Jump to content

Aquaria, Deep One Amphibious Acrobat


Recommended Posts

Pic is here

 

PL: 10 (150)

 

Abilities: 0 + 0 + 0 + 4 + 4 + 2 = 10 pp

STR 24 [10] (+7/+0)

DEX 24 [10] (+7/+0)

CON 24 [10] (+7/+0)

INT 14 (+2)

WIS 14 (+2)

CHA 12 (+1)

 

Combat: 16 + 16 = 32 pp

ATK: +8 (+13 Melee)

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

Init: +11

Grapple: +20/+22

Knockback: -3

 

Saves: 1 + 3 + 5 = 9 pp

TOU +7 (+7 Con)

FORT +8 (+7 Con, +1)

REF +10 (+7 Dex, +3)

WILL +8 (+2 Wis, +5)

 

Skills: 12 pp=48 r

Acrobatics 3 (+10)

Climb 3 (+10)

Craft (Artistic) 3 (+5)

Knowledge (Arcane Lore) 3 (+5)

Language 2 (Atlantean, English, Base: Lemurian)

Medicine 8 (+10)

Notice 8 (+10, Skill Mastery)

Sense Motive 4 (+6)

Stealth 3 (+10, Skill Mastery)

Survival 8 (+10, Skill Mastery)

Swim 3 (+10, Skill Mastery)

 

Feats: 19 pp

Acrobatic Bluff

Attack Focus: Melee 5

Dodge Focus 5

Environmental Adaptation (Underwater)

Evasion

Improved Initiative

Move-By Action

Power Attack

Takedown Attack

Skill Mastery (Notice, Stealth, Survival, Swim)

Uncanny Dodge (auditory)

 

Powers: 1+2+1+14+14+14+2+9+8+3=68 pp

 

Additional Limb 1 (tongue) [1 pp]

 

Comprehend 2 (speak to and understand animals, Flaw: Limited [underwater]) [2PP]

 

Elongation 2 (10 feet) (Flaw: Limited [Tongue]) [1 pp]

 

Enhanced CON 14 (to CON 24/+7) [14 pp]

 

Enhanced DEX 14 (to DEX 24/+7) [14 pp]

 

Enhanced STR 14 (to STR 24/+7) [14 pp]

 

Immunity 4 (drowning, environmental cold, high pressure, poison, Flaw: Limited [Half-Effect]) [2 pp]

 

BE: Super-Strength 2 (Effective STR 34, Heavy Load 1.5 tons) {4} + Swimming 4 (100 MPH) {4} [8+1=9PP]

AP: Leaping 4 (x25, Running Long Jump: 425 ft, Standing Long Jump: 217 ft, Vertical Jump: 106 ft) {4} + Speed 4 (100 MPH/1000 fpm) {4}

 

Super-Movement 4 (Slow Fall, Swinging, Wall-Crawling 2) [8PP]

 

Super-Senses 3 (Acute Scent, Darkvision) [3 pp]

 

costs

abilities 10 + combat 32 + saves 9 + skills 12/48 + feats 19 + powers 68 = 150 pts

Link to comment
  • 3 weeks later...

Once the People roamed all the Islands and the seas beyond, singing their songs and dancing beneath the moonlight, leaping high in the air to mock the Sun and swimming as deep as they dared to greet their Dark Brothers in the depths of the seas. Then the Surfacers came, and at first things were good. There were battles, sometimes grim ones, but in the end the Surfacers had the land and the Dark Brothers had the sea, and the People had all that lay between. It was a good life.

 

Then New Surfacers came - hearts as cold as the iron they wielded, and gradually the land of the First Surfacers shrank, and the People’s land and sea shrank with it. Then the Pale Ones came from below - enemies of the Dark Brothers who hated all who bore the mark of Father Dagon and Mother Hydra on their bodies. The People fought them, oh yes, but they had spears and bone and muscle against machines of death and pain, and their lands gradually shrank.

 

Gradually the lands of the People shrank over the years, with some fleeing below to join the Dark Brothers in their cities of obsidian glass, but most simply dying of plagues, of swords (and then bullets) from above, and the terrible pressure of the Pale Ones who let nothing live in their sea that did not love their gods or wear their skin. Their culture shrank, their world shrank, and gradually Ocean became a small patch of blue and a few scraps of land, surrounded by enemies all around.

 

When Aquaria Innsmouth was born about twenty-five years ago, her world was dying - the last remnants of the once-mighty People of the Islands having shrunk to a pitiful handful of a few dozen males, females, and spawn living on Flanagan Island, an uninhabited patch of a few acres in the US Virgin Islands. She learned to hunt and fish like her brothers and sisters, and walked on land as soon as her legs were grown. Unlike many of her siblings, she took no mates - the sole survivor of her egg creche, she was widely considered to be cursed, or blessed, by Mother Hydra and Father Dagon. But that was all right with her; when she wasn’t hunting to feed her many siblings, it gave her time to explore the ocean, to watch the New Surfacers with great care as they did unknowable, fascinating things on islands full of animals, to feel the sun on her face and dive deep beneath the warm blue waters of the Caribbean. It was a good life, but hard, and when she slept, she murmured prayers to the ancient gods of her people.

 

She was fifteen when the Atlanteans came. Battle-hardened soldiers returning from a raid against a Deep One city off the coast of Cuba, they saw a Deep One surfacer colony and attacked without looking too closely at what they saw, ending civilization on the island of the people in a few short minutes. Hating herself for her cowardice, Aquaria (as the oldest unattached female) hid with the spawn in hidden caves to guard them against Atlantean attack. When she came out, the island was burning - and her people’s community was gone, with perhaps a dozen adults left alive after the battle.  

 

And so the People began a journey, a long, bitter one, through the waters of the Caribbean and towards the only salvation they knew - a Dark Brother colony near Cuba, lands they knew that were free both of the New Surfacers and the terrible ways of the Pale Ones. The flight wasn’t easy - they had to stop and raid Pale One settlements to survive and the Pale Ones rarely gave quarter to their enemies, and the New Surfacers treated them no better when they clashed with their vessels.

 

Aquaria had just turned sixteen when they finally reached their destination - the Dark Brother city off the coast of the island the New Surfacers called Cuba. It was beautiful. The temples to Dagon and Hydra rose high in their cyclopean splendor, all dark volcanic glass that reached up to the skies, and there was food to eat and nests to sleep in without fear of attack. It was cold for the People, and dark, and the oceans thick above their heads, but the Dark Brothers promised that they would soon be reborn as Dark Brothers themselves - and could gain revenge on the Pale Ones!

 

It wasn’t until the prisoners arrived that Aquaria understood the mechanism of her transformation - and the cold heartless nature of the forever war between the Dark Brothers and the Pale Ones. It was a human sacrifice that drove the transformation of People into Dark Brothers, and she watched in mounting horror as the elders of her community gladly submitted to the transformation, even as the screams of the murdered Pale Ones echoed in her ears. Monsters though they were, didn’t they deserve to live? How could her joy come from the suffering of others?

 

That night she tried to slip away, taking the roe with her, but she was caught by a Dark Brother patrol and, feeling guilty as sin, fled without the young ones. She was one young hunter-fisher, how could she take care of so many little ones? How could she even take care of herself?

Link to comment

She wandered the coast of North America, a solitary hunter, for a long time after that, sticking close to the Surfacers to avoid both Pale One attack and the attack by Dark Brothers she was sure would one day come to take her back to their city. The Surfacers were an endless puzzle - their cities vast and terrifying, their skins a near-infinite variety of colors, their ships big and menacing as they cut their way through the water. She met a few of the People along the way, and a few Dark Brothers not from the Cuban city, but they were all vagabonds too - there was no home here.

 

Finally, a few years ago, she heard of something big happening -a major Dark Brother raid against a Surfacer city. Tired of being alone and hungry, she decided to take her chances and explore there, figuring she could easily blend in with the People and the Dark Brothers on the surface. She arrived in Freedom City just a few weeks after the Deep One raid that accompanied the Archevil Event (as she later learned the news called it). She explored at night for a while, hanging low along the Waterfront, a little surprised to find none of her kind here. Finally, foolishly, she decided to reveal herself to the surfacers.

 

The subsequent Waterfront battle pitted her against the Freedom City police, Next-Gen, and her hated enemy Nereid - a foul, loathesome Pale One who laughed and called her cruel names as she casually blasted her with the very water that had been her home! That night, caged for the first time in her life, she screamed and clawed at the glass, spitting venom and threats, until finally she passed out from exhaustion. She awoke in Blackstone, where the lonely silence of the air nearly killed her.

 

Link to comment

It was Harriet Wainwright who saved her, the Project Freedom director having heard something of the Deep One female who had fought the police and superheroes without doing any more than property damage and turning out to be the culprit behind a chain of petty thefts. Visiting the prison with a translator, Wainwright gradually won Aquaria’s trust (the frequent dips in the unchlorinated pool helped!) and the Deep One opened up about her life.

 

It took the long, slow process of years for Aquaria to gradually open up to life in Project Freedom - first learning English, then learning to read, then finally earning a GED, all the while doing community service work and helping take care of the other residents who needed more help than she did. She did restitution for her crime, including doing enough work to pay back the medical bills for the police officer she’d thrown through the windshield of his car in the fracas at the Waterfront.

 

She made friends - but her best friend of all was Jessie White, a strange, sad girl who was assigned as her suitemate after several got tired of the constant baths and smell produced by the froggy Deep One. An old hand now, she took the girl under her wing, doing her best to show her the ropes while trying to put a smile on that withdrawn face. She usually wasn’t successful at the latter, but the two struck up a bond, one tempered by incidents with time-lost Frenchmen on one hand and the constant low-level murmurs of “Frog-Face” around the kitchens where they worked on the other. They both were monsters in their own way, even if Aquaria didn't really see herself that way and was determined to make sure Jessie didn't see herself that way either.

 

Halfway house or not, it was a good life.

 

Link to comment

PL: 10 (150)

 

Abilities: 14 + 14 + 14 + 4 + 4 + 2 = 52 pp

STR 24 (+7)

DEX 24 (+7)

CON 24 (+7)

INT 14 (+2)

WIS 14 (+2)

CHA 12 (+1)

 

Combat: 10 + 10 = 20 pp

ATK: +5 (+13 Melee)

DEF: +13 (+8 Dodge Focus, +2 Base, +2 Flat-Footed)

Init: +7

Grapple: +20/+22

Knockback: -3

 

Saves: 1 + 3 + 5 = 9 pp

TOU +7 (+7 Con)

FORT +8 (+7 Con, +1)

REF +10 (+7 Dex, +3)

WILL +8 (+2 Wis, +5)

 

Skills: 12 pp=48 r

Acrobatics 3 (+10)

Climb 3 (+10)

Craft (Artistic) 3 (+5)

Handle Animal 4 (+5)

Knowledge (Arcane Lore) 3 (+5)

Language 2 (Atlantean, English, Base: Lemurian)

Notice 8 (+10, Skill Mastery)

Sense Motive 8 (+10)

Stealth 3 (+10, Skill Mastery)

Survival 8 (+10, Skill Mastery)

Swim 3 (+10, Skill Mastery)

 

Feats: 25 pp

Acrobatic Bluff

Attack Focus: Melee 8

Dodge Focus 8

Environmental Adaptation (Underwater)

Evasion

Move-By Action

Prone Fighting

Takedown Attack

Track [visual]

Skill Mastery (Notice, Stealth, Survival, Swim)

Uncanny Dodge (auditory)

 

Powers: 1+2+8+1+2+9+8+3=34 pp

 

Additional Limb 1 (tongue) [1 pp]

 

Comprehend 2 (speak to and understand animals, Flaw: Limited [underwater]) [2PP]

 

Drain Dexterity 7 (poison, PF: Incurable) [8PP]

 

Enhanced Feat 1 (Extended Reach 1 [10 ft total, on Unarmed, tongue) [1PP]

 

Immunity 4 (drowning, environmental cold, high pressure, poison, Flaw: Limited [Half-Effect]) [2 pp]

 

Movement Array 4 (8PP, PFs: Alternate Power 1) [9PP]

BE: Super-Strength 2 (Effective STR 34, Heavy Load 1.5 tons) {4} + Swimming 4 (25 MPH/250 fpm) {4}

AP: Leaping 4 (x25, Running Long Jump: 425 ft, Standing Long Jump: 217 ft, Vertical Jump: 106 ft) {4} + Speed 4 (100 MPH/1000 fpm) {4}

 

Super-Movement 4 (Slow Fall, Swinging, Wall-Crawling 2) [8PP]

 

Super-Senses 3 (Acute Scent, Darkvision) [3 pp]

 

costs

abilities 52 + combat 20 + saves 9 + skills 12/48 + feats 25 + powers 34 = 150 pts




 

Link to comment

Frog Felon: Aquaria is a convicted criminal who could potentially go back in Project Freedom, or even to jail, if she gets in trouble with the cops.  

Frog Fear: Aah! A Deep One! Archevil wasn't that long ago and the general public - not to mention superheroes, have long memories. 
Frogger: Aquaria is always up for something new - even if it might be a bad idea!

Frog Foreigner: Aquaria doesn't know much about Surfacer customs, even now - but she's eager to learn!

Frog Family: Aquaria feels a special loyalty to her fellow Deep Ones, except when they do evil stuff!  

Frog Foes: Aquaria hates and fears Atlanteans. 

Frog Friends: Jessie, Project Freedom, the Liberty League

Frog God: Aquaria still worships Father Dagon and Mother Hydra - a difficulty given the reputation those deities have on the surface.

Frog Hunger: Aquaria sometimes gets distracted and snatches up a passing bird or other small animal to eat. This is the human equivalent of stress eating.

Link to comment

Description: 

 

Pale green belly, mottled dark green and black skin on her back. Elaborate ritual tattoos on her back and her face. Long arms, long, long legs. Big black and yellow eyes, set high and wide on her face, with a nose and jaw that jut strongly forward. Webs on fingers and toes, both of which are very thick and long by human standards - toes in particular are very very long by human standards, requiring that she wear oversized shoes that she strips off when she needs to go into action. Long arms, long, long legs. Rounded body, smooth skin like a frog or a seal's. Thin crest on her head that looks vaguely like a Mohawk. When angry or upset, her throat expands like a bellowing frog when she talks. Her neck is thick and muscular. 

Link to comment

Fighting Style: 

 

Aquaria fights with kicks, kicks, and kicks! Whether she's planting her hands on the ground and kicking straight in front of her, kicking the legs out from under some fool surfacer, or otherwise kicking some ass, she fights like a born savate fighter - if a savate fighter could climb straight up walls or across ceilings thanks to sticky pads on their hands. She doesn't use her poison much in a fight; the icky white fluid making her skin look unsightly and dangerous to touch, but she'll pull it out there if she needs to. Her biggest surprise in a fight is her tongue, a massive organ as long as her arm. She can use her tongue like a whip, pulling people down, dragging them towards her, or she can deposit her venom on their skin with it! 

Link to comment

Personality: 

 

Aquaria is mostly peppy and upbeat, with her effort to look on the bright side one of the ways that she keeps herself sane in this crazy Surface world. She does her best to be somebody that nobody would ever be afraid of - even though she looks pretty bizarre. She's loyal, brave, and smarter than she looks. She gets nervous and quiet around law enforcement officials, not wanting to get into another fight with them. She gets angry around Atlanteans, really angry, but hides that by running away so that she doesn't get into fights with them. Her biggest fear is going back to jail - or having to Go Below again without help. 

 

Her homely appearance means that she's not the target of a lot of serious romantic attention - if she ever was, she would probably start giggling uncontrollably. She knows how Surfacers mate and that's gross, haha, what's up with that? When she's nervous, she eats - usually a passing bird or snatched bit of edible matter from nearby. She can eat bugs but usually doesn't - it's not worth the trouble unless she's superbored. When she catches a small animal, she usually eats it all, bones included - something she's learned  most Surfacers would rather not watch. Jessie is fine with it, though. 

 

Aquaria's secret desire is to save her people - to free the Dark Brothers of their worship of the darker aspects of Mother Hydra and Father Dagon, unite the Dark Brothers and the People, and to get Atlanteans to stop attacking them so much. But she's acutely aware that she has neither the power nor the knowledge of how to do this. She's just one Deep One! 

Link to comment

Character Name: Aquaria Innsmouth - STAR KNIGHT OF EARTH!!!

Power Level: 10 (150/150PP)

Trade-Offs: +1 Attack / -1 Damage & +1 Defense / -1 Toughness as a PL 7 Deep One, None as a Star Knight

 

Abilities: 12 + 8 + 12 + 2 + 4 + 6 = 44PP

Strength: 30/22 (+10/+6), effective Str 27 or 36-60)

Dexterity: 18 (+4)

Constitution: 22 (+6)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 

Combat: 8 + 8 = 16PP

Initiative: +4

Attack: +4, +8 Melee, [+6, +10 Melee w/Star Knight Armor)

Grapple: +14-15, +20-25 w/Star Knight Armor

Defense: +10/+8 (+4 Base, +2 Shield, +4 Dodge Focus), +2 Flat-Footed

Knockback: -7, -3 without Star Knight Armor

 

Saving Throws: 1 + 3 + 4 = 8PP

Toughness: +10 [imp 5] (+6 Con, +4 Enhanced Con), +6 without Force Armor

Fortitude: +11/+7 (+6 Con, +1, +4 Enhanced COn)

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

Will: +7 (+3 Wis, +4)

 

Skills: 32R = 8PP

Acrobatics 6 (+10) SM

Climb 1 (+13/+7)

Knowledge (Arcane Lore) 4 (+5)

Language 2 (Atlantean, Lemurian [native], English)

Notice 6 (+8) SM

Search 0 (+0/+4)

Sense Motive 6 (+8)SM

Survival 6 (+8) SM

Swim 1 (+13/+7)

 

Feats: 11PP

Attack Focus (melee) 4

Dodge Focus 4

Environmental Adaptation (underwater)

Skill Mastery (Acrobatics, Notice, Sense Motive, Survival)

Uncanny Dodge (olfactory)

 

Powers: 7 + 1 + 2 + 2 + 45 + 2 + 4 = 63PP

 

Additional Limb 1 (tongue) [1PP]

 

Comprehend 2 (speak to and comprehend animals; Flaw: Limited to sea creatures) [2PP]

 

Device 11 (Star Knight Armor, 55 points; Flaw: Hard to Lose; PF: Restricted [Deep Ones]) [45PP]

Enhanced Attack 2 (to +6 [+10 Melee]) [4PP]

 

Enhanced Constitution 8 (to 30/+10) [8PP]

 

Enhanced Skills 8 (Notice +4, Search +4) [2pp]

 

Enhanced Strength 8 (to 30/+10) [8PP]

 

Immunity 9 (life support) [9PP]

 

Paragon Array 4 (8 points; PFs: Dynamic, Dynamic Alternate Power 2) [13PP]

DBE: Flight 1-4 (10-100 mph / 100-1,000 feet per Move action) {2-8PP spent, 0-6 free}

DAP: Quickness 1-4 (x2-x25) {2-8PP spent, 0-6 free}

DAP: Super-Strength 1-4 (Effective STR 35-60) {2-8PP spent, 0-6 free}

 

Shield 2 [2PP]

Space Travel 5 (25c) [5PP]

Super-Senses 4 (infravision, radio, ultra-hearing, ultravision) [4PP]

 

4+8+2+8+9+13+2+5+4 = 55/55

 

Immunity 4 (disease, drowning, poison, starvation and thirst, Flaw: Limited [Half])) [2PP]

 

Movement Array 3 (6 PP, PF: Alternate Power 1) [7PP]

BE: Leaping 2 (x5) [2] + Speed 2 (25 MPH/250 FPM) [2] + Super-Strength 1 [2] [6/6]

AP: Swimming 6 (100 MPH/1000 FPM) [6/6]

 

Super-Senses 2 (Acute Scent, Low-Light Vision) [2PP]

 

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

 

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

None

 

DC Block:

ATTACK      RANGE     SAVE                           EFFECT
Unarmed     Touch     DC 25/21 Toughness (Staged)    Damage (Physical)

 

Totals: Abilities (44) + Combat (16) + Saving Throws (8) + Skills (8) + Feats (11) + Powers (63) - Drawbacks (0) = 150/150 Power Points

Link to comment
Pic is here
Character Name: Aquaria Innsmouth - STAR KNIGHT OF EARTH!!! 
Power Level: 10 (150/150PP)
Trade-Offs: +1 Attack / -1 Damage & +1 Defense / -1 Toughness as a PL 7 Deep One, None as a Star Knight
 
In Brief: Deep One adventurer in ‘Star’ Knight armor, trying to save everybody while finding her own place in the world
 
Alternate Identities: Ackwareeaa In-His-Mouth
Identity: Registered
Birthplace: A pond on Flanagan Island, US Virgin Islands
Occupation: College student, adventurer 
Affiliations: Jessie White, Project Freedom, Liberty League
Family: Unknown - Deep Ones raise their children collectively. 
 
Age: Early twenties 
Gender: Female
Ethnicity: None in particular
Height: 5'6'' [5’10” in armor]
Weight: 140 lbs [180 lbs in armor]
Eyes: Black and yellow
Hair: None, but she does have a frilly green crest that grows when she is agitated.
 
Description: Aquaria Innsmouth looks like a typical Deep One of the terrestrial variety - her skin is soft, smooth, and damp, colored a pale greenish-white on her belly and front and a mottled greenish-black on her back and rear. Her arms, neck, and sides are covered in black and blue marking identifiable as tattoos [an Arcane Lore check of DC 25 can read that they are Deep One ritual tattoos showing progression into adulthood stopping in early adolescence]. Her big eyes are black and yellow, set high and wide on her face, and her nose and jaw thrust strongly forward. She has webbed fingers and toes, all of which are much longer than the human norm, forcing her to wear big, oversized shoes when she needs to dress Surfacer. Her arms and legs are very, very long, especially the latter, giving her torso a smaller, rounded appearance. She has a thin crest on her head that, when she is excited, springs up like a Mohawk. When angry or afraid, her throat bulges out like a croaking frog. Her neck is extremely thick, the better to anchor the muscles for the two-foot-long retractable tongue that also give her a lisp when she speaks in English. 
 
Her armor looks a little bit like regular Star Knight armor, save for the transparent faceplate and heavy internal moisture. The armor’s outside covering looks like heavy tarnished copper, making her a green about the color of the Statue of Liberty. When she flies, the dark-energy converters in the back of the suit produce a low, pleasant hum somewhere between the sound of a running jet engine and an especially large cat purring. 
 
History: 
 
Once the People roamed all the Islands and the seas beyond, singing their songs and dancing beneath the moonlight, leaping high in the air to mock the Sun and swimming as deep as they dared to greet their Dark Brothers in the depths of the seas. Then the Surfacers came, and at first things were good. There were battles, sometimes grim ones, but in the end the Surfacers had the land and the Dark Brothers had the sea, and the People had all that lay between. It was a good life.
 
Then New Surfacers came - hearts as cold as the iron they wielded, and gradually the land of the First Surfacers shrank, and the People’s land and sea shrank with it. Then the Pale Ones came from below - enemies of the Dark Brothers who hated all who bore the mark of Father Dagon and Mother Hydra on their bodies. The People fought them, oh yes, but they had spears and bone and muscle against machines of death and pain, and their lands gradually shrank.
 
Gradually the lands of the People shrank over the years, with some fleeing below to join the Dark Brothers in their cities of obsidian glass, but most simply dying of plagues, of swords (and then bullets) from above, and the terrible pressure of the Pale Ones who let nothing live in their sea that did not love their gods or wear their skin. Their culture shrank, their world shrank, and gradually Ocean became a small patch of blue and a few scraps of land, surrounded by enemies all around.
 
When Aquaria Innsmouth was born about twenty-five years ago, her world was dying - the last remnants of the once-mighty People of the Islands having shrunk to a pitiful handful of a few dozen males, females, and spawn living on Flanagan Island, an uninhabited patch of a few acres in the US Virgin Islands. She learned to hunt and fish like her brothers and sisters, and walked on land as soon as her legs were grown. Unlike many of her siblings, she took no mates - the sole survivor of her egg creche, she was widely considered to be cursed, or blessed, by Mother Hydra and Father Dagon. But that was all right with her; when she wasn’t hunting to feed her many siblings, it gave her time to explore the ocean, to watch the New Surfacers with great care as they did unknowable, fascinating things on islands full of animals, to feel the sun on her face and dive deep beneath the warm blue waters of the Caribbean. It was a good life, but hard, and when she slept, she murmured prayers to the ancient gods of her people.
 
She was fifteen when the Atlanteans came. Battle-hardened soldiers returning from a raid against a Deep One city off the coast of Cuba, they saw a Deep One surfacer colony and attacked without looking too closely at what they saw, ending civilization on the island of the people in a few short minutes. Hating herself for her cowardice, Aquaria (as the oldest unattached female) hid with the spawn in hidden caves to guard them against Atlantean attack. When she came out, the island was burning - and her people’s community was gone, with perhaps a dozen adults left alive after the battle.  
 
And so the People began a journey, a long, bitter one, through the waters of the Caribbean and towards the only salvation they knew - a Dark Brother colony near Cuba, lands they knew that were free both of the New Surfacers and the terrible ways of the Pale Ones. The flight wasn’t easy - they had to stop and raid Pale One settlements to survive and the Pale Ones rarely gave quarter to their enemies, and the New Surfacers treated them no better when they clashed with their vessels.
 
Aquaria had just turned sixteen when they finally reached their destination - the Dark Brother city off the coast of the island the New Surfacers called Cuba. It was beautiful. The temples to Dagon and Hydra rose high in their cyclopean splendor, all dark volcanic glass that reached up to the skies, and there was food to eat and nests to sleep in without fear of attack. It was cold for the People, and dark, and the oceans thick above their heads, but the Dark Brothers promised that they would soon be reborn as Dark Brothers themselves - and could gain revenge on the Pale Ones!
 
It wasn’t until the prisoners arrived that Aquaria understood the mechanism of her transformation - and the cold heartless nature of the forever war between the Dark Brothers and the Pale Ones. It was a human sacrifice that drove the transformation of People into Dark Brothers, and she watched in mounting horror as the elders of her community gladly submitted to the transformation, even as the screams of the murdered Pale Ones echoed in her ears. Monsters though they were, didn’t they deserve to live? How could her joy come from the suffering of others?
 
That night she tried to slip away, taking the roe with her, but she was caught by a Dark Brother patrol and, feeling guilty as sin, fled without the young ones. She was one young hunter-fisher, how could she take care of so many little ones? How could she even take care of herself?
 
She wandered the coast of North America, a solitary hunter, for a long time after that, sticking close to the Surfacers to avoid both Pale One attack and the attack by Dark Brothers she was sure would one day come to take her back to their city. The Surfacers were an endless puzzle - their cities vast and terrifying, their skins a near-infinite variety of colors, their ships big and menacing as they cut their way through the water. She met a few of the People along the way, and a few Dark Brothers not from the Cuban city, but they were all vagabonds too - there was no home here.
 
Finally, a few years ago, she heard of something big happening -a major Dark Brother raid against a Surfacer city. Tired of being alone and hungry, she decided to take her chances and explore there, figuring she could easily blend in with the People and the Dark Brothers on the surface. She arrived in Freedom City just a few weeks after the Deep One raid that accompanied the Archevil Event (as she later learned the news called it). She explored at night for a while, hanging low along the Waterfront, a little surprised to find none of her kind here. Finally, foolishly, she decided to reveal herself to the surfacers.
 
The subsequent Waterfront battle pitted her against the Freedom City police and her hated enemy Nereid - a foul, loathsome Pale One who laughed and called her cruel names as she casually blasted her with the very water that had been her home! That night, caged for the first time in her life, she screamed and clawed at the glass, spitting venom and threats, until finally she passed out from exhaustion. She awoke in Blackstone, where the lonely silence of the air nearly killed her.
 
It was Harriet Wainwright who saved her, the Project Freedom director having heard something of the Deep One female who had fought the police and superheroes without doing any more than property damage and turning out to be the culprit behind a chain of petty thefts. Visiting the prison with a translator, Wainwright gradually won Aquaria’s trust (the frequent dips in the unchlorinated pool helped!) and the Deep One opened up about her life.
 
It took the long, slow process of years for Aquaria to gradually open up to life in Project Freedom - first learning English, then learning to read, then finally earning a GED, all the while doing community service work and helping take care of the other residents who needed more help than she did. She did restitution for her crime, including doing enough work to pay back the medical bills for the police officer she’d thrown through the windshield of his car in the fracas at the Waterfront.
 
She made friends - but her best friend of all was Jessie White, a strange, sad girl who was assigned as her suitemate after several got tired of the constant baths and smell produced by the froggy Deep One. An old hand now, she took the girl under her wing, doing her best to show her the ropes while trying to put a smile on that withdrawn face. She usually wasn’t successful at the latter, but the two struck up a bond, one tempered by incidents with time-lost Frenchmen on one hand and the constant low-level murmurs of “Frog-Face” around the kitchens where they worked on the other. They both were monsters in their own way, even if Aquaria didn't really see herself that way and was determined to make sure Jessie didn't see herself that way either.
 
Halfway house or not, it was a good life.
 
 
Finally, after years of work, and months trying to help Jessie be ready to go, the two young women were freed from their Project Freedom confinement and ready to face the world. While on their way to their new apartment in the DuTemps building, a strange object fell from the sky and practically landed at their feet right in the middle of a Freedom City street. Aquaria, always the more curious of the two, picked it up and was immediately encased in a suit of armor that zipped her high into the sky! 
 
The suit carried Aquaria away to a place high in Earth orbit, where a voice told her that she had inherited the legacy of the Green Knight - a warrior for justice with a mission to fight for a better world. The suit, and the power it has given her, has reinforced Aquaria’s desire to be a hero and help save the world - and to one day liberate her people both from the wicked corruption of their gods and the tyrannical fist of Atlantis! 
 

The truth behind the Star Knight armor Aquaria found is more sinister than she believes. Crafted by the Light of Truth with the aid of their new Rover allies, (and thus built from old Star Knight armor) the Green Knight armor is one of several planted all over the galaxy where they will be found by powerful malcontents, those with a grudge against the society where they live. The Light of Truth plans to use its agents to spread chaos across the Galaxy, the better to bring about the Light’s own glorious return!

 

 
Powers & Tactics: 
 
Outside of her armor, Aquaria relies on stealth and acrobatics to stay mobile during a fight. She’s strong and tough enough to take out baseline humans with a few good kicks (just like the cop she put through car windshields while fighting Nereid). Versus more powerful opponents, she’ll try and lure them into the water where her aquatic physiology will give her an advantage. 
 
Inside her armor, she’ll wade in and make with the punches and kicks and kicks and more kicks! (She really should learn savate) She’s not a very good fighter right now, but she’s got some surprising mobility - and she’s game to try almost anything. 
 
Complications:
Frog Felon: Aquaria is a convicted criminal who could potentially go back in Project Freedom, or even to jail, if she gets in trouble with the cops.  
Frog Fear: Aah! A Deep One! Archevil wasn't that long ago and the general public - not to mention superheroes, have long memories. 
Frogger: Aquaria is always up for something new - even if it might be a bad idea!
Frog Foreigner: Aquaria’s eager to learn about Surfacer customs - maybe a little too eager!
Frog Family: Aquaria feels a special loyalty to her fellow Deep Ones, except when they do evil stuff!  
Frog Foes: Aquaria hates and fears Atlanteans. 
Frog Friends: Jessie White is Aquaria’s best friend in the whole wide world. 
Frog God: Aquaria still worships Father Dagon and Mother Hydra - a difficulty given the reputation those deities have on the surface.
Frog Hunger: Aquaria sometimes gets distracted and snatches up a passing bird or other small animal to eat. This is the human equivalent of stress eating.
Space Frog: Aquaria barely knows the names of the planets of the Solar System - she knows even less about outer space. 
Space Shenanigans

Aquaria is being used as a pawn by the Light of Truth and its agents, the Rovers, to start a war with the Star Knights, the better to pave the way for the Light’s triumphant return

 

 
 
 
Abilities: 12 + 8 + 12 + 2 + 4 + 6 = 44PP
Strength: 30/22 (+10/+6), effective Str 27 or 36-60)
Dexterity: 18 (+4)
Constitution: 22 (+6)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 16 (+3)
 
 
Combat: 8 + 8 = 16PP
Initiative: +4
Attack: +4, +8 Melee, [+6, +10 Melee w/Star Knight Armor) 
Grapple: +14-15, +20-25 w/Star Knight Armor
Defense: +10/+8 (+4 Base, +2 Shield, +4 Dodge Focus), +2 Flat-Footed
Knockback: -7, -3 without Star Knight Armor
 
 
Saving Throws: 1 + 3 + 4 = 8PP
Toughness: +10 (+6 Con, +4 Enhanced Con), +6 without Star Knight Armor
Fortitude: +11/+7 (+6 Con, +1, +4 Enhanced COn)
Reflex: +7 (+4 Dex, +3)
Will: +7 (+3 Wis, +4)
 
 
Skills: 32R = 8PP
Acrobatics 4 (+8)
Climb 1 (+7/+13) 
Knowledge (Arcane Lore) 4 (+5) 
Languages 2 (Atlantean, English, Lemurian [base]) 
Notice 4 (+6/+10, SM) 
Search 0 (+1/+5) 
Sense Motive 6 (+8, SM)   
Stealth 6 (+10, SM)
Survival 4 (+6, SM) 
Swim 1 (+7/+13) 
 
 
Feats: 41PP
Attack Focus (melee) 4
Dodge Focus 4
Environmental Adaptation (underwater)
Sidekick 30 (Jessie White) 
Skill Mastery (Notice, Sense Motive, Stealth, Survival)
Uncanny Dodge (olfactory) 
 
 
Powers: 7 + 1 + 2 + 2 + 45 + 2 + 4 = 63PP
 
Additional Limb 1 (tongue) [1PP] 
 
Comprehend 2 (speak to and comprehend animals; Flaw: Limited to sea creatures) [2PP]
 
Device 11 (Spectrum Knight Armor, 55 points; Flaw: Hard to Lose; PF: Restricted [Deep Ones]) [45PP]
Enhanced Attack 2 (to +6 [+10 Melee]) [4PP]
 
Enhanced Constitution 8 (to 30/+10) [8PP]
 
Enhanced Feats 3 (Eidetic Memory [onboard computer], Environmental Adaptation [Zero-G], Quick Change) [3PP]
 
Enhanced Skills 8 (Notice +4, Search +4) [2pp]
 
Enhanced Strength 8 (to 30/+10) [8PP]
 
Immunity 9 (life support) [9PP]
 
Paragon Array 4 (8 points; PFs: Dynamic, Dynamic Alternate Power 2) [13PP]
DBE: Flight 1-4 (10-100 mph / 100-1,000 feet per Move action) {2-8PP spent, 0-6 free}
DAP: Quickness 1-4 (x2-x25) {2-8PP spent, 0-6 free}
DAP: Super-Strength 1-4 (Effective STR 35-60) {2-8PP spent, 0-6 free}
 
Shield 2 [2PP]
Space Travel 1 (slow interplanetary) [2PP]
Super-Senses 4 (infravision, radio, ultra-hearing, ultravision) [4PP]
 
4+8+3+2+8+9+13+2+2+4 = 55/55
 
 
Immunity 4 (environmental cold, disease, drowning, poison, Flaw: Limited [Half])) [2PP]
 
 
Movement Array 3 (6 PP, PF: Alternate Power 1) [7PP]
BE: Leaping 2 (x5) [2] + Speed 2 (25 MPH/250 FPM) [2] + Super-Strength 1 [2] [6/6]
AP: Swimming 6 (100 MPH/1000 FPM) [6/6]
 
Super-Senses 2 (Acute Scent, Low-Light Vision) [2PP]
 
Super-Movement 2 (Slow Fall, Wall-Crawling) [4PP] 
 
 
Drawbacks: (-0) + (-0) = -0PP
None
 
 
DC Block:
ATTACK      RANGE     SAVE                           EFFECT
Unarmed     Touch     DC 25/21 Toughness (Staged)    Damage (Physical)
 

Abilities: 10 + 4 + 10 + 2 + 6 + 0 = 32 pp

STR 30 [20] (+10/+5)

DEX 14 (+2)

CON 30 [20] (+10/+5)

INT 12 (+1)

WIS 16 (+3)

CHA 10 (+0)

 

Combat: 12 + 12 = 24 pp

ATK: +6 (+10 Melee)

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

Init: +2

Grapple: +24

Knockback: -10/-2

 

Saves: 0 + 4 +4 = 8 pp

TOU +10/+5 (+5 Con/+5 Enhanced Con)

FORT +10/+5 (+5 Con/+5 Enhanced Con)

REF +8 (+2 Dex, +4)

WILL +5 (+3 Wis, +4)

 

Skills: 72 r=18 pp

Intimidate 15 (+15)

Notice 15 (+18)

Sense Motive 12 (+15)

Stealth 15 (+17)  

Survival 15 (+18)

 

Feats: 17 pp

Attack Focus (Melee) 4

Challenge 3 (Fast Startle, Mass Intimidation, Powerful Intimidation)  

Dodge Focus 4

Move-By Action

Power Attack

Startle

Takedown Attack

Track [visual]

Uncanny Dodge (auditory)

 

Powers: 10 + 10 + 2 + 10 + 4 + 6 + 8 = 50 pp

Enhanced CON 10 [10 pp]

 

Enhanced STR 10 [10 pp]

 

Immunity 2 (disease, poison) [2PP]

 

Impervious TOU 10 [10 pp]

 

Leaping 3 (x10) [3+1=4 pp]

AP: Speed 3 (50 MPH/500 FPM)

 

Regeneration 6 (Bruised 3 [no action], Injured 3 [20 minutes]) [6PP]

 

Super-Strength 4 (Effective STR 50, Heavy Load: 12 tons) [9 pp]

 

costs

abilities 32 + combat 24 + saves 8 + skills 18/72 + feats 17 + powers 50 = 150 pts

 
Totals: Abilities (44) + Combat (16) + Saving Throws (8) + Skills (8) + Feats (41) + Powers (63) - Drawbacks (0) = 180/180 Power Points
Link to comment

Abilities: 10 + 4 + 10 + 2 + 6 + 0 = 32 pp

STR 30 [20] (+10/+5)

DEX 14 (+2)

CON 30 [20] (+10/+5)

INT 12 (+1)

WIS 16 (+3)

CHA 10 (+0)

 

Combat: 12 + 12 = 24 pp

ATK: +6 (+10 Melee)

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

Init: +2

Grapple: +24

Knockback: -10/-2

 

Saves: 0 + 4 +4 = 8 pp

TOU +10/+5 (+5 Con/+5 Enhanced Con)

FORT +10/+5 (+5 Con/+5 Enhanced Con)

REF +8 (+2 Dex, +4)

WILL +5 (+3 Wis, +4)

 

Skills: 72 r=18 pp

Intimidate 15 (+15)

Notice 15 (+18)

Sense Motive 12 (+15)

Stealth 15 (+17)  

Survival 15 (+18)

 

Feats: 17 pp

Attack Focus (Melee) 4

Challenge 3 (Fast Startle, Mass Intimidation, Powerful Intimidation)  

Dodge Focus 4

Move-By Action

Power Attack

Startle

Takedown Attack

Track [visual]

Uncanny Dodge (auditory)

 

Powers: 10 + 10 + 2 + 10 + 4 + 6 + 8 = 50 pp

Enhanced CON 10 [10 pp]

 

Enhanced STR 10 [10 pp]

 

Immunity 2 (disease, poison) [2PP]

 

Impervious TOU 10 [10 pp]

 

Leaping 3 (x10) [3+1=4 pp]

AP: Speed 3 (50 MPH/500 FPM)

 

Regeneration 6 (Bruised 3 [no action], Injured 3 [20 minutes]) [6PP]

 

Super-Strength 4 (Effective STR 50, Heavy Load: 12 tons) [9 pp]

 

costs

abilities 32 + combat 24 + saves 8 + skills 18/72 + feats 17 + powers 50 = 150 pts

Link to comment
×
×
  • Create New...