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Davies' Character Thread: World of Freedom 3.2

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  • Davies
    replied
    Vanessa Ashe



    2009: "I'm not going to kill you," she told the man who'd attacked her nearly two decades before. "Let me clarify that. I'm not going to kill you, now. Justice, for you, is going to be life in a tiny room, constant observation, mind-numbing labor, and waking up every day with the wonder of whether that day will be the day that I'll be coming to put you out of my misery. Just like I've spent my whole life terrified that you'd come back to finish the job with me." She activated her plasma lance right beside his head. "One day will be the day," she promised.

    And after all that, and all the work she and the Nightstalker had put into finding him, he got his ass killed in his first week in prison.

    That was the beginning of the end for Vanessa Ashe's career as the superhero Valkyrie. She found herself putting more work in at the laboratory, eventually developing a set of cybernetics to fulfill her dream of walking again without the use of her exoskeleton. The downside of them was that they were far too fragile for someone who spent a great deal of her time in combat. And so, not without mixed emotions, she retired as the Valkyrie, turning the armor and identity over to her friend and colleague Sonya Goodwin, while retaining her post as Vanguard's Deputy Director of Research and Development. When Sonya almost immediately announced that the Valkyrie was ending her affiliation with Vanguard, Vanessa was surprised, but quickly realized that this was the best way to reduce suspicions that Vanessa had ever been the Valkyrie.

    WorldTree Technologies continued to grow, though not quite as fast as Vanessa would have liked, particularly after SaneTech became one of its major competitors. She'd taken a certain measured amount of joy in being one of the first to kick Frederik Zane's first company when it was down, as she'd had the suspicion that some of its so-called designs were based on stolen work from her own company. Watching his new outfit grow into a success, especially in medical technology, was less than fun. Vanessa frequently finds herself swearing when she reads about Zane's accomplishments.

    Fortunately for her ulcer, however, she's lately been too busy for that sort of thing, with her series of very rapid promotions at Vanguard. Vanessa is very much aware that she's an entrepreneur and inventor put in the role of a diplomat and strategist, and doesn't really find her new position comfortable. Fortunately, she has a constant source of good counsel from Matron, and hopes that she's growing into the director's chair. While she might have gone along with the project to get access to resources, she's become a believer in the group's mission.

    Vanessa Ashe -- PL 8

    Abilities: STR 0 | STA 0 | AGL 1 | DEX 1 | FGT 9 | INT 8 | AWE 2 | PRE 2

    Powers:
    Implant Communicator:
    Senses 1 (communication link with ODIN) - 1 point

    Advantages:
    Benefit 5 (billionaire), Connected, Eidetic Memory, Inventor, Minion 9 (ODIN), Skill Mastery (Technology).

    Skills:
    Expertise: Business 8 (+16), Investigation 4 (+12), Perception 8 (+10), Persuasion 6 (+8), Technology 10 (+18).

    Offense:
    Initiative +1
    Unarmed +9 (Close Damage 0)

    Defense:
    Dodge 10, Parry 9, Fortitude 3, Toughness 0, Will 6.

    Totals: Abilities 46 + Powers 1 + Advantages 17 + Skills 18 + Defense 16 = 99 points

    Complications:
    Responsibility--Motivation. Rivalry
    (ZANE!) Secret (former superhero). Disability (electrical damage can short out cybernetics).

    ODIN -- PL 10

    Abilities: STR -- | STA -- | AGL -- | DEX 4 | FGT -- | INT 10 | AWE 3 | PRE 1

    Powers:
    Computer Hacking:
    Array (20 points)
    • Signal Intercept: Remote Sensing 20 (Audio, Visual), Medium (networked surveillance feed), Move Action - 20 points
    • Signal Override: Perception Range Affliction 10 (Resisted by Will; Dazed, Compelled, Controlled), Radio Communication Dependent - 1 point

    Machine: Immunity 50 (Fortitude effects, mental powers); Protection 10 - 60 points
    Wireless Transmission: Radio Communication 4, Rapid 2; Comprehend 3 (speak any language, machines); Senses 1 (communication link with Vanessa) - 28 points

    Advantages:
    Eidetic Memory, Speed of Thought

    Skills:
    Expertise: Civics 6 (+16), Expertise: Current Events 6 (+16), Expertise: History 6 (+16), Expertise: Popular Culture 6 (+16), Expertise: Science 6 (+16), Expertise: Streetwise 6 (+16), Technology 6 (+16)

    Offense:
    Initiative +10
    Computer Controlled Weaponry +4 (Ranged Damage varies)

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

    Totals: Abilities -4 + Powers 109 + Advantages 2 + Skills 21 + Defenses 7 = 135 points

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  • Davies
    replied
    Rhiannon



    Much like one of her role models -- and occasional intimates -- Thomas Rhymer, the woman called Rhiannon has a variety of tales about her background. She was tutored in magic by her grandmother, a hidden practitioner of great power and wisdom. She is descended from the fey folk, sometimes the actual child of a Beltain ritual, sometimes a foundling whose mother is the Queen of Fairies. She is a word in a book, come to life. Many, many self-aggrandizing tales.

    The truth is that she is Ryan Wilson, the nineteen year-old daughter of an Australian office worker who migrated to the United Kingdom and an Irish traveler who didn't stick around to see his daughter born. Raised by the television, educated publicly, her life was dull and mundane until she discovered, at the age of fourteen, that she was able to change her shape for that of an animal. It's not at all clear whether this ability is magical, as she assumes. Quite possibly, she's an unwitting mutant.

    If so, then the abilities that she has gathered since then are magical. She sought out every scrap of publicly available lore, and then went delving for more. She was willing to learn from anyone who might teach her something, and was willing to do whatever it would take to get them to do so. In the process, however, she developed a reputation as an amoral and self-interested student, causing many doors to be closed to her, whether out of contempt for these traits, or because those who shared them saw no sense in encouraging a would-be rival.

    One of the few members of the UK's occult community who remained willing to help her was Aeron Gwynn, the Druid. He made a genuine effort to instill a bit of moral fiber in what knowledge he shared with Rhiannon, though he was never sure whether it was taking or whether she was just humoring him. The fact that she had the audacity to call herself by the name of a goddess pointed to the latter. On the other hand, she stopped engaging in library burglary after he tutored her.

    When she learned of Aeron's murder, she found herself unexpectedly furious, and sought out the mage Zalman in hopes of joining forces against Blackthorn. It took a few months to set up, but she played a key role in the fallen druid's capture and containment, working with Zalman and Dragoneye. In the aftermath, many doors that were formerly closed to her have opened, either out of respect for this accomplishment or fear of what she might do now.

    Rhiannon is primarily interested in gaining more magical knowledge -- not so much power, though she won't turn that down. If she were to seriously seek the position of Master Mage, as she's considered doing, it would be to gain access to the accumulated libraries of Eldrich and his predecessors. She's not a do-gooder by any stretch of the imagination, and the idea of helping someone without reward is foreign to her mindset -- but personal satisfaction, or gaining someone's good opinion, are both sometimes rewards enough for her.

    In terms of her powers, Rhiannon is right on the verge of developing her Blast Spell into a Sorcery Array, most likely adding a Sleep Affliction and a Burst Damage effect, as these are some of the most frequent power stunts. Her Wildshape is limited to extant animals that she's actually seen and studied -- just where and when she studied a giant spider is another story that changes each time she tells it -- and is much weaker than the similar abilities employed by Vanguard member Menagerie.

    Rhiannon -- PL 9

    Abilities: STR 0 | STA 2 | AGL 2 | DEX 2 | FGT 2 | INT 4 | AWE 2 | PRE 2

    Powers:
    Blast Spell: Ranged Damage 8, Accurate 3 - 19 points
    Mystic Senses: Senses 2 (acute mystic awareness) - 2 points
    Shield Spell: Enhanced Defenses 8 (Dodge 4, Parry 4) - 8 points
    Wildshape: Variable 5, Continuous, Move Action, Limited to animal powers - 40 points

    Typical Variable Sets:
    Bear Form: Enhanced Strength 4; Growth 4; Morph 1; Protection 2; Senses 2 (acute smell, low-light vision) -- 25 points

    Hawk Form: Flight 4, Wings; Morph 1; Senses 2 (extended vision, low-light vision); Shrinking 6 -- 23 points

    Spider Form: Growth 4; Morph 1; Movement 2 (Wall-crawling 2); Protection 1; Senses 4 (acute smell, darkvision, tracking) -- 22 points

    Wolf Form: Strength-based Damage 3; Enhanced Advantage 1 (Improved Trip); Enhanced Fighting 1; Enhanced Strength 4; Morph 1; Senses 3 (acute smell, low-light vision, tracking) -- 22 points

    Advantages:
    Defensive Roll 2, Improved Initiative, Language 2, Move-by Action, Ritualist.

    Skills:
    Athletics 4 (+4), Close Combat: Unarmed 8 (+10), Deception 8 (+10), Expertise: Magic 8 (+12), Expertise: Survival 4 (+8), Insight 4 (+6), Perception 6 (+8), Stealth 4 (+6).

    Offense:
    Initiative +6
    Unarmed +10 (Close Damage 0 or more)
    Blast Spell +8 (Ranged Damage 8)

    Defense:
    Dodge 11/7, Parry 11/7, Fortitude 6, Toughness 5/2, Will 11

    Totals: Abilities 32 + Powers 69 + Advantages 7 + Skills 15 + Defense 23 = 138 points

    Complications:
    Discovery--Motivation. Power Loss (cannot use Blast Spell or Shield Spell when unable to speak or gesture ... and can't do that while using Wildshape). Selfish and Vain.

    Leave a comment:


  • Davies
    replied
    Trouble



    There are two distinct types of mad scientists. There is the classic example of the fellow "rejected by those fools at the institute", driven by feelings of insecurity and/or jealousy. And there is the "unaware of the consequences of their actions", driven primarily by arrogance and/or willful blindness. Rarely, if ever, do the twain meet. One time they did was in the person of Dr. Andreas Fontana. He was, by all accounts, a pleasant and genial individual, a bit boringly focused on his work. Of course, that was the impression of those unaware of precisely what that work entailed -- experimentation on human beings. It must be understood, he was not sadistic, just utterly lacking in compassion or mercy for any of his subjects. It was all just a job to him.

    Of course, even the most professional of individuals have hobbies. Dr. Fontana's hobby was, typically, an extension of his work. He would take notes on new technologies and concepts that he encountered, bring them home with him, and apply them to his personal research subject -- a nameless girl he'd acquired somewhere. When he wasn't experimenting on her, as he'd been doing since 1980, when she was around four years old, she was put in suspended animation.

    The life of this child began on September 12, 1975. Her mother was Ebony Sin, the less well-known daughter of Dr. Sin. Her father was Kent Hazzard, an American adventurer and secret agent. By the time that she was born, the relationship between her parents had ended under very acrimonious terms. It's possible that Ebony endured the pregnancy in hopes of gaining a measure of influence over her former lover, preying on his sentimental attachment to a child he'd never seen.

    She was utterly unprepared for the sentiment that she found herself feeling when the child was born. Likely as not, it was simply hormonal, rather than a true feeling animating her predator's heart. Be that as it may, she recognized it as a weakness that her own enemies could potentially use against her. So Ebony abandoned her plan to keep the child in her life. She found a childless couple in Hong Kong and had her agents contact them to offer a deal. They would raise the child in exchange for a series of substantial payments, delivered through the agencies of the Magi and so less likely to be tied to Ebony and her organization.

    Unfortunately, only the first payment was ever made. In 1979, Fa Xing-La (as she was then known) and her foster parents were caught up in one of Zeitgeist's plots, which pulled them (and many of their neighbors) out of their proper time completely. Dr. Tomorrow foiled this plot, but the child's foster parents were lost, and she ended up in the care of Fontana, who'd been employed by Zeitgeist.

    By 1987, she resembled a six-year old. It was in that year that operators from the Omega Brigade, supported by AEGIS agent Kent Hazzard, raided his laboratory. They had received reports that he did work for VIPER, and wanted to put a stop to that. Hazzard had different insturctions -- he was to find out whether Fontana would be willing to work for AEGIS. As it happened, he was, particularly as his other option was a bullet in the head. His only non-trivial requirement was that they transport the suspension module he kept in his basement to his new dwellings, so that he could continue his private research. Hazzard inquired of its contents, and Fontana cheerfully explained, in graphic detail.

    "I see," said Hazzard, and shot him dead. The official report described Fontana as "shot trying to escape." (The operators were quite happy to corroborate this story, as they'd been disgusted to find out that the guy who'd created the unholy creatures they'd fought on the way there was going to be recruited.) The self-sustaining capsule went into storage, and Hazzard did his level best to forget about it.

    In 1993, following a round of budget cuts, quite a few of the less dangerous items in AEGIS' hidden warehouses disappeared into the black market. The capsule was one of these. What with one thing and another, it was transferred between successive owners several times before any of them could examine its contents. In 1995, the most recent owners finally took the opportunity to do so.

    The girl inside was unchanged since 1985, and examination revealed exactly what Fontana had done to her. She'd been implanted with several dozen "colonies" of self-replicating nanomachines that allowed her to change the internal composition of her body -- for example, making her bones more resilient than steel -- according to her will. Combined with certain biological enhancements, she'd almost been designed to be the perfect living weapon ... which, by a happy coincidence, was exactly what her new owners wanted, as they were also the proprietors of an underground super fighting ring.

    The six-year old girl was trained in the arts of combat by some of the most unforgiving teachers on Earth, in arenas that did not allow for much in the way of mercy. Over the years, something shut off inside of her, and she stopped feeling anything -- even the joy of victory. By the time she was thirteen, and the fight club was absorbed into the Circuits Maximus, the number of her kills was approaching three figures. Her stone-faced expression (or lack therof) and taciturn behavior was oddly appealing to the audience, when contrasted with the elaborate posturing of the other fighters. Dubbed the Concrete Angel, she fought and killed and took dives, anything that she was ordered to do, without hesitation or complaint.

    Then, in 2006, Kent Hazzard came back into her life. (Neither of them was aware of their mutual history.) Observing the training sessions of the Circuits Maximus, he was impressed by her technical fighting expertise, exceptionally rare in one so young, and a bit horrified by the emptiness that he saw in her eyes. As a result, she was one of the first fighters to whom he offered his services as a trainer.

    She mutely accepted this, as she accepted everything else that happened to her. But Hazzard soon managed to elicit something that could almost pass for respect from the emotionally void fighter, after he defeated her in their first sparring session. It wasn't the defeat itself that awakened some vestige of self in her; it was what he did next. Instead of treating her defeat as a sign of personal failure on her part, he calmly explained how her technique had been insufficient to prevail, allowing her to work out how to improve it on her own. In other words, he treated her as a person, rather than a weapon, and may be the first person to ever do so.

    Soon after, they were sparring on a regular basis, and one of his other pupils remarked to him that he was making a mistake associating himself with her, because "she's trouble." Before Hazzard could rebuke his pupil, she spoke for herself: "Yes I am." In as far as anyone could recall, these were the first words that she ever spoke on her own initiative, as opposed to answering a question or a demand from someone else. Deeming this auspicious, Hazzard started to call her "Trouble".

    Then, on the eve of the Gathering, Trouble and Hazzard found themselves drawn into a conflict with a serial killer known as the Extremist, which led to Hazzard's death. Despairing, Trouble fought in the Gathering with the expectation that she was going to die. To her amazement and confusion, she not only did not meet her end, but found herself victorious and with an understanding that she would be doing a disservice to Hazzard's memory if she stopped fighting for the life he'd viewed as more important than his own.

    After her victory and escape from the Circuits Maximus, Trouble accepted the invitation to join Overpower's "Freedom League Taskforce". Her membership on the team raised perhaps the biggest stink at the Freedom League meeting where the team debuted. While none of her new colleagues were angels, none of them had anything approaching her body count. Despite this, Pseudo's insistence that she was completely sincere when she claimed that she would never voluntarily kill another sapient being, based on her willing submission to his mind probe, persuaded the League to accept her, like the others, on a probationary status. In private, Pseudo revealed to the Freedom League his belief that if she is ever responsible for the death of another sapient, she will most likely kill herself.

    In the years after that, Trouble found herself taking a variety of roles in a variety of missions. Her current long-term assignment is to monitor activity in Emerald City, posing as a fighter in the Stormfront, but she's frequently away from there on other missions. She has also developed a romantic relationship with Daedelus, in the course of training him to be a better fighter. She was saddened but not surprised when he chose to remain at the Orrery, but stunned by how happy she was when he unexpectedly returned to fight at her side during the Yellowstone Battle. Perhaps her life is worth living on its own merits, after all ...

    Trouble - PL 12

    Abilities: STR 8/5 | STA 6 | AGL 6 | DEX 6 | FGT 10 | INT 3/1 | AWE 8/4 | PRE -1

    Powers:
    Defensive Nanotechnology: Immunity 2 (nanotechnological effects) - 2 points
    Technomorph: Variable 9 (technological powers), Continuous, Free Action, Subtle - 91 points
    Translator: Comprehend Languages 1, Limited to Earth languages, Limited to basic phrases - 1 point

    Typical Variable Sets:
    Default: Enhanced Awareness 4; Enhanced Intellect 2; Enhanced Strength 3; Enhanced Advantages 16 (Close Attack 6, Defensive Roll 5, Eidetic Memory, Improved Critical 3 [Unarmed], Improved Initiative); Enhanced Defenses 4 (Parry 2, Dodge 2); Senses 7 (Accurate and Extended Hearing, Analytical and Extended Vision, Danger Sense, Infravision).

    Blaster: Ranged Damage 11 (Accurate 3, Extended Range, Improved Critical 3, Precise); Enhanced Defense (Dodge 4); Protection 4; Senses 7 (Accurate and Extended Hearing, Analytical and Extended Vision, Danger Sense, Infravision).

    Heavy: Enhanced Strength 7; Immunity 10 (life support); Protection 8, Impervious 12; Strength-based Damage 1.

    Martial: Strength-based Damage 1, Penetrating 3; Enhanced Agility 6; Enhanced Fighting 8; Enhanced Advantage 1 (Improved Initiative ); Impervious Toughness 6; Regeneration 5; Senses 1 (Danger Sense)

    Scout: Radio Communication 3; Morph 2 (humanoid forms); Senses 7 (Accurate and Extended Hearing, Analytical and Extended Vision, Danger Sense, Infravision); 16 points reserved for abilities useful in stealth form, such as Shrinking to appear as a small child.

    Advantages:
    Agile Feint, All-out Attack, Assessment, Close Attack 6, Defensive Roll 5, Diehard, Eidetic Memory, Evasion, Fearless, Great Endurance, Hide in Plain Sight, Improved Critical 4 (Unarmed Strike), Improved Initiative 2, Power Attack, Skill Mastery (Insight), Takedown, Ultimate Effort (Toughness checks), Uncanny Dodge.

    Skills:
    Acrobatics 6 (+12), Athletics 6 (+14/+11), Expertise: Tactics 6 (+9/+7), Insight 6 (+14/+10), Intimidation 6 (+5), Perception 6 (+14/+10), Stealth 6 (+12), Technology 6 (+9/+7), Vehicles 6 (+12)

    Offense:
    Initiative +14/+10
    Unarmed +16 (Close Damage 8, Crit 16-20)

    Defense:
    Dodge 12/10, Parry 12/10, Fortitude 10, Toughness 12/6, Will 14/10

    Totals: Abilities 74 + Advantages 15 + Skills 27 + Powers 94 + Defenses 16 = 226

    Complications:
    Responsibility--Motivation. Relationship (Daedelus). Reputation (deadliest woman alive). Secret (Freedom League Taskforce member). Semi-Literacy.

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  • Davies
    replied
    Medea



    It very rarely comes to pass that an ending does not contain the seeds of some new beginning. So it is with Medea; at the height of her greatest triumph, the downfall of Olympus, she was killed by the mysterious Arcanix, who demonstrated the still-unexplained ability to ignore her sanctuary's wards. And yet it seems that there must be a Medea ... or at least that some greater-than-mortal will demanded the presence of a similar piece on the chessboard of the world.

    Thus, five years after the end of the Olympus Delendum affair, another Medea awoke in the wreckage of that sanctuary, and looked about in confusion. The product of a very similar reality, she had been through enough revisions of that reality to realize what was amiss, and set out to learn the details of the new existence in which she found herself. All that was needed was a visit to a library, the judicious application of mind control, and a relatively brief interval spent reading newspapers.

    Much of what she learned amused her. But what she learned about herself, or the version of herself which had existed in this world until recently, honestly disturbed her. The earliest reports described her as attacking someone called Lady Liberty in 1946; she remembered encountering a similar person in that year, but they had been reluctant allies trying to prevent the Great Beast from his ultimate transcendence. Every report of her doings was like this. Many of them were things she had done, or could envision doing. But some were acts of purest madness, and her occasional moments of benevolence went utterly unremarked.

    Worst of all were things that this other Medea had admitted about herself, proudly proclaiming that she had murdered her own children. What sort of monster would do such a thing? When she had wrecked Iason's ambitions then fled, she took their son and daughter with her, taking brief refuge in Thebes under Heracles' protection, and then returning to Colchis, where her children had grown strong and beautiful, ancestors of the peoples that the Greeks had called the Medes.

    She spent the next year quietly rebuilding her sanctuary and keeping to the shadows, after it became clear to her that her attempts to return to her own world were being blocked by powers greater than her own. (Or perhaps, as some auguries indicated, could never work, as her world no longer existed.) She learned of familiar allies and familiar enemies, but chose not to seek any of them out, taking what advantage she could from the fact that everyone believed that Medea was no more. Not even the fall of the Master Mage, midway through that year of silence, inspired her to action. She took it for granted that the post would be shortly filled.

    A few months after that, Zalman became the first person to learn of Medea's return when he visited her former lair in Georgia, which adjoined her sanctuary thanks to a portal. Captured by her traps, he was somewhat startled when she invited him to take tea rather than engaging in bizarre magical tortures. (Of course, the tea was bitter enough to count as a sort of torture, but nevertheless.) After confirming that he was also a refugee from another world, she revealed her own situation to him. He ventured to offer his expertise in the matter, but she politely declined, suspecting it was a waste of time and not wanting to become indebted.

    In the end, they parted not as friends, but with respect and without enmity. As Zalman has continued to regain his powers, they have had several encounters since then, often discussing matters of mutual interest and avoiding direct conflict. Zalman confided to Charlie Graham that he hopes that he can be for Medea what Seven was for him, and help her to take a better path than the original Medea chose. At a minimum, there's reason to hope that this Medea does not just want to see the world burn.

    However, that is at least partially because she intends to rule it. The long absence of the Master Mage has made her wonder if she might be able to fill the role. If she did, she would work to bring magic more into the public awareness, making it more known and less occult or arcane, as Eldritch and his predecessors did. While her hatred of Daedelus and the technology he embodies is somewhat less than her counterpart's was, she still sees no reason that his attitudes should dominate the world as they have for far too long.

    That said, she has a larger grudge to deal with at the moment, so Daedelus and his allies are safe from her ... for now. (And she has no interest in cooperating with the so-called Crime League. That was surely her counterpart's maddest decision yet.) Whoever brought her to this world may have saved her life, but they did so by manipulating her, and so she is preparing to go to war with them. It will be the most dangerous war she has ever fought, as she will be opposing one of the greatest powers of the universe.

    For only Love could be so cruel.

    Medea -- PL 11

    Abilities: STR -1 | STA 2 | AGL 1 | DEX 1 | FGT 5 | INT 2 | AWE 4 | PRE 7

    Powers:
    Immortal: Immunity 3 (Aging, Disease, Poison) - 3 points
    Sorcerous Aegis: Sustained Impervious Protection 11 - 26 points
    Sorcery: Array (67 points)
    • Curse of Circe: Perception Ranged Affliction 11 (Resisted and Overcome by Will; Fatigued, Stunned, Transformed [into beasts]), Quirk (not against a target wearing moly) - 1 point
    • Hecate’s Crushing Will: Perception Ranged Damage 11, Alternate Resistance (Will), Quirk (not against a target wearing moly) - 1 point
    • Hecate’s Puppet: Perception Ranged Cumulative Affliction 11 (Resisted and Overcome by Will; Entranced, Compelled,
      Controlled). Quirk (not against a target wearing moly) - 1 point
    • Hermean Stride: Accurate Teleport 18 (1000 miles), Increased Mass 5 (1,600 lbs.) - 1 point
    • Mystic Blast: Ranged Multiattack Damage 13, Accurate 4, Variable Descriptor 2 (any magical damage effect), Quirk (not against a target wearing moly) - 1 point
    • Necromancy: Summon Ghosts 6, Broad Type, Continuous, Mental Link, Multiple Minions 3 (8 ghosts) - 67 points
    • Shadow of Life: Summon Animated Object 11, Broad Type - 1 point
    • Sorcerous Scrying: Remote Sensing (Visual and Auditory) 22 (16000 miles), Concentration, Dimensional (mythic) - 1 point


    Advantages:
    Accurate Attack, Attractive, Defensive Attack, Diehard, Equipment 3 (Sanctum Sanctorum headquarters), Fascinate (Deception), Languages 5 (English and up to 11 others, Ancient Greek native), Ritualist, Taunt, Trance.

    Skills:
    Deception 10 (+17), Expertise: History 10 (+12), Expertise: Magic 16 (+18), Insight 8 (+12), Intimidation 8 (+15), Perception 8 (+12), Persuasion 8 (+15), Sleight of Hand 10 (+11), Stealth 8 (+9), Treatment 8 (+10).

    Offense:
    Initiative +1
    Unarmed +5 (Close Damage -1)
    Curse of Circe -- (Perception Range Will 11)
    Hecate's Crushing Will -- (Perception Range Damage 11, Resisted by Will)
    Hecate's Puppet -- (Perception Range Will 11)
    Mystic Blast +9 (Ranged Multiattack Damage 13)

    Defense:
    Dodge 9, Parry 7, Fortitude 7, Toughness 13/2, Will 14.

    Totals: Abilities 42 + Powers 99 + Advantages 16 + Skills 47 + Defenses 26 = 230 points

    Complications:
    Power--Motivation. Obligation (must plant moly once a week). Power Loss (must speak and gesture to use Sorcery or Sorcerous Aegis). Unforgiving (not as much as the other one was, but crossing her is a Very Bad Idea.)
    Last edited by Davies; 6th November 2019, 11:39 PM.

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  • Davies
    replied
    The Rimer Queen
    and Jackie Frost






    Let's get it out of the way -- yes, she's seen the movie, no, she didn't really like it, if other people do that's fine, but it doesn't have anything to do with her or her life, she's heard every joke, several times now, but even though the cold doesn't bother her anyway, she's really really really not interested in singing that song.

    Ahem.

    By the time Vikki Nansen was in high school, it was apparent that she'd inherited her grandfather's ice powers. Unlike him, she promptly started using them for low key crime-fighting and rescue work in her hometown of Jasper. She soon realized that her powers were much greater than those that Hrimthrus had possessed; where he'd been able to create a layer of ice beneath his feet and "skate" on it, she was able to make that ice platform take to the air, allowing her to fly. Her powers were also much more dangerous than his had been, and Vikki caused several accidents early in her career that taught her valuable lessons about patience and caution.

    While she was offered the chance to study at the Claremont Academy, neither Vikki's parents nor she herself were all that comfortable with the idea of uprooting her from the only home she'd ever known. The same was true for the invitation to join the student body of Faculty X in Toronto, plus her parents had heard the rumors. They tried to contact members of the Pacific Sentinels and interest them in mentoring her, but received only silence or polite suggestions that Vikki should wait until she was an adult. Left with no other options, Vikki decided to go it alone.

    Or at least, she went it alone until 2014, when her sis--ahem--brother, Jackie, showed up with some magic weapons and gear that he'd gotten somewhere, and insisted that he was now her sidekick. Vikki had a number of questions about these tools and the training that Jackie had apparently gotten somewhere, but her brother has dodged all of them. The gear, at least, has been identified as some of that used by the Pacific Sentinels' former member Minstrel, who disappeared more than twenty years ago. The senior members of that team have some rather pointed questions of their own that they'd like answered, and are now suspicious of Vikki as well.

    After Jackie graduated from high school (and his relationship with their father, who insists that he has two daughters, not a daughter and a son, disintegrated completely) the two siblings moved to Vancouver, where they're active as crime fighters. Their biggest case thus far has been when Vikki was contacted by the mage called Zalman to help in the Yellowstone Battle, where her cold generating abilities were stretched to the utmost in freezing the lava before it could erupt. Even with several of the most powerful mystics on Earth backing her up, that knocked her out for several days afterward, but it probably saved countless lives.

    Rimer Queen -- PL 11

    Abilities: STR 5/0 | STA 2 | AGL 4 | DEX 3 | FGT 3 | INT 2 | AWE 4 | PRE 0

    Powers:
    Ice Armor: Enhanced Strength 5; Immunity 15 (cold damage, life support); Impervious Toughness 12; Insubstantial 1 (snow) - 54 points
    Ice Control Basics: Enivronment 2 (3 points of effect), Selective, Quirk (can't produce heat) - 7 points
    Ice Control Techniques: Array (29 points)
    • Cold Blast: Ranged Affliction 14 (Resisted by Fortitude; Fatigued, Exhausted, Incapacitated) - 1 point
    • Ice Blast: Ranged Damage 14, Variable (cold and any physical) - 1 point
    • Ice Motion: Perception-Range Move Object 9 - 1 point
    • Ice Snare: Ranged Affliction 14 (Resisted by Dodge; Hindered and Vulnerable, Immobile and Defenseless), Extra Condition, Limited to Two Degrees, Reversible - 29 points
    • Icy Conditions: Enhanced Environment 7 (3 points of effect), Selective, Quirk (can't produce heat) - 1 point

    Ice Flight: Flight 9, Platform - 9 points

    Advantages:
    All-Out Attack, Defensive Attack, Improved Initiative, Move-by Attack, Power Attack

    Skills:
    Acrobatics 2 (+6), Athletics 6 (+6), Expertise: Current Events 2 (+4), Insight 4 (+8), Intimidation 7 (+7), Perception 4 (+8), Ranged Combat: Cold Control 5 (+8), Stealth 2 (+6)

    Offense:
    Initiative +8
    Unarmed +3 (Close Damage 5/0)
    Cold Blast +8 (Ranged Fortitude 14)
    Ice Blast +8 (Ranged Damage 14)
    Ice Snare +8 (Ranged Affliction 14, Resisted by Dodge)

    Defense:
    Dodge 7, Parry 5, Fortitude 6, Toughness 12, Will 8.

    Totals: Abilities 36 + Powers 103 + Advantages 5 + Skills 16 + Defenses 13 = 173 points

    Complications:
    Responsibility--Motivation. Family
    (Jackie). Power Loss (intense heat). Weakness (intense heat).


    Jackie Frost -- PL 9

    Abilities: STR 1 | STA 2 | AGL 4 | DEX 4 | FGT 5 | INT 1 | AWE 1 | PRE 0

    Powers:
    Enchanted Bow & Arrows: Array (10 points); Easily Removable (-5 points)
    • Explosive Arrow: Ranged Burst Area Damage 3 - 1 point
    • Flare Arrow: Ranged Cumulative Affliction 5 (Resisted by Fortitude; Visually Impaired, Visually Disabled, Visually Unaware), Limited to One Sense - 1 point
    • Standard Arrow: Ranged Damage 5 - 10 points

    Cloak of Teleportation: Enhanced Defenses 6 (Dodge 3, Parry 3); Teleport 4; Removable (-3 points) - 11 points

    Equipment:
    Sword (Strength-based Damage 3) and 2 other points of equipment as needed.

    Advantages:
    Agile Feint, All-Out Attack, Defensive Attack, Defensive Roll 2, Diehard, Equipment 1, Evasion 2, Great Endurance, Precise Attack (Ranged; Concealment), Skill Mastery (Athletics), Uncanny Dodge.

    Skills:
    Acrobatics 8 (+12), Athletics 6 (+7), Close Combat: Sword 5 (+10), Deception 10 (+10), Expertise: Current Events 6 (+7), Expertise: Streetwise 6 (+7), Insight 4 (+5), Investigation 6 (+7), Persuasion 10 (+10), Ranged Combat: Bow 7 (+11), Stealth 6 (+10)

    Offense:
    Initiative +4
    Unarmed +5 (Close Damage 1)
    Sword +10 (Close Damage 4)
    Explosive Arrow -- (Ranged Burst Area Damage 3)
    Flare Arrow +11 (Ranged Fortitude 5)
    Standard Arrow +11 (Ranged Damage 5)

    Defense:
    Dodge 13/10, Parry 11/8, Fortitude 7, Toughness 5/2, Will 7.

    Totals: Abilities 36 + Powers 18 + Advantages 13 + Skills 37 + Defenses 20 = 124

    Complications:
    Thrills--Motivation. Family
    (Vikki). Prejudice (transgender). Reputation (uses stolen gear). Secret ("where did you learn how to do that?")

    Leave a comment:


  • Davies
    replied
    Author's Note: As with the Lince, I was a little surprised how well the real world history worked for what I had in mind.

    Hrimthurs




    Over the course of his long life (1912-1989), Jakob Nansen told many stories about how he acquired his powers. The most common was that he got lost in an eerie blizzard, and somehow learned to control the ice and snow so that he could survive. Other tales claimed that he'd helped out a winter spirit, who gave him a blessing, or that he'd been taught the secrets of ice magic by a hidden group of hrimwisards. On those occasions when someone claimed to have heard a different tale before, he'd simply laugh and wink, then tell yet another story.

    The truth of the matter was that he had no more idea where his powers came from than anyone else did. He went to sleep one evening in December of 1938, and woke up to discover that he was covered in ice, as was every surface of the cabin where he'd slept. The ice melted as soon as he thought about how he was going to get rid of it, leaving not a drop of water behind. Jakob was bewildered by this, but soon worked out most of what he could do.

    What he couldn't work out was what to do with it. A lumberjack by trade, he had no wish to seem freakish in the sight of his fellows. He'd heard stories about people with powers fighting criminals or committing crimes themselves, but as he was an honest (if not all that truthful) man, the latter was not an option and neither was the former, given how rare crime was in the town of Nybergsund. So he kept these powers to himself, and went on living his life in peace.

    Unfortunately, peace was not to be his destiny. A bit more than a year later, Germany invaded Norway. Listening to Vidkun Quisling's radio broadcasted coup d'etat, Jakob found himself feeling a sense of terrible outrage, but still wasn't sure what he should do about it, beyond joining the army and fighting as an ordinary soldier. Two days later, when the Germans bombed Nybergsund -- as the Norwegian government had met there and rejected the invaders' demand for capitulation -- Jakob finally found himself taking action, using his powers to save lives threatened by the bombing, as well as fighting the paratroopers dropped to mop up resistance.

    In the aftermath, Jakob found himself introduced to King Haakon, who commented that things must very dire if a frost giant (Hrimthurs) was fighting on Norway's behalf. Jakob accompanied the government on their way to Molde, and then to Tromsø, continuing to act as a super-powered bodyguard for them, most notably fighting against assassination attempts overseen by Totenkopf. When the decision was made to evacuate the royal family and government to the United Kingdom, Hrimthurs -- as he was now called by nearly everyone -- reluctantly accompanied them there, as well.

    Once the royal family was secure, Jakob sought permission to train as a commando so that he could return to Norway and continue the fight. This was granted, but it soon became clear that Hrimthurs lacked the necessary killer instinct to make a good resistance fighter. Despite this, he accompanied the unit when they traveled to train in Canada's wintery conditions, and advised them on what he'd learned about fighting supersoldiers. Ultimately, he did accompany the commandos who embarked on Operation Gunnerside, following the failures of Operation Freshman, and defended the team against attacks by the Ubersoldaten known as the Valkyrie, but could not bring himself to finish the enemy off.

    After the war, Hrimthurs continued to fight crime in Norway, while also traveling to Germany to take part in the fight against the Killer Kaiser, and later to Denmark to assist in a battle against a giant reptile which was attacking Copenhagen. He found himself starting to feel his years, however, and, after King Haakon's death in 1957, he announced that he would be retiring from his heroics, and sought permission to travel abroad. King Olav granted this boon, declaring it to be the least that his nation owed its champion.

    Jakob returned to Canada, having come to love that nation during his brief time there. He finally married in 1961, and his son Haakon (usually called Hank) was born three years later. The younger Nansen did not appear to have inherited his father's powers, which suited Jakob quite nicely, as he'd become increasingly unsure whether they were truly a 'gift'. Time passed, however, and his attitude about the matter softened a bit. When he finally passed away in 1989, his body was returned to Norway, where he was given a state funeral and buried in Nybergsun.

    Haakon Nansen also married fairly late in life, with his oldest daughter born in 1995 and a younger child born in 1998. His daughter, Vikki Nansen, has inherited her grandfather's abilities and then some. Known as the Rimer Queen, she is active as a superhero in British Columbia, usually accompanied by her younger brother, who fights under the name Jacky Frost, despite having no ice-related powers.

    Hrimthurs - PL9

    Abilities: STR 7/1 | STA 2 | AGL 3 | DEX 2 | FGT 6 | INT 0 | AWE 1 | PRE 2

    Powers:
    Ice Armor: Enhanced Strength 6; Immunity 15 (cold damage, life support); Protection 8 - 35 points
    Ice Control: Array (17 points)
    • Chill: Environment 8 (extreme cold), Dynamic - 2 points
    • Ice Blast: Ranged Damage 8 - 1 points
    • Icy Snare: Ranged Affliction 8 (Resisted by Dodge; Hindered and Vulnerable, Immobile and Defenseless), Extra Condition, Limited to Two Degrees, Reversible - 17 points
    • Slick: Environment 8 (hamper movement), Dynamic - 2 points

    Skating: Speed 5 - 5 points

    Advantages:
    Daze (Deception), Inspire, Languages 2 (Danish, English, German, Swedish, [Norwegian is native]), Power Attack, Ranged Attack 2, Taunt.

    Skills:
    Close Combat: Unarmed 2 (+8), Deception 6 (+8), Expertise: Story-Telling 4 (+6), Expertise: Survival 8 (+8), Perception 4 (+5), Ranged Combat: Ice Control 6 (+8).

    Offense:
    Initiative +3
    Unarmed +8 (Close Damage 7/1)
    Ice Blast +10 (Ranged Damage 8)
    Icy Snare +10 (Ranged Affliction 8, Resisted by Dodge)

    Defense:
    Dodge 7, Parry 8, Fortitude 7, Toughness 10/2, Will 5.

    Totals: Abilities 34 + Powers 62 + Advantages 8 + Skills 15 + Defenses 15 = 134 points

    Complications:
    Patriot--Motivation. Not A Killer. Power Loss
    (intense heat). Weakness (intense heat).

    Leave a comment:


  • Davies
    replied
    I happened to be reading the Super Friends comic that guest-starred the original Black Orchid, and got a bit inspired. Other influences include Ethan Hunt and Marvel's Paladin character, as well as some that should be obvious.

    Templar



    Very little is known about the individual who operates under the alias Templar. Since 2012, he has been an active crime fighter with no permanent base of operations, occasionally working with other superheroes but never making any long-term affiliations or partnerships. He generally assumes a deep cover identity within an organization that he somehow discovers will be threatened by a criminal organization, then emerges from that identity to defeat the criminals, using powers that vary depending on the situation. (From comments he has made, it seems fairly likely that most of these discoveries are made by infiltrating criminal organizations using other false identities.) He invariably abandons his cover identity after an operation.

    Templar frequently demonstrates a rather sarcastic, wise-cracking personality, though he usually abandons such witticisms when civilian lives are in jeopardy. He also has a set of personal eccentricities more befitting a gentleman burglar than a superhero, occasionally sending announcements of his intentions to organizations that he plans to infiltrate, and leaving replica Templar crosses on the unconscious bodies of his opponents to mark his victories. He also engages in activities that disconcert more ethically-minded heroes, such as robbing the ill-gotten gains of the criminals he defeats and only occasionally donating them to charity rather than keeping them for his own purposes.

    The exact nature of his powers is as mysterious as every other aspect of his origin. He was once scanned with a mutant detecting device by agents of GENOCIDE, which indicated that he was a mutant. During that episode, however, he demonstrated that he had access to technology which could either give false positive results to that detector or completely block its scan. The other superhero with whom he's worked most often, Dr. Sane, believes that Templar's abilities are at least partially technological in nature, but isn't willing to speculate (out loud) whether he has innate powers in addition to those devices.

    Templar's most famous adventure to date involved infiltrating the minions of the Children of the Night -- Dracula, Herald Sisyphus, the Oblivion Knight and Ultimaid -- while posing as a zombie. He was able to discover their plan -- to cause the Yellowstone Caldera to cause a supervolcano eruption to banish the sun, cause global despair, make the world into an ideal capital for the Terminus, and execute Superior -- and alert various other superheroes, who barely prevented the plan's success in October of 2016. Following this episode, he and Dr. Sane worked together to ensure that the Joint Superteam Alliance's intelligence gathering network had not been compromised by Ultimaid following her defection. Despite this, he has left no means for the Freedom League or any other organization to contact him, stating "Don't call me, I'll call you."

    In at least one known future timeline, Templar will be responsible for rescuing the girl later known as Carla Zane from Scylla's robotic factory in 2018.

    Templar -- PL 11

    Abilities: STR 11/8 | STA 8 | AGL 4 | DEX 4 | FGT 8 | INT 3 | AWE 2 | PRE 2

    Powers*:
    "I Held My Breath": Immunity 10 (life support) * 10 points
    Master of Surprise: Variable 4 (powers that haven't been used before), Continuous * 32 points
    "Nice Try, Zane": Immunity 20 (Mental Powers) * 20 points
    "Sorry, Didn't Hurt": Impervious Protection 6 * 12 points
    "Talent, Pure Talent": Morph 2 (Other People), Continuous, Deception Check Required (DC 12), Removable (–1 point), Standard Action * 5 points
    "Yes, Actually, I Can Fly, Thanks For Asking": Flight 8, Subtle * 17 points
    "You Probably Shouldn't Have Done That": Enhanced Advantage 3 (Close Attack 3); Enhanced Strength 3; Enhanced Strength 3, Limited to lifting * 12 points

    * Any or all of these may be Removable Devices, except for "Talent, Pure Talent", which already is.

    Advantages:
    Close Attack 3, Improved Critical (Unarmed), Improved Disarm, Improved Initiative, Power Attack, Ultimate Skill (Deception), Uncanny Dodge.

    Skills:
    Deception 8 (+10), Expertise: Streetwise 8 (+11), Insight 6 (+8), Investigation 6 (+9), Perception 6 (+8), Ranged Combat: Throwing 4 (+8), Technology 4 (+7), Treatment 4 (+7).

    Offense:
    Initiative +8
    Unarmed +11 (Close Damage 11, Crit 19-20)

    Defense:
    Dodge 8, Parry 8, Fortitude 13, Toughness 14, Will 7.

    Totals: Abilities 78 + Powers 108 + Advantages 6 + Skills 23 + Defenses 14 = 229 points

    Complications:
    Justice--Motivation. Mysterious and Enigmatic. Smites The Ungodly (he usually arranges to steal from the criminals he helps to thwart). Trademark (sends calling card when possible, but always leaves a Templar cross draped around the neck of a defeated villain).

    Leave a comment:


  • Davies
    replied
    Johnny Rocket



    Show me a hero and I will write you a tragedy. -- F. Scott Fitzgerald.

    Johnny Wade (b. 1921) loved cars from the moment he first saw one. As a teenager in Freedom City, he became a skilled mechanic with dreams of opening up a garage of his own eventually -- dreams that were cut short unexpectedly. Johnny was driving -- dangerously, as he often did -- along Bayview Heights when a big truck came barreling the other way. Both vehicles crashed, spilling the experimental rocket fuel the truck carried. Soaked in chemicals and choking for air, Johnny managed to pull himself from the wreckage. There was a spark and a ball of fire blossomed from the fuel tank . . . in slow motion.

    Running from the blast as fast as he could, Johnny Wade found himself well over a mile away before the blast rose into the sky and the dull boom caught up with him. He initially allowed the criminals to believe he’d been killed, following the other car at the scene to their hideout, where he used his new super-speed to apprehend them. The crooks heard the “mystery man” call himself “Johnny” and one said, “He moved like a rocket!” The Freedom City press quickly joined the two up and headlines wondered about this new hero “Johnny Rocket.”

    Johnny responded to the President’s call for heroes to join the Liberty League and was the League’s youngest official member (second-youngest after the team’s “mascot,” Bowman’s junior partner Arrow). He fought alongside his teammates and quickly earned a reputation for “moving faster than he can think,” as Dr. Tomorrow once put it. More than once, the Liberty League hauled Johnny’s fat out a fire when he ended up in some Nazi deathtrap or the like. Still, exasperating as his exploits sometimes were, the Leaguer’s considered Johnny Rocket a true hero and friend.
    Johnny's powers began to fade in 1951, and he found himself retired from superheroics well before the Liberty League disbanded, with both events nearly breaking his heart. His one consolation was the loving relationship he had with his girlfriend, Mina Lampert, who'd been his partner and confidante from nearly the start of his career. They married in in 1953, and Johnny, no longer "forced" to divide his time between his work as a mechanic and thrilling heroics, soon found himself recognized for his skills and promoted to the position of shop manager. His son, Jacob., was born in 1958. By late 1960, he'd inherited the ownership of the shop when its original owner passed away, having never married or had children of his own. (Years later, Johnny would suspect that his benefactor had been a closeted gay man.)

    In 1961, Johnny attended a university lecture about the properties of rocket fuels, somewhat tickled to be learning about the formula that had given him his powers, now that it was declassified. The discussion moved on to improved versions of that formula, and that was when yet another group of crooks in the audience attempted to steal the sample of rocket fuel that had been brought to the demonstration. Retired though he was, Johnny wasn't about to let something like that slide, and managed to knock out or otherwise incapacitate most of the robbers. Panicking, the gang's leader threw the volatile substance at Johnny ... and as it splashed against him, something not all that surprising happened: his powers returned, and in fact were enhanced beyond what they'd allowed him to do in his youth.

    Johnny Rocket was back, though his second heroic career demonstrated a bit more caution and forethought than he'd ever shown in the Golden Age. When he finally joined the Freedom League in 1964, he found himself serving as a respected elder in the superheroic community, which amused both him and his fellows from the Liberty League, but was still a responsibility he tried to tried to shoulder. As a business owner, he had a much more conservative viewpoint than the Centurion or Lady Liberty, though not nearly as much as the Raven, and honestly did not understand the counterculture of the time nor try to do so.

    That caused him a fair amount of heartbreak in the years to follow. He and Mina made the joint decision not to tell their son about his father's secret identity until he either turned fifteen or demonstrated super-powers of his own. The latter never happened, but by 1973, Jacob was fairly alienated from his father, in part because of Johnny's frequent unexplained absences, and in part because of the tenor of the times. Learning that his father was a superhero worsened matters; while Jacob never even considered selling out his father's secret identity, he didn't have much respect for someone he viewed as a puppet of an increasingly corrupt establishment, either.

    As if that wasn't bad enough, Mina became seriously ill in 1977. It would later be revealed that she was being poisoned by Johnny's enemy Nurse Wretched, but at the time, Johnny found himself horribly afraid that exposure to his own chemically-altered physiology might be what was killing his beloved wife. He went on a series of long adventures to find a cure for Mina's condition, but never found the panacea he was seeking. When his wife passed away, in 1979, he was on the other side of the world, instead of at her side. Jacob proceeded to lay into his father at her funeral, before leaving Freedom City to move to nearby Bedlam.

    Even without these personal tragedies, however, it's likely that Johnny's career would have come to an end sometime in the 1980s. It finally happened in 1982, after he suffered a major heart attack while working a case. He was told, in no uncertain terms, that if he kept trying to fight crime like a man in his 20s, he would be dead within a few years, if not sooner. Horribly depressed, he donated his costume to a museum, and retired as both a superhero and a mechanic, passing control of the business on to his employees ... who, within a few years, sold it to a chain.

    It wasn't until after the Terminus Invasion -- during which he saved a number of his fellow senior citizens without using his powers -- that things started to look up for him. Conscious of how the world had had a very narrow escape, John Jr. finally reached out to his father and introduced him to his daughter-in-law and twelve year old grandson. While the relationship between the two men was never exactly cordial, they were able to get along for young Johnny's sake, and the boy spent a lot of time in Freedom City with his grandfather ... as he did when he was seventeen, and an old enemy sought old Johnny out. Everyone knows what happened next.

    Johnny served as a mentor to the younger Johnny Rocket, and unreservedly accepted him when he came out, as well. (Jacob was less thrilled by this development; he's not exactly the most progressive individual, though he's made it clear that he does love his son and has a great relationship with his granddaughter, as well.) But no matter how fast you might be, old age catches up with everyone, and Johnny Wade Sr. finally passed away in 2012. He was ostensibly buried beside his wife, though in fact his mortal remains were taken into custody by the Burial Society of Velella,

    Johnny Rocket -- PL 9/10

    Abilities: STR 1 | STA 2 | AGL 3 | DEX 4 | FGT 6 | INT 1 | AWE 1 | PRE 2
    Powers (1940-1951):
    Super-Speed: Enhanced Advantages 24 (Agile Feint, Defensive Roll, Evasion, Improved Initiative 8, Instant Up, Move-by Action), Enhanced Dodge 8; Enhanced Parry 8; Movement 3 (Wall-crawling, Water Walking, Limited to while moving); Quickness 8; Speed 10 (2000 MPH) - 61 points
    Super-Speed Fighting: Array (24 points)
    • Arm-Spinning Tornado: Cone Area 2 Move Object 8, Limited to pushing away - 24 points
    • Fast Attack: Strength-based Burst Area Selective Damage 8 (includes Strength 1) - 1 point
    • Flurry of Blows: Strength-based Multiattack Damage 8 (includes Strength 1) - 1 point
    Powers (1961-1982):
    Super-Speed: Enhanced Advantages 28 (Agile Feint, Close Attack 2, Defensive Roll, Evasion, Improved Initiative 10, Instant Up, Move-by Action; Quirk: Close Attack limited to foes with a lower Initiative total); Enhanced Dodge 10; Enhanced Parry 10; Movement 3 (Wall-crawling, Water Walking, Limited to while moving); Quickness 10; Speed 13 (16000 MPH) - 73 points
    Super-Speed Fighting: Array (24 points)
    • Arm-Spinning Tornado: Cone Area 2 Move Object 8, Limited to pushing away - 24 points
    • Fast Attack: Strength-based Burst Area Selective Damage 8 (includes Strength 2) - 1 point
    • Flurry of Blows: Strength-based Multiattack Damage 8 (includes Strength 2) - 1 point
    Advantages: Agile Feint,, Close Attack 2/4, Defensive Roll, Evasion, Improved Initiative 8/10, Instant Up, Move-by Action, Taunt.
    Skills: Acrobatics 4 (+7), Deception 6 (+8), Expertise: Current Events 4 (+5), Expertise: Mechanic 6 (+7), Expertise: Popular Culture 4 (+5), Investigate 8 (+9), Perception 6 (+7), Technology 6 (+7), Vehicles 6 (+10).
    Offense: Initiative +43/35, Unarmed +10/+8 (Close Damage 1), Arm Spinning -- (Cone Area 2 Move Object 8), Fast Attack -- (Burst Area Selective Damage 8), Flurry of Blows +10/+8 (Multiattack Damage 8).
    Defense: Dodge 16/14/6, Parry 16/14/6, Fortitude 6, Toughness 4/2, Will 5.
    Totals: Abilities 40 + Powers 87/99 + Advantages 3 + Skills 25 + Defenses 11=166/178 points
    Complications (1940-1951): Thrills--Motivation. Impulsive. Secret Identity.
    Complications (1961-1982): Responsibility--Motivation. Family. Increasingly Out-of-Touch. Secret Identity.

    Leave a comment:


  • Davies
    replied
    Ariel

    Her self-image/past life's appearance:


    Her current life's appearance:


    Elsewhere in the multiverse, there is a land ruled by a magic-wielding aristocratic elite, who reign over a largely non-magical peasantry. Rossandra Colleyne was the heir to one of the larger and wealthier regions of this land, and her family had arranged her engagement to one of the younger heirs of their sovereign. Rossandra had no romantic ideals about this relationship; it was a political match, to be set aside if a better situation ever arose for either party. However, at the start of her final year at the Grand Academy where all magic-users were trained in the use of their powers, she was somewhat startled to learn that her fiance had lately been seen in the company of a younger woman hailed as a magical prodigy who had arisen from the commons. This seemed uncharacteristic of him, and Rossandra resolved to discover what was afoot.

    The very day after she made that resolution, however, she found herself confronted by her fiance and a number of members of the faculty, who accused her of sponsoring a campaign of bullying against the aforementioned magical prodigy. Rossandra found this bewildering, since she had only just learned of her so-called rival's existence the previous day, and yet she was now supposed to have been scheming against her for months. In order to establish her innocence, she agreed to drink what she was told was a truth potion ... which turned out to be an extremely lethal poison. Her final thought was a confused protest that her life was coming to an end before she had ever managed to do anything.

    She awoke sometime later in an unfamiliar room, arose from an unfamiliar bed, and stumbled in front of an unfamiliar mirror -- in which she saw a face that was not only unfamiliar, but decidedly male. Forcing herself to remain calm, she soon discovered that she was occupying the body of a fifteen year old boy named Kei Kuruma, an person of no particular social standing or wealth, who lived in a place called Freedom City, where beings of power greater than the most legendary magic-user were either paraded as heroes or scorned as villains, but definitely didn't rule. Rossandra was even more confused by what she learned about the history and society of this place, but reminded herself that she was a visitor here, and should not expect every place to resemble her beloved Gallantri ... to which she hoped to return, shortly.

    Rossandra's only real asset in this situation was that she retained her magical powers. She spent what was left of Kei's final year of middle school trying to learn as much as she could about the local forms of magic, which was, unfortunately, very little. However, she did manage to discover a rumor that the best place for someone who wanted to learn magic was at the Claremont Academy, and persuaded Kei's parents to arrange for an interview with one of that school's recruiters. Once she was alone with the recruiter, she completely unburdened herself, revealing everything about herself. The recruiter was initially inclined to believe that Kei was just suffering from delusions brought on by a case of gender dysphoria, but 'his' magic was clearly a genuine super power, and so it was agreed that 'he' would start school at Claremont, where the truth of the situation could be revealed.

    As it happened, the headmaster had an acquaintance who had considerable familiarity with souls and travel between worlds. Zalman carefully examined the psyche of this young person and came to three conclusions. First, there was a human soul foreign to the Tellurian within this body, in addition to that which should have been there. Second, the soul of Kei Kuruma was in a state of slumber that not even Zalman could end. Thirdly, while it would be possible to expel the foreign soul, that would not awaken the body's native soul, and instead send the body into a degenerative coma. The best thing to do would be to allow Rossandra the use of Kei's body until a way could be found to revive him, along with a way to return Rossandra to her own world.

    Rossandra agreed to this condition, and is being educated in the use of her powers by the elderly Lilian Vervain, whose elemental witchcraft is the closest match to the similarly elemental tradition that she practices. Under her tutelage, Rossandra has learned that she actually has magic beyond her family's mastery of the wind. The magic of the heart, which she also possesses, is largely derided by members of her class, but she believes that she must take up every possible advantage if she wants to survive in this world and return to her own. And Lilian has assured her that heart is a greater power than those who raised her realize.

    While she would prefer to dress in fashions like those she knew before, Rossandra realizes that she must keep her 'true self' a secret, as she does not want Kei's parents to worry about their son. (She has sworn to protect him, and her given oath is sacrosanct.) Thus, she dresses in men's attire which better suits her body. Likewise, despite being attracted to a number of people she has encountered at Claremont, she avoids intimate relationships on the basis that it would be wrong to do that with Kei's body, as well as the fact that she hopes to leave this world soon and does not want to leave any broken hearts behind her. In all things, she is guided by her sense of a noble's obligations to do right by others unless those others seek to do wrong.

    She will be utterly horrified when she learns that her rival has started a revolution, and now leads a reign of terror ...

    Ariel -- PL 8

    Abilities: STR 0 | STA 0 | AGL 1 | DEX 3 | FGT 4 | INT 1 | AWE 3 | PRE 3
    Powers:
    Heart Magic: Mind Reading 8, Limited to emotions - 8 points.
    Mystic Awareness: Senses 4 (Mystic Awareness, Acute, Analytical, Radius) - 4 points.
    Wind Magic: Array (16 points),
    • Lifting Winds: Move Object 8 - 16 points.
    • Whispering Wind: Communication 3 (auditory, air), Subtle - 1 point.
    • Wind Burst: Ranged Burst Area Affliction 5 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated) - 1 point.
    • Wind Lash: Ranged Damage 8 - 1 point.
    Wind-Riding: Linked Flight 6 and Sustained Protection 10 - 22 points
    Advantages: Accurate Attack, Improved Initiative, Language 1*, Power Attack, Ranged Attack 5, Trance.
    Skills: Expertise: Magic 6 (+7), Insight 6 (+9), Intimidation 4 (+7), Perception 4 (+7), Persuasion 4 (+7).
    Offense: Initiative +5, Unarmed +4 (Close Damage 0), Wind Lash +8 (Ranged Damage 8), Wind Burst -- (Ranged Burst Area Fortitude 5).
    Defense: Dodge 6, Parry 5, Fortitude 4, Toughness 10/0, Will 8.
    Totals: Abilities 30 + Powers 53 + Advantages 10 + Skills 12 + Defenses 15 = 120 points
    Complications: Acceptance--Motivation. Noblesse Oblige. Secrets.

    * Ariel actually speaks a number of languages that exist only in her own world, but as she's unlikely to put them to use in adventures in Freedom City, she spends only 1 rank on the Language advantage for fluency in Gallan, her native language.

    Leave a comment:


  • Davies
    replied
    Originally posted by Voltron64 View Post
    You may wanna add Psychopath to her complications.
    I had a great line about how her "life" isn't complicated by her lack of a conscience, but you're right.

    Leave a comment:


  • Voltron64
    replied
    You may wanna add Psychopath to her complications.

    Leave a comment:


  • Davies
    replied
    The Death Waif

    The image this time is a little gruesome, so I think that I'll link to it rather than posting it.

    One "interesting" consequence of the gradual collapse of Cabot, Cunningham & Crowley, following the final fate of Lucius Cabot in 2007, was that various projects of the senior partners came to light, either because they were used in the firm's infighting, or because the resources to keep them under lock and key were no longer available. It's believed that the latter situation is the one that resulted in the being called the Death Waif being set free to walk the Earth.

    Fragmentary records, collected by Meg Richie, indicate that the Death Waif is not native to Earth, but that she's not from elsewhere along the Crimson Coil either. Unusually, she's from a parallel universe, one that a certain former partner at the firm gained access to using technology obtained from something called the Murder League. If details about the transactions through which the Waif was purchased are hard to come by, information about the world from which she was obtained is positively obscure, but it seems reasonable to conclude that it had apparently undergone a zombie apocalypse.

    Fortunately, the partner who'd obtained the Death Waif took steps to make sure that the infectious plague which was spread by that world's zombies wouldn't be spread by the one he'd imported, more out of a sense of self-preservation than any benevolence. While the Death Waif's teeth inflict wounds that are very slow to heal, and often leave terrible scars on those lucky enough to survive her attacks, her victims are in no danger of becoming zombies themselves. (Unless, of course, the virus mutates. Which they tend to do.)

    The partner in question was killed in the opening weeks of Cunningham and Crowley's civil conflict, having made a false move and paid the ultimate price. The employees who owed him fealty were claimed by other players, and the cell which contained the Death Waif was left unattended. After it became clear to her that the regular meals to which she'd grown accustomed would no longer be coming, the Death Waif decided that it was time to leave. So she tore her way out of the cell, and discovered that it had been built under a nightclub (once owned by the late partner, now under new management) which was filled with people.

    Wonderful people. Tasty people. And she hadn't eaten in days.

    The screams drew the attention of Seven and the Bowman, who were on patrol nearby. While Bowman took care of evacuating the civilians, Seven confronted the Death Waif. She was startled by the toughness that the zombie-creature possessed, but her magic allowed her to prevail and capture it. As the Shining Shackles of Sirrion closed around the creature's hands and feet, Seven wondered aloud what she ought to do next. After all, it wasn't as though she could turn over a mindless zombie to the police, so perhaps she should just --

    "Who's a mindless zombie?" asked the Death Waif.

    Well. That was a different wrinkle. It soon became apparent that the Death Waif was clearly aware of her actions, and under those circumstances (and despite Bowman's not-too-subtle hints that it would probably be a good idea if they destroyed her anyway) Seven felt obligated to turn the creature over to the authorities. Unfortunately, despite precautions, she managed to escape from captivity and escape into the night.

    While cognizant of her actions, the Death Waif seems to find it impossible to understand why anyone would try to stop her from eating people. It's not that she doesn't understand that people don't like to be eaten, it's more that she can't understand why anyone other than the people being eaten would object to it. Self-defense is one thing, but sticking your neck out for anyone else? That is just plain crazy, and the persistence of Seven and other superheroes in doing so, and thus stopping her from getting her meals, really annoys her. (Interestingly, one of Seven's auric examinations of the Waif suggested that her attitude towards such matters predates her transformation into one of the hungry dead.)

    The Death Waif is unlikely to cooperate with other villains, unless they're obviously non-organic and thus non-food, or unless she's being controlled in some manner, as when Baron Samedi used subtle hypnosis to compel her to assist him. In addition to being the premiere member of Seven's rogue's gallery, she also crossed paths with the Next Gen and the Alterniteens. She seemed to recognize Elite, or possibly simply his fighting style, which suggests that the Murder League was quite active on her original world. Following Seven's departure from Earth, the responsibility for dealing with the Waif has passed to the current incarnation of the Next Gen, particularly Elflight -- who would prefer to deal with the monster in a more permanent manner, but respects the local laws on such matters.

    It should be understood that, despite what she believes, the Death Waif doesn't need to eat flesh in order to survive. Her abilities weren't diminished in any way by her brief period of "starvation", and wouldn't be if she never ate another bite. (She also doesn't gain weight from "binging".) But she doesn't know that, and wouldn't believe it if she was told. Or perhaps more accurately, she just wouldn't care.

    The Death Waif -- PL 11

    Abilities: STR 12/10 | STA -- | AGL 3 | DEX 2 | FGT 8 | INT 0 | AWE 2 | PRE 1
    Powers:
    Fearsome Presence:
    Perception (Visual) Area Affliction 6 (Resisted and Overcome by Will; Impaired, Disabled, Paralyzed), Selective, Subtle, Intimidation Check Required (DC 15) - 14 points.
    Rage: Enhanced Advantage (Fearless) and Enhanced Strength 2, Quirk (-1 to active defenses) - 4 points.
    Teeth: Strength-based Damage 2, Incurable, Quirk (not versus force fields or hard armor) - 2 points.
    Undead: Immortality 11; Immunity 30 (Fortitude); Protection 12, Impervious 10; Regeneration 10; Senses 2 (darkvision) - 84 points.
    Advantages: Improved Grab, Improved Hold, Improved Initiative, Power Attack.
    Skills: Athletics 4 (+16/+14), Insight 8 (+10), Intimidation 12 (+13), Perception 6 (+8), Stealth 6 (+9).
    Offense: Initiative +7; Unarmed +8 (Close Damage 10, 12 with Rage), Teeth +8 (Close Damage 12, 14 with Rage).
    Defense: Dodge 7, Parry 8, Fortitude Immune, Toughness 12, Will 8.
    Totals: Abilities 42 + Powers 104 + Advantages 4 + Skills 18 + Defenses 10=178 points
    Complications: Hunger--Motivation. Monstrous Appearance. Psychopath. Unimaginative.
    Last edited by Davies; 24th July 2019, 03:59 PM.

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  • Davies
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    Onyx



    Astronomer Gina Morrissey never wanted to be a hero. But when her experimental telescope attracted the attention of an alien symbiote which merged with her, granting her cosmic powers, she reluctantly rose to the challenge, operating under the name Onyx and based out of Ithaca, New York. Her journeys took her all over the world, however, most notably fighting against Fallout and his allies when they attacked the Arecibo observatory. Over the years, she bonded with her 'partner' enough to realize that it was a law enforcement agent from a distant region of the galaxy, and so worked with Star Knight quite a bit after the other hero made her debut.

    It was on one such mission in 2015, accompanying the Star Knight and several dozen other members of her order on an alien planet, that Onyx fell in battle. Unable to return her friend's body to their planet of birth, Sri Montoya gave her an honored burial and then moved on ... unaware that Gina Morrissey would 'wake up' from her apparent death a month later, leaving her unfortunately stranded on a distant world until her partner completes its own recovery, which could take even longer. She's trying to make the best of things, though.

    Onyx -- PL 11

    Abilities: STR 14/0 | STA 7/2 | AGL 1 | DEX 3 | FGT 6 | INT 2 | AWE 3 | PRE 3
    Powers: Cosmic Energy Control (Array: Ranged Damage 14, Dynamic, Variable Descriptor [electromagnetic], AP: Selective Shapeable Area Concealment 6 [visual and radio senses], AP: Ranged Burst Area Cumulative Affliction 9 [Resisted by Fortitude; Impaired, Disabled, Unaware], Limited to Visual Senses, AP: Enhanced Strength 14, Dynamic, AP: Enhanced Flight 14, Dynamic, AP: Moveable Create 9, AP: Nullify EM Spectrum Powers 14, Concentration, Simultaneous, Distracting), Cosmic Senses (Senses 35 [cosmic awareness (hyper-extended 5), accurate radio (extended 3), detect radiation signature [acute, radius, ranged, tracking], direction sense, extended hearing 2, extended vision 2, infravision, ultrahearing, ultravision, vision penetrates concealment (Quirk: Not against lead)]), Space Oddity (Enhanced Stamina 5; Flight 3; Immunity 10 [life support]; Movement 3 [space travel]; Impervious Protection 7).
    Advantages: Agile Feint, Improved Defense, Improved Initiative, Move-by Action, Ranged Attack 5, Set-Up, Teamwork.
    Skills: Expertise: Astrophysics 10 (+12), Insight 6 (+9), Perception 8 (+11), Persuasion 4 (+7), Technology 6 (+8), Treatment 4 (+6).
    Offense: Initiative +5, Unarmed +6 (Close Damage up to 14), Energy Blasts +8 (Ranged Damage up to 14), Blinding Blast -- (Ranged Burst Area Fortitude 9).
    Defense: Dodge 8, Parry 6, Fortitude 8, Toughness 14, Will 8.
    Totals: Abilities 40 + Powers 118 + Advantages 11 + Skills 19 + Defenses 13 = 201 points
    Complications: Responsibility--Motivation. Enemy (Carnelian). Secret Identity. Trapped On A Planet Where She Doesn't Know The Language And Has No Communications Capability.

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    Speed Demon



    Originally posted by The Algernon Files
    Rachel Ramirez is the daughter of the sixties-era heroine the Blur and the granddaughter of the WWII era hero Jack B. Quick. She grew up with her abilities, which, like her mother, she inherited. Rachel tried for something like a normal life, even to the point of going through medical school -– but the metahuman world kept intruding. She found herself being called upon to use her metahuman abilities far more often than her mundane skills. Finally, she gave up having a normal life and devoted herself to the same calling as the prior two generations of her family.
    Based in Bay City, Speed Demon was offered membership in the new Champions soon after the team formed, but turned them down from a desire to avoid being tied too closely to the city. Her preferred beat is the highway throughout the American southwest, though she's ventured to the East coast for various missions in the past. Having been active as a full-time superhero since 1997, she was the oldest speedster hero still in harness before Slipstream recently came out of retirement, and served as a mentor of sorts to both Kinetik (a Detroit-based speedster) and Johnny Rocket -- though she would be the first to admit that Johnny has exceeded her in many ways.

    Well, she'd admit that now, but for the longest time Johnny Rocket was not a safe topic of conversation where she was concerned. When his ex-boyfriend went public, Rachel took it on herself to publicly combat what she viewed as a scurrilous attack on her friend's character -- without asking Johnny whether that was something she ought to do. She was thus rather embarrassed when Johnny publicly came out, beginning a decade-long rift between the two of them. She finally came to terms with the fact that fault was entirely on her side shortly before Johnny's marriage, and made amends.

    Her area of operations has resulted in her having sometimes daily confrontations with various branches of VIPER, whom she has (through harsh experience) learned not to underestimate. She was fortunate to have the Champions backing her up in her only direct confrontation with General Venom to date, and believes that it's only a matter of time before the alleged Supreme Serpent tries to either kill her or capture her again. She is more than ready for that confrontation.

    Speed Demon -- PL 11

    Abilities: STR 1 | STA 3 | AGL 3 | DEX 3 | FGT 4 | INT 1 | AWE 2 | PRE 2
    Powers: Super-Speed (Enhanced Advantages 22 [Agile Feint, Close Attack 6, Defensive Attack, Evasion, Improved Defense, Improved Initiative 10, Move-by Action, Redirect], Quirk [Close Attack limited to foes with a lower initiative total]; Enhanced Dodge 10; Enhanced Parry 10; Movement 3 [Wall-Crawling; Water-Walking], Limited to while moving; Quickness 10; Regeneration 5; Speed 14), Super-Speed Fighting (Array: Cone Area Move Object 10, Limited to pushing away, AP: Multiattack Damage 10, AP: Multiattack Affliction 10 [Resisted by Fortitude; Dazed, Stunned, Incapacitated]).
    Equipment: Armored Costume (Protection 2, Subtle), Smartphone, 5 points of equipment as needed.
    Advantages: Agile Feint, Attractive, Beginner's Luck, Close Attack 6, Defensive Attack, Equipment 2, Evasion, Improved Defense, Improved Initiative 10, Jack-of-all-Trades, Language (Spanish), Move-by Action, Redirect.
    Skills: Close Combat: Super-Speed Fighting 2 (+6), Deception 6 (+8), Expertise: Medicine 6 (+7), Insight 4 (+6), Investigation 6 (+7), Perception 6 (+8), Persuasion 6 (+8), Treatment 8 (+9).
    Offense: Initiative +43, Unarmed +10/+4 (Close Damage 1), Flurry of Blows +12/+6 (Close Multiattack Damage 10), Stunning Blows +12/+6 (Close Multiattack Fortitude 10).
    Defense: Dodge 16/6, Parry 16/6, Fortitude 6, Toughness 5/3, Will 5.
    Totals: Abilities 38 + Powers 93 + Advantages 6 + Skills 22 + Defenses 11=170 points
    Complications: Responsibility--Motivation. Enemy (VIPER). Fame. Reputation ("firey Latina"). Temper.
    Last edited by Davies; 23rd July 2019, 04:30 AM.

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  • Davies
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    Just a heads up, I've started indexing this thread in the first post. It's a laborious process, but I am making progress.

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