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Character Edits, v7


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DARKEST HOUR LIT by GIZMO

 

This one is gonna suck, sorry guys.
 
Cobalt Templar
 
First, some maths, because I'm finally stripping out that Bronze Reward.
 

Original Starting PP: 105


PP Earned Pre-Bump: 41
Pre-Bump total: 146
Bronze bump to PL 15: 15pp
Starting PP with Bronze bump: 150 
Rollover Points (1/3 of 41): 13 (rounded down)
Total PP right after bump: 163
Current PP total: 230
PP earned post-bump: 67
Actual progress to Platinum: 108 (not sure how 105 came about)
PP after dumping Bronze Reward: 215
Remaining Free PP (before spending): 6


The PP total does, as of the last few months, include at least a couple of times of receiving posts and/or direct PP rewards from Gabriel (who is maxed out) and/or GM/NPC postings. 
 
Now, on to the sheet itself.
-First, I stripped out the Bronze Reward, leaving (as calculated above) 6 free PP. 
-Then, I took those 6PP, and basically shifted his Enhanced Strength out of his Ring and directly onto him. The idea being, at this point the "bleed off" from the Ring (which is really very minor, but is there) has been in him enough to grant him a bit of extra power even if the Ring itself is taken away. (If he ever lost the Ring permanently but was still alive they would stick around for a long time before fading away.)
-Realized I'd been over-costing his Space Travel thinking it was 2pp/rank. Reworked those numbers. 
-Touched up Power Descriptions and History to account for the new power, plus updating history in general.
-Spent 2 of the freed PP inside the Ring on giving him See Invisibility. 
-Spent the other 4 on boosting his Create Object (and thus his Move Object). 
 
EDIT: Gizmo found slight math problems, so I have 2 free PP, so I spend them!
 
Here is the full sheet, copy-paste-ready (>here is an already-posted version to compare to):



gallery_569_4_6935.jpg
Player Name: KnightDisciple
Character Name: Cobalt Templar
Power Level:  12/14 (215/215PP)
Trade-Offs: 0 (Normal); -5 Defense / +5 Toughness and -5 Attack / +5 Damage (Giant Form)
Unspent PP: 0
Progress to Platinum Status:: 108/120 (Gold Status earned with Gabriel)

In Brief: A teenage boy who aspires to be an archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Now, as the Cobalt Templar, Corbin Hughes must work to discover the origins of his powers, and his destiny, all while fighting to protect the innocent from evil!

Alternate Identity: Corbin Alphonse Hughes
Identity: Secret
Birthplace: St. Louis, Missouri, USA
Occupation: FCU Student
Affiliations: Claremont (former student), Young Freedom (former member/leader)
Family: Albert Hughes (Father), Sarah Hughes (Mother)

Age: 19 [Earth-Prime's Chronology] (DoB: October 27, 1993); 49 [Total Experienced Time between Earth-Prime and Earth-I-War-4]
Apparent Age: 20's
Gender: Male
Ethnicity: Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French)
Height: 6'6" (9ft Giant Form)
Weight: 260 lbs. (1,800 lbs Giant form)
Eyes: Brown
Hair: Black

Description:
Corbin is a tall, broad-shouldered teenage boy; he's grown to the point he could be mistaken for an NFL Fullback. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking pocket watch that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren.

Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it.

Power Descriptions:
Cobalt Templar wields the Blue Ring of the Determined Leader, one of >The Seven Rings. While he has not delved the full depths of its abilities yet, he has accessed a large well of power nonetheless.

His costume is just for show; the ring reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire, and in fact to virtually any outfit he imagines. Anything that isn't his "natural" clothes (which get shunted into a small pocket dimension in the ring) tend to carry a blue coloration, often with some red or maroon mixed in.
As well, the the ring allow him to survive in the most hostile of environments, including space, and to see in even the deepest of darkness, and his vision can pierce magical and technological means to obscure oneself from visibility. It even helps him unconsciously sense danger, giving him an edge in combat. The ring enhances his body and stamina, 
His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law, though he often has an aura of blue, flickering flames (harmless) surrounding his body. He is able to reach speeds up to 10,000 miles per hour in-atmosphere, and once he exits the atmosphere, he has found he can exceed the speed of light, hitting up to 1,000c.

Cobalt Templar's most obvious powers center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. More recently he devised a way to channel his fire into a large "shell" around himself (which he shapes to his whims); this shell makes him almost 10 feet tall, and gives him enough strength to move buildings. On the downside, he suffers from blunted senses in this "mode", meaning he has a harder time hitting opponents or avoiding blows. But his near-invincibility, as well as his sheer power, tend to make it a worthwhile trade in the right circumstances.
While his ability to create and manipulate independent objects (rather than constructs he channels his powers through to attack an enemy) have waxed and waned, it is still part of his ability set, though he typically uses it to help him move large objects or numerous smaller ones, or occasionally to reach otherwise hard-to-get things.
 
Sometime during his tenure on Earth-I-War-4, he found he stopped aging. Even if the Ring was not on his finger, the grip of time had slipped loose. It seemed some small fragment of the Fire of the Blue Ring had seeped into his body. More recently, this Fire seems to have given him the strength he once only had with his Ring; now, he is superhumanly strong even with the ring locked in the Vault and him out in the forest (he tested this). Part of him is a bit worried about other long-term effects, but mostly he just enjoys the fact he's got a bit more ability even without his trusty Ring.
History:

Most of Cobalt Templar's history can be found >here.

Recent Times:
Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment.
 
From March to July 2013, Cobalt Templar was nowhere to be found on Earth-Prime, or indeed the entire Prime Universe. He had been flung through a portal of space, time, and dimension, landing himself on Earth-I-War-4, in the early 1980s of that world. He soon discovered that it was a strange mockery of his own, even with the time difference, as that world was in the grips of a decades-long on-and-off conflict between powers that mirrored the Axis and Allies powers of World War 2, but also remained radically different. It didn't take him long to get swept up in not only more "traditional" crime-fighting in his "homeland", but also eventually joining the actual war effort. Being in a war changed Corbin, but thankfully it didn't change him too deeply; while older, wiser, and more cautious in life, his idealism and determination remained intact. He finally departed that world with the aid of several of its scientific minds, not too long after having found all of the Seven Rings of that world, and gifting them to variants of his own world's Liberty League (plus a couple). 
 
He has returned home, and after a short time of dealing with another radical change in life (despite barely looking older than when it all started), he revealed his extended history and new ageless status to his old friends, and soon joined the Liberty League. Now engaged to be married to Quo-Dis and working hard on both his college degrees and his heroics, Corbin leads a rich, fulfilling life, even as the occasional shadow of the past rears its head.

Personality & Motivation:
Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archaeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at (as demonstrated in gifts to his friends, and his love of reading is well known, at least to his friends.
Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys. As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll.
On a deeper level, Corbin has fully embraced his heroic path, a path now fully supported by his parents. He loves helping people, and some part of him (a part he doesn't always like to acknowledge) enjoys the fighting, too. He finds himself constantly working to balance his personal relationships, his education, and his hero work; none of them are things he wishes to abandon, but all take quite a bit of time.
 
As well, he has found he has a distaste for death; even when fighting Omegadrones, a part of him hated what he had to do. Only against Omega himself was that reservation truly put aside. For all that he's a near-giant of a man tossing around bright blue fire, Corbin treasures life, and is shaken when it just snuffs out in front of him. Unfortunately, his time on Earth-I-War-4 has numbed this distaste; while Corbin could often get away with simply injuring or disabling opponents, there were times he had no other choice (typically against the most monstrous of his foes), and he fought in the company of those with fewer such compunctions. He's seen war for decades now, and it's changed him in subtle ways that are not always clear...

Powers & Tactics:
Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands). He will shift into his "giant form" when faced with a tough-but-slow opponent, or a large number of less-skilled opponents.



Complications:
The Fires of Hell Shall Not Prevail: Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him.
Secret (Identity): While his parents and many of his friends know of his powers, Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.
With Great Power...: Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains.
You Must Know No Fear!: Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring.
Dethroner of Omega: Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided).
Relationship: Corbin Hughes and Quo-Dis (Ultiteen) are in a long-term, intimate dating relationship. Their care for each other is deep, but her lagging unfamiliarity with the more nuanced parts of human culture causes friction. As well, she is (unknown to most) not only a member of the Ultima Thule community of Ultimen, but the daughter of Superior himself. A GM might award Corbin a Hero Point if his connection to Quo-Dis brings trouble to his door, be it an angry father, someone seeking a member of the Ultimen, or someone (or something) else.
Young Veteran: Corbin looks like he's in his 20's, something like 25 at the latest. But in his actual collected experience, he's about 50 years old. His time on Earth-I-War-4 spanned a full 30 years, and it's only the combination of his Ring's powers slowly leeching into his body, and the strange portal he was first sent through that has kept him looking so young. And sadly, a fair bit of those 3 decades was spent in the world-spanning lukewarm war of that planet. Corbin is not who he was before his time on Earth-Milchamah (as he sometimes thinks of it). A GM should feel free to give CT a Hero Point when he might be subject to a "flashback" at an inconvenient point, or when his "mental age" being so different from his chronological age causes problems (in either identity), or when he reacts to an individual (such as a hero or villain) with too much familiarity (caused by his time fighting alongside or against many of them).


Abilities: 12 + 6 + 10 + 4 + 4 + 2 = 38PP
Strength: 44/28/22 (+17/+9/+6)
Dexterity: 16 (+3)
Constitution: 32/28/20 (+11/+9/+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Combat: 24 + 12 = 36PP
Initiative: +7/+3
Attack: +12/+7 (Giant Form)
Grapple: +15, +28 Ring, +32 Giant Form
Defense: +12 (+6 Base, +2 Dodge Focus, +4 Enhanced), +3 Flat-Footed, +7 Giant Form
Knockback: -8/-1


Saving Throws: 2 + 4 + 8 = 14PP
Toughness: +17/+12/+5 (+11/+9/+5 Con, +6/+3 Protection, 10 Impervious (Giant Form only))
Fortitude: +13/+11/+7 (+11/+9/+5 Con, +2)
Reflex: +7 (+3 Dex, +4)
Will: +10 (+2 Wis, +8)


Skills: 72R = 18PP
Acrobatics 8 (+11)
Craft (Artistic) 8 (+10)
Knowledge (Business) 8 (+10)
Knowledge (Arcane Lore) 8 (+10)
Knowledge (History) 8 (+10)
Knowledge (Tactics) 8 (+10)
Language 8 (Arabic, English [Native], French, German, Greek, Hebrew, Latin, Spanish, Japanese)
Notice 8 (+10)
Stealth 8 (+11)


Feats: 12PP
All-Out Attack
Dodge Focus 2
Equipment 3 (15EP)
Luck 3
Power Attack
Precise Shot 2

Equipment 3PP = 15EP
Headquarters (Underground Base; Templar's Forest Vault)
Size: Large (2 EP)
Toughness: +10 (1 EP)
Features: Concealed, Defense System (Paralyze 12Attack Bonus: +12, Extras: Targeted Shape-able Area, Flaw: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP)
Vault :
Size: Fine (-3EP)
Toughness: +20: (3EP)
Features: Security System (DC 35 Disable Device) (4EP)



Powers: 7 (1+6) + 90 = 97PP
 
Internal Fire 1.4 (7PP Container [Passive, Permanent]) [7pp] [Magic]
Immunity 1 (Aging) [1PP] 
Enhanced Strength 6 (to 28/+9) [6PP]

 
Device 22 (110PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [90PP] (Power Ring [blessed/Holy, Magic])
Enhanced Constitution 8 (to 28/+9) [8PP]
Enhanced Defense 4 [8pp]
Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP]
Immunity 9 (Life Support) [9PP]
Protection 3 [3PP]
Super-Senses 4 (Darkvision, See Invisibility [Vision Counters Obscure (Darkness) and Concealment]) [4PP]
Super-Strength 7 (Lifting STR 61 [Heavy Load: 58 tons 1,760 lbs.]) [14PP]

Flight 6 (500mph / 5,000ft per Move Action) [12PP]
Space Travel 2 (2c) [2pp]
Speed of Flame 4 (8PP Array; PFs: Alternate Power 1) [9PP]
BP: Flight 4 (Rank 10, 10,000mph / 100,000ft per Move Action) [8PP]
AP: Space Travel 8 (Rank 10, 1,000c) [8PP]


Fires of Creation 1 (9PP Array; PFs: Alternate Power 1) [10PP]
BP: Create Object 4 (4 5ft cubes, Toughness +4, Lifting Strength 20 [Heavy Load: 400 lbs.], 10 30ft Range Increments / 300ft Max Range; PFs: Precise, Selective, Tether) [11PP]
AP: Move Object 5 (Effective Strength 25, Heavy Load: 800 lbs) [10PP]


Holy Fire Control 12 (24PP Array; PFs: Affects Insubstantial 2, Alternate Power 2) [28PP] (Fires of Judgement)
BP: Blast 12 (10 120ft Range Increments / 1200ft Max Range) [24PP]"Rain of Fire"
AP: Strike 3 (Extra: Penetrating 12 [DMG 24], PF: Mighty) [16PP] "Unlimited Blades"
AP: Growth 4 (9ft height, 10ft reach, Large size; Extra: Linked [Density], [Protection], [super-Strength]) [12PP] + Density 4 (+8 Str, Immovable 1Super-Strength 1, +2 Toughness Mass x3; Extra: Linked [Growth], [Protection], [super-Strength]) [12PP] + Protection 1 (ExtraImpervious Toughness 10 Linked [Density], [Growth], [super-Strength]) [11pp] + Super-Strength 2 ( Extra: Linked [Density], [Growth], [Protection]) [4PP]; Temporary Drawback ( -4 Defense, -4 Attack) [-16pp] [12+12+11+4-16=23PP] "Giant's Strength"
Results of Form
Strength total: 44 (+17); Constitution Total: 32 (+11); Toughness Bonus: +17 (10 Impervious); Defense Bonus: +7; Attack Bonus: +7; Damage Bonus: +17; Super-Strength 10 (Effective Strength 94)

+16 Strength (+8 modifier), +4 Con, +3 Toughness, Large Size (-1 Attack/Defense, +4 Grapple, -4 Stealth, +2 Intimidate, 10ft space, 10ft reach), Immovable 1, +1 Super-Strength, -4 Attack, -4 Defense.



DC Block:
 
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC24/21 Toughness (Staged) Damage (Physical)
Unarmed(G) Touch DC32 Toughness (Staged) Damage (Physical)
Blast Ranged DC27 Toughness (Staged) Damage (Energy)
Strike Touch DC27 Toughness (Staged) Damage (Energy)
Abilities (38) + Combat (36) + Saving Throws (14) + Skills (18) + Feats (12) + Powers (97) - Drawbacks (0) = 215/215 Power Points

Edited by Gizmo
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Clatto Vereta Ahemumahughimicon By Supercape

 

Harrier has 33 PP to spend. 

 

Damage 6 (oh god why is there so much blood; Extras: Action [Reaction, +3], Alternate Save [Will], PF: Subtle) [31PP] 

 

This represents the unspeakable horrors contained within a mind permanently warped by uncounted massacres and murders. 

 

Also add Feature 2 (Cellphone, GPS) [2PP] 

 

These are cybernetic implants put inside him by Gina Evans.

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Blessed by Supercape
 

Set
Making adjustments to Description.
+2PP Charisma
+3PP Feats: Challenge (Fast Feint), Sidekick 2
+1PP to Luck Control: Adding Ultimate Will as a Power Feat
+7PP to Deific Aspects Array:

  • Adding Subtle 2 to Mind Reading [+2PP], +1 rank of Morph [+2PP], and Quick Change 2 (Extras: Affects Others, Flaws: Others Only, Power Feats: Precise) [+3PP]
  • Adding Drain Toughness 7 (Extras: Affects Objects, Linked [+0], Ranged, Flaws: Limited [Electronics, -2]) [+7PP] to lightning bolts
  • Adding Autofire [+7PP] to shadow globule
  • +3 ranks of Move Object [+6PP], adding Subtle [+1PP]
  • Adding Selective [+7PP] to Snare

Formatted Array:

Deific Aspects Array 17 (34PP; Power Feats: Alternate Power 4) [38PP]
Base: Comprehend 3 (Rank 4 Total; Languages [Read/Write, Speak and Understand All Simultaneously]) [6PP] (foreign aspect)

Mind Reading 7 (Extras: Action [Move Action], Area [General, Burst], Flaws: Limited [surface Thoughts], Sense-Dependent [Auditory], Power Feats: Subtle 2) [9PP] (subtleties of the language)

Morph 7 (Any Humanoid, +35 Disguise; Power Feats: Precise, Drawbacks: Limited [Adolescents]) [14PP]

Quick Change 2 (Extras: Affects Others, Flaws: Others Only, Power Feats: Precise) [3PP]

Super-Senses 2 (Mental; Direction Sense, Distance Sense) [2PP]

AP: Damage 7 (Extras: Autofire, Linked [+0], Ranged, Power Feats: Accurate 1, Affects Insubstantial 2, Homing 1, Indirect 2) [27PP] + Drain Toughness 7 (Extras: Affects Objects, Linked [+0], Ranged, Flaws: Limited [Electronics, -2]) [7PP] (lightning bolt; chaos aspect, storm aspect, electricity)

AP: Dazzle 7 (Visual; Extras: Autofire, Power Feats: Accurate 1, Reversible) [23PP] (shadow globule; darkness aspect)

Teleport 5 (500’; Extras: Accurate, Affects Others, Flaws: Medium [shadows], Short-Range, Power Feats: Turnabout) [11PP] (shadow walk; darkness aspect)

AP: Environmental Control 10 (20PP, Mix-and-Match Environments; Distraction [precipitation, sandstorm], Hamper Movement [high winds], Heat, Visibility [sandstorm]; Extras: Action [Move], Independent [+0], Flaws: Range [Touch], Power Feats: Reversible) [21PP] (weather control; desert aspect/storm aspect)

Move Object 6 (Heavy Load: 1600 lbs; Power Feats: Subtle) [13PP] (high winds; storm aspect)

AP: Snare 7 (Extras: Area [General, Shapeable], Selective, Power Feats: Obscure Senses [All Senses], Variable Descriptor 1 [sand or shadows]) [34PP] (darkness aspect/desert aspect)


Complete Sheet:





[alignright][/alignright]
Player Name: Gizmo
Character Name: Set
Power Level: 7 [13] (223/223PP)*
Trade-Offs: +3 Defense / -3 Toughness
Unspent Power Points: 0
Progress To Orichalcum+ Status: 43/210
Theme: Mr. Hurricane by Beast

*Despite his PP total, Set conforms to PL7 caps.

In Brief: The mighty god of darkness, chaos and the desert reborn in teenage form with reduced power but undeterred ambition!

Alternate Identity: 'Kid' Set, Seth
Identity: Public
Birthplace: Heliopolis
Occupation: God, Superhero
Affiliations: Ancient Egyptian Pantheon
Family: Complicated. Osiris [Brother], Horus [Brother/Nephew], Isis [Sister-in-Law], Nephthys [Ex-Consort]

Description:
Age: Millennia
Apparent Age: Late Teens
Gender: Fluid [Defaults to Male]
Ethnicity: Egyptian
Height: 5’7â€
Weight: 125 lbs.
Eyes: Grey
Hair: Dark Red

By all appearances, Set is a strikingly handsome teenager with piercing grey eyes above high cheekbones framed by thick dreadlocks of brick red hair. What looks like heavy eyeliner adds to the slightly androgynous quality of his slim frame. His face is extremely expressive, usually dominated by a cocky, teasing grin but clouding over with anger at a moment's notice. Animated body language and a disregard for personal space give the impression that he makes himself at home wherever he happens to be but there is a definite sense that he hails from somewhere else entirely.

That impression becomes a certainty when one regards his shendyt, a skirt of overlapping white and red cloth that reaches to just above his knee, his simple sandals contrasting with his assorted ornate golden bracelets. Set frequently goes shirtless when able - which is most of the time thanks to his affinity for inclement weather - but switches to a longer, belted robe that hangs over his shoulders when necessary. When presenting as female she gathers her dreadlocks in a golden cuff, matches her eye makeup with a rich, brown-black lipstick and adds a flattering front-cross halter in the same pattern as her shendyt.

If attempting to blend in, the godling favours shorts and the sort of slogan emblazoned t-shirts sold at tourist attractions around the city, typically with sunglasses and a Comets baseball cap for good measure.

At a whim, Set's head may go from human to that of an unidentifiable, ebony black animal with a long snout and tall ears, mixing features of canine, fox, anteater and giraffe. This is as much his true face as any other and simply part of his nature as a god of Heliopolis.

Power Descriptions:
Set may be much diminished in power even compared to his previous incarnation's time possessing a mortal host in the mid-20th century, but he is still an immortal with a formidable array of aspects at his control. The lightning bolts he summons are tinged with red, striking from the sky above at his command. Shadows become semi-solid and malleable when he wishes them to be so, allowing him to scoop up handfuls or engulf opponents in quicksand-like darkness. Neither pouring rain nor blistering heat seems to bother him in the slightest and he's not shy about stirring up a thunderhead or sandstorm for dramatic effect.

A perpetual outsider among the Ennead, Set is also the patron of foreigners and as such understands all tongues perfectly. His mastery is such that he is able to pick up subtleties and implied meanings as if he were a native speaker himself. His shapeshifting talents further allow him to take any appearance he likes, although to his annoyance he has found himself unable to appear as anything but an adolescent.

History:
In the beginning there was nothing. Then Ra, the sun, willed himself into being and from himself shaped Geb the Earth and Nut the sky. From their union was born the Ennead: Osiris, handsome and well-loved, Horus, noble and strong of arm, Isis, wise and vengeful, Nepthys, flighty and doelful and finally Set. Set with his odd red hair, who laughed at jokes only he understood and turned every task into a competitive game. Although Nepthys eventually chose Set as her consort it was perhaps only Horus, in their constant sibling rivalry, who truly understood Set.

Even if they thought him an odd one, all of the gods recognized Set’s cunning and power, in part because of his constant reminders. When Ra needed protection in his nightly journey through the underworld from the dread serpent Apep, a being of darkness and chaos and such appetites that he would destroy all of creation to sate it briefly, it was Set who stood at the prow of his barge and fought off the beast again and again.

Though he never wavered, the nightly battles took their toll on Set. More and more he learned to use Apep’s own forces against the serpent, taking on aspects of darkness and chaos himself. His pride became harder to tolerate and his boasts took on a troubling edge. Eventually Ra relieved him of his post, much to Set’s rage.

Horus agreed to take his brother’s place on the barge, intending it to be only a temporary replacement. The hawk god was a match for his sibling's power but was unprepared for Apep’s many tricks. In a wild confrontation, a desperate Horus was able to temporarily banish the snake at the cost of his own being. While all the gods mourned, Set did so bitterly, blaming Ra.

Perhaps that terrible anger explains why Nepthys disguised herself to trick Osiris into bedding her, or why a resentful Set hated the more popular god all the more for his repeated apologies when the truth came to light, or why the gods of Heliopolis, grown by then to encompass every aspect of mortal life, quickly decided in whispers and gossip that the blame for the entire affair really rested with Set.

The public humiliation was more than the desert god could stand. Through trickery he locked the overly trusting Osiris in an ornate chest and threw it in the Nile. When Osiris’ wife Isis retrieved the carved prison, Set instead unleashed the dark powers he had learned from Apep’s example and cut his brother to pieces, spreading them throughout the mortal realm.

Even then, Isis and a tactfully remorseful Nepthys were able to retrieve the body parts and reassemble their mutual consort. When Osiris could not be properly restored, Ra instead deigned that he should become ruler of the underworld itself, king of the afterlife and chief among the gods above all but the solar deity himself. The final straw came when Isis used her mystic knowledge to rebirth Horus’ essence as her child with Osiris, raising him to loathe his ‘wicked uncle’. Set resolved that if all saw him as the villain, then Ra, Heliopolis and supposed brotherhood be damned, he would be a villain.

His battles with the avenging Horus were waged across ages indescribable in mortal terms. That world marched on and when the Pact locked the various pantheons from directly traveling to Earth, Isis with Ra’s blessing was able to use it to banish Set the Destoryer to the wastes outside of Heliopolis. The dark god bid his time, testing the limits of his exile until in the 20th century a foolish cultist attempted to summon him. Consuming the hapless summoner’s soul and taking his body for his own, Set sought to conquer the mortal world as stepping stone to greater glory.

Even then Horus sought to stop him, investing much of his might into an ankh which allowed him to merge with a willing host on Earth. Alongside the heroes of the age, Horus thwarted his uncle’s terrible designs time and again. Even as he raged against the repeated defeats, the part of Set which was the outsider, the perpetual ‘other’ relished this new world of fantastic powers, garish costumes and epic conflict, fully embracing his role.

Even that came to end eventually. In a final conflict which would either see Set restored to his full might or forever vanquished both the Destroyer and the Avenger vanished from the world of mortals. Heliopolis mourned the loss of its truest champion for a second time and decade slipped by. The century turned and the Ennead had little to do with Earth until a grinning, red-haired youth appeared at the gates of the golden city claiming to be Set and demanding entrance.

Isis demanded the boy be destroyed immediately against her more forgiving husband’s protestations but Ra’s judgement was more wary. The strange young man certainly had Set’s essence but like Horus before him this was a new creature entirely, without his predecessor’s long festering grudges. Ra knew well the duality of such things and Set’s rebirth with no sign of the hawk god reminded him of the merely temporary exile of his own opposite number, the terrible serpent.

He would not cast the now meager godling into ruination just yet but neither would he allow him entrance into Heliopolis. This new Set’s weakened state allowed for a loophole in the Pact, sending the boy back to Earth with no way to return. Even then the sun god decided on caution, instructing one of his Eyes, the fearsome war goddess Sekhmet to accompany Set and watch him closely. Not wanting to entrust such a task to a melding of god and mortal, he instructed the frankly unenthused Sekhmet to leave much of her power behind, reducing her to a state similarly exempt from the Pact.

Although annoyed at the setback, Set went about situating himself in the modern world with his rankled babysitter in tow. He was horrified to learn of his past self’s villainy - though he admired the theatrics and immediately began considering acquiring a cape. More interesting, however, was the way the mortals remembered Horus as a great and respected hero while the rest of the Ennead was forgotten by all but academics.

This was the new worship, then, won not through temples and threats of plague but by great acts of daring and courage! The idea appealed to him immensely. Despite Sekhmet’s objections he resolved to earn back the mortal’s adoration and prove his good intentions to the other gods by becoming the greatest superhero of all!

Personality & Motivation:
Set's most immediately obvious character trait is arrogance, a mixture of the perceived invincibility of youth and the power of a force of nature. Almost as clear is his need for recognition. Set has ever been an outsider and doesn't seek acceptance but rather acknowledgement of his skill and hard work. The tension between that confidence and insecurity drives him to take chances and strive for the spotlight. In a city that idolizes its heroes and a time rife with social media and celebrity, he aims to join the ranks of the world's greatest champions. Quite competitive, he isn't the most graceful of losers but can usually be placated with the promise of a future rematch. He has a robust sense of humour with a fondness for pranks and a fascination with anything new or different.

Although he retains smatterings of the knowledge and even memories of his past self, this Set is very much a new person, free of long festering grudges and resentment. Showboating aside, he legitimately wishes to do good and would never put fame over doing the right thing - although he might protest otherwise. In particular he looks to the example of his 'older brother' Horus for inspiration and his own soft spot for an underdog is ill hidden. Deep down, he recognizes that he is vulnerable to making the same mistakes again and worries that perhaps he is not entirely free of the corruption that brought his former self to his downfall. This sobering though lends an undercurrent of gravitas to an otherwise devil-may-care teenager.

Powers & Tactics:
When feeling confident Set prefers to draw upon the dramatic might of his storm and desert aspects, summoning lightning bolts and sandstorms with theatrical waves of his arms. When pressed, he dips into his dominion over darkness, flinging handfuls of inky black, stepping through one shadow to appear from another or even calling up the dark to envelop his opponents whole. Less obviously, his knowledge of chaos manipulates fortune against his targets.

His razor sharp taunting and deep knowledge of ancient arcana are not to be underestimated, particularly if he has had time to prepare. More likely, however, he'll have jumped into the fray at the first sign of an audience or a chance to humiliate a deserving target. Naturally a believer in second chances, he will risk trying to talk a villain out of what they're doing if he suspects they're already feeling conflicted or remorseful.


Complications:
Dismemberment: Set’s Regeneration allows him to reattach severed body parts but not grow new ones. For his Resurrection to work, he needs to be properly reassembled. If his body is completely destroyed, he will instead Reincarnate.

Exile: Both the Pact and the will of the other gods of Heliopolis prevent Set from returning there. Other pantheons allied with Heliopolis may be reluctant to deal with him.

Reborn: Although he retains a fair amount of his past self’s memories and knowledge, Set still has a lot of gaps. On the other hand, those with past grievances aren’t likely to distinguish between their old enemy and the ‘new’ Set.

Pride: Regardless of his defeats and misfortunes, Set is proud and stubborn to a fault. He’s prone to bragging and showing off and has trouble resisting a public challenge.


Abilities: 2 + 6 + 4 + 8 + 6 + 12 = 38PP
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 22 (+6)


Combat: 10 + 16 = 26PP
Initiative: +3
Attack: +5 Base, +7 Deific Attacks
Grapple: +6
Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed
Knockback: -2/-1


Saving Throws: 4 + 3 + 5 = 12PP
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +6 (+2 Con, +4)
Reflex: +6 (+3 Dex, +3)
Will: +8 (+3 Wis, +5)


Skills: 88R = 22PP
Acrobatics 7 (+10)
Bluff 10 (+16)
Computers 6 (+10)
Diplomacy 5 (+11)
Disable Device 1 (+5)
Gather Information 10 (+16)
Investigate 1 (+5)
Knowledge (Arcane Lore) 11 (+15)
Knowledge (History) 6 (+10)
Knowledge (Popular Culture) 6 (+10)
Knowledge (Theology and Philosophy) 6 (+10)
Language 1 (Ancient Egyptian [Native], English)
Notice 12 (+15)
Sleight of Hand 2 (+5)
Stealth 2 (+5)
Survival 2 (+5)


Feats: 49PP
Benefit (Status [God])
Challenge 2 (Fast Feint, Fast Taunt)
Defensive Roll 1
Distract (Bluff)
Dodge Focus 2
Evasion 2
Fearless
Jack-of-all-Trades
Luck 2 (3 with Luck Control)
Power Attack
Ritualist
Set-Up
Sidekick 31 (155PP)
Taunt
Uncanny Dodge (Vision)


Powers: 2 + 2 + 1 + 1 + 1 + 8 + 4 + 8 + 7 + 38 + 4 = 76PP

Comprehend 1 (Languages [Understand All]) [2PP] (foreign aspect)

Environmental Adaptation 2 (Deserts, Stormy Weather) [2PP] (desert aspect, storm aspect)

Feature 1 (Alternate ‘Set Animal’ Head) [1PP] (deific)

Immunity 1 (Aging) [1PP] (deific)

Immunity 2 (Environmental Condition [Heat], Starvation/Thirst; Flaws: Limited [Half]) [1PP] (desert aspect)

Luck Control 2 (Negate HP Use/Fiat, Force Re-Roll; Power Feats: Luck 1, Ultimate Will) [8PP] (chaos aspect)

Regeneration 2 (Resurrection [1 day]; Power Feats: Reincarnation, Regrowth) [4PP] (deific)

Shapeshift 1 (5PP Variable Power; Any Power, Multiple Powers at Once, Move Action, +5 Disguise) [8PP] (chaos aspect)
Sample Configurations
Additional Limbs 2 (+2 Limbs; Flaws: Duration [Sustained, -0] [2PP] + Elongation 3 (25') [3PP] (lend a hand)
Concealment 4 (All Visual; Flaws: Blending, Power Feats: Close Range) [5PP] (chameleon skin)
Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (raptor wings)
Immunity 10 (Fire Effects; Flaws: Limited [Half]) [5PP] (scales)
Insubstantial 1 [5PP] (sand form)
Super-Senses 7 (Visual; Extras: Counters Concealment, Counters Obscure [All]) [7PP] (darkness aspect)

Deific Aspects Array 17 (34PP; Power Feats: Alternate Power 4) [38PP]
[array]Base: Comprehend 3 (Rank 4 Total; Languages [Read/Write, Speak and Understand All Simultaneously]) [6PP] (foreign aspect)

[equip]Mind Reading 7 (Extras: Action [Move Action], Area [General, Burst], Flaws: Limited [Surface Thoughts], Sense-Dependent [Auditory], Power Feats: Subtle 2) [9PP] (subtleties of the language)

Morph 7 (Any Humanoid, +35 Disguise; Power Feats: Precise, Drawbacks: Limited [Adolescents]) [14PP]

Quick Change 2 (Extras: Affects Others, Flaws: Others Only, Power Feats: Precise) [3PP]

Super-Senses 2 (Mental; Direction Sense, Distance Sense) [2PP][/equip]
AP: Damage 7 (Extras: Autofire, Linked [+0], Ranged, Power Feats: Accurate 1, Affects Insubstantial 2, Homing 1, Indirect 2) [27PP] + Drain Toughness 7 (Extras: Affects Objects, Linked [+0], Ranged, Flaws: Limited [Electronics, -2]) [7PP] (lightning bolt; chaos aspect, storm aspect, electricity)

AP: Dazzle 7 (Visual; Extras: Autofire, Power Feats: Accurate 1, Reversible) [23PP] (shadow globule; darkness aspect)

[equip]Teleport 5 (500’; Extras: Accurate, Affects Others, Flaws: Medium [Shadows], Short-Range, Power Feats: Turnabout) [11PP] (shadow walk; darkness aspect)[/equip]
AP: Environmental Control 10 (20PP, Mix-and-Match Environments; Distraction [precipitation, sandstorm], Hamper Movement [high winds], Heat, Visibility [sandstorm]; Extras: Action [Move], Independent [+0], Flaws: Range [Touch], Power Feats: Reversible) [21PP] (weather control; desert aspect/storm aspect)

[equip]Move Object 6 (Heavy Load: 1600 lbs; Power Feats: Subtle) [13PP] (high winds; storm aspect)[/equip]
AP: Snare 7 (Extras: Area [General, Shapeable], Selective, Power Feats: Obscure Senses [All Senses], Variable Descriptor 1 [sand or shadows]) [34PP] (darkness aspect/desert aspect)[/array]
Device 1 (5PP Container; Flaws: Easy-to-Lose; Power Feats: Restricted [Passcode]) [4PP] (smart phone)
[device]Enhanced Feats 3 (Connected, Contacts, Well Informed) [3DP] (social media)
Feature 1 (Video Camera) [1DP]
Super-Senses 1 (Radio) [1DP][/device]

[table][tr]DC Block:[/tr]
[tr][td]ATTACK[/td][td]RANGE[/td][td]SAVE[/td][td]EFFECT[/td][/tr]
[tr][td]Unarmed[/td][td]Touch[/td][td]DC16 Toughness (Staged)[/td][td]Damage (Physical)[/td][/tr]
[tr][td]Lightning Bolt[/td][td]Ranged[/td][td]DC17 Fortitude (Staged)[/td][td]Drain Toughness[/td][/tr]
[tr][td][/td][td][/td][td]DC22 [Autofire] Toughness (Staged)[/td][td]Damage (Energy)[/td][/tr]
[tr][td]Sand/Shadow Snare[/td][td]Ranged [Shapeable Area][/td][td]DC17 Reflex (Staged)[/td][td]Entangled/Bound[/td][/tr]
[tr][td]Shadow Globule[/td][td]Ranged[/td][td]DC17 [Autofire] Reflex[/td][td]Blind[/td][/tr][/table]

Totals: Abilities (38) + Combat (26) + Saving Throws (12) + Skills (22) + Feats (49) + Powers (76) - Drawbacks (0) = 223/223 Power Points



Sekhmet
+2PP Constitution
+1PP Skills: +2 Intimidate, +1 Notice, +1 Perform (Dance)
+2PP Feats: Challenge (Fast Demoralize), Uncanny Dodge (Auditory)
-1PP Feats: Defensive Roll
+2PP Enhanced Constitution
+4PP Vampiric 4 (on Unarmed Damage) [4PP] (battlelust; warrior aspect)

Complete Sheet:

[alignright][/alignright]
Character Name: Sekhmet
Power Level: 7 (155/155PP, Sidekick 31)
Trade-Offs: None
Unspent Power Points: 0
Theme: Warrior by Kimbra

In Brief: Fearsome warrior goddess stuck babysitting a reincarnated troublemaker.

Alternate Identity: She Before Whom Evil Trembles, the Mistress of Dread, Lady of Slaughter, She Who Mauls, etc.
Identity: Public
Birthplace: Heliopolis
Occupation: Goddess, Eye of Ra, Parole Officer
Affiliations: Ancient Egyptian Pantheon
Family: Bast [Sister], Hathor [Sister]

Description:
Age: Millennia
Apparent Age: Early Twenties
Gender: Female
Ethnicity: Egyptian
Height: 6’0â€
Weight: 180 lbs.
Eyes: Gold
Hair: Black

Sekhmet is a full six feet of toned muscle, predatory grace and conspicuous beauty. She keeps one side of her head shaved, black hair curving elegantly around the opposite side to her chin, broken up by a tawny streak and covering one smouldering golden eye while the other reflects light like an ember encircled by black eyeliner. Since being put in charge of Set while they're on the mortal plane, her expression primary alternates between a disapproving frown and a feral snarl but when amused she is prone to broad smiles exposing prominent canines.

Her orange-red shendyt, trimmed in gold, continues upward to wrap around her bust, leaving her shoulders bare and powerful calves and biceps unhindered. She eschews ornate jewelry but does wear a simple ankh pendent on a leather cord around her neck which she grips tightly when trying to restrain her temper. When dressing in a more contemporary style, she favours tank tops and workout gear. As with other Heliopolic gods, she can choose to appear with the head of an animal, in her case a fierce lioness. Moreover, she can transform fully into a lioness distinguished by a dark streak of fur above one eye.

Power Descriptions:
Even with the larger part of her godly power left behind in Heliopolis, Sekhmet retains strength and speed surpassing what her already athletic frame suggests. Similarly, her lioness form is more powerful than a mundane big cat, with claws capable of rending through armor. She remains a far cry from the might to which she is accustomed, however, something which remains a sore point in a modern world of high-tech armaments and genetic superpowers. When in this shape she is physically indistinguishable from a normal lioness but her distinctive fur pattern and intelligent manner make it unlikely to fool anyone expecting her.

As an Eye of Ra Sekhmet is able to manifest a solar disk above her head, a halo of sunlight that serves as a badge of office, illuminating the darkness in which evil might seek to hide. Her healing aspect similarly displays itself as gentle light pouring from her hands like a liquid, pooling over her patient and seeping into any wounds.

History:
Outside of the Ennead itself, no god or goddess of Heliopolis is more trusted by Ra than Bast, his bodyguard and advisor. Chief among the Eyes of Ra, the sun god's enforcers and right hand in all matters outside of the golden city, the perfumed protector was widely regarded as the perfect balance between strength and beauty, action and wisdom. Not surprisingly, the expectations placed upon her younger sisters, the twins Hathor and Sekhmet, were always high.

Hathor was an early bloomer, as immortals measure such things, developing into a goddess of love, music and fertility. Although less inherently vain than some pantheons, the gods of Heliopolis were still quick to shower attention upon Hathor's beauty and winning charm, making her one of the most popular goddesses of her station. For every success that she found easily, however, her sister Sekhmet seemed to find adversity and conflict. With a short temper and an aggressive nature, Sekhmet was frequently reprimanded for getting into fights with her fellows. This only worsened as she developed a reputation which drew taunts and unfavorable comparisons to her twin. Where her siblings seemed masters of the social arena, Sekhmet was quick to respond to a verbal jab with a closed fist, developing into aspects of war and retribution.

Unknown to most of Heliopolis, the young goddess also had interest in the gentle arts of healing and a keen sense of measured justice. Her role as an instrument of Ra's divine wrath left her with little opportunity to develop these aspects, however, leaving her the subject of hushed whispers and shaking heads. After a relationship with Ptah, the god of craftsmen, ended badly, she shut herself off even from her strained familial ties and threw herself wholly into her work.

Here, at least, she excelled, leading Ra to task her with keeping an eye on the newly resurrected Set on the mortal plane when he reappeared. To circumvent the Pact she was forced to leave the vast bulk of her godly power behind in Heliopolis and combined with having to put up with the grating godling indefinitely, Sekhmet was left to wonder if this assignment was a sign of faith or a punishment one step removed from exile. Although she does her duty without protest, it has done nothing to improve her surly disposition.

Personality & Motivation:
Sekhmet is a being of heightened emotions easily brought to the surface. She is ruled by her sense of duty above all else but almost as strongly by her fairly binary regard of right and wrong. Criminals and evil-doers of all stripes are quick to feel her wrath which, even among a pantheon not shy about raining down punitive pestilence and drought, was considered something to be feared. Even so, she is a guardian as much as a warrior and offers healing and protection to those in pain. She often has trouble reconciling these conflicting sides of her personality and is more inclined to act on instinct than take time to debate or deliberate.

Her current assignment is to keep Set alive and out of trouble, no easy task. It has been many centuries since Sekhmet took an interest in the mortal plane and she finds this age of super powers and fantastic technologies disconcerting to say the least. The prospect of a stronger foe is one she hasn't had to consider in a very long time and one she is unlikely to accept without first testing the strength herself. She's gradually becoming more comfortable accepting the champions of Freedom City as allies and comrades, but interacting with mortals on anything approaching equal terms is still extremely awkward for her. When she can be convinced to relax, she puts as much energy into partying as she does into fighting, preferring loud music, wild dancing and strong drink.

Powers & Tactics:
A straight-forward brawler, when challenged Sekhmet meets opponents head on with her considerable strength and untold millennia of combat experience. She will shift into her lioness form against similarly bestial foes or when the fraction of her retained power proves not to be up to the task in human form. If taking a villain by surprise, she prefers to set up and ambush using the tactics of a pack hunter. She instinctively puts herself in the path of the most obvious threat even if she may not be the best choice to face it.

She uses her greater-than-mortal maneuverability to move gracefully about the battlefield while her enhanced senses make her an accomplished tracker even in the myriad stenches of the city. Her solar disk radiates what is functionally sunlight, offering both illumination and as a side-effect an advantage against many supernatural creatures which prefer to hide in the shadows of the night. Given that her ward is one such creature, this comes in handy indeed.


Complications:
Dismemberment: Sekhmet’s Regeneration allows her to reattach severed body parts but not grow new ones. For her Resurrection to work, she needs to be properly reassembled. If her body is completely destroyed, she will instead Reincarnate.

Divine Duty: Sekhmet has been tasked by Ra himself to keep Set out of trouble and in one piece for the sake of cosmic balance. Given his outgoing personality and reckless attitude, both points are challenging.

Stranger in a Strange Land: Having been uninvolved with the mortal plane for many centuries, Sekhmet is unfamiliar with much of modern society and technology and skeptical that it constitutes 'advancement'.

Wrath: Sekhmet does not come from the merciful school of deities. She limits herself to what is deemed appropriate by the laws of the land she is visiting but she is prone to overreaction and not inclined to mercy.


Abilities: 6 + 6 + 6 + 0 + 4 + 10 = 32PP
Strength: 24/16 (+7/+3)
Dexterity: 20/16 (+5/+3)
Constitution: 24/16 (+7/+3)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 20 (+5)


Combat: 6 + 8 = 14PP
Initiative: +5
Attack: +3 Base, +5 Melee, +7 Unarmed
Grapple: +16/+10
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -3/-2


Saving Throws: 3 + 3 + 3 = 9PP
Toughness: +7/+4 (+5/+2 Con, +2 Defensive Roll)
Fortitude: +8/+5 (+5/+2 Con, +3)
Reflex: +8/+6 (+5/+3 Dex, +3)
Will: +5 (+2 Wis, +3)


Skills: 64R = 16PP
Acrobatics 10 (+15)
Climb 3 (+10)
Handle Animal 5 (+10)
Intimidate 13 (+18)
Knowledge (Tactics) 5 (+5)
Knowledge (Theology and Philosophy) 5 (+5)
Language 1 (Ancient Egyptian [Native], English)
Medicine 3 (+5)
Notice 13 (+15)
Perform (Dance) 1 (+6)
Stealth 5 (+10)


Feats: 24PP
Animal Empathy
Attack Focus (Melee) 2
Attack Specialization (Unarmed) 1
Benefit (Status [God])
Challenge (Fast Demoralize)
Dodge Focus 3
Evasion 2
Fearless
Improved Critical (Unarmed) 2 [18-20]
Improved Grab
Improved Overrun
Improved Throw
Improved Trip
Interpose
Power Attack
Takedown Attack 2
Uncanny Dodge 2 (Auditory, Olfactory)


Powers: 2 + 20 + 1 + 2 + 3 + 1 + 4 + 4 + 4 + 19 = 60PP

Comprehend 1 (Languages [Understand All]) [2PP] (deific)

Enhanced Abilities 20 (Enhanced Strength 8, Enhanced Dexterity 4, Enhanced Constitution 8) [20PP] (warrior aspect)

Feature 1 (Alternate Lioness Head) [1PP] (deific)

Immunity 1 (Aging, Disease) [2PP] (deific, healing aspect)

Regeneration 1 (Resurrection [1 week]; Power Feats: Reincarnation, Regrowth) [3PP] (deific)

Speed 1 (10MPH) [1PP] (lioness aspect)

Super-Senses 4 (Accurate Auditory [+2], Acute Olfactory, Low-Light Vision) [4PP] (lioness aspect)

Super-Strength 2 (Effective Strength 34, Heavy Load 1.4 tons) [4PP] (warrior aspect)

Vampiric 4 (on Unarmed Damage) [4PP] (battlelust; warrior aspect)

Deific Aspects Array 9 (18PP; Power Feats: Alternate Power 1) [19PP]
[array]Base: Alternate Form 3.6 (18PP Container [Active, Sustained]) [18PP] (lioness aspect)
[equip]Morph 2 (Lioness, +10 Disguise) [2PP]

Comprehend 2 (Speak to and Understand Animals) [4PP]

Leaping 4 (25x) [4PP]

Penetrating 3 (on Unarmed Damage) [3PP] (claws and teeth)

Speed 2 (Rank 3 Total; 50MPH; Power Feats: Move-By Action) [3PP]

Super-Movement 2 (Slow Fall, Wall Crawling 1) [4PP]

Super-Senses 2 (Olfactory Tracking 2) [2PP]

Drawback 4 (No Hands [Very common, Moderate]) [-4PP][/equip]
AP: Enhanced Power Feats 3 (on Unarmed Damage; Affects Insubstantial 2, Incurable) [3PP] (corona fists; sun aspect, fire)

[equip]Environmental Control 3 (Sunlight, 25’ radius) [6PP] (sun aspect)

Healing 7 (Flaws: Limited [Others]; Power Feats: Persistent, Stabilize) [9PP] (healer aspect)[/equip][/array]

[table][tr]DC Block:[/tr]
[tr][td]ATTACK[/td][td]RANGE[/td][td]SAVE[/td][td]EFFECT[/td][/tr]
[tr][td]Unarmed[/td][td]Touch[/td][td]DC22 Toughness (Staged)[/td][td]Damage (Physical)[/td][/tr][/table]

Totals: Abilities (32) + Combat (14) + Saving Throws (9) + Skills (16) + Feats (24) + Powers (60) - Drawbacks (0) = 155/155 Power Points

Link to comment

SORTED by Thevshi

 

Small edit for sake of tidy book keeping. 
 
 
Bloody Mess - For the sake of bookkeeping could he be defined as Gold Slot (This is same start, 180 PP) sorry to be a pain but Im just trying to rationalise everything!
 
Rene was always a Bronze Reward PC (the sites rewards name changed!) could you update this (no longer Impervium, but Bronze)
 
Similarly, I am tidying up the rewards which all got a bit cluttered and scatty (although in budget!). Could you define Renes Equipment feat as free from Platinum Rewards. 
 
(No other changes to Mess and Rene!)
 
For reference I am tidying up all rewards so they look neat and proper, thusly:
 


Red Rat and Lord Steam are from the base PL 10 and 7 slots respectively. 
Bronze Reward Rene (started at PL 8)
Silver: Will be all for Steam (Coming up shortly update)
Gold: Bloody Mess Slot
Platinum: 3 PP for Rene, 6 PP for the Red Rat (upcoming)
Impervium: Pitch Slot
Orichalum: 15 PP for Pitch (in character bank update)

Link to comment

DEDUCTED by Thevshi

 

And in reference to that, keeping up the tidying up, we have a change to Lord Steam. he has 15 PP to spend. 
 
1. First off, the Sheet is erroneous in the first place, 138 Skill Ranks which should cost 35 PP (And have 2 Ranks of skills spare!) That said, it is costed correctly at the bottom (176 PP spent) - basically somewhere forgot to update skills to 35 PP from 26 PP. In any case, it does leave 2 skill ranks spare. 
 
2. Lord Steam should be PL 9 / 12, could someone update the topic thread?
 
3. Equipment now Equipment 16 (15 Free from Silver Reward) meaning it costs 1 PP. 
 
4. Minion 7 (Free from Platinum rewards) changed to Minion 6, costing 6 PP. Team Steam was never used, so abandoning them for just his butler, Charles Blakely (who was used!)
 
5. 4 PP Feats (Chokehold, Improved Pin, Defensive Attack, Improved Grab)
 
6. 4 PP for Skills (4 Ranks in Craft [Chemical], Knowledge [Physical Sciences], Knowledge [behavioural Sciences], and Ride)
 
7. The "spare" two ranks of skills (see point 1) are going onto Craft [structural])
 


gallery_563_39_54213.jpg

Player Name: Supercape
Character Name: Lord Steam
Power Level: 9/12 (191/191 PP)
Trade-Offs: +4 Attack / -4 Damage (for revolver, +5 attack/-5 Damage), +5 Defense / -5 Toughness
Unspent PP: 0
Progress To Impervium Status: 86/150 (Platinum Status earned with Supercape)

In Brief: Steampunk Sherlock

 

Residence: Steam Manor, North Bay, Freedom City

Alternate Identities: Lord Lucien Lockwood
Identity: Public
Birthplace: London (Earth Victoriana Dimension)
Occupation: Aristocrat Gentleman / Diplomat.
Affiliations: Ministry of Extraordinary Affairs (Earth Victoriana)
Family: Lord Lombard Lockward, elderly aristocrat.
Residence / Base: Steam Manor (North Bay)

Age: 32 (DoB: 03/03/1981)
Apparent Age: 30
Gender: Male
Ethnicity: Caucasian
Height: 6'1"
Weight: 85 Kgs
Eyes: Blue-Green
Hair: Brown

Description:
"Lord Steam", or Lord Lucien Lockwood, is the official diplomat from Earth Victoriana to Earth Prime, and has volunteered for the Job as it sounded so damned exciting. He is a famous adventurer, inventor, and detective, and whilst perfectly able as a diplomat, he can't help throwing himself into the service of Freedom City and rushing to meet any adventure. Physically he is a handsome man in his prime, tall, athletic, with a mop of hair who wears excellent quality 19th Century fashion clothes.

Power Descriptions:
None. Whilst Lord Steam is a polymath, athlete, and dripping in wealth, he has no human powers. His mental functioning approaches human maximum potential.

History:
Lord Steam is part of a very wealthy aristocratic family from Earth Victoriana. All his life, he has been a curious even reckless adventurer. It became obvious from an early age that he was a polymath, and a restless one at that, always keen to stretch his mind to some puzzle or another. Even as a teenager, he had taken to solving crime as a hobby. and he has become well known as an amateur sleuth.

After a stint at Oxford studying the classics, he has since driven his own education in a variety of fields, including engineering, forensic science, and pretty much anything he can wrap his head around. A restless soul, he has taken to all sorts of philanthropic work over the past eight years, such as help improve railway design, campaign for human rights, improve factory working conditions etc. Alongside this he has been an avid cricket player, and a hit on the social circuit with a reputation for magnificent parties and great wit.

More recently, crime has been his hobby, and it looks like this one will stick. He has taken up the martial art of Baritsu and become a skilled fighter. Whilst he has had a few bar room brawls with seedy and rude gentlemen, his main goal is the apprehension of master criminals and the solving of mysteries. Crimes where he can put his superior intellect to bear alongside his martial prowess.

When interdimensional contact between Earth Victoriana and Earth Prime was made, Lord Steam instantly volunteered to be official dimplomat to the Empire in this wonderful new dimension - unable to resist the lure of its magnificent adventures and tales. And whilst he does, technically serve in some limited capacity as a diplomat, his real reason for coming to Freedom City is to continue his adventures, solve crime, and be a hero! Technically as an interdimensional envoy, he has diplomatic immunity in this dimension (At least to most nations), but he has hardly one to break the Law - at least intentionally.

Personality & Motivation:
Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past.

He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do!

Powers & Tactics:
Whilst generally fearless and a man of action, and not afraid to jump into the thick of a brawl, Lord Steam prefers to use intellectual masterstrokes and battles of wits. If he can outwit an opponent, so much sweeter the victory. Goading, taunting, trickery, and planning are all spices to his fight.

 
Complications:
Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and women, although always polite about it.
Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled!
Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted...
Silver Spoon: Only the best will do. Lord Steam simply can't do without luxuries or living in anything but splendour.
Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff usually defeats Lord Steam.


Abilities: 6 + 8 + 8 + 12 + 12 + 10 = 56PP
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 22 (+6)
Wisdom: 22 (+6)
Charisma: 20 (+5)


Combat: 26 + 28 = 54PP
Initiative: +8
Attack: +13 (+14 with masterwork revolver)
Grapple: +21
Defence: +14, +7 Flat Footed
Knockback: -2


Saving Throws: 2 + 6 + 2 = 10PP
Toughness: +4
Fortitude: +6 (+4 Con, +2)
Reflex: +10 (+4 Dex, +6)
Will: +8 (+6 Wis, +2)


Skills: 156R = 39PP
Bluff 10 (+15)
Craft (Chemical) 4 (+10)
Craft (Mechanical) 14 (+20)
Craft (Structural) 2 (+8)
Diplomacy 5 (+10)
Disguise 4 (+9)
Disable Device 14 (+20)
Drive 4 (+8)
Gather Information 2 (+7)
Intimidate 5 (+10)
Investigate 14 (+20)
Knowledge (Behavioural Sciences) 4 (+10)
Knowledge (Physical Sciences) 4 (+10)
Knowledge (Technology) 14 (+20)
Languages 7 (English [Native]. French, German, Greek, Japanese, Latin, Russian, Spanish)
Notice 14 (+20)
Perform (Keyboards) 2 (+7)
Pilot 4 (+8)
Ride 4 (+8)
Search 14 (+20)
Sense Motive 9 (+15)
Sleight of Hand 2 (+6)


Feats 32PP
Attractive
Benefit 6 (Diplomatic Immunity, Earth Victoriana Culture, Status [Aristocrat], Wealth 3 [Filthy Rich])
Chokehold
Connected
Critical Strike
Defensive Attack
Eidetic Memory
Equipment 16 (15 Free from Silver Reward)
Favoured Opponent (Robots)
Improved Block
Improved Disarm
Improved Grab
Improved Initiative 1
Improved Pin
Inventor
Grappling Finesse
Master Plan
Minion 6 (Charles Blakely, Butler)
Power Attack
Takedown Attack
Uncanny Dodge (Auditory)
Weapon Bind

Equipment: 16PP = 80EP
1 + 4 + 1 +1 +1 + 1 +1 + 10 + 39 + 21 = 80

Concealable Microphone [1 EP]

Fine Baritsu Walking Cane (Damage 2Feats: Mighty, Thrown) [4EP]

Flash Goggles [1EP]

Masterwork Investigative Tools [1EP]

Masterwork Mechanical Tools [1EP]

Mini-Tracer [1 EP]

Rebreather [1 EP]

Steam-powered Revolver (Blast 4Feats Stun Ammo, Masterwork) [10EP]


 
Vehicle Array (37EP Base, Alternate Vehicles 2) [37EP]

Vehicle no1: "Bessie, the Steam Powered Horseless Chariot" [37EP]

Strength: 35, Speed: 5, Defence: -2, Toughness: 13, Size: Huge, Features: Alarm, Caltrops, Oil Slick, Smokescreen, Hidden Compartments [12EP]

Powers [25EP]

Speed 5 (250mph) [5EP] ("Steam powered wheels!")

Blast 5 (Extras: Autofire 1, Feats: Improved Range 2, Increased Range 2) [19EP] (Gatling Guns)

Super-Senses 1 (Radio)
Vehicle no2: "Alice the Underwater Ship" [37 EP]

Strength: 70, Swimming: 5, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm, Hidden Compartments [10EP]

Powers [26EP]

Swimming 6 (100mph) [6EP]

Blast 5 [10EP] + Snare 5 (Extras: Linked, Flaws: Entangle Only, Feats: Tether) [6EP] (Harpoon Cannon)

Super-Senses 1 (Radio) [1EP]

Super-Senses 6 (Ultra-Hearing, Accurate, Extended 1) [4EP] (Sonar)
Vehicle no3: "Cressida the Dirigible" [35EP]

Strength: 50, Flight: 4, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm [6EP]

Powers: 28EP

Blast 5 (Extras: Autofire, Feats: Improved Range 2, Increased Range 2) [19EP] (Gatling Guns)

Flight 5 (250mph) [8EP]

Super-Senses 1 (Radio) [1EP]
 

Headquarters: "Steam Mansion" (20EP, Alternative HQ 1) [21EP]

Size: Large, Toughness 10, Features: Communications, Dimensional Portal, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 1, Stables, Staffed, Workshop

Note: Grounds increases Size to Gargantuan for the purposes of gardens, estates, etc (used in 3E); Stables functions as Garage for horses and similar animals.

Alternate HQ is identical to above, but located in Earth Victoriana Dimension.

Powers 0PP
None


Drawbacks -0PP
None


DC Block:
ATTACK      RANGE    SAVE                    EFFECT
Unarmed     Touch    DC18 Toughness (Staged) Damage (Physical)
Cane        Touch    DC20 Toughness (Staged) Damage (Physical)
Revolver    Ranged   DC19 Toughness (Staged) Damage (Physical)

 
Totals: Abilities (56) + Combat (54) + Saving Throws (10) + Skills (39) + Feats (32) + Powers (0) - Drawbacks (0) = 191/191 Power Points

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MY MAN FRIDAY by Thevshi

 

Finally, in relation to Lord Steam, I will need to put in minion [Charles Blakely] Somewhere...
 
Any Ideas where? Ideally it should be just below Steams sheet...
 
Anyway


gallery_563_39_282303.jpg

Player Name: Supercape
Character Name: Charles Blakely Esq.
Power Level: 6 (90/90)
Trade-Offs: +2 Attack/-2 Defence, +2 Defence/-2 Toughness
Unspent Power Points: 0

In Brief: Ex-Army Butler

Birthplace: Canterbury, England (Earth Victoriana Dimension)
Occupation: Butler / Aide
Affiliations: Lord Steam
Family: Horatio Blakely (Brother, Admiral), Maurice Blakely (Son, Newspaper writer)

Description:
Age: 59
Apparent Age: 59
Gender: Male
Ethnicity: Caucasian
Height: 5’10â€
Weight: 63 Kgs
Eyes: Blue
Hair: Grey-Black

Charles Blakely looks like a mature man with a thin build and a refined air.

History:
Charles grew up in a Military Family, and soon was doing the tours of Africa and India.His career came to an end (as a Sergeant) when he was stabbed by a Zulu Spear in the leg. A nagging injury and middle age put paid to his career, and, truth be known, he was looking for something else at that point anyway. His impressive credentials and service ended up with him meeting Lord Steam, and being taken on as an aide and head butler.A proper Englishman, Blakely soon adapted to this life, acting as a rather stiff and mannered caretaker of the wild genius that was Lucien Lockwood.

He has one child, born out of wedlock, aged but 25, who is a roving reporter for a newspaper in London, Earth Victoriana, who constantly presses him for information and gossip, and gets into all sorts of trouble.

Personality & Motivation:
Charles is in general a slow, reflective, and measured man, always polite and diplomatic. That said, he has a desire to see the world and adventure, and enjoys the unusual and wonderful in the world.
His main motivation is to observe the world, and Lord Steam, a man for which he has immense, but not unquestioning respect. He is rather passionate about good cooking, cleanliness, and manners.

Powers & Tactics:
Blakely has no powers and in general will not fight. He assists Lord Steam in more mundane duties, including driving and some of his mechanical work. That is not to say he will not take on a thug or two if needed. Whilst past the prime of his life, he is in reasonable shape and is a seasoned military officer.
 
Abilities: 0 + 0 + 0 + 4 + 4 + 4 = 12PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 16 + 16 = 32PP
Initiative: +4
Attack: +8 (+9 with masterwork revolver)
Grapple: +8
Defense: +8, +4 Flat-Footed
Knockback: 0


Saving Throws: 4 + 2 + 4 = 10PP
Toughness: +4 (+0 Flat Footed)
Fortitude: +4 (+4)
Reflex: +2 (+2)
Will: +6 (+2 Wis, +4)


Skills: 100R = 25PP

Bluff 8 (+10)

Craft (Cooking) 8 (+10)
Craft (Mechanical) 4 (+6)
Diplomacy 8 (+10)
Drive 4 (+6)

Handle Animal 4 (+6)

Intimidate 4 (+6)
Knowledge (Art) 4 (+6)

Knowledge (Current Events) 2 (+4)

Knowledge (History) 4 (+6)

Knowledge (Tactics) 4 (+6)
Languages 4 (English [Native], French, German, Hindi, Spanish)
Medicine 4 (+6)
Notice 8 (+10)
Pilot 4 (+6)
Ride 4 (+6)
Search 4 (+6)
Sense Motive 8 (+10)
Stealth 4 (+4)

Swim 4 (+4)

Survival 2 (+4)

Feats: 11PP
Benefit 2 (Earth Victoria Culture, Diplomatic Immunity)
Defensive Roll 2
Equipment 2
Jack of All Trades

Improved Initiative

Teamwork 3
 
Equipment 10 EP = 2 PP

Steam Powered Revolver (Blast 4, Stun Ammo, Masterwork)

 

DC Block
 
ATTACK           RANGE       SAVE               EFFECT
 
Unarmed          Touch       DC 15 Toughness           Damage (Physical)
Revolver         Ranged      DC 19 Toughness    Damage (Physical)
 
 
Totals: Abilities (12) + Combat (32) + Saving Throws (10) + Skills (25) + Feats (11) + Powers (0) - Drawbacks (0) =90/90 Power Points

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BEYOND HUMAN by Thevshi

 

I've only got Terrifica, so. Three things. Motorcycle right out of the book. Binoculars on the Utility Belt, and the Feat Uncanny Dodge (auditory). I've done most of the work, down below. Feat's just a copy/paste job, really. And the two spots where the PP total will need changing.

Equipment 4 (20 points for equipment)

Grapple Gun (Super Movement 2, Swinging) [2EP]

Utility Belt [8EP]

Binoculars (Penalty for Visual Notice checks reduced to -1 per 50 ft, but check takes 5 times as long)

Rebreather (Immunity to Suffocation for 20 rounds) [1EP]

Reference Materials (+2 to Knowledge checks) [1EP]

Toolkit (Basic) (for Skills that need tools) [1EP]

Terrifi-Staff (Damage 2, Mighty, Reach, Collapsible) [5EP]


Terrifi-cycle (Vehicle) [9EP]

Size: Medium [0EP]

Strength: 15 (Medium Load: 133 lbs.) [1EP]

Defense: 0 [0EP]

Toughness: +8 [3EP]

Features: [0EP]
None

Powers: [5EP]

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

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  • 2 weeks later...

PARRIED by Thevshi

 

Jack of all Blades

In accordance with the House Rules for Super-Senses, his metamagi senses become:
 


Super-Senses 14 (Mental; EM Spectrum Awareness [3], Magic Awareness [3]; Extras: Accurate [4], Acute [2], Radius [2]) [14PP] (metamagi senses)


This frees up 8PP. Also dropping one rank of Uncanny Dodge since he only actually needs to be paying once for Mental Senses, so 9PP freed.

Buying +2 Intelligence, +4 Wisdom, +2 Charisma and +4 ranks of Skills. Updating his age while I'm at it. Rearranging Skill ranks a bit to give him:
 

Skills: 84R = 21PP
Acrobatics 10 (+15) Skill Mastery
Bluff 18 (+25) Skill Mastery
Climb 5 (+10)
Gather Information 8 (+15)
Knowledge (Streetwise) 14 (+15)
Knowledge (Tactics) 4 (+5)
Language 3 (Cantonese, English [Native], Persian, Spanish)
Notice 11 (+15) Skill Mastery
Stealth 10 (+15) Skill Mastery
Survival 1 (+5)

 

[alignright][/alignright]

Players Name: Gizmo
Character Name: Jack of all Blades
Power Level: 15 (250/250PP)* [344]
Trade-Offs: +5 Attack, -5 Damage, +5 Defense, -5 Toughness
Unspent Power Points: 0
Progress to Orichalcum+ Status: 205/210
Theme: I Want It All by Queen

*Jack’s caps average out to PL13.

For Old Jack, click here.

In Brief: Swashbuckling scion of a secret society of sorcerous swordsmen, shepherding streetwise superheroes!

Alternate Identity: Erik Espadas
Identity: Secret
Birthplace: Freedom City, West End
Occupation: Self-Defense Instructor
Affiliations: The Interceptors
Family: Minerva Espadas/Guardian Willow (wife), Eden Espadas (daughter), Ellie Espadas/Jill O’Cure (sister), Gina Espadas (mother), Jean Pique (father)

Description:
Age: 26 (DoB: April 4, 1988)
Gender: Male
Ethnicity: Latino/French
Height: 5’11â€
Weight: 160 lb.
Hair: Dusty Brown/Black as Jack of all Blades
Eyes: Dark Blue

Erik Espadas is a lithe, athletic young man with attractively angular features and a boyish grin. He keeps his dusty brown hair shorn short, but regularly sports a day or two of stubble. Preferring to dress is a mixture of blues and blacks, Erik is typically seen in a fitted t-shirt and well-worn jeans topped with an undone button-down shirt with the sleeves rolled up.

As Jack of all Blades, his current costume consists of a knee-length, royal blue greatcoat cut in a jaunty, high-collared style and worn open over a black body suit. A matching blue bandana serves as a mask, attached to a black wig of wavy hair which helps to conceal Erik's true identity. Dark grey boots with a slightly metallic sheen and broad, buckled belts help to break up the outfit’s dark colour scheme.

Power Description:
Erik can manipulate electromagnetic and mystical energies to form an effectively-solid construct in the shape of a sword. While he has a bit of leeway with regards to the weapon's specific appearance, he almost always uses a fencing rapier. Functioning in most respects as a normal sword, the tight concentration of power allows the blade to pierce most defenses, while it retains the basic nature of its source energy.

In order for Erik to form a sword, there must be a power source for him to draw from. A sword of flame might be drawn from a butane lighter, an electrical blade from a nearby powerline. More exotic energies require a more exotic source; Erik may draw from a blaster's light beam or a magic user's mystical attacks, neither of which would be accessible to him in their ambient forms.

Erik’s metamagi powers also grant him awareness of all manner of energies. This sixth sense registers in a sometimes disorienting, synesthesia-like manner with each distinct energy having its own whispered textures and aromatic hues, not all of them pleasant.

History:
Erik was born in 1988 to Gina Espadas, a Freedom City beat cop. His father left months before Erik's sister, Eliza, was born in 1993. Erik never considered this any great loss: growing up in the West End, his mother was all the parent he ever needed, always making time for her children despite her demanding career. She returned to the force from maternity leave just in time for the Terminus Invasion. Her stories of working alongside heroes during both the Invasion and its aftermath instilled in Erik a fascination with superheroes.

As he grew, it was the witty Golden Age tricksters like Spitfire Jones and la Renard Rogue who captured his attention, facing impossible odds with skill and style. A diet of swashbuckling movies and pulp novels were eventually replaced by physical pursuits in his teen years. Naturally agile, Erik joined his school's gymnastic and fencing teams, as well as the drama club, becoming a popular athletic star.

It was Erik's senior year which would radically alter his life. An armed robbery at a local convenience store went horribly wrong, and Gina was shot and paralyzed from the waist down, forcing her into a wheelchair and early retirement. Although she remained strong in the face of adversity, Erik was galvanized.

The Espadas family had never been very well off, and Erik dropped out of extracurriculars to work an unsteady stream of odd jobs to help make ends meet. He turned down a number of modest athletic scholarships when he graduated to work full time, determined to support the family and save enough to put the more scholastically inclined Ellie through university.

One such odd job involved cleaning out the storage area of an antique store. Amidst the ornate lamps and jewelry boxes, Erik discovered what appeared to be a positively ancient playing card: the Jack of Swords, depicting a slyly winking prince. When he asked the store's owner about it, the old man bid him keep it as a souvenir, as the rest of the deck had long since been lost or destroyed. Pocketing the weathered card, Erik made his way home.

Along the way, he encountered a group of toughs menacing a young woman. As the leader of the gang pulled out a cigarette and arrogantly flicked open his lighter, an incensed Erik leapt forward. The lighter's tiny flame flared brilliantly, flowing unnaturally through the air to the young man's instinctively outstretched hand, where it solidified into a blazing rapier. A moment later half of the thug's cigarette had been seared away, the other half smouldering in his trembling lips. The toughs beat a hasty retreat, with a shocked Erik quickly following suit, leaving behind a grateful but confused young woman.

Experimenting in secret, Erik found he could create swords not only of flame, but of sparking electricity, crackling cold and a multitude of other energies, provided that there was a source to draw upon. Redoubling his abandoned training, he donned the garb of Jack of all Blades, and became the wise-cracking, acrobatic protector of his community.

For years the only person aware of his double life was his sister Ellie, who discovered Erik collapsed in their backyard after a particularly brutal fight. Fortunately the teen had begun preparing to study medicine after high school, and her first aid skill likely saved her brother's life. With the safety of his family paramount, Erik kept his identity a closely held secret, initially avoiding alliances with other heroes.

As Jack, however, he soon drew the interest of the similarly themed Jaci O’Cups, Coinpurse Jack and most dangerously Jakken Staff, all of whom attacked Erik on sight, making cryptic references to a Tournament of Suits and giving the young hero his first hints at his true origins and the mysterious House of Swors.

Eventually this tournament came to a head with the reappearance of Erik’s father, revealed to be the previous Jack of Swords, and a massive assault orchestrated by Jakken Staff and the House of Staves. In the aftermath, Coinpurse Jack lay dead, the mages of the House of Staves were defeated and Ellie’s own latent metamagi powers had been awakened.

As Jack of all Blades, Erik was a founding member of the experimental team, the Interceptors. Personality conflicts and a constantly shifting roster plagued the team from its inception, and just as Erik felt he had found a group he was able to trust with his secrets betrayal and catastrophe rocked the team to its foundations. From those ashes Erik emerged as the leader of a new team of Interceptors, a family of heroes dedicated to protecting the streets.

Settling into the unexpected role of responsibility, Erik opened the Espadas School of Self-Defense and Swordsmanship in the West End both as a place to teach the community’s young people the skills to defend themselves and as the Interceptors secret headquarters. A romance with the immortal guardian Willow gave rise to a daughter, Eden Espadas, and eventually marriage.

Personality & Motivation:
Erik is a man who's words and actions are at odds. Outwardly, he seems easy-going and carefree, with a clever tongue and a love of the spotlight. Most conversations become friendly verbal sparing matches as Erik actively avoids serious topics, and marriage has only barely dulled his reputation as an incorrigible flirt.

What isn't immediately obvious is Erik’s deep sense of responsibility to his family, friends and community. Considering his word to be his bond, Erik will always be there for a friend in need, and truly wishes to leave the world a better place than he found it. He possesses an unbreakable spirit coupled with stubborn pride, resulting in a complete inability to admit defeat.

Where Jack of all Blades was at first an outlet for Erik, the two sides of his personality have found some balance as he has matured. Although often swept up in the high adventure of larger threats, he considers himself first and foremost a defender of the little guy, stopping crimes that might seem trivial for such an established hero. Remembering what happened to his mother, Erik feels that a simple hold-up can be just as devastating as a supervillian's rampage.

Well known by both the public and the hero community and generally well liked thanks to his levity and charm, Jack’s sense of humour has been known to inspire annoyance in equal measure. Whether it’s leaping headlong into the battle against villainy, making egregious puns while dodging bullets or kissing a cosmic menace to save humanity, Jack of all Blades never fails to leave an impression.

Powers & Tactics:
Surpassing even his notable lineage, Erik is potentially the world’s greatest living swordsman, ranking among history’s most notable weapons masters. An accomplished hand-to-hand fighter, with a sword in his hands he is nearly unmatched. His metamagi senses bolster his awareness of his weightless blades and surroundings, giving him a further edge. Even so he is quite human in his frailties and relies entirely on acrobatic evasion to survive.

Against lesser threats, Erik rushes in dramatically, forming a sword and quickly disarming them before taunting them into surrender or retreat. When fighting superhumans, he prefers a more reactionary approach, keeping them off balance with acrobatics and jibes until he can assess their specific abilities, often taking the opportunity to form a sword using the energy from their attacks.

Preferring to lead from the fore, Erik would rather place himself in harm’s way than his teammates but respects their abilities and directs them decisively. Serving as a rallying point and ample distraction he remains almost incapable of considering retreat as an option.

Complications:
Enemies: Erik has made a habit of not only defeating villains but more dangerously humiliating them.

Grandstanding: Erik's style revolves around showing off, in and out of combat, even when discretion might be wiser.

Relationship: Erik is married to Minerva Espadas née Salix, AKA Guardian Willow. They have a daughter together.

Secret: Superhero Identity

Sidekick: Erik’s no less protective of his sister now that she’s a superhero too.

Struggling: Erik is a small business owner supporting his growing family.

Sucker for a Pretty Face: Erik is married, not dead. He can still be distracted by attractive women, be they bystanders, fellow heroes or even villains.

Teacher: Erik operates the Espadas School of Self-Defense and Swordsmanship and feels a responsibility toward his students.

Teammates: Interceptors past and present are family to Erik, whether or not he openly admits it.

West Ender The West End is Erik's 'turf'; he's extremely protective of his neighbourhood, and knows it much better than the rest of the city.


Abilities: 6 + 10 + 8 + 2 + 8 + 14 = 48PP
STR: 16 (+3)
DEX: 20 (+5)
CON: 18 (+4)
INT: 12 (+2)
WIS: 18 (+4)
CHA: 24 (+7)


Combat: 14 + 36 = 40PP
Initiative: +9
Attack +7 Base, +14 Melee, +20 Swords
Grapple +19
Defense +18 (+18 Base), +9 Flat-Footed
Knockback -4/-2


Saving Throws: 6 + 10 + 8 = 24PP
Toughness: +8 (+4 Con, +4 Defensive Roll), +4 flat-footed
Fortitude: +10 (+4 Con, +6)
Reflex: +15 (+5 Dex, +10)
Will: +12 (+4 Wis, +8)


Skills: 84R = 21PP
Acrobatics 10 (+15) Skill Mastery
Bluff 18 (+25) Skill Mastery
Climb 5 (+10)
Gather Information 8 (+15)
Knowledge (Streetwise) 14 (+15)
Knowledge (Tactics) 4 (+5)
Language 3 (Cantonese, English [Native], Persian, Spanish)
Notice 11 (+15) Skill Mastery
Stealth 10 (+15) Skill Mastery
Survival 1 (+5)


Feats: 72PP
Agile Climber
Attack Focus (Melee) 7
Attack Specialization (Swords) 3
Beginner's Luck
Defensive Roll 2 (+4 Toughness)
Elusive Target
Equipment 0 + 4 (Veteran Reward, 20EP)
Evasion 2
Fascinate (Bluff)
Fearless
Grappling Finesse
Improved Critical (Swords, 18-20)
Improved Initiative
Inspire 5
Jack-of-all-Trades
Luck 4
Move-By Action
Power Attack
Quick Change
Set Up
Sidekick 29 + 11 (Veteran Reward, 200PP)
Skill Mastery 1 (Acrobatics, Bluff, Notice, Stealth)
Takedown Attack 2
Taunt
Ultimate Will
Uncanny Dodge 2 (Mental, Visual)

Equipment: 4PP = 20EP
[equip]Grappling Hook; Leaping 2, Super-Movement 2 (slow fall, swinging), Speed 2 [8EP]

Interceptors Communicator; Communication 6 (Radio, 20 miles; Extra: Area; Flaw: Limited [Other Interceptors Communicators]), Super-Senses 1 (Radio, Communication Link [HQ/VINCE]) [7EP]

5EP contributed to The Espadas School of Self-Defense and Swordsmanship[/equip]

Powers: 29 + 14 + 2 = 45PP

Damage 3 (Extras: Autofire 6, Linked, Penetrating 4; Power Feats: Improved Critical [18-20], Mighty, Variable Descriptor 2 [Any Available, Concentrated Energy or Magic]) + Drain Toughness 6 (Extras: Affects Objects) [29PP] (energy sword)

Super-Senses 14 (Mental; EM Spectrum Awareness [3], Magic Awareness [3]; Extras: Accurate [4], Acute [2], Radius [2]) [14PP] (metamagi senses)

Swordsmanship Supremacy 1 (Probability Control, Flaws: Limited 2 [Swordsmanship]) [2PP] (training)

DC Block:
[table][tr][td]ATTACK[/td][td]RANGE[/td][td]SAVE[/td][td]EFFECT[/td][/tr]
[tr][td]Unarmed[/td][td]Touch[/td][td]DC18 Toughness (Staged)[/td][td]Damage[/td][/tr]
[tr][td]Energy Sword[/td][td]Touch[/td][td]DC16 Fortitude (Staged)[/td][td]Drain Toughness[/td][/tr]
[tr][td] [/td][td] [/td][td]DC21 [Autofire] Toughness (Staged)[/td][td]Damage[/td][/tr][/table]

Abilities 48 + Combat 40 + Saves 24 + Skills 21 + Feats 72 + Powers 45 = 250/250 Power Points


Note: Jack is technically PL15 with a full, five point Attack and Defense trade-off. His Defense and Toughness are capped to place him at PL13 defensively, while his Damage is intentionally under-capped so that his Attack and damage bonuses average out to PL13 as well, even though +20 attack in only achievable by PL15 characters.

Note: As a metamagi, Erik's powers are the result of a mystically enhanced mutation, blurring the line between genetics and sorcery. This enhancement specifically allows him to form his borrowed energy into swords. Magic nullification removes the 'sword' descriptor from his ‘energy sword’ power, which means he will no longer benefit from his Attack Specialization or Improved Critical feats. Effects that nullify mutant/genetic powers shut off said power entirely, as well as his Super-Senses.

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TRANSCENDED by Thevshi

 

Maelstrom

  • Adding Flight 1-11 (Stacks with Flight 1 for Flight 2-12, 25 MPH to 50,000 MPH, Feats: Progression 3 [Affects Others, 25 targets], Extra: Affects Others [+1]) to Psychokinesis Array.

Psychokinesis Array 18 (36 PP, Feats: Dynamic Alternate Power 5, Subtle, Variable Descriptor [Bludgeoning, Slashing, Piercing) [49PP]
[array]DBE: Environmental Control 1-8 (7 points worth of effects [Distraction, Hampered Movement {half movement}, Heat, Reduced Visibility], 5 - 1000 ft radius) (Psychoactive Storm) (Telekinesis, Fire) [1-32PP]
DAP: Blast 1-15 (Feats: Indirect 3) (Psychoactive Pitch) (Telekinesis) [4-33PP]
DAP: Blast 1-10 (Extra: AoE/Burst [General]) (Psychokinetic Storm) (Telekinesis) [3-30PP]
DAP: Blast 1-10 (Extra: Range/Perception) (Pyrokinetic Ignition) (Fire) [3-30PP]
DAP: Move Object 1-15 (Feat: Precise) (Psychoactive Motion) (Telekinesis)[3-31PP]
DAP: Flight 1-12 (Stacks with Flight 1 for Flight 2-13, 25 MPH to 100,000 MPH, Feats: Progression 3 [Affects Others, 25 targets], Extra: Affects Others [+1]) (Crowd Flight) (Telekinesis) [3-36PP][/array]



Character Name: Maelstrom
Power Level: 10 (152/152 PP)
Trade-Offs: +5 DC/-5 Att, +5 Def/-5 Tou
Unspent Power Points: 0
Progress To Platinum Status: 2/120

In Brief: One half of a Foundry experiment to create the most powerful psychic ever.

Alternate Identity: Rachel Colletta
Identity: Secret
Birthplace: Foundry lab
Occupation: Superhero, reporter
Affiliations: Freedom City University, the Daily Word
Family: Nathan Colletta (brother)

Age: 25
Gender: Female
Ethnicity: Italian/Cyborg
Height: 5' 4"
Weight: 110 lbs
Eyes: Brown/Gold
Hair: Black

Rachel Colletta is a short, slim woman, with an olive complexion and sharp features, full lips and long, glossy black hair. Her hair is her most immediately striking feature; it reaches to her mid-back and it usually fixed in a complicated braid. Her makeup tends towards dark rouges and greens, playing up her strong bone structure and darker complexion.

When on the job Rachel wears dark-colored pantsuits with contrasting blouses and running shoes. She doesn't wear any jewelry, though she does carry one of several big, chunky purses. In her off-hours she usually wears jeans or tight shorts, athletic shoes, and tee-shirts.

When fighting crime, Maelstrom lets her hair hang free. She wears a rich purple bodysuit with an orange collar, belt, and shoes, with orange lines connecting them and running down her arms to the back of her hands. She wears a purple cloak that connects to her wrists, a purple face domino mask, and orange contact lenses.

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

Power Descriptions: Rachel Coletta is psychokinetic, able to impart kinetic energy and direction to objects with just her mind. She has enough care to move things gently or very fast. She can extend her powers to let herself or a few others fly, and can protect herself from harm by either diverting an attack or using something in her environment to intercept it. She can even stiffen the fabric of any outfit to spread out the impact of a blow. She can even let her power run wild through her surroundings to create dangerous terrain.

Rachel cannot project pure force, and so has to manipulate her environment to find 'ammunition' for her psychokinetic abilities. As a last resort, she can directly agitate a target's molecules, heating them up sharply and even making them catch on fire.

History: Nathan and Rachel Coletta started life in a tank. Talos had often encountered biological heroes with psychic abilities, and while his own creations were largely immune to such powers they did represent an interesting avenue for attacking biologicals. His experimentation in creating a purely artificial psychic were unsuccessful, however, and eventually he had to swallow his pride and create a living psychic. A pair of them in fact, twins, one harboring internal powers while the other one expressed external powers.

The experiments proceeded apace until the lab was attacked by a team of superheroes. As part of the self-destruction sequence, the tanks holding the semi-conscious Rachel and Nathan were ejected, landing far from the location of the former base. The twins woke up with fragmentary memories and implanted identities, but the drive they were supposed have to seek out the nearest Foundry base got scrambled.

The pair made their way to civilization, finding short-term work here and there before settling in Freedom City. Rachel found herself fascinated by the political processes in the city, how the various groups interacted and fought against, and compromised with, each other. She took journalism classes at Freedom City University and applied for jobs with all the major city news organizations. After doing a few independent pieces, her resume was eventually picked up by the Daily Word; not exactly where she wants to be, but at least her foot is in the metaphorical door.

Personality & Motivation: Rachel Colletta is a passionate and driven woman, given to strong opinions and a burning need to uncover the truth. Perhaps because of her blank past, she is never content until she learns all the facts in a matter, and she's willing to use a wide array of tools to uncover the truth. Her favorite is probably verbal jousting, trying to get her target to reveal something without giving away too much herself.

Powers & Tactics: Rachel Colletta is psychic artillery, capable of laying down an impressive amount of destruction in a short time. She knows this and tends to hold back, using Accurate Attack to more precisely land her blows. She only uses her pyrokinesis in situations where none of her other powers can affect a target. Tactically she prefers to go for groups of weaker targets first, removing them from the battlefield before focusing on the bigger targets.


Complications:
Secret Past Rachel isn't human, not strictly; her and Nathan were both created by the Foundry, even if they don't remember it.
Actually Artificial Rachel's mind and personality is housed in a computer distributed throughout her brain. This leaves her open to powers that normally only affect computers, like Datalink or an EMP attack.
Hypermetabolism Rachel's psychokinesis is fueled on her own body reserves, which means she burns a lot of body fat. Normally she can keep up with her expenditure, but if she can't either her powers or her body would begin to fail.
Motivation Rachel wants to prove herself as a serious reporter. This can lead her to pursue leads unwisely.
False History The Collettas' history is elaborate, but ultimately fake. Enough digging will reveal this.


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


Combat: 10 + 8 = 18PP
Initiative: +2
Attack: +5
Grapple: +5/+6-+20 w Move Object
Defense: +15/+9 (+4 Base, +5 Dodge Focus, +6 Enhanced Defense), +5/+2 Flat-Footed
Knockback: -2/+1


Saving Throws: 5 + 3 + 11 = 19PP
Toughness: +5/+2 (+2 Con, +3 Protection)
Fortitude: +7 (+2 Con, +5)
Reflex: +5 (+2 Dex, +3)
Will: +12 (+1 Wis, +11)


Skills: 64R = 16PP
Bluff 5 (+8)
Concentration 9 (+10)
Craft (Writing) 8 (+10)
Gather Information 7 (+10)Skill Mastery
Knowledge (Art) 8 (+10)
Knowledge (Streetwise) 8 (+10)Skill Mastery
Knowledge (Pop Culture) 3 (+5)
Notice 8 (+9)Skill Mastery
Sense Motive 8 (+9)Skill MasteryFeats: 10PP
Accurate Attack
Dodge Focus 5
Power Attack
Quick Change
Skill Mastery (Gather Information, Knowledge [Streetwise], Notice, Sense Motive)
Uncanny Dodge (Auditory)


Powers: 12 + 3 + 49 + 3 + 2 = 69PP
All powers have the Psychic Descriptor

Enhanced Defense 6 (Psychoactive Interception) (Telekinesis) [12PP]

Flight 1 (10 MPH, Extra: Affects Others [+1]) (Pair Flying) (Telekinesis) [3PP]

Psychokinesis Array 18 (36 PP, Feats: Dynamic Alternate Power 5, Subtle, Variable Descriptor [Bludgeoning, Slashing, Piercing) [49PP]
[array]DBE: Environmental Control 1-8 (7 points worth of effects [Distraction, Hampered Movement {half movement}, Heat, Reduced Visibility], 5 - 1000 ft radius) (Psychoactive Storm) (Telekinesis, Fire) [1-32PP]
DAP: Blast 1-15 (Feats: Indirect 3) (Psychoactive Pitch) (Telekinesis) [4-33PP]
DAP: Blast 1-10 (Extra: AoE/Burst [General]) (Psychokinetic Storm) (Telekinesis) [3-30PP]
DAP: Blast 1-10 (Extra: Range/Perception) (Pyrokinetic Ignition) (Fire) [3-30PP]
DAP: Move Object 1-15 (Feat: Precise) (Psychoactive Motion) (Telekinesis)[3-31PP]
DAP: Flight 1-12 (Stacks with Flight 1 for Flight 2-13, 25 MPH to 100,000 MPH, Feats: Progression 3 [Affects Others, 25 targets], Extra: Affects Others [+1]) (Crowd Flight) (Telekinesis) [3-36PP][/array]
Protection 3 (Psychokinetic Reinforcement) (Telekinesis) [3PP]

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


Drawbacks: (-0) + (-0) = -0PP
 
[table][tr][td]ATTACK[/td][td]RANGE[/td][td]SAVE[/td][td]EFFECT[/td][/tr]
[tr][td]Unarmed[/td][td]Touch[/td][td]DC 15[/td][td]Toughness (Staged)[/td][td]Damage (Physical)[/td][/tr]
[tr][td]Psychoactive Pitch[/td][td]Ranged[/td][td]DC 16-30[/td][td]Toughness (Staged)[/td][td]Damage (Physical)[/td][/tr]
[tr][td]Psychokinetic Storm[/td][td]Ranged/Area [Burst/General][/td][td]DC 16-25[/td][td]Toughness (Staged) [/td][td]Damage (Physical)[/td][/tr]
[tr][td]Pyrokinetic Ignition[/td][td]Perception[/td][td]DC 16-30[/td][td]Toughness (Staged)[/td][td]Damage (Energy)[/td][/tr]
[tr][td]Distraction[/td][td]Area[/td][td]DC 5-15[/td][td]Concentration[/td][td]Distracted[/td][/tr][/table]

Abilities (20) + Combat (18) + Saving Throws (19) + Skills (16) + Feats (10) + Powers (69) - Drawbacks (0) = 152/152 Power Points

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BULLSEYE by Thevshi

 

Blue Jay

Removing the rank of Bronze Reward on Blue Jay. Buying the rank of Equipment with earned PP.
Fixing various formatting errors.

[alignright][/alignright]

Player Name: Raveled
Character Name: Blue Jay
Power Level: 12/13 (186/202PP)
Trade-Offs: +5 Attack / -5 Damage
Unspent Power Points: 15
Progress To Platinum Status: 52/120

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

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


Description:
Age: 18 (DoB: March, 1996)
Gender: Female
Ethnicity: French/Native American
Height: 5' 2"
Weight: 120 lbs
Eyes: Blue-green
Hair: Brown

Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets.

When trouble threatens she pulls on a sleeveless Claremont uniform, complete with gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk. Her mask is molded to fit over her eyes and forehead, and features an elongated 'nose' where most of the active sensors reside.


Power Descriptions: Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people. Her mask is a mass of active and passive sensors, bouncing IR and UV information off her surroundings, allowing her to zoom in on distant situations, and even tapping into local radio bands.


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

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

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


Personality & Motivation: Antoinette is a withdrawn, private, intense woman. For most of her life silence meant survival, and even if that is not technically true she still falls back on old habits. She can be rather brusque, even rude to others; she grew up in a tight-knit community where social graces were not greatly valued. She will treat individuals with talent respectfully, but she usually demands to see that talent demonstrated, first.

Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. She works intently to make up for her lack of super-powers, secretly afraid of not living up to her own notion of this world's heroes. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failure at something she deems important.


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


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


Abilities: 5 + 14 + 8 + 0 + 6 - 2 = 31PP
Strength: 15 (+2)
Dexterity: 24 (+7)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 8 (-1)


Combat: 14 + 12 = 26PP
Initiative: +15
Attack: +7 Base, +15 Strike, +15 Bows
Grapple: +10
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -5, -2 Flat-Footed


Saving Throws: 4 + 5 + 4 = 13PP
Toughness: +10 (+4 Con, +6 Defensive Roll), +4 Flat-Footed
Fortitude: +8 (+4 Con, +4)
Reflex: +12 (+7 Dex, +5)
Will: +7 (+3 Wis, +4)


Skills: 172R = 43PP
Acrobatics 8 (+15) Skill Mastery
Climb 12 (+15) Skill Mastery
Concentration 7 (+10)
Craft (Mechanical) 5 (+5)
Disable Device 10 (+10)
Escape Artist 13 (+20)
Intimidate 12 (+11)
Knowledge (Life Sciences) 5 (+5)
Languages 2 (Algonquin, French [Native], English)
Medicine 7 (+10)
Notice 12 (+15) Skill Mastery
Perform (Dance) 2 (+1)
Search 15 (+15) Skill Mastery
Sense Motive 12 (+15)
Sleight of Hand 3 (+10)
Stealth 17 (+24)
Survival 17 (+20)
Swim 13 (+15)


Feats: 45PP
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Specialization (Bows) 4
Attack Specialization (Strike) 4
Benefit (Native: Terminus)
Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)
Critical Strike
Defensive Attack
Defensive Roll 3
Dodge Focus 4
Equipment 1
Evasion 2
Favored Enemy (Robots)
Favored Environment (Forest)
Hide in Plain Sight
Improved Critical 2 (Bows)
Improved Initiative 2
Improvised Tools
Luck
Move-By Action
Power Attack
Ranged Disarm
Ranged Pin
Skill Mastery (Acrobatics, Climb, Notice, Search)
Takedown Attack
Track 3 (Full Speed; Visual)
Uncanny Dodge (Auditory)


Equipment: 1PP = 5EP
[equip]Camera [1EP]
MW Rope [1EP]
MW First-Aid Kit [1EP]
Handcuffs [1EP]
Mini Tracer [1EP][/equip]


Powers: 13 + 8 + 1 + 4 + 3 = 29 PP

Device 4 (20 PP, Easy to Lose, Feat: Subtle [Collapsible]) [13PP] (Bow & Quiver)

[device]Bow Array 7.5 (15 PP, Feat: Alternate Power 4, Improved Range 1 [x2]) [20PP][/device]
[array]BE: Blast 3 (Extra: Autofire [5], Feat: Improved Range 1 [Stacks for 2 (x5 for 150 ft)], Mighty 2, Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Flurry)
AP:]/u] Blast 3 (Extra: Area [Targeted, Shapeable] Feat: Mighty 2, Progression [Area, 2 5' Cubes per Rank], Variable Descriptor [Slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Against the Crowd)
AP: Drain Toughness 5 (Extra: Affects Objects [+1], Ranged) [15/15PP] (Acid Arrow)
AP: Snare 5 (Extra: Contagious) [15/15PP] (Glue Arrow)
AP: Leaping 1 (x2, Move action, Extra: Linked [Speed, Super-Movement, +0]) [1PP] + Speed 1 (10 MPH, Extra: Linked [Leaping, Super-Movement, +0]) [1PP]
+ Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [Leaping, Speed, +0]) [4PP] [6/15PP] (Magnetic Grapple Arrow)[/array]

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

[device]Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3PP]

Super-Senses 2 (Distance Sense, Time Sense) [2PP]

Super-Senses 1 (Radio) [1PP]

Communicate 3 (1 000 ft, Radio, Feat: Subtle) [4PP][/device]
Feature 1 (Temporal Inertia) [1PP]

Strike 3 (Feats: Mighty) (4PP) (Espadas Self-Defense)

Super-Strength 1 (Effective Str 20, Feat: Innate) (3PP) (Grueling Training)


Drawbacks: 0 = 0PP

DC Block

ATTACK RANGE SAVE EFFECT



Unarmed Touch DC 20 Toughness (Staged) Damage (Physical)



Arrow Flurry Ranged DC 20 Toughness + Autofire (Staged) Damage (Physical)



Arrow Against the Crowd Ranged/Area (Shapeable) DC 20 Toughness (Staged) Damage (Physical)



Acid Arrow Ranged DC 15 Fortitude Drain Toughness



Glue Arrow Ranged DC 15 Reflex Ensnared


Abilities (31) + Combat (26) + Saving Throws (13) + Skills (43) + Feats (45) + Powers (29) - Drawbacks (0) = 187/202 Power Points

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PUMPED UP by Thevshi

 

Memorial

 

As Thev pointed out, her Super-Strength DAP would have a maximum effective Strength of 74, with a resulting Heavy Load of 360 tons.

 

So, can someone please alter her Super-Strength line to the following:

 

DAP: Super-Strength 10 [20 pp] (Maximum Effective Strength: 74, Heavy Load: 360 tons)

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ADVANCED TRAINING by Thevshi

 

Myrmidon

 

Various updates and edits to bring up his history up to date, including removing and editing complications.

 

Note: Edited per Thevs' suggestions.

 

Skills:

Move 2 SP from Acrobatics +9 (+17), to +7 (+15)

+1 SP to Drive +3(+11), +1 SP to Pilot +3(+11)

Change ranks of Demolitions +3 to Swim: total +3 (+11)

Change Language(Russian) to Language (Galactic Standard)

 

Buying 3 Skill Ranks: 3 PP

+4 Drive: +7(+15)

+4 Pilot: +7(+15)

+4 Swim: +7(+15)

 

Feats - Buying 5 Feats: 5 PP

 

Skill Challenge 2: Simultaneous Task [Evasive Maneuvers while Attacking]

Skill Mastery (Drive, Knowledge [Technology], Medicine, Pilot)

Quick Change

Wealth 1 [Wealthy]

 

Equipment:

 

Remove Masterwork Demolitions Kit. [+1 EP]

Remove Selective, & Insidious from Commlink per equipment rules [+2 EP]

Adding Lock-Release Gun [1 EP], GPS Reciever [1 EP], and Geiger Counter [1 EP].

 

Powers:

 

Change Super-Senses 6 (Direction Sense, Distance Sense, Darkvision, Radio, Ultra Hearing) [6 PP] in armor to: Variable Power 1 (Any Power, 5pp pool; Extra: Action [Move] +1, Flaw: Limited [super-Sense Powers Only] -1) [6 PP]

 

Remove Feature [internal Compartments], Flight Subroutine, Quick Change Enhanced Feats from armor [+3 PP], Remove Power Feats: Indestructible and Disguised from Armor. [+2 PP]

Replace with Enhanced Feat 3 (Environmental Adaptation [High, Low, and Zero Gravity]) [3 PP].

 

Remove Enhanced Feat: Second Chance (Saves vs. Emotion Effects). Immunity (Fear Effects) and Power Feat: Regrowth from Super Soldier container [+3 PP]

Buying Immunity (Emotion Effects) [5 PP] into Super Soldier Container; Buying Speed 2 [2 PP] (Speed 3 Total) with 2 APs off of BP:Speed - Leaping 3 [1 PP] & Swimming 2 PF: Environmental Adaptation (Underwater) [1 PP]  = [9 PP]

 

Hopefully my math should check out.

 

Player Name: Semi-Autogyro
Character Name: Myrmidon
Power Level: 14 (215/215 PP)
Trade-Offs: +2 Defense, -2 Toughness
Unspent PP: 0
Progress To Gold Status: 65/90
Bronze Reward: Equipment 8/15 for Myrmidon

In Brief: SHADOW prototype clone super-soldier turned hero.

Alternate Identities: Johann "John" T. Schmidt "Smith"
Identity: Public
Birthplace: SHADOW Complex AA12, Clone Tank RC-1207
Occupation: Freelance Security Consultant
Affiliations: Claremont Academy (former student), Irregulars (former member)
Family: None, Genetically Modified Overshadow [Wilhelm Kantor] Clone

Description:
Age: 7 (DoC: May 6th, 2007)
Apparent Age: Mid 20's
Gender: Male
Ethnicity: Caucasian
Height: 6'6"
Weight: 225
Eyes: Blue
Hair: Blonde

Bodycast: Ivan Drago (Dolph Lundgren, Rocky IV)

Voicecast: Joshua Graham (Keith Szarabajka, Fallout: New Vegas)

 

Like the man he was cloned from, Myrmidon would be considered an ideal poster boy for the Reich. Tall and solidly built, he is far lighter on his feet than his frame would suggest. Working in his professional capacity as a security consultant he favors dark suits with clean lines. In his off hours, preferring to wear simple and rugged clothing that usually came from the nearby military surplus store. His combat uniform is an amalgamation of his past and present – The LACUNA (Lightweight Adaptive Combat & Utility Nanoforged Armor) suit he wears has a distinct SHADOW heritage as due to it being a working field prototype that he forcibly repossessed from his former handlers. The featureless helmet seamlessly integrates with the armor making while making a call back to his roots as a faceless SHADOW minion. In addition, it has the effect of obscuring his voice, requiring a comm-link to communicate which others.

Power Descriptions: According to the non-damaged files Raven retrieved from the SHADOW complex, Myrmidon was designed to make a peak physical and mental specimen of the normal SHADOW clone. Unlike most replica troopers this variant stock was also intended to be completely autonomous, possessing a near perfect duplication of Kantors' memories and experiences minus redactions necessary to prevent rampancy. The integrated DNA had numerous effects from heightening senses, boosting cellular regeneration, and optimizing bodily functions ranging from caloric intake to lactic acid degradation. With continuing SHADOW mental programming, flash learning, and physical training; the project scientists had succeeded in created a terrifyingly effective super-soldier prototype that would only improve with time.

History: Clone designation RC-1207 was extracted from a SHADOW research base by Raven and Daedalus as the only surviving prototype clone of what was termed Project: MARATHON, which itself was an offshoot of the Project: MIMIR. Said clone used advanced techniques for faster gestation and stable mutations compared to older model SHADOW clones. This new clone was designed to be an peak physical specimen utilizing numerous other genetic templates that were introduced to the clones during initial gestation from numerous sources such as psions, magicians, and other pre-existing meta-humans in SHADOWs' employ. If this worked, it would vastly improve the combat performance of SHADOW replica troopers. The endgame scenario of the project was to give Overshadow the perfect container for his consciousness. Luckily, Raven and Daedalus destroyed the SHADOW base and extracted the sole surviving clone and all related information that could be salvaged.

The unique nature of the clone prevented its outright destruction by the Freedom League. Daedalus, by using data found at the SHADOW complex found that the cloning process was incomplete and needed to be finished in order for the clone to fully develop. When given the green light to proceed, the immortal inventor added further social conditioning in lieu of the standard SHADOW indoctrination programming in hopes of giving the clone free will. He was wildly successful in removing most, if not all of the programming. The clone proved intelligent and physically superior, but still only had a basic grasp of social concepts and interaction. At this point Duncan Summers suggested enrolling him at the Claremont Academy to allow him to develop the necessary skills to reintegrate into society under the alias Johann Schmidt, anglicized to John Smith.

 

John spent two years at Claremont before graduating with honors, having made numerous friends and acquaintances in addition to firmly proving his allegiance to all of his naysayers. He worked well solo and as a team player, from the day to day interaction with his friends on the Irregulars to impromptu field team-ups with other heroes. After graduating he spent a few months looking at his options before deciding to become a freelance security specialist, applying his training and expertise to clients that needed someone like him. This has formed more cordial relations between him and government agencies such as AEGIS and their like. He is currently pursing a degree via the internet in Military Science as he is rarely in one place long enough to settle down. Over the past year the jet-setting hero has been spotted worldwide as he pursues his career and making sure SHADOW keeps to its namesake.

 

Personality & Motivation: John is a terse, introverted, and direct young man. That being said, he does enjoy new experiences and meeting people. He views using his abilities for good as a sort of balance to the misdeeds of his genetic donor, and is adamant that he will not be used like that ever again. John does have long term plans and goals, but he prefers to take things as they come at him as befits his 'focus on the present mindset'.  He is a very, very driven (some have called him intense) individual who gives 110% in all situations: from his hobbies to fieldwork. He is openly friendly and polite, but still remains wary of others (especially scientists) outside of his social circles.
 

Powers & Tactics: Myrmidon was created and trained to be an soldier and operative without compare. His innate knowledge of tactics allows him to easily read any combat situation, making coordination of allies or maximizing and exploiting enemy weaknesses second nature. His LACUNA Suit modes allow unparalleled versatility on the battlefield, affording him multi-role utility and capabilities. His training is focused on asymmetric warfare, infiltration, and elimination techniques. John is a combat pragmatist first and foremost never subscribing to the idea of a fair fight, and is willing to use underhanded tactics if he has to. However, he prefers to analyze a situation before going in hot if at all possible to ascertain any advantage he can garner. Once in the thick of things he favors ending a fight as quickly as possible utilizing his brutally efficient combat style, not holding back regardless of the opponent.



Complications:
A Man Chooses, A Slave Obeys: Myrmidon has vowed not be subjugated in any manner ever again and will fight till the bitter end in situations where he or others are chained/restrained/or controlled against their will.
Cold Professional: Having been mentally conditioned to be the perfect soldier, Myrmidon fully comprehends by the harsh realities of war. As such, he is willing to contemplate and potentially use methods that are frowned upon by the vast majority of the heroic community. This rings especially true when and where it concerns SHADOW; the normally taciturn Myrmidon displays that he possesses other aspects of Wilhelm Kantors' besides just his appearance, namely Overshadows' legendarily frosty demeanor and temper.
Sins of the Father: Overshadow/SHADOW enemies tend to be his enemies until aware of who/what Myrmidon exactly is, and the same applies in reverse for allies of Overshadow/SHADOW. Due to this, Myrmidon most definitely gets off on the wrong foot with any heroes/people that know what Overshadow/Shadow Clones look like under their masks. Furthermore, Myrmidon possesses first-hand experience and classified knowledge of SHADOW and its various assets. Because of this SHADOW has declared him a wanted fugitive, so he attempts to keep as low of a profile as possible, deferring his contributions and preferring to remain anonymous versus the spotlight.

Abilities: 16 + 16 + 16 + 10 + 0 + 0 = 58 PP
Strength: 26 (+8), 41 Carry Capacity
Dexterity: 26 (+8)
Constitution: 26 (+8)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 20 + 20 = 40 PP
Initiative: +8; +21 w/ Knowledge [Tactics]
Attack: +10
Grapple: +21
Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed
Knockback: -5

Saving Throws: 2 + 2 + 7 = 11 PP
Toughness: +10 (+8 Con, +2 Tough)
Fortitude: +10 (+8 Con, +2)
Reflex: +10 (+8 Dex, +2)
Will: +7 (+0 Wis, +7)

Skills: 100 Ranks = 25 PP
Acrobatics 7 (+15) Skill Mastery
Drive 7 (+15) Skill Mastery
Knowledge [Tactics] 16 (+21) Skill Mastery
Knowledge [Technology] 5 (+10) Skill Mastery
Languages 3 (English, Galactic Standard, German [Native], Sign Language)
Medicine 3 (+8, +10 Masterwork Medical Kit) Skill Mastery
Notice 12 (+12) Skill Mastery
Perform [string Instruments] 3 (+3, +5 Masterwork Instrument [Guitar])
Pilot 7 (+15) Skill Mastery
Search 5 (+10)
Sense Motive 7 (+7)
Stealth 13 (+21) Skill Mastery
Survival 5 (+5, +7 Masterwork Survival Kit)

Swim 7 (+15)

Feats: 27 PP
Accurate Attack
All-Out Attack
Benefit 2 (Use Knowledge [Tactics] to Feint & Trick, as Move Actions)
Benefit (Use Knowledge [Tactics] for Initiative Checks)
Defensive Attack
Equipment 0 (+10 Bronze Reward)
Evasion
Hide in Plain Sight
Leadership
Luck 2
Masterful Tactics (Use Knowledge [Tactics] to spot ambushes & avoid feints)
Master Plan 2 (Use Knowledge [Tactics] for Master Plan checks)
Power Attack

Quick Change
Rallying Cry
Set Up

Skill Challenge 2 (Simultaneous Task [Evasive Maneuvers while Attacking])
Skill Mastery 2 (Acrobatics, Drive, Knowledge [Tactics], Knowledge [Technology], Medicine, Notice, Pilot, Stealth)
Take-down Attack
Teamwork 3

Wealth 1 [Wealthy]

 

Equipment: 10 PP = 50 EP

Arsenal (12+7) = [19 EP]
Damage 3 (Extra: Range +1, PFs: Mighty x5, Subtle) [12 EP]

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

 

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


Enhanced Comm-link (Camera/Cellphone/Digital Audio Recorder/PDA/Video Camera)  [0 EP]
Aural Dampers (+5 to Saves vs. Audio Dazzle Effects) [1 EP]
Filtration Scrubbers (+5 to Saves vs. Olfactory Dazzle Effects) [1 EP]
Flash Goggles (+5 to Saves vs. Visual Dazzle Effects) [1 EP]

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

Masterwork Flashlight [0 EP]

GPS Reciever [1 EP]

Geiger Counter [1 EP]

 

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

Corrosion 1 (PF: Precise) [4 EP]
Radio Scrambler: Obscure 6 (Radio; Flaw: Range [Touch] -1, [250 ft. Radius]) [3 EP]
Masterwork Handcuffs (+5 DC to removal checks [DC 30 Disable Device / DC 40 Escape Artist]) [2 EP]
Masterwork Medical Kit (+2 to Medicine Checks) [1 EP]
Masterwork Survival Kit (+2 to Survival Checks) [1 EP]

Plasma Cutter:

Lock-Release Gun [1 EP]

 

Miscellaneous Equipment (1+1) = [2 EP]


Super-Senses 1 [Time Sense (atomic watch)] [1 EP]
Smartphone[0 EP]

Masterwork Guitar (+2 to Perform [string instruments] Checks) [1 EP]

 

Vehicle (0) = [0 EP]

Compound Bow:

Powers: 24 + 36 = 60 PP

Descriptors: Genetic, Training, Technology

Device 6 'LACUNA Suit' (30 PP Container, Flaws: Hard-To-Lose -1, PFs: Restricted [sTR/DEX/CON 25+]; Drawback: Noticeable [suit alters itself to mimic adapted & alt. capabilities] -1) [24 PP] (Technology)
BP: 'React Subroutine' - Adaptation 2 (Extra: Controllable +1) [14 PP]
AP: 'Cloak Subroutine' - Concealment 6 [All Visual & Auditory] (Drawback: Action [Move] -1, PF: Close Range) + Super-Movement 1 (Trackless) [1 PP]
AP: 'Armor Subroutine' - Enhanced Feat 1 (Ultimate Save [Toughness]) + Immunity 2 (Critical Hits) + Protection 0 (Extra: Impervious 10) + Super-Strength 0 (PF: Bracing) [1 PP]

Enhanced Feats 3 (Environmental Adaptation [High, Low, & Zero Gravity]) [3 PP]
Immunity 5 (High Pressure, Radiation, Vacuum, Suffocation Effects) [5 PP]
Variable Power 1 (Any Power, 5pp pool; Extra: Action [Move] +1, Flaw: Limited [super-Sense Powers Only] -1) [6 PP]

 

SHADOW Super-Soldier (35pp Container [Passive, Permanent]; PF: Innate) [36 PP] (Genetic, Training)

BP: Speed 3 (50 MPH / 500 ft. per Move action) [3 PP]
AP: Leaping 3 (x10 distance; 180 ft. run/ 90 ft. stand/ 45 ft. high) [1 PP]

AP: Swimming 2 (5 MPH / 50 ft. per Move Action; PF: Environmental Adaptation [underwater]) [1PP]

Enhanced Feats 3 (Eidetic Memory, Tough x2) [3 PP]
Immunity 12 (Aging, Emotion Effects, Environmental Cold & Heat, Disease, Fatigue Checks, Poison) [12 PP]
Immunity 2 (Sleep, Starvation & Thirst; Flaw: Limited [Half Effect] -1) [1 PP]
Regeneration 5 (Recovery Bonus 1 [+9], Disabled 1 [5 hours]; PFs: Last Stand, Persistent) [4 PP]
Super-Senses 4 (Auditory [+Extended (100 ft. Notice Increments)], Danger Sense [mental], Uncanny Dodge [mental], Visual [+Extended (100 ft. Notice Increments)]) [4 PP]
Super-Strength 3 (+15 Str to Carry Capacity [Effective STR 41], +3 Str Checks) [6 PP]

 

Drawbacks: -6 PP

Vulnerability (Mind Control; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning)
Vulnerability (Mind Reading; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning)
Vulnerability (Possession; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning)

DC Block:
 

ATTACK                              RANGE               SAVE                       EFFECT
Armored Gauntlets & Greaves         Touch DC 25         Toughness (Staged)         Damage (Physical)
Compound Bow                        Ranged DC 23        Toughness (Staged)         Damage (Ballistic)
Nano-Ceramic Blade                  Touch DC 27         Toughness (Staged)         Damage (Slashing, Piercing); Crit 19-20
Plasma Cutter                       Touch DC 11         Fortitude (Staged)         Drain (Toughness)
                                    Touch DC 16         Toughness (Staged)         Damage (Energy)
Unarmed                             Touch DC 23         Toughness (Staged)         Damage (Physical)

Abilities (58) + Combat (40) + Saving Throws (11) + Skills (25) + Feats (27) + Powers (60) - Drawbacks (6) = 215/215 Power Points

Edited by Thevshi
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THUNDER, THUNDER, THUNDER....by Thevshi

 

Thrude:

Claimed some unclaimed veteran reward points. Lowered Thrude's combat PL from 11 to 10, and Astrid's from 6 to 5. Changed the Space Travel power in the device. Shuffled around skills and feats a bit. New sheet code is below.



[alignright][/alignright]Player Name: ShaenTheBrain
Character Name: Thrude ("ThrOOD")
Power Level: 11 (168/168PP)
Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness
Unspent Power Points: 0
Progress To Gold Status: 18/90 (Silver Status earned with The Scarab)
Bronze Reward: 2nd PC at PL10/150PP (This one)
Silver Reward: 7PP of Equipment for The Scarab, 4PP of Equipment for Thrude, 4PP of Equipment/Minion/Sidekick unclaimed

In Brief: Dimensionally and temporally displaced Nordic goddess teams up with a crippled ex-soldier to redeem her pantheon.

Alternate Identity: Princess Thrude Thorsdottir of Asgard, Astrid Kierkegaard
Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, and they are not in universal agreement regarding Thrude's status as an actual goddess.
Birthplace: Thrude: Valhalla, Asgard. Astrid: Freedom City, New Jersey.
Occupation: Thrude: Chooser-of-The-Slain, Goddess, Princess, Superhero, Warrior. Astrid: Former Soldier collecting disability payments, part-time Uber Driver.
Affiliations: Thrude: The Aesir, The Valkyries. Astrid: Dual-citizen of the USA and Denmark / European Union.
Family: Thrude: Thor (Father), Sif (Mother), Odin (Paternal Grandfather), Frigga (Paternal Step-Grandmother), Jord (Paternal Grandmother), Magni (Paternal Half-Brother), Modi (Paternal Half-Brother), Ullr (Maternal Half-Brother), Heimdall (Uncle), Tyr (Uncle), Bragi (Uncle), Vidar (Uncle), Vali (Uncle), Forseti (Cousin), Baldur (Uncle, Deceased), Nanna (Aunt), Hodr (Uncle, Deceased), Loki (Adoptive Grand-Uncle), Hel (Adoptive Second Cousin), Jormungandr The Midgard Serpent (Adoptive Second Cousin), The Fenris Wulf (Adoptive Second Cousin), Alvis (Fiancé, Deceased). Astrid: Anndrea Kierkegaard-Mikkelson (Mother), Johann Kierkegaard (Father), Sven Kierkegaard (Older Brother).


Description:
Age: Thrude: Incalculable (several thousand Earth-years at least). Astrid: 23.
Apparent Age: Thrude: 18. Astrid: 23
Gender: Female
Ethnicity: Caucasian Scandinavian
Height: Thrude: 6'0". Astrid: 5'6".
Weight: Thrude: 180 lbs. Astrid: 150 lbs.
Eyes: Blue
Hair: Thrude: Gold. Astrid: Blonde.

[alignleft][/alignleft]A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. One eye is tattooed with a black starburst, in honor of the eye her grandfather Odin sacrificed for knowledge, and in memory of the eye she temporarily lost in battle with the Fenris Wolf. The long, flowing golden locks she inherited from her mother shine like honey in the light of the sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes, and anchored with plates and buckles forged of gleaming silversteel. Astrid is nowhere near the idealized image of a Nordic goddess that Thrude embodies. She does keep herself in above-average shape for a mortal through daily rigorous exercise, though there is little she can do to slow the degredation of her lower half.

Thrude stands tall with the regal, almost haughty bearing one would expect of a princess, and moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. Her mother’s fierce beauty bred strong and true in Thrude; were she so inclined, lucrative modeling contracts would be her’s for the taking. Astrid shares only a fraction of that beauty. Hints of the confident, disciplined demeanor from her days of military service still linger, but they are half-buried under a shroud of subdued resentment and despair.

Power Descriptions:
As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude’s divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets break against her skin.

As a member of a pantheon where every god is a "god of war," Thrude has received training in hand-to-hand combat. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault.

As a wedding present, Alvis the dwarf runesmith forged for Thrude Hridgandr ("HREED-gahnder"), a weapon worthy of the Daughter of Storms. While not in use, Hridgandr takes the form of a simple, yet ornate drinking horn. However, when its power is needed, it transforms into a massive protean polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude’s mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical runes, killing words which summon lightning to crackle and frost to gleam along the edges. Hridgandr appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed “worthy,†it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain.

Hridgandr is, however, much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a scepter for the Princess of Storms. At the wielder’s command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. Electricity arcs up and down the wielder’s body and between their eyes. When they will it, the chill wind and fog coalesce into the spectral image of a magnificent eight-legged horse with lightning for eyes. This storm-horse lifts the wielder into the air and races across the sky at speeds many times that of sound or even light, leaving thunder in its wake.

To honor The Pact and root herself more deeply in Midgard, Thrude has invested her power into Hridgandr and left it in the hands of a mortal woman, Astrid Kierkegaard. Astrid can use Hridgandr to summon Thrude to merge with her, effectively transforming into the goddess, by sipping liquid (even a few drops) from Hridgandr while it is in the form of a drinking horn. Astrid has only a vague, hazy awareness of her time as Thrude, and Thrude has a similar dreamlike recollection of her time as Astrid. Neither woman has much control or input over the other's actions.

While in its more mundane form, Hridgandr can be carried freely by anyone. But in its true form as a massive weapon, it can only be lifted or wielded by those the magic runes engraved upon it judge "worthy," having the selfless courage and honor to defend the weak without oppressing them.


[alignright][/alignright]History:
Odin All-Father, was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye gave gifts of knowledge to the northern tribes: hunting, swordplay, literacy, even brewing, all of it knowledge he gained at great personal risk and sacrifice. With Jord, also known as Gaea, the giantess who personified the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power" or "Strength" in one of the oldest tongues ever spoken upon the European continent.

The Aesir sought to form a lasting alliance with the Dvergur. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alvis, the All-Wise, master smith. He was small of stature and humble in bearing, but of great skill and kind heart. Thrude learned much during their courtship, for Alvis rivaled even Odin in his understanding of runic lore. With Thrude by her side, he forged for her Hridgandr, a great weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir.

But her father, Thor, did not approve of the union. His pride could not bear the insult of a dwarf as a son-in-law and heir. So Thor tricked Alvis, demanding from him a "test of wisdom." All night did Thor ask questions of Alvis, questions about everything under the sun. And it was the sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all dvergur touched by Sol.

Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to quench Freyja’s appetites in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike.

[alignleft][/alignleft]It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenris, the great wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and Monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the unequaled trickster, trapped the them both with his sorcery. What purpose he intended in their capture, if there ever was one, has since been lost to time, having slipped through the cracks of the trickster-god's countless machinations. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe.

In the year 2011 of the Common Era of the Gregorian Calendar, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon Midgard once more. Goddess and monster battled once again to a stalemate, with the White Wolf escaping into the Nine Worlds while Thrude remained on Midgard. The breaking of Thrude’s prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world, so Master Mage Adrian Eldritch allowed her to stay.

Thrude remained on Midgard for a time, protecting the innocent as best she could. Eventually, she decided that she could not truly defend the human world while having no ties to it, and that she needed true freedom to move between Earth and the other worlds as she pleased, so that she could hunt and pursue threats wherever they appeared or fled. She returned to Asgard, and cast Hridgandr back to Midgard, where a worthy mortal could use it to manifest Thrude.

Hridgandr found Astrid Kierkegaard, the American-born daughter of Danish nationals. Astrid was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. strike robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism. Through Hridgandr, Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment.

Thus, upon the shoulders of these two young women rests the defense of the Earthly realm, of people who have either grown to hate the old gods, or have simply forgotten them. Upon Thrude's shoulders rests the honor and redemption of her entire pantheon, or as she knows them, her family.


Personality & Motivation:
Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naiveté to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. Astrid is a little more disciplined thanks to her military training, and a little more mellow thanks to her injury, but only a little. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. Astrid's injury and (perceived) abandonment by the military left her less idealistic and more jaded, but through her association with Thrude, she is recovering some of her old self.


Complications:
Accidents: With Hridgandr in her possession, Thrude has an intimate connection with winter and stormy weather, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use.
Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding.
Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions).
Enemies: Thrude's family has many enemies, in the heavens and on Earth. With the rest of her pantheon forbidden to set foot on Earth, she is isolated, a prime target for their wrath. The Jotnar (giants/trolls) have gone back and forth between opposing them directly (particularly Ymir of the frost giants and Surtur of the fire giants), and undermining them with trickery and deceit (the specialty of the frost giant Loki, and the many monsters he has begotten, such as the dire wolf Fenris and the great Midgard Serpent, Jormungandr). Any who walk the branches of the world-tree Yggdrasil risk encountering dragons like Nidhoggr and Fafnir. And there are people on Earth who suffered as the result of Thor's (admittedly unwilling) service to the Nazis during World War 2. They, or their descendents, may hold Thrude personally accountable. A GM should feel free to either give these ancestral foes and their schemes center-stage, or just have them show up as supporting characters at the worst possible time.
Family: Astrid's relations with her immediate family have become erratic and strained since her injury, but she does still love them, and any threat to them will take priority, even as Thrude.
Honor Before Reason: The Aesir never let a little thing like "certain death" stop them from fighting the good fight. And since "doing the right thing" is more important than "winning" or even "surviving," the ends do not justify the means. An honorable defeat is better than a dishonorable victory. Thrude can only wield Hridgandr as long as she proves "worthy" of it.
Lost Love: Thrude still grieves for Alvis, the dwarf runesmith to whom she was betrothed (before her father murdered him). A GM should feel free to inflict penalties upon Thrude when she is distracted by his memory, or when an enemy uses that memory to manipulate her, in exchange for a Hero Point.
Reputation: The Thule Society's binding of Thor into service for the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks.
Rivalry: Like many young women before her, mortal and divine alike, Thrude's relationship with her father is complicated and contentious at best. He cheated on Thrude's mother, his wife, siring bastard sons with another goddess. He murdered Thrude's betrothed. And his weakness, his inability to resist the powers of the Thule sorcerers, single-handedly ruined the reputation of his entire pantheon in the eyes of their Earthly followers. Thrude has also developed a relationship of mutual loathing and grudging respect with the armored hero Fenris, who takes the name and face of her greatest enemy as his own. Meanwhile, the current state of Astrid's life has caused tension between her and her older, financially and professionally successful brother, Mads, and her parents, who haven't done a thorough job of concealing their desire for her to be more like him.



Abilities: 16 + 0 + 16 + 0 + 0 + 8 = 40PP
Strength: 30/26 (+10/+8), 50/26 Lifting (Heavy Load: 12 tons / 920 lbs.)
Dexterity: 10 (+0)
Constitution: 30/26 (+10/+8)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 18 (+4)



Combat: 12 + 12 = 24PP
Initiative: +0
Attack: +6
Grapple: +20/+14
Defense: +6, +3 Flat-Footed
Knockback: -12/-7/-4



Saving Throws: 0 + 0 + 6 + 10 = 16PP
Toughness: +14/+8 (+10/+8 CON, +4 Protection) (Impervious 10/0)
Fortitude: +10/+8 (+10/+8 CON, +0PP)
Reflex: +6 (+0 DEX, +6PP)
Will: +10 (+0 WIS, +10PP)



Skills: 48R = 12PP
Bluff 0 (+4, +8 Attractive)
Craft (Artistic) 4 (+4)
Diplomacy 0 (+4, +8 Attractive)
Intimidate 16 (+20)
Knowledge (Arcane) 4 (+4)
Knowledge (History) 4 (+4)
Knowledge (Philosophy/Theology) 4 (+4)
Languages 8 (Anglo-Saxon [Old English], Danish, English, Faroese, German, Icelandic, Norse [Native], Norwegian, Swedish)
Ride 4 (+4)
Survival 4 (+4)



Feats: 6PP
Attractive
Benefit (Status [Goddess, Princess, Valkyrie])
Equipment 4 (20EP)Veteran RewardEnvironmental Adaptation (Storms)
Interpose
Startle
Takedown Attack
Track
Ultimate Save (Will)

Italics indicate a feat which was purchased as a power or part of a power. The cost is reflected under "Powers," below.

[device]Valhalla (PL11 HQ) [20EP]

Size: Colossal [5EP]

Toughness: +10 [1EP]

Features: [14EP]
Animal PensAoF
Combat Simulator (Einherjar)
Garage (Stables)
Gym
Holding Cells 2 (Toughness +15, Nullify 11)
Infirmary
Isolated (Asgard)
Library
Living Space
Parade GroundsAoF
PersonnelBoM (Einherjar)
Pool
Workshop [14EP][/device]


Powers: 37 + 4 + 4 + 3 + 11 + 10 + 4 + 8 = 81PP

Device 11 (55PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 ["Only The Worthy" can lift, use, or transform], Subtle [Transforms into an ornate drinking horn]) [37PP] (Magic Weapon, Rune Magic, “Hridgandrâ€)

[device][7 + 2 + 3 + 16 + 27 = 55PP]

Divine Travel 3 (6PP Array, Feats: Alternate Power) [7PP]

[array]Base Power:
Super Movement 3 (Space Travel 3) [6PP] (Magic Wind)

Alternate Power: [6PP]
Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Myth], Feats: Progression [Cargo] 2 [500 lbs.]) [6PP] ("Bifrost," The Rainbow Bridge, The World Tree, "Yggdrasil")[/array]
Environment Control 1 (Light [Moderate], 5ft radius, Extras: Action 2 [Free], Flaws: Range [Touch]) [2PP] (Magic Lightning)

Flight 1 (10MPH / 100ft per Move Action, Feats: Interpose) [3PP] (Magic Wind)

Immunity 30 (Cold Effects, Electricity Effects, Weather Effects, Flaws: Limited [1/2 Effect], Feats: Environmental Adaptation [Storms]) [16PP] (Elemental Mastery)

Storm Mastery 12 (24PP Array, Feats: Alternate Power 3) [27PP]

[array]Base Power: [11 + 12 = 23PP]

[device]Damage 4 (Feats: Affects Insubstantial 2, Extended Reach [10ft], Improved Critical [19-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, and/or Slashing Damage]) [11PP] (Hridgandr Strike, Magic Weapon)

Flight 6 (7, 1,000MPH / 10,000ft [2 miles] per Move Action) [12PP] (Magic Wind)[/device]
Alternate Power: [24PP]
Damage 14 (1,400ft Max Range, Extras: Range [Ranged], Flaws: Action [Full], Feats: Homing 2 [2 additional attempts], Improved Range 3 [1 1,400ft Range Increment], Indirect 3, Precise 2) [24PP] (Magic Lightning)

Alternate Power: [24PP]
Environment Control 10 (1-mile radius, Cold [Extreme: Check 1/min (1/10 rounds)], Hamper Movement [1/4 speed], Hamper Visibility [-4 Visual Notice/Search], Wind [Severe: -4 Auditory Notice/Search, -4 Thrown Attacks, 50% chance to extinguish protected flames, 100% chance to extinguish open flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch], Feats: Slow Fade [1 minute per Power Point, 24 minutes total], Drawbacks: Full Power) [24PP] (Storm Summoning)

[device]
All Effects Linked (+0):

Environment Control 10 (1-mile radius, Cold [Extreme: Check once per round], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [5PP]

Environment Control 10 (1-mile radius, Hamper Movement [1/4 speed], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [5PP]

Environment Control 10 (1-mile radius, Hamper Visibility [-4 Notice/Search], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [4PP]

Environment Control 10 (1-mile radius, Wind [Severe: -4 Auditory Notice/Search, -4 Thrown Attacks, 50% chance to extinguish protected flames, 100% for open flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [10PP]
[/device]
Alternate Power:
Flight 12 (13, 100,000MPH [Mach 130] / 1,000,000ft [200 miles] per Move Action) [24PP] (Magic Wind)[/array][/device]
Enhanced Constitution 4 [4PP] (Divine Might)

Enhanced Strength 4 [4PP] (Divine Might)

Features 3 (Environmental Adaptation 3 [High Gravity, Low Gravity, Zero Gravity]) [3PP] (Divine Might)

Immunity 11 (Aging, Life Support [Disease, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Poison, Suffocation], Starvation/Thirst) [11PP] (Divine Might)

Impervious Toughness 10 (Extras: Reflective [Melee Damage], Flaws: Limited [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, Magic, or Supernatural Damage]) [10PP] (Divine Might)

Protection 4 [4PP] (Divine Might)

Super-Strength 4 (Lifting STR 50 [Heavy Load: 12 tons]) [8PP] (Divine Might)



Drawbacks: (-4) + (-4) + (-3) = -11PP

Normal Identity (Astrid must sip liquid from Hridgandr to become Thrude, Frequency: Common [Full Action], Intensity: Major) [-4PP]

Vulnerability (Deceit/Trickery [Bluff, Phantasms, etc.], Frequency: Very Common, Intensity: Moderate [+50%]) [-4PP] (Gullible)

Vulnerability (Emotion Effects, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] (Divine Passion)



Abilities (40) + Combat (24) + Saving Throws (16) + Skills (12) + Feats (6) + Powers (81) - Drawbacks (11) = 168/168 Power Points



Combat Block:
ATTACK            RANGE       SAVE                        EFFECT
Unarmed           Touch       DC25/23 Toughness (Staged)  Damage (Physical)
Hridgandr Strike  Touch +5ft  DC29 Toughness (Staged)     Damage (Energy and/or Physical)
Lightning         Ranged      DC29 Toughness (Staged)     Damage (Energy)



Normal Identity: Astrid Kierkegaard
Power Level: 5
Tradeoffs: None
Power Points: 66



Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP
Strength: 14 (+2) (Heavy Load: 175 lbs.)
Dexterity: 14 (+2)Paraplegic
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 14 (+2)



Combat: 12 + 12 = 24PP
Initiative: +2
Attack: +6
Grapple: +8
Defense: +6Paraplegic, +3 Flat-Footed
Knockback: -2



Saving Throws: 3 + 3 + 5 = 11PP
Toughness: +4 (+2 CON, +2 Body Armor)
Fortitude: +5 (+2 CON, +3PP)
Reflex: +5Paraplegic (+2 DEX, +3PP)
Will: +5 (+0 WIS, +5PP)



Skills: 52R = 13PP
Climb 3 (+5)
Drive 3 (+5)
Intimidate 3 (+5)
Knowledge (Current Events) 4 (+4)
Knowledge (Pop Culture) 4 (+4)
Knowledge (Tactics) 4 (+4)
Languages 1 (Danish, English [Native])
Medicine 4 (+4)
Notice 5 (+5)
Profession (Soldier) 5 (+5)
Search 5 (+5)
Stealth 3 (+5)
Survival 5 (+5)
Swim 3 (+5)



Feats: 6PP
Endurance
Equipment 4 (20EP)
Prone Fighting

[device]Equipment: 4PP = 20EP

Collapsible Baton
Damage 2 (Feats: Mighty, Subtle) [4EP]

Ballistic Vest
Protection 2 (Feats: Subtle) [3EP]

Tesla Model S Luxury Sedan (Vehicle) [13EP]
Size: Huge [2EP]
Strength: 35 [1EP]
Defense: 8
Toughness: 10 [1EP]
Features: Alarm (DC20), Disabled Driver Conversion (All Hand-Operated Controls), GPS Navigation System [3EP]
Powers: Speed 4 (100MPH / 1,000ft per Move Action) [4EP], Super-Senses 2 (Direction Sense, Time Sense) [2EP][/device]


Drawbacks: -4PP

Disability (Paraplegic, Frequency: Common, Intensity: Major) [-4PP]

In some situations, she will effectively be immobile, and/or have an effective Dexterity and/or Reflex of 0, because of this drawback.



Abilities (16) + Combat (24) + Saving Throws (11) + Skills (13) + Feats (6) + Powers (0) - Drawbacks (4) = 66 Power Points



Combat Block:
ATTACK   RANGE  SAVE                     EFFECT
Unarmed  Touch  DC17 Toughness (Staged)  Damage (Physical)
Baton    Touch  DC19 Toughness (Staged)  Damage (Physical)

Edited by Thevshi
Link to comment

THOUGHT SCANNED by Thevshi

 

The Scarab:

Retooled the array, shuffled the skills and feats around, increased Charisma. Code for new sheet below.


[alignright][/alignright]Player Name: ShaenTheBrain
Character Name: The Scarab
Power Level: 15 (230/230PP)
Tradeoffs: -5 Attack / +5 Damage (Mind Reading)
Power Points Unspent: 0
Progress To Gold Status: 80/90
Bronze Reward: 2nd PC at PL10/150PP (Thrude)
Silver Reward: 7PP of Equipment for The Scarab, 4PP of Equipment for Thrude, 4PP of Equipment/Minions/Sidekick unclaimed

In Brief: Phenomenal psionic power contained in a fragile mortal shell.

Alternate Identities: Elena Guerrero (Current Incarnation), Alexander Rhodes (Previous Incarnation), Prince Heru-Ra of Egypt (Original Incarnation)
Identity: Secret
Birthplace: Santa Lucia, California, USA
Occupation: Freelance Legal Consultant, Philanthropist
Affiliations: Freedom City Historical Museum (Donor), Freedom City Ledger (Lifetime Subscriber), Freedom City Public Library (Donor), Freedom City University (Alumnus, Donor), Law Office of Nelson & Bannerly (Pro Bono Consultant), Rhodes Foundation (Board of Directors, Shareholder)
Family: Josefina Vasquez de Guerrero (Mother, Deceased), Eduardo Guerrero (Father, Deceased)


Description:
Age: 34 (DoB: 1979)
Ethnicity: Latina
Height: 5'7"
Weight: 135 lbs.
Hair: Black
Eyes: Brown

Unlike the bright scarlet and yellow tights worn by her "predecessor," the "new" Scarab's costume consists of menacing armor plates overlapping in subdued shades of crimson and gold. The massive cape extending from under the shoulder plates never ceases to flow and billow dramatically behind her, subtly guided by her telekinesis. Careful observers will quickly realize that, even when she chooses to walk rather than fly, her feet never quite touch the ground. She cultivates an unsettling mystique with these subtle details.

Out of costume, Elena Guerrero blends in with millions of other upwardly-mobile female professionals in law or big business. She tends toward tailored skirtsuits, sweaterdresses, and other outfits which could be described as "understated; feminine and elegant, but unremarkably so." She tends to wear combinations of different shades of red and gold, so as to provide convenient color-coding for the imaginary readers of the Freedom City PBP comic books. When it comes to clothing, she believes in paying for quality, rarely to the point of extravagance.

Elena focuses on cerebral and scholarly pursuits to the exclusion of physical ones, and her body suffers for it. She is quite healthy, with a robust immune system, but she is not athletic. She is fortunate enough to have been born with genes which make weight more difficult to put on than to keep off, but what flesh she does carry lacks muscle tone. Her physique is petite, but doughy. Her facial features are conventionally pretty, but not exceptionally so.

Power Description:
The Scarab’s powers do not usually manifest visibly in their use, only in their effect. If she does choose to make them visible, then glowing auras of gold and/or scarlet appear around her (usually her head and/or hands) and/or the target(s) of the power. Sometimes, these auras take the form of spectral scarab beetles swarming over her target.


History:

Heru-Ra
In approximately 3,000 B.C.E., Heru-Ra was the crown prince of the Egyptian Empire. He lacked interest in politics, neglecting matters of the physical world in favor of the philosophical and theological. Through a unique combination of meditation, contemplation, self-denial, physical exertion, and self-flagellation, he managed to achieve a measure of Enlightenment, thousands of years before the bodhisattvas and messiahs who would follow him. Heru-Ra awakened the part of his soul the Egyptians called the ka, gaining the power to exert his will directly upon the world around him.

Heru-Ra's closest friend was the sorcerer-priest Tan-Aktor. The two young men shared an interest in the study of the paranormal, and they fought together often to defend Egypt from the supernatural threats of the ancient world. In their greatest victory, they prevented the evil sorcerer Ka-Khemet from using the stolen Milk of The Sun to help the minor god Sobek usurp control of the Egyptian pantheon. Ka-Khemet and his minions had sought to transfer their essences into the eggs of the crocodile god, emerging as immortal hybrid monsters. But the combined might of Heru-Ra and Tan-Aktor defeated the sorcerers, trapping them within the eggs for all eternity.

Unfortunately, Tan-Aktor's lust for power soon overshadowed his loyalties to his friend and his pharoah. Along with his treacherous lieutenant Khar-Hotep, he tried to murder the royal family and seize the throne. His coup-d'etat failed, and both he and his former comrade Heru-Ra died striking each other a death blow. With Tan-Aktor dead, punishment for the failed treason fell squarely upon Khar-Hotep, who was cursed with eternal unlife and buried alive with a horde of flesh-eating scarab beetles.

When Heru-Ra and Tan-Aktor stood before their gods for judgement, Heru-Ra demanded that no other but he be allowed to punish Tan-Aktor for his treachery. Impressed with his courage but insulted by his arrogance, the gods chose to punish Heru-Ra in the manner gods have always preferred above all: They gave him exactly what he asked for.

Heru-Ra and Tan-Aktor were both doomed to a cycle of unending reincarnation, constantly dying and being reborn like a pair of scarab beetles from the dung. They would chase each other around the wheel of life and death, locked in eternal battle. In every new life, Heru-Ra fought to protect the innocent and uphold justice, while Tan-Aktor sunk deeper into brutality and depravity in his twofold quest to accumulate personal power and to rid himself of his eternal foe.

Alexander Rhodes
Alexander Rhodes was a wealthy financier and philanthropist, the C.E.O. of the Rhodes Foundation, the financial powerhouse his family had built. Rhodes had always been fascinated with Ancient Egypt, collecting every relic he could get his hands on. It wasn't until 1961 that he understood why. Like many before and since, Rhodes underwent hyponotic regression on a lark. Although meant "for entertainment purposes only," the attempt to remind Rhodes of past lives was a resounding success, revealing to him his true nature as the reincarnation of Prince Heru-Ra and reawakening his ka. With his newfound power, he put on a mask and cape and helped to usher in the resurgence of costumed superheroes as The Scarab.

The Centurion and The Scarab were the the longest-running members of the original Freedom League. The Scarab’s psychic powers and diplomatic nature helped him to fulfill the role of peacemaker on the team, settling conflicts and facilitating teamwork. For nearly 20 years, he was a leader, mentor, comrade and friend to the world’s greatest heroes.

Although Rhodes never personally met the Nazi sorcerer Wilhelm Kantor, he clashed frequently with agents and pawns directed by the reincarnation of his eternal nemesis. Kantor, now calling himself "OverShadow," immediately recognized The Scarab's iconography as the heraldry of Heru-Ra, and over the next two decades, he wasted countless resources in single-minded attempts to destroy his old foe. But time and time again, The Scarab and the Freedom League foiled OverShadow’s attempts at world conquest.

In 1979, seeking to rid himself of his eternal foe once and for all, OverShadow recovered Sobek's eggs and removed his curse, allowing them to hatch and unleash the Scions of Sobek upon the world. OverShadow then manipulated the crocodile-headed sorcerers into hunting down The Scarab. The Scions clashed with the Freedom League at the newly-christened Pyramid Plaza, with all but The Scarab falling prey to their mind control powers. The Scarab managed to break their hold over the League with the aid of the rookie psionic hero Brainstorm, but the effort cost both heroes their lives.

The general public believes that Alexander Rhodes suffered a fatal brain aneurysm. This was technically true, although the public does not know that it was related in any way to the incident at Pyramid Plaza. Daedalus fulfilled the previously agreed-upon contingency plans regarding The Scarab’s corpse. Decoy bodies were cloned. One was buried in the public grave of Alexander Rhodes, while the other was interred in a fake burial chamber in The Scarab’s Lair, the underground base Rhodes had constructed beneath the site that would eventually become Pyramid Plaza. The real body was hidden in a secret chamber of The Lair. Brainstorm was posthumously inducted into the Freedom League, and iconography depicting both him and The Scarab can be found on Heroes Knoll and all around Pyramid Plaza. In accordance with Rhodes' last will and testament, his controlling interest in the Rhodes Foundation passed to his trusted assistant, Maria Hernandez. She also inherited the secret responsibility for tending to The Scarab's Lair. Maria eventually she passed this sacred trust to her daughter, Sofia Cruz, who also eventually took her mother's place as C.E.O. of the Rhodes Foundation.

Elena Guerrero
Adrian Eldritch also had a role in the contingency plans for The Scarab’s death. He cast a spell which obscured any attempt to locate the next reincarnation of Heru-Ra. This protected that next incarnation from OverShadow, but also hid her from any of The Scarab’s allies. Left to her own devices, it would be nearly 30 years before she of Heru-Ra became fully aware of her own destiny.

Elena Guerrero was conceived in 1979, at the moment of Alexander Rhodes’ death. Physicians had told Josefina and Eduardo that they would never conceive a child, but the soul of Heru-Ra overcame all biological barriers. Subsequent attempts by the couple to provide Elena with siblings were not successful.

Josefina and Eduardo were illegal Medican immigrants, who made it over the border just in time for Elena to be born in Southern California, becoming an American citizen by default. The family settled in Santa Lucia, a small city with a large, poor Latino population, and an affluent Caucasian minority.

Some children are born with a silver spoon in their mouth. Elena's parents would say that instead she was born with a sword in one hand and a shield in the other. As a child, her play consisted of fantastic games of make-believe featuring brave warrior-princes clashing with evil sorcerers on ancient battlefields. There was no schoolyard bully she wouldn’t confront, and no poor child with whom she wouldn’t split her sandwich at lunch. As childhood gave way to adolescence, childish games stood aside to make room for a revolving door of “noble causes.†Elena’s parents indulged her pickets and protests with equal parts amusement and pride.

An above-average student, Elena managed to win a scholarship to Freedom City University, where she earned both her undergraduate degree and her juris doctorate. As a lawyer, she planned to use “the system†to oppose injustice and oppression, to fight for those who couldn't fight for themselves. During her studies at FCU, Elena was amazed how Freedom City felt more like "home" to her than Santa Lucia ever did. Sometimes, she would spend hours just standing on the observation deck of Pyramid Plaza, daydreaming about flying across the skyline.

Unfortunately, her graduation from FCU was a bittersweet occasion, as both of her parents had succumbed to cancer mere days before the ceremony. And these were not isolated incidents. Many people in Santa Lucia were either having difficulty conceiving children, or were dying premature, cancer-ridden deaths, as a direct result of illegal toxic waste dumping by Locusta Pharmaceuticals, a joint venture between subsidiaries of Delphic Industries and Grant Conglomerates (which are ultimately pawns of The Labyrinth). a wholly-owned subsidiary of Grant Conglomerates. Specifically, it was the poor Latino residents who were dying, while the upper-class Caucasian minority looked the other way. Bribing them cost Locusta less than cleaning up the dump sites and enacting new safety procedures.

The townspeople finally organized a class-action lawsuit against Locusta, but they couldn't afford a lawyer. Elena, fresh out of law school, volunteered to try the case pro-bono. Despite her lack of experience, the townsfolk were enthusiastic about a local-kid-done-good spearheading the effort. They had a lawyer they could trust, a mountain of evidence, and a line of credible witnesses. It appeared to be an open-and-shut case, which is why everyone was so surprised when they lost.

Witnesses either disappeared or recanted their testimony. Existing evidence was lost or destroyed, while new evidence on behalf of Locusta “appeared.†The jury didn't even bother to deliberate before handing in a verdict in favor of Locusta Pharmaceuticals.

The *crack* of the judge's gavel echoed like a thunderclap in Elena's head, setting off explosions behind her eyes. Suddenly, everything became clear to her. She started hearing the thoughts of other people, some who weren’t even present at the trial. She saw past events as if they were happening right then and there in front of her. She saw the bribes, the blackmail, and the violence, all threads in the grand tapestry of atrocity Locusta had woven around Santa Lucia. Overwhelmed and demoralized, she staggered out of the courtroom, drank herself to sleep, and caught the first bus out of town.

It would be her first and last case as an attorney. Her defeat completely disillusioned Elena regarding the entire legal system. It wasn’t a shield with which she could protect the innocent and defenseless. It was a bucket in which the rich and powerful could drown those people to save a few dollars on their bottom line. If the system was so easily and thoroughly subverted by Evil, then she needed to restore the balance.

Elena spent the next few months learning how to control her new powers, and how to profit from them. Precognition helped her make a killing on the stock market (and in one state lottery). Telepathy paved the way for a new career as an "independent legal consultant." Her powers helped select jury members who would render a favorable verdict, and who would be resistant to coercion from the opposing side. Those same powers could verify or refute testimony, and leave no evidence uncovered. No matter what dirty tricks the opposing legal teams or their employers used to obscure the truth or distract from it, Elena’s powers let her stay one step ahead of them. None of the law firms she worked alongside knew about her superhuman abilities; they thought she was "just that good." Most of those firms paid top dollar for her services, though she would aid “underdog†causes free of charge.

The money piled up faster than she could spend it. She donated most of it to charity, or gifted it anonymously to the individual victims the system had failed. But no matter how many cases she helped win for “the good guys,†or how much money she gave away, her sleep was tormented with nightmares. She couldn't rid herself of the nagging feeling in the back of her mind that it wasn't enough, that she had to do more.

Several years after her crushing defeat in that first courtroom, Elena found herself back in Freedom City. The closer she got to the downtown area, the clearer the visions became. By the time she reached Pyramid Plaza, she remembered the location of the secret entrance into the underground complex. She realized that the daydreams and nightmares were memories. Once inside The Scarab’s Lair, her lair, everything finally made sense.

Minutes later, Sofia Cruz crept down into The Lair, shotgun in hand, responding the to the alarms reporting a security breach. She was skeptical of Elena at first, but Elena passed every test. She identified the fake tomb of Alexander Rhodes for what it was, and guided Sofia unerringly to his true resting place. She was able to tell Sofia things, about herself, her mother, and about Rhodes, that no one else would or could know. Eventually, Sofia was convinced, and pledged her renewed support.

At long last, almost thirty years since his death, The Scarab was reborn, and all the pieces were in place to make up for lost time.


Personality & Motivation:
Each incarnation of Heru-Ra is an individual, with their own experiences and quirks, shaped by whatever bodies, families, cultures and time periods into which they happened to be born. But they are also connected to the experiences of every other lifetime that soul has lived. The first and the most recent incarnations tend to be the loudest, clearest voices in the choir, but all the voices come through, even if only as a dull roar in the background. Some traits remain constant in every incarnation. At its core, the soul of Heru-Ra is an unbreakable spirit, courageous, generous, and unflinchingly self-sacrificing, often to a fault.

In and out of costume, Elena carries herself with an air of serene, almost unflappable nobility. She walks tall, speaks deliberately, and looks everyone directly in the eye. What some mistake for indifference or repression is in fact the calm confidence of someone who really has “seen it all.â€

The Scarab’s powers force her to be empathic. They allow her to see the best in others even when they cannot see it in themselves. They force her to see the world as others see it, to feel their joy and pain as if it were her own. This drives her to begin every conflict by seeking peaceful resolution, striving to turn today’s enemy into tomorrow’s ally. However, once a foe exhausts her formidable patience, there is no gradual progression between “understanding counselor†and “ruthless warrior.†Her trigger has a heavy pull, but once pulled, the result is as sudden and decisive as any other gunshot. She always gives her enemies a chance, but she rarely gives them a second one.

Having both five millenia of accumulated life experience and one of the most powerful telepathic minds in the history of the world tends to make The Scarab almost uncomfortably blunt in social interactions. She usually manages to stop short of insulting people or hurting their feelings, but she also speaks frankly about taboo subjects, and gives voice to matters others leave unspoken. She has little patience for engaging in deception or manipulation, or indulging it in others.

When it comes to matters of the heart and the flesh, Heru-Ra has always been open-minded, in any incarnation. This soul has lived at every point along the spectrums of ethnicity and gender identity, all the while seeing into the minds and souls of so many others. After a hundred lifetimes of watching the fickle human standards of beauty change from one culture and generation to the next, very little importance is placed upon upon the particular body those souls come wrapped in.

When Elena puts on the mask of The Scarab, she changes her persona to match. Her speech pattern and word choice leans harder toward the dramatic and formal, even archaic. Like most heroes from the Silver Age, she is prone to grand gestures, long-winded moralizing, and downright “hammy†speeches. The Scarab does not "speak;" she proclaims, and occasionally, she quips.


Powers & Abilities:
The Scarab is the archetypal "Psionic" superhero, able to exert her will directly on the world around her, both the physical objects and the minds of other sapient beings. She can move objects from a distance, without touching them, at amazing speeds. She perceives the thoughts of those around her, and the psychic echoes those thoughts leave behind, without the normal constraints of time or space; past, present, and future events are all potentially open to her. She can also project her own thoughts into the minds of others. If she chooses, she can project her thoughts into the minds of others so forcefully that she overwhelms them, seizing control or inflicting injury.

She is also able to tap into the experiences of her past lives, although the process of sifting through those memories is neither complete nor consistent. When she makes contact with the mind of another, the “voice†they “hear†is often a choir made up of the distinct voices of a hundred different lifetimes, all speaking in unison.

These powers come at a cost. Even the “enlightened†human mind has limits to the amount of information it can take in and process, and The Scarab’s mind receives a staggering amount of input. She has had to develop almost superhuman levels of concentration and willpower to compensate, and even still, the strain of her powers frequently cause painful migraines, fatigue, and many nights of restless sleep, as visions of lives lived and events yet to come seep into her dreams.


Complications:
Addiction: Elena ingests copious amounts of caffeine and over-the-counter painkillers, to compensate for the migraines, fatigue, and loss of sleep caused by her powers. Occasionally, she must even resort to prescription-strength amphetamines and painkillers to keep herself going. If she is denied access to these medications, then she can suffer penalties as if she had a “Weakness†drawback, with the interval and severity of the cumulative penalties at the GM’s discretion.
Enemy (The Labyrinth): The Labyrinth is not currently aware that Elena Guerrero is behind so many of the lawsuits and indictments that Delphic Industries and Grant Conglomerates have failed to repel in the last few years, nor are they aware that Elena Guerrero is The Scarab. However, Taurus does know that The Scarab is the reincarnation of Heru-Ra. Constantine Urallos, Jonathan Grant, Elena Guerrero, and Sofia Cruz all live at Pyramid Plaza in close proximity to one another. The corporate offices for both Delphic Industries and Grant Conglomerates are also based in Pyramid Plaza.
Enemy (SHADOW): OverShadow is the reincarnation of Tan-Aktor, eternal foe of Heru-Ra. He does not know the identities of The Scarab (past or present), but he does know that both Scarabs are Heru-Ra reincarnated.
Family & Friends: Sofia Cruz is both like a daughter and like a sister to Elena. Sofia is married, with children. Any threat to the safety of Sofia or any member of her family will consume the totality of Elena’s attention until it is dealth with.
Feedback: If damage is inflicted on the target of The Scarab’s Mind Control or Mind Reading powers, then she may receive psychosomatic damage as well. She may also receive damage if her Mind Reading, Postcognition, or Precognition powers reveal particularly intense or traumatic memories. (See the “Feedback†flaw in the description of the “Mind Reading†power in Ultimate Power for details.)
Legacy: The soul of Heru-Ra has walked the Earth for over a hundred lifetimes. In each one of them, friends and enemies were made, and debts were accumulated on all sides. Elements from any one of those lifetimes could come back to haunt Elena in the present.
Nightmares: Elena’s telepathic and post/pre-cognitive powers and past-life memories tend to slip into her dreams, robbing her of restful sleep and leaving her Fatigued.
Power Loss (Lead): The Scarab’s psychic powers cannot penetrate a lead barrier of at least 5mm / 1/4 inch thickness. Any mental connection she has with a target will be immediately severed if that target retreats behind such a barrier relative to her.
Power Loss (Teleport Beacon): Any power effect, such as Obscure Radio, which would interfere with Radio Communication or Radio-type Super-Senses, will also disrupt the teleport beacon’s signal to The Scarab’s Lair, making it impossible to open a teleportal at the beacon’s location.
Prejudice: Elena is female, Latina, openly bisexual, and “new money.â€
Reputation: The Scarab has engaged in an on-again/off-again romantic relationship with the super-spy and cat-burglar known as Bombshell, in multiple lifetimes. Bombshell has found herself on both sides of the law in the past. Accusations of that relationship are now a matter of public record, and The Scarab has never publicly responded to those accusations. In the eyes of some, the rumors of that relationship call into question The Scarab’s status as a hero.
Secret (Identity): It is not public knowledge that Elena Guerrero is The Scarab, or that The Scarab is the reincarnation of Prince Heru-Ra of Egypt.



Abilities: 0 + 0 + 4 + 8 + 12 + 8 = 32PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 22 (+6)
Charisma: 18 (+4)



Combat: 8 + 8 = 16PP
Initiative: +8/+4 (+4 INT, +4/+0 Enhanced Improved Initiative)
Attack: +4 Base, +10 Telekinesis (+4 Base, +6 Accurate), +10 Mind Reading (+4 Base, +6 Accurate)
Grapple: +4 (+4 Attack, +0 STR), +20 Telekinesis (Power Rank 10, +10 Attack)
Defense: +10/+4 (+4 Base, +6/+0 Shield), +2 Flat-Footed
Knockback: -1, -5 Force Field, -1 Flat-Footed



Saving Throws: 2 + 4 + 14 = 20PP
Toughness: +10/+2 (+2 CON, +8/+0 Force Field), +2 Flat-Footed
Fortitude: +4 (+2 CON, +2PP)
Reflex: +10/+4 (+0 DEX, +4PP, +6/+0 Enhanced Reflex)Evasion
Will: +20 (+6 WIS, +14PP)



Skills: 80R = 20PP
Concentrate 9 (+15)Second Chance
Diplomacy 11 (+15)Skill Mastery
Gather Information 8 (+20/+12)Discrete Inquiry, Skill Mastery, Well-Informed
Investigate 8 (+20/+12)Skill Mastery
Knowledge (Business) 4 (+8)
Knowledge (Civics) 4 (+8)
Languages 4 (American Sign Language, Egyptian, English [Native], Latin, Spanish)
Medicine 1 (+15/+7)Skill Mastery
Notice 6 (+20/+12)Skill Mastery
Perform (Oratory) 11 (+15)Skill Mastery
Search 8 (+20/+12)Skill Mastery
Sense Motive 6 (+20/+12)Skill MasteryFeats: 10PP
Beginners Luck
Benefit 3 (Status [Legacy of The Scarab], Wealth 2 [Rich])
Challenge (Discrete Inquiry) 4
Connected
Equipment 7 (35EP)Veteran RewardEvasion
Improved Initiative
Improvised Tools
Interpose
Jack of All Trades
Quick Change
Second Chance (Concentrate)
Skill Mastery 2 (Diplomacy, Gather Information, Investigate, Medicine, Notice, Perform [Oratory], Search, Sense Motive)
Speed of Thought
Trance
Well-Informed

Italics indicate a feat which was purchased as a power or part of a power. The power point cost of these traits is listed under “Powers,†below.

[device]The Scarab's Lair (PL15 HQ) [35EP]

The Scarab's Lair is an underground pyramid buried beneath the foundations of Pyramid Plaza. Though decorated with an Ancient Egyptian motif, the aged facades are purely cosmetic. Concealed behind them are the highly advanced technology which maintains the complex, courtesy of Daedalus and Doktor Archeville. The Lair is detailed in Freedom City Atlas #2, and it is updated in this thread.

Size: Huge [3EP]

Toughness: +15 [2EP]

Features: [30EP]
Communications
ComputersMasterwork
Concealed 2 (+15 DC)
Defense System (Blast 15) (Scarab-Bots*)
Fire Prevention System
Gym
Holding Cells (Nullify 15)
InfirmaryMasterwork
LaboratoryMasterwork
LibraryMasterwork
Living Space
Personnel (Scarab-Bots*)
Pool
Power 2 (60PP)
Power System
Security System 5 (DC40)
Self-Repairing (Scarab-Bots*)
Treasure**
WorkshopMasterwork

*The Scarab-Bots are tiny robotic scarab beetles, made from a gleaming gold/titanium alloy. Swarms of them scuttle throughout the Lair, guided by a rudimentary artificial intelligence. Each Scarab-Bot is equipped with a powerful miniaturized energy blaster, used as much for utility as for combat. Their primary function is to maintain, repair, and defend the Lair, though they are capable of other basic tasks.

**This Feature is for the chamber in The Scarab's Lair described in Freedom City Atlas #2 as follows:

The vaulted Great Hall is home to many of Alexander Rhodes’ prized ancient artifacts and trophies, including an entire Egyptian chariot, carved pillars and statues from Giza and other parts of Egypt, glass cases of jewelry, frame papyrus scrollwork, and archeological curiosities from other time periods, associated with his other lifetimes.

Powers: [52/60PP]

Teleport 10 (200,000 miles ["Earth To The Moon"], Extras: Accurate, Duration 2 [Continuous], Portal 2, Flaws: Limited [Others], Limited [To/From HQ], Feats: Change Direction, Progression [Portal Size] 1 [10ft x 10ft]) [52PP]

The Scarab's teleportals appear to be giant glowing golden ankh-shaped holes in space. The portals are lined with crackling lightning. Air in the immediate vicinity rushes into the portal, creating a light wind.

In order to open a teleportal, the subject must either be in the teleporter junction room of The Scarab's Lair, or else they must have a Scarab's Lair Teleport Beacon, a small device about the size of a quarter which sends a radio signal to the computer controlling the teleporter. Any power which interferes with Radio Communication or Radio senses can block the signal, in which case the character should receive a Hero Point for the Complication.

Possession of a beacon requires that the character pay 1PP for a Benefit or Feature, and that the character be on the list of characters to whom The Scarab has granted access.[/device]


Powers: 8 + 5 + 14 + 2 + 12 + 3 + 12 + 50 + 6 + 4 + 6 + 10 = 132PP

Enhanced Reflex 6 (Feats: Evasion, Improved Initiative) [8PP] (Precognition, Telepathy)

Enhanced Skills 8 (Medicine 8, Feats: Beginners Luck, Improvised Tools, Jack of All Trades) [5PP] (Past-Life Memory)

Enhanced Skills 40 (Gather Information 8, Investigate 8, Notice 8, Search 8, Sense Motive 8, Feats: Challenge [Discrete Inquiry] 4*) [14PP] (Precognition, Telepathy)

[device]As stated in the "Power Loss" Complication (see above), these skill bonuses do not apply to checks made to notice or locate anything or anyone which is hidden behind a barrier of lead at least 5mm / 1/4 inch thick.

*This is 4 ranks of a feat offsetting the “Discrete Inquiry†skill challenge for Gather Information. Normally, avoiding scrutiny while making a Gather Information check requires a -20 penalty. With 4 ranks, each offsetting a (-5) penalty, a Gather Information check can be made discreetly with no penalty.[/device]
Features 2 (Quick Change [Psi-Reactive Morphic-Molecule Costume], Teleport Beacon [The Scarab's Lair]*) [2PP] (Technology)

[device]*See “Equipment,†above, for details regarding the teleport beacon.[/device]
Flight 5 (250MPH / 2,500ft [1/2 mile] per Move Action, Feats: Interpose, Subtle) [12PP] (Telekinesis)

Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] (Telepathy)

Psionic Defense 2 (10PP Container [Active, Free Action, Sustained Duration], Feats: Selective, Subtle) [12PP] (Telekinesis)

[device][4 + 6 = 10PP]

Force Field 8 (Flaws: Limited [Dodge Bonus]) [4PP]

Shield 6 [6PP][/device]
Psionics 21 (42PP Array, Feats: Alternate Power 8) [50PP]

[array]Base Power: [15 + 14 + 13 = 42PP]

[device]Concealment 10 (All Non-Mental Senses, Flaws: Phantasm, Feats: Progression [Counter/Save DC] 5 [Rank 15 / DC25]) [15PP] (Mind Control, Telepathy)

Mind Reading 14 (15, Extras: Action 2 [Free], Linked [Communication, Comprehend, Super-Senses], Mental, Sensory Link, Flaws: Communication-Dependent, Duration [Instant/Lasting], Limited [Surface Thoughts]) [14PP] (Telepathy)

[array]See the standalone “Telepathy†power, below.[/array]
Move Object 1 (100ft Max Range, Lifting Strength 5 [Heavy Load: 100 lbs.], Extras: Damaging, Feats: Accurate 3 [+6 Attack], Improved Range 3 [1 100ft Range Increment], Indirect, Precise, Subtle 2) [13PP] (Telekinesis)[/device]
Alternate Power: [41PP]
Damage 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Feats: Subtle) [41PP] (Mental Blast, Psychosomatic Damage, Telepathy)

Alternate Power: [42PP]
Damage 10 (Extras: Alternate Save [Fortitude], Range [Ranged, 1,000ft Max Range], Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Improved Range 3 [1 1,000ft Range Increment], Indirect, Precise, Subtle 2) [42PP] (Internal Attack, Telekinesis)

Alternate Power: [25 + 14 = 39PP]

[device]ESP 4 (Mental Senses, 1 mile, Extras: Duration [Sustained], Simultaneous, Flaws: Saving Throw [Will], Feats: Progression [Counter / Save DC] 11 [Rank 15 / DC25], Rapid 5 [x100,000], Subtle [DC35 Notice]) [25PP] (Clairvoyance, Telepathy)

[array]Normally, a search check for an area 1 mile in diameter takes 1 hour, and taking 20 on that check takes 20 hours. With Rapid 5 (x100,000), The Scarab can take 20 on that Search check and hit DC40 as a Free Action (0.72 seconds).[/array]
Mind Reading 14 (15, Extras: Action 2 [Free], Linked [Communication, Comprehend, Super-Senses], Mental, Sensory Link, Flaws: Communication-Dependent, Duration [Instant/Lasting], Limited [Surface Thoughts]) [14PP]

[array]See the standalone “Telepathy†power, below.[/array][/device]
Alternate Power: [42PP]
Mind Control 10 (Extras: Conscious, Instant Command, Mental, Sensory Link 2 [Simultaneous], Flaws: Action [Full], Staged [Dazed/Compelled/Controlled], Feats: Mental Link, Subtle) [42PP] (Telepathy)

[device]Staged Power Effects:
Fail by 1-4: Dazed. Victim uses all their actions to resist the control.
Fail by 5-9 (or by 1-4 while Dazed): Compelled. Victim can be forced to take one standard or move action per round. Victim uses their other action each round to resist the control.
Fail by 10+ (or by 1-9 while Compelled): Controlled. Standard Mind Control effect.

This flaw is suggested as an option for Mind Control in Ultimate Power.
The "Compelled" condition is adapted from Mutants & Masterminds 3rd Edition.[/device]
Alternate Power: [15 + 6 + 2 + 13 + 6 = 42PP] (Telepathy)

[device]Concealment 10 (All Non-Mental Senses, Flaws: Phantasm, Feats: Progression [Counter/Save DC] 5 [Rank 15 / DC25]) [15PP] (Mind Control, Telepathy)

Communication 1 (Mental, 10ft, Extras: Linked [Comprehend], Feats: Rapid 5 [x100,000], Subtle, Drawbacks: Limited [Not Two-Way]) [6PP]
Comprehend 1 (Languages 1 [Speak Any], Extras: Linked [Communication]) [2PP]

Mind Reading 20 (Extras: Action [Move/Standard], Linked [Super-Senses], Flaws: Duration [Instant/Lasting], Range 2 [Touch], Feats: Accurate 3 [+6 Attack], Extended Reach [10ft], Subtle 2) [13PP]
Super-Senses 7 (Analytical Thought Awareness, Mind Awareness [Mental, Very Common Descriptor], Extras: Acute, Analytical, Linked [Mind Reading, Super-Senses], Ranged [10ft Notice Increments], Flaws: Saving Throw [Will]) [6PP]

[array]See the stand-alone "Thought Awareness" Super-Senses, below.[/array][/device]
Alternate Power: [42PP]
Move Object 10 (1,000ft Max Range, Lifting Strength 50 [Heavy Load: 12 tons], Extras: Damaging, Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Improved Range 3 [1 1,000ft Range Increment], Indirect, Precise, Subtle 2) [42PP] (Telekinesis)

Alternate Power: [41PP]
Stun 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Sleep, Feats: Subtle) [41PP] (Mind Control, Telepathy)

Alternate Power: [32PP]
Transform 15 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception], Flaws: Action [Full], Distracting, Feats: Precise, Subtle) [32PP] (Telepathy)[/array]
Super-Senses 6 (Danger Sense [Mental], Postcognition [Flaws: Uncontrolled], Precognition [Flaws: Uncontrolled], Uncanny Dodge [Mental]) [6PP]

Super-Senses 4 (Psionic Awareness [Mental, Common Descriptor], Extras: Radius, Ranged [10ft Notice Increments]) [4PP]

[device]As stated in the "Power Loss" Complication (see above), this sense cannot perceive the use of a power effect if the user is hidden behind a lead barrier at least 5mm / 1/4 inch thick. This sense cannot perceive an ongoing power effect if the subject of that effect is hidden behind such a barrier.[/device]
Super-Senses 6 (Thought Awareness [Mental, Very Common Descriptor], Extras: Acute, Radius, Ranged [10ft Notice Increments]) [6PP]

[device]As stated in the "Power Loss" Complication (see above), this sense cannot perceive thoughts from the minds of beings which are hidden behind a lead barrier at least 5mm / 1/4 inch thick.[/device]
Telepathy 2 (10PP Container [Active, Free Action, Sustained Duration]) [10PP]

[device][6 + 2 + 1 + 1 = 10PP]

Communication 6 (Mental, 20 miles, Extras: Linked [Comprehend, Mind Reading, Super-Senses], Flaws: Limited [Not Two-Way], Feats: Insidious, Rapid [x10], Subtle) [6PP]

[array]As stated in the "Power Loss" Complication (see above), this power cannot be used to initiate contact with the mind of a being who is hidden behind a lead barrier at least 5mm / 1/4 inch thick. Ongoing contact with the mind of a being who moves behind such a barrier is immediately severed.[/array]
Comprehend 1 (Languages 1 [Speak Any Language], Extras: Linked [Communication, Mind Reading, Super-Senses]) [2PP]

Mind Reading 1 (Extras: Action 2 [Free], Linked [Communication, Comprehend, Super-Senses], Mental, Sensory Link, Flaws: Communication-Dependent, Duration [Instant/Lasting], Limited [Surface Thoughts]) [1PP]

[array]Multiple alternate powers in the "Psionics" array (see above) devote 14PP to increasing the rank of this Mind Reading effect from 1 to 15.[/array]
Super-Senses 2 (Accurate Thought Awareness, Extras: Linked [Communication, Mind Reading, Super-Senses], Flaws: Limited [Mind Reading]) [1PP]

[array]See the standalone “Thought Awareness†Super-Sense, above.[/array][/device]


Totals: Abilities (32) + Combat (16) + Saving Throws (20) + Skills (20) + Feats (10) + Powers (132) - Drawbacks (0) = 230/230 Power Points



Combat Block:
ATTACK                        RANGE       SAVE                      EFFECT
Unarmed                       Touch       DC15 Toughness (Staged)   Damage (Physical)
Concealment                   Personal    DC25 Will                 Total Concealment
ESP                           Extended    DC25 Will                 ESP
Memory Alteration             Perception  DC25 Will                 Transformed
Mental Blast                  Perception  DC25 Will (Staged)        Damage (Energy)
Mind Control                  Perception  Will (Staged) vs +10      Dazed/Compelled/Controlled
Mind Reading (Surface)        Perception  Will vs +15               Mind Reading (Surface)
Mind Reading (Probe)          Touch +5ft  Will vs +20               Mind Reading (Probe)
Stun                          Perception  DC20 Will (Staged)        Dazed/Stunned/Asleep
Telekinesis                   Ranged      DC25 Toughness (Staged)   Damage (Energy)
Telekinesis (Internal)        Ranged      DC25 Fortitude (Staged)   Damage (Energy)
Telekinesis (Thrown Object)   Ranged      DC25 Toughness (Staged)   Damage (Physical)

Edited by Thevshi
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WASHED OUT BY SUPERCAPE!
 

Okay, Tsunami has 15 unspent power points to work with here.
 
1) Going to spend 6 PP to improve some stats, +2 Str, +2 Dex and +2 Wis.
 
2) 1 PP to her supersense, making it Analytical.
 
3) 4 PP for a new "power" representing her martial arts training:
 
Strike 3 (Feat: Mighty) [4PP]
 
4) 2 pp to Skills for:
+1 rank to Medicine
+2 ranks to Kn: Philosophy and Religion (total 8)
+2 ranks to Kn: Earth Sciences
+1 rank to Notice (total 7)
+1 rank to Stealth (total 5)
+1 rank to Survival (total 5)
 
5) 1 pp to Fort Save                     
 
6) 1 pp to Attack Focus: Melee (3 ranks total)
 
Also dropped a Complication that was never used.  I also made a correction to her Immunities, as Breath Underwater was left on last edit (and is now covered by total immunity to water effects), should still have been immunity to Pressure.
 
 
 


Player Name Thevshi
Character Name: Tsunami (Xia Xiao)
Power Level: 11 (174/207 PP)
Trade-Offs: Unarmed: -3 damage/+3 attack
Unspent Power Points[: 0
Progress to Platinum Status: 57/120 (Gold Status earned with [url=)
 
Bronze: Bump PL7 character slot to PL10 for Tsunami
Silver: 15 pp of Equipment (6 PP spent on Velocity)
Gold: Paradigm (PL 12, 180 PP)
 
In Brief: Asian water controller on the run from her criminal family. 
 
Alternate Identity: Giang Trang; Xian Lou Khan
Identity: Secret
Birthplace: Unknown
Occupation: Student
Affiliations: Claremont Academy
Family: Kong Zi Khan (father); mother unknown; four half-siblings
 
Age: 18 (DOB: 10/4/1995)
Gender: Female
Height: 5’ 3â€
Weight: 95 lbs
Eyes: Light Brown
Hair: Black
 
Giang has a light build and is very petite, standing about 5’ 3†and weighing a little under a hundred pounds.  She has shoulder length black hair that is usually worn in a ponytail and light brown eyes.  She has a somewhat youthful beauty.
 
Growing up in Vietnam, she wore rather plain clothing. Since being relocated to Freedom City, she has been provided more typical American teen clothing, though she tends to stick with nondescript and functional attire.  She has not yet selected a costume for superheroics. 
 
Though not regularly visible, Giang has a series of >tattoos that cover much of her upper back.  In the center is the I Ching trigram for water, Kan.  Four pinyin characters are arranged around the trigram.  Directly above the trigram is Shui, the pinyin character for Water.  To the left and right are the pinyin characters for the two Celestial stems associated with Shui, ren and gui.  Directly below the trigram is the pinyin character for Xuan Wu, the Black Tortoise, the Celestial creature associated with Shui.  Arranged around these central tattoos are the seven pinyin characters for the seven “mansions†(or Chinese constellations) associated with Xuan Wu.  Giang has had these tattoos for as long as she can remember, and they have remained clear and precise as if they were freshly applied. 
 
Power Descriptions:
 
Giang has the ability to control water.  In addition to being able to move up to 50 tons of water, she can project powerful blasts of water, create objects of ‘solid’ water and even dehydrate people by removing water from their bodies.  She is also able to breathe underwater and survive the cold and extreme pressure of the ocean depths. 
 
Water Control Giang’s ability to control water is subtle, only visible to those with Magic or Mental supersenses. 
 
Forcefield Giang’s forcefield is a shimmering sheen of water that covers her. 
 
Friction Control Giang covers an area in a sheen of very slippery water.
 
Create Object (solid water) Giang is able to create objects formed from water.  The objects are very clearly made of water, but they are solid enough to stand or sit on, and touching them does not disturb their smooth surface. 
 
History:
 
Giang grew up in a small remote village on the banks of the Dan river in the northern part of Vietnam, though she often felt that she and her parents were somewhat out of place in the village.  While most of the villagers’ lives involved the constant toil of farming, her parents did not seem to do any work, and had a much larger home than the rest of the village.  In addition, while she learned to speak Vietnamese, along with English and Cantonese, the primary language spoken in her family’s home was Mandarin. 
 
Giang’s parents kept her generally isolated from the other children in the village.  Instead, her life was a regimented series of private lessons and training.  In addition to her language training, she studied the works of Sun Tuz, the history of China and Southeast Asia (with particular focus on the history and tactics of Genghis Khan), as well as the teachings of Confucius, Buddhism and Taoism.  She received martial arts training in Vovinam (the national martial art of Vietnam) and Wushu.   When her abilities to control water emerged during adolescence, her training helped to provide her focus and control of her powers.
 
Shortly after her seventeenth birthday, Giang’s parents took her out of the village, and Vietnam, for the first time.  They traveled to Hong Kong, where Giang was introduced to a man who claimed to be her true father, Kong Zi Khan.  Kong Zi told her that their family were descendants of Genghis Khan, settling in China during the Yuan Dynasty established by Kublai Khan.  After the end of the Yuan Dynasty, the family’s fortunes had waxed and waned, at times they were advisors to emperors, at others outcasts and members of the criminal underworld.
 
In the early part of the twentieth century, her great-grandfather had been the head of a major criminal organization in southern China.  When Dr. Sin began his rise to power, Yu Qian Khan choose to voluntarily join the Doctor’s organization, becoming one of his chief lieutenants.  The family’s service to Dr. Sin continued over the next ninety years.  However, the family never forgot their own aspirations or desire for power.
 
Kong Zi informed Giang that she was part of the family’s plans to recover its former glory.  Giang and her four older half-siblings represented the five phases (or elements) of the Wu Xing: wood, fire, earth, metal and water.   Now that Giang was old enough to join her half-siblings, together they would be a formidable force to advance the family’s ambitions.
 
Giang, or Xian Lou Khan as Kong Zi addressed her, was shocked by these revelations.  Not only had she learned that the Trangs were not her parents, instead merely Kong Zi’s operatives tasked with raising her, but her ‘father’s’ ambitions and goals were counter to much of what the teenager had internalized during her years of training.  While she knew she should respect her elders, she did not want to be part of any plans for conquest or criminal activity. 
 
Initially playing the role of the submissive daughter, Giang was soon able to escape from Kong Zi.  She managed to stow away aboard a cargo ship bound for Singapore, where she managed to survive on the streets for a number of weeks. 
 
Eventually, some of Kong Zi’s other operatives caught up with her.  Giang attempted to escape again, and fortunately, Raven intervened helping to defeat Kong Zi’s men.  After hearing Giang’s story, Raven was suspicious, not entirely certain this was not part of some plot by Dr. Sin.  However, Raven ultimately decided she could not just leave the teenager to survive on her own and took Giang back to Freedom City with her.  While neither Raven nor Headmaster Summers fully trust Giang, they placed her at Claremont to give her a chance to prove herself, and allow them to keep a close eye on her.
 
 
Personality & Motivation:
 
Giang generally projects a calm and thoughtful demeanor.  Years of meditation and study have taught her to be centered and focused.  She seeks to follow the main principle of Vovinam, expressed by the common salutation for its students: “Iron Hand over benevolent heart,†striving to better herself and her control of her powers in order to not only help herself, but also be able to help others live in peace and harmony. 
 
Powers & Tactics:
 
Giang often concentrates on fighting defensively initially, providing her an opportunity to study the situation.  She will then use her various powers as appropriate to the circumstances. 
 

Complications:
Family Legacy: Giang’s family has a long history as part of the Asian criminal underworld.  There are many who could be aware of some of her family’s activities, or alleged activities, and be hesitant to trust her because of that.
Wayward Daughter: Giang has rejected and fled from her father and family.  They would very much like to find her and attempt to bring her back into the fold.
It is Just Business: Dr. Sin has often allowed some degree of in-fighting between his key lieutenants, both to help keep them from plotting against him and to weed out those unworthy to serve him.  As such, some of the Dr’s other lieutenants could see capturing Giang as a way to gain leverage against her father, or a way to weaken him if they were to kill her.
The Doctor is in: There is always the possibility that Dr. Sin might take an interest in Giang, either to determine what her father has been up to, or for reasons entirely his own.
 
Abilities: 6 + 10 + 8 + 4 + 10 + 6 = 44PP
Strength: 16 (+3)
Dexterity: 20 (+5)  
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 20 (+5)
Charisma: 16 (+3)
 
Combat: 14 + 14 = 28PP
Initiative: +4/ +12 with Kn: Tactics
Attack: +7; +10 Melee; +14 Unarmed; +11 Blast; +11 Dehydrate
Grapple: +12
Defense: +11 (+7 base +4 Dodge Focus)(+3 flat-footed)
Knockback: -5/ -2 w/o Forcefield
 
Saving Throws: 5 + 6 + 6 = 17PP
Toughness: +11 (+4 Con, +2 Defensive Roll, +5 Forcefield)
Fortitude: +9 (+4 Con, +5)
Reflex: +11 (+5 Dex, +6)
Will: +11 (+5 Wis, +6)
 
Skills: 96R = 24PP
Acrobatics 10 (+15)
Climbing 6 (+9)
Concentration 8 (+13)
Drive 2 (+7)
Kn: History 6 (+8)
Kn: Earth Sciences 2 (+4)
Kn: Tactics 10 (+12)
Kn: Philosophy and Religion 8 (+10)
Kn: Streetwise 3 (+5)
Languages 5: (Mandarin native): English, Cantonese, Vietnamese, Japanese, Atlantean
Medicine 1 (+6)
Notice 7 (+12)
Search 4 (+6)
Sense Motive 6 (+11)
Stealth 5 (+10)
Survival 5 (+10)
Swimming 8 (+11)
 
Feats: 18 PP
Attack Focus: Melee 3
Attack Spec (Unarmed): 2
Benefit (use Kn: Tactics for Initiative Checks)
Defensive Attack
Defensive Roll
Dodge Focus 4
Environmental Adaptation (Water)
Evasion
Improved Block
Improved Trip
Luck
Power Attack
 
Powers: 9 + 12 + 9 + 5 + 2 + 38 + 4 = 79 PP
Supersense Detect: Water (mental) (Ranged, Accurate, Analytical, Acute, Extended, Radius) [9PP]
 
Immunity 12 (All water effects; Pressure; Cold environmental condition) [12PP]
 
Swimming 8 [500 MPH]  (Feats Alternate Power 1)[9PP]
Flight 5 [250 MPH] (Flaw: Platform (water spout) {5/8}

 
Forcefield 5 [5PP]
 
Supermovement (Water Walking) [2PP]
 
Water Phase of the Wu Xing 16 (32 PP Array; Feats: Alternate Power 6) [38PP]
BP: Water Control 15 [Able to move up to 400 tons of water as heavy load] (Feats: Subtle; Precise) {32/32}

AP: Blast 11 (Feats: Penetrating 2; Knockback 2; Accurate 2; Precise; Improved Critical 1 [19-20]) {30/32}
 AP: Dehydration Damage 10 (Extras: Ranged; Alt Save: Fortitude; Feats: Accurate 2) {32/32}
AP: Create Object (solid water) 14 (Feat: Precise) {29/32}
AP: Trip 10 (Extras: Area [General, Burst, 50’ radius]; Selective) {30/32}
AP: Cone of Water (Blast) 9 (Extras: Targeted Area [Cone ]; Selective; Flaws: 0 Range; Feats: Accurate 3, Precise, Improved Critical 1 [19-20]) {31/32}
Time Stop 4 (Extras: Selective; Flaws: 0 Range) {27/32}
 
Strike 3 (Feat: Mighty) [Martial Arts, Training] [4PP]
 
 
Drawbacks: -3 PP
Vulnerable: Earth/Rock Effects (Common/Mod +50%) [-3PP]
 
DC Block
ATTACK               RANGE       SAVE          EFFECT
Unarmed (normal)    Touch       17/Toughness  Bludgeoning Damage
Blast               Range       26/Toughness  Damage (Water)
Dehydration         Range       25/Fortitude  Damage (Dehydration)
Friction Control    Range  20/Reflex     Trip 

Totals: Abilities (44) + Combat (28) + Saving Throws (17) + Skills (24) + Feats (18) + Powers (79) – Drawbacks (3) = 204/207 Power Points


 

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KABOOM!!!! by Thevshi

 

TNTeen

  • Dropping the one rank of Dodge Focus and picking up another rank of Force Field, making him +1 Tou/-1 Def shifted (PP Neutral).
  • Picking up 8 ranks of Impervious Toughness (Limited: Physical Attacks Only) (-4PP).
  • Fixed up a bit of formatting, expanded Family section, added Descriptors to powers section.

Player Name: Raveled
Character Name: TNTeen
Power Level: 7 (112/112PP)
Trade-Offs: +1 Tou/-1 Def
Unspent Power Points: 0
Progress To Platinum Status: 12/120

In Brief: A boy who only wants to be overlooked gets a most spectacular power.

Alternate Identities: Eugene King, Gene
Identity: Secret
Birthplace: Freedom City, New Jersey
Occupation: Student, superhero
Affiliations: Claremont Academy
Family: Adam (father), Renee (mother), Malcolm & Derek (brothers), Launa & Candice & Cassandra & Karine (sisters).

Description:
Age: 16 (DoB: October 1998)
Gender: Male
Ethnicity: African
Height: 5' 5"
Weight: 130 lbs
Eyes: Black
Hair: Black

Gene King is not a physically imposing teenager. In fact he's short and slim, with elbows and knees everywhere. His hair is dark and curly, his face is long and thin, and his dark eyes are usually in a book. Most of the time he wears jeans and tee-shirts, like almost every other teenager, but when there's danger likely he dons a red shirt with a cartoon bomb on the front, and a red head-mask.

Power Descriptions: Gene can absorb kinetic energy from his environment and release it as explosive spheres. With a little concentration he can even choose how long it will take for the spheres to detonate, potentially setting up a very nasty surprise!

He can also focus the energy into a powerful, ground-eating leap, or bleed enough kinetic energy off an attack to completely nullify it.

History: Eugene King was born to a big family in Ashton, the baby of seven. Being the youngest he was used to making his own fun, and quickly learned to enjoy quieter pastimes. Very soon grew into a quiet, bookish child. He excelled in academics at school and devoured all sorts of books; he especially loved comic books about Freedom City's local heroes. They inspired him in his life, even though he preferred to be much more low-key than the four-colored titans he read about.

He may have gone through life in a placid way if not for the accident. It was a foggy day, and everyone was packed into family van as they drove home from the holidays. The highway was crowded with cars, and as a band of thicker mist rolled across the road drivers in front of the pack slowed down, too quickly for those in the rear to react. Cars collided and slid into one another, and very soon there was a developing pile-up.

The Kings, ironically enough, avoided the mass of the accident only to slide down the side of the road and hit a tree. Gene was absorbed in a book for most of the time, and his only clear memories are of the car sliding across the road, his father swearing, and his mother screaming before the van came to an abrupt halt. Moments later the tree fell on the car, neatly pinning the family.

No one was seriously hurt, but none of the kids were reacting well to the situation. Young Gene, in particular, was terrified. He felt full of energy, but unable to move due to his seat-belt locking and the tree deforming the car. He reached out, and instinctively pushed it away. He had just enough time to see the tree explode into dust before he passed out.

None of the Kings experienced worse than some nasty bumps and bruises, and within a couple of days they were on the road again in a rented van. No one really wanted to talk about the accident and how the tree exploded, and a thicker silence than normal fell over Gene's life. That was broken when Duncan Summers showed up at the front door with a scholarship offer -- and answers.

That was two years ago. Gene's refined his powers and his control over them, and now he has decided to try and fight crime with them. It's not exactly how he wants to live his life, but he has to know if his abilities can be used to do any good.

Personality & Motivation: Gene prefers to be quiet and inconspicuous most of the time, but when he has an opinion he can be the loudest voice in the room. While he's not confrontational growing up with a bunch of older siblings has taught him that sometimes to the only way to get what you want is to push.

Gene is rather terrified of his powers. He's worried that there's nothing good that he can do with his powers, and so he pushes himself to prove that he can be a hero with them.

Powers & Tactics: Gene's not big on hurting people. He prefers to use his non-damaging powers to set up his allies to take enemies down, or delay combat long enough to get any hostages away. When he is forced into direct conflict, he prefers to stay far away so that his lack of physical strength isn't an issue.


Complications:
Secret Identity Gene doesn't want anyone to know that he's the TNTeen, mostly because...
T-Baby Blues Having powers from the Terminus preys on his mind.
Demolisher Gene's powers manifest as small, explosive spheres, so it's easy for them to roll into corners or cracks. Because of that he tends to do more damage to buildings than he intends to.
Claustrophobia Small spaces tend to make Gene freak out and make his powers fire off randomly.


Abilities: -2 + 4 + 2 + 4 + 2 - 2 = 8PP
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 8 (-1)


Combat: 6 + 12 = 18PP
Initiative: +6
Attack: +3 melee, +3 ranged, +7 Kinetic Concussion
Grapple: +2
Defense: +6 (+6 Base, Dodge Focus), +3 Flat-Footed
Knockback: -8/-0


Saving Throws: 3 + 5 + 3 = 11PP
Toughness: +8/+1 (+1 Con, +6 Force Field, 8 Impervious vs. Physical)
Fortitude: +4 (+1 Con, +3)
Reflex: +7 (+2 Dex, +5)
Will: +4 (+1 Wis, +3)


Skills: 88R = 22PP
Computers 8 (+10)
Craft (Chemical) 3 (+5)
Craft (Electronic) 3 (+5)
Disable Device 8 (+10)
Investigate 8 (+10)
Knowledge (Civics) 3 (+5)
Knowledge (Earth Sciences) 3 (+5)
Knowledge (Life Sciences) 3 (+5)
Knowledge (Physical Sciences) 8 (+10)
Knowledge (Technology) 8 (+10)
Medicine 4 (+5)
Notice 6 (+7)
Search 9 (+11)
Sense Motive 6 (+7)
Sleight of Hand 8 (+10)


Feats: 12PP
Accurate Attack
All Out Attackk
Attack Specialization (Kinetic Concussion Array) 2
Defensive Attack
Evasion
Improved Initiative
Improved Sunder
Luck
Online Research
Power Attack
Quick Change


Powers: 7 + 29 + 2 + 1 + 4 = 43PP
All powers have the Mutation & Terminus descriptors

Force Field 7 (Projected Force Shield) [7PP]

Kinetic Concussion Array 10.5 (21 PP, Feats: Alternate Power 5, Indirect, Trigger 2 [Time, Tripwire) (29PP]
[array]BE: Blast 7 (Extra: Area/Cone (General)) (Full Frontal Assault) (Kinetic) [21PP]
AP: Blast 7 (Extra: Area/Burst (General)) (Big Boom) (Kinetic) [21PP]
AP: Blast 7 (Extra: Autofire [7]) [21PP] (Barrage) (Kinetic) [21PP]
AP: Dazzle 7 (Visual, audio) [21PP] (Flashbang) (Light, Pressure) [21PP]
AP: Stun 7 (Extra: Range/Ranged) [21PP] (Stun Bomb) (Pressure) [21PP]
AP: Trip 7 (Extra: Area/Burst [General], Knockback) [21PP] (Blow 'em Down) (Kinetic) [21PP][/array]
Leaping 2 (x5)/b] (Bound and Rebound) (Kinetic) [2 PP]

Immunity 1 (Own powers) [1PP]

Impervious Toughness 8 (Flaw: Limited [Not vs. Energy]) (Kinetic Bleed-off) [4PP]


Drawbacks: 2 = 2PP

Power Loss (Daka crystals, Uncommon) [2PP]


DC Block:
ATTACK                 RANGE          SAVE                       EFFECT
Unarmed                Touch          DC 14 Toughness (Staged)   Damage (Physical)
Full Frontal Assault   Ranged/Cone    DC 22 Toughness (Staged)   Damage (Energy, Kinetic)
Big Boom               Ranged/Burst   DC 22 Toughness (Staged)   Damage (Energy, Kinetic)
Barrage                Ranged         DC 22 Toughness (Staged)   Damage (Energy, Kinetic)
Flashbang              Ranged         DC 22 Fort                 Dazzle
Stun Bomb              Ranged         DC 22 Fort (Staged)        Dazed/Stunned
Blow 'em Down          Area/Burst     DC 22 Str/Acrobatics       Knockdown/Knockback
Abilities (8) + Combat (18) + Saving Throws (11) + Skills (22) + Feats (12) + Powers (43) - Drawbacks (2) = 108/112 Power Points

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I LIKE TO DREAM YES, YES RIGHT BETWEEN MY SOUND MACHINE by Thevshi

 

Rene edits:

Ok, so a fairly large edit. I am basically reworking Renes dream array which was a bit vague and a bit off. It is now refined into him being a master of the “Gateway†between dreams and reality. Pulling things in and out!

So

Attributes: Wisdom Increased to 40: +8 PP

Will Save Increased to +16 (+15 Wis, +1 Bonus): +1 PP

Fort Save Dropped to +10 (+12 Bonus): -1 PP

Skills:  Sense Motive and Concentration bought to 6 (+21): 1 PP

Feats: Equipment now “Bought†rather than Reward, add Trance and Inspire feats: +9 PP

And custom feat (WIS bonus used for Craft (Art) ) I hope this is ok (makes sense to me). +1 PP

Powers: Overall changed by -12PP as follows…

The Dream Array is gone in a puff of smoke: -66 PP!

This leaves a total of 49 PP to spend, thusly:

1PP: Adding an alt power to his Magic Array: Astral Form 8 (Feats: Dimensional 3, Selective, Subtle 2, Flaws: Feedback)

6 PP: Adding Mind Reading 10 (Extras: Duration [sustained], Feats: Sedation, Flaws: Limited to Sleeping) [11 PP]

40 PP: A new Dream Array, 37 PP Power with 3 Alt Feats.

                Summon 12 (Heroic, Feedback, Mental Link) [37 PP]

                Create Object 10 (Movable, Sensory Link, Perception Range, Variable Descriptor 2, Stationary, Subtle 2, Feedback, Limited*)

                Environmental Control 8 (Distraction DC 10, Move to 50%, Perception Range, Selective, Variable Descriptor 2, Limited*)

                Dream Control 12 (as per UP)

2PP: Comprehend 2 (Speak to, Understand Objects, Flaws: Limited to Objects of Art!)

Where do the final 2 PP come from: A new drawback Vulnerable to Emotion Effects, DC +1 (He has a sky high Will Save but still is moved easily!)

A particular note to attend to is the Limited on Create Object and Environmental Control: This is “requires dream†– either Rene has to be aware of another person’s dream (via Mind Reading), or he has to be asleep himself (a rather dangerous position).

Minor changes to fluff to note the above.

 

Player Name: Supercape
Character Name: Rene de Saens
Power Level
: 12/15 (250/250PP) [260]
Trade-Offs: -4 Defence, +4 Toughness
Unspent PP: 0
Progress To Impervium Status: 140/150 (Platinum Status earned with Supercape)

In Brief: Mystic painter. Aged French Antiquarian.

Alternate Identities
: None
Identity: Public (but low profile)
Birthplace: Paris
Occupation: Artist, art dealer. Mage.
Affiliations: Parkhurst Hotel, Halbediers of Paris
Family: None alive!

Age: 246 (DoB: 7th July, 1777)
Apparent Age: 70
Gender: Male
Ethnicity: French Caucasian
Height: 5'7"
Weight: 70 Kgs
Eyes: Brown
Hair: White

Description: Slightly stooped with age, but not bent over, and has some wiry robust health. Has a white goatee and hair, wears a beret, glasses, and bohemian artist clothes. He looks, and feels pretty old.

Power Descriptions: Rene is a powerful magician, who weaves his magic as if painting directly onto reality. This looks like brushstrokes that appear from nowhere. Common examples he uses are beams of light to dazzle, blasts of electricity, or webs of spidersilk. He can create nearly any effect although such physical distortions of reality are often transient.

Whilst he is normally rather immobile, if he has a picture of an area he can use this to open up a mystic portal to that area and travel through it. Effectively, people (including himself) can “walk into†the picture, with all the space and volume bending that creates.

Rene is extremely wise and insightful, and has committed much of his arcane strength into dreaming, to the extent that he can physically travel into the dream dimension. Having much of his psyche in this dimension, he is practically immune to mind control and mental influence. He is able to call about the dreamworld to induce sleep, influence dreams, and even bring creatures from that plane into this. Of particular note is Henri Zenon, also known as deadbeat, a man Rene helped rescue from infernal realms many years ago, and who took residence as guardian of the Dreamworld. When Rene summons the Dreamworld into the waking one, he becomes mentally vulnerable as his entire psyche (or at least most of it) is in the waking world.

Alongside his great wisdom, Rene has been known, at times, to paint accurate representations of the past and the future, which is not something he is consciously able to do. He can mentally see his surroundings as if they were an impressionists painting, an ability that requires neither his eyes nor light to do so.

Rene uses three magical items to help him. Firstly, he has a heavy ring of iron on his finger, that protects him from harm, making him highly resistant to injury. Secondly, his spectacles have magic lenses, allowing him to see magical effects and read any script. Lastly, he uses a magical paintbrush and ink to paint more detailed magical effects, such as light shades, illusions, or invisibility (all based around light and visual effects, understandably).

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

Through the ages he has had frequent contact and conflict with Gallia, the spirit of Aristocratic France. He has also been a member of the Halbediers of France, an organisation devoted to protecting France from magical threats.

In the early 20th Century, Henri Zenon, a talented musician who was tricked into an infernal contract, managed to escape through Rene’s dreams. He blocked this event out for decades, losing it to the Dreamworld. However, with time, he has come to reconnect with the part of his psyche lost in the dreamworld, and became stronger through it.

Rene has an art shop, and flat, in Freedom City. He is known to be a magician of sorts, but he seriously downplays his power, pretending to be nothing more than a wise old dabbler, when in fact he is of considerably greater power. His public persona is more of rumour than fact, and he keeps it this way.

Personality & Motivation
:


Rene is an irritable classic "artiste". He can be grumpy at times, but this is part of his act to downplay his power and importance. In fact, whilst he is something of a snub to uncultured folk, he is loyal and passionate about liberty and freedom, and will fight hard for those principles. In addition, having been taught be Broken Crow and having a considerable amount of experience with Earth’s Master Mages, he is sworn to defend Earth from magical threats.

Powers & Tactics:

Rene's magical power revolves around art and dreams. As such, he tends to make his powers "poetic" or "artistic", which can often mean using sub optimal tactics to suit his sensibility.

His main magical strength is the ability to "paint" onto reality, as if brush strokes slide across the scenery. He can summon up lines of fire, ice, electricity, blinding light, cobwebs or anything he chooses to think of. The lines are either precise and thin, coiling through the air and homing in on their target, or broad and vigorous, catching more targets at the expense of concentrated strength.

Rene is able to take any picture or painting, and jump into it, instantly moving to the location shown. He is otherwise somewhat limited and slow in moving, which is a distinct vulnerability.

Rene is a guardian of the gateway between Dreams and Reality. He can use this ability to draw things out of the dreamworld. He can create objects from people’s dreams (either others or his own). His psychic connection to this means he can both “sense†through the object, and will suffer psychically if the object is damaged.

Henri Zenon, or Deadbeat, is a guardian of dream dimensions and Rene's friend (see below), Rene can use his psychic dream power to pull Deadbeat into this world, a valuable ally in any conflict. In a similar vein he can pull other dream creatures through, but this is more of a random effect.

Rene can "see" the surroundings with his "Artist's eye". The world will appear to him like a dream, or impressionistic painting. This effect does not require his eyes or light. It may miss some detail, it may augment other's.

Given time and inclination, Rene can sometimes paint scenes from the past or future. They are of course somewhat vague but may offer insight (these powers have the uncontrolled flaw).

Rene uses a variety of devices he has made over the years. The most vital is probably a wrought iron ring, heavy, thick, simple but beautiful. The ring provides the wearer with incredible resilience. The most visible and fancy is his paintbrush and magic ink, which allows him to create more elaborate and long lasting visual effects. Finally, he wears a delicate pair of spectacles that (apart from correcting his vision) allow him to see any magical effects and read any text.

Note: The Dream Dimension

This is detailed on p105 of Freedom City Source Book. Rene has Dimensional Travel 2, which means he can travel to any dream dimension. Essentially this is to cover all bases. As he needs to sleep to enter these dimensions, the power has a limitation - he cannot use such dimensional travel to escape, and it takes some time to travel. 
 
Rene has constructed a part of the dream dimension as his own (taking a leaf out of the Lovecraft mythos). A French seaside village with his own cottage and vineyard. This area of the dream dimension has no HQ like qualities, it is merely an area he has shaped for himself. 
 
As the Dream Dimensions are somewhat fuzzy both in experience and mechanics, they are more for plot and story purposes, or possibly for inspiration or complications (and the flow of HP accordingly). 


 
Complications:

Artists' Eye The rather dreamy and ephemeral nature of Rene's mental supersense could be used as a plot device, a source of the inspiration use of hero points, or a complication, missing some details or picking up on others as may help the narrative.

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

Cracked Lens: Rene’s spectacles, whilst technically a device, are very fragile and will break/crack/smash with any force applied to them.

Creaky Bones Has a variety of old age complaints, a bit hard of hearing, needs reading spectacles, joints hurt in the winter, and so forth.

Heavy Sleeper As a result of age and his powers, if Rene is asleep, it takes an almighty effort to wake him up. He will not notice regular activity, and it is no effort to sneak up on him.

The Ink well is dry His magic paintbrush needs magic ink, which takes time to make. His brush is good for several applications of magical effects, but is not inexhaustible.

It comes out in the wash Whilst Rene’s ink has a continuous effect, it will come off with water or solvents. It is therefore virtually useless underwater, and will not last long in rain. (NB: This is not to applied for the Color Control, Morph and Concealment Attacks, i.e. on unwilling opponents, as continuous power attacks have an inherent way of being countered. It may apply in these situations if used underwater, as the power will probably not work at all)

Beware the Id Rene’s connection to the dreamworld is not entirely conscious. The powers in his dream array may fail or work unexpectedly due to the essentially unconscious nature of dreaming – particularly if he conflicted about, or repressing something.

Perchance to Dream Renes dream powers do require a certain sleepiness. If is he highly stimulated (from pain or drugs, including caffeine) he will be unable to connect the dream world to the real one.


Abilities
: -2 + -4 + 0 + 2 + 30 + 6 = 32pp

Str 8 (-1)

Dex 6 (-2)
Con 10 (+0)
Int 12 (+1)
Wis 40 (+15)
Cha 16 (+3)


Combat: 8 + 8 = 16PP
Initiative: +2 (-2 Dex, +4 Improved Initiative)
Attack: +4 (+12 Magic Array)
Grapple: +3
Defense: +8/+4 (+4 Base, +4 Shield from Ring), +2 Flat-Footed
Knockback: -8 (0 without ring)


Saving Throws: 10 + 6 + 1 = 17PP
Toughness +16 / 0 (+16 Protection from Ring)
Fortitude +10 (0 Con, +10)
Reflex +4 (-2 Dex, +6)
Will +16 (+15 Wis, +1)


Skills: 92r = 23pp
Bluff 8 (+11)
Concentration 6 (+21)
Craft (Artistic) 17 (+32)
Diplomacy 8 (+11)
Intimidate 6 (+9)
Knowledge (Arcane Lore) 17 (+18)
Knowledge (Art) 4 (+5)
Knowledge (History) 4 (+5)
Knowledge (Theology and Philosophy) 4 (+5)
Languages 10 (Arabic, Egyptian, English, French [Native], German, Greek, Italian, Latin, Portuguese, Russian, Spanish)
Sense Motive 6 (+21)


Feats: 21PP
Artificer
Assessment
Beginners Luck (Remembering long forgotten skill)

Benefit 1 (Replace WIS for INT for Craft [Art])
Benefit 2 (Wealth 2 [Rich])
Environmental Adaptation (Dream Dimensions)

Equipment 3

Favoured Environment (Dream dimensions)
Favoured Opponent (Dream creatures)

Inspire 5
Improved Initiative
Ritualist
Second Chance (Art)

Trance

Equipment 3PP = 15EP

Headquarters "Rene's House" [9EP]
Size: Medium (Large House, Basement), Toughness: +10, Features: Laboratory (Arcane), Library, Living Space, Security System (DC 30), Workshop (Art), Workshop (Arcane). 

5EP contributed to Parkhurst Hotel

Masterwork Art Tools [1EP]

 

Powers: 2 + 16 + 3 + 24 + 40 + 6 + 1 + 45 + 2 + 5 + 2 = 146

 

Comprehend 2 (Speak to, Understand Objects Flaws: Limited to Art) [2PP]

Device 4 (20PP Container, Flaws: Hard-To-Lose) [16PP] (Iron Ring, Mystic)

Protection 16 [16PP]

 

Shield 4 [4PP]

 

Device 1 (5 PP Container, Flaws: Easy-to-lose) [3 PP] (Spectacles, Mystic)

Comprehend 1 (Read any language) [2PP]

 

Supersenses 3 (Detect magic, visual) [3PP]

 

Device 8 (40PP Container; Flaws: Easy-To-Lose; Feats: Restricted [Artistic Craft Skill bonus of +10 or higher needed]Drawbacks: Power loss -1, needs to gesture as if painting) [24PP] (Mystic Paintbrush)

Mystic Ink Array 16.5 (33PP Array; Feats: Alternate Power 6) [39PP]

Base Power: Obscure 10 (Visual Senses, 5000ft radius; Extras: Duration [Continuous], Range [Perception];Flaws: Action [Full]; Feats:Precise, Variable Descriptor 2 [Any Magic]) [33PP]

Alternate Power: Animate Object 6 (90PP Minions; Extras: Animate Images Only (+0), Duration [Continuous], Range [Perception]; Feats: Progression [Minions] 4 [25 Objects]; Drawbacks Action 1 Full Round to animate objects]) [33PP]

Alternate Power: Color Control 11 ( 11 x 5' cubes; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]) [33PP]

Alternate Power: Concealment 2 (Normal Vision, Extras:Attack +self (Reflex), Area [General, Burst], Duration [Continuous], Range 2 [Perception], Selective Attack; Feats: Close Range, Progression [Area] 8 [10-5000ft radius], Progression [DC +2 =14] 2, Selective; Drawbacks: Action 3 Full round to activate) [24PP] (Invisible Ink)

Alternate Power Illusion 8 (Visual Senses; Extras: Duration 2 [Continuous]; Flaws: Action [Full]; Feats:Progression [Area] 9 [5000ft radius]) [33PP]

Alternate Power: Light Control 10 (5000ft radius; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]; Feats: Precise [Vary level of light], Variable Descriptor 2 [Any Magic]) [33PP]

Alternate Power: Morph 4 (Any Form, +20 Disguise; Extras: Area (Burst, 20 ft radius), Attack + Self (Reflex DC 14), Duration [Continuous], Range 2 (Perception), Selective Attack; Drawbacks: Action 3 [Full Round]) [33PP] (Mystic Make-up)

Quickness 3 (x10 speed; Flaws:Limited to painting only [-2]) [1PP]

 

Dream Array (37 PP Array; Feats :Alternate Power 3) [40 PP] (Mystic, Dreams)

Base Power: Summon 12 (180PP, Henri Zenon/Deadbeat; Extras: Fanatical, Heroic Feats: Mental Link Flaws: Feedback) [37/37 PP]

 

Alternate Power: Create Object 10 (Extras: Movable, Range [Perception], Feats: Precise, Stationary, Subtle 2, Variable Descriptor 2 [Dreams], Flaws: Feedback, Limited [Requires Dream]*) [36/37PP]

 

Alternate Power: Environmental Control 8 (Distraction [DC 10], Hamper Move [50%], 1000’ Radius, Feats: Variable Descriptor 2 [Dreams], Extras: Range [Perception], Selective, Flaws: Limited [Requires Dream]*) [34/37 PP]

 

Alternate Power: Dream Control 12 (Feats: Triggered 1 [Falling Asleep]) [37/37PP]

 

*NB "Requires Dream" means that Rene must be able to perceive a dream (normally either by dreaming himself, or by using Dream Travel to view another persons dream)

 

Dream Travel 10 (Feats: Sedation, Flaws: Action [standard]) [6PP]

Immunity 2 (
Aging, Disease, Flaws: Limited [1/2 Effect]) [1PP] (Mystic)


Magic Array 19 (
38PP Array, Feats: Alternate Power 7) [45PP]
 

Base Power: Astral Form 8 (2000 miles; Feats: Dimensional 3, Selective, Subtle 2, Flaws: Feedback) [38/38]

 

Alternate Power: Blast 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic]) [37PP]

Alternate Power: Blast 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [Any Magic]) [37 PP]

Alternate Power: Dazzle 12 (Feats: Accurate 4, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic])[35PP]

Alternate Power: Dazzle 10 (Extras: Area [line]; Feats: Indirect 3, Variable Descriptor 2 [Any Magic]) [35 PP]

Alternate Power: Snare 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Reversible, Variable Descriptor 2 [Any Magic]) [38PP]

Alternate Power: Snare 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic]) [38 PP]

Alternate Power: Teleport 10 (200,000 miles per Full Action ["Anywhere On Earth"]; Extras: Accurate, Portal, Flaws:Limited [Long-Range], Medium [Picture of target area to paint onto]; Feats: Change Direction, Change Velocity, Progression [Portal Size 10’ x10’] 1, Progression [Cargo] 2 [500 lbss], Selective, Subtle 2) [38PP]

 

Super Movement 2 (Dream Dimensions; Flaws: Limited 1 Needs to fall asleep to travel) [2 PP]

Super-Senses 5 (
 Artists Eye [Mental Sense], Extras: Accurate, Acute, Ranged]) [5PP] (Magic, Views surroundings as if they were an impressionist painting)

Super-Senses 8 (Postcognition, Precognition Flaws: Uncontrolled [GM] Drawbacks: Limited 1 only visual sense, Power loss 1 cannot use if unable to paint) [2 PP] (Paint the future)


Drawbacks:

Vulnerability (Sleep Effects [common], +50% to DC) [-3PP]

 

Vulnerability (Emotion Effects [common], +1 DC) [-2 PP]

DC Block:
 

ATTACK                 RANGE           SAVE             EFFECT

Unarmed                                Touch           DC14 Toughness      Damage (Physical)

Magic Blast                         Ranged          DC27 Toughness      Damage (Varies)

Magic Blast Line                Ranged/Area     DC25 Toughness      Damage (Varies)

Magic Dazzle                       Ranged          DC22 Reflex            Dazzled (Visual)

Magic Dazzle Line              Ranged/Area     DC20 Reflex            Dazzled (Visual)

Magic Snare                         Ranged          DC22 Reflex            Entangled/Snared

Magic Snare Line                Ranged/Area     DC20 Reflex            Entangled/Snared

Color Control                     Perception      DC21 Reflex            Transformed (Color)

Concealment                        Perception      DC14 Reflex            Invisible (Normal Visual)

Morph                  Perception      DC14 Reflex      Morphed (+20 Disguise)

 

Totals: Abilities (32) + Combat (16) + Saving Throws (17) + Skills (23) + Feats (21) + Powers (146) - Drawbacks (-5) = 250/250 Power Points 

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IN DARKEST NIGHT by Thevshi

 

Stronghold, boosting up to take advantage of that shiny new PL10 slot.  Slight changes to description, mostly bringing her up to PL10 standards in terms of mechanics.  
 
 

Player Name: horngeek
Character Name: Stronghold
Power Level: 10 (109/156PP)
Trade-Offs: None
Unspent Power Points: 2
Progress To Bronze Status: 6/30

In Brief: Student who managed to impress Cobalt Templar enough that he gave her the Orange Ring of the Protective Builder.

Alternate Identity: Haukea Kawena
Identity: Secret
Birthplace: Hawai'i
Occupation: Student!
Affiliations: Claremont Academy, Next-Gen
Family: Kalea Kawena (Mother), Mikala Kawena (Father)

Description:
Age: 16 (DoB: 1996)
Apparent Age: 16
Gender: F
Ethnicity: Mainly Hawaiian, with some other ethnicities mixed in.
Height: 5'6"
Weight: 120lbs
Eyes: Brown
Hair: Black

v49hdw.jpg
Haukea is a fit-looking young woman, who's quite attractive (although awkward at times due to a lack of real social skill). She wears her hair fairly short, which means it doesn't get in the way too much, and tends to dress casually, in jeans and a t-shirt. She almost never wears 'designer' clothes- it's not that she can't afford them or anything, she just plain doesn't see the point of doing so.

As Stronghold, Haukea dons an orange bodysuit, with a black section over the shoulders and dipping down her chest, and an orange domino mask protecting her identity. She could easily create a cape using the ring... but again, she doesn't see the point of doing so. Sure, capes LOOK dramatic, but do you really need to take the time to do that?

Power Descriptions:
Haukea holds the Orange Ring of the Protective Builder. This allows to create various constructs (indeed, her costume is one of said constructs), and allows her control over earth, although she's focusing on the constructs right now. This is similar to Cobalt Templar's ring, but on a much larger scale (and at much longer range)- Stronghold could hold off a large force for a certain amount of time. She can also make smaller constructs to quickly block attacks, and bind enemies (she's experimenting with different forms for these bindings- at the moment, it's quite likely that each binding will take a different form). The ring also enhances her strength to an impressive degree, although not to the level of a powerhouse. Finally, she can also create and fling various projectiles using the ring.

History:
Mikala and Kaela were... an unlikely couple, to say the least. Mikala was a member of AEGIS, working in his home state, and Kaela ran a web design business. The pair met at a lunch organised by a mutual friend, and became good friends immediately, although it took a few years for them to fall in love and marry (Mikala saving Kaela during the Terminus Invasion had a lot to do with it, to be honest). And a few years later, they had a daughter, Haukea.
Haukea... took after her mother more in a lot of ways. Quite intelligent, she wasn't the most skilled at social interaction (in fact, she was diagnosed with high-functioning Asperger's Syndrome shortly after starting school). Her father was still proud of her, though- and he pushed her to train to keep fit. Overall... school was a mixed experience. Sure, she did well, but being socially awkward never helped at school, even if she did learn. Haukea gained a strong sense of loyalty and a protective instinct during this time, as well as a strong interest in knowledge- especially geology, but she'd pretty much try to learn everything she could about interesting things. In particular, she read about seven magical rings created in ancient Israel. But she couldn't find any more information on them, so she shelved that bit of knowledge.
As she came towards the end of middle school, her father received orders from AEGIS- he was to move to Freedom City, which had a need for officers. The family wasn't completely happy about it, but they could keep in contact with friends and relatives, so the prepared to move. Haukea started reading up on Freedom City... and the various superheroes there. Reading about Cobalt Templar, she noticed that he seemed to wield a magical... blue ring? Haukea was immediately reminded of the passage she'd read a while ago... and revisited it. And found a couple more interesting tidbits. About a few other figures, who seemed to have rings of their own. So, shortly after arriving at freedom city, she put in a message to the Freedom League on the off chance Cobalt Templar might speak with her...

Personality & Motivation:
Haukea is loyal, smart, and she's a kind person above all. Unfortunately, she's not all that good at meeting new people for the most part, and not good with dealing with new situations in social terms. She doesn't mind being out in public... just not good at actually meeting new people. Or being crowded. That said, if people she cares about are in trouble, she's very good at standing up for them- underneath the awkwardness lies a strong protective instinct and an iron will.
She also reads a LOT of books, and has a love for epic fantasy novels. In terms of music, she has a fairly eclectic taste, although her favorite composer is Yuki Kajiura.

Powers & Tactics:
Stronghold tends to use her constructs tactically, making walls to funnel crowds and snare opponents. She very specifically tends not to strike first (if she does, she's furious, in fact). Overall, she's a very defensive fighter, and a supporter rather than a frontline striker. And she's a fair tactician, too.



Complications:
Secret: Identity. Haukea isn't public, and doesn't want to go public- her family's at enough risk from her dad's job.

Socially Awkward: Okay, not so much socially awkward- she's learnt how to do a lot of things- but new situations are not easily adapted to.

I Will Protect: Stronghold with go above and beyond the call of duty to protect civilians, even when her abilities are likely best used elsewhere.

Abilities: 4 + 6 + 4 + 10 + 4 + 0 = 28PP
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 20 + 6 = 32PP
Initiative: +3
Attack: +6 Melee, +6 Ranged (Active Array +10)
Grapple: +0
Defense: +10 (+10), +5 Flat-Footed
Knockback: -5


Saving Throws: 6 + 5 + 7 = 18PP
Toughness: +10 (+10 Impervious) (+2 Con, +8 Impervious Force Field)
Fortitude: +8 (+2 Con, +6)
Reflex: +8 (+3 Dex, +5)
Will: +10 (+3 Wis, +7)


Skills: 36R = 9PP
Computers 4 (+8)
Concentration 4 (+6)
Diplomacy 3 (+3)
Escape Artist 4 (+7)
Knowledge (Civics) 2 (+6)
Knowledge (Earth Sciences) 6 (+10)
Knowledge (Physical Sciences) 4 (+8)
Knowledge (Pop Culture) 2 (+6)
Knowledge (Tactics) 6 (+10)
Language 1 (English (Native), Hawaiian)


Feats: 7PP
Accurate Attack
Jack-of-All-Trades
Luck 1
Master Plan
Precise Shot 2
Uncanny Dodge [sight]
 
Equipment: 0PP=0EP


Powers: 55 = 55PP

Device 12 (Orange Ring of the Protective Builder; Descriptors: Holy, Magic, Earth; Flaws: Hard To Lose) [57PP]
Burrowing 4 (10MPH) [4PP]
Flight 3 (25 MPH) [6PP]
Enhanced Strength 4 (to 18/+4) [4PP]
Enhanced Feats 2 (Quick Change 2)
Immunity 9 (Life Support) [9PP]
Impervious Force Field 8 (Costume) [16PP]
Impervious 2 [2PP]
Super-Strength 1 (Effective Lifting Strength: 23, Max Carrying Capacity: 1,200lbs) [2PP]

Active Powers 10 (21PP Array; Feats Alternate Power 3, Accurate 2) [26PP]
Base Power: Create Object 10 (Force Constructs, 7 5-foot cubes, Toughness +7, 10 70-foot range increments/700ft Max Range; Feats: Precise) [21PP]
Alternate Power: Create Object 7 (Rock Constructs, 5 5-foot cubes, Toughness +5, 10 50-foot range increments/500ft Max Range; Extras: Duration (Continuous)) [21PP]
Alternate Power: Blast 10 (Flinging Constructs, +7 Damage bonus, 10 70-foot range increments/700ft Max Range; Feats: Indirect) [21PP]
Alternate Power: Snare 10 (Construct Bindings, +7 Reflex difficulty, 10 70-foot range increments/700ft Max Range; Feats: Reversible)[21PP]


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

DC Block



 
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC17 Toughness Damage (Physical)
Blast Ranged DC35 Toughness Damage (Magic, Holy)
Snare Ranged DC20 Reflex Snare (Magic, Holy)

Totals: Abilities (28) + Combat (32) + Saving Throws (18) + Skills (10) + Feats (7) + Powers (57) - Drawbacks (0) = 152/152 Power Points

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PIXIE DUST by Thevshi

 

Okay, so ditching the Summon but keeping the fixed version of Teleport, so 1PP goes to the new AP, one goes to adding Selective to her base power (Create Object), and the last 1PP go into skills; also updated her fluff a bit with newly-revealed info.

Player Name: Heritage
Character Name: Grimalkin
Power Level: 12 (250/250PP) [253]
Tradeoffs: +2 Defense/-2 Toughness (+2 Attack / -2 Damage, +2 Defense / -2 Toughness, in Pixie Form)
Unspent PP: 0
Progress To Impervium Status: 130/150 (32PP earned pre-bump, 97PP earned post-bump)

In Brief:
Shapeshifting faerie with a human soul, recently returned to Freedom after a three-year absence.

Alternate Identity: Lynn Epstein
Identity: Secret
Birthplace: Atlantic City, NJ
Occupation: Bookstore owner
Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance.
Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son)

Description:
Apparent Age: Mid-twenties
Actual Age: 108
Gender: Female
Height: 5'3"
Weight: 121 lbs.
Eyes: Brown
Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin

Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Unless she is going undercover, she always wears a leather lanyard around her neck, from which dangles a dark black ring with a row of diamonds set along the top; she frequently fiddles with the ring while deep in thought. Her ears are pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair.

History:
A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling ‘suckers’, until one night she saw a young streetwalker attacked; the FCPD’s profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William ‘Colt’ Reynolds. Three years ago she married Reynolds and retired from active crime-fighting, and she had not been seen in Freedom City since.

Upon her return, Lynn reopened Silberman’s Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She recently revealed to her former teammates that time moved differently on Colt's world, where she'd been for the last three years, and she's now closer to one hundred and eight.

Personality & Motivation: 
Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park, ice cream of nearly any flavor, and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more.

As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law.

Powers & Tactics:
Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture; a favorite form is that of a pixie, just under one foot tall with a two pairs of gossamer wings for flight

She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement; she has now found a way to maintain a connection with these objects, and can use this link for surveillance purposes.

In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents.

Complications:
Cannot Eat Normal Food: Though she can still consume mundane liquids, Grim's faerie body can no longer process mundane foodstuffs; her body violently rejects any human food.
Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination.
Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do.
She’s the Boss: Lynn employs a small number of employees at her recently-reopened bookstore; sometimes they are overly curious or manage to get into trouble.

Abilities: 2 + 16 + 8 + 4 + 4 + 16 = 50PP
Strength: 22/12 (+6/+1), 4 (-3) in Pixie Form (Heavy Load: 520/130 lbs., 20 lbs. in Pixie Form)
Dexterity: 26 (+8)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 26 (+8)

Combat: 24 + 12 = 36PP
Initiative: +12
Attack: +12 Ranged (+14 in Pixie Form), +12 Melee (+14 in Pixie Form)
Grapple: +20, +12 in Pixie Form
Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed. +12 Enraged (+6 Base, +8 Dodge Focus, -2 Rage), +3 Flat-Footed. +16 in Pixie Form (+6 Base, +8 Dodge Focus, +2 Size), +4 Flat-Footed
Knockback: -5, -4 in Pixie Form

Saving Throws: 6 + 8 + 8 = 22PP
Toughness: +10 (+4 Con, +6 Defensive Roll), +8 in Pixie Form (+4 Con, +6 Defensive Roll, -2 Size)
Fortitude +10 (+4 Con, +6), +15 Enraged (+4 Con, +5 Rage, +6)
Reflex +16 (+8 Dex, +8)
Will +10 (+2 Wis, +8), +15 Enraged (+2 Wis, +5 Rage, +8)

Skills: 152R = 38PP
Acrobatics 12 (+20)
Bluff 12 (+20)
Craft (Artistic) 8 (+10)
Craft (Structural) 8 (+10)
Diplomacy 7 (+15)
Disguise 0 (+8, +38 Morph)
Drive 2 (+10)
Gather Information 7 (+15)
Handle Animal 2 (+10)
Intimidate 2 (+10, +6 in Pixie Form)
Knowledge (Arcane Lore) 8 (+10)
Knowledge (Behavioral Sciences) 3 (+5)
Knowledge (Civics) 3 (+5)
Knowledge (Pop Culture) 3 (+5)
Knowledge (Streetwise) 8 (+10)
Knowledge (Tactics) 1 (+3)
Language 1 (Hebrew)
Notice 13 (+15)
Perform (Dance) 2 (+10)
Perform (Singing) 2 (+10)
Pilot 2 (+10)
Ride 2 (+10)
Search 13 (+15)
Sense Motive 3 (+5)
Sleight of Hand 7 (+15)
Stealth 14 (+22, +30 in Pixie Form)
Survival 3 (+5)
Swim 4 (+5)

Feats: 37PP
Acrobatic Bluff
All-Out Attack
Ambidexterity
Animal Empathy
Benefit: Wealthy
Defensive Attack
Defensive Roll 3 (+6 Toughness)
Distract (Bluff)
Dodge Focus 8
Elusive Target
Equipment 2 (10EP)
Evasion 2
Grapple Finesse
Improved Initiative
Move-By Action
Power Attack
Rage 4
Setup
Sneak Attack
Takedown Attack 2
Taunt
Uncanny Dodge (Auditory)

Equipment: 2PP = 10EP
[equip]Silberman's Books (PL12 HQ) [10EP]
Size: Small [0EP]
Toughness: +10 [1EP]
Features: [9EP]
Communications
Computer
Fire Prevention System
Garage
Gym
Library
Living Space
Security System (DC20)
Workshop
[/equip]
Powers: 4 + 18 + 2 + 21 + 7 + 12 + 11 = 75PP

Comprehend 2 (Languages 2 [Speak Any, One At A Time, Understand All]) [4PP]

Glamour Creation 8 (16PP Array, Feats: Alternate Power 2) [18PP]
[array]Base Power: Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression  2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP]

Alternate Power: ESP 7 (Range: 200 miles. Auditory, Visual, Flaws: Medium [Created Objects], Feats: Subtle) [1PP]

Alternate Power: Teleport 7 (Range: 200 miles. Extras: Accurate, Feats: Change Direction, Change Velocity, Disadvantage: No Extra Weight, Flaws: Medium [Created Objects]) [1PP][/array]
Dimensional Pocket 2 (Flaw: Range [Touch], 250 lbs.) [2PP]

Glamour Body 9 (18PP Array, Feats: Alternate Power 3) [21PP]
[array]Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP]

Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP]

Alternate Power: Emotion Control 9 (Extras: Action 2 [Free], Area [Perception/Visual], Flaws: Limited to Fear, Range 2 [Touch]) [18PP]

Alternate Power: Flight 4 (100mph / 1,000ft per Move Action, Drawbacks: Power Loss [Wings]) [7PP] + Shrinking 8 (Tiny: 2.5ft Space / 0ft Reach, -8 Strength, 1/2 Carry Capacity, +2 Attack, +2 Defense, -2 Toughness, -8 Grapple, +2 Knockback, -4 Intimidate, +8 Stealth, Feats: Normal Movement) [9PP] (Pixie Form) [16PP][/array]
Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP]

Strike 6 (Extras: Penetrating [2] [DMG 7, 12 with Rage], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws)

Super-Senses 11 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Darkvision, Danger Sense [Auditory [11PP]

Drawbacks: (-2) + (-6) = -8PP

Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP]

Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP]


Abilities 50 + Combat 36 + Saving Throws 22 + Skills 38 + Feats 37 + Powers 75 - Drawbacks 8 = 250/250 Power Points


DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch Toughness (Staged) Damage (Physical)
Medium DC16(18*)
Medium w/ Rage DC21
Tiny DC12(14*)
Claws Touch Toughness (Staged) Damage (Physical)
Medium DC22(24*)
Medium w/ Rage DC27
Tiny DC18(20*)
Create Object Touch DC16 Reflex Trapped
Fear Perception/Area DC22 Reflex No Effect
DC22 Will Shaken/Frightened/Panicked

*Sneak Attack

Edited by Thevshi
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SAILING THE SOLAR WINDS by Thevshi

 

Some fairly minor edits for >Cobalt Templar. Really, I'm just bringing him into line with our House Rules on Space Travel. 

 

Here's the current version of his flying:

 

 

Flight 6 (500mph / 5,000ft per Move Action) [12PP]

Space Travel 2 (2c) [2PP]

Speed of Flame 4 (8PP Array; PFs: Alternate Power 1) [9PP]
BP: Flight 4 (Rank 10, 10,000mph / 100,000ft per Move Action) [8PP]
AP: Space Travel 8 (Rank 10, 1,000c) [8PP]

 

And here's what I've made it:

 

Speed of Flame 4.6 (23PP Container [Passive, Permanent]) [23PP] [Magic]

 

Flight 10 (10,00mph / 100,000ft per Move Action) [20PP]
Super-Movement 1 (Space Travel 1 [interplanetary]) [3PP]

 

23PP both ways, it's just that in the newer iteration he's always on Flight 10, and his Space Travel is slow enough he can't do true interstellar flight (which is fine). He could, however, justify doing some sort of orbital hop or the like. Also a Container, because I love Containers. 

 

>Here's the "final draft" for reference. (I'm not spending my 2 free PP just yet.)

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POST SYNAPTIC CLEFT RECEPTOR DOWNREGULATION BY SUPERCAPE

 

Okay, spending Synapse's 15 PP! 

First, going to rework her Int and Wis some, dropping 2 from base Int and 6 from base Wis (freeing 8 pp)

 

Buying Enhanced Int 4 and Enhanced Wis 6 (so using all 8 freed pp and 2 of her unspent pp).

 

Spending 3 PP on skills:

1 rank of Medicine

2 ranks to Drive (8 total)

1 rank to Kn: Behavioral Science

2 ranks to Kn: Tech (8 total)

2 ranks to Kn: Physical Sciences (6 total)

2 ranks to both Craft: Mech and Craft: Elect (6 ranks total each)

 

The last remaining PP (10) are being spent on the following new power:

Communication 3 (Mental, 1,000 radius, Extras: Affects Others, Area; Power Feats: Selective) [10PP] (Telepathic Linkup)

 

Player Name Thevshi

Character Name: Synapse

Power Level: 11/12 (182/182PP)

Trade-Offs: -2 Def/+2 Toughness

Unspent Power Points: 0

Progress to Impervium Status: 32/150 (Platinum Status earned with Velocity)

 

Bronze: Bump PL7 character slot to PL10 for Tsunami

Silver: 15 pp of Equipment (6 PP spent on Velocity)

Gold: Paradigm (PL 12, 180 PP)

Platinum: unused

 

In Brief:

 

Alternate Identity: "Dee" Farrington; Lady Dawn Farrington

Identity: Secret

Birthplace: Bournemouth, England

Occupation: Activist

Affiliations: Ministry of Powers (not by choice)

Family: Lord Erasums Farrington, 11th Earl Farrington (father); Lady Margret Farrington (mother); Lady Susan Farrington (twin sister); Edward Farrington, Viscount Farrington (brother)

 

Age: 24 (DOB: 5/18/1990)

Gender: Female

Height: 5' 7"

Weight: 120 lbs

Eyes: Blue

Hair: Black, with green stripes (naturally blonde)

 

Dee is slightly taller than average, with a slim build.  Though an attractive young woman, that attractiveness is somewhat diminished by her generally irritable disposition.  Her shoulder length hair is black, with a few colored streaks (the color of which varies from time to time between green, blue, magenta, purple and orange), though her natural hair color is blonde.

 

Dee typically dresses in dark jeans, with T-shirts (typically with a band logo or some political statement on them) and a black leather jacket. 

 

Dee has a number of piercings in each ear, as well as tongue and bellybutton piercings.  She also has gotten a few tattoos over the years.  One is a grouping of Chinese characters on her left shoulder blade.  The other is of a black circle made of twisted thorn branches on her lower back.

 

Power Descriptions:

Synapse's Telekinesis, Forcefield, Mental Blast and Paralyze attack all involve a manifestation of red psychic energy that are readily visible.  Her Mind Control and Telepathy, are considerably more subtle in nature, making them somewhat more difficult to detect by either the target or others with mental awareness super-senses. 

 

History:

Dawn was born into an aristocratic family in the United Kingdom.  Much of her early life was spent in either London, where her father serves on the House of Lords, or at her family's estate in Dorset, most often in the care of nannies hired by her parents to help raise her and her siblings.  The family's head butler, Arthur Winston-Smythe was also a prominent figure in caring for the Farrington children, traveling between London and Dorset with the family.

 

Growing up, Dawn and her twin sister Susan were inseparable, as one would expect of twins.  Their older brother, Edward, was somewhat distant, but it did not matter much as they had each other, particularly when their parents began to send them off to expensive boarding schools.

 

In his position in the House of Lords, Dawn's father worked closely with the Ministry of Powers and was a strong supporter of Taskforce UK.  In particular, Lord Farrington was a close associate of the team's mentalist, Headcase.  When the Ministry revived its Powers Project, Headcase convinced Lord Farrington to include Dawn and her twin sister Susan in the Psi Initiative, confident he could induce psychic powers in the two girls.

 

The two girls were subjected to the process, with Headcase himself directly involved.  Over the course of several weeks over the summer when the girls were eleven, they underwent the process.  When it was over, both girls had gained mental powers.  However, something had gone awry in Susan's case, the process causing damage to her psyche, driving the girl insane.  Headcase was forced to subdue her, and drugs were used to suppress her powers.  Dawn's parents had no choice but to commit Susan to a private mental hospital, where she could be provided the best around the clock care, and carefully kept be out of the public eye.

 

In Dawn's case, the process was far more successful, as her psyche had not been harmed, at least by the psi initiative process.  The fate of her sister, and her parents reaction in quietly tucking Susan away, served to create a rebellious attitude in Dawn (who began refusing to acknowledge that name, insisting on being called "Dee" instead), as she blamed her parents, and in particular her father, for what had happened to Susan. 

 

Always an extremely bright girl, Dee began to do everything she could to act out against her parents.  In addition to generally being as difficult as she could, Dee began dying her hair; eventually got additional body piercings and tattoos; and otherwise generally acting as unladylike as possible.  During the times she was home (either in Dorset or London), she would regularly sneak out at night, either going to concerts or nightclubs.  Unbeknownst to her, during those late night outings, she was often followed by Arthur, the family's butler, who had for a time served as an agent in MI6, as he did his best to keep her from coming to harm.

 

Her behavior carried over to the boarding schools her parents sent her off to, including incidents such as mixing together a chemical formula to generate massive amounts of smoke in chemistry class (and thus causing an evacuation of the building) to repeated violations of school curfew and other rules.  Among the prestigious boarding schools she got herself kicked out of were Brighton College, Queen Ethelburga's College (York), Wycombe Abbey, and Cheltenham Ladies' College.

 

As much as Dee hated her parents, she despised Headcase even more.  Unfortunately, over the years she was required to have regular meetings with the mentalist, as he helped her learn to use and control her ever strengthening powers.

 

Despite her rebellious behavior and expulsion from several boarding schools, Dee eventually attended Oxford University.  Dee's rebelliousness subsided somewhat, in large part due to the fact that the university was far less restrictive than her boarding schools, and the fact she wanted to be there.  While she still enjoyed having a good time, she had little trouble maintain excellent marks.

 

It was early during her time at Oxford that Headcase took Dee (despite her protests) to meet the other members of Vanguard.  Unlike so many others, she was not overly impressed with Champion.  Certainly he was powerful, but to her, he was just a figurehead for the status quo.  Y Dderwen was rather inscrutable, and the young woman did not quite know what to make of him.  Lucy on the other hand, she found to be rather cool, even if the older heroine was working with the government.

 

After finishing her degree, Dee ignored her father's attempts to steer her towards going into research work with corporations at which he had connections or for the government.  Instead, the young woman joined a human rights group and left England to spend a year teaching and working on aid projects in Africa.

 

It was only a little over a month ago that Dee returned from her time in Africa.

 

Personality & Motivation:

As a first impression, Dee generally comes off as rather irritable, though she can be generally pleasant as long as someone does not do anything to aggravate her.  Unfortunately, it is not that difficult to aggravate her.  For the most part, Dee is happiest when she is left alone to do what she wants.

 

In addition to a rebellious streak, Dee is also something of a thrill seeker, one who loves racing motorcycles, or extreme snowboarding.

 

Although there is a great deal of anger, and even hatred, directed at her parents (and to a lesser degree, her older brother), there is still a part of Dee that cares about them, though she is extremely reluctant to show it. 

 

Being a superheroine has never been anything Dee has strived for, particularly if it meant working with the Ministry of Powers.  However, she reluctantly realizes that despite what she might feel about the government in general, and the Ministry of Powers in particular, choosing not to do anything could well lead to innocents being hurt.

 

Powers & Tactics:

Thus far, Dee has had little in the way of combat experience, and thus has not developed any particular tactics relating to her powers.  She has learned to use her telekinesis to protect herself with a forcefield, and will almost always put up the forcefield if she gets into combat. 

 

She also has generally sought to avoid using her powers in general.  However, she learned to control her powers as they grew in strength over the years, in order to avoid them accidently going out of control. 

 

Complications:

Twin Sister: Susan is still perhaps the single most important thing in Dee's life and the young woman is determined to take care of Susan the rest of her life.  Dee hopes that someday she might be able to find a way to repair Susan's psyche and restore her sanity.

The "bad girl": A number of tabloids have carried pictures of Dee over the years (and some of her wild antics), so she has developed at least a small amount of fame (or infamy, depending on who you ask) as a result.

There has to be a story here: Besides the general tabloid attention Dee occasionally gets, one investigative reporter, Billy Bunting, has heard some rumors about the Ministry of Powers having some sort of psychic powers program, and that it might be somehow connected to the Farrington family.  He is determined to find out if there is anything to these rumors.

Another reason to hate that guy!: For some reason, whether by accident or specific design, Headcase's tinkering with Dee's mind to induce her powers has left her particularly vulnerable to his abilities.  If targeted by Headcase's powers, Dee automatically fails her saving throw for a HP.

 

Abilities: 0 + 4 + 4 + 12 + 12 + 2 = 34PP

Strength: 10

Dexterity: 14 (+2)  

Constitution: 14 (+2)

Intelligence: 22/26 (+6/+8)

Wisdom: 22/28 (+6/+9)

Charisma: 12 (+1)

 

Combat: 6 + 10 = 16PP

Initiative: +8

Attack: +3

Grapple: +3

Defense: +5 base, +8 with Dodge Focus (+2 flat-footed)

Knockback: -1/-6 w/Forcefield

 

Saving Throws: 5 + 6 + 3 = 14PP

Toughness: +12 (+2 Con, +10 Forcefield)

Fortitude: +7 (+2 Con, +5)

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

Will: +12 (+9 Wis, +3)

 

Skills: 100R = 25PP

Bluff 6 (+7/+11 w/ Attractive)

Computers 10 (+18)

Concentration 4 (+13)

Craft: Chemical 2 (+10)

Craft: Electronics 6 (+14)

Craft: Mechanical 6 (+14)

Drive 8 (+10)

Disable Device 12 (+20)

Kn: Behavioral Science 1 (+9)

Kn: History 2 (+10)

Kn: Popular Culture 4 (+12)

Kn: Philosophy and Religion 2 (+10)

Kn: Physical Sciences 6 (+14)

Kn: Technology 8 (+16)

Medicine 1 (+10)

Notice 4 (+13)

Perform (Piano) 12 (+13)

Search 2 (+10)

Sense Motive 4 (+13)

 

Feats: 12 PP

Attractive

Benefit 3 (Wealth 2; Member of British Aristocracy)

Dodge Focus 3

Eidetic Memory

Improvised Tools

Inventor

Luck

Speed of Thought

 

Powers: 8+4+2+11+10+31+4+6+5 = 81 PP

 

Super-senses Detect Minds (Mental Awareness) (Very Common Descriptor, Ranged, Accurate, Acute, Radius) [8PP]

 

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

 

Quickness 4 (X25) (Flaw: Limited to mental tasks only) [2PP]

 

Forcefield 10 (Feat: 1 alt) [11PP]

AP: Telekinesis 5 {10/10}

 

Communication 3 (Mental, 1,000' radius, Extras: Affects Others, Area; Power Feats: Selective) [10PP] (Telepathic Linkup)

 

Psychic Powers Array (28PP Array; Feats: Alternate Power 3) [31PP]

BP: Paralyze 7 (Extra: Perception) {28/28}

AP: Mind Control 10 (Feats: Subtle; Mental Link) {22/28}

AP: Telepathy 10 (Feat: Subtle) {21/28}

AP: Mental Blast 7 {28/28}

 

Enhanced Intelligence 4 [4PP]

 

Enhanced Wisdom 6 [6PP]

 

Power Reserve 2 (4PP reserve; Base Powers: Mental Blast, Paralyze; Feats: Additional Power: Telekinesis) [5PP]

 

DC Block

ATTACK               RANGE       SAVE          EFFECT
Paralyze            Perception       22/Fort      Paralyze (Psychic)
Mental Blast        Perception       22/Will      Damage (Psychic)

Totals: Abilities (34) + Combat (16) + Saving Throws (14) + Skills (25) + Feats (12) + Powers (81) = 182/182 Power Points

 

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