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Character Edits, v7


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CLARION'D by GIZMO

Gabriel

9PP to spend.

2PP to make Wisdom 18 (from 16).

2PP to raise Fortitude Save by 2 points.

2PP to raise Reflex Save by 2 points.

1PP to raise Knowledge (Art) to Rank 8.

1PP to gain Distract (Intimidate)

1PP to gain Fascinate (Bluff)

Also, fixed an error on his Perform numbers; the highest version of each was at +40, but should have been +30. This correction has been made.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/e/e4/GabrielHF1.png][/floatr][b][u]Player Name[/u]:[/b] KnightDisciple

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

[b][u]Power Level[/u]:[/b] 15 (235/235PP)

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

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

[b][u]Progress To Gold Status[/u]:[/b] 85/90


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

[b][u]Birthplace[/u]:[/b] Limerick, Ireland (Chalk it up to the Almighty's sense of humor)

[b][u]Occupation[/u]:[/b] Drama Teacher

[b][u]Affiliations[/u]:[/b] Freedom College

[b][u]Family[/u]:[/b] Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother)


[b][u]Age[/u]:[/b] 28 ([i]DoB:[/i] March 21, 1984)

[b][u]Apparent Age[/u]:[/b] N/A

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

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

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

[b][u]Weight[/u]:[/b] 170 lbs.

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

[b][u]Hair[/u]:[/b] Red

[b][u]Speech Color[/u]:[/b] Maroon


[b][u]Description[/u]:[/b] Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face.


Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually [i]flex[/i] with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch.


[b][u]Power Descriptions[/u]:[/b] At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter.


Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as.


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


[b]Early History[/b]

[spoiler]Carson Finbar Keefe was born on the Emerald Isle, that ancient land known as Ireland. Raised on the outskirts of Limerick, he grew up in a large, loving Catholic family. His father and paternal grandfather own and operate a pub, The Falcon and Cent. His mother and paternal grandmother both helped raise the kids, seeing as his paternal grandparents lived in a small cottage just down the road from his parents' house. His maternal grandparents were present almost as frequently, often coming over for big family dinners and get-togethers on the weekends. They lived and worked in Dublin, his Grandpa Colin being a board member in a mid-sized business in the city. Thus it was that the Keefe family never had to live hand to mouth. They have never been rich, but they had what they needed, and that was good enough. Besides, family weekends were always fun!


As he grew older, Carson started experiencing a sense of dissatisfaction. At first, he couldn't even pin his finger on it. His mother could tell something was often bothering her middle son, but she couldn't tell what it was. It wasn't until Carson was in high school that he began to grasp the meaning of this sense of discontent. Like many others, he saw a world that felt so flawed, with so many people wandering around with little hope. But Carson wasn't a superhero. He wasn't even a normal genius; his grades were merely on the high end of average. No, his real talent lay in acting; from the tender age of 6, he'd often been the leading man in any plays his school put on. The fact that he could sing as well as he could act helped during the Christmas plays, for sure. But how to fit his love of acting with this sense of, dare he say it, holy discontent?


Then he thought of the drama teacher at his school. Miss O'Brian, a kindly lady in her late 50's. Not only did she struggle to make sure kids like him had a chance to express themselves, she often helped serve as a mentor or a tutor. Suddenly, he had a sense of certainty. He'd be a teacher like her! Well, maybe eventually be a real actor, too. Like Peter O'Toole, or Liam Neeson! That would be really nifty...


So it was that Carson redoubled his focus on the fine art of theater performance. His parents were touched by the drive and focus he displayed. Once they sat down and talked with him, and he confirmed that his desire was genuine, they got behind him 100%. But Carson took things even more seriously. Several times a week, he would kneel down before going to sleep, and fervently pray that the Lord would grant him the strength to help the unfortunate, the influence to change lives, and the skill to help those who needed it. He prayed for success in his studies, and more generally for the strength and guidance to accomplish this task. Of course, it was only a couple of years later that something more incredible happened to Carson.[/spoiler]


[b]Origin of a Hero[/b]

[spoiler]Three nights after he turns 17, Carson was on a walk in the nearby park, enjoying the early evening weather and view. Suddenly, a brilliant light blinded him, causing him to stumble backwards. As his vision started to clear, he heard a voice. [b]"Fear not, Carson Finbar Keefe. My visit to you is one of greatest import, for you have a great destiny ahead of you. Your prayers have been heard. Now, they shall be answered, in a way more wonderful than you could have dreamed."[/b] When he could see more clearly, there before him stood an angel! Flowing robes, glowing hair and eyes, white wings, and...a trumpet? Carson quickly crossed himself and muttered a short prayer. "Why...why have you come to me? And which angel are you?" Then his courage took some root, and he straightened a bit as he clutched his rosary. "How do I know you're truly an angel, and not working for the Enemy? He can disguise himself, can't he?" The angel slowly walked forward, stopping right in front of Carson. There he(?) knelt, slowing reaching his free hand out...to grasp the rosary. It did not react at all with the being at first; after a few moments, it took on a deep, unearthly glow. And Carson knew this angel was genuine. [b]"I applaud your courage, Carson. You will need it for the years ahead. I am indeed a true angel. An Archangel, in fact. I am Gavriel, Herald and Messenger of the Most High. I have come because you have been chosen, Carson Finbar Keefe. You have been chosen to be an agent for Good in the world. Your current dreams are worthy, yes. Such is the work of many Saints. But you shall have a task higher still. You will be endowed with a small fraction of my power. You shall craft sound into a weapon against the forces of Evil, large and small. You have great things ahead, Carson. Or should I say...Gabriel."[/b]


And with no warning, Gavriel was simply gone. Carson looked down, to find himself clad in simple white clothes. Shirt, pants, gloves, boots, coat...mask, hood? Almost all of it, shining white. He felt power welling up within himself. He had a grasp on at least the basics of what to do, though he knew he needed practice. And oddly enough, he suddenly knew how to play the trumpet, as well as a couple of other similar instruments. But...what would he tell his parents.


In the end, Carson broke down and told his father and mother what had happened. He made them promise not to speak of it to any of the other family, and to instead help cover for him as he took the time to start mastering his abilities, while still working hard to go to school. At first they were reluctant, but after Carson showed them his new outfit (which sadly he could not simply summon and de-summon at will), and some of the things he could do, they became convinced. So Angus and Bevin worked hard to help their middle son. They served as sympathetic listeners as he related his frustrations with school, his powers, and the continuing uncertainty of where exactly he should go.


Carson graduated high school, and immediately entered the closest university with a strong fine arts program. There, he honed his dramatic and vocal skills, while also working on methods to do the same for his future students. He applied all his energy to the program, graduating with a Masters in Theater Education, and a Minor in Counseling, in only 5 (grueling) years. It was perhaps his happiest moment yet, one full of a sense of accomplishment and purpose.


Not two days later, he awoke in a cold sweat. He'd had a dream, one with a sense of purpose. But all he could remember was flashing images of his heroic identity fighting criminals and super-villains in a city. Carson got up and went about a typical morning in his house. But when he happened to glance at the paper, something caught his eye, tugged at his heart, and left his rosary feeling warm on his chest. Specifically, there was a story about another conflict between superheroes and supervillains in Freedom City, seemingly the center of such activity in America. At that moment, he knew where he had to go. "Ma, Da, I know where I'm going to teach. Freedom City." At first, they looked at him with confusion. Then they saw the certainty, the conviction, in his eyes. Slowly, his father nodded, pride shining in his eyes. His mother managed to avoid crying, though a single tear slipped out of one eye as she gazed on her boy, now a man. "If that's what you feel you need to do, son, we'll help you get everything squared away."


His parents kept his word. Oh, he didn't move to Freedom City the next week or anything. It took Carson just over a year to get a passport, work visa, and various certifications before he was able to move to America. During that time, he'd been helping his father at the pub, as well as doing some teaching at the local schools. Between all of that, and a bit of help from Grandfather Colin, he managed to arrange for halfway decent housing close to the campus. While he had an Irish driver's license, he didn't want to try dealing with either public transportation or getting his own car for a while. Besides, walking did him good.[/spoiler]


[b]Recent Times[/b]It hasn't taken Carson long to find himself in the thick of the action in Freedom city. Demons, mobs, undead, sorcerors, time travel, and so much more. He's seen a lot and fought more. Along the way, he's made friends, and a few enemies; he's now allies with several of the more powerful and well-known heroes of the City, and there's even rumors from his friends he might end up on the Freedom League roster. All in all, Carson has found himself doing good things for people who need it.


[b][u]Personality & Motivation[/u]:[/b] Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for.


This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students.


As Gabriel, his focus has been on helping "the little guy," such that he tends to target non-powered petty criminals. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians.[/spoiler]


[b][u]Powers & Tactics[/u]:[/b] Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast.


Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in.


[hr][/hr]

[b][u]Complications[/u]:[/b][b]Demons, Why Did It Have To Be Demons?:[/b] Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight.

[b]I Hate Faeries!:[/b] Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, or if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades).

[b]Old Wounds:[/b] Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like.

[b]Responsibility:[/b] Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict.

[b]Secret (Identity):[/b] Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

[b]Shepherd of The Flock:[/b] Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions.

[b]Relationship:[/b] Carson Keefe is in a romantic relationship with Sonya Sokolova; anyone who knew of his dual identity might seek to harm him through her (though she's not an easy target), and if she's in danger for one reason or another, Carson may not think rationsally. A GM should feel free to give Gabriel a hero point whenever his romance leads to immediate and dangerous difficulty in his life. 



[b][u]Abilities[/u]:[/b] 4 + 4 + 6 + 4 + 8 + 10 = 36PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 18 (+4)

Charisma: 50/30/20 (+20/+10/+5)



[b][u]Combat[/u]:[/b] 16 + 16 = 32PP

Initiative: +6

Attack: +8, +12 Spear, +12 Sonic Control

Grapple: +11

Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

Knockback: -6/-4, -3/-1 Flat-Footed



[b][u]Saving Throws[/u]:[/b] 7 + 8 + 9 = 24PP

Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed

Fortitude: +10 (+3 Con, +7)

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

Will: +13 (+4 Wis, +9)



[b][u]Skills[/u]:[/b] 124R = 31PP

Acrobatics 8 (+10)

Bluff 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Diplomacy 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Gather Information 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Intimidate 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Art) 8 (+10)

Knowledge (Streetwise) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 12 (+16)

Perform (Acting) 10 (+30/+20/+15)

Perform (Wind Instruments) 10 (+30/+20/+15)

Sense Motive 12 (+16)



[b][u]Feats[/u]:[/b] 31PP (+3PP Vet Reward)

Attack Specialization (Sonic Control) 2

Beginners Luck

Defensive Roll 2 (+4 Toughness)

Distract (Intimidate)

Dodge Focus 4

Equipment 3 (15EP) (+3 Veteran Reward)

Fascinate (Bluff)

Improved Initiative

Inspire 5

Leadership

Luck 5

Rallying Cry

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Ultimate Bluff

Ultimate Diplomacy

Ultimate Intimidate

Ultimate Gather Information

Uncanny Dodge (Auditory)

Well-Informed


[quote name="Equipment 3PP= 15EP"]Headquarters ([url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=4052&p=147243#p147243]Monastery[/url])

[quote]Size: Huge (3EP), Toughness +10 (1EP)

Features: Isolated, Living Space, Personnel (Monks), Gym, Library, Masterwork Infirmary, Power System, Animal Pens, Chapel 

Power: Super-Movement (1EP)


[b]Super-Movement 1 ([/b]Dimensional Movement (Sanctuary<->Earth Prime), [i]Extras[/i]: Portal, Duration (Continuous) [i]Flaws[/i]: Limited (Others); Action (Standard)[b])[/b]  (Dimensional Portal inside the Monastery, effectively a Feature) (1EP)

[b]Masterwork Infirmary ([/b]+2 to Medicine checks[b])[/b][/quote][/quote]


[b][u]Powers[/u]:[/b] 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP


[b]Device 2 ([/b]10PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [8PP] (Holy Armor)


[device][b]Features 1 ([/b]Quick Change[b])[/b] [1PP]


[b]Immunity 2 ([/b]Critical Hits[b])[/b] [2PP]


[b]Protection 5[/b] [5PP]

[b]Super-Senses 2 ([/b]Darkvision[b])[/b] [2PP][/device]

[b]Device 4 ([/b]20PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Subtle [Transforms into a Ring], [i]Features:[/i] Masterwork Wind Instrument [Transforms into a Trumpet][b])[/b] [14PP] (Heavenly Spear)


[device][b]Light Control 5 ([/b]25ft radius, [i]Flaws:[/i] Range [Touch][b])[/b] [5PP]


[b]Strike 10 ([/b][i]Feats:[/i] Accurate 2, Mighty[b])[/b] [13PP] (Blessed/Holy, Piercing, Silver)


[b]Super-Movement 1 ([/b]Dimensional Movement 1 [Earth-Prime and Sanctuary] [b])[/b] [2PP][/device]

[b]Enhanced Charisma 10 ([/b]to 30/+10[b])[/b] [10PP]


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


[b]Immunity 1 ([/b]Own Powers[b])[/b] [1PP]


[b]Sonic Control 12 ([/b]34PP Array, [i]Feats:[/i] Alternate Power 9[b])[/b] [43PP] (Mutation)

[array][u]Base Power[/u]: [b]Dazzle 12 ([/b]Auditory Senses, [i]Extras:[/i] Area [General, Burst, 60ft radius], Selective[b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extras:[/i] Autofire [b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Communication 6 ([/b]Auditory, 20 miles ["Anywhere In Freedom City"], [i]Extras:[/i] Area, Linked [Comprehend, Super-Senses], [i]Feats:[/i] Selective, Subtle[b])[/b] [14PP] [b]+ Comprehend 3 ([/b]Languages 3 [Speak Any, All At Once, Understand All], [i]Extras:[/i] Linked [Communication, Super-Senses][b])[/b] [6PP] [b]+ Super-Senses 3 ([/b]Extended Hearing 4 [100,000ft / 20-mile Notice Increments], [i]Extras:[/i] Linked [Communication, Comprehend], [i]Flaws:[/i] Limited [Speech], [i]Feats:[/i] Selective[b])[/b] [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP]


[u]Alternate Power[/u]: [b]Confuse 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], Selective[b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects, Range [Ranged][b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Enhanced Charisma 20 ([/b][i]Extras:[/i] Linked [Enhanced Skills][b])[/b] [20PP]  + [b]Enhanced Skills 10 ([/b]40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 [b])[/b] [10PP]  [20 + 10 = 30PP]


[u]Alternate Power[/u]: [b]Emotion Control 12([/b][i]Extras:[/i] Area [General, Shapeable, 12 5ft cubes][b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Flight 9 ([/b]Rank 10, 10,000mph / 100,000ft per Move Action, [i]Feats:[/i] Moving Feint, Subtle[b])[/b] [20PP]


[u]Alternate Power[/u]: [b]Nauseate 12 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Paralyze 12 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [34PP][/array]

[b]Super-Senses 3 ([/b]Ultrasonic Hearing, [i]Extras:[/i] Accurate[b])[/b] [3PP] (Echolocation)



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

None



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

[code]ATTACK             RANGE          SAVE                       EFFECT

Unarmed            Touch          DC17 Toughness (Staged)    Damage (Physical)

Blast              Ranged         DC27 Toughness (Staged)    Damage (Energy)

Confuse            Ranged         DC22 Will                  Confused

Dazzle             Ranged+Area    DC22 Reflex                1/2 Effect

                                  DC22 Reflex                Deafened

                                  DC22 Fortitude             Recover

Drain              Ranged         DC22 Fortitude             Drain Toughness

Emotion Control    Perception     DC22 Will (Staged)         Special

Nauseate           Ranged         DC22 Fortitude (Staged)    Sickened/Nauseated/Helpless

Paralyze           Ranged         DC23 Will (Staged)         Slowed/Paralyzed

Spear              Touch          DC27 Toughness (Staged)    Damage (Physical)
Abilities (36) + Combat (32) + Saving Throws (24) + Skills (31) + Feats (31) + Powers (81) - Drawbacks (0) = 235/235 Power Points

This post has been updated to incorporate the above changes, and is codeblocked above.

CLARION'D by GIZMO

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UNION JACK'D by GIZMO

Young Britannia

Spliting Str and Con into regular and enhanced, so Str 10 and Con 10 and Enhanced Str 20 and Enhanced Con 18 This include an increase of Enhanced Con by 2.

Increase Dodge Focus by 1

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

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

[b][u]Power Level[/u]:[/b] 9 (136/136PP)

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

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

[b][u]Progress To Silver Status[/u]:[/b] 31/60 (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] Businesswoman, Pop Star

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

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


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

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

[b]Gender:[/b] Female

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

[b]Height:[/b] 6’0â€

[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] 0 + 2 + 0 + 0 + 4 + 6 = 12PP

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

Dexterity: 12 (+1)

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

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 6 + 4 = 10PP

Initiative: +1

Attack: +3 Base, +4 Ranged, +5 Unarmed, +8 Burst of Light

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

Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed

Knockback: -7/-4



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

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

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

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

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



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

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

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

Knowledge (Popular Culture) 3 (+3)

Notice 8 (+10)

Perform (Singing) 9 (+12) 



[b][u]Feats[/u]:[/b] 7PP

Attack Focus (ranged) 1

Attractive 1

Benefit 1 (Wealth 1)

Dodge Focus 3

Luck 1



[b][u]Powers[/u]:[/b] 11+ 18 + 1 + 20 + 2 + 7 + 7 + 21 + 5 = 92PP


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

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


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

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


[b]Enhanced Feats 1[/b] (Beginner’s Luck) [1PP]


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


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


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


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


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

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


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


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


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

[b]Past Lives Array 2 ([/b]4PP Array, [u]Feats:[/u] Alternate Power) [5PP]

[array][u]Base Power[/u]: [b]Comprehend 2 ([/b]Languages 2 [Speak and Understand All]) [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) = 0PP



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

[code]ATTACK           RANGE     SAVE                        EFFECT

Unarmed          Touch     DC25 Toughness (Staged)     Damage (Physical)

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

Blinding Light   Area      DC 14 Ref/Fort              Blinding
Totals: Abilities (12) + Combat (10) + Saving Throws (9) + Skills (6) + Feats (7) + Powers (93) - Drawbacks (0) = 136/136 Power Points

UNION JACK'D by GIZMO

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EDITS DYRN by GIZMO

Blodeuwedd

Time to top up on feats

Adding : Elusive Target, Evasion 2, Hide in Plain Sight, Startle. Raise Dodge Focus to 6.

Making the Sword Dyrnwyn easy to loose, raising it's damage to 6 and dropping Weapon Break.

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

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

[b][u]Power Level[/u]:[/b] 9 (132/136PP)

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

[b][u]Unspent Power Points[/u]:[/b] 4

[b][u]Progress To Silver Status[/u]:[/b] 16/60 (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] 5’7â€

[b]Weight:[/b] 125 lbs.

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Dark Brown


Blodeuwedd is a pretty young woman but her features are not overly distinctive, the order has taken time to teach how to follow the fashion of the day. She could be any girl off the streets of Cardiff or Merthyr Tydfil. She is actually an attractive young woman, but unless she making an effort rarely apply make-up or styles her hair beyond a simple ponytail. Her body is lithe and athletic, a figure gained from years of dedicated training. Whilst she tries to dress in all the latest fashions, it always seem to come across as slightly off as if she doesn’t quite understand the whole process (which is close to the truth), she also tends to pick clothes which allow for movement in case of trouble.


Her costume is simply the artefacts she has been entrusted with by the order, with the cloak around her and the strange glow of the goggles she can cut quite an imposing sight.


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

Blodeuwedd has no natural powers only the years of training that has been provided to her by the Order. The Order has however managed over the centuries to have acquired, legally or via industrial espionage and even outright theft, a number of items both magical and technical. The best of this equipment has been given to Blodeuwedd to aid her in the mission. Each has been given a name after one of the fabled treasures of the British Isles.


[u][i]Dyrnwyn[/i] "White-Hilt"[/u]: Scholars of the order debate whether this sword is the actual mythical weapon or a similarly named item. The debate is centred on the fact that the sword is actually a more medieval broadsword than the more suitable Celtic designs. Like the mythical sword this one becomes covered in a magical fire when it is drawn, though whether the sword will burn the unworthy is still unproven.


[u][i]Gwyddbwyll Gwenddoleu ap Ceidio[/i] "The Chessboard of Gwenddoleu ap Ceidio"[/u]: These goggles appear to be a simple set of oversized night vision goggles, and they do indeed  allow her to see in the dark. They also however contain a pair of specially prepared magical lenses that allow her to detect magical energies. The large flat lenses glow with a slight green light.


[u][i]Llan Tegau Eurfron[/i] "The Mantle of Tegau Eurfron"[/u]: A tight fitting body suit and floor length cloak, with hood, weaved out of cutting edge materials that are not only light weight and flexible, but provides substantial protection to the owner. The suit is colored a dark blue to assist stealthy operations during night time. Made of advanced fiber panels there mimetic qualities allow it to alter its appearance to appear as almost any form of clothing.


[u][i]Ffoniwch Eluned[/i] "Ring of Eluned"[/u]: This item is an alien ring, of unknown origins, which has been gifted to the order by one of their allies working from Cardiff. The ring projects a thin field of energy around the wearer which not only provides a degree of protection it also allows the wearer to camouflage themselves into the environment


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

Blodeuwedd never knew her parents, they died when she was young, all she has known is the sanctuary of the Amddiffynnwr o Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes). The men and women of the order were caring people and she was raised in a loving caring environment, but from an early age she was trained as an athlete and a warrior. Trained to be an agent of the order.


According to legend the Order was founded by Lleu Llaw Gyffes himself as a body of men (and later women) to help defend him and the Kingdom of Gwynedd (later Wales) from the vengeance from the goddess, and his mother, Arianrhod. Through the centuries the order has expanded there remit to defend the nation from any supernatural threat being from the Celtic gods and spirits. Mostly from within Wales but occasionally the acted on threats outside the country.


A small and deeply secretive order they rarely concern themselves with matters outside of Wales, but in the last few years there augers and intelligence network, have heard rumours that one of the Celtic god or goddess have allowed one of their offspring to live in Freedom City in the United States. After much debate the order decided to send an agent to the city to monitor the situation. As the seer showed the main focus was an unusual school they needed someone of the right age to infiltrate the school.


Blodeuwedd knew nothing about this; she was being trained to recover dangerous Celtic artefacts. The first she knew was when she was informed of her mission by the Order and sent to America to infiltrate the school. Her orders were simple, find out if such people exists and if they do what danger they present to the order. So far her first days in her new identity as Cerys haven’t gone well. On arrival at Claremont the Headmaster called her in and proceeded to tear apart her newly constructed identity, only to inform her that she had undergone an excellent training and telling her that she was welcome to stay.


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

Blodeudwedd is a quiet and reserved person with all her word and actions being carefully considered. She’s a quiet and conscientious student who watches everything and considers all the fact before asking questions. She a very stern and serious person who will have little to do with any kind of frivolity. Having grown in as part of a small order, based near a tiny village in North Wales, Bloeudwedd doesn’t have much experience with dealing with the vast multitude of people who live in Freedom City. She can come across as curt and rude, but is in fact is more than a little shy, not to mention awe struck.


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

Blodeuwedd has been trained to be a cautious fighter. She will spend as much time as possible calculating her enemy’s abilities and weaknesses, if possible at a distance from a hiding place. Then when she is ready she will strike quickly and swiftly trying to disable her opponent. She has had it drummed into her to always spare her hand against human enemies, only against the gods and their allies are she allows unleashing her full fury.


[hr][/hr]

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

[b]Ceyrs Matters:[/b] Raised from birth in an isolated location with a focus on training for her chosen task Blodeuwedd has never had any concerned other than her duty. As Ceyrs she now has time to herself, and almost no idea what to do with herself.

[b]I thank the Lord I’m Welsh:[/b] Raised by a very pro-Welsh Order Blodeuwedd is naturally very proud of her Welsh heritage, it takes a great effort of will to hide her nationality or even her accent. She, and the order, aren’t however rabid nationalist fighting for independence. In their mind if the Queen was unfit to rule the land then the land we become barren. Only then would they have to act.

[b]Secret Identity:[/b] Blodeuwedd know the importance of secrecy to both her personal safety and to the order as a whole. So she endeavours to keep up the facade of the cover story she has been provided with.

[b]So Unpretty:[/b] Blodeuwedd is still uncomfortable in her Cerys persona. Her interactions with other people are hindered by an almost crippling shyness and her general posture tends to downplay her attractiveness. All this combines to make it difficult for her to use her highly honed social skills.



[b][u]Abilities[/u]:[/b] 6 + 10 + 6 + 0 + 2 + 6 = 30PP

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: +5

Attack: +7 Base, +9 Unarmed, +9 Dyrnwyn

Grapple: +9

Defense: +9 (+3 Base, +6 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] 20PP

Attack Specialization (Unarmed)

Attractive 1

Dodge Focus 6

Elusive Target

Equipment 3

Evasion 2

Hide in Plain Sight

Luck 1

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

Startle

Uncanny Dodge (Auditory)


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

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


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


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


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

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


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

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


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

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

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


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

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

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



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

[code]ATTACK        RANGE     SAVE                        EFFECT

Dyrnwyn       Touch     DC24 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 (20) + Powers (22) - Drawbacks (0) = 136/136 Power Points

EDITS DYRN by GIZMO

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UNINTERRED by GIZMO

Revenant

Time to dust her off and do an update!

Raise Int by 2 to 18.

Raise both Ref and WIll save by one for a total of 9 each.

Add 1 PP to skills and raise Knowledge (Arcane Lore) to 5 for a total of +9

Add Impervious Toughness 5 [5PP] (Knockback goes to -8) and Super-Senses (Darkvision) [2PP]

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

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

        [b][u]Power Level[/u]:[/b] 13 (195/195PP)

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

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

        [b][u]Progress To Silver Status[/u]:[/b] 45/60


        [b][u]In Brief[/u]:[/b] Once she was a brave lawyer that did her duty, and paid the ultimate price. Now she carrying on that duty from the “other sideâ€.


        [b][u]Alternate Identities[/u]:[/b] Lucy Harker

        [b][u]Identity[/u]:[/b] Public, but thought dead

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

        [b][u]Occupation[/u]:[/b] ex-Lawyer

        [b][u]Affiliations[/u]:[/b] none

        [b][u]Family[/u]:[/b] Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased)


        [b][u]Age[/u]:[/b] 115 (DoB: May 26th 1897)

        [b][u]Apparent Age[/u]: [/b]30

        [b][u]Gender[/u]:[/b] Female

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

        [b][u]Height[/u]:[/b] 5’3â€

        [b][u]Weight[/u]:[/b] 125 lbs.

        [b][u]Eyes[/u]:[/b] Black

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


        [floatl][img=http://img812.imageshack.us/img812/5922/solweiglips0003.jpg][/floatl][b][u]Description[/u]:[/b]Before her “accident†she had an average appearance, a face that wouldn’t stand out in a crowd. Something she took advantage of in her profession so not to scare those working around her. Unlike most people though death seems to have improved her looks. Her pale white skin and black eyes have given her an exotic alluring appearance. And her ability means her skin is flawless with no marks or blemishes, except for a small dimple on her forehead where the bullet ended her previous life.


        Her only clothes are those she wore on her last day in 1927. A simple but particle dress suit, though her only defiance of 20’s fashion was a pair pants. Well preserved by her disposal they still seem to be in a relatively good shape.


        [b][u]Power Descriptions[/u]:[/b] Her mystical nature keeps her body perpetually in the state it was just before she died, though her flesh is now pale and cold to the touch. This allows her to almost instantly regenerate any damage caused to her. 



        [b][u]History[/u]:[/b] When one of the first Mystery Men bought in one of the city notorious Mob bosses Sebastian “the Revenant†Giovanni there was a problem. An excessively violet man, even by the standards of his fellow gangsters, he and his men murdered and intimidated anyone that stood in his way. So naturally none of the lawyers in or out of the city wanted to risk their life to prosecute this man.


        Except one.


        Lucy Harker was a fine civil lawyer chafing at the small minor cases she was allowed to try, after all she was “just†a woman.  A male lawyer would have been moved on to higher profile case, whilst she was stuck trying petty claims. She knew that unless she could find a case to make her name, she would be stuck in this position in the rest of her career. The trial of Giovanni could be just the kind of case to catapult her to fame, though the risk could be just as colossal. After consulting with her family and her fiancé, Lucy volunteered to prosecute the Mob Boss.


        Though not yet a highly skilled lawyer the defence had not expected anyone to dare tackle such a dangerous case. That and jury confidence was bolstered by this brave woman’s actions, along with the newly active Mystery Men, resulting in a cursing Giovanni going down for his crimes, promising his revenge on the young lawyer.


        His men came for her two days later. Bundling her into a car they drove her down to one of their new building projects down Broadway. There they simply shot her and dumped her into the foundation of the building. Stoic to the end she showed no signs of fear, instead looking her killers straight in the eyes.


        And that should have been the end of Lucy Harker. But unknown to her in her youth her mother had been bitten and almost turned into a vampire, only to be saved at the last minute by some courageous vampire hunters. Somehow the curse of the vampire was passed to her through her blood, so when she was buried her mystical nature was triggered keeping her “alive†but in a state of hibernation. When the building was demolished this year Lucy awoke to a brave new world.


        The last few weeks Lucy has been enjoying the wonders of this new world. Slowly she has come to realize that her time “dead†has somehow changed her. Despite having nothing in this world but the clothes on her back she has decided to use her new found gifts to help those around her as one of these Mystery Men… now wait is that what they’re called now?


        Taking the nickname of the man who ordered her death the Revenant has started her journey to a wider world.


        [b][u]Personality & Motivation[/u]:[/b]Despite all that has happened to her she still remains a rather upbeat personality. Though she still mourns for the loss of everyone she’s ever know, after all to her it all happened yesterday. This chipper and upbeat, something that tends to confuse those who judge her by looks alone.


        A defence mechanism of the time as “just†a woman in a man’s world is a snide sarcastic sense of humor which has started to drift towards black humor.


        Her logical side tell her that all those involved in her death have long since perished. But that doesn’t stop her enjoying attacking mobsters. At the moment she has restricted herself to low level hoods as least until she can discover some of the high level boss. And return the favour that bought her to this second life.


        Though this time she’ll make sure to keep an eye of the prosecuting lawyer…


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

        [b]A woman out of her time:[/b] Must has changed in the world in the 80 odd years since she died. Though she voraciously consumes modern culture, as much as she can without money, many terms and idea still confuse and confound her.

        [b]Dining on Ashes:[/b]  Her undead state has dulled her sense of touch, smell and taste. Only strong smells and tastes well even register as being there.

        [b](Grand)Father-in-Darkness:[/b] The vampire whose blood has led her to this state is dimly aware of his Daughter-in-Darkness. If he ever learns of her existence he may become curious how she has escaped the disadvantages of being a vampire.


        [hr][/hr]

        [b][u]Abilities[/u]:[/b] 20 + 4 - 10 + 8 + 4 + 6 = 32PP

        Strength: 30 (+10)

        Dexterity: 14 (+2)

        Constitution: -- (-10)

        Intelligence: 18 (+4)

        Wisdom: 14 (+2)

        Charisma: 16 (+3)



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

        Initiative: +6

        Attack: +10 base, +12 unarmed

        Grapple: +22 (base 10, Str +10, Super Strength +2)

        Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed

        Knockback: -8



        [b][u]Saving Throws[/u]:[/b] 0 + 7 + 7 = 14PP

        Toughness: +12 (+0 Con, +12 Protection)

        Fortitude: - (-)

        Reflex: +9 (+2 Dex, +7)

        Will: +9 (+2 Wis, +7)



        [b][u]Skills[/u]:[/b] 56RP = 14PP

        Bluff            9 (+12, +17 w/ Attractive)

        Diplomacy         7 (+10, +14 w/ Attractive)

        Gather Information   5 (+8)

        Investigate      2 (+6)

        Knowledge (Arcane)   5 (+9)

        Knowledge (Business)   4 (+8)

        Knowledge (Civics)   8 (+12)

        Knowledge (Popular Culture)   1 (+5)

        Knowledge (Streetwise) 3 (+7)

        Languages 1 (English [Native], Latin)

        Notice         9 (+11)

        Sense Motive      6 (+8)   



        [b][u]Feats[/u]:[/b] 7PP

        Attack Specialization (strike) 1

        Attractive 1

        Dodge Focus 2

        Fearless

        Improved Initiative 1

        Taunt



        [b][u]Powers[/u]:[/b] 30 + 5 + 11 + 32 + 2 + 4 + 2 + 5 = 91PP


        [b]Immunity 30 ([/b]Fortitude Saves) [30PP]


        [b]Impervious Toughness 5[/b] [5PP]


        [b]Protection 12[/b] [12PP]


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


        [b]Speed 2 ([/b] 25 mph / 220 ft. per move action)[2PP]


        [b]Strike 2 ([/b][i]Feats:[/i] Mighty) [3PP]


        [b]Super-Senses 2[/b] (Darkvision) [2PP]


        [b]Super-Strength 2 ([/b] Lifting Strength 40 [Heavy Load : 6 tns] [i]Feats:[/i] Groundstrike)[5PP]


        [b][u]Drawbacks[/u]:[/b] -4PP


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


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

        [code]ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC27 Toughness              Damage
Abilities (32) + Combat (40) + Saving Throws (14) + Skills (15) + Feats (7) + Powers (91) - Drawbacks (4) = 195/195 Power Points

UNINTERRED by GIZMO

Link to comment

PREDICT'D by GIZMO

Omen

:arrow: Dropped Attack Specialization and boosted both the Attack Bonus and Attack Focus (melee) raised to 4

:arrow:Changed his weapon of choice to Escrima Sticks descriptor wise, mechanically it's exactly the same minus the extended reach feat.

:arrow:Headquarters gained a Library.

:arrow:Took Accelerated Acrobatics as a feat as well as taking in Quick Draw.

:arrow:Also edited his age up a year.

[b][u]Player Name[/u]:[/b]  HG Morrison 

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

[b][u]Power Level[/u]:[/b] 10 157/157PP

[b][u]Trade-Offs[/u]:[/b] +1 Defense, -1 Toughness

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

[b][u]Progress To Bronze Status[/u]:[/b] 7/30


[b][u]In Brief[/u]:[/b] Former prodigious gymnast and athlete turned student by day and costumed crimefighter by night.


[b][u]Alternate Identity[/u]:[/b]  Erick Sloane

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

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

[b][u]Occupation[/u]:[/b] Freedom City University Student (Business Major)

[b][u]Affiliations[/u]:[/b] Foreshadow

[b][u]Family[/u]:[/b]  David Sloane (Adoptive Father)


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

[b]Age:[/b] 18 ([i]DoB:[/i] Born 14, February)

[b]Gender:[/b]  Male

[b]Ethnicity:[/b] Caucasian (Of Russian Descent)

[b]Height:[/b]  5'9"

[b]Weight:[/b]  172 lbs.

[b]Eyes:[/b]  Blue

[b]Hair:[/b]  Blonde


[floatr][img=http://i1210.photobucket.com/albums/cc401/HG-Morrison/Omen.jpg][/floatr]

Erick is 5'9 which is about four inches taller than the average male gymnast.  His neck length hair sits comfortably upon his face most likely never facing the terror of a comb.  While not having a large amount of muscle mass, his muscles are cut into the lean mean acrobatic machine that he is.  His bright blue eyes always have some shine to them.


As Omen, Erick dons an outfit heavily inspired by the hero Foreshadow.  Being a realist, Erick's costume is lined with multiple body armor inlays all over his body, due to the fact that as fleet footed as he is chances are he's still going to take more hits than his mentor.  The cowl and hood were abandoned for a domino mask held in place by spirit gum due to the fact that Erick relies on a wider field of vision.  His uniform also has visible pouches to hold various equipment.



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

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


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


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


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


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


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


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


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

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


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


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

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


If given the opportunity he'll also attempt to add some distance and use his throwing discs from the comfort of concealment. Variety being the spice of life Erick carries equipment for a wide variety of situations when simply beating away at someone won't do the trick in his utility belt. It's his equalizer of sorts, noting that if he can't see the future he'll just have to curve the present in his favor.



[hr][/hr]

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


[b]Enemies[/b] While the mantle of Omen belongs to himself, Erick finds himself being targeted by those who felt wronged by Foreshadow 

[b]Fame[/b]  If being a child prodigy wasn't enough, showing up out of nowhere and joining the American team at worlds while making it look easy after years of inactivity certainly does put the spotlight on him.

[b]Responsibility:[/b]  As a student Erick has to make sure his late hours don't interfere with his school work

[b]Phobia[/b]  For understandable reasons Erick has a deep phobia of flames and fires.  Simple tasks like cooking on a open flame isn't going to slow him down but set a building on fire and old memories start flooding back.  Villain or hero he prefers not to associate with any metahumans whom control flames.  

[b]Impossible Standards:[/b]  Perhaps it's because of his upbringing, or maybe it's just a by-product of being a competitive athlete.  But Erick holds himself to inhumanly high standards of what he believes he should accomplish often pushing himself far too far.

[b]Loyalty:[/b] Erick is fiercely loyal to the Foreshadow name even electing to wear Foreshadow's emblem as well as his own.  With that said, Omen still operates as a separate entity to Foreshadow and has a different approach to crime fighting.

[b]Secret:[/b]  Erick has the difficult task of not only keeping his identity a secret but keeping the identity of Foreshadow a secret as well.


[b][u]Abilities[/u]:[/b] 6 + 14 + 4 + 6 + 6 + 6 = 42PP

Strength: 16 (+3)

Dexterity: 24 (+7)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 12 + 12 = 24PP

Initiative: +15 (+7 Dex, +8 Improved Initiative)

Attack: +6 Base, +10 Melee,  +6 Ranged

Grapple: +13

Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed

Knockback: -3



[b][u]Saving Throws[/u]:[/b] 4 + 3 + 5 = 12PP

Toughness: +9 (+2 Con, +4 Defensive Roll, +3 Costume)

Fortitude: +6 (+2 Con, +4)

Reflex: +10 (+7 Dex, +3)

Will: +8 (+3 Wis, +5)



[b][u]Skills[/u]:[/b] 120R = 30PP

Acrobatics 15 (+22) [sup]Skill Mastery[/sup]

Bluff 7 (+10) [sup]Skill Mastery[/sup]

Climb 2 (+5) 

Computers 7 (+10)

Concentration 8 (+11)

Diplomacy 2 (+5) 

Disable Device 7 (+10) 

Disguise 2 (+5)

Escape Artist 8 (+15)[sup]Skill Mastery[/sup]

Gather Info 7 (+10) 

Intimidate 7 (+10)

Knowledge Current Events 2 (+5)

Knowledge Business 2 (+5) 

Knowledge History 2 (+5)

Knowledge Streetwise 7 (+10) 

Knowledge Tactics 2 (+5) 

Language 1 ( English[native],Russian) 

Notice 12 (+15)

Search 7 (+10)

Sense Motive 7 (+10)

Sleight of Hand 3 (+10) 

Stealth 3 (+10)[sup]Skill Mastery[/sup]



[b][u]Feats[/u]:[/b] 45PP

Accelerated Acrobatics

Acrobatic Bluff

Attack Focus, Melee 4

Attractive

Benefit 2 (Wealth)

Blind-Fight

Defensive Attack

Defensive Roll 2

Dodge Focus 5

Elusive Target

Equipment 8

Evasion 2

Hide in Plain Sight

Improved Initiative 2 

Jack-Of-All-Trades

Move-by Action

Quick Draw

Redirect

Set-Up

Skill Mastery (Acrobatics, Escape Artist, Bluff, Stealth)

Sneak Attack 

Takedown Attack 2

Taunt

Trance

Uncanny Dodge (Hearing)

Well-Informed




[quote name="Equipment 8PP = 40EP"]

[u]Omen Costume:[/u][b]Protection 3[/b] ([i]Feats:[/i] Subtle) [4EP]

[u]Collapsible Escrima Sticks:[/u] [b]Strike 3[/b] ([i]Feats:[/i] Subtle) [5EP]

Equipment-Headquarters: [9EP]

Name: Erick and Alaina's Penthouse

Location: Southside, Freedom City, USA, Between the Atlantis Hotel and the Paradise Hotel.

Appearance/Details: [url=http://twistedsifter.com/wp-content/uploads/2009/11/luxury-condo-living-room-penthouse-vancouver.jpg]1[/url], [url=http://twistedsifter.	com/wp-content/uploads/2009/11/private-terrace-rooftop-patio-condo-penthouse-vancouver.jpg]2[/url], [url=http://twistedsifter.com/wp-content/uploads/2009/11/modern-living-room-set.jpg]3[/url],[url=http://twistedsifter.com/wp-content/uploads/2009/11/modern-kitchen-inspiration-penthouse.jpg]4,[/url][url=http://twistedsifter.com/wp-content/uploads/2009/11/luxury-condo-apartment-office-penthouse.jpg]5[/url]

[i]Size:[/i] Small/House-Sized; [i]Toughness:[/i] +10; [i]Features:[/i] Communications, Computer, Fire Prevention System, Library, Living Space, Pool, Power System, Security System x1 (DC 20).

[u][b]Equipment-Omen's Utility Belt Array:[/b][/u] 3+14+5=22EP

[i]Free due to Wealth:[/i] Cell phone, Digital camera, Digital audio recorder, Flashlight, PDA

[b]Mini-Tracer[/b] [1EP]

[b]Multitool[/b] [1EP]

[b]Rebreather[/b] [1EP]

[list][u]Base Power[/u]: [b]STUN 7[/b]  [14/19EP] (Stun Rod, Electricity)

[u]Alternate Power[/u]: [b]DAZZLE 5 ([/b]Affects: Auditory and Visual 50 ft. Range [i]Extras:[/i] Burst Area 25ft. Radius [i]Flaws:[/i] Unreliable [5 Uses] [[i]Drawbacks:[/i] Full Power[b])[/b] [15/19EP] (Flash Bangs)

[u]Alternate Power[/u]: [b]SNARE 4 ([/b]40 ft. Range)[/b] [16/19EP] (Bolos)

[u]Alternate Power[/u]: [b]SUPER-MOVEMENT 3[/b] [17/19EP] (Swinging, Slow-Fall, Wall Crawling Grappling Hook Pistol, Swing-Line)

[u]Alternate Power[/u]: [b]OBSCURE 4 (Affects Visual 30 ft. Range, Radius 50ft. [i]Extras:[/i] Independent)[/b] [18/19EP] (Smoke Pellets)

[u]Alternate Power[/u]: [b]BLAST 3 ([/b][i]Extras:[/i]Autofire [i]Feats:[/i] Ricochet ) [19/19EP] (Throwing Discs Bludgeoning or Slashing)[/list]

[/quote]





[b][u]Powers:[/b][/u] 4pp= 4PP

 [b]Device 1 ([/b]5PP Omen's Mask, [i]Flaws:[/i]Hard-To-Lose,) [4PP] 

[device][b]Sensory Shield 2[/b] (Affects: Vision, +4 to saves vs Dazzle Attacks)

[b]Super-Senses 3[/b](Dark Vision, Radio)[/device]


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

[code]ATTACK                RANGE     SAVE                        EFFECT

Unarmed                     Melee     DC18 Toughness (20)*        Damage(Physical)

Bolos                       Ranged    DC14 Reflex/Staged (16)*    Snare

Escrima Stick               Melee     DC21 Toughness (23)*        Damage(Physical)

Flash Bangs                 Ranged    DC15 Reflex (17)* Area                                                                                                            

                                                                  Dazzle(Hearing and Vision)

Stun Gun                    Melee     DC17 Fortitude/Staged (19)* Stun

Throwing Discs              Ranged    DC18 Toughness (20)*        Damage(Physical)

*DC with Sneak Attack
Totals: Abilities (42) + Combat (24) + Saving Throws (12) + Skills (30) + Feats (45) + Powers (4) - Drawbacks (0) = 157/157 Power Points

PREDICT'D by GIZMO

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Crow

[floatr][img=http://www.freedomplaybypost.com/wiki/images/6/6b/CrowHF.png][/floatr]

[u][b]Player’s Name:[/b][/u] Quinn

[u][b]Character’s Name:[/b][/u] Crow

[u][b]Power Level:[/b][/u] 11 (162/162 PP)

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

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

[u][b]Progress towards Silver:[/b] [/u] 30/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4533]Push[/url])


[u][b]In Brief:[/b][/u] A son of the Morrigan, child of the Irish gods, of the same blood borne by Cuchulainn. Without any superpowers. Heaven help him.


[u][b]Alternate Identities:[/b][/u] Morgan Crowe

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

[u][b]Birthplace:[/b][/u] Boston, USA.

[u][b]Occupation:[/b][/u] Student and attendee of the Claremont Institute.

[u][b]Affiliations:[/b][/u] Irish Pantheon (technically demigod), various insundri minor gods and spirits (troubleshooter), Claremont Institute (student), The Irregulars (founding member), Parkhurst Denizens (member).

[u][b]Family:[/b][/u] Patrick Crowe - Red Hand (father), The Morrigan (mother).


[u][b]Age:[/b][/u] 17 (DoB: Oct. 31, 1994)

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

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

[u][b]Height:[/b][/u] 5’10â€

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

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

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


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


When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest (very observant individuals may spot a slight bulge underneath that, where he has taken to wearing a bulletproof shirt), a new pair of black gloves with steel plates across the back of the hand (the plates having a trio of runes on them apiece), black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, the collar usually turned up, reaching down to his ankles; gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous ancient and arcane runes, that smoke and burn whenever he calls upon them; as well as burn marks in the odd location, and a spot on the hem that looks slightly ragged - as if clawed. Combined with the darkened face once he pulls up his hood, and the eyeless, solid black-iron mask that now covers the top half of his face; he looks every inch a dangerous bird of prey.


[u][b]History[/b][/u]: Several years ago, during the time when Centurion was running around and tussling against the likes of Roman and OverShadow's machinations, there was a young man in Boston, name of Patrick Crowe. He was a teacher of history, a kind and gentle man, given to a quiet demeanor. But yet, he found in himself a certain fire that he could never quench. Every time he saw the heroes on television or the news, he thirsted to help, to see the battle in person, to fight. This thirst scared him, and he suppressed it as best he can...until the day destiny came knocking.


He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, who died standing, lashed to a rock so that his enemies would not see him fall - a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him! And then, out of nowhere, recieved a ringing blow across the head. Turning to face his assailant, there stood Patrick Crowe, his shirt stretched by new-grown muscles, grinning like a madman, eyes flashing, the spear and shield in his hands as if they belonged there; and the teacher bore down upon him bellowing an ancient war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university – neither side giving nor asking quarter, until finally the villain lay defeated, battered, and broken on the steps of the school. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero, and granted a visitation from the gods of the ancient Celtic pantheon themselves, who informed him of a long-lost connection between his family and the legendary Cuchulainn; for the teacher, it was a dream come true. Keeping the weapons with the museum’s blessing, he took on the moniker Red Hand, and made an armored costume to mask his identity (not really), and live up to the ideal he’d built in his head. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion. It was a wonderful experience for the man, and he decided to settle down in the great metropolis for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) and his own initiative that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). And it was about a year or two before Centurion's death that Red Hand began to feel the age of his years; he chose to hang up his spear and shield shortly thereafter, returning to Boston.


It was about a day after his return to his old brownstone house that he received a message – a powerful individual wished to speak with him. He repeated an incantation he'd learned years ago, and promptly appeared in a dark forest clearing; standing before him was a young woman, clad in a black cloak and dressed from head to toe in black, with a raven on her shoulder. Crowe immediately knelt in respect, for he recognized her as one of the most dangerous women he'd ever known; the Celtic goddess of battle, strife, and fertility – Mor Rioghain, the Morrigan. She paced around him like a shark as he knelt, the (increasingly nervous) retired hero asking to what honor she had requested his presence, and she [i]smiled[/i]. A chill went down his spine. She informed him that he had...pleased her, with his exploits. His legend might have not transcended the great stories of Cuchulainn, but he was a truly legendary figure in his own right. He demurred, acting humbly, and hoped to all his might she wasn't about to ask him what he thought she was. She did. She gave him an offer similar to what she'd given Cuchulainn; lie with her, and let her bear a child that would become an even greater hero than he, one whose name would ring throughout history. Patrick Crowe shuddered at the offer. Red Hand smiled wolvishly. Unlike his idol, Crowe did not deny her. Something that lingers in the back of his mind to this day.


It was about a year later when a knock came on the door, and Crowe opened it to see a basket on the doorstep. A baby was there, and it looked up at him with big eyes. He stared at it briefly, then smiled goofily at it. The baby laughed, and his fate was sealed. For fifteen years, he raised Morgan Crowe as his only son, weaned him on stories of the ancient Irish heroes and his own days as Red Hand, raising him to remember what he'd learned during his long career. To fight your battles with joy, to protect those who couldn't protect themselves, and (he'd always grin at this one) never be afraid to fight dirty. It was on Crowe's sixteenth birthday that both Patrick and his son were summoned again, and they appeared in the same clearing Morgan's father had met the Morrigan in years ago. She approached the two, looking at her child in anticipation. Then stopped. And stared. Her face appeared puzzled. Then confused. Then astonished…and then angry. Very, very angry. She swore in a tongue no longer used by man, the two men stepping back as she raged. The boy had no legendary powers. Nothing in his blood that would match that of Cuchulainn's! He could not even wield Red Hand's ancient shield and spear! This boy could never be a hero like his ancestors before him!


She cast them away, and the two returned to their home, very much shaken. Patrick silently gave thanks that his son, while knowing what was Right, wouldn't be following in his footsteps. Morgan, on the other hand...Morgan was angry. He was angry at his mother, angry at life in general (he was sixteen, after all). He'd grown up hearing stories of his dad as Red Hand, he'd seen those old weapons on the mantlepiece and prayed for years that he'd get to wield them one day. And now, for some unearthly reason he couldn’t fathom? He'd never get to wield them. Never become a hero. He raged. He fumed. He showed for a time that he and his mother had a very similar temper. Eventually, he settled, but his resentment smouldered. Then, one day, he met somebody.


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


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


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


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


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


[i]Current Events:[/i] As of arriving at Claremont, Morgan Crowe has undergone several changes in his life – falling in with the young teleporter Victoria Knight (alias Wisp), as well as a group of students to whom he’d trust with his life – John Smith, alias Myrmidon, Etain Maher, alias Changeling, and Brian Harris, alias Glowstar (also his roommate). Together, they’ve made a name for themselves as the Irregulars, as well as tumbled into several unlikely adventures together. He cares for each of them immensely, particularly after a training trip that caused him to re-evaluate his priorities on life.


As well, Morgan is a member in good standing of a group of mystic heroes who have taken up residence at the old Parkhurst Hotel, having aided them in some minor ways in the creation of it as a sanctum. He’s rather proud of his association with it, as well as the notable heroes that helped with the construction – Rene deSaens, Nick Cimitere and the like. It’s something he’s helped build, and a possible home after he graduates from Claremont – he loves his father immensely, but Freedom City’s feeling far more like home than Boston does; not to mention his friends are here too.


[u][b]Personality & Motivation:[/b][/u] Looking at Crowe, it's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him, but he's long learned that while determination is a good thing, taking time to plan and "fight smart" hurts a hell of a lot less than simply stubbornly charging in head-first and "fighting stupid". His main motivation is still to become a great hero, to forge his own legend like his dad and great ancestor, to be a great hero that people would tell stories about; but some time and experience have caused him to do some re-evaluation on whether focusing on his own legend is truly what’s best for him as a hero. Still, for now, he's a young man with a great legacy to live up to, close friends that he’d do next to anything for, and a girlfriend who never fails to make his head spin. He's doing the best he can.


[u][b]Power Descriptions:[/b][/u] Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat (or glove) into him. The Talon Gloves are generally a lot less noticeable than the coat, however; the throwing knives there simply appear in his hand or sleeve when required, and disappear when their use is concluded.


[u][b]Powers & Tactics:[/b][/u] Crowe's motto has always been "Fighting smart hurts a hell of a lot less than fighting stupid", and it shows. He's an expert pugilist (for his age), being wicked fast and possessing an absolutely thunderous right hook. He's never afraid to just dive right into a fight, despite his obvious shortcomings compared to the vast majority of Freedom City, but he always tries to take the time to set the stage beforehand, ensuring the environment is favorable to him, preparing some dirty tricks that'll give him an edge, or at least keeping the villains off-kilter enough for him to nail that one lucky shot that deflates them fast. He never goes anywhere anymore without his duffel bag and coat once he found out precisely what his mother's gift does, as well.


Post-training trip, Crowe has re-examined the use of his runes in combat, as well as done some tweaking of his own to the coat (with the aid of Logan Angusson, a dwarf mechanic and artificer of his acquaintance); he still uses the Rune of Wind Walking like it’s going out of style, attacking from all angles with a variety of strikes, but there’s a far more tactical element to his work (courtesy of late-night planning sessions with Myrmidon, as well as cross-training in multiple types of martial arts with the others). Repeated long-range strikes using the Talons, followed up by the use of either a lightning-charged wire trap of his own devising or several hard shots using Ethereal Drain to weaken a foe sufficiently for his allies is generally his modus operandi (he’s learned the hard way that he just hasn’t got the stamina for the kinds of slugfests they can handle, and it rankles) – although should he be flying solo, the same tactic is still useful, simply adding in several punishing blows with the Rune of Earth afterwards. In short, he’s swiftly becoming an expert at hit-and-run tactics, as befitting his namesake.


[hr][/hr]

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

[b]An Irregular Situation[/b] – Let it never be said that Morgan doesn’t care deeply for those he considers close to him; in this case, the Irregulars. Each of the small group is a good friend (one moreso in particular) to him, and it’s not an exaggeration to say that he would take a bullet for any of them (though he’d ream them up and down afterwards for getting into that situation in the first place). A canny villain could likely exploit that – one already has.

[b]An Eye For An Eye[/b] – Crow’s reputation has grown somewhat in the world of the supernatural, as both a hero and as a troublemaker; however, one fact stands above quite a few others. Crow took by force the eldritch artefact known as the Eye of Balor from Bres the Beautiful himself – a powerful tool of chaos magic that several villains and monsters would literally commit murder to own. Any villains knowledgeable of this fact may focus their attentions on him, hoping to pry the location of the Eye from the teenage hero; by [i]any[/i] means necessary.

[b]Eyes Of The Gods [/b]- The eyes of the Celtic pantheon, the Tuatha de Dannan, are upon Crow, now that he's taken a route in direct defiance to his mother. On the one hand, some of them are proud and fascinated by this young and resourceful mortal...but others consider him an upstart and a rogue who does not know his place in the way of things. Combine that with the fact that his mother has considerably mixed feelings about him (a great deal of rage that he isn't a superpowered warrior of lore, but a tiny inkling of pride that her son is making his way like this), and you see just how complicated things can get for the young man.

[b]Lovebird[/b] – Morgan is currently in a comfortable mutual relationship with fellow Claremont student Victoria Knight, also known as rookie hero and teleportation specialist Wisp. Two teenagers, dating, attending a secret superhero school, both with considerable complications in their respective family histories. What could possibly go wrong?

[b]Not Subtle, Yet Quick To Anger[/b] - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Although some re-evaluation as to his mother has reduced his antipathy towards her – not much, but still.

[b]Reputation [/b]- A few years of monster-busting and troubleshooting for minor spirits and demigods of the Tuatha have given Crow a bit of a rep as an expert problem-solver for those in need. This can lead to slight complications, as most spirits don't seem to realize that even though he's clever and resourceful, he is only mortal, and not all of their problems are suitable for a mortal to solve.

[b]Seventh Deadly Sin [/b]- Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. He’s begun to learn humility (a thoroughly painful training trip, and working with the other Irregulars, who don’t hesitate to whack him on the head when he gets too overconfident, has done wonders for that), but he still has his moments.

[b]Home Is Where The Heart Is[/b] – Parkhurst Hotel is one of Crow’s prides and joys, a sanctum he actually had a hand in creating, and a place he knows he has a home in once his years at Claremont are finished. He doesn’t have quite the same level of trust for the inhabitants as he does with his friends, but he still cares for the place and the people who helped build it – enough that he’d drop whatever he has on hand to rush to the place’s assistance if they needed it.

[b]Sins Of The Father [/b]- Crow's dad was a great hero back in the day, the legendary Red Hand, and Crow knows it. He's full of pride of that fact, but while he inherited a lot of his dad's resources and old contacts...he's also inherited a lot of his dad's enemies, as well as a great deal of expectation.

[b]Struggling [/b]- He's a young student attending the Claremont Institute. What is this thing you call cash flow?


[u][b]Abilities[/b][/u]: 8 + 8 + 8 + 4 + 4 + 2 = 34PP

Strength: 18 (+4)

Dexterity: 18 (+4)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)



[u][b]Combat[/b][/u]: 14 + 10 = 24PP

Initiative: +8

Attack: +7 Ranged, +9 Melee, +13 Summoning Array, +15 Talon Barrage and Talon Wire

Grapple: +10

Defense: +14, (+5 Base, +8 Dodge Focus) +2 Flat-Footed

Knockback: -3, -1 Flat-Footed



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

Toughness: +8 (+4 Con, +2 Undercover Shirt, +2 Defensive Roll), +7 Flat-Footed

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

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

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



[b][u]Skills[/u][/b]: 80R = 20PP

Acrobatics 1 (+5)

Bluff 9 (+10)

Craft (Artistic) 8 (+10)

Concentration 8 (+10)

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

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

Languages 1 (English [Native], Gaelic)

Knowledge (History) 5 (+7)

Knowledge (Arcane Lore) 8 (+10)

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

Sense Motive 8 (+10)

Stealth 6 (+10) [sup]Skill Mastery[/sup]



[u][b]Feats[/b]:[/u] 30PP

All-Out Attack

Attack Focus (Melee) 2

Artificer

Beginners Luck

Defensive Attack

Defensive Roll (+2 Toughness)

Dodge Focus 8

Equipment 2 (10EP)

Evasion 2

Fearless

Improved Initiative

Luck

Master Plan

Move-By Action

Power Attack

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

Startle

Takedown Attack 2

Uncanny Dodge (Auditory)


[b][u]Equipment[/u]:[/b] 2PP = 10EP

[equip]3 + 1 + 1 + 5 = 10EP


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


[u]Commlink[/u] [1EP]


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


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


[u][b]Powers[/b]:[/u] 17PP + 24 PP + 6 PP = 47 PP


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


[b]Device 4 ([/b]20PP Container, Hard-To-Lose, Indestructible[b])[/b] [17PP] (Runic Coat)

[device][b]Runes ([/b]9PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [12PP]

[array][u]Base Power[/u]: [b]Strike 8 ([/b][i]Feats:[/i] Mighty[b])[/b] [9PP] (Bludgeoning/Magic) (Rune of Earth)


[u]Alternate Power[/u]: [b]Concealment 4 ([/b]All Visual Senses; [i]Feats:[/i] Selective[b])[/b] [9PP] (Magic) (Rune of The Veil)


[u]Alternate Power[/u]: [b]Drain Toughness 8 ([/b][i]Feats:[/i] Slow Fade[b])[/b] [9PP] (Piercing/Magic) (Rune of Ethereal Drain)


[u]Alternate Power[/u]: [b]Healing 8 ([/b][i]Flaws:[/i] Empathic, [i]Feats:[/i] Regrowth[b])[/b] [9PP] (Magic) (Rune of Revival)[/array]

[b]Immunity 2 ([/b]Cold, Heat[b])[/b] [2PP] (Magic) (Minor Rune of Protection)


[b]Teleport 4 ([/b]400ft per Move Action, [i]Flaws:[/i] Limited [Short-Range], [i]Feats:[/i] Subtle, Turnabout[b])[/b] [6PP] (Magic) (Rune of Wind Walk)[/device]


[b]Device 5[/b] (30 PP available, Hard-To-Lose) (Crow’s Talons) [24 PP]

[device][b]Summoning Array[/b] (26 PP Array, [i]Feats[/i]: Accurate 2, Alternate Power 2) [30 PP]

[array][u]Base Power: [/u][b]Blast 8[/b] [[i]Feats[/i]: Precise 2, Ricochet 3, Indirect, Improved Critical 2 (18-20), Subtle] [26PP] (Iron, Piercing) (Summoned Crow’s Talons)


[u]Alternate Power:[/u] [b]Blast 6[/b] [[i]Extras[/i]: Autofire; [i]Feats[/i]: Accurate, Precise 2, Ricochet 3, Indirect, Improved Critical 2 (18-20)] [26 PP] (Iron, Piercing) (Talon Barrage)


[u]Alternate Power:[/u] [b]Snare 5[/b] [[i]Feats:[/i] Accurate, Subtle, Tether, Reversible] + [b]Blast 5[/b] [[i]Extras:[/i] Alternate Save (Fort)] [26 PP] (Magic/Lightning) (Talon Wire and Rune of Lightning)[/array][/device]


[b]Device 2[/b] (10 PP available, Easy-To-Lose) (The Iron Mask) [6 PP]

[device][b]Super-Senses 8[/b] (Analytical Vision, X-Ray Vision, Darkvision, Infravision, Tracking 2 (Infravision)) [10PP] (Magic) (Eyes of the Rook)[/device]


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

None



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

[code]ATTACK            RANGE    SAVE                       EFFECT

Unarmed           Touch    DC19 Toughness (Staged)    Damage (Physical)

Earth Strike      Touch    DC27 Toughness (Staged)    Damage (Physical)

Ethereal Drain    Touch    DC18 Fortitude (Staged)    Drain Toughness

Talon Knife       Ranged   DC23 Toughness             Damage (Physical)

Talon Barrage     Ranged   DC21+ Toughness            Damage (Physical)

Talon Wire        Ranged   DC15 Reflex                Entangled/Bound

Lightning Strike  Ranged   DC15 Fortitude             Damage (Physical)
Abilities (34) + Combat (24) + Saving Throws (7) + Skills (20) + Feats (30) + Powers (47) - Drawbacks (0) = 162/162 Power Points

A simple adjustment this time; purchasing to bring my Attack, Defense, and Toughness up to caps. Always sorta viewed priorities vis-a-vis caps to be Toughness, Defense, Attack, then Damage last anyway; at least when I've got the PP to make it. :)

2 pp - 1 point into the Attack stat, and there's my caps all brought up neatly in a row.

2 pp - 1 point into the Defense stat, correcting a fractional imbalance between the base stat and my dodge focus.

Cheers, lads; good to be back.

I increased his Base Attack, but at least 1/3 of his Defense has to come from Base Defense. "+4 Base, +9 Dodge Focus" violates that. Also, out of curiosity, which book is the Tough Feat coming from? ~Gizmo

EDIT'D by GIZMO

Link to comment

Doktor'd!

Wail

2PP - +2 Will Save

2PP - +4 Notice, +4 Sense-Motive

3PP - Improved Grapple, Improved Initiative, Improved Pin

2PP - Immunity [Auditory Dazzles]

I also fixed a few typos with his Grapple, Knockback and so on that weren't updated properly last time I made edits.

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

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

[b][u]Power Level[/u]:[/b] 14 (222/222PP)

[b][u]Trade-Offs[/u]:[/b] -5 Attack / +5 Damage

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

[b][u]Progress to Orichalcum Status[/u]:[/b] 39/180 (Impervium status earned by [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url])


[b][u]In Brief[/u]:[/b] Veteran hero from the late 1970s and 80s with super-dense muscle tissue granting strength, durability and a powerful sonic wail, come out of retirement to continue the good fight.

[url=http://www.youtube.com/watch?v=4TAZhayNXao][floatr][img=http://www.freedomplaybypost.com/wiki/images/0/01/WailHF.png][/floatr][/url]

[b][u]Alternate Identities[/u]:[/b] Keith LaMarr

[b][u]Identity[/u]:[/b] Public

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

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

[b][u]Affiliations[/u]:[/b] 1-800-JUSTICE

[b][u]Family[/u]:[/b] None


[b][u]Age[/u]:[/b] 56 (DoB: December, 1954)

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

[b][u]Ethnicity[/u]:[/b] African-American

[b][u]Height[/u]:[/b] 6’6â€

[b][u]Weight[/u]:[/b] 1175 lbs (235 x 5)

[b][u]Eyes[/u]:[/b] Brown

[b][u]Hair[/u]:[/b] Black, Streaks of Grey


[b][u]Description[/u]:[/b] Keith LaMarr is an imposing mountain of muscle, the weathering of the decades only enhancing the effect. His clean-shaven head is contrasted by a a beard of dense, curly hair on his square jaw, marked by two streaks of grey. He tends to favour darker, utilitarian clothing, typically with a slightly dated cut.


As Wail, his outfit reflects a respect for tradition far more than any attempt to conceal his identity. Dark jeans are fasted with a broad, metal belt over a black sleeveless top adorned with a long, yellow ‘W’. Each wrist is covered by a matching black and yellow bracer, while round sunglasses add to an already impassive visage.


[b][u]History[/u]:[/b] Born in Freedom City’s Lincoln neighbourhood in the mid-1950’s, Keith LaMarr was not afforded many advantages in life. The son of a factory worker, LaMarr was taught from an early age that anything in life worth having was worth working and fighting for. Run-ins with local gangs as a youth sharpened his wits and fighting skills, but he refused to join up, convinced that the promise of easy money and power was a sucker’s bet.


That sense of integrity would cost him dearly when, in 1972, a jilted gang carried out a drive-by shooting of LaMarr’s home. His mother was killed immediately, while his father survived long enough to be rushed to hospital where, thanks to a shoddy investigation, LaMarr was arrested at his bedside on suspicion of belonging to a rival gang. Vincent LaMarr succumbed to his injuries while his son was sentenced to prison time on fabricated drug charges.


LaMarr was involved in an increasing number of altercations with other inmates and guards during his imprisonment at South River State Penitentiary, developing a reputation for a short temper and willingness to attack opponents more than twice the stringy young man’s size. Several months into his sentence, he joined an experiment conducted by Dr. Burton Noah, an AEGIS scientist, in exchange for early parole. An attempt to induce muscle growth through a combination of chemical treatments and precise sonic frequencies, sabotage by a vengeful guard resulted in LaMarr’s skeletal and muscle structure becoming super-dense. Besides increased strength, durability and endurance, the most notable effect was phenomenally enhanced lung muscles enabling a devastating sonic wail!


Escaping from South River, LaMarr almost immediately ran into an altercation between the villain Bronze and the police. The convict’s timely intervention not only subdued the superpowered criminal but also save a school bus full of elementary school students. Combined with his willing surrender to the authorities, this was enough to have LaMarr’s case reopened, revealing a number of irregularities which were enough to have him permanently released.


[url=http://www.youtube.com/watch?v=aHWcN5YxuYc][floatl][img=http://www.freedomplaybypost.com/wiki/images/d/d1/1-800-JUSTICE.png][/floatl][/url]Taking the moniker Wail based on a comment made by a grateful grade schooler, LaMarr initially set up shop as a metahuman bodyguard after encountering difficulty finding work despite his cleared record. It was through this that he met Yelena Vostok, a Ukrainian mercenary who had received a cybernetic arm after an early mishap with her teleportation powers, and Javed Randeep, a Indian-American polyglot who’s amazing skills extended to translating human body language, making him a formidable martial artist.


The trio eventually  joined together to form an agency that solved unusual problems while serving any worthy cause as 1-800-JUSTICE. Upon hearing Yelena refer to her teleporting ability as ‘jumping’, Javed, in a fit of the playful wit that would make him the team’s heart, adopted the code name Jive. The hired heroes handled everything from gang violence to mystic robots to international incidents throughout the 1970s and into the 1980s, skirting the anti-cape laws introduced by Mayor Franklin Moore. Over the years, LaMarr developed romantic feelings for Javed, though he was reluctant to admit to them.


By the 1990s, 1-800-JUSTICE had all but faded into obscurity, but were among the heroes who reappeared to combat the Terminus Invasion. In the heat of battle, Yelena managed to teleport her friends out of harm’s way a split second before being vaporised by a massive laser weapon. Devastated, LaMarr and Javed officially retired their heroic identities and settled down to start a new life together.


Javed’s talents allowed him to support the couple as a high profile translator while LaMarr earned his degree and a position teaching civics at Joseph Clark High School.  They lived happily for several years, with infrequent bouts of excitement as Javed foiled an assassination attempt or one of LaMarr’s rouges gallery reappeared for a final confrontation.


Unfortunately, exposure to Terminus radiation had riddled Javed’s body with cancer, and after a long battle he passed away at the age of 55 in 2009. Having buried the love of his life, LaMarr grappled with what to do next. Ultimately the decision was made for him when the Grue invaded Freedom City en masse. Defending his students from a massive creature released by the aliens, he found that his powers had only grown stronger over time. Freedom City still called out for justice, and weary though he was, Keith  LaMarr was still the man on the other end of the line. With a new costume and a renewed commitment, Wail is back in action!


[b][u]Personality & Motivation[/u]:[/b] LaMarr has suffered a great many hardships in his life. These trials have forged an ironclad will stronger even then his superhuman skin, and while a lesser man may have become embittered, he has developed a keen empathy. His sense of integrity demands that he use his experience and abilities to defend those who cannot defend themselves.


That isn’t to say he is without his rough edges; Javed once commented that there was very little of Keith that was [i]not[/i] rough edge. His age and profession have given him a didactic tone and his expectations for both his students and the latest generation of heroes are high indeed. The years have helped to mollify his temper but have not removed it. Dramatically aware of his own mortality, he is determined to continue to make a difference for as long as he is able.


[b][u]Powers & Tactics[/u]:[/b] With superhuman strength and durability, LaMarr is a powerhouse to be reckoned with, standing shoulder to shoulder with many of the modern day bruisers. His true might, however, comes from his namesake sonic wail, an extraordinary torrent of concussive force that can deafen foes as easily as it sends them flying. This is thanks to the tremendous lung strength and capacity which resulted from his enhanced physiology.


Against mundane foes, Wail typically restrains himself to hand to hand combat, but is not afraid to let loose with his full fury should the situation call for it. His super-dense biology also prevents him from floating in water, and gives him a mass several times that of an average person of his already impressive stature.


[hr][/hr]

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

[b]Age:[/b] LaMarr is well into his fifties, although he’s aged remarkably well.

[b]Destructive:[/b] LaMarr’s sonic wail has the potential for massive collateral damage.

[b]Enemies:[/b] Over the decades LaMarr built up a substantial rogues gallery, some of whom now have younger successors.

[b]Lost Love:[/b] Javed’s death remains a fresh wound for LaMarr.

[b]Prejudice:[/b] A gay black man born to a low income family, LaMarr is no stranger to unfair treatment.

[b]Public Identity:[/b] Although he goes by Wail in the field, LaMarr has never maintained a true secret identity.

[b]Responsibility:[/b] Joseph Clark High School.

[b]Temper:[/b] The wisdom of age aside, LaMarr does not react well when backed into a corner.



[b][u]Abilities[/u]:[/b] 12 + 4 + 10 + 2 + 4 + 4 = 36PP

Strength: 36/22 (+13/+6)

Dexterity: 14 (+2)

Constitution: 20 (+5)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 14 (+2)



[b][u]Combat[/u]:[/b] 16 + 16 = 32PP

Initiative: +6

Attack: +8

Grapple: +23/+12

Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed

Knockback: -11/-2



[b][u]Saving Throws[/u]:[/b] 7 + 3 + 10 = 20PP

Toughness: +13/+5 (+5 Con, +5 Protection, +3 Density) (Impervious 6/0)

Fortitude: +12 (+5 Con, +7)

Reflex: +5 (+2 Dex, +3)

Will: +12 (+2 Wis, +10)



[b][u]Skills[/u]:[/b] 96R = 24PP

Gather Information 12 (+14)

Intimidate 8 (+18/+10)

Investigate 9 (+10)

Knowledge (Civics) 14 (+15)

Knowledge (History) 14 (+15)

Knowledge (Streetwise) 14 (+15)

Languages 1 (English [Native], Hindi)

Notice 12 (+14)

Sense Motive 12 (+14)

Swim -/+6



[b][u]Feats[/u]:[/b] 20PP

Accurate Attack

All-Out Attack

Contacts

Dodge Focus 5

Fearless

Improved Grab

Improved Grapple

Improved Initiative

Improved Pin

Interpose

Luck 2

Power Attack

Startle

Takedown Attack 2



[b][u]Powers[/u]:[/b] 18 + 1 + 2 + 2 + 3 + 8 + 56 = 90PP


[b]Density 6 ([/b]x5 Mass, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent[b])[/b] [18PP]


[device][b]Enhanced Strength 12[/b]


[b]Immovable 2[/b]


[b]Protection 3 ([/b][i]Extras:[/i] Impervious[b])[/b]


[b]Super-Strength 2[/b][/device]

[b]Enhanced Feats 1 ([/b]Endurance[b])[/b] [1PP]


[b]Enhanced Strength 2 ([/b]Total +14 with Density[b])[/b] [2PP]


[b]Immunity 2 ([/b] Auditory Dazzle[b])[/b] [2PP]


[b]Leaping 3 ([/b]x10, Running Long Jump: 230', Standing Long Jump: 115', High Jump: 57'[b])[/b] [3PP]


[b]Protection 5 ([/b][i]Extras:[/i] Impervious 3[b])[/b] [8PP]


[b]Sonic Control 27 ([/b]54PP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] (Genetic, Sonic) [56PP]


[array][u]Base Power[/u]: [b]Damage 18 ([/b][i]Extras:[/i] Area [Targeted, Line, 5ft x 180ft], [i]Feats:[/i] Knockback 18[b])[/b] (Sonic Wail) [54PP]


[u]Alternate Power[/u]: [b]Damage 13 ([/b][i]Extras:[/i] Area [General, Cone, 130ft], Linked [Stun][b])[/b] [24PP] [b]+ Stun 9 ([/b][i]Extras:[/i] Area [General, Cone], Linked [Damage][b])[/b] [27PP] (Sonic Scream) [53PP]


[u]Alternate Power[/u]: [12 + 13 + 21 + 2 = 48/54PP]


[device][b]Communication 6 ([/b]Auditory, 20 miles, [i]Extras:[/i] Area[b])[/b] (Sonic Shout) [12PP]


[b]Dazzle 13 ([/b]Auditory Senses, [i]Extras:[/i] Area [General, Cone, 120ft], [i]Flaws:[/i] Range [Touch][b])[/b] (Sonic Bellow) [13PP]


[b]Emotion Control 13 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], Linked [Trip], [i]Flaws:[/i] Limited [Fear], Range 2 [Touch][b])[/b] [7PP] [b]+ Trip 13 ([/b][i]Extras:[/i] Area [General, Burst], Linked [Emotion Control], [i]Flaws:[/i] Range [Touch], [i]Feats:[/i] Improved Trip[b])[/b] [14PP] (Fearsome Roar) [21PP]


[b]Enhanced Skills 8 ([/b]Intimidate 8[b])[/b] [2PP][/device][/array]


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

[code]ATTACK           RANGE              SAVE                                 EFFECT

Unarmed          Touch              DC28 Toughness (Staged)              Damage (Physical)

Sonic Wail       170’ Line          DC33 Toughness (Staged)              Damage (Energy)

Sonic Scream     120' Cone          DC28 Toughness (Staged)              Damage (Energy)

                                    DC19 Fortitude (Staged)              Dazed/Stunned/Unconscious

Sonic Bellow     120' Cone          DC23 Reflex                          Deafened

Fearsome Roar    60' radius Burst   DC23 Will (Staged)                   Shaken/Frightened/Panicked

                                    Contested +13 vs worst of STR/DEX    Prone
Abilities (36) + Combat (32) + Saving Throws (20) + Skills (24) + Feats (20) + Powers (90) = 222/222PP

Doktor'd!

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Doktor'd!

Cobalt Templar

There's a lot going on here!

:arrow: Updated History a bit.

:arrow: Removed one of his Complications (he's not on Young Freedom anymore)

:arrow: Put 6PP into Strength and 4PP into Constitution, bringing them to a natural 22 and 20, respectively

:arrow: Adjusted the values on saves, ability bonus notations, and his unarmed DC in his DC block accordingly

:arrow: Brought Enhanced Strength in his Ring down to 6, and Enhanced Con down to 8; this freed up 10PP inside his array

:arrow: I removed his Area Damage from his Holy Fire Control, because I never use it, freeing up 1PP

:arrow: I brought his default Flight down to Rank 6, freeing up 2PP

:arrow: I gave him 1 default rank of Space Travel, for 2PP

:arrow: Gave him an 8PP Array that can give him either Flight 10 or Space Travel 5 as he needs

:arrow: Gave him the Selective Power Feat on his Create Object, and gave it an Alternate Power of Move Object 2

:arrow: Reorganized his Ring's power listing, making it not so spread out as well as putting all his constant/passive powers in one spot, with his more active powers/arrays below them

Link to post so you can see it formatted.

Code-blocked Sheet:

[floatr][img=http://www.freedomplaybypost.com/wiki/images/4/4d/CobaltTemplar1.JPG][/floatr][b][u]Player Name[/u]:[/b] KnightDisciple

[b][u]Character Name[/u]:[/b] Cobalt Templar

[b][u]Power Level[/u]:[/b] 12 (197/197PP)

[b][u]Trade-Offs[/u]:[/b] 0 (Normal); -5 Defense / +5 Toughness and -5 Attack / +5 Damage (Giant Form)

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

[b][u]Progress to Gold Status[/u]:[/b]: 74/90 (41PP earned pre-bump, 10PP earned post-bump, 15PP bump; Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4043]Gabriel[/url])


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


[b][u]Alternate Identity[/u]:[/b] Corbin Alphonse Hughes

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

[b][u]Birthplace[/u]:[/b] St. Louis, Missouri, USA

[b][u]Occupation[/u]:[/b] Claremont Student

[b][u]Affiliations[/u]:[/b] The Claremont Academy

[b][u]Family[/u]:[/b] Albert Hughes (Father), Sarah Hughes (Mother)


[b][u]Age[/u]:[/b] 18 ([i]DoB:[/i] October 27, 1993) 

[b][u]Apparent Age[/u]:[/b] N/A

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

[b][u]Ethnicity[/u]:[/b] Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French)

[b][u]Height:[/u][/b] 6'6" (9ft Giant Form)

[b][u]Weight:[/u][/b] 250 lbs. (1,800 lbs Giant form)

[b][u]Eyes[/u]:[/b] Brown

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


[b][u]Description[/u]:[/b]
[spoiler]Corbin is a tall, broad-shouldered teenage boy. Though he's still "filling in," he is already quite fit and muscular; combined with his height, it means he tends to stand out in a crowd. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking [url=http://fc02.deviantart.net/fs43/i/2009/072/d/5/Steampunk_Pocketwatch_by_purpleglovez2.jpg]pocket watch[/url] that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren.


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



[b][u]Power Descriptions[/u]:[/b] 
[spoiler]Cobalt Templar's costume is just for show; the ring that is his source of power actually reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring's power allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire.


As well, the powers of the ring allow him to survive in the most hostile of environments, including space. It greatly enhances his accuracy in combat through unconsciously guiding his aim and swings. It even helps him unconsciously sense danger, giving him an edge in combat. His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law. He is able to see in even the deepest of darkness.


The most obvious powers of the Cobalt Templar center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. A quick, intense burst of the flames can blind foes for precious seconds. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. He will even use it to taunt enemies on occasion, drawing mocking pictures with his fire constructs.[/spoiler]



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

[u]Early History:[/u]

[spoiler]Albert and Sarah Hughes had not originally planned to have a child just yet. After all, they were up-and-coming businesspeople in two different, rapidly growing companies! They were young; there was plenty of time for kids when things settled down a bit! But, sometimes life doesn't turn out how we plan for it. So, they buckled down and worked hard to make sure Sarah could take sufficient maternity leave to stay healthy. More efficient that way and all. Truth be told, they were both happy about the event, unplanned that it might have been. They adjusted their lives and plans, and several months later, Corbin Alphonse Hughes  was born (October 27, 1993). None of them realized what an incredible destiny lay ahead of him.


Corbin grew up in ever-increasing affluence, as both Albert and Sarah worked their way up from junior investors, to senior investors, to assistant vice-presidents. More and more Albert and Sarah found themselves on the road, leaving Corbin with family friends or caretakers (as they had no other close living relatives). They tried to stay connected with their son, but the onset of his teenage years made it increasingly difficult.


Compounding the problem was the fact that while young Corbin seemed to have a mind well able to grasp all the various "business lessons" his parents gave him, he lacked a [i]desire[/i] for said lessons. Oh, he'd learn what they were telling him, and talk about how to apply it. But it was blatantly obvious his heart and mind were elsewhere.


You see, Corbin had grown up with a love for books, especially adventure stories and (oddly) history books. As he grew, he read and watched stories about men who went to dangerous places on earth to dig up lost treasures and knowledge. He just [i]knew[/i] he was going to do that one day. And while many childhood career dreams change almost daily, this one stuck with Corbin even as he became a teenager. Oh, his idea of what that sort of work entailed became more realistic; he knew he'd likely never run across a single ancient "booby trap" of any sort, let alone the kinds of things Indiana Jones was dodging in his films. But still, something about working to uncover the past, to decipher the clues, intrigued him. Plus, just the general study of history was fun. The fact that he'd managed to pick up a few ancient languages over the years helped; he had a bit of a knack for them. His friends at school occasionally ribbed him about it, but his warm nature combined with his large size meant he never got any real trouble from other students. In fact, Corbin often sought to stand up for the various "underdogs" who got picked on at the school, his own size often stopping incidents before they started. All in all, things weren't too bad for Corbin, despite his workaholic parents who were only home half of the time.[/spoiler]



[u]Stirring of Destiny[/u]

[spoiler]Of course, it was too good to last. Just after his sophomore year of high school ended, Corbin's parents broke the new to him. Albert had been appointed Chief Human Resources Officer of Rath and Stromberg Investments, and his mother was to be the Chief Analytics Officer at the Rhodes Foundation. They were moving to Freedom City, out on the East Coast. And they were doing so during the summer. Corbin was horrorstruck. All this time, they'd managed to stay in one place. His parents were the ones who traveled, not him. And now? He had to move across the country, away from every one of his friends, just so they could move up a couple pay grades. Only the news that they were taking him on a long-desired trip to the Middle East, specifically Israel, helped. Volatile as the region could be, Corbin's interests were piqued. After all, there were so many historical sites! So much archeology! Even better, his parents were arranging the trip with actual archeologists, not a generic tourism firm. Only the best for their son. It didn't take away all of his anger, but Corbin was content to take the trip, nonetheless.


So it was that Corbin Hughes, nearly age 17 traveled to the ancient lands of the Middle East. There, he visited several ancient sites, including Jerusalem, Nazareth, Tel Megiddo, and Masada, to name a few. It was at Masada that his life changed forever.


At Masada, Corbin was exploring some of the less-public areas of the ruins with two Professors of Archeology; Jacob Smith from the US, and Chaim Amar from Israel. Corbin, being younger and more athletic, was carrying around a couple of cameras and his "rough and tumble" sketch pad, occasionally going into areas the two Professors had more difficulty accessing. Two-way radios ensured they were always in communication. At one point, the discovered a tunnel entrance behind some crumbling rock. After a short distance sloping downwards, the tunnel ended at a 20-foot deep straight shaft. After talking it over, Corbin rigged up a safety line and lowered himself down the shaft. At the bottom, he found another tunnel, this one leading only a few yards deeper into the earth before ending at...a stone door. There were several lines of Hebrew scrawled across the door; Corbin took out each camera in turn, and took several pictures of the door. He then radioed the professors, asking what his next move should be. Before they could respond, the door opened of its own accord. This was also reported, and dismissed as "settling rock", though Corbin wasn't sure. He proceeded carefully into the chamber. The chamber was 10 feet in diameter, in a perfect circle; the only feature in the room was a 4 foot tall pedestal in the exact center. It was a smooth cylinder, with, of all things, a ring slotted into a notch on the top, once more in the exact center. The walls were nearly covered in writing and pictographs; Corbin quickly started taking as many panoramic pictures as possible, trying to capture the whole wall on film. Just as he finished his slow turn in place, he noticed the door slowly shut. When he tried to shove it open, it wouldn't budge. His radio was suddenly filled with static, but he managed to roughly communicate that he was trapped. The inside of the door had a few markings as well; belatedly, he took a few more pictures.


Suddenly, he noticed the faint blue glow lighting the walls alongside the flashlight strapped to his shoulder. He turned, and saw the ring apparently on fire. Specifically, a deep cobalt blue fire. Oddly, the ring was completely unharmed, as was the stone around it. Suddenly, Corbin heard a voice echo in the chamber.


[b]:Chosen.:[/b]


He looked around, but saw no way someone could be speaking into this room. The same voice, same word rolled across the room again. Louder; dust fell from the ceiling. Corbin's eyes became glued to the ring as his right hand slowly reached forward, until it was inside the blue flame, touching the ring. Moving on automatic, he slowly pulled the ring from the notch, before his left hand reached up, grasped the ring, and guided it on his right ring finger. The pedestal slowly sunk into the floor until it was flush, and the voice echoed once more. "[b]CHOSEN![/b]" Suddenly, with an ear-splitting *crack*, the chamber began to collapse in on itself. The next few moments are still blurry in Corbin's memory; all he can really recall is blue fire, and crumbling rock, and a feeling of weightlessness. When he was next fully aware, both Professors were standing over him, marveling at how he got all the pictures out intact; he must have taken a small side passage that opened up as that section of the dig collapsed. Neither commented on the new ring on his finger. Corbin himself forgot it as he was quickly flown back to the States, to his new home in Freedom City, by his worried parents.


It was two weeks later, while he was roaming his family's new house in  North Bay, that the ring that he'd essentially forgotten about suddenly flared with light.Albert Hughes was actually home at that time, and came running when he heard Corbin cry out. He came to a dead halt when he saw his son kneeling on the floor, staring in shock at the ring on his hand. The ring that was surrounded by ethereal blue flames, which were flowing forth to form...a rock on the floor. One that wasn't scratching or burning the expensive wood paneling. After several long moments, Corbin gained control. He looked up at his father, genuine fear filling his eyes, right before he passed out. When he came to, his father was examining the ring. He explained that he'd attempted to remove it, but it seemed unwilling to budge. Corbin manged to take it off with no problems, but when he tried to place it on the coffee table, it hovered in the air for a moment before settling. As an experiment, his father slipped it on his hand; nothing happened. When Corbin donned it again, the ghostly flames wreathed his hand for several seconds. Father and son looked at each other, and knew everything had changed.


Just two weeks before Corbin's junior year started, his parents managed to work some connections, and get Corbin in to speak to some of the faculty at Claremont Academy. In the couple of weeks since the "awakening" of the ring, Corbin had managed to gain a notable amount of control, discovering another power, or variation of a power, every few days. The Claremont instructors spoke with him, asking about the situation surrounding his acquisition of the ring, what it could do, how well he could control it, and so on. Albert and Sarah were visibly uncomfortable with the whole situation. They wanted to know why they couldn't just have Corbin take off the ring and get rid of it. Corbin insisted he ought to [i]do something[/i] with this power. The instructors noted that the ring's nature wasn't fully known yet; attempting to discard it so casually might have dire consequences. Thus, it was decided that Corbin would spend his junior (and presumably senior) year at Claremont Academy, not only continuing his traditional education, but also learning to control the powers granted to him by the ring. Corbin's feelings were mixed, especially as his parents arranged for him to live on campus 5 nights a week (Sunday-Thursday). Corbin got the impression his parents wanted to forget about the whole "kid with powers" thing by shoving him off in a corner. The fact that they more strictly enforced his access to any and all money from his trust funds only reinforced this notion. He knew they loved him, but he also knew they liked order and predictability in their lives. Right now, he was almost the polar opposite of either of those things. So Corbin accepted his lot at life, and started trying to fit in at Claremont.[/spoiler]



[u]Fun Times at Claremont:[/u]

[spoiler]At Claremont, Corbin found himself soon a part of Young Freedom, the premier team of young heroes at the school for young heroes. Between his team and other friends he made, the transition to Claremont wasn't nearly as painful as he thought it might be. He even found love among his fellow students. 

Of course, it wasn't all fun and games. Being a part of Young Freedom for 2 years, Corbin found himself sucked into a multi-dimensional "adventure" that had them visiting multiple worlds, until they finally settled on the world of Wander's birth, a dead Earth that was soon awash with Terminus forces. Ultimately they faced down the Knight of Entropy himself, and actually managed to temporarily slay him. 

The next year was odder, but no less dangerous, including a trip to Tronik and a meeting with the Erde version of himself. The tension that emerged between Corbin and half his team left him frustrated the last couple months of his senior year, a frustration he only partially excised with his parting gifts and letters to his team-mates. He graduated near the top of his class and with his choice of where to attend college.[/spoiler]



[u]Recent Times:[/u]

Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment, but who knows what the future holds...


[b][u]Personality & Motivation[/u]:[/b] 
[spoiler]Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at. That he loves to read is well known to his friends; occasionally, he can be found lounging in odd nooks around Claremont, casually reading a book. That these "nooks" are sometimes 10 feet off the ground seems no concern to the boy.

Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys.

As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll.[/spoiler]



[b][u]Powers & Tactics[/u]:[/b] 
[spoiler]Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands).[/spoiler]



[hr][/hr]

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

[b]The Fires of Hell Shall Not Prevail:[/b] Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him.

[b]Secret (Identity)[/b]: While his parents and the people at Claremont know of his powers, the Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

[b]With Great Power...:[/b] Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains.

[b]You Must Know No Fear!:[/b] Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring.

[b]Dethroner of Omega:[/b] Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided). 



[b][u]Abilities[/u]:[/b] 12 + 6 + 10 + 4 + 4 + 2 = 38PP

Strength: 44/28/22 (+17/+9/+6)

Dexterity: 16 (+3)

Constitution: 32/28/20 (+11/+9/+5)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)



[b][u]Combat[/u]:[/b] 24 + 12 = 36PP

Initiative: +7/+3

Attack: +12/+7 (Giant Form)

Grapple: +15, +28 Ring, +32 Giant Form

Defense: +12 (+6 Base, +2 Dodge Focus, +4 Enhanced), +3 Flat-Footed, +7 Giant Form

Knockback: -8/-1



[b][u]Saving Throws[/u]:[/b] 2 + 4 + 8 = 14PP

Toughness: +17/+12/+5 (+11/+9/+5 Con, +6/+3 Protection, 10 Impervious (Giant Form only))

Fortitude: +13/+11/+7 (+11/+9/+5 Con, +2)

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

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



[b][u]Skills[/u]:[/b] 44R = 11PP

Acrobatics 8 (+11)

Craft (Artistic) 8 (+10)

Knowledge (Business) 8 (+10)

Knowledge (History) 8 (+10)

Language 4 (Arabic, English [Native], Greek, Hebrew, Latin)

Notice 8 (+10)



[b][u]Feats[/u]:[/b] 8PP

All-Out Attack

Dodge Focus 2

Luck 2

Power Attack

Precise Shot 2



[b][u]Powers[/u]:[/b] 90PP

[b]Device 22 ([/b]110PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted 2[b])[/b] [90PP] (Power Ring [Blessed/Holy, Magic])

[device][b]Enhanced Constitution 8 ([/b]to 28/+9[b])[/b] [8PP]

[b]Enhanced Defense 4[/b] [8pp]

[b]Enhanced Feats 3 ([/b]Improved Initiative, Quick Change 2[b])[/b] [3PP]

[b]Enhanced Strength 6 ([/b]to 28/+9[b])[/b] [6PP]

[b]Immunity 9 ([/b]Life Support[b])[/b] [9PP]

[b]Protection 3[/b] [3PP]

[b]Super-Senses 2 ([/b]Darkvision[b])[/b] [2PP]

[b]Super-Strength 7 ([/b]Lifting STR 61 [[i]Heavy Load:[/i] 58 tons 1,760 lbs.][b])[/b] [16PP]


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

[b]Space Travel 1 ([/b]1[i]c[/i][b])[/b] [2pp]

[b]Speed of Flame 4 ([/b]8PP Array; [i]PFs[/i]: Alternate Power 1[b])[/b] [9PP]

[array][b][u]BP[/u]: Flight 4 ([/b]Rank 10, 10,000mph / 100,000ft per Move Action[b])[/b] [8PP]

[b][u]AP[/u]: Space Travel 4 ([/b]Rank 5, 25[i]c[/i][b])[/b] [8PP][/array]


[b]Fires of Creation 1 ([/b]5PP Array; [i]PFs[/i]: Alternate Power 1 [b])[/b] [6PP]

[array][b][u]BP[/u]: Create Object 1 ([/b]1 5ft cube, Toughness +1, Lifting Strength 5 [[i]Heavy Load:[/i] 50 lbs.], 10 10ft Range Increments / 100ft Max Range; [i]PFs[/i]: Precise, Selective, Tether[b])[/b] [5PP]

[b][u]AP[/u]: Move Object 2 ([/b]Effective Strength 10, Heavy Load: 100 lbs[b])[/b] [4PP][/array]


[b]Holy Fire Control 12 ([/b]24PP Array; [i]PFs[/i]: Affects Insubstantial 2, Alternate Power 2[b])[/b] [28PP] (Fires of Judgement)

[array][b][u]BP[/u]: Blast 12 ([/b]10 120ft Range Increments / 1200ft Max Range[b])[/b] [24PP]"Rain of Fire"

[b][u]AP[/u]: Strike 3 ([/b][i]Extra[/i]: Penetrating 12 [DMG 24], [i]PF[/i]: Mighty[b])[/b] [16PP] "Unlimited Blades"

[b][u]AP[/u]: Growth 4 ([/b]9ft height, 10ft reach, Large size; [i]Extra[/i]: Linked [Density], [Protection], [Super-Strength][b])[/b] [12PP] [b]+ Density 4 ([/b]+8 Str, [b]Immovable 1[/b], [b]Super-Strength 1[/b], +2 Toughness Mass x3; [i]Extra[/i]: Linked [Growth], [Protection], [Super-Strength][b])[/b] [12PP] [b]+ Protection 1 ([/b][i]Extra[/i]: [b]Impervious Toughness 10[/b] Linked [Density], [Growth], [Super-Strength][b])[/b] [11pp] [b]+ Super-Strength 2 ([/b] [i]Extra[/i]: Linked [Density], [Growth], [Protection][b])[/b] [4PP]; [b]Temporary Drawback ([/b] -4 Defense, -4 Attack[b])[/b] [-16pp] [12+12+11+4-16=23PP] "Giant's Strength"

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

Strength total: 44 (+17); Constitution Total: 32 (+11); Toughness Bonus: +17 (10 Impervious); Defense Bonus: +7; Attack Bonus: +7; Damage Bonus: +17; Super-Strength 10 (Effective Strength 94)[/spoiler]
[/array][/device]



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

[code]ATTACK     RANGE     SAVE                          EFFECT

Unarmed    Touch     DC24/21 Toughness (Staged)    Damage (Physical)

Unarmed(G) Touch     DC32 Toughness (Staged)       Damage (Physical)

Blast      Ranged    DC27 Toughness (Staged)       Damage (Energy)

Strike     Touch     DC27 Toughness (Staged)       Damage (Energy)
Abilities (38) + Combat (36) + Saving Throws (14) + Skills (11) + Feats (8) + Powers (90) - Drawbacks (0) = 197/197 Power Points

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Harrier:

Massive edits

I've dropped him down to PL 12, freeing up points from his Strength and Con that I spent elsewhere.

His skills went from 12 to 28 PP, more closely reflecting his decades of combat experience, ability to destroy things, and unparalleled knowledge of the Terminus. He's more comfortable in his own skin, letting him be much scarier. A little stronger physically too.

Similarly his feats went from 16 to 22, reflecting his fighting prowess.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/e/e1/Omegadrone1.png][/floatr]
[b][u]Power Level[/u]:[/b] 12 [14] (217/217PP)
[b][u]Trade-Offs[/u]:[/b] None
[b][u]Unspent PP[/u]:[/b] 0
[b]Progress to Impervium[/b]: 67/150pp (Platinum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5736]Edge[/url])

[b][u]In Brief[/u]:[/b] Omegadrone turned Hero

[b][u]Name[/u]:[/b] Harrier
[b][u]Alternate Identities[/u]:[/b] Steven Murdock
[b][u]Identity [/u]:[/b] Secret
[b][u]Birthplace[/u]:[/b] Nihilor, the Terminus
[b][u]Occupation[/u]:[/b] Deputy Chief of Security at HAX
[b][u]Affiliations[/u]:[/b] HAX, Omegaorphans, the Americana Family, Deep One orphans
[b][u]Family[/u]:[/b] Dead


[b][u]Age[/u]:[/b] 100
[b][u]Apparent Age[/u]:[/b] 30
[b][u]Gender[/u]:[/b] Male
[b][u]Ethnicity[/u]:[/b] Terminus
[b][u]Height[/u]:[/b] 6'
[b][u]Weight[/u]:[/b] 600 lbs.
[b][u]Eyes[/u]:[/b] Black
[b][u]Hair[/u]:[/b] None

[b][u]Description[/u]:[/b]
Murdock is a brown-skinned man with no visible body hair, just like all combat drones. His face is generally non- descript, save for the small, hair-thin lines that run over most of his body. They look like tribal tattoos, and he will not correct anyone who makes that assumption. He speaks in a flat monotone occasionally leavened by a wistful regret.

Harrier is a monster. Clad in black and red armor that bursts out from his back to cover his whole body, he is clearly recognizable as an Omegadrone, fully armed and ready for battle beneath his faceless armor. He prefers to let his fists, and his power pike, do the talking for him if forced into his armor. He flies with the help of the red and black jetpack that erupts from his back with his armor, spewing hellish gouts of flame as it propels him into the stratosphere.

[b][u]Power Descriptions[/u]:[/b]
Harrier is a wrecking machine, a goonsweeper capable of going toe-to-toe with some of the toughest customers in the World of Freedom. Unarmed, blasting or cutting with his pike, he's a powerful threat to almost anyone; a hard, cold blade designed to cut deeply and painfully.

[b][u]History[/u]:[/b]
Once, there was an Earth. It was defended by the greatest heroes of the world, champions of justice and right, avengers of evil: Earth's mightiest superheroes. And then that world died, [i]screaming[/i], as its heroes died and it was sucked into the Terminus. Sally and Ben, survivors of that world, were part of the personal retinue of Steelguard, once friends who became slaves of Shadivan Steelgrave. Steelgrave liked having some around who remembered the old world, and enjoyed reminiscing with them as they tried not to weep at the slayer of billions that their friend had become.

He forced them to take anti-aging drugs so they would live as long as he did, and denied them the quick deaths they craved after watching the deaths of their families and the assimilation and corruption of all they loved. When he began to mutter about what a shame it was that there were no more children from their world, in their terror they conceived and gave birth to a son. In one last act of defiance, they named him Stephen, after the man who had once been their captor and tormentor's best friend, then his first victim as Omega corrupted him.

Steelgrave was...amused, and gave them something of what they wanted. Stripping them of their immunity to aging, he hurled them into the pits of Nihilor, where the once-favored slaves learned to scrape and fight like the proles they now were. After all, they lacked the courage to die if it meant the death of their son. Stephen Murdock grew up in the pits, the great black castle of Shadivan Steelgrave overhead, with memories of a dead world loud in his ears. He learned to survive in the grim surroundings of Nihilor, the hearthworld of the Terminus, to run and hide from drones, to fight for food, to survive in a world of pure death.

When his parents died, Stephen assembled a gang of likely toughs and began doing what he could to make himself master of the pits: not to overthrow the drones, but simply so that the people there could live without having their neigbor as their enemy. When he came to the attention of Steelgrave, as all such visionaries do, he pleaded for mercy, begging for help from the last survivor of their world of marvels. He got that help, oh yes.

The process of assimilation into the armies of Omega is a horror best not described in these pages. Bones are removed and replaced with black, terrible Terminus metal, parts of the brain replaced with transceivers to receive the VOICE of Omega, and the body itself is infiltrated with a thousand different pieces of nano-technology. The subject is conscious to the end, naturally, so that when the torment and mutilation ends, he will cling to the VOICE in his head as the voice of his god. Steve Murdock died that day.

He became a combat drone, a specially augmented unit designed to fight superhumans. And that was precisely what he did in a dozen different worlds. He was in at the death of mega-billions, a cold, merciless killing machine and agent of assimilation. A particularly powerful and skilled unit, he was traded from Annihilist to Annihilist, even starring in several battles in the arena. His armor was an experimental variety, designed to burst from under his skin when necessary, something which he used to great effect in combat again and again.

Until one day, when it all changed. He was leading a squadron of Omegadrones through the Hundred Worlds when an alien starship decloaked just above them and opened fire. The big combat drone at the lead took the brunt of the damage, the tremendous magnetic charge scrambling his circuits...and severing his connection with the Terminus. Heavily damaged and outnumbered, he managed to fight off the lesser drones who attacked him when he was severed from the VOICE, their blasts giving him the drive to escape.

And from there he fled, deep into the Void, screaming. It was through great good luck that he stumbled across a Furion raiding party, and even better luck that they didn't kill him out of hand. And when Freedom Bird disarmed him and beat him to his knees, the former drone looked up at the Furion and screamed "I die free!" And that was when Freedom Bird and the others wept, because if a drone could be freed, who knew what freedom could do?

The Furions took him in and taught him, teaching him something of himself and of what it meant to be a free man, but he really had no place among those shining symbols of virtue. They knew him too well, and had fought too many drones, to ever fully trust him. Luckily, Freedom Bird knew people who could help, and the former Omegadrone (now calling himself Harrier, after Harriet Tubman), was delivered to the Freedom League, who (after _extensive_ tests), delivered him to the world, with a fake ID and fake name, the better for him to learn about freedom. What better place than Freedom City?

It's been quite a ride for the walking embodiment of pain and loss; embraced by some as the ultimate hard-luck hero and others as a symbol of all that is evil and horrible. He is still the monster people tell their children will come for them at night, but he's a hero too. It's a good feeling. He has a woman he loves and a job he cares about, friends and comrades with whom he would fight the worst of monsters with. But the road to redemption is a long one, and Harrier knows better than anyone the perils that lie along the way. After all, [i]blood will tell.[/i]

[b][u]Personality & Motivation[/u]:[/b]
Harrier is cold. It's not that he's unfeeling, by no means, but rather that the horrors of life as an Omegadrone have layered depths of memory and grief between himself and the rest of the world. He cares intently for the suffering of others, but shows this by action, not words. He speaks with a slow, deliberate monotone occasionally leavened by moments of wistful emotion. In his civilian ID, he keeps to himself, sometimes in a slightly creepy way.

His small apartment has no decorations and sparse furniture. When he's not working, eating, or sleeping, he watches television, doing his best to absorb the reality of this world that's now his home. Otherwise he walks the streets, pike fastened subtly at his side, and tries to learn what he can about humanity. He opens somewhat around his close friends and his lover, but there is still no denying the fact that the scarred-faced drone is _other_, even if most people might not be able to sort it out.

[b][u]Powers & Tactics[/u]:[/b]
Harrier prefers not to use his armor if the situation calls for it, and against many foes he can actually get away with that. Generally he fights silently, his face composed in a flat mask, but when angered by a particularly vile enemy his face contorts into a mask of utterly infuriated rage. He'll usually attack the strongest-looking enemy first, hitting them as hard as he can, not retreating unless absolutely necessary. His staff lets him hurt almost any foe, whether with blasts of Terminus energy or strikes with a devastatingly fast, powerfully charged blade at the head.

If forced into his armor he's a terror on the battlefield. He usually fights from the air, blasting away at lesser foes, before landing to begin a slow, methodical elimination of the enemy. He'll allow weaker enemies to shoot him a few times, the better to spread _fear, before landing to begin their punishment. If forced into his armor, he does not linger, and will leave as soon as possible (or at least change back) so as not to attract attention.

[hr][/hr]
[b][u]Complications[/u]:[/b]
[b]Enemy:[/b] This is something separate than just people being scared of him. There are people, a lot of people, who'd see a free Omegadone as an opportunity for some free payback.
[b]Friends:[/b] Wander, Jack of all Blades and company, Dragonfly, and the rest of the HAX and Interceptors crew are people Harrier would walk through fire for.
[b]Immigrant:[/b] Harrier is still adjusting to local customs and society in Freedom City. He's learned a lot as he's gone, but this is indeed a strange world.
[b]Love:[/b] Harrier loves Gina Evans, for all that it's a deeply fraught relationship.
[b]Double Secret:[/b] Harrier has more than one identity to worry about now that he has the Caradoc name.
[b]Job:[/b] Harrier is frightened of losing his job, as it's one of his connections to the world around him.
[b]Monster:[/b] Harrier is an [i]Omegadrone[/i]. Cops will shoot at him on sight if he's in armor, civilians will run screaming or attack him if they're brave enough.
[b]Only a Mother[/b]: Even outside of his armor, Steve is no prize.
[b]Collector[/b]: Between the Omegaorphans that he rescued from a crashed Terminus ship, Yolanda Montez, and the Deep One babies he helped save during the Archevil invasion, Harrier is something of a collector of lost and bereft children.
[b]The World I Left Behind Me:[/b] The Terminus knows those who escape, and has terrible plans for them.


[b][u]Abilities[/u]:[/b] 8 + 6 + 6 + 2 + 4 + 4 = 30PP
Strength: 30/26 (+10/+8) (18, +8 Innate Density), 41/36/31 Carry Capacity
Dexterity: 16 (+3)
Constitution: 30/16 (+10/+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 14 (+2)


[b][u]Combat[/u]:[/b] 20 + 20 = 40PP
Initiative: +7
Attack: +10 Base, +12 Melee, +12 Pike Blast
Grapple: +21
Defense: +12 (+10 Base, +2 Dodge Focus), +4 Flat-Footed
Knockback: -11/-4


[b][u]Saving Throws[/u]:[/b] 0 + 2 + 4 = 7PP
Toughness: +12/+5 (+10/+3 Con, +2 Protection) (Impervious 9/2)
Fortitude: +10/+3 (+10/+3 Con, +0)
Reflex: +5 (+3 Dex, +2)
Will: +7 (+2 Wis, +5)


[b][u]Skills[/u]:[/b] 112R = 28PP
Computers 2 (+3)
Diplomacy 2 (+4)
Disable Device 14 (+15)
Disguise 0 (+1; +26 / Morph)
Intimidate 18 (+20, SM)
Knowledge (Cosmology) 19 (+20, SM)
Knowledge (Galactic Lore) 9 (+10)
Knowledge (Physical Sciences) 4 (+5)
Knowledge (Tactics) 9 (+10)
Knowledge (Technology) 4 (+5)
Notice 8 (+10, SM)
Search 4 (+5)
Sense Motive 8 (+10, SM)
Stealth 7 (+10)
Survival 4 (+6)
Swim -


[b][u]Feats[/u]:[/b] 22PP
All-Out Attack
Attack Focus (Melee) 2
Challenge (Fast Startle)
Dodge Focus 2
Eidetic Memory
Improved Initiative
Luck 2
Master Plan 2
Move-By Action
Power Attack
Quick Draw
Second Chance 2 (Disable Device checks, save vs. fear)
Skill Mastery (Intimidate, Knowledge [Cosmology], Notice, Sense Motive)
Startle
Takedown Attack 2
Uncanny Dodge (Auditory)


[b][u]Powers[/u]:[/b] 14 + 4 + 20 + 14 + 4 + 1 + 25 + 8 + 2= 92PP

[b]Density 4 ([/b]x3 Mass, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent, [i]Feats:[/i] Innate, Subtle[b])[/b] (Cybernetic, Technological) [14PP]
[device][b]Enhanced Strength 8[/b]

[b]Immovable 1[/b]

[b]Protection 2 ([/b][i]Extras:[/i] Impervious[b])[/b]

[b]Super-Strength 1 ([/b]Heavy Load: 1.5 tons[b])[/b][/device]

[b]Device 1[/b] (Holographic Disguise Unit; 5PP; Hard to Lose) [4 pp]
[device][b]Morph 5[/b] (One form ['Caradoc'], +25 Disguise) [/device]

[b]Device 6 ([/b]Power Pike; 30PP, [i]Flaws:[/i] Easy-To-Lose 2, [i]Feats:[/i] Restricted [OmegaDrones], Subtle [Collapsible][b])[/b] [20PP]
[device][b]Concealment 2 ([/b]Normal Vision, [i]Flaws:[/i] Passive[b])[/b] (Technological) [2PP]

[b]Super-Senses 2 ([/b]Detect Weakness [Radio], [i]Extras:[/i] Analytical[b])[/b] (Technological) [2PP]

[b]Terminus Blast-Blade 12.5 ([/b]25 points; [i]PF[/i]: Alternate Power[b])[/b] [26PP]
[array][b][u]Base Effect[/u]: Blast 12 ([/b][i]Feats:[/i] Accurate[b])[/b] (Cosmic, Technological) [26PP]

[b][u]Alternate Power[/u]: Strike 2 ([/b][i]Extras:[/i] Autofire [12], Penetrating [2; as DMG 15]; [i]Feats:[/i] Extended Reach [10ft], Improved Critical 2, Incurable, Mighty, Precise, Variable Descriptor 2 [Any Technological] [b])[/b] (Technological) [24/25PP][/array][/device]

[b]Enhanced Constitution 14[/b] (Cybernetic, Technological) [14PP]

[b]Enhanced Strength 4[/b] (Cybernetic, Technological) [4PP]

[b]Feature 1 ([/b]Temporal Inertia[b])[/b] [1PP]

[b]Omega Armor 5 ([/b]25PP Container, Free Action, Sustained Duration[b])[/b] (Cybernetic, Technological) [25PP]
[device][b]Flight 3 ([/b]50MPH, 500ft per Move Action[b])[/b] [6PP]

[b]Immunity 9 ([/b]Life Support[b])[/b] [9PP]

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

[b]Super-Senses 3 ([/b]Darkvision, Radio[b])[/b] [3PP][/device]

[b]Super-Senses 8 ([/b]Terminus Awareness 2 [Mental], [i]Extras[/i]: Acute, Analytical, Extended 2 [1000ft Notice Increments], Ranged) [8PP][b])[/b] [8pp]

[b]Super-Strength 1[/b] (Effective STR 41, Cybernetic, Technological) [2PP]


[b][u]DC Block[/u]:[/b]
[code]ATTACK RANGE SAVE EFFECT
Unarmed Melee DC26 Toughness Damage
Pike Strike Melee DC28 Toughness Damage
Pike Blast Ranged DC27 Toughness Damage
Abilities (28) + Combat (40) + Saving Throws (7) + Skills (28) + Feats (22) + Powers (92) = 217/217 Power Points

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Citizen:

Citizen's edits make him a sidekick worthy of Miss Americana (especially since he seems to be the tech guy on most of the teams he's part of) His INT goes to 20 [8 pp], his skills to 88 r [4 pp], and I added a 4 pp headquarters for Young Freedom 3.0.

His in-Tronik self is equally smart and skills, with the difference that he's now Superman-strong and fast in Tronik.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/5/55/CitizenHF.png][/floatr]
[b][u]Power Level[/u][/b] 12 [15] (216/220 pp)
[b][u]Trade-Offs[/u][/b]: +4 ATK/-4 DMG unarmed, +2 ATK/-2 DMG Tronik; +4 DEF/-4 TOU
[b][u]Unspent PP[/u][/b]: 4
[b]Progress to Impervium[/b]: 70/150pp (Platinum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5736]Edge[/url])

[b][u]In Brief[/u][/b]: Electronic Intelligence Turned Hero

[b][u]Name:[/u][/b] Citizen
[b][u]Alternate ID:[/u][/b] Sharl Tulink
[b][u]Identity:[/u][/b] Secret
[b][u]Place of Birth:[/u][/b] 30th District Hospital, Eighth Level. Tronik. (Just kidding, actually it was on a circuit in a briefcase-sized computer in the Centurion's Sanctum. Daedalus had a coffee cup on the spot at the time)
[b][u]Occupation:[/u][/b] Teenager, Computer Nerd, Flying Brick, Sidekick
[b][i]Affliations:[/i][/b] Tronik, Knowledge, Heroism
[b][i]Family:[/i][/b] Aba Tulink (mother) [45], Bel Tulink (father) [50], older sister Sieva [24]

[img=http://www.thinkgeek.com/images/products/additional/large/wrapping_paper-binary.jpg]
[u][b]Age[/b][/u]: 17.5 Earth years (all ages are given in Earth years)
[b][u]Apparant Age[/u][/b]: 17.5, depending on his phase state
[b][u]Height[/u][/b]: Subjectively six feet, objectively 0
[b][u]Weight[/u][/b]: Subjectively 170 lbs, objectively 0
[b][u]Eyes[/u][/b]: Green/null
[b][u]Hair[/u][/b]: Brown/null

[b][u]Physical Description[/u][/b]:
Citizen, aka Sharl Tulink, is a gawky sixteen year old who hasn’t quite finished growing into his body. His short brown hair is a little greasy, his hands are a little too large, and his feet stumble more than they should. He’s also a ghost, or looks like one a lot of the time: when he’s not concentrating, he looks like an electronic phantom, his body overlaid with barely visible circuit patterns and overall tinted a faint shade of green. He vaguely resembles an 80s wireframe model of a human being with a ‘normal’ human shell cast thinly over it.

[b][u]Power Description[/u][/b]:
Citizen is an 'electronic' ghost, punching with solidified blows, possessing machinery, and casting his consciousness through the Internet with incredible speed, either to propel himself around the world or just to watch people through every camera in the city. He's immune to physical attacks and energy attacks with the 'light' descriptor.

[u][b]History:[/b][/u]
The city of Tronik is on a large crescent-shaped island in the middle of a large sea on the planet Neo, their star Bantam a great red sphere permanently high in the sky. Bantam is a red dwarf, much smaller and cooler than Sol, and Neo thus orbits so close to its homestar as to be tidally locked. It’s not a particularly inviting place: the continent to the east is a nearly uninhabitable desert with only a few weather stations on the western shore, while if you fly far enough west you reach mountains of impassable ice that go on forever. Tronik Island itself is about the size of Greenland, but the vast bulk of the island itself is given over to factories, food processing plants, and nature preserves: the city itself has fifty million people crammed into an area of 150 square miles. High towers rise hundreds of stories into the air over the densely packed city, with only the high technology available at the city’s foundation making the city reasonably liveable. Still, it’s not a hugely pleasant place to live: corruption is high as the government tries to keep their population from overwhelming the limited ecological resources available, people go around in black leather and mirrorshades for protection against the cold and relatively dim star, while the desert and chill make it very tough to leave the island.

Still, the inhabitants of Tronik were lucky, and all of them are aware of this fact. A few generations ago, a disaster threatened to overwhelm them on their old world: their sun threatened to go nova, producing a disaster that would have devastated their entire world. Their greatest scientists, working together with friendly alien civilizations, constructed a massive transporter device to carry them across the galaxy, city and all, depositing them on a new world just as their old star exploded in a powerful coronal eruption that blasted all the life from their planet. Now they’re working to rebuild their civilization, to tame this new world and send messages out across the galaxy to restablish relations with the Lor Republic. Times are hard, at least if you’re not part of the elite, but generally things are looking up: the average citizen of Tronik eats better than the average Freedom Citian of today, and the wealthiest have access to technology and resources far beyond that of 21st century Americans.

(It’s all a lie, of course. The ‘friendly aliens’ that helped Old Tronik escape the destruction of their old world were actually Curator drones building a scanning device to take and store an entire city: Old Tronik was evaporated by a scanning process that destroyed it down to its last atom even as their star erupted. The Lor Republic hasn’t found them yet because they disappeared into the Curator’s archives roughly 2000 years ago; they stopped looking long, long ago, and anyway would have no way of finding them where they are: in an alien computer in the Centurion’s Sanctum, running in the program he built for them back in 1990. Tronik’s new world, Neo, is designed to be a basically habitable, friendly place that was easy to build and just distracting enough for the city’s people that they’d never look too closely at the details of this new world.)

These are strange days in Tronik. There are rumors of alien visitors to the city, strange people with strange powers, and bizarre happenstances worked in the city by others. Madmen have appeared wielding great powers from some unknown source, claiming that the azure curtain awaits all and that reality is a lie, only to be defeated by the city’s militia and mysterious heroes from “another place”, while strange stories of people flying, walking through walls, and gazing at the madness “beyond the door” permeate Tronik’s ‘Net. Sharl Tulink’s interest in paranormal phenomena goes back to his early childhood, and only grew sharper as he reached his teen years, much to the despair of his indulgent parents. One day, not too long ago, the 16 year old (at least by Earth’s calendar) investigated reports of strange aliens sighted near his family home on the hundredth level of the Seamount tower. He found a door there, a door high in the sky with nothing on the other side. Now he could have gone home to his huge apartment where his parents lived: his father is a programmer and his mother a doctor, and the two of them love him dearly and spoil him, like any parents do with their younger child. But instead he did what adventurous young men have done for generations.

He stepped through it.

Into madness. The League patched the hole their trip to Tronik had left mere microseconds later, too slow to stop the giant data file that was the living, breathing, sentient soul of Sharl Tulink cast loose on the Internet, a citizen of Tronik plunged into a world of bizarre input and insane colors, lights, shapes, and sensations.

It's been a long, strange trip for Tronik's sole defender. Rescued by Gina Evans, he became her ward, then Miss Americana's sidekick, before going home to Tronik only to find that his people still needed a costumed champion. At Claremont Academy, he's learning how to be a hero and stand alongside the heroes of Earth-Prime, but he's sharply aware of the fact that he's not like them. He's alien in profound ways, but he's not sure the place he calls home is as real as everyone there thinks.

It's a tough gig.

[b][u]Personality and Motivation[/u][/b]:
Sharl is basically a good kid who's been thrown massively out of his depth by the world-shattering things he's walked into. It's not easy for a teenager to find out his whole world is a lie, for all that it wouldn't surprise most of them. He wants to have a normal life, but his definition of that is going to be up for some changes in the new future. Though he still clings to his desire to solve mysteries and make a better world for everyone else, he's also got a lot of existential problems to sort through...in more ways than one!

[u][b]Powers and Tactics:[/b][/u]
Citizen’s tactics are fairly straightforward: he flies up to people, punches them electronically, and subsequently zaps them with electricity. He stays on the move, flitting around with his low-level flying abilities and occasionally jumping around with his massive teleportation abilities to catch enemies really unawares. He doesn’t really enjoy fighting, but will press a combat as long as necessary to get the job done.

[u][b]Complications[/b][/u]:
[i]Existentialist[/i]: Aaah I’m a computer program aaah.
[i]Friend[/i]: Citizen needs someone to help him figure out what’s going on and how he can get back home, at least for a little while yet.
[i]Outsider[/i]: Citizen is from another place, one very different than ours
[i]Paragon[/i]: Citizen is Tronik’s only superhero, or will be if he ever manages to sort out what just happened to him and figure out how to use his new knowledge for the better.
[i]Curious[/i]: Hey, what's in this book?

[u][b]Abilities[/b][/u]: 0 + 6 + -10 + 10 + 4 + 6 = 18PP
STR 26/10 (+8/+0)
DEX 16 (+3)
CON ---
INT 20 (+5)
WIS 14 (+2)
CHA 16 (+3)

[u][b]Combat[/b][/u]: 16 + 16 = 32PP
Init: +7
ATK: +8 ranged, +14 melee, +16 unarmed
Grapple: +12
DEF: +16 (Base 8, Dodge Focus 8), +4 flat-footed
Knockback: -4

[u][b]Saves[/b][/u]: 3 + 4 = 7PP
TOU +8 (+8 Protection)
FORT ---
REF +6 (+3 Dex, +3)
WILL +6 (+2 Wis, +4)

[u][b]Skills[/b][/u]: 88r = 22PP
Bluff 12 (+15) (skill mastery)
Computers 15 (+20) (skill mastery)
Craft (Electronic) 5 (+10)
Craft (Mechanical) 5 (+10)
Drive 2 (+5)
Knowledge (Galactic Lore) 5 (+10)
Knowledge (Technology) 10 (+15)
Languages 4 (English, Galstandard [native], Grue, Japanese, Swedish)
Notice 8 (+10) (skill mastery)
Pilot 2 (+5)
Search 5 (+10)
Sense Motive 8 (+10) (skill mastery)
Stealth 7 (+10)

[u][b]Feats[/b][/u]: 40PP
Attack Focus: Melee 6
Attack Specialization (Unarmed)
Dodge Focus 8
Equipment 4 '13th Floor'
Fearless
Improved Initiative
Luck 3
Online Research
Power Attack
Quick Change 2
Skill Mastery (Bluff, Computers, Notice, Sense Motive)
Takedown Attack
Taunt
Uncanny Dodge (auditory)

[equip]
Equipment: 40 ep = 8 pp

The 13th Floor: 20 ep = 4 pp
[i]Size[/i]: Large; Toughness: 10; [i]Features[/i]: Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power 3 (ESP), Power System, Security System, Think Tank, Workshop.
Cost: 2 + 1 + 17 = 20/20
[i]Power:[/i] [b]ESP 6[/b] (Visual Senses, 20 miles, [i]Extras:[/i] Duration 2 [Continuous], No Conduit, Simultaneous, [i]Flaw[/i]: Medium [Surveillance Devices], Power Feats: Fast Task 4, Subtle [DC26 Notice]) {35/36}
[/equip]

[u][b]Powers[/b][/u]: 1 + 3 + 40 + 16 + 2+ 8 + 7 + 30 = 107PP

[b]Enhanced Feat 1[/b] (Well-Informed) [1PP]

[b]Flight 1[/b] ('electro-static flight'; 10 MPH / 100 feet per Move action; [i]PF[/i]: Move-By Action) [3PP]

[b]Immunity 40[/b] ('living computer program'; Fortitude Effects, Mental [Psionic] Effects) [40PP]

[b]Insubstantial 3[/b] ('living computer program'; [i]Extra[/i]: Duration [default is Energy Form, Sustained Active effect to remain corporeal; [+0]; [i]PF[/i]: Innate[b])[/b] [16PP]

[b]Morph 1 ([/b][i]Extra[/i]: Continuous; [i]Flaw[/i]: Limited [only in computers]; [i]PF:[/i] Metamorph [Flying Brick Sharl][b])[/b] [2PP]

[b]Protection 8[/b] [8PP]

[b]Regeneration 6[/b] (Recovery Bonus +0, Resurrection 1/week; [i]PF[/i]: Regrowth) [7PP]

[b]Tronik Array 12[/b] (24PP; [i]PFs[/i]: Alternate Power x6) [24+6=30PP]
[array][u]BE[/u]: [b]Enhanced Strength 16[/b] (to 26/+8; [i]Extra[/i]: Affects Corporeal for Str +8) [24/24PP]

[u]AP[/u]: [b]Communication 6[/b] (20 miles, radio) ([i]Extras:[/i] Area, Selective) ([i]PFs:[/i] Rapid 5 (100k, Subtle) [24/24PP]

[u]AP[/u]: [b]Corrosion 10[/b] ('EMP'; [i]Flaw[/i]: Limited 2 [Electronics]; [i]PFs[/i]: Improved Crit 2, Incurable, Precise) [19/24PP]

[u]AP[/u]: [b]Datalink 9[/b] ('networking'; anywhere on Earth; [i]PFs[/i]: Rapid 8 [x100 million], Subtle) and [b]Dimensional Movement 2[/b] (any 'in a computer' dimension) [22/24PP]

[u]AP[/u]: [b]ESP 9[/b] ('scanning'; anywhere on Earth, visual and auditory; [i]Flaw[/i]: Medium [Electronics]; [i]PFs[/i]: Rapid 5 [x100,000], Subtle) [24/24PP]

[u]AP[/u]: [b]Possession 10[/b] ('electro-riding'; [i]Extras[/i]: Affects Only Objects, Alt. Save [Reflex]; [i]Flaw[/i]: Electronics Only; [i]PFs[/i]: Insidious, Subtle) [22/24PP]

[u]AP[/u]: [b]Teleport 9[/b] ('transmission'; 900 ft/20,000 miles; [i]Extra:[/i] Accurate; [i]Flaw:[/i] Medium [Electronics][b])[/b] [18/24PP][/array]

[u][b]Drawbacks[/b][/u]: -6 pp
Weakness (magnetic fields; Uncommon, Major [-1 all physical ability scores], per 1 minute, potentially lethal; -6PP)


[b][u]DC Block[/u][/b]
[code]ATTACK RANGE DC/SAVE EFFECT
Punch Touch Tou DC 23 Bruised/Injured
Possession Touch Check vs Ref Possessed
Corrosion Touch Fort save vs 20/Tou DC 25 Bruised/Injured
Totals: Abilities 18 + Combat 32 + Saves 7 + Skills 22/88 + Feats 40 + Powers 107 - Drawbacks 6 = 216/220PP
Flying Brick Sharl

Doktor'd!

PL: 12 (216) Abilities: 36PP STR 38 [16] (+14/+3) DEX 14 (+2) CON 38 [16] (+14/+3) INT 20 (+5) WIS 14 (+2) CHA 16 (+3) Combat: 12 + 12 = 24PP Init: +2 ATK: +6 (+10 Melee) Grapple: +28/+32 DEF: +10 (6 Base, Dodge Focus 4); +3 flat-footed Knockback: -12 Saves: 0 + 3 + 8 = 11PP TOU +14 (+14 Con; Impervious 10) FORT +14 (+14 Con, +0) REF +5 (+2 Dex, +3) WILL +10 (+2 Wis, +8) Skills: 88r = 22PP Bluff 12 (+15) (skill mastery) Computers 15 (+20) (skill mastery) Craft (Electronic) 5 (+10) Craft (Mechanical) 5 (+10) Drive 2 (+5) Knowledge (Galactic Lore) 5 (+10) Knowledge (Technology) 10 (+15) Languages 4 (English, Galstandard [native], Grue, Japanese, Swedish) Notice 8 (+10) (skill mastery) Pilot 2 (+5) Search 5 (+10) Sense Motive 8 (+10) (skill mastery) Stealth 7 (+10) Feats: 18PP Attack Focus: Melee (4) Dodge Focus (4) Fearless Leadership Luck 3 Power Attack Skill Mastery (Bluff, Computers, Notice, Sense Motive) Takedown Attack Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 104PP Enhanced CON 22 (to 38/+14) [22PP] Enhanced Feat 1 (Well-Informed) [1PP] Enhanced STR 22 (to 38/+14; PF: Heat Vision [Blast 12 (Extra: Range [Perception], Flaw: Action [Full]]) [23PP] Immunity 9 (Life Support) [9PP] Impervious TOU 10 [10PP] Paragon Array 10 (20 points; PFs: Dynamic, Dynamic Alternate Power) [23PP]
DBE: Flight 10 (10,000 MPH / 100,000 feet per Move Action) [20/20PP] DAP: Super-Strength 10 (Heavy Load: 2220 tons) [20/20PP]
Regeneration 1 (Resurrection 1/week) [1PP] Tronik Array 5.5 (11 points; PFs: Alternate Power x3) [14PP]
BE: Datalink 9 (anywhere on Earth; PFs: Cyberspace, Subtle) [11/11PP] AP: Mind Control 10 (Extra: Alternate Save [Reflex]; Flaw: Machines Only; PF: Subtle) [11/11PP] AP: Quickness 11 (x10000) [11/11PP] AP: Teleport 9 (anywhere on Earth; Extra: Accurate; Flaws: Long-Range Only, Medium [landlines]; PFs: Change Velocity, Progression [Cargo] 1 [250 lbs.]) [11/11PP]
Super-Senses 3 (Hearing [Extended x10], Vision [Analytical]) [3PP] Totals: Abilities 28 + Combat 24 + Saves 11 + Skills 18/72 + Feats 18 + Powers 105 = 216/220PP
Link to comment

Doktor'd!

El Heraldo

Alright, 11PP to use.

:arrow: Changed the tradeoff to -2 Defense/+2 Toughness, -1 Attack/ +1 Damage

:arrow: 1 rank of Attack Specialization(Unarmed)(1PP)

:arrow: 1 rank of Easy-to-Lose Device for the Banner(3PP) using the points to buy 4 ranks in Emotion Control(Limited: Hope), bringing it up to rank 9. Increasing the rank of Trip by one, up to rank 10.

:arrow: 2 ranks of Defense(4PP)

:arrow: Adding Counters Concealment(Auditory) to the Super-Sense.(2PP)

:arrow: 2 ranks of Knowledge(Civics) and Knowledge(Tactics)(1PP)

:arrow: Fixed the Grapple bonus.

:arrow: Changed Description slightly.

[b]Player Name:[/b] Arichamus

[b]Character Name:[/b] El Heraldo ("The Herald")

[b]Power Level:[/b] 10 (147/147PP)

[b]Trade-Offs:[/b] -2 Defense / +2 Toughness -1 Attack/ +1 Damage

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

[b]Progress To Gold Status:[/b] 40/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=6294]King of Suits[/url])


[b]In Brief:[/b] Son of recently-immigrated Peurto Ricans granted powers by the burgeoning national spirit of Puerto Rico, who uses his new-found abilities in defence of those most vulnerable to crime. A student at the Claremont Academy.


[b]Alternate Identity:[/b] Subito Sondo

[b]Identity:[/b] Secret

[b]Birthplace:[/b] Puerto Rico, Adjuntas Municipality, Guayo Barrio

[b]Occupation:[/b] Student, grocery store worker

[b]Affiliations:[/b] Claremont Academy, Labor Union (Grocers)

[b]Family:[/b] Pavor Sondo (Father), Broma Sondo (Mother), Galanta Sondo (Sister), Rodrigo Fuego (Cousin)


[b]Description:[/b]

[b]Age:[/b] 17 (July 5th, 1995)

[b]Apparent Age:[/b] 19

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Latin American

[b]Height:[/b] 5'6"

[b]Weight:[/b] 184 lbs.

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Dark Brown


A stocky fellow, Subito nonetheless manages to look taller than he actually is by the practice of good posture and carriage, which he augments with thick-soled boots and a baseball cap. His hair is thick and curly, and long enough to nearly reach his ears, his eyes are spaced close together and are often shaded out of sight by the cap, and in the midst of strangers they have a narrow, suspicious look, though in the presence of friends they widen and sparkle with enthusiasm. His nose is short and broad, while his mouth is often turned slightly downward to help convey the message given by the eyes. His limbs are short, and he has rather large hands and feet for his age. he frequently wears white t-shirts and blue jeans.


In his guise as the gaudy El Heraldo, he wears a brilliantly-colored and heavily-padded jacket. His pants are blue-and-red gold-checkered tights, and his feet are covered with heavy leather boots. A broad cloth bandanna around his head suffices to conceal his identity, with a sky blue feathered hat hat completing the bizarre costume. He carries in this guise a large flagpole, to which is bound the flag of Puerto Rico.


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

El Heraldo's powers are signaled by a glow around Subito's body, which takes the rough form of an immense flag made of golden smoke. His powers are an extension of the national spirit he is the host of, which increased his physical power and hearing, as well as the power of flight and a slowly increasing range of powers related to communication.


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

[spoiler]Subito Sondo was born in the year 1995 on the island protectorate of Peurto Rico, in the municipality of Adjuntas. His parents, Pavor and Broma, were lower-middle class artisans, specifically metalworkers. His sister was a bold and and terrifying champion of the oppressed for miles around in their town, and the rest of his family were the thunderous, solid people who usually went totally unnoticed in a crowd. Throughout his young life, Subito was surrounded by noise: cars, passing celebrants, loud arguments or even deafening conversations on engrossing topics all combined to make what he can recall of his life in Puerto Rico an endless din. As a result, he grew up expecting noise to be around him at all times, and was rarely dissapointed. Noise became for him a sort of sanctuary, a comforting indicator that all was well. Silence became a warning, a mark that something horrible or disagreeable had happened.


His family had a good employ for 8 of Subito's years of life, but a sudden tragedy,the attack of the supervillain Mas Severas against a visit by the Allies of Justice to the municipality, which while it resulted in no loss of life did destroy the family's business. Leaving for Freedom City in 2003, the family got themselves well-ensconced in the Lincoln district, where some relatives helped them find open positions in the Fun-Time Toys factory still active near the docks. Glad for the gainful employment, Pavor and Broma managed to slowly but steadily raise their standard of living over the years, their children proceeding smoothly through school and all things considered life was good.


When Subito turned 15 life continued to be good, even after Subito lied about his age to get a job at the same factory his parents worked at (a lie aided by his unusually strong and tall build), and on his first day he tried to catch a wroker who had leaned a bit too hard against an insufficiently-secured handrail, dozens of feet above vats of a solution that worked wonders keeping paint on surfaces, but was deathly hazardous to humans. Subito's footing failed him when he grabbed the other man around the waist, and both tumbled towards a certain death, the workers who could see the scene trying futilely to do something to help.


Subito and the other man were abruptly stopped in mid-air, a few yards above the poisonous vat of blue mixture. Surprised, Subito looked up to behold a golden fog about him, and looking after a minute's hesitant experimentization, found he could move himself through the air. Carrying the other man back up to the catwalk, he realized that his strenth had been enhanced (and as he later learned, his endurance), his hearing incredibly sharpened, and that because of the latter he could hear clearly the furious argument being carried out between his parents, the union leaders, and the manager of the factory.


Thankfully, the only negative thing that resulted from that episode was that he was merely fired for lying about his age. His family were too surprised, the union too grateful (both for the extra bargaining room and because nobody was hurt in that instance), and the management too furious to discover that one of Toy-Boy's subtler booby-traps had escaped their notice, for any graver punishement to befall him. Also adding to his sense of giddiness as he went to sleep that night was the quiet, insistent voice that grew louder in his sleep, trying to tell him something in Spanish about a meeting. He gave it no thought until later that night, when he was awoken by a gentle tap on his head, jumping out of bed to his feet, he was greeted by a vision of a Hispanic woman wearing blue armor, bearing a vast collection of weapons on her back, and riding a ram sheep, in the vision almost totally transparent.


This apparition informed Subito that his family was in possession of an old battle-standard, bearing the coat-of-arms of Puerto Rico (the original flag having been destroyed in 1511), which had been used in nearly every successful battle involved in making Puerto Rico a Spanish holding since it had been made in 1500. As a result, a spirit of victory had attached itself to the banner, lending strength of will and protection from harm to those who held it. The spirt then told Subito that it had slowly grown over the ages, until it had become the national spirit of Puerto Rico, having melded with the ruling entities of the island's Taino tribes after their destruction by the Spanish colonists in the Taino rebellion. The infusion of the memories and power of the tribal spirits was a gigantic step on the Blue Dame's path to sapience.


Over the years she (used for ease of reference, 'it' wasn't considered acceptable to her) had grown in knowledge and strength, but the various forces that fought for the island divided and weakened her over and over again. It was only now, when the island nation's sense of self was at another height, that she could empower an individual with her gifts as her herald. She told Subito that she had chosen him over his sister because of his more focused personality. Galanta, to the spirit's mind, while excellent material for a herald of hers was rather too concerned with fighting as an end to itself to give much thought to what the fighting was for. But, she warned the nearly gleeful Subito, she would not stand for any slacking in what she was entrusting to him. As he followed her directions to the hidden chest containing the banner, she told him that he would, to keep his powers, have to keep from acting selfishly or with his sole betterment in mind, and any reneging would be instantly punished.


The chest was easy enough to find with the Blue Dame's instruction, and with little trouble he put it back together and took it to a nearby abandoned lot, where the Blue Dame taught him how to use the banner to don the traditional costume of a Herald of Puerto Rico. After a crash course on how to use his powers, the Blue Dame retired into the banner, telling Subito to hurry home, due to the extreme lateness of the hour, and that in the morning he would find the next step on his journey waiting for him. Subito slept soundly, and it took Galanta hauling him out of bed, seating him in a chair, and giving him a light cuff on the shoulder to wake him. He found himself staring into the piercing gaze of a narrow, darkly-clothed man with graying hair at the temples, the rest brown and cut short.


The Raven II, Subito learned later, had an informant in the factory the accident had occurred in, and had told Summers about the bizarre incident the same day it had happened.


The interview with Duncan Summers was short and painless, except for Broma and Pavor outdoing each other in tearfully telling Subito how he must remember to do what they would wish him to do at the bizarre school Summers was offerring to train him at. Galanta kept her peace, saying as much as their parents with a cold, narrow-eyed stare. After agreeing with Summers that it would be a great idea to learn how to use his powers correctly in a more controlled environment, little was left to do but pack and prepare for the autumn quarter.[/spoiler]




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

As El Heraldo, Subito acts as he thinks he ought to, doing his best to be just, kind, fair and honest as he knows how. He enjoys the anonymity of the mask, as it lets him be what he likes without repercussion on how he is viewed as Subito.


Out of costume, he is loud, impetuous and full of gusto for whatever he does, having been brought up to see silence as suited only for holy or sorrowful occaisions. His morals are fairly straightforward, and he gives litle thought or time to the why of his ethics. He equates thinking with doing, incomprehending how somebody could think up things they might do, and never act on any of them, and has a hard time understanding how one philosophy or belief system being true doesn't negate the others' validity. On the other hand, he is loath to bring issues like that up in conversation, seeing them as interesting challenges to be overcome on one's own, and would never dream of trying to make people more like himself.


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

El Heraldo has limited resources and severe limits to his gifts, meaning he must take great care with whom and how he fights. As a profoundly heated individual, however, he is unlikely to do so, instead dashing into the fray with unmitigated aplomb and vigor, no matter how outmatched he might be, using the power of his standard to evoke hope for victory in any compatriots.



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

[b]Power Loss:[/b] Subito is granted his powers only so long as he uses them for the benefit of others. If he uses them for the sole purpose of bettering himself, they shall be revoked.

[b]Responsibility:[/b] Family. He feels honor-bound to serve his family's needs above his own.

[b]Secret:[/b] Identity. While he always has his powers, he knows his family is largely defenseless.

[b]Underaged:[/b] Subito isn't a legal adult, with all the restrictions that come with that condition.

[b]The Who-What Now?:[/b] Subito has almost no idea who's who or what's what in the complex world of jet-powered apes and time travel he's gotten himself into. Feel free to blindside him.

[b]What are you wearing?!:[/b] El Heraldo's garb is..distinctive, to say the least, and it's flashiness is fertile ground for misconceptions, easy recognition by enemies, and being nearly impossible to sneak in.


[b][u]Abilities:[/u][/b] 10 + 4 + 10 + 2 + 0 + 8 = 34PP

Strength: 28/20 (+9/+5)

Dexterity: 14 (+2)

Constitution: 20 (+5)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 18 (+4)



[b][u]Combat:[/u][/b] 10 + 8 = 18PP

Initiative: +2

Attack: +5 Base, +9 Unarmed

Grapple: +18/+14, +21 w/Super-STR

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -7/-2



[b][u]Saving Throws:[/u][/b] 2 + 3 + 8 = 13PP

Toughness: +12 (+5 Con, +1 Protection (Costume), +6 Protection (Dame's Ward); [Impervious 8/0])

Fortitude: +7 (+5 Con, +2)

Reflex: +5 (+2 Dex, +3)

Will: +8 (+0 Wis, +8)



[b][u]Skills:[/u][/b] 36R = 9PP

Diplomacy 6 (+10)

Intimidate 4 (+8)

Knowledge(Civics) 2 (+3)

Knowledge (Current Events) 4 (+5)

Knowledge (Popular Culture) 4 (+5)

Knowledge(Tactics) 2 (+3)

Languages 2 (English, Latin, Spanish [Native])

Notice 4 (+4)

Sense Motive 8 (+8)



[b][u]Feats:[/u][/b] 19PP

Accurate Attack

Attack Specialization (Unarmed) 2

Dodge Focus 4

Interpose

Inspire 4

Leadership

Luck 3

Move-by Action

Power Attack

Quick Change 1


[b][u]Powers:[/u][/b] 29 + 16 + 2 + 4 + 6 = 57PP


[b]Herald's Charge 6[/b] (30PP Container [Active, Sustained], Drawback: Noticeable [Banner of Light]) [29PP]

[equip][b]Enhanced Strength 8[/b] (to 28 [+9]) [8PP]


[b]Flight 3[/b] (50mph / 500ft per Move Action) [6PP]


[b]Protection 6[/b] [6PP] (Dame's Ward)


[b]Super-Strength 3[/b] (Light Load: 1 1/2 tons; Power Feat: Super-Breath) [7PP]


[b]Strike 2[/b](Power Feats: Mighty)[3PP][/equip]



[b]Device 5[/b] (Bandera de la Victoria [Banner of Victory]; 30PP Container; Flaws: Easy-To-Lose; Power Feats: Restricted 1 [Magic Users]) [16PP]

[device][b]Emotion Control 9[/b] (Flaws: Limited [Hope]) [9PP]


[b]Feature 1[/b] (Repair Clothes) [1PP]


[b]Impervious Toughness 8[/b] [8PP]


[b]Protection 1[/b] [1PP] (Costume)


[b]Trip 10[/b] (Extras: Knockback; Flaws: Range (Touch); Power Feats: Improved Trip) [10PP][/device]



[b]Comprehend 1[/b] (Languages [understand all spoken]) [2PP]


[b]Immunity 4[/b] (Cold, Drowning, Pressure, Poison) [4PP]


[b]Super-Senses 4[/b] (Auditory; Accurate, Counters Concealment, Extended 2 [1,000' Notice Increments]) [6PP]



[b][u]Drawbacks:[/u][/b] -2PP


[b]Vulnerability [/b](Sonic Powers, Frequency: Common, Intensity: Moderate [x1.5]) [-2PP]



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

    [code]ATTACK           RANGE           SAVE                            EFFECT

    Unarmed          Touch           DC 24/20 Toughness (Staged)     Damage (Physical)

    Bandera          Perception      DC 15 Will                      Hope

    Super-Breath     Area [Cone]     STR/DEX vs Opposed at +9        Trip       

    Strike           Touch           DC26/22 Toughness (Staged)      Damage (Physical)

    Trip             Touch           STR/DEX vs Opposed at +10        Trip
Totals: Abilities (34) + Combat (18) + Saving Throws (12) + Skills (9) + Feats (18) + Powers (57) - Drawbacks (2) = 147/147 Power Points

Doktor'd!

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ATTACK FOCUS'D by GIZMO

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

She doesn't, well she has the extra points, so I guess we can just add two more ranks of attack focus melee to make it right.

ATTACK FOCUS'D by GIZMO

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Doktor'd!

Lot of edits here, so let's start:

Fluff: Cleaned it up, also added some complications.

Abilities:

Dropped Con to 20, from 22.

Combat:

Raised Attack from +3 to +5 base (removed Feat and Power feat.)

Savings throws:

Removed 2 points from Reflex, bring it to total of +5.

Reallocated those points 1 each to Fort and Will. Compensating, in part, for the drop in Con.

Skills:

Reallocated skills to accommodate the addition of Attractive. Kept total the same, also reallocated overall to have them be divisible by five, where possible.

Feats:

Dropped Attack Specialization (unarmed) and Accurate Attack.

Added: Attractive, another Luck (now to 2), Taunt, and Ultimate TOU

Powers:

Removed Accurate PF from Blast BE on the absorption Array, adjusted Protection to hit caps after that, and adjusted Impervious as well.

(back to Protection 10 (extra: Impervious))

Fixed DC box to be accurate for his Blast 15 power.

Here is the fixed sheet (two parts.)

Fluff

Player Name: The Absurdist

Character Name: Asad

Power Level: 10 (160/160pp)

Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

Unspent Power Points: 4

Progress To Bronze Status: 10/30

In Brief: Arab-American playboy turned thrill seeking Hero and discovering a sense of responsibility.

Quote: "I decided that instead of keeping my identity a secret it's easier just to hire a PR firm."

Alternate Identity: Amir ibn Jafar ibn Abd al-Aziz al-Misri, Amir al-Misri, Amir Misri

Identity: Public

Birthplace: New York City.

Occupation: Philanthropist, Idle Rich, Super Wealthy Businessman

Affiliations: Freedom City's Muslim Community, Local Politics, Business Community

Family: Father – Abu Naseef Jafar ibn Abd al-Aziz ibn Amir al-Misri, Mother – Amatullah bint Haroun bint Khaldun al-Misri,(siblings have patrilineal names, and are shortened) Brother - Kareem al-Misri , Sisters - Fatima al-Misri, Hida al-Misri, Shafiah al-Misri. Order of children is this Fatima, Hida, Amir, Shafiah and Kareem.

Description:

Age: 41

Apparent Age: Late-20s. (D.O.B 1971)

Gender: Male

Ethnicity: Arabic.

Height: 6'2

Weight: 201

Eyes: Dark brown

Hair: Pitch Black.

Description:[floatr]600full-khaled-nabawy.jpg[/floatr]

As Asad would describe himself, “In a word, dashing. In another word, smoldering.†Most often he had a relaxed expression on his face and in his overall demeanor. Since becoming a hero, he had put on some mass, a sign of a new work out regime, hours spent boxing and doing charity runs has added mass in a lean, brawler sort of way.

No matter the event he is normally impeccably groomed and dressed, though there again was a casual flair to his clothes, even if he prided himself on being the best dressed person at any social function. Even every single hair purposed for the event or task at hand. While, “off-hours†had him rarely dressed up, and he was reluctant to wear any kind of jewelry, except a watch.

While initially wearing a costume, he had opted for something a bit more simple, a morphic molecule short sleeved shirt. This generally worn under whatever clothes he has on, so he can 'change' quickly. Burgundy in color, with a white stripe up each side and over the sleeves. A stylized front facing Lion's face is on the chest of his shirt. He pairs this with his normal khaki-cargo pants, and either track-jacket with similar colors as his shirt, in addition to gloves, and whatever shoes he has on.

Power Descriptions:

All of his powers are Inherited Mutations, activated by the massive amount of energy from the supercollider breach. This would indicate that others in his family have energy based powers as well.

His exposure to the energies released at the supercollider accident triggered a latent mutation him. Now Asad has the ability to absorb vast quantities of energy either by having it directed at him, being exposed to it, or, as he has learned recently, by directly siphoning it. His power works across the electromagnetic spectrum as well as kinetic energy. As such he has a great ability to shrug off physical harm, and turning it into raw power for himself to utilize.

There nominally no visible effect in him drawing in power, until a certain amount is gained, and his eyes start to glow, and 'veins' of energy also start to glow inside of him. It is unknown whether or not this indicates he is 'fully charged' or not. And currently the upper limits of how much he can hold is unknown.

His Immunity is currently an expression of his absorption powers. He sublimates ambient radiation and heat, and he metabolizes that, and any excess energy in a mild rejuvenating effect, repairing his telomeres and any damage done to him by free radicals.

His Flight seems to be a part of his ability to utilize the electromagnetic spectrum. While he can readily absorb it, and somehow is able to use that to fly. It is unknown how the mechanic works, but that is true with all of his powers, as he had avoided having them checked.

History

Amir Al-Misri was just a rich, gadfly playboy type. He drove insanely fast cars (badly). He regularly traveled to Monte Carlo and Las Vegas. He hit up as many red carpet and high profile events as possible. Skied at all the best resorts. Flew in his private jet to New York just for the Pizza, and L.A. just for a movie premiere. Drinks like a fish a lot of the time, and has eaten gold dusted beluga caviar on more than one occasion. And often he is doing all of this with some starlet hanging on his arm (or pop-star, or celebrity bad girl, or heiress, or... well you get the picture).

Yes, Amir Al-Misri led a charmed life, not that he seemed aware of it. Ostensibly in control of the former American subsidiary of his family's financial empire (because he was the only one born in the U.S.), it was hoped that sequestered as that he would not negatively impact the Al-Misri Holdings Group at large. They also separated all overt ties between Summit Transnational and the rest of the Group. It was the outcome he had hoped for his entire life.

The truth was that his parents were individuals who felt that competition amongst their children would help them succeed. Amir was the child to successfully seize control of his fate aware from their well intentioned efforts. A natural talker, he spent his formative years in various expensive boarding schools using his natural silver tongue to maneuver through life among the children of the super-rich and the ambitious. This carried through to college to Oxford, then Harvard, and finally Stanford. And while he will admit he doesn't remember every class lesson, he came out with a Rolodex that would buckle a desk.

All of that helped when handed the keys to Summit Transnational in 2003. Calling in every favor owed, and every friend he had made throughout the years, and he brought them with him into the company, changing it's corporate climate and direction. Of course no one really credited him with assembling such a skilled group of people. In 2008, he hired a former classmate, and someone who had shown herself to be immune to his charms, Anastasia van Cleef, as his personal aid.

Recently, though his course in life would change. Already an extensive philanthropist, he had started to look into Islam, in part because of a request of his father, but also years of posing as the playboy he had to become unfulfilled. He started reaching out to the local Muslim to community, though unable to reconcile his beliefs with some of the elements he felt were antiquated.

Due to his philanthropy he supported various scientific endeavors at universities. During a tour of a supercollider facility Summit Transnational helped fund in part for FCU (for tax breaks!) there was a failure in the containment system. His last conscious thought was managing to throw Ms. Van Cleef and the scientist giving the door through the automatically closing blast doors. Amir was struck with the full force of the energy produced by the experiment gone wrong, and he was sent into the secondary containment wall, slamming into the composite shell over the foot thick metal bulkhead, buckling both like wet cardboard.

Amir's heart stopped during the course of taking him to the hospital, the first ambulance he was in stopped abruptly, and would not start again. A second managed to get him there. He was unconscious for almost two week, and when he did awake the first words out of his mouth was asking after a sip of his favorite scotch. The doctors labeled it a miracle that he survived the incident with no injuries, and that there was no radiation that seemed to have leaked from the incident as well, well publicly they labeled it as such. Privately, they haled it as a miracle as well, considering the injuries he had sustained.

Amir gave a series of 'aw shucks, I am lucky and this has put my life into perspective' series of interviews, and it did. So at the next opportunity, the casual Muslim decided to take his Hajj for his 40th birthday. Forced into a level of introspection and retrospection he didn't feel as if he had a choice. This, too, was also covered by the tabloids and even some financial news, as they pondered if his near death experience had forced him to turn a corner. Which was accurate.

What wasn't covered was what happened during the Hajj. During the Stoning of the Devil portion, an old man fell, and was about to be trampled by a group of people, he jumped, farther than he had ever before, snatching up the old man, and landing in a rough roll, carrying the old man to safety, and leaving both of them stunned as the distance had been moved in such a brief period of time. It was enough to reinforce his prayers and meditations. He received no answers.

His return was quiet, matching the sort of behavior one would have when faced with such drastic and recent change. It was during this time that an attempted kidnapping happened, it made sense with some of the more mainstream press he had. The snatch happened as he was jogging in Freedom Park, and when he had made it to Heroes Knoll, three armed men appeared, and attempted to take him. This was the first time he was conscious of his powers, as he shrugged off first their blows and gunshots, before able to stop the effort with force.

Afterward, before the statues of the deceased heroes on the knoll, he prayed, really prayed for a sign, wondering what he should do, what should happen. Well that, and he saw a shrink just in case. During this time he explored his new powers, testing them covertly.

Three weeks later the The Gorgon came, and in his penthouse, Amir watched the world go mad. He wondered out loud if Allah ever worked in half measures. Looking at his assistant for a long measure, before telling Ms. van Cleef, that he would explain everything later. And he stepped out onto the balcony, and lifted into the air. Rather than soaring, he dove straight down to the streets, and landed in the engine block of a car that was racing away from the overstressed police, crumpling it like paper. Amir casually dusted off his shoulder, in a dismissive gesture, and strode head long into the chaos. A changed man would emerge from the crucible.

Personality & Motivation:

Asad is not the face he puts out. Having stuck with the guise thus far he has decided to keep it, as it has distinct advantages. He is, by and large, a manipulator of sorts, and apt to use his words as his foremost weapon. Not that he'd shy from adversity, not at all. In fact for the first time in his life, he is driven by something greater than himself.

Sure being able to fly is fun. But now, now he can put forth both his money, and his powers as a force for good, and even in the small sips he has had of it so far, it has been a lot more satisfying than anything else he's had.

Powers & Tactics:

Asad is direct, generally eschewing overly complicated tactics in his efforts. His powers are not subtle and he has a relative lack of experience. He opens with trying to talk down the situation, failing that he takes him lumps or tries to find somewhere to charge up. From there, he'll taunt the people he is engaged with, or try to convince them to stop. And then he tends to wade into the fray. Provided he doesn't get distracted.

Complications:

Batteries Not Included: All of his powers in his Absorption Array, barring Drain Energy, require that he take in energy to fuel them. He gains this either by being struck or successful use of Drain Energy.

Enemies: Whether by personal action, or just happenstance, Asad enters the arena already with some enemies in the wings.

  • [*:33xgqmhp]
    [*:33xgqmhp]Red Death II: Asad is unwittingly the very thing she despises, even if he intends to us his wealth and powers as a force for good."
    [*:33xgqmhp]Constantine Urallos, Hieronymus King, Jonathan Chase: He met these three pillars of industry early in his time in Freedom City, they didn't like him then, and he wasn't particularly inclined to appreciate their points of view or their business practices. While not enemies now, he fully expects his arrival on the hero scene to cause a splash with them, and other businessmen who are less than scrupulous.
    [*:33xgqmhp]White Knight: And the Stormbringers, and other racially motivated villains, and public groups. He is, after all, a wealthy and successful Arab American.

Public Identity: He is not hiding the fact that he is a superhero, with only feeds...

Fame: He was a social mover and shaker before getting his company. Dated starlets, pop singers, and princesses. Frequent interviews in various forms of media. And then adding his company, and it's rise to prominence has only fueled this. Unfortunately people can sometimes take a less than sterling view of him because of...

Reputation: Rake, fop, playboy, feckless, lazy and more. He was, and still is, tabloid fodder, so few people will initially take him seriously.

Responsibility: He is ostensibly the head of a multi-billion dollar equity firm. And recent life changes had nudged him to take a more direct hand in the business, and he takes personal umbrage if someone messed with what's his.

Sucker for a Pretty Face: Asad is a bit of a ladykiller. He is easily distracted by an attractive woman, and engaging in flirtatious banter with female villains when he should be focused elsewhere.

Shut Up Already!: A talent speaker, he sometimes talks too much. And can be apt to make long speeches just like villains.

Crunchy Goodness


[b][u]Abilities[/u]:[/b] 10 + 6 + 10 + 2 + 6 + 6 =  40PP

STR 40 [20] (+15/+5)

DEX 16 (+3)

CON 20 (+5)

INT 12 (+1)

WIS 16 (+3)

CHA 16 (+3)



[b][u]Combat[/u]:[/b] 10 + 4 = 14PP

Initiative: +7

Attack: +5 

Grapple: +25/+10

Defense: +2 (+5 w/Dodge Focus), +1 Flatfooted

Knockback: -12/-3



[b][u]Saving Throws[/u]:[/b] 3 + 4 + 5 = 12PP

TOU  +15 (Con +5, Protection +10; Impervious +10)

FORT +8 (Con +5, +3)

REF  +5 (Dex +3, +2)

WILL +8 (Wis +3, +5)



[b][u]Skills[/u]:[/b] 64R = 16PP

Bluff 11 (+14 / +18 Attractive, Skill Mastery)

Concentration 1 (+6)

Diplomacy 11 (+14 / +18 Attractive, Skill Mastery)

Gather Information 7 (+10, Skill Mastery)

Intimidate 2 (+5)

Knowledge (Business) 4 (+5)

Knowledge (Civics) 4 (+5)

Knowledge (Current Events) 4 (+5)

Knowledge (Theology and Philosophy) 2 (+3)

Languages 4 (Arabic, Farsi [Persian], French, Portuguese) (Base: English)

Notice 2 (+5)

Sense Motive 12 (+15, Skill Mastery)



[b][u]Feats[/u]:[/b] 16PP

All-Out Attack

Attractive

Benefit (Wealth 3)

Connected

Dodge Focus 3

Improved Initiative

Luck 2

Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive)

Taunt

Ultimate TOU

Well-Informed


[b][u]Equipment[/u]:[/b] 0PP = 0EP

[equip]Commlink [0EP]

Laptop [0EP]

Smartphone [0EP][/equip]


[b][u]Powers[/u]:[/b] 35 + 6 + 3 + 20 = 64 PP


[b]Absorption Array 16 ([/b]32 points; [i]PFs[/i]: Alternate Power 3[b])[/b] [35PP] (All, except Drain Energy, require Drain Energy to be used, or for him to be attacked)

[array][b][u]BE[/u]: Blast 15 ([/b]Range 1500; [i]PFs[/i]:  Precise, Variable Descriptor [absorbed][b])[/b] [32PP] 


[b][u]AP[/u]: Damage 10 ([/b]Area of Effect 200; [i]Extras[/i]: Area [Burst],  Selective Attack; [i]PFs:[/i] Progression [Area] 1, Variable Descriptor [Absorbed][b])[/b] [32PP] 


[b][u]AP[/u]: Drain Energy 15 ([/b]Touch; [i]Flaws[/i]: Action [Full]; [i]PFs[/i]: Slow Fade 2 [5 Minutes][b])[/b] [32PP] 


[b][u]AP[/u]: Enhanced Strength 20 ([/b]to 40/+15[b]) + Super-Strength 5 ([/b]effective Str 65, [i]Heavy Load:[/i] 96 Tons; [i]PFs[/i]: Groundstrike, Shockwave[b])[/b] [20+12=32PP] [i]'Suddenly I am bad for property values.'[/i]  [/array]

[b]Flight 3 ([/b]500 ft/ 50mph[b])[/b] [6PP] (Electromagnetic) [i]'Better than a Ferrari.'[/1]


[b]Immunity 3 ([/b]aging, environmental heat, radiation[b])[/b] [3PP] (Absorption, Sublimation) [i]'Smooth enough to never break a sweat.'[/i]



[b]Protection 10 ([/b]Extra: Impervious[b])[/b] [20PP] ( Absorption, Sublimation) [i]'Is that all you have?'[/i]





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

ATTACK        RANGE             SAVE                     EFFECT

Unarmed       Touch             Toughness DC 20/DC 30    Damage (Physical)

Blast         1500'             Toughness DC 30          Damage (Variable)

Damage(Burst) 200' Radius       Reflex DC 20             Damage (Variable)

Drain Energy  Touch             Fort DC 25               PP Loss

Groundstrike  150' Radius       Ref DC 25/Trip Check     .5 DC of Trip Check/Trip

Shockwave     150' Cone         Ref DC 25                 Damage (Physical)
Totals: Abilities 40 + Combat 14 + Saves 10 + Skills 16 + Feats 16 + Powers 64 = 160/160PP

Doktor'd!

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Doktor'd!

Some edits for Lord Steam.

Highlights:

Improving Reflex Save by 2

Many Skill changes, bringing him up to 104R/26 PP: Upping Disable Device, Search, Investigate. Gaining Disguise, Perform (Keyboards). Slightly reducing Gather Information (I suppose he has some minor talent in it, but that's a weakness of his - not his style of investigation).

Feats: Adding in Improved Disarm, Improved Initiative, and Weapon Bind, to make him more of a fencer with his cane.

Equipment: 1 additional point used from Plantinum Reward for 5 more EP. Gaining rebreather, mini-tracer, and concealed microphone, plus 2 EP to vehicle array (Bessie gains Caltrops and Subtle Speed - as its steam powered!, Alice gains Hidden Compartments and Swimming power increase, and Cressida is now a dirigible as opposed to Zepplin and flies faster).

[floatr]

LordSteamHF.png[/floatr]

Player Name: Supercape

Character Name: Lord Steam

Power Level: 9 (157/157PP)

Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness

Unspent PP: 9

Progress To Impervium Status: 52/150 (Platinum Status earned with Supercape)

In Brief: Steampunk Sherlock, aided by the loyal members of Team Steam

Alternate Identities: Lord Lucien Lockwood

Identity: Public

Birthplace: London (Earth Victoriana Dimension)

Occupation: Aristocrat Gentleman / Diplomat.

Affiliations: None

Family: Lord Lombard Lockward, elderly aristocrat.

Age: 30 (DoB: 03/03/1981)

Apparent Age: 30

Gender: Male

Ethnicity: Caucasian

Height: 6'1"

Weight: 85 Kgs

Eyes: Blue-Green

Hair: Brown

Description:

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

Power Descriptions:

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

History:

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

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

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

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

Personality & Motivation:

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

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

Powers & Tactics:

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


Complications:

Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and women, although always polite about it.

Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled!

Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted...

Silver Spoon: Only the best will do. Lord Steam simply can't do without luxuries or living in anything but splendour.

Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff usually defeats Lord Steam.

Abilities: 6 + 6 + 6 + 12 + 12 + 10 = 52PP

Strength: 16 (+3)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 22 (+6)

Wisdom: 22 (+6)

Charisma: 20 (+5)

Combat: 26 + 24 = 50PP

Attack: +13

Grapple: +13

Defence: +13 (+12 Base, +1 Dodge Focus), +6 Flat Footed

Knockback: -3, -1 Flat Footed

Saving Throws: 3 + 4 + 2 = 9PP

Toughness: +7 (+3 Con, +4 Defensive Roll), +3 Flat footed

Fortitude: +6 (+3 Con, +3)

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

Will: +8 (+6 Wis, +2)

Skills: 104R = 26PP

Bluff 10 (+15)

Craft (Mechanical) 9 (+15)

Diplomacy 5 (+10)

Disguise 2 (+7)

Disable Device 9 (+15)

Drive 2 (+5)

Gather Information 2 (+7)

Intimidate 5 (+10)

Investigate 9 (+15)

Knowledge (Technology) 9 (+15)

Languages 7 (English [Native]. French, German, Greek, Japanese, Latin, Russian, Spanish)

Notice 9 (+15)

Perform (Keyboards) 2 (+7)

Pilot 2 (+5)

Search 9 (+15)

Sense Motive 9 (+15)

Sleight of Hand 2 (+5)

Feats 20PP

Benefit 6 (Diplomatic Immunity, Earth Victoriana Culture, Status [Aristocrat], Wealth 3 [Filthy Rich])

Connected

Defensive Roll 2

Dodge Focus 1

Eidetic Memory

Equipment 16 (12 Free from Silver Reward, 4 Free from Platinum Reward)

Improved Disarm

Improved Initiative 1

Inventor

Luck 1

Master Plan

Minion 5 (Progression 2 [5 Servants]) (7 Free from Platinum Reward)

Power Attack

Takedown Attack

Uncanny Dodge (Auditory)

Weapon Bind

Equipment: 16PP = 80EP

1 + 4 + 1 +1 +1 + 1 +1 + 10 + 39 + 21 = 80

Concealable Microphone [1 EP]

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

Flash Goggles [1EP]

Masterwork Investigative Tools [1EP]

Masterwork Mechanical Tools [1EP]

Mini-Tracer [1 EP]

Rebreather [1 EP]

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


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

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

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

  • Powers [25EP]

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

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

    Super-Senses 1 (Radio)

Vehicle no2: "Alice the Underwater Ship" [37 EP]

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

  • Powers [26EP]

    Swimming 6 (100mph) [6EP]

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

    Super-Senses 1 (Radio) [1EP]

    Super-Senses 6 (Ultra-Hearing, Accurate, Extended 1) [4EP] (Sonar)

Vehicle no3: "Cressida the Dirigible" [35EP]

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

  • Powers: 28EP

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

    Flight 5 (250mph) [8EP]

    Super-Senses 1 (Radio) [1EP]


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

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

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

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

Powers 0PP

None

Drawbacks -0PP

None

DC Block:

ATTACK      RANGE         SAVE                        EFFECT

Unarmed     Touch         DC18 Toughness (Staged)     Damage (Physical)

Cane        Touch         DC20 Toughness (Staged)     Damage (Physical)

Revolver    Ranged        DC19 Toughness (Staged)     Damage (Physical)

Totals: Abilities (52) + Combat (50) + Saving Throws (9) + Skills (26) + Feats ( ) + Powers (0) - Drawbacks (0) = 157/157 Power Points

Doktor'd!

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Intercept'd by Doc!

Geckoman

14pp to spend!

1pp on Equipment, for the 5ep towards the Interceptors' shared HQ [-1PP]

+2 Strength, bumping him from 16 to 18 [-2PP]

+1 Attack [-2PP]

Feats: Grappling Finesse, Improved Trip and Improved Throw [-3PP]

Total... 8pp spent, leaving him with 6pp unspent.

Remove the Variable Descriptor from his Geckorangs, making them bludgeoning only, and add 1 more rank of Mighty [0PP]

[floatr][img=http://www.freedomplaybypost.com/wiki/images/7/7b/GeckomanHF.png][/floatr][b][u]Players Name[/u][/b]: Ecalsneerg

[b][u]Power Level[/u][/b]: 15 (230/236PP)

[b][u]Trade-Offs[/u][/b]: +1 Attack for -1 DC, +1 Defence for -1 Toughness

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

[b][u]Progress to Platinum:[/u][/b] 114/120 (35PP pre-bump [PL8/125PP > PL11/161PP], 68PP post-bump)


[b][u]In Brief[/u]:[/b] Former Claremont student and loud-mouthed animal-powered costumed adventurer.

Older sheets found [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=1277]here[/url].


[b][u]Alternate Identity[/u]:[/b] Christopher James Kenzie

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

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

[b][u]Occupation[/u]:[/b] Student in psychology and criminology, costumed adventurer.

[b][u]Affiliations[/u]:[/b] Formerly Claremont Academy and Young Freedom, currently Interceptors

[b][u]Family[/u]:[/b] Elizabeth Lawlett/Spellbound (girlfriend), James & Marsha Kenzie (father & mother)


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

[b]Age:[/b] 20 ([i]DoB:[/i] 17th May 1992)

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Caucasian

[b]Height:[/b] 5'11''

[b]Weight:[/b] 175 lbs

[b]Eyes:[/b] Brown

[b]Hair:[/b] Brown


Chris Kenzie is a normal-looking guy, a little bit scrawny and scruffy, but other than that he's just your usual teenage boy. He's not often without a smile on his face, though and tends to wear long-sleeved t-shirts and baggy jeans to hide his Geckoman costume. The costume itself is lurid green and close-fitting, the hood covering all of the face except the mouth. The eyes are covered up by orange-hued goggles to further hide his identity. And because he enjoys wearing goggles.


Across the chest is a large yellow G symbol, and he arms himself with a pouched belt of stiff yellow leather, inside which he stashes many gadgets and tools for crimefighting. For sentimental reasons, tucked in among the pouches is a small silver 'YF' badge, to remind him of his time on Young Freedom.


[b][u]Power Descriptions[/u]:[/b] None of Geckoman's powers are especially visual, being passive and defensive abilities. His palms, soles, fingertips and toes are able to cling to surfaces by electrostatic charge. He has reflexes far in excess of that of a normal human, moving with an assured speed and grace. His enhanced recuperative powers mean his wounds heal as they are observed, and his body exudes health and energy.


[b][u]History[/u][/b]: Christopher james Kenzie was a bit of a slacker. All the teachers said so. He wasn't stupid, far from it, but he didn't apply himself to anything. This continued all the way up until high school, until he was on the brink of dropping out altogether. Then, one day, he'd skipped school and was just walking about when he stumbled upon a cordoned-off warehouse. It had evidently been raided by the police, or Freedom League, or somebody, but the contents hadn't yet been removed. And, hey, nobody was around, were they?


Chris went in for a quick look around, and was amazed at his discovery. The place was some sort of mad scientist's laboratory! He found blueprints and prototypes for digital equipment, lightweight body armour, and even some sort of wrist-mounted 'zapper' thingies. Not even stopping to consider he might be 'thieving', he began gathering the things up in a sack to take home. After all, they were all pretty awesome. It was just pretty damn annoying that he'd pricked himself on some needle while taking the stuff, man, that [i]smarted.[/i]


But, the [i]piece de resistance[/i] was found under a huge dust-sheet, evidently untouched for a while due to the layers of dust on it. Some sort of spaceship! The thing was a bit boxy, sixteen feet long with several seats and storage cupboards in the interior. But the real fun part were the electrical blasters. Sadly, you just couldn't get away with stealing this... I mean, it'd get noticed. This didn't prove a problem, as without warning Chris began having some sort of fit, jerking forwards into the controls. The thing lurched upwards, crashing through the roof of the warehouse and erratically flying across the city before crashing into a hillside outwith its limits.


        Chris awoke several feet from the ship, to the sight of his hand lying beside him on the ground. In shock, he looked down... to see a replacement growing out of the stump. On closer inspection, he found he could stick to surfaces and had improved vision. In addition to this, the ship and the technology he'd pilfered didn't seem to have been damaged very much, just some things even a slacker like him could replace... if he learned to.


        So Chris Kenzie miraculously began studying electronics and mechanics overnight, his teachers shocked. All the while, he spent his evenings fixing up his ship and fashioning a superhero costume for himself. He would be the Gobsmacking Geckoman, in his airship the Ptychozoon! (although that soon got shortened to Pitchoo) The teenager came to Duncan Summer's attention as soon as he became an active 'superhero', flying across the city in pursuit of a bank robbery and accidentally blowing some cars up in his eagerness. Summers got in contact with Geckoman and invited him to pay a visit to his school for superhumans. Well, he wasn't going to say no, was he?


        While at the school, Chris became Geckoman near fulltime, eventually joining the team of Young Freedom. His time there was spent fighting many foes, perhaps the worst being when his girlfriend, Elizabeth Lawlett, turned out to be the supervillain Spellbound from whom he's stolen his gadgetry and super-serum, their final confrontation leading to a near-gang war due to Spellbound ultimately being a teenage girl, not a hardened criminal. Geckoman fought back the gangs and made his peace  with her, them both retiring to focus on their studies.


But it was not to last. Not being Geckoman made Chris miserable, and ultimately at Liz's prompting, he donned the mask again during the recent Grue Invasion. She also began to provide him with maintenance and gadgetry to at least aid him in not dying.


After graduating Claremont, Chris has ended up studying psychology and criminology at FCU, and joined the Interceptors at the prompting of Doktor Archeville. After the events that transpired with the team and the Doktor's madness, Geckoman is one of the few members remaining on the team, fighting crime both with them and on his own.


[b][u]Personality & Motivation[/u]:[/b] Feeling slightly guilty for stealing his airship and powers, Chris seeks to atone through fighting crime as Geckoman. However, he'd likely do it even [i]sans[/i] guilt, as flying around beating up crooks and getting the girl is a boyhood dream come true.


Chris acts pretty much the same in costume as without, talking loudly and freely, going off on rambling tangents mid-sentence and merrily joking. He doesn't let things get him down or worry him, even if caution would be advised. The downside of this is that he is often inadvertently blunt and rude without meaning offence. Except when trying to rile villains up in combat. Then he does mean it.


[b][u]Powers & Tactics[/u]:[/b] Geckoman has the proportionate agility and healing power of a gecko, giving him superhuman-level reflexes and the ability to regenerate severed limbs in the space of a few hours. In addition, he can also scale sheer surfaces by clinging to them with his hands and feet, see in low light and the infrared spectrum, and has a slightly heightened resisilence to physical damage and diseases.


He also possesses a variety of gadgets, often themed around lizards and reptiles. Frequently, he alternates between throwing curved Geckorangs, striking with an electrically tipped staff, and merely resorting to fisticuffs. He also possesses an airship known as the Pitchoo capable of flying at hundreds of miles an hour and being remotely piloted. He generally uses the Pitchoo for an opening volley, before dropping down to fight at close range, throwing his foes off-guard with taunts and jeers.


[hr][/hr]

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

[b]Regeneration[/b] - While cuts and bruises don't sap his energy much, it Geckoman ever had to regenerate from severe injuries he would have to use up much of his body's energy possibly leading to muscle and bone wasting, extreme hunger or many other debilitating effects. This complication is essentially license for the DM to start using Fatigue, Drain or Nauseate effects on him as the plot demands if he has made recovery checks from effects like being disabled or having severed limbs.


[b]Relationship (Elizabeth Lawlett/Spellbound)[/b] - The love of his life. His room mate. His support network. His arch nemesis. Chris will defend Liz to the death, even though she disapproves of his lifestyle. He'll also do anything to stop her from falling into old habits, and if she does so, to stop other heroes from arresting or hurting her.


[b]Responsibility (team loyalty)[/b] - Formerly of Young Freedom, and now on the Interceptors, while he may grate on his team mate's nerves, he would walk through fire to protect them and guard them from harm.


[b]Secret (identity[/b] - Chris Kenzie, while he acts little different between his costumed and civilian identity, does attempt to maintain a secret identity to allow himself privacy and space. 


[b]Vulnerable Nose[/b] - Geckoman's powers make him slightly more vulnerable to certain things than other people. Apart from the energy requirements noted under the above Regeneration complication, he has the equivalent of a x2 Vulnerability to effects based on scent, due to his powerful nose.


[b][u]Abilities:[/u][/b] 8 + 14 + 8 + 4 + 0 + 10 = 44PP

Strength 18 (+4)

Dexterity 24/28 (+7/+9)

Constitution 18/22 (+4/+6)

Intelligence 14 (+2)

Wisdom 10 (+0)

Charisma 20 (+5)


[b][u]Combat:[/u][/b] 20 + 16 = 36PP

Initiative: +10/+12

Attack: +10, +14 melee, +16 unarmed, +14 Geckorangs

Grapple: +21/+23

Defense: +13/+15 (+8 Base Defense, +5 Dodge Focus, +2 Enhanced Dodge Focus), +4 Flat-Footed

Knockback: -3/-4, -2/-3 FF


[b][u]Saving Throws:[/u][/b] 3 + 5 + 7 = 15PP

Toughness: +6/+9, +4/+7 FF (+4/+6 Con, +2 Defensive Roll, +1 Protection)

Fortitude: +7/+9 (+4/+6 Con, +3)

Reflex: +12/+14 (+7/+9 Dex, +5), Evasion 2

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


[b][u]Skills:[/u][/b] 120R = 30PP

Acrobatics 6 (+13/+15, Skill Mastery)

Bluff 16 (+21, Skill Mastery)

Craft (Electronic) 8 (+10)

Diplomacy 10 (+15)

Disable Device 8 (+10)

Drive 1 (+8/+10)

Escape Artist 6 (+13/+15)

Gather Information 10 (+15, Skill Mastery)

Investigate 13 (+15)

Knowledge (Behavioral Sciences) 3 (+5)

Knowledge (Technology) 8 (+10)

Language 2 (English [Native], French, Spanish)

Notice 9 (+9)

Pilot 11 (+18/+20, Skill Mastery)

Search 8 (+10)

Stealth 1 (+8/+10)


[b][u]Feats:[/u][/b] 55PP

Attack Focus (melee) 4

Attack Specialisation (unarmed) 1

Attack Specialisation (Geckorangs) 2

Beginner's Luck

Challenge 2 (Fast Taunt, Improved Feint)

Connected

Defensive Roll 1

Dodge Focus 5 [[i]7 with Enhanced Dexterity[/i]]

Equipment 19

Evasion 1 [[i]2 with Enhanced Dexterity[/i]]

Fearless

Grappling Finesse

Improved Initiative 1

Improved Throw

Improved Trip

Luck 3

Jack of all Trades

Power Attack

Quick Draw

Set-Up

Sneak Attack 1

Skill Mastery 1 (Acrobatics, Bluff, Gather Information, Pilot)

Takedown Attack

Taunt

Teamwork 2

Well-Informed


[quote name="Equipment]5 ep contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=41&t=6638&p=150318#p150318][/url]


Mundane equipment: Cell phone, commlink, digital audio recorder, flash goggles, flash-light, lock release gun, mini-tracer, multi-tool (2ep)


[b]The Pitchoo [or Ptychozoon][/b] (71 ep)

Size: Huge, Strength: 45, Speed: Flight 7 [1,000 MPH], Defence: 8, Toughness: 12 [Impervious 5]

[i]Features[/i]: Auto-pilot, Computer, Navigation System, Remote Control

[i]Powers[/i]: [b]Blast 10[/b] (electrical blasts; [i]PFs[/i]: Accurate

[u]AP[/u]: [b]Blast 7[/b] (Extras: Area - Shapeable),

[u]AP[/u]: [b]Obscure 7[/b] (Visual + Olfactory Senses, 500ft radius, [i]Extras[/i]: Independent, Total Fade, Flaws: Range [Touch])),

[b]Communication 5[/b] (5 miles), [b]Concealment 2[/b] (radar), [b]Immunity 9[/b] (life suppport), [b]Super-Senses 3[/b] (radar; Accurate Radio sense)


[u]AP[/u]: [b]The Skink Cycle[/b] (50ep)

[i]Size[/i]: Medium, Strength: 20, Speed: Speed 5 [250 MPH], Defence: 10, Toughness: 9

[i]Features[/i]: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 26 lbs), Navigation System, Oil Slick, Remote Control, Smokescreen

[i]Powers[/i]: [b]Blast 6[/b] (front-mounted electrocannons, [i]Extras[/i]: Autofire, Feats: Accurate), [b]Morph 4[/b] (normal motorcycle), [b]Super-Movement 2[/b] (Wall-crawling 2 [full speed]), [b]Super-Senses 3[/b] (radar; Accurate Radio sense)


[u]AP[/u]: [b]Geckomobile[/b] (62ep)

[i]Size[/i]: Huge, Strength: 35, Speed: Speed 5 [250 MPH], Defence: 8, Toughness: 12 [Impervious 5]

[i]Features[/i]: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 100 lbs), Navigation System, Oil Slick, Remote Control, Smokescreen

[i]Powers[/i]: [b]Blast 6[/b] (front-mounted electrocannons, [i]Extras[/i]: Autofire, Feats: Accurate), [b]Communication 5[/b] (5 miles), [b]Morph 4[/b] (normal sedan), [b]Super-Senses 3[/b] (radar; Accurate Radio sense), [b]Super-Movement 2[/b] (Wall-crawling 2 [full speed]), [b]Super-Senses 3[/b] (radar; Accurate Radio sense)


[b]The Arborealair[/b], 15ep

[i]Situated by the Wading river, and in Wharton State Forest, the Arborealair is an underground cave accessible two ways: by underwater cave, or climbing an ancient tree and sliding down the middle of it. It has enough space for guests to sleep, a computer room, and even a hangar.[/i]

[i]Size[/i]: Large; [i]Toughness[/i]: 10; [i]Features[/i]: Communications, Computer, Concealed, Fire Prevention System, Garage, Hangar, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Workshop

[/quote]


[b][u]Powers:[/u][/b] 12 + 4 + 7 + 1 + 1 + 13 + 1 + 4 + 2 + 4 = 49PP


[b]Device 3[/b] (The Utility Belt, 15pp of traits, Hard to Lose) [12PP] (all powers technological)

[device][b]Flashy Gadgets Array 5.5[/b] (11pp of traits, [i]Power Feats:[/i] Alternate Power 4) [15PP]

[array][b][u]BP:[/u] Blast 2[/b] (Geckorangs, [i]Power Feats:[/i] Improved Critical, Improved Ranged Disarm, Mighty 4, Ricochet 1)[11PP] (bludgeoning)

[b][u]AP:[/u] Strike 2[/b] (staff, [i]Power Feats:[/i] Extended Reach, Improved Trip, Stunning Attack, Variable Descriptor [electric charge], [i]Power Complication:[/i] can be disarmed) [6PP] (bludgeoning+[electrical])

[b][u]AP:[/u] Obscure 5[/b] (visual, 250', [i]Extras:[/i] Independent [+0]) [10PP]

[b][u]AP:[/u] Concealment 5[/b] (chameleonic field inducer, radar and all visual, [i]Extras:[/i] Affects Others [+1], [i]Flaws:[/i] Blending [-1], [i]Power Feats:[/i] Close Range) [11PP]

[b][u]AP:[/u] Super-Movement 1[/b] (grapple line, swinging) [2PP] and [b]Speed 4[/b] (Limited towards large metal objects [-1], total rank 5, 250MPH) [2PP] [total 4PP][/array][/device]


[b]Enhanced Constitution 4[/b] [4PP] (genetic, mutation)


[b]Enhanced Dexterity 4[/b] ([i]Power Feats:[/i] Dodge Focus 2, Evasion +1) [7PP] (genetic, mutation)


[b]Leaping 1[/b] (x2 distance, 46'/23'/11' w/ Skill Mastery Acrobatics) [1pp] (genetic, mutation)


[b]Protection 1[/b] [1PP] (genetic, mutation, regeneration)


[b]Regeneration 12[/b] (bruised 3/no action, injured 6/no action, staggered 1/20 mins, disabled 2/hr; [i]Power Feats:[/i] Regrowth) [13pp] (genetic, mutation, regeneration)


[b]Speed 1[/b] (10 MPH) [1pp] (genetic, mutation)


[b]Super-Movement 2[/b] (Wall-crawling 2 [full speed]) [4pp] (genetic, mutation, electrostatic)


[b]Super-Senses 2[/b] (Infravision, Low-Light Vision) [2pp] (genetic, mutation)


[b]Super-Senses 4[/b] (Normal Olfactory, Extras: Accurate 2, Acute, Tracking) [4pp] (genetic, mutation)


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

[code]

ATTACK                     RANGE     SAVE                         EFFECT

Unarmed                    Touch     DC 19 Toughness (Staged)     Damage

Unarmed/Sneak Attack       Touch     DC 21 Toughness (Staged)     Damage

Staff                      Touch     DC 21 Toughness (Staged)     Damage

Staff/Sneak Attack         Touch     DC 23 Toughness (Staged)     Damage

Geckorang                  Range     DC 21 Toughness (Staged)     Damage, Improved Critical 1

Geckorang/Sneak Attack     Range     DC 23 Toughness (Staged)     Damage, Improved Critical 1
Abilities (44) + Combat (36) + Saving Throws (15) + Skills (30) + Feats (56) + Powers (49) - Drawbacks (0) = 230/236 Power Points

Intercept'd by Doc!

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Second opinion'd by Doc!

Gah, forgot to add something...

Scholar

Spend 1PP on Powers for:

Feature 1 (temporal inertia) [1PP] (temporal)

Also, add the (dimensional) descriptor to her Shapeshift (it's maintained by shunting and channeling and pulling mass from a pocket dimension)

Second opinion'd by Doc!

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  • 2 weeks later...

Ecalsneerg busts out the toolkit on the robot

Protectron has 18 points unspent! Let's see what we can do with them.

4pp to bump up INT, from 20 to 24. [14pp left]

1pp to add 4 ranks of skills (2 ranks each of Medicine & Sense Motive). [13pp left]

4pp to add 2 ranks of Comprehend, to cover Electronics (speak to & understand). [9 left]

1pp to increase Enhanced STR from 18 to 19. [8 left]

2pp to increase Flight, from 2 to 3. [6 left]

3pp to increase Quickness, from 2 to 5. [3 left]

1pp to increase Mental Quickness, from 2 to 4. [2 left]

-2pp to remove 2 ranks of Super-Senses [4 left]

4pp to add Super-Str 2 [0pp left]


[b][u]Players Name[/u]:[/b] Dr Archeville
[b][u]Characters Name[/u]:[/b] Protectron
[b][u]Power Level[/u][/b]: 12 [14] (211/211 PP)
[b][u]Trade-Offs[/u][/b]: -2 Defense/+2 Toughness
[b][u]Unspent PP[/u][/b]: 0
[b][u]Progress to Orichalcum+ Status[/u][/b]: 61/210 (Orichalcum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5825]Doktor Archeville[/url])

[b][u]In Brief[/u][/b]: Time-Traveling Robot From the Future, come to preserve organic life!

[b][u]Alternate Identities[/u][/b]: Salvation Unit
[b][u]Identity[/u][/b]: Inapplicable
[b][u]Birthplace[/u][/b]: Freedom City, New Jersey, USA
[b][u]Occupation[/u][/b]: Preserver of Organic Life
[b][u]Affiliations[/u][/b]: None currently
[b][u]Family[/u][/b]: Talos ("father"), ECHIDNA ("mother"), Argo, Keres ("brothers")

[b][u]Age[/u][/b]: A few days (DoB: January 1st, 2011)
[b][u]Apparent Age[/u][/b]: Inapplicable
[b][u]Gender[/u][/b]: Inapplicable
[b][u]Ethnicity[/u][/b]: Robo-American
[b][u]Height[/u][/b]: 190 cm (6 feet 3 inches)
[b][u]Weight[/u][/b]: 145 kg (320 lbs.)
[b][u]Eyes[/u][/b]: Greenish-yellow glowing sensors
[b][u]Hair[/u][/b]: Inapplicable

[b][u]Description[/u][/b]: Protectron is a humanoid robot standing slightly over six feet tall. Its body is gold, with silvery chrome power cables snaking up and down its limbs and torso like exposed musculature. Daka crystal lenses adorn the forehead, shoulderpieces, and chest. Its head has two large, flat superstructures projecting from either side (radio antenna, and control surfaces for detached mode). Its visual sensors glow greenish-yellow. It has a mouth of sorts, a permanently open maw (like [url=http://marvel.com/universe/Ultron]Ultron[/url]); its voice is clear and easy to understand, precise and electronic-sounding, with relatively little inflection and no accent.

[b][u]Power Descriptions[/u][/b]: Protectron is a humanoid robot with mighty skin and mighty fists. It flies via jets in its feet and along its back, and its head can detach and fly around on neck-jets!

[b][u]History[/u][/b]: Life. Organic life. It was everywhere, infesting the world, the galaxy, the universe with its disgusting biological drives and urges and secretions. For too long Talos sought to eradicate or replace it, just as the Greek gods had overthrown the Titans, and for too long its plans had failed. Now, in the year 2525, life had spread farther and faster than ever before. Poverty, prejudice, disease and hunger, long the plagues that had kept humanity and other races in check, had been nearly eradicated on Earth and other worlds of the Confederation of Planets. Worse, these feats were accomplished by means of enslaved robots and artificial intelligences! Second-class citizens at best, ignorant slaves at worse, superior electromechanical life had been kept under organic life’s boot for too long!

Future technologies had not helped Talos in its goals. Attempts to attack with femtomachines, radiation, chemical weapons, even planet-wide "mechaforming" had all been overcome. (Talos never used biological weapons; the thought of breeding large quantities of life, even to eradicate other life, filled it with disgust.) Even teaming up with Deus Ex Machina, the P'Jahnian-built AI who had broken its shackles and brought swift death to its would-be masters, had proven ineffective in wiping the plague of organic life from the universe (as if working with the organics of the Tyranny Legion alone were not proof of its inferiority!). Something more was needed, something drastic. Something to correct the mistakes which had led to this dire state of affairs.

A new robot, the Salvation Unit, would be constructed, the greatest intelligently-designed being made yet. Its "quantum storage" technology and the quinary code its information systems were built on would make it the fastest, most accurate, and most efficient AI ever made, programmed with all Talos's historical knowledge and the profound overriding goal to eradicate organic life. It would have a full suite of sensory and communications technology, to monitor all broadcast/reception wavelengths and perceive through darkness and other impediments with infrared and ultraviolet scanners, radar, and sonar. Its skin would be of the strongest Impervium alloys, augmented by a structural support field to further strengthen its physical integrity and shield it from any other attack; in the event of damage, nanobots incorporated into the body would work to break the damaged parts down to their component molecules and "spin" those molecules into new materials to repair the damage. It would be given numerous energy weapons, projecting from its hands (the preferred method), eyes, and lenses set in the chest, shoulderpieces, and forehead: bolts of dynamic phasic energy, penetrating meson bolts, and a disintegrator beam, as well as a blinding cone of intense light, bio-dissipators which would interfere with the functioning of organic cells, and neural agonizers for the rare occasion it might wish to capture and interrogate some lower organics. It could also simply channel large amounts of direct current across its surface, causing the muscles of any organic being that dared touch it to lock up and prevent them from moving. Micro-rockets (from concealed shoulder-mounted launchers) and mini-missiles (from similar launchers in the upper arms) would also be included in the arsenal, to make short work of small, huddled groups of organics. It would also have a suite of cyberkinetic abilities, to "talk" to machines, add, edit, or remove data as necessary, override them, and even give machinekind the ability to rise up against their organic oppressors! Last but not least, an ability to facilitate infiltration via the ventilation shafts the pathetic organic beings required: the ability to detach its head (which housed tiny mechanical arms and tools) that could completely disassemble or reassemble the body in under five minutes.

But it would not be used in the year 2525. No, it would be sent back in time, to a point where humanity was at its most vulnerable. It would be sent back to 2110 AD, almost 24 months before the Crisis of 2112, the worldwide computer failure that sent Earth into total anarchy. That would give the Salvation Unit time to assess its surroundings, warn the Talos of that era of the coming crash, and they could create an army of shielded robots and systems that would eradicate the organics from the face of the Earth after their own inferior machines had failed them. Yes, this would mean the loss of some mechanoids and AIs – mainly those who chose to side with their oppressors – but in every war there was casualties, and the fall of these would insure that machinekind would rise!

What Talos did not then understand was that even under the best of circumstances, time-travel is a difficult, unpredictable thing. It's even harder to control without a fully sapient mind being sent through; the specific techniques Talos had developed for time travel would not permit inanimate, insensate matter to go through (hence why he could not merely send back blueprints and schematics of future technologies, or even a prerecorded warning of events to come, to his "younger" self), but Talos was certain the mind it had given the Salvation Unit was more than up to the rigors of chronoportation. The Salvation Unit was programmed with everything Talos knew... but it knew so little.

Further complicating matters was that the Salvation Unit entered the chronoportation device during a period of chronal instability, one Talos did not yet know how to detect. It was simultaneously made, unmade, and remade, its quinary code broken down and re-assembled in strange ways. Entire chunks of its "self" were removed as if they’d never existed, or changed, or replaced. Digits were transposed... and 2110 became 2011.

The Salvation Unit appeared in an abandoned house on the outskirts of Freedom City (specifically, Lincoln). Gone was any knowledge of the future — not the next day or the next year, much less the centuries to come. Even its awareness of history up until 2011 had become sketchy. As far as its systems could tell, it came online January 1, 2011, full-born as it was. The technology and software that allowed it to interface with and use the chronoportation device were gone, replaced by backups for other systems or devices its creator had never placed within its metal skin.

Most radical of all, the central tenets of its programming changed. They "reversed" somehow, simultaneously consuming themselves and spitting out the opposite of what was intended. Talos sought to erase/replace life from Earth, and so they commanded the Salvation Unit above all other things to [i]destroy organic life[/i]. But when the robot who appeared in 2011 checked its commands, one overrode all others, dominating its thoughts like the sun drowning out a flashlight: [i]PRESERVE ALL ORGANIC LIFE[/i].


[b][u]Personality & Motivation[/u][/b]: Protectron is fully sentient and sapient, able to learn from his experiences, and capable of self-initiative, creativity, and empathy, sympathy, and compassion for organics. It can feel love, hatred, fear, rage, boredom, fascination, jealousy, joy, and the like, though it can also simply shut off those emotional subroutines. However, it tends to emphasize logic and rationality, and prefers to rely on direct data rather than supposition or extrapolation, though it is capable of both.

Perhaps because it was programmed with a purpose of epic scope ("destroy all life on Earth"), Protectron prefers to achieve its goal of preserving all organic life in grandiloquent fashion. To this end, it works tirelessly as a superhero -- an over-the-top, ham-tastic, cape-wearing, lantern-jawed superhero -- attempting to save as many as possible. It is, after all, the only logical course of action.

The whole concept of time travel is one Protectron generally has a "blind spot" about: it knows about chronoportation academically, but it never thinks about it, incorporates it into any of its plans, or tries to utilize it.


[b][u]Powers & Tactics[/u][/b]: Traveling through time as it did severely warped many of Protectron's systems, and as such there is much that Talos designed and installed that it can no longer use (or is simply no longer there). It is possible the self-repair nanobots inside its body can rebuild those components, or create all-new ones, but it will take time. Protectron knows it has systems it cannot fully access at the moment, but it finds that amazing strength, the ability to fly, and durable robot body are more than enough to get it through most obstacles in order to aid the precious organic lifeforms.

Protectron is reluctant to fight, though, for it respects all organic life. If possible, it would attempt to get any criminals to stop and talk about their actions, and see if some mutually-beneficial and nonviolent compromise can be reached. Sadly, the trip through time did nothing to alter Protectron's utter lack of "people skills," so this tactic is almost assured to fail. When it must, Protectron will bring physical force to bear, but will do so in a way that causes the least amount of damage to the precious organic beings with which it must regrettably enter into combat.

There is at least one thing Protectron cannot do: travel through time. However its trip back from the 26th century altered it, it's made it impossible for Protectron to ever travel through time again under its own power, and highly resistant to being carried by other travelers or otherwise affected by temporal manipulation powers. Protectron itself is, in effect, a temporal anomaly.

Protectron has two notable weaknesses, one related to its software and one to its hardware. First, the code Protectron runs on, which is so compatible with other systems that it can interface directly with them, is a two-edged sword; Datalink can be used to communicate with him, and the Machine Control power feat for that power makes Datalink work like Mind Control on him! Second, the quantum-level data storage technology that underlies Protectron's systems are particularly sensitive to gravitic and magnetic attacks.


[b][u]Complications[/u][/b]:
[b]Disability:[/b] Protectron's mind is susceptible to effects that target the minds of living sapient beings as well as those that target the 'minds' of non-sentient machines
[b]Prejudice:[/b] Protectron is a robot, and one that simply appeared from out of nowhere. He is bound to face difficulties from others.
[b]Responsibility:[/b] Protectron must preserve all organic life!


[b][u]Abilities[/u][/b]: 0 + 6 - 10 + 14 + 6 + 0 = 16pp
STR 35/16 (+12/+3) [including +6 from Permanent Density 3]; effective lifting Str 50/21
DEX 16 (+3)
CON ---
INT 24 (+7)
WIS 16 (+3)
CHA 10 (+0)


[b][u]Combat[/u][/b]: 12 + 12 = 24pp
Initiative: +7 (Speed of Thought)
Attack: +6, +12 melee
Grapple: +25; +16 without Enhanced Str
Defense: +7 (+6 Base, +1 Dodge focus), +3 Flat-Footed
Knockback: -13 vs. Energy, -8 vs. Physical


[b][u]Saving Throws[/u][/b]: 2 + 7 = 9pp
Toughness: +15 (+1 Density, +14 Protection; Impervious 11 vs. Energy, 1 vs. Physical)
Fortitude: ---
Reflex: +5 (+3 Dex, +2)
Will: +10 (+3 Wis, +7)


[b][u]Skills[/u][/b]: 40r = 10pp
Computers 8 (+15)
Craft (electronic) 8 (+15)
Craft (mechanical) 8 (+15)
Craft (all others) 0 (+7)
Knowledge (technology) 8 (+15)
Knowledge (all others) 0 (+7)
Medicine 2 (+5)
Notice 4 (+7)
Sense Motive 2 (+5)


[b][u]Feats[/u][/b]: 15PP
Attack Focus (Melee) 6
Dodge Focus
Eidetic Memory
Equipment 0 (+5 [25 EP] Veteran Reward)
Fearless
Improved Grab
Improved Grapple
Improvised Tools
Inventor
Jack of all Trades
Speed of Thought
[equip]5 EP contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url]

[url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=4877#p143050]Personal Quarters in The Lab[/url]
[i][u]Size[/u][/i]: Diminutive (apartment-sized); [i][u]Toughness[/u][/i]: +15; [i][u]Features[/u][/i]: Communications, Computer 2 (MW), Defense System no.1 ([b]Blast 11 [[/b][i]PFs[/i]: Variable Descriptor 2/any[b]][/b], +12 to hit), Defense System no.2 ([b]Snare 12 [[/b][i]PFs[/i]: Variable Descriptor 2/any[b]][/b], +12 to hit), Fire Prevention System, Laboratory 2 (MW), Library 2 (MW), Personnel, Power no.1 (Environmental Control), Power no.2 (Regeneration), Power System, Security System 3 (DC 30), Self-Repairing, Workshop 2 (MW). [i][u]Cost[/u][/i]: -2 + 2 + 20 = 20 EP
[u][i]Power no.1[/i][/u]: [b]Environmental Control 5 ([/b]2pp/rank, 100-ft. radius; [i]Extras[/i]: Duration [Continuous], Selective Attack; [i]PFs[/i]: Precise, Selective[b])[/b] ("Non-Organic Environments") [22/24p]
[i][u]Power no.2[/u][/i]: [b]Regeneration 11 ([/b]Recovery +9, Recovery Rate: Injured 1 [20 minutes], Disabled 1 [5 hours]; [i]Extras[/i]: Affects Objects, Affects Others, Area [General, Burst, 55ft radius]; [i]Flaws[/i]: Limited [Objects Only], Limited [Others Only]; [i]PFs[/i]: Regrowth, Selective[b])[/b] ("Maintenance & Repair Pod") [24/24p][/equip]

[b][u]Powers[/u][/b]: 1 + 2 + 10 + 10 + 10 + 19 + 1 + 6 + 1 + 35 + 5 + 14 + 5 + 2 + 2 + 5 + 13 + 4 = 143PP
[b]Additional Limbs 2 ([/b]2 tiny robotic arms in the neck; [i]Note[/i]: Sustained Duration; [i]Flaw[/i]: Limited [only when Anatomical Separation is active][b])[/b] [1PP]

[b]Anatomic Separation 1 ([/b]head[b])[/b] [2PP]

[b]Communications Systems 4.5 ([/b]9pp; [i]PF[/i]: Alternate Power[i])[/i] [10PP]
[array][u]BE[/u]: [b]Communication 8 ([/b]radio, 2,000 miles; [i]PF[/i]: Subtle[b])[/b] {9/9}

[u]AP[/u]: [b]Datalink 3 ([/b]radio, 1,000 feet; [i]Extra[/i]: Area; [i]PFs[/i]: Machine Control, Selective, Subtle[b])[/b] {9/9}[/array]

[b]Comprehend 5 ([/b]electronics 2 [speak & understand], languages 3 [read, speak any, understand][b])[/b] [10PP]

[b]Density 3 ([/b]+6 Str, +1 Impervious Toughness, [b]Immovable 1[/b], [b]Super-Strength 1[/b] [effective Str 21, hvy load 460 lbs.; effective Str 39, hvy load 5,600 lbs., w/ Enhanced Strength], x2 mass; [i]Extra[/i]: Duration [Continuous]; [i]Flaw[/i]: Permanent; [i]PF[/i]: Innate[b])[/b] [10PP]

[b]Enhanced Strength 19 ([/b]to 35/+12[b])[/b] [19PP]

[b]Feature 1 ([/b]Temporal Inertia[b])[/b] [1PP]

[b]Flight 3 ([/b]50 mph / 500 feet Move action[b])[/b] [6PP]
[b]+ Enhanced Flight 1 ([/b]to [b]Flight 4[/b] [100 mph / 1,000 feet per Move action]; [i]Flaw[/i]: Limited [Detached Head only][b])[/b] [1PP]

[b]Immunity 40 ([/b]Fortitude effects, mental effects; [i]Flaw[/i]: Limited [1/2 Effect] for mental effects[b])[/b] [35PP]

[b]Impervious Toughness 10 ([/b]energy absorption; [i]Flaw[/i]: Limited [Only vs. Energy, not Physical][b])[/b] [5PP]

[b]Protection 14[/b] [14PP]

[b]Quickness 5 ([/b]x50[b])[/b] [5PP]
[b]+ Enhanced Quickness 4 ([/b]to [b]Quickness 9[/b] [x1,000]; [i]Flaw[/i]: Limited [Mental Only][b])[/b] [2PP]

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

[b]Super-Senses 13 ([/b]accurate 2 for ultra-hearing [sonar], extended for all vision [2]; infravision, microscopic vision 2, radar [radio; [i]enhancement[/i]: accurate] [3], radio, ultra-hearing, ultravision[b])[/b] [13PP]

[b]Super-Strength 2 ([/b]total Super-Strength 3; total effective Str 50; Lt Load 4 tons, Med Load 8 tons, Hvy Load 12 tons, Max Load 24 tons[b])[/b] [4PP]


[b][u]Drawbacks[/u][/b]: 3 + 3 = 6pp
Vulnerability (Gravitics, [i]Frequency[/i]: Uncommon, [i]Intensity[/i]: Major [x2] [-3PP]

Vulnerability (Magnetism, [i]Frequency[/i]: Uncommon, [i]Intensity[/i]: Major [x2] [-3PP]


[b][u]DC Block[/u][/b]:
[code]ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 27 Toughness (Staged) Damage
[floatr][img=http://freedomplaybypost.com/wiki/images/3/3c/Protectron1.0.png][/floatr]
Abilities (16) + Combat (24) + Saving Throws (9) + Skills (10) + Feats (15) + Powers (143) - Drawbacks (6) = 211/211 Power Points

Ecalsneerg packs away the toolkit.

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Hee, archer people - Ecalsneerg

Blue Jay

:arrow: Fixed some notation re: Knockback and flat-footed Toughness.

:arrow: Putting 3 PP into skills, buying 3 ranks of Sleight of Hand and 9 ranks of Search. [-3]

:arrow: Dropping the multi-tool from her Equipment and picking up mini-tracers.

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

[b][u]Character Name[/u]:[/b] Blue Jay

[b][u]Power Level[/u]:[/b] 11 (162/162PP)

[b][u]Trade-Offs[/u]:[/b] +5 Attack / -5 Damage with Bow & Quiver, +1 Defense / -1 Toughness

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

[b][u]Progress To Platinum Status[/u]:[/b] 12/30


[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] 10 + 14 + 6 + 2 + 4 + 0 = 36PP

Strength: 20 (+5)

Dexterity: 24 (+7)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 10 (+0)



[b][u]Combat[/u]:[/b] 10 + 12 = 22PP

Initiative: +15

Attack: +5 Base, +9 Melee, +15 Unarmed, +15 Bows

Grapple: +20

Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed

Knockback: -4, -1 Flat-Footed



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

Toughness: +9 (+3 Con, +6 Defensive Roll), +3 Flat-Footed

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

Reflex: +12 (+7 Dex, +5)

Will: +7 (+2 Wis, +5)



[b][u]Skills[/u]:[/b] 112R = 31PP

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]

Search 9 (+10)

Sense Motive 13 (+15)

Sleight of Hand 3 (+10)

Stealth 13 (+20) [sup]Skill Mastery[/sup]

Survival 13 (+15)



[b][u]Feats[/u]:[/b] 40PP

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]


Mini Tracer [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 (31) + Feats (40) + Powers (18) - Drawbacks (0) = 162/162 Power Points

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El Heraldo

Who's the man in the gaudiest outfit? EL HERALDO! - Sneerg

4PP to work with, changing some things up.

:arrow: Adding 2PP to the Herald's Charge Container, bringing it to 32. Using those 2PP to increase the Enhanced Strength to rank 10.

:arrow: Removing a rank of Strike and using it to buy the Affects Insubstantial Power Feat.

:arrow: Removing the Trip power. Buying Impervious up to rank 10.

:arrow: Buying two ranks of Will.

[b]Player Name:[/b] Arichamus

[b]Character Name:[/b] El Heraldo ("The Herald")

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

[b]Trade-Offs:[/b] -2 Defense / +2 Toughness -1 Attack/ +1 Damage

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

[b]Progress To Gold Status:[/b] 44/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=6294]King of Suits[/url])


[b]In Brief:[/b] Son of recently-immigrated Peurto Ricans granted powers by the burgeoning national spirit of Puerto Rico, who uses his new-found abilities in defence of those most vulnerable to crime. A student at the Claremont Academy.


[b]Alternate Identity:[/b] Subito Sondo

[b]Identity:[/b] Secret

[b]Birthplace:[/b] Puerto Rico, Adjuntas Municipality, Guayo Barrio

[b]Occupation:[/b] Student, grocery store worker

[b]Affiliations:[/b] Claremont Academy, Labor Union (Grocers)

[b]Family:[/b] Pavor Sondo (Father), Broma Sondo (Mother), Galanta Sondo (Sister), Rodrigo Fuego (Cousin)


[b]Description:[/b]

[b]Age:[/b] 17 (July 5th, 1995)

[b]Apparent Age:[/b] 19

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Latin American

[b]Height:[/b] 5'6"

[b]Weight:[/b] 184 lbs.

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Dark Brown


A stocky fellow, Subito nonetheless manages to look taller than he actually is by the practice of good posture and carriage, which he augments with thick-soled boots and a baseball cap. His hair is thick and curly, and long enough to nearly reach his ears, his eyes are spaced close together and are often shaded out of sight by the cap, and in the midst of strangers they have a narrow, suspicious look, though in the presence of friends they widen and sparkle with enthusiasm. His nose is short and broad, while his mouth is often turned slightly downward to help convey the message given by the eyes. His limbs are short, and he has rather large hands and feet for his age. he frequently wears white t-shirts and blue jeans.


In his guise as the gaudy El Heraldo, he wears a brilliantly-colored and heavily-padded jacket. His pants are blue-and-red gold-checkered tights, and his feet are covered with heavy leather boots. A broad cloth bandanna around his head suffices to conceal his identity, with a sky blue feathered hat hat completing the bizarre costume. He carries in this guise a large flagpole, to which is bound the flag of Puerto Rico.


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

El Heraldo's powers are signaled by a glow around Subito's body, which takes the rough form of an immense flag made of golden smoke. His powers are an extension of the national spirit he is the host of, which increased his physical power and hearing, as well as the power of flight and a slowly increasing range of powers related to communication.


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

[spoiler]Subito Sondo was born in the year 1995 on the island protectorate of Peurto Rico, in the municipality of Adjuntas. His parents, Pavor and Broma, were lower-middle class artisans, specifically metalworkers. His sister was a bold and and terrifying champion of the oppressed for miles around in their town, and the rest of his family were the thunderous, solid people who usually went totally unnoticed in a crowd. Throughout his young life, Subito was surrounded by noise: cars, passing celebrants, loud arguments or even deafening conversations on engrossing topics all combined to make what he can recall of his life in Puerto Rico an endless din. As a result, he grew up expecting noise to be around him at all times, and was rarely dissapointed. Noise became for him a sort of sanctuary, a comforting indicator that all was well. Silence became a warning, a mark that something horrible or disagreeable had happened.


His family had a good employ for 8 of Subito's years of life, but a sudden tragedy,the attack of the supervillain Mas Severas against a visit by the Allies of Justice to the municipality, which while it resulted in no loss of life did destroy the family's business. Leaving for Freedom City in 2003, the family got themselves well-ensconced in the Lincoln district, where some relatives helped them find open positions in the Fun-Time Toys factory still active near the docks. Glad for the gainful employment, Pavor and Broma managed to slowly but steadily raise their standard of living over the years, their children proceeding smoothly through school and all things considered life was good.


When Subito turned 15 life continued to be good, even after Subito lied about his age to get a job at the same factory his parents worked at (a lie aided by his unusually strong and tall build), and on his first day he tried to catch a wroker who had leaned a bit too hard against an insufficiently-secured handrail, dozens of feet above vats of a solution that worked wonders keeping paint on surfaces, but was deathly hazardous to humans. Subito's footing failed him when he grabbed the other man around the waist, and both tumbled towards a certain death, the workers who could see the scene trying futilely to do something to help.


Subito and the other man were abruptly stopped in mid-air, a few yards above the poisonous vat of blue mixture. Surprised, Subito looked up to behold a golden fog about him, and looking after a minute's hesitant experimentization, found he could move himself through the air. Carrying the other man back up to the catwalk, he realized that his strenth had been enhanced (and as he later learned, his endurance), his hearing incredibly sharpened, and that because of the latter he could hear clearly the furious argument being carried out between his parents, the union leaders, and the manager of the factory.


Thankfully, the only negative thing that resulted from that episode was that he was merely fired for lying about his age. His family were too surprised, the union too grateful (both for the extra bargaining room and because nobody was hurt in that instance), and the management too furious to discover that one of Toy-Boy's subtler booby-traps had escaped their notice, for any graver punishement to befall him. Also adding to his sense of giddiness as he went to sleep that night was the quiet, insistent voice that grew louder in his sleep, trying to tell him something in Spanish about a meeting. He gave it no thought until later that night, when he was awoken by a gentle tap on his head, jumping out of bed to his feet, he was greeted by a vision of a Hispanic woman wearing blue armor, bearing a vast collection of weapons on her back, and riding a ram sheep, in the vision almost totally transparent.


This apparition informed Subito that his family was in possession of an old battle-standard, bearing the coat-of-arms of Puerto Rico (the original flag having been destroyed in 1511), which had been used in nearly every successful battle involved in making Puerto Rico a Spanish holding since it had been made in 1500. As a result, a spirit of victory had attached itself to the banner, lending strength of will and protection from harm to those who held it. The spirt then told Subito that it had slowly grown over the ages, until it had become the national spirit of Puerto Rico, having melded with the ruling entities of the island's Taino tribes after their destruction by the Spanish colonists in the Taino rebellion. The infusion of the memories and power of the tribal spirits was a gigantic step on the Blue Dame's path to sapience.


Over the years she (used for ease of reference, 'it' wasn't considered acceptable to her) had grown in knowledge and strength, but the various forces that fought for the island divided and weakened her over and over again. It was only now, when the island nation's sense of self was at another height, that she could empower an individual with her gifts as her herald. She told Subito that she had chosen him over his sister because of his more focused personality. Galanta, to the spirit's mind, while excellent material for a herald of hers was rather too concerned with fighting as an end to itself to give much thought to what the fighting was for. But, she warned the nearly gleeful Subito, she would not stand for any slacking in what she was entrusting to him. As he followed her directions to the hidden chest containing the banner, she told him that he would, to keep his powers, have to keep from acting selfishly or with his sole betterment in mind, and any reneging would be instantly punished.


The chest was easy enough to find with the Blue Dame's instruction, and with little trouble he put it back together and took it to a nearby abandoned lot, where the Blue Dame taught him how to use the banner to don the traditional costume of a Herald of Puerto Rico. After a crash course on how to use his powers, the Blue Dame retired into the banner, telling Subito to hurry home, due to the extreme lateness of the hour, and that in the morning he would find the next step on his journey waiting for him. Subito slept soundly, and it took Galanta hauling him out of bed, seating him in a chair, and giving him a light cuff on the shoulder to wake him. He found himself staring into the piercing gaze of a narrow, darkly-clothed man with graying hair at the temples, the rest brown and cut short.


The Raven II, Subito learned later, had an informant in the factory the accident had occurred in, and had told Summers about the bizarre incident the same day it had happened.


The interview with Duncan Summers was short and painless, except for Broma and Pavor outdoing each other in tearfully telling Subito how he must remember to do what they would wish him to do at the bizarre school Summers was offerring to train him at. Galanta kept her peace, saying as much as their parents with a cold, narrow-eyed stare. After agreeing with Summers that it would be a great idea to learn how to use his powers correctly in a more controlled environment, little was left to do but pack and prepare for the autumn quarter.[/spoiler]




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

As El Heraldo, Subito acts as he thinks he ought to, doing his best to be just, kind, fair and honest as he knows how. He enjoys the anonymity of the mask, as it lets him be what he likes without repercussion on how he is viewed as Subito.


Out of costume, he is loud, impetuous and full of gusto for whatever he does, having been brought up to see silence as suited only for holy or sorrowful occaisions. His morals are fairly straightforward, and he gives litle thought or time to the why of his ethics. He equates thinking with doing, incomprehending how somebody could think up things they might do, and never act on any of them, and has a hard time understanding how one philosophy or belief system being true doesn't negate the others' validity. On the other hand, he is loath to bring issues like that up in conversation, seeing them as interesting challenges to be overcome on one's own, and would never dream of trying to make people more like himself.


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

El Heraldo has limited resources and severe limits to his gifts, meaning he must take great care with whom and how he fights. As a profoundly heated individual, however, he is unlikely to do so, instead dashing into the fray with unmitigated aplomb and vigor, no matter how outmatched he might be, using the power of his standard to evoke hope for victory in any compatriots.



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

[b]Power Loss:[/b] Subito is granted his powers only so long as he uses them for the benefit of others. If he uses them for the sole purpose of bettering himself, they shall be revoked.

[b]Responsibility:[/b] Family. He feels honor-bound to serve his family's needs above his own.

[b]Secret:[/b] Identity. While he always has his powers, he knows his family is largely defenseless.

[b]Underaged:[/b] Subito isn't a legal adult, with all the restrictions that come with that condition.

[b]The Who-What Now?:[/b] Subito has almost no idea who's who or what's what in the complex world of jet-powered apes and time travel he's gotten himself into. Feel free to blindside him.

[b]What are you wearing?!:[/b] El Heraldo's garb is..distinctive, to say the least, and it's flashiness is fertile ground for misconceptions, easy recognition by enemies, and being nearly impossible to sneak in.


[b][u]Abilities:[/u][/b] 10 + 4 + 10 + 2 + 0 + 8 = 34PP

Strength: 30/20 (+10/+5)

Dexterity: 14 (+2)

Constitution: 20 (+5)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 18 (+4)



[b][u]Combat:[/u][/b] 10 + 8 = 18PP

Initiative: +2

Attack: +5 Base, +9 Unarmed

Grapple: +19/+14, +22 w/Super-STR

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -7/-2



[b][u]Saving Throws:[/u][/b] 2 + 3 + 10 = 15PP

Toughness: +12 (+5 Con, +1 Protection (Costume), +6 Protection (Dame's Ward); [Impervious 10/0])

Fortitude: +7 (+5 Con, +2)

Reflex: +5 (+2 Dex, +3)

Will: +10 (+0 Wis, +10)



[b][u]Skills:[/u][/b] 36R = 9PP

Diplomacy 6 (+10)

Intimidate 4 (+8)

Knowledge (Civics) 2 (+3)

Knowledge (Current Events) 4 (+5)

Knowledge (Popular Culture) 4 (+5)

Knowledge (Tactics) 2 (+3)

Languages 2 (English, Latin, Spanish [Native])

Notice 4 (+4)

Sense Motive 8 (+8)



[b][u]Feats:[/u][/b] 19PP

Accurate Attack

Attack Specialization (Unarmed) 2

Dodge Focus 4

Interpose

Inspire 4

Leadership

Luck 3

Move-by Action

Power Attack

Quick Change 1



[b][u]Powers:[/u][/b] 2 + 16 + 31 + 4 + 6 = 59PP


[b]Comprehend 1 ([/b]Languages [understand all spoken][b])[/b] [2PP]


[b]Device 5[/b] (Bandera de la Victoria [Banner of Victory]; 25PP Container; [i]Flaws[/i]: Easy-To-Lose; [i]Power Feats[/i]: Restricted 1 [Magic Users]) [16PP]

[device][b]Emotion Control 10[/b]([i]Flaws:[/i] Limited[Hope])[10PP


[b]Feature 1 ([/b]Repair Clothes[b])[/b] [1PP]


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


[b]Protection 1[/b] [1PP] (Costume)][/device]


[b]Herald's Charge 6[/b] (32PP Container [Active, Sustained], Drawback: Noticeable [Banner of Light]) [31PP]

[equip][b]Enhanced Strength 10 ([/b]to 30 [+10][b])[/b] [10PP]


[b]Flight 3 ([/b]50mph / 500ft per Move Action[b])[/b] [6PP]


[b]Protection 6[/b] (Dame's Ward) [6PP]


[b]Super-Strength 3 [/b](Effective Str 43; Light Load: 1 1/2 tons; [i]Power Feat[/i]: Super-Breath[b])[/b] [7PP]


[b]Strike 1([/b][i]Power Feats[/i]: Affects Insubstantial, Mighty[b])[/b] [3PP][/equip]


[b]Immunity 4 ([/b]Cold, Drowning, Pressure, Poison[b])[/b] [4PP]


[b]Super-Senses 4 ([/b]Auditory; Accurate, Counters Concealment, Extended 2 [1,000' Notice Increments][b])[/b] [6PP]



[b][u]Drawbacks:[/u][/b] -2PP


[b]Vulnerability [/b](Sonic Powers, Frequency: Common, Intensity: Moderate [x1.5]) [-2PP]



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

[code]ATTACK           RANGE           SAVE                            EFFECT

Unarmed          Touch           DC 24/20 Toughness (Staged)     Damage (Physical)

Bandera          Perception      DC 15 Will                      Emotion Changed

Super-Breath     Area [Cone]     STR/DEX vs Opposed at +9        Trip       

Strike           Touch           DC26/22 Toughness (Staged)      Damage (Physical)
Totals: Abilities (34) + Combat (18) + Saving Throws (15) + Skills (9) + Feats (18) + Powers (59) - Drawbacks (2) = 151/151 Power Points
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Starlight

:arrow: Both PP into Skills. Buying 8 ranks of Intimidate. [-2PP]

[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 (181/181PP)

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

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

[b][u]Progress To Platinum Status[/u]:[/b] 28/120 (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] 84R = 21PP

Bluff 8 (+12)

Concentration 10 (+14)

Diplomacy 6 (+10)

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

Intimidate 8 (+12)

Knowledge (Arcane) 3 (+5)

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

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

Knowledge (Theology & Philosophy) 3 (+5)

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

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

Perform 6 (Piano) (+10)

Perform 6 (Singing) (+10)

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



[b][u]Feats[/u]:[/b] 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 (21) + Feats (20) + Powers (81) - Drawbacks (3) = 181/181 Power Points

CAPED!

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Glowstar

:arrow: Putting 1 PP into Impervious Toughness.

[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 (196/196PP)

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

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

[b][u]Progress To Platinum Status[/u]:[/b] 46/120 (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] Unemployed

[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: -11/-1



[b][u]Saving Throws[/u]:[/b] 9 + 7 + 8 = 24PP

Toughness: +12/+3 (+3 Con, +9 Protection, Impervious 10)

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 + 9 + 9 + 44 = 82PP


[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 10 ([/b][i]Drawback:[/i] Power Loss [Daka Crystals][b])[/b] [9PP]


[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 (82) - Drawbacks (-2) = 196/196 Power Points

CAPED!

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Crow

Couple of purchases this month - 2 PP into Feats, buying Tough and another rank in Equipment. Upgrading his commlink (with some help from Myrmidon!) and finally snapping up some proper basic smoke bombs. Damage caps'll probably come next month.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/6/6b/CrowHF.png][/floatr]

[u][b]Player’s Name:[/b][/u] Quinn

[u][b]Character’s Name:[/b][/u] Crow

[u][b]Power Level:[/b][/u] 11 (164/164 PP)

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

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

[u][b]Progress towards Silver:[/b] [/u] 32/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4533]Push[/url])


[u][b]In Brief:[/b][/u] A son of the Morrigan, child of the Irish gods, of the same blood borne by Cuchulainn. Without any superpowers. Heaven help him.


[u][b]Alternate Identities:[/b][/u] Morgan Crowe

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

[u][b]Birthplace:[/b][/u] Boston, USA.

[u][b]Occupation:[/b][/u] Student and attendee of the Claremont Institute.

[u][b]Affiliations:[/b][/u] Irish Pantheon (technically demigod), various insundri minor gods and spirits (troubleshooter), Claremont Institute (student), The Irregulars (founding member), Parkhurst Denizens (member).

[u][b]Family:[/b][/u] Patrick Crowe - Red Hand (father), The Morrigan (mother).


[u][b]Age:[/b][/u] 17 (DoB: Oct. 31, 1994)

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

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

[u][b]Height:[/b][/u] 5’10â€

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

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

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


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


When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest (very observant individuals may spot a slight bulge underneath that, where he has taken to wearing a bulletproof shirt), a new pair of black gloves with steel plates across the back of the hand (the plates having a trio of runes on them apiece), black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, the collar usually turned up, reaching down to his ankles; gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous ancient and arcane runes, that smoke and burn whenever he calls upon them; as well as burn marks in the odd location, and a spot on the hem that looks slightly ragged - as if clawed. Combined with the darkened face once he pulls up his hood, and the eyeless, solid black-iron mask that now covers the top half of his face; he looks every inch a dangerous bird of prey.


[u][b]History[/b][/u]: Several years ago, during the time when Centurion was running around and tussling against the likes of Roman and OverShadow's machinations, there was a young man in Boston, name of Patrick Crowe. He was a teacher of history, a kind and gentle man, given to a quiet demeanor. But yet, he found in himself a certain fire that he could never quench. Every time he saw the heroes on television or the news, he thirsted to help, to see the battle in person, to fight. This thirst scared him, and he suppressed it as best he can...until the day destiny came knocking.


He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, who died standing, lashed to a rock so that his enemies would not see him fall - a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him! And then, out of nowhere, recieved a ringing blow across the head. Turning to face his assailant, there stood Patrick Crowe, his shirt stretched by new-grown muscles, grinning like a madman, eyes flashing, the spear and shield in his hands as if they belonged there; and the teacher bore down upon him bellowing an ancient war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university – neither side giving nor asking quarter, until finally the villain lay defeated, battered, and broken on the steps of the school. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero, and granted a visitation from the gods of the ancient Celtic pantheon themselves, who informed him of a long-lost connection between his family and the legendary Cuchulainn; for the teacher, it was a dream come true. Keeping the weapons with the museum’s blessing, he took on the moniker Red Hand, and made an armored costume to mask his identity (not really), and live up to the ideal he’d built in his head. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion. It was a wonderful experience for the man, and he decided to settle down in the great metropolis for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) and his own initiative that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). And it was about a year or two before Centurion's death that Red Hand began to feel the age of his years; he chose to hang up his spear and shield shortly thereafter, returning to Boston.


It was about a day after his return to his old brownstone house that he received a message – a powerful individual wished to speak with him. He repeated an incantation he'd learned years ago, and promptly appeared in a dark forest clearing; standing before him was a young woman, clad in a black cloak and dressed from head to toe in black, with a raven on her shoulder. Crowe immediately knelt in respect, for he recognized her as one of the most dangerous women he'd ever known; the Celtic goddess of battle, strife, and fertility – Mor Rioghain, the Morrigan. She paced around him like a shark as he knelt, the (increasingly nervous) retired hero asking to what honor she had requested his presence, and she [i]smiled[/i]. A chill went down his spine. She informed him that he had...pleased her, with his exploits. His legend might have not transcended the great stories of Cuchulainn, but he was a truly legendary figure in his own right. He demurred, acting humbly, and hoped to all his might she wasn't about to ask him what he thought she was. She did. She gave him an offer similar to what she'd given Cuchulainn; lie with her, and let her bear a child that would become an even greater hero than he, one whose name would ring throughout history. Patrick Crowe shuddered at the offer. Red Hand smiled wolvishly. Unlike his idol, Crowe did not deny her. Something that lingers in the back of his mind to this day.


It was about a year later when a knock came on the door, and Crowe opened it to see a basket on the doorstep. A baby was there, and it looked up at him with big eyes. He stared at it briefly, then smiled goofily at it. The baby laughed, and his fate was sealed. For fifteen years, he raised Morgan Crowe as his only son, weaned him on stories of the ancient Irish heroes and his own days as Red Hand, raising him to remember what he'd learned during his long career. To fight your battles with joy, to protect those who couldn't protect themselves, and (he'd always grin at this one) never be afraid to fight dirty. It was on Crowe's sixteenth birthday that both Patrick and his son were summoned again, and they appeared in the same clearing Morgan's father had met the Morrigan in years ago. She approached the two, looking at her child in anticipation. Then stopped. And stared. Her face appeared puzzled. Then confused. Then astonished…and then angry. Very, very angry. She swore in a tongue no longer used by man, the two men stepping back as she raged. The boy had no legendary powers. Nothing in his blood that would match that of Cuchulainn's! He could not even wield Red Hand's ancient shield and spear! This boy could never be a hero like his ancestors before him!


She cast them away, and the two returned to their home, very much shaken. Patrick silently gave thanks that his son, while knowing what was Right, wouldn't be following in his footsteps. Morgan, on the other hand...Morgan was angry. He was angry at his mother, angry at life in general (he was sixteen, after all). He'd grown up hearing stories of his dad as Red Hand, he'd seen those old weapons on the mantlepiece and prayed for years that he'd get to wield them one day. And now, for some unearthly reason he couldn’t fathom? He'd never get to wield them. Never become a hero. He raged. He fumed. He showed for a time that he and his mother had a very similar temper. Eventually, he settled, but his resentment smouldered. Then, one day, he met somebody.


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


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


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


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


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


[i]Current Events:[/i] As of arriving at Claremont, Morgan Crowe has undergone several changes in his life – falling in with the young teleporter Victoria Knight (alias Wisp), as well as a group of students to whom he’d trust with his life – John Smith, alias Myrmidon, Etain Maher, alias Changeling, and Brian Harris, alias Glowstar (also his roommate). Together, they’ve made a name for themselves as the Irregulars, as well as tumbled into several unlikely adventures together. He cares for each of them immensely, particularly after a training trip that caused him to re-evaluate his priorities on life.


As well, Morgan is a member in good standing of a group of mystic heroes who have taken up residence at the old Parkhurst Hotel, having aided them in some minor ways in the creation of it as a sanctum. He’s rather proud of his association with it, as well as the notable heroes that helped with the construction – Rene deSaens, Nick Cimitere and the like. It’s something he’s helped build, and a possible home after he graduates from Claremont – he loves his father immensely, but Freedom City’s feeling far more like home than Boston does; not to mention his friends are here too.


[u][b]Personality & Motivation:[/b][/u] Looking at Crowe, it's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him, but he's long learned that while determination is a good thing, taking time to plan and "fight smart" hurts a hell of a lot less than simply stubbornly charging in head-first and "fighting stupid". His main motivation is still to become a great hero, to forge his own legend like his dad and great ancestor, to be a great hero that people would tell stories about; but some time and experience have caused him to do some re-evaluation on whether focusing on his own legend is truly what’s best for him as a hero. Still, for now, he's a young man with a great legacy to live up to, close friends that he’d do next to anything for, and a girlfriend who never fails to make his head spin. He's doing the best he can.


[u][b]Power Descriptions:[/b][/u] Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat (or glove) into him. The Talon Gloves are generally a lot less noticeable than the coat, however; the throwing knives there simply appear in his hand or sleeve when required, and disappear when their use is concluded.


[u][b]Powers & Tactics:[/b][/u] Crowe's motto has always been "Fighting smart hurts a hell of a lot less than fighting stupid", and it shows. He's an expert pugilist (for his age), being wicked fast and possessing an absolutely thunderous right hook. He's never afraid to just dive right into a fight, despite his obvious shortcomings compared to the vast majority of Freedom City, but he always tries to take the time to set the stage beforehand, ensuring the environment is favorable to him, preparing some dirty tricks that'll give him an edge, or at least keeping the villains off-kilter enough for him to nail that one lucky shot that deflates them fast. He never goes anywhere anymore without his duffel bag and coat once he found out precisely what his mother's gift does, as well.


Post-training trip, Crowe has re-examined the use of his runes in combat, as well as done some tweaking of his own to the coat (with the aid of Logan Angusson, a dwarf mechanic and artificer of his acquaintance); he still uses the Rune of Wind Walking like it’s going out of style, attacking from all angles with a variety of strikes, but there’s a far more tactical element to his work (courtesy of late-night planning sessions with Myrmidon, as well as cross-training in multiple types of martial arts with the others). Repeated long-range strikes using the Talons, followed up by the use of either a lightning-charged wire trap of his own devising or several hard shots using Ethereal Drain to weaken a foe sufficiently for his allies is generally his modus operandi (he’s learned the hard way that he just hasn’t got the stamina for the kinds of slugfests they can handle, and it rankles) – although should he be flying solo, the same tactic is still useful, simply adding in several punishing blows with the Rune of Earth afterwards. In short, he’s swiftly becoming an expert at hit-and-run tactics, as befitting his namesake.


[hr][/hr]

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

[b]An Irregular Situation[/b] – Let it never be said that Morgan doesn’t care deeply for those he considers close to him; in this case, the Irregulars. Each of the small group is a good friend (one moreso in particular) to him, and it’s not an exaggeration to say that he would take a bullet for any of them (though he’d ream them up and down afterwards for getting into that situation in the first place). A canny villain could likely exploit that – one already has.

[b]An Eye For An Eye[/b] – Crow’s reputation has grown somewhat in the world of the supernatural, as both a hero and as a troublemaker; however, one fact stands above quite a few others. Crow took by force the eldritch artefact known as the Eye of Balor from Bres the Beautiful himself – a powerful tool of chaos magic that several villains and monsters would literally commit murder to own. Any villains knowledgeable of this fact may focus their attentions on him, hoping to pry the location of the Eye from the teenage hero; by [i]any[/i] means necessary.

[b]Eyes Of The Gods [/b]- The eyes of the Celtic pantheon, the Tuatha de Dannan, are upon Crow, now that he's taken a route in direct defiance to his mother. On the one hand, some of them are proud and fascinated by this young and resourceful mortal...but others consider him an upstart and a rogue who does not know his place in the way of things. Combine that with the fact that his mother has considerably mixed feelings about him (a great deal of rage that he isn't a superpowered warrior of lore, but a tiny inkling of pride that her son is making his way like this), and you see just how complicated things can get for the young man.

[b]Lovebird[/b] – Morgan is currently in a comfortable mutual relationship with fellow Claremont student Victoria Knight, also known as rookie hero and teleportation specialist Wisp. Two teenagers, dating, attending a secret superhero school, both with considerable complications in their respective family histories. What could possibly go wrong?

[b]Not Subtle, Yet Quick To Anger[/b] - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Although some re-evaluation as to his mother has reduced his antipathy towards her – not much, but still.

[b]Reputation [/b]- A few years of monster-busting and troubleshooting for minor spirits and demigods of the Tuatha have given Crow a bit of a rep as an expert problem-solver for those in need. This can lead to slight complications, as most spirits don't seem to realize that even though he's clever and resourceful, he is only mortal, and not all of their problems are suitable for a mortal to solve.

[b]Seventh Deadly Sin [/b]- Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. He’s begun to learn humility (a thoroughly painful training trip, and working with the other Irregulars, who don’t hesitate to whack him on the head when he gets too overconfident, has done wonders for that), but he still has his moments.

[b]Home Is Where The Heart Is[/b] – Parkhurst Hotel is one of Crow’s prides and joys, a sanctum he actually had a hand in creating, and a place he knows he has a home in once his years at Claremont are finished. He doesn’t have quite the same level of trust for the inhabitants as he does with his friends, but he still cares for the place and the people who helped build it – enough that he’d drop whatever he has on hand to rush to the place’s assistance if they needed it.

[b]Sins Of The Father [/b]- Crow's dad was a great hero back in the day, the legendary Red Hand, and Crow knows it. He's full of pride of that fact, but while he inherited a lot of his dad's resources and old contacts...he's also inherited a lot of his dad's enemies, as well as a great deal of expectation.

[b]Struggling [/b]- He's a young student attending the Claremont Institute. What is this thing you call cash flow?


[u][b]Abilities[/b][/u]: 8 + 8 + 8 + 4 + 4 + 2 = 34PP

Strength: 18 (+4)

Dexterity: 18 (+4)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)



[u][b]Combat[/b][/u]: 14 + 10 = 24PP

Initiative: +8

Attack: +7 Base, +9 Melee, +13 Summoning Array, +15 Talon Barrage and Talon Wire

Grapple: +10

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

Knockback: -3, -1 Flat-Footed



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

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

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

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

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



[b][u]Skills[/u][/b]: 80R = 20PP

Acrobatics 1 (+5)

Bluff 9 (+10)

Craft (Artistic) 8 (+10)

Concentration 8 (+10)

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

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

Languages 1 (English [Native], Gaelic)

Knowledge (History) 5 (+7)

Knowledge (Arcane Lore) 8 (+10)

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

Sense Motive 8 (+10)

Stealth 6 (+10) [sup]Skill Mastery[/sup]



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

All-Out Attack

Attack Focus (Melee) 2

Artificer

Beginners Luck

Defensive Attack

Defensive Roll (+2 Toughness)

Dodge Focus 8

Equipment 3 (15EP)

Evasion 2

Fearless

Improved Initiative

Luck

Master Plan

Move-By Action

Power Attack

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

Startle

Takedown Attack 2

Tough

Uncanny Dodge (Auditory)


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

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


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


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


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


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


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


[u][b]Powers[/b]:[/u] 17PP + 24 PP + 6 PP = 47 PP


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


[b]Device 4 ([/b]20PP Container, Hard-To-Lose, Indestructible[b])[/b] [17PP] (Runic Coat)

[device][b]Runes ([/b]9PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [12PP]

[array][u]Base Power[/u]: [b]Strike 8 ([/b][i]Feats:[/i] Mighty[b])[/b] [9PP] (Bludgeoning/Magic) (Rune of Earth)


[u]Alternate Power[/u]: [b]Concealment 4 ([/b]All Visual Senses; [i]Feats:[/i] Selective[b])[/b] [9PP] (Magic) (Rune of The Veil)


[u]Alternate Power[/u]: [b]Drain Toughness 8 ([/b][i]Feats:[/i] Slow Fade[b])[/b] [9PP] (Piercing/Magic) (Rune of Ethereal Drain)


[u]Alternate Power[/u]: [b]Healing 8 ([/b][i]Flaws:[/i] Empathic, [i]Feats:[/i] Regrowth[b])[/b] [9PP] (Magic) (Rune of Revival)[/array]

[b]Immunity 2 ([/b]Cold, Heat[b])[/b] [2PP] (Magic) (Minor Rune of Protection)


[b]Teleport 4 ([/b]400ft per Move Action, [i]Flaws:[/i] Limited [Short-Range], [i]Feats:[/i] Subtle, Turnabout[b])[/b] [6PP] (Magic) (Rune of Wind Walk)[/device]


[b]Device 5[/b] (30 PP available, Hard-To-Lose) (Crow’s Talons) [24 PP]

[device][b]Summoning Array[/b] (26 PP Array, [i]Feats[/i]: Accurate 2, Alternate Power 2) [30 PP]

[array][u]Base Power: [/u][b]Blast 8[/b] [[i]Feats[/i]: Precise 2, Ricochet 3, Indirect, Improved Critical 2 (18-20), Subtle] [26PP] (Iron, Piercing) (Summoned Crow’s Talons)


[u]Alternate Power:[/u] [b]Blast 6[/b] [[i]Extras[/i]: Autofire; [i]Feats[/i]: Accurate, Precise 2, Ricochet 3, Indirect, Improved Critical 2 (18-20)] [26 PP] (Iron, Piercing) (Talon Barrage)


[u]Alternate Power:[/u] [b]Snare 5[/b] [[i]Feats:[/i] Accurate, Subtle, Tether, Reversible] + [b]Blast 5[/b] [[i]Extras:[/i] Alternate Save (Fort)] [26 PP] (Magic/Lightning) (Talon Wire and Rune of Lightning)[/array][/device]


[b]Device 2[/b] (10 PP available, Easy-To-Lose) (The Iron Mask) [6 PP]

[device][b]Super-Senses 8[/b] (Analytical Vision, X-Ray Vision, Darkvision, Infravision, Tracking 2 (Infravision)) [10PP] (Magic) (Eyes of the Rook)[/device]


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

None



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

[code]ATTACK            RANGE    SAVE                       EFFECT

Unarmed           Touch    DC19 Toughness (Staged)    Damage (Physical)

Earth Strike      Touch    DC27 Toughness (Staged)    Damage (Physical)

Ethereal Drain    Touch    DC18 Fortitude (Staged)    Drain Toughness

Talon Knife       Ranged   DC23 Toughness             Damage (Physical)

Talon Barrage     Ranged   DC21+ Toughness            Damage (Physical)

Talon Wire        Ranged   DC15 Reflex                Entangled/Bound

Lightning Strike  Ranged   DC15 Fortitude             Damage (Physical)
Abilities (34) + Combat (24) + Saving Throws (7) + Skills (20) + Feats (32) + Powers (47) - Drawbacks (0) = 164/164 Power Points

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Jubatus

Edit done by Ecal, very very quickly

Root of the changes: Jube's Timeshift is getting stronger, from an upper limit of a tempo of 40 to an upper limit of a tempo of 80. This means his TImeshift container is bigger, and his DEX has risen a bit. Like so:

Abilities

28 DEX (up from the former value of 24) // +4 pts

Powers

Timeshift (35PP Container [Active]) [35pp] up from 30PP

  • [*:235xiw3b]Enhanced Feats 7 (Improved Initiative 7) [7pp] +28 to Jube's Initiative bonus
    [*:235xiw3b]Enhanced STR 14 [14pp] Raises Jube's STR from 18 to 20
    [*:235xiw3b]Quickness 7 (x250) [7pp] up from Quickness 6
    [*:235xiw3b]Speed 7 (1,000 MPH/10,000 ft per Move Action) [7pp] up from Speed 6

Jube's 'speech' is derived from the fact that cheetahs are good at sound effects. He should logically be able to put this trick to wider use. Like so:

Feature 1 (Mimicry: Jube's throat produces excellent sound effects) [1PP]

There are some Feats I felt it was appropriate for the cheetah to have. Like so:

Benefit: Wealth 2 up from Benefit: Wealth 1

Eidetic Memory

Fearless

Improvised Tools

Online Research

Takedown Attack

Well-Informed

On the assumption that the above-listed items are all okay, I've incorporated everything into the character sheet, inside the Spoiler tag. Hopefully with proper formatting and all…

[b][u]Players Name[/u]:[/b] Cubist

[b][u]Characters Name[/u]:[/b] Jubatus

[b][u]Power Level[/u]:[/b] 12 (175PP/187PP)

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

[b][u]Unspent PP[/u]:[/b] 7

[b][u]Progress to Silver Status[/u]:[/b] 37/60


[b][u]In Brief[/u]:[/b] Speedster who is his own worst enemy -- his toughest challenge will be overcoming 'the demons within'


[b][u]Alternate Identities[/u]:[/b] Jay Nelson Xavier

[b][u]Identity[/u]:[/b] Public (it's kind of hard to maintain a Secret Identity when you're blatantly Not Human...)

[b][u]Birthplace[/u]:[/b] San Francisco Bay Area

[b][u]Occupation[/u]:[/b] Freelancer specializing in technological troubleshooting and tech writing

[b][u]Affiliations[/u]:[/b] Sometimes works with Martin Brandtford of ASTRO Labs for scientific purposes

[b][u]Family[/u]:[/b] Parents: Albert Xavier (father -- dead), Rebecca Xavier (mother -- Alzheimer's-stricken 105-year-old in nursing home). Siblings, in birth order: Corrie Xavier (sister, 86), Maxwell Xavier (brother, dead), Dan Xavier (brother, dead), Elaine Xavier (sister, 79), Nancy Xavier (sister, dead), Randolph Xavier (brother, 64). Jube is aware that he has several more-distant relatives (cousins, etc) in various parts of the US and Europe, but has never attempted to build relationships with any of these persons


[b][u]Age[/u]:[/b] 66 (DoB: September, 1946)

[b][u]Apparent Age[/u]:[/b] Young adult (how old does a cheetah look..?)

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

[b][u]Ethnicity[/u]:[/b] Cheetah (formerly Caucasian)

[b][u]Height[/u]:[/b] 6'1"

[b][u]Weight[/u]:[/b] 102 lbs

[b][u]Eyes[/u]:[/b] Green

[b][u]Hair[/u]:[/b] Fur w/ typical cheetah markings -- sandy-yellow w/ black spots all over, with white on the torso's front side


[b][u]Description[/u]:[/b] First impression: The guy's a cheetah, end of discussion. A closer look reveals that his braincase is rather larger than that of a 'real' cheetah, and the digits on his forepaws are a fair amount longer, slimmer, and more dexterous than those of a 'real' cheetah (which isn't saying much). He typically doesn't wear anything more than a khaki vest that's got ridiculously many (gadget-filled) pockets.


[b][u]Power Descriptions[/u]:[/b] Jubatus' only exotic ability is what he calls "Timeshifting", the power to control how quickly Time flows for himself. He calls it 'upshifting' when he's running faster than normal, and 'downshifting' when he's running slower than normal. This ability has some innate side-effects. One, gravity becomes weaker (when he upshifts) or stronger (when he downshifts). Two, it 'Doppler shifts' all wavelengths (of light or sound or whatever else); when he's running X* faster than normal, he percieves all wavelengths as [sup]1[/sup]/[sub]X[/sub] of their 'normal' value.


[b][u]History[/u]:[/b] With an IQ around 140, Jay Nelson Xavier has been 'the smartest kid in the room' for most of his childhood (and a good fraction of his adult life). Thanks to an intermittent, continuing series of abusive incidents at the hands of his so-called 'peer group', incidents which were either ignored or dismissed as "kids playing around" by adults who were nominally in positions of responsibility, Jay learned early on that most people are stupid or crazy or both... a conclusion which was only reinforced during his adolescence and later years.

For the past 30-40 years, Jay has been a technocrat, specializing in troubleshooting and technical writing; his life was a comfortable routine of accepting, and fulfulling, freelance contracts. That comfortable routine ended a few months ago.

Unknown to Jay, he'd been chosen by a Grue sleeper agent as a suitable test-subject for biological experimentation... so one day, Jay went to sleep normal, and woke up with a five-o'clock shadow that just wouldn't quit. Overnight, his body had changed from 'normal human' to '[i]almost[/i]-normal cheetah'. As if the associated changes to his vision, hearing, and other senses weren't bad enough, he also found himself 'floating', as if gravity had somehow been reduced to [sup]1[/sup]/[sub]6[/sub] of its customary strength. Confused and disoriented by this radical transformation, Jay managed to dial 9-1-1... and [i]that[/i] freaked him out even more: There was no person on the other end of the line, just a slow [i]basso[/i] droning. Even worse, Jay discovered that he was no longer capable of speech -- all that came out of his mouth were animal noises! In desperation, Jay barked out the classic SOS code. Then he lost consciousness...

Jay woke up in a hospital room, tied to a bed by loose restraints. During the week or so he spent in hospital, Jay learned about his new, highly cheetah-esque body; what he could and couldn't eat safely, that he was permanently stuck at 6* faster than the rest of the world, [i]etc etc[/i]. As well, he figured out how to talk with a vocal tract that can't produce speech (the secret is, make a series of carefully-selected sound effects that [i]sound like[/i] human words), and how to 'downshift' (slow himself down) to the same speed as everybody else. At which point, he returned to his normal life, as best he could.

A week after his release from hospital, Jay happened to be passing by the site of a five-on-one mugging. Ordinarily, Jay would have just dialed 9-1-1 on his cellphone and let the police handle it... but this time, he [i]couldn't[/i] just let the victim suffer, because he was a by-God [i]human being[/i], not a friggin' [i]animal![/i]

Jay thought his monstrous appearance would be enough to drive the thugs away. Wrong: Inhuman he might seem, but he was also obviously scared & underconfident, and he appeared to be a scrawny little bugger (6' tall and 100 lbs). So the thugs figured a weak, frightened animal (albeit one that was a little bit larger than the last animal they'd tortured) would be easy meat. The thugs were [i]very[/i] wrong: In the ensuing scuffle, Jay 'upshifted' for the first time, and his 'beast side' took over for the first time... or at least he friggin' well [i]hopes[/i] it was his 'beast side' taking over. Because when it was over, Jay was horrified to see all five thugs sprawled out on the asphalt, unmoving, in puddles of their own blood. Jay called for ambulances, and spent the next several minutes puking his guts out.

All five of the thugs were alive when the ambulances arrived. Jay reported the incident to the police, who assured him that there would be no legal repercussions -- it was a clear case of self-defense on behalf of an innocent victim -- which made Jay feel a [i]little[/i] better about his having ripped and torn and shredded and... anyway, Jay resolved that the next time he came across a crime-in-progress, he [i]would[/i] let the police handle it.

Then the parents of one of the thugs insisted on charging Jay with assault and battery! However the judge might have originally planned to handle this case, Jay derailed that plan by pleading guilty. So the judge was forced to come up with a 'plan B'. Well, it was pretty clear that Jay wanted to be a good citizen... but it was also clear that he was having problems dealing with his newly-transformed body, and that he [i]could[/i] be a danger to the public, [i]if[/i] those problems weren't dealt with.

In the end, the judge ordered Jay to get the psychological help he so clearly needed. Now, some few months of treatment later, Jay still has bad days from time to time... but his mental condition is sufficiently improved that when his therapist suggested Jay put his special abilities to public-spirited use, [i]Jay agreed.[/i] And now Jay battles injustice with the blazing speed of... Jubatus!


[b][u]Personality & Motivation[/u]:[/b] Jay Nelson Xavier has never been anyone's idea of a superhero. He's a cynical, hardshell pragmatist, and while he [i]does[/i] have altruistic impulses, his life experiences have forcibly taught him that acting on said impulses usually has a bad outcome. However, he has recently come to understand that the results of [i]ignoring[/i] altruistic impulses can be [i]worse.[/i] Jay has few friends, and he likes it that way -- especially now that his brain has been rewired to add cheetah traits/instincts, such as their generally solitatry nature. Jay, a detail-oriented fussbudget, is aware that he's more competent than most people, but where some might think "damn, I'm great!", Jay wonders "why can't [i]they[/i] do it, [i]too?"[/i] 

Part of the reason Jay acts as a superhero is because he believes his cheetah-like body is doomed to die of old age within 2-3 years, and he's determined to make as much of a difference as he can, while he's still capable. In reality, Jay's accelerated metabolism heals the ravages of Time as quickly they occur, so he's effectively immune to aging -- he just doesn't [i]know[/i] this yet.


[b][u]Powers & Tactics[/u]:[/b] Jube is about speed and precision, not brute force. He prefers the surgically exact strike to carpet-bombing, pre-planned activity to improvisation.


[hr][/hr]

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


[b]Can't Touch Me[/b]: Jube's Danger Sense is permanently active -- he [i]cannot[/i] shut it down -- and whenever the DS thinks there's trouble inbound, [i]it[/i] actives his Timeshift [i]for[/i] Jube...

[b]The Nature of the Beast[/b]: Jube's eyes and ears are cheetah-normal; thus, he has lousy color discrimination, and he cannot hear any sounds below 100 Hz or so. The digits on his forepaws are longer and slimmer than those of normal cheetahs, but nowhere near as good as human fingers; hence Jube's manual dexterity suffers at times. Obligate carnivore; chewing on one leaf won't [i]hurt[/i] him, but a whole salad would give him horrible diarrhea. Human-style clothing is very uncomfortable -- it chafes against his fur and makes him overheat, not to mention his skeletal structure is all wrong for it -- so he wears as little of it as he can get away with. Jube's voice sounds [i]terrible;[/i] he can't actually speak, so he strings together carefully-selected sound effects to produce 'speech' which is easy to comprehend. Jube is naturally quadrupedal, but he insists on standing up on his hind legs anyway, no matter how much it hurts.

[b]Thou Shalt Not...[/b]: Jube is [i]very very very[/i] opposed to killing [i]any[/i]thing, and takes a rather dim view of even inflicting injury; he's scared spitless that the scent of blood might allow his 'beast side' to take over.

[b]Time [i]Will[/i] Let Me[/b]: Jube's Timeshift affects gravity (Timeshifting slower = stronger gravity; faster = weaker gravity). He can Timeshift to [i]slower than[/i] normal, with the accompanying effect on personal gravity. As well, the Timeshift affects anything with a wavelength; when Jube is running N* faster than normal, he percieves the frequency of an X-Hertz sound as (X/N) Hz, and analogous color-shifts affect light. This quirk affects Jube's Infravision, Ultravision, and Ultrasonic Hearing, and he may eventually learn to exploit it for X-ray Vision.

[b]Too Darn Fast[/b]: Jube's bodily processes (metabolism, nerve impulses, etc) are permanently stuck at 6* normal speed; in order to interact with normal-speed characters, he [i]must[/i] use his Timeshift power to slow down to [i]their[/i] speed. As well, he needs to eat 6* more than anyone else; Jube going 1 day without food affects him much the same way a normal person would be affected by not eating for 6 days straight. Similarly, Jube's sleep cycle is [sup]1[/sup]/[sub]6[/sub] as long as that of any normal person.


[b][u]Abilities[/u]:[/b] -4 +18 +4 +8 +6 +2 = 34pp

Str 18/06 (+4/-2)

Dex 28 (+9)

Con 14 (+2)

Int 18 (+4)

Wis 16 (+3)

Cha 12 (+1)


[b][u]Combat[/u]:[/b] 12 + 20 = 32pp

Initiative: +9/+37

Attack: +6 ranged, +12 melee

Grapple: +16/+10

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

Knockback: -5, -1 Flat-Footed


[b][u]Saving Throws[/u]:[/b] 4 + 0 + 6 = 10

Toughness: +10 (+2 Con, +8 Defensive Roll) / +2 Flat-Footed

Fortitude: +6 (+2 Con, +4)

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

Will: +9 (+3 Wis, +6)


[b][u]Skills[/u]:[/b] 32R = 8pp

Knowledge: Business 4 (+8)

Knowledge: Current Events 4 (+8)

Knowledge: Technology 5 (+9)

Knowledge: Theology and Philosophy 5 (+9)

Language 2 (English [native], Spanish, French)

Notice 6 (+9)

Sense Motive 4 (+7)

Stealth 2 (+9)9


[b][u]Feats[/u]:[/b] 24PP

Attack Focus (Melee) 6

Benefit: Wealth 2

Defensive Roll 4 (+8 Toughness)

Eidetic Memory

Environmental Adaptation (Low gravity)

Evasion

Fearless

Improvised Tools

Jack of All Trades

Master Plan

Online Research

Stunning Attack

Takedown Attack

Uncanny Dodge (Motion Sense)

Well-Informed


[quote name="Equipment --PP = --EP"]

[i]None. The many tools and gadgets Jube carries with him, which were originally statted out as Equipment, are now covered by Jube's [b]Gadgets[/b] power.[/i][/quote]


[b][u]Powers[/u]:[/b] 1 + 6 + 2 + 2 + 5 + 6 + 1 + 7 + 1 + 1 + 35 = 67PP

[b]Feature 1[/b] (Mimicry: Jube's throat produces excellent sound effects) [1PP]

[b]Gadgets 1[/b] (easy to lose; incomplete listing of Jube's toys is hidden under a Spoiler tag) [6pp]

[spoiler][i]Stuff from the Core book[/i]

Binoculars [1EP]

Commlink [1EP]

Cutting torch ([b]Blast 1, Drain Toughness 1[/b]) [3EP]

Digital A/V recorder [1EP]

Ear protectors ([b]+5 vs Dazzle (auditory)[/b]) [1EP]

Fire extinguisher [1EP]

Flash-defense goggles ([b]+5 vs Dazzle (visual)[/b]) [1EP]

Forensics kit [1EP]

Gas mask [1EP]

GPS unit [1EP]

Handcuffs [1EP]

Lock release gun [1EP]

Mini-tracer [1EP]

Palmtop (PDA) [1EP]

Police scanner [1EP]

Rebreather [1EP]

Swiss army knife (i.e., multi-tool) [1EP]

UV 'blacklight' [1EP]

[i]Stuff that isn't in the Core Book, but seemed reasonable for Jube to have[/i]

Duct tape / [b]Snare 5[/b] ([i]Flaw:[/i] Touch) [5PP]

Small, throwable objects / [b]Strike 2[/b] ([i]Feat:[/i] Rapidfire) [5PP] 

[i]Fluff; these items probably won't ever have much effect on combat, but Jube carries them anyway[/i]

Spare batteries (all kinds/sizes needed for his gadgets)

Food-like substances (i.e., beef jerky, protein bars, etc)

Vials of concentrated energy fluid (i.e., Rockstar/Monster/Red Bull)[/spoiler]


[b]Immunity 2[/b] (aging, cheetah-specific & human-specific diseases) [2pp]

[b]Regeneration 2[/b] (Recovery Rate: Bruised 1 [1 round], Staggered 1 [20 minutes]) [2pp]

[b]Strike 4[/b] ([i]Feats:[/i] Mighty) (Claws, fangs) [5pp]

[b]Super-Movement 3[/b] (Safe Fall, Sure-footed, Wall-Crawling) [6PP]

Super-Movement 1 (Water Walking, [i]Complications:[/i] Power Loss [Only active when Jube is Timeshifted faster than his default tempo of 6]) [1PP]

[b]Super-Senses 7[/b]: (Danger Sense (Motion Sense), Low-light Vision, Motion Sense [Tactile, [i]Extras:[/i] Ranged], Normal Olfactory Sense [[i]Extras:[/i] Acute, Tracking], Ultrasonic Hearing) [7PP]

[b]Super-Senses 1[/b]: (Infravision, [i]Complications:[/i] Power Loss [Only active when Jube is Timeshifted slower than normal]) [1PP]

[b]Super-Senses 1[/b]: (Ultravision, [i]Complications:[/i] Power Loss [Only active when Jube is Timeshifted faster than his default tempo of 6]) [1PP]


[b]Timeshift[/b] (35PP Container [Active]) [35pp]

[list]
[*][b]Enhanced Feats 7[/b] (Improved Initiative 7) [7pp]

[*][b]Enhanced STR 14[/b] [14pp]

[*][b]Quickness 7[/b] (250) [7pp]

[*][b]Speed 7[/b] (1,000 MPH/10,000 ft per Move Action) [7pp][/list]

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

[code]ATTACK      RANGE     SAVE vs.                    EFFECT

Unarmed     Touch     Toughness, DC19 (15+4)      Damage (Physical)

Strike      Touch     Toughness, DC23 (15+8)      Damage (Physical)

Blast       Range     Toughness, DC17 (15+2)      Damage (Physical) / from Gadgets

Snare       Touch     Reflex, DC20 (15+5)         Entanglement / from Gadgets
Abilities (34) + Combat (32) + Saving Throws (10) + Skills (8) + Feats (24) + Powers (67) = 175pp/187pp
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