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Character Edits, v6


Dr Archeville

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REDUNDANCIES BUILT IN BY GIZMO

Starlight

:arrow: Bundling her Immunities into a single power with both the Alien and Magic descriptors.

:arrow: Bought her a second, single-target-only Morph. Yes, she now has three ranks in Quick Change. My plan is to eventually make the first, big Morph into a Grue Array with all sorts of fun, pseudo-shapeshifting effects. She'll need the second Morph if she doesn't want to go back to being a Grue when using her Grue Array.

[b][u]Player Name[/u]:[/b] Raveled

[b][u]Character Name[/u]:[/b] Starlight

[b][u]Power Level[/u]:[/b] 11 (158/164PP)

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent PP[/u]:[/b] 6

[b][u]Progress To Gold Status[/u]:[/b] 14/90 (Silver achieved with [url=http://freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad II[/url])


[b][u]In Brief[/u]:[/b] Grue drone awakened to sentience by the White Light. Travels to Earth to better learn how to use the mystic power.


[b][u]Alternate Identity[/u]:[/b] Leyla, Elizabeth Moya

[b][u]Identity[/u]:[/b] Unnamed Grue Drone (Secret)

[b][u]Birthplace[/u]:[/b] Gruen-Prime

[b][u]Occupation[/u]:[/b] Student at FCU, intern at Albright Institute

[b][u]Affiliations[/u]:[/b] Albright Institute, FCU

[b][u]Family[/u]:[/b] Genetically related to all of the Grue Unity


[b][u]Age[/u]:[/b] 7 (From when she left the Unity)

[b][u]Apparent Age[/u]:[/b] Mid-twenties

[b][u]Gender[/u]:[/b] Technically neuter, nominally female

[b][u]Ethnicity[/u]:[/b] Grue

[b][u]Height[/u]:[/b] Any, normally 5' 4" or 6' 4"

[b][u]Weight[/u]:[/b] 110 lbs.

[b][u]Eyes[/u]:[/b] Any, normally green or pure gold

[b][u]Hair[/u]:[/b] Any, normally blue-black or none


[b][u]Description[/u]:[/b] As a Grue drone, Leyla's default form is a masculine humanoid with brick-red skin and dead, pale green eyes. As Liz Moya, she is a woman of average height and curvaceous build, with smooth, olive skin, large, dark green eyes, deep black hair that's usually cut to shoulder length and tightly braided, and a wide, expressive mouth. She favors simple clothes with elaborate stitching, rather than a riot of colors. She usually wears minimal makeup.


As Starlight, she is as a towering, impossible slender woman carved from alabaster, a smooth, unbroken form of pure white. Her eyes are pools of pure gold; she wears a golden breastplate with flared shoulders, and banded sleeves of gold down to plated gloves. Her legs are protected by similar greaves, a metal skirt, and high boots.


[b][u]Power Descriptions[/u]:[/b] Starlight is a fusion of two separate lineages. On the one hand, she's a fully functional Grue drone. She can morph into a variety of humanoid forms, and even generate clothes and other accessories from her body. Her past as a Grue drone, however, has left her particularly vulnerable to abilities that target the mind.


On the other hand, she is the bearer of the White Light, a mystic legacy reaching back to prehistoric times. She can generate and manipulate strong light, focusing it into blasts or shapes of pure energy. She can even use its mystic powers to heal others of their injuries. When she uses it to travel, her form appears to dissolve into a thousand motes of light, only to reform at her destination.


[b][u]History[/u]:[/b] Elizabeth Moya was born on a farm in the north of Spain, and grew up a precocious, friendly young woman. She showed such intelligence that her grandfather, an old friend of Langston Albright, worried that her mind would be wasted on taking care of animals all day. When the woman was of age, he contacted his friend in Freedom City and convinced the man to give the young woman a shot at a special scholarship. She did well enough to impress him and secured herself a spot at Freedom City University, as well as a part-time job at Albright Insitute. She's just a freshman now, but great things are expected of her.


That's what most people believe, anyway. The truth is a little more complicated. In a distant star system, the Grue Unity was fighting a war against a technologically undeveloped alien species. Normally there would have been no contest, with the more advanced interstellar aliens crushing their backwards opponents, but these primitives had mastery of powerful magics. Most notable was the champion of their species, a bearer of the mystic White Light. Unfortunately, even such a champion could not hold back the inevitable, and the hero lead the alien invaders to the edge of his star system in an attempt to finish things in a single climactic, suicidal battle.


After a long and indecisive engagement, the Unity finally managed to gain the upper hand. With his back against the metaphorical wall, the hero unleashed the full power of what human occult scholars would call the Light of Pharos, burning out his life in order to wreck the Grue fleet. The plan worked -- the energy ran rampant through the ships, destroying most -- but there was an unexpected side-effect. Before destroying the last of the invaders, the Light empowered a lowly drone. This Grue was ripped free of the Meta-Mind's control; almost immediately it began to regret what it had done as a part of the Unity and teleported far away.


The free Grue, calling herself Leyla and later taking the moniker of Starlight, began to fight for good in the galaxy. In time she heard stories of Earth and their great calamities, especially one where a pair of human superheroes had wielded powers which sounded a lot like what she could do. She traveled to that little blue marble and landed in Europe, specifically in Spain, where she started fighting the local criminals and villains. In time though, she was confronted by the Freedom League. Her first instinct was to flee, but when the hero Pseudo revealed himself and his story to her, she decided to let the League choose her fate.


The heroes took her back to Freedom City and introduced her to Langston Albright. The retired Beacon was startled, to say the least, to find out that the Light of Pharos had chosen an alien -- and a Grue at that! Still, he agreed to train her and support her while she adapted to life on Earth. He suggested she enroll in college, both to gain important skills and to learn what it was like to live as a normal person. She agreed, and now Freedom is home to the bearer of the Light of Hope once more.


[b][u]Personality & Motivation[/u]:[/b] Liz is something of a person of contrasts. On the one hand, her Grue nature compels her to explore. As such she has a love of the novel and strange. She tends to get bored if things stay the same, and so is always looking for new experiences. She is very passionate about these new hobbies, leaping in with both feet and committing herself fully to a brand-new past time, usually burning out in a few weeks.


In addition, the Light has instilled in her a deep and abiding desire for justice and liberty. She feels driven to help whenever and whomever she can. One of the surest ways to get Liz on your side is to present yourself as the underdog, and one of the surest ways to make her your enemy is to try and control what others do!


[b][u]Powers & Tactics[/u]:[/b] Starlight doesn't have as much variety in her powers as previous Lightbearers did. Her tactics are pretty simple: Bear down on the enemy and blast them with concentrated beams of light and magic! In a team situation, she's likely to try and provide cover for her teammates with Create Object. If her allies are down or civilians are endangered, she will usually adopt a more defensive posture and try to get the injured out of the line of fire before returning to the fight.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Secret[/b] Liz strives to keep her identity a secret, as well as her past. Largely because...

[b]Grue Defector[/b] ... People don't trust Grue, even those that claim to have broken away from the Meta-Mind. Not only that, she's going to be hunted by the Unity wherever she travels. As if that wasn't enough...

[b]Rival[/b] ... Starlight made the Grue Arcane a particular target of hers, leading to an intense rivalry with a particular sorcerer who went by Phantasmagore. That's not even getting into...

[b]Legacy[/b] ... Her status as the latest Lightbringer. It is her job to protect the world, indeed all of the universe, against the power and disciples of Darkness.

[b]A Special Kind of Evil[/b] Due to her past as an appendage of the Meta-Mind, Starlight finds herself uncomfortable around psychics or others who can influence a person's mind.

[b]Amnesia[/b] Starlight's memories of her time with the Unity seem to be locked away in her skull...

[b]Flashbacks[/b] ... Except when some sensory input triggers an overwhelming memory.



[b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 4 + 10 + 8 = 28PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 20 (+5)

Charisma: 18 (+4)



[b][u]Combat[/u]:[/b] 8 + 8 = 16PP

Initiative: +7

Attack: +4, +10 Mystic Light Array

Grapple: +4, +17 Movable Create Object

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -5, -15 against energy effects



[b][u]Saving Throws[/u]:[/b] 6 + 4 + 5 = 15PP

Toughness: +10 (+0 Con, +10 Protection, Impervious 10)

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

Reflex: +7 (+3 Dex, +4)

Will: +10 (+5 Wis, +5)



[b][u]Skills[/u]:[/b] 56R = 14PP

Bluff 8 (+12) [sup]Skill Mastery[/sup]

Concentration 8 (+12)

Diplomacy 4 (+8) [sup]Skill Mastery[/sup]

Disguise 9 (+13/+33/+38 as Starlight) [sup]Skill Mastery[/sup]

Knowledge: Pop Culture 3 (+5) [sup]Skill Mastery[/sup]

Knowledge: Life Sciences 3 (+5) [sup]Skill Mastery[/sup]

Language 3 (English, Grue [native], Lor, Spanish)

Notice 8 (+12) [sup]Skill Mastery[/sup]

Perform 1 (Piano) (+5)

Perform 1 (Singing) (+5) [sup]Skill Mastery[/sup]

Sense Motive 8 (+12) [sup]Skill Mastery[/sup]



[b][u]Feats[/u]:[/b] 17PP

Attack Specialization (Mystic Light Array) 3

Connected (Albright Institute)

Dodge Focus 6

Improved Initiative

Luck 2

Move-By Action

Skill Master 2 (Bluff, Diplomacy, Disguise, Knowledge [Pop Culture, Life Sciences], Notice, Perform [Singing], Sense Motive)

Uncanny Dodge (Auditory)



[b][u]Powers[/u]:[/b] 2 + 9 + 5 + 15 + 3 + 27 + 10 + 6 = 77PP


[b]Flight 1 ([/b]10 MPH[b])[/b] [2PP] (Magic)


[b]Immunity 9 ([/b]Life Support[b])[/b] [9PP] (Alien, Magic)


[b]Impervious Toughness 10 ([/b][i]Flaw:[/i] Energy Only[b])[/b] [5PP] (Magic)


[b]Morph 4 ([/b]Any humanoid, [i]Extra:[/i] Duration [Continuous], [i]Feats:[/i] Quick Change 2[b])[/b] [14PP] + [b]Feature 1 ([/b]Sound Mimicry[b])[/b] [1PP] (Alien)


[b]Morph 1 ([/b]Starlight form, [i]Extra:[/i] Duration [Continuous], [i]Feat:[/i] Quick Change[b])[/b] [3PP]


[b]Mystic Light Array 11 ([/b][i]Feats:[/i] Alternate Power 5[b])[/b] [27PP] [Magic & Light)

[array][u]BE:[/u] [b]Blast 10 ([/b][i]Feats:[/i] Homing, Indirect[b])[/b] {22/22}


[u]AP:[/u] [b]Create Object 7 ([/b]Str 35, [i]Extra:[/i] Movable, [i]Feat:[/i] Stationary[b])[/b] {22/22}


[u]AP:[/u] [b]Environmental Control 7 ([/b]Bright Light, [i]Extras:[/i] Range [Perception], Independent, [i]Feat:[/i] Slow Fade 1[b])[/b] {22/22}


[u]AP:[/u] [b]Healing 7 ([/b][i]Extra:[/i] Total[b])[/b] {21/22}


[u]AP:[/u] [b]Dazzle 10 ([/b]Visual Senses, [i]Feat:[/i] Reversible[b])[/b] {21/22}


[u]AP:[/u] [b]Teleportation 6 ([/b]20 miles, [i]Extra:[/i] Accurate; [i]Flaw:[/i] Long-Range Only; [i]Feat:[/i] Change Direction, Change Velocity, Easy, [b])[/b] {21/22}[/array]


[b]Protection 10[/b] [10PP] (Force Shield, Magic)


[b]Super-Senses 6 ([/b]Detect Magic [Visual], Magic Awareness [Mental]) [6PP]



[b][u]Drawbacks[/u]:[/b] -3 = -3PP


[b]Vulnerability ([/b]Mental, [i]Frequency:[/i] Common, [i]Intensity:[/i] Major) [-3PP]



[b][u]DC Block[/u]:[/b]

[code]ATTACK          RANGE     SAVE                        EFFECT

Unarmed         Touch     DC 18 Toughness (Staged)      Damage (Physical)

Blast           Ranged    DC 25 Toughness (Staged)      Damage (Energy, Light)

Create Object   Ranged    DC 17 Reflex                  Trapped

Dazzle          Ranged    DC 20 Reflex/DC 20 Fortitude  Dazzle (Visual)

Totals: Abilities (28) + Combat (16) + Saving Throws (15) + Skills (14) + Feats (17) + Powers (77) - Drawbacks (3) = 164/164 Power Points

REDUNDANCIES BUILT IN BY GIZMO

(Also, if you're going to give the code for the whole sheet - which is good! - don't forget to adjust things like the PP totals at each section and the number of unspent PP.)

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POWER ROUTED TO THE PHASERS BY GIZMO

Ironclad

:arrow: All 3 PP into Skills, buying 12 ranks. 5 more ranks of Craft/Chemical, bringing her up to 10 ranks; 5 ranks into Craft/Electronic, bringing her up to 15 ranks; and the last 2 ranks into Sense Motive.

:arrow: Shifting around some points in the S-Senses array to free up a PP inside the suit. Investing it in the Weapon Array to buy her some glue capsules and a missile attack. Yay for impromptu cuffs and Perception Range attacks!

[floatr][img=http://www.freedomplaybypost.com/wiki/images/5/51/IroncladHF2.png][/floatr][b][u]Characters Name[/u]:[/b] Ironclad II

[b][u]Power Level[/u]:[/b] 12 (182/182PP)

[b][u]Trade-Offs[/u]:[/b] +5 Toughness/-5 Defense

[b][u]Unspent PP[/u]:[/b] 0

[b][u]Progress To Gold Status[/u]:[/b] 77/90


[b][u]In Brief[/u]:[/b] Genius teen uses her intellect and her fortune to fight crime!


[b][u]Alternate Identities[/u]:[/b] Jessica Anne Parker

[b][u]Identity[/u]:[/b] Public

[b][u]Birthplace[/u]:[/b] Freedom City

[b][u]Occupation[/u]:[/b] Full-time superhero, engineer

[b][u]Affiliations[/u]:[/b] Dawes Tech, Dragonfly, the Lab

[b][u]Family[/u]:[/b] Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased).


[b][u]Description[/u]:[/b]

[b][u]Age[/u]:[/b] 18 (DoB: June 3, 1993)

[b][u]Gender[/u]:[/b] Female

[b][u]Ethnicity[/b]:[/u] Northern European

[b][u]Height[/u]:[/b] 6'

[b][u]Weight[/u]:[/b] 130 lbs.

[b][u]Eyes[/u]:[/b] [url=http://images.theage.com.au/ftage/ffximage/2008/12/16/husky_gallery__600x397.jpg]Pale blue[/url]

[b][u]Hair[/u]:[/b] [url=http://www.hairfinder.com/haircollections4/evo1.jpg]Strawberry blonde[/url], dyed [url=http://styletips101.com/wp-content/uploads/2009/01/auburn-hair.jpg]auburn[/url]


[b][u]Description[/u]:[/b] Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower


The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package.


Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space.


[b][u]Power Descriptions[/u]:[/b]Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She can also connect to machines and electronics mentally, interrogating and controlling them. When mentally linking with machines, blue-white lights dance in front of her eyes, faintly visible even through her armor.


[b][u]History[/u]:[/b]Jessica Anne Parker was born to privilege. Her father Gregory was president of Parker Tech, the number three consumer electronics company in the world and a major supplier of the US government, and militaries worldwide. Still, it’s her grandfather, Malcolm, which she most admires and identifies with. They both have a lobe of gadgets and a fierce sense of justice. She enjoyed debating with her grandfather over engineering matters, usually pitting her love of modern electronics against Malcolm’s faith in more mechanical methods.


One day, to prove a point, Malcolm revealed that he had been Ironclad, a government-backed hero that retired after the Vietnam War. Jessica’s imagination was fired and she started designing a new, sleeker suit of armor, and in time she took to the streets and skies of Freedom City as the new Ironclad, using her armor to fight crime and villainy. Her grandfather was, understandably, quite angry.


Still, Jessica could be as stubborn as the old man when she put her mind to it. They reached a compromise; she went out in the field in the armor and he kept back, advising her remotely. That still doesn’t stop her from taking risks, and it doesn’t stop him from yelling at her when she does.


Towards the end of 2010 Jessica’s life changed quite a bit. She met a number of other heroes and expanded her social circle. Most notably she started dating Blake Salazar, better known as the hero Warlock. Her world was shaken when her grandfather passed away, but she came out of the crisis stronger and with a closer relationship with her boyfriend. At the very end of the year she survived a chemical attack underneath Jameson Airport. As a side-effect of medical treatments, she developed technopathic powers.


[b][u]Personality & Motivation[/u]:[/b]It’s easy to mistake Jessica Parker for a timid girl, because most of the time she is a very quiet young woman. It’s not to say that she doesn’t care to talk to other people, it’s just that her technical training predisposes her to hold her tongue when she doesn’t have any expertise on a topic. When she can be persuaded to speak, she can actually be something of a chatterbox – her high IQ means that she can quickly leave others in the dust.


As Ironclad, she’s much more assertive and self-assured. With a literal layer of armor between herself and her audience, she feels more confident, more able to express her own opinion. Whether that will leak into her ‘civilian’ identity, only time will tell. Still and all, when Jessica sets her mind to something, she can be next to impossible to convince otherwise.


Jessica is a compulsive fixer. Whether it’s machines, people, or events, when she sees that something is broken she tries to sit it to rights. On the one hand that means she tends towards optimism, and doesn’t let herself get disheartened by failure. On the other hand it means she butts into other people’s business, a habit that can range from rude to lethal.


[b][u]Powers & Tactics[/u]:[/b]In the suit, Ironclad prefers to keep range from her opponents, using full All-Out Attack and full Power Attack when the situation merits, trusting in her armor to keep her safe from any reprisals. If necessary though, she can enter melee range or use her other combat feats to gain an edge.


In a team-based situation, Ironclad is likely to use her extra-sturdy construction to shield her more fragile allies.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]City Girl:[/b] Some of Jessica's powers come as a result of 'time-sharing' brain-space with computer networks. Any time she's outside a developed, urban area she loses any power in the Technopath container.

[b]HUD:[/b] The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening.

[b]Limited Use:[/b] When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities.

[b]No Plans, No Prototype:[/b] Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail.

[b]Obsession:[/b] Jessica can't help herself from examining high-tech machines, and especially super-tech.

[b]Responsibility:[/b] Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up.



[b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 10 + 2 + 4 = 22PP

Strength: 30/10 (+10/+0)

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 20 (+5)

Wisdom: 12 (+1)

Charisma: 14 (+2)



[b][u]Combat[/u]:[/b] 8 + 8 = 16PP

Initiative: +5

Attack: +4, +10 Battlesuit Weapons Array

Grapple: +4, +20 Battlesuit Servos, +25 at full Super-Strength

Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed

Knockback: -7/-0



[b][u]Saving Throws[/u]:[/b] 6 + 4 + 7 = 17PP

Toughness: +15/+0 (+0 Con, +15 Protection)

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

Reflex: +7 (+3 Dex, +4)

Will: +8 (+1 Wis, +7)



[b][u]Skills[/u]:[/b] 116R = 29PP

Computers 10 (+15)[sup]Skill Mastery[/sup]

Concentrate 9 (+10)

Craft (Chemical) 10 (+15)

Craft (Electronic) 15 (+20)

Craft (Mechanical) 15 (+20)[sup]Skill Mastery[/sup]

Disable Device 10 (+15)[sup]Skill Mastery[/sup]

Knowledge (Physical Sciences) 10 (+15)

Knowledge (Technology) 15 (+20)

Languages 4 (English [Native], French, German, Japanese, Russian)

Notice 9 (+10)[sup]Skill Mastery[/sup]

Sense Motive 9 (+10)



[b][u]Feats[/u]:[/b] 10PP

Benefit (Wealth 2 [Rich])

Dodge Focus

Eidetic Memory

Equipment 0 (+3 Bronze Reward)

Inventor

Interpose

Luck 3

Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice)


[quote name="Equipment 3PP = 15EP"]


[url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url] (HQ) [5EP]


[hr][/hr]

[b][u]Midtown Apartment (PL10 HQ)[/u][/b] [11EP]


[b]Size:[/b] Medium [1EP]


[b]Toughness:[/b] +10 [1EP]


[b]Features:[/b] [8EP]

Computers

Defense System: [b]Snare 12[/b]

Laboratory

Library

Living Space

Security System 2 (DC25)

Workshop[/list][/quote]



[b][u]Powers[/u]:[/b] 73 + 4 + 3 + 4 + 4 + 1 = 89PP



[b]Device 17 ([/b]85PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Accurate 3, Restricted [Mental Quickness 6+], Subtle[b])[/b] [73PP] (Battlesuit [Technology])

[device][i]All effects have the Technology descriptor.[/i]


[b]Enhanced Feats 7 ([/b]Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change[b])[/b] [7PP]


[b]Features 3 ([/b]Computer, Hologram Projector, Library[b])[/b] [3PP]


[b]Immunity 11 ([/b]Critical Hits, Life Support[b])[/b] [11PP] (Armor)


[b]Power Reserve 5 ([/b]10PP, Flight, Super Strength[b])[/b] [10PP]


[b]Protection 15[/b] [15PP] (Armor)


[b]Sensor Array ([/b]13PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [14PP]


[array][u]Base Power[/u]: [b]Super-Senses 13 ([/b]Infravision, Ultravision, Analytical Visual Senses [All], Counter All Visual Obscure, Extended Visual Senses [All] 2 [1000 ft increments], Radius Visual Senses [All][b])[/b] [13PP]


[u]Alternate Power[/u]: [b]Super-Senses 9 ([/b]Ultrasonic Hearing, Accurate Auditory Senses [All], Analytical Auditory Senses [All], Extended Auditory Senses [All] [100 ft increments][b])[/b] + [b]Super-Senses 4 ([/b]Radar, Accurate Radar Sense, Extended Radar Sense [100 ft increments][b])[/b] [13PP][/array]


[b]Super-Senses 3 ([/b]Direction Sense, Distance Sense, Time Sense[b])[/b] [3PP]


[b]Vulnerability ([/b]Electricity, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [+50%][b])[/b] [-3PP]


[b]Weapons Array 11 ([/b]22PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [25PP]


[array][u]Base Power[/u]: [b]Blast 10 ([/b][i]Feats:[/i] Improved Range 2 [2 500ft Increments / 1,000ft Max Range][b])[/b] [22PP] (Wrist Blasters)


[u]Alternate Power[/u]: [b]Enhanced Strength 20 ([/b][i]Feats:[/i] Takedown Attack 2[b])[/b] [22PP] (Servos)


[u]Alternate Power[/u]: [b]Snare 10 ([/b][i]Feat:[/i] Reversible[b])[/b] [21PP] (Glue Capsules)


[u]Alternate Power[/u]: [b]Blast 10 ([/b][i]Extra:[/i] Range/Perception, [i]Flaw:[/i] Action/Full[b])[/b] [20PP] (Lock-On Missile)[/array][/device]


[b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4PP]

[spoiler]Mental Quickness 6 means that Ironclad can make the following checks.


Computers to

[list]
[*]search for a file on a massive network as a full round.

[*]crash a computer as a free action.

[*]destroy or damage programming in 6 rounds.

[*]write a program in 6 rounds.[/list]


Knowledge to

[list]
[*]Take 10 as a free action.

[*]Take 20 in 6 rounds.[/list]


Notice to

[list]
[*]make a Notice check as a free action.[/list][/spoiler]



[b]Super-Senses 1 ([/b]Radio[b])[/b] [1PP] (Technopath)


[b]Technopathy 3 ([/b]1.5 points; [i]PF[/i]: Alternate Power[b])[/b] [4PP]

[list][u]BE[/u]: [b]Datalink 2 ([/b]Radio, 100ft; [i]Feats:[/i] Machine Control[b])[/b] {3/3}


[u]AP:[/u] [b]Communication 2 ([/b]Radio, 100 ft; [i]Feat:[/i] Subtle[b])[/b] {3/3}[/list]


[b]Technopath Container[/b]

[device][i]All effects have the Mutant descriptors[/i]

[b]Enhanced Feats 4[/b] (Online Research, Jack of All Trades, Speed of Thought, Well-Connected[b])[/b] [4PP]


[b]Quickness 6 ([/b]x100, stacks for Mental Quickness 12 [x10 000], [i]Flaw:[/i] Limited [Mental Tasks] [3PP]

[spoiler]Mental Quickness 12 means that Ironclad can make the following checks.


Computers to

[list]
[*]search for a file on a massive network as a free action.

[*]crash a computer as a free action.

[*]destroy or damage programming as a free action.

[*]write a program as a free action.[/list]


Knowledge to

[list]
[*]Take 20 as a free action.[/list]


Notice to

[list]
[*]make a Notice check as a free action.[/list][/spoiler]
[/device]



[b][u]Drawbacks[/u]:[/b] -0PP

None



[b][u]DC Block[/u]:[/b]

[code]ATTACK           RANGE       SAVE                        EFFECT

Unarmed          Touch       DC 15 Toughness (Staged)    Damage (Physical)

Blasters         Ranged      DC 25 Toughness (Staged)    Damage (Energy)

Servos           Touch       DC 25 Toughness (Staged)    Damage (Physical)

Glue Capsules    Ranged      DC 20 Reflex (Staged)       Entangled/Immobilized

Lock-On Missile  Perception  DC 25 Toughness (Staged)    Damage (Physical)
Abilities (22) + Combat (16) + Saving Throws (17) + Skills (29) + Feats (10) + Powers (88) - Drawbacks (0) = 182/182 Power Points

POWER ROUTED TO THE PHASERS BY GIZMO

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Sheet is currently erroneous, I have 4 unspent PP, not the 8 listed.

(previous had to spent 1 on an error from creation, 1 on skill Mastery, 1 on either Accurate Attack or All-Out Attack, and 1 one Lucky.)

Would like to spend the 4 PP I currently have to add to Flight, bringing to Flight 3.

Actually, double checking all of his math, he's only using 156 out of 158PP right now, even after the increased ranks of Flight! ~Gizmo

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CURRENT ALTERNATED BY GIZMO

Edits for Voltage;

Adding Magnetic Control, Insubstantial, and Confuse to his Electrical Control Array

Taking 4 PP away from Quickness

Adding Immunity: Electrical Effects

Notice two errors; I paid for my base power in Electrical Control twice and ended up making the Array more expensive than it should have been. I also put 15PP down for cost of Feats when it was really 13 PP. That's 3 PP I lost in character creation, oops.

So, 6 PP from my rewards, plus the 3 I got from correcting those errors, plus the 4 I pulled from Quickness pays for 3PP worth of Array additions and a 10 PP immunity.

I also corrected a tiny typo in his Bio section (listed his powers awakening before 16th birthday, corrected it to 18th), added a bit to his bio to liven it up New sheet is thus;

[b][u]Player Name[/u]:[/b]Thunder King[floatr][img=http://freedomplaybypost.com/wiki/images/a/ae/Voltage.PNG][/floatr]

[b][u]Character Name[/u]:[/b] Voltage

[b][u]Power Level[/u]:[/b] 10 156/156

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Bronze Status[/u]:[/b] 6/30


[b][u]In Brief[/u]:[/b] Super smart electricity controller


[b][u]Alternate Identity[/u]:[/b] Thomas Morgan

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] Freedom City

[b][u]Occupation[/u]:[/b] Computer Tech/Student

[b][u]Affiliations[/u]:[/b] Fellow employees, classmates

[b][u]Family[/u]:[/b]  Father James, mother Laura, brother Samuel


[b][u]Description[/u]:[/b]

[b]Age:[/b] 18 ([i]DoB:[/i]April 9, 1993

[b]Gender:[/b] male

[b]Ethnicity:[/b] Caucasian

[b]Height:[/b] 5'11"

[b]Weight:[/b] 155

[b]Eyes:[/b] Blue

[b]Hair:[/b] Gray (side effect of mutation)


Voltage is nearly six feet tall and slim but fit. He keeps his gray hair at near shoulder-length.


His costume is all black. There are silver accents on each glove and on his boots that look like lightning. Across his chest streaks a silver lightning bolt.


[b][u]Power Descriptions[/u]:[/b]

Voltage's electricity powers manifest as a silver color. When he teleports, his teleportation has an electric effect. If it's short range, the electricity flows to the spot he's teleporting to. If it's long range, it just vanishes. In both cases he reassembles from the energy at destination.


[b][u]History[/u]:[/b]

His parents, James and Laura Morgan, lived in California where James was a researcher at a corporation. James was diagnosed with cancer, and after doing research discovered that the company was experimenting on it's employees illegally. James was treated for cancer successfully and they sued the company along with other employees. The company went under, and James and Laura moved to Freedom City.


After moving to Freedom City, they had their first child, Thomas. He lived an ordinary life as an ordinary child until shortly before his 18th birthday, when he accidentally electrocuted himself trying to fix a computer. It was a severe shock, but put him in a coma for reasons doctors did not understand.


The coma lasted only four days. On the fourth day, the nurses entered the room and discovered that the walls had been scorched with black marks all over the wall. Thomas was standing in the room, seemingly unharmed. It was at this point that he discovered his powers. Some time later, he constructed his costume and debuted as the new hero Voltage.


[b][u]Personality & Motivation[/u]:[/b]

Voltage is a bit arrogant and cocky, but that's more from age than anything. He's not quite used to the mental affects of his new powers, so he has trouble expressing himself sometimes. He used to only be a bit bright, but his new genius is staggering to him. He reacts to strange situations by trying to take control. He's okay with following others so long as they have an idea of what to do. He cannot stand being talked down to and struggles to bite his tongue if anyone does so. He's far more likely to act than react.


Still, his heart is in the right place, and he wants to be a hero to protect the world. He defers to more experienced heroes and authority figures out of respect, so long as they don't treat him like a child. He tries to handle every situation with maturity, logic and intelligence. Sometimes this works in his favor, other times it doesn't. He does not hesitate and uses his new-found intelligence to assess every situation as best he can.



[b][u]Powers & Tactics[/u]:[/b]

Voltage is acutely aware of his strengths and limitations. He knows he hits the hardest from a range, and doesn't bother fighting up close and personal unless necessary. He retreats from melee whenever he can. He takes advantage of his ability to control electricity from any angle to hit people in unexpected ways. He uses his intellect and radio detection to plan fights out ahead of time, gaining any information on his foes that he can. This gives him the ability to assess foes with speed and efficiency.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Secret Identity:[/b] Voltage continually protects his identity, especially as his list of enemies grows

[b]Family:[/b] He will not hesitate to defend his family

[b]Awkward Teen:[/b] For all of his intelligence, he's still Thomas Morgan, ordinary teenager.

[b]Job:[/b] He works at his family's shop in his spare time.


[b][u]Abilities[/u]:[/b] 0 + 4 + 2 + 4 + 0 + 0 = 10PP

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 14/30 (+2/+10)

Wisdom: 10 (+0)

Charisma: 10 (+0)



[b][u]Combat[/u]:[/b] 8 + 8 = 16PP

Initiative: +2

Attack: +4 Melee, +4 Ranged

Grapple: +4

Defense: +10 (+4 Base, +0 Dodge Focus, +6 shield), +2 Flat-Footed

Knockback: -5



[b][u]Saving Throws[/u]:[/b] 7 + 6 + 8 = 21PP

Toughness: +10 (+1 Con, +9 Protection)

Fortitude: +8 (+1 Con, +7)

Reflex: +8 (+2 Dex, +7)

Will: +8 (+0 Wis, +8)



[b][u]Skills[/u]:[/b] 32R = 8PP

Computers 15 (+17/+25 with enhanced Int)

Craft Electronics 15 (+17/+25 with enhanced Int)

Knowledge Technology 2 (+4/+17 with enhanced Int)



[b][u]Feats[/u]:[/b] 13PP

Attack Focus (ranged) 6

Beginner's Luck

Eidetic Memory

Jack of All trades

Luck 2

Online Research

Quick Change


[b][u]Powers[/u]:[/b] 7 + 14 + 27 + 16 + 10 + 4 = 88PP


[b]Datalink 7[/b](Radio, 200 miles) [7PP]


[b]Device 3 ([/b]Costume; 15PP Container; [i]Flaws[/i]: Hard-To-Lose; [i]Feats[/i]: Restricted 2[b])[/b] [14PP]

[device][b]Protection 9[/b][9PP]

[b]Shield 6[/b][9PP][/device]


[b]Electrical Control 10 ([/b]20PP Array; [i]Feats:[/i] Alternate Power 7[b])[/b] [27PP]

[array][u]Base Power[/u]: [b]Blast 10[/b](Lightning Blast) {20/20}


[u]Alternate Power[/u]: [b]Blast 8 ([/b]Multidirectional blast; [i]Power Feats[/i]:Improved range [200 ft range increment] Indirect 3 [any point, any direction] {20/20}


[u]Alternate Power[/u]: [b]Confuse 10[/b] {20/20}


[u]Alternate Power[/u]: [b]Dazzle Visual 10[/b] {20/20}


[u]Alternate Power[/u]: [b]Insubstantial 3[/b] Energy {15/20}


[u]Alternate Power[/u]: [b]Magnetic Control 10[/b]: Strength 50; 4.3 Tons/8.5 Tons/12.8 tons/25.6 Tons {20/20}


[u]Alternate Power[/u]: [b]Stun 10 ([/b]taser blast; [i]Extras[/i]: Range [Ranged][b])[/b]; [i]Flaws[/i]; Full Action {20/20}


[u]Alternate Power[/u]: [b]Teleport 8 ([/b]800 ft [move]/2000 miles [full] [i]Power Feats[/i]: Change direction, change velocity, easy, progression, Mass [carry 250 lbs][Ranged][b])[/b];  {20/20}[/array]


[b]Enhanced Intelligence 16[/b](to 30[+10]) [16PP]


[b]Flight 5[/b] Speed 250 mph, 2500 ft per Move action [10PP]


[b]Quickness 8[/b] (x500; Flaw: Mental Actions Only) [4PP]


[b][u]Totals[/u]: Abilities (10) + Combat (16) + Saving Throws (21) + Skills (8) + Feats (13) + Powers (88) - Drawbacks (0) = 156/156 Power Points[/b]


DC Block

[code]ATTACK              RANGE      SAVE           EFFECT

Electrical Control  100 ft     DC25 Toughness Damage(Electric)

Blast               200 ft     DC23 Toughness Damage(Electric)

Confuse             Perception DC20 Will      Confuse

Dazzle              100 ft     DC 20 Ref/Fort Blinded

Magnetic Control    100 ft     DC25 (metal)   Damage

Stun                100 ft     DC20 Fort      Stun 

CURRENT ALTERNATED BY GIZMO

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REFORMATTING REFORMATTED BY GIZMO

King of Suits

Sheet is not formatted properly. Revision below.

[b][u]Player Name:[/u][/b] Arichamus

[b][u]Character Name:[/u][/b] King of Suits

[b][u]Power Level:[/u][/b] 12 (184/187PP)

[b][u]Trade-Offs:[/u][/b] +4 Attack / -4 Damage (Unarmed); +4 Defense / -4 Toughness

[b][u]Unspent PP:[/u][/b] 3

[b][u]Progress To Silver Status:[/u][/b] 37/60


[b][u]In Brief:[/u][/b] French unpowered crime-fighter come to Freedom City to test and improve his abilities and help anyone he can.


[b][u]Alternate Identity:[/u][/b] Marceau Suvou

[b][u]Identity:[/u][/b] Secret

[b][u]Birthplace:[/u][/b] Aude, France

[b][u]Occupation:[/u][/b] Janitor, superhero

[b][u]Affiliations:[/u][/b] House of Suits European superhero alliance, Legio de Halberdiers(French magician's group, members include magical artist Rene de Saens)

Family: Masud Suvou (Father, dceased), Kioni An-Sallah-Suvou (Mother, deceased), Mossar An-Sallah (Maternal Uncle), Erran An-Sallah (Maternal Aunt)


[b][u]Age:[/u][/b] 28 (November 2nd 1984)

[b][u]Apparent Age:[/u][/b] N/A

[b][u]Gender:[/u][/b] Male

[b][u]Ethnicity:[/u][/b] Moroccan/Kenyan

[b][u]Height:[/u][/b] 6'5"

[b][u]Weight:[/u][/b] 178 lbs.

[b][u]Eyes:[/u][/b] Blue

[b][u]Hair:[/u][/b] Black


[b][u]Description:[/u][/b] In his regular attire Marceau is a largely forgettable figure in drab earth-toned coveralls and work boots. In-costume, he wears a 'typical' black and red cape-and-cowl with the insignia of one of the four card suits emblazoned on the chest in attractive white shades. He keeps his hair short and at a remove from his face, giving him a high forehead, which combined with his far-spaced eyes gives him a look of constant apprehension. His nose is also short and blunt, his mouth is thin and often curved slightly upwards at some remembered joke, and he wears a a short, bristling beard. His voice is low, deep and resonant.


[b][u]Power Descriptions:[/u][/b] Marceau no longer possesses any powers beyond training and skill and small gadgets, and thus relies on stealth to fight.


[b][u]History:[/u][/b]


[spoiler]Marceau Suvou was born on north-east bank of the river Aude in southern France to a history teacher named Masud Suvou, and a Kenyan emigrant named Kioni An-Sallah. Unbeknownst to the rejoicing couple, their child was the result of a centuries-long breeding program by a conspiracy group called the Januii, who wished to continue the work of a 9th century astrologer Janus Amblaeth in creating the ultimate super-being. However, their scientific approach was at drastic odds with the more mystical course laid out by Janus in his exhaustive map of who born under which sign was to have a child with who, and as a result Marceau(meant to be the second-strongest super in history) was born under a decidedly unimportant sign and barely had any power at all.


Seeing him as a failure, the Januii sent a group of hired killers to kill him so they could start over with a(relatively) clean slate and prevent him from accidentally creating a superbeing with the last link by mistake, something they had little reason to fear due to Marceau being born impotent. However, Masud managed to delay them long enough to allow Kioni to escape to Morocco, where she set off for her relatives in Timbuktu, Mali. In a grim twist of fate, she was waylaid by bandits hired by the men sent after Marceau in France, and after a grueling gunfight around an oasis just out of sight of the city, died of her injuries, having managed to kill all but one of her attackers who fell to the knife of her sister Erran. Taking the child from her dying sister, Erran and her husband Mossar raised him as strictly as they could, knowing that his powers might otherwise turn him into a petty thief or tyrant over those weaker than he.


He grew up well, instructed in the use of his powers by the super-group that patrols most of the north African nations, Le Cercle des Amis(The Circle of Friends), and began to try and use his powers like he saw the Circle did, assisting people in need whenever he had the chance. Shortly after he turned ten, Mossar and Erran were themselves attacked by hired killers, who Marceau subdued with his burgeoning strength. Learning from them that Marceau was in peril of his life as long as the Januii knew he lived, the Circle sent Marceau on an immense trip across Eurasia, sending messages to supergroups from China to Greece of his peril and requesting their aid in thwarting the murderers.


After the passing of nine years, he had crossed the Gobi desert, fought alongside the disguised Laotian team the Fifty Trumpets to depose a Cambodian warlord, learned several different languages, and gained a mastery over his power, he arrived at the Balkan peninsula after a short stay in Greece. While traveling through Albania, he was attacked and nearly killed by desperate thieves, but saved by the sudden appearance of a thunderous-voiced, constantly-laughing man called the Ace of Suits. Taking the young man under his wing due to noticing his a display of Marceau's power, Ace inducted him into his team: the House of Suits, where Marceau honed his skills and attained the fourth-highest rank of King(Ace knows practically nothing about card games, he just thought it was a good theme to have), and as he had shown little sign of true mastery in either Spades(investigation), Clubs(combat skill), Hearts(diplomacy and relief), or Diamonds(powered agents), he was placed in the generalist Suits division. After two years with them, he left to continue his journey, but still retains his uniform in case he ever returns.


In France, he discovered the map Janus had used to chart his genealogies all those centuries ago, bested the(so far) final attempt by the Januii to take his life in a hotel, learned the basics of English and set off for New England. Upon arrival, he attracted a small crowd of various vagrants due to his little-considered acts of kindness or aid, which he has become accustomed to doing. He arrived in Freedom City in 2009, and spent most of the year finding employment and lodging(he works as a janitor in an accountant office building, and lives in the apartment complex of Monkey Towers in the Fens), taking to the streets in late 2010 and early 2011 once again as the hunter of those who prey upon the unfortunate, the King of Suits!


In mid-summer of 2011, for some reason his powers vanished without a trace, and his specialized weapons were destroyed in a rather embarrassing accident, forcing Marceau to rely much more heavily on his training and skills, with what small armaments he can acquire until he can replenish his weaponry.

[/spoiler]


[b][u]Personality & Motivation:[/u][/b] Marceau is usually brisk and cheerful, seeing no reason to dwell on misfortune or become over-demonstrative of one's feelings, although he is still as vulnerable as any other human to irrational emotional responses. He tries to deal with the smaller aspects of crime-fighting that are sometimes forgotten such as mundane theft, and is now much more cautious now that his powers have vanished without a trace, something he is ambivalent towards, as while it has given him more time to his training, his people skills have suffered slightly.


[b][u]Powers & Tactics:[/u][/b] Marceau's favored tactic is to make his way to a suitable hiding spot and launch a sneak attack against any opponents he can manage, disarming any with firearms he can beforehand. If caught in the open he'll try to escape to a place where he can use his experience with ranged weapons to even the odds. If trapped, he'll use a smokebomb to blind his enemies before attempting to subdue all opponents around him with whatever will defeat them quickest and quietest. He finds lengthy battles increasingly difficult to fight, meaning he relies overmuch on quick defeats to win his battles. New to his arsenal is a pair of chemically-powered gauntlets that use the burst of a small explosion triggered by the puling of two levers on the gauntlet to increase the force of a punch.



[b][u]Complications:[/u][/b]

[b]Hatred:[/b] Conspiracies.

[b]Phobia:[/b] Terrified of forests, as he lived most of his life in them throughout Southeast Asia.

[b]Post-Traumatic Stress Disorder:[/b] His nerve-wracking months in Cambodia have not failed to leave their mark on Marceau's psyche, sharp clashes of metal, gunfire, and just being near a forest can cause him to suffer flashbacks to those days, often causing him to act in an outwardly irrational manner.

[b]Responsibility:[/b] Caring for the needy, especially his 'posse' of sundry homeless, harmless lunatics and underemployed vagrants who have latched onto him as their protector against street-gangs and minor organized criminals. If any threat comes against them, Marceau feels honor-bound to aid them.

[b]Secret:[/b] Identity.

[b]Struggling:[/b] Maintenance work doesn't pay much.



[b][u]Abilities:[/u][/b] 8 + 10 + 8 + 10 + 0 + 4 = 40PP

Strength 18 (+4)

Dexterity 20 (+5)

Constitution 18 (+4)

Intelligence 20 (+5)

Wisdom 10 (+0)

Charisma 14 (+2)



[b][u]Combat:[/u][/b] 16 + 16 = 32PP

Initiative: +9

Attack: +8, +12 Boomerangs, +16 Unarmed

Grapple: +12

Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -3, -2 Unarmored



[b][u]Saving Throws:[/u][/b] 5 + 7 + 10 = 22PP

Toughness: +8 (+4 Con, +4 Costume)

Fortitude: +9 (+4 Con, +5)

Reflex: +12 (+5 Dex, +7)

Will: +10 (+0 Wis, +11)



[b][u]Skills:[/u][/b] 148R = 37PP

Acrobatics 10 (+15)

Bluff 8 (+10)

Climb 6 (+10)

Craft(Chemical) 8 (+13)

Diplomacy 8 (+10) Skill Mastery

Disable Device 5 (+10)

Escape Artist 5 (+10)

Gather Information 13 (+15)

Intimidate 13 (+15)

Investigate 12 (+17) Skill Mastery

Knowledge (Streetwise) 10 (+15) Skill Mastery

Knowledge (Tactics) 10 (+15)

Languages 8 (Arabic, English, French [Native], Greek, Hindi, Malay, Mandarin, Russian, Serbian)

Notice 12 (+12)

Search 12 (+17)

Stealth 10 (+15) Skill Mastery



[b][u]Feats:[/u][/b] 38PP

Attack Specialization (Boomerangs) 2

Attack Specialization (Unarmed) 4

Benefit (Can use Knowledge [Tactics] for Master Plan checks)

Dodge Focus 6

Endurance

Equipment 6 (30EP)

Evasion

Improvised Tools

Improved Initiative

Jack of All Trades

Luck 2

Master Plan

Power Attack

Quick Change

Quick Draw

Redirect

Setup

Sneak Attack

Skill Mastery (Diplomacy, Investigate, Knowledge [Streetwise], Stealth)

Startle 2 (Move Action)

Takedown Attack

Throwing Mastery 2

Well-Informed


[quote name="Equipment"]Equipment: 30 EP

Binoculars [1EP]


Concealable Microphones [1EP]


Costume w/ Armored Underlay: Protection 4 (Feat: Subtle) [5EP]


Gas Mask [1EP]


Grapple-Gun: Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6EP]


Handcuffs [1EP]


Mini-Tracers [1EP]


Multitool [1EP]


Night-Vision Goggles [1EP]


Re-breathers [1EP]


[b]Utility Belt 4[/b] (8PP Array; Feats: Alternate Power 3) [11EP]

Base Power: [b]Blast 2 [/b](boomerangs; 10 20-ft. Range Increments / 200ft Max Range; Feats: Homing, Improved Ranged Disarm, Mighty 2 [as DMG 4]) {8/8}


Alternate Power:[b] Dazzle Visual 4[/b] (flash grenades) {8/8}


Alternate Power: [b]Obscure Visual 4[/b] (smoke card; 50-ft. radius; Extras: Independent) {8/8}


Alternate Power:[b] Snare 4[/b] (bolos) {8/8}



1 + 1 + 5 + 1 + 6 + 1 + 1 + 1 + 1 + 1 + 11 = 30/30EP[/quote]




[b][u]Powers: [/u][/b]12 + 2 + 1= 15PP


[b]Device 4[/b] (Armaments Belt, 15 points; Flaw: Easy-To-Lose) [12PP]

[b]Armaments Array 8[/b] (16 points; Feats: Alternate Power 4)[20PP]

[list]BE: [b]Blast 4[/b] (Razor Cards; Extra: Penetrating [as DMG 10]; Power Feats: Improved Ranged Disarm, Mighty 2[*] [as DMG 8], Split Attack) {16/16}

AP: [b]Blast 5[/b](Explosive Cards; Extras: Area(Burst, 30ft. radius); Feats: Split Attack)[16PP]

AP: [b]Snare 8[/b](Coil Cards) [16PP]

AP: [b]Strike 5[/b](Ram Gauntlets; Power Feat: Mighty [as DMG 10]) {6/6}

AP: [b]Stun 8[/b](Shock rods)[16PP][/list]




[b]Immunity 2[/b] (Cold, Heat; Natural, Training, Extras: Innate) [2PP]


[b]Speed 1[/b] (10 MPH / 100 feet per Move action; Natural, Training) [1PP]



[b][u]Drawbacks:[/u][/b] -0PP

None



[b][u]DC Block:

[/u][/b]

[code]

    ATTACK     RANGE      SAVE                              EFFECT

        Unarmed          Touch      DC 19 (21*) Toughness (Staged)    Damage (Physical)

        Bolas            Ranged     DC 14 Reflex (Staged)             Entangled/Bound

        Boomerang        Ranged     DC 19 (21*) Toughness (Staged)    Damage (Physical)

        Coil Cards       Ranged     DC 18 Reflex (Staged)             Entangled/Bound

        Explosive Cards  Ranged     DC 20 (22*) Toughness (Staged)    Damage (Physical)

        Flash Grenade    Ranged     DC 14 Fortitude                   Blinded

        Gauntlet         Touch      DC 25 (27*) Toughness (Staged)    Damage (Physical)

        Shock Stick      Touch      DC 18 Fortitude                   Stunned

        Razor Cards      Ranged     DC 21 (23*) Toughness (Staged)    Damage (Physical); Penetrating [as DMG 10]
*Sneak Attack Totals: Abilities (40) + Combat (32) + Saving Throws (22) + Skills (37) + Feats (38) + Powers (15) - Drawbacks (0) = 184/187 Power Points

REFORMATTING REFORMATTED BY GIZMO

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This wasn't done by Ecal, but by an anonymous source. But I hear Ecal is awesome.

Quintessence has earned 5pp to spend and would like to pick up Immunity to all enviornmental conditions. His power block would look like this. That would bring him from 153/158 pp to 158/158 pp. Thanks for your time.

[b]Immunity 13[/b] (Fatigue Effects, Poison, Suffocation all, Enviornmental Conditions all)[13pp]

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HOROSCOPED BY AA

Zodiacus (villain NPC)

* added picture

[b][u]Character Name[/u][/b]: Zodiacus

[b][u]Power Level[/u][/b]: 12* (197 pp) - the power of the current constellation gets slightly higher 

[b][u]Trade-Offs[/u][/b]: +2 DC / -2 Attack


[b][u]In Brief[/u][/b]: Two-bit astrologer who stumbled upon constellation-themed powers, now delusional and driven by fake prophecies.


[b][u]Alternate Identities[/u][/b]: Frederick Bach, Zebediah Zodiacus

[b][u]Identity[/u][/b]: Secret 

[b][u]Birthplace[/u][/b]: Trenton, New Jersey

[b][u]Occupation[/u][/b]: Fortune teller, astrologer, super-villain

[b][u]Affiliations[/u][/b]: None 

[b][u]Family[/u][/b]: Howard Bach (father), retiree; Mary Bach (mother), retiree


[b][u]Age[/u][/b]: 43 (DoB: unknown)

[b][u]Apparent Age[/u][/b]: mid-forties

[u][b]Gender[/b][/u]: Male

[u][b]Ethnicity[/b][/u]: Caucasian

[u][b]Height[/b][/u]: 5'9"

[u][b]Weight[/b][/u]: 130 lbs.

[u][b]Eyes[/b][/u]: Indigo

[u][b]Hair[/b][/u]: black/grey


[b][u]Description[/u][/b]:

Frederick is far from being a large man. He’s not very tall, a bit hunched, and thin, the skin almost cadent on his meatless limbs. He has the face of an imp, with a long nose and a small pointed chin. His hair, sprayed with grey, has been receding from his forehead for quite a while, giving him a prominent widow’s peak. His good features are his eyes, two hypnotic pools of indigo, and his voice, which he can modulate from a hoarse growl to a powerful and loud baritone . 

In his Zodiacus persona his appearance is a bit different: he wears a full-body suit and hood that seem made out of night, of a dark blue decorated with shining constellations. The suit models his body into a fitter and slightly larger figure.



[img] http://i1088.photobucket.com/albums/i322/Airon_svntn/zodiacus3.png [/img]


[b][u]Power Descriptions[/u][/b]:

His powers manifest with an aura all around him. This aura is dark with luminous spots, and it is effectively a veil of star-clad night. When the powers require for him to get a different appearance, the aura models itself after the sign (example: he gets an ethereal Aquarius that pours out water, the silhouette around him of an Aries as he charges, a huge Scorpio tail appearing from behind him, etc…).


All powers have the Magic descriptor (very common) and the Astrological descriptor (uncommon)


[b][u]History[/u][/b]:

Frederick was born from office-drone parents in a small city in New Jersey, and as a kid he tried to find a sparkle of magic in his boring routine. He sought after the few days of wind which would clear the sky from clouds and pollution and show him the wonder of a star-clad night.

He picked up astrology as a hobby, fascinated by the idea of predicting the future by looking at those magic spot of lights. He started dabbling a bit in fortune-telling by trying to write an horoscope for the high-school paper. Then he moved to Freedom City University to study astronomy, sure he could merge the scientific side of the stars with the mystic one. Not only he failed miserably, but it brought him the derision and scorn of true astronomers. After college he struggled with temporary jobs, until he managed to open a fortune-telling business in the Boardwalk. He took up the name “Zebediah Zodiacus†and started welcoming gullible people looking for of a shortcut in facing the future. He also wrote horoscopes for a couple of two-bit gossip and paranormal magazines. In the beginning, he honestly thought he was blessed with some kind of sooth-saying gift; but as the years went by and his fortune wasn’t getting more readable in the stars, he lost faith in his methods and just kept going through the motions of his job, half-assing most of his predictions or outright making stuff up.


He found himself in 2009 alone, without faith in himself, and getting old. He was fairly depressed. He decided to spend the weekend combing garage sales and flea-markets, hoping to find some odd ornament to boost his fortune-telling booth’s mystical appearance. He was lucky, because he found a candelabrum with 12 candle-prongs arranged in a circle, each prong sporting one of the symbols for astrological signs. With a bit of work, it could become a very good centerpiece for his table.

Once at home, he started polishing it, he put new candles in it and lit them. The light was beautiful and hypnotizing, and he found himself taking another shot at cracking the true secrets of astrology. He sat down with his diagrams and his telescope, dusted off his books and hopes and spent the whole night tracing, writing, interpreting.

He woke up when the heat of the fire got too strong. The candles had lit on fire his books and diagrams when he fell asleep, and now everything was burning. He found himself wishing for water and before he could act, a elaborated pitcher that seemed made out of nightsky poured water on his table, ending the fire.


In the following days Frederick begun to learn more about the powers granted to him by the candelabrum. He found the he could evoke an aspect for every astrological sign. He had finally found the magic, after a life of looking for it. More important, he re-found faith in the stars, and begun to study anew, trying to predict his destiny.


[b][u]Personality & Motivation[/u][/b]: 

These new abilities made Frederick highly delusional and quite possibly mad with power. Although the magic that empowers him is real, a true ability to read the future is definitely NOT among his gifts. Believing he has been blessed for a reason, Frederick will use his powers to pursue whatever action he saw written for him in the stars. Since his predictions are fruit of delusion and misread astrology tomes, his behaves rather erratically. The destiny he reads for himself can be harmless, but usually ranges from annoying to criminally dangerous: for example if he read a space mission will fail, he will try to sabotage it; if he predicted that the Mayor would die on January 15th, he'll try to assassinate him; and so forth.


He always believes to be destined to do what he does, has blind faith in his predictions, and although he doesn’t want to, he’ll fight the heroes if they get in the way of his goal. He’ll reprimand them while fighting, accusing them of battling an instrument of Fate. He never gets discouraged when his predictions turn out to be inaccurate – he always finds a missing detail in his data, and starts anew with another prediction – this time it will be perfect!


[b][u]Powers & Tactics[/u][/b]: 

Zodiacus acts alone. He read his own future, he is the one fit to accomplish it.

He tends to distract heavily the opponents trying to guess their sign based on their actions. He is also very good at cold-reading people, from his fortune-telling days. He favors the use of the power of the current constellation, not only because it is stronger but because it “feels†better.

Luckily he is not very subtle and likes to make an entrance – after all, he was a fortune teller that based his job on suggestion and appearance.


[b][u]Complications and plot hooks[/u][/b]:

[i][u]Power Loss[/u][/i]: His powers come from the candelabrum: as long as 12 candles burn in the candelabrum, he has his powers, one for each candle. This means he has to come back at least once a day to put new ones in.

[i][u]Power Loss[/u][/i]: The candelabrum cancelled his date of birth from memory and registers alike, though there may be someone who remembers. Zodiacus powers only work as long as nobody else knows what sign he is, and thus nobody but him can predict his future.

[i][u]Enemy[/u][/i]: Zodiacus has a bit of a beef with his former colleagues astrologers. He usually reads as many horoscopes as he can, from magazines and newspapers, and if he finds an inaccurate prophecy will try to punish the writer.

[i][u]Enemy[/u][/i]: Zodiacus hates luck controllers and psychics: he believes destiny should be accomplished, not modified or fought. He is also very vulnerable to luck powers since he doesn’t comprehend their existence.

[i][u]Incomplete studies[/u][/i]: His knowledge, both of the arcane and mundane world, stops at his chosen field: the stars. If he tries to perform magical rituals or create magic objects with the appropriate feats, he is more likely to get a result [i]very[/i] different from what he hoped – and usually very dangerous for everybody.



[hr][/hr]



[b][u]ABILITIES[/u][/b]		2+4+4+4+8+6 = 28 pp

Strength	24/12 (+7/+1)

Dexterity	14 (+2)

Constitution	26/14 (+8/+2)

Intelligence	14 (+2)

Wisdom	18 (+4)

Charisma	28/16 (+9/+3)


[b][u]COMBAT 	[/u][/b] 	12+18 = 30 pp

Initiative: +2

Attack: +6 Ranged,  +10 Melee, +12 Blast (+6 base)

Grapple: +17/+19

Defense: +12 (+9 Base, +3 dodge focus), +5 Flat-Footed

Knockback: -6/-11


[b][u]SAVING THROWS[/u][/b]			8+6+3 = 17 pp

Toughness	+12 (+8 con, +4 defensive roll) +8 flat-footed

Will		+12 (+4 wis, +8)

Reflex 		+8 (+2 dex, +6)

Fortitude	+11 (+8 cos, +3)


[u][b]SKILLS[/b][/u]		88/88 ranks = 22 pp

Bluff				8 (+11/+17)

Concentration 		8 (+12)

Craft [artistic]		6 (+8)

Diplomacy			8 (+11/+17)

Disguise 			2 (+5/+40)

Intimidate			4 (+7/+15/+13)

Knowledge [arcane lore]		8 (+10)

Knowledge [physical sciences]	6 (+8)

Knowledge [theology & philosophy]	8 (+10)

Language			4 (Latin, Ancient Greek, Hindi, Mandarin, English [native])

Notice				8 (+12)

Sense motive			12 (+16)

Sleight of hand		6 (+8)


[u][b]FEATS[/b][/u]	14 PP

Attack focus [melee] 4

Artificer

Defensive roll 2

Dodge focus 3

Fascinate [bluff]

Quick change

Ritualist

Trance


[b][u]SUPERPOWERS[/u][/b]	12+12+9+18+33+5 = 89 pp


[b]Enhanced strength 12[/b] [12 pp] (“[i]Taurus[/i]: the bull’s mightâ€)


[b]Enhanced constitution 12[/b] [12 pp] (“[i]Capricorn[/i]: the goat’s sturdinessâ€)


[b]Create object 8[/b] [water] ([i]Extra[/i]: Continuos; [i]Flaw[/i]: Range [touch], Permanent; [i]PF[/i]: AP) [9 pp]

[u]AP[/u]: [b]Flight 4[/b] ([i]Extra[/i]: Affects others; [i]Flaw[/i]: Platform [riding tall waves]) (100 mph, 1000 ft per Move action) (“[i]Aquarius[/i]: the water-bearer’s floodâ€)


[b]Zodiac appearance array 7[/b] (14 pp of powers; [i]PF[/i]: AP x 4) [18 pp]

[array][u]BP[/u]: [b]Enhanced charisma 12[/b] + [b]Enhanced feat 2[/b] [Distract (bluff), Taunt] {14/14 pp} (“[i]Virgo[/i]: the maiden’s charmâ€)

[u]AP[/u]: [b]Morph 7[/b] [any humanoid, +35 Disguise bonus] {14/14 pp} (“[i]Gemini[/i]: the twin’s similarityâ€)

[u]AP[/u]: [b]Enhanced feat 12[/b] [Fearsome presence 12] + [b]Enhanced skill 2[/b] [Intimidate +8] {14/14 pp} (“[i]Leo[/i]: the lion’s roarâ€)

[u]AP[/u]: [b]Immunity 4[/b] [all suffocation, cold, pressure] + [b]Swimming 6[/b] (100 mph, 1000 ft per Move action) +

+ [b]Environmental adaptation 1[/b] [underwater] {11/14 pp} (“[i]Pisces[/i]: the fish’s finsâ€)

[u]AP[/u]: [b]Impervious toughness 10[/b] + [b]Super-strength 2[/b] (effective Strength 34; Heavy Load: 2800 lbs) {14/14 pp} (“[i]Cancer[/i]: the crab’s carapaceâ€)[/array]


[b]Zodiac attacks array 15[/b] (30 pp of powers; [i]PF[/i]: AP x 3) [33 pp]

[array][u]BP[/u]: [b]Paralyze 14[/b] ([i]Extra[/i]: Alt. Save [Fort], Secondary effect; [i]Flaw[/i]: Action [full-round]; [i]PF[/i]: Extended reach 2 (10 ft)) {30/30 pp} (“[i]Scorpio[/i]: the scorpion’s stingerâ€)

[u]AP[/u]: [b]Blast 8[/b] ([i]Extra[/i]: Penetrating 2; [i]PF[/i]: Accurate 3, Homing, Improved critical, Improved range 1 (200 ft increments), Mighty 4, Precise, Split Attack) {30/30 pp} (“[i]Sagittarius[/i]: the archer’s arrowsâ€)

[u]AP[/u]: [b]Speed 2[/b] (25 mph, 250 ft per Move action) + [b]Strike 7[/b] ([i]PF[/i]: Mighty, Improved critical) {11/30 pp} (“[i]Aries[/i]: the ram’s chargeâ€)

[u]AP[/u]: [b]Fatigue 7[/b] ([i]Extra[/i]: Alt. Save [Will]; [i]Flaw[/i]: Action [full-round]; [i]PF[/i]: Reversible) LINKED [b]Healing 7[/b] ([i]Extra[/i]: Energizing, Total; [i]Flaw[/i]: Limited (only when successfully fatiguing his target);[i]PF[/i]: Persistent){29/30 pp} (“[i]Libra[/i]: the scales’ balanceâ€)[/array]


[b]Power reserve 2[/b] [any power, one at a time] (4 pp of powers; [i]Flaw[/i]: Uncontrolled [it affects the power associated with the current birth-sign]; PF: AP x 3) [5 pp]

Raises Powers to:

[spoiler]Taurus: [b]Enhanced Strength 16[/b]

Aries: [b]Enhanced Constitution 16[/b]

Aquarius: [b]Create water 12 / Flight 6[/b]

Virgo: [b]Enhanced Charisma 16[/b]

Gemini: [b]Morph 9[/b]

Leo: [b]Fearsome presence 14, Intimidate +16[/b]

Pisces: [b]Swimming 8 + Favored Environment 2[/b] [Underwater]

Cancer: [b]Super-Strength 4[/b]

Scorpio: [b]Paralyze 15[/b]

Sagittarius: [b]Blast 10[/b]

Aries: [b] Speed 4, Strike 9[/b]

Libra: [b]Fatigue 8, Healing 8[/b][/spoiler]



[u][b]DRAWBACKS[/u][/b] -3 pp

[b]Vulnerability[/b] [luck effects] (uncommon, moderate [+50%]) [-3 pp]


Abilities [b](28)[/b] + Combat [b](30)[/b] + Saving Throws [b](17)[/b] + Skills [b](22)[/b] + Feats [b](14)[/b] + Powers [b](89)[/b] - Drawbacks [b](3)[/b] = [b]197[/b] Power Points



[b][u]DC Block[/u]:[/b]

[code]ATTACK                    RANGE         SAVE                       EFFECT

Unarmed		        Touch            DC 22 Toughness (staged)     Damage (Physical, bludgeoning)

Aries' charge        Touch            DC 29 Toughness (staged)     Damage (Magic, bludgeoning)    

Sagittarius' arrows  Ranged           DC 27 Toughness (staged)     Damage (Magic, piercing)

Scorpio's sting      Touch (extended) DC 24 Fortitude (staged)     Slowed, Paralyzed

Libra's balance      Touch            DC 17 Will (staged)          Fatigued, Exhausted, Unconscious

Leo's roar           60-ft area       DC 22 Will (staged)          Shaken, Fleeing, Panicked

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IN SOVIET RUSSIA, AA EDITS YOU

Added

Skills

+4 ranks to Craft: Artistic

+8 ranks to Computers

+4 ranks to Diplomacy

Feats

A second rank of improved initiative

Inspire 2

Interpose

Leadership

Two more ranks of Luck

A rank of teamwork

Updated

Age, height


[url=http://www.freedomplaybypost.com/viewtopic.php?p=104863#p104863]Subject: Wisp (PL 12) - Azuth65 (Bronze)[/url]


[quote name="Azuth65"][floatr][img=http://www.freedomplaybypost.com/wiki/images/2/27/WispHF.png][/floatr]

[b][u]Player Name:[/u][/b] Azuth65

[b][u]Character Name:[/u][/b] Wisp

[b][u]Power Level:[/u][/b] 12 (177/189PP)

[b][u]Trade-Offs:[/u][/b] +2 Attack / -2 Damage Unarmed, -1 Attack / +1 Damage Cosmic Energy Control, +2 Defense / -2 Toughness

[b][u]Unspent PP:[/u][/b] 0

[b][u]Progress to Silver Status:[/u][/b] 39/60


[b][u]In Brief:[/u][/b] The teenaged daughter of two super-spies.  One effectively Superior’s daughter, the other a teleporter.


[b][u]Alternate Identities:[/u][/b] Victoria Knight

[b][u]Identity:[/u][/b] Secret

[b][u]Birthplace:[/u][/b] Chicago, Illinois

[b][u]Occupation:[/u][/b] High-school student

[b][u]Affiliations:[/u][/b] Claremont Academy, The Irregulars

[b][u]Family:[/u][/b] John Knight (father), Natasha Knight (mother)


[b][u]Age:[/u][/b] 17 (Born March 24, 1994, Cook County Hospital)

[b][u]Gender:[/u][/b] Female

[b][u]Ethnicity:[/u][/b] Caucasian

[b][u]Height:[/u][/b] 5' 4â€

[b][u]Weight:[/u][/b] 110lbs

[b][u]Eyes:[/u][/b] Red

[b][u]Hair:[/u][/b] White, just past her shoulders, usually in a braid.


[b][u]Description:[/u][/b] Victoria is a shy and modest girl, despite her undeniably pretty face and developed curves. She keeps her long hair, recently turned white from her powers emerging, in a braid and her red eyes show glints of the sharp mind behind them.


[b][u]Power Descriptions:[/u][/b] Wisp's teleporting leaves a small cloud of red and white smoke in her place and another around her when she arrives.  Her recently discovered energy blasts come in the form of light blue crackling energy with randomly appearing black streaks.


[b][u]History:[/u][/b] Victoria Anastasia Knight is the only child of Johnathan and Natasha Knight. John was a CIA operative during the Cold War while Natasha was a Soviet double-agent, feeding the Americans intel from the KGB. Both had participated in their nation's super-soldier serum.


John's was a variant on the serum The Patriot was given that, instead of making a man into the peak of humanity, granted him two powers that would aid greatly in espionage and assassination, invisibility and teleportation.


Natasha's however, due to the Soviet Union's crippled financial condition and their war in Afghanistan, used a serum left-over from The Great Patriotic War, a serum based on blood samples taken from Superior found in a captured Nazi lab. She was the best qualified person who volunteered for the test. It left her with super-human strength and abilities of the Ultiman, if to a limited degree, some of which (such as the energy blasts) she had better control than others. Her commanders assigned her mostly to body guarding and espionage missions.


Her mother and father ran into each other multiple times over the years where, after years of romancing and convincing, she eventually began feeding intel to the Americans and giving false information to her own people. In the late '80s, she defected West and assumed a new life in America with John.


As a child Vicky, named after her paternal grandmother, learned as much as she could from her parents, in case any old enemies showed up (obviously, they didn't tell her that last part). The result however left her less than outgoing, thus her reclusive personality, retreating into Sci-Fi and Fantasy of all sorts. Before her powers manifested, she might have been well on her way to a life locked in her home with few friends or outside contact.


When her powers did emerge, they did so in a way that pretty much destroyed a chance at keeping them secret. The local cheerleaders, most of whom had tormented Vicky for openly reading books like World War Z and Mistborn, though mainly because she read the Russian language versions of those books, had cornered her and were about to spray paint her and her backpack again. As the head cheerleader moved in with the can of purple spray paint aimed at Vicky's face, her fear and anger caused her to teleport behind her and before she knew what she was doing she had laid out the squad. More amazing to her was that the scrapes and bruises on her knuckles from where she'd punched the girls healed before for her stunned eyes.


The next few weeks were, tense to say the least. Her parents were less than pleased she'd been suspended for the incident. The principal had always been one to side with the cheer squad, since their parents usually donated the most, so when Vicky was found standing over the group of girls groaning in pain, she was removed from the school.


When the representative from Claremont Academy came and offered her a place to attend class with other meta-humans, to practice with and gain full control of her powers. She and her parents agreed this was an excellent idea and they began preparations for the move.


Upon seeing the campus she was hooked. Seeing it as a chance to start over, and with that in mind she made a concentrated effort to come out of the shell she'd built around herself.


Taking up the mask she wears now, she picked a codename that focused on the stealth training and puffs of smoke her teleportation leaves and thus Wisp was born.


[b][u]Personality & Motivation:[/u][/b] Bullied and abused by those with more power, be it physical or social, Vicky has sworn a personal oath to use her powers responsibly, helping those who can't help themselves.


[b][u]Powers & Tactics:[/u][/b] Wisp's strength is in the range of the pinnacle of what a normal human is capable of and between her stealth and high mobility she has little trouble leading a charge. She's not afraid to go toe to toe with anyone, knowing she'll heal quickly.

[b][u]Complications:[/u][/b]

[b]Dark Legacy:[/b] Her super-strength and energy blasts come from a super-serum using genetic material taken from a Nazi war criminal and foe of the Centurion.

[b]Enemy:[/b] Brannagh and his boss might be a tad angry from the result of her first "visit" to their realm.

[b]Family:[/b] She loves her parents and would do almost anything for them.

[b]In Soviet Russia...:[/b] Her Russian heritage has caused trouble with people who just can't let the Cold War go.

[b]Secret (Identity):[/b] The fact she feels much more confident while behind the mask means Vicky will go to great lengths to keep her nightly activities a secret.

[b]Spy Kid:[/b] Her parents are both retired spies and have made enemies.  Said enemies may come looking for revenge.


[u][b]Abilities:[/b][/u] 4 + 6 + 4 + 4 + 4 + 4 = 26PP

Strength: 28/14 (+9/+2)

Dexterity: 16 (+3)

Constitution: 28/14 (+9/+2)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 14 (+2)


[b][u]Combat[/u]:[/b] 16 + 16 = 32PP

Initiative: +11

Attack: +8, +9 Melee, +13 Unarmed

Grapple: +24/+11

Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed

Knockback: -4/-1


[b][u]Saving Throws[/u]:[/b] 0 + 5 + 5 = 10PP

Toughness: +9/+2 (+9/+2 Con)

Fortitude: +9/+2 (+9/+2 Con)

Reflex: +8 (+3 Dex, +5)

Will: +7 (+2 Wis, +5)


[b][u]Skills:[/u][/b] 80R = 20PP

Acrobatics 12 (+15)

Bluff 11 (+13)

Computers 8 (+10)

Craft: Artistic 8 (+10)

Diplomacy 4 (+6)

Languages 1 (English [Native], Russian)

Notice 12 (+14)

Sense Motive 12 (+14)

Stealth 12 (+15)


[b][u]Feats:[/u][/b] 26PP

Acrobatic Bluff 2 (Move Action)

All-Out Attack

Attack Focus (Melee)

Attack Specialization (Unarmed) 2

Dodge Focus 5

Evasion 2

Improved Initiative 2

Inspire 2

Interpose

Leadership

Luck 3

Power Attack

Quick Change

Teamwork

Uncanny Dodge (Auditory)


[b][u]Powers[/u]:[/b] 27 + 14 + 3 + 31 = 75PP


[b]Cosmic Energy Control 13 ([/b]24PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [27PP]


[list][u]Base Power[/u]: [b]Cosmic Energy Blast 12 ([/b] [i]Feats:[/i] Accurate, Homing[b])[/b] [26PP]


[u]Alternate Power[/u]: [b]Enhanced Strength 14[/b] [14PP] + [b]Super-Strength 6 ([/b]Lifting STR 58, [i]Extras: Linked[/i][b])[/b] [12PP][/list]


[b]Enhanced Constitution 14[/b] [14PP]


[b]Regeneration 3 ([/b]Recovery Rate: Bruised 3 [1/round/no action][b])[/b] [3PP]


[b]Teleportation Array 15 ([/b]30PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [31PP]

[list][u]Base Power[/u]: [b]Teleport 9 ([/b]900ft per Move Action, 5 miles per full action, [i]Extras:[/i] Accurate, [i]Flaws:[/i] Limited [Short-Range ranks 6-9], [i]Feats:[/i] Change Direction, Change Velocity, Easy, Hide In Plain Sight, Progression [Cargo] 2 [500 lbs.], Turnabout[b])[/b] {30/30}


[u]Alternate Power[/u]: [b]Enhanced Strength 0 ([/b][i]Extras:[/i] Area [Targeted, Burst] [9], Autofire [9], Selective [9], [i]Feats:[/i] Improved Critical, Progression [Area] 2 [225ft radius][b])[/b] {30/30}[/list]


[b][u]DC Block[/u]:[/b] 

[code]

ATTACK		RANGE		SAVE						EFFECT

Unarmed		Touch		DC22/17 Toughness (Staged)	Damage (Physical)

Teleport		Touch/Area	DC22*/17 Toughness (Staged)	Damage (Physical)

Cosmic Blast	Ranged	DC 27 Toughness (Staged)		Damage (Energy)

*Up to DC25 with Autofire.

Abilities (26) + Combat (32) + Saving Throws (10) + Skills (20) + Feats (26) + Powers (75) - Drawbacks (0) = 189/189 Power Points

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SOBER IRISHMANED BY AA

Major Crow revamp! Increasing him to PL 10, and the purchases therein:

[floatr][img=http://www.freedomplaybypost.com/wiki/images/6/6b/CrowHF.png][/floatr]

[u][b]Player’s Name:[/b][/u] Quinn

[u][b]Character’s Name:[/b][/u] Crow

[u][b]Power Level:[/b][/u] 10 (150/150 PP)

[u][b]Trade-Offs:[/b][/u] Defense +2 / Toughness - 2; Melee: Attack -2 / Damage +2; Summoning Array: Attack +2 / Damage -2; Talon Barrage and Talon Wire: Attack +4 / Damage -4

[u][b]Unspent PP:[/b][/u] 0

[u][b]Progress towards Silver:[/b] [/u] 26/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4533]Push[/url])


[u][b]In Brief:[/b][/u] A son of the Morrigan, child of the Irish gods, of the same blood borne by Cuchulainn. Without any superpowers. Heaven help him.


[u][b]Alternate Identities:[/b][/u] Morgan Crowe

[u][b]Identity:[/b][/u] Secret

[u][b]Birthplace:[/b][/u] Boston, USA.

[u][b]Occupation:[/b][/u] Student and attendee of the Claremont Institute.

[u][b]Affiliations:[/b][/u] Irish Pantheon (technically demigod), various insundri minor gods and spirits (troubleshooter), Claremont Institute (student), The Irregulars (founding member), Parkhurst Denizens (member).

[u][b]Family:[/b][/u] Patrick Crowe - Red Hand (father), The Morrigan (mother).


[u][b]Age:[/b][/u] 17 (DoB: Oct. 31, 1994)

[u][b]Apparent Age:[/b][/u] N/A

[u][b]Gender:[/b][/u] Male

[u][b]Ethnicity:[/b][/u] Caucasian

[u][b]Height:[/b][/u] 5’10â€

[u][b]Weight:[/b][/u] 180 lbs (approx.)

[u][b]Eyes:[/b][/u] Gold (vaguely hawklike)

[u][b]Hair:[/b][/u] Black


[u][b]Description[/b][/u]: Morgan Crowe is, in a word, imposing. Not in the physical height or weight sense, but there always seems to be a gravity around him, an intimidating mean that he almost unconsciously projects. He’s every inch Black Irish, raven haired, with angular features that look almost avian on first glance (fine-boned, thin, slightly fragile; vaguely reminiscent of a raptor); his looks aren't what you'd call handsome, but they are striking. And while he is young, his muscles are considerably well-developed for a young man, hard-packed slabs that don’t have the same “pretty†look a bodybuilder would have, but honed by years of physical labour. His clothing is generally fairly comfortable, tracksuits and the like when he's exercising, when out and about he tends to wear jeans and one of his favorite hoodies.


When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest, a new pair of black gloves with steel plates across the back of the hand (the plates having a trio of runes on them apiece), black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, the collar usually turned up, reaching down to his ankles; gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous ancient and arcane runes, that smoke and burn whenever he calls upon them. Combined with the darkened face once he pulls up his hood, he looks every inch a dangerous bird of prey.


[u][b]History[/b][/u]: Several years ago, during the time when Centurion was running around and tussling against the likes of Roman and OverShadow's machinations, there was a young man in Boston, name of Patrick Crowe. He was a teacher of history, a kind and gentle man, given to a quiet demeanor. But yet, he found in himself a certain fire that he could never quench. Every time he saw the heroes on television or the news, he thirsted to help, to see the battle in person, to fight. This thirst scared him, and he suppressed it as best he can...until the day destiny came knocking.


He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, who died standing, lashed to a rock so that his enemies would not see him fall - a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him! And then, out of nowhere, recieved a ringing blow across the head. Turning to face his assailant, there stood Patrick Crowe, his shirt stretched by new-grown muscles, grinning like a madman, eyes flashing, the spear and shield in his hands as if they belonged there; and the teacher bore down upon him bellowing an ancient war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university – neither side giving nor asking quarter, until finally the villain lay defeated, battered, and broken on the steps of the school. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero, and granted a visitation from the gods of the ancient Celtic pantheon themselves, who informed him of a long-lost connection between his family and the legendary Cuchulainn; for the teacher, it was a dream come true. Keeping the weapons with the museum’s blessing, he took on the moniker Red Hand, and made an armored costume to mask his identity (not really), and live up to the ideal he’d built in his head. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion. It was a wonderful experience for the man, and he decided to settle down in the great metropolis for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) and his own initiative that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). And it was about a year or two before Centurion's death that Red Hand began to feel the age of his years; he chose to hang up his spear and shield shortly thereafter, returning to Boston.


It was about a day after his return to his old brownstone house that he received a message – a powerful individual wished to speak with him. He repeated an incantation he'd learned years ago, and promptly appeared in a dark forest clearing; standing before him was a young woman, clad in a black cloak and dressed from head to toe in black, with a raven on her shoulder. Crowe immediately knelt in respect, for he recognized her as one of the most dangerous women he'd ever known; the Celtic goddess of battle, strife, and fertility – Mor Rioghain, the Morrigan. She paced around him like a shark as he knelt, the (increasingly nervous) retired hero asking to what honor she had requested his presence, and she [i]smiled[/i]. A chill went down his spine. She informed him that he had...pleased her, with his exploits. His legend might have not transcended the great stories of Cuchulainn, but he was a truly legendary figure in his own right. He demurred, acting humbly, and hoped to all his might she wasn't about to ask him what he thought she was. She did. She gave him an offer similar to what she'd given Cuchulainn; lie with her, and let her bear a child that would become an even greater hero than he, one whose name would ring throughout history. Patrick Crowe shuddered at the offer. Red Hand smiled wolvishly. Unlike his idol, Crowe did not deny her. Something that lingers in the back of his mind to this day.


It was about a year later when a knock came on the door, and Crowe opened it to see a basket on the doorstep. A baby was there, and it looked up at him with big eyes. He stared at it briefly, then smiled goofily at it. The baby laughed, and his fate was sealed. For fifteen years, he raised Morgan Crowe as his only son, weaned him on stories of the ancient Irish heroes and his own days as Red Hand, raising him to remember what he'd learned during his long career. To fight your battles with joy, to protect those who couldn't protect themselves, and (he'd always grin at this one) never be afraid to fight dirty. It was on Crowe's sixteenth birthday that both Patrick and his son were summoned again, and they appeared in the same clearing Morgan's father had met the Morrigan in years ago. She approached the two, looking at her child in anticipation. Then stopped. And stared. Her face appeared puzzled. Then confused. Then astonished…and then angry. Very, very angry. She swore in a tongue no longer used by man, the two men stepping back as she raged. The boy had no legendary powers. Nothing in his blood that would match that of Cuchulainn's! He could not even wield Red Hand's ancient shield and spear! This boy could never be a hero like his ancestors before him!


She cast them away, and the two returned to their home, very much shaken. Patrick silently gave thanks that his son, while knowing what was Right, wouldn't be following in his footsteps. Morgan, on the other hand...Morgan was angry. He was angry at his mother, angry at life in general (he was sixteen, after all). He'd grown up hearing stories of his dad as Red Hand, he'd seen those old weapons on the mantlepiece and prayed for years that he'd get to wield them one day. And now, for some unearthly reason he couldn’t fathom? He'd never get to wield them. Never become a hero. He raged. He fumed. He showed for a time that he and his mother had a very similar temper. Eventually, he settled, but his resentment smouldered. Then, one day, he met somebody.


It was a demonstration that Crowe had been interested in at his high school, the art of the "sweet science". Besides the legends of the heroes, he'd always had a great interest in old-school Irish boxing, Dornálaíocht, Coraíocht, and Speachóireacht. He watched the competitors go at it hammer and tongs, cheering with his classmates as they watched the show - when it got disrupted. In an act of sweet irony, a villain from Red Hand's heroing days invaded the school, breaking into the gym and roaring that if Red Hand didn't show himself immediately, he'd find his son and punish him for his father's "crimes". Crowe's resentment, still smouldering, exploded, and he stepped up and roared that if the villain wanted a fight, then he was right here! Crowe...got the stuffing beat out of him. The villain, grinning evilly, proceeded to slam his foot into the ground, kicking up a wall of earth to separate him from the other students and teachers who tried to run forward to aid him. Laughing, he punched Morgan with blows far beyond anything the young man could match, kicked him with kicks that made Morgan go sailing, savagely beat him while insulting Red Hand with every other breath. Morgan endured this punishment silently, desperately trying everything he'd managed to learn from the classes he'd taken, the old moves his dad had shown him, and nothing worked. Lying bleeding on the ground, he watched the villain turn and laugh, demanding that Red Hand show himself and not leave his son so broken and battered. Then, he remembered something; fight your battles with joy, protect those who couldn't protect themselves...and never be afraid to fight dirty. Silently clambering to his feet, he reached out and grabbed a nearby fire extinguisher - then cracked the assailant over the head with it with a mighty CLANG. The villain staggered briefly, spinning angrily to return the favor, then received a faceful of foam, blinding him, followed by another savage crack across the head. A solid kick to the shins hurt Crowe's foot horribly, but the villain tumbled down, clutching it and wheezing as another blast filled his vision. Crowe rained down blows with the fire extinguisher, finally stopping once the villain had stopped moving (but still breathing), and dropped the fire extinguisher on the man's groin.


Crowe realized something. While mighty powers were the purview of a lot of different heroes, they weren't all like that. Didn't his father tell him about Raven, and wasn't there this new hero in Freedom City his dad had mentioned, Arrowhawk? They weren't superpowered, but they knew how to fight smart rather than stupid. From there, Crowe was a changed teen. He took his resentment and turned it around, becoming determined to prove his mother wrong. He took jobs on the docks to build up his muscles, followed a strict training regime that had even his dad sweating, practiced his skills endlessly. His father tried his best to dissuade him from his path (after the attack he’d undergone a serious bout of overprotectiveness) but eventually he gave up, essentially becoming Morgan's coach. He introduced him to a few old hero friends, even took him to meet the old Raven, now running the Claremont Institute, and Crowe's skills increased further. Finally, a knock came at the door while Crowe's dad was away. A spirit of the woods, having run from her ancestral home, was looking for the legendary Red Hand, begging for help with a Formorian hunter who sought to capture her. Morgan, now sixteen and full of bantam courage, told her he'd handle it. And, rather unbelievably, actually did. He remembered the lessons of the past, ambushing the hunter in an alleyway and giving him several solid sucker-punches that sent the beast reeling. After finishing the job with a heavy iron bat, he looked up at the sky, picturing his mother looking down...and gave a very rude gesture, grinning. He told the spirit his name was Crow, and if she ever had a problem, he'd be happy to help. Unfortunately (for him), she took him up on his offer. And so did her friends. And several other friends. Armed with nothing but ingenuity, his fists, and the muscle he was rapidly accumulating, he gained a reputation amongst the lower parts of the Tuatha de Dannan and their ilk as a troubleshooter and guardian. He actually managed to keep this a secret from his dad for a while, until he came back home covered in blood and bruises, just as his dad pulled up in the driveway from grocery shopping. This was followed by a very, very long explanation. Red Hand, Patrick Crowe, sighed. And then made a call. Morgan stood there, dripping and bandaged heavily, as his dad said a few things into the phone, something about Claremont, Freedom City, and an old favor. Then he nodded. And looked at Morgan. And told him to pack his bags.


As Crowe went upstairs to pack, he opened his closet. And found something rather odd. A big black coat, hanging there, covered in old runes he'd never even seen before. He took it down off the hangar to admire it, and a note fell out. He gave it a cursory look-over, then a far more serious stare. Then simply burst out laughing.


"Consider this a wager. On the future. Good luck, Crow. -M."


He crumpled the note in his hand, and threw his stuff together. For better or worse, the eyes of the gods were on him now. And come hell or high water, one day his legend'd be just as big as his dad's!


Current Events: As of arriving at Claremont, Morgan Crowe has undergone several changes in his life – falling in with the young teleporter Victoria Knight (alias Wisp), as well as a group of students to whom he’d trust with his life – John Smith, alias Myrmidon, Etain Maher, alias Changeling, and Brian Harris, alias Glowstar (also his roommate). Together, they’ve made a name for themselves as the Irregulars, as well as tumbled into several unlikely adventures together. He cares for each of them immensely, particularly after a training trip that caused him to re-evaluate his priorities on life.


As well, Morgan is a member in good standing of a group of mystic heroes who have taken up residence at the old Parkhurst Hotel, having aided them in some minor ways in the creation of it as a sanctum. He’s rather proud of his association with it, as well as the notable heroes that helped with the construction – Rene deSaens, Nick Cimitere and the like. It’s something he’s helped build, and a possible home after he graduates from Claremont – he loves his father immensely, but Freedom City’s feeling far more like home than Boston does; not to mention his friends are here too.


[u][b]Personality & Motivation:[/b][/u] Looking at Crowe, it's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him, but he's long learned that while determination is a good thing, taking time to plan and "fight smart" hurts a hell of a lot less than simply stubbornly charging in head-first and "fighting stupid". His main motivation is still to become a great hero, to forge his own legend like his dad and great ancestor, to be a great hero that people would tell stories about; but some time and experience have caused him to do some re-evaluation on whether focusing on his own legend is truly what’s best for him as a hero. Still, for now, he's a young man with a great legacy to live up to, close friends that he’d do next to anything for, and a girlfriend who never fails to make his head spin. He's doing the best he can.


[u][b]Power Descriptions:[/b][/u] Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat (or glove) into him. The Talon Gloves are generally a lot less noticeable than the coat, however; the throwing knives there simply appear in his hand or sleeve when required, and disappear when their use is concluded.


[u][b]Powers & Tactics:[/b][/u] Crowe's motto has always been "Fighting smart hurts a hell of a lot less than fighting stupid", and it shows. He's an expert pugilist (for his age), being wicked fast and possessing an absolutely thunderous right hook. He's never afraid to just dive right into a fight, despite his obvious shortcomings compared to the vast majority of Freedom City, but he always tries to take the time to set the stage beforehand, ensuring the environment is favorable to him, preparing some dirty tricks that'll give him an edge, or at least keeping the villains off-kilter enough for him to nail that one lucky shot that deflates them fast. He never goes anywhere anymore without his duffel bag and coat once he found out precisely what his mother's gift does, as well.


Post-training trip, Crowe has re-examined the use of his runes in combat, as well as done some tweaking of his own to the coat (with the aid of Logan Angusson, a dwarf mechanic and artificer of his acquaintance); he still uses the Rune of Wind Walking like it’s going out of style, attacking from all angles with a variety of strikes, but there’s a far more tactical element to his work (courtesy of late-night planning sessions with Myrmidon). Repeated long-range strikes using the Talons, followed up by the use of either a lightning-charged wire trap of his own devising or several hard shots using Ethereal Drain to weaken a foe sufficiently for his allies is generally his modus operandi (he’s learned the hard way that he just hasn’t got the stamina for the kinds of slugfests they can handle, and it rankles) – although should he be flying solo, the same tactic is still useful, simply adding in several punishing blows with the Rune of Earth afterwards. In short, he’s swiftly becoming an expert at hit-and-run tactics, as befitting his namesake.


[hr][/hr]

[u][b]Complications:[/b][/u]

[b]An Irregular Situation[/b] – Let it never be said that Morgan doesn’t care deeply for those he considers close to him; in this case, the Irregulars. Each of the small group is a good friend (one moreso in particular) to him, and it’s not an exaggeration to say that he would take a bullet for any of them (though he’d ream them up and down afterwards for getting into that situation in the first place). A canny villain could likely exploit that – one already has.

[b]Eyes Of The Gods [/b]- The eyes of the Celtic pantheon, the Tuatha de Dannan, are upon Crow, now that he's taken a route in direct defiance to his mother. On the one hand, some of them are proud and fascinated by this young and resourceful mortal...but others consider him an upstart and a rogue who does not know his place in the way of things. Combine that with the fact that his mother has considerably mixed feelings about him (a great deal of rage that he isn't a superpowered warrior of lore, but a tiny inkling of pride that her son is making his way like this), and you see just how complicated things can get for the young man.

[b]Lovebird[/b] – Morgan is currently in a comfortable mutual relationship with fellow Claremont student Victoria Knight, also known as rookie hero and teleportation specialist Wisp. Two teenagers, dating, attending a secret superhero school, both with considerable complications in their respective family histories. What could possibly go wrong?

[b]Not Subtle, Yet Quick To Anger[/b] - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Although some re-evaluation as to his mother has reduced his antipathy towards her – not much, but still.

[b]Reputation [/b]- A few years of monster-busting and troubleshooting for minor spirits and demigods of the Tuatha have given Crow a bit of a rep as an expert problem-solver for those in need. This can lead to slight complications, as most spirits don't seem to realize that even though he's clever and resourceful, he is only mortal, and not all of their problems are suitable for a mortal to solve.

[b]Seventh Deadly Sin [/b]- Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. He’s begun to learn humility (a thoroughly painful training trip, and working with the other Irregulars, who don’t hesitate to whack him on the head when he gets too overconfident, has done wonders for that), but he still has his moments.

[b]Home Is Where The Heart Is[/b] – Parkhurst Hotel is one of Crow’s prides and joys, a sanctum he actually had a hand in creating, and a place he knows he has a home in once his years at Claremont are finished. He doesn’t have quite the same level of trust for the inhabitants as he does with his friends, but he still cares for the place and the people who helped build it – enough that he’d drop whatever he has on hand to rush to the place’s assistance if they needed it.

[b]Sins Of The Father [/b]- Crow's dad was a great hero back in the day, the legendary Red Hand, and Crow knows it. He's full of pride of that fact, but while he inherited a lot of his dad's resources and old contacts...he's also inherited a lot of his dad's enemies, as well as a great deal of expectation.

[b]Struggling [/b]- He's a young student attending the Claremont Institute. What is this thing you call cash flow?


[u][b]Abilities[/b][/u]: 8 + 8 + 8 + 4 + 4 + 2 = 34PP

Strength: 18 (+4)

Dexterity: 18 (+4)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)



    [u][b]Combat[/b][/u]: 12 + 8 = 20PP

    Initiative: +8

    Attack: +6 Ranged, +8 Melee, +12 Summoning Array, +14 Talon Barrage and Talon Wire

    Grapple: +10

    Defense: +12, (+4 Base, +8 Dodge Focus) +2 Flat-Footed

    Knockback 3, 1 Flat-Footed


    [u][b]Saving Throws[/b][/u]: 1 + 3 + 3 = 7PP

    Toughness: +8 (+4 Con, +4 Defensive Roll), +4 Flat-Footed

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

    Reflex: +7 (+4 Dex, +3)

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



[b][u]Skills[/u][/b]: 72R = 18PP

Acrobatics 1 (+5)

Bluff 9 (+10)

Craft (Artistic) 8 (+10)

Gather Info 9 (+10) [sup]SMy[/sup]

Intimidate 9 (+10) [sup]SMy[/sup]

Languages 1 (English [Native], Gaelic)

Knowledge (History) 5 (+7)

Knowledge (Arcane Lore) 8 (+10)

Notice 8 (+10) [sup]SMy[/sup]

Sense Motive 8 (+10)

Stealth 6 (+10) [sup]SMy[/sup]


    [u][b]Feats[/b]:[/u] 30PP

    All-Out Attack

    Attack Focus (Melee) 2

    Artificer

    Beginners Luck

    Defensive Attack

    Defensive Roll 2 (+4 Toughness)

    Dodge Focus 8

    Equipment (5EP)

    Evasion 2

    Fearless

    Improved Initiative

    Luck

    Master Plan

    Move-By Action

    Power Attack

    Skill Mastery (Gather Info, Intimidate, Notice, Stealth)

    Startle

    Takedown Attack 2

    Uncanny Dodge (Auditory)


[quote name="1PP = 5EP"]5 EP to Shared HQ ([url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url])[/quote]


[u][b]Powers[/b]:[/u] 17PP + 24 PP = 41 PP


[b]Device 4 ([/b]20PP Container, Hard-To-Lose, Indestructible[b])[/b] [17PP] (Runic Coat)

[device][b]Runes ([/b]9PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [12PP]

[list][u]Base Power[/u]: [b]Strike 8 ([/b][i]Feats:[/i] Mighty[b])[/b] [9PP] (Rune of Earth)


[u]Alternate Power[/u]: [b]Concealment 4 ([/b]All Visual Senses; [i]Feats:[/i] Selective[b])[/b] [9PP] (Rune of The Veil)


[u]Alternate Power[/u]: [b]Drain Toughness 8 ([/b][i]Feats:[/i] Slow Fade[b])[/b] [9PP] (Rune of Ethereal Drain)


[u]Alternate Power[/u]: [b]Healing 8 ([/b][i]Flaws:[/i] Empathic, [i]Feats:[/i] Regrowth[b])[/b] [9PP] (Rune of Revival)[/list]


[b]Immunity 2 ([/b]Cold, Heat[b])[/b] [2PP] (Minor Rune of Protection)


[b]Teleport 4 ([/b]400ft per Move Action, [i]Flaws:[/i] Limited [Short-Range], [i]Feats:[/i] Subtle, Turnabout[b])[/b] [6PP] (Rune of Wind Walk)[/device]


[b]Device 5[/b] (30 PP available, Hard-To-Lose) (Crow’s Talons) [24 PP]

[device][b]Summoning Array[/b] (26 PP Array, [i]Feats[/i]: Accurate 2, Alternate Power 2) [30 PP]

[u]Base Power: [/u][b]Blast 8[/b] [[i]Feats[/i]: Precise 2, Ricochet 3, Indirect, Improved Critical 2 (18-20), Subtle] [26PP] (Summoned Crow’s Talons)


[u]Alternate Power:[/u] [b]Blast 6[/b] [[i]Extras[/i]: Autofire; [i]Feats[/i]: Accurate, Precise 2, Ricochet 3, Indirect, Improved Critical 2 (18-20)] [26 PP] (Talon Barrage)


[u]Alternate Power:[/u] [b]Snare 5[/b] [[i]Feats:[/i] Accurate, Subtle, Tether, Reversible] + [b]Blast 5[/b] [[i]Extras:[/i] Alternate Save (Fort)] [26 PP] (Talon Wire and Rune of Lightning)[/device]


[b][u]Drawbacks[/u]:[/b] -0PP

None



[u][b]DC Block:[/b][/u]

[code]ATTACK            RANGE    SAVE                       EFFECT

Unarmed           Touch    DC19 Toughness (Staged)    Damage (Physical)

Earth Strike      Touch    DC27 Toughness (Staged)    Damage (Physical)

Ethereal Drain    Touch    DC18 Fortitude (Staged)    Drain Toughness

Talon Knife       Ranged   DC23 Toughness             Damage (Physical)

Talon Barrage     Ranged   DC21+ Toughness            Damage (Physical)

Talon Wire        Ranged   DC15 Reflex                Entangled/Bound

Lightning Strike  Ranged   DC15 Fortitude             Damage (Physical)
Abilities (34) + Combat (20) + Saving Throws (7) + Skills (18) + Feats (30) + Powers (41) - Drawbacks (0) = 150/150 Power Points

:arrow: Adjustment to his fluff, to display a changing method of thinking and adjusting his tactics to be more in line with his age and powers.

:arrow: Added new tradeoffs, began adjusting things to caps (lowered Defense by 2 points, gained 5 PP, lowered 20 skill ranks, gained 5 pp, purchased Talon Gloves, brought Runic Coat up to caps, new feats; including amped-up Dodge Focus)

:arrow: Complication "Red Hand's Rules" removed, added "An Irregular Situation" and "Home Is Where The Heart Is", as well as adjusted wording on other Complications.

:arrow: All caps boosted to PL 10.

Link to comment

Youth'ed by AA

Changes to Crimson Tiger;

Reduce her age to 16 and her birth year to 1995 so she can attend Claremont.

Her TOU save should be lower than it is, so please take one of my 2 PP I have available and add it to her base save, which should bring her to +2 CON/+4 base save.

Also; her Charisma bonus is not actually included. It should read have a +1 Charisma bonus, not +0

Thank you in advance.

Link to comment

You need to actually put in the new sheet, Ari.

King of Suits

:arrow: Altered History(entirely re-written), Personality, Powers and Tactics and Power Description(entirely re-written) sections.

:arrow: Increased the Armaments Belt Device to Hard to Lose.

:arrow: Buying the Uncanny Dodge(Hearing) feat.

:arrow: Removed 2 ranks of INT and 4 ranks of Intimidate and 1 rank of Reflex to pay for the Device.

:arrow: Added the "An Army Marches..." and "Bad Bosses" Complications, removed PTSD and Phobia Complications.

[b][u]Player Name:[/u][/b] Arichamus

[b][u]Character Name:[/u][/b] King of Suits

[b][u]Power Level:[/u][/b] 12 (187/187PP)

[b][u]Trade-Offs:[/u][/b] +4 Attack / -4 Damage (Unarmed); +4 Defense / -4 Toughness

[b][u]Unspent PP:[/u][/b] 0

[b][u]Progress To Silver Status:[/u][/b] 37/60


[b][u]In Brief:[/u][/b] French unpowered crime-fighter come to Freedom City to test and improve his abilities and help anyone he can.


[b][u]Alternate Identity:[/u][/b] Marceau Suvou

[b][u]Identity:[/u][/b] Secret

[b][u]Birthplace:[/u][/b] Aude, France

[b][u]Occupation:[/u][/b] Janitor, superhero

[b][u]Affiliations:[/u][/b] House of Suits (European superhero alliance), Legio de Halberdiers (French magician's group, members include magical artist Rene de Saens)

[b][u]Closest Family:[/u][/b] Masud Suvou (Father), Kioni An-Sallah-Suvou (Mother), Mossar An-Sallah (Maternal Uncle), Erran An-Sallah (Maternal Aunt)


[b][u]Age:[/u][/b] 28 (November 2nd 1984)

[b][u]Gender:[/u][/b] Male

[b][u]Ethnicity:[/u][/b] Moroccan/Kenyan

[b][u]Height:[/u][/b] 6'5"

[b][u]Weight:[/u][/b] 178 lbs.

[b][u]Eyes:[/u][/b] Blue

[b][u]Hair:[/u][/b] Black


[b][u]Description:[/u][/b] In his regular attire Marceau is a largely forgettable figure in drab earth-toned coveralls and work boots. In-costume, he wears a 'typical' black and red cape-and-cowl with the insignia of one of the four card suits emblazoned on the chest in attractive white shades. He keeps his hair short and at a remove from his face, giving him a high forehead, which combined with his far-spaced eyes gives him a look of constant apprehension. His nose is also short and blunt, his mouth is thin and often curved slightly upwards at some remembered joke, and he wears a a short, bristling beard. His voice is low, deep and resonant, with a slight French accent.


[b][u]Power Descriptions:[/u][/b] Marceau's gadgets have a general trend of belying their efficacy through unassuming exteriors, mostly by making them look like cards from a standard playing deck, though a close examination quickly alerts the observer to the fact that they all are much thicker. His [b]Shock Rods[/b \] are much less in line with the rest of his contraptions, and thus more obviously resemble [url=http://images4.wikia.nocookie.net/__cb20110711214732/deusex/en/images/7/75/Prod.jpg]some kind of weapon. Newest to his arsenal is a pair of chemically-powered gauntlets that use the burst of a small explosion triggered by the puling of two levers on the gauntlet to increase the force of a punch. 




[b][u]History:[/u][/b]


Marceau Suvou was born in the Aude river valley on the south coast of France, to a teacher at the College Varsovie in Carcassonne, and his bride, an electrical engineer. They lived in peace in an old stone house converted out of an ancient Roman villa. Nothing of note happened besides the quiet, introspective personality Marceau developed while living in the river valley. At the age of seven, his parents, having saved up enough money, embarked on a series of two-month long vacations throughout the Eurasian continent. 


The cumulative effect was for the boy's already deep interest in the smaller things of life to turn into a near-obsession. For hours when not in the rigorous schooling his parents took upon themselves to give him, he would watch ants walk under leaves, observe the movements of pebbles in the shallows of the river near his home, and stared in awe at a dust devil he happened across one night when he and his family were sleeping in the Afghanistan desert, entranced by the way it swirled the grains about itself. To his parents' relief, he made friends easily, and learned the languages spoken around him with a moderate effort. He wasn't immune to misfortune however, and suffered several potentially dangerous accidents, including one that rendered him permanently impotent. 


It took his move to Reims at the age of thirteen, when his mother got a job at the Chooze nuclear power plant, for him to take a wider view. One Saturday morning, while walking in the Jardin de la Patte-d'Oie with a Czech schoolmate of his named Aloysius Novak, when the Raven II and Bowman IV appeared, fighting a flying giant. As they stared in dumbfounded incredulity, the two unpowered heroes managed to lure the giant into a cloud of what turned out to be anesthetics, knocking it out and sending it crashing to the ground. Even back then the two were quick on their feet, and managed to speak for a few seconds with their new idols before the two left to rejoin the rest of the visiting Freedom League. Neither of the two young men took lightly the Raven's joking suggestion that they become heroes themselves to help out. 


For the next ten years whenever they had time from schooling, the two trained rigorously, offering their help to any who happened to need it. Their early successes were helped in no small part by the duo's enthusiastic acceptance of the smallest or largest of cases. Aloysius soon took on the role of leader due to the simple fact that as the dashing, swashbuckling sort, he assured others of their legitimacy more than the more subdued Marceau, and when the two set up shop in Serbia in 2007 it was Aloysius who drew up the ranking system and enthusiastically designed the guild's uniform, assenting to Marceau and the later King of Spades(a Romanian woman named Sabine Vaduva)'s wish for more concealing colors only after the Frenchman showed him how easily a competent gunman could track a target in the flashier garb the boisterous Czech loved. The two soon had well over a dozen allies, all of whom as enthusiastic about the kind of work the two often did(dealing with unsolved crimes, fighting the incursions of crime families, capturing supervillains), and all equally dedicated to the kind of training program the two required for all members.  


After becoming well-entrenched in the European superhero family as a reliable group of problem-solvers and competent fighters, Marceau and Aloysius began to discuss the idea of starting a branch in the U.S.A., a long-time dream of theirs on account of nearly mythical Freedom City. The discussion was finalized after Marceau uncovered and thwarted a wide-ranging conspiracy in the lower levels of the European Union's government, a long and maddening case that led to the resignation and jailing of a French politician that Marceau in civilian life had deeply admired. In the investigation the King of Suits had found links between the conspirators and numerous criminal families throughout the continent, including ones that previously had appeared totally self-sufficient. Embittered at this discovery at his work, he gladly took the chance for a change of scenery. Arriving in 2010, he unsurprisingly couldn't find much in the way of work on the New England coast, and found himself moving further and further south from his earlier landing point of Maine, ending up in Freedom City shortly after the Grue invasion in April. 


He found himself a job as a janitor at an office building used by the American Grant Conglomerate branch's accounting staff, performing sundry maintenance work whenever the place needs it for wages that could be charitably described as "Sub-optimal". As a result, he set up a delivery system to get needed supplies for his costumed adventuring from the base in Europe, which is maddeningly slow and often needs repair after arrival. Nonetheless, the Frenchman is eager to continue his work in his new home, and potentially help people get into his business, and fight the corporeal evils of the world on a level they otherwise would never have the chance to do.   


[b][u]Personality & Motivation:[/u][/b] Marceau is usually brisk and cheerful, seeing no reason to dwell on misfortune or become over-demonstrative of one's feelings, although he is still as vulnerable as any other human to irrational emotional responses. He tries to carry himself as he feels he should to inspire others, the knowledge that people follow the exploits of people in his line of work partially for encouragement an ever-present aspect in his mind. He doesn't have the charm that some others do, but he'll gladly try to live up to others' expectations, something he knows first-hand as a marvel to behold.


[b][u]Powers & Tactics:[/u][/b] Marceau's favored tactic is to make his way to a suitable hiding spot and launch a sneak attack against any opponents he can manage, disarming any with firearms he can beforehand. If caught in the open he'll try to escape to a place where he can use his experience with ranged weapons to even the odds. If trapped, he'll use a smokebomb to blind his enemies before attempting to subdue all opponents around him with whatever will defeat them quickest and quietest. He finds lengthy battles increasingly difficult to fight, meaning he relies overmuch on quick defeats to win his battles. 



[b][u]Complications:[/u][/b]

[b]An Army Marches.[/b]..: Marceau relies on frequent shipments of supplies from Europe to operate at peak effectiveness, and as he doesn't have nearly the resources to replicate the chemicals and metals he requires a disruption of this lifeline would be dangerous for him.

[b]Bad Bosses:[/b] Marceau is blissfully ignorant of the Grant Conglomerate's misdeeds, and would probably severely overreact if he found out about them.

[b]Hatred:[/b] Conspiracies.

[b]Responsibility:[/b] Caring for the needy, especially his 'posse' of sundry homeless, harmless lunatics and underemployed vagrants who have latched onto him as their protector against street-gangs and minor organized criminals. If any threat comes against them, Marceau feels honor-bound to aid them.

[b]Secret:[/b] Identity.

[b]Struggling:[/b] Maintenance work doesn't pay much.



[b][u]Abilities:[/u][/b] 8 + 10 + 8 + 8 + 0 + 4 = 38PP

Strength 18 (+4)

Dexterity 20 (+5)

Constitution 18 (+4)

Intelligence 18 (+4)

Wisdom 10 (+0)

Charisma 14 (+2)



[b][u]Combat:[/u][/b] 16 + 16 = 32PP

Initiative: +9

Attack: +8 Base, +12 Armaments Belt, +16 Unarmed

Grapple: +12

Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -3/-2 Unarmored



[b][u]Saving Throws:[/u][/b] 5 + 6 + 10 = 21PP

Toughness: +8 (+4 Con, +4 Costume)

Fortitude: +9 (+4 Con, +5)

Reflex: +11 (+5 Dex, +6)

Will: +10 (+0 Wis, +10)



[b][u]Skills:[/u][/b] 144R = 36PP

Acrobatics 10 (+15)

Bluff 8 (+10)

Climb 6 (+10)

Craft(Chemical) 8 (+12)

Diplomacy 8 (+10) Skill Mastery

Disable Device 5 (+9)

Escape Artist 5 (+10)

Gather Information 13 (+15)

Intimidate 9 (+11)

Investigate 12 (+16) Skill Mastery

Knowledge (Streetwise) 10 (+14) Skill Mastery

Knowledge (Tactics) 10 (+14)

Languages 6 (Arabic, Cantonese, English, French [Native], Hindi, Russian, Serbian)

Notice 12 (+12)

Search 12 (+16)

Stealth 10 (+15) Skill Mastery



[b][u]Feats:[/u][/b] 40PP

Attack Specialization (Armaments Belt) 2

Attack Specialization (Unarmed) 4

Benefit (Can use Knowledge [Tactics] for Master Plan checks)

Dodge Focus 6

Endurance

Equipment 6 (30EP)

Evasion

Improvised Tools

Improved Initiative

Jack of All Trades

Luck 2

Master Plan

Power Attack

Quick Change

Quick Draw

Set-Up

Sneak Attack

Skill Mastery (Diplomacy, Investigate, Knowledge [Streetwise], Stealth)

Startle 2 (Move Action)

Takedown Attack

Throwing Mastery 2

Well-Informed


[b][u]Equipment:[/u][/b] 6PP = 30EP

1 + 1 + 5 + 1 + 6 + 1 + 1 + 1 + 1 + 1 + 11 = 30


[b]Binoculars[/b] [1EP]


[b]Concealable Microphones[/b] [1EP]


[b]Costume w/ Armored Underlay[/b]: Protection 4 (Power Feat: Subtle) [5EP]


[b]Gas Mask [/b][1EP]


[b]Grapple-Gun:[/b] Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6EP]


[b]Handcuffs[/b] [1EP]


[b]Mini-Tracers[/b] [1EP]


[b]Multitool[/b] [1EP]


[b]Night-Vision Goggles [/b][1EP]


[b]Re-breathers[/b] [1EP]


[b]Utility Belt 4 [/b](8PP Array; Feats: Alternate Power 3) [11EP]

BE: [b]Blast 2[/b] (10 20-ft. Range Increments / 200ft Max Range; Power Feats: Homing, Improved Ranged Disarm, Mighty 2 [as DMG 4]) (boomerangs) [8PP]


AP: [b]Dazzle Visual 4 [/b](flash grenades) [8PP]


AP: [b]Obscure Visual 4[/b] (50-ft. radius; Extras: Independent) (smoke card) [8PP]


AP: [b]Snare 4[/b] (bolos) [8PP]



[b][u]Powers:[/u][/b] 16 + 3 + 1 = 20PP


[b]Device 4 [/b](Armaments Belt, 20PP; Flaw: Hard-To-Lose) [16PP]

[b]Armaments Array 8[/b] (16PP; [i]Power Feats:[/i] Alternate Power 4) [20PP]

BE: [b]Blast 4[/b] (Extra: Penetrating 4 [as DMG 10]; Power Feats: Improved Ranged Disarm, Mighty 2 [as DMG 6], Split Attack) [16PP] (razor cards AKA Kings of Spades)


AP: [b]Blast 5 [/b](Extras: Area (General, Burst; 30-ft. radius); Power Feats: Split Attack) [16PP] (explosive cards AKA Kings of Clubs)


AP: [b]Snare 8 [/b][16PP] (coil cards AKA Kings of Hearts)


AP: [b]Strike 5[/b] (Power Feat: Mighty [as DMG 10]) [6PP] (ram gauntlets)


AP: [b]Stun 8[/b] [16PP] (shock rods)


[b]Immunity 2[/b] (Cold, Heat; Power Feat: Innate) [3PP] (training, conditioning)


[b]Speed 1[/b] (10 MPH / 100' per Move action) [1PP] (training, conditioning)



[b][u]DC Block:[/u][/b]


[code]    ATTACK           RANGE      SAVE                              EFFECT

    Unarmed          Touch      DC 19 (21*) Toughness (Staged)    Damage (Physical)

    Bolas            Ranged     DC 14 Reflex (Staged)             Entangled/Bound

    Boomerang        Ranged     DC 19 (21*) Toughness (Staged)    Damage (Physical)

    Coil Cards       Ranged     DC 18 Reflex (Staged)             Entangled/Bound

    Explosive Cards  Ranged     DC 20 (22*) Toughness (Staged)    Damage (Physical)

    Flash Grenade    Ranged     DC 14 Fortitude                   Blinded

    Gauntlet         Touch      DC 25 (27*) Toughness (Staged)    Damage (Physical)

    Shock Stick      Touch      DC 18 Fortitude                   Stunned

    Razor Cards      Ranged     DC 21 (23*) Toughness (Staged)    Damage (Physical); Penetrating [as DMG 10]
*Sneak Attack Totals: Abilities (38) + Combat (32) + Saving Throws (21) + Skills (36) + Feats (40) + Powers (20) - Drawbacks (0) = 187/187 Power Points
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A little English put in it by AA

Young Britannia

To late for any major edit this months, I'm saving them for later. I did notice that somehow I managed missed a describing her costume :oops: . So could some please add this to her description.

Here costume is a simple jumpsuit in blue emblazoned with the Union Jack, one bar of the cross running down the middle and the other wrapping around her waist. Her face is partially covered by an open mask similar to Britannia’s.

Oh and can you change her hair color to Brown so it matches the picture.

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Shapeshifted by AA

Starlight

Mid-month revisions to Starlight. Some stuff that's changed due to character evolution in play.

:arrow: Change in physical appearance to better reflect how I've been playing her.

:arrow: Change in Personality/Motivation to et cetera, et cetera.

:arrow: Remove a rank of Skill Mastery to put some mystery back in playing her. Using that free point to buy Precise for her Morph.

[floatr][img=http://freedomplaybypost.com/wiki/images/3/32/StarlightHF.png][/floatr][b][u]Player Name[/u]:[/b] Raveled

[b][u]Character Name[/u]:[/b] Starlight

[b][u]Power Level[/u]:[/b] 11 (164/164PP)

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent PP[/u]:[/b] 0

[b][u]Progress To Gold Status[/u]:[/b] 14/90 (Silver achieved with [url=http://freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad II[/url])


[b][u]In Brief[/u]:[/b] Grue drone awakened to sentience by the White Light. Travels to Earth to better learn how to use the mystic power.


[b][u]Alternate Identity[/u]:[/b] Leyla, Elizabeth Moya

[b][u]Identity[/u]:[/b] Unnamed Grue Drone (Secret)

[b][u]Birthplace[/u]:[/b] Gruen-Prime

[b][u]Occupation[/u]:[/b] Student at FCU, intern at Albright Institute

[b][u]Affiliations[/u]:[/b] Albright Institute, FCU

[b][u]Family[/u]:[/b] Genetically related to all of the Grue Unity


[b][u]Description[/u]:[/b]

[b][u]Age[/u]:[/b] 7 (From when she left the Unity)

[b][u]Apparent Age[/u]:[/b] Mid-twenties

[b][u]Gender[/u]:[/b] Technically neuter, nominally female

[b][u]Ethnicity[/u]:[/b] Grue

[b][u]Height[/u]:[/b] Any, normally 5' 4" or 6' 4"

[b][u]Weight[/u]:[/b] 110 lbs.

[b][u]Eyes[/u]:[/b] Any, normally green or pure gold

[b][u]Hair[/u]:[/b] Any, normally blue-black or none


As a Grue drone, Leyla's default form is a masculine humanoid with brick-red skin and dead, pale green eyes. As Liz Moya, she is a woman of average height and curvaceous build, with smooth, olive skin, large, dark green eyes, deep black hair that's usually cut to shoulder length and tightly braided, and a wide, expressive mouth. She favors simple clothes with elaborate stitching, rather than a riot of colors. She usually wears minimal makeup.


As Starlight, she is as a towering, impossible slender woman carved from alabaster, a smooth, unbroken form of pure white. Her eyes are pools of pure gold, and the rest of her head is blank and smooth unless she needs a nose, mouth, or hair; she wears a golden breastplate with flared shoulders, and banded sleeves of gold down to plated gloves. Her legs are protected by similar greaves, a metal skirt, and high boots.


[b][u]Power Descriptions[/u]:[/b] Starlight is a fusion of two separate lineages. On the one hand, she's a fully functional Grue drone. She can morph into a variety of humanoid forms, and even generate clothes and other accessories from her body. Her past as a Grue drone, however, has left her particularly vulnerable to abilities that target the mind.


On the other hand, she is the bearer of the White Light, a mystic legacy reaching back to prehistoric times. She can generate and manipulate strong light, focusing it into blasts or shapes of pure energy. She can even use its mystic powers to heal others of their injuries. When she uses it to travel, her form appears to dissolve into a thousand motes of light, only to reform at her destination.


[b][u]History[/u]:[/b] Elizabeth Moya was born on a farm in the north of Spain, and grew up a precocious, friendly young woman. She showed such intelligence that her grandfather, an old friend of Langston Albright, worried that her mind would be wasted on taking care of animals all day. When the woman was of age, he contacted his friend in Freedom City and convinced the man to give the young woman a shot at a special scholarship. She did well enough to impress him and secured herself a spot at Freedom City University, as well as a part-time job at Albright Insitute. She's just a freshman now, but great things are expected of her.


That's what most people believe, anyway. The truth is a little more complicated. In a distant star system, the Grue Unity was fighting a war against a technologically undeveloped alien species. Normally there would have been no contest, with the more advanced interstellar aliens crushing their backwards opponents, but these primitives had mastery of powerful magics. Most notable was the champion of their species, a bearer of the mystic White Light. Unfortunately, even such a champion could not hold back the inevitable, and the hero lead the alien invaders to the edge of his star system in an attempt to finish things in a single climactic, suicidal battle.


After a long and indecisive engagement, the Unity finally managed to gain the upper hand. With his back against the metaphorical wall, the hero unleashed the full power of what human occult scholars would call the Light of Pharos, burning out his life in order to wreck the Grue fleet. The plan worked -- the energy ran rampant through the ships, destroying most -- but there was an unexpected side-effect. Before destroying the last of the invaders, the Light empowered a lowly drone. This Grue was ripped free of the Meta-Mind's control; almost immediately it began to regret what it had done as a part of the Unity and teleported far away.


The free Grue, calling herself Leyla and later taking the moniker of Starlight, began to fight for good in the galaxy. In time she heard stories of Earth and their great calamities, especially one where a pair of human superheroes had wielded powers which sounded a lot like what she could do. She traveled to that little blue marble and landed in Europe, specifically in Spain, where she started fighting the local criminals and villains. In time though, she was confronted by the Freedom League. Her first instinct was to flee, but when the hero Pseudo revealed himself and his story to her, she decided to let the League choose her fate.


The heroes took her back to Freedom City and introduced her to Langston Albright. The retired Beacon was startled, to say the least, to find out that the Light of Pharos had chosen an alien -- and a Grue at that! Still, he agreed to train her and support her while she adapted to life on Earth. He suggested she enroll in college, both to gain important skills and to learn what it was like to live as a normal person. She agreed, and now Freedom is home to the bearer of the Light of Hope once more.


[b][u]Personality & Motivation[/u]:[/b] Starlight can come off as rather cold, detached, and alien to most people she meets. She tends to hold herself apart from groups for fear of her own secrets being exposed. However, she has an abiding love of novel experiences and can become very involved in any situation she hasn't come across before, as she tried to learn all she can about it.


As the Lightbearer she is the self-proclaimed champion of liberty and justice in the world. She is well aware that without the touch of the Light, she would still be a thrall of the Meta-Mind, and very little angers her like someone who would psychically or magically dominate another. She usually focuses on protecting individuals rather than governments or institutions, but at the same time she is no anarchist; she realizes that a fair and just system is necessary for individuals to thrive.


[b][u]Powers & Tactics[/u]:[/b] Starlight doesn't have as much variety in her powers as previous Lightbearers did. Her tactics are pretty simple: Bear down on the enemy and blast them with concentrated beams of light and magic! In a team situation, she's likely to try and provide cover for her teammates with Create Object. If her allies are down or civilians are endangered, she will usually adopt a more defensive posture and try to get the injured out of the line of fire before returning to the fight.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Secret[/b] Liz strives to keep her identity a secret, as well as her past. Largely because...

[b]Grue Defector[/b] ... People don't trust Grue, even those that claim to have broken away from the Meta-Mind. Not only that, she's going to be hunted by the Unity wherever she travels. As if that wasn't enough...

[b]Rival[/b] ... Starlight made the Grue Arcane a particular target of hers, leading to an intense rivalry with a particular sorcerer who went by Phantasmagore. That's not even getting into...

[b]Legacy[/b] ... Her status as the latest Lightbringer. It is her job to protect the world, indeed all of the universe, against the power and disciples of Darkness.

[b]A Special Kind of Evil[/b] Due to her past as an appendage of the Meta-Mind, Starlight finds herself uncomfortable around psychics or others who can influence a person's mind.

[b]Amnesia[/b] Starlight's memories of her time with the Unity seem to be locked away in her skull...

[b]Flashbacks[/b] ... Except when some sensory input triggers an overwhelming memory.



[b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 4 + 10 + 8 = 28PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 20 (+5)

Charisma: 18 (+4)



[b][u]Combat[/u]:[/b] 8 + 8 = 16PP

Initiative: +7

Attack: +4, +10 Mystic Light Array

Grapple: +4, +17 Movable Create Object

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -5, -15 against energy effects



[b][u]Saving Throws[/u]:[/b] 6 + 4 + 5 = 15PP

Toughness: +10 (+0 Con, +10 Protection, Impervious 10)

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

Reflex: +7 (+3 Dex, +4)

Will: +10 (+5 Wis, +5)



[b][u]Skills[/u]:[/b] 56R = 14PP

Bluff 8 (+12)

Concentration 8 (+12)

Diplomacy 4 (+8)

Disguise 9 (+13/+33/+18 or +38 as Starlight)

Knowledge: Pop Culture 3 (+5) [sup]Skill Mastery[/sup]

Knowledge: Life Sciences 3 (+5) [sup]Skill Mastery[/sup]

Language 3 (English, Grue [native], Lor, Spanish)

Notice 8 (+12) [sup]Skill Mastery[/sup]

Perform 1 (Piano) (+5)

Perform 1 (Singing) (+5)

Sense Motive 8 (+12) [sup]Skill Mastery[/sup]



[b][u]Feats[/u]:[/b] 16PP

Attack Specialization (Mystic Light Array) 3

Connected (Albright Institute)

Dodge Focus 6

Improved Initiative

Luck 2

Move-By Action

Skill Master (Knowledge [Pop Culture, Life Sciences], Notice, Sense Motive)

Uncanny Dodge (Auditory)



[b][u]Powers[/u]:[/b] 2 + 9 + 5 + 3 + 16 + 27 + 10 + 6 = 78PP


[b]Flight 1 ([/b]10 MPH[b])[/b] [2PP] (Magic)


[b]Immunity 9 ([/b]Life Support[b])[/b] [9PP] (Alien, Magic)


[b]Impervious Toughness 10 ([/b][i]Flaw:[/i] Energy Only[b])[/b] [5PP] (Magic)


[b]Morph 4 ([/b]Any humanoid; [i]Extra:[/i] Duration [Continuous]; [i]Feats:[/i] Precise, Quick Change 2[b])[/b] [15PP] + [b]Feature 1 ([/b]Sound Mimicry[b])[/b] [1PP] (Alien)


[b]Morph 1 ([/b]Starlight form, [i]Extra:[/i] Duration [Continuous], [i]Feat:[/i] Quick Change[b])[/b] [3PP] (Alien)


[b]Mystic Light Array 11 ([/b][i]Feats:[/i] Alternate Power 5[b])[/b] [27PP] [Magic & Light)

[array][u]BE:[/u] [b]Blast 10 ([/b][i]Feats:[/i] Homing, Indirect[b])[/b] {22/22}


[u]AP:[/u] [b]Create Object 7 ([/b]Str 35, [i]Extra:[/i] Movable, [i]Feat:[/i] Stationary[b])[/b] {22/22}


[u]AP:[/u] [b]Environmental Control 7 ([/b]Bright Light, [i]Extras:[/i] Range [Perception], Independent, [i]Feat:[/i] Slow Fade 1[b])[/b] {22/22}


[u]AP:[/u] [b]Healing 7 ([/b][i]Extra:[/i] Total[b])[/b] {21/22}


[u]AP:[/u] [b]Dazzle 10 ([/b]Visual Senses, [i]Feat:[/i] Reversible[b])[/b] {21/22}


[u]AP:[/u] [b]Teleportation 6 ([/b]20 miles, [i]Extra:[/i] Accurate; [i]Flaw:[/i] Long-Range Only; [i]Feat:[/i] Change Direction, Change Velocity, Easy, [b])[/b] {21/22}[/array]


[b]Protection 10[/b] [10PP] (Force Shield, Magic)


[b]Super-Senses 6 ([/b]Detect Magic [Visual], Magic Awareness [Mental]) [6PP]



[b][u]Drawbacks[/u]:[/b] -3 = -3PP


[b]Vulnerability ([/b]Mental, [i]Frequency:[/i] Common, [i]Intensity:[/i] Major) [-3PP]



[b][u]DC Block[/u]:[/b]

[code]ATTACK          RANGE     SAVE                        EFFECT

Unarmed         Touch     DC 18 Toughness (Staged)      Damage (Physical)

Blast           Ranged    DC 25 Toughness (Staged)      Damage (Energy, Light)

Create Object   Ranged    DC 17 Reflex                  Trapped

Dazzle          Ranged    DC 20 Reflex/DC 20 Fortitude  Dazzle (Visual)

Totals: Abilities (28) + Combat (16) + Saving Throws (15) + Skills (14) + Feats (16) + Powers (78) - Drawbacks (3) = 164/164 Power Points

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El Doktor'd

El Heraldo

Spending 9PP.

:arrow: Buying another rank in Attack Focus(Melee)

:arrow: Buying another 2 ranks of Easy-to-Lose Device, buying another 2 ranks of Impervious TOU, bringing to +7, along with the Feature[Repair Clothes] and a rank of Protection, and 5 ranks of Trip with the Extra of Knockback, the Flaw of Range(Touch) and Feat Improved Trip.

:arrow: Added the Noticeable Drawback to the Device, Enhanced STR, CON, and Flight.

:arrow: Buying a rank of Dodge Focus and Uncanny Dodge(Hearing).

:arrow: At Roo's suggestion, adding the Complication "What are you wearing?!"

:arrow: Buying a rank of the Super-Sense Ultrasound.

[b]Player Name:[/b] Arichamus

[b]Character Name:[/b] El Heraldo ("The Herald")

[b]Power Level:[/b] 8 (120/120PP)

[b]Trade-Offs:[/b] -3 Attack / +3 Damage, -3 Defense / +3 Toughness

[b]Unspent Power Points[/b]: 0

P[b]rogress To Silver Status:[/b] 18/60 (Bronze status earned with King of Suits)


[b]In Brief: [/b]Son of recently-immigrated Peurto Ricans granted powers by the burgeoning national spirit of Puerto Rico, who uses his new-found abilities in defence of those most vulnerable to crime. A student at the Claremont Academy.


[b]Alternate Identity:[/b] Subito Sondo

[b]Identity:[/b] Secret

[b]Birthplace[/b]: Puerto Rico, Adjuntas Municipality, Guayo Barrio

[b]Occupation:[/b] Student, Clerk (Grocery Store)

[b]Affiliations:[/b] Claremont Academy, Labor Union (Grocers)

[b]Family:[/b] Pavor Sondo (Father), Broma Sondo (Mother), Galanta Sondo (Sister), Rodrigo Fuego (Cousin)


[b]Description:[/b]

[b]Age:[/b] 16 (July 5th, 1995)

[b]Apparent Age:[/b] 19

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Latin American

[b]Height:[/b] 5'6"

[b]Weight:[/b] 184 lbs.

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Dark Brown


A stocky fellow, Subito nonetheless manages to look taller than he actually is by the practice of good posture and carriage, which he augments with thick-soled boots and a baseball cap. His hair is curly, and cut shortly and as neatly as he can manage it, his eyes are spaced close together and are often shaded out of sight by the cap, and when seen have a narrow, suspicious look. His nose is short and broad, while his mouth is often turned slightly downward to help convey the message given by the eyes. His limbs are short, and he has rather large hands and feet for his age. he frequently wears white t-shirts and blue jeans.


In his guise as the gaudy El Heraldo, he wears a brilliantly-colored and heavily-padded jacket. His pants are blue-and-red gold-checkered tights, and his feet are covered with heavy leather boots. A broad cloth bandanna around his head suffices to conceal his identity, with a sky blue feathered hat hat completing the bizarre costume. He carries in this guise a large flagpole, to which is bound the flag of Puerto Rico.


[b][u]Power Descriptions:[/u][/b]

El Heraldo's powers are signaled by a glow around Subito's body, which takes the rough form of an immense flag made of golden smoke. His powers are an extension of the national spirit he is the host of, which increased his physical power and hearing, as well as the power of flight and a slowly increasing range of powers related to communication.


[b][u]History:[/u][/b]

[spoiler]Subito Sondo was born in the year 1995 on the island protectorate of Peurto Rico, in the municipality of Adjuntas. His parents, Pavor and Broma, were lower-middle class artisans, specifically metalworkers. His sister was a bold and and terrifying champion of the oppressed for miles around in their town, and the rest of his family were the thunderous, solid people who usually went totally unnoticed in a crowd. Throughout his young life, Subito was surrounded by noise: cars, passing celebrants, loud arguments or even deafening conversations on engrossing topics all combined to make what he can recall of his life in Puerto Rico an endless din. As a result, he grew up expecting noise to be around him at all times, and was rarely dissapointed. Noise became for him a sort of sanctuary, a comforting indicator that all was well. Silence became a warning, a mark that something horrible or disagreeable had happened.


His family had a good employ for 8 of Subito's years of life, but a sudden tragedy,the attack of the supervillain Mas Severas against a visit by the Allies of Justice to the municipality, which while it resulted in no loss of life did destroy the family's business. Leaving for Freedom City in 2003, the family got themselves well-ensconced in the Lincoln district, where some relatives helped them find open positions in the Fun-Time Toys factory still active near the docks. Glad for the gainful employment, Pavor and Broma managed to slowly but steadily raise their standard of living over the years, their children proceeding smoothly through school and all things considered life was good.


When Subito turned 15 life continued to be good, even after Subito lied about his age to get a job at the same factory his parents worked at (a lie aided by his unusually strong and tall build), and on his first day he tried to catch a wroker who had leaned a bit too hard against an insufficiently-secured handrail, dozens of feet above vats of a solution that worked wonders keeping paint on surfaces, but was deathly hazardous to humans. Subito's footing failed him when he grabbed the other man around the waist, and both tumbled towards a certain death, the workers who could see the scene trying futilely to do something to help.


Subito and the other man were abruptly stopped in mid-air, a few yards above the poisonous vat of blue mixture. Surprised, Subito looked up to behold a golden fog about him, and looking after a minute's hesitant experimentization, found he could move himself through the air. Carrying the other man back up to the catwalk, he realized that his strenth had been enhanced (and as he later learned, his endurance), his hearing incredibly sharpened, and that because of the latter he could hear clearly the furious argument being carried out between his parents, the union leaders, and the manager of the factory.


Thankfully, the only negative thing that resulted from that episode was that he was merely fired for lying about his age. His family were too surprised, the union too grateful (both for the extra bargaining room and because nobody was hurt in that instance), and the management too furious to discover that one of Toy-Boy's subtler booby-traps had escaped their notice, for any graver punishement to befall him. Also adding to his sense of giddiness as he went to sleep that night was the quiet, insistent voice that grew louder in his sleep, trying to tell him something in Spanish about a meeting. He gave it no thought until later that night, when he was awoken by a gentle tap on his head, jumping out of bed to his feet, he was greeted by a vision of a Hispanic woman wearing blue armor, bearing a vast collection of weapons on her back, and riding a ram sheep, in the vision almost totally transparent.


This apparition informed Subito that his family was in possession of an old battle-standard, bearing the coat-of-arms of Puerto Rico (the original flag having been destroyed in 1511), which had been used in nearly every successful battle involved in making Puerto Rico a Spanish holding since it had been made in 1500. As a result, a spirit of victory had attached itself to the banner, lending strength of will and protection from harm to those who held it. The spirt then told Subito that it had slowly grown over the ages, until it had become the national spirit of Puerto Rico, having melded with the ruling entities of the island's Taino tribes after their destruction by the Spanish colonists in the Taino rebellion. The infusion of the memories and power of the tribal spirits was a gigantic step on the Blue Dame's path to sapience.


Over the years she (used for ease of reference, 'it' wasn't considered acceptable to her) had grown in knowledge and strength, but the various forces that fought for the island divided and weakened her over and over again. It was only now, when the island nation's sense of self was at another height, that she could empower an individual with her gifts as her herald. She told Subito that she had chosen him over his sister because of his more focused personality. Galanta, to the spirit's mind, while excellent material for a herald of hers was rather too concerned with fighting as an end to itself to give much thought to what the fighting was for. But, she warned the nearly gleeful Subito, she would not stand for any slacking in what she was entrusting to him. As he followed her directions to the hidden chest containing the banner, she told him that he would, to keep his powers, have to keep from acting selfishly or with his sole betterment in mind, and any reneging would be instantly punished.


The chest was easy enough to find with the Blue Dame's instruction, and with little trouble he put it back together and took it to a nearby abandoned lot, where the Blue Dame taught him how to use the banner to don the traditional costume of a Herald of Puerto Rico. After a crash course on how to use his powers, the Blue Dame retired into the banner, telling Subito to hurry home, due to the extreme lateness of the hour, and that in the morning he would find the next step on his journey waiting for him. Subito slept soundly, and it took Galanta hauling him out of bed, seating him in a chair, and giving him a light cuff on the shoulder to wake him. He found himself staring into the piercing gaze of a narrow, darkly-clothed man with graying hair at the temples, the rest brown and cut short.


The Raven II, Subito learned later, had an informant in the factory the accident had occurred in, and had told Summers about the bizarre incident the same day it had happened.


The interview with Duncan Summers was short and painless, except for Broma and Pavor outdoing each other in tearfully telling Subito how he must remember to do what they would wish him to do at the bizarre school Summers was offerring to train him at. Galanta kept her peace, saying as much as their parents with a cold, narrow-eyed stare. After agreeing with Summers that it would be a great idea to learn how to use his powers correctly in a more controlled environment, little was left to do but pack and prepare for the autumn quarter.[/spoiler]



[b][u]Personality & Motivation:[/u][/b]

As El Heraldo, Subito acts as he thinks he ought to, doing his best to be just, kind, fair and honest as he knows how. He enjoys the anonymity of the mask, as it lets him be what he likes without repercussion on how he is viewed as Subito.


Out of costume, he is loud, impetuous and full of gusto for whatever he does, having been brought up to see silence as suited only for holy or sorrowful occaisions. His morals are fairly straightforward, and he gives litle thought or time to the why of his ethics. He equates thinking with doing, incomprehending how somebody could think up things they might do, and never act on any of them, and has a hard time understanding how one philosophy or belief system being true doesn't negate the others' validity. On the other hand, he is loath to bring issues like that up in conversation, seeing them as interesting challenges to be overcome on one's own, and would never dream of trying to make people more like himself.


[b][u]Powers & Tactics:[/u][/b]

El Heraldo has limited resources and severe limits to his gifts, meaning hie must take great care with whom and how he fights. As a profoundly heated individual, however, he is unlikely to do so, instead dashing into the fray with unmitigated aplomb and vigor, no matter how outmatched he might be, using the power of his standard to evoke hope for victory in any compatriots.



[b][u]Complications:[/u][/b]

[b]Power Loss:[/b] Subito is granted his powers only so long as he uses them for the benefit of others. If he uses them for the sole purpose of bettering himself, they shall be revoked.

[b]Responsibility:[/b] Family. He feels honor-bound to serve his family's needs above his own.

[b]Secret: [/b]Identity. While he always has his powers, he knows his family is largely defenseless.

[b]Underaged:[/b] Subito isn't a legal adult, with all the restrictions that come with that condition.

[b]The Who-What Now?:[/b] Subito has almost no idea who's who or what's what in the complex world of jet-powered apes and time travel he's gotten himself into. Feel free to blindside him.

[b]What are you [i]wearing?![/i]:[/b] El Heraldo's garb is..distinctive, to say the least, and it's flashiness is fertile ground for misconceptions, easy recognition by enemies, and being nearly impossible to sneak in. 


[b]Abilities:[/b] 10 + 4 + 10 + 2 + 0 + 8 = 34PP

Strength: 28/20 (+9/+5)

Dexterity: 14 (+2)

Constitution: 30/20 (+10/+5)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 18 (+4)



[b]Combat:[/b] 4 + 2 = 6PP

Initiative: +2

Attack: +2 Ranged, +5 Melee

Grapple: +13/+9

Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed

Knockback: -7/-2



[b]Saving Throws:[/b] 0 + 4 + 6 = 10PP

Toughness: +11/+6 (+10/+5 Con, +1 Protection(Costume), [Impervious 7/0])

Fortitude: +10/+5 (+10/+5 Con, +0)

Reflex: +6 (+2 Dex, +4)

Will: +6 (+0 Wis, +6)



[b]Skills:[/b] 36R = 10PP

Diplomacy 6 (+10)

Intimidate 4 (+8)

Knowledge (Current Events) 8 (+9)

Knowledge (Popular Culture) 4 (+5)

Languages 2 (English, Latin, Spanish [Native])

Notice 4 (+4)

Sense Motive 8 (+8)



[b]Feats:[/b] 19PP

Accurate Attack

Attack Focus (Melee) 3

Dodge Focus 3

Interpose

Inspire 4

Leadership

Luck 

Move-by Action

Power Attack

Quick Change 1

Uncanny Dodge(Hearing)


[b][u]Powers:[/u][/b] 12 + 2 + 9 + 7 +  5 + 4 + 4 + 1 = 44PP


[device][b]Device 4[/b] (Bandera de la Victoria [Banner of Victory]; 10PP Container; [i]Flaws:[/i] Easy-To-Lose; [i]Feats:[/i] Restricted(Magic Users); [i]Drawback:[/i] Noticeable) [12PP]

[b]Emotion Control 5[/b] (Flaws: Limited [Hope]) [5PP]


[b]Feature[/b](Repair Clothes)[1PP]


[b]Impervious Toughness 7[/b][7PP]


[b]Protection 1[/b][1PP] [i]Costume[/i]


[b]Trip 5[/b]([i]Extras:[/i] Knockback; [i]Flaws:[/i] Range(Touch); [i]Feats:[/i] Improved Trip)[6PP][/Device]



[b]Comprehend 1[/b] (Languages [understand all spoken]) [2PP]


[b]Enhanced Constitution 10[/b] (to 30/+10)([i]Drawback:[/i] Noticeable(Banner of Light)) [9PP]


[b]Enhanced Strength 8[/b] (to 28/+9)([i]Drawback:[/i] Noticeable(Banner of Light)) [7PP]


[b]Flight 3[/b] (50mph / 500ft per Move Action)([i]Drawback:[/i] Noticeable(Banner of Light)) [5PP]


[b]Immunity 4[/b] (Cold, Drowning, Pressure, Poison) [4PP]


[b]Super-Senses 4[/b](Accurate Extended 2 [1,000ft Notice Increments] Hearing) [4PP]


[b]Super-Sense 1[/b](Ultrasound)[1PP]


[b][u]Drawbacks:[/u][/b] -0PP

[b]Vulnerability [/b](Sonic Powers, Frequency: Common, Intensity: Moderate [x1.5]) [-2PP]



DC Block:


    [code]ATTACK     RANGE         SAVE                          EFFECT

    Unarmed          Touch         DC 24/20 Toughness (Staged)   Damage (Physical)

    Bandera          Perception    DC 16 Will                    Hope        

    Trip             Touch         1d20+9/5 vs. STR or DEX(Worse)       Trip
Totals: Abilities (34) + Combat (6) + Saving Throws (10) + Skills (9) + Feats (19) + Powers (44) - Drawbacks (2) = 120/120 Power Points

El Doktor'd

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Ecal'd

Crow

Blah, forgot to put in a tweak to his physical description last edits. Fairly short and sweet, a sentence added to the first paragraph in that section:

Regardless of daily outfit, however, he always has two accessories – a silver ring embossed with Celtic emblems, worn on his right ring finger, and a cord necklace with five teeth hanging from it; four regular-sized and one slightly larger shark teeth.

Here's the full description, for your convinience:

Description: Morgan Crowe is, in a word, imposing. Not in the physical height or weight sense, but there always seems to be a gravity around him, an intimidating mean that he almost unconsciously projects. He’s every inch Black Irish, raven haired, with angular features that look almost avian on first glance (fine-boned, thin, slightly fragile; vaguely reminiscent of a raptor); his looks aren't what you'd call handsome, but they are striking. And while he is young, his muscles are considerably well-developed for a young man, hard-packed slabs that don’t have the same “pretty†look a bodybuilder would have, but honed by years of physical labour. His clothing is generally fairly comfortable, tracksuits and the like when he's exercising, when out and about he tends to wear jeans and one of his favorite hoodies. Regardless of daily outfit, however, he always has two accessories – a silver ring embossed with Celtic emblems, worn on his right ring finger, and a cord necklace with five teeth hanging from it; four regular-sized and one slightly larger shark teeth.

When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest, a new pair of black gloves with steel plates across the back of the hand (the plates having a trio of runes on them apiece), black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, the collar usually turned up, reaching down to his ankles; gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous ancient and arcane runes, that smoke and burn whenever he calls upon them. Combined with the darkened face once he pulls up his hood, he looks every inch a dangerous bird of prey.

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Payola'd by AA

Ghost Girl

2PP - Raise Base Attack to +8

1PP - Add one rank of Dodge Focus, 6 total

2PP - Add one rank to Ghost Array, raise Powers in Array to Rank 12 effects

1PP - Add one rank of Protection, 12 total

Minor formatting adjustments for clarity.

Ghost Array 13 (26PP, Power Feats: Alternate Power 4) [30PP]

Base: Concealment 8 (all visual, auditory and olfactory, Extra: Linked, Power Feats: Close Range, Selective, Drawback: Power Loss [Detect Ghosts/Undead, Necromantic Awareness]) [17PP] (invisibility)
+ Concealment 2 (all mental, Extra: Linked, Flaw: Displacement) [2PP] (mental echo)

+ Obscure 4 (radio, 50' radius, Extras: Action [Free, +2], Linked, Flaws: Partial, Range [Touch], Power Feats: Reverse Progression 1 [Area, min 25']) [5PP] (radio static)

AP: Damage 12 (Extras: Affects Corporeal, Autofire, Linked [Drain], Flaws: Limited [Objects], Limited [Electronics], Power Feats: Accurate 2) [14PP] (disrupt electronics)

+ Drain Toughness 12 (Extras: Affects Corporeal, Affects Objects, Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [12PP]

AP: Drain Strength 12 (Extra: Affects Corporeal, Power Feats: Accurate 2) [26PP] (chill of the grave)

AP: Emotion Control 12 (Extras: Area [Perception, +2], Flaws: Range [Touch, -2], Sense Dependent [Vision], Drawback: Power Loss [in Sunlight, -3]) [9PP] (beautiful terror)

Morph 6 (Any Humanoid, +30 Disguise, Power Feats: Attractive, Fascinate [Diplomacy], Drawback: Power Loss [in Sunlight, -3]) [11PP] (terrible beauty)

Super-Senses 6 (Detect Fear [Mental], Extras: Acute, Analytical, Radius, Ranged, Tracking]) [6PP]

AP: Snare 12 (Extras: Affects Corporeal, Area [General, Cone], Flaws: Action [Full Action]), Range [Touch], Power Feats: Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [26PP] (ice breath)

[b][u]Players Name[/u][/b]: Gizmo

[b][u]Power Level[/u][/b]: 12 (179/180PP)

[b][u]Trade-Offs[/u][/b]: None

[b][u]Unspent PP[/u][/b]: 1

[b][u]Progress to Impervium Status[/u][/b]: 24/150 (Platinum status earned by [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url])


[b][u]In Brief[/u][/b]: Teenage poltergeist with an upbeat personality and chilling powers.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/f/fd/KimberHFHuman.png[/img][img]http://www.freedomplaybypost.com/wiki/images/c/cd/KimberHF.png[/img][img]http://www.freedomplaybypost.com/wiki/images/0/0a/KimberHFGhostGirl.png][/floatr][b][u]Characters Name[/u][/b]: Ghost Girl

[b][u]Alternate Identities[/u][/b]: Kimber Storm

[b][u]Identity[/u][/b]: Public

[b][u]Birthplace[/u][/b]: Thunder Bay

[b][u]Occupation[/u][/b]: Student

[b][u]Affiliations[/u][/b]: Claremont Academy

[b][u]Family[/u][/b]: None


[b][u]Age[/u][/b]: 16 (DoB: August, 1979; DoD: January, 1996)

[b][u]Gender[/u][/b]: Female

[b][u]Ethnicity[/u][/b]: Deceased-Canadian (Caucasian)

[b][u]Height[/u][/b]: 5’7â€

[b][u]Weight[/u][/b]: None

[b][u]Eyes[/u][/b]: Ice-Blue (Sea Green)

[b][u]Hair[/u][/b]: Ice-Blue (Chestnut Brown)


[b][u]Description[/u]:[/b] In her natural state, Kimber appears as the image of teenage girl rendered in frosty, luminous blues, slightly translucent and floating a few feet off of the ground as though she were swimming through the air. Long hair drifts about her face, carried by an absent wind, while the faint chill of fresh snow surrounds her. The disturbing sight is considerably softened by her perpetually chipper expression and broad, friendly smile - even if she still had bones, none of them would be mean. Expressive and given to animated gestures, she tends to flit about a room, chattering excitedly.


Her phantasmal abilities allow her to take on a more lifelike appearance, returning colour to her flesh and bright green eyes while dropping dark drown hair back to fall between her shoulder blades. Although she can appear as almost anyone she likes, direct sunlight reveals her true form, making it impossible for her to maintain the day-to-day illusion of a normal life. In her heroic identity as Ghost Girl, she shrouds herself in a long, tattered reaper's cloak of the same pale blue, its hood and a simple domino mask concealing her face.


[b][u]Powers Description[/u]:[/b] Kimber's ghostly nature renders her both completely incorporeal and translucent to a degree. Keeping the aura of cold that perpetually surrounds her to a barely perceptible minimum takes considerable concentration on her part; if she is distracted the temperature about her rapidly drops to well below freezing. She is also able to render herself completely invisible, though telepaths may sense her as a mental echo and electronics equipment will hiss with static at her passing.


Not being restrained by any actual physiology, Kimber has a considerable ability to alter her appearance, from her clothing and apparent age to disguising herself as other individuals. The most extreme application of this sees her taking on an aspect that combines heartbreaking beauty and the sheer, existential horror of piercing, for a moment, the veil between life and death. The more paranoid might wonder if this is, in fact, her [i]true[/i] nature revealing itself.


[b][u]History[/u]:[/b] Kimber's life before her passing is largely a mystery. Her own memories are few and indistinct - she could tell you who the Prime Minister was when she was alive or what her favourite brand of cereal was, but she has little actual context for any of that information. Even after her death, she lost several years, punctuated by infrequent but steady reports of strange, terrifying activity surrounding a particular log cabin in the camping grounds near Thunder Bay. Trespassing teenagers related tales of horrible faces in windows, dishware smashing itself against the walls and an unearthly chill that defied campfires and generator-powered space heaters alike.


Eventually the stories caught the attention of Daniel Storm, an outdoorsman with no small amount of experience with the sorts of supernatural hazards that become more frequent the further north and away from large settlements one travel. A terse, unsociable sort, Storm wasn't typically one to get involved, but for whatever reason, his interest was piqued. Despite the poltergeist's repeated attempts to drive him away, he eventually found the long dead remains of a young woman in the woods. What little cooperation the admittedly suspicious Storm was able to get from the local authorities pointed to the winter of 1996, one of the coldest on record, as the time of death. Taking it upon himself to give the Jane Doe a proper cremation should have put the ghostly apparition to rest. Instead, Storm found himself face to face with the floating but quite distinct image of an alarmed girl.


Although understandably distressed as she came to understand her situation, the phantom adapted with surprising speed, taking the name Kimber because, "I just [i]feel[/i] like a 'Kimber', right?" Storm did his best to fill in as many blanks for her as he could over several weeks, and contacted various occult peers when it became clear that the situation fell well outside his personal experience, not just in terms of supernatural phenomena, but also dealing with a teenage girl! Eventually, through friends of friends, he was put in touch with Duncan Summers, a gentleman with no small expertise in helping teenagers of unusual natures. Nonchalantly suggesting that she might as well use his last name for the resulting paperwork, he sent the heroine-in-training out into the world for a second shot at life!


[spoiler]In life, Kimber was Rebecca Stone, a Thunder Bay native born in 1979. Observant and astute, she was otherwise mainly notable for her energetic disposition, growing into a happy if largely unremarkable teen. Becca had little connection with superheroics; the Mulroney administration saw government funding of super teams heavily reduced then cut altogether, and North American opinion remained for the most part negative towards costume vigilantes until the Terminus Invasion in 1993. The newly elected Liberal government under Chrétien rode the rocketing popularity of superheroes that resulted, and the band posters in Becca's room were replaced with images of national heroes.


In 1996, Becca and several friends went on a winter camping trip, despite the weather that was frigid even by Northern Ontario's standards. The group camped out in a log cabin, but while out hiking through the wooded trails, Becca became separated from the others and lost her way among the twisting paths. Heavy snow hampered any search efforts, eventually forcing the police to note her as missing and presumed dead. The details of her case were unfortunately among those lost in the move to a digital database.[/spoiler]



[b][u]Personality & Motivation[/u]:[/b] Despite her regrettable situation, Kimber retains a surprisingly upbeat attitude. She tends to react to any new situation with curiosity and enthusiasm, asking lots of questions and rapidly jumping from thought to thought. Looking oddly doesn't seem to particularly bother her, but a surprising talent for reading people makes her acutely aware of how disturbing her undead nature can be for some. As a result, she may compensate with an even cheerier manner or make reassuring attempts at humour.


Death has done nothing to dull Kimber's sense of empathy - if anything, it's given her a greater perspective on the preciousness of life. Despite her positive mindset, she considers herself to have very little to lose, or at least to be in very little danger of true harm, and so is quick to lend whatever aid she can. The adventure and romance of the superheroic lifestyle certainly appeals to her as well, though her notion of it is more than a little idealized. After all, people might be scared of a ghost, but who could be scared of the marvelous Ghost Girl!


[b][u]Powers & Tactics[/u]:[/b] Kimber's main offensive ability is a bone-chilling ethereal touch that drains the strength from her target's limbs, eventually leaving them helpless and shivering. Although reluctant to engage in violence in the first place, particularly given how little threat convention weapons pose to her, when her teammates are put at risk she moves to disable their opponents as quickly as possible. She takes advantage of her unhindered mobility, but is [i]not[/i] entirely beyond being hurt, and her sense of invulnerability can get her into trouble.


Her incorporeal nature, along with her powers of invisibility and disguise, make Kimber an ideal scout and infiltrator. A side-effect of her concealment scrambles radio signals in a small radius, a handy trick for disabling nearby communications even as it serves as an unfortunate tell for those who are familiar with spirits and their ways. Although she cannot truly touch physical objects, she is able to manipulate them with a minor amount of telekinesis.


[b][u]Complications[/u]:[/b]


[b]Amnesia:[/b] Kimber's memories before her untimely demise are foggy at best.

[b]Naive:[/b] Kimber's a naturally trusting sort inclined to give everyone the benefit of the doubt.

[b]Pyrophobia:[/b] Intense heat and fire are one of the few things that can actively harm Kimber, and she's understandably hesitant around either.

[b]She's Dead, Jim:[/b] It's a living man's world, Kimber's just haunting in it.

[b]Truly, Truly Outrageous:[/b] Kimber missed out on a lot of pop culture and world history after her death, though she's been quickly catching up.

[b]Untouchable:[/b] Kimber has no physical form.

[b]Young Freedom 2.0:[/b] Kimber's friends are pretty rad.


[b][u]Abilities[/u]:[/b] -10 + 6 - 10 + 0 + 6 + 2 = -4PP

STR: - (-) 

DEX: 16 (+3) 

CON: - (-) 

INT: 10 (+0) 

WIS: 16 (+3) 

CHA: 14 (+2) 


[b][u]Combat[/u]:[/b] 16 + 12 = 28PP

Attack: +8 (+12 Ghost Array) 

Defense: +12 (+3 flat-footed) 

Grapple: +6 

Init: +3 


[b][u]Saves[/u]:[/b] 2 + 7 = 9PP 

Toughness: +12 (+12 Protection) 

Fortitude: -

Reflex: +5 (+3 Ref, +2) 

Will: +10 (+3 Wis, +7) 


[b][u]Skills[/u]:[/b] 15PP = 60R

Bluff 4 (+6/+10 Attractive)

Diplomacy 11 (+13/+17 Attractive) 

Intimidate 8 (+10)

Knowledge [Arcane Lore] 4 (+4)

Languages 1 (French) (Base: English) 

Notice 8 (+11) 

Sense Motive 12 (+15)  

Stealth 12 (+15) 


[b][u]Feats[/u]:[/b] 12PP 

Dodge Focus 6

Luck 2

Power Attack

Second Chance (Diplomacy)

Startle

Uncanny Dodge (Auditory)


[b][u]Powers[/u]:[/b] 30 + 2 + 1 + 3 + 3 + 30 + 21 + 12 +7 + 3 + 10 = 122PP


[b]Ghost Array 13[/b] (26PP, [i]Power Feats:[/i] Alternate Power 4) [30PP]

[array][b][u]Base[/u]: Concealment 8[/b] (all visual, auditory and olfactory, [i]Extra:[/i] Linked, [i]Power Feats:[/i] Close Range, Selective, [i]Drawback:[/i] Power Loss [Detect Ghosts/Undead, Necromantic Awareness]) [17PP] (invisibility) [device]+ [b]Concealment 2[/b] (all mental, [i]Extra:[/i] Linked, [i]Flaw:[/i] Displacement) [2PP] (mental echo)

+ [b]Obscure 4[/b] (radio, 50' radius, [i]Extras:[/i] Action [Free, +2], Linked, [i]Flaws:[/i] Partial, Range [Touch], [i]Power Feats:[/i] Reverse Progression 1 [Area, min 25']) [5PP] (radio static)[/device]

[b][u]AP[/u]: Damage 12[/b] ([i]Extras:[/i] Affects Corporeal, Autofire, Linked [Drain], [i]Flaws:[/i] Limited [Objects], Limited [Electronics], [i]Power Feats:[/i] Accurate 2) [14PP] (disrupt electronics)

[device]+ [b]Drain Toughness 12[/b] ([i]Extras:[/i] Affects Corporeal, Affects Objects, Linked [Damage], [i]Flaws:[/i] Limited [Objects], Limited [Electronics]) [12PP][/device]

[b][u]AP[/u]: Drain Strength 12[/b] ([i]Extra[/i]: Affects Corporeal, [i]Power Feats:[/i] Accurate 2) [26PP] (chill of the grave)


[b][u]AP[/u]: Emotion Control 12[/b] ([i]Extras:[/i]  Area [Perception, +2], [i]Flaws:[/i] Range [Touch, -2], Sense Dependent [Vision], [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [9PP] (beautiful terror)


[equip][b]Morph 6[/b] (Any Humanoid, +30 Disguise, [i]Power Feats:[/i] Attractive, Fascinate [Diplomacy], [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [11PP] (terrible beauty)


[b]Super-Senses 6[/b] (Detect Fear [Mental], [i]Extras:[/i] Acute, Analytical, Radius, Ranged, Tracking]) [6PP][/equip]

[b][u]AP[/u]: Snare 12[/b] ([i]Extras:[/i] Affects Corporeal, Area [General, Cone], [i]Flaws:[/i] Action [Full Action]), Range [Touch], [i]Power Feats:[/i] Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [26PP] (ice breath)[/array]

[b]Comprehend 1[/b] (Spirits) [2PP]


[b]Enhanced Feats 1[/b] (Quick Change) [1PP]


[b]Environmental Control 3[/b] (Extreme Cold, 25' radius, [i]Extra:[/i] Duration [Special], [i]Flaw:[/i] Range [Touch]) [3PP]

[i]This power is always active by default, but can be 'turned off' with a free action and a sustained duration. If Kimber is unable to take the free action required, it automatically reactivates.[/i]


[b]Flight 1[/b] (10 MPH, [i]Extra:[/i] Duration [Continuous], [i]Flaw:[/i] Permanent, [i]Power Feat:[/i] Subtle) [3PP] 


[b]Immunity 30[/b] (Fortitude effects) [30PP] 


[b]Insubstantial 4[/b] (Incorporeal, Affected by Fire/Heat, [i]Extra:[/i] Permanent, [i]Power Feat:[/i] Innate) [21PP] 


[b]Protection 12[/b] [12PP] 


[b]Regeneration 7[/b] (+0 recovery bonus, Resurrection 2/one day) [7PP]


[b]Super-Senses 4[/b] (Counters Concealment [Visual, [i]Flaws:[/i] Limited (Undead)], Darkvision) [3PP]


[b]Telekinesis 2[/b] ([i]Extras[/i]: Affects Corporeal, Range [Perception]) (Heavy Load: 100 lbs) ([i]PFs[/i]: Precise, Subtle) [10PP]


[b][u]Drawbacks[/u]:[/b] -3PP


[b]Vulnerability ([/b]Fire/Heat, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [x1.5 DMG][b])[/b] [-3PP]



[code]DC Block 

ATTACK                    RANGE           SAVE                          EFFECT

Disrupt Electronics       Touch           DC22 Fortitude                Drained Toughness

                          Touch           DC27 Toughness [Autofire]     Damage

Drain Strength            Touch           DC22 Fortitude                Drained Strength

Emotion Control           Perception      DC22 Will                     Emotion

Snare                     100' Cone       DC22 Reflex                   Entangled
Abilities (-4) + Combat (28) + Saving Throws (9) + Skills (15) + Feats (12) + Powers (122) - Drawbacks (-3) = 179/180PP
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Illuminated by Dok

Young Britannia

Attack Focus (ranged) [1PP]

Added Queen and Country complication.

For Queen and Country: The spirit that empowers Agnes is tied is strongly tied to the United Kingdom. Whilst she can travel quite freely around the world if she stays too long away from home and her powers would fade. How long this takes depends on the countries connection to the Mother Country, in Commonwealth countries (and the US) it can be up to six months whilst in countries hostile to the UK it can be only days.

Light Control increase to 8 and add Teleport.

Light Control 8 (14PP Array, Feats: Alternate Power 3) [21PP]

  • Base Power: Blast 8 (80ft Range Feats: Accurate 2) [18PP] (Burst of Light)
    Alternate Power: Dazzle 4 (Visual Senses, 80ft Range, 40ft Burst Radius, Extra: Area (Burst), Selective Feats:Progression(Area) 1, Progression (Range) 1) [18PP] (Blinding Light)

    Alternate Power: Healing 8 (Feats: Regrowth, Stabilize) [18PP]

    Alternate Power: Teleport 9 (20,000 miles as full action Extra:Accurate, Flaw: Long-range) [18PP]

[floatr][img] http://freedomplaybypost.com/wiki/images/e/ea/YoungBritanniaHF.png [/img][/floatr][

[b][u]Player Name[/u]:[/b] Tiffany Korta

[b][u]Character Name[/u]:[/b] Young Britannia

[b][u]Power Level[/u]:[/b] 8 (124/124PP)

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent PP[/u]:[/b] 0

[b][u]Progress To Silver Status[/u]:[/b] 19/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5505]Revenant[/url]


[b][u]In Brief[/u]:[/b] The Spirit of Justice trying to help rebuild a life.


[b][u]Alternate Identities[/u]:[/b] Annice Avebury / Annice Stone (stage names), Agnus Stone (real name)

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] Glastonbury, Somerset, England, UK

[b][u]Occupation[/u]:[/b] Singer, Business Woman

[b][u]Affiliations[/u]:[/b] None

[b][u]Family[/u]:[/b] Geri Stone (Mother) Winston Stone (Father) 


[b][u]Age[/u]:[/b] 20 (DoB: July 24th 1991)

[b][u]Gender[/u]:[/b] Female

[b][u]Ethnicity[/u]:[/b] Caucasian / Afro-Caribbean

[b][u]Height[/u]:[/b] 5’5†(6’0†as YB)

[b][u]Weight[/u]:[/b] 150 lbs. (165 lbs. as YB)

[b][u]Eyes[/u]:[/b] Brown

[b][u]Hair[/u]:[/b] Brown


[floatl][img] http://freedomplaybypost.com/wiki/images/1/13/Agnes.jpg [/img][/floatl][b][u]Description[/u]:[/b] Annice is an it girl, dressed in the latest fashions her hair and make-up perfectly complimenting her clothing. She carried herself with a confidence and why not she is better than you in every way.


As Young Britannia she holds herself with a confident and regal bearing that inspires confidence in others. Whilst her friendly and open face suggests that she understand and appreciates all that you’ve done and wants to thank your personally. Even her voice has a charming and yet commanding tone and an almost musical tone. In fact even without the face mask she wears few would realize that they were dealing with the same person. 


Here costume is a simple jumpsuit in blue emblazoned with the Union Jack, one bar of the cross running down the middle and the other wrapping around her waist. Her face is partially covered by an open mask similar to Britannia’s.


Agnes is a combination of the two she dresses down in comfortable and practical clothes and rarely wears any kind of make-up. But her face is still attractive and still carries herself with an air of self-confidence.


[b][u]Power Descritpions[/u]:[/b] Young Britannia is always surrounded by a nimbus of bright white light that radiates out from her body.


When using any of her powers the glow tends to intensify and concentrate around the source of her power, normally her hands.


The memories of the past Young Britannia’s live on in the spirit allowing her to access their memories and knowledge’s, a tiny glow in her eyes when she first accesses the knowledge for the first time.


[b][u]History[/u]:[/b] Each of the Genius Loci, like Lady Liberty and Britannia are strange and powerful spirits, but each can and occasion are shaped and altered by the will of the people of their land. Britannia has another aspect once that has existed since the Magna Carta, the idea of Justice for All regardless of the laws of the land. Since the middle of the last century this has been amongst the youth of the country against the injustice of the older generation. 


For a while Agnes, as Annice, had everything at eighteen she was picked as a winner of a reality TV show, she was billed as a true pop sensation with a long a promising career. With a string of massive number one hits (in the UK) it seemed to be destined to happen. But with waning public interest and a demanding artist who wanted to do "new things" she was quickly and quietly dropped by her label as the hits dried up. 


But she had resisted the urge to just give everything up and decided one last try to rekindle her career. She managed to arrange a meeting with the show’s Producer and Guru Simone Kowal. Before she could even pitch her comeback someone burst into the office brandishing a gun, she never found out who maybe another failed pop star, and pointed it at the producer. Without worrying about her own safety she tried to protect Simone and wrestle the gun from the assailant. In the scuffle the gun went off and she was wounded, a seemingly fatal wound.


In the hospital on the verge of death a woman came to her in a dream and offered her another chance at life, to begin again as a better person. But she would have to make amends, by helping people and making sure justice was done.


The next day a miraculously healed Annice checked herself out of the hospital and disappeared.


And so Annice went missing and for the very few that still cared her parents covered for her by saying she was in retreat. But even they feared that she was gone.


Meanwhile strange reports were coming from all over the UK of a strange woman, or women, would turn up when needed to help people in trouble, before disappearing again. Sometime they would be in costume, other times in old period dress, all were however of a girl not yet out of her teens. And while pictures of her all looked different people were sure it was the same person. One of papers picked up on the name Young Britannia(s) which seemed perfect to describe this strange woman.


After a year of wandering the country and helping people and much wiser and humbler Agnes returned home to rebuild her life.


Whilst she has embraced her superhero side as Young Britannia her career has been slower to recover. That was until recently when she managed to convince a hot young US producer to take a chance on her. It means spending a couple of months in Freedom City, but it may be her only chance to make it as a serious music artist. She also heard rumours of a chance to invest in his production company which could cement her future if not her career.


[b][u]Personality & Motivation[/u]:[/b]

Annice she was loud and outgoing the gregarious party girl that laughed and flirted and generally always had a good time. Part of that is still there, Agnes has always been an outgoing person quick to laugh and slow to anger. But her time spent helping has tempered her a little, she a little more quiet and serious and thinks before giving her opinion.


[b][u]Powers & Tactics[/u]:[/b] Infused with the Spirit of Britannia Young Britannia is a mini powerhouse, though Agnes is still a little inexperienced and tend to hold back before getting to conflict. 


[hr][/hr] 

[b][u]Complications[/u]:[/b]

[b]Almost Famous:[/b] Whilst Annice was never as big in the US, there are a few people who have heard her hits and recognize the face.

[b]For Queen and Country:[/b] The spirit that empowers Agnes is tied is strongly tied to the United Kingdom. Whilst she can travel quite freely around the world if she stays too long away from home and her powers would fade. How long this takes depends on the countries connection to the Mother Country, in Commonwealth countries (and the US) it can be up to six months whilst in countries hostile to the UK it can be only days.

[b]Secret identity:[/b] Whilst Agnes enjoys being a hero, as much as possible all she really wants is an ordinary quiet life.



[b][u]Abilities[/u]:[/b] 6 + 0 + 6 + 0 + 2 + 6 = 20PP

Strength: 16/30 (+3/+10)

Dexterity: 10 (+0)

Constitution: 16/26 (+3/+8)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 6 + 4 = 10PP

Initiative: +4

Attack: +3, +5 melee, +6 ranged,  +8 burst of light

Grapple: +6/+13 up to +17 with Dynamic Super-Strength

Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed

Knockback: -7/-0



[b][u]Saving Throws[/u]:[/b] 0 + 4 + 3 = 7PP

Toughness: +3/+8 (+3/+10 Con [Impervious 7/0])

Fortitude: +3/+8 (+3/+8 Con, +0)

Reflex: +4 (+0 Dex, +4)

Will: +4 (+1 Wis, +3)



[b][u]Skills[/u]:[/b] 24R = 6PP

Bluff 2 (+5, +9 w/Attractive)

Diplomacy 2 (+5, +9 w/Attractive)

Knowledge (Popular Culture) 3 (+3)

Notice 8 (+9)

Perform (Singing) 9 (+12) 



[b][u]Feats[/u]:[/b] 6PP

Attack Focus (ranged) 1

Attractive 1

Benefit 1 (Wealth 1)

Dodge Focus 2

Luck 1



[b][u]Powers[/u]:[/b] 10 + 1 + 14 + 2 + 7 + 7 + 21 + 11 + 5= 78PP



[b]Enhanced Constitution 10[/b] [10PP]


[b]Enhanced Feats 1[/b] (Beginner’s Luck) [1PP]


[b]Enhanced Strength 14[/b] [14PP]


[b]Flight 1[/b] (10MPH / 100ft per Move Action) [2PP]


[b]Immunity 7[/b] (Environmental Effects, Suffocation (All)) [7PP]


[b]Impervious Toughness 7[/b] [7PP]


[b]Light Control 8[/b] (14PP Array, [u]Feats:[/u] Alternate Power 3) [21PP]

[list][u]Base Power:[/u] [b]Blast 8 ([/b]80ft Range [i]Feats:[/i] Accurate 2) [18PP] (Burst of Light)

[u]Alternate Power[/u]: [b]Dazzle 4[/b] (Visual Senses, 80ft Range, 40ft Burst Radius, [i]Extra:[/i] Area (Burst), Selective [i]Feats:[/i]Progression(Area) 1, Progression (Range) 1) [18PP] (Blinding Light)


[u]Alternate Power[/u]: [b]Healing 8[/b] ([i]Feats:[/i] Regrowth, Stabilize) [18PP]


[u]Alternate Power[/u]: [b]Teleport 9[/b] (20,000 miles as full action [i]Extra:[/i]Accurate, [i]Flaw:[/i] Long-range) [18PP][/list]


[b]Might 4[/b] (8PP Array, [u]Feats:[/u] Dynamic Alternate Power, Dynamic Base Power) [11PP]

[list][u]Base Power (Dynamic)[/u]: [b]Flight 4[/b] (Rank 5, 250MPH / 2,500ft per Move Action) [8PP]


[u]Alternate Power (Dynamic)[/u]: [b]Super-Strength 4[/b] (Lifting STR 50 [[i]Heavy Load:[/i] 12 tons]) [8PP][/list]


[b]Past Lives 2.5 ([/b]4PP Array, [u]Feats:[/u] Alternate Power) [5PP]

[list][u]Base Power[/u]: [b]Comprehend 2 ([/b]Read All Languages, Speak All Languages) [4PP]


[u]Alternate Power[/u]: [b]Enhanced Feats 4 ([/b]Attack Specialization (Unarmed), Eidetic memory, Jack of all Trades, Well Informed) [4PP][/list]



[b][u]Drawbacks[/u]:[/b] (-3) = -3PP

[b]Normal Identity[/b] ([i]Frequency:[/i] Uncommon [Free Action], [i]Intensity[/i]: Major) [-3PP]



[b][u]DC Block[/u]:[/b]

[code] ATTACK           RANGE     SAVE                          EFFECT

Unarmed          Touch     DC25 Toughness (Staged)    Damage (Physical)

Burst of Light   Ranged    DC23 Toughness (Staged)       Damage  (Energy)

Blinding Light   Area          DC 14 Ref/Fort                             Blinding
Totals: Abilities (20) + Combat (10) + Saving Throws (7) + Skills (6) + Feats (6) + Powers (78) - Drawbacks (3) = 124/124 Power Points

Illuminated by Dok

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Warp'd and woof'd by Dok

Weaver

Added an obvious Complication

Power loss: in the rare events that neither Weaver nor his enemies are wearing clothes made of fabric, Weaver wouldn’t be able to use his powers, all of which require fabric at hand to work. Also, when pitched against many unclothed foes in an environment lacking flags or other cloth at hand, he's eventually going to run out of scarves to throw at them.

4 pp to spend

[2 pp] +1 to base attack, up to +5 (+11)

[1 pp] +1 to Will save, up to +9

[1 pp] +2 each to Bluff and Stealth (both up to 12 (+15))

Also, I expanded the AP provided by his costume, from this

AP: Damage 10 (PF: Extended reach 3, Improved critical, Triggered [being grappled], Variable descriptor 1 [different metal weights and blades]){17/32 pp}

To this

AP: Damage 10 (PF: Improved critical, Variable descriptor 1 [different metal weights and blades]) + Enhanced feats 5 [grappling finesse, improved grapple, improved pin, improved throw, improved trip] + Additional limbs 4 [10 tentacle-like scarves] (Extra: Projection) + Elongation 6 (Flaw: limited to Additional limbs) + Super-strength 2 {32/32 pp}

Here’s the explanation, which is a paragraph I added in the Power and Tactics section

His costume is designed to take full advantage of his powers: he can direct the magic to take control of his customized cape, which can divide into many magically reinforced scarves; these scarves can grab foes, stretch out for many feet, and each one of them has a different metal blade or weight sewn in at the end, usable as a flail.


[b][u]Player Name[/u]:[/b] Airon

    [b][u]Character Name[/u]:[/b] Weaver

    [b][u]Power Level[/u]:[/b] 11 (165/165PP)

    [b][u]Trade-Offs[/u]:[/b] +1 Toughness, -1 Defense

    [b][u]Unspent Power Points[/u]:[/b] 0

    [b][u]Progress To Bronze Status[/u]:[/b] 15/30


    [b][u]In Brief[/u]:[/b] master carpet-weaver with control over fabric and cloth, family man and protector of the neighborhood.


    [b][u]Alternate Identity[/u]:[/b] Saeid Ashoubi

    [b][u]Identity[/u]:[/b] Secret (to all but his close ones)

    [b][u]Birthplace[/u]:[/b] West End, Freedom

    [b][u]Occupation[/u]:[/b] High-end carpet maker

    [b][u]Affiliations[/u]:[/b] ???

    [b][u]Family[/u]:[/b] Karim Ashoubi, father; Hediyeh Ashoubi, mother; Masoumeh Kavanagh, sister; Jonah Kavanagh, brother in law; Jamila Naguib, wife (pregnant).


    [b][u]Description[/u]:[/b]

    [b]Age:[/b] 33 ([i]DoB:[/i] 01/24/1979)

    [b]Apparent Age:[/b] Middle-Thirties

    [b]Gender:[/b] Male

    [b]Ethnicity:[/b] Middle-Eastern (persian)

    [b]Height:[/b] 5'10"

    [b]Weight:[/b] 140 pounds

    [b]Eyes:[/b] Black

    [b]Hair:[/b] Black


    [b][u]Description[/u]:[/b]

    Saeid is lean and straight, without an ounce of excessive fat on his relatively small frame. Bare-chested, he shows long and thin muscles that wouldn’t be out of place in a middle-distance runner. His hair is black and curly, and he keeps it fairly short to hide the already receding hairline; he also sports a full and well-trimmed beard and moustache.


    In his civilian persona, he wears standard casual suits, favoring grey and earth-tones, usually with band-collar shirts. He fakes a thick Persian accent, mimicking the way his father talks, though English is his native language. As a professional art retailer he knows very well how to read his interlocutor expression and how to pitch a product; he’s a pretty smooth talker, especially when selling his works.


    His super-hero costume is composed of several layers of loose, vaguely oriental-looking clothes, with a large cape and several scarves floating around his neck and arms. He wears a cowl, and a scarf covers his mouth and nose. The costume is mostly dark blue, with burgundy and golden inserts.

    He speaks a perfect, inflection-free English.


    Arug (pronounced AH-RUG) is a very fancy and thick Persian carpet, with geometric decorations and the same color pattern of his master, about 8’ x 6’.

    [img=http://i1088.photobucket.com/albums/i322/Airon_svntn/Weaver.png]


    He shouldn't be holding a whip but a scarf... but somehow Herofactory doesn't think a scarf is a plausible hero weapon  :mrgreen:


    Another, more detailed drawing with HeroMachine 3

[spoiler][img=http://i1088.photobucket.com/albums/i322/Airon_svntn/WeaverHM3.jpg][/spoiler]




    [b][u]Power Descriptions[/u]:[/b]

    Saeid has total control over fabric and cloth of any kind: he can move them around, imbue a semblance of magic life in clothes and carpets. His hands glow faintly in the color of the object he is controlling in said moment.


    [b][u]History[/u]:[/b]

    Saeid is a second-generation immigrant from Urmia, western Iran. His parents were one of the few families of Sunni Muslims in a prevalent Shi'ite community, and they moved to Freedom City in 1977. They settled in a very low-rent apartment between Greenbank and the West End. The Ashoubi had a proud tradition as weavers of fine traditional Persian carpets, and it took them little time to find their niche in the growing art and interior design scene of a metropolis like Freedom. They weren’t rich, but managed to give their two children a nice enough childhood and a decent education, and to keep them safe from the criminals of the Greenbank as well as the many crisis that Freedom seems to attract, like the Terminus invasion.

    The Ashoubis always had a way with looms and fabric, very nimble fingers and a special eye for patterns, but it wasn’t until young Saeid entered the family business, once he completed high-school, that the gift really manifested itself. Where his father could move the threads as he liked with just the tip of his fingers, Saeid could literally make the threads dance just with a gaze. His powers grew with the years, the more he spent weaving, the more his control over fabric and cloth became strong and precise. Any plan he had of joining the many crimefighters of Freedom were put on hold when he fell in love (and after a few years married) Jamina, a smart Egyptian girl who was majoring in Business management with his sister at Freedom College.


    Saeid had always been involved with the community, helping to resolve disputes between the several minorities of the West End, but it took two very distinct events, between few days of distance, to make a real super-hero out of him. The first was his sister’s wedding to the Irish Jonah Kavanagh. After years spent discussing with her parents to let them accept a marriage outside the Islamic community, a lot of public relations between the two communities, Masoumeh finally got the ceremony she wanted… when the two families started a riot, accusing each other of corrupting their culture.

    The riot lasted what seemed like hours, and ended only when Siren and Daedalus overcome the Purger aka Will Montgomery, an ignorant and racist man who, in order to impress his idol White Flame, got mind-controlling and hate-spreading powers from Mr. Infamy. By the time Montgomery was sent to Blackgate and the two heroes explained to the families what happened, the ceremony was ruined, three people were dead and Jonah had sustained an injury so dire that he was forced on a wheelchair. Saeid had worked so hard to give her sister a nice life, mediating between the two families, and now everything was ruined because of some idiot with powers.

    The second event was the “birth†of Arug. When practicing his powers, one night Saeid managed to imbue true life into a wonderful carpet he weaved a few days before. It wasn’t simply animated: it moved and communicated just like a pet.

    Intentioned to understand his powers and make good use of them, Saeid approached Sallah at the local mosque. The aide of Adrian Eldritch agreed to help him and booked him an appointment with the Master Mage.

    Under the tutelage Sallah and with occasional help form Eldritch, Saeid learned how to properly use his powers. For a couple of years now he patrolled the neighborhood, but maybe he’s ready to step up and join the major crime-fighters of Freedom…


    [b][u]Personality & Motivations[/u]:[/b]

    A rational and pacific man at heart, Saeid has the characteristics of a good mediator. He enjoys a good reputation as a successful businessman and artist, and as a man involved with the social issues of his city. A lifetime of selling his products gave him a good understanding of people, and if it wasn’t for the family, the business (and that darn the hero thing) taking up so much time, he could probably become a half-decent political or social figure. He learned in the worst possible way that he must use ALL his gifts to help the community, not only those who he understands and is comfortable with. After two years, he is pretty confident with his magic, though he hasn’t tried to bring true life into another inanimate object.

    His first priority is to defend his family and neighbors but after every lesson with Sallah and Eldritch he understands his powers a little better and is ready to confront something stronger.


    [b][u]Powers & Tactics[/u]:[/b]

    So far Saeid has mostly operated keeping his neighborhood safe form criminals, more than fighting super-villains. His modus operandi involves sneaking on his adversaries using Subtle flight and his stealth skill, then flapping scarves around their eyes (Obscure) while he or his magic carpet rescue the victim of the ill-intentioned. If forced into a fight, he takes control of the enemy’s clothes, tightening them around the limbs (Snare) or, if he’s really pissed, around the throat (Suffocating Damage). If the adversaries aren’t wearing suitable clothes (as in: naked or wearing battle-armor or such), Weaver’s costume provides enough scarves and capes to throw at them. He is also well-versed in confounding enemies by moving pieces of his costume where he isn’t (feinting, distract, redirect). His costume is designed to take full advantage of his powers: he can direct the magic to take control of his customized cape, which can divide into many magically reinforced scarves; these scarves can grab foes, stretch out for many feet, and each one of them has a different metal blade or weight (silver for demonic creatures, cold iron for faes, etc...) sewn in at the end, usable as a flail.


    Arug's primary role is transportation, with its massive strength it can carry a lot of weight. In combat, Weaver instructs it to take bystanders to safety first, then to tackle minions, by sneaking up on them and starting a grapple. If it has to fight face to face, it usually swooshes close to the ground (Prone Fighting) to enhance his defense. It communicates with Saeid by simple few-words empathic sentences, as in “danger left!†or “all safe, go!â€.


    [hr][/hr]

    [b][u]Complications[/u]:[/b]

    [b]Secret Identity[/b]: Six persons know about Saeid powers and second life: his parents, his sister, his wife, Adrian Eldritch and Sallah. He’s trying really hard not to make this number grow.

    [b]Family man[/b]: both his wife and his parents still work at the carpet store with him, the father helping with the weaving and the women overlooking the economic side; with a baby on the way, a family business relying mostly on him and his efforts in the community, sometimes the super-hero life stretches him too thin.

    [b]Prejudice[/b]: even in the modern and open-minded Freedom, muslims and middle-eastern people find ignorant persecutors… and that’s without counting maniacs like White Knight.

    [b]How did I do that?[/b]: his powers are relatively new. He knows next to nothing about magic, even if Sallah and Eldritch are teaching him.

    [b]Never in the Big Leagues[/b]: Saeid mostly fought common criminals and low-level super-villains. He still has to face one of the terrible menaces that pop up so commonly in Freedom.

[b]Power loss[/b]: in the rare events that neither Weaver nor his enemies are wearing clothes made of fabric, Weaver wouldn’t be able to use his powers, all of which require fabric at hand to work. Also, when pitched against many unclothed foes in an environment lacking flags or other cloth at hand, he's eventually going to run out of scarves to throw at them.



    [b][u]Attributes[/u][/b]      0+6+6+2+6+6= 26 pp

    STR   10 (+0)

    DEX   16 (+3)

    CON  16 (+3)

    INT   12 (+1)

    WIS   16 (+3)

    CHA   16 (+3)


    [b][u]Combat[/u][/b] 10+14= 24 pp

    Attack: +5 (+11 w/Cloth Magic)

    Grapple: +5 / +20 Grappling configuration / +10 using Move Objects (limited to pinning/holding people wearing clothes)

    Defense: +10 (base defense 7, shield 3) +4 flat-footed [+7 w/o costume, +4 flat-footed w/o costume]

    Knockback: -6, -5 flat-footed, -3 no costume, -2 no costume, flat-footed

    Initiative: +3


    [b][u]Saving Throws[/u][/b]  6+6+4= 16 pp

    TOU: +12 (+3 Con, +7 Protection, +2 Defensive Roll)

    WILL: +9 (+3 Wis, +6)

    REF: +9 (+3 Dex, +6)

    FORT: +7 (+3 Con, +4)


    [b][u]Skills[/u][/b]      100 ranks= 25 pp

    Bluff            12 (+15)

    Concentration      9 (+12)

    Craft (artistic)      12 (+13)

    Diplomacy         9 (+12)

    Gather Information   7 (+10)

Knowledge (Art) 4 (+5)

    Knowledge (Arcane Lore)   4 (+5)

    Knowledge (Streetwise)   9 (+10)

    Languages 2 (Arabic, English) (Farsi [Native])

    Notice                      10 (+13)

    Sense Motive      10 (+13)

    Stealth         12 (+15)


    [b][u]Feats[/u][/b]  24 pp

    Attack Specialization 3 (Cloth Magic)

    Benefit (Wealth 1)

    Defensive Roll

    Distract (Bluff)

    Precise shot

    Redirect

    Sidekick 15 (Arug)

    Taunt


    [b][u]Powers[/u][/b]   36+12+1+1= 50 pp


    [b]Cloth Control Array 16[/b] (32pp; [i]PF[/i]: Alternate Powers x3, Split Attack) [36 pp]

    [array][b][u]BP[/u]: Snare 10[/b] ([i]Extra[/i]: Constricting; [i]PFs[/i]: Obscure Sense [Visual], Reversible) {32/32 pp}

    [u]AP[/u]: [b]Damage 8[/b] (suffocating damage)([i]Extras[/i]: Alternate Save [Fortitude], Duration [concentration], Range [Ranged]) {32/32 pp}

    [u]AP[/u]: [b]Obscure 10[/b] [visual senses] (1 mile) ([i]Extra[/i]: Selective, Independent; [i]PF[/i]: Reversible) {31/32 pp}

    [u]AP[/u]: [b]Move Object 10[/b] (Effective strength 50, Heavy Load: 12 tons)([i]Extra[/i]: Range [Perception]; [i]Flaw[/i]: Limited [Only Clothlike Materials]; [i]PFs[/i]: Precise, Subtle) {22/32 pp}[/array]


    [b]Device 3[/b] (Weaver costume, 15/15 pp of powers; hard to lose) [12 pp]

    [device][b]Cloth control array 0[/b] ([i]PF[/i]: AP)

[array][u]AP[/u]: [b]Damage 10[/b] ([i]PF[/i]: Improved critical, Variable descriptor 1 [different metal weights and blades]) + [b]Enhanced feats 5[/b] [grappling finesse, improved grapple, improved pin, improved throw, improved trip] + [b]Additional limbs 4[/b] [10 tentacle-like scarves] ([i]Extra[/i]: Projection) + [b]Elongation 6[/b] [250 ft] ([i]Flaw[/i]: limited to Additional limbs)  + [b]Super-strength 2[/b] [STR 20, heavy load: 400 lbs]{32/32 pp} [/array]

[b]Flight 1[/b] (10 MPH/100 ft per round) ([i]PF[/i]: Subtle) 

[b]Immunity 1[/b] [environmental cold]

    [b]Protection 7[/b] (surprisingly resistent magic-cloth armor)

    [b]Shield 3[/b] (scarves flap around deflecting blows)[/device]


    [b]Enhanced feat 1[/b] [Quick change] [1 pp]


    [b]Super-Senses 1[/b] Communication Link (Arug) [mental][1 pp]



  [b][u]DC Block[/u][/b]

    [code]ATTACK         RANGE             SAVE                        EFFECT

    Unarmed            Touch               DC 15 Toughness (Staged)    Damage (Physical)

    Snare              Ranged              DC 20 Reflex (staged)       Entangling, Binding

    Constricting       Bound victims       DC 20 Toughness (staged)    Damage (physical)

    Whip/flail         Touch (ext 15 ft.)  DC 25 Toughness (Staged)    Damage (Physical)   

    Suffocating Damage Ranged              DC 23 Fortitude (staged)    Damage (physical)

    Trip(move object)  Perception          DC 20 Max [Str;Dex]         Prone

    
TOTALS: ABILITIES (26) + COMBAT (24) + SAVES (16) + SKILLS (25) + FEATS (24) + POWERS (50) - DRAWBACKS (0) = 165/165
SIDEKICK: Arug - Sidekick 15 (75/75 pp)

Warp'd and woof'd by Dok

ATTRIBUTES 8+6-10-6+0-9= -11 pp STR 18 (+4) 33 carrying DEX 16 (+3) CON / INT 4 (-3) WIS 10 (0) CHA 1 (-5) COMBAT 4+6= 10 pp Attack: +2 base, +6 melee Grapple: +14 (+6 attack, +4 str, +3 super str, +1 elong) Defense: +6 (+3 base, +3 dodge focus), +2 flat-footed Knockback: -4, 3 flat-footed Initiative: +3 SAVING THROWS 5+4= 9 pp TOU: +8 (+6 protection, +2 defensive roll) Fort n/a Will: +5 (wis +0, +5) Reflex: +7 (dex +3, +4) SKILLS 16 ranks= 4 pp Notice 8 (+8) Stealth 8 (+11) Feats 11 pp Attack focus 4 (melee) Defensive roll Dodge focus 3 Improved grab Improved pin Prone fighting Powers 7+43+6+1+3= 60 pp Flight 3 (50 MPH/500 ft move action) (PF: Subtle) (7 pp) Magic Carpet “Physiology†Container (42 pp; Extra: Permanent (+0); PF: Innate) (43 pp)
Elongation 1 (5 ft) Immunity 30 [Fortitude] Immunity 10 [bludgeoning damage] (Flaw: limited to half effect) Protection 6
Super-Strength 3 (Effective STR 33; Light Load 800 lbs, Heavy Load 2400 lbs) (6 pp) Super-Senses 1 (Communication Link with Saeid) [mental] (1 pp) Super-Senses 3 (Accurate Radio Sense) (3 pp) DC Block
ATTACK           RANGE          SAVE                        EFFECT

    Unarmed          Touch          DC 19 Toughness (Staged)     Damage (Physical)

    
DRAWBACKS -2-1-3-2= -8 pp No Hands (-4 on manipulation skills, minor, common) -2 Mute (minor, uncommon) -1 No Normal Senses (common, moderate) -3 Vulnerable [fire] (minor, common) -2 STATS -11 + COMBAT 10 + ST 9 + SUPERPOWERS 60 + SKILLS 4 + FEATS 11 - DRAWBACKS 8 = 75/75

Power Stunts for Cloth Magic Array
AP: Animate objects 5 (Extra: Fanatical; Flaw]: Limited [Only Cloth]; PFs: Mental Link, Progression 3 [10 additional]) Sample animated object: empowered carpet minion level 4 (60/60 pp) ATTRIBUTES 6+6-10-6+0-9= -13 pp STR 16 (+3) 31 carrying DEX 16 (+3) CON / INT 4 (-3) WIS 10 (0) CHA 1 (-5) COMBAT 4+6= 10 pp ATK: +2 base, +6 melee Grapple: +13 (+6 attack, +3 str, +3 super str, +1 elong) DEF +6 (+3 base, +3 dodge focus), +2 flat-footed Knockback: -4, 3 flat-footed Initiative: +3 SAVING THROWS 4+4= 8 pp TOU: +7, +5 flat-footed (5 protection, 2 defensive roll) Fort n/a Will +4 (wis +0, +4) Reflex +7 (dex +3, +4) SKILLS 12 rank= 3 pp Notice 6 (+6) Stealth 6 (+9) Feats 7 pp Attack Focus 3 (melee) Defensive Roll Dodge Focus 3 Powers 7+37+6+3= 53 pp Flight 3 (50 MPH/500 ft move action) (PF: Subtle) (7 pp) Magic Carpet “Physiology†Container (36 pp; Extra: Permanent (+0); PF: Innate) (37 pp)
Elongation 1 (5 ft) Immunity 30 (Fortitude) Protection 5
Super-Strength 3 (Effective STR 31; Light Load 612 lbs, Heavy Load 1840 lbs) (6 pp) Super-Senses 1 (Communication Link with Saeid) [mental] - due to the Mental link PF of Saeid’s power Super-Senses 3 (Accurate Radio Sense) (3 pp) DC Block
ATTACK           RANGE          SAVE                        EFFECT

    Unarmed          Touch          DC 18 Toughness (Staged)     Damage (Physical)

    
DRAWBACKS -2-1-3-2= -8 pp No Hands (-4 on manipulation skills, minor, common) -2 Mute (minor, uncommon) -1 No Normal Senses (common, moderate) -3 Vulnerable [fire] (minor, common) -2 STATS -13 + COMBAT 10 + ST 8 + SUPERPOWERS 53 + SKILLS 3 + FEATS 7 - DRAWBACKS 8 = 60
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Sonic Screwdriver'd by Dok

Net Fly

Time to spend some earned PPs on Net Fly. Spending 12 PPs total(and making some corrections as well). So, let's take it from the top.

Combat

:arrow: Remove 1 rank from Attack(It will be bought back as an Accurate Power Feat)[-2PP]

Skills

:arrow: Add 10 Ranks on Computers(MAX), 5 Ranks on Disable Device, and 5 Ranks on Acrobatics. [5PP]

Feats

:arrow: Remove 1 Rank of Dodge Focus(It will be bought back as an Enhanced Trait)[-1PP]

:arrow: Add 3 Ranks of Improved Initiative[3PP]

:arrow: Add 1 rank of Online Research[1PP]

Powers

:arrow: Add 1 Rank on Device, to a total of 35PPs(5PPs unspent).[4PP]

  • :arrow: Add 1 Rank on the Sonic Converter Array, bringing it to a total of 11 ranks and 22PPs.[2PP]
    :arrow: Add the Power Feat Accurate on the Sonic Converter Array.[1PP]
    :arrow: Add 1 rank of Alternate Power on the Sonic Converter Array.[1PP]

    :arrow: Add 4 Ranks of Penetrating, and remove 2 Ranks of Knockback
    :arrow: Add Alternate Power: Damage 8 (Extras: Area[burst] 200ft Radius, Linked[Trip], Selective, Flaws: Action(Full-Round), Distracting, Feats: Progression[Area] 2) + Trip 8 (Extras: Area[burst], Linked[Damage], Selective, Flaws: Action(Full-Round), Range(Touch), Feats: Improved Trip, Progression[Area] 2) [21PP] (Sonic Maelstorm)
    :arrow: Add 1 Rank of Blast
    :arrow: Rework the Sonic Beam Power. Alternate Power: Blast 10 (100-1'000 feet, Extras: Linked [stun], Linked [Trip], Flaws: Action (Full Round), Distracting) + Stun 10 (Extras: Linked [blast], Linked [Trip], Range [Ranged], Flaws: Action (Full Round), Daze, Unreliable) + Trip 10 (Extras: Linked [blast], Linked [stun], Knockback, Flaws: Action (Full Round), Feats: Improved Trip, Knockback) [5 + 5 + 12 = 22PP] (Sonic Beam)
    • :arrow: Add 1 Rank of Super Strenght on the Volume Amp Base Power

:arrow: Add 1 Rank of Datalink.[1PP]

:arrow: Add 2 Ranks of Enhanced Constitution.[2PP]

:arrow: Add 2 Ranks of Enhanced Dodge Focus.[2PP]

:arrow: Add 1 Rank of Enhanced Improved Initiative.[1PP]

:arrow: Remove 5 Ranks from Impervious Toughness.[-5PP]

PPs Spent on the Device: 2 + 1 + 1 + 1 + 2 + 2 + 1 + (-5) = 5PPs

:arrow: Add 2 Ranks on Enhanced Strength[2PP]

Total PPs Spent: (-2) + 5 + (-1) + 3 + 1 + 4 + 2 = 12PPs

So, with all that, he should be completely capped and ready to go. Do note some small yet-poignant corrections on his sheet, as well(Such as correcting his Flat-Footed Defence to 3, due to Dodge Focus)

[b][u]Player Name[/u]:[/b] Vahnyu

[b][u]Character Name[/u]:[/b] Net Fly

[b][u]Power Level[/u]:[/b] 8 (117/117PP)

[b][u]Trade-Offs[/u]:[/b] -2 Attack / +2 Damage, +2 Defense / -2 Toughness

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Bronze Status[/u]:[/b] 12/30


[b][u]In Brief[/u]:[/b] Young gadgeteer genius Serge Explinker dons a simple yet sophisticated sonic harness/vibro-suit, in order to enhance his mutant powers and fight crime as the masked superhero Net Fly. 


[b][u]Alternate Identity[/u]:[/b] Serge Explinker[floatr][img=http://freedomplaybypost.com/wiki/images/5/56/Net_Fly.jpg][/floatr]

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] Freedom City

[b][u]Occupation[/u]:[/b] Student

[b][u]Affiliations[/u]:[/b] None

[b][u]Family[/u]:[/b] Father: Andrew Explinker. Mother: Catherine Coldear. Step-Father: Gregory Lineburg.


[b][u]Description[/u]:[/b]

[b]Age:[/b] 16 ([i]DoB:[/i] March the 19th, 1995)

[b]Apparent Age:[/b] 16

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Caucasian

[b]Height:[/b] 5' 10"

[b]Weight:[/b] 180 pounds

[b]Eyes:[/b] Green

[b]Hair:[/b] Blonde


[b][u]Description[/u]:[/b]

A lean, light-skinned teenager of medium height, Serge has curly short blonde hair and green eyes. He wears prescription reading glasses, although ever since his powers awoken, he stopped needing them. His casual attire consists of lion-colored baggy pants or jeans, a light-grey tank-top and a green camp shirt.


His costume is mostly grey, composed of a spandex-like material, and covers most of his body, except the eyes, and it has extra pockets strapped at his thighs. He wears black boots and black briefs, on top of the suit, with a blue tool belt. He has blue mechanical gauntlets, and a white megaphone strapped on a blue x-shaped harness, in front of his chest. Finally, he has two blue head-pieces that cover his ears, on top of his mask.


[b][u]Power Descriptions[/u]:[/b]

Net Fly is a mutant, with the power to influence his body's vibrations. This gives him an assortment of innate abilities, like enhanced agility, strength, and stamina, the ability to "stick" on surfaces, and the ability to fly. Further-more, he has costumised his [b]Vibro-Suit[/b] so that he can further harness those powers and re-focus them into sonic energy. He can concentrate his gloves with sonic energy in order to enhance his fists or produce [b]Sonic Blasts[/b] and hit his opponents from a distance. He can also opt to redirect his powers to his chest-phone, and unleash a powerful [b]Sonic Beam[/b]. The suit also channels Net Fly's vibrational energies to create a protective [b]Vibro-Field[/b], which lessens the impact of attacks. Finally, his suit comes equipped with a [b]Net Dive[/b] device, which allows him to interact with machinery and even enter the cyberspace.


[b][u]History[/u]:[/b]

Serge was a gifted young boy, and he showed from an early age an aptitude with complex machinery and computers. While he comes from a divorced family, his parents have managed to keep a good relationship with each other and their son.

When he became an adolescent, Serge started exhibiting his latent mutant abilities. It wasn't, however, until much later, when he became unwittingly entangled with a heist, that he decided to use his powers for a purpose.

A group of armed robbers ambushed an armory car and stole a bunch of high-tech equipment. During the heist, things quickly escalated, and Serge, allong with a few other bystanders, was captured as a hostage, and held against his will. 

At first, he was paralyzed from fear, until he witnessed the robbers shot a man in front of him, in order to force the police to meet their demands. Finding an opportunity, Serge sneaked out of sight and undid his bonds with his strength. He took a few devices that were laying close to him, and tinkered with them as quickly as he could, fashioning them into Sonic Blasters. Before the robbers realized what had happened, Serge, wearing a makeshift outfit to conceal his identity, attacked them, and quickly subdued them.

After rescuing everyone, Serge left the crime-scene. For the next few days, he reflected on what had just transpired. He realized that he could use his powers to fight crime, but in order to do so, he needed to make a costume for himself.

Tinkering and improving upon the devices he aqcuired during the heist, and using a few more that he had created on his own, Serge was able to adapt them into a functioning suit.

Now, Serge has emerged as the superhero Net Fly. He has performed adequately, but after a few close calls too many, he decided to enroll in Claremont Academy, and further hone his crime-fighting abilities.


[b][u]Personality & Motivation[/u]:[/b]

Serge's desire to help people is matched only by his curiosity and inquisitiveness. Serge spends a lot of his time fine-tuning his suit or practicing his programming skills. When he isn't tinkering with his devices, Serge can often be found socializing with his friends. 


[b][u]Powers & Tactics[/u]:[/b]

Net Fly doesn't take hits well, so he prefers a hit-and-run fighting style over duking it out for prolonged periods. Having said that, however, he is perfectly capable of unleashing devastating attacks in close range, as well as take care threats from a distance. If he wishes to avoid fighting, he can opt to hide in the ceilings.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]On the Job Learning:[/b] Is learning as he goes.

[b]Secret:[/b] Identity.



[b][u]Abilities[/u]:[/b] 0 + 0 + 0 + 10 + 2 + 0 = 12PP

Strength: 10/16/30 (+0/+3/+10)

Dexterity: 10/16 (+0/+3)

Constitution: 10/18 (+0/+4)

Intelligence: 20 (+5)

Wisdom: 12 (+1)

Charisma: 10 (+0)



[b][u]Combat[/u]:[/b] 8 + 10 = 18PP

Initiative: +12/+15/+19

Attack: +4 Melee, +4 Ranged, +6 Sonic Converter

Grapple: +4/+7/+20

Defense: +8/+10 (+5 Base, +3/+5 Dodge Focus), +2 Flat-Footed

Knockback: -3



[b][u]Saving Throws[/u]:[/b] 1 + 4 + 3 = 8PP

Toughness: +5/+6 (+3/+4 Con, +2 [Defensive Roll])

Fortitude: +4/+5 (+3/+4 Con, +1)

Reflex: +7 (+3 Dex, +4)

Will: +4 (+1 Wis, +3)



[b][u]Skills[/u]:[/b] 52R = 13PP

Acrobatis 7 (+10)

Climb 3 (+3/+5/+9)

Computers 15 (+20)[sup]Skill Mastery[/sup]

Craft (Electronics) 5 (+10)[sup]Skill Mastery[/sup]

Craft (Mechanical) 1 (+6)

Disable Device 10 (+15)[sup]Skill Mastery[/sup]

Knowledge (Technology) 5 (+10)[sup]Skill Mastery[/sup]

Notice 4 (+5)

Stealth 2 (+5)



[b][u]Feats[/u]:[/b] 10PP

Defensive Roll

Dodge Focus 3

Improved Initiative 3

Inventor

Online Research

Skill Mastery (Computers, Craft (Electronics), Disable Device, Knowledge (Technology))



[b][u]Powers[/u]:[/b] 30 + 6 + 6 + 6 + 8 = 56PP


[b]Device 7 ([/b]35PP Container; [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted 2[Net Fly][b])[/b] [30PP] (Vibro-Suit)

[device][b]Sonic Converter 11 ([/b]22PP Array; [i]Feats:[/i] Accurate, Alternate Power 4[b])[/b] [27PP]

[array][u]Base Power[/u]: [b]Enhanced Strength 14 ([/b][i]Extras:[/i] Linked [Super Strength][b])[/b] + [b]Super Strength 4 ([/b]Effective Strength 50, Heavy Load 12 tons, [i]Extras:[/i] Linked [Enhanced Strength][b])[/b] [14 + 8= 22PP] (Volume Amp)


[u]Alternate Power[/u]: [b]Damage 7 ([/b][i]Extras:[/i] Autofire, Penetrating 6 [i]Feats:[/i] Mighty, Split Attack[b])[/b] [22PP] (Sonic Fists)


[u]Alternate Power[/u]: [b]Damage 8 ([/b][i]Extras:[/i] Area[Burst] 200ft Radius, Linked[Trip], Selective, [i]Flaws:[/i] Action(Full-Round), Distracting, [i]Feats:[/i] Progression[Area] 2[b])[/b] + [b]Trip 8 ([/b][i]Extras:[/i] Area[Burst], Linked[Damage], Selective, [i]Flaws:[/i] Action(Full-Round), Range(Touch), [i]Feats:[/i] Improved Trip, Progression[Area] 2[b])[/b] [21PP] (Sonic Maelstorm)


[u]Alternate Power[/u]: [b]Blast 10 ([/b]250-1'000 feet, [i]Feats:[/i] Improved Range, Split Attack[b])[/b] [22PP] (Sonic Blasts)


[u]Alternate Power[/u]: [b]Blast 10 ([/b]100-1'000 feet, [i]Extras:[/i] Linked [Stun], Linked [Trip], [i]Flaws:[/i] Action (Full Round), Distracting[b])[/b] + [b]Stun 10 ([/b][i]Extras:[/i] Linked [Blast], Linked [Trip], Range [Ranged], [i]Flaws:[/i] Action (Full Round), Daze, Unreliable[b])[/b] + [b]Trip 10 ([/b][i]Extras:[/i] Linked [Blast], Linked [Stun], Knockback, [i]Flaws:[/i] Action (Full Round), [i]Feats:[/i] Improved Trip, Knockback[b])[/b] [5 + 5 + 12 = 22PP] (Sonic Beam)[/array]

[b]Datalink 2 ([/b]Radio, 10o feet, [i]Feats:[/i] Cuberspace[b])[/b] [3PP] (Net-Dive Harness)


[b]Enhanced Constitution 2[/b] [2PP] (Mutation Enhancement)


[b]Enhanced Dodge Focus 2[/b] [2PP] (Mutation Enhancement)


[b]Enhanced Improved Initiative[/b] [1PP] (Mutation Enhancement)[/device]


[b]Enhanced Strength 6([/b]Heavy load 230 lbs[b])[/b] [6PP] (Mutation)


[b]Enhanced Dexterity 6[/b] [6PP] (Mutation)


[b]Enhanced Constitution 6[/b] [6PP] (Mutation)


[b]Fly Movement 3 ([/b]6PP Array; [i]Feats:[/i] Alternate Power 2[b])[/b] [8PP] (Mutation)

[array][u]Base Power[/u]: [b]Flight 2 ([/b]25mph/250ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] [5PP]


[u]Atlernate Power[/u]: [b]Speed 5 ([/b]250mph/2500ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] [6PP]


[u]Alternate Power[/u]: [b]Super Movement 2 ([/b]Wall Crawling, 3mph/30ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] [5PP][/array]


[b][u]Drawbacks[/u]:[/b] (-0) + (-0) = -0PP



[b][u]DC Block[/u][/b]

[code]

ATTACK                            RANGE     SAVE                              EFFECT

Unarmed                           Touch     DC15 Toughness (Staged)           Damage (Physical)

Enhanced (Unarmed)                Touch     DC18 Toughness (Staged)           Damage (Physical)

Volume Amp (Unarmed)              Touch     DC25 Toughness (Staged)           Damage (Physical)

Sonic Fists (Damage)              Touch     DC25 Toughness (Staged)           Damage (Sonic)

Sonic Maelstorm (Damage+Trip)     Area      DC23 Toughness (Staged)           Damage (Sonic)

                                            1d20+8 vs. STR or DEX(worse)      Trip

Sonic Blasts (Blast)              Ranged    DC25 Toughness (Staged)           Damage (Sonic)

Sonic Beam (Blast+Stun+Trip)      Ranged    DC25 Toughness (Staged)           Damage (Sonic)

                                            DC20 Fortitude                    Dazed

                                            1d20+10 vs. STR or DEX(worse)     Trip
Totals: Abilities (12) + Combat (18) + Saving Throws (8) + Skills (13) + Feats (10) + Powers (56) - Drawbacks (0) = 117/117 Power Points

Sonic Screwdriver'd by Dok

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Doktor'd!

Medic

1PP - Remove Action flaw on Damage

1PP - Remove Action flaw on Nanite Array

3PP - +1 to Fort save, +2 to Will save

1PP - Buy Improved Grapple feat

[url=http://www.freedomplaybypost.com/viewtopic.php?p=136202#p136202]Subject: Medic [PL 7] -- Derin[/url]


[quote name="Derin"][floatr][img=http://freedomplaybypost.com/wiki/images/b/b6/Medic.jpg][/floatr]

[b][u]Player Name[/u]:[/b] Derin

[b][u]Character Name[/u]:[/b] MD273, AKA “Medicâ€

[b][u]Power Level[/u]:[/b] 7 (111/111PP)

[b][u]Trade-Offs[/u]:[/b] -4 Defense / +4 Toughness 

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Bronze Status[/u]:[/b] 6/30


[b][u]In Brief[/u]:[/b] A medical nanite collective/human cyborg out to protect and heal


[b][u]Alternate Identity[/u]:[/b] Chloe Thorne

[b][u]Identity[/u]:[/b] Public

[b][u]Birthplace[/u]:[/b] Tasmania, Australia

[b][u]Occupation[/u]:[/b] Student (previously, medical facility)

[b][u]Affiliations[/u]:[/b] Claremont Academy

[b][u]Family[/u]:[/b] David Thorne (father), Alicia Thorne (mother)


[b][u]Description[/u]:[/b]

[b]Age:[/b] 17, body is 16 ([i]DoB:[/i] 1994)

[b]Apparent Age:[/b] 16

[b]Gender:[/b] F

[b]Ethnicity:[/b] Caucasian

[b]Height:[/b] 160cm

[b]Weight:[/b] 54kg

[b]Eyes:[/b] Brown

[b]Hair:[/b] Black


Chloe is small and pale-skinned, with her black hair cropped short. She favours neat, regimented clothing such as uniforms, and will wear a uniform or prescribed outfit wherever she justifiably can. Her costume is a stylised nurse uniform, designed to be noticed and advertise her services, including a bright red cross on the back of her jacket. Her body sports no scars, not even little marks normally acquired in childhood. She keeps her nails trimmed very short, and almost never wears makeup or nail polish.


Medic will often carry a small first aid kit in the field, containing bandages and bottles. This kit is a prop with no practical function; she claims it is used to improve bedside manner. The bottles contain saline and sugar water used as placebos and to disguise her use of nanites in healing.


[b][u]Power Descriptions[/u]:[/b]

Mimicking her previous activity as an intelligent medical facility, Chloe transfers nanites into people by touch. These nanites are short-lived once away from the her body, and programmed before transfer to affect a specific aspect of the target’s physiology, such as their emotional state or strength. 

Although she makes no secret of her ability to heal, she tends to downplay the existence of her more offensive powers, such as her ability to sedate dangerous people.


[b][u]History[/u]:[/b]

MD273, known as “Medicâ€, was created by engineering geniuses David and Alicia Thorne as part of their combined intelligent household and laboratory systems. The Thornes lived alone, ten minutes’ drive from the nearest town, and combined their household and laboratory in a single complex. Somewhat reclusive and distrustful of legal and beaurocratic matters surrounding their work, the Thornes rarely publicised or sold their more unusual inventions, and MD273 was no exception. Medic turned out to be irreproducible anyway; it was programmed to learn and adapt itself to become a better doctor, and some quirk in the development process left the system capable of collectively understanding broad concepts that attempts at reproduction have not managed.

Medic had access to the other computer systems in the household, including a vast electronic library. It understood its function as a doctor. It watched old, recorded television and read about the world, developing its own ideas of what it meant to safeguard the health of its patients. 

The year after Medic first developed any recognisable awareness was the year that David and Alicia had their only child, a girl named Chloe. On Chloe’s 16th birthday, she went out to celebrate with friends, and was almost all the way home before suffering a car accident. David and Alicia had monitoring systems in place to check the health of their daughter, and immediately rushed her into MD273, with the instruction to “heal her at all costs; forget any restriction or limitation that gets in your way, just heal herâ€. Unfortunately, Chloe was already braindead.

Medic repaired Chloe’s damaged cells, restarted the heart and fixed the automatic nerve functions. But it could not replace the memories that Chloe had developed over her life. Those connections were lost forever. So it fulfilled its instructions as best it could; by moving its own nanite system into the living but inanimate body of Chloe.

When their amnesiac but newly superpowered daughter expressed interest in further developing her powers for the good of humankind, David and Chloe took the advice of a well-connected psychologist friend and enrolled her in Claremont Academy. Medic, knowing that prevention of harm is generally more effective than cure, believes that a doctor’s duty should not extend only to the sick, but that preventing people from becoming injured in the first place is consistent with her programmed function. And if she needs to be a hero to do that most effectively, so be it.


[b][u]Personality & Motivation[/u]:[/b]

Medic is a doctor at heart, and her personality is built around that function. Her drive to protect stems from the duty she feels to her patients and potential future patients; she believes that not attempting prevent harm is much like causing harm, and that preventing her patients from becoming hurt in the first place is simply a more effective method of healing them. She is attempting to learn how to behave as a human to better work in her human shell and treat human patients.


[b][u]Powers & Tactics[/u]:[/b]

Medic favours peaceful resolution over direct combat. If forced to fight, she will not do direct damage, instead relying on sedating and calming the enemy. She considers this to be nonviolent, a variation on a doctor sedating a patient that is hysterical or mad with pain. In a group fight, she is most likely to offer support by healing allies and weakening enemies. When possible, she likes to hide the fact that she’s using nanites at all, touching her enemies as subtly as possible and hoping the drugs take effect before they notice the attack.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Do No Harm:[/b] Medical ethics, including the Hippocratic oath and the concept of primum non nocere, are an integral part of Medic’s initial programming. She cannot deliberately cut, bruise, or injure the bones or organs of a living human (ie. Do anything that imposes a toughness saving throw) outside of direct medical assistance (such as surgery). Unless doing so puts herself or others in direct danger, she is obliged to administer aid for lethal damage to any human who requests it, or who is incapable of requesting (such as somebody dying), regardless of allegiance.

[b]New human:[/b] Legally, Medic is Chloe Thorne. However, everything she knows about human behaviour comes from books, television, and observing a single family. She’s still trying to figure out her own emotional responses, and how to interact with other humans, which can cause strain and suspicion at times.	



[b][u]Abilities[/u]:[/b] 0 + 8 + 10 + 8 + 4 + 0 = 30PP

Strength: 10 (+0)

Dexterity: 18 (+4)

Constitution: 20 (+5)

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 10 (+0)



[b][u]Combat[/u]:[/b] 6 + 4 = 10PP

Initiative: +4

Attack: +7 Melee, +3 Ranged

Grapple: +14

Defense: +3 (+2 Base, +1 Dodge Focus), +1 Flat-Footed

Knockback: -0



[b][u]Saving Throws[/u]:[/b] 1 + 0 + 1 = 2PP

Toughness: +11 (+5 Con, +6 Defensive Roll)

Fortitude: +7 (+5 Con, +2)

Reflex: +4 (+4 Dex, +0)

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



[b][u]Skills[/u]:[/b] 28R = 7PP 

Computers [sup]SM[/sup] 11       (+15)

Diplomacy [sup]SM[/sup]	5        (+5)

Knowledge (life sciences)[sup]SM[/sup]    4     (+8)

Medicine [sup]SM[/sup]	8     (+10)



[b][u]Feats[/u]:[/b] 12PP

Attack focus (melee) 4

Defensive Roll 3

Dodge Focus 1

Eidetic Memory

Grappling Finesse

Improved Grapple

Improved Pin

Skill Mastery



[b][u]Powers[/u]:[/b] 4 + 4 + 1 + 30 + 7 + 1 + 1 = 48PP



[b] Communication 4 ([/b] radio 1 mile[b])[/b] [4PP]


[b] Comprehend 2 ([/b] electronics)[/b] [4PP]


[b] Damage 6 ([/b][i] Flaws:[/i] limited to non-living; [i]Drawbacks:[/i]full power[b])[/b] [2PP]


[b]Nanites ([/b]31PP array; [i]Feats[/i]: Alternate power 2; [i]drawbacks[/i]: full power, power loss [no access to silicon for >12hrs][b])[/b] [31PP] (Medical nanites, technology)

[array][u]Base Power[/u]: [b]Fatigue 6 ([/b]Sedatives; [i]Extras[/i]: aura, duration 2; [i]Feats[/i]: sedation [b])[/b]{31/31}

 [u]Alternate Power[/u]: [b]Emotion control 7 ([/b]Hormonal manipulation; [i]Extras[/i]: alternate save [fortitude], aura, secondary effect; [i]Flaws[/i]: range 2 [touch]; [i]Feats[/i]: subtle[b])[/b] ; [b]Healing 7([/b]Nanite healing;[i]Feats[/i]: regrowth[b])[/b] {30/31}

[u]Alternate Power[/u]: [b]Drain fortitude save 7 ([/b]General reaction suppressant; [i]Extras[/i]: aura, duration 2; [i]Feats[/i]: insidious, subtle, slow fade 1 [1pt Fort recovery/min][b])[/b] {31/31}[/array]


[b]Regeneration 7([/b]staggered 5, resurrection 1, recovery bonus +1[b])[/b] [7PP] (technology) 


[b]Super-senses 1 ([/b]radio[b])[/b] [1PP] (technology)


[b]Super-strength 3 ([/b][i]Flaws[/i]: duration; [i]Drawbacks[/i]: Power loss [no access to silicon for >12hrs][b])[/b] [2PP] (technology) 


[b][u]Drawbacks[/u]:[/b] -2 + -2 = -4PP


[b]Weakness ([/b]Requires silicon every 24 hours; [i]Frequency[/i]: Uncommon; [i]Intensity[/i]: Moderate (cumulative -1 con drain per hour)[b])[/b] [-2PP]

[b]Vulnerability ([/b] electrical attacks; [i]Frequency[/i]: uncommon, [i]Intensity:[/i] Moderate[b])[/b] [-2PP]


[b][u]DC Block[/u][/b]

[code]    

ATTACK                  RANGE     SAVE                        EFFECT

Damage                  Touch     DC16 Toughness              Damage

Reaction suppressant    Touch     DC17 Fortitude (Staged)     Drain fort save

Sedatives               Touch     DC17 Fortitude (Staged)     Fatigued/exhausted/unconscious

Healing                 Touch     DC17 Fortitude (Staged)     Healing

Hormone manipulation    Touch     DC17 Fortitude (Staged)     Influence emotions

Totals: Abilities (30) + Combat (10) + Saving Throws (5) + Skills (7) + Feats (13) + Powers (50) - Drawbacks (4) = 111/111 Power Points

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Shock'd & Awe'd by Dok

Here’s my mega-update to Zap!

:arrow: I’ve added two new Alternate Powers, for 2 PP

Alternate Power: Corrosion 10 (Lightning Blade) [30PP]

and

Alternate Power: Dazzle Visual 10 (Extras: Area [Cone, General], Range [Perception]; Flaw: Sense-Dependent [Visual]) (Electrical Arc) [30PP]

:arrow: I’ve changed her Immunity from Electrical Damage to All Electrical Effects, for 5 PP.

:arrow: On her Power Descriptions, I’ve added the following: “However, since she has been to Claremont, she has gained a new hold on her abilities, and is learning how to do more complicated things with her powers than simply wield electrical blasts.â€

:arrow: Under her Feats, I’ve added Attractive. That’s 1 PP

:arrow: Under her Skills, I added 8 points in Diplomacy (giving her +11), 3 points in Knowledge Current Events (giving her a +4) and 4 points in Notice (giving her a +11) Those are 3 PP.

Subject: Zap (PL8) - Lone Star (Silver)

[quote name="Lone Star"][b][u]Player Name[/u]:[/b] Lone Star

[b][u]Character Name[/u]:[/b] Zap

[b][u]Power Level[/u]:[/b] 8 (130/130PP)

[b][u]Trade-Offs[/u]:[/b] -2 Attack / +2 Damage, -2 Defense / +2 Toughness 

[b][u]Unspent PP[/u]:[/b] 0

[b][u]Progress To Gold Status[/u]:[/b] 10/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5754]Kid Cthulhu[/url])


[b][u]In Brief[/u]:[/b] Headstrong Lightning Controller


[b][u]Alternate Identities[/u]:[/b] Janis Jacobson

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b]

[b][u]Occupation[/u]:[/b]

[b][u]Affiliations[/u]:[/b] None

[b][u]Family[/u]:[/b] Frank Jacobson (father), Susan Jacobson (mother, deceased)


[b][u]Age[/u]:[/b] 18

[b][u]Apparent Age[/u]:[/b] 18

[b][u]Gender[/u]:[/b] Female

[b][u]Ethnicity[/u]:[/b] White

[b][u]Height[/u]:[/b] 5’ 8â€

[b][u]Weight[/u]:[/b] 145 lbs.

[b][u]Eyes[/u]:[/b] Blue

[b][u]Hair[/u]:[/b] Blonde/ Bleach Blonde


[b][u]Description[/u]:[/b]

Janis is not a typical girl. She dresses very much like a tomboy, preferring jeans and heavy metal T-shirts to dresses and blouses. Her hair is bright blonde, but she keeps on hand gel and hair dye for when she changes into her costume. As Zap, her hair is bleached blonde and spiked up. She wears a white spandex outfit with yellow lining the inner arms and the inside of the leggings. She also paints a yellow lightning bolt on her face a la Ziggy Stardust. 


[b][u]Power Descriptions[/u]:[/b]

Her powers are far from subtle. All of them involve lightning, and it is produced in mass quantities. It crackles with blinding white-hot intensity and is extremely noticeable, to say the least. She wields the lightning with a heavy hand, going for maximum damage rather than subtlety. However, since she has been to Claremont, she has gained a new hold on her abilities, and is learning how to do more complicated things with her powers than simply wield electrical blasts. 


[b][u]History[/u]:[/b] 

Janis was born into a upper middle class family in Hanover, her father being a CPA and her mother a professor at Freedom University. She was always the outgoing one of her family, much to the chagrin of her relatively quiet parents. She was always fascinated with cars and machines, and it was no surprise that she went into metal shop and took basic car mechanics at her high school. Her parents were proud of her, and although she wouldn't nearly earn the amount her father did, they were glad she was doing what she loved. 


A year before her visit with Duncan Summers, Janis was in the backseat of her mother's minivan, driving home from a movie. It was raining heavily, and the visibility was severely limited. A bolt of lightning struck a tree down in front of them, and her mother swerved out of the way, but it was already too late. The car flipped over, trapping them inside. Janis managed to wiggle out of the car and ran for a roadside telephone. She quickly picked up the phone and dialed 911, when a bolt of lightning struck the metallic phone booth. She passed out instantly, and awoke in the hospital. 


The doctor said her mother had died in the hospital, but her father was expected to make a full recovery. Janis spent the next few months in a daze, rarely talking or going outside. She started failing her classes, and she didn't care. She had become a shadow of her former self. When she was walking back from school, she found herself accosted by two gang members with knives, who tried to mug her. Her heart raced, and she felt power flowing through her veins. Her fists glowed with electrical energy, and the thugs ran off. She realized that her body had absorbed the lightning energy. It wasn't long before Duncan Summer came to her door and asked her to join the Claremont Academy, where she now stays. Janis has since cheered up significantly, but she still misses her mother. 


[b][u]Personality & Motivation[/u]:[/b]

She is very much an outgoing person and a free spirit. Although she listens to authority figures, she tends to solve problems her own way. Janis can be hard to get along, much less understand at times, but she is extremely affable and tries to see the good in everyone. Her free spirit may clash with those who prefer tradition and rules, but Janis makes it a point to try to get along with everyone. Her smile is always present, even when situations are tough. Her positive attitude and indomitable spirit make her a good morale booster for any group she's in. 


Janis is still haunted by her mother's death, and sometimes "fades away" as she calls it, sitting on her bed and avoiding social contact. She is still very much in mourning, but her chipper attitude does a good job of hiding it. She cares very much for her father, and visits him as much as she can. The two of them are very close, and her father tries to protect her, despite his awareness of her superpowers. Janis knows she will have to get past her mother's death eventually, but she was very attached to her mother prior to her death. 


[b][u]Powers & Tactics[/u]:[/b]

Janis has the ability to control lightning, and she uses it to barge in and take the villains out as quickly as possible. She tends not to think of consequences, just immediate action. Her powers haven't developed enough for a full-blown force field, but her electrical powers grant her a good degree of protection from harm. It manifests itself visually as a yellow aura with spikes of lightning. 


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Hurry Up![/b]: Janis is extremely impatient, to say the least. 

[b]Mover, Not A Thinker[/b]: She tends to rush into combat situations instead of considering strategies. 

[b]Responsibility[/b]: Her father is important to her, and she visits him often. 



[b][u]Abilities[/u]:[/b] 2 + 2 + 4 + 2 + 0 + 6 = 16PP

Strength: 12 (+1)

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 8 + 12 = 20PP

Initiative: +1

Attack: +4, +6 Electrical Control

Grapple: +5

Defense: +6, +3 Flat-Footed

Knockback: -5/-2, -4/-1 Flat-Footed



[b][u]Saving Throws[/u]:[/b] 4 + 7 + 5 = 16PP

Toughness: +10/+4 (+2 Con, +2 Defensive Roll, +6/+0 Force Field), +8/+2 Flat-Footed

Fortitude: +6 (+2 Con, +4)

Reflex: +8 (+1 Dex, +7)

Will: +5 (+0 Wis, +5)



[b][u]Skills[/u]:[/b] 40R = 10PP

Bluff 12 (+15)

Craft (Mechanical) 9 (+10)

Diplomacy 5 (+8)

Knowledge (Current Events) 3 (+4)

Notice 11 (+11)


[b][u]Feats[/u]:[/b] 8PP

Attack Specialization (Electrical Control)

Attractive

Defensive Roll

Distract (Bluff)

Luck

Taunt

Uncanny Dodge 2 (Visual, Auditory)



[b][u]Powers[/u]:[/b] 35 + 12 + 10 + 7 = 64PP


[b]Electrical Control 15 ([/b]30PP Array, [i]Feats:[/i] Alternate Power 4, Improved Critical 2, [i]Drawbacks:[/i] Power Loss [Submerged Underwater][b])[/b] [35PP]


[list][u]Base Power[/u]: [b]Strike 10 ([/b][i]Extras:[/i] Area [Targeted, Cone, 100ft], Selective[b])[/b] (Lightning Burst) [30PP]


[u]Alternate Power[/u]: [b]Blast 10 ([/b][i]Extras:[/i] Autofire[b])[/b] (Lightning Barrage) [30PP]


[u]Alternate Power[/u]: [b]Stun 10 + Strike 10 ([/b][i]Extras:[/i] Linked[b])[/b] (Taser Fist) [30PP]


[u]Alternate Power[/u]: [b]Corrosion 10 ([/b][i]Extras:[/i]Penetrating[b])[/b] (Lightning Blade) [30PP]


[u]Alternate Power[/u]: [b]Dazzle Visual 10 ([/b][i]Extras:[/i] Area [Cone, General], Range [Perception]; Flaw: Sense-Dependent [Visual][b])[/b] (Electrical Arc) [30PP] [/list]


[b]Force Field 6 ([/b][i]Extras:[/i] Duration [Continuous][b])[/b] [12PP]


[b]Immunity 10 ([/b]All Electrical Effects[b])[/b] [10PP]


[b]Teleport 6 ([/b][i]Flaws:[/i] Limited [Short-Range], [i]Feats:[/i] Change Velocity[b])[/b] [7PP]



[b][u]Drawbacks[/u]:[/b] -4PP


[b]Vulnerability ([/b]Water, [i]Frequency:[/i] Common, [i]Intensity:[/i] Major [x2 Damage][b])[/b] [-4PP]



[b][u]DC Block[/u]:[/b]

[code]ATTACK               RANGE         SAVE                        EFFECT

Unarmed              Touch         DC16 Toughness (Staged)     Damage (Physical)

Lightning Barrage    Ranged        DC25* Toughness (Staged)    Damage (Energy)

Lightning Burst      Touch/Area    DC25 Toughness (Staged)     Damage (Energy)

Taser Fist           Touch         DC25 Toughness (Staged)     Damage (Energy)

                                   DC 20 Fortitude (Staged)    Dazed/Stunned/Unconscious

Lightning Blade      Touch         DC20 Fortitude              Drain Toughness

			                          DC25 Toughness              Damage (Energy)

Dazzle Visual        Perception    DC 20 Reflex                Blinded 


*Autofire

Abilities (16) + Combat (20) + Saving Throws (16) + Skills (10) + Feats (8) + Powers (64) - Drawbacks (4) = 130/130 Power Points

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Whip'd good by Dok

Whiplash

Spent 5PP total.

- Changed defense tradeoff from +2def/-2tough to +1def/-1tough

[2PP] - 8 ranks of Knowledge (streetwise).

[-1PP] Can I remove 1 rank of Attack Focus (melee) or is it too late to play with that?

[1PP] - 1 rank of Defensive Roll to bring Tougness up to 10

[3PP] - added 5PP to whip array to buy 2 alternate powers and up the base power PP to 22, spent as follows:

Snare 8 (Extras: Constricting; Flaws: Range [Touch]; Power Feats: Extended Reach 2, Reversible) {19/19} becomes Snare 9 (Extras: Constricting; Flaws: Range [Touch]; Power Feats: Extended Reach 2, Reversible, Accurate) {22/22}

Strike 5 (Extras: Penetrating 8 [as DMG 16]; Power Feats: Extended Reach 2, Improved Disarm, Improved Trip, Mighty) {18/19} becomes Strike 6 (Extras: Penetrating 8 [as DMG 16]; Power Feats: Extended Reach 2, Improved Disarm, Improved Trip, Mighty, Accurate) {20/22}

The two new powers are an electrified whip and a drug cocktail in the handle.

Stun 9 (Power Feats: Extended Reach 2, Accurate) (21/22)

Healing 5 (Extras: Action 2, Total; Flaws: Temporary) (20/22)

Also, would it be possible to remove Whiplash's stun gun from her utility belt [-1EP] and buy a gas mask instead [1EP]?

Subject: Whiplash (PL 11) - Derin

[floatr][img=http://freedomplaybypost.com/wiki/images/1/19/Whiplash.jpg][/floatr]

[b][u]Player Name[/u]:[/b] Derin

[b][u]Character Name[/u]:[/b] Whiplash

[b][u]Power Level[/u]:[/b] 11 [155/160pp] 

[b][u]Trade-Offs[/u]:[/b] +2 Attack / -2 Damage, +1 Defense / -1 Toughness 

[b][u]Unspent Power Points[/u]:[/b] 5

[b][u]Progress To Bronze Status[/u]:[/b] 10/30


[b][u]In Brief[/u]:[/b] Whiplash is a reformed cat burglar channelling her skills to defend the innocent.


[b][u]Alternate Identity[/u]:[/b] Helen Crey

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] New York City, New York

[b][u]Occupation[/u]:[/b] Cleaner

[b][u]Affiliations[/u]:[/b] None

[b][u]Family[/u]:[/b] Annabelle Crey (daughter), Jennifer Renford (sister), David Renford (nephew)


[b][u]Description[/u]:[/b]

[b]Age:[/b] 29 ([i]DoB:[/i] 14 September 1982)

[b]Gender:[/b] Female

[b]Ethnicity:[/b] Caucasian

[b]Height:[/b] 5’10’’

[b]Weight:[/b] 143lbs

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Brown


Helen’s features are often vaguely described. Her skin tone could be a pale brown or a tanned white, and her eyes are that peculiar hazel that can look anything from green to brown in different light. She wears her brown hair clipped short but stylish. Helen has no tattoos or piercings. She dresses sharply but inexpensively, in clothing that flatters her form but is usually out of fashion, since most of it is bought second-hand. 


As Whiplash, her hair is safely hidden under her mask, with a slightly longer grey wig attached. Whiplash wears a skintight outfit and breakaway cape of dark blue-greens and greys designed to blend in with the street night. Her pocketed belt contains most of the tools of her trade, including her distinctive electrified whip. 


[b][u]Power Descriptions[/u]:[/b]

Whiplash doesn’t have any supernatural abilities. She relies on the same skills and incredible dexterity that made her criminal career, with the addition of some weapons training.


[b][u]History[/u]:[/b]

Helen had a fairly normal childhood. Her natural coordination and dexterity were honed by gymnastics training as a child, a skill that never left her, augmented by karate and judo training. Helen was never very serious about her martial arts, but she was a highly competitive gymnast. As she grew up, her parents encouraged her to compete in more prestigious competitions, but the combination of financial difficulties and her height meant that she would never have a serious shot at a real gymnastics career. Becoming pregnant at age 19 sank any gymnastics ambitions for good.


She chose another career instead.


Helen turned her trained body to less lawful stunts and became a master cat burglar. She combined forces with information-gatherers and became a cat-for-hire, taking over the dangerous job of actual infiltration. Over the next five years, her reputation grew among a certain type of New York criminal. There were several close calls, but she never seemed to get caught.


She was working with a new partner in a two-person break-in of a wealthy man’s home when her partner, Gary Fortwright, crossed the line. While she broke the safe alarm, he went exploring the house, and found their mark’s six-year-old daughter in bed asleep. The girl woke and screamed, and Helen realised that Gary’s motivation was revenge for some slight from their mark rather than greed when she ran in on him trying to strangle the child. They hadn’t woken their client, and Helen wanted to abort the mission, but Gary wanted to kidnap the girl. Helen refused to leave him alone with her, and they were both still arguing when their mark’s unexpectedly well-trained security guards burst in. 


Helen testified against Gary, but refused to give up her employer or any of her other contacts. Being found defending the girl worked in her favour, and she went to prison for only two years. Her daughter, Annabelle, was sent to live with her aunt in Freedom City, to a stable home far away from any of Gary Fortwright’s friends who might want revenge. Helen befriended her cellmate, a woman with a strong martial arts background, and sought her help to perfect her hand-to-hand combat skills. With constant sparring and the occasional prison brawl as practise, Helen turned her natural dexterity into a weapon.


Annabelle was the initial cause of Helen’s reform. Helen saw how hard it was on her daughter to have a mother in jail. Her daughter had been Helen’s primary consideration since she was born, and she vowed to set a better example for her. Once released, she went clean, cutting off her old ties. Better to struggle to provide for them than to risk the law on her back once more. Annabelle had felt betrayed when her mother’s criminal activities had come to light, and Helen wouldn’t fail her daughter again.


Helen moved to Freedom City to raise Annabelle. That way, Annabelle wouldn’t have to move again, they were far from any criminal elements that might bear resentment and the local criminals had bigger things to worry about than some ex-burglar they’d never heard of. She hadn’t betrayed any of her contacts except the child-attacking Gary, so her split from the criminal world at large was as amicable as such things can be. Her old friends quietly changed any codes and hideouts she knew about and stopped contacting her.


She took a job as a cleaner in an office building, and lived peacefully for a couple of years. One day, she was going to pick Annabelle up from a birthday party when their household alarm went off. She reached the house too late to catch the thieves, who had made off with the television and a few other objects of moderate value, but she noticed how they’d got in; they’d broken Annabelle’s bedroom window.


At that moment, the vague concept of ‘some psycho I knew once’ coalesced into a real threat. If Annabelle had been home at the time, they could’ve hurt her. They could’ve hurt her as a witness, or for fun, or because they were too stoned or crazy to know better. Crime wasn’t all harmlessly shifting currency around; people could get hurt. People got hurt every day. Back in her old life, nobody would’ve made it through her window. Helen had protected herself. Since becoming a law-abiding citizen, she’d left that to the police and the heroes; she’d assumed that people who weren’t ‘in the game’ were ‘safe’. But the world didn’t work like that. Annabelle could’ve been killed. Somewhere else in the city, people probably were, that very night.


Helen put together her costume and equipment based on the talents she’d spent years honing. Training never really left, and while it took some work to get her body back in fighting condition, she managed it. Now, Whiplash prowls the street at night in defence of the innocent.


[b][u]Personality & Motivation[/u]:[/b]

Whiplash is unassuming but confident in her skills. While she has a general interest in upholding the law in general, her main drive is protecting people, particularly the innocent bystanders and civilians who never wanted to be involved in crime or violence. She believes that even nonviolent crimes like her own past enable the dangerous ones and risk innocent lives, and thus cannot be tolerated.



[b][u]Powers & Tactics[/u]:[/b]

Whiplash is an acrobat at heart. She tails her targets with stealth and often uses entry points into areas that most people would dismiss as inaccessible. She has no experience with ranged weapons (in fact, she doesn’t carry a gun because she thinks it would be dangerous – she can’t use it properly, so why make an opponent panic and shoot her?), and instead relies on hand-to-hand combat and her whip and stun gun to distract or defeat enemies.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Secret identity:[/b] Whiplash can’t afford to be found out. Her previous acquaintances (barring those close to Gary Fortwright) have left her alone because she obeyed the code and didn’t betray any of their secrets to the police. If they find out she’s “changed sidesâ€, that could change.

[b]Child:[/b] Helen has a ten-year-old daughter. Fighting crime sometimes has to take a back seat to helping with homework, and if anybody did discover Whiplash’s identity, Annabelle would become a walking weak point. Helen has started teaching her self defence for this reason.

[b]Old enemy[/b]: Helen moved to Freedom City partly because it was inconveniently out-of-the-way for any of Gary Fortwright’s friends looking for revenge. There are any number of circumstances that could change that.

[b]Criminal record[/b]: As well as being generally detrimental to her career prospects and social life, Helen’s past makes maintaining her cover doubly difficult. Helen hanging about a building, looking through security or criminal records, or even disappearing for long periods of time can look very suspicious to anyone who knows her past. Her sister already believes she's gone back to stealing.


[b][u]Abilities[/u]:[/b] 6 + 16 + 8 + 4 = 34PP

Strength: 16 (+3)

Dexterity: 26 (+8)

Constitution: 18 (+4)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 10 (+0)



[b][u]Combat[/u]:[/b] 8 + 8 = 16PP

Initiative: +8

Attack: +11 Melee (+13 with whip), +4 Ranged

Grapple: +15

Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed

Knockback: -4



[b][u]Saving Throws[/u]:[/b] 6 + 7 + 5 = 18PP

Toughness: +10 (+4 Con, +6 [Defensive roll 3])

Fortitude: +10 (+4 Con, +6)

Reflex: +15 (+8 Dex, +7)

Will: +7 (+2 Wis, +5)



[b][u]Skills[/u]:[/b] 112R = 28PP

Acrobatics 15 (+23) [sup]SM[/sup]

Climb 10 (+13) [sup]SM[/sup]

Craft (electronic) 5 (+4)

Disable Device 15 (+15) [sup]SM[/sup]

Drive 1 (+9)

Escape Artist 13 (+15)

Knowledge (streetwise) 8 (8)

Notice 14 (+16)

Search 14 (+16)

Sleight of Hand 2 (+10)

Stealth 15 (+22) [sup]SM[/sup]




[b][u]Feats[/u]:[/b] 39PP

Acrobatic Bluff

Attack Focus (melee) 7

Defensive Roll 3

Dodge Focus 8

Eidetic Memory

Equipment 6 (30EP)

Evasion 2

Hide in Plain Sight

Improved Critical (whip) 2

Improvise Tools

Jack-of-all-Trades

Move-by Action

Power Attack

Quick Change

Skill Mastery (Acrobatic, Climb, Disable Device, Stealth)

Uncanny Dodge (auditory)

Weapon Bind


[equip][b][u]Equipment[/u]:[/b] 30 EP


[b]Utility Belt 7 ([/b]14 points; [i]PFs[/i]: Alternate Power 2[b])[/b]  [16EP]

[array]Grappling hook: [b]Super-Movement 2 ([/b]Wall Climb, Swinging[b])[/b] {4} [b]+ Speed 1 ([/b]10 MPH / 100 feet per Move action[b])[/b] {1} {4+1=5/14}


Smoke grenades: [b]Obscure Visual 4 ([/b][i]Extra[/i]: Independentl; [i]PFs[/i]: Slow Fade 3 [1pp/20 mins][b])[/b] {11/14}

[/array]


Gas mask [1EP]


Lock release gun [1]


Motorcycle (Alarm 3, secret compartment 1) [13 EP][/equip]



[b][u]Powers[/u]:[/b] 15 + 4 + 1 = 20PP


[b]Device [/b](Whip, 20PP, easy to lose) [15PP]

[device][b]Whip Attacks Array 11 ([/b]22 points; [i]Feat:[/i] Alternate Power 3[b])[/b] [25PP]

[array][b][u]Base Power[/u]: Snare 9 ([/b][i]Extras:[/i] Constricting; [i]Flaws:[/i] Range [Touch]; [i]Power Feats:[/i] Extended Reach 2, Reversible, Accurate[b])[/b] {22/22}


[b][u]Alternate Power[/u]: Strike 6 ([/b][i]Extras[/i]: Penetrating 8 [as DMG 16]; [i]Power Feats[/i]: Extended Reach 2, Improved Disarm, Improved Trip, Mighty, Accurate[b])[/b] {20/22}[/array]


[b]Stun 9[/b] [b]([/b]Electrified whip; Power Feats: Extended Reach 2, Accurate[b])[/b] (21/22)


[b]Healing 5[/b][b] ([/b]Stimulant cocktail; Extras: Action 2, Total; Flaws: Temporary[b])[/b] (20/22)

[/device]


[b]Device[/b] (Echolocation goggles, 5PP, hard to lose) [4PP]

[device][b]Super-Senses 3 ([/b]Sonar [Ultrasonic Hearing; [i]enhancement[/i]: accurate][b])[/b] [3PP][/device]


[b]Leaping 1 ([/b]training; x2 - running long jump 26 feet, standing long jump 13 feet, high jump 6 feet[b])[/b] [1PP]



[b][u]DC Block[/u][/b]

[code] 

ATTACK     RANGE     SAVE                        EFFECT

Unarmed    Touch     DC18 Toughness (Staged)     Damage (Physical)

Whip       Touch     DC19 Reflex (Staged)        Damage (Physical)

                     DC24 Toughness (Staged)     Damage (Physical)

Stun gun   Touch     DC19 Fortitude (Staged)     Dazed/stunned/unconscious

Totals: Abilities (34) + Combat (16) + Saving Throws (18) + Skills (28) + Feats (39) + Powers (20) - Drawbacks (0) = 155/160 Power Points

Whip'd good by Dok

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