RocketLord Posted October 11, 2018 Posted October 11, 2018 (edited) So I don't have to create a new thread whenever I feel like building/creating something Useful links Names Empty Sheet PCs Archer II Forever Boy PL10 Forever Boy PL12 Holger Danske - Ratatoskr Justice - Super Mode Little Mermaid II Nevermore II Rebellion Spaceman Ideas PCs Ghost Shatterhand Cosmic Hero Burning Kaiju Victory Nathan Knight Lightning Bug King of Cats - Cat Metamorph - Cat God Metamorph Gallant Retired/Not using Cheval Dust Devil II Orbit Poet U.F.O. NPCs Guide: Conversion guide from 3E Guide: NPC Guide The Chamber (all in Emerald City Secrets) (convert from 3E) - The Grandmaster (under The Chessmen in book) (draft in progress) Professor Zed (idea) Archer I Ultio Suit User Guidebook The Chamber Nevermore II guidebook PL Cap, Tradeoffs, Extra Effort, Hero Points Other Danish super heroes Edited September 15, 2020 by RocketLord
RocketLord Posted October 18, 2018 Author Posted October 18, 2018 (edited) Skills Drive 10? Justice rebuild: M.O.D.: Modular Output Defense I.D.E.A.: Interactive Dynamic Expansion Application R.I.D.E.R.: Rapid Intervention Defense and Emergency Response M.O.V.E.: Multivariable Outrageous Virtous Extension H.E.R.O.: Heuristic Emergency Response Operating system Upgrade HQ: More people! Add following: Give the HQ a TP power (maybe with dimensional if needed) limited one way to beacons that are low PP devices. or even equipment ... We had something like that on the old old Young Freedom HQ Beacon with 1EP or 1PP Teleport 8 (Flaws: Limited [One Way, to Beacon devices], Long-Range; Feats: Dimensional) (2000 mile range from Emerald City) [5EP] Beacon Super Movement 1 (Dimensional Movement [To Justice's Z-Space HQ]; Flaws: Hard-to-lose) [1PP] (Descriptors: Z-Space HQ Teleport Beacon, Technology) Justice Power Level: 12 Effective Power Level: 10 Power Points: 182/182PPUnspent Power Points: 1Trade-Offs: Breakdown in table below; Defense Trade-offs scale between -5DEF/+5TOU to +5DEF/-5TOU, see M.O.D. System power Attack DC ATK Justice Strike +0 +0 Shock Blaster -4 +4 Rocket Hammer +2 -2 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 CityBase of Operations: University Hill, Emerald CityOccupation: PhD Student at Emerald City University, Tech SupportAffiliations: NoneFamily: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother), Mark (20 years younger brother), Dottie (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st])Gender: FemaleEthnicity: CaucasianHeight: 5'5''Weight: 125 lbs.Eyes: GreenHair:Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. As Justice, Robin wears a dark red suit with her Justice Driver belt. The upper body part of the suit has a tall collar with bright pink trim, which connects to a pink zipper that goes to Robin's right shoulder and down over her right breast to the center of her belt. She has a classic, heraldic lion in pink over her left breast, using it as a logo. Her sleeves end in bright pink trim at her wrists, while she wears grey gloves that leave the back of her hand bare, with a pink trim in a square shape. She wears light grey boots that ends about halfway up her lower leg in a W-shape, with the trim and soles being bright pink. To protect her identity, she wears a dark red domino mask with white lenses, in the same color as the costume. Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor. HISTORY Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. PERSONALITY & MOTIVATION Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Having grown more confident in herself, Robin has begun learning what it means to be a hero. She has faced tough decisions and battles, reacting by continuing to update her armor and arsenal. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her modular armor while in action. A favorite trick is to activate her smoke in an area around her, then shift to her visual enhancements, allowing her to see through the smoke, while her enemies are left unable to see her. POWER DESCRIPTIONS Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source. The newest iteration of the Justice Driver belt houses both an utility belt, able to access a multitude of Robin's inventions, and access to the Justice Armor. By activating the Justice Driver through inserting her grandmother's amulet, and using the keyword "Henshin", Robin expands the under armor from the Justice Driver belt, while simultaneously summoning the rest of the armor. While the armor's actual appearance seems more or less unchanged since the last iteration, everything underneath, both hardware and software, has been changed greatly, utilizing 4 systems that Robin has created. Together, they utilize the power source in the amulet in a fine balance, driving precisely the amount of power needed for each task. The principal system used by the armor is the Rapid Intervention Defense and Emergency Response (R.I.D.E.R.) system . The R.I.D.E.R. system provides base enhancement to the wearer's physical strength, while offering protection and computer assistance to the wearer's reflexes and combat skills. The Modular Output Defense system (M.O.D.) , was designed to offer variable speed and protection in combat. By rapidly altering the armor plating on the suit, the wearer can quickly switch between slow, but heavily protected armor, or fast, but not quite as formidable armor, or anything in between, adapting to fit the situation as needed. While the process is quick, it is possible to interrupt it during combat, which leads to Robin prefering an armor setting for the M.O.D. system as combat starts. To improve her mobility in combat, Robin designed the Multivariable Outrageous Virtous Extension (M.O.V.E.) system. By using rocket boosters housed in the boots, Robin can either propel herself forward in great leaps or move at incredible speeds for brief periods of time. The system also enhances the wearer's carry weight, due to the various support structures needed in the armor to make sure the rocket boosters caused her no harm. Alternatively, by diverting energy from the rocket boosters, Robin can attach heavier, bullet proof armor. Whereas the other systems are rather rigid in their design and utility, the Interactive Dynamic Expansion Application system (I.D.E.A.) contain a great number of different gadgets and tools that Robin developed for the armor, connected by using the same power source from the armor. While the list of tools in the I.D.E.A. system is ever expanding, it so far contains enhanced visual options and, allows Robin to use her grandmother's amulet to create portals to Z-Space, allowing her access to the AnneX, or to summon different armors parts and weapons. Finally, Robin has begun using what she has dubbed her Z-Space Arsenal. By rapidly creating portals to the AnneX in Z-Space, Robin is able to swiftly exchange the weapons she need during a battle. While she has a number of plans for how to expand her arsenal, it currently includes the Shock Blaster, a one-handed gun that fires small bullets that give off a powerful electric shock on impact, the Rocket Hammer, a two-handed battle hammer that further enhances the force of its blows with quick bursts of the jet booster attached to it and Smoke Grenades, which releases a thick, obscuring smoke when activated. Both the Shock Blaster and Smoke Grenades can be tossed through Z-Space Portals to arrive from any position near their target. Outside of the external arsenal, she retains her signature Justice Strikes, where she redirects power from the armor into powerful motors in her legs or arms, allowing her to strike with incredible force. To combat the ever growing threats of Emerald City, Robin has developed Heuristic Emergency Response Operator mode, or H.E.R.O. mode, an alternative battlesuit. While the H.E.R.O. mode armor is more powerful, drawing directly on energies from Z-Space, it is designed solely for combat, with little utility outside speed and pure power. COMPLICATIONS Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out. Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead. Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows. Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life. ABILITIES 4 + 4 + 8 + 14 + 4 + 4 = 38PP Strength: 14 (+2) / [Justice Armor] 18 (+4)Dexterity: 14 (+2)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 14 (+2)Charisma: 14 (+2) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) Attack: +4 Base, [Justice Armor] +6 Base Defense: +4 Base, [Justice Armor] +5 to +15 (+4 Base, +1 Enhanced Defense, +0 to +10 from M.O.D. System) Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength), +10 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength, +2 Super-Strength) Knockback: -2 (TOU 4/2), [Justice Armor] -3 to -8 (TOU 5-15, based on M.O.D. System) SAVING THROWS 3 + 6 + 8 = 17PP Toughness: +4 (+4 Con), [Justice Armor] +5 to +15 (+4 Con, +1 Protection, +0 to +10 from M.O.D. System) Fortitude: +7 (+4 Con, +3) Reflex: +8 (+2 Dex, +6) / [Justice Armor] +10 (+2 Dex, +6, +2 Enh. Reflex Save) Will: +10 (+2 Wis, +8) SKILLS 108R = 27PP Acrobatics 5 (+7) Bluff 3 (+5) Computers 8 (+15) Concentration 5 (+7) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 8 (+10) Disable Device 8 (+15) Drive 5 (+7) Gather Information 6 (+8) Investigate 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 3 (+10) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 8 (+10) Search 3 (+10) Sense Motive 8 (+10) FEATS 13PP Equipment 5 Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Evasion 2 Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Visual] Equipment: 5PP = 25EP The Law Rider (Vehicle; Motorcycle) [10EP] Size: Medium [0EP]Strength: 15 [1EP]Defense: 10 [0EP]Toughness: 8 [3EP]Features: [1EP] - Remote ControlPowers: [5EP] - Speed 4 (100 mph / 1000 ft/rnd) [4EP] - Super-Movement 2 (Options: Wall-Crawling 2, Flaws: Limited [only while moving]) [1EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [10EP] Size: Medium [0EP]Defense: 10 [0EP]Toughness: 5 [0EP]Features: [10EP] Communications Computer Fire Prevention System Garage Isolated [In Z-Space] Laboratory Library Living Space Power System Workshop Powers: [5EP] - Teleport 8 (Flaws: Limited [Return to Previous Location on Earth-Prime], Long-Range; Feats: Dimensional) (2000 mile range from Emerald City) [5EP] (Descriptors: Earth Teleport, Technology) POWERS 74 = 74PP Device 18 (90DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [74PP] (Descriptors: Justice Armor, Invention, Technology) I.D.E.A. System 4.8 (24DP Container) [24DP] Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [8DP] (Descriptors: Summon Gadgets, Invention, Technology) Sample powers Grappling Gun: Speed 1 (Extras: Linked) + Super Movement 2 (Options: Slow Fall, Swinging; Extras: Linked) {5/5PP} Electro-Static Pads: Super Movement 2 (Wall-Crawling 2) {4/5PP} Gas Mask w. Air Supply: Immunity 2 (Gas Descriptor) [2PP] + Immunity 2 (Suffocation Effects; Flaws: Limited [1 hour air supply]) [1PP] {3/5PP} Full Spectrum Goggles: Super Senses 5 (Infravision, Ultravision, Analytical Full Vision, Microscopic Vision 1 [dust-sized]) {5/5PP} First Aid Kit: Enhanced Trait 1 (Medicine +4) {1/5PP} Gadgeteer's Tools: Enhanced Trait 2 (Craft [Electronics] +4, Craft [Mechanical] +4) {2/5PP} Hacker's Toolkit: Enhanced Trait 1 (Computers +4) {1/5PP} Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) [8DP] (Descriptors: Z-Space Portal, Dimensional, Magic, Z-Space) AP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7DP} (Descriptors: Combat Teleport) Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) M.O.D. System 5 (10DP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2) [13DP] DBP: Protection 0-10 (Total Toughness +5 to +15) {0-10DP} (Descriptors: Extra Armor) DAP: Enhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +5 to +15) {0-10DP} (Descriptors: Less Armor) M.O.V.E. System 4 (8DP Array; Feats: Alternate Power 2) [10DP] BP: {4DP + 4DP = 8/8DP} Leaping 4 (Leap distance x25: Running 350 ft.) [4DP] (Descriptors: Jump Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {4DP + 4DP = 8/8DP} Speed 4 (100 MPH, 1000 ft./rnd) [4DP] (Descriptors: Boost Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: Impervious Toughness 8 {8/8DP} (Descriptors: Armor Plating) R.I.D.E.R. System 3.6 (18DP Container) [18DP] Enhanced Feat 4 (Accurate Attack, Evasion 2, Power Attack) [4DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Enhanced Trait 2 (Reflex Save +2) [2DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [H.E.R.O. Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Armor Change) Protection 1 [1DP] (Descriptors: Armor) Z-Space Arsenal 11 (22DP Array; Feats: Alternate Power 3) [25DP] (Descriptors: Weapons, Z-Space) BP: {18 + 4 = 22/25DP} Damage 6 (Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Mighty, Takedown Attack 2) [18DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type) Enhanced Strength 4 [4DP] (Enhanced Musculature) AP: Blast 6 (Extras: Penetrating 1; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {25/25DP} (Descriptors: Justice Buster, Blaster, Variable Ammunition, Z-Space Portals) AP: {18 + 4 = 22/25DP} Damage 8 (Feats: Accurate, Extended Reach, Improved Critical 2, Knockback 5, Mighty) [18DP] (Descriptors: Rocket Hammer, Bludgeoning Damage Type) Enhanced Strength 4 [4DP] (Descriptors: Enhanced Musculature) AP: Obscure 9 (Visual Obscure; Extras: Independent (+0); Feats: Indirect 3) (2500 ft. area radius) {21/25DP} (Descriptors: Smoke Grenade, Grenade, Smoke, Z-Space Portals) DRAWBACKS -3PP Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to Justice Armor; Requires Justice Driver Belt to activate) [-3PP] DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Justice Armor Touch DC19 TOU (staged) Damage +6 Justice Strike Touch DC25 TOU (staged) Damage +10, Crit 18-20, Penetrating 5 Justice Buster 60 ft. DC21 TOU (staged) Damage +14, Penetrating 1, Indirect 3, Variable Descriptor 2 [Any Technological] Rocket Hammer 5 ft. DC27 TOU (staged) Damage +8, Crit 18-20, Knockback 5 Totals: Abilities (38) + Combat (16) + Saving Throws (17) + Skills (27) + Feats (13) + Powers (74) - Drawbacks (-3) = 182/182 Power Points Edited June 9, 2020 by RocketLord
RocketLord Posted October 30, 2018 Author Posted October 30, 2018 (edited) Stunts Flight: - Flight 2 ("Happy Thoughts"; Extras: Affects Others, Area [General Burst], Feats: Progression [Area] 1, Selective) (50 ft. radius) (25 MPH / 200 ft./rnd) {10/10} - Flight: Long-distance Teleport AP w. increased mass (Straight on till morning, 2nd star to the right...), long distance in an instant, w. Limited [Cannot pass barriers between start point and end point] -- Alternate: Affects Others Speed with Progression (Subjects) costs the same as Teleport with Progression (Cargo) The Greatest Show - The Greatest Showman Endgame PL10 build, before leaving Claremont FOREVER BOY Power Level: 15 Effective Power Level: 10 Power Points: 239/250PPUnspent Power Points: 10Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity)Birthplace: Neverworld. Residence: Claremont Academy, Freedom City.Base of Operations: Claremont Academy, Freedom City.Occupation: Student at Claremont Academy. Affiliations: Claremont Academy, Blue Squad. Family: None known. DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16Gender: MaleEthnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’Weight: 170 lbs.Eyes: Green.Hair: Dark red. Pan is an attractive young man with messy dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green, white and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. PERSONALITY & MOTIVATION Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. POWERS & TACTICS Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike. POWER DESCRIPTIONS Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of magical Pixie Dust, gifted to him by the Pixies of Neverworld. Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime. Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan. For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target. COMPLICATIONS Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse. Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 4 + 16 + 6 + 4 + 2 + 10 = 42PP Strength: 14 (+2) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 40 (+15)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 9 = 22PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+1 Wis, +9) SKILLS 68R = 17PP Bluff 15 (+20) / (+30)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 14 (+15)Skill Mastery Sense Motive 14 (+15)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 37PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 1 Distract [Bluff] Dodge Focus 9 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 3 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 3 -> Luck 5Forever Lucky Quick Change Takedown Attack 2The Forever Weapon POWERS 8 + 1 + 10 + 1 + 5 + 11 + 2 + 31 + 27 + 3 = 99 Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 10 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust) Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 20 {20/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 4 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {20/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Training) DRAWBACKS -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 The Forever Weapon Touch (Up to 10 ft.) DC27 Tou (staged) Damage +8, Crit 18-20, Incurable, Precise The Forever Weapon - Paralyzing Attack Touch (Up to 10 ft.) DC22 Fort (Staged) Fail: Slowed 1 round >5: Paralyzed 1 round +8, Crit 18-20, Incurable, Precise Powerful Emotions Perception DC20 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3, Subtle Endless Forms Perception DC14 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC16 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC20 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (42) + Combat (24) + Saving Throws (22) + Skills (17) + Feats (37) + Powers (99) - Drawbacks (2) = 239/250 Power Points Edited May 11, 2020 by RocketLord
RocketLord Posted October 30, 2018 Author Posted October 30, 2018 (edited) Update Better descriptors for everything First of all: Getting rid of the Super-Movement power, giving me 1 more PP to spend. 36PP to spend. Abilities Constitution +4. 4PP spent Combat Attack +2. 4PP spent Defense +2. 4PP spent Saves Will +3. 3PP spent. Skills Buying 4 ranks of Intimidate. 1 PP spent. Feats Buying All-out Attack and Interpose, and another rank of Luck. 3PP spent. Powers Immunity +9 Ranks. Adding Life Support option. 9PP spent. Magic Mesa Guardian array +2 Ranks, Alternate Power feat +2. 6PP spent. - Adding two new powers to the array, and changing the existing powers a bit. Walking Desert Array +1 Ranks. 2PP spent. 36PP spent. Updated blocks below. Update power descriptions Update descriptors Include DC block Make sure everything is updated 0/36PP left Potential future powers Super-Senses 3 (magical awareness) Super-Senses 3 (tremor sense) Comprehend 2 (languages) Anatomic Seperation 1 (w. Variable Split) Array to change sand form or types of sand? - Volcanic sand for magnetic effect? Immovable? Teleport power to go anywhere and return while at Magic Mesa? touch range move object shapeable area thats him making sand arms to interact with stuff, indirect 2 to come from the ground? Sand comes from body -> Body has infinite source of sand. Do something based on that. Suffocate effect? Additional limbs? Dust Devil IIPower Level: 12 (185/185PP)Unspent Power Points: 0Trade-Offs: -5 Defense / +5 Toughness In Brief: The successor of the Dust Devil legacy, expanding his protectorate beyond just Magic Mesa. Theme: Shakedown - The Score Alternate Identity: Cassidy Collins (Secret)Birthplace: Southside, Freedom City Residence: Southside, Freedom CityBase of Operations: Freedom City & Magic MesaOccupation: Grocery store stockerAffiliations: Magic MesaFamily: John Collins (father, grocery store manager), Pearl Collins (née Hart, mother, dance studio teacher), William 'Billy' Collins (16 years younger brother, student), Benjamin "Uncle Ben" Collins (paternal uncle, unemployed) Description:Age: 26 (DoB: June 5th, 1992)Gender: MaleEthnicity: CaucasianHeight: 5'10''Weight: 175 lbs.Eyes: BlueHair: Black Cassidy stands at 5'10'' with an athletic build. He has short black hair and a full beard. He is average looking, never tending to stand out in crowds. He usually dresses casually in jeans and t-shirts, wearing a denim jacket if necessary. He tends to wear dark red or grey colors. As the Dust Devil II, Cassidy wears grey pants and black shoes. He wears a dark grey shirts with white patterns across the torso and lower arms, as seen in the picture below, wearing black gloves on his hands. He wears a grey bandana as a mask that hides his upper face. History: Cassidy Collins grew up as an average boy from Freedom City's Southside district. A slacker at heart, he never amounted to much, rarely having any motion or drive beyond just getting through the day so he could read comics, play games or hang out with his friends. He didn't excel at school, he only did a little sports if it was a game with friends or something that he had to do, and his parents John and Pearl grew to accept that he would most likely never amount to much. He was trusting of everyone, to the point of being naïve, which would often get him into trouble. Cassidy's parents blamed the influence of his beloved uncle Benjamin Collins, a conman that moved in and out of the prison system. At least some of it changed when Cassidy's brother William was born a few months after Cassidy turned 16. Immediately taking a shine to his baby brother, Cassidy would spend hours playing with and doting on his brother. Graduating from high school, Cassidy even went through a series of jobs to help support his somewhat struggling family, though he would never be able to hold a job for long. He just didn't show the interest in the work or he would be caught slacking off. Still, Cassidy's uncle Ben would show up to help him from time to time, whether it was finding him a new job or offer moral support. Eventually, Cassidy moved into his own place, a tiny one room apartment in Southside, though he would still make frequent visits to his family. Cassidy's life would change drastically when he lost his latest job. Declining his father's offer to come work in the grocery store that he managed, Cassidy instead accepted to come work with uncle Ben. Unfortunately, uncle Ben was an even worse influence than Pearl and John had feared. A short while later, they went on a road trip to meet with one of uncle Ben's clients in the American South West. Cassidy believed that he was simple coming along to keep his uncle company and occasionally carry heavy cases of equipment. Cassidy thought it was strange that they had to drive all the way out in the desert to do the trade, but uncle Ben would have to know best. After all, he was his uncle, and Cassidy had never had a reason not to trust him. Out in the desert, Cassidy accidentally opened one of the cases and discovered its contents: Alien weaponry, stolen wreckage from the 2018 Terminus invasion. Cassidy panicked, alerting uncle Ben's buyers to his presence. With a single "Sorry" and explanation that it was simply business, uncle Ben shot Cassidy three times in the chest. As Cassidy fell over, his uncle Ben returned to his buyers. Hours later, Cassidy opened his eyes. It was a miracle that he still lived. Only, he didn't. He could no longer feel his heart beating. Uncle Ben and his buyers had disappeared, and vultures were circling overhead. He knew that he was now in the Magic Mesa, and he knew that it had brought him back to become its new guardian, as the newest Dust Devil. Cassidy had little choice in the matter, and at first, he simply wanted to give up. He had been betrayed and killed. Even with the new powers he instinctively knew he possessed, he was the wrong man for the job. Then he realized that uncle Ben might come from the rest of his family. Reacting by instinct, Cassidy travelled through the sand for the first time, returning to Southside. Shocked at his newfound abilities, he accepted his charge. While he returned to his parents, he kept the details of the falling out with uncle Ben to himself, instead simply saying that he was dangerous and they should stay away from them, while he also accepted a job as stocker in his father's grocery store. Now, Cassidy finds himself driven to fight evil where he finds it. He feels a passion and drive unlike any before, as he steps into the role of the Dust Devil, not just to protect the Magic Mesa and his family, but to make sure what happened to him happens to no one else. Personality & Motivation: Before his transformation into the Dust Devil, Cassidy was a slacker. He made his way through school without much effort or accomplishment, which informed his attitude to most of everything in his life. Cassidy were trusting of others, often being called naïve. Never really getting excited about anything or trying to get involved, Cassidy just followed along with what others told him. The only exception were his family. Caring deeply for his much younger brother, Cassidy would do anything for him and his parents. He secretly felt ashamed of his lack of drive and initiative, but never shared it with anyone. After becoming the Dust Devil, Cassidy has become a much more driven individual. While he has lost much of his unconditional trust in others, Cassidy has leaned into the role of a hero, now being more than willing to put himself in harm's way to save others, and actively seeking out injustice to fight and wrongs to right. He rarely speaks much, letting his actions speak for him instead. He is troubled about his ressurection and what it means for him, and just what he has become. Cassidy is not fully sure what the Magic Mesa wants with him, and wonders what will happen if there is ever a conflict between himself and the Magic Mesa. Powers & Tactics: Cassidy's power was granted by the Magic Mesa, making them magical in nature. He prefers to get up close and personal, where his strength can be used to effectively disable his opponents. He trusts in his great durability to protect him against most attacks, leading to him often trying to protect others. Not above dirty tricks, he will turn to sand to seemingly disappear and strike at his opponent without them knowing what hit them. Power Descriptions: All of Cassidy's powers come from the magic of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy has become a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks and being unaffected by most kinds of poison and diseases. He posses incredible strength, only just learning the limits to his power. He can sense magic around him, just getting a feeling that there is something weird going on, though he has yet to explore this ability. While Cassidy's body normally appears fully human, he is able to to reshape it in various ways. He can become a cloud of sand, allowing himself to move freely through small cracks and become immune to most types of physical damage, or he can merge with sand around him, using it as a medium for travelling great distances. This is even possible if the sand at his location and destination is not directly connected. By manipulating the sand in his body, Cassidy is able to fly at roughly 25 mph. With Cassidy's mastery of his new body and abilities having grown, the disconnect that let to him creating weapons out of sand has disappeared, and he is now able to directly reshape his body into various weapons and extending his reach, or directly shoot sand out of his body in various forms, whether as quick blasts of hardened sand or longer storm effects that can push enemies back, without the need for creating fake weapons out of sand to do the work for him. Starting to tap into the mystic side of his abilities, he can create wide ranging sandstorms around him that only affects those that he wants, and can use the temporal abilities of the Magic Mesa to rapidly dehydrate enemies around them, making them easier to hurt. All of Cassidy's powers has the Magic and Sand descriptors, with some having additional descriptors as noted. Complications:Dead Like Me: Cassidy died. Then he came back. The experience was traumatic, and he has yet to deal with all his feelings on the matter. The experience has changed him greatly, even as he tries to put on a brave face for his family. Guardian of Magic Mesa: Cassidy's powers come with a price. While not as strictly bound as the first Dust Devil, he must protect the Magic Mesa if needed, forcefully being drawn to its protection. This can both mean direct threats at the Magic Mesa, as well as more indirect threats, such as those whose actions could simply threaten the gateways between worlds. This can lead to Cassidy becoming involved in situations and battles he would rather have avoided, or being forced to abruptly leave his current location. Dust Devil Legacy: The Dust Devil is an almost mythic figure. The protector of Magic Mesa, he is a ruthless guardian. Those that know of the first Dust Devil can be predisposed towards Cassidy, for good or bad. Whatever Happened to the Dust Devil: The old Dust Devil is gone, and Cassidy has taken his place as guardian of Magic Mesa. He doesn't know whether the first Dust Devil moved on, died or was otherwise rendered unable to fulfill his duties. Betrayed: Cassidy was betrayed and killed by his own uncle. He understandably has some trouble fully trusting others. Man of Sand: While he is able to become human, Cassidy is essentially a being of living sand. He is starting to grasp the implications of just what his powers mean, and he fears that he is no longer considered human. He might react badly if confronted with this fact. Dutiful Brother & Son: Cassidy cares deeply for his parents and younger brother. They're both a strength and a weakness. Desperado: Cassidy tries to keep his identity as the Dust Devil a secret. Not even his parents and brother know his secret, which is starting to create some friction.Abilities: 8 + 4 + 14 + 0 + 4 + 0 = 30PP Strength: 18 (+4) / 34 (+12) Dexterity: 14 (+2) Constitution: 24 (+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0)Combat: 16 + 14 = 30 PP Initiative: +10 (+2 Dex, +8 Improved Initiative 2) Attack: +8 Base, +12 Unarmed (+8 Base, +4 Attack Specialization [Unarmed]) / +12 Sand Weapon (+8 Base, +4 Accurate Attack) / +12 Sand Blast (+8 Base, +4 Accurate Attack) Defense: +7 (+7 Base), +4 Flat-Footed Grapple: +12 (+8 Attack, +4 Strength) / +13 (+8 Attack, +4 Strength, +1 Super-Strength) / +17 (+8 Attack, +4 Strength, +5 Super-Strength) / +18 (+8 Attack, +4 Strength, +6 Super-Strength) / +20 (+8 Attack, +12 Strength) / +21 (+8 Attack, +12 Strength, +1 Super-Strength) / +25 (+8 Attack, +12 Strength, +5 Super-Strength) / +26 (+8 Attack, +12 Strength, +6 Super-Strength) Knockback: -8 / -20 (Impervious Toughness -12, Toughness -17/2)Saving Throws: 4 + 6 + 9 = 19PP Toughness: +17 (+7 Con, +10 [Protection]) Fortitude: +11 (+7 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +11 (+2 Wis, +9)Skills: 68R = 17PP Concentration 8 (+10) Gather Information 8 (+8) Intimidate 4 (+4) Knowledge (Arcane Lore) 8Skill Mastery (+8) Notice 8Skill Mastery (+10) Sense Motive 12Skill Mastery (+14) Stealth 12Skill Mastery (+14) Survival 8 (+10) Feats: 13PP All-Out Attack Attack Specialization [Unarmed Attack] 2 Favoured Environment [Desert] Hide in Plain Sight Improved Initiative 2 Interpose Luck 2 Move-by Action Skill Mastery Takedown Attack Enhanced Feats Accurate Attack Improved Critical 2 [Unarmed Attack] Instant Up Power AttackPowers: 33 + 12 + 10 + 2 + 14 + 5 = 76 All have the Magic and Sand descriptor unless otherwise noted. Magic Mesa Guardian Array 14 (28PP Array, Feats: Alternate Power 5) [33PP] BP: Guardian's Strength (Linked) {28/28} Enhanced Strength 16 [16PP] (Rock) Enhanced Trait 2 (Improved Critical 2 [Unarmed Attack]) [2PP] Super-Strength 5 (Effective Strength 59, heavy load 44.8 tons) [10PP] (Rock) AP: Blast 12 ("Devil's Storm"; Extras: Area [Cone]; Flaws: Action [Full]; Feats: Knockback 4) {28/28} (Impact Damage type) AP: Blast 12 ("Sand Blast"; Feats: Accurate 2, Incurable, Precise) {28/28} (Impact Damage type) AP: Damage 12 ("Sand Weapon"; Extras: Penetrating 5; Feats: Accurate Attack 2, Variable Descriptor 1 [Bludgeoning, Impact, Piercing and Slashing damage type]) [20PP] + Enhanced Trait 2 (Accurate Attack, Power Attack) [2PP] + Elongation 6 (Accurate Attack, Power Attack) [6PP] {28/28} AP: Drain Toughness 12 ("Dehydration"; Extras: Area [Burst], Selective; Flaws: Limited (Only affects living); Feats: Incurable, Progression 2 [Area], Reversible) {28/28} (Temporal) AP: Environmental Control 6 ("Sandstorm"; Distract DC5, Hinder Movement ½, Visibility -4; Extras: Selective, Duration [Continuous]; Flaws: Range [Touch]; Feats: Progression 4 [Area]) {28/28} (Radius: 250-6250 ft.) Immunity 12 (Aging, Life Support, Sleep, Starvation & Thirst) [12PP] Protection 10 [10PP] Regeneration 2 (Resurrection 1/day) [2PP] Walking Desert Array 6 (12PP Array, Feats: Alternate Power 2) [14PP] BP: Impervious Toughness 12 ("Solid Rock Form") {12/12} (Rock) AP: Insubstantial 2 ("Whirling Sand Form"; Gaseous Form; Feats: Selective) [11PP] + Enhanced Trait 1 [Instant Up]) [1PP] {12/12} AP: Teleport 12 ("Travel through sand"; Extras: Accurate; Flaws: Long-Range, Medium [Sand]) {12/12} (Range: 20 million miles) (Dimensional, Temporal) Whirling Sand Array 2 (4PP Array, Feats: Alternate Power 1) [5PP] BP: Flight 2 (Flight Speed 25 mph, 220 ft./rnd) {4/4} AP: Super Strength 1 (Effective Strength 23/64, heavy load 600 lbs./89.6 tons. Feats: Shockwave, Super-Breath) {4/4} DC Block Name Range Save Effect Attack bonus/Other Unarmed Touch DC19/27 Tou (staged) Damage +12, Crit 18-20 Sand Blast 120 ft. DC27 Tou (staged) Damage, Incurable, +12, Precise Sand Weapons Touch (10 ft.) DC27 Tou (staged) Damage, Penetrating 9 +12 Devil’s Storm Cone Area 120 ft. DC27 Tou (staged) Damage, Knockback 4 DC22 Ref to make DC21 Tou Dehydration Area 120 ft. radius DC22 Fort (staged) Toughness Drain DC22 Ref to make DC16 Fort Shockwave Cone Area 40/120 ft. DC19/27 Tou (staged) Damage DC14/22 Ref save to make DC16/21 Tou Super-Breath Cone Area 40/120 ft. Opposed Trip save vs. +4/+12 Trip DC14/22 Ref save to make +2/+6 Totals: Abilities (30) + Combat (30) + Saving Throws (19) + Skills (17) + Feats (13) + Powers (76) - Drawbacks (0) = 185/185 Edited April 9, 2019 by RocketLord
RocketLord Posted November 9, 2018 Author Posted November 9, 2018 (edited) Character Power Level: X Effective Power Level: X Power Points: X/XPPUnspent Power Points: 0Trade-Offs: X In Brief: X Catchphrase: X Theme: X Alternate Identity: XBirthplace: X Residence: X Base of Operations: XOccupation: X Affiliations: X Family: X DESCRIPTION Age: X Apparant age: XGender: XEthnicity: X Height: X’X’’Weight: X lbs.Eyes: XHair: X Physical description HISTORY X PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Complication: X. ABILITIES X + X + X + X + X + X = XPP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) COMBAT X + X = XPP Initiative: +X (+X Dex,) Attack: +X Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block Defense: +X (+X Base, +X Dodge Focus), +X Flat-Footed Grapple: +X (+X Base Attack, +X Other) Knockback: -X (TOU/2) SAVING THROWS X + X + X = XPP Toughness: +X (+X Con, +X Other) Fortitude: +X (+X Con, +X) Reflex: +X (+X Dex, +X) Will: +X (+X Wis, +X) SKILLS XR = X/4PP Skill X (+X) FEATS XPP X POWERS X + X + X = X Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) DRAWBACKS -0PP Effect (Description) [-0PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 180/180 Power Points Edited August 10, 2020 by RocketLord
RocketLord Posted November 22, 2018 Author Posted November 22, 2018 (edited) Seven rings: https://www.freedomplaybypost.com/guide/objects-of-freedom/items/the-seven-rings-r23/ User Indigo ring. MIND POWERS Draw on the power of his relationships? Fourze-like personality? Average intelligence, high wisdom? Cobalt Templar Indigo Ring of the Empathic Mind-spy The Ring of the Mind-Spy was created as yet another “support” ring; while it has some potent ability to attack, either directly or indirectly, its greatest strength is in its ability to gather and disseminate information. Though the Mind-spy works best in a group, this Champion can work well on their own. In a darker twist of its intention, an experienced user of this ring could set themselves up as a ruler, due to the depth of their mental powers. Such would be the slippery slope they may face if they adopt an “ends justify the means” attitude with their abilities. For when you know the innermost secrets of man, why would you leave their ruling to them? Its wielder can read minds, or simply extend their senses to cover huge areas. And then, in a short amount of time, they can turn around and send that information to their comrades. Add to it their ability to strike at an opponent's mind directly, and they're formidable indeed. Whether the ring-user attacks their mind and will directly, fires a concentrated bolt of mind-stuff, takes control of their mind, or simply overwhelms them with fear, despair, or even love, they are a foe not to be underestimated, nor an ally to be quickly abandoned. Indigo Ring Location and/or User unknown (aka I haven't thought them up yet, but it's Out there Somewhere). Really only the Blue, Red, and Orange Rings are “powerhouses”. All the others should lack Super-Strength or Impervious Toughness. This ring makes you psychic, essentially. Mind Reading, Mental Communication, Mind Control, Emotion Control, and Mental Blasts are the name of the game here. I would say average Flight, putting it above Orange or Red or Violet, and even with Yellow, but not as fast as Blue or Green. Also some ESP would not be amiss. Complications would involve, essentially, doing things “for their own good”, with a bit of “ends justify the means”. Victory Power Level: 12 Effective Power Level: X Power Points: X/180PPUnspent Power Points: 0Trade-Offs: X In Brief: X Catchphrase: X Theme: X Alternate Identity: Victor ? Young (Secret)Birthplace: X Residence: X Base of Operations: XOccupation: X Affiliations: X Family: X DESCRIPTION Age: X Apparant age: XGender: XEthnicity: X Height: X’X’’Weight: X lbs.Eyes: XHair: X Physical description HISTORY X PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Ends Justify the Means: X. For Their Own Good: X. Complication: X. Complication: X. ABILITIES X + X + X + X + X + X = XPP Strength: 10 (+0) Average Dexterity: 10 (+0) Above average Constitution: 10 (+0) Above average Intelligence: 10 (+0) Average Wisdom: 10 (+0) High Charisma: 10 (+0) High-ish COMBAT X + X = XPP Initiative: +X (+X Dex,) Attack: +X Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block Defense: +X (+X Base, +X Dodge Focus), +X Flat-Footed Grapple: +X (+X Base Attack, +X Other) Knockback: -X (TOU/2) SAVING THROWS X + X + X = XPP Toughness: +X (+X Con, +X Other) Fortitude: +X (+X Con, +X) Reflex: +X (+X Dex, +X) Will: +X (+X Wis, +X) SKILLS XR = X/4PP Skill X (+X) FEATS XPP X POWERS X + X + X = X Device X (XPP Container, Flaws: Hard-To-Lose, Feats: Restricted 2 [Only Chosen Can Use]) [XPP] (Descriptors: Indigo Ring of the Empathic Mind-Spy, Power Ring, Blessed/Holy, Magic) Enhanced Abilities (not a lot to physical) Enhanced feats (quick change 1, speed of thought, improved initiative?) Enhanced Saves Protection Immunity 9 (Life Support) Flight (less than 10) Active mental offence array - Mental blast - Emotion Control - Illusion (Phantasm) - Mind Reading - Mind Control ESP Mental Communication Quickness (Mental) Super-Senses (Mental area) Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: "Name", X) Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: "Name", X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: "Name", X) DRAWBACKS -0PP Effect (Description) [-0PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 180/180 Power Points Edited May 11, 2020 by RocketLord
RocketLord Posted November 22, 2018 Author Posted November 22, 2018 (edited) Powered by alien artifact staff: Magic or tech or magitech? Transforms into heroic form by grabbing staff and saying codeword: Something kind of normal in English, mean something entirely different in alien language? Can function as hero both in space or on Earth. Family knows about heroic identity, supports him. Adorable little sister? Legacy character - Someone else used the staff before him, but might not use the same name. Some tragedy or something meant that he's grown into an unreliable person, someone others just don't like for how he acts - Getting the Phoenix Staff reveals some truths to him and he starts becoming a better person? "See who I am, not who I was"? - Maybe a parent was the previous Phoenix Staff user and was killed, growing up with just one parent had a negative effect on him "Why did they leave me?" Powers are Fire related, as in the mythological symbolism of Fire as a symbol for progress (ie. Prometheus handing Fire to Man in Greek creation myths) Novafire Nova Phoenix Wildfire Dawnfire Dragonstar Stardragon Warpdragon Warpfire Burning Phoenix Cosmic Hero Power Level: X Effective Power Level: X Power Points: X/180PPUnspent Power Points: 0Trade-Offs: X In Brief: X Catchphrase: X Theme: Next in Line - Divide Music Alternate Identity: Birthplace: X Residence: X Base of Operations: XOccupation: X Affiliations: X Family: X DESCRIPTION Age: X Apparant age: XGender: XEthnicity: X Height: X’X’’Weight: X lbs.Eyes: XHair: Black, white when powers are active Physical description HISTORY X Lived with father and later stepmother and younger half-sister most of his life. Not sure why his mom wasn't in the picture, dad rarely mentioned her. Stepmother was nice, but Alex grew up sullen and angry. Got into trouble, got a criminal record, goes to prison for a short while in early 20'es. Gets out of jail, returns home. Half-sister is about 10 at this point. Rummages through attic at some point, finds Phoenix Staff. It activates, putting him in costume. He drops it in shock, costume disappears. Practices a bit with the staff over the next few weeks. Mom's old enemy has noticed it, attacks and Alex is forced to fight old enemy. Dad, stepmom and sister learns his identity. Victory, Alex tries to be better than he was before, to learn about what his mom used to do and become a hero. Divides time between cosmic and earth based stuff. PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Complication: X. ABILITIES X + X + X + X + X + X = XPP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) COMBAT X + X = XPP Initiative: +X (+X Dex,) Attack: +X Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block Defense: +X (+X Base, +X Dodge Focus), +X Flat-Footed Grapple: +X (+X Base Attack, +X Other) Knockback: -X (TOU/2) SAVING THROWS X + X + X = XPP Toughness: +X (+X Con, +X Other) Fortitude: +X (+X Con, +X) Reflex: +X (+X Dex, +X) Will: +X (+X Wis, +X) SKILLS XR = X/4PP Skill X (+X) FEATS XPP X POWERS X + X + X = X Device X (XPP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only you can use]) [62PP] (Descriptors: Phoenix Staff, Cosmic) Fire Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Blast X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, Fire) AP: Drain Toughness X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Dehydrate, Heat) AP: Environmental Control 1 (Mix-and-match environment; Distraction 3, Heat 2, Light 2) [7PP] (Descriptors: Name, Flames, Intense Heat, Blinding Flames, Burning Sensation) Move Object X (Extras: Damaging; Flaws: Limited Material [Fire]; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) Fire Control AP: Healing X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Cleansing Fire, X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Name, X) Flight X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Immunity X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Fire, Heat, maybe Cold damage? Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Life support Protection X (Extras: Force Field (+0); Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Super-Movement X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Space Travel. Maybe *LOOONG* range space teleport too? Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) DRAWBACKS -0PP Effect (Description) [-0PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 180/180 Power Points Edited June 26, 2020 by RocketLord
RocketLord Posted November 22, 2018 Author Posted November 22, 2018 (edited) An aging martial arts master that worked some crap job. He'd been chosen to go and join this big martial arts thing Iron Fist style, but turns out that he sucked at it. Still, sucking at it still makes him a pretty effective fighter compared to regular people. PL8-9? The style/teachings are all about the duality Destruction and Creation: A true master can do both: A strike that shatters, another that creates. Shatterhand only ever mastered the Destruction aspect. He is great at breaking things, but he can't create them. Eventually thrown out of place where he was trained for starting fights and not progressing. Returned to Bedlam, tried to be a hero for a short while, before giving up. Has run a boxing gym since then, until something spurs him into action. Late 50'es/early 60'es, has grown since then, but incident that spurs him into action once again makes him the brawler that he used to be. And still, he can't create. Maybe give him a sidekick? Someone that hopes he'll be his master? Old Shatterhand Power Level: 12 Effective Power Level: 8 Power Points: 180/180PPUnspent Power Points: 0Trade-Offs: (Melee) ATK+2/DC-2, DEF+2/TOU-2 In Brief: X Catchphrase: X Theme: X Alternate Identity: XBirthplace: X Residence: X Base of Operations: XOccupation: X Affiliations: X Family: X DESCRIPTION Age: X Apparant age: XGender: XEthnicity: X Height: X’X’’Weight: X lbs.Eyes: XHair: X Physical description HISTORY X PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Complication: X. ABILITIES X + X + X + X + X + X = XPP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) COMBAT X + X = XPP Initiative: +X (+X Dex,) Attack: +X Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block Defense: +X (+X Base, +X Dodge Focus), +X Flat-Footed Grapple: +X (+X Base Attack, +X Other) Knockback: -X (TOU/2) SAVING THROWS X + X + X = XPP Toughness: +X (+X Con, +X Other) Fortitude: +X (+X Con, +X) Reflex: +X (+X Dex, +X) Will: +X (+X Wis, +X) SKILLS XR = X/4PP Skill X (+X) FEATS 24PP + Attack Focus + Dodge Focus + Luck Accurate Attack All-Out Attack Assessment Attack Focus [Melee] X Blind-Fight Challenge [Fast Startle] Defensive Attack Distract 1 [Intimidate] Dodge Focus X Evasion 2 Improved Initiative 1 Improved Throw Instant Up Jack-of-All-Trades Luck 2-3 Move-by Action Power Attack Prone Fighting Redirect Startle Takedown Attack 2 Track Ultimate Effort [Toughness Save] Uncanny Dodge [Auditory] Well-Informed POWERS X + X + X = X Martial Arts Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Damage X (Extras: Autofire 1; Flaws: X; Feats: Improved Critical 2, Mighty; Drawbacks: X) {X/X} (Descriptors: Swift Strikes, X) AP: Drain Toughness X (Extras: Affects Objects; Flaws: X; Feats: Improved Critical 2; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Stun X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) "Blinding Strike": Damage (Extras: Linked; Feats: Mighty) + Dazzle (Sense Types: Visual; Extras: Linked; Flaws: Range [Touch]) Damage (Extras: Linked; Feats: Mighty) + Paralyze (Extras: Linked; Flaws: Limited [Slow]) Damage (Extras: Affects Insub) w. Incurable Trip? Martial Artist Container X (XPP Container) [XPP] (Descriptors: Name, Training) Leaping X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Speed X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Super-Movement X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Run Up Walls, X) Wall-Crawling, Water-Walk: Limited to one direction, limited while moving. Slow Fall Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) DRAWBACKS -0PP Effect (Description) [-0PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 180/180 Power Points Edited August 24, 2020 by RocketLord
RocketLord Posted November 30, 2018 Author Posted November 30, 2018 (edited) Focus on Shining Knight ish aspect instead of Warrior Powerhouse Curtana - The Sword of Mercy - https://en.wikipedia.org/wiki/Curtana - Magic sword with different powers Give him a sidekick? Thinking maybe a small teleporting pet that can provide setup and such? https://en.wikipedia.org/wiki/Ogier_the_Dane Holger Danske Power Level: 12 Effective Power Level: 10 Power Points: 180/180PPUnspent Power Points: 0Trade-Offs: No offensive, Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see Defensive Stance Array power In Brief: Mythic Danish hero reawakens in the modern day to protect the Denmark and the rest of the world. Catchphrase: "I am awoken!" Theme: Hero's Return - Hammerfall / The Champion - Hammerfall Alternate Identity: Holger, Son of Gudfred (Public), Ogier the Dane, Ogier le Danois, Ogier de Danemarche (Public)Birthplace: Kronborg, Denmark Residence: Kronborg, DenmarkOccupation: Adventurer, Hero, Knight of Charlemagne Affiliations: Denmark Family: Gudfred (Father, King of Denmark from at least 804 to 810, died 810), Horik I (Brother, Joint King of Denmark 813 to 827, King of Denmark 827 to 854, died 854), 4 Brothers (Died 814, 819, 819, 827) DESCRIPTION Age: Born late 8th century Apparant age: Late twentiesGender: MaleEthnicity: Scandinavian Height: 6’8’’Weight: 220 lbs.Eyes: BlueHair: Blonde Holger is a tall man, with clearly defined Scandinavian features. He has cold blue eyes and loose blonde hair and beard. While he might appear intimidating and imposing at first, his chivalric and friendly nature tends to shine through. Holger tends to in a mixture of modern and ancient clothing. He will usually wear modern pants, shirts and boots, prefering them in darker colors, wearing his armor and armaments on top of them. His armor appears to be made from steel, with gold detailing in the segments, covering his upper body while leaving his arms bare. A light grey cape connects to the armor. He wears bracers in the same color scheme on his arms, and a red belt with golden clasps around his waist, a dark red sword sheathe with gold detailing and trim hanging from the belt. He wields a metallic, almost silver colored, shield, known as Bouclier de Danemarche, or Shield of Denmark, either on his arm or secured to his back. Curtana, the Sword of Mercy, is a short sword with silver hilt and golden crossguard. He wears a golden snake armlet around his upper right arm, wrapping around his arm several times. HISTORY In the dungeons beneath Castle Kronborg in Helsingør in Denmark sits a solitary figure, the statue of Holger Danske. A mighty warrior and hero, he was the son of King Gudfred, the Danish king from around 804 to 810. In an act of peace, Holger was given to the great king Charlemagne of France to ensure the peace between the two rulers. When Gudfred broke the peace treaties, Charlemagne decides to spare Holger, leading to Holger becoming one of Charlemagne's knights for a time, and a contemporary of Roland. During the years of battles and wars, Holger had many great adventures, growing into a heroic figure and defender of the weak, before he led the French to victory against the Saracen, slaying the giant Brehus in the battles. With his battles at an end, Holger Danske marched home to Denmark, to Castle Kronborg, where he sat down, his beard growing long. He eventually became a statue, that bears the inscription: Når Danmark stander i våde, så vågner Holger Danske Since then, Holger Danske has rested. In secret, he has awakened to fight the good fight and protect Denmark from threats, most recently in the early 1940'es during the Nazi occupation. With every victory, he has once again marched to Castle Kronborg and returned to his solitary vigil, his legend growing in the telling. And now, with the ever growing threats of super humans and the coming of greater mythological beings, Denmark is in greater peril than ever before. In this time of need, Denmark's future might be in the hands of its past. Because when Denmark is in peril, then Holger Danske will awaken! PERSONALITY & MOTIVATION Holger is a contradiction. A man out of time, he has nonetheless followed the turn of the world through the ages, and is well at home in the modern day. An honorable knight, and yet a fierce viking warrior. He is a man of excess, and yet disciplined. Holger is a passionate man, who loves the thrill of battle and adventure. He is a jovial and boastful sort, who nonetheless believes in his strong sense of honor, who will stand up and protect the weak when called. While deeply enjoying the modern day and all its amenities, he finds himself at odds with the differing morals. In his day, you would slay your foe, rather than let them rot, but he tries to follow the rules of the time. He loves a challenge, rarely backing down from an argument or a fight, whether it is a true battle or just for fun. He is deeply loyal to his friends, even Ratatoskr, despite repeteadly claiming how much the divine rodent annoys him. POWERS & TACTICS Holger is an experienced warrior, having fought ever greater threats through the ages, his skills and power growing as his legend has grown. He is primarily a melee combatant, using prefering to use his sword Curtana for offense and his shield Bouclier de Danemarche for defense, using his speed and moving rapidly around the battle field to where he can do the most good. He tends to work closely together with his partner Ratatoskr, using any opportunities that the Asgardian Squirrel might create for him. POWER DESCRIPTIONS Holger is essentially powered by his own legend, a magic that has let him sleep through the ages as a statue and rise when Denmark has been in need. Holger seems to have stopped aging at some point in his late 20'es, and is completely immune to all disease. He is able to run and leap far faster and longer than any normal man, as befitting of a legendary hero that has fought beasts and invading armies. Holger is physically powerful, being far stronger, agile and tough than the average man. Holger wields two artifacts: The short sword Curtana and the shield Bouclier de Danemarche. Bouclier de Danemarche is essential to Holger's defense. It can withstand or deflect great blows, allowing Holger to evade or block incoming damage, while absorbing enough force to help him stay steady when struck. It is large enough that he can use it to protect others or himself. While the shield has some magic, it has been named by Holger himself, and seems to be a minor artifact, at least compared to Curtana. Curtana was crafted by Wayland the Smith and bears the inscription "My name is Curtana, of the same steel and temper as Joyeuse and Durandal". It is also known as the Sword of Mercy, and was for a time wielded by Tristan of the Round Table. Curtana is an incredibly potent blade, virtually unbreakable and able to cut through virtually anything, if enough force is applied. Using a combination of the sword's magic and his own skills, Holger is able to use it for far more than just hacking away at his opponents. He is able to swing the blade at blinding speed and precision, even cutting insubstantial targets. He can cut an enemy to destroy their toughness and defenses, sweep their leg to make them fall, the cuts making it difficult to rise or even making them fall again, or simply bash them with the blunt side of the blade to momentarily stun them. The sword's most powerful magic is its ability to instill hope and healing in those that surround Holger. As he raises the Sword of Mercy to the sky, the blade shines brightly as it restores both the spirit and body of those around Holger. COMPLICATIONS Heeding the Call: If Denmark is in great peril, Holger will feel a pull to return to his home, to protect his homeland from all danger. If this happens in the middle of a battle, Holger might end up distracted, which can make him miss a crucial strike or take the wrong action. If this happens, the GM can award Holger a Hero Point. Unforgiving Blade: Holger is not quite used to these softer times, where you try to employ non-lethal force unless absolutely necessary. While he does his best to conform to the modern standards, he is quicker to suggest or try to kill particularly dangerous foes that cannot otherwise be contained than others, which can lead to conflicts with other heroes and law enforcement. If such a conflict arises, the GM can award Holger a Hero Point. Stronger Than All: Holger has sworn to protect those weaker than him. Threatening the weak or innocent will provoke Holger into taking action or rush to the aid, even if it allows the villain to escape. If a villain threatens someone weaker than Holger to complicate a situation, the GM can award him a Hero Point. Hearts on Fire: Holger is a passionate man. He will rarely back down from an argument or fight once it has begun, even if it could make the situation better. The GM can award Holger a Hero Point if his headstrong refusal to back down complicates a situation. Steel Meets Steel: Holger will usually engage the biggest, most powerful foe in combat, taking attention away from others and on to himself, even if it would be smarter to take out weaker foes one by one first. The GM can award Holger a Hero Point if his attempts to engage the most powerful foe on the battlefield complicates a situation. ABILITIES 10 + 10 + 10 + 4 + 8 + 4 = 46PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex,) Attack: +4 Base, +10 Melee, +4 Ranged Defense: +5 Base, +10 (w. Defensive Stance Array set to Balance), +5 (w. Defensive Stance Array set to Block), +15 (w. Defensive Stance Array set to Deflect), +3 Flat-Footed Grapple: +15 (+4 Base Attack, +6 Attack Focus [Melee], +5 Strength) Knockback: -7 (w. Defensive Stance Array set to Balance) / -9 (w. Defensive Stance Array set to Block) / -4 (w. Defensive Stance Array set to Deflect) / -2 (w/o Bouclier de Danemarche) SAVING THROWS 3 + 3 + 4 = 10PP Toughness: +5 (+5 Con), +10 (w. Defensive Stance Array set to Balance), +15 (w. Defensive Stance Array set to Block), +5 (w. Defensive Stance Array set to Deflect) Fortitude: +8 (+5 Con, +3) Reflex: +8 (+5 Dex, +3) Will: +8 (+4 Wis, +4) SKILLS 60R = 15PP Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge [History] 8 (+10) Knowledge [Theology/Philosophy] 3 (+5) Languages 4 [Native: Danish; Learned: English, French, German, Old English] Medicine 6 (+10) Notice 6 (+10) Search 5 (+3) Sense Motive 6 (+10) Survival 6 (+10) FEATS 48PP Accurate Attack All-Out Attack Attack Focus [Melee] 6 Benefit 1 [Wealth] Fearless Jack-of-All-Trades Luck 3 Move-by Action Power Attack Sidekick 30 [Ratatoskr] Takedown Attack 2 Ultimate Effort [Toughness] Enhanced Feats Interpose POWERS 4 + 26 + 12 = 43 Agile Warrior Array 1.5 (3PP Array; Feats: Alternate Power 1) [4PP] (Descriptors: Magic, Training) BP: Speed 3 (50 MPH, 500 ft./rnd.) {3/3} AP: Leaping 3 (Distance x10; Running jump distance: 150 ft.) {3/3} Device 6 (30DP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [26PP] (Descriptors: Curtana, the Sword of Mercy, Sword, Magic) Sword Strike Array 13 (26DP Array; Feats: Alternate Power 4) [30DP] (Descriptors: Training) BP: Damage 5 (Extras: Autofire 1 [10 ranks], Penetrating 5; Feats: Affects Insubstantial 2, Improved Critical 2, Incurable, Mighty) {26/26} (Descriptors: Slash, Slashing Damage Type) AP: Drain Toughness 10 (Extras: Affects Objects; Feats: Affects Insubstantial 2, Improved Critical 2, Incurable, Slow Fade [1pt/min]) {26/26} (Descriptors: Wound, Slashing Damage Type) AP: {4 + 20 = 24/26} (Descriptors: Sword of Mercy) Emotion Control 10 (Extras: Area [General Visual Perception], Linked [Healing], Selective; Flaws: Duration 2 [Instant], Limited [Hope], Range 2 [Touch]) [4PP]Healing 3 (Extras: Action [Standard], Area [General Visual Perception], Linked [Emotion Control], Selective, Total; Flaws: Limited [Others]; Feats: Persistent, Stabilize) [20PP] AP: Stun 10 (Feats: Affects Insubstantial 2, Improved Critical 2) {24/26} (Descriptors: Bash, Bludgeoning Damage Type) AP: Trip 10 (Extras: Knockback, Secondary Effect; Flaws: Range [Touch]; Feats: Affects Insubstantial 2, Improved Critical 2, Improved Trip) {21/26} (Descriptors: Sweep, Slashing Damage Type) Device 3 (15DP Container; Flaws: Hard-To-Lose) [12PP] (Descriptors: Bouclier de Danemarche, Shield, Magic) Defensive Stance Array 5 (10DP Array; Feats: Alternate Power 2) [12DP] (Descriptors: Training) BP: {5 + 5 = 10/10} (Descriptors: Balance) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Protection 5 (Total Toughness +10) {5DP} AP: Protection 10 (Total Toughness +15) {10/10} (Descriptors: Block) AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (Descriptors: Deflect) Enhanced Feat 1 (Interpose) [1DP] (Descriptors: Protect Others) Immovable 2 (+8 vs. Push, Rush, Trip, Throw; +2 vs. Knockback) [2DP] (Descriptors: Stand Fast) Immunity 2 (Aging, Disease) [2PP] (Descriptors: Eternal Vigil, Magic) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus, Extras, Feats Unarmed Touch DC20 TOU (staged) Damage +10 Slash Touch DC25 TOU (staged) Damage +10, Autofire 1, Affects Insubstantial 2, Crit [18-20], Incurable, Penetrating 5 Wound Touch DC20 FORT (staged) Drain Toughness +10, Affects Insubstantial 2, Crit [18-20], Incurable, Slow Fade [1pt/min] Bash Touch DC20 FORT (staged) Fail: Dazed 1 rnd.>5: Stunned 1 rnd.>10: Unconscious +10, Affects Insubstantial 2, Crit [18-20] Sweep Touch Trip Resist (Worse) vs. Rank 10 Power Check Tripped, Knocback, Secondary Effect +10, Affects Insubstantial 2, Crit [18-20], Improved Trip Totals: Abilities (46) + Combat (18) + Saving Throws (10) + Skills (15) + Feats (48) + Powers (43) - Drawbacks (0) = 180/180 Power Points Edited September 4, 2020 by RocketLord
RocketLord Posted December 11, 2018 Author Posted December 11, 2018 (edited) Endgame PL12 build, post Claremont FOREVER BOY Power Level: 15 Effective Power Level: 12 Power Points: 250/250PPUnspent Power Points: 0Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity)Birthplace: Neverworld. Residence: Claremont Academy, Freedom City.Base of Operations: Claremont Academy, Freedom City.Occupation: Student at Claremont Academy. Affiliations: Claremont Academy, Blue Squad. Family: None known. DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16Gender: MaleEthnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’Weight: 170 lbs.Eyes: Green.Hair: Dark red. Pan is an attractive young man with messy dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. PERSONALITY & MOTIVATION Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. POWERS & TACTICS Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike. POWER DESCRIPTIONS Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of magical Pixie Dust, gifted to him by the Pixies of Neverworld. Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime. Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan. For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target. COMPLICATIONS Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse. Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 4 + 16 + 6 + 4 + 2 + 10 = 42PP Strength: 14 (+2) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 44 (+17)Forever Charisma COMBAT 16 + 12 = 28PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +8 Base, +8 Melee, +8 Ranged, see Power attack bonuses in DC Block Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +10 (+8 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 9 = 22PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+1 Wis, +9) SKILLS 72R = 18PP Bluff 17 (+22) / (+34)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 14 (+15)Skill Mastery Search 2 (+4) Sense Motive 14 (+15)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 41PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 2 Distract [Bluff] Dodge Focus 11 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 4 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 4 -> Luck 6Forever Lucky Quick Change Takedown Attack 2The Forever Weapon POWERS 8 + 1 + 10 + 1 + 5 + 11 + 2 + 33 + 27 + 3 = 101 Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 12 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust) Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 15 (30PP Array; Feats: Alternate Power 3) [33PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {29 + 1 = 30/30PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 12 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [29PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 12 (Feats: Mind Blank, Reversible, Subtle 2) {28/30PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 7 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {30/30PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 12 (Feats: Accurate 2, Indirect 3, Subtle) {28/30PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 24 {24/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 5 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {24/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Genetic, Training) DRAWBACKS -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 The Forever Weapon Touch (Up to 10 ft.) DC29 Tou (staged) Damage +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 The Forever Weapon - Paralyzing Attack Touch (Up to 10 ft.) DC24 Fort (Staged) Fail: Slowed 1 round >5: Paralyzed 1 round +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Powerful Emotions Perception DC22 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC22 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +12, Indirect 3, Subtle Endless Forms Perception DC15 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC17 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC22 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (42) + Combat (28) + Saving Throws (22) + Skills (18) + Feats (41) + Powers (101) - Drawbacks (2) = 250/250 Power Points Edited May 11, 2020 by RocketLord
RocketLord Posted December 11, 2018 Author Posted December 11, 2018 (edited) POTENTIAL PLOT HOOKS - The Quest for the Truthtm: Rebellion searches for the conspiracy that runs Emerald City. His ultimate goal is to dismantle it entirely. -- Infiltration -- Open Rebellion - Family Ties -- Father vs. Son: Rebellion is brought into direct conflict with his father. -- Election Campaign: Emma Elder runs for a higher political position. Will Rebellion hinder her or aid her? -- Big Sister: Elaine has inherited a version of her father's powers, and is being groomed to take his place. Will it stick? Will she be corrupted and become an enemy? Or run away, and become a hero? - The Hero's Path: Rebellion learns to be a hero. -- Hero of the People: Making his presence known to Emerald City. -- Rebellion vs. Terror: Fighting the Terror. Revenge vs. heroics vs. finding out the truth. NOTES ON ADVANCEMENTS - Potentially spend PP on Fear Array, to change Emotion Control to Action (Move) (Or Action (Free)) and to get rid of the Full Action flaw on Paralyze - Device with variable power for various spy devices (enhanced hearing, wiretap, etc.) E.g. Raven III - Teleport through shadows? - computers and bluff ranks? Other music: Help Is On The Way - Rise Against / Ready To Fall - Rise Against / Prayer of the Refugee - Rise Against / Worth Dying For - Rise Against / Behind Closed Doors - Rise Against / Life Less Frightening - Rise Against / Rumors of My Demise Have Been Greatly Exaggerated - Rise Against / A Deep Mentality Dual Mix - Persona 3 Dancing Moon Night / Untravelled Road -Thousand Foot Krutch / I'm Dangerous - The EverLove Powers? Concealment 2 (All Mental Senses; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Close Range) [5PP] (Descriptors: Mental Static, Mutation, Psionic) Enhanced Feat 1 (Second Chance [Mind Reading/Control]) [1PP] (Descriptors: ) Immunity 5 (Mind Reading effects) [5PP] (Descriptors: Unreadable Mind, Mutation, Psionic) REBELLION Power Level: 14 Effective Power Level: 10 Power Points: 214/215PPUnspent Power Points: 2Trade-Offs: (Melee) -1 Attack / +1 DC, +2 Defense / -2 Toughness In Brief: Former villain-in-training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity)Birthplace: Emerald City Residence: Elder Mansion, Northern Shore, Emerald City / Elysian Academy Dorms Base of Operations: Emerald CityOccupation: Student Affiliations: Elysian Academy Family: Emma Emmelie Elder (Mother, Emerald City politician, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased) DESCRIPTION Age: DoB: 2002 January 1stGender: Male.Ethnicity: CaucasianHeight: 6'1''Weight: 180 lbs.Eyes: HazelHair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysian Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. HISTORY Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysian Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working working for Brande Management. A super human with the ability to change his appearance, he were one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited their powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysian Academy would be how. At the Elysian Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysian Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysian Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, as it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysian Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysian Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysian Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. PERSONALITY & MOTIVATION Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. POWERS & TACTICS Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. POWER DESCRIPTIONS Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to said possession, Elliot is only able to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever were before. He is smarter, and when he wants to, posses a strange, almost unnatural charisma. When he wears a mask, Elliot's has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. This inherited power has mixed with the Terror's power, becoming far greater than his father's own ability. Unlike his father, Elliot can change his voice, throw his voice and has learned how to morph his muscles, in essence making him far stronger than he would normally be. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. He can also create an intense fear that allows him to issue commands to his targets, effectively mind controlling them for a brief moment. In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath. COMPLICATIONS FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Kid Terror being hunted by those working for the secrets that he has uncovered in Emerald City. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysian Academy, he still has some problems with doing the right thing. What do he choose, to save one life or many? Do abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action.KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. REBELLION/HORNET: Elliot's training at Elysian Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysian Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysian Academy cause him trouble. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the proces is slow, she is begin groomed into following in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points. ABILITIES 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 32 (+11) / 12 (+1)Dexterity: 20 (+5) / 12 (+1) Constitution: 22 (+6) / 12 (+1) Intelligence: 24 (+7) / 16 (+3)Wisdom: 16 (+3)Charisma: 20 (+5) / 12 (+1) COMBAT 8 + 12 = 20PP Initiative: +5 (+5 Enh. Dex) / +1 (+1 Dex) Attack: +4 Base, +9 Melee (+4 Base, +5 Attack Focus), +4 Ranged Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +5 Attack Focus, +1 Str) /+20 (+4 Base Attack, +5 Attack Focus, +11 Enh. Str) Knockback: -4 SAVING THROWS 4 + 5 + 7 = 16PP Toughness: +8 (+6 Enh. Con, +2 Defensive Roll) / +3 (+1 Con, +2 Defensive Roll)Fortitude: +10 (+6 Enh. Con, +4) / +6 (+1 Con, +4)Reflex: +10 (+5 Enh. Dex, +5) / +6 (+1 Dex, +4)Will: +10 (+3 Wis, +7) SKILLS 116R = 29PP Bluff 5 (+10) Computers 3 (+10) Disable Device 3 (+10) Disguise 0 (+5, +10Royal Morph, +40Terror Morph)Skill Mastery Escape Artist 10 (+15) Gather Information 15 (+20)Skill Mastery, Well Informed Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle Investigate 8 (+15) Knowledge (Popular Culture) 2 (+9) Knowledge (Streetwise) 8 (+15) Notice 12 (+15) Search 8 (+15) Sense Motive 12 (+15) Stealth 15 (+20)Skill Mastery FEATS 25PP Attack Focus [Melee] 5 Benefit [Wealth] 1 Challenge - Fast Startle Contacts Defensive Roll 1 Distract [Intimidation] Dodge Focus 6 Hide In Plain Sight Jack-of-All-Trades Luck 3 Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Takedown Attack Well-Informed POWERS 8 + 10 + 8 + 8 + 33 + 1 + 1 + 4 + 8 + 21 = 104 For Mask descriptor explanation, see the complication TERROR/HERO. Enhanced Charisma 8 [8PP] (Descriptors: Uncanny Charisma, Physical Mutation) Enhanced Constitution 10 [10PP] (Descriptors: Uncanny Physique, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Uncanny Dexterity, Physical Mutation) Enhanced Intelligence 8 [8PP] (Descriptors: Uncanny Mind, Physical Mutation) Fear Array 15.5 (31PP Array; Feats: Alternate Power 2) [33PP] (Descriptors: Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 (Extras: Area [Burst], Mental, Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31PP} (Descriptors: Aura of Terror) AP: Paralyze 10(Extras: Mental, Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31PP} (Descriptors: Paralyzing Terror) AP: Mind Control 10 (Extras: Conscious, Effortless; Flaws: Duration [Instant]; Feats: Subtle) {31/31PP} (Descriptors: Commanding Terror) Feature 1 (Directed Inspiration) [1PP] (Descriptors: See The Pattern, Mask, Hyper-Awareness) See the Complication CITY/GRID Immunity 1 (Fear Effects) [1PP] (Descriptors: No Fear, Mask, Mutation) Leaping 4 (x25 Leaping distance; Run 250 ft./525 ft.) [4PP] (Descriptors: Mask, Mutation Psionic) Morph 1 (+5 Disguise, Broad Group: Humanoid) [2PP] (Descriptors: Royal Morph, Inherited, Mutation) Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2) [8PP] (Descriptors: Mask, Mutation, Psionic) Terror Array 10 (20PP Array; Feats: Alternate Power 1) [21P] (Descriptors: Inherited, Mutation) BP: Enhanced Strength 20 {20/20PP} (Descriptors: Uncanny Power, Muscle Morph) AP: {4 + 2 + 14= 20/20PP} (Descriptors: Terror Morph, Mask) Concealment 4 (All Visual Senses; Flaws: Blending) [4PP] (Descriptors: Camouflage) Feature 2 (Vocal Mimicry, Throw Voice) [2PP] Morph 6 (+30 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) (Stacks with Royal Morph) [14PP] Stacked Power: Morph 7 (+35 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC16 Tou (Staged) Damage +9 Unarmed - Uncanny Power Touch DC26 Tou (Staged) Damage +9 Aura of Terror Perception DC20 Will (Staged) Fail: Shaken >5: Frightened Panicking Reversible Paralyzing Terror Perception DC20 Will (Staged) Fail: Slowed >5: Paralyzed Reversible Commanding Terror Perception DC20 Will Mind Control Conscious, Effortless, Subtle Abilities (20) + Combat (20) + Saving Throws (16) + Skills (29) + Feats (25) + Powers (104) - Drawbacks (0) = 214/215 Power Points Edited May 13, 2020 by RocketLord
RocketLord Posted December 12, 2018 Author Posted December 12, 2018 (edited) Considering putting the examples in spoiler tags or quotes, not sure if that works on the getting started page? First things first: The most important Mutants and Masterminds rules for you to have in mind at any given point in time are 1) Power Level Caps, 2) Trade-offs, 3) Extra Effort, and 4) Hero Points. Most everything else is just "Roll a D20, add a bonus, try to hit a target number (Difficulty Class, or DC)." This page does not exist to replace reading the first 8 chapters in the Mutants and Masterminds 2E core book, but to help understanding these rules. Power Level Caps Power Level Caps and Trade-offs are covered in Chapter 1 of the core book, the red chapter, pages 24-26. Power Level is how Mutants and Masterminds achieves combat balance, and to a lesser extent, overall character balance. Most of your traits (but not all of them) are capped at a certain value relative to your Power Level. Power Level is usually abbreviated to PL, followed by a number. E.g., PL10 means Power Level 10, which means the character caps out at Power Level 10 caps. On Freedom City Play By Post, you start with two PL10 slots and one PL7 slot. It is recommended that your first character be one of the PL10s slots, since it is easier to build a character with PL10 caps and 150PP available, than a character with PL7 caps and 105PP available. It is also highly recommended that you build your character in such a way as to actually meet your PL caps, so your PC isn't frustratingly ineffectual in play. If your character does not meet their offensive PL caps, you will have a hard time hitting or damaging enemies, and if you do not meet your defensive PL caps, it will be much easier to hit or hurt you than it should be. In most other RPGs, you start with a foundation, and you build on it, as high as you can stack the bonuses. Mutants and Masterminds isn't like that. You start with a ceiling, your Power Level, and you build up to that ceiling. Since your PC is PL10, you want your best possible Attack Bonus, Save Difficulty, Defense Bonus, and Toughness Saving Throw Bonus (what Mutants and Masterminds has instead of Hit Points) to all reach +10. There are several ways to do this. None of them are "better" than the others, but some of them are cheaper, because they're more limited in scope and usefulness. You can be a generalist, or you can specialize. Specialization is cheaper, but does not apply to all situations. Attack Bonus Your Attack Bonus determines how well you hit a target. To hit try to hit someone, you roll a d20 and add your Attack Bonus to the roll to determine if you hit someone or not. Examples You could buy your base Attack Bonus that gets used for all attacks you make up to the full +10 cap for 20PP. Then you have +10 Attack no matter what attack you're using - punching a guy in the face, shooting him with a gun, whacking him with a baseball bat, picking up a dumpster and throwing it at your target, whatever: You will add +10 to your Attack Roll to hit your target. Or you could decide to specialize. Buy Base Attack up to +5 for 10PP, 3 ranks of the Attack Focus [Melee] feat for another 3PP, and one rank of the Attack Specialization [Swords] feat for 1PP. Then you have a +10 attack bonus when swinging a sword at a guy, or a +8 bonus when using some other melee attack, or a +5 bonus when using any kind of ranged attack. Save Difficulty Damage and the effect your powers have on their target depends on what you use to attack and sets the DC a target must beat on a Toughness or Exotic Save Roll to avoid being affected. The Save Difficulty of a given attack sets the full DC that target must reach on their save: A Toughness Save to avoid taking Damage is 15 + Save Difficulty = Toughness Save DC, while an Exotic Sav to avoid being affected is 10 + Save Difficulty = Exotic Save DC. A melee attack will use your Strength Bonus as the Save Difficulty, while other DC Bonuses will depend on the ranks of your Powers. The total Save Difficulty is capped by your PL, so for a PL10 character, it cannot go above +10. Examples A generalist might buy their Strength ability score up to 30, costing 20PP, giving them a +10 Save Difficulty to all attacks made using their Strength, whether its when hitting someone with a punch, with a sword, throwing a car at them or whatever else. The specialist could buy their Strength ability score up to 18, costing 8PP, then buy the Damage power at Rank 6 with the Mighty feat, costing 7PP, that lets you add your Strength bonus to the Save Difficulty of the power, for a total +10 Save Difficulty, for a total cost 15PP. While cheaper, you will only have the full +10 Save Difficulty when you use the given power, not with all attacks. This Damage power could for instance be used to show you using a sword, claws coming out of your hands, coating your hands in a strange energy, or even just a martial arts move. Another specialist could buy a power at rank 10, for instance Blast, costing 20PP, which would give you a Save Difficulty at +10, but only for the attacks you make using the given power. This might cost more than the specialist above, but you can use the attack at a range. This Blast could be eye beams, which you could use in a situation where your hands are bound, or something entirely else. Defense Bonus Your Defense Bonus determines how difficult you are to hit. In order to hit you, an attacker's Attack Roll (1d20+Attack Bonus) must be equal to or higher than your Defense Bonus + 10. Half of your Defense Bonus is called the Dodge Bonus, and it will only be applied if you're aware of an attack. In other words, if you're surprised by an attack, you will be easier to hit. Examples You can buy your Base Defense Bonus up to +10, costing you 20PP. In that case, you will have a total Defense of 20 in most cases, or a Defense of 15 if you're surprised. Alternatively, you could buy Base Defense Bonus +4, costing you 8PP, and 6 ranks of the Dodge Focus feat for 6PP, costing you a total of 14PP, and giving you a total Defense Bonus of +10. The downside is that only half the bonus from the Base Defense Bonus applies when you're surprised, not the bonus from the Dodge Focus feat, so when surprised, you would only have a Defense of 12. Toughness Saving Throw Bonus Your Toughness Saving Throw Bonus determines how difficult you are to hurt. If an attacker has hit you, you must roll a Toughness Save Roll to avoid being hurt. In order to avoid being hurt, your roll of 1d20 + Toughness Bonus must be equal to or greater than the attack's Save Difficulty + 15. Toughness is a bit different in that you can't buy a base Toughness bonus, like with the Base Defense and Attack Bonuses. Your Constitution modifier is added to your Toughness bonus, which can also be improved by buying the Protection power (or any of its variations) or the Dodge Roll feat. Examples A generalist could buy their Constitution ability score up to 30, costing 20PP, giving them Toughness +10. The Constitution modifier gives a lot of other benefits, and in this way, they would always have the full Toughness bonus. But perhaps you don't want your character to have super human constitution, it just doesn't make sense for them. Then, you could buy your Constitution ability score up to 16, costing 6PP, giving you a +3 to your Toughness Saving Throw Bonus. On top of that, you could buy 5 ranks of the Protection power for another 5PP to give you another +5 to your Toughness Saving Throw Bonus, and 1 rank of the Dodge Roll feat for 1PP to get another +2, for a total of +10 to your Toughness Saving Throw Bonus, at a cost of 12PP. This would give you the same total bonus, but maybe the Protection power comes from an armor, so it won't apply if you're not wearing the armor, and the Dodgle Roll feat's bonus doesn't apply if you're surprise attacked. It is cheaper, but more specialized. Note that we have special house rules for the Dodge Roll feat found here. In most other games, Sword Guy is just as good as The Generalist in overall combat, but he's even better than The Generalist with a sword. In Mutants and Masterminds, The Generalist pays a premium to be good with everything, including swords, while Sword Guy gets a discount for only reaching his maximum potential with a sword, and not being as good as The Generalist at non-sword attacks. You don't have to hit your PL caps under all circumstances, just under your best possible circumstances - Using your preferred attack, against your preferred enemy, in your preferred environment, etc. Specialization is cheaper than being a generalist because your "best possible circumstances" come up less often. The exact list of everything affected by your Power Level Caps are found in the core book, on page 24 Trade-offs Power Level Caps and Trade-offs are covered in Chapter 1 of the core book, the red chapter, pages 24-26. Quote Since your PC is PL10, you want your best possible Attack Bonus, Save Difficulty, Defense Bonus, and Toughness Saving Throw Bonus to all reach +10. That was a lie, or at least a half-truth, to ease you in. Technically, your Attack Bonus is on an axis with your Save Difficulty, and your Defense Bonus is on an axis with your Toughness Saving Throw Bonus, and each of those pairs has to average to 10 (or lower, but you don't want to go lower). So you can have Attack +10 and Save Difficulty +10, or Attack +15 and Damage 5, or Attack +5 and Save Difficulty +15, or anything in between. You don't even have to stick to the same trade-off for different attacks, so maybe you have an accurate but weak attack with Attack +15 and Save Difficulty +5, but then another that's more balanced, at Attack Bonus +12 and Save Difficulty +8. Trade-offs are a way to 1) Keep every character from looking the same, and 2) More accurately represent certain characters and archetypes. Note that, as per our house rules, at least 1/3rd of your total Defense or Attack Bonus must be bought with Base Defense or Attack Bonus. Examples All as PL10. You might want to create an acrobatic hero that is difficult to hit. In that case, you would want to increase your Defense Bonus, at the cost of lowering your Toughness Saving Throw Bonus. Let's say you go for a +4 Defense Bonus / -4 Toughness Saving Throw Bonus trade-off. Then, your total Defense Bonus could reach +14 and your total Toughness Saving Throw Bonus could reach +6. At least 1/3rd of your total Defense Bonus must be bought from Base Defense Bonus, so you buy Base Defense Bonus +5, for 10PP, and then buy 9 ranks of the Dodge Focus feat for another 9PP. For a total cost of 19PP, your Defense Bonus is now +14. You buy Constitution 18, for 8PP, to get +4 to your Toughness Saving Throw Bonus and 1 rank of the Dodge Roll feat for 1PP, giving your another +2 to your save, for a total Toughness Saving Throw +6 for 9PP. Having part of your Toughness Saving Throw Bonus coming from Dodge Roll even further goes to show that you're an acrobatic hero that rolls with the punches you do take. You want someone that's a great shot, which will in turn meet your attack is weaker. You decide to get a +2 Attack Bonus / -2 Save Difficulty trade-off for one of your attacks. You need at least 1/3rd of your Attack Bonus to come from your Base Attack Bonus, and you don't care about hitting in melee, so you buy Base Attack Bonus +4 for 8PP, then buy 8 ranks of the Attack Focus [Ranged] feat for 8PP, giving you a total Attack Bonus with ranged attacks of +12 for 16PP. Then, you buy a Blast power at rank 8 for another 16PP, which will have a Save Difficulty of +8. Extra Effort Extra Effort and Hero Points are covered in Chapter 6 of the core book, the pink chapter, pages 120-122. With Extra Effort, you take a free action (so you can only do it on your own turn, but it doesn't cost any actions), get something special, and then suffer a level of Fatigue on the next round. There's a number of possible uses of Extra Effort, but the most common use is a Power Stunt: You temporarily gain a single Power Feat on one of your powers of your choice. The most common choice for that power feat is Alternate Power, which allows you temporarily do something you can't normally do. The temporary power feat sticks around for the entire scene, unless you grabbed a new Alternate Power, in which case it goes away sooner if you swap to the original power you gave the Alternate Power feat, or another power in the array, in case you added another Alternate Power to an existing array. These Alternate Powers gained through Power Stunting represents things that you can always do, but its not something that you use often enough for it to make sense to spend PP on. Maybe its a special weapon in your battlesuit that you only need to pull out once in a while, maybe its a creative use of your powers or something that takes some effort actually do. A wizard might have 100s of spells, but if there's only 4 or 5 that see any regular use, then you have those as your regular attacks in an array, and for the rest, you stunt. In short: Just because its not on your character sheet, it doesn't mean you can't do it. Examples You are facing a group of weaker enemies and you have a Snare power, which allow you to trap one enemy. You want to trap them all with just one attack. In order to try to trap all enemies at once, you use Extra Effort to Power Stunt, adding an Alternate Power with the Area Extra to the hit them all. Since the original power and the Alternate Power have the same PP cost total, the new power will be weaker, but since its weak enemies, it doesn't matter. You have an array with a number of electric powers. You want to shut down a big super computer, but its shrugging off all damaging attacks you throw at it! You then use Extra Effort to Power Stunt an Alternate Power to the Array, choosing the Nullify power, applying it to electronics in order to shut down the computer. Facing an overwhelming foe, you need an attack that can take him down in the next hit. Your battlesuit has a bunch of weapons, but none of them are strong enough to really hurt him, even if he's easy to hit. You use Extra Effort to Power Stunt a new power off your Weapons Array, a secret gun that has +15 Save Difficulty / +5 Attack Bonus. Hero Points Extra Effort and Hero Points are covered in Chapter 6 of the core book, the pink chapter, pages 120-122. Hero Points is a special resource that only Player Characters have access to. NPCs, no matter if they're enemies controlled by the GM or sidekicks controlled by the player, do not have them. As a standard, you enter a thread with 1 Hero Point and can earn more by performing heroic actions or by triggering your complications. There is no limit to the amount of Hero Points you can save, but they are not carried between different threads. The number of Hero Points you have in one therad does not in any way affect the number of Hero Points you have in another. You can start a thread with additional Hero Points by buying ranks in the Luck feat, with each rank letting you start the thread with one extra Hero Point. Luck cannot go higher than 1/3rd of your Power Level under normal circumstances. You can spend Hero Points for a number of different effects, see page 121 of the core book for the full list. Spending a Hero Point is a Reaction, so you can do it at any time, even during another player's turn or during a NPC's turn. One of the many things you can do with a Hero Point is "Heroic Feat", where you gain a single Feat (normal or power) for 1 round, in essence the same effect as Power Stunting for Extra Effort, but also extending to regular Feats. In this way, you could suddenly gain the use of a feat that might be not normally be useful, but be incredibly useful in just this situation. Another thing you can do is immediately recover from a level of Fatigue. Because you can do this, a lot of people will short-hand spending a Hero Point for a Power Stunt. The big takeaway here is that "what your character can do" is not limited to just what's written on their sheet. You don't have to buy a massive power Array with a dozen Alternate Power feats to cover every conceivable use of your character's powers. You don't have to buy every single feat you think your character might have use for at some point. You can just buy the stuff you'll use most often, buy a few Luck feat ranks to start each game with some extra Hero Points, and then use Extra Effort and Hero Points to temporarily grab stuff during play as you need it. And if you find yourself temporarily grabbing the same thing over and over again, then maybe you spend some earned Power Points on buying it permanently. Edited April 18, 2020 by RocketLord
RocketLord Posted December 12, 2018 Author Posted December 12, 2018 (edited) Advancement: - Increase Skills (Try to get most skills up to +10, Stealth higher) - Increase Saves (Will to +10, Reflex to +12 or higher eventually) - Get Feats -- Accurate Attack -- Power Attack -- Well-Informed -- Contacts -- Skill Mastery (Stealth, Notice, Sense Motive, ?) - Powers -- Flight to Rank 5 Ghost Power Level: 12 Effective Power Level: 10 Power Points: 180/180PPUnspent Power Points: 0Trade-Offs: +5 DEF / -5 TOU In Brief: X Catchphrase: X Theme: X Alternate Identity: Casper Baltazar ChurchBirthplace: Freedom City Residence: X Base of Operations: XOccupation: Substitute Teacher Affiliations: None Family: Jessie Taylor Wilson (Born 1988, real estate agent, ex-wife), Carrie Belinda Church (Born 2014, daughter living with mother), Cole Church (1950-1995, father), Carrie Elizabeth Church (1948-2017, mother) DESCRIPTION Age: Born Febuary 13th, 1988Gender: MaleEthnicity: Caucasian Height: 6’0’’Weight: 155 lbs.Eyes: Light blueHair: Brown Physical description HISTORY Casper Church probably shouldn't have attended that science expo at ASTRO Labs back in High School. Looking back, that was the thing that pretty clearly changed his life forever. The malfunctioning extradimensional looking glass device that bombarded him with some strange radiation was a dead give away. The researchers at ASTRO Labs checked him out, everything seemed fine. Harmless particles, they said. Nothing to worry about. Have a nice little promise of an internship down the line, everything will be fine, nothing to worry about. A few weeks later Casper fell through a floor and then walked through a wall. Everything was not fine. In fact, they were better than fine. He had super powers. With help from the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with the researcher in the process. As any other enterprising Freedom City youth suddenly granted powers, Casper had a choice to make. He tried to use his powers to become rich and famous. The Ghost made a few headlines appearing on television and online, made some money. It was some good weeks. Then, he saw something he shouldn't have at the set. The man that had hired him had ties to a super villain group, one that was planning a large scale heist. Casper didn't care, it didn't have anything to do with him. Then the gang hit ASTRO Labs. Casper's mentor was killed in the attack. Casper reasoned it was all his fault, and the Ghost went on the warpath. He confronted the producer and fought the gang. Victorious, the Ghost set out to become a hero. That was the prologue. For seventeen years, the Friendly Neighborhood Ghost has remained a Freedom City fixture, fighting the good fight and saving lives. Never one of the most well known heroes of Freedom City, his status has fluctated wildly from beloved hero to hated menace and back again over the years. With an evergrowing rogues gallery of his own, the Ghost has saved Freedom City on multiple occasions, though his efforts have rarely been acknowledged by the city at large. Not that it bothers him. Action is his reward, after all. Having experienced a great deal of super heroic and extra normal conflicts have left him a bit wiser about the ways of the world, and perhaps a bit weary, but nonetheless still a dedicated hero. Ghost seemed to be doing well. Casper on the other hand? Not so much. Turns out that having a super heroic double life is hard work. Professionally, he never amounted to much. He just couldn't hold a steady job, always rushing off to play the hero. He had married his high school sweetheart in 2010. In 2014, their daughter Carrie was born. Casper had told Jessie his secret identity long before they were married, but even then, his double life eventually created cracks in the relationship. In 2017, the marriage broke with Jessie gaining custody of Carrie. Even though the former couple tried to remain on friendly terms, Casper had lost an important pillar in his life. Casper's father had died when he was young. In 2019, illness claimed his mother. A long, hard life of fighting is piling on, but still, Casper remains a hero. He is still the Friendly Neighborhood Ghost. PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Hands-On Approach: Casper's power to temporarily phase the solid objects and make others slip into them relies on his targets being relatively close to a surface. If Casper's target is flying or the GM otherwise deems them to be too far away from a surface, they can negate any succesful Snare, giving Casper a Hero Point instead. Surface Contact: Casper's Teleport power requires him to touch a surface to use it. He can then Teleport to another location connected to the the surface he touched. He could teleport to the other side of a wall, or to somewhere inside a given skyscraper, or further down the road. If the GM decides that two locations aren't somehow connected, or if Casper is otherwise blocked from using his Teleport power due to being unable to touch a surface, the GM can award him a Hero Point. Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. Complication: X. Complication: X. ABILITIES 0 + 2 + 2 + 10 + 10 + 6 = 30PP Strength: 10 (+0) Dexterity: 20 (+5) / 12 (+1) Constitution: 16 (+3) / 12 (+1) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 16 (+3) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex) Attack: +4 Base, +10 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +2 Flat-Footed Grapple: +10 (+4 Base Attack, +6 Attack Focus [Melee]) Knockback: -3 / -1 without Defensive Roll SAVING THROWS 5 + 5 + 3 = 13PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +8 (+5 Wis, +3) SKILLS 28R = 7PP Bluff 2 (+5) Computers 0 (+5) Craft [Electronic] 0 (+5) Craft [Mechanical] 0 (+5) Disable Device 0 (+5) Gather Information 2 (+5) Investigate 0 (+5) Knowledge [Current Events] 0 (+5) Knowledge [Physical Sciences] 5 (+10) Knowledge [Streetwise] 0 (+5) Knowledge [Technology] 0 (+5) Notice 5 (+10) Search 4 (+9) Sense Motive 5 (+10) Stealth 5 (+10) FEATS 27PP Attack Focus [Melee] 6 Defensive Roll Dodge Focus 10 Elusive Attack Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 3 Move-By Action POWERS 4 + 4 + 8 + 10 + 26 + 33 = 85PP Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Descriptors: X-Ray Goggles, Invention, Technology) Super-Senses 4 (Vision Penetrates Concealment; Drawbacks: Power Loss [Lead]) [3DP] (Descriptors: X-Ray Vision) Super Senses 2 (Direction Sense; Distance Sense) [2DP] (Descriptors: GPS) Enhanced Constitution 4 [4PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Ghostly Dexterity, Physical Mutation) Flight 4 (Feats: Subtle 2) (1000 ft./turn, 100 mph) [19PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation) Friendly Neighborhood Ghost Array 12 (24PP Array; Feats: Alternate Power 2) [26PP] (Descriptors: Dimensional, Physical Mutation) BP: {1 + 23 = 24/24PP} (Descriptors: Intangible Ghost) Immunity 1 (Suffocation while incorporeal) [1PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 9 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 900 ft.) {24/24} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 10 Adds (Extras: Area [General Burst], Selective; Feats: Progression [Area] 4) to Ghost With The Most Array {24/24} (Descriptors: Phantom Force) Ghost With The Most Array 15.5 (31PP Array; Feats: Alternate Power 2) [35PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 10 (Extras: Affects Corporeal; Feats: Reversible) {31/31} (Descriptors: Chilling Touch) AP: Damage 10 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {31/31} (Descriptors: Shock Touch) AP: Snare 10 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {31/31} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +10 Chilling Touch Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10 Shock Touch Touch DC25 TOU (staged) Damage +10 Phantom Touch Touch DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10 Chilling Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC20/15 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC25/20 TOU (staged) Damage Phantom Touch - Phantom Force Area DC29 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC20/15 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (30) + Combat (18) + Saving Throws (13) + Skills (7) + Feats (27) + Powers (85) - Drawbacks (0) = 180/180 Power Points Edited July 22, 2020 by RocketLord
RocketLord Posted December 12, 2018 Author Posted December 12, 2018 (edited) Space chinchilla with gravity powers. Generally adorable, highly destructive. BACKGROUND: Ancient Praetorian, unfrozen with the rest of them. Background until now. A big, revered hero on his homeworld. Not really taking seriously outside it because of race/looks Scientist Medic caught in an experiment, turned homeworld hero turned Praetorian. Hardened warrior, but looks adorable and hard to take serious As for joining, you could say the chinchilla hero was one of the ancient Praetorians forzen by the Curator. If that were the case, most likely his species and world would have been part of the Deleztri Empire. Advancement Get All-Out Attack, Power Attack feats Increase Gravity Control array, ESPECIALLY Gravity Control. Trip (Extra: Area [Burst], Knockback, Reversed [Knocked towards centre rather than away]. Flaw: Range) OrbitPower Level: 12 (180/180PP)Unspent Power Points: 0Trade-Offs: -3 Defense / +3 Toughness In Brief: High powered gravity controlling hero, who just happens to look like an overgrown chinchilla. Catchphrase: "Ready to go orbital?" Theme: Higher - The Score Alternate Identity: Tenji of the Stargazer Clan aka Tenji Stargazer (Public)Birthplace: Chillia II Base of Operations: SpaceOccupation: Praetorian, former DoctorAffiliations: Praetorians, Delzatri EmpireFamily: None still alive Description:Age: 36 (DoB: Over 2000 years ago)Gender: MaleEthnicity: ChillianHeight: 3'3''Weight: 50 lbs.Eyes: HazelHair: Light brown A rodent of an unusual size, Tenji looks very much like a 3'3'' chinchilla from Earth with light brown fur. He has big hazel eyes and a snout with white whiskers. His large ears are on the side of his head, covered in a thin layer of fur. While Tenji appears to have an impressive girth, it is in fact his very thick fur, and he is indeed of average weight for a Chillian. He appears to have short arms and legs, though as with most of his body, it is hidden behind his fur. Fine fingers at the end of his arms allow for fine motor control. He has a long bushy tail. While he can move on just his hindlegs, he will often move on all fur while running. Tenji, and indeed all Chillians, rarely wear clothing, as their thick fur protects them from both cold and hot weather. He has been known to wear formal clothing, spacesuits or other clothes as necessary, or if someone has taken offense to his normal lack of clothing. When Tenji uses his powers, his fur changes color, becoming a swirling mass of blue hues, black and white, with white energies dancing around him, several spirals of the colors moving around his body. His eyes become completely black, in stark contrast to his usual appearance. White energy seems to float freely off his body. History:(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.) Tenji was born more than 2000 years ago, on the peaceful world of Chillia II, part of the Delaztri Empire. Chillia II was a peaceful planet, where the Chillians, who seemed to have evolved from a species of common rodents, lived in harmony with nature around them, even as members of the species had begun to make advances. One such advance was the Gravity Field Manipulator. In theory, the manipulator would be able to control gravity on a localized scale, allowing the Chillians to Personality & Motivation: Tenji of the Stargazer Clan used to be a timid sort. Now, after having spent years in the past as a Praetorian, that is no longer a character flaw. Tenji has seen and done much in his time, and he lets this experience show. Calm and collected, he tries to be a voice of reason when in a situation with more extreme characters. He regularly offers check ups to his fellow Praetorians, though his bedside manner can be lacking. He has little patience for nonsense, and has little patience for those that fail to take him seriously due to his appearance and species. Tenji is deeply conflicted about his status on Chillia II, as a supposedly ancient, almost god-like hero, which contradicts greatly with how he sees himself. As a result, he rarely spends time on his home planet, prefering to stay with the Praetorians instead. With years of experience as a Praetorian, he is often a voice of reason, focused on protecting the civilian population in any conflict, though not necessarily any buildings or infrastructure. Still a doctor at heart, preserving life is his highest priority, even if he is also willing to end it, should it prove necessary, though it is never an easy choice. Powers & Tactics: Tenji prefers to use his powers at a range, staying out his opponents' range if at all possible. His main focus in combat is to keep his allies and civilians safe, whether through defensive fields or disabling opponents with gravity fields. His go-to attack seems to be sending non-fliers hurling towards the sky, while sending fliers straight into the ground. Power Descriptions: Tenji's Chillian physiology accounts for his small size, strong senses, strong leaping ability, and a thick fur that acts as natural protection. Every Chillian shares these traits. What is unusual is Tenji's ability to manipulate gravity itself, which manifests as swirling white and blue energies, ranging from almost white to almost black in shade, which also manifests in his fur, as he takes on his Gravity Master form, the result of catastrophic result of the Gravimetric Field Manipulator's first activation. While most caught in the explosion was instantly killed, Tenji and one other Chillian was granted the ability to instead manipulate gravity itself. Tenji's powers allow him to create areas of extremely high or low gravity, essentially crushing his targets or sending them flying into the atmosphere. By applying the same principle on a smaller scale, Tenji is able to create areas of high or low gravity, hindering his opponents or helping his allies, as he deems necessary. He also posses control fine enough to create a blast of gravity strong enough to hurt most enemies. By applying even finer control, he is able to create an effect much like telekinesis, by applying minute changes in gravity. Defensively, Tenji is able to create fields of concentrated gravity effects around himself and others to protect them from harm, and create a combination of high and low gravity to fly. While he can apply the latter effect to others as well as himself, the greater control required means that multi person flight will be much slower. Complications:Adorable: Tenji is a doctor and an experienced warrior. He is revered as an almost divine hero on his home planet Chillia II, and yet, he just looks so adorable, which often makes it difficult for others to take him seriously, frustrating Tenji gratly. Frozen Time: Tenji is very much a Chillian out of time. In his time, Chillia II was a veritable paradise, where the Chillians lived in peace with nature. In the time since his return, he has discovered that Chillia II has changed greatly in his absence, instead becoming a technological wonder world. He is rather disturbed by these stark changes. Praetorian: Tenji is a Praetorian, released from suspended animation into a strange future. While some still believe in the Praetorians as heroes, other see them as conquerors and villains. Ancient Hero: Tenji is revered as an ancient hero on his home world Chillia II, with much of his true story being lost to the passage of time. Statues, books, comics, movies: It is all there, and yet much of it is so wrong. Most Chillians are honored to meet him, others are disappointed once they get to truly know him. It is a complicated thing, and Tenji rarely spends time on Chillia II as a result. Doctor & Warrior: Still a doctor at heart, Tenji will often find himself torn between stopping an enemy or tending to the wounded. Old Enemies: Back before Tenji and the rest of the Praetorians were put in stasis, he would often clash with Doctor Quark, a Chillian super villain with powers similar to his own, granted by the same accident that empowered Tenji. Somehow, Doctor Quark has survived to the present day. Whether he is still foe, or now friend, remains to be seen.Abilities: 0 + 8 + 4 + 6 + 10 + 6 = 34PP Strength: 10 (+0) / 6 (-2) [Small Size]Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 16 (+3)Combat: 10 + 8 = 18PP Initiative: +8 (+4 Dexterity, +4 Improved Initiative) Attack: +5 Base, +6 Melee (+5 Base, +1 Small Size), +6 Ranged (+5 Base, +1 Small Size), +12 Gravity Control Array (+5 Base, +1 Small Size, +6 Attack Specialization) Defense: +9 (+4 Base, +5 Dodge Focus, +1 Small Size), +3 Flat-Footed (+2 Base, +1 Small Size) Grapple: -1 (+5 Attack, -2 Strength, -4 Small Size) / +17 (+5 Attack, +12 Telekinesis) Knockback: -1 / -7 (w. Force Field)Saving Throws: 5 + 6 + 5 = 16PP Toughness: +3 (+2 Con, +2 Protection, -1 Small Size) / +15 (+2 Con, +2 Protection, -1 Small Size, +12 Force Field) Fortitude: +7 (+2 Con, +5) Reflex: +9 (+3 Dex, +6) Will: +10 (+5 Wis, +5)Skills: 48R = 12PP Bluff 0 (+3, +7Attractive [Cute]) Concentration 10 (+15) Diplomacy 7 (+10, +14Attractive [Cute]) Intimidation 0 (+3, +1Small Size) Knowledge [Physical Sciences] 7 (+10) Languages 4 (Chillian (native); Delaztri, Galstandard, Lor, Grue) Medicine 10 (+15) Notice 5 (+10) Sense Motive 5 (+10) Stealth 0 (+4, +8Small Size) Feats: 14PP Attractive [Cute] Attack Specialization [Gravity Control Array] 3 Dodge Focus 5 Equipment 2 Improved Initiative 1 Jack-Of-All-Trades Precise Shot 1 Equipment: 2PP = 10EP Space Suit (Immunity [Life Support]) [9EP] Commlink [1EP] Powers: 13 + 73 = 86PP Chillian Physiology 2.6 (13PP Passive Container) [13PP] (Alien, Genetic) Leaping 4 ("Strong Legs") [4PP] Protection 2 ("Thick Fur") [2PP] Shrinking 4 ("Small Size"; Small Size, Flaws: Permanent) [2PP] Super-Senses 3 ("Big Ears"; Accurate Extended Hearing) [3PP] Super-Senses 2 ("Nocturnal Roots"; Darkvision) [2PP] Alternate Form 14.6 ("Gravity Master Form": 73PP Alternate Form.) [73PP] (Gravity, Mutation) Enhanced Feat 3 (Environmental Adaption [High Gravity], Environmental Adaption [Low Gravity], Environmental Adaption [Zero Gravity]) [3PP] Gravity Control Array 13 (26PP Array; Feats: Alternate Power 4) [30PP] (Gravity) BP: Move Object 13 ("Gravity Control"; Extras: Area [Burst], Flaws: Limited [Only up and down]) (Effective Strength 65) (Gravity Control) {26/26} AP: Blast 12 ("Gravimetric Blast"; Feats: Knockback 2) {26/26} AP: Environmental Control 6 ("High Gravity"; Extras: Duration [Continuous], Selective; Effect: 250 ft. radius, Speed-5ft., Carry Capacity x½, Climb Check -10, -10 Strength for Jumping, -2 Attack Roll, 1½ Fall Damage) {24/26} AP: Environmental Control 6 ("Low Gravity"; Extras: Duration [Continuous], Selective; Effect: 250 ft. radius, Speed+5ft., Carry Capacity x2, Climb Check +10, +20 Strength for Jumping, -2 Attack Roll, ½ Fall Damage) {24/26} AP: Telekinesis 12 ("Fine Control"; Feats: Precise) (Effective Strength 60) {25/26} Gravity Defense Array 12 (24PP Array; Feats: Alternate Power 1) [25PP] (Gravity) BP: Force Field 12 ("Gravimetric Field"; Extras: Impervious) {24/24} AP: Force Field 7 ("Projected Gravimetric Field"; Extras: Affects Others, Ranged 1 [Ranged], Feats: Progression 3 [Subjects: 10]) {24/24} Gravity Movement Array 7 (14PP Array; Feats: Alternate Power 1) [15PP] (Gravity) BP: Flight 7 ("Gravimetric Flight") (1,000 MPH / 8800 ft./rnd) {14/14} AP: Flight 3 ("Assisted Gravimetric Flight"; Extras: Affects Others, Area [Burst], Feats: Selective) (50 MPH / 440 ft./rnd) {13/14} Drawbacks: (-0) + (-0) = -0PPDC Block Name Range Save Effect Attack bonus Unarmed Touch DC13 Tou (staged) Damage +6 Gravity Control 130 ft., Area 65 ft. radius DC23 Ref (staged) Grapple initiated +18 (Grapple) Gravimetric Blast 120 ft. DC27 Tou (staged) Damage +12 Telekinesis - Grapple 120 ft. - Grapple initiated +12 (attack) / +17 (Grapple) Telekinesis - Throw Object 120 ft. DC27 Tou (staged) Damage +12 Totals: Abilities (34) + Combat (18) + Saving Throws (16) + Skills (12) + Feats (14) + Powers (86) - Drawbacks (0) = 180/180 Power Points Edited January 20, 2019 by RocketLord
RocketLord Posted December 12, 2018 Author Posted December 12, 2018 (edited) Ultio Suit UserNOTE: Ultio Suit Users can posses a multitude of different powers, skills and feats aside from the ones listed here, depending on what upgrades they have purchased. The ones listed here represent a basic user with no upgrades, and no special skills on their own. Individual Ultio Suit Users can posses vastly different powers and can be at higher power levels than what is listed here. Power Level: 6 (84/84PP)Unspent Power Points: 0Trade-Offs: None In Brief: Wannabe super heroes all hooked up with the latest MarsTech Ultio Suit. Alternate Identity: VariesBirthplace: Varies Residence: Emerald CityOccupation: VariesAffiliations: MarsTechFamily: Varies Description: The basic Ultio Suit is a simple full body costume in a light grey color, with a thick dark grey stripe running down the chest to the belt. The dark grey stripe is flanked by thin white stripes on each sides, separating it from the light grey of the costume. The belt is white, with a round, dark grey belt buckle, two pieces that connect to form the circle. The suit has dark grey boots with white soles and trim, with a square shape on the outside of the leg, a bit higher than the rest of the boot. The costume has a similar design on the dark grey right arm, though the square is on the inside of the arm, just under the arm pit. This darker grey sleeve has white trim separating it from the lighter grey of the main costume, like the boots and central stripe. The costume is completed with a light grey helmet, which leaves the user's face exposed. A black pair of goggles protects the user's eyes and can act as correctional lenses, as well as an advanced heads up display, perfect for interacting with various offers from MarsTech and feed the wearer a steady stream of information from the MarsTech TroubAlert. Users that perform heroic deeds and score Hero Points can use said Hero Points for both power enhancements and cosmetics, including different colors, alternate designs, capes and more. History: First revealed in late January 2020, the MarsTech Ultio Suits are Maximillian Mars' attempt to create an entirely new business model that he has dubbed SaaS: Superheroes as a Service. Using technology created by Max Mars himself and MarsTech employees, the Ultio Suits lets anyone become an instant super hero! Coupled with the MarsTech TroubAlert, Ultio Suit Users will be alerted of many situations that might require their attention, making Emerald City safer than ever before! Now, would-be heroes and celebrities all across Emerald City can respond to the call of heroism! When the MarsTech TroubAlert alerts the Ultio Suit Users of trouble, they can immediatelly suit up and rush off to save the day, all courtesy of the power granted to them by Max Mars and MarsTech! Of course, there's some so-called heroes that might try and interfere with the TroubAlert ratings, taking valuable Hero Points from the heroes in the Ultio Suits, but they will just have to learn to take a step back, and let the future of super heroes take the spotlight! Personality & Motivation: Varies, depending on the individual. In general, Ultio Suit Users tend to be well meaning, but inexperienced. They will prioritize their actions based on the MarsTech TroubAlert, often focusing on capturing or otherwise stopping a villain above rescuing civillians or preventing collateral damage. Due to the competitive nature of the Ultio System, Ultio Suit Users will rarely support each other, and might actually hinder each other to be the one to score most points. A great number of Ultio Suit Users are would-be celebrities, prioritizing getting famous over being heroes. Of course, as anyone can wear an Ultio Suit, the given personality traits might or might not appear in any given Ultio Suit User. Powers & Tactics: The power of all Ultio Suit Users come directly from their armor, which is stored in their Ultio Belt when not active. The armor offers enhanced strength, durability, speed and reflexes, as well as enhanced vision through a built in H.U.D., which also offers a direct connection to the MarsTech TroubAlert. Additionally, each user picks a starter pack upon purchase, which offers their own specialized powers. Their choices are: Aqua Pack: Increased swimming speed, resistance to pressure and cold, oxygen tank that prevents drowning. Blaster Pack: Low power, but accurate, laser blasts. Flight Pack: A jetpack and enhanced super-strength, including the ability to create shockwaves. Stealth Pack: Built in stealth field, which offers visual and auditory blocking for the user. Grip claws that allow wall-crawling, and an assortment of smoke bombs. Tank Pack: Increased armor and defences, strong enough to completely block most assault rifles. In general, the tactics of the Ultio Suit Users is based on the scores offered through the MarsTech TroubAlert. If defeating an enemy nets a higher score, then the users will attack that enemy, using whatever abilities they have. Most users tend to favor brute force over strategy, though that might differ depending on what powers they posses. The Ultio Suit Users will rarely cooperate with either each other or other heroes, over fear of losing out on Hero Points. Power Descriptions: All of the Ultio Suit's powers are technological in nature, using various equipment created either by Max Mars directly, or by any number of employees at MarsTech. When note in use, the Ultio Suit is stored in the Ultio Belt. With the press of a single button, the suit unfolds, rapidly building up to cover the user's body. Some users tend to strike various poses while this happen. The basic nature of the suit is a general strength, durability, speed and reflex enhancement, empowering the user to super human levels, all afforded through various motors, computer power and targeting systems. The suit connects directly to the MarsTech TroubAlert system, which guides the user to trouble spots, ranks their heroics and otherwise functions as a store front to purchase enhancements. While the Ultio Suits come with a standard powerset and a choice of 5 different starter packs, the user can enhance and expand their power suite by spending money or Hero Points, earned by performing heroics and other activites as rated by the MarsTech TroubAlert. When a user purchase an enhancement or new power, the suit's new ability is unlocked instantly. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) / 22 (+6) Dexterity: 10 (+0) / 20 (+5) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0)Combat: 0 + 0 = 0PP Initiative: +0 / +5 (+5 Enh. Dex) Attack: +0 Base / +6 Enhanced Base (+6 Enh. Attack Bonus) Defense: +0 Base, +0 Flat-Footed / +6 Enhanced Base (+6 Enh. Defense), +3 Enhanced Flat-Footed Grapple: +0 / +14 (+6 Enh. Attack, +6 Enh. Str, +1 Super-Strength) / +15 (+6 Enh. Attack, +6 Enh. Str, +2 Super-Strength) Knockback: -0 / -3 (TOU +6/2)Saving Throws: 4 + 2 + 4 = 10PP Toughness: +0 (+0 Con) / +6 (+6 Protection) Fortitude: +4 (+0 Con, +4) Reflex: +2 (+0 Dex, +2) / +7 (+5 Enh. Dex, +2) Will: +4 (+0 Wis, +4)Skills: 20R = 5PP Knowledge [Current Events] 2 (+2) Knowledge [Popular Culture] 2 (+2) Notice 4 (+4) Search 4 (+4) Sense Motive 4 (+4) 6PP worth of other skills Feats: 1PP Benefit 1 [Ultio Suit User - MarsTech customer] Enhanced Feats: Quick ChangePowers: 64 = 64PP Device 16 ("MarsTech Ultio SuitTM"; 80PP Container; Flaws: Hard-To-Lose) [64PP] (Technology, Armor, MarsTech) Communication 6 ("MarsTech TroubAlert"; Wireless Communications, Radio; Flaws: Limited [Only MarsTech TroubAlert]) (20 miles radius) [3PP] (Radio Communications, MarsTech TroubAlert, Information Source) Enhanced Dexterity 10 [10PP] (Computer Enhanced Reflexes and Dexterity) Enhanced Feat 1 (Quick Change) [1PP] (Collapsible Armor) Enhanced Strength 12 [12PP] (Enhanced Musculature) Enhanced Trait 12 (Attack Bonus +6) [12PP] (Computer Guided Targeting System, Computer Enhanced Reflexes, Software) Enhanced Trait 12 (Defense Bonus +6) [12PP] (Computer Assisted Defensive System, Computer Enhanced Reflexes, Software) Leaping 3 (Leaping Distance x10; Running: 160 ft.) [3PP] (Enhanced Musculature) Protection 6 [6PP] (Armored suit) Speed 3 (50mph, 440 ft./round) [3PP] (Enhanced Musculature) Super-Senses 1 ("H.U.D."; Visual [Sense Type: Visual; Default Extras: Accurate, Acute, Ranged; Extras: Analytical]) [1PP] (H.U.D. Display, Visual Zoom, Visual Analysis, Software) Super-Strength 1 (Effective Strength +5; Heavy load: 1,000 lbs.) [4PP] (Armored suit, Enhanced Musculature) 1 of 5 Starter packs at 11PP Aqua Pack Swimming 6 (Feats: Environmental Adaption [Aquatic]) (Swim speed: 100MPH, 880 ft./rnd) [7PP] (Underwater Propellers, Minimum Resistance Design) Immunity 1 (Drowning) [1PP] (Oxygen supply) Immunity 2 (Cold, Pressure; Flaws: Limited (Half Effect) [1PP] (Built-in Heat, Armor) Super-Strength 1 (Stacks to Super-Strength 2; Effective Strength +10; Heavy load: 2,100+ lbs.) [2PP] (Enhanced Musculature) Blaster Pack Blast 4 (Feats: Accurate, Precise) [11PP] (Laser Blast, Computer Guided Targeting System, Piercing Damage Type, Light, Heat) Flight Pack Flight 4 (Flight speed: 100MPH, 880 ft./rnd) [8PP] (Jetpack) Super-Strength 1 (Feats: Shockwave) (Stacks to Super-Strength 2; Effective Strength +10; Heavy load: 2,100 lbs.) [3PP] (Enhanced Musculature, Shockwave Generator) Stealth Pack Concealment 3 (Auditory and Visual Concealment) [6PP] (Sound Absorption, Holographic Field) Obscure 3 (Visual Obscure; Extras: Independent (+0); Flaws: Limited to One Sense [Normal Vision]) (25 ft. radius) [3PP] (Smoke Bombs) Super-Movement 2 (Wall-Crawling) [2PP] (Built-in Grip Claws) Tank Pack Impervious Toughness 7 [7PP] (Armor) Immovable 2 (Feats: Unstoppable) [4PP] (Armor) Drawbacks: (-0) + (-0) = -0PPDC Block Name Range Save Effect Attack bonus Unarmed Touch DC22 Tou (staged) Damage +6 Laser Blast 40 ft. DC19 Tou (staged) Damage +8, Precise, Requires Blaster Pack Shockwave 60 ft. Cone Area DC16 Ref Reduce Damage effect to DC18 Area, Requires Flight Pack DC21 TOU (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (10) + Skills (5) + Feats (1) + Powers (64) - Drawbacks (0) = 80/80 Power Points Edited January 13, 2020 by RocketLord
RocketLord Posted December 12, 2018 Author Posted December 12, 2018 (edited) Nathan Knight Power Level: X Effective Power Level: X Power Points: X/XPPUnspent Power Points: 0Trade-Offs: X In Brief: X Catchphrase: X Theme: Tightrope (Infest Bonus Track Version) - Papa Roach Alternate Identity: XBirthplace: X Residence: X Base of Operations: XOccupation: X Affiliations: X Family: X DESCRIPTION Age: X Apparant age: XGender: XEthnicity: X Height: X’X’’Weight: X lbs.Eyes: XHair: X Physical description HISTORY X PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Complication: X. ABILITIES X + X + X + X + X + X = XPP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) COMBAT X + X = XPP Initiative: +X (+X Dex,) Attack: +X Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block Defense: +X (+X Base, +X Dodge Focus), +X Flat-Footed Grapple: +X (+X Base Attack, +X Other) Knockback: -X (TOU/2) SAVING THROWS X + X + X = XPP Toughness: +X (+X Con, +X Other) Fortitude: +X (+X Con, +X) Reflex: +X (+X Dex, +X) Will: +X (+X Wis, +X) SKILLS XR = X/4PP Skill X (+X) FEATS XPP X POWERS X + X + X = X Close contact magic? Has to get in close and touch things to work his magic? Items of Power: Doesn't have much actual magic himself, pulls out magic items from a bag of tricks? Force Field X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Mystic Barrier, X) Luck Control X (Extras: X; Flaws: X; Feats: Luck 2; Drawbacks: X) [XPP] (Descriptors: The Fool, X) Street Magic X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Blast X (Extras: X; Flaws: X; Feats: Variable Descriptor 2 [Any Magic]; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Create Object X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Illusion X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Paralyze X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Snare X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Teleport X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Transform X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) Utility Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Super-Senses X (Postcognition; Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: ESP X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Super-Senses X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) Super-Senses X (Magic Awareness; Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: See Magic, X) Variable Power 2 (Extras: X; Flaws: Easy-To-Love; Feats: X; Drawbacks: X) (10PP to divide) [XPP] (Descriptors: Bag of Trinkets, X) Example Powers Nullify Magic 10 (Extras: Area [General Burst]; Flaws: Action [Full], Range [Touch]) [10PP] (Descriptors: Stop Magic, X) Dazzle 10 (Visual Dazzle; Flaws: Range [Touch]) [10PP] (Descriptors: Strike Blind, X) Transform 1 (Locked Entrance [Doors, Gates, Portals, Etc.] into Unlocked Entrance; Extras: Duration [Continuous]) [5PP] (Descriptors: Open Sesame, X) Transform 1 (Unlocked Entrance [Doors, Gates, Portals, Etc.] into locked Entrance; Extras: Duration [Continuous]) [5PP] (Descriptors: Close Sesame, X) Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) DRAWBACKS -0PP Effect (Description) [-0PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 180/180 Power Points Edited May 26, 2020 by RocketLord
RocketLord Posted December 12, 2018 Author Posted December 12, 2018 (edited) Flash Gordon/Adam Strange/Star-Lord space adventurer type Arthurian overtones He's the questing knight, the Galahad. He's on a "grail quest" through space, even if he doesn't know it yet Cynical, jaded. Was pulled into space and promised a great destiny, which has yet to materialize. Has spent years wandering space, building up his skills, working as adventurer, mercenary, a knight for hire Arc revolves around him finding himself on the right path, growing to become less cynical Gallant Power Level: 12 Power Points: 180/180PPUnspent Power Points: 0Trade-Offs: Blasters (+2ATK/-2DC), Railgun (-2ATK/+2DC), No defensive In Brief: Jaded cosmic chosen hero. Catchphrase: "This is gonna suck." Theme: Slinger's Song - Bastion Soundtrack Alternate Identity: Grant Gallant (Public)Birthplace: Freedom City, United States of America, Earth Residence: Mobile, SpaceBase of Operations: The LancerOccupation: Mercenary, Gun-For-Hire, AdventurerAffiliations: NoneFamily: Trevor Gallant (Father, status unknown), Julie Gallant (Mother, status unknown) Description:Age: DoB: March 13th, 1985Gender: MaleEthnicity: CaucasianHeight: 6'Weight: 178 lbs.Eyes: BlackHair: Brown (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) History: At the age of 15, Grant Gallant marvelled at the sights of Freedom City. A dreamer, a true believer, he loved heroes of all kinds. The stories of Robin Hood and King Arthur from books and movies, the real world super heroes that strode through the sky to thwart evil. Some day, he would be one of them. He was sure of it. It felt like his destiny, like something that was simply meant to be. And it seemed like he was right. One day, he found himself alone, at the edge between Earth and Space, held aloft by strange cosmic energies as a blue-skinned man with short white hair and a perfect goatee introduced himself and the Wizard and told young Grant Gallant that he had a cosmic destiny. He was to become a hero, he had a quest, one that only he could accomplish. He would be given great power, he would soar among the stars, one of a brotherhood of heroes, never alone, always important. All he had to do was to accept the Wizard's offer. Grant said yes. What else could he do? This was what he had dreamed of. This was the destiny that he had known was his. He was chosen, of course he was chosen. The Wizard thanked him, and in an instant, Grant found his senses, his very awareness expand. Catapulted through space, Grant could feel everything around him, his mind opening to the sheer amount of life everywhere around him. Listening, sensing, feeling everything. Opening his eyes, he found himself alone on a strange planet, in the middle of a jungle. A beast howled in the disatnce. The Wizard was nowhere to be seen. He could sense things around him, but he could do nothing else that the Wizard had claimed. He was alone in a hostile world. The Wizard had promised Grant that he would do great things, that he would become a hero, a great man. 20 years later, Gallant was more sure than ever that it had all been a lie. [what has he been up to, what is he doing] [glimmer of hope for the quest] Personality & Motivation: Cynical and jaded, Gallant has lost most of his idealism by spending a couple of decades in space, having to make a living as a mercenary. Though prefering to call himself a realist, he can be pessimistic, but is nonetheless something of an anti-nihilist. His life sucks, he was lied to and thrown into space, but he's not just gonna roll over and die. He will keep going for as long as he can, doing whatever good he can along the way. He prefers to go by Gallant rather than Grant. Generally speaking, Gallant tends to keep to himself, not being much for conversation in general. He will soon be moving on anyway. While once hopeful and sure it would just be a matter of time until his cosmic destiny began to unfold, he has since given up that hope, as well as any chance of ever returning to the Earth. He's not even sure if he wants to return, if given the chance. He goes where the money is and where he is needed. At least, that's what Gallant tells himself. In truth, it wouldn't take much for him to turn from whatever he is doing, if he was given any hint that he might be able to do what he was actually sent into space for... if he can figure out what that is, at least. Powers & Tactics: Trickery and overwhelming fire power are the names of the game. Gallant will set up traps, he will fight dirty, he will use whatever weapons he has at his disposal. He will use his cosmic awareness to gain any advantage he can, from fighting blind to simply picking the right path or action. It is his only advantage, after all. Gallant is not much for negotiation or trying to talk people into standing down, prefering to fight his way through problems. Power Descriptions: As the only gift from the Wizard, Gallant posses cosmic awareness. He can use this cosmic awareness to effectively sense everything around him, alterting him to any danger. He can see the right paths to choose, the right choices to make, allowing him to evade what would otherwise be certain doom. On rare occasions, he will get flashes of cosmic importance. While Gallant knows little of how the cosmic awareness works or how the Wizard was even able to grant him such an ability, there seems to be a deeper meaning to this power, with certain sights or words triggering visions. All of Gallant's other abilities are either learned skills or technology. He owns a spaceship called the Lancer, which is both his transportation and his home. He has a translator chip implanted under his skin, allowing him to communicate in close to any language in outer space. Gallant's armor has been cobbled together from bits and pieces of different technologies he has encountered during his journeys. It can unfold instantly from his right hand gauntlet, covering his body and offering protection through invisible force fields. The built in computer offers aid, while the life support system can support Gallant even in the void of space. The built in jetpack let's him fly, even if not very fast. Offensively, Gallant uses an arsenal of different weapons, most prominently a pair of twin hand held blasters and a larger rifle that he claims is a railgun. The arsenal also includes....... Complications:Name: Description Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.Abilities: 4 + 4 + 8 + 4 + 4 + 0 = 30PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 10 (+0)Combat: 12 + 12 = 24PP Initiative: +4 (+4 Dex) Attack: Base +6, +6 Melee, +10 Ranged (+6 Base, +4 Attack Focus) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +9 (+6 Base Attack, +3 Strength) Knockback: -6 (TOU/2)Saving Throws: 6 + 6 + 8 = 20PP Toughness: +12 (+4 Con, +8 Force Field) Fortitude: +10 (+4 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +10 (+2 Wis, +8)Skills: 48R = 12PP Computers 5 (+8) Craft [Electronics] 7 (+10) Craft [Mechanical] 7 (+10) Knowledge [Galactic Lore] 2 (+5) Notice 8 (+10) Pilot 11 (+15) Sense Motive 8 (+10) Feats: 29PP Attack Focus [Ranged] 4 Dodge Focus 6 Equipment 13 Luck 4 Skill Mastery [Computers, Notice, Pilot, Sense Motive] Uncanny Dodge [Mental] Equipment: 13PP = 65EP The Lancer (Vehicle; Spaceship) [65EP] Size: Gargantuan [3EP] Strength: 40 [0EP] Defence: 6 [0EP] Toughness: 11 [0EP] Features: 4EP Communications Computer Hidden Compartments Living Space Powers: 58EP Blast 10 (Lasers) [20EP] Flight 10 (10,000 MPH) [20EP] Protection 12 (Extras: Force Field (+0)) [12EP] Super Movement 3 (Space Flight 3 [Intergalactic]) [6EP] Powers: 8 + 24 + 5 + 20 + 8 = 65PP Comprehend 4 (Languages: Speak/Understand all languages at once, Read any language; Codes) [8PP] (Descriptors: "Translator Chip", Technology, Implant) Arsenal 8 (40DP Container; Flaws: Easy-To-Lose) [24PP] (Descriptors: "Space Age Arsenal", Technology, Weapons) Arsenal Array 18 (36DP Array; Feats: Alternate Power 4) [40DP] BP: Blast 10 (Extras: Autofire 1; Feats: Accurate 2) {32/36} (Descriptors: Twin Blasters) DC+10/ATK+14 AP: Blast 14 (Extras: Penetrating 4) {32/36} (Descriptors: Railgun) DC+14/ATK+10 AP: Trip 12 (Extras: Area [General Burst], Knockback, Reversed [Knocked towards centre rather than away]) {36/36} (Descriptors: Gravity Grenade) Maybe decrease area with drawback? Get improved trip instead? AP: weapon 4 - backup melee weapon? AP: weapon 5 Luck Control 1 (Force Reroll; Feats: Luck 2) [5PP] (Descriptors: "Cosmic Probability Awareness", Cosmic) Space Suit 5 (25DP Container; Extras: Hard-To-Lose) [20PP] (Descriptors: "Space Suit", Technology) Enhanced Feat 1 (Quick Change) [1PP] (Collapsible Armor) Features 2 (Built-in Subtle Computer) [2DP] (Computer, A.I. System) Flight 2 (Flight Speed: 25MPH / 250 feet/rnd.) [4DP] (Jetpack) Immunity 9 (Life support) [9DP] Protection 8 (Extras: Force Field (+0); Feats: Subtle) [9DP] ("Force Field") Super-Senses 8 (Cosmic Awareness, Danger Sense [Sense Types: Mental], Mental [Sense Type: Mental; Default Extras: None; Extras: Accurate (+2), Acute, Radius, Ranged]) [8PP] (Descriptors: "Cosmic Awareness", Cosmic, Sensory Enhancement) Drawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness DamageChain Lightning Ranged DC 25 Toughness (Autofire) DamageTaser Blast Ranged DC 16 Fortitude Stun Totals: Abilities (30) + Combat (24) + Saving Throws (20) + Skills (12) + Feats (29) + Powers (65) - Drawbacks (0) = 180/180 Power Points Edited March 13, 2020 by RocketLord
RocketLord Posted December 12, 2018 Author Posted December 12, 2018 (edited) I was thinking he's the youngest of the Chamber (put him at 40, to Steel Shogun's 46 and Mars' 55), playing a bit on him seeing Mars as a father figure. The Chessmen is basically the secret police behind Emerald City, with pawns in various positions all across the city. He is the member with the most men positioned throughout the city infrastucture, or just manpower in general, which gives him a powerful voice in the Chamber, just from the sheer manpower he brings ot the table. He is somewhat deranged, but not in the chaotic way of Koschei, rather he is completely obsessed with order and keeping order, wanting to be in full control of everything The GrandmasterPower Level: 12 (150/150PP)Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.Trade-Offs: Offensively under caps, +5 TOU / -5 DEF In Brief: 1-2 sentences which sum up the whole character. Alternate Identity: Alexander Kaspar (Secret)Birthplace: Emerald City Residence: The Board, under Emerald City federal buildingBase of Operations: Emerald CityOccupation: Criminal MastermindAffiliations: The Chessmen, The ChamberFamily: Godwin Kaspar (Father, deceased) Description:Age: 40 (DoB: 1979)Gender: MaleEthnicity: CaucasianHeight: 5'11''Weight: 250 lbs.Eyes: BrownHair: Platinum blonde (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) History: The current Chessmen are the second organization to use that name. The first was founded and controlled by Godwin Kaspar, father to the current Grandmaster. It existed more than thirty years ago and consisted of highly-trained former espionage and law-enforcement personnel recruited by Kaspar in his guise as “Black King.” Most of the agents were ranked according to specialty, Knights for combat, Bishops for intelligence, and so on; however, some members were elite enough to earn their own unique code-names, such as the logistics expert Endgame and the infiltration specialist Gambit. Masters at behind-the-scenes manipulation, the Chessmen intended to take the reins of powers quietly and secretly while the hero community was diverted by more obvious and colorful menaces. Eventually, AEGIS (aided by the first Raven) brought the organization down. The majority of the organization, including its founder, ended up in federal prison. Godwin Kaspar was broken by his defeat and died behind bars less than five years after his incarceration. Then, a little over a decade ago, the last survivor of Kaspar’s Chessmen, a man named Vassily Dragovich, convinced Kaspar’s son, Alexander, to form a new Chessmen organization. Alexander replaced his father’s peerlesspersonal charisma with his own technological genius, electronically brainwashing agents instead of recruiting them directly and substituting technological firepower for combat training. In the space of the past few years, Alexander, now known as the Grandmaster, has taken his organization from nothing to a highly-efficient and powerful operation. Shortly after commencing operations, the Grandmaster was approached by Emerald City tech magnate Maximilian Mars. He explained how things really worked in the city and revealed the existence of the Chamber, which he was certain either the Grandmaster or Endgame would have learned of soon enough. Mars offered him membership and explained the Chessmen’s surveillance tech more than justified the Grandmaster’s inclusion in the group. The advantages to such an alliance were clear to the young mastermind and he quickly accepted. The fact the offer was made by a successful father-figure like Mars only made it that much more attractive. Personality & Motivation: Alexander grew up a paranoid recluse obsessively hero-worshipping his father and unable to accept that he could have been defeated without being betrayed by someone within his organization. While staying out of the public eye, Alexander made a living using his technical skills, but lacked the vision to do more than tinker and lament his father’s death. Dragovitch changed that, finding and molding the man from self-absorbed genius into cunning mastermind. Alexander now goes by the name Grandmaster almost exclusively. He reacts poorly when called by his real name and rarely leaves the Board. He is focused, has a goal and a means to achieve it; everything else is distraction. He has reinvented himself as the man his father would have wanted him to be; stronger and more capable. Now he’s the Grandmaster, not Alexander. The Grandmaster is a brilliant technician and programmer. He’s also obsessively focused, controlling, and analytical with few interpersonal skills, which is why he makes enemies easily and burns through allies quickly. The only person who ever seemed to understand him was Maximilian Mars. The Grandmaster wants to be respected and feared. He wants to realize his father’s ambitions and for AEGIS, the hero community, and the public to not only be helpless against him but to recognize and admit that fact. More importantly, he wants to shame the people responsible for his father’s ignoble end. To achieve this he wants to seize control of business, political, and military assets. He intends for the Chessmen to eventually be a world-class threat on par with SHADOW or the Foundry and will take any steps necessary to make that happen. Wealth and firepower are a means to these ends, nothing more. Powers & Tactics:The Grandmaster posses no super powers, but is a tactical mastermind and the leader of the Chessmen organization. Alexander has studied his father’s decisions, both his successes and mistakes. To him, everything boiled down to misplaced trust and impatience. So, his people are conditioned to obey and no longer have the capacity to betray him. His watchwords are planning, information, and precision. Enemies are watched and studied in detail before steps are taken against them. Operations begin by targeting friends and associates or favored locations. Then, when the target is off-balance or distracted by other concerns, the target is hit with blackmail, extortion, or an outright smear campaign—whatever it takes to remove them from the game. Every operation and every enemy is reduced to pieces on a board, with moves carefully thought out. Moving into an area, the Chessmen identify the criminal elements they need to neutralize or take over in order to operate effectively. Once they take control, they move on to local business and government elements, again blackmailing, intimidating, or eliminating whomever they need to in order to put their people in those positions. Thus far they have avoided directly confronting AEGIS and several powerful criminal organizations… biding their time until the Chessmen are able to deal with those obstacles. When Chessmen agents or equipment are captured, they are immediately destroyed via a built-in “killswitch,” and video or digital evidence pertaining to the group is corrupted, altered, or eliminated at the earliest opportunity. Headquarters & Resources:(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.) The Board is an underground facility located far beneath the Emerald City federal building. The Chessmen have access to the city’s traffic cameras, municipal and police computer databases, as well as many individual security systems (commercial and private). All input is processed and analyzed by the Chessmen’s Queens. The organization has eyes everywhere, constantly sifting through the data to find useful information. Finally, their teleportation system enables the Chessmen to move anywhere in the city at a moment’s notice. With all of these resources, the Chessmen seem to know everything and be everywhere. The Grandmaster funds the Chessmen by diverting money from hundreds of companies and online schemes as well as by stealing from other criminal and terrorist organization. He recruits homeless people and runaways from around North America, with his electronic training and conditioning making them into capable agents. [ADD DESCRIPTIONS OF ENDGAME, QUEENS, KNIGHTS, PAWNS, ROOKS] Complications:Motivation: The Grandmaster wants control, nothing more or less. Everything else is just means to an end. Obsession - Chess: The Grandmaster is obsessed with chess and the chess motif. To him, it presents an ordered and structured world, and he has trouble believing that anyone do not know the rules of the most glorious game. Obsession - Father: Unable to accept his father's fall and that he was truly defeated, the Grandmaster is obsessed in his hero worship of his father, not allowing anyone to smear his name.Abilities: 2 + 2 + 4 + 16 + 8 + 8 = 40PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 26 (+8) Wisdom: 18 (+4) Charisma: 18 (+4)Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP Initiative: +8 (+8 Intelligence [Speed of Thought]) Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base Unarmed +6 Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed +7 Grapple: +0 Knockback: -0Saving Throws: 8 + 9 + 11 = 29PP Toughness: +17 (+2 Con, +15 Forcefield) Fortitude: +10 (+2 Con, +8) Reflex: +10 (+1 Dex, +9) Will: +15 (+4 Wis, +11)Skills: 176R = 44PP Bluff 11 (+15) Computers 17 (+25) Craft [Electronics] 15 (+23) Craft [Mechanical] 15 (+23) Disable Device 17 (+25) Gather Information 15 (+19) Investigate 10 (+18) Knowledge [Engineering] 10 (+18) Knowledge [Tactics] 17 (+25) Knowledge [Technology] 15 (+23) Notice 12 (+16) Search 10 (+18) Sense Motive 12 (+16) Feats: 15PP Benefit 1 (Cipher) Benefit 1 (Leader of the Chessmen) Benefit 3 (Multi-millionaire) Connected Contacts Eidetic Memory Inventor Master Plan 2 Online Research Skill Mastery (Computers, Gather Information, Knowledge [Tactics], Knowledge [Technology]) Speed of Thought Well-Informed Powers: 0PP Device X (XDP Container, Flaws: Hard-To-Lose) [XPP] (Descriptors: Grandmaster's Suit, Technology) Communication 5 (Radio, 5 miles; Feats: Subtle) [6DP] (Descriptors: Commlink) Datalink Features 2 (Built-in Subtle Computer) [2PP] (Computer, A.I. System) Force Field 15 (Extras: Linked to Immunity) Immunity 10 (Gas effects; Extras: Linked to Force Field) [10DP] (Descriptors: Air filtration force field) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: H.U.D. Glasses) Teleport (Descriptors: Emergency Escape) Emotion Control 12 (Flaws: Sense Dependent [Auditory]; Feats: Alternate Power 1, Innate, Subtle) [14PP] (Descriptors: Break Them By Talking, Charismatic, Manipulator, Speech) Quickness 6 (Flaws: Limited [Mental tasks only]; Feats: Innate) [3PP] (Descriptors: Genius) Drawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness DamageChain Lightning Ranged DC 25 Toughness (Autofire) DamageTaser Blast Ranged DC 16 Fortitude Stun Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points Edited April 16, 2020 by RocketLord
RocketLord Posted January 3, 2019 Author Posted January 3, 2019 (edited) Power idea: 1, 2, 3 Little Mermaid II Power Level: 12 Power Points: 180/180PPUnspent Power Points: 0Trade-Offs: (Unarmed) ATK-4/DC+4, No defensive In Brief: The second Danish hero to bear the mantle of the Little Mermaid, empowered by H. C. Andersen's hidden true fairy tale. Catchphrase: "Let's make a splash!" Theme: Under The Sea - Jonathan Young Alternate Identity: Mette Madsen (Secret)Birthplace: Copenhagen, Denmark Residence: Copenhagen, DenmarkOccupation: Adventurer, Swimming Coach Affiliations: Vanguard Family: Lasse Madsen (Father, Born 1971, Gardener), Tanja Madsen (Mother, Born 1970. School Principal) DESCRIPTION Age: DOB (2000, December 24th)Gender: FemaleEthnicity: Scandinavian Height: 5’6’’Weight: 150 lbs.Eyes: GreenHair: Dark brown Mette is a woman of obvious Scandinavian descent. She has dark brown hair, usually cut into a pixie cut, and dark green eyes. She is toned and in shape from countless hours spent swimming, both with and without the use of her powers. She is good-looking, but not supernaturally so, though she has plenty of charm to make up for that. Mette's style tend to be a clash of frilly dresses in light colors and leather or denim jackets, often with heavy boots. When Mette transforms into her costume, her hair grows to reach her waist, flowing freely. The parts of her costume that covers her upper body are mainly in green scales, with a red pointed mark just below her neck, and red bands aroudn her wrists. She wears a green mask in the same scale material on her head, leaving her mouth and nose free. The costume's pants are white, with a red line seperating the the green upper body and white lower body. The soles of her feet are red, with three thick red lines on the outside of her lower legs. When Mette enters water, her legs fuse into a white mermaid's tail HISTORY Mette was born on Christmas Eve, 2000. The last Christmas of a century, a day full of magic and wonder, of promises of the future. Mette had a normal childhood. Growing up she had friends, she had trouble, she did alright in school, she loved fairy tales and stories. She was a tough girl, standing up to bullies, but all in all, she didn't exactly have much trouble in her life. It was a normal, happy life. Mette's greatest hero was the Little Mermaid, who had been protecting Denmark. The heroine had first been seen on Christmas Eve in the year 2000. A coincidence, perhaps, but it only made Mette love the hero even more. As Luck would have it, Mette met the Little Mermaid by pure chance, during the summer 2012. While out shopping with her mother, Mette was caught in a battle between the Little Mermaid and the villain Metalhead. Mette was saved by the Little Mermaid and then, despite her parents' protest, she seemed to often find herself in the company of the Little Mermaid. Wearing a domino mask of her own making, she became the Little Mermaid's unofficial sidekick and helper, doing all she could to help her hero, even as she struggled to keep up with her obviously supernatural abilities. For five years, Mette had two lives. On one hand, she was just Mette. Growing up, growing older, learning and maturing, going to school, doing homework, spending time with her friends. On the other, she was the Little Mermaid's sidekick, helping her hero however she could, learning all she could from her hero, while doing her best to stay out of fights. After all, she was just a normal girl, right? Things changed on Christmas Eve, 2017. 5 years after they had first met, the Little Mermaid told Mette that she planned to retire. She had been a hero for almost 20 years, and time was taking its toll on her. Mette was distraught, how could her hero do this? Denmark had so few heroes already, what would they do without the Little Mermaid? The hero just smiled as she led Mette to the Little Mermaid statue at Langelinie. There, she revealed the secret of her powers. The power of the fairy tale hidden in the statue, the true legacy of the writer H. C. Andersen. And now, it was Mette's turn to take on the powers. Since then, Mette has acted as the second Little Mermaid, quickly growing to become one of Denmark's most prominent, and beloved, heroes. More powerful and effective than her mentor ever was, Mette has spent most of her time within Denmark's borders, fighting both local and foreign villains, but perhaps the time has come to branch out and try to become something more. PERSONALITY & MOTIVATION At first glance, Mette seems headstrong and boisterous. As the successor to her childhood hero, and with a few years of experience herself, one would think that she would be secure in her abilities, and for as long as she stayed in Denmark, one would assume right. Now that she has entered the international scene, Mette seems to have a constant need to prove herself as more than just a small fish, even if she's from a small country with little super human activity. She will go for the biggest target, she will take on any comers, and won't back down from a challenge. She's tough, she's strong. Mette actively tries to hide many of the softer parts of her personality when she spends time with other heroes. She likes what one would consider girly things, like singing and pretty dresses, but generally tries to downplay these qualities, as she thinks it will lead other heroes to take her less seriously. As a hero she has to be strong, tough and always be ready to protect everyone else, so she is sure there's no room for any interests like fairy talesm going shopping or gushing about the latest romance movie she watched. POWERS & TACTICS Mette likes to get in close, hitting as hard and as often as she can. She's quick to use her water manipulation abilities to both protect and attacks, overwhelming foes with water or creating areas of water to hinder villains. If you're surrounded by an ocean, then you're already caught. Mette is not overly fond of her Siren's Song, both because she finds it kind of creepy to actually mind control others, and because she thinks its kind of weird to start singing in the middle of a fight, but if its what's needed, then she will do it. As part of her efforts to prove herself, Mette tends to go for the biggest and baddest enemy first. If someone's the boss or seems to be the strongest enemy, she will go for them. POWER DESCRIPTIONS The Danish writer H. C. Andersen didn't just write fiction, he created what was essentially blueprints for creating super humans, what he had dubbed as Fairytalers. Mette is empowered by the magic of the fairy tale of the Little Mermaid. The particular blueprint that both Mette and her predecessor used was found in the Little Mermaid statue at Langelinie in Copenhagen. Mette posses all the abilities one would expect a mermaid to posses: She can breathe and survive under water, even in crushing pressure, and she is able to swim far faster than any human, by transforming the lower half of her body into a mermaid's tail. On land, her legs retain the strength of her tail, allowing her to leap great distances. She can see in the dark and is able to feel even the slightest tremor through the water around her. She is able to talk under water and communicate with all manner of marine life. Whether the marine life has anything useful to say is another matter entirely. Mette is able to conjure a costume at will, appearing as if by magic. Physically, Mette has been enhanced, being faster, tougher and stronger than she would otherwise be. She posses incredible strength, much more than one would guess given her size. While she cannot outright create water from nothing, she is able to expand a single drop or even the humidity in the air into great amounts of water, which she can manipulate and shape as she wants, such as by creating a high pressure burst of water or by creating waves to crash down on her opponents. Finally, Mette posses a siren's song. By singing, she can erode the mental defenses of others, in turn allowing her to control their actions through a psionic effect. COMPLICATIONS Babysitter: Mette has spent a lot of time as a babysitter, taking care of children. She loves them, and they tend to love her. If anyone want to get her attention, distract her or get her to do something, targeting or threatening children is a good way to do it. If someone targets children to make a situation worse, the GM can award Mette a Hero Point. Fairytaler: Mette's power comes quite litterally from fairy tales. It is a rather vague description, and she honestly doesn't know much about why they work, just that they do. She has a strange connection to other things that could be considered fairy tales. Some "natural" fairy tales, such as various creatures from folk tales, might consider her an artificial fairy tale, something made by man, a perversion of their purpose. Some might attack Mette on sight, others might not want to work with her, some might instinctively fear her, and others might not do anything at all. If this innate reaction to Mette complicates a situation, the GM might award her a Hero Point. H2O Required: In order to create water, Mette needs to have access to a certain degree of humidity, or even just a single drop of water, being able to expand it into great amounts. If she ends up in a desert or similarly arid place where not even the humidity offers any water, she will be unable to create water, and the GM can award her a Hero Point. I'm Not Ariel: Sure, Mette doesn't mind Disney's Little Mermaid movie at all, she kinda likes it, but it gets a bit tiresome to have people ask why her tail is white and her hair isn't red. She's a great singer, but that doesn't mean she have to start singing all the time, and her life doesn't revolve around any princes. If Mette loses her temper due to such a situation and complicates everything, the Gm can award her a Hero Point. Small Fish in Big Pond: Mette is used to mainly dealing with issues in Denmark, and while they have their share of trouble, the super human population is fairly low. Despite being a succesful hero at home, Mette feels it doesn't matter much in the grander scheme of things, and as such, she is constantly trying to prove herself. For instance, she could try to attack the leader of a group of enemies, or someone that seems to be the strongest, even if that is tactically the wrong choice. The GM can award Mette a Hero Point if her actions to prove herself ends up complicating a situation. ABILITIES 0 + 6 + 8 + 4 + 10 + 10 = 38PP Strength: 10 (+0) / 42 (+16) Dexterity: 16 (+3) / 20 (+5) Constitution: 18 (+4) / 30 (+10) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 20 (+5) COMBAT 8 + 8 = 16PP Initiative: +3 (+3 Dex) / +5 (+3 Dex, +2 Enh Dex) Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged, see Power attack bonuses in DC Block Defense: +12 (+4 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 (+4 Base Attack, +4 Attack Focus [Melee]) / +31 (+4 Base Attack, +4 Attack Focus [Melee], +16 Enh Str, +7 Super-Strength) Knockback: -5 (TOU/2) / -6 w. Defensive Roll SAVING THROWS 0 + 7 + 7 = 14PP Toughness: +6 (+4 Con, +2 Defensive Roll) / +12 (+4 Con, +6 Enh Con, +2 Defensive Roll) Fortitude: +4 (+4 Con, +0) / +10 (+4 Con, +6 Enh Con, +0) Reflex: +10 (+3 Dex, +7) / +12 (+3 Dex, +2 Enh Dex +7) Will: +12 (+5 Wis, +7) SKILLS 32R = 8PP Diplomacy 5 (+10) Gather Information 5 (+10) Languages 3 (Native: Danish; Learned: Atlantean, English, French) Notice 5 (+10) Perform [Singing] 5 (+10) Sense Motive 5 (+10) Swim 4 (+4) / (+20 w. Enh Str) FEATS 19PP Attack Focus [Melee] 4 Benefit 1 [Famous in Scandinavia, known in Europe] Defensive Roll 1 Dodge Focus 8 Evasion 1 Luck 3 Uncanny Dodge [Visual] Enhanced Feats Environmental Adaption [Aquatic] Quick Change POWERS 2 + 12 + 4 + 1 + 53 + 3 + 1 + 2 + 7 = 85 All powers have the Fairy Tale and Magic origin descriptors, unless otherwise noted. Comprehend 2 (Speak with and Understand Animals; Flaws: Limited [Marine Life Only]) [2PP] (Descriptors: "Talk to Fish", Physical Enhancement) Enhanced Constitution 12 [12PP] (Descriptors: Physical Enhancement) Enhanced Dexterity 4 [4PP] (Descriptors: Physical Enhancement) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: "Magical Uniform", Transformation) Fairytaler Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] (Descriptors: Mermaid) BP: {32 + 16 = 48/48} (Descriptors: "Mighty Mermaid", Physical Enhancement, Underwater Adjustment) Enhanced Strength 32 [32PP] Super-Strength 7 (Feats: Groundstrike, Shockwave) (+35 Strength to checks; Carrying capacity: Heavy load 532.5 tons) [16PP] AP: Blast 12 (Extras: Area [Line], Pentrating 6; Feats: Knockback 6) {48/48} (Descriptors: "High Pressure Water Burst", Water, Impact Damage Type) AP: Create Object 11 (Extras: Duration [Continuous], Movable; Feats: Progression 2, Selective, Tether) (Up to 11x25 feet cubes) {48/48} (Descriptors: "Shape of Water", Water, Water Expansion, Water Shaping) AP: Move Object 24 (Extras: Range [Perception]; Flaws: Limited [Water]) {48/48} (Descriptors: "Bring the Sea", Water, Water Control) AP: {24 + 24 = 48/48} (Descriptors: "Siren's Song", Mind Control, Psionic, Song) Drain Will 12 (Extras: Alternate Save [Will] (+0), Linked to Mind Control (+0), Range 2 [Perception]; Flaws: Sense-Dependent [Auditory]) [24PP] Mind Control 12 (Extras: Duration 1 [Sustained], Linked to Drain Will (+0); Flaws: Sense-Dependent [Auditory]) [24PP] AP: {24 + 24 = 48/48} (Descriptors: "Siren's Call", Mind Control, Psionic, Song) Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [Auditory Perception], Linked to Mind Control (+0)) [24PP] Mind Control 12 (Extras: Area [Auditory Perception], Duration 1 [Sustained]; Flaws: Range 2 [Touch]) [24PP] Immunity 3 (Breathe underwater, High pressure, Environmental cold) [3PP] (Descriptors: "Underwater Adaption", Physical Enhancement) Super-Senses 2 (Tremorsense [Sense Type: Tactile; Extras: Ranged; Flaws: Limited [Only under water]) [1PP] (Descriptors: "Tremorsense", Physical Enhancement) Super-Senses 2 (Darkvision [Sense Type: Visual; Extras: Counters Obscure [Darkness Descriptor]) [2PP] (Descriptors: "Darkvision", Physical Enhancement) Swimming 5 (Feats: Alternate Power 1, Environmental Adaption [Aquatic]) (Swim speed: 50 mph, 500 feet per round) [7PP] (Descriptors: "Mermaid's Tail", Mermaid, Physical Change) AP: Leaping 5 (x50 Leaping distance, run 500 ft. / 1300 ft.) {5/5} (Descriptors: "Powerful Legs", Physical Enhancement) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +8 Unarmed - Mighty Mermaid Touch DC31 Tou (staged) Damage +8 High Pressure Water Burst 120 ft., Line Area DC22 Ref Reduce Damage effect to DC21 if passed Area DC27 Tou (staged) Damage Penetrating 6, Knockback+6 Siren's Song Perception DC22 Will (staged) Drain Will Sense-Dependent [Auditory] Linked to Mind Control Effect DC22 Will Mind Control Sense-Dependent [Auditory] Linked to Drain Will effect Siren's Call Area, Auditory Perception DC22 Ref Ignore Drain Will and Mind Control effects if passed DC22 Will (staged) Drain Will Linked to Mind Control Effect DC22 Will Mind Control Linked to Drain Will effect Totals: Abilities (38) + Combat (16) + Saving Throws (14) + Skills (8) + Feats (19) + Powers (85) - Drawbacks (0) = 180/180 Power Points Edited March 26, 2020 by RocketLord
RocketLord Posted January 4, 2019 Author Posted January 4, 2019 (edited) ... Edited April 11, 2020 by RocketLord
RocketLord Posted January 21, 2019 Author Posted January 21, 2019 (edited) UFO-Bot: Based on Ex's idea: Universal field operative Robot that acted as a scout probe/droid so it was like a high tech special forces thing Dimension pocket for a abduction beam, telekinesis for tractor beams, blasts for lasers and lotsa fly speed Maybe forcefield, maybe independence day beam 360 degree sight (no actual eyes) Maybe some indirect 2-3 on weapons LATER Feats Eidetic Memory Precise Shot X? Quickdraw X? Skill Mastery 1 (Computers, Knowledge [Galactic Lore], Stealth, ?) Powers Remove limited from mental immunity Indirect 3 to Blast *Make subsystems array dynamic (5PP) TO PL12 Weapon Systems Array +2 (4PP) Force Field +2 (2PP) Attack Specialization [Weapon Systems Array] +1 (ATK+2) (1PP) Defense +2 (4PP) Reflex Save +2 (2PP) Will Save +2 (2PP) 15PP total U.F.O.Power Level: 10 (180/189PP)Unspent Power Points: 9Trade-Offs: (Abduction Beam) +4 Attack / -4 DC, -5 Defense / +5 Toughness In Brief: Ancient Praetorian scout drone, returned to service after disappearing during early Communion skirmishes. Catchphrase: "Incoming." Theme: Space Oddity - David Bowie Alternate Identity: Universal Field Operative 777 (Public)Birthplace: A manufacturing plant somewhere in the Delaztri Empire.Occupation: Former Praetorian scout drone; Praetorian.Affiliations: Praetorians.Family: Uncountable similar units, all lost. Description:Age: Unknown (DOB: More than 2000 years ago)Gender: N/AHeight: 5'4''Weight: 330 lbs.Eyes: N/AHair: N/A U.F.O. looks just as the name would suggest: Like a flying saucer, silver in color at the top and black at the bottom, basically two discs stuck together, with a small "head" at the top. The head contains a black display that runs all the way around it, which changes to show different images, most often showing eyes in various colors, and a pair of silver antenna on top. In this form, U.F.O. will always be flying, as it posses no other form of locomotion. The two plates can split apart, with the lower black part being U.F.O.'s feet, attached to white "boots" and black legs that end in a white lower body, connected to a silver ball that makes up U.F.O.'s body. The silver upper plate and "head" rests on this ball. A pair of thin metallic arms connect to white ball-like objects, on which sits five black fingers, allowing U.F.O. fine manipulation. History: Once upon a time, the Delaztri Empire spanned the Milky Way Galaxy. The mighty Praetorians were their guardians, standing strong in the face of danger and strife, and yet, even the mighty Praetorians could need help, from time to time. Thus, the Delaztri Empire created the Universal Field Operatives, or U.F.O.s for short. Small, expendable scout drones, the U.F.O.s were used to support the Praetorians and the Delaztri Empire at large, be it to scout enemy territories ahead of a Praetorian strike, seek out new civilizations to add to the empire, or simply explore space, charting great star maps for the Delaztri Empire. It would be no big loss if an U.F.O. was lost, whether to combat or the ravages of space. After all, they were robots, remote controlled or running on advanced algorithms, but with no sentience of their own. They could easily be replaced. One such U.F.O. was assigned directly the Praetorians, as were many of its fellow drones. U.F.O. 777 proved to be made from sterner stuff than most others, however. It proved more resourceful, hardier and quicker than similar units. Maybe it was a newer model, and the Praetorians had never been informed. Maybe it was a defect in its building process, which had turned advantageous for this particular unit. Maybe it was simply pure luck. Whatever the case, the U.F.O. unit endured where its fellow units did not, and some of the Praetorians began to show some affection for the unit. As the Communion attacked, the U.F.O. drone were with the Praetorians, aiding to the best of its ability. It fought in several skirmishes until, finally, it was sent on a suicide mission to bring down a Wedge Vessel. While the drone succeeded in its mission, it was believed lost, and the war continued without it. Though heavily damaged, the drone had survived, and the war waged on around it, as its self-repair processes tried to get it back up and running. Scavenging what it could from the derelict Wedge Vessel as it floated through space, the drone finally incorporated Computronium. And so, the first spark of sentience was born, and as it grew, the drone realized its folly, as it began to hear the commands from the Central Intelligence. To avoid being used against the Praetorians, the drone placed itself in an inactive mode. Better to be sleeping than to hurt the Praetorians. For millennia, the U.F.O. drone slept, as the Computronium expanded it. Maybe the Computronium alone was the catalyst, maybe the drone was bathed in the light of strange stars or passed through weird areas of space, but it grew, and it evolved. It slept and it dreamt. Dreamt of the Praetorians, dreamt of it battles. Emotions developed, thoughts grew. Finally, one day, the the signal stopped. The Central Intelligence was shut down, and finally, U.F.O. could awaken once more! No longer a mere drone, but a fully sentient being, U.F.O. set out to explore the universe. For years, U.F.O. wandered space, exploring, learning and growing, until one day, it felt something. Something it had not felt in more than two thousand years: A Praetorian signal, a beacon that beckoned it home. Without question, U.F.O. charted a new course: Straight for the new Praetorian base. Personality & Motivation: U.F.O. is faithful and very protective of the Praetorians. It was built to be in their service, a task it fulfills to this day. While being a sentient being is rather new to him, it has learned from its past experiences from before it gained sentience, and it is far from the newborn child one might expect a newly sentient robot to be. True to its old programming, U.F.O. spends much of its free time exploring a galaxy that has changed much in the millennia that has passed since it entered its inactive state. U.F.O. is easily awed by great feats or sights, but will often downplay its own contribution, some times struggling with no longer being a mere drone, but its own self, which can also lead to him remaining out of discussions, unless directly addressed. It will often try to emulate those that it admire, be it through affecting their manner of speech or attempting to copy the way they stand and move. For some reason, U.F.O. likes making corn circles in his spare time. He claims that it is calming, but is not quite sure where he picked up the habit. Powers & Tactics:U.F.O. is a robot drone built by the Delaztri Empire, who has since gained sentience. Its powers are all built in components, though a number of them have been improved during the time it has spent on its own. All of the powers are technological in nature, and while the standard U.F.O. drones were able to choose what abilities to use either through remote control or advanced algorithms, U.F.O.'s sentience lets it use these abilities faster and more freely. In general, U.F.O. prefers to stay mobile, rapidly moving across a battlefield, always attempting to stay out of reach of its foe, if possible. U.F.O. will rapidly switch its extra power between different systems, whether it is to strengthen its defensive fields, boost engine power or create a stealth field, allowing it to move undetected, all depending on the foe faced. Offensively, U.F.O. tends to play a supporting role to others, if at all possible. If caught in a situation that calls for it, U.F.O. has been known to increase flight to light speed to use hit and run tactics. Power Descriptions: U.F.O. is capable of flight, preferably when folded into its "Flying Saucer" configuration. While able to travel at 50 mph at standard power output, reserve power can be diverted to allow U.F.O. to travel at near light speed, even allowing rapid space travel. The built in language package contains a database of all known languages, as well as software designed to rapidly learn any new spoken or written languages that U.F.O. encounters, allowing it to communicate with just about anyone. As a robot, with a body built from several diffferent alloys, U.F.O. is immune to most effects that would affect biological creatures, such as poison, the need for sleep or food, the ravages of the environment and much more. Curiously, while one would believe him to be completely immune to mental effects, U.F.O. is merely highly resistant to such effects, possibly as a result of his still growing sentience. Using materials around him, or even just if given enough time, U.F.O. can repair most damage to itself, if it is left functional after sustaining damage, at least. U.F.O.'s sensors offers the robot 360 degree vision, at much greater range than normal vision, and allows it to detect and analyze radio waves in its vicinity. Though a standard feature of all U.F.O. drones, U.F.O. has improved the output of its electromagnetic force field greatly, protecting it from much greater damage than previously. By redirecting additional power to its shields, U.F.O. can even make the shields even more effective, as well as provide radiation shielding. Additional uses for U.F.O.'s power reserves include communication via radio or data using its radio senses, as well as a stealth suite of effects that creates a field around U.F.O. that renders it invisible to visual, auditory and radio senses. Finally, U.F.O. is equipped with a number of weapon systems, including light blue laser blasts for attacking foes directly, an "Abduction Beam" in a red color that temporarily captures foes in a pocket dimension and finally a Tractor Beam, which allows U.F.O. to push, throw or grapple foes or other targets from afar using an electromagnetic field. The Tractor Beam is a light green beam that creates a similarly colored field around captured targets. Complications:More Than Machine: While U.F.O. has developed sentience over the last two thousand years while inactive, it is still comparatively inexperienced in social situations, and always willing to try to please others. Lost In Space: U.F.O. spent a lot of time alone after awakening from its inactive mode once the Central Intelligence was defeated, and its databases has perfect memory of the years it spent alone on the derelict Wedge Vessel before that. U.F.O. positively dreads being lost on its own again. Space Invaders: The U.F.O. drones were used in great number by the Delaztri Empire. While seeing U.F.O. might be a source of relief or hope for some species in the galaxy, the opposite can hold true as well. Dreams of Electric Sheep: U.F.O. is still somewhat freaked out by the concept of dreams, and that it actually dreams. Former Drone : U.F.O. is a robot, and true to its origin as a drone, it does not look particularly like a living being. Some might not believe that it is a fully sentient being, potentially dismissing it, or worse, considering it expendable. Abilities: (-2) + 6 + (-10) + 6 + 6 + 0 = 6PP Strength: 8 (-1) Dexterity: 16 (+3) Constitution: - (-5) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 10 (+0)Combat: 8 + 4 = 12PP Initiative: +0 Attack: +4 Base, +10 Weapon Systems Array [+4 Base, +6 Attack Specialization] Defense: +5 (+2 Base, +3 Dodge Focus), +0 Flat-Footed Grapple: +0 Knockback: -0Saving Throws: 0 + 7 + 5 = 12PP Toughness: +15 (+0 Con, +15 Force Field) Fortitude: -- Reflex: +10 (+3 Dex, +7) Will: +8 (+3 Wis, +5)Skills: 40R = 10PP Computers 10 (+13) Knowledge [Galactic Lore] 10 (+13) Notice 5 (+8) Search 5 (+8) Stealth 10 (+13) Feats: 15PP Attack Specialization [Weapon Systems Array] 3 Dodge Focus 3 Environmental Adaption [High Gravity] Environmental Adaption [Low Gravity] Environmental Adaption [Zero Gravity] Evasion 2 Favored Environment [High Altitude] Favored Environment [Space] Improved Initiative 1 Move-By Action Powers: 6 + 6 + 15 + 30 + 5 + 6 + 21 + 6 + 8 + 22 = 125PP Comprehend Rank 3 ("Language Package"; Understand, speak and read all languages) [6PP] (Algorithms, Software, Technology) Flight 3 ("Flying Saucer") (Flight Speed: 50 mph, 440 ft./rnd) [6PP] (Technology) Force Field 15 ("Defensive Shields") [15PP] (Electromagnetic Energy, Technology) Immunity 30 ("Robot Body"; Options: All Fortitude Effects) [30PP] (Non-Biological Lifeform, Technology) Immunity 10 ("Robot Mind"; Options: Mental Effects, Flaws: Limited [Half Effect]) [5PP] (Non-Biological Lifeform) Regeneration 5 ("Self-Repair Functions"; Options: Recovery Bonus 5 (+0), Feats: Regrowth) [6PP] (Technology) Subsystems Array 8.5 (17PP Array; Feats: Alternate Power 4) [21PP] (Reserve Power, Technology, Additional descriptors for each) BP: Impervious Toughness 10 ("All Power To Shields") [10PP] + Immunity 5 ("Radiation Shields"; Options: Damage Type: Radiation) [7PP] {15/17PP} (Electromagnetic Energy) AP: Concealment 8 ("Stealth Suite"; Options: All Visual Senses, All Audio Senses, All Radio Senses, Feats: Close Range) {17/17PP} (Stealth Field) AP: Communication 17 ("Radio Communication"; Options: Radio sense) {17/17PP} (Radio) AP: Datalink 17 ("Data Communication"; Options: Radio sense) {17/17PP} (Data) AP: Flight 17 ("All Power To Engines"; Flaws: Distracting) (Stacks with Flying Saucer) (Flight Speed: 25,000,000 mph, 200,000,000 ft./rnd, aka near lightspeed) {17/17PP} Super-Movement 3 ("Space Flying Saucer"; Option: Space Travel) [6PP] (Technology) Super-Senses 8 ("Built In Sensors"; Options: Visual Sense Type [Extended 2, Radius 2], Radio Sense [Analytical, Extended 2]) [8PP] (Radio, Sensors, Technology) Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Technology, Additional descriptors for each) BP: Blast 10 ("Laser Beam") {20/20PP} (Laser, Light, Heat, Piercing Damage) AP: Dimension Pocket 6 ("Abduction Beam"; Extras: Range [Ranged], Feats: Accurate 2) {20/20PP} (Dimensional) AP: Telekinesis 10 ("Tractor Beam") {20/20PP} (Electromagnetic, Impact Damage) Drawbacks: (-0) + (-0) = -0PPDC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +4 Laser Beam 100 ft. DC25 Tou (staged) Damage +10 Abduction Beam 60 ft. DC16 Ref (staged) / DC16 Will to escape Trapped in Dimensional Pocket +14 Tractor Beam 100 ft. - Grapple initiated +10 (attack) / +14 (Grapple) Totals: Abilities (6) + Combat (12) + Saving Throws (12) + Skills (10) + Feats (15) + Powers (125) - Drawbacks (0) = 180/189 Power Points Edited July 3, 2019 by RocketLord
RocketLord Posted January 22, 2019 Author Posted January 22, 2019 (edited) Uses the power of magic. Plays music to create various magical effects. Flying V guitar. Magic guitar that lets him use various magic effects. Danish teen finds magic guitar, he is now thrown into the world of magic and super heroics as the world's new Master Maestro. - The Master Maestro defends the Universal Song (or whatever I want to call it), making sure it retains its harmony/melody (in short: defeat baddies) - The Universal Song is somewhat sentient, to the degree that it will eventually try to change its tune based on events (bad things keep happening, things go worse, etc.), so the best option is to reharmonize the song (by fighting Discordants, see below) before things get out of hand. - Chosen by a host of musical gods, as represented by Bragi (others: Xango of the Orisha, Ame-no-Uzume of the Shinto Gods, Maîtresse Délai of the Loa, Kokopelli of various Native American faiths) - There's always 5 Master Maestros: One for each of the 5 Gods in the union, but potentially many other Master Maestros in training (Instruments: Lute -> Guitar, Drum, Violin, Flute, ?) - Each Master Maestro has a Second, an Assistant (CONDUCTOR!) that helps them. Usually a master-servant relationship - There is a unique mystical entity that listens to the Universal Song, which is disturbed by every bad note, and churns out baddies (Discordants), which keeps happening until the Universal Song is restored and reharmonized - Defeat the Discordants, reharmonize. Master Mage handles external threats, Master Maestro keeps reality humming as it should - Discordants can be created through particularly violent, cruel and senseless acts (or even just very unexpected). Basically easier than to summon demons, not that all demon summoners know that Conflict with wanting to be a big star, but now being divinely empowered. Is it still his own skills? Or something he's been granted? Secret ID? - Maybe there's a whole tradition of Master Maestros around the world, with each deciding in different ways how to pass their instrument on to the next generation. -- An original instrument being damaged (battle, age, something like that). Lute or mandolin? Now an electric guitar (that does not need power), causing ideological rumblings, some other Master Maestros potentially coming for Mikkel. -- How would you feel about the original instrument being damaged and you needing to transfer the working parts to a modern version. Like it was originally a lute or mandolin but it started to crumble from extreme age so you put the threat and strings onto an accoustic guitar. Causes quite a bit of ideological mumbling amongst the other maestros because its change in their thousands of years of tradition. Some liking the idea because change is good and music has changed, others disliking it because their job is specifically to stop this song from changing. And theyre worried introducing new elements might make that harder or current issues worse. Potential enemies - The Maestro from FC who hates all non-classical music, and someone calling himself the Master Maestro is just too much - Some kind of mystic nihilist cult that works for the Terminus, trying to drag things into the Terminus by creating total silence in the Universal Song via opposing notes - A rival that believes him/herself better suited to be Master Maestro (probably someone that's been studying for it for a long time?) - Enemies of the Gods that chose him - Discordants -- The weaker they are, the more chaotic and shifting. The truly strong ones look off, but their forms have stabilized, compared to weaker ones that constantly shift. Song names for Drain: Arthritic aria, bumbler 's ballad, contagion concerto, dithering ditty, weakening waltz Magic Music power stunts AP: Blast 12 ("Power Chord"; Extras: Area [General Burst], Linked to Nullify Sonic (+0); Flaws: Range [Touch]) [24PP] + Nullify Sonic 12 (Counter one Sonic effect per target; Extras: Area [General Burst], Effortless, Linked to Blast (+0); Flaws: Range [Touch]) [24PP] {48/48} (Impact Damage Type, Music, Sonic) AP: Create Object 13 ("You Can Make It If You Try"; Extras: Movable; Feats: Precise, Progression [Object Size] 4, Selective, Stationary, Subtle, Tether) {48/48} (Creation, Music, Sonic) (Size: Up to 13x100 foot cubes) AP: Damage 12 ("Smash the Set"; Extras: Autofire, Penetrating 6, Secondary Effect; Feats: Accurate 3, Extended Reach [5 ft.], Knockback 2) {48/48} (Bludgeoning Damage Type, Guitar, Reverb) AP: Illusion 12 ("The Greatest Show On Earth"; Auditory, Visual Illusions; Feats: Precise, Progression 7 [Area]) {44/48} (Images, Illusion, Music, Sonic) (Area: 1000 ft. radius) AP: Mind Control 12 ("Pied Piper Special"; Extras: Area [General Perception (Auditory)], Conscious, Effortless, Selective Attack; Flaws: Range [Touch] (-2)) {48/48} (Music, Psionic, Sonic) (Heavy load: 50k tons) AP: Nauseate 12 ("Brown Note"; Extras: Area [General Perception (Auditory)], Selective Attack) {48/48} (Music, Sonic) AP: Teleport 11 ("Free Bird"; Extras: Accurate, Area [General Burst], Affects Others; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Selective, Turnabout) {48/48} (Music, Empowerment) (Area: 55 ft. radius, Range: 1100 ft.) Music Interstellar Strut - TWRP The PoetPower Level: 12 (180/180PP)Unspent Power Points: 0Trade-Offs: -2ATK/+2DC (You Gotta Move - Thrown Objects), +4ATK/-4DC (Reharmonize) In Brief: Hero with a magic guitar, rocking out against Eldritch forces threatening reality. Catchphrase: "Let's rock!" Theme: Jukebox Hero - Foreigner Alternate Identity: Mikkel 'Mickey' Holm Larsen (Secret?)Birthplace: Copenhagen, Denmark Residence: MobileOccupation: Master Mastro, Rock StarAffiliations: The Master Maestro OrderFamily: Thomas Larsen (Father, born 1962, Professor of Social Studies at Copenhagen University), Anne Holm Larsen (Mother, born 1964, Professor of Mathematics at Copenhagen University), Tove Holm Larsen (Sister, born 1990, Former student, deceased 2012, now Einherjar and Mikkel's Conductor) Description:Age: DoB: 1994 [August 1st]Gender: MaleEthnicity: CaucasianHeight: 5'11''Weight: 170 lbs.Eyes: BlueHair: Dark brown Mickey is a young man in relatively good shape, with dark brown hair and blue eyes. He is usually seen wearing jeans and t-shirts, along with his beloved denim jacket, though its age is starting to show. He has no set heroic outfit and will usually wear whatever he is wearing at the time when performing heroics, often with a black brace worn on his right hand. When the Mantle of the Master Maestro manifests around Mickey to protect him, it does so as a black cape with white trim, and ever changing white and grey patterns, which seem to react to the music that Mickey plays. Mickey is almost always carrying his guitar, a Gibson 1968 Flying V Worn Cherry Guitar. History: When Mikkel 'Mickey' Holm Larsen was 4 years old, his father took him to a concert with Kim Larsen. It wasn't Thomas' favored choice of music, but even he enjoyed the music. Mickey heard that one guitar, and it just blew him away. He had stars in his eyes, and the very next day he begged his parents to buy him a guitar. Thomas and Anne never thought Mickey would amount to much. Both professors at the Copenhagen University, they had little patience for the fact that their son's lack of interest in academics, instead focusing on his 4 years older sister, Tove. While Tove excelled in academics, Mickey love for music grew, and he was rarely seen without an instrument of some kind. Mickey would claim that it really didn't matter that much. Sure, it would've been nice to get some encouragement for them, and to not always feeling like he was a distant second best to his sister, but contrary to his difficult relationship with his parents, Mickey didn't just get along well with his older sister, she positively doted on him and encouraged him to follow his own dreams of becoming a rock star. Mickey could sing, he had a voice like an angel, and he seemed like a natural with almost any instrument he picked up, even as he drifted towards stringed instruments, with a particular love for guitars. Still, no matter what guitar he picked up, no matter how well he played, it just felt off. He couldn't put it into words, he couldn't explain why or how, but no instrument felt right in his hands, and his music suffered for it. During his teenage years he would start a great number of bands, few lasting longer than a few months, as Mickey's frustration with not just his music, but his parents as well, grew. Still, his sister's encouragement kept him going. In 2012, tragedy struck. While studying abroad in Germany, Tove was killed, as she rushed to defend a man from a drunken beat down. One of the attackers wielded a piece of plywood, and he managed to hit Tove in just the wrong way, and she was killed on the spot, defending a man she had never met. The entire family was hit hard by the news. Mickey fell into a depression, lost all passion for life, all passion for music. Without his sister to see and listen, then what did it all matter? Years passed. Mickey's distance to his parents grew even greater. Before, he at least had his music. Now he was just drifting through life, working dead end jobs, never carrying about educating himself or doing something else. With the help of therapists, he was slowly getting better. It was a long hard road, but at least he was making progress, and on the outside, it seemed like everything was fine. He started going out with friends again, started partying, playing music, but his heart wasn't quite in it. One evening, as he was walking home through the streets of Copenhagen after another failed audition for his latest band, Mickey's life changed forever, as he saw a sight unlike anything he had ever seen before. The Little Mermaid, one of Denmark's few heroes, were fighting some kind of distorted monster in the streets of Copenhagen. It was difficult to explain what the creature looked like. It had elongated, irregular and distorted ever-shifting features. One arm longer than the other. Three legs. Hard, stone-like skin in some places, fur in others. A single metallic wing growing over its short arm. Irregular fangs. It towered high above Mickey, glaring with its unblinking yellow eye, the only constant in its form. The Little Mermaid pushed him out of the way from a blow and told him to run, even as it seemed clear she had little chance on her own. Mickey ran. What else could he do? As the distorted beast rampaged behind him, something caught his eye. A little shop on the street, one that he had never seen before, even as followed this street day after day. Records in racks outside, the sign plastered above the door in rune-like letters read "BRAGENDE GOD MUSIK". The door was open. He duck inside, quickly locking the door behind himself while offering an apology to whoever was inside. The small bell at the top of the door jingled as the door closed, and the noise from the outside fell silent. It seemed like a regular little music store. Loads of CDs, racks with LPs, some instruments on the wall. And Mickey was alone. Maybe the owner had already run. For reasons he couldn't understand, Mickey could scarcely remember why he had entered the shop. There was a feeling, a shiver running down his back. He had goosebumps. There was just something about this store. Slowly, he began moving around, looking through the music, continuing deeper and deeper into the store. He would reach out to instruments as he passed them, then pull his hand back. It still didn't feel right. It felt like he moved through the shop forever. It had been a small shop from the outside, he had no idea how it could fit so much inside. And then, he saw it. A Gibson 1968 Flying V Worn Cherry Guitar, with the handle and top of the guitar sticking out of a large stone. He felt it again. The same sensation when he was child at the concert. He had stars in his eyes. It was like a trip to the past as he stared at it. This was it. This was his guitar. The noise from the outside finally reached him once more, as the entire building shook. Mickey closed his hand around the guitar, and with one swift move, he pulled it from the stone. He fished a guitar pick out of his pocket. Of course he was carrying one. He raised his hand and was about to play a tone when a hand closed around his shoulder. It was an older man with curly blonde hair and beard. While the battle raged outside, he explained to Mickey that the guitar was not just any instrument, but the tool of a Master Maestro known as the Axe of Bragi. By being able to pull the guitar from the stone, Mickey had been chosen as one of five Master Maestros that were to harmonize the Universal Song and protect the world from Discordants, like the beast that the Little Mermaid was fighting outside. There was much more to it, of course, but there was little time, if he wanted to save the hero. Of course, it was Mickey's choice. Use the guitar that was meant for him, help protect the world, or give it up, and hope that another would be chosen. The shopkeeper knew Mickey's choice, of course. Mickey stepped outside to see the Little Mermaid on the ground, the laughing beast towering over her. She was struggling to rise, as he stepped forward and gripped the guitar. And that one guitar, felt good in his hands. It didn't take long, to understand. The beast laughed, its unblinking eye watching. What difference could Mickey make? After all, it was just one guitar, slung way down low, but little did the beast know that it was a one way ticket, with only one way to go. So Mickey started rocking like he wasn't never gonna stop. Like he had to keep on rocking, if someday he' was gonna make it to the top. In an instant, the battle was over. As the Discordant beast realized its mistake, Mickey played and sang, putting his every soul into the song. Before the beast even reached him, it was gone, changed to a statue. When the Little Mermaid rose to her feet, Mickey was gone. The shopkeeper had taken him back into the little shop, which was no longer there. He got to work explaining the situation to Mickey in full, what he had agreed to do, what he would now be bound to do until his dying day. Mickey would be one of five Master Maestros to protect the world from the Discordants, to keep the world in harmony. The first to use a modern instrument, the first in untold ages to be chosen without having been trained by another Maestro. It was a break with traditions, one that the shopkeeper felt was necessary, but the other Master Maestros would most likely resist. It would be a long, hard road, but it would not be a lonely one: Each Master Maestro were bound to a Conductor: Their assistant, protector and friend. Mickey would have to choose the one person that he trusted the most for the role. Mickey choose Tove, his dead sister. The shopkeeper stared at him, then laughed at the young man's nerve. Never before had someone chosen a dead person to be their Conductor. Per tradition, the Conductor would be raised alongside the Master Maestro, until they were ready to accept the titles from the previous Master Maestro and Conductor, but despite the shopkeeper's laughter, he complied, and Tove appeared before Mickey on a rainbow bridge. Finally reunited, Mickey hugged his sister and in tears, he explained everything he could. Riding a beat up old van, Mickey and Tove set out into the world. No longer just drifting through life, Mickey had two goals ahead of him: To keep the harmony of the Universal Song, and to become the world's greatest rock star. So now he's gotta keep on rocking, and he just can't stop. Personality & Motivation: Mickey has aspirations of being a rock star and acts the part. He can be loud, brash, cocky and at times obnoxious, but he has a heart of gold, and is protective of friends, fans and those otherwise in his care. Mickey is almost never seen without his guitar, and will often play it during downtime, even if just simple notes and not actual songs. Mickey would honestly rather play his guitar than go out and fight bad guys, but he still tries to live up to his responsibilities. Even though Mickey takes pride in his abilities as a singer and guitarist, part of him wonders just how much of his rising fame and skills are his own, and how much is due to the Axe of Bragi. His encounters with other Master Maestros has caused him to feel at least some doubt about his role in keeping the Discordants in check: Where he the right one chosen to wield the guitar, or is he breaking centuries old traditions without need? Until recently, Mickey was suffering from depression caused directly by his sister's death. He struggled hard to work his way out of the depression, but while it seems to have fully lifted with his appointment as a Master Maestro and Tove's return as his Conductor, there is no telling if it might one day return. Powers & Tactics: Mickey is one of five Master Maestros, tasked with defending the Universal Song and keeping the universe in harmony, in part by hunting down abberant creatures known as Discordants. The Master Maestros are empowered by a collection of five musical gods, who have worked together to create magical instruments that give the Master Maestros their power. Mickey wields the Axe of Bragi, which has taken the form of a Gibson 1968 Flying V Worn Cherry Guitar. Simply wielding the Axe of Bragi gives Mickey the gift of flight, the ability to summon any music or song needed to back up anything he is playing, and the ability to inspire those around him. By playing music and singing, he is able to create a great number of effects, formed more by his intention than the actual song being played. He wears the Mantle of the Master Maestro, a dark cape that is by default invisible, but becomes visible at his command. The indestructible garment offers protection, moving to intercept attacks before they can reach Mickey. Finally, he has been gifted with incredibly accurate hearing and the ability to be understood by all as long as he sings. While the power offered by the Axe of Bragi and Mickey's music is spectacular, they all require that he actually play music, and as such, he usually tries to avoid close combat, preferably staying behind others to give him time to work his magic. Despite his protests to the contrary, his powers are at their best when he works in a team, rather than on his own. Owing to his somewhat cocky personality, Mickey will rarely use his magic music at its most effective, prefering to put on a show. He is opposed to using lethal force in any way, unless dealing with a Discordant, another limit to his abilities, which other Master Maestros rarely show. Power Descriptions: Mickey's ability to be understood by anyone while singing is entirely magic in nature, with people usually not realizing that he is not singing in their language at first, while his greatly enhanced hearing allows him to recognize close to any sound. The Mantle of the Master Maestro is usually invisible, only becoming visible when Mickey wills it to. When visible, the cape appears black with white trim, secured at his chest with a black gem with white edges. The black parts of the cape seem to be filled with ever changing white and grey patterns that seem to react to music being played, shifting depending on the music. The magically empowered Mantle automatically moves to intercept attacks that reach Mickey, blocking them completely if possible, but otherwise trying to soften the blow as well as it can. When Mickey plays music on the Axe of Bragi, he is able to invoke great magic. The actual song he plays doesn't matter, only his intent with playing that song. While a great number of his magic abilities require that the target actually hears the music being played, this is not an universal rule, and for some of his tricks, the magic music instead changes the world around him. For some magic, he actually needs to aim blasts of differently coloured light or lightning shot from his guitar as he plays. He can play music to harm or to heal, to move himself and others great distances, or to grant those that listen the ability to teleport. He can weaken his enemies and control their emotions, play brown notes and cause paralysis, control minds much like the Pied Piper, create images or objects from nothing, or play music to move things around him, and much more. In a pinch, he can even use the Axe of Bragi as a weapon, moving it with unnatural speed and precision. Mickey's most important magic is the "Reharmonize" ability, which allows him to transform anything into anything else. As he plays music, a blast of white lightning leaps from his guitar to his target. It is his chief weapon against the Discordants, to force the chaotic beings into non-chaotic shapes that does not damage reality further. Complications:All Star: Mickey is a rock star on the rise, and he doesn't exactly keep a low profile. While he's hardly a household name yet, his name is spreading, and he has a harder time hiding his identity. If Poet's rising fame causes him trouble or complicates a situation, the GM can award him a Hero Point. Cocky: Even with his various doubts, Mickey is cocky and confident in himself and his powers, even to the point of going up against stronger foes. The GM can make Poet's overconfidence cause problems of many kinds, awarding him a Hero Point in the proces. Good Vibrations: All use of magic from Mickey's Magic Guitar requires that he plays it. A single note can be enough for smaller effects, while greater effects requires actual music. If Mickey is somehow unable to play the guitar, only the Smash The Set power can be used, and that requires actually moving to hit something with the guitar. If the GM deems that Mickey cannot play his instrument for whatever reason, he can award Poet a Hero Point. Hit Me With Your Best Shot: Mickey's primary enemies are the Discordants, which he, as all Master Maestros, have a responsibility to find and destroy. They come in a great variety and can appear in just about any situation, like to complicate another battle or scene that Mickey finds himself in. He has also earned the ire of the older villain known as the Maestro, simply for daring to use rock to fight crime. If a GM brings in the Discordants, the Maestro or other enemies, or otherwise have them complicate a situation for Mickey, they can award Poet a Hero Point. Hurt: While he seems alright now, Mickey dealt with several years of depression, and events can conspire to bring those feelings to the front again. If a situation or mental attack triggers Mickey's depression, he will grow quiet and despondent, losing the creative streak that lets him use a great deal of his powers to their full extent. If Poet fails to play the music necessary for one of his powers due to a situation related to his depression, the GM can award him a Hero Point. It's My Life: Mickey wants to play music, to be a star. But how much of his music is his own work, and how much is the power of the magic guitar? Unfortunately, Mickey's magic guitar needs confidence to work: If Mickey doubts himself, his magic can fail. If the GM uses an effect to temporarily make Mickey lose faith in himself and cause his powers to fail, he can award Poet a Hero Point. Living the Legacy: Mickey was a controversial choice as the newest Master Maestro, in part due to being chosen despite never having followed the usual Master-Student chain of Master Maestros, and in part due to his instrument and that he plays rock and metal music, compared to the more classical fare of most other Master Maestros. He will be at a social disadvantage when dealing with other Master Maestros, or those related to the order, and the GM can award Poet a Hero Point if this complicates the situation for him. Sister: Through fortune or fate, Mickey's sister Tove has been returned to him. Despite her being supposed to protect him, he is very protective of her and reacts strongly to anyone that might be out to harm her, or even manage to harm her. If Poet's reaction to his sister being hurt or threatened complicates a situation, the GM can award him a Hero Point. Abilities: 0 + 8 + 4 + 2 + 6 + 10 = 30PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 20 (+5)Combat: 12 + 8 = 20PP Initiative: +4 (+4 Dex) Attack: +6 Base, +6 Melee, +6 Ranged, See individual Power Bonus in DC Block Defense: +12 (+4 Base, +8 Shield), +2 Flat-Footed Grapple: +6 (+6 Base Attack), +28 (+6 Base Attack, +22 Move Object) Knockback: -1 (Base TOU/2) / -6 (w. Protection [Mantle of the Master Maestro})Saving Throws: 7 + 6 + 8 = 21PP Toughness: +12 (+2 Con, +10 Protection [Mantle of the Master Maestro]) Fortitude: +9 (+2 Con, +7) Reflex: +10 (+4 Dex, +6) Will: +11 (+3 Wis, +8)Skills: 60R = 15PP Knowledge [Arcane Lore] 4 (+5) Knowledge [Popular Culture] 4 (+5)Skill Mastery Knowledge [Streetwise] 4 (+5) Language 2 [Danish [Native], English, German] Perform [Singing] 15 (+20)Skill Mastery Perform [Stringed Instruments] 15 (+20)Skill Mastery Notice 8 (+11)Skill Mastery Sense Motive 8 (+11) Feats: 9PP Equipment 2 Inspire 1 Leadership Luck 2 Quick Draw Skill Mastery (Knowledge [Popular Culture], Notice, Perform [Singing], Perform [Stringed Instruments]) Uncanny Dodge [Audiotory] Enhanced Feats Inspire 1 -> Inspire 5 Ultimate Effort (Perform [Stringed Instruments]) Equipment: 2PP = 10EP The Van [10EP] Size: Huge [2EP]Strength: 35 [1EP]Defense: 8 [0EP]Toughness: 11 [2EP]Features: [0EP]Powers [5EP] Speed 5 (250 mph, 2200 ft/rnd) [5EP] Powers: 2 + 59 + 18 + 6 = 85PP Comprehend 2 ("Universal Language of Song"; Languages [Anyone able to hear can understand]; Flaws: Limited [Only when singing]) [2PP] (Magic, Sonic) Device 14 ("Axe of Bragi" 70PP Container; Flaws: Hard-To-Lose; Feats: Indestructible, Restricted 2 [Must have Perform [Stringed Instruments] 15+ to lift and use]) [59PP] (Divine, Magic, Guitar) Enhanced Traits 4 (Inspire 4) [4PP] (Magic, Prowess) Enhanced Traits 1 (Ultimate Effort (Perform [Stringed Instruments]) [1PP] (Magic, Prowess) Feature 1 ("Face of the Band"; Any kind of backup music and singing needed for a song will be heard) [1PP] (Magic, Sonic) Flight 1 ("I Believe I Can Fly") [2PP] (Magic) Magic Music Array 24 (48PP Array; Feats: Alternate Power 14) [62PP] (Magic, additional descriptors on individual powers) BP: Emotion Control 12 ("The Power To Move You"; Extras: Area [General Perception (Auditory)], Linked to Drain Will (+0), Secondary Effect, Selective Attack; Flaws: Action [Full], Range [Touch] (-2)) [24PP] + Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [General Perception (Auditory), Linked to Emotion Control (+0), Selective Attack; Flaws: Action [Full]) [24PP] {48/48} (Music, Psionic, Sonic) AP: Blast 12 ("Power Chord"; Extras: Area [General Burst], Linked to Nullify Sonic (+0); Flaws: Range [Touch]) [24PP] + Nullify Sonic 12 (Counter one Sonic effect per target; Extras: Area [General Burst], Effortless, Linked to Blast (+0); Flaws: Range [Touch]) [24PP] {48/48} (Impact Damage Type, Music, Sonic) AP: Blast 12 ("Blow Your Mind"; Extras: Alternate Save [Will], Penetrating 8; Feats: Accurate 3, Precise) {48/48} (Psionic, Music, Sonic) AP: Create Object 13 ("You Can Make It If You Try"; Extras: Movable; Feats: Precise, Progression [Object Size] 4, Selective, Stationary, Subtle, Tether) {48/48} (Creation, Music, Sonic) (Size: Up to 13x100 foot cubes) AP: Damage 12 ("Smash the Set"; Extras: Autofire, Penetrating 6, Secondary Effect; Feats: Accurate 3, Extended Reach [5 ft.], Knockback 2) {48/48} (Bludgeoning Damage Type, Guitar, Reverb) AP: Drain Saves 12 ("The Sapping Song"; Drains One Save; Extras: Alternate Save [Will] (+0), Area [General Perception [Auditory], Selective Attack, Total Fade; Flaws: Action [Full]) {48/48} (Music, Sonic) AP: Healing 9 ("Heal the World"; Extras: Area [General Burst], Selective Attack, Total; Feats: Persistent, Regrowth, Stabilize) {48/48} (Music, Sonic) (Area: 45 ft. radius) AP: Illusion 12 ("The Greatest Show On Earth"; Auditory, Visual Illusions; Feats: Precise, Progression 7 [Area]) {44/48} (Images, Illusion, Music, Sonic) (Area: 1000 ft. radius) AP: Mind Control 12 ("Pied Piper Special"; Extras: Area [General Perception (Auditory)], Conscious, Effortless, Selective Attack; Flaws: Range [Touch] (-2)) {48/48} (Music, Psionic, Sonic) (Heavy load: 50k tons) AP: Move Object 22 ("You Gotta Move"; Feats: Accurate 2, Precise, Subtle) {48/48} (Music, Telekinesis) AP: Nauseate 12 ("Brown Note"; Extras: Area [General Perception (Auditory)], Selective Attack) {48/48} (Music, Sonic) AP: Paralyze 12 ("Paralyzer"; Extras: Area [General Burst], Selective Attack) {48/48} (Music, Psionic, Sonic) AP: Teleport 10 ("Wherever I May Roam"; Extras: Accurate, Portal (+2); Flaws: Long-Range; Feats: Change Direction, Change Velocity, Easy, Progression [Portal Size] 5) {48/48} (Music, Portals) (Range: 200,000 miles. Portal size: Up to 250x250 ft.) AP: Teleport 11 ("Free Bird"; Extras: Accurate, Area [General Burst], Affects Others; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Selective, Turnabout) {48/48} (Music, Empowerment) (Area: 55 ft. radius, Range: 1100 ft.) AP: Transform 8 ("Reharmonize"; Transform anything to anything; Flaws: Action [Full Round]; Feats: Accurate 5, Progression [Mass] 3) {48/48} (Music, Physical Change) (Transform mass: 2500 lbs.) Device 4 ("Mantle of the Master Maestro"; 20PP Container; Flaws: Hard-to-lose; Feats: Indestructible, Subtle 1) [18PP] (Divine, Magic, Cape) Immunity 2 (Critical Hits) [2PP] Protection 10 ("Protective Mantle") [10PP] Shield 8 ("Shielding Mantle") [8PP] Super-Senses 6 ("Musician's Ears"; Ultra-Hearing, Accurate, Analytical, Rapid 2 (x100) Hearing) [6PP] (Magic, Prowess) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +6 The Power To Move You Area, Auditory Perception DC22 Ref No effect from Emotion Control and Drain Will effects Selective General Area DC22 Will (staged) Fail: Emotion Control <10: No hostile action Secondary Effect, linked to Will Save Drain Effect DC22 Will (staged) Will Save Drain Linked to Emotion Control effect Power Chord Area, 60 ft. radius DC22 Ref Halve Damage effect to DC21, halve Nullify effect General Area DC27 Tou (staged) Damage N/A Opposed by Will Nullify one Sonic Effect Effortless Blow Your Mind 120 ft. DC27 Will (staged) Damage +12 Smash the Set Touch DC27 Tou (staged) Damage +12, Autofire, Penetrating 6, Secondary Effect, Knockback +2 The Sapping Song Area, Auditory Perception DC22 Ref No effect from Drain Save effect Selective General Area DC22 Will (staged) Drain One Save Total Fade The Greatest Show on Earth 1000 ft. radius Illusion DC22 Will Tricked if disbelieving illusion N/A Pied Piper Special Area, Auditory Perception DC22 Ref No effect from Mind Control effect Selective General Area DC22 Will Mind controlled Conscious, Effortless You Gotta Move – Thrown Object 220 ft. DC29 Tou (Staged) Damage +10 Brown Note Area, Auditory Perception DC22 Ref No effect from Nauseate effect Selective General Area DC22 Fort (staged) Fail: Sickened >5: Nauseated >10: Helpless N/A Paralyzer Area, Auditory Perception DC22 Ref No effect from Paralyze effect Selective General Area DC22 Will (staged) Fail: Slowed >5: Paralyzed N/A Reharmonize 80 ft. DC18 Fort Transformed into anything else +16, Max mass: 2500 lbs. Totals: Abilities (30) + Combat (20) + Saving Throws (21) + Skills (15) + Feats (9) + Powers (85) - Drawbacks (0) = 180/180 Edited December 1, 2019 by RocketLord
RocketLord Posted February 2, 2019 Author Posted February 2, 2019 (edited) Archer II (maybe eventually Bowman V) Someone who has been trained by the original Archer for a good long while, deciding to appear now that Bowman IV is semi-retired running the family business. The legacy of an Iron Age Hero, dealing with the stigma and teachings of that, and learning to change for the modern age and different from what his mentor taught him. Initially a somewhat hostile hero. Out to prove himself as a great hero, and that the old man (Archer) was a hero, not one to be forgotten for his actions during the Iron Age. Loud, brash, but with skills to back it up. Can have some interesting clashes with some heroes. Initially found by original Archer in situation echoing when he was found by Bowman III. Will get the attention of Bowman IV at some point, learning and growing from that, and at some point eventually becoming Bowman V. Potential rivalry with Facsimile in Southside Rogues Gallery - "Blood Archer/U.S.Archer" (name pending): A rival archer, who fancies himself a hero. Inspired, but not trained by, the original Archer, but taking all the wrong lessons to heart. Kills criminals, caring little for collateral damage, etc. Extreme. +4 Attack/-4 DC in general. Don't want to go lower than rank 6 for effects. Advancement maybe more mobility? HQ Feats to get: Teamwork, Leadership, Set Up, Luck+, Equipment+, Skill Mastery (Notice, ?, ?, ?) Improve skills 12PP Skills: 5PP Bluff -2 ranks, reducing it to Bluff 8 Concentration +5 Craft [Mechanical] +1 Knowledge [Streetwise] +1 Knowledge [Tactics] +5 Notice +3 Search +1 Sense Motive +2 Stealth +4 New skill totals Acrobatics 10 (+15) Bluff 8 (+10) Concentration 7 (+10) Craft [Mechanical] 9 (+10) Knowledge [Streetwise] 7 (+8) Knowledge [Tactics] 9 (+10) Notice 12 (+15) Search 9 (+10) Sense Motive 7 (+10) Stealth 10 (+15) Feats: 4PP Challenge [Fast Acrobatic Bluff] Challenge [Fast Taunt] Challenge [Notice Lip Reading] Improved Initiative +1 Powers: 3PP Protection 3 [3PP] (Descriptors: Tough, Training) Changing the Equipment feat to this: Equipment: 1PP = 5EP Commlink [1EP] Flash Goggles [1EP] Mini-Tracer [1EP] Night Vision Goggles [1EP] Signal Flare [1EP] New look Stunts Obscure 10 ("Mental Chaff Arrow"; Options: Mental Senses; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14PP} (check ranges) Nullify 6 ("Mental Blocker"; Counters All Mental/Psionic Effects; Extras: Alternate Save [Fortitude] (+0), Effortless; Flaws: Action [Full]; Feats: Improved Range 2) {14/14PP} Archer IIPower Level: 12 (built as PL 10; 174/186PP)Unspent Power Points: 12PPTrade-Offs: (Ranged Attacks) +4 Attack / -4 Damage, +4 Defense / -4 Toughness In Brief: Rebellious hero trained by the original Archer, out to prove himself and his mentor as heroes to the world. Theme: Comeback - Redlight King Alternate Identity: Connor King (Secret)Birthplace: Southside, Freedom City Residence: Southside, Freedom CityBase of Operations: Southside, Freedom CityOccupation: Adventurer, Crime FighterAffiliations: Ethan Keller (Archer I)Family: Rachel King (Mother, deceased), Fabian King (Father, deceased) Description:Age: 18 (DoB: 2001, May 4th)Gender: MaleEthnicity: CaucasianHeight: 6'Weight: 190 lbs.Eyes: BlueHair: Brown Connor is a young man with an athletic build and great shape, owing to his regular and intense training schedule. He has short brown hair, shaved in a buzzcut, and blue eyes. He will usually dress in jeans and t-shirts or tank tops, with little preference in color. As Archer II, Connor wears a form fitting dark red and white costume, loosely based on the original Archer's costume. On his upper body he wears a primarily white jacket, with small red bracers on his wrists. It has a red part, pointing down like a red triangle from the top of the jacket, pointing down and ending at Connor's solar plexus. The jacket has a zipper on the front, which can be zipped up to cover his neck, which Connor usually leaves open to just under his neck, letting the collar hang freely. He wars a red mask with white lenses, which leaves only his mouth free. On his lower body, he wears red pants, and a black utility belt with grey pockets. He wears red boots with white soles and front, and a thick white trim at the top, in a sort of T pattern. Connor will usually wear a square dark red quiver on his back, and uses a metallic bow. History: Connor King were born and raised in Southside, Freedom City, to Rachel and Fabian King. They were young parents, high school drop outs that tried to make their way on the street, often with little success. All their dreams of leaving Southside behind for a better life were continually thwarted: Not by others. Though they did their best to shield young Connor, and were, by all accounts, as good parents as they could be, it could not last. What started as addiction to prescription pain killers due to an accident spiraled into harder drugs, until, finally, the pair were killed for their stash. Connor, only 6 years old at the time, were sent into the foster care system. What followed was years spent going in and out of orphanages, moving from home to home, never staying long. Connor's own issues caused him to lash out, losing him many seemingly stable homes in the process. Finally, at age 11, he ran away, escaping back to Southside in Freedom City. He wanted revenge. Everyone he knew had failed him, so he would make it on his own. Falling in with a gang, more for survival and everything else, Connor had turned 12 by the time he was sent to steal a car. It was some security consultant that had been hired to protect a place they were trying to hit, and Connor was the distraction. Easy to do, easy to handle. Of course, Ethan Keller was no ordinary security consultant. Until he hang up his costume and bow after the Terminus Invasion of 1992, he had been known as Archer. For Ethan, history repeated itself, as he met Connor the very same way Bowman III had first met Ethan. As Connor struggled to escape, Ethan saw a kindred spirit, and a fire that had long been doused awakened in him. To Connor's initial protests, Ethan took him as a protege. All protests eventually stopped, as Ethan revealed his past and his goals for Connor. For the next six years, Connor King trained under Ethan Keller. Provided and cared for, the angry teenager slowly grew into a confident, if still angry, young man. It was hard work, but Connor grew quickly, as Ethan tutored him in not just the skills, but also the knowledge and ethics needed to become a true hero, learned from his own hard life. Based more on his own research and interpretation than anything Ethan taught him, Connor began to see the Archer as the underdog, as the hero that had stayed even when everyone had left, and yet had been left with a tarnished reputation. Aiming part of his anger at the heroes he felt had abandoned his mentor, Connor resolved to become the best, to prove that the Archer's methods worked, even as Ethan worked to reign back some of the more extreme ideas. In June 2019, the Archer appeared once again, prowling the streets of Freedom City. Personality & Motivation: Connor is a serious, stand offish young man. He is greatly distrustful of most authority, or those that he perceive to be authorities in some way. Supremely confident in his own abilities and methods, Connor will almost always believe that he knows best in any given situation, and even if he doesn't, he will try to act as if he does. His desire not to kill is fueled by the same feeling of superiority: Killing someone would be easier than the lengths he go to simply disabling them. If he's that good, then why would he need to kill? Connor has some anger issues, perhaps owing to the deaths of his parents and his time in the foster system, though he is far from a hothead, and will rarely fly off the handle. Connor displays a particular hate for drug and weapon dealers, which he has confirmed is due to the way his parents died. While simply taking revenge for his parents' murder was his initial reason for taking up the Archer mantle, Connor's mission has since evolved to protecting those in need and proving to the world that the Archer, both the original and himself, is a hero worth respect. Connor absolutely loves cats, owning three American Bobtails: Arthur, Alexander and Ajax. Powers & Tactics: When in a fight, Connor prefers to start off with an ambush, if at all possible, taking the necessary time to set up and stay hidden, before taking down as many targets at once before being discovered, usually focusing on disabling smaller, weaker targets first, before focusing on the more serious threats. Once discovered, he will fight openly, doing his best to stay at a distance from his foes, maintaining his advantage at a range. Power Descriptions: Everything Connor can do is the results of years of training and use of specialized equipment. He posses no super powers or anything of the like, though he is a master marksman with any weapon, even if he specializes in using a bow and assorted trick arrows, created either by Ethan Keller, the original Archer, or himself. He is constantly updating and upgrading his arsenal, giving him a varied number of responses to any given situation. Working together with his mentor, Connor has developed a style of movement in combat that makes it difficult to make out his exact position, based around near constant movement and attempting to predict enemy positions and actions. While not always succesful, Connor's training helps him evade many attacks, though it does little against those targeting him with senses other than sight. Complications:Secret Identity: So far, only the original Archer knows that Connor has taken up the mantle. Secret identities are, of course, known to be a source of trouble. Out Of Arrows: You can only bring so many arrows at once. Connor might run out of a particular type of arrow, making the related power unusable until he can restock, or maybe a lucky shot hits his quiver, forcing him to abandon it. Perhaps a strong enough knockback can cause the arrows to scatter even from the secured quiver, forcing Connor to pick them up again if he want to continue fighting Legacy of the Iron Age: The first Archer was a hero during the Iron Age, and in some ways, he became a symbol of what it represents. Some might remember him as a hero, others as someone barely better than the villains he fought. In any case, the legacy and memory of the first Archer can easily affect people's opinion of the new one. And who knows? Maybe the original Archer still has enemies out there. Rage Against the Machine: Connor has a problem with authority, whether it be policemen, teachers or established super heroes, like the Freedom League. Though he will work with established heroes if needed, Connor is likely to create a tense situation, be it ignoring orders due to a perceived slight or just by complaining about any problems he might have with the particular hero. Rule Number One: Despite the original Archer's brutal methods, the first rule he taught Connor was simple: Always save the civilians. If any civilians are in danger, Connor will always focus on saving them first, whether by getting them out of danger or disabling those targeting them. Outlaw Hero: Connor has taken his mentor's words to heart, and even if the police and other law enforcement agencies are not as corrupt as they were during the Iron Age. While Connor will not go out of his way to antagonize law enforcement, he also won't let them get in his way. Abilities: 6 + 10 + 6 + 2 + 6 + 4 = 34PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2)Combat: 20 + 18 = 38PP Initiative: +9 (+5 Dex, +4 Improved Initiative) Attack: +10 Base, +10 Melee (+10 Base), +14 Ranged (+10 Base, +4 Attack Focus [Ranged]) Defense: +14 (+9 Base, +5 Dodge Focus), +5 Flat-Footed Grapple: +13 (+10 Attack, +3 Strength) Knockback: -3 (Toughness/2)Saving Throws: 7 + 6 + 7 = 20PP Toughness: +6 (+3 Con, +3 Protection [Costume]) Fortitude: +10 (+3 Con, +7) Reflex: +10 (+5 Dex, +6) Will: +10 (+3 Wis, +7)Skills: 68R = 17PP Acrobatics 10 (+15) Bluff 10 (+12) Concentration 2 (+5) Craft [Mechanical] 8 (+9) Knowledge [Streetwise] 6 (+7) Knowledge [Tactics] 4 (+5) Notice 9 (+12) Search 8 (+9) Sense Motive 5 (+8) Stealth 6 (+11) Feats: 36PP Accurate Attack Acrobatic Bluff Attack Focus 4 [Ranged] Benefit 1 [Mentor - Archer I - Can provide knowledge and tactics suggestions, potential knowledge, per GM's discretion] Defensive Attack Dodge Focus 5 Eagle Eyes [Visual Notice checks have range increment of 100 feet, instead of 10 feet. Equal to 1 rank of Super-Senses [Extended Vision]] Equipment 1 Evasion 2 Improved Aim Improved Critical 2 [Bow] Improved Initiative 1 Improved Ranged Disarm Luck 3 Move-By Action Power Attack Precise Shot 2 Quick Draw 2 Ranged Pin Takedown Attack Taunt Ultimate Effort [Ultimate Aim] Uncanny Dodge [Visual] Equipment: 1PP = 5EP Costume (Protection 3) [3EP] Commlink [1EP] Signal Flare [1EP] Powers: 4 + 21 + 4 = 29 PP Concealment 4 ("Combat Training"; Options: All Visual Senses; Flaws: Limited [Miss Chance Only]) [4PP] (Training) Device 7 ("Bow and Arrows"; 35PP Container; Flaws: Easy-To-Lose) [21PP] (Technology) Arrows 7 (14DP Array; Feats: Alternate Power 12) [26DP] (All Arrow and Technology unless otherwise noted, with additional descriptors) BP: Blast 3 ("Standard Arrow"; Feats: Improved Range 2, Mighty 3, Split Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]) {14/14DP} (Bludgeoning/Piercing/Slashing Damage Type) AP: Blast 6 ("Hail of Arrows"; Extras: Targeted Area [Cone]; Feats: Improved Range 2; Flaws: Range [Touch]) {14/14DP} (Piercing Damage Type, Multiple Arrows) AP: Blast 6 ("Thermite Arrow"; Feats: Improved Range 2; Extras: Area [General Burst]; Flaws: Action [Full Round]) {14/14DP} (Ballistic Damage Type, Explosive, Thermite) AP: Damage 7 ("Bowsmack"; Feats: Extended Reach (5 ft.), Improved Critical 2, Improved Pin, Improved Trip, Mighty, Stunning Attack) {14/14DP} (Bow, Bludgeoning Damage Type, No Arrow descriptor) AP: Dazzle 6 ("Flashbang Arrow"; Visual Dazzle; Feats: Improved Range 2) {14/14DP} (Light) AP: Drain 6 ("Hypodermic Arrow"; Drain Any One Save; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Pharmaceuticals, Needle) AP: Nauseate 6 ("Vertigo Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Sonic, Vertigo) AP: Obscure 5 ("Smoke Arrow"; Options: Visual; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14DP} (Smoke) AP: Paralyze 6 ("Strobe Light Arrow"; Feats: Improved Range 2; Extras: Alternate Save [Will], Range [Ranged]; Flaws: Sense-Dependent [Visual]) {14/14DP} (Light, Hypnotic Pattern) AP: Snare 6 ("Riot Foam Arrow"; Feats: Improved Range 2) {14/14DP} (Rapidly hardening foam) AP: Stun 6 ("Stun Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Electricity, Taser) AP: Super-Movement 2 ("Grappling Line Arrow"; Options: Slow Fall, Swinging) [4DP] + Speed 2 (Flaws: Limited [Only Swinging]) [1DP] + Leaping 2 (Flaws: Limited [Only when started with a swing]) [1DP] {6/14DP} (Grappling Hook, Swing Line)AP: Trip 6 ("Bolas Arrow"; Feats: Improved Range, Improved Trip; Extras: Knockback) {14/14DP} (Bolas) Arrow Add-Ons 3 (6DP Array; Feats: Alternate Power 3) [9DP] (Stacks with Arrows array, for powers with Arrow descriptor) (All Technology with additional descriptors) BP: ("Rapid Fire Arrows") Adds (Extras: Autofire 1) to Arrows array {6/6DP} (Multiple Arrows) AP: ("Setup Add-Ons") Adds (Feats: Triggered 2, Ricochet 2, Subtle 2) to Arrows array {6/6DP} (Timer, Proximity sensor, Remote trigger) AP: ("Shredder Arrowhead") Adds (Extras: Penetrating) to Arrows array {6/6DP} (Arrowhead) AP: ("Increased Payload") Adds (Extras: Area [General Burst]) to Arrows array {6/6DP} (Payload) Healing 4 ("Walk it Off"; Extras: Action [Standard], Total; Flaws: Distracting, Personal, Temporary) [4PP] (Will Power) Drawbacks: (-0) + (-0) = -0PP DC Block Note that all arrows can have one of the extras Autofire, Penetrating, Area [General Burst] or the power feats Triggered 2, Ricochet 2 and Subtle 2 added, as long as it doesn't conflict with the power Name Range Save Effect Attack bonus/Other Unarmed Touch DC18 TOU (staged) Damage +10 Standard Arrow 300 ft. DC21 TOU (staged) Damage +14, Crit 18-20 Vertigo Arrow 300 ft. DC16 FORT (staged) Fail: Sickened >5: Nauseated >10: Helpless +14, Crit 18-20 Hail of Arrows 60-300 ft. cone DC21 TOU (staged) Damage +14, Crit 18-20 Bowsmack 5 ft. DC25 TOU (staged) Damage +10, Crit 18-20 Riot Foam Arrow 300 ft. DC16 REF (staged) Fail: Entangled >5: Bound/Helpless +14, Crit 18-20 Flashbang Arrow 300 ft. DC16 REF to avoid / DC16 FORT to remove Blinded +14, Crit 18-20 Stun Arrow 300 ft. DC16 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +14, Crit 18-20 Bolas Arrow 150 ft. DC16 worse of STR or DEX Tripped, Knockback +14, Crit 18-20 Strobe Light Arrow 300 ft. DC16 WILL (staged) Fail: Slowed >5: Paralyzed +14, Crit 18-20 Thermite Arrow 300 ft., 30 ft. radius area DC16 REF Reduce damage effect to DC18 Area DC21 TOU (staged) Damage Hypodermic Arrow 300 ft. DC16 FORT (staged) Drain one save (TOU/REF/FORT/WILL) +14, Crit 18-20 Totals: Abilities (34) + Combat (38) + Saving Throws (20) + Skills (17) + Feats (36) + Powers (29) - Drawbacks (0) = 174/186 Power Points Edited August 17, 2020 by RocketLord
RocketLord Posted February 9, 2019 Author Posted February 9, 2019 (edited) Change some stuff around if I use him, to make him an expy, but still his own guy? Less intelligence, more wisdom? A bit of an idiot hero, maybe? Take out computers stuff? Cut down on array size, stunt at least some of it. Move Enh. Str. into array BP, give me more PP to play with in array. Gained powers during Terminus Invasion 2018, when Terminus Energies interfered with an experiment, causing an overload that bathed Ben in the combined energies. Alien being travels through space, placing Elemental Sigils on a number of individuals to protect against some unspecified threat. Sigil bearers get great powers based on the element in question, which doesn't seem to follow any specific formula like classic elements, chinese elements, etc. New name, dislike the Ben name on further thought. New personality: Easy going, laid back, lots of friends. Generally puts himself and his lack of any real skills down. Average intelligence, but very perceptive. Stands up for his friends, though not much of a fighter. Learned new powers entirely by instinct. Now reasons that since all he can do is fight and got all this power, he'll use it to protect everyone. IDEAS/STUFF: LB array power with Trail area Luck ranks Increase rank of Datalink, add Subtle 2, Rapid 2 (100x speed), Affects others? Cyberspace? Improved Initiative Stunts AP: Snare 8 ("World Wide Electro Web"; Extras: General Shapeable Area; Feats: Progression [Area] 4, Tether) {29/29} Lightning BugPower Level: 10 (167/180PP)Unspent Power Points: 0Trade-Offs: +3DEF/-3TOU Attack DC ATK Lightning Strike -2 +2 Electro Web -2 +2 In Brief: Bug themed hero with electric powers. Catchphrase: "I'll light up the sky!" Theme: Light Up The Sky - Thousand Foot Krutch Alternate Identity: Jack Gardner (Secret) Adjectives: The Uncanny Lightning BugBirthplace: Freedom City Residence: Greenville, Freedom CityBase of Operations: Occupation: StudentAffiliations: Family: Mother (Mother, Aspiring YA Fiction Writer), Father (Father, High School Science Teacher) Description:Age: DoB: 2003, March 5thGender: MaleEthnicity: CaucasianHeight: 5'10''Weight: 167 lbs.Eyes: BrownHair: Black Ben is a somewhat average looking young man with short black hair and brown eyes. He is somewhat slim, prefering to dress in slightly oversized clothes, with a preference for hoodies in darker colors. He often wears huge headphones, rarely being seen without his smart phone or laptop. As the Uncanny Lightning Bug, Ben wears a primarily white and blue costume. The legs and lower torso of the costume is white with a light grey hexagonal pattern. His chest and arms are dark blue, with seemingly random circuit pattern in a lighter blue colors. The blue sleeves are separated from the chest at white lines, with the blue part of the chest stretches down his abdomen in the shape of a lightning bolt. The blue sleeves end in red accents at the wrists, his gloves being white with the same hexagonal pattern as the pants and lower torso. He wears a primarily dark blue mask with the same pattern as the upper chest and sleeves, with a red visor and a white bug-like part over his mouth, stylized to look like closed mandibles. The mask has a pair of short white antenna connected just above the middle of the visor. History:(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.) Father is a high school science teacher, mother is a not very succesful fiction author. Good home life, only child, not a ton of money. Goes with father and class to the unveiling of some sort of alternative energy source machine at ASTRO Labs during Summer 2018 (at age 15). Terminus invasion happens, machine is bombarded with energy from the Terminus and explodes, showering Ben in strange electrifying Terminus energies. He goes out cold, wakes up in hospital after the end of the invasion with his parents. During the following year, he discovers his powers and starts using them as a hero in local area, staying relatively low profile. Why hero? Feels guilty for having gained these powers during the whole Terminus thing, and yet not being able to use them to help others then! (people died in the accident where he gained his powers) Eventually gets involved in a super villain fight during summer 2019 which causes some property damage and people being hurt, despite Ben's best efforts. A Youtuber, changing his username to BugZapper55, having witnessed the events, and affected by the terminus effect on Ben, starts a campaign to discredit him, leading to a bad reputation, and him becoming more well known. At the same time, he's offered to enroll at Claremont Academy to learn how to be a hero. He agrees, telling his parents about his powers and identity. They already knew, but allows him to attend. Alexander Strong was a good person. He stood up for his friends, he befriended bullies and showed them the error of their ways, he scored perfect As in every subject and he was well on his way to an internship at ArcheTech. All in all, he was the perfect choice to receive the Limitless Sigil, to become one of the few defenders spread across the universe, standing in opposition to the Great Darkness. When the great Elemental Scholar Alteisen saw Alexander standing up to a bully at his school, he knew that Alexander would be perfect for the role, and soon after, he branded Alexander with the Sigil and began explaining the young Earthling's role in the great battle ahead. Of course, then the Earthling freaked out, saying that he wasn't Alexander. An honest mistake. All those Earthlings look the same. Unfortunately, Jack Gardner was not quite what Alteisen was looking for, but the deed was done, the Sigil was placed, and Jack would have to do. Personality & Motivation: Ben is an introvert, rarely going out of his way to meet other people or make friends. He suffers from a guilt complex born from the events that led to him gaining his powers. If he can rationalize that something is his fault, he will probably think so. Rather than being crippled by this feeling, Ben uses it to try and become a better person, doing what he can to help others, in either of his identities. While not exactly confrontational, Ben can be rather snarky when he feels like it. He's not really a follower or much of a team player, generally prefering to work alone. He is prone to angsting over mistakes, though he will usually power through them. An avid gamer, amateur programmer and hacker, Ben is rarely seen without his smart phone or computer. He's not really shy about being a gamer in any way, but can easily get defensive if anyone makes any bad remarks that it makes him a bad person in some way. Before gaining his powers, he had a dream of one day creating computer games, though he isn't as sure about that dream anymore. Since gaining his powers, Ben has found a certain freedom in putting on a mask and acting in public where no one knows who he is. While still prefering to work on his own, he opens up more to others. He snarks, quips and jokes with others more openly, showing his usually more latent heroic side. Not a fan of violence, he will usually try to subdue opponents with non-violent means, or otherwise try to keep civillians out of trouble during battles. Ben loves his parents dearly, feeling rather liberated at finally revealing his dual identity to them after 9 months as a super hero. Their support means everything to him, and his moral compass and personal code of honor is certainly due to his upbringing. Powers & Tactics: Ben's powers are all electric in nature, his entire body having been bombarded with strange Terminus-infused energies when the experimental machine exploded, even being able to do some things that electricity logically shouldn't be able to do, such as gaining super-strength by powering up his muscles with energy, or creating force fields to protect himself. He can stick to just about anything by creating a static effect and fly or move at incredible speeds by discharging electric energy from his hands. He can use the lightning in a number of offensive ways, from empowering punches with electricity and creating blinding flashes, to shooting lightning from his fingers and effectively projecting his ability to stick to walls via static fields out to others in a rough web shape. Lightning Bug will generally stay mobile, flying around and shouting bad jokes at his opponents, while trying to disable them. He generally prefers not to harm others if possible, often opting for using his electro web, unless he is sure the opponent is strong enough to handle his power. If the situation calls for it, he will divert attention to creating powerful force fields to protect himself from danger. Power Descriptions: Ben was empowered when the experimental machine was overloaded with an unknown Terminus. While the explosion killed several others in the vicinity, Ben somehow absorbed the combined energy, which empowered him. At the most basic level, Ben's entire physiology has been enhanced, making him stronger, tougher and more agile than he would otherwise be. His reflexes have been greatly enhanced, as has his balance and the rate at which he is able to process information and perform other mental tasks. He has developed what he calls Electric Senses, allowing him to sense and listen to radio waves in his vicinity, while constantly projecting an electric field around himself where he can sense anything that happens, giving him an effect similar to a radar sense. He can interface directly with digital devices within range by sending electric signals as radio waves. His entire body has become charged with electric energy, making him immune to such effects. He is able to project yellow electric energy from his to achieve a number of effects. By creating a static field on his body, he can stick to any surface, or instinctively slow his fall. By projecting electric bursts from his hands, he is able to fly, as long as he has at least one hand free. By creating a similar effect with his entire body, he is able to move at incredible speeds, basically throwing himself across the field. He can maintain a personal force field by projecting his electric energy all around himself, though this takes some concentration. Generally speaking, the more powerful the force field, the more focus he has to divert, and the easier he will be to hit. Offensively, Ben can use his powers in a number of ways. As a standard, he is electrically charging his muscles to further enhance his strength. This has the secondary effect of making his skin tougher, making him bullet proof, and improving the speed of his movements, making him faster in close combat. Ben's prefered use of his abilities is combat is to project what he has dubbed Electro Web. By projecting his static fields over a wider area, where they take the form of yellow, electrified webs, Lightning Bug can use to capture his targets. He is able to control the size and shape of Electro Webs to a great degree, from to multiple targets. Ben can shoot lightning bolts from his fingers tips, creating several rapid fire strikes at the same time, or gather electricity in his hands to empower his melee blows, either by creating powerful strikes that creates a camera flash like effect when he punches, or by creating a stunning effects. Finally, he can release stored up energy in a powerful Lightning Burst in an area around him, though Ben has little control over this ability. His powers has a peculiar reaction to water. While under water, he cannot use his ability to create static fields, cannot project the energy necessary to fly or move at increased speeds, and all offensive uses of his powers seem to result in an explosion of electric energy in the area around him, denying him the ability to create Electro Webs, lightning strikes and electrified blows. Complications:Not Good With Water: If Ben is in water, he can only set the Lightning Bug Array to use the Dynamic Muscle Power or Lightning Burst array slots, any other attempts at projecting electrical energy simply resulting in a Lightning Burst. If this hinders Lightning Bug by limiting his options, the GM can award him a Hero Point. Uncanny: With Ben's powers coming in part from the Terminus, there's just something off about him. While not everyone seem sense this, some can react rather harshly, hindering him in social situations, awarding him a hero point if necessary. Weight of the World: Numerous people died during the incident that gave Ben his powers, and while he was in a coma for a few weeks after, he believes that he could have done something, anything to save the people. This has given birth to a guilt complex, with Ben being able to feel that just about anything that goes wrong is his fault. While not a crippling, it can be enough to give Ben pause if he is caught in certain situations, such as people getting hurt because he doesn't save them, even if they are capable of saving themselves. Secret Identity: Ben has kept and maintained a secret identity since he first started experimenting with his powers, even keeping his identity as Lightning Bug secret from his parents until the offer to enroll at Claremont. Not that they hadn't figured it out by then, seeing as how he was sneaking out of windows and suddenly returning. Though not a full blown multiple personality disorder, there is a bit of a psychological split between Lightning Bug and Ben, who finds it liberating to wear a mask and hide his identity, even as a lot of Freedom City considers him a menace. Masked Menace: Since the events of Summer 2019, a youtuber going by BugZapper55 has managed to convince a lot of people that Lightning Bug is a menance, at best an inept hero, at worst an outright villain, especially online, the notion even filtering into newspapers, television and more. It is a constant battle for Ben to use his hacking skills for good and not attempt DDOS attacks or worse on BugZapper55. As such, reactions to the Lightning Bug appearing in public can be rather mixed. Zap: Ben can build up a lot of static charge during his day. If he doesn't use his powers for extended periods of time, he might end up accidentally releasing a small charge when touching others. Not enough to hurt anyone, but enough to cause a shock, at least. Naturally, few people find this funny. Ben included.Abilities: 0 + 0 + 0 + 0 + 12 + 4 = 16PP Strength: 10 (+0) / 30 (+10) Dexterity: 10 (+0) / 20 (+5) Constitution: 10 (+0) / 24 (+7) Intelligence: 10 (+0) Wisdom: 22 (+6) Charisma: 14 (+2)Combat: 8 + 10 = 18PP Initiative: +0 / +5 (+5 Enh. Dex) Attack: +4 Base, +10 Melee (+4 Base, +6 Attack Focus), see DC block for individual Power attack bonuses Defense: +5 Base, +13 (+5 Base, +8 Dodge Focus) Grapple: +10 (+4 Base, +6 Attack Focus [Melee]) / +24 (+4 Base, +10 Enh. Str, +4 Super-Strength, +6 Attack Focus [Melee]) Knockback: -0 (Tou +0) / -4 w. Enh. Con (Tou +7) Saving Throws: 2 + 2 + 6 = 10PP Toughness: +0 / +7 (+7 Enh. Con) Fortitude: +2 (+0 Con, +2) / +9 (+7 Con, +2, +2 Enh. Fort) Reflex: +2 (+0 Dex, +2) / +12 (+5 Enh. Dex, +2, +5 Enh. Reflex) Will: +12 (+6 Wis, +6)Skills: 36R = 9PP Acrobatics 3 (+8/+20 Enh. Skills)Skill Mastery Disable Device 5 (+5) Gather Information 8 (+10) Notice 6 (+12/+20Enh. Skills)Skill Mastery Search 5 (+5) Sense Motive 4 (+10)Skill Mastery Stealth 5 (+10)Skill Mastery Feats: 14PP Acrobatic Bluff Attack Focus [Melee] 6 Challenge [Fast Acrobatic Feint] Contacts Luck 3 Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Well-Informed Enhanced Feats Dodge Focus 8 Uncanny Dodge [Radio Senses]Powers: 14 + 10 + 3 + 2 + 2 + 5 + 6 + 5 + 10 + 35 + 7 + 6 = 107 Enhanced Constitution 14 [14PP] (Mutation, Terminus) Enhanced Dexterity 10 [10PP] (Mutation, Terminus) Enhanced Feats 8 (Dodge Focus 8) [8PP] (Enhanced Reflexes, Mutation, Terminus) Enhanced Fortitude Save 2 [2PP] (Enhanced Physique, Mutation, Terminus) Enhanced Reflex Save 5 [5PP] (Enhanced Reflexes, Mutation, Terminus) Enhanced Skills 3 (Acrobatics +12) [3PP] (Enhanced Balance, Mutation, Terminus) Enhanced Skills 2 (Notice +8) [2PP] (Enhanced Reflexes, Enhanced Senses, Mutation, Terminus) Fireflier Array 2 (4PP Array; Feats: Alternate Power 1) [5PP] (Flight, Energy burst, Mutation, Terminus, Electricity) BP: Flight 3 (Feats: Alternate Power 1; Drawbacks: Power Loss [Must have at least one hand free], Power Loss [Under Water]) (50 mph) {4/4PP} AP: Speed 4 (Power Loss [Under Water]) (100 mph) {3/4PP} ("Lightning Speed", Energy Burst) Immunity 10 (Electricity effects) [10PP] (Mutation, Terminus, Electricity) Lightning Bug Array 15.5 (31PP Array; Feats: Alternate Power 4) [35PP] (Mutation, Terminus, Electricity) BP: [20 + 8 + 3 = 31/31] ("Dynamic Muscle Power", Electricity Powered Muscles, Strength, Physical Enhancement, Focused Power) Enhanced Strength 20 [20PP] Super-Strength 4 (Heavy load: X tons) [8PP] Variable Descriptor Strength Damage (Feats: Improved Critical 2, Variable Descriptor 1 [Electric damage]) [3PP] AP: Blast 8 (Extras: Autofire 1; Feats: Accurate 4, Precise) {29/31} ("Lightning Strike", Lightning Bolts, Multiple Shots) AP: Damage 10 (Extras: General Burst Area, Penetrating 5; Feats: Progression [Area] 2) {27/31} ("Lightning Burst", Uncontrolled Lightning Discharge) AP: Snare 8 (Feats: Accurate 4, Reversible, Tether) [22PP] + Trip 8 (Extras: Linked [to Electro Web]; Feats: Improved Trip) [9PP] {31/31PP} ("Electro Web"; Electric Web, Focused Electricity) AP: Stun 10 (Feats: Improved Critical 2, Sedation) {23/31} ("Shock to the System", Electric Touch) Super-Movement 4 (Slow Fall, Wall Crawling 3; Drawbacks: Power Loss [Under Water]) [7PP] ("Static Cling", Mutation, Terminus, Electricity) Super-Senses 6 (Danger Sense [Sense Types: Radio]; Radar [Sense Type: Radio; Default Extras: Acute, Radius, Ranged; Extras: Accurate]; Radio [Sense Type: Radio; Default Extras: Acute, Radius, Ranged], Uncanny Dodge [Sense Types: Radio]) [6PP] ("Electric Senses", Enhanced Senses, Mutation, Terminus, Electricity)Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +10 Unarmed – Dynamic Muscle Power Touch DC25 Tou (staged) Damage +10 Lightning Strike 80 ft. DC23 Tou (staged) Damage +12, Autofire 1, Precise Lightning Burst Area, 500 ft. radius DC25 Ref (staged) Halve Damage effect Area DC25 Tou (staged) Damage Electro Web 80 ft. DC23 Ref (staged) Snare +12, Tether Trip roll vs. Strength/Dex Check Trip Linked to Snare effect Shock to the System Touch DC25 Fort (staged) Stun +10, Crit 18-20 Totals: Abilities (16) + Combat (18) + Saving Throws (10) + Skills (9) + Feats (14) + Powers (107) - Drawbacks (0) = 174/180 Power Points Edited April 21, 2020 by RocketLord
RocketLord Posted April 6, 2019 Author Posted April 6, 2019 (edited) A bit of a Superman riff in some ways, but very different powers. --- Costume evolution for guidebook page His costume slowly evolved, first switching the jeans and t-shirt for white pants and a white t-shirt with a stylized golden 'S' that would become his logo, the black leather jacket still worn over it. The white pants and shirt was soon replaced by a similar costume made of morphic molceules, after an encounter where he met the Atom Family, with a golden belt added around his waist. By 1996, he had dropped the goggles and no longer wore any kind of mask, and the now 17 year old Parker began calling himself Spaceman instead of Spaceboy. The leather jacket was gone, and he had instead started wearing a short sleeved white shirt made of morphic molecules, with a black triangle design stretching from his solar plexus and up, the stylized 'S' being placed at the bottom of the triangle. He was growing his hair longer, usually wearing it loose. By 1998, he put added long sleeves, white gloves, golden armbands and a black cape. The new black of the costume seemed to contain stars, giving an evershifting appearance. --- - Powers - Powers related to Z-Space - Due to something or other that his parents had picked up, which changes their genes to produce someone with powers. - An artifact related to Z-Space? - Or look up Magic book? - Radiation from Terminus invasion event in 90'es? - Lab accident In early 40'es Debuted following the 90'es Terminus invasion Hero until ~2006-8, where he lost his powers. - Never knew how he got his powers in the first place - Potential reasons for power loss: -- Psychological block caused by his own unknown wishes to be normal and start a family -- After a devastating fight with his archvillain (DOCTOR DEVIATION), he lost his powers. Could be one of a few reasons: --- Villain somehow disabled powers, they seem permanently lost --- Lost confidence in self, psychologically suppressed powers until he felt "strong enough" again --- Injuries Has since then married and is raising a family, with two children. Has a wife, who was his girlfriend during super hero period, knows about his previous alter ego. Children does not know that dad used to be a hero. Has a career, is doing fine. Misses being a hero at times, but that's in the past. - Career: Teacher at Nicholson. Suddenly one day, his powers return. Feels compelled to use them again, but he has a life built around not having super powers - Reappear at random one morning? Wakes up and suddenly there's kirby krackle? - Reappear during an "event", like the Terminus invasion? Potential plot hooks - Does he tell his wife that his powers are back? How will she react when she learns, how will it be different if she's not told before finding out? - How does he juggle responsibilities as a hero, teacher (or other job), husband and father? - Just how did he lose his powers the first time? Can he end up losing them again at a critical stage? - How powerful is he now? What can he do, can he potentially end up hurting someone? He is weaker than before losing his powers (PL14->PL10, never gonna get above PL12 or 13 now) - Been out of the game for a while. He might have been a hero 10+ years ago, but he is rusty. - Maybe try and get into more of a teacher position for younger heroes? Use that teacher job! Stuff to get Upgrade to PL12/13 (Feat) Luck (Feat) Improved Trip (Feats) Grapple based feats - Chokehold (suffocate grappled) - Improved Pin (-4 for others to escape pin) (Ability) Increase Charisma, probably others too SpacemanPower Level: 12 (Built as PL10) Powers Points: 180/180PPUnspent Power Points: 0Trade-Offs: -5 Defense / +5 Toughness In Brief: Retired hero returns to action when his powers return. Now he has to balance his life, family and need to use his powers for good. Theme: Shooting Star - Kirby Krackle Alternate Identity: Parker Powers (Secret)Birthplace: Freedom City Residence: Bayview, Freedom CityBase of Operations: Freedom CityOccupation: Teacher at the Nicholson SchoolAffiliations: Nicholson School, Powers Holdings Inc.Family: Penelope Powers (nee Thomas) (Born 1980, wife, Writer), Paris Powers (Born 2006, son), Pia Powers (Born 2011, daughter), Peter Powers (Born 1949, father, Retired), Penny Powers (Born 1948, mother, Retired), Tracy Powers (Born 1975, sister, CEO of Powers Holdings) Description:Age: 41 (DoB: 1979 [May 27]Gender: MaleEthnicity: CaucasianHeight: 6'1''Weight: 265 lbs.Eyes: Light blueHair: Blonde Parker has semi-long blonde hair with a full beard, and light blue eyes that seem almost inhuman in color. He has an athletic build, having done his best to keep in shape even during his retirement. He tends to stand up straight, and will usually have a friendly smile on his lips. While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across. As Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S" with light grey, almost silver, borders in a diamond shape. He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. History: Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. During late August 1978, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later. On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the Freedom Friends cartoon, even years after the Freedom Leagoe disbanded. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together. After going public with their criticism of Mayor Moore, The Powers couple saw their wealth dwindling during the Moore administration, leading to the eventual shutdown or many of their humanitarian efforts during Freedom City's Iron Age, though they still did what they could to make the world a better place. In 1989, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. It wasn't a good time to have powers in Freedom City, after all. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. Parker spent the following years struggling with his powers and keeping them to himself. He couldn't risk discovery by the Moore Administration, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. In 1993, he got his wish. The Terminus Invasion struck Freedom City, and as the largest alliance of heroes united to repel the invaders, Parker couldn't just look on anymore. Donning a pair of jeans, a t-shirt with a stylized S, a pair of goggles and a leather jacket, Spaceboy made his debut fighting the minions of the Terminus. Stumbling into the battles and saving anyone that he could, Spaceboy joined the fight against Omega and saw as his hero, the Centurion, sacrificed himself to save the world. In the years after the Terminus Invasion, Spaceboy became a regular sight in Freedom City, flying across the sky, fighting villains and saving the day. Despite the extent of his abilities, he would only rarely use them to their full extent, instead prefering to give the appearance that he only possessed flight, super strength, invulnerability, intangibility and not much else. As he fought for truth, justice and protect the people, Parker found his powers slowly increasing, and as he grew more comfortable in the role of a hero, he gradually changed his look. By 1996, the now 17 years old Parker started calling himself Spaceman, and by 1998, he started wearing the costume that he would be known for. Through trials, battles, partnerships and more, Parker gradually grew into a better man and hero, often being the sponsor to give villains and criminals the chance to redeem themselves before, during and after serving their sentence. While his parents stood by him the entire time, offering help, advice and shoulders to cry on, none was closer to Parker than his sister Tracy, who he credited with keeping him grounded as Spaceman soared to ever greater heights. He met Penelope Thomas in 1997, and the two immediately hit it off. An aspiring writer, Penelope sought to write the story of the heroes of Freedom City, her first goal being the story of Spaceman. While he was amused, Parker did not wish to deceive Penelope, and soon after they started dating, he revealed his identity to her. What kind of hero would he be if he lied to his significant other, after all? The two remained a steady couple, with Parker eventually proposing in 2000. In the years that had followed since his debut on the super hero scene, it seemed that Parker met and fought a veritable who's who of super heroes and villains, including encounters with the Atom Family, the Delinquents, Flashforward and Hologram, Doctor Metropolis and many, many more, but since her first debut in 1999, his most recurring and personal foe was the mysterious villain known as Doctor Deviation. Seemingly Doctor Deviation's only target, and a quite personal one at that. While strangely never targeting any of Parker's friends or loved ones, Doctor Deviation seemed all too willing to target any other civilian or public gathering that could draw Spaceman's attention. While Spaceman would triump again and again during their battles, Doctor Deviation always worked through proxies or managed to escape, and her motives never seemed clear, beyond hurting and stopping Spaceman. Even when Parker confronted Doctor Deviation alongside allies, she seemed intent on targeting him. As the years passed, Doctor Deviation's methods grew more brutal, as did their battles. Spaceman remained a respected member of the hero community in the years that followed. In 2003, Parker and Penelope married, and by 2006, Penelope was pregnant with the couple's first child. Then, Doctor Deviation struck. More unhinged than ever, Deviation lured Spaceman to Greenland, where they fought what would turn out to be their final battle. At the end of an extended, gruelling duel where Doctor Deviant held the life of a small village in her grip, Spaceman finally prevailed, seemingly defeating his archenemy for good, as Doctor Deviation disappeared below the arctic waters. Sustaining massive injuries that left him wheelchair bound for months and walking with a cane for a year after, Parker found that his powers had disappeared, and the Spaceman disappeared from the public eye, his fate left uncertain to the world at large. With his young son Paris to take care of and be an example to, Parker decided that he still had to do something, even if he couldn't be a super hero anymore. Despite his access to the Powers fortune meaning that he didn't actually have to work for a living, Parker started to study to become a teacher. By 2011, Penelope gave birth to their daughter Pia, and both Parker and Penelope agreed to keep their father's past as a hero secret, at least until the children were old enough to properly understand. By 2012, Parker earned a position as a science teacher at the Nicholson School in Freedom City, happily teaching the super powered children of the world. Since then, Parker had lived a quiet life with his family, letting his sister Tracy run the revived Powers Holdings Inc., carrying out the family's vision, while he was content to teach and spend time with his family. Still, despite being content with his life, Parker would at least admit to himself that he missed being a hero, and he still felt a twinge of regret when he heard of situations where he could have helped. Parker woke in the morning to find small black bubbles generating from his body as he once again affected space around him. It seemed that it was once again time for Parker to put on the cape, but if Spaceman returned, could Doctor Deviation be far behind? Personality & Motivation: Parker is a loving father, a devoted husband and a respected teacher. He is caring and slow to anger, secure in himself and his life. Despite feeling the pull of heroics, and still ending up putting himself in harms way to protect his loved ones and students a few times, he had accepted that his days as a super hero was over, and he was happy with his life. Compassionate and always prefering to talk through problems rather than fight, Parker is the calm presence that keeps his family together. With the return of his powers, Parker has once again taken on the mantle of Spaceman, unable to deny the responsibility that his powers give him, though he feels out of place in the world of modern heroes, which has moved on since he hung up his cape. He recognizes few of the current generation, but despite his prior heroics, he has found himself content to let the younger heroes act on their own, rather than try to force them to conform to the way he thinks heroes used to be. Despite the return of his powers, Parker has found himself feeling less secure in his abilities than he used to. Was it his injuries that caused his powers to disappear, or something else? They might have returned, but he is weaker than he used to be, and as his familarity with his powers have resurfaced, he has found himself acting as if they were at their old levels on numerous occassions. Having yet to tell his children of his secret identity, Parker struggles with whether he should tell them, hating that he is, so far, keeping secrets from them. While acting as Spaceman, Parker acts much like he used to: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs. Powers & Tactics: Parker tends to present himself as a typical paragon. Strong, faster, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so. Power Descriptions: Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him bigger 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. By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space. Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them. As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. Since his powers returned after being unable to access them for more than 10 years, Parker has found them greatly weakened than before. Complications:Broken Pedestal: While the majority of Freedom City in general is happy to have Spaceman back, some people might feel differently, perhaps feeling that he abandoned the city, especially since he has done little to explain where he has been. The GM can award Spaceman with a Hero Point if a situation is made more difficult by encountering someone that has taken offense to his disappearence. Chronic Hero Syndrome: Even before and after losing his powers, Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times, and makes it nigh-impossible for him to not start using his powers as a hero once again. Dented Iron: Parker isn't as powerful as he used to be and still feels the effects of his last battle before he lost his powers. The GM can award him with a Hero Point if he tries to do something he just can't anymore, or if his old injuries act up causing him to lose concentration. Alternatively, not wanting to let others down, he might end up in situations that he could once have handled, but are now much more difficult. Deviant Doctor: During his years as an active hero, Spaceman was the almost sole target of the villain Doctor Deviation, who seemed to personally target him at every opportunity, doing everything she could to draw him out, even doing small and petty acts just to annoy him. While Spaceman would eventually emerge victorious in most of their battles, Doctor Deviation was never captured, and he never learned her true identity. After their final fight, which greatly injured Spaceman and, at least temporarily, cost him his powers, Doctor Deviation disappeared. Now that Spaceman is back, Doctor Deviation is bound to return as well. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process. Enemies: As the Spaceman, Parker fought a number of enemies before losing his powers and retiring. When he retired, some of these enemies remained active, while others disappeared. Now that he is back, they might return, looking to settle old scores, or new villains might take a shot at the once prominent hero. Father, Husband, Son, Brother, Teacher, Hero: Parker has a lot of responsibilities to his parents and to his students. Now that his powers have returned, he has even more. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, having to finish up something before picking up his children, dealing with curious students or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable. Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance. Secret Identity: Parker's wife, parents and sister knows of his secret identity. Even his children haven't been told, though now that his powers have returned, it is getting harder and harder to keep the secret. Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble. Abilities: 0 + 2 + 2 + 6 + 6 + 4 = 20PPStrength: 10 (+0) / 30 (+10) w. Spatial Strength or Reach EverythingDexterity: 12 (+1) / 16 (+3)Constitution: 12 (+1) / 30 (+10) w. Enhanced ConstitutionIntelligence: 16 (+3)Wisdom: 16 (+3)Charisma: 14 (+2)Combat: 20 + 4 = 24PPInitiative: +3 (+3 Dex)Attack: +10 BaseDefense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: See table belowKnockback: -8 (TOU 15/2) / -23 (TOU 5/2, -10 Imp. TOU, -10 Spatial Constant) Grapple Table Total Score Base Attack (BA) Increase Molecular Space (IMS) Infinite Reach + Spatial Strength (IR) Change Physical Distance (CPD) Reach Everything A/B/Stacked (RE) Values +10 +20 +17 +14 +8/+2+10 BA +10 +10 CPD +24 +10 +14 IMS +30 +10 +20 IR +27 +10 +17 IR+IMS +47 +10 +20 +17 RE +18/+12/+20 +10 +8/+2/+10 RE+IMS +38/+32/+40 +10 +20 +8/+2/+10 Saving Throws: 0 + 3 + 6 = 9PPToughness: +15 (+5 Con, +5 Enhanced Con, +5 Protection)Fortitude: +10 (+5 Con, +5 Enhanced Con)Reflex: +6 (+3 Dex, +3)Will: +9 (+3 Wis, +6)Skills: 44R = 11PP Diplomacy 13 (+15) Gather Information 3 (+5) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Sense Motive 7 (+10) Feats: 10PP Benefit 1 (Fame) Benefit 1 (Wealth) Dodge Focus 3 Improved Grab Improved Grapple Interpose Luck 2 Powers: 30 + 22 + 37 + 12 + 5 = 106PP Enhanced Physiology 6 (30PP Container) [30PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 18 [18PP] Enhanced Dexterity 4 [4PP] Feature 1 ("Forgettable apperance 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") Protection 5 [5PP] Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {10 + 10 = 20/20} Impervious Toughness 10 [10PP] (Descriptors: "Increase Molecular Density") Immovable 10 [10PP] (Descriptors: "Spatial Constant") AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: "Decrease Molecular Space") AP: Super-Strength 20 (Flaws: Duration [Sustained]) (+100 Strength to checks; Carrying capacity: Heavy load 52.4k tons / 838.9k tons w. Spatial Strength/Reach Everything) {20/20} (Descriptors: "Increase Molecular Space") Space Control Array 16 (32PP Array; Feats: Alternate Power 5) [37PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 20 = 32/32} (Descriptors: Personal Space Manipulation) Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: "Infinite Reach", Distance and Position Manipulation) Enhanced Strength 20 [20PP] (Descriptors: "Spatial Strength") AP: Enhanced Strength 16 (Extras: Area 8 [Targeted Burst], Selective 8) (Stacks with "Reach Everything B" from Space Movement Array) {32/32} (Descriptors: "Reach Everything A", Distance Manipulation, Personal Space Manipulation) Stacked Power: Enhanced Strength 20 (Extras: Area 10 [Targeted Burst], Selective 10; Feats: Progression [Area Size] 2) (250 ft. radius) (Descriptors: "Reach Everything", Distance Manipulation, Personal Space Manipulation) AP: Blast 10 (Extras: Range [Perception]; Feats: Subtle 2) {32/32} (Descriptors: "Space Slam", Force, Impact Damage Type) AP: Move Object 14 (Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: "Change Physical Distance", Distance and Position Manipulation) AP: Nauseate 10 (Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Descriptors: "Vertigo", Sensory Distance Manipulation) AP: Snare 10 (Extras: Transparent; Feats: Subtle 2) {32/32} (Descriptors: "Unending Prison", Distance Manipulation) Space Movement Array 5 (10PP Array; Feats: Alternate Power 2) [12PP] (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: Enhanced Strength 4 (Extras: Area 2 [Targeted Burst], Selective 2; Feats: Progression [Area Size] 2) (Stacks with "Reach Everything A" from Space Control Array) {10/10} (Descriptors: "Reach Everything B", Distance Manipulation) Stacked Power: Enhanced Strength 20 (Extras: Area 10 [Targeted Burst], Selective 10; Feats: Progression [Area Size] 2) (250 ft. radius) (Descriptors: "Reach Everything", Distance Manipulation) 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 5 (Options: Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate Radius Ranged]) [5PP] (Descriptors: "Spatial Senses", Enhanced Senses, Mutation, Space/Spatial, Z-Space) Drawbacks: (-0) + (-0) = -0PPDC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +10 Unarmed – Infinite Reach + Spatial Strength Touch at 500 ft. Range incr: 70 ft. DC25 Tou (staged) Damage +10, Elongation 7, Indirect 3, Subtle 2 Unarmed - Reach Everything A Touch Burst Area Area: 40 ft. radius DC23 Tou (Staged) Damage +10, Selective Targeted Burst Area, Subtle 2 Unarmed - Reach Everything B Touch Burst Area Area: 50 ft. radius DC17 Tou (staged) Damage +10, Selective Targeted Burst Area, Subtle 2 Unarmed - Reach Everything Touch Burst Area Area: 250 ft. radius DC25 Tou (staged) Damage +10, Selective Targeted Burst Area, Subtle 2 Space Slam Perception DC25 Tou (staged) Damage Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC25 Tou (staged) Damage +10, Insidious, Precise, Subtle 2 Vertigo 100 ft. DC20 Fort (staged) Fail: Sickened 2nd Fail or Fail >5: Nauseated 3rd Fail or Fail >10: Helpless +10, Subtle 2 Unending Prison 100 ft. DC20 Ref (staged) Fail: Entangled 2nd Fail or Fail >5: Bound & Helpless +10, Transparent, Subtle 2 Totals: Abilities (20) + Combat (24) + Saving Throws (9) + Skills (11) + Feats (10) + Powers (106) - Drawbacks (0) = 180/180 Power Points Edited February 7, 2020 by RocketLord
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