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Betterwatchit's Builds: Dame Blanche

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  • Betterwatchit's Builds: Dame Blanche

    Latest Build: Dame Blanche


    Black Diamond (PL 9)
    Booker DeWitt (PL 9)
    Captain Eagle (PL 10)
    Chanteclair (PL 10)
    Cheddar the Mouse Witch (PL 8)
    Crimson (PL 10)
    Sgt. Rex Colt (PL 8)
    Dame Blanche (PL 10)
    Sean Devlin (PL 6)
    Sakura Fubuki (PL 10)
    Dr. Green (PL 10)
    Faceoff (PL 10)
    Firepower (PL 10)
    Freedom Eagle II (PL 10)
    Geselle (PL 10)
    The Green Witch (PL 10)
    The Griffin (PL 10)
    Goldwing (PL 10)
    The Golem (PL 10)
    Marcus Holloway (PL 8)
    Adam Jensen (PL 8)
    Carl "CJ" Johnson (PL 7)
    Lightbearer (PL 10)
    Link (PL 9)
    Martin Matin (PL 6)
    Michael Thorton (PL 7)
    Midnight II (PL 10)
    Ms. Magus (PL 10)
    The Manx Cat (PL 10)
    Night Dragon (PL 10)
    Aiden Pearce (PL 8)
    The Prince's Man (PL 10)
    Prof. Lemeza Kosugi (PL 8)
    The Red Mage (PL 10)
    The Rhine Maiden (PL 10)
    Rico Rodriguez (PL 7)
    The Scarab Reborn (PL 10)
    Bill Savage (PL 6)
    Shezow (PL 10)
    Smokeout (PL 8)
    The Sole Survivor (PL 5)
    Spindle (PL 10)
    Juliet Starling (PL 8)
    Tabaluga (PL 10)
    Takamaru (PL 10)
    Frank West (PL 7)


    Akimbo Assassin
    The Aryan Ape
    Auric Broder
    Baron Stahlfaust
    Black Widow
    Blitz II
    Boss of the Saints
    Officer Jill Benbow
    Captain America
    Combined Archetypes
    Commander USA
    Dr. X
    The Invisible Agent
    Iron Man
    The Magister
    The Mysterious Madame Radium
    Nuriko Rothstein
    The Sea Hawk


    The Crimson Mask
    Dominic Ashe
    SHADOW Mutates
    Soldiers of SHADOW, Part 1
    Soldiers of SHADOW, Part 2
    Spies of Shadow


    Aperture Science Handheld Portal Device
    Paladin Armour
    Star Knight Armour
    Options used:

    Benefit: Burglar from Gadget Guides, Benefit: Readied Rituals and Expanded Luck from Power Profiles
    New/Updated Advantages:

    Beautiful Voice (Interaction, Max 2 Ranks): As Attractive, but it's based on your voice instead of your appearance.

    Benefit: Dual Citizen: For one reason or another, you are a legal and rightful citizen of two sovereign nations, allowing you to travel (visa-free) to, live and work in those two countries unimpeded. Not all countries allow dual citizenship, and some governments place restrictions on dual citizens (usually in the form of not being allowed to run for office).

    Combat Reaction (Combat, Ranked): You react faster than normal to certain surprises. For each rank, define one action that would take a free or move action for you to perform and assign it to an event. If the event comes to pass, you can choose to perform the designated action as a reaction, before the GM adjudicates the event. Some examples include "Dive for cover when I hear gunfire," "Use Interpose on nearest ally when combat starts" or "Go Invisible when I hear a strange noise".

    Cult Hero (Interaction, Max 2 Ranks): Choose a subculture your character is associated with. At 1 rank, you're respected and well-known enough to get +2 on Presence-based rolls if the other party is of that subculture, and -2 if they're opposed to it. 2 ranks sets the modifier to +/-5. You can take this advantage more than once to represent multiple subcultures. The group you're a Cult Hero of must have a group opposing it of at least equal if not greater size.

    Deep Ties (Fortune, Max 3 Ranks): For each rank, choose one of your Complications. Your emotions about this Complication run so strong, you get 2 HP instead of 1 when it comes up. You also lose the extra HP after the encounter ends, but you can keep the other one if it hasn't been used yet. To reduce book-keeping and other related problems, just assume that the bonus HP is being used first.

    Defensive Strike (Combat, Max 2 Ranks): If an opponent attacks you in close combat and misses, you get a +2 bonus to hit that opponent. A second rank gives you a +5 bonus.

    Favoured Environment (Ambush): This advantage replaces Sneak Attack from 2E. It is also the only FE Advantage I'd allow to stack with others. It only applies when you successfully Surprise someone, and goes away at your next turn.

    Follow-Up Strike (Combat): You can perform one additional close attack against the same opponent after you score a critical in close combat.

    Improved Climb: You're no longer vulnerable while climbing.

    Improved Deception: Allows a character to use the Deception skill (and any advantage requiring it) as a move action.

    Improved Stealth: You can move at full speed without penalty while using Stealth.

    Improved Tamper (Max 2 Ranks): You're sufficiently skilled with messing with security systems that it's harder than usual for people to even tell that you did it. 1 rank of Advantage means that the DC increase to conceal tampering is only +2. A second rank removes the DC increase altogether.

    Off-Limits (Fortune, Ranked): You're in the sort of position that means that one group per rank will draw the line at harming you, and doing so will attract that group's attention. The price is that you must continue to maintain the position that earned the advantage in the first place. This usually means not taking sides or at least staying out of that group's way. Characters with this advantage would include Samuel Vimes from Discworld who has Off-Limits: A-M Assassin's Guild.

    Second Chance (Deathblow): This means Second Chance: Toughness checks to survive a blow that would reduce you to Dying.

    Speed of Thought: Use Intellect instead of Agility to calculate Initiative.
    New/Updated Power Extras:

    Restricted (Devices only): 1 Rank means that only those in a certain category that you set when you build the Device can actually use it. 2 Ranks means that you alone can use it. It's an advantage because it reduces the chance of an enemy who steals the Device being able to use it on you! It can be problematic as your allies can't use the Device either if they don't meet the requirements.
    New Equipment:

    Assault Shotgun (20 EP): As Shotgun but with Multiattack.

    Blaster Assault Rifle (24 EP): As Blaster Rifle but with Multiattack.

    Blaster Machine Pistol (12 EP): As Blaster Pistol but with Multiattack.

    Heavy Sniper Rifle (13 EP): Ranged Damage 6 with Improved Critical 1.

    Next-Gen Smartphone (5 EP): Treat as Smartphone, GPS and Video Camera in one package.
    Dame Blanche
    Last edited by betterwatchit; 16th August 2019, 03:11 PM.

  • #2
    Simon Wentworth AKA The Griffin - PL 10

    Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 2, Awareness 3, Presence 0

    All-out Attack, Animal Empathy, Benefit, Status: Angel, Benefit, Wealth (well-off), Contacts, Diehard, Favored Environment: Air, Fearless, Instant Up, Interpose, Move-by Action, Power Attack, Second Chance: Will rolls to control own emotions, Taunt, Well-informed

    Close Combat: Swords 8 (+12), Close Combat: Unarmed 1 (+5), Deception 4 (+4), Expertise: Current Affairs 2 (+4), Expertise: Pop Culture 2 (+4), Expertise: Tactics 2 (+4), Expertise: Theology & Philosophy 2 (+4), Insight 1 (+4), Intimidation 4 (+4), Perception 2 (+5), Persuasion 4 (+4), Technology 4 (+6)

    Angelic Abilities
    . . Angel Wings: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Feature: Can hide wings; Activation: move action, Wings)
    . . Blessing of Protection: Protection 10 (+10 Toughness; Impervious [2 extra ranks]; Limited: Not Impervious to supernatural attacks)
    . . Blessing of Sustenance: Immunity 10 (Life Support)
    . . Gift of Understanding: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
    . . True Sight: Senses 7 (Counters All Concealment: Vision, Counters Illusion: Vision)

    Justice (Easily Removable Array (indestructible))
    . . Armour-Piercing Strike: Strength-based Damage 6 (DC 23; Affects Insubstantial 2: full rank, Dangerous, Penetrating 8)
    . . Flurry of Steel: Strength-based Damage 6 (DC 23; Affects Insubstantial 2: full rank, Dangerous, Multiattack [2 extra ranks])

    Initiative +2
    Armour-Piercing Strike: Strength-based Damage 6, +12 (DC 23)
    Flurry of Steel: Strength-based Damage 6, +12 (DC 23)
    Grab, +4 (DC Spec 12)
    Throw, +2 (DC 17)
    Unarmed, +5 (DC 17)


    Motivation: Justice Simon can't stand an innocent coming to harm if he can affect the outcome. And his empowerment means that he can now affect it significantly.

    Disability/Prejudice/Secret: Simon is autistic, meaning that his brain is wired quite differently. In his case, it usually manifests in finding it harder to explain something to someone, and in finding it harder to control his emotions. And there's always some idiot who thinks that autism means "stupid". It also means that his DC to resist sound or light based effects or emotion-controlling effects is increased by +5 (Flashbangs will make him want to kill whoever threw them). (+1 HP if he can't explain something clearly without actually showing it to the other party, if he fails to control his emotions, someone is prejudiced against Simon because of his autism or if he's hit with a sound or light-based power for the first time in a fight.) His disability is not common knowledge and he will KEEP IT that way as long as he can!

    Fame: Simon never bothered with a secret identity (he had the near-death experience that empowered him in a state hospital, there was no way he could hide it) and is well-known in London as the super to call if things get weird. Having a word with the local supers is the best way to get his attention.

    Honour: Simon will keep his word, once given. He won't put an innocent in danger - even if it means placing himself in mortal danger - and he will only use lethal force out of self-defence where the other person is capable of and actually trying to kill him (a punk with a 9MM just gets knocked out, but he would kill a super-powered mercenary who was trying to do the same to him), to protect an innocent from being killed, to avenge a murder and when he faces a non-living opponent (non-lethal methods won't work on such opponents). (+1 HP when Simon's honour puts him in a conundrum or in danger. He knows that he doesn't need to kill in order to prevent or avenge a murder. If he's going for a non-lethal method of vengeance, it's because he believes that the outcome will be even nastier for the target than simply beheading.) The main reason Simon does angelic missions is this complication. It's one thing to owe someone who saves your life, and quite another to owe someone who gave it back to you after you've already died.

    Temper: Short tempers are known to run in Simon's family. Confirmed triggers include sexual abusers, being prejudiced and deliberately threatening or harming an innocent. Calling him a spastic or a retard or otherwise using his autism in an insult is effectively pushing his Berserk Button!
    Languages: U.K. English

    Defense: Dodge 8, Parry 8, Fortitude 10, Toughness 12, Will 10

    Power Points: Abilities 34 + Powers 58 + Advantages 15 + Skills 18 (36 ranks) + Defenses 25=150
    Tactics: Griffin will always try to force hostiles to focus on him instead of bystanders and he won't mess about when he can drop someone in one blow.

    Personality: Griffin knows that "normal" is actually a very flexible term. Being autistic in a world where supers exist tends to do that.

    He's rather polite outside of battle (after all, the bloke you helped today could be the cape who saves your arse tomorrow), but he shows bouts of what can only be described as sheer audacity.

    He is not above using his abilities to scare someone or shut them up, but he only does it if he thinks there's no alternative. For example, he walks into a church with his sword out. The second the pastor says "How dare you come armed into the house of God!", Simon reveals his wings, saying "I don't think God will mind one bit, do you?"

    When a bystander says "That's not normal!", Simon usually asks back "What is 'normal'? How the hell do you define 'normal'?" When a super says it, usually some noob who only just got their long underwear, Simon tells them "The word 'Normal' was always a bit flexible and you've only just started to notice!"

    Affiliations: Angelic Host, Golders Green Guardians (Associate)

    Base: London, UK
    Last edited by betterwatchit; 10th November 2017, 06:20 AM.


    • #3
      Andrew Lee AKA Akimbo Assassin - PL 10 (NPC)
      Occupation: Assassin
      Base: London
      Affiliation: None, works for whoever's willing to pay his fee
      Strength 0, Stamina 2, Agility 4, Dexterity 4, Fighting 2, Intellect 2, Awareness 3, Presence 1
      Advantages: Accurate Attack, Agile Feint, All-out Attack, Benefit, Ambidexterity, Benefit, Wealth (well-off), Connected, Contacts, Defensive Attack, Defensive Roll, Equipment 1, Favored Foe: Metahumans, Favored Foe: Police Officers, Fearless, Instant Up, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Prone Fighting, Quick Draw, Uncanny Dodge, Well-informed
      Skills: Acrobatics 4 (+8), Athletics 8 (+8), Close Combat: Pistol Bayonets 6 (+8), Close Combat: Unarmed 4 (+6), Deception 7 (+8), Expertise: High-profile Law Enforcers 6 (+8), Expertise: Metahumans 6 (+8), Insight 5 (+8), Intimidation 7 (+8), Investigation 5 (+7), Perception 4 (+7), Persuasion 6 (+7), Ranged Combat: Guns 6 (+10), Stealth 4 (+8)
      Twin Bayonetted Pistols (Easily Removable (indestructible))
      . . Guns Akimbo: Blast 8 (DC 23; Accurate: +2, Penetrating 8, Split: 2 targets, Subtle: subtle)
      . . . . Pistol Bayonets: Strength-based Strike 6 (Alternate; DC 21; Split: 2 targets)
      Bulletproof Vest, Cell Phone (Smartphone)
      Initiative +4
      Grab, +2 (DC Spec 10)
      Guns Akimbo: Blast 8, +12 (DC 23)
      Pistol Bayonets: Strength-based Strike 6, +8 (DC 23)
      Throw, +4 (DC 15)
      Unarmed, +6 (DC 15)
      Dim View: AA sees police as idiots who think that the state can protect them, and metahumans as idiots who think with their powers and not their heads.
      Disability: AA is basically a sociopath.
      Honor: If AA is paid in advance, he won't stop until the target is confirmed dead or he is.
      Reputation: Cape & Cop-killer. (Well-deserved)
      Trademark: When possible, AA leaves a signature wound in the form of stabbing his target and then shooting them while they're still impaled. This is usually the killer blow.
      Wanted: AA is (justly) wanted in connection with several cop- & super-killings.
      Languages: U.K. English
      Defense: Dodge 13, Parry 13, Fortitude 10, Toughness 7/2, Will 10
      Power Points: Abilities 36 + Powers 17 + Advantages 22 + Skills 39 (78 ranks) + Defenses 35=151
      AA is one of the few people on Earth who'll willingly accept a contract on a police officer or on a metahuman. He's quite feared as he uses no powers at all, but has a high success rate. There's a reason that people say, 'What? The one they call "Oh S***!"?'
      Last edited by betterwatchit; 16th June 2017, 01:15 AM.


      • #4
        The Leader of the Saints AKA The Boss - PL 8 (NPC)

        "Do you have any idea who you're f**kin' with?!"

        Occupation: Gang leader
        Affiliation: 3rd Street Saints
        Base: Stilwater, U.S.A.
        Theme Song: Power by Kanye West
        Strength 1, Stamina 2, Agility 2, Dexterity 0, Fighting 5, Intellect 2, Awareness 2, Presence 2
        Benefit, Ambidexterity, Benefit, Status 4: Leader of the Saints, Benefit, Wealth 4 (multimillionare), Defensive Roll 2, Equipment 16, Fearless, Ranged Attack 5
        Athletics 4 (+5), Deception 6 (+8), Expertise: Streetwise 6 (+8), Insight 6 (+8), Intimidation 8 (+10), Perception 6 (+8), Persuasion 6 (+8), Ranged Combat: Firearms 2 (+2), Vehicles 10 (+10)
        . . Can use two guns that deal Damage 4 or less at once: Feature 1
        . . Enhanced Trait: Enhanced Trait 2 (Traits: Ranged Combat +4 (+6))
        Assault Rifle, Blaster Rifle, Bulletproof Vest, Cell Phone (Smartphone), Heavy Pistol x2, Knife, Shotgun, Submachine gun
        Initiative +2
        Assault Rifle, +7 (DC 20)
        Blaster Rifle, +7 (DC 23)
        Grab, +5 (DC Spec 11)
        Heavy Pistol, +7 (DC 19)
        Heavy Pistol, +7 (DC 19)
        Knife, +5 (DC 17)
        Shotgun, +7 (DC 20 )
        Submachine gun, +7 (DC 19)
        Throw, +5 (DC 16)
        Unarmed, +5 (DC 16)
        Enemy: You can't lead one of the world's most famous gangs without making enemies. The Syndicate is the current foe of the Saints as of SR:TT.
        Motivation: Greed: This used to be Doing Good/Responsibility (See the first Saints Row game) but things went downhill pretty quick.
        Relationship: With his lieutenants.
        Reputation: For leading the Saints, and for being just plain crazy when provoked.
        Book-Dumb: The Boss isn't very book-smart. No-one argues how street-smart he is, though.
        U.S. English
        Dodge 7, Parry 6, Fortitude 5, Toughness 8/2, Will 8
        Power Points
        Abilities 32 + Powers 3 + Advantages 33 + Skills 27 (54 ranks) + Defenses 15 = 110
        This is the leader of the Third Street Saints. These stats represent him at the end of Saints Row: The Third, where the Saints run the underworld in two cities.

        If you're wondering about why he has a Blaster Rifle, he goes up against an anti-gang unit called STAG who use the rifle in SR:TT. It's pretty easy for me to imagine the Boss looting it off a STAG Soldier's corpse.
        Last edited by betterwatchit; 12th March 2018, 04:31 AM.


        • #5
          Cassandra Valentine AKA Ms. Magus - PL 10

          Occupation: Occult Investigator
          Base: New York City, U.S.A.

          Strength 0, Stamina 0, Agility 1, Dexterity 3, Fighting 0, Intellect 3, Awareness 6, Presence 6

          Advantages: Accurate Attack, Artificer, Attractive, Benefit, Wealth (well-off), Equipment 3, Fearless, Precise Attack (Ranged, Cover), Ultimate Effort: Will, Well-informed

          Skills: Deception 2 (+8), Expertise: Magic 6 (+9), Insight 2 (+8), Intimidation 2 (+8), Investigation 5 (+8), Perception 2 (+8), Persuasion 2 (+8), Ranged Combat: Magic 7 (+10)

          Magic-Sensing Glasses (Removable)
          . . Senses: Senses 3 (Analytical: Magic, Awareness: Magic, Radius: Magic)
          Magical Array
          . . Enhanced Ability: Enhanced Strength 5 (+5 STR, Advantages: Close Attack 5)
          . . Healing: Healing 7 (Persistent, Restorative, Stabilize)
          . . Magic: Damage 10 (DC 25; Affects Insubstantial 2: full rank, Dangerous, Increased Range: ranged)
          . . Move Object: Move Object 6 (3200 lbs.; Increased Range: perception, Precise, Subtle: subtle)
          Personal Flight Enchantment: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
          Protection: Protection 9 (+9 Toughness; Impervious)


          The Lodge (HQ)

          Toughness 10, Size Medium

          Features: Dual Size: Huge, Laboratory, Library, Living Space, Power System, Security System 4, Self-repairing 2, Workshop

          Equipment Points: Abilities 1 + Features 12 + Defenses 2=15 EP
          Initiative +1
          Grab, +0 (DC Spec 10)
          Magic: Damage 10, +10 (DC 25)
          Move Object: Move Object 6 (DC 16)
          Throw, +3 (DC 15)
          Unarmed, +0 (DC 15)

          Honor: Cassandra will keep her word, once given and she won't harm an innocent.
          Motivation: Responsibility: Cassandra thinks that if you can help, you must.
          Power Loss: Cassandra must be able to move her hands to use her magic. She also loses her powers for a week if she knowingly breaks her word.
          Temper: Cassandra reacts badly to innocents being harmed, especially in a sexual manner.

          Languages: U.S. English

          Defense: Dodge 11, Parry 11, Fortitude 8, Toughness 9, Will 12

          Power Points: Abilities 38 + Powers 52 + Advantages 11 + Skills 14 (28 ranks) + Defenses 35=150

          Cassandra is descended from the homo magi, magic runs in her blood. She discovered her talent after she instinctively blasted a man who tried to assault her back in high school. The resulting injury meant he wasn't going to do that again for a while, if ever again. Her grandmother found out, and trained her, emphasising that she had to use it responsibly.

          She usually makes ends meet by investigating possibly irresponsible uses of magic, usually by some jumped-up dabbler who thinks it's their shortcut to money and power.

          She can fulfil a variety of roles in combat, mainly as support. Healing, blasting an opponent from a distance, secondary powerhouse, she's able to do all sorts!
          Last edited by betterwatchit; 15th February 2019, 05:19 PM.


          • #6
            Annabelle - PL 4 (NPC)

            Occupation: Archangel
            Affiliation: Angelic Host
            Base: Heaven
            Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 0, Intellect 2, Awareness 2, Presence 3/2
            Advantages: Animal Empathy, Benefit, Status 2: Archangel, Connected, Contacts, Daze (Intimidation), Fascinate (Intimidation), Fascinate (Persuasion), Favored Environment: Air, Favored Foe: Demons, Guidance*, Inspire 5, Leadership, Second Chance: Persuasion rolls to persuade someone to turn from evil, Well-informed
            Skills: Expertise: Archangel 8 (+10), Expertise: Philosophy/Theology 8 (+10), Insight 8 (+10), Intimidation 5 (+8), Perception 8 (+10), Persuasion 7 (+10)
            Angelic Package
            . . Gift of Understanding: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
            . . Cross the Great Divide: Movement 1 (Dimensional: Heaven & Earth 1: one dimension, 50 lbs.; Portal; Limited: Only through a reflective surface)
            . . True Sight: Senses 7 (Counters All Concealment: Vision, Counters Illusion: Vision)
            . . Wings
            . . . . Enhanced Trait: Enhanced Trait 2 (Linked; Traits: Presence +1 (+3))
            . . . . Flight: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Feature: Can hide wings; Wings)
            Canine Physiology
            . . Fur: Feature 1
            . . Senses: Senses 4 (Acute (Type): Smell, Tracking: Smell 1: -1 speed rank, Ultra-hearing; Innate)
            Initiative +2
            Grab, +0 (DC Spec 10)
            Throw, +2 (DC 15)
            Unarmed, +0 (DC 15)
            Distinctive Style: Annabelle has pink fur. Everyone who sees her is going to remember that.
            Motivation: Doing Good
            Quirk: Not from around here: It has been a while since Annabelle has been to Earth. And some reckon she's never been there in the first place.
            Reputation: She has been considered to be a bit strict by those under her authority.
            Rivalry: With her cousin, the hellhound called Belladonna. The feeling is mutual, and anyone under the authority of either girl will get dragged into it.
            Languages: Canine
            Defense: Dodge 8, Parry 6, Fortitude 0, Toughness 0, Will 8
            Power Points: Abilities 20 + Powers 37 + Advantages 18 + Skills 22 (44 ranks) + Defenses 18 = 115
            *From Superteam Handbook

            Annabelle is from the All Dogs Go To Heaven series of films and cartoons. She is usually seen giving advice and assignments to other angels. In the Betterverse, she also serves as the Griffin's commanding officer.
            Last edited by betterwatchit; 29th June 2017, 07:32 AM.


            • #7
              Juliet Starling - PL 8

              Occupation: Cheerleader (Public) / Zombie Hunter (Secret)
              Affiliation: Starling Family
              Base: San Romero, U.S.A.
              Theme Song: Mickey by Toni Basil
              Strength 1, Stamina 1, Agility 5, Dexterity 5, Fighting 9, Intellect 2, Awareness 2, Presence 2
              Agile Feint, Attractive, Defensive Roll 2, Favored Foe: Undead, Languages 1, Move-by Action, Ritualist, Second Chance: Acrobatics check to recover from being prone, Takedown, Uncanny Dodge
              Acrobatics 3 (+8), Athletics 7 (+8), Expertise (PRE): Cheerleading 6 (+8), Expertise: Magic 7 (+9), Expertise: Zombie Hunter 6 (+8), Insight 4 (+6), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: Grenade Launcher 3 (+8)

              Chainsaw (Easily Removable)
              Grenade Launcher: Burst Area Blast 5 (explosive, magical, DC 20; Burst Area: 30 feet radius sphere)
              Chainsaw Blade: Damage 7 (Alternate; magical, slashing, DC 22; Penetrating 7)
              Rocket Engine: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)

              Regeneration: Regeneration 5 (Every 2 rounds; Limited: Only while sucking on a lollipop)
              Initiative +5
              Chainsaw Blade: Damage 7, +9 (DC 22)
              Grab, +9 (DC Spec 11)
              Grenade Launcher: Burst Area Blast 5 (DC 20)
              Throw, +5 (DC 16)
              Unarmed, +9 (DC 16)

              Motivation: Responsibility: Juliet is following the Starling family tradition of zombie hunting.
              Relationship: Her boyfriend, Nick.
              Japanese, U.S. English (Native)
              Dodge 11, Parry 11, Fortitude 7, Toughness 3/1, Will 7
              Power Points
              Abilities 54 + Powers 14 + Advantages 11 + Skills 22 (44 ranks) + Defenses 19 = 120
              Juliet is from Lollipop Chainsaw, in which her high school gets infested with zombies. With her family offering the only effective resistance, she has to find and destroy the source of the infestation.
              Last edited by betterwatchit; 29th June 2017, 07:32 AM.


              • #8
                Dr. Jane Green, AKA Dr. Green - PL 10
                Occupation: Scientist
                Affiliation: Golders Green Guardians
                Base: London, U.K.
                Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 5, Intellect 9, Awareness 6, Presence 2
                Assessment, Benefit, Wealth 2 (Independently wealthy), Connected, Contacts, Defensive Roll 2, Eidetic Memory, Equipment 9, Improved Critical: Ether Blade, Improvised Tools, Inventor, Precise Attack (Ranged, Cover), Quick Draw, Speed of Thought, Well-informed
                Close Combat: Ether Blade 5 (+10), Deception 4 (+6), Expertise: Biology 1 (+10), Expertise: Cryptozoology 1 (+10), Insight 4 (+10), Investigation 1 (+10), Perception 4 (+10), Persuasion 8 (+10), Ranged Combat: Anti-Monster Gear 8 (+10), Technology 1 (+10), Treatment 1 (+10)
                Anti-Monster Arsenal (Easily Removable)
                . . Ecto-Lance: Blast 10 (DC 25; Affects Insubstantial 2: full rank)
                . . . . Ether Blade: Damage 6 (Alternate; DC 21, Advantages: Improved Critical; Affects Insubstantial 2: full rank, Penetrating 6)
                Chameleon-Particle Grenade: Cloud Area Nullify 10 (Counters: Invisibility, DC 20; Cloud Area 2: 30 feet radius sphere; Diminished Range 3)
                Ectoplasmic Harpoon: Nullify 10 (Counters: Insubstantial, DC 20; Diminished Range 2)
                Kirlian Rod: Senses 5 (Acute: Aura, Analytical: Aura, Counters Concealment: Vision, Detect: Aura 1; Affects Others)
                Enhanced Nervous System (Advantages: Speed of Thought)
                . . Fast Thinker: Quickness 10 (Perform routine tasks in -10 time ranks; Limited to One Type: Mental)
                Force-Field Generator (Removable)
                . . Force Field: Force Field 4 (+4 Toughness)
                Anti-Monster Equipment (Chameleon-Particle Grenade [Cloud Area Nullify 10, Counters: Invisibility, DC 20; Cloud Area 2: 30 feet radius sphere; Diminished Range 3], Ectoplasmic Harpoon [Nullify 10, Counters: Insubstantial, DC 20; Diminished Range 2], Kirlian Rod [Senses 5, Acute: Aura, Analytical: Aura, Counters Concealment: Vision, Detect: Aura 1; Affects Others]), Next-Gen Smartphone, The Guardhouse, Utility Belt (Multi-tool, Night Vision Goggles, Parabolic Microphone, Rebreather, Restraints, Toolkit (Basic))
                The Guardhouse

                Toughness 18, Size: Large

                Art Studio, Communications, Computer, Defense System, Fire Prevention System, Garage, Laboratory, Library, Living Space, Personnel, Power System, Security System 5, Workshop

                Power Points
                Abilities 2 + Features 17 + Defenses 6 = 5 EP. The other Guardians have each put 5 EP into the Guardhouse, for a total cost of 25 EP.
                Initiative +9
                Chameleon-Particle Grenade: Cloud Area Nullify 10 (DC Will 20)
                Ecto-Lance: Blast 10, +10 (DC 25)
                Ectoplasmic Harpoon: Nullify 10, +10 (DC Will 20)
                Ether Blade: Damage 6, +10 (DC 21)
                Grab, +5 (DC Spec 11)
                Throw, +2 (DC 16)
                Unarmed, +5 (DC 16)
                Fame: Dr. Green is one of the Golders Green Guardians, known throughout Britain for finding things that go bump in the night and then bumping them right back.
                Honor: Dr. Green must tell any opponent who can understand her to either surrender at once or take the consequences. Said consequences usually involve the use of lethal force.
                Motivation: Responsibility: Dr. Green considers it her duty to protect Britain from supernatural threats.
                The Oxbridge Rivalry: As an Oxford lady, she doesn't mind sticking it to those who graduated from Cambridge.
                Scientific Curiosity: Dr. Green has a tendency to dissect and even vivisect the more interesting (read: dangerous) creatures that she finds. As a result, most supernaturals who oppose the Guardians have openly declared that she'll receive no quarter from them.
                U.K. English
                Dodge 12, Parry 12, Fortitude 8, Toughness 8/2, Will 12
                Power Points
                Abilities 58 + Powers 22 + Advantages 22 + Skills 19 (38 ranks) + Defenses 29=150
                Dr. Green is one of the Golders Green Guardians, who specialise in fighting supernatural threats to Britain. She has the metahuman power of an enhanced neural structure, allowing her to think much faster than normal. She is also the only Guardian whose powers are not supernatural in origin. Her degrees in biology allow her to understand what makes the various nasties she encounters tick.
                Last edited by betterwatchit; 17th September 2015, 03:29 PM.


                • #9
                  Michael Cohen AKA The Golem - PL 10

                  Strength 4/11, Stamina 4/11, Agility 0, Dexterity 0, Fighting 7, Intellect 0, Awareness 1, Presence 2

                  All-out Attack, Chokehold, Connected, Daze (Intimidation), Diehard, Equipment 1, Fascinate (Intimidation), Fast Grab, Improved Critical 4: Unarmed, Improved Grab, Improved Initiative, Languages 1, Power Attack, Ultimate Effort: Toughness, Weapon Break

                  Close Combat: Unarmed 2 (+9), Expertise: Streetwise 8 (+8), Insight 5 (+6), Intimidation 6 (+8/+11), Perception 5 (+6), Persuasion 6 (+8)

                  Golem Amulet (Removable)
                  . . Strong as the Golem! (Activation: Standard Action)
                  . . . . Fearsome Presence: Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Perception Area: DC 20 - Visual, Selective, Subtle: subtle; Check Required: DC 10 - Intimidation)
                  . . . . Let Loose! (Advantages: Improved Critical 4; Penetrating 11)
                  . . . . . . Shockwave: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere, DC 20; Limited: Golem and targets must be touching the ground)
                  . . . . . . Thunderclap: Cone Area Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20; Limited Degree, Sense-dependent: Hearing)
                  . . . . Life Support: Immunity 10 (Life Support)
                  . . . . Quick to Recover: Regeneration 5 (Every 2 rounds, Advantages: Diehard)
                  . . . . Size of the Golem: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks)
                  . . . . Skin of Stone: Impervious Toughness 11 (Advantages: Ultimate Effort: Toughness)

                  5 EP towards the Guardhouse 5

                  Initiative +4
                  Fearsome Presence: Perception Area Affliction 10 (DC Will 20)
                  Grab, +7 (DC Spec 21)
                  Shockwave: Burst Area Damage 10 (DC 25)
                  Throw, +0 (DC 26)
                  Thunderclap: Cone Area Affliction 10 (DC Fort 20)
                  Unarmed, +9 (DC 26)

                  Fame: The Golem is one of the Golders Green Guardians, known throughout Britain for finding things that go bump in the night and then bumping them right back.
                  Motivation: Responsibility: Michael considers it an honour to maintain his family's legacy of the Golem.
                  Prejudice: Michael is Jewish, which can cause discrimination from neo-Nazis, anti-Semitic conspiracy theorists and super-powered bigots like White Knight.

                  U.K. English, Yiddish

                  Dodge 5, Parry 5, Fortitude 11, Toughness 11, Will 6

                  Power Points
                  Abilities 36 + Powers 70 + Advantages 12 + Skills 16 (32 ranks) + Defenses 16=150
                  Occupation: ex-criminal, now Guardian
                  Affiliation: Golders Green Guardians
                  Base: London, U.K.

                  Michael Cohen used to fall in with the wrong crowd, if only to spite his father. And he was good at things like intimidation and beating people up. Half the locals didn't want to go down a dark alley for fear of bumping into him. When his father died and the will was read, Michael was given a jewellery box and a letter.

                  The letter said that his father was the Golem, a legendary Jewish hero based on the monster of legend. All he had to do was wear the amulet, which was enchanted by kabbalists, and he could be as strong as the Golem! He was shocked! If only he had known...

                  There was only one thing for it. He would become the new Golem, and undo the mistakes of his past by preying on those who would threaten innocents. But he knew he couldn't do it alone, so when Dr. Green gave him an invite to this new team she was forming to fight supernatural threats, he said yes. He's been a Guardian ever since.

                  Tactical Notes: Michael prefers to straight-up smash or intimidate anything that comes his way, if he doesn't know a more effective method for a particular target.
                  Last edited by betterwatchit; 18th December 2016, 07:19 AM.


                  • #10
                    Sakura Yamamura AKA Sakura Fubuki - PL 10

                    Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 0, Intellect 2, Awareness 2, Presence 2

                    Advantages: Artificer, Attractive, Benefit: Chosen of Amaterasu, Equipment 2, Inspire 2, Languages 1, Ritualist, Teamwork, Trance, Uncanny Dodge, Well-informed

                    Skills: Expertise: Magic 8 (+10), Expertise: Manga Artist 8 (+10), Expertise: Mythology 8 (+10), Insight 8 (+10), Perception 8 (+10), Persuasion 8 (+10), Ranged Combat: Magical Abilities 8 (+10)

                    Blessed Amulet of Protection and Sight (Removable)
                    . . Protection: Protection 6 (+6 Toughness; Impervious [2 extra ranks])
                    . . Senses: Senses 4 (Accurate: Magical, Acute: Magical, Radius: Magical)
                    Magic: Magic 10 (DC 25; Affects Insubstantial 2: full rank, Penetrating 5)
                    . . Banish the Darkness: Nullify 10 (Alternate; Counters: Binding, Darkness, and Evil Summon effects, DC 20; Simultaneous)
                    . . Bending the Sun's Light: Invisibility 2 (Alternate; Total concealment from normal vision; Affects Others)
                    . . Dispel Magic: Nullify 9 (Alternate; Counters: Magic, DC 19; Broad, Simultaneous)
                    . . Healing Touch: Healing 8 (Alternate; Persistent, Restorative, Stabilize)
                    . . Light of the Sun: Environment 10 (Alternate; Light (Bright), Radius: 2 miles; Feature: Equal to daylight)
                    . . Teleport: Teleport 6 (Alternate; 1800 feet in a move action, carrying 50 lbs.; Portal)

                    Equipment: 5 EP towards the Guardhouse, Next-Gen Smartphone

                    Initiative +2
                    Banish the Darkness: Nullify 10, +10 (DC Will 20)
                    Dispel Magic: Nullify 9, +10 (DC Will 19)
                    Grab, +0 (DC Spec 10)
                    Magic: Magic 10, +10 (DC 25)
                    Throw, +2 (DC 15)
                    Unarmed, +0 (DC 15)

                    Fame: Sakura is one of the Golders Green Guardians, known throughout Britain for finding things that go bump in the night and then bumping them right back.
                    Motivation: Responsibility: Sakura knows how fortunate she was that Amaterasu had chosen her.

                    Languages: Japanese, U.K. English

                    Defense: Dodge 12, Parry 12, Fortitude 8, Toughness 8, Will 12

                    Power Points: Abilities 24 + Powers 47 + Advantages 13 + Skills 28 (56 ranks) + Defenses 38 = 150
                    Occupation: Manga Artist / Priestess
                    Affiliations: Amatsukami (Chosen of Amaterasu), Golders Green Guardians
                    Base: London, U.K.
                    Song: The Sun Rises

                    Sakura is a second generation Anglo-Japanese woman who makes ends meet by being a webcomic artist. On her 20th birthday, she had a very vivid dream.

                    A beautiful Japanese woman smiled at her, saying "My greetings to you, Sakura. I am the kami Amaterasu. For generations, your bloodline has chosen to serve me by banishing those who belong to the darkness. If you choose to serve me, I cannot say that the path will be easy, nor can I say it will be simple. But walking it will help protect your world from those who wish to pervert it."

                    Sakura had been looking for a purpose for the past year or so, and it seems that it found her. She accepted the offer without hesitation.

                    Amaterasu said "I can give you some gifts to make it easier for you to help hold back the darkness. Power over the stuff of light itself, the power to heal grievous wounds with but a touch, and this amulet, which will protect you and allow you to realise the flow of magic around you."

                    Sakura said "Thank you, my​ Lady. I won't let you down."

                    Amaterasu said "When you wake, you will know that this is real and not just a dream. Go, with my blessing."

                    When Sakura woke up, she had her proof that her visitation was real when she saw that she was wearing the amulet... and a miko's hakama, knowing for a fact that she wore something else the night before.

                    This is the sort of clothing that Sakura woke up in.
                    As Sakura was walking around town wondering what to do, she heard that Dr. Green was forming a new team, focusing on supernatural threats. She discussed the matter with Green, who invited her into the Guardians. Sakura has since become the team's mythology specialist.
                    Last edited by betterwatchit; 25th November 2016, 05:36 AM.


                    • #11
                      Tabaluga - PL 10

                      Strength 3, Stamina 3, Agility 3, Dexterity 1, Fighting 0, Intellect 2, Awareness 4, Presence 2

                      Advantages: Animal Empathy, Benefit, Wealth 2 (independently wealthy), Favoured Environment: Air, Favoured Environment: Forests, Improved Initiative, Inspire 3, Languages 2, Leadership, Move-by Action, Skill Mastery: Expertise: Survival, Skill Mastery: Stealth, Teamwork, Uncanny Dodge

                      Skills: Expertise (PRE): Actor 6 (+8), Expertise: Survival 6 (+8), Insight 6 (+10), Intimidation 4 (+6), Perception 6 (+10), Persuasion 8 (+10), Ranged Combat: Flame Breath 9 (+10), Stealth 7 (+10)

                      Flame Breath: Blast 10 (fire, DC 25)
                      Flameproof: Immunity 10 (Common Descriptor: Fire and Heat)
                      Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
                      Long-lived: Immunity 1 (Aging; Limited - Half Effect)
                      Scales: Protection 5 (+5 Toughness)

                      Initiative +7
                      Flame Breath: Blast 10, +10 (DC 25)
                      Grab, +0 (DC Spec 13)
                      Throw, +1 (DC 18)
                      Unarmed, +0 (DC 18)

                      Distinctive Appearance: Tabaluga's a dragon! And one who is known to be friendly toward humans.
                      Enemy: Tabaluga has two main enemies who both want him gone for good: Arktos, snowman ruler of the Ice World on Green Land's northern border, and Humsin, the sand spirit who rules the Desert to Green Land's south.
                      Fame: A lot of people worldwide have heard about Tabaluga, but he's most recognisable by nearly every native German-speaker in Europe.
                      Homesick: Tabaluga wants to go home to Green Land. He enjoys flying over forests as they remind him of home, and Germany has plenty of those.
                      Motivation: Doing Good. It doesn't matter where Tabaluga is, he considers it his duty to help.

                      Languages: English, German, Green Lander (Native)

                      Defense: Dodge 10, Parry 10, Fortitude 10, Toughness 8, Will 10

                      Power Points: Abilities 36 + Powers 41 + Advantages 17 + Skills 26 (52 ranks) + Defenses 30 = 150
                      Theme: Tabaluga's Lied (In the original German)

                      Base: Originally from Green Land, but currently based in Berlin, Germany.

                      Tabaluga is from a world where there are but three lands: Ice World to the north, where it is always winter, ruled by the snowman called Arktos, who wants the entire world to be covered in ice. To the south, there is an exceptionally dry Desert ruled by a sand spirit calling itself Humsin, who would see his entire world covered in sand.

                      Both those rulers were arrogant, and they both wanted nothing less than the world being completely covered in snow or sand.

                      And in the middle is the primarily forested area called Green Land, ruled by the kind dragon Tabaluga, who has spent his life fending off attacks, plots and schemes from the other two lands.

                      In the Betterverse, Arktos and Humsin formed a plan. They would both cast a ritual to send Tabaluga to another world. With their only effective opponent gone, Green Land would be open for conquest. The rituals worked, dragging Tabaluga and Happy, the snow hare who was his best friend, to another world. But Arktos and Humsin failed to read that the rituals exacted their price by dragging its casters there as well.

                      When they landed, they all found themselves in a city that the locals called "Berlin". Arktos and Humsin soon fled for the nearest pole and desert.

                      Tabaluga and Happy were invited by the TV channel ZDF to become the new hosts for their children's time-slot. This was in 1997. Even now, a couple of years after the show finished broadcasting, they are still well-known all over Europe, particularly in German-speaking areas.

                      Arktos was last sighted establishing a base in the Arctic Circle, and teaming-up with other villains on occasion.

                      Humsin's currently in the middle of the Sahara, still trying to figure out why people are calling him an "Efreet" or a "Djinn", whatever those are.

                      Tabaluga's stats are based on him being in my setting, the Betterverse. To make his stats closer to the original albums or the cartoon, remove Expertise: Acting, both non-native languages and Wealth, and use the 7 PP however you see fit.
                      Last edited by betterwatchit; 29th June 2017, 07:37 AM.


                      • #12
                        Charlotte White AKA Spindle - PL 10

                        Strength 5/3, Stamina 5/3, Agility 5/1, Dexterity 2, Fighting 10/5, Intellect 1, Awareness 4, Presence 2

                        Advantages: Equipment 2, Fast Grab, Grabbing Finesse, Improved Grab, Improved Hold, Skill Mastery: Stealth, Ultimate Effort: Stealth, Uncanny Dodge

                        Skills: Acrobatics 3 (+8), Athletics 3 (+8), Insight 4 (+8), Perception 4 (+8), Ranged Combat: Webslinging 8 (+10), Stealth 8 (+13)

                        True Drider Form (Activation: Standard Action)
                        . . Extra Limbs: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab)
                        . . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
                        . . Movement: Movement 3 (Swinging, Wall-crawling 2: full speed)
                        . . Web Cocoon: Cumulative Affliction 7 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 17; Alternate Resistance (Dodge), Cumulative, Extra Condition, Feature: Can choose amount of dis/comfort target feels, Increased Range: ranged; Limited Degree)
                        . . . . Web Anchor: Move Object 7 (Alternate; 3 tons)
                        . . . . Web in the Eyes: Dazzle 10 (Alternate; Affects Sense: Vision, DC 20; Alternate Resistance (Dodge))
                        . . . . Web Slugs: Blast 10 (Alternate; DC 25)
                        Nimble: Enhanced Trait 18 (Traits: Agility +4 (+5), Fighting +5 (+10))
                        Senses: Senses 4 (Danger Sense: Mental, Darkvision, Ranged: Touch)
                        Strong as a Spider: Enhanced Trait 8 (Traits: Strength +2 (+5), Stamina +2 (+5))

                        Equipment: 5 EP Towards Guardhouse, Cell Phone (Smartphone), Lock Release Gun, Undercover Shirt

                        Initiative +5
                        Grab, +10 (DC Spec 12)
                        Throw, +2 (DC 20)
                        Unarmed, +10 (DC 20)
                        Web Anchor: Move Object 7, +10 (DC 17)
                        Web Cocoon: Cumulative Affliction 7, +10 (DC Dodge/Fort 17)
                        Web in the Eyes: Dazzle 10, +10 (DC Dodge/Fort 20)
                        Web Slugs: Blast 10, +10 (DC 25)

                        Enemy: Spindle wants a word with whoever turned her into a drider.
                        Fame: Spindle is one of the Golders Green Guardians, known throughout Britain for finding things that go bump in the night and then bumping them right back.
                        Motivation: Acceptance: Spindle wants to show that driders are as capable of doing good as anyone else.
                        Prejudice: Driders are usually seen as up to no good, by those few who know what they are. This usually applies to those who first heard of driders from D&D. And there are arachnophobics, who see driders as the greatest embodiment of their fear.
                        Transformation Control: Spindle must assume her drider form for 24 consecutive hours every week if she is to have any control over her transformation. Failure to do so will leave her in her drider form for a week.

                        Languages: U.K. English

                        Defense: Dodge 12, Parry 12, Fortitude 8, Toughness 7, Will 12

                        Power Points: Abilities 42 + Powers 65 + Advantages 8 + Skills 15 (30 ranks) + Defenses 20 = 150
                        Affiliation: Golders Green Guardians
                        Base: London, U.K.

                        Charlotte White was walking home one day when she was seized by something... unknown. She was blindfolded, bound, gagged and covered with something she didn't know the feel of. When she woke up in a near-empty warehouse, the first thing she saw was a mirror. When she stopped screaming, she saw that someone left a portable DVD player with a note saying "Play this to find out what happened to you."

                        When she played it, she saw someone who looked like what she was now. A woman with the lower body of a giant spider. She then explained that Charlotte was now a drider, just like her. The woman said that it wasn't anything personal, but driders could only reproduce by transforming others into more of their kind.

                        The second to last thing the woman said was how to assume human form again, and how to re-assume her new true form. The last thing the woman said was how to turn someone into a drider if there was a need to.

                        Charlotte was wondering what to do with herself when she bumped into Dr. Green. The kind doctor heard her story and soon recruited her, giving her a new handle - Spindle. Spindle has since become the team's stealth expert.
                        Last edited by betterwatchit; 25th November 2016, 05:37 AM.


                        • #13
                          Jack O'Connor AKA Freedom Eagle II - PL 10

                          Strength 2, Stamina 3, Agility 3, Dexterity 3, Fighting 10, Intellect 3, Awareness 3, Presence 2

                          Advantages: Accurate Attack, Agile Feint, All-out Attack, Assessment, Benefit, Wealth (well-off), Defensive Attack, Evasion, Fast Grab, Favored Environment: Air, Fearless, Improved Initiative, Move-by Action, Power Attack, Set-up

                          Skills: Acrobatics 6 (+9), Expertise: Freedom City 7 (+10), Expertise: Superhumans 7 (+10), Insight 7 (+10), Intimidation 6 (+8), Perception 7 (+10), Persuasion 6 (+8), Stealth 6 (+9), Technology 6 (+9)

                          Freedom Eagle Anti-Gravity Harness (Removable)
                          . . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)
                          . . Gauntlets: Strength-based Damage 8 (DC 25; Dangerous)
                          . . . . Power-lifting: Power-lifting 8 (Alternate; +8 STR for lifting)
                          . . Protection: Protection 5 (+5 Toughness; Impervious [3 extra ranks])

                          Initiative +7
                          Gauntlets: Strength-based Damage 8, +10 (DC 25)
                          Grab, +10 (DC Spec 12)
                          Throw, +3 (DC 17)
                          Unarmed, +10 (DC 17)

                          Motivation: Patriotism: Jack O'Connor fights to protect Freedom City.
                          Relationship: Jack's uncle is Michael O'Connor, the mayor of Freedom City, who gave Jack permission to use the harness.

                          Languages: U.S. English

                          Defense: Dodge 12, Parry 12, Fortitude 10, Toughness 8, Will 10

                          Power Points: Abilities 58 + Powers 24 + Advantages 14 + Skills 29 (58 ranks) + Defenses 25=150
                          Occupation: Superhero
                          Base: Freedom City
                          Affiliation: Legacy of Freedom

                          Theme: Surprise In The Skies.

                          Jack O'Connor got a bit too curious at his uncle Michael's birthday party, and found the Eagle's Wings. Michael only found out about the Wings being stolen at all when the news showed Jack wearing the harness.

                          When Michael demanded to know what the hell Jack was thinking, Jack said "The second I saw the harness, I knew that I found my purpose. This is the best chance I'll ever have of my life having any meaning, and we both know it!"

                          That was two months ago. Jack has been recently thinking about whether or not to try becoming part of the Freedom League...
                          Last edited by betterwatchit; 29th June 2017, 07:38 AM.


                          • #14
                            Ray Jacobs AKA Lightbearer - PL 10

                            Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 0, Intellect 2, Awareness 2, Presence 2

                            Advantages: Assessment, Equipment 1, Favored Environment: Air, Fearless, Improved Critical 2: Light Control, Move-by Action, Precise Attack (Ranged, Cover), Ultimate Effort: Aim

                            Skills: Expertise: Pop Culture 7 (+9), Expertise: Streetwise 7 (+9), Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Persuasion 6 (+8), Ranged Combat: Lightbearing 8 (+10)

                            . . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
                            . . Immunity: Immunity 1 (Rare Descriptor: Own Powers)
                            . . Light Control: Energy Control 10 (light, magical, DC 25, Advantages: Improved Critical 2; Affects Insubstantial 2: full rank)
                            . . . . Dazzle: Burst Area Dazzle 10 (Alternate; Affects Sense: Visual, Resisted by: Will, DC 20; Burst Area 2: 60 feet radius sphere)
                            . . . . Healing Touch: Healing 7 (Alternate; Persistent, Restorative, Stabilize)
                            . . . . Lighting the Way: Environment 10 (Alternate; Light (Bright), Radius: 2 miles; Feature: Equal to Daylight)
                            . . Protection: Protection 8 (+8 Toughness; Impervious [2 extra ranks])

                            Equipment: Next-Gen Smartphone

                            Initiative +2
                            Dazzle: Burst Area Dazzle 8 (DC Will 18)
                            Grab, +0 (DC Spec 11)
                            Light Control: Energy Control 10, +10 (DC 25)
                            Throw, +2 (DC 16)
                            Unarmed, +0 (DC 16)

                            Enemy: Overshadow despises all Lightbearers.
                            Identity: Ray takes measures to keep his identity secret, especially due to his background (See below).
                            Motivation: Doing Good: Lightbearer doesn't know why he suddenly manifested his power over light, but he might as well put it to good use.

                            Languages: U.S. English

                            Defense: Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

                            Power Points: Abilities 26 + Powers 60 + Advantages 7 + Skills 23 (46 ranks) + Defenses 34 = 150
                            Occupation: Underground Mediator
                            Affiliation: Legacy of Freedom

                            When Langston Albright (Beacon) died, the forces of Light looked for the closest person who was worthy of their power. They found one Ray Jacobs, who specialised in underground mediation. As in, he helps the various factions of Freedom City settle matters peacefully when they don't want the law involved.

                            Given the size of the usual egos he has had to contend with, this is far from the easiest job he could undertake. But when the treaties work, there's less general violence, meaning less collateral damage, which means that you can walk the streets of Freedom City in peace.

                            When Ray was empowered, he figured that he was in one hell of a position. He could continue his mediation of the hidden parts of the city, and as the Lightbearer he could expose or take down the worse threats to the city.
                            Last edited by betterwatchit; 29th June 2017, 07:46 AM.


                            • #15
                              Hans Schmidt AKA Geselle (Journeyman) - PL 10

                              Strength 1, Stamina 1, Agility 5, Dexterity 5, Fighting 4, Intellect 1, Awareness 2, Presence 2

                              Advantages: All-out Attack, Evasion, Favored Foe: Speedsters, Fearless, Improved Critical: Stenz, Improved Trip, Languages 1, Move-by Action, Power Attack, Takedown, Well-informed

                              Skills: Acrobatics 3 (+8), Athletics 7 (+8), Close Combat: Staff 6 (+10), Expertise: Germany 5 (+6), Expertise: Pop Culture 5 (+6), Insight 4 (+6), Perception 4 (+6), Persuasion 4 (+6), Technology 6 (+7)

                              Journeyman Costume (Removable)
                              . . Protection: Protection 9 (+9 Toughness; Subtle: subtle)
                              Stenz (Easily Removable (indestructible))
                              . . Journeyman Staff: Strength-based Damage 9 (bludgeoning, DC 25, Advantages: Improved Trip)
                              Super-speed (Advantages: Improved Initiative 10)
                              . . Enhanced Trait: Enhanced Trait 11 (Traits: Dodge +5 (+10), Parry +6 (+10))
                              . . Movement: Movement 3 (Wall-crawling 2: full speed, Water Walking 1: you sink if stopped; Limited: Only While Moving)
                              . . Quickness: Quickness 10 (Perform routine tasks in -10 time ranks)
                              . . Speed: Speed 10 (Speed: 2000 MPH, 4 miles/round)

                              Initiative +45
                              Grab, +4 (DC Spec 11)
                              Journeyman Staff: Strength-based Damage 9, +10 (DC 25)
                              Throw, +5 (DC 16)
                              Unarmed, +4 (DC 16)

                              Fame: Geselle is known all over Germany.
                              Identity: Hans doesn't want people to know that he's Geselle.
                              Motivation: Patriotism: Geselle fights to protect Germany.
                              Rivalry: With Blitz, the Neo-Nazi speedster.

                              Languages: English, German (Native)

                              Defense: Dodge 10/5, Parry 10/4, Fortitude 10, Toughness 10, Will 10

                              Power Points: Abilities 42 + Powers 59 + Advantages 10 + Skills 22 (44 ranks) + Defenses 17 = 150
                              Occupation: Superhero
                              Affiliation: Deutsch Schutz Liga (German Protection League)
                              Base: Berlin, Germany

                              Hans Schmidt is a metahuman who sparked up on his 18th birthday. Hans spent two years and a day studying electrical and electronic engineering on the Walz (A journeyman's wandering years), which was much improved by his super-speed, as he worked for masters all across the country. For example, he would work in Hamburg for three months, and when it was time to leave, he'd be in München (Munich) within the hour. To date, he is the only journeyman of his generation who has never had to hitch a ride.

                              By the time his Walz was finished, every German had heard of this record-breaking - and in-demand - journeyman. Including the Deutsch Schutz Liga, Germany's top superteam. The Liga offered Geselle a position in their group, which he gladly accepted. It was also during this time that he learned of a Neo-Nazi speedster calling herself Blitz.

                              Geselle has since made a point of doing everything in his power to lessen her influence, and that of her band, Third Generation.
                              Last edited by betterwatchit; 25th November 2016, 05:41 AM.