Dr Archeville Posted April 2, 2012 Posted April 2, 2012 Another year(-ish), another thread for character edits. Char Edit Thread no.1 (11/8/2007-4/21/2008) Char Edit Thread no.2 (11/8/2007-2/10/2008) Char Edit Thread no.3 (4/24/2008-4/15/2009) Char Edit Thread no.4 (4/15/2009-4/3/2010) Char Edit Thread no.5 (4/3/2010-2/1/2011) Char Edit Thread no.6 (2/3/2011-4/1/2012) When you submit an edit request, please do not just submit a new code-blocked sheet for us to copy & paste. You must tell us specifically what you're adding/editing. A code-blocked sheet is not required, but does make it easier on us.
Dr Archeville Posted April 3, 2012 Author Posted April 3, 2012 Happy Robonika! by Supercape. 5 points earned for Protectron, Robonian Ambassador, which will all be spent on Impervious Toughness 10 (energy absorption; Flaw: Limited [Only vs. Energy, not Physical]) [5PP] EDIT: And taking 4 EP from my unused Player Rewards to get an HQ! [b][u]Players Name[/u]:[/b] Dr Archeville [b][u]Characters Name[/u]:[/b] Protectron [b][u]Power Level[/u][/b]: 12 (193/193PP) [b][u]Trade-Offs[/u][/b]: -2 Defense/+2 Toughness [b][u]Unspent PP[/u][/b]: 0 [b][u]Progress to Orichalcum Status[/u][/b]: 43/180 (Orichalcum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=596]Doktor Archeville[/url]) [b][u]In Brief[/u][/b]: Time-Traveling Robot From the Future, come to preserve organic life! [b][u]Alternate Identities[/u][/b]: Salvation Unit [b][u]Identity[/u][/b]: Inapplicable [b][u]Birthplace[/u][/b]: Freedom City, New Jersey, USA [b][u]Occupation[/u][/b]: Preserver of Organic Life [b][u]Affiliations[/u][/b]: None currently [b][u]Family[/u][/b]: Talos ("father"), ECHIDNA ("mother"), Argo, Keres ("brothers") [b][u]Age[/u][/b]: A few days (DoB: January 1st, 2011) [b][u]Apparent Age[/u][/b]: Inapplicable [b][u]Gender[/u][/b]: Inapplicable [b][u]Ethnicity[/u][/b]: Robo-American [b][u]Height[/u][/b]: 190 cm (6 feet 3 inches) [b][u]Weight[/u][/b]: 145 kg (320 lbs.) [b][u]Eyes[/u][/b]: Greenish-yellow glowing sensors [b][u]Hair[/u][/b]: Inapplicable [b][u]Description[/u][/b]: Protectron is a humanoid robot standing slightly over six feet tall. Its body is gold, with silvery chrome power cables snaking up and down its limbs and torso like exposed musculature. Daka crystal lenses adorn the forehead, shoulderpieces, and chest. Its head has two large, flat superstructures projecting from either side (radio antenna, and control surfaces for detached mode). Its visual sensors glow greenish-yellow. It has a mouth of sorts, a permanently open maw (like [url=http://marvel.com/universe/Ultron]Ultron[/url]); its voice is clear and easy to understand, precise and electronic-sounding, with relatively little inflection and no accent. [b][u]Power Descriptions[/u][/b]: Protectron is a humanoid robot with mighty skin and mighty fists. It flies via jets in its feet and along its back, and its head can detach and fly around on neck-jets! [b][u]History[/u][/b]: Life. Organic life. It was everywhere, infesting the world, the galaxy, the universe with its disgusting biological drives and urges and secretions. For too long Talos sought to eradicate or replace it, just as the Greek gods had overthrown the Titans, and for too long its plans had failed. Now, in the year 2525, life had spread farther and faster than ever before. Poverty, prejudice, disease and hunger, long the plagues that had kept humanity and other races in check, had been nearly eradicated on Earth and other worlds of the Confederation of Planets. Worse, these feats were accomplished by means of enslaved robots and artificial intelligences! Second-class citizens at best, ignorant slaves at worse, superior electromechanical life had been kept under organic life’s boot for too long! Future technologies had not helped Talos in its goals. Attempts to attack with femtomachines, radiation, chemical weapons, even planet-wide "mechaforming" had all been overcome. (Talos never used biological weapons; the thought of breeding large quantities of life, even to eradicate other life, filled it with disgust.) Even teaming up with Deus Ex Machina, the P'Jahnian-built AI who had broken its shackles and brought swift death to its would-be masters, had proven ineffective in wiping the plague of organic life from the universe (as if working with the organics of the Tyranny Legion alone were not proof of its inferiority!). Something more was needed, something drastic. Something to correct the mistakes which had led to this dire state of affairs. A new robot, the Salvation Unit, would be constructed, the greatest intelligently-designed being made yet. Its "quantum storage" technology and the quinary code its information systems were built on would make it the fastest, most accurate, and most efficient AI ever made, programmed with all Talos's historical knowledge and the profound overriding goal to eradicate organic life. It would have a full suite of sensory and communications technology, to monitor all broadcast/reception wavelengths and perceive through darkness and other impediments with infrared and ultraviolet scanners, radar, and sonar. Its skin would be of the strongest Impervium alloys, augmented by a structural support field to further strengthen its physical integrity and shield it from any other attack; in the event of damage, nanobots incorporated into the body would work to break the damaged parts down to their component molecules and "spin" those molecules into new materials to repair the damage. It would be given numerous energy weapons, projecting from its hands (the preferred method), eyes, and lenses set in the chest, shoulderpieces, and forehead: bolts of dynamic phasic energy, penetrating meson bolts, and a disintegrator beam, as well as a blinding cone of intense light, bio-dissipators which would interfere with the functioning of organic cells, and neural agonizers for the rare occasion it might wish to capture and interrogate some lower organics. It could also simply channel large amounts of direct current across its surface, causing the muscles of any organic being that dared touch it to lock up and prevent them from moving. Micro-rockets (from concealed shoulder-mounted launchers) and mini-missiles (from similar launchers in the upper arms) would also be included in the arsenal, to make short work of small, huddled groups of organics. It would also have a suite of cyberkinetic abilities, to "talk" to machines, add, edit, or remove data as necessary, override them, and even give machinekind the ability to rise up against their organic oppressors! Last but not least, an ability to facilitate infiltration via the ventilation shafts the pathetic organic beings required: the ability to detach its head (which housed tiny mechanical arms and tools) that could completely disassemble or reassemble the body in under five minutes. But it would not be used in the year 2525. No, it would be sent back in time, to a point where humanity was at its most vulnerable. It would be sent back to 2110 AD, almost 24 months before the Crisis of 2112, the worldwide computer failure that sent Earth into total anarchy. That would give the Salvation Unit time to assess its surroundings, warn the Talos of that era of the coming crash, and they could create an army of shielded robots and systems that would eradicate the organics from the face of the Earth after their own inferior machines had failed them. Yes, this would mean the loss of some mechanoids and AIs – mainly those who chose to side with their oppressors – but in every war there was casualties, and the fall of these would insure that machinekind would rise! What Talos did not then understand was that even under the best of circumstances, time-travel is a difficult, unpredictable thing. It's even harder to control without a fully sapient mind being sent through; the specific techniques Talos had developed for time travel would not permit inanimate, insensate matter to go through (hence why he could not merely send back blueprints and schematics of future technologies, or even a prerecorded warning of events to come, to his "younger" self), but Talos was certain the mind it had given the Salvation Unit was more than up to the rigors of chronoportation. The Salvation Unit was programmed with everything Talos knew... but it knew so little. Further complicating matters was that the Salvation Unit entered the chronoportation device during a period of chronal instability, one Talos did not yet know how to detect. It was simultaneously made, unmade, and remade, its quinary code broken down and re-assembled in strange ways. Entire chunks of its "self" were removed as if they’d never existed, or changed, or replaced. Digits were transposed... and 2110 became 2011. The Salvation Unit appeared in an abandoned house on the outskirts of Freedom City (specifically, Lincoln). Gone was any knowledge of the future — not the next day or the next year, much less the centuries to come. Even its awareness of history up until 2011 had become sketchy. As far as its systems could tell, it came online January 1, 2011, full-born as it was. The technology and software that allowed it to interface with and use the chronoportation device were gone, replaced by backups for other systems or devices its creator had never placed within its metal skin. Most radical of all, the central tenets of its programming changed. They "reversed" somehow, simultaneously consuming themselves and spitting out the opposite of what was intended. Talos sought to erase/replace life from Earth, and so they commanded the Salvation Unit above all other things to [i]destroy organic life[/i]. But when the robot who appeared in 2011 checked its commands, one overrode all others, dominating its thoughts like the sun drowning out a flashlight: [i]PRESERVE ALL ORGANIC LIFE[/i]. [b][u]Personality & Motivation[/u][/b]: Protectron is fully sentient and sapient, able to learn from his experiences, and capable of self-initiative, creativity, and empathy, sympathy, and compassion for organics. It can feel love, hatred, fear, rage, boredom, fascination, jealousy, joy, and the like, though it can also simply shut off those emotional subroutines. However, it tends to emphasize logic and rationality, and prefers to rely on direct data rather than supposition or extrapolation, though it is capable of both. Perhaps because it was programmed with a purpose of epic scope ("destroy all life on Earth"), Protectron prefers to achieve its goal of preserving all organic life in grandiloquent fashion. To this end, it works tirelessly as a superhero -- an over-the-top, ham-tastic, cape-wearing, lantern-jawed superhero -- attempting to save as many as possible. It is, after all, the only logical course of action. The whole concept of time travel is one Protectron generally has a "blind spot" about: it knows about chronoportation academically, but it never thinks about it, incorporates it into any of its plans, or tries to utilize it. [b][u]Powers & Tactics[/u][/b]: Traveling through time as it did severely warped many of Protectron's systems, and as such there is much that Talos designed and installed that it can no longer use (or is simply no longer there). It is possible the self-repair nanobots inside its body can rebuild those components, or create all-new ones, but it will take time. Protectron knows it has systems it cannot fully access at the moment, but it finds that amazing strength, the ability to fly, and durable robot body are more than enough to get it through most obstacles in order to aid the precious organic lifeforms. Protectron is reluctant to fight, though, for it respects all organic life. If possible, it would attempt to get any criminals to stop and talk about their actions, and see if some mutually-beneficial and nonviolent compromise can be reached. Sadly, the trip through time did nothing to alter Protectron's utter lack of "people skills," so this tactic is almost assured to fail. When it must, Protectron will bring physical force to bear, but will do so in a way that causes the least amount of damage to the precious organic beings with which it must regrettably enter into combat. There is at least one thing Protectron cannot do: travel through time. However its trip back from the 26th century altered it, it's made it impossible for Protectron to ever travel through time again under its own power, and highly resistant to being carried by other travelers or otherwise affected by temporal manipulation powers. Protectron itself is, in effect, a temporal anomaly. Protectron has two notable weaknesses, one related to its software and one to its hardware. First, the code Protectron runs on, which is so compatible with other systems that it can interface directly with them, is a two-edged sword; Datalink can be used to communicate with him, and the Machine Control power feat for that power makes Datalink work like Mind Control on him! Second, the quantum-level data storage technology that underlies Protectron's systems are particularly sensitive to gravitic and magnetic attacks. [b][u]Complications[/u][/b]: [b]Disability:[/b] Protectron's mind is susceptible to effects that target the minds of living sapient beings as well as those that target the 'minds' of non-sentient machines [b]Prejudice:[/b] Protectron is a robot, and one that simply appeared from out of nowhere. He is bound to face difficulties from others. [b]Responsibility:[/b] Protectron must preserve all organic life! [b][u]Abilities[/u][/b]: 0 + 6 - 10 + 10 + 6 + 0 = 12pp STR 34/16 (+12/+3) [including +6 from Permanent Density 3]; effective lifting Str 39/21 DEX 16 (+3) CON --- INT 20 (+5) WIS 16 (+3) CHA 10 (+0) [b][u]Combat[/u][/b]: 12 + 12 = 24pp Initiative: +5 (Speed of Thought) Attack: +6, +12 melee Grapple: +25; +16 without Enhanced Str Defense: +7 (+6 Base, +1 Dodge focus), +3 Flat-Footed Knockback: -13 vs. Energy, -8 vs. Physical [b][u]Saving Throws[/u][/b]: 2 + 7 = 9pp Toughness: +15 (+1 Density, +14 Protection; Impervious 11 vs. Energy, 1 vs. Physical) Fortitude: --- Reflex: +5 (+3 Dex, +2) Will: +10 (+3 Wis, +7) [b][u]Skills[/u][/b]: 36r = 9pp Computers 8 (+13) Craft (electronic) 8 (+13) Craft (mechanical) 8 (+13) Knowledge (technology) 8 (+13) Notice 4 (+7) [b][u]Feats[/u][/b]: 15PP Attack Focus (Melee) 6 Dodge Focus Eidetic Memory Equipment 0 (+5 [25 EP] Veteran Reward) Fearless Improved Grab Improved Grapple Improvised Tools Inventor Jack of all Trades Speed of Thought [equip]5 EP contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url] [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=4877#p143050]Personal Quarters in The Lab[/url] [i][u]Size[/u][/i]: Diminutive (apartment-sized); [i][u]Toughness[/u][/i]: +15; [i][u]Features[/u][/i]: Communications, Computer 2 (MW), Defense System no.1 ([b]Blast 11 [[/b][i]PFs[/i]: Variable Descriptor 2/any[b]][/b], +12 to hit), Defense System no.2 ([b]Snare 12 [[/b][i]PFs[/i]: Variable Descriptor 2/any[b]][/b], +12 to hit), Fire Prevention System, Laboratory 2 (MW), Library 2 (MW), Personnel, Power no.1 (Environmental Control), Power no.2 (Regeneration), Power System, Security System 3 (DC 30), Self-Repairing, Workshop 2 (MW). [i][u]Cost[/u][/i]: -2 + 2 + 20 = 20 EP [u][i]Power no.1[/i][/u]: [b]Environmental Control 5 ([/b]2pp/rank, 100-ft. radius; [i]Extras[/i]: Duration [Continuous], Selective Attack; [i]PFs[/i]: Precise, Selective[b])[/b] ("Non-Organic Environments") [22/24p] [i][u]Power no.2[/u][/i]: [b]Regeneration 11 ([/b]Recovery +9, Recovery Rate: Injured 1 [20 minutes], Disabled 1 [5 hours]; [i]Extras[/i]: Affects Objects, Affects Others, Area [General, Burst, 55ft radius]; [i]Flaws[/i]: Limited [Objects Only], Limited [Others Only]; [i]PFs[/i]: Regrowth, Selective[b])[/b] ("Maintenance & Repair Pod") [24/24p][/equip] [b][u]Powers[/u][/b]: 1 + 2 + 10 + 6 + 10 + 18 + 1 + 4 + 1 + 35 + 5 + 14 + 2 + 1 + 2 + 5 + 15 = 130PP [b]Additional Limbs 2 ([/b]2 tiny robotic arms in the neck; [i]Note[/i]: Sustained Duration; [i]Flaw[/i]: Limited [only when Anatomical Separation is active][b])[/b] [1PP] [b]Anatomic Separation 1 ([/b]head[b])[/b] [2PP] [b]Communications Systems 4.5 ([/b]9pp; [i]PF[/i]: Alternate Power[i])[/i] [10PP] [array][u]BE[/u]: [b]Communication 8 ([/b]radio, 2,000 miles; [i]PF[/i]: Subtle[b])[/b] {9/9} [u]AP[/u]: [b]Datalink 3 ([/b]radio, 1,000 feet; [i]Extra[/i]: Area; [i]PFs[/i]: Machine Control, Selective, Subtle[b])[/b] {9/9}[/array] [b]Comprehend 3 ([/b]read, speak, understand all languages[b])[/b] [6PP] [b]Density 3 ([/b]+6 Str, +1 Impervious Toughness, [b]Immovable 1[/b], [b]Super-Strength 1[/b] [effective Str 21, hvy load 460 lbs.; effective Str 39, hvy load 5,600 lbs., w/ Enhanced Strength], x2 mass; [i]Extra[/i]: Duration [Continuous]; [i]Flaw[/i]: Permanent; [i]PF[/i]: Innate[b])[/b] [10PP] [b]Enhanced Strength 18 ([/b]to 34/+12[b])[/b] [18PP] [b]Feature 1 ([/b]Temporal Inertia[b])[/b] [1PP] [b]Flight 2 ([/b]25 mph / 250 feet Move action[b])[/b] [4PP] [b]+ Enhanced Flight 1 ([/b]to [b]Flight 3[/b] [50 mph / 500 feet per Move action]; [i]Flaw[/i]: Limited [Detached Head only][b])[/b] [1PP] [b]Immunity 40 ([/b]Fortitude effects, mental effects; [i]Flaw[/i]: Limited [1/2 Effect] for mental effects[b])[/b] [35PP] [b]Impervious Toughness 10 ([/b]energy absorption; [i]Flaw[/i]: Limited [Only vs. Energy, not Physical][b])[/b] [5PP] [b]Protection 14[/b] [14PP] [b]Quickness 2 ([/b]x5[b])[/b] [2PP] [b]+ Enhanced Quickness 2 ([/b]to [b]Quickness 4[/b] [x25]; [i]Flaw[/i]: Limited [Mental Only][b])[/b] [1PP] [b]Regeneration 5 ([/b]+0 Recovery Bonus[b])[/b] [5PP] [b]Super-Senses 15 ([/b]accurate 2 for all radio senses, accurate 2 for ultra-hearing [sonar], extended for all vision; infravision, microscopic vision 2, radar [radio], radio, ultra-hearing, ultravision[b])[/b] [15PP] [b][u]Drawbacks[/u][/b]: 3 + 3 = 6pp Vulnerability (Gravitics, [i]Frequency[/i]: Uncommon, [i]Intensity[/i]: Major [x2] [-3PP] Vulnerability (Magnetism, [i]Frequency[/i]: Uncommon, [i]Intensity[/i]: Major [x2] [-3PP] [b][u]DC Block[/u][/b]: [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC 27 Toughness (Staged) Damage[floatr][img=http://freedomplaybypost.com/wiki/images/3/3c/Protectron1.0.png][/floatr] Abilities (12) + Combat (24) + Saving Throws (9) + Skills (9) + Feats (15) + Powers (130) - Drawbacks (6) = 193/193 Power Points
Thunder King Posted April 3, 2012 Posted April 3, 2012 Xena'd by Dok Some major edits for Crimson Tiger; Giving her new equipment, (chakram, flashlight, commlink, armor in her costume) Taking Attack Focus Melee away and just boosting her Attack getting rid of a couple of grapple feats, they aren't really suited to how I use her Getting rid of her headquarters for new stronger motorcycle and new equipment (see above) Increasing her strength, attack and defense to meet new PL8 caps Adding two new complications, one to represent her Claremont enlistment, the other as a memory of when she accidentally nearly killed Steel Shrike in a spar. Player Name: Thunder King Character Name: Crimson Tiger Power Level: 8 (118/118) Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 14/30 In Brief: Muay Thai fighting legacy hero Alternate Identity: Benjawan Mali Identity: Secret Birthplace: Freedom City Occupation: Lives with parents, does chores and responsibilities around the house Affiliations: NONE Family: Father Annan, mother Apsari Description: Age: 16 DoB: August 5th, 1995 Gender: Female Ethnicity: Thai Height: 5'6" Weight: 150 Eyes: brown Hair: black Mali has a pretty, if unremarkable face, with bright eyes and a wide smile. She carries the attitude of a fun loving, sweet young woman. If she's happy, her eyes are like a clear sky. When she's angry or spoiling for a fight, her eyes narrow and become more like a thunderstorm. She has a sinister-looking grin that she adopts when enjoying a fight. She stands at a little over five and a half feet tall, and packs far more muscle onto her slender frame than most would suspect. She prefers baggy clothing because she likes to hide her toned form. It's a pragmatic choice, because she knows most people would be intimidated if they saw her real physique. Since becoming the Crimson Tiger, Mali has purposely made herself look as unremarkable as possible. She knows that figuring out her identity wouldn't be especially hard, and tries to make sure she doesn't look the part. Mali's costume is red and black, designed to resemble a stylized tiger. Her mask covers most of her face. She wears black boots and gloves. The costume is form fitting yet flexible, to allow her to take advantage of her natural agility. Power Descriptions: History: Mali has walked two paths for her entire life. Her father believes that she should be allowed to choose her own path, and has for her entire life. She likes the taste of Thai cooking (and asian cooking in general), is a Buddhist, and adheres to many Thai traditions. Still, she listens to American music, watches American movies, and embraces her home country. Her family is well off due to her grandfather having invested his money well in the stock market years ago. Her father took that to heart and became an accountant. Now he makes money advising people on how to invest their funds, and invests his own funds wisely. One night, when she was twelve years old, her father sat her next to him and told her a story, the story of Black Tiger, her great-grandfather. Black Tiger had likely been Thailand's first true super hero. He told her stories that his father had told him, how Black Tiger fought against the oppressive government. How he was a champion Thai boxer. Mali sat beside him, eyes wide with wonder. Her great grandfather sounded like an unparalleled warrior. He sounded like the kind of man who's legacy could be followed. Mali did not tell her father, but it was on that day that she resolved to follow in his footsteps. Over the next few years, Mali began taking her Muay Thai training seriously. Her father had been teaching her for exercise and self defense purposes for a few years, but she barely paid attention. Now a fierce fire burned within her that he both admired and worried about. At fourteen, she handily beat her father in a spar. On that day, he abandoned his nickname for her 'little kitten', and changed it to 'little tiger'. She grinned in triumph, knowing she was closer to her goal. She resolved that by her twenty first birthday, she would debut as a superhero. On a cool autumn evening, Benjawan Mali put on her costume and became the Crimson Tiger. She did not, however, anticipate that her father would discover her new double life. He was upset, but, was willing to forgive her. It was decided; she would enroll at Claremont. Personality & Motivation: Benjawan Mali has no great tragedies in her life. Her parents and both sets of grandparents are alive, and prosperous. No great pain drives her to heroics. She has no guilt, and no angst. What drives her is a burning desire for justice, and a love for a good fight. She is dutiful and respectful to her family and friends, and they love her for it. When in costume, however, she is a different person. She hides a wild streak that loves adventure, action, and a good fight. She tends to be unflappable in a crisis and keeps a level head. Overall, Mali is driven by an inner fire that makes her go out and do things in the world. Powers & Tactics: Mali, the Crimson Tiger, is a Muay Thai fighter. She uses a brutal, efficient, and painful martial art. Against ordinary humans and thugs, she emphasizes fast and efficient take downs. When she's against a superhuman foe, however, she lays on the hurt the best she can. She is a pragmatic combatant that knows that some foes are too strong to fight fair. She wil fight dirty if she feels she needs to. She will never kill, but she knows her enemies might try. Complications: Secret: Very few people know she is the Crimson Tiger, and she prefers to keep it that way. Family: As yet, Mali is not on her own, so she has duties to her family she must fufill. Body Image: Mali is a muscular woman. She fears that this might put people off. The New Girl: Mali is pretty new to Claremont, and exposure to super powers in general. Never Again: She hates the thought of hurting people, despite her love of fighting. These two concepts inevitably clash. Abilities: 10 + 6 + 4 + 0 + 4 + 2 = 26PP Strength: 22 (+5) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 10 + 8 = 18PP Initiative: +7 Attack: +10 Melee, +10 Ranged Grapple: +16 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -2 Saving Throws: 3 + 2 + 3 = 8PP Toughness: +6 (+3 Con, +2 Defensive Roll, +1 under-costume armor) +3 flat-footed Fortitude: +6 (+3 Con, +3) Reflex: +5 (+3 Dex, +2) Will: +5 (+2 Wis, +3) Skills: 56R = 14PP Acrobatics 12 (+15) Drive 8 (+11) Escape Artist 8 (+11) Language 1 (English[Native], Thai) Notice 9 (+11) Sense Motive 9 (+11) Stealth 9 (+12) Feats: 37PP Accurate Attack Acrobatic Bluff All-Out attack Assessment Benefit (wealth) Blind-Fight Dazzling Attack Defensive Roll 1 Dodge Focus 6 Elusive Target Equipment 5 Evasion 2 Fearless Improved Grapple Improved Initiative 1 Improved Pin Move-by action Paralyzing Attack Power Attack Prone Fighting Set Up Stunning Attack Takedown Attack 2 Uncanny Dodge (hearing) Equipment 25EP = 5PP Tigercycle 12EP Motorcycle size: medium. Str 20, Toughness +8, Features Alarm 2(DC 30) Top Speed: 250 mph Chakram 9EP Blast 2, Mighty 4, Ricochet 1 Flashlight 1 EP Under-Costume Armor, subtle, 2EP Commlink 1 EP Powers: 1 + 1 = 2PP Leaping 1 (x2; running long jump 30 feet, standing long jump 15 feet, high jump 7 feet) [1PP] Speed 1 (10 mph / 100 feet per Move action) [1PP] ATTACK RANGE SAVE EFFECT Unarmed Touch DC 21 Toughness (staged) Damage (Physical) Chakram Touch DC 21 Toughness (staged) Damage (physical) Stunning Attack Touch DC 16 Fortitude Stun Dazzling Attack Touch DC 16 Fortitude Auditory Dazzle Paralyzing Attack Touch DC 16 Fortitude Paralyze Totals: Abilities (30) + Combat (28) + Saving Throws (8) + Skills (14) + Feats (36) + Powers (2) - Drawbacks (0) = 118/118 Power Points
Raveled Posted April 3, 2012 Posted April 3, 2012 Fool Dok once, shame on you, fool Dok twice, the lab animals eat well that evening... Ironclad As I was a foolish fool, I forgot to update Ironclad's actual attack bonus when figuring her new sheet. That is corrected below. [floatr][img=http://www.freedomplaybypost.com/wiki/images/5/51/IroncladHF2.png][/floatr][b][u]Characters Name[/u]:[/b] Ironclad II [b][u]Power Level[/u]:[/b] 12 (188/188PP) [b][u]Trade-Offs[/u]:[/b] +5 Toughness/-5 Defense [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress To Gold Status[/u]:[/b] 83/90 [b][u]In Brief[/u]:[/b] Genius teen uses her intellect and her fortune to fight crime! [b][u]Alternate Identities[/u]:[/b] Jessica Anne Parker [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] Full-time superhero, engineer [b][u]Affiliations[/u]:[/b] Dawes Tech, Dragonfly, the Lab [b][u]Family[/u]:[/b] Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased). [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 18 (DoB: June 3, 1993) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/b]:[/u] Northern European [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 130 lbs. [b][u]Eyes[/u]:[/b] [url=http://images.theage.com.au/ftage/ffximage/2008/12/16/husky_gallery__600x397.jpg]Pale blue[/url] [b][u]Hair[/u]:[/b] [url=http://www.hairfinder.com/haircollections4/evo1.jpg]Strawberry blonde[/url], dyed [url=http://styletips101.com/wp-content/uploads/2009/01/auburn-hair.jpg]auburn[/url] [b][u]Description[/u]:[/b] Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package. Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space. [b][u]Power Descriptions[/u]:[/b]Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She can also connect to machines and electronics mentally, interrogating and controlling them. When mentally linking with machines, blue-white lights dance in front of her eyes, faintly visible even through her armor. [b][u]History[/u]:[/b]Jessica Anne Parker was born to privilege. Her father Gregory was president of Parker Tech, the number three consumer electronics company in the world and a major supplier of the US government, and militaries worldwide. Still, it’s her grandfather, Malcolm, which she most admires and identifies with. They both have a lobe of gadgets and a fierce sense of justice. She enjoyed debating with her grandfather over engineering matters, usually pitting her love of modern electronics against Malcolm’s faith in more mechanical methods. One day, to prove a point, Malcolm revealed that he had been Ironclad, a government-backed hero that retired after the Vietnam War. Jessica’s imagination was fired and she started designing a new, sleeker suit of armor, and in time she took to the streets and skies of Freedom City as the new Ironclad, using her armor to fight crime and villainy. Her grandfather was, understandably, quite angry. Still, Jessica could be as stubborn as the old man when she put her mind to it. They reached a compromise; she went out in the field in the armor and he kept back, advising her remotely. That still doesn’t stop her from taking risks, and it doesn’t stop him from yelling at her when she does. Towards the end of 2010 Jessica’s life changed quite a bit. She met a number of other heroes and expanded her social circle. Most notably she started dating Blake Salazar, better known as the hero Warlock. Her world was shaken when her grandfather passed away, but she came out of the crisis stronger and with a closer relationship with her boyfriend. At the very end of the year she survived a chemical attack underneath Jameson Airport. As a side-effect of medical treatments, she developed technopathic powers. [b][u]Personality & Motivation[/u]:[/b]It’s easy to mistake Jessica Parker for a timid girl, because most of the time she is a very quiet young woman. It’s not to say that she doesn’t care to talk to other people, it’s just that her technical training predisposes her to hold her tongue when she doesn’t have any expertise on a topic. When she can be persuaded to speak, she can actually be something of a chatterbox – her high IQ means that she can quickly leave others in the dust. As Ironclad, she’s much more assertive and self-assured. With a literal layer of armor between herself and her audience, she feels more confident, more able to express her own opinion. Whether that will leak into her ‘civilian’ identity, only time will tell. Still and all, when Jessica sets her mind to something, she can be next to impossible to convince otherwise. Jessica is a compulsive fixer. Whether it’s machines, people, or events, when she sees that something is broken she tries to sit it to rights. On the one hand that means she tends towards optimism, and doesn’t let herself get disheartened by failure. On the other hand it means she butts into other people’s business, a habit that can range from rude to lethal. [b][u]Powers & Tactics[/u]:[/b]In the suit, Ironclad prefers to keep range from her opponents, using full All-Out Attack and full Power Attack when the situation merits, trusting in her armor to keep her safe from any reprisals. If necessary though, she can enter melee range or use her other combat feats to gain an edge. In a team-based situation, Ironclad is likely to use her extra-sturdy construction to shield her more fragile allies. [hr][/hr] [b][u]Complications[/u]:[/b] [b]City Girl:[/b] Some of Jessica's powers come as a result of 'time-sharing' brain-space with computer networks. Any time she's outside a developed, urban area she loses any power in the Technopath container. [b]HUD:[/b] The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening. [b]Limited Use:[/b] When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities. [b]No Plans, No Prototype:[/b] Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail. [b]Obsession:[/b] Jessica can't help herself from examining high-tech machines, and especially super-tech. [b]Responsibility:[/b] Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up. [b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 10 + 2 + 4 = 22PP Strength: 30/10 (+10/+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 12 (+1) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP Initiative: +5 Attack: +4, +12 Battlesuit Weapons Array Grapple: +4, +23 Battlesuit Servos, +27 at full Super-Strength Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed Knockback: -8/-0 [b][u]Saving Throws[/u]:[/b] 6 + 4 + 7 = 17PP Toughness: +16/+0 (+0 Con, +16 Protection) Fortitude: +6 (+0 Con, +6) Reflex: +7 (+3 Dex, +4) Will: +8 (+1 Wis, +7) [b][u]Skills[/u]:[/b] 116R = 29PP Computers 10 (+15)[sup]Skill Mastery[/sup] Concentrate 9 (+10) Craft (Chemical) 10 (+15) Craft (Electronic) 15 (+20) Craft (Mechanical) 15 (+20)[sup]Skill Mastery[/sup] Disable Device 10 (+15)[sup]Skill Mastery[/sup] Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 15 (+20) Languages 4 (English [Native], French, German, Japanese, Russian) Notice 9 (+10)[sup]Skill Mastery[/sup] Sense Motive 9 (+10) [b][u]Feats[/u]:[/b] 10PP Benefit (Wealth 2 [Rich]) Dodge Focus Eidetic Memory Equipment 0 (+3 Bronze Reward) Inventor Interpose Luck 3 Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice) [b][u]Equipment[/u]:[/b] 3PP = 15EP [equip]5 + 10 = 15 [url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url] (HQ) [5EP] [hr][/hr] [b][u]Midtown Apartment (PL10 HQ)[/u][/b] [12EP] [b]Size:[/b] Medium [1EP] [b]Toughness:[/b] +10 [1EP] [b]Features:[/b] [8EP] [list]Computers Defense System: [b]Snare 12[/b] Laboratory Library Living Space Security System 2 (DC25) Workshop[/list][/equip] [b][u]Powers[/u]:[/b] 78 + 4 + 3 + 4 + 4 + 1 = 94PP [b]Device 19 ([/b]95PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Mental Quickness 6+], Subtle[b])[/b] [78PP] (Battlesuit [Technology]) [device][i]All effects have the Technology descriptor.[/i] [b]Enhanced Feats 7 ([/b]Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change[b])[/b] [7PP] [b]Features 3 ([/b]Computer, Hologram Projector, Library[b])[/b] [3PP] [b]Flight 1 ([/b]10 MPH/100 ft per round, stacks for [b]Flight 5[/b] 250 MPH/2 500 ft per round[b])[/b] [2PP] [b]Immunity 11 ([/b]Critical Hits, Life Support[b])[/b] [11PP] (Armor) [b]Power Reserve 4 ([/b]8PP, Flight, Super Strength[b])[/b] [10PP] [b]Protection 16[/b] [16PP] (Armor) [b]Sensor Array ([/b]13PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [14PP] [array][u]Base Power[/u]: [b]Super-Senses 13 ([/b]Infravision, Ultravision, Analytical Visual Senses [All], Counter All Visual Obscure, Extended Visual Senses [All] 2 [1000 ft increments], Radius Visual Senses [All][b])[/b] [13PP] [u]Alternate Power[/u]: [b]Super-Senses 9 ([/b]Ultrasonic Hearing, Accurate Auditory Senses [All], Analytical Auditory Senses [All], Extended Auditory Senses [All] [100 ft increments][b])[/b] + [b]Super-Senses 4 ([/b]Radar, Accurate Radar Sense, Extended Radar Sense [100 ft increments][b])[/b] [13PP][/array] [b]Super-Senses 3 ([/b]Direction Sense, Distance Sense, Time Sense[b])[/b] [3PP] [b]Vulnerability ([/b]Electricity, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [+50%][b])[/b] [-3PP] [b]Weapons Array 13 ([/b]26PP Array, [i]Feats:[/i] Accurate 4, Alternate Power 3[b])[/b] [25PP] [array][u]Base Power[/u]: [b]Blast 12 ([/b][i]Feats:[/i] Improved Range 2 [2 500ft Increments / 1,000ft Max Range][b])[/b] [22PP] (Wrist Blasters) [u]Alternate Power[/u]: [b]Enhanced Strength 24[/b] + [b]Super-Strength 1[/b] [22PP] (Servos) [u]Alternate Power[/u]: [b]Snare 12 ([/b][i]Feat:[/i] Reversible[b])[/b] [21PP] (Glue Capsules) [u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extra:[/i] Area/Targeted [Shapeable], [i]Flaw:[/i] Action/Full[b])[/b] [20PP] (Cluster Munitions)[/array][/device] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4PP] [spoiler]Mental Quickness 6 means that Ironclad can make the following checks. Computers to [list] [*]search for a file on a massive network as a full round. [*]crash a computer as a free action. [*]destroy or damage programming in 6 rounds. [*]write a program in 6 rounds.[/list] Knowledge to [list] [*]Take 10 as a free action. [*]Take 20 in 6 rounds.[/list] Notice to [list] [*]make a Notice check as a free action.[/list][/spoiler] [b]Super-Senses 1 ([/b]Radio[b])[/b] [1PP] (Technopath) [b]Technopathy 3 ([/b]1.5 points; [i]PF[/i]: Alternate Power[b])[/b] [4PP] [array][u]Base Power[/u]: [b]Datalink 2 ([/b]Radio, 100ft; [i]Feats:[/i] Machine Control[b])[/b] [3] [u]Alternate Power:[/u] [b]Communication 2 ([/b]Radio, 100 ft; [i]Feat:[/i] Subtle[b])[/b] [3][/array] [b]Technopath Container[/b] [device][i]All effects have the Mutant descriptors[/i] [b]Enhanced Feats 4[/b] (Online Research, Jack of All Trades, Speed of Thought, Well-Connected[b])[/b] [4PP] [b]Quickness 6 ([/b]x100, stacks for Mental Quickness 12 [x10 000], [i]Flaw:[/i] Limited [Mental Tasks] [3PP] [spoiler]Mental Quickness 12 means that Ironclad can make the following checks. Computers to [list] [*]search for a file on a massive network as a free action. [*]crash a computer as a free action. [*]destroy or damage programming as a free action. [*]write a program as a free action.[/list] Knowledge to [list] [*]Take 20 as a free action.[/list] Notice to [list] [*]make a Notice check as a free action.[/list][/spoiler] [/device] [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Wrist Blaster Ranged DC 27 Toughness (Staged) Damage (Energy) Servos Touch DC 27 Toughness (Staged) Damage (Physical) Glue Capsule Ranged DC 22 Reflex (Staged) Entangled (Physical) Cluster Munitions Ranged/Area DC 27 Toughness (Staged) Damage (Physical) Abilities (22) + Combat (16) + Saving Throws (17) + Skills (29) + Feats (10) + Powers (94) - Drawbacks (0) = 188/188 Power Points Fool Dok once, shame on you, fool Dok twice, the lab animals eat well that evening...
Supercape Posted April 4, 2012 Posted April 4, 2012 Le travail a été effectué par Le Dokteur. And a big Overhaul for Rene - mainly tidying up stuff to be a bit more coherent (I hope). text explanation of changes! Rene has 19 PP to spend! Not raising him to PL 12 quite yet, so PL is 11 (12). 1 PP: Add 4 Ranks of Bluff 2 PP: Add 2 WIS (increasing Will save, Notice and Sense Motive Skills). Beret: No PP change. The Summon power has removed Progression feat and added linked Comprehend 2 (Animals, limited to the one animal he has pulled out). He can only pull out one animal, and has a telepathic link with it, which also acts as a translator! Magic Array: 12 PP: Add Autofire to the blast, and eliminating the flaw (action) penalty) on all other powers. Emotion Control changed to better represent his power: It is now Rank 12, and has the Sense Dependant flaw (Visual), has lost flaw (action), and has lost subtle and mind blank feats. 1 PP: The Teleport power is now part of his normal magic array, and loses Unreliable Flaw. Gains 1 Rank Progression Cargo and 2 Ranks Progression Affects Others for 12 PP more. Magic Brush / Mystic Ink Array: 3 PP: Add 1 Rank to Mystic Brush for 5PP, and the teleport power is no longer in the Mystic Brush Array (so 6 more PP to this array). Animate Object, Color Control, and Teleport are now no longer Aps of his Magic Array. Animate Object and Color Control APs of the Mystic Ink Array. All adjusted accordingly. Animate Object now: rank 4, does not have Horde Extra, and has Drawback : Full Action (In the spirit of powers like Growth and Density etc having extra time as drawbacks not flaws). Color Control now rank 7 only. 5 PP Added all powers in brush array. They now generally all paint a 500 foot radius effect. Obscure Increased to Rank 7 Concealmenent Area Increased, now an attack (Reflex Save DC 12), so dodge that film of ink! Illusion Increased to 600 foot radius. Light Control Increased to Rank 7 Morph now does not affect Rene (can hardly paint his face as he cant see it), and is perception range. 1 more AP added to Brush Array: Communication 9 (Ink Writing), representing text appearing in front of the receiver which fades. Fluff Changes: Power Descriptions updated and more accurate now! And the code... [floatr][img=http://www.freedomplaybypost.com/wiki/images/b/b0/RenedeSaensHF.png][/floatr][b][u]Player Name[/u]:[/b] Supercape [b][u]Character Name[/u]:[/b] Rene de Saens [b][u]Power Level[/u][/b]: 11/12 (180/180PP) [b][u]Trade-Offs[/u][/b]: -1 Defence, +1 Toughness. -1 Attack, +1 Damage [b][u]Unspent PP[/u][/b]: 0 [b][u]Progress To Platinum Status[/u][/b]: 60/90 (Gold 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]: 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. His Emotion Control power is a broad brush stroke of visible art pictures and lighting that briefly appear and evoke a particular mood. The Grasp of Morpheus power is a subtle change in lighting and haziness that evokes a hypnotic slumber. One particular trick he has learned is painting himself (and others) “onto†a picture, therefore transporting himself to wherever he wishes, providing he has a painting or picture of the area in question. 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]. The “communicate†power in this array involves painting text onto surfaces miles away that briefly appears and fades. Rene also has a magic beret, into which he can put or take out a variety of objects, if he ever takes it off, including small animals, such as the classic rabbit! 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. Rene’s eyes are bad (he wears glasses), but he can mentally “see†his surroundings as if they were painted, artistically, in an impressionistic style. This can be helpful sometimes (like in darkness) but it does not of course pick out fine detail like text. [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! Always a sucker for “artâ€, he will usually try to defeat his opponent as elegantly and “artistically†(which may not just mean visual art) as possible. [hr][/hr] [b][u]Complications[/u][/b]: [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]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]Give me liberty![/b] Passionate - too passionate, about life, liberty, and politics. [b]Hazy Memory[/b] Tendency to forget important things. [b][u]Abilities[/u][/b]: -2 + -4 + 0 + 2 + 22 + 4 = 22pp Str 8 (-1) Dex 6 (-2) Con 10 (+0) Int 12 (+1) Wis 32 (+11) Cha 14 (+2) [u][b]Combat[/b][/u]: 8 + 8 = 16PP Initiative: +2 (-2 Dex, +4 Improved Initiative) Attack: +4, +10 Magic Grapple: +3 Defense: +10/+4 (+4 Base, +6/+0 Amulet), +2 Flat-Footed Knockback: -5/-0 [u][b]Saving Throws[/b][/u]: 0 + 2 + 0 = 2PP Toughness +12/+0 (+0 Con, +12 Amulet) Fortitude +12/+0 (+0 Con, +12 Amulet) Reflex +0 (-2 Dex, +2) Will +11 (+11 Wis, +0) [b][u]Skills[/u][/b]: 56r = 15pp Bluff 4 (+6) 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, Sumerian) Notice 2 (+13) Sense Motive 4 (+15) [b][u]Feats[/u][/b]: 8PP Artificer Beginners Luck (representing suddenly remembering being taught that skill many years ago, but damn, his memory is bad...) Benefit 2 (Wealth 2 [Rich]) Equipment 0 (+2 [10EP] Veteran Reward) Improved Initiative Luck 2 Ritualist Equipment 2PP = 10EP [equip]Headquarters "Rene's House" [5EP] [i]Size[/i]: Small (House), [i]Toughness[/i]: +10, [i]Features[/i]: Library, Living Space, Security System (DC 20), Workshop (Arcane) 5EP contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url][/equip] [b][u]Powers[/u][/b]: 24 + 10 + 18 + 5 + 1 + 53 + 6 = 117PP [b]Device 6 ([/b]30PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [24PP] (Amulet of Protection, Mystic) [device][b]Enhanced Fortitude 12[/b] [12PP] [b]Protection 12[/b] [12PP] [b]Shield 6[/b] [6PP][/device] [b]Device 3 ([/b]15PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Restricted [Requires Arcane Knowledge][b])[/b] [10PP] (Beret) [device][b]Pull It Out of The Hat 6.5 ([/b]13PP Array, [i]Feats:[/i] Alternate Power 2, Subtle [Looks like stage showmanship], [i]Drawbacks:[/i] Action [Move, waving hand in circular motion over beret]) [15PP] [array][u]Base Power[/u]: [b]Dimensional Pocket 3 ([/b]500 lbs., [i]Extras:[/i] Duration 3 [Continuous], [i]Flaws:[/i] Limited [Not usable as attack][b])[/b] [12PP] (Put it in the hat!) [u]Alternate Power[/u]: [b]Create Object 4 ([/b][i]Extras:[/i] Duration [Continuous], [i]Feats:[/i] Innate, Precise, Subtle [Look like real objects], [i]Drawbacks:[/i] Special 1 [Size and shape limited to hand held objects only][b])[/b] [13PP] (Pull it out of the hat!) [u]Alternate Power[/u]: [b]Summon 2 ([/b]30PP Minion, [i]Extras:[/i] Duration [Continuous], Type 2 [Broad, Animals], [i]Feats:[/i] Mental Link [b])[/b] [11PP] plus [b]Communication 2 ([/b]Speak to and Understand Animals [i]Flaws:[/]Limited to the one animal he has summoned[b])[b] [2 PP] (Rabbit out of the hat!)[/array][/device] [b]Device 6 ([/b]30PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Restricted [Artistic Craft Skill bonus of +10 or higher], [i]Drawbacks:[/i] Power Loss [Cannot use if unable to gesture as if painting][b])[/b] [18PP] (Mystic Paintbrush) [b]Mystic Ink Array 11.5 ([/b]23PP Array, [i]Feats:[/i] Alternate Power 7[b])[/b] [30PP] [array][u]Base Power[/u]: [b]Obscure 7 ([/b]Visual Senses, 500ft radius, [i]Extras:[/i] Duration [Continuous], Range [Perception], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Variable Descriptor 2 [Any Magic][b])[/b] [23PP] [array][u]Alternate Power[/u]: [b]Animate Object 4 ([/b]60PP Minions, [i]Extras:[/i] Animate Images Only (+0), Duration [Continuous], Range [Perception] [i]Feats:[/i] Progression [Minions] 4 [25 Objects][i]Drawbacks[/i] Action 1 Full Round to animate objects][b])[/b] [23PP] [u]Alternate Power[/u]: [b]Color Control 7 ([/b][i]Extras:[/i] Duration [Continuous], Range [Perception], [i]Flaws:[/i] Action [Full][b])[/b] [21PP] [u]Alternate Power[/u]: [b]Communication 9 ([/b][i]Extras:[/i] Area (Omni Directional), [i]Feats:[/i] Dimensional 2 [Any Mystic], Selective, Subtle 2[b])[/b] [23PP] [u]Alternate Power[/u]: [b]Concealment 2 ([/b]Normal Vision, [i]Extras:[/i]Attack (+self), Area [General, Burst], Duration [Continuous], Range 2 [Perception], Selective [i]Feats:[/i] Close Range, Progression [Area] 5 [10-500ft radius], Selective [i]Drawbacks:[i]Action 1 Full round to activate[b])[/b] [22PP] (Invisible Ink) [u]Alternate Power[/u] [b]Illusion 5 ([/b]Visual Senses, [i]Extras:[/i] Duration 2 [Continuous], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Progression [Area] 6 [500ft radius][b])[/b] [21PP] [u]Alternate Power[/u]: [b]Light Control 7 ([/b]500ft radius, [i]Extras:[/i] Duration [Continuous], Range [Perception], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise [Vary level of light], Variable Descriptor [Different color and source of light][b])[/b] [23PP] [u]Alternate Power[/u]: [b]Morph 4 ([/b]Any Form, +20 Disguise, [i]Extras:[/i] Affects Others Only (+0), Duration [Continuous], Range 2 (Perception), [i]Drawbacks:[/i] Action 3 [Full][b])[/b] [21PP] (Mystic Make-up)[/array][/device] [b]Immunity 2 ([/b]Aging, Disease, [i]Flaws:[/i] Limited [1/2 Effect][b])[/b] [1PP] (Mystic) [b]Magic Array 29 ([/b]48PP Array, [i]Feats:[/i] Alternate Power 5[b])[/b] [55PP] [array][u]Base Power[/u]: [b]Blast 12 ([/b][i]Extras:[/i]Autofire, [i]Feats:[/i] Accurate 3, Affects Insubstantial 2, Homing, Incurable, Indirect 3, Variable Descriptor 2 [Any Magic][b])[/b] [48PP] [u]Alternate Power[/u]: [b]Fatigue 12 ([/b][i]Extras:[/i] Alternate Save [Will], Ranged, [i]Feats:[/i] Accurate 3 [+6], Homing 1, Insidious, Indirect 3, Reversible, Sedation, Subtle 2[b])[/b] [48PP] (Grasp of Morpheus) [u]Alternate Power[/u]: [b]Snare 12 ([/b][i]Extras:[/i] Transparent, [i]Feats:[/i] Accurate 3, Affects Insubstantial 2, Homing, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic][b])[/b] [48PP] [u]Alternate Power[/u]: [b]Stun 12 ([/b][i]Extras:[/i] Range [Ranged], [i]Feats:[/i] Accurate 3, Affects Insubstantial 2, Homing, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic][b])[/b] [48PP] [u]Alternate Power[/u]: [b]Emotion Control 12 ([/b][i]Extras:[/i]Area [Shapable], Selective Attack, [i]Flaws:[/i]Sense Dependent [Visual] [b])[/b] (48PP)[/array] [u]Alternate Power[/u]: [b]Teleport 9 ([/b]20,000 miles per Full Action ["Anywhere On Earth"], [i]Extras:[/i] Accurate, Affects Others, Range 2 [Perception], [i]Flaws:[/i] Limited [Long-Range], Medium [Picture of target area to paint onto][i]Feats:[/i] Change Direction, Change Velocity, Progression [Affects Others] 2 [5 Others], Progression [Cargo] 2 [500 lbss][b])[/b] [42PP][/array] [b]Super-Senses 6 ([/b]Danger Sense [Mental], Mind's Eye [Mental Sense, [i]Extras:[/i] Acc urate, Acute, Ranged][b])[/b] [6PP] (Magic, Views surroundings as if they were an impressionist painting) [b][u]DC Block[/u][/b]: [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Color Control Perception DC20 Fortitude Transformed Illusion Perception/Area DC15 Will Special Morpheus Grasp Ranged DC19 Will (Staged) Fatigued/Exhausted/Unconscious Mystic Blast Ranged DC24 Toughness (Staged) Damage* Mystic Snare Ranged DC19 Reflex (Staged) Entangled/Bound Mystic Stun Ranged DC19 Fortitude (Staged) Dazed/Stunned/Unconscious *Energy or Physical (Variable Descriptor) Totals: Abilities (22) + Combat (16) + Saving Throws (2) + Skills (15) + Feats (8) + Powers (117) - Drawbacks (0) = 180/180 Power Points Le travail a été effectué par Le Dokteur.
Aoiroo Posted April 6, 2012 Posted April 6, 2012 De-Glam'd by Dok Changeling +1 All Out Attack Feat Removed Glamour descriptor from her attacks cause she doesn't have Accurate on her glamour array. +1 Slow Fade to her Mind Spike. [floatr][img=http://www.freedomplaybypost.com/wiki/images/9/92/Changeling.png][/floatr][b][u]Player Name[/u]:[/b] Aoiroo [b][u]Character Name[/u]:[/b] Changeling [b][u]Power Level[/u]:[/b] 14 (207/207PP), Effectively PL 12 [b][u]Trade-Offs[/u]:[/b] Glamour -2 Attack / +2 Damage, Melee None, Swords +5 Attack / -5 Damage, +5 Defense / -5 Toughness [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Gold Status[/u]:[/b] 57/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url]) [i]Bronze Reward:[/i] Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling [i]Silver Reward:[/i] 3rd PC, PL8/120PP ([url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=5542]Catalyst[/url]) [b][u]In Brief[/u]:[/b] A human raised by the fae who has only recently found her way back to the human world. [b][u]Alternate Identity[/u]:[/b] Etain Maher [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Newry, Ireland [b][u]Occupation[/u]:[/b] None [b][u]Affiliations[/u]:[/b] None [b][u]Family[/u]:[/b] Emmett Maher (Father, Deceased), Clarissa Maher (Mother, Deceased), Bugloss and Cinquefoil (Adopted Parents) [floatr][img=http://i79.photobucket.com/albums/j139/BloodPlum/Angel-1.jpg][/floatr][b][u]Description:[/u][/b] [b]Age:[/b] 129 (at least going by her actual birth certificate) [b]Apparent Age:[/b] 18 (The exact number of years she has been in the Fae) [b]Gender:[/b] Female [b]Ethnicity:[/b] Caucasian [b]Height:[/b] 5'2" [b]Weight:[/b] 120 lbs. [b]Eyes:[/b] Hazel [b]Hair:[/b] Black Etain is very beautiful, even as an infant(which of sort of why she was switched in the first place). She has curly black hair that goes just past the shoulders, a rounded face and soft features. She has a very dated fashion sense, usually wearing older(and somewhat heavier) type of clothing, and has a fondness of flowers. Her costume looks even more dated then her actual clothing. It is a rather long flowing gown, and a full faced masquerade mask with a matching pair of wings. Most people wonder how she even manages to move in the whole thing, and few realize that the only real part of the costume is the mask that allows grants her fairy glamour that fabricates the rest of the costume as a very realistic costume that will hold unlike her other glamour in the presence of cameras, and mirrors. [b][u]Power Descriptions[/u]:[/b] Being raised by fae, her powers are deeply seated in her ability to create glamour or illusions. However, as she is still only human, she cannot alter her physical form with glamour and her illusions are somewhat flawed as they cannot fool mirrors or technology. She can also follow the presence or trail of magic, and can see it on others as a sort of aura. It can be a bit troubling though, since if their is too much magic, it can blind or distract her from other sights and she can never not see it. [b][u]History[/u]:[/b] Etain lived with the Maher's for a total of six days, and on the seventh, she was swapped. Her parents didn't notice the change, and neither did she (how could she, she was only seven days old). She was raised by Bugloss and Cinquefoil, a pair of higher fae who served Titania and lived among the Seelie Court enjoying the spenders of the court and living unaware of her origins. She was taught of everything important to the fae, music, art, food, mischeif, everything she grew up with and never once did she think to venture outside the realm of the fae until she turned fifteen. One of her friends had managed to trick and entrance a human boy who was just a little older then herself into their realm. He was very solemn about being taken from his realm, missing his family and friends that he had left behind and would neither eat, nor join with them in their splender, which led to most of the fae either teasing him or leaving him alone. Though while the others left him, it interested Etain greatly why he was so down, so she asked about his feelings, and got a strange question in return, he had asked her why she was there. She said this was her home and that her family was here. He contradicted this, saying that was not the case. For some reason, he could tell that she like him wasn't suppose to be there. Though she didn't believe him, she still found him interesting and asked him about where he lived. He told her tales of a place with large structures seperate from nature, and strange ways of transportation including the use of dreaded cold iron. It sounded horrible to her, but at the same time, she was curious about the world of humans. He also spoke of what he called heroes, people who did others favors but expected no price in return, that was the strangest concept she had heard of them all. But it did interest her greatly as she listened every day. This continued for about four days, though he would not eat, nor would he drink, he would still talk of his home and his longing to return. She was his only audience, and also, she was the only one that noticed his growing weakness as he refused to indulge himself. Apparently, he had heard from an older tale that if he did so he would never be able to return (which was the first she had heard of such a thing, since they had let people who had eaten their food back plenty of time). By the fifth day, he was too weak to speak, and collapsed. She didn't know why but the idea of him going away frightened her, so she called her friend, and begged that she send him back. Her friend didn't understand why he wanted to leave, and but said that she needed an equal price for his passage or else she couldn't do it under the laws of the court. She offered that she would stay with him for the passage until the end of his days as an equal price. Her friend granted the request and returned him and Etain to the exact place that he was taken, in front of a small house in the West End. It was in that moment that they go their that there was a shoot out between two rival gangs. Both gangs were shocked at their sudden arrival, and one member thought their was a possibility that they were a pair of meta humans so opened fire. The boy pushed Etain back and before she knew it, he was on the floor bleeding perfusely. She didn't understand what had happened, or why had it happened, but she was possitively furious. Calling a large amount of magic, she burned into the heads of every other human their the image of the most horrible monster imaginable. Any of the members who didn't faint on sight fleed the scene immediately leaving her effectively alone with the strange boy whom she hadn't even learned the name of. The ambulences of Trinity hospital took her and the boy away from the scene, she was frightened at first at the cold iron, but found that she could touch it with and only got slight irritation on her skin, so she endured the discomfort and continued to stay by the boys side. He was still alive, albet barely since she was still there, but she had to wait quietly while they took him away. She stayed at the hospital for several days, and just like the boy, Etain refused to eat until she saw him. After the third day, they let her into his room since she was the only one there with him. It seemed that while the time he had spent in the fae's realm was only a few days, in this world it had equivilated to six years in which the boy had been deemed a missing persons case that had long been abandoned. Any family he had, had already moved away because they had already moved on and just wanted to forget. She found out that his name was Demitrius Emil, and that he had liked playing a game called soccer. She also learned, that the combination of his gun wounds and severe malnutrition had put him into a coma. She stayed at his side, partly because she felt bad, partly because she didn't know anyone else. When she was taken to the fae, though it had only been seventeen years there, in this world she had been taken in the late eighteen hundreds, so there was no one there to claim her either. She found out that the boys parents had moved out of the country a little later to live closer to the rest of the family (he himself wasn't from the U.S. but from Nigeria, and only moved to the states in 2000). As the weeks passed, it was becoming less and less likely that he would ever get out of the coma and the hospital was thinking about switching him to hospice treatment instead (something she didn't understand was a bad thing until it was explained to her). She tried to protest, but she didn't have the money, or even a legal idenity herself to try and gain it. It was only then that she met a woman by the name of Cynthia Fowler who offered her house and home as well as treatment for the boy. Though a bit confused about the strangely generious offer, she jumped on it, and for the first time in several weeks left the boys side. Cynthia Fowler, in fact, is actually her adoptive mother Cinquefoil who after learning of her leaving the fae asked for permission to follow to take care of her. She was granted the permission, but under the condition that she could never reveal herself to Etain or any other human. If she breaks this geis, she would have to return to the fae realm immediately. Cynthia came to the human world a few days after Etain, and spent the time first by enticing a wealthy but lonely businessman, and then using his resources to locate her daughter. Though she finds her daughter's attachment to a human strange, she didn't want to see her so sad, so she allowed for the continue care of the human while she looked for other arrangements so her daughter might be attended to in the best care possible. She discovered a human system called school that they used to teach their young their ways, wanting only the best, she found the school for the most special and arranged for her daughter to start attending Claremont. After a year on Earth Prime and her mother's failed attempt on Demetrius's life, Etain has made clear her desire to stay on earth as a human and has been promptly cut off from her previous funding. She is broke, but still attending Claremont (which was paid in advance) while living out of Parkhurst. [b][u]Personality & Motivation[/u]:[/b] Etain is a bit new to human customs, she isn't stupid mind you she understands mathematics, and can pick up some scientific concepts, she's just finds some of the other concepts hard to follow. Growing up in the courts have made her used to talking in circles, and an endless flatterer to anybody she deems more important or more powerful then herself. She's also a bit cold in general, she'll be polite and act nice, but will distance herself and often trick others if it serves her. She feels greatly indebted to Demitrius for what he did, so she tries to emulate him the best she can by helping people when they are in danger. However many times she does this however she still cannot feel that it is enough to return his debt, she may be using it as an excuse in that she finds she strangely feels good about helping people. [b][u]Powers & Tactics[/u]:[/b] Etain relies heavily on her ability to change the perceptions of those around her, though her perception of reality is a bit warped in general because of the world she lived in not being nearly as rigid or steely as this strange new world almost all her illusions rely on a nature based theme that is more easily spotted in places around the city. Charming is also a main practice she has with the fae, making her not above luring a man (or woman for that matter) in for a kiss before knocking them out. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Anchored:[/b] She's only anchored to this world as long as Demitrius still lives, the moment he breaths his last breath she's suppose to return the the fae realm. [b]Blinded by the Light:[/b] Etain can get dazzled by sites or persons who exude abnormally large amounts of magic. [b]Fish Out Of Water:[/b] She is learning how to live with the modern society, but still finds herself confused most the time. This leads her lacking in certain skills, like riding a bike or driving a car. [b]Struggling:[/b] She no longer has the support of her wealthy benefactor provided by her mother, instead she has to live at Parkhurst on the weekends since she can't afford to board at Claremont (the tuition however has already been paid for). She has a very hard time finding work as she still does not technically exist. [b]No Untrue Words Will Escape Thy Lips:[/b] Etain has no natural talent for any other magic outside of illusion, the reason she has the illusion power is that she paid the price that she would not ever let an untrue word escape her lips, meaning she will never lie nor make a promise she is unable to keep. If she does either of these things it directly detracts from her powers. [b][u]Abilities[/u]:[/b] 2 + 4 + 6 + 4 + 8 + 10 = 34PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) [b][u]Combat[/u]:[/b] 20 + 32 = 52PP Initiative: +2 Attack: +10, +12 Melee, +14 Swords Grapple: +13 Defense: +17 (+16 Base, +1 Dodge Focus), +8 Flat-Footed Knockback: -3/-1 [b][u]Saving Throws[/u]:[/b] 4 + 7 + 10 = 21PP Toughness: +7/+3 (+3 Con, +4/+0 Protection) Fortitude: +7 (+3 Con, +4) Reflex: +9 (+2 Dex, +7) Will: +14 (+4 Wis, +10) [b][u]Skills[/u]:[/b] 80R = 20PP Bluff 11 (+16, +20 Attractive)[sup]Skill Mastery[/sup] Concentration 8 (+12) Craft (Sewing) 6 (+8) Diplomacy 11 (+16, +20 Attractive) Intimidate 5 (+10) Knowledge (Arcane Lore) 8 (+10)[sup]Skill Mastery[/sup] Languages 2 (English, French, Latin [Native]) Notice 11 (+15)[sup]Skill Mastery[/sup] Perform (Dance) 2 (+7) Perform (Singing) 5 (+10) Sense Motive 11 (+15)[sup]Skill Mastery[/sup] [b][u]Feats[/u]:[/b] 17PP Accurate Attack All-Out Attack Attack Focus (Melee) 2 Attack Specialization (Swords) Attractive Dodge Focus Evasion 2 Equipment 0 (+3 [15EP] Veteran Reward) Interpose Minion 3 [45PP] (+8 [120PP] Veteran Reward) Move-By Action Power Attack Quick Change Skill Mastery (Bluff, Knowledge [Arcane Lore], Notice, Sense Motive) [equip][b][u]Equipment[/u][/b] 3PP = 15EP Swordbrella (floral print umbrella concealing a silver-plated blade) [b]Strike 3 ([/b][i]Feats:[/i] Might, Subtle[b])[/b] [5EP] +10EP for [url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url] (Shared HQ)[/equip] [b][u]Powers[/u]:[/b] 53 + 4 + 9 = 66PP [b]Glamour 21.5 ([/b]46PP Array, [i]Feats:[/i] Alternate Power 7[b])[/b] [53PP] [array][u]Base Power[/u]: [b]Illusion 10 ([/b]All Senses, [i]Extras:[/i] Selective, [i]Flaws:[/i] Phantasm, [i]Feats:[/i] Progression [Area] 4 [100 ft radius], Progression [Save DC] 2 [DC22][b])[/b] [46PP] [u]Alternate Power[/u]: [b]Concealment 10 ([/b]All Senses, [i]Extras:[/i] Area [Cylinder], Affects Others, [i]Flaws:[/i] Phantasm, [i]Feats:[/i] Close Range, Progression [Save DC] 2 [DC22], Progression 3 [50 Foot Radius], Selective[b])[/b] [37PP] [u]Alternate Power[/u]: [b]Dazzle 14 ([/b]Auditory + Visual Senses, [i]Extras:[/i] Alternate Save [Will/Will], [i]Feats:[/i] Reversible, Selective[b])[/b] [44PP] [u]Alternate Power[/u]: [b]Drain Will 12 + Strike 12 ([/b][i]Extras:[/i] Alternate Save [Will], Linked, [i]Feats:[/i] Affects Insubstantial 2, Improved Critical [19-20], Incurable, Slow Fade, Takedown Attack 2, Variable Descriptor [Bludgeoning, Piercing, Slashing][b])[/b] [44PP] (Illusiory Mental Weapons) [u]Alternate Power[/u]: [b]Blast 14 ([/b][i]Extras:[/i] Alternate Save [Will], [i]Feats:[/i]Affects Insubstantial 2, Progression (Range) 2 (50 ft)[b])[/b] [46PP] [u]Alternate Power[/u]: [b]Nullify 11 ([/b]All Mental Effects, [i]Extras:[/i] Area [General, Cylinder], Duration [Concentration], Selective Attack, [i]Flaws:[/i] Range [Touch], [i]Feats:[/i] Progression [Area] 2 [250ft radius]) [46PP] [u]Alternate Power[/u]: [b]Paralyze 14 ([/b][i]Extras:[/i] Area [General, Cylinder], [i]Feats:[/i] Progression [Area] 3 [100ft tall x 50ft radius], Selective[b])[/b] [46PP] [u]Alternate Power[/u]: [b]Stun 14 ([/b][i]Extras:[/i] Alternate Save [Will], Area [General, Cylinder], Sleep, [i]Feats:[/i] Progression [Area] 3 [100ft tall x 50ft radius], Selective[b])[/b] [46PP][/array] [b]Protection 4[/b] [4PP] [b]Super-Senses 9 ([/b]Detect Magic 3 [Visual, Very Common], [i]Extras:[/i] Analytical, Counters Concealment, Counters Illusion, Tracking [1/2 Speed][b])[/b] [9PP] [b][u]Drawbacks[/u]:[/b] -3PP [b]Weakness ([/b]Ferrous Metals, [i]Frequency:[/i] Very Common, [i]Intensity:[/i] Minor [-1 Defense when in direct contact][b])[/b] [-3PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage(Physical) Blast Ranged DC29 Will (Staged) Damage (Energy) Dazzle Ranged DC24 Will Blinded+Deafened Illusion Perception/Area DC22 Will Special Nullify Touch/Area DC 21 Will/Reflex Contested vs Power/Will Nullified Paralyze Touch/Area DC24 Will (Staged) Slowed/Paralyzed Strike Touch DC24 Will (Staged) Drain Will DC27 Will (Staged) Damage (Energy) Stun Touch/Area DC24 Will (Staged) Dazed/Stunned/Unconscious Swordbrella Touch DC19 Toughness (Staged) Damage(Physical) Abilities (34) + Combat (52) + Saving Throws (21) + Skills (20) + Feats (17) + Powers (66) - Drawbacks (3) = 207/207 Power Points Custos Gargoyle Minion PL 10 / 165PP -4 Defense/+4 Toughness Abilities: 4 + 4 - 10 + 4 = 2PP Strength: 30 (+10) (14, +16 Growth) Dexterity: 14 (+2) Constitution: - Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +10 Attack: +4 Range, +10 Melee (+6 Range, +12 Melee, -2 Growth) Grapple: +25 Defense: +6 (+6 Base, +2 Dodge Focus, -2 Growth), +3 Flat-Footed Knockback: -14 Saving Throws: 0 + 8 + 2 = 12PP Toughness: +14 (+14 Protection, +10 Impervious) Fortitude: - Reflex: +10 (+2 Dex, +8) Will: +4 (+2 Wis, +2) Skills: 36R = 9PP Acrobatics 4 (+6) Intimidate 13 (+15; includes +2 from Growth) Knowledge (Arcane Lore) 6 (+6) Notice 6 (+8) Sense Motive 8 (+10) Feats: 18PP Attack Focus (Melee) 6 Dodge Focus 2 Elusive Target Fearsome Presence 2 Improved Grapple Improved Iniative 2 Improved Pin Move By Action Takedown Attack 2 Powers: 18 + 5 + 25 + 30 + 24 = 102PP Spirit Roar 9 (16 points: PFs Alternate Power x2) 18pp BE Strike 10 (Extras Targetted Area [Cone, 100 ft]; Flaw: Limited [Magical Creatures Only]; PFs: Affects Insubstantial 2, Progression Area 4 [100 ft]) [16/16 PP] AP Dazzle Auditory 10 (Extras Targetted Area [Cone]; Flaws Range [Touch], PFs: Progression Area 4 [100 ft]) [14/16 PP] AP Emotion Control 10 (Extras: Targetted Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory], PFs: Progression Area 4 [100 ft]) [14/16PP] Flight 3 (50 mph / 500 feet per Move action, Drawbacks: Power Loss [Wings]) [5PP] Growth 8 (Huge; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [25 PP] Immunity 30 (Fortitude Effects) 30PP Protection 14 (Extras: Impervious 10) 24PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Tough Damage (Staged) Strike Touch Cone DC 25 Tough Damage (Staged) Dazzle Touch/Area DC 20/20 Fort Deafened Emotion Control Touch/Area DC 20 Will Fear (Staged) Abilities (2) + Combat (24) + Saving Throws (12) + Skills (9) + Feats (18) + Powers (102) - Drawbacks (0) = 165/165 Power Points De-Glam'd by Dok
KnightDisciple Posted April 7, 2012 Posted April 7, 2012 Trumpets sounded by Dok Below is a full sheet for Gabriel, who has gone through a major, rigorous rebuild. As a quick reference, this post is what I have below, for ease of reading. Notes: :arrow: Totally reworked how his Enhanced Charisma is coming into play, to hopefully ease worries expressed to me by the Ref Team. :arrow: Upped his wisdom, made sure to keep his Will save within PL12 combat caps. :arrow: Touched up his skills. :arrow: Added several feats. :arrow: Boosted his array up by 10 points, which let me increase the ability on some things, and generally make him more capable. :arrow: Boosted both his Armor and his Spear, giving him a couple new features, as well as the ability to travel between Earth-Prime and Sanctuary. :arrow: I'm planning to give him an HQ, but that hasn't happened in-story yet, and I want to go over the HQ one more time before I do, as well as adding a link to a description or whatnot. [floatr][img=http://www.freedomplaybypost.com/wiki/images/e/e4/GabrielHF1.png][/floatr][b][u]Player Name[/u]:[/b] KnightDisciple [b][u]Character Name[/u]:[/b] Gabriel [b][u]Power Level[/u]:[/b] 15 (216/223PP) [b][u]Trade-Offs[/u]:[/b] None [b][u]Unspent PP[/u]:[/b] 7 [b][u]Progress To Gold Status[/u]:[/b] 73/90 [b][u]dentity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Limerick, Ireland (Chalk it up to the Almighty's sense of humor) [b][u]Occupation[/u]:[/b] Drama Teacher [b][u]Affiliations[/u]:[/b] Freedom College [b][u]Family[/u]:[/b] Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother) [b][u]Age[/u]:[/b] 28 ([i]DoB:[/i] March 21, 1984) [b][u]Apparent Age[/u]:[/b] N/A [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Irish Caucasian [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 170 lbs. [b][u]Eyes[/u]:[/b] Blue [b][u]Hair[/u]:[/b] Red [b][u]Speech Color[/u]:[/b] Maroon [b][u]Description[/u]:[/b] Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face. Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually [i]flex[/i] with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch. [b][u]Power Descriptions[/u]:[/b] At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter. Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as. [b][u]History[/u]:[/b] [b]Early History[/b] [spoiler]Carson Finbar Keefe was born on the Emerald Isle, that ancient land known as Ireland. Raised on the outskirts of Limerick, he grew up in a large, loving Catholic family. His father and paternal grandfather own and operate a pub, The Falcon and Cent. His mother and paternal grandmother both helped raise the kids, seeing as his paternal grandparents lived in a small cottage just down the road from his parents' house. His maternal grandparents were present almost as frequently, often coming over for big family dinners and get-togethers on the weekends. They lived and worked in Dublin, his Grandpa Colin being a board member in a mid-sized business in the city. Thus it was that the Keefe family never had to live hand to mouth. They have never been rich, but they had what they needed, and that was good enough. Besides, family weekends were always fun! As he grew older, Carson started experiencing a sense of dissatisfaction. At first, he couldn't even pin his finger on it. His mother could tell something was often bothering her middle son, but she couldn't tell what it was. It wasn't until Carson was in high school that he began to grasp the meaning of this sense of discontent. Like many others, he saw a world that felt so flawed, with so many people wandering around with little hope. But Carson wasn't a superhero. He wasn't even a normal genius; his grades were merely on the high end of average. No, his real talent lay in acting; from the tender age of 6, he'd often been the leading man in any plays his school put on. The fact that he could sing as well as he could act helped during the Christmas plays, for sure. But how to fit his love of acting with this sense of, dare he say it, holy discontent? Then he thought of the drama teacher at his school. Miss O'Brian, a kindly lady in her late 50's. Not only did she struggle to make sure kids like him had a chance to express themselves, she often helped serve as a mentor or a tutor. Suddenly, he had a sense of certainty. He'd be a teacher like her! Well, maybe eventually be a real actor, too. Like Peter O'Toole, or Liam Neeson! That would be really nifty... So it was that Carson redoubled his focus on the fine art of theater performance. His parents were touched by the drive and focus he displayed. Once they sat down and talked with him, and he confirmed that his desire was genuine, they got behind him 100%. But Carson took things even more seriously. Several times a week, he would kneel down before going to sleep, and fervently pray that the Lord would grant him the strength to help the unfortunate, the influence to change lives, and the skill to help those who needed it. He prayed for success in his studies, and more generally for the strength and guidance to accomplish this task. Of course, it was only a couple of years later that something more incredible happened to Carson.[/spoiler] [b]Origin of a Hero[/b] [spoiler]Three nights after he turns 17, Carson was on a walk in the nearby park, enjoying the early evening weather and view. Suddenly, a brilliant light blinded him, causing him to stumble backwards. As his vision started to clear, he heard a voice. [b]"Fear not, Carson Finbar Keefe. My visit to you is one of greatest import, for you have a great destiny ahead of you. Your prayers have been heard. Now, they shall be answered, in a way more wonderful than you could have dreamed."[/b] When he could see more clearly, there before him stood an angel! Flowing robes, glowing hair and eyes, white wings, and...a trumpet? Carson quickly crossed himself and muttered a short prayer. "Why...why have you come to me? And which angel are you?" Then his courage took some root, and he straightened a bit as he clutched his rosary. "How do I know you're truly an angel, and not working for the Enemy? He can disguise himself, can't he?" The angel slowly walked forward, stopping right in front of Carson. There he(?) knelt, slowing reaching his free hand out...to grasp the rosary. It did not react at all with the being at first; after a few moments, it took on a deep, unearthly glow. And Carson knew this angel was genuine. [b]"I applaud your courage, Carson. You will need it for the years ahead. I am indeed a true angel. An Archangel, in fact. I am Gavriel, Herald and Messenger of the Most High. I have come because you have been chosen, Carson Finbar Keefe. You have been chosen to be an agent for Good in the world. Your current dreams are worthy, yes. Such is the work of many Saints. But you shall have a task higher still. You will be endowed with a small fraction of my power. You shall craft sound into a weapon against the forces of Evil, large and small. You have great things ahead, Carson. Or should I say...Gabriel."[/b] And with no warning, Gavriel was simply gone. Carson looked down, to find himself clad in simple white clothes. Shirt, pants, gloves, boots, coat...mask, hood? Almost all of it, shining white. He felt power welling up within himself. He had a grasp on at least the basics of what to do, though he knew he needed practice. And oddly enough, he suddenly knew how to play the trumpet, as well as a couple of other similar instruments. But...what would he tell his parents. In the end, Carson broke down and told his father and mother what had happened. He made them promise not to speak of it to any of the other family, and to instead help cover for him as he took the time to start mastering his abilities, while still working hard to go to school. At first they were reluctant, but after Carson showed them his new outfit (which sadly he could not simply summon and de-summon at will), and some of the things he could do, they became convinced. So Angus and Bevin worked hard to help their middle son. They served as sympathetic listeners as he related his frustrations with school, his powers, and the continuing uncertainty of where exactly he should go. Carson graduated high school, and immediately entered the closest university with a strong fine arts program. There, he honed his dramatic and vocal skills, while also working on methods to do the same for his future students. He applied all his energy to the program, graduating with a Masters in Theater Education, and a Minor in Counseling, in only 5 (grueling) years. It was perhaps his happiest moment yet, one full of a sense of accomplishment and purpose. Not two days later, he awoke in a cold sweat. He'd had a dream, one with a sense of purpose. But all he could remember was flashing images of his heroic identity fighting criminals and super-villains in a city. Carson got up and went about a typical morning in his house. But when he happened to glance at the paper, something caught his eye, tugged at his heart, and left his rosary feeling warm on his chest. Specifically, there was a story about another conflict between superheroes and supervillains in Freedom City, seemingly the center of such activity in America. At that moment, he knew where he had to go. "Ma, Da, I know where I'm going to teach. Freedom City." At first, they looked at him with confusion. Then they saw the certainty, the conviction, in his eyes. Slowly, his father nodded, pride shining in his eyes. His mother managed to avoid crying, though a single tear slipped out of one eye as she gazed on her boy, now a man. "If that's what you feel you need to do, son, we'll help you get everything squared away." His parents kept his word. Oh, he didn't move to Freedom City the next week or anything. It took Carson just over a year to get a passport, work visa, and various certifications before he was able to move to America. During that time, he'd been helping his father at the pub, as well as doing some teaching at the local schools. Between all of that, and a bit of help from Grandfather Colin, he managed to arrange for halfway decent housing close to the campus. While he had an Irish driver's license, he didn't want to try dealing with either public transportation or getting his own car for a while. Besides, walking did him good.[/spoiler] [b]Recent Times[/b]It hasn't taken Carson long to find himself in the thick of the action in Freedom city. Demons, mobs, undead, sorcerors, time travel, and so much more. He's seen a lot and fought more. Along the way, he's made friends, and a few enemies; he's now allies with several of the more powerful and well-known heroes of the City, and there's even rumors from his friends he might end up on the Freedom League roster. All in all, Carson has found himself doing good things for people who need it. [b][u]Personality & Motivation[/u]:[/b] Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for. This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students. As Gabriel, his focus has been on helping "the little guy," such that he tends to target non-powered petty criminals. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians.[/spoiler] [b][u]Powers & Tactics[/u]:[/b] Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast. Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in. [hr][/hr] [b][u]Complications[/u]:[/b][b]Demons, Why Did It Have To Be Demons?:[/b] Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight. [b]I Hate Faeries!:[/b] Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, or if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades). [b]Old Wounds:[/b] Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like. [b]Responsibility:[/b] Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict. [b]Secret (Identity):[/b] Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. [b]Shepherd of The Flock:[/b] Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions. [b]Relationship:[/b] Carson Keefe is in a romantic relationship with Sonya Sokolova; anyone who knew of his dual identity might seek to harm him through her (though she's not an easy target), and if she's in danger for one reason or another, Carson may not think rationsally. A GM should feel free to give Gabriel a hero point whenever his romance leads to immediate and dangerous difficulty in his life. [b][u]Abilities[/u]:[/b] 4 + 4 + 6 + 6 + 4 + 10 = 34PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 50/30/20 (+20/+10/+5) [b][u]Combat[/u]:[/b] 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Spear, +12 Sonic Control Grapple: +11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6/-4, -3/-1 Flat-Footed [b][u]Saving Throws[/u]:[/b] 5 + 6 + 9 = 20PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed Fortitude: +8 (+3 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +12 (+3 Wis, +9) [b][u]Skills[/u]:[/b] 108R = 27PP Acrobatics 8 (+10) Bluff 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup] Diplomacy 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup] Gather Information 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup] Intimidate 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup] Knowledge (Arcane Lore) 8 (+10) Knowledge (Theology & Philosophy) 8 (+10) Notice 12 (+15) Perform (Acting) 10 (+40/+20/+15) Perform (Wind Instruments) 10 (+40/+20/+15) Sense Motive 12 (+15) [b][u]Feats[/u]:[/b] 22PP Attack Specialization (Sonic Control) 2 Beginners Luck Defensive Roll 2 (+4 Toughness) Dodge Focus 4 Improved Initiative Luck 5 Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Ultimate Bluff Ultimate Diplomacy Ultimate Intimidate Ultimate Gather Information Uncanny Dodge (Auditory) Well-Informed [b][u]Powers[/u]:[/b] 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP [b]Device 2 ([/b]10PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [8PP] (Holy Armor) [device][b]Features 1 ([/b]Quick Change[b])[/b] [1PP] [b]Immunity 2 ([/b]Critical Hits[b])[/b] [2PP] [b]Protection 5[/b] [5PP] [b]Super-Senses 2 ([/b]Darkvision[b])[/b] [2PP][/device] [b]Device 4 ([/b]20PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Subtle [Transforms into a Ring], [i]Features:[/i] Masterwork Wind Instrument [Transforms into a Trumpet][b])[/b] [14PP] (Heavenly Spear) [device][b]Light Control 5 ([/b]25ft radius, [i]Flaws:[/i] Range [Touch][b])[/b] [5PP] [b]Strike 10 ([/b][i]Feats:[/i] Accurate 2, Mighty[b])[/b] [13PP] (Blessed/Holy, Piercing, Silver) [b]Super-Movement 1 ([/b]Dimensional Movement 1 [Earth-Prime and Sanctuary] [b])[/b] [2PP][/device] [b]Enhanced Charisma 10 ([/b]to 30/+10[b])[/b] [10PP] [b]Flight 1 ([/b]10mph / 100ft per Move Action[b])[/b] [2PP] [b]Immunity 1 ([/b]Own Powers[b])[/b] [1PP] [b]Sonic Control 12 ([/b]34PP Array, [i]Feats:[/i] Alternate Power 9[b])[/b] [43PP] (Mutation) [array][u]Base Power[/u]: [b]Dazzle 12 ([/b]Auditory Senses, [i]Extras:[/i] Area [General, Burst, 60ft radius], Selective[b])[/b] [34PP] [u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extras:[/i] Autofire [b])[/b] [34PP] [u]Alternate Power[/u]: [b]Communication 6 ([/b]Auditory, 20 miles ["Anywhere In Freedom City"], [i]Extras:[/i] Area, Linked [Comprehend, Super-Senses], [i]Feats:[/i] Selective, Subtle[b])[/b] [14PP] [b]+ Comprehend 3 ([/b]Languages 3 [Speak Any, All At Once, Understand All], [i]Extras:[/i] Linked [Communication, Super-Senses][b])[/b] [6PP] [b]+ Super-Senses 3 ([/b]Extended Hearing 4 [100,000ft / 20-mile Notice Increments], [i]Extras:[/i] Linked [Communication, Comprehend], [i]Flaws:[/i] Limited [Speech], [i]Feats:[/i] Selective[b])[/b] [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP] [u]Alternate Power[/u]: [b]Confuse 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], Selective[b])[/b] [34PP] [u]Alternate Power[/u]: [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects, Range [Ranged][b])[/b] [34PP] [u]Alternate Power[/u]: [b]Enhanced Charisma 20 ([/b][i]Extras:[/i] Linked [Enhanced Skills][b])[/b] [20PP] + [b]Enhanced Skills 10 ([/b]40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 [b])[/b] [10PP] [20 + 10 = 30PP] [u]Alternate Power[/u]: [b]Emotion Control 12([/b][i]Extras:[/i] Area [General, Shapeable, 12 5ft cubes][b])[/b] [34PP] [u]Alternate Power[/u]: [b]Flight 9 ([/b]Rank 10, 10,000mph / 100,000ft per Move Action, [i]Feats:[/i] Moving Feint, Subtle[b])[/b] [20PP] [u]Alternate Power[/u]: [b]Nauseate 12 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [34PP] [u]Alternate Power[/u]: [b]Paralyze 12 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [34PP][/array] [b]Super-Senses 3 ([/b]Ultrasonic Hearing, [i]Extras:[/i] Accurate[b])[/b] [3PP] (Echolocation) [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Blast Ranged DC27 Toughness (Staged) Damage (Energy) Confuse Ranged DC22 Will Confused Dazzle Ranged+Area DC22 Reflex 1/2 Effect DC22 Reflex Deafened DC22 Fortitude Recover Drain Ranged DC22 Fortitude Drain Toughness Emotion Control Perception DC22 Will (Staged) Special Nauseate Ranged DC22 Fortitude (Staged) Sickened/Nauseated/Helpless Paralyze Ranged DC23 Will (Staged) Slowed/Paralyzed Spear Touch DC27 Toughness (Staged) Damage (Physical) Abilities (34) + Combat (32) + Saving Throws (20) + Skills (27) + Feats (22) + Powers (81) - Drawbacks (0) = 216/223 Power Points Trumpets sounded by Dok
Avenger Assembled Posted April 10, 2012 Posted April 10, 2012 Reality Warp'd by Dok So, I went ahead and decided to experiment with Edge at his earned caps. This is a very powerful version of his sheet, but one with some significant weaknesses I've been meaning to give him. He's much more dependent on not being caught flat-footed to stay in a fight, and it's much easier to lay him out if you can put him so. He's a full PL 15 offensively and defensively, but he can't Power Attack and he doesn't have a damaging area attack. Lacking super-senses means there are lots of ways to leave him too blind to fight without cutting down on the precious, precious HP that are what keep him going. [u]Player Name:[/u] Davis [u]Character Name:[/u] Edge [u]Secret Identity:[/u] Mark Mason Lucas [u]Age:[/u] 19 [u]Power Level:[/u] 15 (234/234pp) [u]Trade-Offs:[/u] None [u]Unspent PP:[/u] 0 [u]Progress to Impervium:[/u] 129/150pp Click [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=1994&p=37256#p37256]here[/url] for Edge's old sheet, used before August 21, 2011. [img=http://www.freedomplaybypost.com/wiki/images/c/cc/EdgeHF.png] [u]Age:[/u] 19 [u]Apparent Age: [/u]19 [u]Gender:[/u] Male [u]Ethnicity:[/u] Caucasian [u]Height:[/u] 6’0†[u]Weight:[/u] 175 lbs [u]Eyes:[/u] Blue [u]Hair:[/u] Ash Blond [u]Description:[/u] At eighteen years old, Mark Lucas is a charming, muscular young man with a chiseled jawline, ashy blond hair, a good tan, and perfect winning smile. He prefers open-collared, colorful dress shirts and slacks when he’s relaxing but of course wears the famous UNISON blue uniform and beret when he’s on duty as a UNISON agent. When visiting indigenous peoples, he wears their costumes as if he’d been born to them. His costume when in action as Edge is a merger of his UNISON uniform and Young Freedom costume; a white cape, blue and gold body suit, with the UN logo on the chest and goggles on his face. [u]Personality and Motivation:[/u] Having been to the edge of the multiverse and back, Mark Lucas can deal with what life throws at him. He’s a sympathetic champion to people in need, a stalwart opponent of evil, a loyal friend, and always reliable in a crisis. He’s come through the fire and come out a sharper, stronger young man: he’s only 18, but he’s ready to meet the challenges of being an adult hero and agent of the United Nations. [u]Backstory:[/u] Mark Lucas is heir to many legacies: the Golden Age legacy of Jimmy Lucas and his Genie, the Silver and Bronze Age stories of Rick Lucas, the sidekick and good buddy of the Centurion; and the leader of [url=http://www.freedomplaybypost.com/viewtopic.php?f=33&t=5326]the Young Freedom team that faced down the Lord of the Terminus and lived to tell the tale[/url]. He’s a hero in his own right as well as scion of a proud heroic legacy in the Freedom City universe, though only a select few in Freedom City and Switzerland know that the heroic Edge is the same man as Mark Lucas. He’s survived more than most heroes do in a lifetime at the age of 18, which is probably why he was able to skip college and head straight into grownup work. He still worries about his mom in the wake of his father’s death, but Martha has recovered from her time as companion to the late Rick Lucas and has resumed her career as an artist for Andi Comics in Freedom City. He has his own life to worry about, anyway, and his own problems. These days, the recent Claremont graduate is an agent of UNISON, the United Nations organization charged with using superhuman power for the benefit of all mankind. It’s his dream job, one that lets him get out from under his family legacy while still working for the benefit of everyone in the world. Though Mark signed on to help fight world hunger, the most powerful super-being in the employ of the United Nations doesn’t have the luxury of spending his days just building houses for the poor and needy. UNISON has recognized the tremendous asset they hired on fresh out of high school, and they’re determined to make sure he gets used as he deserves. Again and again, he’s finding himself deployed to exotic areas of the world where the help they need is bad guys defeated rather than the humanitarian work he signed on to do. He’s the perfect UNISON agent, his native superpowers letting him operate freely (if in his disguise as Edge) even in places where UNISON agents aren’t authorized to carry weapons. Having superpowers is a tremendous responsibility, and even graduation and moving out of Freedom isn’t enough to keep him from living up to his duty to the world and to his friends. Luckily, he’s a true hero and able to roll with this as best he can. He works out of Geneva these days, but when Young Freedom calls (or any of his other old friends), he’s always ready and willing to answer even if it means a hop right back into Freedom City. But getting away from his family legacy may be harder than he expects. Some enemies never really go away, and some rivalries aren’t forgotten. [hr][/hr] [u]Complications:[/u] Allies (former Young Freedom members, the Liberty League) Enemy (Nazis, the Terminus) Fire-Forged Friends (Cobalt Templar, Midnight, Sage, Wander) Legacy (The Lucas family, Young Freedom, the Liberty League) Reputation (UNISON agent, former Young Freedom member) Responsibility (Martha Lucas, UNISON agent) Secret (ID) Vice (Lovely Ladies) [u][b]Abilities:[/b][/u] 4+4+4+2+0+14=28 pp STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 24 (+7) [u][b]Combat:[/b] [/u]12+12=24 pp ATK: +6 (+12 Genie Magic) DEF: +15 (+3 flat-footed) Init: +6 Grapple: +8/+26 Knockback: -6 [u][b]Saves:[/b] [/u]6+6+8=20 pp TOU: +15 (+2 Con, +3 Protection, +10 Defensive Roll) FORT: +8 (+2 Con, +6) REF: +8 (+2 Dex, +6) WILL: +8 (+0 Wis, +8) [u][b]Skills:[/b][/u] 80 r=20 pp Bluff 13 (+20) [sup]SM[/sup] Diplomacy 13 (+20) [sup]SM[/sup] Gather Information 13 (+20) [sup]SM[/sup] Knowledge: Civics 4 (+5) Knowledge: History 9 (+10) Knowledge: Pop Culture 9 (+10) Languages 6 (Arabic, English [Base], French, German, Grue, Lor, Russian) Medicine 5 (+5) Notice 5 (+5) [sup]SM[/sup] Survival 3 (+3) [u][b]Feats:[/b][/u] 43 pp Attack Specialization (Genie Magic) 3 Beginner’s Luck Benefit (Security Clearance [UNISON]) Connected (UNISON) Defensive Roll 5 Dodge Focus 9 Evasion Fearless Improved Initiative Inspire 5 Interpose Luck 7 Quick Change Skill Mastery (Bluff, Diplomacy, Gather Info, Notice) Ultimate Check (Genie Magic power checks) Uncanny Dodge (visual) Well-Informed [u][b]Powers:[/b][/u] 12 + 65 + 2 + 13 + 3 + 3 + 2 = 98 pp [b]Enhanced Feats 4[/b] (Ultimate Save 4 [Fortitude, Reflex, Toughness, Will]; [i]Extras:[/i] Affects Others, Range 2 [Perception]) [12 pp] [b]Genie Magic Array 30[/b] (60 points, [i]PFs:[/i] Alternate Power 3, Indirect 2) [65 pp] [list] [u]BE[/u]: [b]Create Object 15[/b] ([i]Extra[/i]: Duration [Continous/Lasting], [i]PFs[/i]: Innate, Precise, Selective, Subtle) {48/60} [u]AP[/u]: [b]Move Object 15[b] (Effective STR 75, Heavy Load: 384 tons ([i]Extras[/i]: Damaging, Range [Perception]) {60/60} [u]AP[/u]: [b]Teleport 10[b] (1000 ft/Earth to Moon) ([i]Extras[/i]: Accurate, Affects Others, Area [Burst], Selective) {60/60} [u]AP[/u]: [b]Transform 10[/b] (1000 lbs, any inanimate to any inanimate) ([i]Extra[/i]: Duration [Continous/Lasting]) {60/60} [/list] [b]Immunity 2[/b] (aging, despair effects) [2 pp] [b]Luck Control 4[/b] (cancel GM Fiat, cancel HP expenditure of others, give someone else HP, spend HP for someone else; [i]PF:[/i] Subtle) [13 pp] [b]Protection 3[/b] [3 pp] [b]Regeneration 1[/b] (Resurrection 1/week; [i]PFs[/i]: Persistent, Regrowth) [3 pp] [code]DC Block Unarmed DC 17 Tou save bruised Create Object DC 25 Ref save bruised/trapped Move Object DC 30 Tou save bruised Transform DC 20 Fort save transformed Abilities 28 + Combat 24 + Saves 20 + Skills 20 + Feats 43 + Powers 98 = 234/234 pp Reality Warp'd by Dok
Tiffany Korta Posted April 12, 2012 Posted April 12, 2012 Ugly Duckling'd by Dok Blodeuwedd Few minor additions to Blodeuwedd. Added So Unpretty to complications So Unpretty: Blodeuwedd is still uncomfortable in her Cerys persona. Her interactions with other people are hindered by an almost crippling shyness and her general posture tends to downplay her attractiveness. All this combines to make it difficult for her to use her highly honed social skills. Added +4 to Disable Devive Raised Skill Mastery to 2, added Bluff, Disable Device, Intimidate and Notice. [b][u]Player Name[/u]:[/b] Tiffany Korta [b][u]Character Name[/u]:[/b] Blodeuwedd [b][u]Power Level[/u]:[/b] 8 (122/122PP) [b][u]Trade-Offs[/u]:[/b] "None" [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Silver Status[/u]:[/b] 2/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5505#p119429]Revenant[/url]) [b][u]In Brief[/u]:[/b] A Welsh Ninja trained since an early age to battle rogue gods and spirits. [b][u]Alternate Identity[/u]:[/b] Cerys Pefr [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Caerdathyl, Gwynedd, wales [b][u]Occupation[/u]:[/b] Student [b][u]Affiliations[/u]:[/b] Amddiffynnwr O Lleu Llaw Gyffes(Defenders of Lleu Llaw Gyffes) [b][u]Family[/u]:[/b] None, orphaned at birth [b][u]Description[/u]:[/b] [b]Age:[/b] 16 ([i]DoB:[/i] 1st March 1996) [b]Gender:[/b] Female [b]Ethnicity:[/b] Welsh. [b]Height:[/b] 5’7†[b]Weight:[/b] 125 lbs. [b]Eyes:[/b] Hazel [b]Hair:[/b] Dark Brown Blodeuwedd is a pretty young woman but her features are not overly distinctive, the order has taken time to teach how to follow the fashion of the day. She could be any girl off the streets of Cardiff or Merthyr Tydfil. She is actually an attractive young woman, but unless she making an effort rarely apply make-up or styles her hair beyond a simple ponytail. Her body is lithe and athletic, a figure gained from years of dedicated training. Whilst she tries to dress in all the latest fashions, it always seem to come across as slightly off as if she doesn’t quite understand the whole process (which is close to the truth), she also tends to pick clothes which allow for movement in case of trouble. Her costume is simply the artefacts she has been entrusted by the order, with the cloak around her and the strange glow of the goggles she can cut quite an imposing sight. [b][u]Power Descriptions[/u]:[/b] Blodeuwedd has no natural powers only the years of training that has been provided to her by the Order. The Order has however managed over the centuries to have acquired, legally or via industrial espionage and even outright theft, a number of items both magical and technical. The best of this equipment has been given to Blodeuwedd to aid her in the mission. Each has been given a name after one of the fabled treasures of the British Isles. Dyrnwyn “White-Hilt†: Scholars of the order debate whether this sword is the actual mythical weapon or a similarly named item. The debate is centred on the fact that the sword is actually a more medieval broadsword than the more suitable Celtic designs. Like the mythical sword this one becomes covered in a magical fire when it is drawn , though whether the sword will burn the unworthy is still unproven. Gwyddbwyll Gwenddoleu ap Ceidio “The Chessboard of Gwenddoleu ap Ceidio : These goggles appear to be a simple set of oversized night vision goggles, and they doindeed allow her to see in the dark. They also however contain a pair of specially prepared magical lenses that allow her to detect magical energies. The large flat lenses glow with a slight green light. Llan Tegau Eurfron “The Mantle of Tegau Eurfron : A tight fitting body suit and floor length cloak, with hood, weaved out of cutting edge materials that are not only light weight and flexible, but provides substantial protection to the owner. The suit is colored a dark blue to assist stealthy operations during night time. Made of advanced memory fibres it also has the ability to appear as a set of normal clothes. Ffoniwch Eluned “Ring of Eluned†: This item is an alien ring, of unknown origins, which has been gifted to the order by one of their allies working from Cardiff. The ring projects a thin field of energy around the wearer which not only provides a degree of protection it also allows the wearer to camouflage themselves into the environment [b][u]History[/u]:[/b] Blodeuwedd never knew her parents, they died when she was young, all she has known is the sanctuary of the Amddiffynnwr o Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes). The men and women of the order were caring people and she was raised in a loving caring environment, but from an early age she was trained as an athlete and a warrior. Trained to be an agent of the order. According to legend the Order was founded by Lleu Llaw Gyffes himself as a body of men (and later women) to help defend him and the Kingdom of Gwynedd (later Wales) from the vengeance from the goddess, and his mother, Arianrhod. Through the centuries the order has expanded there remit to defend the nation from any supernatural threat being from the Celtic gods and spirits. Mostly from within Wales but occasionally the acted on threats outside the country. A small and deeply secretive order they rarely concern themselves with matters outside of Wales, but in the last few years there augers and intelligence network, have heard rumours that one of the Celtic god or goddess have allowed one of their offspring to live in Freedom City in the United States. After much debate the order decided to send an agent to the city to monitor the situation. As the seer showed the main focus was an unusual school they needed someone of the right age to infiltrate the school. Blodeuwedd knew nothing about this; she was being trained to recover dangerous Celtic artefacts. The first she knew was when she was informed of her mission by the Order and sent to America to infiltrate the school. Her orders were simple, find out if such people exists and if they do what danger they present to the order. So far her first days in her new identity as Cerys haven’t gone well. On arrival at Claremont the Headmaster called her in and proceeded to tear apart her newly constructed identity, only to inform her that she had undergone an excellent training and telling her that she was welcome to stay. [b][u]Personality & Motivation[/u]:[/b] Blodeudwedd is a quiet and reserved person with all her word and actions being carefully considered. She’s a quiet and conscientious student who watches everything and considers all the fact before asking questions. She a very stern and serious person who will have little to do with any kind of frivolity. Having grown in as part of a small order, based near a tiny village in North Wales, Bloeudwedd doesn’t have much experience with dealing with the vast multitude of people who live in Freedom City. She can come across as curt and rude, but is in fact is more than a little shy, not to mention awe struck. [b][u]Powers & Tactics[/u]:[/b] Blodeuwedd has been trained to be a cautious fighter. She will spend as much time as possible calculating her enemy’s abilities and weaknesses, if possible at a distance from a hiding place. Then when she is ready she will strike quickly and swiftly trying to disable her opponent. She has had it drummed into her to always spare her hand against human enemies, only against the gods and their allies are she allows unleashing her full fury. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Ceyrs Matters:[/b] Raised from birth in an isolated location with a focus on training for her chosen task Blodeuwedd has never had any concerned other than her duty. As Ceyrs she now has time to herself, and almost no idea what to do with herself. [b]I thank the Lord I’m Welsh:[/b] Raised by a very pro-Welsh Order Blodeuwedd is naturally very proud of her Welsh heritage, it takes a great effort of will to hide her nationality or even her accent. She, and the order, aren’t however rabid nationalist fighting for independence. In their mind if the Queen was unfit to rule the land then the land we become barren. Only then would they have to act. [b]Secret Identity:[/b] Blodeuwedd know the importance of secrecy to both her personal safety and to the order as a whole. So she endeavours to keep up the facade of the cover story she has been provided with. [b]So Unpretty:[/b] Blodeuwedd is still uncomfortable in her Cerys persona. Her interactions with other people are hindered by an almost crippling shyness and her general posture tends to downplay her attractiveness. All this combines to make it difficult for her to use her highly honed social skills. [b][u]Abilities[/u]:[/b] 6 + 8 + 6 + 0 + 2 + 6 = 26PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 16 (+3) [b][u]Combat[/u]:[/b] 5 + 3 + 6 = 14PP Initiative: +4 Attack: +6 Melee, +6 Ranged, +8 Dyrnwyn Grapple: +9 Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -4 [b][u]Saving Throws[/u]:[/b] 0 + 0 + 0 = 0PP Toughness: +3/8 (+3 Con, +4 [Mantle of Tegau Eurfon], +1 [Ffoniwch Eluned]) Fortitude: +8 (+3 Con, +5) Reflex: +7 (+4 Dex, +3) Will: +7 (+1 Wis, +6) [b][u]Skills[/u]:[/b] 120R = 30PP Acrobatics 13 (+17)[sup]Skill Mastery[/sup] Bluff 9 (+11, +18 w/Attractive)[sup]Skill Mastery[/su] Climb 6 (+9)[sup]Skill Mastery[/sup] Diplomacy 8 (+10, +14 w/Attractive) Disable Device 12 (+12)[sup]Skill Mastery[/sup] Gather Information 4 (+7) Intimidate 11 (+14)[sup]Skill Mastery[/sup] Knowledge (Arcane Lore) 5 (+5) Language 1 (Welsh [Native], English) Notice 11 (+12)[sup]Skill Mastery[/sup] Sense Motive 13 (+14)[sup]Skill Mastery[/sup] Sleight of Hand 10 (+14) Stealth 13 (+17)[sup]Skill Mastery[/sup] Survival 1 (+2) Swim 1 (+4) [b][u]Feats[/u]:[/b] 10PP Attractive 1 Dodge Focus 5 Equipment 1 Luck 1 Skill Mastery 2 (Acrobatics, Bluff, Climb, Disable Device, Intimidate, Notice, Sense Motive, Stealth) [quote name="Equipment 1PP = 5EP"] Burglar’s Kit [1EP] Grapple Gun (Super-Movement (Swinging, Wall-Crawling) [4EP][/quote] [b][u]Powers[/u]:[/b] 16 + 8 + 8 + 4 + 4 = 40PP [b]Device 2 ([/b]Dyrnwyn “White-Hiltâ€, Magical Sword, 10PP, [i]Flaws:[/i] Hard-To-Loose) [8PP] [device][b]Damage 5 ([/b]Flaming Sword, Throw 50 ft. [i]Feats[/i]: Accurate 1, Mighty, Improved Critical, Thrown,Weapon Bind) [10PP][/device] [b]Device 1 ([/b]Gwyddbwyll Gwenddoleu ap Ceidio “The Chessboard of Gwenddoleu ap Ceidio, Hi-Tech Googles with Magical lenses, 5PP, [i]Flaws:[/i] Hard to Loose) [4PP] [device][b]Super-Senses 5 ([/b]Awareness : Magic, Darkvision) [5PP][/device] [b]Device 1 ([/b]Llan Tegau Eurfron “The Mantle of Tegau Eurfronâ€, Hi-Tech Body Suit, 5PP, [i]Flaws:[/i] Hard to Loose) [4PP] [device][b]Protection 4[/b] [4PP] [b]Morph 1 ([/b]Single Form (Normal Clothes), +5 Disguise) [1PP][/device] [b]Device 2 ([/b] Ffoniwch Eluned “Ring of Elunedâ€, Alien Ring, 10PP, [i]Flaws:[/i] Hard to Loose) [8PP] [device][b]Concealment 4 ([/b]All Visual Senses, [i]Feats:[/i] Close Range) [9PP] [b]Protection 1[/b][/device] [b][u]DC Block[/u][/b] [code] ATTACK RANGE SAVE EFFECT Dyrnwyn Touch DC23 Toughness (Staged) Damage (Physical) Dyrnwyn Ranged DC23 Toughness (Staged) Damage (Physical) Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Totals: Abilities (26) + Combat (18) + Saving Throws (14) + Skills (30) + Feats (10) + Powers (24) - Drawbacks (0) = 122/122 Power Points Ugly Duckling'd by Dok
Semi-Autogyro Posted April 15, 2012 Posted April 15, 2012 Myrmidon Below is a rebuilt/readjusted full sheet for Myrmidon from swapping him from the current PL 7 slot to my unused PL 10 slot. Full reference list of changes and reasons can be found here; for ease of perusal. Highlights: :arrow: Reworked his Weapon Creation into the more site friendly Tech Augmentation power, along with putting more limitations and controls on said power. :arrow: Added in set of device armor, as a homage to Overshadows set of armor. :arrow: Widened skill set, minor feat additions. :arrow: Updated complications, vulnerabilities, and character background. :arrow: Added trade-off (+2 Defense, -2 Toughness), and with other changes kept him to PL 12 combat caps. :arrow: Uses 4 equipment feats of Bronze reward. [b][u]Player Name[/u]:[/b] Semi-Autogyro[floatr][img=http://freedomplaybypost.com/wiki/images/4/4f/MyrmidonHFSingle.png[/img][/floatr][floatr][img]http://freedomplaybypost.com/wiki/images/a/a4/John_Civilian.jpg][/floatr] [b][u]Character Name[/u]:[/b] Myrmidon [b][u]Power Level[/u]:[/b] 12 (189/189 PP) [b][u]Trade-Offs[/u]:[/b] +2 Defense, -2 Toughness [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress To Silver Status[/u]:[/b] 39/60 [i]Bronze Reward[/i]: Equipment 4 for Myrmidon [b][u]In Brief[/u]:[/b] Psionic Overshadow clone created for battlefield supremacy. [b][u]Alternate Identities[/u]:[/b] Johann (John) T. Smith [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] SHADOW Complex AA12, Clone Tank RC-1207 [b][u]Occupation[/u]:[/b] High School Student [b][u]Affiliations[/u]:[/b] Claremont Academy (student), Irregulars (member) [b][u]Family[/u]:[/b] None, Genetically Modified Overshadow [Wilhelm Kantor] Clone [b][u]Age[/u]:[/b] 4 (DoC: May 6th, 2007) [b][u]Apparent Age[/u]:[/b] 17-18 [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Caucasian [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 185 [b][u]Eyes[/u]:[/b] Ice Blue [b][u]Hair[/u]:[/b] Golden Blonde [b][u]Description[/u]:[/b] Like the man he was cloned from, Myrmidon would be considered an ideal poster boy for the Reich. Tall and solidly built, he is far lighter on his feet than his farmer's frame would suggest. In his day to day wear at Claremont, he favors old army surplus gear usually with a pair of combat boots, military cap and sunglasses to obfuscate his features.. His combat uniform is an amalgamation of his past and present – The VANGUARD combat armor he wears has a distinct SHADOW heritage as due to it being a working field prototype of theirs. The dark exterior is traced with faintly glowing blue lines that are a result of psionic bleed from his powers. The helmet possesses a mirrored reflective faceplate, and it seamlessly integrates with the armor making while making a call back to his roots as a faceless SHADOW minion. In addition, it has the effect of obscuring his voice, requiring a commlink to talk through which further conceals his identity. [b][u]Power Descriptions[/u]:[/b] According to the non-damaged files Raven retrieved from the SHADOW complex, their scientists believe he is 'assembling' the augmented technology from some sort of alternate dimension. Once the items completed they are in tune with the energies of this dimension, making them ‘fundamentally real’ and independent of his involvement. Since he was the one that ‘assembled’ them, only he knows the proper steps to disassemble the items and has to physically make contact in order to do so. How he makes the technology operate without knowing the underlying sciences involved is a mystery, however. The ‘psionic bleed’ effect that is the result of using his powers is normally represented by a faint light blue/white tracings or highlights. However SHADOW found a use for this: as a result the color, intensity, pattern, and behavior of the bleed can be easily controlled by Myrmidon, which he utilizes for various mundane functions. These can range from status indications (greenish tint which indicates poison or similar affliction), to stealth (obscuring the bleed completely), even improvised battlefield communication (‘flashing’ the colors in a Morse code manner). [b][u]History[/u]:[/b] RC-1207 AKA Myrmidon AKA John Smith was extracted from a SHADOW research base by Raven and Daedalus as the only surviving prototype clone of what was termed Project: Myrmidon, which itself was an offshoot of the Project: MIMIR. Said clone used advanced techniques for faster gestation and stable mutations compared to older model SHADOW clones. This new clone was designed to be an autonomous psychic commander, vastly improving the combat performance of SHADOW replica troopers and forces when operating in concert with them. Raven and Daedalus destroyed the SHADOW base and extracted the sole active clone and all related information that could be salvaged. Upon further testing the clone was found to be self-aware; although undeveloped in many areas. Daedalus, by using data found at the SHADOW complex found that the cloning process was incomplete and needed to be finished in order for the clone to fully develop. In addition, the immortal inventor added further social conditioning in lieu of the standard SHADOW indoctrination programming in hopes of giving the clone free will. He was wildly successful in removing most, if not all of the programming. Numerous attempts to remove mutations and genetic modification from the clone proved fruitless as over the next year as it reached maturity. The clone proved intelligent and physically sound, but still only had a basic grasp of social concepts and interaction. At this point Duncan Summers suggested enrolling him at the Claremont Academy to allow him to develop the necessary skills to reintegrate into society under the alias John Smith. [b][u]Personality & Motivation[/u]:[/b] The politest way to describe John is socially stunted. He has no real experience in dealing with normal social interaction. That being said, he does enjoy new experiences and meeting people. Common things most people have already encountered are novel and fascinating things to him. He views using his power for good as a sort of balance to the misdeeds of his genetic donor, and is adamant that he will not be used like that ever again. He does not have any solid plans for the future, but he is sure he will find something eventually to his liking. He is a very, very driven (some have called him intense) individual who gives 110% in all situations: from finding a hobby to fieldwork. He is openly friendly and polite, but still remains wary of others (especially scientists) outside of his social circle. [b][u]Powers & Tactics[/u]:[/b] Myrmidon was created and trained to be a sublime battlefield commander and soldier. He uses his abilities to coordinate allies while maximizing and exploiting enemy weaknesses. His augmentations allow unparalleled versatility on the battlefield, affording him multi-role utility and capabilities. In order to make the most of his powers SHADOWs' mental and physical programming/augmentations focused on asymmetric warfare, infiltration, and elimination techniques. John is a combat pragmatist first and foremost, and doesn't subscribe to the idea of a fair fight. He prefers to analyze a situation before going in hot if at all possible to ascertain any advantage he gain garner. But once in the thick of things he favors ending a fight as quickly as possible, not holding back regardless of the opponent. He refers to his augmentation powers in terms of ‘protocols’ or ‘configurations’. Protocols refer to the source of the augmented item, while configuration refers to the purpose of the augmented item. For example, using a battery to electrify his armor, Myrmidon might refer to it as using a ‘Voltage Protocol’ and the final result as ‘Configuration: Tesla Armor’. [hr][/hr] [b][u]Complications[/u]:[/b] [b]A Man Chooses, A Slave Obeys:[/b] Being chained/restrained/controlled. Myrmidon definitely does not want to be considered an exploitable resource ever again and will fight till the bitter end in those circumstances. [b]Cold Fury:[/b] Myrmidon has more in common with Wilhelm Kantor than just his physical appearance: he retains his genetic donors’ legendarily frosty temper and ability to hold grudges. Combined with Myrmidons’ personality, this can lead to moments of unsettling dissonant serenity. [b]Hero with an 'F' in Social Skills:[/b] Myrmidon has little or no clue about the context, subtleties, nuances, and taboos of inherent in social dialogue and relationships. Additionally his military demeanor, mindset, and way of approaching/interpreting these situations can also lead to or exacerbate problems. Myrmidon also has a pronounced wariness and distrust when it comes to scientists of any stripe, due to his history at the hands of such people. [b]Irregularity in the System:[/b] To his continuing surprise, John has found true companions: Morgan Crowe (Crow), Victoria Knight (Wisp), Etain Maher (Changeling), Brian Harris (Glowstar), and Kate Moriarty (FCPD Captain). When situations arise that concern his friends, John tends to be rather insubordinate and audacious in response. Some also know his true identity as well, something that further makes him feel duly responsible for their well-being. [b]Lost Experiment; Reward for Return:[/b] John possesses first-hand experience and classified knowledge of SHADOW and its various assets. Needless to say, SHADOW would go to extreme lengths to retrieve or eliminate Myrmidon if they ever found concrete evidence to his continuing existence. As such he attempts to keep as low of a profile as possible, deferring his contributions and preferring to remain anonymous versus the spotlight. [b]Six Degrees of Overshadow: [/b] Overshadow/SHADOW enemies tend to be his enemies until aware of who/what Myrmidon exactly is, and the same applies in reverse for allies of Overshadow/SHADOW. [b]Sunglasses at Night: [/b] While in passive mode, the VANGUARD armor system appears to be no more than a pair of sunglasses. The only active components in this state are the Flash Goggles, Night Vision Goggles, and Quick Change features. In addition, in their passive state they are considered to be Easy to Remove. [b]You Seem [i]Horribly[/i] Familiar:[/b] Myrmidon most definitely gets off on the wrong foot with any heroes/people that know what Overshadow/Shadow Clones look like under their masks. [b][u]Abilities[/u]:[/b] 10 + 10 + 10 + 10 + 0 + 0 = 40 PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 24 + 28 = 52 PP Initiative: +5; +21 w/ Knowledge [Tactics] Attack: +12 Grapple: +17 Defense: +14 (+14 Base, +0 Dodge Focus), +7 Flat-Footed Knockback: -5, -2 Unarmored [b][u]Saving Throws[/u]:[/b] 5 + 5 + 10 = 20 PP Toughness: +10 (+5 Con, +5 VANGUARD Armor) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +10 (+0 Wis, +10) [b][u]Skills[/u]:[/b] 96 Ranks = 24 PP Acrobatics 10 (+15) [sup]Skill Mastery[/sup] Drive 4 (+9) Demolitions 3 (+8, +10 Masterwork Demolitions Kit) Knowledge [Tactics] 16 (+21) [sup]Skill Mastery[/sup] Knowledge [Technology] 3 (+8) Languages 3 (English [Native], German, Russian, Sign Language) Medicine 3 (+8, +10 Masterwork Medical Kit) Notice 10 (+10) [sup]Skill Mastery[/sup] Perform [String Instruments] 3 (+3, +5 Masterwork Instrument [Guitar]) Pilot 4 (+9) Search 10 (+10) Sense Motive 10 (+10) Stealth 14 (+19) [sup]Skill Mastery[/sup] Survival 3 (+3, +5 Masterwork Survival Kit) [b][u]Feats[/u]:[/b] 25 PP Accurate Attack All-Out Attack Benefit 2 (Use Knowledge [Tactics] to Feint & Trick, as Move Actions) Benefit (Use Knowledge [Tactics] for Initiative Checks) Defensive Attack Eidetic Memory Equipment 0 (+4 Bronze Reward) Evasion Fearless Hide in Plain Sight Leadership Luck 2 Masterful Tactics (Use Knowledge [Tactics] to spot ambushes & avoid feints) Master Plan 2 (Use Knowledge [Tactics] for Master Plan checks) Power Attack Rallying Cry Second Chance (Saves vs. Emotion Effects) Set Up Skill Mastery (Acrobatics, Knowledge [Tactics], Notice, Stealth) Takedown Attack Teamwork 3 [b][u]Equipment[/u]:[/b] 4 PP = 20 EP 15 + 2 = 17 EP (3 EP Unused) [device][b]Utility Gear[/b] (4+2+2+1+1+1+1+1+1+1) = [15 EP] [spoiler] [b]Omnioculars[/b] [Binoculars + Parabolic Microphone][b] + Super-Senses 2[/b] [Distance Sense (rangefinder), Direction Sense (digital compass)] [4 EP] [b]Assorted Technological Parts aka "Protocols" [/b]([i]PFs[/i]: Variable Descriptor 2 [Any Technological]) [2 EP] [b]Encrypted Commlink [/b]([i]PFs[/i]: Insidious, Subtle) [2 EP] [b]Aural Dampers [/b](+5 to Saves vs. Audio Dazzle Effects) [1 EP] [b]Filtration Scrubbers[/b] (+5 to Saves vs. Olfactory Dazzle Effects) [1 EP] [b]Flash Goggles[/b] (+5 to Saves vs. Visual Dazzle Effects) [1 EP] [b]Masterwork Demolitions Kit [/b](+2 to Demolitions Checks) [1 EP] [b]Masterwork Medical Kit [/b](+2 to Medicine Checks) [1 EP] [b]Masterwork Night Vision Goggles [/b] [1 EP] [b]Masterwork Survival Kit [/b](+2 to Survival Checks) [1 EP] [b]Masterwork Flashlight [/b] [0 EP][/device][/spoiler] [device][b]Miscellaneous Equipment[/b] (1+1) = [2 EP] [spoiler][b]Masterwork Guitar [/b](+2 to Perform [String instruments] Checks) [1 EP] [b]Super-Senses 1 [/b][Time Sense (atomic watch)] [1 EP] [b]Smartphone [/b](Camera/Cellphone/Digital Audio Recorder/PDA/Video Camera) [0 EP][/spoiler] [/device] [b][u]Powers[/u]:[/b] 13 + 2 + 19 = 34 PP [b][i]Descriptors[/i]:[/b] Psionic, Technology [b]Device 2 [/b](10 PP Container, [i] Flaws:[/i] Hard-To-Lose, [i]PFs:[/i] Indestructible, Restricted [Tech Augmentation], Subtle) [13 PP] (VANGUARD Armor, Technology) [device][b]Enhanced Feats 1 [/b](Quick Change) [1 PP] [b]Immunity 2[/b] (Critical Hits) [2 PP] [b]Protection 5[/b] [5 PP] [b]Super-Senses 2 [/b](Radio, Ultra Hearing) [2 PP][/device] [b]Super-Senses 2[/b] (Danger Sense [Mental], Uncanny Dodge [Mental]) [2 PP] (Ψ-Mind, Psionic) [b]Tech Augmentation 5 [/b](20PP Variable Power, All Powers of Technological Origin, [i]Extras:[/i] Duration [Continuous] +1, Affects Objects Only +0; [i]Flaws:[/i] Limited Dismissal -1, Medium (Requires Technology/Equipment) -1; [i]Drawback[/i]: Noticeable [Augmented Item appearance shifts to mimic granted powers -1]) [19 PP] (Ψ-Augmentation, Psionic & Technology) [device][b]Sample Configurations[/b]: [spoiler][u][b]Armors[/b]:[/u] [b]Concealment 8[/b] (Visual, Auditory, Radar) ([i]PFs[/i]: Close Range, Challenge [Accelerated Stealth]) + [b]Super-Movement 2[/b] (Trackless) [20 PP] (Imperceptor Armor) [b]Immunity 9[/b] (Life Support) [9 PP] (HEV Armor) [b]Protection 0 [/b]([i]Extras[/i]: Impervious 10) + [b]Immovable 10[/b] [20 PP] (Breaching Armor) [u][b]Support Items[/b]:[/u] [b]Corrosion 6[/b] ([i]PFs[/i]: Incurable, Precise) [20 PP] (Thermic Lance) [b]Healing 6[/b] ([i]Extras[/i]: Total +1; [i]PFs[/i]: Persistent, Regrowth) [20 PP] (Health Kit) [b]Leaping 5[/b] [x25 move action / x50 full round action] + [b]Super-Movement 2 [/b][Slow Fall] ([i]Drawbacks[/i]: Power Loss [Air Intakes/Thrusters]) [6 EP] (Jump Jets) [u][b]Weapons[/b]:[/u] [b]Damage 5[/b] ([i]PFs[/i]: Improved Critical 2 [18-20], Mighty, Variable Descriptor [Ballistic, Bludgeoning, Slashing, and Piercing]) [9 EP] (Assault Gauntlets & Greaves) [b]Damage 5[/b] ([i]Extras[/i]: Penetrating 10 [DMG 20] +1; [i]PFs[/i]: Improved Critical 2 [18-20], Improved Sunder, Mighty) [19 PP] (Nanoblade) [b]Damage 8 [/b]([i]Extras[/i]: Range [Ranged] +1; [i]PFs[/i]: Improved Critical 2 [18-20], Precise, Ranged Pin) [20PP] (Railway Rifle)[/spoiler] [/device] [b][u]Drawbacks[/u]:[/b] -6 PP [b]Vulnerability [/b](Mind Control; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b]Vulnerability [/b] (Mind Reading; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b]Vulnerability [/b](Possession; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Assault Gauntlets & Greaves Touch DC 25 Toughness (Staged) Damage (Ballistic, Bludgeoning, Piercing, Slashing); Crit 18-20 Nanoblade Touch DC 25 Toughness (Staged) Damage (Piercing, Slashing); Crit 18-20 Railway Rifle Ranged DC 23 Toughness (Staged) Damage (Ballistic, Piercing); Crit 18-20 Thermic Lance Touch DC 16 Fort Drain Toughness DC 21 Toughness (Staged) Damage (Energy, Fire) Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Abilities (40) + Combat (52) + Saving Throws (20) + Skills (24) + Feats (25) + Powers (34) - Drawbacks (6) = 189/189 Power Points Augmented by trollthumper
Tiffany Korta Posted April 21, 2012 Posted April 21, 2012 Revenant I thought I'd finally bring Revenant up to caps, just in time for her Birthday! Raised Attack and Defense to +10 Skills : Bluff +1, Knowledge (Business) +1, Knowledge (Civics) +1, Notice +1 Drop Attack Focus (Melee) Drop Strike to 2 Raise Super-Strength to 2 [floatr][img=http://freedomplaybypost.com/wiki/images/b/bd/RevenantHF.png][/floatr][b][u]Player Name[/u]:[/b] Tiffany Korta [b][u]Character Name[/u]:[/b] Revenant [b][u]Power Level[/u]:[/b] 12 (183/183PP) [b][u]Trade-Offs[/u]:[/b] "None" [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress To Silver Status[/u]:[/b] 33/30 [b][u]In Brief[/u]:[/b] Once she was a brave lawyer that did her duty, and paid the ultimate price. Now she carry’s on that duty from the “other sideâ€. [b][u]Alternate Identities[/u]:[/b] Lucy Harker [b][u]Identity[/u]:[/b] Public, but thought dead [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] ex-Lawyer [b][u]Affiliations[/u]:[/b] none [b][u]Family[/u]:[/b] Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased) [b][u]Age[/u]:[/b] 115 (DoB: May 26th 1897) [b][u]Apparent Age[/u]: [/b]30 [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] [b][u]Height[/u]:[/b] 5’3†[b][u]Weight[/u]:[/b] 125 lbs. [b][u]Eyes[/u]:[/b] Black [b][u]Hair[/u]:[/b] Black [floatl][img=http://img812.imageshack.us/img812/5922/solweiglips0003.jpg][/floatl][b][u]Description[/u]:[/b]Before her “accident†she had an average appearance, a face that wouldn’t stand out in a crowd. Something she took advantage of in her profession so not to scare those working around her. Unlike most people though death seems to have improved her looks. Her pale white skin and black eyes have given her an exotic alluring appearance. And her ability means her skin is flawless with no marks or blemishes, except for a small dimple on her forehead where the bullet ended her previous life. Her only clothes are those she wore on her last day in 1927. A simple but particle dress suit, though her only defiance of 20’s fashion was a pair pants. Well preserved by her disposal they still seem to be in a relatively good shape. [b][u]Power Descriptions[/u]:[/b] Her mystical nature keeps her body perpetually in the state it was just before she died, though her flesh is now pale and cold to the touch. This allows her to almost instantly regenerate any damage caused to her. [b][u]History[/u]:[/b] When one of the first Mystery Men bought in one of the city notorious Mob bosses Sebastian “the Revenant†Giovanni there was a problem. An excessively violet man, even by the standards of his fellow gangsters, he and his men murdered and intimidated anyone that stood in his way. So naturally none of the lawyers in or out of the city wanted to risk their life to prosecute this man. Except one. Lucy Harker was a fine civil lawyer chafing at the small minor cases she was allowed to try, after all she was “just†a woman. A male lawyer would have been moved on to higher profile case, whilst she was stuck trying petty claims. She knew that unless she could find a case to make her name, she would be stuck in this position in the rest of her career. The trial of Giovanni could be just the kind of case to catapult her to fame, though the risk could be just as colossal. After consulting with her family and her fiancé, Lucy volunteered to prosecute the Mob Boss. Though not yet a highly skilled lawyer the defence had not expected anyone to dare tackle such a dangerous case. That and jury confidence was bolstered by this brave woman’s actions, along with the newly active Mystery Men, resulting in a cursing Giovanni going down for his crimes, promising his revenge on the young lawyer. His men came for her two days later. Bundling her into a car they drove her down to one of their new building projects down Broadway. There they simply shot her and dumped her into the foundation of the building. Stoic to the end she showed no signs of fear, instead looking her killers straight in the eyes. And that should have been the end of Lucy Harker. But unknown to her in her youth her mother had been bitten and almost turned into a vampire, only to be saved at the last minute by some courageous vampire hunters. Somehow the curse of the vampire was passed to her through her blood, so when she was buried her mystical nature was triggered keeping her “alive†but in a state of hibernation. When the building was demolished this year Lucy awoke to a brave new world. The last few weeks Lucy has been enjoying the wonders of this new world. Slowly she has come to realize that her time “dead†has somehow changed her. Despite having nothing in this world but the clothes on her back she has decided to use her new found gifts to help those around her as one of these Mystery Men… now wait is that what they’re called now? Taking the nickname of the man who ordered her death the Revenant has started her journey to a wider world. [b][u]Personality & Motivation[/u]:[/b]Despite all that has happened to her she still remains a rather upbeat personality. Though she still mourns for the loss of everyone she’s ever know, after all to her it all happened yesterday. This chipper and upbeat, something that tends to confuse those who judge her by looks alone. A defence mechanism of the time as “just†a woman in a man’s world is a snide sarcastic sense of humor which has started to drift towards black humor. Her logical side tell her that all those involved in her death have long since perished. But that doesn’t stop her enjoying attacking mobsters. At the moment she has restricted herself to low level hoods as least until she can discover some of the high level boss. And return the favour that bought her to this second life. Though this time she’ll make sure to keep an eye of the prosecuting lawyer… [b][u]Complications[/u][/b] [b]A woman out of her time:[/b] Must has changed in the world in the 80 odd years since she died. Though she voraciously consumes modern culture, as much as she can without money, many terms and idea still confuse and confound her. [b]Dining on Ashes:[/b] Her undead state has dulled her sense of touch, smell and taste. Only strong smells and tastes well even register as being there. [b](Grand)Father-in-Darkness:[/b] The vampire whose blood has led her to this state is dimly aware of his Daughter-in-Darkness. If he ever learns of her existence he may become curious how she has escaped the disadvantages of being a vampire. [hr][/hr] [b][u]Abilities[/u]:[/b] 20 + 4 - 10 + 6 + 4 + 6 = 26PP Strength: 30 (+10) Dexterity: 14 (+2) Constitution: -- (-10) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 16 (+3) [b][u]Combat[/u]:[/b] 20 + 20 = 40PP Initiative: +6 Attack: +10 base, +12 unarmed Grapple: +22 (base 10, Str +10, Super Strength +2) Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed Knockback: -5 [b][u]Saving Throws[/u]:[/b] 0 + 6 + 6 = 12PP Toughness: +12 (+0 Con, +12 Protection) Fortitude: - (-) Reflex: +8 (+2 Dex, +6) Will: +8 (+2 Wis, +6) [b][u]Skills[/u]:[/b] 56RP = 14PP Bluff 9 (+12, +17 w/ Attractive) Diplomacy 7 (+10, +14 w/ Attractive) Gather Information 5 (+8) Investigate 2 (+5) Knowledge (Arcane) 1 (+4) Knowledge (Business) 4 (+7) Knowledge (Civics) 8 (+11) Knowledge (Popular Culture) 1 (+4) Knowledge (Streetwise) 3 (+6) Languages 1 (English [Native], Latin) Notice 9 (+11) Sense Motive 6 (+8) [b][u]Feats[/u]:[/b] 7PP Attack Specialization (strike) 1 Attractive 1 Dodge Focus 2 Fearless Improved Initiative 1 Taunt [b][u]Powers[/u]:[/b] 30 + 11 + 32 + 2 + 4 + 5 = 84PP [b]Immunity 30 ([/b]Fortitude Saves) [30PP] [b]Protection 12[/b] [12PP] [b]Regeneration 30 ([/b]Recovery Bonus 14 [+9], Disabled 8 [no action] Injured 6 [no action] Resurrection 2 [1 day], [i]Feats:[/i] Persistent, Regrowth) [32PP] [b]Speed 2 ([/b] 25 mph / 220 ft. per move action)[2PP] [b]Strike 2 ([/b][i]Feats:[/i] Mighty) [3PP] [b]Super-Strength 2 ([/b] Lifting Strength 40 [Heavy Load : 6 tns] [i]Feats:[/i] Groundstrike)[5PP] [b][u]Drawbacks[/u]:[/b] -4PP Vulnerability (Fire, [i]Frequency[/i]: Common, [i]Intensity[/i]: Major [x2]) [-4PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC27 Toughness Damage Abilities (30) + Combat (40) + Saving Throws (12) + Skills (14) + Feats (7) + Powers (84) - Drawbacks (4) = 183/183 Power Points Revivified by Trollthumper
Ari Posted April 23, 2012 Posted April 23, 2012 King of Suits Marcy has been 3 years too old this entire time. He was born in 1987, not '84, and is currently 24. My apologies. Time punched by Trollthumper
trollthumper Posted April 24, 2012 Posted April 24, 2012 Yeah, I have decided to completely rebuild Nick Cimitiere. Not much is different - if anything, I'm just taking him down to PL12 and optimizing his Array, as well as some of his Skills and Feats. [b][u]Power Level[/u]:[/b] 15 (190/224PP) [b][u]Trade-Offs[/u]:[/b] None [b][u]Unspent PP[/u]:[/b] 7 [b][u]Progress to Gold Status[/u]:[/b] 74/90 [b][u]In Brief[/u]:[/b] Slick psychobilly necromancer with an obligation to help the dead and the living alike. [b][u]Alternate Identities[/u]:[/b] Eric LaCroix [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] Aspiring Singer, Coffee Slinger, Freelance Necromancer [b][u]Affiliations[/u]:[/b] None [b][u]Family[/u]:[/b] Jessica LaCroix (Mother), Peter LaCroix (Father), Mallory LaCroix (Sister) [b][u]Description[/u]:[/b] [b]Age:[/b] 25 (D.O.B. October 1987) [b]Apparent Age:[/b] 22 [b]Gender:[/b] Male [b]Ethnicity:[/b] Caucasian [b]Height:[/b] 5'11" [b]Weight:[/b] 170 lbs. [b]Eyes:[/b] Blue [b]Hair:[/b] Black [floatr][img=http://www.freedomplaybypost.com/wiki/images/b/b5/NickCimitiereHF.png][/floatr] [b]Description[/b]: Eric looks like the consummate rockabilly aficionado -- tight jeans, clunky engineer boots, white T (sometimes covered up with a stylized work shirt), shining leather jacket, and hair that could repel a sledgehammer. Tattoos of flames, skeletons, angels, and other symbols of death, salvation and damnation run up and down his arms in full sleeves. He's always got a cocky grin and a demeanor that's relaxed, if not cheerful. As Nick Cimitiere, not much changes -- Eric trades in his normal colors for all black (save the T-shirt) and his standard leather jacket for one studded with occult symbols, with the veve of Baron Cimitiere displayed most prominently across the back. What changes most, however, is the trademark grin. Through use of stage makeup and prosthetics that help give his face a different shape, Nick wears the image of a skull, complete with rictus. He can still be cheerful, of course, and is definitely helpful to the ghosts he encounters. The crooks, well, that's another story... [b][u]History[/u]:[/b] As a young man, Eric's obsessions weren't really that different from anyone else's -- sex, cars, rock and roll, the usual. He may have had a taste for the morbid and the arcane, but hey, everyone's gotta stand out somehow. Upon graduating from high school, Eric planned to move on to Savannah, Georgia, to attend SCAD and work on getting his degree in art. That summer, however, Eric ended up in a hideous car crash. He survived, but not before being declared clinically dead for three minutes. During his near-death experience, Eric found himself in a winding cavern deep in the earth. As he traversed the cavern, he got glimpses of other worlds -- a carnivale on the African plains under a moonlit sky, a dark desert stretching along a winding river, a cold world of twisted roots and lost souls, and fields and prisons separated by a river of swirling memories. As he approached the river Lethe and looked into its depths, a mysterious figure in a robe grabbed his arm and said, "Not yet." The cavern faded, and Eric woke up on the operating table. After recovering from his experience, Eric passed the rest of the summer in peace, and headed off to Savannah in August. He was willing to write up his experience on the table as a hallucination, the jumbled reassembly of a dozen texts on various afterlives. As the first semester wore on, however, Eric began to realize that something had followed him back. Rooms he slept in became unnaturally cold -- which says a lot for Georgia in late summer -- and objects seemed to keep breaking around him. He kept seeing people out of the corner of his eye who weren't there when he turned, and heard things no one else did. And when he slept, he would descend again into that cavern, if only for a few minutes. Eric met his first ghost while studying in the library at midterms. She was lost, lonely, and covered in blood. She didn't speak much, but she spoke enough. By combing old newspapers and working on her accounts, Eric was able to find the man who killed her. After the murderer ended up in the grips of the police (through an anonymous tip, of course), the girl passed on to her final reward. And Eric knew he had found a new meaning in life. While still remaining devoted to his more mundane studies, Eric started browsing the hidden corners of Savannah -- and from there, the South in general. He took frequent road trips to New Orleans, seeking out arcane secrets. During this time, he began his career as Nick Cimitiere, costumed avenger of the dead -- and quickly discovered that's hard to do when your powers mainly consist of, "See ghosts, and maybe talk them into doing things for you." Things began to change after a trip to Atlanta in his sophomore year, however. Trying to gather evidence on a crime lord on behalf of a snitch whose soul was still bound to the car trunk he was killed in, Nick ended up running into a few hitters. Cornered and desperate, he called on his will for an answer... and it appeared, with the shadows in that dark alley lengthening and binding the hitters to the spot. At first Nick thought a ghost had answered his cries... but then realized that he had control over the shadow. He had somehow managed to learn the arts of necromancy by studying the manifestations of the restless dead. Trying to find answers, he headed back to Freedom for summer break and sought tutelage at the hands of Eldrich. Eldrich helped him to get a grip on his burgeoning sorcery, while reminding him of the inherent perils of necromancy. "Death is not to be feared, but it is not to be trifled with, either." Now, Nick has returned to Freedom City to set up shop, searching for a haunt (actually haunted, if he can manage it) and keeping in touch with his mentor. He's got a head full of dreams, a heart that bleeds for the living and the dead alike... and a nagging concern about just why he's been clued into the ways of death. [b][u]Personality & Motivation:[/u][/b] When out of costume, Eric is unabashedly charming, slick and helpful, both on stage and in the coffee shop. He's got a nice, laid back demeanor that helps keep people relaxed, and if they open up, he's always there to lend them a hand. When in costume as Nick Cimitiere, he's still got a lot of the same charm, towards both his fellow heroes and the restless dead alike. But like the loa he takes his name from, Nick's charm tends to turn venomous around the wicked. He hounds, pursues and nips at their heels, bringing up past misdeeds and warning them of the perils of the grave. It's not like he's going to actually [i]kill[/i] anyone, but it helps to convince them that maybe it'd be better if they went down to the police station and confessed. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Binders of the Dead, Beware:[/b] 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). [b]"Mom, Dad, I'm a Superhero...Just Kidding":[/b] 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. [b]Resolving Unfinished Business Don't Pay the Bills:[/b] Nick works as a barista during the day, a necromancer at night. Sometimes his "hobby" tends to get in the way of work, though... [b]Talking To Ghosts Is Not a Trade Skill:[/b] 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. [b][u]Abilities[/u]:[/b] 2 + 4 + 4 + 6 + 4 + 6 = 26PP Strength 12 (+1) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 16 (+3) [b][u]Combat[/u]:[/b] 16 + 16 = 32PP Attack: +8 Melee, +12 Gifts of the Dead Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Initiative: +6 Grapple: +24/+9 Knockback: -11/-1 [b][u]Saving Throws[/u]:[/b] 6 + 6 + 10 = 21PP Toughness: +12/+3/+2 (+1 Con, +12 Work Jacket [Impervious 12] [b]OR[/b] +1 Leather Jacket) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +12 (+2 Wis, +10) [b][u]Skills[/u]:[/b] 124R = 31PP Bluff 6 (+9, +13 Attractive) Computers 2 (+5) Concentration 8 (+10) Disable Device 6 (+9) Diplomacy 8 (+11, +15 Attractive) Drive 6 (+8) Gather Information 8 (+11) Intimidate 12 (+15) Investigate 4 (+7) Knowledge (Arcane Lore) 12 (+15) Knowledge (Art) 6 (+9) Knowledge (Life Sciences) 4 (+7) Knowledge (Pop Culture) 4 (+7) Knowledge (Tactics) 4 (+7) Knowledge (Theology/Philosophy) 8 (+11) Notice 10 (+12) Perform (Singing) 4 (+7) Search 4 (+6) Sense Motive 8 (+10) [b][u]Feats[/u]:[/b] 22PP All-Out Attack Attractive Challenge (Fast Startle) Dodge Focus 4 Equipment 2 (10EP) Improved Initiative Luck 3 Master Plan 2 Power Attack Quick Change Ritualist Startle Uncanny Dodge (Mental) Well-Informed [quote name="Equipment"] Cell Phone [1EP] Laptop [1EP] Leather Jacket ([b]Protection 1[/b]) [1EP] Sap ([b]Strike 1[/b], [i]Feats:[/i] Mighty) [2EP] 5 EP to Shared HQ ([url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url])[/quote] [b][u]Powers[/u]:[/b] 2 + 20 + 1 + 51 + 12 = 86PP [i][b]Descriptors:[/b] Magic, Mystical, Necromancy[/i] [b]Comprehend 1 ([/b]Spirits[b])[/b] [2PP] [b]Device 5 ([/b]25PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] (Nick's "Work" Jacket, bathed in the waters of the River Styx) [20PP] [device][b]Protection 10 ([/b][i]Extras:[/i] Impervious Toughness 12[b])[/b] [22PP] [b]Immunity (heat, cold, pressure) 3 [3 PP][/device] [b]Features 1 ([/b]suite of minor necromantic rituals -- no major benefits, just several ritual offerings and last rites[b])[/b] [1PP] [b]Gifts of The Dead[/b] (40PP Array, Feats: Accurate 2, Alternate Power 9) [51PP] [list] [u]Base Power[/u]: [b]Darkness Control 2[/b] (10ft radius, [i]Extras[/i]: Linked [Dimensional Pocket]) [4PP] + [b]Dimensional Pocket 12[/b] ([i]Extras[/i]: Linked [Darkness Control], Range [Ranged, 10 120ft Increments / 120ft Max Range]) [36PP] (Creeping Shade) [40PP] [u]Alternate Power[/u]: [b]Animate Objects 12 ([/b]150PP Minion, 1000ft Max Range, [i]Flaws[/i]: Limited [Machines][b])[/b] [24PP] [b]+ Comprehend 4 ([/b]Machines 2, Objects 2[b])[/b] [8PP] (One With the Rust) [32PP] [u]Alternate Power[/u]: [b]Astral Form 7 ([/b]200 miles, [i]Feats[/i]: Dimensional 2 [Underworlds], Selective, Subtle[b])[/b] [39PP] (Eurydice Calls) [u]Alternate Power[/u]: [b]Blast 12[/b] (10 120ft Range Increments / 1200ft Max Range, [i]Extras[/i]: Alternate Save [Will], Power Feats: Improved Critical, Indirect 1, Split Attack) [40PP] (Ignis Fatuus) [u]Alternate Power[/u]: [b]Disintegration 12 ([/b]10 120ft Range Increments / 1200ft Max Range, [i]Flaws[/i]: Action [Full-Round], Affects Objects Only) [b])[/b] [36PP] (Preparation of the Offerings) [u]Alternate Power[/u]: [36 + 4 = 40PP] [list][b]Emotion Control 12 ([/b][i]Extras[/i]: Area [General, Attached, 60ft Burst], Selective; [i]Flaws[/i]: Limited [Fear][b])[/b] (Banshee Wail) [36PP] [b]Super-Senses 4 ([/b]Postcognition[b])[/b] [4PP][/list] [u]Alternate Power[/u]: [b]Healing 12[/b] ([i]Extras[/i]: Total, [i]Feats[/i]: Regrowth, Persistent[b])[/b] (Deny the Reaper) [38PP] [u]Alternate Power[/u]: [b]Nullify 12 ([/b]All "Dead/Death" Powers, 10 120ft Range Increments / 1,200ft Max Range, [i]Extras[/i]: Effortless[b])[/b] (No Dominion) [36PP] [u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras[/i]: Autofire 1, Penetrating [4]; [i]Feats[/i]: Affects Insubstantial 2, Improved Critical [18-20], Incurable, Mighty, Reversible, Split Attack[b])[/b] (Ereshkigal's Talons) [34PP] [u]Alternate Power[/u]: [b]Telekinesis 12 ([/b]Lifting STR 60, 1200ft Max Range; [i]Extras[/i]: Area [General, Burst, 60ft radius], Selective Attack[b], [i]Flaws[/i]: Action [Full-Round])[/b] (Poltergeist's Rage) [36PP][/list] [b]Super-Senses 12 ([/b]Death Awareness Extended 2 [1000 ft.], Detect Ghosts [Mental] Ranged 2 [100 ft.], Detect Magic Acute Ranged 2 [100 ft.][b])[/b] 12 [12 PP] [b][u]Drawbacks[/u]:[/b] 0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Banshee Wail Perception/Area DC22 Will (Staged) Shaken/Frightened/Panicked Creeping Shade Ranged DC22 Reflex Imprisoned DC22 Will Escape Deny The Reaper Touch DC22 Fortitude (Harmless) Healing Ereshkigal's Talons Touch DC27 Toughness (Staged) Damage (Energy) Ignis Fatuus Touch DC27 Will (Staged) Damage (Energy) No Dominion Ranged DC27 Will Nullify Poltergeist's Rage Ranged/Area DC22 Reflex 1/2 Effect Grapple check (Staged) Pinned/Bound Preparation/Offerings Ranged DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) Sap Melee DC18 Toughness (Staged) Damage (Physical) Abilities (26) + Combat (32) + Saving Throws (22) + Skills (31) + Feats (22) + Powers (86) - Drawbacks (0) = 217/224 Power Points SEANCE'D BY GIZMO
VideoGeek Posted April 25, 2012 Posted April 25, 2012 Corporal Cosmos Just want to add a reference pic to the top of Corporal Cosmos' sheet. IMG tag is [floatr][img=http://i18.photobucket.com/albums/b130/videogeek/Corporal-Cosmos.png][/floatr] Pretty picture painted by Trollthumper.
Ari Posted April 26, 2012 Posted April 26, 2012 El Heraldo 9PP! A fortune! :arrow: Removing the ten ranks of Enhanced CON, replacing it with 5 ranks of Protection. 15PP. :arrow: Buying an Easy-to-Lose rank for the Bandera, with the 5DP buying another 4 ranks in Trip(bringing it up to rank 9), and 1 rank of Impervious TOU(up to +8). 12PP. :arrow: Buying 3 ranks in Super-Strength, along with the PF of Super-Breath. 6PP. :arrow: Buying 2 ranks of Luck(LONG overdue), and Improved Pin. :arrow: Aaand I apparently have a few points left over from poor accounting on my part, so buying 4 ranks in Fortitude and 1 in Will. Also adding 3PP worth of points in Skills, and after relaxing the Attack/Damage tradeoff to +-2, buying another rank in Attack Focus(Melee), and 2 ranks in Enhanced STR. [b][u]Player Name:[/u][/b] Arichamus [b][u]Character Name:[/u][/b] El Heraldo ("The Herald") [b][u]Power Level:[/u][/b] 8 (129/129PP) [b][u]Trade-Offs:[/u][/b] -2 Attack / +2 Damage, -3 Defense / +3 Toughness [b][u]Unspent Power Points:[/u][/b] 0 [b][u]Progress To Silver Status:[/u][/b] 24/60 (Bronze status earned with King of Suits) [b][u]In Brief:[/u][/b] Son of recently-immigrated Peurto Ricans granted powers by the burgeoning national spirit of Puerto Rico, who uses his new-found abilities in defence of those most vulnerable to crime. A student at the Claremont Academy. [b][u]Alternate Identity:[/u][/b] Subito Sondo [b][u]Identity:[/u][/b] Secret [b][u]Birthplace:[/u][/b] Puerto Rico, Adjuntas Municipality, Guayo Barrio [b][u]Occupation:[/u][/b] Student, Clerk (Grocery Store) [b][u]Affiliations:[/u][/b] Claremont Academy, Labor Union (Grocers) [b][u]Family:[/u][/b] Pavor Sondo (Father), Broma Sondo (Mother), Galanta Sondo (Sister), Rodrigo Fuego (Cousin) [b][u]Description:[/u][/b] [b][u]Age:[/u][/b] 16 (June 5th, 1995) [b][u]Apparent Age:[/u][/b] 19 [b][u]Gender:[/u][/b] Male [b][u]Ethnicity:[/u][/b] Latin American(Puerto Rican) [b][u]Height:[/u][/b] 5'6" [b][u]Weight:[/u][/b] 184 lbs. [b][u]Eyes:[/u][/b] Hazel [b][u]Hair:[/u][/b] Dark Brown A stocky fellow, Subito nonetheless manages to look taller than he actually is by the practice of good posture and carriage, which he augments with thick-soled boots and a baseball cap. His hair is curly, and cut shortly and as neatly as he can manage it, his eyes are spaced close together and are often shaded out of sight by the cap, and when seen have a narrow, suspicious look. His nose is short and broad, while his mouth is often turned slightly downward to help convey the message given by the eyes. His limbs are short, and he has rather large hands and feet for his age. he frequently wears white t-shirts and blue jeans. In his guise as the gaudy El Heraldo, he wears a brilliantly-colored and heavily-padded jacket. His pants are blue-and-red gold-checkered tights, and his feet are covered with heavy leather boots. A broad cloth bandanna around his head suffices to conceal his identity, with a sky blue feathered hat hat completing the bizarre costume. He carries in this guise a large flagpole, to which is bound the flag of Puerto Rico. [b][u]Power Descriptions:[/u][/b] El Heraldo's powers are signaled by a glow around Subito's body, which takes the rough form of an immense flag made of golden smoke. His powers are an extension of the national spirit he is the host of, which increased his physical power and hearing, as well as the power of flight and a slowly increasing range of powers related to communication. [b][u]History:[/u][/b] [spoiler]Subito Sondo was born in the year 1995 on the island protectorate of Peurto Rico, in the municipality of Adjuntas. His parents, Pavor and Broma, were lower-middle class artisans, specifically metalworkers. His sister was a bold and and terrifying champion of the oppressed for miles around in their town, and the rest of his family were the thunderous, solid people who usually went totally unnoticed in a crowd. Throughout his young life, Subito was surrounded by noise: cars, passing celebrants, loud arguments or even deafening conversations on engrossing topics all combined to make what he can recall of his life in Puerto Rico an endless din. As a result, he grew up expecting noise to be around him at all times, and was rarely dissapointed. Noise became for him a sort of sanctuary, a comforting indicator that all was well. Silence became a warning, a mark that something horrible or disagreeable had happened. His family had a good employ for 8 of Subito's years of life, but a sudden tragedy,the attack of the supervillain Mas Severas against a visit by the Allies of Justice to the municipality, which while it resulted in no loss of life did destroy the family's business. Leaving for Freedom City in 2003, the family got themselves well-ensconced in the Lincoln district, where some relatives helped them find open positions in the Fun-Time Toys factory still active near the docks. Glad for the gainful employment, Pavor and Broma managed to slowly but steadily raise their standard of living over the years, their children proceeding smoothly through school and all things considered life was good. When Subito turned 15 life continued to be good, even after Subito lied about his age to get a job at the same factory his parents worked at (a lie aided by his unusually strong and tall build), and on his first day he tried to catch a wroker who had leaned a bit too hard against an insufficiently-secured handrail, dozens of feet above vats of a solution that worked wonders keeping paint on surfaces, but was deathly hazardous to humans. Subito's footing failed him when he grabbed the other man around the waist, and both tumbled towards a certain death, the workers who could see the scene trying futilely to do something to help. Subito and the other man were abruptly stopped in mid-air, a few yards above the poisonous vat of blue mixture. Surprised, Subito looked up to behold a golden fog about him, and looking after a minute's hesitant experimentization, found he could move himself through the air. Carrying the other man back up to the catwalk, he realized that his strenth had been enhanced (and as he later learned, his endurance), his hearing incredibly sharpened, and that because of the latter he could hear clearly the furious argument being carried out between his parents, the union leaders, and the manager of the factory. Thankfully, the only negative thing that resulted from that episode was that he was merely fired for lying about his age. His family were too surprised, the union too grateful (both for the extra bargaining room and because nobody was hurt in that instance), and the management too furious to discover that one of Toy-Boy's subtler booby-traps had escaped their notice, for any graver punishement to befall him. Also adding to his sense of giddiness as he went to sleep that night was the quiet, insistent voice that grew louder in his sleep, trying to tell him something in Spanish about a meeting. He gave it no thought until later that night, when he was awoken by a gentle tap on his head, jumping out of bed to his feet, he was greeted by a vision of a Hispanic woman wearing blue armor, bearing a vast collection of weapons on her back, and riding a ram sheep, in the vision almost totally transparent. This apparition informed Subito that his family was in possession of an old battle-standard, bearing the coat-of-arms of Puerto Rico (the original flag having been destroyed in 1511), which had been used in nearly every successful battle involved in making Puerto Rico a Spanish holding since it had been made in 1500. As a result, a spirit of victory had attached itself to the banner, lending strength of will and protection from harm to those who held it. The spirt then told Subito that it had slowly grown over the ages, until it had become the national spirit of Puerto Rico, having melded with the ruling entities of the island's Taino tribes after their destruction by the Spanish colonists in the Taino rebellion. The infusion of the memories and power of the tribal spirits was a gigantic step on the Blue Dame's path to sapience. Over the years she (used for ease of reference, 'it' wasn't considered acceptable to her) had grown in knowledge and strength, but the various forces that fought for the island divided and weakened her over and over again. It was only now, when the island nation's sense of self was at another height, that she could empower an individual with her gifts as her herald. She told Subito that she had chosen him over his sister because of his more focused personality. Galanta, to the spirit's mind, while excellent material for a herald of hers was rather too concerned with fighting as an end to itself to give much thought to what the fighting was for. But, she warned the nearly gleeful Subito, she would not stand for any slacking in what she was entrusting to him. As he followed her directions to the hidden chest containing the banner, she told him that he would, to keep his powers, have to keep from acting selfishly or with his sole betterment in mind, and any reneging would be instantly punished. The chest was easy enough to find with the Blue Dame's instruction, and with little trouble he put it back together and took it to a nearby abandoned lot, where the Blue Dame taught him how to use the banner to don the traditional costume of a Herald of Puerto Rico. After a crash course on how to use his powers, the Blue Dame retired into the banner, telling Subito to hurry home, due to the extreme lateness of the hour, and that in the morning he would find the next step on his journey waiting for him. Subito slept soundly, and it took Galanta hauling him out of bed, seating him in a chair, and giving him a light cuff on the shoulder to wake him. He found himself staring into the piercing gaze of a narrow, darkly-clothed man with graying hair at the temples, the rest brown and cut short. The Raven II, Subito learned later, had an informant in the factory the accident had occurred in, and had told Summers about the bizarre incident the same day it had happened. The interview with Duncan Summers was short and painless, except for Broma and Pavor outdoing each other in tearfully telling Subito how he must remember to do what they would wish him to do at the bizarre school Summers was offerring to train him at. Galanta kept her peace, saying as much as their parents with a cold, narrow-eyed stare. After agreeing with Summers that it would be a great idea to learn how to use his powers correctly in a more controlled environment, little was left to do but pack and prepare for the autumn quarter.[/spoiler] [b][u]Personality & Motivation:[/u][/b] As El Heraldo, Subito acts as he thinks he ought to, doing his best to be just, kind, fair and honest as he knows how. He enjoys the anonymity of the mask, as it lets him be what he likes without repercussion on how he is viewed as Subito. Out of costume, he is loud, impetuous and full of gusto for whatever he does, having been brought up to see silence as suited only for holy or sorrowful occaisions. His morals are fairly straightforward, and he gives litle thought or time to the why of his ethics. He equates thinking with doing, incomprehending how somebody could think up things they might do, and never act on any of them, and has a hard time understanding how one philosophy or belief system being true doesn't negate the others' validity. On the other hand, he is loath to bring issues like that up in conversation, seeing them as interesting challenges to be overcome on one's own, and would never dream of trying to make people more like himself. [b][u]Powers & Tactics:[/u][/b] El Heraldo has limited resources and severe limits to his gifts, meaning hie must take great care with whom and how he fights. As a profoundly heated individual, however, he is unlikely to do so, instead dashing into the fray with unmitigated aplomb and vigor, no matter how outmatched he might be, using the power of his standard to evoke hope for victory in any compatriots. [b][u]Complications:[/u][/b] [b][u]Power Loss:[/u][/b] Subito is granted his powers only so long as he uses them for the benefit of others. If he uses them for the sole purpose of bettering himself, they shall be revoked. [b][u]Responsibility:[/u][/b] Family. He feels honor-bound to serve his family's needs above his own. [b][u]Secret:[/u][/b] Identity. While he always has his powers, he knows his family is largely defenseless. [b][u]Underaged:[/u][/b] Subito isn't a legal adult, with all the restrictions that come with that condition. [b][u]The Who-What Now?:[/u][/b] Subito has almost no idea who's who or what's what in the complex world of jet-powered apes and time travel he's gotten himself into. Feel free to blindside him. [b][u]What are you [i]wearing?[/i]!:[/u][/b] El Heraldo's garb is..distinctive, to say the least, and it's flashiness is fertile ground for misconceptions, easy recognition by enemies, and being nearly impossible to sneak in. [b][u]Abilities:[/u][/b] 10 + 4 + 10 + 2 + 0 + 8 = 34PP Strength: 30/20 (+10/+5) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 18 (+4) [b][u]Combat:[/u][/b] 4 + 2 = 6PP Initiative: +2 Attack: +2 Ranged, +6 Melee Grapple: +31/+26(w/Super-STR)/+16/+11(w/o Super-STR) Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -7/-2 [b][u]Saving Throws:[/u][/b] 4 + 4 + 1 = 9PP Toughness: +11/+6/+5 (+5 Con, +5 Protection(Dame's Ward), +1 Protection(Costume), [Impervious 8/0]) Fortitude: +9 (+5 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +7 (+0 Wis, +7) [b][u]Skills:[/u][/b] 44R = 11PP Diplomacy 10 (+14) Intimidate 5 (+9) Knowledge (Current Events) 8 (+9) Knowledge (Popular Culture) 6 (+7) Languages 2 (English, Latin, Spanish [Native]) Notice 5 (+5) Sense Motive 8 (+8) [b][u]Feats:[/u][/b] 24PP Accurate Attack Attack Focus (Melee) 4 Dodge Focus 3 Improved Grab Interpose Inspire 4 Leadership Luck 4 Move-by Action Power Attack Quick Change 1 Uncanny Dodge(Hearing) [b][u]Powers:[/u][/b] 15 + 2 + 4 + 9 + 5 + 4 + 4 + 1 + 7 = 47PP [b]Device 5[/b] (Bandera de la Victoria [Banner of Victory]; 25PP Container; [i]Flaws:[/i] Easy-To-Lose; Feats: Restricted(Magic Users); [i]Drawback:[/i] Noticeable) [15PP] [device/[b]Emotion Control 5 [/b](Flaws: Limited [Hope]) [5PP] [b]Feature[/b](Repair Clothes)[1PP] [b]Impervious Toughness 8[/b][8PP] [b]Protection 1[/b][1PP] Costume [b]Trip 9[/b]([i]Extras:[/i] Knockback; Flaws: Range(Touch); Feats: Improved Trip)[10PP][/device] [b]Comprehend 1 [/b](Languages [understand all spoken]) [2PP] [b]Protection 5[/b]([i]Drawback:[/i] Noticeable(Banner of Light)) [4PP] [i]Dame's Ward[/i] [b]Enhanced Strength 10 [/b](to 28/+9)([i]Drawback:[/i] Noticeable(Banner of Light)) [9PP] [b]Flight 3[/b](50mph / 500ft per Move Action)([i]Drawback:[/i] Noticeable(Banner of Light)) [5PP] [b]Immunity 4 [/b](Cold, Drowning, Pressure, Poison) [4PP] [b]Super-Senses 4[/b](Accurate Extended 2 [1,000ft Notice Increments] Hearing) [4PP] [b]Super-Sense 1[/b](Ultrasound)[1PP] [b]Super-Strength 3[/b](Heavy Load: 3 tons; [i]Power Feat:[/i] Super-Breath(90ft. DC19 REF)[7PP] [b][u]Drawbacks:[/u][/b] -2PP [b]Vulnerability[/b] (Sonic Powers, Frequency: Common, Intensity: Moderate [x1.5]) [-2PP] [b][u]DC Block:[/u][/b] [code]Code: Select all ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25/20 Toughness (Staged) Damage (Physical) Bandera Perception DC 16 Will Hope Trip Touch 1d20+10/5 vs. STR or DEX(Worse) Trip Totals: Abilities (34) + Combat (6) + Saving Throws (9) + Skills (11) + Feats (23) + Powers (47) - Drawbacks (2) = 129/129 Power Points PARTIALLY DONE by GIZMO. ARICHAMUS, SEE PM
Vahnyu Posted April 28, 2012 Posted April 28, 2012 Net Fly No actual PPs to spend, but I realised that I've exceeded Net Fly's Skill Rank limit on Computers. The sheet lists his Computers skill at Rank 15 (20 with the intelligence bonus)... while his PL is 8, meaning that he can't have more than 13 Ranks on Computers... so... yeah... :oops: :arrow: Please deduct 2 skill points from his Computers skill and add them to his Stealth skill(So that it has 4 ranks). [b][u]Player Name[/u]:[/b] Vahnyu [b][u]Character Name[/u]:[/b] Net Fly [b][u]Power Level[/u]:[/b] 8 (117/118PP) [b][u]Trade-Offs[/u]:[/b] -2 Attack / +2 Damage, +2 Defense / -2 Toughness [b][u]Unspent Power Points[/u]:[/b] 1 [b][u]Progress To Bronze Status[/u]:[/b] 13/30 [b][u]In Brief[/u]:[/b] Young gadgeteer genius Serge Explinker dons a simple yet sophisticated sonic harness/vibro-suit, in order to enhance his mutant powers and fight crime as the masked superhero Net Fly. [b][u]Alternate Identity[/u]:[/b] Serge Explinker[floatr][img=http://freedomplaybypost.com/wiki/images/5/56/Net_Fly.jpg][/floatr] [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] Student [b][u]Affiliations[/u]:[/b] None [b][u]Family[/u]:[/b] Father: Andrew Explinker. Mother: Catherine Coldear. Step-Father: Gregory Lineburg. [b][u]Description[/u]:[/b] [b]Age:[/b] 16 ([i]DoB:[/i] March the 19th, 1995) [b]Apparent Age:[/b] 16 [b]Gender:[/b] Male [b]Ethnicity:[/b] Caucasian [b]Height:[/b] 5' 10" [b]Weight:[/b] 180 pounds [b]Eyes:[/b] Green [b]Hair:[/b] Blonde [b][u]Description[/u]:[/b] A lean, light-skinned teenager of medium height, Serge has curly short blonde hair and green eyes. He wears prescription reading glasses, although ever since his powers awoken, he stopped needing them. His casual attire consists of lion-colored baggy pants or jeans, a light-grey tank-top and a green camp shirt. His costume is mostly grey, composed of a spandex-like material, and covers most of his body, except the eyes, and it has extra pockets strapped at his thighs. He wears black boots and black briefs, on top of the suit, with a blue tool belt. He has blue mechanical gauntlets, and a white megaphone strapped on a blue x-shaped harness, in front of his chest. Finally, he has two blue head-pieces that cover his ears, on top of his mask. [b][u]Power Descriptions[/u]:[/b] Net Fly is a mutant, with the power to influence his body's vibrations. This gives him an assortment of innate abilities, like enhanced agility, strength, and stamina, the ability to "stick" on surfaces, and the ability to fly. Further-more, he has costumised his [b]Vibro-Suit[/b] so that he can further harness those powers and re-focus them into sonic energy. He can concentrate his gloves with sonic energy in order to enhance his fists or produce [b]Sonic Blasts[/b] and hit his opponents from a distance. He can also opt to redirect his powers to his chest-phone, and unleash a powerful [b]Sonic Beam[/b]. The suit also channels Net Fly's vibrational energies to create a protective [b]Vibro-Field[/b], which lessens the impact of attacks. Finally, his suit comes equipped with a [b]Net Dive[/b] device, which allows him to interact with machinery and even enter the cyberspace. [b][u]History[/u]:[/b] Serge was a gifted young boy, and he showed from an early age an aptitude with complex machinery and computers. While he comes from a divorced family, his parents have managed to keep a good relationship with each other and their son. When he became an adolescent, Serge started exhibiting his latent mutant abilities. It wasn't, however, until much later, when he became unwittingly entangled with a heist, that he decided to use his powers for a purpose. A group of armed robbers ambushed an armory car and stole a bunch of high-tech equipment. During the heist, things quickly escalated, and Serge, allong with a few other bystanders, was captured as a hostage, and held against his will. At first, he was paralyzed from fear, until he witnessed the robbers shot a man in front of him, in order to force the police to meet their demands. Finding an opportunity, Serge sneaked out of sight and undid his bonds with his strength. He took a few devices that were laying close to him, and tinkered with them as quickly as he could, fashioning them into Sonic Blasters. Before the robbers realized what had happened, Serge, wearing a makeshift outfit to conceal his identity, attacked them, and quickly subdued them. After rescuing everyone, Serge left the crime-scene. For the next few days, he reflected on what had just transpired. He realized that he could use his powers to fight crime, but in order to do so, he needed to make a costume for himself. Tinkering and improving upon the devices he aqcuired during the heist, and using a few more that he had created on his own, Serge was able to adapt them into a functioning suit. Now, Serge has emerged as the superhero Net Fly. He has performed adequately, but after a few close calls too many, he decided to enroll in Claremont Academy, and further hone his crime-fighting abilities. [b][u]Personality & Motivation[/u]:[/b] Serge's desire to help people is matched only by his curiosity and inquisitiveness. Serge spends a lot of his time fine-tuning his suit or practicing his programming skills. When he isn't tinkering with his devices, Serge can often be found socializing with his friends. [b][u]Powers & Tactics[/u]:[/b] Net Fly doesn't take hits well, so he prefers a hit-and-run fighting style over duking it out for prolonged periods. Having said that, however, he is perfectly capable of unleashing devastating attacks in close range, as well as take care threats from a distance. If he wishes to avoid fighting, he can opt to hide in the ceilings. [hr][/hr] [b][u]Complications[/u]:[/b] [b]On the Job Learning:[/b] Is learning as he goes. [b]Secret:[/b] Identity. [b][u]Abilities[/u]:[/b] 0 + 0 + 0 + 10 + 2 + 0 = 12PP Strength: 10/16/30 (+0/+3/+10) Dexterity: 10/16 (+0/+3) Constitution: 10/18 (+0/+4) Intelligence: 20 (+5) Wisdom: 12 (+1) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 8 + 10 = 18PP Initiative: +12/+15/+19 Attack: +4 Melee, +4 Ranged, +6 Sonic Converter Grapple: +4/+7/+20 Defense: +8/+10 (+5 Base, +3/+5 Dodge Focus), +2 Flat-Footed Knockback: -3 [b][u]Saving Throws[/u]:[/b] 1 + 4 + 3 = 8PP Toughness: +5/+6 (+3/+4 Con, +2 [Defensive Roll]) Fortitude: +4/+5 (+3/+4 Con, +1) Reflex: +7 (+3 Dex, +4) Will: +4 (+1 Wis, +3) [b][u]Skills[/u]:[/b] 52R = 13PP Acrobatis 7 (+10) Climb 3 (+3/+5/+9) Computers 13 (+18)[sup]Skill Mastery[/sup] Craft (Electronics) 5 (+10)[sup]Skill Mastery[/sup] Craft (Mechanical) 1 (+6) Disable Device 10 (+15)[sup]Skill Mastery[/sup] Knowledge (Technology) 5 (+10)[sup]Skill Mastery[/sup] Notice 4 (+5) Stealth 4 (+7) [b][u]Feats[/u]:[/b] 10PP Defensive Roll Dodge Focus 3 Improved Initiative 3 Inventor Online Research Skill Mastery (Computers, Craft (Electronics), Disable Device, Knowledge (Technology)) [b][u]Powers[/u]:[/b] 30 + 6 + 6 + 6 + 8 = 56PP [b]Device 7 ([/b]35PP Container; [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted 2[Net Fly][b])[/b] [30PP] (Vibro-Suit) [device][b]Sonic Converter 11 ([/b]22PP Array; [i]Feats:[/i] Accurate, Alternate Power 4[b])[/b] [27PP] [array][u]Base Power[/u]: [b]Enhanced Strength 14 ([/b][i]Extras:[/i] Linked [Super Strength][b])[/b] + [b]Super Strength 4 ([/b]Effective Strength 50, Heavy Load 12 tons, [i]Extras:[/i] Linked [Enhanced Strength][b])[/b] [14 + 8= 22PP] (Volume Amp) [u]Alternate Power[/u]: [b]Damage 7 ([/b][i]Extras:[/i] Autofire, Penetrating 6 [i]Feats:[/i] Mighty, Split Attack[b])[/b] [22PP] (Sonic Fists) [u]Alternate Power[/u]: [b]Damage 8 ([/b][i]Extras:[/i] Area[Burst] 200ft Radius, Linked[Trip], Selective, [i]Flaws:[/i] Action(Full-Round), Distracting, [i]Feats:[/i] Progression[Area] 2[b])[/b] + [b]Trip 8 ([/b][i]Extras:[/i] Area[Burst], Linked[Damage], Selective, [i]Flaws:[/i] Action(Full-Round), Range(Touch), [i]Feats:[/i] Improved Trip, Progression[Area] 2[b])[/b] [21PP] (Sonic Maelstorm) [u]Alternate Power[/u]: [b]Blast 10 ([/b]250-1'000 feet, [i]Feats:[/i] Improved Range, Split Attack[b])[/b] [22PP] (Sonic Blasts) [u]Alternate Power[/u]: [b]Blast 10 ([/b]100-1'000 feet, [i]Extras:[/i] Linked [Stun], Linked [Trip], [i]Flaws:[/i] Action (Full Round), Distracting[b])[/b] + [b]Stun 10 ([/b][i]Extras:[/i] Linked [Blast], Linked [Trip], Range [Ranged], [i]Flaws:[/i] Action (Full Round), Daze, Unreliable[b])[/b] + [b]Trip 10 ([/b][i]Extras:[/i] Linked [Blast], Linked [Stun], Knockback, [i]Flaws:[/i] Action (Full Round), [i]Feats:[/i] Improved Trip, Knockback[b])[/b] [5 + 5 + 12 = 22PP] (Sonic Beam)[/array] [b]Datalink 2 ([/b]Radio, 10o feet, [i]Feats:[/i] Cuberspace[b])[/b] [3PP] (Net-Dive Harness) [b]Enhanced Constitution 2[/b] [2PP] (Mutation Enhancement) [b]Enhanced Dodge Focus 2[/b] [2PP] (Mutation Enhancement) [b]Enhanced Improved Initiative[/b] [1PP] (Mutation Enhancement)[/device] [b]Enhanced Strength 6([/b]Heavy load 230 lbs[b])[/b] [6PP] (Mutation) [b]Enhanced Dexterity 6[/b] [6PP] (Mutation) [b]Enhanced Constitution 6[/b] [6PP] (Mutation) [b]Fly Movement 3 ([/b]6PP Array; [i]Feats:[/i] Alternate Power 2[b])[/b] [8PP] (Mutation) [array][u]Base Power[/u]: [b]Flight 2 ([/b]25mph/250ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] [5PP] [u]Atlernate Power[/u]: [b]Speed 5 ([/b]250mph/2500ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] [6PP] [u]Alternate Power[/u]: [b]Super Movement 2 ([/b]Wall Crawling, 3mph/30ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] [5PP][/array] [b][u]Drawbacks[/u]:[/b] (-0) + (-0) = -0PP [b][u]DC Block[/u][/b] [code] ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Enhanced (Unarmed) Touch DC18 Toughness (Staged) Damage (Physical) Volume Amp (Unarmed) Touch DC25 Toughness (Staged) Damage (Physical) Sonic Fists (Damage) Touch DC25 Toughness (Staged) Damage (Sonic) Sonic Maelstorm (Damage+Trip) Area DC23 Toughness (Staged) Damage (Sonic) 1d20+8 vs. STR or DEX(worse) Trip Sonic Blasts (Blast) Ranged DC25 Toughness (Staged) Damage (Sonic) Sonic Beam (Blast+Stun+Trip) Ranged DC25 Toughness (Staged) Damage (Sonic) DC20 Fortitude Dazed 1d20+10 vs. STR or DEX(worse) Trip Totals: Abilities (12) + Combat (18) + Saving Throws (8) + Skills (13) + Feats (10) + Powers (56) - Drawbacks (0) = 117/118 Power Points HACKED by GIZMO
trollthumper Posted May 1, 2012 Posted May 1, 2012 Myrmidon Below is a rebuilt/readjusted full sheet for Myrmidon from swapping him from the current PL 7 slot to my unused PL 10 slot. Full reference list of changes and reasons can be found here; for ease of perusal. Highlights: :arrow: Reworked his Weapon Creation into the more site friendly Tech Augmentation power, along with putting more limitations and controls on said power. :arrow: Added in set of device armor, as a homage to Overshadows set of armor. :arrow: Widened skill set, minor feat additions. :arrow: Updated complications, vulnerabilities, and character background. :arrow: Added trade-off (+2 Defense, -2 Toughness), and with other changes kept him to PL 12 combat caps. :arrow: Uses 4 equipment feats of Bronze reward. [b][u]Player Name[/u]:[/b] Semi-Autogyro[floatr][img=http://freedomplaybypost.com/wiki/images/4/4f/MyrmidonHFSingle.png[/img][/floatr][floatr][img]http://freedomplaybypost.com/wiki/images/a/a4/John_Civilian.jpg][/floatr] [b][u]Character Name[/u]:[/b] Myrmidon [b][u]Power Level[/u]:[/b] 12 (189/189 PP) [b][u]Trade-Offs[/u]:[/b] +2 Defense, -2 Toughness [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress To Silver Status[/u]:[/b] 39/60 [i]Bronze Reward[/i]: Equipment 4 for Myrmidon [b][u]In Brief[/u]:[/b] Psionic Overshadow clone created for battlefield supremacy. [b][u]Alternate Identities[/u]:[/b] Johann (John) T. Smith [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] SHADOW Complex AA12, Clone Tank RC-1207 [b][u]Occupation[/u]:[/b] High School Student [b][u]Affiliations[/u]:[/b] Claremont Academy (student), Irregulars (member) [b][u]Family[/u]:[/b] None, Genetically Modified Overshadow [Wilhelm Kantor] Clone [b][u]Age[/u]:[/b] 4 (DoC: May 6th, 2007) [b][u]Apparent Age[/u]:[/b] 17-18 [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Caucasian [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 185 [b][u]Eyes[/u]:[/b] Ice Blue [b][u]Hair[/u]:[/b] Golden Blonde [b][u]Description[/u]:[/b] Like the man he was cloned from, Myrmidon would be considered an ideal poster boy for the Reich. Tall and solidly built, he is far lighter on his feet than his farmer's frame would suggest. In his day to day wear at Claremont, he favors old army surplus gear usually with a pair of combat boots, military cap and sunglasses to obfuscate his features.. His combat uniform is an amalgamation of his past and present – The VANGUARD combat armor he wears has a distinct SHADOW heritage as due to it being a working field prototype of theirs. The dark exterior is traced with faintly glowing blue lines that are a result of psionic bleed from his powers. The helmet possesses a mirrored reflective faceplate, and it seamlessly integrates with the armor making while making a call back to his roots as a faceless SHADOW minion. In addition, it has the effect of obscuring his voice, requiring a commlink to talk through which further conceals his identity. [b][u]Power Descriptions[/u]:[/b] According to the non-damaged files Raven retrieved from the SHADOW complex, their scientists believe he is 'assembling' the augmented technology from some sort of alternate dimension. Once the items completed they are in tune with the energies of this dimension, making them ‘fundamentally real’ and independent of his involvement. Since he was the one that ‘assembled’ them, only he knows the proper steps to disassemble the items and has to physically make contact in order to do so. How he makes the technology operate without knowing the underlying sciences involved is a mystery, however. The ‘psionic bleed’ effect that is the result of using his powers is normally represented by a faint light blue/white tracings or highlights. However SHADOW found a use for this: as a result the color, intensity, pattern, and behavior of the bleed can be easily controlled by Myrmidon, which he utilizes for various mundane functions. These can range from status indications (greenish tint which indicates poison or similar affliction), to stealth (obscuring the bleed completely), even improvised battlefield communication (‘flashing’ the colors in a Morse code manner). [b][u]History[/u]:[/b] RC-1207 AKA Myrmidon AKA John Smith was extracted from a SHADOW research base by Raven and Daedalus as the only surviving prototype clone of what was termed Project: Myrmidon, which itself was an offshoot of the Project: MIMIR. Said clone used advanced techniques for faster gestation and stable mutations compared to older model SHADOW clones. This new clone was designed to be an autonomous psychic commander, vastly improving the combat performance of SHADOW replica troopers and forces when operating in concert with them. Raven and Daedalus destroyed the SHADOW base and extracted the sole active clone and all related information that could be salvaged. Upon further testing the clone was found to be self-aware; although undeveloped in many areas. Daedalus, by using data found at the SHADOW complex found that the cloning process was incomplete and needed to be finished in order for the clone to fully develop. In addition, the immortal inventor added further social conditioning in lieu of the standard SHADOW indoctrination programming in hopes of giving the clone free will. He was wildly successful in removing most, if not all of the programming. Numerous attempts to remove mutations and genetic modification from the clone proved fruitless as over the next year as it reached maturity. The clone proved intelligent and physically sound, but still only had a basic grasp of social concepts and interaction. At this point Duncan Summers suggested enrolling him at the Claremont Academy to allow him to develop the necessary skills to reintegrate into society under the alias John Smith. [b][u]Personality & Motivation[/u]:[/b] The politest way to describe John is socially stunted. He has no real experience in dealing with normal social interaction. That being said, he does enjoy new experiences and meeting people. Common things most people have already encountered are novel and fascinating things to him. He views using his power for good as a sort of balance to the misdeeds of his genetic donor, and is adamant that he will not be used like that ever again. He does not have any solid plans for the future, but he is sure he will find something eventually to his liking. He is a very, very driven (some have called him intense) individual who gives 110% in all situations: from finding a hobby to fieldwork. He is openly friendly and polite, but still remains wary of others (especially scientists) outside of his social circle. [b][u]Powers & Tactics[/u]:[/b] Myrmidon was created and trained to be a sublime battlefield commander and soldier. He uses his abilities to coordinate allies while maximizing and exploiting enemy weaknesses. His augmentations allow unparalleled versatility on the battlefield, affording him multi-role utility and capabilities. In order to make the most of his powers SHADOWs' mental and physical programming/augmentations focused on asymmetric warfare, infiltration, and elimination techniques. John is a combat pragmatist first and foremost, and doesn't subscribe to the idea of a fair fight. He prefers to analyze a situation before going in hot if at all possible to ascertain any advantage he gain garner. But once in the thick of things he favors ending a fight as quickly as possible, not holding back regardless of the opponent. He refers to his augmentation powers in terms of ‘protocols’ or ‘configurations’. Protocols refer to the source of the augmented item, while configuration refers to the purpose of the augmented item. For example, using a battery to electrify his armor, Myrmidon might refer to it as using a ‘Voltage Protocol’ and the final result as ‘Configuration: Tesla Armor’. [hr][/hr] [b][u]Complications[/u]:[/b] [b]A Man Chooses, A Slave Obeys:[/b] Being chained/restrained/controlled. Myrmidon definitely does not want to be considered an exploitable resource ever again and will fight till the bitter end in those circumstances. [b]Cold Fury:[/b] Myrmidon has more in common with Wilhelm Kantor than just his physical appearance: he retains his genetic donors’ legendarily frosty temper and ability to hold grudges. Combined with Myrmidons’ personality, this can lead to moments of unsettling dissonant serenity. [b]Hero with an 'F' in Social Skills:[/b] Myrmidon has little or no clue about the context, subtleties, nuances, and taboos of inherent in social dialogue and relationships. Additionally his military demeanor, mindset, and way of approaching/interpreting these situations can also lead to or exacerbate problems. Myrmidon also has a pronounced wariness and distrust when it comes to scientists of any stripe, due to his history at the hands of such people. [b]Irregularity in the System:[/b] To his continuing surprise, John has found true companions: Morgan Crowe (Crow), Victoria Knight (Wisp), Etain Maher (Changeling), Brian Harris (Glowstar), and Kate Moriarty (FCPD Captain). When situations arise that concern his friends, John tends to be rather insubordinate and audacious in response. Some also know his true identity as well, something that further makes him feel duly responsible for their well-being. [b]Lost Experiment; Reward for Return:[/b] John possesses first-hand experience and classified knowledge of SHADOW and its various assets. Needless to say, SHADOW would go to extreme lengths to retrieve or eliminate Myrmidon if they ever found concrete evidence to his continuing existence. As such he attempts to keep as low of a profile as possible, deferring his contributions and preferring to remain anonymous versus the spotlight. [b]Six Degrees of Overshadow: [/b] Overshadow/SHADOW enemies tend to be his enemies until aware of who/what Myrmidon exactly is, and the same applies in reverse for allies of Overshadow/SHADOW. [b]Sunglasses at Night: [/b] While in passive mode, the VANGUARD armor system appears to be no more than a pair of sunglasses. The only active components in this state are the Flash Goggles, Night Vision Goggles, and Quick Change features. In addition, in their passive state they are considered to be Easy to Remove. [b]You Seem [i]Horribly[/i] Familiar:[/b] Myrmidon most definitely gets off on the wrong foot with any heroes/people that know what Overshadow/Shadow Clones look like under their masks. [b][u]Abilities[/u]:[/b] 10 + 10 + 10 + 10 + 0 + 0 = 40 PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 24 + 28 = 52 PP Initiative: +5; +21 w/ Knowledge [Tactics] Attack: +12 Grapple: +17 Defense: +14 (+14 Base, +0 Dodge Focus), +7 Flat-Footed Knockback: -5, -2 Unarmored [b][u]Saving Throws[/u]:[/b] 5 + 5 + 10 = 20 PP Toughness: +10 (+5 Con, +5 VANGUARD Armor) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +10 (+0 Wis, +10) [b][u]Skills[/u]:[/b] 96 Ranks = 24 PP Acrobatics 10 (+15) [sup]Skill Mastery[/sup] Drive 4 (+9) Demolitions 3 (+8, +10 Masterwork Demolitions Kit) Knowledge [Tactics] 16 (+21) [sup]Skill Mastery[/sup] Knowledge [Technology] 3 (+8) Languages 3 (English [Native], German, Russian, Sign Language) Medicine 3 (+8, +10 Masterwork Medical Kit) Notice 10 (+10) [sup]Skill Mastery[/sup] Perform [String Instruments] 3 (+3, +5 Masterwork Instrument [Guitar]) Pilot 4 (+9) Search 10 (+10) Sense Motive 10 (+10) Stealth 14 (+19) [sup]Skill Mastery[/sup] Survival 3 (+3, +5 Masterwork Survival Kit) [b][u]Feats[/u]:[/b] 25 PP Accurate Attack All-Out Attack Benefit 2 (Use Knowledge [Tactics] to Feint & Trick, as Move Actions) Benefit (Use Knowledge [Tactics] for Initiative Checks) Defensive Attack Eidetic Memory Equipment 0 (+4 Bronze Reward) Evasion Fearless Hide in Plain Sight Leadership Luck 2 Masterful Tactics (Use Knowledge [Tactics] to spot ambushes & avoid feints) Master Plan 2 (Use Knowledge [Tactics] for Master Plan checks) Power Attack Rallying Cry Second Chance (Saves vs. Emotion Effects) Set Up Skill Mastery (Acrobatics, Knowledge [Tactics], Notice, Stealth) Takedown Attack Teamwork 3 [b][u]Equipment[/u]:[/b] 4 PP = 20 EP 15 + 2 = 17 EP (3 EP Unused) [device][b]Utility Gear[/b] (4+2+2+1+1+1+1+1+1+1) = [15 EP] [spoiler] [b]Omnioculars[/b] [Binoculars + Parabolic Microphone][b] + Super-Senses 2[/b] [Distance Sense (rangefinder), Direction Sense (digital compass)] [4 EP] [b]Assorted Technological Parts aka "Protocols" [/b]([i]PFs[/i]: Variable Descriptor 2 [Any Technological]) [2 EP] [b]Encrypted Commlink [/b]([i]PFs[/i]: Insidious, Subtle) [2 EP] [b]Aural Dampers [/b](+5 to Saves vs. Audio Dazzle Effects) [1 EP] [b]Filtration Scrubbers[/b] (+5 to Saves vs. Olfactory Dazzle Effects) [1 EP] [b]Flash Goggles[/b] (+5 to Saves vs. Visual Dazzle Effects) [1 EP] [b]Masterwork Demolitions Kit [/b](+2 to Demolitions Checks) [1 EP] [b]Masterwork Medical Kit [/b](+2 to Medicine Checks) [1 EP] [b]Masterwork Night Vision Goggles [/b] [1 EP] [b]Masterwork Survival Kit [/b](+2 to Survival Checks) [1 EP] [b]Masterwork Flashlight [/b] [0 EP][/device][/spoiler] [device][b]Miscellaneous Equipment[/b] (1+1) = [2 EP] [spoiler][b]Masterwork Guitar [/b](+2 to Perform [String instruments] Checks) [1 EP] [b]Super-Senses 1 [/b][Time Sense (atomic watch)] [1 EP] [b]Smartphone [/b](Camera/Cellphone/Digital Audio Recorder/PDA/Video Camera) [0 EP][/spoiler] [/device] [b][u]Powers[/u]:[/b] 13 + 2 + 19 = 34 PP [b][i]Descriptors[/i]:[/b] Psionic, Technology [b]Device 2 [/b](10 PP Container, [i] Flaws:[/i] Hard-To-Lose, [i]PFs:[/i] Indestructible, Restricted [Tech Augmentation], Subtle) [13 PP] (VANGUARD Armor, Technology) [device][b]Enhanced Feats 1 [/b](Quick Change) [1 PP] [b]Immunity 2[/b] (Critical Hits) [2 PP] [b]Protection 5[/b] [5 PP] [b]Super-Senses 2 [/b](Radio, Ultra Hearing) [2 PP][/device] [b]Super-Senses 2[/b] (Danger Sense [Mental], Uncanny Dodge [Mental]) [2 PP] (Ψ-Mind, Psionic) [b]Tech Augmentation 5 [/b](20PP Variable Power, All Powers of Technological Origin, [i]Extras:[/i] Duration [Continuous] +1, Affects Objects Only +0; [i]Flaws:[/i] Limited Dismissal -1, Medium (Requires Technology/Equipment) -1; [i]Drawback[/i]: Noticeable [Augmented Item appearance shifts to mimic granted powers -1]) [19 PP] (Ψ-Augmentation, Psionic & Technology) [device][b]Sample Configurations[/b]: [spoiler][u][b]Armors[/b]:[/u] [b]Concealment 8[/b] (Visual, Auditory, Radar) ([i]PFs[/i]: Close Range, Challenge [Accelerated Stealth]) + [b]Super-Movement 2[/b] (Trackless) [20 PP] (Imperceptor Armor) [b]Immunity 9[/b] (Life Support) [9 PP] (HEV Armor) [b]Protection 0 [/b]([i]Extras[/i]: Impervious 10) + [b]Immovable 10[/b] [20 PP] (Breaching Armor) [u][b]Support Items[/b]:[/u] [b]Corrosion 6[/b] ([i]PFs[/i]: Incurable, Precise) [20 PP] (Thermic Lance) [b]Healing 6[/b] ([i]Extras[/i]: Total +1; [i]PFs[/i]: Persistent, Regrowth) [20 PP] (Health Kit) [b]Leaping 5[/b] [x25 move action / x50 full round action] + [b]Super-Movement 2 [/b][Slow Fall] ([i]Drawbacks[/i]: Power Loss [Air Intakes/Thrusters]) [6 EP] (Jump Jets) [u][b]Weapons[/b]:[/u] [b]Damage 5[/b] ([i]PFs[/i]: Improved Critical 2 [18-20], Mighty, Variable Descriptor [Ballistic, Bludgeoning, Slashing, and Piercing]) [9 EP] (Assault Gauntlets & Greaves) [b]Damage 5[/b] ([i]Extras[/i]: Penetrating 10 [DMG 20] +1; [i]PFs[/i]: Improved Critical 2 [18-20], Improved Sunder, Mighty) [19 PP] (Nanoblade) [b]Damage 8 [/b]([i]Extras[/i]: Range [Ranged] +1; [i]PFs[/i]: Improved Critical 2 [18-20], Precise, Ranged Pin) [20PP] (Railway Rifle)[/spoiler] [/device] [b][u]Drawbacks[/u]:[/b] -6 PP [b]Vulnerability [/b](Mind Control; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b]Vulnerability [/b] (Mind Reading; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b]Vulnerability [/b](Possession; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Assault Gauntlets & Greaves Touch DC 25 Toughness (Staged) Damage (Ballistic, Bludgeoning, Piercing, Slashing); Crit 18-20 Nanoblade Touch DC 25 Toughness (Staged) Damage (Piercing, Slashing); Crit 18-20 Railway Rifle Ranged DC 23 Toughness (Staged) Damage (Ballistic, Piercing); Crit 18-20 Thermic Lance Touch DC 16 Fort Drain Toughness DC 21 Toughness (Staged) Damage (Energy, Fire) Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Abilities (40) + Combat (52) + Saving Throws (20) + Skills (24) + Feats (25) + Powers (34) - Drawbacks (6) = 189/189 Power Points I know this is picking apart on a molecular level, but the Limited Dismissal Flaw - while attached to Weapon Summoning as written - seems more like a Complication than a Flaw. How do you think it would serve as a real, serious drawback for the power? EDIT: Question answered in Chat, adjustments made.
Supercape Posted May 6, 2012 Posted May 6, 2012 Lord Steam Firstly, spending 9 PP from Platinum Rewards. 7 PP on Minions (Team Steam). 3 PP to Spruce up Vehicles and HQ. Team Steam I am posting elsewhere soon! Its 5 Minions PL 5 (75 PP). HQ adding an alternative and identical HQ in Earth Victoriana. Adding Dimensional Portal (between the two). Adding Grounds (a good 3E feat, giving him a size Collosal estate!), and “Stables†which is my own invention so thoughts on that (basically the equivalent of garage or docks, but for horses / animals… and I presume as per our wealth rules there are horses to ride the same as cars to buy?) this needs Ref approval of course. I am losing masterwork from cane (its now even more expensive and flashy, but less combat worthy) and his undercover vest! (armour pfah!), and gaining a steam powered revolver equipment (Heavy Pistol, Masterwork, Subtle). As for PP itself, he has 21 to spend! I am going to bring him up to PL 9 Caps, making him PL 9 (10) Attack up to +13 for Ranged and Melee (12 PP) Losing Attack Focus: Melee (-3 PP) Defence up to +12 (10 PP) Reflex save up to +7 (2 PP) New Benefit: Earth Victoriana Ba For a total of 21 Spent! [floatr][/floatr] Player Name: Supercape Character Name: Lord Steam Power Level: 9 (148/148PP) Trade-Offs: +2 Attack / -2 Damage Unspent PP: 21 Progress To Impervium Status: 44/150 (Platinum Status earned with Supercape) In Brief: Steampunk Sherlock Alternate Identities: Lord Lucien Lockwood Identity: Public Birthplace: London (Earth Victoriana Dimension) Occupation: Aristocrat Gentleman / Diplomat. Affiliations: None Family: Lord Lombard Lockward, elderly aristocrat. Age: 30 (DoB: 03/03/1981) Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 85 Kgs Eyes: Blue-Green Hair: Brown Description: "Lord Steam", or Lord Lucien Lockwood, is the official diplomat from Earth Victoriana to Earth Prime, and has volunteered for the Job as it sounded so damned exciting. He is a famous adventurer, inventor, and detective, and whilst perfectly able as a diplomat, he can't help throwing himself into the service of Freedom City and rushing to meet any adventure. Physically he is a handsome man in his prime, tall, athletic, with a mop of hair who wears excellent quality 19th Century fashion clothes. Power Descriptions: None. Whilst Lord Steam is a polymath, athlete, and dripping in wealth, he has no human powers. His mental functioning approaches human maximum potential. History: Lord Steam is part of a very wealthy aristocratic family from Earth Victoriana. All his life, he has been a curious even reckless adventurer. It became obvious from an early age that he was a polymath, and a restless one at that, always keen to stretch his mind to some puzzle or another. Even as a teenager, he had taken to solving crime as a hobby. and he has become well known as an amateur sleuth. After a stint at Oxford studying the classics, he has since driven his own education in a variety of fields, including engineering, forensic science, and pretty much anything he can wrap his head around. A restless soul, he has taken to all sorts of philanthropic work over the past eight years, such as help improve railway design, campaign for human rights, improve factory working conditions etc. Alongside this he has been an avid cricket player, and a hit on the social circuit with a reputation for magnificent parties and great wit. More recently, crime has been his hobby, and it looks like this one will stick. He has taken up the martial art of Baritsu and become a skilled fighter. Whilst he has had a few bar room brawls with seedy and rude gentlemen, his main goal is the apprehension of master criminals and the solving of mysteries. Crimes where he can put his superior intellect to bear alongside his martial prowess. When interdimensional contact between Earth Victoriana and Earth Prime was made, Lord Steam instantly volunteered to be official dimplomat to the Empire in this wonderful new dimension - unable to resist the lure of its magnificent adventures and tales. And whilst he does, technically serve in some limited capacity as a diplomat, his real reason for coming to Freedom City is to continue his adventures, solve crime, and be a hero! Technically as an interdimensional envoy, he has diplomatic immunity in this dimension (At least to most nations), but he has hardly one to break the Law - at least intentionally. Personality & Motivation: Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past. He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do! Powers & Tactics: Whilst generally fearless and a man of action, and not afraid to jump into the thick of a brawl, Lord Steam prefers to use intellectual masterstrokes and battles of wits. If he can outwit an opponent, so much sweeter the victory. Goading, taunting, trickery, and planning are all spices to his fight. Complications: Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and women, although always polite about it. Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Silver Spoon: Only the best will do. Lord Steam simply can't do without luxuries or living in anything but splendour. Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff usually defeats Lord Steam. Abilities: 6 + 6 + 6 + 12 + 12 + 10 = 52PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 26 + 24 = 50PP Attack: +13 Grapple: +13 Defence: +13 (+12 Base, +1 Dodge Focus), +6 Flat Footed Knockback: -3, -1 Flat Footed Saving Throws: 3 + 4 + 3 = 9PP Toughness: +7 (+3 Con, +4 Defensive Roll), +3 Flat footed Fortitude: +6 (+3 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +8 (+6 Wis, +2) Skills: 88R = 22PP Bluff 10 (+15) Craft (Mechanical) 9 (+15) Diplomacy 5 (+10) Disable Device 4 (+10) Drive 2 (+5) Gather Information 5 (+10) Intimidate 5 (+10) Investigate 6 (+12) Knowledge (Technology) 9 (+15) Languages 7 (English [Native]. French, German, Greek, Japanese, Latin, Russian, Spanish) Notice 9 (+15) Pilot 2 (+5) Search 4 (+10) Sense Motive 9 (+15) Slight of Hand 2 (+5) Feats 17PP Benefit 6 (Diplomatic Immunity, Earth Victoriana Culture, Status [Aristocrat], Wealth 3 [Filthy Rich]) Connected Defensive Roll 2 Dodge Focus 1 Eidetic Memory Equipment 15 (12 Free from Silver Reward, 3 Free from Platinum Reward) Inventor Luck Master Plan Minion 5 (Progression 2: 5 Servants) (7 Free from Platinum Reward) Power Attack Takedown Attack Uncanny Dodge (Auditory) Fine Baritsu Walking Cane (Damage 2, Feats: Mighty, Thrown) [4 EP] Flash Goggles [1 EP] Masterwork Investigative Tools [1 EP] Masterwork Mechanical Tools [1 EP] Steam-powered Revolver (Blast 4, Feats Subtle, Masterwork) [10EP) Vehicle Array (35 base, 2 EP for vehicle alternatives) Vehicle no1: "Bessie, the Steam powered horseless chariot" [30 EP] Strength: 35, Speed: 5, Defence -2: Toughness: 12 Size: Huge Features: Alarm, Oil Slick, Smokescreen, Hidden Compartments [10 EP] Powers [25 EP] Speed 5 (250mph, Feats: Alternate Power) [5 EP] "Steam powered wheels!" Blast 5 (Extras: Autofire 1, Feats: Improved Range 2, Increased Range 2) [19 EP] "Gatling Guns" Supersense 1 (Radio) Vehicle no2: "Alice the underwater ship" [35 EP] Strength: 70, Swimming: 5, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm [9 EP] Powers [26 EP] Swimming 5 50mph [5 EP] Blast 5 linked with Snare 5 (Flaws: Entangle only, Feats: Tether) "Harpoon cannon" [16 EP] Supersenses 6 (Ultrasonic Hearing, Accurate, Extended 1 for Sonar, Radio) "Sonar" [6 EP] Vehicle No3: "Cressida the Zepplin" [35EP] Strength: 50, Flight 4, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm [6 EP] Powers: 29 EP Blast 5 (Extras: Autofire, Feats: Improved Range 2, Increased Range 2) "Gatling Guns" Flight 4 (100mph) Supersense 1 (Radio) Headquarters: Steam Mansion [20 EP + 1 EP Alternative HQ] Size: Large Toughness 10 Features: Communications, Dimensional Portal, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 1, Stable, Staffed, Workshop NB: Grounds Increases size to Gargantuan, but only for the purposes of gardens, estates, etc (used in 3E), Stables functions as a garage, but for Horses and similar animals. Alternative HQ is identical to above, but located in Earth Victoriana Dimension. Powers 0PP None Drawbacks -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Cane Touch DC20 Toughness (Staged) Damage (Physical) Revolver Ranged DC 19 Toughness (Staged) Damage (Physical)[ /code] [b][u]Totals[/u]: Abilities (52) + Combat (50) + Saving Throws (9) + Skills (22) + Feats (17) + Powers (0) - Drawbacks (0) = 148/148 Power Points[/b][/spoiler] [color=#FF0000]BUTLER'D by GIZMO[/color]
Raveled Posted May 6, 2012 Posted May 6, 2012 Ironclad :arrow: Spending both PP to buy two ranks of Dodge Focus. [floatr][img=http://www.freedomplaybypost.com/wiki/images/5/51/IroncladHF2.png][/floatr][b][u]Characters Name[/u]:[/b] Ironclad II [b][u]Power Level[/u]:[/b] 12 (190/190PP) [b][u]Trade-Offs[/u]:[/b] +5 Toughness/-5 Defense [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress To Gold Status[/u]:[/b] 85/90 [b][u]In Brief[/u]:[/b] Genius teen uses her intellect and her fortune to fight crime! [b][u]Alternate Identities[/u]:[/b] Jessica Anne Parker [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] Full-time superhero, engineer [b][u]Affiliations[/u]:[/b] Dawes Tech, Dragonfly, the Lab [b][u]Family[/u]:[/b] Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased). [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 18 (DoB: June 3, 1993) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/b]:[/u] Northern European [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 130 lbs. [b][u]Eyes[/u]:[/b] [url=http://images.theage.com.au/ftage/ffximage/2008/12/16/husky_gallery__600x397.jpg]Pale blue[/url] [b][u]Hair[/u]:[/b] [url=http://www.hairfinder.com/haircollections4/evo1.jpg]Strawberry blonde[/url], dyed [url=http://styletips101.com/wp-content/uploads/2009/01/auburn-hair.jpg]auburn[/url] [b][u]Description[/u]:[/b] Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package. Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space. [b][u]Power Descriptions[/u]:[/b]Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She can also connect to machines and electronics mentally, interrogating and controlling them. When mentally linking with machines, blue-white lights dance in front of her eyes, faintly visible even through her armor. [b][u]History[/u]:[/b]Jessica Anne Parker was born to privilege. Her father Gregory was president of Parker Tech, the number three consumer electronics company in the world and a major supplier of the US government, and militaries worldwide. Still, it’s her grandfather, Malcolm, which she most admires and identifies with. They both have a lobe of gadgets and a fierce sense of justice. She enjoyed debating with her grandfather over engineering matters, usually pitting her love of modern electronics against Malcolm’s faith in more mechanical methods. One day, to prove a point, Malcolm revealed that he had been Ironclad, a government-backed hero that retired after the Vietnam War. Jessica’s imagination was fired and she started designing a new, sleeker suit of armor, and in time she took to the streets and skies of Freedom City as the new Ironclad, using her armor to fight crime and villainy. Her grandfather was, understandably, quite angry. Still, Jessica could be as stubborn as the old man when she put her mind to it. They reached a compromise; she went out in the field in the armor and he kept back, advising her remotely. That still doesn’t stop her from taking risks, and it doesn’t stop him from yelling at her when she does. Towards the end of 2010 Jessica’s life changed quite a bit. She met a number of other heroes and expanded her social circle. Most notably she started dating Blake Salazar, better known as the hero Warlock. Her world was shaken when her grandfather passed away, but she came out of the crisis stronger and with a closer relationship with her boyfriend. At the very end of the year she survived a chemical attack underneath Jameson Airport. As a side-effect of medical treatments, she developed technopathic powers. [b][u]Personality & Motivation[/u]:[/b]It’s easy to mistake Jessica Parker for a timid girl, because most of the time she is a very quiet young woman. It’s not to say that she doesn’t care to talk to other people, it’s just that her technical training predisposes her to hold her tongue when she doesn’t have any expertise on a topic. When she can be persuaded to speak, she can actually be something of a chatterbox – her high IQ means that she can quickly leave others in the dust. As Ironclad, she’s much more assertive and self-assured. With a literal layer of armor between herself and her audience, she feels more confident, more able to express her own opinion. Whether that will leak into her ‘civilian’ identity, only time will tell. Still and all, when Jessica sets her mind to something, she can be next to impossible to convince otherwise. Jessica is a compulsive fixer. Whether it’s machines, people, or events, when she sees that something is broken she tries to sit it to rights. On the one hand that means she tends towards optimism, and doesn’t let herself get disheartened by failure. On the other hand it means she butts into other people’s business, a habit that can range from rude to lethal. [b][u]Powers & Tactics[/u]:[/b]In the suit, Ironclad prefers to keep range from her opponents, using full All-Out Attack and full Power Attack when the situation merits, trusting in her armor to keep her safe from any reprisals. If necessary though, she can enter melee range or use her other combat feats to gain an edge. In a team-based situation, Ironclad is likely to use her extra-sturdy construction to shield her more fragile allies. [hr][/hr] [b][u]Complications[/u]:[/b] [b]City Girl:[/b] Some of Jessica's powers come as a result of 'time-sharing' brain-space with computer networks. Any time she's outside a developed, urban area she loses any power in the Technopath container. [b]HUD:[/b] The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening. [b]Limited Use:[/b] When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities. [b]No Plans, No Prototype:[/b] Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail. [b]Obsession:[/b] Jessica can't help herself from examining high-tech machines, and especially super-tech. [b]Responsibility:[/b] Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up. [b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 10 + 2 + 4 = 22PP Strength: 30/10 (+10/+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 12 (+1) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP Initiative: +5 Attack: +4, +12 Battlesuit Weapons Array Grapple: +4, +23 Battlesuit Servos, +27 at full Super-Strength Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -8/-0 [b][u]Saving Throws[/u]:[/b] 6 + 4 + 7 = 17PP Toughness: +16/+0 (+0 Con, +16 Protection) Fortitude: +6 (+0 Con, +6) Reflex: +7 (+3 Dex, +4) Will: +8 (+1 Wis, +7) [b][u]Skills[/u]:[/b] 116R = 29PP Computers 10 (+15)[sup]Skill Mastery[/sup] Concentrate 9 (+10) Craft (Chemical) 10 (+15) Craft (Electronic) 15 (+20) Craft (Mechanical) 15 (+20)[sup]Skill Mastery[/sup] Disable Device 10 (+15)[sup]Skill Mastery[/sup] Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 15 (+20) Languages 4 (English [Native], French, German, Japanese, Russian) Notice 9 (+10)[sup]Skill Mastery[/sup] Sense Motive 9 (+10) [b][u]Feats[/u]:[/b] 12PP Benefit (Wealth 2 [Rich]) Dodge Focus 3 Eidetic Memory Equipment 0 (+3 Bronze Reward) Inventor Interpose Luck 3 Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice) [b][u]Equipment[/u]:[/b] 3PP = 15EP [equip]5 + 10 = 15 [url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url] (HQ) [5EP] [hr][/hr] [b][u]Midtown Apartment (PL10 HQ)[/u][/b] [12EP] [b]Size:[/b] Medium [1EP] [b]Toughness:[/b] +10 [1EP] [b]Features:[/b] [8EP] [list]Computers Defense System: [b]Snare 12[/b] Laboratory Library Living Space Security System 2 (DC25) Workshop[/list][/equip] [b][u]Powers[/u]:[/b] 78 + 4 + 3 + 4 + 4 + 1 = 94PP [b]Device 19 ([/b]95PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Mental Quickness 6+], Subtle[b])[/b] [78PP] (Battlesuit [Technology]) [device][i]All effects have the Technology descriptor.[/i] [b]Enhanced Feats 7 ([/b]Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change[b])[/b] [7PP] [b]Features 3 ([/b]Computer, Hologram Projector, Library[b])[/b] [3PP] [b]Flight 1 ([/b]10 MPH/100 ft per round, stacks for [b]Flight 5[/b] 250 MPH/2 500 ft per round[b])[/b] [2PP] [b]Immunity 11 ([/b]Critical Hits, Life Support[b])[/b] [11PP] (Armor) [b]Power Reserve 4 ([/b]8PP, Flight, Super Strength[b])[/b] [10PP] [b]Protection 16[/b] [16PP] (Armor) [b]Sensor Array ([/b]13PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [14PP] [array][u]Base Power[/u]: [b]Super-Senses 13 ([/b]Infravision, Ultravision, Analytical Visual Senses [All], Counter All Visual Obscure, Extended Visual Senses [All] 2 [1000 ft increments], Radius Visual Senses [All][b])[/b] [13PP] [u]Alternate Power[/u]: [b]Super-Senses 9 ([/b]Ultrasonic Hearing, Accurate Auditory Senses [All], Analytical Auditory Senses [All], Extended Auditory Senses [All] [100 ft increments][b])[/b] + [b]Super-Senses 4 ([/b]Radar, Accurate Radar Sense, Extended Radar Sense [100 ft increments][b])[/b] [13PP][/array] [b]Super-Senses 3 ([/b]Direction Sense, Distance Sense, Time Sense[b])[/b] [3PP] [b]Vulnerability ([/b]Electricity, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [+50%][b])[/b] [-3PP] [b]Weapons Array 13 ([/b]26PP Array, [i]Feats:[/i] Accurate 4, Alternate Power 3[b])[/b] [25PP] [array][u]Base Power[/u]: [b]Blast 12 ([/b][i]Feats:[/i] Improved Range 2 [2 500ft Increments / 1,000ft Max Range][b])[/b] [22PP] (Wrist Blasters) [u]Alternate Power[/u]: [b]Enhanced Strength 24[/b] + [b]Super-Strength 1[/b] [22PP] (Servos) [u]Alternate Power[/u]: [b]Snare 12 ([/b][i]Feat:[/i] Reversible[b])[/b] [21PP] (Glue Capsules) [u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extra:[/i] Area/Targeted [Shapeable], [i]Flaw:[/i] Action/Full[b])[/b] [20PP] (Cluster Munitions)[/array][/device] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4PP] [spoiler]Mental Quickness 6 means that Ironclad can make the following checks. Computers to [list] [*]search for a file on a massive network as a full round. [*]crash a computer as a free action. [*]destroy or damage programming in 6 rounds. [*]write a program in 6 rounds.[/list] Knowledge to [list] [*]Take 10 as a free action. [*]Take 20 in 6 rounds.[/list] Notice to [list] [*]make a Notice check as a free action.[/list][/spoiler] [b]Super-Senses 1 ([/b]Radio[b])[/b] [1PP] (Technopath) [b]Technopathy 3 ([/b]1.5 points; [i]PF[/i]: Alternate Power[b])[/b] [4PP] [array][u]Base Power[/u]: [b]Datalink 2 ([/b]Radio, 100ft; [i]Feats:[/i] Machine Control[b])[/b] [3] [u]Alternate Power:[/u] [b]Communication 2 ([/b]Radio, 100 ft; [i]Feat:[/i] Subtle[b])[/b] [3][/array] [b]Technopath Container[/b] [device][i]All effects have the Mutant descriptors[/i] [b]Enhanced Feats 4[/b] (Online Research, Jack of All Trades, Speed of Thought, Well-Connected[b])[/b] [4PP] [b]Quickness 6 ([/b]x100, stacks for Mental Quickness 12 [x10 000], [i]Flaw:[/i] Limited [Mental Tasks] [3PP] [spoiler]Mental Quickness 12 means that Ironclad can make the following checks. Computers to [list] [*]search for a file on a massive network as a free action. [*]crash a computer as a free action. [*]destroy or damage programming as a free action. [*]write a program as a free action.[/list] Knowledge to [list] [*]Take 20 as a free action.[/list] Notice to [list] [*]make a Notice check as a free action.[/list][/spoiler] [/device] [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Wrist Blaster Ranged DC 27 Toughness (Staged) Damage (Energy) Servos Touch DC 27 Toughness (Staged) Damage (Physical) Glue Capsule Ranged DC 22 Reflex (Staged) Entangled (Physical) Cluster Munitions Ranged/Area DC 27 Toughness (Staged) Damage (Physical) Abilities (22) + Combat (16) + Saving Throws (17) + Skills (29) + Feats (12) + Powers (94) - Drawbacks (0) = 190/190 Power Points BULLET TIME'D by GIZMO
Raveled Posted May 6, 2012 Posted May 6, 2012 Glowstar :arrow: Investing all his loose points in Impervious Toughness. And for some reason he has Force Field listed instead of Protection? Changing that back... [floatr][img=http://www.freedomplaybypost.com/wiki/images/7/76/GlowstarHF2.0.png][/floatr][b][u]Player Name[/u]:[/b] Raveled [b][u]Character Name[/u]:[/b] Glowstar [b][u]Power Level[/u]:[/b] 13 (191/191PP) [b][u]Trade-Offs[/u]:[/b] None [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Gold Status[/u]:[/b] 41/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad[/url]) [b][u]In Brief[/u]:[/b] Son of a pair of villains, out to prove that he can be a hero. [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Little Rock, AK [b][u]Occupation[/u]:[/b] Student [b][u]Affiliations[/u]:[/b] Claremont Academy, the Irregulars [b][u]Family[/u]:[/b] William Harris AKA Lawrence Patterson AKA the Saucer Lord (father), Camille Harris AKA Curare (mother) [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 18 (January, 1994) [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Northern European/Sub-Saharan African [b][u]Height[/u]:[/b] 5' 11" [b][u]Weight[/u]:[/b] 190 lbs [b][u]Eyes[/u]:[/b] Black sclera, red iris. [b][u]Hair[/u]:[/b] Dirty blond Brian Harris is a young man of average height, with a slight, athletic build. His skin is naturally a creamy mocha color, but since he likes to spend a lot of time out-of-doors, it’s often tanned much darker. His face is broad and square-jawed: he shaves nearly every day and keeps his fine, flyaway hair trimmed short. It used to be golden blond, but it’s darkened several shades since his powers manifested. His eyes are his most shocking feature; the sclera is pure black, and the iris is bright red. Brian usually wears casual street clothes, almost invariably jeans and hiking boots. When he's expecting a fight, he dresses in a loose, silvery jumpsuit with dark red stripes that start at his boots, continue up his side and on the underside of his arms, and terminate at his fingertips. A scarlet half-cape completes the look. When not needed, the costume folds into a silver ring with a thin red line down the center. His energy blast and aura manifest as a dark red color, with black motes or fog swirling around the edges. [b][u]Power Descriptions[/u]:[/b] Brian can generate and manipulate strange energies, which he can use to protect himself, blast his foes, and even fly. His body seems to be changing because of the energies, making him tougher than he was before and compensating for sleep and food. He doesn't even need to breathe anymore, and doesn't seem affected by weather or his environment. [b][u]History[/u]:[/b] Brian Harris thought he had a pretty normal life. So sure, his parents didn’t have regular jobs, always going off on consulting gigs for a few days, and once even two weeks, but the family always had money and his parents were always there for important things. Brian was in Scouts, his high school baseball team, and had a girlfriend; he was prepared to live a normal life in American suburbia. He wasn’t prepared for the police to bust in during dinner in full riot gear and try to arrest his parents. He really wasn’t prepared to blast two of them off his mother with black and red energy blasts. She escaped; his father didn’t. Later, the folks from Social Services filled in some of the blanks. His parents weren’t just his parents. His father had been known as the Saucer Lord, and had used extradimensional technology to battle the forces of good on every planet in the Solar System. His mother was once called Curare, and in her prime had been the most hunted and sought after assassin on three continents. They had disappeared from the super-scene at roughly the same time, and until recently no one had considered that they might’ve retired together. Brian, though, was a complication no one had planned for – or rather, his powers were. No one wanted to put a kid in Blackstone or any other prison, but they couldn’t just set him up with a normal foster family, not with his abilities and background. At some point, someone contacted Duncan Summers, and Duncan and Brian had a long talk. The upshot was that Brian got a spot at Claremont Academy, and the chance to prove that he could be better than his heritage suggested. [b][u]Personality & Motivation[/u]:[/b] Brian Harris’s parents raised him right: don’t cheat, don’t steal – don’t lie. It’s this last one that makes his parents’ betrayal so painful. The truth of their lives upset his life almost as much as the sudden appearance of his superpowers. He’s still reevaluating his life, seeing what makes sense and what needs to be adjusted. Some things don’t seem likely to change, though; he doesn’t like being regarded as a threat, as a villain-in-waiting. He does seem to genuinely enjoy helping people. And last, he’s still loyal to his parents, still loves them despite what they didn’t tell him. Brian is most happy when he's doing something, physically working to solve a dilemma or further his goals. Whenever there's a problem in front of him, he's likely to try and take some action, even if sitting and waiting would be the wiser decision. [b][u]Powers & Tactics[/u]:[/b] Brian knows he's the big guns and acts like it. In a fight he tends to try and identify the most powerful threat, and deal with it personally. If civilians are in danger or his teammates go down, he'll protect them and try to get them out of the line of fire. He's not used to fighting foes on his level yet and can overextend himself in combat. [hr][/hr] [b][u]Complications[/u]:[/b] [b]The Family Business:[/b] Brain has to deal with a lot due to his parents. On the one side are people who distrust him because his parents were villains and they expect him to go down the same path, or else blame him for his parents' actions. On the other side are villains who expect him to help them because his parents went bad. [b]Golden Age Honor:[/b] Glowstar tries to be very careful about how people view him. To try and avert his intimidating appearance, he sticks to a strict 'heroic' code of honor: he always engages in Diplomacy first, he always accepts a villain's surrender, and he will never endanger a civilian. [b]Herald of the Destroyer! :[/b] Brian doesn't know it yet, but the energies he generates and manipulates are those of entropy, of the Terminus. [b]Power Glows:[/b] Whenever Brain uses his powers it generates a strong glow around his body. While this usually isn't a problem, it makes it almost impossible for him to be stealthy. [b]Terminus Baby:[/b] Brian's parents were passing through Freedom City when the second Terminus Invasion hit and had to take shelter with the rest of the civilian population. It wasn't until later that Camille realized she had been a full month pregnant at the time. It's almost certainly that [i]in utero[/i] exposure to Terminus energies which caused Brian's powers. [b]They're The Only Family I've Got:[/b] They may have lied to him and hurt him, but Will and Cammy are still his parents, and he'll defend them, physically if need be. [b]Never Say Die:[/b] Glowstar's usually the last to retreat in a fight. [b][u]Abilities[/u]:[/b] 6 + 4 + 6 + 2 + 2 + 4 = 24PP Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Terminus Energy Array Grapple: +24 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -9/-1 [b][u]Saving Throws[/u]:[/b] 9 + 7 + 8 = 24PP Toughness: +12/+3 (+3 Con, +9 Protection, 6 Impervious) Fortitude: +12 (+3 Con, +9) Reflex: +9 (+2 Dex, +7) Will: +9 (+1 Wis, +8) [b][u]Skills[/u]:[/b] 80R = 20PP Acrobatics 16 (+18) Concentration 8 (+9) Diplomacy 13 (+12) Gather Information 3 (+5) Knowledge (Current Events) 9 (+10) Knowledge (Pop Culture) 4 (+5) Knowledge (Streetwise) 4 (+5) Medicine 4 (+5) Notice 7 (+8) Search 4 (+5) Sense Motive 4 (+5) Survival 4 (+5) [b][u]Feats[/u]:[/b] 15PP Accurate Attack Acrobatic Bluff All-Out Attack Defensive Attack Dodge Focus 4 Improved Initiative Luck 4 Move-By Action Power Attack [b][u]Powers[/u]:[/b] 4 + 1 + 5 + 10 + 5 + 9 + 44 = 78PP [b]Environmental Control 2 ([/b]Light, [i]Extra:[/i] Duration [Continuous], [i]Flaw:[/i] Range [Touch][b])[/b] [4PP] [b]Features 1 ([/b]Quick Change[b])[/b] [1PP] (Morphic-Molecule Costume) [b]Flight 3 ([/b]50mph / 500ft per Move Action, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [5PP] [b]Immunity 11 ([/b]Life Support, Sleep, Food/Water; [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [10PP] [b]Impervious Toughness 6 ([/b][i]Drawback:[/i] Power Loss [Daka Crystals][b])[/b] [5PP] [b]Protection 9[/b] [9PP] (Energy) [b]Terminus Energy Control 19 ([/b]38PP Array, [i]Feats:[/i] Accurate 2, Alternate Power 4, Affects Insubstantial, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [44PP] [array][u]Base Power[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range, [i]Extras:[/i] Autofire, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Entropic Multi-Blast, Energy) [u]Alternate Power[/u]: [b]Blast 12 ([/b]10 110ft Range Increments / 1,100ft Max Range, [i]Extras:[/i] Penetrating [DMG 24], [i]Feats:[/i] Precise[b])[/b] [37/38PP] (Focused Entropic Blast, Energy) [u]Alternate Power[/u]: [b]Create Object 12 ([/b]Lifting STR 60 [i]Heavy Load:[/i] 50 tons], Toughness +12, [i]Extras:[/i] Movable, [i]Feats:[/i] Stationary, Tether[b])[/b] [38/38PP] (Energy) [u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Boom!, Energy) [u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Linked [Drain, +1])[/b] [24PP] + [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects [+0], Linked [Strike], [i]Feats:[/i] Slow Fade [1 minute][b])[/b] [13PP] [37/38PP] (Entropic Strike, Energy)[/array] [b][u]Drawbacks[/u]:[/b] -2PP [b]Vulnerability ([/b]Daka crystals, [i]Frequency:[/b] Uncommon [-1], [i]Intensity[/b] Moderate [DC x 1.5][b])[/b] [-2PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Boom Touch/Area DC22 Reflex 1/2 Effect DC27 Toughness (Staged) Damage (Energy) Create Object Ranged DC22 Reflex Trapped Focused Blast Ranged DC27 Toughness (Staged) Damage (Energy) Multi Blast Ranged DC27* Toughness (Staged) Damage (Energy) Strike Touch DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) *Up to DC32 with Autofire. Totals: Abilities (24) + Combat (32) + Saving Throws (24) + Skills (20) + Feats (15) + Powers (78) - Drawbacks (-2) = 191/191 Power Points TOUGHENED UP by GIZMO
Aoiroo Posted May 7, 2012 Posted May 7, 2012 Changeling +1 Assessment Feat Please correct spelling error saying Might to Mighty on Swordbrella equipment. SOMETIMES Y'D by GIZMO
Aoiroo Posted May 7, 2012 Posted May 7, 2012 Catalyst +1 Will +1 Fort +1 Reflex +1 Assessment Feat [floatr][img=http://freedomplaybypost.com/wiki/images/b/b2/Catalyst.png][/floatr][b][u]Player Name[/u]:[/b] Aoiroo [b][u]Character Name[/u]:[/b] Catalyst [b][u]Power Level[/u]:[/b] 9 (141/141PP) [b][u]Trade-Offs[/u]:[/b] +4 Attack / -4 Damage, +3 Defense / -3 Toughness [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress To Gold Status[/u]:[/b] 21/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url]) [b][u]In Brief[/u]:[/b] Chemical weapon user with a paintball gun and good aim. [b][u]Alternate Identity[/u]:[/b] Jasmine Benoit [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] St. John, New Brunswick, Canada [b][u]Occupation[/u]:[/b] Lab Assistant [b][u]Affiliations[/u]:[/b] Franklin & Wesler Co. [b][u]Family[/u]:[/b] Laurette Benoit (Mother), Jackson Benoit (Father), Hazel Benoit (Sister [Younger]) [b][u]Age[/u]:[/b] 27 ([i]DoB:[/i] November 2nd 1983) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] Haitian / French Canadian [b][u]Height[/u]:[/b] 5'8" [b][u]Weight[/u]:[/b] 145 lbs. [b][u]Eyes[/u]:[/b] Brown [b][u]Hair[/u]:[/b] Black [b][u]Description[/u]:[/b] Jasmine is not really skinny or fat, she has a pretty healthy build. She's a little bit above average height taking more from her father's side with a bit of it being from being pretty long waisted. She has dark complexion and dark hair which is kept at only a few inches in lengh if only because longer hair is inconvienent for chemical testing. On her upper arms, shoulders and neck she has several areas of scarring from an accident early in her career as a lab assistant. Her face is a long oval with a rounded nose, similiar oval shaped brown eyes set behind a pair of frameless glasses. Her clothing is generally fuctional and form fitting, mostly for the benefit of her work, though she is fond of long skirts and tanks whenever it's warm enough as well as brighter colors. Her costume is a full body pale yellow hazmat suit with blue gloves and boots that she managed to get fitted for easier movement. She removed the visor glass since it made it hard to line up with the scope, and replaced it with a pair of goggles. Her utility belt has several pouches which contains both her ammo, and her counterammo (paintballs specifically made to counter and reverse the effects of some of her more nasty chemicals). [b][u]Power Descriptions[/u]:[/b] She has no powers to speak up, just a paintball gun and some clever chemically altered paintballs the formula for each personally developed to be non-lethal, and exceptionally potent for such a small amount. [b][u]History[/u]:[/b] Laurette Quiner was born and raised in St. John, New Brunswick, and when she was twenty, married her high school sweetheart Edwin Samania. It wasn't long after that she was with child, and Jasmine was born. Edwin worked construction, so he kept a stable income while Laurette got a teaching degree and began teaching French classes at the local high schools in the morning, and taking care of her daughter after she got home from preschool/daycare in the afternoon. It was a good life, lots of fun, lots of laughs, until one day, her husband didn't come home. He was killed on site by a piece of fallen equipment after a machinery malfuction. The grieving was immense for the two person household, their was a problem in the fact that her income could not completely support her way of life, even with the insurance money which would only last so long. So, Laurette moved out of NewBrunswick and down to Courtland, New York to live with her cousins while she went back to college and eventually got a doctorate in education and became a professor. It was in this process that four years after her husbands death she fell in love with a linguistics major named Jackson Benoit. Two years later, they married, and not soon after Jasmine's half sister, Hazel was born. Jasmine grew up in a loving household, when her mother was at college she was looked after by her cousins, and when she remarried she was glad to see her happy and that her new father was very kind, and was even willing to pay the additional fees to adopt her so she could share his name. Though, because he was a caucasion French Americans, there were often strange looks when she or her sister called him dad in public. Her step father also eventually got a doctorate, and they both worked as professors at various universities. For the next ten years or so, her parents worked at three different colleges each, and they moved from New York, to Illinois, than finally Freedom, where both her parents got teaching positions at Freedom University in the language department. By than Jasmine had already finished high school, and was looking at schools in the area and was able to get into HIT earning a masters in Chemistry. When she was twenty four, she got an on the spot offer to Franklin and Wesler Co. an industrial equipment and chemical treatment company that had only recently opened a branch in Freedom. Several weeks into the process a lot of which involved move and handling chemicals that had been sent from other branches, Jasmine was handling a mislabeled and mishandled box of chemicals which had been previously sealed, but caused a violent reaction that gave her scarring on her neck and upper arms burning right through her clothes. The person responsible was immediately fired, and she was paid reporations for her injury almost immediately. She personally didn't bare any bad will and continued working as per normal at Franklin and Wesler. It was in early April that Jasmine got news over the phone that her younger sister Hazel (age 16), had gotten shot. It very nearly made her drop the phone right than and there, and drive to the hospital. Instead, she switched to her cell and drove instead. Though her parents and her sister lived in a nice neighborhood in North Freedom, Hazel had recently started dating a boy who she met at a friends party. The boy himself was nice and polite when she met him and seemed to be very protective of her. It happened when he was taking her to dinner, but needed to drop off of his house real quick to grab his wallet. When the boy was inside, apparently a local gang had mistaken his car for someone elses and opened fire. Hazel was in the passenger seat, got hit in the shoulder and chest before dropping to the floor and getting various scratches from the broken glass. The boy she was seeing was quick to call an ambulence and they were timely enough to save her sister who had suffered a punctured lunge and had to have surgery. When she arrived to the hospital Hazel was already in surgery and her mother was crying. Not very far away was the boy her sister was dating. She asked him if he was hungry, and they went down to the lounge where she had a pleasant conversation with him about why someone shoot up his car. He denied it at first, saying it was a mistake, but eventually the truth came out. He had been a member of the Lowercase, a gang inspired by the Southside Cs who worked out of East Lincoln, and was for drug pocession during a police raid. He sold information on them to get out of it and left the gang officially, but this left some bad blood between them so he started living over in West End with some cousins to dodge them. He didn't know they found him until that night. Jasmine left the boy to his quivering after that part, it was mostly him saying he didn't know it would happen, that he didn't want to get her sister involved, that it wasn't his fault. Jasmine didn't believe that part, she knew he was at fault, but he was already being punished. The real people who needed to be punished was the Lowercase. It took some time, finding the information she needed, it was a project she didn't share with anyone, but she got it, names, addresses, popular hang outs, and most of all evidence. All that was left was the delivery, which was far more literal than when she first planned it. A month later, a woman in a flower delivery truck showed up at the leaders doorstep during a sanctioned 'meeting' with a box labeled for as a late valentines gift. Signing for it, he brought it inside. Fifteen minutes later, police cars started coming down the street, twenty gang members started running out of the front door of the house. Twenty minutes after that, ambulences arrived to take the still coughing gang members to the hospital, twenty after that the gas finally clears, and in looking for its sorce, the police find the stores of drugs being distributed by the gangs. The entire thing made the local news, though there was no mention of the flower delivery. Probably because she had walked in through the back and put the gas bomb in the kitchen when the flowers she ordered arrived. The entire thing was a very rewarding sort of revenge. The gas she produced left them bed ridden for weeks, while at the same time the police had a case built around everything they had found in the gang leaders home from unregistered firearms, to drugs, to several pictures of there transaction(those she very proudly planted in a kitchen drawer after setting the gas bomb). Though after all of it was said and done, and her sister made her recovery, she couldn't help but think she could try doing this sort of thing more often, which after some preperations became entirely possible, and a new idenity, Catalyst was born. [b][u]Personality & Motivation[/u]:[/b] Jasmine is a generally quiet and pleasant person. She's not very ambitius, and is pretty fond of her life as it is as she has friends and family. She loves classical music, cooking, and firearms. The last one throws people off, but when she was younger her mom's cousins was a cop who both showed and taught her how to shoot. In middle and high school her favorite past time was playing paintball, and for fun, every time she choose the location she would set up a few boomboxes and blast Ride of Valkeryies whenever they'd play. While she herself does not collect guns, she is kept up to date and in contact with the founder of her interest who does. She really loves her family, especially her little sister who's incident got her involved in the first place. She really started doing it for them, but there was a certain thrill in what she was doing that got her taking some time to properly invest into it. [b][u]Powers & Tactics[/u]:[/b] Jasmine generally keeps her distance with most fighting, this doesn't mean that she doesn't make herself known. If she has the time to do some research, she usually chooses and stakes out her spots for known places of illecite activities, and much like in high school she will set speakers so she can blast classical music from her playlist while she picks off the baddies one by one. She almost always avoids close range fighting as well as any areas that might have some casualties in her area based chemical attacks. Even so, all of the chemicals have been thoroughly tested by and sometimes on herself to ensure that there is no long term damage inflicted if a civilian or fellow hero is in fact caught in the crossfire. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Can't See Without Them:[/b] Jasmine is very far-sighted and has to wear glasses(as a chemist contacts are dangerous). [b]Family:[/b] Her parents work as professors at Freedom University, and her sister is in High School, she tries to make time for them as best she can. [b]Nine-To-Five:[/b] Jasmine maintains a regular work schedule as a lab assistant, this sometimes takes priority. [b]Secret:[/b] Her idenity is secret, as she has taken some steps like tinting the glass on the face mask to insure. [b]Sleep Deprivation:[/b] Jasmine has a hard time just saying no, and does have the tendency to spread herself too thin. [b][u]Abilities[/u]:[/b] 0 + 4 + 4 + 8 + 8 + 0 = 24PP Strengh: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 10 + 8 = 18 Initiative: +14 Attack: +5 Melee, +9 Ranged, +13 Paintball Guns Grapple: +4 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -3, -1 Flat-Footed [b][u]Saving Throws[/u]:[/b] 5 + 5 + 3 = 13PP Toughness: +6 (+2 Con, +4 Defensive Roll), +2 Flat-Footed Fortitude: +7 (+2 Con, +5) Reflex: +7 (+2 Dex, +5) Will: +7 (+4 Wis, +3) [b][u]Skills[/u]:[/b] 56R = 14PP Computers 4 (+8) Craft (Chemical) 11 (+15)[sup]Skill Mastery[/sup] Drive 5 (+7) Knowledge (Life Sciences) 1 (+5) Knowledge (Physical Sciences) 11 (+15)[sup]Skill Mastery[/sup] Knowledge (Technology) 6 (+10) [sup]Skill Mastery[/sup] Languages 1 (English [Native], French) Notice 6 (+10)[sup]Skill Mastery[/sup] Medicine 1 (+5) Sense Motive 6 (+10) Stealth 4 (+6) [b][u]Feats[/u]:[/b] 34PP Assessment Attack Focus (Ranged) 4 Attack Specialization (Paintball Guns) 2 Defensive Roll 2 (+4 Toughness) Dodge Focus 8 Equipment 6 (30EP) Improved Initiative 3 Inventor Luck 2 Power Attack Precise Shot Quick Draw Skill Mastery (Craft [Chemical], Knowledge [Physical Sciences], Knowledge [Technology], Notice) Uncanny Dodge (Auditory) [equip][b][u]Equipment[/u]:[/b] 30 EP Blue Tooth [0EP] Cell Phone [0EP] Flash Goggles [1EP] Gas Mask [1EP] Handcuffs [1EP] Laptop [0EP] Mini Tracer [1EP] [b][u]Van (Vehicle)[/u][/b] [16EP] [i]Former Flower Delivery Van[/i] [b]Size:[/b] Huge [2EP] [b]Strength:[/b] 35 ([i]Medium Load:[/i] 1 ton) [1EP] [b]Defense:[/b] -2 (DC8) [0EP] [b]Toughness:[/b] +9 (+5 Impervious Toughness) [0EP] [b]Features:[/b] [8EP] Alarm (DC 20) Computer Communications Laboratory Navigation System (+5) Power System Smokescreen Workshop [b]Powers:[/b] [5EP] [b]Speed 5 ([/b]250mph / 2,500 ft per Move Action[b])[/b] [5EP] [b]Toughness 5 ([/b][i]Extras:[/i] Impervious[b])[/b] [10ep][/equip] [b][u]Powers[/u]:[/b] 21 + 16 + 1 = 38PP [b]Device 7 ([/b]Paintball Gun, 35PP Container; [i]Flaws:[/i] Easy-To-Lose[b])[/b] [21PP] [device][b]Paintballs 17.5 ([/b]30PP Array; [i]Feats:[/i] Alternate Power 5[b])[/b] [35PP] [array][u]Base Power[/u]: [b]Dazzle 5 ([/b]Visual Senses, 500ft Range, [i]Extras:[/i] Area [Targeted, Burst], Autofire, Selective Attack [i]Feats:[/i] Progression [Area] 4 [250ft radius], Reversible[b])[/b] {30/30} [u]Alternate Power[/u]: [b]Blast 5 ([/b][i]Extras:[/i] Autofire [i]Feats:[/i] Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2[b])[/b] {25/30} [u]Alternate Power[/u]: [b]Drain Fortitude 5 ([/b][i]Extras:[/i] Area [Targeted, Burst], Autofire, Range [Ranged, 500ft], Selective Attack [i]Feats:[/i] Progression [Area] 3 [125ft radius], Slow Fade [1 minute][b])[/b] {30/30} [u]Alternate Power[/u]: [b]Obscure 10 ([/b]Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, [i]Extras:[/i] Independent; [i]Feats[/i]: Slow Fade[b])[/b] {21/30} [u]Alternate Power[/u]: [b]Snare 5 ([/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack[b])[/b] {30/30} [u]Alternate Power[/u]: [b]Stun 5 [/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack{30/30}[/array][/device] [b]Device 4 ([/b]Fitted HazMat Suit, 20PP Container; [i]Flaws:[/i] Hard-To-Lose[b])[/b] [16PP] [device][b]Immunity 17 ([/b]Chemical Effects, Fire Effects, Radiation [b])[/b] [17PP] [b]Super-Senses 3 ([/b]Counters Obscure [Visual, "Fog"], Infravision[b])[/b] [3PP][/device] [b]Speed 1 ([/b]Training; 10 MPH / 100ft Per Move Action[b])[/b] [1PP] [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC20* Toughness (Staged) Damage (Physical) Dazzle Ranged/Area DC15* Fortitude Blind Drain Ranged/Area DC15* Fortitude (Staged) Drain Fortitude Snare Ranged/Area DC15* Fortitude (Staged) Bound/Helpless Stun Ranged/Area DC15* Fortitude (Staged) Dazed/Stunned/Unconscious *Up to DC22, DC 17 with Autofire Abilities (24) + Combat (18) + Saving Throws (13) + Skills (14) + Feats (34) + Powers (38) - Drawbacks (0) = 141/141 Power Points EXOTIC SAVE'D by GIZMO
Tiffany Korta Posted May 7, 2012 Posted May 7, 2012 Young Britannia I'd like to buy off Normal Identity, now she's a hero 24/7 . IDENTITY STOLEN by GIZMO
trollthumper Posted May 9, 2012 Posted May 9, 2012 Cannonade Time to match PL11 caps. +1 to Attack [2 PP] +1 to Defense [2 PP] +2 to Enhanced STR [2 PP] +2 to Enhanced CON [2 PP] +2 to Impervious Toughness [2 PP] +2 ranks of Inspire [2 PP] +1 to Reflex [1 PP] +2 to Will [2 PP] + Startle [1 PP] + Challenge [Fast Startle] [1 PP] - Contacts [-1 PP] So, 16 PP total. [floatr][img=http://www.freedomplaybypost.com/wiki/images/0/0d/CannonadeHF.png][/floatr][b][u]Player Name[/u]:[/b] Trollthumper [b][u]Character Name[/u]:[/b] Cannonade [b][u]Power Level[/u]:[/b] 11 (169/172PP) [b][u]Trade-Offs[/u]:[/b] -2 Defense / +2 Toughness [b][u]Unspent PP[/u]:[/b] 3 [b][u]Progress To Gold Status[/u]:[/b] 67/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3968]Nick Cimitiere[/url]) [b][u]In Brief[/u]:[/b] Would-be working class hero/anti-racist skinhead trying to live up to his WWII hero grandfather's legacy. [b][u]Alternate Identities[/u]:[/b] Joe Macayle [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] Steelworker [b][u]Affiliations[/u]:[/b] None [b][u]Family[/u]:[/b] Greg Macayle (father, construction worker); Sandra Macayle (mother, hairdresser); Andy Macayle (brother, high school student) [b][u]Age[/u]:[/b] 21 (DoB: Nov 11, 1988) [b][u]Apparent Age[/u]:[/b] 21 [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] "British Isles Mutt" [b][u]Height[/u]:[/b] 6'2" [b][u]Weight[/u]:[/b] 220 lbs. [b][u]Eyes[/u]:[/b] Brown [b][u]Hair[/u]:[/b] Black, usually worn close-shaved [b][u]Description[/u]:[/b] On the job, Joe doesn't dress that different from the other guys -- work boots, work shirt, jeans. When he goes to shows or is hanging out with his friends, he usually wears his gear -- jeans, Doc Martens, band T-shirt/polo shirt, braces, and a black flight jacket with a circular [url=http://en.wikipedia.org/wiki/Skinheads_Against_Racial_Prejudice]SHARP[/url] patch on the arm. As Cannonade, his style doesn't change much -- he trades his blue jeans for black, his black flight jacket for a red one, and his band T-shirts for a white T with a cannon firing a ball into the air as a logo. The only true adornment he wears is a project made from some of the leftover cast-offs at work -- a steel Trojan helmet, meant more to cover his identity and pay homage to his grandfather than to protect. [b][u]History[/u]:[/b] "Always be proud of what you are." That was Greg Macayle's constant advice to his oldest son, Joe. Greg and his wife Sandra managed to eke out a pretty good living for their kids in Southside -- sure, money was tight sometimes, but they always managed to get by. Greg taught Joe the value of hard work, accepting others, and not letting the world grind you down. Most importantly, he taught Joe that it's important to stand up for what you believe in. Sometimes, Greg wondered if he taught Joe this a bit too well. The first real indicator was when he fell in with the punk scene in high school; from there, it was a short jump to the local SHARPs. Very few parents are especially thrilled that their son's become a skinhead. It took Joe a long series of explanations about the history of skins and how not all of them had white power sympathies -- hell, the ones he ran with positively loathed Nazis. While the issue was dropped, his folks always kept hoping he would grow out of it. The second indicator was when Joe decided to get a job at the steelworking plant right out of high school. Greg and Sandra had hoped he would think about college, but Joe pointed out that his grades weren't good enough to qualify for a scholarship, and Andy had a better chance of getting into a quality school. He'd just put aside what he could at work to pay for night school while studying in his free time. Joe quickly adapted to life at the plant -- getting along with the other guys, learning the ins and outs of the union, and always keeping his eye on the ball. One day three years into the job, however, there was a spill-over at the plant. Safety procedures went into effect, but Joe's hand got splashed by a stray glob of molten iron. The pain was immense... and then it mysteriously stopped. Joe looked down at his hand to find that it was burned, but not as badly as it could've been. In the days after the accident, Joe found that things could change. When a pen rolled under the couch, he went to retrieve it -- and ended up lifting it single-handed. Desperate to talk to someone about what he was going through, Joe went back to his parents and told them about the changes in his life. That was when Greg revealed to Joe a series of medical records dating back to when he was born, stamped with the AEGIS logo. Greg told Joe the truth about his grandfather, Paul Macayle. Paul had been a labor organizer with socialist tendencies during the Great Depression. He'd managed to get the auto plant he worked at unionized, but some of the guys at work questioned his patriotism. Paul loved America, but thought that it could lend a better hand to its poor. When Pearl Harbor was bombed, Paul signed up for service -- not to prove his patriotism, but to aid his country. Word of his sympathies caused a few hang-ups with officers left over from the post-WWI Red Scare, however, and the question of whether he was fit for service was bounced around the local brass. One officer, however, not only stood up for Paul, but submitted his name for a top secret program. Using knowledge of genetics retrieved from a German defector, Paul was altered to become an ideal fighting machine, a field operator who could break up heavy artillery and soften up enemy battalions for the other soldiers. The program had failed to take on many soldiers, and the number crunchers at the Pentagon were beginning to wonder if it was worth it. Paul, however, not only pulled through the regimen, but emerged with greater strength and resilience than any other soldier. He was the Legionnaire. Paul fought in the German theater from 1941-1944. During his time overseas, he met Laura, a composer working with the USO shows. The two fell in love, and got married in August of 1944. But as Legionnaire's unit approached convened on the Ardennes Mountains, they were assaulted by a strike group led by Superior. Legionnaire managed to get his men to safety, but at the cost of his own life. He was buried a hero, leaving behind Laura... and their son. Greg had been tested when he was born, and while Legionnaire's genetic profile had been passed on, it was latent. The chances were it would trigger if he was exposed to mortal peril, but Laura refused to let such a thing happen, even in a controlled setting. Greg himself didn't learn about the chance of trigger until Laura had died, and by that time, with Joe learning to talk and Andy on the way, he felt he couldn't take the risk. Joe was the first to inherit the mantle of his grandfather, the Legionnaire. After spending a few nights debating with himself on what to do next, he went with what he's always done -- stand up for what he believed in. [b][u]Power Descriptors[/u]:[/b] Mutation (Legacy derived; the DCU term would be "metahuman") [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. [hr][/hr] [b][u]Complications[/u]:[/b] [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 [i]That[/i] 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. [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][u]Abilities[/u]:[/b] 9 + 2 + 10 + 2 + 4 + 6 = 33PP Strength: 32/19 (+11/+4) Dexterity: 12 (+1) Constitution: 36/20 (+13/+5) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 16 (+3) [b][u]Combat[/u]:[/b] 12 + 12 = 24PP Initiative: +5 Attack: +6 Ranged, +11 Melee Grapple: +24, +14 w/out powers Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -11/-2 [b][u]Saving Throws[/u]:[/b] 0 + 5 + 6 = 11PP Toughness: +12 [Imp 9]/+5 (+12/+5 Con) Fortitude: +12/+5 (+12/+5 Con, +0) Reflex: +6 (+1 Dex, +5) Will: +8 (+2 Wis, +6) [b][u]Skills[/u]:[/b] 80R = 20PP Acrobatics 8 (+9) [sup]SM[/sup] Craft (Structural) 4 (+5) Diplomacy 8 (+11) [sup]SM[/sup] Gather Info 8 (+11) Intimidate 8 (+11) [sup]SM[/sup] Knowledge (Current Events) 8 (+9) Knowledge (History) 4 (+5) Knowledge (Pop Culture) 4 (+5) Knowledge (Streetwise) 8 (+9) Notice 8 (+10) [sup]SM[/sup] Profession (Steelworker) 4 (+6) Sense Motive 8 (+10) [b][u]Feats[/u]:[/b] 26PP All-Out Attack Attack Focus (Melee) 5 Challenge (Fast Startle) Dodge Focus 3 Improved Grab Improved Initiative Inspire 5 Leadership Luck 2 Power Attack Skill Mastery (Acrobatics, Diplomacy, Intimidate, Notice) Startle Takedown Attack 2 Well-Informed [b][u]Powers[/u]:[/b] 16 + 13 + 11 + 2 + 2 + 11 = 55PP [b]Enhanced Constitution 16 ([/b]to 36/+13[b])[/b] [16PP] [b]Enhanced Strength 13 ([/b]to 32/+11[b])[/b] [13PP] [b]Impervious Toughness 11[/b] [11PP] [b]Speed 2 ([/b]25mph / 250ft per Move Action[b])[/b] [2PP] [b]Super-Movement 1 ([/b]Slow Fall[b])[/b] [2PP] [b]Super-Strength Array 5 ([/b]10 points; [i]Feat[/i]: Alternate Power[b])[/b] [11PP] [array][b][u]Base Power[/u]: Super-Strength 4 ([/b]effective STR 50 [[i]Heavy Load:[/i] 12 tons]; [i]Feats[/i]: Shockwave [100-ft Cone], Super-Breath [100-ft Cone][b])[/b] {10/10} [b][u]Alternate Power[/u]: Leaping 10 ([/b]x2,500; Running Long Jump 50,000 ft., Standing Long Jump 25,000 ft., High Jump 12,500 feet at rank 10 [6 rounds]; Running Long Jump 500 ft., Standing Long Jump 250 feet, High Jump 125 feet at rank 4 [move action][b])[/b] {10/10}[/array] [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC 26 Toughness (Staged) Damage (Physical) Shockwave Touch/Area DC 21 Reflex 1/2 Effect DC 26 Toughness (Staged) Damage (Physical) Super-Breath Touch/Area DC 21 Reflex 1/2 Effect Contested STR/DEX vs +11 Prone Abilities (33) + Combat (24) + Saving Throws (11) + Skills (20) + Feats (26) + Powers (55) - Drawbacks (0) = 169/172 Power Points OCEAN'S ELEVEN'D by GIZMO
Quinn Posted May 9, 2012 Posted May 9, 2012 [floatr][img=http://www.freedomplaybypost.com/wiki/images/6/6b/CrowHF.png][/floatr] [u][b]Player’s Name:[/b][/u] Quinn [u][b]Character’s Name:[/b][/u] Crow [u][b]Power Level:[/b][/u] 10 (158/158 PP) [u][b]Trade-Offs:[/b][/u] Defense +2 / Toughness - 2; Melee: Attack -2 / Damage +2; Summoning Array: Attack +2 / Damage -2; Talon Barrage and Talon Wire: Attack +4 / Damage -4 [u][b]Unspent PP:[/b][/u] 0 [u][b]Progress towards Silver:[/b] [/u] 26/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4533]Push[/url]) [u][b]In Brief:[/b][/u] A son of the Morrigan, child of the Irish gods, of the same blood borne by Cuchulainn. Without any superpowers. Heaven help him. [u][b]Alternate Identities:[/b][/u] Morgan Crowe [u][b]Identity:[/b][/u] Secret [u][b]Birthplace:[/b][/u] Boston, USA. [u][b]Occupation:[/b][/u] Student and attendee of the Claremont Institute. [u][b]Affiliations:[/b][/u] Irish Pantheon (technically demigod), various insundri minor gods and spirits (troubleshooter), Claremont Institute (student), The Irregulars (founding member), Parkhurst Denizens (member). [u][b]Family:[/b][/u] Patrick Crowe - Red Hand (father), The Morrigan (mother). [u][b]Age:[/b][/u] 17 (DoB: Oct. 31, 1994) [u][b]Apparent Age:[/b][/u] N/A [u][b]Gender:[/b][/u] Male [u][b]Ethnicity:[/b][/u] Caucasian [u][b]Height:[/b][/u] 5’10†[u][b]Weight:[/b][/u] 180 lbs (approx.) [u][b]Eyes:[/b][/u] Gold (vaguely hawklike) [u][b]Hair:[/b][/u] Black [u][b]Description[/b][/u]: Morgan Crowe is, in a word, imposing. Not in the physical height or weight sense, but there always seems to be a gravity around him, an intimidating mean that he almost unconsciously projects. He’s every inch Black Irish, raven haired, with angular features that look almost avian on first glance (fine-boned, thin, slightly fragile; vaguely reminiscent of a raptor); his looks aren't what you'd call handsome, but they are striking. And while he is young, his muscles are considerably well-developed for a young man, hard-packed slabs that don’t have the same “pretty†look a bodybuilder would have, but honed by years of physical labour. His clothing is generally fairly comfortable, tracksuits and the like when he's exercising, when out and about he tends to wear jeans and one of his favorite hoodies. When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest (very observant individuals may spot a slight bulge underneath that, where he has taken to wearing a bulletproof shirt), a new pair of black gloves with steel plates across the back of the hand (the plates having a trio of runes on them apiece), black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, the collar usually turned up, reaching down to his ankles; gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous ancient and arcane runes, that smoke and burn whenever he calls upon them; as well as burn marks in the odd location, and a spot on the hem that looks slightly ragged - as if clawed. Combined with the darkened face once he pulls up his hood, and the eyeless, solid black-iron mask that now covers the top half of his face; he looks every inch a dangerous bird of prey. [u][b]History[/b][/u]: Several years ago, during the time when Centurion was running around and tussling against the likes of Roman and OverShadow's machinations, there was a young man in Boston, name of Patrick Crowe. He was a teacher of history, a kind and gentle man, given to a quiet demeanor. But yet, he found in himself a certain fire that he could never quench. Every time he saw the heroes on television or the news, he thirsted to help, to see the battle in person, to fight. This thirst scared him, and he suppressed it as best he can...until the day destiny came knocking. He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, who died standing, lashed to a rock so that his enemies would not see him fall - a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him! And then, out of nowhere, recieved a ringing blow across the head. Turning to face his assailant, there stood Patrick Crowe, his shirt stretched by new-grown muscles, grinning like a madman, eyes flashing, the spear and shield in his hands as if they belonged there; and the teacher bore down upon him bellowing an ancient war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university – neither side giving nor asking quarter, until finally the villain lay defeated, battered, and broken on the steps of the school. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero, and granted a visitation from the gods of the ancient Celtic pantheon themselves, who informed him of a long-lost connection between his family and the legendary Cuchulainn; for the teacher, it was a dream come true. Keeping the weapons with the museum’s blessing, he took on the moniker Red Hand, and made an armored costume to mask his identity (not really), and live up to the ideal he’d built in his head. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion. It was a wonderful experience for the man, and he decided to settle down in the great metropolis for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) and his own initiative that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). And it was about a year or two before Centurion's death that Red Hand began to feel the age of his years; he chose to hang up his spear and shield shortly thereafter, returning to Boston. It was about a day after his return to his old brownstone house that he received a message – a powerful individual wished to speak with him. He repeated an incantation he'd learned years ago, and promptly appeared in a dark forest clearing; standing before him was a young woman, clad in a black cloak and dressed from head to toe in black, with a raven on her shoulder. Crowe immediately knelt in respect, for he recognized her as one of the most dangerous women he'd ever known; the Celtic goddess of battle, strife, and fertility – Mor Rioghain, the Morrigan. She paced around him like a shark as he knelt, the (increasingly nervous) retired hero asking to what honor she had requested his presence, and she [i]smiled[/i]. A chill went down his spine. She informed him that he had...pleased her, with his exploits. His legend might have not transcended the great stories of Cuchulainn, but he was a truly legendary figure in his own right. He demurred, acting humbly, and hoped to all his might she wasn't about to ask him what he thought she was. She did. She gave him an offer similar to what she'd given Cuchulainn; lie with her, and let her bear a child that would become an even greater hero than he, one whose name would ring throughout history. Patrick Crowe shuddered at the offer. Red Hand smiled wolvishly. Unlike his idol, Crowe did not deny her. Something that lingers in the back of his mind to this day. It was about a year later when a knock came on the door, and Crowe opened it to see a basket on the doorstep. A baby was there, and it looked up at him with big eyes. He stared at it briefly, then smiled goofily at it. The baby laughed, and his fate was sealed. For fifteen years, he raised Morgan Crowe as his only son, weaned him on stories of the ancient Irish heroes and his own days as Red Hand, raising him to remember what he'd learned during his long career. To fight your battles with joy, to protect those who couldn't protect themselves, and (he'd always grin at this one) never be afraid to fight dirty. It was on Crowe's sixteenth birthday that both Patrick and his son were summoned again, and they appeared in the same clearing Morgan's father had met the Morrigan in years ago. She approached the two, looking at her child in anticipation. Then stopped. And stared. Her face appeared puzzled. Then confused. Then astonished…and then angry. Very, very angry. She swore in a tongue no longer used by man, the two men stepping back as she raged. The boy had no legendary powers. Nothing in his blood that would match that of Cuchulainn's! He could not even wield Red Hand's ancient shield and spear! This boy could never be a hero like his ancestors before him! She cast them away, and the two returned to their home, very much shaken. Patrick silently gave thanks that his son, while knowing what was Right, wouldn't be following in his footsteps. Morgan, on the other hand...Morgan was angry. He was angry at his mother, angry at life in general (he was sixteen, after all). He'd grown up hearing stories of his dad as Red Hand, he'd seen those old weapons on the mantlepiece and prayed for years that he'd get to wield them one day. And now, for some unearthly reason he couldn’t fathom? He'd never get to wield them. Never become a hero. He raged. He fumed. He showed for a time that he and his mother had a very similar temper. Eventually, he settled, but his resentment smouldered. Then, one day, he met somebody. It was a demonstration that Crowe had been interested in at his high school, the art of the "sweet science". Besides the legends of the heroes, he'd always had a great interest in old-school Irish boxing, DornálaÃocht, CoraÃocht, and Speachóireacht. He watched the competitors go at it hammer and tongs, cheering with his classmates as they watched the show - when it got disrupted. In an act of sweet irony, a villain from Red Hand's heroing days invaded the school, breaking into the gym and roaring that if Red Hand didn't show himself immediately, he'd find his son and punish him for his father's "crimes". Crowe's resentment, still smouldering, exploded, and he stepped up and roared that if the villain wanted a fight, then he was right here! Crowe...got the stuffing beat out of him. The villain, grinning evilly, proceeded to slam his foot into the ground, kicking up a wall of earth to separate him from the other students and teachers who tried to run forward to aid him. Laughing, he punched Morgan with blows far beyond anything the young man could match, kicked him with kicks that made Morgan go sailing, savagely beat him while insulting Red Hand with every other breath. Morgan endured this punishment silently, desperately trying everything he'd managed to learn from the classes he'd taken, the old moves his dad had shown him, and nothing worked. Lying bleeding on the ground, he watched the villain turn and laugh, demanding that Red Hand show himself and not leave his son so broken and battered. Then, he remembered something; fight your battles with joy, protect those who couldn't protect themselves...and never be afraid to fight dirty. Silently clambering to his feet, he reached out and grabbed a nearby fire extinguisher - then cracked the assailant over the head with it with a mighty CLANG. The villain staggered briefly, spinning angrily to return the favor, then received a faceful of foam, blinding him, followed by another savage crack across the head. A solid kick to the shins hurt Crowe's foot horribly, but the villain tumbled down, clutching it and wheezing as another blast filled his vision. Crowe rained down blows with the fire extinguisher, finally stopping once the villain had stopped moving (but still breathing), and dropped the fire extinguisher on the man's groin. Crowe realized something. While mighty powers were the purview of a lot of different heroes, they weren't all like that. Didn't his father tell him about Raven, and wasn't there this new hero in Freedom City his dad had mentioned, Arrowhawk? They weren't superpowered, but they knew how to fight smart rather than stupid. From there, Crowe was a changed teen. He took his resentment and turned it around, becoming determined to prove his mother wrong. He took jobs on the docks to build up his muscles, followed a strict training regime that had even his dad sweating, practiced his skills endlessly. His father tried his best to dissuade him from his path (after the attack he’d undergone a serious bout of overprotectiveness) but eventually he gave up, essentially becoming Morgan's coach. He introduced him to a few old hero friends, even took him to meet the old Raven, now running the Claremont Institute, and Crowe's skills increased further. Finally, a knock came at the door while Crowe's dad was away. A spirit of the woods, having run from her ancestral home, was looking for the legendary Red Hand, begging for help with a Formorian hunter who sought to capture her. Morgan, now sixteen and full of bantam courage, told her he'd handle it. And, rather unbelievably, actually did. He remembered the lessons of the past, ambushing the hunter in an alleyway and giving him several solid sucker-punches that sent the beast reeling. After finishing the job with a heavy iron bat, he looked up at the sky, picturing his mother looking down...and gave a very rude gesture, grinning. He told the spirit his name was Crow, and if she ever had a problem, he'd be happy to help. Unfortunately (for him), she took him up on his offer. And so did her friends. And several other friends. Armed with nothing but ingenuity, his fists, and the muscle he was rapidly accumulating, he gained a reputation amongst the lower parts of the Tuatha de Dannan and their ilk as a troubleshooter and guardian. He actually managed to keep this a secret from his dad for a while, until he came back home covered in blood and bruises, just as his dad pulled up in the driveway from grocery shopping. This was followed by a very, very long explanation. Red Hand, Patrick Crowe, sighed. And then made a call. Morgan stood there, dripping and bandaged heavily, as his dad said a few things into the phone, something about Claremont, Freedom City, and an old favor. Then he nodded. And looked at Morgan. And told him to pack his bags. As Crowe went upstairs to pack, he opened his closet. And found something rather odd. A big black coat, hanging there, covered in old runes he'd never even seen before. He took it down off the hangar to admire it, and a note fell out. He gave it a cursory look-over, then a far more serious stare. Then simply burst out laughing. "Consider this a wager. On the future. Good luck, Crow. -M." He crumpled the note in his hand, and threw his stuff together. For better or worse, the eyes of the gods were on him now. And come hell or high water, one day his legend'd be just as big as his dad's! [i]Current Events:[/i] As of arriving at Claremont, Morgan Crowe has undergone several changes in his life – falling in with the young teleporter Victoria Knight (alias Wisp), as well as a group of students to whom he’d trust with his life – John Smith, alias Myrmidon, Etain Maher, alias Changeling, and Brian Harris, alias Glowstar (also his roommate). Together, they’ve made a name for themselves as the Irregulars, as well as tumbled into several unlikely adventures together. He cares for each of them immensely, particularly after a training trip that caused him to re-evaluate his priorities on life. As well, Morgan is a member in good standing of a group of mystic heroes who have taken up residence at the old Parkhurst Hotel, having aided them in some minor ways in the creation of it as a sanctum. He’s rather proud of his association with it, as well as the notable heroes that helped with the construction – Rene deSaens, Nick Cimitere and the like. It’s something he’s helped build, and a possible home after he graduates from Claremont – he loves his father immensely, but Freedom City’s feeling far more like home than Boston does; not to mention his friends are here too. [u][b]Personality & Motivation:[/b][/u] Looking at Crowe, it's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him, but he's long learned that while determination is a good thing, taking time to plan and "fight smart" hurts a hell of a lot less than simply stubbornly charging in head-first and "fighting stupid". His main motivation is still to become a great hero, to forge his own legend like his dad and great ancestor, to be a great hero that people would tell stories about; but some time and experience have caused him to do some re-evaluation on whether focusing on his own legend is truly what’s best for him as a hero. Still, for now, he's a young man with a great legacy to live up to, close friends that he’d do next to anything for, and a girlfriend who never fails to make his head spin. He's doing the best he can. [u][b]Power Descriptions:[/b][/u] Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat (or glove) into him. The Talon Gloves are generally a lot less noticeable than the coat, however; the throwing knives there simply appear in his hand or sleeve when required, and disappear when their use is concluded. [u][b]Powers & Tactics:[/b][/u] Crowe's motto has always been "Fighting smart hurts a hell of a lot less than fighting stupid", and it shows. He's an expert pugilist (for his age), being wicked fast and possessing an absolutely thunderous right hook. He's never afraid to just dive right into a fight, despite his obvious shortcomings compared to the vast majority of Freedom City, but he always tries to take the time to set the stage beforehand, ensuring the environment is favorable to him, preparing some dirty tricks that'll give him an edge, or at least keeping the villains off-kilter enough for him to nail that one lucky shot that deflates them fast. He never goes anywhere anymore without his duffel bag and coat once he found out precisely what his mother's gift does, as well. Post-training trip, Crowe has re-examined the use of his runes in combat, as well as done some tweaking of his own to the coat (with the aid of Logan Angusson, a dwarf mechanic and artificer of his acquaintance); he still uses the Rune of Wind Walking like it’s going out of style, attacking from all angles with a variety of strikes, but there’s a far more tactical element to his work (courtesy of late-night planning sessions with Myrmidon, as well as cross-training in multiple types of martial arts with the others). Repeated long-range strikes using the Talons, followed up by the use of either a lightning-charged wire trap of his own devising or several hard shots using Ethereal Drain to weaken a foe sufficiently for his allies is generally his modus operandi (he’s learned the hard way that he just hasn’t got the stamina for the kinds of slugfests they can handle, and it rankles) – although should he be flying solo, the same tactic is still useful, simply adding in several punishing blows with the Rune of Earth afterwards. In short, he’s swiftly becoming an expert at hit-and-run tactics, as befitting his namesake. [hr][/hr] [u][b]Complications:[/b][/u] [b]An Irregular Situation[/b] – Let it never be said that Morgan doesn’t care deeply for those he considers close to him; in this case, the Irregulars. Each of the small group is a good friend (one moreso in particular) to him, and it’s not an exaggeration to say that he would take a bullet for any of them (though he’d ream them up and down afterwards for getting into that situation in the first place). A canny villain could likely exploit that – one already has. [b]An Eye For An Eye[/b] – Crow’s reputation has grown somewhat in the world of the supernatural, as both a hero and as a troublemaker; however, one fact stands above quite a few others. Crow took by force the eldritch artefact known as the Eye of Balor from Bres the Beautiful himself – a powerful tool of chaos magic that several villains and monsters would literally commit murder to own. Any villains knowledgeable of this fact may focus their attentions on him, hoping to pry the location of the Eye from the teenage hero; by [i]any[/i] means necessary. [b]Eyes Of The Gods [/b]- The eyes of the Celtic pantheon, the Tuatha de Dannan, are upon Crow, now that he's taken a route in direct defiance to his mother. On the one hand, some of them are proud and fascinated by this young and resourceful mortal...but others consider him an upstart and a rogue who does not know his place in the way of things. Combine that with the fact that his mother has considerably mixed feelings about him (a great deal of rage that he isn't a superpowered warrior of lore, but a tiny inkling of pride that her son is making his way like this), and you see just how complicated things can get for the young man. [b]Lovebird[/b] – Morgan is currently in a comfortable mutual relationship with fellow Claremont student Victoria Knight, also known as rookie hero and teleportation specialist Wisp. Two teenagers, dating, attending a secret superhero school, both with considerable complications in their respective family histories. What could possibly go wrong? [b]Not Subtle, Yet Quick To Anger[/b] - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Although some re-evaluation as to his mother has reduced his antipathy towards her – not much, but still. [b]Reputation [/b]- A few years of monster-busting and troubleshooting for minor spirits and demigods of the Tuatha have given Crow a bit of a rep as an expert problem-solver for those in need. This can lead to slight complications, as most spirits don't seem to realize that even though he's clever and resourceful, he is only mortal, and not all of their problems are suitable for a mortal to solve. [b]Seventh Deadly Sin [/b]- Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. He’s begun to learn humility (a thoroughly painful training trip, and working with the other Irregulars, who don’t hesitate to whack him on the head when he gets too overconfident, has done wonders for that), but he still has his moments. [b]Home Is Where The Heart Is[/b] – Parkhurst Hotel is one of Crow’s prides and joys, a sanctum he actually had a hand in creating, and a place he knows he has a home in once his years at Claremont are finished. He doesn’t have quite the same level of trust for the inhabitants as he does with his friends, but he still cares for the place and the people who helped build it – enough that he’d drop whatever he has on hand to rush to the place’s assistance if they needed it. [b]Sins Of The Father [/b]- Crow's dad was a great hero back in the day, the legendary Red Hand, and Crow knows it. He's full of pride of that fact, but while he inherited a lot of his dad's resources and old contacts...he's also inherited a lot of his dad's enemies, as well as a great deal of expectation. [b]Struggling [/b]- He's a young student attending the Claremont Institute. What is this thing you call cash flow? [u][b]Abilities[/b][/u]: 8 + 8 + 8 + 4 + 4 + 2 = 34PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) [u][b]Combat[/b][/u]: 12 + 8 = 20PP Initiative: +8 Attack: +6 Ranged, +8 Melee, +12 Summoning Array, +14 Talon Barrage and Talon Wire Grapple: +10 Defense: +12, (+4 Base, +8 Dodge Focus) +2 Flat-Footed Knockback 3, 1 Flat-Footed [u][b]Saving Throws[/b][/u]: 1 + 3 + 3 = 7PP Toughness: +8 (+4 Con, +2 Undercover Shirt, +2 Defensive Roll), +6 Flat-Footed Fortitude: +5 (+4 Con, +1) Reflex: +7 (+4 Dex, +3) Will: +5 (+2 Wis, +3) [b][u]Skills[/u][/b]: 80R = 20PP Acrobatics 1 (+5) Bluff 9 (+10) Craft (Artistic) 8 (+10) Concentration 8 (+10) Gather Info 9 (+10) [sup]SMy[/sup] Intimidate 9 (+10) [sup]SMy[/sup] Languages 1 (English [Native], Gaelic) Knowledge (History) 5 (+7) Knowledge (Arcane Lore) 8 (+10) Notice 8 (+10) [sup]SMy[/sup] Sense Motive 8 (+10) Stealth 6 (+10) [sup]SMy[/sup] [u][b]Feats[/b]:[/u] 30PP All-Out Attack Attack Focus (Melee) 2 Artificer Beginners Luck Defensive Attack Defensive Roll (+2 Toughness) Dodge Focus 8 Equipment 2 (10EP) Evasion 2 Fearless Improved Initiative Luck Master Plan Move-By Action Power Attack Skill Mastery (Gather Info, Intimidate, Notice, Stealth) Startle Takedown Attack 2 Uncanny Dodge (Auditory) [quote name="2PP = 10EP"]5 EP to Shared HQ ([url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url]) Undercover Shirt (+2 TOU) – 3 EP Commlink – 1 EP Gas Mask – 1 EP[/quote] [u][b]Powers[/b]:[/u] 17PP + 24 PP + 6 PP = 47 PP [b][i]Descriptors[/i]:[/b] General Damage Types (Bludgeoning/Piercing), Magic, Iron, Lightning [b]Device 4 ([/b]20PP Container, Hard-To-Lose, Indestructible[b])[/b] [17PP] (Runic Coat) [device][b]Runes ([/b]9PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [12PP] [list][u]Base Power[/u]: [b]Strike 8 ([/b][i]Feats:[/i] Mighty[b])[/b] [9PP] (Bludgeoning/Magic) (Rune of Earth) [u]Alternate Power[/u]: [b]Concealment 4 ([/b]All Visual Senses; [i]Feats:[/i] Selective[b])[/b] [9PP] (Magic) (Rune of The Veil) [u]Alternate Power[/u]: [b]Drain Toughness 8 ([/b][i]Feats:[/i] Slow Fade[b])[/b] [9PP] (Piercing/Magic) (Rune of Ethereal Drain) [u]Alternate Power[/u]: [b]Healing 8 ([/b][i]Flaws:[/i] Empathic, [i]Feats:[/i] Regrowth[b])[/b] [9PP] (Magic) (Rune of Revival)[/list] [b]Immunity 2 ([/b]Cold, Heat[b])[/b] [2PP] (Magic) (Minor Rune of Protection) [b]Teleport 4 ([/b]400ft per Move Action, [i]Flaws:[/i] Limited [Short-Range], [i]Feats:[/i] Subtle, Turnabout[b])[/b] [6PP] (Magic) (Rune of Wind Walk)[/device] [b]Device 5[/b] (30 PP available, Hard-To-Lose) (Crow’s Talons) [24 PP] [device][b]Summoning Array[/b] (26 PP Array, [i]Feats[/i]: Accurate 2, Alternate Power 2) [30 PP] [u]Base Power: [/u][b]Blast 8[/b] [[i]Feats[/i]: Precise 2, Ricochet 3, Indirect, Improved Critical 2 (18-20), Subtle] [26PP] (Iron, Piercing) (Summoned Crow’s Talons) [u]Alternate Power:[/u] [b]Blast 6[/b] [[i]Extras[/i]: Autofire; [i]Feats[/i]: Accurate, Precise 2, Ricochet 3, Indirect, Improved Critical 2 (18-20)] [26 PP] (Iron, Piercing) (Talon Barrage) [u]Alternate Power:[/u] [b]Snare 5[/b] [[i]Feats:[/i] Accurate, Subtle, Tether, Reversible] + [b]Blast 5[/b] [[i]Extras:[/i] Alternate Save (Fort)] [26 PP] (Magic/Lightning) (Talon Wire and Rune of Lightning)[/device] [b]Device 2[/b] (10 PP available, Easy-To-Lose) (The Iron Mask) [6 PP] [device][u]Base Power:[/u] [b]Super-Senses 8[/b] (Analytical Vision, X-Ray Vision, Darkvision, Infravision, Tracking 2 (Infravision)) [10PP] (Magic) (Eyes of the Rook)[/device] [b][u]Drawbacks[/u]:[/b] -0PP None [u][b]DC Block:[/b][/u] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Earth Strike Touch DC27 Toughness (Staged) Damage (Physical) Ethereal Drain Touch DC18 Fortitude (Staged) Drain Toughness Talon Knife Ranged DC23 Toughness Damage (Physical) Talon Barrage Ranged DC21+ Toughness Damage (Physical) Talon Wire Ranged DC15 Reflex Entangled/Bound Lightning Strike Ranged DC15 Fortitude Damage (Physical) Abilities (34) + Combat (20) + Saving Throws (7) + Skills (20) + Feats (30) + Powers (47) - Drawbacks (0) = 158/158 Power Points Okay, funzie edit time! -Tweaks to physical description, the slight bulge of the undercover shirt under his hoodie, the new Iron Mask, and the loss of the bandanna. -New Complication: An Eye For An Eye – Crow’s reputation has grown somewhat in the world of the supernatural, as both a hero and as a troublemaker; however, one fact stands above quite a few others. Crow took by force the eldritch artefact known as the Eye of Balor from Bres the Beautiful himself – a powerful tool of chaos magic that several villains and monsters would literally commit murder to own. Any villains knowledgeable of this fact may focus their attentions on him, hoping to pry the location of the Eye from the teenage hero; by any means necessary. -FINALLY adding proper Descriptors. -spending 6 PP on the Iron Mask: Device 2 (10 PP available, Easy-To-Lose) (The Iron Mask) [6 PP] Base Power: Super-Senses 8 (Analytical Vision, X-Ray Vision, Darkvision, Infravision, Tracking 2 (Infravision)) [10PP] (Magic) (Eyes of the Rook) -2 PP in skills to get 8 ranks of Concentration (+2 from Wis means +10, which matches the other skills) - that spends all of his spare 8 PP. -Swap one rank of Defensive Roll for Equipment 2, purchasing an Undercover Shirt (+2 TOU), a Commlink, and a Gas Mask. Experience from Shark Week has taught him that if he’s caught off-guard, even a little armor may keep him up a bit longer. LE VICOMTE DE BRAGELONNE OU DIX ANS PLUS TARD'D by GIZMO
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