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Character Edits, v6


Dr Archeville

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DONE BY SHAENTHEBRAIN

Crow's edits are up first. First, 1 pp to buy Dodge Focus, raising his Defense by 1. Second, 1 pp on Attack Focus (Melee), raising his Attack to +7 (regular) and +8 (Melee). And third, 2 pp to Con, raising it to 18 and his Toughness up by 1.

Fourth, new complication!

Lovebird – Morgan has recently begun dating fellow Claremont student Victoria Knight, also known as rookie hero and teleportation specialist Wisp. Two teenagers, dating, attending a secret superhero school, both with considerable complications in their respective family histories. What could possibly go wrong?

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

[u][b]Player’s Name:[/b][/u] Quinn

    [u][b]Character’s Name:[/b][/u] Crow

    [u][b]Power Level:[/b][/u] 8 (118/118 PP)

    [u][b]Trade-Offs:[/b][/u] N/A

    [u][b]Unspent PP:[/b][/u] 8

    [u][b]Progress towards Silver:[/b] [/u] 13/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4533]Push[/url])


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


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

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

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

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

    [u][b]Affiliations:[/b][/u] Irish Pantheon, various insundri minor gods and spirits (troubleshooter)

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


    [u][b]Age:[/b][/u] 17 (DoB: Oct. 31, 1992)

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

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

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

    [u][b]Height:[/b][/u] 5’10â€

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

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

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


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


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


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


    He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him...and then recieved a ringing blow across the head. Turning, there stood Patrick Crowe, his shirt stretched by new-grown muscles, face grinning, eyes flashing, and the teacher bore down upon him roaring an ancient Celtic war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university with Crowe giving and asking no quarter, until finally the villain lay defeated on the steps of the school, broken and battered. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero...and after a visitation from the gods of the ancient Celtic pantheon himself, who informed him of a long-lost connection between his family and the legendary Cuchulainn, he decided he liked the idea of being a hero. Keeping the weapons, he took on the moniker Red Hand, and made an armored costume to fight with. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion, and decided to settle down there for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). It was about a year or two before Centurion's death that Red Hand began to feel the age of his years, and he chose to hang up his spear and shield shortly thereafter, returning to Boston. It was a day after his arrival...that he was asked to pay a visit to a very important figure.


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


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


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


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


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


    As Crowe went upstairs to pack, he opened his closet...and found something. A big black coat, hanging there, covered in old runes he'd never even seen before. He took it down off the hangar to admire it, and a note fell out. He read it...then burst out laughing.


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


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


    [u][b]Personality & Motivation:[/b][/u] Looking at Crowe, it's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him, but he's long learned that while determination is a good thing, taking time to plan and "fight smart" hurts a hell of a lot less than simply stubbornly charging in head-first and "fighting stupid". His main motivation is, has, and always will be to become a great hero, to forge his own legend like his dad and great ancestor, to be a great hero that people would tell stories about. With time and experience, that'll likely change, but for now, he's a young man with a great legacy to live up to, not to mention a whole truckload of issues that still need dealing with. He's doing the best he can.


    [u][b]Power Descriptions:[/b][/u] Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat into him.


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


[hr][/hr]

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

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

[b]Not Subtle, Yet Quick To Anger[/b] - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Mentioning his mother period is a really good way to set him off as well.

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

[b]Rules of Red Hand[/b] - Crow always tries to live by the three rules taught by his father; "Enter into battle with joy", "Protect those who can't protect themselves", and "Never be afraid to fight dirty". To break one of those rules, entering into battle out of rage or recklessness, failure to protect someone, or not fighting smart, causes him a great deal of pain, as well as a distinct feeling of failure.

[b]Seventh Deadly Sin [/b]- Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. Rack all that up, and while he might not have a swelled head, he could stand to learn a bit of humility.

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

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

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


[u][b]Abilities[/b][/u]: 6 + 8 + 8 + 4 + 4 + 2 = 32PP

Strength: 16 (+3)

Dexterity: 18 (+4)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)



[u][b]Combat[/b][/u]: 14 + 14 = 28PP

Initiative: +8

Attack: +7 (+8 Melee)

Grapple: +10

Defense: +8, (+7, +1 Dodge Focus) +3 Flat-Footed

Knockback 3, 1 Flat-Footed



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

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

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

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

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



[u][b]Skills[/b]:[/u] 64R = 16PP

Acrobatics 1 (+5)

Bluff 8 (+9)

Gather Info 5 (+6, Skill Mastery)

Intimidate 11 (+12, Skill Mastery)

Languages 1 (English [Native], Gaelic)

Knowledge (History) 5 (+7)

Knowledge (Arcane Lore) 5 (+7)

Notice 10 (+12, Skill Mastery)

Sense Motive 10 (+12)

Stealth 8 (+12, Skill Mastery)



[u][b]Feats[/b]:[/u] 21PP

All-Out Attack

Attack Focus: Melee

Beginner’s Luck

Defensive Attack

Defensive Roll 2 (+4 Toughness)

Dodge Focus

Equipment (5EP)

Evasion 2

Fearless

Improved Initiative

Luck

Master Plan

Move-By Action

Power Attack

Quick Change

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

Startle

Stunning Attack

Takedown Attack 2

Uncanny Dodge (Auditory)


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


[u][b]Powers[/b]:[/u] 12PP


[b]Device 3 ([/b]15PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [12PP] (Runic Coat)


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


[b]Runes 2.5 ([/b]5PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [8PP]


[list][u]Base Power[/u]: [b]Strike 4 ([/b][i]Feats:[/i] Mighty[b])[/b] [5PP] (Rune of Earth)


[u]Alternate Power[/u]: [b]Concealment 4 ([/b]All Visual Senses, [i]Flaws:[/i] Partial[b])[/b] [4PP] (Rune of The Veil)


[u]Alternate Power[/u]: [b]Drain Toughness 5[/b] [5PP] (Rune of Ethereal Drain)


[u]Alternate Power[/u]: [b]Healing 4 ([/b][i]Flaws:[/i] Personal, [i]Feats:[/i] Regrowth[b])[/b] [5PP] (Rune of Revival)[/list]

[b]Teleport 3 ([/b]300ft per Move Action, [i]Flaws:[/i] Limited [Short-Range], [i]Feats:[/i] Subtle, Turnabout[b])[/b] [5PP] (Rune of Wind Walk)[/device]


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

None



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

[code]ATTACK            RANGE    SAVE                       EFFECT

Unarmed           Touch    DC18 Toughness (Staged)    Damage (Physical)

Earth Strike      Touch    DC22 Toughness (Staged)    Damage (Physical)

Ethereal Drain    Touch    DC20 Fortitude (Staged)    Drain Toughness
Abilities (30) + Combat (28) + Saving Throws (7) + Skills (16) + Feats (22) + Powers (12) - Drawbacks (0) = 114/118 Power Points

And, done!

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Changeling edit.

This edit is for two reasons, one, I didn't put list at the end of the coding for blast so that looks off. Two, I'm buying the null field extra and adding duration concentration to Nullify.

[url=http://www.freedomplaybypost.com/viewtopic.php?p=86455#p86455]Subject: Changeling (PL12) - Aoiroo (Bronze)[/url]


[floatr][img=http://www.freedomplaybypost.com/wiki/images/8/84/ChangelingHF1.1.png][/floatr]

    [b][u]Power Level:[/u][/b] 12 (181/181PP)

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

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

        [b][u]Progress to Silver Status:[/u][/b] 31/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/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 Identities:[/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 and Clarissa Maher (Both deceased)


        [b][u]Age: [/u][/b]128 (at least going by her actual birth certificate)

        [b][u]Apparent Age:[/u][/b] 17 (The exact number of years she has been in the Fae)

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

        [b][u]Ethnicity:[/u][/b] Caucasion

        [b][u]Height:[/u][/b] 5'2"

        [b][u]Weight: [/u][/b]150 lbs

        [b][u]Eyes:[/u][/b] Hazel

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


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

        [floatr][img=http://i79.photobucket.com/albums/j139/BloodPlum/Angel-1.jpg][/floatr]

        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.


        [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.


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


        [b]Guilt-Driven[/b]: She claims this, though after a while, how much of that is true is still debatable. Still, without fail, she will spend every Sunday at Demitrius's side with a fresh pot of flowers.

        [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]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][u]Abilities:[/u][/b] 2 + 4 + 6 + 4 + 8 + 10 = 34pp

        Str 12 (+1)

        Dex 14 (+2)

        Con 16 (+3)

        Int 14 (+2)

        Wis 18 (+4)

        Cha 20 (+5)


        [b][u]Combat:[/u][/b] 20 + 34 = 54pp

        Initiative: +2

        Attack: +10 (+12 /w Swords)

        Grapple: +11

        Defense: +17 (+8 flat footed)

        Knockback: -3, -1 without Force Field



        [b][u]Saving Throws:[/u][/b] 5 + 7 + 6 = 18pp

        Toughness: +7; +3 without Protection

        Fortitude: +8 (+3 Con, +5)

        Reflex: +9 (+2 Dex, +7)

        Will: +10 (+4 Wis, +6)



        [b][u]Skills:[/u][/b] 52r = 13pp

        Bluff 5 (+10)

        Concentration 6 (+10)

        Craft (Sewing) 8 (+10)

        Handle Animal 2 (+7)

        Knowledge (Arcane Lore) 8 (+10)

        Languages 2 (Native: Latin, English, French)

        Notice 6 (+10)

        Perform (Dance) 2 (+7)

        Perform (Singing) 5 (+10)

        Perform (String Instruments) 2 (+7)

        Sense Motive 6 (+10)


        [b][u]Feats[/u][/b]: 8PP

        Animal Empathy

        Attack Specialization (Swords)

        Attractive

        Equipment 3 [free from Player Reward)

        Interpose

        Minion 8 [free from Player Reward]

        Move-By Action

        Quick Change

        Redirect

        Skill Mastery: Knowledge (Arcane Lore), Sense Motive, Notice, Bluff


        [quote name="Equipment"]Umbrella Sword ([b]Stike 3[/b] [floral print umbrella concealing a silver-plated blade; [i]PF[/i]: Mighty, Subtle])


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


        [b][u]Powers[/u][/b] 46 + 4 + 7 = 57pp


        [b]Glamour Array 18.5[/b] (39 points; [i]PFs[/i]: Alternate Power x7) [46PP]


        [list][u]BE[/u]: [b]Illusion 9[/b] (all senses; [i]Extra[/i]: Selective Attack/Illusion; [i]Flaw[/i]: Phantasms; [i]PF[/i]: Progression 3 [50-ft. radius]) [39/39PP]


        [u]AP[/u]: [b]Dazzle 12[/b] (visual and auditory; [i]Extras:[/i] Alternate Save(Will) [i]PF[/i]: Reversible) [37/39PP]


        [u]AP[/u]: [b]Concealment 10[/b] (All Senses; [i]Extras[/i]: Affects Others [Others + Self, +1], Action (Reaction); [i]Flaws[/i]: Phantasms; [i]PF[/i]: Close Range, Progression (Subjects), Selective) [33/39pp]


        [u]AP[/u]: [b]Strike 12[/b] (illusory mental weapons; [i]Extra[/i]: Alternate Save [Will]; [i]PF[/i]: Affects Insubstantial 2, Extended Reach, Split Attack, Takedown Attack, Variable Descriptor [bludgeoning, piercing, slashing]) [30/39PP]


        [u]AP[/u]:  [b]Paralyze 12[/b] [i]Extras[/i]: General Area Cylinder (Progression 3 [50ft-Radius]) [i]PF[/i]: Reversible [37/39pp]


        [u]AP[/u]:  [b]Nullify 12[/b] (Mental Effects) (PFs: Selective, Extras: Nullifying Field(Progression 3 [50ft-Radius]), Duration (Concentration)) [37/39pp]


        [u]AP:[/u] [b]Stun 12[/b] ([i]Extras:[/i] Alternate Save: Will, General Area: Cylinder (Progression 3 [50ft-Radius], Sleep [i]PF:[/i] Sedation) [37/39pp]


        [u]AP:[/u] [b]Blast 12[/b] ([i]Extras:[/i] Alternate Save: Will, [i]PF[/i] Variable Descriptor, Affects Insubstantial 2) [39/39 PP][/list]


        [b]Protection 4[/b] [4PP]


        [b]Super-Senses 7[/b] (Detect Magic [Visual]; [i]Extras[/i]: Analytical, Counters Concealment 2, Counters Illusion 2, Tracking) [7pp]




        [b][u]Drawbacks:[/u][/b] -3pp


        [b]Weakness[/b] (to ferrous metals; [i]Frequency[/i]: Very Common; [i]Intensity[/i]: Minor [-1 Defense when in direct contact]) [-3pp]


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

        [code]ATTACK      RANGE         SAVE              EFFECT

    Unarmed     Touch         DC 16 Toughness   Damage (Staged)

    Swordbrella Melee         DC 19  Toughness  Damage (Staged)

    Blast       Ranged        DC 27 Will        Damage (Staged); Affects Insub 2, Variable Descriptor

    Dazzle      Ranged        DC 22 Will        Blinded & Deafened

    Paralyze    Area:Cylinder DC 22 Reflex/Will Paralyzed (Staged)

    Strike      Melee         DC 27 Will        Damage (Staged); Affects Insub 2, Variable Descriptor

    Stun        Area:Cylinder DC 22 Will        Daze/Stun/Unconcious
Abilities (34) + Combat (57) + Saving Throws (18) + Skills (13) + Feats (8) + Powers (57) - Drawbacks (-3) = 181/181pp
Custos Gargoyle Minion PL 9 / 120pp -3 Defense/+3 Toughness Abilities: 10 + 4 + 20 + 4 - 2 = 36PP Strength: 28 (+9) (20, +8 Growth) Dexterity: 14 (+2) Constitution: 34 (+12) (30, +4 Growth) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 20 + 14 = 34PP Initiative: +0 Attack: +9 (+10 Base, -1 Growth) Grapple: +21 Defense: +6 (+7 Base, -1 Growth), +1 Flat-Footed Knockback: -10 Saving Throws: 0 + 3 + 2 = 5PP Toughness: +12 (+12 Con) Fortitude: +12 (+12 Con) Reflex: +5 (+3 Dex, +3) Will: +4 (+2 Wis, +2) Skills: 24R = 6PP Intimidate 4 (+5; includes +2 from Growth) Acrobatics 4 (+6) Knowledge (Arcane Lore) 6 (+6) Notice 6 (+8) Stealth 4 (+0; includes -4 from Growth) Feats: 5PP Elusive Target Fearsome Presence Move By Action Takedown Attack 2 Powers: 14 + 6 + 13 = 33PP Spirit Roar 6 (12 points: PFs Alternate Power x2) 14pp
  • BE Strike 3 (Extras Alternate Save: Will, Area [Cone, 30 ft], Selective Attack; Flaw: Limited [Magical Creatures Only]; PF: Affects Insubstantial 2) [11/12pp] AP Dazzle Auditory 9 (Extras Area [Cone, General]; Flaws Range [Touch]) [9/12PP] AP Emotion Control 9 (Extras: Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory]) [9/12PP]
Flight 3 (50 mph / 500 feet per Move action) [6PP] Growth 4 (Large; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [13P] Drawbacks Power Loss (Flight, if wings are immobilized, –1 point) DC Block:
ATTACK            RANGE          SAVE              EFFECT

        Unarmed           Touch          DC 24 Tough       Damage (Staged)

        Strike            Touch Cone     DC 13 Reflex

                                         DC 13/11 Will     Damage (Staged)

        Dazzle            Touch Area     DC 19 Reflex

                                         DC 19/14 Fort     Deafened

        Emotion Contorl   Touch Area     DC 19 Reflex

                                         DC 19/14 Fort     Fear (Staged)
Abilities (36) + Combat (34) + Saving Throws (5) + Skills (6) + Feats (7) + Powers (33) - Drawbacks (1) = 120/120Power Points

DONE BY SHAENTHEBRAIN

Posted

DONE BY SHAENTHEBRAIN

So, now that I've realized that Complications can be a lot more sexy, I've decided to spruce up Nick's:

Talking To Ghosts Is Not a Trade Skill - Nick may be experienced in the ways of necromancy, but he doesn't know why he is. If he was chosen for some divine or nefarious purpose, he has no idea what it is. If some answer is offered, for good or for ill, there's a chance he may end up falling for it.

Binders of the Dead, Beware - Nick rarely gets along with other self-professed necromancers, mainly because a good chunk of them are the type who raise zombies or bind ghosts to their service. He really hates necromancers and other sorcerers who bind the dead, and occasionally jumps the gun if presented with evidence of the dark side of their actions (e.g., a ghost trapped in a binding circle).

Resolving Unfinished Business Don't Pay the Bills - Nick works as a barista during the day, a necromancer at night. Sometimes his "hobby" tends to get in the way of work, though...

"Mom, Dad, I'm a Superhero... Just Kidding" - Nick's kept his nature as a hero a secret from his family, viewing the stranger side of sorcery as something he really doesn't want his loved ones to get tangled up in.

Also, time to adjust the code block:


ATTACK                   RANGE              SAVE                         EFFECT

Banshee Wail             Perception/Area    DC22 Will (Staged)           Shaken/Frightened/Panicked

Creeping Shade           Ranged             DC18 Reflex                  Imprisoned

                                            DC18 Will                    Escape

Deny The Reaper          Touch              DC19 Fortitude (Harmless)    Healing

Ereshkigal's Talons      Touch              DC32 Toughness (Staged)      Damage (Energy)

Ignis Fatuus             Touch              DC24 Will (Staged)           Damage (Energy)

No Dominion              Ranged             DC23 Will                    Nullify

Poltergeist's Rage       Ranged/Area        DC17 Reflex                  1/2 Effect

                                            Grapple check (Staged)       Pinned/Bound

Preparation/Offerings    Ranged             DC15 Fortitude (Staged)      Drain Toughness

                                            DC20 Toughness (Staged)      Damage (Energy)

Sap                      Melee              DC18 Toughness (Staged)      Damage (Physical)

DONE BY SHAENTHEBRAIN

Posted

DONE BY SHAENTHEBRAIN

Right ill throw in Supercape for some edits.

The Equipment 1 Feat (5 EP to the Lab) is now part of Silver Reward, so free. Clawing that back with my greedy skeleton hands.

Also, I have never used Perform (orate) or Knowledge (Theology), so scrapping them both for 1 PP (beats me why I put them in to begin with).

So thats 16 PP to spend.

3 PP Boosting Will to +15

1 PP Boosting Concentration to +18 (+22)

5 PP Adding to array (+5 PP to base effect)

4 PP Added to Radar Senses (Analytical all radio, Radio Counters Concealment)

2 PP Added to Force Field for Toughness 18, Defence 8

1 PP For Luck 1 Feat

This Brings him to PL14.

1 Query: briefly discussed with Shaen. If its possible (and it may not be), I would like to add a feat to the EM burst (Dazzle) power which is akin to selective or precise feat (it may mean I also have to but variable descriptor feat): ie by altering exactly what radiation is bursting he can choose which senses to dazzle (like just Radio, IR vision, etc etc). No worries if this is felt to require an extra. I haven't added this to code but if its felt to be ok, could it be added.

Also, worth pointing out he now has time travel (so can go anywhere, any time, any dimension!) well, I always wanted him to be a taxi. Obviously normal common sense on this. He is going to use that for plot purposes - NOT for munchkinism like going back to kill an enemy as a baby.

Code:


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

[b][u]Power Level[/u][/b]: 14 (196/210PP)

[b][u]Trade-Offs[/u][/b]: -4 Defense / +4 Toughness

[b][u]Unspent PP[/u][/b]: 14

[b][u]Progress to Gold[/u][/b]: 60/90


[b][u]In Brief[/u][/b]: Professor and polymath, who has cracked quantum forces with his mind. Not good with crowds, he dons a particularly spiffy and enormous cape to hide behind when fighting crime.


[b][u]Alternate Identities[/u][/b]: Quentin Quill

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

[b][u]Birthplace[/u][/b]: London, United Kingdom

[b][u]Occupation[/u][/b]: Lecturer / Professor

[b][u]Affiliations[/u][/b]: Cambridge University (former), Freedom City University (current)

[b][u]Family[/u][/b]: All Deceased


[b][u]Age[/u][/b]: 40 (Apparent Age 35)

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

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

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

[b][u]Weight[/u][/b]: 210 lbs.

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

[b][u]Hair[/u][/b]: Blond


[b][u]Description[/u][/b]: A slightly stocky chap who is not in good shape but still robust. Supercape wears a baggy, flowing costume and enormous cape that change colour and cut at his will. He tends to favour blue and white colouration.


[b][u]History[/u][/b]: Quentin was a fairly charming academic/polymath with some radical ideas on quantum mechanics and cognition. He studied at Cambridge university and taught there, until his radical ideas lead to something "clicking". He found himself able to psychically sense and manipulate on the sub-atomic scale. Quentin immediately started blabbing about his idea's, which lead to the University electing not to continue with his employment.


So, Quentin has come to Freedom City to teach. On the outside, he lives the life of a comfortable academic. However, he realises he now has considerable power, and feels morally obliged to use it for good. Whilst he is a charming man and good debater on one to one situations, he has never liked crowds or, worse, being idolised. To compensate for this (?) flaw, he dashes into action wearing a spiffy and massive cape which frequently changes hue and cut. Excellent to hide behind.


[b][u]Personality & Motivation[/u][/b]: Supercape is at heart an academic with curiosity and intellectual rigour at heart. He is also a loyal and honest man. He has a strongly held sense of ethics based on utilatirianism. Whilst the "end justifies the means" technically, he is more akin to Mr. Spock than the Punisher. He dislikes violence and destruction and will always attempt to use reason and diplomacy. That's logically ethical to his mind. However, he is a kindly, bumbling buffoon rather than a cold logical machine.


[b][u]Powers & Tactics[/u][/b]: Supercape has the psychic ability to perceive mass and energy and manipulate atomic forces. This doesn't mean he can actually move matter, but he is able to affect these forces directly. Most usually, this means nudging a few atoms to degrade and releasing a large amount of different types of EM radiation. He can bathe individuals in this radiation, or cause explosions of light and energy. By setting up unstable molecules ready to degrade, he can create "molecular mines" that are triggered by various forces.


In addition, he can manipulate the forces between atoms, to strengthen or weaken them - thus decreasing tensile strength (drain toughness) or altering inanimate objects from solid to liquid to gas (toughness). The latter power is precise and selective, meaning he can cause expansion and contraction of objects as the atomic forces alter (as if they had been heated or cooled), or choose just to affect certain molecules in the substance, effectively "distilling" the target.


Tactically, Supercape is a straightforward (even inexperienced) hero. He will fly in and try a monologue or diplomacy at first. This doesn't mean he is a fool. If he see's an oppurtunity or tactic, he will use it. Whilst he can cause explosions of damaging radiation, this is something of a last resort; it may well harm bystanders. He may start with a radiation pulse; although he would think twice with bystanders around (although at least the effects aren't painful or dangerous). He is not adverse to irradiating enemies to weaken them, but again its contagious nature may make him think twice (although he can reverse the effects, a plague is not a desirable outcome).



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

[b]Academic Reputation[/b]: Quentin is quite vain about his academic credentials, and whilst his life is fairly leisurely, he has the political infighting of the university to contend with, and debates to win.

[b]Man of Inaction / Monologue[/b]: Supercape loves a monologue and a debate, even if the timing is highly inappropriate. Engaging an enemy in an academic debate is worth stopping any fight for. In addition, he tends to use the maxim "think before you act" to the extreme, making him indecisive at times. 

[b]Secret Shame Over ID[/b]: Supercape is absolutely petrified of his secret ID being revealed. He thinks it would mean the end of his cosy little academic career, and he is secretly ashamed of his antics and "ridiculous" cape.

[b]Pomfretphobia[/b] ever since Dr Simian blasted his mind with the amazing Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot.



[b][u]Abilities[/u][/b]: 0 + 0 + 4 + 8 + 8 + 2 = 22PP

Strength 10 (+0)

Dexterity 10 (+0)

Constitution 14 (+2)

Intelligence 18 (+4)

Wisdom 18 (+4)

Charisma 12 (+1)



[b][u]Combat[/u][/b]: 8 + 16 = 24PP

Initiative: +0

Attack: +4

Grapple: +4

Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed

Knockback: -9



[b][u]Saving Throws[/u][/b]: 8 +4 +8 = 23 PP

Toughness: +18 (+2 Con, +12 Forcefield, +4 Supercape)

Fort: +10 (+2 Con, +8)

Reflex: +4 (+0 Dex, +4)

Will: +15 (+4 Wis, +11)




[b][u]Skills[/u][/b]: 64R = 16PP

Concentration 18 (+22)

Diplomacy 9 (+10)

Knowledge (Behavioural Sciences) 6 (+10)

Knowledge (Life Sciences) 6 (+10)

Knowledge (Physical Sciences) 16 (+20)

Languages 3 (French, English [Native], German, Latin)

Notice 6 (+10)



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

Benefit 2 (Status [Academic Prestige], Wealth 1)

Equipment 1 (Donated to the Lab, Free from Silver Reward)

Luck 1



[b][u]Powers[/u][/b]:71 + 8 + 12 + 12 + 1 + 12 + 6 = 122PP


[b]Atomic Force Control 30.5[/b] (63PP Array; Feats: Alternative Power 8) [71PP]

[list][u]Base Power[/u]: [b]Blast 14[/b] (Radiation Control; Extras: Range [Perception], Secondary Effect ["Afterglow"]; PFs: Affects Insubstantial 2, Incurable, Indirect, Precise, Subtle, Variable Descriptor [Any Electromagnetic]) [63PP]


[u]Alternate Power[/u]: [b]Blast 14[/b] (Radiation Burst; Extras: Area [Targeted, 40-ft radius Burst], Range [Perception]; PFs: Affects Insubstantial 2, Incurable, Indirect, Subtle, Triggered 2) [63PP]


[u]Alternate Power[/u]: [b]Communication 20[/b] ("Anywhere in the Universe," Radio medium; [i]PFs[/i]: Dimensional 2 [Any non-mystic], Subtle, Variable Descriptor 2 [Any energy medium]) + [b]ESP 20[/b] ("Anywhere in the universe," visual; [i]PFs[/i]: Dimensional 2 [Any non-mystic], Subtle) "Quantum Hole" [48 PP]


[u]Alternate Power[/u]: [b]Create Object 14[/b] (10 5-ft cubes [Quantum Material], STR 50, Toughness +10; Extras: Duration [Continuous], Range [Perception]; PFs: Affects Insubstantial 2, Indirect, Progression 2 [10 25-ft. cubes], Stationary, Subtle) "Quantum Matter" [63PP]


[u]Alternate Power[/u]: [b]Dazzle 11[/b] (Visual + Radio Senses [radiation pulse]; Extras: Area [General, 50-ft. radius Burst], Range [Perception]; PFs: Indirect, Progression 3 (Up to x10 Area), Subtle, Triggered 2) [62PP]


[u]Alternate Power[/u]: [b]Drain Toughness 14[/b] (Atomic Unbonding; Extras: Affects Objects, Range [Perception]; PFs: Affects Insubstantial 2, Indirect, Insidious, Reversible, Slow Fade 1 [1 min], Subtle) [63PP]


[u]Alternate Power[/u]: [b]Nauseate 14[/b] (Irradiate; Extras: Range 2 [Perception]; PFs: Affects Insubstantial 2, Indirect, Reversible, Subtle) [63PP]


[u]Alternate Power[/u]: [b]Transform 9[/b] (Inanimate objects, between solid/liquid/gas states [Atomic Bond Manipulation], 4PP/r; Extras: Range [Perception], Duration [Continuous]; PFs: Indirect, Precise, Selective [Only certain types of molecules in the material], Subtle) [58PP]


[u]Alternate Power[/u]: [b]Teleport 20[/b] "Anywhere in the universe": (Extras: Accurate; Flaws: Long Range PFs: Change Velocity, Change Direction, Progression (Mass) 3 [1000lbs] + [b]Supermovement 2[/b] (Dimensional 2 [Any non-mystic], Temporal 3 [any time] PFs: Profression (Mass) 3 [1000lbs]) [61 PP][/list]


[b]Flight 4[/b] (100mph / 1,000ft per Move Action) [8PP]


[b]Device 3[/b] (Supercape, 15 PP; Flaws: Hard-To-Lose) [12 PP]

[device][b]Enhanced Feats 3[/b] (Quick Change 2, Environmental Adaptation: Zero Gravity) [3 PP]


[b]Protection 4[/b] [4 PP]


[b]Immunity 7[/b] (All environmental effects, Suffocation) [7 PP]


[b]Enhanced Feat 1[/b] (Alternate Power for Radiation Array)  [1 PP][/list]


[list][u]Alternate Power[/u]: [b]Strike 14 ([/b][i]Extras:[/i] Duration 2 (Sustained), Aura, [i]Feats:[/i] Accurate 3 [+6], Affect Insubstantial 2, Selective Aura, Incurable[b])[/b] [46PP] (Glowing Cape; Radiation, Quantum) [46+10=56PP][/list][/device]


[b]Force Field 12[/b] [10PP]


[b]Immunity 1[/b] (Own Powers) [1PP]


[b]Super-Senses 8[/b] [Radio] (Detect EM Radiation, Detect Electricity, Radar Sense, Radio Sense; [i]Extras[/i]: Accurate (all radio senses), Analytical (all radio senses), Counters Concealment (all radio senses)) [12PP] (Energy Sense)


[b]Super-Senses 6[/b] (Detect Mass/Gravity [Mental]; [i]Extras[/i]: Accurate 2, Acute, Radius, Ranged) [6PP] (Atomic Sense)



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



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

[code]ATTACK                RANGE                    SAVE                        EFFECT

Atomic Unbonding      Perception               DC24 Fortitude (Staged)     Drain Toughness

Irradiate             Perception               DC24 Fortitude (Staged)     Nauseate

Radiation Burst       Perception/Burst         DC29 Toughness (Staged)     Damage

Radiation Control     Perception               DC29 Toughness (Staged)     Damage

Radiation Pulse       Perception/Burst         DC21 Reflex/Fortitude       Dazzle Visual/Radio

Atomic Bond Control   Perception/Burst         DC 24 Fortitude             Transform

Strike                Touch                    DC 29 Toughness             Damage, Aura

Unarmed               Melee                    DC15 Toughness (Staged)     Damage
Abilities (22) + Combat (24) + Saving Throws (20) + Skills (16) + Feats (3) + Powers (111) - Drawbacks (0) = 196/210 Power Points

DONE BY SHAENTHEBRAIN

Posted

Minor error I notice on Supercape: his ESP / Communication linked power (alternative effect of radiation array).

1. ESP is for Radio sense, not visual (Visual would be too expensive!)

2. I dont think I can justify Variable Descriptor 2 (any energy medium) for communication from descriptors. Variable Descriptor 1 (any electromagnetic) is probably better (he couldn't communicate via electricity, heat, laser beams, etc).... this takes it down to 47 PP. (I think I had always intended it to be VD 1).

No biggie, just happened to notice the flaw.

DONE BY SHAENTHEBRAIN

Posted

Done by the Scottish Ref

An edit to Overclock's description, since I found a better idea of what I wanted his costume to look like;

Description: Zeke's not exactly a man who cares about his appearance, save for trying to maintain a semi-attractive unkempt look that fits his 'tude. Physically, he's very fit, with a fairly decent-looking face that's attracted more than a few female jazz fans who've seen him perform, his hair usually done into thick dreadlocks (a personal affectation, he thinks it makes him look rakish), and a light beard down his jawline leading to a neatly trimmed goatee. When not on patrol, he'll amble about in whatever clothes he's thrown together for the day, usually something baggy and soft, with his saxophone case on his back. When on patrol, he wears a specially-made costume; a black headmask with wide, gold-tinted eye-goggles, a black and gold bodysuit (swap black for the red & white), gauntlets, and plated boots in similar colors.

Code is in the spoilered area.

[b][u]Description:[/u][/b] Zeke's not exactly a man who cares about his appearance, save for trying to maintain a semi-attractive unkempt look that fits his 'tude. Physically, he's [i]very[/i] fit, with a fairly decent-looking face that's attracted more than a few female jazz fans who've seen him perform, his hair usually done into thick dreadlocks (a personal affectation, he thinks it makes him look rakish), and a light beard down his jawline leading to a neatly trimmed goatee. When not on patrol, he'll amble about in whatever clothes he's thrown together for the day, usually something baggy and soft, with his saxophone case on his back. When on patrol, he wears a specially-made costume; a black [url=http://leandropavanelli.files.wordpress.com/2010/09/spiderwip2-2ga.jpg]headmask[/url] with wide, gold-tinted eye-goggles, a black and gold [url=http://www.yodaboys.com/impulsesketch2.jpg]bodysuit[/url] (swap black for the red & white), light gauntlets, and a pair of plated boots in similar colors.

Posted

Okay, Falconer just got NPCed meaning there's some things I need to do for Blueshift

First off in feats,

Sidekick 1 (+7 Veteran Reward = 8)

Should read

Sidekick 1 (+15 Veteran Reward = 16)

This makes MAC an 80pp Sidekick which is still within the PL requirements. It also makes him PL 5. I'm still going with no tradeoffs here. That gives me 45pp to spend on him.

Let's flatten out his stats first

Dex +2 [2pp]

Wis +2 [2pp]

Cha +6 [6pp]

35 to go.

I'd like to slap this power on him so he can be a useful recon robot

Concealment 8 (All Visual, Audio & Radio Senses [Total]; Flaws: Blending; PFs: Close Range, Selective) [10pp]

It's the same thing Blue's got, only it's not a Device. It's hardwired into his system. This means it'll actually work correctly! :D

25pp to go.

ESP 6 (Auditory + Visual Senses, Extras: Affects Others, Duration [sustained], Simultaneous; Flaws: Action [standard], Limited [Others], Limited 2 [blueshift's Visor], Feats: Subtle) [13pp] (Sensory Link)

It's mac that actually generates and maintains this power, but only someone with Blueshift's visor can benefit from it. It will allow them to see through Mac's eyes for the purpose of recon.

12pp to go.

Force Field +4 [4pp]

8pp to go.

Skills!

20 ranks 5pp

Notice 10

Search 10

3pp remaining

Feats! [3pp]

Benefit (counts as MW tools for any Craft Check)

Dodge Focus 2

I just PM'd you Blueshift's sheet. Work up an edited version and post the code here, and we'll do a copy/paste job.

Posted

DONE BY SHAENTHEBRAIN

I just PM'd you Blueshift's sheet. Work up an edited version and post the code here, and we'll do a copy/paste job.

I'm not going to bother re-posting what you've got up top. Suffice to say I looked over the sheet, there were book keeping errors, and I fixed them. I had to drop a few points from stats, saves, and skills to afford what was ALREADY there (not counting the stuff I added in the above edit request). Otherwise, it looks good, and I've made the necessary edits. here's the code.

    [b][u]Players Name[/u]:[/b] quotemyname

    [b][u]Characters Name[/u]:[/b] Blueshift

    [b][u]Power Level[/u][/b]: 11 (167/167PP)

    [b][u]Trade-Offs[/u][/b]: +2 Defense / -2 Toughness

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

    [b][u]Progress to Platinum Status[/u][/b]: 17/120 (Gold Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2624]Colt[/url])


    [floatr][img=http://www.freedomplaybypost.com/wiki/images/2/20/BlueshiftHF.png][/floatr]

    [img=http://www.freedomplaybypost.com/wiki/images/b/bc/Blueshift.jpg[/img][img]http://www.freedomplaybypost.com/wiki/images/1/11/Jewel_Blueshift.jpg]

    See Also: [url=http://image.xyface.com/image/j/artist-jewel-staite/jewel-staite-346951.jpg]portrait 2[/url]


    [b][u]In Brief[/u][/b]: A curious inventor with a heart of gold.  Her mind is her best weapon.


    [b][u]Alternate Identities[/u][/b]: Rachel Geist

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

    [b][u]Birthplace[/u][/b]: Collingswood, NJ

    [b][u]Occupation[/u][/b]: Best Buy Associate

    [b][u]Family[/u][/b]: Mother and Father both living in Collingswood


    [b][u]Age[/u][/b]: 22

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

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

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

    [b][u]Weight[/u][/b]: 117lbs

    [b][u]Eyes[/u][/b]: Green

    [b][u]Hair[/u][/b]: Brown/Blond


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

    Rachel is of about average height for a girl her age.  She is very physically fit due to her athletic training, but still sports a rather slight frame.  Her Green eyes burn with an unquenchable curiosity and sometimes seem to glow even brighter when she is given an interesting problem to solve.  Rachel is attractive, yet fails to put her good looks to use, preferring to wear functional rather than revealing clothing.


    As Blueshift, however, she defaults to wearing a form fitting jumpsuit beneath her various gadgets and armor. Like any trained acrobat, she realizes the need for mobility, and cannot abide being hampered by baggy clothing in a fight. Thanks to the miracles of modern science, Rachel was able to invent a small portable machine that will bleach or unbleach hair. This makes her otherwise identity-revealing disguise that much harder to see through.


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

    Rachel's powers include a massive intellect, an acrobat's physical grace resulting from years of childhood training, and her ability to think faster than so many others. Though the last could simply be a derivative of her incredible intelligence.  Blueshift's intelligence has not stopped expanding since shortly after her birth.  There is a small possibility that this points to the nature of her powers being something more than just mundane brainpower and an overactive imagination.


    In addition to these powers, when Rachel don's her costume and becomes Blueshift, she employs the use of a multitude of mechanical devices of her own invention to aid her in her heroic endeavors.  The first device is the Tesla Gauntlet.  Strapped to her right arm, it functions like a Taser, though it is no more deadly than a normal Taser, the power that it outputs makes the initial shock much stronger. The second device is a simple shield generator strapped to her left writs.  It does nothing to absorb any of the damage to either Blueshift or the suit, but instead is purposed at redirecting attacks before they impact.  The shield actually appears near her arm like a medieval buckler made of a cascade of colored light when it successfully deflects attacks. Her other devices include a pair of Dash Boots. They are a pair of metallic boots similar in structure to roller blades or ski boots (with the addition of three inch heels). The soles of these boots hold not wheels or buckles, but rockets.  When activated, they can propel her to great speeds along the ground, and while running, she looks as if she might be skating or skiing. The rockets are not powerful enough to provide sufficient force for flight, though. Next is her pride and joy, her headgear.  It covers her ears with what looks like a radio headset right down to the strap running over her head that secures it in place. This headset, also includes a pair of visor-like goggles that cover her eyes and provides readouts and visual scanning capabilities. Her last large device is her Cloaking device.  This oval shaped metal generator straps to her back via a bandoleer.  This device is the most finicky of all her devices.  It drains much of her suits power, and commonly is the first device to malfunction when the suits power is direct to other devices like the Tesla Gauntlet.  For this reason, a quick release catch is included on the bandoleer so the heavy device can be divested easily a malfunction occurs.  Last but not least, Blueshift wears a utility belt.  This sectioned, plated belt straps to her waist.  It's pockets are seemingly endless, including more than a few that house extra-dimensional spaces within. From this belt, she can produce any number of smaller devices to aid her in her crime fighting career.


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

    Rachel is a problem solver. She always has been. She always will be. But when you're a genius, it's hard to find a problem you can't solve. It's hard to keep your mind busy. At 18, she "solved" school, graduating from FCU with a degree in Electrical Engineering, Civil Engineering, and Physics all at the same time.


    She had reached a point in her life where she had solved all of the problems in front of her, including the 137 Sudoku books on her shelf. Life got real boring, real fast. Then she had another idea. She would help others solve their problems! It wouldn't be a big deal. She certainly had the time.


    Rachel got her hands on every scrap of newspaper she could. She went over article after article. Old man Jones was having a zoning problem. She found a loophole and solved it for him. It took her ten minutes. A nearby Mom and Pop hardware store was going under. After a five minute conversation, and a five minute glance at their files, she had their assets straightened out so that they could keep the store running.


    These problems were easy. Soon enough, she was bored again.


    She started reading articles about crimes, and leaving anonymous tips so that the police could solve them. Briefly, she wondered if Sherlock Holmes got this bored.


    She decided to tackle her boredom once and for all by taking on an extremely large problem: Super Villains. She hit the work bench, and the gym. She put some real time into training her already agile and flexible body. And when she wasn't training, she was building. She constructed a series of devices that would help her directly fight crime rather than just telling the police how to do it.


    For months, she didn't solve any problems. But that was okay. This was an investment in her future.


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

    Rachel is inquisitive and curious to a fault. She is hard working and diligent. She loves solving problems and she is good at solving problems, which creates some in and of its own. Namely, boredom. So her restlessness and general dislike of boredom constantly drives her to find harder and harder problems to stick her nose into. Rachel also loves helping people. The logical solution is to kill these two birds with one stone. She views fighting crime as a way to help people that always presents new and interesting problems in and of itself.


    Rachel has Minor OCD which manifests itself as a compulsion to count things. When leaving or arriving at a destination, she must knock twice and only twice. When under stress she counts every step in binary while walking to a maximum of eight and then starts over again (1, 2, 4, 8). As her disorder worsens, she may develop other compulsions.


    Rachel's mind does not define the word, "disorder," but it is certainly a supportive argument. She has been diagnosed with several clinical mental disorders, and is being medicated for them. The medication allows her to go about her daily life normally without falling prey to her many compulsions and phobias. However, a missed dosage, or a particularly powerful panic attack may cause her to lapse into paralyzing fear from time to time. As the medication itself is quite successful at controlling her fragile state of mind, these cases are few and far between. However, extended usage of these medications may lead to further issues down the line.


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

    Rachel was born with genius level intelligence and a mind like a race car. She wasn't super intelligent, just peak human. But there is still plenty of things you can do with tools like those. Rachel was also blessed with a natural grace of movement. Though it is a minor trait compared to her intelligence. She puts both of these abilities to use inventing a multitude of miniature gadgets that she uses to fight crime. But it doesn't stop there. She uses her brain and her high maneuverability when she fights. She never fights without planning things out first, and she never fights a fight she knows she can't win. She doesn't fight dirty, but she will use everything she can to gain an advantage including her surroundings, and her opponents themselves.


    Although at her birth, her intelligence was merely that of the most intelligent of humans, the fact that her mind can process information so quickly is certainly not a natural occurrence.  Neither is the fact that she was already brilliant, without having to waste time during the normal childhood mental development periods.  Her rapid brain functionality, and her massive intelligence are both mutations. Though not magical, or the result of any sort of outside acting force like terminus energy, these unnatural traits are mutations nonetheless.  One unfortunate side affect of her incredible intelligence is that of her anxiety and social disorders as well as powerful migraines.  Her brain is so efficient at processing whatever information it focuses on that sometimes, Rachel experiences a backlash from the mutations.  Over the years her brain has only gotten smarter, and faster.  As of yet, there exists no information that would indicate it will cease to become more powerful and more efficient.


    As far as the gadgets themselves, in addition to various small devices of varying functions, Blueshift also regularly uses multiple larger devices. She has a pair of boots with low strength rockets in them, allowing her to move quite a bit faster by coasting just above the ground. Her right arm is wrapped in an electronic gauntlet that ends in a taser-like device which delivers an electric shock to those it touches. A unit strapped to her back is capable of projecting waves of light that can interfere with both observational devices and even has enough power to distort light waves enough to mask her presence against organic observation as well.  However, due to the massive drain on her suit's power, the cloaking device commonly malfunctions when she uses some of her other devices (most commonly the Tesla Gauntlet).  Due to the common malfunctioning of this device, Blueshift has included a quick release catch on the bandolier that holds the device strapped to her back.  It is purposed so that she can quickly drop it's extra weight for increased mobility should it malfunction.  The downside is that the device becomes more easily stripped by others. The goggles she wears have multiple settings, allowing her to dial in and view any spectrum of light as well as compensate for distortions of light and other such common methods of evading detection. These goggles allow her to see anything and everything that may or may not be hidden, even by solid objects provided the target is otherwise within the normal range of her vision.


    [hr][/hr]

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

    [i]Agoraphobic: [/i]The fear of public places, open spaces, and having nowhere to hide. This complication mostly affects Rachel, who is powerless to escape such situations. Blueshift, however has devices that allow her to run quickly and become invisible. However, if these devices fail to function, as with her Reconnitoir Complication she may become stunned for a round due to her paralyzing agoraphobia.

    [i]Migraine:[/i] Rachel's brain processes information at an incredible rate. Sometimes, using her brain's full capacity causes her to have terrible headaches. She gains a Hero Point when using her Maximum Mental Quickness to take twenty on a skill check at an increased speed causes her to be stunned the following round due to having a brief migraine.

    [i]Passionate and Pushy[/i] - Rachel has finally found a decent guy who's stuck around long enough to get to know her.  More than that, he's even done a great deal helping her come to grips with some of her more debilitating mental disorders.  The man? Gabriel Quinn, a.k.a. Push. She's incredibly appreciative of everything he's done for her, and looks for every chance to thank him.  Though she may soon find herself fighting a new battle on two new fronts.  On one side, the darker things from Gabe's past creep closer, on the other, Rachel struggles to fight the onset of co-dependency.

    [i]Reconnoiter:[/i] The energy powering her cloaking device is good for little more than information gathering.  She gets an HP when making an attack while cloaked, which causes her to uncloak. (i.e., the Passive Flaw for Concealment, but taken as a Complication).



    [b][u]Abilities[/u][/b] 0+10+2+8+4+0=24pp

    Str 10 (+0)

    Dex 20 (+5)

    Con 12 (+1)

    Int 18/24 (+4/+7)

    Wis 14 (+2)

    Cha 10 (+0)



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

    Attack: +4 Base (+10 Gauntlet)

    Defense: +13 (4 Base, +5 Dodge Focus, +4 Shield), +2 flat-footed

    Initiative: +5 (+5 Dex)

    Grapple: +0 (+0 Str)

    Knockback: -4; -2 FF; -2 w/o Equipment; -0 FF and w/o Equipment



    [b][u]Saves [/u][/b] 2+4+3=9pp

    Toughness +8 (+4 Flat Footed)

    Fortitude +3 (+1 Con; 2)

    Ref +9 (+5 Dex; 4)

    Will +5 (+2 Wis; +3)



    [b][u]Skills [/u][/b]140R = 35PP

    Acrobatics 6/10 (+11/+15, Skill Mastery)

    Craft (electronic) 13 (+17/+20)

    Craft (mechanical) 13 (+17/+20)

    Concentration 8 (+10)

    Computers 16 (+20/+23)

    Disable Device 13 (+17/+20)

    Escape Artist 5 (+10)

    Knowledge (Technology) 8 (+12/+15, Skill Mastery)

    Knowledge (Physical Sciences) 8 (+12/+15, Skill Mastery)

    Knowledge (Pop Culture) 8 (+12/+15)

    Knowledge (Tactics) 8 (+12/+15, skill Mastery)

    Notice 13 (+15)

    Search 8 (+15)

    Stealth 5 (+10)

    Sense Motive 8 (+10)



    [b][u]Feats [/u][/b] 34PP

    Attack Specialization [Gauntlet] 2

    Acrobatic Bluff

    Challenge (Fast Acrobatics)

    Defensive Roll 2

    Defensive Attack

    Dodge Focus 5

    Eidetic Memory

    Equipment 2 [10ep]

    Evasion 2

    Improvised Tools

    Inventor

    Luck 2

    Master Plan 2

    Online Research

    Power Attack

    Setup

    Sidekick 1 (+15 Veteran Reward = 16)

    Skill Mastery (Acrobatics, Knowledge (tactics), Knowledge (technology), Knowledge (physical sciences))

    Skill Mastery (Disable Device, Stealth, Computers, Sense Motive)

    Sneak Attack

    Ultimate Effort [Craft (Electronic)]

    Ultimate Effort [Craft (Mechanical)]

    Uncanny Dodge (Hearing)

    Well-Informed


    [quote name="Equipment"]

    Protective Bodysuit ([b]Protection 3[/b], Subtle) {4ep}

    Comm Link {1ep}

    Handcuffs {1ep}

    MW Inventor Tools (+2 Craft [Electronic]) {1ep}

    Spy Camera {1ep}

    MW Investigative Tools (+2 Investigate) {1ep}[/quote]


    [b][u]Powers[/u][/b]: 6 + 4 + 4 + 12 + 6 + 7 + 6 + 6 +1 = 52PP


    [b]Device 2[/b] [i]"Tesla Gauntlet"[/i] (Easy to lose) [6pp]

    [device][b]Strike 8[/b] ([i]PF[/i]: Precise, Variable Descriptor (Heat and Electricity)) {10dp}[/device]


    [b]Device 1[/b] [i]"Plasma Bangle"[/i] (Hard to Lose) [4pp]

    [device][b]Shield 4[/b] ([i]PF[/i]: Subtle) {5dp}[/device]


    [b]Device 1[/b] [i]"Dash Boots"[/i] (Hard to Lose) [4pp]

    [device][b]Speed 4[/b] {4dp}

    [b]Enhanced Skills:[/b] [i]Acrobatics 4[/i] {1dp}[/device]


    [b]Device 3[/b] [i]"Sensory Scanner"[/i] (Hard to Lose) [12pp]

    [device][b]Datalink 6 ([/b]Radio, 20 miles[b])[/b] [6PP]


    [b]Super Senses 9 ([/b]All Visual Senses [[i]Extras:[/i] Extended], Danger Sense [Radio], Distance Sense, Infravision [Visual, [i]Extras:[/i] Tracking], Radar [Radio, [i]Extras:[/i] Accurate, [i]Drawbacks:[/i] Not Radius], Radio[b])[/b] [9PP]

    [i]Visual-type senses are Accurate, Acute, and Ranged by default. Radio-type senses are Acute, Radius, and Ranged by default.[/i][/device]


    [b]Device 2[/b] [i]"Cloaking Field"[/i] (Easy to Lose) [6PP]

    [device][b]Concealment 8 ([/b]All Visual, Audio & Radio Senses [Total]; [i]Flaws[/i]: Blending; [i]PFs[/i]: Close Range, Selective[b])[/b] {10dp}[/device]

    * Please note [i]Reconnoiter[/i] Complication[/device]


    [b]Gadgets 1[/b] (Hard to Lose) [7pp]

    [device]Examples:

    [i]"Diving Suit"[/i] [b]Immunity 3[/b] (Cold, Underwater Breathing, Pressure); [b]Swimming 2[/b]

    [i]"Hot Suit"[/i] [b]Immunity 4[/b] (Disease, Heat, Poison, Radiation); [b]Super Senses 1[/b] (Analytical for Infravision)

    [i]"Vert Mode"[/i] [b]Super Movement 1[/b] (Wall Crawling 1); [b]Enhanced Skills 3[/b] ([i]Climb 12[/i]);

    [i]"Grease Release"[/i] [b]Immunity 5[/b] (Entrapment)

    [i]"Anchor Shield"[/i] [b]Immovable 6[/b] ([i]Flaws[/i]: Action 2 [Move]) and [b]Impervious Toughness 6[/b] ([i]Flaws[/i]: Limited to Physical)[/device]


    [b]Enhanced Intelligence 6[/b] [6PP] (mutant)


    [b]Quickness 12[/b] (x 10,000; [i]Flaws[/i]: Limited [Mental Only]) [6pp] (mutant)

    [b]Quickness Cheat Sheet[/b]

[spoiler]Can Take 20 on a Computer check to Write a Program (normally 1 hour) in 36 seconds/6 rounds.

    Can Take 20 on a Knowledge check (normally 1 hour) in .36 seconds/Free Action.

    Can Take 20 on a Notice check (normally 1 minute) in 0.006 seconds/Free Action.

    Can Search a 2000-ft diameter area (normally 1.5 hours) in .5 seconds/Free Action.

    Can Search a 10000-ft. diameter area (normally 8 hours) in 3 seconds/1 action. Can Take 20 on that same Search (normally 160 hours) and do it in 1 minute.[/spoiler]



    [b]Super Senses 1 ([/b]Communication w/ MAC; Descriptors: Mutant; Mental[b])[/b] [1pp]


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


    [b]Overactive Imagination[/b] (Chance of restlessness with every sleep, check of DC 10 causes sleep deprivation, after sleep deprivation is fatigued until restful sleep; -3)


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

    [code]

    ATTACK               RANGE       SAVE                         EFFECT

    Unarmed             Touch        DC15 Toughness (Staged)     Damage

    Tesla Gauntlet       Touch       DC25 Toughness (Staged)     Damage (fire/electricity)
Abilities (24) + Combat (16) + Saving Throws (9) + Skills (35) + Feats (34) + Powers (52) - Drawbacks (3) = 167/167 Power Points
Name: Mechanical Analytic Construct (MAC) Power Level: 5 (80/80 PP) Trade-Offs: None Abilities: (4) [floatr]MAC.jpg[/floatr] STR 2 (-4) DEX 10 (+0) CON --- INT 20 (+5) WIS 10 (+0) CHA 10 (+0) Combat: (0) Attack: +0 Grapple: -14 Defense: +2 (+0 Base +2 Dodge Focus) Knockback: +2 Initiative: -2 Saves: (0) TOU: +1 FORT: --- (Immune) REF: +0 (+0 Dex, +0) WILL: +0 (+0 WIS, +0) Skills: (4) Notice 8 (+8) Search 8 (+13) Feats: (3) Benefit (counts as MW tools for any Craft Check) Dodge Focus 2 Powers: (10 + 13 + 6 + 5 + 30 + 9 + 1 = 74) Concealment 8 (All Visual, Audio & Radio Senses [Total]; Flaws: Blending; PFs: Close Range, Selective) [10pp] ESP 6 (Auditory + Visual Senses, Extras: Affects Others, Duration [sustained], Simultaneous; Flaws: Action [standard], Limited [Others], Limited 2 [blueshift's Visor], Feats: Subtle) [13pp] (Sensory Link) Flight 3 (50 MPH) [6pp] Force Field 5 [5PP] Immunity 30 (Fort effects) [30pp] Shrinking 8 (Tiny; Extras: Duration [Continuous]; Flaws: Permanent; PFs: Innate) [9pp] Super-Senses 1 (Communication Link w/ Blueshift) [1pp] Drawbacks (0) None Totals: Abilities (2) + Combat (0) + Saves (0) + Skills (4) + Feats (0) + Powers (74) - Drawbacks (0) = 80/80PP

DONE BY SHAENTHEBRAIN

Posted

DONE BY SHAENTHEBRAIN

Ugh. How did I not catch this.

Edits for Dragonfly: there was a typo in her family (: instead of ") and a weird...AP'd...device thing that was dangling half-formatted off the end of her power suit from a previous idea. I have no idea why it was still on the sheet. I distinctly remember deleting it....argh. At least it wasn't eating pp or anything, just...sitting there illegal and useless and half-finished.

No pp or mechanics changes, just those two corrections.

[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] 11 (165/165pp)

[b][u]Trade-Offs[/u]:[/b] +2 Defense / -2 Toughness

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

[b][u]Progress to Gold[/u]:[/b] 60/90


[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] 19 (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] "I can build death rays, you know."

[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]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] 0 + 4 + 0 + 14 + 2 + 2 = 22pp

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 24 (+7)

Wisdom: 12 (+1)

Charisma: 12 (+1)



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

Initiative: +7

Attack: +4, +10 Spatial Control

Grapple: +8/+4

Defense: +12/+4 (+4 Base, +8 Shield), +2 Flat-Footed

Knockback: -6/-1/-0



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

Toughness: +8/+5/+3/+0 (+0 Con, +5 Impervious Protection, +3 Force Field)

Fortitude: +5 (+0 Con, +5)

Reflex: +6 (+2 Dex, +4)

Will: +7 (+1 Wis, +6)



[b][u]Skills[/u]:[/b] 84r = 21pp

Computers 8 (+15)[sup]SM[/sup]

Concentration 4 (+5)

Craft (Electronic) 10 (+17)[sup]SM[/sup]

Craft (Mechanical) 10 (+17)[sup]SM[/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]SM[/sup]

Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments)

Sense Motive 9 (+10)



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

Ambidexterity

Eidetic Memory

Equipment 4 (20ep)

Fearless

Inventor

Luck

Master Plan

Online Research

Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice)

Speed of Thought


[quote name="Equipment 5pp = 20ep"]


Masterwork Double Bass [1ep]


Masterwork Violin [1ep]


Multitool [1ep]


The Lab (HQ, 1pp contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url]) [5ep]


[u]Warehouse (PL10 HQ)[/u] [12ep]

[device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i]

Size: Medium [1ep]

Toughness: +10 [1ep]

Features: [10ep]

Concealed (+10 DC)

Computer

Defense System (Attack +11, Blast 11)

Fire Prevention System

Garage

Laboratory

Living Space

Power System

Security System (DC20)

Workshop[/device][/quote]


[b][u]Powers[/u]:[/b] 2 + 66 + 6 + 4 = 78pp


[b]Datalink 2 ([/b]Mental, 100ft[b])[/b] (Mutation) [2pp]


[b]Device 16 ([/b]80pp Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Subtle, Restricted [Datalink][b])[/b] (powersuit, technology) [66pp]

[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]Aux. Power Array 4 ([/b]8pp Array; [i]Feats:[/i] Dynamic Base Power, Dynamic Alternate Power[b])[/b] [11pp]

[list][u]DBP[/u]: [b]Flight 4 ([/b]100mph / 1,000ft per Move Action[b])[/b] (aux. power allocation: flight) [8/8]


[u]DAP[/u]: [b]Super-Strength 4 ([/b]+20 STR: 1,600lb heavy load[b])[/b] (aux. power allocation: strength) [8/8][/list]

[b]Force Field 3 ([/b][i]Feats:[/i] Selective[b])[/b] (spatial) [4pp]


[b]Enhanced Feat 1 ([/b]Improvised Tools[b])[/b] [1pp]


[b]Immunity 9 ([/b]Life Support[b])[/b] [9pp]


[b]Protection 5 ([/b][i]Extras:[/i] Impervious 5[b])[/b] (armor plating) [10pp]


[b]Shield 8 ([/b][i]Feats:[/i] Evasion 2[b])[/b] (spatial) [10pp]


[b]Spatial Control 10 ([/b]20pp Array; [i]Feats:[/i] Accurate 3, Alternate Power 3, Precise[b])[/b] (spatial unless otherwise noted) [27pp]

[list][u]BP[/u]: [b]Blast 10 ([/b]10 100ft Range Increments / 1,000ft Max Range[b])[/b] [20/20]


[u]AP[/u]: [b]Damage 10 ([/b][i]Extras:[/i] Penetrating [DMG 20][b])[/b] (spatial blade) [20/20]


[u]AP[/u]: [b]Dimensional Pocket 9 ([/b][i]Feats:[/i] Progression [Cargo] 1 [50 tons], Quick Change[b])[/b] [20/20]


[u]AP[/u]: [b]Stun 10[/b] (electricity, taser hand) [20/20][/list]

[b]Super-Senses 5 ([/b]All Visual Senses [[i]Extras:[/i] Analytical], Infravision, Radio, Uncanny Dodge [Radio][b])[/b] [5pp]


[b]Teleport 1 ([/b]100ft per Move Action, [i]Feats:[/i] Turnabout[b])[/b] (spatial) [3pp][/device]

[b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect], [i]Feats:[/i] Innate[b])[/b] [6pp]


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



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

[code]ATTACK                RANGE     SAVE                        EFFECT

Unarmed               Touch     DC15 Toughness (Staged)     Damage (Physical)

Dimensional Pocket    Touch     DC19 Reflex                 Trapped

                                DC19 Will (+1 per round)    Escape

Spatial Blade         Touch     DC25 Toughness (Staged)     Damage (Energy)

Spatial Blast         Ranged    DC25 Toughness (Staged)     Damage (Energy)

Taser Hand            Touch     DC20 Fortitude (Staged)     Dazed/Stunned/Unconscious
Abilities (22) + Combat (16) + Saving Throws (15) + Skills (21) + Feats (13) + Powers (78) - Drawbacks (0) = 165/165 Power Points

DONE BY SHAENTHEBRAIN

Posted

DONE BY SHAENTHEBRAIN

Typos to correct and updates to note on Cannonade. The following bits should be replaced as such:

[b][u]Personality & Motivation[/u]:[/b] Out of costume, Joe is warm, open, and friendly. He tends to lose himself in passion, whether it be joy or anger, and if challenged, will try to resolve things peacefully -- though if someone's being a jerk to him, he'll likely bring his anger to bear verbally. 


In costume, Cannonade tries to be stoic, calm and stalwart, the kind of man Joe thinks his grandfather was on the field. This works out better in theory than as practice as of now, as sometimes he manages to lose himself in the flow of battle -- especially when dealing with a foe he really, [i]really[/i] hates.
[b][u]Complications[/u]:[/b]

[b]A Working Class Hero Is Something To Be[/b]: Joe still works a 9-to-5 job that isn't exactly big on breaks, which means if there's danger afoot, it might not be easy for him to get out. And there's only so long his union rep is gonna cover for him...

[b]...and the American Dream[/b]: Joe wants to represent the beliefs his grandfather stood for -- the idea that America is a land of ideals, a place where those who fall can expect a hand to guide them back up, a place where a person can take pride in what they do. He'll proudly stand up for these beliefs when challenged, and may let anger or despair take hold when he sees the flouting or failure of these ideals. 

[b]Lurking in the SHADOWs[/b]: As far as Joe knows, most of the agents of Nazi Germany his grandfather fought against have been neutralized. Nacht-Krieger is missing, Superior is imprisoned, and Overshadow is dead. But a lot happened during the War, and a lot is still unknown. Who knows who may be still bearing a grudge over the failure of the Third Reich? Especially if they wish to take out that grudge on someone taking up the mantle of one of the very Allies who dogged their heels... 

[b]"New Jersey Nazis...I Hate New Jersey Nazis"[/b]: In addition to the bone-deep hatred for Nazis that most SHARPs bear, Joe's dislike for fanboys of the Third Reich is deepened by the knowledge of his grandfather's death at the hands of one of Hitler's supermen. This is a problem, as Joe knows he needs to live up to Legionnaire's legacy, and his old approach to dealing with Nazis usually contravened First Amendment regulations -- and assault laws. 

[b]No, Not That Kind Of...[/b]: From his manner of dress to his declarations, Joe's still pretty clear about the fact that he's a skin. Of course, he'll usually follow this up with an explanation about the various subsets of the skinhead subculture and the general antipathy for white power "boneheads" in various street scenes, but, well, still doesn't change the fact that once you've introduced yourself as a skinhead, it may not win you any favors.
Likewise, the Skill block should probably be updated thus to reflect Cannonade's recently-boosted Charisma:

Craft (Structural) 4 (+5)

Diplomacy 8 (+11)

Gather Info 8 (+11)

Intimidate 4 (+7)

Knowledge (Current Events) 8 (+9)

Knowledge (History) 4 (+5)

Knowledge (Streetwise) 8 (+9)

Notice 8 (+10)

Profession (Steelworker) 4 (+6)

Sense Motive 8 (+10)

DONE BY SHAENTHEBRAIN

Posted

DONE BY SHAENTHEBRAIN

Corrections to Rene's Sheet:

Magic Array:

All powers Should be Accurate 3, not Accurate 2

Accordingly, under combat, his base attack should be +4, with +10 for Magic Array.

Toughness save has gone missing!

Its +0 base, +10 with Amulet of Protection.

Finally for some reason both devices don't show the list of powers properly ? reason - they use /list command.

DONE BY SHAENTHEBRAIN

Posted

Corrections to Rene's Sheet:

Magic Array:

All powers Should be Accurate 3, not Accurate 2

Accordingly, under combat, his base attack should be +4, with +10 for Magic Array.

Toughness save has gone missing!

Its +0 base, +10 with Amulet of Protection.

Finally for some reason both devices don't show the list of powers properly ? reason - they use /list command.

Two things:

First, the reason your tags were messed up was that you had a [ list= ] tag without anything after the "=" sign, when you should have just had a [ list ] tag. And the device tag is [ device ].

Second, after double-checking all the math on your sheet, Rene is 5PP overbudget. Please submit code for a revised sheet with correct math as soon as possible.

Posted

DONE BY SHAENTHEBRAIN

UNfortunately after recent computer wipe, I don't have the code for Rene's sheet, so its back to scratch on that one... from recent post:

Also noted that feats should be 6, not 8: Equipmenmt 2 is free from Silver Reward.

Good catch with the Powers adding up to 90: This was caused by a floating Flight 1: Subtle left over from a deleted device (now replaced with Device 3, Cloak of Mists). Rene Cannot fly unaided. Deleted this.


[floatr][img=http://www.freedomplaybypost.com/wiki/images/b/b0/RenedeSaensHF.png][/floatr]

[b][u]Players Name[/u]: Supercape[/b] 

[b][u]Characters Name[/u]:[/b] Rene de Saens

[b][u]Power Level[/u][/b]: 10 (138/145PP)

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

[b][u]Unspent PP[/u][/b]: 7

[b][u]Progress to Gold[/u][/b]: 25/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3908]Supercape[/url])


[b][u]In Brief[/u][/b]: Mystic painter. Aged French Antiquarian. 


[b][u]Alternate Identities[/u][/b]: None

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

[b][u]Birthplace[/u][/b]: Paris

[b][u]Occupation[/u][/b]: Artist, art dealer. Mage. 

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

[b][u]Family[/u][/b]: None alive!


[b][u]Age[/u][/b]: 243 (DoB: 7th July, 1777)

[b][u]Apparent Age[/u][/b]: 70

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

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

[b][u]Height[/u][/b]: 5'7"

[b][u]Weight[/u][/b]: 70 Kgs

[b][u]Eyes[/u][/b]: Brown

[b][u]Hair[/u][/b]: White


[b][u]Description[/u][/b]: Slightly stooped with age, but not bent over, and has some wiry robust health. Has a white goatee and hair, wears a beret, glasses, and bohemian artist clothes. 


[b][u]Power Descriptions[/u][/b]: Mystic, Artistic


[b][u]History[/u][/b]: As a young man, fought in the french revolution and ended up helping Broken Crow, master mage of the time, track down and destroy an aristocratic necromancer. Broken Crow was impressed with the man's bravery and aptitude, and pointed him down the path of the mage. Since then, Rene has travelled throughout Europe as a mage, artist, antiquarian, and - at times - revolutionary. He has always remained a political, philosophical and passionate man. 


He has recently set up shop, and flat in Freedom City. Whilst he has travelled to the "New World" on occasion before, he now fancies spending a few decades in America after living in most of Europe and north Africa. Besides, these colonials could do with a bit of culture. In addition, Rene has come into possession of an ancient Greek text that indicates, in obscure form, that the Oracle of Delphi may have indicated his presence is required in "a Great Western Continent beyond the seas". 


[b][u]Personality & Motivation[/u][/b]: Irritable classic "artiste". Also, sworn to defend earth from mystic threats. 


[b][u]Powers & Tactics[/u][/b]: Not a physical fighter, uses deception and sows confusion. And powerful mystic blasts!


Note: Rene does not recant spells to use mystic powers, as they are actually more related to his mystic mind "painting" the magic into reality. Hence, his basic spells appear as wisps (quite visible, except for Morpheus Grasp which is only perceivable by mystic senses or psychic characters) of lightning, fire, shadow, whatever emitting from the ground, sky, walls etc. and floating towards the target (indirect 3, homing 1)


He sometimes uses a magic paintbrush that requires great artistic skill (high craft skill, and is unreliable - as only the finest paintings will do!) which can paint onto reality by gesturing. 


Rene normally wears an amulet of protection around his neck. This looks like a small bronze egyptian ankh with a bronze chain that loops around his neck. 


He also owns the fabled cloak of mists, that transforms the wearer into a smoky form that wafts through the air. This is a rather "standout" item, and he would not normally wear it, only when on an adventure. It looks like a fine gold and grey, wafer thin cloak that wraps over the shoulders. It makes him look a lot more like a "mage" and would be unusual, to say the least, streetwear.




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


[b]Creaky bones[/b] has a variety of old age complaints, a bit hard of hearing, needs reading spectacles, joints hurt in the winter, and so forth. 


[b]Hazy Memory[/b] Tendency to forget important things. 


[b]Anything for Art[/b] Aside from a passion for objects d'art, he can use sub-optimal tactics purely because they would be more "artistic". 


[b]Give me liberty![/b] Passionate - too passionate, about life, liberty, and politics. 



[b][u]Abilities[/u][/b]: -2 + -4 + 0 + 2 + 20 + 4 = 20pp

Str 8 (-1)

Dex 6 (-2)

Con 10 (+0)

Int 12 (+1)

Wis 30 (+10)

Cha 14 (+2)



[u][b]Combat[/b][/u]: 8 + 4 = 16PP

Initiative: +2 (-2 Dex, +4 Improved Initiative)

Attack: +4 (+10 with Magic Array)

Grapple: +3

Defence: +10 (+4 Base, +6 Dodge Focus from Amulet of Protection) +2 Flat-Footed

Knockback: -5



[u][b]Saving Throws[/b][/u]: 0 +2 + 0

Toughness +10 (+0 Con, +10 From Amulet of Protection)

Fortitude +9 (+0 Con +-0 +9 From Amulet of Protection)

Reflex +0 (-2 Dex, +2)

Will +10 (+10 Wis)



[b][u]Skills[/u][/b]: 56r = 14pp


Craft (Artistic) 14 (+15)

Diplomacy 4 (+6)

Knowledge (Arcane Lore) 14 (+15)

Knowledge (Art) 4 (+5)

Knowledge (History) 4 (+5)

Languages 10 (Arabic, Egyptian, English, French [Native], German, Greek, Italian, Latin, Russian, Spanish, Summerian)

Notice 2 (+12)

Sense Motive 4 (+14)


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

Artificer

Beginner's Luck (representing suddenly remembering being taught that skill many years ago, but damn, his memory is bad...)

Benefit 2 (Wealth 2)

Equipment 2 (5EP contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel, 5 EP to own HQ[/url]) (Free from Silver Reward)

Improved Initiative 1

Ritualist



[quote]Headquarters "Rene's House"

[i]Size[/i]: Small (House) [i]Toughness[/i]: +10, [i]Features[/i]: Library, Living Space, Security System (DC 20), Workshop (Arcane)

[/quote]



[b][u]Powers[/u][/b]: 20 + 12 + 3 + 5 + 1 + 6 + 33 + 7 = 87PP


[b]Device 5[/b] (Amulet of Protection; Mystic; Hard to Lose; 25 PP) [20 PP]

[list=][b]Enhanced Traits 15[/b] (mystic; Fortitude +9, Dodge Focus 6)

[b]Protection 10[/b][/list]


[b]Device 3[/b] (Cloak of Mists; Mystic; Hard to Lose; 15 PP) [12 PP]

[list=][b]Flight 2[/b] (25mph; Mystic; [i]Feats[/i]: Subtle)

[b]Insubstantial 2[/b] (Gaseous; Mystic)[/list]


[b]Device 1[/b] (Mystic Paintbrush; 5 dp; Mystic; easy to loose; [i]Power Feat[/i]: Restricted [Craft (Art) Skill of 10+ Needed] [i]Drawback[/i]: Cannot use if unable to gesture as if painting) [3pp]


[device][b]Enhanced Feats 5[/b] (5 Alternate Powers for Magic Array; mystic) [5dp][/device]




[b]ESP 2[/b] (Mental Senses, 100 feet; Mystic; [i]Power Feats[/i]: Dimensional 2 (mystic dimensions), subtle) [5pp]


[b]Immunity 2[/b] (Aging, Disease; mystic; [i]Flaws[/i]: Limited [half effect]) [1pp]


[b]Luck Control[/b] (Favoured of the fates; Force a Reroll; mystic; [i]Power Feats[/i]: Luck 3)) [6pp]


    [b]Magic Array 15[/b] (mystic; 30 pp Power Feats: Alternate Power 3 [+5 more from Mystic Paintbrush]) [33pp]

    [list][u]BE[/u]: [b]Blast 9[/b] (mystic; [i]Power Feats[/i]: Accurate 3, Affects Insubstantial 2, Homing 1, Incurable, Indirect 3, Variable Descriptor 2 [any mystic]) [30/30pp]


    [u]AE[/u]: [b]Fatigue 9[/b] (Morpheus' Grasp, mystic, mental; [i]Extras[/i]: alternate save (will), range, sleep (+0), mental (+0); [i]Flaws[/i]: Action (full round); [i]Power Feats[/i]: Accurate 3, Insidious, Homing 1, Indirect 3, Reversible, Sedation, Subtle) [29/30pp]


    [u]AE[/u]:[b] Snare 9[/b] (mystic; [i]Extras[/i]: transparent; [i]Flaws[/i]: action (full round); [i]Power Feats[/i]: Accurate 3, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [30/30pp]


    [u]AE[/u]: [b]Stun 9[/b] (mystic; [i]Extras[/i]: Range; [i]Flaws[/i]: action (full); [i]Power Feats[/i]: Accurate 3, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [30/30pp]


    [u]From Mystic Paintbrush[/u]:


    [u]AE[/u]: [b]Animate Object 6 ([/b]Animates Pictures 90 PP worth; mystic; [i]Extras[/i]: range (perception), duration (continuous), horde; [i]Flaws[/i]: Full Action Required, Unreliable (50% failure chance); [i]Power Feats[/i]: Progression 3 [10 Objects][b])[/b] [27/30pp]


    [u]AE[/u]: [b]Dimensional Pocket 9 ([/b]mystic; [i]Extras[/i]: alternate save [will], range (perception); [i]Flaws[/i]: Unreliable (50% failure chance), Action (full); [i]PFs[/i]: Reversible, Progression 12 [x10k total mass]; [i]Drawbacks[/i]: Noticeable [Can see trapped target in painting], Power loss [requires some surface to paint onto])[b])[/b] [27/30pp]


    [u]AE[/u]: [b]Illusion 9 ([/b]visual senses, mystic; [i]Extras[/i]: Duration (continuous); [i]Flaws[/i]: Action (full round); Unreliable (50% failure chance); [i]Power Feats[/i]: Progression, Area 11 [4.7 Miles][b])[/b] [27/30pp]


    [u]AE[/u]: [b]Obscure 9 ([/b]Visual senses; mystic; [i]Extras[/i]: Duration (continuous), Range (perception); [i]Flaws[/i]: Action (full round); Unreliable (50% failure chance); [i]Power Feats[/i]: Dimensional 2 [any mystic], Progression Area 7 [up to x250 area = 47 mile radius], Variable Descriptor 2 [Can Paint any colour or environmental effect, mystic descriptor][b])[/b] [27pp]


    [u]AE[/u]: [b]Teleport 9 ([/b]20,000 miles long range, mystic; [i]Extras[/i]: Accurate, Affect Others [+1], Range (perception); [i]Flaws[/i]: Long Range, Limited [Requires a picture of target area to paint onto], Unreliable (50% failure chance); [i]Power Feats[/i]: Change Direction, Change Velocity, Progression Mass 1 [Carry 250 lbs][b])[/b] [27/30pp][/list]



[b]Super Senses 7[/b] (Mind's eye; Mystic; Mental sense ["see's" surroundings as if they where an impressionist painting], Accurate, Acute, Ranged, Danger Sense [Mental], Awareness [mystic]) [7pp]



[b]Spell Descriptions: [/b] Rene's base mystic powers come from his mind directly. It as if he is painting onto reality via magic. As such, the effects appear like brush strokes in our reality - a bolt of light, darkness, fire, lightning, or whatever, streaking towards the target. The only exception is mental effects (like Morpheus Grasp, the sleep effect). In this case, the brush stroke is very subtle, like a mood that might be evoked in a painting. It would of course be detectable by appropriate psychic or magical senses; or perhaps a very good art appreciator!


When using his magic brush, he visibly paints. In this case, the spells are not single brush-strokes, but major artistic creations. So he can paint visual illusions, or darkness, etc [Illusion and obscure effects]. Also, he can use it to animate pictures, or paint himself or others into pictures - either literally the picture [dimensional portal], or what the picture represents [teleport]. When attacking with dimensional pocket, if successful, the target will be painted into the picture, where he/she will be trapped until escaping. 




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

[code]

ATTACK          RANGE     SAVE                        EFFECT

Unarmed         Touch     DC15 Toughness (Staged)     Damage

Mystic Blast      Ranged  DC 23 Toughness (Staged)    Damage

Morpheus' Grasp   Ranged  DC 23 Will (Staged)       Fatigue

Mystic Snare     Ranged    DC 23  Reflex (Staged)      Snare

Mystic Stun     Ranged    DC 23   Fortitude           Stun

Brush-Teleport Perception DC 23  Reflex        Teleport 2000 miles (with Rene)

Brush-Pocket  Perception  DC 23  Reflex        Dimensional Pocket



Abilities (20) + Combat (16) + Saving Throws (2) + Skills (14) + Feats (6) + Powers (87) - Drawbacks (0) = 145/145pp

I think with the Equipment 2 being free, and the floating and deleted Flight 1 Subtle deleted he comes in ok.

PS: Also added in the misc tidy ups from above (All blast array powers Accurate 3, Toughness +10, and Attack +10 with Array).

DONE BY SHAENTHEBRAIN

Posted

Also noted that feats should be 6, not 8: Equipmenmt 2 is free from Silver Reward.

Good catch with the Powers adding up to 90: This was caused by a floating Flight 1: Subtle left over from a deleted device (now replaced with Device 3, Cloak of Mists). Rene Cannot fly unaided. Deleted this.

I think with the Equipment 2 being free, and the floating and deleted Flight 1 Subtle deleted he comes in ok.

Yes, those two things were the source of the irregularities, and the rest of the math checks out.

Traits gained from a veteran reward should be noted clearly as such on the sheet. And now they are, so it's all good.

Posted

DONE BY SHAENTHEBRAIN

Changeling Edits

Right, so I'm altering Changeling's set up a little bit. Basically I'm upping her attack with swords to +14 by adding attack specialization as well as upping her strike to make her damage shifted +2 PL 12 overall with her powers, and attack shifted +5 without her powers PL 9. I'm dropping Redirect and Animal Empathy in favor of another rank of Attack Specialization (Swords) and Power Attack. Also adding another rank of takedown attack to her illusion strike, and a rank of incurable because it's an illusion that she thinks you should be hurt, if you're still under the illusion regen shouldn't work as well.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/8/84/ChangelingHF1.1.png][/floatr][b][u]Power Level:[/u][/b] 12 (181/181PP)

            [b][u]Trade-Offs:[/u][/b]-2 Attack / +2 Damage; +5 Defenses / -5 Toughness

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

            [b][u]Progress to Silver Status:[/u][/b] 31/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/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 Identities:[/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 and Clarissa Maher (Both deceased)


            [b][u]Age: [/u][/b]128 (at least going by her actual birth certificate)

            [b][u]Apparent Age:[/u][/b] 17 (The exact number of years she has been in the Fae)

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

            [b][u]Ethnicity:[/u][/b] Caucasion

            [b][u]Height:[/u][/b] 5'2"

            [b][u]Weight: [/u][/b]150 lbs

            [b][u]Eyes:[/u][/b] Hazel

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


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

            [floatr][img=http://i79.photobucket.com/albums/j139/BloodPlum/Angel-1.jpg][/floatr]

            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.


            [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.


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


            [b]Guilt-Driven[/b]: She claims this, though after a while, how much of that is true is still debatable. Still, without fail, she will spend every Sunday at Demitrius's side with a fresh pot of flowers.

            [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]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][u]Abilities:[/u][/b] 2 + 4 + 6 + 4 + 8 + 10 = 34pp

            Str 12 (+1)

            Dex 14 (+2)

            Con 16 (+3)

            Int 14 (+2)

            Wis 18 (+4)

            Cha 20 (+5)


            [b][u]Combat:[/u][/b] 20 + 34 = 54pp

            Initiative: +2

            Attack: +10 (+14 /w Swords)

            Grapple: +11

            Defense: +17 (+8 flat footed)

            Knockback: -3, -1 without Force Field



            [b][u]Saving Throws:[/u][/b] 5 + 7 + 6 = 18pp

            Toughness: +7; +3 without Protection

            Fortitude: +8 (+3 Con, +5)

            Reflex: +9 (+2 Dex, +7)

            Will: +10 (+4 Wis, +6)



            [b][u]Skills:[/u][/b] 52r = 13pp

            Bluff 5 (+10)

            Concentration 6 (+10)

            Craft (Sewing) 8 (+10)

            Handle Animal 2 (+7)

            Knowledge (Arcane Lore) 8 (+10)

            Languages 2 (Native: Latin, English, French)

            Notice 6 (+10)

            Perform (Dance) 2 (+7)

            Perform (Singing) 5 (+10)

            Perform (String Instruments) 2 (+7)

            Sense Motive 6 (+10)


            [b][u]Feats[/u][/b]: 8PP

            Attack Specialization (Swords) 2

            Attractive

            Equipment 3 [free from Player Reward)

            Interpose

            Minion 8 [free from Player Reward]

            Move-By Action

            Power Attack

            Quick Change

            Skill Mastery: Knowledge (Arcane Lore), Sense Motive, Notice, Bluff


            [quote name="Equipment"]Umbrella Sword ([b]Stike 3[/b] [floral print umbrella concealing a silver-plated blade; [i]PF[/i]: Mighty, Subtle])


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


            [b][u]Powers[/u][/b] 46 + 4 + 7 = 57pp


            [b]Glamour Array 18.5[/b] (39 points; [i]PFs[/i]: Alternate Power x7) [46PP]


            [list][u]BE[/u]: [b]Illusion 9[/b] (all senses; [i]Extra[/i]: Selective Attack/Illusion; [i]Flaw[/i]: Phantasms; [i]PF[/i]: Progression 3 [50-ft. radius]) [39/39PP]


            [u]AP[/u]: [b]Dazzle 12[/b] (visual and auditory; [i]Extras:[/i] Alternate Save(Will) [i]PF[/i]: Reversible) [37/39PP]


            [u]AP[/u]: [b]Concealment 10[/b] (All Senses; [i]Extras[/i]: Affects Others [Others + Self, +1], Action (Reaction); [i]Flaws[/i]: Phantasms; [i]PF[/i]: Close Range, Progression (Subjects), Selective) [33/39pp]


            [u]AP[/u]: [b]Strike 14[/b] (illusory mental weapons; [i]Extra[/i]: Alternate Save [Will]; [i]PF[/i]: Affects Insubstantial 2, Incurable, Extended Reach, Split Attack, Takedown Attack 2, Variable Descriptor [bludgeoning, piercing, slashing]) [36/39PP]


            [u]AP[/u]:  [b]Paralyze 12[/b] [i]Extras[/i]: General Area Cylinder (Progression 3 [50ft-Radius]) [i]PF[/i]: Reversible [37/39pp]


            [u]AP[/u]:  [b]Nullify 12[/b] (Mental Effects) (PFs: Selective, Extras: Nullifying Field(Progression 3 [50ft-Radius]), Duration (Concentration)) [37/39pp]


            [u]AP:[/u] [b]Stun 12[/b] ([i]Extras:[/i] Alternate Save: Will, General Area: Cylinder (Progression 3 [50ft-Radius], Sleep [i]PF:[/i] Sedation) [37/39pp]


            [u]AP:[/u] [b]Blast 12[/b] ([i]Extras:[/i] Alternate Save: Will, [i]PF[/i] Variable Descriptor, Affects Insubstantial 2) [39/39 PP][/list]


            [b]Protection 4[/b] [4PP]


            [b]Super-Senses 7[/b] (Detect Magic [Visual]; [i]Extras[/i]: Analytical, Counters Concealment 2, Counters Illusion 2, Tracking) [7pp]




            [b][u]Drawbacks:[/u][/b] -3pp


            [b]Weakness[/b] (to ferrous metals; [i]Frequency[/i]: Very Common; [i]Intensity[/i]: Minor [-1 Defense when in direct contact]) [-3pp]


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

            [code]ATTACK      RANGE         SAVE              EFFECT

        Unarmed     Touch         DC 16 Toughness   Damage (Staged)

        Swordbrella Melee         DC 19  Toughness  Damage (Staged)

        Blast       Ranged        DC 27 Will        Damage (Staged); Affects Insub 2, Variable Descriptor

        Dazzle      Ranged        DC 22 Will        Blinded & Deafened

        Paralyze    Area:Cylinder DC 22 Reflex/Will Paralyzed (Staged)

        Strike      Melee         DC 29 Will        Damage (Staged); Affects Insub 2, Incurable, Variable Descriptor

        Stun        Area:Cylinder DC 22 Will        Daze/Stun/Unconcious
Abilities (34) + Combat (57) + Saving Throws (18) + Skills (13) + Feats (8) + Powers (57) - Drawbacks (-3) = 181/181pp
Custos Gargoyle Minion PL 9 / 120pp -3 Defense/+3 Toughness Abilities: 10 + 4 + 20 + 4 - 2 = 36PP Strength: 28 (+9) (20, +8 Growth) Dexterity: 14 (+2) Constitution: 34 (+12) (30, +4 Growth) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 20 + 14 = 34PP Initiative: +0 Attack: +9 (+10 Base, -1 Growth) Grapple: +21 Defense: +6 (+7 Base, -1 Growth), +1 Flat-Footed Knockback: -10 Saving Throws: 0 + 3 + 2 = 5PP Toughness: +12 (+12 Con) Fortitude: +12 (+12 Con) Reflex: +5 (+3 Dex, +3) Will: +4 (+2 Wis, +2) Skills: 24R = 6PP Intimidate 4 (+5; includes +2 from Growth) Acrobatics 4 (+6) Knowledge (Arcane Lore) 6 (+6) Notice 6 (+8) Stealth 4 (+0; includes -4 from Growth) Feats: 5PP Elusive Target Fearsome Presence Move By Action Takedown Attack 2 Powers: 14 + 6 + 13 = 33PP Spirit Roar 6 (12 points: PFs Alternate Power x2) 14pp
  • BE Strike 3 (Extras Alternate Save: Will, Area [Cone, 30 ft], Selective Attack; Flaw: Limited [Magical Creatures Only]; PF: Affects Insubstantial 2) [11/12pp] AP Dazzle Auditory 9 (Extras Area [Cone, General]; Flaws Range [Touch]) [9/12PP] AP Emotion Control 9 (Extras: Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory]) [9/12PP]
Flight 3 (50 mph / 500 feet per Move action) [6PP] Growth 4 (Large; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [13P] Drawbacks Power Loss (Flight, if wings are immobilized, –1 point) DC Block:
ATTACK            RANGE          SAVE              EFFECT

            Unarmed           Touch          DC 24 Tough       Damage (Staged)

            Strike            Touch Cone     DC 13 Reflex

                                             DC 13/11 Will     Damage (Staged)

            Dazzle            Touch Area     DC 19 Reflex

                                             DC 19/14 Fort     Deafened

            Emotion Contorl   Touch Area     DC 19 Reflex

                                             DC 19/14 Fort     Fear (Staged)
Abilities (36) + Combat (34) + Saving Throws (5) + Skills (6) + Feats (7) + Powers (33) - Drawbacks (1) = 120/120Power Points

DONE BY SHAENTHEBRAIN

Posted

A few Edits for Dark Star AAed

Adding: Comprehend 3 (speak/understand/read all languages) [6]

Buy off his drawback (takes time to power down) for additional 3. should leave me with 3.

The long lost (and occasionally missed) history of Dark Star:

Derrick Lumins was the younger of two children from Richard and Mary Lumins, born in July 7 1951. (His brother, Mark was almost 5 years older.) His childhood was nothing unusual and very nice. They were a solidly middle class family living in Freedom City. Mark was more of the jock type while Justin was more of the brainy type.

Like many kids, Derrick wanted to be special, a super hero. Of course, it wasn’t to be. Puberty came and went and nothing ‘super’ happened. He was a smart kid. Nothing exceptional but he worked hard and found he had a natural affinity for the physical sciences. It naturally led him to pursue a degree in that field.

While his brother was getting engaged and thinking of starting his own family, Derrick was graduating college with a Master’s degree. He loved the possibilities science showed him and how big the universe truly was. He had numerous possibilities. Sure, he wasn’t a genius but he was very skilled in his chosen field.

The space program was in its infancy in those days. He leapt at a chance to be one of the forerunners in the field. A government group doing all sorts of cutting edge, experimental research. A dream job. He doubled his efforts and dedicated himself to the project.

There were downsides of course. He didn’t get to see his family much. His social life became non-existent. Those things didn’t particularly bother him much. He had plenty of time to catch up with those things at a later date.

He excelled at his new job; loving the opportunities. But regardless of his skill, he was not invaluable. And while he put as much effort in as some of those geniuses, they were more important than he was. They were too valuable. So he went up on one of those early shuttles to implement an experiment.

Something happened during that experiment; he never had time to figure out what. One second, everything looked fine. And the next, the whole compartment was shaking violently. The last thing he saw before blackness claimed him was the entire compartment blowing up in his face.

He did not know what happened or how much time had passed. But when he woke up, he was drifting in the depth of space alone and without a suit. He was lost and had no real idea where in the galaxy he was.

Something had changed him. It took him weeks to fully figure out what his newfound abilities were and what they represented. Even longer to actually get a solid grip on them. But when he did, he was THRILLED!

In fact he was so excited by his newfound powers, he forgot about worry where he was. He was out in space where no human had gone before. He explored, experimented and enjoyed his new freedom.

Of course, he discovered quite a few things out there. Two massive star spanning empires. One quite decent, he thought. The other, not so much. He observed and helped where he could. There were dangers and evil in abundance. He had made a few blunders out here and made a few enemies. But there were also heroes. He met Daedalus and the Star Knights after a battle they had fought against the Grue. He helped them as he could and even offered to join them. He couldn’t join them of course, that wasn’t the way they worked. But they were definitely the ideal he wanted to emulate. Power he had, but he was young and inexperienced compared to them. Still he helped how he could. He needed training and practice if he wanted to be a true hero.

Soon Daedalus returned to Earth. The departure of his fellow human made him consider some things. Justin had been away for a long time with all of his wanderings. He hadn’t realized how long it had been. He began to wrap up and take care of the various things he had left out in the galaxy, loose ends, intending to return home. He needed to get some experience on a smaller scale.

By the time he was done, the latest Star Knight to Earth was wrapping up her training. Given his excessive warp speed, he offered to give her a lift, saving her time. Her jurisdiction was far reaching and she had lots of ground to cover. He might not be in her league but he was willing to help; even if it was just playing interstellar taxi. Regardless, it was nice to have company on the way home.

He had been away far longer than he realized and things had changed quite a bit. It didn’t take long to find out how much. In addition to the various technological changes, there were social and personal ones as well. His parents had passed away years before. His brother had passed only a few years before. Maria and Justin, Mark’s kids, were now in their mid to upper teens. If he’d been here, Derrick could have saved his brother and cured the illness. He regretted that fact a great deal and vowed to look after his sister-in-law and her kids. It was an odd meeting after so long, but it was the right thing to do.

With a little help, he set up a secret identity and found a place to live. It wasn’t much but since he’d been homeless and wandering the galaxy for about two decades, it was a big step. It was a start. Afterwards, he assumed his Dark Star persona. He intended to stay around the city but he had the ability to go quite far when needed. As Dark Star, he made himself available to the SCC. It helped provide him with some sporadic income (after some creative shuffling from some friends) for his expenses and helping out his family. Mostly, he spends time as Dark Star looking to do his part to protect his family, his city and his world from things that would threaten their peace and prosperity.

Since his reintegration into Earth, he has gotten to be fairly well known both on Earth as well as across the universe. He has butted heads with the big and small threats both here and abroad. He has thwarted numerous disasters and enemies from exploding suns to rogue empires to the Star Khan to leagues of evil back home. Mostly though, he spends his time in space. It is a big area and there are a lot of people out there who need help. First and foremost, he is and always will be a hero. He is there to help.

Posted

DONE BY SHAENTHEBRAIN

I'd like to submit a small fluff edit for

FERROS

I'm retconning a little bit of his history. I had originally placed him at the age of 23. However after a bit of research, I discovered that if I shaved but a few years, I could have him born in 1991. This is important because that year is a "Yin Metal" year in the chinese zodiac. I decided to go with Yin rather than Yang (1990), because Yin is more introverted and fits his personality better.

I've edited his age, inserted a brief line into his description about his astrological signs, and explained that he graduated with his Bachelors of Chemistry early due to AP credits and a heavy course load. Though he's pursuing his Masters while maintaining his research position with the university. Both of which are points that hold true from the original draft of his history.

Below is a spoilered quote of the sheet so you can see how it looks. The changed sections are bold, underlined, italics so you can see them.

Player Name: quotemyname[floatr]Ferros.jpg[/floatr]

Character Name: Ferros

Power Level: 10; 150/150PP

Trade-Offs: None

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief: A Mutant given powers by Terminus energy combined with a violent chemical reaction. Holds the power to shape and manipulate metal.

Alternate Identities: Jin Zhi Wong

Identity: Secret

Birthplace: Chongqing, China

Occupation: Chemist

Affiliations: None

Family: Huan (Father, Deceased) and Wu (Mother, Deceased)

Age: 20 (Born January 20, 1991)

Gender: Male

Ethnicity: Chinese

Height: 5'6''

Weight: 140 lbs.

Eyes: Black

Hair: Black

Description:

Jin was born in the year of the Horse, a year ending in 1, giving him the Zodiac sign "Metal Horse". Jin is also a Capricorn.

Jin is of average height for a man of Chinese descent. His hair is the typical soft, thin, black hair of his race and his eyes are also a deep dark color. He has a thin, yet athletic frame trained by years of Martial Arts study. Jin prefers very baggy jeans and loose fitting button down shirts (with the sleeves rolled up) with designs for his everyday attire, but is not incapable of dressing up when it is required. On the top of either forearm, Jin has tattooed the Chinese characters for "Yin" on one arm and "Yang" on the other. On the underside, he has tattooed "Huan" on one, and "Wu" on the other to remind himself that his parents are still close to him. Jin wears a Yin-Yang necklace around his neck. He also wears six rings most commonly on the thumb, index, and ring finger of his right hand, and the thumb, middle, and little fingers of his left hand. He has purposefully left his left ring finger open, on the hopes that he'll one day find his other half. Jin also wears metal bracelets around his wrists and a few chains around his neck, but these are not as important to him as his Yin-Yank necklace. He is also commonly seen wearing a heavy metal belt with a large steel belt buckle on the front. All of this jewelery features oriental designs.

As Ferros, Jin wears a metal facemask to hide his features. The mask leaves his hair and neck exposed, but covers enough of his features that it hides his identity well. The rest of his body is covered by a liquid metal suit. Ferros is able to keep this suit in place with his powers. Maintaining the suit's solidity takes the most minute amount of power possible, such that he's able to maintain it entirely subconsciously.

Power Descriptions:

When Jin really taps into his powers, his eyes glow a silvery color. More mundane uses of his strength do not trigger this reaction. Metal becomes soft, and amorphous in his hands. He is capable of making the hardest steel flow like water, even at a distance. Jin finds it easy to control the metal itself, yet much more difficult (while still possible) to control forces of magnetism. This is probably related to the chemicals in his blood which he derives his powers from. When he uses his powers in a protective way, instead of using a magnetic field to deflect attacks he simply levitates small bits of metal swirling around him instead.

History:

Jin's father, Huan, was a chemist. He was devoted to his job, and sometimes worked on projects in the family's basement at night. In 1993 when Jin was five, his mother, Wu, had to take him to the store with her. He was too young to supervise himself and his father was working on another project making him unable to supervise. Before leaving, Jin and Wu visited Huan in the basement briefly. Unfortunately, it was that exact moment when the attacks occurred.

The Terminus invasion was concentrated mostly on Freedom City, but there were other minor attacks elsewhere in the world. One of the minor Terminus invasion fleets attacked Chongqing that night. The three were gathered in the basement room when the Huan's bench full of glass jars holding various metals and alchemical compounds and other dangerous materials exploded. Huan was killed instantly. The Wu and Jin badly injured. Wu miraculously managed to get Jin to safety and help, before she died, crawling and dragging her son behind her up the basement stairs and outside where a neighbor found them and called for help. Wu died en route to the hospital, but Jin clung to life.

It quickly became aparent that Jin had been poisoned by some of the materials in the lab. The doctors did what they could, but some materials like Mercury and Strontium-90 had begun to accumulate in his body. Nothing could be done to remove them, and the Doctors feared that they would have lasting effects in the future, if they didn't kill him quickly. Jin didn't die right away. However, he never fully regained consciousness thanks to some strange interaction with the ambient Terminus energy. The Terminus energy was keeping him alive, but there was no telling what else it would do.

Lacking the equipment to treat him properly the hospital in Chongqing sent Jin to Freedom City soon after the invasion was quashed. The experts in Freedom managed to heal him, though there were many residual effects. Like many survivors of the Terminus, his mutations had blossomed into powers. But the events were not entirely a blessing. Jin had no parents, and no money with which to pay medical bills let alone flights back to Chongqing. He was quickly inducted into the system and spent his life in foster care.

Jin was sick off and on as a child, and his foster parents were constantly trying to push Catholic religious practices on him. None of those teachings sat well with him, and combined with his bad health, he became miserable.

When Jin was 10, he was allowed to study at a Tao martial arts at a temple near his foster home in Kingston near the border to Hanover. The Temple is called Běnzhí (Ben-Shu) Temple its name meaning The Temple of The Essential Nature. He would later describe this as the turning point in his life. He was taught the principles of Taoism and Chinese Alchemy (or Internal Martial Arts). And for the first time, spirituality started to make sense to him. He learned Piguaquan, Bajiqan, and Baguazhang three of the traditional Chinese Martial Arts. Through meditation and study, he was able to learn to control his body more finely. He found that regulating his body systems as such reduced the effects on the poisons within him. He also discovered that it allowed him better control over his powers which he also began to practice heavily.

When it was time, he was introduced to Duncan Summers and inducted into Claremont. He enjoyed a somewhat normal high school experience there, and was upset to see the time pass faster than he'd like. After his graduation from Claremont, he attended Hanover Institute of Technology on a scholarship. He was going to be a Chemist like his father once was. Thanks to a combination of AP credits, and extra heavy semester course loads, Jin accelerated his college studies greatly. Remarkably he achieved his Bachelors in Chemistry in just 3 years. He now has a job for the college doing research as he pursues his Masters degree. Though, things are going slowly with the added workload being a hero has placed on him.

Personality & Motivation:

One would expect a child who lost both parents to an alien attack and spent years in foster care to be a bitter individual suffering from depression and other such disorders. Jin very nearly fell victim to those predictions. But joining the Temple when he was 10 was what saved him. That's what he'll tell you, anyway. It taught him balance in all aspects of life. It taught him compassion, moderation, and humility. Such are the ways of Taoism. He went from being a sickly, upset, brash, child to a cultured, relaxed, healthy, respectful man nearly overnight. Though some of his history sticks with him. He still misses his parents. He still regrets never having returned to China. Sometimes he lashes out in a fit of angst. But soon, he finds himself again in meditation, and returns to the centered, down-to-earth individual that he knows he is meant to be. He views these moments of weakness as the price he must endure for his otherwise enlightened life experiences. They are the Yin and Yang of his soul. This is a fact that he recognizes, and accepts.

Jin does his best to hold no bitterness in his heart over the death of his parents or the things that have happened to him over the years. However, that does not mean he cannot use his gifts to help people, and make the world a better place. Quite the opposite, in fact, for in Jin's case, he has much more to share than simply his control over metal. He attempts to share his sense of inner peace with others as much as he can. To do this, Jin dons a mask and plays the part of Ferros.

Powers & Tactics:

Ferros' powers are highly manipulative of metal. They allow him a wide range of applications and options. He can do everything from modern art sculptures, to creating cages to sit bank robbers in. Just like in his every day life, Ferros prefers balance in all things. That also applies to his attitude when he gets into a fight. He will always seek to even out the fight before he seeks to finish it. Once he knows that he's not fighting a one-sided battle anymore, he will seek to disable his opponents rather than taking them out of the fight completely. He prefers to find creative ways of ensnaring combatants in solid metal rather than simply flinging chunks of iron at them like a glorified Gauss rifle.


Complications:

It's in the blood, it's in the will - Jin must keep a level head about him to keep his powers working properly. If he gets too angry, or too upset, he cannot muster the presence of mind necessary to control and manipulate massive quantities of metal. The GM may have Jin suffer Power Loss on his Metallic Control in exchange for a Hero Point if his emotions get the better of him.

The Essential Nature - The monks of the Běnzhí Temple were instrumental in Jin's upbringing. They more than anyone else in his life are responsible for the man he turned out to be. He is fiercely loyal to the monks of this temple. He looks up to them, and will help or protect them in any way he is able.

Fostered - Jin's parents died at a young age and he was introduced into foster care. Things like family gatherings or family centric holidays hit home pretty hard for him. He is more easily angered or upset by insults or comments directed at the family he barely knew.


Abilities: 2+6+6+4+4+0 = 22 PP

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)

Combat: 8+8= 16PP

Initiative: +3

Attack: +4, +10 Metallic Control

Grapple: +5 / +20 w/ Move Object

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

Knockback: -5 / -10 w/ Move Object

Saving Throws: 5+6+5 = 16 PP

Toughness: +10

Fortitude: +8 (5 + 3 Con)

Reflex: +9 (6 + 3 Dex)

Will: +7 (5 + 2 Wis)

Skills: 76r = 19PP

Acrobatics 12 (+15)

Concentration 13 (+15)

Craft (Artistic) 8 (+10)

Knowledge (Theology + Philosophy) 8 (+10)

Knowledge (Physical Sciences) 8 (+10)

Languages 1 (English; Native: Chinese)

Notice 13 (+15)

Sense Motive 13 (+15)

Feats: 18 PP

Acrobatic Bluff 2

All Out Attack

Attack Specialization (Magnetic Control) 3

Dodge Focus 6

Luck 2

Power Attack

Quick Change

Skill Mastery (Acrobatics, Knowledge(Chem), Notice, Sense Motive)

Trance

Powers 45 + 6 + 5 + 3 = 58 pp

Metallic Control 21 (42PP Array, Feats: Alternate Power 3) [45PP]

  • Base Power: "Mold Metal" Transform 10 (Metal, 1,000 lbs., Extras: Duration [Continuous], Range [Perception]; Flaws: Action [Full]; Feats: Precise, Subtle) [42PP]

    Alternate Power: Snare 10 ( Extras: Regenerating, Transparent; Feats: Precise, Subtle) [42PP]

    Alternate Power: Move Object 15 (STR 75 [Heavy Load: 400 Tons], Extras: Range [Perception], Flaws: Limited [Metal], Feats: Precise, Subtle) [32PP]
    Linked To: Impervious Toughness 10 (Extras: Duration/Sustained) [10pp]

    "Shatter" Drain Toughness 10 (Extras: Effect Objects, Range [Ranged]; Flaw: Limited [metal and metal-encased targets only) [20pp]
    Linked To:
    "Shred" Blast 10 (PF: Variable Descriptor [bludgeoning/Piercing/Slashing] [22pp]

Force Field 7 (Drawbacks: Weak Point -1) [6pp]

Flight 5 (Flaws: Platform) [5pp]

Detect Metal 2 [Mental] (Extras: Extended) [3pp]

Drawbacks: (-0) = -0PP

DC Block:

ATTACK               SAVE DC                    DAMAGE/EFFECT

Transform 10         Ref/20 for Held Items      Transformed

Snare 10             Ref/20                     Entangled/Bound

Drain Toughness 10   Fort/20                    Drain[Staged]

Blast 10             Tou/25                     Damage[Staged]
Abilities (22) + Combat (16) + Saving Throws (16) + Skills (19) + Feats (18) + Powers (59) - Drawbacks (0) = 150/150 Power Points
Below is a code sheet with the entire character on it. You should be able to paste it right in.
[b][u]Player Name[/u]:[/b] quotemyname[floatr][/floatr]

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

[b][u]Power Level[/u]:[/b] 10; 150/150PP

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

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

[b][u]Progress To Bronze Status[/u]:[/b] 0/30



[b][u]In Brief[/u]:[/b] A Mutant given powers by Terminus energy combined with a violent chemical reaction.  Holds the power to shape and manipulate metal.



[b][u]Alternate Identities[/u]:[/b] Jin Zhi Wong

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

[b][u]Birthplace[/u]:[/b] Chongqing, China

[b][u]Occupation[/u]:[/b] Chemist

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

[b][u]Family[/u]:[/b] Huan (Father, Deceased) and Wu (Mother, Deceased)



[b][u]Age[/u]:[/b] 20 (Born January 20, 1991)

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

[b][u]Ethnicity[/u]:[/b] Chinese

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

[b][u]Weight[/u]:[/b] 140 lbs.

[b][u]Eyes[/u]:[/b] Black

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



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

Jin was born in the year of the Horse, a year ending in 1, giving him the Zodiac sign "Metal Horse". Jin is also a Capricorn.



Jin is of average height for a man of Chinese descent.  His hair is the typical soft, thin, black hair of his race and his eyes are also a deep dark color. He has a thin, yet athletic frame trained by years of Martial Arts study.  Jin prefers very baggy jeans and loose fitting button down shirts (with the sleeves rolled up) with designs for his everyday attire, but is not incapable of dressing up when it is required.  On the top of either forearm, Jin has tattooed the Chinese characters for "Yin" on one arm and "Yang" on the other.  On the underside, he has tattooed "Huan" on one, and "Wu" on the other to remind himself that his parents are still close to him. Jin wears a Yin-Yang necklace around his neck.  He also wears six rings most commonly on the thumb, index, and ring finger of his right hand, and the thumb, middle, and little fingers of his left hand.  He has purposefully left his left ring finger open, on the hopes that he'll one day find his other half.  Jin also wears metal bracelets around his wrists and a few chains around his neck, but these are not as important to him as his Yin-Yank necklace.  He is also commonly seen wearing a heavy metal belt with a large steel belt buckle on the front.  All of this jewelery features oriental designs.



As Ferros, Jin wears a metal facemask to hide his features.  The mask leaves his hair and neck exposed, but covers enough of his features that it hides his identity well.  The rest of his body is covered by a liquid metal suit.  Ferros is able to keep this suit in place with his powers.  Maintaining the suit's solidity takes the most minute amount of power possible, such that he's able to maintain it entirely subconsciously.  



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

When Jin really taps into his powers, his eyes glow a silvery color.  More mundane uses of his strength do not trigger this reaction. Metal becomes soft, and amorphous in his hands.  He is capable of making the hardest steel flow like water, even at a distance.  Jin finds it easy to control the metal itself, yet much more difficult (while still possible) to control forces of magnetism.  This is probably related to the chemicals in his blood which he derives his powers from. When he uses his powers in a protective way, instead of using a magnetic field to deflect attacks he simply levitates small bits of metal swirling around him instead.



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

Jin's father, Huan, was a chemist. He was devoted to his job, and sometimes worked on projects in the family's basement at night. In 1993 when Jin was five, his mother, Wu, had to take him to the store with her.  He was too young to supervise himself and his father was working on another project making him unable to supervise.  Before leaving, Jin and Wu visited Huan in the basement briefly.  Unfortunately, it was that exact moment when the attacks occurred. 



The Terminus invasion was concentrated mostly on Freedom City, but there were other minor attacks elsewhere in the world. One of the minor Terminus invasion fleets attacked Chongqing that night. The three were gathered in the basement room when the Huan's bench full of glass jars holding various metals and alchemical compounds and other dangerous materials exploded. Huan was killed instantly. The Wu and Jin badly injured. Wu miraculously managed to get Jin to safety and help, before she died, crawling and dragging her son behind her up the basement stairs and outside where a neighbor found them and called for help. Wu died en route to the hospital, but Jin clung to life.  



It quickly became aparent that Jin had been poisoned by some of the materials in the lab.  The doctors did what they could, but some materials like Mercury and Strontium-90 had begun to accumulate in his body.  Nothing could be done to remove them, and the Doctors feared that they would have lasting effects in the future, if they didn't kill him quickly. Jin didn't die right away.  However, he never fully regained consciousness  thanks to some strange interaction with the ambient Terminus energy. The Terminus energy was keeping him alive, but there was no telling what else it would do. 



Lacking the equipment to treat him properly the hospital in Chongqing sent Jin to Freedom City soon after the invasion was quashed. The experts in Freedom managed to heal him, though there were many residual effects. Like many survivors of the Terminus, his mutations had blossomed into powers. But the events were not entirely a blessing.  Jin had no parents, and no money with which to pay medical bills let alone flights back to Chongqing.  He was quickly inducted into the system and spent his life in foster care.



Jin was sick off and on as a child, and his foster parents were constantly trying to push Catholic religious practices on him.  None of those teachings sat well with him, and combined with his bad health, he became miserable.



When Jin was 10, he was allowed to study at a Tao martial arts at a temple near his foster home in Kingston near the border to Hanover.  The Temple is called Běnzhí (Ben-Shu) Temple its name meaning The Temple of The Essential Nature.  He would later describe this as the turning point in his life. He was taught the principles of Taoism and Chinese Alchemy (or Internal Martial Arts). And for the first time, spirituality started to make sense to him.  He learned Piguaquan, Bajiqan, and Baguazhang three of the traditional Chinese Martial Arts.  Through meditation and study, he was able to learn to control his body more finely.  He found that regulating his body systems as such reduced the effects on the poisons within him.  He also discovered that it allowed him better control over his powers which he also began to practice heavily.



When it was time, he was introduced to Duncan Summers and inducted into Claremont.  He enjoyed a somewhat normal high school experience there, and was upset to see the time pass faster than he'd like.  After his graduation from Claremont, he attended Hanover Institute of Technology on a scholarship.  He was going to be a Chemist like his father once was.  Thanks to a combination of AP credits, and extra heavy semester course loads, Jin accelerated his college studies greatly. Remarkably he achieved his Bachelors in Chemistry in just 3 years. He now has a job for the college doing research as he pursues his Masters degree. Though, things are going slowly with the added workload being a hero has placed on him.



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

One would expect a child who lost both parents to an alien attack and spent years in foster care to be a bitter individual suffering from depression and other such disorders.  Jin very nearly fell victim to those predictions.  But joining the Temple when he was 10 was what saved him.  That's what he'll tell you, anyway.  It taught him balance in all aspects of life.  It taught him compassion, moderation, and humility.  Such are the ways of Taoism.  He went from being a sickly, upset, brash, child to a cultured, relaxed, healthy, respectful man nearly overnight.  Though some of his history sticks with him.  He still misses his parents.  He still regrets never having returned to China.  Sometimes he lashes out in a fit of angst.  But soon, he finds himself again in meditation, and returns to the centered, down-to-earth individual that he knows he is meant to be.  He views these moments of weakness as the price he must endure for his otherwise enlightened life experiences.  They are the Yin and Yang of his soul.  This is a fact that he recognizes, and accepts.



Jin does his best to hold no bitterness in his heart over the death of his parents or the things that have happened to him over the years.  However, that does not mean he cannot use his gifts to help people, and make the world a better place.  Quite the opposite, in fact, for in Jin's case, he has much more to share than simply his control over metal.  He attempts to share his sense of inner peace with others as much as he can.  To do this, Jin dons a mask and plays the part of Ferros.   



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

Ferros' powers are highly manipulative of metal.  They allow him a wide range of applications and options.  He can do everything from modern art sculptures, to creating cages to sit bank robbers in.  Just like in his every day life, Ferros prefers balance in all things.  That also applies to his attitude when he gets into a fight.  He will always seek to even out the fight before he seeks to finish it.  Once he knows that he's not fighting a one-sided battle anymore, he will seek to disable his opponents rather than taking them out of the fight completely.  He prefers to find creative ways of ensnaring combatants in solid metal rather than simply flinging chunks of iron at them like a glorified Gauss rifle.



[hr][/hr]

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

[b]It's in the blood, it's in the will[/b] - Jin must keep a level head about him to keep his powers working properly.  If he gets too angry, or too upset, he cannot muster the presence of mind necessary to control and manipulate massive quantities of metal.  The GM may have Jin suffer Power Loss on his Metallic Control in exchange for a Hero Point if his emotions get the better of him.

[b]The Essential Nature[/b] - The monks of the Běnzhí Temple were instrumental in Jin's upbringing.  They more than anyone else in his life are responsible for the man he turned out to be.  He is fiercely loyal to the monks of this temple.  He looks up to them, and will help or protect them in any way he is able.

[b]Fostered[/b] - Jin's parents died at a young age and he was introduced into foster care.  Things like family gatherings or family centric holidays hit home pretty hard for him.  He is more easily angered or upset by insults or comments directed at the family he barely knew.



[hr][/hr]

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

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)





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

Initiative: +3

Attack: +4, +10 Metallic Control

Grapple: +5 / +20 w/ Move Object

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

Knockback: -5 / -10 w/ Move Object



[b][u]Saving Throws[/u]:[/b] 5+6+5 = 16 PP

Toughness: +10

Fortitude: +8 (5 + 3 Con)

Reflex: +9 (6 + 3 Dex)

Will: +7 (5 + 2 Wis)



[b][u]Skills[/u]:[/b] 76r = 19PP

Acrobatics 12 (+15)

Concentration 13 (+15)

Craft (Artistic) 8 (+10)

Knowledge (Theology + Philosophy) 8 (+10)

Knowledge (Physical Sciences) 8 (+10)

Languages 1 (English; Native: Chinese)

Notice 13 (+15)

Sense Motive 13 (+15)



[b][u]Feats[/u]:[/b] 18 PP

Acrobatic Bluff 2

All Out Attack

Attack Specialization (Magnetic Control) 3

Dodge Focus 6

Luck 2

Power Attack

Quick Change

Skill Mastery (Acrobatics, Knowledge(Chem), Notice, Sense Motive)

Trance



[b][u]Powers[/u][/b] 45 + 6 + 5 + 3 =  58 pp



[b]Metallic Control 21 ([/b]42PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [45PP]



  • [u]Base Power[/u]: "[i]Mold Metal[/i]" [b]Transform 10 ([/b]Metal, 1,000 lbs., [i]Extras:[/i] Duration [Continuous], Range [Perception]; [i]Flaws:[/i] Action [Full]; [i]Feats:[/i] Precise, Subtle[b])[/b] [42PP] [u]Alternate Power[/u]: [b]Snare 10 ([/b] [i]Extras[/i]: Regenerating, Transparent; [i]Feats:[/i] Precise, Subtle[b])[/b] [42PP] [u]Alternate Power[/u]: [b]Move Object 15 ([/b]STR 75 [[i]Heavy Load:[/i] 400 Tons], [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited [Metal], [i]Feats:[/i] Precise, Subtle[b])[/b] [32PP] [i]Linked To:[/i] [b]Impervious Toughness 10[/b] ([i]Extras[/i]: Duration/Sustained) [10pp] [i]"Shatter"[/i] [b]Drain Toughness 10[/b] ([i]Extras[/i]: Effect Objects, Range [Ranged]; [i]Flaw[/i]: Limited [metal and metal-encased targets only) [20pp] [i]Linked To:[/i] [i]"Shred"[/i] [b]Blast 10[/b] (PF: Variable Descriptor [bludgeoning/Piercing/Slashing] [22pp]
[b]Force Field 7[/b] ([i]Drawbacks[/i]: Weak Point -1) [6pp] [b]Flight 5[/b] ([i]Flaws[/i]: Platform) [5pp] [b]Detect Metal 2[/b] [Mental] ([i]Extras[/i]: Extended) [3pp] [b][u]Drawbacks[/u]:[/b] (-0) = -0PP [b][u]DC Block[/u]:[/b] [code]ATTACK SAVE DC DAMAGE/EFFECT Transform 10 Ref/20 for Held Items Transformed Snare 10 Ref/20 Entangled/Bound Drain Toughness 10 Fort/20 Drain[Staged] Blast 10 Tou/25 Damage[Staged] Abilities (22) + Combat (16) + Saving Throws (16) + Skills (19) + Feats (18) + Powers (59) - Drawbacks (0) = 150/150 Power Points

DONE BY SHAENTHEBRAIN

Posted

DONE BY SHAENTHEBRAIN

OK, Arrowhawk's sheet is a mess, and predates such things as a Personality & Motivation. so I'm cleaning it up, altering some of the writing a little to not be so obviously green, and adding the missing sections.

I also made a few minor changes to his sheet. His Skill Mastery in Tactics has been switched to Sense Motive, as I had a brainfart about Master Tactics, and the other two uses of Knowledge: Tactics we allow aren't that useful to Mr Uber-Notice/Stealth. His armour is only Protection 3, but his Constitution is 20 , in accordance with how tough he's been portrayed as in-game. I didn't want his Fort to go above +10, so I took 1pp out of that save . I also bought him a second rank in Luck, making the total points expenditure up to 2PP, leaving him with 8pp unspent. At present, he is now a PL12/200pp Batman.

Player's Name: Ecalsneerg
Power Level: 14 (200/208PP)
Trade-Offs: -5 Damage for +5 Attack, -2 Toughness for +2 Defense
Unspent PP: 8
Progress to Gold: 57/90 (Silver status already earned by Geckoman)

In Brief: Modern Age Batman wielding Bronze Age Green Arrow's bow.

Alternate Identities: John Aaron Fraser
Identity: Secret
Birthplace: Aberdeen, Scotland
Occupation: Vigilante, lab assistant
Affiliations: Ex-Knight of Freedom, the Sherwoods of Nottingham
Family: No known surviving relatives

Age: 40 (DoB: 25th August 1970)
Gender: Male
Ethnicity: Caucasian Scot
Height: 6'0''
Weight: 190lbs
Eyes: Grey
Hair: Black
http://freedomplaybypost.com/wiki/images/e/e7/Arrowhawk.jpg
Description: Arrowhawk is an imposing figure, tall and broad-shouldered. His armour is made of several interlocking, flexible black plates, a huge black cape sweeping down from his black hood to near his feet. The cape is shaped oddly, lending Arrowhawk a bird wing silhouette when he is gliding of leaping from rooftops. Clipped to the back of his armour and concealed behind the cape is his longbow and quiver, slightly off center so as to easily allow the cape to be swept to one side. Glowering eyes glare red from the domino mask he wears in the shadows beneath his hood, and his chest is emblazoned with a stylized white bird in flight... a hawk.

Moving like a jungle cat, Arrowhawk is swift and graceful in spite of his size, barely making a sound as he prowls and stalks. However, when he does so, he noticeably limps after the muscles in his upper right leg were irreparably damaged. His voice is harsh and gruff, heightened by a Scottish growl which he purposefully exaggerates when in costume.

In his civilian identity, however, he is a mere shadow of that man. John Fraser, while still a big man, is soft spoken, covered in scars from "sporting injuries in his youth", and walks with a metal cane. His messy black hair and near-perpetual stubble are speckled with silver, and his face is weathered and lined. Arrowhawk is forty years old and has been fighting crime for half of his life. Without his armour, bow, and predatory demeanour, every second of that is clearly visible.

Power Descriptions: Each of Arrowhawk's arrows is a sleek, expertly modeled metal weapon, with a variety of heads (each model discernible from others by the unique fletching). Apart from his standard pointed and blunt ones, he has slashing ones with sharp fins extending out from the sides, explosives with a bulky black arrowhead, and the strange steel grey devices he fits to them for his more exotic arsenal.

When firing enough arrows in quick succession, he can temporarily turn the air black from sheer ammunition expenditure, his arms and legs moving in a near blur as he adjusts his stance and aim while firing.

History: John Fraser was long ago a promising Biochemistry student at the University of Aberdeen. A quirt, thoughtful young man, he was praised by his teachers as being an enthusiastic student, quick to learn. But this was a bad time for the city, a small mafia operation deciding to capitalise on the financial difficulties faced by many on campus, operating as loan sharks.

John's flatmates, Brendan Jarvis and Steve Cooper were deep in debt. On the 19th of May 1991, when John stumbled in drunk, he was woken from his semi-conscious slumber by gunshots. Rushing through to find his friends lying dead and two loan sharks standing over them, John Fraser died with them. As the men tried to leave without causing a scene, their message made, he rushed them and shattered a chair over on of their heads.

Thrown against a wall, he was unconscious during the resultant brawl as several other students tried to stop the killers. Julia Dawson and Blake Davies died as heroes, but died none the less. And John kept studying... in martial arts, infiltration and archery. He swore he would never be like those mob hitmen, and thus modelled himself on the great heroes like Midnight, and Sherwood. Three years later, on the 19th of May, a mafia safehouse was fought and arrested by a man "dressed as a huge black bird, firing arrows left, right and centre."

John struggled on, barely holding together a normal life. Far from the scientific genius he'd been hailed at, he got a poor degree, and now worked menial laboratory jobs simply to fund his crimefighting. Eventually, his parents passed away, both of them disappointed in how their son had gone from prodigy to obsessed man in a cape. And, with nothing left to keep in a small city like Aberdeen, he left the fighting of the last remnants of organised crime to a few trusted copycats.

Glasgow. Edinburgh. Newcastle. Manchester. For a few short months, London. Cardiff. Training in Nottingham with the new Sherwood. The legend of the Arrowhawk spread across the United Kingdom, and for so short a time, it was easy. While he still no longer had a life worth telling as John Fraser, as Arrowhawk... criminals cowered in terror, villains cursed at the sound of his name and people looked to the rooftops for his aid. And yet, it was all too easy.

So, at the age of thirty-eight, Arrowhawk left the UK to the new generation of superheroes, and disappeared. Some said he'd retired. Some said someone had finally got lucky, and killed him. But the truth wasn't anything like that.

Freedom City, despite being the global hub of superhuman activity, still had a thriving Mob, supplemented by strange technology and a few choice metahuman helpers. And if it killed him, Arrowhawk was going to tear it down and burn the ashes. But things never go according to plan, and soon he found himself on a superteam calling themselves the Knights of Freedom.

He tore them apart, finally crossing the line he swore never to cross and killing two people while annihilating the headquarters of Malice, a prominent supervillain he'd established a rivalry with. Letting Malice take the fall for the explosion and the deaths, and leaving Arrowhawk's leg crippled, and now with his only "friends" torn apart by personality conflicts and the knowledge of what he'd done, Arrowhawk faded away again. And met a woman, Vivian Kriger, who he eventually became close to. But she turned out to be the superheroine Valkyrie, and was slain by a mysterious adversary. Fooled by Doktor Archeville into believing it was SHADOW's doing, he hit Europe like a raging meteor, tearing apart the continent to search for a culprit which wasn't there.

Receiving an email from the Scarab concerning the death of Hellbound, his fellow ex-Knight, Arrowhawk returned to Freedom City. And this time, he's going to find out who killed the only woman he'd been close to in decades, stop the villain, and redeem himself in his own eyes, if not anyone else's.

Personality & Motivation: Arrowhawk has the arrogance, confidence and sheer knowledge of how good he is at what he does to confront super powered opponents with nothing more than a bow and some body armour. Unfortunately, he is unable to turn this off in normal conversation, and thus comes across as a huge jerk. He also has a slight superiority complex, believing himself "better" in many ways compared to metahumans, simply because everything he does is "simple" skill that anyone can learn, often forgetting that it took him two decades to learn his current skill set, and he has never had to learn how to control and manipulate superpowers effectively.

In spite of all this, to those who likes and respects, he is intensely loyal and protective, trying to disguise his concern and care for them behind his usual mask of sarcasm and aggression. If someone threatened one whom he loved, he would face down even Omega or Heru-Ra to defend them, being willing to ignore even negative traits he'd be the first to condemn. He also possesses an iron-clad sense of justice and code of ethics, being willing to fight as dirty as it takes... so long as it wouldn't kill, mortally wound or involve him using a firearm. In essence, he is best described as a scowling, angry force of nature, whether that's for the purposes of fighting his enemies, protecting his friends or defending the innocent from harm.

Profoundly affected by the death of his friends long ago in that dorm room, even after all this time Arrowhawk keeps going, every crime he sees, every failure in his past and every possibly success he could achieve just adding to the burden he feels he carries to keep going and help save people. At this stage, the idea of not fighting for what he thinks is right is just alien to him, even the smallest criminal is a threat he feels he has to stop, every gun a potential murder tool and any every day a new battle. He keeps going because it is who he is.

Powers & Tactics: Arrowhawk has no superpowers, nor any particular talent for archery, and thus it has taken him two decades of hard work and sheer bloody-mindedness to claw his way up to being one of history's most deadly archers. Through sheer skill and knowledge, he has advanced both the art and technology of archery to a level where he can shoot moving targets while leaping off rooftops, while dodging gunfire. For specialised uses, he keeps a variety of trick arrows at hand, the most prominent of which being single-direction explosives to tackle heavily armoured targets, electromagnetic pulse emitters to destroy technology with ease, and smoke arrows to create distractions through which to move unnoticed.

Physically, he is in such peak condition as to be faster, stronger and considerably tougher than most younger men, even taking into account his wounded leg. He also possesses a steel trap mind, possessing just enough talent in science to construct his arrows and work as a somewhat skilled lab technician, but excelling in such fields as tactics, infiltration and rapidly accumulating a near-encyclopedic knowledge of the street level crime in any city he goes to. His most notable skill besides his ability to threaten and cajole opponents is a near-paranoid hyper awareness, making it incredibly difficult to sneak up on him without some form of metahuman or super-science assistance.

Complications:
Enemy (Captain Knieval, Malice): Multiple run-ins with these two villains have led to a deep-set grudge against them. Arrowhawk will drop anything to pursue them if he possibly can.
Hatred/Obsession (organised crime): The mob killing several students when he was at university led to John Fraser becoming the Arrowhawk. They've also consistently tried to kill him over his crime-fighting career. Thus, his hatred of them makes it difficult for him to trust someone who has been too heavily involved with the mob in the past, regardless of whether they still retain that connection. The obsession has also distracted him from other things like a love life, friends, family, work and in general anything beyond being Arrowhawk.
Honour (won't use guns): Firearms sicken Arrowhawk. He refuses to sink to the level of criminals by using one, and condemns openly those who use them, even if they are his allies. This has become a larger problem since his move to America, where the police carry guns, a fact he is not used to and believes to be wrong. Arrowhawk is psychologically incapable of using a gun despite knowing how to, and would be unable to use one to defend himself even if he had no other choice.
Rivalry (Bowman): In past trips to Freedom City, Arrowhawk established a friendly rivalry with the Bowman, and each frequently seek to out-do the other in archery and close combat skills. However, despite this deeply competitive attitude, both deeply respect and trust the other.
Secret (identity): John Fraser is characterised differently from Arrowhawk by being a lot more quiet and submissive than the aggressive, forceful vigilante. To allow himself privacy and a measure of a social life (should he ever use that option...), he keeps the two identities apart and doesn't wear any of his costume on his person besides a bullet-proof vest.

Arrowhawk is also at risk at running out of arrows, but this should rarely happen except in protracted battles where he can expend large numbers of them, or in remote areas where he is unable to replenish his supplies. If his bowstring gets wet, such as when he gets submerged without it being covered with a cape or quiver, it will also become unusable.


Abilities 8+10+10+6+6+4 = 44pp
Str: 18 (+4)
Dex: 20 (+5)
Con: 20 (+5)
Int: 16 (+3)
Wis: 16 (+3)
Cha: 14 (+2)


Combat 22+20 = 42pp
Initiative +9
Attack +11 base, +15 ranged, +17 bows
Grapple +15
Defence +14 (+10 Base Defence, +4 Dodge Focus), +5 Flat-footed
Knockback: -5 (-4 flat-footed, -3 w/o Arrowhawk Armour, -2 flat-footed w/o vest)


Saves 5+7+6=18pp
Toughness +10/+8 (+5 Con, +3 Armour, +2 Defensive Roll)
Fort +10 (+5 Con, +5)
Reflex +12 (+5 Dex, +7)
Will +9 (+3 Wis, +6)


Skills 168r = 42pp
Acrobatics 5 (+10)
Bluff 8 (+10)
Climb 11 (+15, Skill Mastery)
Craft 12 (+15, Skill Mastery)
Drive 10 (+15, Skill Mastery)
Gather Information 13 (+15)
Intimidate 18 (+20, Skill Mastery)
Investigate 2 (+5)
Knowledge 7 (+10)
Knowledge 7 (+10)
Knowledge 12 (+15, Skill Mastery)
Knowledge 12 (+15)
Notice 17 (+20, Skill Mastery)
Search 7 (+10)
Sense Motive 12 (+15, Skill Mastery)
Stealth 15 (+20, Skill Mastery)


Feats 38pp
Accurate Attack
Attack Focus (Ranged) 4
Attack Specialization (Bows) 1
Defensive Roll 1 (+2 Toughness)
Dodge Focus 4
Equipment 7
Evasion
Fearsome Presence 4
Improved Aim
Improved Critical (Bows) 1
Improved Initiative 1
Jack of All Trades
Luck 2
Master Plan 2
Power Attack
Precise Shot
Quick Draw
Skill Mastery 2 (Climb, Craft , Drive, Knowledge , Notice, Sense Motive, Stealth)
Startle
Ultimate Aim


Staff: Strike 2 (PFs: Extended Reach, Mighty, Subtle ) (5 ep)
Arrowhawk Armour: Protection 3 (3 ep)
Gliding Cape: Flight 2 (Flaws: Gliding) (2ep)
Arrowhawk Mask: Commlink, flash goggles, night vision goggles (2 ep)
Motorcycle: Features: Alarm, Hidden Compartment, Fixed Throttle (13 ep)
Grappling Gun (Super-Movement 1 Linked to Speed 1 ) (3ep)
Binoculars, cell phone, handcuffs x2, lock release gun, mini-tracer, rebreather (5 ep)

Powers: 2+15 = 17pp
Archery Supremacy 1 (Probability Control, Flaws: Limited 2 )

Device 5 (Bow and trick arrows, 25 points, Easy to Lose)

Devices:
Bow & Trick Arrows Array 10 (20pp powers; PFs: 5 alternate Powers)
BE: Blast 3 (PFs: Improved Critical, Improved Range , Mighty 4, Progression , Variable Descriptor ) (standard arrows)
AP: Blast 3 (Extras: Autofire ; Flaws: Action - Full; PFs: Improved Critical, Improved Range , Mighty 4, Progression , Variable Descriptor ) (rapid arrows)
AP: Blast 3 (Extras: Penetrating 7; PFs: Improved Critical, Improved Range , Mighty 4, Progression ) (explosive arrows)
AP: Blast 3 (Extras: Targetted Area - Shapeable , Selective Attack , Flaws: Action - Full, Distracting; PFs: Improved Range , Mighty 4, Progression ) (rain of arrows)
AP: Nullify 7 (technology descriptor, all at once, Extras: Duration - Sustained, Independent, Flaws: Action- Full, Drawbacks: Reduced Range ) (EMP arrows)
AP: Obscure 7 (visual, 500' radius; Extras: Independent) (smoke arrows)

Drawbacks:
Disability (Bad leg, uncommon, minor, -1pp)
Arrowhawk was hurt badly destroying the headquarters of the supervillain Malice. While it doesn't hurt under most circumstances, if he moves all-out on foot, he must make a Fortitude Save (DC 15) each round. Failure means he loses his move action that round.

DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 19 Toughness (staged) Damage
Staff Touch DC 21 Toughness (staged) Damage
Standard Arrow Range DC 22 Toughness (staged) Damage, critical range 18-20
Rapid Arrow Range DC 22 Toughness (staged) Damage, Autofire, critical range 18-20
Explosive Arrow Range DC 22 Toughness (staged) Damage, Penetrating 7, critical range 18-20
Rain of Arrows Range DC 22 Toughness (staged) Damage, Shapeable Area 7
EMP Arrows Range DC 17 Will Nullify Technological, Independent, critical range 19-20

Costs: Abilities (44) + Combat (42) + Saves (18) + Skills (42) + Feats (38) + Powers (17) - Drawbacks (01) = Total Cost (200/208) Power Points

Player's Name: Ecalsneerg
Power Level: 14 (200/208PP)
Trade-Offs: -5 Damage for +5 Attack, -2 Toughness for +2 Defense
Unspent PP: 8
Progress to Gold: 57/90 (Silver status already earned by Geckoman)

In Brief: Modern Age Batman wielding Bronze Age Green Arrow's bow.

Alternate Identities: John Aaron Fraser
Identity: Secret
Birthplace: Aberdeen, Scotland
Occupation: Vigilante, lab assistant
Affiliations: Ex-Knight of Freedom, the Sherwoods of Nottingham
Family: No known surviving relatives

Age: 40 (DoB: 25th August 1970)
Gender: Male
Ethnicity: Caucasian Scot
Height: 6'0''
Weight: 190lbs
Eyes: Grey
Hair: Black
http://freedomplaybypost.com/wiki/images/e/e7/Arrowhawk.jpg
Description: Arrowhawk is an imposing figure, tall and broad-shouldered. His armour is made of several interlocking, flexible black plates, a huge black cape sweeping down from his black hood to near his feet. The cape is shaped oddly, lending Arrowhawk a bird wing silhouette when he is gliding of leaping from rooftops. Clipped to the back of his armour and concealed behind the cape is his longbow and quiver, slightly off center so as to easily allow the cape to be swept to one side. Glowering eyes glare red from the domino mask he wears in the shadows beneath his hood, and his chest is emblazoned with a stylized white bird in flight... a hawk.

Moving like a jungle cat, Arrowhawk is swift and graceful in spite of his size, barely making a sound as he prowls and stalks. However, when he does so, he noticeably limps after the muscles in his upper right leg were irreparably damaged. His voice is harsh and gruff, heightened by a Scottish growl which he purposefully exaggerates when in costume.

In his civilian identity, however, he is a mere shadow of that man. John Fraser, while still a big man, is soft spoken, covered in scars from "sporting injuries in his youth", and walks with a metal cane. His messy black hair and near-perpetual stubble are speckled with silver, and his face is weathered and lined. Arrowhawk is forty years old and has been fighting crime for half of his life. Without his armour, bow, and predatory demeanour, every second of that is clearly visible.

Power Descriptions: Each of Arrowhawk's arrows is a sleek, expertly modeled metal weapon, with a variety of heads (each model discernible from others by the unique fletching). Apart from his standard pointed and blunt ones, he has slashing ones with sharp fins extending out from the sides, explosives with a bulky black arrowhead, and the strange steel grey devices he fits to them for his more exotic arsenal.

When firing enough arrows in quick succession, he can temporarily turn the air black from sheer ammunition expenditure, his arms and legs moving in a near blur as he adjusts his stance and aim while firing.

History: John Fraser was long ago a promising Biochemistry student at the University of Aberdeen. A quirt, thoughtful young man, he was praised by his teachers as being an enthusiastic student, quick to learn. But this was a bad time for the city, a small mafia operation deciding to capitalise on the financial difficulties faced by many on campus, operating as loan sharks.

John's flatmates, Brendan Jarvis and Steve Cooper were deep in debt. On the 19th of May 1991, when John stumbled in drunk, he was woken from his semi-conscious slumber by gunshots. Rushing through to find his friends lying dead and two loan sharks standing over them, John Fraser died with them. As the men tried to leave without causing a scene, their message made, he rushed them and shattered a chair over on of their heads.

Thrown against a wall, he was unconscious during the resultant brawl as several other students tried to stop the killers. Julia Dawson and Blake Davies died as heroes, but died none the less. And John kept studying... in martial arts, infiltration and archery. He swore he would never be like those mob hitmen, and thus modelled himself on the great heroes like Midnight, and Sherwood. Three years later, on the 19th of May, a mafia safehouse was fought and arrested by a man "dressed as a huge black bird, firing arrows left, right and centre."

John struggled on, barely holding together a normal life. Far from the scientific genius he'd been hailed at, he got a poor degree, and now worked menial laboratory jobs simply to fund his crimefighting. Eventually, his parents passed away, both of them disappointed in how their son had gone from prodigy to obsessed man in a cape. And, with nothing left to keep in a small city like Aberdeen, he left the fighting of the last remnants of organised crime to a few trusted copycats.

Glasgow. Edinburgh. Newcastle. Manchester. For a few short months, London. Cardiff. Training in Nottingham with the new Sherwood. The legend of the Arrowhawk spread across the United Kingdom, and for so short a time, it was easy. While he still no longer had a life worth telling as John Fraser, as Arrowhawk... criminals cowered in terror, villains cursed at the sound of his name and people looked to the rooftops for his aid. And yet, it was all too easy.

So, at the age of thirty-eight, Arrowhawk left the UK to the new generation of superheroes, and disappeared. Some said he'd retired. Some said someone had finally got lucky, and killed him. But the truth wasn't anything like that.

Freedom City, despite being the global hub of superhuman activity, still had a thriving Mob, supplemented by strange technology and a few choice metahuman helpers. And if it killed him, Arrowhawk was going to tear it down and burn the ashes. But things never go according to plan, and soon he found himself on a superteam calling themselves the Knights of Freedom.

He tore them apart, finally crossing the line he swore never to cross and killing two people while annihilating the headquarters of Malice, a prominent supervillain he'd established a rivalry with. Letting Malice take the fall for the explosion and the deaths, and leaving Arrowhawk's leg crippled, and now with his only "friends" torn apart by personality conflicts and the knowledge of what he'd done, Arrowhawk faded away again. And met a woman, Vivian Kriger, who he eventually became close to. But she turned out to be the superheroine Valkyrie, and was slain by a mysterious adversary. Fooled by Doktor Archeville into believing it was SHADOW's doing, he hit Europe like a raging meteor, tearing apart the continent to search for a culprit which wasn't there.

Receiving an email from the Scarab concerning the death of Hellbound, his fellow ex-Knight, Arrowhawk returned to Freedom City. And this time, he's going to find out who killed the only woman he'd been close to in decades, stop the villain, and redeem himself in his own eyes, if not anyone else's.

Personality & Motivation: Arrowhawk has the arrogance, confidence and sheer knowledge of how good he is at what he does to confront super powered opponents with nothing more than a bow and some body armour. Unfortunately, he is unable to turn this off in normal conversation, and thus comes across as a huge jerk. He also has a slight superiority complex, believing himself "better" in many ways compared to metahumans, simply because everything he does is "simple" skill that anyone can learn, often forgetting that it took him two decades to learn his current skill set, and he has never had to learn how to control and manipulate superpowers effectively.

In spite of all this, to those who likes and respects, he is intensely loyal and protective, trying to disguise his concern and care for them behind his usual mask of sarcasm and aggression. If someone threatened one whom he loved, he would face down even Omega or Heru-Ra to defend them, being willing to ignore even negative traits he'd be the first to condemn. He also possesses an iron-clad sense of justice and code of ethics, being willing to fight as dirty as it takes... so long as it wouldn't kill, mortally wound or involve him using a firearm. In essence, he is best described as a scowling, angry force of nature, whether that's for the purposes of fighting his enemies, protecting his friends or defending the innocent from harm.

Profoundly affected by the death of his friends long ago in that dorm room, even after all this time Arrowhawk keeps going, every crime he sees, every failure in his past and every possibly success he could achieve just adding to the burden he feels he carries to keep going and help save people. At this stage, the idea of not fighting for what he thinks is right is just alien to him, even the smallest criminal is a threat he feels he has to stop, every gun a potential murder tool and any every day a new battle. He keeps going because it is who he is.

Powers & Tactics: Arrowhawk has no superpowers, nor any particular talent for archery, and thus it has taken him two decades of hard work and sheer bloody-mindedness to claw his way up to being one of history's most deadly archers. Through sheer skill and knowledge, he has advanced both the art and technology of archery to a level where he can shoot moving targets while leaping off rooftops, while dodging gunfire. For specialised uses, he keeps a variety of trick arrows at hand, the most prominent of which being single-direction explosives to tackle heavily armoured targets, electromagnetic pulse emitters to destroy technology with ease, and smoke arrows to create distractions through which to move unnoticed.

Physically, he is in such peak condition as to be faster, stronger and considerably tougher than most younger men, even taking into account his wounded leg. He also possesses a steel trap mind, possessing just enough talent in science to construct his arrows and work as a somewhat skilled lab technician, but excelling in such fields as tactics, infiltration and rapidly accumulating a near-encyclopedic knowledge of the street level crime in any city he goes to. His most notable skill besides his ability to threaten and cajole opponents is a near-paranoid hyper awareness, making it incredibly difficult to sneak up on him without some form of metahuman or super-science assistance.

Complications:
Enemy (Captain Knieval, Malice): Multiple run-ins with these two villains have led to a deep-set grudge against them. Arrowhawk will drop anything to pursue them if he possibly can.
Hatred/Obsession (organised crime): The mob killing several students when he was at university led to John Fraser becoming the Arrowhawk. They've also consistently tried to kill him over his crime-fighting career. Thus, his hatred of them makes it difficult for him to trust someone who has been too heavily involved with the mob in the past, regardless of whether they still retain that connection. The obsession has also distracted him from other things like a love life, friends, family, work and in general anything beyond being Arrowhawk.
Honour (won't use guns): Firearms sicken Arrowhawk. He refuses to sink to the level of criminals by using one, and condemns openly those who use them, even if they are his allies. This has become a larger problem since his move to America, where the police carry guns, a fact he is not used to and believes to be wrong. Arrowhawk is psychologically incapable of using a gun despite knowing how to, and would be unable to use one to defend himself even if he had no other choice.
Rivalry (Bowman): In past trips to Freedom City, Arrowhawk established a friendly rivalry with the Bowman, and each frequently seek to out-do the other in archery and close combat skills. However, despite this deeply competitive attitude, both deeply respect and trust the other.
Secret (identity): John Fraser is characterised differently from Arrowhawk by being a lot more quiet and submissive than the aggressive, forceful vigilante. To allow himself privacy and a measure of a social life (should he ever use that option...), he keeps the two identities apart and doesn't wear any of his costume on his person besides a bullet-proof vest.

Arrowhawk is also at risk at running out of arrows, but this should rarely happen except in protracted battles where he can expend large numbers of them, or in remote areas where he is unable to replenish his supplies. If his bowstring gets wet, such as when he gets submerged without it being covered with a cape or quiver, it will also become unusable.


Abilities 8+10+10+6+6+4 = 44pp
Str: 18 (+4)
Dex: 20 (+5)
Con: 20 (+5)
Int: 16 (+3)
Wis: 16 (+3)
Cha: 14 (+2)


Combat 22+20 = 42pp
Initiative +9
Attack +11 base, +15 ranged, +17 bows
Grapple +15
Defence +14 (+10 Base Defence, +4 Dodge Focus), +5 Flat-footed
Knockback: -5 (-4 flat-footed, -3 w/o Arrowhawk Armour, -2 flat-footed w/o vest)


Saves 5+7+6=18pp
Toughness +10/+8 (+5 Con, +3 Armour, +2 Defensive Roll)
Fort +10 (+5 Con, +5)
Reflex +12 (+5 Dex, +7)
Will +9 (+3 Wis, +6)


Skills 168r = 42pp
Acrobatics 5 (+10)
Bluff 8 (+10)
Climb 11 (+15, Skill Mastery)
Craft 12 (+15, Skill Mastery)
Drive 10 (+15, Skill Mastery)
Gather Information 13 (+15)
Intimidate 18 (+20, Skill Mastery)
Investigate 2 (+5)
Knowledge 7 (+10)
Knowledge 7 (+10)
Knowledge 12 (+15, Skill Mastery)
Knowledge 12 (+15)
Notice 17 (+20, Skill Mastery)
Search 7 (+10)
Sense Motive 12 (+15, Skill Mastery)
Stealth 15 (+20, Skill Mastery)


Feats 38pp
Accurate Attack
Attack Focus (Ranged) 4
Attack Specialization (Bows) 1
Defensive Roll 1 (+2 Toughness)
Dodge Focus 4
Equipment 7
Evasion
Fearsome Presence 4
Improved Aim
Improved Critical (Bows) 1
Improved Initiative 1
Jack of All Trades
Luck 2
Master Plan 2
Power Attack
Precise Shot
Quick Draw
Skill Mastery 2 (Climb, Craft , Drive, Knowledge , Notice, Sense Motive, Stealth)
Startle
Ultimate Aim


Staff: Strike 2 (PFs: Extended Reach, Mighty, Subtle ) (5 ep)
Arrowhawk Armour: Protection 3 (3 ep)
Gliding Cape: Flight 2 (Flaws: Gliding) (2ep)
Arrowhawk Mask: Commlink, flash goggles, night vision goggles (2 ep)
Motorcycle: Features: Alarm, Hidden Compartment, Fixed Throttle (13 ep)
Grappling Gun (Super-Movement 1 Linked to Speed 1 ) (3ep)
Binoculars, cell phone, handcuffs x2, lock release gun, mini-tracer, rebreather (5 ep)

Powers: 2+15 = 17pp
Archery Supremacy 1 (Probability Control, Flaws: Limited 2 )

Device 5 (Bow and trick arrows, 25 points, Easy to Lose)

Devices:
Bow & Trick Arrows Array 10 (20pp powers; PFs: 5 alternate Powers)
BE: Blast 3 (PFs: Improved Critical, Improved Range , Mighty 4, Progression , Variable Descriptor ) (standard arrows)
AP: Blast 3 (Extras: Autofire ; Flaws: Action - Full; PFs: Improved Critical, Improved Range , Mighty 4, Progression , Variable Descriptor ) (rapid arrows)
AP: Blast 3 (Extras: Penetrating 7; PFs: Improved Critical, Improved Range , Mighty 4, Progression ) (explosive arrows)
AP: Blast 3 (Extras: Targetted Area - Shapeable , Selective Attack , Flaws: Action - Full, Distracting; PFs: Improved Range , Mighty 4, Progression ) (rain of arrows)
AP: Nullify 7 (technology descriptor, all at once, Extras: Duration - Sustained, Independent, Flaws: Action- Full, Drawbacks: Reduced Range ) (EMP arrows)
AP: Obscure 7 (visual, 500' radius; Extras: Independent) (smoke arrows)

Drawbacks:
Disability (Bad leg, uncommon, minor, -1pp)
Arrowhawk was hurt badly destroying the headquarters of the supervillain Malice. While it doesn't hurt under most circumstances, if he moves all-out on foot, he must make a Fortitude Save (DC 15) each round. Failure means he loses his move action that round.

DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 19 Toughness (staged) Damage
Staff Touch DC 21 Toughness (staged) Damage
Standard Arrow Range DC 22 Toughness (staged) Damage, critical range 18-20
Rapid Arrow Range DC 22 Toughness (staged) Damage, Autofire, critical range 18-20
Explosive Arrow Range DC 22 Toughness (staged) Damage, Penetrating 7, critical range 18-20
Rain of Arrows Range DC 22 Toughness (staged) Damage, Shapeable Area 7
EMP Arrows Range DC 17 Will Nullify Technological, Independent, critical range 19-20

Costs: Abilities (44) + Combat (42) + Saves (18) + Skills (42) + Feats (38) + Powers (17) - Drawbacks (01) = Total Cost (200/208) Power Points
DONE BY SHAENTHEBRAIN

Posted

I just PM'd you the code for KoS's sheet. Work up a new sheet, with these edits, stick it in a [ code ] block, and post it here, and we'll copy/paste it.

Okay, heavy re-do of Kingy.

Removing the Boost and Super-Strength Array, the Grapple assist feats and Chokehold as well as Power Attack, All-Out Attack. Removing ranks in Climb, a rank in Equipment(taking out Commlink, Binoculars, Gas Mask, Re-Breather and Night-Vision Goggles), and buying 4 ranks in Knowledge(Streetwise) and Craft(Chemical). Also I would like to buy 2 ranks in Throwing Mastery, a 16 PP Array with 7 ranks of Cosmic Energy Control as the Base Power with the Alternate Power of 7 ranks in Super-Strength(Magic as the descriptors)with the Subtle power feat, Attack Focus(Ranged), Beginner's Luck and an increase to his Charisma and Dexterity scores by 4. Finally, I'd like to add 10 ranks of Dazzle to the Fool's Deck, senses affected being Sight and Hearing. Also Well-Informed.

Replace In Brief section with this: French janitor with the power of the stars at his fingertips, taking up the mantle of a powerless Balkan hero.

Add in Family, at start: Kioni Suvou(mother, deceased), Masud(father, deceased). Add that Mossar and Erran are Marceau's uncle and aunt respectively.

Replace History section with this, please:

The Suvou family tree stretches southwards all the way to the southern-most coast of Morocco, where in ages past they were called the Swaarao. They served as diplomats to foreign lands, including embryonic Dakana. In 204, however, economic self-destruction seemed inevitable, and the family left for the (comparatively) stable lands of Europe, buying a village a few dozen miles west of the Alps in what is today France. There, they settled and became, if not prosperous, stable and financially secure. They were good at dealing with people, and passing barbarians were treated kindly enough and given enough in gifts that the Eurasian emigrants felt it unnecessary to burn the place or ravage the inhabitants. Thus, and by the steady fortification of their village, plus their careful method of keeping on the good side of anyone strong enough to harm them, left their region of land untouched by war for several centuries. They even managed to survive the fall of the Roman Empire in 476, sheltering travelers and refugees in their relatively peaceful abode. 


They held onto rule of the town for around 400 years, until 866, when their power was undermined by a cabal of merchants, who foresaw(with perfect accuracy) an upcoming struggle that the then-Savoro family's machinations couldn't stave off. The family smarted from this loss, as they had in the centuries beforehand enjoyed almost unbounded success in their efforts. By one of those fatal accidents that crop up in history with appalling regularity, the matriarch of the the line happened to be passing the house of a family friend, Janus Amblaeth, a reclusive astrologer who had an unparalleled knowledge of the medium, when she commented angrily that she wished "All the princes were [their] kin! We would have true power then". By itself this incident wouldn't have caused any harm, but Janus heard it in the midst of checking over his star-chart for inaccuracies, and he happened to glance at the sign that heralded the birth of a king's child. It should be noted here that there are other stellar marks which signify the birth of a woodsman's child, a pirate queen's child, and even a shepherdesses child. These ones however, aren't much noted, as the birth of a woodsman's child wasn't exactly a matter of political importance. What he saw that gave him such impetus to follow the wish of the matriarch (Plautia Savoro) was that he had an epiphany, and saw that those with(magical) powers often were born under this-or-that star. Thinking fast, he saw that if he could get the right people to have the right children at the right times, he could make one of the most powerful beings in existence!


Janus realized that this also was a way to get the matriarch(and the rest of the family, if they were as honest as she)'s wish. He was a magician of some power, able to influence the fates and actions of others by introducing elements that would encourage them down one path and render another forbidding and potentially even dangerous. So he set out at once to figure out, from as many vantage points as he could, when and where the children of the monarchs of the next two thousand years would be born(taking into account stellar drift), so he could get them to intermarry(or just breed, he didn't care) in more frequency and with greater...variety among houses. He managed to convince the majority of the non-isolationist royals within 30 years, laying spells on the houses of far-off lands that he couldn't get to himself to safely. Ironically, the matriarch's anger over the matter of her and her family being dethroned proved short-lived, as she found the business of guarding the river and trading with passing boats(the job the family took up after their fall from power) was both helpful to the community around the Aude river and let them take the active role in the area's well-being she had wished all along. 


The family lived in peace for many years, weathering the perils of the Early Medieval Era under the attacks by the Turks and repeated invasions by the Vikings, not mention the manifold Continental powers that frequently attacked the city of Carcassonne. In 1793, however, the year the French Revolution broke out, twelve aristocrats, fleeing the violence of the country, found themselves in Janus's ancient villa. In the catacombs of the place, they found the perfectly (and magically) preserved map of the relationship between the royal lines of the world. Their lessons in Latin payed off handsomely for them, as they managed to decode the map and unravel exactly what Janus (who signed his name in the map's lower left corner) had planned on doing. Unfortunately for our hero's family, they failed to notice that Janus had explicitly done his work by [i]magic[/i], rather than physical action. As they had no idea that everything was in fact proceeding quite smoothly for Janus's plan, and that they would do more harm than help to it if they intervened, they stuck their oar in and began traveling the countryside of Europe digging up as much dirt as they could on all the royals they could find. What they did with said dirt need not be explicated. Their aim was to create the world's strongest super, like Janus. But their reasons for doing so boiled down more or less to snobbery and a proto-eugenic idea that such a being would be invaluable as a source of other supers. Christening themselves 'The Januii", they spun their webs and meddled as far as the thrones of China in things they had no understanding of, passing the job onto their children as they died.


Anyway, in 1987, on the same bank of the same river that his family had lived on for more than a millennium, Marceau was born to two people of very different backgrounds. His mother, Kioni, was of the ancient Sahelian Kingdom line, and a recent immigrant from Kenya. His father, Masud, on the other hand was of the same branch that the family patriarch Abelo had led, and had lived in France all his life. The joy that his parents felt at his successful birth was short-lived, however, as the agents of the Januii arrived only hours later, and demanded to Masud (who had answered their knocking) that he surrender his child. When he refused, they shot him unceremoniously, the Januii having forgotten to tell them they wanted no deaths if it could be avoided. Kioni, hearing the gunfire, grabbed whatever valuables she could along with Marceau, and escaped out a window and down a hill-side, taking the small sailboat she and Masud owned, she sailed across the sea to the coast of modern Algeria. Thinking it would be best to travel incognito, Kioni used some of her and Masud's assets to buy a camel and some random goods, which she carried along with Marceau across the Sahara in the direction of Timbuktu, where she had relatives with rumored supernatural powers. She managed to get within about twelve miles from the city, dodging the raiders and desert bandits the Januii hired to chase them up until October 31st, 1987. 


Kioni and Marceau were finally caught while gathering water at a temporary oasis by thirteen desert bandits, all of whom had been hired by the previous assassins to finish the job. After a half-hour-long gun battle(Mrs. Suvou had also bought a rifle and several dozen rounds) around the oasis, Kioni had killed all but the scout who had discovered them and led the bandits to their location, but was herself mortally injured twice over. As the scout was beginning to aim his pistol at the lamed and slowly dying mother, he was stabbed in the back of his neck by a long knife. As the scout fell, killed instantly due to the damage to his brain stem, newlyweds Mossar and Erran An-Sallah, who had been drawn along with the small crowd of outskirt-dwellers by the gunfire, bent over Kioni. They saw that she was wounded almost to death by then, and in her last minutes she told them with agonized slowness of what had happened. Pledging to care for the child, the newlyweds buried Kioni in their family grave site. They raised the child as best as they could, and did a commendable job of it, raising him to be responsible for his actions from the age of 7, which was when his latent powers manifested, and to keep a tight rein on his powers until they grew beyond what the two were capable of keeping in check. However, they never told him he wasn't their son, though they gently discouraged him from making that assumption by the subtlest of distances.


When Marceau turned 9, the local super-team, the 'Cercle de la Fratrie'(4 shape-shifters and 2 air-controllers)., who policed the city of Timbuktu and most of North-Western Africa, agreed to train him in the finer usage of his powers. By the age of ten, he could incapacitate(with some effort) a fully grown adult human without outside help, so long as the other guy didn't have any aid himself. As he was returning to his home after a training session, he saw two armed men holding his adopters at gunpoint. A quick sneak attack laid them both out on the ground, stunned, and he destroyed their guns before their eyes. It turned out that the Januii had found out about their assassins' slacking, and had sent two of the original twelve to kill the child(the current leader was the son of the previous, and hadn't known Marceau was  wanted alive). Realizing that if the Januii could send assassins to their door, the An-Sallah's s asked Marceau to leave, and keep danger from their door, telling him at last the event that led him to their hearth and home, and begging him to ask the Cercle for help, as they were themselves only low-ranking electrical technicians, and unable to defend him against hired killers. The Cercle couldn't take him either, as they were often required to travel vast distances, and thus couldn't count on always being there to protect him. After much consideration, they decided to send Marceau to a super team in Guangzhou called the "Zanghonghua Weidui', or 'Saffron Guard(2 flying bricks, an amphibious water-controller and 3 speedsters), by boat. Thinking he would be safer going the long way around, they got him a job on a freighter, the [i]Sangerkrieg[/i], bound for the city and carrying a couple hundred thousand tons of coal. His job was the simple, thankless yet necessary job of cleaning the sides of the tanker of barnacles and the occasional limpet.


The sea voyage passed uneventfully, practically the only part of Marceau's Eurasian odyssey that did. He lived only a few years in Guangzhou, as the Saffron Guard was swamped by calls for aid from all over the province of Guangdong. They decided(after the eighth time a wanna-be Dr. Sin tried to blow up their headquarters with Marceau in peril as a distraction) to send him south to the Laotion team Fifty Trumpets(fifty members, none with powers greater than slight emotion control). However, when he got to the rendezvous point in northern Cambodia,  he joined for a time(or so he thought) the counter-revolutionary soldiers called the Tiger's Claw. They were(as he learned later) actually the Fifty Trumpets in disguise, to lend deniability to this operation. Their aim was to break the power of a warlord named Teng Zsi, and free the peasants under the rule of him and his minions. There, in the dense jungles filled with hungry tigers( he had the dubious pleasure of seeing a banteng cow get torn open by one), he developed a terror of forests that haunts him still, with him seeing to this day a luminous pair of green, hungry eyes in every bush. Not helping with his mental health was the fact that the Tiger's Claws used distinctly martial avenues of ousting Teng, The resultant hails of gunfire, impromptu introduction to the horrors of war, and the fact that he was barely a teenager, all conspired against him ever leaving the murderous jungle. The saving grace that kept him safe from Teng's minions for most of the sixteen-month conflict was his rapidly-developed tactical mind, not to mention his carrying capacity began to increase exponentially during his time in Cambodia, leaving him far more useful as a tactical consultant and courier of soldiers and gear than as a sniper. During a break in the gunfire, Marceau and three others chanced upon the mansion of one of Ace Danger's old foes from the 20's, whose house had become haunted by the spirit of a disgruntled servant. After exorcising it, a great trove of treasures( to Marceau's eyes) found, including his first-ever exposure to silent film and fine statuary. He still has around a dozen small statuettes, and an entire door from the mansion.


His wanderings after the Fifty Trumpets melted back into Laos upon completion were much less focused after that. The 'Trumpets passed him off to the super-groups in the 'Stan's, where Marceau learned he had a good throwing arm through games of pick-up baseball. He lived in India for half a year with the super-team "Eyara Janakarom", or 'Air-Watchers'(flyers all) who then passed him off to a super-team in Russia, where he learned endurance against the cold equal to that he had acquired against the heat of the desert. He arrived(after passing through Greece) in Kosovo in 2005, in which year he met and became the apprentice of the Ace of Suits. The Ace of Suits was a protege of the second Raven, a martial-artist who had assisted in the cleanup of a slavery ring in 2001, and had at the encouragement of the Raven taken up the cape and cowl to defend the Balkans against all evil-doers. He met Marceau when the latter was being threatened by a group of ten gun-wielding hooligans, and the young man had been running from them for around fifteen minutes. Exhausted, Marceau was gathering himself for a surge of power that likely would have killed him as well as his enemies when the Ace of Suits sprang onto the scene. The Ace knocked eight of the ten unconscious in around four seconds, leaving the last two blasted into a wall by the surprised but grateful Frenchman. The Ace revealed his assumed title, and offered the younger man a place in his gang of crime-fighters. Eager to repay the Ace's kindness, Marceau readily agreed, and spent until the June of 2007 working under the intrepid crime-buster. at long last he took his leave of the super-team House o' Suits, arriving back at his birthplace in Aude a month later. 


The first thing that happened upon his arrival, annoyingly enough, was that a small squad of mercenaries tried to kill him in the half-abandoned hotel he was staying at. The placed a number of explosive charges around his door, and called on him to show himself when they heard him stirring within. Our hero had, fortunately enough, heard one of the [i]conduttori[/i] when he tripped over a fold in the hall carpet, and had observed the setting of the charges through the spy hole in the door. When called upon, he told them that he knew who they were(not actually a lie, they had called each other by name several times), that he knew who sent them, and that the charges they had set were not nearly enough to kill him. He then, having affixed his bed sheets to the door, pulled it open and jumped out the window, grabbing onto another line of bedsheets hanging out of said window. He had landed lightly and watched in amusement as the sell-swords ran in a blind panic. He was less amused when he had to stay at the hotel and work off the damage to the hotel. While still in Auden, he happened to find the ancient villa owned by Janus, and found the star map still within, the Januii having made rough copies of it. They had also left behind a small book that translated the various symbols Janus had used to sort out who had what child with whom, and through it, Marceau abruptly found his place in the puzzle: the second-to-last.


As it turned out, the Januii had badly mucked up the plan. They had gone with the idea that the time of conception didn't matter, and that all that was needed was to have two astrologically-compatible people have a child together and that was all. As a result, Marceau, who had been scheduled to be the father of the strongest creature the world had ever seen, was not only impotent(childhood accident easily foreseeable through his stars), but bound to a much slower process of attaining his powers, meaning the timescale was utterly broken beyond all repair. He also found, in a crevice overlooked by centuries of visitors, a metal mask in the shape of a grinning face eerily like his, nearly unbreakable, which he wears to this day as a disguise, with no idea of its true power to strike fear into the hearts of others, though that day approaches.


Taking the map with him, as a curio, Marceau then set himself to work finding gainful employment. It wasn't hard, but due to his lack of official education, it was greatly limited in what he could do. One thing he did do, however, learn English, hearing that the land of America was a place brimming with wealth, and eager to employ anyone with the right education(it should be noted that his source wasn't exactly infallible). Thinking it would be a good idea to start fresh, Marceau set sail for America in 2008, and spent most of that year near starvation. He wandered south from Maine, slowly picking up an increasing 'posse' of homeless, harmless crazies and the generally unlucky in life. Today, he works as a janitor at an office building, a humble job that just barely pays enough for the needs of him and his gang. He is not nearly satisfied with this state of affairs, however, and knows that many others suffer as much if not more than he, and thus takes to the streets of Downtown Freedom City bearing the cloak of the House of Suits, and the death-mask of his family, a hunter of those who prey upon the unfortunate, the King of Suits!

Posted

DONE BY SHAENTHEBRAIN

Found I got about 9PP overbudget with some of the edits, so I dropped them.

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

    [b][u]Characters Name[/u]:[/b] The King of Suits

    [b][u]Power Level[/u][/b]: 7 (110/112PP)

    [b][u]Trade-Offs[/u][/b]: -2 Attack / +2 Damage, -3 Defense / +3 Toughness

    [b][u]Unspent PP[/u][/b]: 2

    [b][u]Progress to Bronze Status[/u][/b]: 7/30


    [b][u]In Brief[/u][/b]: French janitor with the power of the stars at his fingertips, taking up the mantle of an unpowered Balkan hero group.



    [b][u]Alternate Identities[/u][/b]: Marceau An-Sallah/Suvou

    [b][u]Identity[/u][/b]: Secret, as nobody believes him when he tells them who he is.

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

    [b][u]Occupation[/u][/b]: Janitor for an office building owned and operated by the only clean section of Grant Conglomerate, The accounting staff.

    [b][u]Affiliations[/u][/b]: Super-Teams on every continent, as well as Grant Conglomerate, his employer.

    [b][u]Family[/u][/b]: Kioni Suvou(mother, deceased), Masud(father, deceased). Morran An-Sallah(Uncle), Erran An-Sallah(Aunt) and their four children.


    [b][u]Age[/u][/b]: 23

    [b][u]Apparent Age[/u][/b]: 35

    [b][u]Gender[/u][/b]: Male

    [b][u]Ethnicity[/u][/b]: African (Moroccan)

    [b][u]Height[/u][/b]: 6'7''

    [b][u]Weight[/u][/b]: 138 lbs.

    [b][u]Eyes[/u][/b]: Blue

    [b][u]Hair[/u][/b]: Black


    [b][u]Description[/u][/b]: An-Sallah has a thin, lean chest and long limbs with wiry muscles, his skin lined with scars and small divots. He has four tattoos, the sign of the suit of Clubs on his right shoulder blade, the sign of Diamonds on his left, the sign of Spades on right thigh, and the sign of Hearts on his left. His hair is thick and wiry, and very difficult to maintain, so he keeps it short  while in civilian work. His eyes are broadly spaced, and high on his face, giving him an open, honest look. His nose is broad and slightly flat and blunt, with an aquiline hook to the end of it. His mouth, that can be seen from behind his enormous beard, is oddly thin-lipped and angular, and has a slight overbite. His out-door voice can be heard several blocks away, his in-door voice one. At work and on most days, he wears a variety of earth-toned coveralls he bought by the suitcase-load in Moldavia, due to the fact that he can wear his body armor all day and not raise eyebrows.  As the King of Suits, he wears long,hooded poncho-like capes, each embroidered with one of the symbols of the four classic suits. To disguise himself, a metal face mask carved to resemble a grinning bearded figure. 

    [b][u]Power Descriptions[/u][/b]: A power to add to his natural mental and physical attributes stemming from the influence of the constellation-based eugenics program he was the result of. A life spent wandering the desolate places of the world hiding from his enemies has also inured him to extremes of heat and cold. To assist in his quest to become a hero worthy of being a leader of humanity, he uses various salvaged, re-purposed or legally bought tools of offensive or auxillary nature, including a deck of cards sharpened to a razor edge, and some of which were filled with a vastly weaker and diluted form of nitroglycerine.. 


    [b][u]History[/u][/b]: The Suvou family tree stretches southwards all the way to the southern-most coast of Morocco, where in ages past they were called the Swaarao. They served as diplomats to foreign lands, including embryonic Dakana. In 204, however, economic self-destruction seemed inevitable, and the family left for the (comparatively) stable lands of Europe, buying a village a few dozen miles west of the Alps in what is today France. There, they settled and became, if not prosperous, stable and financially secure. They were good at dealing with people, and passing barbarians were treated kindly enough and given enough in gifts that the Eurasian emigrants felt it unnecessary to burn the place or ravage the inhabitants. Thus, and by the steady fortification of their village, plus their careful method of keeping on the good side of anyone strong enough to harm them, left their region of land untouched by war for several centuries. They even managed to survive the fall of the Roman Empire in 476, sheltering travelers and refugees in their relatively peaceful abode. 


They held onto rule of the town for around 400 years, until 866, when their power was undermined by a cabal of merchants, who foresaw(with perfect accuracy) an upcoming struggle that the then-Savoro family's machinations couldn't stave off. The family smarted from this loss, as they had in the centuries beforehand enjoyed almost unbounded success in their efforts. By one of those fatal accidents that crop up in history with appalling regularity, the matriarch of the the line happened to be passing the house of a family friend, Janus Amblaeth, a reclusive astrologer who had an unparalleled knowledge of the medium, when she commented angrily that she wished "All the princes were [their] kin! We would have true power then". By itself this incident wouldn't have caused any harm, but Janus heard it in the midst of checking over his star-chart for inaccuracies, and he happened to glance at the sign that heralded the birth of a king's child. It should be noted here that there are other stellar marks which signify the birth of a woodsman's child, a pirate queen's child, and even a shepherdesses child. These ones however, aren't much noted, as the birth of a woodsman's child wasn't exactly a matter of political importance. What he saw that gave him such impetus to follow the wish of the matriarch (Plautia Savoro) was that he had an epiphany, and saw that those with(magical) powers often were born under this-or-that star. Thinking fast, he saw that if he could get the right people to have the right children at the right times, he could make one of the most powerful beings in existence!


Janus realized that this also was a way to get the matriarch(and the rest of the family, if they were as honest as she)'s wish. He was a magician of some power, able to influence the fates and actions of others by introducing elements that would encourage them down one path and render another forbidding and potentially even dangerous. So he set out at once to figure out, from as many vantage points as he could, when and where the children of the monarchs of the next two thousand years would be born(taking into account stellar drift), so he could get them to intermarry(or just breed, he didn't care) in more frequency and with greater...variety among houses. He managed to convince the majority of the non-isolationist royals within 30 years, laying spells on the houses of far-off lands that he couldn't get to himself to safely. Ironically, the matriarch's anger over the matter of her and her family being dethroned proved short-lived, as she found the business of guarding the river and trading with passing boats(the job the family took up after their fall from power) was both helpful to the community around the Aude river and let them take the active role in the area's well-being she had wished all along. 


The family lived in peace for many years, weathering the perils of the Early Medieval Era under the attacks by the Turks and repeated invasions by the Vikings, not mention the manifold Continental powers that frequently attacked the city of Carcassonne. In 1793, however, the year the French Revolution broke out, twelve aristocrats, fleeing the violence of the country, found themselves in Janus's ancient villa. In the catacombs of the place, they found the perfectly (and magically) preserved map of the relationship between the royal lines of the world. Their lessons in Latin payed off handsomely for them, as they managed to decode the map and unravel exactly what Janus (who signed his name in the map's lower left corner) had planned on doing. Unfortunately for our hero's family, they failed to notice that Janus had explicitly done his work by [i]magic[/i], rather than physical action. As they had no idea that everything was in fact proceeding quite smoothly for Janus's plan, and that they would do more harm than help to it if they intervened, they stuck their oar in and began traveling the countryside of Europe digging up as much dirt as they could on all the royals they could find. What they did with said dirt need not be explicated. Their aim was to create the world's strongest super, like Janus. But their reasons for doing so boiled down more or less to snobbery and a proto-eugenic idea that such a being would be invaluable as a source of other supers. Christening themselves 'The Januii", they spun their webs and meddled as far as the thrones of China in things they had no understanding of, passing the job onto their children as they died.


Anyway, in 1987, on the same bank of the same river that his family had lived on for more than a millennium, Marceau was born to two people of very different backgrounds. His mother, Kioni, was of the ancient Sahelian Kingdom line, and a recent immigrant from Kenya. His father, Masud, on the other hand was of the same branch that the family patriarch Abelo had led, and had lived in France all his life. The joy that his parents felt at his successful birth was short-lived, however, as the agents of the Januii arrived only hours later, and demanded to Masud (who had answered their knocking) that he surrender his child. When he refused, they shot him unceremoniously, the Januii having forgotten to tell them they wanted no deaths if it could be avoided. Kioni, hearing the gunfire, grabbed whatever valuables she could along with Marceau, and escaped out a window and down a hill-side, taking the small sailboat she and Masud owned, she sailed across the sea to the coast of modern Algeria. Thinking it would be best to travel incognito, Kioni used some of her and Masud's assets to buy a camel and some random goods, which she carried along with Marceau across the Sahara in the direction of Timbuktu, where she had relatives with rumored supernatural powers. She managed to get within about twelve miles from the city, dodging the raiders and desert bandits the Januii hired to chase them up until October 31st, 1987. 


Kioni and Marceau were finally caught while gathering water at a temporary oasis by thirteen desert bandits, all of whom had been hired by the previous assassins to finish the job. After a half-hour-long gun battle(Mrs. Suvou had also bought a rifle and several dozen rounds) around the oasis, Kioni had killed all but the scout who had discovered them and led the bandits to their location, but was herself mortally injured twice over. As the scout was beginning to aim his pistol at the lamed and slowly dying mother, he was stabbed in the back of his neck by a long knife. As the scout fell, killed instantly due to the damage to his brain stem, newlyweds Mossar and Erran An-Sallah, who had been drawn along with the small crowd of outskirt-dwellers by the gunfire, bent over Kioni. They saw that she was wounded almost to death by then, and in her last minutes she told them with agonized slowness of what had happened. Pledging to care for the child, the newlyweds buried Kioni in their family grave site. They raised the child as best as they could, and did a commendable job of it, raising him to be responsible for his actions from the age of 7, which was when his latent powers manifested, and to keep a tight rein on his powers until they grew beyond what the two were capable of keeping in check. However, they never told him he wasn't their son, though they gently discouraged him from making that assumption by the subtlest of distances.


When Marceau turned 9, the local super-team, the 'Cercle de la Fratrie'(4 shape-shifters and 2 air-controllers)., who policed the city of Timbuktu and most of North-Western Africa, agreed to train him in the finer usage of his powers. By the age of ten, he could incapacitate(with some effort) a fully grown adult human without outside help, so long as the other guy didn't have any aid himself. As he was returning to his home after a training session, he saw two armed men holding his adopters at gunpoint. A quick sneak attack laid them both out on the ground, stunned, and he destroyed their guns before their eyes. It turned out that the Januii had found out about their assassins' slacking, and had sent two of the original twelve to kill the child(the current leader was the son of the previous, and hadn't known Marceau was  wanted alive). Realizing that if the Januii could send assassins to their door, the An-Sallah's s asked Marceau to leave, and keep danger from their door, telling him at last the event that led him to their hearth and home, and begging him to ask the Cercle for help, as they were themselves only low-ranking electrical technicians, and unable to defend him against hired killers. The Cercle couldn't take him either, as they were often required to travel vast distances, and thus couldn't count on always being there to protect him. After much consideration, they decided to send Marceau to a super team in Guangzhou called the "Zanghonghua Weidui', or 'Saffron Guard(2 flying bricks, an amphibious water-controller and 3 speedsters), by boat. Thinking he would be safer going the long way around, they got him a job on a freighter, the [i]Sangerkrieg[/i], bound for the city and carrying a couple hundred thousand tons of coal. His job was the simple, thankless yet necessary job of cleaning the sides of the tanker of barnacles and the occasional limpet.


The sea voyage passed uneventfully, practically the only part of Marceau's Eurasian odyssey that did. He lived only a few years in Guangzhou, as the Saffron Guard was swamped by calls for aid from all over the province of Guangdong. They decided(after the eighth time a wanna-be Dr. Sin tried to blow up their headquarters with Marceau in peril as a distraction) to send him south to the Laotion team Fifty Trumpets(fifty members, none with powers greater than slight emotion control). However, when he got to the rendezvous point in northern Cambodia,  he joined for a time(or so he thought) the counter-revolutionary soldiers called the Tiger's Claw. They were(as he learned later) actually the Fifty Trumpets in disguise, to lend deniability to this operation. Their aim was to break the power of a warlord named Teng Zsi, and free the peasants under the rule of him and his minions. There, in the dense jungles filled with hungry tigers( he had the dubious pleasure of seeing a banteng cow get torn open by one), he developed a terror of forests that haunts him still, with him seeing to this day a luminous pair of green, hungry eyes in every bush. Not helping with his mental health was the fact that the Tiger's Claws used distinctly martial avenues of ousting Teng, The resultant hails of gunfire, impromptu introduction to the horrors of war, and the fact that he was barely a teenager, all conspired against him ever leaving the murderous jungle. The saving grace that kept him safe from Teng's minions for most of the sixteen-month conflict was his rapidly-developed tactical mind, not to mention his carrying capacity began to increase exponentially during his time in Cambodia, leaving him far more useful as a tactical consultant and courier of soldiers and gear than as a sniper. During a break in the gunfire, Marceau and three others chanced upon the mansion of one of Ace Danger's old foes from the 20's, whose house had become haunted by the spirit of a disgruntled servant. After exorcising it, a great trove of treasures( to Marceau's eyes) found, including his first-ever exposure to silent film and fine statuary. He still has around a dozen small statuettes, and an entire door from the mansion.


His wanderings after the Fifty Trumpets melted back into Laos upon completion were much less focused after that. The 'Trumpets passed him off to the super-groups in the 'Stan's, where Marceau learned he had a good throwing arm through games of pick-up baseball. He lived in India for half a year with the super-team "Eyara Janakarom", or 'Air-Watchers'(flyers all) who then passed him off to a super-team in Russia, where he learned endurance against the cold equal to that he had acquired against the heat of the desert. He arrived(after passing through Greece) in Kosovo in 2005, in which year he met and became the apprentice of the Ace of Suits. The Ace of Suits was a protege of the second Raven, a martial-artist who had assisted in the cleanup of a slavery ring in 2001, and had at the encouragement of the Raven taken up the cape and cowl to defend the Balkans against all evil-doers. He met Marceau when the latter was being threatened by a group of ten gun-wielding hooligans, and the young man had been running from them for around fifteen minutes. Exhausted, Marceau was gathering himself for a surge of power that likely would have killed him as well as his enemies when the Ace of Suits sprang onto the scene. The Ace knocked eight of the ten unconscious in around four seconds, leaving the last two blasted into a wall by the surprised but grateful Frenchman. The Ace revealed his assumed title, and offered the younger man a place in his gang of crime-fighters. Eager to repay the Ace's kindness, Marceau readily agreed, and spent until the June of 2007 working under the intrepid crime-buster. at long last he took his leave of the super-team House o' Suits, arriving back at his birthplace in Aude a month later. 


The first thing that happened upon his arrival, annoyingly enough, was that a small squad of mercenaries tried to kill him in the half-abandoned hotel he was staying at. The placed a number of explosive charges around his door, and called on him to show himself when they heard him stirring within. Our hero had, fortunately enough, heard one of the [i]conduttori[/i] when he tripped over a fold in the hall carpet, and had observed the setting of the charges through the spy hole in the door. When called upon, he told them that he knew who they were(not actually a lie, they had called each other by name several times), that he knew who sent them, and that the charges they had set were not nearly enough to kill him. He then, having affixed his bed sheets to the door, pulled it open and jumped out the window, grabbing onto another line of bedsheets hanging out of said window. He had landed lightly and watched in amusement as the sell-swords ran in a blind panic. He was less amused when he had to stay at the hotel and work off the damage to the hotel. While still in Auden, he happened to find the ancient villa owned by Janus, and found the star map still within, the Januii having made rough copies of it. They had also left behind a small book that translated the various symbols Janus had used to sort out who had what child with whom, and through it, Marceau abruptly found his place in the puzzle: the second-to-last.


As it turned out, the Januii had badly mucked up the plan. They had gone with the idea that the time of conception didn't matter, and that all that was needed was to have two astrologically-compatible people have a child together and that was all. As a result, Marceau, who had been scheduled to be the father of the strongest creature the world had ever seen, was not only impotent(childhood accident easily foreseeable through his stars), but bound to a much slower process of attaining his powers, meaning the timescale was utterly broken beyond all repair. He also found, in a crevice overlooked by centuries of visitors, a metal mask in the shape of a grinning face eerily like his, nearly unbreakable, which he wears to this day as a disguise, with no idea of its true power to strike fear into the hearts of others, though that day approaches.


Taking the map with him, as a curio, Marceau then set himself to work finding gainful employment. It wasn't hard, but due to his lack of official education, it was greatly limited in what he could do. One thing he did do, however, learn English, hearing that the land of America was a place brimming with wealth, and eager to employ anyone with the right education(it should be noted that his source wasn't exactly infallible). Thinking it would be a good idea to start fresh, Marceau set sail for America in 2008, and spent most of that year near starvation. He wandered south from Maine, slowly picking up an increasing 'posse' of homeless, harmless crazies and the generally unlucky in life. Today, he works as a janitor at an office building, a humble job that just barely pays enough for the needs of him and his gang. He is not nearly satisfied with this state of affairs, however, and knows that many others suffer as much if not more than he, and thus takes to the streets of Downtown Freedom City bearing the cloak of the House of Suits, and the death-mask of his family, a hunter of those who prey upon the unfortunate, the King of Suits! 





[b][u]Personality & Motivation[/u][/b]: Marceau is by upbringing and nature deeply religious, and by attendance a believer in Greek Orthodoxy. Despite that, he sees himself as a practical man(all evidence to the contrary aside), with a hard-headed and skeptical outlook on life, which has led him to undertake a study of chemistry, so as to better understand the reason for the physical phenomena he would otherwise spend sleepless nights fretting about, such as how poison is dangerous. Living up to the example of his monarchical forebears is a driving pursuit of his, as he feels that as the only uncrowned king, he must be of unimpeachable character, to make himself worthy of someday ascending to the throne, not to mention making up for the monstrous autocrats that many crowned heads made of themselves. Also unrestrained is his quest for the meaning behind things, and new acquaintances often find themselves in the unenviable position of tour guide to the human mind.


Marceau's desire to be a worthy ruler, not to mention his travels through some of the poorest and most ill-managed regions in the world has born in him a passionate devotion to protecting the 'lower-class' first and foremost. He will actively speak on their behalf or challenge any real or imagined insults against them. Of a similar origin is a deep suspicion of conspiracies of any kind, seeing high-handed assumptions of "the ends justify the means" as insufferable.


    [b][u]Powers & Tactics[/u][/b]: Due to his lack of bulk, the King of Suits prefers to hide and wait for  a law-breaking victim, then jump out while laughing like a bull being tickled and bash them senseless. If surrounded or otherwise unable to attack from concealment, he'll attempt to charge his way out, or use loose objects against his enemy.


[hr][/hr]

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

[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 clashs 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]Responsibility:[/b] Making up for the misdeeds of rulers, especially monarchs.

[b]Secret Identity:[/b] He's a quiet janitor in civilian life, not very high-profile.

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

    

    

[b][u]Abilities[/u]:[/b] 4+ 4 + 4 + 0 + 4 + 2 = 18PP

Strength: 14 (+2)

Dexterity: 14 (+4)

Constitution: 14 (+2)

Intelligence: 10 (+0)

Wisdom: 14/ (+2)

Charisma: 12 (+3)



[b][u]Combat[/u]:[/b] 10 + 8  = 18PP

Initiative: +2

Attack: +5

Grapple: +7

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

Knockback: -1



[b][u]Saving Throws[/u]:[/b] 3 + 0 + 1 = 4PP

Toughness: +4 (+1 Con, +3)

Fortitude: +5 (+2 Con, +3)

Reflex: +4 (+4 Dex, +0)

Will: +3 (+2 Wis, +1)



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

Acrobatics 4 (+6)

Bluff 4 (+5)

Craft (Chemical) 4 (+4)

Drive 4 (+6)

Diplomacy 4 (+5)

Handle Animal 4 (+5)

Intimidate 4 (+5)

Knowledge (History) 8 (+8)

Knowledge (Physical Sciences) 4 (+4)

Knowledge (Streetwise) 4 (+4)

Knowledge (Tactics) 4 (+4)

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

Notice 4 (+11)

Stealth 8 (+10)

Survival 4 (+6)       

   


[b][u]Feats[/u]:[/b] 18PP

Attack Focus; Ranged 

Beginner's Luck

Blind-Fight

Endurance

Equipment 3 (15EP)

Fearsome Presence (DC11)

Quick Change

Ranged Pin

Set-Up

Sneak Attack

Startle

Stun Attack

Takedown Attack

Throwing Mastery 2

Well-Informed    

[quote name="Equipment"]Armored Jumpsuit (Protection 3) [3EP]

Bolos (Snare 4) [8EP]

Gas Mask [1EP]

Concealable Microphone [1EP]

Handcuffs[1EP]

Multitool [1EP]

[/quote]


[b][u]Powers[/u]:[/b] 14 + 24 + 2 = 40PP


[b]Absolute Sundered Empowerment 7 ([/b]14PP Array, [i]PFs:[/i] Alternate Power, Subtle[b])[/b] (Inherent, Magic) [16PP]

[list][u]Base Power[/u]: [b]Cosmic Energy Control 7[/b] [14PP]


[u]Alternate Power[/u]: [b]Super-Strength 7[/b] [14PP][/list]


[b]Device 4 ([/b]20PP Container, [i]Flaws:[/i] Easy-To-Lose 2[b])[/b] (Fool's Deck) [12PP]

[device][b]Fool's Deck 9 ([/b]18PP Array, [i]Feats:[/i] Alternate Power 4[b])[/b] [24PP]


[list][u]Base Power[/u]: [b]Blast 6 ([/b]10 60ft Range Increments, 600ft Max Range, [i]Extras:[/i] Penetrating[b])[/b] [18PP]


[u]Alternate Power[/u]: [b]Blast 6 ([/b]600ft Max Range, [i]Extras:[/i] Area [General, Burst, 30ft radius][b])[/b] [18PP]


[u]Alternate Power[/u]: [b]Obscure 9 ([/b]Visual Senses, 2,500ft radius Area, 900ft Range[b])[/b] [18PP][/list][/device]


[u]Alternate Power[/u]: [b]Dazzle 9[/b](Auditory and Visual Senses, 90 ft. Range Increment, 900 ft. Range)[18 pp]



[b]Immunity 2 ([/b]Cold, Heat[b])[/b] (Inherent, Natural) [2PP]




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

[code]ATTACK      RANGE           SAVE                           EFFECT

Unarmed     Touch           DC15/22 Toughness (Staged)     Damage

Blast       Ranged          DC21 Toughness (Staged)        Damage

Blast       Ranged/Area     DC21 Reflex                    1/2 Effect

                            DC21/18 Toughness (Staged)     Damage
Abilities (18) + Combat (14) + Saving Throws (4) + Skills (18) + Feats (18) + Powers (40) - Drawbacks (0) = 110/112 Power Points

DONE BY SHAENTHEBRAIN

Posted

DONE BY SHAENTHEBRAIN

Sorry to be a bother, but I just realized a few things that need amending: first, the price for the Cosmic Energy Control Array is 16PP and not 14, so I'll remove a rank of Throwing Mastery and the Fearsome Presence feat to pay for it. Second, the modifier for my Dex is +2 and not +4 as I erroneously set down. The Alternate Power feat for the Fool's Deck Array is 3 and not 4, and the Dazzle AP is out of step with the others. Finally, to save others from pain, I'd like the History Section put in a

.


Here's the fixed sheet(if it could be called that).


Players Name: Arichamus

Characters Name: The King of Suits

Power Level: 7 (110/112PP)

Trade-Offs: -2 Attack / +2 Damage, -3 Defense / +3 Toughness

Unspent PP: 2

Progress to Bronze Status: 7/30


In Brief: French janitor with the power of the stars at his fingertips, taking up the mantle of an unpowered Balkan hero group.



Alternate Identities: Marceau An-Sallah/Suvou

Identity: Secret, as nobody believes him when he tells them who he is.

Birthplace: Aude, France

Occupation: Janitor for an office building owned and operated by the only clean section of Grant Conglomerate, The accounting staff.

Affiliations: Super-Teams on every continent, as well as Grant Conglomerate, his employer.

Family: Kioni Suvou(mother, deceased), Masud(father, deceased). Morran An-Sallah(Uncle), Erran An-Sallah(Aunt) and their four children.


Age: 23

Apparent Age: 35

Gender: Male

Ethnicity: African (Moroccan)

Height: 6'7''

Weight: 138 lbs.

Eyes: Blue

Hair: Black


Description: An-Sallah has a thin, lean chest and long limbs with wiry muscles, his skin lined with scars and small divots. He has four tattoos, the sign of the suit of Clubs on his right shoulder blade, the sign of Diamonds on his left, the sign of Spades on right thigh, and the sign of Hearts on his left. His hair is thick and wiry, and very difficult to maintain, so he keeps it short while in civilian work. His eyes are broadly spaced, and high on his face, giving him an open, honest look. His nose is broad and slightly flat and blunt, with an aquiline hook to the end of it. His mouth, that can be seen from behind his enormous beard, is oddly thin-lipped and angular, and has a slight overbite. His out-door voice can be heard several blocks away, his in-door voice one. At work and on most days, he wears a variety of earth-toned coveralls he bought by the suitcase-load in Moldavia, due to the fact that he can wear his body armor all day and not raise eyebrows. As the King of Suits, he wears long,hooded poncho-like capes, each embroidered with one of the symbols of the four classic suits. To disguise himself, a metal face mask carved to resemble a grinning bearded figure.

Power Descriptions: A power to add to his natural mental and physical attributes stemming from the influence of the constellation-based eugenics program he was the result of. A life spent wandering the desolate places of the world hiding from his enemies has also inured him to extremes of heat and cold. To assist in his quest to become a hero worthy of being a leader of humanity, he uses various salvaged, re-purposed or legally bought tools of offensive or auxillary nature, including a deck of cards sharpened to a razor edge, and some of which were filled with a vastly weaker and diluted form of nitroglycerine..


History: [code]The Suvou family tree stretches southwards all the way to the southern-most coast of Morocco, where in ages past they were called the Swaarao. They served as diplomats to foreign lands, including embryonic Dakana. In 204, however, economic self-destruction seemed inevitable, and the family left for the (comparatively) stable lands of Europe, buying a village a few dozen miles west of the Alps in what is today France. There, they settled and became, if not prosperous, stable and financially secure. They were good at dealing with people, and passing barbarians were treated kindly enough and given enough in gifts that the Eurasian emigrants felt it unnecessary to burn the place or ravage the inhabitants. Thus, and by the steady fortification of their village, plus their careful method of keeping on the good side of anyone strong enough to harm them, left their region of land untouched by war for several centuries. They even managed to survive the fall of the Roman Empire in 476, sheltering travelers and refugees in their relatively peaceful abode.


They held onto rule of the town for around 400 years, until 866, when their power was undermined by a cabal of merchants, who foresaw(with perfect accuracy) an upcoming struggle that the then-Savoro family's machinations couldn't stave off. The family smarted from this loss, as they had in the centuries beforehand enjoyed almost unbounded success in their efforts. By one of those fatal accidents that crop up in history with appalling regularity, the matriarch of the the line happened to be passing the house of a family friend, Janus Amblaeth, a reclusive astrologer who had an unparalleled knowledge of the medium, when she commented angrily that she wished "All the princes were [their] kin! We would have true power then". By itself this incident wouldn't have caused any harm, but Janus heard it in the midst of checking over his star-chart for inaccuracies, and he happened to glance at the sign that heralded the birth of a king's child. It should be noted here that there are other stellar marks which signify the birth of a woodsman's child, a pirate queen's child, and even a shepherdesses child. These ones however, aren't much noted, as the birth of a woodsman's child wasn't exactly a matter of political importance. What he saw that gave him such impetus to follow the wish of the matriarch (Plautia Savoro) was that he had an epiphany, and saw that those with(magical) powers often were born under this-or-that star. Thinking fast, he saw that if he could get the right people to have the right children at the right times, he could make one of the most powerful beings in existence!


Janus realized that this also was a way to get the matriarch(and the rest of the family, if they were as honest as she)'s wish. He was a magician of some power, able to influence the fates and actions of others by introducing elements that would encourage them down one path and render another forbidding and potentially even dangerous. So he set out at once to figure out, from as many vantage points as he could, when and where the children of the monarchs of the next two thousand years would be born(taking into account stellar drift), so he could get them to intermarry(or just breed, he didn't care) in more frequency and with greater...variety among houses. He managed to convince the majority of the non-isolationist royals within 30 years, laying spells on the houses of far-off lands that he couldn't get to himself to safely. Ironically, the matriarch's anger over the matter of her and her family being dethroned proved short-lived, as she found the business of guarding the river and trading with passing boats(the job the family took up after their fall from power) was both helpful to the community around the Aude river and let them take the active role in the area's well-being she had wished all along.


The family lived in peace for many years, weathering the perils of the Early Medieval Era under the attacks by the Turks and repeated invasions by the Vikings, not mention the manifold Continental powers that frequently attacked the city of Carcassonne. In 1793, however, the year the French Revolution broke out, twelve aristocrats, fleeing the violence of the country, found themselves in Janus's ancient villa. In the catacombs of the place, they found the perfectly (and magically) preserved map of the relationship between the royal lines of the world. Their lessons in Latin payed off handsomely for them, as they managed to decode the map and unravel exactly what Janus (who signed his name in the map's lower left corner) had planned on doing. Unfortunately for our hero's family, they failed to notice that Janus had explicitly done his work by magic, rather than physical action. As they had no idea that everything was in fact proceeding quite smoothly for Janus's plan, and that they would do more harm than help to it if they intervened, they stuck their oar in and began traveling the countryside of Europe digging up as much dirt as they could on all the royals they could find. What they did with said dirt need not be explicated. Their aim was to create the world's strongest super, like Janus. But their reasons for doing so boiled down more or less to snobbery and a proto-eugenic idea that such a being would be invaluable as a source of other supers. Christening themselves 'The Januii", they spun their webs and meddled as far as the thrones of China in things they had no understanding of, passing the job onto their children as they died.


Anyway, in 1987, on the same bank of the same river that his family had lived on for more than a millennium, Marceau was born to two people of very different backgrounds. His mother, Kioni, was of the ancient Sahelian Kingdom line, and a recent immigrant from Kenya. His father, Masud, on the other hand was of the same branch that the family patriarch Abelo had led, and had lived in France all his life. The joy that his parents felt at his successful birth was short-lived, however, as the agents of the Januii arrived only hours later, and demanded to Masud (who had answered their knocking) that he surrender his child. When he refused, they shot him unceremoniously, the Januii having forgotten to tell them they wanted no deaths if it could be avoided. Kioni, hearing the gunfire, grabbed whatever valuables she could along with Marceau, and escaped out a window and down a hill-side, taking the small sailboat she and Masud owned, she sailed across the sea to the coast of modern Algeria. Thinking it would be best to travel incognito, Kioni used some of her and Masud's assets to buy a camel and some random goods, which she carried along with Marceau across the Sahara in the direction of Timbuktu, where she had relatives with rumored supernatural powers. She managed to get within about twelve miles from the city, dodging the raiders and desert bandits the Januii hired to chase them up until October 31st, 1987.


Kioni and Marceau were finally caught while gathering water at a temporary oasis by thirteen desert bandits, all of whom had been hired by the previous assassins to finish the job. After a half-hour-long gun battle(Mrs. Suvou had also bought a rifle and several dozen rounds) around the oasis, Kioni had killed all but the scout who had discovered them and led the bandits to their location, but was herself mortally injured twice over. As the scout was beginning to aim his pistol at the lamed and slowly dying mother, he was stabbed in the back of his neck by a long knife. As the scout fell, killed instantly due to the damage to his brain stem, newlyweds Mossar and Erran An-Sallah, who had been drawn along with the small crowd of outskirt-dwellers by the gunfire, bent over Kioni. They saw that she was wounded almost to death by then, and in her last minutes she told them with agonized slowness of what had happened. Pledging to care for the child, the newlyweds buried Kioni in their family grave site. They raised the child as best as they could, and did a commendable job of it, raising him to be responsible for his actions from the age of 7, which was when his latent powers manifested, and to keep a tight rein on his powers until they grew beyond what the two were capable of keeping in check. However, they never told him he wasn't their son, though they gently discouraged him from making that assumption by the subtlest of distances.


When Marceau turned 9, the local super-team, the 'Cercle de la Fratrie'(4 shape-shifters and 2 air-controllers)., who policed the city of Timbuktu and most of North-Western Africa, agreed to train him in the finer usage of his powers. By the age of ten, he could incapacitate(with some effort) a fully grown adult human without outside help, so long as the other guy didn't have any aid himself. As he was returning to his home after a training session, he saw two armed men holding his adopters at gunpoint. A quick sneak attack laid them both out on the ground, stunned, and he destroyed their guns before their eyes. It turned out that the Januii had found out about their assassins' slacking, and had sent two of the original twelve to kill the child(the current leader was the son of the previous, and hadn't known Marceau was wanted alive). Realizing that if the Januii could send assassins to their door, the An-Sallah's s asked Marceau to leave, and keep danger from their door, telling him at last the event that led him to their hearth and home, and begging him to ask the Cercle for help, as they were themselves only low-ranking electrical technicians, and unable to defend him against hired killers. The Cercle couldn't take him either, as they were often required to travel vast distances, and thus couldn't count on always being there to protect him. After much consideration, they decided to send Marceau to a super team in Guangzhou called the "Zanghonghua Weidui', or 'Saffron Guard(2 flying bricks, an amphibious water-controller and 3 speedsters), by boat. Thinking he would be safer going the long way around, they got him a job on a freighter, the Sangerkrieg, bound for the city and carrying a couple hundred thousand tons of coal. His job was the simple, thankless yet necessary job of cleaning the sides of the tanker of barnacles and the occasional limpet.


The sea voyage passed uneventfully, practically the only part of Marceau's Eurasian odyssey that did. He lived only a few years in Guangzhou, as the Saffron Guard was swamped by calls for aid from all over the province of Guangdong. They decided(after the eighth time a wanna-be Dr. Sin tried to blow up their headquarters with Marceau in peril as a distraction) to send him south to the Laotion team Fifty Trumpets(fifty members, none with powers greater than slight emotion control). However, when he got to the rendezvous point in northern Cambodia, he joined for a time(or so he thought) the counter-revolutionary soldiers called the Tiger's Claw. They were(as he learned later) actually the Fifty Trumpets in disguise, to lend deniability to this operation. Their aim was to break the power of a warlord named Teng Zsi, and free the peasants under the rule of him and his minions. There, in the dense jungles filled with hungry tigers( he had the dubious pleasure of seeing a banteng cow get torn open by one), he developed a terror of forests that haunts him still, with him seeing to this day a luminous pair of green, hungry eyes in every bush. Not helping with his mental health was the fact that the Tiger's Claws used distinctly martial avenues of ousting Teng, The resultant hails of gunfire, impromptu introduction to the horrors of war, and the fact that he was barely a teenager, all conspired against him ever leaving the murderous jungle. The saving grace that kept him safe from Teng's minions for most of the sixteen-month conflict was his rapidly-developed tactical mind, not to mention his carrying capacity began to increase exponentially during his time in Cambodia, leaving him far more useful as a tactical consultant and courier of soldiers and gear than as a sniper. During a break in the gunfire, Marceau and three others chanced upon the mansion of one of Ace Danger's old foes from the 20's, whose house had become haunted by the spirit of a disgruntled servant. After exorcising it, a great trove of treasures( to Marceau's eyes) found, including his first-ever exposure to silent film and fine statuary. He still has around a dozen small statuettes, and an entire door from the mansion.


His wanderings after the Fifty Trumpets melted back into Laos upon completion were much less focused after that. The 'Trumpets passed him off to the super-groups in the 'Stan's, where Marceau learned he had a good throwing arm through games of pick-up baseball. He lived in India for half a year with the super-team "Eyara Janakarom", or 'Air-Watchers'(flyers all) who then passed him off to a super-team in Russia, where he learned endurance against the cold equal to that he had acquired against the heat of the desert. He arrived(after passing through Greece) in Kosovo in 2005, in which year he met and became the apprentice of the Ace of Suits. The Ace of Suits was a protege of the second Raven, a martial-artist who had assisted in the cleanup of a slavery ring in 2001, and had at the encouragement of the Raven taken up the cape and cowl to defend the Balkans against all evil-doers. He met Marceau when the latter was being threatened by a group of ten gun-wielding hooligans, and the young man had been running from them for around fifteen minutes. Exhausted, Marceau was gathering himself for a surge of power that likely would have killed him as well as his enemies when the Ace of Suits sprang onto the scene. The Ace knocked eight of the ten unconscious in around four seconds, leaving the last two blasted into a wall by the surprised but grateful Frenchman. The Ace revealed his assumed title, and offered the younger man a place in his gang of crime-fighters. Eager to repay the Ace's kindness, Marceau readily agreed, and spent until the June of 2007 working under the intrepid crime-buster. at long last he took his leave of the super-team House o' Suits, arriving back at his birthplace in Aude a month later.


The first thing that happened upon his arrival, annoyingly enough, was that a small squad of mercenaries tried to kill him in the half-abandoned hotel he was staying at. The placed a number of explosive charges around his door, and called on him to show himself when they heard him stirring within. Our hero had, fortunately enough, heard one of the conduttori when he tripped over a fold in the hall carpet, and had observed the setting of the charges through the spy hole in the door. When called upon, he told them that he knew who they were(not actually a lie, they had called each other by name several times), that he knew who sent them, and that the charges they had set were not nearly enough to kill him. He then, having affixed his bed sheets to the door, pulled it open and jumped out the window, grabbing onto another line of bedsheets hanging out of said window. He had landed lightly and watched in amusement as the sell-swords ran in a blind panic. He was less amused when he had to stay at the hotel and work off the damage to the hotel. While still in Auden, he happened to find the ancient villa owned by Janus, and found the star map still within, the Januii having made rough copies of it. They had also left behind a small book that translated the various symbols Janus had used to sort out who had what child with whom, and through it, Marceau abruptly found his place in the puzzle: the second-to-last.


As it turned out, the Januii had badly mucked up the plan. They had gone with the idea that the time of conception didn't matter, and that all that was needed was to have two astrologically-compatible people have a child together and that was all. As a result, Marceau, who had been scheduled to be the father of the strongest creature the world had ever seen, was not only impotent(childhood accident easily foreseeable through his stars), but bound to a much slower process of attaining his powers, meaning the timescale was utterly broken beyond all repair. He also found, in a crevice overlooked by centuries of visitors, a metal mask in the shape of a grinning face eerily like his, nearly unbreakable, which he wears to this day as a disguise, with no idea of its true power to strike fear into the hearts of others, though that day approaches.


Taking the map with him, as a curio, Marceau then set himself to work finding gainful employment. It wasn't hard, but due to his lack of official education, it was greatly limited in what he could do. One thing he did do, however, learn English, hearing that the land of America was a place brimming with wealth, and eager to employ anyone with the right education(it should be noted that his source wasn't exactly infallible). Thinking it would be a good idea to start fresh, Marceau set sail for America in 2008, and spent most of that year near starvation. He wandered south from Maine, slowly picking up an increasing 'posse' of homeless, harmless crazies and the generally unlucky in life. Today, he works as a janitor at an office building, a humble job that just barely pays enough for the needs of him and his gang. He is not nearly satisfied with this state of affairs, however, and knows that many others suffer as much if not more than he, and thus takes to the streets of Downtown Freedom City bearing the cloak of the House of Suits, and the death-mask of his family, a hunter of those who prey upon the unfortunate, the King of Suits!
Personality & Motivation: Marceau is by upbringing and nature deeply religious, and by attendance a believer in Greek Orthodoxy. Despite that, he sees himself as a practical man(all evidence to the contrary aside), with a hard-headed and skeptical outlook on life, which has led him to undertake a study of chemistry, so as to better understand the reason for the physical phenomena he would otherwise spend sleepless nights fretting about, such as how poison is dangerous. Living up to the example of his monarchical forebears is a driving pursuit of his, as he feels that as the only uncrowned king, he must be of unimpeachable character, to make himself worthy of someday ascending to the throne, not to mention making up for the monstrous autocrats that many crowned heads made of themselves. Also unrestrained is his quest for the meaning behind things, and new acquaintances often find themselves in the unenviable position of tour guide to the human mind. Marceau's desire to be a worthy ruler, not to mention his travels through some of the poorest and most ill-managed regions in the world has born in him a passionate devotion to protecting the 'lower-class' first and foremost. He will actively speak on their behalf or challenge any real or imagined insults against them. Of a similar origin is a deep suspicion of conspiracies of any kind, seeing high-handed assumptions of "the ends justify the means" as insufferable. Powers & Tactics: Due to his lack of bulk, the King of Suits prefers to hide and wait for a law-breaking victim, then jump out while laughing like a bull being tickled and bash them senseless. If surrounded or otherwise unable to attack from concealment, he'll attempt to charge his way out, or use loose objects against his enemy. As a general rule, he prefers to attack from above his enemies by first hitting them with a flash-bang card, then a smoke card to conceal his movements. He'll then enter into the cloud and subdue his presumably dazed and blinded opponents. Complications: Phobia: Terrified of forests, as he lived most of his life in them throughout Southeast Asia. Post-Traumatic Stress Disorder: His nerve-wracking months in Cambodia have not failed to leave their mark on Marceau's psyche, sharp clashs 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. Responsibility: 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. Responsibility: Making up for the misdeeds of rulers, especially monarchs. Secret Identity: He's a quiet janitor in civilian life, not very high-profile. Struggling: Maintenance work doesn't pay much. Abilities: 4+ 4 + 4 + 0 + 4 + 2 = 18PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 14/ (+2) Charisma: 12 (+3) Combat: 10 + 8 = 18PP Initiative: +2 Attack: +5 Grapple: +7 Defense: +4 (+4 Base, +0 Dodge Focus), +2 Flat-Footed Knockback: -1 Saving Throws: 3 + 0 + 1 = 4PP Toughness: +4 (+1 Con, +3) Fortitude: +5 (+2 Con, +3) Reflex: +4 (+4 Dex, +0) Will: +3 (+2 Wis, +1) Skills: 72R = 18PP Acrobatics 4 (+6) Bluff 4 (+5) Craft (Chemical) 4 (+4) Drive 4 (+6) Diplomacy 4 (+5) Handle Animal 4 (+5) Intimidate 4 (+5) Knowledge (History) 8 (+8) Knowledge (Physical Sciences) 4 (+4) Knowledge (Streetwise) 4 (+4) Knowledge (Tactics) 4 (+4) Language 8 (Arabic, English, French [Native], Greek, Hindi, Malay, Mandarin, Russian, Serbian) Notice 4 (+11) Stealth 8 (+10) Survival 4 (+6) Feats: 116PP Attack Focus; Ranged Beginner's Luck Blind-Fight Endurance Equipment 3 (15EP) Quick Change Ranged Pin Set-Up Sneak Attack Startle Stun Attack Takedown Attack Throwing Mastery 1 Well-Informed Equipment wrote: Armored Jumpsuit (Protection 3) [3EP] Bolos (Snare 4) [8EP] Gas Mask [1EP] Concealable Microphone [1EP] Handcuffs[1EP] Multitool [1EP] Powers: 16 + 24 + 2 = 42PP Absolute Sundered Empowerment 7 (14PP Array, PFs: Alternate Power, Subtle) (Inherent, Magic) [16PP] Base Power: Cosmic Energy Control 7 [14PP] Alternate Power: Super-Strength 7 [14PP] Device 4 (20PP Container, Flaws: Easy-To-Lose 2) (Fool's Deck) [12PP] Fool's Deck 9 (18PP Array, Feats: Alternate Power 3) [24PP] Base Power: Blast 6 (10 60ft Range Increments, 600ft Max Range, Extras: Penetrating) [18PP] Alternate Power: Blast 6 (600ft Max Range, Extras: Area [General, Burst, 30ft radius]) [18PP] Alternate Power: Obscure 9 (Visual Senses, 2,500ft radius Area, 900ft Range) [18PP] Alternate Power: Dazzle 9(Auditory and Visual Senses, 90 ft. Range Increment, 900 ft. Range)[18 pp] Immunity 2 (Cold, Heat) (Inherent, Natural) [2PP] DC Block: CODE: SELECT ALL ATTACK      RANGE           SAVE                           EFFECT     Unarmed     Touch           DC15/22 Toughness (Staged)     Damage     Blast       Ranged          DC21 Toughness (Staged)        Damage     Blast       Ranged/Area     DC21 Reflex                    1/2 Effect                                 DC21/18 Toughness (Staged)     Damage Abilities (18) + Combat (14) + Saving Throws (4) + Skills (16) + Feats (18) + Powers (42) - Drawbacks (0) = 112/112 Power Points

DONE BY SHAENTHEBRAIN

Posted

DONE BY SHAENTHEBRAIN

Give Lotus the following Complication

Skin Contact: In both a blessing and a curse, her Aura works of skin contact. If anyone touches, accidentally or not, her epidermis with their epidermis (or vice versa) the power will manifest.

Replace Lotus's description with this

Caresse is a very tall girl with a lithe figure. There is some muscle behind it, enough to fill her out into an athletic build. Her skin is a darker shade of brown, a light chocolate color. Her hair is long enough that she keeps it in short pony tail most of the time.

The costume is the only thing she wears due to the way her powers work. It looks like a solid dark blue seamless bodysuit that covers her entire body up to her neck, barring her hands. Instead, her hands have black fingerless gloves covering and protecting them, while maintaining manual dexterity with her sword. Despite its seamless appearance, she can take it off and on with a quick pull thanks to the morphic molecules that compose the outfit. While her feet are already covered by the costume, she wears a pair of heavy-duty combat boots over them to both add variety to her look, and give extra protection to her feet.

DONE BY SHAENTHEBRAIN

Posted

DONE BY SHAENTHEBRAIN

Alright folks, I seem to finally be back. Requesting that Sarah Prescott be returned to active status.

I've also rebuilt her from the ground up, so now she can do stuff besides just stab people.

Proposed changes:

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

[b][u]Character Name[/u]:[/b] Sarah Prescott

[b][u]Power Level[/u]:[/b] 10 (159/159PP)

[b][u]Trade-Offs[/u]:[/b] Runeblade (-1 Attack / +1 Damage)

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

[b][u]Progress To Bronze Status[/u]:[/b] 9/30


[b][u]In Brief[/u]:[/b] Mystic swordswoman with an life-sucking sword and a snazzy suit!


[b][u]Alternate Identities[/u]:[/b] None

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

[b][u]Birthplace[/u]:[/b] Hopewell, New York

[b][u]Occupation[/u]:[/b] Programmer, Adventurer

[b][u]Affiliations[/u]:[/b] Star Island SCC

[b][u]Family[/u]:[/b] Frederick Prescott II (Father), Frederick Prescott Senior (Paternal Grandfather), Danica Prescott (Mother), Matthew Prescott (Brother), Lisa Prescott (Sister-in-law), James Prescott (Nephew), Karolina Gurov (Aunt)


[b][u]Age[/u]:[/b] 28 (DoB: March, 1983)

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

[b][u]Ethnicity[/u]:[/b] English / Slavic

[b][u]Height[/u]:[/b] 5' 7"

[b][u]Weight[/u]:[/b] 132 lbs.

[b][u]Eyes[/u]:[/b] Green

[b][u]Hair[/u]:[/b] Ash Blonde



[b][u]Description[/u][/b]: Sarah is a slim, fit young woman who, while attractive, should not be as striking as she is.  Closer inspection reveals eyes a shade of green too bright, actually reflecting light at the right angles; an unusual level of physical grace; and a sort of wild, charismatic presence, like some great predator stalking through life.  She usually wears her hair drawn into a ponytail and prefers loose jeans with a t-shirt or blouse.



[b][u]Power Descriptions[/u]:[/b] The surge of power when she first took up the sword left Sarah’s body mystically enhanced as well has gifting her with knowledge of an ancient style of sorcery as well as stray flashes of knowledge and skill, accounting for her new talent for swordplay.  It also left her with a need to be slightly more careful around cast iron and bad nightmares from some of the more unpleasant memories she absorbed.


Her runeblade is able to partially phase through different dimensions, both allowing her to harm incorporeal beings, but also inflict non-lethal wounds.  In addition it is able to twist the fabric of space around her, distorting her actual position from moment to moment.  Sarah can also briefly tear open a rift in space and send it slashing through her foes.


Sarah's own magic typically expresses itself as blue-tinged, crystalline light, giving a gem-like appearance to any powers she invokes, and she has enchanted a ring with a number of protective spells.



[b][u]History[/u][/b]: Born in a mid-sized town in western New York, Sarah had a fairly normal, if slightly nerdy, childhood.  After getting into the Hanover Institute on a scholarship program, she majored in Computer Science.  Upon graduation, she was able to get a job with the SCC, coding test programs for various pieces of equipment.


While she always admired several superheroes and often daydreamed of being one herself, nothing had come of those dreams until a group of criminals attacked the Hunter Museum while she was visiting.  A stray energy blast collapsed the floor near where Sarah was hiding, dropping her into a storage room containing several magical artifacts Adrian Eldritch had yet to catalogue.


Dazed from the fall, Sarah felt herself drawn towards one item in particular: a large sword that seemed to pulse in time with her heartbeat.  The instant she laid hand to the blade, her life changed forever.  Her world disappeared in flaming agony as some dark presence within the blade invaded her mind even as a torrent of energy poured through her body.


The sword had belonged to a sorcerer-king from the time shortly after the Great Cataclysm.  Slain in combat, the wizard’s essence had retreated into the blade, waiting the day when a descendant would lay hands on it.  After millennia, the spirit of Sarah’s distant ancestor sought to consume her mind and soul and thus be reborn in her body.


Though not understanding what was happening, Sarah refused to submit to the dark will.  Whether her determination to live, time having robbed the spirit of its power, or both, the spell was turned back on its caster and the mage was instead destroyed with everything he was given to his many times removed granddaughter.  Awakening from the ordeal Sarah found the pain completely gone, a sword, [i]her[/i] sword eager to be put to use again, and a whole bunch of bad guys waiting to be thrashed.


Since then she has taken up heroics and begun studying the arcane in order to master her new powers.



[b][u]Personality & Motivation[/u][/b]: Sarah is friendly if often quiet person, preferring to listen with brief interjections.  Formerly fairly controlled, recent events have left her with a tendency towards boredom, a violent streak, and occasionally erratic behavior.


Her stubbornness and determination to do the right thing means she fully intends to use her abilities to help protect people.



[b][u]Powers & Tactics[/u]:[/b] Sarah's preferred tactics are fairly simple. Teleporting hit-and-run attacks against singular targets or standing back and pelting foes with spatial rifts against groups.



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

 :!:  [b]Public Identity[/b]: Sarah's identity is available enough, but with her family living out of state, she hopes they'll be largely ignored.

 :!:  [b]Responsibility[/b]: Employed as a software engineer with the Star Island Space Control Center.

 :!:  [b]Psychic Scarring[/b]: The failed possession attempt nevertheless left deep scars upon Sarah’s mind not only weakening her resistance to future mental assaults, it damaged her emotional control, attention span, and sense of self-preservation.

 :!:  [b]Weirdness Magnet[/b]: Her new nature, coupled with the powers of her sword, means strange supernatural things are drawn towards her.



[b][u]Stats[/u][/b]: 0+0+2+5+0+0 = 7pp

Strength: 20 / 10 (+5/+0)

Dexterity: 20 / 10 (+5/+0)

Constitution: 20 / 12 (+5/+1)

Intelligence: 20 / 15 (+5/+2)

Wisdom: 20 / 10 (+5/+0)

Charisma: 20 / 10 (+5/+0)



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

Initiative: +5

Attack: +4 base, +9 Melee

Grapple: +14

Defense: +10 (+4 base, +6 Dodge Focus), +2 flat-footed

Knockback: -5 (-2 Enhanced Con, -3 Ring)



[b][u]Saves[/u][/b]: 3+3+0 = 6pp

Toughness: +10 (+1 Con, +4 Enhanced Con, +5 Ring)

Fortitude: +8 (+1 Con, +4 Enhanced Con, +3)

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

Will: +5 (+5 Enhanced Wis) / +10 Impervious 5 against Mind-affecting (+5 Enhanced Wis, +5 Mindshield)



[b][u]Skills[/u][/b]: 40r = 10pp

Computers 5 (+10)

Craft (electronics) 4 (+9)

Intimidate 5 (+10)

Knowledge (arcana) 7 (+12)

Knowledge (technology) 4 (+9)

Languages 1 (Atlantean, English [Native])

Notice 7 (+12)

Sense Motive 7 (+12)



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

All-Out Attack

Attack Focus Melee 5

Dodge Focus 6

Fearless

Jack-of-All-Trades

Power Attack

Ritualist



[b][u]Powers[/u][/b]: 17+12+22+10+10+8+5+10+10+1+1+4+1 = 111pp (All powers have Magic descriptor)

[b]Atlantean Sorcery 7 ([/b]14pp Array; [i]Feats[/i]: Alternate Power 3[b])[/b] [17pp]

[list][u]Base Power[/u]: [b]Spatial Control 3 ([/b]300 ft. / 1000 ft.; [i]Extras[/i]: Accurate; [i]Feats[/i]: Change Direction, Change Velocity, Turnabout[b])[/b] [12pp]

[u]Alternate Power[/u]: [b]Dimensional Pocket 6 ([/b]5000 lbs.[b])[/b] and [b]Enhanced Trait 2 ([/b]Quick Change 2[b])[/b] [14pp]

[u]Alternate Power[/u]: [b]Move Object 4 ([/b]Lifting STR 20 [Heavy Load: 400 lbs.]; [i]Extras[/i]: Perception Range; [i]Feats[/i]: Precise[b])[/b] (Mystic Hand) [13pp]

[u]Alternate Power[/u]: [b]Healing 10 ([/b][i]Flaws[/i]: Distracting; [i]Feats[/i]: Persistent, Regrowth, Stabilize[b])[/b] [13pp][/list]


[b]Device 3 ([/b]15pp Container, Hard to Lose[b])[/b] (Enchanted Ring) [12pp]

[device][b]Immunity 1 ([/b]Poison[b])[/b] [1pp]

[b]Mind Shield 5[/b] [5pp]

[b]Mirror Image[/b] [4pp]

[b]Protection 5[/b] [5pp][/device]


[b]Device 7 ([/b]35pp Container; [i]Flaws[/i]: Easy to Lose;  [i]Feats[/i]: Indestructible, Restricted to Bloodline; [i]Drawbacks[/i]: Power Sink[b])[/b] (Runeblade) [22pp]

[device][b]Hungry Steel ([/b]34pp Array; [i]Feats[/i]: Alternate Power 1[b])[/b] [35pp]

[list][u]Base Power[/u]: [list][u]Base Power[/u]: [b]Strike 6 ([/b][i]Extras[/i]: Autofire 2 [Interval 1, Max +3], Penetrating, Vampiric; [i]Feats[/i]: Affect Insubstantial 2, Improved Critical 1, Mighty[b])[/b] (Runeblade) [34pp]

[u]Alternate Power[/u]: [b]Blast 10 ([/b][i]Extras[/i]: Shape-able Area; [i]Feats[/i]: Affects Insubstantial 2[b])[/b] (Spatial Rift) [32pp][/list][/device]


[b]Enhanced Strength 10[/b] [10pp]

[b]Enhanced Dexterity 10[/b] [10pp]

[b]Enhanced Constitution 8[/b] [8pp]

[b]Enhanced Intelligence 5[/b] [5pp]

[b]Enhanced Wisdom 10[/b] [10pp]

[b]Enhanced Charisma 10[/b] [10pp]


[b]Immunity 1 ([/b]Aging[b])[/b] [1pp]


[b]Regeneration 1 ([/b]Resurrection [1 week][b])[/b] [1pp]


[b]Super-Senses 4 ([/b]Darkvision, Detect Magic[visual, analytical][b])[/b] (Mage Sight) [4pp]


[b]Super-Senses 1 ([/b]Danger Sense [mental][b])[/b] [1pp]



[b][u]Drawbacks[/u][/b]: (-2) + (-4) + (-1) = -7pp

[b]Recurring Nightmares ([/b][i]Frequency[/i]: Uncommon, [i]Intensity[/i]: Moderate[b])[/b] [-2pp] (Mental Trauma)

[b]Vulnerability ([/b]Mental Effects, [i]Frequency[/i]: Common, [i]Intensity[/i]: Major [x2][b])[/b] [-4pp] (Mental Damage)

[b]Vulnerability ([/b]Cold Iron, [i]Frequency[/i]: Uncommon, [i]Intensity[/i]: Minor [+1][b])[/b] [-1pp] (Supernatural Nature)


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

[code]ATTACK             RANGE        SAVE                                      EFFECT

Unarmed            Touch        DC20 Toughness (Staged)                   Damage (Physical)

Runeblade          Touch        DC26 Toughness (Staged)                   Damage (Physical and Life Energy)

Spatial Rift       Ranged       DC20/25 Reflex (Area)/Toughness (Staged)  Damage (Energy)

Mystic Hand        Perception   Grapple                                   Pinned/Bound

Dimensional Pocket  Touch        DC16/DC16 Reflex/Will                     Trapped in Pocket
Costs: Abilities (7) + Combat (16) + Saves (6) + Skills (10) + Feats (16) + Powers (111) - Drawbacks (7) = 159pp

DONE BY SHAENTHEBRAIN

Posted

DONE BY SHAENTHEBRAIN

Updated Sheet for Ferros:

There are no mechanical edits to be done. This is an updated version of his sheet which now includes a sidebar listing his tattoos and their locations. As well as visual representations if necessary. You can see what it looks like here.

[b][u]Player Name[/u]:[/b] quotemyname[floatr][img=http://www.freedomplaybypost.com/wiki/images/3/36/Ferros.jpg][/floatr]

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

[b][u]Power Level[/u]:[/b] 10; 150/150PP

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

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

[b][u]Progress To Bronze Status[/u]:[/b] 0/30


[b][u]In Brief[/u]:[/b] A Mutant given powers by Terminus energy combined with a violent chemical reaction.  Holds the power to shape and manipulate metal.


[b][u]Alternate Identities[/u]:[/b] Jin Zhi Wong

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

[b][u]Birthplace[/u]:[/b] [url=http://en.wikipedia.org/wiki/Chongqing]Chongqing[/url], China

[b][u]Occupation[/u]:[/b] Chemist

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

[b][u]Family[/u]:[/b] Huan (Father, Deceased) and Wu (Mother, Deceased)


[b][u]Age[/u]:[/b] 20 (Born January 20, 1991)

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

[b][u]Ethnicity[/u]:[/b] Chinese

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

[b][u]Weight[/u]:[/b] 140 lbs.

[b][u]Eyes[/u]:[/b] Black

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


[floatr][b][u]Tattoos:[/u][/b]

[device]Right Outer Forearm: é™° (Yin)

Left Outer Forearm: 這 (Yang)

Right Inner Forearm: æ­¡ (Huan)

Left Inner Forearm: å³ (Wu)

Left Breast to Shoulder:

[img=http://www.freedomplaybypost.com/wiki/images/1/16/WhiteTigerTatto40%25.jpg][/device][/floatr][b][u]Description[/u]:[/b]

Jin was born in the year of the Horse, a year ending in 1, giving him the Zodiac sign "Metal Horse". Jin is also a Capricorn.


Jin is of average height for a man of Chinese descent.  His hair is the typical soft, thin, black hair of his race and his eyes are also a deep dark color. He has a thin, yet athletic frame trained by years of Martial Arts study.  Jin prefers very baggy jeans and loose fitting button down shirts (with the sleeves rolled up) with designs for his everyday attire, but is not incapable of dressing up when it is required.  On the top of either forearm, Jin has tattooed the Chinese characters for "Yin" on one arm and "Yang" on the other.  On the underside, he has tattooed "Huan" on one, and "Wu" on the other to remind himself that his parents are still close to him. JIn also has a roaring white tiger tattooed just above his left breast.  Jin wears a Yin-Yang necklace around his neck.  He also wears six rings most commonly on the thumb, index, and ring finger of his right hand, and the thumb, middle, and little fingers of his left hand.  He has purposefully left his left ring finger open, on the hopes that he'll one day find his other half.  Jin also wears metal bracelets around his wrists and a few chains around his neck, but these are not as important to him as his Yin-Yank necklace.  He is also commonly seen wearing a heavy [url=http://www.mspmag.com/images/fashion/asset_upload_file134_75127.jpg]metal belt[/url] with a large steel belt buckle on the front.  All of this jewelery features oriental designs.


As Ferros, Jin wears a metal [url=http://www.freedomplaybypost.com/wiki/images/a/a2/Ferros_Mask.jpg]facemask[/url] to hide his features.  The mask leaves his hair and neck exposed, but covers enough of his features that it hides his identity well.  The rest of his body is covered by a liquid metal suit.  Ferros is able to keep this suit in place with his powers.  Maintaining the suit's solidity takes the most minute amount of power possible, such that he's able to maintain it entirely subconsciously.  


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

When Jin really taps into his powers, his eyes glow a silvery color.  More mundane uses of his strength do not trigger this reaction. Metal becomes soft, and amorphous in his hands.  He is capable of making the hardest steel flow like water, even at a distance.  Jin finds it easy to control the metal itself, yet much more difficult (while still possible) to control forces of magnetism.  This is probably related to the chemicals in his blood which he derives his powers from. When he uses his powers in a protective way, instead of using a magnetic field to deflect attacks he simply levitates small bits of metal swirling around him instead.


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

Jin's father, Huan, was a chemist. He was devoted to his job, and sometimes worked on projects in the family's basement at night. In 1993 when Jin was five, his mother, Wu, had to take him to the store with her.  He was too young to supervise himself and his father was working on another project making him unable to supervise.  Before leaving, Jin and Wu visited Huan in the basement briefly.  Unfortunately, it was that exact moment when the attacks occurred. 


The Terminus invasion was concentrated mostly on Freedom City, but there were other minor attacks elsewhere in the world. One of the minor Terminus invasion fleets attacked Chongqing that night. The three were gathered in the basement room when the Huan's bench full of glass jars holding various metals and alchemical compounds and other dangerous materials exploded. Huan was killed instantly. The Wu and Jin badly injured. Wu miraculously managed to get Jin to safety and help, before she died, crawling and dragging her son behind her up the basement stairs and outside where a neighbor found them and called for help. Wu died en route to the hospital, but Jin clung to life.  


It quickly became aparent that Jin had been poisoned by some of the materials in the lab.  The doctors did what they could, but some materials like Mercury and Strontium-90 had begun to accumulate in his body.  Nothing could be done to remove them, and the Doctors feared that they would have lasting effects in the future, if they didn't kill him quickly. Jin didn't die right away.  However, he never fully regained consciousness  thanks to some strange interaction with the ambient Terminus energy. The Terminus energy was keeping him alive, but there was no telling what else it would do. 


Lacking the equipment to treat him properly the hospital in Chongqing sent Jin to Freedom City soon after the invasion was quashed. The experts in Freedom managed to heal him, though there were many residual effects. Like many survivors of the Terminus, his mutations had blossomed into powers. But the events were not entirely a blessing.  Jin had no parents, and no money with which to pay medical bills let alone flights back to Chongqing.  He was quickly inducted into the system and spent his life in foster care.


Jin was sick off and on as a child, and his foster parents were constantly trying to push Catholic religious practices on him.  None of those teachings sat well with him, and combined with his bad health, he became miserable.


When Jin was 10, he was allowed to study at a Tao martial arts at a temple near his foster home in Kingston near the border to Hanover.  The Temple is called Běnzhí (Ben-Shu) Temple its name meaning The Temple of The Essential Nature.  He would later describe this as the turning point in his life. He was taught the principles of Taoism and Chinese Alchemy (or Internal Martial Arts). And for the first time, spirituality started to make sense to him.  He learned Piguaquan, Bajiqan, and Baguazhang three of the traditional Chinese Martial Arts.  Through meditation and study, he was able to learn to control his body more finely.  He found that regulating his body systems as such reduced the effects on the poisons within him.  He also discovered that it allowed him better control over his powers which he also began to practice heavily.


When it was time, he was introduced to Duncan Summers and inducted into Claremont.  He enjoyed a somewhat normal high school experience there, and was upset to see the time pass faster than he'd like.  After his graduation from Claremont, he attended Hanover Institute of Technology on a scholarship.  He was going to be a Chemist like his father once was.  Thanks to a combination of AP credits, and extra heavy semester course loads, Jin accelerated his college studies greatly. Remarkably he achieved his Bachelors in Chemistry in just 3 years. He now has a job for the college doing research as he pursues his Masters degree. Though, things are going slowly with the added workload being a hero has placed on him.


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

One would expect a child who lost both parents to an alien attack and spent years in foster care to be a bitter individual suffering from depression and other such disorders.  Jin very nearly fell victim to those predictions.  But joining the Temple when he was 10 was what saved him.  That's what he'll tell you, anyway.  It taught him balance in all aspects of life.  It taught him compassion, moderation, and humility.  Such are the ways of Taoism.  He went from being a sickly, upset, brash, child to a cultured, relaxed, healthy, respectful man nearly overnight.  Though some of his history sticks with him.  He still misses his parents.  He still regrets never having returned to China.  Sometimes he lashes out in a fit of angst.  But soon, he finds himself again in meditation, and returns to the centered, down-to-earth individual that he knows he is meant to be.  He views these moments of weakness as the price he must endure for his otherwise enlightened life experiences.  They are the Yin and Yang of his soul.  This is a fact that he recognizes, and accepts.


Jin does his best to hold no bitterness in his heart over the death of his parents or the things that have happened to him over the years.  However, that does not mean he cannot use his gifts to help people, and make the world a better place.  Quite the opposite, in fact, for in Jin's case, he has much more to share than simply his control over metal.  He attempts to share his sense of inner peace with others as much as he can.  To do this, Jin dons a mask and plays the part of Ferros.   


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

Ferros' powers are highly manipulative of metal.  They allow him a wide range of applications and options.  He can do everything from modern art sculptures, to creating cages to sit bank robbers in.  Just like in his every day life, Ferros prefers balance in all things.  That also applies to his attitude when he gets into a fight.  He will always seek to even out the fight before he seeks to finish it.  Once he knows that he's not fighting a one-sided battle anymore, he will seek to disable his opponents rather than taking them out of the fight completely.  He prefers to find creative ways of ensnaring combatants in solid metal rather than simply flinging chunks of iron at them like a glorified Gauss rifle.


[hr][/hr]

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

[b]It's in the blood, it's in the will[/b] - Jin must keep a level head about him to keep his powers working properly.  If he gets too angry, or too upset, he cannot muster the presence of mind necessary to control and manipulate massive quantities of metal.  The GM may have Jin suffer Power Loss on his Metallic Control in exchange for a Hero Point if his emotions get the better of him.

[b]The Essential Nature[/b] - The monks of the Běnzhí Temple were instrumental in Jin's upbringing.  They more than anyone else in his life are responsible for the man he turned out to be.  He is fiercely loyal to the monks of this temple.  He looks up to them, and will help or protect them in any way he is able.

[b]Fostered[/b] - Jin's parents died at a young age and he was introduced into foster care.  Things like family gatherings or family centric holidays hit home pretty hard for him.  He is more easily angered or upset by insults or comments directed at the family he barely knew.


[hr][/hr]

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

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)



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

Initiative: +3

Attack: +4, +10 Metallic Control

Grapple: +5 / +20 w/ Move Object

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

Knockback: -5 / -10 w/ Move Object


[b][u]Saving Throws[/u]:[/b] 5+6+5 = 16 PP

Toughness: +10

Fortitude: +8 (5 + 3 Con)

Reflex: +9 (6 + 3 Dex)

Will: +7 (5 + 2 Wis)


[b][u]Skills[/u]:[/b] 76r = 19PP

Acrobatics 12 (+15)

Concentration 13 (+15)

Craft (Artistic) 8 (+10)

Knowledge (Theology + Philosophy) 8 (+10)

Knowledge (Physical Sciences) 8 (+10)

Languages 1 (English; Native: Chinese)

Notice 13 (+15)

Sense Motive 13 (+15)


[b][u]Feats[/u]:[/b] 18 PP

Acrobatic Bluff 2

All Out Attack

Attack Specialization (Magnetic Control) 3

Dodge Focus 6

Luck 2

Power Attack

Quick Change

Skill Mastery (Acrobatics, Knowledge(Chem), Notice, Sense Motive)

Trance


[b][u]Powers[/u][/b] 45 + 6 + 5 + 3 =  58 pp


[b]Metallic Control 21 ([/b]42PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [45PP]


[list][u]Base Power[/u]: "[i]Mold Metal[/i]" [b]Transform 10 ([/b]Metal, 1,000 lbs., [i]Extras:[/i] Duration [Continuous], Range [Perception]; [i]Flaws:[/i] Action [Full]; [i]Feats:[/i] Precise, Subtle[b])[/b] [42PP]


[u]Alternate Power[/u]: [b]Snare 10 ([/b] [i]Extras[/i]: Regenerating, Transparent; [i]Feats:[/i] Precise, Subtle[b])[/b] [42PP]


[u]Alternate Power[/u]: [b]Move Object 15 ([/b]STR 75 [[i]Heavy Load:[/i] 400 Tons], [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited [Metal], [i]Feats:[/i] Precise, Subtle[b])[/b] [32PP] 

[i]Linked To:[/i] [b]Impervious Toughness 10[/b] ([i]Extras[/i]: Duration/Sustained) [10pp]


[i]"Shatter"[/i] [b]Drain Toughness 10[/b] ([i]Extras[/i]: Effect Objects, Range [Ranged]; [i]Flaw[/i]: Limited [metal and metal-encased targets only) [20pp]

[i]Linked To:[/i]

[i]"Shred"[/i] [b]Blast 10[/b] (PF: Variable Descriptor [Bludgeoning/Piercing/Slashing] [22pp][/list]


[b]Force Field 7[/b] ([i]Drawbacks[/i]: Weak Point -1) [6pp]


[b]Flight 5[/b] ([i]Flaws[/i]: Platform) [5pp]


[b]Super-Senses 3 ([/b]Detect Metal [Mental]; [i]enhancements[/i]: ranged, extended[b])[/b] [3pp]


[b][u]Drawbacks[/u]:[/b] (-0) = -0PP


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

[code]ATTACK               SAVE DC                    DAMAGE/EFFECT

Transform 10         Ref/20 for Held Items      Transformed

Snare 10             Ref/20                     Entangled/Bound

Drain Toughness 10   Fort/20                    Drain[Staged]

Blast 10             Tou/25                     Damage[Staged]
Abilities (22) + Combat (16) + Saving Throws (16) + Skills (19) + Feats (18) + Powers (59) - Drawbacks (0) = 150/150 Power Points

DONE BY SHAENTHEBRAIN

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