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Posted (edited)

OWNS THE NIGHT by Thevshi

 

Foreshadow

-1 rank of Defensive Roll [+1]

+4 Ranks of Con [-4]

+2 Ranks of Will [-2]

-2 Ranks of Fortitude [+2]

+1 Rank of Attack Specialization (Strike) [-1]

+1 Rank of Endurance [-1]

+1 Ranks of Lionheart which gives a +4 bonus per rank on Will Saves to oppose fear and related effects. [-1]

+1 Rank of Easy to Lose Device [-3] 

Device 3 ( 15PP Container, Feat: Subtle; Flaws:Easy-To-Lose; User Suffers from Fatigue from Extra Effort ) [10PP] (Combinable and Collapsible Escrima Sticks )

Combinable Escrima Array ( 12PP Array; Feat: Alternate Power 3 ) [10PP]
BPDamage 1 (  Extra: Autofire 4; Feats: Accurate, Mighty, Ricochet 2 [2 Bounces], Split Attack, Thrown, Weapon Bind ) {12/12} (Escrima Sticks)
APDamage 3 ( Feats: Extended Reach, Improved Critical 2, Improved Throw, Improved Trip, Mighty, Split Attack ) + Leaping ( Jumping Distance x2 )(Bo Staff and Pole Vaulting) {12/12}

APStun 8 Flaw: Action [Full]; Feats: Extended Reach, Precise {10/12} (Stun Rod)
APSuper-Movement 4 Slow Fall, Swinging, Wall-Crawling 2 {8/12} (Grappling line) 

Bought Damage 1 ( Feat: Mighty ) to represent his martial arts skill even when unarmed [-2]

 

11PP spent

 

 

Player Name: HG Morrison
Character Name: Foreshadow II
Power Level: 13 (202/202PP)
Effective PL: 10
Trade-Offs: +4 Defense / -4 Toughness, +2 Atk/ -2 Dmg (Bo Staff), +4 Atk/ 4 Dmg (Escrima Sticks & Unarmed)
Unspent Power Points: 0
Progress To Silver Status: 5260

In Brief: Acrobatic legacy to the Foreshadow Name.

Alternate Identity: Erick Sloane
Identity: Secret
Birthplace: Freedom City
Occupation: Freedom City University Student (Business Major)
Affiliations:
Family: David Sloane (Adoptive Father)

Description:
Age: 21 (DoB: Born 14, February 1993)
Gender: Male
Ethnicity: Caucasian (Of Russian Descent)
Height: 5'11"
Weight: 172 lbs.
Eyes: Blue
Hair: Blonde

 

Omen1_zps7c9f4954.png

Erick is 5'11 which is quite a deal taller than the average male gymnast, having grown two inches in the past few months. His neck length hair sits comfortably upon his face most likely never facing the terror of a comb. While not having a large amount of muscle mass, his muscles are cut into the lean mean acrobatic machine that he is. His bright blue eyes always have some shine to them.

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


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

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

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

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

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

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

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

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

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

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

Personality & Motivation:
Erick is quite relaxed and even when on the job he's known to be chatty and crack a joke. Unlike his mentor, he's more than willing to work with others than Foreshadow is. Erick doesn't let his past define him he may have initially gotten into the hero gig motivated by the tragedy that befell his parents, but honestly at the end of the day he just loves doing it and hopes to help people.

Erick fights the good fight simply because it's the right thing to do. Filled with a passion for life and a desire to make a difference, every time he dons the Foreshadow costume he's ready to go to work. But also he's never forgotten why he does what he does in the first place, and wants to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City.

Powers & Tactics:
While fully capable of standing still and slugging it out, Erick prefers a 'float like a butterfly sting like a bee' approach to things. Movement is the name of the game and Erick excels at it. If he's not actively moving cover using hit and run tactics he'll be flapping his gums to try and anger or disorient his opponent. It's a little rough and more than a little flashy fighting style, but it's perfect for the showman that he is. Erick's quite intelligent tending to be the perfect model of being kinesthetically intelligent and reflexive thinking. Not one to think ahead, he tactically lives in the here and now adapting to situations as they come.  It's not that he can't sit back and write up plans, but after a childhood of following a set note, he prefers to go off script.

If given the opportunity he'll also attempt to add some distance and use his throwing discs from the comfort of concealment. Erick has gradually adapted a more fluid martial arts base to his fighting style.  Favoring mobile fighting styles Foreshadow blends the arts of capoeira, escrima, ninjutsu and traditional stick fighting with his Acrobatics for a more freeform system that relies on both one's environment and unpredictability to take down opponents.  Because in a world filled with people whom can lick truck over their heads, his strength pure and simple is his mobility.
 
 
His custom built high polymer Escrima Sticks are lightweight so that he can overwhelm foes with a flurry of attacks or that he may throw them if the need arises.  They're retractable thus Foreshadow can collapse the weapons for easy storage on his person even out of costume. The separate halves can combine into a singular Staff allowing him to apply the brunt of his strength for increased power.  With the lightweight material being strong enough to withstand such force.  The end of one of the sticks can fire a stored swing line made out of airplane cable.

Last but not least, Erick is able to foresee events before they come to pass. While normally not of every much use in combat, a secondary effect of this ability is he is actively aware of his surroundings almost intuitively.  As another byproduct of his precognition  Erick is intuitively aware of foreboding danger.  This sensation manifests as a tingling feeling at the base of his skull, alerting Erick to danger in proportion to the severity of whatever the threat is. 
 
Complications:



Enemies: Ever since taking over the mantle of Foreshadow from David, Erick's had to feel the full weight of what it means to be one of the top focuses of Big Al's wrath. To complicate matters Foreshadow has found himself grounded in the Southside becoming a constant target of the assassins brought in to compete for his head. Most notably being the assassins belonging to the Murder League.
Flirt:: Erick enjoys the company of the fairer sex, and won't hesitate to let them knowl. It often leads him knee deep into trouble.  Especially due to being more prone to dropping his guard around women.
Responsibility: As a university student Erick has to make sure his late hours don't interfere with his school work. As a heavy investor and philanthropist in various start up businesses and charities he has to make sure his money is in good hands further dividing his attention.
Secret: Erick has the difficult task of keeping his identity a secret from those around him. It places a great strain on any relations he tries to form as most of his nights are spent fighting crime in Freedom City.
Scry vs Scry: Foreshadow can foresee events before they come to pass. Unfortunately there is a bit of psychic interference when dealing with foes with other precognitive gifts.  Making it harder to rely on the visions
With Great Power comes Great Pain:  His Foresight isn't without faults.  Due to the fact that the sensation that alerts him to nearby threats increases in intensity the greater the danger, some instances can cause him practically debilitating pain.  The visions themselves can also occasionally come with intense enough vigor to also cause psychosomatic pain.

Abilities: 6 + 14 + 8 + 6 + 6 + 6 = 46PP
Strength: 16 (+3)
Dexterity: 24 (+7)
Constitution: 18 (+4)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)


Combat: 16 + 12 = 28PP
Initiative: +15 (+7 Dex, +8 Improved Initiative)
Attack: +8 Base, +12 Melee, +14 Escrima Sticks and Unarmed, +10 Thrown Escrima Sticks
Grapple: +15
Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -3


Saving Throws: 2 + 3 + 7 = 12PP
Toughness: +6 (+4 Con, +2 Defensive Roll)
Fortitude: +6 (+4 Con, +2)
Reflex: +10 (+7 Dex, +3)
Will: +10 (+3 Wis, +7)


Skills: 152R = 38PP
Acrobatics 15 (+22) Skill Mastery
Bluff 8 (+11, +15 Attractive) Skill Mastery
Computers 7 (+10)
Concentration 7 (+10)
Diplomacy 7 (+10, +14 Attractive) Skill Mastery
Disable Device 7 (+1)
Disguise 2 (+5)
Escape Artist 8 (+15)
Gather Info 7 (+10)
Intimidate 7 (+10)
Investigate 7 (+10)
Knowledge Business 2 (+5)
Knowledge Current Events 2 (+5)
Knowledge History 2 (+5)
Knowledge Streetwise 7 (+10)
Knowledge Tactics 2 (+5)
Language 7 (Arabic, Chinese [Mandarin] English [Native], French, Japanese, Portuguese, Russian, Spanish)
Medicine 2 (+5)
Notice 12 (+15)
Perform (Dance) 4 (+7)
Search 7 (+10)
Sense Motive 7 (+10)
Sleight of Hand 3 (+10)
Stealth 13 (+20) Skill Mastery


Feats: 52PP
Acrobatic Bluff
Attack Focus 4 (Melee)

Attack Specialization (Unarmed)
Attractive
Benefit 2 (Wealth)
Blind-Fight
Challenge (Fast Task: Acrobatic Feint)
Defensive Attack
Defensive Roll 1
Dodge Focus 8
Eidetic Memory
Elusive Target

Endurance

Equipment 4
Evasion 2
Hide in Plain Sight
Improved Disarm
Improved Initiative 2
Improvised Tools
Jack-Of-All-Trades

Lionheart 1 [+4 bonus per rank on Will Saves VS fear and related effects.]

Move-by Action

Power Attack
Prone Fighting
Quick Draw [Draw]
Redirect
Set-Up
Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth )
Sneak Attack
Takedown Attack 2
Taunt
Trance
Uncanny Dodge (Auditory)
Up the Walls [use Acrobatics for Climb Checks, provided one has places to jump from separated by at most half of normal speed]
Well-Informed

Equipment: 7PP = 34/35EP
Free Due To Wealth: Cell phone, Digital camera, Digital audio recorder, Flashlight, PDA

HQ: Erick and Alaina's Manor [17EP]
Location: North Bay, Freedom City, USA, Near the North Bay Marina.
Appearance/Details: 1
Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP];
Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP]

Powers: 2 + 4 + 10 + 9 + 1 = 26PP

 

Damage 1 ( Feat: Mighty [2PP] (Martial Arts Training)

 

Device 1 (5PP Container, Flaws:Hard-To-Lose) [4PP] (Foreshadow's Mask)

Sensory Shield 2 (+4 to Saves vs Visual Sensory Effect) [2PP]
Super-Senses 3 (Darkvision, Radio) [3PP]

 
Device 3 ( 15PP Container, Feat: Subtle; Flaws:Easy-To-Lose; User Suffers from Fatigue from Extra Effort ) [10PP] (Combinable and Collapsible Escrima Sticks )
Combinable Escrima Array ( 12PP Array; Feat: Alternate Power 3 ) [10PP]
BPDamage 1 (  Extra: Autofire 4; Feats: Accurate, Mighty, Ricochet 2 [2 Bounces], Split Attack, Thrown, Weapon Bind ) {12/12} (Escrima Sticks)
APDamage 3 ( Feats: Extended Reach, Improved Critical 2, Improved Throw, Improved Trip, Mighty, Split Attack ) + Leaping ( Jumping Distance x2 )(Bo Staff and Pole Vaulting) {12/12}

APStun 8 Flaw: Action [Full]; Feat: Extended Reach, Precise {10/12} (Stun Rod)
APSuper-Movement 4 Slow Fall, Swinging, Wall-Crawling 2 {8/12} (Grappling line) 



 
Foresight 1.8 (8PP Container, [Passive, Permanent] ) [9PP] (Psionic)
Super-Senses 6 ( Psychic Blindsight, Mental Sense [Accurate, Acute, Danger Sense, Radius, Ranged] ) [7PP] (Spatial Awareness/Psychic Blindsight)
Super-Senses 4 (Precognition [Mental]; Flaw: Uncontrolled) [2PP]

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

[table]

DC Block
ATTACKRANGESAVEEFFECT

Unarmed TouchDC18/20* Toughness (Staged)Damage (Physical)

Bo Staff TouchDC21/23* Toughness (Staged)Damage (Bludgeon)

Escrima SticksTouchDC19/21* Toughness (Staged)Damage (Bludgeon)

Stun RodTouchDC18 Fortitude (Staged)Stun (Electricity)

Unarmed Strikes TouchDC19/21* Toughness (Staged)Damage (Physical)
[/table]*DC with Sneak Attack

 
Totals: Abilities (46) + Combat (28) + Saving Throws (12) + Skills (38) + Feats (52) + Powers (26) - Drawbacks (0) = 202/202 Power Points

Edited by Thevshi
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Posted

MAXIMIZED by Thevshi

 

Maxima

 

I've got a few points to spend with Maxima. 

 

1 - Buy a 3rd rank of Benefit (Wealth) as referrenced in September's Vignette.  Likewise purchase Speed of Thought, which will increase her Initiative score to +10. [2pp]

2 - Purchase the HQ from the above Vignette using 4 more ranks of Equipment from veteran rewards (HQ costs 21 ep, and she has currently spent 39/40).  [free]

3 - +2 Strength [2pp]

4 - +2 Constitution [2pp]

 

Thank you.

Posted

RELOADED by Thevshi

 

Midnight II
Midnight II was original created using a Bronze Veteran Reward for a second PL10 slot. He also currently uses 11PP from another Veteran Reward for ranks of Minion. I'm stripping out the former to free it up, retroactively making him my PL7 slot and reducing his PP total by 45. This will place him at 247PP after the September 2014 PP rewards (these edits can wait until those rewards have gone through), but I'm also using the remaining 4PP from the latter Veteran Reward for ranks of Equipment, compensating for the 3PP under 250PP.

Most of these edits are therefore purely cosmetic as I fixed up a bunch of broken or outdated formatting on his sheet. His fluff has been updated to reflect his current appearance. His Equipment section now looks like this:

Equipment: 11PP = 55EP

5 + 4 + 5 + 21 + 20 = 55EP

Strike 3 (Feats: Mighty, Subtle) [5EP] (Collapsible Escrima Sticks)

Immunity 4 (Suffocation Effects, Visual Dazzles) [4EP] (Midnight Mask)

Speed 1 (10mph / 100ft per Move Action) [1EP] + Super-Movement 2 (Slow Fall, Swinging) [4EP] (Grappling Hook Gun)



Night Cycle (Vehicle) [21EP]

Size: Medium [0EP]; Strength: 20 [2EP]; Defence: 10 [0EP]; Toughness: +10 [5EP]

Features: Alarm 2 (DC 25), Computer, Communications, Disguise, Hidden Compartments, Nitro Injectors, Remote Control [8EP]

Powers: Speed 5 (250mph / 2,500ft per Move Action, Feats: Subtle) [6EP]



>The Midnight Manor (HQ) [20EP]

I've removed one of his example Gadget configurations as the descriptors never really matched well and made it clear that his telepathic resistance relates to the psionic descriptor rather than effects with the Mental Extra.

I also updated Redbird's Super-Senses to reflect the updated House Rules for Awareness, freeing up 2PP which I spent on 8 ranks of Intimidate.




[alignright][/alignright]
Player Name: Gizmo
Character Name: Midnight II
Power Level: 15 (247/247PP) [292]
Trade-Offs: +2 Attack, -2 Damage
Unspent PP: 0
Progress to Orichalcum Status: 142/180 (Orichalcum Status earned with Jack of all Blades)

Theme: Creatures of the Night by The Creepshow

In Brief: A soft-spoken young man upholding the legacy of Freedom City’s original mystery man.

Alternate Identity: Trevor Hunter
Identity: Secret
Birthplace: Freedom City, North Bay
Occupation: University Student (Engineering Major)
Affiliations: Young Freedom/Claremont Academy (alumni), Liberty League (legacy hero)
Family: Travis Hunter (Midnight I, grandfather), Ted Hunter (father), Janet Pryce-Hunter (mother)

Description:
Age: 21 (DoB: February, 1993)
Gender: Male
Ethnicity: Caucasian
Height: 6'2"
Weight: 185 lbs.
Hair: Black
Eyes: Black Sclera With Red Irises

Trevor Hunter’s height and angular features give his powerfully athletic frame an impression of leanness that suits his relaxed demeanour and dark hair just a little too long to be kept tidy. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His only concessions are a battered black fedora which he wears whenever convenience allows and a pair of heavily tinted sunglasses which conceal his clearly metahuman eyes.

As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes.

History: Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge.

The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realized, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognized the familiar light blocking gas he produced.

Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree.

Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice.

The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognized the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enroll at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark.

Trevor’s time at Claremont proved to be eventful, although his most fantastic adventures as a part of Young Freedom took place in a number of alternate dimensions and timelines, affording him a continued low profile on Earth-Prime. Harsh battles developed both his superhuman abilities and considerable skills while forging friendships and ultimately romance. There can be no doubt that Midnight has come to Freedom City once more.

Personality & Motivation: Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailingly genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years.

Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilizing fear against the villains who make it their stock and trade.

Powers & Tactics: Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Initially using his specially designed goggles to see through this miasma, Trevor eventually found his metahuman physiology adapting to make them unnecessary, at the price of a disconcerting appearance.

The presence of the mist saturating his muscle tissue grants Trevor a surprising durability. A quirk of his metahuman nature, arguably a secondary mutation, makes him resistant to mental intrusion and all but undetectable by telepathic means. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt.

Complications:
Camera-Shy: Trevor prefers to remain unseen by the public; the shadows are where he does his best work.
Disarmed: Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such.
Don’t Touch The Hat: Don’t. Touch. The Hat.
Frightening: The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids.
Legacy: Living up to his inherited code name means the world to Trevor.
Loyalty: Trevor made some good friends at Claremont Academy.
Relationship: Erin White AKA Wander.


Abilities: 10 + 10 + 6 + 8 + 6 + 10 = 50PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 16 (+3)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 20 (+5)


Combat: 20 + 12 = 32PP
Initiative: +5
Attack: +10/+14 Melee
Grapple: +19
Defence: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Knockback: -4/-2 Flat-Footed


Saving Throws: 4 + 5 + 8 = 17PP
Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Protection)
Fortitude: +7 (+3 Con, +4)
Reflex: +10 (+5 Dex, +5)
Will: +11 (+3 Wis, +8)


Skills: 148R = 37PP
Acrobatics 5 (+10) Skill Mastery
Craft (Mechanical) 11 (+15)
Disable Device 8 (+12)
Drive 10 (+15) Skill Mastery
Gather Information 5 (+10) Skill Mastery
Intimidate 20 (+25) Second Chance, Skill Mastery
Investigate 11 (+15)
Knowledge (History) 6 (+10)
Knowledge (Streetwise) 6 (+10)
Knowledge (Tactics) 11 (+15)
Knowledge (Technology) 6 (+10)
Language 3 (ASL, French, English [Native], Mandarin)
Medicine 2 (+5) Skill Mastery
Notice 12 (+15) Skill Mastery
Perform (Dance) 5 (+10)
Sense Motive 12 (+15) Skill Mastery
Stealth 15 (+20) Skill MasteryFeats: 41PP
Attack Focus 4 (Melee)
Benefit 3 (Nice Hat, Wealth 2 [Rich])
Blind-Fight
Defensive Roll 2 (+4 Toughness)
Dodge Focus 6
Evasion 2
Equipment 7 + 4 (Veteran Reward)
Hide in Plain Sight
Jack of All Trades
Luck 3
Master Plan 2
Minion 11 (Veteran Reward)
Power Attack
Second Chance (Intimidate)
Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth)
Sneak Attack
Startle
Takedown Attack 2
Well-Informed

Equipment: 11PP = 55EP
[equip]5 + 4 + 5 + 21 + 20 = 55EP

Strike 3 (Feats: Mighty, Subtle) [5EP] (Collapsible Escrima Sticks)

Immunity 4 (Suffocation Effects, Visual Dazzles) [4EP] (Midnight Mask)

Speed 1 (10mph / 100ft per Move Action) [1EP] + Super-Movement 2 (Slow Fall, Swinging) [4EP] (Grappling Hook Gun)

Night Cycle (Vehicle) [21EP]

Size: Medium [0EP]; Strength: 20 [2EP]; Defence: 10 [0EP]; Toughness: +10 [5EP]

Features: Alarm 2 (DC 25), Computer, Communications, Disguise, Hidden Compartments, Nitro Injectors, Remote Control [8EP]

Powers: Speed 5 (250mph / 2,500ft per Move Action, Feats: Subtle) [6EP]

The Midnight Manor (HQ) [20EP][/equip]

Powers: 36 + 12 + 5 + 1 + 6 + 10 = 70PP

Gadgets 4 (20PP Variable Power, Any Power, Multiple Powers At Once, Extras: Action 2 [Free], Duration [Continuous], Flaws: Hard-To-Lose) [36PP] (Utility Belt & Coat)

Example Gadgets
EMP Grenade [15 + 5 = 20PP]
Drain Toughness 15 (Extras: Affects Objects, Area [General, Burst, 50ft radius], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [15PP]
+ Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP]

Teleportation Signal Hijack [1 + 19 = 20PP]
Super-Senses 1 (Trace Teleport) [1PP]
Teleport 4 (Extras: Accurate, Affects Others, Power Feats: Change Velocity, Easy, Progression [Cargo] 1 [200 lbs.]) [19PP]

Original Night Gun [3 + 17 = 20PP]
Obscure 3 (Visual Senses, 25ft radius; Extras: Independent, Linked [Stun], Flaws: Action [Full]) [3PP]
+ Stun 5 (Extras: Area [General, Cloud, 25ft radius], Linked [Obscure], Range [Ranged], Flaws: Action [Full], Power Feats: Progression [Area], Sedation) [17PP]

Tight-Beam Sonic Emitter [17 + 3 = 20PP]
Dazzle 15 (Auditory Senses, Power Feats: Accurate 2) [17PP]
Communication 3 (Auditory (Ultrasonic); 1000ft) [3PP]

Universal Translator [5 + 15 = 20PP]
Super-Senses 5 (Acute Analytical Smell, Analytical Hearing, Analytical Vision, Ultrasonic Hearing) [5PP]
Comprehend 5 (Codes, Languages 4 [Read/Write/Speak/Understand Any/All Simultaneously], Extras: Affects Others) [15PP]
Obscure 3 (Olfactory & Visual Senses, 25ft radius, Extras: Action 2 [Free], Independent, Flaws: Range [Touch]) [12PP] (Gaseous Cloud)

Protection 5 [5PP] (Saturated Muscle Tissue)

Super-Senses 1 (Communication Link [Mental, Eve Martel/Sage]) [1PP]

Super-Senses 6 (Counters Obscure [Visual Senses, All Descriptors], Infravision) [6PP]

Telepathic Resistance 2 (10PP Container, [Passive, Permanent]) [10PP] (Mutant Neurology)
[device]Concealment 2 (All Mental Senses, Extras: Duration [Continuous], Flaws: Permanent) [4PP]
+ Concealment 1 (ESP Effects, Extras: Duration [Continuous], Flaws: Limited [Mental/Psionic Effects], Permanent) [1PP]

Immunity 10 (Psionic Effects, Flaws: Limited [Half Effect]) [5PP][/device]

DC Block:
ATTACK             RANGE     SAVE                              EFFECT
Unarmed            Touch     DC20(22*) Toughness (Staged)      Damage (Physical)
Escrima Sticks     Touch     DC23(25*) Toughness (Staged)      Damage (Physical)

*Sneak Attack

Abilities 50 + Combat 32 + Saves 17 + Skills 37 + Feats 41 + Powers 70 = 247/247 Power Points


Redbird
[alignright][/alignright]
Character Name: Redbird
Power Level: 7 (Minion 11 = 165PP)
Trade-Offs: -3 Defence/+3 Toughness

In Brief: Furion autonomic machine intelligence with the ability to merge with and enhance any vehicle.

Birthplace: Silverwood
Affiliations: Furions, Midnight II
Family: Red Falcon (partner, deceased)

Description:
Gender: Currently ‘Female’
Height: 24 cm
Weight: 1 kg

Redbird’s physical form is a polished silver egg roughly the size of a small melon. While appearing featureless from the outside, the artificial intelligence is able to observe her surroundings from any direction and speak in an alto voice which has grown quieter and more deliberate since imprinting upon the human Trevor Hunter.

When merging with a vehicle, the Furion technology of Redbird’s ‘egg’ melts into the control system, be it steering wheel or computer interface, and proceeds to enhance its temporary body with increased speed and other capabilities. These enhancements can range from subtle to clearly not-of-the-world, but in deference to Midnight’s preferences, cosmetic alterations typically include a light-devouring black colour scheme accented by a dark crimson wing motif.

On the rare occasions she bothers to create any kind of holographic representation of herself, Redbird appears as an athletic woman roughly six feet tall and in her late twenties, slight only the the Furions’ statuesque standards. With dark red hair and high cheekbones, she shares many features in common with both Red Falcon and Trevor Hunter while dressing in motorcycle leathers or a chauffeur’s uniform as appropriate.

History: Redbird is an autonomic machine intelligence created by the Furions, the powerful race of Terminus natives that are the last true opposition to Omega’s forces in that wretched blight of a realm, and like them she is very, very old. Computers in only most rudimentary of terms, such intelligences served many functions, with Redbird acting as copilot to some of the Furions’ greatest pilots, bridging the divide between rider and vehicle.

Until recently Redbird was partnered with the Furion warrior known as Red Falcon. When the latter was injured too gravely to fly during Omega’s latest gambit to destroy Earth-Prime, Trevor Hunter, the second hero of his world to go by the name Midnight, stepped in, displaying a hitherto unseen level of fast-twitch muscle fibre compatibility. Red Falcon’s last act before a heroic sacrifice against a literal army of Omegadrones was to ensure that Redbird was safely entrusted to the care of the Earth-Prime heroes, thereby surviving his suicide run.

Redbird subsequently imprinted on Midnight, a process which adjusts a machine intelligence’s behaviour to better compliment that of its new partner, often resulting in a completely new personality, albeit with all the same memories, skills and core traits the intelligence had previously possessed. Though it is traditional for the intelligence to take on a new name as well - and ‘Nightbird’ was briefly considered - given the nature of Red Falcon’s demise, both Redbird and Midnight agreed an exception would be appropriate.

Earth-Prime is a much different world than Silver Tree, and Redbird is still adjusting to her new role, but it is enough to know that there is evil to be vanquished and battles to be won. In that, the two worlds are no so different at all.

Personality & Motivation: Redbird’s current personality paradigm is level-headed and methodical - by Furion standards, at least. While previously jittery and almost anxious, Red Falcon’s passing has had a sobering effect on top of her current partner’s calm nature. She still possesses a temper than ignites into fiery rage at the sight of Omega’s lackeys and unsurprisingly has a passion for high speeds and daring maneuvers.

Adopting a female voice and persona after observing Midnight’s close teamwork with Wander, Redbird elected to hold to that choice even after the a few relevant subtleties of human interaction were explained. She’s also stopped referring to herself in the third-person for the most part, discovering it was off-putting to her new allies, but still slips back into the habit when excited.

Powers & Tactics: In her own, independent form Redbird is immobile but still able to speak in any sentient language, observe her surrounding in broad spectrum and deliver a nasty surge of cosmic energy to anyone foolish enough to pick up her ‘egg’ without permission.

Paired with a vehicle and sufficiently skilled rider, however, she is force to be reckoned with. Merging with any vehicle and enhancing it with what could loosely be considered the ‘technology’ of Silver Tree, she can outfit her host chassis with ground speeds nearly light speed, flight and space-faring capabilities, powerful cosmic weaponry and whatever other equipment might be useful to the task at hand.

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


Combat: 6 + 0 = 6PP
Initiative: +3
Attack: +7 (+3 Base, +4 Size)
Grapple: -
Defence: +4 (+4 Size), +4 Flat-Footed
Knockback: -5 (+3 Size)


Saving Throws: 0 + 0 + 6 = 6PP
Toughness: +10 (+10 Protection, Impervious 7)
Fortitude: -
Reflex: -
Will: +10 (+4 Wis, +6)


Skills: 64R = 16PP
Computers 12 (+15) Skill Mastery
Drive 0 (-/+12) Skill Mastery
Intimidate 10 (+7/+13)
Knowledge (Physical Sciences) 7 (+10) Skill Mastery
Knowledge (Technology) 7 (+10) Skill Mastery
Language 1 (English, Furion [Native])
Notice 11 (+15) Skill Mastery
Pilot 0 (-/+12) Skill Mastery
Sense Motive 6 (+10) Skill Mastery
Stealth 10 (-/+10) Skill MasteryFeats: 11PP
All-Out Attack
Eidetic Memory
Fearless
Interpose
Power Attack
Skill Mastery 2 (Computers, Drive, Knowledge [Physical Sciences], Knowledge [Technology], Notice, Pilot, Sense Motive, Stealth)
Speed of Thought
Teamwork 3


Powers: 8 + 1 + 20 + 30 + 29 + 17 + 5 + 14 + 12 = 136PP

Comprehend 4 (Read, Speak and Understand All Languages Simultaneously) [8PP]

Datalink 1 (10’, Radio) [1PP]

Enhance Vehicle 4 (20PP Variable Power, Any Power, Multiple Powers at Once, Extras: Affects Others, Flaws: Action [Full Action], Limited 2 [Only Others, Only Vehicles]) [20PP]

Immunity 30 (Fortitude Effects) [30PP]

Autonomic Machine Intelligence Array 14 (28PP, Power Feats: Alternate Power 1) [29PP]
[array]Base: Possession 4 (Extras: Action [Free, +2], Affects Objects, Alternate Save [Reflex], Flaws: Limited 2 [Objects Only, Vehicles Only]) [16PP]

[device]+ Enhanced Skills (Drive 12, Pilot 12) [6PP]

+ Morph 3 (+15 Disguise, Any Vehicle of Type Possessed) [6PP][/device]
AP: Damage 7 (Extras: Aura, Duration [Sustained, +2]) [28PP] (Cosmic Energy Defence)[/array]
Protection 10 (Extras: Impervious 7) [17PP]

Regeneration 5 (Recovery Bonus +0) [5PP]

Shrinking 12 (Diminutive, Extras: Duration [Continuous], Flaws: Permanent, Power Feats: Innate, Normal Toughness) [14PP]

Super-Senses 12 (Terminus Awareness [Visual], Direction Sense, Distance Sense, Infravision, Ultravision, Extras: Analytical 2 [All Visual], Radius 2 [All Visual], Tracking 3 [Terminus Awareness]) [12PP]


DC Block
ATTACK             RANGE            SAVE                        EFFECT
Cosmic Defence     Touch (Aura)     DC22 Toughness (Staged)     Damage (Energy)

Totals: Abilities (-10) + Combat (6) + Saving Throws (6) + Skills (16) + Feats (11) + Powers (136) - Drawbacks (0) = 165/165 Power Points

Posted (edited)

TUCKED AWAY by Thevshi

 

Right after I did my last edit, I realized I missed an opportunity: dropping the Animal Empathy feat in exchange for adding another rank in Dimensional Pocket.

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: 36PP
Acrobatic Bluff
All-Out Attack
Ambidexterity
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 + 3 + 21 + 7 + 12 + 11 = 76PP

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 3 (Flaw: Range [Touch], 500 lbs.) [3PP]

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 36 + Powers 76 - 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
Posted

QUICK AS LIGHTNING by Thevshi

 

The Scarab:

1PP to spend.

Please add a second rank to the Improved Initiative power feat of Enhanced Reflex, increasing her Initiative from +8/+4 to +12/+4.

Posted

FOR ASGARD! by Thevshi

 

Thrude:

2PP to spend.

Please increase her Skills by 1PP, raising Craft (Artistic), Knowledge (Arcane), Knowledge (History), and Knowledge (Philosophy/Theology) by 1 rank each.

Please increase her Attractive feat by 1 rank, from rank 1 to rank 2.

Posted (edited)

REIMAGED by Thevshi

 

Stronghold

 

Please switch her character portrait to this image:

 

gallery_678_33_7802.png

 

In addition, to bring Stronghold's age in line with the other kids in her year, please switch her age to 17, and her birthday to 28 September, 1997.  

 

Finally, she needs an update on her thread name, now she's PL10.  

Edited by Thevshi
Posted (edited)

UNDER THE SEA by Thevshi

 

Glamazon

 

Spending 6 out of Glamazon's 11PP.  

Bought 8 Ranks in Knowledge (Arcane Lore) [-2]

Bought 8 Ranks in Knowledge (Theology & Philosophy) [-2]

Bought the feats All-Out Attack and Ritualist. [-2]

Regeneration Changed as Follows: [+2]

Regeneration 8 ( Bruised 3/No Action, Injured 5/Standard Action; Flaws: Source [Water]; Drawback: Slower Regeneration [Must wait 12 Second intervals between Regeneration starting from the moment of initial damage:  Can only regenerate a condition every Other Round from when first damaged]) [3PP]

Impervious Changed as Follows [+0]

Impervious Toughness 8 ( Flaw: Limited [Not vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic Damage)  [4PP]

Used the 2P skimmed off Regeneration to buy another rank of Super-Strength.  Bringing her up to 68 Effective STR  [-2]

 

 

Player Name: HG Morrison
Character Name: Glamazon
Power Level: 9 137/142PP
Trade-Offs: -2 Defense, +2 Toughness
Unspent Power Points: 5
Progress To Silver Status: 37/60 (Bronze Status earned with >Foreshadow II)
 
In Brief: Atlantean Demigoddess 
 
Alternate Identity: Thaelia
Identity: Public
Birthplace: Atlantis
Occupation: Student (Claremont Academy)
Affiliations: Atlantean Royal Family, The Olympians, Next Gen
Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin)
 
Description:
Age: 17 (DoB: January 03, 1997)
Gender: Female
Ethnicity: Atlantean
Height: 6'0
Weight: 165 lbs.
Eyes: Blue
Hair: Black
 
Thaelia is a muscular teenage girl with raven black neatly kept hair and soft blue eyes that always give the feeling of an ocean's view.  A stern expression is frequently adorned upon her face when not frequented by a smile.  Her costume is actually a formal toga styled dress topped off with bits and pieces of old decorated Atlantean battle armor and mesh-wear.  Coupled with some jade colored scaled leggings under her dress for modesty and convenience. The attire doesn't offer the girl any added protection that her flesh doesn't already give but she simply likes how it appears.
 
Glamazon.png
 
 
Power Descriptions:
 
 
History:
When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well.  Her mother, the younger sister to Theseus, Despina.  Apparently Despina had been killed by surface dwellers, and the Greco-Roman Sea God whom she spent her last moments with had used the last of his summoned power before returning to Olympus to transport the child and send the Atlantean Royal home . However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece and princess of Atlantis far as actual status was concerned.
 
Growing up Thaelia was always known as a bit of a troublemaker, her recklessness leading to multiple incidents. Including one event in which ended with a pillar crashing through a public library. Hoping to instill a sense of discipline into the girl, Theseus had military officers teach her how to wield a blade running combat drills every day. Not that it prevented her from running wild, just skewed her focus to picking fights with barbarians. Occasionally needing to be rescued from overestimating herself. An experience she much preferred to culture and diplomacy lessons.
 
When Thaelia came to sixteen years of age, Theseus invited her to accompany to a ball being held in Freedom City. They would be acting as emissaries for Atlantis rubbing elbows with local politicians and strengthen the sometimes tenuous relationship sea had with the surface. At least that was the plan. But, even being accompanied by her land-faring cousin and custom tailored cocktail dress would not add to the lack of comfort levels at the social function.
 
As curious as she was to see the surface world that Nereid often spoke of, Thaelia had never been one for formal events. Sneaking out during the ball she was able to catch sight of a driver falling asleep behind the wheel of a 16 wheeler and losing control heading straight towards a scared little girl in the center of the road. Before the thoughts could even form in her head, Thaelia simply reacted leaping forward directly in front of the girl and stopping the truck head on. Her heels dug into the road, dress collecting more dirt than it had ever seen in its life, and the smell of rubber filled the air. Of course the only thing that mattered to Thaelia was that the girl was alright at the end. The next day the event became a spectacle. One which was deemed a media hit as the press dubbed the youth 'The Glamazon', a name that she wasn't too fond of. Images of Thaelia stopping the truck in a cocktail dress and heels flooding papers and news stations.
 
Theseus simply found the event amusing noting that she should probably wear more practical footwear on any other outings. The family chose not to publicly comment on the matter. The king did take it upon himself make arrangements for Thaelia much like he once did with his own daughter to attend Claremont and learn to better use her ever growing abilities under their direct supervision. Much to the girl's delight.
 
Personality & Motivation:
Abrasive, headstrong, and very driven to call her a people person couldn't be further from the truth. Short on impulse control, she's never lacking in hubris. Suffice to say she can be insufferable to be around at times. Despite the hard outer shell and more difficult habits, Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety. She has no personal obligation to help others. No dark past brim with emotional scars. In fact she could leave Claremont tomorrow and return to a life of comfort and the occasional tabloid photo.
 
A thought that would never cross her mind. As the one thing driving her forward, an unshakable integrity and belief in doing the right thing simply because it's the right thing, is etched so deeply into her being. A very opinionated girl for her age, if Thaelia has a thought on a matter anyone in earshot will soon be privy to it. Regardless of whether they wanted to or not. A trait she shares with her cousin. Making friends has never been an easy matter for her and she tends to push people away out of fear of letting people in.
 
Powers & Tactics:
Thaelia isn't one to fight all that gracefully preferring straightforward brutality when it comes to matters of the fist.  It doesn't change the fact that she has been trained since her youth by members of the Atlantean military and can adapt to any weapon placed in her hands.  And those who take her lightly should remember that she is superhumanly strong.  When sufficiently pushed she’ll prove herself her father’s scion and use her strength to create miniature earthquakes.
 
As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, her body more sturdy.  That’s if her opponents can injure her in the first place. And with each passing day her connection to the sea grows.  Although such gifts do come with a price and as such her anatomical makeup rife conducts electricity far easier than the human body resulting in a weakening of her otherwise impressive resistance.  Thaelia is far more susceptible to dehydration than humans with a physiology that caters to a seabound lifestyle.
 
 
Complications:
Competitive:  Thaelia strives to win any contest she is in, regardless of the nature of the contest, and regardless of whether or not she has any chance of winning.  Which wouldn't be an issue for the fact that she is also incapable of turning down a challenge which can easily play into a villain's hands. 
 
Diplomatic Responsibility: Thaelia isn't free to act as she pleases considering any bit of collateral damage she causes would be a reflection on Atlantis. At all times her role as an ambassador should be in the back of her mind.
 
Enemies: Atlantean Barbarians and those looking to claim the throne aren't the fondest fans of anyone in the royal family.  Furthermore there are plenty of people who could make use of the ichor that flows through her veins for nefarious magical purposes.  The girl herself could become a mystic's last ingredient in some sort of spell.
 
Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family.  Although the Pact should give her room to breathe as her divine family cannot directly interfere in mortal affairs that doesn't mean there aren't ways for them to provide trouble.  
 
Fish out of Water: To say that the surface world isn't a bit of a culture shock would be a bit of an understatement.  There is still a general divide with her understanding life on the Surface.
 
Honor Bound:  Thaelia's code of honor governs her decision making process and is further reinforced by an inherent sense of self-confidence.  Outright refusing to participate in actions that go against that code of honor.  Placing proper reason before it, which can come to conflict with her allies in the fight against evil.
 
Impulsive:   Thaelia is quick to act even when it is in her best interest to sit back and think things through.  Without the influence of her more level headed friends she could easily leap before looking ending with her getting over her head into trouble.
 
Quick Tempered: Thaelia is quick to lose her patience over seemingly small problems.   A trait shared not only with many other Atlanteans but her divine parentage.
 
Responsibility: Being enrolled in Claremont comes with the unfortunate implication that Thaelia needs to actually attend her classes.  As well as other studentlike problems.
 
 
Abilities: 18 + 2 + 18 + 4 + 2 + 0 = 44PP
Strength: 28 (+9)
Dexterity: 12 (+1)
Constitution: 28 (+9)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)
 
 
Combat: 16 + 10 = 28PP
Initiative: +1
Attack: +9 Base
Grapple: +18/+26 (Super-Strength)
Defense: +7 (+5 Base, +2 Dodge Focus), +3 Flat-Footed
Knockback: -9
 
 
Saving Throws: 3 + 7 = 10PP
Toughness: +11 (+9 Con, +2 Protection, 8 Impervious)
Fortitude: +9 (+9 Con, +0)
Reflex: +4 (+1 Dex, +3)
Will: +8 (+1 Wis, +7)
 
 
Skills: 32R = 8PP
Acrobatics 4 (+5)
Diplomacy 5 (+5)
Intimidate 5 (+5)
Knowledge (Arcane Lore) 11 (+13)

Knowledge (Theology & Philosophy) 8 (+10)
Language 3 (Atlantean [Native], English, Greek, Latin)
Perform (Singing) 5 (+5)
Ride 4 (+5)

Swimming 3 (+12)
 
Feats: 9PP

All-Out Attack
Benefit (Status [Atlantean Royal & Demigoddess])
Dodge Focus 2
Environmental Adaptation (Aquatic)
Favored Environment (Underwater)
Interpose
Power Attack

Ritualist
 
Powers: 3 + 4 + 2 + 3 + 3 + 17 + 11 = 43PP
 
 
Immunity 3 (Cold, Pressure, Suffocation [Drowning] ) [3PP]
 
Impervious Toughness 8 ( Flaw: Limited [Not vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic Damage] )  [4PP]
 
Protection 2 [2PP]
 
Regeneration 8 ( Bruised 3/No Action, Injured 5/Standard Action; Flaw: Source [Water]; Drawback: Slower Regeneration [Must wait 30 Second intervals between Regeneration starting from the moment of initial damage:  Can only regenerate a condition every Other Round from when first damaged]) [3PP]

 
Super Senses 3 (Low Light Vision, Counters Illusion [Vision]) [3PP]
 
Super Strength 8 (Effective lifting STR 68, Heavy Load=102.4 Tons; Feat: Groundstrike ) [17PP]
 
Swimming 10 ( 2500 mph, 25000 ft./rnd; Feat: Alternate Power 1 ) [11]

Speed 6 ( 500 mph, 5000 ft./rnd ) + Leaping 4 ( Jumping Distance x25 [Running Jump 475', Standing Jump 237', High Jump 118') [6+4]={10/10}

 
 
Drawbacks: -5 - 2 - 2 = -9PP
 
Weakness (Extreme Heat; Common, Major [-1 all physical ability scores], per 5 minutes, potentially lethal )  [-5PP] 
Vulnerability ( Desiccation Attacks; Uncommon, Moderate [DC x1.5] ) [-2PP]
Vulnerability ( Electricity; Common, Minor [DC +1] ) [-2PP]
 
 
 
 
 
[table]

DC Block
ATTACKRANGESAVEEFFECT

UnarmedTouchDC24 Toughness (Staged)

[/table]

 
 
Totals: Abilities (44) + Combat (28) + Saving Throws (10) + Skills (12) + Feats (9) + Powers (43) - Drawbacks (9) = 137/142 Power Points

Edited by Thevshi
Posted

RIGHTY AND LEFTY by Thevshi

 

Final 12 PP to spend for Bloody Mess (I think)
 
8 PP: Attack Bonus to +10
-4 PP: Lose Attack Focus Melee
1 PP: +1 Will
1 PP: New Feat: Ultimate Save (Fort)
1 PP: Skill +2 Handle Animal, +2 Gather Information
5 PP: Add Partial Immunity to Impact Saves
0PP: Clarified that Shrinking and Insubstantial in Alt Form are permanent (THe Alt form is continuous, but those powers are permanent)
0PP: Changed Immunity to Fatigue in Alt Form (No logic to this), into Limited immunity to Piercing damage (stuff tends to go through him)
Added Pic
 

gallery_563_39_6439.jpg

Player Name: Supercape
Character Name: Bloody Mess
Power Level: (10/15) (229/229PP)
Trade-Offs: None (In alternate form: +2 Attack, -2 DC, +2 Defence, -2 Damage)
Unspent Power Points: 0
Progress To Silver Status: 49/60
 
In Brief: Mutant Pugilist blood controller.
 
Alternate Identity: Fred 'Freddy' Furlong
Identity: Public
Birthplace: Freedom City
Occupation: Hero for hire (Ex Pugilist)
Affiliations: Bloodhound Investigations Agency, Revenant
Family: Alex Furlong (father), Dasha ‘Mam’ Furlong (mother)
 
Description:
Age: 28 (DoB: 01/01/1985)
Apparent Age: 28
Gender: Male
Ethnicity: Caucasian
Height: 5’2â€
Weight: 140 Kgs
Eyes: Green
Hair: Brown
 
Fred Furlong looks like a brick. He is only 5’2†but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder.
 
As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is, an equally red eye mask.
 
Power Descriptions:
Fred is a mutant with a powerful affinity to control blood – as part of this mutation his own blood is exceptionally potent. As a result of this his body is extremely strong and powerful.
 
History:
Fred grew up in a poor Immigrant family (from Eastern Europe). His father was always keen for his son to be able to ‘look after himself’ and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia.
 
When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power – the ability to control blood. His wound’s stop bleeding and he arose stronger than ever.
 
The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero…
 
Personality & Motivation:
Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred don’t believe in killing, or knives, or guns.
 
Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him ‘in business’, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance.
 
 
Powers & Tactics:
Fred is exceptionally strong and tough, with a body that has adapted to blunt force. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. He is quite comfortable with using improvised weapons such as lamp-posts in combat.
 
If he has time, he will “pump upâ€, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heart beat.
 
Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high ‘homunculus’ of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his dessicated body very vulnerable...
 
Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations.
 
 
Complications:
 
Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him...
 
Crude: Fred lacks many social graces and is happiest in the gutter with streetlife. He ain’t going to fit in with polite society.
 
Don’t Hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame.
 
Enemy: Fred still has some enemies in the mafia from his youth.
 
Illiterate: Fred can’t read or write, although he has learned a crude signature.
 
Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach.
 
Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but its easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling...
 
Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp.
 
 
Abilities: 12 + 6 + 20 - 2 + 1 + 1 = 40PP
Strength: 22/26 (+8) [up to 30 (+10) if boosted] [18/22 (+4/+6) in alternate form]
Dexterity: 16 (+3)
Constitution: 30 (+10)
Intelligence: 8 (-1)
Wisdom: 12 (+1)
Charisma: 12 (+1)
 
 
Combat: 20 + 20 = 40PP
Initiative: +7
Attack: +10 [+2 in alternate form from size]
Grapple: +18/+20 [+8/+10 in alternate form, up to +4 total if boosted]
Defense: +10, +5 Flat-Footed [+2 in alternate form from size]
Knockback: -6
 
 
Saving Throws: 2 + 6 + 5 = 13PP
Toughness: +10 (+10 Con) [+8 in alternate form from size]
Fortitude: +12 (+10 Con, +2) [up to +20 from Endurance feat if applicable]
Reflex: +9 (+3 Dex, +6)
Will: +6 (+1 Wis, +5)
 
 
Skills: 44R = 11PP
Bluff 4 (+5)
Craft [Mechanical] 2 (+1)
Drive 2 (+5)
Handle Animal 2 (+3)
Intimidate 8 (+9) [+5 total in alternate form from size]
Gather Information 2 (+3)
Knowledge [streetwise] 10 (+9)
Notice 4 (+5)
Search 2 (+1)
Sense Motive 4 (+5)
Stealth 4 (+7) [+15 total in alternate form from size]
 
 
Feats: 49PP
Challenge: Fast Feint (No -5 penalty for Move Action Feint)
Equipment 5
Fearless
Fighting Style: Boxing
All-Out Attack
Defensive Attack
Elusive Target
Improved Block
Power Attack
Takedown Attack 1
Fast Overrun
Improved Overrun
Improved Sunder
Improved Trip
Improved Critical 1 [unarmed Attack]
Improved Initiative 1
Second Chance (Toughness save vs Unarmed Strike)
Sidekick 28
Ultimate Effort (Fort Saves)
 
Equipment 5PP = 25EP
Headquarters: The Bloodhound Detective Agency [12EP]
Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Kennels (Houses Dogs), Living Space, Security System 3, Workshop [10EP]
 
Vehicle: Modified Chevvy [13 EP]
Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Hidden Compartments 1, Oil Slick, Smoke Screen [4EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP]

 
Powers: 9 + 36 + 4 + 1 + 3 + 15 + 2 + 2 + 4 +2 = 78PP
 
Boost 4 ( All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood)
1st minute: Strength 30 (+10), Super-Strength 4 (Effective Strength 50), Leaping 6 (x100 distance, or: Running Jump 1800’, Standing Jump 900’, High Jump 450’), Speed 6 (500mph / 4400’/rnd), Swimming 6 (100mph / 880'/rnd), Endurance 5 (+20 to saves)
2nd minute: Strength 29 (+9), Super-Strength 3 (Effective Strength 44), Leaping 5 (x50 distance, or: Running Jump 900’, Standing Jump 450’, High Jump 225’), Speed 5 (250 mph / 2200’/rnd), Swimming 5 (50mph / 440' rnd), Endurance 4 (+16 to saves)
3rd minute: 1 minute of: Strength 28 (+9), Super-Strength 3 (Effective Strength 43), Leaping 4 (x25 distance, or: Running Jump 450’, Standing Jump 225’, High Jump 112’), Speed 4 (100mph / 880’/rnd), Swimming 4 (50mph / 220'/rnd), Endurance 3 (+12 to saves)
4th minute: 1 minute of: Strength 27 (+8), Leaping 3 (x10 distance, or: Running Jump 180’, Standing Jump 90’, High Jump 45’), Speed 3 (50mph / 440'/rnd), Swimming 3 (10mph / 88'/rnd), Endurance 2 (+8 to Saves)


Blood Control Array (32PP Array; Feats: Alternate Power 4) [36PP]

Control Bleeding : Healing 10 (Extras: Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {31/32}
 
Bloody Mess Form : Alternate Form 7(35PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {32/32}

Liquid Form (Blood drains from body and animates!) (35PP Alternate Form)


Enhanced Strength 4 [4PP]
Immunity 4 (Critical Hits, Suffocation [all] ) [4PP]
Immunity 10 (Piercing Damage; Flaws: Limited [Half Effect Only]) [5 PP]
Insubstantial 1 (Flaws: Permanent) [5PP]
Shrinking 8 (-8 STR, -2 Size Categories Feats: Normal Movement; Flaws: Permanent) [9PP]
Super-Movement 4 (Slithering, Wall Crawling 3) [8PP]
[4 + 9 + 5 + 9 + 8 = 35PP]


 
Blood Attack : Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Action [Full]; Feats: Sedation, Variable Descriptor 1 [blood]) {32/32}
 
Thin Blood : Fatigue 10(Extras: Range 2 [Perception]; Flaws: Action [Full]; Feats: Reversible, Sedation) {32/32}
 
Drain Blood: Damage 10 (Extras: Alternate Save [Fortitude], Vampiric; Feats: Improved Critical 1, Sedation) {32/32}


Enhanced Strength 4 (turbo powered blood)
 
Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood)
 
Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body)
 
Immunity 30 (Bludgeoning and Impact effects Flaws: Limited (half effect only)) [15PP] (pugilistic mutant adaptation)
 
Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs)
 
Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs)
 
Super Strength 2 (Effective lifting strength 32/36) [4PP]
 
Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs)
 
Drawbacks: (-0) + (-0) = -2PP
 
Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP]
 
 
DC Block[table]ATTACKRANGESAVEEFFECT
UnarmedTouchDC 23* ToughnessDamage (Physical)
Blood ControlPerceptionDC 25 FortitudeDamage (Physical)
Blood ThinningPerceptionDC 25 FortitudeFatigue
Blood SuckingTouchDC 25 FortitudeDamage[/table]
*Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted.
 
Totals: Abilities (40) + Combat (40) + Saving Throws (13) + Skills (11) + Feats (49) + Powers (78) - Drawbacks (-2) = 229/229 Power Points
Posted (edited)

SCREAM IN THE VOID by Thevshi

 

Argonaut

Went a little skill happy spending 7PP in nothing but the stuff.

Bought 5 Ranks of Diplomacy, 3 Ranks of Behavioral Sciences, 2 Ranks of Civics, 2 Ranks of Current Events, 2 ranks of Streetwise, 6 ranks of Search and 8 ranks of Survival

The remaining PP spent on Fearless

 

 

Player Name: HG Morrison
Character Name: Argonaut
Power Level: 9 (131/131PP)
Effective Power Level:  8
Trade-Offs: +1 Attack/-1 Damage (Blast), -2 Attack/+2 Damage (Melee)
Unspent PP:  0
Progress to Silver Status: 11/60 (Bronze Status earned with >Foreshadow II)
In Brief: Omegadrone Agent of A.E.G.I.S!
 
Alternate Identity: Yves Zermeño, Yvejskrujanharbh'aar
Identity: Secret
Birthplace: Lor-Zul
Occupation: AEGIS Field Agent
Affiliations:  AEGIS
Family: Carlos Zermeño (Husband), Luz Zermeño (Eldest Daughter), Anna Zermeño (Middle Daughter), Sophia Zermeño (Zermeño)
 
Description:
Age: 45 (DoB: Born March, 16)
Apparent Age: 30
Gender: Female
Ethnicity:  (Lor Offshoot)
Height: 5'2
Weight: 105 lbs
Eyes: Brown
Hair: Brown
 
 
undo1_zpsb03a44c4.png
Yves is a slightly muscular brown skinned woman with no visible natural body hair.  The hair on her head was replaced with a very expensive lace wig.  The key difference between Yves the agent and Yves the mom is whether her hair is combed down for domestic motherly flair or spiked up with punk rock attitude.  She often dresses in modest fashions that leave very little skin showing.  Hiding the various scars throughout her body that she actually opted not to have surgically removed.  Never wanting to forget the monster that she became.
 
As Argonaut, Yves' MEGA-MAX armor bears the familiar design of the Omegadrone armor. The face pate is remodelled in a grim fashion having suffered tremendous battle damage in the past but it still is an all too familiar design. The power armor has been re coloured to match AEGIS favored bluish palette.  The right arm of the armor has a small shield, designed as a homage to the agency's namesake, which houses the retractable blast blade formerly belonging to her Power Pike.  The armor does not have wings but as the design is far sleeker than Steelgrave's bulky models the rocket boots can maneuver through the air with no issue.  The Armor's left breastplate has the AEGIS emblem engraved.
 
 
History:

In another world in which the Lor's First Age never came to a close, the Lor Republic stretched to every corner of explored space.  The military existed primarily for the purpose of exploration and further colonization of Lor Space.  Quality of Life for citizens of the advanced civilization was such that only a sci fi novel could compare.  Yvejskrujanharbh'aar was a freshly graduated university student with a future as a star faring diplomat in all but certain.  Her life was pretty much uneventful.  She had friends, family, loved ones and her personal tragedies were no more exciting than a lost pet here or there.  Having never left her home planet, her dream was to engage in interplanetary relations perhaps to eventually take a seat as a Senator.

The Lor citizens born on the planet of Lor-Zul are known for being born with two very distinct features.  The first being a long life span in which they maintain a youthful appearance, only showing signs of aging during the last quarter of their lives.  The second a natural affinity with languages their mind able to comprehend all spoken and written word as if they were living ciphers due to a unique psionic mutation.  It was only the first trait that appealed to Shadivian Steelgrave after the Terminus came.  With no enemies to oppose the Lor the military was nowhere near qualified to handle the unified front of the combat drones that swept their world.  The Lor were crushed and in the end there was only the Terminus.

Life as a conquered slave with the Hundred Worlds was far different for the Lor.  Gone from Spacemen to cavemen one had to let a piece of himself die just to survive.  In Nihilor only the strong survive.  And what she lacked in physical might, Yvejskrujanharbh'aar made up for with sheer willpower and luck.  Engaging in brutal gladiatorial fights until she scrapped by on top of her opposition.  Her prize?  Her mind was torn asunder as she underwent the unspeakable acts that defined the Omegadrone conditioning.  Brainwashed by the Omegadrone conditioning Yvejskrujanharbh'aar had long faded she was merely a servant of Omega.

Many people remember the Terminus Invasion of 1993 differently.  Most of those memories are not looked back on too fondly.  But for Yvejskrujanharbh'aar it was her first real memory since her first shot at life had ended.  As one of those very invaders, she found herself barely clinging to life by the time the battle had come to a close.  Her armor was skewered onto a steel rod at her abdomen.  Recovered by AEGIS field agents, she was given medical treatment as the organization wasn't out to just let people die.  Even those part of a foreign invasion force.  Of course if it brought about the opportunity to learn more about the Terminus forces more power to them.

It took a think tank of the top AEGIS psychologists and doctors to match Daedalus efforts in deprogramming the Omegadrone conditioning.  They even crafted a new identity for her to live, monitored by a field agent, just outside of their Baltimore offices.  Yvejskrujanharbh'aar or Yves as she had now come to be known just had to agree to surrender her armor to them as well as acting as a consultant whenever the need struck the agency.  

When Dr. Doris Volk joined AEGIS in 1997 amongst the many projects she pursued was the development of MAX series Power Armors.  Shorty after completing the designs on the Super-Max armor Dr. Volk had already begun considering the process for advancing upon her design.  Searching through old AEGIS files for inspiration Dr. Volk eventually came to learn about the deal AEGIS made with Yves.  It took a decade to combine the technology of the Omegadrone with that of a SUPER MAX armor creating the first flight capable power armor, far before the distinctly more well known models used by Subjects V and V2.  The most problematic bit of integration was that the armor's neural interface would only respond to the armor's previous pilot, Yves.  

It was originally  designed to reinforce the Omegadrone conditioning and improve Nihilor's Mixed Murder Arts by recording combat data and aiding the pilot adapt in all situations.  Dr. Volk's attempts of repurposing the interface to aid field agents in saving lives could not completely overcome the fact that only a mind whom had gone through Steelgrave's brainwashing was the only one capable of conceptualizing such an idea.  So she requested Yves assistance in improving the combat data of the interface as Dr. Volk attempted to overcome the flaw in the design.  An offer that went through a very long series of refusals before Yves finally relented with some trepidation.  Spending weekends as a test pilot for the tongue in cheekily named MEGA-MAX armor.

Breaking away from the training simulation when the armor caught the transmission of a nearby alarm system in which a shoe store was being robbed by three heavily armed men.  Within the comfort of her armor she was able to easily able to deal with the crooks.  Disappearing before AEGIS latest line in experimental technology could be shaken.  Upon her return she wasn't admonished for taking off with government property as she expected.  Instead there was a congratulatory fanfare and applause and she was offered a real job with the agency.  After weighing her options and the sense of satisfaction that came with actually doing something good with the armor she took the job.

In her personal life, Yves and her handler had wed some years back.  Together they were raising three girls from his first marriage.   Although at this point the eldest was studying at FCU, so the children did not exactly outnumber the parents in the household.  Eventually the Zermeños requested a change in duty station from Baltimore to Freedom City.  Marking her return to the city after 20 years as the armored hero Argonaut.

Personality & Motivation
Yves may not have been quite herself when she worked as a soldier of Omega.  But she remembers every waking minute of that nightmare.  Every slash, every stab, every atrocity committed in the name of the Lord of the Terminus.  She tries not to let it weigh on her conscious too much and for the most part succeeds with bravado and gumption, but the memory is always there gnawing at the back of her head.  Despite that one would be hard pressed to find her without a smile on her face.  Whether it is forced or not.
 
Outwardly confident and upbeat she works hard at covering up her own insecurities of not being qualified for being a 'hero' due to her past a Terminus soldier.  Despite the fact that AEGIS already has a solid history of working with reformed criminals.  Yves is very good at seeing through people's intentions.  Above all else, she feels as if she has seen enough death in her lifetime and will go through absurd lengths to try and save everyone she can even if it cost her her own.  

She's willing to talk her opponents half to death before fighting.  Taunting and teasing them with veiled threats.  Feeling the dance of a fight within the armor almost therapeutic when not used to try and conquer a world.  In her daily life, Yves can be downright domestic.  Attempting to portray the image of a perfect mom next door type, Yves admittedly falls back on a predatory stare to get the kids in line from time to time.  An act that extends to how she deals with criminals, although they can't very well see it from beneath the helmet.  

Powers & Tactics:
Yves relies on the Argonaut armor to do all her heavy lifting.  Even with her now rusty training in the mixed murder arts, she.  The Power Pike was smelted down into the right arm of the armor, making the suit give up range for a protruding blast blade.  However, Yves replaced her power pike proper (AEGIS conveniently had plenty to spare) after a mission to Australia in which she met the Omegadrone Steven Murdock, otherwise known as Harrier, in which they did combat with yet another Omegadrone.  Her new Power Pike is stored within the chamber underneath the shield.  Preferring to use her Power Pike at a distance, Yves will pelt away at her foes with the cosmic energies of the Terminus contained in the blade.  If need be she can close the distance and strike at her foes with the actual blade itself or the blunt end if wishing to spare them suffering.

The armor contains tiny nanofibers that are far stronger than human muscle fibers of equal size.  The tiny nano muscles allow her to perform feats of strength above what is humanly possible.  The neural interface allows her to react with split second timing with the armor actually acting semi autonomously for its best interest at times.  When not in use the Omegadrone armor is stored as a briefcase looking object.
 

Complications:
Astronauts vs Cavemen:  A long time ago Yves was part of a very advanced civilization before the long arduous road to settling into society on earth.  Working modern technology has been very very backwards for her.  And even after two decades she still has her hang ups.
Duty:  Yves is given a lot of autonomy as her identity as Argonaut.  Mostly because any superheroics she pursues is still useful for data gathering purposes.  But she still is an AEGIS agent and as such does still have certain obligations expected of her.
Judge Not:  The Argonaut armor may have gone through a color swap, it may have lost the wings, it may even have an AEGIS emblem on the breastplate.  But it is still unmistakable as being an Omegadrone armor.  Local law enforcement or over enthusiastic civilians may not take kindly on that and begin firing upon her.
On the Job Training:  Yves doesn't have any semblance of proper training, not counting what she underwent over two decades ago as an Omegadrone.  Not handling every situation by the book isn't an outright concern, not knowing the book at all can be another matter entirely.
PTSD: Too much stress can occasionally drive Yves into a panic attack.  Whereas she's not likely to be frightened by much the very idea of walking around in her former metallic prison strikes too close to home on occasion.  Needing her to reel herself back in.
Responsibility:  As a proud mother of three kids adopted from her widowed husband, Yves seeks to provide the best life she can for her kids.
Wait a Minute!:  The neural interface on the Argonaut armor is programmed with Yves former Omegadrone conditioning.  As such when moving to avoid an attack, it may occasionally take the helm and try to move in such a manner that it finds efficient that Yves does not agree with.  For example the armor attempting to dodge an oncoming attack that Yves wanted to take on so an innocent bystander doesn't instead get hit.
 
 
Abilities: 2 + 2 + 2 + 6 + 4 + 0 = 16PP
Strength: 12/22 (+1/+6)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 16(+3)
Wisdom: 14 (+2)
Charisma: 10 (+0)
 
 
Combat: 10 + 12 = 22PP
Initiative: +1
Attack: +5 Base, +6 Ranged, +6 Base in Armor, +7 Ranged in Armor, +9 Terminus Blast
Grapple: +6 (Outside of Armor), +13 (Inside of Armor)
Defense: +8 (+6 Base, +2 Shield), +3 Flat-Footed
Knockback: 0 (Outside of Armor), -7 (Inside of Armor)
 
 
Saving Throws: 4 + 0 + 4 = 8PP
Toughness: +8 (+1 Con, +7 Armor, 7 Impervious)
Fortitude: +5 (+1 Con, +4)
Reflex: +1 (+1 Dex)
Will: +6 (+2 Wis, +4)
 
 
Skills: 68R = 17PP
Diplomacy 5 (+5)
Intimidate 10 (+10)
Knowledge (Behavioral Sciences) 3 (+6)
Knowledge (Civics) 2 (+5)
Knowledge (Cosmology) 2 (+5)
Knowledge (Current Events) 2 (+5)
Knowledge (Galactic Lore) 7 (+10)
Knowledge (Streetwise)  2 (+5)
Notice 8 (+10)
Search 6 (+9)
Sense Motive 13 (+15)
Survival 8 (+10)
 
Feats: 4PP
 
Attack Focus (Ranged)
Benefit  (AEGIS Security Clearance)

Fearless
Startle
 
 
Powers: 6 + 14 + 42 + 1  + 1= 64PP
 
Comprehend 3 ( Languages [Read All, Speak All, Understand All] ) [6PP]
 
Device 4 ( 20PP Container; Feats: Restricted to Omegadrones, Subtle; Flaws: Easy-To-Lose ) [14PP] (Power Pike)

Concealment 2 ( Normal Sight; Flaw: Passive ) [2PP] (Cloaking
BP: Damage 7 ( Extra: Ranged; Feats: Accurate, Alternate Power 1 Incurable )  (Blast) [17PP]
AP: Damage 4 ( Extra: Penetrating; Feats: Extended Reach 1 [5 ft.], Improved Critical 2, Incurable, Mighty, Precise, Split Attack  ) {16/16} (Strike)

 
 
Device 11 ( 55PP Container, Feat: Restricted to Omegadrones; Flaws: Hard-To-Lose; Drawbacks: Vulnerability [Magnetism; Uncommon, Minor -1], Vulnerability [Electricity, Common, Minor -2] ) [42PP] (MEGA-MAX Armor MK I)
Communication 4 ( Radio; 1 Mile ) [4PP]
Enhanced Attack Bonus 1 [2PP]
Enhanced Defense Bonus 2 ( Feat: Dedicated Dodge; Flaw: Duration [sustained] [3PP] (Shield)
Enhanced Strength 10 (Nanomuscles) [10PP]
Flight 3 ( 50mph, 500 ft./rnd ) [6PP] (Jet Boots)
Immunity 9 ( Life Support ) [9PP]
Protection 7 ( Extra: Impervious ) [14PP]
Super-Senses 3 ( Darkvision, Radio ) [3PP]
Super-Strength 2 ( 32 effective STR, Heavy Load=2.1k lbs. ) (Nanomuscles) [4PP]


Feature ( Temporal Inertia ) [1PP]

Immunity ( Aging; Flaw: Limited to Half-Effect ) [1PP]


Drawbacks:
 
 
 
DC Block
 

[table]DC Block
ATTACKRANGE]SAVEEFFECT

Unarmed TouchDC16*/21 Toughness (Staged)Damage (Physical)
BlastRangedDC2@ Toughness (Staged)Damage (Entropic)

]StrikeTouchDC20/25* Toughness (Staged)Damage (Piercing/Slashing)[/table]

 *DC out of Armor
 
Totals: Abilities (16) + Combat (22) + Saving Throws (8) + Skills (17) + Feats (4) + Powers (64) - Drawbacks (0) = 131/131 Power Points

Edited by Thevshi
Posted (edited)

ROCKED ON by Thevshi

 

Changed Perform: Guitar to Perform: Strings
1PP: Feat: Acrobatic Feint
1PP: Feat: Grappling Finesse

Total spent: 2/2 PP

Unspent PP remaining: 0

Player Name: Blue Rose
Character Name: Wayward
Power Level: 10 (152/152PP)
Trade-Offs: +2 Attack/-2 Damage, -2 Toughness/+2 Defense
Unspent Power Points: 0
Progress to Silver Status: 2/60 (Bronze Status earned with >Kit)

In-Brief: Psychic rock star buttkicker. Now fighting crime on prime time!

Alternate Identity: Valerie Cain (celebrity name), Margaret Carter Jr. (birth name), Emily Walker (civilian disguise)
Identity: Stage: Public, Birth: Secret, Civilian disguise: Secret
Birthplace: Yonkers, NY
Occupation: Rock star
Affiliations: Excelsior Records, Super-Vision
Family: Margaret Carter Sr. (Mother), Walter Carter (Father), Catherine Carter (Younger Sister)

Description:
Age: 22 (September 13th, 1991)
Gender: Female
Ethnicity: Caucasian
Height: 5'9"
Weight: 145 lbs
Eyes: Green
Hair: Black (naturally brown)

Commission__Setsuya_Nanase_by_vashperado

Val is a tall, lean woman as lithe as they come, with shaggy black hair mostly concealing her green eyes, and an athletic build most would have to work their tails off to get.

It turns out, when you become a mask professionally, you don't need to wear one on the heroing job. In terms of crimefighting attire, Wayward sports nothing more than her celebrity persona, fighting crime in street clothes, favoring things that are dark, spiky, and show plenty of skin, in support of her rough stage presence.

History:
Margaret Carter Jr. was born to a middle class family in Yonkers, New York. Her mother was a police officer, and her father was a stage magician. She had everything she really needed, and went to a safe public school. It was a decent life.

And boring as Hell.

She wanted more. She wanted to shine, to be great, and she knew her old hand-me-down guitar was her ticket to fame. Her parents didn't see it that way, when she started neglecting her studies in favor of her music. There was a lot of yelling. When her parents decided grounding her would include taking away her guitar, it got worse.

At fifteen, she ran away. She stole enough money to buy a top-of-the-line guitar, plus cab fair to the city proper, and made her own. Lucky for her, she was as good as she thought, and managed to keep herself fed and housed by performing on the street in Central Park under a new name, Valerie Cain; she could work a crowd like nobody's business, and rock like the best of them.

In time, she got picked up by an agent, quickly going through the ranks, first as a backup guitarist, then an opening act, before exploding as a star in her own right, going on her first national tour at twenty.

But when she got back, a nagging guilt for the way she ran out grew in the back of her mind. She took some time off decided to go home to Yonkers. While wandering her old home, trying to decide how to say hello after being away for five years.

The question was answered for her, when she came on a mugging. The police became involved, and it turned into a shootout. An officer went down. One Officer Margaret Carter.

That moment was the first time Valerie's powers became undeniable. There had been subtle, suspicious things before, but when her mother was shot in the leg, she could see it, feel it in every vivid detail as the flurry of emotion in that alley forced itself on her mind as the thug escaped.

She was reunited with her family at the hospital. An awkward event, but the circumstances set grudges aside. Yet the scene kept haunting her; Val couldn't just let the situation lie. Stress, fear, bad judgment, and a heaping spoonful of fury sent her into action.

A few sly questions here and there to some members of the force who knew her as a kid, and she has as much information as the cops do. Plus, a head start and a speed advantage in the form of a lack of forward thinking. The man, Caleb Donnel, was part of a small gang with a hangout in the back of some rundown bar. A little charm, and she was invited right in, where she took every last one of them down with a pool cue.

The police weren't exactly happy about her methods, nor the risk she took, but they thanked her all the same.

When she got back to her life as a musician, however, the experience put a bug in her ear. She had powers. And she could fight. And her new label was based out of Freedom City. And she never wanted to let something like what happened in that alley again.

She could be a hero.

At first, her agent hated the idea, but with some insistence, and a little training with some professionals, an idea was born. A new image; not Valerie Cain, but Wayward. Guitarist. Superhero. TV star. With a co-op with Super-Vision and an advanced hovercam rig, they could catch her crimefighting on camera, and make a mint.

Powers & Tactics:
Wayward is one of the world's weaker psychics, with only limited control over more limited powers. A subconscious rapport with those around her has benefited her career greatly, and she can makes some conscious contact, but her mental powers are at their most extensive when turned inward.

Subconscious manipulation of her own biochemistry has allowed her to maximize benefit from training and nutrition, gaining an Olympian-level body with limited training in bursts far more intense than she would normally manage, an almost-natural array of physical gifts she only suspects might be linked to her powers. letting her focus her real efforts on her music. Likewise, her fighting style relies more on instinct, intuition, luck, and brashness rather than any form of polish, favoring a collapsible staff as her weapon of choice. And given the limits of her mental powers, her work as a hero tends to come down to the physicality and creativity available to mere mortals.



Complications:
Smile for the Camera: As it turns out, hovercams filming your every move and transmitting them wirelessly can have an effect on delicate crime-fighting situations. Especially when trying to be sneaky. And sometimes, a hovercam getting in the way isn't an accident. Gotta get the ratings, after all, so if things start getting boring beyond the magic of editing? Time for an 'accident.' And if the cameras lose our lovely heroine? Well, there's a bad day right there.

Sensitive: Untrained latent telepathy is not necessarily all sunshine and roses. Intense emotion and sensation can influence Wayward as much as the person experiencing them, and sometimes even lingering psychic impressions are enough to get to her. What's more, due to her lac of training, her psychic abilities leave her more open to mental influence, rather than less.

Only Human: Through a form of self-hypnosis, Wayward can go well beyond her body's normal physical abilities, but this doesn't change her body's limits, and if she pushes herself like that for too long, she will find the point where her body simply says no.

Vertigo: Sharing the senses of another is a disorienting experience, especially when Wayward jumps from one body to the next. She's barely aware of herself when doing it, and when she returns to herself, be it by choice or by force, she needs time to recover.

In the Limelight: Fame has a price. As much as she loves her fans, crime fighting is a sensitive business, and it can be a dangerous time for an audience. What's more, she has an image to protect. Tarnishing her reputation can hurt her career.

Sucker for a Pretty Face: Looks can be deceiving. A lesson Wayward learned when she was still a kid. However, everyone has their soft spots, and a pretty face playing innocent can find it easy to get past Wayward's better judgment.

Mindwarp: Wayward has learned the hard way that her powers make a long-term intimate relationship impossible. The last time she tried, her powers started reaching out more and more for her partner's mind without her willing it until the mental disturbance wouldn't let either of them sleep. Ever. no matter how far apart they were, until they were both hospitalized for exhaustion. With time apart, the effect eventually faded, but it made a continued relationship impossible. Ever since, she's had many relationships, quite a few promising, but all cut short before long. She doesn't give the real explanation, and not all of her many exes are entirely understanding.

Amateur Psychic: Though technically a psychic, Wayward's powers are weak and inherently unstable. There are a few things she can use them for reliably, but when she tries to push her abilities in new ways, it rarely goes smoothly.

Right to the Head: While a psychically optimized metabolism keeps her in peak physical conditions, it is not without its drawbacks. The perk is a subconscious manifestation of Wayward's own desires. However, this is not without drawback, particularly when it comes to alcohol. When she drinks, she wants to get where she's going, so her body does everything it can to accommodate, making a little alcohol go a long way.

Entourage: A rock star is never alone. Whether she's giving a reporter some time, she's giving her input on a project, or she's showing a fan a good time out on the town, when things go south, there's usually someone around that Wayward has to look out for on top of dealing with the crime.


Abilities: 6 + 14 + 12 + 0 + 4 + 14 = 50PP
Strength: 16/22 (+3/+6)
Dexterity: 24 (+7)
Constitution: 22 (+6)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 24/30 (+7/+10)

Combat: 16 + 8 = 24PP
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Attack: +12 Melee, +8 Ranged (+8 Base, +4 Attack Focus: Melee)
Grapple: +15/+19
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -4 (-3 flat-footed)

Saving Throws: 0 + 0 + 5 = 5PP
Toughness: +8 (+6 Con, +2 Defensive Roll)
Fortitude: +6 (+6 Con, +0)
Reflex: +7 (+7 Dex, +0)
Will: +7 (+2 Wis, +5)

Skills: 92R=23PP
Acrobatics 3(+10)
Bluff 7 (+14, +3 Enhanced Charisma, +8 Attractive) Skill Mastery
Climb 2 (+5, +3 Enhanced Strength)
Diplomacy 7 (+14, +3 Enhanced Charisma, +8 Attractive) Skill Mastery
Disguise 1 (+8, +3 Enhanced Charisma)
Escape Artist 3 (+10)
Gather Information 3 (+10, +3 Enhanced Charisma)
Investigate 5 (+5)
Knowledge (Art) 5 (+5)
Knowledge (Popular Culture) 5 (+5)
Knowledge (Streetwise) 4 (+4)
Notice 12 (+14)
Perform (Dance) 3 (+10, +3 Enhanced Charisma)
Perform (Singing) 3 (+10, +3 Enhanced Charisma)
Perform (Stringed) 10 (+17, +3 Enhanced Charisma, +2 Equipment) Skill Mastery
Search 5 (+5)
Sense Motive 8 (+10) Skill Mastery
Sleight of Hand 3 (+10)
Stealth 3 (+10)


Feats: 37PP
Acrobatic Bluff
Attack Focus: Melee 4
Attractive 2
Benefit: Status: Celebrity
Benefit: Wealth 2
Connected
Defensive Roll
Dodge Focus 8
Elusive Target
Equipment 1 (5 EP: Collapsible Staff [4], Marianne {Masterwork Guitar} [1])
Evasion
Fascinate: Perform, Diplomacy
Grappling Finesse
Improved Initiative
Luck 3
Skill Mastery: Bluff, Diplomacy, Perform: Guitar, Sense Motive
Takedown Attack
Teamwork 3
Ultimate Effort: Diplomacy
Well-Informed

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

Marianne (Masterwork Guitar)


Powers: 4 + 9 = 13PP

Burst Motion Array (3 points; Power Feats: Alternate Power 1) [4PP]
Base Power: Speed 3 [3/3PP] (Psychic)

Alternate Power: Leaping 3 [3/3PP] (Psychic)


Psychic Array (6 points; Power Feats: Alternate Power 3) [9PP]
Base Power: Enhanced Charisma 6 [6/6 PP] (Rapport, Psychic)

Alternate Power: Mind Reading 5 ( Feat: Subtle, Extra: Sensory Link, Flaw: Limited to Sensory Link) [6/6 PP] (Sense Hop, Psychic)

Alternate Power: Communication 2, Linked: Comprehend 2: Languages [6/6 PP] (Telepathy, Psychic)

Alternate Power Enhanced Strength 6 [6/6 PP] (Adrenal Burst, Psychic)


DC Block:

ATTACK RANGE SAVE EFFECT
Unarmed +12 Touch DC18/21 Toughness (Staged) Damage (Physical)
Staff +12 Touch DC20/23 Toughness (Staged) Damage (Physical)
Mind Reading Perception DC16 Will Sensory Link


Totals: Abilities (50) + Combat (24) + Saving Throws (5) + Skills (23) + Feats (37) + Powers (13) - Drawbacks (0) = 152/152 Power Points

Edited by Thevshi
Posted (edited)

EVER REMEMBERING by Thevshi

 

Memorial

 

Doing a bit of reshuffling here.  Mainly dropping the Dynamic part of the Array, using the extra points to get her in a more comfortable position, and making her a Paragon, not just a blaster.  

 

And while I'm at it, adding that DC block like Rav suggested.  

 

Abilities: 16 pp

STR 24/30 (+7/+10)

DEX 14 (+2)

CON n/a

INT 14 (+2)

WIS 14 (+2)

CHA 10 (+0)

 

Combat: 16 + 12 = 28 pp

ATK: +8 (+10 Active Power Array)

DEF: +10 (+6 Base, +4 Dodge Focus), +3 flat-footed

Grapple: +15 (+25 w/ Super-Strength)

Init: +2

 

Saves: 11 pp

TOU +10 (+10 Protection)

FORT +n/a

REF +5 (+2 Dex, +3)

WILL +10 (+2 Wis, +8)

 

Skills: 32 r=8 pp

Diplomacy 6 (+6)

Knowledge: Current Events 1 (+3)

Knowledge: Physical Sciences 8 (+10)

Languages 1 (English) (Base: Lor)

Notice 8 (+10)

Sense Motive 8 (+10)

 

Feats: 6 pp

Dodge Focus 4,

Fearless,

Power Attack

 

Powers: 82 pp

 

Active Systems 10 (23 pp Array; Feats Alternate Power 2, Accurate 1)

Enhanced Flight 10 (25,000 MPH) [20pp]

AP: Enhanced Strength 6 + Super-Strength 7 [20 pp] (Maximum Effective Strength: 65; Heavy Load: 100 tons)

AP: Blast 10 (Lasers) [20 pp]

 

Flight 1 (10 MPH) [2 pp]

Space Travel 2 [4 pp]

Immunity 30 (Fortitude Saves) [30 pp]

Protection 10 (Extra: Impervious 10) [20 pp]

Regeneration 3 (-2 Recovery Bonus) [3 pp]

 

Totals:

Abilities 16 + combat 28 + saves 11 + skills 8/32 + feats 6 + powers 82 = 151 pts

 

DC Block

 

ATTACK      RANGE      SAVE                                      EFFECT

Unarmed     Touch        DC22 Toughness (Staged)     Damage (Physical)

Lasers         Ranged     DC25 Toughness (Staged)      Damage (Physical)

Edited by Thevshi
Posted

NEURAL PATHWAY OPENED by Thevshi

 

Giving Miss rue the powers of telekinesis!

Power of the Mind 3 (6PP, Feats: Dynamic Alternative Power 1) [8PP]

Base Power: Telekinesis 3 (Range 30 ft, Effective Strength 15 (400lbs)) [6PP]
Dynamic Alternative Power: Flight 3 (speed 50mph, 440 ft/rnd) [6PP]


All a few minor tidy up on the character sheet

Player Name: Tiffany Korta
Character Name: “Miss Grueâ€
Power Level: 10/11 (163/163PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Platinum Status: 13/120

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

Alternate Identity: Daphne Celeste
Identity: Secret
Birthplace: Deep Space
Occupation: Student at Burroughs Community College
Affiliations: None
Family: Meta-Mind (Gene father, distant), Mother Unit

Description:
Age: 16 (DoB: 1999)
Gender: None, has chosen female form
Ethnicity: Grue, appears Latina
Height: 5’5†as Daphne
Weight: 120 lbs as Daphne
Eyes: White normally, Brown as Daphne
Hair: Black


a4ig.jpg
xhll.jpg
In her natural form Daphne appears mostly as a typical member of her species though her years traveling through space and her unusual “upbringing†have made a few changes. Even in her Grue forms she appears as a though a teenage girl, her Mother Unit always wanted a daughter, and she keeps her long black hair. Whilst she can assume the "natural" Grue form it's not what she considers normal and if her powers are ever neutralized she defaults to her teenage Grue form.

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

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

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

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

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

Damaged in the assault the birthing pod still managed to lock onto a Grue signal and began to make it’s way towards the signal at it’s best speed. As it travelled it attempted to repair it primary databank’s using the information provided in the signal. However in this state it mistook the local broadcast’s for part of the Grue data transmission so began to incorporate them into the educational database.
So Daphne was raised on the transmission beamed into space from Earth thinking for all the worlds that this was the culture that she had to integrate with and learn it’s way as well as learn important lesson about how best to live her life.

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

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

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

Personality & Motivation:
Daphne strides through the world with a wide eyed wonder at all the amazing things that she sees. She knows that there is injustice and inequality in the world but she believe that if everyone could just sit down and talk thing out people could sort all this out.
Even in the darkest of time she keeps her optimism that things will work out for the best and will never give up when situation get dire.

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

Complications:
Grue are you? Daphne knowledge off her own species is based on a very damaged copy of the original database contained in Mother Unit. As such she know almost nothing, apart from the media’s portrayal of them, about her own species.
Grue the looking glass Almost all of Daphne’s knowledge about Earth come from humanities broadcasts into space. As such her knowledge is slightly skewed and she expect life to behave just how she had experience thing from watching television and movies.
Hide and Grue Daphne know that as a Superhero it is her duty to preserve her secret identity to protect her love one. Not that her strange habit’s make this easy sometimes.
Grue the best Daphne is a natural optimist and naive and tend to natural assume that people are telling her the truth. Even when all evidence should be telling her the exact opposite.
Congrueity: Shapeshifters and Grue especially are feared and hated by a majority of citizens of Freedom City. Daphne feel that this is just a massive misunderstanding and everything would be fine if only she could explain things to them.
Mothering Grue: During her time in space the birthing Unit, now calling herself Mother Unit, has gained some unusual habit's based on the broadcasts she has monitored. She considers herself Daphne's literal mother and occasional will intervene of she consider that her daughter has been placed in to much danger. The GM can take control of Mother Unit to try and influence Daphne's actions or even attempt to stop her acting.




Abilities: 4 + 0 + 4 + 2 + 2 + 6 = 18PP
Strength: 14/301,2 (+2/+10)
Dexterity: 10 (+0)
Constitution: 14/22 (+2/+6)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 16 (+3)
1 - Growth, 2 - Increased Density

Combat: 10 + 12 = 22PP
Initiative: +4
Attack: Normal +5 base +10 unarmed

 

Growth +3 base +8 unarmed

Dense +5 base +10 unarmed

Shrunk +7 base +12 unarmed

Grapple: Normal +8, Elongated +20 , Grown +22, Dense +18, Shrunk +0
Defense: Normal/Dense +10 (+6 base +4 Dodge Focus) +3 Flat-Footed

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

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

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


Saving Throws: 6 + 7 + 7 = 20PP
Toughness: +6/+10 (+2 Con, + 4 Protection, +4 Growth/Density [impervious 4])
Fortitude: +8/+12 (+2/+6 Con, +6)
Reflex: +7 (+0 Dex, +7)
Will: +8 (+1 Wis, +7)


Skills: 40R = 10PP
Concentration 12 (+13)
Diplomacy 2 (+5)
Gather Information 3 (+6)
Knowledge (Popular Culture) 8 (+9)
Language 3 (Grue [Native], English, Spanish, Galactic)
Notice 6 (+7)
Search 6 (+7)


Feats: 23PP
Attack Focus (melee)
Attack Specialization 2 (Unarmed Attack)
Dodge Focus 4
Equipment (>Birthing Unit) 10
Fearless
Improved Initiative
Minion (>Mother Unit) 3
Second Chance (Concentrate)


Powers: 4 + 4 + 4 + 29 + 9 + 8 + 4 +8 = 70PP

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

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

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

Grue Nature 12 (24 PP, Feats: Alternative Power 5) [29PP]

Base Power: Insubstantial 4 (Incorporeal) [20PP] + Flight 2 (speed 25mph, 220 ft/rnd) [4PP] [24PP]
Alternate Power: Additional Limbs 3 (up to 5 limbs, Grapple +3; Feats: Improved Grapple) [4PP] + Elongation 9 (2,500 ft reach, 90 ft range inc., Grapple & Escape Artist +9; Extras: Duration [Continuous]) [18PP] [22PP]
Alternate Power: Density 8 (+16 Str, +4 Tou, Weight x5 (600 lbs), Immovable 2, Super-Strength 2 [3 tns]) [24PP]
Alternate Power: Growth 8 (+16 Str, +8 Con, +2 Size (15 ft)) [24PP]
Alternate Power: Morph 8 (Any form, +40 Disguise) [24PP]
Alternate Power: Shrinking 11 (-2 Size [2 ft, 8 lbs], Grapple -8, Stealth +8, Intimidate -4 Extra: Normal Strength Feats: Normal Movement, Normal Toughness) [24PP]

Immunity 9 (Life Support) [9PP]

Mind Reading 12 (Flaw: Range 1 (Ranged); Feat: Subtle 2) [8PP]

Protection 4 [4PP]

Power of the Mind 3 (6PP, Feats: Dynamic Alternative Power 1) [8PP]
Base Power: Telekinesis 3 (Range 30 ft, Effective Strength 15 (400lbs)) [6PP]
Dynamic Alternative Power: Flight 3 (speed 50mph, 440 ft/rnd) [6PP]


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

Totals: Abilities (18) + Combat (22) + Saving Throws (20) + Skills (10) + Feats (23) + Powers (70) - Drawbacks (0) = 163/163 Power Points

Posted

DONE BY AA

 

Paradigm

 

 

Paradigm has 6 pp now, so I will be bumping her up to full PL 12, as follows:

 

 

1) Add Enhanced Str as an alt power in Power Reserve for 1 pp

 

 

2) Add 2 pp to increase BDB by 1 (6 total)

 

 

3) Add 2 pp to base Con (total 16)

 

 

4) Add 1 pp to Impervious Toughness (6 total + 6 from Density)

 

Player Name Thevshi

Character Name: Paradigm

Power Level: 12/12 (186/186PP)

Trade-Offs: -2 Def/+2 Toughness; -2 Atk/+2 Damage

Unspent Power Points: 0

Progress to Impervium Status: 6/150 (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: An alien paragon who defended an ancient space empire, recently revived after two millennium in suspended animation.

 

Alternate Identity: Amara Val-Ren

Identity: Public

Birthplace: Naram Prime

Occupation: Former Praetorian of the Delaztri Empire

Affiliations: Praetorians

Family: Daar Val-Ren (brother - deceased)

 

Age: 40 (DOB: over 2,000 years ago)

Apparent Age: 20

Gender: Female

Height: 5’ 8â€

Weight: 3,000 lbs

Eyes: Yellow

Hair: Dark Purple/Black

 

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

 

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

 

Power Descriptions:

 

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

 

History:

 

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

 

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

 

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

 

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

 

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

 

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

 

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

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

 

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

 

Personality & Motivation:

 

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

 

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

 

Powers & Tactics:

 

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

 

Complications:

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

 

 

Abilities: 0 + 4 + 6 + 4 + 4 + 8 = 26PP

Strength: 10/36/40 (+2/+13/+15)

Dexterity: 14 (+2)  

Constitution: 16/26 (+3/+8)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 18 (+4)

 

Combat: 10 + 12 = 22PP

Initiative: +6

Attack: +5; +9 Melee

Grapple: +30/+32

Defense: +6 base, +10 with Dodge Focus (+3 flat-footed)

Knockback: -17

 

Saving Throws: 5 + 6 + 8 = 19 PP

Toughness: +14 (+12 Impervious)

Fortitude: +8/+13 (+3/+8 Con, +5)

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

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

 

Skills: 32R = 8PP

Diplomacy 8 (+12)

Kn: Galactic Lore 8 (+10)

Language 4 (Delaztri (native); Lor, Grue, Galstandard, English)

Medicine 3 (+5)

Notice 8 (+10)

Pilot 1 (+3)

 

Feats: 14PP

Attack Focus: Melee 4

Dodge Focus 4

Environmental Adaption 3 (Zero G, Low G, High G)

Grappling Finesse

Improved Initiative

Luck

 

Powers: 12 +39 + 2 + 10+ 6 + 9 + 6 + 9 + 1 + 5 +3 = 102 PP

 

Flight 6 (500 MPH, up to Flight 8 (2,500 MPH)) [12PP]

 

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

 

Enhanced Strength 2 [2 PP]

 

Enhanced Constitution 10 [10 PP]

 

Impervious Toughness 6 [6PP]

 

Super Strength 4 (8 ranks total, up to 10; Effective Str: 76 to 86; Heavy Load: 480 tons to 2,240 tons; Feat: Shockwave) [9PP]

 

Super Movement (Space Travel) 3 [6PP]

 

Immunity 9 (Life Support) [9PP]

 

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

 

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

 

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

 

Drawbacks:

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

 

Totals: Abilities (26) + Combat (22) + Saving Throws (19) + Skills (8) + Feats (14) + Powers (102) - Drawbacks (5) = 186/186 Power Points

 

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

Posted

ALL THE PROBLEMS by Thevshi

 

Just a complications redo for Terrifica.

Player Name: Eternal Phoenix
Character Name: Terrifica
Power Level: 10 (153/159 PP)
Trade-Offs: +5 ATK, -5 Damage; +/-0 Defense, +/-0 Toughness
Unspent PP: 6
Progress towards Bronze: 9/30

In Brief: Terrifica is a supergenius Cowl with Gadgeteer elements.

Alternate Identites: Qiaolian Song (largely defunct), Samantha Carson (current)
Identity: Secret
Birthplace: Rural China (half raised in Boston, Mass.)
Occupation: Associate Professor of Physics
Affliations: MIT, Mensa
Family: Lucas Carson (father, missing), Meili Song (mother, deceased), Cassandra Carson (great aunt), Stan Gresham (husband), Lucas Gresham (son), Meili Gresham (daughter), the Carson family (black sheep of), the Song family (black sheep of)

Age: 23
Apparent Age: 23
Gender: Female
Ethnicity: Half Han Chinese, half Anglo Saxon
Height: 5’ 4†(5’ 6†in costume)
Weight: 115 lbs.
Eyes: Dark Brown
Hair: Brown

Description: Finely built with athletic musculature, If Sam ever played to it she would be beautiful. Unfortunately, she’s a thinker, not a fashion model or piece of meat for ogling. She keeps up with fashion in a general way, not committing any grave faux pas, but you’ll only find her in something pricey when the occasion calls for it. That said, she does appear to be resolutely against denim and sweatclothes, as she’s never worn either.

Her costume is dark blue and appears formfitting, even though it’s just thick. It covers her from head to toe, only leaving from for the bottom of her nose, her mouth, and her chin. A wide orange stripe runs down the sides of both arms and both legs. There is a orange T on her forehead, with the bottom line sliding between her eyes. At times, she will wear a Badass Longcoat or a short jacket. The coat is simply the same shade of dark blue. The jacket shares the suit’s color and stripes, and has a small orange T over the left breast.

History: A man named Lucas Carson went to China to spread the Good News of Jesus. He fell in love and married a local, Meili Song. They had a daughter, Qiaolian, who they cared for very much. However, the local Chinese officials slowly got wind of Lucas’s actions, and began to pursue him. Soon, it was too dangerous to bring a small child along all the time. So Lucas and his lady love began to leave Qiaolian at a local Buddhist temple that did double duty as an orphanage of sorts. One day, not long after Qiaolian’s eight birthday, they left her there again…and never came back. Qiaolian missed them terribly, but she had friends, and the monks were nice. Plus a aged Kung Fu master had set up shop and was teaching some of the children, including Qiaolian. And then her powers kicked in, increasing her IQ exponentially. She had more than enough to do.

Four years later, a white man came to the temple. He worked for Cassandra Carson, Lucas’s aunt. He was looking for Lucas, but instead found Qiaolian, who calmly explained who she was and why he should care. In exquisite and exacting detail. It wasn’t a full week before Qiaolian was headed to America (Boston, specifically), home of the fairly large Carson family. Cassandra was not impressed by the “dirty little chinagirl†and immediately changed her name to Samantha. Sam blurred through schools, far too intelligent for the material in middle and high school. She became one of Boston College’s youngest students in their entire history at 16. There, her rapid pace slowed, not due to the increased difficulties of the material, but due to studying virtually everything under the sun. A teenaged Terrifica had a short career as a local crime fighter, but at the time it didn’t interest her any more than anything else and she quickly dropped it.

It was during this time she met Stan Gresham, the man who would become her husband. She was 18, he was 23. Love happened. Eventually. Stan graduated and started his psychology practice, and Sam fast-tracked herself through MIT. They got married. Their son, Lucas was born. Named after Stan’s mentor, not Sam’s dad. Sam graduated MIT and took them up on their professorship offer. Meili, their daughter, was born. Sam felt…unfulfilled. A genius like her should be more than just…this. The same dark anger that propels so many super genius into madness and villainy crept upon her. But unlike them, she had Stan, her continuing piecemeal devotion to Buddhism, and a genuine desire not to be another cliché bad girl. She thought for months on end. What could she possibly do where she wouldn’t displace anyone or cause harm to the innocent? Frickin’ duh. Superhero. Terrifica made her comeback.


Personality & Motivation: Sam’s a thinker first and foremost. She doesn’t act rashly, unless acting rashly is the necessary tactic in that situation. In which case, is it really acting rashly? The same applies to just about everything else. Everything she does is logically reasoned out. She does appear to have Obsessive Compulsive Disorder as she organizes her life and plans for literally everything she can think of. In exacting detail. Everything has a place to be and a time to be used. All puzzles and riddles have solutions. You just have to find them. She’s also kind of a nerd, in that she has little to no regard for pop culture and dives headfirst into intellectual pursuits. There’s a subtle arrogance about her, as well. Comes with being smarter than everyone on earth. She thinks she can sing well. She really can’t. No, really. Don’t ever let her sing. It’d be like a close range Auditory Dazzle 3. Or maybe 2. I dunno, but it’s unpleasant.

Her motivation is not simple. By virtue of her genius, any given field she focused on would make leaps previously thought impossible. But they’d be her leaps, and hers alone. All the effort, sweat, and tears that everyone else in that field would have would mean nothing. They might as well have not even helped. Or they might even get in her way. They’d be useless. She doesn’t want to make people useless. That said, doing nothing leads to boredom. Boredom is idle hands. Idle hands do bad, bad things to people. Then again, what does it matter if she goes full mad scientist and attempts world domination slash destruction? It’d certainly be a hell of a lot of fun to try. The only problem with that is that a heck of a lot of people would get killed or injured along the way. It’s one thing to have a recovery plan. It’s another to not cause the damage in the first place. So. Can’t do good. Can’t do evil. No desire to die and tons of desire to live, so suicide’s out. Wait. Waaaait. How about both? Do good where there’s effectively no labor limit. Do evil-well, unpleasant things, anyway-to socially acceptable targets. And conquering crime without toppling governments (literally or just in a behind the scenes way) is virtually impossible. We’ll see about that one.

Power Descriptions: Terrifica would have been a rare genius without her metagene activating. With it, she’s smarter than anyone in the world, with a brain that in its functioning resembles a computer much more than a bundle of neurons. Additionally, she is well schooled in Kung Fu, dating from childhood. Her self made costume, the Nano-Fiber Battlesuit, is more protective than your average hero costume, increases her strength by a moderate amount, helps her see in the dark, and has a few modifications so that it can worn year round.

Powers & Tactics: Some heroes (and people) go with violence first. Or second. Terrifica does not. She prefers to solve problems with a minimum of pain and suffering on both sides due to the influence of her Buddhist beliefs. She’s a thinker, not a thug. She’s more likely to call in a tip about street crime than actually punch the thugs out herself. That said, when she does fight, she doesn’t hold back. The faster enemies are defeated, the less they have to be injured.

Complications:

What’s Wrong With You People?: People who take pride in their lack of intelligence infuriates Terrifica to no end. Why on earth or anywhere else would you be proud of being lesser? Happiness or satisfaction she can and does tolerate, but remaining stupid and ignorant out of pride in those conditions is the one thing that can make her truly hate.

I’m The Most Intelligent Person In The World: Terrifica, god bless her, is a supergenius. The problem is that she’s extremely aware of it. Thus she’s developed quite a bit of arrogance and a belief that there isn’t anything she can’t understand given enough time. Her plans will always succeed, because they are made by her. Her ideals and principles are correct, because they are hers. She is virtually incapable of being wrong about anything whatsoever. Anyone who can’t see that is either misguided, misinformed, or an idiot. And of course, they need to be informed of their status. Because “person Terrifica thinks is stupid†and “person Terrifica likes†have no points of commonality, and she’d rather everyone were in the latter group.

Oh, Now That’s Interesting: Terrifica loves to learn things, acquire new knowledge, figure things out, and etcetera. It’s a passion of hers. So much so that she will purposefully delay stopping a criminal scheme until she’s figured out exactly how it works. Or not stop that death ray blastin’ robot until she’s mapped out how it was meant to be shut down.

I’m A Brain, Not A Fist: Terrifica vastly prefers to solve matters without violence, due to her blended Buddhist/Christian upbringing. She will always try to talk things out, use stealth, or whatever nonviolent option is available. If forced to fight, she will try to end it swiftly and without anything approaching mercy. The faster combat is over, the better. For her opponents.

Oh, Right. Heroes Save People, Don’t They?: Terrifica…isn’t an altruist, like many heroes. There isn’t much nobility to her. She usually will not go out of her way to protect or save anyone at all. It’s not that she doesn’t care. It’s just that she’s the most intelligent woman in the world, and thus a touch more important than Joe and/or Jane Sixpack. This does not mean she will let someone be murdered in front of her…unless they richly deserve it, in her view. This can cause…friction…with other, more altruistic heroes.

People Don’t Just Disappear: Her father disappeared without a trace when she was eight years old. She’s spent the better part of a decade pursuing every lead, no matter how small. You could say she’s obsessed with finding him.

Dark Secret: Terrifica is directly responsible for the death of the Chinese official who had her mother killed. She didn’t murder him with her own two hands, but she could have saved him. Let him have life in prison instead. She kept her mouth shut and watched him die slowly instead. Somebody else might regret this. Perhaps see it as My Greatest Failure. Terrifica does not. It was something that needed doing, and now it is done. No more, and no less.

Secret Identity: Terrifica keeps her identity and life as Samantha Carson extremely secret. She will do anything up to but not including directly murdering someone to keep it that way.

Abilities: 4+8+6+14+2+2=40

Strength 20 (+5) [14 (+2)] (Enhanced Statistic)
Dexterity 18 (+4)
Constitution 16 (+3)
Intelligence 38 (+14) [24 (+7)] (Enhanced Statistic)
Wisdom 14 (+2)
Charisma 14 (+2)

Combat: 10+10=20
Initiative: +14
Attack: +5, +9 Melee, +15 Unarmed
Grapple: +14
Defense: +10 (+5 base, +5 Dodge Focus) +3 Flat Footed
Knockback: +5

Saving Throws: 4+5+8=17
Toughness: +10 (+3 Con, +5 Protection, +2 Defensive Roll)
Fortitude: +7 (+3 Con, +4)
Reflex: +9 (+4 Dex, +5)
Will: +10 (+2 Wis, +8)

Skills: 57 Ranks = 15 PP
Acrobatics 5 (+9)
Bluff 7 (+9)
Climb 4 (+9)
Computers 1 (+15)
Concentration 5 (+7)
Diplomacy 8 (+10)
Knowledge (physical sciences) 1 (+15)
Language 1 (Mandarin Chinese)
Notice 8 (+10)
Sense Motive 8 (+10)
Stealth 5 (+9)
Swim 4 (+9)

Feats: 27 PP
Assessment
Attack Focus (Melee) 4
Attack Specialization (Unarmed) 3
Defensive Roll
Dodge Focus 5
Equipment 4
Improvised Tools
Inventor
Jack-of-All-Trades
Master Plan
Online Research
Takedown
Taunt
Well-Informed
Uncanny Dodge (auditory)
Powers: 14+20=34

Device 3 ( 14 PP Container; Power Feats: Restricted 2 [Only Usable by Terrifica]; Flaw: Hard-to-Lose ) [14PP] (Nano-Fiber Battlesuit)

Immunity 2 (Cold & Heat) [2PP]

Protection 5 [5PP]

Super Senses 1 (Low Light Vision) [1PP]

Enhanced Strength 6 (to STR 20/+5) [6PP]

Features 1 (Wrist Computer) [1PP]


Container 4 (Passive, 20 PP, Superhuman Brain)

Quickness 8 (x500, Flaw: Limited to Mental Tasks) [4PP]

Enhanced Intelligence 14 (to INT 38/+14) [14PP]

Enhanced Feats 2 (Eidetic Memory, Speed of Thought) [2pp]


Equipment 4 (20 points for equipment)

Grapple Gun (Super Movement : 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]



 
DC Block:

Unarmed (+15 Hit, DC 20)
Terrifi-Staff (+9 Hit, DC 22, 10ft Reach)

Abilities 40 + Combat 20 + Saving Throws 17 + Skills 15 + Feats 27 + Powers 16– Drawbacks 0= 153/159

Posted (edited)

HANGING TEN by Thevshi

 

Stronghold

 

Just realised I did a minor oopsie that slid by when updating her to PL10.  

 

Stronghold's first two Active Powers should look like this:

 

Base Power: Create Object 10 (Force Constructs, 10 5-foot cubes, Toughness +10, 10 100-foot range increments/1000ft Max Range; Feats: Precise) [21PP]

Alternate Power: Create Object 7 (Rock Constructs, 7 5-foot cubes, Toughness +7, 10 70-foot range increments/700ft Max Range; Extras: Duration (Continuous)) [21PP]

 

And while I'm at it, she really should know how to swim.  Spend her free Power Point on four skill ranks, all of which will go to Swim.  

 

Finally, I'm redoing her Complications:

 

Asperger's: Stronghold has high-functioning Autism Spectrum Disorder (or Asperger's Syndrome).  While she's high-functioning and has learnt how to compensate most of the time, she can be plagued by indecision when hit by a seriously unexpected event, will sometimes not get why someone is doing something, and would not cope well if someone seriously betrayed her trust, likely starting to harbor a long-standing grudge against whoever did so.  

 

My Father is an AEGIS Agent: Mikala Kawena follows a career path that can be dangerous at times.  As an agent of AEGIS, he's had plenty of opportunity to gather enemies, and it's entirely possible that someone might target Stronghold in her civilian identity.  Where she can't really use the Ring for fear of revealing her identity, which leads to...

 

Secret Identity: Haukea's identity is not known to the public.  For any number of reasons, she'd really rather keep it that way.  

 

New To The Whole Hero Thing: Stronghold hasn't been a hero for very long, and in some ways, has dived in the deep end of the pool.  It's rather likely that she might be faced with a hard choice- and if she's pressed for time to make it, she may well just... freeze up.  

 

I Got This Ring For A Reason: To protect people.  Haukea will prioritize protecting bystanders from danger over a number of other concerns, including chasing after villains, and her own safety.  

 

Orange Ring of the Protective Builder: The Ring has history.  Wearing it includes Haukea in a fairly select group, and may give her an association with the rest of the Ring-Bearers.  Given that sometikmes, the Ring-Bearers have been not-nice people, this may be... problematic.  On the other end of the scale, the other known Ring-Bearer is Cobalt Templar, who has his own claims to fame- it's not outside the realm of possibility that someone might strike at the 'weaker' Ring-Bearer instead of Templar.  

 

Well, if I Can Keep It Safe...: And then there's the other problem with the Rings.  The sometimes-nagging temptation to keep things precious to her safe by locking them away.  While Stronghold's desire to protect people in general normally keeps this well down, if she was called to sacrifice something very important to her to save people... well.  

Edited by Thevshi
Posted

OR DOES SHE HAVE ALL THE PROBLEMS? by Thevshi

 

Queenie's getting her own Complication rejigger.

Player Name: Eternal Phoenix
Character Name: Queenie
Power Level: 10 (150/150 PP)
Trade-Offs: +2 Toughness, -2 Defense
Unspent PP: 0
Progress towards Bronze: 0

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

Alternate Identites: Maybelle McQueen
Identity: Open secret/semi-public
Birthplace: Charleston, South Carolina
Occupation: Head Chef at the Southern Queen
Affliations: None
Family: Maynard and Ellen (parents), Simon and Carlyle(brothers), Rose (sister), various extended family members

Age: 27
Apparent Age: early 20s
Gender: Female
Ethnicity: Caucasian
Height: 5’ 6â€
Weight: 125 lbs.
Eyes: Blue
Hair: Dirty blonde

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

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

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

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

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

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

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

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

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

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

Complications:

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

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

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

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

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

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

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

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

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

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 16 (+3)

Combat:8+6=14
Initiative: +2 (+2 Dex)
Attack: +4 (+10 Aura Force Array)
Grapple: +4
Defense: +3/+8 (+3 Base, +5 Enhanced Defense, +1/+4 Flat Footed)
Knockback: -10

Saving Throws: 7+0+8=15
Toughness: +0/+12 (+0 Con, + 12 Force Field)
Fortitude: +7 (+0 Con, +7)
Reflex: +2/+7 (+2 Dex, +5 Enhanced Reflex)
Will: +10 (+2 Wis, +8)

Skills: 48 SP= 12PP
Bluff 0 (+3, +7 Attractive)
Concentration 8 (+10)
Craft (Chemical) 13 (+15)
Diplomacy 5 (+8, +12 Attractive)
Drive 3 (+5)
Gather Information 2 (+5)
Knowledge (Culinary) 13 (+15)
Notice 2 (+4/+12)
Sense Motive 2 (+4/+12)

Feats: 6PP
Accurate Attack
Attractive
Interpose
Power Attack
Precise Shot
Skill Mastery (Craft [Chemical], Diplomacy, Knowledge [Culinary], Sense Motive)

Powers: 85PP
Device 21 (105PP Container, Power Feat: Restricted (Those of exceptionally noble and heroic spirit); Flaw: Hard to Lose) (Ring of Aura) [85PP] 38+6+1+5+4+1+20+12+9+5+4=105DP
Array 15 [38 DP, Power Feats: Accurate 3; Dynamic] (Aura Force) (Note: Damaging Move Object is Physical damage. Blast is Energy damage)
Base Power: Move Object 10 (Extra: Damaging; Power Feat: Dynamic) (Aura Might) [30 DP]
Alternate Power: Force Constructs 10 (Power Feat: Selective; Power Feat: Dynamic) (Aura Constructs) [2DP]
Alternate Power: Blast 10 (Power Feat: Dynamic) (Aura Blast) [2DP]

Communication 4 (Sense Type: Radio; Range: 1 mile; Power Feat: Variable Descriptor 2 (Any Tech) (Aura Comms) [6DP]
Enhanced Feat (Uncanny Dodge [auditory]) [1DP]
Enhanced Reflex 5 (Aura Avoidance) [5DP]
Enhanced Skills 4 (Notice +8, Sense Motive +8) (Aura Detection) [4DP]
Features 1 (Aura VI) [1DP] (Note: Answers direct questions about the ring’s powers and selects new bearer if necessary. Otherwise useless.)
Force Field 12 (Extra: Impervious 8) (Aura Field) [20DP]
Flight 6 (Aura Flight) [12DP]
Immunity 9 (Life Support) (Aura Life Support) [9DP]
Shield 5 (Aura Shield) [5DP]
Super Movement 2 (Interstellar Space Travel)[4DP]



 
DC Block:

Unarmed (+4 Hit, DC 15)
Aura Blast (+10 Hit, DC 25)
Aura Might (+10 Hit, DC 25)

Abilities 18 + Combat 14 + Saving Throws 15 + Skills 12 + Feats 6 + Powers 85– Drawbacks 0= 150/150

Posted (edited)

KNOW WHEN TO HOLD THEM by Thevshi

 

Roulette

 

So quick one here.  Bought Beginner's Luck for 1PP and changed Roulette's picture.  Why does he have a blaster in the picture?  Look, it's a recolor  :argh:

 

Player Name:  HG Morrison
Character Name:  Roulette
Power Level: 10 (151/151PP)
Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Silver Status: 1/60
 
In Brief: Conman with tactile light control.
 
Alternate Identity:  Stahnze Turk
Identity:  Public
Birthplace:  Zultas  
Occupation:  Bounty Hunter
Affiliations: The Voidwalkers (Ruby Voxx and Bliss)
Family:  Leorio Turk (Father, possibly deceased), Sattara (Mother, Deceased)
 
Description:
Age: 28 (DoB: 1986 [April 22nd])
Gender:  Male
Ethnicity: Zultasian
Height:  6'1
Weight:  205 lbs.  
Eyes:  Blue
Hair:  Silver and Black
 

Roulette_zps0075853e.png

 
Roulette is an indigo skinned male with an athletic build.  His medium length hair is usually kept multicolored in that the left half of is violet and the right half is silver colored.  But has been known to keep it just silver colored.  His typical clothing tends to favor exposing his arms to take in light better with more exposed.  Usually favoring an armored vest on his person.  His sclera appear closer to a cat's than a human's.
 
On the job, Stahnze wears a custom made white jumpsuit that traditionally acts.  The mask has an attachment system for Stahnze to add a portable rebreather which appears much like a see through layer on his face pane.  The body armor vest is worn over this jumpsuit.  Otherwise it is worn through a sleek form fitting blue space suit, which usually requires him putting the vest on over the suit.  When not attached to his visor, the rebreather is kept attached to a belt on the space suit.  The belt was once filled with extra equipment, which was eventually sold to pay a debt or two, but nowadays serves nothing more than to add aesthetic to the outfit.
 
Power Descriptions:
His Optic Blasts appear as if they were violet colored beams of coherent light.  Appearing a bright crimson for those whom can see the infrared spectrum.  And a dark blue for those who see under the ultraviolet spectrum.
 
History:
Stahnze Turk was born the son of a Star Knight and a lounge singer.  The pair met while Leori (his father) was in the midst of an investigation and Sattara (his mother) was working in a bar in the seediest bit of Khanate claimed space.  Leori was a rarity in that not many citizens of the Stellar Khanate were chosen as Star Knights.  Few having deemed worthy by Mentor of having the strength of character required.
 
Leori served his time as a Star Knight honorably, earning him about as many fans as could be expected in Kinan Kahn's empire.  Which was to say none, at least none that could actively express much support publicly.  At least until the Stellar Khanate went to war with the Lor.  When Leori  left to participate in the war, never returning home.  The most commonly heard of rumor was that he died in battle.  The murkiness lies in just exactly which side he was fighting on.  Stahnze's mother led him to believe that Leori died in battle apprehending a criminal.  
 
When Stahnze was fourteen years old, his mother passed away from an untreatable coronary disease.  Leaving him with no one left to care for him.  Stahnze chose to spend his teenage years traversing the stars.  Unfortunately living as a spacer required some sort of financial backing.  Lacking a proper source of income he learned to rely on the kindness of strangers.  
 
Or rather manipulating said kindness to his own ends.  Stahnze became an interstellar confidence man.  Funding his travels by tricking others out of their hard earned gains.  Stahnze actually began to get a taste for the luxurious as he began to accrue wealth.  In response to his burgeoning craving of the high life his crimes began to get more extravagant attracting more unwanted attention his way.
 
Such attention lead to Stahnze being captured by members of the Stellar Khanate crime syndicate as retribution for scamming one of their members out of a substantial sum.  The crime syndicate handed Stahne over over to an underground military research team that worked directly for Star Kahn.  Their research seeking to create living weapons for the glory of the Khanate.  The researchers  thoroughly modified and experimented on Stahnze.  
 
With tremendous results as Stahnze became able to metabolize photons around him into coherent beams of light fired out of his eyes.  Before any further research could be conducted on just how thorough his manipulation of photons was, Stahnze used his new ability to blast his way out of the facility.  Leaving the entire location in shambles, with the research data fully destroyed.
 
As a free man again, Stahnze resumed pulling off massive confidence jobs.   Tricking criminal and lawman alike out of many a profit.  For as good as he was at acquiring money with his scams, Stahnze was equally lacking in business savvy.  Accruing a massive debt with some bad investments through various criminal contacts.  His face became a common sight on many a bounty poster soon after.
 
Bounty hunters were usually caught off guard by proper misdirection or a well placed optic blast.  To Stahnze's credit, he never harmed a civilian while on the run.  There was definite amounts of collateral damage as he destroyed the environment all willy nilly to escape capture.  But, Stahnze kept enough control to avoid catching anyone he wasn't targeting in the crossfire.  
 
It became so costly to chase after him that Bounty hunters began to actively avoid going after Stahnze's bounty.  With the notable exception of a bounty hunter by the name of Ruby Voxx.  Stahnze considered her the most relentless bounty hunter to chase him down.  If he lingered for too long, she would be hot on his heels soon after.  Keeping the conman looking over his shoulder everywhere he went.  This dichotomy continued on for years.
 
Everything changing when Stahnze went to the planet Un-Sabnur.  Stahnze lost a card game in a small bar and had to rely on his charm to avoid being bifurcated after admitting he did not have the money to pay the amount he owed.  Ranark the winner of the game agreed not to kill Stahnze.  Stahnze just had to return the payment in triplicate.   With Ranark having already chosen the means for Stahnze to gain the money.  Ranark was a former gladiator in the planet's famed coliseum.  After retiring he became the cruel overseer of the current crop of gladiators on the planet.
 
Seeking to earn a big pay day, he wanted Stahnze to drug the current gladiatorial champion's latest challenger. In all betting pools Bliss, the current champion, was the massive underdog going into the fight.  So a bet in support of Bliss would have paid substantially had she won the fight.  Rather than leave things up to chance, Ranark wanted Stahnze to provide him a guarantee.  
 
Before Stahnze could accomplish the poisoning he was caught in the act by Bliss.  Barely managing to escape capture he made a run for it in the process alerting more of the gladiators of the commotion.  Bliss was accused as Stahnze's co-conspirator by Ranark who spun the story around to cover himself.  Disgraced gladiator Bliss sought to clear her name, escaping in the heat of night rather than face an undeserved punishment.  Her plan to catch Stahnze and beat a confession out of him.  
 
While Bliss was chasing Stahnze through Space, so too was Ruby Voxx in hot pursuit of the two "partners in crime."  A pursuit which ended with all of them crash landing on a remote planet called Slogth in the rim of Lor and Stellar Khanate territory.  Though Voxx had technically caught her quarry upon landing, it left the three stranded on a planet they knew nothing about.
 
The locals had actually intended on hiring a trio of famed warriors for hire named the Voidwalkers to defend them against the Nebula crime syndicate whom wanted to invade the village for its herbs that could be used to manufacture a new drug.  Unbeknownst to the locals the Voidwalkers were merely characters in an old Earth sci fi show that had somehow streamed on to their planet.  When Ruby Voxx informed them that her ship was called the Voidrunner, the locals jumped to the conclusion that these three were apart of the Voidwalkers.  It didn't hurt that Stahnze looked like one of the cast members from the show whose character was known as Roulette.  Compounded further by his willingness to propagate the lie.
 
All three of them found it prudent to not get slaughtered by the invading force, so they played along.  Bliss, Roulette, and Ruby Voxx worked together actually managing to fend off the criminal syndicate's invasion.  Surviving with some parts ingenuity and more parts luck.  Roulette actually rather enjoyed doing the right thing for once, and conceded with Bliss's request (threatening glare) that they refuse the payment for protecting the village.  Voxx then put forward the idea that they not let the teamwork end there, and officially take upon the Voidwalkers banner.  With Voxx agreeing to "handle" the issue of their prior crimes and bounties, so long as they didn't betray her in the future.   And thus the Voidwalkers were formed
 
Personality & Motivation:
Roulette has spent most his life as an arrogant self-serving jerk.  The only thing that has really changed is he's a bit less self serving.  Roulette abhors violence, claiming it makes him look unprofessional and will always attempt to talk his way out of a fight if he can.  A consummate liar preferring to use his silver tongue as a weapon.  His more negative qualities are hidden behind a thin veneer of politeness and machinations.  
 
However, Roulette is not without his positive traits.  He enjoys the feeling that comes from helping people.  He has a massive soft spot for children.  To the point that all one needs to do is tell them a child would be in danger and he's willing to be a hand.  And despite his willingness to manipulate even his own teammates, there is a burgeoning sense of loyalty growing towards them.
 
Powers & Tactics:
Roulette's body is able to metabolize ambient energy from photons found in the environment around him.  He is then able to release that energy in a coherent beam of hardened light.  The beam has no apparent heat to it relying on concussive force instead, however, there is a bit of recoil directly proportional to how powerful the beam released it.  Making more powerful blasts difficult to aim.  Those same ambient solar energies that fuel Roulette's optic blasts can also sustain his body.  Eliminating a need for eat or sleep as long as he can adequately find a supply of photons to feed off with the light having to make direct contact with his skin. 
 
Roulette prefers to avoid combat whenever possible.  Relying on his wits and sharp tongue to manipulate foes.  Feeling that a good con never need raise his hands.  Acting as support for his teammates on the defensive instead.  If pushed to the offensive Roulette eschews finesse for fire superiority to end things as quickly as possible.  His Optic Blasts operate on principles similar to lasers.  Making it possible for Roulette to refract the beam, fire it off with blinding speed, as well as taking advantage of reflective surfaces to hit multiple foes or attack from unexpected angles.  
 

 

 


Complications:

 

Body Heat:  While not running any hotter than normal, his body emits a far larger heat signature than normal.  This can lead to issues in hiding from those able to track or distinguish heat signatures.  Or worse heat seeking weaponry.

 

Enemies: In Roulette's less than stellar days he accrued a large number of enemies.  Even with his debts settled by Ruby Voxx, many of them still feel as if they have a reason to come after his head.

 

Look where you're pointing that thing: For many being blinded by an attack is dangerous for themselves.  In Stahnze's case it becomes a risk for everyone else.  If his eyesight is compromised he can't maintain control of his optic blast.  Akin to gaining the Uncontrollable flaw and a GM deciding what havoc comes from this.

 

Mirror, Mirror on the Wall:  Roulette's optic blasts take on many of the properties of lasers.  Including being able to bounce of reflective surfaces.  Unfortunately, this can be used against him with his own blasts being refracted or reflected in a direction he doesn't want if an opponent is prepared to deal with him.

 

Power Loss:  When away from a light source for too long, Roulette can use up his reserves of energy with repeated firings of his optic blasts.  Leaving him with a lack available access to his energy source for a  recharge.  Furthermore, being low on his energy reserves can also make those last few shots an exhausting affair.

 
 


 
Abilities: 0 + 6 + 8 + 4 + 6 + 8 = 32PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 18 (+4)
 
 
Combat: 8 + 10 = 18PP
Initiative: +3
Attack: +4 Melee, +8 Ranged
Grapple: +4
Defense: +12 (+5 Base, +7 Dodge Focus), +2 Flat-Footed
Knockback: -4
 
 
Saving Throws: 3 + 4 + 4 = 11PP
Toughness: +8 (+4 Con, +4 Defensive Roll)
Fortitude: +7 (+4 Con, +3)
Reflex: +7 (+3 Dex, +4)
Will: +7 (+3 Wis, +4)
 
 
Skills: 72R = 18PP

Bluff 10 (+14)

Concentration 4 (+7)

Diplomacy 6 (+10)

Disable Device 6 (+8)

Knowledge (Galactic Lore) 3 (+5)

Knowledge (Behavioral Sciences)  8 (+10)

Language 4 ( Galstandard, Grue, Jerreid, Khanate [Native], Lor )

Notice 9 (+12)

Pilot 6 (+9)

Sense Motive 11 (+14)

Sleight of Hand 5 (+8)

 


 
Feats: 30PP

Accurate Attack

Attack Focus (Ranged) 4

Beginner's Luck

Distract (Bluff)

Dodge Focus 7

Equipment 3

Fascinate (Bluff)

Improved Aim

Inspire 3

Leadership

Luck 3

Master Plan

Power Attack

Set-Up

Taunt

 

Equipment: 3PP = 15EP

Armored Vest (Protection 4) [1EP]
Rebreather [1EP]
Skintight Space Suit (Life Support [Masterwork]) [10EP]
 
 

 

 
Powers: 1 + 1 + 38 + 1 + 1 = 42PP
 
 
Immunity 1 ( Own Powers ) [1PP]
 
Immunity 2 ( Sleep, Starvation & Thirst; Flaw: Source [Light] ) [1PP]
 
Optic Blast Array ( Feat: Alternate Power 2 ) [38PP]
Base Power: Damage 12 ( Extras: Penetrating 4, Range [Ranged]; Feats: Improved Critical 2, Precise, Precise Shot, Ricochet 4 ) (Optic Blast) {36/36}
Alternate Power: Damage 10 ( Extras: Area [General, 50-100-200' Cone], Penetrating; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 ) (Scything Blast) {36/36}
Alternate Power: Deflect 9 ( Extras: Action [Move Action], Range [Ranged] )  (Cover Fire) {36/36}
 
 
 
Quickness 3 ( Perform Routine Tasks at x10 Speed; Flaw: Limited to Trigonometry [-2] ) [1PP]
 
Super-Senses 1 ( Infravision ) [1PP]
 
Drawbacks: (-0) + (-0) = -0PP
 
 
[table]

DC Block
ATTACKRANGESAVEEFFECT
UnarmedTouchDC17 Toughness (Staged)Damage (Physical)
Optic BlastRangedDC27 Toughness (Staged)Damage (Light)[/table]
Scything Blast50-100-200' ConeDC25 Toughness (Staged)Damage (Light)
 
 

Totals: Abilities (32) + Combat (18) + Saving Throws (11) + Skills (18) + Feats (30) + Powers (42) - Drawbacks (0) = 151/151 Power Points

Edited by Thevshi
Posted

SHOCKED by Thevshi

 

Coiled Lightning
Spending 3 of his points, saving 1 for later.
 
Add 1 point (4 ranks) each in Gather Information and Search
Add a point to Will Save.

 

Also, I made a mistake in the DC block. The whip is Damage 6, so should only be DC 21.

Can you add his picture to the description?
lightning_zpsf2ed4a3a.png

 

Player Name: ca_lazerdwarf
Character Name: Coiled Lightning 
Power Level: 7 (108/109PP)
Trade-Offs: +1 Attack / -1 Damage, +0 Defense / +0 Toughness 
Unspent Power Points: 1
Progress To Bronze Status: 4/30
 
In Brief: Retired soldier with an alien-tech energy whip. Coiled Lightning uses his whip to swing around town, shocking and entangling his opponents.
 
Alternate Identity: Charlie Stevens
Identity: Secret
Birthplace: Freedom City
Occupation: Mechanic / Self-defense teacher
Affiliations:
Family: Reed and Donna Stevens (Parents), Amanda Day (Older sister, Nurse at Freedom Medical Center), Jane Palmer (Girlfriend, coworker)
 
Description:
Age: 23 (DoB: 1991)
Gender: Male
Ethnicity: Caucasian
Height: 6' 0"
Weight: 190 pounds
Eyes: Blue
Hair: Short-clipped Brown
 
Charlie is a tall, fit young men with short clipped brown hair. As Coiled Lightning, he wears a close fitting suit of dark blue, with electric blue lightning bolts running up his legs. A blue mask covers his face and hair from the nose up, and he usually wears a leather fedora. He is almost always seen wielding his signature energy whip, an 18 inch metal handle that when activated lets out a sparking cord of blue electrical power that can strike out his enemies or extend to grasp on to buildings to swing around town.
 
Outside of his costume, Charlie tends to either his blue coveralls and white shirt while at work, or casual jeans and t-shirt. His right shoulder has a tatoo from his army days.

lightning_zpsf2ed4a3a.png 

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

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

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


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


Complications:
Exotic Tech: Charlie doesn't really know how the whip works, or what it can do. Sometimes it doesn't do what he wants to dangerous effect, or stops working altogether.
Where did he get that wonderful toy?: Charlie doesn't know where the whip came from or who it's real owner is. Someday, somebody is going to come looking for it.
Glory Hound: Charlie loves to hear how much he's helped people, to the point that he'll make sure people know it was he who saved the day, even if keeping quiet might be wiser.
Please don't tell my girlfriend: Charlie's current girlfriend, Jane Palmer, doesn't know about his hero life and she's criticizes Freedom City's Super Hero population for being just the sort of Glory Hound that Charlie is.
 
Abilities: 2 + 4 + 6 + 2 + 4 + 2 = 20PP
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 12 (+1)
 
 
Combat: 8 + 14 = 22PP
Initiative: +6
Attack: +8 Melee, +4 Ranged
Grapple: +9
Defense: +7 (+7 Base, +0 Dodge Focus), +3 Flat-Footed
Knockback: -3
 
 
Saving Throws: 5 + 5 + 3 = 13PP
Toughness: +7 (+3 Con, +4 Defensive Roll)
Fortitude: +8 (+3 Con, +5)
Reflex: +7 (+2 Dex, +5)
Will: +5 (+2 Wis, +3)
 
 
Skills: 76R = 19PP
Acrobatics 4 (+6)
Climb 4 (+5)
Computers 4 (+5)
Craft(electronic) 8 (+9)
Craft(mechanical) 8 (+9)
Drive 8 (+10)
Escape Artist 4 (+6)
Gather Information 4 (+5)
Intimidate 8 (+9)
Knowledge (tactics) 4 (+5)
Notice 4 (+6)
Search 4 (+5)
Sense Motive 4 (+6)
Survival 8 (+10)
 
Feats: 22PP
All-Out Attack
Attack Focus (Melee) 4
Defensive Attack
Defensive Roll 2
Distract (Intimidate)
Improved Defense 
Improved Disarm
Improved Initiative 1
Improved Sunder
Improved Throw
Improved Trip
Power Attack
Quick Draw
Startle
Takedown Attack 1
Teamwork 1
Weapon Bind
Weapon Break
 
Powers:12 = 12PP
 
Device 4 (Energy Whip; 20PP Container; Flaws: Easy-To-Lose) [12PP]
Whip Attack Array (9pp arrayl Feats: Alternate Power 3) [12pp]

Base Power Damage 6 (Electric Whip, Electricity; Feats: Extended Reach 3) {9/9}
Alternate Power Stun 6 (Tazer Whip, Electricity; Flaws: Action(full); Feats: Extended Reach 3) {9/9}
Alternate Power Snare 6 (Entangling Whip, Electricity; Feats: Extended Reach 3, Reversible, Tether; Flaws: Range(touch), Lockout: Whip cannot be used for other attacks while target is snared. Array remains locked on Snare.) {8/9}
Alternate Power Super Movement 2 (Swinging, Wall Crawling; Extras: Linked) {4/9} + Speed 2 ( 25mph; Extras: Linked) {2/9}

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

 
DC Block
 
 

ATTACK           RANGE      SAVE                                      EFFECT


 

Unarmed          Touch      DC16 Toughness (Staged)                   Damage (Physical)


Electric Whip    15 ft      DC21 Toughness (Staged)                   Damage (Electric)


Entangling Whip  15 ft      DC16 Reflex (Staged)                      Snare (Electric)


Tazer Whip       15 ft      DC16 Fortitude (Staged)                   Stun (Electric)


 
 

Totals: Abilities (20) + Combat (22) + Saving Throws (13) + Skills (19) + Feats (22) + Powers (12) - Drawbacks (0) = 108/109  Power Points





 

Posted

INTO THE DEPTHS OF SPACE by Thevshi

 

Moon-Moth

 

1 Point to spend

 

Equipment 1 - 5ep towards praetorian Vehicles/Headquaters

 

Ulysses

 

2 points to spend.

 

Feats.

 

Take-down attack 1 and Interpose.

 

Thanks.

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