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Character Edits, v7


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Posted

Veiled from sight by Trollthumper.

Crow (again)

Missed some fluffyuffly stuff in the Powers And Tactics section, so tweaked and stuffed it in. No numbers changes, outside of tidying up titles.

EDIT: Edits to the edits! Fun! Okay, first, Crow's getting an additional toy this month.

Device 1 (5PP Container; Feats: Hard-To-Lose) [4PP] (Engraved Ring)

Dimensional Pocket 1 (100 lbs) [2PP] (Magic) (Rune of The In-Between)

Enhanced Feat 2 (Quick Change 2) [2PP] (Rune of Swift Raiment)

Enhanced Feat (Hide In Plain Sight) [1PP] (Lesser Rune of The Veil)

Remove the Indestructible from his coat, and shift it to the new toy - 4 PP spent. Second, spending 2 PP on his Skills, giving him 88 ranks. I then bolster his Stealth by 5 ranks (giving him 11 ranks, and +15), and his Knowledge (History) by 3 (giving him 8 ranks, and +10). He's been training and hitting the books to pass his classes!

[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] 11 (169/169 PP)

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

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

[u][b]Progress towards Silver:[/b] [/u] 49/60 (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] 18 (DoB: Oct. 31, 1994)

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

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

[u][b]Height:[/b][/u] 5’10â€

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

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

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


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


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


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


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


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


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


[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] Morgan Crowe's always been fairly easy to read, if you've known him long enough. 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. Still, he has learned from experience that while determination is a good thing, taking time to plan and "fight smart" is always a far better idea than "fighting stupid". Don't get him wrong - his main motivation is to become a great hero, to forge his own legend like his dad and great ancestor, and 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, several secrets that need hiding, and a girlfriend who never fails to make his head spin.


This is what he shows to the world.


[spoiler]Looking at Morgan and [i]Crow[/i], on the other hand...some say that if you're a hero long enough, you can eventually separate the identities in your mind. This could be said to have been happening to Morgan Crowe and his alter ego. He's built this personality into his mind now - a personality that comes out every time he puts on the mask and cowl. The idealized hero-in-black that his personal heroes and examples exemplify. Crow? He's watched and taken lessons from some of the best. The persona that is Morgan's alter ego is determined to be an almighty terror to those who'd dare do evil deeds in the night; to stand up, never back down, and never surrender, even when you're fighting things so far beyond your comprehension that it's almost a joke. Oh aye - he's seen a lot of harsh things, and dealt with a lot of troubles that, frankly, should be way beyond someone of his age, or even his mortality. Things that have [i]lingered[/i]. Yet he keeps calm and carries on - because that's what his mentors and examples would do. So he's cold. Hard. Intimidating. To an extent that his other half is starting to question. Maybe even dislike.


There's a gulf there, now. And neither Morgan or Crow know what to do about it.[/spoiler]



[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 from different wind-walked angles using a new Lightning Rune-infused 'taser-punch' to slow them down further for his compatriots (he’s learned the hard way that he just hasn’t got the stamina for the kinds of close-range hand-to-hand slugfests they can handle, and it does rankle). Although, should he be flying solo, the same tactic is still useful; just saving the lightning shots until they're firmly trussed up with the wires, and operating from concealment whenever possible. 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]: 14 + 10 = 24PP

Initiative: +8

Attack: +7 Base, +9 Melee, +13 Ranged, +15 Talon Barrage/Talon Wire

Grapple: +10

Defense: +13, (+5 Base, +8 Dodge Focus) +2 Flat-Footed

Knockback: -3, -1 Flat-Footed



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

Toughness: +9 (+4 Con, +1 Tough, +2 Undercover Shirt, +2 Defensive Roll), +7 Flat-Footed

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

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

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



[b][u]Skills[/u][/b]: 88R = 22PP

Acrobatics 1 (+5)

Bluff 9 (+10)

Craft (Artistic) 8 (+10)

Concentration 8 (+10)

Gather Info 9 (+10) [sup]Skill Mastery[/sup]

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

Languages 1 (English [Native], Gaelic)

Knowledge (History) 8 (+10)

Knowledge (Arcane Lore) 8 (+10)

Notice 8 (+10) [sup]Skill Mastery[/sup]

Sense Motive 8 (+10)

Stealth 11 (+15) [sup]Skill Mastery[/sup]



[u][b]Feats[/b]:[/u] 32PP

All-Out Attack

Attack Focus (Melee) 2

Artificer

Beginners Luck

Defensive Attack

Defensive Roll (+2 Toughness)

Dodge Focus 8

Equipment 3 (15EP)

Evasion 2

Fearless

Hide In Plain Sight ([i]Engraved Ring[/i])

Improved Initiative

Luck

Master Plan

Move-By Action

Power Attack

Quick Change 2 ([i]Engraved Ring[/i])

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

Startle

Takedown Attack 2

Tough

Uncanny Dodge (Auditory)


[b][u]Equipment[/u]:[/b] 3PP = 15EP

[equip]3 + 2 + 1 + 4 + 5 = 11EP


[u]Undercover Shirt[/u]: [b]Protection 2[/b] ([i]Feats:[/i] Subtle) [3EP]


[u]Encrypted Commlink[/u]: ([i]Feats[/i]: Subtle, Insidious) [2EP]


[u]Gas Mask[/u] [1EP]


[u]Smoke Bombs[/u]: [b]Obscure 2[/b] (visual, 10' radius; [i]Feats:[/i] Independent) [4EP]


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


[u][b]Powers[/b]:[/u] 12PP + 28PP + 6 PP + 4 PP = 50 PP


[b][i]Descriptors[/i]:[/b] General Damage Types (Bludgeoning/Piercing), Magic, Iron, Lightning


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

[device][b]Runes ([/b]8PP Array, [i]Feats:[/i] Alternate Power 1[b])[/b] [9PP]

[array][u]Base Power[/u]: [b]Healing 8 ([/b][i]Flaws:[/i] Empathic[b])[/b] [8PP] (Magic) (Rune of Revival)


[u]Alternate Power[/u]: [b]Concealment 4 ([/b]All Visual Senses[b])[/b] [8PP] (Magic) (Rune of The Veil)[/array]

[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 7[/b] (35PP Container; [i]Flaws:[/i] Hard-To-Lose) [28PP] (Runic Gloves)

[device][b]Rune Glove Array[/b] (30 PP Array, [i]Feats[/i]: Accurate 2, Alternate Power 3) [35PP]

[array][u]Base Power:[/u] [b]Strike 9[/b] ([i]Feats[/i]: Mighty, Knockback 2) + [b]Stun 8[/b] ([i]Extras[/i]: Contagious [+1]; [i]Flaws:[/i] Daze [-1]; [i]Feats[/i]: Slow Fade) [12 + 17 = 29PP] (Bludgeoning/Magic/Lightning) (Rune of Lightning Strike)


[u]Alternate Power:[/u] [b]Blast 9[/b] ([i]Feats[/i]: Precise 2, Ricochet 3, Indirect, Improved Range 2 [450'], Improved Critical 2 [18-20], Subtle) [29PP] (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 Range 2 [300'], Improved Critical 2 [18-20]) [29PP] (Iron/Piercing) (Talon Barrage)


[u]Alternate Power:[/u] [b]Snare 6[/b] ([i]Feats:[/i] Accurate, Indirect, Improved Range 1 [150'], Subtle, Tether, Reversible) + [b]Blast 6[/b] [18 + 12 = 30PP] (Magic/Lightning) (Iron Wire and Rune of Lightning)[/array][/device]

[b]Device 2[/b] (10PP Container; [i]Flaws:[/i] Easy-To-Lose) (The Iron Mask) [6PP]

[device][b]Super-Senses 10[/b] (Analytical Vision [+2], X-Ray Vision [+4], Darkvision [+2], Infravision, Tracking [Infravision]) [10PP] (Magic) (Eyes of the Rook)[/device]

[b]Device 1[/b] (5PP Container; [i]Feats:[/i] Hard-To-Lose) [4PP] (Engraved Ring)

[device][b]Dimensional Pocket 1[/b] (100 lbs) [2PP] (Magic) (Rune of The In-Between)

[b]Enhanced Feat 2[/b] (Quick Change 2) [2PP] (Rune of Swift Raiment)

[b]Enhanced Feat[/b] (Hide In Plain Sight) [1PP] (Lesser Rune of The Veil)[/device]


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

None



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

[pre]ATTACK            RANGE    SAVE                       EFFECT

Unarmed           Touch    DC19 Toughness (Staged)    Damage (Physical)

Lightning Strike  Touch    DC28 Toughness (Staged)    Damage (Physical)

                  Touch    DC18 Fortitude (Staged)    Dazed

Crow's Talons     Ranged   DC24 Toughness             Damage (Physical)

Talon Barrage     Ranged   DC21+ Toughness            Damage (Physical)

Iron Wire         Ranged   DC16 Reflex                Entangled/Bound

                  Ranged   DC21 Toughness             Damage (Physical)[/pre]


[b]Abilities (34) + Combat (24) + Saving Throws (7) + Skills (22) + Feats (32) + Powers (50) - Drawbacks (0) = 169/169 Power Points[/b]

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Posted

Genetically altered by Trollthumper.

Myrmidon

This is closer to a character refit than an edit as there are a lot of changes from my current build here. To that end, I have made a breakdown list of of this build to keep this character edit request short and to the point. At its core, this is intended to make Myrmidon closer in line to the archetypical super-soldier type builds and to eliminate the variable array in the current build.

Note: Edited codeblock to include January Award PP changes.

[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] 14 (204/207 PP)

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

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

[b][u]Progress To Silver Status[/u]:[/b] 57/60

[i]Bronze Reward[/i]: Equipment 8/15 for Myrmidon


[b][u]In Brief[/u]:[/b]  SHADOW prototype super-soldier turned hero. 


[b][u]Alternate Identities[/u]:[/b] Johann "John" T. Schmidt "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]Description[/u]:[/b]

[b][u]Age[/u]:[/b] 5 (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] Blue

[b][u]Hair[/u]:[/b] Blonde


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 LACUNA ([b]L[/b]ightweight [b]A[/b]daptive [b]C[/b]ombat & [b]U[/b]tility [b]N[/b]ano-[b]A[/b]rmor) suit he wears has a distinct SHADOW heritage as due to it being a working field prototype that he repossessed from his former handlers.  The dark exterior is traced with faintly glowing blue lines that are a result of psionic bleed stemming from integrated DNA extracted from a psionic donor. 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 comm-link 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, Myrmidon was designed to make a peak physical specimen of the normal SHADOW clone. The integrated DNA had numerous effects from heightening senses, boosting cellular regeneration, and optimizing bodily functions ranging from caloric intake to lactic acid degradation. Coupled with continuing SHADOW mental programming, flash learning, and physical training; the project scientists had succeeded in created a terrifyingly effective super-soldier prototype.


The ‘psionic bleed’ effect is a result of the integrated DNA from psionic sources. It 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: MARATHON, 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 peak physical specimen utilizing numerous other genetic templates that were introduced to the clones during initial gestation from numerous sources such as psions, magicians, and other pre-existing meta-humans in SHADOWs' employ. If this worked, it would vastly improve the combat performance of SHADOW replica troopers. The endgame scenario of the project was to give Overshadow the perfect container for his consciousness. Luckily, Raven and Daedalus destroyed the SHADOW base and extracted the sole surviving 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 Johann Schmidt, anglicized to John Smith.


[b][u]Personality & Motivation[/u]:[/b] John is a terse, introverted, and direct young man. 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 circles. 


[b][u]Powers & Tactics[/u]:[/b] Myrmidon was created and trained to be a sublime battlefield controller. He uses his abilities to coordinate allies while maximizing and exploiting enemy weaknesses. His LACUNA Suit modes 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 can garner. But once in the thick of things he favors ending a fight as quickly as possible, not holding back regardless of the opponent.


[hr][/hr]

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

[b]A Man Chooses, A Slave Obeys:[/b] Myrmidon has vowed not be subjugated in any manner ever again and will fight till the bitter end in situations where he is chained/restrained/or controlled.

[b]Cold Professional:[/b] Having been mentally conditioned to be the perfect soldier, Myrmidon fully comprehends by the harsh realities of war. As such, he is willing to contemplate and potentially use methods that are frowned upon by the vast majority of the heroic community. This rings especially true when and where it concerns SHADOW; the normally taciturn Myrmidon displays that he possesses other aspects of Wilhelm Kantors' besides just his appearance, namely Overshadows' legendarily frosty demeanor and harsh temper. 

[b]Hero with an 'F' in Social Skills:[/b] Myrmidon has difficulty in navigating 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 with the Irregulars and others within the superhero community. 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]Sins of the Father: [/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. Due to this, Myrmidon most definitely gets off on the wrong foot with any heroes/people that know what Overshadow/Shadow Clones look like under their masks. Furthermore, Myrmidon possesses first-hand experience and classified knowledge of SHADOW and its various assets. Because of this SHADOW has declared him a wanted fugitive, so he attempts to keep as low of a profile as possible, deferring his contributions and preferring to remain anonymous versus the spotlight. 

[b]Sunglasses at Night: [/b] While in passive mode, the LACUNA suit appears to be no more than a pair of sunglasses or glasses. The only active components in this state are the Darkvision, Flash Goggles, and Quick Change features. In addition, in their passive state they are considered to be Easy to Remove.


[b][u]Abilities[/u]:[/b] 16 + 16 + 16 + 10 + 0 + 0 = 58 PP

Strength: 26 (+8), 41 Carry Capacity

Dexterity: 26 (+8)

Constitution: 26 (+8)

Intelligence: 20 (+5)

Wisdom: 10 (+0)

Charisma: 10 (+0)


[b][u]Combat[/u]:[/b] 20 + 20 = 40 PP

Initiative: +8; +21 w/ Knowledge [Tactics]

Attack: +10

Grapple: +21

Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed

Knockback: -5


[b][u]Saving Throws[/u]:[/b] 2 + 2 + 7 = 11 PP

Toughness: +10 (+8 Con, +2 Tough)

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

Reflex: +10 (+8 Dex, +2)

Will: +7 (+0 Wis, +7)


[b][u]Skills[/u]:[/b] 88 Ranks = 22 PP

Acrobatics 9 (+17) [sup]Skill Mastery[/sup]

Drive 2 (+10)

Demolitions 3 (+8, +10 Masterwork Demolitions Kit)

Knowledge [Tactics] 16 (+21) [sup]Skill Mastery[/sup]

Knowledge [Technology] 5 (+10) 

Languages 3 (English, German [Native], Russian, Sign Language) 

Medicine 3 (+8, +10 Masterwork Medical Kit)

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

Perform [String Instruments] 3 (+3, +5 Masterwork Instrument [Guitar])

Pilot 2 (+10)

Search 5 (+10) 

Sense Motive 7 (+7)

Stealth 13 (+21) [sup]Skill Mastery[/sup]

Survival 5 (+5, +7 Masterwork Survival Kit)


[b][u]Feats[/u]:[/b] 22 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

Equipment 0 (+8 Bronze Reward)

Evasion 

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

Set Up

Skill Mastery (Acrobatics, Knowledge [Tactics], Notice, Stealth)

Take-down Attack

Teamwork 3


[b][u]Equipment[/u]:[/b] 8 PP = 40 EP 


[equip][b]Weapons[/b] (12+7) = [19 EP]

[spoiler][b]Compound Bow: Damage 3[/b] ([i]Extra[/i]: Range +1, [i]PFs[/i]: Mighty x5, Subtle) [12 EP]

[b]Nano-Ceramic Blade: Damage 4 [/b] ([i]PFs[/i]: Improved Critical x1 [19-20], Improved Sunder, Mighty) [7 EP][/spoiler]


[b]LACUNA Suit Integrated Equipment[/b] (2+2+1+1+1) = [7 EP]

[spoiler][b]Armored Gauntlets & Greaves: [/b](as Masterwork Brass Knuckles [+2 to Unarmed Damage]) [2 EP]

[b]Encrypted Comm-link [/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][/spoiler]


[b]Utility Gear[/b] (4+3+2+1+1+1) = [12 EP]

[spoiler][b]Plasma Cutter: Corrosion 1[/b] ([i]PF[/i]: Precise) [4 EP]

[b]Radio Scrambler: Obscure 6[/b] (Radio; [i]Flaw[/i]: Range [Touch] -1, [250 ft. Radius]) [3 EP]

[b]Masterwork Handcuffs[/b] (+5 DC to removal checks [DC 30 Disable Device / DC 40 Escape Artist]) [2 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 Survival Kit [/b](+2 to Survival Checks) [1 EP]

[b]Masterwork Flashlight [/b] [0 EP][/spoiler]


[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]
[/equip]

[b][u]Powers[/u]:[/b] 26 + 31 = 57 PP


[b][i]Descriptors[/i]:[/b] Genetic, Psionic, Technology


[b]Device 6 "LACUNA Suit" [/b](30 PP Container, [i] Flaws[/i]: Hard-To-Lose -1, [i]PFs[/i]: Indestructible, Disguised, Restricted [DNA Lockout]; Drawback: Noticeable [Armor appearance shifts to mimic adapted & alternate abilities] -1) [26 PP] (Technology)[device][equip][u]Base Power "React Subroutine"[/u]: [b]Adaptation 2[/b] ([i]Extra[/i]: Controllable +1) [14 PP]

[u]Alternate Power "Stealth Subroutine"[/u]: [b]Concealment 6[/b] [All Visual & Auditory] ([i]Drawback[/i]: Action [Move] -1, [i]PF[/i]: Close Range) + [b]Super-Movement 1[/b] [Trackless] [1 PP]

[u]Alternate Power "Flight Subroutine"[/u]: [b]Flight 7[/b] [1,000 mph / 10,000 ft. per Move Action] ([i]Drawback[/i]: Power Loss [Air Intakes/Thrusters] -1) + [b]Super-Movement 1[/b] [Slow Fall] ([i]Drawback[/i]: Power Loss [Air Intakes/Thrusters] -1) [1 PP]

[u]Alternate Power "Armor Subroutine"[/u]: [b]Enhanced Feat 1[/b] (Ultimate Save [Toughness]) + [b]Immunity 2[/b] (Critical Hits) + [b]Protection 0[/b] ([i]Extra[/i]: Impervious 10) + [b]Super-Strength 0[/b] ([i]PF[/i]: Bracing) [1 PP][/equip]

[b]Enhanced Feats 2 [/b](Quick Change, Feature [Internal Compartments] "Combat Harness/Utility Belt" ) [2 PP]

[b]Immunity 5[/b] (High Pressure, Radiation, Vacuum, Suffocation Effects) [5 PP] 

[b]Super-Senses 6 [/b](Direction Sense, Distance Sense, Darkvision, Radio, Ultra Hearing) [6 PP][/device]

[b]SHADOW Super-Soldier ([/b]30pp Container [Passive, Permanent]; [i]PF[/i]: Innate[b])[/b] [31 PP] (Genetic, Psionic)


[device][b]Enhanced Feats 4 [/b](Eidetic Memory, Second Chance [Saves vs. Emotion Effects], Tough x2) [4 PP]

[b]Immunity 8 [/b](Aging, Environmental Cold & Heat, Disease, Fatigue Checks, Fear Effects, Poison) [8 PP] 

[b]Immunity 2[/b] (Sleep, Starvation & Thirst; [i]Flaw[/i]: Limited [Half Effect] -1) [1 PP]

[b]Leaping 1[/b] (x2 distance; 36 ft. run/ 18 ft. stand/ 9 ft. high) [1 PP]

[b]Regeneration 5[/b] (Recovery Bonus 1 [+9], Disabled 1 [5 hours]; [i]PFs[/i]: Last Stand, Persistent, Regrowth) [5 PP]

[b]Speed 1[/b] (10 MPH / 100 ft. per Move action) [1 PP] 

[b]Super-Senses 4 [/b](Auditory [+Extended (100 ft. Notice Increments)], Danger Sense [mental], Uncanny Dodge [mental], Visual [+Extended (100 ft. Notice Increments)]) [4 PP]

[b]Super-Strength 3 [/b](+15 Str to Carry Capacity [Effective STR 41], +3 Str Checks) [6 PP][/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

Armored Gauntlets & Greaves     Touch        DC 25  Toughness (Staged)   Damage (Physical)

Compound Bow                    Ranged       DC 23  Toughness (Staged)   Damage (Piercing)

Nano-Ceramic Blade              Touch        DC 27  Toughness (Staged)   Damage (Slashing); Crit 19-20

Plasma Cutter                   Touch        DC 11  Fortitude            Drain Toughness

                                             DC 16  Toughness (Staged)   Damage (Energy) 

Unarmed                         Touch        DC 23  Toughness (Staged)   Damage (Physical)
Abilities (58) + Combat (40) + Saving Throws (11) + Skills (22) + Feats (22) + Powers (57) - Drawbacks (6) = 204/204 Power Points
Posted

American Way'd by Trollthumper.

Crusader (6 PP to spend)

Keeping it really simple with a small addition to his Powers section:

Super Movement 1 (Slow Fall; PFs: Innate) (training) [3PP]

Super Senses 2 (Accurate Hearing; PFs: Innate) (training) [3PP]

Total PP Spent: 6


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

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

[b][u]Power Level[/u]:[/b] 11 (157/163PP)

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

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

[b][u]Progress to Silver Status[/u]:[/b] 13/60 (Bronze Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4669]Arcturus[/url])


[b][u]In Brief[/u]:[/b] A high school teacher trying to follow in the footsteps of his father.


[b][u]Alternate Identities[/u]:[/b] Clark Allen Noble

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

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

[b][u]Occupation[/u]:[/b] High School Teacher

[b][u]Affiliations[/u]:[/b] FDR High School, The Vanguard

[b][u]Family[/u]:[/b]  Carla Noble (mother), Benjamin Noble (brother), Regina Noble (sister)


[b][u]Age[/u]:[/b] 32 (DoB: May 1979)

[b][u]Apparent Age[/u]:[/b] 32

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

[b][u]Ethnicity[/u]:[/b] Irish

[b][u]Height[/u]:[/b] 6'2"

[b][u]Weight[/u]:[/b] 231 lbs.

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

[b][u]Hair[/u]:[/b] Blonde


[b][u]Description[/u]:[/b] Clark Noble could easily be mistaken as a professional athlete; tall and muscular, Clark is a wide-shouldered and often imposing figure to most. His short, blonde hair is often hidden underneath a featureless black cap, and sunglasses usually shade his dark blue eyes.


As the Crusader, his costume is white and red, with red boots and gloves. He also wears a white mask that covers his entire face. His round shield is white, as well, with a red cross dominating its center.


[b][u]Power Descriptions[/u]:[/b] Clark doesn't appear to have much in the way of superpowers, but he manages to hold his own with the help of extensive physical training and the help of his shield. The shield itself seems to have unusual properties of its own, virtually indestructible. 


[b][u]History[/u]:[/b] Clark lead a fairly simple life. He was the first in a set of triplets, and for years it was speculated that being the first-born afforded him a unique advantage. He was an especially charismatic and focused young man, and while he was a fairly perceptive child, he never really noticed that his father wasn't around all that often. As a 5-year old, he was a bit too young to understand what exactly his father was doing. Eventually, Clark did find out, after finding his father sneaking into the house late one night--in costume as the Crusader. In exchange for keeping his father's secret, Brian Noble promised to teach Clark everything that he knew; with the climate as it was for superheroes in the early 80s, Brian could only hope the city would relinquish its ban on their activities.


Tragedy struck in 1993; the Terminus Invasion caused widespread chaos across the city, and Brian Noble went missing during the evacuation of their neighborhood, and when it was all over, many heroes were gone--including the Crusader. Only Clark knew his father's secret, and only he knew that his father was more than just 'missing'. It forced him to grow up a bit faster, taking on the responsibilities of his family even as his twin brother and sister put an increasing strain on his grief-stricken mother. In 1998, he graduated from high school; he nearly joined the military until he started having odd, unsettling dreams of his father. Keeping the part-time job he'd found, he started recreating his father's costume from memory--memories that, he soon discovered, weren't entirely his own. Visiting his father's grave in Memorial Grove, he was suddenly flooded mentally by a vision of his father's spirit--and every Crusader before him, stretching back to the 13th century. When he awoke, nearly a week had passed, and his father's shield lay along side his gravestone. Using his newly acquired powers, he began building on the legacy his father and his ancestors left behind.


Operating largely out of Hanover, Clark put himself through college and earned a B.S. in Athletic Training with a minor in biomechanics, later earning a Master's in education. By then, his sister had moved on, working for the World Health Organization; Robert, however, had developed a gambling addiction. More than once, Clark tried to bail his brother out of situations involving drugs and owing mobsters money, only to later have to take him down along with the other criminals he encountered as the Crusader.


[b][u]Personality & Motivation[/u]:[/b] Most people who get to know Clark find him to be very easy going, although his naturally competitive nature often manifests itself from the sidelines when he's coaching. As the Crusader, he tries to curb that instinct and is exceptionally well-suited to working with others. As a leader, he can be an insufferable optimist, stubborn and unrelenting when it comes to achieving his goals. Driven by the desire to honor the Crusader legacy, he presses forward, no matter what, though never at the expense of sacrificing anyone but himself.


He isn't at all the single-minded simpleton that his moral code and lax attitude would lead one to believe, however; while strives to be the quintessential hero, he recognizes that he's human. If nothing else, he tries to conduct himself as a role model, but even he has moments of weakness where righteous indignation overtakes any pretense of taking the moral high road.


[b][u]Powers & Tactics[/u]:[/b] Crusader's martial ability with the shield stems from an ancestral knowledge passed down through several generations of heroes who have taken up the Crusader mantle. Though still well within the range of his physical capabilities, Crusader's core abilities come not from any one object, but lifetimes of memories and instinct.


Clark has never been one to shy away from a fight, but he's surprisingly adept at team tactics, able to analyze both his allies' strengths as well as his enemies' strengths and weaknesses. He often prefers to use the Crusader Shield's ricochet effect to dispatch weaker enemies before focusing on the greatest threat, charging shield-first into foes too tough to be taken out from a distance.


[hr][/hr]

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

[b]Hatred[/b]: Clark's dislike for organized crime borders on the irrational; he's often a little bit rougher with gangsters and mobsters than he probably should be.

[b]Mistaken Identity:[/b] Clark's twin brother, Ben, is a notorious gambler and owes a lot of people money, superpowered and not. Despite Clark's best efforts to keep his brother out of trouble, he often gets caught in the crossfire of his brother's immoral behavior.

[b]People's Champ[/b]: Clark is guided--and often bound--by his moral code, and he finds it difficult to do anything that might be perceived as 'unheroic'. He'll never willingly strike a downed opponent, and is extremely reluctant to put women or kids in jeopardy.

[b]Secret Identity:[/b] No one else knows that Clark Noble is the Crusader--a separation that Clark will go to great lengths to keep a secret.

[b]Warrior's Pride[/b]: Clark has difficulty backing down from a fight, especially a one-on-one challenge.

[b]Why Did It Have To Be Snakes?[/b]: Clark finds most reptiles to be repulsive, but snakes are the absolute worst.

[b]Working Stiff:[/b] Clark Noble is a high school football coach and history teacher at FDR High School. He takes his job pretty seriously, and has been known to lose sleep over trying to keep up with his double life.



[b][u]Abilities[/u]:[/b] 8 + 6 + 10 + 2 + 2 + 4 = 32PP

Strength: 18 (+4)

Dexterity: 16 (+3)

Constitution: 20 (+5)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 14 (+2)



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

Initiative: +7

Attack: +8 (+10 Shield Fighting Mastery)

Grapple: +12

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

Knockback: -10 (-16 w/ Impervium Shield)



[b][u]Saving Throws[/u]:[/b] 4 + 5 + 7 = 16PP

Toughness: +10 (+5 Con, +5 Costume); Imp 10 w/ Impervium Shield

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

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

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



[b][u]Skills[/u]:[/b] 60R = 15PP

Acrobatics 9 (+12)

Climb 2 (+6)

Craft (Mechanical) 5 (+6)

Disguise 2 (+4)

Diplomacy 2 (+4)

Intimidate 4 (+6)

Knowledge (History) 4 (+5)

Knowledge (Tactics) 7 (+8)

Language (Native: English; Russian) 

Notice 4 (+5)

Search 4 (+5)

Sense Motive 6 (+7)

Stealth 6 (+9)

Swim 4 (+8)



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

Acrobatic Bluff

Assessment

Attack Specialization (Shield Fighting Mastery)

Blind-Fight

Defensive Attack

Improved Critical 2 (Shield)

Improved Defense

Improved Initiative

Inspire 3

Interpose

Leadership

Luck 2

Move-By Action

Power Attack

Precise Shot

Quick Change

Quick Draw

Takedown Attack 2

Teamwork 2

Up The Wall



[b][u]Powers[/u]:[/b] 15 + 1 + 5 + 21 + 2 + 3 + 3 = 50PP


[b]Device 4 ([/b]20PP Container, Extra Effort applies to user, [i]Flaws:[/i] Easy To Lose, [i]Feats:[/i] Indestructible, Restricted 2 [Crusader][b])[/b] (Crusader Shield, Impervium) [15PP]


[device][b]Immovable 6 ([/b]Resist Movement +24, Resist Knockback -6; Flaws: Action [free][b])[/b] [3PP]


[b]Impervious Toughness 10[/b] [10PP]


[b]Strike 5 ([/b][i]Feats[/i]: Mighty, Thrown [5 10ft range increments][b])[/b] [7PP][/device]

[b]Leaping 1 ([/b]x2 [28ft Running Long Jump, 14ft Standing Long Jump, 7ft Vertical Jump][b])[/b] (Training) [1PP]


[b]Protection 5[/b] (Costume) [5PP]


[b]Shield Fighting Mastery ([/b]20PP Container, [i]Feats[/i]: Innate[b])[/b] [21PP]


[equip][b]Shield 6 ([/b]+6 dodge bonus; [i]Flaws[/i]: Limited [Requires shield][b])[/b] [3PP]


[b]Blast 6 ([/b][i]Feats[/i]: Mighty 5, Ricochet 1; [i]Extras[/i]: Area [Burst, Targeted, 30ft. Radius], Selective Attack; [i]Flaws[/i]: Limited [Requires shield], Side Effect [Disarmed on missed attack roll], [i]Drawback[/i]: Minimum Range [1/4 max range]) (Shield Throw) [17PP][/equip]

[b]Speed 2 ([/b]25mph / 250ft per Move Action[b])[/b] (Training) [2PP]


[b]Super Movement 1 ([/b]Slow Fall; [i]PFs[/i]: Innate[b])[/b] (training) [3PP]


[b]Super Senses 2 ([/b]Accurate Hearing; [i]PFs[/i]: Innate[b])[/b] (training) [3PP]



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

[pre]ATTACK           RANGE     SAVE                       EFFECT

Unarmed          Touch     DC19 Toughness (Staged)    Damage (Physical)

Shield Strike    Touch     DC25 Toughness (Staged)    Damage (Physical)

Shield Throw     Ranged*   DC24 Toughness (Staged)    Damage (Physical)[/pre]


*(60 ft, 30 ft. Targeted Burst Radius; 15 ft. minimum range)



[b]Abilities (32) + Combat (24) + Saving Throws (16) + Skills (15) + Feats (26) + Powers (50) - Drawbacks (0) = 163/163 Power Points[/b]

Posted

AUTUMN CAUGHT 'EM by GIZMO

Willow currently has 3 PP to spend.

Add the following power to the Ancient Guardian array for the cost of 1 PP:

Environmental Control 3 (30 ft. radius, Distraction [DC 15], Hamper Movement [25% Speed], Visibility, Extras: Action [Move], Independent, Selective Attack, Flaws: Limited [Forests], Range [Touch], Feats: Slow Fade [1 Minute])

Full sheet.

Willow

Power Level: 12 (187/187 PP)

Trade-Offs: None

Unspent PP: 2

Progress To Gold Status: 26/90 (Silver Status earned by Sage)

[floatr][/floatr]

In Brief: An ancient guardian of life discovering what it means to live while rooting out threats to the world and those that inhabit it.

Alternate Identities: Minerva "Min" Salix, Guardian Willow

Identity: Complicated ("Secret")

Birthplace: Prehistoric Earth

Occupation: None

Affiliations: The Interceptors

Family: The Gorgon (Sister), Eden Espadas (Daughter)

Age: Ancient

Apparent Age: 26

Gender: Female

Ethnicity: Preserver Engineered Life Form ("Dryad")

Height: 5'7"

Weight: 130 lb.

Eyes: Amber

Hair: White

Description:

Tall and slender and appearing as though she were in her mid twenties, Willow possess piercing amber eyes and a wild mane of snow white hair, which she usually wears in a long flowing ponytail. This, combined with her unblemished copper-hued skin, fine bone structure and slightly pointed ears enhance her exotic appearance. She movement is practiced and serene, and brings to mind the lightness and grace of a dancer. Willow frequently has a faint smile, as though amused at some secret joke, and watches the world through eyes that are far older than her apparent young years.

Willow tends to favor natural hues, favoring greens and browns, though the colors tend to trend with the seasons. Her dress is always comfortable, though she often opts to go barefoot, preferring to feel the ground under her feet.

History:

Many millennia ago, the Preservers embarked upon a bioengineering project on Earth, one of many they seeded across the cosmos. In this case, they began with a human template but wandered far afield, adding new powers and abilities that would permit these creatures to be guardians of the biosphere and protect the growth of the nearly-untouched planet.

One of these creatures came to be known as Willow.

Willow and her siblings watched the rise of the human nation of Atlantis with interest, maintaining distant contact and intervening in their development only when absolutely necessary for at the guardians were more concerned with checking the destructive power of Lemuria. When Lemuria and Atlantis started to wage war the attitude of the Guardians shifted; containing and repairing the damage of the conflict was proving too costly. Willow and her fellow Guardians concluded that drastic measures had to be taken for the good of the planet and fell upon Atlantis and Lemuria. In the end both nations were shattered, their people scattered to the four winds and with a deep scarring of their racial memory.

As humanity slowly climbed back up from barbarism, Willow and her fellow guardians forgot about their creators and started to think of themselves as Gods of Nature. Inevitably this brought the bioengineered guardians into conflict with the new (and actual) Gods of Humanity and they were soon subjugated and subordinate. It was at this time that the guardians were given a name that stuck; nymph (and the various subclasses).

Reduced in influence, Willow, like many of her fellow guardians gradually withdrew from the Preservers mandate, only stepping in when directly asked or when the need was great. As the Gods withdrew and humanity forgot about her kind Willow found herself entering periods of hibernation; sleeping away years, then decades and finally centuries. Each time she was awoken her power had diminished and her memories were more fragmented.

The last time Willow woke, the world was recovering from the Terminus invasion. The dryad worked herself to exhaustion, doing what she could to clean up the residual Terminus energy affecting the natural world though she slipped back into hibernation before she could finish. Recent disturbances in Wharton State Forest have woke her up before she had completely recovered from the energy expenditure.

Personality & Motivation:

Willow is a complicated woman, with certain aspects of her personality becoming enhanced or subdued with the changing of seasons though the core of her being remains the same. In her youth Willow was ready to answer any slight to nature with the full might of her righteous anger, though as time marched steadily onward she adopted a softer approach. She does not despise the rapid advancement of the humans, for it is instinctual on their part, and instead she merely seeks to moderate their impact on the world around them. Willow is a believer in balance, and as such has extended her stewardship beyond the forests.

In spring, Willow is almost perpetually happy, laughing and whimsical, even a bit seductive. She possesses a near rapturous joy of life, and seeks to encourage that feeling in others. During this season, Willow's optimism is enhanced, almost to the point of naiveté, believing there is good in everyone.

During the summer, Willow's whimsical nature, along with her optimism is subdued somewhat. During these months her protective instincts are heightened, planning with contingencies in mind to ensure the safety of others. For Willow, the summer is a time of long term planning and intense focus.

On the heels of summer, Willow's autumn aspect leaves her quiet and introspective. She thinks deep thoughts and takes great pleasure in long puzzles that could take a long time to work out. She rarely acts hastily and be easily overlooked at any party or gathering due to her standoffish nature.

Winter is the time of culling, of winnowing, of separating the young from the old. At this time Willow is at her most secretive, since she tends to evoke a faint sense of dread. Serious and firm, Willow does not do well with long debate and discussion during this time, for as far as she is concerned things are black or white.

Despite her generally bright outlook, there is a faint sense of sadness about the dryad. She misses her sisters, and while she believes they are still alive, she does not know where they might be. Willow also finds herself in a strange place, and though she would dearly love to return home her sense of duty compels her to stay in the new world.

Powers & Tactics:

Willow's powers have declined over the millennia however she still retains some measurable influence over plant life, passing unhindered through even the densest foliage without a trace, rapidly changing her location by traveling through the root network and even communicating with the flora around her. The dryad can even alter the fundamental nature of the plants around her, often using this to grow a suit of living armor. Overall, Willow's tactics are fairly straightforward; she uses her strength to pound her opponent into submission. Her regenerative capabilities are enhanced when in forested areas.

Complications:

Enemies: Guardian Willow is at odds with her sister, the planet preserving Gorgon. In addition, as an agent of the Preservers, she has the enmity of the Terminus

Identity: Willow has recently, with the aid of the Freedom League, adopted a civilian identity. She understands full well the importance of blending in.

Relationship: Willow is exceptionally fond of Erik Espadas (Jack of all Blades), thinking with her heart rather than her head where he is concerned. She is also fiercely protective of the Espadas clan in addition to her teammates on the Interceptors. With the rest of her siblings dead, Willow is determined to not lose her new family.

Responsibility: Willow is a mother which comes with a whole host of responsibilities. She is also the last of her kind (it is uncertain, yet, if Eden will express any of her mother's traits) and bears the weight of the Preserver mandate on her shoulders.

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

Strength: 34/18 (+12/+4)

Dexterity: 14 (+2)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 16 + 16 = 32PP

Initiative: +2

Attack: +12 Melee, +8 Base

Grapple: +26 Guardian Strength, +16 Base

Defense: +12, +4 Flat-Footed

Knockback: -6

Saving Throws: 4 + 6 + 2 = 12PP

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

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

Reflex: +8 (+2 Dex, +6)

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

Skills: 72R = 18PP

Acrobatics 8 (+10)

Climb 8 (+12, +20 Guardian Strength)

Concentration 12 (+15)

Handle Animal 8 (+10)

Knowledge (Life Sciences) 8 (+10)

Medicine 2 (+5)

Notice 12 (+15)

Sense Motive 7 (+10)

Survival 7 (+10)

Feats: 13PP

Animal Empathy

Attack Focus (Melee) 4

Dodge Focus 4

Favored Environment (Forest)

Fearless

Interpose

Equipment 1

Equipment:

Interceptor HQ contribution [5EP]

Powers: 22 + 4 + 1 + 4 + 11 + 9 + 5 + 8 + 1 + 4 + 2 + 6 = 79

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

BP: Enhanced Strength 16 (Strength +16 [34, +12]) linked Super-Strength 2 (Effective Strength 44; Heavy Load 5.6 Tons) [20PP]

AP: Environmental Control 3 (30 ft. radius, Distraction [DC 15], Hamper Movement [25% Speed], Visibility, Extras: Action [Move], Independent, Selective Attack, Flaws: Limited [Forests], Range [Touch], Feats: Slow Fade [1 Minute]) [19PP]

AP: Snare 12 (Extras: Area [Targeted, Burst, 60 ft. radius], Flaws: Medium [Plants], Range 1 [Touch], Feats: Improved Critical 1 [19-20], Indirect 3, Obscure Sense 2 [Auditory, Visual], Reversible, Tether) [20PP]

Comprehend 2 (Plants 2 [speak To and Understand]) [4PP]

Concealment 1 (Olfactory, Flaws: Limited [Misleading (Smells Like Strawberries)], Permanent [+0]) [1PP]

Concealment 4 (All Visual Senses, Flaws: Limited [Forests]) [4PP]

Immunity 11 (Aging, Disease, Environmental Conditions [All], Poison, Starvation & Thirst, Suffocation [All]) [11PP]

Leaping 2 (x5, Running Long Jump: 110 ft., Standing Long Jump: 55 ft., High Jump 27 ft.) [2PP]

Protection 8 (+8 Toughness, Extras: Force Field, Feats: Subtle) [9PP]

Regeneration 6 (Recovery Rate: Staggered 5 [standard Action], Resurrection 1 [1 Week], Flaws: Source [Forest], Feats: Persistent, Regrowth) [5PP]

Regeneration 8 (Recovery Bonus 5 [+5 to Recover], Recovery Rate: Bruised 3 [No Action]) [8PP]

Speed 1 (10 mph, 100 ft./round) [1PP]

Super-Movement 4 (Permeate 3 [Full Speed], Trackless, Flaws: Limited [Vegetation]) [4PP]

Super-Senses 2 (Danger Sense [Auditory], Uncanny Dodge [Auditory]) [2PP]

Super-Senses 6 (Extended 2 [Auditory, 1000 ft.], Extended 2 [Visual, 1000 ft.], Low-Light Vision, Ultra-Hearing) [6PP]

Drawbacks: -0PP

None

DC Block:

ATTACK                         RANGE                    SAVE                        EFFECT

Unarmed Touch DC 19 Toughness (Staged) Damage

Unarmed (Guardian Strength) Touch DC 27 Toughness (Staged) Damage

Snare Touch (60 ft. Radius) DC 22 Reflex (Staged) Snare

Totals: Abilities (34) + Combat (32) + Saving Throws (12) + Skills (18) + Feats (13) + Powers (79) - Drawbacks (0) = 188/187 Power Points

Code Block


[b][size=200]Willow[/size][/b]
[b]Power Level:[/b] 12 (187/187 PP)
[b]Trade-Offs:[/b] None
[b]Unspent PP:[/b] 2
[b]Progress To Gold Status:[/b] 26/90 (Silver Status earned by [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3383]Sage[/url])
[floatr][img=http://www.freedomplaybypost.com/wiki/images/3/3d/WillowConcept.png][/floatr]
[b]In Brief:[/b] An ancient guardian of life discovering what it means to live while rooting out threats to the world and those that inhabit it.

[b]Alternate Identities:[/b] Minerva "Min" Salix, Guardian Willow
[b]Identity:[/b] Complicated ("Secret")
[b]Birthplace:[/b] Prehistoric Earth
[b]Occupation:[/b] None
[b]Affiliations:[/b] The Interceptors
[b]Family:[/b] The Gorgon (Sister), Eden Espadas (Daughter)

[b]Age:[/b] Ancient
[b]Apparent Age:[/b] 26
[b]Gender:[/b] Female
[b]Ethnicity:[/b] Preserver Engineered Life Form ("Dryad")
[b]Height:[/b] 5'7"
[b]Weight:[/b] 130 lb.
[b]Eyes:[/b] Amber
[b]Hair:[/b] White

[b]Description:[/b]
Tall and slender and appearing as though she were in her mid twenties, Willow possess piercing amber eyes and a wild mane of snow white hair, which she usually wears in a long flowing ponytail. This, combined with her unblemished copper-hued skin, fine bone structure and slightly pointed ears enhance her exotic appearance. She movement is practiced and serene, and brings to mind the lightness and grace of a dancer. Willow frequently has a faint smile, as though amused at some secret joke, and watches the world through eyes that are far older than her apparent young years.

Willow tends to favor natural hues, favoring greens and browns, though the colors tend to trend with the seasons. Her dress is always comfortable, though she often opts to go barefoot, preferring to feel the ground under her feet.


[b]History:[/b]
Many millennia ago, the Preservers embarked upon a bioengineering project on Earth, one of many they seeded across the cosmos. In this case, they began with a human template but wandered far afield, adding new powers and abilities that would permit these creatures to be guardians of the biosphere and protect the growth of the nearly-untouched planet.

One of these creatures came to be known as Willow.

Willow and her siblings watched the rise of the human nation of Atlantis with interest, maintaining distant contact and intervening in their development only when absolutely necessary for at the guardians were more concerned with checking the destructive power of Lemuria. When Lemuria and Atlantis started to wage war the attitude of the Guardians shifted; containing and repairing the damage of the conflict was proving too costly. Willow and her fellow Guardians concluded that drastic measures had to be taken for the good of the planet and fell upon Atlantis and Lemuria. In the end both nations were shattered, their people scattered to the four winds and with a deep scarring of their racial memory.

As humanity slowly climbed back up from barbarism, Willow and her fellow guardians forgot about their creators and started to think of themselves as Gods of Nature. Inevitably this brought the bioengineered guardians into conflict with the new (and actual) Gods of Humanity and they were soon subjugated and subordinate. It was at this time that the guardians were given a name that stuck; nymph (and the various subclasses).

Reduced in influence, Willow, like many of her fellow guardians gradually withdrew from the Preservers mandate, only stepping in when directly asked or when the need was great. As the Gods withdrew and humanity forgot about her kind Willow found herself entering periods of hibernation; sleeping away years, then decades and finally centuries. Each time she was awoken her power had diminished and her memories were more fragmented.

The last time Willow woke, the world was recovering from the Terminus invasion. The dryad worked herself to exhaustion, doing what she could to clean up the residual Terminus energy affecting the natural world though she slipped back into hibernation before she could finish. Recent disturbances in Wharton State Forest have woke her up before she had completely recovered from the energy expenditure.


[b]Personality & Motivation:[/b]
Willow is a complicated woman, with certain aspects of her personality becoming enhanced or subdued with the changing of seasons though the core of her being remains the same. In her youth Willow was ready to answer any slight to nature with the full might of her righteous anger, though as time marched steadily onward she adopted a softer approach. She does not despise the rapid advancement of the humans, for it is instinctual on their part, and instead she merely seeks to moderate their impact on the world around them. Willow is a believer in balance, and as such has extended her stewardship beyond the forests.

In spring, Willow is almost perpetually happy, laughing and whimsical, even a bit seductive. She possesses a near rapturous joy of life, and seeks to encourage that feeling in others. During this season, Willow's optimism is enhanced, almost to the point of naiveté, believing there is good in everyone.

During the summer, Willow's whimsical nature, along with her optimism is subdued somewhat. During these months her protective instincts are heightened, planning with contingencies in mind to ensure the safety of others. For Willow, the summer is a time of long term planning and intense focus.

On the heels of summer, Willow's autumn aspect leaves her quiet and introspective. She thinks deep thoughts and takes great pleasure in long puzzles that could take a long time to work out. She rarely acts hastily and be easily overlooked at any party or gathering due to her standoffish nature.

Winter is the time of culling, of winnowing, of separating the young from the old. At this time Willow is at her most secretive, since she tends to evoke a faint sense of dread. Serious and firm, Willow does not do well with long debate and discussion during this time, for as far as she is concerned things are black or white.

Despite her generally bright outlook, there is a faint sense of sadness about the dryad. She misses her sisters, and while she believes they are still alive, she does not know where they might be. Willow also finds herself in a strange place, and though she would dearly love to return home her sense of duty compels her to stay in the new world.


[b]Powers & Tactics:[/b]
Willow's powers have declined over the millennia however she still retains some measurable influence over plant life, passing unhindered through even the densest foliage without a trace, rapidly changing her location by traveling through the root network and even communicating with the flora around her. The dryad can even alter the fundamental nature of the plants around her, often using this to grow a suit of living armor. Overall, Willow's tactics are fairly straightforward; she uses her strength to pound her opponent into submission. Her regenerative capabilities are enhanced when in forested areas.

[b]Complications:[/b]
[b]Enemies:[/b] Guardian Willow is at odds with her sister, the planet preserving Gorgon. In addition, as an agent of the Preservers, she has the enmity of the Terminus

[b]Identity:[/b] Willow has recently, with the aid of the Freedom League, adopted a civilian identity. She understands full well the importance of blending in.

[b]Relationship:[/b] Willow is exceptionally fond of [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5804#p126968]Erik Espadas (Jack of all Blades)[/url], thinking with her heart rather than her head where he is concerned. She is also fiercely protective of the Espadas clan in addition to her teammates on the Interceptors. With the rest of her siblings dead, Willow is determined to not lose her new family.

[b]Responsibility:[/b] Willow is a mother which comes with a whole host of responsibilities. She is also the last of her kind (it is uncertain, yet, if Eden will express any of her mother's traits) and bears the weight of the Preserver mandate on her shoulders.


[b]Abilities:[/b] 8 + 4 + 8 + 4 + 6 + 4 = 34PP
Strength: 34/18 (+12/+4)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 14 (+2)


[b]Combat:[/b] 16 + 16 = 32PP
Initiative: +2
Attack: +12 Melee, +8 Base
Grapple: +26 Guardian Strength, +16 Base
Defense: +12, +4 Flat-Footed
Knockback: -6


[b]Saving Throws:[/b] 4 + 6 + 2 = 12PP
Toughness: +12/+4 (+4 Con, +8 Protection)
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+2 Dex, +6)
Will: +5 (+3 Wis, +2)


[b]Skills:[/b] 72R = 18PP
Acrobatics 8 (+10)
Climb 8 (+12, +20 Guardian Strength)
Concentration 12 (+15)
Handle Animal 8 (+10)
Knowledge (Life Sciences) 8 (+10)
Medicine 2 (+5)
Notice 12 (+15)
Sense Motive 7 (+10)
Survival 7 (+10)


[b]Feats:[/b] 13PP
Animal Empathy
Attack Focus (Melee) 4
Dodge Focus 4
Favored Environment (Forest)
Fearless
Interpose
Equipment 1


[b]Equipment:[/b]
[equip][url=http://www.freedomplaybypost.com/viewtopic.php?f=41&t=6638]Interceptor HQ[/url] contribution [5EP][/equip]

[b]Powers:[/b] 22 + 4 + 1 + 4 + 11 + 9 + 5 + 8 + 1 + 4 + 2 + 6 = 79
[power=Ancient Guardian 10]20PP Array, [feat]Alternate Power 2[/feat][/power] [22PP]
[array]
[u]BP:[/u] [power=Enhanced Strength 16]Strength +16 [34, +12][/power] [i]linked[/i] [power=Super-Strength 2]Effective Strength 44; Heavy Load 5.6 Tons[/power] [20PP]
[u]AP:[/u] [power=Environmental Control 3]30 ft. radius, Distraction [DC 15], Hamper Movement [25% Speed], Visibility, [extra]Action [Move], Independent, Selective Attack[/extra], [flaw]Limited [Forests], Range [Touch][/flaw], [feat]Slow Fade [1 Minute][/feat][/power] [19PP]
[u]AP:[/u] [power=Snare 12][extra]Area [Targeted, Burst, 60 ft. radius][/extra], [flaw]Medium [Plants], Range 1 [Touch][/flaw], [feat]Improved Critical 1 [19-20], Indirect 3, Obscure Sense 2 [Auditory, Visual], Reversible, Tether[/feat][/power] [20PP]
[/array]
[power=Comprehend 2]Plants 2 [Speak To and Understand][/power] [4PP]

[power=Concealment 1]Olfactory, [flaw]Limited [Misleading (Smells Like Strawberries)], Permanent [+0][/flaw][/power] [1PP]

[power=Concealment 4]All Visual Senses, [flaw]Limited [Forests][/flaw][/power] [4PP]

[power=Immunity 11]Aging, Disease, Environmental Conditions [All], Poison, Starvation & Thirst, Suffocation [All][/power] [11PP]

[power=Leaping 2]x5, Running Long Jump: 110 ft., Standing Long Jump: 55 ft., High Jump 27 ft.[/power] [2PP]

[power=Protection 8]+8 Toughness, [extra]Force Field[/extra], [feat]Subtle[/feat][/power] [9PP]

[power=Regeneration 6]Recovery Rate: Staggered 5 [Standard Action], Resurrection 1 [1 Week], [flaw]Source [Forest][/flaw], [feat]Persistent, Regrowth[/feat][/power] [5PP]

[power=Regeneration 8]Recovery Bonus 5 [+5 to Recover], Recovery Rate: Bruised 3 [No Action][/power] [8PP]

[power=Speed 1]10 mph, 100 ft./round[/power] [1PP]

[power=Super-Movement 4]Permeate 3 [Full Speed], Trackless, [flaw]Limited [Vegetation][/flaw][/power] [4PP]

[power=Super-Senses 2]Danger Sense [Auditory], Uncanny Dodge [Auditory][/power] [2PP]

[power=Super-Senses 6]Extended 2 [Auditory, 1000 ft.], Extended 2 [Visual, 1000 ft.], Low-Light Vision, Ultra-Hearing[/power] [6PP]


[b]Drawbacks:[/b] -0PP
None


[b]DC Block:[/b]
[pre]
[b]ATTACK[/b] [b]RANGE[/b] [b]SAVE[/b] [b]EFFECT[/b]
Unarmed Touch DC 19 Toughness (Staged) Damage
Unarmed (Guardian Strength) Touch DC 27 Toughness (Staged) Damage
Snare Touch (60 ft. Radius) DC 22 Reflex (Staged) Snare
[/pre]


[b]Totals: Abilities (34) + Combat (32) + Saving Throws (12) + Skills (18) + Feats (13) + Powers (79) - Drawbacks (0) = 188/187 Power Points[/b]

AUTUMN CAUGHT 'EM by GIZMO

Posted

Welsh Ninja'd by Trollthumper.

Blodeuwedd

+2 Wisdom

+ 2 Skill (8R)

+1 Acrobatics

+4 Disguise

+1 Notice

+1 Sense Motive

+1 Stealth

+ 2 Feats

Interpose

Takedown Attack

[b][u]Player Name[/u]:[/b] Tiffany Korta

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

[b][u]Power Level[/u]:[/b] 10 (151/151PP)

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

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

[b][u]Progress To Silver Status[/u]:[/b] 31/90 (Silver 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] 5’7â€

[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 with 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.


[u][i]Dyrnwyn[/i] "White-Hilt"[/u]: 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.


[u][i]Gwyddbwyll Gwenddoleu ap Ceidio[/i] "The Chessboard of Gwenddoleu ap Ceidio"[/u]: These goggles appear to be a simple set of oversized night vision goggles, and they do indeed  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.


[u][i]Llan Tegau Eurfron[/i] "The Mantle of Tegau Eurfron"[/u]: 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 fiber panels there mimetic qualities allow it to alter its appearance to appear as almost any form of clothing.


[u][i]Ffoniwch Eluned[/i] "Ring of Eluned"[/u]: 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] 8 + 10 + 8 + 0 + 4 + 6 = 36PP

Strength: 18 (+4)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 16 (+3)



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

Initiative: +9

Attack: +8 Base, +10 Unarmed, +10 Dyrnwyn

Grapple: +11

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

Knockback: -4



[b][u]Saving Throws[/u]:[/b] 5 + 3 + 6 = 14PP

Toughness: +9/4 (+4 Con, +4 [Mantle of Tegau Eurfon], +1 [Ffoniwch Eluned])

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

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

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



[b][u]Skills[/u]:[/b] 128R = 32PP

Acrobatics 15 (+20) [sup]Skill Mastery[/sup]

Bluff 9 (+11, +18 w/Attractive) [sup]Skill Mastery[/sup]

Climb 7 (+11) [sup]Skill Mastery[/sup]

Diplomacy 8 (+10, +14 w/Attractive)

Disable Device 12 (+12) [sup]Skill Mastery[/sup]

Disguise 4 (+7)

Gather Information 4 (+7)

Intimidate 11 (+14) [sup]Skill Mastery[/sup]

Knowledge (Arcane Lore) 5 (+5)

Language 1 (Welsh [Native], English)

Medicine 1 (+3)

Notice 12 (+14) [sup]Skill Mastery[/sup]

Sense Motive 14 (+16) [sup]Skill Mastery[/sup]

Sleight of Hand 10 (+16)

Stealth 15 (+20) [sup]Skill Mastery[/sup]

Survival 1 (+3)

Swim 1 (+5)



[b][u]Feats[/u]:[/b] 23PP

Attack Specialization (Unarmed)

Attractive 1

Dodge Focus 6

Elusive Target

Equipment 3

Evasion 2

Hide in Plain Sight

Improved Initiative 1

Interpose

Luck 1

Skill Mastery 2 (Acrobatics, Bluff, Climb, Disable Device, Intimidate, Notice, Sense Motive, Stealth)

Startle

Takedown Attack 1

Uncanny Dodge (Auditory)


[b][u]Equipment[/u]:[/b] 3PP = 15EP

[equip][u]Grapple Gun[/u]: [b]Super-Movement 3[/b] (Slowfall, Swinging, Wall-Crawling) + [b]Speed 1[/b] [7EP]


[u]Throwing Knives[/u]: [b]Blast 2[/b] ([i]Power Feats:[/i] Improved Disarm, Mighty 3) [8EP][/equip]


[b][u]Powers[/u]:[/b] 6 + 4 + 4 + 8 = 22PP


[b]Device 2 ([/b][i]Dyrnwyn[/i] "White-Hilt", Magical Sword, 10PP, [i]Flaws:[/i] Easy-To-Loose[b])[/b] [6PP]

[device][b]Damage 6 ([/b][i]Power Feats:[/i] Accurate 1, Mighty, Improved Critical [19-20], Weapon Bind[b])[/b] [10PP] (Flaming Sword)[/device]


[b]Device 1 ([/b][i]Gwyddbwyll Gwenddoleu ap Ceidio[/i] "The Chessboard of Gwenddoleu ap Ceidio", Hi-Tech Goggles with Magical lenses, 5PP, [i]Flaws:[/i] Hard-to-Loose[b])[/b] [4PP]

[device][b]Super-Senses 5 ([/b]Darkvision, Detect Magic [Visual][b])[/b] [5PP][/device]


[b]Device 1 ([/b][i]Llan Tegau Eurfron[/i] "The Mantle of Tegau Eurfron", Hi-Tech Body Suit, 5PP, [i]Flaws:[/i] Hard-to-Loose[b])[/b] [4PP] 

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

[b]Enhanced Feat 1 ([/b]Quick Change) [1PP][/device]


[b]Device 2 ([/b][i]Ffoniwch Eluned[/i] "Ring of Eluned", Alien Ring, 10PP, [i]Flaws:[/i] Hard-to-Loose[b])[/b] [8PP]

[device][b]Concealment 4 ([/b]All Visual Senses, [i]Power Feats:[/i] Close Range[b])[/b] [9PP]

[b]Protection 1[/b] [1PP][/device]



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

[pre]ATTACK        RANGE     SAVE                        EFFECT

Dyrnwyn       Touch     DC25 Toughness (Staged)     Damage (Physical) 

Knives        Ranged    DC21 Toughness (Staged)     Damage (Physical) 

Unarmed       Touch     DC19 Toughness (Staged)     Damage (Physical)[/pre]



[b][u]Totals[/u]: Abilities (36) + Combat (24) + Saving Throws (14) + Skills (32) + Feats (23) + Powers (22) - Drawbacks (0) = 151/151 Power Points[/b]

Posted

AVATAR STATE UNLOCKED by GIZMO

Young Britannia

Shuffling things around a little to better fit the character

- Move Dodge Focus 5 from Feats to Enhanced Feats raising it to 6 (+1 PP)

- To Past Lives Add Comprehend (Read All) and to Enhanced Feats add Attack Focus (Melee) and raise Attack Specialization (unarmed) to 2 (+2 PP). So it should look like:

Past Lives Array 3 (6PP Array, Feats: Alternate Power) [7PP]

Base Power: Comprehend 3 (Languages 3 [speak, Understand and Read All]) [6PP]

Alternate Power: Enhanced Feats 6 (Attack Focus (Melee), Attack Specialization (Unarmed) 2, Eidetic Memory, Jack of all Trades, Well Informed) [6PP]

[b][u]Player Name[/u]:[/b] Tiffany Korta [floatr][img=http://freedomplaybypost.com/wiki/images/e/ea/YoungBritanniaHF.png][/floatr]

[b][u]Character Name[/u]:[/b] Young Britannia

[b][u]Power Level[/u]:[/b] 9 (143/143PP)

[b][u]Trade-Offs[/u]:[/b] -2 Attack / +2 Damage (Unarmed)

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

[b][u]Progress To Silver Status[/u]:[/b] 39/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5505]Revenant[/url]


[b][u]In Brief[/u]:[/b] The merger of a young woman and the Spirit of Justice.


[b][u]Alternate Identity[/u]:[/b] Agnus Stone (real name), Annice Avebury / Annice Stone (stage names)

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

[b][u]Birthplace[/u]:[/b] Glastonbury, Somerset, England, United Kingdom

[b][u]Occupation[/u]:[/b] Businesswoman, Pop Star

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

[b][u]Family[/u]:[/b] Geri Stone (Mother), Winston Stone (Father)


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

[b]Age:[/b] 21 ([i]DoB:[/i] July 24th 1991)

[b]Gender:[/b] Female

[b]Ethnicity:[/b] Mixed (Caucasian / Afro-Caribbean)

[b]Height:[/b] 6’0†(formally 5’5â€)

[b]Weight:[/b] 165 lbs (formally 150 lbs)

[b]Eyes:[/b] Brown

[b]Hair:[/b] Brown


[floatl][img=http://freedomplaybypost.com/wiki/images/1/13/Agnes.jpg][/floatl] Agnes is the type of person who tends to stick in the memory whether it’s from large hair, her strong North London accent or her general friendly confident demeanour. She also a naturally cheerful person and her face is almost always lit up by one of her smiles


Agnes is cursed, as she would put it, with a natural ability to look good in just about anything. When not in stage clothes, or doing business, she tends to dress in comfortable, practical clothes without much make-up. Since the full merging between herself and the Spirit she has also grown dramatically in height (she was originally 5’3â€) instead of downplaying this fact she tends to over emphasis the fact with large heeled shoes, normal platforms.


Young Britannia is an extenuation of Agnes’s natural charms. Lit up with an inner light she takes on a timeless quality she carries herself with a more regal bearing, whilst her voice is more commanding with a musical sing song tone. This could easy come across as superior and condescending, but Agnus’s natural cheery demeanour softens this into a much friendlier attitude.


Young Britannia’s costume is a simple jumpsuit in blue emblazoned with the Union Jack. One bar of the cross runs down the middle whilst the other wraps around her waist. Her face is partially covered by an open mask similar to Britannia’s.


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

When in her Young Britannia form Agnes is bathed in an aura of bright white light, which tends to expand or contract depending on both her moods and the effort required for a task. When she using one of her light based abilities the energies tend to concentrate around that body part, so her hand when she’s throwing blast or her around her legs when in flight.


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

Unlike most Genius Loci the point when the so called Spirit of Justice came into existence can be pin pointed to a specific moment the 15th of June 1215, the day the Magna Carta was signed. Within this document were the principles of justice for all people regardless of status and social class. Apart from time of country wide crisis when the she has been subsumed into Britannia, the spirit has empowered women down the ages to ensure that justice is served.


Agnes Stone knew none of this; since she was young she’d always wanted to be a singer and she finally got her chance as a contestant on a talent show. At the tender age of eighteen she won the chance to launch a pop career. With a genuine powerful singing voice and a great stage presence she was marked for great things. And with a string of number one hit, in the UK, Annice seemed to be destined for a long and promising career. But the pressure of the career began to get the young star and her behaviour became more and more demanding just as her popularity began to fade.


Hearing that she had been dropped by her label rather than just give up Agnes decided to make a direct appeal to the woman who had help discover her the pop guru Simmone Kowal. As she was about to pitch her plans for revitalizing her career another failed star took more direct approach bursting into the office with a loaded gun. Without a concern for her own safety she attempted to protect Simone and wrestle the gun from the assailant. In the struggle the gun went off grievously wounding Agnes.


Whilst in a coma fighting for her life she was visited by a Spirit of Justice who gave her another chance at life, but that second chance would come with a price. She would have to serve the Spirit of Justice as her host, and whilst her body healed itself the Spirit would be in control of the body. Already feeling guilty over her actions of the last year, and wanting to make amends, Agnes agreed to the offer. Later that day a remarkably recovered Annice checked herself out of hospital and disappeared.


For the next year reports came in from all over the United Kingdom of a strange woman who would turn up out of the blue to help people before disappearing again. Whilst descriptions of the woman and her costume always seemed to vary she always seemed to wear a combination of the colors of the Union Jack. One of the UK tabloids coined the name Young Britannia(s) to describe these women, and title which was rapid adopted.


After this year a much humbler and wiser Agnes returned home to try a rekindle her musical career, whilst beginning her hero career as the newly named Young Britannia. Her career got a boost when a hot young Freedom City producer not only offered her a chance to sing on one of his track but to also buy into his struggling Zenith Studio. Not only did there track do well, opening up new market for her music, she also proved a capable business woman as the studio begun to flourish.


Regally commuting from the UK to Freedom City Agnes soon discovered that her transformation wasn’t quite complete. The year spent under the Spirits control was conceived by her a ritual that allowed the two to combined in way that had rarely happened before. Not only did it allow her finer control of her power it also transformed her until her regular build was the same as that taken on as Young Britannia. The only down side was that prolonged absence from the United Kingdom seemed to sap her powers.


Things look rosy for once with Young Britannia finding her place in both the United Kingdom and Freedom City, whilst Agnes has become a successful business woman on the verge of a new music career. But the shadow of what Annice had become before her fall still hangs over her like a Sword of Damocles.


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

Agnes has a cheerful upbeat personality, but also possesses a quick wit and a wicked sense of humour. She’s also fairly laid back; it takes a lot to upset Agnes and she quick to forgive those who do harm against her. Her only true flaw is a tendency to speak her mind even when it would be better to keep her opinion to herself.


At heart Agnes is a good person who whilst she can come over as a little condescending, wants to do what she can to help people. Part of her is afraid that if she loses sight of this she tip back into the selfish self-centred self from her worst excessive of her Annice days.


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

Not known as a tactical generous Young Britannia tends to go for simple dependable tactics. If possible she’ll first blind an opponent before attacking them with bolt of light. All if possible from a distance.


She can however adapt rapidly to differing situation and can at time quite creative with her power pushing them to do things they’ve never done before.


[hr][/hr] 

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

[b]Almost Famous:[/b] Whilst Annice was never a big star in the US there are a few who are aware of her song and could recognize her face. This is especially true in Freedom City where the success of her studio has attracted media attention.

[b]For Queen and Country:[/b] The Spirit of Justice has strong ties to Britannia and the United Kingdom as a whole. Whilst Agnes can travel freely around the world, if she stays away from the UK for too long her powers begin to fade. In the United States and other Commonwealth counties this is much as six months, whilst in countries hostile to the UK it can be a little as a few days.

[b]Secret identity:[/b] Despite the drastic change in height Agnes has still managed to keep her two identities separate.



[b][u]Abilities[/u]:[/b] 0 + 2 + 0 + 0 + 4 + 6 = 12PP

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

Dexterity: 12 (+1)

Constitution: 28/10 (+9/+0)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 6 + 6 = 12PP

Initiative: +1

Attack: +4 Base, +4 Ranged, +5 Melee, +9 Unarmed, +8 Burst of Light

Grapple: +15 up to +19 with Dynamic Super-Strength

Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed

Knockback: -8/-0



[b][u]Saving Throws[/u]:[/b] 0 + 5 + 4 = 9PP

Toughness: +9/+0 (+9 Con [Impervious 7])

Fortitude: +9 (+9 Con, +0)

Reflex: +6 (+1 Dex, +5)

Will: +6 (+2 Wis, +4)



[b][u]Skills[/u]:[/b] 24R = 6PP

Bluff 2 (+5, +9 w/Attractive)

Diplomacy 2 (+5, +9 w/Attractive)

Knowledge (Popular Culture) 3 (+3)

Notice 8 (+10)

Perform (Singing) 9 (+12) 



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

Attractive 1

Benefit 1 (Wealth 1)

Luck 1



[b][u]Powers[/u]:[/b] 11+ 18 + 6 + 20 + 2 + 7 + 7 + 21 + 7 = 99PP


[b]Aura of Light Array 4[/b] (8PP; [i]Feats:[/i] Alternate Power, Dynamic Power 2) [11PP]

[array][u]Base Power (Dynamic)[/u]: [b]Flight 4[/b] (Rank 5 Total, 250MPH / 2,500' per Move Action) [8PP]


[u]Alternate Power (Dynamic)[/u]: [b]Super-Strength 4[/b] (Lifting STR 50 [[i]Heavy Load:[/i] 12 tons]) [8PP][/array]

[b]Enhanced Constitution 18[/b] [18PP]


[b]Enhanced Feats 6[/b] (Beginner’s Luck, Dodge Focus 6) [6PP]


[b]Enhanced Strength 20[/b] [20PP]


[b]Flight 1[/b] (10MPH / 100ft per Move Action) [2PP]


[b]Immunity 7[/b] (Environmental Effects, Suffocation [All]) [7PP]


[b]Impervious 7[/b] [7PP]


[b]Light Control Array 9[/b] (18PP, [i]Feats:[/i] Alternate Power 3) [21PP]

[array][u]Base Power:[/u] [b]Blast 8 ([/b]80' Range; [i]Feats:[/i] Accurate 2) [18PP] (Burst of Light)


[u]Alternate Power[/u]: [b]Dazzle 4[/b] (Visual Senses, 80' Range, 40' Burst Radius; [i]Extra:[/i] Area [General, Burst], Selective, [i]Feats:[/i] Progression [Area] 1, Progression [Range] 1) [18PP] (Blinding Light)


[u]Alternate Power[/u]: [b]Healing 8[/b] ([i]Feats:[/i] Regrowth, Stabilize) [18PP]


[u]Alternate Power[/u]: [b]Teleport 9[/b] (20,000 miles as full action [i]Extra:[/i] Accurate, [i]Flaw:[/i] Long-Range) [18PP][/array]


[b]Past Lives Array 2 ([/b]6PP Array, [u]Feats:[/u] Alternate Power) [7PP]

[array][u]Base Power[/u]: [b]Comprehend 3 ([/b]Languages 2 [Speak, Understand and Read All]) [6PP]


[u]Alternate Power[/u]: [b]Enhanced Feats 6 ([/b]Attack Focus (Melee), Attack Specialization (Unarmed) 2, Eidetic Memory, Jack of all Trades, Well Informed) [6PP][/array]


[b][u]Drawbacks[/u]:[/b] (0) = 0PP



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

[pre]ATTACK           RANGE     SAVE                        EFFECT

Unarmed          Touch     DC25 Toughness (Staged)     Damage (Physical)

Burst of Light   Ranged    DC23 Toughness (Staged)     Damage (Energy)

Blinding Light   Area      DC 14 Ref/Fort              Blinding[/pre]


[b][u]Totals[/u]: Abilities (12) + Combat (14) + Saving Throws (9) + Skills (6) + Feats (3) + Powers (99) - Drawbacks (0) = 143/143 Power Points[/b]

AVATAR STATE UNLOCKED by GIZMO

Posted

MIND CHANGED by GIZMO

Starlight

:arrow: Changed Power Description to contain new power.

:arrow: Added a Complication, Shapeshifter Baggage.

:arrow: 1 PP into Feats. Buying Startle.

:arrow: 2 PP into Powers. Putting the bigger Morph into an array, the Gruen Array; adding Mind Reading + Drain (Will) as APs. Buying Snare as an AP on her Mystic Light array.

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

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

[b][u]Power Level[/u]:[/b] 12 (184/185PP)

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

[b][u]Unspent PP[/u]:[/b] 1

[b][u]Progress To Platinum Status[/u]:[/b] 35/120 (Gold achieved with [url=http://freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad II[/url])


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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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


[hr][/hr]

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

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

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

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

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

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

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

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

[b]Shapeshifter Baggage[/b] Starlight's mass is more or less constant. While she can increase or decrease her density to take a larger or smaller form, she can't take truly huge or tiny forms, and no matter what her size she will always weigh the same.



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

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 20 (+5)

Charisma: 18 (+4)



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

Initiative: +7

Attack: +4, +10 Mystic Light Array

Grapple: +4, +17 Movable Create Object

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

Knockback: -5, -15 against energy effects



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

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

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

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

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



[b][u]Skills[/u]:[/b] 84R= 21PP

Bluff 8 (+12)

Concentration 10 (+14)

Diplomacy 6 (+10)

Disguise 9 (+13/+38 with Morph, +43 as Starlight)

Intimidate 8 (+12)

Knowledge (Arcane) 3 (+5)

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

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

Knowledge (Theology & Philosophy) 3 (+5)

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

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

Perform 6 (Piano) (+10)

Perform 6 (Singing) (+10)

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



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

Accurate Arrack

All-out Attack

Attack Specialization (Mystic Light Array) 3

Connected (Albright Institute)

Dodge Focus 6

Improved Initiative

Luck 3

Move-By Action

Power Attack

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

Startle

Uncanny Dodge (Auditory)



[b][u]Powers[/u]:[/b] 2 + 20 + 9 + 5 + 3 + 28 + 10 + 6 = 83PP


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


[b]Gruen Array 9.5 ([/b]19PP, [i]Feat:[/i] Alternate Power[b])[/b] [20PP]

[array][u]BE:[/u] [b]Morph 5 ([/b]Any humanoid; [i]Extra:[/i] Duration [Continuous]; [i]Feats:[/i] Precise, Quick Change 2[b])[/b] [18PP] + [b]Feature 1 ([/b]Sound Mimicry[b])[/b] [1PP] [19/19PP] (Alien) (Shapechanging)

[u]AP:[/u] [b]Mind Reading 10 ([/b][i]Extra:[/i] Action [Move/Standard], [i]Flaw:[/i] Range [Touch][b])[/b] + [b]Drain Will 10 ([/b][i]Extra:[/i] Alternate Save/Will[b])[/b] (Mental Assault) [15/19PP][/array]


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


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


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


[b]Mystic Light Array 11 ([/b][i]Feats:[/i] Alternate Power 6[b])[/b] [28PP] (Magic & Light)

[array][u]BE:[/u] [b]Blast 10 ([/b][i]Feats:[/i] Affects Insubstantial 2[b])[/b] {22/22}

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

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

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

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

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

[u]AP:[/u] [b]Snare 10 ([/b][i]Feat:[/i] Reversible[b])[/b] [21/22] (Solid Light Shackles)[/array]


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


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



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


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



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

[pre]ATTACK          RANGE     SAVE                          EFFECT

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

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

Create Object   Ranged    DC 17 Reflex                  Trapped

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

Mental Assault  Touch     DC 20 Will                    Drain (Will)/Mind Reading

Snare           Ranged    DC 20 Reflex (Staged)         Trapped[/pre]



[b][u]Totals[/u]: Abilities (28) + Combat (16) + Saving Throws (18) + Skills (21) + Feats (21) + Powers (82) - Drawbacks (3) = 181/185 Power Points[/b]

MIND CHANGED by GIZMO

Posted

Autopsied by Cape

 

Revenant

A massive 15 point's I've finally go around to spending

+2 Wisdom
+2 Charisma
+1 Reflex
+4 Skill (16R)
Bluff +2
Diplomacy +4
Gather Information +1
Investigate +2
Knowledge (Arcane) +1
Knowledge (Streetwise) +3
Notice +2
Sense Motive +1
Increase Impervious Toughness to 6
Super-Sense-+3 (Detect Magic [Visual])
Increase Super-Strength to 3

Add Bloodhound Detective Agency to Affiliations


[floatr][/floatr]Player Name: Tiffany Korta
Character Name: Revenant
Power Level: 14 (210/210PP)
Trade-Offs: None
Unspent PP: 0
Progress To Silver Status: 60/90

In Brief: Once she was a brave lawyer that did her duty, and paid the ultimate price. Now she carries on that duty from the “other sideâ€.

Alternate Identities: Lucy Harker
Identity: Public, but thought dead
Birthplace: Freedom City
Occupation: Lawyer
Affiliations: Bloodhound Detective Agency
Family: Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased)

Age: 115 (DoB: May 26th 1897)
Apparent Age: 30
Gender: Female
Ethnicity: Undead
Height: 5’3â€
Weight: 125 lbs.
Eyes: Black
Hair: Black

[floatl][/floatl]Description: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.

Power Descriptions: 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.


History: 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.

Personality & Motivation: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 defense 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 on the prosecuting lawyer…

Complications
A woman out of her time: 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.
Dining on Ashes: Her undead state has dulled her sense of touch, smell and taste. Only strong smells and tastes well even register as being there.
(Grand)Father-in-Darkness: 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.


Abilities: 20 + 4 - 10 + 8 + 6 + 8 = 36PP
Strength: 30 (+10)
Dexterity: 14 (+2)
Constitution: -- (-10)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 18 (+4)


Combat: 20 + 20 = 40PP
Initiative: +6
Attack: +10 base, +12 unarmed
Grapple: +22 (Base Attack + 10, Strength +10, Super Strength +2)
Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed
Knockback: -8


Saving Throws: 0 + 8 + 7 = 14PP
Toughness: +12 (- Con, +12 Protection); Impervious 5
Fortitude: - (-)
Reflex: +10 (+2 Dex, +8)
Will: +10 (+3 Wis, +7)


Skills: 68RP = 17PP
Bluff 11 (+15, +19 w/ Attractive)
Diplomacy 11 (+15, +19 w/ Attractive)
Gather Information 6 (+10)
Investigate 4 (+8)
Knowledge (Arcane) 6 (+10)
Knowledge (Business) 4 (+8)
Knowledge (Civics) 8 (+12)
Knowledge (Popular Culture) 1 (+5)
Knowledge (Streetwise) 6 (+10)
Languages 1 (English [Native], Latin)
Notice 11 (+14)
Sense Motive 7 (+10)


Feats: 7PP
Attack Specialization (Strike) 1
Attractive 1
Dodge Focus 2
Fearless
Improved Initiative 1
Taunt


Powers: 30 + 18 + 32 + 2 + 3 + 2 + 7 = 97PP

Immunity 30 (Fortitude Saves) [30PP]

Protection 12 (Extra: Impervious 6) [18PP]

Regeneration 30 (Recovery Bonus 14 [+9], Disabled 8 [no action] Injured 6 [no action] Resurrection 2 [1 day], Feats: Persistent, Regrowth) [32PP]

Speed 2 ( 25 mph / 250 ft. per move action)[2PP]

Strike 2 (Feats: Mighty) [3PP]

Super-Senses 2 (Darkvision, Detect Magic [Visual]) [2PP]

Super-Strength 3 ( Lifting Strength 45 [Heavy Load : 6 tns] Feats: Groundstrike) [7PP]

Drawbacks: -4PP

Vulnerability (Fire, Frequency: Common, Intensity: Major [x2]) [-4PP]

DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC27 Toughness Damage
Abilities (36) + Combat (40) + Saving Throws (15) + Skills (19) + Feats (7) + Powers (97) - Drawbacks (4) = 210/210 Power Points

Posted (edited)

Bring on the heat death of the universe by Supercape

 

I don't think I'll give refs any trouble with these edits, but if I'm wrong please tell me off and get me to fix it properly!

Fluff

Tweaked costume and physical appearance because a black vest on a black bodysuit looks dumb.

Skills +3PP|+12R

+8 Diplomacy
+4 Gather Information

Feats:

+2 Luck
+1 Defensive Roll
+2 Improved Initiative

Powers:

+1 Alternate Power [Terminus Array]

AP: Drain Toughness 7 (Extras: Affects Objects, Selective, Aura; Power Feats: Slow Fade [5 rounds]) [29/33PP] (Entropic Shroud)

+1 Slow Fade—purchased from unused pp in array, technically free

BP: Disintegration 7 (Flaws: Action [Full]; Power Feats: Accurate 4, Incurable, Slow Fade [5 rounds]) [33/33PP] (Entropic Bolt)

Changed Equipment:

-1 Multi-tool
Why did I give this to her in the first place, anyway?
-2 Protection [brings Reinforced Costume down to Protection 1]
Redundant with defensive roll
+1 Flashlight
For illumination!
+1 Comm Link
For teamwork!
+1 Handcuffs
For justice!

 

Added Drawback

Vulnerability (Daka Crystals, Frequency: Uncommon, Intensity: Moderate [x1.5 DMG]) [-2PP]
Raveled started a tradition of T-babies getting hurt by Daka and I'm going along with it, even if Glowstar's archived! :argh:

Player Name: Freely Seek
Character Name: Warp
Power Level: 10/11 (157/162)
Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC
Unspent Power Points: 5
Progress To Bronze Status: 12/30

In Brief: A teenage girl and emergent mutant of Terminus energies trying to prove she has what it takes to be a hero.

Alternate Identity: Katharine Lilly Shade
Identity: Secret
Birthplace: Normal, Illinois
Occupation: Student
Affiliations: Claremont Academy
Family: Rose Shade (Mother), Alexander Shade (Father), Lyle Shade (Brother)

Age: 16 (DoB: 1997, 3rd of August)
Gender: Female
Height: 5'1"
Weight: 95lb
Eyes: Grey
Hair: Red

Kat's face is rounded and heart-shaped, with a pointed nose and eyes a little too wide for her face. Her rust-red hair, when left free, falls to her shoulders, but usually she ties it with hairband into a tail behind her; her skin is fair and lightly freckled and her eyes are a dull gray. Kat’s a teenager and it shows—her arms and legs have the lean, athletic look of a body honed over a lifetime. Her figure is girlish rather than feminine, slim and slight, made trimmed and lean with all excess burned away.

During day-to-day activities, Kat wears a wide variety of clothes though most often she leans toward the practical, whether jeans or shorts or blouses or hoodies as the year runs through its cycle. She favors browns and reds. While in her capacity as a costumed heroine Kat lets her hair fall free; she sports a close-fitting black full body suit, extending from neck to wrists to ankle, with red boots and dark gloves to top it off. Warp wears a red vest over the rest, with a wavy spiral insignia emblazoned in white across its back.
Power Descriptions:

Warp’s namesake directly relates to her connection to the Terminus, the heart of entropy which lies between all dimensions. She breaks through the barrier between them and moves along the edge where they meet, where distance means something much different, before breaking through the other end. It's painful to watch , as it looks like she is ripping open flesh of reality and leaping through. With a red glow and threads of light-eating darkness Warp can cross great distances, tear open portals and draw reality-dissolving energies out of the void to hurry the end of things.

History:

“ . . . Look at these records. See the way they flare up? That’s terminus energy.â€

“Why didn’t we pick this up beforehand? Does no one remember the invasion?!â€

“Whoever did this, they did it right. Subtle. Somewhere no one would look too close. It was pegged as ordinary cosmic radiation until they found the Shade girl. More important—look at where it’s centered on.â€

“. . . The maternity ward, it’s centered on the maternity ward.â€

“It’s no invasion, but the Shade girl is proof—at that strength and proximity, mutations can still occur, if rarely. Fascinating.â€

“T-babies. Someone’s been making more.â€

“That much is obvious, doctor. What we really need to know is . . . why?â€
 

~o~o~o~o~

There was no clear, dramatic moment when Katharine realized she was special. No epiphany, no realization in the face of adversity. It came in fits and starts, surfacing and falling back below by turns as her nature fought to exert itself more fully. Kat sleep-walked. Sometimes, she woke up in absurd places that she could not explain. Her hands were quick and clever and no sickness kept her down for long. She grew up in Illinois, in Normal Illinois, far from Freedom city. Metahumans and superheroes existed, of course, but they were something that happened to Other People, like hurricanes, like miracles. They didn't come to Normal. Perhaps this explains why no one came to the obvious conclusion. She played in martial arts tournaments in her father's dojo and won a great deal. It was something she did because it made her father smile and she enjoyed the challenge, while it was a challenge, and she learned the strength that comes to people who practice fighting their whole lives. She tried out in plays with the AbNormal Children’s Acting troupe, and loved it. Loved the nervous feeling in her gut before walking out onto a stage, loved looking at the smiling crowd, loved that it was hard. One day, the AbNormal troupe was going to perform a depression era piece, and Kat was going to play a major role as street urchin in Chicago, working her way up. She dreamed of it the night before, and when she woke up she was in a dumpster. In downtown Chicago. In her pajamas. Kat was terrified. Back at home, her parents were terrified. A missing children’s report was filed and some generous soul lent Kat their phone to call 911. The problem was solved before it could make too many waves . . . but Claremont has special sources that kept an eye on these impossibilities.  

~o~o~o~o~

"I'm afraid so, Mr. Shade. As she is now, your daughter is a potential threat. Not just to herself, but everyone around her. She doesn't know what she is, she doesn't know how to control it, and one day she'll hurt someone badly enough that 'I'm Sorry' won't be enough." "Don't make that face; I know you're a good girl. And you can fix this. You just need to learn how." "I represent Claremont Academy. We teach many gifted children like Kat every year; to control their blessings, to be safe, and then go back to living normal lives, if that's what they want." "Thank you. You'll find that your daughter will receive the very best of care. Please sign here."  

~o~o~o~o~

Day after day, Kat struggled to bring her power under control, working day in and day out with specialists to help master herself. Kat's parents made noise about moving to Freedom city and finding new jobs to be there for their daughter. But they never did. Heroes were something that just didn't happen in Normal, but in Freedom . . . they were everywhere. One by one the Kat's irregularities were singled out and brought under her control, and she wondered, surrounded all the while by young superheroes making a name for themselves . . . what would she do with it? Personality & Motivation: Some might say that Kat has a strong presence and they're not wrong; so she’s loud, her gestures huge, even her stance is wide, like she’s claims the ground she stands on. It’s an act, or it was an act that Kat kept on playing for so long that she forgot how to be anything else; she's always concerned about how people think of her, always worried, but she hides it all behind smiles and scowls and smirks. Forget altruism, forget generosity, and forget justice. Kat knows these well and believes in them and they make her a decent person, but they're not the reason she became Warp. She wants to be something, do something, carve out a niche in the world for herself. She adores praise because it tells her that she's moving in the right direction. Warp might be a hero, but Kat is a girl craving acknowledgment. She’s played countless heroes, gone through the motions, said their witty-one liners and listened to the crowd cheer. Now? She wants more than to pretend. She wants to be one. Powers & Tactics: The way Kat makes use of her powers depends mostly on how she conceptualizes it; as part of her body. She unleashes bursts from punches and kicks. In any engagement Warp prefers getting up-close and personal and striking down her targets with her bare hands, which her powerset makes quite simple, and when that isn't ideal she can always fall back to hitting hard with entropic blasts from a distance.


Complications: All The World's A Stage: Kat has a flare for the dramatic even when restraint should hold her in check. As Warp she's even worse. I Was Expecting Someone Taller : It is often difficult for Warp to get anyone to take her seriously as a heroine when it looks like a strong breeze could blow her down the road like a tumbleweed. Late T-Baby : Warp's powers come from Terminus influence. It will take more than heroics to overcome the fear and suspicion reserved by the citizens of Freedom City for people like her. Secret Identity : Warp's identity as Katharine Shade is not widely known, and she would prefer it stay that way. Student : At Claremont Academy heroics aren't an excuse to skirt schoolwork. The Show Must Go On : Kat had a great deal of stage training at an early age, and has taken up with an acting group in Freedom. She takes it very seriously. Terminal Terror : Kat has had curiously accurate nightmares about the Terminus for as long as she can remember, and the sight of the Void or an Omegadrone is likely to send her into hysterics. The Omegas : A local and unsavory group of T-babies in Freedom called The Omegas consider Warp something of a misguided sister or daughter. They would like nothing more than to convince the girl that the rest of the world wants nothing to do with her and that she should throw her lot in with them. They know she is Katharine Shade. Abilities: 6 + 8 + 6 + 0 + 8 + 8 = 36PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +12 Attack: +5 Base, +13 Unarmed, +13 Entropic Bolt Grapple: +16 Defense: +14 (+5 Base, +9 Dodge Focus), +2 Flat-Footed Knockback: -3/-1 Saving Throws: 4 + 6 + 4 = 14PP Toughness: +6 (+3 Con, +2 Defensive Roll +1 Armor), +4 Flat-Footed Fortitude: +7 (+3 Con, +4) Reflex: + 10 (+4 Dex, +6) Will: +8 (+4 Wis, +4) Skills: 64R = 16PP Acrobatics 8 (+11) Skill Mastery Bluff 12 (+16) Skill Mastery Concentration 8 (+12) Diplomacy 8 (+12) Disguise 6 (+10) Gather Information 4 (+8) Notice 8 (+12) Skill Mastery Perform [Acting] 4 (+12) Sense Motive 6 (+10) Skill MasteryFeats: 32PP Attack Specialization (Unarmed) 4 Challenge (Fast Feint) Defensive Attack Defensive Roll Dodge Focus 9 Elusive Target Evasion 2 Equipment 1 Improved Critical (Unarmed) 2 Improved Initiative 2 Luck 2 Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Stunning Attack Takedown Attack Taunt Uncanny Dodge (Auditory) Equipment: 1PP = 5EP
Commlink [1EP] Flashlight [1EP] Handcuffs [1EP] Reinforced Costume: Protection 1 [1EP]
Powers: 5 + 36 + = 41PP Strike 4 (Power Feats: Mighty) [5PP] (Martial Arts Training) Terminus Array 17.5 (33PP Array; Power Feats: Alternate Power 4, Drawbacks: Power Loss [Daka Crystals, -1) [36P]
BP: Disintegration 7 (Flaws: Action [Full]; Power Feats: Accurate 4, Incurable, Slow Fade [5 rounds]) [33/33PP] (Entropic Bolt) AP: Teleport 8 (2000 Miles; Extra: Portal, Accurate; Flaws: Long-Ranged), [32/33PP] AP: Teleport 14 (1400' / 2 Billion Miles; Power Feats: Turnabout, Change Direction, Change Velocity, Progression 2 [500lbs]) [33/33PP] AP: Drain Toughness 7 (Extras: Affects Objects, Selective, Aura; Power Feats: Slow Fade [5 rounds];) [29/33PP] (Entropic Shroud) AP: Dimensional Pocket 10 (100000lbs [50 Tons]; Flaws: Limited [No Attack]; Power Feats: Quick Change 2) [12/33PP]
Drawbacks: -2 Vulnerability (Daka Crystals, Frequency: Uncommon, Intensity: Moderate [x1.5 DMG]) [-2PP] DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC18 Toughness Damage (Physical)
Martial Arts Strike Touch DC22 Toughness Damage (Physical)
Stunning Attack Touch DC17 Fortitude Stun/Daze/Unconscious
Entropic Bolt Ranged DC17 Fortitude Drain Toughness
DC22 Toughness Damage (Energy)
Entropic Shroud Aura DC17 Fortitude Drain Toughness
Totals: Abilities (36) + Combat (20) + Saving Throws (14) + Skills (16) + Feats (32) + Powers (41) – Drawbacks (2) = 157/162 Power Points Edited by Supercape
Posted

SHOT BY SUPERCAPE

 

Blue Jay

:arrow: Added Complication, Wrathful.
:arrow: 1 PP into Feats, buying Ranged Pin.
:arrow: 2 PP into Skills, buying 8 ranks of Swim.

Player Name: Raveled
Character Name: Blue Jay
Power Level: 11 (167/173PP)
Trade-Offs: +5 Attack / -5 Damage with Bow & Quiver, +1 Defense / -1 Toughness
Unspent Power Points: 6
Progress To Platinum Status: 23/30

In Brief: A refugee from the Terminus, fighting for a beautiful world as hard as she can.

Alternate Identities: Antoinette Baudin, 'Tona'
Identity: Secret
Birthplace: Maine, North America, Earth-Pastoral (Terminus)
Occupation: Student, superhero
Affiliations: Claremont Academy
Family: Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father)

Description:
Age: 16 (DoB: March, 1996)
Gender: Female
Ethnicity: French/Native American
Height: 5' 2"
Weight: 120 lbs
Eyes: Blue-green
Hair: Brown

Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets. When trouble threatens she pulls on a sleeveless Claremont uniform, complete with domino mask and gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk.

Power Descriptions: Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her costume provides more protection than modern mil-spec body armor while breathing like Egyptian cotton. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people.

History: Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds.

Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray.

In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war.

Personality & Motivation: Antoinette is a driven, boisterous woman, given to action and energy. She can come across as ten pounds of energy in a five pound bag, always moving and eager to be doing rather than waiting. When bad luck strikes, she very publicly tries to push past her misfortune without letting it drag her down, but secretly she has a sniper's perfectionist nature and can obsess over failures to an unhealthy degree. Those who get to know Tona may realize that her energy can get desperate, even manic at times. She has lived her entire life under the specter of imminent, bloody death, and she still believes in squeezing every last drop of enjoyment from a day because tomorrow she may die. This also means she doesn't always fully consider the consequences of her actions.

Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. While she tries to maintain a cheery disposition even in battle, secretly she's scared of not living up to her own notion of this world's heroes: she knows they've fought (and slain!) Omega, and while Tona has had great success sniping Omegadrones from afar she doesn't know yet if she can measure up. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failing at her life's work.

Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and either open up with full Power Attack, or hit them with a couple acid arrows.

Complications:
Secret Identity Tona strives to keep her life separate from her actions as Blue Jay.
Hatred Tona hates the Terminus like only one who has lived there can.
Luddite Upbringing Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her.
Ammunition Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out.
Wrathful Blue Jay was one of the heroes replaced by the Curator in preparation for the Day of Wrath. While she has been officially declared free of all charges, her public image may not be so easy to repair.


Abilities: 10 + 14 + 6 + 2 + 4 + 0 = 36PP
Strength: 20 (+5)
Dexterity: 24 (+7)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 10 + 12 = 22PP
Initiative: +15
Attack: +5 Base, +9 Melee, +15 Unarmed, +15 Bows
Grapple: +20
Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -4, -1 Flat-Footed


Saving Throws: 5 + 5 + 5 = 15PP
Toughness: +9 (+3 Con, +6 Defensive Roll), +3 Flat-Footed
Fortitude: +8 (+3 Con, +5)
Reflex: +12 (+7 Dex, +5)
Will: +7 (+2 Wis, +5)


Skills: 120R = 33PP
Acrobatics 8 (+15) Skill Mastery
Climb 10 (+15) Skill Mastery
Concentration 7 (+9)
Craft (Mechanical) 4 (+5)
Disable Device 9 (+10)
Escape Artist 8 (+15)
Knowledge (Life Sciences) 4 (+5)
Languages 2 (Algonquin, French [Native], English)
Medicine 8 (+10)
Notice 13 (+15) Skill Mastery
Search 9 (+10)
Sense Motive 13 (+15)
Sleight of Hand 3 (+10)
Stealth 13 (+20) Skill Mastery
Survival 13 (+15)
Swim 8 (+13)


Feats: 43PP
Acrobatic Bluff
Attack Focus (Melee) 4
Attack Specialization (Bows) 5
Attack Specialization (Unarmed) 3
Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)
Defensive Roll 3
Dodge Focus 5
Equipment 0 (+1 Bronze)
Evasion 2
Favored Enemy (Robots)
Favored Environment (Forest)
Hide in Plain Sight
Improved Critical 2 (Bows)
Improved Initiative 2
Improvised Tools
Luck
Move-By Action
Power Attack
Ranged Pin
Skill Mastery (Acrobatics, Climb, Notice, Stealth)
Takedown Attack
Track 3 (Full Speed; Visual)
Uncanny Dodge (Auditory)

Equipment: 1PP = 5EP
[equip]Commlink [0EP]

Binoculars [1EP]

First-Aid Kit [1EP]

Flashlight [1EP]

Handcuffs [1EP]

Mini Tracer [1EP][/equip]

Powers: 17 + 1 = 18 PP

Device 4 (20 PP, Hard to Lose, Feat: Subtle [Collapsible]) [17PP] (Bow & Quiver)
[device]Bow Array 7.5 (15 PP, Feat: Alternate Power 4, Improved Range 1 [1 000 ft]) [20PP]
[array]BE: Blast 2 (Extra: Autofire [5], Feat: Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Flurry)

AP: Blast 2 (Extra: Area [Targeted, Shapeable], Selective, Feat: Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Progression 2 [Area, 10 5' Cubes], Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Against the Crowd)

AP: Drain Toughness 5 (Extra: Affects Objects [+1], Ranged) [15/15PP] (Acid Arrow)

AP: Snare 5 (Extra: Contagious) [15/15PP] (Glue Arrow)

AP: Leaping 1 (x2, Move action, Extra: Linked [Speed, Super-Movement, +0]) [1PP]
+ Speed 1 (10 MPH, Extra: Linked [Leaping, Super-Movement, +0]) [1PP]
+ Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [Leaping, Speed, +0]) [4PP]
[6/15PP] (Magnetic Grapple Arrow)[/array][/device]
Feature 1 (Temporal Inertia) [1PP]


Drawbacks: 0 = 0PP


DC Block:
[pre]ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 20 Toughness (Staged) Damage (Physical)
Arrow Flurry Ranged DC 20 Toughness + Autofire (Staged) Damage (Physical)
Arrow Against the Crowd Ranged/Area (Shapeable) DC 20 Toughness (Staged) Damage (Physical)
Acid Arrow Ranged DC 15 Fortitude Drain Toughness
Glue Arrow Ranged DC 15 Reflex Ensnared[/pre]


Abilities (36) + Combat (22) + Saving Throws (15) + Skills (33) + Feats (43) + Powers (18) - Drawbacks (0) = 167/173 Power Points

Posted (edited)

ZOOMED IN, BY SUPERCAPE

 

 

Velocity

Velocity updates: Mainly this will be spending the 14 pp she has earned, but I also will be doing a bit of shifting of some things to better fit her concept.

1) Spending 3 pp to move some of the Super Movement out of the array and into a stand alone power.

Super Movement 3 Wall Running 2 [Flaw: Only while moving]; Water Running [Flaw: only while moving]) [3 pp]

2) Spending 1 pp on a new power:

Super Strength 1 (Flaw: Limited only to carrying capacity up to heavy load; Hvy load: 200 lbs) [1 pp]

The idea behind this power is that it allows her to pick up something (or someone) up to the Max load for her 10 Str, but still be able to move pretty quickly.

3) Spending 2 pp to increase Quickness and Speed (1 pp each), bringing both up to 10.

 

4) Adding +1 BAB to bring her up to PL 14 cap.

 

5) Increasing Con by 2.

 

6) Adding a rank of Dodge Focus.

 

7) Adding Benefit (Freedom League Member)

8) The remaining 2 pp will be used as part of a reworking of her Super Speed Array.

As part of this, I am dropping the 3 ranks of Attack Specialization, and, along with 1 unspent pp, adding those points into the array as well.

The last unspent pp will be add a new Alt power to the array.

 

Also bumping up Strike and Sonic Boom to meet her new PL cap (there are excess points in the array that allow that).  Also changing the feats in the Strike power, as she never really uses Takedown 2 (and doesn't quite need it with the new selective area attack), so I am adding Stunning Attack, giving her another option when using the Strike power.

The new array looks like this (changes or additions are underlined):

Super Speed Array 15 (30PP Array; Feats: Alternate Power 5) [35PP]
BP: Strike 14 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {22/30}
AP: Sonic Boom (Blast) 14 (Extra: 65-ft. Area Burst; Flaw: Range/Touch) {28/30}
AP: Maximum Velocity: Quickness 3 (13 total: x25,000) and Speed 3 (13 total: 100,000 MPH) and Super Movement 5 (Permeate 3 [Flaw: only while moving]; Sure-Footed 2) {13/30}
AP: Insubstantial 4 (Affected by Vibration effects) {20/30}
AP: Rapid Fire: Blast 8 (Extra: Autofire; Feats: Accurate 4 (+8 hit)) {28/30}
AP: Rapid Attack: Damage 8 (Extra: 200-ft. Targeted Area Burst; Selective; Feat: Accurate 4 (+8 hit); Progression 2 (x5 Area)) {30/30}

Velocity (PL 14) – Thevshi
 http://www.freedomplaybypost.com/uploads/gallery/album_7/gallery_517_7_14369.png
Player Name: Thevshi
Character Name: Velocity
Power Level: 14 (204/210PP)
Trade-Offs: -2 Toughness/+2 Defense
Unspent Power Points: 
Progress To Gold Status:  60/90
 
Old character sheet is here.
 
In Brief: Archetypical speedster.
 
Alternate Identity: Megan Howell
Identity: Secret
Birthplace: Freedom City
Occupation: College Student
Affiliations: Freedom League Reservist
Family: Donald Howell (father); Erin Howell (mother); Samantha Howell (sister); Jason Howell (brother)
 
Age: 21 (July, 1991)
Gender: Female
Height: 5' 5"
Weight: 105 lbs
Eyes: Blue
Hair: Blonde (in costume wears a brown wig)
 
Megan has always been an attractive girl, one of those lucky ones who seemed to completely skip the awkward teenage stage.  Now she has matured into a very stunning young woman, with a lean and tone body that still has plenty of curves.  While she has long had a taste for the more expensive end of fashion, since attending Yale, she began wearing more moderately priced clothes around campus and has continued to do so in more general casual situations since returning to Freedom City.
 
As Velocity, her costume is a yellow, form-fitting bodysuit with thin black and white checkered strips running down the arms and legs.  She also wears yellow gloves and boots, and a small utility belt in which she carries a few things, such as steel ball bearings which she throws at supersonic speeds.  In addition, she covers most of her head in a yellow mask, leaving only the lower part of her face exposed.  To further conceal her identity, a brunette wig extends out of the back of the mask.  Hi-tech, mirrored goggles cover her eyes and part of the upper half of her face.
 
Power Descriptions:
 
Megan has the ability to move at many times the speed of sound, her speed allowing her to run across water, up the sides of buildings, and even vibrate fast enough to pass through walls. Her speed goes beyond just movement, with Megan able to perform tasks that might take a normal person an hour in a few seconds.
 
History:
 
Megan is the youngest child of Donald and Erin Howell, both parents coming from old money families (Donald's is from Boston while Erin's is from Freedom City). Her father is currently the chair of the corporate law practice group of Hartford, Grayson & Cole, Freedom City's largest law firm. Her mother is a well known philanthropist, involved in a number of charitable foundations around the city. Megan grew up in North Bay, where her parents have a very large home. Her childhood years were filled with numerous gymnastics and dance classes, which lead her to cheerleading when she attended the exclusive private high school, North Bay Academy.
 
Early in her Sophomore year, Megan was on a field trip to Astro Labs when a supervillain tried to steal some invention or another. During the chaos of the battle with a superhero that arrived to stop the theft, Megan was exposed to some chemicals which granted her superspeed. It was not long before Megan was using her new found powers to help people and fight crime under the identity of Velocity.
 
While her activities were initially restricted to North Freedom and parts of downtown, in her Senior year of high school Velocity found herself involved in more and more encounters with supervillains. At the same time she began teaming up with more of the other superheroes in Freedom City, even having chances to work with some of the members of the Freedom League. After stumbling across a plot by the Tyranny Syndicate to replace various key and influential people in Freedom City with their duplicates from the Syndicate's dimension, Velocity teamed up with Raven to put a halt to the Syndicate’s plan, and in the process took down Johnny Speed, the Syndicate's version of Johnny Rocket.
 
Velocity was extended an invitation to join the Freedom League and accepted the invitation, even as she finished high school and began attending college at Yale University. While easily able to quickly travel from New Haven to Freedom City when needed, the stress that being called away to missions, often in other parts of the world, placed on any attempt to have even a semblance of a "normal" college experience began to wear on Megan. She had herself placed on reserve status with the League, and briefly associated with a group of Freedom City based heroes, the Interceptors, but that proved short lived, as she soon choose to try to focus more on college.
 
However, Megan soon found she could not so easily set aside her identity as Velocity. Attempting to live life at a more normal pace (save for studying) soon had Megan feeling as if she was going to go insane from boredom. Once again she began making outings as Velocity, generally basing her activities around New York City to keep any attention off New Haven. As most of these outings were random good deeds and non-superpowered crime stopping, it was easier to develop the balance in her life that had existed at the start of her career.
 
Last year Megan had the opportunity to spend a year abroad, studying at the University of Cambridge. While in England, Megan reconnected with a young member of the British nobility with whom she had had a brief fling in Ibiza during her pre-college European vacation with a pair of high school friends. By Megan's standards, their renewed relationship was a long one, but it came to its inevitable end when Megan was unable to explain a several day absence when Velocity had been called up by the Freedom League to help with a mission.
 
After finishing her year at Cambridge, Megan has returned to the United States, and is now in her last year at Yale.  She managed to arrange that the bulk of her credits for her last semester at Yale would be covered by a internship with Summit Transnational Group’s corporate headquarters in Freedom City.  She has a couple of seminars, which she mainly attends via teleconference, and really only has need to be up in New Haven once or twice a week.
 
Personality & Motivation:
 
Megan has always been something of an overachiever, exactly what one would expect given her highly successful parents, not to mention two accomplished older siblings. While certainly one to have fun when she can, Megan has a strong work ethic along with a desire to help others. Outgoing and confident, she has little trouble in most social settings.
 
As Velocity Megan has a chance to cut loose and be more carefree and impulsive. Begin a superhero gave her the opportunity to stop bad guys, crack jokes while doing so, and help people along the way. While time and experience has tempered this with a bit more seriousness, she still presents an overly energetic and free spirited persona.
 
Powers & Tactics:
 
Speed is Megan's primary tactic, allowing her to almost always react before anyone else, make an attack, and be gone and out of sight before most would even realize she has even moved. Her powers provide her an array of offensive abilities, from being able to throw punches at supersonic speeds to being able to generate a localized sonic boom that can be rather destructive. 
 
While speed and agility are Megan's primary defense, she is much tougher than she looks, a side effect of her body having adapted to being able to move at such high speeds.
 
Complications:
Secret Idenity: Megan has long sought to keep her identity as Velocity secret to protect those she cares about.
It Can Be a Lonely Road: The list of relationship wrecked by Megan’s vague excuses about her mysterious disappearances from dates, parties and the like is far too long.
Where do I go from here?: As Megan nears the completion of her undergraduate degree, a number of choices lie before her: going to work in the financial/business world; MBA or law degree programs; following in her mother’s footsteps in philanthropic work.  And then of course there is always the option of dedicating more time to refocusing on her superhero identity.
 
Abilities: 0 + 8 + 6 + 6 + 2 +8 = 30PP
Strength: 10 (+0)
Dexterity: 28 (+9) [18 (+4)] (Enhanced Stat)
Constitution: 26 (+8) [16 (+3)] (Enhanced Stat)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 18 (+4)
 
Combat: 12 + 20 = 32PP
Initiative: +45
Attack: +6,  +14 w/Strike, Rapid Fire, Rapid Attack
Grapple: +6
Defense: +16 (+10 base, +6 Dodge Focus)(+5 flat-footed) 
Knockback: -6, -4 flat-footed
 
Saving Throws: 4 + 5 + 7 = 16PP
Toughness: +12 (+8 Con, +4 Defensive Roll); +7 flat-footed
Fortitude: +12 (+8 Con, +4)
Reflex: +14 (+9 Dex, +5), Evasion 2
Will: +8 (+1 Wis, +7)
 
Skills: 72R = 18PP
Acrobatics 14 (+23)
Bluff 4 (+8, +12 w/ Attractive)
Diplomacy 4 (+8, +12 w/ Attractive)
Drive 2 (+11)
Gather Information 8 (+12)
Kn: Business 7 (+10)
Kn: Civics 4 (+7)
Kn: Current Events 2 (+5)
Kn: History 2 (+5)
Kn: Physical Sciences 2 (+5)
Kn: Pop Culture 5 (+8)
Notice 8 (+9)
Perform: Dance 10 (+14)
 
Feats: 18 PP
Attractive 
Benefit 3 (Wealth 2/Rich; Freedom League Member)
Connected
Defensive Attack
Defensive Roll 2
Dodge Focus 2
Elusive Target
Evasion 2
Luck 1
Move By Action
Power Attack
Uncanny Dodge (sight)
Well Informed
 
â€Equipment 0PP = 0EPâ€]
 
Powers: 10+10+13+10+10+3+1+35 = 92 PP
 
Enhanced Constitution 10 [10PP]
 
Enhanced Dexterity 10 [10PP]
 
Enhanced Feats 13 (Dodge Focus 4, Improved Initiative 9 [+36]) [13PP]
 
Quickness 10 (X2,500) [10PP]
 
Speed 10 (10,000 MPH) [10PP]
 
Super Movement 3 Wall Running 2 [Flaw: Only while moving]; Water Running [Flaw: only while moving]) [3PP]
 
Super Strength 1 (Flaw:Limited only to carrying capacity up to heavy load; Hvy Load: 200 lbs) [1PP]
 
Super Speed Array 15 (30PP Array; Feats: Alternate Power 5) [35PP]
BP: Strike 14 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {22/30}
AP: Sonic Boom (Blast) 14 (Extra: 65-ft. Area Burst; Flaw: Range/Touch) {28/30}
AP: Maximum Velocity: Quickness 3 (13 total: x25,000) and Speed 3 (13 total: 100,000 MPH) and  Super Movement 5 (Permeate 3 [Flaw: only while moving]; Sure-Footed 2) {13/30}
AP: Insubstantial 4 (Affected by Vibration effects) {20/30}
AP: Rapid Fire: Blast 8 (Extra: Autofire; Feats: Accurate 4 (+8 hit)) {28/30}
AP: Rapid Attack: Damage 8 (Extra: 200-ft. Targeted Area Burst; Selective; Feat: Accurate 4 (+8 hit); Progression 2 (x5 Area)) {30/30}
 
Device 1 (Visor; 5PP Container; Flaws: Hard-to-lose) [4PP]
[device]Super-Sense 5 (Extended for normal vision, Infravision, Ultravision, Radius for all vision) {5/5}[/device]
 
Drawbacks: 0 
 
DC Block
ATTACK        RANGE   SAVE           EFFECT
Unarmed       Touch   15/Toughness   Bludgeoning Damage
Strike        Touch   29/Toughness   Damage (crit 18-20)
Rapid Fire    Ranged  23/Toughness   Damage (up to DC 27 w/autofire)
Sonic Boom    Touch   29/Toughness   Sonic
Rapid Attack  Touch   23/Toughness   Bludgeoning Damage
 
Totals: Abilities (30) + Combat (32) + Saving Throws (16) + Skills (18) + Feats (18) + Powers (92) + Devices (4) = 210/210 Power Points
Edited by Supercape
Posted (edited)

DRIPPED BY SUPERCAPE

 

Tsunami

A much easier update for Tsunami, spending her 10 pp.

1) Spending 2 pp to pick up Attack Focus: Melee (this requires her to make an unarmed trade off of +2 Atk/-2 Damage)

2) Spending 3 pp on skills:
Climbing 2 (+4) (new)

Notice +2 (for 6 (+10) total)
Sense Motive 6 (+10) (new)
Survival 2 (+6) (new)

 

3) Spending 5 pp to pick up immunity to damage from the Water descriptor (a common descriptor).

Tsunami (PL 10)
Player Name Thevshi
Character Name: Tsunami
Power Level: 10 (160/160PP)
Trade-Offs: Unarmed: -2 damage/+2 attack
Unspent Power Points:
Progress to Gold Status: 10/90 (Silver Status earned with Velocity)
 
In Brief: Asian water controller on the run from her criminal family. 
 
Alternate Identity: Giang Trang; Xian Lou Khan
Identity: Secret
Birthplace: Unknown
Occupation: Student
Affiliations: Claremont Academy
Family: Kong Zi Khan (father); mother unknown; four half-siblings
 
Age: 17 (DOB: 10//4/1995)
Gender: Female
Height: 5’ 3â€
Weight: 95 lbs
Eyes: Light Brown
Hair: Black
 
Giang has a light build and is very petite, standing about 5’ 3†and weighing a little under a hundred pounds.  She has shoulder length black hair that is usually worn in a ponytail and light brown eyes.  She has a somewhat youthful beauty.
 
Growing up in Vietnam, she wore rather plain clothing. Since being relocated to Freedom City, she has been provided more typical American teen clothing, though she tends to stick with nondescript and functional attire.  She has not yet selected a costume for superheroics. 
 
Though not regularly visible, Giang has a series of tattoos that cover much of her upper back.  In the center is the I Ching trigram for water, Kan.  Four pinyin characters are arranged around the trigram.  Directly above the trigram is Shui, the pinyin character for Water.  To the left and right are the pinyin characters for the two Celestial stems associated with Shui, ren and gui.  Directly below the trigram is the pinyin character for Xuan Wu, the Black Tortoise, the Celestial creature associated with Shui.  Arranged around these central tattoos are the seven pinyin characters for the seven “mansions†(or Chinese constellations) associated with Xuan Wu.  Giang has had these tattoos for as long as she can remember, and they have remained clear and precise as if they were freshly applied. 
 

 
Power Descriptions:
 
Giang has the ability to control water.  In addition to being able to move up to 50 tons of water, she can project powerful blasts of water, create objects of ‘solid’ water and even dehydrate people by removing water from their bodies.  She is also able to breathe underwater and survive the cold and extreme pressure of the ocean depths. 
 
Water Control Giang’s ability to control water is subtle, only visible to those with Magic or Mental supersenses. 
 
Forcefield Giang’s forcefield is a shimmering sheen of water that covers her. 
 
Friction Control Giang covers an area in a sheen of very slippery water.
 
Create Object (solid water) Giang is able to create objects formed from water.  The objects are very clearly made of water, but they are solid enough to stand or sit on, and touching them does not disturb their smooth surface. 
 
History:
 
Giang grew up in a small remote village on the banks of the Dan river in the northern part of Vietnam, though she often felt that she and her parents were somewhat out of place in the village.  While most of the villagers’ lives involved the constant toil of farming, her parents did not seem to do any work, and had a much larger home than the rest of the village.  In addition, while she learned to speak Vietnamese, along with English and Cantonese, the primary language spoken in her family’s home was Mandarin. 
 
Giang’s parents kept her generally isolated from the other children in the village.  Instead, her life was a regimented series of private lessons and training.  In addition to her language training, she studied the works of Sun Tuz, the history of China and Southeast Asia (with particular focus on the history and tactics of Genghis Khan), as well as the teachings of Confucius, Buddhism and Taoism.  She received martial arts training in Vovinam (the national martial art of Vietnam) and Wushu.   When her abilities to control water emerged during adolescence, her training helped to provide her focus and control of her powers.
 
Shortly after her seventeenth birthday, Giang’s parents took her out of the village, and Vietnam, for the first time.  They traveled to Hong Kong, where Giang was introduced to a man who claimed to be her true father, Kong Zi Khan.  Kong Zi told her that their family were descendants of Genghis Khan, settling in China during the Yuan Dynasty established by Kublai Khan.  After the end of the Yuan Dynasty, the family’s fortunes had waxed and waned, at times they were advisors to emperors, at others outcasts and members of the criminal underworld.
 
In the early part of the twentieth century, her great-grandfather had been the head of a major criminal organization in southern China.  When Dr. Sin began his rise to power, Yu Qian Khan choose to voluntarily join the Doctor’s organization, becoming one of his chief lieutenants.  The family’s service to Dr. Sin continued over the next ninety years.  However, the family never forgot their own aspirations or desire for power.
 
Kong Zi informed Giang that she was part of the family’s plans to recover its former glory.  Giang and her four older half-siblings represented the five phases (or elements) of the Wu Xing: wood, fire, earth, metal and water.   Now that Giang was old enough to join her half-siblings, together they would be a formidable force to advance the family’s ambitions.
 
Giang, or Xian Lou Khan as Kong Zi addressed her, was shocked by these revelations.  Not only had she learned that the Trangs were not her parents, instead merely Kong Zi’s operatives tasked with raising her, but her ‘father’s’ ambitions and goals were counter to much of what the teenager had internalized during her years of training.  While she knew she should respect her elders, she did not want to be part of any plans for conquest or criminal activity. 
 
Initially playing the role of the submissive daughter, Giang was soon able to escape from Kong Zi.  She managed to stow away aboard a cargo ship bound for Singapore, where she managed to survive on the streets for a number of weeks. 
 
Eventually, some of Kong Zi’s other operatives caught up with her.  Giang attempted to escape again, and fortunately, Raven intervened helping to defeat Kong Zi’s men.  After hearing Giang’s story, Raven was suspicious, not entirely certain this was not part of some plot by Dr. Sin.  However, Raven ultimately decided she could not just leave the teenager to survive on her own and took Giang back to Freedom City with her.  While neither Raven nor Headmaster Summers fully trust Giang, they placed her at Claremont to give her a chance to prove herself, and allow them to keep a close eye on her.
 
 
Personality & Motivation:
 
Giang generally projects a calm and thoughtful demeanor.  Years of meditation and study have taught her to be centered and focused.  She seeks to follow the main principle of Vovinam, expressed by the common salutation for its students: “Iron Hand over benevolent heart,†striving to better herself and her control of her powers in order to not only help herself, but also be able to help others live in peace and harmony. 
 
Powers & Tactics:
 
Giang often concentrates on fighting defensively initially, providing her an opportunity to study the situation.  She will then use her various powers as appropriate to the circumstances. 
 

Complications:
Family Legacy: Giang’s family has a long history as part of the Asian criminal underworld.  There are many who could be aware of some of her family’s activities, or alleged activities, and be hesitant to trust her because of that.
Wayward Daughter: Giang has rejected and fled from her father and family.  They would very much like to find her and attempt to bring her back into the fold.
It is Just Business: Dr. Sin has often allowed some degree of in-fighting between his key lieutenants, both to help keep them from plotting against him and to weed out those unworthy to serve him.  As such, some of the Dr’s other lieutenants could see capturing Giang as a way to gain leverage against her father, or a way to weaken him if they were to kill her.
The Doctor is in: There is always the possibility that Dr. Sin might take an interest in Giang, either to determine what her father has been up to, or for reasons entirely his own.
Fish Out of Water: Given her upbringing, Giang is completely unaccustomed to American culture, let alone that of the American teenager.
 
Abilities: 4 + 8 + 6 + 4 + 8 + 6 = 36PP
Strength: 14 (+2)
Dexterity: 18 (+4)  
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 16 (+3)
 
Combat: 12 + 12 = 24PP
Initiative: +8
Attack: +6; +8 Melee; +12 Unarmed; +10 Blast; +10 Dehydrate
Grapple: +8
Defense: +10 (+3 flat-footed)
Knockback: -5
 
Saving Throws: 4 + 5 + 4 = 13PP
Toughness: +10 (+3 Con, +2 Defensive Roll, +5 Forcefield)
Fortitude: +7 (+3 Con, +4)
Reflex: +10 (+4 Dex, +5)
Will: +8 (+4 Wis, +4)
 
Skills: 68R = 17PP
Acrobatics 8 (+12)
Climbing 2 (+4)
Concentration 6 (+10)
Kn: History 6 (+8)
Kn: Tactics 6 (+8)
Kn: Philosophy and Religion 6 (+8)
Kn: Streetwise 3 (+5)
Languages 3: (Mandarin native): English, Cantonese, Vietnamese
Notice 6 (+10)
Search 4 (+6)
Sense Motive 6 (+10)
Stealth 2 (+6)
Survival 2 (+6)
Swimming 8 (+10)
 
Feats: 17 PP
Attack Focus: Melee 2
Attack Spec (Unarmed): 2
Defensive Attack
Defensive Roll
Dodge Focus 4
Environmental Adaptation (Water)
Evasion
Improved Block
Improved Initiative
Improved Trip
Luck
Power Attack
 
Powers: 4+3+5+6+5+2+30 = 55 PP
Supersense Detect: Water (mental) (Ranged, Accurate) [5PP]
 
Immunity 3 (High Pressure; Breath Underwater; Cold environmental condition) [3PP]
 
Immunity 5 (Damage: Water) [5PP]
 
Swimming 6 [100 MPH] [6PP]
 
Forcefield 5 [5PP]
 
Supermovement (Water Walking) [2PP]
 
Hydrokinetics Array (26PP Array; Feats: Alternate Power 4) [30PP]
BP: Water Control 12 [Able to move up to 50 tons of water] (Feats: Subtle; Precise) {26/26}
AP: Blast 10 (Feats: Penetrating 2; Knockback 2; Accurate 2) {26/26}
AP: Friction Control 8 (40’ area; Decrease friction, Reflex save to avoid trip) {24/26}
AP: Dehydration Damage 8 (Extras: Ranged; Alt Save: Fortitude; Feats: Accurate 2) {26/26}
AP: Create Object (solid water) 12 (Feat: Precise) {25/26}
 
Drawbacks: -5 PP
Vulnerable: Earth/Rock Effects (Common/Mod +50%) [-3PP]
 
DC Block]/u]
ATTACK               RANGE       SAVE          EFFECT
Unarmed (normal)    Touch       17/Toughness  Bludgeoning Damage
Blast               Range       25/Toughness  Damage (Water)
Dehydration         Range       23/Fortitude  Damage (Dehydration)
Friction Control    Perception  18/Reflex     Trip
 
Totals: Abilities (36) + Combat (24) + Saving Throws (14) + Skills (17) + Feats (17) + Powers (50) – Drawbacks (3) = 160/160 Power Points
Edited by Supercape
Posted

Burned by Supercape

 

Catalyst
Do, do, do, 2pp, going into exotic saves, one for Reflex the other for Fortitude. Also, new complication, Caution Flamable, half of Catalyst's ammunition is in fact incredibly flamable.

[floatr][/floatr]Player Name: Aoiroo
Character Name: Catalyst
Power Level: 10 (150/150PP)
Trade-Offs: +5 Attack / -5 Damage, +2 Defense / -2 Toughness
Unspent PP: 0
Progress To Platinum Status: 30/120 (Gold Status earned with Silhouette)

In Brief: Chemical weapon user with a paintball gun and good aim.

Alternate Identity: Jasmine Benoit
Identity: Secret
Birthplace: St. John, New Brunswick, Canada
Occupation: Lab Assistant
Affiliations: Franklin & Wesler Co.
Family: Laurette Benoit (Mother), Jackson Benoit (Father), Hazel Benoit (Sister [Younger])

Age: 27 (DoB: November 2nd 1983)
Gender: Female
Ethnicity: Haitian / French Canadian
Height: 5'8"
Weight: 145 lbs.
Eyes: Brown
Hair: Black

Description: 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).

Power Descriptions: 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.

History: 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.

Personality & Motivation: 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.

Powers & Tactics: 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.

Complications:
Can't See Without Them: Jasmine is very far-sighted and has to wear glasses(as a chemist contacts are dangerous).
Caution Flamable: Because of their composition, Catalyst's snare, pepperspray rounds, and mustard gas are all incredibly flamable.
Family: 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.
Nine-To-Five: Jasmine maintains a regular work schedule as a lab assistant, this sometimes takes priority.
Secret: Her idenity is secret, as she has taken some steps like tinting the glass on the face mask to insure.
Sleep Deprivation: Jasmine has a hard time just saying no, and does have the tendency to spread herself too thin.


Abilities: 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)


Combat: 10 + 8 = 18
Initiative: +14
Attack: +5 Melee, +9 Ranged, +15 Paintball Guns
Grapple: +4
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -3, -1 Flat-Footed


Saving Throws: 6 + 6 + 3 = 15PP
Toughness: +8 (+2 Con, +4 Defensive Roll, +2 Undercover Shirt), +4 Flat-Footed
Fortitude: +8 (+2 Con, +6)
Reflex: +8 (+2 Dex, +6)
Will: +7 (+4 Wis, +3)


Skills: 56R = 14PP
Computers 4 (+8)
Craft (Chemical) 11 (+15) Skill Mastery
Drive 5 (+7)
Knowledge (Life Sciences) 1 (+5)
Knowledge (Physical Sciences) 11 (+15) Skill Mastery
Knowledge (Technology) 6 (+10) Skill Mastery
Languages 1 (English [Native], French)
Notice 6 (+10) Skill Mastery
Medicine 1 (+5/+7 with Mastercraft Medical Tools)
Sense Motive 6 (+10)
Stealth 4 (+6)


Feats: 37PP
Assessment
Attack Focus (Ranged) 4
Attack Specialization (Paintball Guns) 3
Defensive Roll 2 (+4 Toughness)
Dodge Focus 8
Equipment 7 (35EP)
Improved Initiative 3
Inventor
Luck 2
Power Attack
Precise Shot 2
Quick Draw
Skill Mastery (Craft [Chemical], Knowledge [Physical Sciences], Knowledge [Technology], Notice)
Uncanny Dodge (Auditory)

[equip]Equipment: 35EP
1 + 1 + 1 + 1 + 1 + 1 + 3 + 26 = 35EP

Blue Tooth [0EP]
Cell Phone [0EP]
Fire Extinguisher [1EP]
Flash Goggles [1EP]
Gas Mask [1EP]
Handcuffs [1EP]
Laptop [0EP]
Masterwork Medical Tools [1EP]
Mini Tracer [1EP]
Undercover Shirt (Protection 2 [Power Feats: Subtle]) [3EP]

Van (Vehicle) [26EP]
[device]Former Flower Delivery Van

Size: Huge [2EP]
Strength: 35 (Medium Load: 1 ton) [1EP]
Defense: -2 (DC8) [0EP]
Toughness: +14 (+9 Base, +5 Impervious Toughness) [10EP]

Features: [8EP]
Alarm (DC 20)
Computer
Communications
Laboratory
Navigation System (+5)
Power System
Smokescreen
Workshop

Powers: [5EP]
Speed 5 (250mph / 2,500 ft per Move Action) [5EP][/device][/equip]

Powers: 21 + 20 + 1 = 42PP

Device 7 (Paintball Gun, 35PP Container; Flaws: Easy-To-Lose) [21PP]
[device]Paintballs 17.5 (30PP Array; Feats: Alternate Power 5) [35PP]
[array]Base Power: Dazzle 5 (Visual Senses, 500ft Range, Extras: Area [Targeted, Burst], Autofire, Selective Attack Feats: Progression [Area] 4 [250ft radius], Reversible) {30/30}

Alternate Power: Blast 5 (Extras: Autofire Feats: Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2) {25/30}

Alternate Power: Drain Fortitude 5 (Extras: Area [Targeted, Burst], Autofire, Range [Ranged, 500ft], Selective Attack Feats: Progression [Area] 3 [125ft radius], Slow Fade [1 minute]) {30/30}

Alternate Power: Obscure 10 (Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, Extras: Independent; Feats: Slow Fade) {21/30}

Alternate Power: Snare 5 (Extras: Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack) {30/30}

Alternate Power: Stun 5 (Extras: Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack) {30/30}[/array][/device]
Device 5 (Fitted HazMat Suit, 25PP Container; Flaws: Hard-To-Lose) [20PP]
[device]Immunity 10 (Chemical Effects, Eye and Lung Irritants, Suffocation [Gases]) [12PP]

Immunity  (Electricity Damage, Fire Damage, Radiation Effects Flaws: Limited [Half]) 10PP

Super-Senses 3 (Counters Obscure [Visual, "Fog"], Infravision) [3PP][/device]
Speed 1 (Training; 10 MPH / 100ft Per Move Action) [1PP]


Drawbacks: -0PP
None


DC Block:
[pre]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[/pre]

*Up to DC22, DC 17 with Autofire


Abilities (24) + Combat (18) + Saving Throws (15) + Skills (14) + Feats (37) + Powers (42) - Drawbacks (0) = 150/150 Power Points
  • 2 weeks later...
Posted

FROZEN BY SUPERCAPE

 

Temperance

 

-2 PP to boost Attack to +5 (+9 Aquatic Mastery)

-2 PP to boost Defense to +9 (+5 Base, +4 Dodge Focus)

-3 PP added to Aquatic Mastery to boost it to PL9 damage caps, and 1 PP to add a Transform (states of water) power. 

-3 PP to add a Flight power. 

-1 PP to boost FORT to +7.

-1 PP to buy Luck 2.

 

So, 13 points total.

 

 

Player Name: Trollthumper

Character Name: Temperance
Power Level: 9 (133/133 PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Platinum Status: 13/120 (Gold Status earned with Nick Cimitiere)

In Brief: Daughter of a water elemental turned urban heroine with a sideline in spiritual matters.

Alternate Identity: Eliza Oxum
Identity: Secret
Birthplace: Freedom City, NJ
Occupation: Student
Affiliations: The Court of Tides (Father's Court)
Family: Julia Oxum (mother, fortune teller), Michael Oxum (father, dockworker/water elemental)

Description: When in civilian clothes, Eliza usually wears jeans, sneakers, and sweatshirts - nothing too different from the rest of her peer group. As Temperance, her clothing tends towards dark navy shades - a navy peacoat over dark blue body armor and Doc Martens, coupled with a mask made from opaque blue ice to conceal her identity.
Age: 16 (DoB: August 3rd, 1995)
Apparent Age: 16
Gender: Female
Ethnicity: Black
Height: 5'8"
Weight: 110 lbs.
Eyes: Black
Hair: Blue

Power Descriptions:
All Powers - Water, Ice, Magical, Spiritual
Blast w/ Autofire - Temperance causes water to swirl about her, then freeze into hail stones. The hail stones launch towards the target with the force of a fast ball from a professional pitcher. (+Bludgeoning)
Snare - The water that swirls around Temperance coalesces around a target, then freezes solid. (+Entrapment)
Trip - The ground area Temperance frosts over in patches, making it hard to retain balance.
Move Object - Temperance raises her hands, and water surges forth from whatever holds it.

History:
Eliza's parents were always open with her, willing to tell her what she needed to know. The fact that, at a young age, she quickly cottoned to the fact that her "imaginary friends" might not be so imaginary likely had something to do with that. When she was seven, her mother and father sat her down and told her about how they'd really met. Eliza had always known that her father worked at the docks of the Waterfront. What she learned that day was that he wasn't human. He was a water elemental, a high-ranking member of the Court of Tides. Such spirit courts moved invisibly through the fabric of the earth, of it but hidden from it. Michael - whose real name was the thunder of a wave crashing against a cliff - had his eyes on the human world, and in watching the Boardwalk, had taken a shine to Julia, who read cards and palms for tourists. The two enjoyed a whirlwind romance that never faltered, even when Michael revealed what he really was. With the (begrudging) approval of his Court, the two were wed. The matter of Eliza's birth resulted in some consternation - the purists of the various Courts were unsure about spirits siring children with mortals, saying the results could be dire - but their complaints were nothing to the couple as they beheld their beautiful daughter for the first time.

As far as Julia and Michael know, they gave birth to a perfectly normal girl, putting to rest the concerns of Michael's colleagues. But unbeknownst to them, Eliza has inherited her some of her father's power. After a lot of practice with glasses, bathtubs, and one embarrassing incident with the kitchen sink, she's attained fairly solid control over water and its various states. She's out to make a name for herself on the streets of Freedom, cleaning up her community and making sure that humanity remains in balance with the spirits.

Personality & Motivation: When on the streets, Temperance embodies the term "sangfroid." Her speech is flowery, poetic, but still cold and pointed. She has a tendency towards theatricality and brusqueness, but always shows other heroes warmth. Out of costume, she's much more upbeat, active, and friendly, though quick to jump in and defend others or her beliefs.

Powers & Tactics:
Temperance usually needs water in some form to influence her powers, which is why she carries a Camelback under her pea coat to provide her with enough water to form into projectiles, black ice, and other armaments. While she can call water that she perceives, she hasn't reached the point that she can sense its mere presence. She will try to subdue targets by ensnaring them or getting them off their feet, relying on projectiles when little else works.


Complications:
...And Not a Drop To Drink: In an urban environment with full utilities, and with her Camelback with her, Temperance usually has enough water to use her powers. But in an arid, dehydrated environment, she's pretty much out of luck.
Child of Soil, Child of Water: Temperance's dad is a powerful member of the Court of Tides, which means there are a number of water elementals - and other elementals - who have business with him. The fact that Temperance is a "half-breed" is more than enough reason for some of the purists among her dad's kind to take issue with her.
It's Ten O'Clock, Do You Know Where Your Daughter Is?: Temperance is keeping her superhero career hidden from her folks - at least, at first. She's afraid of what her dad might say about the fact that his seemingly normal daughter has inherited his elemental mantle.

Abilities: 0 + 4 + 4 + 2 + 6 + 4 = 20 PP
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 14 (+2)

Combat: 10 + 10 = 20 PP
Attack: +5 (+9 Aquatic Mastery)
Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed
Initiative: +6
Grapple: +4
Knockback: -8/-1

Saving Throws: 5 + 6 + 4 = 15 PP
Toughness: +8/+2 (+2 CON, +6 Protection)
Fortitude: +7 (+2 CON, +5)
Reflex: +8 (+2 DEX, +6)
Will: +7 (+3 WIS, +4)

Skills: 68r = 17 PP
Acrobatics 6 (+8)
Concentration 4 (+7)
Diplomacy 4 (+6)
Gather Information 7 (+9)
Intimidate 8 (+10)
Knowledge (arcane lore) 8 (+9)
Knowledge (current events) 5 (+6)
Knowledge (streetwise) 8 (+9)
Notice 6 (+9)
Sense Motive 6 (+9)
Swim 6 (+6)

Feats: 12 PP
All-Out Attack
Dodge Focus 4
Evasion
Improved Initiative
Luck 2
Power Attack
Uncanny Dodge (audio)
Well-Informed

Powers: 33 + 2 + 3 + 3 + 6 + 2 = 49 PP

Aquatic Mastery, 27 PP Array (Feats: Accurate 2, Alternate Power 4) [33 PP]
BaseBlast 9 (Extras: Autofire 1) [27 PP] “hailstormâ€
Alternate PowerSnare 9 (Extras: Regenerating) [27 PP] “permafrostâ€
Alternate PowerTrip 9 (Extras: Duration [Concentration], Area Shapeable) [27 PP] “black iceâ€
Alternate PowerMove Object 9 (Extras: Area Shapeable, Range [Perception]; Flaws: Limited to Water) [27 PP]
Alternate Power: Transform 9 (states of water) [27 PP]

 

Comprehend (Spirits) 1 [2 PP]

Immunity 3 (cold, high pressure, suffocation from drowning) [3 PP]

 

Flight 3 (50 MPH, Flaws: Platform) [3 PP]

Protection 6 [6 PP]

Super-Senses (Detect Spirits Ranged) 2 [2 PP]

Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
Blast Ranged DC23 Toughness (Staged) Damage (Physical)
Snare Ranged DC18 Reflex 1/2 save
DC18 Reflex (Staged) Ensnared
Trip Ranged DC18 Reflex 1/2 save
DC18 STR, DEX, or Acrobatics Prone
Move Object Ranged DC23 Toughness (Staged) Damage (Physical)


Totals: Abilities (20) + Combat (20) + Saving Throws (15) + Skills (17) + Feats (12) + Powers (49) - Drawbacks (0) = 133/133 Power Points
Posted (edited)

CHANGED BY SUPERCAPE

 

Changeling

 

 

Right, mainly, adding 5 points to her array, a rank of illusion to the base, and selective attack to her Stun and Paralyze, also, changing the personality, complications, and adding to her backstory to reflect her growth over the last two years.

 

Fluff

Etain is very beautiful, even as an infant(which of sort of why she was switched in the first place). She has 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 dark curly hair hasn't seen a pair of scissors since she gotten to earth and is now well past her shoulder and down to her waist. She usually puts it up in a complicated knott, a long single braid, or in costume simply lets it flow down.
She has discarded her original costume and made her own. It consists of a short gold dress with thigh high matching boots and opera gloves. The overcoat is is solid black, and the jewellery is costume jewellery she took a fancy too. She wears a rather pointed golden domino mask but otherwise doesn't make much effect to hid her face.
History:
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. Not that it matters terribly, her living out of a magical mansion, and with her rather wealthy girlfriend Eve Martel has more then made up for the distance. Though it takes a little effort on her part to keep Eve from outright spoiling her. She also takes jobs as a magician for childrens birthday parties, it's not terribly well paying, but it's something she enjoys and can do on her very charismatic talents, even if she does do a little cheating every now and again with her powers.
Personality & Motivation:
Etain has changed considerably since she's gotten here, mostly she's not as distant as she once was. No, she loves meeting new people, making friends and learning about the world around her. She's adapted quickly to modern technologies, for example frequently and agilely uses her cell phone to solve problems, and works well around the limitations her weakness to iron puts her through (though she will never, ever ride elevators). She's also genuinely concerned and interested in keeping people safe, especially from other realmers, she knows exactly what rules they play by, and how a lot of them don't see mortals as anything but trivial bugs under their boots. She's also rather gotten used to the general societial rules of this realm, even if she rarely follows them, and is exceptionally aware of her place and that of magics. She hadn't accepted that it shouldn't be appart of the world, in fact quite the opposite, she now hosts a podcast dedicated to informing and warning people about the properties of magic and those who use it so that those who seek the information would find a more reliable source for it.
Powers & Tactics:
Etain can change the perceptions of the world around her, but she will just as easily intimidate and use the perception of herself to fight. Her looks, and her manner generally do not register as a threat until she has closed the disarming distance and stabbed the person in the chest. Knowing a lot about pain, and battle wounds, she can inflict these onto others easily causing them great pain up to and until the point where they pass out, then the wounds disappear as they were never real to begin with. She will assist greatly with others, providing cover in the form of a thorough concealment that counters against all senses, as well as large scaled detailed distractions. She will also, if she doesn't feel pain is nessicary simply put targets to sleep or lock them in place.
 
Complications:
Anchored: 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.
Blinded by the Light: Etain can get dazzled by sites or persons who exude abnormally large amounts of magic.
Fish Out Of Water: 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.
No Untrue Words Will Escape Thy Lips: 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.

Crunch

Powers: 62 + 4 + 9 = 75PP
Glamour 21.5 (55PP Array, Feats: Alternate Power 7) [62PP]
[array]Base Power: Illusion 11 (All Senses, Extras: Selective Attack, Flaws: Phantasm, Feats: Insidious, Progression [Area] 9 [2500 ft radius]) [55PP]
Alternate Power: Concealment 10 (All Senses, Extras: Area [Cylinder], Affects Others, Flaws: Phantasm, Feats: Close Range, Progression [Save DC] 2 [DC22], Progression 7 [500 Foot Radius], Selective) [41PP]
Alternate Power: Dazzle 14 (Auditory + Visual Senses, Extras: Alternate Save [Will/Will], Feats: Extended Range 3 (1000 ft) Reversible, Selective) [47PP]
Alternate Power: Drain Will 12 + Strike 12 (Extras: Alternate Save [Will], Linked, Feats: Affects Insubstantial 2, Extended Range 2 (100 ft) Improved Critical [19-20], Incurable, Slow Fade, Takedown Attack 2, Variable Descriptor [Bludgeoning, Piercing, Slashing]) [46PP] (Illusiory Mental Weapons)
Alternate Power: Blast 14 (Extras: Alternate Save [Will], Feats: Affects Insubstantial 2, Progression (Range) 3 (1000 ft)) [47PP]
Alternate Power: Nullify 11 (All Mental Effects, Extras: Area [General, Cylinder], Duration [Concentration], Selective Attack, Flaws: Range [Touch], Feats: Progression [Area] 6 [250ft radius]) [50 PP]
Alternate Power: Paralyze 12 (Extras: Area [General, Cylinder], Selective Attack Feats: Progression [Area] 7 [1000ft tall x 500ft radius]) [55PP]
Alternate Power: Stun 12 (Extras: Alternate Save [Will], Area [General, Cylinder], Selective Attack, Sleep, Feats: Progression [Area] 7 [1000ft tall x 500ft radius]) [55PP][/array]

DC Block

DC Block:
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 DC21 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)

 

 

 

Edited by Supercape
Posted

BURNED AGAIN BY SUPERCAPE

 

Catalyst

Two pp, +1 rank of Equipment, with that I'm buying Masterwork Tools Climbing, Infirmary Feature for her car, and throwing knives (Blast 1 PF: Subtle)

Also, buying two ranks of Climb, and adding two ranks to Stealth. Anyway, coded out.

[floatr][/floatr]Player Name: Aoiroo
Character Name: Catalyst
Power Level: 10 (150/150PP)
Trade-Offs: +5 Attack / -5 Damage, +2 Defense / -2 Toughness
Unspent PP: 0
Progress To Platinum Status: 30/120 (Gold Status earned with Silhouette)

In Brief: Chemical weapon user with a paintball gun and good aim.

Alternate Identity: Jasmine Benoit
Identity: Secret
Birthplace: St. John, New Brunswick, Canada
Occupation: Lab Assistant
Affiliations: Franklin & Wesler Co.
Family: Laurette Benoit (Mother), Jackson Benoit (Father), Hazel Benoit (Sister [Younger])

Age: 27 (DoB: November 2nd 1983)
Gender: Female
Ethnicity: Haitian / French Canadian
Height: 5'8"
Weight: 145 lbs.
Eyes: Brown
Hair: Black

Description: 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).

Power Descriptions: 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.

History: 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.

Personality & Motivation: 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.

Powers & Tactics: 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.

Complications:
Can't See Without Them: Jasmine is very far-sighted and has to wear glasses(as a chemist contacts are dangerous).
Family: 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.
Nine-To-Five: Jasmine maintains a regular work schedule as a lab assistant, this sometimes takes priority.
Secret: Her idenity is secret, as she has taken some steps like tinting the glass on the face mask to insure.
Sleep Deprivation: Jasmine has a hard time just saying no, and does have the tendency to spread herself too thin.
Snitch: The reporting of the accident and the law settlement about it has not made her popular at work, they can't fire her without an exceptionally good reason (part of the settlement has a clause about her continued employment), but that doesn't mean they have to like her or let her advance in the company.

Abilities: 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)


Combat: 10 + 8 = 18
Initiative: +14
Attack: +5 Melee, +9 Ranged, +15 Paintball Guns
Grapple: +4
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -3, -1 Flat-Footed


Saving Throws: 5 + 5 + 3 = 13PP
Toughness: +8 (+2 Con, +4 Defensive Roll, +2 Undercover Shirt), +4 Flat-Footed
Fortitude: +7 (+2 Con, +5)
Reflex: +7 (+2 Dex, +5)
Will: +7 (+4 Wis, +3)


Skills: 60R = 15PP
Climb 2 (+2/+4 Mastercraft Climbing Tools)
Computers 4 (+8)
Craft (Chemical) 11 (+15) Skill Mastery
Drive 5 (+7)
Knowledge (Life Sciences) 1 (+5)
Knowledge (Physical Sciences) 11 (+15) Skill Mastery
Knowledge (Technology) 6 (+10) Skill Mastery
Languages 1 (English [Native], French)
Notice 6 (+10) Skill Mastery
Medicine 1 (+5/+7 with Mastercraft Medical Tools)
Sense Motive 6 (+10)
Stealth 6 (+8)


Feats: 38PP
Assessment
Attack Focus (Ranged) 4
Attack Specialization (Paintball Guns) 3
Defensive Roll 2 (+4 Toughness)
Dodge Focus 8
Equipment 8 (40EP)
Improved Initiative 3
Inventor
Luck 2
Power Attack
Precise Shot 2
Quick Draw
Skill Mastery (Craft [Chemical], Knowledge [Physical Sciences], Knowledge [Technology], Notice)
Uncanny Dodge (Auditory)

[equip]Equipment: 40EP
1 + 1 + 1 + 1 + 1 + 1 + 1 + 3 + 3 + 27 = 40EP

Blue Tooth [0EP]
Cell Phone [0EP]
Fire Extinguisher [1EP]
Flash Goggles [1EP]
Gas Mask [1EP]
Handcuffs [1EP]
Laptop [0EP]
Masterwork Medical Tools [1EP]
Masterwork Climbing Tools [1EP]
Mini Tracer [1EP]
Throwing Knives (Blast 1 [Power Feats: Subtle] [3EP]
Undercover Shirt (Protection 2 [Power Feats: Subtle]) [3EP]

Van (Vehicle) [27EP]
[device]Former Flower Delivery Van

Size: Huge [2EP]
Strength: 35 (Medium Load: 1 ton) [1EP]
Defense: -2 (DC8) [0EP]
Toughness: +14 (+9 Base, +5 Impervious Toughness) [10EP]

Features: [9EP]
Alarm (DC 20)
Computer
Communications
Infirmary
Laboratory
Navigation System (+5)
Power System
Smokescreen
Workshop

Powers: [5EP]
Speed 5 (250mph / 2,500 ft per Move Action) [5EP][/device][/equip]

Powers: 21 + 20 + 1 = 42PP

Device 7 (Paintball Gun, 35PP Container; Flaws: Easy-To-Lose) [21PP]
[device]Paintballs 17.5 (30PP Array; Feats: Alternate Power 5) [35PP]
[array]Base Power: Dazzle 5 (Visual Senses, 500ft Range, Extras: Area [Targeted, Burst], Autofire, Selective Attack Feats: Progression [Area] 4 [250ft radius], Reversible) {30/30}

Alternate Power: Blast 5 (Extras: Autofire Feats: Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2) {25/30}

Alternate Power: Drain Fortitude 5 (Extras: Area [Targeted, Burst], Autofire, Range [Ranged, 500ft], Selective Attack Feats: Progression [Area] 3 [125ft radius], Slow Fade [1 minute]) {30/30}

Alternate Power: Obscure 10 (Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, Extras: Independent; Feats: Slow Fade) {21/30}

Alternate Power: Snare 5 (Extras: Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack) {30/30}

Alternate Power: Stun 5 (Extras: Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack) {30/30}[/array][/device]
Device 5 (Fitted HazMat Suit, 25PP Container; Flaws: Hard-To-Lose) [20PP]
[device]Immunity 10 (Chemical Effects, Eye and Lung Irritants, Suffocation [Gases]) [12PP]

Immunity 10 (Electricity Damage, Fire Damage, Radiation Effects Flaws: Limited [Half]) 10PP

Super-Senses 3 (Counters Obscure [Visual, "Fog"], Infravision) [3PP][/device]

Speed 1 (Training; 10 MPH / 100ft Per Move Action) [1PP]


Drawbacks: -0PP
None


DC Block:
[pre]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[/pre]

*Up to DC22, DC 17 with Autofire


Abilities (24) + Combat (18) + Saving Throws (13) + Skills (15) + Feats (38) + Powers (42) - Drawbacks (0) = 150/150 Power Points
  • 2 weeks later...
Posted (edited)

ECLIPSED BY SUPERCAPE

Red Moon

* Removing the English and Russian Languages, replacing them with Lor, Galactic Standard

* Added 2 ranks to Stealth and Knowledge(Galactic Lore)

* Added 1 rank to Reflex and Will.

* Added Improvised Tools and Sneak Attack, EDIT: Switching out Sneak Attack for Defensive Attack.

Player Name: Arichamus

Character Name: Red Moon

Power Level: 10 (150/155PP)

Trade-Offs: None

Unspent Power Points: 5

Progress To Gold Status: 5/30 (Silver Status earned with King of Suits)

In Brief: A Farsider scientist and one-time spy against humanity who accidentally transformed herself into a vampire.

Alternate Identity: Atraxia Falkaet

Identity: Secret, her history and nature are anything but obvious or common knowledge.

Birthplace: Farside City, the Moon

Occupation: Preserver technology researcher, superheroine,

Affiliations: Farsiders, Truth,

Family: (Seda)Mother and (Placil)father(deceased), 3 sisters and brothers.

Description:

Age: 63 (DoB: 1949 )

Apparent Age: 20, age at transformation.

Gender: Female

Ethnicity: Farsider

Height: 6ft. 2in.

Weight: 80Lbs., 120lbs. with the terrasuit Device.

Eyes: Icy blue

Hair: Black

Atraxia outside her specialized costume is a towering and spidery woman with black hair streaked with white, and unblinking eyes that are solid white save for a blue core where the pupil ought to be. Her skin is so pale that the dried, blackened veins and shriveled muscles under it are clearly visible, and it is pulled taut around her bones, producing a singularly morbid appearance. The fangs and claw-like hands don't help, and the harshly croaking voice seals the ugly effect.

The 'terrasuit' she wears does a great deal to hide this, a grey & red mostly skin-tight affair filled out to resemble a normal example of her kind, with a large, opaquely-black helmet covering her head and allowing her to see without being exposed to ultraviolet radiation or the eyes of others. It is studded with small pouches and pockets to accommodate its wearer's impulsive tendency to collect samples of things.

Power Descriptions:

(Descriptors: Psionic, Mutation)

After being blasted by her attempted recreation of the mysterious Moon Stone, Atraxia's body was effectively killed at the same time her soul(or psychic expression) was partially released from it. As a result, she is basically a ghost possessing her deceased body out of both a lack of desire and power to leave it and the desperate hope that this can be permanently reversed somehow. This had the side-effect of unlocking her bizarre latent mutations: the power to attack a living being's soul by partially transferring herself to another dimension(currently she is unaware that this is the realm of Earth-bound spirits), the power to make herself all-but impossible for the unaided eye or ear to observe her as well as being difficult for psychics to detect, a paralytic toxin secreted in her fangs, and the ability to fly through walls, scale any surface, and walk without leaving a trace and temporarily turn her mass into coherent energy for space-flight. Her eyes can penetrate almost any attempt to deceive her, and she has a weak power to tell if psychics are nearby.

Her terrasuit has a built-in translator that enables her to speak and understand any language spoken around her, though its power to translate the written word is a work in progress. The prgram gives her a slightly more normal voice, though it injures that by the breathy translation and disconcerting background noise. Her transformation has not been without ill effects(Atraxia being of the opinion that ALL of the effects it has had are ill), mainly that now she has to contend with dead nerves, the knowledge that if she reveals herself to the light of any sun she will be burned to ashes, an all-consuming need to drink blood.

History:

Born in 1949 during the reign of the last crowned queen and king of the Moon's Farside City, Atraxia was born with a variant of the condition termed 'mind-blindness', which meant she was unable to interact with the minds of others with psionic powers and no psychic could read her own thoughts. In the 1950s she developed an interest in the machines and computers that ran the lunar city, trying to figure out how they worked. Passing from the computers themselves as they revealed their secrets to her inquiring mind to what enabled them to function as they did, she became intrigued by the enigmatic Moonstone, the heart of the Preserver-made city's power and occasional granter and enhancer of psionic abilities. After considerable research in the 1960s, she managed to create a machine that imitated the energy wavelengths used by the small crystal when empowering Farsiders. When struck by the focused beam of power however, instead of the harmless and entirely mental effects it usually has, the imitation Moonstone transformed Atraxia into a hideous monster, the transformation all but killing her body but leaving her mind horribly intact. Yet able to act and think as she did normally, she tried to continue with her work but was hampered by a mysterious withering of her body and a never-ending thirst. After grappling with murderous impulses for over a year, she exiled herself from the city, though unable to journey far from it due to the catastrophic effect ultraviolet rays had on her corpse.

At last her wanderings brought her to a massive network of caves underneath Farside City, in which she found the remnants of a strange civilization. The twisting convex walls were covered with scratched letters in the Farsider language, but even the most recent were of incredible antiquity. In the long years she had she translated the writings, discovering that she was hardly the first to be so deformed. There had been possibly hundreds like her, monsters who had been filled with a terrible hunger for blood and powers that let them creep undetected through the city looking for innocents from whom to drink. All of them had exiled themselves from the city in horror of themselves. They had wandered into the caves and hidden away from the world, trying to find some way to cure themselves of their horrible curse, the powers it granted them no comfort. All had failed, and at the last cast themselves into space to embrace the Sun's rays. Stunned by this revelation, Atraxia sank quietly into despair for over a week, faced with a future that held no hope. Arising with a feverish intensity she experimented with her powers, pushing them as far as they could go, studying their limits, teasing out her weaknesses from observation and the records on the cave walls. At last she returned to the city, only to find it in the hands of Selene, crazed and filled with the power of the Moonstone, having enslaved the city and its people to herself. Nonetheless she went before the queen and asked for help in finding a cure for the affliction she suffered.

Selene recognized the chance she had with the strange creature, and offered Atraxia the task of being her spy against Earth's governments, who had managed to come so far as to land on the Moon itself, in exchange for the queen making the scientists of Farside City find a cure for her. Atraxia had learned in her studies that Earth was the home of brutish barbarians, and that plus the offer of salvation from existence as a walking corpse gave her little reason to say no. She worked hard for the lunar despot, traveling to Earth and slipping through walls to find plans, leaving recording devices in rooms to transmit conversations and teasing out the secrets of the mad Moon queen's supposed enemies. The translation device on the protective suit she used for travel on Earth and between it to the Moon soon revealed to her that the humans of Earth were(by her standards) primitive and aggressive, but they had no hatred for the Farsiders and indeed, no evil intentions for the Moon. She tried to explain this to queen Selene but was furiously charged with treason, and threatened with being cast out of the kingdom forever if she didn't continue her work. A cure was provided when Atraxia became vocally sympathetic to the humans after such long proximity to them, and for the first time in years the miserable Selunite experienced the joys of touch, taste and smell that had eluded her for years. When it began to fail only a month after injection, Selene excused it away as incomplete, promising and eventually supplying another (temporary) cure. This went on for years, until at last Mentac, the last prince of Farside City, returned with the Atom Family and Jack Wolf. Defeating his insane aunt and Atraxia along with the few remaining members of her ill-fated Malfidians, the Selunite royal spared the monster's life when he learned her story, permitting her to go free wherever she wished. Retreating to her old home, she did her best to find work in the city but was continually looked upon with fear and hatred, the knowledge that she hadn't been controlled by the Moonstone marking her as a willing collaborator with the hated Selene, and her abrasive and stand-offish personality did nothing to endear people to her.

Departing from the Moon entirely after finishing her terrasuit, she went to Earth in 2012 to find a purpose. She has some vague idea that she could start to make amends by joining the ranks of Earth's guardians, and set course for Freedom City. Her first fumbling encounters with the city's bizarre criminals behind her she has taken on the name of Red Moon, an ill omen for evildoers everywhere!

Personality & Motivation:

Atraxia was never what one would call a people person. The focus of her life's work was almost always on things, how they work and what they do. Years alone and then working as a spy did nothing for her social skills, leaving her quick-tempered and prone to speaking impulsively when not sullenly holding her tongue. She is deeply self-conscious about her condition and does all she can to disguise what she really is from others. The mysterious place that Earth has proven to be piques her interest, but as a thing to be studied and understood before anything else. When meeting others for the first time they get to experience the joys of a suspicious and haltingly-spoken woman who feels deeply ill-used by the world. Despite all that Axtraxia is earnestly committed to trying to help make the human's world a better place in any way she can, and doesn't hesitate for an instant if there seems to be anything of use she can do. The mystical villains that "exploit the superstition of the ignorant" are to her mind the primary obstacles to human progress, and she devotes herself to combating them.

Powers & Tactics:

Sneaking up behind someone and hitting them from surprise is the only combat tactic Red Moon knows, so she does that.

Complications:

Enemy: Lady Lunar

Habit: Needs blood plasmas to keep at the level of health she considers normal. This might cause difficulties.

Reputation: Willing collaborator with the Moon's despot.

Secret: Vampire

Secret: Identity

Abilities: 2 + 6 -10 + 12 + 2 -2 = 10PP

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: -

Intelligence: 22 (+6)

Wisdom: 12 (+1)

Charisma: 8 (-1)

Combat: 10 + 8 = 18PP

Initiative: +3

Attack: +10 Melee, +5 Ranged

Grapple: +11

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

Knockback: -5

Saving Throws: - + 6 + 8 = 14PP

Toughness: +10 (- Con, +10 Protection)

Fortitude: -

Reflex: +9 (+3 Dex, +6)

Will: +9 (+1 Wis, +8)

Skills: 36R = 9PP

Computers 4 (+10) SM

Craft(Electronic) 4 (+10) SM

Disable Device 6 (+12)

Knowledge(Galactic Lore) 4 (+10)

Knowledge(Physical Sciences) 5 (+11) SM

Knowledge(Technology) 5 (+11) SM

Language 2(Farsider(Native), Galactic Standard, Lor)

Stealth 6 (+9)

Feats: 15PP

Attack Focus(Melee) 5

Defensive Attack

Dodge Focus 6

Improvised Tools

Inventor

Skill Mastery(Computers, Craft(Electronics), Knowledge(Physical Sciences), Knowledge(Technology))

Powers: 8 + 40 + 2 + 24 + 10 + 1 + 1 + 11 = 97PP

Device 2(Hard to Lose, 10PP Device)[8PP] Terrasuit

Comprehend 2(Languages; Speak & Understand all)[4PP]

Feature 6(Buys off the Sunlight Weakness)[6PP]

Immunity 40(Fortitude Saves, Mental/Psychic powers)[40PP]

Flight 1(10 MPH)[2PP]

Lunar Vampirism Array 10(20PP Array, Power Feats: Alternate Power 4)[24PP]

Base Power: Strike 10(Extras: Alternate Save(Will)[20PP](Ghostly Claw)

AP: Concealment 7(All Visual Senses, Normal Auditory, All Mental Senses)[14PP](Insidious Step)

AP: Drain Constitution 9(Extras: Linked(Paralyze)[9PP]+Paralyze 10(Extras: Linked(Drain); Flaws: Slow Only)[10PP]=[19PP](Blood-Drain)

AP: Mental Transform 10(Change Memories/Recollection; Extras: Continuous)[20PP]

AP: Super-Movement 6(Permeate 3, Trackless, Wall-Crawling 2)[12PP](Spectral Infiltration)

Protection 10[10PP](Hardened Skin)

Regeneration 1(Resurrection 1/week, not when staked through the heart or beheaded)[1PP]

Space Travel 1(Light Speed)[1PP](Mass-Energy Transfer)

Super-Senses 12(Visual Senses: Counter Concealment, Counter Illusion, Counter Obscure(All Descriptors); Psychic Awareness; Infravision)[12PP]

Drawbacks: (-1) + (-6) + (-2) = -9PP

Disability(No sense of Touch)[-1PP]

Weakness(Sunlight, Destroyed in 10 Rounds; Frequency: Very Common; Intensity: Major)[-6PP]

Vulnerability(Cosmic Energy damage; Frequency: Uncommon; Intensity: Moderate(+1.5 DC))[-2PP]

DC Block

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC16 Toughness(Staged) Damage(Physical)

Drain Touch DC19 Fortitude Constitution(Drained)

Mental Transform Perception DC20 Will Transform

Paralyze Touch DC20 Fortitude Slowed

Strike Touch DC25 Will(Staged) Damage(Physical)

Totals: Abilities (10) + Combat (18) + Saving Throws (14) + Skills (9) + Feats (15) + Powers (98) - Drawbacks (9) = 155/155 Power Points

Edited by Arichamus
Posted (edited)

Mat Drong'd by Supercape

 

hoo boy, doing some Crimson Tiger edits. Boosting her to PL10.
 

Switching some complications around. Dropping the Body Image and New Girl complications, added 'I hate drugs' and 'Reputation' complications.

Increasing strength by 2 points to 24
Increasing Intelligence by 2 points to 12
Increasing Charisma by 2 points to 14

 

Total: Six PP to ability scores

Increasing base attack from 4 to 5
Total: Two PP to base attack

Giving her 9 ranks Each Diplomacy, intimidate, knowledge (streetwise) and search
Total: 9 PP to skills

Getting rid of Blind-Fight
Giving her a new rank in Dodge Focus
No change in Feat totals

Giving her a Grappling Gun with slow fall, swinging and wall crawling
 Total PP: One

Giving her super-senses; Accurate hearing

Total PP: One PP to powers

 

I took away the acute hearing because it's already part of human hearing, instead bought more skills

 

Player Name: Thunder King
gallery_517_7_7706.png

Character Name: Crimson Tiger
Power Level: 10 (149/149)
Trade-Offs: +3 Attack / -3 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Silver Status: 38/60

In Brief: Muay Thai fighting legacy hero

Alternate Identity: Mali Benjawan
Identity: Secret
Birthplace: Freedom City
Occupation: Lives with parents, does chores and responsibilities around the house
Affiliations: Claremont Academy
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 has begun to accept this aspect of herself, and while she isn't going to show off her muscular physique, she's done being ashamed of it.

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 hand wraps, a traditional piece of Muay Thai garb she grabbed for her costume.  The costume is form fitting yet flexible, to allow her to take advantage of her natural agility.

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.
'I hate drugs': Mali loathes drugs and drug dealers even more than most heroes, and opium and opiates even moreso. She will pursue dealers with more passion and aggression than other foes.
Never Again: She hates the thought of hurting people, despite her love of fighting.  These two concepts inevitably clash.
Violence is never the answer (but it sure is fun): Mali loves a good scrap, and unless her foe is clearly beyond her, she'd rather settle things with a fight than with words.
Reputation: There's a new Black Tiger in Thailand, and the criminals know he's not the only one to carry on the legacy. That might cause trouble.

Abilities: 14 + 6 + 6 + 2 + 4 + 4 = 36PP
Strength: 24 (+7)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Combat: 10 + 8 = 18PP
Initiative: +7
Attack: +12 Melee, +4 Ranged +12 Chakram
Grapple: +18
Defense: +11 (+4 Base, +7 Dodge Focus), +2 Flat-Footed
Knockback: -3, -2 flat-footed

Saving Throws: 5 + 5 + 5 = 15PP
Toughness: +7 (+3 Con, +2 Defensive Roll, +2 under-costume), +5 flat-footed
Fortitude: +8 (+3 Con, +5)
Reflex: +8 (+3 Dex, +5)
Will: +7 (+2 Wis, +5)


Skills: 92R = 23PP
Acrobatics 12 (+15)Skill Mastery
Diplomacy 9 (+11)
Drive 8 (+11)
Escape Artist 8 (+11)Skill Mastery
Intimidate 9 (+11)
Knowledge (streetwise) 9 (+10)
Language 1 (English [Native], Thai)
Notice 9 (+11)
 Search 9 (+10)
Sense Motive 9 (+11)Skill Mastery
Stealth 9 (+12)Skill Mastery


Feats: 53PP
Accurate Attack
Acrobatic Bluff
All-Out attack
Assessment
Attack Focus Melee 8
Attack Specialization 4 (Chakram)
Benefit (wealth)
Challenge (Fast Acrobatic Bluff)
Defensive Roll 2
Dodge Focus 8
Elusive Target
Equipment 6
Evasion 2
Fearless
Improved Grapple
Improved Initiative
Luck 2
Move-by action
Paralyzing Attack
Power Attack
Prone Fighting
Set Up
Skill Mastery (Acrobatics, Escape Artist, Sense Motive, Stealth)
Stunning Attack
Takedown Attack 2
Ultimate Effort (Toughness Saves)
Uncanny Dodge (hearing)
    
Equipment 30EP = 6PP

Tigercycle [12EP] Motorcycle
Size: Medium.  Str 20 [2EP], Toughness +8 [3EP]
Features [2EP]
Alarm 2 (DC 25)
Powers [5EP]
Speed 5 (250 mph / 2,500 feet per Move action) [5 EP]

Chakram: Blast 2 (PFs: Mighty 4, Ricochet 1) [9EP]

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

Under-Costume Armor: Protection 3 3EP]


Powers: 1 + 1 + 1= 5PP

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]

Super-Senses (Accurate Hearing) [3PP]


DC Block:
ATTACK               RANGE    SAVE                        EFFECT
Unarmed              Touch    DC 21 Toughness (staged)    Damage (Physical)
Chakram              Touch    DC 22 Toughness (staged)    Damage (physical)
Stunning Attack      Touch    DC 17 Fortitude             Stun
Dazzling Attack      Touch    DC 17 Fortitude             Auditory Dazzle
Paralyzing Attack    Touch    DC 17 Fortitude             Paralyze



Totals: Abilities (36) + Combat (18) + Saving Throws (15) + Skills (23) + Feats (53) + Powers (4) - Drawbacks (0) = 149/149 Power Points

Edited by Supercape
  • 3 weeks later...
Posted

WOVEN BY SUPERCAPE

 

Upgrading Silver Spider to PL 9

Upped strength to 24 and Con to 22

 

Added 8 ranks of stealth

Shuffeled one point out of Acrobatics and into Medicine

 

Added:

A rank to Attack Spec: Web-Array

Beginner's Luck

Eidetic Memory

Two ranks of Luck

 

Bought off the Nightmares drawback

 

Player Name: Azuth65
Character Name: Silver Spider
Power Level: 10 (128/145PP)
Trade-Offs: +2 Attak, -2 Damage (unarmed)
Unspent Power Points: 0
Progress To Silver Status: 25/60

In Brief: Young genius with minor gravity warping powers after a lab accident.

Alternate Identity: Jennifer Owens [Adoptive], Sierra Thomas [Actual]
Identity: Secret
Birthplace: Freedom City, USA
Occupation: Lab Tech, Adventurer-scientist
Affiliations: Owens Enterprises
Family: James (adoptive younger brother), Judy (adoptive younger sister), Marcus (adoptive father), Karen (adoptive mother), Alisha Thomas (Biological Mother, [captured by Omegadrones] deceased), Unknown Biological Father.

Description: Jen sticks to blue jeans and t-shirts most of the year for her casual outfits, when she's in the lab she usually wears a black pantsuit with a light colored blouse and pumps. She lets her hair hang straight to about shoulder length but when she's in the lab it usually gets tied up in a bun.

Her heroic outfit is a silver and blue costume with a web motif across it.
Age: 20 (DoB: January 1st, 1992 [given by Child Protective Services], November 30th, 1991 [Actual])
Apparent Age: 20
Gender: Female
Ethnicity: Black
Height: 5'9â€
Weight: 160lbs
Eyes: Green
Hair: Black

Power Descriptions:
Her gravity altering powers don't give off any visible sign (lights, sounds, etc) when she uses them.

History:

Jennifer's first year on earth was spent with her mother, living in a one-room apartment in the Fens. Her mother worked two jobs to make ends meet. Their life was difficult given she didn't know who the father of her child was and her parents had died years earlier. Still, Alisha felt all she needed was her daughter and everything would be alright.

That dream of hers came to an abrupt end in early fall 1993 when Omega invaded Freedom City. Alisha had been on her way back home with her daughter after a day at the Hanover Zoo when the bus was attacked by Omegadrones. Sierra was stuck near her eye by some of the broken glass as they made their escape. Seeing people dragged away and having caught the attention of one of the drones, Alisha did her best to hide her child in the hollow of a rubble pile before she was dragged away.

When Sierra was found, no records of fingerprints could be found and her mother, having no close friends, didn't have anyone who could identify her. She was entered into the system as 'Doe, Jane' and remained there for several weeks before being adopted by Marcus and Karen.

Her parents own a powerful and successful company, Owens Enterprises, having contracts with dozens of other companies, law enforcement, government, the military, and more researching everything from medicine to weapons to gravitons and their applications.

From a young age Jennifer showed an interest in science and technology. Growing up she routinely won her school's science fairs, as a child she built a robotic cat out of old VCRs and a box of scraps from her dad's company. During the summer break, she'd accompany her father and sometimes her siblings on 'field trips'.

By the age of 16 her custom built motorcycle could hover off the ground and had a force field but due to it being horribly fuel inefficient it was mothballed. At 18 she had a near doctorate education in multiple scientific fields and had been inducted into the Order of the Engineer. At 20 she was splitting her working hours in the labs at O.E. and on various field assignments with her father.

During the Mutagenic outbreak in March 2012 one of the security guards, Steven Barrett, in her wing of the labs had downloaded an assortment of blueprints and stole a few prototypes from the vault. When she tried to stop him she was blasted by a weaponized graviton emitter into a shelf full of chemicals.

After a few days in the hospital she was cleared to go home and resume her routine. The first morning after being released, while practicing her rock climbing for an upcoming field assignment in the Andes in Chile, she jumped to reach one of the higher handholds she liked to use to pull herself up with and ending up clinging to a smooth patch of the wall some fifteen feet up.

After an overwhelming mix of fear and excitement ran their course through her mind, she finally dislodged herself several minutes later. Spending the rest of the day experimenting with her new powers she found what she believed to be her limits. Over the next week she learned how to control the power and made a point during this time to tell no one, going so far as to keep her recordings in a plain notebook.

Planning to keep her powers a secret, she went about her life until some members of The Brotherhood tried to mug her, using weapons obviously made (poorly) as close to the specs from the stolen blueprints. Using a prototype polymer spray and it's launcher she had signed out to work on at home, she tied up the thugs in what looked like a silver spider's web, destroyed their knockoff-weapons, and made an anonymous phone call to the cops from a payphone. It was there she got the idea to use her abilities and scientific ideas on a more localized level.

Personality & Motivation:
Jennifer is normally a friendly soul, lots of smile and jokes.

Her motivation for going out and fighting crime is based on a mixture of guilt over her failure to keep Steven from making off with a bunch of her family's tech and her having taken the Engineer's Oath to heart.

Powers & Tactics:
Silver relies heavily on her web launchers as her gravity altering abilities generally aren't very useful in direct conflict. She also relies on her enhanced speed and agility to quickly find an opening to exploit with her enhanced strength or webs.

Aside from her metahuman abilities, Jenni is a genius and skilled in my scientific fields. With access to the right tools and materials, she can likely whip up an invention to aid in nearly any situation.



Complications:
Enemy: Some of the border patrols around New Freedom were not happy with her and her father's team taking a spacecraft that had crashed close to (but not within) their territory. The leadership might send mercs to take out their frustrations.
Fame: Jennifer Owens is fairly famous, being the oldest child of billionaire, genius, adventurer, philanthropists. It can make her civilian identity a target for kidnappers among other things.
Secret: Identity.



Abilities: 14 + 10 + 12 + 14 + 2 + 2 = 54PP
Strength: 24 (+7)
Dexterity: 20 (+5)
Constitution: 22 (+6)
Intelligence: 24 (+7)
Wisdom: 12 (+1)
Charisma: 12 (+1)


Combat: 8 + 8 = 16PP
Initiative: +9
Attack: +4 Base, +5 Melee, +10 Web-array, +11 Unarmed
Grapple: +12
Defense: +8 (+4 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: -4


Saving Throws: 0 + 1 + 4 = 5PP
Toughness: +8 (+6 Con, +3 [Costume])
Fortitude: +6 (+6 Con, +0)
Reflex: +6 (+5 Dex, +1)
Will: +5 (+1 Wis, +4)


Skills: 68R = 17PP
Acrobatics 4 (+9)
Bluff 8 (+9)
Computers 2 (+9)
Craft (Chemical) 2 (+9)
Craft (Electrical) 2 (+9)
Craft (Mechanical) 2 (+9)
Disable Device 2 (+9)
Investigate 4 (+11)
Knowledge (Earth Sciences) 2 (+9)
Knowledge (History) 2 (+9)
Knowledge (Life Sciences) 2 (+9)
Knowledge (Physical Sciences) 2 (+9)
Knowledge (Technology) 2 (+9)
Medicine 2 (+3)
Notice 9 (+10)
Search 4 (+11)
Sense Motive 8 (+9)
Stealth 8 (+13)
Survival 1 (+4)


Feats: 27PP
Acrobatic Bluff 2
Attack Focus: Melee
Attack Specialization: Web-array 3
Attack Specialization: Unarmed 3
Beginner's Luck
Benefit (Wealth)
Dodge Focus 5
Eidetic Memory
Equipment
Evasion
Improved Initiative
Improvised Tools
Inventor
Luck 3
Move-By Action
Quick Change

 

Costume (Protection 3 [subtle], Commlink)[4EP]

Binoculars [1EP]

Smartphone [0EP]




Powers: 2 + 1 + 6 + 1 + 16 = 26PP

Leaping 2 (x5) [2 pp]

Speed 1 (10 MPH / 100ft/move action) [1 pp]

Super-Movement 3 (Slow Fall, Wall-Crawling 2) [6 pp]

Super-Senses 1 (Danger Sense (mental)) [1 pp]

Device 4 (Web Shooters, 20pp of traits, Hard to Lose) [16PP] (all powers chemical)

Synthetic Webbing 8 (16pp of traits, Power Feats: Alternate Power 2) [18PP]
BP: Snare 8 (Web cocoon) [16PP]

AP: Trip 8 (Power Feats: Improved Trip) (Web line) [16PP]

AP: Dazzle 8 (visual) (Webbing in the Eyes) [16PP]

Super-movement 1 (swinging) [2PP]




DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC22 Toughness (Staged) Damage (Physical)
Snare Ranged DC18 Reflex (Staged) Entangle/Bound
Dazzle Ranged DC18 Reflex (staged) Blinds
Trip Ranged Opposed Check Trip



Totals: Abilities (54) + Combat (16) + Saving Throws (5) + Skills (17) + Feats (27) + Powers (26) = 145/145 Power Points

  • 2 weeks later...
Posted (edited)

Pending queries, pm sent...

 

This edit I'll be funneling a lot of points into one place. Warp's Terminal array is getting beefier by seven power points, and another seven is going into a new power. None of the attack powers are going to be bumped up ranks, mind you, so she's still technically PL 10.

  • First, her disintegrate no longer has the action flaw attached.
  • Second, her drain toughness aura has been upgraded to a corrosion aura, with complementary incurable power feat to bring it into line with the disintegrate.
  • Third, her teleport with the portal add-on no longer exists.
  • Fourth, her regular teleport now has accurate. This brings her rank down from fourteen to twelve, though her effective rank is still 14, for reasons.
  • Fifth, her Terminal Array no longer has the Power Loss drawback. It is now a complication applying to all mutant powers.
  • Sixth, I cut out some superfluous complications that both seemed dumb in retrospect and had never been used in play.
  • Seventh, seven points are going into a teleport outside of her main array. Two ranks, accurate, with turnabout. This stacks with her terminal array teleport, bringing the effective rank to 14.
  • Eighth, to help pay for the loss of the Power Loss drawback, her Vulnerability has been boosted from Moderate to Major.


    Player Name: Freely Seek
    Character Name: Warp
    Power Level: 10/11 (171/171)
    Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC
    Unspent Power Points: 14
    Progress To Bronze Status: 21/30
     
    In Brief: A teenage girl and emergent mutant of Terminus energies trying to prove she has what it takes to be a hero.
     
    Alternate Identity: Katharine Lilly Shade
    Identity: Secret
    Birthplace: Normal, Illinois
    Occupation: Student
    Affiliations: Claremont Academy
    Family: Rose Shade (Mother), Alexander Shade (Father), Lyle Shade (Brother)
     
    Age: 16 (DoB: 1997, 3rd of August)
    Gender: Female
    Height: 5'1"
    Weight: 95lb
    Eyes: Grey
    Hair: Red
     
    Kat's face is rounded and heart-shaped, with a pointed nose and eyes a little too wide for her face. Her rust-red hair, when left free, falls to her shoulders, but usually she ties it with hairband into a tail behind her; her skin is fair and lightly freckled and her eyes are a dull gray. Kat’s a teenager and it shows—her arms and legs have the lean, athletic look of a body honed over a lifetime. Her figure is girlish rather than feminine, slim and slight, made trimmed and lean with all excess burned away.
     
    During day-to-day activities, Kat wears a wide variety of clothes though most often she leans toward the practical, whether jeans or shorts or blouses or hoodies as the year runs through its cycle. She favors browns and reds. While in her capacity as a costumed heroine Kat lets her hair fall free; she sports a close-fitting black full body suit, extending from neck to wrists to ankle, with red boots and dark gloves to top it off. Warp wears a red vest over the rest, with a wavy spiral insignia emblazoned in white across its back.
    Power Descriptions:
     
    Warp’s namesake directly relates to her connection to the Terminus, the heart of entropy which lies between all dimensions. She breaks through the barrier between them and moves along the edge where they meet, where distance means something much different, before breaking through the other end. It's painful to watch , as it looks like she is ripping open flesh of reality and leaping through. With a red glow and threads of light-eating darkness Warp can cross great distances, tear open portals and draw reality-dissolving energies out of the void to hurry the end of things.
     
    History:
     
    “ . . . Look at these records. See the way they flare up? That’s terminus energy.â€
     
    “Why didn’t we pick this up beforehand? Does no one remember the invasion?!â€
     
    “Whoever did this, they did it right. Subtle. Somewhere no one would look too close. It was pegged as ordinary cosmic radiation until they found the Shade girl. More important—look at where it’s centered on.â€
     
    “. . . The maternity ward, it’s centered on the maternity ward.â€
     
    “It’s no invasion, but the Shade girl is proof—at that strength and proximity, mutations can still occur, if rarely. Fascinating.â€
     
    “T-babies. Someone’s been making more.â€
     
    “That much is obvious, doctor. What we really need to know is . . . why?â€
     
    
    
    ~o~o~o~o~
    
    There was no clear, dramatic moment when Katharine realized she was special. No epiphany, no realization in the face of adversity. It came in fits and starts, surfacing and falling back below by turns as her nature fought to exert itself more fully. Kat sleep-walked. Sometimes, she woke up in absurd places that she could not explain. Her hands were quick and clever and no sickness kept her down for long.
     
    She grew up in Illinois, in Normal Illinois, far from Freedom city. Metahumans and superheroes existed, of course, but they were something that happened to Other People, like hurricanes, like miracles. They didn't come to Normal. Perhaps this explains why no one came to the obvious conclusion.
     
    She played in martial arts tournaments in her father's dojo and won a great deal. It was something she did because it made her father smile and she enjoyed the challenge, while it was a challenge, and she learned the strength that comes to people who practice fighting their whole lives. She tried out in plays with the AbNormal Children’s Acting troupe, and loved it. Loved the nervous feeling in her gut before walking out onto a stage, loved looking at the smiling crowd, loved that it was hard.
     
    One day, the AbNormal troupe was going to perform a depression era piece, and Kat was going to play a major role as street urchin in Chicago, working her way up. She dreamed of it the night before, and when she woke up she was in a dumpster. In downtown Chicago. In her pajamas.
     
    Kat was terrified. Back at home, her parents were terrified. A missing children’s report was filed and some generous soul lent Kat their phone to call 911. The problem was solved before it could make too many waves . . . but Claremont has special sources that kept an eye on these impossibilities.
     
    
    
    ~o~o~o~o~
    
    "I'm afraid so, Mr. Shade. As she is now, your daughter is a potential threat. Not just to herself, but everyone around her. She doesn't know what she is, she doesn't know how to control it, and one day she'll hurt someone badly enough that 'I'm Sorry' won't be enough."
     
    "Don't make that face; I know you're a good girl. And you can fix this. You just need to learn how."
     
    "I represent Claremont Academy. We teach many gifted children like Kat every year; to control their blessings, to be safe, and then go back to living normal lives, if that's what they want."
     
    "Thank you. You'll find that your daughter will receive the very best of care. Please sign here."
     
    
    
    ~o~o~o~o~
    
     
    Day after day, Kat struggled to bring her power under control, working day in and day out with specialists to help master herself. Kat's parents made noise about moving to Freedom city and finding new jobs to be there for their daughter. But they never did.
     
    Heroes were something that just didn't happen in Normal, but in Freedom . . . they were everywhere. One by one the Kat's irregularities were singled out and brought under her control, and she wondered, surrounded all the while by young superheroes making a name for themselves . . . what would she do with it?
     
    Personality & Motivation:
     
    Some might say that Kat has a strong presence and they're not wrong; so she’s loud, her gestures huge, even her stance is wide, like she’s claims the ground she stands on. It’s an act, or it was an act that Kat kept on playing for so long that she forgot how to be anything else; she's always concerned about how people think of her, always worried, but she hides it all behind smiles and scowls and smirks.
     
    Forget altruism, forget generosity, and forget justice. Kat knows these well and believes in them and they make her a decent person, but they're not the reason she became Warp. She wants to be something, do something, carve out a niche in the world for herself.
     
    She adores praise because it tells her that she's moving in the right direction. Warp might be a hero, but Kat is a girl craving acknowledgment. She’s played countless heroes, gone through the motions, said their witty-one liners and listened to the crowd cheer. Now? She wants more than to pretend. She wants to be one.
     
    Powers & Tactics:
     
    The way Kat makes use of her powers depends mostly on how she conceptualizes it; as part of her body. She unleashes bursts from punches and kicks. In any engagement Warp prefers getting up-close and personal and striking down her targets with her bare hands, which her powerset makes quite simple, and when that isn't ideal she can always fall back to hitting hard with entropic blasts from a distance.
     
    Complications:
    All The World's A Stage: Kat has a flare for the dramatic even when restraint should hold her in check. As Warp she's even worse.
    Late T-Baby : Warp's powers come from Terminus influence. It will take more than heroics to overcome the fear and suspicion reserved by the citizens of Freedom City for people like her.
    Secret Identity : Warp's identity as Katharine Shade is not widely known, and she would prefer it stay that way.
    Student : At Claremont Academy heroics aren't an excuse to skirt schoolwork.
    Terminal Bleed : Kat's mutant powers rely on the focus and control of Terminal energies through her body. The presence of Daka crystals can dissipate the energies she gathers before she can use them, weakening them at a distance and completely nulling them when left too close to her. 
    The Show Must Go On : Kat had a great deal of stage training at an early age, and has taken up with an acting group in Freedom. She takes it very seriously.
    The Omegas : A local and unsavory group of T-babies in Freedom called The Omegas consider Warp something of a misguided sister or daughter. They would like nothing more than to convince the girl that the rest of the world wants nothing to do with her and that she should throw her lot in with them. They know she is Katharine Shade.
     
    
    Abilities: 6 + 8 + 6 + 0 + 8 + 8 = 36PP
    Strength: 16 (+3)
    Dexterity: 18 (+4)
    Constitution: 16 (+3)
    Intelligence: 10 (+0)
    Wisdom: 18 (+4)
    Charisma: 18 (+4)
     
    Combat: 10 + 10 = 20PP
    Initiative: +12
    Attack: +5 Base, +13 Unarmed, +13 Entropic Bolt
    Grapple: +16
    Defense: +14 (+5 Base, +9 Dodge Focus), +2 Flat-Footed
    Knockback: -3/-1
     
    Saving Throws: 4 + 6 + 4 = 14PP
    Toughness: +6 (+3 Con, +2 Defensive Roll +1 Armor), +4 Flat-Footed
    Fortitude: +7 (+3 Con, +4)
    Reflex: + 10 (+4 Dex, +6)
    Will: +8 (+4 Wis, +4)
     
    Skills: 64R = 16PP
    Acrobatics 8 (+11) Skill Mastery
    Bluff 12 (+16) Skill Mastery
    Concentration 8 (+12)
    Diplomacy 8 (+12)
    Disguise 6 (+10)
    Gather Information 4 (+8)
    Notice 8 (+12) Skill Mastery
    Perform [Acting] 4 (+12)
    Sense Motive 6 (+10) Skill MasteryFeats: 32PP
    Attack Specialization (Unarmed) 4
    Challenge (Fast Feint)
    Defensive Attack
    Defensive Roll
    Dodge Focus 9
    Elusive Target
    Evasion 2
    Equipment 1
    Improved Critical (Unarmed) 2
    Improved Initiative 2
    Luck 2
    Power Attack
    Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive)
    Stunning Attack
    Takedown Attack
    Taunt
    Uncanny Dodge (Auditory)
     
    Equipment: 1PP = 5EP
    [equip]Commlink [1EP]
    Flashlight  [1EP]
    Handcuffs [1EP]
    Reinforced Costume: Protection 1 [1EP][/equip]
     
    Powers: 5 + 7 + 44 + = 56PP
     
    Strike 4 (Power Feats: Mighty) [5PP] (Martial Arts Training)
     
    Teleport 2 (200'; Extras: Accurate; Power Feats: Turnabout) [7PP]
    
    Terminus Array 17.5 (41PP Array; Power Feats: Alternate Power 3 [44P]
    [array]BP: Disintegration 7 (Flaws: Action [Full]; Power Feats: Accurate 4, Incurable, Slow Fade [5 rounds]) [33/33PP] (Entropic Bolt)
     
    AP: Teleport 12/14 (1400' / 2 Billion Miles; Extras: Accurate; Power Feats: Change Direction, Change Velocity, Progression 3 [1000lbs]) [41/41PP]
     
    AP: Corrosion 7 (Extras: Selective, Aura; Power Feats: Slow Fade [5 rounds], Incurable) [37/41PP] (Entropic Shroud)
     
    AP: Dimensional Pocket 10 (100000lbs [50 Tons]; Flaws: Limited [No Attack]; Power Feats: Quick Change 2) [12/41PP][/array]
     
    Drawbacks: -3
     
    Vulnerability (Daka Crystals, Frequency: Uncommon, Intensity: Major [x2 DMG]) [-3PP]
     
    DC Block
    [pre]ATTACK RANGE SAVE EFFECT
    Unarmed Touch DC18 Toughness Damage (Physical)
    Martial Arts Strike Touch DC22 Toughness Damage (Physical)
    Stunning Attack Touch DC17 Fortitude Stun/Daze/Unconscious
    Entropic Bolt Ranged DC17 Fortitude Drain Toughness
    DC22 Toughness Damage (Energy)
    Entropic Shroud DC17 Fortitude Drain Toughness
    DC22 Toughness Damage (Energy)[/pre]
     
    Totals: Abilities (36) + Combat (20) + Saving Throws (14) + Skills (16) + Feats (32) + Powers (56) – Drawbacks (3) = 171/171 Power Points

Edited by Supercape
Posted

NINJA'D BY TROLLTHUMPER

Blodeuwedd

 

Few point's spend and a few little alterations

 

- Added character image (thank you Gizmo)

- As she's just had a birthday upped her age to 17.

- increase Int to 12 [2PP]

- Added 14 rank to skills, 2 in Gather Information, 4 in Knowlegde (Arcane Lore) and add Knowlegde (Streetwise) at 8

- Add Jack-of-all-Trade's to Feats

 

gallery_517_7_29368.png

 

Player Name: Tiffany Korta

Character Name: Blodeuwedd

Power Level: 10 (158/158PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Gold Status: 38/90 (Silver status earned with Revenant)

In Brief: A Welsh Ninja trained since an early age to battle rogue gods and spirits.

Alternate Identity: Cerys Pefr

Identity: Secret

Birthplace: Caerdathyl, Gwynedd, wales

Occupation: Student

Affiliations: Amddiffynnwr O Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes)

Family: None, orphaned at birth

Description:

Age: 17 (DoB: 1st March 1996)

Gender: Female

Ethnicity: Welsh.

Height: 5’7â€

Weight: 125 lbs.

Eyes: Hazel

Hair: 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 with by the order, with the cloak around her and the strange glow of the goggles she can cut quite an imposing sight.

Power Descriptions:

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 do indeed 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 fiber panels there mimetic qualities allow it to alter its appearance to appear as almost any form of clothing.

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

History:

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.

Personality & Motivation:

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.

Powers & Tactics:

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.


Complications:

Ceyrs Matters: 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.

I thank the Lord I’m Welsh: 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.

Secret Identity: 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.

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.

Abilities: 8 + 10 + 8 + 2 + 4 + 6 = 38PP

Strength: 18 (+4)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 16 (+3)

Combat: 16 + 8 = 24PP

Initiative: +9

Attack: +8 Base, +10 Unarmed, +10 Dyrnwyn

Grapple: +11

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

Knockback: -4

Saving Throws: 5 + 3 + 6 = 14PP

Toughness: +9/4 (+4 Con, +4 [Mantle of Tegau Eurfon], +1 [Ffoniwch Eluned])

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

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

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

Skills: 144R = 32PP

Acrobatics 15 (+20) Skill Mastery

Bluff 9 (+11, +18 w/Attractive) Skill Mastery

Climb 7 (+11) Skill Mastery

Diplomacy 8 (+10, +14 w/Attractive)

Disable Device 12 (+13) Skill Mastery

Disguise 4 (+7)

Gather Information 6 (+9)

Intimidate 11 (+14) Skill Mastery

Knowledge (Arcane Lore) 9 (+10)

Knowledge (Streetwise) 8 (+9)

Language 1 (Welsh [Native], English)

Medicine 1 (+3)

Notice 12 (+14) Skill Mastery

Sense Motive 14 (+16) Skill Mastery

Sleight of Hand 11 (+16)

Stealth 15 (+20) Skill Mastery

Survival 1 (+3)

Swim 1 (+5)

Feats: 24PP

Attack Specialization (Unarmed)

Attractive 1

Dodge Focus 6

Elusive Target

Equipment 3

Evasion 2

Hide in Plain Sight

Improved Initiative 1

Interpose

Jack-of-All-Trades

Luck 1

Skill Mastery 2 (Acrobatics, Bluff, Climb, Disable Device, Intimidate, Notice, Sense Motive, Stealth)

Startle

Takedown Attack 1

Uncanny Dodge (Auditory)

Equipment: 3PP = 15EP

Grapple Gun: Super-Movement 3 (Slowfall, Swinging, Wall-Crawling) + Speed 1 [7EP]

Throwing Knives: Blast 2 (Power Feats: Improved Disarm, Mighty 3) [8EP]

Powers: 6 + 4 + 4 + 8 = 22PP

Device 2 (Dyrnwyn "White-Hilt", Magical Sword, 10PP, Flaws: Easy-To-Loose) [6PP]

Damage 6 (Power Feats: Accurate 1, Mighty, Improved Critical [19-20], Weapon Bind) [10PP] (Flaming Sword)

Device 1 (Gwyddbwyll Gwenddoleu ap Ceidio "The Chessboard of Gwenddoleu ap Ceidio", Hi-Tech Goggles with Magical lenses, 5PP, Flaws: Hard-to-Loose) [4PP]

Super-Senses 5 (Darkvision, Detect Magic [Visual]) [5PP]

Device 1 (Llan Tegau Eurfron "The Mantle of Tegau Eurfron", Hi-Tech Body Suit, 5PP, Flaws: Hard-to-Loose) [4PP]

Protection 4 [4PP]

Enhanced Feat 1 (Quick Change) [1PP]

Device 2 (Ffoniwch Eluned "Ring of Eluned", Alien Ring, 10PP, Flaws: Hard-to-Loose) [8PP]

Concealment 4 (All Visual Senses, Power Feats: Close Range) [9PP]

Protection 1 [1PP]

DC Block

ATTACK RANGE SAVE EFFECT

Dyrnwyn Touch DC25 Toughness (Staged) Damage (Physical)

Knives Ranged DC21 Toughness (Staged) Damage (Physical)

Unarmed Touch DC19 Toughness (Staged) Damage (Physical)

Totals: Abilities (38) + Combat (24) + Saving Throws (14) + Skills (36) + Feats (24) + Powers (22) - Drawbacks (0) = 158/158 Power Points

Posted (edited)

Youthed by Supercape

 

Young Britannia

 

- Added back in images and put bracket on end of progress

- raise Reflex and Will Save by 1 [2PP]

- raise Bluff and Diplomacy by 1, add Perform (Dance) at 3 drop Knowledge (Popular Culture) [0PP]

- Drop Attractive and Attack Focus (ranged)

- Increase Enhanced Constitution to 20, increase Dodge Focus (Enhanced Traits) by 1, drop Impervious, drop Attack Focus and Raised Attack Specialization to 3 in Past Lives (Enhanced Traits), rejigged Light Control Array:

 

 

 

Light Control Array  13.5 (23PP, Feats: Alternate Power 4) [27PP]
 
Base Power: Blast 10 (100' Range; Feats: Accurate 3) [23PP] (Burst of Light)

Alternate Power: Dazzle 5 (Visual Senses, 250' Range, 50' Burst Radius; Extra: Area [General, Burst], Selective, Feats: Progression [Area] 1, Progression [Range] 2) [23PP] (Blinding Light)

Alternate Power: Healing 11 (Feats: Regrowth) [23PP]
 
Alternate Power: Light Control 11 (110' Range, slow fade 1 minute; Feat: Slow Fade) [23PP]

Alternate Power: Teleport 9 (20,000 miles as full action, up to 1,000 lbs; Extra: Accurate, Feats: Change Direction, Change Velocity, Progession, Mass 3 Flaw: Long-Range) [23PP]

 

 

gallery_517_7_22756.png
Player Name: Tiffany Korta
Character Name: Young Britannia
Power Level: 10 (143/147PP)
Trade-Offs: none
Unspent PP: 4
Progress To Gold Status: 43/90 (Silver status earned with Revenant)

In Brief: The merger of a young woman and the Spirit of Justice.

Alternate Identity: Agnus Stone (real name), Annice Avebury / Annice Stone (stage names)
Identity: Secret
Birthplace: Glastonbury, Somerset, England, United Kingdom
Occupation: Businesswoman, Pop Star
Affiliations: None
Family: Geri Stone (Mother), Winston Stone (Father)

Description:
Age: 21 (DoB: July 24th 1991)
Gender: Female
Ethnicity: Mixed (Caucasian / Afro-Caribbean)
Height: 6’0â€
Weight: 165 lbs
Eyes: Brown
Hair: Brown

gallery_617_20_58393.png
Agnes is the type of person who tends to stick in the memory whether it’s from large hair, her strong North London accent or her general friendly confident demeanour. She also a naturally cheerful person and her face is almost always lit up by one of her smiles

Agnes is cursed, as she would put it, with a natural ability to look good in just about anything. When not in stage clothes, or doing business, she tends to dress in comfortable, practical clothes without much make-up. Since the full merging between herself and the Spirit she has also grown dramatically in height (she was originally 5’3â€) instead of downplaying this fact she tends to over emphasis the fact with large heeled shoes, normal platforms.

Young Britannia is an extenuation of Agnes’s natural charms. Lit up with an inner light she takes on a timeless quality she carries herself with a more regal bearing, whilst her voice is more commanding with a musical sing song tone. This could easy come across as superior and condescending, but Agnus’s natural cheery demeanour softens this into a much friendlier attitude.

Young Britannia’s costume is a simple jumpsuit in blue emblazoned with the Union Jack. One bar of the cross runs down the middle whilst the other wraps around her waist. Her face is partially covered by an open mask similar to Britannia’s.

Power Descriptions:
When in her Young Britannia form Agnes is bathed in an aura of bright white light, which tends to expand or contract depending on both her moods and the effort required for a task. When she using one of her light based abilities the energies tend to concentrate around that body part, so her hand when she’s throwing blast or her around her legs when in flight.

History:
Unlike most Genius Loci the point when the so called Spirit of Justice came into existence can be pin pointed to a specific moment the 15th of June 1215, the day the Magna Carta was signed. Within this document were the principles of justice for all people regardless of status and social class. Apart from time of country wide crisis when the she has been subsumed into Britannia, the spirit has empowered women down the ages to ensure that justice is served.

Agnes Stone knew none of this; since she was young she’d always wanted to be a singer and she finally got her chance as a contestant on a talent show. At the tender age of eighteen she won the chance to launch a pop career. With a genuine powerful singing voice and a great stage presence she was marked for great things. And with a string of number one hit, in the UK, Annice seemed to be destined for a long and promising career. But the pressure of the career began to get the young star and her behaviour became more and more demanding just as her popularity began to fade.

Hearing that she had been dropped by her label rather than just give up Agnes decided to make a direct appeal to the woman who had help discover her the pop guru Simmone Kowal. As she was about to pitch her plans for revitalizing her career another failed star took more direct approach bursting into the office with a loaded gun. Without a concern for her own safety she attempted to protect Simone and wrestle the gun from the assailant. In the struggle the gun went off grievously wounding Agnes.

Whilst in a coma fighting for her life she was visited by a Spirit of Justice who gave her another chance at life, but that second chance would come with a price. She would have to serve the Spirit of Justice as her host, and whilst her body healed itself the Spirit would be in control of the body. Already feeling guilty over her actions of the last year, and wanting to make amends, Agnes agreed to the offer. Later that day a remarkably recovered Annice checked herself out of hospital and disappeared.

For the next year reports came in from all over the United Kingdom of a strange woman who would turn up out of the blue to help people before disappearing again. Whilst descriptions of the woman and her costume always seemed to vary she always seemed to wear a combination of the colors of the Union Jack. One of the UK tabloids coined the name Young Britannia(s) to describe these women, and title which was rapid adopted.

After this year a much humbler and wiser Agnes returned home to try a rekindle her musical career, whilst beginning her hero career as the newly named Young Britannia. Her career got a boost when a hot young Freedom City producer not only offered her a chance to sing on one of his track but to also buy into his struggling Zenith Studio. Not only did there track do well, opening up new market for her music, she also proved a capable business woman as the studio begun to flourish.

Regally commuting from the UK to Freedom City Agnes soon discovered that her transformation wasn’t quite complete. The year spent under the Spirits control was conceived by her a ritual that allowed the two to combined in way that had rarely happened before. Not only did it allow her finer control of her power it also transformed her until her regular build was the same as that taken on as Young Britannia. The only down side was that prolonged absence from the United Kingdom seemed to sap her powers.

Things look rosy for once with Young Britannia finding her place in both the United Kingdom and Freedom City, whilst Agnes has become a successful business woman on the verge of a new music career. But the shadow of what Annice had become before her fall still hangs over her like a Sword of Damocles.

Personality & Motivation:
Agnes has a cheerful upbeat personality, but also possesses a quick wit and a wicked sense of humour. She’s also fairly laid back; it takes a lot to upset Agnes and she quick to forgive those who do harm against her. Her only true flaw is a tendency to speak her mind even when it would be better to keep her opinion to herself.

At heart Agnes is a good person who whilst she can come over as a little condescending, wants to do what she can to help people. Part of her is afraid that if she loses sight of this she tip back into the selfish self-centred self from her worst excessive of her Annice days.

Powers & Tactics:
Not known as a tactical generous Young Britannia tends to go for simple dependable tactics. If possible she’ll first blind an opponent before attacking them with bolt of light. All if possible from a distance.

She can however adapt rapidly to differing situation and can at time quite creative with her power pushing them to do things they’ve never done before.

 

Complications:
Almost Famous: Whilst Annice was never a big star in the US there are a few who are aware of her song and could recognize her face. This is especially true in Freedom City where the success of her studio has attracted media attention.
For Queen and Country: The Spirit of Justice has strong ties to Britannia and the United Kingdom as a whole. Whilst Agnes can travel freely around the world, if she stays away from the UK for too long her powers begin to fade. In the United States and other Commonwealth counties this is much as six months, whilst in countries hostile to the UK it can be a little as a few days.
Secret identity: Despite the drastic change in height Agnes has still managed to keep her two identities separate.


Abilities: 0 + 2 + 0 + 0 + 4 + 6 = 12PP
Strength: 30/10 (+10/+0)
Dexterity: 12 (+1)
Constitution: 28/10 (+9/+0)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 16 (+3)


Combat: 8 + 6 = 14PP
Initiative: +1
Attack: +4 Base, +4 Ranged, +10 Burst of Light, +4 Melee, +10 Unarmed (Past Lives)
Grapple: +18 up to +22 with Dynamic Super-Strength
Defense: +10 (+3 Base, +7 Dodge Focus), +1 Flat-Footed
Knockback: -5/-0


Saving Throws: 0 + 6 + 5 = 11PP
Toughness: +10/+0 (+10 Con)
Fortitude: +9 (+9 Con, +0)
Reflex: +7 (+1 Dex, +6)
Will: +7 (+2 Wis, +5)


Skills: 24R = 6PP
Bluff 3 (+6)
Diplomacy 3 (+6)
Notice 8 (+10)

Perform, (Dance) 3 (+6)
Perform (Singing) 10 (+13)


Feats: 2PP
Benefit 1 (Wealth 1)
Luck 1


Powers: 11+ 20 + 8 + 20 + 2 + 7 + 27 + 7 = 102PP

Aura of Light Array 4 (8PP; Feats: Alternate Power, Dynamic Power 2) [11PP]

Base Power (Dynamic): Flight 4 (Rank 5 Total, 250MPH / 2,500' per Move Action) [8PP]

Alternate Power (Dynamic): Super-Strength 4 (Lifting STR 50 [Heavy Load: 12 tons]) [8PP]

Enhanced Constitution 20 [20PP]

Enhanced Feats 7 (Beginner’s Luck, Dodge Focus 7) [8PP]

Enhanced Strength 20 [20PP]

Flight 1 (10MPH / 100ft per Move Action) [2PP]

Immunity 7 (Environmental Effects, Suffocation [All]) [7PP]

Light Control Array  13.5 (23PP, Feats: Alternate Power 4) [27PP]
 

Base Power: Blast 10 (100' Range; Feats: Accurate 3) [23PP] (Burst of Light)

Alternate Power: Dazzle 5 (Visual Senses, 250' Range, 50' Burst Radius; Extra: Area [General, Burst], Selective, Feats: Progression [Area] 1, Progression [Range] 2) [23PP] (Blinding Light)

Alternate Power: Healing 11 (Feats: Regrowth) [23PP]
 
Alternate Power: Light Control 11 (110' Range, slow fade 1 minute; Feat: Slow Fade0 [23PP]

Alternate Power: Teleport 9 (20,000 miles as full action, up to 1,000 lbs; Extra: Accurate, Feats: Change Direction, Change Velocity, Progession, Mass 3 Flaw: Long-Range) [23PP]

 

Past Lives Array 3 (6PP Array, Feats: Alternate Power) [7PP]

Base Power: Comprehend 3 (Languages 3 [speak, Understand and Read All]) [6PP]

Alternate Power: Enhanced Feats 6 (Attack Specialization [unarmed] 3, Eidetic Memory, Jack of all Trades, Well Informed) [6PP]

Drawbacks: (0) = 0PP


DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC25 Toughness (Staged) Damage (Physical)
Burst of Light Ranged DC25 Toughness (Staged) Damage (Energy)
Blinding Light Area DC 15 Ref/Fort Blinding

Totals: Abilities (12) + Combat (14) + Saving Throws (11) + Skills (6) + Feats (2) + Powers (102) - Drawbacks (0) = 143/147 Power Points

Edited by Supercape
Posted (edited)

Off to Jerusalem for a spiffy bit of pugilism, by Supercape!

 

Crusader

 

6 PP to spend

-------------------

A nice simple edit--all of his points are going into his Feats!

 

Adding: 

 

Ultimate Effort (Intimidate)
Cunning Fighter [Uses attack bonus instead of Bluff skill for feints; Warriors & Warlocks]
Improved Throw
Defensive Throw [If an opponent attacks and misses, can immediately make a trip attempt at full attack bonus as a free action; Warriors & Warlocks]
Reversal [When escaping from being grappled, can immediately make a grapple check vs. attacker; Warriors & Warlocks]
Unbalancing Strike [May throw an opponent off balance instead of dealing damage (Reflex save vs 10 + damage bonus); Warriors & Warlocks]
Edited by Supercape
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