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Arichamus's Flotsam and Jetsam


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    Player Name: Arichamus
    Character Name: The Osprey
    Power Level: 9 (150/150PP)
    Trade-Offs: +3 Attack/ -3 Damage(Utility Belt),  +2 Defense/ -2 Toughness
    Unspent Power Points: 0
    Progress To Bronze Status: 0/30

    In Brief: Test-subject who uses his new-found bird-themed powers to fight against the criminal underworld.

    Alternate Identity: Alden Richards
    Identity: Secret
    Birthplace: Southwark, London, England
    Occupation: Shipping warehouse employee, superhero
    Affiliations: Ministry of Powers, Docklands, Eileen Rose(junior officer in the SAS), Order, Justice
    Family: Patricia Richards(Mother), Russel Richards-Brown(Father), Maria-Annabelle Richards(Sister), Frances Richards

    Description:
    Age: 24 (DoB: 1989, February 9th)
    Apparent Age: (if applicable)
    Gender: Male
    Ethnicity: Caucasian
    Height: 6' 2"/1.9m, 6' 11"/2m
    Weight: 200 Lbs/90.7kg
    Eyes: Brown/Yellow
    Hair: Brown
 
    Alden during everyday life wears sturdy, eminently practical clothes in dull colours. Thick jeans, heavy boots and tan jackets over long-sleeved grey cotton shirts feature prominently in his limited wardrobe. On the job he wears the crisp green/white waterproof uniform coat and pants of his company. His hair is thick, curly and cut short, and he has a perpetual five-o'clock shadow around a frequently dour mouth below his thin high eyebrows, bright, lively eyes and broad nose. He's unusually pale from working mostly nights, and his recent start as a vigilante crimefighter has deepened that noticeably. Years of physical work has kept him trim and lean, and a dedicated exercise and martial arts regimen has hardened and bulked him up considerably more than most men his age. He speaks with a low, soft voice in an almost stereotypical English accent, though in times of stress, excitement or anger it takes on a rougher edge.

 

In his disguise as Osprey he's a tall, imposing man in a mostly white costume with a dark brown cape cut to vaguely suggest wings(the result of weeks of work), the colors scattered like the fish eagle's plumage, and a white mask covering his head adorned with a short curved beak. On the chest in a patch of black is a white emblem of an osprey diving. A simple belt of weapons 


    Power Descriptions:
    

    History:
 

    Personality & Motivation:
    

    Powers & Tactics:
   



    Complications:
    

    Abilities: 10 + 8 + 8 + 4 + 4 + 6 = 40PP
    Strength: 20/26 (+5/+8)
    Dexterity: 18 (+4)
    Constitution: 18 (+4)
    Intelligence: 14 (+2)
    Wisdom: 14 (+2)
    Charisma: 16 (+3)


    Combat: 18 + 16 = 34PP
    Initiative: +8
    Attack: +9 Base/Bird-Man Form, +12 Utility belt 
    Grapple: +14/17
    Defense: +11 (+8 Base, +3 Dodge Focus), +4 Flat-Footed
    Knockback: -4/-7


    Saving Throws: 3 + 4 + 3 = 10PP
    Toughness: +7 (+4 Con, +3 Armored Jumpsuit)
    Fortitude: +7 (+4 Con, +3)
    Reflex: +8 (+4 Dex, +4)
    Will: +6 (+3 Wis, +3)


    Skills: 80R = 20PP
    Climb 5 (+10/13)

    Computers 4 (+6)

    Diplomacy 5 (+8/12 with Attractive))

    Disable Device 6 (+8)

    Escape Artist 4 (+8)

    Gather Information 5 (+8)

    Intimidate 10 (+13)

    Investigate 6 (+8)

    Knowledge(Streetwise) 8 (+10)

    Knowledge(Physical Sciences) 4 (+6)

    Notice 4 (+6)

    Sense Motive 7 (+9)

    Sleight of Hand 6 (+10)

    Stealth 6 (+10)

 

   Feats: 25PP
   Accurate Attack

   All-Out Attack

   Attractive

   Contacts

   Dodge Bonus 3

   Elusive Target

   Endurance

   Equipment 4 [20EP]

   Improved Defence

   Improved Initiative

   Improved Overrun

   Luck 1

   Power Attack

   Precise Shot

   Sneak Attack

 

 

   Powers: 2 + 15 + 4 = 21PP

Comprehend 2(Animals, Speak to & Understand; Flaws: Avian Animals Only)[2PP]

 

Alternate Form 3[15PP]

Damage 1(Talons; Extras: Penetration 1; Feats: Mighty)[3PP]

Enhanced Feats 1(Improved Musculature; Improved Pin)[1PP]

Enhanced Strength 6(Improved Musculature)[6PP]

Flight 2(Wings; 25MPH, 250ft. per Round)[4PP]

Immunity 2(Altered Biology; Cold Environments, Drowning; Flaws: Limited(Half)[1PP]

 

Super-Senses 6(Normal Visual: Extended 1(100 Notice Increments), Rapid 1(x10), Penetrates Concealment(Flaws: only through water)[4PP]

  

    Drawbacks: (-0) + (-0) = -0PP

    


    DC Block

   


(see below)

    Totals: Abilities (40) + Combat (34) + Saving Throws (10) + Skills (20) + Feats (25) + Powers (21) - Drawbacks (0) = 150/150 Power Points

Edited by Arichamus
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  • 4 weeks later...

    Eyespy Cadet

    Power Level: 7 (105/105PP)
    Trade-Offs: None

    

 

    Abilities: 2 + 4 + 2 + 4 + 6 + 2 = 20PP
    Strength: 12 (+1)
    Dexterity: 14 (+2)
    Constitution: 12 (+1)
    Intelligence: 14 (+2)
    Wisdom: 16 (+3)
    Charisma: 12 (+1)


    Combat: 10 + 8 = 18PP
    Initiative: +6
    Attack: +7 Melee, Confuse, Mental Blast, +5 Ranged
    Grapple: +8, +16
    Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
    Knockback: -0


    Saving Throws: 4 + 4 + 5 = 13PP
    Toughness: +7 (+1 Con, +6 Force Field)
    Fortitude: +5 (+1 Con, +4)
    Reflex: +6 (+2 Dex, +4
    Will: +8 (+3 Wis, +5)


    Skills: 40R = 10PP
    Acrobatics 7 (+9)
    Concentration 4 (+7)
    Diplomacy 3 (+4)
    Intimidate 3 (+4)
    Knowledge(Behavioral Sciences) 3 (+5)
    Knowledge(Current Events) 3 (+5)
    Knowledge(Pop Culture) 3 (+5)
    Notice 4 (+7)
    Sense Motive 9 (+12)
    Stealth 4 (+6)  


    Feats: 9PP
    Accurate Attack
    Acrobatic Bluff
    Attack Bonus(Melee) 2
    Dodge Bonus 3
    Improved Initiative
    Luck
    
    Powers: 2 + 6 + 22 + 5 = 35PP
    
    Super-Movement 1(Slow-Fall)[2PP]
    
    Force Field 6[6PP]    

    Psychic Array 8(16PP Array, Power Feats: Alternate Power 6)[22PP]
   

Base Power: Damage 7(Extras: Autofire; Power Feats: Affects Insubstantial, Extended Reach(5ft.)[16PP] Psychic Punch
AP: Confuse 7(Extras: Targeted Area(Burst); Power Feats: Accurate, Reversible)[16PP] Confusion Field
AP: Damage 7(Extras: General Area(Burst, 35ft.); Power Feats: Knockback 2)[16PP] Ground Pound
AP: ESP 6(Visual Senses, 500ft.)[12PP] + Concealment 2(Visual Senses; Flaws: Phantasm)[4PP] Clairvoyance
AP: Mental Blast 5(Flaws: Range(Ranged); Power Feats: Accurate)[16PP] Psi Blast
AP: Telekinesis 8(Effective Strength: 42)[16PP]

AP: Telepathy 7[14PP]




 
    Super-Senses 5(Normal Mental: Accurate, Extended(10 Notice Increments; Danger Sense(Mental))[5PP]
    
    Drawbacks: (-0) + (-0) = -0PP

    
 

    DC Block
   
ATTACK          RANGE             SAVE                    EFFECT

Unharmed        Touch             DC16 Toughness (Staged) Damage (Physical)

Confusion Field Area Burst(35ft.) DC17 Will (Staged)      Confused

Ground Pound    Area Burst(35ft.) DC22 Toughness (Staged) Damage (Physical)

Psi Blast       Ranged            DC20 Will (Staged)      Damage (Physical)

Psychic Punch   Touch (5ft.)      DC22 Toughness (Staged) Damage (Physical)

Telepathy       Perception        DC17 Will               Mind Read



    Totals: Abilities (20) + Combat (18) + Saving Throws (13) + Skills (10) + Feats (9) + Powers (35) - Drawbacks (0) = 105/105 Power Points

 


 

So here we have somebody from the Eyespy Project, AEGIS's program for teaching young psychics about their powers and how to use them. As the page image indicates I decided to go with basically a PL7 version of Razputin Aquato, the main character from the Double Fine video game Psychonauts, seeing as he's in a government institute for teaching psychics, albeit by choice instead of necessity. AEGIS gets a relatively low profile on here, because this is a superheroes game and not a super-agents one, but a training camp for psychics is a setting detail rich with opportunity for new characters.

 

He's not a themed psychic, more a generalist that can fit a lot of concepts at once. Dropping or changing the powers in the Array would go a long way to further defining and  the character's mental powers.

 

Obviously he's not 'armored like a tank' mentally like Raz is, and lacks Pyrokinesis and Levitation(besides the Slow-Fall, where you grab your thought balloon and drift safely to Earth), making those good options for future APs, or maybe replacements for the ones he already has. Or maybe drop a few ranks in relevant Skills, Abilities and Combat points to get those powers right off the bat. Another thing to note is that he's not really like a soldier, he doesn't have any ranks in Tactics or Master Plan, or many other signs of a military kind of training. Something to keep in mind if that's more your thing.

 

He's got some clear weaknesses, especially Skill-wise where he's not going to be beating any experts and being dependent on a huge Array to do anything of real value, but for a PL7 character you could go far worse.

 

How does he get his powers? Well most teens and kids with psychic powers are mutant humans and so on like Eve Martel and her family or exposed to cosmic energy sources like Psyche, a T-Baby, so those are two very broad, awesome choices. The villains Professor Psion, Mastermind and the Cosmic Mind might have a hand in them getting powers as well, though each have very different angles(Psion wanting to make humanity a race of superhumans, the Cosmic Mind not really caring about what she does to humans, and Mastermind with his backing of Preserver technology) that could turn out very interestingly when played out. Other options include things like 'enlightenment', being an alien like the Lor mentats, magical influences, power from the gods, demonic possession, and so on. There is always another way to do a concept.

(Bear in mind that you should always ask about using that kind of tie. Don't be me!)

 

Next up, an Eyespy Cadet who fits the 'spy' part a lot better...

Edited by Arichamus
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  • 2 months later...

   288970-razputin.jpg

 

    Character Name: Eyespy Cadet(v.2)
    Power Level: 7 (105/105PP)
    Trade-Offs: +2 Attack/-2 Damage +2 Defense/-2 Toughness
    Unspent Power Points: 0    


    Abilities: 0 + 4 + 2 + 6 + 6 + 0 = 18PP
    Strength: 10 (+0)
    Dexterity: 14 (+2)
    Constitution: 12 (+1)
    Intelligence: 16 (+3)
    Wisdom: 16 (+3)
    Charisma: 10 (+0)


    Combat: 10 + 12 = 22PP
    Initiative: +10
    Attack: +5 Melee, +9 Ranged
    Grapple: +5
    Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed
    Knockback: -1/-2


    Saving Throws: 4 + 3 + 4 = 11PP
    Toughness: +5 (+1 Con, +2 Costume, +2 Defensive Roll)
    Fortitude: +5 (+1 Con, +4)
    Reflex: +5 (+2 Dex, +3)
    Will: +7 (+3 Wis, +4)


    Skills: 48R = 12PP
    Acrobatics 3 (+5)
    Bluff 5 (+5)
    Concentration 7 (+10)
    Disable Device 5(+8)
    Knowledge(Behavioral Science) 2(+5)
    Knowledge(Current Events) 2(+5)
    Notice 7 (+10)
    Sense Motive 4 (+7)
    Stealth 8 (+10)

    Survival 2 (+5)
    Swim 2 (+2)

    Feats: 17PP
    Accurate Attack
    Attack Bonus(Ranged) 4
    Climbing Finesse
    Defensive Roll
    Dodge Bonus 3
    Equipment 4 [20EP]
    Improved Initiative 2
    Hide in Plain Sight    
   
   

Equipment 4 = 20EP
    Sample:
   

Binoculars[1EP]     
    Costume(Protection 2)[2EP]
    Gas Mask[1EP]
    Handcuffs[1EP]
    Night-Vision Goggles[1EP]
    Lock-Release Gun[1EP]
    Parabolic Microphone[1EP]    
    Quarterstaff(Strike 2, Mighty)[3EP]

 

    Powers: 11 + 8 + 6 = 25PP
     
    ESP 5(Visual Senses, 250ft.; Power Feats: Alternate Power)[11PP]  
    AP: Blast 5(Telekinetic Projection; Power Feats: Indirect; Drawbacks: Limited(available loose objects)[10PP]   
 
    Concealment 4(All Visual Senses)[8PP]       

    Telepathy 3[6PP]

    

    Drawbacks: (-0) + (-0) = -0PP

    


    DC Block
   

ATTACK       RANGE  SAVE                    EFFECT
Unarmed      Melee  DC15 Toughness (Staged) Damage (Physical)
Blast        Ranged DC20 Toughness (Staged) Damage (Physical)
Quarterstaff Melee  DC17 Toughness (Staged) Damage (Physical)

    Totals: Abilities (24) + Combat (22) + Saving Throws (11) + Skills (12) + Feats (17) + Powers (25) - Drawbacks (0) = 105/105 Power Points


 

So here we have a more spy-focused cadet of Eyespy. Not nearly as powerful, but much more adept at stealth and infiltration, avoiding trouble over causing it. Obviously the Equipment and Skills list can be redone to emphasize whatever tack you want to take with them.

Edited by Arichamus
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    Character Name: Ampersand
    Power Level: 10 (150/150PP)
    Trade-Offs: None
    Unspent Power Points: 0

    Abilities: 4 + 8 + 6 + 0 + 4 + 2 = 24PP
    Strength: 14/30 (+2/+10)
    Dexterity: 18 (+4)
    Constitution: 16/30 (+3/+10)
    Intelligence: 10 (+0)
    Wisdom: 14 (+2)
    Charisma: 12 (+1)


    Combat: 10 + 10 = 20PP
    Initiative: +8
    Attack: +10 Melee, +5 Ranged
    Grapple: +12(Base)/+14/+20/+22/+25
    Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed
    Knockback: -1/-5


    Saving Throws: 0 + 2 + 6 = 8PP
    Toughness: +3/+10 (+3/+10 Con, +0 [Other])
    Fortitude: +3/+10 (+3/+10 Con, +0)
    Reflex: +6 (+4 Dex, +1)
    Will: +6 (+0 Wis, +6)


    Skills: 40R = 10PP
    Bluff 9 (+10)
    Diplomacy 6(+7)
    Intimidate 9 (+10)
    Sense Motive 8 (+10)   

    Notice 8 (+10)

    Feats: 12PP
    Accurate Attack
    Attack Bonus(Melee) 5
    Dodge Bonus 5
    Improved Initiative
    Improved Grab
   


    Powers: 14 + 16 + 4 + 7 + 12 + 6 = 68PP

    Enhanced Constitution 14[14PP]
 
    Enhanced Strength 16[16PP]

    Flight 2(50MPH, 500ft. per round)[4PP]

    Inner Power Array 3(6PP Array; Power Feats: Alternate Power)[7PP]
   

Base Power: Enhanced Flight 3(to Flight 5(250MPH))[6PP]
    AP: Enhanced Super-Strength 3(to Super-Strength 5(+25 Effective Strength))[6PP]

      
    Mimic 4(20PP, Mimic All Powers; Extras: Duration(Continuous), Extra Subject; Flaws: Requires Grapple)[16PP]
   
    Super-Strength 2(Effective STR: 24/40Power Feats:]/i] Groundstrike, Super-Breath)[6PP]


    Drawbacks: (-0) + (-0) = -0PP
    A possibility. Maybe they've absorbed a weakness for certain metals or forms of radiation. Or perhaps their quarry needed exposure to a certain environment or mineral to retain their supernatural powers.


    Totals: Abilities (28) + Combat (22) + Saving Throws (8) + Skills (10) + Feats (12) + Powers (72) - Drawbacks (0) = 150/150 Power Points Edited by Arichamus
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  • 3 weeks later...

    Player Name: Arichamus
    Character Name: Feud
    Power Level: 13 (195/195PP)
    Trade-Offs: -5 Attack / +5 Damage, -5 Defence / +5 Toughness
    Unspent Power Points: 0
    

    In Brief: A cold-hearted bruiser out to make trouble and spread havoc, gifted with the power to sway minds and the future.

    Abilities: 30 + 10 + 10 + 0 + 8 + 6 = 64PP
    Strength: 40 (+15)
    Dexterity: 20 (+5)
    Constitution: 20 (+5)
    Intelligence: 10 (+0)
    Wisdom: 18 (+4)
    Charisma: 16 (+3)


    Combat: 10 + 8 = 18PP
    Initiative: +13
    Attack: +7 Melee, +5 Ranged
    Grapple: +22/+27
    Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
    Knockback: -2/-8


    Saving Throws: 5 + 2 + 6 = 13PP
    Toughness: +17 (+5 Con, +12 Protection, +0/+12 Impervious)
    Fortitude: +10 (+5 Con, +5)
    Reflex: +7 (+5 Dex, +2)
    Will: +9 (+3 Wis, +6)


    Skills: 48R = 12PP
    Intimidate 17 (+20)
    Knowledge(Current Events) 6 (+6)
    Language 2(English, Spanish(Native), Italian)
    Sense Motive 11 (+15)
    Notice 12 (+16)

    Feats: 16PP
    Accurate Attack
    Attack Focus (Melee) 2
    Dodge Bonus 3
    Fascinate(Intimidate)

    Improved Grab
    Improved Grapple
    Improved Initiative 2
    Luck 3
    Power Attack
    Startle(Intimidate)
    

    Powers: 25 + 34 = 59PP

Protection 12(Extras: Impervious; Power Feat: Innate)[25PP] Superdense Mutant Tissue    

Waycarving Array 15(30PP Array, Power Feats: Alternate Power 4)[34PP]
   

Base Power: Luck Control 6(Negate Use of HP 3, Force Reroll 3; Extras: Area(Burst), Selective)[30PP]
AP: Blast 12(1200ft. max range; Extras: Autofire; Flaws: Full-Round Action; Power Feats: Indirect 2, Knockback 3, Variable Descriptor 1(Bludgeoning, Crushing)[30PP] Storm of Bad Luck
AP: Damage 2(Extras: Penetrating 5[7DMG]; Power Feats: Mighty, Subtle)[9PP] + Leaping 6(100x Normal Distance)[6PP] + Super-Strength 5(65 Effective STR; Power Feats: Groundstrike, Super-Breath, Thunderclap)[13PP] + Speed 2(25MPH, 250ft. per round)[2PP] =[30PP] Inner Power
AP: Emotion Control 10(Extras: Area(Cylinder)[30PP]
AP: Emotion Control 15(Extras: Insidious; Flaws: Limited(Hate))[30PP]


    Drawbacks: (-0) + (-0) = -0PP

    


    DC Block
   
(see below)

    Totals: Abilities (64) + Combat (18) + Saving Throws (13) + Skills (12) + Feats (16) + Powers (58) - Drawbacks (0) = 181/181 Power Points

Edited by Arichamus
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  • 7 months later...

Player Name: Arichamus

Character Name: Mind-Set

Power Level: 10 (150/150PP)

Trade-Offs: -2 Defence / +2 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Gentler half of an artificial-human duo created by the Foundry to experiment with psionic powers, Created with the power to control the mind and senses.

Alternate Identity: Nathan(iel) Colletta

Identity: Secret

Birthplace: Foundry lab

Occupation: Superhero, nurse

Affiliations: Providence Asylum, Freedom City University, The Foundry

Family: Rachel Colletta (sister)

Description:

Age: 25 (Date of birth:

Apparent Age: Mid-twenties

Gender: Male

Ethnicity: Italian/Cyborg, Caucasian(as Mind-Set)

Height: 6' 5"/6' 8"(as Mind-Set)

Weight: 210 lbs

Eyes: Brown/Blue(as Mind-Set)

Hair: Black

Description: Big and tall is the simplest way to describe Nathaniel, he's brawny and well-toned with broad shoulders and powerful arms and legs, his skin darkly tanned. The thick black hair on his proportionally-appropriate head is wavy, cut short and always impeccably combed above bushy eyebrows and earnest brown eyes. His features are classically handsome, though not more so than many, and usually set in a warm, encouraging smile. Off-duty he wears button-up shirts(preferably blue) and khaki pants with sturdy shoes, while on the job at the asylum he fills out the standard-issue crisp white uniform.

As Mind-Set he conceals his identity behind both a simple green mask and the illusion of a paler and(even more) square-jawed champion of justice, dressed in a vibrant blue, rich orange and glistening black costume marked with a sunset on the chest. In that disguise his eyes blaze blue and his voice deepens in timbre.

A medical scan of either twin will reveal a web of electronics and circuits digging into their brain. They are aware of it, but believe that it exists to boost their powers. In truth their memories and personalities are housed in the electronics, not in their grey matter.

Power Descriptions: Nathan is telepathic, and his powers have governance over the mind and what it perceives. Mind-Set's powers, besides his ability to form very persuasive sensory simulacrums(Illusion), are remarkably difficult to detect given their wide-ranging effect. When standing at just the right angle, it's possible to make out the passage of some invisible force when he's trying to overthrow another's reason(Mental Blast, Emotion Control) or a flicker of electric blue light in the depths of his eyes and someone whose will he's trying to override(Mind-Control). When hiding himself and others from the senses(Concealment), their bodies appear to disappear in a circular wave from the torso outward.

To those with the right detection abilities, Mind-Set's powers give off a flare of cold blue light around himself and his target or targets, or a harsh electronic crackle.

History:

Talos, the ingenious Man of Bronze and molder of the Foundry, has been hard at work making artificial beings like himself for decades. For obvious reasons, most of them were metal minds in metal bodies, as he struggled to create someone really like himself, a true peer. However, he's always been interested in replicating the bizarre powers displayed by organic superhumans, exemplified by his wayward 'son' Argo, the Ultimate Android, and like his business partner Overshadow has a vested interest in that elusive yet tempting source of power: psionics. That such a thing as a psychic robot had never been seen before was taken by Talos as an implicit challenge by the universe.

Working from the understanding that since organic brains are similar to electronic ones on a base level(interpreting and reacting to exterior stimuli by electric impulses) and that psychics must be somehow exploiting that, Talos studied and experimented for years on those unfortunate enough to both have such abilities and fall into his bronze clutches. To his disgust, he found that the best results were got from organic 'carriers', their brain-wave patterns somehow amplifying the powers he managed to replicate. Making lemonade from lemons being one of his few positive sides, Talos honed and refined his process until he had two prime subjects, both indistinguishable from normal humans save for the small pieces of circuitry and electronics in their brains: where he gave them their powers, their personalities, and their first spark of life.

One could wreak havoc on everything outside the mind, the other on everything within it.

Given that and his agents Keres and(nominally)Blackfire, it's likely they would have been intended as sleeper agents, but Talos' plans were thrown into disarray when his alliance with the Curator led to the destruction of the secret lab the twins(given the names Nathan and Rachel Colletta) were being tested and grown in, and the pair were evacuated with all speed as the facility exploded and crumbled around them. They escaped death or capture(or rescue), but not without damage, including damage to the mental programming that would have compelled them to search out some other Foundry base.

They had enough training to get by in the world, however, and after making their grueling way to civilization, set about the work of their new lives. Talos had already set up a plausible family history for the pair to draw from, and the rest fell out as could be expected, including the "discovery" of their powers and slow migration to Freedom City, super-city of opportunity. Nathan soon developed a fascination with the workings of the human mind, its relationship with the brain and the mysteries therein, seizing an opportunity to study it as a nurse at the Providence Asylum(which after taking on 'superhuman' patients has also significantly increased its wages and health insurance policy) alongside his courses at FCU.

These days Mind-Set spends them like many working university students; he splits his time rigorously between work, ease and school life, keeps up a wide ring of friends on and off campus, and heads off on superheroic excursions with sister Maelstrom when the need arises. It's a good life, busy, and with more doors opening up before the Colletta twins all the time.

Whatever new plans Talos might have for his oddest pawns, if indeed they aren't already unconsciously playing one out, remains to be seen.

Personality & Motivation: A towering and sturdy rock to his sister's raging sea, Nathan(iel, as he insists on adding to it) has grown up into the role of peacekeeper and mediator. He embraces that due to both a history of calming down situations his sister got involved in(the ones she didn't end), and a fascination with how and why people think and do what they do. His powers give him a window on that, but he prefers a more academic method(and fears coming to rely on his powers to get what he wants), and hopes in his heart of hearts to find a way to 'cure' the problems afflicting those suffering mental illnesses and imbalances. Preferably without superpowers.

Nathan's work with the mentally ill is something he values deeply, as the young man views many of the world's villains as very like his patients, people in need of care, understanding and treatment over punishment. This hasn't diminished his power to recognize real, conscious evil, but it has made him more sympathetic to the plight of those in real need of help.

In person he's laid-back and confident, preferring to be the supporter of a group over being a leader, years of playing second-fiddle making it a natural and comfortable fit for him.

Powers & Tactics: A diehard support specialist, Mind-Set tends to keep on the sidelines and coordinate with his sister over their telepathic link(between their chips), providing illusory screens and manipulating the emotions of their enemies to keep the bad guys in disarray. If at all possible, he remains undetectable for as long as possible and keeps nearby allies also hidden, unleashing his savage assault on others' psyches only as a last resort. His power to dominate people's minds is something he uses very sparingly, mostly if he's fighting someone on his own and they prove immune to his appeals to reason or if he's in a group fighting someone vastly stronger than them.


Complications:

Actually Artificial Nathan's mind and personality is housed in a computer distributed throughout his brain. This leaves him open to powers that normally only affect computers, like Datalink or an EMP attack.

"And now for that mask!": Mind-Set doesn't wear much of a disguise, and if his illusion is penetrated there isn't much to protect his identity.

Brainwashed and Crazy: Talos doesn't believe anymore in tools that can't be controlled. Not to mention the danger if somebody else figured out how to 'access' either twin.

False History The Collettas' history is elaborate, but ultimately fake. Enough digging will reveal this.

"I'm real, damn it!": Nathan puts an irrational emphasis on his being a 'real' person, and will go to considerable lengths to prove it to himself or others.

Overdrawn at the Brainpower Bank: The mental discipline needed to use his psychic abilities can mean havoc if it's broken or strained, such as if he fails a crucial Concentration check or overtaxes himself using Extra Effort.

Responsibility: His sister's well-being, his patients at Providence, his studies, his friends, his need to conceal his true name from criminals.

Secret: Identity.

Secret: He's a psionic organic robot made by a genocidal metal robot. [if that comes out, it leads to a Prejudice Complication.]

Secret Past: 'Nathan' isn't human, not strictly; he and Rachel were both created by the Foundry, even if they don't remember it.

That was a lie?: Nathan genuinely wants to trust and bring out the best in people, which despite his powers makes him just that much more vulnerable to deception than his more cynical sister.

Whoops! Zhat vas not medicine!: As a nurse at Providence Asylum, Nathan is often unknowingly vulnerable to the likes of the Maestro or Fear-Master, something that could make already complicated situations a lot more so.

Abilities: 6 + 8 + 10 + 6 + 8 + 4 = 42PP

Strength: 16 (+3)

Dexterity: 18 (+4)

Constitution: 20 (+5)

Intelligence: 16 (+3)

Wisdom: 18 (+4)

Charisma: 14 (+2)

Combat: 16 + 8 = 24PP

Initiative: +8

Attack: +10 Melee, +8 Ranged, +10 Mental Blast

Grapple: +13

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

Knockback: -0

Saving Throws: 5 + 6 + 8 = 19PP

Toughness: +10*/12 (+5 Con, +5 Force Field, +0*/2 Defensive Roll; +0/5 Impervious) *Flat-Footed

Fortitude: +10 (+5 Con, +5)

Reflex: +10(+4 Dex, +6)

Will: +12 (+4 Wis, +8)

Skills: 56R = 14PP

Concentration 8 (+12)

Bluff 8 (+10)

Diplomacy 10 (+12)

Drive 1 (+5)

Knowledge(Behavioral Sciences) +5 (+8)

Knowledge(Current Events) 2 (+5)

Knowledge(Streetwise) 3 (+6)

Languages 2(English(Native), Italian, Spanish)

Sense Motive 6 (+10)

Stealth 11 (+15)

Feats: 8PP

Attack Focus(Melee) 2

Defensive Roll 1

Dodge Focus 4

Improved Initiative

Powers: 11 + 30 + 2 = 43PP

Force Field 5(Extras: Impervious 5; Feats: Subtle)[11PP] Psychic, Technology

Mind Play Array 12.5(25PP Array; Feats: Alternate Power 5)[30PP] Psychic, Technology

Base Power: Mental Blast 10(Flaws: Distracting; Power Feats: Accurate, Affects Insubstantial(DMG 5), Homing 1(1Extra Attempt), Reversible, Sedation, Subtle)[25PP]

AP: Concealment 10(All Senses(Auditory, Olfactory, Mental, Visual); Extras: Affects Others; Flaws: Passive; Feats: Close Range , Selective)[22/25PP]

AP: Emotion Control 10(Feats: Mind Blank, Reversible, Subtle)[23/25PP]

AP: Illusion 6(All Senses; Feats: Precise)[25PP]

AP: Mind Control 10(Extras: Conscious; Flaws: Sense-Dependent(They must meet his eyes); Feats: Mental Link, Subtle)[22/25PP]

AP: Mind Reading 10(Extras: Area(50ft radius); Flaws: Distracting; Feats: Precise, Progression 2 (Area: 25ft. per rank=250ft. radius), Subtle)[24/25PP]

Super-Senses 1 (Communication Link [Rachel Colletta], Feat: Subtle) (Sibling Link) (Telepathy) [2PP]

[table]DC Block

ATTACK RANGE SAVE EFFECT

Unarmed Melee DC18 Toughness(Staged) Damage(Physical)

Emotion Control Perception DC20 Will Emotion Change

Illusion Perception DC16 Will Illusion Maintained

Mental Blast Perception DC25 Will (Staged) Damage(Mental)

Mind Control Perception DC20 Will Mind Controlled

Mind Reading Touch(Area, 50ft.) DC20 Will Mind Read[/table]

Totals: Abilities (42) + Combat (24) + Saving Throws (19) + Skills (14) + Feats (8) + Powers (43) - Drawbacks (0) =150/150 Power Points

Edited by Arichamus
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  • 3 months later...

The Lost and Future Time

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"City", by Denoro

The temporal nexus that envelops the United Kingdom and Ireland has deep roots, as befits a warp in the dimensional fabric that twists the definition of 'future' 'present' and 'past' into millions of possibilities. One of those possibilities, reaching far into the future, is the true origin of the mysterious cyclical utopia of Camelot. Or, at least one of the more probable origins.

From what can be pieced together, both from references by the Guardians of Time, the Associates and their Futurekin, a general idea of what caused the breakup and scattering of the Lost Time is found.

In the European Dark Ages, shortly after the last vestiges of Roman control were gone, and Blackthorn was first laid to rest, Merlin was arch-Druid of the North and Master Mage of Earth and its dimensions. Seeing the strife, evil and pain caused by the quarrels of kings, the wars of gods, and the incursions of foul Bes and his shapeless Fomorians past the silver watchtowers of Avalon, the mighty elementalist decided to find a final safeguard for all humanity, knowing thanks to his prophetic second sight the even greater trials ahead.

Casting his sight and a portion of his consciousness through the great rift, the Master Mage discovered a future long after the Confederacy of Planets had flowered and faded. Technology had advanced to the point where individuals could travel almost anywhere at will in brilliant starships, the spires of cities grown on planet surfaces reached to the suns, and weapons could devastate worlds purely by accident. Merlin, awed by the power to come, was initially disheartened by the discovery that this glittering vision was fractured into small system-states and cluster kingdoms owing only feeble allegiance to their rulers. The discovery of a young general with integrity and a strength of will far beyond his peers in the Orion Khanate soon showed the visiting Master Mage a solution.

Befriending and guiding the general, Merlin attempted to bring the feuding stars under one banner, hoping to create an army that could strike at any point in the timestream to defeat mankind's enemies, confident that his second sight would let him influence the future without needing to actively journey back and forth once his stellar utopia was achieved. The sudden, unexpected death of the general threw Merlin's plan into disarray, and only great effort and mystic insight on his part rescued the sole child of the warlord from his father's enemies and placed him in the care of a loyal pilot-knight.

From there the story proceeded much as could be expected. Merlin discovered the son to be even more virtuously-inclined and shrewd than his father, a gene-locked weapon from the general's armory at an interplanetary contest to determine who the next Khan-Dragon would be revealed the son and bolstered his claim of legitimacy, and dissenting knights and system lords rebelled against their upstart stripling of a Khan. Defeating them with mercy and wisdom, the guile of Merlin and a host of pilot-knights, the would-be-saint king wed the mightiest daughter of his former enemies(rumored to be of the bloodline of Centuria herself), ushering in age of peace and unity. Perfecting his starry realms with the aid of a legion of valiants and wise councilors, the saintly Khan ruled from a paradise forged with cosmic energies, the fairness and kindness of his and the Khana's reign was known throughout the universe, and all seemed ready for Merlin's great triumph.

Then tragedy struck, as always, from the last place expected. The system lady who bore the saint had three daughters, all of whom had uncovered the secrets of magic new and old from long study with the smitten young Merlin, and who at first used their powers to aid the Khan. But at length the glory of the Orion Khanate aroused their greed, the saint's gentility seemed a weakness, and they plotted to overthrow him. Through a near-copy of the Khan they instilled with malice for their half-brother and sister-in-law, they eroded faith in the Khan and his ideals. Through their cunning Merlin's soul was cast back into the past and barred from saving what he had struggled to create, and the rebellious artificial son fought the saint in a final battle that destroyed the entire timeline.

To assist with the Khan's early battles, a multi-reality sword named Excalibur had been made under Merlin's direction, with a temporally-isolating belt to hold it. They overcame any attack or defense, and together made the bearer invincible. The belt was stolen for the artificial son, however, and the paradox caused by their clash shattered the time-stream to pieces, the backlash spilling through the nexus over Britain and infecting every era of Earth's history. From the depths of time to the far future, the events that had brought about the catastrophe were repeated whenever somebody tried to create a utopia backed by otherwordly power. Such attempts were few but worldwide, although the majority occurred in the British Isle thanks to its connection to the Seelie Fey. Just such a connection has proven to cause a corruption in the cycle, as the last iteration's Saint King and Eternal Traitor are yet alive outside the bonds of Earth-time. Merlin's history was seamlessly massaged into the narrative as the councilor who first broaches the utopian dream, that future time now just a bitter memory.

Travel to to the Lost Time is dangerous and difficult, but rewarding. A very real utopia of almost unfathomable power and integrity is almost the least of its wonders, as cosmic monsters, galactic conquerors and extraordinary technology all still exist among the fragmented remains of that now-lost future. The Time-Keepers are understandably leery of letting people wander around in a broken age, but until they finish untangling the web of history Merlin's foolishness created they begrudgingly allow it, though bringing things or people back from it is harshly banned and pillagers instantly removed from their booty. The knowledge there is easier to take, however, and the Associates and Futurekin both eagerly search for the secrets to that era's might, and especially for the secrets of its awe-inspiring weapons like starrions and excisers. So far few have gone in, and less has come out.

Edited by Arichamus
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  • 1 month later...

Player Name: Arichamus

Character Name: Edan Caliburns

Power Level: 9 (135/135PP)

Trade-Offs: +5 Attack/-5 Damage, +5 Defense/-5 Toughness

Unspent Power Points: 0

In Brief: Prosecutor given a dark epiphany by the demon Mens Rea, driven to persecute the guilty to the bounds of law and beyond.

Alternate Identity: Law Daemon

Identity: Secret

Birthplace: Aberdeen, Scotland

Occupation: Prosecuting Attorney

Affiliations: Cabot, Cunningham & Crowley

Family: None living

Description:

Age: 27

Apparent Age: 27

Gender: Male

Ethnicity: Caucasian(Scottish)

Height: 6'

Weight: 160Lbs

Eyes: Gray

Hair: Auburn

Description: A trim ramrod of a man in a deep red suit, Edan regards the world from hooded eyes embedded in a smooth, lean face, moving with long, slow strides through the world, head high and expression cold. In court he sits with his fingers tented, eyes burning. When he speaks his strongly-accented voice cracks and rings through the air, consuming other voices in its path. His right hand is almost always in its coat pocket, his left either gesturing emphatically or flicking back his coarse shoulder-length hair.

Power Descriptions: Edan's hellish powers are strictly devoted to the mind, and swaying peoples' wills. When forcing others to reveal their secrets, the tips and palm of his right hand light up with infernal sigils, and when confronting people with their guilt, back of his mouth falls into darkness and spectral glitters flash in his eyes. Turning to Hellish flame is just that, creating a body made of smokeless, heatless Hellfire.

History: Edan was once one of Scotland's most famous prosecutors, a remorseless man of the law who relentlessly pursued the guilty. He took on people and cases considered impossible by most, his cold reserve and unflinching persona, combined winning him both respect and fear in the courts of the United Kingdom. A nearly unbroken success record didn't hurt, and he came to grimly enjoy the way his mere name or presence could shake the brave and send people racing for out of court settlements. He also enjoyed the considerable fruits of such victories.

Unlike how people thought about him, however, Edan really did care about the truth, about more than just winning. But he valued his judgement and that of the police with regards to who ended up in the defendant's chair too much to give more than a second glance at the facts of each case. It was in a rare trip to America, representing the interests of a wealthy family there, that he underwent his revelation.

The family was accusing their old, reliable butler of stealing from them for decades, and neither the old man's protestations or pleas did anything to soften Edan's heart when he noted that the man was entirely unable to account for the missing money(all from a safe known only to the household), yet had no evidence or alibi worth the name. Edan won the trial the next month without once needing to resort to anything but logic and argument, even making the evidence and careful notes he'd accumulated redundant. He saw the old man off as he tearfully began his journey into the prison system, and went peacefully to bed, flush with victory.

And the next day, in Pyramid plaza, Mens Rea visited him. The demon, disguised as the case's lead detective, joined him for lunch, showing him the truth: the old man was innocent. His son, the trusted confidante of the old family, was the one who had been stealing from them, and had framed his father to take the fall. To Edan's chilling blood and mounting horror, time slowed to a crawl as the detective spoke on, casually explaining all the times the prosecutor had slipped up or misinterpreted things over the years, showing him the fates of all those he had wrongfully imprisoned without ever knowing it. At last, pale and shaking, the lawyer stood up and fumbled for his phone, desperate to stop what he had inadvertently done. This at least he could fix, this victim he could-

"Oh, the old man? Sorry, Mr. Caliburns, he died in custody last night. Heart failure. Thought you should know."

In the shifting, half-lit netherland conjured by the demon, the phone fell soundlessly to the inky floor. Edan sank to his knees, numb with shock and mind racing with self-hatred and remorse. He began to cry, helplessly sobbing as the demon watched mildly. Then Mens Rea spoke again. He told the red-suited lawyer about all the people he had justly put away, all the lives he had saved, all the real good he had done. It was exactly as many as he had wronged. Never in all his life did the Scotsman fell such self-loathing as he did under the demon's power. When the Lord of Twisted Memories revealed himself in his 'true' form of Cindy Hane, it was with an offer for a second chance: the demon would grant Edan some of its power, and allow him to KNOW if people were really guilty or innocent. As well, he would have the power to compel their truthfulness, and bring onto them the full weight of their misdeeds. With tears in his eyes, Edan feverishly scribbled his name on the contract that appeared on the table, ignoring the small post-script. The addendum that would allow Mens Rea to control whether or not what he saw was real.

Along with his British practice, Edan Caliburns has opened an office in Freedom City in partnership Cabot, Cunningham & Crowley, the fiendish legalists eagerly welcoming another "like them" into the fold. He's made a name for himself in a few modest cases, but he'll arrive on the main stage sooner or later, his hand marked with the devil's bargain he struck and eyes burning with the hope that this time, this time he will be right.

Personality & Motivation: Edan is a merciless opponent in court, letting not even the smallest error go unquestioned or hole untouched without thorough questioning. He's cold and stern, never smiling unless he's done quite well, or his opponent quite badly. The smallest detail does not escape him, and he's always minutely attentive to what's going on. Out of court he's solemn but polite, unlikely to raise his voice, and downright comfortable chatting with people he despises. Only the interrogative eye that burns into those he suspects, or the sharpened tone when talking to somebody he distrusts, reveals the seething emotions boiling away inside him. The Law Daemon is devoted to punishing the guilty, and he'll stop at nothing to prove that someone is as guilty as his infernally-gifted eyes reveal. He knows that his powers aren't healthy, or wholesome, or all the words he uses before daring to think 'good', but he hopes that by sparing their use he might save his soul by the good they let him do. After all, to punish the guilty, isn't any tactic justified?

Powers & Tactics: Dissect everything, from the smallest contradiction in testimony to the largest discrepancy in facts. Leave nothing to chance, have a trump card ready for a moment's notice. People lie best when calm. Rattle them with sharp words or piercing questions. Use the gifts of Mens Rea only when victory is either hopeless or assured.

These gifts, seeing the guilt people carry and what event or deed it relates to, sapping the will and crushing the spirit, or outright overthrowing the minds of his foes, are not something Edan hastily falls back on. They are tools, tools to be used strategically.


Complications:

Abilities: 0 + 0 + 2 + 8 + 10 + 14 = 34PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 20 (+5)

Charisma: 24 (+7)

Combat: 10 + 6 = 16PP

Initiative: +0

Attack: +5

Grapple: +5

Defense: +5 (+3 Base, +2 Dodge Focus), +2 Flat-Footed

Knockback: -0

Saving Throws: 4 + 3 + 6 = 13PP

Toughness: +4 (+2 Con, +2/+0 Defensive Roll)

Fortitude: +6 (+2 Con, +4)

Reflex: +3 (+0 Dex, +3)

Will: +13 (+7 Wis, +6)

Skills: 96R = 24PP

Bluff 8 (+15)

Diplomacy 8 (+15)

Intimidate 13 (+20)

Investigation 5 (+10)

Gather Information 4 (+8)

Knowledge(Civics) 11 (+15)

Knowledge(Current Events) +6 (+10)

Language 4 (English(Native), French, Gaelic, German, Spanish)

Peform(Oratory) 8 (+15)

Sense Motive 15 (+20)

Notice 10 (+15)

Feats: 14PP

Benefit 4 (Wealth 2; has an in with the FCPD forensics division; Status: lawyer working with C, C&C)

Connected

Contacts 2 (Freedom City Police Department, local law firms)

Defensive Roll

Dodge Bonus 2

Fascinate 3 (Bluff, Diplomacy, Perform)

Well-Informed

Powers: 22 + 12 = 34PP

(All powers have the Infernal and Magic descriptors)

Daemon Array 10(20PP Array, Feats: Alternate Power 2)[22PP]

Base Power: Emotion Control 9(Extras: Linked(Drain Will); Flaws: Limited(Fear); Feats: Mind Blank, Reversible)[11PP] + Drain Will 9(Extras: Alternate Save(Will), Linked(Emotion Control), Range 2(Perception); Flaws: Distracting, Sense-Dependent(Hearing))[9PP] = 20PP

AP: Insubstantial 3(Hellfire, Extras: Selective)[18/20PP] + Super-Movement 1(Slow-Fall)[2/20PP]

AP: Mind Control 9(Feats: Mind Link, Subtle)[20PP]

Super-Senses 12( Mental: Accurate(+2) Detect Holy(+1); Visual: Acute(+2) Analytical(+2) Detect Guilt(+1), Postcongition(+4))[12PP]

Drawbacks: (-0) + (-0) = -0PP

DC Block

(see below)
Totals: Abilities (34) + Combat (16) + Saving Throws (10) + Skills (24) + Feats (14) + Powers (34) - Drawbacks (0) = 135/135 Power Points Edited by Arichamus
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  • 4 weeks later...

Gamma Draconis & Delta Serpentis

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Approximately 120 light-years "up" from Solar, in a dense cluster of gases known to the as the Red Forest, is the region known as the Dragon's Hearth. In ages past it was called the Delta Serpentis nebula for the snake-like head gaping near the center, with the inner golden heart the Gamma Draconis. A pseudostar pulses at the center of the pink and blood-red clouds, at the confluence of a ripple in space-time. It sheds light on rocky worlds, some afire with volcanic activity, others cold and dead before their time, all marked with divots and massive canyons encircling their hemispheres.

The sheer number of planets is remarkable, but even more so are the shattered remains of others. Old and broken worlds drift into the fiery heart of the Hearth, while young molten worlds spiral away into the nebula. Few of the planets or moons are of any appreciable size, but the rate of creation and destruction far outpaces anything seen elsewhere. As if by purposeful will, a tug of war goes on, fought between the arid Forest and blazing Hearth.

For the last four million years, this has been the home and refuge of the great gamma dragons.

Gamma Dragons

The Milky Way is home to all manner of space-going life, from microscopic bacteria conclaves riding in subspace channels to the great Nannesh'Obaann, the amalgamoid of five thousand planets and their biospheres. Even so, the gamma dragons are something else entirely.

Reaching up to five miles from snout to tail tip at the smallest, and stretching to several hundred thousand at the largest recorded sighting, these roughly serpentine monsters propel themselves through space and atmospheres by manipulating the very laws of gravity. They are not beautiful, but they are striking, and strongly resemble Aztec depictions of Quetzcoatl in his guise of the feathered serpent. Creatures of solar flame encased in shells of metal and rock, gamma dragons by necessity leave joints and gaps in their armor, from which thin plumes of energy and radiation emit. They are roughly equal in power to a mainline battleship in their adult years, with their eldest both more powerful and with a cunning to match. Luckily they rarely leave the Dragon's Hearth and its young worlds, although the few who do are much more aggressive than those that remain in the nebula. They grow their shells by consuming metals and other hard minerals, which reacts with their high-energy bodies to create dazzling and ornate patterns along their vast lengths.

Their life-cycle has been hinted at, with young dragons emerging from molten worlds in orbit of the pseudostar, though how they come to be in the first place is unknown. There have been long-range sightings of adults carrying planetoids back to the Red Forest, which at least suggests the end to the cycle.

The few brushes they've had with smaller life is violent, although a sparse fraction have mellowed to the other inhabitants of their systems and act as local guardians. For many of the 'barbarian' worlds, the gamma dragon is a totemic symbol of strength and indomitability, and some mages have managed to tap into their symbolic power. What little contact has been made with those who don't end up in the Stellar Khanate(which has been remarkably few) suggest they are fully sapient, but few have the least idea about why they exist or where they come from.

Those few are the Movers and the Keepers.

Movers & Keepers

The rocky worlds aren't the only place in the Red Forest that life can be found. In the depths of the nebula, two opposing civilizations have sprung up, composed of an eclectic bunch of loosely-related species from neighboring stars. One, a nomadic enclave whose fleets of ships mine the surrounding gases for fuel and compounds, have named themselves the Movers, and seek to defeat their counterparts, the mostly passive Keepers, whose network of space stations and few yet formidable vessels has managed to deter the Movers from the heart of Dragon's Hearth.

Both clans defer to a religious text found hundreds of thousands of years ago, a monolith of blue rock detailing the true history and origin of the gamma dragons, the pseudostar and even the Red Forest itself.

The full extent of the truth is a mystery to any not in their faths' inner circles, but both are resolute in their opinion of what should be done about the strange, massive object coiled at the heart of the pseudostar, in the eye of the twist in space and time. This ridged oval thing, black in hue and rocky in texture, is the true Gamma Draconis. All the smaller beings that share its original shape are mere fragments of the beast. For reasons best known to themselves, it is both imperative that the black dragon be removed from the nebula, and that it stay where it is. Neither side has any interest in explaining themselves, and getting the truth with psionics or magic is phenomenally difficult.

Both sides have advanced technology slightly above the mean of the rest of the galaxy, and besides their single-minded fanaticism are quite welcoming to outsiders. They only require two things of visitors: first, that they do not try to wake the dragon, and second, that they don't hinder attempts by the Movers to do so. Neither side will object to anybody trying to approach or investigate their object of fear and reverence. The Keepers have a special rapport with the gamma, although neither they nor the Movers are ever attacked by them. For the most part, the local megafauna ignore intruders. After millions of years, what could threaten their home?

Edited by Arichamus
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Earth-S Eldritch-Isolate 987

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GODMASK
 

 

Earth-S Eldritch Isolate 987 is, at least superficially, a close cousin to Earth Prime. A cursory visit will turn up only a more peaceful global situation and notably healthier environment. Staying long enough to spend the night, or possessing mystic or psychic insight, however, will quickly reveal its hidden face.

 

The seemingly mundane planet and its universe are part of a chain of 1000 realities cut off from the wider cosmos, caught between the designs of Weyan, the White-handed Wheelwright, architect and planner who wishes to freeze the thousand worlds in static paradises, and Vhoka the Eater of Gods, the devouring force of destruction and rebirth trying to destroy the worlds and souls so they can rejoin the Cosmic Coil. Those with higher numbers rest closer to the mechangelicals of Weyan, while those lower in number are closer to the maw of Vhoka. Being pressed into order, Earth-Godmask has powerful idiosyncrasies in its physics and metaphysics.

 

The physical world and the Astral Plane intersect on Earth-Godmask, making dreams and powerful ideas into reality by force of will or mass acceptance. There the barriers between the human mind and the outer realms is thinned, allowing powerful beings from across the cosmos access and influence. Predominately, such forces are interested in tipping the world toward the axes of Order and Havoc, and have aligned themselves into complex factions of alliances throughout many worlds and planes of thought, all seeking to enforce their will on the planet and the souls who live there.

 

 

 

[uNDER CONSTRUCTION]

 

 

Edited by Arichamus
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  • 3 years later...

Sun Dragon
Power Level: 10 (180/180PP)
Unspent Power Points: 0 
Trade-Offs: +2 Toughness / -2 Defence

 

In Brief: Prince of a fiery nation, come to regain his honor and bring freedom to the world. 

Catchphrase: "Don't worry, I'm here." 

ThemeLegend of Korra OST: Red Lotus Theme 

 

Alternate Identity: Leroy Remilikun Ransom-Conte, 'Larry'
Birthplace: New Atlantis City, Earth-W Tech 9

Residence: Freedom City, Earth-Prime
Base of Operations: Claremont Academy, Lantern Hill(803 Aperson Ave.)
Occupation: Prince, philanthropist
Affiliations: Claremont Academy, New Atlantis, 
Family: Amatekon Ransome-Kuti(mother), Lafenwa Moko(father), Sola Oluseyi(father), Lavernius Conte(father, blood), Leroy Conte(uncle),

Siblings by age:

30-25 

Olokuye Ransom-Moko(elder sister), Olokode Ransom-Moko(elder sister), Olukoju Ransom-Seyi(elder sister), Olufon Ransom-Moko(elder sister),

24-20

Olaore Ransom-Seyi(elder sister), Olaiunu Ransom-Moko(elder sister),  Oludotan Ransom-Seyi(elder sister), Olukoraiwa Ransom-Seyi(elder sister),

19-10

Olagoke Ransom-Moko(elder sister), Oluyemi Ransom-Moko(elder sister), Olutoye Ransom-Moko(younger sister),

9

Oloroo Ransom-Conte(younger sister)   

 

Description:
Age: 16 (DOB: August 10th, 2002) 
Apparent Age: Mid-teens
Ethnicity: Yoruban Nigerian/African-American
Height: 6'5"/1.98m
Weight: 210lbs/95.25kg
Eyes: Gold
Hair: Black

 

Like all his family Leroy is a pillar of chiseled muscle and bone, sleek and powerful, with three claw-like scars gashing his face diagonally from under his eyes to his jawline. His skin is otherwise smooth and flawless, the only other markings are golden tattoos of fire and dragons festooning his body. His hair is cut close into a Caesar on top and shaved meticulously at the sides and back, the geometric effect lending an almost inhuman look. He's unguarded and animated in movement and expression with a smile for everyone, a helping hand at the ready and sparkling eyes. Even in battle he's anything but solemn, laughing or cursing roundly, throwing everything into every action. He's possessed of seemingly limitless energy and passion. His voice has a strong Nigerian accent, particular to the coastal delta region, but with a pronunciation that to Atlanteans is instantly familiar.

 

His clothing matches his personality, brilliant colors in fantastical arrangements, with tunics, robes and trousers cut and styled in fractals of every conceivable color, the most common being blue, red and yellow. He usually goes barefoot, and when not wears sandals strapped at the knees. He rarely, if ever, gives any consideration for the weather.

 

On campus he wears the Claremont school uniform, though modified to resemble the private school's original three-piece suit in rich blue and dazzling gold. 

 

As Sun Dragon, he uses his powers to shape a suit of black armor veined with yellow, a black featureless helmet concealing his face. A winged yellow starburst serves as an insignia.

 

History:

Leroy Ransom-Conte was born into a world at peace. Earth-W Tech 2 has never known war, crime, fear or hate. The best and brightest use powers as disparate as sorcery and cybernetics to create a better world for all, guided by the world's leader, his mother Amatekon. Amatekon is a former hero of Earth-Prime's Silver Age, a psychic warrior called Lioness who used her powers to make herself nigh-invulnerable and protect the innocent across West Africa. However, during the troubles of the  60's and 70's, and as she grew to better understand the deep roots of fear festering at the heart of humanity, she began to despair of making any lasting change. Growing convinced that only a new world, a totally new way of life, could demolish the prejudices and hate she met every day, Amatekon set out to find a new home for humanity. She found one in an Earth slowly sinking into the global ocean, its core failing and the only human inhabitants a failing branch of the Atlanteans. With her powers and their technology Amatekon drew forth and tamed dragons from the mantle, forging a lasting friendship between them and her followers. Together they reignited the core, reclaimed land from the seas and established the great capital of New Atlantis. Discovering that her deeds partly matched the religious lore of her Yoruban ancestors, Amatekon also learned that by fulfilling and embodying prophecies and mythic archetypes she could attain even greater power, making her dreams that much more attainable.

 

Focusing on Earths ruled by tyranny, the Lioness made a point of destroying such regimes and giving those oppressed the option of joining her in her new world. As a result, her power grew by leaps and bounds. With billions of minds working at once, the technology, magic and natural talents available to New Atlantis soon outstripped that powers much older could muster.

 

But after years on her own Amatekon was lonely, the enormous pressures of her new life were almost overwhelming and she'd grown to miss her old home. So, starting in the early 1980's, she began making trips back to Earth-Prime, discretely searching for like-minded souls. During one such excursion she met her first and second husbands, Lafenwa and Sola, via foiling an attempted assassination of President Shagari by New Freedom super-assassins. The three had clicked immediately during the defense and the two men, with powers of their own, found her vision of a new Earth compelling. Together they moved to Earth-2. where they began raising a family alongside the patient work of creating a whole new civilization. Amatekon returned to Earth-Prime several times since then, spreading her message and lending support where she felt her presence wasn't destabilizing or made the local community a target. One such event was the day the Centurion died, where during the cleanup and recovery she met her third husband. 

 

Leroy's father was the brother of Leroy Conte, the Golden Marvel, a light-wielding superhero who in the late 80's and 90's fought crime in Freedom City. Unlike Lavernius, a gentle and dedicated music teacher, Leroy seethed at the injustices of life in Lincoln and the crooks in costumes or suits pushing people around.  His brother was arrested and imprisoned for killing one of his rogues' gallery, and soon after came the Terminus Invasion of 1993. His life destroyed and his family gone, Lavernius attended one of Amatekon's rallies advertising "Earth-2" hoping to catch some of the renewed love of life other Freedonians had. He and the would-be savior met, and to the surprise of both became fascinated with each other. Lavernius' resilience despite his weakness, tragic past and drive for excellence in his art appealed to the romantic in her, and her ideals of self-direction and freedom from the past struck a powerful chord in him. He decided to stay on his world, partly to advocate for his brother, but maintained a relationship with Amatekon that grew into marriage in 2000. Thanks to her, he unlocked powers similar to his brother's, though nowhere near as strong, and after the rally began a productive career teaching music at Freedom School for the Arts in Southside, visiting his wife and her two other husbands regularly.

 

Leroy Ransom-Conte was born the 12th child and first son of Amatekon, and ever since his earliest days there were murmurs. As he quickly became all-too aware, he was smaller and weaker by far than his siblings, all of whom took after their titanic mother, without their talents for art, science, the mysteries of magic or the mind. He was older than any of his sisters when he bonded with his dragon, and worst of all his powers weren't developing along nearly the right lines, gravity instead of light answering his commands, despite inducing mutations via exposure to the realm of the Phoros, the living stars. Amatekon was determined he would be cared for and find a place where his talents could be nurtured, encouraging him to practice with his siblings and teaching them to respect disparate levels of strength. Noticing his fascination with tactics and historical revolutionaries, she tutored him herself before arranging for longer-term studies on Earth-Prime, where she hopes he will become a rallying point for her movement. Claremont Academy was the natural choice, the crucible where the future of the superhuman establishment is forged.

 

In the fall of 2018, over forty years since his mother embarked on great experiment, Sun Dragon set out on his own.

 

Personality & Motivation:
Leroy is blessed with the confidence and goodwill to all that comes from living in a utopia, but with a vein of steel from being brought up with the expectation of defending that shining realm against an omniverse of threats. He's not blind to the ways people try and trick or hurt others for their own gain, but his upbringing keeps his eyes firmly on the reason why crime seemed so appealing in the first place. Earth-Prime has its virtues, even if he won't easily admit to them, but the systemic flaws driving people to choose between morals and living feed a constant low-level simmering anger at the injustice going seemingly unchallenged. 

 

On top of that, Leroy is here on a mission. He's easy to befriend but he's looking constantly for allies he can win to his mother's cause. Yet the very fact that it's his mother's cause, not his, is slowly growing a seed of doubt at his place in the wider plan.

 

Most of all Leroy is devoted to his dragon, Dio, his closest and truest friend. He's arrogant, but not so much that he doesn't appreciate the help and camaraderie the two give each other.

 

Powers & Tactics:

Sun Dragon charges into the fray, using the appearance of careless bravado to conceal a ruthless eye for denying his enemies their advantages and giving his allies a winning edge. He prefers to fight in tandem with Dio, the pair working to keep their foes off their feet and under constant fire.

 

His command of gravity gives Sun Dragon potentially limitless options for one-on-one and larger fights, but his progress in unlocking his full power is slow, and he runs a frequent risk of over-extending himself.
 

 

Power Descriptions:

Sun Dragon's powers manifest in two ways: as a massive shift in local gravity, visibly distorting the air around him and any affected by his powers, or else in flashes of searing light. The former is most obvious when he lends others his power of self-propelled flight, with air and particles of matter caught between his gravitational pull and that of the planet. His power of light is only seen in the hard-light shell he's learned to reflexively don, its assertion highlighted by light visibly warping and bending around him.
 

Complications:

Anger: Leroy was brought up never to ignore injustice or wrongdoing...and now literally cannot.

Bound: Sun Dragon would never willingly abandon his dragon Dio for any reason.
Darkness: Sun Dragon is paralyzed with fear in the dark, and struggles to enter places with dim or no light.

Enemies: Though he's largely unaware of it, New Atlantis is based on the conquest of other worlds, and Sun Dragon is a much softer target than most of his family.

Mission: Sun Dragon is here both to find people interested in leaving Earth-Prime for Earth-2, and to free his uncle from prison. Almost all he does is bent around those two goals, and setbacks are exceptionally hard.

Responsibility(Family): Living up to his parents' expectations is of paramount importance to Leroy. Failure is devastating and not to be accepted.

Responsibility(Powers): Sun Dragon's power over gravity has potential for enormous destruction if used incorrectly, something he's been sheltered from.

Temptation(Power): Anything that seems like it will make Sun Dragon more like how he's "supposed" to be, in powers and in physical strength, is nearly irresistible.

     

 

Abilities: 8 + 4 + 8 + 4 + 4 + 6 = 34 PP

Strength 30/18 (+10/+4)

Dexterity 14 (+2)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 16 (+3)
 

Combat: 12 + 4 = 16 PP

Attack: +6 (+10 Melee)

Defense: +8 (+2 Base, +6 Dodge Focus), +1 Flat-Footed

Initiative: +2

Grapple: +37/+20/+10

Knockback: -10/-5/-2

 

Saving Throws: 4 + 4 + 5 = 13 PP

Toughness: +12/+4 (+4 CON, +8 Protection)

Fortitude: +8 (+4 CON, +4)

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

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

 

Skills: 60r = 15 PP

Diplomacy 8 (+11/+15 w Attractive)Skill Mastery

Gather Information 7 (+10)

Handle Animal 3 (+5)

Intimidate 12 (+15)Skill Mastery

Knowledge (physical sciences) 3 (+5)

Knowledge (tactics) 8 (+10)Skill Mastery

Notice 8 (+10)Skill Mastery

Ride 3 (+5)

Sense Motive 8 (+10)

 

Feats: 56 PP

All-Out Attack

Attack Focus (Melee) 4

Attractive

Benefit 4 (use Knowledge [tactics] for Initiative), Native (Earth-2('Ife', Earth-W Tech 95427))), Status(Dragon Prince of Earth-Ife), Wealth 1 

Challenge (Fast Startle)

Defensive Attack

Dodge Focus 6

Interpose

Luck 

Master Plan 

Move-By Action

Power Attack

Sidekick 30(Dio, 150PP)

Skill Mastery(Diplomacy, Intimidate, Knowledge(Tactics), Notice)

Startle

Uncanny Dodge (audio)


 

Powers: 2 + 12 + 22 + 9 + 8 + 1 = 54 PP

 

All powers have the Cosmic descriptor along with any others given 

 

Comprehend (Root language learning; Languages 2(Understand all, Read all, Speak one at a time; Flaws: Unreliable)[2PP] Training

 

Enhanced Strength 12 (Super-Dense Cells)[12 PP] Biology

 

Flight 5 (Personal Gravity Well; 250 MPH/2,500 ft. per round; Extras: Affects Others; Feats: Dynamic, Dynamic Alternate Power) [22 PP] Gravity

DAP: Super-Strength 17 (Mass-Shifting; as STR 47, +85 to Carrying Capacity rank(95/89); Flaws: Sustained; Feats: Dynamic, Groundstrike, Shockwave)[20PP]

 

Immunity 9 (Life is welcome everywhere; All Environmental Conditions, Disease, Poison) [9PP] Biology

 

Protection 8 (Manifest Hard-Light Shell)[8 PP] Light

 

Super-Senses 1 (Communication Link(Dio))[1PP] Psychic


Drawbacks: (-1) + (-4) + (-3) = -8PP

Power Loss (Daka Crystals; Frequency: Uncommon(+1); Intensity: Minor(+0))[-1PP]

Vulnerability(Magic, Frequency: Very Common(+3), Intensity: Moderate(+1.5 to effect DC)(+1))[-4PP] 

Weakness (Darkness; Frequency: Uncommon(+1); Intensity: Major(-1 to all Ability scores)(+2))[-3PP]




DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 25 Toughness                Damage(Staged)

Grnd. Strike         Burst(270ft) DC 27 STR/DEX             Tripped

Shockwave          Cone(270ft) DC27 REF/DC27 TOU   Damage(Staged)
 

 

Abilities (34) + Combat (16) + Saving Throws (13) + Skills (15) + Feats (56) + Powers (54) - Disadvantages (8) = 188/188 PP

Edited by Ari
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  • 2 weeks later...

Dio
Power Level: 10 (150/150PP)
Unspent Power Points: 0
Trade-Offs:   -2 Defense / +2 Toughness

 

In Brief: Fast-talking holy warrior with a talent for magic and being a dragon.  

Catchphrase: "Hey! It's me!" 

ThemeShin Megami Tensei IV OST: Chaos Origin 

 

Alternate Identity: Vaerscingatorriks (Secret) 
Birthplace: A grassy sward, Earth-2(Earth-W Tech 94527)

Residence: Freedom City, Earth-Prime
Base of Operations: Claremont Academy 
Occupation: Acolyte of Ghorummaz
Affiliations: Claremont Academy, Southside Botanica, Sun Dragon

Family: For religious reasons, Dio has temporarily cut ties with his mother Red Rage Llornshrakull and his several hundred relatives. 

 

Description:
Age: 16  (DoB: 2002, 25th June])
Apparent Age: Second stage of development 
Gender: Masculine, presently
Ethnicity: Greenscale
Height: 16ft long, w/tail 22ft, 16ft tall 
Weight: 600lbs
Eyes: Yellow
Hair: N/A

 

Dio is a stocky dragon with grass-green scales, shading to yellow plates on front of the neck, the underbelly and on the bottom of his tail. His wings are 50ft across when unfurled, deep green, narrow and clearly built for speed. A frill fading from green at the base to dandelion-yellow at the tips runs from his the crown of his head to the nape of his neck, another travelling from the tip of his tail to the join with his back. His eyes are slitted, shining gold and burning with intelligence. He's long-limbed for a dragon, reaching to 32ft when on his hind legs and with an arched, flexible neck. Unlike most dragons, Dio doesn't have teeth, instead having bony ledges in a mouth built for gripping, crushing and grinding, with a red forked tongue that periodically flicks out to taste the air.   

 

History:

The dragons know that Ghorummaz Earth-Binder is the guardian of reality, the shepard of life, without whom all would have fallen to ruin before the first star was born. However, not many dragons go from mere acknowledgement of this to outright worship. Vaerscingatorriks is an exception. Born on the peaceful world of Earth-2, the greenscale heard the call to her faithful, flying far from his his home until he found the network of caves Amatekon the Great Uniter had called his people from. Tracing their roots deep into the planet, digging through ancient cave-ins, fighting or tricking age-old guardians, braving seas of magma and utter darkness, Dio at last came before the heart of the world. There Ghorummaz spoke through the roar of subterranean fires, the grinding of continental plates, the icy calm of underworld seas, the whistling wail of brewing gas, teaching him the ways of magic.

 

He emerged years later, traveled back to inhabited territory and presented himself before the family of Amatekon Ransome-Kuti. He joined his mind with her son, Leroy Remilikun, and in the boy found his match. He was appointed teacher and guardian, to instruct Leroy in the ways of the true faith and to help him find his own destiny and path to power. In return for his help, Vaerscingatorriks would be obeyed and protected, and his quest to better know the ways of Ghorummaz would be given precedence over the boy's own wishes. The two became inseparable, wandering Earth-2 and exploring its furthest reaches. 

 

The assignment to Earth is but the first stage in a lengthy program, and in honor of this new beginning Vaerscingatorriks was given the first part of a new name by his companion. Leroy named him 'Dio', after the famous late 20th century acrobat and stuntman Kobayashi "Dio" Atsushi, mostly as a jab at his teacher's clumsiness. Dio has heard rumors that Ghorummaz is physically present somewhere on Earth-Prime, and intends to find a way to locate her. She left him clues of how and why she would speak with him again, and deciphering those clues is becoming the dragon's life mission.

 

Personality & Motivation:

Dio is as pious as he is practical. The faith of Ghorummaz burns away excessive self-regard or pride, as the followers of the Buried Dragon almost always are met face to face with their own irrelevance in the cosmic scale. He's still a dragon, but it comes out mainly in looking to collect allies, security and territory rather than a domineering or contemptuous attitude towards other life-forms. While he's intensely devoted to Ghorummaz and Leroy's teacher in the Paths of the Orisha, Dio prefers not to talk about religion. His own beliefs compel him to keep such things under wraps to avoid influencing the spiritual development of others or pejudicing them about the real world beyond matter. 

 

Powers & Tactics:

Dio lacks entirely Leroy's tactical acumen and training, and his brute-force attitude frequently runs into the indirect and deceptive nature of his magical gifts. In combat he mostly either attacks head-on against weaker opponents, or uses his illusions and summoned earth-claws to keep stronger ones off-balance and aiming at the wrong targets. Coming from a world where all problems are effectively solved, he struggles with the concept of 'property damage' as something to worry about, carelessly using his size, fire and strength to demolish battlegrounds that aren't in his favor.

 

His teleportation spell lets him simply ignore walls and inconvenient gaps, and his knowledge of crossroad dimensions lets him move laterally in ways most foes can't match. Of course, he still needs to navigate those interstitial dimensions.
 

 

Power Descriptions:

Dio's magic is consistently given to earth or fire imagery. His fiery breath is blue, a stabbing tongue of flame gouting from his mouth. The Dreams of Ghorummaz dissolve into heat shimmers and the noise of shifting stone to those who manage to overcome them. Ghorummaz's Dictum fills the heads of outsiders to a given plane with visions of a dragon-shaped wave of magma rushing towards them as their free will is obliterated. The Grasping Claw is, quite simply, a claw of stone that bursts from the ground and grabs his targets, rock seeping to cover the target's whole body. The World-Crossing Wings give his body a sheen of blue fire, reality catching fire and burning aside to reveal his new location.
 

 

Complications:
A Ghost of a Time: Being a conduit to the forces of the Earth, Dio is an attractive target for possession or blackmail.

Bound: Dio cannot abandon Leroy, no matter what.

Dragonslayers: There's many a one on Prime or elsewhere who would love to hang Dio's skull over their door.

Enemies: Leroy's family has been overthrowing, destroying and exiling the rulers of universes across the omniverse to gather followers to Earth-2. Earth-Prime is much less protected.

Foundations of Stone: Dio grows increasingly frightened the longer he has to be on shifting or uncertain ground, eventually growing into a total panic.

Responsibility: Taking care of Leroy is a part-time job with enormous implications, not helped by him having his own powers and ideas.

Too Close to the Sun Dragon: Dio has a massive blind spot when it comes to enabling Leroy's worse ideas.
 

Abilities: 0  - 2 + 0 + 8 + 8 + 10 = 24 PP

Strength 30 (+10)

Dexterity 8 (-1)

Constitution 18 (+4)

Intelligence 18 (+4)

Wisdom 18 (+4)

Charisma 20 (+5)
 

Combat: 12 + 8 = 20 PP

Attack: +6/+4 vs Large or Smaller, (+10 Melee, Claw, Gale, +8 vs Large or Smaller)  

Defense: +8, +6 vs Large or Smaller (+4 Base, +4 Dodge Focus),  +2 Flat-Footed

Initiative: +3

Grapple: +20/+18 vs Large or Smaller, Melee

Knockback: -6/-2

 

Saving Throws:  4 + 7 + 4 = 15 PP

Toughness: +12/+4 (+4 CON, +8 Protection)

Fortitude: +8 (+4 CON, +4)

Reflex: +7 (+0 DEX, +7)

Will: +8 (+4 WIS, +4)

 

Skills: 60r =  15PP

Bluff 10 (+15)

Diplomacy 5 (+10)

Intimidate 11 (+15)

Knowledge(Arcane Lore) 6 (+10)

Knowledge(Cosmology) 6 (+10)

Knowledge(Theology/Philosophy) 6 (+10) 

Languages 6 (Draconic(Native), Atlantean, English, Galstandard, Infernal, Lemurian, Primordial)

Notice 4 (+8)

Sense Motive 6 (+10)

 

 

Feats: 10 PP

Attack Focus(Melee) 4

Dodge Focus 4

Improved Initiative

Skill Mastery(Bluff, Intimidate, Knowledge(Knowledge(Arcane Lore), Sense Motive) 
 

Powers: 56 + 24 = 80 PP

 

 

Young Dragon Container 11 (55PP Container, Duration: Permanent; Action: None; Feats: Innate) [56PP]

 

Burrowing 1 (1MPH) [1PP]

 

Enhanced Strength 4 [4PP]

 

Growth 8 (16ft height, 15ft Space, 15ft Reach, +10 Carrying Capacity, +16 STR, +8 CON, -2 ATK/DEF, +8 Melee Grapple Checks, -8 Stealth Checks, +4 Intimidation Checks; Flaws: Permanent) [16PP]

 

Flight 5 (250 MPH / 2500 ft. per round; Drawbacks: Power Loss(when Bound))[9PP]

 

Immunity 9 (Life Support) [9PP]

 

Protection 8 [8PP]

 

Super-Senses 6 (Communication Link(Sun Dragon); Detect Magic(Visual, Ranged option); Infravision(Tracking); Normal Olfactory Senses(Accurate, Acute) [8PP]

 

Magic 10 (20PP Array; Feats: Alternate Power 4)[24PP]

Base Power: Damage 10 (Breath of Ghorummaz; fire-breathing; Feats: Affects Insubstantial 2, Extended Reach 2(+10ft), Improved Knockback 2(as DMG 12), Incurable, Reversible, ) [20PP] Fire, Cosmic

AP: Illusion 10 (Dreams of Ghorummaz; Auditory, Visual Senses; Feats: Progression 4(100ft; Flaws: Phantasm, Unreliable) [14PP]  + Morph 2 (Any Shape) [6PP] 

AP: Mind-Control 10 (Ghorummaz's DictumExtras: Effortless; Flaws: Limited(Outsiders to current Dimension))[20PP]

AP: Snare 10 (Grasping Claw of GhorummazFlaws: Medium(Stone); Feats: Accurate 2(+4 ATK) Affects Insubstantial 2, Indirect , Obscures Senses 5(All Senses) [20PP]

AP: Super-Movement 3 (World-Crossing Wings of Ghorummaz; Dimensional Movement 2(Interstitial Dimensions); Space Travel 1(Local Space); Extras: Affects Others, Area(Burst); Flaws: Action 2(Full-Round)) [6PP] + Teleport 7 (200 mi. extended range; Extras: Accurate, Affects Others; Flaws: Action 2(Full-Round)) [14PP] 

 


Drawbacks: (-4) + (-3) = -7PP

Vulnerability(Cold Damage, Frequency: Common(+2), Intensity: Moderate(+1.5 to DC)(+1))[-3PP]

Vulnerability(Magic, Frequency: Very Common(+3), Intensity: Moderate(+1.5 to effect DC)(+1))[-4PP]

 

 


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 25 Toughness                Damage(Staged)

Breath                  Touch      DC 25 Toughness                Damage(Staged)

Claw                     Ranged  DC 20 Reflex                          Snared(Staged)

Dictum                 Percep.  DC 20 Will                               Mind Controlled

 

Abilities (24) + Combat (20) + Saving Throws (15) + Skills (15) + Feats (10) + Powers (80) - Disadvantages (7) = 157/157 PP

Edited by Ari
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  • 1 year later...

Parhelion
Power Level: 13 (as PL 8, 197/197PP)
Unspent Power Points: 0
Trade-Offs: None.

 

In Brief: Prince of an interdimensional union, come to bring freedom to Earth-Prime. 

Catchphrase: "By boiling blood!" 

ThemeLegend of Korra OST: Red Lotus Theme 

 

Alternate Identity: Leroy Remilikun Ransome-Conte, 'Li'(childhood nickname)
Birthplace: New Atlantis City, Earth-W Tech 94527

Residence: Freedom City, Earth-Prime
Base of Operations: Claremont Academy
Occupation: Prince, philanthropist
Affiliations: Claremont Academy, New Atlantis, 
Family: Amatekon Ransome-Kuti(mother), Lafenwa Moko(father), Sola Oluseyi(father), Lavernius Conte(father, blood), Leroy Conte(uncle),

Siblings by age:

Older by 8-12 years

Olokuye Ransome-Moko(elder sister), Olokode Ransome-Moko(elder sister), Olukoju Ransome-Seyi(elder sister), Olufon Ransome-Moko(elder sister),

Older by 2 to 6 years

Olaore Ransome-Seyi(elder sister), Olaiunu Ransome-Moko(elder sister),  Oludotan Ransome-Seyi(elder sister), Olukoraiwa Ransome-Seyi(elder sister), Two deceased brothers,

Equal age or 1 year difference

Olagoke Ransome-Moko(elder sister), Oluyemi Ransome-Moko(elder sister)

Younger

Olutoye Ransome-Moko(younger sister), Oloroo Ransome-Conte(younger sister, blood)  

 

Description:
Age: 17 (DOB: August 10th, 2002) 
Apparent Age: Late teens
Ethnicity: Yoruban Nigerian/African-American
Height: 6'5"/1.98m
Weight: 205lbs/95.25kg
Eyes: Gold
Hair: Black

 

Like all his family Leroy is a pillar of chiseled muscle and bone, sleek and powerful, with three claw-like scars gashing his face diagonally from under his eyes to his jawline. His skin is otherwise smooth and flawless, the only other markings are golden tattoos of fire and dragons festooning his body. His hair is long and bejewled, hanging to his back in thick curls and rope-like braids meshed in precious metals or glittering with precious stones. He's unguarded and animated in movement and expression with a smile for everyone, a helping hand at the ready and sparkling eyes. Even in battle he's anything but solemn, laughing or cursing roundly, throwing everything into every action. He's possessed of seemingly limitless energy and passion. His voice has a strong Nigerian accent, particular to the coastal delta region, but with a pronunciation that to Atlanteans is instantly familiar.

 

His clothing matches his personality, brilliant colors in fantastical arrangements, with tunics, robes and trousers cut and styled in fractals of every conceivable color, the most common being blue, red and yellow. He usually goes barefoot, and when not wears sandals strapped at the knees. He rarely, if ever, gives any consideration for the weather.

 

On campus he wears the Claremont school uniform, though modified to resemble the private school's original three-piece suit in rich blue and dazzling gold. 

 

As Sun Dragon, he uses his powers to shape a suit of crystalline black armor made from 'black diamond', actually a sheathe of extremely high-density ambient light and radiation energy.

 

History:

Leroy was born the third son and 13th child to the ruler of Earth-2, a dimension incorporating many Earths into one massive civilization. As a child he wandered the wild and monster-haunted worlds without fear, guarded by three of his mother's oldest friends. From the Rings of Refuge where the greatest of monsters can learn to be kind again, to the subterranean empires of the dragons, he went on countless adventures, making friends seemingly everywhere he went. His future seemed bright and certain.

 

However, it soon became clear that he was not on the path to the One Power, the power underpinning the cosmos, the power that, as child of the leader to untold billions, he must have to be worthy of any status. When his efforts proved so feeble he needed a Phoros, one of the living stars, planted into his heart to grant him any powers at all, his fate was sealed. His friends were commanded to forget him, and he was restricted to New Atlantis so as not to become a liability. His mother's mind changed, however, when she heard about Claremont Academy, the crucible on her homeworld of Earth-Prime where new heroes were forged. Shortly after his 16th birthday Leroy and his dragon, the acolyte he had named Dio, departed for another world.

 

Taught that his mother's homeworld languished under shadow and evil, Leroy wasn't expecting to find friends, a new faith and even true love there, but now that he has he needs to start answering some hard questions. Time isn't standing still, and his dreams won't happen on their own. He's no longer the Sun Dragon, now he is the reflection and herald of a greater brilliance. The Sun Dog, the Parhelion.

 

Personality & Motivation:
Leroy is passionate about everything he does, rarely solemn or even really calm unless there's something seriously wrong with him. He wants to love everybody, thinking that the only way for others to accept him is if he accepts everyone else unconditionally, but is slowly coming to understand that sometimes you just can't get along with someone else and making allowances for someone into infinity does nobody any good. This comes close on a deeper realization that he's not the sort of person his culture wants him to be on almost any level, from his fervent new faith to his total unsuitability or interest as a warrior. He doesn't want to kill or conquer, but that's the very foundation of his civilization.

 

His relationship with Judy Cahill has especially changed his attitude. The women in his life had all been both physically and spiritually imposing, powerful beyond reckoning and singularly-devoted to their path to the One Power. That someone can be so opposite to that and still be strong internally, still determined to protect the weak and do good in the universe, has awakened Leroy to ideas he still doesn't understand. He's not yet matured, however, merely changing the absolute centre of his universe from his mother to the unbelievably idealized version of Judy he firmly believes is her true self.

 

Powers & Tactics:

Sun Dragon charges into the fray, using the appearance of careless bravado to conceal a ruthless eye for denying his enemies their advantages and giving his allies a winning edge. He prefers to fight in tandem with Dio, the pair working to keep their foes off their feet and under constant fire.

 

His command of gravity gives Sun Dragon potentially limitless options for one-on-one and larger fights, but his progress in unlocking his full power is slow, and he runs a frequent risk of over-extending himself.
 

 

Power Descriptions:

Sun Dragon's powers manifest in two ways: as a massive shift in local gravity, visibly distorting the air around him and any affected by his powers, or else in flashes of searing light. The former is most obvious when he lends others his power of self-propelled flight, with air and particles of matter caught between his gravitational pull and that of the planet. His power over gravity has extended to the creation of the superficially crystalline 'black diamonds', actually hyper-condensed forms of energy that act as solid interfaces between dimensions, allowing the transmission, storage and spontaneous creation of nearly any other form of energy. This naturally includes solid, liquid and gas phases of matter. As well, Sun Dragon's internal biology has been extensively altered, granting him enormous strength, ability to survive in hostile environments and durability.
 

Complications:

Anger: Leroy was brought up never to ignore injustice or wrongdoing...and now literally cannot.

Bound: Sun Dragon would never willingly abandon his dragon Dio for any reason.
Darkness: Sun Dragon is paralyzed with fear in the dark, and struggles to enter places with dim or no light.

Enemies: Though he's largely unaware of it, New Atlantis is based on the conquest of other worlds, and Sun Dragon is a much softer target than most of his family.

Lives With His Dad: Sun Dragon lives with his dad, anti-prison activist and musical instructor Lavernius Conte, on weekends and holidays.

Mission: Sun Dragon is here both to find people interested in leaving Earth-Prime for Earth-2, and to free his uncle from prison. Almost all he does is bent around those two goals, and setbacks are exceptionally hard.

Relationship(Judy Cahill/DaystarAs boyfriend of a member of the First Family of the United States, Leroy must work carefully to keep her secret safe from the myriad of enemies who would be all too happy to know about it.

Responsibility(Family): Living up to his parents' expectations is of paramount importance to Leroy. Failure is devastating and not to be accepted.

Responsibility(Powers): Sun Dragon's power over gravity has potential for enormous destruction if used incorrectly, something he's been sheltered from.

Temptation(Power): Anything that seems like it will make Sun Dragon more like how he's "supposed" to be, in powers and in physical strength, is nearly irresistible.

     

 

Abilities: 16 + 4 + 16 + 4 + 4 + 8 = 52 PP

Strength 26 (+8)

Dexterity 14 (+2)

Constitution 26 (+8)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 16 (+3)
 

Combat: 6 + 6 = 12 PP

Attack: +3 (+8 Melee)

Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed

Initiative: +2

Grapple: +37/+16

Knockback: -6/-2

 

Saving Throws: 0 + 4 + 4 = 8 PP

Toughness: +8 (+8 CON, +0 [Other])

Fortitude: +8 (+8 CON, +0)

Reflex: +6 (+2 DEX, +4)

Will: +6 (+2 WIS, +4)

 

Skills: 80r = 20 PP

Diplomacy 8 (+11/+15 w Attractive)Skill Mastery

Gather Information 7 (+10)

Handle Animal 3 (+5)

Intimidate 12 (+15)Skill Mastery

Knowledge (Cosmology) 8 (+10)

Knowledge (physical sciences) 8 (+10)

Knowledge (tactics) 10 (+12)Skill Mastery

Language 3 (Native: High Atlantean, Comanche, English, Yoruban)

Medicine 8 (+10)

Notice 8 (+10)Skill Mastery

Perform(Dance) 2 (+5)

Ride 3 (+5)

 

Feats: 54PP

Attack Focus (Melee) 5

Attractive

Benefit 4 (use Knowledge [tactics] for Initiative), Native (Earth-2('Ife', Earth-W Tech 95427))), Status(Dragon Prince of Earth-Ife), Wealth 1) 

Dodge Focus 5

Fearless

Inspire

Interpose

Leadership

Luck 2

Master Plan 

Sidekick 30 (Dio)

Skill Mastery(Diplomacy, Intimidate, Knowledge(Tactics), Notice)

Startle


 

Powers: 2 + 44 + 12 + 1 = 59 PP

 

All powers have the Cosmic descriptor along with any others given 

 

Comprehend (Root language learning; Languages 2(Understand all, Read all, Speak one at a time; Flaws: Limited(Languages from Earths))[2PP] Training

 

Warp Array 20 (40PP Array; Feats: Alternate Power 4) [44PP] Dimensional, Gravity

Dynamic Base Power: Flight 5 (Personal Gravity Well; 100 MPH/1,000 ft. per round; Extras: Affects Others, Area(Burst, 5ft per rank, 25ft radius); Feats: Dynamic, Selective)[23 PP] + Obscure 8 (40ft Visual Concealment; Extras: Duration(Continuous),  Flaws:  Range(Touch); Feats: Tether) [17PP] Light

AP: Create Object 20 (black diamond constructs; Extras: Affects Others, Duration [Continuous]; Flaws: Action [Full], Permanent, Range [Touch]; Feats: Extended Reach [10ft], Innate, Precise, Subtle) [24PP]  + Dimensional Pocket 3 (Extras: Duration 2(Continuous; Flaws: Action 1(Full); Feats: Progression(Weight) 7(10kLbs)[16PP]

AP: Damage 8 (Area(Shapeable, 50ft per rank), Range(Ranged), Selective Attack; Feats: Affects Insubstantial 2, Affects Dimensional, Progression 3 (Area), Reversible, Variable Descriptor 2(stellar phenomena(radiation, gravity, fire, light)[40PP]

AP: Immunity 80 (Lethal Damage, Flaws: Changed to Non-Lethal Damage; Non-Lethal Damage, Flaws: Limited(Half-Effect))[40PP]

DAP: Super-Strength 19 (Mass-Shifting; as STR 45, +95 to Carrying Capacity rank(+103), Maximum Load 25k tons; Flaws: Sustained; Feats: Dynamic, Groundstrike, Shockwave)[22PP] + Damage 8 (Extras: Aura; Feats: Knockback 2[as DMG 10])[18PP]

 

Immunity 11(Life Support, Own Powers, Sleep, Hunger/Thirst) [12PP] Biology

 

Super-Senses 1 (Communication Link(Dio))[1PP] Psychic


Drawbacks: (-1) + (-4) + (-3) = -8PP

Power Loss (Daka Crystals; Frequency: Uncommon(+1); Intensity: Minor(+0))[-1PP]

Vulnerability(Magic, Frequency: Very Common(+3), Intensity: Moderate(+1.5 to effect DC)(+1))[-4PP] 

Weakness (Darkness; Frequency: Uncommon(+1); Intensity: Major(-1 to all Ability scores)(+2))[-3PP]




DC Block

ATTACK              RANGE          SAVE                                           EFFECT
Unarmed             Touch            DC 23 Toughness                     Damage(Staged)

Ground Strike      Burst(270ft) DC 23 STR/REF                        Tripped
Shockwave          Cone(170ft)  DC 23 TOU/DC17 REF/STR    Damage(Staged)

 

Abilities (52) + Combat (12) + Saving Throws (8) + Skills (20) + Feats (54) + Powers (59) - Disadvantages (8) = 197/197 PP

Edited by Ari
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