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Character Edits, v7


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Posted (edited)

Edit on hold per discussion with player by Thevshi

 

Corona

Giving Corona Life Support outside of her suit and some comms, instead.

  • 9 PP into Powers, buying Immunity 9 (Life Support).
  • Losing Immunity (Life Support) from Lor Hardsuit.
  • Adding the Comms array to the Lor Hardsuit.


Player Name: Raveled
Character Name: Corona
Power Level: 10 (159/159PP)
Trade-Offs: +2 Tou/-2 Def
Unspent Power Points: 0
Progress To Platinum Status: 9/120

In Brief: A Lor security officer empowered by weird cosmic experiments. She is assigned to a blue backwater to punish her cowboy ways.

Alternate Identity: Anya Corazon, Aya K'zan
Identity: Secret
Birthplace: Firstdown, Hala
Occupation: Professional superhero, officer of the Outback Overwatch Patrol & Survey, high school biology/botany teacher
Affiliations: Lor Republic, Outback Overwatch Patrol & Survey, Joesph Clark High School
Family: Genus K'zan (father), Mar'as K'zan (mother).

Description
Age: 32
Gender: Female
Ethnicity: Lor, appears Hispanic
Height: 5' 4"
Weight: 135 lbs.
Eyes: Brown/Gold
Hair: Black

Anya Corazon appears to be a young Hispanic woman, with a round, expressive face, dark hair styled in a fauxhawk, and dark, liquid eyes. Her frame is athletic, packed with hard, visible muscle, and she moves with a confident, almost angry gait. She tends to favor anonymous, sturdy clothes, usually jeans, a blouse, and boots. She’s almost always wearing or carrying a messenger bag holding her collapsed hardsuit.

When she uses her powers she begins to glow gold, with the light becoming brighter and harsher as she gets angrier. When she plans to go crimefighting, she dons a Lor hardsuit, a reinforced and battleready spacesuit. The suit is painted shining gold with a scarlet starbust, a neutral cream color showing through where the paint is chipped. She wears a red mask to conceal her identity through the clear faceplate.

Power Descriptions: Corona can manifest a golden-tinged cosmic energy, which she can put to any number of applications. She naturally projects a forcefield micrometers above her skin, which offers better protection than any mortal suit of armor. She can use the energy to supercharge her muscles or focus it into a damaging ray of energy. She can even blast that energy behind herself to fly.

She still possess a hardsuit, a Lor-designed spacesuit designed to withstand the rigors of combat. It can preserve her life in any number of hostile environments, and it contains a direct ansible connection to her spaceship.

As a Lor born on a fully-industrialized world, Aya has the benefit of an optimized genetic code. Normal diseases and toxins barely affect her.

History: Aya K’zan was born on Hala, an old world of the Lor Empire, near the center of their galactic expanse. Her father is one of the Empire’s top scientists and so she was raised as part of the upper class of the Empire, learning duty and loyalty and pride from a young age. When she came of age, instead of going into the Lor-Van Academy she joined the Republic Naval Academy. Her academics drew attention from higher-ups and upon graduation she was invited to join the Republic Investigative Patrol.

The RIP is an investigation and enforcement group with expansive powers within the boundaries of the Republic. As an agent, Aya traveled to the outskirts of the republic and the spires of powers, searching out corruption and treason. She took her job seriously, perhaps too much so; no matter was too small for her attention, and she pushed her authority to the limit pursuing her ideals of justice without regard to rank or connection. It was only a matter of time before she came up against someone powerful.

It was a missing persons case -- a case of missing children, disappearing off the streets of a planetary capital. Aya took charge of the investigation and tracked the disappearances down to a particular corporate lab; she lead the local law enforcement in raiding the structure. Inside were the children and other people, missing vagrants and adolescents written off as runaways.

And there were mercenaries. Aya lead from the front, freeing the civilians and driving the hired guns back. Her zeal caused her to push too far ahead, and her group was ambushed; the local law enforcement with her were killed, but the agent survived. She found her way to the heart of the complex, where she discovered a Senator, hastily destroying the evidence of his involvement! Aya tried to arrest him, but the Senator hit her with a blast of weird cosmic energy from a laboratory projector.

She came to in a hospital. There was no evidence of the Senator’s involvement, but she reported it anyway and insisted on pressing the case. There was a brief trial, one word against another, and the Senator walked off a free man. Aya, having burned the last of her favors, was bounced from RIP to OOPS

The Outback Overwatch Patrol & Survey was intended to keep observation on planets considered too underdeveloped to join the Republic. It is the booby prize of Lor service. The most troublesome assignment was the sector containing the little blue marble known as Earth or Terra. Of course Aya was assigned to Earth. After a month of enduring harassment aboard the blockade ships, she took an identity on the planet.


Personality & Motivation: Aya K’zan is a direct, even forceful woman. She dislikes lies or even elaborate plans, preferring to live her life as a straight line between two point. Some people would claim that she's as graceless as a mad bull, but she prefers to think of herself as cutting through superfluous nonsense. She tends to come off as rather rough and she's not inclined to take less than 100%, but she can be surprisingly gentle to people who are genuinely out of her depth.

Aya's greatest concern is justice, the simple notion that the rules apply to everyone and that everyone will get what they deserve. Trying to shirk your responsibilities or a just punishment is about the worst thing she can imagine.


Powers & Tactics: Aya can talk about escalation backwards and forwards, and follows it to a tee. She'll start by playing nice, then trying to scare opponents into surrendering, and only if that fails will she start fighting. Against baseline enemies she'll stick with grapples and Nauseate to get them to stand down, but against superpowered enemies she'll use every power she has. Once combat starts, though, she focuses on protecting civilians over and above everything else.




OOPS Aya technically has wide-ranging responsibilities as a member of the Outback Overwatch Patrol & Survey. However, Lor tend to disregard OOPS agents and it may take some work for her to get the benefits of her authority.
From Marshal to Park Ranger Aya will talk for length about the important duties of the Outback Overwatch Patrol & Survey, but it is an undeniable step down. Taunting her about it can make her angry and irrational.
For Great Justice! Whether it’s the rule of the law, karma, or comeuppance, Aya has always been focused on balancing the scales.
Responsibilities Aya is first and foremost an agent of the Lor Republic, but she is also a high school biology teacher and she doesn’t enjoy shirking any of her responsibilities.
Superior Lor Et Cetera Aya is loyal to the Republic through and through, and tends to trust Lor technology and Lor opinions above anything else.
Like Pulling Teeth As a RIP agent Aya clashed several times with the Maw, a nasty group of smugglers and mercenaries without a moral between them. If they knew she was essentially operating alone, they would doubtless use the opportunity to get their revenge.
Like a Shining Star Corona's powers all involve her glowing like a flashlight. Whenever she's actively using her powers, stealth is all but impossible for her.
Prejudice Aya has worked for the Lor Republic all her life, and is extremely loyal to it. She will have a very negative reaction to any of the traditional enemies of the Lor, such as the Grue or members of the Khanate.
One Against Many Perhaps the strongest emotional reaction Aya has is towards the Communion. That happens when a species wipes out your government, homeworld, and family.


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


Combat: 12 + 16 = 28PP
Initiative: +7
Attack: +6 Melee, +6 Ranged, +10 Unarmed, +10 Blast
Grapple: +10/+21
Defense: +8 (+8 Base), +4 Flat-Footed
Knockback: -6/-23


Saving Throws: 4 + 5 + 8 = 17PP
Toughness: +12 (+4 Con, +8 Protection, 0/10 Impervious)
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+3 Dex, +5)
Will: +8 (+0 Wis, +8)


Skills: 88R = 22PP
Diplomacy 7 (+10)
Gather Information 7 (+10)
Intimidate 11 (+14)
Investigate 9 (+10)
Knowledge (Civics) 9 (+10)
Knowledge (Galactic Lore) 4 (+5)
Knowledge (Life Sciences) 4 (+5)
Knowledge (Streetwise) 4 (+5)
Language 4 (English, Galstandard, Grue, Lor [N], Mandarin)
Notice 11 (+11)
Pilot 7 (+10)
Sense Motive 11 (+11)


Feats: 6PP
Accurate Attack
Attack Specialization (Unarmed)
Benefit (Native [Lor Space])
Equipment 3Gold Reward
Equipment 15Bronze Reward
Improved Initiative
Power Attack
Startle

Modified Cato-class pinnace Nomad

Size: Colossal [4EP]
  • Str: 60 [6EP]
  • Toughness: +13 [0EP]
  • Defense: 2 [0EP]
  • Features [80EP]
  • Alarm 2 (DC 25 Disable Device) [2EP]
  • Navigation System 3 (+15 to navigation-related checks) [3EP]
  • Remote Control [1EP]
  • Fire Prevention System [1EP]
  • InfirmaryMasterwork [2EP]
  • Laboratory [1EP]
  • Library [1EP]
  • Living Space [1EP]
  • Power [68EP]

Comms System 8.5 (17PP, Feat: Alternate Power, Subtle) [19PP]

BE: Communication 8 (Radio, 2 000 miles, Extra: Area, Feat: Selective)
AP: Communications 16 (Radio, Nearby Solar Systems, Feat: Subtle [for Subtle 2])

Concealment 6 (All Radio, ESP, Mental, Feat: Close Range) (Cloaking Device) (Alien, Technology) [13EP]

Flight 10 (10,00 MPH) (Quantum Thrusters) (Alien, Technology) [20EP]

Super-Movement 2 (Space [interstellar]) (Quantum Slipstream Drive) (Alien, Technology) [4PP]

Super-Senses 1 (Communication Link [Lor Hardsuit]) (Ship-to-suit Ansible) [1PP]

Super-Senses 6 (Radar, Accurate, Analytical, Extended 3 [x10,000 increment]) (Sensor Suite) (Alien, Technology) [6EP]

Super-Senses 5 (Visual, Analytical, Extended [x100 increment], Thermovision, Ultravision) (Sensor Suite) (Alien, Technology) [5EP]

4 + 6 + 0 + 0 + 80 = 90 EP



Powers: 2 + 26 + 9 + 1 + 10 + 8 = 56PP

Flight 1 (10 MPH) (Self-Propelled Flight) (Cosmic, Radiation) [2PP]

Cosmic Empowerment Array 11 (22PP, Feats: Accurate, Alternate Power 3) (Cosmic) [26PP]
BE: Immovable 12 (Extra: Linked [+0] [impervious Protection]) + Impervious Protection 10 (Extra: Linked [+0] [immovable]) (Shall Not Be Moved) (Cosmic, Mutation) [22/22PP]
AP: Blast 10 (Feats: Accurate, Affects Insubstantial [DAM 5]) (Cosmic Blast) (Cosmic, Radiation) [22/22PP]
AP: Nauseate 10 (Extra: Area/Cone [General], Feat: Progression 1 [x25 ft per rank], Progression 1 [x5 ft per rank], Flaw: Limited [sicken Only]) (Flat-Hand Clap) (Cosmic, Mutation) [22/22PP]
AP: Enhanced Strength 12 (Extra: Linked [+0] [super-Strength]) + Super-Strength 5 (Str 55, Extra: Linked [+0] [Enhanced Strength]) (Strength of the Cosmos) (Cosmic, Mutation, Radiation) [22/22PP]

Immunity 9 (Life Support) (Cosmic Mitochondria) (Cosmic) [9PP]

Immunity 2 (Disease, Poison Flaw: Limited [Half Effect]) (Lor Genetics) (Alien) [1PP]

Lor Combat Hardsuit 2 (10PP, Hard to Lose, Feat: Restricted 2 [DNA Check]) (Alien, Technology) [10PP]
Suit Comms Array 4(8PP, Feat: Alternate Power 1) [9PP]
BE: Communications 7 (Radio, 200 miles, Feat: Subtle) (Secure Broadcast)
AP: Communications 4 (Radio, 1 miles, Extra: Area/Burst) (Broadwave Broadcast)

Super-Senses 1 (Communication Link [the Nomad]) (Suit-to-ship Ansible) [1PP]

Protection 8 (Flesh-tight Forcefield) (Cosmic, Mutation, Radiation) [8PP]


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


DC Block

 
ATTACK                           RANGE        SAVE                           EFFECT
Unarmed/Strength of the Cosmos   Touch        DC19/DC25 Toughness (Staged)   Damage (Physical)/(Cosmic, Mutation, Physical)
Cosmic Blast                     Ranged       DC25 Toughness (Staged)        Damage (Cosmic, Radiation)
Flat-Hand Clap                   Touch/Cone   DC 20 Reflex/DC 20 Fort        Sicken (Cosmic, Mutation)

Totals: Abilities (30) + Combat (28) + Saving Throws (17) + Skills (22) + Feats (6) + Powers (56) - Drawbacks (0) = 159/159 Power Points

Edited by Thevshi
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Posted (edited)

Whatever Happened to the Woman of Yesteryear? By HG Morrison
 
Paradigm

Paradigm has another 11 pp now and can be PL 13, so bringing her up to caps:

1) Add +2 to base Strength (up to 12 base) [2 pp]

2) Add +2 to base Con (up to 18 base) [2 pp]

3) Add+1 BAB (up to +6) [2 pp]

4) Add +2 to Enhanced Con (up to +12) [2 pp]

5) Add +1 to Impervious Toughness (up to 7 +6 from Density) [1 pp]

6) Adding +1 to Will save [1 pp]

7) Adding 1 pp to Skills: Diplomacy 2; Sense Motive +2 [1 pp]


Player Name Thevshi
Character Name: Paradigm
Power Level: 13/13 (203/203PP)
Trade-Offs: -2 Def/+2 Toughness; -2 Atk/+2 Damage
Unspent Power Points: 0
Progress to Impervium Status: 23/150 (Platinum Status earned with Velocity)

Bronze: Bump PL7 character slot to PL10 for Tsunami
Silver: 15 pp of Equipment (6 PP spent on Velocity; 9 PP spent on Paradigm)
Gold: Paradigm (PL 12, 180 PP)
Platinum: 15 pp of Equipment (15 PP spent on Paradigm)

In Brief: An alien paragon who defended an ancient space empire, recently revived after two millennium in suspended animation.

Alternate Identity: Amara Val-Ren
Identity: Public
Birthplace: Naram Prime
Occupation: Former Praetorian of the Delaztri Empire
Affiliations: Praetorians
Family: Daar Val-Ren (brother - deceased)

Age: 40 (DOB: over 2,000 years ago)
Apparent Age: 20
Gender: Female
Height: 5’ 8â€
Weight: 3,000 lbs
Eyes: Yellow
Hair: Dark Purple/Black

Paradigm, like others of her race, has skin that is a dark orange in color. Her hair, which she wears down past her shoulders, is black mixed with dark purple and her eyes are a dark yellow. Slightly taller than average, she has a lithe build, which disguises her true strength.

Paradigm’s costume is a full length white bodysuit, with black diamonds on the shoulders, upper chest and back, which were surrounded by golden yellow trim. Black gloves go up almost the length of each forearms, and her black boots go halfway up her calves, both also having golden yellow trim. A long, black cape completes the outfit.

Power Descriptions:

Paradigm’s already alien physiology was radically altered by the enhancement treatment she underwent over two thousand years ago. Her body’s density was greatly increased, making her far stronger and tougher than the normal members of her species, but without any visible change to her appearance.

History:

Over two thousand years ago, the Delaztri Empire ruled an area of space encompassing hundreds of worlds. After more expansive conquests centuries earlier, the Empire’s growth had greatly slowed, the Empire turning away from aggressive expansion and instead focusing on governing the diverse races within its borders. What little growth that continued to occur was mainly the result of diplomacy, and planets choosing to peacefully integrate into the Empire, looking to gain the benefits of Delaztri rule.

During this time, the greatest defenders of the Delaztri Empire were the Praetorians (the closest English/Lor translation of the original title), an organization consisting of hundreds of individuals of incredible power, recruited among the many different races within the Empire’s boarders.

Amara Val-Ren was born on Naram, a planet long under the rule of the Delaztri. Amara's people were genetically stronger and tougher than many other humanoid species, with members of the species chosen to undergo genetic and radiation treatments to produce powerful members of the Praetorians. The numbers of Naram subjected to such treatments were usually kept low by the Delaztri, for fear of creating a force of superpowered Naram that might choose to depose them.

Amara's older brother, Daar, had been selected to join the Praetorians when she was still a young girl, eventually rising to be one of the leading members of the organization. Inspired by her brother, Amara dedicated herself to trying to earn the right to undergo the enhancement treatments and become a member of the Praetorians as well.

When Amara had reached her thirty-fifth cycle (roughly about eighteen for a human), she competed in a contest with other Naram for the honor of being selected for the enhancement treatment and membership in the Praetorians. Although the various trials were grueling, Amara managed to finish ahead of the other competitors, earning herself the chance to follow in her older brother's footsteps.

Amara left Naram behind, traveling to the seat of the empire to undergo the enhancement treatment. The process was painful, but resulted in the young Naram's body density vastly increasing, with no outward change to her appearance. Her natural strength and durability were vastly increased, with Amara also developing the ability to fly, even through the cold expanse of space, and to survive unharmed in almost any environment.

It was not long after that Amara was inducted as a member of the Praetorians, joining her older brother in defending the empire. For the next five years, she served loyally, facing numerous dangers as a Praetorian. Then, a new enemy appeared at the boarders of the empire, pushing quickly into Delzatri space, and swatting aside the initial responses from the Delzatri Navy and the Praetorians.

Ultimately, the entire might of the Praetorians was thrown at this threat and following several climatic battles, the enemy was defeated and driven from Delzatri space. But the victory came at a high price. Just over three quarters of the Praetorians were dead before the enemy was finally repulsed, including Daar Val-Ren. As the few dozen weary and battered survivors made their way back from the front, the damaged Delzatri Naval ships they were aboard were intercepted by one of the Curator's museum ships. The ancient Preserver created AI had decided that the surviving Praetorians needed to be collected and preserved by him.

The surviving Praetorians naturally resisted, but were overwhelmed by the Curator's drones and placed in suspended animation and brought back to his vast ringworld. The Delzatri Empire collapsed not long after, while Amara and the others have sat in suspended animation every since...

Personality & Motivation:

A large portion of Amara’s life was spent in preparation for and then as a defender of the Delzatri Empire. She was driven to live up to the example of service set by other members of her race, including her older brother. Her powers tended to lead her to be confident and forceful, not relying on subtlety.

Now that she has awoken some two thousand years after the empire has ceased to be, Amara feels a bit adrift. She also never had the time to come to terms with the death of so many of the Praetorians, including her brother. To counter these feelings, she has focused on her loyalty to her fellow surviving Praetorians, as they face this new millennium together.

Powers & Tactics:

Paradigm’s powers make her very strong and durable, but she also spent years as part of a larger organization, so her tactics tend to reflect both these influences. Her natural instinct is too quickly to close with threats, relying on her durability to protect her. But years working with her fellow Praetorians has made Paradigm realize the importance of teamwork and understand the roles that all of her fellow teammates can play.



Complications:
Stuff of Legends Although the Delaztri Empire has long since ceased to be, there are still parts of the galaxy where the Empire and its Praetorians are legends. On some worlds, the Praetorians are recalled as legendary heroes, but on other worlds, history has come to paint them as oppressors and conquers.


Abilities: 2 + 4 + 8 + 4 + 4 + 8 = 30PP
Strength: 12/38/42 (+1/+14/+16)
Dexterity: 14 (+2)
Constitution: 18/30 (+4/+10)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 18 (+4)

Combat: 12 + 12 = 24PP
Initiative: +6
Attack: +6; +10 Melee
Grapple: +30/+32
Defense: +6 base, +10 with Dodge Focus (+3 flat-footed)
Knockback: -17

Saving Throws: 5 + 6 + 9 = 20 PP
Toughness: +16 (+13 Impervious)
Fortitude: +9/+15 (+4/+10 Con, +5)
Reflex: +8 (+2 Dex, +6)
Will: +11 (+2 Wis, +9)

Skills: 44R = 11PP
Diplomacy 10 (+14)
Kn: Galactic Lore 8 (+10)
Language 4 (Delaztri (native); Lor, Grue, Galstandard, English)
Medicine 3 (+5)
Notice 8 (+10)
Pilot 1 (+3)
Sense Motive 10 (+12)

Feats: 14PP
Attack Focus: Melee 4
Dodge Focus 4
Environmental Adaption 3 (Zero G, Low G, High G)
Equipment 24 (free from Veteran Awards, for Praetorian spaceships and HQ)
Grappling Finesse
Improved Initiative
Luck

Powers: 14 +39 + 2 + 12 + 7 + 11 + 6 + 9 + 1 + 5 +3 = 109 PP

Flight 7 (1,000 MPH, up to Flight 9 (5,000 MPH)) [14PP]

Density 12 (+24 Str; Impervious Protection 6; Immovable 4; Superstrength 4; x25 Mass; Feats: Subtle 2; Buoyant; Extra: Permanent (+0)) [39PP]

Enhanced Strength 2 [2 PP]

Enhanced Constitution 12 [12 PP]

Impervious Toughness 7 [7PP]
Super Strength 4 (8 ranks total, up to 10; Effective Str: 78 to 88; Heavy Load: 640 tons to 2,560 tons; Feat: Shockwave; Heat Vision [13/15]; Counter Punch) [11PP]

Super Movement (Space Travel) 3 [6PP]

Immunity 9 (Life Support) [9PP]

Immunity 2 (Aging, Disease; Flaw: Limited [half]) [1PP]

Power Reserve 2 (4PP reserve; Base Powers: Flight, Super Strength; Feat: Additional Power: Enhanced Strength) [5PP]

Super Senses 3 (Extended: Vision (100' increments); Extended: Hearing (100' increments); Ultrasonic Hearing) [3PP]

Drawbacks:
Weakness (Delaztri Crystals, Frequency: Uncommon [-1], Intensity: Major, cumulative -1 to all stats [-2 Plus -1 as effects CON], Time: every minute [-2]) [-5 PP]

Totals: Abilities (30) + Combat (24) + Saving Throws (20) + Skills (11) + Feats (14) + Powers (109) - Drawbacks (5) = 203/203 Power Points

Note: While the Delaztri Empire is no more, their artifacts are still present in various parts of the galaxy, allowing for Delaztri Crystals to turn up from time to time.

Edited by HG Morrison
Posted (edited)

ROUND TABLED BY HG MORRISON

 

Spending black knights 7pp on improving his artifacts.
 


Player Name: Exaccus
Character Name:Black Knight
Power Level: 7 112/112PP
Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness
Unspent Power Points
Progress To Bronze Status: 7/30

In Brief: Inheritor of the mantle of the betrayer failsafe. Not Quite Up to Standard.

Alternate Identity: Jonathan Hale
Identity: Secret
Birthplace: Wiltshire, England.
Occupation: Unemployed
Affiliations: N/A
Family: Deceased Parents; Only Child.

Description:
Age: 18 (DoB: 1996, 10th of October)
Apparent Age: 18
Gender: Male
Ethnicity: Caucasian.
Height:6'
Weight: 150lbs
Eyes: Dark Brown
Hair: Black
 
With sharp features and high cheek bones, Jonathan is somewhat handsome if bedraggled by his trials with fair skin and a pointed nose; he is somewhat q big boned young man with broad shoulders and a trim build; he might look older than he is to those who do not see him for long or with obscured features, possibly even then,  till his trembling voice and doleful eyes reveal him for what he is, a mourning adolescent.
 
Power Descriptions:
The Celtic knot pattern that goes along the length of length of his sword glows with faint purple light when it is using its more obviously magical effects contained in his array. his armour though black as darkest night has a slightly opalescent sheen to its darkened metal that seems to flare when it thwarts attacks against him his portals are created by slashes in the air opening into swirling vortexes of purple and black that display the destination, his more personal transportations are much more subtle as he simply seems to disappear behind his own cloak in a spin, the garment collapsing into nothingness in his wake to reappear with him at his destination. this is little more than a theatrics on his part however and it is the sword that carries him.

History:
Born to an unsuspecting couple on a cold Octobers day Jonathan Hale, Son of Wilbur and Nikita Hale had lead a boring if slightly regimented life, sent to boarding school as soon as he old enough by parents he somewhat afraid didn't really want him around he had something of a good if distant relation ship with them and eventualy came to realize he was loved; It was still rather devastating when he was told they'd been found dead amongst the ruins of their small home in Wiltshire, Too young to access his trust-fund  and too distraught by the death of his distant but loving parents to claim his inheritance and accept their deaths; bereft of a legal guardian the young man fell into destitution and deeper still despair; ejected from his school when his tuition ran dry he quickly found himself taken in as a John Doe by the government and given a small flat and stipend to live in; he's not quite sure how long he stayed there, the blank walls and eerie silence of the place was maddening and he barely registed the passing of time as he went about his day in silent introspection.
 
That all changed one stormy night when, On an aimless walk around the streets at midnight; he noticed a large humanoid figure following him at a slow but steady pace, something in the very core of his being resonated as he set eyes upon the black cloaked form, its features Illuminated by a brief stroke of lightning revealed it to be what seemed a man in thick black armour sporting a massive great-sword in one hand; its mirrored surface glinting slightly in the faint glow of the street lights and lightning strikes; such a sight was more than enough to send his heavy heart into a terrified panic and his heavy legs running for safety from what he had thought an armed madman, not looking back so much as once till he had slammed and locked the door of his home behind him, it was needless to say quite a shock when he walked into his living room and found the figure there waiting in silence for him hands resting on the pommel of its weapon, now better illuminated and much closer it was somewhat easier to spot that the suit was empty once his mild panic attack had ceased and one tentative touch later revealed all to him in a rush of images and sensations.
 
He had inherited the black mantle with the fall of his sire, he was to be the betrayer failsafe and strike down those whom would seek to wield Excalibur before the power could corrupt them too much and lead to the ruination of the world around them.
 
Unfortunately or perhaps fortunately, Jonathan Hale was no warrior and in his first tentative sojourn against criminals ended with slight humiliation and failure, in part due to his inexperience with the powers now at his disposal and his unwillingness to deal out the draconian justice the sword urged, so now he finds himself seeking allies and perhaps get his life back on track and find peace with himself, if he doesn't fall in the line of duty as those before him have.
 
Personality & Motivation
Jonathan Hale is Still somewhat a child, clinging to the memories of his now dead parents and the desperate hope he was loved by them he upholds the mantle because he has inhereted it from them more than anything else, his refusal to claim his inheritance stems from the worry he might have been disowned this coupled with the fact he was unaware of "the family buisness" leads him to feel ouside of their issues.
 
He remains however a good and selfless person whom uses his artifacts of office to do what he thinks is best as best he can.
 
Powers & Tactics
unable to access the swords vaster array of powers due to his inexperience, he uses the power within aldonite in a somewhat simplistic way, namely as a really big sword with various effects, his tactics are rarely more complex than teleporting to flank and striking out at a hopefully surprised opponent.
 
Complications
 
"A Dark Omen": Those in the mystic know recognize the sword Aldonite and its bearer as a dark tiding, heralding the death of a beloved Leader, though mayhap not why.
 
Sword of Damocles: Aldonite is somewhat sentient and highly opinionated able to communicate with its weilders and others who touch the blade through sensations and projected images and temporarily usurp the will of a unsuspecting wielder it is known to attempt to force situations to take the course it desires, being an artefact from a more draconian time this can lead to grave trouble; As he is infact a less than ideal weilder, Aldonite has a low opinion of the boy and will take direct actions whenever able over advising and counseling him; Partialy due to disgust at his living in squalor at least till he has become of age and preformed deeds worthy of his station as well as fulfilled the imperative; Securing an heir before his inevitable fall in battle after fufilling his duty and laying low the weilder of the fomorian blade; Excalibur.
 
Reviled By the Peers of the Realm: Being a literal black knight, that is to say a knight with no loyalty to a lord or king and not displaying his heraldry, other knights may look down on him as a brute and thug at best and a honourless dog at worst, this could lead to violence, Ostracization by communities in which they hold sway or in the case of particularly influential ones, more wide spread effects.
 
Too Soon: Jonathan Is neither ready for the responsabilities that have been placed upon him or over the loss of his parents, finding himself easily provoked by those who bring them up and cowed by those more experience (Including aldonite on matters to which he is not morally opposed).
 
Abilities 10 + 0 + 10 + 0 + 4 + 4 = 28PP
Strength: 20 (+5)
Dexterity: 10 (+0)
Constitution: 20 (+0)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat 8 + 8 = 16PP
Initiative: +0
Attack: +4 Melee, +4 Ranged
Grapple: +9 (+4 Base  +5 Strength)
Defense: +4 (+4 Base, +0 Dodge Focus), +2 Flat-Footed
Knockback: -7 (-5 Impervious Toughness, -2 half of Toughness)


Saving Throws 1 + 5 + 4 = 10PP
Toughness: +5/+10 (+5 Con, +5 Protection [armour] Impervious 5)
Fortitude: +6 (+5 Con, +1)
Reflex: +5 (+0 Dex, +5)
Will: +6 (+2 Wis, +4)


Skills 32R = 8PP
Diplomacy 4 (+6)
Gather Information 4 (+6)
Intimidate 4 (+6)
Knowledge: Civics 4 (+4)
Knowledge: History 4 (+4)
Medicine 4 (+6)
Notice 4 (+6)
Sense Motive 4 (+6)
 
Feats 4PP
Accurate Attack
Improved Disarm 1
Improved Sunder
Improved Trip
 
Powers 12 + 29 + 5 = 46PP

Device 3 ("Black Armour of the betrayer";Magic, Metal, Protection; Hard to lose; 15/15pp Device) [12pp]
Protection 5("Warded Steel Plates"; Magic; Metal; Protection; Extras: Impervious) [10pp]
Enhanced Feat 1("Utterdark armour"; Magic; Second chance Vs Light based dazzles) [1pp]
Dimensional Pocket 4("void scabbard"; Magic, Flaw: Storage Only, 1000 lbs) [4pp]
 
Device 9 ("Aldonite"; Magical; Metal; Entropy; Destruction; Easy to lose, Feats: Can only be used by you, 45pp Device) [29pp]
 Array 6.8 ("Enchanted Weapon"; Magic; Metal, Destruction; 34pp Array; PF: Alternate Power 3[37pp]
BE: Corrosion 10 ("Ruinous Strike"; Magical; Metal, Entropy, Destruction; PF: Reversible Precise) {34/34}
AE: Damage 10("Life Drinker"; Magic, Necromancy, Cold; Extras:Vampiric, Alternate Save (Will), PF: Affects Insubstantial 2 Precise, Reversible) {34/34}
AE: Damage 7 ("Lay waste"; Magic, Metal, Destruction; Extras: Area Burst (35ft-3500ft), Penetrating, Selective Attack PF: Increase Area 6 (x100)) {34/34}
AE: Teleport 6("Gate"; MagicDestruction; Extras:Portal, Accurate; Teleport 600ft as a move, 20 miles as a full action) {30/34}
 
Damage 5 ("Still a sword"; Metal PF; Mighty){6pp}
Light Control 1 ("Brilliant Blade"; Magic, Light; 10ft range) {2pp}
 
 
Immunity 5 ("Duty until death by battle";Magic; Immunity to Aging, Disease, Poison, Sleep, Starvation & Thirst[5pp]
 
DC Block
 
ATTACK             RANGE              SAVE                                        EFFECT
Unarmed            Touch                DC20 toughness                       Damage (physical
Lay Waste          35-3500ft burst  DC17 reflex/DC 22 toughness  Damage (Magic energy)
Life Drinker         Touch                DC25 Will                                  Damage (Vampiric)
Ruinous Strike    Touch                DC20 fort/DC25 toughness       Drain/Damage (Energy/Physical)
Sword Strike       Touch                DC 25 toughness                      Damage (Physical)           
 
                     Totals: Abilities (28) + Combat (16) + Saving Throws (10) + Skills (8) + Feats (4) + Powers (46) = 112/112 Power Points 

Edited by HG Morrison
Posted (edited)

HOT SHOTS PART TROIS'D BY HGM
 
I want to expand Dragonid's Pyrokinesis array a bit, bumping the base power up to 7, and adding a new alternate.

Updated the "Flame Objects" power as per discussion with HG.

Also kicking his fort and reflex saves up by one each, should use up the rest of my available points.


Pyrokinesis ( 26pp Array Feats Alternate Power 2 ) [25pp]

Base Power Create Object 7 (Hard Fire; Extras: Moveable, Feats: Selective, Tether) {23/23}
Alternate Power Damage 5 (Flame Objects; Extras: Area(General, Shapable), Duration (Sustained +2), Feats: Progressive 2 (Increase to 25 5' cubes) {22/23}
Alternate Power Nullify 10 ( Extinguish, Any power of type Fire Extras: Duration(Concentration)) {20/23}



Player Name: ca_lazerdwarf
Character Name: Dragonid
Power Level: 10 (151/157PP)
Trade-Offs: -2 Attack / +2 Damage
Unspent Power Points: 0
Progress To Bronze Status: 7/30
 
In Brief: An alien warrior from a race of fire-breathing dragonlike creatures. 
 
Alternate Identity: Slivar Drash
Identity: Public
Birthplace: Dragos
Occupation: Former Praetorian of the Delaztri Empire
Affiliations: Praetorians
Family:Disowned
Catchphrase: Fires of the Fathers!
 
Description:
Age: 32
Gender: Male
Ethnicity: Red Dragonid (Warrior caste)
Height: 6' 2"
Weight: 280 pounds
Eyes: Black
Hair: None

post-1741-0-84805400-1413645589_thumb.pn
 

 
A large reptillian looking humanoid with scaly red hide and green horns, wears a gold-colored harnass and belt and often wears a jetpack designed to resemble small wings.
 
Power Descriptions:
The Dragonids are naturally stronger and more resilient than humans and their scaly skin provides them with extra protection. They are a warrior race, taking pride in both their hand to hand combat skills and their fire breath.
 
Dragonid can breath fire as well as any of his race, either in a short blossom of fire cast out at a single target or a thin burning past multiple opponents. Unique to Slivar Drash is the ability to mentally control fire once he creates it. He can bend it to his will so well that it forms solid objects that burn without heat. He can also will fires (natural or otherwise) to extinguish.
 
Dragonid also carries a jetpack styled to resemble dragon wings. These provide fast transport in the atmosphere, and can even take him to space and around the solar system. In space, the jetpack can extend a life support field around him to allow him to breath and survive in the vacuum.
 
History:
Silvar Drash was born to the warrior caste of a primitive pre-spaceflight warrior race, but his lack of wings condemned him to the worker class. Even his mutant pyrokinetic abilities did not prevent the warriors from shunning him. He labored for many years in the mines before he got fed up with his mistreatment and decided to reclaim the honor that he felt was his birthright. He found other workers who were unhappy with their plight and convinced them to rise up against their masters in revolution. Though Silvar himself had great talent as a warrior, most of his allies did not and the revolution was brutally crushed. Silvar was captured and sentenced execution. While he waited his fate, representatives of the Delzatri empire visited the planet. The planet's leaders were awed by the technologically advanced visitors and decided to impress them by inviting them to mass executions. Silvar used this opportunity to fight his way to escape his executioners, and the Delzatri found him, offered him freedom and a way off the planet. Silvar gratefully accepted.
 
After leaving the planet, Silvar quickly proved his worth as a warrior and was trained to join the Praetorians. He took the name Dragonid after the Delzatri word for his people. When the Praetorians finally fell, the Dragonid was captured by the Collector and kept in stasis for thousands of years until awaking recently.
 
Personality & Motivation:

Dragonid is the product of a warrior culture, and he values and respects martial prowess. He feels he has now earned his status as a warrior and must use that status to defend those who are weaker than him. Defending the weak makes him feel strong, and reminds him of the unfair treatment he grew up with.
 
He enjoys the challenge of a good fight and often overestimates his own abilities.

 
Powers & Tactics:
Dragonid prefers to hang back in battle, breathing fire at his enemies from afar, while he lets his allies engage the enemy up close. He can use his hard fire constructs to create choke points, or to provide additional cover to allies under fire. He's not afraid to get in brawling range when necessary, though, and often prefers to fight weaker opponents this way.
 


Complications:

Not just a scary face: Dragonid is a fearsome looking creature and often creates fear and revulsion where he would like to invoke trust.
 

 
Abilities: 6 + 4 + 8 + 0 + 2 + 4 = 24PP
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 14 (+2)
 
 
Combat: 16 + 12 = 28PP
Initiative: +2
Attack: +8 Melee, +8 Ranged
Grapple: +11
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -5
 
 
Saving Throws: 7 + 8 + 6 = 21PP
Toughness: +10/+8 (+4 Con, +4 Protection, +2 Defensive Roll)
Fortitude: +11(+4 Con, +7)
Reflex: +10 (+2 Dex, +8)
Will: +7 (+1 Wis, +6)
 
 
Skills: 28R = 7PP
Intimidate 12 (+14)
Language 2 : Dragonic (Native), Galstandard, Delaztri
Notice 8 (+9)
Sense Motive 2 (+3)
Survival 4 (+5)
 
Feats: 7PP
Defensive Roll 1
Dodge Focus 4
Equipment 1 (5 ep to Praetorians vehicles/HQ)
Precise Shot 1
 
Powers: 25 + 28 + 16 + 4 = 70pp
 
Fire Breath ( 24pp Array Feats Alternate Power 1 ) [25pp]
Base Power Damage 12 (Fire Breath; Extras: Range (ranged)) {24/24}
Alternate Power Damage 10 (Sizzling Line; Extras: Area (line, 5x500 ft), Feats: Progression: Increase Area  2(areax5)) {22/24}

 
Pyrokinesis ( 26pp Array Feats Alternate Power 2 ) [25pp]

Base Power Create Object 7 (Hard Fire; Extras: Moveable, Feats: Selective, Tether) {23/23}
Alternate Power Damage 5 (Flame Objects; Extras: Area(General, Shapable), Duration (Sustained +2), Feats: Progressive 2 (Increase to 25 5' cubes) {22/23}
Alternate Power Nullify 10 ( Extinguish, Any power of type Fire Extras: Duration(Concentration)) {20/23}



Device 4 ( Rocket Pack, Technology; 20pp Container; Flaws: Hard to Lose ) [16pp]
Flight 6 (500mph) [12pp]
Immunity 6 (Atmosphere Bubble; Environmental Conditions (All), Suffocation(vacuum) ) [6pp]
Super-Movement 1 (Space Travel 1) [2pp]

 

 
Protection 4 (Scaly Hide)
 
DC Block
 

 



 



ATTACK          RANGE        SAVE                        EFFECT


Unarmed         Touch        DC18 Toughness (Staged)     Damage (Physical)


Fire Breath     Ranged       DC27 Toughness (Staged)     Damage (Fire)


Sizzling Line   Area(line)   DC25 Toughness (Staged)     Damage (Fire)


Extinguish      Ranged       DC20 Will                   Nullify (Fire)

Flame Objects                DC20 Toughness (Staged)     Damage (Fire)







Totals: Abilities (24) + Combat (28) + Saving Throws (21) + Skills (7) + Feats (7) + Powers (70) - Drawbacks (0) = 157/157 Power Points

Edited by HG Morrison
Posted (edited)

ALL GROWN'D UP BY HGM

 

Well, Wraith's long-overdue for some edits; finally remembered to get them done. Thank goodness her sheet's simple!

Made a couple fluff edits; mostly reflecting her updated age, her new school, and her close friendship with Ghost Girl.

20pp to spend; she gains 1 PL (to PL12) and picks up some skills, mostly:

[2] +2 to her Strength (to 24, +7).
[2] +2 to her Constitution (to 24, +7).
[2] +2 to her Wisdom (to 14, +2).

[2] +1 to her base attack bonus (to +6, +12 melee).
[2] +2 to her reflex save (to +8).

[6] 6pp in skills - boosting her acrobatics, intimidation, and search skills; adding gather information, investigate, and a few knowledge skills (education!).

[3] Removed the second rank of Luck. Added four new feats: Acrobatic Bluff, Benefit (Native), Fast Task (Acrobatic Bluff), Move-By Action.

[1] Added another rank to Protection, down in powers.

[alignright][/alignright]
Player Name: Fox
Character Name: Wraith
Power Level: 12 (193/193pp)
Trade-Offs: -3 Defense / +3 Toughness
Unspent PP: 0
Progress to Impervium Status: 43/120 (Platinum status earned with Dragonfly)

In Brief: A kind, polite teenage girl who's actually a terrible alien made of fluid metal.

Alternate Identities: Indira Singh
Identity: Secret
Birthplace: Kinigos
Occupation: Student (Criminal Justice)
Affiliations: Claremont Academy, Freedom City University, Ghost Girl
Family: Mother & Father

Age: 19 (in your human years)
Apparent Age: 19
Gender: Female (apparent)
Ethnicity: Kinigosi (true), Indian (apparent)
Height: 5'10"
Weight: 350 lbs.
Eyes: Solid Black (alien), Dark Brown (human)
Hair: None (Alien), very Dark Brown (human)

Description: In her human guise, Indira Singh is a charming young lady with a pleasant face, dark eyes, and long dark brown hair; an athletic build and oddly fluid grace belie her true weight and the true nature that causes it. Indira favors slim, light clothing - more often than not she's making it herself with her shapeshifting, and heavy or complex layers are simply harder to create and maintain.

As she truly is, Indira is a largish and usually humanoid being made of seamless silvery metal, polished-looking and warm to the touch. She has three eyes (the third of which is in the center of her 'forehead', vertically oriented), all of which are pure black; she has no mouth and (for that matter) no other visible orifices. Everything else is likely to change with mood and the needs of the moment, though the longer she's on Earth and in human form the more feminine the 'body' of her alien form tends to be at default. Rather absurdly, she often gives her alien form a small raised area around the eyes, like a (three-eyed) domino mask...because heroes wear masks, of course.

Power Descriptions: See "Powers & Tactics" below.

History: Crime has always spread to wherever there was room to hold it, and as the name would imply there's a lot of room in space. So much room, in fact, that crime can be had on a scale unheard of on any single planet - but the problem with large, sprawling criminal empires is that sometimes you need front businesses, bean counters, legitimate employees, paper trails...and sometimes someone you've 'encouraged' to work for you gets ahold of some terribly sensitive information, something they can take to the authorities to help hurt or bring down a sizeable piece of your empire. Unfortunately for them, this is probably enough to do some very painful damage but not enough to cripple or end your organization, so they're almost certain to have to be relocated somewhere where they won't be found by angry humanoids with squinty eyes and middle names like "Big Jim" or "the Claw".

This was something of a problem for the Lor, once the case was finished and the testimony given. They had three members of a relatively rare race that needed to be hidden somewhere, away from the seeking eyes of a sprawling and angry criminal group suspected to have connections anywhere and everywhere worth having connections. Fortunately, there was a little planet that wasn't so developed that a few aliens couldn't remain fairly anonymous, but developed enough to be comfortable; a place with a good variety of distinct cultures and peoples, where the odd was almost common in places and where the Lor just so happened to have a few contacts in good standing. And so it was that Indira and her family came to Earth: first to India, where they established an identity for themselves, and then to Freedom City, where even the odd alien sighting would hopefully be lost in the unsettlingly high concentration of metahumans and mythological beings come to life. As an added bonus, Indira could be sent to a school where she wouldn't stand out quite so much....

Personality & Motivation: A kind but fierce soul, Indira fights crime mostly because she feels that she must. Not only is it an excellent excuse to let loose and - literally - be herself for a while, but in a world of fragile fleshy beings she's...well, not exactly the Centurion, but more equipped to deal with high crime than many. She can't sit idly by with that kind of strength while bad things happen around her.

She's very curious about how humans live - human culture and interaction, local animals, and whatever else captures her fancy. By and large she tends to be a bit formal and straight-laced as a consequence of her upbringing, but that doesn't mean she's one to turn down an opportunity to cut loose if she can get away with it and it sounds like fun....

Powers & Tactics: Wraith is capable of shifting and reshaping her own body mass in response to what she needs to do and/or be for the task at hand: if she needs to run quickly she becomes sleek and quadrupedal, if she needs to fight her way through a sea of minions she sprouts long whip-like limbs tipped with hammers or scythe-like blades, and so on. She can similarly change her solidity, anywhere from a viscous but fluid metal to more solid than any Earthly steel. This ability isn't without limitations, however: bits of herself that are completely separated from her main mass are lost forever if not quickly recovered (and the separation is very painful), and her ability to change her color is extremely limited. A normal member of her race can only shift between metallic shades, and generally only in shades of silver or grey; a combination of Kinigosi and Lor technology has introduced a mutation that lets her kind assume a single humanoid form and to - with practice - change details of that form in the way of clothes and hairstyle and the like. The basic template, however, is relatively fixed and most shapeshifting will create obvious breaks in the facade (eg, she could elongate a limb, but it would be a normal human upper arm connected to a normal human lower arm by a long silver tentacle).

Her people are born with castes, not genders (though the social importance of one's caste has decreased dramatically since less civilized times); Wraith would be considered a prime specimen of the warrior caste, highly fit with excellent shapeshifting control and good fighting instincts. That said, she has relatively little fighting training or experience, and relies heavily on those instincts to get her through combat. She tries diplomacy if it seems likely to work but otherwise hits hard, fast, and has a bad habit of depending on her considerable durability over complex tactics.

Complications:
Alien: Alien. Not only does she often look and move like a sci-fi horror movie monster, but even her human guise is essentially skin-deep: if you cut her she bleeds silver, she weighs too much for her size, her inhumanity is immediately apparent to many super-senses, etc.
Secret: Identity.
Space-Fish Out of Space-Water: She's been on the planet for a little while already but is still an alien; humans are weird and their culture is weirder (but the TV's pretty neat), and she has to deal with being foreign both as an alien and as a recently-immigrated Indian.
Witness Protection: This is why she and her family are on Earth to begin with; while most up in space aren't likely to be watching broadcasts from that little blue planet full of under-developed monkeys, there are people out there looking for her parents, and would find her terribly useful as leverage - this puts certain risks on whatever she does, and means there's probably an overworked Lor witsec officer somewhere who'd rather she kept a low profile.
Your Car Was Delicious: While she can't starve she does require mass (in the form of metals) to replace any mass that is lost or too damaged to heal.


Abilities: 14 + 6 + 14 + 6 + 4 + 4 = 48pp
Strength: 24 (+7)
Dexterity: 16 (+3)
Constitution: 24 (+7)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 12 + 10 = 22pp
Initiative: +7
Attack: +6 Base, +12 Melee
Grapple: +17
Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -7/-3


Saving Throws: 4 + 7 + 6 = 17pp
Toughness: +15/+7 (+7 Con, +8 Protection)
Fortitude: +11 (+7 Con, +4)
Reflex: +10 (+3 Dex, +7)
Will: +8 (+2 Wis, +6)


Skills: 96R = 24pp
Acrobatics 7 (+10)
Bluff 4 (+6, +10 Attractive)
Concentration 4 (+6)
Diplomacy 4 (+6, +10 Attractive)
Disguise 0 (+2, +4 Shapeshift, +42 Morph [Human Form])
Gather Information 3 (+5)
Intimidation 8 (+10)
Investigate 2 (+5)
Knowledge (Civics) 2 (+5)
Knowledge (Current Events) 2 (+5)
Knowledge (Galactic Lore) 7 (+10, +15 Kinigosi)
Knowledge (Pop Culture) 2 (+5)
Language 3 (English, Galstandard, Hindi, Kinigosi [Native])
Notice 14 (+16)
Search 5 (+8)
Sense Motive 5 (+7)
Stealth 15 (+18)
Survival 9 (+11)


Feats: 21pp
Acrobatic Bluff
Ambidexterity
Attack Focus (Melee) 6
Attractive
Benefit (Native: Kinigosi)
Dodge Focus 4
Fast Task (Acrobatic Bluff)
Improved Initiative
Interpose
Luck
Move-By Action
Takedown Attack
Ultimate Save (Toughness)


Powers: 37 + 8 + 16 = 61pp

Alien Biology 7.2 (36pp Container [Passive, Permanent]; Feats: Innate) [37pp]

[device]Immunity 23 (Critical Hits, Falling Damage, Magnetic Effects, Life Support [Disease, Poison, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Suffocation], Sleep, Starvation/Thirst) [23pp]

Insubstantial 1 (Extras: Special [Free Action / Sustained Duration to become Solid], Flaws: Permanent, Feats: Selective, Subtle) [7pp] (Liquid Metal)

Super-Senses 6 (Acute Smell, Darkvision, Infravision, Ultrasonic Hearing, Ultravision) [6pp][/device]
Protection 8 [8pp]

Shapeshift 2 (10pp, +10 Disguise) [16pp]

Sample Configurations:
"Give Us A Hug"
Additional Limbs 3 (+5 Limbs; Flaws: Duration [Sustained]) [3pp]
Elongation 3 (25ft) [3pp]
Super-Strength 2 (+10 STR) [4pp]
[3 + 3 + 4 = 10/10pp]

Human Form
Morph 8 (One Form, +40 Disguise, Feats: Quick Change 2) [8pp]

Hunter
Leaping 2 (x5 [Running Long Jump: 75ft]) [2pp]
Speed 1 (10mph / 100ft per Move Action) [1pp]
Super-Movement 3 (Slithering, Wall-Crawling 2) [6pp]
Super-Senses 1 (Tracking Scent [1/2 Speed]) [1pp]
[2 + 1 + 6 + 1 = 10/10pp]

"Om Nom Nom"
Drain Toughness 6 (Extras: Affects Objects, Linked [Damage, Healing], Flaws: Limited [Objects], Limited [Metal]) [3pp]
+ Damage 6 (Extras: Linked [Drain, Healing], Flaws: Limited [Objects], Limited [Metal]) [2pp]
+ Healing 4 (Recovery +9, Extras: Action [Standard], Linked [Drain, Damage], Flaws: Personal, Source [Metal], Feats: Regrowth) [5pp]
[3 + 2 + 5 = 10pp]

Whip-Blades/Clubs
Elongation 2 (10ft) [2pp]
Speed 1 (10mph / 100 feet per Move Action) [1pp]
Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp]
[2 + 1 + 7 = 10/10pp]
Drawbacks: -0pp
None


DC Block:
[pre]ATTACK RANGE SAVE EFFECT
Unarmed Touch DC22 Toughness (Staged) Damage (Physical)
Strike Setting Touch (~15ft w/ Elongation) DC27 Toughness (Staged) Damage (Physical)[/pre]


Abilities (48) + Combat (22) + Saving Throws (17) + Skills (24) + Feats (21) + Powers (61) - Drawbacks (0) = 193/193 Power Points

Edited by HG Morrison
Posted (edited)

SHOT THROUGH THE HEART AND HGM'S TO BLAME

 

Edits for Ruby. Been a long time.
 
Changes
Base Attack increased by 2
Attack Focus: Melee reduced by 2
Accurate on Nano Pistol Array reduced by 1
 
Added Challenge: Fast Demoralize
 
Using remaining Bronze award. Added Autofire to the Voidrunners Blast
 
Added a New Complication. Ammunition
 


Player Name: Darksider42
Character Name: Ruby Vox
Power Level: 10 (150/153 PP)
Trade-Offs: Ranged: +2 Attack / -2 Damage
Unspent Power Points: 3
Progress To Silver Status: 3/60
ThemeIron Maiden - The Final Frontier 

In Brief: Abducted girl from earth who became one of the best Bounty Hunters in the Galaxy
 
Residence: Star cruiser Voidrunner
Base of Operations: Mobile

Alternate Identity: Ruby Hawkins
Identity: Public
Birthplace:Birmingham, England, Earth/Terra
Occupation: Adventurer / Mercenary / Bounty Hunter
Affiliations: Zorlas Hunters (Formally) Voidwalkers
Family: Adam and Teri Hawkins (Parents) Zorla Voxx (Adopted Mother)

Description:
Age: 24 (May 12th, 1990)
Apparent Age: Early 20s
Gender: Female
Ethnicity: Caucasian Terran
Height: 5'7
Weight: 115 lbs
Eyes: Blue
Hair: Red

Ruby is fairly attractive woman with short red hair and ice blue eyes. Extended periods of time on spaceships since she was a child have left her with exceptionally pale skin.
 
While working Ruby wears her Modified combat armor, which appears to be form fitting black and gold armored suit with a collapsible helm that provides life support and visual augmentations. She wears a old, battered bomber jacket over it to hold additional ammunition and tools.
 
Power Descriptions:
Other than a cybernetic translator augmentation, Rubys natural abilities are in line with a extremely fit human being. Her gear is a different story. Her Serro Blade is long, thin blade that looks like it was grown from some sort of organic metal. Her nano-gun on the other hand is a boxy looking handgun that rapidly constructs ammunition on the fly, from lethal and non-lethal slugs to cryogenic rounds.
 
History:
On Earth, the disappearance of Ruby Hawkins remains a mystery to this day. Reports found that she seemingly vanished from her house in Birmingham without a trace. Although police searched for the girl, it was eventually called off. Her parents left devastated and the files to her case were eventually buried under others, left to be forgotten and presumed to be dead.
 
What actually happened was far stranger.
 
The little girl found herself teleported from her bedroom onboard a strange alien ship. It was not long before she was taken by the ships inhabitants into a cell and kept there. She found herself victim of notorious alien slave trader Tragrosh. Whether she would be sold off to left to rot in the cells, Young Ruby's fate was for a time left uncertain. It was not until a raid on the ship by mercenaries did things turn around. Lead by famed Bounty Hunter Zorla Voxx, they laid seige to the ship and eventually captured the slaver and his crew.
 
They started working on the long process of helping the slaves relocated back to there native planets. Things hit a snag when it was time to send Ruby back home. The computer holding her information was damaged and Ruby was too young to actually identify her planet by name. She was left Stranded and alone in the universe. Taking pity on the her and not liking the alternatives put before her, Zorla elected to take the child with her. In time, Ruby came to care for the strange alien woman that saved her life. She eventually went as far as to start calling herself Ruby Voxx instead of Hawkins.
 
From learning how to fight and protect herself by Zorla to Ship care and piloting from the engineers to gun use by the merces, Ruby learned much from them. Life since that point was never dull for Ruby. As she grew older, she began taking part in jobs with the rest of them, from helping bring down dangerous gangs and criminals across systems to exploring dead planets on the hunt for lost preserver technology. Eventually however she felt like she had to move on and make a name for herself. She parted from Zorlas company. Gifted with a sword, a gun and a spaceship to get her started, Ruby set forth to make a name for herself. With various jobs under her belt, she eventually settled for bounty hunting.
 
Things took an interesting turn when she began the hunt for the bounty of notorious con man and gambler Stahnze Turk. The amount of collateral damage and chaos he caused made her hunt for him much more challenging and more fun. It also lead to the (likely unintentional) side effect of leading her to other high profile bounties which only added to her reputation and her bank account.
 
This continued on and off for some time before finally catching him along with his latest associate Bliss, a disgraced gladiator. Unfortunately that involved crash landing on a backwater planet by the name of Slogth. I misunderstanding involving the mention of her ship the Voidwalker and a case of mistaken identity later she found herself fighting off Nebula crime syndicate alongside the same people she was suppose to capture.
 
She was surprised by how much success they were having. Not many could stand up against such odds and win. Although at one point it seemed that her luck had finally ran out when she was trapped and nearly executed in an ambush, it was the Stahnze's timely intervention that saved her life. It was not long after that Ruby felt like she had to repay the man somehow.
 
After everything was said and done, she ultimately agreed to help Turk and Bliss settle some of the debts and outstanding bounties on their heads. However she quickly found out that even with the small fortune she had acquired over the years, settling his debts would quickly bankrupt her and would run the risk of leaving her stranded on some remote world completely broke. Seeing how well they worked together against the syndicate, she brought up the possibility of running with the Voidwalker name.
 
If she was gonna dig them out of their mess, she was gonna need their help.
 
Personality & Motivation:
Ruby is seen by some as something of mercurial being. One moment shes laid back, care free woman with few worries, next moment she has the mentality of a daredevil with an addiction to danger. Behind it all however is a very determined woman who will see any job she takes to the end and keeps her own personal code of honor intact no matter what.
 
Complications:
Ammunition: Although she carries plenty, there is always the risk that she will run out of Nanites for her Nano-Pistol.
Enemies: Ruby has made various enemies over the years, from two bit space gangs to infamous war criminals that would love nothing more than get revenge on the girl that locked them away.
Reputation: High Profile Bounty Hunter raised and trained by Famed Mercenary Zorla Voxx


Abilities: 4 + 8 + 8 + 4 + 4 + 4 = 32PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 16 + 8 = 24PP
Attack: Base +8, Ranged +8, Melee +10, +12 Nano-gun
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Initiative: +4
Grapple: +12
Knockback: -8


Saving Throws: 4 + 6 + 8 = 18PP
Toughness: +10 (+4 CON, +6 Protection)
Fortitude: +8 (+4 CON, +4)
Reflex: +10 (+4 DEX, +6)
Will: +10 (+2 WIS, +8)


Skills: 80R = 20PP
Acrobatics 6 (+10)
Bluff 8 (+10)
Computers 3 (+5)
Disable Device 8 (+10)
Gather Information 8 (+10)
Intimidate 8 (+10)
Knowledge: Galactic Lore 4 (+6)
Knowledge: Technology 4 (+6)
Notice 8 (+10)
Pilot 11 (+15)
Sense Motive 8 (+10)
Survival 4 (+6)


Feats: 15PP
Accurate Attack
Ambidexterity
Attack Focus: Melee 2
Challenge: Fast Demoralize
Dodge Focus 6
Equipment 15 (Bronze Award)
Evasion
Fearless
Luck
Power Attack
 
Mundane Equipment 
Masterwork Hand Cuffs (+2 to escape artist attempts to get out, +2 toughness) [1EP]
Multi-Tool [1EP]
Wrist Mounted Computer [1EP]
Space Cruiser Voidrunner [72EP]
The Voidrunner is one of the older ships to be still flying across space. Years of repairs, modifications and the occasional rebuild have rendered the ship unrecognizable and left its full history shrouded in mystery...
Size: Colossal [4EP]
Strength 50
Toughness 13
Defense 2
Features: Alarm 1 (DC 20) , Communications, Computer, Holding Cells, Infirmary, Living Space, Navigation System 3 (+10 Nav), Remote Control, Workshop [11]
Powers: [47]
Blast 10 (Extras: Autofire) [30] Autogun Turrets
Flight 8 [16]
Super Movement 3 (Space Travel 3) [6]
Super Sense 4 (Accurate Extended Analytical Radar) Ship Scanners [5]
Powers: 6 + 20 + 12 + 6 = 44PP

Comprehend 3 (Speak, read and understand Languages) [6PP] Translator Implant

Device 5 (Modified Combat Armor, Hard to Lose) 20PP
Protection 6 (Extra: Impervious 6) [12PP]
Immunity 9 (Life Support) [9PP]
Super-Sense 4 (Infravision, Radio, Extended (100ft) Analytical-Normal Vision) [4PP]
 
Device 4 (Nano-gun, 20PP device; Flaw: Easy-to-Lose) [12PP]
Nano Pistol Array 8 (16PP array; Feats: Accurate 2, Alternate Power 1) [20DP]
Base PowerBlast 8 [16/16] (Nano-Forged Rounds)
Alt. PowerSnare 8 [16/16] (Cryo Rounds)
 
Device 2 (Serro Blade, Easy to Lose) [6PP]
Strike 8 (Power Feats: Mighty, Penetrating 1) [10PP]
 
 
DC Block
ATTACK      RANGE        SAVE                            EFFECT
Unarmed     Touch        DC17 Toughness (Staged)         Damage (Physical)
Blast       Ranged       DC23 Toughness (Staged)         Damage (Physical)
Snare       Ranged       DC18 Reflexive (Staged)         Snared (Ice)
Strike      Touch        DC25 Toughness (Staged)         Damage (Physical)


Totals: Abilities (32) + Combat (24) + Saving Throws (18) + Skills (20) + Feats (15) + Powers (44) = 153/153 Power Points
 

Edited by HG Morrison
  • 2 weeks later...
Posted (edited)

TEST DATA COMPILED by Thevshi
 
It is time for Endeavor to head into the lab for some... upgrades!
 
Increase her X1 Exploration Suit from Device 5 to Device 7 for 8PP (Providing 10 Device power points)
Increase her flight in the device from 4 to 8 for 8 Device PP
Increase her Protection to 8 (If she is PL 8 now) for 1 Device PP
Have the suit grant the feat: Environmental Adaptation: Zero Gravity for 1 Device PP
 
Increase her EM Wand from Device 4 to Device 5 for 3PP (Providing 5 Device Power Points
Increase her Electrical Control to 8, raising it's Alternate Powers accordingly for 2 Device PP
Add one more Alternate Power - Strike 8 (Extra: Penetrating 4; Feat: Accurate 2, Precise 1) for 1 Device PP
Improve her Light Control by 1 rank for 2 Device PP
 
Note: if Endeavor is PL 8 now, her Toughness can be at 8, correct? I'll catch up with her defenses next time.

 

Player Name: The Osprey
Character Name: Sakurako "Endeavor" Hino
Power Level: 8 116/116PP
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 11/30

In Brief: Sakurako is the super-intelligent young inventor enrolled at the Claremont Academy, a Gadgeteer with potential once she gets through her education.

Residence: Claremont Academy or her Family Yacht at the North Bay Yacht Club Marina.
Base of Operations: Claremont Academy
Catchphrase: "By Sagan's Cardigan!" and other "By _____ _____!" Exclaimations.

Alternate Identity: Sakurako Hino
Identity: Public
Birthplace: Minneapolis, Minnesota
Occupation: Student
Affiliations: Claremont Academy, Freedom City
Family: Mikoto Hino (40, Retired Superheroine), Hikaru Hino (40, Retired Superhero, CEO Hino Heavy Industries (Now Hino Corporation)), Grandfather (82, Non hero Superhuman).

Description:
Age: 17 (DoB: January 8th, 1998)
Apparent Age: 17
Gender: Female
Ethnicity: Japanese American
Height: 5'7"
Weight: 145 pds
Eyes: Magenta
Hair: Pink

Sakurako is a unassuming girl, as plain as a pink haired girl could be. Well if someone picked her clothing for her. Her fashion sense as a civilian is haphazard, sometimes wearing clothing that wouldn't fit in where she is, or something with bright colors. In her costume, Sakurako opted more for high-visibility to fit in with missions she eventually knows she may have to embark on (search and rescue, primarily). The sailor collar motif on her suit, comes from her love of nautical type outfits. Something she is apt to wear more than anything when choosing her civilian wardrobe.

Power Descriptions:
Sakurako's first invention was her EM (Electromagnetic) Wand. Capable of altering the forces of magnetism, and able to discharge electricity, as well as bend and generate light to it's needs. It's most amazing ability is to enhance the healing capabilities of a person it contacts, allowing wounds to heal at an accelerated rate.

Sakurako's second invention was the most ambitious, a form-fitting suit that could take the rigors of space exploration, able to hold an atmosphere, and with an air supply to keep one fresh for however long the air supply lasts. Combined with a micro-flight array, and a outer membrane skin that can shrug off micrometeorite strikes, it became Sakurako's most prized invention.

History:
There is nothing normal about Sakurako's childhood up to this point. Sakurako's Mother, the Supergenius known as Mikoto hino, once named "Ensign Minneapolis" in her superheroine carreer, was exposed to an odd radiation unleashed by a villain in a robbery, thus rendering her unable to support an egg biologically. Sakurako's father, the CEO of Hino Corporation, Hikaru Hino, also known as the battlesuited Superhero Scientist, Tetsuryu, came to Mikoto with a plan.

They created an artificial womb using experimental nanotechnology. Tech designs liberated from Doc Otaku after one of his schemes were stifled in Akihabara. After 9 months gestating in a artifical womb-pod, Sakurako came out. Her early years were hit and miss. Having to deal with children making fun of her odd colored hair and eyes, her sharp, piercing intellect, and dealing with seeing new places every few years as her Dad, now a retired superhero, went to handle new expansions of his corporation.

In 2010, Sakurako's Grandfather fell ill. He was gifted with longevity, but it didn't protect from disease or accidents. While he was recovering from his illness, Sakurako lived in Tokyo, at least trying to fit into society. Going to school was more of a bore for the genius girl, as she pretty much knew most of what they were teaching, although her PE scores lagged behind. She also started working on her two inventions, her EM Wand, and her Exploration Suit. Taking after the design of her Mother's suit more than her Father's, it seemed that she, if her parents weren't retired, would make an excellent sidekick.

A few months ago, Hikaru decided to move the North American headquarters of Hino Corporation from Washington D.C. to Freedom City. In the process, he once again moved the family, now that Sakurako's Grandfather was better, and there wasn't any current need to be in Tokyo.

Sakurako's Parents, seeing that Sakurako would be better served in an educational environment suited to her needs as a superhuman, enrolled her in the Claremont Academy, and although she isn't a live-in student, she attends classes daily.

Personality & Motivation:
Sakurako is a quiet girl, not really showing her emotions because she guards them. She is self-conscious (due to her hair, and also because of her unique method of birth she has no belly button), and temperamental if something annoys her. She sometimes can be inflexible with an idea or plan, and this causes her to be skittish or moody, sometimes bossy. She is fully motivated by the need to pursue science wherever it leads her, not to mention she wants to show the good science can provide to humankind, and to nature.

Powers & Tactics:
Sakurako's suit is the ultimate expression of a rookie's first battlesuit, generating a flight field using a experimental repulsor technology, and the suit's nanite-interwoven material to create a pressure-proofed and air/watertight envelope. The helmet when active can filter out any diseases and poisons, and any radiation is blocked by the suit's material. When an external air supply is attached, as long as there is oxygen she can operate underwater, in space, at high altitudes, or anywhere where there isn't breathable atmosphere.

Her EM Wand allows through the manipulation of the force of electromagnetism, allows her to control electricity, manipulate magnetism, and accelerate the healing of any biological organism by promoting healthy cell growth. It can also produce a light, similar to a flashlight, but with the strength of sunlight.

Sakurako loves to stay back from the fight, either zapping when necessary, or darting in to provide medical assistance to her compatriots. She relies on her Mission vest to carry whatever gear she thinks she might need in the field or have to deal with.

Complications:
"Umm... uh... let me get set up first.": Sakurako never commits to a plan until she feels prepared for it, and any complication she feels may arise. Also if something suprising happens that breaks or puts a monkey-wrench in said plan she may get flustered or panic.

"My parent's enemies are mine as well, it seems.": Over their carreers, Sakurako's Mother and Father made many enemies in their exploits as superheroes, enemies likely to consider her fair game as much as her parents.
 
"I'll Try Anything Once.": Sakurako is extremely naive about new experiences.

"Oh no, my airline!": Sakurako's air supply has visible air tanks and airlines, giving a bad guy something to grab or puncture, not to mention airlines may get damaged or snagged.
 
"Curses, no bars!": Sakurako's datalink relies on a WiFi protocol and doesn't work outside of it. If it isn't broadcasting as a WiFi signal, she can't connect to it.

 

"I got sister issues": Sakurako now has an enemy in the form of a recently discovered sister who wants her genetic data and revenge on Sakurako's family for abandoning her. Hannah, AKA The Dark Ensign (Formerly Hardwire).

 

"Why cant you see you're wrong!": Sakurako is used to being right with her intellect, and when she butts heads with her chaotic teenage compatriots or with adults who might actually be wiser than the young genius, Sakurako can turn into a stubborn brat.

Abilities: -2 + 0 + 0 + 12 + 6 + -2 = 14PP
Strength: 8 (-1)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 22 (+6)
Wisdom: 16 (+3)
Charisma: 8 (-1)


Combat: 6 + 6 = 12PP
Initiative: +0
Attack: +3 Melee, +7 Ranged
Grapple: +2
Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -3


Saving Throws: 4 + 5 + 4 = 13PP
Toughness: +7 (+0 Con, +7 [From Suit])
Fortitude: +4 (+0 Con, +4)
Reflex: +5 (+0 Dex, +5)
Will: +7 (+3 Wis, +4)


Skills: 84R = 21PP
Computers: 4 (+10) Skill Mastery
Craft (Chemical): 9 (+15) Skill Mastery
Craft (Electronic): 9 (+15) Skill Mastery
Craft (Mechanical): 9 (+15) Skill Mastery
Disable Device: 4 (+10)
Investigate: 4 (+10)
Knowledge (Business): 4 (+10)
Knowledge (Physical Sciences): 4 (+10)
Knowledge (Technology): 4 (+10)
Language: 1 (Japanese, Native: English)
Medicine: 7 (+10)
Notice: 7 (+10)
Search: 4 (+10)
Sense Motive: 7 (+10)
Survival: 7 (+10)
 
Feats: 13PP
Attack Focus (Ranged): 4
Dodge Focus: 4
Improvised Tools
Inventor
Skill Mastery: 1 (Craft [Chemical, Electronic, Mechanical], Computers)
Equipment: 2
 
Equipment (Underlined is masterwork): 2PP = 10EP
Cell Phone [0 EP]
Gas Mask [1 EP]
Laptop Computer [1 EP] +2 to Computer Checks
Video Camera [2 EP]
Mission Vest

Comlink [0 EP]
Flashlight [0 EP]
GPS Reciever [0 EP]
Medkit (Basic) [1 EP]
Multitool [1 EP] +2 to checks
Tablet computer [1 EP]
Parachute with Auto-Trigger [2 EP]
Inflatable Life Preserver [1 EP]

 
Powers: 15 + 28 = 43PP
 
Device 5 (25PP Device, Electromagnetic, Technology; Flaws: Easy to Lose) [15PP] The EM Wand 
Electromagnetic Synchronization System 8 (16 pp array, Feats: Alternate Power 3) [19PP]
Base Power: Electrical Control 8 (Electricity, Technology) {16/16} Electric Discharge Mode
Alternate Power: Healing 7 (Feats: Persistant, Regrowth) {16/16} Magnetic Healing Accelerant 
Alternate Power: Magnetic Control 8 {16/16} Magnetic Actuation Mode

Alternate Power: Strike 8 (Extra: Penetrating 4; Feat: Accurate 2, Precise 1) {15/16 pp}Magnetic Plasma Blade


Light Control 3 [6PP] Electromag Light System

 
Device 7(35PP Device, Technology; Hard to Lose) [28PP] X1 Exploration Suit
Datalink 1 (10 Feet, Sense: Radio via WiFi) [1 PP] Wireless Computer Interface
Flight 8 [16PP] Flight Repulsor System
Immunity 2(All Suffocation; Complication: "Oh no my air line!")) [2PP] Atmosphere Regulation System
Immunity 7(Poison, Disease, All Environmental conditions) [7PP] Sealed Environment System
Protection 8[8PP] Reactive Nanotex Membrane

Environmental Adaptation: Zero Gravity[1PP] Microrepulsor Thrusters


 
Drawbacks: (-0) + (-0) = -0PP
 
DC Block
 
ATTACK                  RANGE         SAVE                                     EFFECT
Unarmed                 Touch           DC15 Toughness (Staged)    Damage (Physical)
E.D. Mode               Ranged         DC23 Toughness                  Damage (Electricity)
 
Totals: Abilities (14) + Combat (12) + Saving Throws (13) + Skills (21) + Feats (13) + Powers (43) - Drawbacks (0) = 116/116 Power Points

Edited by Thevshi
Posted (edited)

HARK THE HGM

 

Nevermore
 
A lot went into this. 19 Power Points, and some reshuffling!
>Here is a reference post. I will also paste the sheet below in spoiler blocks.
I will break this up by section.
 
General notes:
-Most generally speaking, he should be at PL 9 combat caps now, still Attack and Defense shifted.
-Please change his header on the character thread to state he is PL 9.
-His progress is now to Impervium, since Gabriel went Platinum.
-Age is 17.
-Weight is 160.
-DC Block is now an actual Code Block.
 
Abilities, Combat, and Saves:
-Upped Strength and Constitution to 16 each (he's been working out!).
-Gave him 1 more rank of Base Attack and 2 ranks of Base Defense (with adjustment to Dodge Focus, noted further below).
-Due to Melee Attack and Str bonus, Grapple bonus is now +14.
-Toughness is now +7 due to Con boost.
-Upped all Exotic saves to +5 bonus, for +8's on all Exotics across the board.
 
Skills:
-Dropped Climb, Swim, and Knowledge (Tactics) entirely. He can get by with his stats and Jack of All Trades and Beginner's Luck.
-Upped Acrobatics, Drive, Notice, and Stealth to 7 ranks each (total +10 for all).
-Upped Computers, Intimidate, Investigate, and Search to 8 ranks each (total +11 for each).
-Upped Survival to 5 ranks (+8 total).
 
Feats:
-Added Accurate Attack, Beginner's Luck, Defensive Attack, Evasion, Improvised Tools, Jack of All Trades, Second Chance (Mind Control), and Track.
-Increased Takedown Attack by 1 rank.
-Reduced Dodge Focus to 5.
-Using 4PP of my Bronze Award on 4 ranks of Equipment for him. Which technically frees up PP for feats that I re-spend above.
 
Powers:
-Spending 5PP to move his Mighty Damage 4 outside of his Device to become "Martial Arts", with the Training descriptor.
-Device is now 16PP cost for 20DP.
-Added the Limited [Half] flaw to his Immunity, then took that point and added Infravision to his Night Vision Lenses.
 
This should spend all 19 Power Points, putting him at 139/139 PP. And a solid PL 9 character, to boot.
 
Copypasta of his sheet:


Player Name: KnightDisciple
Character Name: Nevermore
Power Level: 9 (139/139) [Gold Reward Slot]
Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Impervium Status: 19/150 (Platinum achieved with Gabriel)

In Brief: The young apprentice and sidekick of the Raven, Nevermore is preparing himself to take on that legendary crime-fighting mantle one day soon.

Alternate Identity: Aleksander Garen Nakani (Birth Name/legal name); Svarog (Name assigned by the Blood Dragons)
Identity: Secret
Birthplace: Rustavi, Georgia
Occupation: Student (Claremont); Crimefighter
Affiliations: Claremont Academy; Raven "family"; Blood Dragon Scoiety (former)
Family: Henrik and Maral Nakani (biological parents, deceased); Loren and Melissa Barbeau (adoptive parents)

Description:
Age: 17 (DoB: December 12, 1997)
Apparent Age: N/A
Gender: Male
Ethnicity: Armenian and Ossetian
Height: 5'10"
Weight: 160 lbs. 
Eyes: Grey
Hair: Black
 
Aleksander is a lean young man, clearly in the midst of his growth spurt. He avoids teenage awkwardness only due to over a decade of conditioned "training" and a few years of more natural training, and thus an instinctive sense of balance and poise. His frame is well-muscled, but he clearly favors speed and tone over sheer power. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training.
The long, thin scars on his back, faded for years now, are decidedly not from training.
 
His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed.
His somewhat angular face has trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains.
His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail.
His face is angular without being severe, with no features being over-prominent; the angles are smoothed out (helped by the fact he stays clean-shaven). 
 
Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. 
 
Nevermore's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. 
The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized "N"), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit.
When at rest, the cape's edge is a straight line, but thanks to the combination of the electroreactive "frame" inside of it, and the morphic molecules, when in "glide mode", the edges take on the appearance of a raven's wings spread in flight, or at least a stylized rendition of it. 
The boots/greaves and the gauntlets have extra protection and plating added on to the exterior of the suit's basic layers, though the gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all actually separate pieces. 
His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air (though the sides have a convenient lock point for his gas mask). His eyes are covered by special lenses that appear, from the outside, to be somewhat milky-white when inactive, but faintly glow green when night vision mode is active. 
 
Power Descriptions:
Aleksander is an essentially normal human being. His time under the "care" of the Blood Dragon Society had them injecting him with various chemical mixtures meant to encourage the maximum potential growth, and he was fed a rigorous diet rich in some unique vitamins and minerals, but while he shows the potential to enter the very top tier of human performance, right now he shows no signs of mutation or any other true superhuman powers.
Instead, his body is in peak condition for a boy of 16, and he possesses more skill than most would think possible for one of his age (due to his...rigorous...care with the BDS). Some might describe Aleksander as a "living weapon", and truthfully, they wouldn't be entirely wrong. His physical fitness and sheer skill make him a formidable close-combat opponent.
 
Nevermore's costume is a masterful piece of crime-fighting engineering.
The innermost layer is a thick, comfortable layer of thermal-insulated morphic molecules that help Alek survive extreme temperatures.
Next is a layer of body armor, composed primary of thick, semi-rigid Kevlar plates that provide protection sufficient to deal with most regular small arms.
The cowl contains lenses that can activate night vision, meaning even the darkest night is as bright as day to Nevermore.
As well, an advanced communications suite is embedded under the armoring of the cowl. This system also works with some small microcomputers in his belt to give him up-to-the-picosecond accurate time, as well as precise geopositioning data and magnetic north orientation readings.
The belt also holds a number of tools useful for crime scene analysis, a fold-out tablet computer useful for taking notes and such, and a simple collapsible gas mask that fits over his exposed moth and provides an environmental seal and several minutes of clean air.
The cape is composed of special electro-reactive morphic molecules that conform to a rigid frame when a very low but precisely calibrated electrical charge is run through them. While he has insufficient propulsion for true independent flight, Nevermore is capable of long glides. His ability for movement around the city is aided by special high-speed, high-power grapnel lines that are housed in his gauntlets (under the extra armor plating).
Finally, the whole suit is reinforced to enhance not only protection but close combat capability. The main "striking points" are still fists/forearms and feet/calves, and this is reflected in the heavier, reinforced plating present there. In addition, small, hollow reservoirs partially filled with a fine silicon mix provide an impact enhancer similar to the common dead blow hammer.
Rounding out his current arsenal is The Talon, a high-performance motorcycle which is Nevermore's primary means of transportation across larger portions of Freedom City (with his grapnel/glider cape combo being used for more precise positioning in specific areas). While unarmed, it is a tough, fast vehicle that bears a solid security system to prevent bike-jacking. The overall construction is rugged, with the bike mainly sporting two seemingly oversized tires (each with an independent electric motor for power), and a central "pod" with rugged armor plates, special steering "arms", and a simple voice-activated computer that has an always-updating navigation program. It is currently capable of speeds approaching the fastest performance road cars, though Nevermore rarely pushes it to that speed.

History:
Aleksander Garen Nakani should have been a perfectly normal boy born in the country of Georgia. And for about 6 months of his life after birth, he was. 
Then, one day, he and his parents "disappeared". His father and mother were found weeks later, dead, their child missing, out well past city limits. Theories abounded. No one was ever charged, no conclusion made. Funerals were held. People mourned. Mementos were kept by parents/grandparents and other scattered family.
None were the wiser that Aleksander had been taken by the Blood Dragon Society to their base in Transylvania, Romania. They are a fanatical group borne from the last members of the Order of the Dragon. Born in fire and blood, they escaped the purge that wiped out most of their brethren and went into hiding. They watched as one of their own members became one of the most feared monsters of all time, a household name half a millennium later. 
The Blood Dragon Society vowed all those years ago to protect Europe (and, eventually, mankind) from the "dark things". Unfortunately, their definition of what constituted a viable threat has varied over the years, and has never focused solely on supernatural threats, but instead included political or religious movements and individuals. 
Worse, they vowed to use any means necessary, and have taken that vow seriously. They employ methods most would never condone, and in the last couple of centuries have begun taking orphans or other "won't be missed" children to train them from a young age to be perfect "defenders".
Aleksander was part of a new "trial group", selected based on genetic factors (in his case, the presence of many historically successful soldiers on his father's side, and genetics stretching back to some of the fiercest Sarmation warriors on his mother's side) that the Society believed would make them ideal warriors. These children, taken from all over the world, and being of all sorts of ethnicity, were brought in before their first birthdays. They were raised impersonally, granted single names based on mythology (Aleksander was called Svarog), and fed rigorous diets, supplemented by vitamin and chemical treatments intended to procure the maximum possible performance and growth. They were educated as soon as possible, trained from very early ages in tactics, stealth, sabotage, combat of all kinds, and more. Their minds were laced with subliminal programs to ensure obedience and efficiency. Psychics were brought in to aid all of these efforts, ensuring that the whole batch of 20 was far ahead of their peers in every way by age 10. 
Alkesander was 11 when the Freedom League rescued all of the children from the clutches of the Society. The Raven, with the aid of Foreshadow, had tracked down the location of the Society's facilities. The stealthier members of the League infiltrated the base and ensured that the children were there and safe, and disabled much of the security. The rest of the League then swept in and thoroughly disabled any BDS troops still up and about, including a few of their more exotic members. 
Raven herself was the one to open the cell holding Aleksander, who had been in solitary for a week because his young mind had shown itself to be (once more) resistant to the harsher aspects of the programming they were trying to induce on the children. It wasn't a conscious thing, simply an unusually resilient psyche that meant the next year would not be as harsh as it would for his fellows. But only a little less harsh. Thankfully, the BDS facility had included full medical and biographical files on the children there; the Society was thorough and meticulous, if nothing else. This allowed the League to track down what family remained...which was his father's father, who was by this point in no condition to take care of a child. So he would have to be adopted after his treatment.
It took over a year for League psychics and psychologists to help young Aleksander reach a point where they felt he couldn't simply be "switched off" or reprogrammed with a single phrase, and that he didn't treat the entire world like one long spy or combat mission. It still was a delicate enough situation that his adoptive parents, Loren and Melissa Barbeau, had to be specially trained and prepared to help him learn to socialize more normally. As well, his state of mind, as well as his near-reflexive fighting ability, necessitated him attending the Nicholson school for 3 years. 
Thankfully, by 14 Aleksander was a comparatively normal, if quiet, boy. He was even attending a regular public school.
What Loren and Melissa didn't know is that the mental focus that previously had been forced upon the lessons of being a weapon, was now turned to investigating the Raven more. For almost a year, he'd been slowly tracking bits and pieces of information.  
Not because he hated her; just the opposite, Aleksander felt only the greatest of admiration for her. He wished to thank her without having to get mugged first. 
But as his investigation continued, he came to an uncomfortable conclusion: Raven was growing older. Just as her predecessor had, she was starting to show small signs of aging. One day, perhaps soon, she'd have to give up the mantle. But to whom?
The day he figured out who she was, was the day Alkesander Nakani decided that if the Raven wouldn't appoint a successor, maybe one needed to approach her. So he dug deeper. 
Eventually, he determined two facts. First, the original Raven had been Duncan Summers, who was now headmaster of Claremont Academy. Second, his daughter, Callie Summers, was the current Raven. This would explain all the various resources Raven had always had access to. But now...how to speak to either of them about it?
Finally, he decided on just going to Claremont Academy and trying to speak with the Headmaster, as he wasn't sure Callie would be at the Summers home. He skipped school one day and caught the bus to Bayview. He managed to slip onto the Academy grounds with none of the students or staff noticing, and ended up right outside Headmaster Summers' office.
At which point the retired hero invited him in to speak. Duncan explained that while he didn't know quite why Aleksander was there, he'd kept track of the boy, if for no other reason than to help alert other heroes if the Blood Dragon Society ever moved to try and retake him. But the boy's presence intrigued him, and he had a guess as to why he was here.
So Aleksander laid out his research, the results, and his belief that Callie needed a successor. 
Duncan ended up calling his daughter into the meeting, and there were a couple hours of discussion (during which Loren and Melissa were called in as well). In the end, it was decided that until he was 15 & 1/2 years old, Aleksander would be undergoing rigorous "basic training" without stepping foot outside the "lair" under the Summers home. Loren and Melissa weren't thrilled, but recognized that between Aleksander's iron will and his rather unique background, they'd be unlikely to stop him.
So instead they partnered with Duncan and Callie to help make sure Alek didn't do something stupid to get himself killed. 
By June of 2013, Alek was allowed on 2 patrols a month, to try and get him used to actually going through the motions of being a crime-fighter. He was primarily asked to watch Raven's back, but was sometimes allowed to take the fore and get some practice. Most criminals were at least smart enough to not mouth off to a kid in body armor who was working with the Raven. The ones that were were educated. Word started to spread.
In the meantime, in an effort to take some of the work off of Callie, and maybe give Aleksander some independence on occasion, Nevermore (as he has dubbed himself) has transferred to Claremont, starting in the Spring 2014 semester. It is hoped that he will learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention.
 
Personality & Motivation:
Aleksander is a fairly quiet young man, but for all that he's gone through, he's actually fairly hopeful. He doesn't go for much in the way of exterior shows of emotion, but being rescued from the clutches of the Society, in the way he was, taught him that the world has good people, and those good people can make a difference. 
While not anti-social, Alek prefers to ration his time with friends (which he makes slowly and carefully) and strangers. But when he is with them, his shell opens up at least a little bit; he has a tendency to be the dry wit of a group, making some quip with a completely straight face. 
Alek will almost fanatically stand up to bullies, especially if he sees them picking on someone notably less capable physically (or socially, if it's primarily verbal bullying). He does not initiate actual fisticuffs, but he has been sent home a couple of times for, in his words, "finishing what someone else started". He has never shown regret for those fights, either. Thankfully he abhors the idea of taking a life or producing permanent injury, and so he's always focused on restraint, or temporary discomfort, to breaking bones or the like. 
Alek tends not to get involved in discussions about politics or law or the like, beyond voicing a general dislike of "injustice", though with as young as he is it's still a nebulous concept (beyond "criminals running around not getting stopped").
 
Nevermore comes off as a gruff, no-nonsense crime fighter. He's willing to work with other heroes, though he's cautious if he does not know them, and might get slightly frustrated with those who have trouble with subtlety of any form. 
To criminals, he's somewhat quieter than his predecessor, but still carries an air of menace and shadows. He is relentless and fearless, and lets them know. 
He does have a bit of a tendency to try and put on a gravely bravado with older heroes, barring those like Midnight or Foreshadow who carry legacies similar to his own. To them he is respectful, though he's not afraid to voice an opinion. But to others he might be trying to over-compensate for his clear newness to his role, subconsciously trying to prove that he's worthy of the mantle he will be receiving.
To the average citizen, he's polite, if a bit terse, but always wanting to prove helpful in a moment of need.

Powers & Tactics:
Nevermore will adjust his tactics depending on the number and quality of opponents.
For a large number of "thugs" he tends to just dive in and start taking them down rapidly, weathering their blows with his body armor while he delivers precise, powerful strikes.
Armed opponents are likely to be disarmed.
Those who seem to focus on power over finesse may well end up put in one martial art hold or another while he tries to choke them just enough to knock them out.
For a notably powerful opponent he is likely to attempt to remain in stealth until he can catch them unaware enough to get a couple of solid blows in. That, or try to work with someone else or call for backup.



Complications:
Once a Soldier, Always a Soldier: While the particular cell that was "raising" Aleksander was dismantled, the Blood Dragon Society as a whole still exists. And they aren't the sort to let resources go to waste, especially ones that display the potential Aleksander has. At some point, or several points, they may try to retrieve Aleksander, not realizing that he's also Nevermore.
The River Runs Deep: Aleksander was given a thorough de-programming by more than one psychic who was affiliated with the Freedom League, and was further taken through more mundane therapies and de-programmings by psychologists and psychiatrists. However, the scars of that time still remain. It is possible, if unlikely, that one or two "trigger words" may still be buried in his mind and activated, either by someone with sufficient knowledge, or someone with enough skill (not power, but skill) in the psychic arts. This would not turn him into a mindless drone, but it might be enough to leave him slower, incapacitated, or in some other way less effective than he should be. 
Secret (Identity): Aleksander's identity as Nevermore is something known only to a few (though fortunately or unfortunately, at least some fellow students at Claremont know). The risk is not only to himself, but to both the Summers, to his family, and even, in a way, to Claremont itself. 
Some Pretty Big Shoes: Aleksander's status as heir apparent to the mantle of the Raven isn't officially known to many, and nominally speaking, his assumption of that role is a few years off. Some more experienced heroes might not take him seriously, or take offense to him attempting to "take over" the Raven's name one day. Alek himself may sometimes have issues with confidence or second-guessing himself due to doubts over his "worthiness" of the role. 


Abilities: 6 + 6 + 6 + 6 + 6 + 2 = 32PP
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 12 (+1)

Combat: 10 + 12 = 22PP
Initiative: +3
Attack: +11 Melee, +5 Ranged
Grapple: +14
Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -3

Saving Throws: 5 + 5 + 5 = 15PP
Toughness: +7 (+3 Con, +4 [Protection])
Fortitude: +8 (+3 Con, +5)
Reflex: +8 (+3 Dex, +5)
Will: +8 (+3 Wis, +5)

Skills: 76R = 19PP
Acrobatics 7 (+10)
Computers 8 (+11)
Drive 7 (+10)
Escape Artist 5 (+8)
Intimidate 8 (+9)
Investigate 8 (+11)
Language 6 (Arabic, English, French, German, Georgian, Latin, Romanian [Native])
Notice 7 (+10)
Search 8 (+11)
Stealth 7 (+10)
Survival 5 (+8)
 
Feats: 30PP
Accurate Attack
All-Out Attack
Attack Focus (Melee) 6
Beginner's Luck
Chokehold
Defensive Attack
Dodge Focus 5
Eidetic Memory
Equipment 4 [Paid for with Bronze Award]
Evasion
Improved Block
Improved Disarm
Improved Grapple
Improved Trip
Improvised Tools
Jack of All Trades
Online Research
Power Attack
Second Chance (Mind Control)
Takedown Attack 2
Track
 
Equipment: 4PP = 20EP
 
Utility Belt [3EP]
Gas Mask: Immunity 1 (Eye & Lung Irritants)[1EP]
Investigator's Kit (+2 to Investigate Checks) [1EP]
Tablet Computer [1EP]

 
The Talon (Vehicle; Motorcycle) [17EP]
Size: Medium [0EP]
Strength: 25 (Medium Load: 533 lbs.) [3EP]
Defense: 10 [0EP]
Toughness: +10 [5EP]
Features: [4EP]
Alarm 2 (DC 25)
Computer
Navigation System
Powers: [5EP]
Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP]


Powers: 21PP
 
Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts")
 
Device 4 (20PP Container, Flaws: Hard-To-Lose) [16PP] (Technological; "Nevermore Costume")
City Movement 1 (2PP Array; Feats: Alternate Power 1) [3DP]
[array]Base Power: Flight 2 (Flaws: Gliding) [2] ("Electroreactive Glider Cape")
Alternate Power: Super-Movement 1 (Swinging) [2] ("High-speed Grapnel Gun"][array]/
Communication 5 (Radio, 5 miles; Feats: Subtle) [6DP] ("In-Built Headset")
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1DP] ("Protective Thermal Under-Layer")
Protection 4 [4DP] ("Armor Plating")
Super-Senses 2 (Infravision;Vision Counters Obscure (Darkness) [Darkvision]) [3DP] ("Night Vision Lenses")
Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3DP] ("Head's-Up Display")

 
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 22 Toughness (Staged) Damage (Physical)
Totals: Abilities (32) + Combat (22) + Saving Throws (15) + Skills (19) + Feats (30) + Powers (21) - Drawbacks (0) = 139/139 Power Points

Edited by HG Morrison
Posted (edited)

DO YOU EVEN LIFT, BRO'D BY HGM

 

Added 8 Ranks of Stealth, even if it's not something he likes to use.
Added a single AP to the psionic array for Tactile telekinesis.
 


Player Name: RobRX
Character Name: Kharag
Power Level: 10 (163/163 PP)
Unspent PP: 0
 
In Brief: Immortal alien god, barbarian, one-time conqueror and member of the Praetorians.
 
Alternate Identity: Many alternate names as well as titles, including: Veskren, K'ralg, 'Son of the Gods', 'The Golden King', 'The Deific Emperor', 'The Scourge of Za'ak', 'Conqueror Of A Thousands, 'The Immortal, 'The Destroyer' etc.
 
Identity: Public
Birthplace: Za’ak
Occupation: Praetorian, King (Formerly), Deity
Affiliations: Ancient Delaztri Empire
Family: Unknown
Description:
Age: Unknown
Apparent Age: Unknown
Gender: Male
Ethnicity: Alien
Height: 6'0"
Weight: 188lb
Eyes: Yellow
Hair: None
 
25k4zg3.jpg
Travel clothes
As Emperor of Za'ak
Kharag’s appearance is typical of a Za’akis; humanoid with hardened, callous hairless greenish-blue skin, with little to no body fat, only muscles and bony ridges. His face is human-like, with sharp, pointed features and bony ridges on the brow and forehead that go down his neck and spine. Eyes are sunken and yellow. He has no ears, only slits on the side of his head.
Kharag’s clothes are nearly entirely of made of natural material; leather, bone, chitin and animal fur. The brightly colored and patterned scales of Kl’kran beasts (a creature of his planet) adorn his clothes.
 
Power Descriptions:
Kharag has been created by the gods of the Za'akis and such is immortal and gifted with psychic powers beyond what is usually seen in his species. Beside such gifts, he is also trained to use his own body as a deadly weapon.
 
History:
According to Za’akis legends, written on the walls of the cyclopean Cave of Nakazah, the gods made Za’ak to be a monument to savagery. For untold eons, the Za’ak lived on their world, a world they never named, hence why it was named after it’s inhabitants. That planet could easily be classified a ‘death world’, a world so dangerous just about every life form on it would attempt to kill anything it came across.
 
This all changed when Kharag appeared. No one knows for certain where Kharag come from; legends says he was born from the hands the gods, in a distant land. Kharag had many adventures all across Za’ak, slaying beasts, saving villages, toppling entire kingdoms and so forth. He spoke of the realms beyond the stars and was eager to advance his people beyond their limited technology. However, he never managed to find anything that would allow him and others to leave his planet or at least in any way that would be feasible to manufacture in mass. He obtained his wish when the Delaztri Empire found Za’ak. Thus, they became part of the Empire and served as shock troopers.
 
Personality & Motivation:
Glory dominate Kharag’s mind. In his mind, he is the one and only rightful ruler to his people, the Za’akis (a claim without much validity to the modern Za’akis, however). Once he ruled a single small kingdom on his planet but soon he conquered the entirety of his planet. Contact with the Delzatri have somewhat softened him, however. Nevertheless, while he is not the bloodthirsty conqueror he used to be, he has remained arrogant on the simple basis that for all intent and purposes he IS a god to the Za’akis. As expected from someone born on a planet where your breakfast can kill you, Kharag often act in very simple terms. Life is to be enjoyed. Enemies are meant to be crushed and driven before you.
 
After losing a battle, Kharag has sworn to serve the Delaztri empire and has since remained a loyal member of the Praetorians despise a bruise to his ego. Since his species joined the empire, he has no reason to part with them.
 
While Kharag is certainly not fitting the typical superhero mindset, that isn't to say he would sit idle at innocents being endangered. Working for the Delaztri Empire has certainly instilled in him the idea of protecting what you own and while he may no longer own anything, the remnants of the Delaztri empire and his scattered people are things he will protect. And if those aren't involved, he is likely to oppose any threat on the simple basis of looking for something to overcome and defeat.
 
Powers & Tactics:
Kharag’s divine body, in addition to the usual physiology of his species, is ageless and immortal. Even when slain, it will repair itself and return him to life in perfect condition. No scars mar his skin. Trained in a nameless martial art of his people, he can utilize this immortal body as a weapon as good as any vibro sword or powered mace. In addition to his physical enhancements, Kharag is gifted with psychic powers, something generally unseen amongst his people.

Complications:
  • Honor: Kharag cannot allow his honor to be sullied.
  • Egocentric:  While he was and still is a visionary for his people, it is clear that Kharag can sometimes be lacking in maturity and humility.
  • Underestimation: Kharag often underestimate ennemies, especially in one on one battles.
  • Keeper of the Za'akis: Kharag was born (or created?) for the purpose of leading his people toward the stars and the future. As such, the safety, well-being and sucess of his people remain a primary imperative to him. This imperative can and will clash with his own personality, however.
  • Never A True Leader: Kharag was never truly a wise leader. He ruled at first by inspiration and feats of power alone. When that did not work, he applied force. When the Za'akis joined the Delzatri, his influenced waned as lacked the knowledge to manage a socially and technologically advanced society. As such Kharag is prone to make terrible misjudgments should he ever lead a group.
  • The Betrayer: Some Za’akis and people aware of the Delaztri remember Kharag as a cruel warlord who pushed his people to spread into space where they became decadent and lost their way. As such anyone who knows who he is could see him in a rather negative light.
  • Tragic Fate: Kharag's life is a story much like a larger-than-life epic. For all his accomplishments and skill, he is often subject to truly cruel and tragic twists of fate.

Abilities: 8 + 4 + 8 + 4 + 6 + 4 = 34 PP
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 18 (+4)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 14 (+2)
 
Combat: 12 + 12 = 24 PP
Attack: +6 (+10 Melee)
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Initiative: +2
Grapple: +23/+14
Knockback: -10/-5/-2
 
Saving Throws: 2 + 4 + 3 = 9 PP
Toughness: +10/+4 (+4 CON, +6)
Fortitude: +6 (+4 CON, +2)
Reflex: +6 (+2 DEX, +4)
Will: +6 (+3 WIS, +3)
 
Skills: 56r = 14 PP
Acrobatics 4 (+6)
Craft - Structural 8 (+10)
Handle Animal 6 (+8)
Intimidate 8 (+10)
Knowledge - Tactics 4 (+6)
Language 4 (Za'Ak (native), Delaz, English, Galstandard, Khanate)
Notice 4 (+7)
Sense Motive 4 (+7)
Stealth 8 (+10)
Survival 6 (+9)
 
Feats: 22 PP
Attack Focus (Melee) 4
Animal Empathy
Dodge Focus 4
Equipment 1 (EP to Praetorian spaceship and HQ)
Elusive Target
Evasion 2
Fearless
Jack Of All Trades
Luck 1
Move-By Action
Power Attack
Startle
Takedown Attack
Trance
Uncanny Dodge (mental)
 
Powers: 21 + 6 + 15 + 8 + 4 + 3 + 3 = 60 PP
Alien Martial Arts, 18 PP Array (Power Feats: Alternate Power 3) [21 PP]

Base: Strike 6 (Extras: Penetrating 3, Power Feats: Dazzling Attack, Improved Critical 2, Improved Disarm, Incurable, Mighty, Split Attack, Stunning Attack, Weapon Break) [18 PP]
Alternate Power: Impervious Toughness 10 [10 PP] + Strike 6 (Power Feats: Improved Critical, Mighty) [18 PP]
Alternate Power: Strike 6 (Extras: Alternate Save [Will, 10], Power Feats: Improved Critical, Mighty) [18 PP]
Alternate Power: Enhanced Grapple 10 (Power Feats: Improved Grab, Improved Pin, Improved Throw) [13 PP] + Immunity 5 (entrapment, Extras: Duration [sustained]) [5 PP]

 
Protection 6 [6 PP]
 
Psionic Abilities, 10 PP Array (Power Feats: Alternate Power 4) [15 PP]
Base: Mind Reading 10 [10 PP]
Alternate Power: Communication 6 (20 miles, Power Feats: Rapid 2 [x100], Selective, Subtle) [10 PP]
Alternate Power: Immunity 10 (mental effects, Extras: Duration [sustained]) [10 PP]
Alternate Power: Mind Control 10 (Flaws: Action [Full-Round]) [10 PP]
Alternate Power: Mental Transform 10 (memories; Flaws: Action [Full-Round]) [10 PP]
Alternate Power: Super Strength 10 (Flaws; Limited:Lifting capacity only) [10 PP]

 
Super-Senses 8 (Infravision, Tracking, Mental Sense Accurate Acute Radius Ranged) [8 PP]
 
Immunity 4 (Cold, Disease, Heat, Poison) [4PP]
 
Power Movement 1 (2PP Array; Feats: Alternate Power) [3PP]
Base Power: Speed 2 (25mph/250ft per Move Action) [2PP]
Alternate Power: Leaping 2 (x5 per Move Action, 200ft Running Long Jump, 100ft Standing Long Jump, 50ft High Jump) [2PP]

 
Divine Existence (3 PP Container) [3PP]

Immunity 1 (Aging) [1PP]
Regeneration 1 (Resurrection/1 Week, Regrowth) [2PP]

 
Abilities (34) + Combat (24) + Saving Throws (9) + Skills (14) + Feats (22) + Powers (60) - Disadvantages (0) = 163 PP

Edited by HG Morrison
  • 2 weeks later...
Posted (edited)

REFLECTED by HGM

 

Mirror
 
Investing all his unspent points into Skills
 
2 PP = 8 Skill Points
Increase Knowledge (Physical Sciences) from 6 to 10 (4 points)
 
4 points remaining
Craft: Glass 3 (from 0)
 
1 Point Remaining
Craft: Structural from 4 to 5
 
0 points remaining
 


Player Name: LordHamster
Character Name: Mirror
Power Level: 10 152/152
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 2/30
 
In Brief: A new, young hero that enjoys having fun on the job maybe a little to much.
 
Alternate Identity: Alton Gotti
Identity: Secret
Birthplace: Corpus Christi, Texas, United States
Occupation: Poorly paid Engineer
Affiliations: Various Engineering Firms he's worked for, his roommates. (Janet Deedle, and Marcus Mink, they share a three bedroom house in Kingston, splitting bills, and rent as evenly as they can)
Family:  Father, Mother, and Younger sister all still live in Corpus Christi.
 
On Mary: Mary is a spirit who claims to have lived in Victorian England, and her attire certainly reflects this. She appears to be roughly eighteen, and tells Alton that she has little memory of the time since she's died. Currently her spirit is weak from years without a suitable host, though she herself doesn't know the requirements of her hosts. She vaguely remembers at least one previous host being abusive, and using her as a tool, instead of treating her as a person, and has set rules down for her assistance. Without a suitable living host onto whose soul she can bond to, she will weaken, and fade, until she is just an echo a few people see before she fades back into obscurity. Though she can eventually latch onto a new host, at that point, it would no longer be a conscious decision to try and bond with the host. In exchange for her host supporting her, and keeping her sane, she influences their soul to bring forth powers buried within them. When separated from the host these powers return to dormancy, though she says it might be possible for the right person to bring them back out for good. For the time being she's bound rather close to Alton, and has none of the powers her spirit should be able to manifest, so her only source of socialization comes from Alton, and as such, she tends to bother him at seemingly random times. Alton has started leaving the TV onto a channel she likes late at night so that she can watch it, and keep herself entertained so he could sleep without interruptions. Despite this, she still commonly talks to him in his dreams, entering his mind to entertain herself, resulting in a rather odd social dynamic between the two. While he's at work, she does give insights to help him where she can, however limited it is, and a tentative respect has formed between the two. However, the ground rules she's established (Listed elsewhere) are just that, her own rules. She can concentrate and revoke the powers she provides, though she also stops getting support she needs from the host, if he breaks them, as an incentive for him to treat her right, and not abuse her power. Alton has considered spending a weekend every month educating her more about the modern world, but has long since dropped this as a hopeless dream because between work, and being Mirror, he rarely has a weekend to set aside for this. Instead, he's been letting her watch documentaries, and teaching her in his dreams, when she pops in. Despite the respect, Mary is still a bit...mischievous, and likes to trip him up at random times with random acts, sometimes just a snide comment, but it varies. She does, however, avoid doing this when his life is in danger, as he supports her existence, so messing with him at these times would be a poor idea. 
 
Description:
Age: 22 (June 28, 1992)
Gender: Male
Ethnicity: Caucasian
Height: 5'10"
Weight: 135 lbs
Eyes: Silver-Grey Eyes
Hair: Shoulder length, light brown hair (usually in a ponytail)
 
Alton is an average height, skinny, though still healthy, man that is lightly tanned. His grey eyes appear almost metallic, and has a thin ring of gold around the Iris. His hair is kept at a shoulder length, and is well cared for. He usually walks around in a shirt in jeans, what he's most comfortable in, but when he goes out to be a hero, he wears a rather.....noticeable outfit.
(Hero Factory doesn't work for me for some reason, so I used Hero Machine, the models available there are a bit bigger than I imagine my hero, but it's close enough)
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Power Descriptions:
All of his powers can contribute to one another in various ways, resulting in him commonly using them together when he can, even if it would be easier to do it directly. His suit on the other hand has no reason he can remember anymore, but he quite likes it (for reasons he can't quite understand) and as such, continues to wear it. Due to him not being to tough on his own, he wears a undercover vest beneath the suit in order to protect himself a little more.
 
History:
Alton had a relatively normal childhood. Fairly average parents, and sister (Who actually has manifested powers of her own, though he doesn't know this) in a rather flat, boring city. As soon as he could, he moved to Freedom City where he went to college to get his current Engineering degree, and now works cheaply due to being inexperienced, and young compared to most of the other engineers he knows of. 
 
His powers manifested during a robbery at a convince store where he was working (still in college) at the time. The duo of robbers accidentally smashed some glass as they were fleeing, taking Alton's girlfriend (at the time) hostage to get out. In his panic, he sent shards of glass flying at them, seriously injuring them, though no one was killed, and he wasn't implicated, though records of this event probably still exist. Since then he's learned to control his powers better, and does everything he can not to use lethal force, especially avoiding shaping glass in a way to cut, when dealing with criminals.
 
However, ever since his powers manifested, he's been seeing a strange girl. Though she looks to be about 17, she claims to be far older, though she can't recall her original name. She asks only a few simple thinks of Mirror. One, that he never kill if he can help it. Two, that he dress at least semi-respectable when he desires to use the powers she claims to have granted him. Three, that he never forces her to do something she's uncomfortable with. Finally, four, that he doesn't outright tell anyone about her without her permission. So long as he follows these rules, though she did say there would be times where she would make exceptions, he would be granted as much power as she herself could spare.
 
Personality & Motivation: Fairly laid back in his secret identity, but as Mirror he's a bit more outgoing, and is constantly using his illusions to cause pranks, and create jokes of his enemies. Alton speaks with a mild West Texas accent that grows stronger (up to moderate) as he becomes stressed or angry. 
 
Powers & Tactics:
Alton isn't very tough, so he prefers to stay back, and his style of fighting reflects this. Using his light, illusions, glass, and teleportation, he keeps at a distance, and keeps his opponents confused, constantly second guessing what's real, what he's doing, and what's going on. His mask is actually glass (Like what they use in cars that shatters into cubes) that he repairs with his glass control, and to confuse his opponents. With one way glass eyes, and no signs of emotion, not even the facial contortions of pain, he doesn't let his opponents know what he's seeing, or thinking. At the same time, his cane he uses in combat is also made entirely of glass, once again shattering into cubes when broken, though he's compressed it to make that a little harder, so that he can fix it with ease, and have a slight edge in hand to hand, where he has had little experience, and no training.
 
Complications:
Secret Identity: Its a secret identity.
Records: Records of his true identity, namely the first manifestation of his powers, still exist in the world. A smart criminal, agent, or what have you could track them down, and learn who Mirror really is.
Hates seeing others hurt: Whenever Alton witnesses (Has to be there in person, though recordings/illusions could as trigger it) someone being injured badly enough to kill them, or be lethal if not treated soon, he is driven into a mad rage against the person that has done so, doing everything in his power to take them down (though never kill if he can help it) so that they can pay for what they have done. The origin of this rage is unknown to Alton, and he suspects that there's maybe something in his past that he has blocked to avoid the issue.
Bound by Blood and Soul: The source of Mirror's actual powers, though not his physical abilities, comes from the spirit bonded to him named "Mary". Whenever she is to far away, or cut off from him, he loses her power. However, because her soul rests bonded inside of his own, even if she's rendered unable to fight, move, or act on her own, he still retains his powers. 
 
 
Abilities: 0 + 8 + 4 + 0 + 2+0= 14
Strength: 10 (+0)
Dexterity: 18/26 (+4/+8)
Constitution: 14/24 (+2/+7)
Intelligence: 10(+0)
Wisdom: 12 (+1)
Charisma: 10(+0)
 
 
Combat: 12 + 16 = 28
Initiative: +8
Attack: +6 Melee, +10 Ranged
Grapple: +6
Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed
Knockback: -5
 
Saving Throws: 1 + 2+ 7= 10PP
Toughness: +7(10) (+7 Con, +3 Undercover Vest)
Fortitude: +8(+7 Con, +1)
Reflex: +10(+8 Dex, +2)
Will: +7(+1 Wis, +6)

 
Skills: 56 = 14PP
Acrobatics 6(+14)
Bluff 6 (+6)
Concentration 10 (+11)
Escape Artist 2 (+10)
Knowledge (Physical Sciences) 10 (+10)
Notice 4 (+5)
Sense Motive 4 (+5)
Stealth 2 (+10)
Swim 4 (+4)
Craft (Structural) 5 (+5)
Craft (Glass) 3 (+3)
 
Feats: 13PP
Attack Focus (Ranged) 4
Dodge Focus 2
Eidetic Memory
Equipment 2
Evasion 2
Quick Change 1
Instant Up
 
Equipment: 2PP=10EP
Glass Cane (Damage +2 [4EP]
Undercover Vest (Protection 3, Subtle)  [4EP]
Brass Knuckles (Damage +1[2 EP]

 
 
Powers: 8 + 10 + 25 + 22 + 8   = 73PP
 
Enhanced Dexterity 8 [8PP]
 
Enhanced Constitution 10  [10PP]
 
Light Control 10 ( Improved Range 2 Feat: Alternate Power 3 ) [25PP]
AP: Illusion 10  ( Affects Visual Sense; Progression, Area 2 (25 Ft. Radius) {22/22} (Light Control)
AP: Dazzle 10 Affects Visual Senses; Feat: Improved Range 2 ) {22/22} (Light Flash)
AP: Damage 10( Extra: Range [Range] Feat: Improved Range 2) {22/22} (Laser)

 
Move Object 10  Feats: Precise, Subtle; Extra: Range [Perception]; Flaw: Limited to Glass ) Effective Strength: 50 Heavy Load: 12 Tons [22PP]
 
Teleport 8 ( 800 Feet as a Standard Action, 2000 Miles as a Full Action; Flaw: Medium [Mirrors] [8PP] (Catoptric Teleportation)
 
 
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed   Touch   DC 15 Toughness (Staged) Damage (Physical)
Brass Knuckles Touch   DC 16 Toughness (Staged) Damage (Physical)
Cane   Touch   DC 17 Toughness (Staged) Damage (Physical)
Laser     Ranged DC 25 Toughness (Staged) Damage (Heat)
Flash     Ranged DC 20 Reflex/Fort Dazzle (Visual)
Illusion Perception DC 20 Will Illusion
Totals: Abilities (14) + Combat (28) + Saving Throws (10) + Skills (14) + Feats (13) + Powers (73) - Drawbacks (-10 (already factored into powers section) = 152/152 Power Points
 
 

Edited by HG Morrison
Posted (edited)

GIVEN SIGHT BEYOND SIGHT BY HGM

 

Time to fine tune Triakosia's senses a little bit. To this end I'm adding the following:

  • Increase Notice by 4 points to 7(+6) [1 PP]
  • For ease I'm spliting her super senses into Hearing and Vision. I'm also adding Accurate and Extended 2 to hearing (Vision is next month :) ). So we have :

    Super-Hearing 5 (Hearing, Ultra-Hearing 1,000 ft range increments Extras: Accurate,  Extended 2) [5PP]

    Super-Vision 5 (Vision, Ultravision, Penertrates Concealment) [5PP]


Player Name: Tiffany Korta
Character Name: Triakosia
Power Level: 12/13 (194/194PP)
Trade-Offs: -2 Atk/+2 Dam
Unspent Power Points: 0
Progress To Platinum Status: 14/120

In Brief: Another survivor from a dying Earth is sent safely to ours, except things didn’t go exactly as planned...

Alternate Identity: Dancia Devons
Identity: Secret
Birthplace: Pax Roma
Occupation: Reporter
Affiliations: None
Family:None known

Description:
Age: 129 (DoB: 18th April 1885)
Apparent Age: 33(if applicable)
Gender: Female
Ethnicity: African American
Height: 5'11"
Weight: 180 lbs
Eyes: Brown
Hair: Brown

lcq8.jpg
The costume that Dancia wear is familiar to most people of Freedom City if not the world it is the blue and yellow made famous by the Earth mightiest hero Centurion. On closer inspection there are several major differences, the jumpsuit she wears is a darker blue with padding and texturing to provide extra protection, this also give her the appearance of a much more sculpted physique than she really does. The breastplate an greaves are darker, almost bronze in colour, and made of high tech materials with almost no weight to them.




Power Descriptions:
The exposure to cosmic energies that she received during her inter dimensional journey have radically altered Dancia’s body down to it’s very core. Super resistant and strong she has no need to breath and doesn’t feel the heat or cold like others. Not only that but can also fly and operate at inhuman speeds.

Her senses have been similarly affected with her able to see and hear things well beyond the range of normal humans.

History:
When the Terminus invaded the world of Pax Roma, a high tech world where the Roman Empire never fell, Centurion was sent safely to Earth Prime. But his father wasn’t the only one working on the possibilities of Inter Dimensional travel in a secret Imperial laboratories a rival of his was working on exactly the same technologies.

When the invasion came the laboratory looked to help halt or at least stall the forces of Terminus, but as it looked more and more likely that the battle was lost the scientist turned there attention back to the inter dimensional device.

Though untested and uncalibrated there only chance was to send someone through to find help from another world, or at least warn them of the threat of terminus, the facility lack the power or time to send more than one person to possible safety. In it unrefined form that machine would put incredible stresses and strains on the traveller, so it was decided one of the Centurions of the CCC (Triakosia) Legion would use the device to fetch possible aid. To a man and woman all of the cohort volunteered, despite the risks, and so lot was drawn. Dancia was the lucky winner so dressed in her Legion armor she stepped into the machine.

The machine worked but its design was imperfect and Dancia was lost in the Void between world for almost ninety years before she finally arrived on Earth Prime, following in the wake of Centurions journey. Half dead from the travel Danci collapsed on arrival to Freedom City and spent six months in a coma recovering from her journey. All the while she under the protection of the Freedom League who kept her a secret in case she was another duplicate sent to fool people.

When she awoke Dancia could remember nothing before arriving in Freedom City, beyond a random set of conflicting fragments of memories. Despite the best efforts of some of the worlds best psychologists and telepaths she still cannot remember any details of who she was before she arrived.

Once fully recovered and determined not to be a threat Dancia was given a new identity of Dancia Devons and supported whilst she found her place in the world. She seemed drawn towards a career in journalism and with her new identity she earned herself a job on the Freedom Ledger. Granted right now it’s collecting stories for the paper website, but it gives her the freedom to both pursue the kind of stories that could make her career and help people as a superhero.

Personality & Motivation:
Whilst Dancia will never hesitate to use her powers to help protect people from harm, she doesn’t think of herself as a true hero. She incredibly modest as to what she can do and doesn’t think she quite measure up to other heroes in the world.


She’s a difficult person to get to know well but she a stern and serious young woman focused on becoming the best at whatever she does, whether in her day job or her time as a hero.

Powers & Tactics:
Dancia’s first instincts when faced with a threat is to make sure that innocents are kept away from any possible danger, if she can she’ll draw the danger away from them or failing that remove them from any potential harm. Only then when everyone is safe will she turn her attention to defeating the enemy, even if that means taking a bit of a beating



Complications:

Who am I?: Dancia has no memory of her life before waking up in Freedom City. Not knowing who she is Dancia is prepared to go to almost any lengths to find the truth.

Once I was...: Even worse in her time in the void she somehow absorbed memories of different lives all her alternatives. Not know which is true she could be convinced that one of these could be the truth.

Touched by the Void: Travel through the void has left an indelible mark on not just her physiology. It also left a signature that seems to draw creature and people who have travelled through that place towards her, and it's generally not a pleasant reaction.

Abilities: 28 + 4 + 20 + 4 + 6 + 6 = 68PP
Strength: 38 (+14)
Dexterity: 14 (+4)
Constitution: 30 (+10)
Intelligence: 14 (+4)
Wisdom: 16 (+3)
Charisma: 16 (+3)


Combat: 16 + 24 = 40PP
Initiative: +6
Attack: +8 (+10 Unarmed Attack)
Grapple: +22/31
Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed
Knockback: -10


Saving Throws: 5 + 4 + 3 = 0PP
Toughness: +11 (+10 Con, +1[impervious 10])
Fortitude: +15 (+10 Con, +5)
Reflex: +6 (+4 Dex, +2)
Will: +6 (+3 Wis, +3)


Skills: 19R = 5PP
Bluff 4 (+7)
Computers 2 (+4)
Diplomacy 5 (+8)
Drive 1 (+3)
Language 1 (Latin)
Notice 7 (+10)
Sense Motive 3 (+6)

Feats: 10PP
Attack Specialization (Unarmed Attack) 1
Improved Initiative 1
Inspire 1
Interpose
Leadership
Luck 1
Move-by Attack
Power Attack
Quick Change
Takedown Attack


Powers: 1 + 2 + 9 + 10 + 25 + 1 + 5 + 5 = 58PP

Feature 1 (Temporal Inertia) [1PP]

Flight 1 (10 mph/88 ft/rnd [2PP]

Immunity 9 (Life Support) [9PP]

Impervious Toughness 10 [8PP]

More Powerful... 10 (20PP Feats: Dynamic Power 5) [25PP]
Dynamic Base Power: Flight 10 (25,000 mph/220,000 ft/rnd) [20PP]

Dynamic Alternative Power: Quickness 10 (x 2,500 normal speed) [10PP] and Speed 10 (10,000 mph/88,000 ft/rnd) [10PP] [20PP]

Dynamimc Alternative Power: Super-Strength 9 (heavy load 1,200 tns Feats: Super-Breath, Thunderclap) [20PP]


Protection 1 [1PP]

Super-Hearing 5 (Hearing, Ultra-Hearing 1,000 ft range increments Extras: Accurate, Extended 2) [5PP]

Super-Vision 5 (Vision, Ultravision, Penertrates Concealment) [5PP]

DC Block
 
ATTACK          ATT    RANGE   SAVE                       EFFECT
Unarmed (basic) +10    Touch   DC 29 Toughness (Staged)   Damage Physical
Super-Breath    +12    Range   DC 22 Reflex               Trip Attack
Thunderclap     auto   Area    DC 22 Reflex               Dazzle Attack

Totals: Abilities (68) + Combat (40) + Saving Throws (12) + Skills (6) + Feats (10) + Powers (58) - Drawbacks (0) = 194/194 Power Points

Edited by HG Morrison
  • 3 weeks later...
Posted (edited)

DRIVEN OFF THE RAILS BY HGM

Update for ulysses complications, dropping polydipsia for Spirit of industry being a bother, also adding effective strength to the sheet and heavy load.

 

Player Name: Exaccus
Character Name:Ulysses
Power Level: 10 152/157PP
Trade Offs: -2 attack/+2 damage And -2 Defense/+2 toughness
Unspent Power Points: 5
Progress To Bronze Status: 7/30
 
In Brief
A Jovial man whom draws power from the spirit of Industrial progress manifesting in the theme of locomotives; seeks the middle ground between mans progress and natures preservation
 
Alternate Identity Alexander Cross
Identity:Secret
Birth Place: London England
Occupation: Museum of Science and industry Night Guard
Affiliations: N/A yet
Family:
 
Description
 
Age:83
Apparent Age: 50
Gender: Male
Ethnicity: Caucasian
Height: 6'3
Weight: 180lbs
Eyes:Dark Brown
Hair:Graying Black
 
A tall man of a trim Formerly-Athletic build, Alexander has aged gracefully and some would say "well" with only the slight graying of his hair and wrinkling of his forehead and the corners of his mouth to show his true age, though the latter is mostly covered by his prominent mustache.
 
He prefers a snug but comfortable suit, reflected in his choice of costume; a slightly doctored old-style conductors uniform and cap with a engineers neckerchief remade into a cowl to protect his identity
 
Power Description
Ulysses will begin billow thin whisps of steam after prolonged Activity. he will produce much more profuse steam when using his obscure effect
 
 
History

Born to a Middle class family in the 1930's Alexander Cross spent his earlier years fascinated with trains and the impressive feats the titanic machines accomplished hauling materials and connecting distant places bringing the Light and hope of civilization to the most distant and wildest Corners of the earth, taking a apprenticeship to a engineer as soon as he was old enough.
 
In retrospect it should have been apparent to him even then for when he first stepped into the engines cab he was Intoxicated, the scalding heat of the furnace, the visceral smell of Blazing carbon and boiling Oils was for all its intensity comfortable, the lurching thunder of the pistons as it pulled away from the station felt more like the confident stride of a giant than the clumsy Juddering and rattling of a mere contraption coming to life.
 
He Spent 30 years of his life; quiet and content in that cab and others like it as he travelled across Europe and when his Railway was closed down he made the move to America, ever eager to ride boldly into the wilderness; to tame the wild places and connect the world, all in the name of progress; following (quite literally) in the tracks of the pioneers who first lay the path till finally at age 60 he was forced to retire; simply not as quick or as sharp minded as he had been he found himself often narrowly avoiding what could've been catastrophic accidents and for all his love of locomotives Alexander cross was not so selfish as to risk the lives of others for his own Happiness.
 
It was in this crucible of frustration and Obsession that awakened His long dormant powers as a totem of Industrial progress and through a subconscious use of his aspect that hurled him nearly 20 years into the future to see what lay ahead for his beloved machines.
Personality & Motivation
Alexander; Is a calm friendly presence; slow to anger and quick to forgive; it takes someone truly cruel or wicked to rouse his Ire and fighting spirit; Though he tries not too he often underestimates those who are younger than himself and interferes when he should perhaps not. 
 
Due to the nature of his abilities Alexander is now convinced that the way forward is through the advancement of technology and industry and that it is his job as an incarnation of these ideals to strike the correct balance with those whom are nature made manifest to prevent the devastation of the Environment  and the stagnation or recession of human culture and industry.
 
Powers & Tactics
Alexander is a somewhat two-fisted character and will happily charge in and trade blows and attempt to grapple foes,Though when clearly at a disadvantage he will use his obscure effect and Attempt to regroup
 
 

Complications

Industrial Revolution: Ulysses plays semi-willing host to the spirit of industry, the spirit is amoral and alien and has the power to usurp Ulysses control of himself from simply imposing an imperative (which case i will play the character as taking the fastest and easiest route to its completion.) or assuming direct control (in which case i invite the gm to dictate my actions or if they're uncomfortable with such, picking my targets and destinations for my own actions.) The spirit is not immune to reason but has very different values from a human and is generally uninterested in things outside of its portfolio.  

Man out of time: Alex was Born and Raised in a By-gone era and whilst he possess a Optimistic and open mind he sometimes finds himself at odds with the modern world in opinion and is slow to adapt.
 
 
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
Abilities: 12 + 0 + 8 + 0 + 4 + 4= 28PP
Strength:34[22] (+12/+6)
Dexterity:10 (+0)
Constitution 30[18] (+10/+4)
Intelligence:10 (+0) 
Wisdom:14 (+2)
Charisma:14 (+2)
 
Combat: 12 + 12 = 24pp
Initiative:+0
Attack: +6 Base / +8 Melee
Grapple: +14(base)/+26(w/Locomotive Might power)
Defense: +8 (+6 Base +2 dodge focus) +3 flat footed
Knockback: -15/-11 without Express line
 
Saving Throws:0 + 5 + 4 = 9PP
 
Toughness:+12 (+10 con +2 protection; Impervious 10)
Fortitude:+10 (+10 con)
Reflex:+5 (+0 dex +5)
Will:+6 (+2 Wis +4)
 
Skills: 40R = 10PP
Drive 4: +4
Intimidate 8: +10
Investigation 4: +4
Knowledge (civics) 6:+6
Knowledge (history) 6: +6
Languages 2: +2 (English Native, German and Spanish)
Notice 4:+6
Sense Motive 6:+8
 
Feats:11PP
Attack Focus: Melee 2
Dodge Focus 2
Improved Grapple
Improved Grab
Improved Pin

Interpose
Move-by-action
Startle

Takedown Attack
 
Powers: 27+12+18+1+10+2 = 70PP
 
Array 13 ("Pneumatic Might") {27PP}

BP: Enhanced str 12 Linked with Super strength 6 (PF: Super Breath, Countering Punch. Effective STR 64; Heavy Load: 90 tons)  (Descriptors: Fire, Water, Ideas) {26P}
AP: Obscure 10 ("Letting off Steam" Affects visual Senses; 100ft range, 5000ft radius Descriptors Fire, water, Ideas Extras: Independent (+0/a rank) (20PP) {1PP}

 
Enhanced Constitution 12 ("Endurance of an Iron horse" Descriptors: Ideas, Fire, Water, Metal.) {12PP}

 

Express Line (Descriptors: Fire, Water, Ideas) {18PP}']

 

Immovable 4 ( Resist movement +16, Resist Knockback +4 Extras: Unstoppable) [8PP]

Speed 4 (100 MPH, 880ft a round) [4PP]
Super movement 3 (wall crawling 2 [Full speed] Sure Footed 1 (25% penalty Reduction) [6pp]

 

Immunity 1 ("A Timeless classic",Descriptor:Ideas, Fire, Water: Immunity to ageing) {1PP}
 
Impervious Toughness 10 ("Immense Durability" Descriptors: Ideas, Metal) {10PP}

 
Protection 2 ("Ironsides" Descriptors: Metal, Ideas) [2PP]

 

 

 
DC Block
 
ATTACK   RANGE    SAVE       EFFECT
Unarmed   Touch     DC27       Damage (Physical)
Obscure    100ft       DC20       Obscure (visual Senses)
 
Totals: Abilities (28) + Combat (24) + Saving Throws (9) + Skills (10) + Feats (11) + Powers (70) - Drawbacks (0) = 152/157 Power Points

Edited by HG Morrison
  • 2 weeks later...
Posted (edited)

EYE SPIED BY HGM

Triakosia

Still working on her super senses. I's like to increase Extended on Hearing to 3 and add Extended 2 onto her Vision

Super-Senses 6 (Hearing, Ultra-Hearing 2 mile range increments Extras: Accurate, Extended 3) [6PP] (Super Hearing)

Super-Senses 7 (Vision, Ultravision, Penertrates Concealment, 1,000 ft range increments Extras: Extended 2) [7PP] (Super Vision)

Edited by HG Morrison
Posted (edited)

GIVEN THAT CHINGLE CHINGLE BY HGM

Endeavor Edit Request

Summary
1: Spent 2 PP for the Feat Benefit - Wealth: 2 (Rich)
2: Removed the Complication "Oh no, my airline!"
3: Made formatting repairs of damage to sheet caused by site update.
4: Updated a oversight to sheet, where the Plasma Blade was not listed in the DC Block

 

Player Name: The Osprey
Character Name: Sakurako "Endeavor" Hino
Power Level: 7/8 118/119PP
Trade-Offs: None
Unspent Power Points: 1
Progress To Bronze Status: 14/30

In Brief: Sakurako is the super-intelligent young inventor enrolled at the Claremont Academy, a Gadgeteer with potential once she gets through her education.

Residence: Claremont Academy or her Family Yacht at the North Bay Yacht Club Marina.
Base of Operations: Claremont Academy
Catchphrase: "By Sagan's Cardigan!" and other "By _____ _____!" Exclaimations.

Alternate Identity: Sakurako Hino
Identity: Public
Birthplace: Minneapolis, Minnesota
Occupation: Student
Affiliations: Claremont Academy, Freedom City
Family: Mikoto Hino (40, Retired Superheroine), Hikaru Hino (40, Retired Superhero, CEO Hino Heavy Industries (Now Hino Corporation)), Grandfather (82, Non hero Superhuman).

Description:
Age: 17 (DoB: January 8th, 1998)
Apparent Age: 17
Gender: Female
Ethnicity: Japanese American
Height: 5'7"
Weight: 145 pds
Eyes: Magenta
Hair: Pink

Sakurako is a unassuming girl, as plain as a pink haired girl could be. Well if someone picked her clothing for her. Her fashion sense as a civilian is haphazard, sometimes wearing clothing that wouldn't fit in where she is, or something with bright colors. In her costume, Sakurako opted more for high-visibility to fit in with missions she eventually knows she may have to embark on (search and rescue, primarily). The sailor collar motif on her suit, comes from her love of nautical type outfits. Something she is apt to wear more than anything when choosing her civilian wardrobe.

Power Descriptions:
Sakurako's first invention was her EM (Electromagnetic) Wand. Capable of altering the forces of magnetism, and able to discharge electricity, as well as bend and generate light to it's needs. It's most amazing ability is to enhance the healing capabilities of a person it contacts, allowing wounds to heal at an accelerated rate.

Sakurako's second invention was the most ambitious, a form-fitting suit that could take the rigors of space exploration, able to hold an atmosphere, and with an air supply to keep one fresh for however long the air supply lasts. Combined with a micro-flight array, and a outer membrane skin that can shrug off micrometeorite strikes, it became Sakurako's most prized invention.

History:
There is nothing normal about Sakurako's childhood up to this point. Sakurako's Mother, the Supergenius known as Mikoto hino, once named "Ensign Minneapolis" in her superheroine carreer, was exposed to an odd radiation unleashed by a villain in a robbery, thus rendering her unable to support an egg biologically. Sakurako's father, the CEO of Hino Corporation, Hikaru Hino, also known as the battlesuited Superhero Scientist, Tetsuryu, came to Mikoto with a plan.

They created an artificial womb using experimental nanotechnology. Tech designs liberated from Doc Otaku after one of his schemes were stifled in Akihabara. After 9 months gestating in a artifical womb-pod, Sakurako came out. Her early years were hit and miss. Having to deal with children making fun of her odd colored hair and eyes, her sharp, piercing intellect, and dealing with seeing new places every few years as her Dad, now a retired superhero, went to handle new expansions of his corporation.

In 2010, Sakurako's Grandfather fell ill. He was gifted with longevity, but it didn't protect from disease or accidents. While he was recovering from his illness, Sakurako lived in Tokyo, at least trying to fit into society. Going to school was more of a bore for the genius girl, as she pretty much knew most of what they were teaching, although her PE scores lagged behind. She also started working on her two inventions, her EM Wand, and her Exploration Suit. Taking after the design of her Mother's suit more than her Father's, it seemed that she, if her parents weren't retired, would make an excellent sidekick.

A few months ago, Hikaru decided to move the North American headquarters of Hino Corporation from Washington D.C. to Freedom City. In the process, he once again moved the family, now that Sakurako's Grandfather was better, and there wasn't any current need to be in Tokyo.

Sakurako's Parents, seeing that Sakurako would be better served in an educational environment suited to her needs as a superhuman, enrolled her in the Claremont Academy, and although she isn't a live-in student, she attends classes daily.

Personality & Motivation:
Sakurako is a quiet girl, not really showing her emotions because she guards them. She is self-conscious (due to her hair, and also because of her unique method of birth she has no belly button), and temperamental if something annoys her. She sometimes can be inflexible with an idea or plan, and this causes her to be skittish or moody, sometimes bossy. She is fully motivated by the need to pursue science wherever it leads her, not to mention she wants to show the good science can provide to humankind, and to nature.

Powers & Tactics:
Sakurako's suit is the ultimate expression of a rookie's first battlesuit, generating a flight field using a experimental repulsor technology, and the suit's nanite-interwoven material to create a pressure-proofed and air/watertight envelope. The helmet when active can filter out any diseases and poisons, and any radiation is blocked by the suit's material. When an external air supply is attached, as long as there is oxygen she can operate underwater, in space, at high altitudes, or anywhere where there isn't breathable atmosphere.

Her EM Wand allows through the manipulation of the force of electromagnetism, allows her to control electricity, manipulate magnetism, and accelerate the healing of any biological organism by promoting healthy cell growth. It can also produce a light, similar to a flashlight, but with the strength of sunlight.

Sakurako loves to stay back from the fight, either zapping when necessary, or darting in to provide medical assistance to her compatriots. She relies on her Mission vest to carry whatever gear she thinks she might need in the field or have to deal with.

Complications:
"Umm... uh... let me get set up first.": Sakurako never commits to a plan until she feels prepared for it, and any complication she feels may arise. Also if something suprising happens that breaks or puts a monkey-wrench in said plan she may get flustered or panic.

"My parent's enemies are mine as well, it seems.": Over their carreers, Sakurako's Mother and Father made many enemies in their exploits as superheroes, enemies likely to consider her fair game as much as her parents.

"I'll Try Anything Once.": Sakurako is extremely naive about new experiences.

"Curses, no bars!": Sakurako's datalink relies on a WiFi protocol and doesn't work outside of it. If it isn't broadcasting as a WiFi signal, she can't connect to it.

"I got sister issues": Sakurako now has an enemy in the form of a recently discovered sister who wants her genetic data and revenge on Sakurako's family for abandoning her. Hannah, AKA The Dark Ensign (Formerly Hardwire).

"Why cant you see you're wrong!": Sakurako is used to being right with her intellect, and when she butts heads with her chaotic teenage compatriots or with adults who might actually be wiser than the young genius, Sakurako can turn into a stubborn brat.

Abilities: -2 + 0 + 0 + 12 + 6 + -2 = 14PP
Strength: 8 (-1)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 22 (+6)
Wisdom: 16 (+3)
Charisma: 8 (-1)

Combat: 6 + 6 = 12PP
Initiative: +0
Attack: +3 Melee, +7 Ranged
Grapple: +2
Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -3

Saving Throws: 4 + 5 + 4 = 13PP
Toughness: +8 (+0 Con, +8 [From Suit])
Fortitude: +4 (+0 Con, +4)
Reflex: +5 (+0 Dex, +5)
Will: +7 (+3 Wis, +4)

Skills: 84R = 21PP
Computers: 4 (+10) Skill Mastery
Craft (Chemical): 9 (+15) Skill Mastery
Craft (Electronic): 9 (+15) Skill Mastery
Craft (Mechanical): 9 (+15) Skill Mastery
Disable Device: 4 (+10)
Investigate: 4 (+10)
Knowledge (Business): 4 (+10)
Knowledge (Physical Sciences): 4 (+10)
Knowledge (Technology): 4 (+10)
Language: 1 (Japanese, Native: English)
Medicine: 7 (+10)
Notice: 7 (+10)
Search: 4 (+10)
Sense Motive: 7 (+10)
Survival: 7 (+10)
 
Feats: 15PP
Attack Focus (Ranged): 4
Benefit - Wealth: 2 (Rich)
Dodge Focus: 4
Improvised Tools
Inventor
Skill Mastery: 1 (Craft [Chemical, Electronic, Mechanical], Computers)
Equipment: 2
 
Equipment (Underlined is masterwork): 2PP = 10EP
Cell Phone [0 EP]
Gas Mask [1 EP]
Laptop Computer [1 EP] +2 to Computer Checks
Video Camera [2 EP]
Mission Vest
Comlink [0 EP]
Flashlight [0 EP]
GPS Reciever [0 EP]
Medkit (Basic) [1 EP]
Multitool [1 EP] +2 to checks
Tablet computer [1 EP]
Parachute with Auto-Trigger [2 EP]
Inflatable Life Preserver [1 EP]


Powers: 15 + 28 = 43PP
 
Device 5 (25PP Device, Electromagnetic, Technology; Flaws: Easy to Lose) [15PP] The EM Wand 

Electromagnetic Synchronization System 8 (16 pp array, Feats: Alternate Power 3) [19PP]
Base Power: Electrical Control 8 (Electricity, Technology) {16/16} Electric Discharge Mode
Alternate Power: Healing 7 (Feats: Persistant, Regrowth) {16/16} Magnetic Healing Accelerant 
Alternate Power: Magnetic Control 8 {16/16} Magnetic Actuation Mode
Alternate Power: Strike 8 (Extra: Penetrating 4; Feat: Accurate 2, Precise 1) {15/16 pp}Magnetic Plasma Blade

Light Control 3 [6PP] Electromag Light System


Device 7(35PP Device, Technology; Hard to Lose) [28PP] X1 Exploration Suit

Datalink 1 (10 Feet, Sense: Radio via WiFi) [1 PP] Wireless Computer Interface
Flight 8 [16PP] Flight Repulsor System
Immunity 2(All Suffocation) [2PP] Atmosphere Regulation System
Immunity 7(Poison, Disease, All Environmental conditions) [7PP] Sealed Environment System
Protection 8[8PP] Reactive Nanotex Membrane
Environmental Adaptation: Zero Gravity[1PP] Microrepulsor Thrusters


 
Drawbacks: (-0) + (-0) = -0PP
 
DC Block
 
ATTACK                  RANGE         SAVE                                     EFFECT
Unarmed                 Touch           DC15 Toughness (Staged)    Damage (Physical)
E.D. Mode               Ranged         DC23 Toughness                  Damage (Electricity)
Plasma Blade          Touch           DC23 Toughness                   Damage (Physical)
 
Totals: Abilities (14) + Combat (12) + Saving Throws (13) + Skills (21) + Feats (15) + Powers (43) - Drawbacks (0) = 118/119 Power Points

Edited by HG Morrison
Posted (edited)

ABC'D BY HGM

Brigandine

  • Fixed the formatting oddities caused by the forum upgrade.
  • Investing 1 PP into skills, picking up four more languages.
  • Renamed and modified a Complication.

 

 

Player Name: Raveled
Character Name: Brigandine
Power Level: 7 (106/106PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Platinum Status: 1/120

In Brief: The latest heir to an ancient legacy.

Alternate Identity: Ami Jennifer Rask-Martel
Identity: Secret
Birthplace: Lyon, Rhone-Alps, France
Occupation: Student, superhero
Affiliations: Claremont Academy, Rask Aeronautics, Martel Industries
Family: Walter Rask-Martel (Father), Brigitte Rask-Martel (Mother), Caroline Rask-Martel (Older sister), Jack Rask-Martel (Younger brother), many more.

Description
Age: 16
Gender: Female
Ethnicity: Danish-French-Swiss
Height: 5'
Weight: 90 lbs
Eyes: Green-gray
Hair: Black, dyed blonde

Ami Rask is a little slip girl, skinny enough that she looks even younger than she is, with a boundless energy and an enthusiasm for life that shines through in everything she does. She hair is long and straight and naturally dark, but she dyes it a honey-blonde color. Her eyes are green-grey and bright and usually open very wide. Most of the time Ami is dressed in simple, elegant dresses and skirts in solid colors or complex patterns. She's a stickler for cleanliness and will usually check her clothes once or twice an hour for stray hairs, fuzz balls, or uncut threads.

When Ami knows she's going into combat, she wears a jumpsuit designed by Martel Industries to maximize her psychic potential. It's grey-black, with large circles of channeling material over her chakra points and lines connecting them all. When she pushes her powers to the max, she lights up like a fiber-optic Christmas tree, but it helps to keep her powers under control. Her telekinetic 'suit' is a large, vaguely human-looking form with trunk-like legs and arms.


Power Descriptions: Ami can create telekinetic fields that she layers around herself, creating an energy suit. While the suit is active, she is in the center of a ten-foot tall vaguely humanoid figure, with huge arms and legs and fingers. The suit is created from her will and her mind, so it reacts to her emotional state; when she's angry it may develop spikes and long, jagged claws. When she's scared it may become sleeker, more compact, more able to hide. When she's showing off it will gain a more defined and more clearly feminine form.


History: Ami Rask has always lived in interesting times, and loved every minute of it. Her family is wealthy; about the same time as her parents married, Walter's engineering firm was brought under the wings of Martel Industries. So Ami and her two siblings were born into the Martel family, with the usual high standards Martels demanded of all their family members. Ami approached every test with zeal and elan, and even when she failed she came through it with a smile. Even from a young age, there didn't seem to be any limits to her courage or her desire to explore, and when she started moving things with her mind she accepted the new training with open arms.

Soon, in addition to her regular schooling, Ami found herself given more specialized instruction and inducted into some of her family's secrets. She already knew the Martels traced their line back to Charlemagne; she didn't realize that the family had spent centuries battling to protect civilization. Now that Ami had some of the very special skills that the Martels had cultivated over generations, she would be expected to take a more active role in their fight.

Despite the danger and difficulty of the drills, Ami approached every day with new enthusiasm and progressed through the training with speed. At the same time, her cousin Eve Martel was learning things at the Claremont Academy that she never could have understood if she stayed under the family's protective wing. Sage was one of the most effective soldiers the line of Charlemagne had ever produced, and the decision was made to enroll Ami in the school.

She accepted the notion of going across an ocean and living among strangers in a strange country with the same excitement that she did everything. She was sad to leave her family in France, but she was excited to go live in America and learn from the same people that taught her storied cousin.


Personality & Motivation: Ami Rask is a gregarious woman, always upbeat and outgoing. She loves meeting new people, trying new things, going new places, and she very rarely says 'no' to anyone. She works hard to keep an upbeat outlook no matter what the situation may be; even if things seem bleak, she is always looking for the silver lining and trying inject as much positivity in to a situation as she can.

Ami is intensely aware of her family's place, as the heirs of Charlemagne and longstanding protectors of the world. More specifically, she tries to live up to the standard set by her aunt, Eve Martel. While not everything the intense young Martel has done is openly discussed even within the family, she knows that her aunt has become a respected hero in Freedom City. Her name her family is a challenge to live up to, but her aunt is an example to emulate.


Powers & Tactics: Brigandine isn't very subtle in her approach. She gets into melee distance to the most dangerous enemy on the field and engages them directly, wrestling them if she thinks she can overpower them with brute strength, or else keeping them busy so any allies she had can deal with other threats. If an enemy is keeping away from her, she can use almost anything lying around the battlefield as an effective javelin, or close the gap with a powerful leap. If she can, she likes to sneak up close beforehand to guarantee that she can start the fight by immobilizing the biggest threat


Complications:
Secret The decision was made a long time ago to keep Charlemagne's legacy a secret from the world at large. Ami strives to keep that secret, which means she has to keep her own superheroic activities a secret.
Thrill Seeker Ami will try anything once, the more dangerous the better! She might choose an unsafe action simply because it's more thrilling.
Psychosomatic Backlash The suit is a psionic projection, and while Ami is protected inside of it what affects the suit can affect her. Major physical damage to the suit could translate to her own body, i.e. if the suit's arm is cut off Ami might not be able to use that arm.
Rousseau Was Right, You Know Ami can be idealistic, and if an enemy tries to surrender she'll probably accept it. This means ruthless foes can take advantage of her better nature.
Agent of Charlemagne As a Martel, Ami may be called upon to undertake special missions for her family's mission. This could lead to a conflict of interest with other superheroes, even her friends.


Abilities: 0 + 4 + 6 + 2 + 6 + 8 = 26PP
Strength: 25/10 (+7/+0)
Dexterity: 14 (+2)
Constitution: 20/16 (+5/+3)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 18 (+4)


Combat: 8 + 8 = 16PP
Initiative: +2
Attack: +7 MeleeLarge/+8 MeleeMedium, +3 RangedLarge/+4 Ranged, +7 ThrownLarge/+8 ThrownMedium
Grapple: +8/+21
Defense: +7 (+4 Base, +4 Dodge Focus, -1 Size), +2 Flat-Footed
Knockback: -7/-1


Saving Throws: 0 + 1 + 3 = 4PP
Toughness: +7/+3 (+5/+3 Con, +2 Protection)
Fortitude: +5/+3 (+5/+3 Con, +0)
Reflex: +3 (+2 Dex, +1)
Will: +6 (+3 Wis, +3)


Skills: 60R = 15PP
Bluff 8 (+12)Skill Mastery
Concentration 8 (+11)Second Chance
Diplomacy 11 (+15)Skill Mastery
Drive 8 (+10)Skill Mastery
Intimidate 0 (+6Large/+4)
Language 9 (American Sign Language, Arabic, Danish, English, Farsi, French [N], French Sign Language, Italian, Mandarin, Japanese)
Pilot 8 (+10)Skill Mastery
Stealth 8 (+6Large/+10)


Feats: 16PP
Attack Focus (Melee) 4
Attack Specialization (Thrown) 2
Benefit (Martel Family)
Benefit (Wealth I)
Dodge Focus 4
Second Chance (Concentration)
Skill Mastery (Bluff, Diplomacy, Drive, Pilot)
Quick Change
Uncanny Dodge (Auditory)


Powers: 29 = 29PP

Alternate Form 5.9 (Mind Improves Matter) [29PP]

Enhanced Strength 7 [7PP]

Growth 4 (Large Size, +8 Str, +4 Con, -1 Att/-1 Def, +4 Grapple, -4 Stealth, +2 Intimidation, Flaw: Permanent) [12PP]

Leaping 2 (x5, running jump 85 ft, standing jump 42 ft, high jump 21 ft) [2PP]

Protection 2 [2PP]

Speed 2 (25MPH) [2PP]

Super-Strength 2 (Str 40, Heavy Load=3.2 Tons) [4PP]


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


DC Block:

ATTACK    RANGE    SAVE                       EFFECT
Unarmed   Melee    DC 22 Toughness (staged)   Damage (Physical)
Thrown    Thrown   DC 22 Toughness (staged)   Damage (Physical)

 

Totals: Abilities (26) + Combat (16) + Saving Throws (4) + Skills (15) + Feats (16) + Powers (29) - Drawbacks (0) = 106/106 Power Points

Edited by HG Morrison
Posted (edited)

GRUETUITOUSLY DONE BY HGM

Miss Grue

  • Attack Bonus +1 [2 PP]
  • Increase Equipment (Birthing Unit) to 11 [1PP]
  • Add Super-Senses 23 to Grue Nature [1PP]

           Super-Senses 23 (Feats: Accurate (Hearing, Smell), Acute (Smell), Analytical (Smell),Darkvision, Direction Sense, Extended 3 (2 miles increments Vision, Hearing, Smell), Infravisoin, Low-Light Vision, Sonar) [24PP]

  • Mind Reading drop range [6PP]
  • Protection +1 [1PP]
  • Increase Power of the Mind to 4 [1PP]

 

Player Name: Tiffany Korta

Character Name: Miss Grue

Power Level: 10/12 (175/175PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Platinum Status: 25/120

 

In Brief: A teenage rogue Grue who is enjoying everything that Earth has to offer.

 

Alternate Identity: Daphne Celeste

Identity: Secret

Birthplace: Deep Space

Occupation: Student at Burroughs Community College

Affiliations: None

Family: Meta-Mind (Gene father, distant), Mother Unit

 

Description:

Age: 16 (DoB: 1999)

Gender: None, has chosen female form

Ethnicity: Grue, appears Latina

Height: 5’5†as Daphne

Weight: 120 lbs as Daphne

Eyes: White normally, Brown as Daphne

Hair: Black

 

 

 

a4ig.jpg
xhll.jpg

In her natural form Daphne appears mostly as a typical member of her species though her years traveling through space and her unusual “upbringing†have made a few changes. Even in her Grue forms she appears as a though a teenage girl, her Mother Unit always wanted a daughter, and she keeps her long black hair. Whilst she can assume the "natural" Grue form it's not what she considers normal and if her powers are ever neutralized she defaults to her teenage Grue form.

 

In her normal disguise of Daphne she has constructed the identity of what she considers the typical American teenager. Unfortunately as all she has known is from teen drama; she looks like she has stepped from hours of make-up and wardrobe. She still hasn’t quite worked out why her “average†looks seem to draw her so much attention.

 

Daphne costume is the jumpsuit that was store in the ship as the normal uniform of Grue troopers, designed to shift and alter with the Grue own shapechanging ability. With a little help from Mother Unit she has altered the jumpsuit to better suit her needs. It now appears as a mostly white Jumpsuit with black around the arms and legs with a three pronged star on the chest.

 

In her natural form Mother Unit is a large oval spheroid around the size of a small car with a silver yet un-reflective skin. The interior consists of just a crash couch and a bank of monitors whilst the inner working, anti-grav warp drive etc, a located in a small pocket dimension. Mother Unit herself is a cube of mat black material around 12 ft (4 m) in size. The ship has currently been carefully hidden away for the time when she is needed, though Daphne visits it daily just to say hi.

 

Power Descriptions:

As her genetic material is that of a Grue she has been geneneered with all the normal abilities of telepathy and shapeshifting. However as her experience in her shapeshifting is limited she cannot do the full range of abilities, instead she has learned a number of trick’s that she can do with her body. Her exposure to cosmic ray's have somehow allowed her to make her body porous to all wavelengths of light. This allows her to either blend into the background or even become insubstantial.

 

History:

The history of Daphne start’s, like many Grue, with one of their many attempts of conquest’s of the Orion-Cygnus Arm of the Milky Way. The Grue ship carrying a number of birthing pod’s was attacked and destroyed in Deep Space scattering it’s cargo to the four (solar) winds. Mother Unit wasn’t activated at the time so neither knew who their assailants were, though this area of space is under the protection of the Lor. Daphne was designated as an infiltration unit and her birthing pod primary mission was to gather information on the target to allow the Grue inside to better infiltrate the targeted civilization, as well as educate them on the basic’s of Grue culture.

 

Damaged in the assault the birthing pod still managed to lock onto a Grue signal and began to make it’s way towards the signal at it’s best speed. As it travelled it attempted to repair it primary databank’s using the information provided in the signal. However in this state it mistook the local broadcast’s for part of the Grue data transmission so began to incorporate them into the educational database.

So Daphne was raised on the transmission beamed into space from Earth thinking for all the worlds that this was the culture that she had to integrate with and learn it’s way as well as learn important lesson about how best to live her life.

 

Being so far from any other Grue Daphne was never linked to the Grue collective and developed independently from the baleful influence of the Meta-Mind. Also Mother Unit shielding was damaged and Daphne was exposed to extra Cosmic radiation which altered her body structure allowing her to alter it’s density and solidness.

 

Somehow the Pod, who for the last sixteen year insisted Daphne called it Mother Unit, managed to land outside Freedom City without detection. With Mother Unit’s highly advanced computer skill they carefully constructed identity sure to fit into normal society. The Grue teen, possible the first of her kind, enrolled in the Burrough’s Community College to better learn about this wonderful planet that was now her home. She is planning to surprise her "Uncle" Pseudo with a visit but she wants to surprise him and prove that she could get herself settled into her new life all by herself.

 

And there was no doubt that she would use her natural abilities to help defend the people of her home, that was naturally what people did when they were gifted with such things. It helped that she enjoyed helping people so much, it didn’t seem so much as challenge as the educational database made it out to be.

 

Personality & Motivation:

Daphne strides through the world with a wide eyed wonder at all the amazing things that she sees. She knows that there is injustice and inequality in the world but she believe that if everyone could just sit down and talk thing out people could sort all this out.

Even in the darkest of time she keeps her optimism that things will work out for the best and will never give up when situation get dire.

 

Powers & Tactics:

In her enthusiasm Daphne tend to go off half cocked spending no time assessing the situation instead rushing into danger to try and help people as quickly as she can. She will attempted to use her limited form of shifting abilities to best cope with the situation in hand.

 

Complications:

Grue are you? Daphne knowledge off her own species is based on a very damaged copy of the original database contained in Mother Unit. As such she know almost nothing, apart from the media’s portrayal of them, about her own species.

Grue the looking glass Almost all of Daphne’s knowledge about Earth come from humanities broadcasts into space. As such her knowledge is slightly skewed and she expect life to behave just how she had experience thing from watching television and movies.

Hide and Grue Daphne know that as a Superhero it is her duty to preserve her secret identity to protect her love one. Not that her strange habit’s make this easy sometimes.

Grue the best Daphne is a natural optimist and naive and tend to natural assume that people are telling her the truth. Even when all evidence should be telling her the exact opposite.

Congrueity: Shapeshifters and Grue especially are feared and hated by a majority of citizens of Freedom City. Daphne feel that this is just a massive misunderstanding and everything would be fine if only she could explain things to them.

Mothering Grue: During her time in space the birthing Unit, now calling herself Mother Unit, has gained some unusual habit's based on the broadcasts she has monitored. She considers herself Daphne's literal mother and occasional will intervene of she consider that her daughter has been placed in to much danger. The GM can take control of Mother Unit to try and influence Daphne's actions or even attempt to stop her acting.

 

 


 

Abilities: 4 + 0 + 4 + 2 + 2 + 6 = 18PP

Strength: 14/301,2 (+2/+10)

Dexterity: 10 (+0)

Constitution: 14/22 (+2/+6)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 16 (+3)

1 - Growth, 2 - Increased Density

 

Combat: 10 + 12 = 22PP

Initiative: +4

Attack: Normal +6 base +11 unarmed

 

Growth +4 base +9 unarmed

Dense +5 base +11 unarmed

Shrunk +7 base +13 unarmed

Grapple: Normal +8, Elongated +20 , Grown +22, Dense +18, Shrunk +0

Defense: Normal/Dense +10 (+6 base +4 Dodge Focus) +3 Flat-Footed

 

Grown +8 (+6 Base +4 Dodge Focus -2 Size) +2 Flat-Footed

Shrunk +12 (+6 Base, +4 Dodge Focus, +2 Size) +4 Flat-Footed

Knockback: Normal -3 Growth -13 Dense -9 Shrunk -1

 

 

Saving Throws: 6 + 7 + 7 = 20PP

Toughness: +6/+10 (+2 Con, + 4 Protection, +4 Growth/Density [impervious 4])

Fortitude: +8/+12 (+2/+6 Con, +6)

Reflex: +7 (+0 Dex, +7)

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

 

 

Skills: 40R = 10PP

Concentration 12 (+13)

Diplomacy 2 (+5)

Gather Information 3 (+6)

Knowledge (Popular Culture) 8 (+9)

Language 3 (Grue [Native], English, Spanish, Galactic)

Notice 6 (+7)

Search 6 (+7)

 

 

Feats: 23PP

Attack Focus (melee)

Attack Specialization 2 (Unarmed Attack)

Dodge Focus 4

Equipment (>Birthing Unit) 10

Fearless

Improved Initiative

Minion (>Mother Unit) 3

Second Chance (Concentrate)

 

 

Powers: 4 + 4 + 4 + 30 + 11 + 14 + 5 +9 = 81PP

 

Communication 4 (Telepathy, 1 mile) [4PP]

 

Comprehend 2 (Languages Speak and Understand) [4 PP]

 

Concealment 4 (all visual senses Flaw: Blending) [4PP]

 

Grue Nature 12 (24 PP, Feats: Alternative Power 6) [30PP]

 

Base Power: Insubstantial 4 (Incorporeal) [20PP] + Flight 2 (speed 25mph, 220 ft/rnd) [4PP] [24PP]

Alternate Power: Additional Limbs 3 (up to 5 limbs, Grapple +3; Feats: Improved Grapple) [4PP] + Elongation 9 (2,500 ft reach, 90 ft range inc., Grapple & Escape Artist +9; Extras: Duration [Continuous]) [18PP] [22PP]

Alternate Power: Density 8 (+16 Str, +4 Tou, Weight x5 (600 lbs), Immovable 2, Super-Strength 2 [3 tns]) [24PP]

Alternate Power: Growth 8 (+16 Str, +8 Con, +2 Size (15 ft)) [24PP]

Alternate Power: Morph 8 (Any form, +40 Disguise) [24PP]

Alternate Power: Super-Senses 23 (Feats: Accurate (Hearing, Smell), Acute (Smell), Analytical (Smell),Darkvision, Direction Sense, Extended 3 (2 miles increments Vision, Hearing, Smell), Infravisoin, Low-Light Vision, Sonar) [24PP]

Alternate Power: Shrinking 11 (-2 Size [2 ft, 8 lbs], Grapple -8, Stealth +8, Intimidate -4 Extra: Normal Strength Feats: Normal Movement, Normal Toughness) [24PP]

Immunity 9 (Life Supportt) [9PP]

 

Mind Reading 12 (Feat: Subtle 2) [14PP]

 

Protection 4 [4PP]

 

Power of the Mind 4 (8PP, Feats: Dynamic Alternative Power 1) [9PP]

 

Base Power: Telekinesis 4 (Range 40 ft, Effective Strength 20 (800lbs)) [9PP]

Dynamic Alternative Power: Flight 4 (speed 100mph, 880 ft/rnd) [9PP]

 

DC Block

 

ATTACK               ATT    RANGE         SAVE                        EFFECT
Unarmed (basic)      +10    Touch         DC 17 Toughness (Staged)    Damage Physical
Unarmed (density)    +10    Touch         DC 25 Toughness (Staged)    Damage Physical
Unarmed (growth)      +8    Touch         DC 25 Toughness (Staged)    Damage Physical
Unarmed (shrinking)  +12    Touch         DC 17 Toughness (Staged)    Damage Physical
Mind Reading         auto   Perception    DC 22 Willpower             Mind Probed

Totals: Abilities (18) + Combat (24) + Saving Throws (20) + Skills (10) + Feats (23) + Powers (81) - Drawbacks (0) = 175/175 Power Points

Birthing Unit (Equipment)

  • Add Features: Communications, Navigation Systems 2, Remote Control [4EP]
  • Finally Fix Hyperdrive Space Travel 1 (Interplanetary) [2EP]

 

Birthing Unit (Grue Spacecraft, Vehicle)

 

Traits: 1+6+2=10 EP

Strength: 35 (+12) [1EP]

Toughness: +15 (5 base, 6 Toughness 4 Size) [6EP]

Defense Bonus -2

Size: Huge [2EP]

Features 1+2+1 = 4EP

Communications

Navigation Systems 2

Remote Control

Powers 10 + 20 + 6 + 4 + 2 = 42EP

Concealment 5 (all visual senses, normal hearing) [10EP]

Flight 10 (10,000 mph, 88,000 ft/rnd) [20EP]

Healing 5 (Feat: Regrowth, Flaw: Limited to Others) [6EP]

Regeneration 4 (Recovery Bonus +2, Disabled 1 (5 hours), Injured 1 (20 mins)) [4EP]

Space Travel 1 (Interplanetary) [2EP]

 

Total: Traits (9) + Powers (41) = 50EP

 

Edited by HG Morrison
Posted (edited)

SHOCKED BY HGM

Coiled Lightning

Charlie learned a few things during Incursion

Added some feats to up defenses and attack bonus to PL8 
Dodge Focus 2
Improved Grab
Improved Pin
Attack Focus (Melee) +1

and upgraded the whip device (still some open points there, maybe for some more alternate effects later?)

Device 5 (Energy Whip; 25PP Container; Flaws: Easy-To-Lose) [15PP]

Whip Attack Array (10pp arrayl Feats: Alternate Power 3) [14pp]

Base Power Damage 7 (Electric Whip, Electricity; Feats: Extended Reach 3) {10/10}
Alternate Power Stun 7 (Tazer Whip, Electricity; Flaws: Action(full); Feats: Extended Reach 3) {10/10}
Alternate Power Snare 7 (Entangling Whip, Electricity; Feats: Extended Reach 3, Reversible, Tether; Flaws: Range(touch), Lockout: Whip cannot be used for other attacks while target is snared. Array remains locked on Snare.) {9/10}
Alternate Power Damage 5 (Whirling Whip, Electricity; Extras: Area (Burst), Radius 25') {10/10}
Alternate Power Super Movement 2 (Swinging, Wall Crawling; Extras: Linked) {4/10} + Speed 3 ( 50mph; Extras: Linked) {3/10}

Environment Control 3 ( Brilliant Sparks, Light (Bright), Radius 25'; Flaws: Range(touch) ) [3pp]
Immunity 10 (Electrical Dampening Field, Electricity (common); Flaws: Limited - Half Effect ) [5pp]

 

 

Player Name: ca_lazerdwarf
Character Name: Coiled Lightning 
Power Level: 8 (116/116PP)
Trade-Offs: +1 Attack / -1 Damage, +1 Defense / -1 Toughness 
Unspent Power Points: 0
Progress To Bronze Status: 11/30
 
In Brief: Retired soldier with an alien-tech energy whip. Coiled Lightning uses his whip to swing around town, shocking and entangling his opponents.
 
Alternate Identity: Charlie Stevens
Identity: Secret
Birthplace: Freedom City
Occupation: Mechanic / Self-defense teacher
Affiliations:
Family: Reed and Donna Stevens (Parents), Amanda Day (Older sister, Nurse at Freedom Medical Center), Jane Palmer (Girlfriend, coworker)
 
Description:
Age: 23 (DoB: 1991)
Gender: Male
Ethnicity: Caucasian
Height: 6' 0"
Weight: 190 pounds
Eyes: Blue
Hair: Short-clipped Brown
 
Charlie is a tall, fit young men with short clipped brown hair. As Coiled Lightning, he wears a close fitting suit of dark blue, with electric blue lightning bolts running up his legs. A blue mask covers his face and hair from the nose up, and he usually wears a leather fedora. He is almost always seen wielding his signature energy whip, an 18 inch metal handle that when activated lets out a sparking cord of blue electrical power that can strike out his enemies or extend to grasp on to buildings to swing around town.
 
Outside of his costume, Charlie tends to either his blue coveralls and white shirt while at work, or casual jeans and t-shirt. His right shoulder has a tatoo from his army days.

lightning_zpsf2ed4a3a.png 

Power Descriptions:
The energy whip lets out a blue cord of energy. Usually Charlie just snaps it, flicking the energy cord out to strike his enemies. But he can charge up the electrical power so the tip delivers a series of tazer-like shocks to his enemy. Or he can wrap the ends around an enemy to wrap them up and subdue them.
 
  A flicker of energy courses over his body while he holds the whip as an electrical dampening field protects him from electrical powers, including the whip itself.
 
History:

  Charlie grew up in Southside in a blue-collar family barely making ends meet. He worked a variety of odd jobs through high school to help support his family, finally being taken in by a local auto mechanic who gave him a lot of hands on training.
 

  After High School he served a tour in the army, excelling at close quarters fighting and earning medals for bravery and selfless acts. When he returned, his parents had moved in to a small studio apartment, so he  briefly moved in with his sister Amanda and her husband until he got on his feat working at a local auto-garage.
 
  Things changed when he discovered a mysterious futuristic crate laying on the side of the road. Inside was a metal cylinder. Perhaps foolishly, he picked it up and immediately like the way it felt in his hand. When he got home he looked more closely at it, and tinkered a bit till he was surprised to find it emit a streak of electricity across the room. Further experimentation allowed him to use it as a whip, and then as a swingline.
 
  He spent some time experimenting with the device around the outskirts of Freedom, until he came upon mugging. He used the whip to handily capture the mugger and deliver him to the police. The profuse thanks of the victim somewhat went to
his head, he'd always tried to help his neighbors out, his new ability to help out on a whole new level filled him with pride and excitement.
 


 
Personality & Motivation:
Charlie was raised believing you should always help out your community when you can. As well as his work as Coiled Lightning he's taken time teaching a self-defense class to students at his local high school.
The technology in the whip fascinates him and he really wants to know all it can do. While he skilled with practical work with modern technology, comfortable with both the mechanical and electronic parts of automobiles and trucks, he's taking a few classes at an online college to get more theoretical backing to his knowledge.
While he feels responsibility to help people, his current stint as a new super-hero is largely motivated by adrenaline and a love of the gratitude and fame he's received from the people he's saved.
 
Powers & Tactics:
Coiled Lightning's main attack is striking with the energy whip, but he can also use it like a taser to try to stun his opponents. If he uses his whip to snare his opponents, the whip must remain in contact with the enemy, preventing him from using the whip to do more than maintain the snare.
 
When not in combat, Charlie can use the whip as a swingline to get around town, and can use it as a glorified flashlight, showering the area with glowing sparks.
 
The whip is considerably more powerful and versatile than Charlie knows. With practice and experimentation he will be able to unlock other abilities and powers, and the whip will continue to alter Charlie for its own goals, whatever those are.
 



Complications:
Exotic Tech: Charlie doesn't really know how the whip works, or what it can do. Sometimes it doesn't do what he wants to dangerous effect, or stops working altogether.
Where did he get that wonderful toy?: Charlie doesn't know where the whip came from or who it's real owner is. Someday, somebody is going to come looking for it.
Glory Hound: Charlie loves to hear how much he's helped people, to the point that he'll make sure people know it was he who saved the day, even if keeping quiet might be wiser.
Please don't tell my girlfriend: Charlie's current girlfriend, Jane Palmer, doesn't know about his hero life and she's criticizes Freedom City's Super Hero population for being just the sort of Glory Hound that Charlie is.
 
Abilities: 2 + 4 + 6 + 2 + 4 + 2 = 20PP
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 12 (+1)
 
 
Combat: 8 + 14 = 22PP
Initiative: +6
Attack: +9 Melee, +4 Ranged
Grapple: +9
Defense: +9 (+7 Base, +2 Dodge Focus), +3 Flat-Footed
Knockback: -3
 
 
Saving Throws: 5 + 5 + 3 = 13PP
Toughness: +7 (+3 Con, +4 Defensive Roll)
Fortitude: +8 (+3 Con, +5)
Reflex: +7 (+2 Dex, +5)
Will: +5 (+2 Wis, +3)
 
 
Skills: 76R = 19PP
Acrobatics 4 (+6)
Climb 4 (+5)
Computers 4 (+5)
Craft(electronic) 8 (+9)
Craft(mechanical) 8 (+9)
Drive 8 (+10)
Escape Artist 4 (+6)
Gather Information 4 (+5)
Intimidate 8 (+9)
Knowledge (tactics) 4 (+5)
Notice 4 (+6)
Search 4 (+5)
Sense Motive 4 (+6)
Survival 8 (+10)
 
Feats: 22PP
All-Out Attack
Attack Focus (Melee) 5
Defensive Attack
Defensive Roll 2
Distract (Intimidate)
Dodge Focus 2
Improved Defense 
Improved Disarm
Improved Grab
Improved Initiative 1
Improved Pin
Improved Sunder
Improved Throw
Improved Trip
Power Attack
Quick Draw
Startle
Takedown Attack 1
Teamwork 1
Weapon Bind
Weapon Break
 
Powers:15 = 15PP
 
Device 5 (Energy Whip; 25PP Container; Flaws: Easy-To-Lose) [15PP]

Whip Attack Array (10pp arrayl Feats: Alternate Power 3) [14pp]

Base Power Damage 7 (Electric Whip, Electricity; Feats: Extended Reach 3) {10/10}
Alternate Power Stun 7 (Tazer Whip, Electricity; Flaws: Action(full); Feats: Extended Reach 3) {10/10}
Alternate Power Snare 7 (Entangling Whip, Electricity; Feats: Extended Reach 3, Reversible, Tether; Flaws: Range(touch), Lockout: Whip cannot be used for other attacks while target is snared. Array remains locked on Snare.) {9/10}
Alternate Power Damage 5 (Whirling Whip, Electricity; Extras: Area (Burst), Radius 25') {10/10}
Alternate Power Super Movement 2 (Swinging, Wall Crawling; Extras: Linked) {4/10} + Speed 3 ( 50mph; Extras: Linked) {3/10}

Environment Control 3 ( Brilliant Sparks, Light (Bright), Radius 25'; Flaws: Range(touch) ) [3pp]
Immunity 10 (Electrical Dampening Field, Electricity (common); Flaws: Limited - Half Effect ) [5pp]


 
DC Block

ATTACK            RANGE       SAVE                                      EFFECT

Unarmed           Touch       DC16 Toughness (Staged)                   Damage (Physical)
Electric Whip     15 ft       DC22 Toughness (Staged)                   Damage (Electric)
Entangling Whip   15 ft       DC17 Reflex (Staged)                      Snare (Electric)
Whirling Whip     25 ft Burst DC20 Toughness (Staged)                   Damage (Electric)
Tazer Whip        15 ft       DC16 Fortitude (Staged)                   Stun (Electric)

 
 
 

Totals: Abilities (20) + Combat (22) + Saving Throws (13) + Skills (19) + Feats (27) + Powers (15) - Drawbacks (0) = 116/116 Power Points

 

Edited by HG Morrison
Posted (edited)

GETTING THOSE GAINS IN BY HGM

Hey first upgrade for Seahawk! Woohoo! This will be an alternate to Seahawk's Strike. This'll cost 1 PP.

Strike 10 (Psychic Strike, Psychic, Alien, Alternate Power) [11PP]

  • Super Strength 5 (Psychic Muscle Enhancement, Psychic, Alien)(+25 Strength (30/+20)){10/10PP}

The array tag's not working, having a hard time properly setting it up. Using bullets as news from Sorus is array and device tags can't be entered in manually.

Edited by HG Morrison
Posted (edited)

PUNCH PUNCH REVOLUTION

Upgrading/Editing Wildcat!

Adding Feats: Well Informed. 1PP  Takedown Attack. 1PP

Adding Power: Regeneration (Bruised 1, Injured 1, Staggered 1)  3PP

Increased Power: Enhanced Strength +4 (total: +8)  4PP

Increasing Base Attack by +2 (total: +7)  4PP

Increasing Base Defense by +2 (total: +7)  4PP

Removing Feats: Equipment 2, Attack Focus: Ranged 2, Dodge Focus 2, Throwing Mastery 3.  -9 PP

Total: 8PP

 

 

wildcat2.jpg

Player Name: Mad Scientist
Character Name: Wildcat
Power Level: 8 (113/113PP)
Trade-Offs: +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 8/30

In Brief: A young man reluctantly in touch with his more feral nature.

Alternate Identity: Felix Silvestri
Identity: Secret
Birthplace: Freedom City, USA
Occupation: Warehouse Worker
Affiliations: Solo
Family: Tony Silvestri (Father), Maria Silvestri (Mother), Fatima Silvestri (Younger Sister)
Catchphrase: *snaaarrl*

Description:
Age: 21 (Dob: September 9, 1993)
Gender: Male
Ethnicity: Caucasian, Italian-American
Height: 6'1"
Weight: 194lb
Eyes: Amber Brown
Hair: Brown

Felix is tall, lean, broad-shouldered and well-muscled. In theory he works out and has a manual labour job to keep him in shape -- in reality, it's his enhanced physiology that keeps him in good trim. His hair is typically slightly mussed despite being cut short, and his eyes are an unusual shade of light brown, almost amber-yellow in hue. He tends to dress simply and comfortably unless given reason to do otherwise -- jeans, t-shirts and plaid overshirts, and worn steel-toed boots.

As Wildcat...well, it shows that he's still new to this. Combat boots, charcoal grey BDU pants and a black commando sweater with the shoulder patches makes it pretty clear that he's shopped army surplus for his 'costume'. He does have a black mask that covers his upper face, with token points that are likely supposed to represent cat ears. He wears a tactical harness that holds the ballistic plastic baton and boomerang that he employs when he needs an extra edge.

preview_wildcat3.jpg


Power Descriptions:
His powers have no overt appearance, all being enhanced aspects of his physiology and not prone to flashy energy displays or colour changes.

History:
Felix had an utterly normal childhood, growing up with two parents in the home and a bratty younger sister cramping his style. They were a middle-class family, and so while he didn't have everything he wanted, neither was he denied any of the basics. Growing up in Freedom City had its exciting moments, of course, but in general the positive outweighed the negative.

When Felix hit puberty, he began to go through some...changes. Completely natural, of course -- what child at that age doesn't experience his body acting in odd ways, strange new urges and feelings, and a general impression that something momentous was happening to him?

Of course, in Felix's case, his changes really were more profound, although neither he nor anyone around him was aware of just how muchso. He thought it was normal, because he had been told no matter how weird it seemed, everyone went through the same thing. But....

Not everyone had quite as substantial a physical boost as he went through. It was certainly a great deal more rare the degree his senses and reflexes sharpened, and while every young man in his teens occasionally felt like a cave man or a bubbling pot of hormones ready to make one snap for no reason -- well, Felix started to be subjected to primal urges; hunt, fight, mate, feed. He found himself fighting to keep his responses...civilized when presented with stimuli of this nature, and wondered just why he was having such a time of growing up.

It wasn't until his later teens that he finally had to admit to himself that he was...unusual. He wasn't inclined to team sports, but he'd noticed he could easily outperform even the best of his peers who were, and that was without even putting in effort.

He never did have that one, defining moment that seems to crop up so frequently in the origins of superheroes who tell such tales. What he did eventually have was the start of the downward trend of hormonal activity that young men do once they hit their twenties, and it became...less of a burden to be who he was, and more something that could be looked at as an opportunity. Just as importantly, he discovered that giving these urges of his a legitimate outlet made them easier to manage -- not a surprise, of course, that a relief valve reduced the chance of an explosion, but knowing that it applied to his own life and troubles...was a real game-changer.

Not sure as of yet exactly where he was going to go with this, long-term, Felix assembled what meagre gear he thought he might need for his outings, chose what seemed a fitting moniker for the public face of his baser drives...and took to the streets.

Personality & Motivation:
Felix is, at the core of himself, a genuinely good guy who doesn't want to cause problems or be a burden on others. Unfortunately for this decent human being, he has some quirk of physiology that makes it very, very difficult to live up to those ideals. He does what he does in order to keep a handle on his baser urges -- he hunts and battles criminals and villains in order to give his baser urges an outlet and keep himself from losing control and lashing out at someone who is merely offensive or frightened.

Powers & Tactics:
As Wildcat, Felix is strong, fast, and agile, with very quick reactions and an excellent ability to get out of the way of what's coming at him. His enhanced senses allow him to identify and locate his quarry in unexpected ways, and it is difficult to anyone to conceal themselves from him.

He is an able, if largely untrained brawler, excellent reflexes and capabilities carrying him though. He carries with him an eighteen inch baton of ballistic plastic that he uses to enhance the blows of his already potent strength if needed, but where he truly excels is hitting an opponent with a hurled item. His strength combined with his impressive hand-eye coordination allows him to very accurately throw nearly anything at all with devastating results. When a little more precision is required, however, he does have a three-leg boomerang made of the same ballistic plastic that he has utilized from time to time.

His sprinting speed is phenomenal, able to achieve highway speeds for short periods, and he can make prodigious leaps that can carry him easily from ground level to a building's roof, and from there from rooftop to rooftop should he so desire.


Complications:
Savage Beast: Felix's Id has a louder voice than usual, leaving him susceptible to situations that prey upon his baser emotions. Powers, skills, or situations that threaten his territory or his belongings, are a clear challenge, or appeal to his wants and desires are more likely to sway him, and under pressure he is more likely to default to heeding these drives.
n00b: Very new to the world of heroing, with only a handful of outings under his belt, Felix is prone to making rookie mistakes and lacking what is considered 'common' knowledge among the supers crowd. This will, of course, change with experience, but for now he can't be counted on to 'know better'.
Secret ID: He does, as is common, try to keep his heroic identity a secret from his public one, to keep himself and those he cares about from harm.

One of Us: Animals tend to react to Felix as if he were more beast than man.  Dogs growl or whine, cats hiss, many prey animals may freeze, flee, or threat display as appropriate.  Suffice to say, this can be...awkward.



Attributes: 6 + 6 + 6 + 2 + 2 + 0 = 22PP
Strength: 16/24 (+7)
Dexterity: 16/20 (+5)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 10 (+0)


Combat: 14 + 14 = 28PP
Initiative: +9
Attack: +7
Grapple: +15
Defense: +9 (+7 Base, +2 Dodge Focus), +4 Flat-Footed
Knockback: -2


Saving Throws: 5 + 5 + 5 = 15PP
Toughness: +5 (+3 Con, +2 Defensive Roll)
Fortitude: +8 (+3 Con, +5)
Reflex: +10 (+5 Dex, +5)
Will: +6 (+1 Wis, +5)


Skills: 36R = 9PP
Acrobatics 5 (+10)
Climb 5 (+10)
Knowledge: Current Events 2 (+3)
Knowledge: Popular Culture 2 (+3)
Knowledge: Streetwise 2 (+3)
Languages 1 (English [Native], Italian)
Notice 8 (+9)
Search 2 (+3)
Sense Motive 4 (+5)
Stealth 5 (+10)

Feats: 11PP
Defensive Roll 1
Dodge Focus 2
Elusive Target
Evasion 1
Improved Initiative 1
Takedown Attack
Throwing Mastery 2
Uncanny Dodge
Well Informed

 

Powers (Mutation): 8 + 4 + 2 + 2 + 2 + 7 + 3= 28PP

Enhanced Strength 8 [8PP]

Enhanced Dexterity 4 [4PP]

Super Strength 1 (Effective Strength 29, Heavy Load 1,400lbs) [2PP]

Leaping 2 (85/42/21ft per Move Action) [2PP]

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

Enhanced Senses 7 (Extended Vision 1, Extended Hearing 1, Ultra-Hearing, Accurate Hearing, Acute Tracking Scent) [7PP]

Regeneration 3 (Bruised 1, Injured 1, Staggered 1) [3PP]



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


Combat Block

ATTACK             RANGE     SAVE    EFFECT
Unarmed            Touch     DC22    Toughness (Staged) Damage (Physical)
Throwing Mastery   Thrown    DC17    Toughness (Staged) Damage (Physical)

 

Totals: Abilities (22) + Combat (28) + Saving Throws (15) + Skills (9) + Feats (11) + Powers (28) - Drawbacks (0) = 113/113 Power Points

 

 

Edited by HG Morrison
Posted (edited)

COOKED BY HGM

This is for Queenie.

Moved 2 points of Reflex out of the ring and converted 2 points of Shield inside into standard Defense outside. With that new space, I've boosted Flight and moved Move Object to dynamically array with it.  In the array it came from, Blast w/ Variable Descriptor 2 (because that's easier than two powers) is now the base power and Create Object now has Precise in addition to Selective. Both remain Dynamic. Also added some Super Senses. Distance Sense. Direction Sense. Everything else is the same.

Here's the adjusted sheet:

 

Player Name: Eternal Phoenix

Character Name: Queenie

Power Level: 10 (156/156 PP)

Trade-Offs: +2 Toughness, -2 Defense

Unspent PP: 0

Progress towards Bronze: 6

 

In Brief: World’s finest chef also has a power ring.

 

Alternate Identites: Maybelle McQueen

Identity: Open secret/semi-public

Birthplace: Charleston, South Carolina

Occupation: Head Chef at the Southern Queen

Affliations: None

Family: Maynard and Ellen (parents), Simon and Carlyle(brothers), Rose (sister), various extended family members

 

Age: 27

Apparent Age: early 20s

Gender: Female

Ethnicity: Caucasian

Height: 5’ 6”

Weight: 125 lbs.

Eyes: Blue

Hair: Dirty blonde

 

Description: Maybelle is an attractive woman that appears to college age, although she’s a bit older. She dresses most often in jeans, sneakers, a button down, and a vest. That said, she is not averse to dresses, skirts, and most other articles of clothing. She doesn’t bother with a costume or mask, preferring to just start throwing down in whatever she’s wearing at the time. It’s…a little hard on her wardrobe.

 

History: Maybelle McQueen never intended to be a hero. Her passion was and is cooking. Specifically, making the fruits of world class culinary skills affordable to the masses. She was a culinary student, and a gifted one at that. Then, one day, a silver ring appeared on her dresser as if it had always been there. Thinking it was a gift from her fiancé, Steven (make your jokes now), she picked it up. The virtual intelligence inside started to explain what it and the ring were. Another woman might have panicked at the sudden voice in her head, but Maybelle listened, curious. She listened as it explain about it’s master, the future’s heroine Aura. About how the ring’s power depended on her heroic spirit. And about how there were two other rings somewhere in the world. Again, another woman might have jumped (or adamantly refused) the call to heroism. Maybelle’s answer was a dull “Meh.” Totally uninterested in anything but her dream, she put the ring in her dresser drawer and promptly forgot about it.

 

Unbeknownst to her, the Ring of Aura is part of a stable time loop. History says Aura made three rings and a staff and sent them back in time. Between the four items and her amulet, the world shattering power the maniac known as Auric once had remains sealed away. Aura, a member of the Freedom Legion, knows that if she deviates from history in the slightest, Auric will have access to his full power and thus be able to destroy entire star systems just to spite her. Auric himself was once a man. Somehow (repeated time travel has fuzzed out the details) he became magic incarnate and utterly insane. Aura, with her amulet and its do anything Anti-Magic energy, was the only one in the universe able to stand against him. But with every battle, his power grew until Aura’s amulet hit its limit defeating him again. The battle was…catastrophic. Entire star sectors lay in ruins, testament to Auric’s power and Aura’s failing ability to stop him. There was one chance. Just one. While he recovered, his power was dispersed. If it could be collected and sealed away, he would pose much less threat. Taking some of the unique material from her amulet, Aura made the rings and staff. Together with her amulet, she sealed the power he had not yet regathered away. Even hobbled, Auric would be a potent threat. He had called upon allies before, and there were lunatics who thrived on destruction other than he. Not to mention the ones who might think they could claim his power. She had to get them away. Other dimensions were too dangerous. With a heavy heart, she prepared to cast them back in time. She did take precautions, in the form of the VI. It would attempt to keep the items away from the selfish and greedy and push them towards the noble and heroic. They would have a portion of her power as well, just in case Auric or someone else went chasing after them. Her history wouldn’t change. New timelines would be born. Some would be good, and some would be bad. She knew all of that. But…the next time, Auric would kill her. The Freedom Legion would fall. There was no choice left. The time loop began. A different Aura learned what the original had done, and figured out why it must continue to be done.

 

Steven and Maybelle set a wedding date. Shortly after their graduation. He was training to be a pastry chef at the same school, and that was how they had met. Graduation loomed. Then Auric appeared. He sought to destroy Aura’s legacy and free his power. He knew the ring was in that certain city. He knew the kind of person it would find to wield it. So he started blasting things. Somebody had to stop him. People were going to die. Maybelle balked. She wanted to be a chef, not a hero. The cops were helpless before him. She could help everyone. Just put on the ring and go. But her dream! Maybe if she gave him the ring, he’d leave. It wouldn’t be right. Back and forth, she wrestled against her own nature, the nature the ring had sought out in the first place. Eventually, ring in hand (but not on finger), Maybelle confronted Auric. He could feel the ring on her, and the kind of person she was. Noble. Compassionate. Heroic. It turned his stomach. She had to die, RIGHT NOW. Wait. Who was that who shoved her aside? Why is she screaming that one word? …did she just put on the ring?

 

It wasn’t anger Maybelle was feeling. It was guilt. She had been selfish for once in her life, and now the city was damaged. People were hurt. And Steven…oh God, Steven. If she’d just taken up the responsibility when it had come to her, none of this would’ve happened. It was all her fault, but she refused to let it go one step further. Auric was going down. Except for the small part where she barely knew what she was doing and he very much did know what he was doing. After getting smacked silly, she flew away (God in Heaven, she was flying), knowing Auric would follow her out of the city. After getting to an abandoned area, she turned and fought. He nearly killed her before the thought of her classmates and everyone else at his nonexistent mercy fueled a power surge that broke through his defenses. Critically (but nowhere near fatally) injured, Auric teleported away. Maybelle collapsed into a heap.

 

It should go without saying, but Maybelle finished culinary school. Graduated at the top of her class. She’s had a few adventures since them, but purposefully has no friends and minimal contact with family. Hero work is dangerous, and she’s never losing anyone again. Kind of hard to lose someone important to you if there isn’t anyone like that, you know?

 

Personality & Motivation: Maybelle is a gregarious type. She’s talkative, smiles easily and often, and is generally very pleasant to be around. She’s also one of the most paragon-y people on earth. She’ll defend others like the proverbial Mama Bear. She’ll stand and fight when all seems lost. She’ll never give up as long as there’s breath in her. Her integrity is unquestionable. That said, eventually everyone runs into the wall around her heart. She’s very polite about it, but she refuses to be more than casual acquaintances with anyone. It’s a lonely life, but…she was selfish once. Never again. Even her chef’s work is to make other people happy with impressively excellent food at an affordable price. She’s also a hardcore foodie. Sort of. She doesn’t have much patience with the fancy stuff. Sure, it’s delicious sometimes, but the pretentiousness of it all drives her nuts. It’s food. You eat it. Swear to Jeebus.

 

Power Descriptions: Maybelle wields the Ring of Aura. It can do just about anything the wearer wants it to do…as long as the wearer knows it can do it. The color of all of them is a silvery gray. It has a virtual intelligence that will answer any direct question about the ring and will not sanction lethal force against living targets. Maybelle uses it for a force field, hard energy constructs, moving things, and blasting stuff. She can fly and communicate with any medium (as long as she knows which one it is). Passive effects include life support (barring food and drink-she’d die of despair without good food and wine), increased dodging abilities, and an increase in her awareness of her surroundings.

 

As mentioned before, Aura power is literally Anti-Magic energy. As Maybelle does not yet know this, the effect on mages in her general vicinity presents as minor interference, and generally not noticed amidst the various other things that can cause such interference. However, Aura had powerful magic nullification at her disposal, to the point where weaker magic simply couldn’t function and it is not  impossible that Maybelle could one day wield something similar. The two forces, should they be equal, will simply cancel each other out. If not, the stronger one “wins”. Of  Additionally, Impervious of any variety is ineffective, not matter which force is attacking the other.

 

Powers & Tactics: Maybelle’s a protector first. She’ll shield the defenseless, even if the bad guys get away this time or it’ll get her hurt. Property damage is also a thing she strives to prevent, although with less vehemence. Actually fighting? Blasts of energy or physical force. She’s been known to whip out various pots and pans, made with her constructs, to trap her enemies.

 

Complications:

 

Arch-iest of Enemies: Auric promised he’d come back. He despises Aura, maker of the ring, for sealing away the lion’s share of his power and for everything she stood for. Which just so happens to be everything Maybelle is. When he comes back, it’ll be a war. Maybelle hopes it’ll be a loooooong wait. He is ridiculously powerful compared to what she was. Somewhat less so now, but all the same. Not looking forward to the rematch.

 

No So Secret Identity: Maybelle does use a codename, but she’s never worn a costume or a mask. Never saw much of a point in it, given how much footage there is on the internet of Auric kicking her butt across campus. Sooner or later, this one’s gonna bite her in the butt. She just hopes she can handle that when it happens.

 

Little Miss Lonely Girl: Maybelle has purposefully distanced herself from humanity in general. Everyone is kept at arm’s length to avoid entanglements and the possibility of her losing anyone ever again. That said, she’s a gregarious, outgoing Southern gal. She craves friends like a chocoholic craves chocolate. This contradiction forces her to toe the thin line between letting people in and driving them away. A line that may or may not exist, depending on the person.

 

Chronic Hero Syndrome: Maybelle is completely incapable of leaving someone who needs help…unhelped. She stood aside once. Once. And a lot of people paid the price for it. So, if someone needs help, or just wants some, she’s all over it. To the detriment of her job, her social life (pitiful as it is), eating, sleeping, and everything else. She is fully capable of pushing herself to collapse, should the situation be dire enough. There are limits, obviously. She’s doesn’t intervene in non life threatening situations unless asked to, and she can prioritize. Taking down the bank robbers is a mite more important than getting that cat out of the tree, after all. Though…she will be back for that cat.

 

Just A Chef From South Carolina: In the kitchen, Maybelle is a goddess. She’s assertive, confident, bold, and fully aware of just how good she is at cooking. Out of the kitchen, it’s like night and day. She’s humble and self-effacing to a fault. As aware as she is of her cooking talents, she is just as aware that she isn’t anyone in any other sphere and never thinks she will be. This includes the superheroic sphere. She will deflect any and all praise not related to her cooking skills in polite but firm fashion, and always refrains from even (in her mind) presenting the appearance of being better or knowing more than anyone else. Award ceremonies are skipped. Rewards are politely refused. She just happened to be in the right place at the right time. It’s no big deal. The ring did all the work, anyway. Etcetera. It’s not humility. She truly believes it.

 

Fueled By Heroism: The Ring of Aura requires a exceptionally heroic and noble spirit to function. If Maybelle should for some reason partially or entirely stop being heroic, the ring may become weakened or unreliable. It may even cease to function entirely. If the situation persists, the ring could even seek a new wielder. Additionally, should the ring decide she is behaving heroically enough, it can temporarily give her more power. This manifests as GM-controlled extra effort, with all the costs implied therein.

 

Food, Food, Food. Gotta Cook Some Food: Maybelle runs the kitchen at the Southern Queen, one of Freedom City’s hottest restaurants. They can make the place work without her, but she’s the star of the show. It’s her culinary mastery and budding star presence that have made the Queen’s name. So, she does have to be there sometimes. She does love the place, but life can…get in the way, sometimes.

 

Cooking Is Art, Cooking Is Life: Maybelle loves cooking. Put simply, cooking is her religion. The kitchen, her church. The stove and oven, her altars. She does not know how to shut up about it either, to the eternal annoyance of whoever triggered her. She’s passionate enough when it comes to food that she will often lose all sense and take over a kitchen that served her a poor dish, just to prevent it from happening to anyone ever again. Wasted food is a tragic event. If she’s the one who cooked it, there will be a need for an irresponsible amount of wine.

 

Abilities: 0+4+0+4+4+6=18

 

Strength 10 (+0)

Dexterity 14 (+2)

Constitution 10 (+0)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 16 (+3)

 

Combat:8+10=18

Initiative: +2 (+2 Dex)

Attack: +4 (+10 Aura Force Array)

Grapple: +4

Defense:  +5/+8 (+5 Base, +3 Shield, +2 Flat Footed)

Knockback: -10

 

Saving Throws: 7+2+8=17

Toughness: +0/+12 (+0 Con, + 12 Force Field)

Fortitude:  +7 (+0 Con, +7)

Reflex:  +4/+7 (+2 Dex, +3 Enhanced Reflex, +2)

Will: +10 (+2 Wis, +8)

 

Skills: 48 SP= 12PP

Bluff 0 (+3, +7 Attractive)

Concentration 8 (+10)

Craft (Chemical) 13 (+15)

Diplomacy 5 (+8, +12 Attractive)

Drive 3 (+5)

Gather Information 2 (+5)

Knowledge (Culinary) 13 (+15)

Notice 2 (+4/+12)

Sense Motive 2 (+4/+12)

 

Feats: 6PP

Accurate Attack

Attractive

Interpose

Power Attack

Precise Shot

Skill Mastery (Craft [Chemical], Diplomacy, Knowledge [Culinary], Sense Motive)

 

Powers: 85PP

Device 21 (105PP Container, Power Feat: Restricted (Those of exceptionally noble and heroic spirit); Flaw: Hard to Lose) (Ring of Aura) [85PP] 105DP Total

[device] Array 11 [28 DP, Power Feats: Accurate 3; Dynamic] (Aura Force)

[array]Base Power: Blast 10 (Power Feats: Dynamic; Variable Descriptor 2 [Bludgeoning/Energy]) (Aura Blast) [26DP]  

Alternate Power: Force Constructs 10 (Power Feats: Dynamic,  Precise, Selective) (Aura Constructs) [2DP] [/array]

Communication 4 (Sense Type: Radio; Range: 1 mile; Power Feat: Variable Descriptor 2 (Any Tech) (Aura Comms) [6DP]

Enhanced Feat (Uncanny Dodge [auditory]) [1DP]

Enhanced Reflex 3 (Aura Avoidance) [5DP]

Enhanced Skills 4 (Notice +8, Sense Motive +8) (Aura Detection) [4DP]

Features 1 (Aura VI) [1DP] (Note: Answers direct questions about the ring’s powers and selects new bearer if necessary. Otherwise useless.)

Force Field 12 (Extra: Impervious 8) (Aura Field) [20DP]

Flight 10 (10000 MPH) Power Feat: Dynamic [23DP] (Aura Flight)

AP: Move Object 10 (Power Feat: Dynamic) (Aura Might) [2 DP]

Immunity 9 (Life Support) (Aura Life Support) [9DP]

Shield 3 (Aura Shield) [3DP]

Super Movement 2 (Interstellar Space Travel)[4DP]

Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3DP] (Aura Compass) [/device]


 

 

 

DC Block:

 

Unarmed (+4 Hit, DC 15)

Aura Blast (+10 Hit, DC 25)

Abilities 18 + Combat 18 + Saving Throws 17 + Skills 12 + Feats 6 + Powers 85– Drawbacks 0= 156/156

 

Edited by HG Morrison
Posted (edited)

NOW WITH MORE PICNIC BASKET's

Changes for Hestina:

Additional Skill Ranks 3 points

Skills: 52R = 13PP
Swimming (5) +5
Acrobatics(10) +15
Survival(2) +7

Add Progress[Cargo] 3 (5 tons) to Dimensional Pocket.  It should read

Dimensional Pocket 4 (Mental, Genetics, Dimension; Extras Duration 3 (Continuous) Feats: Suble 1, Progression 3 (Cargo, 5 tons), Quick Change 1, Hide in Plain Sight, Alternate Powers 3) [29PP]

Thank you!

 

Edited by HG Morrison
Posted (edited)

DIDN'T SEE THAT COMING - Fox

Foreshadow II

 

  • Fixed Formatting due to site update.
  • Amended a few errors on the sheet (Tradeoffs incorrectly listed.  Reward usage incorrectly listed.  Changed L'spirit's name to Spitting Cobra)
  • Lowered Base Attack and concurrently Increased Attack Focus (Melee)
  • Bought Attack Specialization 3 (Thrown)
  • Bought Improved Ranged Disarm
  • Dropped Defensive Roll & 1 Rank of Fort
  • Bought 2 ranks of Constitution
  • Increased Base Defense by 1
  • Added Extended to the Precognitive Spatial Awareness Super-Sense (No Cost Change as I have been overpaying for the sense)
  • Changed Device up so that now there would be a separate Alternate Power for Thrown Escrima Sticks rather than using the Thrown Feat.  Dropped the Subtle feat from the device.
  • Took Shaen's Advice and replaced Ricochet on the Thrown sticks with Indirect 3
  • Bought 4 More Languages.
  • Altered Appearance Fluff and Occupation

 

 

 

Player Name: HG Morrison
Character Name: Foreshadow II
Power Level: 15 (216/222PP)
Effective PL: 10
Trade-Offs: +5 Defense / -5 Toughness, +3 Atk/ 3 Dmg (Melee), +5 Atk/ -5 Dmg (Unarmed & Escrima Sticks)
Unspent Power Points: 6

Progress To Gold Status: 72/90
Bronze Reward: 3rd PC at PL8/120PP
Silver Reward: 10PP of Equipment for Foreshadow, 5PP gone into shared Vanguard HQ

 

In Brief: Acrobatic legacy to the Foreshadow Name.
Alternate Identity: Erick Sloane
Identity: Secret
Birthplace: Freedom City
Occupation: Student [London School of Business] with various investments (Former Gymnast)
Affiliations:  Vanguard
Family: David Sloane (Adoptive Father)

 

Description:
Age: 22 (DoB: Born 14, February 1993)
Gender: Male
Ethnicity: Caucasian (Of Russian Descent)
Height: 5'11"
Weight: 172 lbs.
Eyes: Blue
Hair: Blonde

_allery_5.e7144c79b7eebe0a8ded60cf875877

Erick is 5'11 which is quite a deal taller than the average male gymnast. As such his muscular physique is lean far more than it is bulky.  Scuplted in such a way to favor the explosive moments of a gymnast with a maddening lack of body fat.  Erick's medium length hair sits reaches his shoulders comfortably maintaining a professional appearance. His blonde hair is complimented by piercing blue eyes.  Erick maintains a regular level of stubble across his face. 

As the Foreshadow, Erick dons a modified version of the original outfit worn by David Sloane. Being a realist Erick's costume is lined with multiple body armor inlays, due to the fact that as fleet footed as he is chances are he's still going to take on more hits than his mentor. Instead of a cowl his hood is draped down in such a way as to cover a domino mask. His uniform is also outfitted with a utility belt with multiple compartments to house the equipment he uses while on the job.  Off which most is already carried inside of his multi purpose escrima sticks.  Lastly Erick's multi purpose Escrima Sticks are usually kept holstered on his right leg. 

History:

At only ten years of age Erick was considered a child prodigy ready to take the gymnastics world by storm. Of course, all the implications and hardships of said talent at an early age came with the title. While the demanding sponsors and incessant reporters weren't so bad because he could leave them at the door. His parents and coaches, however, were an entirely different story. Every moment of his life followed a set schedule down to the minute and he hated it. The fact that they opted to home-school him so he could maximize his time practicing routines didn't help. He couldn't count how many times he wished for his parents to just go away so he could relax for a day. 

That was until the incident happened. Late one night while Erick was undergoing his studies, a drugged out mobster armed with a flame thrower had been cornered by the costumed detective Foreshadow in the alley behind the boy's home. In a moment of desperation and beginning to hallucinate, the mobster started setting the area nearby ablaze. Which in turn was the very tragedy Foreshadow had been attempting to prevent when he cornered the man. Letting the villain escape, Foreshadow instead began to attempt to try and calm the ferocious flames or at the very least save anyone who hadn't already escaped as soon as the fires started.

As sounds of the clash and the faint smell of smoke filled the night air, Erick's parents ran downstairs to see what all the commotion was. Something that Erick made no move to stop, as it actually meant he'd have a schedule free moment in his life. It didn't take long for them to note that the first floor of their home was engulfed in flames. Unfortunately, the foundation had already taken quite a beating and the stairs collapsed from under them as they turned to try and get their child out of immediate danger. Hearing a loud crashing noise, the now terrified and confused Erick decided to go after his parents only to see the horrible state they were in at the remains of the stairwell. He wanted to help them, he wanted to scream, he wanted to something. Anything. But he couldn't. Erick couldn't even move, he was paralyzed in a state of shock. To this day he doesn't remember the details of how Foreshadow rescued him from the burning building.

Erick only blamed himself for what happened to his parents. His head was quickly filled to the brim with thoughts such as, "If only I were quicker"or "If only I had stopped them from going downstairs."  Sympathizing with the boy's plight and blaming himself for failing to prevent the deaths of the his parent's, David Sloane did the unexpected and took Erick in. An ordeal that was a bit difficult with various coaches claiming that they wanted to adopt Erick.

It was inevitable that David would have to reveal his identity as the costumed detective Foreshadow to the child if their new arrangement was ever to work. Foreshadow swore Erick to secrecy, and in exchange he trained the youth in the many talents that he used in his costumed identity. Despite agreeing to train him, Foreshadow outright forbid Erick from joining the fight against crime in the Southside at least until the youth finished school. Having enrolled him in public school.

As such, Erick spent the next six years of his life with relative normalcy. He quit competitive gymnastics all together and just did the regular teenage thing. Not counting the training sessions with Foreshadow of course. The youth had also come into his own money having invested the money from his sponsors with Rath & Stromsberg upon David's advice. He also graduated from High School early at the age of sixteen solely so he could round off the start of his career by training his talents visiting many of the same locations David Sloane did as a youth. It also gave him a chance to tie up some loose ends and closure with the man he was originally supposed to grow into as he competed (and dominated) at Worlds. Shocking many whom didn't expect him to be in condition to compete after withdrawing from gymnastics competition.

Having returned to Freedom City, Erick dipped into his personal fortune to pay his tuition in full as he enrolled in FCU. Moving into a private penthouse within looking distance of the Atlantis hotel and casino, he reached out to a childhood friend, Alaina Zelichonok, revealing his intention to operate as a costumed vigilante and needing her help in the purchase and development of equipment. Omen's venture into superheroics has already earned him the ire of the Freedom City Mob just by wearing the same emblem as his mentor.

During the events of the Day of Wrath, Erick found himself badly injured barely scrapping by a victory with the robotic replacement of Foreshadow. Upon the real Foreshadow's return, both men had to come to the realization that after all his years of crime fighting David was beginning to miss a step. Even if it was time for him to retire, the Southside needed a Foreshadow, and David thought Erick was just the man for the job. The only stipulation would be that Erick would have to undergo training with an acquaintance of David's. Erick agreed to the terms and began a training regiment with Asano Ranaga. Unfortunately, she had a busy schedule (being a criminal and all) and left in the middle of their training leaving him weekly instructions through a private podcast. Deciding it best to move from the penthouse, Erick opted to buy a mansion near the marina. The location would be a strange one if the man's focus was solely to lie in the South, but he was far too ambitious to settle on cleaning up crime in just one part of the city.

That ambition would almost cost him his life. During his first run in with an assassin known as Spitting Cobra, Erick found himself eviscerated at the waist. Erick barely defeated the assassin in a closely contested brawl over the rooftops of the city. But it was clear he needed immediate medical attention. Barely able to drag himself back to the manor, the young hero lost consciousness on his own doorstep. Where David was already waiting for his arrival accompanied by a healer from Shambala Vale that he had encountered during his travels.

Due to the tremendous amount of blood Erick lost in the brawl a blood transfusion was needed. Luckily, David was a compatible donor and all too willing to give up his blood to save his adopted son. The treatment carried on throughout the entire night with many a close call in terms of Erick's health. But in the end he survived. When Erick came to he received his first vision much to the surprise of all present. The blood transfusion somehow being the catalyst for awakening some latent clairvoyant ability. Neither understood as to how the process activated Erick's powers. But the two felt closer than ever as David finally passed on the last legacy to the title of Foreshadow to his son.

 

 

Personality & Motivation:

 

Erick is quite relaxed and even when on the job he's known to be chatty and crack a joke. Unlike his mentor, he's more than willing to work with others than David Sloane was.  In fact Erick Sloan is a downright social butterfly.  Relying on his social skills to gather information from local underworld personalities almost as often as his precognitive gifts.  Part of Erick's attitude actually has do to his gift of Foresight.  He has taken it to translate into feeling that he is armed with the knowledge that he will always come out on top.

Erick fights the good fight simply because it's the right thing to do. Filled with a passion for life and a desire to make a difference, every time Erick dons the Foreshadow costume he's ready to go to work.  A bit of an adrenaline junkie, Erick loves crime fighting perhaps a bit too much.   His enjoyment of risk taking almost borders on recklessness.  Which is why he keeps himself grounded by remembering why he dons his domino mask in the first place.  More than anything Erick wants to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City especially those under Al Driogano's thumb.    

 

Powers & Tactics:

When first starting out Foreshadow was more of an acrobat than martial artist.  Relying more on misdirection and agility than pure combat prowess.  While he is still an acrobat first and foremost, Foreshadow has gradually adapted a more fluid martial arts base to his fighting style.  Favoring mobile fighting styles Erick blends the arts of boxing, capoeira, escrima, karate, kalarippayattu, tae kwon do, and wushu with traditional stick fighting.  As well as incorporating his studies in ninjutsu and natural skill as a gymnast for a more freeform system that relies on both one's environment and unpredictability to take down opponents.  Essentially, Foreshadow's fighting style is akin to combat oriented tricking

His custom built high polymer Escrima Sticks are lightweight so that he can overwhelm foes without sacrificing power for speed.  At a distance they can also be thrown to take out foes.  The staves can combine into a singular bo staff, which Foreshadow uses when in need of supplying his attacks more power.  One end of the weapon can fire a stored swing line made out of airplane cable, and both escrima sticks can be discharge a powerful electric shock akin to a heavy duty stun gun.

Last but not least, Erick is able to foresee events before they come to pass.  A secondary effect of this ability is he is actively aware of his surroundings almost intuitively combined with the fact that Erick is intuitively aware of foreboding danger allows him to always be alert.  This sensation manifests as a tingling feeling at the base of his skull, alerting Erick to danger in proportion to the severity of whatever the threat is.  

 

 

Complications:

Enemies: Ever since taking over the mantle of Foreshadow from David, Erick's had to feel the full weight of what it means to be one of the top focuses of Big Al's wrath. To complicate matters Foreshadow has found himself grounded in the Southside becoming a constant target of the assassins brought in to take his head. Most notably being the assassins belonging to the Murder League.

Flirt:: Erick enjoys the company of the fairer sex, and won't hesitate to let them know. It can get him knee deep into trouble as he doesn't always use his head when it comes to beautiful women.

Responsibility: As a university student Erick has to make sure his late hours don't interfere with his school work. As a heavy investor and philanthropist in various start up businesses and charities he has to make sure his money is in good hands further dividing his attention.

Secret: Erick has the difficult task of keeping his identity a secret from those around him. It places a great strain on any relations he tries to form as most of his nights are spent fighting crime in Freedom City and London

Scry vs Scry: Foreshadow can foresee events before they come to pass. Unfortunately there is a bit of psychic interference when dealing with foes with other precognitive gifts.  Making it harder to rely on the visions

 

 

Abilities: 6 + 14 + 10 + 10 + 6 + 6 = 52PP

Strength: 16 (+3)
Dexterity: 24 (+7)
Constitution: 20 (+5)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 16 (+3)

 

Combat: 10 + 14 = 24PP

Initiative: +16 (+8 Dex, +8 Improved Initiative)
Attack: +5 Base, +13 Melee, +15 Unarmed & Escrima Sticks
Grapple: +16
Defense: +14 (+7 Base, +8 Dodge Focus), +4 Flat-Footed
Knockback: -2

 

Saving Throws: 1 + 5 + 7 = 13PP

Toughness: +5 (+5 Con)
Fortitude: +6 (+5 Con, +1)
Reflex: +12 (+7 Dex, +5)
Will: +10/14* (+3 Wis, +7)

 *Vs Fear Effects

 

 

Skills: 176R = 44PP

Acrobatics 18 (+25) Skill Mastery
Bluff 8 (+11, +15 Attractive) Skill Mastery
Computers 5 (+10)
oncentration 7 (+10)
Diplomacy 8 (+11, +15 Attractive) 
Skill Mastery
Disable Device 5 (+10)
Disguise 2 (+5)
Drive 5 (+12)
Escape Artist 8 (+15)
Gather Information 7 (+10)
Intimidate 7 (+10)
Investigate 5 (+10)
Knowledge (Business) 10 (+15)
Knowledge (Current Events) 5 (+10)
Knowledge (Popular Culture) 2 (+7)
Knowledge (Streetwise) 15 (+20)
Language 12 (Arabic, ASL, Chinese [Mandarin] English [Native], French, Galstandard, German, Hindi, Italian, Japanese, Portuguese, Russian, Spanish)
Medicine 2 (+5)
Notice 12 (+15)
Perform (Dance) 5 (+8)
Search 5 (+10)
Sense Motive 7 (+10)
Sleight of Hand 3 (+10)
Stealth 13 (+20) 
Skill Mastery

 

Feats: 62PP

Acrobatic Bluff
Ambidexterity
Attack Focus 8 (Melee)
Attack Specialization (Thrown) 3
Attack Specialization (Unarmed) 
Attractive
Benefit 2 (Wealth 2)
Blind-Fight
Challenge 4( Accelerated Acrobatics, Fast Task: Acrobatic Feint, Perfect Balance, Perilous Balance)
Defensive Attack
Dodge Focus 8
Eidetic Memory
Elusive Target
Endurance
Equipment 0 (+10 50EP Veteran Reward )
Evasion 2
Hide in Plain Sight
Improved Disarm
Improved Initiative 2
Improved Ranged Disarm
Improvised Tools
Jack-Of-All-Trades
Lionheart 1 [+4 bonus per rank on Will Saves VS fear and related effects.]
Move-by Action
Sneak Attack
Power Attack
Prone Fighting
Quick Draw [Draw]
Redirect
Set-Up
Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth )
Sneak Attack
Takedown Attack 2
Taunt
Teamwork 3
Trance
Uncanny Dodge (Auditory)
Up the Walls [use Acrobatics for Climb Checks, provided one has places to jump from separated by at most half of normal speed]
Well-Informed

 

Equipment: 10PP = 50EP

Binoculars [0EP]
Cell Phone [0EP]
Digital Audio Recorder[0EP]
Digital Camera[0EP]
Evidence Bags[0EP]
Flashlight[0EP]
Lock Release Gun [1EP]
Handcuffs [1EP](Masterwork)
Medkit [1EP]
Mini-Tracer [1EP]
Multitool [1EP] (Masterwork)
Rebreather [1EP]
Video Camera [0EP]

 

Zultasian Grav-Cycle [26EP]
Strength: 20 [2EP]
Size: Medium [0EP]
Toughness: +8 [3EP]
Defense: +0 [0EP]
Features: Alarm 3 [DC30], Computer, Communications, Grav Boost [same as Nitro Injector], Hidden Compartments 2 (DC 25), Remote Control, Smokescreen [10EP]
Powers: Flight 6 (500 mph; Power Feat: Subtle, Drawbacks: Low Ceiling 2 [Maximum 15']) [11EP]

 

HQ: Erick's Freedom City Villa[18EP]

Location: North Bay, Freedom City, USA, Near the North Bay Marina.
Appearance/Details: 1
Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP];
Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP]

Alternate HQ: Erick's London Estate[17EP]
Location: Kensington, London, UK.
Appearance/Details: 1
Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP];
Features: Combat Simulator, Communications, Computer, Concealed, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP]

 

Powers:  9 + 12 + 1 = 22PP

 

Device 3 ( 15PP Container; Flaws:Easy-To-Lose; User Suffers Fatigue from Extra Effort rather than Device ) [9PP] (Combinable  Escrima Sticks )

Combinable Escrima Array ( 11PP Array; Feat: Alternate Power 4 ) [15PP]

BPDamage 0 (  Extra: Autofire[3]; Feats:  Accurate, Dedicated Dodge, Improved Defense 2,  Mighty, Precise, Split Attack 1 [2 Targets], Weapon Bind ) {11/11} (Escrima Sticks)
APDamage 0 (  Extra: Range [Ranged]; Feats:  Accurate 2, Indirect 3, Mighty, Precise, Ricochet [1 Bounce], Split Attack 1 [2 Targets]; Drawback: Reduced Ranged 2 [Max Range 75'] ) {8/11} (Thrown Escrima Sticks)
APDamage 2 ( Extra: Penetrating 1; Feats: Extended Reach, Improved Critical 2, Improved Throw, Improved Trip, Mighty, Split Attack ) + Leaping 1 (Jumping Distance x2 )(Bo Staff and Pole Vaulting) {11/11}
APStun 7 Feat: Split Attack 1 [2 Targets], Flaw: Action [Full-Round] {8/11} (Stun Rods)
APSuper-Movement 4 Slow Fall, Swinging, Wall-Crawling 2;  Extra​: Linked to Speed [+0] ) + Speed 1 ( Stacks for Speed 2  [25 mph/250 ft. rnd]; Extra: Linked to Super-Movement [+0] {9/11} (Grappling line)

Foresight 2.4 ( 12PP Container, [Passive, Permanent] ) [12PP] (Psionic)

Enhanced Feat ( Seize Initiative [1PP] (Precognitive Awareness)
Luck Control ( Force Rerolls; Flaw: Limited to Attack Rolls Made Against Foreshadow [-2] [1PP] (Precognitive Dodging)
Super-Senses 8 ( Mental Sense [Accurate, Acute, Danger Sense, Radius, Ranged], Uncanny Dodge [Mental] ) [8PP] (Precognitive Spatial Awareness)
Super-Senses 4 (Precognition [Mental]; Flaw: Uncontrolled) [2PP]

Speed 1 ( 10 mph, 100 ft./rnd [1PP] (Training) 

 

DC Block

 

ATTACK                                 RANGE     SAVE                                                 EFFECT
Unarmed                                Touch        DC18/20* Toughness (Staged)               Damage (Bludgeoning)
Bo Staff                                  Touch        DC20/22* Toughness (Staged)               Damage (Bludgeoning)
Escrima Sticks                       Touch        DC18/20* Toughness (Staged)               Damage (Bludgeoning)
Stun Rods                              Touch        DC17 Fortitude (Staged)                        Stun (Electricity)
Thrown Escrima Sticks            Ranged     DC18/20* Toughness (Staged)                Damage (Bludgeoning)

*DC with Sneak Attack

 

Totals: Abilities (52) + Combat (24) + Saving Throws (13) + Skills (44) + Feats (62) + Powers (22) - Drawbacks (0) = 216/222 Power Point

 

Edited by Fox
Had to fix spoiler tag format.
Posted (edited)

TOO TIRED TO BE WITTY - Fox

Glamazon

  • Vulnerability rebought
  • Increased Enhanced Strength by 2
  • Increased Enhanced Con by 2
  • Bo Base Attack by 1
  • Increased Dodge Focus by 1
  • Bought Affects Insubstantial on Strength
  • Bought 1 Rank of Super-Strength
  • Bought 2 Ranks of Will
  • Fixed Formatting due to Site Update

 

 

Player Name: HG Morrison
Character Name: Glamazon
Power Level: 11 164/164PP
Trade-Offs: -2 Defense/+2 Toughness, -2 Attack/+2 Damage
Unspent Power Points: 0
Progress To Gold Status: 59/90 (Silver Status earned with Foreshadow II)

Bronze Reward: 3rd PC at PL8/120PP
Silver Reward: 10PP of Equipment for Foreshadow, 5PP gone into shared Vanguard HQ

 

In Brief: Atlantean Demigoddess 

Alternate Identity: Thaelia
Identity: Public
Birthplace: Atlantis
Occupation: Student (Claremont Academy)
Affiliations: Atlantean Royal Family, The Olympians, Next Gen
Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin)

 

Description:

Age: 18 (DoB: January 03, 1997)
Gender: Female
Ethnicity: Atlantean
Height: 6'0
Weight: 160 lbs.
Eyes: Blue
Hair: Black

 

 

_allery_5.ebea2f124adceae6af6d31218f036c

Thaelia is a muscular teenage girl with raven black neatly kept hair and soft blue eyes that always give the feeling of an ocean's view.  Her skin is slightly olive in complexure.  Her most frequented hero costume is actually a formal toga styled dress topped off with bits and pieces of old decorated Atlantean battle armor and mesh-wear.  Coupled with some jade colored scaled leggings under her dress for modesty and convenience. The attire doesn't offer the girl any added protection that her flesh doesn't already give but Thaelia simply likes how it appears.

History:

When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well.  Her mother, the younger sister to Theseus, Despina.  Apparently Despina had been killed by surface dwellers, and the Greco-Roman Sea God whom she spent her last moments with had used the last of his summoned power before returning to Olympus to transport the child and send the Atlantean Royal home . However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece and princess of Atlantis far as actual status was concerned.

Growing up Thaelia was always known as a bit of a troublemaker, her recklessness leading to multiple incidents. Including one event in which ended with a pillar crashing through a public library. Hoping to instill a sense of discipline into the girl, Theseus had military officers teach her how to wield a blade running combat drills every day. Not that it prevented her from running wild, just skewed her focus to picking fights with barbarians. Occasionally needing to be rescued from overestimating herself. An experience she much preferred to culture and diplomacy lessons.

When Thaelia came to sixteen years of age, Theseus invited her to accompany to a ball being held in Freedom City. They would be acting as emissaries for Atlantis rubbing elbows with local politicians and strengthen the sometimes tenuous relationship sea had with the surface. At least that was the plan. But, even being accompanied by her land-faring cousin and custom tailored cocktail dress would not add to the lack of comfort levels at the social function.

As curious as she was to see the surface world that Nereid often spoke of, Thaelia had never been one for formal events. Sneaking out during the ball she was able to catch sight of a driver falling asleep behind the wheel of a 16 wheeler and losing control heading straight towards a scared little girl in the center of the road. Before the thoughts could even form in her head, Thaelia simply reacted leaping forward directly in front of the girl and stopping the truck head on. Her heels dug into the road, dress collecting more dirt than it had ever seen in its life, and the smell of rubber filled the air. Of course the only thing that mattered to Thaelia was that the girl was alright at the end. The next day the event became a spectacle. One which was deemed a media hit as the press dubbed the youth 'The Glamazon', a name that she wasn't too fond of. Images of Thaelia stopping the truck in a cocktail dress and heels flooding papers and news stations.

Theseus simply found the event amusing noting that she should probably wear more practical footwear on any other outings. The family chose not to publicly comment on the matter. The king did take it upon himself make arrangements for Thaelia much like he once did with his own daughter to attend Claremont and learn to better use her ever growing abilities under their direct supervision. Much to the girl's delight.

 

Personality & Motivation:

Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety.  Wearing her heart on her sleeves, the Atlantean princess' emotions are always an open book to those willing to ask.  While her Atlantean leanings would suggest the worship of various sea gods, Thaelia is actually solely a Hellenist.  Even giving piety to the gods after defeating particularly dangerous foes.  Though she is not above collecting spoils of battle either.

Thaelia is short on impulse control, she finds herself often acting without thinking.  She's never been lacking in hubris the overconfidence. Furthermore coming from a warrior culture Thaelia has far looser views on what means are considered necessary for riding oneself of a villain.  She does willingly follow the laws of the Surface World.  But if push came to shove she doesn't think it above herself to take a life, in the most dire of circumstances.  She can't, however, stand for cruelty.  Villains who choose to torture their victims rather than kill them quickly earn her deepest ire for such a grave injustice.

Thaelia lives by a code of honor that would set her right at home with a Homeric Hero.  Believing a hero's duty was to fight for those in need, and that the only way of gaining glory an immortality is through committing heroic acts on the battlefield.  In her case leaving some truth to the mythology as a demigoddess.  Living up to her honorable ideals is the top priority for Thaelia.  This pursuit of honor is placed with a value even above her own life, refusing to retreat when in overwhelming danger.  

 

Powers & Tactics:

Thaelia traditionally relies on a mix of pankration with modern boxing and grappling techniques on land.  Underwater he fighting style is a more blitzing head on assault.  Those who underestimate her are quickly made aware of her superhuman strength.  Thaelia is strong enough to lift an ocean liner with minimal effort.  When sufficiently pushed she'll prove herself her father's scion and use her strength to create miniature earthquakes to knock her opponents off their feet.
 

As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, faster even.  That's if her opponents can injure her in the first place.  While in contact with a sufficient source of water, Thaelia recovers from her injuries at tremendous rate.  Her body is durable to all but ignore low caliber firearms.  Thaelia can see through illusions as well as minimally adjust her eyesight to the dark.

 

 

Complications:

Competitive:  Thaelia strives to win any contest she is in, regardless of the nature of the contest.  Which wouldn't be an issue for the fact that she is also incapable of turning down a challenge which can easily play into a villain's hands. 

Diplomatic Responsibility: Thaelia isn't free to act as she pleases considering any bit of collateral damage she causes would be a reflection on Atlantis. At all times her role as an ambassador should be in the back of her mind.

Enemies: Atlantean Barbarians and those looking to claim the throne aren't the fondest fans of anyone in the royal family.  Furthermore there are plenty of people who could make use of the ichor that flows through her veins for nefarious magical purposes.  The girl herself could become a mystic's last ingredient in some sort of spell.

Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a potential source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family.  When circumventing the Pact her family can be cause for a great deal of worry for Glamazon

Ichor of the Gods:  Divinity is in the blood.  Literally.  Thaelia's blood glows a golden color (although it is still mostly red).  Which could make for easy tracking of her once injured.  In the case of blood transfusion her blood is poisonous to humans at the very least.  The magical properties of her blood also are enticing for a villain who knows of her parentage and want to make use of her as an ingredient for some dark arcane art.

Not a Drop to Drink:  Thaelia's connection to the sea is so strong it's almost physiological.  If Thaelia is somehow dehydrated the effect can be rendered especially potent.  GM's are encouraged to give any desiccation effects nasty secondary effects.  Perhaps making the drain effect continuous so she has to save every round without the attacker doing anything.  Perhaps she's blinded and deafened.  Perhaps her Divine Container is rendered inert.  Either way, the Daughter of the Seas will need to deal with the lack of water rather than her foe in that given moment.   

Responsibility: Being enrolled in Claremont comes with the unfortunate implication that Thaelia needs to actually attend her classes.  As well as other studentlike problems.

Truth Teller:  Thaelia isn't just a bad liar.  She's flat out incapable of lying.  The best she can muster up is a lie of omission.  But, the art of subterfuge is wholly lost on her.  Any attempt at Bluffing can be met with disastrous results.

 

Abilities: 20 + 2 + 20 + 4 + 2 + 0 = 48PP

Strength: 30/36 (+10/+13)
Dexterity: 12 (+1)
Constitution: 30/36 (+10/+13)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)

 

Combat: 16 + 10 = 26PP
Initiative: +1
Attack: +8/+9 Base
Grapple: +31(+8/+9 Base Attack, +10/+13 Strength, +9 Super-Strength)
Defense: +8 (+5 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -10

 

Saving Throws: 0 + 0 + 9 = 9PP

Toughness: +13 (+13 Con, 8 Impervious)
Fortitude: +13 (+13 Con, +0)
Reflex: +1 (+1 Dex)
Will: +10 (+1 Wis, 9)

 

Skills: 40R = 10PP

Diplomacy 5 (+5)
Knowledge (Arcane Lore) 13 (+15)
Knowledge (Theology & Philosophy) 8 (+10)
Language 3 (Atlantean [Native], English, Greek, Latin)
Perform (Singing) 5 (+5)
Ride 4 (+5)
Swim 2 (+15)

 

Feats: 11PP

All-Out Attack
Benefit (Status [Atlantean Royal & Demigoddess])
Dodge Focus 4
Environmental Adaptation (Aquatic)
Favored Environment (Underwater)
Interpose
Instant Up
Power Attack
Ritualist

 

Powers: 36 + 27 = 63PP

 

Atlantean Physiology  ( 36PP Container [36PP]

Immunity 3 (Cold, Pressure, Suffocation [Drowning] ) [3PP]
Super Senses 1 (Low-Light Vision [1PP]
Super-Strength 9 (Effective lifting STR 81 [Heavy Load=942.1 Tons]; Feats: Groundstrike, Shockwave, Thunderclap) [21PP]
Swimming 10 ( 2500 mph, 25000 ft./rnd; Feat: Alternate Power 1 ) [11]
Speed 6 ( 500 mph, 5000 ft./rnd ) + Leaping 4 ( Jumping Distance x25 [Running Jump 550', Standing Jump 275', High Jump 137'[6+4]={10/10}

Demi-Deific Blessings ( 27PP Container; All Effects have the Divine Descriptor [27PP]

Enhanced Attack 1 [2PP]
Enhanced Feat 1 ( Affects Insubstantial 1 [On Strength] [1PP] (Divine Touch) 
Enhanced Constitution 4 
[6PP] (Divine Constitution)
Enhanced Strength 4 [6PP] (Divine Strength)
Impervious Toughness 8 ( Drawback: Power Loss [Electric Attacks] )  [7PP] (Divine Toughness)
Regeneration 8 ( Bruised 3/No Action, Injured 5/Standard Action; Flaw: Source [Water]; Drawback: Slower Regeneration [Must wait 30 Second intervals between Regeneration starting from the moment of initial damage:  Can only regenerate a condition every Other Round from when first damaged]; ) [3PP] 
Super Senses 2 ( Counters Illusion [Vision] [2PP] (True Sight)

 

Drawbacks: -4 = -4PP

Vulnerable ( Electricity; Frequency: Common, Intensity: Major ) [-4]

 

 

DC Block

ATTACK             RANGE               SAVE                                      EFFECT

Unarmed             Touch                 DC29 Toughness (Staged)         Damage (Physical)

Groundstrike        110' Explosion     DC20 Reflex                             Trip

Shockwave          110' Cone            DC25 Toughness (Staged)         Damage (Air Pressure)

Thunderclap         55' Burst             DC21 Reflex                             Dazzle (Deafened)

Totals: Abilities (48) + Combat (26) + Saving Throws (9) + Skills (10) + Feats (12) + Powers (63) - Drawbacks (4) = 164/164 Power Points

 

 
Edited by Fox
Fixed Spoiler Tag
Posted (edited)

CORAZON CORPS'D BY HGM

Corona

Woo. This is kind of a big one, and I could very have missed some stuff. But let's go!

  • Updated Corona's sheet with new formatting for the boards.
  • Various fluff changes. Removed two Complications, added a new one.
  • Removed Life Support from the suit. Added in two Alternate Powers for the Cosmic Empowerment Array and a Communication power in its place, so the suit remains the same cost
  • Boosted Immunity 1 to Immunity 9, so she still has Life Support. [8PP]
  • Removed Nauseate from the Cosmic Empowerment array, folded that extra PP into the array as a whole

That should be everything!

 

 

Player Name: Raveled
Character Name: Corona
Power Level: 10 [11] (154/164PP)
Trade-Offs: +2 Tou/-2 Def
Unspent Power Points: 2
Progress To Platinum Status: 14/120

In Brief: A Lor security officer empowered by weird cosmic experiments. She is assigned to work alongside ancient aliens and proven allies.

Alternate Identity: Anya Corazon, Aya K'zan
Identity: Public
Birthplace: Firstdown, Hala
Occupation: Agent of ALIENS
Affiliations: Lor Republic, Allied Liaison/Intelligence Extra-National Service, the Praetorians
Family: Genus K'zan (father, deceased), Mar'as K'zan (mother, deceased).

Description
Age: 32
Gender: Female
Ethnicity: Lor, appears Hispanic
Height: 5' 4"
Weight: 135 lbs.
Eyes: Brown/Gold
Hair: Black

 

Aya K'zan is a woman of average height but with a stocky, muscular frame. Her skin is brown and smooth, her dark hair is styled up in a faux hawk, and her eyes are deep and liquid. She moves with a confident, almost angry gait, and her round face is usually fixed in a scowl at whatever her latest problem is. She prefers to wear anonymous, sturdy clothes, usually a jumpsuit or trousers and a blouse. In a formal setting, she may instead wear rank-less Lor Navy dress blues.

When acting as an official agent of the Lor Republic or when she expects a situation to be dangerous, she wears a Lor combat spacesuit. The suit is all hard angles and reinforced sections, painted a bright gold with a crimson starburst on her chest. The suit's paint is usually chipped, though, showing a neutral cream base.


Power Descriptions: Corona can manifest a golden-tinged cosmic energy, which she can put to any number of applications. She naturally projects a forcefield micrometers above her skin, which offers better protection than any mortal suit of armor. She can use the energy to supercharge her muscles or focus it into a damaging ray of energy. She can even blast that energy behind herself to fly. Even her biology has been affected by these cosmic energies, as she longer has to breath or eat to sustain herself.

She still possess a Lor-designed combat spacesuit, designed to withstand the rigors of combat while keeping one safe from the dangers of hard vacuum. It can preserve her life in any number of hostile environments, and after receiving modifications from Miss Americana it can safely channel Aya's cosmic energies.


History: Aya K'zan was born on Hala, an old world of the Lor Empire, near the center of their galactic expanse. Her father is one of the Republic's top scientists and so she was raised as part of the upper class of the Republic, learning duty and loyalty and pride from a young age. When she came of age, instead of going into the Lor-Van Academy she joined the Republic Naval Academy. Her academics drew attention from higher-ups and upon graduation she was invited to join the Republic Investigative Patrol.

The RIP is an investigation and enforcement group with expansive powers within the boundaries of the Republic. As an agent, Aya traveled to the outskirts of the republic and the spires of powers, searching out corruption and treason. She took her job seriously, perhaps too much so; no matter was too small for her attention, and she pushed her authority to the limit pursuing her ideals of justice without regard to rank or connection. It was only a matter of time before she came up against someone powerful.

It was a missing persons case -- a case of missing children, disappearing off the streets of a planetary capital. Aya took charge of the investigation and tracked the disappearances down to a particular corporate lab; she lead the local law enforcement in raiding the structure. Inside were the children and other people, missing vagrants and adolescents written off as runaways.

And there were mercenaries. Aya lead from the front, freeing the civilians and driving the hired guns back. Her zeal caused her to push too far ahead, and her group was ambushed; the local law enforcement with her were killed, but the agent survived. She found her way to the heart of the complex, where she discovered a Senator, hastily destroying the evidence of his involvement! Aya tried to arrest him, but the Senator hit her with a blast of weird cosmic energy from a laboratory projector.

She came to in a hospital. There was no evidence of the Senator's involvement, but she reported it anyway and insisted on pressing the case. There was a brief trial, one word against another, and the Senator walked off a free man. Aya, having burned the last of her favors, was kicked out of RIP.

After the destruction of Lor-Van and the battle against the Communion, Aya was tapped to form part of a new branch of the Lor government. The Allied Liaison/Intelligence Extra-National Service was designed to work with all militarily significant non-Republican forces in the galaxy, and in recognition of the service the Praetorians were assigned one of the first agents.


Personality & Motivation: Aya K'zan is a direct, even forceful woman. She dislikes lies or even elaborate plans, preferring to live her life as a straight line between two point. Some people would claim that she's as graceless as a mad bull, but she prefers to think of herself as cutting through superfluous nonsense. She tends to come off as rather rough and she's not inclined to take less than 100%, but she can be surprisingly gentle to people who are genuinely out of her depth.

Aya's greatest concern is justice, the simple notion that the rules apply to everyone and that everyone will get what they deserve. Trying to shirk your responsibilities or a just punishment is about the worst thing she can imagine.


Powers & Tactics: Aya can talk about escalation backwards and forwards, and follows it to a tee. She'll start by playing nice, then trying to scare opponents into surrendering, and only if that fails will she start fighting. Against baseline enemies she'll stick with grapples and Nauseate to get them to stand down, but against superpowered enemies she'll use every power she has. Once combat starts, though, she focuses on protecting civilians over and above everything else.

 



For Great Justice! Whether it's the rule of the law, karma, or comeuppance, Aya has always been focused on balancing the scales.

Responsibilities Aya is first and foremost an agent of the Lor Republic. It will take something extraordinary to get her to abandon her duty.

Superior Lor Et Cetera Aya is loyal to the Republic through and through, and tends to trust Lor technology and Lor opinions above anything else.

Like Pulling Teeth As a RIP agent Aya clashed several times with the Maw, a nasty group of smugglers and mercenaries without a moral between them. If they knew she was essentially operating alone, they would doubtless use the opportunity to get their revenge.

Like a Shining Star Corona's powers all involve her glowing like a flashlight. Whenever she's actively using her powers, stealth is all but impossible for her.

Prejudice Aya has worked for the Lor Republic all her life, and is extremely loyal to it. She will have a very negative reaction to any of the traditional enemies of the Lor, such as the Grue or members of the Khanate.

Hatred Corona will go out of her way to fight, denigrate, or inconvenience the Communion any way she can.

Neuvo Bureaucrats ALIENS is a new branch of the Lor government, and formed during a time of great uncertainty in the Republic. That means the exact extent of their responsibilities are unclear. That can be a boon and a burden


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


Combat: 12 + 16 = 28PP
Initiative: +7
Attack: +6 Melee, +6 Ranged, +10 Unarmed, +10 Blast
Grapple: +10/+21
Defense: +8 (+8 Base), +4 Flat-Footed
Knockback: -6/-24


Saving Throws: 4 + 5 + 8 = 17PP
Toughness: +12 (+4 Con, +8 Protection, 0/10 Impervious)
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+3 Dex, +5)
Will: +8 (+0 Wis, +8)


Skills: 88R = 22PP
Diplomacy 7 (+10)
Gather Information 7 (+10)
Intimidate 11 (+14)
Investigate 9 (+10)
Knowledge (Civics) 9 (+10)
Knowledge (Galactic Lore) 4 (+5)
Knowledge (Life Sciences) 4 (+5)
Knowledge (Streetwise) 4 (+5)
Language 4 (English, Galstandard, Grue, Lor [N], Mandarin)
Notice 11 (+11)
Pilot 7 (+10)
Sense Motive 11 (+11)


Feats: 6PP
Accurate Attack
Attack Specialization (Unarmed)
Benefit (Native [Lor Space])
Improved Initiative
Power Attack
Startle

 

Powers: 2 + 26 + 9 + 14 + 8 = 59PP

Flight 1 (10 MPH) (Self-Propelled Flight) (Cosmic, Radiation) [2PP]

Cosmic Empowerment Array 11.5 (23PP, Feats: Accurate, Alternate Power 2) (Cosmic) [26PP]

BE: Immovable 13 (Extra: Linked [+0] [impervious Protection]) + Impervious Protection 10 (Extra: Linked [+0] [immovable]) (Shall Not Be Moved) (Cosmic, Mutation) [23/23PP]
AP: Blast 10 (Feats: Accurate, Affects Insubstantial 2 [DAM 10]) (Cosmic Blast) (Cosmic, Radiation) [23/23PP]
AP: Enhanced Strength 12 (Extra: Linked [+0] [super-Strength]) + Super-Strength 5 (Str 55, Extra: Linked [+0] [Enhanced Strength], Thunderclap) (Strength of the Cosmos) (Cosmic, Mutation, Radiation) [23/23PP]


Immunity 9 (Life Support, Flaw: Limited [Half Effect]) (Cosmic Genetics) (Cosmic, Mutation) [9PP]

Lor Combat Spacesuit 3 (15PP, Hard to Lose, Feat: Restricted 2 [DNA Check]) (Alien, Technology) [14PP]

Enhanced Feat 3 (Environmental Adaptation [High Gravity, Low Gravity, Zero-Gee] 3) (Blood Flow Regulators) [3PP]

Enhanced Feat 2 (Alternate Power 2 [On Cosmic Empowerment Array]) (Archetech Modifications) [2PP]
[array]AP: Damage 10 (Feat: Area/Cone [General]) (Flat-Hand Blast) [20/22PP]
AP: Flight 9 (Stacks with Flight 1 for Flight 10 (25 000 MPH), Extra: Linked [+0] [Super-Movement]) + Super-Movement 2 (Space Travel 2 [Interstellar], Extra: Linked [+0] [Flight]) (Cosmic Thrusters) [22/22PP][/array]
 
Communication 6 (Radio, 20 miles, Feat: Subtle) (Suit Comms) [7PP]

Super-Senses 2 (Radio) (Radio Receiver) [2PP]


Protection 8 (Flesh-tight Forcefield) (Cosmic, Mutation, Radiation) [8PP]


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


DC Block

ATTACK                           RANGE        SAVE                            EFFECT
Unarmed/Strength of the Cosmos   Touch        DC 19/DC25 Toughness (Staged)   Damage (Physical)/(Cosmic, Mutation, Physical)
Cosmic Blast                     Ranged       DC 25 Toughness (Staged)        Damage (Cosmic, Radiation)
Thunderclap                      Touch/Cone   DC 20 Reflex/DC 20 Fort         Deafened (Cosmic, Mutation)
Flat-Hand Blast                  Touch/Cone   DC 20 Reflex/DC 25 Toughness    Damage (Cosmic, Mutation)

Totals: Abilities (30) + Combat (28) + Saving Throws (17) + Skills (22) + Feats (6) + Powers (59) - Drawbacks (0) = 162/164 Power Points

Edited by HG Morrison
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