Shofet Posted August 4, 2012 Share Posted August 4, 2012 The Penitent 1) Fixed the DC block to actually match his abilities. 2) Removed the "Innate" quality from Comprehend (which shouldn't have been there in the first place), bringing it down to 3PP instead of 4. 3) Removed the "Ablative (Physical)" quality from Protection, making it 6PP 4) All PP is now spent. Player Name: Shofet Character Name: The Penitent Power Level: 10 (155/155PP) Trade-Offs: +3 Toughness/-3 Defense Unspent Power Points: 0 Progress To Bronze Status: 5/30 In Brief: Sin-eater who takes on the burden of redeeming a thousand damned souls. Alternate Identity: Bram Davis Identity: Secret Birthplace: Charleston, WV, United States of America Occupation: None Affiliations: An esoteric order of Sin-Eaters Family: None that recognise him as such Description: A demonic looking being. Age: 25 (DoB: Wednesday, January 4th, 1987) Apparent Age: Twenty-five Gender: Male Ethnicity: Scottish-Appalachian (so Caucasian) Height: 6'04" Weight: 242 lb Eyes: Red irises, yellow sclera, cat's pupils Hair: Jet black A tall, burly man with an explicitly demonic look about him, with long, black horns curving from his head, short barbs and spines extending from various spots in his ash-grey skin, and a mouth full of snow-white fangs. His head is topped with a mop of jet black hair that splays in various directions, sometimes obscuring his pointed ears. He has no facial hair to speak of, and does not seem to grow any stubble. His eyebrows and mouth are curved just so, making it look like even when he's smiling something has put him in a foul mood. All over his torso are Latin, Arabic and Hebrew names for Angels and titles for God in the form of tattoos written in black ink and highly stylised. Power Descriptions: In general, his powers betray a supernatural sense about him, and a connection with the dead. For example, when he flies, the observant (and magically attuned) can see faint, ghostly hands holding him up, or when he strikes someone with his super-strength, the afformentioned observant and magical individual will see many ghostly hands striking instead of just his. Additionally, when he uses his powers of Hellfire, the strong smell of sulfur remains. History: Bram Davis was born just outside of Charleston, West Virginia, to a very distinctly Appalachian family of one Mister Andrew Davis and a lovely Missus Marienne Davis (nee Abernathy). However, once one got past the stereotypes, it could be noticed that this couple was a lot more intelligent than some random couple of hillbillies, and frankly, a bit more eerie. Both of them were Sin-Eaters, a people who came from a long tradition extending back into the earliest days of Christendom in the British Isles. Sin-eaters, originally, were people who "ate" the sins of the very recently dead, ensuring their path into Heaven, while feeding the bellies of the sin-eaters, who were generally poor folk. Over time, this ritualised in the Applachian area, forming a sort of esoteric order of people who did so while creating a safety net for the generally poor population that performed this. Bram himself was born, perhaps somewhat spectacularly, with a pure heart that had staying power. The boy was never given to lust, or hate, or anger, and never thought a selfish thought in all his life. This, of course, was a bit of a spectacle among people like the Davis' and other members of their strange order, who made sure to cultivate this. Bram remained well-liked, if avoided by those wishing to have a particularly visceral party, and was instructed in how a sin-eater works in his youth until the day came that he would be a man. Now, there was a ritual among the order that those newly inducted into being a full-fledged sin-eater would go out into the world for a few years, and help use their gift all over. Bram was quite excited about the prospect, loving the idea of helping those in need. However, Bram was pulled aside by the leaders. Since the initiation for all was done in secret, as was the going away, this was the last time Bram would see his parents. It was explained to Bram thus: "You see, my boy, that there are those souls in Hell that, while damned, may have not been evil if not forced into a desparate situation by circumstance. While certainly there are truly evil souls out there, it has been felt that some should be given the chance to be spared by a particular custom we have. "We have, once every few generations, found a child born with a pure heart and given them a choice. If you accept our offer, a thousand souls of those who, not through pain but genuine desire to make good, wish to repent their actions and make good what they have done wrong on Earth. While their absolution is no guarantee, by accepting our offer, you would give them that chance to be accepted into a realm befitting their intentions. "This would admittedly change you greatly, and you would be beholden to the vice that you have miraculously avoided all your life, but it brings with you the chance to do these thousand right." Out of his own innocence, and perhaps foolishness, Bram accepted this burden upon himself. A thousand damned souls were bound to the body of Bram Davis, using the names of Angels and titles of the Lord in Hebrew, Latin and Arabic. Through this, the personality of the original Bram Davis faded, and was replaced with a new being: the Penitent. Now, emotions such as anger, jealousy, hate and pain became very real to him while his form became something demonic. However, he was instructed to, despite all this, help these souls reach their reward, defend those who are good from the forces of evil, and perhaps most importantly, help the living evil turn back to good. To do this, he was given three strictures: 1) He may not ever take a human or sapient life unless under the most absolutely dire circumstances, whereby humanity faces total extinction if avoided. 2) He may not ever violate the free will of another thinking being by sullying their mind through attempted control and may not tolerate it in others. 3) He must always be willing to allow forgiveness of an individual, no matter how badly they have wronged him. Revenge can not be taken by him in even the pettiest of ways. So he ventured out into the world under the cover of night, and set out to right wrongs. This has served him well for the past few years, however, a silent calling and a sudden doubling in power has led him to Freedom City to deal with something he can feel coming. Personality & Motivation: Anyone who knew the meek, charming, somewhat thick Bram Davis would not be easily convinced the Penitent is the same man. The Penitent is a passionate, sarcastic, aggressive and obnoxious being, with a personality given to self-indulgence. However, there are areas where his original personality shines through. The Penitent is a fervent egalitarian, seeing no reason anyone should be treated different for any reason; additionally, while his temper lights up faster than a powder-keg with a lit match in it, it also snuffs like a candle in a stiff breeze. He also has a very strong sense of empathy, and a lot of his bravado disappears when he sees someone who is truly miserable or upset, which will get him to do his best to talk. The Penitent's main motivation, unsurprisingly enough, is to help people. Not out of a sense of justice or duty, because while those are present, his main way of thinking is that he really just doesn't like seeing people being hurt, emotionally or physically. This means that while he does indeed try to save the day, he's often focused on helping the people hurt in the aftermath in a crime, or even the criminal themself. Thus, while his temper sometimes gets in the way, he lives to help everyone whatever side of life they are on. Powers & Tactics: The Penitent's style of fighting is quick incapacitation, with the quicker, the better. When fighting an opponent that is truly dangerous (i.e., willing to hurt, or, god forbid, kill civilians) that he can't knock down right away, the Penitent makes sure to make himself seem the biggest threat at the moment so any attacks will be focused on him instead of the populace. Since he is rather tougher than the average person, he is less afraid of getting close up to a strong enemy, but he still prefers to open with a ranged blast of Hellfire. Complications: Unsettling: Regardless of his intentions or personality, the fact that the Penitent is carrying a thousand dead guys (and ladies!) around with him, coupled with his demonic appearance, naturally puts people off around him. While many are capable of ignoring it or even eventually getting used to it, an eerie feeling surrounds him and people subconsciously are drawn to thoughts of their own mortality. This has a double-effect with those explicitly tied to the dead or any of the afterlives, as they see in full form several ghostly forms clinging to him, ranging from about eight to ten at any given time and switching every once in a while. Penniless: The Penitent, due to the fact that he looks explicitly like a demon all the time and is naturally eerie, can not find himself a place willing to hire him. This is coupled with him being horrifically bad with money, meaning most of his money is blown on some variety of drink with food as an afterthought. As such, he has no money to speak of and generally no place to live. Tempted: While Bram's soul is the one in control and his purity has gone a long way in keeping the Penitent from becoming wicked, there are still a thousand others who are there and their own issues do affect the Penitent greatly. The Penitent fights a constant battle to never go too far. Coupled with his temper, it can be very difficult and losing the battle is always almost a pleasant thought. Bound by Stricture: Part of the Penitent's issue is how absolute his strictures are, and how he's supposed to ensure them in others. That means that he won't work with anyone who actively controls minds or uses mental manipulation, or someone working for the purpose of vengeance. He also is obligated to be forgiving of someone who is genuinely sorry for what they have done, meaning the expedient solution isn't always the one he can take. Abilities: 6 + 6 + 8 + 6 + 8 = 34PP Strength: 30 [16] (+10/+3) Dexterity: 10 (+0) Constitution: 26 [16] (+8/+4) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 20 + 14 = 34PP Initiative: +0 Attack: +10/+12 w/Brimstone Grapple: +20/+10 (+10 Attack Bonus, +10 Enhanced Strength) Defense: +7, +3 Flat-footed Knockback: -6 Saving Throws: 3 + 3 = 6PP Toughness: +13/+6 (+8 CON/+3 CON, +5 Protection) Fortitude: +8/+3 (+8 CON/+3 CON) Reflex: +3 (+0 DEX, +3) Will: +6 (+3 Wis, +3 Base) Skills: 24R = 6PP Bluff 4 (+8) Diplomacy 4 (+8) Gather Information 4 (+8) Intimidate 4 (+8) Knowledge (Theology and Philosophy) 4 (+6) Sense Motive 4 (+6) Feats: 10PP All-Out Attack Fast Overrun Fearless Improved Grab Improved Grapple Improved Overrun Improved Sunder Move-by Action Power Attack Startle Powers: 7 + 3 + 10 + 14 + 10 + 23 + 6 = 73 All powers have the "magic" descriptor Communication 3 (Mental [1000 ft], PF: Selective, Extras: Area) Spiritual Messenger [7PP] Comprehend 2: (Languages [speak and understand any one language at once]), DrawbackBroad-Type [Limited to human languages]) [3PP] Enhanced Constitution 10 [10PP] Enhanced Strength 14 [14PP] Flight 5 (250 MPH / 2 500 ft/rnd) [10PP] Infernal Power Array 10 (20 point array) (Power Feats:3 Alternate Powers)[23PP] BP: Hellfire Control 8 (Power Feats: Accurate, Affects Insubstantial 2, Improved Crit) Brimstone Flames {20PP} AP: Dazzle 10 (Auditory, Extras: Area [Burst]) Terrible Howling {20PP} AP: Healing 5 (Extras: Energizing, Resurrection) {20PP} AP: Drain Toughness 10 (Extra: Affects Objects [+1]) Ghastly Leech {20PP} Protection 5 (Extras: Impervious) [6PP] Drawbacks [-8 pp] Weakness (Abrahamic holy places; Uncommon, Major [-1 all physical ability scores], per 1 minute; -5pp) Weakness (holy symbols, dazed for one round by losing an opposed Charisma check; common, moderate, -3pp) DC Block Code: ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (staged) Damage (physical) Blast (Hellfire) Ranged DC23 TOU (staged) Damage (energy) Dazzle Ranged DC25 REF/FOR (staged) Sensory(auditory) Drain Touch DC29 FOR(staged) Damage (TOU) Totals: Abilities (34) + Combat (34) + Saving Throws (6) + Skills (6) + Feats (10) + Powers (73) - Drawbacks (8) = 155/155 Power Points Ingested by Supercape! Link to comment
Raveled Posted August 5, 2012 Share Posted August 5, 2012 Ironclad AA'd by done :arrow: Ironclad's big, post-surgery rebuild! :arrow: Biggest change is that I got rid of all the powers outside of her suit, and gave her half Immunity to Fortitude effects to represent a reinforced biology. :arrow: Rejiggered the suit's Super-Senses to get rid of that array. :arrow: Also put 1 PP into skills and moved the ranks around so she has 10 ranks in Know/Biological Sciences. [floatr][img=http://www.freedomplaybypost.com/wiki/images/5/51/IroncladHF2.png][/floatr][b][u]Characters Name[/u]:[/b] Ironclad II [b][u]Power Level[/u]:[/b] 13 (196/196PP) [b][u]Trade-Offs[/u]:[/b] +5 Toughness/-5 Defense [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress To Platinum Status[/u]:[/b] 91/120 [b][u]In Brief[/u]:[/b] Genius teen uses her intellect and her fortune to fight crime! [b][u]Alternate Identities[/u]:[/b] Jessica Anne Parker [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] Full-time superhero, engineer [b][u]Affiliations[/u]:[/b] Dawes Tech, Dragonfly, the Lab [b][u]Family[/u]:[/b] Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased). [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 19 (DoB: June 3, 1993) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/b]:[/u] Northern European [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 130 lbs. [b][u]Eyes[/u]:[/b] [url=http://images.theage.com.au/ftage/ffximage/2008/12/16/husky_gallery__600x397.jpg]Pale blue[/url] [b][u]Hair[/u]:[/b] [url=http://www.hairfinder.com/haircollections4/evo1.jpg]Strawberry blonde[/url], dyed [url=http://styletips101.com/wp-content/uploads/2009/01/auburn-hair.jpg]auburn[/url] [b][u]Description[/u]:[/b] Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower. The last few inches of her spine is a mess of scar tissue, the result of surgery in the middle of 2012. The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package. Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space. [b][u]Power Descriptions[/u]:[/b]Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She also has nanites infusing her bloodstream and physiology, making her more resilient than might otherwise be expected. [b][u]History[/u]:[/b]Jessica Anne Parker was born to privilege. Her father Gregory was president of Dawes Tech, the number three consumer electronics company in the world and a major supplier of the US government, and militaries worldwide. Still, it’s her grandfather, Malcolm, which she most admires and identifies with. They both have a lobe of gadgets and a fierce sense of justice. She enjoyed debating with her grandfather over engineering matters, usually pitting her love of modern electronics against Malcolm’s faith in more mechanical methods. One day, to prove a point, Malcolm revealed that he had been Ironclad, a government-backed hero that retired after the Vietnam War. Jessica’s imagination was fired and she started designing a new, sleeker suit of armor, and in time she took to the streets and skies of Freedom City as the new Ironclad, using her armor to fight crime and villainy. Her grandfather was, understandably, quite angry. Still, Jessica could be as stubborn as the old man when she put her mind to it. They reached a compromise; she went out in the field in the armor and he kept back, advising her remotely. That still doesn’t stop her from taking risks, and it doesn’t stop him from yelling at her when she does. Towards the end of 2010 Jessica’s life changed quite a bit. She met a number of other heroes and expanded her social circle. Most notably she started dating Blake Salazar, better known as the hero Warlock. Her world was shaken when her grandfather passed away, but she came out of the crisis stronger and with a closer relationship with her boyfriend. At the very end of the year she survived a chemical attack underneath Jameson Airport. As a side-effect of medical treatments, she developed technopathic powers. [b][u]Personality & Motivation[/u]:[/b]It’s easy to mistake Jessica Parker for a timid girl, because most of the time she is a very quiet young woman. It’s not to say that she doesn’t care to talk to other people, it’s just that her technical training predisposes her to hold her tongue when she doesn’t have any expertise on a topic. When she can be persuaded to speak, she can actually be something of a chatterbox – her high IQ means that she can quickly leave others in the dust. As Ironclad, she’s much more assertive and self-assured. With a literal layer of armor between herself and her audience, she feels more confident, more able to express her own opinion. Whether that will leak into her ‘civilian’ identity, only time will tell. Still and all, when Jessica sets her mind to something, she can be next to impossible to convince otherwise. Jessica is a compulsive fixer. Whether it’s machines, people, or events, when she sees that something is broken she tries to sit it to rights. On the one hand that means she tends towards optimism, and doesn’t let herself get disheartened by failure. On the other hand it means she butts into other people’s business, a habit that can range from rude to lethal. [b][u]Powers & Tactics[/u]:[/b]In the suit, Ironclad prefers to keep range from her opponents, using full All-Out Attack and full Power Attack when the situation merits, trusting in her armor to keep her safe from any reprisals. If necessary though, she can enter melee range or use her other combat feats to gain an edge. In a team-based situation, Ironclad is likely to use her extra-sturdy construction to shield her more fragile allies. [hr][/hr] [b][u]Complications[/u]:[/b] [b]City Girl:[/b] Jessica likes technology and the urban sprawl. She can get uncomfortable if forced to spend long periods in natural settings. [b]HUD:[/b] The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening. [b]Limited Use:[/b] When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities. [b]No Plans, No Prototype:[/b] Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail. [b]Obsession:[/b] Jessica can't help herself from examining high-tech machines, and especially super-tech. [b]Responsibility:[/b] Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up. [b][u]Abilities[/u]:[/b] 0 + 6 + 2 + 10 + 2 + 4 = 24PP Strength: 34/10 (+12/+0) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 12 (+1) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP Initiative: +3 Attack: +4, +12 Battlesuit Weapons Array Grapple: +4, +23 Battlesuit Servos, +27 at full Super-Strength Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -8/-0 [b][u]Saving Throws[/u]:[/b] 6 + 4 + 8 = 18PP Toughness: +17/+1 (+1 Con, +16 Protection) Fortitude: +7 (+1 Con, +6) Reflex: +7 (+3 Dex, +4) Will: +9 (+1 Wis, +8) [b][u]Skills[/u]:[/b] 120R = 30PP Computers 10 (+15)[sup]Skill Mastery[/sup] Concentrate 9 (+10) Craft (Chemical) 10 (+15) Craft (Electronic) 15 (+20) Craft (Mechanical) 15 (+20)[sup]Skill Mastery[/sup] Disable Device 10 (+15)[sup]Skill Mastery[/sup] Knowledge (Biological Sciences) 10 (+15) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 15 (+20) Languages 4 (English [Native], French, German, Japanese, Russian) Notice 6 (+7)[sup]Skill Mastery[/sup] Sense Motive 6 (+7) [b][u]Feats[/u]:[/b] 11PP Benefit (Wealth 2) Dodge Focus 3 Eidetic Memory Equipment 0 (+3 Bronze Reward) Inventor Interpose Luck 2 Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice) [b][u]Equipment[/u]:[/b] 3PP = 15EP [equip]5 + 10 = 15 [url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url] (HQ) [5EP] [hr][/hr] [b][u]Midtown Apartment (PL12 HQ)[/u][/b] [12EP] [b]Size:[/b] Medium [1EP] [b]Toughness:[/b] +10 [1EP] [b]Features:[/b] [8EP] [list]Computers Defense System: [b]Snare 12[/b] Laboratory Library Living Space Security System 2 (DC25) Workshop[/list][/equip] [b][u]Powers[/u]:[/b] 78 + 4 + 15 = 97PP [b]Device 19 ([/b]95PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Mental Quickness 6+], Subtle[b])[/b] [78PP] (Battlesuit [Technology]) [device][i]All effects have the Technology descriptor.[/i] [b]Enhanced Feats 7 ([/b]Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change[b])[/b] [7PP] [b]Features 3 ([/b]Computer, Hologram Projector, Library[b])[/b] [3PP] [b]Flight 1 ([/b]10 MPH/100 ft per round, stacks for [b]Flight 5[/b] 250 MPH/2 500 ft per round[b])[/b] [2PP] [b]Immunity 11 ([/b]Critical Hits, Life Support[b])[/b] [11PP] (Armor) [b]Power Reserve 4 ([/b]8PP, Flight, Super Strength[b])[/b] [10PP] [b]Protection 16[/b] [16PP] (Armor) [b]Super-Senses 6 ([/b]Infravision, Analytical [All visual], Radius [All visual], Extended 1 [100 ft increments][b])[/b] [b]Super-Senses 2 ([/b]Radio[b])[/b] [b]Super-Senses 6 ([/b]Ultrahearing, Accurate [All auditory], Extended 1 [100 ft increments][b])[/b] [b]Super-Senses 3 ([/b]Direction Sense, Distance Sense, Time Sense[b])[/b] [3PP] [b]Vulnerability ([/b]Electricity, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [+50%][b])[/b] [-3PP] [b]Weapons Array 13 ([/b]26PP Array, [i]Feats:[/i] Accurate 4, Alternate Power 3[b])[/b] [25PP] [array][u]Base Power[/u]: [b]Blast 12 ([/b][i]Feats:[/i] Improved Range 2 [2 500ft Increments / 1,000ft Max Range][b])[/b] [22PP] (Wrist Blasters) [u]Alternate Power[/u]: [b]Enhanced Strength 24[/b] + [b]Super-Strength 1[/b] [22PP] (Servos) [u]Alternate Power[/u]: [b]Snare 12 ([/b][i]Feat:[/i] Reversible[b])[/b] [21PP] (Glue Capsules) [u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extra:[/i] Area/Targeted [Shapeable], [i]Flaw:[/i] Action/Full[b])[/b] [20PP] (Cluster Munitions)[/array][/device] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4PP] [spoiler]Mental Quickness 6 means that Ironclad can make the following checks. Computers to [list] [*]search for a file on a massive network as a full round. [*]crash a computer as a free action. [*]destroy or damage programming in 6 rounds. [*]write a program in 6 rounds.[/list] Knowledge to [list] [*]Take 10 as a free action. [*]Take 20 in 6 rounds.[/list] Notice to [list] [*]make a Notice check as a free action.[/list][/spoiler] [b]Immunity 30 ([/b]Fortitude Effects, [i]Flaw:[/i] Limited [Half Effect][b])[/b] [15PP] [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Wrist Blaster Ranged DC 27 Toughness (Staged) Damage (Energy) Servos Touch DC 27 Toughness (Staged) Damage (Physical) Glue Capsule Ranged DC 22 Reflex (Staged) Entangled (Physical) Cluster Munitions Ranged/Area DC 27 Toughness (Staged) Damage (Physical) Abilities (24) + Combat (16) + Saving Throws (18) + Skills (30) + Feats (11) + Powers (97) - Drawbacks (0) = 196/196 Power Points Link to comment
JackgarPrime Posted August 5, 2012 Share Posted August 5, 2012 V-BOOSTED by GIZMO I don't currently have the statblock on here, so if someone could PM me Victory's after the edits, that would be fantastic. Anyway, changes: Add 1 rank to the V Booster Array, making it now 38pp cost, and bump each of the included powers 1 rank, Making Flight 16 (1 million MPH), Super Strength 16 (17 total), And Strike 13. (2pp) Add 1 rank to Protection (Impervious), making it Protection 2 (Impervious), raising my Toughness to 13 (2pp) Add 1 to basic Attack (2pp) And bump Vulnerability (Magnetism) down to Minor, taking 1pp That should use up all 7 I have stashed. Tell me if I miscalculated anything. V-BOOSTED by GIZMO Link to comment
Raveled Posted August 11, 2012 Share Posted August 11, 2012 GIZMO DIDN'T KNOW WHERE THIS WAS GOING. NEXT TIME, SAY "+1 RANK OF IMPERVIOUS FOR 1PP". Glowstar :arrow: You know where this is going, I know where this is going. Impervious Protection! [floatr][img=http://www.freedomplaybypost.com/wiki/images/7/76/GlowstarHF2.0.png][/floatr][b][u]Player Name[/u]:[/b] Raveled [b][u]Character Name[/u]:[/b] Glowstar [b][u]Power Level[/u]:[/b] 13 (194/194PP) [b][u]Trade-Offs[/u]:[/b] None [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Platinum Status[/u]:[/b] 43/120 (Gold Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad[/url]) [b][u]In Brief[/u]:[/b] Son of a pair of villains, out to prove that he can be a hero. [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Little Rock, AK [b][u]Occupation[/u]:[/b] Student [b][u]Affiliations[/u]:[/b] Claremont Academy, the Irregulars [b][u]Family[/u]:[/b] William Harris AKA Lawrence Patterson AKA the Saucer Lord (father), Camille Harris AKA Curare (mother) [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 18 (January, 1994) [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Northern European/Sub-Saharan African [b][u]Height[/u]:[/b] 5' 11" [b][u]Weight[/u]:[/b] 190 lbs [b][u]Eyes[/u]:[/b] Black sclera, red iris. [b][u]Hair[/u]:[/b] Dirty blond Brian Harris is a young man of average height, with a slight, athletic build. His skin is naturally a creamy mocha color, but since he likes to spend a lot of time out-of-doors, it’s often tanned much darker. His face is broad and square-jawed: he shaves nearly every day and keeps his fine, flyaway hair trimmed short. It used to be golden blond, but it’s darkened several shades since his powers manifested. His eyes are his most shocking feature; the sclera is pure black, and the iris is bright red. Brian usually wears casual street clothes, almost invariably jeans and hiking boots. When he's expecting a fight, he dresses in a loose, silvery jumpsuit with dark red stripes that start at his boots, continue up his side and on the underside of his arms, and terminate at his fingertips. A scarlet half-cape completes the look. When not needed, the costume folds into a silver ring with a thin red line down the center. His energy blast and aura manifest as a dark red color, with black motes or fog swirling around the edges. [b][u]Power Descriptions[/u]:[/b] Brian can generate and manipulate strange energies, which he can use to protect himself, blast his foes, and even fly. His body seems to be changing because of the energies, making him tougher than he was before and compensating for sleep and food. He doesn't even need to breathe anymore, and doesn't seem affected by weather or his environment. [b][u]History[/u]:[/b] Brian Harris thought he had a pretty normal life. So sure, his parents didn’t have regular jobs, always going off on consulting gigs for a few days, and once even two weeks, but the family always had money and his parents were always there for important things. Brian was in Scouts, his high school baseball team, and had a girlfriend; he was prepared to live a normal life in American suburbia. He wasn’t prepared for the police to bust in during dinner in full riot gear and try to arrest his parents. He really wasn’t prepared to blast two of them off his mother with black and red energy blasts. She escaped; his father didn’t. Later, the folks from Social Services filled in some of the blanks. His parents weren’t just his parents. His father had been known as the Saucer Lord, and had used extradimensional technology to battle the forces of good on every planet in the Solar System. His mother was once called Curare, and in her prime had been the most hunted and sought after assassin on three continents. They had disappeared from the super-scene at roughly the same time, and until recently no one had considered that they might’ve retired together. Brian, though, was a complication no one had planned for – or rather, his powers were. No one wanted to put a kid in Blackstone or any other prison, but they couldn’t just set him up with a normal foster family, not with his abilities and background. At some point, someone contacted Duncan Summers, and Duncan and Brian had a long talk. The upshot was that Brian got a spot at Claremont Academy, and the chance to prove that he could be better than his heritage suggested. [b][u]Personality & Motivation[/u]:[/b] Brian Harris’s parents raised him right: don’t cheat, don’t steal – don’t lie. It’s this last one that makes his parents’ betrayal so painful. The truth of their lives upset his life almost as much as the sudden appearance of his superpowers. He’s still reevaluating his life, seeing what makes sense and what needs to be adjusted. Some things don’t seem likely to change, though; he doesn’t like being regarded as a threat, as a villain-in-waiting. He does seem to genuinely enjoy helping people. And last, he’s still loyal to his parents, still loves them despite what they didn’t tell him. Brian is most happy when he's doing something, physically working to solve a dilemma or further his goals. Whenever there's a problem in front of him, he's likely to try and take some action, even if sitting and waiting would be the wiser decision. [b][u]Powers & Tactics[/u]:[/b] Brian knows he's the big guns and acts like it. In a fight he tends to try and identify the most powerful threat, and deal with it personally. If civilians are in danger or his teammates go down, he'll protect them and try to get them out of the line of fire. He's not used to fighting foes on his level yet and can overextend himself in combat. [hr][/hr] [b][u]Complications[/u]:[/b] [b]The Family Business:[/b] Brain has to deal with a lot due to his parents. On the one side are people who distrust him because his parents were villains and they expect him to go down the same path, or else blame him for his parents' actions. On the other side are villains who expect him to help them because his parents went bad. [b]Golden Age Honor:[/b] Glowstar tries to be very careful about how people view him. To try and avert his intimidating appearance, he sticks to a strict 'heroic' code of honor: he always engages in Diplomacy first, he always accepts a villain's surrender, and he will never endanger a civilian. [b]Herald of the Destroyer! :[/b] Brian doesn't know it yet, but the energies he generates and manipulates are those of entropy, of the Terminus. [b]Power Glows:[/b] Whenever Brain uses his powers it generates a strong glow around his body. While this usually isn't a problem, it makes it almost impossible for him to be stealthy. [b]Terminus Baby:[/b] Brian's parents were passing through Freedom City when the second Terminus Invasion hit and had to take shelter with the rest of the civilian population. It wasn't until later that Camille realized she had been a full month pregnant at the time. It's almost certainly that [i]in utero[/i] exposure to Terminus energies which caused Brian's powers. [b]They're The Only Family I've Got:[/b] They may have lied to him and hurt him, but Will and Cammy are still his parents, and he'll defend them, physically if need be. [b]Never Say Die:[/b] Glowstar's usually the last to retreat in a fight. [b][u]Abilities[/u]:[/b] 6 + 4 + 6 + 2 + 2 + 4 = 24PP Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Terminus Energy Array Grapple: +24 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -10/-1 [b][u]Saving Throws[/u]:[/b] 9 + 7 + 8 = 24PP Toughness: +12/+3 (+3 Con, +9 Protection, Impervious 8) Fortitude: +12 (+3 Con, +9) Reflex: +9 (+2 Dex, +7) Will: +9 (+1 Wis, +8) [b][u]Skills[/u]:[/b] 80R = 20PP Acrobatics 16 (+18) Concentration 8 (+9) Diplomacy 13 (+12) Gather Information 3 (+5) Knowledge (Current Events) 9 (+10) Knowledge (Pop Culture) 4 (+5) Knowledge (Streetwise) 4 (+5) Medicine 4 (+5) Notice 7 (+8) Search 4 (+5) Sense Motive 4 (+5) Survival 4 (+5) [b][u]Feats[/u]:[/b] 16PP Accurate Attack Acrobatic Bluff All-Out Attack Challenge (Combat Diplomacy) Defensive Attack Dodge Focus 4 Improved Initiative Luck 4 Move-By Action Power Attack [b][u]Powers[/u]:[/b] 4 + 1 + 5 + 10 + 7 + 9 + 44 = 80PP [b]Environmental Control 2 ([/b]Light, [i]Extra:[/i] Duration [Continuous], [i]Flaw:[/i] Range [Touch][b])[/b] [4PP] [b]Features 1 ([/b]Quick Change[b])[/b] [1PP] (Morphic-Molecule Costume) [b]Flight 3 ([/b]50mph / 500ft per Move Action, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [5PP] [b]Immunity 11 ([/b]Life Support, Sleep, Food/Water; [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [10PP] [b]Impervious Toughness 8 ([/b][i]Drawback:[/i] Power Loss [Daka Crystals][b])[/b] [7PP] [b]Protection 9[/b] [9PP] (Energy) [b]Terminus Energy Control 19 ([/b]38PP Array, [i]Feats:[/i] Accurate 2, Alternate Power 4, Affects Insubstantial, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [44PP] [array][u]Base Power[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range, [i]Extras:[/i] Autofire, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Entropic Multi-Blast, Energy) [u]Alternate Power[/u]: [b]Blast 12 ([/b]10 110ft Range Increments / 1,100ft Max Range, [i]Extras:[/i] Penetrating [DMG 24], [i]Feats:[/i] Precise[b])[/b] [37/38PP] (Focused Entropic Blast, Energy) [u]Alternate Power[/u]: [b]Create Object 12 ([/b]Lifting STR 60 [i]Heavy Load:[/i] 50 tons], Toughness +12, [i]Extras:[/i] Movable, [i]Feats:[/i] Stationary, Tether[b])[/b] [38/38PP] (Energy) [u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Boom!, Energy) [u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Linked [Drain, +1])[/b] [24PP] + [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects [+0], Linked [Strike], [i]Feats:[/i] Slow Fade [1 minute][b])[/b] [13PP] [37/38PP] (Entropic Strike, Energy)[/array] [b][u]Drawbacks[/u]:[/b] -2PP [b]Vulnerability ([/b]Daka crystals, [i]Frequency:[/i] Uncommon [-1], [i]Intensity:[/i] Moderate [DC x 1.5][b])[/b] [-2PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Boom Touch/Area DC22 Reflex 1/2 Effect DC27 Toughness (Staged) Damage (Energy) Create Object Ranged DC22 Reflex Trapped Focused Blast Ranged DC27 Toughness (Staged) Damage (Energy) Multi Blast Ranged DC27* Toughness (Staged) Damage (Energy) Strike Touch DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) *Up to DC32 with Autofire. Totals: Abilities (24) + Combat (32) + Saving Throws (24) + Skills (20) + Feats (16) + Powers (80) - Drawbacks (-2) = 194/194 Power Points DONE ANYWAY by GIZMO Link to comment
Raveled Posted August 11, 2012 Share Posted August 11, 2012 MISS DAISY'D by GIZMO Ironclad :arrow: She should've picked this up before-hand, really. All 3 PP into Skills. 7 ranks into Pilot, 5 ranks into Drive. [floatr][img=http://www.freedomplaybypost.com/wiki/images/5/51/IroncladHF2.png][/floatr][b][u]Characters Name[/u]:[/b] Ironclad II [b][u]Power Level[/u]:[/b] 13 (199/199PP) [b][u]Trade-Offs[/u]:[/b] +5 Toughness/-5 Defense [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress To Platinum Status[/u]:[/b] 94/120 [b][u]In Brief[/u]:[/b] Genius teen uses her intellect and her fortune to fight crime! [b][u]Alternate Identities[/u]:[/b] Jessica Anne Parker [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] Full-time superhero, engineer [b][u]Affiliations[/u]:[/b] Dawes Tech, Dragonfly, the Lab [b][u]Family[/u]:[/b] Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased). [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 19 (DoB: June 3, 1993) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/b]:[/u] Northern European [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 130 lbs. [b][u]Eyes[/u]:[/b] [url=http://images.theage.com.au/ftage/ffximage/2008/12/16/husky_gallery__600x397.jpg]Pale blue[/url] [b][u]Hair[/u]:[/b] [url=http://www.hairfinder.com/haircollections4/evo1.jpg]Strawberry blonde[/url], dyed [url=http://styletips101.com/wp-content/uploads/2009/01/auburn-hair.jpg]auburn[/url] [b][u]Description[/u]:[/b] Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower. The last few inches of her spine is a mess of scar tissue, the result of surgery in the middle of 2012. The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package. Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space. [b][u]Power Descriptions[/u]:[/b]Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She also has nanites infusing her bloodstream and physiology, making her more resilient than might otherwise be expected. [b][u]History[/u]:[/b]Jessica Anne Parker was born to privilege. Her father Gregory was president of Dawes Tech, the number three consumer electronics company in the world and a major supplier of the US government, and militaries worldwide. Still, it’s her grandfather, Malcolm, which she most admires and identifies with. They both have a lobe of gadgets and a fierce sense of justice. She enjoyed debating with her grandfather over engineering matters, usually pitting her love of modern electronics against Malcolm’s faith in more mechanical methods. One day, to prove a point, Malcolm revealed that he had been Ironclad, a government-backed hero that retired after the Vietnam War. Jessica’s imagination was fired and she started designing a new, sleeker suit of armor, and in time she took to the streets and skies of Freedom City as the new Ironclad, using her armor to fight crime and villainy. Her grandfather was, understandably, quite angry. Still, Jessica could be as stubborn as the old man when she put her mind to it. They reached a compromise; she went out in the field in the armor and he kept back, advising her remotely. That still doesn’t stop her from taking risks, and it doesn’t stop him from yelling at her when she does. Towards the end of 2010 Jessica’s life changed quite a bit. She met a number of other heroes and expanded her social circle. Most notably she started dating Blake Salazar, better known as the hero Warlock. Her world was shaken when her grandfather passed away, but she came out of the crisis stronger and with a closer relationship with her boyfriend. At the very end of the year she survived a chemical attack underneath Jameson Airport. As a side-effect of medical treatments, she developed technopathic powers. [b][u]Personality & Motivation[/u]:[/b]It’s easy to mistake Jessica Parker for a timid girl, because most of the time she is a very quiet young woman. It’s not to say that she doesn’t care to talk to other people, it’s just that her technical training predisposes her to hold her tongue when she doesn’t have any expertise on a topic. When she can be persuaded to speak, she can actually be something of a chatterbox – her high IQ means that she can quickly leave others in the dust. As Ironclad, she’s much more assertive and self-assured. With a literal layer of armor between herself and her audience, she feels more confident, more able to express her own opinion. Whether that will leak into her ‘civilian’ identity, only time will tell. Still and all, when Jessica sets her mind to something, she can be next to impossible to convince otherwise. Jessica is a compulsive fixer. Whether it’s machines, people, or events, when she sees that something is broken she tries to sit it to rights. On the one hand that means she tends towards optimism, and doesn’t let herself get disheartened by failure. On the other hand it means she butts into other people’s business, a habit that can range from rude to lethal. [b][u]Powers & Tactics[/u]:[/b]In the suit, Ironclad prefers to keep range from her opponents, using full All-Out Attack and full Power Attack when the situation merits, trusting in her armor to keep her safe from any reprisals. If necessary though, she can enter melee range or use her other combat feats to gain an edge. In a team-based situation, Ironclad is likely to use her extra-sturdy construction to shield her more fragile allies. [hr][/hr] [b][u]Complications[/u]:[/b] [b]City Girl:[/b] Jessica likes technology and the urban sprawl. She can get uncomfortable if forced to spend long periods in natural settings. [b]HUD:[/b] The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening. [b]Limited Use:[/b] When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities. [b]No Plans, No Prototype:[/b] Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail. [b]Obsession:[/b] Jessica can't help herself from examining high-tech machines, and especially super-tech. [b]Responsibility:[/b] Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up. [b][u]Abilities[/u]:[/b] 0 + 6 + 2 + 10 + 2 + 4 = 24PP Strength: 34/10 (+12/+0) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 12 (+1) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP Initiative: +3 Attack: +4, +12 Battlesuit Weapons Array Grapple: +4, +24 Battlesuit Servos, +28 at full Super-Strength Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -8/-0 [b][u]Saving Throws[/u]:[/b] 6 + 4 + 8 = 18PP Toughness: +17/+1 (+1 Con, +16 Protection) Fortitude: +7 (+1 Con, +6) Reflex: +7 (+3 Dex, +4) Will: +9 (+1 Wis, +8) [b][u]Skills[/u]:[/b] 132R = 33PP Computers 10 (+15)[sup]Skill Mastery[/sup] Concentrate 9 (+10) Craft (Chemical) 10 (+15) Craft (Electronic) 15 (+20) Craft (Mechanical) 15 (+20)[sup]Skill Mastery[/sup] Disable Device 10 (+15)[sup]Skill Mastery[/sup] Drive 5 (+8) Knowledge (Biological Sciences) 10 (+15) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 15 (+20) Languages 4 (English [Native], French, German, Japanese, Russian) Notice 6 (+7)[sup]Skill Mastery[/sup] Pilot 7 (+10) Sense Motive 6 (+7) [b][u]Feats[/u]:[/b] 11PP Benefit (Wealth 2) Dodge Focus 3 Eidetic Memory Equipment 0 (+3 Bronze Reward) Inventor Interpose Luck 2 Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice) [b][u]Equipment[/u]:[/b] 3PP = 15EP [equip]5 + 10 = 15 [url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url] (HQ) [5EP] [hr][/hr] [b][u]Midtown Apartment (PL12 HQ)[/u][/b] [12EP] [b]Size:[/b] Medium [1EP] [b]Toughness:[/b] +10 [1EP] [b]Features:[/b] [8EP] [list]Computers Defense System: [b]Snare 12[/b] Laboratory Library Living Space Security System 2 (DC25) Workshop[/list][/equip] [b][u]Powers[/u]:[/b] 78 + 4 + 15 = 97PP [b]Device 19 ([/b]95PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Mental Quickness 6+], Subtle[b])[/b] [78PP] (Battlesuit [Technology]) [device][i]All effects have the Technology descriptor.[/i] [b]Enhanced Feats 7 ([/b]Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change[b])[/b] [7PP] [b]Features 3 ([/b]Computer, Hologram Projector, Library[b])[/b] [3PP] [b]Flight 1 ([/b]10 MPH/100 ft per round, stacks for [b]Flight 5[/b] 250 MPH/2 500 ft per round[b])[/b] [2PP] [b]Immunity 11 ([/b]Critical Hits, Life Support[b])[/b] [11PP] (Armor) [b]Power Reserve 4 ([/b]8PP, Flight, Super Strength[b])[/b] [10PP] [b]Protection 16[/b] [16PP] (Armor) [b]Super-Senses 6 ([/b]Infravision, Analytical [All visual], Radius [All visual], Extended 1 [100 ft increments][b])[/b] [b]Super-Senses 2 ([/b]Radio[b])[/b] [b]Super-Senses 6 ([/b]Ultrahearing, Accurate [All auditory], Extended 1 [100 ft increments][b])[/b] [b]Super-Senses 3 ([/b]Direction Sense, Distance Sense, Time Sense[b])[/b] [3PP] [b]Vulnerability ([/b]Electricity, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [+50%][b])[/b] [-3PP] [b]Weapons Array 13 ([/b]26PP Array, [i]Feats:[/i] Accurate 4, Alternate Power 3[b])[/b] [25PP] [array][u]Base Power[/u]: [b]Blast 12 ([/b][i]Feats:[/i] Improved Range 2 [2 500ft Increments / 1,000ft Max Range][b])[/b] [22PP] (Wrist Blasters) [u]Alternate Power[/u]: [b]Enhanced Strength 24[/b] + [b]Super-Strength 1[/b] [22PP] (Servos) [u]Alternate Power[/u]: [b]Snare 12 ([/b][i]Feat:[/i] Reversible[b])[/b] [21PP] (Glue Capsules) [u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extra:[/i] Area/Targeted [Shapeable], [i]Flaw:[/i] Action/Full[b])[/b] [20PP] (Cluster Munitions)[/array][/device] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4PP] [spoiler]Mental Quickness 6 means that Ironclad can make the following checks. Computers to [list] [*]search for a file on a massive network as a full round. [*]crash a computer as a free action. [*]destroy or damage programming in 6 rounds. [*]write a program in 6 rounds.[/list] Knowledge to [list] [*]Take 10 as a free action. [*]Take 20 in 6 rounds.[/list] Notice to [list] [*]make a Notice check as a free action.[/list][/spoiler] [b]Immunity 30 ([/b]Fortitude Effects, [i]Flaw:[/i] Limited [Half Effect][b])[/b] [15PP] [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Wrist Blaster Ranged DC 27 Toughness (Staged) Damage (Energy) Servos Touch DC 27 Toughness (Staged) Damage (Physical) Glue Capsule Ranged DC 22 Reflex (Staged) Entangled (Physical) Cluster Munitions Ranged/Area DC 27 Toughness (Staged) Damage (Physical) Abilities (24) + Combat (16) + Saving Throws (18) + Skills (33) + Feats (11) + Powers (97) - Drawbacks (0) = 199/199 Power Points MISS DAISY'D by GIZMO Link to comment
Raveled Posted August 11, 2012 Share Posted August 11, 2012 Blue Jay :arrow: Boosting Str by 2 points, to 18. :arrow: Boosting Fort and Ref save, to +8 and +12 respectively. :arrow: Buying one rank of Attack Focus (Melee), one rank of Dodge Focus, two ranks of Defensive Roll, and a second rank of Evasion. Wee, no more armored suit! :arrow: Losing the Device suit. [b][u]Player Name[/u]:[/b] Raveled [b][u]Character Name[/u]:[/b] Blue Jay [b][u]Power Level[/u]:[/b] 10 (155/155PP) [b][u]Trade-Offs[/u]:[/b] +5 Att/-5 DC with Bow & Quiver, +1 Def/-1 Tou [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Platinum Status[/u]:[/b] 5/120 [b][u]In Brief[/u]:[/b] A refugee from the Terminus, fighting for a beautiful world as hard as she can. [b][u]Alternate Identities[/u]:[/b] Antoinette Baudin, 'Tona' [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Maine, North America, Earth-Pastoral (Terminus) [b][u]Occupation[/u]:[/b] Student, superhero [b][u]Affiliations[/u]:[/b] Claremont Academy [b][u]Family[/u]:[/b] Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father) [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 16 ([i]DoB:[/i] March, 1996) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] French/Native American [b][u]Height[/u]:[/b] 5' 2" [b][u]Weight[/u]:[/b] 120 lbs [b][u]Eyes[/u]:[/b] [url=http://images.sodahead.com/profiles/0/0/0/9/9/9/5/8/9/blue-green-eyes-49056382429.jpeg]Blue-green[/url] [b][u]Hair[/u]:[/b] [url=http://www.distinctivefabric.com/images/products/color/thumbnails/velvet1_chocolate-brown-300.jpg]Brown[/url] Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets. When trouble threatens she pulls on a sleeveless Claremont uniform, complete with domino mask and gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk. [b][u]Power Descriptions[/u]:[/b] Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people. Tona's in the habit of carrying any number of useful tools in her multitude of pockets, including but not limited to a spare mask and gloves, a penlight, and zip-tie handcuffs. [b][u]History[/u]:[/b] Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds. Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray. In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war. [b][u]Personality & Motivation[/u]:[/b] Antoinette is a driven, boisterous woman, given to action and energy. She can come across as ten pounds of energy in a five pound bag, always moving and eager to be doing rather than waiting. When bad luck strikes, she very publicly tries to push past her misfortune without letting it drag her down, but secretly she has a sniper's perfectionist nature and can obsess over failures to an unhealthy degree. Those who get to know Tona may realize that her energy can get desperate, even manic at times. She has lived her entire life under the specter of imminent, bloody death, and she still believes in squeezing every last drop of enjoyment from a day because tomorrow she may die. This also means she doesn't always fully consider the consequences of her actions. Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. While she tries to maintain a cheery disposition even in battle, secretly she's scared of not living up to her own notion of this world's heroes: she knows they've fought (and slain!) Omega, and while Tona has had great success sniping Omegadrones from afar she doesn't know yet if she can measure up. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failing at her life's work. [b][u]Powers & Tactics[/u]:[/b] Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and either open up with full Power Attack, or hit them with a couple acid arrows. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Secret Identity[/b] Tona strives to keep her life separate from her actions as Blue Jay. [b]Hatred[/b] Tona hates the Terminus like only one who has lived there can. [b]Luddite Upbringing[/b] Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her. [b]Ammunition[/b] Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out. [b][u]Abilities[/u]:[/b] 8 + 14 + 6 + 2 + 4 + 0 = 34PP Strength: 18 (+4) Dexterity: 24 (+7) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 10 + 12 = 22PP Initiative: +15 Attack: +10 melee, +5 ranged, +15 bows Grapple: +14 Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -4 or -1 flat-footed [b][u]Saving Throws[/u]:[/b] 5 + 5 + 5 = 15PP Toughness: +9 or +3 flat-footed (+3 Con, +6 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +12 (+7 Dex, +5) Will: +7 (+2 Wis, +5) [b][u]Skills[/u]:[/b] 112R = 28PP Acrobatics 8 (+15)[sup]Skill Mastery[/sup] Climb 12 (+15)[sup]Skill Mastery[/sup] Concentration 5 (+7) Craft (Mechanical) 4 (+5) Disable Device 9 (+10) Escape Artist 8 (+15) Knowledge (Life Sciences) 4 (+5) Languages 2 (Algonquin, French [Native], English) Medicine 8 (+10) Notice 13 (+15)[sup]Skill Mastery[/sup] Sense Motive 13 (+15) Stealth 13 (+20)[sup]Skill Mastery[/sup] Survival 13 (+15) [b][u]Feats[/u]:[/b] 37PP Acrobatic Bluff Attack Focus (Melee) 5 Attack Specialization (Bows) 5 Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff) Defensive Roll 3 Dodge Focus 5 Evasion 2 Hide in Plain Sight Improved Crit 2 (bows) Improved Initiative 2 Improvised Tools Luck Move-By Action Power Attack Skill Mastery (Acrobatics, Climb, Notice, Stealth) Takedown Attack Track 3 [full speed/visual] Uncanny Dodge (auditory) [equip]Commlink [0EP] Flashlight [0EP] Handcuffs [0EP][/equip] [b][u]Powers[/u]:[/b] 17 + 1 = 18 PP [b]Device 4 ([/b]20 PP, Hard to Lose, [i]Feat:[/i] Subtle [Collapsible][b])[/b] [17PP] (Bow & Quiver) [device][b]Bow Array 7.5 ([/b]15 PP, [i]Feat:[/i] Alternate Power 4, Improved Range 1 [1 000 ft][b])[/b] [20PP] [array][u]BE[/u]: [b]Blast 2 ([/b][i]Extra:[/i] Autofire [5], [i]Feat:[/i] Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning][b])[/b] [15/15PP] (Arrow Flurry) [u]AP[/u]: [b]Blast 2 ([/b][i]Extra:[/i] Area/Shapeable [Targeted] [i]Feat:[/i] Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning][b])[/b] [11/15PP] (Arrow Against the Crowd) [u]AP[/u]: [b]Drain Toughness 5 ([/b][i]Extra:[/i] Affects Objects [+1], Range/Ranged[b])[/b] [15/15PP] (Acid Arrow) [u]AP[/u]: [b]Snare 5 ([/b][i]Extra:[/i] Contagious[b])[/b] [15/15PP] (Glue Arrow) [u]AP[/u]: [b]Leaping 1 ([/b]x2, Move action, [i]Extra:[/i] Linked [+0] [Speed], Linked [+0] Super-Movement[b])[/b] + [b]Speed 1 ([/b]10 MPH, [i]Extra:[/i] Linked [+0] [Leaping], Linked [+0] [Super-Movement][b])[/b] + [b]Super-Movement 2 ([/b]Slow Fall, Swinging, [i]Extra:[/i] Linked [+0] [Leaping], Linked [+0] [Speed][b])[/b] [6/15PP] (Magnetic Grapple Arrow)[/array][/device] [b]Feature 1 ([/b]Temporal Inertia[b])[/b] [1PP] [b][u]Drawbacks[/u]:[/b] 0 = 0PP [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (Staged) Damage (Physical) Arrow Flurry Ranged DC 20 Toughness + Autofire (Staged) Damage (Physical) Arrow Against the Crowd Ranged/Area (Shapeable) DC 20 Toughness (Staged) Damage (Physical) Acid Arrow Ranged DC 15 Fortitude Drain Toughness Glue Arrow Ranged DC 15 Reflex Ensnared Abilities (34) + Combat (22) + Saving Throws (15) + Skills (28) + Feats (37) + Powers (18) - Drawbacks (0) = 154/155 Power Points Again, you need to list a how many PP you're spending on each change, especially if you're removing things as well as adding. You didn't mention anything about the changes to her equipment; just submitting a codeblock is not enough. Handcuffs and flashlights each cost 1EP in the Core Rules. Decide how you want to handle her equipment and make another Edit Request accordingly. PARTIALLY DONE by GIZMO Link to comment
Raveled Posted August 11, 2012 Share Posted August 11, 2012 SHAPE SHIFT'D by GIZMO Starlight :arrow: Buying another rank of Continuous Morph. Adjusting Disguise values accordingly. [floatr][img=http://freedomplaybypost.com/wiki/images/3/32/StarlightHF.png][/floatr][b][u]Player Name[/u]:[/b] Raveled [b][u]Character Name[/u]:[/b] Starlight [b][u]Power Level[/u]:[/b] 11 (173/176PP) [b][u]Trade-Offs[/u]:[/b] None [b][u]Unspent PP[/u]:[/b] 3 [b][u]Progress To Platinum Status[/u]:[/b] 23/120 (Gold achieved with [url=http://freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad II[/url]) [b][u]In Brief[/u]:[/b] Grue drone awakened to sentience by the White Light. Travels to Earth to better learn how to use the mystic power. [b][u]Alternate Identity[/u]:[/b] Leyla, Elizabeth Moya [b][u]Identity[/u]:[/b] Unnamed Grue Drone (Secret) [b][u]Birthplace[/u]:[/b] Gruen-Prime [b][u]Occupation[/u]:[/b] Student at FCU, intern at Albright Institute [b][u]Affiliations[/u]:[/b] Albright Institute, FCU [b][u]Family[/u]:[/b] Genetically related to all of the Grue Unity [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 7 (From when she left the Unity) [b][u]Apparent Age[/u]:[/b] Mid-twenties [b][u]Gender[/u]:[/b] Technically neuter, nominally female [b][u]Ethnicity[/u]:[/b] Grue [b][u]Height[/u]:[/b] Any, normally 5' 4" or 6' 4" [b][u]Weight[/u]:[/b] 110 lbs. [b][u]Eyes[/u]:[/b] Any, normally green or pure gold [b][u]Hair[/u]:[/b] Any, normally blue-black or none As a Grue drone, Leyla's default form is a masculine humanoid with brick-red skin and dead, pale green eyes. As Liz Moya, she is a woman of average height and curvaceous build, with smooth, olive skin, large, dark green eyes, deep black hair that's usually cut to shoulder length and tightly braided, and a wide, expressive mouth. She favors simple clothes with elaborate stitching, rather than a riot of colors. She usually wears minimal makeup. As Starlight, she is as a towering, impossible slender woman carved from alabaster, a smooth, unbroken form of pure white. Her eyes are pools of pure gold, and the rest of her head is blank and smooth unless she needs a nose, mouth, or hair; she wears a golden breastplate with flared shoulders, and banded sleeves of gold down to plated gloves. Her legs are protected by similar greaves, a metal skirt, and high boots. [b][u]Power Descriptions[/u]:[/b] Starlight is a fusion of two separate lineages. On the one hand, she's a fully functional Grue drone. She can morph into a variety of humanoid forms, and even generate clothes and other accessories from her body. Her past as a Grue drone, however, has left her particularly vulnerable to abilities that target the mind. On the other hand, she is the bearer of the White Light, a mystic legacy reaching back to prehistoric times. She can generate and manipulate strong light, focusing it into blasts or shapes of pure energy. She can even use its mystic powers to heal others of their injuries. When she uses it to travel, her form appears to dissolve into a thousand motes of light, only to reform at her destination. [b][u]History[/u]:[/b] Elizabeth Moya was born on a farm in the north of Spain, and grew up a precocious, friendly young woman. She showed such intelligence that her grandfather, an old friend of Langston Albright, worried that her mind would be wasted on taking care of animals all day. When the woman was of age, he contacted his friend in Freedom City and convinced the man to give the young woman a shot at a special scholarship. She did well enough to impress him and secured herself a spot at Freedom City University, as well as a part-time job at Albright Insitute. She's just a freshman now, but great things are expected of her. That's what most people believe, anyway. The truth is a little more complicated. In a distant star system, the Grue Unity was fighting a war against a technologically undeveloped alien species. Normally there would have been no contest, with the more advanced interstellar aliens crushing their backwards opponents, but these primitives had mastery of powerful magics. Most notable was the champion of their species, a bearer of the mystic White Light. Unfortunately, even such a champion could not hold back the inevitable, and the hero lead the alien invaders to the edge of his star system in an attempt to finish things in a single climactic, suicidal battle. After a long and indecisive engagement, the Unity finally managed to gain the upper hand. With his back against the metaphorical wall, the hero unleashed the full power of what human occult scholars would call the Light of Pharos, burning out his life in order to wreck the Grue fleet. The plan worked -- the energy ran rampant through the ships, destroying most -- but there was an unexpected side-effect. Before destroying the last of the invaders, the Light empowered a lowly drone. This Grue was ripped free of the Meta-Mind's control; almost immediately it began to regret what it had done as a part of the Unity and teleported far away. The free Grue, calling herself Leyla and later taking the moniker of Starlight, began to fight for good in the galaxy. In time she heard stories of Earth and their great calamities, especially one where a pair of human superheroes had wielded powers which sounded a lot like what she could do. She traveled to that little blue marble and landed in Europe, specifically in Spain, where she started fighting the local criminals and villains. In time though, she was confronted by the Freedom League. Her first instinct was to flee, but when the hero Pseudo revealed himself and his story to her, she decided to let the League choose her fate. The heroes took her back to Freedom City and introduced her to Langston Albright. The retired Beacon was startled, to say the least, to find out that the Light of Pharos had chosen an alien -- and a Grue at that! Still, he agreed to train her and support her while she adapted to life on Earth. He suggested she enroll in college, both to gain important skills and to learn what it was like to live as a normal person. She agreed, and now Freedom is home to the bearer of the Light of Hope once more. [b][u]Personality & Motivation[/u]:[/b] Starlight can come off as rather cold, detached, and alien to most people she meets. She tends to hold herself apart from groups for fear of her own secrets being exposed. However, she has an abiding love of novel experiences and can become very involved in any situation she hasn't come across before, as she tried to learn all she can about it. As the Lightbearer she is the self-proclaimed champion of liberty and justice in the world. She is well aware that without the touch of the Light, she would still be a thrall of the Meta-Mind, and very little angers her like someone who would psychically or magically dominate another. She usually focuses on protecting individuals rather than governments or institutions, but at the same time she is no anarchist; she realizes that a fair and just system is necessary for individuals to thrive. [b][u]Powers & Tactics[/u]:[/b] Starlight doesn't have as much variety in her powers as previous Lightbearers did. Her tactics are pretty simple: Bear down on the enemy and blast them with concentrated beams of light and magic! In a team situation, she's likely to try and provide cover for her teammates with Create Object. If her allies are down or civilians are endangered, she will usually adopt a more defensive posture and try to get the injured out of the line of fire before returning to the fight. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Secret[/b] Liz strives to keep her identity a secret, as well as her past. Largely because... [b]Grue Defector[/b] ... People don't trust Grue, even those that claim to have broken away from the Meta-Mind. Not only that, she's going to be hunted by the Unity wherever she travels. As if that wasn't enough... [b]Rival[/b] ... Starlight made the Grue Arcane a particular target of hers, leading to an intense rivalry with a particular sorcerer who went by Phantasmagore. That's not even getting into... [b]Legacy[/b] ... Her status as the latest Lightbringer. It is her job to protect the world, indeed all of the universe, against the power and disciples of Darkness. [b]A Special Kind of Evil[/b] Due to her past as an appendage of the Meta-Mind, Starlight finds herself uncomfortable around psychics or others who can influence a person's mind. [b]Amnesia[/b] Starlight's memories of her time with the Unity seem to be locked away in her skull... [b]Flashbacks[/b] ... Except when some sensory input triggers an overwhelming memory. [b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 4 + 10 + 8 = 28PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 18 (+4) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP Initiative: +7 Attack: +4, +10 Mystic Light Array Grapple: +4, +17 Movable Create Object Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5, -15 against energy effects [b][u]Saving Throws[/u]:[/b] 6 + 4 + 5 = 15PP Toughness: +10 (+0 Con, +10 Protection, Impervious 10) Fortitude: +6 (+0 Con, +6) Reflex: +7 (+3 Dex, +4) Will: +10 (+5 Wis, +5) [b][u]Skills[/u]:[/b] 76R = 19PP Bluff 8 (+12) Concentration 10 (+14) Diplomacy 6 (+10) Disguise 9 (+13/+38/+18 or +43 as Starlight) Knowledge (Arcane) 3 (+5) Knowledge (Pop Culture) 3 (+5) [sup]Skill Mastery[/sup] Knowledge (Life Sciences) 3 (+5) [sup]Skill Mastery[/sup] Knowledge (Theology & Philosophy) 3 (+5) Language 3 (English, Grue [native], Lor, Spanish) Notice 8 (+12) [sup]Skill Mastery[/sup] Perform 6 (Piano) (+10) Perform 6 (Singing) (+10) Sense Motive 8 (+12) [sup]Skill Mastery[/sup] [b][u]Feats[/u]:[/b] 20PP Accurate Arrack All-out Attack Attack Specialization (Mystic Light Array) 3 Connected (Albright Institute) Dodge Focus 6 Improved Initiative Luck 3 Move-By Action Power Attack Skill Master (Knowledge [Pop Culture, Life Sciences], Notice, Sense Motive) Uncanny Dodge (Auditory) [b][u]Powers[/u]:[/b] 2 + 9 + 5 + 3 + 19 + 27 + 10 + 6 = 81PP [b]Flight 1 ([/b]10 MPH[b])[/b] [2PP] (Magic) [b]Immunity 9 ([/b]Life Support[b])[/b] [9PP] (Alien, Magic) [b]Impervious Toughness 10 ([/b][i]Flaw:[/i] Energy Only[b])[/b] [5PP] (Magic) [b]Morph 5 ([/b]Any humanoid; [i]Extra:[/i] Duration [Continuous]; [i]Feats:[/i] Precise, Quick Change 2[b])[/b] [18PP] + [b]Feature 1 ([/b]Sound Mimicry[b])[/b] [1PP] (Alien) [b]Morph 1 ([/b]Starlight form, [i]Extra:[/i] Duration [Continuous], [i]Feat:[/i] Quick Change[b])[/b] [3PP] (Alien) [b]Mystic Light Array 11 ([/b][i]Feats:[/i] Alternate Power 5[b])[/b] [27PP] [Magic & Light) [array][u]BE:[/u] [b]Blast 10 ([/b][i]Feats:[/i] Homing, Indirect[b])[/b] {22/22} [u]AP:[/u] [b]Create Object 7 ([/b]Str 35, [i]Extra:[/i] Movable, [i]Feat:[/i] Stationary[b])[/b] {22/22} [u]AP:[/u] [b]Environmental Control 7 ([/b]Bright Light, [i]Extras:[/i] Range [Perception], Independent, [i]Feat:[/i] Slow Fade 1[b])[/b] {22/22} [u]AP:[/u] [b]Healing 7 ([/b][i]Extra:[/i] Total[b])[/b] {21/22} [u]AP:[/u] [b]Dazzle 10 ([/b]Visual Senses, [i]Feat:[/i] Reversible[b])[/b] {21/22} [u]AP:[/u] [b]Teleportation 6 ([/b]20 miles, [i]Extra:[/i] Accurate; [i]Flaw:[/i] Long-Range Only; [i]Feat:[/i] Change Direction, Change Velocity, Easy, [b])[/b] {21/22}[/array] [b]Protection 10[/b] [10PP] (Force Shield, Magic) [b]Super-Senses 6 ([/b]Detect Magic [Visual], Magic Awareness [Mental]) [6PP] [b][u]Drawbacks[/u]:[/b] -3 = -3PP [b]Vulnerability ([/b]Mental, [i]Frequency:[/i] Common, [i]Intensity:[/i] Major) [-3PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness (Staged) Damage (Physical) Blast Ranged DC 25 Toughness (Staged) Damage (Energy, Light) Create Object Ranged DC 17 Reflex Trapped Dazzle Ranged DC 20 Reflex/DC 20 Fortitude Dazzle (Visual) Totals: Abilities (28) + Combat (16) + Saving Throws (18) + Skills (16) + Feats (20) + Powers (81) - Drawbacks (3) = 176/176 Power Points SHAPE SHIFT'D by GIZMO Link to comment
Fox Posted August 11, 2012 Share Posted August 11, 2012 DRAGON FORCE'D by GIZMO Well, I think I've put this off long enough. Edits for Gaian Knight. A couple minor fluff edits - gave GK an inch of height (to balance out with the dragon), adjusted some text in the description fluff that was bothering me without actually changing the meaning. Added Freedom League to GK's list of affiliations. 9pp to spend; he gets another pp to spend by removing Feint from his feat list. This is an artifact of his prototype build (which had bluff, and more Spider-Man combat stylings); it only took me two years to notice it was still there. 1pp to Luck, 1pp to boosting his Reflex save. 8pp to Sidekick, plus BOTH unspent veteran awards (Bronze & Gold) for another 30 - total Sidekick rank 38, for a 190pp, PL11 sidekick. And the sidekick herself - GK finally gets his dragon. Sheet in Spoiler tags below for easy review; same sheet in code below that for easy access. [floatr][/floatr] Player Name: Fox Character's Name: Gaian Knight Power Level: 13 (193/193pp) Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 0 Progress to Platinum Status: 43/120 (Gold status earned with Dragonfly) In Brief: Young professor, given powers over the earth by unknown forces, just out to do some good in the world. Alternate Identity: Tarrant David McLeod Identity: Secret Birthplace: United States, West Coast Occupation: Professor of Earth Sciences, Freedom City University Affiliations: Sanctuary, Freedom City University, The Freedom League (reserve) Family: Parents (still on the West Coast), Brother (location unknown; little contact) Age: 26 (DoB: October 1984) Gender: male Ethnicity: Caucasian Height: 6'1" Weight: 160 lbs. Eyes: Green (now flecked with Gold) Hair: Brown Description: A tall man seeming to be in his early to mid twenties, Tarrant’s fit but not overly muscular: he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, t-shirt, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he’s wearing, his footwear is practical – “death before dress shoesâ€. His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat keeping the torso well-protected, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side. Power Descriptions: Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends, attacking from various angles to surprise his enemies or attack around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of the things he makes, and if he's able he likes to add his own little artistic touches. His magic often causes a noticable earthy-gold glow that becomes more and more apparent as he does bigger and bigger things, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting him or following him around in the air. History: Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archeology student – called him up to help with a gigantic, mysterious cave they’d unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting “the swordâ€, and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. When returned to the cavern he found he’d been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none, and (unconsciously compelled to take it with him) made his way back outside more confused than enlightened. Since then he’s spent quite a bit of time learning to control his power, and took advantage of his new abilities to complete his schooling in record time. Offered a teaching job at FCU, he finally feels like he’s in a place in life where he can apply what he’s learned...in more ways than one. Personality & Motivation: Strange sense of humor and (sometimes forced) cheer; Tarrant’s a decent guy at heart, level-headed, stubborn, and somewhat 'salt of the earth' – he feels bad when he sees bad things happen, he wants to help when someone’s in need of help. He never paid much attention to superheroes growing up (something he regrets, now), but he has a new start and just wants to help people, even if he’s aware that may be naïve. Enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time. Powers & Tactics: Tarrant is not a practiced fighter (he's not so hot with that sword, either), and typically subsumes his combat nerves into wry comments and self-depreciating humor. That aside, his ‘fighting style’ is more or less as follows: (1) protect people who need protecting; (2) stay well away from anyone who looks like they can throw a punch; (3) protect yourself from anyone who looks like they can throw anything else...like a bus; (4) find a way to take down the enemy with as little possible trouble – trap them, bind them, hit them with a rock. Ambushes are good, and underground is better, where the rock is plentiful and tremorsense/nightvision give him an edge. Complications: Honor (Chivalry): Respect and honor; he’s not an old-school knight, but even before the magic answering machine he was of the “won’t hurt a lady†sort, and though he’s not usually compelled to fight fair (since your average mook isn’t going to extend him the same courtesy) he can be easily convinced to listen to his opponent’s side of things...and to fight a fair battle against an enemy he knows (or thinks) is honorable. Responsibility: Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach. Secret: Identity. Teleportal: Gaian Knight's portals require an anchor - he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it. Abilities: 4 + 0 + 4 + 4 + 6 + 4 = 22pp Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 16+12 = 28pp Initiative: +0 Attack: +8, +12 Earthshaping Grapple: +10 Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -7/-3/-1 Saving Throws: 8 + 8 + 6 = 22pp Toughness: +15/+6/+2 (+2 Con, +13 Protection or +4 Breastplate) Fortitude: +10 (+2 Con, +8) Reflex: +8 (+0 Dex, +8) Will: +9 (+3 Wis, +6) Skills: 72R = 18pp Climb 4 (+6) Concentration 12 (+15) Craft (Artistic) 8 (+10) Knowledge (Earth Sciences) 13 (+15) Notice 12 (+15, +11 Nightvision Goggles) Perform (Oratory) 5 (+7) Sense Motive 8 (+11) Sleight of Hand 10 (+10) Feats: 19pp Dodge Focus 3 Equipment 5 (25EP) Luck 2 Precise Shot Sidekick 8 + 30 (Veteran Award x2) = 38 Goggles (Flash/Nightvision) [4EP] Customized Platemail Chestpiece (Protection 4) [4EP] Masterwork Sculpting/Carving Tools [1EP] Flying Islands (PL12 HQ) [16EP] A handful of large land masses floating above the surface of Earth-Sanctuary. The largest, central 'island' has a very nice castle, of all things. Size: Colossal [5EP] Toughness: +10 [1EP] Features: [9EP] Holding Cells (Toughness +15) Infirmary Isolated Library Living Space Pool Power: Flight 8 (Extras: Duration [Continuous]) [24pp] Power System Sealed Workshop[/device] Powers: 1 + 6 + 49 + 2 + 3 + 13 + 10 = 84pp Burrowing 1 (1mph / 10ft per Move Action) (Earth, Magic) [1pp] Device 1 (5pp Container, Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 [Current Knight]) [6pp] An old and ornate-looking masterwork sword. Strike 4 (Feats: Mighty) [5pp] Earthshaping 20 (40pp Array, Feats: Accurate 2, Alternate Power 7) (Earth, Magic) [49pp] Base Power: Create Object 18 (18 cubes, 10 180ft Range Increments / 1,800ft Max Range, Lifting STR 90 [Heavy Load: 1,600 tons], Toughness +18; Extras: Duration [Continuous], Flaws: Action [Full], Feats: Precise, Progression 2 [25ft cubes], Stationary) [40pp] Alternate Power: Blast 12 (10 120ft Range Increments / 1,200ft Max Range; Extras: Autofire, Feats: Indirect 2, Variable Descriptor [bludgeoning, Piercing, Slashing]) [39pp]Alternate Power: Blast 11 (1,100ft Max Range; Extras: Area [General, Shapeable], Feats: Indirect 2, Progression [Area] 2 [55 5ft cubes], Variable Descriptor [bludgeoning, Piercing, Slashing]) [38pp]Alternate Power: Burrowing 9 (500mph / 5,000ft per Move Action; Extras: Area [General, Burst, 45ft radius = 90ft diameter tunnel], Penetrating [treats all materials as "Soft Earth"], Feats: Progression [Reverse Area] 9 [5ft-90ft tunnel], Subtle) [37pp]Alternate Power: Move Object 20 (Lifting STR 100 [Heavy Load: 12,500 tons]; Extras: Range [Perception], Flaws: Limited [Earth]) [40pp]Alternate Power: [8 + 32 = 40pp]Obscure 4 (Visual Senses, 400ft Max Range, 50ft radius; Extras: Independent, Total Fade [8 rounds]) [8pp]Snare 12 (10 120ft Range Increments / 1,200ft Max Range; Feats: Indirect 2, Obscure Senses 5 [All], Reversible) [32pp]Alternate Power: Super-Movement 3 (Dimensional Movement 3 [Any], Extras: Linked [Teleport], Portal, Flaws: Action 2 [standard Action to open Portals]) [6pp] + Teleport 10 (200,000 miles ["Earth To The Moon"]; Extras: Accurate, Linked [Dimensional Movement], Portal, Flaws: Action 2 [standard Action to open Portals], Feats: Change Velocity, Progression [Portal Size] 2 [25ft x 25ft], Complications: Medium [Anchor-Stones]) [33pp] [6 + 33 = 39pp]Alternate Power: Transform 9 (Earth Into Same Earth, 500 lbs., 10 90ft Range Increments / 900ft Max Range; Extras: Duration [Continuous/Lasting], Feats: Precise) [37pp] Flight 2 (25mph / 250ft per Move Action; Flaws: Platform) [2pp] (Earth, Magic) Immunity 3 (Aging, High-Pressure Environments, Suffocation [underground]) [3pp] (Earth, Magic) Protection 13 [13pp] (Earth, Magic) Super-Senses 10 (Detect Earth 2 [Mental, Extras: Accurate, Acute, Analytical, Radius, Ranged], Tremorsense [Tactile, Extras: Ranged]) [10pp] (Earth, Magic) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Sword Touch DC21 Toughness (Staged) Damage (Physical) Blast Ranged DC27* Toughness (Staged) Damage (Physical) Blast Ranged/Area DC21 Reflex 1/2 Effect DC26 Toughness (Staged) Damage (Physical) Create Object Ranged DC22 Reflex Trapped Dropped Object Ranged/Area DC22 Reflex No Effect DC27 Toughness (Staged) Damage (Physical) Earth Control Perception Grapple check Pinned/Bound Thrown Object Ranged DC27 Toughness (Staged) Damage (Physical) Shape Earth Ranged DC19 Fortitude Transformed Snare Ranged DC22 Reflex (Staged) Entangled/Bound Disabled (All Senses) *Up to DC33 with Autofire. Abilities (22) + Combat (28) + Saves (22) + Skills (18) + Feats (19) + Powers (84) - Drawbacks (0) = 193/193 Power Points [anchor]Tiamat[/anchor] Character Name: Tiamat Power Level: 11 (190/190pp) Trade-Offs: -4/+4 Attack/Damage, -4/+4 Defense/Toughness Unspent Power Points: 0 In Brief: A dragon stuck in the modern world, with a chance at a clean slate and a society with fewer torches and pitchforks. Alternate Identity: Teagan Delphyne Identity: Secret Birthplace: Europe, alternate Earth Occupation: part-time translator Affiliations: Gaian Knight, Sanctuary Family: None local. Description: Age: 94 Apparent Age: mid-twenties Gender: female Ethnicity: lizard (Caucasian, in human form) Height: 6' (human), up to 16' (dragon) Weight: 165lbs / ~6 tons Eyes: red Hair: dark red, down to her shoulder blades Tall and fit with dark red hair and red eyes, few would disagree that Teagan is attractive, but not the sort of attractive one finds on a runway or the cover of a magazine; where willowy supermodels may look like they'd be blown over by a strong wind, Teagan Delphyne is better described as the strong wind itself. Strong, attractive features built on a (deceptively) strong frame, she wouldn't look terribly out of place in a suit of armor at the head of a medieval army. It's something she's likely well aware of, as when fighting crime she dons a dark grey and red chestplate and cape over dark red pants and sturdy boots, her hair pulled up and her identity hidden under a simple domino mask. When she changes to her true form, though, she looks like the thing the army rides against: large and truly powerful, a European-style quadrupedal, horned dragon straight out of myth and legend. Her hide runs dark along her underside but a deep crimson everywhere else, a huge creature of teeth and scales and awful beauty. But for all her savage glory, the intelligence behind her slitted red eyes mark her unmistakeably as above a common beast. Power Descriptions: Teagan's powers are typically either subtle or inherent to her being - the major exception to this is her fire breath, a directed storm of billowing red and orange flames. When changing shape her personal belongings disappear, clothes and mace simply lost from existence until she changes back. History: Once upon a time there was a dragon, living in a world where magic had never quite been traded in for science, and where the populace knew that dragons were something to be feared and destroyed, lest they destroy cities and eat livestock...or worse. And that's precisely what dragons did, too: difficult to gather together when your species is so competetive, and nigh impossible to blend into human society (even if you could disguise your eyes and hair and hide from too-clever wizards) when the magic that offered you human form left you marked with a symbol of what you truly were. It was simply the way of things. It was how Teagan was raised, and it was how she lived, until one day she encountered a dimensionally-displaced heroine from a far-away place called Freedom City. They fought, of course, but even a mighty dragon isn't prepared for modern technology; her last waking memory on her home was hitting the ground and assuming that the nearby peasants would take advantage of her weakness and finish her, once and for all. And then she woke up somewhere very different with a very strange man nearby. He smelled of earth and old magic, and patiently explained that this may have been the way of things, but circumstances had offered her a new way: a clean slate, in a new place, full of strange people and powers. A place where she could blend in, if she wanted. Where her kind was the stuff of unbelieved but fondly-remembered legends, where - if she chose, and wanted it badly enough - she could be respected, not feared...or at least, only feared by those worth being feared by. Where every day could be something new, and interesting, and carry fights to remember. Personality & Motivation: Teagan is proud, and she can be more than a little brash and hot-headed, but with a new chance and a clean slate her heart's in the right place. Helping people - and having them thankful to be helped! - is both novel and deeply gratifying, and the ability to fight truly worthy battles is the delicious icing on a delicious cake. She's loyal to a fault (once you earn that loyalty), enjoys a good challenge (and generally respects those who give her one), and willing to stand her ground, no matter the cost, for a good cause. She has a lot to learn about her new world, but she's not as thick-headed as she'd like to appear - she learns quickly, and looking foolish or out of place hurts her dignity enough that she puts real effort into trying to fit into modern day America. Powers & Tactics: No matter her form or the battle, her strategy is pretty straight-forward: hit it until it stops fighting back, and then stop hitting it. She's a little too used to being able to win by pure, overwhemling force, but she's a clever and experienced fighter (if largely self-trained) coming from a lifetime of conflict. Complications: Compu-whatnow?: Teagan's adjusted well enough to modern life, but where she's from they didn't have 'computers' and 'cars' and 'cell phones'. Dragon: Dragon. Secret: Identity. Abilities: 14 + 2 + 14 + 4 + 0 + 4 = 38pp Strength: 24 (+7) / 40 (+15) Dexterity: 12 (+1) Constitution: 24 (+7) / 32 (+11) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 8 + 8 = 16pp Initiative: +1 Attack: +6 (mace) / +9 (unarmed, human) / +7 (unarmed, dragon) / +4 Ranged Grapple: +16 / +30 / +40 Defense: +9 (+4 Base, +5 Dodge Focus) / +7 Dragon, +2 Flat-Footed Knockback: -3 / -15 Saving Throws: 3 + 7 + 9 = 19pp Toughness: +7 (+7 Con) / +15 (+11 Con, +4 Protection) Fortitude: +10 (+7 Con, +3) / +13 (+11 Con, +3) Reflex: +8 (+1 Dex, +7) Will: +9 (+0 Wis, +9) Skills: 64r = 16pp Bluff 8 (+10) Intimidate 16 (+18, +22 dragon) Knowledge (Arcane Lore) 8 (+10) Language 1 (Draconic [native], English) Notice 10 (+10) Search 3 (+5) Sense Motive 8 (+8) Survival 10 (+10) Feats: 13pp Attack Focus (melee) 1 Attack Specialization (unarmed) 2 Dodge Focus 5 Fast Task (Startle) Ritualist Startle Takedown Attack Uncanny Dodge (auditory) Powers: 53 + 4 + 16 + 3 + 6 + 6 = 88pp Alternate Form 9 (Extras: Duration [Continuous], Drawbacks: Action [Move]) [53pp] (dragon form; magic, shapeshifting) Damage 3 (Extras: Area (General, Cone), Feats: Alternate Power 1) [7pp] (stacked on fire breath, below) AP: Super-Strength 10 (Heavy Load: 3,200 tons; Feats: Super-Breath, Thunderclap) (22/22) Flight 2 (25mph / 250 ft per move action) [4pp] Growth 8 (Extras: Duration [Permanent, +0], Feats: Innate) [25pp] Protection 4 (Feats: Innate) [5pp] (dragon hide) Super-Movement 1 (Wall-Crawling) [2pp] Super-Senses 2 (Auditory (Extended), Visual (Extended)) [2pp] Comprehend 2 (Speak Any, Understand Any) [4pp] (gift of tongues) Damage 8 (Extras: Area (General, Cone)) [16pp] (fire breath) Device 1 (Flaw: Easy-to-Lose) [3pp] A heavy, unadorned dull steel mace with a leather-wrapped handle and a hanging leather loop. Feature (Masterwork; +1 Attack) [1pp] Strike 3 (Feat: Mighty) [4pp] Immunity 2 (Aging, Fire Effects (Flaw: Half)) [6pp] Super-Senses 3 (Detect Magic (olfactory, Acute), Infravision, Ultra-Hearing) [6pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed (human) Touch DC22 Toughness (Staged) Damage (Physical) Unarmed (dragon) Touch (10') DC30 Toughness (Staged) Damage (Physical) Mace Touch DC25 Toughness (Staged) Damage (Physical) Fire Breath (human) 80' cone DC23 Toughness (Staged) Damage (Fire) Fire Breath (dragon) 110' cone DC26 Toughness (Staged) Damage (Fire) Thunderclap 55' radius DC21 Reflex Deafened DC21 Fortitude (-1/round) recover Totals: Abilities (38) + Combat (16) + Saving Throws (19) + Skills (16) + Feats (13) + Powers (88) - Drawbacks (0) = 190/190 Power Points [floatr][/floatr] [b][u]Player Name[/u]:[/b] Fox [b][u]Character's Name[/u]:[/b] Gaian Knight [b][u]Power Level[/u]:[/b] 13 (193/193pp) [b][u]Trade-Offs[/u]:[/b] -3 Defense / +3 Toughness [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress to Platinum Status[/u]:[/b] 43/120 (Gold status earned with Dragonfly) [b][u]In Brief[/u]:[/b] Young professor, given powers over the earth by unknown forces, just out to do some good in the world. [b][u]Alternate Identity[/u]:[/b] Tarrant David McLeod [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] United States, West Coast [b][u]Occupation[/u]:[/b] Professor of Earth Sciences, Freedom City University [b][u]Affiliations[/u]:[/b] Sanctuary, Freedom City University, The Freedom League (reserve) [b][u]Family[/u]:[/b] Parents (still on the West Coast), Brother (location unknown; little contact) [b][u]Age[/u]:[/b] 26 (DoB: October 1984) [b][u]Gender[/u]:[/b] male [b][u]Ethnicity[/u]:[/b] Caucasian [b][u]Height[/u]:[/b] 6'1" [b][u]Weight[/u]:[/b] 160 lbs. [b][u]Eyes[/u]:[/b] Green (now flecked with Gold) [b][u]Hair[/u]:[/b] Brown [b][u]Description[/u]:[/b] A tall man seeming to be in his early to mid twenties, Tarrant’s fit but not overly muscular: he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, t-shirt, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he’s wearing, his footwear is practical – “death before dress shoesâ€. His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat keeping the torso well-protected, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side. [b][u]Power Descriptions[/u]:[/b] Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends, attacking from various angles to surprise his enemies or attack around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of the things he makes, and if he's able he likes to add his own little artistic touches. His magic often causes a noticable earthy-gold glow that becomes more and more apparent as he does bigger and bigger things, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting him or following him around in the air. [b][u]History[/u]:[/b] Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archeology student – called him up to help with a gigantic, mysterious cave they’d unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting “the swordâ€, and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. When returned to the cavern he found he’d been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none, and (unconsciously compelled to take it with him) made his way back outside more confused than enlightened. Since then he’s spent quite a bit of time learning to control his power, and took advantage of his new abilities to complete his schooling in record time. Offered a teaching job at FCU, he finally feels like he’s in a place in life where he can apply what he’s learned...in more ways than one. [b][u]Personality & Motivation[/u]:[/b] Strange sense of humor and (sometimes forced) cheer; Tarrant’s a decent guy at heart, level-headed, stubborn, and somewhat 'salt of the earth' – he feels bad when he sees bad things happen, he wants to help when someone’s in need of help. He never paid much attention to superheroes growing up (something he regrets, now), but he has a new start and just wants to help people, even if he’s aware that may be naïve. Enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time. [b][u]Powers & Tactics[/u]:[/b] Tarrant is not a practiced fighter (he's not so hot with that sword, either), and typically subsumes his combat nerves into wry comments and self-depreciating humor. That aside, his ‘fighting style’ is more or less as follows: (1) protect people who need protecting; (2) stay well away from anyone who looks like they can throw a punch; (3) protect yourself from anyone who looks like they can throw anything else...like a bus; (4) find a way to take down the enemy with as little possible trouble – trap them, bind them, hit them with a rock. Ambushes are good, and underground is better, where the rock is plentiful and tremorsense/nightvision give him an edge. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Honor (Chivalry):[/b] Respect and honor; he’s not an old-school knight, but even before the magic answering machine he was of the “won’t hurt a lady†sort, and though he’s not usually compelled to fight fair (since your average mook isn’t going to extend him the same courtesy) he can be easily convinced to listen to his opponent’s side of things...and to fight a fair battle against an enemy he knows (or thinks) is honorable. [b]Responsibility:[/b] Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach. [b]Secret:[/b] Identity. [b]Teleportal:[/b] Gaian Knight's portals require an anchor - he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it. [b][u]Abilities[/u]:[/b] 4 + 0 + 4 + 4 + 6 + 4 = 22pp Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 16+12 = 28pp Initiative: +0 Attack: +8, +12 Earthshaping Grapple: +10 Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -7/-3/-1 [b][u]Saving Throws[/u]:[/b] 8 + 8 + 6 = 22pp Toughness: +15/+6/+2 (+2 Con, +13 Protection or +4 Breastplate) Fortitude: +10 (+2 Con, +8) Reflex: +8 (+0 Dex, +8) Will: +9 (+3 Wis, +6) [b][u]Skills[/u]:[/b] 72R = 18pp Climb 4 (+6) Concentration 12 (+15) Craft (Artistic) 8 (+10) Knowledge (Earth Sciences) 13 (+15) Notice 12 (+15, +11 Nightvision Goggles) Perform (Oratory) 5 (+7) Sense Motive 8 (+11) Sleight of Hand 10 (+10) [b][u]Feats[/u]:[/b] 19pp Dodge Focus 3 Equipment 5 (25EP) Luck 2 Precise Shot Sidekick 8 + 30 (Veteran Award x2) = 38 Goggles (Flash/Nightvision) [4EP] Customized Platemail Chestpiece ([b]Protection 4[/b]) [4EP] Masterwork Sculpting/Carving Tools [1EP] [hr][/hr] [b][u]Flying Islands (PL12 HQ)[/u][/b] [16EP] [i]A handful of large land masses floating above the surface of Earth-Sanctuary. The largest, central 'island' has a very nice castle, of all things.[/i] [b]Size:[/b] Colossal [5EP] [b]Toughness:[/b] +10 [1EP] [b]Features:[/b] [9EP] Holding Cells (Toughness +15) Infirmary Isolated Library Living Space Pool Power: [b]Flight 8 ([/b][i]Extras:[/i] Duration [Continuous][b])[/b] [24pp] Power System Sealed Workshop[/device] [b][u]Powers[/u]:[/b] 1 + 6 + 49 + 2 + 3 + 13 + 10 = 84pp [b]Burrowing 1 ([/b]1mph / 10ft per Move Action[b])[/b] (Earth, Magic) [1pp] [b]Device 1 ([/b]5pp Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Indestructible, Restricted 2 [Current Knight][b])[/b] [6pp] [i]An old and ornate-looking masterwork sword.[/i] [b]Strike 4 ([/b][i]Feats:[/i] Mighty[b])[/b] [5pp] [b]Earthshaping 20 ([/b]40pp Array, [i]Feats:[/i] Accurate 2, Alternate Power 7[b])[/b] (Earth, Magic) [49pp] [u]Base Power[/u]: [b]Create Object 18 ([/b]18 cubes, 10 180ft Range Increments / 1,800ft Max Range, Lifting STR 90 [[i]Heavy Load:[/i] 1,600 tons], Toughness +18; [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise, Progression [size] 2 [25ft cubes], Stationary[b])[/b] [40pp] [u]Alternate Power[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range; [i]Extras:[/i] Autofire, [i]Feats:[/i] Indirect 2, Variable Descriptor [bludgeoning, Piercing, Slashing][b])[/b] [39pp] [u]Alternate Power[/u]: [b]Blast 11 ([/b]1,100ft Max Range; [i]Extras:[/i] Area [General, Shapeable], [i]Feats:[/i] Indirect 2, Progression [Area] 2 [55 5ft cubes], Variable Descriptor [bludgeoning, Piercing, Slashing][b])[/b] [38pp] [u]Alternate Power[/u]: [b]Burrowing 9 ([/b]500mph / 5,000ft per Move Action; [i]Extras:[/i] Area [General, Burst, 45ft radius = 90ft diameter tunnel], Penetrating [treats all materials as "Soft Earth"], [i]Feats:[/i] Progression [Reverse Area] 9 [5ft-90ft tunnel], Subtle[b])[/b] [37pp] [u]Alternate Power[/u]: [b]Move Object 20 ([/b]Lifting STR 100 [[i]Heavy Load:[/i] 12,500 tons]; [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited [Earth][b])[/b] [40pp] [u]Alternate Power[/u]: [8 + 32 = 40pp] [b]Obscure 4 ([/b]Visual Senses, 400ft Max Range, 50ft radius; [i]Extras:[/i] Independent, Total Fade [8 rounds][b])[/b] [8pp] [b]Snare 12 ([/b]10 120ft Range Increments / 1,200ft Max Range; [i]Feats:[/i] Indirect 2, Obscure Senses 5 [All], Reversible[b])[/b] [32pp] [u]Alternate Power[/u]: [b]Super-Movement 3 ([/b]Dimensional Movement 3 [Any], [i]Extras:[/i] Linked [Teleport], Portal, [i]Flaws:[/i] Action 2 [standard Action to open Portals][b])[/b] [6pp] [b]+ Teleport 10 ([/b]200,000 miles ["Earth To The Moon"]; [i]Extras:[/i] Accurate, Linked [Dimensional Movement], Portal, [i]Flaws:[/i] Action 2 [standard Action to open Portals], [i]Feats:[/i] Change Velocity, Progression [Portal Size] 2 [25ft x 25ft], [i]Complications:[/i] Medium [Anchor-Stones][b])[/b] [33pp] [6 + 33 = 39pp] [u]Alternate Power[/u]: [b]Transform 9 ([/b]Earth Into Same Earth, 500 lbs., 10 90ft Range Increments / 900ft Max Range; [i]Extras:[/i] Duration [Continuous/Lasting], [i]Feats:[/i] Precise[b])[/b] [37pp] [b]Flight 2 ([/b]25mph / 250ft per Move Action; [i]Flaws:[/i] Platform[b])[/b] [2pp] (Earth, Magic) [b]Immunity 3 ([/b]Aging, High-Pressure Environments, Suffocation [underground][b])[/b] [3pp] (Earth, Magic) [b]Protection 13[/b] [13pp] (Earth, Magic) [b]Super-Senses 10 ([/b]Detect Earth 2 [Mental, [i]Extras:[/i] Accurate, Acute, Analytical, Radius, Ranged], Tremorsense [Tactile, [i]Extras:[/i] Ranged][b])[/b] [10pp] (Earth, Magic) [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Sword Touch DC21 Toughness (Staged) Damage (Physical) Blast Ranged DC27* Toughness (Staged) Damage (Physical) Blast Ranged/Area DC21 Reflex 1/2 Effect DC26 Toughness (Staged) Damage (Physical) Create Object Ranged DC22 Reflex Trapped Dropped Object Ranged/Area DC22 Reflex No Effect DC27 Toughness (Staged) Damage (Physical) Earth Control Perception Grapple check Pinned/Bound Thrown Object Ranged DC27 Toughness (Staged) Damage (Physical) Shape Earth Ranged DC19 Fortitude Transformed Snare Ranged DC22 Reflex (Staged) Entangled/Bound Disabled (All Senses) *Up to DC33 with Autofire. Abilities (22) + Combat (28) + Saves (22) + Skills (18) + Feats (19) + Powers (84) - Drawbacks (0) = 193/193 Power Points [anchor]Tiamat[/anchor] Character Name: Tiamat Power Level: 11 (190/190pp) Trade-Offs: -4/+4 Attack/Damage, -4/+4 Defense/Toughness Unspent Power Points: 0 In Brief: A dragon stuck in the modern world, with a chance at a clean slate and a society with fewer torches and pitchforks. Alternate Identity: Teagan Delphyne Identity: Secret Birthplace: Europe, alternate Earth Occupation: part-time translator Affiliations: Gaian Knight, Sanctuary Family: None local. Description: Age: 94 Apparent Age: mid-twenties Gender: female Ethnicity: lizard (Caucasian, in human form) Height: 6' (human), up to 16' (dragon) Weight: 165lbs / ~6 tons Eyes: red Hair: dark red, down to her shoulder blades Tall and fit with dark red hair and red eyes, few would disagree that Teagan is attractive, but not the sort of attractive one finds on a runway or the cover of a magazine; where willowy supermodels may look like they'd be blown over by a strong wind, Teagan Delphyne is better described as the strong wind itself. Strong, attractive features built on a (deceptively) strong frame, she wouldn't look terribly out of place in a suit of armor at the head of a medieval army. It's something she's likely well aware of, as when fighting crime she dons a dark grey and red chestplate and cape over dark red pants and sturdy boots, her hair pulled up and her identity hidden under a simple domino mask. When she changes to her true form, though, she looks like the thing the army rides against: large and truly powerful, a European-style quadrupedal, horned dragon straight out of myth and legend. Her hide runs dark along her underside but a deep crimson everywhere else, a huge creature of teeth and scales and awful beauty. But for all her savage glory, the intelligence behind her slitted red eyes mark her unmistakeably as above a common beast. Power Descriptions: Teagan's powers are typically either subtle or inherent to her being - the major exception to this is her fire breath, a directed storm of billowing red and orange flames. When changing shape her personal belongings disappear, clothes and mace simply lost from existence until she changes back. History: Once upon a time there was a dragon, living in a world where magic had never quite been traded in for science, and where the populace knew that dragons were something to be feared and destroyed, lest they destroy cities and eat livestock...or worse. And that's precisely what dragons did, too: difficult to gather together when your species is so competetive, and nigh impossible to blend into human society (even if you could disguise your eyes and hair and hide from too-clever wizards) when the magic that offered you human form left you marked with a symbol of what you truly were. It was simply the way of things. It was how Teagan was raised, and it was how she lived, until one day she encountered a dimensionally-displaced heroine from a far-away place called Freedom City. They fought, of course, but even a mighty dragon isn't prepared for modern technology; her last waking memory on her home was hitting the ground and assuming that the nearby peasants would take advantage of her weakness and finish her, once and for all. And then she woke up somewhere very different with a very strange man nearby. He smelled of earth and old magic, and patiently explained that this may have been the way of things, but circumstances had offered her a new way: a clean slate, in a new place, full of strange people and powers. A place where she could blend in, if she wanted. Where her kind was the stuff of unbelieved but fondly-remembered legends, where - if she chose, and wanted it badly enough - she could be respected, not feared...or at least, only feared by those worth being feared by. Where every day could be something new, and interesting, and carry fights to remember. Personality & Motivation: Teagan is proud, and she can be more than a little brash and hot-headed, but with a new chance and a clean slate her heart's in the right place. Helping people - and having them thankful to be helped! - is both novel and deeply gratifying, and the ability to fight truly worthy battles is the delicious icing on a delicious cake. She's loyal to a fault (once you earn that loyalty), enjoys a good challenge (and generally respects those who give her one), and willing to stand her ground, no matter the cost, for a good cause. She has a lot to learn about her new world, but she's not as thick-headed as she'd like to appear - she learns quickly, and looking foolish or out of place hurts her dignity enough that she puts real effort into trying to fit into modern day America. Powers & Tactics: No matter her form or the battle, her strategy is pretty straight-forward: hit it until it stops fighting back, and then stop hitting it. She's a little too used to being able to win by pure, overwhemling force, but she's a clever and experienced fighter (if largely self-trained) coming from a lifetime of conflict. Complications: Compu-whatnow?: Teagan's adjusted well enough to modern life, but where she's from they didn't have 'computers' and 'cars' and 'cell phones'. Dragon: Dragon. Secret: Identity. Abilities: 14 + 2 + 14 + 4 + 0 + 4 = 38pp Strength: 24 (+7) / 40 (+15) Dexterity: 12 (+1) Constitution: 24 (+7) / 32 (+11) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 8 + 8 = 16pp Initiative: +1 Attack: +6 (mace) / +9 (unarmed, human) / +7 (unarmed, dragon) / +4 Ranged Grapple: +16 / +30 / +40 Defense: +9 (+4 Base, +5 Dodge Focus) / +7 Dragon, +2 Flat-Footed Knockback: -3 / -15 Saving Throws: 3 + 7 + 9 = 19pp Toughness: +7 (+7 Con) / +15 (+11 Con, +4 Protection) Fortitude: +10 (+7 Con, +3) / +13 (+11 Con, +3) Reflex: +8 (+1 Dex, +7) Will: +9 (+0 Wis, +9) Skills: 64r = 16pp Bluff 8 (+10) Intimidate 16 (+18, +22 dragon) Knowledge (Arcane Lore) 8 (+10) Language 1 (Draconic [native], English) Notice 10 (+10) Search 3 (+5) Sense Motive 8 (+8) Survival 10 (+10) Feats: 13pp Attack Focus (melee) 1 Attack Specialization (unarmed) 2 Dodge Focus 5 Fast Task (Startle) Ritualist Startle Takedown Attack Uncanny Dodge (auditory) Powers: 53 + 4 + 16 + 3 + 6 + 6 = 88pp Alternate Form 9 (Extras: Duration [Continuous], Drawbacks: Action [Move]) [53pp] (dragon form; magic, shapeshifting) Damage 3 (Extras: Area (General, Cone), Feats: Alternate Power 1) [7pp] (stacked on fire breath, below) AP: Super-Strength 10 (Heavy Load: 3,200 tons; Feats: Super-Breath, Thunderclap) (22/22) Flight 2 (25mph / 250 ft per move action) [4pp] Growth 8 (Extras: Duration [Permanent, +0], Feats: Innate) [25pp] Protection 4 (Feats: Innate) [5pp] (dragon hide) Super-Movement 1 (Wall-Crawling) [2pp] Super-Senses 2 (Auditory (Extended), Visual (Extended)) [2pp] Comprehend 2 (Speak Any, Understand Any) [4pp] (gift of tongues) Damage 8 (Extras: Area (General, Cone)) [16pp] (fire breath) Device 1 (Flaw: Easy-to-Lose) [3pp] A heavy, unadorned dull steel mace with a leather-wrapped handle and a hanging leather loop. Feature (Masterwork; +1 Attack) [1pp] Strike 3 (Feat: Mighty) [4pp] Immunity 2 (Aging, Fire Effects (Flaw: Half)) [6pp] Super-Senses 3 (Detect Magic (olfactory, Acute), Infravision, Ultra-Hearing) [6pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed (human) Touch DC22 Toughness (Staged) Damage (Physical) Unarmed (dragon) Touch (10') DC30 Toughness (Staged) Damage (Physical) Mace Touch DC25 Toughness (Staged) Damage (Physical) Fire Breath (human) 80' cone DC23 Toughness (Staged) Damage (Fire) Fire Breath (dragon) 110' cone DC26 Toughness (Staged) Damage (Fire) Thunderclap 55' radius DC21 Reflex Deafened DC21 Fortitude (-1/round) recover Totals: Abilities (38) + Combat (16) + Saving Throws (19) + Skills (16) + Feats (13) + Powers (88) - Drawbacks (0) = 190/190 Power Points DRAGON FORCE'D by GIZMO Link to comment
Tiffany Korta Posted August 12, 2012 Share Posted August 12, 2012 PILATES'D by GIZMO Blodeuwedd - Increased Dexterity by +2. Means Acrobatics, Sleight of Hand and Stealth all go up by 1. - Changed Bodysuits Morph 1 back to Enhanced Feat 1 (Quick Change), somehow it snuck back in :oops: - Changed Goggles Awareness Magic to Detect Magic. - Few minor changes to fluff, nothing major just tidying up. [b][u]Player Name[/u]:[/b] Tiffany Korta [b][u]Character Name[/u]:[/b] Blodeuwedd [b][u]Power Level[/u]:[/b] 8 (132/132PP) [b][u]Trade-Offs[/u]:[/b] "None" [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Silver Status[/u]:[/b] 12/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5505#p119429]Revenant[/url]) [b][u]In Brief[/u]:[/b] A Welsh Ninja trained since an early age to battle rogue gods and spirits. [b][u]Alternate Identity[/u]:[/b] Cerys Pefr [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Caerdathyl, Gwynedd, Wales [b][u]Occupation[/u]:[/b] Student [b][u]Affiliations[/u]:[/b] Amddiffynnwr O Lleu Llaw Gyffes(Defenders of Lleu Llaw Gyffes) [b][u]Family[/u]:[/b] None, orphaned at birth [b][u]Description[/u]:[/b] [b]Age:[/b] 16 ([i]DoB:[/i] 1st March 1996) [b]Gender:[/b] Female [b]Ethnicity:[/b] Welsh. [b]Height:[/b] 5’7†[b]Weight:[/b] 125 lbs. [b]Eyes:[/b] Hazel [b]Hair:[/b] Dark Brown Blodeuwedd is a pretty young woman but her features are not overly distinctive, the order has taken time to teach how to follow the fashion of the day. She could be any girl off the streets of Cardiff or Merthyr Tydfil. She is actually an attractive young woman, but unless she making an effort rarely apply make-up or styles her hair beyond a simple ponytail. Her body is lithe and athletic, a figure gained from years of dedicated training. Whilst she tries to dress in all the latest fashions, it always seem to come across as slightly off as if she doesn’t quite understand the whole process (which is close to the truth), she also tends to pick clothes which allow for movement in case of trouble. Her costume is simply the artefacts she has been entrusted with by the order, with the cloak around her and the strange glow of the goggles she can cut quite an imposing sight. [b][u]Power Descriptions[/u]:[/b] Blodeuwedd has no natural powers only the years of training that has been provided to her by the Order. The Order has however managed over the centuries to have acquired, legally or via industrial espionage and even outright theft, a number of items both magical and technical. The best of this equipment has been given to Blodeuwedd to aid her in the mission. Each has been given a name after one of the fabled treasures of the British Isles. [u]Dyrnwyn “White-Hilt†:[/u] Scholars of the order debate whether this sword is the actual mythical weapon or a similarly named item. The debate is centred on the fact that the sword is actually a more medieval broadsword than the more suitable Celtic designs. Like the mythical sword this one becomes covered in a magical fire when it is drawn, though whether the sword will burn the unworthy is still unproven. [u]Gwyddbwyll Gwenddoleu ap Ceidio “The Chessboard of Gwenddoleu ap Ceidio :[/u] These goggles appear to be a simple set of oversized night vision goggles, and they do indeed allow her to see in the dark. They also however contain a pair of specially prepared magical lenses that allow her to detect magical energies. The large flat lenses glow with a slight green light. [u] Llan Tegau Eurfron “The Mantle of Tegau Eurfron :[/u] A tight fitting body suit and floor length cloak, with hood, weaved out of cutting edge materials that are not only light weight and flexible, but provides substantial protection to the owner. The suit is colored a dark blue to assist stealthy operations during night time. Made of advanced fiber panels there mimetic qualities allow it to alter its appearance to appear as almost any form of clothing. [u]Ffoniwch Eluned “Ring of Eluned†:[/u] This item is an alien ring, of unknown origins, which has been gifted to the order by one of their allies working from Cardiff. The ring projects a thin field of energy around the wearer which not only provides a degree of protection it also allows the wearer to camouflage themselves into the environment [b][u]History[/u]:[/b] Blodeuwedd never knew her parents, they died when she was young, all she has known is the sanctuary of the Amddiffynnwr o Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes). The men and women of the order were caring people and she was raised in a loving caring environment, but from an early age she was trained as an athlete and a warrior. Trained to be an agent of the order. According to legend the Order was founded by Lleu Llaw Gyffes himself as a body of men (and later women) to help defend him and the Kingdom of Gwynedd (later Wales) from the vengeance from the goddess, and his mother, Arianrhod. Through the centuries the order has expanded there remit to defend the nation from any supernatural threat being from the Celtic gods and spirits. Mostly from within Wales but occasionally the acted on threats outside the country. A small and deeply secretive order they rarely concern themselves with matters outside of Wales, but in the last few years there augers and intelligence network, have heard rumours that one of the Celtic god or goddess have allowed one of their offspring to live in Freedom City in the United States. After much debate the order decided to send an agent to the city to monitor the situation. As the seer showed the main focus was an unusual school they needed someone of the right age to infiltrate the school. Blodeuwedd knew nothing about this; she was being trained to recover dangerous Celtic artefacts. The first she knew was when she was informed of her mission by the Order and sent to America to infiltrate the school. Her orders were simple, find out if such people exists and if they do what danger they present to the order. So far her first days in her new identity as Cerys haven’t gone well. On arrival at Claremont the Headmaster called her in and proceeded to tear apart her newly constructed identity, only to inform her that she had undergone an excellent training and telling her that she was welcome to stay. [b][u]Personality & Motivation[/u]:[/b] Blodeudwedd is a quiet and reserved person with all her word and actions being carefully considered. She’s a quiet and conscientious student who watches everything and considers all the fact before asking questions. She a very stern and serious person who will have little to do with any kind of frivolity. Having grown in as part of a small order, based near a tiny village in North Wales, Bloeudwedd doesn’t have much experience with dealing with the vast multitude of people who live in Freedom City. She can come across as curt and rude, but is in fact is more than a little shy, not to mention awe struck. [b][u]Powers & Tactics[/u]:[/b] Blodeuwedd has been trained to be a cautious fighter. She will spend as much time as possible calculating her enemy’s abilities and weaknesses, if possible at a distance from a hiding place. Then when she is ready she will strike quickly and swiftly trying to disable her opponent. She has had it drummed into her to always spare her hand against human enemies, only against the gods and their allies are she allows unleashing her full fury. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Ceyrs Matters:[/b] Raised from birth in an isolated location with a focus on training for her chosen task Blodeuwedd has never had any concerned other than her duty. As Ceyrs she now has time to herself, and almost no idea what to do with herself. [b]I thank the Lord I’m Welsh:[/b] Raised by a very pro-Welsh Order Blodeuwedd is naturally very proud of her Welsh heritage, it takes a great effort of will to hide her nationality or even her accent. She, and the order, aren’t however rabid nationalist fighting for independence. In their mind if the Queen was unfit to rule the land then the land we become barren. Only then would they have to act. [b]Secret Identity:[/b] Blodeuwedd know the importance of secrecy to both her personal safety and to the order as a whole. So she endeavours to keep up the facade of the cover story she has been provided with. [b]So Unpretty:[/b] Blodeuwedd is still uncomfortable in her Cerys persona. Her interactions with other people are hindered by an almost crippling shyness and her general posture tends to downplay her attractiveness. All this combines to make it difficult for her to use her highly honed social skills. [b][u]Abilities[/u]:[/b] 6 + 10 + 6 + 0 + 2 + 6 = 28PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 16 (+3) [b][u]Combat[/u]:[/b] 14 + 6 = 20PP Initiative: +4 Attack: +7 Base, +9 Unarmed, +9 Dyrnwyn Grapple: +10 Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -4 [b][u]Saving Throws[/u]:[/b] 5 + 3 + 6 = 14PP Toughness: +3/8 (+3 Con, +4 [Mantle of Tegau Eurfon], +1 [Ffoniwch Eluned]) Fortitude: +8 (+3 Con, +5) Reflex: +8 (+5 Dex, +3) Will: +7 (+1 Wis, +6) [b][u]Skills[/u]:[/b] 120R = 30PP Acrobatics 14 (+19)[sup]Skill Mastery[/sup] Bluff 9 (+11, +18 w/Attractive)[sup]Skill Mastery[/sup] Climb 7 (+10)[sup]Skill Mastery[/sup] Diplomacy 8 (+10, +14 w/Attractive) Disable Device 12 (+12)[sup]Skill Mastery[/sup] Gather Information 4 (+7) Intimidate 11 (+14)[sup]Skill Mastery[/sup] Knowledge (Arcane Lore) 5 (+5) Language 1 (Welsh [Native], English) Medicine 1 (+2) Notice 11 (+12)[sup]Skill Mastery[/sup] Sense Motive 13 (+14)[sup]Skill Mastery[/sup] Sleight of Hand 10 (+15) Stealth 14 (+19)[sup]Skill Mastery[/sup] Survival 1 (+2) Swim 1 (+4) [b][u]Feats[/u]:[/b] 14PP Attractive 1 Dodge Focus 5 Equipment 3 Luck 1 Skill Mastery 2 (Acrobatics, Bluff, Climb, Disable Device, Intimidate, Notice, Sense Motive, Stealth) Uncanny Dodge (Auditory) [quote name="Equipment 3PP = 15EP"] [equip]Grapple Gun (Super-Movement 3 (Slowfall, Swinging, Wall-Crawling), Speed 1) [7EP] Throwing Knives (Blast 2 (Improved Disarm, Mighty 3)) [8EP][/equip][/quote] [b][u]Powers[/u]:[/b] 8 + 4 + 4 + 8 = 40PP [b]Device 2 ([/b]Dyrnwyn “White-Hiltâ€, Magical Sword, 10PP, [i]Flaws:[/i] Hard-To-Loose) [8PP] [device][b]Damage 5 ([/b]Flaming Sword [i]Feats[/i]: Accurate 1, Mighty, Improved Critical, Weapon Bind, Weapon Break) [10PP][/device] [b]Device 1 ([/b]Gwyddbwyll Gwenddoleu ap Ceidio “The Chessboard of Gwenddoleu ap Ceidio, Hi-Tech Googles with Magical lenses, 5PP, [i]Flaws:[/i] Hard to Loose) [4PP] [device][b]Super-Senses 5 ([/b] Darkvision, Detect Magic) [5PP][/device] [b]Device 1 ([/b]Llan Tegau Eurfron “The Mantle of Tegau Eurfronâ€, Hi-Tech Body Suit, 5PP, [i]Flaws:[/i] Hard to Loose) [4PP] [device][b]Protection 4[/b] [4PP] [b]Enhanced Feat 1 ([/b]Quick Change) [1PP][/device] [b]Device 2 ([/b] Ffoniwch Eluned “Ring of Elunedâ€, Alien Ring, 10PP, [i]Flaws:[/i] Hard to Loose) [8PP] [device][b]Concealment 4 ([/b]All Visual Senses, [i]Feats:[/i] Close Range) [9PP] [b]Protection 1[/b][/device] [b][u]DC Block[/u][/b] [code] ATTACK RANGE SAVE EFFECT Dyrnwyn Touch DC23 Toughness (Staged) Damage (Physical) Knives Ranged DC21 Toughness (Staged) Damage (Physical) Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Totals: Abilities (30) + Combat (20) + Saving Throws (14) + Skills (30) + Feats (12) + Powers (24) - Drawbacks (0) = 132/132 Power Points PILATES'D by GIZMO Link to comment
Raveled Posted August 12, 2012 Share Posted August 12, 2012 HUM A FEW BARS'D by GIZMO Blue Jay Second verse, pretty much the same as the first. :arrow: Boosting Str by 2 points, to 18. [2PP] :arrow: Boosting Fort and Ref save, to +8 and +12 respectively. [2PP] :arrow: Buying one rank of Attack Focus (Melee), one rank of Dodge Focus, two ranks of Defensive Roll, and a second rank of Evasion. Wee, no more armored suit! [5PP] :arrow: Losing the Baton as Equipment. Keeping that rank of it, but using it for a Flashlight, Handcuffs, Binoculars, first-aid kit, and multitool. Change to her Description and Powers Description section to reflect that. :arrow: Losing the Device suit. [-4PP] [b][u]Player Name[/u]:[/b] Raveled [b][u]Character Name[/u]:[/b] Blue Jay [b][u]Power Level[/u]:[/b] 10 (155/155PP) [b][u]Trade-Offs[/u]:[/b] +5 Att/-5 DC with Bow & Quiver, +1 Def/-1 Tou [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Platinum Status[/u]:[/b] 5/120 [b][u]In Brief[/u]:[/b] A refugee from the Terminus, fighting for a beautiful world as hard as she can. [b][u]Alternate Identities[/u]:[/b] Antoinette Baudin, 'Tona' [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Maine, North America, Earth-Pastoral (Terminus) [b][u]Occupation[/u]:[/b] Student, superhero [b][u]Affiliations[/u]:[/b] Claremont Academy [b][u]Family[/u]:[/b] Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father) [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 16 ([i]DoB:[/i] March, 1996) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] French/Native American [b][u]Height[/u]:[/b] 5' 2" [b][u]Weight[/u]:[/b] 120 lbs [b][u]Eyes[/u]:[/b] [url=http://images.sodahead.com/profiles/0/0/0/9/9/9/5/8/9/blue-green-eyes-49056382429.jpeg]Blue-green[/url] [b][u]Hair[/u]:[/b] [url=http://www.distinctivefabric.com/images/products/color/thumbnails/velvet1_chocolate-brown-300.jpg]Brown[/url] Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets. When trouble threatens she pulls on a sleeveless Claremont uniform, complete with domino mask and gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk. [b][u]Power Descriptions[/u]:[/b] Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people. Tona's in the habit of carrying any number of useful tools in her multitude of pockets, including but not limited to a spare mask and gloves, a penlight, and zip-tie handcuffs. [b][u]History[/u]:[/b] Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds. Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray. In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war. [b][u]Personality & Motivation[/u]:[/b] Antoinette is a driven, boisterous woman, given to action and energy. She can come across as ten pounds of energy in a five pound bag, always moving and eager to be doing rather than waiting. When bad luck strikes, she very publicly tries to push past her misfortune without letting it drag her down, but secretly she has a sniper's perfectionist nature and can obsess over failures to an unhealthy degree. Those who get to know Tona may realize that her energy can get desperate, even manic at times. She has lived her entire life under the specter of imminent, bloody death, and she still believes in squeezing every last drop of enjoyment from a day because tomorrow she may die. This also means she doesn't always fully consider the consequences of her actions. Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. While she tries to maintain a cheery disposition even in battle, secretly she's scared of not living up to her own notion of this world's heroes: she knows they've fought (and slain!) Omega, and while Tona has had great success sniping Omegadrones from afar she doesn't know yet if she can measure up. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failing at her life's work. [b][u]Powers & Tactics[/u]:[/b] Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and either open up with full Power Attack, or hit them with a couple acid arrows. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Secret Identity[/b] Tona strives to keep her life separate from her actions as Blue Jay. [b]Hatred[/b] Tona hates the Terminus like only one who has lived there can. [b]Luddite Upbringing[/b] Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her. [b]Ammunition[/b] Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out. [b][u]Abilities[/u]:[/b] 8 + 14 + 6 + 2 + 4 + 0 = 34PP Strength: 18 (+4) Dexterity: 24 (+7) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 10 + 12 = 22PP Initiative: +15 Attack: +10 melee, +5 ranged, +15 bows Grapple: +14 Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -4 or -1 flat-footed [b][u]Saving Throws[/u]:[/b] 5 + 5 + 5 = 15PP Toughness: +9 or +3 flat-footed (+3 Con, +6 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +12 (+7 Dex, +5) Will: +7 (+2 Wis, +5) [b][u]Skills[/u]:[/b] 112R = 28PP Acrobatics 8 (+15)[sup]Skill Mastery[/sup] Climb 12 (+15)[sup]Skill Mastery[/sup] Concentration 5 (+7) Craft (Mechanical) 4 (+5) Disable Device 9 (+10) Escape Artist 8 (+15) Knowledge (Life Sciences) 4 (+5) Languages 2 (Algonquin, French [Native], English) Medicine 8 (+10) Notice 13 (+15)[sup]Skill Mastery[/sup] Sense Motive 13 (+15) Stealth 13 (+20)[sup]Skill Mastery[/sup] Survival 13 (+15) [b][u]Feats[/u]:[/b] 37PP Acrobatic Bluff Attack Focus (Melee) 5 Attack Specialization (Bows) 5 Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff) Defensive Roll 3 Dodge Focus 5 Equipment 0 (+1 Bronze) Evasion 2 Hide in Plain Sight Improved Crit 2 (bows) Improved Initiative 2 Improvised Tools Luck Move-By Action Power Attack Skill Mastery (Acrobatics, Climb, Notice, Stealth) Takedown Attack Track 3 [full speed/visual] Uncanny Dodge (auditory) [equip]Commlink [0EP] Binoculars [1EP] First-Aid Kit [1EP] Flashlight [1EP] Handcuffs [1EP] Multi-tool [1EP][/equip] [b][u]Powers[/u]:[/b] 17 + 1 = 18 PP [b]Device 4 ([/b]20 PP, Hard to Lose, [i]Feat:[/i] Subtle [Collapsible][b])[/b] [17PP] (Bow & Quiver) [device][b]Bow Array 7.5 ([/b]15 PP, [i]Feat:[/i] Alternate Power 4, Improved Range 1 [1 000 ft][b])[/b] [20PP] [array][u]BE[/u]: [b]Blast 2 ([/b][i]Extra:[/i] Autofire [5], [i]Feat:[/i] Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning][b])[/b] [15/15PP] (Arrow Flurry) [u]AP[/u]: [b]Blast 2 ([/b][i]Extra:[/i] Area/Shapeable [Targeted] [i]Feat:[/i] Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning][b])[/b] [11/15PP] (Arrow Against the Crowd) [u]AP[/u]: [b]Drain Toughness 5 ([/b][i]Extra:[/i] Affects Objects [+1], Range/Ranged[b])[/b] [15/15PP] (Acid Arrow) [u]AP[/u]: [b]Snare 5 ([/b][i]Extra:[/i] Contagious[b])[/b] [15/15PP] (Glue Arrow) [u]AP[/u]: [b]Leaping 1 ([/b]x2, Move action, [i]Extra:[/i] Linked [+0] [Speed], Linked [+0] Super-Movement[b])[/b] + [b]Speed 1 ([/b]10 MPH, [i]Extra:[/i] Linked [+0] [Leaping], Linked [+0] [Super-Movement][b])[/b] + [b]Super-Movement 2 ([/b]Slow Fall, Swinging, [i]Extra:[/i] Linked [+0] [Leaping], Linked [+0] [Speed][b])[/b] [6/15PP] (Magnetic Grapple Arrow)[/array][/device] [b]Feature 1 ([/b]Temporal Inertia[b])[/b] [1PP] [b][u]Drawbacks[/u]:[/b] 0 = 0PP [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (Staged) Damage (Physical) Arrow Flurry Ranged DC 20 Toughness + Autofire (Staged) Damage (Physical) Arrow Against the Crowd Ranged/Area (Shapeable) DC 20 Toughness (Staged) Damage (Physical) Acid Arrow Ranged DC 15 Fortitude Drain Toughness Glue Arrow Ranged DC 15 Reflex Ensnared Abilities (34) + Combat (22) + Saving Throws (15) + Skills (28) + Feats (37) + Powers (18) - Drawbacks (0) = 154/155 Power Points HUM A FEW BARS'D by GIZMO Link to comment
Tiffany Korta Posted August 12, 2012 Share Posted August 12, 2012 LED INTO THE LIGHT by GIZMO Young Britannia Right I've gone and completely rewritten all of YB fluffs to better represent how I've played the character. I've not changed anything radically just tweeks here and there, - Increased Dexterity by +2 - Increased Reflex Save by 1 (Reflex: +6 (+1 Dex, +5)) - Rename Might Array to Aura of Light to better reflect source of power. [floatr][img=http://freedomplaybypost.com/wiki/images/e/ea/YoungBritanniaHF.png][/floatr] [b][u]Player Name[/u]:[/b] Tiffany Korta [b][u]Character Name[/u]:[/b] Young Britannia [b][u]Power Level[/u]:[/b] 9 (13/133PP) [b][u]Trade-Offs[/u]:[/b] "None" [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Silver Status[/u]:[/b] 29/60 Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5505]Revenant[/url]) [b][u]In Brief[/u]:[/b] The merger of a young woman and the Spirit of Justice. [b][u]Alternate Identity[/u]:[/b] Agnus Stone (real name), Annice Avebury / Annice Stone (stage names) [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Glastonbury, Somerset, England, United Kingdom [b][u]Occupation[/u]:[/b] Business Woman, Pop Star [b][u]Affiliations[/u]:[/b] None [b][u]Family[/u]:[/b] Geri Stone (Mother), Winston Stone (Father) [b][u]Description[/u]:[/b] [b]Age:[/b] 21 ([i]DoB:[/i] July 24th 1991) [b]Gender:[/b] Female [b]Ethnicity:[/b] Mixed (Caucasian / Afro-Caribbean) [b]Height:[/b] 6’0†[b]Weight:[/b] 165 lbs [b]Eyes:[/b] Brown [b]Hair:[/b] Brown [floatl][img=http://freedomplaybypost.com/wiki/images/1/13/Agnes.jpg][/floatl] Agnes is the type of person who tends to stick in the memory whether it’s from large hair, her strong North London accent or her general friendly confident demeanour. She also a naturally cheerful person and her face is almost always lit up by one of her smiles Agnes is cursed, as she would put it, with a natural ability to look good in just about anything. When not in stage clothes, or doing business, she tends to dress in comfortable, practical clothes without much make-up. Since the full merging between herself and the Spirit she has also grown dramatically in height (she was originally 5’3â€) instead of downplaying this fact she tends to over emphasis the fact with large heeled shoes, normal platforms. Young Britannia is an extenuation of Agnes’s natural charms. Lit up with an inner light she takes on a timeless quality she carries herself with a more regal bearing, whilst her voice is more commanding with a musical sing song tone. This could easy come across as superior and condescending, but Agnus’s natural cheery demeanour softens this into a much friendlier attitude. Young Britannia’s costume is a simple jumpsuit in blue emblazoned with the Union Jack. One bar of the cross runs down the middle whilst the other wraps around her waist. Her face is partially covered by an open mask similar to Britannia’s. [b][u]Power Descriptions[/u]:[/b] When in her Young Britannia form Agnes is bathed in an aura of bright white light, which tends to expand or contract depending on both her moods and the effort required for a task. When she using one of her light based abilities the energies tend to concentrate around that body part, so her hand when she’s throwing blast or her around her legs when in flight. [b][u]History[/u]:[/b] Unlike most Genius Loci the point when the so called Spirit of Justice came into existence can be pin pointed to a specific moment the 15th of June 1215, the day the Magna Carta was signed. Within this document were the principles of justice for all people regardless of status and social class. Apart from time of country wide crisis when the she has been subsumed into Britannia, the spirit has empowered women down the ages to ensure that justice is served. Agnes Stone knew none of this; since she was young she’d always wanted to be a singer and she finally got her chance as a contestant on a talent show. At the tender age of eighteen she won the chance to launch a pop career. With a genuine powerful singing voice and a great stage presence she was marked for great things. And with a string of number one hit, in the UK, Annice seemed to be destined for a long and promising career. But the pressure of the career began to get the young star and her behaviour became more and more demanding just as her popularity began to fade. Hearing that she had been dropped by her label rather than just give up Agnes decided to make a direct appeal to the woman who had help discover her the pop guru Simmone Kowal. As she was about to pitch her plans for revitalizing her career another failed star took more direct approach bursting into the office with a loaded gun. Without a concern for her own safety she attempted to protect Simone and wrestle the gun from the assailant. In the struggle the gun went off grievously wounding Agnes. Whilst in a coma fighting for her life she was visited by a Spirit of Justice who gave her another chance at life, but that second chance would come with a price. She would have to serve the Spirit of Justice as her host, and whilst her body healed itself the Spirit would be in control of the body. Already feeling guilty over her actions of the last year, and wanting to make amends, Agnes agreed to the offer. Later that day a remarkably recovered Annice checked herself out of hospital and disappeared. For the next year reports came in from all over the United Kingdom of a strange woman who would turn up out of the blue to help people before disappearing again. Whilst descriptions of the woman and her costume always seemed to vary she always seemed to wear a combination of the colors of the Union Jack. One of the UK tabloids coined the name Young Britannia(s) to describe these women, and title which was rapid adopted. After this year a much humbler and wiser Agnes returned home to try a rekindle her musical career, whilst beginning her hero career as the newly named Young Britannia. Her career got a boost when a hot young Freedom City producer not only offered her a chance to sing on one of his track but to also buy into his struggling Zenith Studio. Not only did there track do well, opening up new market for her music, she also proved a capable business woman as the studio begun to flourish. Regally commuting from the UK to Freedom City Agnes soon discovered that her transformation wasn’t quite complete. The year spent under the Spirits control was conceived by her a ritual that allowed the two to combined in way that had rarely happened before. Not only did it allow her finer control of her power it also transformed her until her regular build was the same as that taken on as Young Britannia. The only down side was that prolonged absence from the United Kingdom seemed to sap her powers. Things look rosy for once with Young Britannia finding her place in both the United Kingdom and Freedom City, whilst Agnes has become a successful business woman on the verge of a new music career. But the shadow of what Annice had become before her fall still hangs over her like a Sword of Damocles. [b][u]Personality & Motivation[/u]:[/b] Agnes has a cheerful upbeat personality, but also possesses a quick wit and a wicked sense of humour. She’s also fairly laid back; it takes a lot to upset Agnes and she quick to forgive those who do harm against her. Her only true flaw is a tendency to speak her mind even when it would be better to keep her opinion to herself. At heart Agnes is a good person who whilst she can come over as a little condescending, wants to do what she can to help people. Part of her is afraid that if she loses sight of this she tip back into the selfish self-centred self from her worst excessive of her Annice days. [b][u]Powers & Tactics[/u]:[/b] Not known as a tactical generous Young Britannia tends to go for simple dependable tactics. If possible she’ll first blind an opponent before attacking them with bolt of light. All if possible from a distance. She can however adapt rapidly to differing situation and can at time quite creative with her power pushing them to do things they’ve never done before. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Almost Famous:[/b] Whilst Annice was never a big star in the US there are a few who are aware of her song and could recognize her face. This is especially true in Freedom City where the success of her studio has attracted media attention. [b]For Queen and Country:[/b] The Spirit of Justice has strong ties to Britannia and the United Kingdom as a whole. Whilst Agnes can travel freely around the world, if she stays away from the UK for too long her powers begin to fade. In the United States and other Commonwealth counties this is much as six months, whilst in countries hostile to the UK it can be a little as a few days. [b]Secret identity:[/b] Despite the drastic change in height Agnes has still managed to keep her two identities separate. [b][u]Abilities[/u]:[/b] 20 + 2 + 16 + 0 + 4 + 6 = 48PP Strength: 30 (+10) Dexterity: 12 (+1) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+6) [b][u]Combat[/u]:[/b] 6 + 4 = 10PP Initiative: +1 Attack: +3 Base, +5 Melee, +6 Ranged, +8 Burst of Light Grapple: +6/+13 up to +17 with Dynamic Super-Strength Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -7/-0 [b][u]Saving Throws[/u]:[/b] 0 + 5 + 4 = 9PP Toughness: +8 (+8 Con [Impervious 7]) Fortitude: +8 (+8 Con, +0) Reflex: +6 (+1 Dex, +5) Will: +6 (+2 Wis, +4) [b][u]Skills[/u]:[/b] 24R = 6PP Bluff 2 (+5, +9 w/Attractive] Diplomacy 2 (+5, +9 w/Attractive) Knowledge (Popular Culture) 3 (+3) Notice +8 (+10) Perform (Singing) 9 (+12) [b][u]Feats[/u]:[/b] 6PP Attack Focus (Ranged) 1 Attractive 1 Benefit (Wealth) 1 Dodge Focus 2 Luck 1 [b][u]Powers[/u]:[/b] 11 + 1 + 2 + 7 + 7 + 21 + 5 = 54PP [b]Aura of Light 4 ([/b]8PP Array, [i]Feats:[/i] Dynamic Alternate Power, Dynamic Base Power) [11PP] [array][u]Base Power (Dynamic):[/u] [b]Flight 4 [/b](Total Flight 5, 250MPH / 2,500ft per Move Action) [88PP] [u]Alternative Power (Dynamic): [b]Super-Strength 4[/b] (Lifting STR 50 [[i]Heavy Load:[/i] 12 tons]) [8PP][/array] [b]Enhanced Feats 1[/b] (Beginners Luck) [1PP] [b]Flight 1[/b] (10MPH / 88ft per Move Action) [2PP] [b]Immunity 7[/b] (Environmental Conditions (All), Suffocation (All)) [7PP] [b]Impervious Toughness 7[/b] [7PP] [b]Light Control 8 ([/b]14PP Array, [i]Feats:[/i] Alternative Pover 3)[21PP] [array][u]Base Power:[/u] [b]Blast 8[/b] (80ft Range [i]Feats:[/i] Accurate 2 [18PP] (Burst of Light) [u]Alternate Power:[/u] [b]Dazzle 4[/b] (Visual Senses, 80ft Range, 40ft Burst Radius, [i]Extra:[/i] Area (Burst), Selective [i]Feats:[/i] Progression (Area) 1, Progression (Range) 1) [18PP] (Blinding Light) [u]Alternate Power:[/u] [b]Healing 8[/b] ([i]Feats:[/i] Regrowth, Stabilize) [18PP] [u]Alternate Power:[/u] [b]Teleport 9[/b] (20,000 miles / Full Action [i]Extra:[/i] Accurate, [i]Flaw:[/i] Long-Range) [18PP][/array] [b]Past Lives 2.5[/b] (4PP Array, [i]Feats:[/i] Alternate Power) [5PP] [array][u]Base Power:[/u] [b]Comprehend 2[/b] (Read All Languages, Speak All Languages) [4PP] [u]Alternate Power:[/u] [b]Enhanced Feats 4[/b] (Attack Specialization (Unarmed), Eidetic Memory, Jack of All Trades, Well Informed) [4PP][/array] [b][u]Drawbacks[/u]:[/b] (-0) + (-0) = -0PP [b][u]DC Block[/u][/b] [code]ATTACK RANGE SAVE EFFECT Blinding Light Area DC18 Reflex/Fortitude Blinding Burst of Light Ranged DC23 Toughness (Staged) Damage (Physical) Unarmed Touch DC25 Toughness (Staged) Damage (Physical) Totals: Abilities (48) + Combat (10) + Saving Throws (9) + Skills (6) + Feats (6) + Powers (54) - Drawbacks (0) = 133/133 Power Points LED INTO THE LIGHT by GIZMO Link to comment
Blue Rose Posted August 13, 2012 Share Posted August 13, 2012 I have done what we refs do; edits are in - knockback's fixed, too. - Fox Editing Kit. Spending 2 PP; +6 ranks Notice, +2 ranks Sleight of Hand. [b][u]Player Name[/u]:[/b] Blue Rose [b][u]Character Name[/u]:[/b] Samantha Vance [b][u]Power Level[/u]:[/b] 7 (105/112PP) [b][u]Trade-Offs[/u]:[/b] +5 Attack/-5 Damage, +2 Defense/-2 Toughness [b][u]Unspent Power Points[/u]:[/b] 5 [b][u]Progress To Bronze Status[/u]:[/b] 7/30 [b][u]In Brief[/u]:[/b] The girl from Hell. [b][u]Alternate Identity[/u]:[/b] Kit [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Planet Dis [b][u]Occupation[/u]:[/b] Student [b][u]Affiliations[/u]:[/b] Claremont [b][u]Family[/u]:[/b] None living (adopted by the late slave, Shrike, then the now-imprisoned imp, Mouse, then the thief known as the Phantom Fox, and currently adopted by the recently-unmasked heroine Masque) [b][u]Description[/u]:[/b] [img=http://i4.photobucket.com/albums/y143/DancingDoggie/Female/Witch__fragment_by_KatjaFaith-1.jpg] [b]Age:[/b] 16 [b]Apparent Age:[/b] 16 [b]Gender:[/b] Female [b]Ethnicity:[/b] Caucasian [b]Height:[/b] 5'0" [b]Weight:[/b] 97 lbs [b]Eyes:[/b] Green [b]Hair:[/b] Red Kit is a small, scrawny girl. Hers is pale, lightly-freckled skin on her narrow, slightly gaunt face clearing up as it goes down along her long, porcelain neck. She doesn't have a proper costume since she abandoned her old one (a black cat burgler's suit and a domino mask), regularly fighting crime in a tee shirt and jeans. She's given the witch ensemble a try a couple times, once as mage robes and pointy hat, once as mini-skirt and pointy hat, abandoning the idea outright. She refuses to wear Claremont's official uniform. Lately, having grown in power, she's had to stick to outfits that either hang very loose or expose her upper back, where she's branded with an intricate sigil. An ugly black mark that seems to shift as you look upon it, defying any attempt to discern its actual shape. Staring at it long enough is unsettling, and even physically painful, causing mild headaches. As she uses her powers, it begins to glow and produce heat, potentially burning through clothing if she really pushes herself. Her smile, even at its most cheerful, is that of the cat that ate the canary, though she's quite skilled at capturing the many flavors of angry in glorious detail, from minor-but-still-amused annoyance to full-on homicidal rage. She carries herself with a cocky swagger, and tends to look at people in about the same way she'd look at a toy. [b][u]Power Descriptions[/u]:[/b] Though she tries to play her powers off as traditional magic, hers is black magic. Hellfire, energies stolen from demons. In practice, there isn't much difference, however. She has an array of 'spells,' from a small burst of hellfire to various mind-bending tricks to walking across the city in an instant through the shadows, and even changing faces. They're suited more to sneaking and subterfuge than actual combat, though she is capable of both. [b][u]History[/u]:[/b] The prison world of Dis. A distant, barren world where the galaxy's worst criminals are left to rot. No one ever leaves. Centuries of warfare have rendered it completely incapable of supporting life. And yet, it is home to more than ten billion people, supported by the only trade they can manage. Trade across planes. Barter with the infernal. The entire world revolves on an economy of expendable people; slaves and blood sacrifice, with the constant influx of prisoners finding themselves crushed and sold for water, food, power, and luxury. The strong and the devious are the ones who survive. The invincible and the genius are the ones who rule. The world's unquestioned (but oft-resisted) leader, known only as The Empress, is an enigmatic and ruthless being who's held onto power for decades. Few children are born in this fiery pit, as few are willing to take the risk. Here, a child was born, her father already dead, her mother dead before she could give her a name. Instead, she was immediately branded as fodder for the world's demonic patrons, to be collected at a later date. Before anyone could make good on the mark, there was turmoil. There's always turmoil. She moved around dozens of times for breakouts, rebellions, and routs, but there were two constants in the chaos. First, there was Mouse. An imp. A small, weak creature, but as devious as they come. He managed to become the child's nominal owner, but wasn't strong enough to do much of anything with her. Second, there was Shrike. A repentant mercenary who, in his guilt, became the girl's protector. He's the one who gave her a first name, Samantha. This went on until the girl was nearly ten, and she learned a great deal about combat and skulduggery from the duo. Then, at age ten, everything changed. They'd spent a decade on the run before they found their break. One powerful secret. Mouse uncovered a way into one of the Empress' vaults. A repository for some of the treasure and power she'd bartered for. Supposedly, this one contained a portal out of Dis. Treasure and freedom in sight, the trio went in, a bumbling series of disasters. They snuck through when they could, fought through when they couldn't, and ran when that failed. There was a great deal of running, but they found their treasure, absorbing considerable power before they were cornered on a runed dais. Surrounded by enemies, they had no options left. The first shot went straight for Sam's heart. Shrike took it instead, his blood spilling across the dais. It turns out the portal was real, and had been locked away due to one crippling design flaw. To work, it required heartblood drawn from a pure soul; something The Empress never expected to find on Dis. Even the children are twisted too soon, yet the penitent merc was a good man. His sacrifice was enough, and Sam and Mouse were sent through space and time. To Earth. Free, Mouse went more than a little mad. Well, madder- demons rarely begin sane. Away from Dis, he thought himself free to conquer, and used the little girl as his pawn. Turns out Earth has his own protectors and he found himself sealed away by a powerful mage in an AEGIS holding cell. Before the law could get to her to arrest her or find her a guardian or eat her liver or whatever it is the law does to little girls like Sam after they dabble in supervillainy, the 'unknown magic-wielding child' was spirited away by a third party. A master thief known only as the Phantom Fox. A mere human, but a sly one, and very good at her chosen trade. She convinced Kit that, if AEGIS got their hands on her, they'd put her away for a very long time, and made her an offer; she'd protect the girl from the law if she'd become her sidekick. A ploy to exploit her powers for all they're worth, or a genuine offer for help? Who knows? Either way, that day, Kit was born. Sidekick to the master thief. The Phantom Fox was not in it for the money, however. She was in it for adventure; for fun, a gentlewoman thief as it were, keeping little more than what it took to fund the heists themselves and maintain a modest level of luxury (as much as wouldn't draw too much attention). Together, they pulled of some of the most spectacular thefts in history, even once stealing and returning the Mona Lisa three times in as many months because they could, though usually they stuck to the Chicago area. And from her new guardian, she expanded her already-considerable knowledge of the family trade. But more importantly, she learned boundaries. Mercy. A theif's honor. That there are lines not to be crossed, that you should not cause unnecessary harm, to never take from those who can't afford to lose. More than once, the duo even teamed up with the recently-unmasked heroine Masque, with whom the Phantom Fox had a long-standing and exceptionally friendly rivalry with, despite being on opposite sides of the law. Unfortunately, times change and people change. The Phantom Fox began to change. Though still not interested in money, she became far more interested in power. Specifically, anything linked to longevity or immortality, having grown to fear her own mortality. She became more aggressive, skirting the line on many of her values and Kit began to worry. Then, in one heist, her guardian blew out a huge section of a Foundry installation. She killed people. Possibly bad people, but it was a cruel, brutal, and graceless move opposed to everything she'd raised Kit to believe. She did not leave with her guardian that day; she stayed behind, let herself get captured by AEGIS to face judgment. There was a great deal of arguing over what to do with her. A question of how to classify her legally. Is she an accomplice to be tried as an adult, or a victim exploited by a criminal mastermind? She was still a minor, true, but many argued that she was old enough to know better than to serially steal world treasures. But in the end, one voice saved her. Masque (real name Talia Vance) intervened and publicly offered to take custody of and responsibility for the girl. AEGIS agreed. So, Kit was formally adopted, and even gained a last name. She tried to be Masque's sidekick instead, but the two didn't really get along. Miss Vance had no family, and other than the Phantom Fox, she'd always worked alone (Kit was just a third wheel when she was with that pair). Heck, other than the Phantom Fox, she didn't even have anyone she'd call a friend, except maybe her cat. Although the spirit was willing, she just wasn't cut out to be Kit's mentor. And so, she sent the girl to Claremont Academy. [b][u]Personality & Motivation[/u]:[/b] Most of what Kit knows about life, she learned from a damned mercenary and a queen among thieves. Not exactly the best place to get one's values, but you take what you can get. She has a firm grasp of the more practical basics (murder is bad), but when it comes to matters of courtesy and consideration, she can be a bit rough. And trust? Rare, difficult, but easy to fake. Usually, she can manage to hide such misunderstandings under an excessively sunny disposition. Some might say obnoxiously so. It's usually very difficult to get her down, as no matter how things get, she knows first hand that they can get much, much worse. Usually, when something goes awry, she'll offer a peevish look and maybe that will be the end of it. Or maybe a convenient mirage will have you walking into the wrong locker room tomorrow. That said, she does have a code of honor, even if she hasn't quite figured out what it is yet. Or maybe she's just erratic with a few hot buttons. Either way, while she may be happy-go-lucky much of the time, cross the wrong line and you will know her wrath. The exact tenets shift, but a few stay constant; never take from someone anything they can't afford to lose, never rat out a partner, never break a promise, and so on. [b][u]Powers & Tactics[/u]:[/b] Sneak up. Try and manipulate enemies into defeating themselves. If it comes to a straight fight and there's no team backing her up, she'll fall back and try and get the jump on her enemies again. In general, a fair fight is something to be avoided at all costs. That said, if she's in a team, she'll provide what backup she can, usually less interested in dealing the finishing blow than providing cover fire or misdirecting adversaries. Of course, if someone starts going after her specifically, she won't hesitate to give them a face full of hellfire. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Enemies:[/b] As far as any demons are concerned, Kit is stolen property. She's marked as sold, and ready for immediate collection. She's already forfeit, no haggling required. The Empress also takes umbridge with the little thief, and is eager for revenge. Also, the Phantom Fox is still out there, somewhere in the world, status unknown, possibly scheming for revenge. [b]Horrible Judge of Character:[/b] In her youth, Kit picked up a mistrust for others' good intentions that has never really gone away; a survival instinct. At the same time, she needs to believe in the good in all people, that even the most vicious can be redeemed. After all, she had two stints as a supervillain already, herself, and she's a worthwhile human being. Hopefully. This comes together to make her a rather poor judge of character, liable to doubt her allies and give her enemies a second chance at just the wrong moment. [b]Reputation:[/b] If it weren't for Masque vouching for her, AEGIS would have brought Kit in. Even now, quite a few of their number aren't fond of the arrangement, and they're still quite suspicious of her and keep her on a watch list. [b][u]Abilities[/u]:[/b] -2 + 10 + 2 + 4 - 2 + 10 = 22PP Strength: 8 (-1) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 8 (-1) Charisma: 20 (+5) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP Initiative: +5 Attack: +4, +12 with Blast Grapple: +3 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -1, -0 flat-footed [b][u]Saving Throws[/u]:[/b] 6 + 5 + 6 = 17PP Toughness: +5 (+1 Con, +4 Defensive Roll), +1 flat-footed Fortitude: +7 (+1 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +5 (-1 Wis, +6) [b][u]Skills[/u]:[/b] 60R = 15PP Acrobatics 5 (+10) Bluff 8 (+13, +17 /w Attractive) [sup]Skill Mastery[/sup] Diplomacy 6 (+11, +15 /w Attractive) Disable Device 8 (+10) Escape Artist 5 (+10) [sup]Skill Mastery[/sup] Notice 6 (+5) Search 3 (+5) Sleight of Hand 7 (+12) [sup]Skill Mastery[/sup] Stealth 12 (+17) [sup]Skill Mastery[/sup] [b][u]Feats[/u]:[/b] 12PP Attractive Defensive Roll 2 Distract: Bluff Dodge Focus 5 Evasion Skill Mastery (Bluff, Escape Artist, Sleight of Hand, Stealth) Uncanny Dodge (Mental) [b][u]Powers[/u]:[/b] 4 + 21 = 25PP [b]Super-Senses 4 ([/b]Soul Awareness 3 [Mental], [i]Extras:[/i] Radius[b])[/b] [4PP] [b]Demonic Brand Array ([/b]15 points; [i]Power Feats:[/i] Alternate Power 6[b])[/b] [21PP] [array][u]Base Power[/u]: [b]Blast 2[/b] ([i]Power Feats:[/i] Accurate 4, Affects Insubstantial 2, Homing 1, Improved Range 3, Indirect 1) [15/15PP] (Fox Fire, Infernal) [u]Alternate Power[/u]: [b]Illusion 6 ([/b]Auditory, Visual; [i]Flaws:[/i] Phantasm, [i]Power Feats:[/i] Progression 3 [100' area][b])[/b] [15/15PP] (Mirage, Infernal, Mental) [u]Alternate Power[/u]: [b]Concealment 10 ([/b]All Non-Tactile; [i]Flaws:[/i] Phantasm, [i]Power Feats:[/i] Close Range, Selective[b])[/b] [12/15PP] (Mind Veil, Infernal, Mental) [u]Alternate Power[/u]: [b]Emotion Control 7 ([/b][i]Power Feats:[/i] Subtle[b])[/b] [15/15PP] (Empress' Eye, Infernal, Mental) [u]Alternate Power[/u]: [b]Teleport 8 ([/b]800'/2000mi; [i]Flaws:[/i] Medium [Shadows], [i]Power Feats:[/i] Easy, Progression 6 [10,000 lbs][b])[/b] [15/15PP] (Shadow Walk, Infernal, Shadow) [u]Alternate Power[/u]: [b]Stun 7 ([/b][i]Extras:[/i] Alternate Save [Will], Range [Perception, +2], Sleep, [i]Flaws:[/i] Distracting, Sense-Dependent [Visual; eye contact], [i]Power Feats:[/i] Subtle[b])[/b] [15/15PP] (Mind Suppression, Infernal, Mental) [u]Alternate Power[/u]: [b]Morph 2 ([/b]Humanoids; [i]Extras:[/i] Attack [+1], Range [Perception, +2], Selective Attack [i]Flaws:[/i] Phantasm, [i]Power Feats:[/i] Progression 4 [25 people], Subtle[b])[/b] [15/15PP] (False Visage, Infernal, Mental)[/array] [b][u]DC Block[/u][/b] [code] ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Fox Fire 20' Increment DC17 Toughness (Staged) Damage (Infernal) Mirage Perception DC16 Will Illusion (Infernal/Mental) Empress' Eye Perception DC17 Will (Staged) Emotion Control (Infernal/Mental) False Visage Perception DC12 Will Morph (Infernal/Mental) Totals: Abilities (22) + Combat (16) + Saving Throws (17) + Skills (15) + Feats (12) + Powers (25) - Drawbacks (0) = 107/112 Power Points I have done what we refs do; edits are in - knockback's fixed, too. - Fox Link to comment
Blue Rose Posted August 13, 2012 Share Posted August 13, 2012 Yar, shiver me timbers, the edits are done - including fixes to cha bonus, you didn't mention that one! - Fox Stormbreaker 3 PP to skills. +10 ranks Intimidate. +2 ranks Notice. Switching Skill Mastery from Escape Artist to Intimidate. [b][u]Player Name[/u]:[/b] Blue Rose [b][u]Character Name[/u]:[/b] Captain Silvia the Stormbreaker [b][u]Power Level[/u]:[/b] 10 (150/157PP) [b][u]Trade-Offs[/u]:[/b] Attack/Damage (Variable) [b][u]Unspent Power Points[/u]:[/b] 4 [b][u]Progress To Bronze Status[/u]:[/b] 7/30 [b][u]In Brief[/u]:[/b] Former mystical space dragon turned mystical space pirate. [b][u]Alternate Identity[/u]:[/b] Notus the Summer Breeze (lost) [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Wyrmward Gate [b][u]Occupation[/u]:[/b] Intergalactic space pirate [b][u]Affiliations[/u]:[/b] South Wind Pirates [b][u]Family[/u]:[/b] None by blood [b][u]Description[/u]:[/b] [img=http://i4.photobucket.com/albums/y143/DancingDoggie/Female/tumblr_lp3s28AKoU1qjsj27o1_500.jpg] [b]Age:[/b] Ancient [b]Apparent Age:[/b] 34 [b]Gender:[/b] Female (originally sexless) [b]Ethnicity:[/b] Apparently caucasian [b]Height:[/b] 5'6" [b]Weight:[/b] 132 lbs [b]Eyes:[/b] Green [b]Hair:[/b] Blonde Captain Silvia, or Stormbreaker as has become her more common name when doing battle on Earth, looks nothing like a giant space lizard/deity. In fact, archaic dress aside, she looks like a perfectly normal human woman in her mid thirties, attractive but not extraordinary. A lean, slender body with a light layer of athlete's muscle beneath a face framed by shoulder-length, wavy flaxen hair. Her full features would likely be cheerful and pleasant, were they to move normally. They don't; a fact that's undeniable on sight, yet hard to pin down. The way her face expresses itself, the way she moves, it's all odd, unnatural, inhuman. It's all controlled and graceful, to be sure, but more akin to some breed of predator. Perhaps a cornered, feral cat. Even when supposedly "relaxed", her face appears constantly wary and her body is always ready to strike. Adding to the appearance is a slightly inhuman set of teeth, not monstrous, but seeming rather more fang-like than is the norm. Her bicuspids in particular are long and sharp, though the right front bicuspid is cut short. Her usual attire might have been considered the height of warrior's fasshion once upon a time, centuries ago, were it a time that accepted women in such a line of work as inserting long pieces of metal into people they don't like. Nowadays, it looks expensive if not high class and highly eccentric, though perhaps less so than those who go around in public wearing rubber pajamas. She wears an entirely functional chain shirt visible beneath her outer garments, usually some manner of gold- or silver-embroidered vest in a rich blue, violet, or green and all manner of battle-appropriate jewelry, from belt buckles designed in intricate knots of steel to amulets and clasps in the shape of various leaves, nuts, and emblems. On her back, she always wears a heavy cloak, less prone to billowing in the wind than many heroes', and always tilted to the left, covering her left arm. Or rather, the vacant air that would be her right arm; it was cut off past the elbow. And capping off the entire ensemble is a shining rapier of the highest quality, its hilt twisting in patterns of blue steel roses. A work of art as much as a weapon, but well-used regardless. [b][u]Power Descriptions[/u]:[/b] Silvia's powers, relatively limited though they may be, revolve around the wind. As one normally can't see air, there is little to describe; she swings her sword, one does not see the shockwave flying through the air, and then a gash appears on her target. Her presence also calms the weather immediately around her. Nothing flashy, but one does tend to take notice when, in the middle of a hurricane, a woman walks along, everything around her hit by nothing more than a light drizzle. Expanding 'power' to 'property,' her most impressive possession is the [i]Ages Lost[/i], her ship. Her space ship, in fact, though it looks very much like a much larger, fancier version of a Spanish galleon. Just floating in the sky. And made of golden dragon scales. And equipped with an exterior hyperdrive. But that aside, it is much like a galleon on the exterior, even including a fully-functional weatherdeck, solar sails, and mooring lines, though the anchor is unlike anything seen on Earth; a large bulb with a gravity lock to hold itself in place, allowing it to anchor to empty space and sky. [b][u]History[/u]:[/b] Notus the Summer Breeze. A dragon. A timeless, nigh godlike entity that took up residence in the Red Belt; a sector in space so named as a result of merchants' losses trying to conduct business in the area, only to lose their product to the storms. A calm spirit of the winds, Notus' presence brought peace to a section of the Red Belt large enough for trade to pass through. This place became known as Wyrmward Gate, and those reverent to the dragon (mainly some humans it had taken with it as its own personal cult) were permitted to settle on the now-habitable planets in the area, where they profitted greatly from their position on a now-vital trade route. Where Notus came from before settling in the Red Belt, no one knows. Even it did not recall, or at least did not care to answer when asked. The real story, however, is fairly uninteresting to those not studying the more esoteric aspects of the multiverse. This dragon was never born. Nor was it made. It was one of the oldest entities in the universe, and like life itself, simply came into being by... whatever it is that created all life in the universe. Will of God, natural processes, burgeoning cosmic ley lines, tap dancing pixies, or something of the sort. But some how, some cosmic storm took to consuming meteors and other spacial munchies, then excreting star dust and repeating the cycle, growing increasingly complex in the process over the course of eons, slowly gaining sapience as it drifted about the universe until it coalesced into the form of the godlike dragon, Notus. A living, intelligent being, in a manner of speaking, but so far removed from conventional mortals as to make the status meaningless. Once it landed in the Red Belt, it stayed for centuries. A choice. Perhaps the first real, fully-cognizent choice it had ever made; merely maintaining its own massive existence was an enormous feat, and the creature normally operated on instinct alone. So it found a nice place for a rest, sometimes chatting, sometimes hording, sometimes fending off invaders, but mostly sleeping and feeding on the Red Belt's hot gases and unstable energies, its mere presence bringing great fortune and rendering entire planets warm and fertile. Then, he came. Serge the Swordsmith, a warrior and craftsman of legendary pedigree, and one ruthlessly dedicated to his craft. First, he attacked by surprise, a single strike that claimed a single fang. It seemed like nothing at first; a grave insult, but no threat, but that was incorrect. With that piece of the great dragon, Serge was able to forge an incredible weapon, melding it with other stolen elements to create Fang of Five Dragons, one of the mightiest blades in the galaxy, whose creation syphoned much of the dragons power, in addition to it being an absolute defense against its power. In the second attack, Notus was defenseless; protected by the Fang of Five Dragons, the Swordsmith crushed the godlike being and this time, he claimed its left forelimb and left the creature to die. He began forging the limb into Lash of Four Winds, a yet mightier blade whose creation drained still more of Notus' power, reducing it to almost nothing (comparatively speaking), not even enough to retain her form, or her life. With her power gone and her wounds fatal, the Red Belt began to encroach on the gate once more, dooming the planets within to certain annihilation. Evacuations were conducted as best as possible, though growing storms destroyed many evacuation ships. However, a number of Notus' most loyal worshippers gathered, calling on great magics to save their god's life the only way they could. The vessel, the giant lizard? It was damaged beyond repair, yet it could be consumed, absorbed to create a new vessel for the creature's soul. A human vessel. Many sacrificed their lives in the ritual, and even once it was done, they had no way off the doomed planet and the former dragon's powers now failed to reach even a hundred feet. Thankfully, the survivors included several skilled spacefarers and a talented shipwright, and they gathered many of the dragon's shed scales, fashioning it into a crude ship (they made it a thing of beauty later). With the scales amplifying the human captain's power, they safely ignored the storms and escaped. Soon after, they took up their chosen profession, harassing the aggressive, oppressive nations in their quadrant, attacking their warships and stealing their goods for resale to more benevolent allies. A lucrative business, and they survived by fleeing into ion storms and destructive anomolies where they couldn't be followed, thanks to the power of their captain, who took the name Silvia and was given the title Stormbreaker. Her greatest goal, however, was to retrieve the swords made of her body, to regain her power, but the Swordsmith was a slippery one, especially with his masterwork incomplete. She eventually received word of those dealing with him taking base on Earth, a planet she barely remembered from the time before her transformation. There, she arrived to continue her old ways; thrashing evil, knicking their less intergalactically illegal stuff (and research notes as well), then selling it to the highest unobjectionable bidder. In the case of information, sometimes several times. The thrashing of evil was well received, though the knicking of stuff caused considerably more strife. To smooth such things over, she has people. She has a manager and an agent, both to work on her image both publically and within the crimefighting community, and to determine which villains are particularly worthy of an eye, due to the high value of their posessions. Both goods and clients are gauged carefully, and any particularly uppity hero who dare call her a soulless mercenary crook or some sort can get a nice, long look at the ledger for the ten million she received for sale of a dimensional generator a couple weeks back- formerly used to store enough poison gas to wipe out all of Freedom City, now being used to evacuate the population of a planet suffering natural ash storms violent enough to render it nigh-uninhabitable. Twenty million to medical research. Thirty million to educational programs. Forty million to funds meant to repair damage from supercrime in locations not fortunate enough to have their own guardian spirit. Five million to local works projects, including a much-needed renovation to South Freedom Elementary's library. And of course, a few million cut out for parts and fuel for her ship, food and supplies for her crew. And some new furniture for her room, a very nice new set of boots, a feast or five that wouldn't be out of place atop Mount Olympus... hey, there's nothing wrong with a little cut for personal foibles. [b][u]Personality & Motivation[/u]:[/b] The dragon Notus was tired. Eternally tired. Even when awake, it was always at the brink of collapse, overwhelmed by its own physical and magical magnitude. There was much it aspired to do, yet it was always too weary, even with its infinite time. And every time it woke up, it was to the sound of hundreds of worshippers. Now, as a human, she is awake, and free to indulge in ambition to her heart's content. She does not stop and muse; she takes action, pouring all she has into everything she deems worth doing, eager to explore the world. Unfortunately, she's also used to mortals deferring to her in absolute reverence. She's gotten used to this no longer being the case, more or less, but insolence will still raise her ire far too swiftly. She also learns with exceptional speed, and takes great pride in this, always eager to compete in any field and grow stronger. She especially can't resist a challenge to a duel. [b][u]Powers & Tactics[/u]:[/b] Face foe. Stab foe. If they are far away, cut the sky from afar. If there are many foes, engulf them all in slashing winds. If they're flying in the sky, slam them down to Earth. If the fight's in the open air, call in Ages Lost and blow the foe away with the cannons, then take the baddies' stuff and sell it. Silvia relies on mundane swordplay as much as powers, using them as a supplement rather than a replacement. Her wind powers, while useful, are far from the most impressive, though her ship is considerably more imposing. Either way, her means are rarely subtle. [hr][/hr] [b][u]Complications[/u]:[/b] [b]One Arm:[/b] The dragon Notus had its left forelimb lopped off, and the wound persisted into the human vessel, Captain Silvia. Although she can fight just fine with one arm, it does have its down sides. [b]Draconic Arrogance:[/b] Silvia is used to being worshipped by mortals, and the bulk of her crew is still composed of survivors of her cult. While she's learned a little bit about how to have reasonable expectations of humans who don't worship her, she is brittle and easily insulted. [b]Brash:[/b] Silvia's is a bold and adventurous spirit, still used to being a nigh-invincible dragon, even after that's been disproven. As such, with her newfound energy, she is far too apt to jump into a dangerous situation without a plan or go off and do something foolhardy simply because it's interesting. [b]Enemies:[/b] The South Wind Pirates, Silvia's crew, are pirates known for taking on the most ruthless empires in the galaxy. As such, the bounty on the captain's head is astronomical. [b]Unstable Cash Flow:[/b] While generally quite wealthy, Silvia's funds come from large, sporadic bursts of precious (legal) technology or information that she then sells to relatively trustworthy buyers. This is profitable, but inconsistent, and while she's still acquisitive as any dragon, she has also recently discovered the joys of spending money in vast quantities, meaning despite her incredible income and resources, she occasionally finds herself completely broke and struggling to even feed her crew. [b]Duelist's Pride:[/b] Silvia's is a highly competetive spirit, eager to prove herself in any manner of competition. She has trouble turning down a direct challenge, especially if it's a fair sword duel. No tricks, no powers. [b]Wind Reader:[/b] Sound is merely vibrations in the air. As such, Silvia is particularly aware of them, and far more vulnerable. Various sounds may effect her far more than her peers, in ways they could not possibly be affected. A shrill shriek her compatriots cannot even hear may bring her to her knees, and an enchanted song to bring her team into a daze may enthrall her outright. [b][u]Abilities[/u]:[/b] 10 + 2 + 6 + 4 + 4 + 0 = 26PP Strength: 20 (+5) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP Initiative: +1 Attack: +4, +10 w/ Blast, +12 w/ Sword Grapple: +9, +16 w/ Hands of Air Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5, -3 flat-footed [b][u]Saving Throws[/u]:[/b] 5 + 6 + 6 = 17PP Toughness: +10 (+3 Con, +4 Defensive Roll, +3 Chain Mail), +6 flat-footed Fortitude: +8 (+3 Con, +5) Reflex: +7 (+1 Dex, +6) Will: +8 (+2 Wis, +6) [b][u]Skills[/u]:[/b] 48R = 12PP Acrobatics 5 (+6) [sup]Skill Mastery[/sup] Escape Artist 5 (+6) Knowledge (Arcane) 3 (+5) Knowledge (Business) 3 (+5) Knowledge (Technology) 3 (+5) Intimidate 10 (+10) [sup]Skill Mastery[/sup] Notice 5 (+7) [sup]Skill Mastery[/sup] Pilot 14 (+15) [sup]Skill Mastery[/sup] [b][u]Feats[/u]:[/b] 29PP Attack Specialization 4: Sword Benefit 3 (Crew, Wealth 2) Defensive Roll 2 Dodge Focus 6 Equipment 12 (60 EP: Sword [5], Chain Mail [3], Ages Lost [52]-Space Vehicle) Quick Draw Skill Mastery: Acrobatics, Intimidate, Notice, Pilot [equip][i]Ages Lost[/i] (Vehicle) [b]Size[/b]: Colossal [4EP] [b]Strength:[/b] 50 (medium load 8 tons, hvy load 12 tons, max load 24 tons) [0EP] [b]Defense:[/b] 2 [0EP] [b]Toughness:[/b] 13 [0EP] [b]Feature:[/b] [1EP] Remote Control [b]Powers:[/b] [26 + 21 = 47EP] [b]Blast 12 ([/b][i]PFs[/i]: Accurate 2[b])[/b] [26 EP] [b]Flight 7 ([/b]1,000 mph/10,000 feet per Move action[b])[/b] [14 EP] [b]Space Travel 7 ([/b]100[i]c[/i][b])[/b] [7 EP] [hr][/hr] Chain Mail ([b]Protection 3[/b]) [3 EP] Sword ([b]Damage 3 [[/b][i]Feats[/i]: Improved Critical, Mighty[b]][/b]) [5EP][/equip] [b][u]Powers[/u]:[/b] 6 + 3 + 10 + 7 + 27 = 53PP [b]Environmental Control 3 ([/b]Calm Weather + Provide Breathable Air, 25-ft. radius[b])[/b] [6PP] (Stormbreak, Magic) [list][b]Enhanced Environmental Control 3 ([/b]to [b]Environmental Control 6[/b] [250-ft. radius]; Calm Weather + Provide Breathable Air; [i]Flaws[/i]: Only on Ages Lost[b])[/b] [3PP] (Enhanced Stormbreak, Magic)[/list] [b]Flight 5 ([/b]250 mph / 2,500 ft. per move action[b])[/b] [10PP] (Wind Rider, Magic, Wind) [b]Super Senses 7 ([/b]Accurate Auditory Sense [2], Extended 2 on all auditory senses [4], Ultra-Hearing[b])[/b] [7PP] (Wind Reader, Magic) [b]Wind & Air Magics 12 ([/b]24 points; [i]PFs[/i]: Alternate Power 3[b])[/b] [27PP] [array][u]Base Power[/u]: [b]Blast 10[/b] ([i]Extras:[/i] Homing, Accurate 3, Alternate Power 3) [27PP] (Sky Cutter, Magic, Wind) [u]Alternate Power[/u]: [b]Move Object 8 ([/b]Str 40 [med load 2 tons, hvy load 3 tons, max load 6 tons]; [i]Extras:[/i] Range [Perception][b])[/b] [24/24PP] (Hand of Air, Magic, Wind) [u]Alternate Power[/u]: [b]Nullify Flight 10 ([/b][i]Extras:[/i] Range [Perception][b])[/b] [20/24PP] (Downdraft, Magic, Wind) [u]Alternate Power[/u]: [b]Damage 10 ([/b][i]Extras:[/i] Area [50-ft. Burst][b])[/b] [20/24PP] (Slicing Gale, Magic, Wind)[/array] [b][u]DC Block[/u][/b] [code] ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Sword Touch DC23 Toughness (Staged) Damage (Physical) Sky Cutter Ranged DC25 Toughness (Staged) Damage (Magic/Wind) Slicing Gale 50' Burst DC20 Ref/DC25Tough(Staged) Damage (Magic/Wind) Downdraft Perception DC20 Will/Effect Nullify Flight (Magic/Wind) Hand of Air Perception +8 Disarm/Trip/Grapple Move Object (Magic/Wind) HoA (Thrown Object) Perception DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (26) + Combat (16) + Saving Throws (17) + Skills (12) + Feats (29) + Powers (53) - Drawbacks (0) = 153/157 Power Points Yar, shiver me timbers, the edits are done - plus a fix to the cha bonus, you didn't mention that one! - Fox Link to comment
Azuth65 Posted August 14, 2012 Share Posted August 14, 2012 Made edits, fixed tags, no poem this time - been at this a while, and I'm all out of rhyme. - Fox Silver Spider Skills Investigate: +4 ranks Notice: +8 ranks Search: +4 ranks Sense Motive: +8 ranks Feats Luck Quick Change [quote name="Azuth65"][b][u]Player Name[/u]:[/b] Azuth65 [b][u]Character Name[/u]:[/b] Silver Spider [b][u]Power Level[/u]:[/b] (8) (120/128PP) [b][u]Trade-Offs[/u]:[/b] +3 atk, -3 dmg (unarmed) [b][u]Unspent Power Points[/u]:[/b] 8 [b][u]Progress To Silver Status[/u]:[/b] 8/60 [b][u]In Brief[/u]:[/b] Young genius with minor gravity warping powers after a lab accident. [b][u]Alternate Identity[/u]:[/b] Jennifer Owens [Adoptive], Sierra Thomas [Actual] [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Freedom City, USA [b][u]Occupation[/u]:[/b] Lab Tech, Adventurer-scientist [b][u]Affiliations[/u]:[/b] Owens Enterprises [b][u]Family[/u]:[/b] James (adoptive younger brother), Judy (adoptive younger sister), Marcus (adoptive father), Karen (adoptive mother), Alisha Thomas (Biological Mother, [captured by Omegadrones] deceased), Unknown Biological Father. [b][u]Description[/u]:[/b] Jen sticks to blue jeans and t-shirts most of the year for her casual outfits, when she's in the lab she usually wears a black pantsuit with a light colored blouse and pumps. She lets her hair hang straight to about shoulder length but when she's in the lab it usually gets tied up in a bun. Her heroic outfit is a silver and blue costume with a web motif across it. [b]Age:[/b] 20 ([i]DoB:[/i] January 1st, 1992 [given by Child Protective Services], November 30th, 1991 [Actual]) [b]Apparent Age:[/b] 20 [b]Gender:[/b] Female [b]Ethnicity:[/b] Black [b]Height:[/b] 5'9†[b]Weight:[/b] 160lbs [b]Eyes:[/b] Green [b]Hair:[/b] Black [b][u]Power Descriptions[/u]:[/b] Her gravity altering powers don't give off any visible sign (lights, sounds, etc) when she uses them. [b][u]History[/u]:[/b] Jennifer's first year on earth was spent with her mother, living in a one-room apartment in the Fens. Her mother worked two jobs to make ends meet. Their life was difficult given she didn't know who the father of her child was and her parents had died years earlier. Still, Alisha felt all she needed was her daughter and everything would be alright. That dream of hers came to an abrupt end in early fall 1993 when Omega invaded Freedom City. Alisha had been on her way back home with her daughter after a day at the Hanover Zoo when the bus was attacked by Omegadrones. Sierra was stuck near her eye by some of the broken glass as they made their escape. Seeing people dragged away and having caught the attention of one of the drones, Alisha did her best to hide her child in the hollow of a rubble pile before she was dragged away. When Sierra was found, no records of fingerprints could be found and her mother, having no close friends, didn't have anyone who could identify her. She was entered into the system as 'Doe, Jane' and remained there for several weeks before being adopted by Marcus and Karen. Her parents own a powerful and successful company, Owens Enterprises, having contracts with dozens of other companies, law enforcement, government, the military, and more researching everything from medicine to weapons to gravitons and their applications. From a young age Jennifer showed an interest in science and technology. Growing up she routinely won her school's science fairs, as a child she built a robotic cat out of old VCRs and a box of scraps from her dad's company. During the summer break, she'd accompany her father and sometimes her siblings on 'field trips'. By the age of 16 her custom built motorcycle could hover off the ground and had a force field but due to it being horribly fuel inefficient it was mothballed. At 18 she had a near doctorate education in multiple scientific fields and had been inducted into the Order of the Engineer. At 20 she was splitting her working hours in the labs at O.E. and on various field assignments with her father. During the Mutagenic outbreak in March 2012 one of the security guards, Steven Barrett, in her wing of the labs had downloaded an assortment of blueprints and stole a few prototypes from the vault. When she tried to stop him she was blasted by a weaponized graviton emitter into a shelf full of chemicals. After a few days in the hospital she was cleared to go home and resume her routine. The first morning after being released, while practicing her rock climbing for an upcoming field assignment in the Andes in Chile, she jumped to reach one of the higher handholds she liked to use to pull herself up with and ending up clinging to a smooth patch of the wall some fifteen feet up. After an overwhelming mix of fear and excitement ran their course through her mind, she finally dislodged herself several minutes later. Spending the rest of the day experimenting with her new powers she found what she believed to be her limits. Over the next week she learned how to control the power and made a point during this time to tell no one, going so far as to keep her recordings in a plain notebook. Planning to keep her powers a secret, she went about her life until some members of The Brotherhood tried to mug her, using weapons obviously made (poorly) as close to the specs from the stolen blueprints. Using a prototype polymer spray and it's launcher she had signed out to work on at home, she tied up the thugs in what looked like a silver spider's web, destroyed their knockoff-weapons, and made an anonymous phone call to the cops from a payphone. It was there she got the idea to use her abilities and scientific ideas on a more localized level. [b][u]Personality & Motivation[/u]:[/b] Jennifer is normally a friendly soul, lots of smile and jokes. Her motivation for going out and fighting crime is based on a mixture of guilt over her failure to keep Steven from making off with a bunch of her family's tech and her having taken the Engineer's Oath to heart. [b][u]Powers & Tactics[/u]:[/b] Silver relies heavily on her web launchers as her gravity altering abilities generally aren't very useful in direct conflict. She also relies on her enhanced speed and agility to quickly find an opening to exploit with her enhanced strength or webs. Aside from her metahuman abilities, Jenni is a genius and skilled in my scientific fields. With access to the right tools and materials, she can likely whip up an invention to aid in nearly any situation. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Enemy:[/b] Some of the border patrols around New Freedom were not happy with her and her father's team taking a spacecraft that had crashed close to (but not within) their territory. The leadership might send mercs to take out their frustrations. [b]Fame:[/b] Jennifer Owens is fairly famous, being the oldest child of billionaire, genius, adventurer, philanthropists. It can make her civilian identity a target for kidnappers among other things. [b]Secret:[/b] Identity. [b][u]Abilities[/u]:[/b] 10 + 10 + 10 + 14 + 2 + 2 = 48PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 12 (+1) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP Initiative: +9 Attack: +4 Base, +5 Melee, +8 Web-array, +11 Unarmed Grapple: +10 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4 [b][u]Saving Throws[/u]:[/b] 0 + 1 + 4 = 5PP Toughness: +8 (+5 Con, +3 [Costume]) Fortitude: +5 (+5 Con, +0) Reflex: +6 (+5 Dex, +1) Will: +5 (+1 Wis, +4) [b][u]Skills[/u]:[/b] 60R = 15PP Acrobatics 5 (+10) Bluff 8 (+9) Computers 2 (+9) Craft (Chemical) 2 (+9) Craft (Electrical) 2 (+9) Craft (Mechanical) 2 (+9) Disable Device 2 (+9) Investigate 4 (+11) Knowledge (Earth Sciences) 2 (+9) Knowledge (History) 2 (+9) Knowledge (Life Sciences) 2 (+9) Knowledge (Physical Sciences) 2 (+9) Knowledge (Technology) 2 (+9) Medicine 1 (+2) Notice 9 (+10) Search 4 (+11) Sense Motive 8 (+9) Survival 1 (+2) [b][u]Feats[/u]:[/b] 21PP Acrobatic Bluff 2 Attack Focus: Melee Attack Specialization: Web-array 2 Attack Specialization: Unarmed 3 Benefit (Wealthy) Dodge Focus 4 Equipment Evasion Improved Initiative Improvised Tools Inventor Luck Move-By Action Quick Change [quote name="Equipment 1PP = 5EP"]Costume (Protection 3 [Subtle], Commlink)[4EP] Binoculars [1EP] Smartphone [0EP][/quote] [b][u]Powers[/u]:[/b] 2 + 1 + 6 + 1 + 16 = 26PP [b]Leaping 2[/b] (x5) [2 pp] [b]Speed 1[/b] (10 MPH) [1 pp] [b]Super-Movement 3[/b] (Slow Fall, Wall-Crawling 2) [6 pp] [b]Super-Senses 1[/b] (Danger Sense (mental)) [1 pp] [b]Device 4[/b] (Web Shooters, 20pp of traits, Hard to Lose) [16PP] (all powers chemical) [device][b]Synthetic Webbing 8[/b] (16pp of traits, [i]Power Feats:[/i] Alternate Power 2) [18PP] [array][b][u]BP:[/u] Snare 8[/b] (Web cocoon)[16PP] [b][u]AP:[/u] Trip 8 ([i]Power Feats:[/i] Improved Trip)[/b] (Web line) [16PP] [b][u]AP:[/u] Dazzle 8[/b] (Webbing in the Eyes, visual) [16PP][/array] [b]Super-movement 1 (swinging)[/b] [2PP][/device] [b][u]Drawbacks[/u]:[/b] (-3) = -3PP [b]Nightmares ([/b]Repressed memories of Terminus Invasion,(Chance of restlessness with every sleep, check of DC 10 causes sleep deprivation, after sleep deprivation is fatigued until restful sleep); -3) [b])[/b] [-3PP] [b][u]DC Block[/u][/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Snare Ranged DC18 Reflex (Staged) Entangle/Bound Dazzle Ranged DC18 Reflex (staged) Blinds Totals: Abilities (48) + Combat (16) + Saving Throws (5) + Skills (15) + Feats (21) + Powers (26) - Drawbacks (3) = 128/128 Power Points Link to comment
Thunder King Posted August 15, 2012 Share Posted August 15, 2012 Edit'd by Fox Considerable rebuild of Crimson Tiger. Rearranged her attacks, increased her offensive shift even more towards attack. Boosted her up to her new PL9 caps. Added a few feats, removed one. Changed it so her name says Mali Benjawan instead of Benjawan Mali. Player Name: Thunder King Character Name: Crimson Tiger Power Level: 9 (130/130) Trade-Offs: +3 Attack / -3 Damage, +2 Defense / -2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 26/30 In Brief: Muay Thai fighting legacy hero Alternate Identity: Mali Benjawan Identity: Secret Birthplace: Freedom City Occupation: Lives with parents, does chores and responsibilities around the house Affiliations: Claremont Academy Family: Father Annan, mother Apsari Description: Age: 16 DoB: August 5th, 1995 Gender: Female Ethnicity: Thai Height: 5'6" Weight: 150 Eyes: brown Hair: black Mali has a pretty, if unremarkable face, with bright eyes and a wide smile. She carries the attitude of a fun loving, sweet young woman. If she's happy, her eyes are like a clear sky. When she's angry or spoiling for a fight, her eyes narrow and become more like a thunderstorm. She has a sinister-looking grin that she adopts when enjoying a fight. She stands at a little over five and a half feet tall, and packs far more muscle onto her slender frame than most would suspect. She prefers baggy clothing because she likes to hide her toned form. It's a pragmatic choice, because she knows most people would be intimidated if they saw her real physique. Since becoming the Crimson Tiger, Mali has purposely made herself look as unremarkable as possible. She knows that figuring out her identity wouldn't be especially hard, and tries to make sure she doesn't look the part. Mali's costume is red and black, designed to resemble a stylized tiger. Her mask covers most of her face. She wears black boots and gloves. The costume is form fitting yet flexible, to allow her to take advantage of her natural agility. History: Mali has walked two paths for her entire life. Her father believes that she should be allowed to choose her own path, and has for her entire life. She likes the taste of Thai cooking (and asian cooking in general), is a Buddhist, and adheres to many Thai traditions. Still, she listens to American music, watches American movies, and embraces her home country. Her family is well off due to her grandfather having invested his money well in the stock market years ago. Her father took that to heart and became an accountant. Now he makes money advising people on how to invest their funds, and invests his own funds wisely. One night, when she was twelve years old, her father sat her next to him and told her a story, the story of Black Tiger, her great-grandfather. Black Tiger had likely been Thailand's first true super hero. He told her stories that his father had told him, how Black Tiger fought against the oppressive government. How he was a champion Thai boxer. Mali sat beside him, eyes wide with wonder. Her great grandfather sounded like an unparalleled warrior. He sounded like the kind of man who's legacy could be followed. Mali did not tell her father, but it was on that day that she resolved to follow in his footsteps. Over the next few years, Mali began taking her Muay Thai training seriously. Her father had been teaching her for exercise and self defense purposes for a few years, but she barely paid attention. Now a fierce fire burned within her that he both admired and worried about. At fourteen, she handily beat her father in a spar. On that day, he abandoned his nickname for her 'little kitten', and changed it to 'little tiger'. She grinned in triumph, knowing she was closer to her goal. She resolved that by her twenty first birthday, she would debut as a superhero. On a cool autumn evening, Benjawan Mali put on her costume and became the Crimson Tiger. She did not, however, anticipate that her father would discover her new double life. He was upset, but, was willing to forgive her. It was decided; she would enroll at Claremont. Personality & Motivation: Benjawan Mali has no great tragedies in her life. Her parents and both sets of grandparents are alive, and prosperous. No great pain drives her to heroics. She has no guilt, and no angst. What drives her is a burning desire for justice, and a love for a good fight. She is dutiful and respectful to her family and friends, and they love her for it. When in costume, however, she is a different person. She hides a wild streak that loves adventure, action, and a good fight. She tends to be unflappable in a crisis and keeps a level head. Overall, Mali is driven by an inner fire that makes her go out and do things in the world. Powers & Tactics: Mali, the Crimson Tiger, is a Muay Thai fighter. She uses a brutal, efficient, and painful martial art. Against ordinary humans and thugs, she emphasizes fast and efficient take downs. When she's against a superhuman foe, however, she lays on the hurt the best she can. She is a pragmatic combatant that knows that some foes are too strong to fight fair. She wil fight dirty if she feels she needs to. She will never kill, but she knows her enemies might try. Complications: Secret: Very few people know she is the Crimson Tiger, and she prefers to keep it that way. Family: As yet, Mali is not on her own, so she has duties to her family she must fufill. Body Image: Mali is a muscular woman. She fears that this might put people off. The New Girl: Mali is pretty new to Claremont, and exposure to super powers in general. Never Again: She hates the thought of hurting people, despite her love of fighting. These two concepts inevitably clash. Violence is never the answer (but it sure is fun): Mali loves a good scrap, and unless her foe is clearly beyond her, she'd rather settle things with a fight than with words. Abilities: 12 + 6 + 6 + 0 + 4 + 2 = 30PP Strength: 22 (+6) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +12 Melee, +4 Ranged +12 Chakram Grapple: +18 Defense: +11 (+4 Base, +7 Dodge Focus), +2 Flat-Footed Knockback: -3, -2 flat-footed Saving Throws: 5 + 5 + 5 = 15PP Toughness: +7 (+3 Con, +2 Defensive Roll, +2 under-costume), +5 flat-footed Fortitude: +8 (+3 Con, +5) Reflex: +8 (+3 Dex, +5) Will: +7 (+2 Wis, +5) Skills: 56R = 14PP Acrobatics 12 (+15)Skill Mastery Drive 8 (+11) Escape Artist 8 (+11)Skill Mastery Language 1 (English [Native], Thai) Notice 9 (+11) Sense Motive 9 (+11)Skill Mastery Stealth 9 (+12)Skill Mastery Feats: 53PP Accurate Attack Acrobatic Bluff All-Out attack Assessment Attack Focus Melee 8 Attack Specialization 4 (Chakram) Benefit (wealth) Blind-Fight Challenge (Fast Acrobatic Bluff) Dazzling Attack Defensive Roll 2 Dodge Focus 7 Elusive Target Equipment 5 Evasion 2 Fearless Improved Grapple Improved Initiative 1 Luck 2 Move-by action Paralyzing Attack Power Attack Prone Fighting Set Up Skill Mastery (Acrobatics, Escape Artist, Sense Motive, Stealth) Stunning Attack Takedown Attack 2 Uncanny Dodge (hearing) Ultimate Effort (Toughness Saves) Equipment 25EP = 5PP Tigercycle [12EP] Motorcycle Size: Medium. Str 20 [2EP], Toughness +8 [3EP] Features [2EP] Alarm 2 (DC 25) Powers [5EP] Speed 5 (250 mph / 2,500 feet per Move action) [5 EP] Chakram: Blast 2 (PFs: Mighty 4, Ricochet 1) [9EP] Flashlight [1 EP] Under-Costume Armor: Protection 2 [2EP] Commlink [1 EP] Powers: 1 + 1 = 2PP Leaping 1 (x2; running long jump 30 feet, standing long jump 15 feet, high jump 7 feet) [1PP] Speed 1 (10 mph / 100 feet per Move action) [1PP] ATTACK RANGE SAVE EFFECT Unarmed Touch DC 21 Toughness (staged) Damage (Physical) Chakram Touch DC 21 Toughness (staged) Damage (physical) Stunning Attack Touch DC 16 Fortitude Stun Dazzling Attack Touch DC 16 Fortitude Auditory Dazzle Paralyzing Attack Touch DC 16 Fortitude Paralyze Totals: Abilities (30) + Combat (16) + Saving Throws (15) + Skills (14) + Feats (53) + Powers (2) - Drawbacks (0) = 130/130 Power Points Edit'd by Fox Link to comment
SpicyWaffle Posted August 15, 2012 Share Posted August 15, 2012 EDIT: Belay this; new edit post to incorporate new PP totals for August. Link to comment
Ari Posted August 27, 2012 Share Posted August 27, 2012 Edit'd by Fox Wave-Eye 16PP spent, 8 on Impervious(Toughness), 2 on Wisdom, 4 on Attack and Defense, and 2 on Knowledge(Theology)/ [b]Player Name:[/b] Arichamus [b]Character Name:[/b] Wave-Eye [b]Power Level:[/b] 8 (136/136PP) [b]Trade-Offs:[/b] -4 Attack/ +4 Damage (Conch) [b]Unspent Power Points:[/b] 0 [b]Progress To Silver Status:[/b] 16/60 (Bronze status earned with King of Suits) [b]In Brief:[/b] De-powered and disgraced triton who has come to Freedom City hoping to gain entry to the Freedom League(believing them to be Siren 's retinue), and make amends for what he's done. [b]Alternate Identity:[/b] Nochehuatl [b]Identity:[/b] Public, most people don't know what he actually is, though. [b]Birthplace:[/b] What is now the Rocas Atoll off the coast of Brazil. actual birthplace lost in geologic shifts. [b]Occupation:[/b] Marine guardian, superhero. [b]Affiliations:[/b] Atlantis, sea gods, marine creatures, Freedom City Coast Guard, Charity. [b]Family:[/b] Chimali(biological father, long deceased), Tlaloc(stepfather) Chalchiuhtlicue(mother) [b]Description:Age: [/b]12,007 (DoB: 9989 B.C. [b]Apparent Age:[/b] N/A [b]Gender:[/b] Male [b]Ethnicity:[/b] Red-scaled from waist to foot(when transformed), otherwise vaguely ruddy, with prominent facial features with no distinguishable analog to human ethnicity. [b]Height:[/b] 7ft. [b]Weight:[/b] 400lbs./181.4kg. [b]Eyes:[/b] Blue. [b]Hair:[/b] Dull green. Nochehuatl is an unusually tall, broad-shouldered, roughly human sort. His broad mouth full of sharp teeth, interconnected hairs, bulging eyes, spined, claw-like hands and reddish, finely scaled skin proves otherwise however; not to mention the fact that he can transform his legs into a powerful tail, tipped with a dragon's arrowhead. A marker of his cultural origin, he retains the piercings, tattoos and ritual scars that cover most of his body from head to tail from his days in the armies he has fought with. In imitation of the heroes who protect the surface world he wears a costume in the form of light ornamental bronze armor decorated with carvings of sea life. [b][u]Power Descriptions:[/u][/b] None of his external powers have returned yet, though he can change his tail into a pair of scaled legs similar to a humans with a flash of light. The water that flows from his scarred conch is streaked with thin red bands reminiscent of diluting blood, and [b][u]History:[/u][/b] A "triton" is one of two things: the oceanic deity and messenger of the sea, or one of the manifold children of sea gods who serve as guards and solders of the marine deities. Wave-Eye is one of the second. Born thousands of years ago off the coast of what was to become Brazil to the ancient human sailor Chimali, and Chalchiuhtlicue the Aztec goddess of water, Nochehuatl lived many years in the rush of constant training, eager to take his place in the serried ranks of the marine deities' armies. His adoption by the dreaded fertility god Tlaloc after his marriage to Chalchuihtlicue was a profound impetus in that direction due to the god's distinct disfavor on a half-blooded creature as his ward. In those days, the waves hurled and crashed over an immense, bitter struggle for control of the waters of the planet, into which he enthusiastically flung himself at the tender age of 56, an auxiliary commander in the army of his mother. His motivation by filial affection was tempered somewhat by the ever-present fear of his father, who while he ruled a pastoral afterlife of ease and plenty, never lost his taste for blood. One of his first duties as a young triton was to gather the souls of those sacrificed to his father and bring them to the Tlalocan, which left an indelible impression on him, a mingling of fear at what the god demanded in return for his services, and awe that people would give so much for them. In contrast to his distant paternal relationship, he often saw and spoke with his mother in her murky home far below the surface, in the underground lakes and rivers that he spent much of his childhood in and learned the rudiments of morality in her care. At the age of 240 he obtained his parent's permission to leave his home, and travel abroad, where he fought for and against nearly every power in the waters, watching with curiosity as the Atlanteans built up their civilization after sinking beneath the waves. He tended to avoid them, as they had little love for creatures like him. By the time the majority of the war was over in 4000 B.C., he had been banished into the worming caves beneath the surface of the Earth, serving whatever dragons or small gods would have his power, deformed by a curse of the dragon Mizuchi to bear a mark of shame for his initial refusal to send deadly serpents into the boats and homes of fishermen who refused to worship him(an incident resulting from the stirrings of a late-born conscience), gnawing the bitter anger of his shaming for what he saw as a foolish and childish exercise. At length, as he slid and swam through the dark caverns of the world, he heard rumors of the slow changes, and he felt the shift of the dimensions at the sealing of the Pact. Encouraged by this though grieved that it would now be much harder to visit his parents, he ventured out into the wider world of the dimly-remembered waters in the year 1500 A.D. In the ensuing ages, he gave his strength to whatever cause seemed kindest and most likely to benefit humans. However, aside from bringing fish to people and driving away sea monsters, his efforts were distressingly limited. It was in the year 2004 A.D. that he first heard about Siren, from two Newfoundland fishermen. The paucity of truly beneficial work he could do led him to thinking: seeing as this Siren did good works all over the world, maybe he could make up for some of his evil actions towards humans if he got into her service. After deliberating for the better part of a decade, he finally set out for the Freedom City in 2010, taking care to reconnoiter the waters around the city as best as he could. In the centuries after the 1800's, he had done very little in the way of exercise or combat practice, and so had gradually retreated from battle altogether, leaving him in a state he knew was downright pitiable compared to his old glory.At last, in 2012, he ventured into the city itself, centuries since he had last walked among humans... [b][u]Personality & Motivation:[/u][/b] After all that's happened to him, Nochehuatl is grim. A life filled with endless struggle, battle and nearly ceaseless killing on the behalf of others has deeply embittered him to fighting after learning its real cost, but it's the only thing he's known or fully understood in eons, and old habits die hard. The ancient gods hold the majority of his awe(though he knows how selfish and cruel most of them can be), but humans he has much more indeterminate feelings about, a mingling of curiosity at what they'll end up doing in the physical world and envy that he'll never really be part of it. On the other hand, he bitterly regrets the evils he did to them in the past, and has been wondering how to make up for them in the eons after he was cursed. Ultimately he has no idea what he really wants to do, whether to remain in Siren's service if he gets into it, seek out something higher, or to find a way to become more human in his morals and thought. [b][u]Powers & Tactics:[/u][/b]The deterioration of his skills has reduced the once nigh-legendary warrior to a simple brute. He leaves finer combat to others, and simply lunges into the fray, relying on his diminished strength to win the day for him. Defensively, his skin is tough enough to repel small arms fire, and even the shots of a machine gun, so he rarely seeks cover unless he absolutely needs to. -------------------------------------------------------------------------------- [b][u]Complications:[/u][/b] [b]Monster!:[/b] Nochehuatl looks quite fearsome to humans, and his appearance is likely going to get him into trouble sooner or alter. [b]Reputation:[/b] Among magical circles, Nochehuatl's history as a a brutal mercenary is well-known, and finding allies amongst such beings might be that much more difficult. "[b]This looks like a job for...!":[/b] He tends to assume he knows more about a situation than he really does, which translates to him attempting to take the lead on things he often knows next to nothing about. [b][u]Abilities:[/u][/b] 16 + 6 + 16 + 0 + 2 - 4 = 36PP Strength: 26 (+8) Dexterity: 16 (+3) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 6 (-2) [b][u]Combat:[/u][/b] 10 + 14 = 24PP Initiative: +3 Attack: +5 Base, +9 Melee Grapple: +20, 22 w/Move Object Defense: +9 (+7 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -4 [b][u]Saving Throws:[/u][/b] 1 + 2 + 6 = 9PP Toughness: +8 (+8 Con, +8 Impervious) Fortitude: +9 (+8 Con, +1) Reflex: +5 (+3 Dex, +2) Will: +6 (+0 Wis, +6) [b][u]Skills:[/u][/b] 40R = 10PP Handle Animal 12(+10) Intimidate 8(+6) Knowledge(History) 12(+12) Knowledge(Theology) 8 (+8) [b][u]Feats:[/u][/b] 9PP Animal Empathy Attack Specialization 2(Unarmed) Dodge Focus 2 Environmental Adaption(Underwater) Improved Grab Improved Pin Interpose [b][u]Powers:[/u][/b] 2 + 6 + 13 + 4 + 4 + 8 + 5 = 51PP [b]Comprehend 2[/b](Animals; Flaws: Broad Type(Sea Creatures))[2PP] [b]Comprehend 3[/b](Languages, All Spoken and Understood)[6PP] [b]Device 4[/b](Easy-To-Lose, Feats: Restricted(divine beings)[13PP] Conch of the Red Wave [device][b]Wave-Forming Array 9[/b](18PP Array, Feats: Alternate Power 2)[20PP] [array]BP: [b]Damage 12[/b]( Extras: Area(Targeted, Cone 1200ft), Selective; Flaws: Action(Full-Round), Distracting; Feats: Indirect, Homing 2, Progression (Area) 3)[18PP] AP: [b]Create Object 12[/b](120ft. cube; Extras: Continuous, Movable; Flaws: Action(Full-Round), Distracting, Fades; Feats: Innate, Progression (Size), Slow Fade, Stationary, Subtle, Tether)[18PP] AP:[b] Move Object 18[/b](Effective Strength 90, Heavy Load 32k tons, Grapple 22, Range 240-1200ft.; Flaws: Limited(Water)[18PP][/array][/device] [b]Immunity 4[/b](Aging, Cold(environment), High Pressure, Drowning)[4PP] [b]Impervious Toughness 8[/b][8PP] [b]Super-Senses 4[/b](Darkvision, Tremorsense)[4PP] [b]Super-Strength 4[/b](Light Load: 685Lbs., Medium Load: 1466Lbs., Heavy Load: 1840Lbs., Maximum Load: 3680Lbs.)[8PP] [b]Tail Array 2[/b](4PP Array; Feats: Alternate Power)[5PP] [array]BP: [b]Swimming 4[/b](25MPH)[4PP] AP: [b]Speed 2[/b](25 MPH)[2PP][/array] [b][u]Drawbacks:[/u][/b] (-3) + (-0) = -3PP Vulnerable(vs. Fire Attacks)(Common, Moderate)[-3PP] [b][u]DC Block[/u][/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Blast Touch DC27 Toughness (Staged) Damage (Physical) Create Object Ranged DC27 Toughness (Staged) Damage (Physical) Totals: Abilities (36) + Combat (24) + Saving Throws (9) + Skills (10) + Feats (9) + Powers (51) - Drawbacks (3) = 136/136 Power Points Edit'd by Fox Link to comment
Raveled Posted September 3, 2012 Share Posted September 3, 2012 Edit'd by Fox. Glowstar :arrow: Fixing the modifier on Diplomacy. Should be +15, not +12. :arrow: One point into Impervious Toughness. [-1PP] [floatr][img=http://www.freedomplaybypost.com/wiki/images/7/76/GlowstarHF2.0.png][/floatr][b][u]Player Name[/u]:[/b] Raveled [b][u]Character Name[/u]:[/b] Glowstar [b][u]Power Level[/u]:[/b] 14 (195/195PP) [b][u]Trade-Offs[/u]:[/b] None [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Platinum Status[/u]:[/b] 45/120 (Gold Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad[/url]) [b][u]In Brief[/u]:[/b] Son of a pair of villains, out to prove that he can be a hero. [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Little Rock, AK [b][u]Occupation[/u]:[/b] Student [b][u]Affiliations[/u]:[/b] Claremont Academy, the Irregulars [b][u]Family[/u]:[/b] William Harris AKA Lawrence Patterson AKA the Saucer Lord (father), Camille Harris AKA Curare (mother) [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 18 (January, 1994) [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Northern European/Sub-Saharan African [b][u]Height[/u]:[/b] 5' 11" [b][u]Weight[/u]:[/b] 190 lbs [b][u]Eyes[/u]:[/b] Black sclera, red iris. [b][u]Hair[/u]:[/b] Dirty blond Brian Harris is a young man of average height, with a slight, athletic build. His skin is naturally a creamy mocha color, but since he likes to spend a lot of time out-of-doors, it’s often tanned much darker. His face is broad and square-jawed: he shaves nearly every day and keeps his fine, flyaway hair trimmed short. It used to be golden blond, but it’s darkened several shades since his powers manifested. His eyes are his most shocking feature; the sclera is pure black, and the iris is bright red. Brian usually wears casual street clothes, almost invariably jeans and hiking boots. When he's expecting a fight, he dresses in a loose, silvery jumpsuit with dark red stripes that start at his boots, continue up his side and on the underside of his arms, and terminate at his fingertips. A scarlet half-cape completes the look. When not needed, the costume folds into a silver ring with a thin red line down the center. His energy blast and aura manifest as a dark red color, with black motes or fog swirling around the edges. [b][u]Power Descriptions[/u]:[/b] Brian can generate and manipulate strange energies, which he can use to protect himself, blast his foes, and even fly. His body seems to be changing because of the energies, making him tougher than he was before and compensating for sleep and food. He doesn't even need to breathe anymore, and doesn't seem affected by weather or his environment. [b][u]History[/u]:[/b] Brian Harris thought he had a pretty normal life. So sure, his parents didn’t have regular jobs, always going off on consulting gigs for a few days, and once even two weeks, but the family always had money and his parents were always there for important things. Brian was in Scouts, his high school baseball team, and had a girlfriend; he was prepared to live a normal life in American suburbia. He wasn’t prepared for the police to bust in during dinner in full riot gear and try to arrest his parents. He really wasn’t prepared to blast two of them off his mother with black and red energy blasts. She escaped; his father didn’t. Later, the folks from Social Services filled in some of the blanks. His parents weren’t just his parents. His father had been known as the Saucer Lord, and had used extradimensional technology to battle the forces of good on every planet in the Solar System. His mother was once called Curare, and in her prime had been the most hunted and sought after assassin on three continents. They had disappeared from the super-scene at roughly the same time, and until recently no one had considered that they might’ve retired together. Brian, though, was a complication no one had planned for – or rather, his powers were. No one wanted to put a kid in Blackstone or any other prison, but they couldn’t just set him up with a normal foster family, not with his abilities and background. At some point, someone contacted Duncan Summers, and Duncan and Brian had a long talk. The upshot was that Brian got a spot at Claremont Academy, and the chance to prove that he could be better than his heritage suggested. [b][u]Personality & Motivation[/u]:[/b] Brian Harris’s parents raised him right: don’t cheat, don’t steal – don’t lie. It’s this last one that makes his parents’ betrayal so painful. The truth of their lives upset his life almost as much as the sudden appearance of his superpowers. He’s still reevaluating his life, seeing what makes sense and what needs to be adjusted. Some things don’t seem likely to change, though; he doesn’t like being regarded as a threat, as a villain-in-waiting. He does seem to genuinely enjoy helping people. And last, he’s still loyal to his parents, still loves them despite what they didn’t tell him. Brian is most happy when he's doing something, physically working to solve a dilemma or further his goals. Whenever there's a problem in front of him, he's likely to try and take some action, even if sitting and waiting would be the wiser decision. [b][u]Powers & Tactics[/u]:[/b] Brian knows he's the big guns and acts like it. In a fight he tends to try and identify the most powerful threat, and deal with it personally. If civilians are in danger or his teammates go down, he'll protect them and try to get them out of the line of fire. He's not used to fighting foes on his level yet and can overextend himself in combat. [hr][/hr] [b][u]Complications[/u]:[/b] [b]The Family Business:[/b] Brain has to deal with a lot due to his parents. On the one side are people who distrust him because his parents were villains and they expect him to go down the same path, or else blame him for his parents' actions. On the other side are villains who expect him to help them because his parents went bad. [b]Golden Age Honor:[/b] Glowstar tries to be very careful about how people view him. To try and avert his intimidating appearance, he sticks to a strict 'heroic' code of honor: he always engages in Diplomacy first, he always accepts a villain's surrender, and he will never endanger a civilian. [b]Herald of the Destroyer! :[/b] Brian doesn't know it yet, but the energies he generates and manipulates are those of entropy, of the Terminus. [b]Power Glows:[/b] Whenever Brain uses his powers it generates a strong glow around his body. While this usually isn't a problem, it makes it almost impossible for him to be stealthy. [b]Terminus Baby:[/b] Brian's parents were passing through Freedom City when the second Terminus Invasion hit and had to take shelter with the rest of the civilian population. It wasn't until later that Camille realized she had been a full month pregnant at the time. It's almost certainly that [i]in utero[/i] exposure to Terminus energies which caused Brian's powers. [b]They're The Only Family I've Got:[/b] They may have lied to him and hurt him, but Will and Cammy are still his parents, and he'll defend them, physically if need be. [b]Never Say Die:[/b] Glowstar's usually the last to retreat in a fight. [b][u]Abilities[/u]:[/b] 6 + 4 + 6 + 2 + 2 + 4 = 24PP Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Terminus Energy Array Grapple: +24 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -10/-1 [b][u]Saving Throws[/u]:[/b] 9 + 7 + 8 = 24PP Toughness: +12/+3 (+3 Con, +9 Protection, Impervious 9) Fortitude: +12 (+3 Con, +9) Reflex: +9 (+2 Dex, +7) Will: +9 (+1 Wis, +8) [b][u]Skills[/u]:[/b] 80R = 20PP Acrobatics 16 (+18) Concentration 8 (+9) Diplomacy 13 (+15) Gather Information 3 (+5) Knowledge (Current Events) 9 (+10) Knowledge (Pop Culture) 4 (+5) Knowledge (Streetwise) 4 (+5) Medicine 4 (+5) Notice 7 (+8) Search 4 (+5) Sense Motive 4 (+5) Survival 4 (+5) [b][u]Feats[/u]:[/b] 16PP Accurate Attack Acrobatic Bluff All-Out Attack Challenge (Combat Diplomacy) Defensive Attack Dodge Focus 4 Improved Initiative Luck 4 Move-By Action Power Attack [b][u]Powers[/u]:[/b] 4 + 1 + 5 + 10 + 8 + 9 + 44 = 81PP [b]Environmental Control 2 ([/b]Light, [i]Extra:[/i] Duration [Continuous], [i]Flaw:[/i] Range [Touch][b])[/b] [4PP] [b]Features 1 ([/b]Quick Change[b])[/b] [1PP] (Morphic-Molecule Costume) [b]Flight 3 ([/b]50mph / 500ft per Move Action, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [5PP] [b]Immunity 11 ([/b]Life Support, Sleep, Food/Water; [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [10PP] [b]Impervious Toughness 9 ([/b][i]Drawback:[/i] Power Loss [Daka Crystals][b])[/b] [8PP] [b]Protection 9[/b] [9PP] (Energy) [b]Terminus Energy Control 19 ([/b]38PP Array, [i]Feats:[/i] Accurate 2, Alternate Power 4, Affects Insubstantial, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [44PP] [array][u]Base Power[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range, [i]Extras:[/i] Autofire, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Entropic Multi-Blast, Energy) [u]Alternate Power[/u]: [b]Blast 12 ([/b]10 110ft Range Increments / 1,100ft Max Range, [i]Extras:[/i] Penetrating [DMG 24], [i]Feats:[/i] Precise[b])[/b] [37/38PP] (Focused Entropic Blast, Energy) [u]Alternate Power[/u]: [b]Create Object 12 ([/b]Lifting STR 60 [i]Heavy Load:[/i] 50 tons], Toughness +12, [i]Extras:[/i] Movable, [i]Feats:[/i] Stationary, Tether[b])[/b] [38/38PP] (Energy) [u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Boom!, Energy) [u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Linked [Drain, +1])[/b] [24PP] + [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects [+0], Linked [Strike], [i]Feats:[/i] Slow Fade [1 minute][b])[/b] [13PP] [37/38PP] (Entropic Strike, Energy)[/array] [b][u]Drawbacks[/u]:[/b] -2PP [b]Vulnerability ([/b]Daka crystals, [i]Frequency:[/i] Uncommon [-1], [i]Intensity:[/i] Moderate [DC x 1.5][b])[/b] [-2PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Boom Touch/Area DC22 Reflex 1/2 Effect DC27 Toughness (Staged) Damage (Energy) Create Object Ranged DC22 Reflex Trapped Focused Blast Ranged DC27 Toughness (Staged) Damage (Energy) Multi Blast Ranged DC27* Toughness (Staged) Damage (Energy) Strike Touch DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) *Up to DC32 with Autofire. Totals: Abilities (24) + Combat (32) + Saving Throws (24) + Skills (20) + Feats (16) + Powers (81) - Drawbacks (-2) = 195/195 Power Points Edit'd by Fox. Link to comment
Raveled Posted September 3, 2012 Share Posted September 3, 2012 Edit'd by Fox Ironclad :arrow: Two PP into Skills. 2 ranks into Drive, bringing it up to 8. 3 Ranks into Notice and Sense Motive each, bringing them up to 9 apiece. [-2PP] [floatr][img=http://www.freedomplaybypost.com/wiki/images/5/51/IroncladHF2.png][/floatr][b][u]Characters Name[/u]:[/b] Ironclad II [b][u]Power Level[/u]:[/b] 13 (201/202PP) [b][u]Trade-Offs[/u]:[/b] +5 Toughness/-5 Defense [b][u]Unspent PP[/u]:[/b] 1 [b][u]Progress To Platinum Status[/u]:[/b] 97/120 [b][u]In Brief[/u]:[/b] Genius teen uses her intellect and her fortune to fight crime! [b][u]Alternate Identities[/u]:[/b] Jessica Anne Parker [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] Full-time superhero, engineer [b][u]Affiliations[/u]:[/b] Dawes Tech, Dragonfly, the Lab [b][u]Family[/u]:[/b] Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased). [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 19 (DoB: June 3, 1993) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/b]:[/u] Northern European [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 130 lbs. [b][u]Eyes[/u]:[/b] [url=http://images.theage.com.au/ftage/ffximage/2008/12/16/husky_gallery__600x397.jpg]Pale blue[/url] [b][u]Hair[/u]:[/b] [url=http://www.hairfinder.com/haircollections4/evo1.jpg]Strawberry blonde[/url], dyed [url=http://styletips101.com/wp-content/uploads/2009/01/auburn-hair.jpg]auburn[/url] [b][u]Description[/u]:[/b] Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower. The last few inches of her spine is a mess of scar tissue, the result of surgery in the middle of 2012. The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package. Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space. [b][u]Power Descriptions[/u]:[/b]Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She also has nanites infusing her bloodstream and physiology, making her more resilient than might otherwise be expected. [b][u]History[/u]:[/b]Jessica Anne Parker was born to privilege. Her father Gregory was president of Dawes Tech, the number three consumer electronics company in the world and a major supplier of the US government, and militaries worldwide. Still, it’s her grandfather, Malcolm, which she most admires and identifies with. They both have a lobe of gadgets and a fierce sense of justice. She enjoyed debating with her grandfather over engineering matters, usually pitting her love of modern electronics against Malcolm’s faith in more mechanical methods. One day, to prove a point, Malcolm revealed that he had been Ironclad, a government-backed hero that retired after the Vietnam War. Jessica’s imagination was fired and she started designing a new, sleeker suit of armor, and in time she took to the streets and skies of Freedom City as the new Ironclad, using her armor to fight crime and villainy. Her grandfather was, understandably, quite angry. Still, Jessica could be as stubborn as the old man when she put her mind to it. They reached a compromise; she went out in the field in the armor and he kept back, advising her remotely. That still doesn’t stop her from taking risks, and it doesn’t stop him from yelling at her when she does. Towards the end of 2010 Jessica’s life changed quite a bit. She met a number of other heroes and expanded her social circle. Most notably she started dating Blake Salazar, better known as the hero Warlock. Her world was shaken when her grandfather passed away, but she came out of the crisis stronger and with a closer relationship with her boyfriend. At the very end of the year she survived a chemical attack underneath Jameson Airport. As a side-effect of medical treatments, she developed technopathic powers. [b][u]Personality & Motivation[/u]:[/b]It’s easy to mistake Jessica Parker for a timid girl, because most of the time she is a very quiet young woman. It’s not to say that she doesn’t care to talk to other people, it’s just that her technical training predisposes her to hold her tongue when she doesn’t have any expertise on a topic. When she can be persuaded to speak, she can actually be something of a chatterbox – her high IQ means that she can quickly leave others in the dust. As Ironclad, she’s much more assertive and self-assured. With a literal layer of armor between herself and her audience, she feels more confident, more able to express her own opinion. Whether that will leak into her ‘civilian’ identity, only time will tell. Still and all, when Jessica sets her mind to something, she can be next to impossible to convince otherwise. Jessica is a compulsive fixer. Whether it’s machines, people, or events, when she sees that something is broken she tries to sit it to rights. On the one hand that means she tends towards optimism, and doesn’t let herself get disheartened by failure. On the other hand it means she butts into other people’s business, a habit that can range from rude to lethal. [b][u]Powers & Tactics[/u]:[/b]In the suit, Ironclad prefers to keep range from her opponents, using full All-Out Attack and full Power Attack when the situation merits, trusting in her armor to keep her safe from any reprisals. If necessary though, she can enter melee range or use her other combat feats to gain an edge. In a team-based situation, Ironclad is likely to use her extra-sturdy construction to shield her more fragile allies. [hr][/hr] [b][u]Complications[/u]:[/b] [b]City Girl:[/b] Jessica likes technology and the urban sprawl. She can get uncomfortable if forced to spend long periods in natural settings. [b]HUD:[/b] The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening. [b]Limited Use:[/b] When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities. [b]No Plans, No Prototype:[/b] Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail. [b]Obsession:[/b] Jessica can't help herself from examining high-tech machines, and especially super-tech. [b]Responsibility:[/b] Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up. [b][u]Abilities[/u]:[/b] 0 + 6 + 2 + 10 + 2 + 4 = 24PP Strength: 34/10 (+12/+0) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 12 (+1) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP Initiative: +3 Attack: +4, +12 Battlesuit Weapons Array Grapple: +4, +23 Battlesuit Servos, +27 at full Super-Strength Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -8/-0 [b][u]Saving Throws[/u]:[/b] 6 + 4 + 8 = 18PP Toughness: +17/+1 (+1 Con, +16 Protection) Fortitude: +7 (+1 Con, +6) Reflex: +7 (+3 Dex, +4) Will: +9 (+1 Wis, +8) [b][u]Skills[/u]:[/b] 140R = 35PP Computers 10 (+15)[sup]Skill Mastery[/sup] Concentrate 9 (+10) Craft (Chemical) 10 (+15) Craft (Electronic) 15 (+20) Craft (Mechanical) 15 (+20)[sup]Skill Mastery[/sup] Disable Device 10 (+15)[sup]Skill Mastery[/sup] Drive 7 (+10) Knowledge (Biological Sciences) 10 (+15) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 15 (+20) Languages 4 (English [Native], French, German, Japanese, Russian) Notice 9 (+10)[sup]Skill Mastery[/sup] Pilot 7 (+10) Sense Motive 9 (+10) [b][u]Feats[/u]:[/b] 11PP Benefit (Wealth 2) Dodge Focus 3 Eidetic Memory Equipment 0 (+3 Bronze Reward) Inventor Interpose Luck 2 Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice) [b][u]Equipment[/u]:[/b] 3PP = 15EP [equip]5 + 10 = 15 [url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url] (HQ) [5EP] [hr][/hr] [b][u]Midtown Apartment (PL12 HQ)[/u][/b] [12EP] [b]Size:[/b] Medium [1EP] [b]Toughness:[/b] +10 [1EP] [b]Features:[/b] [8EP] [list]Computers Defense System: [b]Snare 12[/b] Laboratory Library Living Space Security System 2 (DC25) Workshop[/list][/equip] [b][u]Powers[/u]:[/b] 78 + 4 + 15 = 97PP [b]Device 19 ([/b]95PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Mental Quickness 6+], Subtle[b])[/b] [78PP] (Battlesuit [Technology]) [device][i]All effects have the Technology descriptor.[/i] [b]Enhanced Feats 7 ([/b]Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change[b])[/b] [7PP] [b]Features 3 ([/b]Computer, Hologram Projector, Library[b])[/b] [3PP] [b]Flight 1 ([/b]10 MPH/100 ft per round, stacks for [b]Flight 5[/b] 250 MPH/2 500 ft per round[b])[/b] [2PP] [b]Immunity 11 ([/b]Critical Hits, Life Support[b])[/b] [11PP] (Armor) [b]Power Reserve 4 ([/b]8PP, Flight, Super Strength[b])[/b] [10PP] [b]Protection 16[/b] [16PP] (Armor) [b]Super-Senses 6 ([/b]Infravision, Analytical [All visual], Radius [All visual], Extended 1 [100 ft increments][b])[/b] [b]Super-Senses 2 ([/b]Radio[b])[/b] [b]Super-Senses 6 ([/b]Ultrahearing, Accurate [All auditory], Extended 1 [100 ft increments][b])[/b] [b]Super-Senses 3 ([/b]Direction Sense, Distance Sense, Time Sense[b])[/b] [3PP] [b]Vulnerability ([/b]Electricity, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [+50%][b])[/b] [-3PP] [b]Weapons Array 13 ([/b]26PP Array, [i]Feats:[/i] Accurate 4, Alternate Power 3[b])[/b] [25PP] [array][u]Base Power[/u]: [b]Blast 12 ([/b][i]Feats:[/i] Improved Range 2 [2 500ft Increments / 1,000ft Max Range][b])[/b] [22PP] (Wrist Blasters) [u]Alternate Power[/u]: [b]Enhanced Strength 24[/b] + [b]Super-Strength 1[/b] [22PP] (Servos) [u]Alternate Power[/u]: [b]Snare 12 ([/b][i]Feat:[/i] Reversible[b])[/b] [21PP] (Glue Capsules) [u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extra:[/i] Area/Targeted [Shapeable], [i]Flaw:[/i] Action/Full[b])[/b] [20PP] (Cluster Munitions)[/array][/device] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4PP] [spoiler]Mental Quickness 6 means that Ironclad can make the following checks. Computers to [list] [*]search for a file on a massive network as a full round. [*]crash a computer as a free action. [*]destroy or damage programming in 6 rounds. [*]write a program in 6 rounds.[/list] Knowledge to [list] [*]Take 10 as a free action. [*]Take 20 in 6 rounds.[/list] Notice to [list] [*]make a Notice check as a free action.[/list][/spoiler] [b]Immunity 30 ([/b]Fortitude Effects, [i]Flaw:[/i] Limited [Half Effect][b])[/b] [15PP] [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Wrist Blaster Ranged DC 27 Toughness (Staged) Damage (Energy) Servos Touch DC 27 Toughness (Staged) Damage (Physical) Glue Capsule Ranged DC 22 Reflex (Staged) Entangled (Physical) Cluster Munitions Ranged/Area DC 27 Toughness (Staged) Damage (Physical) Abilities (24) + Combat (16) + Saving Throws (18) + Skills (35) + Feats (11) + Powers (97) - Drawbacks (0) = 201/202 Power Points Edit'd by Fox Link to comment
Raveled Posted September 3, 2012 Share Posted September 3, 2012 Edit'd by Fox. Nice catch on the skills! Starlight :arrow: I was apparently underspent on Skills, so putting 3 PP into that without gaining any ranks. [-3PP] :arrow: Changing the PFeats on Blast to Affects Insubstantial 2. [floatr][img=http://freedomplaybypost.com/wiki/images/3/32/StarlightHF.png][/floatr][b][u]Player Name[/u]:[/b] Raveled [b][u]Character Name[/u]:[/b] Starlight [b][u]Power Level[/u]:[/b] 12 (179/180PP) [b][u]Trade-Offs[/u]:[/b] None [b][u]Unspent PP[/u]:[/b] 1 [b][u]Progress To Platinum Status[/u]:[/b] 27/120 (Gold achieved with [url=http://freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad II[/url]) [b][u]In Brief[/u]:[/b] Grue drone awakened to sentience by the White Light. Travels to Earth to better learn how to use the mystic power. [b][u]Alternate Identity[/u]:[/b] Leyla, Elizabeth Moya [b][u]Identity[/u]:[/b] Unnamed Grue Drone (Secret) [b][u]Birthplace[/u]:[/b] Gruen-Prime [b][u]Occupation[/u]:[/b] Student at FCU, intern at Albright Institute [b][u]Affiliations[/u]:[/b] Albright Institute, FCU [b][u]Family[/u]:[/b] Genetically related to all of the Grue Unity [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 7 (From when she left the Unity) [b][u]Apparent Age[/u]:[/b] Mid-twenties [b][u]Gender[/u]:[/b] Technically neuter, nominally female [b][u]Ethnicity[/u]:[/b] Grue [b][u]Height[/u]:[/b] Any, normally 5' 4" or 6' 4" [b][u]Weight[/u]:[/b] 110 lbs. [b][u]Eyes[/u]:[/b] Any, normally green or pure gold [b][u]Hair[/u]:[/b] Any, normally blue-black or none As a Grue drone, Leyla's default form is a masculine humanoid with brick-red skin and dead, pale green eyes. As Liz Moya, she is a woman of average height and curvaceous build, with smooth, olive skin, large, dark green eyes, deep black hair that's usually cut to shoulder length and tightly braided, and a wide, expressive mouth. She favors simple clothes with elaborate stitching, rather than a riot of colors. She usually wears minimal makeup. As Starlight, she is as a towering, impossible slender woman carved from alabaster, a smooth, unbroken form of pure white. Her eyes are pools of pure gold, and the rest of her head is blank and smooth unless she needs a nose, mouth, or hair; she wears a golden breastplate with flared shoulders, and banded sleeves of gold down to plated gloves. Her legs are protected by similar greaves, a metal skirt, and high boots. [b][u]Power Descriptions[/u]:[/b] Starlight is a fusion of two separate lineages. On the one hand, she's a fully functional Grue drone. She can morph into a variety of humanoid forms, and even generate clothes and other accessories from her body. Her past as a Grue drone, however, has left her particularly vulnerable to abilities that target the mind. On the other hand, she is the bearer of the White Light, a mystic legacy reaching back to prehistoric times. She can generate and manipulate strong light, focusing it into blasts or shapes of pure energy. She can even use its mystic powers to heal others of their injuries. When she uses it to travel, her form appears to dissolve into a thousand motes of light, only to reform at her destination. [b][u]History[/u]:[/b] Elizabeth Moya was born on a farm in the north of Spain, and grew up a precocious, friendly young woman. She showed such intelligence that her grandfather, an old friend of Langston Albright, worried that her mind would be wasted on taking care of animals all day. When the woman was of age, he contacted his friend in Freedom City and convinced the man to give the young woman a shot at a special scholarship. She did well enough to impress him and secured herself a spot at Freedom City University, as well as a part-time job at Albright Insitute. She's just a freshman now, but great things are expected of her. That's what most people believe, anyway. The truth is a little more complicated. In a distant star system, the Grue Unity was fighting a war against a technologically undeveloped alien species. Normally there would have been no contest, with the more advanced interstellar aliens crushing their backwards opponents, but these primitives had mastery of powerful magics. Most notable was the champion of their species, a bearer of the mystic White Light. Unfortunately, even such a champion could not hold back the inevitable, and the hero lead the alien invaders to the edge of his star system in an attempt to finish things in a single climactic, suicidal battle. After a long and indecisive engagement, the Unity finally managed to gain the upper hand. With his back against the metaphorical wall, the hero unleashed the full power of what human occult scholars would call the Light of Pharos, burning out his life in order to wreck the Grue fleet. The plan worked -- the energy ran rampant through the ships, destroying most -- but there was an unexpected side-effect. Before destroying the last of the invaders, the Light empowered a lowly drone. This Grue was ripped free of the Meta-Mind's control; almost immediately it began to regret what it had done as a part of the Unity and teleported far away. The free Grue, calling herself Leyla and later taking the moniker of Starlight, began to fight for good in the galaxy. In time she heard stories of Earth and their great calamities, especially one where a pair of human superheroes had wielded powers which sounded a lot like what she could do. She traveled to that little blue marble and landed in Europe, specifically in Spain, where she started fighting the local criminals and villains. In time though, she was confronted by the Freedom League. Her first instinct was to flee, but when the hero Pseudo revealed himself and his story to her, she decided to let the League choose her fate. The heroes took her back to Freedom City and introduced her to Langston Albright. The retired Beacon was startled, to say the least, to find out that the Light of Pharos had chosen an alien -- and a Grue at that! Still, he agreed to train her and support her while she adapted to life on Earth. He suggested she enroll in college, both to gain important skills and to learn what it was like to live as a normal person. She agreed, and now Freedom is home to the bearer of the Light of Hope once more. [b][u]Personality & Motivation[/u]:[/b] Starlight can come off as rather cold, detached, and alien to most people she meets. She tends to hold herself apart from groups for fear of her own secrets being exposed. However, she has an abiding love of novel experiences and can become very involved in any situation she hasn't come across before, as she tried to learn all she can about it. As the Lightbearer she is the self-proclaimed champion of liberty and justice in the world. She is well aware that without the touch of the Light, she would still be a thrall of the Meta-Mind, and very little angers her like someone who would psychically or magically dominate another. She usually focuses on protecting individuals rather than governments or institutions, but at the same time she is no anarchist; she realizes that a fair and just system is necessary for individuals to thrive. [b][u]Powers & Tactics[/u]:[/b] Starlight doesn't have as much variety in her powers as previous Lightbearers did. Her tactics are pretty simple: Bear down on the enemy and blast them with concentrated beams of light and magic! In a team situation, she's likely to try and provide cover for her teammates with Create Object. If her allies are down or civilians are endangered, she will usually adopt a more defensive posture and try to get the injured out of the line of fire before returning to the fight. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Secret[/b] Liz strives to keep her identity a secret, as well as her past. Largely because... [b]Grue Defector[/b] ... People don't trust Grue, even those that claim to have broken away from the Meta-Mind. Not only that, she's going to be hunted by the Unity wherever she travels. As if that wasn't enough... [b]Rival[/b] ... Starlight made the Grue Arcane a particular target of hers, leading to an intense rivalry with a particular sorcerer who went by Phantasmagore. That's not even getting into... [b]Legacy[/b] ... Her status as the latest Lightbringer. It is her job to protect the world, indeed all of the universe, against the power and disciples of Darkness. [b]A Special Kind of Evil[/b] Due to her past as an appendage of the Meta-Mind, Starlight finds herself uncomfortable around psychics or others who can influence a person's mind. [b]Amnesia[/b] Starlight's memories of her time with the Unity seem to be locked away in her skull... [b]Flashbacks[/b] ... Except when some sensory input triggers an overwhelming memory. [b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 4 + 10 + 8 = 28PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 18 (+4) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP Initiative: +7 Attack: +4, +10 Mystic Light Array Grapple: +4, +17 Movable Create Object Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5, -15 against energy effects [b][u]Saving Throws[/u]:[/b] 6 + 4 + 5 = 15PP Toughness: +10 (+0 Con, +10 Protection, Impervious 10) Fortitude: +6 (+0 Con, +6) Reflex: +7 (+3 Dex, +4) Will: +10 (+5 Wis, +5) [b][u]Skills[/u]:[/b] 76R = 19PP Bluff 8 (+12) Concentration 10 (+14) Diplomacy 6 (+10) Disguise 9 (+13/+38 with Morph, +43 as Starlight) Knowledge (Arcane) 3 (+5) Knowledge (Pop Culture) 3 (+5) [sup]Skill Mastery[/sup] Knowledge (Life Sciences) 3 (+5) [sup]Skill Mastery[/sup] Knowledge (Theology & Philosophy) 3 (+5) Language 3 (English, Grue [native], Lor, Spanish) Notice 8 (+12) [sup]Skill Mastery[/sup] Perform 6 (Piano) (+10) Perform 6 (Singing) (+10) Sense Motive 8 (+12) [sup]Skill Mastery[/sup] [b][u]Feats[/u]:[/b] 20PP Accurate Arrack All-out Attack Attack Specialization (Mystic Light Array) 3 Connected (Albright Institute) Dodge Focus 6 Improved Initiative Luck 3 Move-By Action Power Attack Skill Master (Knowledge [Pop Culture, Life Sciences], Notice, Sense Motive) Uncanny Dodge (Auditory) [b][u]Powers[/u]:[/b] 2 + 9 + 5 + 18 + 1 + 3 + 27 + 10 + 6 = 81PP [b]Flight 1 ([/b]10 MPH[b])[/b] [2PP] (Magic) [b]Immunity 9 ([/b]Life Support[b])[/b] [9PP] (Alien, Magic) [b]Impervious Toughness 10 ([/b][i]Flaw:[/i] Energy Only[b])[/b] [5PP] (Magic) [b]Morph 5 ([/b]Any humanoid; [i]Extra:[/i] Duration [Continuous]; [i]Feats:[/i] Precise, Quick Change 2[b])[/b] [18PP] + [b]Feature 1 ([/b]Sound Mimicry[b])[/b] [1PP] (Alien) [b]Morph 1 ([/b]Starlight form, [i]Extra:[/i] Duration [Continuous], [i]Feat:[/i] Quick Change[b])[/b] [3PP] (Alien) [b]Mystic Light Array 11 ([/b][i]Feats:[/i] Alternate Power 5[b])[/b] [27PP] [Magic & Light) [array][u]BE:[/u] [b]Blast 10 ([/b][i]Feats:[/i] Affects Insubstantial 2[b])[/b] {22/22} [u]AP:[/u] [b]Create Object 7 ([/b]Str 35, [i]Extra:[/i] Movable, [i]Feat:[/i] Stationary[b])[/b] {22/22} [u]AP:[/u] [b]Environmental Control 7 ([/b]Bright Light, [i]Extras:[/i] Range [Perception], Independent, [i]Feat:[/i] Slow Fade 1[b])[/b] {22/22} [u]AP:[/u] [b]Healing 7 ([/b][i]Extra:[/i] Total[b])[/b] {21/22} [u]AP:[/u] [b]Dazzle 10 ([/b]Visual Senses, [i]Feat:[/i] Reversible[b])[/b] {21/22} [u]AP:[/u] [b]Teleportation 6 ([/b]20 miles, [i]Extra:[/i] Accurate; [i]Flaw:[/i] Long-Range Only; [i]Feat:[/i] Change Direction, Change Velocity, Easy, [b])[/b] {21/22}[/array] [b]Protection 10[/b] [10PP] (Force Shield, Magic) [b]Super-Senses 6 ([/b]Detect Magic [Visual], Magic Awareness [Mental]) [6PP] [b][u]Drawbacks[/u]:[/b] -3 = -3PP [b]Vulnerability ([/b]Mental, [i]Frequency:[/i] Common, [i]Intensity:[/i] Major) [-3PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness (Staged) Damage (Physical) Blast Ranged DC 25 Toughness (Staged) Damage (Energy, Light) Create Object Ranged DC 17 Reflex Trapped Dazzle Ranged DC 20 Reflex/DC 20 Fortitude Dazzle (Visual) Totals: Abilities (28) + Combat (16) + Saving Throws (18) + Skills (19) + Feats (20) + Powers (81) - Drawbacks (3) = 179/180 Power Points Edit'd by Fox. Nice catch on the skills! Link to comment
Raveled Posted September 3, 2012 Share Posted September 3, 2012 Edit'd by Fox. Got your grapple bonus fixed up, too. Blue Jay :arrow: 2 PP into Str, bringing it up to 20. [-2PP] :arrow: Taking 2 ranks off Climb, putting it on Concentration. :arrow: Losing one rank of Attack Focus (Melee), buying three ranks of Attack Specialization (Unarmed). Blue Jay should now hit caps with her unarmed attacks. [-2PP] [b][u]Player Name[/u]:[/b] Raveled [b][u]Character Name[/u]:[/b] Blue Jay [b][u]Power Level[/u]:[/b] 10 (159/159PP) [b][u]Trade-Offs[/u]:[/b] +5 Attack / -5 Damage with Bow & Quiver & Unarmed, +1 Defense / -1 Toughness [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Bronze Status[/u]:[/b] 9/30 [b][u]In Brief[/u]:[/b] A refugee from the Terminus, fighting for a beautiful world as hard as she can. [b][u]Alternate Identities[/u]:[/b] Antoinette Baudin, 'Tona' [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Maine, North America, Earth-Pastoral (Terminus) [b][u]Occupation[/u]:[/b] Student, superhero [b][u]Affiliations[/u]:[/b] Claremont Academy [b][u]Family[/u]:[/b] Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father) [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 16 ([i]DoB:[/i] March, 1996) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] French/Native American [b][u]Height[/u]:[/b] 5' 2" [b][u]Weight[/u]:[/b] 120 lbs [b][u]Eyes[/u]:[/b] [url=http://images.sodahead.com/profiles/0/0/0/9/9/9/5/8/9/blue-green-eyes-49056382429.jpeg]Blue-green[/url] [b][u]Hair[/u]:[/b] [url=http://www.distinctivefabric.com/images/products/color/thumbnails/velvet1_chocolate-brown-300.jpg]Brown[/url] Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets. When trouble threatens she pulls on a sleeveless Claremont uniform, complete with domino mask and gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk. [b][u]Power Descriptions[/u]:[/b] Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her costume provides more protection than modern mil-spec body armor while breathing like Egyptian cotton. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people. [b][u]History[/u]:[/b] Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds. Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray. In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war. \[b][u]Personality & Motivation[/u]:[/b] Antoinette is a driven, boisterous woman, given to action and energy. She can come across as ten pounds of energy in a five pound bag, always moving and eager to be doing rather than waiting. When bad luck strikes, she very publicly tries to push past her misfortune without letting it drag her down, but secretly she has a sniper's perfectionist nature and can obsess over failures to an unhealthy degree. Those who get to know Tona may realize that her energy can get desperate, even manic at times. She has lived her entire life under the specter of imminent, bloody death, and she still believes in squeezing every last drop of enjoyment from a day because tomorrow she may die. This also means she doesn't always fully consider the consequences of her actions. \Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. While she tries to maintain a cheery disposition even in battle, secretly she's scared of not living up to her own notion of this world's heroes: she knows they've fought (and slain!) Omega, and while Tona has had great success sniping Omegadrones from afar she doesn't know yet if she can measure up. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failing at her life's work. [b][u]Powers & Tactics[/u]:[/b] Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and either open up with full Power Attack, or hit them with a couple acid arrows. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Secret Identity[/b] Tona strives to keep her life separate from her actions as Blue Jay. [b]Hatred[/b] Tona hates the Terminus like only one who has lived there can. [b]Luddite Upbringing[/b] Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her. [b]Ammunition[/b] Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out. [b][u]Abilities[/u]:[/b] 8 + 14 + 6 + 2 + 4 + 0 = 34PP Strength: 20 (+5) Dexterity: 24 (+7) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 10 + 12 = 22PP Initiative: +15 Attack: +5 Base, +9 Melee, +15 Bows, +15 Unarmed Grapple: +12 Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -4, -0 Flat-Footed [b][u]Saving Throws[/u]:[/b] 5 + 5 + 5 = 15PP Toughness: +9 (+3 Con, +6 Defensive Roll), +1 Flat-Footed Fortitude: +8 (+3 Con, +5) Reflex: +12 (+7 Dex, +5) Will: +7 (+2 Wis, +5) [b][u]Skills[/u]:[/b] 112R = 28PP Acrobatics 8 (+15) [sup]Skill Mastery[/sup] Climb 10 (+15) [sup]Skill Mastery[/sup] Concentration 7 (+9) Craft (Mechanical) 4 (+5) Disable Device 9 (+10) Escape Artist 8 (+15) Knowledge (Life Sciences) 4 (+5) Languages 2 (Algonquin, French [Native], English) Medicine 8 (+10) Notice 13 (+15) [sup]Skill Mastery[/sup] Sense Motive 13 (+15) Stealth 13 (+20) [sup]Skill Mastery[/sup] Survival 13 (+15) [b][u]Feats[/u]:[/b] 38PP Acrobatic Bluff Attack Focus (Melee) 4 Attack Specialization (Bows) 5 Attack Specialization (Unarmed) 3 Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff) Defensive Roll 3 Dodge Focus 5 Equipment 0 (+1 Bronze) Evasion 2 Hide in Plain Sight Improved Critical 2 (Bows) Improved Initiative 2 Improvised Tools Luck Move-By Action Power Attack Skill Mastery (Acrobatics, Climb, Notice, Stealth) Takedown Attack Track 3 (Full Speed; Visual) Uncanny Dodge (Auditory) [b][u]Equipment[/u]:[/b] 1PP = 5EP [equip]Commlink [0EP] Binoculars [1EP] First-Aid Kit [1EP] Flashlight [1EP] Handcuffs [1EP] Multi-tool [1EP][/equip] [b][u]Powers[/u]:[/b] 17 + 1 = 18 PP [b]Device 4 ([/b]20 PP, Hard to Lose, [i]Feat:[/i] Subtle [Collapsible][b])[/b] [17PP] (Bow & Quiver) [device][b]Bow Array 7.5 ([/b]15 PP, [i]Feat:[/i] Alternate Power 4, Improved Range 1 [1 000 ft][b])[/b] [20PP] [array][u]BE[/u]: [b]Blast 2 ([/b][i]Extra:[/i] Autofire [5], [i]Feat:[/i] Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning][b])[/b] [15/15PP] (Arrow Flurry) [u]AP[/u]: [b]Blast 2 ([/b][i]Extra:[/i] Area/Shapeable [Targeted] [i]Feat:[/i] Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning][b])[/b] [11/15PP] (Arrow Against the Crowd) [u]AP[/u]: [b]Drain Toughness 5 ([/b][i]Extra:[/i] Affects Objects [+1], Range/Ranged[b])[/b] [15/15PP] (Acid Arrow) [u]AP[/u]: [b]Snare 5 ([/b][i]Extra:[/i] Contagious[b])[/b] [15/15PP] (Glue Arrow) [u]AP[/u]: [b]Leaping 1 ([/b]x2, Move action, [i]Extra:[/i] Linked [Speed, Super-Movement, +0][b])[/b] [1PP] + [b]Speed 1 ([/b]10 MPH, [i]Extra:[/i] Linked [Leaping, Super-Movement, +0][b])[/b] [1PP] + [b]Super-Movement 2 ([/b]Slow Fall, Swinging, [i]Extra:[/i] Linked [Leaping, Speed, +0][b])[/b] [4PP] [6/15PP] (Magnetic Grapple Arrow)[/array][/device] [b]Feature 1 ([/b]Temporal Inertia[b])[/b] [1PP] [b][u]Drawbacks[/u]:[/b] 0 = 0PP [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Arrow Flurry Ranged DC 20 Toughness + Autofire (Staged) Damage (Physical) Arrow Against the Crowd Ranged/Area (Shapeable) DC 20 Toughness (Staged) Damage (Physical) Acid Arrow Ranged DC 15 Fortitude Drain Toughness Glue Arrow Ranged DC 15 Reflex Ensnared Abilities (36) + Combat (22) + Saving Throws (15) + Skills (28) + Feats (40) + Powers (18) - Drawbacks (0) = 159/159 Power Points Edit'd by Fox. Got your grapple bonus fixed up, too. Link to comment
SpicyWaffle Posted September 3, 2012 Share Posted September 3, 2012 Edit'd by Fox. I took the liberty of dropping the equipment block, as 0ep items are things you can just assume a character has. If you really want it there, though, let me know and I'll toss it back in. Bee-Keeper III 8pp to spend, and they're burning a hole in my metaphorical pocket! Ability Scores: +3 Strength. A combination of constantly toting that heavy metal battlesuit around, strenuous endeavors through combat and physical training by Erik Espadas has probably done something for Baxter's lowest score. Skills: -4 to Diplomacy to gain +1pp. Still diplomatic, but +16 seemed excessive in hindsight. +12 seems a closer fit mechanically and character-wise. Feats: Adding Attack Specialization (Unarmed) 1, Grappling Finesse, Improved Grab, Improved Throw, Improved Trip, and Stunning Attack to Baxter's repertoire; benefits from the Espadas School of Self-Defense and his own practice chucking thugs around. Also switching "Fascinate (Diplomacy) 1" out for "Taunt" instead, since he seems to be leaning closer to that than constant spiels. In addition to all that, he'll also be picking up Interpose so he can put that Toughness Save to work as a giant metal meatshield! Powers: Not adding or removing anything, but re-arranging points in light of changes to Baxter's Strength Score and Unarmed Specialization. Shuffling three points out from Enhanced Strength and adding a rank of Super-Strength plus the Groundstrike power feat to keep it at the same power point total. Also dropping the "Accurate 3" power feat on his Strike to "Accurate 2," and grabbing another rank in Improved Critical, bringing it to "Improved Critical 2." Other Changes: Cleared up Bee-Keeper III's 'In Brief' summary. Added in another complication for being a minor, since it felt strange he didn't have one for it in retrospect. [b][u]Player Name[/u]:[/b] SpicyWaffle [b][u]Character Name[/u]:[/b] The Bee-Keeper III [b][u]Power Level[/u]:[/b] 10 (158/158PP) [b][u]Trade-Offs[/u]:[/b] None [b][u]Unspent Power Points[/u]:[/b] 0 [b][u]Progress To Bronze Status[/u]:[/b] 8/30 [b][u]In Brief[/u]:[/b] An unlikely heir seeks to revivify the zanily tarnished Bee-Keeper legacy in the name of justice. [b][u]Alternate Identity[/u]:[/b] Baxter Bowles [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Bayview, Freedom City [b][u]Occupation[/u]:[/b] High School Student, Superhero [b][u]Affiliations[/u]:[/b] Franklin D. Roosevelt High School [b][u]Family[/u]:[/b] Barry Bowles (Uncle; Incarcerated), Benny Bowles (Father), Samantha Bowles (Mother) [b][u]Description[/u]:[/b] [b]Age:[/b] 17 ([i]DoB:[/i] May 15th, 1995) [b]Apparent Age:[/b] 17 [b]Gender:[/b] Male [b]Ethnicity:[/b] Caucasian [b]Height:[/b] 5'10" [b]Weight:[/b] 154 Lbs. [b]Eyes:[/b] Hazel [b]Hair:[/b] Brown [b][u]Appearance:[/u][/b] Of the unassuming variety, Baxter isn't much to look at on first glance. Sporting a modest physique, Baxter's hobbyist activities keep him in decent shape. Regardless, he comes off as rather plain, able to blend in with a crowd rather easily; a trait he's found somewhat useful amidst the high school crowd and would-be gumshoes trying to decipher his secret identity. When not in costume, Baxter keeps his dark brown hair short and simple, preferring a crew cut style to prevent any irritating interference with his vision. Typically found dressed in casual clothes purchased from Bayview Mall, the secret apiary adventurer is practically indistinguishable in terms of any other teen walking the streets... save, perhaps, for the unusual backpack often found strapped along his shoulders. In costume, however, is a wholly different matter. Once the armor goes on, Baxter becomes the Bee-Keeper (III), an up-and-coming albeit prematurely tarnished young hero of Freedom City. The armor in particular stands out, stylized more after the European Dark Bee, showing off a large pair of metallic, insectile wings of a silvery-black, a full-body battlesuit recently painted by Baxter himself with black-and-yellow stripes, and a helmet affixed to the rest of the heavy-looking ensemble which bears both a pair of antennae and faux compound eyes. More streamlined than the Bee-Keeper Armor 2.0, the 1.6 Eco-Edition is a lighter, but less versatile model that lacks many of the finer points than its crafter's final version, more so for practicality than an intended sacrifice for gain elsewhere. Unlike the more famous model worn by the Bee-Keeper II, however, this one doesn't actually host an army of living bees inside its whirring form. Rather, the Eco-Edition suit carries within itself an assortment of miniscule robo-bees, designed by Barry in the event he didn't wish to bring harm to his buzzing brothers and sisters; hence, ecologically sound for the bees, but not so much for everything else. [b][u]Power Descriptions[/u]:[/b] [i][b]Descriptors:[/b] Bees, Technology[/i] With no powers to speak of himself, Baxter relies on the various gadgets and gizmos his now-incarcerated uncle built into this particular streamlined, collapsible backpack-shaped model of iconic armor to get the job done. Once unpacked and donned, the armor functions as intended: physically augmenting servos with enough strength to lift a cargo jet, functional retractable wings for flight, and a plethora of self-replicating robo-bees programmed to act just like the real things, it's certainly a scientific marvel brought to life. If it weren't for the fact Uncle Barry was one too many workers short of a hive, it might have been one of the greatest inventions in the last decade; but alas, its only use now is to put fresh whelts on criminal scum before locking them up in the clink, all of which are powered by the busy little robo-bees who collect electricity like normal bees collect pollen. The most often used tools of the Bee-Keeper Armor 1.6e are no doubt the various blasters. Within the right palm of the metallic exoskeleton is a small energy converter capable of projecting a beam of golden-hued energy generated by the busy bees housed inside the suit, using them as a sort of living battery; the other hand bears a similar compartment, though this one fires super-sticky synthetic (and surprisingly delicious!) honey alternative, capable of stopping any man in his tracks while being wholly nutritious. A pair on the wrists jut out ever so slightly, but bear similar functionality, firing toxic stingers coated in synthesized bee venom which can cause illness in victims. While many of these things are insidious inventions by a distraught Barry Bowles, he wasn't a heartless inventor, and left a few failsafes just in-case things got out of hand. As such, most of the armaments carry a triggerable anti-toxin when signs of serious danger rear their head, such as an allergic reaction or the like. [b][u]History[/u]:[/b] Born and raised in Freedom City's Bayview district, Baxter Bowles had always been fascinated with superheroes. After all, Freedom City was the proverbial mecca therein, and between their constant exposure on television, in comic books, and on billboards all over the city after the Terminus Invasion, it was no wonder that the young boy found himself awe-stricken by them. They were icons; people to look up to, who went out of their way to make things safer not just for the city, but for the world as a whole. As a kid, he would often fantasize about those farfetched dreams; swinging from skylines like the Raven, duking it out as Captain Thunder, and all other manner of such thoughts that children had a propensity to conjure. Such thoughts, however, faded for a time as he grew older; coming to terms that such a thing wasn't possible in his own future. Baxter grew into an energetic boy nonetheless, and things were well amongst the family. That is, until it turned out crazy ol' Uncle Barry really was crazy. He was all over the news, going around doing heinous things in a bee-suit, causing no end of grief for everyone. While Baxter was certainly shocked at this revelation, his father and Barry's younger brother was even more infuriated, having become the laughing stock of his lawfirm. For Baxter though, this shifted to life at school. No longer was he the unassuming teenage kid who slept in math class; no, he'd henceforth been demoted to 'the kid who hung out with that crazy bee guy on TV,' despite his protests that he did not, in fact, associate with his uncle. Suffice it to say that school became substantially rougher soon thereafter. Things changed though when that mysterious letter arrived, heralded by a cadre of small robo-bees. Curious, Baxter sneaked a peek at its contents, and in it contained the location of a storage unit located in the Fens, as well as a key. After the onset of Uncle Barry's criminally-insane breakdown, Baxter felt intrigued to investigate; the errant letter and its contents clearly important. It wasn't long after arriving on the scene that he found the prototype suit hidden amidst his uncle's old salvaged knick-knacks from his electronics shop, and took it as a golden opportunity - a one-of-a-kind battlesuit of his very own. He tinkered with it, figured out how it worked, and said nothing to his parents; going so far as to hide the cryptic letter he'd gotten that was probably meant for his father. But this suit? This was his chance to live the dreams he'd all but given up on; to do something more than just be himself. Like in the comics, he could be something greater; and as he discovered the secrets of the suit and how to work its robotic denizens, he felt like he could be just like his heroes on the Freedom League. Weeks turned to months whilst Baxter secretly trained away from prying eyes outside of class whenever he could, growing in confidence as he did so and studying how the mechanics of the apiary outfit worked, adamant about his goals and eager to at least make an attempt at defending the down-trodden and putting a damper on the criminal element still rampant amidst Freedom City. Now? Now, Baxter was ready. Ready to take his shot at being a real superhero, just like he'd always dreamed. Ready to take this one chance and put it all on the line in reckless abandon in order to do something for the city and its denizens as a protector. Ready to redeem his family name from his insane uncle, and fix what he'd wrought. With a fresh coat of paint, some idealism of youth, and a desire to make an impact, Baxter took up the mantle of the Bee-Keeper anew, eager to take his shot at what he believed he was meant to be. Not for fame, or fortune, but for the opportunity to rise above his station and do his part for the community as a real superhero. [b][u]Personality & Motivation[/u]:[/b] Much like how there are two sides to every coin, this is no exception for Baxter. Outside of the armor and high-tech gizmos, he's just your average, everyday teenager, complete with all the problems that come along with that package. Despite his laid-back, almost idyllic facade at school and with his friends, Baxter still has to deal with all the stress of balancing a life of superheroics and secret normalcy. Things aren't always peaches and chocolate chips, but he gets by, and retains a relatively happy-go-lucky albeit somewhat reserved disposition; the latter more in part due to exhaustion than an earnest endeavor to come off that way. He's a sharp enough lad, able to work out this-and-that on his own without any hand-holding, but he's certainly no prodigy. What he lacks in physical and mental faculties, he makes up for with a strange sense of charm; that relaxed friendliness in the face of adversity and laid-back optimism that's earned him at least some indifference if not acceptance from the local cliques in school. A silver tongue helps, having had lots of practice wrapping mom and dad around his little finger with honeyed words and careful omission. Sure, he might lie on occasion, but that doesn't mean his morals are flippant things to be tossed around. His compass, while skewed, is nevertheless pointed soundly towards that of good. On the flip side as the Bee-Keeper III, Baxter is a wholly different fellow. Behind the mask and within the hardened metallic suit of insectile inspiration, he feels changed; empowered and confident, nearing the point of arrogance, some might say, and emboldened by a desire to do good. Often found spouting horrible bee-related puns and making grandiose speeches in a truly voluble manner, it almost seems comical by comparison. Yet, despite his charmingly goofy routine as a wise-cracking, apiary-themed adventurer, the newest Bee-Keeper takes his self-appointed job quite seriously, adamant in his fight against injustice. Ever since he was a kid growing up in Freedom City, he'd watched superheroes on TV and read comic books, but Baxter never thought he'd had the stuff to really be a hero; saving people from the criminals and bringing them to justice were just farfetched dreams that were crushed before they'd began. That is, until he found his Uncle's old suit of armor. Given a chance to actually live the dream and redeem the good name of his family after his uncle's tumultuous decent into madness, Baxter felt compelled to take up the mantle. After all, it was a once-in-a-lifetime opportunity; to be something more than average or an associate of a crazy bee-themed loon, helping people in a way that most might consider unachievable on a personal level. This was his chance to be a real superhero and redeem his good name, whilst putting villainous vagrants in their place in the process! [b][u]Powers & Tactics[/u]:[/b] Hit hard and hit fast. This is the grand strategem the young bee-themed hero has relied on for the last few months, utilizing the armor's various features and augmented capabilities to put evil-doers in their place through brute force, superior mobility, a little crowd control, and the (relative) safety the battlesuit provides from conventional arms. Having never been officially placed in a position of cooperation with other heroes yet, the newest incarnation of the Bee-Keeper isn't quite sure what he'll do when thrust into such a circumstance, but thus far things have been going swimmingly. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Rated 'T' for Teen (Age):[/b] Youth and speed might get the girls, but getting you into bars and nightclubs it does not. Even as an underage superhero, Baxter must still conform when out-of-costume with the laws and regulations regarding his age. [b]Bee Amazzzzing! (Obsession):[/b] While he wasn't always as such, Baxter has begun to harbor a newfound interest in bees. Sure, he doesn't have any live ones at the moment, but its quickly becoming a fascinating study for the boy that's no doubt been spurred on by his discovery of Uncle Barry's decidedly denounced prototype battlesuit. When he can find the time, Baxter seeks out knowledge regarding these busybodies in an endeavor to unlock his - and the suits - full potential, like his misguided uncle before him. [b]All the Buzz (Reputation):[/b] Given Baxter's double-life as an already (semi-) infamous and self-styled super-villain of the same name, it's fair to say that he gets his share of grief from capes, cops, and cowls alike for his legacy motif despite his best attempts otherwise. Likewise, as an obvious heir to the distressingly comical (but adept) Barry Bowles, Baxter has a harsh place amidst Freedonians as both a distant relation to an insane guy fascinated with bees and the very image of the same fellow when armored and patrolling the streets. [b]Homeroom by Nine O'Clock (Responsibility):[/b] While the Bee-Keeper's sting might always be within reach of lawbreakers everywhere, Baxter isn't always so fortune to be suited up to do so. After all, he has things he must attend to on a regular basis; and of these things, the bane of them all is his curricular studies. As a high school student, Baxter must attend (and slip out only when it's easy to get away with) his classes regularly, relegating the majority of his crime-fighting activity to the late night variety. Failure to show up... well, hopefully there won't be another parent/teacher conference any time soon. [b]Who is that Masked Apian Weirdo? (Secret):[/b] As a would-be superhero, Baxter does his best to keep his identity a closely guarded secret. While supervillains, mooks, and various other misguided miscreants might prove a perilous sort of ordeal for the aspiring apiary protege, there is one thing he fears more: his parents finding out he's been sneaking out to fight crime on the side. [b][u]Abilities[/u]:[/b] 4 + 4 + 4 + 4 + 0 + 8 = 24PP Strength: 32/14 (+11/+2) Dexterity: 14 (+2) Constitution: 24/14 (+7/+2) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 18 (+4) [b][u]Combat[/u]:[/b] 8 + 8 = 16PP Initiative: +6 (+4 Improved Initiative, +2 Dex) Attack: +4 (+4 Base, +6 Unarmed, +10 Strike, +10 Blast, +10 Nauseate, +10 Paralyze) Grapple: +23/+6 [w/o Beesuit] Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -6/-3 [w/o Protection]/-1 [w/o Beesuit] [b][u]Saving Throws[/u]:[/b] 5 + 7 + 8 = 20PP Toughness: +10/+7 [w/o Protection]/+2 [w/o Beesuit] (+7/+2 Con, +3 Protection) Fortitude: +12/+7 [w/o Beesuit] (+7/+2 Con, +5) Reflex: +9 (+2 Dex, +7) Will: +8 (+0 Wis, +8) [b][u]Skills[/u]:[/b] 44R = 11PP Bluff 6 (+10) [size=60]SM[/size] Craft: Electronic 3 (+5) Craft: Mechanical 3 (+5) Diplomacy 8 (+12) [size=60]SM[/size] Knowledge: Life Sciences 4 (+6) Knowledge: Pop Culture 4 (+6) Knowledge: Technology 4 (+6) [size=60]SM[/size] Notice 6 (+6) Perform: Dance 6 (+10) [size=60]SM[/size] [b][u]Feats[/u]:[/b] 30PP All-Out Attack Beginner's Luck Defensive Attack Dodge Focus 6 Evasion 2 Grappling Finesse Improved Grab Improved Initiative 1 Improved Throw Improved Trip Interpose Luck 3 Move-By Action Power Attack Precise Shot 2 Skill Mastery 1 (Bluff, Diplomacy, Knowledge: Technology, Perform: Dance) Stunning Attack Takedown Attack 2 Taunt Ultimate Save (Toughness) [quote name="Equipment 0PP = 0EP"] Cellular Phone [0EP] Laptop [0EP][/quote] [b][u]Powers[/u]:[/b] 61PP [b]Device 15[/b] (Bee-Keeper Armor 1.6e; 75 Points, Hard to Lose; PFs: Subtle) [61pp] [quote name="Device 15 = 75 DP"][b]Communication 4[/b] (Radio) {4dp} [b]Comprehend 2[/b] (Speak & Understand Animals; Limited: Bees) {2dp} [b]Enhanced Constitution 10[/b] {10dp} [u]BE:[/u] [b]Enhanced Strength 18 + Super-Strength 8[/b] (Effective Carrying STR 72; PFs: Groundstrike) {35dp} - [i]The Proportionate Strength of a Bee![/i] [list][u]AP:[/u] [b]Blast 10[/b] (Extras: Autofire, PFs: Accurate 3, Improved Crititcal 1, Reversible) {1dp} - [i]The Sting of Justice![/i] [u]AP:[/u] [b]Nauseate 10[/b] (Extras: Ranged; PFs: Accurate 3, Reversible) {1dp} - [i]Toxic Stingers![/i] [u]AP:[/u] [b]Paralyze 10[/b] (Extras: Alternate Save [Reflex], Range [Ranged]; Flaws: Fades; PFs: Accurate 3) {1dp} - [i]A Sticky Situation![/i] [u]AP:[/u] [b]Strike 10[/b] (Extras: Autofire, Penetrating; PFs: Accurate 2, Improved Critical 2, Mighty) {1dp} - [i]A Mighty Beeting![/i][/list] [b]Enhanced Uncanny Dodge (Auditory)[/b] {1dp} - [i]Twitchy Antennae![/i] [b]Flight 5[/b] (250 MPH/2,500') {10dp} - [i]Flight of the Bumblebee![/i] [b]Immunity 1[/b] (Bees) {1dp} [b]Protection 3[/b] {3dp} [b]Super-Senses 5[/b] (Darkvision, Direction Sense, Distance Sense, Ultra Hearing) {5ep}[/quote] [b][u]Drawbacks[/u]:[/b] -4PP [b]Normal Identity[/b] (Full-Round Action) [-4pp] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Unarmed in Suit Touch DC25 Toughness (Staged) Damage (Physical) Strike Touch DC25 Toughness (Staged) Damage (Physical) Blast Ranged DC25 Toughness (Staged) Damage (Physical) Nauseate Ranged DC20 Fortitude (Staged) Sickened/Nauseated/Helpless Paralyze Ranged DC20 Reflex (Staged) Slowed/Helpless Totals: Abilities (24) + Combat (16) + Saving Throws (20) + Skills (11) + Feats (30) + Powers (61) - Drawbacks (4) = 158 Power Points Edit'd by Fox. I took the liberty of dropping the equipment block, as 0ep items are things you can just assume a character has. If you really want it there, though, let me know and I'll toss it back in. Link to comment
Semi-Autogyro Posted September 3, 2012 Share Posted September 3, 2012 Myrmidon 10 pp to spend, as well as cashing in some more equipment points from my bronze award for a vehicle. Powers: Increasing Tech Augmentation from Rank 5 to Rank 7 (10 PP). Note: I will not be increasing this anymore since he can comfortably make items that will allow him to meet his caps regularly now. In addition, I will be working on creating a more comprehensive list of his tech augmentations now that I have it where I want it, which will change his configurations. I will submit another character edit when I have a satisfactory number of new examples, and their DCs. Equipment: Purchasing a 33 EP vehicle, which combined with his current equipment reward EP, has him using 10 out of 15 points from his Bronze reward. Minor Edits: Moved his native language to German, which was an long missed oversight on my part. [b][u]Player Name[/u]:[/b] Semi-Autogyro[floatr][img=http://freedomplaybypost.com/wiki/images/4/4f/MyrmidonHFSingle.png[/img][/floatr][floatr][img]http://freedomplaybypost.com/wiki/images/a/a4/John_Civilian.jpg][/floatr] [b][u]Character Name[/u]:[/b] Myrmidon [b][u]Power Level[/u]:[/b] 13 (199/199 PP) [b][u]Trade-Offs[/u]:[/b] +2 Defense, -2 Toughness [b][u]Unspent PP[/u]:[/b] 10 [b][u]Progress To Silver Status[/u]:[/b] 49/60 [i]Bronze Reward[/i]: Equipment 10/15 for Myrmidon [b][u]In Brief[/u]:[/b] Psionic Overshadow clone created for battlefield supremacy. [b][u]Alternate Identities[/u]:[/b] Johann (John) T. Schmidt (Smith) [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] SHADOW Complex AA12, Clone Tank RC-1207 [b][u]Occupation[/u]:[/b] High School Student [b][u]Affiliations[/u]:[/b] Claremont Academy (student), Irregulars (member) [b][u]Family[/u]:[/b] None, Genetically Modified Overshadow [Wilhelm Kantor] Clone [b][u]Age[/u]:[/b] 5 (DoC: May 6th, 2007) [b][u]Apparent Age[/u]:[/b] 17-18 [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Caucasian [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 185 [b][u]Eyes[/u]:[/b] Ice Blue [b][u]Hair[/u]:[/b] Golden Blonde [b][u]Description[/u]:[/b] Like the man he was cloned from, Myrmidon would be considered an ideal poster boy for the Reich. Tall and solidly built, he is far lighter on his feet than his farmer's frame would suggest. In his day to day wear at Claremont, he favors old army surplus gear usually with a pair of combat boots, military cap and sunglasses to obfuscate his features.. His combat uniform is an amalgamation of his past and present – The VANGUARD combat armor he wears has a distinct SHADOW heritage as due to it being a working field prototype of theirs. The dark exterior is traced with faintly glowing blue lines that are a result of psionic bleed from his powers. The helmet possesses a mirrored reflective faceplate, and it seamlessly integrates with the armor making while making a call back to his roots as a faceless SHADOW minion. In addition, it has the effect of obscuring his voice, requiring a commlink to talk through which further conceals his identity. [b][u]Power Descriptions[/u]:[/b] According to the non-damaged files Raven retrieved from the SHADOW complex, their scientists believe he is 'assembling' the augmented technology from some sort of alternate dimension. Once the items completed they are in tune with the energies of this dimension, making them ‘fundamentally real’ and independent of his involvement. Since he was the one that ‘assembled’ them, only he knows the proper steps to disassemble the items and has to physically make contact in order to do so. How he makes the technology operate without knowing the underlying sciences involved is a mystery, however. The ‘psionic bleed’ effect that is the result of using his powers is normally represented by a faint light blue/white tracings or highlights. However SHADOW found a use for this: as a result the color, intensity, pattern, and behavior of the bleed can be easily controlled by Myrmidon, which he utilizes for various mundane functions. These can range from status indications (greenish tint which indicates poison or similar affliction), to stealth (obscuring the bleed completely), even improvised battlefield communication (‘flashing’ the colors in a Morse code manner). [b][u]History[/u]:[/b] RC-1207 AKA Myrmidon AKA John Smith was extracted from a SHADOW research base by Raven and Daedalus as the only surviving prototype clone of what was termed Project: Myrmidon, which itself was an offshoot of the Project: MIMIR. Said clone used advanced techniques for faster gestation and stable mutations compared to older model SHADOW clones. This new clone was designed to be an autonomous psychic commander, vastly improving the combat performance of SHADOW replica troopers and forces when operating in concert with them. Raven and Daedalus destroyed the SHADOW base and extracted the sole active clone and all related information that could be salvaged. Upon further testing the clone was found to be self-aware; although undeveloped in many areas. Daedalus, by using data found at the SHADOW complex found that the cloning process was incomplete and needed to be finished in order for the clone to fully develop. In addition, the immortal inventor added further social conditioning in lieu of the standard SHADOW indoctrination programming in hopes of giving the clone free will. He was wildly successful in removing most, if not all of the programming. Numerous attempts to remove mutations and genetic modification from the clone proved fruitless as over the next year as it reached maturity. The clone proved intelligent and physically sound, but still only had a basic grasp of social concepts and interaction. At this point Duncan Summers suggested enrolling him at the Claremont Academy to allow him to develop the necessary skills to reintegrate into society under the alias John Smith. [b][u]Personality & Motivation[/u]:[/b] The politest way to describe John is socially stunted. He has no real experience in dealing with normal social interaction. That being said, he does enjoy new experiences and meeting people. Common things most people have already encountered are novel and fascinating things to him. He views using his power for good as a sort of balance to the misdeeds of his genetic donor, and is adamant that he will not be used like that ever again. He does not have any solid plans for the future, but he is sure he will find something eventually to his liking. He is a very, very driven (some have called him intense) individual who gives 110% in all situations: from finding a hobby to fieldwork. He is openly friendly and polite, but still remains wary of others (especially scientists) outside of his social circle. [b][u]Powers & Tactics[/u]:[/b] Myrmidon was created and trained to be a sublime battlefield commander and soldier. He uses his abilities to coordinate allies while maximizing and exploiting enemy weaknesses. His augmentations allow unparalleled versatility on the battlefield, affording him multi-role utility and capabilities. In order to make the most of his powers SHADOWs' mental and physical programming/augmentations focused on asymmetric warfare, infiltration, and elimination techniques. John is a combat pragmatist first and foremost, and doesn't subscribe to the idea of a fair fight. He prefers to analyze a situation before going in hot if at all possible to ascertain any advantage he gain garner. But once in the thick of things he favors ending a fight as quickly as possible, not holding back regardless of the opponent. He refers to his augmentation powers in terms of ‘protocols’ or ‘configurations’. Protocols refer to the source of the augmented item, while configuration refers to the purpose of the augmented item. For example, using a battery to electrify his armor, Myrmidon might refer to it as using a ‘Voltage Protocol’ and the final result as ‘Configuration: Tesla Armor’. [hr][/hr] [b][u]Complications[/u]:[/b] [b]A Man Chooses, A Slave Obeys:[/b] Being chained/restrained/controlled. Myrmidon definitely does not want to be considered an exploitable resource ever again and will fight till the bitter end in those circumstances. [b]Cold Fury:[/b] Myrmidon has more in common with Wilhelm Kantor than just his physical appearance: he retains his genetic donors’ legendarily frosty temper and ability to hold grudges. Combined with Myrmidons’ personality, this can lead to moments of unsettling dissonant serenity. [b]Hero with an 'F' in Social Skills:[/b] Myrmidon has little or no clue about the context, subtleties, nuances, and taboos of inherent in social dialogue and relationships. Additionally his military demeanor, mindset, and way of approaching/interpreting these situations can also lead to or exacerbate problems. Myrmidon also has a pronounced wariness and distrust when it comes to scientists of any stripe, due to his history at the hands of such people. [b]Irregularity in the System:[/b] To his continuing surprise, John has found true companions: Morgan Crowe (Crow), Victoria Knight (Wisp), Etain Maher (Changeling), Brian Harris (Glowstar), and Kate Moriarty (FCPD Captain). When situations arise that concern his friends, John tends to be rather insubordinate and audacious in response. Some also know his true identity as well, something that further makes him feel duly responsible for their well-being. [b]Lost Experiment; Reward for Return:[/b] John possesses first-hand experience and classified knowledge of SHADOW and its various assets. Needless to say, SHADOW would go to extreme lengths to retrieve or eliminate Myrmidon if they ever found concrete evidence to his continuing existence. As such he attempts to keep as low of a profile as possible, deferring his contributions and preferring to remain anonymous versus the spotlight. [b]Six Degrees of Overshadow: [/b] Overshadow/SHADOW enemies tend to be his enemies until aware of who/what Myrmidon exactly is, and the same applies in reverse for allies of Overshadow/SHADOW. [b]Sunglasses at Night: [/b] While in passive mode, the VANGUARD armor system appears to be no more than a pair of sunglasses. The only active components in this state are the Flash Goggles, Night Vision Goggles, and Quick Change features. In addition, in their passive state they are considered to be Easy to Remove. [b]You Seem [i]Horribly[/i] Familiar:[/b] Myrmidon most definitely gets off on the wrong foot with any heroes/people that know what Overshadow/Shadow Clones look like under their masks. [b][u]Abilities[/u]:[/b] 10 + 10 + 10 + 10 + 0 + 0 = 40 PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 24 + 28 = 52 PP Initiative: +5; +21 w/ Knowledge [Tactics] Attack: +12 Grapple: +17 Defense: +14 (+14 Base, +0 Dodge Focus), +7 Flat-Footed Knockback: -5, -2 Unarmored [b][u]Saving Throws[/u]:[/b] 5 + 5 + 10 = 20 PP Toughness: +10 (+5 Con, +5 VANGUARD Armor) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +10 (+0 Wis, +10) [b][u]Skills[/u]:[/b] 96 Ranks = 24 PP Acrobatics 10 (+15) [sup]Skill Mastery[/sup] Drive 4 (+9) Demolitions 3 (+8, +10 Masterwork Demolitions Kit) Knowledge [Tactics] 16 (+21) [sup]Skill Mastery[/sup] Knowledge [Technology] 3 (+8) Languages 3 (English, German [Native], Russian, Sign Language) Medicine 3 (+8, +10 Masterwork Medical Kit) Notice 10 (+10) [sup]Skill Mastery[/sup] Perform [String Instruments] 3 (+3, +5 Masterwork Instrument [Guitar]) Pilot 4 (+9) Search 10 (+10) Sense Motive 10 (+10) Stealth 14 (+19) [sup]Skill Mastery[/sup] Survival 3 (+3, +5 Masterwork Survival Kit) [b][u]Feats[/u]:[/b] 25 PP Accurate Attack All-Out Attack Benefit 2 (Use Knowledge [Tactics] to Feint & Trick, as Move Actions) Benefit (Use Knowledge [Tactics] for Initiative Checks) Defensive Attack Eidetic Memory Equipment 0 (+10 Bronze Reward) Evasion Fearless Hide in Plain Sight Leadership Luck 2 Masterful Tactics (Use Knowledge [Tactics] to spot ambushes & avoid feints) Master Plan 2 (Use Knowledge [Tactics] for Master Plan checks) Power Attack Rallying Cry Second Chance (Saves vs. Emotion Effects) Set Up Skill Mastery (Acrobatics, Knowledge [Tactics], Notice, Stealth) Takedown Attack Teamwork 3 [b][u]Equipment[/u]:[/b] 10 PP = 50 EP 15 + 2 + 33 = 50 EP (0 EP Unused) [device][b]Utility Gear[/b] (4+2+2+1+1+1+1+1+1+1) = [15 EP] [spoiler][b]Omnioculars[/b] [Binoculars + Parabolic Microphone][b] + Super-Senses 2[/b] [Distance Sense (rangefinder), Direction Sense (digital compass)] [4 EP] [b]Assorted Technological Parts aka "Protocols" [/b]([i]PFs[/i]: Variable Descriptor 2 [Any Technological]) [2 EP] [b]Encrypted Commlink [/b]([i]PFs[/i]: Insidious, Subtle) [2 EP] [b]Aural Dampers [/b](+5 to Saves vs. Audio Dazzle Effects) [1 EP] [b]Filtration Scrubbers[/b] (+5 to Saves vs. Olfactory Dazzle Effects) [1 EP] [b]Flash Goggles[/b] (+5 to Saves vs. Visual Dazzle Effects) [1 EP] [b]Masterwork Demolitions Kit [/b](+2 to Demolitions Checks) [1 EP] [b]Masterwork Medical Kit [/b](+2 to Medicine Checks) [1 EP] [b]Masterwork Night Vision Goggles [/b] [1 EP] [b]Masterwork Survival Kit [/b](+2 to Survival Checks) [1 EP] [b]Masterwork Flashlight [/b] [0 EP][/device][/spoiler] [device][b]Miscellaneous Equipment[/b] (1+1) = [2 EP] [spoiler][b]Masterwork Guitar [/b](+2 to Perform [String instruments] Checks) [1 EP] [b]Super-Senses 1 [/b][Time Sense (atomic watch)] [1 EP] [b]Smartphone [/b](Camera/Cellphone/Digital Audio Recorder/PDA/Video Camera) [0 EP][/spoiler] [/device] [device][b]Vehicle[/b] (3+5+13+12) = [33 EP] [spoiler][b][u]Apogee Omni-Vehicle[/u][/b] [u][b]Size:[/b][/u] Medium [0 EP] [u][b]Strength:[/b][/u] 25 (Medium Load: 533 lbs.) [3 EP] [u][b]Defense:[/b][/u] 10 [0 EP] [u][b]Toughness:[/b][/u] +10 [5 EP] [u][b]Features:[/b][/u] [13 EP] Alternate Movement (Flight) Alternate Movement (Swimming) Collapsing (Tiny) - Baton Computer Communications Disguise Ejector Seats Hidden Compartments (53.3 lbs. storage, DC 20 Search) Jumping Jacks Nitro Injectors Off Road Movement Remote Control Smokescreen – Obscure [Visual] (Area [Trail] 10 ft. wide x 50 ft. long) [u][b]Powers:[/b][/u] (2+6+4) = [12 EP] [b]Concealment 2[/b] (Radio) [2 EP] [b]Speed 5[/b] (250mph / 2,500ft per Move Action; Feats: Subtle) [6 EP] [list][b][u]AP:[/u] Flight 6[/b] (500 mph / 5,000 per Move Action) [0 EP] [b][u]AP:[/u] Swimming 5[/b] (250mph / 2,500ft per Move Action; Feats: Subtle) [0 EP][/list] [b]Super-Movement 2[/b] (Trackless, Water-Walking) [4 EP][/spoiler] [/device] [b][u]Powers[/u]:[/b] 13 + 2 + 34 = 49 PP [b][i]Descriptors[/i]:[/b] Psionic, Technology [b]Device 2 [/b](10 PP Container, [i] Flaws:[/i] Hard-To-Lose, [i]PFs:[/i] Indestructible, Restricted [Tech Augmentation], Subtle) [13 PP] (VANGUARD Armor, Technology) [device][b]Enhanced Feats 1 [/b](Quick Change) [1 PP] [b]Immunity 2[/b] (Critical Hits) [2 PP] [b]Protection 5[/b] [5 PP] [b]Super-Senses 2 [/b](Radio, Ultra Hearing) [2 PP][/device] [b]Super-Senses 2[/b] (Danger Sense [Mental], Uncanny Dodge [Mental]) [2 PP] (Ψ-Mind, Psionic) [b]Tech Augmentation 7 [/b](35PP Variable Power, All Powers of Technological Origin, [i]Extras:[/i] Duration [Continuous] +1, Affects Objects Only +0; [i]Flaws:[/i] Limited Dismissal -1, Medium (Requires Technology/Equipment) -1; [i]Drawback[/i]: Noticeable [Augmented Item appearance shifts to mimic granted powers -1]) [34 PP] (Ψ-Augmentation, Psionic & Technology) [device][b]Sample Configurations[/b]: [spoiler][u][b]Armors[/b]:[/u] [b]Concealment 8[/b] (Visual, Auditory, Radio) ([i]PFs[/i]: Close Range, Challenge [Accelerated Stealth]) + [b]Super-Movement 2[/b] (Trackless) [20 PP] (Imperceptor Armor) [b]Immunity 9[/b] (Life Support) [9 PP] (HEV Armor) [b]Protection 0 [/b]([i]Extras[/i]: Impervious 10) + [b]Immovable 10[/b] [20 PP] (Breaching Armor) [u][b]Support Items[/b]:[/u] [b]Corrosion 6[/b] ([i]PFs[/i]: Incurable, Precise) [20 PP] (Thermic Lance) [b]Flight 5[/b] [250mph / 2500ft per Move Action] + [b]Super-Movement 2 [/b][Slow Fall] ([i]Drawbacks[/i]: Power Loss [Air Intakes/Thrusters]) [6 EP] (Jetpack) [b]Healing 6[/b] ([i]Extras[/i]: Total +1; [i]PFs[/i]: Persistent, Regrowth) [20 PP] (Health Kit) [u][b]Weapons[/b]:[/u] [b]Damage 5[/b] ([i]PFs[/i]: Improved Critical 2 [18-20], Mighty, Variable Descriptor 2 [Any Physical]) [10 EP] (Assault Gauntlets & Greaves) [b]Damage 5[/b] ([i]Extras[/i]: Penetrating 10 [DMG 20] +1; [i]PFs[/i]: Improved Critical 2 [18-20], Improved Sunder, Mighty) [19 PP] (Nanoblade) [b]Damage 8 [/b]([i]Extras[/i]: Range [Ranged] +1; [i]PFs[/i]: Improved Critical 2 [18-20], Precise, Ranged Pin) [20PP] (Railway Rifle)[/spoiler] [/device] [b][u]Drawbacks[/u]:[/b] -6 PP [b]Vulnerability [/b](Mind Control; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b]Vulnerability [/b] (Mind Reading; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b]Vulnerability [/b](Possession; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Assault Gauntlets & Greaves Touch DC 25 Toughness (Staged) Damage (Any Physical); Crit 18-20 Nanoblade Touch DC 25 Toughness (Staged) Damage (Piercing, Slashing); Crit 18-20 Railway Rifle Ranged DC 23 Toughness (Staged) Damage (Ballistic, Piercing); Crit 18-20 Thermic Lance Touch DC 16 Fort Drain Toughness DC 21 Toughness (Staged) Damage (Energy, Fire) Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Abilities (40) + Combat (52) + Saving Throws (20) + Skills (24) + Feats (25) + Powers (49) - Drawbacks (6) = 199/199 Power Points Made the edit to his Languages and added the vehicle, but the ref team is currently taking a closer look at Myrmidon's VP. We'll let you know! ~Gizmo Link to comment
Aoiroo Posted September 4, 2012 Share Posted September 4, 2012 HAZ(FOR)MATTED by GIZMO Catalyst I need an update to reflect the houserules for Catalyst's Hazmat Suit Device. Chemical effects are now common descriptor so I just spent the 4PP she has to give the device a rank, and add some additional immunities while halving previous ones. [b]Device 5 ([/b]Fitted HazMat Suit, 25PP Container; [i]Flaws:[/i] Hard-To-Lose[b])[/b] [20PP] [device][b]Immunity 10 ([/b]Chemical Effects, Eye and Lung Irritants, Suffication (Gases)[b])[/b] [12PP] [b]Immunity [/b] (Electricity Damage, Fire Damage, Radiation Effects [i]Flaws:[/i] Halved) 10PP [b]Super-Senses 3 ([/b]Counters Obscure [Visual, "Fog"], Infravision[b])[/b] [3PP][/device] HAZ(FOR)MATTED by GIZMO Link to comment
Aoiroo Posted September 4, 2012 Share Posted September 4, 2012 Silhouette Not really adding anything, just a quick note for Silhouette that her grapple check is wrong. It wasn't updated when I replaced her strike attack specialization with melee focus, it should be +17 instead of +11 because she has Grappling Finesse so it uses Dex instead of Str. Question: I see +4 Base Attack and +6 Attack Focus (Melee); how does she get to +12? ~Gizmo RESOLVED AND EDITED! Link to comment
Recommended Posts