats:Subtle, Drawbacks: Power Loss 3 [Lost while Exposed to Daylight; Lost while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot be used against any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Linked [Mind Control], Mental, Range [Perception], Flaws: Action [Full], Distracting, Sense-Dependent [Visual]) [8PP] DRAWBACKS -13PP Vulnerability ("Blessed/Celestial/Consecrated/Holy" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability ("Fire" effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability ("Silver" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daylight, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6], Time: 1/round) [-8PP] Weakness (Healing effects without Descriptors which identify them as being "Evil", "Unholy", or otherwise beneficial to the "Undead" do not work on him, even if they have the "Affects Objects" extra, and they also inflict Damage of equal rank; Frequency: Uncommon, Intensity: Minor, Time: Instant) [-1PP] Abilities (20) + Combat (16) + Saving Throws (5) + Skills (8) + Feats (2) + Powers (168) – Drawbacks (13) = 206/216 Power Points
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Justice Power Level: 11 (153/164PP) Unspent Power Points: 11 Trade-Offs: Justice Armor [+3ATK / -3DC (Justice Shot), -2ATK / +2DC (Justice Kick)], Stealth Armor [+3ATK / -3DC (Justice Shot), +2DEF / -2TOU], Blaster Armor [+2ATK, -2DC (Justice Shot)] ; No Defensive In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: Time for justice! Theme: The Moment - Miracle of Sound ft. Karliene 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: 23 (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 tends wear casual clothes, her Justice Driver belt and a red domino mask to hide her identity. She will often combine this with a hoodie when trying to go incognito, while still being in costume. She will usually pull her hair into a pony tail. 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. 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. Powers & Tactics: Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her Justice Buster and any other gadgets she has managed to bring along. She will usually do her best to keep her distance rather than get involved in melee combat, unless she has brought gadgets designed for such an occassion. Robin will usually use her full acrobatic abilities to keep mobile. Power Descriptions: Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. At the moment, Robin's main inventions are the Justice Buster and the Justice Driver. The one exception to the rule is Robin's grandmother's amulet, which lets her open portals to Z-Space, and works as a power source for the Justice Driver. The Justice Buster is a slightly over sized gun, but not too large to be fired one handed. It fires bursts of kinetic energy rather than any kind of bullets. The Justice Driver is Robin's prized invention. She can cause a lightweight body armor to appear from the belt, hiding her identity, either by the voice command "Henshin" or by a code entered with her fingerprint on a special program on her phone. Robin has enhanced her design to improve her combat capabilities and flexibility, using the magic power from her grandmother's amulet as a power source for the armor. By opening portals to Z-Space, Robin is able to exchange parts of her armor by remote control, altering her capabilities. She currently has 3 armor configurations: The balanced Justice Armor, the heavily armored and powerful Blaster Armor that improves the power of the Justice Buster and the Stealth Armor, useful for infiltration. Robin has added an utility belt to the Justice Driver, letting her bring a large assortment of gadgets into the field. Complications: 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. Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows. 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. 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. 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. WIP: Robin's Justice Driver is very much a work in progress. It has been known to malfunction in different ways, such as not providing the power it is supposed to. Lack of Funds: Robin isn't exactly poor, but building and maintaining her gadgets takes quite a bit of her resources. 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. Abilities: 0 + 4 + 4 + 10 + 4 + 4 = 26PP Strength: 10 (+0) / 14 (+2) [w. Justice Armor Form] Dexterity: 14 (+2) Constitution: 14 (+2) / 18 (+4) [w. Justice Driver] Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +2 / +6 (+4 Improved Initiative from Justice Driver) Attack: +4 Base, See below for breakdown Defense: +4 Base, See below for breakdown Grapple: +4, Justice Armor [+6 (+4 Base Attack, +2 Strength)] Knockback: -2 (TOU 4/2), Justice [-5 (TOU 10/2)], Stealth [-4(TOU 8/2)], Blaster [-11(10 Impervious - TOU 2/2)] Armored Combat Breakdown: Armor Melee Ranged Buster Defense Flat Footed Normal ID +4 +7 +9 +8 +2 Justice Armor +8 +13 +15 +10 +3 Stealth Armor +4 +13 +15 +12 +3 Blaster Armor +4 +7 +9 +8 +2 Saving Throws: 3 + 6 + 6 = 15PP Toughness: +4 (+2 Con, +2 Defensive Roll) (Normal ID) Justice Armor [+10 (+4 Con, +2 Defensive Roll, +4 Protection)] Stealth Armor [+8 (+4 Con, +2 Defensive Roll, +2 Protection)] Blaster Armor [+12 (+4 Con, +2 Defensive Roll, +6 Protection)] Fortitude: +5 (+2 Con, +3) / +10 (+4 Con, +6) [w. Justice Driver] Reflex: +8 (+2 Dex, +6) / +10 (+2 Dex, +8) [w. Justice Driver] Will: +8 (+2 Wis, +6) Skills: 96R = 24PP Acrobatics 6 (+8) Bluff 6 (+8) Computers 6 (+11) Concentration 6 (+8) Craft [Electronics]Skill Mastery 7 (+12) Craft [Mechanical]Skill Mastery 7 (+12) Diplomacy 6 (+8) Disable Device 6 (+11) Drive 4 (+6) Gather Information 6 (+8) Investigate 3 (+6) Knowledge [Physical Sciences]Skill Mastery 7 (+12) Knowledge [Popular Culture] 4 (+9) Knowledge [Technology]Skill Mastery 7 (+12) Notice 6 (+8) Search 3 (+8) Sense Motive 6 (+8) Feats: 18PP Attack Focus [Ranged] 3 Attack Specialization [Justice Buster] 1 Defensive Roll 1 Dodge Focus 4 Eidetic Memory Equipment 4 Improvised Tools Inventor Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Physical Sciences], Knowledge [Technology]) Uncanny Dodge [Auditory] Enhanced Feats Improved Initiative Equipment: 4PP = 20EP The Law Rider (Vehicle; Motorcycle) [10EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [10EP] Powers: 5 + 6 + 38 + 8 = 57PP Device 1 ("Grandmother's Amulet"; 5PP Container; Flaws: Easy-To-Lose, Feats: Restricted 2 [Only you can use]) [5PP] (Magic) Super-Movement 1 ("Z-Space Portal"; Options: Dimensional Movement [To and From Z-Space], Extras: Portal (+2), Feats: Progression [Portal Size] 1) [5PP] (Dimensional, Magic, Z-Space) (Up to 10ft x 10ft portal) Device 2 (Justice Buster; 10 PP Container; Flaws: Easy-To-Lose) [6PP] (Invention, Technology) Blast 5 (Justice Shot) [10PP] (Kinetic) Device 9 ("Justice Driver"; 45PP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only you can use];) [38PP] (Invention, Technology) Armor Change Array 17 (34PP Array, Feats: Alternate Power 2, Drawback: Action [Move]) [35PP] (Z-Space) BP: Alternate Form 6.8 ("Justice Armor"; 34PP Alternate Form) {34/34PP} Damage 10 ("Justice Kick"; Feats: Knockback, Mighty) [12PP] (Bludgeoning Damage Type) Enhanced Feats 2 (Attack Focus [Ranged]+2) [2PP] Enhanced Stats 4 (Strength+4) [4PP] Enhanced Trait 8 (Attack Bonus+4) [8PP] Enhanced Trait 4 (Defense Bonus+2) [4PP] Protection 4 [4PP] AP: Alternate Form 6.8 ("Stealth Armor"; 34PP Alternate Form) {34/34PP} Concealment 6 ("Stealth Field"; Options: All Visual, All Auditory) [12PP] (Technology) Enhanced Blast 0 ("Silenced Justice Shot"; Stacks with Justice Shot; Feats: Subtle 2) [2PP] Enhanced Feats 8 (Attack Focus [Ranged] 6, Dodge Focus 2) [8PP] Enhanced Trait 4 (Defense Bonus+2) [4PP] Protection 2 [2PP] Super-Movement 3 (Trackless, Wall-Crawling 2) [6PP] AP: Alternate Form 6.8 ("Blaster Armor"; 20PP Alternate Form) {34/34PP} Blast Array 7 (14PP Array, Feats: Alternate Power 1) [15PP] BP: Enhanced Blast 6 ("Enhanced Justice Shot"; Stacks with Justice Shot to Blast 11; Feats: Homing, Incurable) {14/14PP} (Impact Damage Type) AP: Obscure 7 ("Smoke Grenade"; Options: Visual Obscure; Extras: Independent) {14/14PP} (Smoke) Impervious Toughness 10 [10PP] Leaping 3 ("Jump Jets") [3PP] Protection 6 [6PP] Enhanced Feats 1 (Improved Initiative) [1PP] Enhanced Stats 4 (Constitution+4) [4PP] Enhanced Traits 5 (Fortitude Save+3, Reflex Save+2) [5PP] Gadgets 1 ("Utility Belt"; 5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [8PP] (Invention, Technology) Sample powers Drawbacks: (-3) = -3PP Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to Justice Driver or Justice Buster; Requires Utility belt to activate) [-3PP] DC Block Name Armor Range Save Effect Attack Bonus Unarmed All Touch DC15 TOU (staged) Damage +6 Unarmed Justice Touch DC17 TOU (staged) Damage +8 Justice Shot Justice, Stealth 50 ft. DC20 TOU (staged) Damage +15 Justice Shot Blaster 50 ft. DC20 TOU (staged) Damage +9 Enh. Justice Shot Blaster 110 ft. DC26 TOU (staged) Damage +9 Justice Kick Justice Touch DC27 TOU (staged) Damage +8 Totals: Abilities (26) + Combat (16) + Saving Throws (15) + Skills (24) + Feats (18) + Powers (57) - Drawbacks (-3) = 153/164 Power Points
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Red Lynx Power Level: 10 (157/166PP) Unspent Power Points: 9PP Trade-Offs: +2 Attack / -2 Damage, -1 Defense / +1 Toughness In Brief: Dakanan Prince taking a more 'personal' approach to aiding the less privileged nations. Catchphrase: Theme: The Message Alternate Identity(Secret outside Dakana) Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation: Prince & Student Affiliations: Dakana Royal Family, Claremont Academy Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Àjàṣorò Tafari (Twin Sister), Baako (Half-Brother) Description: Age: 18 (DoB: 12th April 2002) Apparent Age: 18 Gender: Male Ethnicity: African (Dakanan) Height: 6'4" Weight: 225 lbs Eyes: Brown Hair: Black Dark skinned and powerfully built Kamau looks every bit the part of Dakanan Royalty. With an athletic frame and well defined musculature he evokes a distinct bearing of controlled power and moves with a sure grace. A strong jaw and broad features continue that trend though his eyes have a thoughtful and considering cast. He attempts to school his features into an implacable mask fo royal propriety but is easily given to an all to boyish grin revealing nor at all regal dimples. He wears his hair shorn in a tight fade on the sides with a crown of tight 'locks coiled above. He usually dresses to suit the occasion though when given to leisure prefers utilitarian workout clothes. In costume his augmented suit is a deep almost black crimson with the interwoven daka crystals flaring to a bright red when struck with force. Vitals are covered with hardened plates of lightweight composites that gives the central torso an articulated appearance but leaves his range of motion free. He's stylized the armored helmet with high peaked 'ears' and a feline shape to the visor to better strike fear in the hearts of 'cowardly and superstitious' villains. History: Kamau is the second born of twins, children of King M'ballas second marriage. As such he has been afforded every benefit growing up the wealth and power of his upbringing grooming him to be a leader and perhaps eventual White Lion. It also instilled in him a deep feeling of responsibility for both his nation and his fellow man throughout the world. Unlike his (As she is quick to point out, elder) twin he has always taken a keener interest in his home country and it's heroes the White Lions and other champions throughout the years. As he grew he began training with the palace security in addition to his tutoring in assorted skills believed necessary for a prince and potential White Lion. Kamau excelled in most tasks put to him with a natural talent and easy confidence in his ancestry. Despite this, or perhaps because of it he has always approached his tasks and lessons with a certain careful and collected care. Both to avoid unintended consequence and to ensure success through application of his skills and abilities. When it came time for the challenge of the White Lion he fully expected he'd emerge the victor. Though his half brother was powerful he was reckless and easy to manipulate. Kamau's own sister had little more than passing interest in the title. While evenly matched in many of the trials when the final challenge came Kamau held back unwilling to commit lest Baako seize the power of the White Lion. In the end this proved his undoing. His sister acted unhesitatingly sizing opportunity when presented and carried the day. For some the failure at the trial may have soured their opinion of the winner or caused a crisis of faith or confidence. But Kamau felt something more akin to relief. He had pursued the position out of a default feeling of responsibility not out of any surity he was the right person. In truth he saw almost immediately the wisdom of the trials construction and that his sister was best suited for it took much more than strength of body or mind to be hte White Lion, or in this case the White Lioness. Kamau joins his sister at Claremont, seeing attendance at the Freedom school as an opportunity to not only learn from the americans but help them to clean up their 'crime ridden' streets and corrupt institutions. Personality & Motivation: Kamau affects a friendly and gregarious persona for public events a skill he has developed over the course of many state events from childhood on. In more private settings he's more withdrawn with a more naturally dry wit and quiet confidence until an area of particular interest draws out enthusiastic, and at times exhaustive, discussion of the topic at hand. As Red Lynx Kamau takes on the collected personality of the dark avenger his voice a low growl and a carefully curated body language to evoke fear in criminals and unsettled gratitude in innocents and law enforcement alike. Publically Prince Kamau is a strong proponent of his fathers policies of inclusion and action outside Dakanas borders. The nation has power and wealth and the responsibility to use them for the betterment of the world as a whole. This is not to say he is ignorant of the geopolitics his nations long isolation and how it effects modern attempts at involvement. In part this is why he was eager to leave Dakanas borders. He disagrees with the Isolationist old guard and imperial ambitions of some of the Red Hyena but also feels more must be done on the ground not only through economics and soft power but by citizens of good intention doing what is in their power to bend the other nations toward greater equity. He takes this duty seriously as Red Lynx to strike out against injustice in his adopted home of Freedom where despite the benefits afforded the citizens of the US many still find themselves victims of corruption or criminal enterprise turning ht tools of freedom to personal gain. Powers & Tactics: Lynx fights with a tactical efficiency born of his training with the Dakanan security forces. He approaches a potential conflict with tight focus on ending it quickly and with minimal collateral damage using the environment and keen tracking of his environments to give himself the advantage. Preferring to strike from unexpected directions he avoids direct confrontation until the time of his choosing whenever possible then attacks with single minded determination to eliminate the threat as quickly as possible. Utilizing his superior athletic abilities and training he's willing to stand toe to toe with an enemy to buy time if that is what is required or distract and draw an enemy to a battleground of his choosing denying the enemy the ability to use innocents or property damage against him. Power Descriptions: Beyond his physical training and conditioning Red Lynx utilizes advanced technology from Dakana for his efforts fighting crime abroad. In addition to his armored suit he uses a pair of Marungu. The throwing clubs are similar to those utilized by many Dakanan security forces and made of advanced alloys lightweight and strong, well balanced for throwing or striking. Complications: The Hero Formerly Known as Prince: Kamau is a foreign Royal operating as a secret vigilante on U.S. soil. International incidents are not out of the question. OLDER Sister: His elder twin is the White Lioness, and in his school, here enemies will be his enemies as well as the reverse. The World is a Mess and I Just Need to ... Rule it: Kamau see's the world outside of Dakana as less civilized and a little backwards. This can get him in trouble when he acts unilaterally for the good of "the people" regardless of authority. Keep it in the Family: Kamau's half brother Baako, as well as Ubasti sometimes put their politics into action, with fists. Kamau and his sister are likely targets. Abilities: 14 + 14 + 14 + 14 + 14 + 14 = 84PP Strength: 24 (+7) Dexterity: 24 (+7) Constitution: 24 (+7) Intelligence: 24 (+7) Wisdom: 24 (+7) Charisma: 24 (+7) Combat: 14 + 12 = 26PP Initiative: +5 Attack: +13 unarmed, +11 Melee, +7 base Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +18 Knockback: -5/-3 Saving Throws: 0 + 3 + 3 = 6PP Toughness: +10 (+7 Con, +3 Armored Costume) Fortitude: +7 (+7 Con, +0) Reflex: +10 (+7 Dex, +3) Will: +10 (+7 Wis, +3) Skills: 48R = 12PP Acrobatics 7 (+14) Gather Information 2 (+9) Intimidate 7 (+12) Knowledge: Business 3 (+10) Knowledge: Civics 3 (+10) Knowledge: Streetwise 3 (+10) Language 2 (Dakanan [Native], English, Spanish) Notice 7 (+14) Sense Motive 7 (+14) Stealth 7 (+14) Feats: 16PP Acrobatic Bluff Attack Focus: Melee 4 Attack Specialization: Unarmed 1 Benefit 2 (Diplomatic Immunity, Wealth) Dodge Focus 4 Eidetic Memory Hide in Plain Sight Jack of all Trades Quick Change Powers: 4 + 4 + 5 = 13PP Device 1 (Armored Costume; 5 PP Container; Flaws: Hard-To-Lose;) [4PP] (Technology, Daka Crystals) Protection 3 (Absorptive Armor;) [3PP] Immunity 2 (Shock Plates; Critical Hits) [2PP] Device 1 (Marungu; 5 PP Container; Flaws: Easy-To-Lose; Feats: Multiple Weapons 1;) [4PP] (Technology) Damage 2 (Strike; Feats: Mighty, Thrown, Split Attack;) [5PP] (Bludgeoning) Container 1 (Training and Conditioning; 5 PP) [5PP] (Training) Enhanced Feats 1 (Situational Awareness; Uncanny Dodge [Mental]) [1PP] Immunity 2 (Conditioning; Starvation/Thirst, Need For Sleep; Flaws: Limited [Half Effect]) [1PP] Leaping 1 (Acrobatic Leap) [1PP] Quickness 1 (Efficiency) [1PP] Speed 1 (Sprinter) [1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Marungu (melee) Touch DC 24 Toughness Damage Marungu (Thrown)Thrown DC 20Toughness Damage Totals: Abilities (84) + Combat (24) + Saving Throws (6) + Skills (12) + Feats (16) + Powers (13) = 157/166 Power Points
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Waverider Power Level: 8 (119/123 PP) Trade-Offs: +2 Damage, -2 Attack(Blast & Drain); +2 Attack, -2 Damage (Nauseate); +2 Toughness, -2 Defense Unspent PP: 4 In Brief: Normal teenage girl with dreams of deaf advocacy back slapped by irony, becomes deaf and mute vibration controller. Residence: Claremont Academy dorms Base of Operations:Freedom City in general with a focus on Bayview Catchphrase: “…” Alternate Identites: Naomi Suleiman Identity: Secret Birthplace: Los Angeles, California Occupation: Student Affliations: Spectacle (Los Angeles street level hero), Claremont Academy in general Family: Armaan Suleiman (a lawyer), Jana Suleiman (a doctor), Saloni Suleiman (currently Pre-Med and engaged), Navin Suleiman (elementary school student) Age: 16 Apparent Age: 16 Gender: Female Ethnicity: Indian-American Height: 5’ 5” Weight: 110 Eyes: Dark Brown Hair: Black Description: Naomi is of Indian descent, which means chocolate skin and straight jet black hair. She keeps her hair cut just above her shoulders and her makeup is on the minimal side. Her clothes are quite preppy and put together. Usually a ruffled shirt and cute skirt with some ballet flats and tasteful jewelry. As being a superhero wasn’t in her future plans until relatively recently, she wears a variation on the standard Claremont uniform. The tights have been replaced by relatively loose fitting slacks of the same material. The top is a bit looser of a fit, as well. History: Naomi was born in Los Angeles. No one knew it, but she’d been absorbing vibrations since she was a small bundle of cells in her mother’s womb. Which made the pregnancy slightly more…interesting…than most, but caused no real complications. Growing up, she was the source of the occasional mysterious loud bang, which gradually made her persona non grata among her peers. There were some earthquake scares as well (which really didn’t help), but those weren’t traced to her until later. However, there was one group that didn’t reject her for the occasional weirdness that surrounded her. They were the deaf and hearing impaired kids at her school. So she made friends, and learned sign language explicitly so she could talk to them. She was a normal kid, doing normal kid things. Then it happened. Summer break, 2014. Naomi was waiting for a friend downtown, having planned a beach day. They had agreed to meet at a parking garage, but her friend was late. So she’d stepped into the shade of the parking garage to wait. She felt the vibrations (not that she knew what they were at the time) churn inside her. This had happened many times before. See the mysterious loud noises and odd earthquake scares. The problem was that these were much stronger than before. They…hurt. She leaned against the wall of the parking garage. Her skin touched it, and instantly the mysterious force inside of her ripped its way out, with all the pain that verb implies. It was a sound and quake burst, at the same time, and with more force that she could conceive of. Her eardrums burst immediately. The cilla in her inner ear were smashed down. The bones in her inner ear shattered. The pain was immense. No one wouldn’t have screamed. Unfortunately, that was the last thing she should’ve done. The vibrations had found an easier way out, and tore her larynx to shreds on the way. No parking garage, even in Los Angeles, is built to take that kind of strain. Hell, the surrounding buildings were in trouble. Naomi might have even triggered a real earthquake and endangered the entire city. Except there just happened to be a hero in the area. Spectacle. Claremont class of 2008. The name…didn’t fit his powers. He was stronger, faster, and more durable than any unarmored human could possibly be, but it was his power of infinite capacity (but not infinite rate) energy absorption that saved the day. He chucked his groceries aside, and dove in to save a girl who was having a very bad day. He saved the city. He saved the neighborhood. He saved the girl. He even saved the parking garage attendant. Unfortunately, he couldn’t save the parking garage. It collapsed, crushing all the cars inside of it. Spectacle was not an idiot. He knew the girl, now unconscious, would be blamed. This wasn’t Freedom City. She ought to get away from the justice system, but the civil suits and media coverage would destroy her family. So he got gone, and fast. He dropped her off at a hospital in another district. Spectacle poked his head in now and again, while Naomi was recovering, making it clear in no uncertain terms that they needed to have a conversation. Something Had To Be Done, and such like. When they finally had it, she anxiously begged him not to ship her away just yet. Her parents would never allow it. She had friends here. She was still adjusting to her new life. And so on. He actually had no intention of doing that (otherwise he’d have spoken with someone at Claremont by now), but watched the girl squirm under the idea before announcing he’d train her. Spectacle always wanted a sidekick, after all. When Naomi protested even that much, he told her it was either that or being shipped away. He knew of someone who could be very persuasive, if it came to that. And so Waverider was born. After school training. The occasional easy mission. That sort of thing. When it came down to it, Spectacle was a good teacher, and his energy absorption and overall toughness helped make up for any…mistakes along the way. Until, around the end of the school year, he realized his pupil was growing past his skills. It was sad, but he had to revisit their initial Something Had To Be Done conversation. During this time, Naomi had gotten to know him, and on the whole he wasn’t a bad guy. A skilled and effective hero, who just so happened to be exasperatingly easygoing about everything under the sun. That said his relaxed deadpanning of virtually everything was funny when directed at others. Such as whoever was on the other end at that superhero school he was talking about. Leaving might not be so bad. Her family had grown a bit distant from her, which made some sense. She couldn’t hear them anymore, and sign language was a pain in the butt to learn without a powerful motivation and sufficient spare time to do so. She knew that from personal experience. She also knew the person on the other end of that call (who was growing ever more exasperated, a position with which she both sympathized and found funny) would easily persuade her parents to let her go. And honestly? The prospect was a little exciting now. Sure, leaving her friends would be sad. But she’d be going to a place where she didn’t have to hide her powers from everyone around her. She didn’t have to pretend she didn’t notice when people spoke to her. And, like virtually every teenager ever born, she was always up for a bit of an adventure. . Personality & Motivation: Naomi isn’t one of those ultra-driven hero types. She’s a good person, and she’ll help out people in trouble, but her sights remain set squarely on her dream of being a lawyer who advocates for deaf rights. Maybe even politics, if she can swing it. In the meantime, she’s got no problem with the Wake Up, Go To School, Save The World thing. She’s…rather remarkably well adjusted, actually. She’s calm, rational, and only dwells on the things she can change. This doesn’t mean she doesn’t get frustrated, anxious, or depressed, but that she’s learned to deal with such emotions in a way that stops them from inhibiting her life. Power Descriptions: Naomi is a vibration controller. She can theoretically induce, increase, or reduce vibrations in virtually any material. As sound is simply vibration that can be heard by humans, she can manipulate that as well, although somewhat less effectively at present. She has a personal force field made of high resonance vibrations to protect her. She does not, however, generate the vibrations out of nothing. In fact, her body absorbs and stores vibratory energy for later use. This renders her immune to vibratory (and thus sonic) attacks of any kind, and provides a measure of defense against bludgeoning attacks. She can feel vibrations on her skin, as well. Practice allows to even differentiate between people’s voices. However, actually telling what they’re saying on a consistent basis is currently beyond her, and thus she must lip read or have the speaker(s) use sign language instead. Powers & Tactics: Naomi is essentially a blaster. She’s got a few neat tricks, like deadening the sound in an massive area, increasing the vibrations in a target’s inner ear to sickening levels, or unleashing a deafening wall of sound in a small area. However, the core of all of that is blasting away with vibratory energy. With both Accurate Attack and Power Attack she can shift the damage and accuracy of her attacks around, so it’s not quite as one dimensional as it sounds. Her force field is stops bullets with little effort, and it’d take a very powerful blunt strike to get past her absorption and the field. And, of course, vibratory/sonic attacks are entirely useless, as she absorbs them. Complications: I’m Sorry, I Didn’t Catch That:Naomi’s inner ear is destroyed. She can’t hear anything. At all. Whatsoever. That said, she does have the ability to feel vibrations. If she focuses, she can even understand speech. Unless, of course, there’s too much background noise. Or she’s tired. Or distracted. You name it. Lip reading can help with this, but it has its limits. So sometimes she can garble people’s words. Or miss them entirely. A GM may award a hero point when this becomes a…problem. Seen And Never Heard: Naomi cannot talk. Her larynx is ruined. Most people don’t know sign language, so she keeps a pen and pad on her person. Easy enough, right? Well…that requires the person she’s “speaking” with to look at her. Which may or may not always be possible in the middle of superheroics. Add to that, her pad and/or pen could be ruined by damage, and then what can she do? A GM may award a hero point when communications between her and anyone else become compromised in this manner. Bad Vibrations: Naomi’s powers run on vibratory energy, such as sound. Her body is constantly absorbing such energy from the environment. However, she has an upper limit to the amount she can absorb. Reaching it triggers a devastating Burst Area of vibratory energy (rank 7 at minimum, with any more left to GM’s discretion) to explode from her body, instantly and agonizingly depleting her reserves (making her stunned from the pain). Therefore, from time to time she must release some lest this happen. Conversely, she can use up her reserves in combat (repeatedly Power Attacking and/or taking lots of hits to her force field) rendering her attack array and force field useless until she absorbs enough energy to use them again. A GM may award a hero point for either of these situations occurring. No, I Don’t Know That Guy From That Show: Naomi is of Indian descent. Both parents were born and raised in India, and immigrated later. Americans have some…unfortunate misconceptions about the Indian people. And others can…mistake her ethnicity for another one, such as Arabic. That’s without getting into the fact that she does not, in fact, practice Hindism or Islam, the two dominant religions of India. She’s agnostic, thank you very much. No, her parents don’t approve. A GM may award a hero point for Waverider having to deal with the ignorant and/or prejudiced. Abilities: 0+2+4+2+2+4=14 Strength 10 (+0) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 12 (+1) Charisma 14 (+2) Combat: 8+6=14 Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +4 Base (+6 Ranged, +10 Nauseate) Grapple: +4 Defense: +6 (+3 Base, + 3 Dodge Focus, +2 Flat Footed) Knockback: -8 w/ Force Field, -1 without Saving Throws: 3+4+6=13 Toughness: +10 (+2 Con, +8 Force Field); Impervious 8 Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 44 SP = 11PP Bluff 5 (+7) Concentration 11 (+12) Diplomacy 5 (+7) Knowledge (civics) 4 (+5) Knowledge (current events) 4 (+5) Language 1 (American Sign Language; English Base) Notice 7 (+8) Sense Motive 7 (+8) Feats: 11PP Accurate Attack Attack Focus (ranged) 2 Challenge (Notice-Lip Reading) Dodge Focus 3 Improved Initiative Power Attack Precise Shot Uncanny Dodge (tactile) Powers: 4+16+10+3+24=57 Flight 3 (Power Feat: Subtle; Flaw: Platform) [4PP] Force Field 8 (Extra: Impervious) [16PP] (Vibration Field) Immunity 10 (Vibration/Sonic) [10PP] Super Senses 3 (Extended(Tactile), Ranged(Tactile)) [3PP] (Vibration Feeling) Vibration Control 10 (20 pp array; 4 Alt Powers) [24PP] BE: Damage 10 (Vibration Control; Extras: Range(Ranged)) {20/20} AP: Drain Toughness 10 (Extras: Affects Objects [Only], Range [ranged]) {20/20} AP: Nauseate 6 (Power Feats: Accurate 2; Extra: Range [ranged]) {20/20} AP: Obscure 8 (Auditory, 1000 ft radius; Extra: Selective Attack) {18/20} AP: Dazzle 6 (Sonic Control; Auditory; Extra: Area(General, Burst; 30ft Radius), Selective Attack) {18/20} DC Block: Unarmed (+3 Hit, Melee, DC 15 Toughness) Vibration Control (+5 Hit, Ranged, DC 25 Toughness) Drain Toughness (+5 Hit, Ranged, DC 20 Fortitude [Objects only!]) Nauseate (+9 Hit, Ranged, DC 16 Fortitude) Sonic Control (30 ft Burst Area, DC 16 Reflex) Abilities 14 + Combat 14 + Saving Throws 13 + Skills 11 + Feats 10 + Powers 57 – Drawbacks 0= 119/123
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