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Danish Super Humans

The number of known Danish super humans are low, even given the country's size. The small size has led to a  a relatively close knit community, but with little in the way of way of the traditions of the North American super humanity. While the country has produced relatively few super villains, the Danish super heroes are still kept busy, dealing with attacks from foreign super villains that try to stake their claim in Denmark or threats from their country's mythology.

 

History

Denmark's heroic history stretches into the past, to the time of the vikings and beyond. Before the time of the Pact, the Aesir would walk their lands, or stride across their sky. Magic ran its course, creating heroes and monsters both, with Elves, Trolls, Giants and more living through the lands. Their tales would be told by the skjalds, but most were lost as Christianity took hold. Of particular note of this era was Holger Danske, also known as Ogier the Dane. A powerful warrior, a hero once in the service of Charlemagne, he would eventually retire to the catacombs of Castle Kronborg, where he turned to stone. Time and time again, when Denmark has been in need, Holger Danske has returned to fight for his country.

 

In the 19th century, the author as H. C. Andersen discovered the power of the fairy tale. He created manuscripts that held the power of his stories. He intended to use the stories to create heroes and wonders, but when he saw the horror of a man using the power of the Snow Queen to freeze Øresund, he decideed it would be better to hide the books and the power they contained. While some were hidden in Denmark, where they would be used by future champions, H. C. Andersen travelled across the world, scattering his works across the globe.

 

Prior to 1940, Denmark had few super humans, but still more than this day. All that changed when Nazi Germany invaded Denmark in 1940. Though the country's super human defenders fought valiantly, they, along with their country, were defeated by the superior Nazi Übersoldaten within hours, and the country capitulated. The known Danish super humans subsequently surrendered to the occupying force to prevent them from bombing Copenhagen. The few remaining Danish super humans went into hiding, fighting secretly against the Nazi occupiers as part of the Danish resistance groups. Holger Danske would return to fight the Nazi occupation time and again during the war. Most, if not all, of the Danish super humans were killed during the occupation.

 

In the years since, leading up to the modern era, few super humans revealed themselves. More often than not, they would be villains, but often than not, it would be handled by local authorities, or with the aid of UNISON. It was not the year 2000 that super humans began to appear in earnest in Denmark, though still in far lower numbers than other Western nations, beginning with the debut of the Little Mermaid on Christmas Eve the same year. Following the heroine's appearance, both heroes and villains would begin to to appear in the country. Notably, Denmark saw a greater appearance of mythological beings than many other creatures, with beings such as giants and trolls making their presence known once again.

 

With the number of Danish heroes still low, their efforts stretched thin across the country, the Danish government decided to charge Anders Lund, the country's leading genetist to focus his research on what he has dubbed the "super-gene", to create their own super heroes. While so far, Lund has been succesful, several nefarious organizations, including S.H.A.D.O.W., has taken an interest in the research. Denmark is under attack by opportunistic foreign super villains, an ever rising number of mythological beings making their presence known, shadowy organizations having designs on the country's fledgling experiments to create super humans and is relatively close to Talos' Rurland. With all the perils that seem to plague Denmark, is it any wonder that Holger Danske's throne at Castle Kronborg now stands empty?

 

Notable Persons and Organizations

 

Beowulf: A mythological Danish hero, who fought and killed the Grendel, the Grendel's Mother and more at some point between the 8th and 11th century. 

 

Danish Dynamite: A well meaning, but ultimately ineffective Danish hero, active since 2013. The former soccer player uses his heightened agiliy and strength to fight primarily smaller scale crime, having had little success against super human enemies.

 

Elverkongen: The Elf King. The king of the mythological and fairy tale Elves that live just beyond the sight of the world of man. From his throne he reigns supreme, sending Elf Maidens out to steal whatever catches his fancy. A powerful player in the world of myths, he follows a strict code of honor. Last reported active in December 2018, where the New Orleans native hero Lament saved a group of children from his grasp. 

 

Grendel & Grendel's Mother: The enemies of Beowulf, a powerful giant humanoid monster and his mother. Despite their defeats and supposed deaths at the hands of Beowulf and others, they have reappeared several times throughout history, most recently being involved in Lament's conflict with Elverkongen in December 2018.

 

H. C. Andersen: 1805-1875. Danish author, known primarily for his fairy tales. He created a number of books, sources of power based on his fairy tales, that he has hidden around the world, with a few located in Denmark. These true editions now empower a number of Danish and international heroes and villains.

 

Holger Danske: Also known as Ogier the Dane. Holger, son of King Gudfred, served as one of the Twelve Knights to the French King Charlemagne, wielding the sword Curtana. He led the French to victory against the Saracen, where he defeated the giant Brehus in single combat. As a wandering knight, he travelled across Europe before he returned to Denmark. At Castle Kronborg, he sat on his throne, where his body would turn to stone, appearing as if he was a statue that bore the inscription: "When Denmark is in peril, then Holger Danske will awaken". Throughout history, Holger has risen from his slumber when he was needed, only to return to his throne once his work was complete. He was last confirmed active during World War Two, aiding the Danish resistance groups against the Nazi occupation, before returning to the throne. Now, as Denmark is besieged by enemies from without and within, is it any wonder that Holger's throne stands empty once more?

 

Jens Vejmand: The protector the free town of Christiania, keeping it safe from outside interference. Vague and mysterious, he has acted as a guru and leader of the free town since he first appeared in 2008. His powers are as mysterious as his identity and origin, he has so far demonstrated levitation, force blasts of unknown energy, the ability to instill illusionary images, sounds, scents and feelings. He will often travel across Denmark, always walking by the road, appearing at his destination far faster than he should be able to.

 

Jormundgandr: The Midgard Serpent. The God Killer. From before the Pact was sealed, it encircled the world. Its reach is far, in the minds and hearts of men. It seeks only Ragnarok.

 

King Crab: A rogue Atlantean pirate with gargantuan mechanized crab armor. Since at least 2015, King Crab that has started attacking Danish transport ships and harbors, among other maritime targets in the North Sea and the Baltic Sea. He seems to have a particular fixation on the Little Mermaid II, often comparing her to her mentor.

 

Little Mermaid I: Formerly Denmark's premiere super hero, active from Christmas Eve 2000 until Christmas Eve 2017, where she was succeeded by Little Mermaid II. She could breathe under water and manipulate water, sing siren songs and, upon entering water, she would grow a mermaid's tail, allowing her to swim at incredible speeds. She was a known as a kind and loving heroine.

 

Little Mermaid II: The successor of Little Mermaid I, she tries her hardest to live up to her predecessors legacy. Possessing the same powers, she seems to be physically stronger than the first Little Mermaid, but still has a lot to learn. Active since Christmas Eve 2017, she patrols the Danish seas and coasts. A beloved heroine.

 

Lund Biovidenskab (Lund Life Sciences): Denmark's premiere genetic research division, funded and rund by Anders Lund, one of the most advanced biological laboratory facilities in Europe. Focusing on studying the genetic make up of super humans, the scientists and researchers of the group race against time to create Denmark's first artificially created super humans in an attempt to stave off the super human threats to the country. While so far unsuccesful, the group is making progress, and to most, it is only a matter of time before they succeed. Several shadowy organizations have shown interest Lund Biovidenskab, including S.H.A.D.O.W. and Labyrinth.

 

Metalhead: A super villain, active since June 2009, where his powers first manifested during his attendance as the yearly Roskilde music festival. His entire body appears to be composed of an unknown metal alloys, including softer areas, such as eyeballs, eardrums, tongue and more. He is able to absorb machinery and weapons into his body through touch, becoming stronger and able to accomplish new feats in the process. After causing trouble in Denmark for years and being defeated by the Little Mermaid I and the Snow Queen in several incidents, he left Denmark for greener pastures in 2015, after being defeated in his first encounter with Jens Vejmand. He has since worked as a villain for hire across the globe.

 

Snow Queen: Denmark's most powerful hero, the Snow Queen is able to create ice and cold, manipulate temperatures and freeze the hearts of men. A police officer, Julie Mikkelsen gained the powers of the Snow Queen after finding one of H. C. Andersen's true fairy tales. She is at the moment Denmark's only super hero without a secret identity, still working as a police officer, enjoying all the resources and fame that comes with her job and powers. A Danish celebrity, she travels across the country to aid where she is needed. Active since the January 2010.

Edited by RocketLord
  • 1 month later...
  • 4 weeks later...
Posted (edited)

Speed, Teleport to Others, Inspiration, Feints and Setup

Not a lot of damage, more buffer and debuffer

Understand all languages

Scolding alarm call: Squirrel is saying nasty things about you?

 

https://en.wikipedia.org/wiki/Ratatoskr

 

Ratatoskr

Power Level: 10

Effective Power Level: 10

Power Points: 150/150PP
Unspent Power Points: 0
Trade-Offs: TOU-4/DEF+4

 

In Brief: Yggdrasil's messenger squirrel, sent to aid Holger Danske in his quest.

Catchphrase: "Here I am!"

Theme: X


Birthplace: Yggdrasil

Residence: Yggdrasil

Base of Operations: Yggdrasil
Occupation: Messenger

Affiliations: Asgard, Holger Danske

Family: Numerous siblings.

 

DESCRIPTION

Age: As old as Yggdrasil
Gender: Male
Ethnicity: Squirrel

Height: 0’7’’
Weight: 0.6 lbs.
Eyes: Brown
Hair: Red

 

Ratatoskr is a red squirrel with a bushy tail.

 

ELPhOih.jpg

 

 

HISTORY

Ratatoskr is a squirrel that runs up and down the world tree Yggdrasil, delivering messages between the serpent Nidhogg that eats the roots of the world tree, and the eagle perced at the top of the tree. They are not quite friendly with each other, and some times the divine messenger squirrel takes on other assignments, like helping out the Aesir, where Odin's ravens are busy or would be too obvious.

 

Few myths mention Ratatoskr. Fewer still have him as an important figure. He is, at best, a minor figure in the Nordic myths, if not a mere footnote. In recent years, the gods have realized that this makes him a perfect spy on the Earth. He is divine, intelligent and able to communicate, and yet, he is such a minor figure, not even really a god, so he is either not bound or simply unnoticed by the pact. Through the years, he has guided a number of heroes on Odin's orders, most recently being sent to guide and help the reawakened Holger Danske.

 

 

PERSONALITY & MOTIVATION

Ratatoskr might be divine and intelligent, but he is still a squirrel. He is hyper-active, infinitely curious and some times very annoying. He will talk and chatter on and on, but then go silent at the drop of a hat and simply disappear.He is loyal to his charges and his mission, standing up for and helping his charges as well as he can. If he has been given a mission, he will carry it out to the best of his ability. Ratatoskr is brave, but not fearless, and he is well aware that there are thing that a squirrel just can't do, but on the other hand, there are many things that he can do that others just can't.

 

 

POWERS & TACTICS

Ratatoskr might be a divine squirrel, but he is still a squirrel, and his abilities in combat are rather limited. Rather than directly fighting enemies, he will attempt to distract and slow them down, making combat easier for his allies, rather than attempt to attack them directly. 

 

 

POWER DESCRIPTIONS

All of Ratatoskr's powers are either due to him being a divine messenger, or a squirrel. He is diminutive sized, fitting easily on Holger Danske's shoulder, and he is able to rapidly climb up trees and other structures, and his hearing is incredible accurate.

 

His physiology is enhanced by his divine origins, allowing him to move far faster and leap farther than he should be able to. He can move fast enough to appear instantly in another location, even being able to bypass obstacles along the way. He can even transfer this ability to others, as long as he touches them.

 

As a divine messenger, Ratatoskr is able to understand any language, even other animals, allowing him to communicate with most living beings. His name means Drill-Tooth, which applies to his teeth as well. Given enough time, he is able to chew through just about anything, an ability he some times finds use for in combat. He tends to scream and yell at people to distract and slow them down, while he can move with enough speed to trip and knock back foes in a collision. For his part, Ratatoskr survives the collision due to his own divine protection: He is protected by the blessings of the gods, and a certain degree of hurt will simply not reach him.

 

 

COMPLICATIONS

See Holger Danske's Annoying Squirrel complication.

 

 

ABILITIES

0 + 10 + 12 + 0 + 4 + 6 = 32PP

 

Strength: 1 (-5) / 10 (+0) 
Dexterity: 20 (+5) 
Constitution: 22 (+6) 
Intelligence: 10 (+0) 
Wisdom: 14 (+2) 
Charisma: 16 (+3) 

 

 

COMBAT

8 + 8 = 16PP


Initiative: +9 (+5 Dex, +4 Improved Initiative)
Attack: +4 Base, +8 Melee (+4 Base, +4 Diminutive Size), +7 Ranged (+3 Base, +4 Diminutive Size), see Power attack bonuses in DC Block
Defense: +14 (+5 Base, +4 Diminutive Size, +5 Dodge Focus), +5 Flat-Footed
Grapple: -13  (+4 Base Attack, -5 Strength, -12 Diminutive Size)
Knockback: -6 (Impervious Toughness 6)

 

 

SAVING THROWS

0 + 5 + 4 = 9PP

 

Toughness: +6 (+6 Con)Impervious Toughness 6

Fortitude: +6 (+6 Con, +0)

Reflex: +10 (+5 Dex, +5)

Will: +6 (+2 Wis, +4)

 

 

SKILLS

40R = 10PP

 

Bluff 12 (+15)Skill Mastery

Diplomacy 7 (+10)Skill Mastery

Gather Information 7 (+10)Skill Mastery

Intimidation 0 (-3)Diminutive Size

Notice 8 (+10)

Sense Motive 3 (+5)

Stealth 3 (+20)Diminutive Size, Skill Mastery

 

 

FEATS

16PP

 

Dodge Focus 5

Evasion 2

Hide In Plain Sight

Improved Initiative 1

Setup

Skill Mastery (Bluff, Diplomacy, Gather Information, Stealth)

Teamwork 3

Uncanny Dodge [Auditory]

Well-Informed

 

 

POWERS

14 + 12 + 11 + 6 + 15 + 6 + 3 = 67

 

All have the Divine descriptor, unless otherwise noted

 

Annoying Squirrel Array 6 (12PP Array; Feats: Alternate Power 2) [14PP]

BPDrain Toughness 10 (Extras: Affects Objects; Flaws: Limited [Objects Only]; Feats: Accurate, Precise) {12/12} (Descriptors: Drill-Tooth, Teeth, Biting, Piercing Damage Type)

APParalyze 10 (Extras: Range 2 [Perception]; Flaws: Saving Throw [Reflex], Sense-Dependent [Auditory], Slow) {10/12} (Descriptors: Screaming Squirrel, Sonic) 

APTrip 10 (Extras: Knockback; Flaws: Range [Touch]; Feats: Accurate, Improved Throw) {12/12} (DescriptorsSquirrel Collision

 

Comprehend 6 (Speak to and Understand Animals, Speak and Understand All Languages at Once) [12PP] (Descriptors: Messenger Squirrel)

 

Divine Messenger Array 5 (10PP Array; Feats: Alternate Power 1) [11PP] 

BP{4 + 2 + 4 = 10/10} (Descriptors: Fast and Nimble, Enhanced Physiology)

Leaping 4 (Leap distance x25; Running leap X ft.) [4PP]

Quickness 2 (Routine Tasks at x10 Speed) [2PP]

Speed 4 (100 MPH / 1000 ft./rnd) [4PP]

APTeleport 3 (Extras: Affects Others; Feats: Change Direction) (100 ft. / 1000 ft.) {10/10} (Descriptors: Instant Messenger, Speed)

 

Impervious Toughness 6 [6PP] (Descriptors: Divine Protection)

 

Shrinking 12 (Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate, Normal Movement, Normal Toughness) (Size modifiers: Size [Diminutive], ATK/DEF +4, Strength -12, Grapple -12, Stealth +12, Intimidation -6)  [15PP] (Descriptors: Fun Size, Physiology, No Divine) 

 

Super-Movement 3 (Trackless, Wall-Crawling 2) [6PP] (Descriptors: Squirrel Climb, Physiology)

 

Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Squirrel Senses, Physiology)

 

 

DRAWBACKS 
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC10 TOU (staged)

Damage

 

Drill-Tooth

Touch

DC20 FORT (staged)

TOU Drain

+10, Objects Only, Precise

Screaming Squirrel

Perception

DC20 Reflex

Avoid Slowed effect

Sense-Dependent [Auditory]

 

 

DC20 Will

Slowed

 

Squirrel Collision

Touch

Opposed Trip

Trip + Knockback

Improved Throw

 

 

Totals: Abilities (32) + Combat (16) + Saving Throws (9) + Skills (10) + Feats (16) + Powers (67) - Drawbacks (0) = 150/150 Power Points

Edited by RocketLord
Posted (edited)

Get later:

 

Powers

PRIORITY: Unstoppable Immovable 2 [2PP]

PRIORITY: Regeneration 10 (Bruised 3, Staggered 4, Injured 3) - Get just Bruised parts first

Feats

Accurate Attack

Paralyzing Attack (house rule)

Improved Critical 2 [Unarmed] (move to regular feat instead of part of Ogoun array)

Luck

Power Attack

Maybe some grapple feats

 

Cheval
Power Level: 12 (180/180PP)
Unspent Power Points: 0
Trade-Offs: -5 Defense / +5 Toughness

 

In Brief: Celebrity hero of the people empowered by the loa Ogoun.

Catchphrase: "I am iron, I am covered in iron."

Theme: Unstoppable - The Score

 

Alternate Identity: Marcus "The Iron Horse" Dumont (Public)
Birthplace: Vibora Bay

Residence: Weston District, Viboary Bay
Base of Operations: Weston District, Vibora Bay,
Occupation: Celebrity Hero, former Middle-Weight Boxer
Affiliations: None
Family: Michael Dumont (Father, deceased), Gabrielle Dumont (Mother, deceased), James Dumont (24, younger brother, attends University of Florida Vibora Bay), Nana Dee (Maternal grandmother, retired)

 

Description:
Age: 29 (DoB: 1990, August 10th)
Gender: Male
Ethnicity: African-American
Height: 6'3'' / [God of Iron] 7'
Weight: 167 lbs. / [God of Iron] 1.336 lbs.
Eyes: Black / [God of Iron] Metallic black
Hair: Black, shaved bald

 

Tall and strong, Marcus' physique clearly shows off his history as a former professional boxer. Standing at 6'3'' and 167 lbs. of muscle, he is not easily intimidated of stopped. Despite his size and muscles, he is lean and athletic, the kind to dance around other, heavier boxers. His black hair is usually shaved bald, with a neatly trimmed black beard. He tends to wear dark red dress shirts and black slacks, often with a black tie. 

 

As Cheval, Marcus wears a dark red and black bodysuit, which leaves his arms and face exposed. While primarily dark red, the suit is black on his sides, from under his arms and stretching to his feet, where he wears black boots with dark red soles. The upper part of the costume is in a black down pointing triangle that reaches his solar plexus, leaving a red stripe between the black triangle and the black parts of the costume on his side.

 

When ridden by Ogoun, Marcus grows in size to 7', his weight increasing to 1.336 lbs. His skin becomes metallic, like iron, and his eyes turn completely white. His beard becomes metallic, while remaining black. If he is wearing his costume, it grows to his size to continue being a perfect fit. He bulks up considerably, becoming even more muscular than normal.

 

thM5844.png5pvtzhg.png

 

History:
Marcus Dumont was born to Michael and Grabielle Dumont in Vibora Bays Weston District. While his parents did all they could to provide for their son, his grandmother Nana Dee took care of the young Marcus. A firm believer in the loa, Nana Dee told the young Marcus, and later his younger brother John, stories of the loa, their actions and their beliefs. To the young boys, it seemed like it were but fairy tales, but part of it stuck, particularly the tales of Papa Legba and Ogoun. While their parents loved both sons, the family could barely afford more than survival, and Marcus dreamed of one day becoming rich, so he could provide for his family, the way they had taken care of him. Where Marcus was strong and fast, John was clearly the smarter son. Easily bullied, John relied on Marcus to defend him, a task that the older brother took up with no complaint. The brothers loved each other dearly, that much was true.

 

Everything came tumbling down when Michael and Gabrielle died in a car accident 2009. While Marcus had already moved out, he took John in, and took up boxing to provide for his younger brother and pay his college tuition. Marcus had long since accepted that his brother had a much greater chance of becoming someone, but he could at least do the one thing he knew how: Use his fists. Marcus quickly proved to be a natural. Marcus "The Iron Horse" Dumont rose through the ranks, earning greater and greater prizes, becoming well known in Weston, his fame slowly spreading through the rest of Vibora Bay. Marcus was happy. He was finally making something of himself, and he could take care of his brother. . Marcus discovered a fondness for rum, one that some thought might prove troublesome, even if he did not turn to alcoholism.

 

Then, hurricane Michael hit Vibora Bay. John disappeared in the chaos, with Marcus frantically searching the streets for weeks to find his brother in the aftermath. He hunted every rumor, every path he could. He had to find John, he was sure that he was out there somewhere. Destitute and stressed, his fondness of rum slowly grew, and Marcus was rarely seen without a bottle of rum on his person during this time.

 

One dark evening, he finally found him. The Mayombe, a sinister cult devoted to the darker sides of the loa, had used the chaos of the hurricane's arrival to make their way into Vibora Bay. Fading in power, now but a shadow of what she once was, the cult's leader,  Lady Mamba, sought to commune with the loa Dinclinsin and Mademoiselle Charlotte in a bid to restore herself. To do so, they had prepared a sacrifice: John Dumont. As the Mayombe sang to the loa, Marcus acted to save his brother. He fought his way through cultists as best as he could, until he finally broke under their numbers, and was thrown into the interrupted ritual. Lady Mamba was delighted. Another sacrifice. The ritual resumed, the song continued, and Marcus remembered Nana Dee's teachings. He sang out to Papa Legba.

 

Suddenly, he was elsewhere. Standing at the crossroads, he saw an old man with a crutch and a wide-brimmed hand. The old man removed the pipe from his mouth, and blew smoke rings. He asked why Marcus had sung out to him. He asked what he wanted. He asked what Marcus would offer. Marcus needed help. He needed the power to save his brother. He needed the power to stop the Mayombe. And he offered a bottle of rum, held high before Papa Legba. The old man smiled, waved his hand and called forth a man with a sword, dressed in a red sash: Ogoun. For a short time, they talked. Marcus would become Ogoun's cheval, being ridden by the loa in return for great power. Great power that he would use to do good. Marcus accepted. He had to save his brother.

 

Marcus returned to the ritual, but something was different. He could feel the presence of Ogoun, and his body was far heavier than before. He was iron, he was covered in iron, and Ogoun pushed him on. With power far beyond what he had ever experienced before, Marcus fought the Mayombe, freeing his brother. As Cottonmouth the serpent man joined the fray, the battle spilled into the streets of Vibora Bay. Through power and skill, Marcus prevailed. His brother was saved. The Mayombe was pushed back, for now. As he stood victorious, his powers faded, and soon, he was recognized as the Iron Horse. He became an instant celebrity, revelling in his newfound fame. Sponsorships and more came through, and Marcus thought he had it made. He could provide for his brother and himself. He was barred from boxing, since no one knew if powers would resurface and give him an edge, but who cared? He stayed in Weston, he stayed in touch with the people on the street, he gave back to the community, and he had a good time.

 

Three weeks after the fight, the voice started talking to him. Ogoun was not done with Marcus yet. He was his cheval, and there more good to be done in the world. Marcus found the powers that he had briefly possessed returned. He required little persuasion from Ogoun. As Cheval, he would fight for the people.

 

Personality & Motivation:

Friendly and affable, Marcus Dupont does much to combat his initial appearance as that of a muscular thug with his behavior. He is good with fans and kids alike, the two categories often overlapping, treating them with respect and talking to them as equals. Dedicated to his family and community, Marcus is determined protect everyone that he can. A former boxer, Marcus used to win over the crowd with his showmanship, which he continues to display even as the hero Cheval. 

 

Marcus' drive to be a hero comes from multiple sources. First and foremost, he wishes to protect his community. This is driven both by his own personal belief in protecting others when he can, as well as a constant push by Ogoun to use the powers he has been granted for justice. Having used his deeds to become a celebrity, Marcus has found himself driven to fight on for the sake of his fans, those that believe that he will show up to save the day, and, of course, the wealth that he has begun to amass from various endorsement contracts and the like. While he is aware of the contradictions and is determined not to let his newfound fame and wealth change him, time will tell if a he will succeed or not.

 

Greatly dedicated to his younger brother James, Marcus first started boxing to support his studies, and still uses a sizeable amount of his wealth to take care of his brother, letting him pursue his dreams.

 

Powers & Tactics:

Marcus is a boxer at heart. His initial solution to most problems are to try to punch them, usually to great effect, given his powers. Given his near indestructible body, he will usually try to protect others, placing himself between them and blows, pushing them out of the way, or simply trying to take down an opponent before they can reach others. While often a bit of a showman, and known for showboating, Cheval will drop all pretense and fight without any showmanship, should the situation call for it.

 

Power Descriptions:

Marcus' powers come from being Ogoun's cheval, being ridden, or possessed, by the loa God of Iron and Fire. To have Ogoun's power enter his body, Cheval must be able to speak the phrase "I am iron, I am covered in iron", upon which he rapidly grows in height and mass, his skin becoming divine, living iron. In this form, Cheval is impervious to most forms of damage, gains incredible strength, and his fighting skills are enhanced by Ogoun, allowing Cherval to fight at far greater skill than what he would normally posses. Cheval can channel Ogoun's power into a number of different strikes, which he had dubbed the Break Strike, Drain Strike and Flame Strike, allowing him to break through defences, drain foes to heal himself or create a burst of fire. Through the divine power of Ogoun, Cheval's iron body is even able to touch and strike ghosts and spirits.

 

Ogoun's power has left its mark on Marcus, even when not being ridden by the loa. Even when in his normal mortal form, Marcus is able to see and communicate with spirits.

 

Complications:
Iron Horse: Though Ogoun leaves Cheval in control when he rides him, the God of Iron will sometimes take full control, if his objectives differ from Marcus'.

 

Rogues Gallery: Cheval has faced his share of foes, already starting to build an impressive array of foes. He has so far managed to earn the scorn of the Mayombe, Maitre Carrefour and the loa Mademoiselle Charlotte and Dinclinsin.

 

Hero of the People: Ogoun drives Cheval to be a hero, a warrior and a protector. He cares deeply for the well being of the man on the street, focusing on keeping them safe above all else. Cheval can be distracted by putting someone in danger.

 

You Know My Name: While he usually goes by Cheval, Marcus' identity was outed during the incident where he gained his powers, leaving him little choice in whether he wanted to keep a secret identity or not.

 

Showboating: Cheval's tendency to showboat can put him at an disadvantage in a fight, giving enemies chances to prepare, avoid blows that could have taken them out or the like.

 

Famous: Before gaining his powers, Marcus was well known boxer in Weston, with many believing he could be a contender, many still recognizing him from that time. Now, as Cheval, he has become known throughout Viboray Bay, both as Cheval and Marcus Dumont, which, while it offers benefits, can come with its own trouble.

 

Knight of Shining Armor: When Cheval is powered up, his mass and weight increases drastically to more than a ton, which can cause drastic issues if he is somewhere that cannot support his increased mass.


Abilities: 8 + 8 + 8 + 0 + 4 + 4 = 32PP
Strength: 18 (+4) / [God of Iron]  34 (+12)
Dexterity: 18 (+4)
Constitution: 18 (+4) / [God of Iron]  36 (+13)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 8 + 6 = 14PP
Initiative: +4 (+4 Dex)
Attack: +4 Base / [God of Iron] +12 Melee (+4 Base, +8 Attack Focus [Melee])
Defense: +4 (+3 Base, +1 Dodge Focus), +2 Flat-Footed / [God of Iron] +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +8 (+4 Base Attack, +4 Strength) / [God of Iron] +27 (+4 Base Attack, +8 Attack Focus [Melee], +12 Strength, +1 Super-Strength, +2 Super-Strength from Density) / +33 (+4 Base Attack, +8 Attack Focus [Melee], +12 Strength, +1 Super-Strength, +2 Super-Strength from Density, +6 Super-Strength)
Knockback: -2 Toughness / [God of Iron] -16 (-12 Impervious Toughness, -2 Toughness, -2 Immovable from Density)


Saving Throws: 0 + 0 + 6 = 6PP
Toughness: +4 (+4 Con) / [God of Iron] +17 (+13 Con, +4 Density)
Fortitude: +4 (+4 Con, +0) / [God of Iron] +13 (+13 Con, +0)
Reflex: +4 (+4 Dex, +0) / [God of Iron] +6 (+4 Dex, +0, +2 Enhanced Reflex Save)
Will: +8 (+2 Wis, +6)

 


Skills: 32R = 8PP

Climb 0 (+4)

Diplomacy 5 (+7)

Gather Information 4 (+6)

Intimidate 4 (+6)

Knowledge [Arcane] 5 (+5)

Knowledge [Popular Culture] 4 (+4)

Languages 2 (English [Native], French, Haitian Creole)

Notice 4 (+6)

Sense Motive 4 (+6)

Swim 0 (+4)

 


Feats: 9PP

All-Out Attack

Benefit 1 [Fame]

Benefit 1 [Wealth]

Dodge Focus 1

Interpose

Luck 1

Move-by Action

Takedown Attack

Ultimate Effort [Toughness Save]

 

Enhanced Feats:

Affects Insubstantial 2 [On Unarmed]

Attack Focus [Melee] 8

Dodge Focus 3

Improved Critical [Unarmed] 2

 


Powers: (25 + 18 + 2 + 2 + 11 + 9 + 7 + 3 + 27 + 3 + 4) + 2 + 1 = 114PP

 

Alternate Form 22 ("God of Iron"; 111PP Alternate Form[111PP] (Divine, Iron)

Density 8 (Extras: Duration [Continuous]; Flaws: Permanent; Feats: Buoyant) (Strength +16, Toughness +4, Impervious Toughness +4, Immovable 2, Super-Strength 2, Mass x8[25PP] 

 

Enhanced Constitution 18 [18PP]

 

Enhanced Traits 2 ("Cold Iron"; Add to Unarmed: Feats: Affects Insubstantial 2) [2PP]

 

Enhanced Traits 2 (Reflex Save +2) [2PP]

 

Enhanced Traits 11 (Attack Focus [Melee] 8, Dodge Focus 3) [11PP]

 

Immunity 9 (Life Support[9PP] 

 

Impervious Toughness 8 (Drawbacks: Noticeable [Iron Skin]) (+4 ranks from Density 8: Total rank 12) [7PP]

 

Leaping 3 (Leap distance x10: Running 220 ft.) [3PP] 

 

Power of Ogoun Array 12 (24PP Array; Feats: Alternate Power 3) [27PP]

BP: ("Might of Ogoun") Super-Strength 6 (+2 ranks from Density 8, +1 rank from Super-Strength 1: Total rank 9) (Total: +45 STR carry. Heavy load 716.8 tons) [12PP] + Add (Feats: Knockback 12) to Unarmed [12PP] {24/24PP}

AP: ("Break Strike") Add (Extras: Autofire, Penetrating 3; Feats: Knockback 7) to Unarmed [22PP] Enhanced Trait (Improved Critical [Unarmed] 2) [2PP]  {24/24}

AP: ("Drain Strike") Add (Extras: Vampiric) to Unarmed [12PP] + Drain Toughness 12 (Extras: Linked to Unarmed) [12PP] {24/24}

AP: Damage 12 ("Flame  Strike"; Extras: General Area [Cone]) (Area: 120 ft. cone) {24/24} (Fire)

 

Speed 3 (50mph, 440 ft./round) [3PP]

 

Super-Strength 1 (Feats: Groundstrike, Thunderclap) (+2 ranks from Density 8: Total rank 3) (Total: +15 STR carry. Heavy load 11.2 tons) [4PP]

 

Comprehend 1 (Comprehend Spirits) [2PP] (Divine)

 

Super-Senses 1 (Spirit Awareness, Descriptor Frequency: Uncommon, Sense Type: Visual [Default Extras: Accurate, Acute, Ranged]) [1PP] [1PP] (Divine)



Drawbacks: (-3) = -3PP

Normal Identity ("Must recite: 'I am iron, I am covered with iron' to active God of Iron alternate form"; Frequency: Uncommon; Intensity: Major]) [-3PP]


DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19 Tou (staged)

Damage

+4

Unarmed - Might of Ogoun

Touch

DC27 Tou (staged)

Damage

+12, Affects Insubstantial 2, Knockback+12

Unarmed - Break Strike

Touch

DC27 (staged)

Damage

+12, Affects Insubstantial 2, Autofire, Penetrating 3, Knockback+7, Crit 18-20

Unarmed - Drain Strike

Touch

DC27 Tou (staged)

Damage

+12, Affects Insubstantial 2, Vampiric

 

 

DC27 Fort (staged)

Drain Toughness

Linked to Drain Strike Damage effect

Flame Strike

Area, 120 ft. cone

DC22 Ref (staged)

Reduce Damage effect to DC21

Area

 

 

DC27 Tou (staged)

Damage

 

Groundstrike

Area, 120 ft. radius

DC22 Ref (staged)

Halve Trip effect

 Area

 

 

Trip roll vs. Strength Check

Tripped 

 

Thunderclap

Area, 60 ft. radius

DC22 Ref (staged)

Halve Auditory Dazzle effect to DC16

 Area

   

DC22 Ref (staged) -> DC22 Fort (staged)

Auditory Dazzle

 

 

Totals: Abilities (32) + Combat (14) + Saving Throws (6) + Skills (8) + Feats (9) + Powers (114) - Drawbacks (3) = 180/180 Power Points

Edited by RocketLord
Posted (edited)

Inspired by Burning Godzilla: A hero with a body that is an atomic reactor. Grows hotter and stronger the longer they fight and the angrier they get. Hothead, easily pissed off. Can overheat, causing a collapse.

Goes from human-looking to dark grey organic armor plating appearing all over their body when powers activate, to burning cracks forming in the armor to armor becoming red hot. Maybe just start with dark grey appearance as standard?

Can vent heat with mouth blast.

More? How to build? Powers and at PL7 with an alternate form that brings them to PL10?

 

Build as PL7 w. 105PP, then spend remaining 45PP on alt form for PL+3.

 

Burning Kaiju

Power Level: X

Effective Power Level: X

Power Points: X/XPP
Unspent Power Points: 0
Trade-Offs: X

 

In Brief: X

Catchphrase: X

Theme: X

 

Alternate Identity: X
Birthplace: X

Residence: X

Base of Operations: X
Occupation: X

Affiliations: X

Family: X

 

DESCRIPTION

Age: X

Apparant age: X
Gender: X
Ethnicity: X

Height: X’X’’
Weight: X lbs.
Eyes: X
Hair: X

 

Physical description

 

E7T4KjA.pngC7fbuom.png

 

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: )

BPPower X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X)

APPower 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 by RocketLord
Posted (edited)

Charisma +2 to 16 [2PP] (remember to increase skills)

Reflex +1 to +10 [1PP]

Will +3 to +8 [3PP]

Fortitude +1 to +6 [1PP]

Skills 36 ranks [9PP] (calculate total)

- Sense Motive +8 to +10

- Bluff +5 to +10

- Stealth +5 to +15

- Gather Information +2 to +5

- Diplomacy +7 to +10

- Drive +5 to +10

- Notice +4 to +14

Feats [1PP]

- Challenge [Fast Acrobatic Feint]

 

4PP for Equipment from Vet reward

 

The Raven Racer (Vehicle; Motorcycle) [20EP]

Size: Medium [0EP]

Strength: 25 (Medium Load: 533 lbs.) [3EP]
Defense: 10 [0EP]
Toughness: +10 [5EP]
Features: [7EP]
Alarm 2 (DC 25)

Caltrops

Computer

Navigation System

Remote Control

Smokescreen

Powers: [5EP]

Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP]

 

Increase Saves

Increase skills

Get feats

- Distract 1 [Bluff]

- Quickdraw

- Leadership

- Inspire

- Teamwork

 

 

Nevermore II

Power Level: 10

Effective Power Level: 8

Power Points: 150/167PP
Unspent Power Points: 17PP
Trade-Offs: -2 TOU/ +2 DEF

 

In Brief: The Robin to Raven's Batman.

Theme: A Different Kind of Dynamite - Thousand Foot Krutch

 

Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret), Charles 'Charlie' Gordon Pym (Alternate Identity used at Claremont)

Birthplace: Freedom City, United States of America

Residence: Claremont Academy

Base of Operations: Claremont Academy, Bayview, Freedom City; The Rookery
Occupation: Student, Sidekick

Affiliations: Claremont Academy, Raven III, Raven Family

Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer)

 

DESCRIPTION

Age: DoB: 2004 [January 19th]
Gender: Male
Ethnicity: Caucasian

Height: 5’10’’
Weight: 150 lbs.
Eyes: Blue
Hair: Dark red

 

Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear.

 

In his Charles Gordon Pym persona, Charlie tends to dress more casually, with jeans, t-shirts and sneakers of varying colors and designs.

 

As Nevermore II, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless black full-body suit, with only a few colors breaking the black. He wears heavy silver gauntlets over his arms for protection, and a silver utility belt with a stylized N on his belt buckle. Two lines in a shiny teal runs from under his arm to under his chest, then down to his belt. The soles of his boots, which are seamlessly connected to the rest of the body suit, is in the same shiny teal. He wears a logo of a raven with spread out wings in the same shiny teal on his chest, as a logo. Charlie wears a full, smooth cowl that only leaves his mouth free. His eyes are covered by what is normally white lenses, which shift to faint green when he activates the built-in night vision. A black cape with dark blue inner side connects directly to the shoulders of the costume.

 

JP1gegV.png

 

HISTORY

Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens.

 

When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him.

 

Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore.

 

It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. 

 

The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. 

 

Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid.

 

Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret.

 

 

PERSONALITY & MOTIVATION

Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, he's received plenty of training before coming to Claremont, and while he doesn't think that makes him better than his peers, he can still be cocky. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. 

 

While Charlie has the makings of becoming a great hero and a leader one day, he still has much to learn, a fact that he is painfully aware of. Much of his ego and bravado serves to hide this insecurity. If he finds a mystery or problem that he cannot solve, Charlie tends to fixate on it, growing almost obsessive.

 

 

POWERS & TACTICS

The majority of Charlie's tactics relies on distractions and misdirection. Observe an enemy, figure out how to best stop them, and then execute his plan. His fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Aside from that, Charlie's tactics tend to differ whether he's working together with Raven III, or not. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation.

 

When he works with Raven III, Nevermore acts as decoy, drawing the attention away from his mentor and, in turn, letting Raven III attack. If he can stay safe like that, then his mentor can work at his most effective. He lets Raven III take the lead, while he follows.

 

In other cases, Nevermore tends to take up more of a leadership role. He tries to make plans and becomes more likely to go for targets on his own, even when working with groups of other heroes. When he isn't working with Nevermore, he tends to be more cocky, putting up a brave front.

 

 

POWER DESCRIPTIONS

Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. 

 

Charlie's Nevermore II costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky.

 

Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat. While Charlie is not nearly as skilled in the use of the staff as he is with his other equipment, it can hit harder than his ravenrangs, weapons that have been used by three generations of Ravens. In addition to the standard ravenrangs, Charlie also has access to a number of stun ravenrangs, which emit an electrical shock upon contact with their target. Due to a combination of higher costs and having used the stun ravenrangs for pranks, Charlie is only allowed to bring five at a time. Further offensive tools in Charlie's utility belt includes tripwires and snare lines, which can be used to entangle his foes, or be set up as traps. The high quality of the tools make them difficult to break, allowing Charlie to effectively immobilize a foe, in theory at least. To distract his foes, Charlie utilizes darkness bombs, small grenades that create localized areas of extreme darkness. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark ravens, small enough to fit in the palm of a hand.

 

 

COMPLICATIONS

A Legacy of Ravens: Sure, Charlie can be a bit arrogant. He is smart, he is hardworking, he's the Raven's sidekick and protege, so he feels he has worked had to get where he is. Still, the arrogance is mostly a facade, hiding his insecurity. He's trying to fill the shoes of his hero, being a sidekick to the Raven, the former Nevermore. Here he is at Claremont, hanging out with people that can fly and shoot fire from their eyes, and all he got is a suit, a belt full of gadgets and training. So, he overcompensates, tries to take the lead, acting more arrogant and immature than he otherwise would. If Charlie's overcompensation or insecurities makes a situation worse, the GM can award him a Hero Point.

 

Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprieved of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable.

 

Quoth the Raven: Charlie has been given some ground rules for when he can put on his full costume and go into action, which can lead to some conflict. Unlike the other teenage heroes at Claremont, he can't just go into full costume out of nowhere, since he is supposed to be operating in secret. So far, Charlie is allowed to act as Nevermore during training sessions at Claremont and while out on patrol with the Raven, or when otherwise given permission. Of course, it is always a question of whether Charlie will respect those rules or not, which is further complicated by the presence of Claremont Headmistress Callie Summers. If following the rules set out by the Raven complicates things for Charlie or he gets caught breaking the rules by any member of the extended Raven family that might tell the current Raven about it, the GM can award him a Hero Point. Rules to be added and refined

 

Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. He even has to keep his actual identity a secret from his fellow students at Claremont, being known to them as Charles Gordon Pym. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point.

 

Sidekick: Nevermore is a sidekick to the Raven, and while he is growing into more of an individual hero at Claremont, others might not take a sidekick as seriously as a full fledged hero, be it heroes, villains, law enforcement or someone else. Is a situation is made worse by people's lack of respect due to Nevermore's status as a sidekick, the GM can award Charlie a Hero Point.

 

Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse.

 

Ushers, Masques and Conqueror Worms: Even if Charlie has yet to find any individual enemies, the legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newest members of the extended Raven family, just for the sake of taking revenge. If they interfere in a situation to attack Nevermore and make the situation worse, the GM can award Charlie a Hero Point.

 

 

ABILITIES

8 + 10 + 8 + 10 + 4 + 4 = 44PP

 

Strength: 18 (+4) 
Dexterity: 20 (+5) 
Constitution: 18 (+4) 
Intelligence: 20 (+5) 
Wisdom: 14 (+2) 
Charisma: 14 (+2) 

 

 

COMBAT

12 + 8  = 20PP


Initiative: +5 (+5 Dex)
Attack: +6 Base, +6 Melee, +8 Ranged, see Power attack bonuses in DC Block
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Grapple: +10  (+6 Base Attack, +4 Strength)
Knockback: -2 / -3 (w. Costume)

 

 

SAVING THROWS

1 + 4 + 3 = 8PP

 

Toughness: +6 (+4 Con, +2 Protection)

Fortitude: +5 (+4 Con, +1)

Reflex: +9 (+5 Dex, +4)

Will: +5 (+2 Wis, +3)

 

 

SKILLS

60R = 15PP

 

Acrobatics 10 (+15)

Bluff 2 (+4)

Computers 10 (+15)

Escape Artist 5 (+10)

Investigate 5 (+10)

Knowledge [Tactics] 5 (+10)

Notice 8 (+10)

Search 5 (+10)

Sleight of Hand 5 (+10)

Stealth 5 (+10)

 

 

FEATS

23PP

 

Acrobatic Bluff

Attack Focus [Ranged] 2

Benefit 1 [Alternate Identity - Charles Gordon Pym]

Dodge Focus 6

Eidetic Memory

Evasion 2

Hide In Plain Sight

Luck 2

Master Plan 2 [Use Knowledge [Tactics] for rolls]

Online Research

Set Up

Skill Mastery (Acrobatics, Computers, Sleight Of Hand, Stealth)

Well-Informed

Uncanny Dodge [Auditory]

 

 

POWERS

24 + 16 = 40

 

Device 6 (30DP Container, Flaws: Hard-To-Lose) [24PP] (Descriptors: Nevermore II Costume, Costume, Technology)
City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP]

BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun)

Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP]

Super-Movement 2 (Wall-Crawling 2) [4DP] (DescriptorsGrapple Claws)

Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] 

APFlight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape)

 

Communication 5 (Radio, 5 miles; Feats: Subtle) [6DP] (Descriptors: Built-In Headset)
 
Enhanced Feats 2 (Second Chance 3 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material)

Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer)

Protection 2 [2DP] (Descriptors: Armor Plating)

Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses)

Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display)

 

Device 4 (20DP Container, Flaws: Hard-To-Lose) [16PP] (Descriptors: Utility Belt, Belt, Technology)

Gadgets Array 6.5 (13DP Array; Feats: Alternate Power 7) [20DP] (Descriptors: Gadgets)

BPDamage 4 (Extras: Ranged; Feats: Improved Range, Mighty 4) {13/13DP(Descriptors: Ravenrang, Piercing Damage Type Thrown Weapon)

APDamage 4 (Feats: Accurate, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Stunning Attack, Subtle, Takedown Attack 2) {13/13DP(Descriptors: Collapsible Staff, Bludgeoning Damage Type)

APESP 4 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle) (Range: 1 mile) {13/13DP(Descriptors: Remote Viewing Drone, Remote Control, Spy Device)

APIllusion 8 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (50 ft. area) {13/13DP(Descriptors: Noisemaker, Playback Device, Sound, Remote Activated)

APObscure 5 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2) (Range: 50 ft., Area: 100-200 ft. radius) {13/13DP(Descriptors: Darkness Bomb, Darkness, Grenade)

APSnare 8 (Flaws: Action [Full]; Feats: Improved Range 1, Reversible, Tether, Triggered 2) {13/13DP(Descriptors: Snare Line, Special Flexible Alloy Line) 

APStun 8 (Extras: Ranged; Flaws: Action [Full], Unreliable [5 charges]; Feats: Improved Critical 2, Improved Range 1, Triggered 2) {13/13DP(Descriptors: Stun Ravenrang, Electric Shock, Piercing Damage Type, Thrown Weapon)

APTrip 8 (Feats: Improved Range 1, Improved Trip, Subtle 1, Triggered 2) {13/13DP(Descriptors: Tripwire, Setup, Thrown)

 

 

DRAWBACKS 
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19 Tou (staged)

Damage

+6

Ravenrang

100 feet

DC23 Tou (staged)

Damage

+8

Collapsible Staff

Touch: 5 ft.
Thrown: 60 ft.

DC23 Tou (staged)

Damage

+8, Crit 18-20, Takedown Attack 2

Collapsible Staff - Stunning Attack

Touch: 5 ft.
Thrown: 60 ft.

DC20 Fort (staged)

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.
>10: Unconscious

+6, Crit 18-20

Noisemaker

80 ft., 50 ft. area

DC18 Will 

Fail: Belive audio illusion 

Independent 

Snare Line

200 ft.

DC18 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+8, Subtle

Stun Ravenrang

200 ft.

DC18 Fort (staged)

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.
>10: Unconscious

+8, Crit 18-20, Subtle

Tripwire

200 ft.

DC18 Trip Resist (Worse bonus)

Tripped

+8, Subtle

 

 

Totals: Abilities (44) + Combat (20) + Saving Throws (8) + Skills (15) + Feats (23) + Powers (40) - Drawbacks (0) = 150/167 Power Points

Edited by RocketLord
Posted (edited)

Nevermore II
Charles Arthur Pratten is the second Nevermore, sidekick to the third Raven. A fan of all iterations of the Raven, the teenaged Charlie spent years investigating and compiling data and finally deduced the identity of the third Raven. Tracking him down to Summers Manor, Charlie presented himself to the Raven. Through trial and error, the Raven eventually accepted him as his sidekick, and Charles officially succeeded him as the second Nevermore.

 

History

The Raven legacy stretches back to the Silver Age, when Duncan Summers first put on the mask and cowl and became the Raven. A member of the Freedom League and an accomplished hero in his own right, the Raven fought against threats such as the Red Death, the Conqueror Worm, Alister Usher and many more. Crippled in his final battle against his archenemy Doctor Sin, the Raven finally had to retire. Since then, the Raven legacy has lived on. After the return of Doctor Sin and the death of her mother, Duncan's daughter Callie Summers took up the mantle as Raven II. Fighting against Omega in the 1992 invasion, Callie and Duncan relocated to Freedom City in the years that followed. While Duncan started the Claremotn Academy, Callie continued on as Raven II. For a time, she recruited Ashley Tran as her first sidekick, the Copycat. The duo eventually parted ways. As Callie started to feel her age and the wear and tear of the life of a super hero, she was approached by Aleksander Garen Nakani, a young man she had once rescued. He had figured out her identity, and came with a proposition: To train him to become the next Raven. Soon after, he debuted as Nevermore, the Raven's new sidekick. He would spend years training before finally taking on the mantle of Raven III, an identity he holds to this day. The history of the Raven family is a tale of a heroic tradition, one that continues to grow.

 

But Aleksander was not the only one to figure out the identity of the Ravens. One sunny day in the summer 2019, a young man knocked on the door to the Summers Manor, presented himself as Charlie Arthur Pratten, and told him that he knew that Aleksander was the Raven.

 

Born in 2004, Charles Arthur Pratten was a bright you boy. Raised by loving parents, taught the joys of computers and detective work by his grandfather, the young Charlie was a fan of the Ravens from the time he understood what they were. For years, he would compile data and information about sightings, battles, investigations and any snippet of information he could get his hands on. Nevermore debuted when Charlie was 10 years old, and he realized that if someone else could become the Raven's sidekick, then why couldn't he? When Raven III debuted two years later, Charlie was quick to realize that he was the former Nevermore. To the twelve year old Charlie, that just meant that the position as Nevermore had opened up, and he was galvanized in his efforts. He had spent years redoubling his efforts to discover the Raven's identity, to prove that he had what it took to become his sidekick. He worked out, particularly in acrobatics and gymnastics, he visited scenes where the Raven had fought or been seen, he collected and analyzed the data, and finally, he figured it all out.

 

Aleksander saw history repeating itself, but unlike Aleksander, who had wanted to become the Raven, Charlie wanted to become Nevermore. Despite not agreeing with Charlie's plans, Aleksander hired Charlie to help out at the Summers Estate and the Rookery. A short while later, he graduated to becoming Alek's man in the chair, providing support from the Rookery. It didn't last long before Charlie grew dissatisfied, and would often getting into trouble trying to fight crime with whatever equipment he could borrow from the Rookery. He did surprisingly well, but it was as much luck as skill. Alek finally agreed to train Charlie as his sidekick. At the very least, it would mean he could try to channel Charlie's skills into something useful, and that he would be able to keep an eye on the kid.

 

It took 9 months of intense training before Alek would let Charlie out on patrol as Nevermore II, debuting in March 2020. Plans were made that he would attend Claremont Academy in the semester starting in the fall, using the false identity of Charles Gordon Pym, to make sure that no one knew the true identity of a member of the Raven family.

 

As his skills and enthusiasm only continuers to grow, Charlie has fully embraced the role as Nevermore II. He is a sidekick, a hero-in-training and, if he puts in the work, perhaps a future world's greatest detective.

 

Costume and Appearance

As Nevermore II, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless black full-body suit, with only a few colors breaking the black. He wears heavy silver gauntlets over his arms for protection, and a silver utility belt with a stylized N on his belt buckle. Two lines in a shiny teal runs from under his arm to under his chest, then down to his belt. The soles of his boots, which are seamlessly connected to the rest of the body suit, is in the same shiny teal. He wears a logo of a raven with spread out wings in the same shiny teal on his chest, as a logo. Charlie wears a full, smooth cowl that only leaves his mouth free. His eyes are covered by what is normally white lenses, which shift to faint green when he activates the built-in night vision. A black cape with dark blue inner side connects directly to the shoulders of the costume.

 

As himself, Charlie tends dress in dress shirts and pants in darker colors, often wearing use ties in lighter colors or with different pattens in a contract. In his alternate identity as Charles Gordon Pym, he generally wears jeans and t-shirts in an effort to stand out, generally tending away from dark color. 

 

Skills, Tactics & Equipment
Charlie posses no superhuman abilities, or even peak human abilities, ilke his mentor. On the other hand, Charlie is smart, particularly in the fields of computing, detective work and tactics. He has taken to all three fields with surprising ease, quickly learning from the experiences that the Raven family has offered. His analytical and deductive abilities were honed through years of work investigating, cataloging and analyzing data related to the Ravens, until he finally discovered their true identities. Naturally agile, Charlie has honed his acrobatic talents through intensive training. He has received extensive combat training from the Raven family, and while he is still learning, he is a far more accomplished fighter than one would at first suspect, though he prefers to keep his distance.

 

Tactically, Charlie prefers distraction and misdirection to direct confrontations. He will use his agility, stealth and gadgets to stay out of the enemy's way while distracting them with his suite of gadgets, setting them up for further attacks from himself or his allies. He will provoke and taunt his enemies, try to figure out their weaknesses and where and how to strike. When he works with Raven III, he will often work as a decoy to let his mentor attack, letting him take the lead. Working by himself or with others of equal experience level, Charlie tends to fall into a leadership role, whether he wants to or not.

 

Charlie's Nevermore II costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky.

 

Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat. While Charlie is not nearly as skilled in the use of the staff as he is with his other equipment, it can hit harder than his ravenrangs, weapons that have been used by three generations of Ravens. In addition to the standard ravenrangs, Charlie also has access to a number of stun ravenrangs, which emit an electrical shock upon contact with their target. Due to a combination of higher costs and having used the stun ravenrangs for pranks, Charlie is only allowed to bring five at a time. Further offensive tools in Charlie's utility belt includes tripwires and snare lines, which can be used to entangle his foes, or be set up as traps. The high quality of the tools make them difficult to break, allowing Charlie to effectively immobilize a foe, in theory at least. To distract his foes, Charlie utilizes darkness bombs, small grenades that create localized areas of extreme darkness. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark ravens, small enough to fit in the palm of a hand.

 

Charlie's greatest weakness is his inexperience. While he has received extensive training from Alek, he has spent little time in the field, especially against super powered adversaries.

 

Allies

  • Martin Pratten: Charlie's father, an accountant born in 1980. They have a close and happy relationship.
  • Lily Pratten: Charlie's mother, born 1979. A lawyer that specializes in helping people in need that can't afford a lawyer. While she is usually busy, she still has a close relationship with Charlie.
  • Thomas Pratten: Charlie's paternal grandfather, born 1940. A retired software developer, he sparked Charlie's interest in computers and investigative work. Usually jovial, and much smarter than he pretends to be.
  • Josh Andrews: Friend from gymnastics. Charlie and Josh used to clash, but grew closer since then. Their relationship has detoriated somewhat since Charlie became Nevermore II.
  • Julie Jones: Friend from school, a fellow computer geek. Probably Charlie's closest friend, though most of their interactions have happened online since Charlie became Nevermore II.
  • Aleksander "Alek" Garen Nakani / Raven III: Charlie's mentor, the former Nevermore I. While Charlie respects Alek, he is not above breaking some of the rules set out for him by his mentor, or doing things just to mess with him, such as hitting on the time displaced Madame Raven. While Charlie sometimes gets on Alek's nerves, Alek knows that he can trust him when needed.
  • Calliope “Callie” Sen / Madame Raven: A time displaced teenage version of Callie Summers, the second Raven. Charlie likes her and is overjoyed to not be the only teenage member of the Raven family.
  • Ashley Tran / Watchdog / Copycat: Alek's predecessor as Raven II's sidekick. Charlie has spent little time with her, knowing her more by reputation. He feels that she dismisses him a bit as the new kid.
  • Calliope “Callie” Summers / Raven II: Alek's predecessor as the Raven. While their interaction has been few and far between, Charlie still idolizes Callie as one of his big heroes.
  • Duncan Summers / Raven I: Charlie has yet to meet the first Raven, but would love to do so one day.

 

Enemies

While Charlie has not been active as Nevermore for long enough to gain any personal enemies, his affilation with the Raven Family makes him a target for any of their enemies, such as the House of Usher, Dr. Sin, the Conqueror Worm and many others. Given his personality and nature, he is sure to gain enemies of his own, if they can see him as more than just the Raven's sidekick.

 

The Raven Family

As a member of the Raven family, Charlie has access to Summers Manor, the Rookery and their tools and vehicles, at least to the degree that Alek allows. At the same time, he is able to draw on the knowledge and aid of other members of the Raven family if necessary, giving him far greater resources than most other heroes at his age.

Still, he is very much the little brother of the Raven family, with much more limited access than most of the group.

 

Timeline

2004

  • Charles Arthur Pratten is born in Freedom City.

2014

  • With the debut of Nevermore, Charlie decides that he can one day become the Raven's sidekick too.

2016

  • As Nevermore graduates and debuts as Raven III, Charlie notices the similarities between the two and renews his investigation into the Raven family. Since no one is Nevermore, he resolves that he can become the new Nevermore. Charlie spends the next three years aligning clues, visiting crime scenes and analyzing data until he is finally sure of the Raven's identity.

2019

Summer

  • Charlie arrives at the Summers Manor, where he confronts Alek with his discovery that he is Raven III, and that he wants to join him. After some persuation, Alek relents, agreeing that Charlie can be his "man in the chair".
  • Charlie spends 3 months as the man in the chair, often getting into trouble by trying to fight crime on his own. Finally, Alek relents and agrees to train him to be the second Nevermore, so he can at least keep him out of trouble and make sure he doesn't get hurt.

2020 

Winter

  • In March, Charlie makes his public debut as Nevermore II.

Spring

Summer

  • Charlie enrolls at Claremont Academy.

 

Design Notes

Raven's Batman needed a Robin. Raven III had been Nevermore before taking on his current identity, which gave me the perfect heroic identity. As a character, I combined traits of Dick Grayson and Tim Drake, with personality traits, abilities and skills from both. Despite appearances, Nevermore II is not supposed to be a cowl: He is not supposed to be grim or brutal, leaning more heavily on the Dick Grayson side of the character in that way. 

As Raven III's sidekick, Nevermore II's build is designed to compliment his mentor's. Where Raven III is more about direct combat, Nevermore II will distract and confuse his enemies, setting up his mentor to take down his enemies. Development wise, I'm planning on having him develop skills and feats that allows him to take on a leadership role as he starts working with other teenage super heroes at Claremont Academy, forcing him to step out of Raven III's shadow in fights. He will probably be a great hero and leader one day, but he's not there yet. Right now, he's too cocky and too inexperienced.

I wanted to have a theme of history repeating, but with a twist: Like Alek before him, Charlie discovered the Raven's identity through hard work and investigation. Unlike Alek, he didn't seek to replace the Raven, but to help him. Like Alek, Charlie will attend Claremont, but while Alek stayed mostly to himself, Charlie will get heavily involved with other students. I have no plans of him ever assuming the Raven identity, though he might graduate from the Nevermore identity at one point, or just make it his own entirely.

I also wanted to avoid the tragic backstory: Charlie is not driven to be a hero by trauma, he's driven to be a hero to help others, and, in part at least, to challenge himself. Even if he isn't really aware of it, he is a thrillseeker.

Name wise, the middle name Arthur and middle and last names of Charlie's alternate identity combines to Arthur Gordon Pym, the name of the protagonist of Poe's The Narrative of Arthur Gordon Pym of Nantucket. The last name Pratten means Trickster, a fitting choice for Charlie's personality. The name Charles was picked as a mirror to Calliope usually going by Callie, and to stick to the emerging trend of Raven family members having first names starting with either A (Ashley, Alek) or C (Callie, Charlie).

 

---

 

Reputation: Inspiration here

 

Nevermore II

Gather Information

DC 15: Nevermore II is Raven III's sidekick.

DC 20: He is obviously not the first Nevermore, who has not been seen for years. He was first seen in March 2020.

DC 25: Nevermore II rarely operates on his own, primarily being seen working with Raven III.

 

Knowledge [History]

DC 15: The first Nevermore was active between 2014 and 2016.

DC 20: This is the second person to take on the Nevermore identity.

DC 25: Nevermore is Raven III's first sidekick.

 

Knowledge [Technology]

DC 20: Nevermore II is using a highly advanced suit, seemingly a variation on the suit used by Raven III. 

DC 25: The equipment in his uility belt seems highly specialized and advanced.

 

Charles Arthur Pratten

Gather Information

DC 05: Charles prefers to go by Charlie.

DC 10: Charlie's family includes his father Martin, an accountant, his mother Lily, a lawyer, and his grandfather Thomas, a retired software developer. They all live in Greenville.

DC 15: Charlie has lived and worked at the Summers Manor since the summer 2019. He seems to basically help out with whatever he's told to do.

 

Knowledge [Popular Culture]

DC 15: Charlie used to compete in gymnastics. He started to do so less starting from 2014, before stopping completely in 2015, citing a lack of interest despite his skills.

 

Charles Gordon Pym

Gather Information

DC 05: Charles prefers to go by Charlie.

DC 10: Charlie is an orphan that used to live on the streets in Southside. 

DC 15: Charlie's parents died during a robbery gone wrong. 

DC 20: He has been picked up by a trust fund and sent to attend Claremont Academy.

DC 30: Charles Gordon Pym isn't real. He's a fictional identity that has been set up by the Raven family.

Edited by RocketLord
  • 1 month later...
Posted (edited)

add descriptors

 

Justice - H.E.R.O. Mode Armor

Power Level: 12

Effective Power Level: 12

Power Points: 182/182PP
Unspent Power Points: 0
Trade-Offs: Defense Trade-offs scale between -5DEF/+5TOU to +5DEF/-5TOU, see M.O.D. System power

 

In Brief: Genius tokusatsu fangirl making her dreams come true.

Catchphrase: "Power up! Activate H.E.R.O. mode! Henshin!"

Theme: Light Up The Sky - Thousand Foot Krutch

 

 

DESCRIPTION

Justice's H.E.R.O. mode armor is a dark red undersuit with circuitry woven through it. She still wears the grey metal belt with the Justice Driver and her grandmother's amulet. Over the undersuit, the armor is golden with pulsing purple-pink energy lines running through it. She wears heavy golden armored boots that reach and cover her knees, a golden chest plate with a purple-pink energy core just above her abs. The chest plate connects to two-part golden shoulders with purple-pink energy lines. Heavy gold gauntlets channel Z-Space energy into her blows. Her helmet is dark red, with a purple-pink visor over her eyes, running down the sides of her face. A golden face plate covers her mouth, while she sports small golden antenna from her forehead, mirroring the ones from her normal armor.

EAwZ4ga.png

 

POWERS & TACTICS

Putting on the H.E.R.O. mode armor means that Justice is done talking. It is time for action. Robin favors pure power over much subtlety, overpowering her foes through pure speed and power. She stays mobile using a combination of pure speed and teleportation, moves in close to break down her enemies' defenses, stun them with rapid fire punches or blow them away with powerful waves of Z-Space energy.

 

 

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 Heuristic Emergency Response Operator (H.E.R.O.) mode armor is a designed solely for combat, using both designs based on Robin's standard Justice armor, as well as brand new weapons that utilizes stored Z-Space energy in addition to the power inherent in her grandmother's amulet. The armor posses multiple combat subroutines that enhance Robin's abilities and reflexes while in combat.

 

The H.E.R.O. mode armor's Modular Output Defense system (M.O.D.) is designed from the same principles as the standard Justice armor's M.O.D. system. Rather than using armor plating, the H.E.R.O. mode armor switches between dividing energy between rapid movement and powerful Z-Space energy powered force fields.

 

The Multivariable Outrageous Virtous Extension system (M.O.V.E.) switches between charging the suit itself, allowing Robin to move at super speed, or to pour Z-Space energy directly into Robin's grandmother's amulet, allowing her to teleport across short distances while in combat.

 

The Advanced Total Tactical Attack Control Kit system (A.T.T.A.C.K.) channels the Z-Space energy stored in the suit into Justice's gauntlets and boots for a number of powerful effects. At the most basic effect, Justice can combine the power with the speed of the suit to perform rapid fire Hero Srikes, or with teleportation to quickly strike every target in the area around her with a Tactical Teleport Strike. By focusing on her target's defenses and armor, Justice can throw a multitude of Armor Breaker Blows that let her slowly wear down her foes' defenses, opening them up for further attacks. By overwhelming her foe with a barrage of Lightning Speed Stun Strikes, Robin can temporarily stun them, even teleporting her blows to different locations around her target for surprise attacks. Finally, she can channel the Z-Space energy into a Rainbow Spiral Shockwave: Releasing spiralling waves of rainbow Z-Space energy around her, Robin weaves them around those that she wishes to keep safe, while knocking anyone caught in the shockwaves off their feet and away from her.

 

 

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)
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, [H.E.R.O. Mode Armor] +6 Base
Defense: +4 Base, [H.E.R.O. Mode Armor] +7 to +17 (+4 Base, +3 Enhanced Defense, +0 to +10 from M.O.D. System)

Grapple: +6 (+4 Base Attack, +2 Strength), [H.E.R.O. Mode Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength)
Knockback: -2 (TOU 4/2), [H.E.R.O. Mode Armor] -4 to -9 (TOU 7-17, based on M.O.D. System)

 

 

SAVING THROWS

 + 6 + 8 = 17PP


Toughness: +4 (+4 Con), [H.E.R.O. Mode Armor] +7 to +17 (+4 Con, +3 Protection, +0 to +10 from M.O.D. System)

Fortitude: +7 (+4 Con, +3)
Reflex: +8 (+2 Dex, +6) / [H.E.R.O. Mode Armor] +12 (+2 Dex, +6, +4 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

All-Out Attack

Power Attack

Quick Change

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 Control
Powers: [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: H.E.R.O. System Justice Armor, Invention, Technology)

 

A.T.T.A.C.K. System 15 (30DP Array; Feats: Alternate Power 4) [34DP] (Descriptors: Dimensional, Z-Space Energy) 

BPDamage 10 (Extras: Autofire [1] 12, Penetrating 2; Feats: Accurate 3, Improved Critical 2, Mighty) {30/30DP} (DescriptorsHero Strikes, Bludgeoning Damage Type, Super Speed)

APDamage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Indirect 3, Mighty, Progression [Area] 1) (Area: 50-100 ft. radius) {30/30DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space)

APDrain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {30/30DP} (DescriptorsArmor Breaker Blow,  Bludgeoning Damage Type, Powerful Strikes)

APStun 12 (Extras: Alternate Save [Reflex] (+0); Feats: Accurate 3, Extended Reach 1 [5 ft.], Indirect 2) {30/30DP} (Descriptors: Lightning Speed Stun Strikes,  Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space)

APTrip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Improved Trip, Progression [Area] 2) (Area: 60-300 ft. radius) {30/30DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave)

 

H.E.R.O. Mode 5.6 (28DP Container) [28DP]

Enhanced Feat 6 (Accurate Attack, All-Out Attack, Evasion 2, Power Attack, Uncanny Dodge [Visual]) [6DP] (DescriptorsCombat Subroutines)

Enhanced Feat 1 (Quick Change) [1DP] (DescriptorsCollapsible Armor)

Enhanced Trait 4 (Attack Bonus+2) [4DP] (DescriptorsCombat Subroutines)

Enhanced Trait 6 (Defense Bonus+3) [6DP] (DescriptorsCombat Subroutines)

Enhanced Trait 4 (Reflex Save +4) [4DP] (DescriptorsCombat Subroutines)

Features 2 (Built-in Subtle Computer) [2DP] (DescriptorsComputer, A.I. System)

Morph 1 (One Form [Justice Armor]; Feats: Metamorph 1) [2DP] (DescriptorsArmor Change)

Protection 3 (Extras: Force Field (+0)) [3DP] (DescriptorsForce Field, Z-Space Energy)

 

M.O.D. System 5 (10DP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2) [13DP] 

DBPProtection 0-10 (Extras: Force Field (+0)) (Total Toughness +7 to +17) {0-10DP} (DescriptorsForce Field Boost, Z-Space Energy)

DAPEnhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +7 to +17) {0-10DP} (DescriptorsSpeed Boost, Z-Space Energy)

 

M.O.V.E. System 7 (14DP Array; Feats: Alternate Power 1) [15DP] (DescriptorsDimensional, Magic, Z-Space)

BP: {10 + 4 = 14/14DP} (DescriptorsZ-Space Powered Speed)

Speed 9 (Feats: Moving Feint) (5000 MPH, 50.000 ft./rnd.) [10DP] 

Quickness 4 (Perform Routine Tasks at x25 Speed) [4DP]

APTeleport 10 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Moving Feint, Turnabout) (1000 ft. distance) {14/14DP} (DescriptorsCombat Teleport)

 

 

DRAWBACKS 
-3PP
 

Normal Identity (Major, Uncommon;  Free action to activate, Normal ID has no access to Justice Z Armor; Requires Justice Driver Belt to activate) [-3PP]

 

 

DC BLOCK

Name

Range

Save

Effect

Attack Bonus

Unarmed

Touch

DC17 TOU (staged)

Damage

+4

Unarmed – H.E.R.O. Mode

Touch

DC17 TOU (staged)

Damage

+6

Hero Strikes

Touch

DC27 TOU (staged)

Damage

+12, Autofire 1, Crit 18-20, Penetrating 2

Tactical Teleport Strikes

Touch
Targeted Burst Area 50-100 ft. radius

DC27 TOU (staged)

Damage

+12, Targeted Burst Area, Selective, Indirect 3

Armor Breaker Blow

Touch 

DC22 FORT (staged) 

Toughness Drain 

+12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.]

Lightning Speed Stun Strikes

Touch, 5 ft.

DC22 REF (staged)

Fail: Dazed

>5: Stunned

>10: Unconscious 

+12, Indirect 2

Rainbow Spiral Shockwave

Touch
Targeted Burst Area 60-300 ft. radius

Worse of Str/Dex vs. Power Check

Trip + Knockback

+12, Selective Attack

 

TotalsAbilities (38) + Combat (16) + Saving Throws (17) + Skills (27) + Feats (13) + Powers (74) - Drawbacks (-3) = 182/182 Power Points

Edited by RocketLord
  • 4 weeks later...
Posted (edited)

Egypt: Bastet:  She was the keeper of hearth and home, protector of women’s secrets, guardian against evil spirits and disease, and the goddess of cats.

Japan/China: The cat was regularly considered a guardian of the home and was thought to be the special protector of valuable books

https://en.wikipedia.org/wiki/The_King_of_the_Catshttps://en.wikipedia.org/wiki/Cat_sìth

https://en.wikipedia.org/wiki/Category:Mythological_felines

 

King of Cats

Power Level: 12 (Built as PL 10)

Power Points: 180/180PP
Unspent Power Points: 0
Trade-Offs: Combat caps built as PL8

 

In Brief: Mythological cat masquerading as a detective to protect Bedlam.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: Thomas 'Tom' Tildrum (Public) or (Secret) King of Cats, God of Strays (Titles) 
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

DESCRIPTION
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

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.)

 

PERSONALITY & MOTIVATION
(Describe why they do what they do here.)

 

POWERS & TACTICS
(In-character descriptions of how they do what they do.)

 

POWER DESCRIPTIONS
(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.)

 

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
6 + 6 + 6 + 4 + 10 + 4 = 36PP


Strength: 16 (+3) / 20 (+5)
Dexterity: 16 (+3) / 20 (+5)
Constitution: 16 (+3) / 20 (+5)
Intelligence: 14 (+2)
Wisdom: 20 (+5)
Charisma: 14 (+2)


COMBAT

8 + 6 = 14PP

 

Initiative: +0
Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus), +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed

Grapple: +0
Knockback: -0


SAVING THROWS

0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP

 

Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+5 Con, +0)
Reflex: +0 (+4 Dex, +0)
Will: +0 (+5 Wis, +0)


SKILLS

0R = 0PP (1PP = 4 Skill ranks)


Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



FEATS

9PP

 

Attack Focus [Melee] 4

Dodge Focus 5

Luck X
Feat Name
Feat Name
Feat Name

 




POWERS

9 + 4 + 9 + 4 + 6 + 4 + X + 11 + 3 + 12 + 3 + 5 + 3 + 4 = 70+X

 

Animal Control 8 (Extras: ???, ???; Flaws: Limited [Felines only]; Feats: Mental Link; Drawbacks: ???, ???) [9PP] (Descriptors: "Command Cats")

 

Comprehend 2 (Understand and speak to Animals) [4PP] (Descriptors: "Speak to Animals")

 

Enhanced Constitution 4 [4PP] (Descriptors: )

 

Enhanced Dexterity 4 [4PP] (Descriptors: )

 

King of Cats 12 (24PP Array; Feats: Alternate Power 1) [25PP] (Descriptors: Divine)

Base Power: [11 + 4 + 3 + 3 + 3 = 24PP]

Damage 3 (Extras: Penetrating 5; Feats: Improved Critical 2, Mighty) [11PP] (Additional Descriptors: "Claws and Fangs")

Enhanced Strength 4 [4PP] (Additional Descriptors: )

Leaping 3 (x10; Running Long Jump: X ft.) [3PP] (Additional Descriptors: Super-Strength)

Speed 3 (50 MPH) [3PP] (Additional Descriptors: )

Super-Strength 3 [6PP] (Additional Descriptors: Super-Strength)

 

Alternate Power: [4PP + X = XPP]

Emotion Control 8 (Extras: General Perception (Auditory)]Flaws: Limited [Fear Only], Range [Touch] (-2)) [4PP] (Additional Descriptors: "King's Roar", Fear, Sonic, Primal Fear) 

 

Morph 3 (Feline forms and forms between human and canine only; Extras: Duration [Continuous]; Feats: Metamorph 2 [Cat form, Cat God Form][11PP] (Descriptors: )

 

Protection 3 [3PP] (Descriptors: Tough, Divine, Genetic)

 

Regeneration 10 (Recovery Rate: Injured 2 [5 min], Staggered 2 [5 min], Disabled 3 [20 minutes], Resurrection 3 [5 hours]; Feats: Persistent, Regrowth) [9PP] (Descriptors: "9 Lives", )

 

Super-Senses 5 (Audio [Sense Type: Audio; Default Extras: Acute, Radius, Ranged; Extras: Ultra-Hearing], Olfactory [Sense Type: Olfactory; Default Extras: Radius, Ranged; Extras: Acute, Tracking], Visual [Sense Type: Visual; Default Extras: Acute, Radius, Ranged; Extras: Darkvision]) [5PP] (Descriptors: Feline Senses, Supernatural, Genetic) 

 

Super-Senses 1 (Supernatural Awareness [Descriptor Frequency: Common; Sense Type: Olfactory [Default Extras: Radius, Ranged]) [3PP] (Descriptors: "Smell the Supernatural", Feline Senses, Supernatural, Genetic) 

 

 



DRAWBACKS

(-0) + (-0) = -0PP

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]

 

Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

 

Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.

DC BLOCK

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser 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 by RocketLord
Posted (edited)

Kings of Cats - Cat

Power Level: 12 (Built as PL 10)

Power Points: 180/180PP
Unspent Power Points: 0
Trade-Offs: Combat caps built as PL8

 

In Brief: Mythological dog masquerading as a detective to protect Bedlam.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

DESCRIPTION
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

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.)

 

PERSONALITY & MOTIVATION
(Describe why they do what they do here.)

 

POWERS & TACTICS
(In-character descriptions of how they do what they do.)

 

POWER DESCRIPTIONS
(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.)

 

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
6 + 4 + 6 + 4 + 10 + 4 = 34PP


Strength: 16 (+3) / 20 (+5)
Dexterity: 14 (+2) / 18 (+4)
Constitution: 16 (+3) / 20 (+5)
Intelligence: 14 (+2)
Wisdom: 20 (+5)
Charisma: 14 (+2)


COMBAT

8 + 6 = 14PP

 

Initiative: +0
Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus), +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed

Grapple: +0
Knockback: -0


SAVING THROWS

0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP

 

Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+5 Con, +0)
Reflex: +0 (+4 Dex, +0)
Will: +0 (+5 Wis, +0)


SKILLS

0R = 0PP (1PP = 4 Skill ranks)


Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



FEATS

9PP

 

Attack Focus [Melee] 4

Dodge Focus 5
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • Name (Power breakdown, if applicable) [XEP]

 

Examples:

  • Gas Mask [1EP]
  • Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP]
  • Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]

 

Note: The Equipment block is only applicable if your character has the Equipment feat!


POWERS

9 + 4 + 9 + 4 + 4+ 4 + X + 11 + 5 + 9 + 3 + 5 + 3 + 4 = 70+X

 

Animal Control 8 ("Command Cats"; Extras: ???, ???; Flaws: Limited [Canines only]; Feats: Mental Link; Drawbacks: ???, ???) [9PP] (descriptors)

 

Comprehend 2 ("Speak to Animals"; Understand and speak to Animals) [4PP] (descriptors)

 

Damage 3 ("Claws and Fangs"; Extras: Penetrating 5; Flaws: ???, ???; Feats: Mighty; Drawbacks: ???, ???) [9PP] (descriptors)

 

Enhanced Constitution 4 [4PP] (descriptors)

 

Enhanced Dexterity 4 [4PP] (descriptors)

 

Enhanced Strength 4 [4PP] (descriptors)

 

Leaping X (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) [XPP] (descriptors) 1PP/rank

 

Morph 3 ("Cat"; Feline forms and forms between human and canine only; Extras: Duration [Continuous]; Feats: Metamorph 2 [CatForm, Cat God Form][11PP] (descriptors)

 

Protection 3 (Descriptive Name) [5PP] (descriptors)

 

Regeneration 7 (Descriptive Name; Recovery Rate: Injured 2 [5 min], Staggered 2 [5 min], Disabled 3 [20 minutes]; Feats: Persistent, Regrowth) [9PP] (descriptors)

 

Speed 3 (Descriptive Name) (50 MPH) [3PP] (descriptors)

 

Super-Senses 5 ("Animal Senses"; Audio [Sense Type: Audio; Default Extras: Acute, Radius, Ranged; Extras: Ultra-Hearing], Olfactory [Sense Type: Olfactory; Default Extras: Radius, Ranged; Extras: Acute, Tracking], Visual [Sense Type: Visual; Default Extras: Acute, Radius, Ranged; Extras: Darkvision]) [5PP] (descriptors) 

 

Super-Senses 1 ("Smell the Supernatural"; Supernatural Awareness [Descriptor Frequency: Common; Sense Type: Olfactory [Default Extras: Radius, Ranged]) [3PP] (descriptors) 

 

Super-Strength 2 (Descriptive Name) [4PP] (descriptors)



DRAWBACKS

(-0) + (-0) = -0PP

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]

 

Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

 

Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.

DC BLOCK

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser 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 by RocketLord
Posted (edited)

Kings of Cats - Cat God

Power Level: 12 (Built as PL 10)

Power Points: 180/180PP
Unspent Power Points: 0
Trade-Offs: Combat caps built as PL8

 

In Brief: Mythological dog masquerading as a detective to protect Bedlam.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

DESCRIPTION
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

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.)

 

PERSONALITY & MOTIVATION
(Describe why they do what they do here.)

 

POWERS & TACTICS
(In-character descriptions of how they do what they do.)

 

POWER DESCRIPTIONS
(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.)

 

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
6 + 4 + 6 + 4 + 10 + 4 = 34PP


Strength: 16 (+3) / 20 (+5)
Dexterity: 14 (+2) / 18 (+4)
Constitution: 16 (+3) / 20 (+5)
Intelligence: 14 (+2)
Wisdom: 20 (+5)
Charisma: 14 (+2)


COMBAT

8 + 6 = 14PP

 

Initiative: +0
Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus), +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed

Grapple: +0
Knockback: -0


SAVING THROWS

0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP

 

Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+5 Con, +0)
Reflex: +0 (+4 Dex, +0)
Will: +0 (+5 Wis, +0)


SKILLS

0R = 0PP (1PP = 4 Skill ranks)


Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



FEATS

9PP

 

Attack Focus [Melee] 4

Dodge Focus 5
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • Name (Power breakdown, if applicable) [XEP]

 

Examples:

  • Gas Mask [1EP]
  • Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP]
  • Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]

 

Note: The Equipment block is only applicable if your character has the Equipment feat!


POWERS

9 + 4 + 9 + 4 + 4+ 4 + X + 11 + 5 + 9 + 3 + 5 + 3 + 4 = 70+X

 

Growth Array X (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???[XPP] (descriptors) Handle Penalties with Enhanced Attack Bonus and Defense Bonus, not Feats

  • BPGrowth 4 (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: Full Power) [XPP] 4x3-1 = 11PP
    + Enhanced Feat (Attack Focus [Melee]
    + Enhanced Feat [Dodge Focus]
    + Protection 
    {power cost/array cost} (descriptors)
  • APGrowth 8 (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: Full Power) [XPP] 8x3-1 = 23PP
    + Enhanced Feat (Attack Focus [Melee]
    + Enhanced Feat [Dodge Focus]
    + Protection 
    {power cost/array cost} (descriptors)
  • APGrowth 12 (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: Full Power) [XPP] 12x3-1 = 35PP
    + Enhanced Feat (Attack Focus [Melee]
    + Enhanced Feat [Dodge Focus]
    + Protection 
    {power cost/array cost} (descriptors)



DRAWBACKS

(-0) + (-0) = -0PP

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]

 

Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

 

Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.

DC BLOCK

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser 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 by RocketLord

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