Raveled Posted January 7, 2012 Posted January 7, 2012 Ironclad So, when checking my math on this month's edit request, I noticed that the amount of PP spent on Skills on Ironclad's sheet is different than the amount listed in the math round-up at the bottom of the sheet (23 PP vs 31 PP). After adding everything up, it seems that 23 was the correct number. Altogether it means that Ironclad had 3 PP free, not 2. I'm going to spend all 3, but if my math is off let me know and I can adjust. :arrow: All of Ironclad's points are going into Skills. 7 ranks in Know/Physical Sciences and 5 ranks into Craft/Chemical. [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 (177/179PP) [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] 74/90 [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] 104R = 26PP Computers 10 (+15)[sup]Skill Mastery[/sup] Concentrate 9 (+10) Craft (Chemical) 5 (+10) Craft (Electronic) 15 (+20) Craft (Mechanical) 10 (+15)[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 7 (+8) [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 11[/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]14PP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] [16PP] [array][u]Base Power[/u]: [b]Super-Senses 14 ([/b]Infravision, Analytical Visual Senses [All], Counter All Visual Obscure, Extended Visual Senses [All] 2 [1000 ft increments], Radius Visual Senses [All], Danger Sense, Uncanny Dodge[b])[/b] [14PP] [u]Alternate Power[/u]: [b]Super-Senses 11 ([/b]Ultrasonic Hearing, Accurate Auditory Senses [All], Analytical Auditory Senses [All], Extended Auditory Senses [All] 2 [1000 ft increments], Danger Sense, Uncanny Dodge[b])[/b] [11PP] [u]Alternate Power[/u]: [b]Super-Senses 8 ([/b]Radar, Accurate Radar Sense, Analytical Radar Sense, Extended Radar Sense 2 [1000 ft increments], Danger Sense, Uncanny Dodge[b])[/b] [8PP][/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[b])[/b] [23PP] [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] Improved Critical 2 [18-20][b])[/b] [22PP] (Servos)[/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 DC15 Toughness (Staged) Damage (Physical) Blasters Ranged DC25 Toughness (Staged) Damage (Energy) Servos Touch DC25 Toughness (Staged) Damage (Physical) Abilities (22) + Combat (16) + Saving Throws (17) + Skills (26) + Feats (10) + Powers (88) - Drawbacks (0) = 179/179 Power Points Educated by Supercape
Ari Posted January 10, 2012 Posted January 10, 2012 King of Suits :arrow: With the obtained 5DP from buying another Easy to Lose rank in the Armaments Belt Device, I would like to increase the Array to rank 8, and add three APs: Stun, Burst Blast and Snare. :arrow: He's gained 20lbs. Been exercising a lot more. :arrow: Removing the Penetration Extra on the Strike, renaming it to Explosive Ram Gauntlets(and adding it to the 'Powers & Tactics section to explain what they are). :arrow: Added the Complication "Hatred: Conspiracies" :arrow: Buying the Feat Improvised Tools. :arrow: Buying 4 ranks in Craft(Chemical), 2 ranks in Investigate and Notice and 4 ranks in Diplomacy. [b][u]Player Name:[/u][/b] Arichamus [b][u]Character Name:[/u][/b] King of Suits [b][u]Power Level:[/u][/b] 12 (184/184PP) [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] 34/60 [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, [i]Legio de Halberdiers[/i](French magician's group, members include magical artist [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4634]Rene de Saens[/url]) [b][u]Family:[/u][/b] 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 [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 Hair: 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] 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. [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 10 (+10) Search 12 (+17) Stealth 10 (+15) Skill Mastery [b][u]Feats:[/u][/b] 39PP 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 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] Utility Belt 4 (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 [b][u]Powers:[/u][/b] 12 + 2 + 1= 15PP [device][b]Device 4[/b] (Armaments Belt, 15 points; Flaw: Easy-To-Lose) [12PP] Armaments Array 8 (16 points; [i]Feats:[/i] Alternate Power 4)[20PP] BE: [b]Blast 4[/b] (Razor Cards; [i]Extra:[/i] Penetrating [as DMG 10]; [i]Power Feats:[/i] Improved Ranged Disarm, Mighty 2[*] [as DMG 8], Split Attack) {16/16} AP: [b]Blast 5[/b](Explosive Cards; [i]Extras:[/i] Area(Burst, 30ft. radius); [i]Feats:[/i] Split Attack)[16PP] AP: [b]Snare 8[/b](Coil Cards) [16PP] AP: [b]Strike 5[/b](Ram Gauntlets; [i]Power Feat:[/i] Mighty [as DMG 10]) {16/16} AP: [b]Stun 8[/b](Shock rods)[16PP][/device] [b]Immunity 2[/b] (Cold, Heat; Natural, Training, [i]Extras:[/i] 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) = 184/184 Power Points Suited and Booted by Supercape
Aoiroo Posted January 10, 2012 Posted January 10, 2012 Changeling 2pp to spend so. 4 Ranks of Diplomacy 1 rank of minion also bumping Custos up to PL 10. Builds right here [floatr][img=http://www.freedomplaybypost.com/wiki/images/9/92/Changeling.png][/floatr][b][u]Player Name[/u]:[/b] Aoiroo [b][u]Character Name[/u]:[/b] Changeling [b][u]Power Level[/u]:[/b] 13 (203/203PP), Effectively PL 12 [b][u]Trade-Offs[/u]:[/b] Glamour -2 Attack / +2 Damage, Melee None, Swords +5 Attack / -5 Damage, +5 Defense / -5 Toughness [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Gold Status[/u]:[/b] 53/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url]) [i]Bronze Reward:[/i] Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling [i]Silver Reward:[/i] 3rd PC, PL8/120PP ([url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=5542]Catalyst[/url]) [b][u]In Brief[/u]:[/b] A human raised by the fae who has only recently found her way back to the human world. [b][u]Alternate Identity[/u]:[/b] Etain Maher [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Newry, Ireland [b][u]Occupation[/u]:[/b] None [b][u]Affiliations[/u]:[/b] None [b][u]Family[/u]:[/b] Emmett Maher (Father, Deceased), Clarissa Maher (Mother, Deceased), Bugloss and Cinquefoil (Adopted Parents) [floatr][img=http://i79.photobucket.com/albums/j139/BloodPlum/Angel-1.jpg][/floatr][b][u]Description:[/u][/b] [b]Age:[/b] 129 (at least going by her actual birth certificate) [b]Apparent Age:[/b] 18 (The exact number of years she has been in the Fae) [b]Gender:[/b] Female [b]Ethnicity:[/b] Caucasian [b]Height:[/b] 5'2" [b]Weight:[/b] 120 lbs. [b]Eyes:[/b] Hazel [b]Hair:[/b] Black Etain is very beautiful, even as an infant(which of sort of why she was switched in the first place). She has curly black hair that goes just past the shoulders, a rounded face and soft features. She has a very dated fashion sense, usually wearing older(and somewhat heavier) type of clothing, and has a fondness of flowers. Her costume looks even more dated then her actual clothing. It is a rather long flowing gown, and a full faced masquerade mask with a matching pair of wings. Most people wonder how she even manages to move in the whole thing, and few realize that the only real part of the costume is the mask that allows grants her fairy glamour that fabricates the rest of the costume as a very realistic costume that will hold unlike her other glamour in the presence of cameras, and mirrors. [b][u]Power Descriptions[/u]:[/b] Being raised by fae, her powers are deeply seated in her ability to create glamour or illusions. However, as she is still only human, she cannot alter her physical form with glamour and her illusions are somewhat flawed as they cannot fool mirrors or technology. She can also follow the presence or trail of magic, and can see it on others as a sort of aura. It can be a bit troubling though, since if their is too much magic, it can blind or distract her from other sights and she can never not see it. [b][u]History[/u]:[/b] Etain lived with the Maher's for a total of six days, and on the seventh, she was swapped. Her parents didn't notice the change, and neither did she (how could she, she was only seven days old). She was raised by Bugloss and Cinquefoil, a pair of higher fae who served Titania and lived among the Seelie Court enjoying the spenders of the court and living unaware of her origins. She was taught of everything important to the fae, music, art, food, mischeif, everything she grew up with and never once did she think to venture outside the realm of the fae until she turned fifteen. One of her friends had managed to trick and entrance a human boy who was just a little older then herself into their realm. He was very solemn about being taken from his realm, missing his family and friends that he had left behind and would neither eat, nor join with them in their splender, which led to most of the fae either teasing him or leaving him alone. Though while the others left him, it interested Etain greatly why he was so down, so she asked about his feelings, and got a strange question in return, he had asked her why she was there. She said this was her home and that her family was here. He contradicted this, saying that was not the case. For some reason, he could tell that she like him wasn't suppose to be there. Though she didn't believe him, she still found him interesting and asked him about where he lived. He told her tales of a place with large structures seperate from nature, and strange ways of transportation including the use of dreaded cold iron. It sounded horrible to her, but at the same time, she was curious about the world of humans. He also spoke of what he called heroes, people who did others favors but expected no price in return, that was the strangest concept she had heard of them all. But it did interest her greatly as she listened every day. This continued for about four days, though he would not eat, nor would he drink, he would still talk of his home and his longing to return. She was his only audience, and also, she was the only one that noticed his growing weakness as he refused to indulge himself. Apparently, he had heard from an older tale that if he did so he would never be able to return (which was the first she had heard of such a thing, since they had let people who had eaten their food back plenty of time). By the fifth day, he was too weak to speak, and collapsed. She didn't know why but the idea of him going away frightened her, so she called her friend, and begged that she send him back. Her friend didn't understand why he wanted to leave, and but said that she needed an equal price for his passage or else she couldn't do it under the laws of the court. She offered that she would stay with him for the passage until the end of his days as an equal price. Her friend granted the request and returned him and Etain to the exact place that he was taken, in front of a small house in the West End. It was in that moment that they go their that there was a shoot out between two rival gangs. Both gangs were shocked at their sudden arrival, and one member thought their was a possibility that they were a pair of meta humans so opened fire. The boy pushed Etain back and before she knew it, he was on the floor bleeding perfusely. She didn't understand what had happened, or why had it happened, but she was possitively furious. Calling a large amount of magic, she burned into the heads of every other human their the image of the most horrible monster imaginable. Any of the members who didn't faint on sight fleed the scene immediately leaving her effectively alone with the strange boy whom she hadn't even learned the name of. The ambulences of Trinity hospital took her and the boy away from the scene, she was frightened at first at the cold iron, but found that she could touch it with and only got slight irritation on her skin, so she endured the discomfort and continued to stay by the boys side. He was still alive, albet barely since she was still there, but she had to wait quietly while they took him away. She stayed at the hospital for several days, and just like the boy, Etain refused to eat until she saw him. After the third day, they let her into his room since she was the only one there with him. It seemed that while the time he had spent in the fae's realm was only a few days, in this world it had equivilated to six years in which the boy had been deemed a missing persons case that had long been abandoned. Any family he had, had already moved away because they had already moved on and just wanted to forget. She found out that his name was Demitrius Emil, and that he had liked playing a game called soccer. She also learned, that the combination of his gun wounds and severe malnutrition had put him into a coma. She stayed at his side, partly because she felt bad, partly because she didn't know anyone else. When she was taken to the fae, though it had only been seventeen years there, in this world she had been taken in the late eighteen hundreds, so there was no one there to claim her either. She found out that the boys parents had moved out of the country a little later to live closer to the rest of the family (he himself wasn't from the U.S. but from Nigeria, and only moved to the states in 2000). As the weeks passed, it was becoming less and less likely that he would ever get out of the coma and the hospital was thinking about switching him to hospice treatment instead (something she didn't understand was a bad thing until it was explained to her). She tried to protest, but she didn't have the money, or even a legal idenity herself to try and gain it. It was only then that she met a woman by the name of Cynthia Fowler who offered her house and home as well as treatment for the boy. Though a bit confused about the strangely generious offer, she jumped on it, and for the first time in several weeks left the boys side. Cynthia Fowler, in fact, is actually her adoptive mother Cinquefoil who after learning of her leaving the fae asked for permission to follow to take care of her. She was granted the permission, but under the condition that she could never reveal herself to Etain or any other human. If she breaks this geis, she would have to return to the fae realm immediately. Cynthia came to the human world a few days after Etain, and spent the time first by enticing a wealthy but lonely businessman, and then using his resources to locate her daughter. Though she finds her daughter's attachment to a human strange, she didn't want to see her so sad, so she allowed for the continue care of the human while she looked for other arrangements so her daughter might be attended to in the best care possible. She discovered a human system called school that they used to teach their young their ways, wanting only the best, she found the school for the most special and arranged for her daughter to start attending Claremont. After a year on Earth Prime and her mother's failed attempt on Demetrius's life, Etain has made clear her desire to stay on earth as a human and has been promptly cut off from her previous funding. She is broke, but still attending Claremont (which was paid in advance) while living out of Parkhurst. [b][u]Personality & Motivation[/u]:[/b] Etain is a bit new to human customs, she isn't stupid mind you she understands mathematics, and can pick up some scientific concepts, she's just finds some of the other concepts hard to follow. Growing up in the courts have made her used to talking in circles, and an endless flatterer to anybody she deems more important or more powerful then herself. She's also a bit cold in general, she'll be polite and act nice, but will distance herself and often trick others if it serves her. She feels greatly indebted to Demitrius for what he did, so she tries to emulate him the best she can by helping people when they are in danger. However many times she does this however she still cannot feel that it is enough to return his debt, she may be using it as an excuse in that she finds she strangely feels good about helping people. [b][u]Powers & Tactics[/u]:[/b] Etain relies heavily on her ability to change the perceptions of those around her, though her perception of reality is a bit warped in general because of the world she lived in not being nearly as rigid or steely as this strange new world almost all her illusions rely on a nature based theme that is more easily spotted in places around the city. Charming is also a main practice she has with the fae, making her not above luring a man (or woman for that matter) in for a kiss before knocking them out. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Anchored:[/b] She's only anchored to this world as long as Demitrius still lives, the moment he breaths his last breath she's suppose to return the the fae realm. [b]Blinded by the Light:[/b] Etain can get dazzled by sites or persons who exude abnormally large amounts of magic. [b]Fish Out Of Water:[/b] She is learning how to live with the modern society, but still finds herself confused most the time. [b]Struggling:[/b] She no longer has the support of her wealthy benefactor provided by her mother, instead she has to live at Parkhurst on the weekends since she can't afford to board at Claremont (the tuition however has already been paid for). She has a very hard time finding work as she still does not technically exist. [b]No Untrue Words Will Escape Thy Lips:[/b] Etain has no natural talent for any other magic outside of illusion, the reason she has the illusion power is that she paid the price that she would not ever let an untrue word escape her lips, meaning she will never lie nor make a promise she is unable to keep. If she does either of these things it directly detracts from her powers. [b][u]Abilities[/u]:[/b] 2 + 4 + 6 + 4 + 8 + 10 = 34PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) [b][u]Combat[/u]:[/b] 20 + 32 = 52PP Initiative: +2 Attack: +10, +12 Melee, +14 Swords, +12 Glamour Grapple: +13 Defense: +17 (+16 Base, +1 Dodge Focus), +8 Flat-Footed Knockback: -3/-1 [b][u]Saving Throws[/u]:[/b] 4 + 6 + 10 = 20PP Toughness: +7/+3 (+3 Con, +4/+0 Protection) Fortitude: +7 (+3 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +14 (+4 Wis, +10) [b][u]Skills[/u]:[/b] 80R = 20PP Bluff 11 (+16, +20 Attractive)[sup]Skill Mastery[/sup] Concentration 8 (+12) Craft (Sewing) 6 (+10) Diplomacy 11 (+16, +20 Attractive) Intimidate 5 (+10) Knowledge (Arcane Lore) 8 (+10)[sup]Skill Mastery[/sup] Languages 2 (English, French, Latin [Native]) Notice 11 (+15)[sup]Skill Mastery[/sup] Perform (Dance) 2 (+7) Perform (Singing) 5 (+10) Sense Motive 11 (+15)[sup]Skill Mastery[/sup] [b][u]Feats[/u]:[/b] 14PP Accurate Attack Attack Focus (Melee) 2 Attack Specialization (Swords) Attractive Dodge Focus Evasion 2 Equipment 0 (+3 [15EP] Veteran Reward) Interpose Minion 1 [15PP] (+8 [120PP] Veteran Reward) Move-By Action Power Attack Quick Change Skill Mastery (Bluff, Knowledge [Arcane Lore], Notice, Sense Motive) [equip][b][u]Equipment[/u][/b] 3PP = 15EP Swordbrella (floral print umbrella concealing a silver-plated blade) [b]Strike 3 ([/b][i]Feats:[/i] Might, Subtle[b])[/b] [5EP] +10EP for [url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url] (Shared HQ)[/equip] [b][u]Powers[/u]:[/b] 53 + 4 + 9 = 66PP [b]Glamour 21.5 ([/b]46PP Array, [i]Feats:[/i] Alternate Power 7[b])[/b] [53PP] [array][u]Base Power[/u]: [b]Illusion 10 ([/b]All Senses, [i]Extras:[/i] Selective, [i]Flaws:[/i] Phantasm, [i]Feats:[/i] Progression [Area] 4 [100 ft radius], Progression [Save DC] 2 [DC22][b])[/b] [46PP] [u]Alternate Power[/u]: [b]Concealment 10 ([/b]All Senses, [i]Extras:[/i] Area [Cylinder], Affects Others, [i]Flaws:[/i] Phantasm, [i]Feats:[/i] Close Range, Progression [Save DC] 2 [DC22], Progression 3 [50 Foot Radius], Selective[b])[/b] [37PP] [u]Alternate Power[/u]: [b]Dazzle 14 ([/b]Auditory + Visual Senses, [i]Extras:[/i] Alternate Save [Will/Will], [i]Feats:[/i] Reversible, Selective[b])[/b] [44PP] [u]Alternate Power[/u]: [b]Drain Will 12 + Strike 12 ([/b][i]Extras:[/i] Alternate Save [Will], Linked, [i]Feats:[/i] Affects Insubstantial 2, Improved Critical [19-20], Incurable, Takedown Attack 2, Variable Descriptor [Bludgeoning, Piercing, Slashing][b])[/b] [43PP] (Illusiory Mental Weapons) [u]Alternate Power[/u]: [b]Blast 14 ([/b][i]Extras:[/i] Alternate Save [Will], [i]Feats:[/i]Affects Insubstantial 2, Progression (Range) 2 (50 ft)[b])[/b] [46PP] [u]Alternate Power[/u]: [b]Nullify 11 ([/b]All Mental Effects, [i]Extras:[/i] Area [General, Cylinder], Duration [Concentration], Selective Attack, [i]Flaws:[/i] Range [Touch], [i]Feats:[/i] Progression [Area] 2 [250ft radius]) [46PP] [u]Alternate Power[/u]: [b]Paralyze 14 ([/b][i]Extras:[/i] Area [Targetted, Cylinder], [i]Feats:[/i] Progression [Area] 3 [100ft tall x 50ft radius], Selective[b])[/b] [46PP] [u]Alternate Power[/u]: [b]Stun 14 ([/b][i]Extras:[/i] Alternate Save [Will], Area [Targetted, Cylinder], Sleep, [i]Feats:[/i] Progression [Area] 3 [100ft tall x 50ft radius], Selective[b])[/b] [46PP][/array] [b]Protection 4[/b] [4PP] [b]Super-Senses 9 ([/b]Detect Magic 3 [Visual, Very Common], [i]Extras:[/i] Analytical, Counters Concealment, Counters Illusion, Tracking [1/2 Speed][b])[/b] [9PP] [b][u]Drawbacks[/u]:[/b] -3PP [b]Weakness ([/b]Ferrous Metals, [i]Frequency:[/i] Very Common, [i]Intensity:[/i] Minor [-1 Defense when in direct contact][b])[/b] [-3PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage(Physical) Blast Ranged DC29 Will (Staged) Damage (Energy) Dazzle Ranged DC24 Will Blinded+Deafened Illusion Perception/Area DC22 Will Special Nullify Touch/Area DC 21 Will/Reflex Contested vs Power/Will Nullified Paralyze Touch/Area DC24 Will (Staged) Slowed/Paralyzed Strike Touch DC24 Will (Staged) Drain Will DC27 Will (Staged) Damage (Energy) Stun Touch/Area DC24 Will (Staged) Dazed/Stunned/Unconscious Swordbrella Touch DC19 Toughness (Staged) Damage(Physical) Abilities (34) + Combat (52) + Saving Throws (20) + Skills (20) + Feats (14) + Powers (66) - Drawbacks (3) = 203/203 Power Points Custos Gargoyle Minion PL 10 / 135PP -4 Defense/+4 Toughness Abilities: 10 + 4 + 20 + 4 - 2 = 36PP Strength: 30 (+10) (20, +10 Growth) Dexterity: 14 (+2) Constitution: 38 (+14) (30, +8 Growth) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 16 + 12 = 28PP Initiative: +2 Attack: +8 Range, +10 Melee (+12 Melee, -2 Growth) Grapple: +25 Defense: +6 (+6 Base, +2 Dodge Focus, -2 Growth), +3 Flat-Footed Knockback: -14 Saving Throws: 0 + 3 + 2 = 5PP Toughness: +14 (+14 Con) Fortitude: +14 (+14 Con) Reflex: +5 (+3 Dex, +3) Will: +4 (+2 Wis, +2) Skills: 28R = 7PP Acrobatics 4 (+6) Intimidate 4 (+5; includes +2 from Growth) Knowledge (Arcane Lore) 6 (+6) Notice 6 (+8) Sense Motive 8 (+10) Feats: 11PP Attack Focus (Melee) 4 Dodge Focus 2 Elusive Target Fearsome Presence Move By Action Takedown Attack 2 Powers: 18 + 5 + 25 = 48PP Spirit Roar 9 (16 points: PFs Alternate Power x2) 18pp BE Strike 10 (Extras Targetted Area [Cone, 100 ft]; Flaw: Limited [Magical Creatures Only]; PFs: Affects Insubstantial 2, Progression Area 4 [100 ft]) [16/16 PP] AP Dazzle Auditory 10 (Extras Targetted Area [Cone]; Flaws Range [Touch], PFs: Progression Area 4 [100 ft]) [14/16 PP] AP Emotion Control 10 (Extras: Targetted Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory], PFs: Progression Area 4 [100 ft]) [14/16PP] Flight 3 (50 mph / 500 feet per Move action, Drawbacks: Power Loss [Wings]) [5PP] Growth 8 (Huge; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [25 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Tough Damage (Staged) Strike Touch Cone DC 25 Tough Damage (Staged) Dazzle Touch/Area DC 20/20 Fort Deafened Emotion Control Touch/Area DC 20 Will Fear (Staged) Abilities (36) + Combat (28) + Saving Throws (5) + Skills (7) + Feats (11) + Powers (48) - Drawbacks (0) = 135/135 Power Points Conjured up by Supercape
Aoiroo Posted January 10, 2012 Posted January 10, 2012 Silhouette Dropping Protection power, buying up two abilities for Con, and 1 rank of Defensive Roll to make her Toughness stay 12. Then buying two ranks of luck. [floatr][img=http://www.freedomplaybypost.com/wiki/images/d/d8/SilhouetteHF.png][/floatr] [b][u]Character Name:[/u][/b] Silhouette [b][u]Power Level:[/u][/b] 12 (179/179PP) [b][u]Trade-Offs:[/u][/b] None [b][u]Unspent PP:[/u][/b] 0 [b][u]Progress To Gold Status:[/u][/b] 74/90 [i]Bronze Reward:[/i] Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling [i]Silver Reward:[/i] 3rd PC, PL8/120PP ([url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=5542]Catalyst[/url]) [b][u]In Brief:[/u][/b] An ambush character and close ranger brawler with the ability to turn flat. [b][u]Alternate Identity:[/u][/b] Caroline Wendle [b][u]Identity:[/u][/b] Secret [b][u]Birthplace:[/u][/b] Athens, GA, USA [b][u]Occupation:[/u][/b] Freelancer [b][u]Affiliations:[/u][/b] None [b][u]Family:[/u][/b] Demarco, Marilyn, Alison, Trent Wendle [b][u]Description[/u]:[/b] [b]Age:[/b] 25 ([i]DoB:[/i] April 20th 1986) [b]Gender:[/b] Female [b]Ethnicity:[/b] Caucasion/Hispanic [b]Height:[/b] 5'4" [b]Weight:[/b] 130 lbs. [b]Eyes:[/b] Grey [b]Hair:[/b] Brown The transition into superheroism has left an effect on Carrie's physique. She is no longer underweight, and far less skinny putting on a few pounds of muscle and training up. She's a lot more lean now, but her stance and figure is a lot more poise, and her posture and habits have improved. She looks a lot more healthy in that she has adjusted her sleep schedule to fit her new night job, and her eating habits have improved to compensate for her needing more energy. Her costume a form fitting leather one piece biker suit she spray painted back with a baclava sewn into the collar. Over that is a specially made mask(curtiousy of Dragonfly) with a built in radio feed and lenses that helps her see in the dark. The black out assemble is completed with leather gloves and boots which gives her really the look of a modern ninja. She has several pockets which usually contain things like business and phone cards, some zip ties, bandages, and her car key. [b][u]History:[/u][/b] Carrie's parents travelled a bit before they had her older brother Trent and her, but settled down into a college town when her sister was born. Her mother was ex military and just got off two six year terms to cover college expenses and put down the payments on a house as well as a lease on a coffee shop that she ran with her father who never managed to finish schooling. Growing up there, Carrie tended to hang out with an older crowd. When she turned seventeen, her parents sold their coffee shop to a competing franchise named after a character in Moby Dick and used the money to move to the suburbs outside of Freedom City. It was about a year earlier after hitting puberty that Carrie noticed her slight difference to everybody else in the family. Seeing as it was somewhat limited as a whole but not at all dangerous with some prompting from her sister she kept it the ability to herself. She went through life at a relative normal pace, until her sophmore year of college. While attending a field trip to a museum with her art history class the whole place was seized by some whack job and his minions as a way to call out some big time hero. The guy's mook promptly bound and blindfolded everyone present to chairs to use as hostages when whatever random hero he was trying to called. When said hero did show up, while everyone was distracted Carrie just slipped out of her restraints, hit the singular henchman who was suppose to watch the hostages on the head a chair and untied everyone else. By the time villian had tried to pull the hostage card after the hero had defeated him or whatever obstacle he had set up there were only empty chairs and a knocked out henchman. After that she didn't immediately jumping into the hero ring, but she thought it might be a possibility. After she graduated she found a similar situation when a regular guy was trying to hold up a convinience store. After turning 2D to avoid gunfire and hit him on the back of a head with a six pack of guinesse she started to look into seriously trying to help people with her abilities and started to experiment. What started as an experiment became a full on lifestyle, which Carrie adjusted too accordingly. It wasn't hard to change her sleep and work schedule to suit her going out at nights as she worked freelance anyway, and already had a penchant for sleeping in late. What really became hard was the fact that she had to effectly lie to everyone she met about that part of her life, which Fulcrum whom she befriended as a civilian and does custom tailoring for. [b][u]Personality & Motivation:[/u][/b] Carrie is a big believer in choice as the major decider of what happens to someone in life. Growing up in a college town she saw teenagers work hard and learn to do their dream jobs until they graduate, but she also saw the results of students who dropped out early because of pregnancy, accidents, arrest records, drug use, or just plain laziness. This makes her quite blunt and generally insensitive to most peoples situations when she sees a lot of self inflicted miseries throughout the city. She hates it when people complain about their situation and neither try to see what they can do to improve it or see how lucky they themselves are. She hates it even more when villians and sometimes even heros force their own plans on to innocent bystanders. This includes but isn't limited too, hostage situations, access property damage, and meaningless slaughter from either party. Though she tries to pass herself off as standoffish, she's a bit shy and tries very hard to avoid direct attention in any way possible. This being said, it's really just a self defense mechanism because she herself is very insecure about her own lack of power and is almost constantly comparing herself to others. However insecure she is about whether she is in fact a hero or not, it still doesn't stop her from working hard, and maintaining her own set of morals and ideals about how heroes should act, and about how people should act. This makes her especially hard on herself if she doesn't live up to it herself. Carrie outside of costume is a nerd, plain and simple. She loves works of fiction, any fiction, comics, movies, novels, she has shelves of these just lined up and well bent from rereading them. She also has a taste for the older styles, loving old cars, and older designs and cuts of clothing, as well as steampunk things and clothing (some of which she owns is geniune because of a visit to an actual steampunk alternate universe). If she had the choice she'd be driving some full on classic American muscle cars instead of her mini cooper, or a really nice old chopper, but the car was a gift, and it was better than what she had before, which was nothing. [b][u]Powers & Tactics:[/u][/b] Silhouette can turn flat, which sounds like a rather lame power, but she ultilizes it quite well. Her fingers and limbs are incredibly sharp, and she does not have to assume full form to use them making her able to brawl effectively both in and out of costume with little(or really less) suspect to her idenity. Her black costume allows her to masquerade as a shadow as she moves along walls, and her now more refined use of acrobatics makes her able to run circles around opponents easily before sneaking in for a hit. When alone, she usually relies on divide and conquer methods of attack, while in battle she'll both act as a distraction, and use the distraction of others while trying to maintain the safety of civilians or to catch the villians off guard. [hr][/hr] [b][u]Complications:[/u][/b] [b]Bad Cravings:[/b] Carrie used to smoke in college, and quit afterwards because she couldn't afford to keep up the habit. As a result she gets very, very irratable near bars or clubs or anywhere else filled with cigerette smoke as it gives her cravings. [b]Family:[/b] She is very much a family person and since they all live within or near the city limits she will almost always try to attend family gatherings and events. [b]No Weapons:[/b] She can't actively carry weapons with her because she can't carry make anything that isn't already naturally flat with her when she goes 2D. This has lead to her to improvise a lot. [b]Secret:[/b] She does try her best to keep her identity secret by avoiding some of the hazards like her mask falling off(by sewing it to the rest of her suit) or distorting her features with her ability if she's ever caught without it. [b]Struggling:[/b] Working freelance her general income is far from stable, coupled with student loans she has had to learned very quickly to live with the very bare minimum. She lives in the Fens near the border of the theatre district and will often take up jobs there painting sets and running theatre tech to help supplement her income. [b]Weak Stomach:[/b] Carrie gets nausea very easy, and as such has to take ginger pills before getting in cars or on boats (unless she's driving). The same goes for teleportation, even by friendly parties. [b][u]Abilities:[/u][/b] 6 + 10 + 8 + 4 + 4 - 0 = 32PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) [b][u]Combat:[/u][/b] 8 + 12 = 20PP Initiative: +13 Attack: +4, +6 Melee, +12 Strike Grapple: +11 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -5, -2 Flat-Footed [b][u]Saving Throws:[/u][/b] 6 + 9 + 5 = 20PP Toughness: +12, +4 Flat-Footed (+4 Con, +8 Defensive Roll) Fortitude: +10 (+4 Con, +6) Reflex: +14 (+5 Dex, +9) Will: +7 (+2 Wis, +5) [b][u]Skills:[/u][/b] 104R = 26PP Acrobatics 15 (+20) Climb 4 (+7) Computers 8 (+10) Crafts Artisitic 8 (+10) Disable Device 8 (+10) Gather Information 4 (+4) Knowledge (Art) 8 (+10) Knowledge (Behavioral Sciences) 4 (+6) Knowledge (Physical Sciences) 6 (+8) Knowledge (Popular Culture) 3 (+5) Knowledge (Technology) 4 (+6) Language 1 (English [Native], Spanish) Notice 8 (+10) Search 6 (+8) Sleight of Hand 4 (+9) Stealth 15 (+20) [b][u]Feats:[/u][/b] 45PP Accurate Attack Acrobatic Bluff Attack Focus Melee 2 Attack Specialization (Strike) 3 Dazzling Attack Defensive Roll 4 (+8 Toughness) Dodge Focus 6 Equipment 3 (+4 Veteran Reward = 7 [35EP]) Grapple Finesse Improved Critical (Strike) 2 Improved Disarm Improved Initiative 2 Improved Grapple Luck 4 Move-By Action Ninja Run Paralyzing Attack Power Attack Redirect Set Up Skill Mastery (Acrobatics, Disable Device, Notice, Stealth) Stunning Attack Takedown Attack 2 Ultimate Save (Reflex) Uncanny Dodge (Hearing) Well-Informed [quote name="Equipment 6PP = 30EP"] [b][u]2008 Mini Cooper[/u][/b] [list][b]Speed 6[/b] (500 mph) [u]Stats[/u] [i]Size:[/i] Large; [i]Strengh:[/i] 30; [i]Defense:[/i] 9; [i]Toughness:[/i] 12; [i]Features:[/i] Disguise, Navigation System, Remote Control; [u]Powers:[/u] Concealment 6 (All Audial & Visual) Flaws: Blending 6ep Immunity 5 (Falling Damage) 5ep Protection 4 4ep Super-Movement (Wall Crawling) Flaw: Only Wile Moving 1ep Cost: 24 ep[/list] [b]HQ[/b] (Underground Under Closed Down Video Store) 6ep [list]Size Medium (1ep) Computer Defense System (Blast 10) Garage Living Space Power System[/list][/quote] [b][u]Powers:[/u][/b] 4 + 18 + 14 = 36PP [b]Device 1 ([/b]5PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [4PP] (Armor, Mask) [device][b]Immunity 2 ([/b]Dazzle [Visual][b])[/b] [2PP] [b]Super-Senses 3 ([/b]Darkvision, Radio[b])[/b] [3PP][/device] [b]Dimensional Control (2-D Form) 3 ([/b]15PP Container [Sustained Duration], [i]Extras:[/i] Action [Reaction][b])[/b] [18PP] [device][b]Concealment 4 ([/b]All Visual Senses, [i]Flaws:[/i] Limited [Side View][b])[/b] [4PP] [b]Enhanced Feats 7 ([/b]Defensive Attack, Elusive Target, Evasion 2, Hide In Plain Sight, Improved Defense 2[b])[/b] [7PP] [b]Insubstantial 1 ([/b][i]Flaws:[/i] Limited [Width][b])[/b] [4PP][/device] [b]Strike 9 ([/b][i]Extras:[/i] Penetrating [2, DMG 14], [i]Feats:[/i] Affects Insubstantial 2, Mighty[b])[/b] [14PP] (Mutation, Training, Ultrasharp Fingers & Feet) [b][u]DC Block[/u][/b] Unarmed --- 18 / Toughness --- Bruised (Staged) Strike --- 27 / Toughness --- Bruised (Staged); Penetrating 2 [b]Abilities (32) + Combat (20) + Saves (20) + Skills (26) + Feats (45) + Powers (36) - Drawbacks (0) = 179/179 Power Points[/b] Exercised by Supercape
Aoiroo Posted January 11, 2012 Posted January 11, 2012 Catalyst Got 4pp, but spending just one (saving the other three for next month when she'll probably go up to PL 9). +1 Improved Iniative [floatr][img=http://freedomplaybypost.com/wiki/images/b/b2/Catalyst.png][/floatr][b][u]Player Name[/u]:[/b] Aoiroo [b][u]Character Name[/u]:[/b] Catalyst [b][u]Power Level[/u]:[/b] 8 (131/134PP) [b][u]Trade-Offs[/u]:[/b] +3 Attack / -3 Damage, +2 Defense / -2 Toughness [b][u]Unspent PP[/u]:[/b] 3 [b][u]Progress To Gold Status[/u]:[/b] 14/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url]) [b][u]In Brief[/u]:[/b] Chemical weapon user with a paintball gun and good aim. [b][u]Alternate Identity[/u]:[/b] Jasmine Benoit [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] St. John, New Brunswick, Canada [b][u]Occupation[/u]:[/b] Lab Assistant [b][u]Affiliations[/u]:[/b] Franklin & Wesler Co. [b][u]Family[/u]:[/b] Laurette Benoit (Mother), Jackson Benoit (Father), Hazel Benoit (Sister [Younger]) [b][u]Age[/u]:[/b] 27 ([i]DoB:[/i] November 2nd 1983) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] Haitian / French Canadian [b][u]Height[/u]:[/b] 5'8" [b][u]Weight[/u]:[/b] 145 lbs. [b][u]Eyes[/u]:[/b] Brown [b][u]Hair[/u]:[/b] Black [b][u]Description[/u]:[/b] Jasmine is not really skinny or fat, she has a pretty healthy build. She's a little bit above average height taking more from her father's side with a bit of it being from being pretty long waisted. She has dark complexion and dark hair which is kept at only a few inches in lengh if only because longer hair is inconvienent for chemical testing. On her upper arms, shoulders and neck she has several areas of scarring from an accident early in her career as a lab assistant. Her face is a long oval with a rounded nose, similiar oval shaped brown eyes set behind a pair of frameless glasses. Her clothing is generally fuctional and form fitting, mostly for the benefit of her work, though she is fond of long skirts and tanks whenever it's warm enough as well as brighter colors. Her costume is a full body pale yellow hazmat suit with blue gloves and boots that she managed to get fitted for easier movement. She removed the visor glass since it made it hard to line up with the scope, and replaced it with a pair of goggles. Her utility belt has several pouches which contains both her ammo, and her counterammo (paintballs specifically made to counter and reverse the effects of some of her more nasty chemicals). [b][u]Power Descriptions[/u]:[/b] She has no powers to speak up, just a paintball gun and some clever chemically altered paintballs the formula for each personally developed to be non-lethal, and exceptionally potent for such a small amount. [b][u]History[/u]:[/b] Laurette Quiner was born and raised in St. John, New Brunswick, and when she was twenty, married her high school sweetheart Edwin Samania. It wasn't long after that she was with child, and Jasmine was born. Edwin worked construction, so he kept a stable income while Laurette got a teaching degree and began teaching French classes at the local high schools in the morning, and taking care of her daughter after she got home from preschool/daycare in the afternoon. It was a good life, lots of fun, lots of laughs, until one day, her husband didn't come home. He was killed on site by a piece of fallen equipment after a machinery malfuction. The grieving was immense for the two person household, their was a problem in the fact that her income could not completely support her way of life, even with the insurance money which would only last so long. So, Laurette moved out of NewBrunswick and down to Courtland, New York to live with her cousins while she went back to college and eventually got a doctorate in education and became a professor. It was in this process that four years after her husbands death she fell in love with a linguistics major named Jackson Benoit. Two years later, they married, and not soon after Jasmine's half sister, Hazel was born. Jasmine grew up in a loving household, when her mother was at college she was looked after by her cousins, and when she remarried she was glad to see her happy and that her new father was very kind, and was even willing to pay the additional fees to adopt her so she could share his name. Though, because he was a caucasion French Americans, there were often strange looks when she or her sister called him dad in public. Her step father also eventually got a doctorate, and they both worked as professors at various universities. For the next ten years or so, her parents worked at three different colleges each, and they moved from New York, to Illinois, than finally Freedom, where both her parents got teaching positions at Freedom University in the language department. By than Jasmine had already finished high school, and was looking at schools in the area and was able to get into HIT earning a masters in Chemistry. When she was twenty four, she got an on the spot offer to Franklin and Wesler Co. an industrial equipment and chemical treatment company that had only recently opened a branch in Freedom. Several weeks into the process a lot of which involved move and handling chemicals that had been sent from other branches, Jasmine was handling a mislabeled and mishandled box of chemicals which had been previously sealed, but caused a violent reaction that gave her scarring on her neck and upper arms burning right through her clothes. The person responsible was immediately fired, and she was paid reporations for her injury almost immediately. She personally didn't bare any bad will and continued working as per normal at Franklin and Wesler. It was in early April that Jasmine got news over the phone that her younger sister Hazel (age 16), had gotten shot. It very nearly made her drop the phone right than and there, and drive to the hospital. Instead, she switched to her cell and drove instead. Though her parents and her sister lived in a nice neighborhood in North Freedom, Hazel had recently started dating a boy who she met at a friends party. The boy himself was nice and polite when she met him and seemed to be very protective of her. It happened when he was taking her to dinner, but needed to drop off of his house real quick to grab his wallet. When the boy was inside, apparently a local gang had mistaken his car for someone elses and opened fire. Hazel was in the passenger seat, got hit in the shoulder and chest before dropping to the floor and getting various scratches from the broken glass. The boy she was seeing was quick to call an ambulence and they were timely enough to save her sister who had suffered a punctured lunge and had to have surgery. When she arrived to the hospital Hazel was already in surgery and her mother was crying. Not very far away was the boy her sister was dating. She asked him if he was hungry, and they went down to the lounge where she had a pleasant conversation with him about why someone shoot up his car. He denied it at first, saying it was a mistake, but eventually the truth came out. He had been a member of the Lowercase, a gang inspired by the Southside Cs who worked out of East Lincoln, and was for drug pocession during a police raid. He sold information on them to get out of it and left the gang officially, but this left some bad blood between them so he started living over in West End with some cousins to dodge them. He didn't know they found him until that night. Jasmine left the boy to his quivering after that part, it was mostly him saying he didn't know it would happen, that he didn't want to get her sister involved, that it wasn't his fault. Jasmine didn't believe that part, she knew he was at fault, but he was already being punished. The real people who needed to be punished was the Lowercase. It took some time, finding the information she needed, it was a project she didn't share with anyone, but she got it, names, addresses, popular hang outs, and most of all evidence. All that was left was the delivery, which was far more literal than when she first planned it. A month later, a woman in a flower delivery truck showed up at the leaders doorstep during a sanctioned 'meeting' with a box labeled for as a late valentines gift. Signing for it, he brought it inside. Fifteen minutes later, police cars started coming down the street, twenty gang members started running out of the front door of the house. Twenty minutes after that, ambulences arrived to take the still coughing gang members to the hospital, twenty after that the gas finally clears, and in looking for its sorce, the police find the stores of drugs being distributed by the gangs. The entire thing made the local news, though there was no mention of the flower delivery. Probably because she had walked in through the back and put the gas bomb in the kitchen when the flowers she ordered arrived. The entire thing was a very rewarding sort of revenge. The gas she produced left them bed ridden for weeks, while at the same time the police had a case built around everything they had found in the gang leaders home from unregistered firearms, to drugs, to several pictures of there transaction(those she very proudly planted in a kitchen drawer after setting the gas bomb). Though after all of it was said and done, and her sister made her recovery, she couldn't help but think she could try doing this sort of thing more often, which after some preperations became entirely possible, and a new idenity, Catalyst was born. [b][u]Personality & Motivation[/u]:[/b] Jasmine is a generally quiet and pleasant person. She's not very ambitius, and is pretty fond of her life as it is as she has friends and family. She loves classical music, cooking, and firearms. The last one throws people off, but when she was younger her mom's cousins was a cop who both showed and taught her how to shoot. In middle and high school her favorite past time was playing paintball, and for fun, every time she choose the location she would set up a few boomboxes and blast Ride of Valkeryies whenever they'd play. While she herself does not collect guns, she is kept up to date and in contact with the founder of her interest who does. She really loves her family, especially her little sister who's incident got her involved in the first place. She really started doing it for them, but there was a certain thrill in what she was doing that got her taking some time to properly invest into it. [b][u]Powers & Tactics[/u]:[/b] Jasmine generally keeps her distance with most fighting, this doesn't mean that she doesn't make herself known. If she has the time to do some research, she usually chooses and stakes out her spots for known places of illecite activities, and much like in high school she will set speakers so she can blast classical music from her playlist while she picks off the baddies one by one. She almost always avoids close range fighting as well as any areas that might have some casualties in her area based chemical attacks. Even so, all of the chemicals have been thoroughly tested by and sometimes on herself to ensure that there is no long term damage inflicted if a civilian or fellow hero is in fact caught in the crossfire. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Can't See Without Them:[/b] Jasmine is very far-sighted and has to wear glasses(as a chemist contacts are dangerous). [b]Family:[/b] Her parents work as professors at Freedom University, and her sister is in High School, she tries to make time for them as best she can. [b]Nine-To-Five:[/b] Jasmine maintains a regular work schedule as a lab assistant, this sometimes takes priority. [b]Secret:[/b] Her idenity is secret, as she has taken some steps like tinting the glass on the face mask to insure. [b]Sleep Deprivation:[/b] Jasmine has a hard time just saying no, and does have the tendency to spread herself too thin. [b][u]Abilities[/u]:[/b] 0 + 4 + 4 + 8 + 8 + 0 = 24PP Strengh: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 8 + 8 = 16 Initiative: +14 Attack: +4 Melee, +7 Ranged, +11 Paintball Guns Grapple: +4 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -3, -1 Flat-Footed [b][u]Saving Throws[/u]:[/b] 4 + 4 + 2 = 10PP Toughness: +6 (+2 Con, +4 Defensive Roll), +2 Flat-Footed Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +6 (+4 Wis, +2) [b][u]Skills[/u]:[/b] 56R = 14PP Computers 4 (+8) Craft (Chemical) 11 (+15)[sup]Skill Mastery[/sup] Drive 5 (+7) Knowledge (Life Sciences) 1 (+5) Knowledge (Physical Sciences) 11 (+15)[sup]Skill Mastery[/sup] Knowledge (Technology) 6 (+10) Languages 1 (English [Native], French) Notice 6 (+10)[sup]Skill Mastery[/sup] Medicine 1 (+5) Sense Motive 6 (+10) Stealth 4 (+6)[sup]Skill Mastery[/sup] [b][u]Feats[/u]:[/b] 29PP Attack Focus (Ranged) 3 Attack Specialization (Paintball Guns) 2 Defensive Roll 2 (+4 Toughness) Dodge Focus 6 Equipment 6 (30EP) Improved Initiative 3 Inventor Luck Power Attack Precise Shot Quick Draw Skill Mastery (Craft [Chemical], Knowledge [Physical Sciences], Notice, Stealth) Uncanny Dodge (Auditory) [equip][b][u]Equipment[/u]:[/b] 30 EP Blue Tooth [0EP] Cell Phone [0EP] Flash Goggles [1EP] Binoculars [1EP] Handcuffs [1EP] Laptop [0EP] Mini Tracer [1EP] [b][u]Van (Vehicle)[/u][/b] [16EP] [i]Former Flower Delivery Van[/i] [b]Size:[/b] Huge [2EP] [b]Strength:[/b] 35 ([i]Medium Load:[/i] 1 ton) [1EP] [b]Defense:[/b] -2 (DC8) [0EP] [b]Toughness:[/b] +9 (+5 Impervious Toughness) [0EP] [b]Features:[/b] [8EP] Alarm (DC 20) Computer Communications Laboratory Navigation System (+5) Power System Smokescreen Workshop [b]Powers:[/b] [5EP] [b]Speed 5 ([/b]250mph / 2,500 ft per Move Action[b])[/b] [5EP] [b]Toughness 5 ([/b][i]Extras:[/i] Impervious[b])[/b] [10ep][/equip] [b][u]Powers[/u]:[/b] 21 + 16 + 1 = 38PP [b]Device 7 ([/b]Paintball Gun, 35PP Container; [i]Flaws:[/i] Easy-To-Lose[b])[/b] [21PP] [device][b]Paintballs 17.5 ([/b]30PP Array; [i]Feats:[/i] Alternate Power 5[b])[/b] [35PP] [array][u]Base Power[/u]: [b]Dazzle 5 ([/b]Visual Senses, 500ft Range, [i]Extras:[/i] Area [Targeted, Burst], Autofire, Selective Attack [i]Feats:[/i] Progression [Area] 4 [250ft radius], Reversible[b])[/b] {30/30} [u]Alternate Power[/u]: [b]Blast 5 ([/b][i]Extras:[/i] Autofire [i]Feats:[/i] Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2[b])[/b] {25/30} [u]Alternate Power[/u]: [b]Drain Fortitude 5 ([/b][i]Extras:[/i] Area [Targeted, Burst], Autofire, Range [Ranged, 500ft], Selective Attack [i]Feats:[/i] Progression [Area] 3 [125ft radius], Slow Fade [1 minute][b])[/b] {30/30} [u]Alternate Power[/u]: [b]Obscure 10 ([/b]Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, [i]Extras:[/i] Independent; [i]Feats[/i]: Slow Fade[b])[/b] {21/30} [u]Alternate Power[/u]: [b]Snare 5 ([/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack[b])[/b] {30/30} [u]Alternate Power[/u]: [b]Stun 5 [/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack{30/30}[/array][/device] [b]Device 4 ([/b]Fitted HazMat Suit, 20PP Container; [i]Flaws:[/i] Hard-To-Lose[b])[/b] [16PP] [device][b]Immunity 17 ([/b]Chemical Effects, Fire Effects, Radiation [b])[/b] [17PP] [b]Super-Senses 3 ([/b]Counters Obscure [Visual, "Fog"], Infravision[b])[/b] [3PP][/device] [b]Speed 1 ([/b]Training; 10 MPH / 100ft Per Move Action[b])[/b] [1PP] [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC20* Toughness (Staged) Damage (Physical) Dazzle Ranged/Area DC15* Fortitude Blind Drain Ranged/Area DC15* Fortitude (Staged) Drain Fortitude Snare Ranged/Area DC15* Fortitude (Staged) Bound/Helpless Stun Ranged/Area DC15* Fortitude (Staged) Dazed/Stunned/Unconscious *Up to DC22, DC 17 with Autofire Abilities (24) + Combat (16) + Saving Throws (10) + Skills (14) + Feats (29) + Powers (38) - Drawbacks (0) = 131/134 Power Points Quickly done by Supercape
Tiffany Korta Posted January 17, 2012 Posted January 17, 2012 Revenant Straight foward adjustment this time I'm putting my strength up to 30 (that's +4). I'm going to the trouble of posting up the whole sheet as I noticed a few minor errors from last update. [floatr][img=http://img7.imageshack.us/img7/8212/revenantn.png][/floatr][b][u]Player Name[/u]:[/b] Tiffany Korta [b][u]Character Name[/u]:[/b] Revenant [b][u]Power Level[/u]:[/b] 11 (175/175PP) [b][u]Trade-Offs[/u]:[/b] "None" [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress To Bronze Status[/u]:[/b] 25/30 [b][u]In Brief[/u]:[/b] Once she was a brave lawyer that did her duty, and paid the ultimate price. Now she carry’s on that duty from the “other sideâ€. [b][u]Alternate Identities[/u]:[/b] Lucy Harker [b][u]Identity[/u]:[/b] Public, but thought dead [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] ex-Lawyer [b][u]Affiliations[/u]:[/b] none [b][u]Family[/u]:[/b] Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased) [b][u]Age[/u]:[/b] 114 (DoB: May 26th 1897) [b][u]Apparent Age[/u]: [/b]30 [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] [b][u]Height[/u]:[/b] 5’3†[b][u]Weight[/u]:[/b] 125 lbs. [b][u]Eyes[/u]:[/b] Black [b][u]Hair[/u]:[/b] Black [floatl][img=http://img812.imageshack.us/img812/5922/solweiglips0003.jpg][/floatl][b][u]Description[/u]:[/b]Before her “accident†she had an average appearance, a face that wouldn’t stand out in a crowd. Something she took advantage of in her profession so not to scare those working around her. Unlike most people though death seems to have improved her looks. Her pale white skin and black eyes have given her an exotic alluring appearance. And her ability means her skin is flawless with no marks or blemishes, except for a small dimple on her forehead where the bullet ended her previous life. Her only clothes are those she wore on her last day in 1927. A simple but particle dress suit, though her only defiance of 20’s fashion was a pair pants. Well preserved by her disposal they still seem to be in a relatively good shape. [b][u]Power Descriptions[/u]:[/b] Her mystical nature keeps her body perpetually in the state it was just before she died, though her flesh is now pale and cold to the touch. This allows her to almost instantly regenerate any damage caused to her. [b][u]History[/u]:[/b] When one of the first Mystery Men bought in one of the city notorious Mob bosses Sebastian “the Revenant†Giovanni there was a problem. An excessively violet man, even by the standards of his fellow gangsters, he and his men murdered and intimidated anyone that stood in his way. So naturally none of the lawyers in or out of the city wanted to risk their life to prosecute this man. Except one. Lucy Harker was a fine civil lawyer chafing at the small minor cases she was allowed to try, after all she was “just†a woman. A male lawyer would have been moved on to higher profile case, whilst she was stuck trying petty claims. She knew that unless she could find a case to make her name, she would be stuck in this position in the rest of her career. The trial of Giovanni could be just the kind of case to catapult her to fame, though the risk could be just as colossal. After consulting with her family and her fiancé, Lucy volunteered to prosecute the Mob Boss. Though not yet a highly skilled lawyer the defence had not expected anyone to dare tackle such a dangerous case. That and jury confidence was bolstered by this brave woman’s actions, along with the newly active Mystery Men, resulting in a cursing Giovanni going down for his crimes, promising his revenge on the young lawyer. His men came for her two days later. Bundling her into a car they drove her down to one of their new building projects down Broadway. There they simply shot her and dumped her into the foundation of the building. Stoic to the end she showed no signs of fear, instead looking her killers straight in the eyes. And that should have been the end of Lucy Harker. But unknown to her in her youth her mother had been bitten and almost turned into a vampire, only to be saved at the last minute by some courageous vampire hunters. Somehow the curse of the vampire was passed to her through her blood, so when she was buried her mystical nature was triggered keeping her “alive†but in a state of hibernation. When the building was demolished this year Lucy awoke to a brave new world. The last few weeks Lucy has been enjoying the wonders of this new world. Slowly she has come to realize that her time “dead†has somehow changed her. Despite having nothing in this world but the clothes on her back she has decided to use her new found gifts to help those around her as one of these Mystery Men… now wait is that what they’re called now? Taking the nickname of the man who ordered her death the Revenant has started her journey to a wider world. [b][u]Personality & Motivation[/u]:[/b]Despite all that has happened to her she still remains a rather upbeat personality. Though she still mourns for the loss of everyone she’s ever know, after all to her it all happened yesterday. This chipper and upbeat, something that tends to confuse those who judge her by looks alone. A defence mechanism of the time as “just†a woman in a man’s world is a snide sarcastic sense of humor which has started to drift towards black humor. Her logical side tell her that all those involved in her death have long since perished. But that doesn’t stop her enjoying attacking mobsters. At the moment she has restricted herself to low level hoods as least until she can discover some of the high level boss. And return the favour that bought her to this second life. Though this time she’ll make sure to keep an eye of the prosecuting lawyer… [b][u]Complications[/u][/b] [b]A woman out of her time:[/b] Must has changed in the world in the 80 odd years since she died. Though she voraciously consumes modern culture, as much as she can without money, many terms and idea still confuse and confound her. [b]Dining on Ashes:[/b] Her undead state has dulled her sense of touch, smell and taste. Only strong smells and tastes well even register as being there. [b](Grand)Father-in-Darkness:[/b] The vampire whose blood has led her to this state is dimly aware of his Daughter-in-Darkness. If he ever learns of her existence he may become curious how she has escaped the disadvantages of being a vampire. [hr][/hr] [b][u]Abilities[/u]:[/b] 20 + 4 - 10 + 6 + 4 + 6 = 26PP Strength: 30 (+10) Dexterity: 14 (+2) Constitution: -- (-10) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 16 (+3) [b][u]Combat[/u]:[/b] 16 + 18 = 34PP Initiative: +6 Attack: +8 base, +9 melee, +11 unarmed Grapple: +19 (base 9, Str +8, Super Strength +2) Defense: +11 (+9 Base, +2 Dodge Focus), +5 Flat-Footed Knockback: -5 [b][u]Saving Throws[/u]:[/b] 0 + 6 + 6 = 12PP Toughness: +11 (+0 Con, +11 Protection) Fortitude: - (-) Reflex: +8 (+2 Dex, +6) Will: +8 (+2 Wis, +6) [b][u]Skills[/u]:[/b] 52RP = 13PP Bluff 8 (+11, +16 w/ Attractive) Diplomacy 7 (+10, +14 w/ Attractive) Gather Information 5 (+8) Investigate 2 (+5) Knowledge (Arcane) 1 (+4) Knowledge (Business) 3 (+6) Knowledge (Civics) 7 (+10) Knowledge (Popular Culture) 1 (+4) Knowledge (Streetwise) 3 (+6) Languages 1 (English [Native], Latin) Notice 8 (+10) Sense Motive 6 (+8) [b][u]Feats[/u]:[/b] 8PP Attack Focus (melee) 1 Attack Specialization (strike) 1 Attractive 1 Dodge Focus 2 Fearless Improved Initiative 1 Taunt [b][u]Powers[/u]:[/b] 30 + 11 + 32 + 2 + 4 + 3= 82PP [b]Immunity 30 ([/b]Fortitude Saves) [30PP] [b]Protection 11[/b] [11PP] [b]Regeneration 30 ([/b]Recovery Bonus 14 [+9], Disabled 8 [no action] Injured 6 [no action] Resurrection 2 [1 day], [i]Feats:[/i] Persistent, Regrowth) [32PP] [b]Speed 2 ([/b] 25 mph / 220 ft. per move action)[2PP] [b]Strike 3 ([/b][i]Feats:[/i] Mighty) [4PP] [b]Super-Strength 1 ([/b] Lifting Strength 35 [Heavy Load : 7.5 tns] [i]Feats:[/i] Groundstrike)[3PP] [b][u]Drawbacks[/u]:[/b] -4PP Vulnerability (Fire, [i]Frequency[/i]: Common, [i]Intensity[/i]: Major [x2]) [-4PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC28 Toughness Damage Abilities (30) + Combat (34) + Saving Throws (12) + Skills (13) + Feats (8) + Powers (82) - Drawbacks (4) = 175/175 Power Points Reanimated by Supercape
Avenger Assembled Posted January 18, 2012 Posted January 18, 2012 Harrier's Edits: I bought him up to +12 Defense and +12 Attack, putting him as a slightly undercapped PL 13. I also bought up his Will save and upped his Terminus Awareness so he's aware of any use of Terminus powers nearby. [floatr][img=http://www.freedomplaybypost.com/wiki/images/e/e1/Omegadrone1.png][/floatr] [b][u]Power Level[/u]:[/b] 13 (193/193PP) [b][u]Trade-Offs[/u]:[/b] -1 Attack / +1 Damage, -1 Defense / +1 Toughness [b][u]Unspent PP[/u]:[/b] 0 [b]Progress to Impervium[/b]: 43/150pp (Platinum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5736]Edge[/url]) [b][u]In Brief[/u]:[/b] Omegadrone turned Hero [b][u]Name[/u]:[/b] Harrier [b][u]Alternate Identities[/u]:[/b] Steven Murdock [b][u]Identity [/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Nihilor, the Terminus [b][u]Occupation[/u]:[/b] Busboy at Champions [b][u]Affiliations[/u]:[/b] (To be determined) [b][u]Family[/u]:[/b] Ben Murdock (Father, Deceased), Sally Franklin Murdock (Mother, Deceased) [img=http://www.superherodb.com/pictures/portraits/penance.jpg] [b][u]Age[/u]:[/b] 100 [b][u]Apparent Age[/u]:[/b] 30 [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Terminus [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 600 lbs. [b][u]Eyes[/u]:[/b] Black [b][u]Hair[/u]:[/b] None [b][u]Description[/u]:[/b] Murdock is a brown-skinned man with no visible body hair, just like all combat drones. His face is generally non-descript, save for the small, hair-thin lines that run over most of his body. They look like tribal tattoos, and he will not correct anyone who makes that assumption. He speaks in a flat monotone occasionally leavened by a wistful regret. Harrier is a monster. Clad in black and red armor that bursts out from his back to cover his whole body, he is clearly recognizable as an Omegadrone, fully armed and ready for battle beneath his faceless armor. He prefers to let his fists, and his power pike, do the talking for him if forced into his armor. He flies with the help of the red and black jetpack that erupts from his back with his armor, spewing hellish gouts of flame as it propels him into the stratosphere. [b][u]Power Descriptions[/u]:[/b] Harrier is a wrecking machine, a goonsweeper capable of going toe-to-toe with some of the toughest customers in the World of Freedom. Unarmed, blasting or cutting with his pike, he's a powerful threat to almost anyone; a hard, cold blade designed to cut deeply and painfully. [b][u]History[/u]:[/b] Once, there was an Earth. It was defended by the greatest heroes of the world, champions of justice and right, avengers of evil: Earth's mightiest superheroes. And then that world died, [i]screaming[/i], as its heroes died and it was sucked into the Terminus. Sally and Ben, survivors of that world, were part of the personal retinue of Steelguard, once friends who became slaves of Shadivan Steelgrave. Steelgrave liked having some around who remembered the old world, and enjoyed reminiscing with them as they tried not to weep at the slayer of billions that their friend had become. He forced them to take anti-aging drugs so they would live as long as he did, and denied them the quick deaths they craved after watching the deaths of their families and the assimilation and corruption of all they loved. When he began to mutter about what a shame it was that there were no more children from their world, in their terror they conceived and gave birth to a son. In one last act of defiance, they named him Stephen, after the man who had once been their captor and tormentor's best friend, then his first victim as Omega corrupted him. Steelgrave was...amused, and gave them something of what they wanted. Stripping them of their immunity to aging, he hurled them into the pits of Nihilor, where the once-favored slaves learned to scrape and fight like the proles they now were. After all, they lacked the courage to die if it meant the death of their son. Stephen Murdock grew up in the pits, the great black castle of Shadivan Steelgrave overhead, with memories of a dead world loud in his ears. He learned to survive in the grim surroundings of Nihilor, the hearthworld of the Terminus, to run and hide from drones, to fight for food, to survive in a world of pure death. When his parents died, Stephen assembled a gang of likely toughs and began doing what he could to make himself master of the pits: not to overthrow the drones, but simply so that the people there could live without having their neigbor as their enemy. When he came to the attention of Steelgrave, as all such visionaries do, he pleaded for mercy, begging for help from the last survivor of their world of marvels. He got that help, oh yes. The process of assimilation into the armies of Omega is a horror best not described in these pages. Bones are removed and replaced with black, terrible Terminus metal, parts of the brain replaced with transceivers to receive the VOICE of Omega, and the body itself is infiltrated with a thousand different pieces of nano-technology. The subject is conscious to the end, naturally, so that when the torment and mutilation ends, he will cling to the VOICE in his head as the voice of his god. Steve Murdock died that day. He became a combat drone, a specially augmented unit designed to fight superhumans. And that was precisely what he did in a dozen different worlds. He was in at the death of mega-billions, a cold, merciless killing machine and agent of assimilation. A particularly powerful and skilled unit, he was traded from Annihilist to Annihilist, even starring in several battles in the arena. His armor was an experimental variety, designed to burst from under his skin when necessary, something which he used to great effect in combat again and again. Until one day, when it all changed. He was leading a squadron of Omegadrones through the Hundred Worlds when an alien starship decloaked just above them and opened fire. The big combat drone at the lead took the brunt of the damage, the tremendous magnetic charge scrambling his circuits...and severing his connection with the Terminus. Heavily damaged and outnumbered, he managed to fight off the lesser drones who attacked him when he was severed from the VOICE, their blasts giving him the drive to escape. And from there he fled, deep into the Void, screaming. It was through great good luck that he stumbled across a Furion raiding party, and even better luck that they didn't kill him out of hand. And when Freedom Bird disarmed him and beat him to his knees, the former drone looked up at the Furion and screamed "I die free!" And that was when Freedom Bird and the others wept, because if a drone could be freed, who knew what freedom could do? The Furions took him in and taught him, teaching him something of himself and of what it meant to be a free man, but he really had no place among those shining symbols of virtue. They knew him too well, and had fought too many drones, to ever fully trust him. Luckily, Freedom Bird knew people who could help, and the former Omegadrone (now calling himself Harrier, after Harriet Tubman), was delivered to the Freedom League, who (after _extensive_ tests), delivered him to the world, with a fake ID and fake name, the better for him to learn about freedom. What better place than Freedom City? [b][u]Personality & Motivation[/u]:[/b] Harrier is cold. It's not that he's unfeeling, by no means, but rather that the horrors of life as an Omegadrone have layered depths of memory and grief between himself and the rest of the world. He cares intently for the suffering of others, but shows this by action, not words. He speaks with a slow, deliberate monotone occasionally leavened by moments of wistful emotion. In his civilian ID, he keeps to himself, sometimes in a slightly creepy way. His small apartment has no decorations and sparse furniture. When he's not working, eating, or sleeping, he watches television, doing his best to absorb the reality of this world that's now his home. Otherwise he walks the streets, pike fastened subtly at his side, and tries to learn what he can about humanity. [b][u]Powers & Tactics[/u]:[/b] Harrier prefers not to use his armor if the situation calls for it, and against many foes he can actually get away with that. Generally he fights silently, his face composed in a flat mask, but when angered by a particularly vile enemy his face contorts into a mask of utterly infuriated rage. He'll usually attack the strongest-looking enemy first, hitting them as hard as he can, not retreating unless absolutely necessary. His staff lets him hurt almost any foe, whether with blasts of Terminus energy or strikes with a devastatingly fast, powerfully charged blade at the head. If forced into his armor he's a terror on the battlefield. He usually fights from the air, blasting away at lesser foes, before landing to begin a slow, methodical elimination of the enemy. He'll allow weaker enemies to shoot him a few times, the better to spread _fear, before landing to begin their punishment. If forced into his armor, he does not linger, and will leave as soon as possible (or at least change back) so as not to attract attention. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Enemy:[/b] This is something separate than just people being scared of him. There are people, a lot of people, who'd see a free Omegadone as an opportunity for some free payback. [b]Immigrant:[/b] Harrier is still adjusting to local customs and society in Freedom City. [b]Job:[/b] Harrier is frightened of losing his job, as it's one of his connections to the world around him. [b]Monster:[/b] Harrier is an [i]Omegadrone[/i]. Cops will shoot at him on sight if he's in armor, civilians will run screaming or attack him if they're brave enough. [b]The World I Left Behind Me:[/b] The Terminus knows those who escape, and has terrible plans for them. [b][u]Abilities[/u]:[/b] 8 + 6 + 8 + 0 + 4 + 4 = 30PP Strength: 32/26 (+11/+8) (18, +8 Innate Density), 37/31 Carry Capacity Dexterity: 16 (+3) Constitution: 32/18 (+11/+4) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 20 + 20 = 40PP Initiative: +7 Attack: +10 Base, +12 Melee, +12 Pike Blast Grapple: +21 Defense: +12 (+10 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -11/-4 [b][u]Saving Throws[/u]:[/b] 0 + 2 + 4 = 7PP Toughness: +13/+6 (+11/+4 Con, +2 Protection) (Impervious 9/2) Fortitude: +11/+4 (+11/+4 Con, +0) Reflex: +5 (+3 Dex, +2) Will: +7 (+2 Wis, +5) [b][u]Skills[/u]:[/b] 48R = 12PP Disguise 0 (+1; +51 / Morph) Knowledge (Physical Sciences) 4 (+4) Knowledge (Technology) 4 (+4) Intimidate 15 (+17) Notice 8 (+10) Search 5 (+5) Sense Motive 8 (+10) Survival 4 (+6) Swim - [b][u]Feats[/u]:[/b] 15PP All-Out Attack Attack Focus (Melee) 2 Dodge Focus 2 Improved Initiative Luck 2 Move-By Action Power Attack Quick Draw Second Chance (save vs. fear) Startle Takedown Attack Uncanny Dodge (Radio) [b][u]Powers[/u]:[/b] 14 + 4 + 20 + 14 + 6 + 25 + 8 = 91PP [b]Density 4 ([/b]x3 Mass, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent, [i]Feats:[/i] Innate, Subtle[b])[/b] (Cybernetic, Technological) [14PP] [list][b]Immovable 1[/b] [0PP] [b]Protection 2 ([/b][i]Extras:[/i] Impervious[b])[/b] [0PP] [b]Strength 8[/b] [0PP] [b]Super-Strength 1 ([/b]Heavy Load: 1.5 tons[b])[/b] [0PP][/list] [b]Device 1[/b] (Holographic Disguise Unit; 5PP; Hard to Lose) [4 pp] [device][b]Morph 10[/b] (One form ['Caradoc'], +50 Disguise; [i]Flaw[/i]: Limited to Normal Vision Only)[/device] [b]Device 6 ([/b]Power Pike; 30PP, [i]Flaws:[/i] Easy-To-Lose 2, [i]Feats:[/i] Restricted [OmegaDrones], Subtle [Collapsible][b])[/b] [20PP] [device][b]Blast 12 ([/b][i]Feats:[/i] Accurate, Alternate Power[b])[/b] (Cosmic, Technological) [26PP] [list][b][u]Alternate Power[/u]: Strike 2 ([/b][i]Feats:[/i] Extended Reach [10ft], Improved Critical 2, Incurable, Mighty, Precise, Variable Descriptor 2 [Any Technological], [i]Extras:[/i] Autofire [12], Penetrating [2][b])[/b] (Technological) [2426PP][/list] [b]Concealment 2 ([/b]Normal Vision, [i]Flaws:[/i] Passive[b])[/b] (Technological) [2PP] [b]Super-Senses 2 ([/b]Detect Weakness [Radio], [i]Extras:[/i] Analytical[b])[/b] (Technological) [2PP][/device] [b]Enhanced Constitution 14[/b] (Cybernetic, Technological) [14PP] [b]Enhanced Strength 6[/b] (Cybernetic, Technological) [6PP] [b]Omega Armor 5 ([/b]25PP Container, Free Action, Sustained Duration[b])[/b] (Cybernetic, Technological) [25PP] [list][b]Flight 3 ([/b]50MPH, 500ft per Move Action[b])[/b] [6PP] [b]Immunity 9 ([/b]Life Support[b])[/b] [9PP] [b]Impervious Toughness 7[/b] [7PP] [b]Super-Senses 3 ([/b]Darkvision, Radio[b])[/b] [3PP][/list] [b]Super-Senses 8[/b] (Terminus Awareness 2 [Mental], [i]Extras[/i]: Acute, Analytical, Extended 2 [1000ft Notice Increments], Ranged) [8PP])[/b] [8pp] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Melee DC26 Toughness Damage Pike Strike Melee DC28 Toughness Damage Pike Blast Ranged DC27 Toughness Damage Abilities (28) + Combat (40) + Saving Throws (7) + Skills (12) + Feats (15) + Powers (91) = 193/193 Power Points There's Something About Harrier'd by Gizmo
Avenger Assembled Posted January 18, 2012 Posted January 18, 2012 Citizen's Edits Regular Form: 1 more Luck 1 more AP on Tronik array Communication 6 (20 miles, radio) (Extras: Area, Selective) (PFs: Rapid 5 (100k, Subtle) [24/24] Tronik Form: Added Regeneration 1 (Resurrection 1/week) [1 pp] Added Heat Vision PF to Enhanced Strength [1 pp] (This is actually a Super-Strength PF, but I found it looked cleaner to put it on Enhanced STR) [floatr][img=http://www.freedomplaybypost.com/wiki/images/5/55/CitizenHF.png][/floatr] [b][u]Power Level[/u][/b] 13 (194/194 pp) [b][u]Trade-Offs[/u][/b]: +4 ATK/-4 DMG unarmed, +2 ATK/-2 DMG Tronik; +4 DEF/-4 TOU [b][u]Unspent PP[/u][/b]: 0 [b]Progress to Impervium[/b]: 44/150pp (Platinum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5736]Edge[/url]) [b][u]In Brief[/u][/b]: Electronic Intelligence Turned Hero [b][u]Name:[/u][/b] Citizen [b][u]Alternate ID:[/u][/b] Sharl Tulink [b][u]Identity:[/u][/b] Secret [b][u]Place of Birth:[/u][/b] 30th District Hospital, Eighth Level. Tronik. (Just kidding, actually it was on a circuit in a briefcase-sized computer in the Centurion's Sanctum. Daedalus had a coffee cup on the spot at the time) [b][u]Occupation:[/u][/b] Teenager [b][i]Affliations:[/i][/b] Tronik, Knowledge, Heroism [b][i]Family:[/i][/b] Aba Tulink (mother) [45], Bel Tulink (father) [50], older sister Sieva [24] [img=http://www.thinkgeek.com/images/products/additional/large/wrapping_paper-binary.jpg] [u][b]Age[/b][/u]: 16 Earth years (all ages are given in Earth years) [b][u]Apparant Age[/u][/b]: 16, depending on his phase state [b][u]Height[/u][/b]: Subjectively six feet, objectively 0 [b][u]Weight[/u][/b]: Subjectively 170 lbs, objectively 0 [b][u]Eyes[/u][/b]: Green/null [b][u]Hair[/u][/b]: Brown/null [b][u]Physical Description[/u][/b]: Citizen, aka Sharl Tulink, is a gawky sixteen year old who hasn’t quite finished growing into his body. His short brown hair is a little greasy, his hands are a little too large, and his feet stumble more than they should. He’s also a ghost, or looks like one most of the time: when he’s not concentrating, he looks like an electronic phantom, his body overlaid with barely visible circuit patterns and overall tinted a faint shade of green. He vaguely resembles an 80s wireframe model of a human being with a ‘normal’ human shell cast thinly over it. [b][u]Power Description[/u][/b]: Citizen is an 'electronic' ghost, shocking bad guys with electrical punches, possessing machinery, and casting his consciousness through the Internet with incredible speed, either to propel himself around the world or just to watch people through every camera in the city. He's immune to physical attacks and energy attacks with the 'light' descriptor. [u][b]History:[/b][/u] The city of Tronik is on a large crescent-shaped island in the middle of a large sea on the planet Neo, their star Bantam a great red sphere permanently high in the sky. Bantam is a red dwarf, much smaller and cooler than Sol, and Neo thus orbits so close to its homestar as to be tidally locked. It’s not a particularly inviting place: the continent to the east is a nearly uninhabitable desert with only a few weather stations on the western shore, while if you fly far enough west you reach mountains of impassable ice that go on forever. Tronik Island itself is about the size of Greenland, but the vast bulk of the island itself is given over to factories, food processing plants, and nature preserves: the city itself has fifty million people crammed into an area of 150 square miles. High towers rise hundreds of stories into the air over the densely packed city, with only the high technology available at the city’s foundation making the city reasonably liveable. Still, it’s not a hugely pleasant place to live: corruption is high as the government tries to keep their population from overwhelming the limited ecological resources available, people go around in black leather and mirrorshades for protection against the cold and relatively dim star, while the desert and chill make it very tough to leave the island. Still, the inhabitants of Tronik were lucky, and all of them are aware of this fact. A few generations ago, a disaster threatened to overwhelm them on their old world: their sun threatened to go nova, producing a disaster that would have devastated their entire world. Their greatest scientists, working together with friendly alien civilizations, constructed a massive transporter device to carry them across the galaxy, city and all, depositing them on a new world just as their old star exploded in a powerful coronal eruption that blasted all the life from their planet. Now they’re working to rebuild their civilization, to tame this new world and send messages out across the galaxy to restablish relations with the Lor Republic. Times are hard, at least if you’re not part of the elite, but generally things are looking up: the average citizen of Tronik eats better than the average Freedom Citian of today, and the wealthiest have access to technology and resources far beyond that of 21st century Americans. (It’s all a lie, of course. The ‘friendly aliens’ that helped Old Tronik escape the destruction of their old world were actually Curator drones building a scanning device to take and store an entire city: Old Tronik was evaporated by a scanning process that destroyed it down to its last atom even as their star erupted. The Lor Republic hasn’t found them yet because they disappeared into the Curator’s archives roughly 2000 years ago; they stopped looking long, long ago, and anyway would have no way of finding them where they are: in an alien computer in the Centurion’s Sanctum, running in the program he built for them back in 1990. Tronik’s new world, Neo, is designed to be a basically habitable, friendly place that was easy to build and just distracting enough for the city’s people that they’d never look too closely at the details of this new world.) These are strange days in Tronik. There are rumors of alien visitors to the city, strange people with strange powers, and bizarre happenstances worked in the city by others. Madmen have appeared wielding great powers from some unknown source, claiming that the azure curtain awaits all and that reality is a lie, only to be defeated by the city’s militia and mysterious heroes from “another placeâ€, while strange stories of people flying, walking through walls, and gazing at the madness “beyond the door†permeate Tronik’s ‘Net. Sharl Tulink’s interest in paranormal phenomena goes back to his early childhood, and only grew sharper as he reached his teen years, much to the despair of his indulgent parents. One day, not too long ago, the 16 year old (at least by Earth’s calendar) investigated reports of strange aliens sighted near his family home on the hundredth level of the Seamount tower. He found a door there, a door high in the sky with nothing on the other side. Now he could have gone home to his huge apartment where his parents lived: his father is a programmer and his mother a doctor, and the two of them love him dearly and spoil him, like any parents do with their younger child. But instead he did what adventurous young men have done for generations. He stepped through it. Into madness. The League patched the hole their trip to Tronik had left mere microseconds later, too slow to stop the giant data file that was the living, breathing, sentient soul of Sharl Tulink cast loose on the Internet, a citizen of Tronik plunged into a world of bizarre input and insane colors, lights, shapes, and sensations. He needs help, and quick! [b][u]Personality and Motivation[/u][/b]: Sharl is basically a good kid who's been thrown massively out of his depth by the world-shattering things he's walked into. It's not easy for a teenager to find out his whole world is a lie, for all that it wouldn't surprise most of them. He wants to have a normal life, but his definition of that is going to be up for some changes in the new future. Though he still clings to his desire to solve mysteries and make a better world for everyone else, he's also got a lot of existential problems to sort through...in more ways than one! [u][b]Powers and Tactics:[/b][/u] Citizen’s tactics are fairly straightforward: he flies up to people, punches them electronically, and subsequently zaps them with electricity. He stays on the move, flitting around with his low-level flying abilities and occasionally jumping around with his massive teleportation abilities to catch enemies really unawares. He doesn’t really enjoy fighting, but will press a combat as long as necessary to get the job done. [u][b]Complications[/b][/u]: [i]Existentialist[/i]: Aaah I’m a computer program aaah. [i]Friend[/i]: Citizen needs someone to help him figure out what’s going on and how he can get back home, at least for a little while yet. [i]Outsider[/i]: Citizen is from another place, one very different than ours [i]Paragon[/i]: Citizen is Tronik’s only superhero, or will be if he ever manages to sort out what just happened to him and figure out how to use his new knowledge for the better. [i]Curious[/i]: Hey, what's in this book? [u][b]Abilities[/b][/u]: 0 + 6 + -10 + 2 + 4 + 6 = 8PP STR 26/10 (+8/+0) DEX 16 (+3) CON --- INT 12 (+1) WIS 14 (+2) CHA 16 (+3) [u][b]Combat[/b][/u]: 16 + 16 = 32PP Init: +7 ATK: +8 ranged, +14 melee, +16 unarmed Grapple: +12 DEF: +16 (Base 8, Dodge Focus 8), +4 flat-footed Knockback: -4 [u][b]Saves[/b][/u]: 3 + 4 = 7PP TOU +8 (+8 Protection) FORT --- REF +6 (+3 Dex, +3) WILL +6 (+2 Wis, +4) [u][b]Skills[/b][/u]: 72r = 18PP Bluff 12 (+15) (skill mastery) Computers 14 (+15) (skill mastery) Knowledge (Pop Culture) 3 (+4) Knowledge (Technology) 9 (+10) Language 2 (English, Galstandard [native], Swedish) Notice 8 (+10) (skill mastery) Search 9 (+10) Sense Motive 8 (+10) (skill mastery) Stealth 7 (+10) [u][b]Feats[/b][/u]: 32PP Attack Focus: Melee 6 Attack Specialization (Unarmed) Dodge Focus 8 Fearless Improved Initiative Luck 3 Online Research Power Attack Quick Change 2 Skill Mastery (Bluff, Computers, Notice, Sense Motive) Takedown Attack Taunt Uncanny Dodge (auditory) [u][b]Powers[/b][/u]: 1 + 3 + 40 + 16 + 2+ 8 + 7 + 30 = 107PP [b]Enhanced Feat 1[/b] (Well-Informed) [1PP] [b]Flight 1[/b] ('electro-static flight'; 10 MPH / 100 feet per Move action; [i]PF[/i]: Move-By Action) [3PP] [b]Immunity 40[/b] ('living computer program'; Fortitude Effects, Mental Effects) [40PP] [b]Insubstantial 3[/b] ('living computer program'; [i]Extra[/i]: Duration [default is Energy Form, Sustained Active effect to remain corporeal; [+0]; [i]PF[/i]: Innate[b])[/b] [16PP] [b]Morph 1 ([/b][i]Extra[/i]: Continuous; [i]Flaw[/i]: Limited [only in computers]; [i]PF:[/i] Metamorph [Flying Brick Sharl][b])[/b] [2PP] [b]Protection 8[/b] [8PP] [b]Regeneration 6[/b] (Recovery Bonus +0, Resurrection 1/week; [i]PF[/i]: Regrowth) [7PP] [b]Tronik Array 12[/b] (24PP; [i]PFs[/i]: Alternate Power x5) [24+6=30PP] [list][u]BE[/u]: [b]Enhanced Strength 16[/b] (to 26/+8; [i]Extra[/i]: Affects Corporeal for Str +8) [24/24PP] [u]AP[/u]: [b]Communication 6[/b] (20 miles, radio) ([i]Extras:[/i] Area, Selective) ([i]PFs:[/i] Rapid 5 (100k, Subtle) [24/24PP] [u]AP[/u]: [b]Corrosion 10[/b] ('EMP'; [i]Flaw[/i]: Limited 2 [Electronics]; [i]PFs[/i]: Improved Crit 2, Incurable, Precise) [19/24PP] [u]AP[/u]: [b]Datalink 9[/b] ('networking'; anywhere on Earth; [i]PFs[/i]: Rapid 8 [x100 million], Subtle) and [b]Dimensional Movement 2[/b] (any 'in a computer' dimension) [22/24PP] [u]AP[/u]: [b]ESP 9[/b] ('scanning'; anywhere on Earth, visual and auditory; [i]Flaw[/i]: Medium [Electronics]; [i]PFs[/i]: Rapid 5 [x100,000], Subtle) [24/24PP] [u]AP[/u]: [b]Possession 10[/b] ('electro-riding'; [i]Extras[/i]: Affects Only Objects, Alt. Save [Reflex]; [i]Flaw[/i]: Electronics Only; [i]PFs[/i]: Insidious, Subtle) [22/24PP] [u]AP[/u]: [b]Teleport 9[/b] ('transmission'; 900 ft/20,000 miles; [i]Extra:[/i] Accurate; [i]Flaw:[/i] Medium [Electronics][b])[/b] [18/24PP] [/list] [u][b]Drawbacks[/b][/u]: -6 pp Weakness (magnetic fields; Uncommon, Major [-1 all physical ability scores], per 1 minute, potentially lethal; -6PP) [b][u]DC Block[/u][/b] [code]ATTACK RANGE DC/SAVE EFFECT Punch Touch Tou DC 23 bruised/injured Possession Touch Check vs Ref Possessed Corrosion Touch Fort save vs 20/Tou DC 25 bruised/injured Totals: Abilities 8 + Combat 32 + Saves 7 + Skills 18/72 + Feats 32 + Powers 107 - Drawbacks 6 = 194/194PP White Rabbit Followed by GizmoFlying Brick Sharl PL: 12 (194/194) Abilities: 28PP STR 38 [16] (+14/+3) DEX 14 (+2) CON 38 [16] (+14/+3) INT 12 (+1) WIS 14 (+2) CHA 16 (+1) Combat: 12 + 12 = 24PP Init: +2 ATK: +6 (+10 Melee) Grapple: +28/+32 DEF: +10 (6 Base, Dodge Focus 4); +3 flat-footed Knockback: -12 Saves: 0 + 3 + 8 = 11PP TOU +14 (+14 Con; Impervious 10) FORT +14 (+14 Con, +0) REF +5 (+2 Dex, +3) WILL +10 (+2 Wis, +8) Skills: 72r = 18PP Bluff 12 (+15) (skill mastery) Computers 14 (+15) (skill mastery) Knowledge (Pop Culture) 3 (+4) Knowledge (Technology) 9 (+10) Language 2 (English, Galstandard [native], Swedish) Notice 8 (+10) (skill mastery) Search 9 (+10) Sense Motive 8 (+10) (skill mastery) Stealth 7 (+10) Feats: 18PP Attack Focus: Melee (4) Dodge Focus (4) Fearless Leadership Luck 3 Power Attack Skill Mastery (Bluff, Computers, Notice, Sense Motive) Takedown Attack Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 95PP Enhanced CON 22 (to 38/+14) [22PP] Enhanced Feat 1 (Well-Informed) [1PP] Enhanced STR 22 (to 38/+14) (PF: Heat Vision [Blast 12 (Extra: Range [Perception], Flaw: Action [Full]) [23PP] Immunity 9 (Life Support) [9PP] Impervious TOU 10 [10PP] Paragon Array 5 (10 points; PFs: Dynamic, Dynamic Alternate Power) [13PP] DBE: Flight 5 (250 MPH / 2,500 feet per Move Action) [10/10PP] DAP: Super-Strength 5 (Heavy Load: ~80 tons) [10/10PP]Regeneration 1 (Resurrection 1/week) [1PP] Tronik Array 5.5 (11 points; PFs: Alternate Power x3) [14PP] BE: Datalink 9 (anywhere on Earth; PFs: Cyberspace, Subtle) [11/11PP] AP: Mind Control 10 (Extra: Alternate Save [Reflex]; Flaw: Machines Only; PF: Subtle) [11/11PP] AP: Quickness 11 (x10000) [11/11PP] AP: Teleport 9 (anywhere on Earth; Extra: Accurate; Flaws: Long-Range Only, Medium [landlines]; PFs: Change Velocity, Progression [Cargo] 1 [250 lbs.]) [11/11PP]Super-Senses 2 (Vision [Analytical]) [2PP] Totals: Abilities 28 + Combat 24 + Saves 11 + Skills 18/72 + Feats 18 + Powers 95 = 194/194PP
Fox Posted January 19, 2012 Posted January 19, 2012 Oookay. Bit the bullet! Dragonfly's edits. 18pp to spend, and we're spending all of it. Mara's living a little healthier, she's made some suit improvements, and she has a new HQ (and updated the old one a bit). * +2 STR (2pp) * +2 CON (2pp) * +1 base attack (2pp) * +1 base defense (2pp) * +1 reflex save (1pp) * +1 rank of equipment (1pp) * +2 ranks of Device for her suit (8pp) The equipment points go into her HQs - now plural, as part of that is an alternate HQ representing her new business and the hidden secondary lab underneath it. As for the warehouse, her security system's better, she has a proper (computer-based) library, and her warehouse now has a dedicated communication link to her suit. The 10 new suit points are a bit of everything. 2pp into her spatial array, to bring her damage up. A new Communication power (6pp), because it's silly that she never had it before now. That makes the radio super-sense pointless, so it gets replaced with a communication link to her warehouse (net 0pp). The remaining 2pp go into two new super-senses: Direction Sense (built in compass and mapping of her surroundings, likely combining with her analytical visual quite well) and Spatial Awareness. I'm assuming 'spatial' is an uncommon descriptor, since gravity is; if that's wrong, let me know and I'll revise. [floatr][img=http://www.freedomplaybypost.com/wiki/images/b/b0/DragonflyHF.png][/floatr] [b][u]Player Name[/u]:[/b] Fox [b][u]Character Name[/u]:[/b] Dragonfly [b][u]Power Level[/u]:[/b] 12 (187/187pp) [b][u]Trade-Offs[/u]:[/b] +2 Defense / -2 Toughness [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress to Gold[/u]:[/b] 82/90 [b][u]In Brief[/u]:[/b] Bitter young genius out to apply her mind on [i]her[/i] terms, and no one else's. [b][u]Alternate Identity[/u]:[/b] Mara Hallomen [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] France (Dual-Citizenship, French/American) [b][u]Occupation[/u]:[/b] Full-Time Inventor/Superhero [b][u]Affiliations[/u]:[/b] Ironclad, Jill O'Cure, The Lab [b][u]Family[/u]:[/b] Alexander "Hollow Man" Hallomen (Father) [b][u]Age[/u]:[/b] 20 (DoB: December 1991) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] Caucasian [b][u]Height[/u]:[/b] 5'5" [b][u]Weight[/u]:[/b] ~110lbs, ~160lbs in armor [b][u]Eyes[/u]:[/b] Dark Blue [b][u]Hair[/u]:[/b] Dirty-Blonde [b][u]Description[/u]:[/b] On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Makeup is practically a foreign concept. Her power suit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are, relative to the rest of the outfit, bulkier and have plating that can shift and rearrange for the task at hand, including deploying a number of small tools; the back of the suit carries a smooth 'backpack'-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience (though this may, of course, invalidate the suit's life support functions, and there are safeties in place to try to avoid that happening). When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and does not look terribly valuable, being made of non-precious metal and what little detail there is being quite obviously glass. [b][u]Power Descriptions[/u]:[/b] When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not see-through from the outside). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts. Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit (especially at the gauntlets) emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial, if tingly, to the touch and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control). [b][u]History[/u]:[/b] In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from. Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care. Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings. Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms. [b][u]Personality & Motivation[/u]:[/b] Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate (though continuing social exposure and her ongoing relationship are alleviating many of these problems). Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets. [b][u]Powers & Tactics[/u]:[/b] Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation. When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Enemy:[/b] The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece. [b]Hatred:[/b] People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers. [b]HUD:[/b] The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc). [b]Legacy:[/b] Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her. [b]Relationship:[/b] With [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517#Jill]Jill O'Cure[/url]. [b]Responsibility:[/b] Mara now owns and runs Hallomen Advanced Experts (HAX), and is responsible for being the boss and keeping the place going and its people employed, not to mention protecting the rather valuable projects and secrets therein. [b]Secret:[/b] Identity. [b]Side-Effects:[/b] Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her. [b]Suit Lite:[/b] Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used. [b][u]Abilities[/u]:[/b] 2 + 4 + 2 + 14 + 2 + 2 = 26pp Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 12 (+1) [b][u]Combat[/u]:[/b] 10 + 10 = 20pp Initiative: +7 Attack: +5, +11 Spatial Control Grapple: +4 Defense: +13/+5 (+5 Base, +8 Shield), +2 Flat-Footed Knockback: -6/-1/-0 [b][u]Saving Throws[/u]:[/b] 6 + 5 + 7 = 18pp Toughness: +8/+1 (+1 Con, +5 Protection [Impervious 5], +3 Force Field) Fortitude: +7 (+1 Con, +6) Reflex: +7 (+2 Dex, +5) Will: +8 (+1 Wis, +7) [b][u]Skills[/u]:[/b] 92R = 23pp Computers 10 (+17)[sup]Skill Mastery[/sup] Concentration 4 (+5) Craft (Electronic) 13 (+20)[sup]Skill Mastery[/sup] Craft (Mechanical) 13 (+20)[sup]Skill Mastery[/sup] Disable Device 8 (+15) Knowledge (Physical Sciences) 10 (+17) Knowledge (Technology) 8 (+15) Languages 4 (English [Native], French, Japanese, Russian, Spanish) Notice 4 (+5)[sup]Skill Mastery[/sup] Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments) Sense Motive 9 (+10) [b][u]Feats[/u]:[/b] 15pp Ambidexterity Eidetic Memory Equipment 5 (25ep) Fearless Inventor Luck 2 Master Plan Online Research Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice) Speed of Thought [quote name="Equipment 5pp = 25ep"] Masterwork Double Bass [1ep] Masterwork Violin [1ep] Multitool [1ep] [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url] (HQ) [5ep] [hr][/hr] [b][u]The Warehouse (PL10 HQ)[/u][/b] [16ep] [i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i] [b]Size:[/b] Medium [1ep] [b]Toughness:[/b] +10 [1ep] [b]Features:[/b] [14ep] Concealed (+10 DC) Computer Defense System (Blast 12) Fire Prevention System Garage Laboratory Library Living Space Power (Communication Link [Dragonfly's suit]) Power System Security System 3 (DC30) Workshop Alternate HQ: [b][u]Hallomen Advanced Experts[/u][/b] [1ep] [i]A solid, simple lab building in the North End that houses one of Freedom City's newest up-and-coming technology consultant groups, with a little something extra hidden in a sub-basement that's not on the building plans....[/i] [b]Size:[/b] Huge [2ep] [b]Toughness:[/b] +10 [1ep] [b]Features:[/b] [13ep] Concealed (+10 DC) Computer Cover Facility Defense System (Blast 12) Fire Prevention System Laboratory Library Personnel Power System Security System 3 (DC30) Workshop[/quote] [b][u]Powers[/u]:[/b] 9 + 2 + 74 = 85pp [b]Altered Brain 1.6 ([/b]8pp Container [Passive, Permanent], [i]Feats:[/i] Innate[b])[/b] [9pp] [device][b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect][b])[/b] [5pp] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks][b])[/b] [3pp][/device] [b]Datalink 2 ([/b]Mental, 100ft[b])[/b] [2pp] (Mutation) [b]Device 18 ([/b]90pp Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Datalink], Subtle[b])[/b] [74pp] (Powersuit, Technology) [i]A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted. When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck.[/i] [device][b]Auxiliary Power Array 4 ([/b]8pp Array; [i]Feats:[/i] Dynamic Base Power, Dynamic Alternate Power[b])[/b] [11pp] [list][u]Base Power (Dynamic)[/u]: [b]Flight 4 ([/b]100mph / 1,000ft per Move Action[b])[/b] [8pp] (Auxiliary Power Allocation: Flight) [u]Alternate Power (Dynamic)[/u]: [b]Super-Strength 4 ([/b]STR 30 [[i]Heavy Load:[/i] 1,600lbs][b])[/b] [8pp] (Auxiliary Power Allocation: Strength)[/list] [b]Communication 5 ([/b]radio, 5 mile range; [i]Feats:[/i] Subtle[b])[/b] [6pp] [b]Features 1 ([/b]Improvised Tools[b])[/b] [1pp] [b]Force Field 3 ([/b][i]Feats:[/i] Selective[b])[/b] [4pp] (Spatial Control) [b]Immunity 9 ([/b]Life Support[b])[/b] [9pp] [b]Protection 5 ([/b][i]Extras:[/i] Impervious[b])[/b] [10pp] (Armor Plating) [b]Shield 8 ([/b][i]Feats:[/i] Evasion 2[b])[/b] [10pp] (Spatial Control) [b]Spatial Control 11 ([/b]22pp Array; [i]Feats:[/i] Accurate 3, Alternate Power 3, Precise[b])[/b] [29pp] (Spatial Control [unless otherwise noted]) [list][u]Base Power[/u]: [b]Blast 11 ([/b]10 110ft Range Increments / 1,100ft Max Range[b])[/b] [22pp] [u]Alternate Power[/u]: [b]Strike 11 ([/b][i]Extras:[/i] Penetrating [DMG 22][b])[/b] [22pp] (Spatial Blade) [u]Alternate Power[/u]: [b]Dimensional Pocket 10 ([/b][i]Feats:[/i] Progression [Cargo] 1 [100 tons], Quick Change[b])[/b] [22pp] [u]Alternate Power[/u]: [b]Stun 11[/b] [22pp] (Electricity, "Taser-Hand")[/list] [b]Super-Senses 6 ([/b]Analytical Visual Senses, Communication Link [warehouse HQ], Direction Sense, Infravision, Spatial Awareness [visual], Uncanny Dodge [Radio][b])[/b] [7pp] [b]Teleport 1 ([/b]100ft per Move Action, [i]Feats:[/i] Turnabout[b])[/b] [3pp] (Spatial Control)[/device] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Dimensional Pocket Touch DC20 Reflex Trapped DC20 Will (+1 per round) Escape Spatial Blade Touch DC26 Toughness (Staged) Damage (Energy) Spatial Blast Ranged DC26 Toughness (Staged) Damage (Energy) Taser Hand Touch DC21 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (26) + Combat (20) + Saving Throws (18) + Skills (23) + Feats (15) + Powers (85) - Drawbacks (0) = 187/187 Power Points Diecast by Gizmo
Eviscerus Posted January 19, 2012 Posted January 19, 2012 Okay, I would like to spend 3 of Leviathan's power points to take the ablative flaw off of his Force Field so it should read: Force Field 6 [6pp] and that is all! Thanks! And all is done by Supercape!
Cube Posted January 23, 2012 Posted January 23, 2012 First of all, I'm raising my Charisma to 12 (+1) [2pp] This boosts my Intimidate bonus by 1, to +11 I'd also like a rank of Takedown attack, please. [1PP] Burned by Supercape
trollthumper Posted February 3, 2012 Posted February 3, 2012 Doktor'd 2/3/2012 Some simple add-ons for Cannonade: -Under Skills, add Acrobatics 8 (+9) for 2 PP. -Under Feats, add Skill Mastery (Acrobatics, Diplomacy, Intimidate, Notice) for 1 PP. Doktor'd 2/3/2012
Aoiroo Posted February 3, 2012 Posted February 3, 2012 Doktor'd 2/3/2012 Catalyst PL 9, know what that means, time for caps, 6pp for spending since I saved some from last month means I have plenty, so, Combat +1 Attack Feats +1 Attack Focus (Range) +2 Dodge Focus +1 Luck [floatr][img=http://freedomplaybypost.com/wiki/images/b/b2/Catalyst.png][/floatr][b][u]Player Name[/u]:[/b] Aoiroo [b][u]Character Name[/u]:[/b] Catalyst [b][u]Power Level[/u]:[/b] 9 (137/137PP) [b][u]Trade-Offs[/u]:[/b] +4 Attack / -4 Damage, +3 Defense / -3 Toughness [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress To Gold Status[/u]:[/b] 17/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url]) [b][u]In Brief[/u]:[/b] Chemical weapon user with a paintball gun and good aim. [b][u]Alternate Identity[/u]:[/b] Jasmine Benoit [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] St. John, New Brunswick, Canada [b][u]Occupation[/u]:[/b] Lab Assistant [b][u]Affiliations[/u]:[/b] Franklin & Wesler Co. [b][u]Family[/u]:[/b] Laurette Benoit (Mother), Jackson Benoit (Father), Hazel Benoit (Sister [Younger]) [b][u]Age[/u]:[/b] 27 ([i]DoB:[/i] November 2nd 1983) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] Haitian / French Canadian [b][u]Height[/u]:[/b] 5'8" [b][u]Weight[/u]:[/b] 145 lbs. [b][u]Eyes[/u]:[/b] Brown [b][u]Hair[/u]:[/b] Black [b][u]Description[/u]:[/b] Jasmine is not really skinny or fat, she has a pretty healthy build. She's a little bit above average height taking more from her father's side with a bit of it being from being pretty long waisted. She has dark complexion and dark hair which is kept at only a few inches in lengh if only because longer hair is inconvienent for chemical testing. On her upper arms, shoulders and neck she has several areas of scarring from an accident early in her career as a lab assistant. Her face is a long oval with a rounded nose, similiar oval shaped brown eyes set behind a pair of frameless glasses. Her clothing is generally fuctional and form fitting, mostly for the benefit of her work, though she is fond of long skirts and tanks whenever it's warm enough as well as brighter colors. Her costume is a full body pale yellow hazmat suit with blue gloves and boots that she managed to get fitted for easier movement. She removed the visor glass since it made it hard to line up with the scope, and replaced it with a pair of goggles. Her utility belt has several pouches which contains both her ammo, and her counterammo (paintballs specifically made to counter and reverse the effects of some of her more nasty chemicals). [b][u]Power Descriptions[/u]:[/b] She has no powers to speak up, just a paintball gun and some clever chemically altered paintballs the formula for each personally developed to be non-lethal, and exceptionally potent for such a small amount. [b][u]History[/u]:[/b] Laurette Quiner was born and raised in St. John, New Brunswick, and when she was twenty, married her high school sweetheart Edwin Samania. It wasn't long after that she was with child, and Jasmine was born. Edwin worked construction, so he kept a stable income while Laurette got a teaching degree and began teaching French classes at the local high schools in the morning, and taking care of her daughter after she got home from preschool/daycare in the afternoon. It was a good life, lots of fun, lots of laughs, until one day, her husband didn't come home. He was killed on site by a piece of fallen equipment after a machinery malfuction. The grieving was immense for the two person household, their was a problem in the fact that her income could not completely support her way of life, even with the insurance money which would only last so long. So, Laurette moved out of NewBrunswick and down to Courtland, New York to live with her cousins while she went back to college and eventually got a doctorate in education and became a professor. It was in this process that four years after her husbands death she fell in love with a linguistics major named Jackson Benoit. Two years later, they married, and not soon after Jasmine's half sister, Hazel was born. Jasmine grew up in a loving household, when her mother was at college she was looked after by her cousins, and when she remarried she was glad to see her happy and that her new father was very kind, and was even willing to pay the additional fees to adopt her so she could share his name. Though, because he was a caucasion French Americans, there were often strange looks when she or her sister called him dad in public. Her step father also eventually got a doctorate, and they both worked as professors at various universities. For the next ten years or so, her parents worked at three different colleges each, and they moved from New York, to Illinois, than finally Freedom, where both her parents got teaching positions at Freedom University in the language department. By than Jasmine had already finished high school, and was looking at schools in the area and was able to get into HIT earning a masters in Chemistry. When she was twenty four, she got an on the spot offer to Franklin and Wesler Co. an industrial equipment and chemical treatment company that had only recently opened a branch in Freedom. Several weeks into the process a lot of which involved move and handling chemicals that had been sent from other branches, Jasmine was handling a mislabeled and mishandled box of chemicals which had been previously sealed, but caused a violent reaction that gave her scarring on her neck and upper arms burning right through her clothes. The person responsible was immediately fired, and she was paid reporations for her injury almost immediately. She personally didn't bare any bad will and continued working as per normal at Franklin and Wesler. It was in early April that Jasmine got news over the phone that her younger sister Hazel (age 16), had gotten shot. It very nearly made her drop the phone right than and there, and drive to the hospital. Instead, she switched to her cell and drove instead. Though her parents and her sister lived in a nice neighborhood in North Freedom, Hazel had recently started dating a boy who she met at a friends party. The boy himself was nice and polite when she met him and seemed to be very protective of her. It happened when he was taking her to dinner, but needed to drop off of his house real quick to grab his wallet. When the boy was inside, apparently a local gang had mistaken his car for someone elses and opened fire. Hazel was in the passenger seat, got hit in the shoulder and chest before dropping to the floor and getting various scratches from the broken glass. The boy she was seeing was quick to call an ambulence and they were timely enough to save her sister who had suffered a punctured lunge and had to have surgery. When she arrived to the hospital Hazel was already in surgery and her mother was crying. Not very far away was the boy her sister was dating. She asked him if he was hungry, and they went down to the lounge where she had a pleasant conversation with him about why someone shoot up his car. He denied it at first, saying it was a mistake, but eventually the truth came out. He had been a member of the Lowercase, a gang inspired by the Southside Cs who worked out of East Lincoln, and was for drug pocession during a police raid. He sold information on them to get out of it and left the gang officially, but this left some bad blood between them so he started living over in West End with some cousins to dodge them. He didn't know they found him until that night. Jasmine left the boy to his quivering after that part, it was mostly him saying he didn't know it would happen, that he didn't want to get her sister involved, that it wasn't his fault. Jasmine didn't believe that part, she knew he was at fault, but he was already being punished. The real people who needed to be punished was the Lowercase. It took some time, finding the information she needed, it was a project she didn't share with anyone, but she got it, names, addresses, popular hang outs, and most of all evidence. All that was left was the delivery, which was far more literal than when she first planned it. A month later, a woman in a flower delivery truck showed up at the leaders doorstep during a sanctioned 'meeting' with a box labeled for as a late valentines gift. Signing for it, he brought it inside. Fifteen minutes later, police cars started coming down the street, twenty gang members started running out of the front door of the house. Twenty minutes after that, ambulences arrived to take the still coughing gang members to the hospital, twenty after that the gas finally clears, and in looking for its sorce, the police find the stores of drugs being distributed by the gangs. The entire thing made the local news, though there was no mention of the flower delivery. Probably because she had walked in through the back and put the gas bomb in the kitchen when the flowers she ordered arrived. The entire thing was a very rewarding sort of revenge. The gas she produced left them bed ridden for weeks, while at the same time the police had a case built around everything they had found in the gang leaders home from unregistered firearms, to drugs, to several pictures of there transaction(those she very proudly planted in a kitchen drawer after setting the gas bomb). Though after all of it was said and done, and her sister made her recovery, she couldn't help but think she could try doing this sort of thing more often, which after some preperations became entirely possible, and a new idenity, Catalyst was born. [b][u]Personality & Motivation[/u]:[/b] Jasmine is a generally quiet and pleasant person. She's not very ambitius, and is pretty fond of her life as it is as she has friends and family. She loves classical music, cooking, and firearms. The last one throws people off, but when she was younger her mom's cousins was a cop who both showed and taught her how to shoot. In middle and high school her favorite past time was playing paintball, and for fun, every time she choose the location she would set up a few boomboxes and blast Ride of Valkeryies whenever they'd play. While she herself does not collect guns, she is kept up to date and in contact with the founder of her interest who does. She really loves her family, especially her little sister who's incident got her involved in the first place. She really started doing it for them, but there was a certain thrill in what she was doing that got her taking some time to properly invest into it. [b][u]Powers & Tactics[/u]:[/b] Jasmine generally keeps her distance with most fighting, this doesn't mean that she doesn't make herself known. If she has the time to do some research, she usually chooses and stakes out her spots for known places of illecite activities, and much like in high school she will set speakers so she can blast classical music from her playlist while she picks off the baddies one by one. She almost always avoids close range fighting as well as any areas that might have some casualties in her area based chemical attacks. Even so, all of the chemicals have been thoroughly tested by and sometimes on herself to ensure that there is no long term damage inflicted if a civilian or fellow hero is in fact caught in the crossfire. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Can't See Without Them:[/b] Jasmine is very far-sighted and has to wear glasses(as a chemist contacts are dangerous). [b]Family:[/b] Her parents work as professors at Freedom University, and her sister is in High School, she tries to make time for them as best she can. [b]Nine-To-Five:[/b] Jasmine maintains a regular work schedule as a lab assistant, this sometimes takes priority. [b]Secret:[/b] Her idenity is secret, as she has taken some steps like tinting the glass on the face mask to insure. [b]Sleep Deprivation:[/b] Jasmine has a hard time just saying no, and does have the tendency to spread herself too thin. [b][u]Abilities[/u]:[/b] 0 + 4 + 4 + 8 + 8 + 0 = 24PP Strengh: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 10 + 8 = 18 Initiative: +14 Attack: +5 Melee, +9 Ranged, +13 Paintball Guns Grapple: +4 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -3, -1 Flat-Footed [b][u]Saving Throws[/u]:[/b] 4 + 4 + 2 = 10PP Toughness: +6 (+2 Con, +4 Defensive Roll), +2 Flat-Footed Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +6 (+4 Wis, +2) [b][u]Skills[/u]:[/b] 56R = 14PP Computers 4 (+8) Craft (Chemical) 11 (+15)[sup]Skill Mastery[/sup] Drive 5 (+7) Knowledge (Life Sciences) 1 (+5) Knowledge (Physical Sciences) 11 (+15)[sup]Skill Mastery[/sup] Knowledge (Technology) 6 (+10) [sup]Skill Mastery[/sup] Languages 1 (English [Native], French) Notice 6 (+10)[sup]Skill Mastery[/sup] Medicine 1 (+5) Sense Motive 6 (+10) Stealth 4 (+6) [b][u]Feats[/u]:[/b] 33PP Attack Focus (Ranged) 4 Attack Specialization (Paintball Guns) 2 Defensive Roll 2 (+4 Toughness) Dodge Focus 8 Equipment 6 (30EP) Improved Initiative 3 Inventor Luck 2 Power Attack Precise Shot Quick Draw Skill Mastery (Craft [Chemical], Knowledge [Physical Sciences], Knowledge [Technology], Notice) Uncanny Dodge (Auditory) [equip][b][u]Equipment[/u]:[/b] 30 EP Blue Tooth [0EP] Cell Phone [0EP] Flash Goggles [1EP] Gas Mask [1EP] Handcuffs [1EP] Laptop [0EP] Mini Tracer [1EP] [b][u]Van (Vehicle)[/u][/b] [16EP] [i]Former Flower Delivery Van[/i] [b]Size:[/b] Huge [2EP] [b]Strength:[/b] 35 ([i]Medium Load:[/i] 1 ton) [1EP] [b]Defense:[/b] -2 (DC8) [0EP] [b]Toughness:[/b] +9 (+5 Impervious Toughness) [0EP] [b]Features:[/b] [8EP] Alarm (DC 20) Computer Communications Laboratory Navigation System (+5) Power System Smokescreen Workshop [b]Powers:[/b] [5EP] [b]Speed 5 ([/b]250mph / 2,500 ft per Move Action[b])[/b] [5EP] [b]Toughness 5 ([/b][i]Extras:[/i] Impervious[b])[/b] [10ep][/equip] [b][u]Powers[/u]:[/b] 21 + 16 + 1 = 38PP [b]Device 7 ([/b]Paintball Gun, 35PP Container; [i]Flaws:[/i] Easy-To-Lose[b])[/b] [21PP] [device][b]Paintballs 17.5 ([/b]30PP Array; [i]Feats:[/i] Alternate Power 5[b])[/b] [35PP] [array][u]Base Power[/u]: [b]Dazzle 5 ([/b]Visual Senses, 500ft Range, [i]Extras:[/i] Area [Targeted, Burst], Autofire, Selective Attack [i]Feats:[/i] Progression [Area] 4 [250ft radius], Reversible[b])[/b] {30/30} [u]Alternate Power[/u]: [b]Blast 5 ([/b][i]Extras:[/i] Autofire [i]Feats:[/i] Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2[b])[/b] {25/30} [u]Alternate Power[/u]: [b]Drain Fortitude 5 ([/b][i]Extras:[/i] Area [Targeted, Burst], Autofire, Range [Ranged, 500ft], Selective Attack [i]Feats:[/i] Progression [Area] 3 [125ft radius], Slow Fade [1 minute][b])[/b] {30/30} [u]Alternate Power[/u]: [b]Obscure 10 ([/b]Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, [i]Extras:[/i] Independent; [i]Feats[/i]: Slow Fade[b])[/b] {21/30} [u]Alternate Power[/u]: [b]Snare 5 ([/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack[b])[/b] {30/30} [u]Alternate Power[/u]: [b]Stun 5 [/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack{30/30}[/array][/device] [b]Device 4 ([/b]Fitted HazMat Suit, 20PP Container; [i]Flaws:[/i] Hard-To-Lose[b])[/b] [16PP] [device][b]Immunity 17 ([/b]Chemical Effects, Fire Effects, Radiation [b])[/b] [17PP] [b]Super-Senses 3 ([/b]Counters Obscure [Visual, "Fog"], Infravision[b])[/b] [3PP][/device] [b]Speed 1 ([/b]Training; 10 MPH / 100ft Per Move Action[b])[/b] [1PP] [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC20* Toughness (Staged) Damage (Physical) Dazzle Ranged/Area DC15* Fortitude Blind Drain Ranged/Area DC15* Fortitude (Staged) Drain Fortitude Snare Ranged/Area DC15* Fortitude (Staged) Bound/Helpless Stun Ranged/Area DC15* Fortitude (Staged) Dazed/Stunned/Unconscious *Up to DC22, DC 17 with Autofire Abilities (24) + Combat (18) + Saving Throws (10) + Skills (14) + Feats (33) + Powers (38) - Drawbacks (0) = 137/137 Power Points Doktor'd 2/3/2012
Gizmo Posted February 3, 2012 Posted February 3, 2012 Midnight II AA did this edit First, I'm going to use my free Veteran Reward to give him Minion 11 (I'll be using the other 4 ranks on Jack's edits later) to buy Redbird. 2PP - +2 Dexterity 2PP - +2 Wisdom 2PP - +8 skill ranks 1PP - Benefit [Nice Hat] [b]Player Name[/b]: Gizmo [b]Character Name:[/b] Midnight II [b]Power Level:[/b] 15 (250/250PP) [b]Trade-Offs:[/b] +2 Attack, -2 Damage [b]Unspent PP:[/b] 0 [b]Progress to Impervium Status:[/b] 101/150 (Platinum Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url]) Earlier Midnight II build [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3064]here[/url]. [floatr][url=http://grooveshark.com/#/s/Creatures+Of+The+Night/3BtwCk?src=5][img=http://www.freedomplaybypost.com/wiki/images/3/3d/MidnightIIHF.png][/url][/floatr][b]Alternate Identity:[/b] Trevor Hunter [b]Identity:[/b] Secret [b]Birthplace:[/b] Freedom City, North Bay [b]Occupation:[/b] University Student (Engineering Major) [b]Affiliations:[/b] Young Freedom/Claremont Academy (alumni), Liberty League (legacy hero) [b]Family:[/b] Travis Hunter (Midnight I, grandfather), Ted Hunter (father), Janet Pryce-Hunter (mother) [b][u]Description[/u]:[/b] [b]Age:[/b] 18 [b]Gender:[/b] Male [b]Ethnicity:[/b] Caucasian [b]Height:[/b] 6'2" [b]Weight:[/b] 165 lbs. [b]Hair:[/b] Black [b]Eyes:[/b] Black Sclera With Red Irises Trevor Hunter is a tall, lanky teenager with dark hair just a little too long to be kept tidy and a relaxed demeanour. Although over six feet he's still growing into his full height, layers of lean muscle accentuated by angular features. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His only concessions iare a battered black fedora which he wears whenever convenience allows and a pair of heavily tinted sunglasses which conceal his clearly metahuman eyes. As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes. [b][u]History[/u]:[/b] Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge. The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realised, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognised the familiar light blocking gas he produced. Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree. Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice. The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognised the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enroll at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark. Trevor’s time at Claremont proved to be eventful, although his most fantastic adventures as a part of Young Freedom took place in a number of alternate dimensions and timelines, affording him a continued low profile on Earth-Prime. Harsh battles developed both his superhuman abilities and considerable skills while forging friendships and ultimately romance. There can be no doubt that Midnight has come to Freedom City once more. [b][u]Personality & Motivation[/u]:[/b] Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailing genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years. Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilising fear against the villains who make it their stock and trade. [b][u]Powers & Tactics[/u]:[/b] Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Initially using his specially designed goggles to see through this miasma, Trevor eventually found his metahuman physiology adapting to make them unnecessary, at the price of a disconcerting appearance. The presence of the mist saturating his muscle tissue grants Trevor a surprising durability. A quirk of his metahuman nature, arguably a secondary mutation, makes him resistant to mental intrusion and all but undetectable by telepathic means. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Camera-Shy:[/b] Trevor prefers to remain unseen by the public; the shadows are where he does his best work. [b]Disarmed:[/b] Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. [b]Don’t Touch The Hat:[/b] Don’t. Touch. The [i]Hat[/i]. [b]Frightening:[/b] The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids. [b]Legacy:[/b] Living up to his inherited code name means the world to Trevor. [b]Loyalty:[/b] Trevor made some good friends at Claremont Academy. [b]Relationship:[/b] Erin White AKA [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5775]Wander[/url]. [b][u]Abilities[/u]:[/b] 10 + 10 + 6 + 8 + 6 + 10 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 20 (+5) [b][u]Combat[/u]:[/b] 20 + 12 = 32PP Initiative: +5 Attack: +10/+14 Melee Grapple: +19 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -4/-2 Flat-Footed [b][u]Saving Throws[/u]:[/b] 4 + 5 + 8 = 17PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Protection) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+5 Dex, +5) Will: +11 (+3 Wis, +8) [b][u]Skills[/u]:[/b] 148R = 37PP Acrobatics 5 (+10) [sup]Skill Mastery[/sup] Craft (Mechanical) 11 (+15) Disable Device 8 (+12) Drive 10 (+15) [sup]Skill Mastery[/sup] Gather Information 5 (+10) [sup]Skill Mastery[/sup] Intimidate 20 (+25) [sup]Second Chance, Skill Mastery[/sup] Investigate 11 (+15) Knowledge (History) 6 (+10) Knowledge (Streetwise) 6 (+10) Knowledge (Tactics) 11 (+15) Knowledge (Technology) 6 (+10) Language 3 (ASL, French, English [Native], Mandarin) Medicine 2 (+5) [sup]Skill Mastery[/sup] Notice 12 (+15) [sup]Skill Mastery[/sup] Perform (Dance) 5 (+10) Sense Motive 12 (+15) [sup]Skill Mastery[/sup] Stealth 15 (+20) [sup]Skill Mastery[/sup] [b][u]Feats[/u]:[/b] 44PP Attack Focus 4 (Melee) Benefit 3 (Nice Hat, Wealth 2 [Rich]) Blind-Fight Defensive Roll 2 (+4 Toughness) Dodge Focus 6 Evasion 2 Equipment 10 (50EP) Hide in Plain Sight Jack of All Trades Luck 3 Master Plan 2 Minion 11 (Veteran Reward) Power Attack Second Chance (Intimidate) Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth) Sneak Attack Startle Takedown Attack 2 Well-Informed [b][u]Equipment[/u]:[/b] 10PP = 50EP [equip]5 + 1 + 3 + 21 + 20 = 50EP [u]Collapsible Escrima Sticks:[/u] [b]Strike 3 ([/b][i]Feats:[/i] Mighty, Subtle[b])[/b] [5EP] [u]Gas Mask[/u]: [b]Immunity 1 ([/b]Eye & Lung Irritants[b])[/b] [1EP] [u]Grappling Hook Gun[/u]: [b]Speed 1 ([/b]10mph / 100ft per Move Action[b])[/b] [1EP] [b]+ Super-Movement 1 ([/b]Swinging[b])[/b] [2EP] [hr][/hr] [b][u]Night Cycle (Vehicle)[/u][/b] [21EP] [b]Size:[/b] Medium [0EP] [b]Strength:[/b] 20 ([i]Medium Load:[/i] 266 lbs.) [2EP] [b]Defense:[/b] 10 [0EP] [b]Toughness:[/b] +10 [5EP] [b]Features:[/b] [8EP] Alarm 2 (DC 25) Computer Communications Disguise Hidden Compartments Nitro Injectors Remote Control [b][u]Powers[/u]:[/b] [6EP] [b]Speed 5 ([/b]250mph / 2,500ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] [6EP] [hr][/hr] [url=http://www.freedomplaybypost.com/viewtopic.php?f=39&t=5370]The Midnight Manor[/url] (HQ) [20EP][/equip] [b]Powers[/b]: 36 + 12 + 5 + 1 + 6 + 10 = 70PP [b]Gadgets 4 ([/b]20PP Variable Power, Any Power, Multiple Powers At Once, [i]Extras:[/i] Action 2 [Free], Duration [Continuous], [i]Flaws:[/i] Hard-To-Lose[b])[/b] [36PP] (Utility Belt & Coat) [list][i]Example Gadgets[/i] [spoiler][b][u]Blessed Silver Knuckles[/u][/b] [b]Corrosion 7 ([/b][i]Flaws:[/i] Limited [Drain Toughness only vs. targets with Vulnerability or Weakness to Silver], [i]Power aFeats:[/i] Affects Insubstantial 2, Improved Critical 2 [18-20], Incurable, Mighty[b])[/b] [20PP] [b][u]EMP Grenade[/u][/b] [15 + 5 = 20PP] [b]Drain Toughness 15 ([/b][i]Extras:[/i] Affects Objects, Area [General, Burst, 50ft radius], Linked [Damage], [i]Flaws:[/i] Limited [Objects], Limited [Electronics][b])[/b] [15PP] [b]Damage 10 ([/b][i]Extras:[/i] Area [General, Burst], Linked [Drain], [i]Flaws:[/i] Limited [Objects], Limited [Electronics][b])[/b] [5PP] [b][u]Teleportation Signal Hijack[/u][/b] [1 + 19 = 20PP] [b]Super-Senses 1 ([/b]Trace Teleport[b])[/b] [1PP] [b]Teleport 4 ([/b][i]Extras:[/i] Accurate, Affects Others, [i]Power Feats:[/i] Change Velocity, Easy, Progression [Cargo] 1 [200 lbs.][b])[/b] [19PP] [b][u]Original Night Gun[/u][/b] [3 + 17 = 20PP] [b]Obscure 3 ([/b]Visual Senses, 25ft radius; [i]Extras:[/i] Independent, Linked [Stun], [i]Flaws:[/i] Action [Full][b])[/b] [3PP] [b]Stun 5 ([/b][i]Extras:[/i] Area [General, Cloud, 25ft radius], Linked [Obscure], Range [Ranged], [i]Flaws:[/i] Action [Full], [i]Power Feats:[/i] Progression [Area], Sedation) [17PP] [b][u]Tight-Beam Sonic Emitter[/u][/b] [17 + 3 = 20PP] [b]Dazzle 15 ([/b]Auditory Senses, [i]Power Feats:[/i] Accurate 2[b])[/b] [17PP] [b]Communication 3 ([/b]Auditory (Ultrasonic); 1000ft[b])[/b] [3PP] [b][u]Universal Translator[/u][/b] [5 + 15 = 20PP] [b]Super-Senses 5 ([/b]Acute Analytical Smell, Analytical Hearing, Analytical Vision, Ultrasonic Hearing[b])[/b] [5PP] [b]Comprehend 5 ([/b]Codes, Languages 4 [Read/Write/Speak/Understand Any/All Simultaneously], [i]Extras:[/i] Affects Others[b])[/b] [15PP][/spoiler] [/list] [b]Obscure 3 ([/b]Olfactory & Visual Senses, 25ft radius, [i]Extras:[/i] Action 2 [Free], Independent, [i]Flaws:[/i] Range [Touch][b])[/b] [12PP] (Gaseous Cloud) [b]Protection 5[/b] [5PP] (Saturated Muscle Tissue) [b]Super-Senses 1 ([/b]Communication Link [Mental, [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5815]Eve Martel/Sage[/url]][b])[/b] [1PP] [b]Super-Senses 6 ([/b]Counters Obscure [Visual Senses, All Descriptors], Infravision[b])[/b] [6PP] [b]Telepathic Resistance 2 ([/b]10PP Container, [Passive, Permanent][b])[/b] [10PP] (Mutant Neurology) [device][b]Concealment 2 ([/b]All Mental Senses, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent[b])[/b] [4PP] [b]+ Concealment 1 ([/b]ESP Effects, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Limited [Mental/Psychic Effects], Permanent[b])[/b] [1PP] [b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect][b])[/b] [5PP][/device] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC20(22*) Toughness (Staged) Damage (Physical) Escrima Sticks Touch DC23(25*) Toughness (Staged) Damage (Physical) *Sneak Attack Abilities 50 + Combat 32 + Saves 17 + Skills 37 + Feats 44 + Powers 70 = 250/250 Power Points Redbird [floatr][/floatr]Character Name: Redbird Power Level: 7 (Minion 11 = 165PP) Trade-Offs: -3 Defense/+3 Toughness In Brief: Furion autonomic machine intelligence with the ability to merge with and enhance any vehicle. Birthplace: Silverwood Affiliations: Furions, Midnight II Family: Red Falcon (partner, deceased) Description: Gender: Currently ‘Female’ Height: 24 cm Weight: 1 kg Redbird’s physical form is a polished silver egg roughly the size of a small melon. While appearing featureless from the outside, the artificial intelligence is able to observe her surroundings from any direction and speak in an alto voice which has grown quieter and more deliberate since imprinting upon the human Trevor Hunter. When merging with a vehicle, the Furion technology of Redbird’s ‘egg’ melts into the control system, be it steering wheel or computer interface, and proceeds to enhance its temporary body with increased speed and other capabilities. These enhancements can range from subtle to clearly not-of-the-world, but in deference to Midnight’s preferences, cosmetic alterations typically include a light-devouring black colour scheme accented by a dark crimson wing motif. On the rare occasions she bothers to create any kind of holographic representation of herself, Redbird appears as an athletic woman roughly six feet tall and in her late twenties, slight only the the Furions’ statuesque standards. With dark red hair and high cheekbones, she shares many features in common with both Red Falcon and Trevor Hunter while dressing in motorcycle leathers or a chauffeur’s uniform as appropriate. History: Redbird is an autonomic machine intelligence created by the Furions, the powerful race of Terminus natives that are the last true opposition to Omega’s forces in that wretched blight of a realm, and like them she is very, very old. Computers in only most rudimentary of terms, such intelligences served many functions, with Redbird acting as copilot to some of the Furions’ greatest pilots, bridging the divide between rider and vehicle. Until recently Redbird was partnered with the Furion warrior known as Red Falcon. When the latter was injured too gravely to fly during Omega’s latest gambit to destroy Earth-Prime, Trevor Hunter, the second hero of his world to go by the name Midnight, stepped in, displaying a hitherto unseen level of fast-twitch muscle fiber compatibility. Red Falcon’s last act before a heroic sacrifice against a literal army of Omegadrones was to ensure that Redbird was safely entrusted to the care of the Earth-Prime heroes, thereby surviving his suicide run. Redbird subsequently imprinted on Midnight, a process which adjusts a machine intelligence’s behaviour to better compliment that of its new partner, often resulting in a completely new personality, albeit with all the same memories, skills and core traits the intelligence had previously possessed. Though it is traditional for the intelligence to take on a new name as well - and ‘Nightbird’ was briefly considered - given the nature of Red Falcon’s demise, both Redbird and Midnight agreed an exception would be appropriate. Earth-Prime is a much different world than Silver Tree, and Redbird is still adjusting to her new role, but it is enough to know that there is evil to be vanquished and battles to be won. In that, the two worlds are no so different at all. Personality & Motivation: Redbird’s current personality paradigm is level-headed and methodical - by Furion standards, at least. While previously jittery and almost anxious, Red Falcon’s passing has had a sobering effect on top of her current partner’s calm nature. She still possesses a temper than ignites into fiery rage at the sight of Omega’s lackeys and unsurprisingly has a passion for high speeds and daring maneuvers. Adopting a female voice and persona after observing Midnight’s close teamwork with Wander, Redbird elected to hold to that choice even after the a few relevant subtleties of human interaction were explained. She’s also stopped referring to herself in the third-person for the most part, discovering it was off-putting to her new allies, but still slips back into the habit when excited. Powers & Tactics: In her own, independent form Redbird is immobile but still able to speak in any sentient language, observe her surrounding in broad spectrum and deliver a nasty surge of cosmic energy to anyone foolish enough to pick up her ‘egg’ without permission. Paired with a vehicle and sufficiently skilled rider, however, she is force to be reckoned with. Merging with any vehicle and enhancing it with what could loosely be considered the ‘technology’ of Silver Tree, she can outfit her host chassis with ground speeds nearly light speed, flight and space-faring capabilities, powerful cosmic weaponry and whatever other equipment might be useful to the task at hand. Abilities: -10 - 10 - 10 + 6 + 8 + 6 = -10PP Strength: - Dexterity: - Constitution: - Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 6 + 0 = 6PP Initiative: +3 Attack: +7 (+3 Base, +4 Size) Grapple: - Defense: +4 (+4 Size), +4 Flat-Footed Knockback: -5 (+3 Size) Saving Throws: 0 + 0 + 6 = 6PP Toughness: +10 (+10 Protection, Impervious 7) Fortitude: - Reflex: - Will: +10 (+4 Wis, +6) Skills: 56R = 14PP Computers 12 (+15) SM Drive 0 (-/+12) SM Intimidate 2 (-1/+5) Knowledge (Physical Sciences) 7 (+10) SM Knowledge (Technology) 7 (+10) SM Language 1 (English, Furion [Native]) Notice 11 (+15) SM Pilot 0 (-/+12) SM Sense Motive 6 (+10) SM Stealth 10 (-/+10) SMFeats: 11PP All-Out Attack Eidetic Memory Fearless Interpose Power Attack Skill Mastery 2 (Computers, Drive, Knowledge (Physical Sciences), Knowledge (Technology) Notice, Pilot, Sense Motive, Stealth) Speed of Thought Teamwork 3 Powers: 8 + 1 + 20 + 30 + 29 + 17 + 5 + 14 + 14= 138PP Comprehend 4 (Read, Speak and Understand All Languages Simultaneously) [8PP] Datalink 1 (10’, Radio) [1PP] Enhance Vehicle 4 (20PP Variable Power, Any Power, Multiple Powers at Once, Extras: Affects Others, Flaws: Action [Full Action], Limited 2 [Only Others, Only Vehicles]) [20PP] Immunity 30 (Fortitude Effects) [30PP] Autonomic Machine Intelligence Array 14 (28PP, Power Feats: Alternate Power 1) [29PP] Base: Possession 4 (Extras: Action [Free, +2], Affects Objects, Alternate Save [Reflex], Flaws: Limited 2 [Objects Only, Vehicles Only]) [16PP] + Enhanced Skills (Drive 12, Pilot 12) [6PP] + Morph 3 (+15 Disguise, Any Vehicle of Type Possessed) [6PP] AP: Damage 7 (Extras: Aura, Duration [sustained, +2]) [28PP] (cosmic energy defense) Protection 10 (Extras: Impervious 7) [17PP] Regeneration 5 (Recovery Bonus +0) [5PP] Shrinking 12 (Diminutive, Extras: Duration [Continuous], Flaws: Permanent, Power Feats: Innate, Normal Toughness) [14PP] Super-Senses (Terminus Awareness [Visual], Detect Terminus 2 [Visual], Direction Sense, Distance Sense, Infravision, Ultravision, Extras: Analytical 2 [All Visual], Radius 2 [All Visual], Tracking 3 [Detect Terminus]) [14PP] DC Block ATTACK RANGE SAVE EFFECT Cosmic Defense Touch (Aura) DC22 Toughness (Staged) Damage (Energy) Totals: Abilities (-10) + Combat (6) + Saving Throws (6) + Skills (14) + Feats (11) + Powers (138) - Drawbacks (0) = 165/165 Power Points
Airon Posted February 3, 2012 Posted February 3, 2012 Doktor'd 2/3/2012 Ok, Weaver got bumped! he had 3 free device points in his costume * +1 protection * +1 shield * remove the "Flaw: gliding" from his Flight he also has 4 free points. let's spend 3 of them * +1 to Sidekick, for a total of 15 - which leads to a slight rebuilt of Arug; he is now PL 7 defensively, PL 5 offensively (albeit a great grappler), and has limited immunity to bashing damage as you'd expect from a carpet. * 2 pp spent on transforming Dodge focus 2 into base defense 2 [b][u]Player Name[/u]:[/b] Airon [b][u]Character Name[/u]:[/b] Weaver [b][u]Power Level[/u]:[/b] 11 (161/162PP) [b][u]Trade-Offs[/u]:[/b] +1 Toughness, -1 Defense [b][u]Unspent Power Points[/u]:[/b] 1 [b][u]Progress To Bronze Status[/u]:[/b] 12/30 [b][u]In Brief[/u]:[/b] master carpet-weaver with relatively new-found 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] 32 ([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). He sewed little weights and blades of various metals (silver for demonic creatures, cold iron for faes, etc...) into his costume, and he can hit with them as if using a whip or 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][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] 8+14= 22 pp Attack: +4 (+10 w/Cloth Magic) Grapple: +4 / +10 using Move Objects (limited to people wearing clothes; limited to pinning/holding) 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] 5+6+4= 15 pp TOU: +12 (+3 Con, +7 Protection, +2 Defensive Roll) WILL: +8 (+3 Wis, +5) REF: +9 (+3 Dex, +6) FORT: +7 (+3 Con, +4) [b][u]Skills[/u][/b] 96 ranks= 24 pp Bluff 10 (+13) 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 10 (+13) [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]: Extended reach 3, Improved critical, Triggered [being grappled], Variable descriptor 1 [different metal weights and blades]){17/32 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 (22) + SAVES (15) + SKILLS (24) + FEATS (24) + POWERS (50) - DRAWBACKS (0) = 161/162 SIDEKICK: Arug - Sidekick 15 (75/75 pp) Doktor'd 2/3/2012 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
Gizmo Posted February 3, 2012 Posted February 3, 2012 Doktor'd 2/3/2012 Jack of all Blades Using the remainder of the Veteran Reward spent above to add 4 ranks of Sidekick to Jill O'Cure, giving her 20PP to play with. I'm also removing Features 1 (Teleport Beacon [The Brownstone]) (since it's all exploded) and giving him Quick Change, finally. Jill O'Cure Essentially bringing her up to PL11 caps and rounding out a few thing. 2PP - +2 Strength 2PP - +2 Charisma 3PP - +2 Base Defense, -1 Dodge Focus 1PP - +1 Fortitude 3PP - +12 skill ranks 1PP - add Move-By Action to Feats 0PP - remove Move-By Action fro grappling hook, add +1 Protection to costume 8PP - +4 ranks of Biological Manipulation Array (Just increasing the ranks of each power in the array to 12, nothing new.) [b]Players Name[/b]: Gizmo [b]Power Level[/b]: 15 (250/250PP) [283] [b]Trade-Offs[/b]: +5 Attack, -5 Damage, +5 Defense, -5 Toughness [b]Unspent PP[/b]: 0 [b]Progress to Impervium:[/b] 133/150 For Old Jack, click [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]here[/url]. [floatr][img=http://www.freedomplaybypost.com/wiki/images/e/ed/Erik.png[/img][img]http://www.freedomplaybypost.com/wiki/images/7/7c/JackofallBladesHF.png][/floatr][b]Characters Name[/b]: Jack of all Blades [b]Alternate Identity[/b]: Erik Espadas [b]Identity[/b]: Secret [b]Birthplace[/b]: Freedom City, West End [b]Occupation[/b]: Self-Defense Instructor [b]Affiliations[/b]: The Interceptors [b]Family[/b]: Gina Espadas (mother), Ellie Espadas (sister), Jean Pique (father) [b]Sidekick[/b]: [goto=Jill]Jill O’Cure[/goto] [b]Description[/b]: [b]Age[/b]: 23 [b]Gender[/b]: Male [b]Ethnicity[/b]: Latino/French [b]Height[/b]: 5'11'' [b]Weight[/b]: 155 lb [b]Hair[/b]: Dusty Brown/Black as Jack of all Blades [b]Eyes[/b]: Dark Blue Erik Espadas is a lithe, athletic young man with attractively angular features and a boyish grin. He keeps his dusty brown hair shorn short, but regularly sports a day or two of stubble. Preferring to dress is a mixture of blues and blacks, Erik is typically seen in a fitted t-shirt and well-worn jeans topped with an undone button-down shirt with the sleeves rolled up. As Jack of all Blades, his current costume consists of a knee-length, royal blue greatcoat cut in a jaunty, high-collared style and worn open over a black body suit. A matching blue bandana serves as a mask, attached to a black wig of wavy hair which helps to conceal Erik's true identity. Dark grey boots with a slightly metallic sheen and broad, buckled belts help to break up the outfit’s dark colour scheme. [b]History[/b]: Erik was born in 1988 to Gina Espadas, a Freedom City beat cop. His father left months before Erik's sister, Ellie, was born in 1992. Erik never considered this any great loss: growing up in the West End, his mother was all the parent he ever needed, always making time for her children despite her demanding career. She returned to the force from maternity leave just in time for the Terminus Invasion. Her stories of working alongside heroes during both the Invasion and its aftermath instilled in Erik a fascination with superheroes. While this interest persisted as he grew, it was never the modern powerhouses that truly captured Erik's attention. It was the witty Golden Age tricksters like Spitfire Jones and [i]la Renard Rogue[/i] of whom he couldn't get enough. No matter how outmatched they were, they had always made it look so [i]easy[/i]. He consumed history books, restored news reels and pulp novels at a frantic rate, regardless of their actual accuracy. Naturally agile, Erik joined his school's gymnastic and fencing teams, as well as the drama club, becoming a popular athletic star. It was Erik's senior year which would radically alter his life. An armed robbery at a local convenience store went horribly wrong, and Gina was shot and paralysed from the waist down, forcing her into a wheelchair and early retirement. Although she remained strong in the face of adversity, Erik was galvanised. The Espadas family had never been very well off, and Erik dropped out of extracurriculars to work at as a projectionist at a movie theatre to help make ends meet. He turned down a number of modest athletic scholarships when he graduated so that he could take more hours there, working other odd jobs around the community as well. His sister Ellie had proven to be brightly intelligent, and Erik was determined that she would be able to attend the university of her choice. One such odd job involved cleaning out the storage area of an antique store. Amidst the ornate lamps and jewellery boxes, Erik discovered what appeared to be a positively ancient playing card: the Jack of Swords, depicting a slyly winking prince. When he asked the store's owner about it, the old man bid him keep it as a souvenir, as the rest of the deck had long since been lost or destroyed. Pocketing the weathered card, Erik made his way home. Along the way, he encountered a group of toughs menacing a young woman. As the leader of the gang pulled out a cigarette and arrogantly flicked open his lighter, an incensed Erik leapt forward. The lighter's tiny flame flared brilliantly, flowing unnaturally through the air to the young man's instinctively outstretched hand, where it solidified into a blazing rapier. A moment later half of the thug's cigarette had been seared away, the other half smouldering in his trembling lips. The toughs beast a hasty retreat, with a shocked Erik quickly following suit, leaving behind a grateful but confused young woman. Experimenting in secret, Erik found he could create swords not only of flame, but of sparking electricity, crackling cold and a multitude of other energies, provided that there was a source to draw upon. Redoubling his abandoned training, he donned the garb of Jack of all Blades, and became the wise-cracking, street-level protector of his community. Early encounters with other powered individuals taught him that the bioenergies they produced were particularly suited for his purposes, perhaps because they already had a manipulatable, organic aspect to them. The full range of the electromagnetic spectrum and even mystical energy could all be turned back upon their users, if Erik could avoid their initial attacks. Erik keeps his civilian identity a closely guarded secret, encouraging the misconception that 'Jack' is his actual name, with his heroic moniker the result of his being too cute for his own good. The only person aware of his double life is his sister Ellie, who discovered Erik collapsed in their backyard after a particularly brutal fight. Fortunately the teen had begun preparing to study medicine after high school, and her first aid skill likely saved her brother's life. Since then she had become Erik's confidant and greatest supporter. Early in his career, Jaci O’Cups, who absorbs the force of any attack to grow to gigantic stature, Coinpurse Jack, a probability manipulator and Jakken Staff, a skilled magic user all attacked Erik on sight, making cryptic references to a Tournament of Suits. Eventually this tournament came to a head with the reappearance of Erik’s father, revealed to be the previous Jack of Swords, and a massive assault orchestrated by Jakken Staff and the House of Staves. In the aftermath, Coinpurse Jack lay dead, the mages of the House of Staves were defeated and Ellie’s own latent metamagi powers had been awakened. As Jack of all Blades, Erik was a founding member of the experimental team, the Interceptors. Personality conflicts and a constantly shifting roster plagued the team from its inception, but eventually Erik found a group he was able to trust with his secrets, growing into a leadership and mentor role, much to his own surprise. [b]Personality & Motivation[/b]: Erik is a man who's words and actions are at odds. Outwardly, he seems easy-going and carefree, with a clever tongue and a love of the spotlight. Most conversations become friendly verbal sparing matches as Erik actively avoids serious topics, and he is widely regarded as an incorrigible flirt; a fun guy to have around, but hardly one to rely upon. What isn't immediately obvious is that Erik works a string of part-time jobs to support his mother and younger sister. Considering his word to be his bond, Erik will always be there for a friend in need, and truly wishes to leave the world a better place than he found it. He possesses an unbreakable spirit coupled with stubborn pride, resulting in a complete inability to admit defeat. Jack of all Blades has become an outlet for Erik, allowing the free-spirited, ever-glib part of his nature to emerge, while satisfying his deep sense of responsibility. Although attracted to the high adventure of larger threats, he considers himself first and foremost a defender of the little guy, stopping crimes that might seem trivial to Freedom City's better established heroes. Remembering what happened to his mother, Erik feels that a simple hold-up can be just as devastating as a supervillian's rampage. Much of the boy enthralled by the superhero community remains in Erik, and he is always thrilled to team up with other heroes. Although he bears some scorn for Claremont Academy alumni, whom he views as having had it too easy, this is easily outweighed by his desire to meet superhumans his own age. His boisterous competition with his male peers and flirting with female heroes and villains alike tends to either annoy or endear him to potential allies, but Jack of all Blades never fails to leave an impression. [b]Powers & Tactics[/b]: Erik can manipulate electromagnetic and mystical energies to form an effectively-solid construct in the shape of a sword. While he has a bit of leeway with regards to the weapon's specific appearance, he almost always uses a fencing rapier. Functioning in most respects as a normal sword, the tight concentration of power allows the blade to pierce most defences, while it retains the basic nature of its source energy. In order for Erik to form a sword, there must be a power source for him to draw from. A sword of flame might be drawn from a bonfire, or an electrical blade from a power generator. More exotic energies require a more exotic source; Erik may draw from a blaster's light beam or a magic user's mystical attacks, neither of which would be accessible in their ambient forms. Although an accomplished fighter in his own right, Erik's fantastic accuracy comes from an unconscious awareness of the energy surrounding him. This allows him to sense the precise position of his blades, as well as the energies present in most metahumans and unnatural creatures. This also aids him in avoiding attacks, fortunate as he is comparatively fragile next to most superhumans. Against generic thugs, Erik rushes in dramatically, forming a sword and quickly disarming them before taunting them into surrender or retreat. When fighting superhumans, he prefers a more reactionary approach, keeping them off balance with acrobatics and jibes until he can assess their specific abilities, often taking the opportunity to form a sword using the energy from their attacks. Given that many superhumans are immune to their own powers, Erik prefers to use such blades against an opponent's team-mates or underlings. In the absence of an exploitable weakness, he will usually default to making a fire sword using the lighter he always carries. [b]Complications[/b]: [i]Enemies[/i] (Crimson Katana; she [i]stabbed[/i] him! [i]Nobody[/i] stabs him!) [i]Grandstanding[/i] (Erik's style revolves around showing off, in and out of combat, even when discretion might be wiser.) [i]Relationship[/i] (Guardian [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4844]Willow[/url]; so he’s got a thing for older women.) [i]Responsibility[/i] (Man of the House, Team Leader) [i]Secret[/i] (Superhero Identity) [i]Sidekick[/i] (Erik’s no less protective of his sister now that she’s a superhero too.) [i]Struggling[/i] (Erik's supporting his family and saving for his sister's tuition; it's tough to find work sometimes) [i]Sucker for a Pretty Face[/i] (Erik's easily distracted by attractive women, be they bystanders, fellow heroes or even villains.) [i]Teammates[/i] (The Interceptors are family to Erik, whether or not he openly admits it.) [i]West Ender[/i] (The West End is Erik's 'turf'; he's extremely protective of his neighbourhood, and knows it much better than the rest of the city. [b][u]Abilities[/u]:[/b] 6 + 10 + 8 + 0 + 4 + 12 = 40PP STR: 16 (+3) DEX: 20 (+5) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 22 (+6) [b][u]Combat[/u]:[/b] 14 + 36 = 40PP Initiative: +9 Attack +7 Base, +14 Melee, +20 Swords Grapple +18 Defense +18 (+18 Base), +9 Flat-Footed Knockback -4/-2 [b][u]Saves[/u]:[/b] 6 + 10 + 8 = 24PP Toughness: +8 (+4 Con, +4 Defensive Roll), +4 flat-footed Fortitude: +10 (+4 Con, +6) Reflex: +15 (+5 Dex, +10) Will: +10 (+2 Wis, +8) [b][u]Skills[/u]:[/b] 80R = 20PP Acrobatics 10 (+15) Bluff 18 (+24) Climb 5 (+10) Gather Information 11 (+15) Knowledge (Streetwise) 15 (+15) Language 3 (Cantonese, English [Native], Persian, Spanish) Notice 8 (+10) Stealth 10 (+15) [b][u]Feats[/u]:[/b] 79PP Agile Climber Attack Focus (Melee) 7 Attack Specialization (Swords) 3 Beginner's Luck Defensive Roll 2 (+4 Toughness) Elusive Target Equipment 2 (10EP) Evasion 2 Fascinate (Bluff) Fearless Grapple Finesse Improved Critical (Swords, 18-20) Improved Initiative Inspire 5 Jack-of-all-Trades Luck 4 Move-By Action Power Attack Quick Change Set Up Sidekick 33 + 4 (Veteran Reward) = 37 Skill Mastery 1 (Acrobatics, Bluff, Notice, Stealth) Takedown Attack 2 Taunt Ultimate Will Uncanny Dodge 3 (Mental [Electromagnetic Spectrum Awareness, Magic Awareness], Visual) [b][u]Equipment[/u]:[/b] 2PP = 10EP [b][u]Grappling Hook[/u][/b]; [b]Leaping 1[/b], [b]Super-Movement 2[/b] [slow fall, swinging], [b]Speed 1[/b]; [i]Cost:[/i] 6EP 4EP contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=41&t=5188]Interceptors Shared Equipment[/url][/equip] [b][u]Powers[/u]:[/b] 29 + 16 + 2 = 47PP [b]Drain Toughness 6 ([/b][i]Extras[/i]: Affects Objects, Linked, [i]Power Feats[/i]: Improved Critical [18-20], Variable Descriptor 2 [Any Available, Concentrated Energy or Magic][b]) + Damage 3 ([/b][i]Extras[/i]: Autofire 6, Penetrating 4, [i]Power Feats[/i]: Mighty[b])[/b] [29PP] (Energy Sword) [i]Jack has a single rank of Improved Critical as part of this power, which brings his energy swords in line with regular swords, i.e. a 19-20 range. The additional rank as part of his normal feats places this at 18-20 for both regular and energy swords.[/i] [b]Metamagi Senses 8[/b] (16PP Container [Passive, Permanent]) [16PP] [i]Erik is sensitive to both the electromagnetic spectrum and magical power. This awareness is filtered through to his regular senses in a mishmash of synesthesia, giving him a general impression of the energy's particulars and allowing him to recognize signatures he's sensed before.[/i] [device][b]Super-Senses 2[/b] (Electromagnetic Spectrum Awareness [Mental], Magic Awareness [Mental], [i]Extras:[/i] Acute 2 [All Mental])[8PP] [b]Super-Senses 6[/b] (Detect Electromagnetic Spectrum [Mental, [i]Extras:[/i] Accurate, Radius, Ranged], [i]Feats:[/i] Alternate Power) [8PP] [array][b][u]AP[/u] Super-Senses 6[/b] (Detect Magic [Mental, [i]Extras:[/i] Accurate, Radius, Ranged]) [7PP][/array][/device] [b]Swordsmanship Supremacy 1[/b] (Probability Control, [i]Flaws:[/i] Limited 2 [Swordsmanship]) [2PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage Energy Sword Touch DC16 Fortitude (Staged) Drain Toughness Energy Sword Touch DC21 Toughness (Staged) Damage Abilities 40 + Combat 40 + Saves 24 + Skills 20 + Feats 79 + Powers 47 = 250/250 Power Points Note: Jack is technically PL15 with a full, five point Attack and Defense trade-off. His Defense and Toughness are capped to place him at PL13 defensively, while his Damage is intentionally undercapped so that his Attack and damage bonuses average out to PL13 as well, even though +20 attack in only achievable by PL15 characters. Note: As a metamagi, Erik's powers are the result of a mystically enhanced mutation, blurring the line between genetics and sorcery. This enhancement specifically allows him to form his borrowed energy into swords. Magic nullification removes the 'sword' descriptor from his Corrosion power, which means he will no longer benefit from his Attack Specialization or Improved Critical feats. Effects that nullify mutant powers shut off said power entirely, as well as his Super-Senses. [anchor]Jill[/anchor] Power Level: 11 (185/185 PP) (Sidekick 37) Trade-Offs: -1 Attack, +1 Damage, +5 Defense, -5 Toughness Unspent PP: 0 [floatr][/floatr]Characters Name: Jill O'Cure Alternate Identity: Ellie Espadas, Jill Pique Identity: Secret Birthplace: Freedom City, West End Occupation: University Student Affiliations: The Interceptors, Claremont Academy (alumni) Family: Gina Espadas (mother), Erik Espadas (brother), Jean Pique (father) Description: Age: 18 Gender: Female Ethnicity: Latino/French Height: 5'8'' Weight: 125 lb Hair: Dusty Brown, Dyed Black Eyes: Dark Blue Ellie Espadas is a coltish young woman with short dusty brown hair dyed black and a perpetually sardonic expression on her angular features. She prefers to dress in layers, favouring over-sized dress shirts under fitted vests and similar combinations, accessorizing with bangles and broad rings. Recently she has taken to carrying a canvas messenger bag storing first aid supplies and her costume. Said costume mirrors her brother's, swapping a deep crimson for his royal blue. Black tights feature prominent red piping up the sides while a cropped top and jacket provide an airier look. Jill O'Cure has also adopted an identity concealing bandana mask and a hair colour to match Jack’s customary wig, although the family resemblance remains obvious. History: Born in 1992, Ellie Espadas was born to Freedom City policewoman Gina Espadas and immigrant John Pique, who disappeared shortly before her birth. Growing up in the West End verbally sparing with her older brother Erik, she demonstrated a keen mind from an early age, reading voraciously and studying a variety of subjects without prompting. When a stray bullet in a convenience store robbery gone wrong left Gina paralyzed from the waist down, Ellie actually arrived on the scene before her brother, in time to see the paramedics who arrived to stabilize her mother. While the tragedy signaled the end of her brother's childhood, it came at a time when Ellie was only just beginning to discover who she was. Simultaneously developing a devoted interest in medicine and acquiring a flint hard, cynical edge, she found her early high school years difficult and isolating. Compounding matters, her brother and closest confidant was forced to spend most of his time making ends meet. Though trying, these years honed Ellie's forceful personality. When Erik revealed to her the super powers he had gained, she helped his create the persona of Jack of all Blades. Her medical knowledge were instrumental in those early months, during which he would often return home in the middle of the night with a variety of wounds and fractures. Escaping social tribulations at school stemming from boredom, Ellie was delighted to spend time with the friends Erik made in the superhero community. Nevertheless, she remained on the periphery of that world until the night John Pique reappeared at the Espadases’ door step, carrying the unconscious form of Rose Copas, better known as Jaci o' Cups. Amidst the revelations and frantic melee which followed as the so-called Tournament of Jacks reached a head, Ellie came into possession of the Jack of Coins playing card dropped by the slain Denari Jones. The complex magics woven into the artifact awoke the latent metamagi abilities which were as much her heritage as her brother's. Over Erik's objections, she donned a costume of her own and took the name Jill O’Cure. Conceding that she was determined to follow in his footsteps regardless, Erik decided that he'd rather keep his sister nearby where he could keep her out of the worst danger. Ellie, naturally, has other ideas. Thanks to a few pulled strings, she enrolled at Claremont Academy for her senior year under the pseudonym Jill Pique, in order to learn more about her powers. Since graduating, she is now majoring in pre-med at Freedom City University. Personality & Motivation: Ellie developed a biting wit alongside her brother, and if she lacks a measure of his self-assured bravado, she makes up for it with a razor sharp acumen. She is, however, more likely to use this as a defence mechanism, making clever quips to downplay a strong sense of empathy and what is easily a genius level intellect. Although somewhat more pragmatic than many heroes, Ellie has a strong sense of personal responsibility and has dedicated herself to saving lives. She struggles to balance the need to do what it takes to get the job done and a keen awareness of potential collateral damage. The Jill O'Cure persona allows her to indulge in her more impulsive side, while still playing the voice of reason to her brother's reckless abandon. Powers & Tactics: Ellie is able to manipulate biological material on the cellular level. Thanks to her extensive knowledge of medicine, her default use of this ability is to heal, miraculously repairing wounds, curing illness and even regrowing limbs. The flip side of that power is a devastating attack on a body's natural defenses with a mere touch. These applications are signaled by a pale blue and virulent green glow, respectively. Ellie also possesses the apparently unrelated ability to create translucent force fields around herself and others. Conceptualizing herself as a super paramedic, Ellie makes protecting civilians her priority, shielding them with her force fields and delivering medical attention to any injured. Given a choice, she prefers traditional medical techniques to using her powers, not entirely trusting their 'something for nothing' nature, but does not hesitate when time is of the essence. In actual combat, Ellie leverages her not inconsiderable self defense training. Against non-powered foes, a single application of her offensive abilities is often enough to discourage further conflict, while she wisely follows a more cautious strategy when dealing with super villains. Ultimately, she lacks her brother's inclination toward fighting, and seeks to end such confrontations quickly. Complications: Civilians (Ellie prioritizes the protection of innocent bystanders over fighting villains, even more so than most heroes.) Family (It's not easy being Jack of all Blades' sister.) Relationship (Mara Hallomen AKA Dragonfly) Secret (Superhero Identity, 'Jill Pique' Identity) Sidekick (As Jill, Ellie has to deal with an over protective brother and may have trouble getting other heroes to take her seriously.) West Ender (Ellie is proud of her neighbourhood and particularly protective of its residents.) Abilities: 2 + 8 + 4 + 10 + 4 + 8 = 36PP Str: 12 (+1) Dex: 18 (+4) Con: 14 (+2) Int: 20 (+5) Wis: 14 (+2) Cha: 18 (+4) Combat: 8 + 24 = 32PP Attack: +4 Base, +8 Melee, +10 Autoimmunity Touch Grapple: +8 Defense: +16 (+12 Base, +4 Dodge Focus), +6 Flat-Footed Knockback: -2/-1 Initiative: +4 Saves: 4 + 6 + 8 = 18PP Toughness: +6 (+2 Con, +2 Defensive Roll, +2 Costume) Fortitude: +6 (+2 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 72R = 18PP Acrobatics 6 (+10) Bluff 15 (+19) Knowledge (Life Sciences) 10 (+15) Knowledge (Physical Sciences) 5 (+10) Language 4 (English [Native], French, Latin, Persian, Spanish) Medicine 16 (+18) Notice 8 (+10) Stealth 6 (+10) Feats: 23PP Attack Focus (Melee) 4 Defensive Roll 1 Dodge Focus 4 Eidetic Memory Equipment 2 Evasion 2 Fearless Improvised Tools Move-By Action Power Attack Quick Change Set-Up Skill Mastery 1 (Acrobatics, Bluff, Medicine, Notice) Taunt Uncanny Dodge (visual) Equipment: 2PP = 10EP Costume; Protection 2 [Power Feat: Subtle]; Cost: 3EP Grappling Hook; Leaping 1, Super-Movement 2 [slow fall, swinging], Speed 1; Cost: 6EP Masterwork Medical Tools; Cost: 1EP Powers: 2 + 56 = 58PP Immunity 2 (disease, poison) [2PP] Biological Manipulation Array 26 (52PP, Power Feats: Alternate Power 2, Dynamic Power 2) [56PP] DBP Healing 12 (Power Feats: Stabilize, Persistent, Regrowth, Extra: Restorative, Total) [51PP] AP Drain Fortitude 12 (Power Feats: Accurate, Incurable, Reversible, Slow Fade, Extra: Linked) [16PP] + Damage 12 (Extras: Alternate Save [Fortitude], Linked) [24PP] + Nauseate 12 (Extras: Linked, Flaws: Sicken) [12PP] [52PP] (Autoimmunity Touch) DAP Create Object 12 (Power Feats: Progression [10-foot cube/rank], Selective, Stationary, Tether, Extras: Impervious, Movable) [52PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Autoimmunity Touch Touch DC22 Fortitude (Staged) Drain Fortitude Touch DC27 Fortitude (Staged) Damage Touch DC22 Fortitude (Staged) Sicken Abilities 36 + Combat 32 + Saves 18 + Skills 18 + Feats 23 + Powers 58 = 185/185 Power Points Note: Like her brother, Ellie is a metamagi, the result of mystically enhanced mutation, blurring the line between genetics and sorcery. In her case, magic nullification prevents her from using her Disease Touch or Create Object Alternate Powers. Effects that nullify mutant abilities shut off her powers entirely. Doktor'd 2/3/2012
Supercape Posted February 3, 2012 Posted February 3, 2012 80s KEYTAR'd BY GIZMO Deleted previous edit, presenting new one! Firstly, keeping Synth at PL 10 for caps (if that can be changed for title to PL 10(11) that would be good) 12 PP to spend: 8 PP: to Bring base defence to +10. -4 PP: removing dodge focus. 2 PP: +2 to Will Save 4 PP: Feats; Grappling Finesse, Improved Grab, Improved Pin, Acrobatic Bluff [10 Total] Linking the Enhanced Traits together. Then giving 2 APs from that Healing 10 (Feats: Regrowth, Drawback: Only on those with human DNA) "Cellular Regeneration" Nauseate 10 "Cell Infection" For a total of 12 PP spent altogether. [b][u]Player Name[/u]:[/b] Supercape [b][u]Character Name[/u]:[/b] Synth [b][u]Power Level[/u]:[/b] 10 (11) (162/162PP) [b][u]Trade-Offs[/u]:[/b] None [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Bronze Status[/u]:[/b] 12/30 [b][u]In Brief[/u]:[/b] Synthetic socialist shapeshifter. [b][u]Alternate Identity[/u]:[/b] Various [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Sweden [b][u]Occupation[/u]:[/b] Odd jobs [b][u]Affiliations[/u]:[/b] None [b][u]Family[/u]:[/b] None [b][u]Description[/u]:[/b] [b]Age:[/b] 1 ([i]DoB:[/i] Created 18th August 2010) [b]Apparent Age:[/b] 25 [b]Gender:[/b] Female (broadly speaking) [b]Ethnicity:[/b] Caucasian (broadly speaking) [b]Height:[/b] 5’9†(normally) [b]Weight:[/b] 65 Kgs (normally) [b]Eyes:[/b] Blue (often) [b]Hair:[/b] Blonde (often) Synth can take a variety of forms, but her normal “resting†form is that of a Caucasian woman with Scandinavian / Aryan features. She has an exceptional physique and appearance, both in terms of athleticism and attractiveness. On careful inspection that very “perfection†gives her away (see complication below) [b][u]Power Descriptions[/u]:[/b] Synth’s are all biological in nature, and relate to her ability to rapidly grow (or shrink) new, designer, cells as she wishes. [b][u]History[/u]:[/b] Synth was “born†on august 18th 2010, in that the first customised cell was made on this date at a secret research facility in north Sweden. The small team, led by Dr. Ingvar Nyberg, were researching stem cell technology, cybernetics, and artificial biomolecules – the SCAB project. Unbeknownst to the leading researchers there, it had been funded, and was subtly directed, by SHADOW, a way of researching how to produce the perfect “Aaryanâ€. Fortunately it managed to operate largely independently initially – under Dr Nyberg’s team they managed to create Synth (based partly on some DNA and technology from Superior and the Utopians, although the connection to Synth is now convoluted at best). In one year “she†(her chromosome pattern is only vaguely human, but it is XX, loosely speaking) grew up to adult as a rapidly maturing, designer organism. With such success, the SCAB project was overtaken by SHADOW in full force, keen to collect on their investment. Dr. Nyberg managed to arrange for Synth’s escape when SHADOW arrived, and destroyed all research. He apparently died in the process. With no identity, birth certificate, or any other legal identity, and largely ignorant of the world, Synth made her way across to America to land in Freedom City, hoping there to evade SHADOW and to learn more about the world. Having heard of the “super’s†in that city, she felt it was the best place to fit in and explore the world. [b][u]Personality & Motivation[/u]:[/b] Synth is a completely moral and honest person. In a very concrete way. Her brain is wired up so she cannot tell a lie, and she has developed into a person who believes deeply (and perhaps in a way is programmed too) in equality, fairness, and liberty for all sentient beings. However she is still young and developing – whilst far from stupid, she is somewhat ignorant about the world, and her passionate idealism is not tempered with realism. Synth is also just odd – she has not got life experiences to draw on, and her brain configuration is only partly human. She is not cold, distant, or unemotional, but rather her emotions are tied in deeply to her logic. She can thus appear blunt, inappropriate, or peculiar at times, although rarely uncaring – she cares quite deeply. If one takes the view that she is “half biological†then her purely biological drives / responses are not so driven by her endocrine system but more by the developed (and still emotional) part of her brain. She has various motivations – none of which dominate the other. She is a caring, fair person always out do a good deed for the common good or safety of people – and this can make her quite political and radical (she disapproves of wealth inequality of western societies, for instance), so she has a political agenda too. She is of course motivated to maintain her own safety, so dislikes undue attention and will not want to settle down or become famous – she is a drifter. Being young she is naturally curious and wants to explore the world – artistically, scientifically, and personally. Finally, she does harbour some resentment towards SHADOW, although she only vaguely understood Dr. Nyberg hurried explanation during her escape. [b][u]Powers & Tactics[/u]:[/b] Synth’s powers all derive from her being a customised, designed, synthetic organism. She has basic cellular and biochemical structures (including a form of DNA) but these are all modulated by silicon-based molecules that work in harmony with carbon-ones, making her neither totally organic or android (although she is more organic in nature). Her cells are highly adaptable and customisable, all having stem properties, and communicating by a bio-electrical field. Her basic form is strong, robust, fast, and extremely agile. Her nervous system is particularly well designed, with almost instantaneous silicon-based electrical transmission. This means her body and mind work efficiently and at great speed and co-ordination, allowing her to perform tasks much quicker than normal humans. Her body is also sensitive to vibrations and has improved olfactory abilities. The mutable nature of her body allows her to take various different (male and female) forms by growing into a new shape – although she will retain her slightly inhuman look (as detailed under complication) on close inspection. However, the most dynamic ability she has is to grow new body parts (detailed below). In combat, Synth will use blows and grapples to subdue opponents. Being somewhat of a pacifist, she would probably prefer to restrain people if viable. To this end, she will often use her shape shift ability to grow extra arms and to elongate her limbs. This also helps with her mobility. If she needs to attack at range she would probably maximally elongate her limbs and fight that way. Her attacks are very fluid and fast, as she has exceptional co-ordination and agility. Synth may occasionally use her morph ability for subtlety or surprise, although it is not extremely effective (she retains that somewhat “flawless†look). [hr][/hr] [b][u]Complications[/u]:[/b] [b]Not quite human:[/b] Synth is midway between a biological and an artificial life form, neither one nor the other. Medical care is highly likely to fail (or at best be of limited value) on her. On close examination, her external appearance is slightly odd: her skin is flawless, homogenous, hairless and even slightly waxy quality. Internally, she is only very loosely “humanâ€. [b]Honest:[/b] Synth’s brain is wired up so she cannot directly tell a falsehood. She is able to hold her tounge, or selectively tell only some truths (which could be deceptive), but she can make no statement that is deliberately a lie [b]Stuck by acid:[/b] Aside from her vulnerability to acid, any part of her body that is hit by acid is unable to shape shift, and is stuck in that form until it heals (or a certain period of time passes representing the acid neutralising). [b]Ugly duckling:[/b] Whilst Synth, in normal form, has a flawless physical beauty, her shapeshifted forms may limit this, or even turn into something that is frankly repulsive. [b]Struggling:[/b] Synth needs little money (she only needs to eat and drink half normal human food consumption at most, and is highly resistant to the elements). This is fortunate, as she has little. She works odd jobs, so she always has some loose change, enough to buy the basics of food, clothes, and sometimes rent, but that’s it. [b]No (legal) Idenity:[/b] Synth has no legal papers, country of residence, passport, birth certificate, or the like. And she would like to keep it that way. [b]Ignorant:[/b] Due to her sheltered, short upbringing, and “odd†brain, Synth is clueless about much general knowledge such as social customs and society. She is going to completely fail at most knowledge [current events, popular culture, streetwise] rolls, even if they are simple. [b]Socialist idealism:[/b] Whether due to her upbringing or her brain, Synth holds an ideal of (democratic) social equality. She finds capitalism, materialism, and inequality horrible. Whilst she supports western ideas of democracy, liberty, and freedom, she would support communist ideals of equality and fairness (of wealth distribution) too. This can make her “anti-establishment†– but not anarchistic. [b][u]Abilities[/u]:[/b] 4 + 20 + 16 + 2 + 2 + 2 = 46PP Strength: 14/30 (+2/+10) Dexterity: 30 (+10) Constitution: 26/30 (+8/+10) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) [b][u]Combat[/u]:[/b] 8 + 20 = 28PP Initiative: +10 Attack: +4 Base, +10 Melee Grapple: +20 Defense: +10, +5 Flat-Footed Knockback: -5 [b][u]Saving Throws[/u]:[/b] 0 + 0 + 5 = 5PP Toughness: +8/+10 (+8/+10 Con) Fortitude: +8/+10 (+8/+10 Con) Reflex: +10 (+10 Dex) Will: +6 (+1 Wis, +5) [b][u]Skills[/u]:[/b] 16R = 4PP Diplomacy 4 (+5) Knowledge (life sciences) 4 (+5) Languages 4 (English, French, German, Russian, Swedish [native]) Notice 4 (+5) [b][u]Feats[/u]:[/b] 13PP Acrobatic Bluff Ambidexterity Attack Focus (melee) 6 Attractive 2 Grappling Finesse Improved Grab Improved Pin [b][u]Powers[/u]:[/b] 22 + 2 + 16 + 3 + 4 + 1 + 16 + 3 = 67PP [b]Stem Cell Array[/b]: (20 Points [i]Feats[/i]: Alternate Power 2) [22 PP] [array] [b]BE: Enhanced STR 16[/b] (to STR 30/+10) and [b]Enhanced CON 4[/b] (to CON 30/+10) [16+4=20 pp] "Cellular Fortification" [b]AP: Nauseate 10[/b] "Cellular Infection" [b]AP: Healing 10 ([/b][i]Feats[/i]:Regrowth [i]Drawbacks[/i]:Power Loss [only on targets with human or related DNA][b])[/b] "Cellular Regeneration" [/array] [b]Immunity 2 ([/b]Critical Hits[b])[/b] [2PP] [b]Immunity 32 ([/b]Aging, Disease, Fortitude Saves; [i]Flaws:[/i] Limited to half effect [b])[/b] [16PP] [b]Quickness 3([/b]x2 Physical tasks, +10 Mental tasks; [i]Flaws:[/i] Limited to mental tasks for 2 ranks; [i]Feats: [/i]Jack of All Trades[b])[/b] [3PP] Improved brain / nervous system. [b]Morph 2 ([/b]+10 to disguise, any humanoid form; [i]Extras:[/i] Duration (continuous); [i]Drawbacks:[/i] Action (move action to morph), Limited (can only morph body/flesh, not clothes [b])[/b] [4PP] [b]Feature 1 ([/b]Polychromatic, as free action can change colour of skin, eyes, hair [b])[/b] [1PP] [b]Variable Power 2 ([/b][i]Extras:[/i] Duration (continuous); [i]Flaws:[/i] Limited (only human tissue / DNA based) [b])[/b] [16PP] "Tissue growth" [b]Supersenses 3 ([/b]Scent, Tremorsense[b])[/b] [3PP] [b][u]Drawbacks[/u]:[/b] (-0) + (-0) = -1PP [b]Vulnerability ([/b]Acid, [i]Frequency:[/i] Uncommon, [i]Intensity:[/i] Minor [+1][b])[/b] [-1PP] [b][u]DC Block[/u][/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage (Physical) Totals: Abilities (46) + Combat (28) + Saving Throws (5) + Skills (4) + Feats (12) + Powers (67) - Drawbacks (-1) = 162/162 Power Points Notes Polychromatic feature: Synth is able, as a free action, to change the colour of her hair, skin, and eyes. This is not limited to human tones, but can be green, pink, etc. She is still entirely recognisable in whatever form she takes – although perhaps it might provide momentary distraction. This feature is largely for show. She could, by selectively altering pigment, form tattoo’s or even writing on her body using it. It might provide some limited mechanical benefits e.g: +2 to Stealth rolls in relatively monochromatic environments (desert, jungle, concrete) etc. +5 in totally monochromatic ones (outer space, arctic, etc.) +2 to toughness rolls versus lasers if she turns to the identical colour of the laser (increased reflectivity) Variable Power (Shapeshift) Synth’s variable power involves growing (or occasionally shrinking) new body parts based on human DNA: including splitting these off from her own body (and retaining control over the part as a hive mind). It is therefore somewhat limited. The growth takes a move action – although truly massive changes may take longer as a complication. Any human tissue can be grown. Normally (although necessarily) this tissue would take a similar form to the shape it takes in a human. A non-exclusive list is given below. Note that some of these powers may be mutually exclusive, and many would invoke the “ugly duckling†complication. Additional Limbs Anatomic Separation Concealment [Olfactory] (Eliminating sweat and other scent producing glands] Enhanced (or indeed reduced) Strength, Constitution, or Fortitude saves. Elongation Feats: Attractive (Physical alteration, pheromone secretion), Endurance (improved and enlarged cardiovascular and respiratory systems), Rage (adrenal gland enlargement). Growth Leaping and/or Speed (Coiled, elongated and springed leg muscles and bones, and additional legs) – similar, rank limited to no more than 3 each maximum (x10 is the most that could be justified). Shrinking Skills: Climb (More powerful, extra jointed digits), Escape Artist (Additional, or hyperflexible joints), Perform [sing] (multiple, fine-tuned vocal chords), Sleight of Hand (elongated, slender, prehensile digits), (Stealth (Silent Fatty pads on feet), Swimming (Webbed hands and feet, buoyant air sacs) Strike (Bony projections, teeth, Enlarged club like hands) Supermovement: Sure-Footed (Enlarged, prehensile feet) Supersenses: 1 Rank of Extended Smell and Hearing (Enlarged nose and ears), Radius Vision (eyes on the back of her head), Low light vision (enlarged eyes), Microscopic Vision 1 (Super-refractory eyes). In addition, there is also a wide variety of effects that are best simulated as limited features, caused by Synth growing or shrinking internal organs. These might include: Super-stomach: Growing extra stomach’s and/or producing extra acid, so she can eat almost any food spoiled food stuff, or gain +4 bonus against any digested poison. Body Sac: An internal cavity she can store things in. Super sweat (or other secretion): Profuse sweating allows +4 on all environmental checks against heat, and some escape checks due to lubrication. Fatty: An extra thick layer of body fat provides +4 on all environmental checks against cold Detox: Extra liver tissue allows rapid metabolism of toxins, including alcohol, +4 on fortitude checks to shake off the effects of drugs and poisons (including alcohol). Other: 1 PP could be spent, for instance, for growing a mouth, ear or a nose on the end of a fully extended limb to speak, listen, or smell at that location with no penalty Example shape shift configurations “Grappling stance†Additional Limbs 3 (4 Extra Arms; Extras: Duration (continuous)) [6 PP] Elongation 4 (50 feet) [4 PP] (Giving a +7 Bonus to Grapples if using all limbs on one target) 80s KEYTAR'd BY GIZMO
Gizmo Posted February 3, 2012 Posted February 3, 2012 Ecalsneerg'd Wail 1PP - +4 ranks of Gather Information 1PP - Contacts 1PP - Improved Grab 1PP - Interpose 2PP - Takedown Attack 2 [b][u]Player Name[/u]:[/b] Gizmo [b][u]Character Name[/u]:[/b] Wail [b][u]Power Level[/u]:[/b] 14 (213/213PP) [b][u]Trade-Offs[/u]:[/b] -5 Attack / +5 Damage [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress to Impervium Status[/u]:[/b] 33/150 (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] Veteran hero from the late 1970s and 80s with super-dense muscle tissue granting strength, durability and a powerful sonic wail, come out of retirement to continue the good fight. [url=http://www.youtube.com/watch?v=4TAZhayNXao][floatr][img=http://www.freedomplaybypost.com/wiki/images/0/01/WailHF.png][/floatr][/url] [b][u]Alternate Identities[/u]:[/b] Keith LaMarr [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] High School Civics Teacher [b][u]Affiliations[/u]:[/b] 1-800-JUSTICE [b][u]Family[/u]:[/b] None [b][u]Age[/u]:[/b] 56 (DoB: December, 1954) [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] African-American [b][u]Height[/u]:[/b] 6’6†[b][u]Weight[/u]:[/b] 1175 lbs (235 x 5) [b][u]Eyes[/u]:[/b] Brown [b][u]Hair[/u]:[/b] Black, Streaks of Grey [b][u]Description[/u]:[/b] Keith LaMarr is an imposing mountain of muscle, the weathering of the decades only enhancing the effect. His clean-shaven head is contrasted by a a beard of dense, curly hair on his square jaw, marked by two streaks of grey. He tends to favour darker, utilitarian clothing, typically with a slightly dated cut. As Wail, his outfit reflects a respect for tradition far more than any attempt to conceal his identity. Dark jeans are fasted with a broad, metal belt over a black sleeveless top adorned with a long, yellow ‘W’. Each wrist is covered by a matching black and yellow bracer, while round sunglasses add to an already impassive visage. [b][u]History[/u]:[/b] Born in Freedom City’s Lincoln neighbourhood in the mid-1950’s, Keith LaMarr was not afforded many advantages in life. The son of a factory worker, LaMarr was taught from an early age that anything in life worth having was worth working and fighting for. Run-ins with local gangs as a youth sharpened his wits and fighting skills, but he refused to join up, convinced that the promise of easy money and power was a sucker’s bet. That sense of integrity would cost him dearly when, in 1972, a jilted gang carried out a drive-by shooting of LaMarr’s home. His mother was killed immediately, while his father survived long enough to be rushed to hospital where, thanks to a shoddy investigation, LaMarr was arrested at his bedside on suspicion of belonging to a rival gang. Vincent LaMarr succumbed to his injuries while his son was sentenced to prison time on fabricated drug charges. LaMarr was involved in an increasing number of altercations with other inmates and guards during his imprisonment at South River State Penitentiary, developing a reputation for a short temper and willingness to attack opponents more than twice the stringy young man’s size. Several months into his sentence, he joined an experiment conducted by Dr. Burton Noah, an AEGIS scientist, in exchange for early parole. An attempt to induce muscle growth through a combination of chemical treatments and precise sonic frequencies, sabotage by a vengeful guard resulted in LaMarr’s skeletal and muscle structure becoming super-dense. Besides increased strength, durability and endurance, the most notable effect was phenomenally enhanced lung muscles enabling a devastating sonic wail! Escaping from South River, LaMarr almost immediately ran into an altercation between the villain Bronze and the police. The convict’s timely intervention not only subdued the superpowered criminal but also save a school bus full of elementary school students. Combined with his willing surrender to the authorities, this was enough to have LaMarr’s case reopened, revealing a number of irregularities which were enough to have him permanently released. [url=http://www.youtube.com/watch?v=aHWcN5YxuYc][floatl][img=http://www.freedomplaybypost.com/wiki/images/d/d1/1-800-JUSTICE.png][/floatl][/url]Taking the moniker Wail based on a comment made by a grateful grade schooler, LaMarr initially set up shop as a metahuman bodyguard after encountering difficulty finding work despite his cleared record. It was through this that he met Yelena Vostok, a Ukrainian mercenary who had received a cybernetic arm after an early mishap with her teleportation powers, and Javed Randeep, a Indian-American polyglot who’s amazing skills extended to translating human body language, making him a formidable martial artist. The trio eventually joined together to form an agency that solved unusual problems while serving any worthy cause as 1-800-JUSTICE. Upon hearing Yelena refer to her teleporting ability as ‘jumping’, Javed, in a fit of the playful wit that would make him the team’s heart, adopted the code name Jive. The hired heroes handled everything from gang violence to mystic robots to international incidents throughout the 1970s and into the 1980s, skirting the anti-cape laws introduced by Mayor Franklin Moore. Over the years, LaMarr developed romantic feelings for Javed, though he was reluctant to admit to them. By the 1990s, 1-800-JUSTICE had all but faded into obscurity, but were among the heroes who reappeared to combat the Terminus Invasion. In the heat of battle, Yelena managed to teleport her friends out of harm’s way a split second before being vaporised by a massive laser weapon. Devastated, LaMarr and Javed officially retired their heroic identities and settled down to start a new life together. Javed’s talents allowed him to support the couple as a high profile translator while LaMarr earned his degree and a position teaching civics at Joseph Clark High School. They lived happily for several years, with infrequent bouts of excitement as Javed foiled an assassination attempt or one of LaMarr’s rouges gallery reappeared for a final confrontation. Unfortunately, exposure to Terminus radiation had riddled Javed’s body with cancer, and after a long battle he passed away at the age of 55 in 2009. Having buried the love of his life, LaMarr grappled with what to do next. Ultimately the decision was made for him when the Grue invaded Freedom City en masse. Defending his students from a massive creature released by the aliens, he found that his powers had only grown stronger over time. Freedom City still called out for justice, and weary though he was, Keith LaMarr was still the man on the other end of the line. With a new costume and a renewed commitment, Wail is back in action! [b][u]Personality & Motivation[/u]:[/b] LaMarr has suffered a great many hardships in his life. These trials have forged an ironclad will stronger even then his superhuman skin, and while a lesser man may have become embittered, he has developed a keen empathy. His sense of integrity demands that he use his experience and abilities to defend those who cannot defend themselves. That isn’t to say he is without his rough edges; Javed once commented that there was very little of Keith that was [i]not[/i] rough edge. His age and profession have given him a didactic tone and his expectations for both his students and the latest generation of heroes are high indeed. The years have helped to mollify his temper but have not removed it. Dramatically aware of his own mortality, he is determined to continue to make a difference for as long as he is able. [b][u]Powers & Tactics[/u]:[/b] With superhuman strength and durability, LaMarr is a powerhouse to be reckoned with, standing shoulder to shoulder with many of the modern day bruisers. His true might, however, comes from his namesake sonic wail, an extraordinary torrent of concussive force that can deafen foes as easily as it sends them flying. This is thanks to the tremendous lung strength and capacity which resulted from his enhanced physiology. Against mundane foes, Wail typically restrains himself to hand to hand combat, but is not afraid to let loose with his full fury should the situation call for it. His super-dense biology also prevents him from floating in water, and gives him a mass several times that of an average person of his already impressive stature. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Age:[/b] LaMarr is well into his fifties, although he’s aged remarkably well. [b]Destructive:[/b] LaMarr’s sonic wail has the potential for massive collateral damage. [b]Enemies:[/b] Over the decades LaMarr built up a substantial rogues gallery, some of whom now have younger successors. [b]Lost Love:[/b] Javed’s death remains a fresh wound for LaMarr. [b]Prejudice:[/b] A gay black man born to a low income family, LaMarr is no stranger to unfair treatment. [b]Public Identity:[/b] Although he goes by Wail in the field, LaMarr has never maintained a true secret identity. [b]Responsibility:[/b] Joseph Clark High School. [b]Temper:[/b] The wisdom of age aside, LaMarr does not react well when backed into a corner. [b][u]Abilities[/u]:[/b] 12 + 4 + 10 + 2 + 4 + 4 = 36PP Strength: 36/22 (+13/+6) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 16 + 16 = 32PP Initiative: +2 Attack: +8 Grapple: +22/+13 Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -9/-2 [b][u]Saving Throws[/u]:[/b] 7 + 3 + 8 = 18PP Toughness: +13/+5 (+5 Con, +5 Protection, +3 Density) (Impervious 6/0) Fortitude: +12 (+5 Con, +7) Reflex: +5 (+2 Dex, +3) Will: +10 (+2 Wis, +8) [b][u]Skills[/u]:[/b] 88R = 22PP Gather Information 12 (+14) Intimidate 8 (+18/+10) Investigate 9 (+10) Knowledge (Civics) 14 (+15) Knowledge (History) 14 (+15) Knowledge (Streetwise) 14 (+15) Languages 1 (English [Native], Hindi) Notice 8 (+10) Sense Motive 8 (+10) Swim -/+6 [b][u]Feats[/u]:[/b] 17PP Accurate Attack All-Out Attack Contacts Dodge Focus 5 Fearless Improved Grab Interpose Luck 2 Power Attack Startle Takedown Attack 2 [b][u]Powers[/u]:[/b] 18 + 1 + 2 + 3 + 8 + 56 = 88PP [b]Density 6 ([/b]x5 Mass, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent[b])[/b] [18PP] [device][b]Enhanced Strength 12[/b] [b]Immovable 2[/b] [b]Protection 3 ([/b][i]Extras:[/i] Impervious[b])[/b] [b]Super-Strength 2[/b][/device] [b]Enhanced Feats 1 ([/b]Endurance[b])[/b] [1PP] [b]Enhanced Strength 2 ([/b]Total +14 with Density[b])[/b] [2PP] [b]Leaping 3 ([/b]x10, Running Long Jump: 230', Standing Long Jump: 115', High Jump: 57'[b])[/b] [3PP] [b]Protection 5 ([/b][i]Extras:[/i] Impervious 3[b])[/b] [8PP] [b]Sonic Control 27 ([/b]54PP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] (Genetic, Sonic) [56PP] [array][u]Base Power[/u]: [b]Damage 18 ([/b][i]Extras:[/i] Area [Targeted, Line, 5ft x 170ft], [i]Feats:[/i] Knockback 18[b])[/b] (Sonic Wail) [54PP] [u]Alternate Power[/u]: [b]Damage 13 ([/b][i]Extras:[/i] Area [General, Cone, 120ft], Linked [Stun][b])[/b] [24PP] [b]+ Stun 9 ([/b][i]Extras:[/i] Area [General, Cone], Linked [Damage][b])[/b] [27PP] (Sonic Scream) [53PP] [u]Alternate Power[/u]: [12 + 13 + 21 + 2 = 48/54PP] [device][b]Communication 6 ([/b]Auditory, 20 miles, [i]Extras:[/i] Area[b])[/b] (Sonic Shout) [12PP] [b]Dazzle 13 ([/b]Auditory Senses, [i]Extras:[/i] Area [General, Cone, 120ft], [i]Flaws:[/i] Range [Touch][b])[/b] (Sonic Bellow) [13PP] [b]Emotion Control 13 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], Linked [Trip], [i]Flaws:[/i] Limited [Fear], Range 2 [Touch][b])[/b] [7PP] [b]+ Trip 13 ([/b][i]Extras:[/i] Area [General, Burst], Linked [Emotion Control], [i]Flaws:[/i] Range [Touch], [i]Feats:[/i] Improved Trip[b])[/b] [14PP] (Fearsome Roar) [21PP] [b]Enhanced Skills 8 ([/b]Intimidate 8[b])[/b] [2PP][/device][/array] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC28 Toughness (Staged) Damage (Physical) Sonic Wail 170’ Line DC33 Toughness (Staged) Damage (Energy) Sonic Scream 120' Cone DC28 Toughness (Staged) Damage (Energy) DC19 Fortitude (Staged) Dazed/Stunned/Unconscious Sonic Bellow 120' Cone DC23 Reflex Deafened Fearsome Roar 60' radius Burst DC23 Will (Staged) Shaken/Frightened/Panicked Contested +13 vs worst of STR/DEX Prone Abilities (36) + Combat (32) + Saving Throws (18) + Skills (22) + Feats (17) + Powers (88) = 213/213PP
GranspearZX Posted February 4, 2012 Posted February 4, 2012 SECRETS BEAR'd BY GIZMO Arcturus Added Power: Super Senses 1 (Detect Magic) [3PP] That's... about all I've got for now. Holding onto that last 2 PP. [floatr][img=http://i175.photobucket.com/albums/w142/GranspearZero/sm-marcturus.jpg][/floatr][b][u]Player Name[/u]:[/b] GranspearZX [b][u]Character Name[/u]:[/b] Arcturus [b][u]Power Level[/u]:[/b] 12 (181/183PP) [b][u]Trade-Offs[/u]:[/b] +1 Attack / -1 Damage [b][u]Unspent PP[/u]:[/b] 2 [b][u]Progress To Silver Status[/u]:[/b] 33/60 [b][u]In Brief[/u]:[/b] A typical teenager with an atypical beast living inside him. [b][u]Alternate Identities[/u]:[/b] Marcus Irons [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Chicago, IL, USA [b][u]Occupation[/u]:[/b] High School Student [b][u]Affiliations[/u]:[/b] Claremont Academy, Parkhurst Mystics [b][u]Family[/u]:[/b] Richard Irons (Father, 43, A.K.A. the supervillain "Khimera"), Lyrica Irons (Mother, 40, A.K.A. the supervillain "Runic"), parents married 20 years [b][u]Age[/u]:[/b] 17 (DoB: March 1994) [b][u]Apparent Age[/u]:[/b] N/A [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] African-American [b][u]Height[/u]:[/b] 6' (8'4" in Bear Form) [b][u]Weight[/u]:[/b] 225 lbs. (475 lbs. in Bear Form) [b][u]Eyes[/u]:[/b] Brown (Red in Bear Form) [b][u]Hair[/u]:[/b] Black (Black Fur in Bear Form) [floatr][img=http://www.freedomplaybypost.com/wiki/images/a/aa/ArcturusHF.png][/floatr][b][u]Description[/u]:[/b] In his normal form, Marcus seems like a normal kid. Tall and broad-shouldered, he's a bit on the heavy side, and looks like he was built for sports. His head is usually shaved bald, and his facial hair is trimmed into a nice, even goatee. Despite his size, Marcus is deceptively agile--he's no gymnast, but he's actually capable of more mobility than a tank. His brown eyes are often half-closed, and he always looks a little worn out--not that there's anything wrong with him. He simply looks disengaged from everything around him unless he's specifically focused on a person or a conversation... or even his studies. He has a notably brighter look about him when he's busy. Someone might actually catch him smiling on occasion. In his 'beast' form, he's a lot more intimidating. Standing well over eight feet tall, Marcus--or Arcturus, as he prefers--is a particularly grim-looking beast of a man. Largely resembling a brown bear, Arcturus's fingertips ending in vicious claws. Covered in black fur, his most notable marking is the white, crescent-shaped patch across his upper chest. [b][u]History[/u]:[/b] Marcus Irons lead somewhat of a sheltered life. Being an only child, he couldn't remember a time when he wasn't in the company of at least one of his parents, and he never wanted for anything. That certainly wasn't to say that he was spoiled; Richard Irons was a gruff disciplinarian, almost military in his imposition of order on his only son. While both parents often had to go away on business from time to time, he more often than not spent that time with his father. Richard taught him all sorts of things--fishing, hunting, and even how to fight when he started getting bullied at school. His mother was a lot less heavy handed; she wouldn't let Marcus get away with just anything, of course, but she gave him considerably more freedom. It gave him plenty of chance to wonder why his parents had so many books on occult subjects, but he rarely acted on the impulse to read any of them. He had enough problems with just algebra. Marcus and his father had just come from celebrating his 15th birthday a few weeks early, watching a Blades game. He thought it would be an unforgettable night; the two of them stuck around the stadium and he managed to get Andre Leroux to sign his jersey. It was, in fact, a night he'd always remember, but not for the reasons that Marcus thought. They went home, and hours later he was awakened by the breaking of glass and a lot of yelling. Marcus arrived in the living room just in time to see a group of men tackle his father. Without thinking he rushed to try and help, leaping uselessly on one of their backs, only to get thrown off. The landing hurt, but something else in him snapped... Everyone was especially surprised when the 15 year-old boy came back at the SWAT-geared man, grabbing him by the collar with a clawed hand and slinging him across the room. The next few moments were a blur. The room flooded with more people and he remembered something giving him a nasty shock. He remembered his father's voice, sounding uncharacteristically desperate, and then... nothing. He woke up several days later in the hospital, with a strange man in his room, introducing himself as Duncan Summers. That was when he learned the truth--his parents were wanted supervillains. At first, he didn't believe it. His parents, as far as he knew, hadn't even had so much as a speeding ticket. Sure, his dad was over six and a half feet tall and intimidating as all hell, but imagining his father as a monster? No way. Seeing the evidence, however, was sobering. His father could transform, just as he had that night, only his form was... far less friendly on the eyes. He had a body count well into the triple digits, most before he was born. He wasn't sure he'd be able to cope with the reality that his father was even capable of the destruction of which he'd been accused. His mother's involvement was considerably more obscure. As the sorceress Runic, she had managed to suppress his father's transformation through the use of her knowledge and research on magical artifacts and symbols, allowing them to lead normal lives. She was wanted for hiding him, among other things... and Marcus was almost certain that it contributed to her not showing up when his father was carted off to jail. He wasn't stupid--he realized that his father never fought back, and that he'd plead guilty, skipping a trial entirely. Marcus wasn't sure what to do next... Summers provided him with an option. [b][u]Personality & Motivation[/u]:[/b] Marcus is surprisingly mature for his age, often coming off as stand-offish, humorless, and far more serious than necessary. He's actually notoriously big-hearted and loyal to the people who actually earn his trust, and something of a pacifist at heart--contrary to the look and overall aggressive nature of the Beast Rune on his back. It's certainly not that he isn't capable; on the contrary, it's knowing that he could potentially lose control and seriously hurt someone that keeps him from doing anyone serious, crippling harm. Seeking largely to guard against the stigma of his parents' pasts, Marcus makes it a point to know as much as he can about both the magical and physical world and how they interact with one another. [b][u]Powers & Tactics[/u]:[/b] Marcus is a brawler, plain and simple. Being especially good at it, his fists are often the first course of action for him. When he can actually plan ahead, he does so--more with a working knowledge of the situation than any real magical backup, other than his animal form. When especially pressed for a solution, he's been known to use the Beast Rune in its rawest form, able to transform into something other than his 'default' bear form. [hr][/hr] [b][u]Complications[/u]:[/b] [b]AAAAH! Bear![/b]: Arcturus, in bear form, tends to give off an aura that screams 'predator'. As such, civilians have a tendency to panic when they see him. [b]Aspect of The Beast:[/b] Marcus is exceptionally aggressive and blunt in his bear form, and finds it difficult to back out of a fight. [b]Colorblind:[/b] In his bear form, Arcturus can't really distinguish colors; everything looks grayscale. [b]Phobia:[/b] Marcus can't swim. It's less of a problem in his human form, but his fear of drowning causes him to avoid large bodies of water whenever possible. [b]Secret:[/b] Marcus's mother, Runic, is an international thief and forger, and has crossed and double-crossed numerous heroes and villains in her career. His father, the previous holder of the Beast Rune, destroyed an entire town before the power was stripped from him. If anyone did a little digging, it would cause Marcus a colossal headache and earn him a lot of enemies and unwanted attention. [b]Temper:[/b] Marcus has full control over his transformation... usually. Typically, however, pain causes his usually strict control to slip--whether it's physical, or seeing a friend get hurt. [b][u]Abilities[/u]:[/b] 0 + 2 + 12 + 2 + 4 + 0 = 20PP Strength: 28/20/10 (+9/+5/+0) Dexterity: 12 (+1) Constitution: 26/22 (+8/+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 18 + 16 = 34PP Initiative: +5 Attack: +9 Ranged (+8 in Bear Form), +11 Melee (+10 in Bear Form), +12 Unarmed in Bear Form, +12 Claws Grapple: +16/+11; +23 in Bear Form Defense: +10/+11 (+8 Base, +3 Dodge Focus, -1 Size [Bear Form]), +4 Flat-Footed Knockback: -3, -9 in Bear Form, -18 Bracing [b][u]Saving Throws[/u]:[/b] 5 + 8 + 10 = 23PP Toughness: +11/+6 (+8/+6 Con, +3 Protection) Fortitude: +13/+11 (+8/+6 Con, +5) Reflex: +9 (+1 Dex, +8) Will: +12 (+2 Wis, +10) [b][u]Skills[/u]:[/b] 92R = 23PP Acrobatics 9 (+10)[sup]Skill Mastery[/sup] Climb 3 (+3, +8 in Bear Form) Concentration 8 (+10) Craft (Artistic) 13 (+14)[sup]Skill Mastery[/sup] Intimidate 7 (+7, +17 in Bear Form)[sup]Skill Mastery[/sup] Knowledge (Arcane Lore) 13 (+14)[sup]Skill Mastery[/sup] Knowledge (Earth Sciences) 3 (+4) Knowledge (Life Sciences) 3 (+4) Knowledge (Physical Sciences) 4 (+5) Languages 2 (English [Native], Greek, Latin) Notice 4 (+5) Search 4 (+5) Sense Motive 5 (+6, +14 in Bear Form) Stealth 9 (+10, +6 in Bear Form) Survival 5 (+6) [b][u]Feats[/u]:[/b] 18PP Artificer Attack Focus (Melee) 2 Dodge Focus 3 Fearless Improved Grab Improved Grapple Improved Initiative Improved Pin Luck Quick Change Ritualist Second Chance (TOU checks vs. Unarmed) Skill Mastery (Acrobatics, Craft (Artistic), Intimidate, Knowledge [Arcane Lore]) Takedown Attack 2 [b][u]Powers[/u]:[/b] 40 + 12 + 4 + 3 + 1 + 3 = 63PP [b]Alternate Form 8 ([/b]40PP Container [Free Action, Sustained Duration][b])[/b] [40PP] (Bear Form, Beast Rune, Magic) [device][b]Enhanced Feats 11 ([/b]Attack Specialization [Claws], Attack Specialization [Unarmed], Fearsome Presence 8, Powerful Intimidation[b])[/b] [11PP] [b]Enhanced Skills 16 ([/b]Intimidate 8, Sense Motive 8[b])[/b] [4PP] [b]Features 1 ([/b]Fur-Covered Hide [Immune to Cold & Sunburns][b])[/b] [1PP] [b]Growth 4 ([/b]Large, -1 Attack, -1 Defense, +4 Constitution, +8 Strength, +4 Grapple, +2 Intimidate, -4 Stealth, +5 STR [Carry Capacity], [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent[b])[/b] [12PP] [b]Protection 3[/b] [3PP] [b]Strike 1 ([/b][i]Feats:[/i] Mighty[b])[/b] [2PP] (Claws) [b]Super-Senses 7 ([/b]Danger Sense [Olfactory], Acute Extended 2 [1,000ft Notice Increments] Tracking 2 [Normal Speed] Smell, Low-Light Vision[b])[/b] [7PP][/device] [b]Enhanced Strength 10 ([/b]to 20/+5; [i]PFs[/i]: Alternate Power, Variable Descriptor 1 [earth, fire, ice, thunder][b])[/b] [12PP] [list][u]Alternate Power[/u]: [b]Super-Strength 4 ([/b]Lifting STR 30, 43 in Bear form, [i]Heavy Load[/i]: 1,600 lbs., 4.8 tons in Bear form;[i]PF[/i]: Bracing, Groundstrike[b])[/b] [10PP][/list] [b]Leaping 4 ([/b]x25 [[i]Running Long Jump:[/i] 475ft][b])[/b] [4PP] [b]Regeneration 3 ([/b]Bruised 3 [No Action][b])[/b] [3PP] [b]Speed 1 ([/b]10 mph / 100 feet per Move action[b])[/b] [1PP] [b]Super Senses 1 ([/b]Detect Magic[b])[/b] [3PP] [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15/20 Toughness (Staged) Damage (Physical); variable descriptor Bear Form Touch DC24 Toughness (Staged) Damage (Physical); variable descriptor Bear Claws Touch DC25 Toughness (Staged) Damage (Physical); variable descriptor Fearsome Presence 40ft Burst DC18 Will (Staged) Shaken/Frightened/Panicked Groundstrike 90ft Burst Contested STR/DEX Prone Abilities (20) + Combat (34) + Saving Throws (23) + Skills (23) + Feats (18) + Powers (63) - Drawbacks (0) = 181/183 Power Points SECRETS BEAR'd BY GIZMO
Paragon Posted February 4, 2012 Posted February 4, 2012 Quintessence has 5pp to spend, and woud like to use it to pick up Immunity to all environmental conditins for 5pp.
Gizmo Posted February 5, 2012 Posted February 5, 2012 Done by the beautiful Ecalsneerg Ghost Girl 1PP - Adding Startle to Feats. 1PP - Adding Subtle to her Flight, and making it Permanent, since she's only ever pretending to walk. 4PP - +1 rank of Telekinesis Also did a little tidying up to make her notation clearer in some places, and rearranged points in her 'terrible beauty' AP to remove the Limited [Fear] flaw from her Emotion Control. [b][u]Players Name[/u][/b]: Gizmo [b][u]Power Level[/u][/b]: 11 (173/174PP) [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]: 5’7†[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] 26PP Attack: +7 (+11 Ghost Array) Defense: +11 (+3 flat-footed) Grapple: +6 Init: +3 [b][u]Saves[/u]:[/b] 9PP Toughness: +11 (+11 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] 11PP Dodge Focus 5 Luck 2 Power Attack Second Chance (Diplomacy) Startle Uncanny Dodge (Auditory) [b][u]Powers[/u]:[/b] 28 + 2 + 1 + 3 + 3 + 30 + 21 + 11 +7 + 3 + 10 = 119PP [b]Ghost Array 12[/b] (24PP, [i]Power Feats:[/i] Alternate Power 4) [28PP] [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']) [3PP] (radio static)[/device] [b][u]AP[/u]: Damage 11[/b] ([i]Extras:[/i] Affects Corporeal, Autofire, Linked [Drain], [i]Flaws:[/i] Limited [Objects], Limited [Electronics], [i]Power Feats:[/i] Accurate 2) [13PP] (disrupt electronics) [device]+ [b]Drain Toughness 11[/b] ([i]Extras:[/i] Affects Corporeal, Affects Objects, Linked [Damage], [i]Flaws:[/i] Limited [Objects], Limited [Electronics]) [11PP][/device] [b][u]AP[/u]: Drain Strength 11[/b] ([i]Extra[/i]: Affects Corporeal, [i]Power Feats:[/i] Accurate 2) [24PP] (chill of the grave) [b][u]AP[/u]: Emotion Control 10[/b] ([i]Extras:[/i] Area [Perception, +2], [i]Flaws:[/i] Range [Touch, -2], Sense Dependent [Vision], [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [7PP] (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 2 [Mental, [i]Extras:[/i] Acute, Analytical, Radius, Tracking]) [6PP][/equip] [b][u]AP[/u]: Snare 11[/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']) [24PP] (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 11[/b] [11PP] [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 DC21 Fortitude Drained Toughness Touch DC26 Toughness [Autofire] Damage Drain Strength Touch DC21 Fortitude Drained Strength Emotion Control Perception DC21 Will Shaken Snare 100' Cone DC21 Reflex Entangled Abilities (-4) + Combat (26) + Saving Throws (9) + Skills (15) + Feats (11) + Powers (119) - Drawbacks (-3) = 173/174PP
Scuffles Posted February 5, 2012 Posted February 5, 2012 SHOWN THE LIGHT BY GIZMO Glow Bringing Glow up to her new caps. Increasing her force field by 1 rank and adding another rank of dodge focus on defense. Increasing her telekinesis by one rank and adding a second help of "accurate" to it, while removing the "attack focus (ranged)" feat. Also increased the rank of the area TK alternate power. A couple of tiny fluff changes too. She's grown a bit and I fixed a couple of typos. I think I updated the sheet right. Sorry if I missed anything! [url=http://www.freedomplaybypost.com/viewtopic.php?p=132151#p132151]Subject: Glow (PL8) - Scuffles[/url] [quote name="Scuffles"][b][u]Player Name[/u]:[/b] Scuffles [b][u]Character Name[/u]:[/b] Kristin Jones [b][u]Power Level[/u]:[/b] 8 (115/116PP) [b][u]Trade-Offs[/u]:[/b] -1 defense + 1 toughness [b][u]Unspent Power Points[/u]:[/b] 1 [b][u]Progress To Bronze Status[/u]:[/b] 11/30 [b][u]In Brief[/u]:[/b] A young Australian girl grappling with her recently awoken telekinetic abilities. [b][u]Alternate Identity[/u]:[/b] Glow [b][u]Identity[/u]:[/b] Public. [b][u]Birthplace[/u]:[/b] Australia - Gold Coast. [b][u]Occupation[/u]:[/b] Student. [b][u]Affiliations[/u]:[/b] None. [b][u]Family[/u]:[/b] Father: Jeff, Mother: Marie, Sister: Rebecca. [b][u]Description[/u]:[/b] [b]Age:[/b] 16 (DoB: May 3rd 1995) [b]Apparent Age:[/b] 16 [b]Gender:[/b] Female. [b]Ethnicity:[/b] Caucasian. [b]Height:[/b] 5'3" [b]Weight:[/b] 104 lbs [b]Eyes:[/b] Hazel [b]Hair:[/b] Red Whip-thin and short, Kristin is a toned little athlete who has inherited her build from her mother. She has fair skin that is liberally dusted with freckles and red hair that she keeps short and typically wears tied back from her face . She is usually most comfortable in cargo pants and a tank-top and has a serious fascination for hooded jackets when the weather gets colder. Kristin hasn't yet created a costume to wear as "Glow" yet, and will wear her Claremont Academy jumpsuit until she works out something better. [b][u]Power Descriptions[/u]:[/b] Completely at odds to her her love for physical activities, Kristin has been gifted with the ability to move objects with her mind. Kristin's telekinetic powers stem from a hereditary genetic mutation and have only recently awoken. Objects that she moves are typically surrounded by a greenish glow that seems to be caused by her telekinesis leaking energy into nearby molecules of air and causing them to fluoresce. She also has the ability to create a telekinetic barrier capable of withstanding physical impacts by using her powers to compact the air around her into a solid form. This affect also carries a green glow. [b][u]History[/u]:[/b] Until recently, Kristin was a perfectly normal (almost) teenager. Sure, there was a few unexplained incidents of objects crashing around in her room while she slept, but nothing that tipped anyone off to the potential within her. From a very young age she loved to play sports, starting out with gymnastics, then moving to more contact-orientated sports like Soccer, Football and finally Judo. Kristin is extremely close with her older sister, so the accident that led to the awakening of her powers was extremely traumatic for her. It was a simple enough afternoon. School was finished and a little crowd of students was crossing the road outside the front gate, with Kristin and Rebecca somewhere in the middle. Unfortunately a police chase was also in progress, a couple of thugs having robbed a nearby convenience store. The fugitives, driving a beat up old Holden sedan clearly saw the group of students crossing the road, but chose to run the red light anyway, sending kids scattering in all directions. Kristin, stuck in the middle had nowhere to go. Rebecca saved the day, bundling her little sister out of the way at the last moment, but was clipped by the speeding vehicle, which promptly lost control and crashed into a tree near the edge of the road. The aftermath is a complete blur to Kristin, but the news crews and bystanders with cellphones captured it perfectly - a massive, green glowing swirl of gravel, leaves, tree branches, and one wrecked Holden, revolving around a hysterical young girl cradling her injured and unconscious sister. Paramedics arriving at the scene couldn't get to Rebecca because of Kristin's uncontrolled outburst - a fact that horrifies and embarrasses her - so eventually a local telepath was brought to the scene, soothing, cajoling, and then eventually "Brain slapping" (Kristin's own words) her into a stupor to end the standoff. Thankfully Rebecca's injuries were not too serious - a nasty concussion and several broken bones - and the entire scene was brought to a happy conclusion. Kristin was briefly taken into training by a pair of Australian heroes, but without any expertise in telekinesis there was little enough that they could teach her. For a fortnight she struggled to control her gift in any meaningful way and was beginning to despair when she received an invitation to visit the Claremont Academy in Freedom city for assessment and training. Despite a reluctance to leave her family and especially her still recovering sister, Kristin couldn't turn down the opportunity to learn more about her gifts and gain the training necessary to control them, so she has traveled to Freedom city to visit the Academy. [b][u]Personality & Motivation[/u]:[/b] Kristin is friendly, enthusiastic and easily excited. She'll almost never turn down an opportunity to spar (even against people who can pummel her with little to no effort), practice or even just play catch. She loves nothing more than an opportunity to run, or climb or swim or kick a football. Except maybe chocolate. Kristin's first priority right now is to learn to control her abilities properly. In time she intends to use her abilities to protect others. She has seen that it's not just the powerful villains of the world that can cause pain and suffering to innocent people - even the lowest of two-bit thugs can ruin a life, and Kristin feels that she may have an opportunity to help prevent that. [b][u]Powers & Tactics[/u]:[/b] Kristin hasn't yet adjusted to her powers enough for their use to be instinctual. She still tends to think "physical first" and may resort to her Judo training under pressure. If she does, her gameplan is "takedown, pin, chokehold" which might work fine on untrained normal people but is likely to get her demolished by the strong or the trained. Recognizing this, Kristin has been practicing the use of her telekinesis to immobilize, strike or throw. She also realizes that she could potentially throw very heavy objects, but that thought scares her more than a little. [b][u]Complications[/u]:[/b] [b]Fame:[/b] It's hard for your abilities to be a secret when your rather spectacular and uncontrolled first use of them was featured on the evening news and got hundreds of thousands of hits on video sites on the internet. Since that day both Kristin and her family have been besieged by reporters dying to interview both girls. [b]How'd I do that / oops!:[/b] Kristin has only recently begun to use her powers and has little idea of her limits. Additionally she still doesn't have perfect control, occasionally using them accidentally or imperfectly, especially in her sleep. [b][u]Abilities[/u]:[/b] 0 + 6 + 4 + 2 + 6 + 2 = 20PP [b]Strength:[/b] 10 (+0) [b]Dexterity:[/b] 16 (+3) [b]Constitution:[/b] 14 (+2) [b]Intelligence:[/b] 12 (+1) [b]Wisdom:[/b] 16 (+3) [b]Charisma:[/b] 12 (+1) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP [b]Initiative:[/b] +7 [b]Attack:[/b] +4 Base, +5 Ranged, +8 Telekinesis [b]Grapple:[/b] +7, +16 w/ Telekinesis [b]Defense:[/b] +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed [b]Knockback:[/b] -7, -5 flat-footed; -2, -1 flat-footed w/out Force Field [b][u]Saving Throws[/u]:[/b] 4 + 4 + 4 = 12PP [b]Toughness:[/b] +9 [Imp 6] (+2 Con, +2 Defensive roll, +5 Force Field), +7 [Imp 6] flat-footed [b]Fortitude:[/b] +6 (+2 Con, +4) [b]Reflex:[/b] +7 (+3 Dex, +4) [b]Will:[/b] +7 (+3 Wis, +4) [b][u]Skills[/u]:[/b] 60R = 15PP Acrobatics 7 (+10) Climb 10 (+10) Computers 6 (+7) Concentration 4 (+7) Escape Artist 4 (+7) Knowledge (Current events) 4 (+5) Knowledge (Pop culture) 4 (+5) Notice 7 (+10) Perform (Dance) 4 (+5) Search 2 (+3) Sense Motive 2 (+5) Sleight of hand 2 (+5) Stealth 2 (+5) Swim 2 (+2) [b][u]Feats[/u]:[/b] 13PP Acrobatic bluff Chokehold Defensive Roll 1 Dodge focus 3 Grappling Finesse Improved Initiative 1 Improved Pin Improved Trip Luck 1 Set-up Uncanny dodge (Hearing) [b][u]Powers[/u]:[/b] 28 + 10 = 39PP [b]Force Field 5 ([/b][i]Extra[/i]: Impervious 6[b])[/b] [11 pp] [b]Telekinesis ([/b]26PP Array; [i]Feats:[/i] Alternate Power 2[b])[/b] [28PP] [array][u]Base power[/u]: [b]Telekinesis 8 ([/b]Str 40 [hvy load 3.2 tons]; [i]Extras[/i]: Damaging [i]Feats[/i]: Accurate 2[b])[/b] 22pp [u]Alternate power[/u]: [b]Flight 3 ([/b]50mph / 440ft per round[b])[/b] 6pp [u]Alternate power[/u]: [b]Telekinesis 6 ([/b]Str 30 [hvy load 1600lbs]; [i]Extras[/i]: Area [Targeted, Burst] (25-50 ft radius), Damaging, Selective attack [i]Feats[/i]: Accurate, Progression (increase area) [i]Flaws[/i]: Distracting[b])[/b] 22pp[/array] [b][u]DC Block[/u][/b] [code] ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Telekinesis 8 Ranged DC 23 Toughness Damage (Physical) Telekinesis 6 Ranged DC 21 Toughness Damage (Physical) Totals: Abilities (20) + Combat (16) + Saving Throws (12) + Skills (15) + Feats (13) + Powers (39) - Drawbacks (0) = 115/116 Power Points
KnightDisciple Posted February 5, 2012 Posted February 5, 2012 BRIGHTEST DAY'd BY GIZMO Cobalt Templar These are kind of a long time coming. Anyways. Minor change: Increase Age to 18 Mechanical: 7 PP to spend... 2PP to increase Attack by 1. Attack is now 12. 1PP to buy Dodge Focus 1 Defense goes up to 7, Flat Footed stays the same. The other 4PP go into Device 20 (99/100PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [82PP] (Power Ring [blessed/Holy, Magic]) Now is: Device 21 (99/105PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [86PP] (Power Ring [Blessed/Holy, Magic]) (Didn't know I had that extra PP for the container. wacky) 6PP to spend inside the Device First thing to do: 2PP: Increase Holy Fire Control to Rank 12. Increase the Blast to Rank 12 Increase the Area Damage to 12 (the one labeled a Strike). Next: 2PP: Increase Enhanced Strength to 12. Thus: Strength: 28/16 (+9/+3) And within his Large form, his Strength would total 34 with a +12 bonus. Final 2PP spend: Increase Enhanced Con to 12 Thus: Constitution: 28/16 (+9/+3) and Toughness: +17/+3 (+9/+3 Con, +8 Protection and Fortitude: +11/+5 (+9/+3 Con, +2) Done, all PP spent. BRIGHTEST DAY'd BY GIZMO
Ari Posted February 5, 2012 Posted February 5, 2012 El Heraldo Spending 9PP. :arrow: Buying another rank in Attack Focus(Melee) :arrow: Buying another rank of Easy-to-Lose Device, buying another 3 ranks of Impervious TOU, bringing to +8. Also the Feature[Repair Clothes] and a rank of Protection. :arrow: Added the Noticeable Drawback to the Device, Enhanced STR, CON, and Flight. :arrow: Buying rank 3 Strike with the Mighty Feat. :arrow: Buying a rank of Dodge Focus and Uncanny Dodge(Hearing). :arrow: At Roo's suggestion, adding the Complication "What are you wearing?!" [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 8/0]) 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] 9 + 2 + 9 + 7 + 5 + 4 + 4 + 4 = 44PP [b]Device 3[/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) [9PP] [list][b]Emotion Control 5[/b] (Flaws: Limited [Hope]) [5PP] [b]Feature[/b](Repair Clothes)[1PP] [b]Impervious Toughness 8[/b][10PP] [b]Protection 1[/b][1PP] [i]Costume[/i][/list] [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]Strike 3[/b]([i]Power Feats:[/i] Mighty)[4PP] [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) Strike Touch DC 27/23 Toughness (Staged) Damage (Physical) Bandera Perception DC 16 Will Hope Totals: Abilities (34) + Combat (6) + Saving Throws (10) + Skills (9) + Feats (19) + Powers (44) - Drawbacks (2) = 120/120 Power Points
Raveled Posted February 6, 2012 Posted February 6, 2012 will.i.am'D BY GIZMO Glowstar :arrow: Buying a rank of Will save, and that's all. [floatr][img=http://www.freedomplaybypost.com/wiki/images/7/76/GlowstarHF2.0.png][/floatr][b][u]Player Name[/u]:[/b] Raveled [b][u]Character Name[/u]:[/b] Glowstar [b][u]Power Level[/u]:[/b] 12 (185/186PP) [b][u]Trade-Offs[/u]:[/b] None [b][u]Unspent Power Points[/u]:[/b] 1 [b][u]Progress To Gold Status[/u]:[/b] 36/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad[/url]) [b][u]In Brief[/u]:[/b] Son of a pair of villains, out to prove that he can be a hero. [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Little Rock, AK [b][u]Occupation[/u]:[/b] Student [b][u]Affiliations[/u]:[/b] Claremont Academy, the Irregulars [b][u]Family[/u]:[/b] William Harris AKA Lawrence Patterson AKA the Saucer Lord (father), Camille Harris AKA Curare (mother) [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 17 (January 24, 1994) [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Northern European/Sub-Saharan African [b][u]Height[/u]:[/b] 5' 11" [b][u]Weight[/u]:[/b] 190 lbs [b][u]Eyes[/u]:[/b] Black sclera, red iris. [b][u]Hair[/u]:[/b] Dirty blond Brian Harris is a young man of average height, with a slight, athletic build. His skin is naturally a creamy mocha color, but since he likes to spend a lot of time out-of-doors, it’s often tanned much darker. His face is broad and square-jawed: he shaves nearly every day and keeps his fine, flyaway hair trimmed short. It used to be golden blond, but it’s darkened several shades since his powers manifested. His eyes are his most shocking feature; the sclera is pure black, and the iris is bright red. Brian usually wears casual street clothes, almost invariably jeans and hiking boots. When he's expecting a fight, he dresses in a loose, silvery jumpsuit with dark red stripes that start at his boots, continue up his side and on the underside of his arms, and terminate at his fingertips. A scarlet half-cape completes the look. When not needed, the costume folds into a silver ring with a thin red line down the center. His energy blast and aura manifest as a dark red color, with black motes or fog swirling around the edges. [b][u]Power Descriptions[/u]:[/b] Brian can generate and manipulate strange energies, which he can use to protect himself, blast his foes, and even fly. His body seems to be changing because of the energies, making him tougher than he was before and compensating for sleep and food. He doesn't even need to breathe anymore, and doesn't seem affected by weather or his environment. [b][u]History[/u]:[/b] Brian Harris thought he had a pretty normal life. So sure, his parents didn’t have regular jobs, always going off on consulting gigs for a few days, and once even two weeks, but the family always had money and his parents were always there for important things. Brian was in Scouts, his high school baseball team, and had a girlfriend; he was prepared to live a normal life in American suburbia. He wasn’t prepared for the police to bust in during dinner in full riot gear and try to arrest his parents. He really wasn’t prepared to blast two of them off his mother with black and red energy blasts. She escaped; his father didn’t. Later, the folks from Social Services filled in some of the blanks. His parents weren’t just his parents. His father had been known as the Saucer Lord, and had used extradimensional technology to battle the forces of good on every planet in the Solar System. His mother was once called Curare, and in her prime had been the most hunted and sought after assassin on three continents. They had disappeared from the super-scene at roughly the same time, and until recently no one had considered that they might’ve retired together. Brian, though, was a complication no one had planned for – or rather, his powers were. No one wanted to put a kid in Blackstone or any other prison, but they couldn’t just set him up with a normal foster family, not with his abilities and background. At some point, someone contacted Duncan Summers, and Duncan and Brian had a long talk. The upshot was that Brian got a spot at Claremont Academy, and the chance to prove that he could be better than his heritage suggested. [b][u]Personality & Motivation[/u]:[/b] Brian Harris’s parents raised him right: don’t cheat, don’t steal – don’t lie. It’s this last one that makes his parents’ betrayal so painful. The truth of their lives upset his life almost as much as the sudden appearance of his superpowers. He’s still reevaluating his life, seeing what makes sense and what needs to be adjusted. Some things don’t seem likely to change, though; he doesn’t like being regarded as a threat, as a villain-in-waiting. He does seem to genuinely enjoy helping people. And last, he’s still loyal to his parents, still loves them despite what they didn’t tell him. Brian is most happy when he's doing something, physically working to solve a dilemma or further his goals. Whenever there's a problem in front of him, he's likely to try and take some action, even if sitting and waiting would be the wiser decision. [b][u]Powers & Tactics[/u]:[/b] Brian knows he's the big guns and acts like it. In a fight he tends to try and identify the most powerful threat, and deal with it personally. If civilians are in danger or his teammates go down, he'll protect them and try to get them out of the line of fire. He's not used to fighting foes on his level yet and can overextend himself in combat. [hr][/hr] [b][u]Complications[/u]:[/b] [b]The Family Business:[/b] Brain has to deal with a lot due to his parents. On the one side are people who distrust him because his parents were villains and they expect him to go down the same path, or else blame him for his parents' actions. On the other side are villains who expect him to help them because his parents went bad. [b]Golden Age Honor:[/b] Glowstar tries to be very careful about how people view him. To try and avert his intimidating appearance, he sticks to a strict 'heroic' code of honor: he always engages in Diplomacy first, he always accepts a villain's surrender, and he will never endanger a civilian. [b]Herald of the Destroyer! :[/b] Brian doesn't know it yet, but the energies he generates and manipulates are those of entropy, of the Terminus. [b]Power Glows:[/b] Whenever Brain uses his powers it generates a strong glow around his body. While this usually isn't a problem, it makes it almost impossible for him to be stealthy. [b]Terminus Baby:[/b] Brian's parents were passing through Freedom City when the second Terminus Invasion hit and had to take shelter with the rest of the civilian population. It wasn't until later that Camille realized she had been a full month pregnant at the time. It's almost certainly that [i]in utero[/i] exposure to Terminus energies which caused Brian's powers. [b]They're The Only Family I've Got:[/b] They may have lied to him and hurt him, but Will and Cammy are still his parents, and he'll defend them, physically if need be. [b]Never Say Die:[/b] Glowstar's usually the last to retreat in a fight. [b][u]Abilities[/u]:[/b] 6 + 4 + 6 + 2 + 2 + 4 = 24PP Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Terminus Energy Array Grapple: +24 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6/-1 [b][u]Saving Throws[/u]:[/b] 9 + 7 + 8 = 24PP Toughness: +12/+3 (+3 Con, +9 Protection, 7 Impervious) Fortitude: +12 (+3 Con, +9) Reflex: +9 (+2 Dex, +7) Will: +9 (+1 Wis, +8) [b][u]Skills[/u]:[/b] 80R = 20PP Acrobatics 16 (+18) Concentration 8 (+9) Diplomacy 13 (+12) Gather Information 3 (+5) Knowledge (Current Events) 9 (+10) Knowledge (Pop Culture) 4 (+5) Knowledge (Streetwise) 4 (+5) Medicine 4 (+5) Notice 7 (+8) Search 4 (+5) Sense Motive 4 (+5) Survival 4 (+5) [b][u]Feats[/u]:[/b] 15PP Accurate Attack Acrobatic Bluff All-Out Attack Defensive Attack Dodge Focus 4 Improved Initiative Luck 4 Move-By Action Power Attack [b][u]Powers[/u]:[/b] 4 + 1 + 5 + 9 + 10 + 44 = 73PP [b]Environmental Control 2 ([/b]Light, [i]Extra:[/i] Duration [Continuous], [i]Flaw:[/i] Range [Touch][b])[/b] [4PP] [b]Features 1 ([/b]Quick Change[b])[/b] [1PP] (Morphic-Molecule Costume) [b]Flight 3 ([/b]50mph / 500ft per Move Action, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [5PP] [b]Force Field 9[/b] [9PP] (Energy) [b]Immunity 11 ([/b]Life Support, Sleep, Food/Water; [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [10PP] [b]Terminus Energy Control 19 ([/b]38PP Array, [i]Feats:[/i] Accurate 2, Alternate Power 4, Affects Insubstantial, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [44PP] [list][u]Base Power[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range, [i]Extras:[/i] Autofire, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Entropic Multi-Blast, Energy) [u]Alternate Power[/u]: [b]Blast 12 ([/b]10 110ft Range Increments / 1,100ft Max Range, [i]Extras:[/i] Penetrating [DMG 24], [i]Feats:[/i] Precise[b])[/b] [37/38PP] (Focused Entropic Blast, Energy) [u]Alternate Power[/u]: [b]Create Object 12 ([/b]Lifting STR 60 [i]Heavy Load:[/i] 50 tons], Toughness +12, [i]Extras:[/i] Movable, [i]Feats:[/i] Stationary, Tether[b])[/b] [38/38PP] (Energy) [u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Boom!, Energy) [u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Linked [Drain, +1])[/b] [24PP] + [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects [+0], Linked [Strike], [i]Feats:[/i] Slow Fade [1 minute][b])[/b] [13PP] [37/38PP] (Entropic Strike, Energy)[/list] [b][u]Drawbacks[/u]:[/b] -2PP [b]Vulnerability ([/b]Daka crystals, [i]Frequency:[/i] Uncommon [-1], [i]Intensity[/b] Moderate [DC x 1.5][b])[/b] [-2PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Boom Touch/Area DC22 Reflex 1/2 Effect DC27 Toughness (Staged) Damage (Energy) Create Object Ranged DC22 Reflex Trapped Focused Blast Ranged DC27 Toughness (Staged) Damage (Energy) Multi Blast Ranged DC27* Toughness (Staged) Damage (Energy) Strike Touch DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) *Up to DC32 with Autofire. Totals: Abilities (24) + Combat (32) + Saving Throws (24) + Skills (20) + Feats (15) + Powers (73) - Drawbacks (-2) = 185/186 Power Points will.i.am'D BY GIZMO
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