Living Supers Character Submission

Stormwind

First Post
Resurrection Lass (PL8 | Awaiting approval)

Resurrection Lass
Concept/Archetype: Knife fighter/Street kid
Power Level: 8
Power Points: 120
Experience Points: -
Hero Points: 1


Abilities (40 pp)
Strength: 10 [+0] .. (0 pp)
Dexterity: 30 [+10] .. (20 pp)
Constitution: 20 [+5] .. (10 pp)
Intelligence: 14 [+2] .. (4 pp)
Wisdom: 16 [+3] .. (6 pp)
Charisma: 10 [+0] .. (0 pp)


Saves (0 pp)
Toughness +8 (5 Con + 3 Feat [Defensive roll] + 0 Power)
Fortitude +5 (0 Base + 5 Con + 0 Feat + 0 Power) (0 pp)
Reflex +13 (0 Base + 10 Dex + 3 Feat [Defensive roll] + 0 Power) (0 pp) [Evasion]
Will +3 (0 Base + 3 Wis + 0 Feat + 0 Power) (0 pp)


Combat (4 pp)
Initiative +10 (+10 Dex)
Base Defense +0 (0 pp)
Defense 15 (10 + 0 Base + 5 Feat [Dodge focus] + 0 Power)
Flat-Footed +0 [Retain defense: Uncanny dodge]
Base Attack +2 (4 pp)


Attack
Unarmed +2 (DC15 Toughness save, Critical 20, Bruise)
Knife +8 (DC16 Toughness save, Critical 16-20, Lethal)
Throwing knives +8 (DC23 Toughness save, Critical 16-20, Lethal)


Movement
Speed 30/60/120

Skills [28 SP] (7 pp)
Acrobatics +15 (5 ranks + 10 Dex)
Computers +3 (1 ranks + 2 Int)
Diplomacy +0 (0 ranks + 0 Cha)
Escape artist +10 (0 ranks + 10 Dex)
Gather information +1 (1 ranks + 0 Cha)
Knowledge [technology] +3 (1 ranks + 2 Int)
Knowledge [streetwise] +7 (5 ranks + 2 Int)
Notice +8 (5 ranks + 3 Wis)
Search +3 (1 ranks + 2 Int)
Sense motive +8 (5 ranks + 3 Wis)
Sleight of Hand +11 (1 ranks + 10 Dex)
Stealth +11 (1 ranks + 10 Dex)
Survival +4 (1 ranks + 3 Wis)

Languages (1 ranks)
English, Romanian (native)


Feats (30 pp)
Accurate attack, Acrobatic bluff, Attack specialization (knife) x3, Defensive roll x3, Dodge focus x5, Equipment, Evasion,
Improved critical (knife) x3, Precise shot, Quick draw, Ranged pin, Split attack, Throwing mastery x7, Uncanny dodge [auditory]


Powers (39 pp)
Regeneration [Mutant](Variable pp/rank + 2 pp = 38 pp)
Recovery Rate [Bruised 3, Unconscious 3, Injured 6, Staggered 6, Disabled 8, Resurrection 10] (36)
Resurrection condition: "Requires fragment of bone"
Power Feat: Persistent (1)
Power Feat: Regrowth (1)

Immunity [Mutant](Variable pp/rank + 0 pp = 1 pp)
Aging (1 rank)


Equipment (5ep)
Belt of blades [Utility belt] (5ep)
- Throwing Knives [Strike 1; Improved Critical, Thrown x3] (5ep)
Street clothes (0ep) ... (Baggy worn brown leather overcoat, dirty overlarge black t-shirt, worn blue jeans, worn sneakers)
Resolute uniform (0ep) ... (Standard: Two-toned blue)
Resolute uniform (0ep) ... (Customized: Black and gray)
Task force communicator (0ep)


Complications
Appears to be a minor (Apparent age: 14)
Alternate identity (Shiv)
Criminal past (Shiv: wanted for minor theft (shoplifting), wanted for questioning regarding a suspicious death)


COST
Abilities [40] + Combat [4] + Saves [0] + Skills [7] + Feats [30] + Powers [39] + Drawbacks [0] = Total [120]
Unspent [0]


Mundane details
Name: Elena Polaski
Gender: Female
Age: 21 years (Apparent age 14)
Size: Medium
Height: 5'1"
Weight: 98lbs
Hair: Mousy brown
Eyes: Green
Nationality: Romanian (native), American
Ethnicity: Caucasian


Description
A short petite childlike woman. Standing barely 5'1", Elena moves with a lithe grace that is simply unearthly. She is rather plain looking, and often a little rough around the edges. Her mousy brown hair better resembles a bird's nest and her soft brown eyes are a vibrant counterpoint to her often wary expression. Elena is relatively intelligent and strong willed and possesses a hardy constitution that many an athlete would envy, yet it is her almost preternatural grace and dexterity that obviously sets her apart. Strangely, Elena has not aged at all over the last few years and still appears to be a young girl of 14.
Elena's demeanor is quiet and unassuming, yet her eye's speak of her wariness and her constant vigilance, especially within a crowd of people. Somehow she always seems to blend in, unnoticeable until she speaks.


[sblock=Background (Private)]Background (childhood)
Elena has spent most of her life living on the streets. Her parents sent her out with her siblings on the streets to beg as soon as she could walk and in this fashion she helped to provide for her family. At the age of 7, her mother died of some disease, the family not being rich enough to pay for a doctor or medication. Less than a year later, Elena's father, after yet again drowning his sorrow's in drink, tripped on a loose cobblestone and hit his head against stone wall. A few hour's later he too died leaving the children alone in the world. The children were taken by Romanian social services and separated. Elena doesn't know what became of her siblings, but she was adopted by an american couple. The next few years were relatively pleasant, although not without their own difficulties as Elena adjusted to her new life. Then misfortune struck again. Elena's adoptive mother died in a car accident. Unfortunately her adoptive father took to the bottle due to his inability to cope with his wife's death and became abusive. Elena decided to leave to avoid the abuse and once again took to the streets. Quickly adapting to her return to life on the streets, she soon became friends with an old homeless recluse called Gray (short for Graham), both of them preferring solitude to the crowd of humanity. She called him Ol' Gray and he called her Lass. They made a strange pair, the old white bearded recluse and the dirty, skinny young girl. Surprisingly, the two of them were largely left alone, and the few times the situation got out of hand, it was Gray's expertise with knives that kept them alive. An expertise that he passed on to Elena over the following years, an expertise that she has developed into a deadly art. This expertise gained Elena the nickname Shiv on the streets that she called home.
Death finally separated Elena and Gray as Ol' Gray passed away in his sleep a few years later.
It was soon after this that Elena really needed the skills that her mentor taught her. Caught in an alley by a group of toughs intent on 'having a bit of fun', Elena resorted to her blades to protect herself. Unfortunately the toughs were not deterred by the sight of a young girl holding a knife, and the situation quickly became bloody resulting in three of the toughs limping away, bleeding from several knife wounds, and the remaining tough lying in a pool of his own blood in the alley.
Since that day, Elena has become increasingly wary of men, but her street reputation as Shiv has, since then, been sufficient to avoid a repeat of such an incident.

Details of Background (discoverable via public records)
- Birth name: Elena Calude
- Place of birth: Corte d'Arges, Romania
- Date of birth: 1st January, 1993
- Nationality: Romanian (native), American (by adoption)
- Mother: Anne Calude (ni Vasilov), [August 1971 - September 2000]
- Father: Jon Calude, [July 1968 - August 2001]
- Date of immigration: 13th November, 2001
- Adoptive mother: Jean-Marie Polaski [Febuary 1965 - January 2003]
- Adoptive father: Jason Polaski [March 1961 - ... ]



Background (adult)
...[/sblock][sblock=Background (Public)]Gather information
DC 10: Elena is a street kid ... and she looks it.
DC 15: Elena is reputed to be good with knives.
DC 20: Elena was known as Shiv on the streets due to her expertise with blades..
DC 25: 'Shiv' is wanted by local law enforcement for a couple of minor thefts (shoplifting). 'Shiv' is also wanted for questioning regarding a suspicious death.


Computers (Hacking public records | Law enforcement officers may subtract 10 from DC)
DC 10: Elena was born on 1st January, 1993.
DC 15: Elena was adopted by an american family, the Polaski's. Her adoptive mother is deceased.
DC 20: Elena was born in Corte d'Arges, Romania. Her birth parents are both deceased. She has 3 siblings.
DC 25: Elena's adoptive father has been arrested and has appeared in court several times since 2003 on alcohol related charges
[/sblock]
[sblock=Combat Abilities & Powers (Notes)]Combat ability descriptions
Unarmed: Elena's time on the streets has taught her a few things about fighting dirty and her dextrous form leaves her well able to avoid attacks or to move with a blow so as to minimize their effect.
Knives: Under Ol' Gray's tutelage, Elena became a competent knife fighter. With her extraordinary dexterity, her skills soon transcended those of her mentor's. Unbelievably accurate, whether holding a knife or throwing it, she is deadly with a blade. It is, however, with a thrown knife that she becomes truly lethal, her thrown blades flying with incredible speed. Elena's life on the streets has taught her the most effective places to strike on a human body and, when necessary, she no longer hesitates to use that knowledge. Able to instantly draw her blades, Elena can use them to deliver lethal blows or to pin an opponent to a nearby object. She has also recently mastered the trick of throwing two blades at once, albeit with slightly less accuracy than she would like.


Power descriptions
Regeneration: Elena is currently unaware of her regenerative abilities.
Immunity (Aging): Elena is aware that she doesn't appear to have grown or changed over the last few years, but she is not yet aware of the full extent of her unaging condition.
[/sblock]
 
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Someone

Adventurer
Clay, PL 10

CODENAME: Clay
Concept/Archetype: Utility-Hard to kill hero
Power Level: 10
Power Points: 150 = Abities 24, Saves 18, Combat 14, Skills 18, Feats 15, Powers 61
Experience Points: 0
Hero Points: 1

[sblock=abilities]
Code:
[U][B]ABILITIES[/B][/U] PP spent: 24
STR 18 (+4)  ( 8 PP)
DEX 12 (+1)  ( 2 PP)
CON 20 (+5)  (10 PP)
INT 12 (+1)  ( 2 PP)
WIS 12 (+1)  ( 2 PP)
CHA 10 (+0)  ( 0 PP)
[/sblock]

[sblock=saves]
Code:
[U][B]SAVES[/B][/U] PP spent: 18
TOUG +10 (+5 Con + 5 Power)
FORT +10 (5 Base + 5 Con ) (5 PP)
REF  +5  (4 Base + 1 Dex ) (4 PP)
WILL +10 (9 Base + 1 Wis ) (9 PP)[/sblock]

[sblock=combat]
Code:
[U][B]COMBAT[/B][/U] PP spent: 14
INIT +1
BASE DEF +3 (6 PP)
DEF 20 (10 + 3 Base + 7 Feat)
FLAT-FOOTED 20
BASE ATT +4 (8 PP)

[U][B]ATTACK[/B][/U]
Melee: Slashing strike +10 (+4 base, +6 feat) (+10 SAVE, CRIT 20, edged)
       Corrosion +10 touch (+4 base, +6 feat) Make Fort save DC 19, or lose 9 Toughness points and +9 damage
[/sblock]

[sblock=skills]
Code:
[U][B]SKILLS[/B][/U] 70 SP (17 1/2 PP)
Disguise                      +24   (14 ranks + 0 Cha + 10 Morph power)
Bluff                         +12   (12 ranks + 0 Cha)
Drive                         +3    (1 ranks + 1 Dex)
Computers                     +10   (8 ranks + 2 Int)
Concentration                 +9    (4 ranks + 5 Con)
Knowledge (physical sciences) +8   (7 ranks + 1 Int)
Knowledge (technology)        +3    (2 ranks + 1 Int)
Notice                        +9    (8 ranks + 1 Wis)
Stealth                       +13   (12 ranks + 1 Dex)
Swim                          +8    (2 ranks + 4 str)

[U][B]LANGUAGES[/B][/U] (2 Ranks) (1/2 pp)
English, Spanish, French
[/sblock]

[sblock=movement]
Code:
[U][B]MOVEMENT[/B][/U]
SPEED 30/60/120
OTHER: If using Elongation he can move 250 feet/move action, which translates as app 56 mph
[/sblock]

[sblock=feats]
Code:
 [U][B]FEATS[/B][/U] (15 PP)
Dodge focus 7 (7 pp)
Attack focus 6 (melee) (6 pp)
Prone fighting (1 pp)
Uncanny dodge (1 pp)
[/sblock]

[sblock=Powers]
Code:
[U][B]POWERS[/B][/U]

[b]Alternate form[/b] 12 ranks (5 pp/rank +1 Innate power feat = 61 pp)
Can buy 60 pps worth of powers related to his alternate form. All powers have the [technological] descriptor
Power feat: Innate (1 pp). 
Clay is an entity composed of trillions of microscopic machines, and can't change back to human form.

Powers related to Alternate form:

-[b]Strike[/b] 10 ranks (1 pp/rank +1 alternate power = 11 pp)
Clay can manifest hardened blades and edged instruments from his limbs, sharpened to increible levels.

Alternate power (1 pp) [b]Corrosion[/b] 9 ranks (2-1 pp/rank +1 Power feat = 10 pp)
Action modifier: Requires full round (-1 cost)
Power feat: Precise (+1 PP)
Clay can instead break down the molecular structure of other objects, even creatures, by touching them and releasing several million nanobots on the target. This requires enough contact time for the controlled transfer of bots.
The nanobots proceed to tear apart the target's molecular integrity; the effect is similar to the action of a very powerful acid. 

-[b]Protection[/b] 5 ranks (1 pp/rank = 5 points)
Clay's artificial body is very difficult to harm.

-[b]Mind shield[/b] 5 ranks (1 pp/rank = 5 points)
Clay's mind isn't really human: it's a simulation performed by the nanobots that compose him. 

-[b]Super senses[/b] 3 ranks (1 pp/rank = 3 points)
Radius (visual, 1 rank), Danger Sense (visual, 1 rank), Acute (touch, 1 rank)
The nanobots Clay is built from can mold and adapt around microscopic details, providing him with an acute sense of touch. The rest of his senses aren't noticeably better than a healthy human's, but he has no distinct sensory organs. He can thus perceive things all around him and the network of individual bots allow him to detect and rect to threats very quickly.

-[b]Morph[/b] 2 ranks (3 pp/rank + 3 alternate powers = 9 pp)
Clay can adop the form (not the function) of basically anything with roughly his body mass, with great accuracy.

Alternate power (1 pp) [b]Insubstantial[/b] 1 rank (5 pp/rank = 5 points)
Clay's constituent elements can relax the forces joining them enough to flow like water.

Alternate power (1 pp) [b]Elongation[/b] 6 ranks (1 pp/rank = 6 pp)
When in humanoid form, Clay can elongate up to 250 feet, and use his elongated limbs to attack targets 60 feet away.

Alternate power (1 pp) [b]Concealment[/b] 4 ranks (2-1 pp/rank = 4 pp)
Flaws: Blending (-1)
Clay can imitate the texture and appearance of items he's in contact with, or even change the optical properties of his body making himself nearly transparent. This makes him almost impossible to spot, unless he moves quickly. 

-[b]Illusion (Auditive only) [/b] 6 ranks (1+1-2 pp/rank = 3 pp)
Extras: Action (+1, can maintain illusion as a free action), Reduced range (from Perception to Touch -2)
Clay isn't limited to human vocalizing organs and can create virtually any sound from any part of his body. 

-[b]Immunity[/b] 11 ranks (1 pp/rank = 11 points)
Since he's not made of flesh and bone and doesn't have separated organs, he's immune to many things harmful to human beings.
He enjoys the equivalent of full life support and immunity to critical hits

-[b]Regeneration[/b] 11 ranks (1 pp/rank + 2 power feats = 13 pp)
Effects: 1 rank for Ability damage (1 point/5 hours), 2 ranks for Disabled (1 check/hour), 2 ranks for Injured and Staggered (1 check/5 minutes), 2 ranks for Bruised (1 check/standard action), and one rank for Unconscious (1 check/round), 1 rank Resurrection. Disabling a large percentage of the nanobots using energy attacks prevents resurrection.
Power feat: Regrowth (+1), Persistent (+1)
Clay can quickly rebuild his original structure and new nanobots from virtually any material, healing damage.
[/sblock]

[sblock=notes, description and history]NOTES

Real Name: James Mudel
Gender: Male
Age: 26
Size: Medium
Height: 5' 6''
Weight: 70 kg
Hair: No hair in true form
Eyes: No eyes in true form
Nationality: American
Ethnicity: Irrelevant in current state.


DESCRIPTION
In his true form Clay is a clump of matter with basically humanoid form, of a grayish brown color similar to fresh clay (hence the codename). He rarely appears in this form; he likes to disguise, and sometimes varying his appearance from one moment to the next.
Given Clay's ability to change shape, he doesn't wear a standard costume (nor he uses any other kind of equipment for that matter), though he imitates one when the situation requires it.


HISTORY
Clay was a doctorate student in a laboratory studying nanotechnology until the comet event; a normal guy, without much luck and fighting to scrap enough money to reach the end of the week. One monday, after the comet finally burned up in the atmosphere, he was the one in charge of opening the lab and check the experiments. There was one in particular that was considered a failure: a batch of self replicating nanobots. James observed that the flask that contained them was strange, like corroded by some kind of acid, so he decided to check it out.

After he touched the flask, his body heat and bioelectricity stimulated the nanomachines contained inside, which quickly proceeded to eat the flask and James in a matter of seconds.

James died that day, taken apart atom by atom. The nanobots, however, somehow incorporated into their programming James' brain bioelectrical patterns as they dismantled his neurons, imprinting into the nanobot collective a programming identical in all ways to James' mind. This fortunate event, by the way probably saved the earth, as their uncotrolled growth would have turned the whole planet into nanobots.

"James" was first scared to death and then delighted with his new body. He was strong and tough, could see all around, could stretch and morph into anything... the list of his new abilities seemed unending. He left the university and decided to live his life as comfortably as he could. This inevitably lead to small scale robbering after a while, which in time ended attracting the authorities' attention.

He was given an ultimatum: he had the option to join UN's taskforce, or given that it was a matter of time for his to turn into full scale supervillian, face the jail. Clay joined the good guys, and afer receiving specialized training he's ready for field missions.
[/sblock]
 
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Raylis

First Post
Name Invisible Man
Concept/Archetype: Cybernetically Enhanced Spy
Power Level: 8
Power Points: 126
Hero Points: 1
[sblock=Abilties]
ABILITIES
STR 12(+1) (2 PP)
DEX 16 (+3) (6 PP)
CON 12 (+1) (2 PP)
INT 12 (+1) (2 PP)
WIS 14 (+2) (4 PP)
CHA 10 (+0) (0 PP)
[/sblock]
[sblock=Saves and Combat]
SAVES
TOUG +5 (1 Con + 1 feat, +3 powers)
FORT +6 (5 Base + 1 Con) (5 PP)
REF +9 (6 Base + 3 Dex) (6 PP)
WILL +6 (4 Base + 2 Wis ) (4 PP)

COMBAT
INIT +3
BASE DEF +6 (12 PP)
DEF 20 (10 + 6 Base + 4 Dodge Focus)
FLAT-FOOTED +13
BASE ATT +6 (12 PP)
GRAPPLE: +6

ATTACK
Melee: Attack +6 Melee (DC 16 SAVE, dmg bonus +1, crit 20, nonlethal)
Ranged: Silenced Blaster +8 (DC 17, dmg bonus +2, crit 20, lethal)
[/sblock]

[sblock=Skills and Feats]
SKILLS 52 SP (13 PP)
Acrobatics +11* (8 ranks, 3 ability)
Computers +9 (8 ranks, 1 ability)
Disguise +39* (8 ranks, 1 ability, 30 power)
Disable Device +9* (8 ranks, 1 ability)
Notice +6 (4 ranks, 2 ability)
Stealth +11 (8 ranks, 3 ability)
Survival +10 (8 ranks, 2 ability)

LANGUAGES
English

MOVEMENT
SPEED 30/60/120
Leaping 22ft (running long) 11ft (standing long) 5ft (high)

FEATS
Accurate Attack
Attack Focus (ranged) 2
Defensive Roll
Dodge Focus 4
Edict Memory
Hide in Plain Sight
Improvised Tools
Precise Shot 2
Skill Mastery (Stealth, Survival, Acrobatics, Disable Device)
Sneak Attack 3
[/sblock]
[sblock=Powers and Drawbacks]
POWERS
Comprehend R4 (2pp/rank +0pp=8pp)
- Languages
-Machines
Concealment R6 (2pp/rank +2pp=14pp)
-All Visual
-All Auditory
PF: Close Range
AP: Morph 6 (2pp/rank +0pp =12pp)
-Humanoids

Datalink R1 (1pp/rank +0pp=1pp, mental)
Super Movement R4 (2pp/rank +0pp=8pp)
-Permeate 2
-Wall Crawling 2
Super Senses R5 (1pp/rank +0pp=5pp)
-Darkvision
-Infravision
-Ultra-Hearing
-Extended Hearing
Speed R1 (1pp/rank +0pp=1pp)

Leaping R1 (1pp/rank +0pp=1pp)

Protection R3 (1pp/rank +0pp=3pp)

Enhanced Strength R2 (1pp/rank +0=2pp)

Silenced Blaster Device R1 (3pp/rank +0 pp=3pp)
DP: Blast R2 (2 pp/rank +0=4pp)
PF: Improved Aim
Drawbacks:
Vulnerability (Electricity-uncommon, moderate) 2pp
Vulnerability (Sonic-uncommon, moderate) 2pp
[/sblock]
[sblock=Cost]
COST
Abilities [14]
Combat [24]
Saves [15]
Skills [13]
Feats [18]
Powers [46]
Drawbacks [-4]
Total [126]
Unspent [0]

[/sblock]
[sblock=Personal]
NOTES

Real Name: Josh Ellis
Gender: Male
Age: 27 (apparent age 20)
Size: M
Height: 6’1”
Weight: 175
Hair: Black
Eyes: Blue
Nationality: South African
Ethnicity: Caucasian
Tradeoffs: +2 Defense / -2 Toughness
Education: Military

Complications
Responsibility (relationship-Rebecca Sinclair), Split Allegiance (Resolutes, Black Spiders)
[/sblock]

[sblock=Description]
Description:
Josh is a moderately well built young man; he wears his hair short and has piercing blue eyes. He’s a quiet sort, not one to start a conversation. His implants are nigh visible (and often so his he!). Only by looking closely can one see the filament wires running along his veins and notice his eyes more closely resemble camera lenses then a normal human eye.
[/sblock]
[sblock=History]
History:
When he was a young boy, Joshua Allen Ellis watched his mother’s car explode before his eyes. As hard as he tried he couldn’t pull her from the wreckage and suffered numerous bruises and cuts while attempting the act. With his mother now dead and his father gone for years he had no place to go.
A few days after the accident he was lifting a man’s wallet when he was caught…a man that turned out to be his father. Naively Josh thought it was a happy coincidence but he was sordidly mistaken. Years before Ian Ellis (Josh’s father) had involved himself with a black ops group in London, known to underground as the Black Spiders. Per their orders he moved down to South Africa after his group was nearly caught attempting to purge the Information System’s of England’s largest Technological Branch. While in Cape Town Ian met a young woman, seduced her and accidentally sired a child. He left when the boy would be old enough to remember him and began to arrange sole custody-by way of death.
Once Father and Son were reunited and Ian began to train Josh as an operative: one who could manipulate alarms, computers, blend in with a crowd and accomplish a wide assortment of tasks while no one could see him. Like a good son Josh did his best to please his father, training his body night and day to meet the rigorous expectations. By twelve he could move across town with no one the wiser. Thirteen he could remotely hack a system. At age fifteen he was a crack shot and could avoid most, if not all, of the training shots fired at him. With each passing month he received no praise from his father, and began to wonder if his mother would be disappointed in him.
His training finished he began to go on his assignment; nothing big or dangerous, as the group wanted to remain in hiding. Then they received their orders. They began to mobilize, using Cape Town as a base and Josh’s assignments began to be harder and harder. Until one night in May of 2001 when they were going to wipe all records in Cape Town and take over the city with no one on the outside being the wiser.
Josh’s job was simple; sneak into the police headquarters, find their central computer and take it out-permanently. Josh did as the Black Spiders ordered and easily slipped into the facility. However, there was a double agent that had infiltrated the group and the military was ready for Josh. Once he began to hack into the system, they opened fire, not bothering to order him to stop, not bothering to try to apprehend him; the Black Spiders were confirmed terrorists and would be terminated.
Josh reacted as the first shot was fired, and his sense of self preservation overrode his orders. He ran and dove through the window, abandoning stealth for speed. One gung ho private saw him make his escape and lobbed a grenade after the young man; it went off at Josh’s feet just as he hit the ground.
He should have been killed, a point blank grenade with no real place to dive to. Miraculously he survived and found by the Spiders assigned to be his cover should anything go wrong, and was taken back to base.
There Ian ordered that his son would live and if necessary they’d assure his survival by supplementing his organic parts with cybernetic ones, a curiosity they had received from an up and coming Technology and Arms dealer going by the Moniker of “Terabyte.” The operation was successful-Josh survived…and was enhanced.
Due to his legs being almost rebuilt entirely he could run faster and jump farther then normal. He was tougher, thanks to a lightweight end- skeleton .His eyes, burned blind by the grenade where replaced allowing Josh to see not only in the dark but in the infrared spectrum as well. His eardrums also had to be replaced and enhanced his hearing. The technological skeleton forced normal matter away from it, and Josh could literally walk through walls and become someone entirely different. Technologically enhanced, Josh became the perfect spy. The perfect assassin; and the instrument that the Black Spiders would use to their advantage.
Equipping him with one of Terabyte’s silencer blasters they sent Josh to New York, to the city where they had learned that their traitor had fled to. America was an eye opener for Josh and walking by the United Nations one day, looking for his target he met Major Rebecca Sinclair. She looked younger then she was; and he hadn’t met anyone near to his own age since he was a child.
He was fascinated by her and once he completed his kill, stayed in New York instead of going back home. Specifically he loitered around the United Nations building, hoping to catch a glance of the major. He relocated to New Jersey once he found out she had been assigned to work with the newly formed Resolutes. Josh’s persistence impressed her and they got along splendidly. In spring of 2000 they began to date and once she found out about Josh’s abilities remarked how he could probably join the Resolutes.
He had heard about the organization, and what they did. In the back of his memories he knew that his mother would approve of him if he did so. With a plan to both honor his mother’s memory and impress Rebecca he applied to join the Resolutes.
[/sblock]
[sblock=Notes]
Notes: The Invisible Man was built on an extra 6pp, 4 gained from GM Credits and 2 gained from retiring Echo [Echo had earned 3pp and only spent 1, leaving 2pp to be used in his replacement] All Josh's powers have the [technological] descrptor.
The Compication (responsibility) also prevents him from being on a Team with Rebecca as the Handler (my own in-game reason for not sending my own character on a mission :p)
[/sblock]
 
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themightybiggun

First Post
Fimbulwinter

Code:
Name: Fimbulwinter (Alexis Lundh)
Size: Medium
Gender: Male

Str: 14 +2 (4 PP)	PowerLevel: 10	PP: 150
Dex: 12 +1 (2 PP)	AB: +8 (16 PP)	XP: 0
Con: 16 +3 (6 PP)	Grapple: +10	HP: 1
Int: 10 +0 (0 PP)	Speed: 30'
Wis: 16 +3 (6 PP)	Init: +1
Cha: 12 +1 (2 PP)

		Base	Power	Feat	Total
Defense:	+8	+0	+0	18 (16 PP)
Dodge:		+0	Flatfooted: 18

		Base	Mod	Feat	Power	Misc	Total
Fort:		7    	+3	+0	+0	+0	+10 (7 PP)
Ref:		7    	+1	+0	+0	+0	+8 (7 PP)
Will:		7    	+3	+0	+0	+0	+10 (7 PP)
Toughness:      0    	+3	+0	+9	+0	+12

Attack			Attack	Damage	Save	Type
Unarmed			+8	DC 17	Tough	Bruise
Glasere			+8	DC 20	Tough	Bruise or Lethal
Ice Bonds Snare		+8	DC 22	Reflex	N/A


Movement Types: 30ft. Base

Feats: (7 PP)
Diehard, Environmental Adaptation (Extreme Cold), Equipment 2, Favored Environment (Extreme Cold), Fearless, Uncanny Dodge, Ultimate Effort (Save)

Skill Points: 38 ranks (10 PP)
Skills			Ranks	Mod	Misc	Total
Concentration		8	+3		+11
Handle Animal		4	+3		+7
Knowledge (Arcane Lore)8	+0		+8
Knowledge (Mythology)	8	+0		+8
Language (English)	1	+0		+1
Survival		8	+3		+11

Languages: Norwegian, English

Equipment: Glasere (Spear) +3 damage 19-20 crit 7ep, Archaic Chain Mail Armor +3 Toughness, 3 ep.

Powers:65 pp

Protection 9 (1pp/rank= 9pp)

Snare 12 (Ice Bonds) (2pp/rank= 24pp)

Super Movement 1 (Sure-Footed) (2pp/rank= 2pp)

Super Senses 4 (Precognition) (1pp/rank= 4pp)

Weather Control(Extreme Cold)12 [Powerfeat: Alt. Power-Weather Control (Distraction DC 10) 12, Alt. Power-Weather Control (Hamper Movement 1/4. speed)12] (2pp/rank + 2pp= 26pp)

Complications: Obsession (Ragnarok), Prejudice (Monsters),

Drawbacks (-6): Vulnerable (Fire;Common,Minor)-2, Weak Point (Mistletoe;Uncommon,Minor)-1, Weakness (Intense Warmth;Common,Minor)-2, Noticeable (Protection Runes; Uncommon, Minor)-1 

		       Lgt	  Med	          Hvy	      Lift	  Push
Max Weight:	      58 lb.      116 lb.	 175 lb.    350 lb.    875 lb.
Abilities 52pp + Saves 21pp + Feats 8pp + Skills 10pp + Powers 65pp-Drawbacks 6pp=150pp

Details:
Name: Alexis Lundh
Gender: Male
Age: 31
Size: Medium
Height: 6’4’’
Weight: 220lbs.
Hair: Blonde
Eyes: Ice Blue
Nationality: Norwegian
Ethnicity: Caucasian

Description:
Alexis is a tall man with broad shoulders, long blonde hair falls to his shoulders and a unkempt beard decorates his haggard face. Years of abuse and torture have marked his face and his striking blue eyes have a haunted depth that scares most who would look in to them. Strange archaic blue and silver designs trace across most of his bare skin and his skin has a slight bluish tinge to it giving away his protection power. His years as a marine still tell on his frame and Alexis maintains a high level of physical fitness.

He clothes himself in an odd ensemble of chain mail, a snow-white cloak and tunic, and a green and golden tabard in recognition of his position as a Resolute. His Resolute communicator and badge is pinned to the left shoulder of his cloak. He hides his face under a white cowl with a black mask and black boots and gloves complete the look.

Finally, Alexis has taken to wielding a longspear as his standard weapon of war.

Background:
Alexis lived a fairly normal childhood in Oslo, Norway. Raised in a Christian household, he was nonetheless always told stories of the old gods and the ancient ways. When he was old enough, he chose to enlist in the Norwegian Army to serve for his mandatory tour. Rising through the ranks and proving himself an adventuresome and bold soldier, Alexis eventually was transferred to the elite Ranger corps.

It was in the Rangers that Alexis found himself blown off course during a routine training parachute jump and lost in the Norwegian wilderness. Lost for almost three weeks, he was found shivering and muttering in a cave dug from a snow drift, most of his clothing shredded and his ammunition clip emptied into trees and rocks around him.

Severely traumatized by the experienced, Alexis was checked into a recovery institute where the deep level of psychological damage could be observed. Alexis believed that during his isolation, that he was contacted by a mystical entity claiming to be the legendary sign of the Norse apocalypse: the Fimbulwinter. When queried about his “contact” with the force of nature, Alexis would break down and ramble of the end of days and his part as a “herald.”

Resigning him as a lost cause, Alexis was discharged from the military and sent to a civilian facility. It was here that he spent 4 years being told that he was crazy. But, at the end of 1999, Alexis was both validated and freed. For as a silvery comet passed overhead, the former soldier heard again the voice of the icy void, and now, he felt the power of the winter in him. Using his powers to escape, Alexis vanished into the wilds for several years. Eventually, he was assumed dead, and most officials forgot the name Alexis Lundh.

However, Alexis was being hunted. Every time he attempted to integrate himself with some random peaceful village, he would always find himself hounded and pursued by forces he had no knowledge of. Desperate for information, Alexis maintained a game of cat and mouse with his unknown pursuers while he researched legends, sought some semblance of a life and came to terms with his own powers and destiny.

In the last year, after befriending an aged librarian who used up the last of his savings to help him, Alexis was able to flee to the United States. It was here that he ended up in downtown New York. Thrown into the middle of civilization, Alexis was bound to have to use his powers. After a few close calls, Alexis sought out others like him to hide amongst. Perhaps here, he might even find heroes who would help him combat the terrible future he had been shown.
 

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LoneClaw

First Post
Codename: Silver Dragon
Name: Kaylin Edison
Age: 16
Size: Medium
Gender: Female
Origin: Mutant

Code:
Str: 30 +10 (20 PP)	PowerLevel: 10	PP: 150
Dex: 30 +10 (20 PP)	AB: +10*/0 (0 PP)XP: 0
Con: 30 +10 (20 PP)	Grapple: +20	HP: 0
Int: 20 +5 (10 PP)	Speed: 250'
Wis: 12 +1 (2 PP)	Init: +10
Cha: 12 +1 (2 PP)	Knockback: -4
			(* Melee only)

		Base	Power	Feat	Total
Defense:	+10	+0	+0	20 (20 PP)
Dodge:		+10	Flatfooted: 10

		Base	Mod	Feat	Power	Misc	Total
Fort:		0    	+10	+0	+0	+0	+10 (0 PP)
Ref:		0    	+10	+0	+0	+0	+10 (0 PP)
Will:		4    	+1	+0	+0	+0	+5 (4 PP)
Toughness:	0    	+10	+0	+0	+0	+10

Attack			Attack	Damage	Save Type	Type
Unarmed			+10	DC 20	Tough		Bruise


Movement Types:
Regular: 30/60/120
Speed: 250/500/1000

Feats: (15 PP)
Acrobatic Bluff, Ambidexterity, Attack Focus (Melee) 10, Evasion, Fearless, Interpose

Skill Points: 36 (9 PP)
Skills			Ranks	Mod	Misc	Total
Acrobatics		4	+10		+14
Bluff			4	+1		+5
Climb			0	+10		+10
Computers		0	+0		+0
Concentration		0	+1		+1
Craft			0	+0		+0
   Artistic
   Chemical
   Electronic
   Mechanical
   Structual
Diplomacy		2	+1		+3
Disable Device		0	+0		+0
Disguise		0	+1		+1
Drive			0	+0		+0
Escape Artist		0	+10		+10
Gather Information	0	+1		+1
Handle Animal		0	+1		+1
Intimidate		0	+1		+1
Investigate		0	+0		+0
Knowlege		2	+5		+7
   Popular Culture
   Life Sciences
Medicine		0	+0		+0
Notice			14	+1		+15
Perform			0	+0		+0
Pilot			0	+0		+0
Ride			0	+0		+0
Search			4	+5		+9
Sense Motive		4	+1		+5
Sleight of Hand		0	+0		+0
Stealth			0	+10		+10
Survival		0	+1		+1
Swim			0	+10		+10

Languages:
English

Equipment:

Powers:
Additional Limb (1 PP/Rank + 1 PP = 2 PP)
FR: Tail
PF: Innate
Leaping 2 (1 PP/Rank + 0 PP = 2 PP)
FR: x5 her normal jump distance (25/50/100 feet)
Regeneration 10 (10 PP/Rank + 2 PP = 12 PP)
FR: Injured 4 (1 Round)
FR: Disabled 4 (5 Minutes)
FR: True Resurrection 1 (1 Week)
PF: Persistent
PF: Regrowth
Speed 2 (1 PP/Rank + 0 PP = 2 PP)
FR: Has the ground speed of 25 MPH
Strike 2 (1 PP/Rank + 1 PP = 3 PP)
FR: Claws, Teeth
PF: Mighty
Super-Movement (2 PP/Rank + 0 PP = 4 PP)
FR: Sure-Footed
FR: Wall-Crawling 2 (Limited: Only while moving -1)
Super-Sense (1 PP/Rank + 0 PP = 6 PP)
FR: Danger Sense (Auditory)
FR: Darkvision
FR: Extended Hearing
FR: Extended Sight
FR: Scent

Complications:
Inhuman Form
Prejudice (Reptiles)

Disadvantages:

		Lgt	Med	Hvy	Lift	Push
Max Weight:	532lb	1064lb	1600lb	3200lb	8000lb

Appearance: [sblock]
Kaylin is a very slim reptilian humanoid, covered with white (almost silver) scales. She has two large, saphire, slitted eyes, a set of claws, a mouth filled with long, pointy teeth and a strong tail that almost extends to the ground. Her legs are much more animalistic and two-jointed, as such she walks on her toes, but nevertheless she is stabile and agile.
She wears a skintight spandex that matches her scales, with a hole for her tail. A pair of saphire-colored boots and long fingerless glovettes all of which have a lot of straps on them.
[/sblock]

Personality: [sblock]
Kaylin is strong, brave and intelligent, she hates injustice and has an "eye for an eye" view on justice.
Her greatest fascination lies with dragons, she reads any book she finds about them. Ever since she've read about them she's secretly been dreaming about being one.
Her mutation has made her into a fierce fighter, she might very well kill anyone who deserves it if noone convince her otherwise.
Allegiance:
Ethical Philosophy: Chaotic
Organization: The Resolutes

Motivation:
Justice
[/sblock]

Background: [sblock]
During Kaylin's first 12 years she lived in The Bronx. She lived quite an ordinary life, that was until a maniac with a gun took her parents hostage and barricaded himself in their apartment. 9 hours passed until he killed them both and then himself.
She blamed the police for not doing everything they could've done.
She didn't have any other family members she could live with, so she went into foster care. Kaylin was then adopted just as she'd turned 14, by a newly married couple.
Her foster parents were very nice and supportive to her, but they could of course never replace her birth parents.
Her first day at her new school started off quite ordinary, but at recess she saw a fellow classmate being bullied by an older student. She just lost control, pounced and beat the crap out of him. She would've been expelled, if it weren't for the student she saved. It turned out he had been bullied by this guy for a long time, and he made Kaylin look like a heroine when he explained it.
At her 16th birthday she felt quite strange, her foster parents wanted to take her to the hospital, she insisted not to. She suddenly fell into a coma and woke up a week later. The last thing she remembered was a dream where two reptilian saphire eyes stared at her, then a voice told her to awaken. As she did she found herself in a medical bed, surrounded by doctors, military men and her foster parents. Two of these people were Major Nueworth and Seth Sharpman, who told her that she had changed... They gave her a mirror so that she could see for herself. The first few seconds she saw her reflection she was shocked, but then to everyones suprise she smiled in a creepy fashion. It turned out that she's been hoping for this change her whole life.
Major Nueworth and Seth Sharpman offered her to become a member of The Resolutes, she accepted.
[/sblock]

Power Description: [sblock]
Kaylin have start to mutate into a dragon and, according to the doctors, she will continue until her transformation is complete (kind of like Dr. Hank "Beast" McCoy). Almost all of her physical abilities have been enhanced significantly and some of her mental abilities have also begun to increase.
[/sblock]

Notes: [sblock]
Abilities 74 + Skills 9 (36 ranks) + Feats 15 + Powers 28 + Combat 20 + Saves 4 - Disadvantages 0 = 150 / 150
[/sblock]
 
Last edited:

Asmor

First Post
J-SIN (Jason)

Note: Just edited it, my math was off. Somehow didn't spend the 5 extra points for disadvantages. Added 2 points to con and 3 points of protection.

Second note: It's been submitted, and I named the organization which made him (LAMBDA).

Code:
[b]J-SIN (Jason)[/b]
[b]Size:[/b] Medium
[b]Gender:[/b] N/A

[b]Str:[/b] 10 +0 ( 0 PP)	[b]PowerLevel:[/b] 8	[b]PP:[/b] 120
[b]Dex:[/b] 22 +6 (12 PP)	[b]AB:[/b] +9 (18 PP)	[b]XP:[/b] 0
[b]Con:[/b] 22 +6 (12 PP)	[b]Grapple:[/b] +0	[b]HP:[/b] 0
[b]Int:[/b] 12 +1 ( 2 PP)	[b]Speed:[/b] 30'
[b]Wis:[/b] 10 +0 ( 0 PP)	[b]Init:[/b] +18
[b]Cha:[/b] 10 +0 ( 0 PP)

Defense:	10 + 0 (Base) + 7 (Dodge feat) (0 pp) Total: 17
Dodge:		17	Flatfooted: 10

[b]		Base	Mod	Feat	Power	Misc	Total[/b]
[b]Fort:[/b]		5    	+6	+0	+0	+0	+11 (5 PP)
[b]Ref:[/b]		7    	+6	+0	+0	+0	+13 (7 PP)
[b]Will:[/b]		6    	+0	+0	+0	+0	+6 (6 PP)
[b]Toughness:[/b]	0    	+6	+3	+0	+0	+9

[b]Attack			Attack	Damage	Save Type	Type[/b]
Strike			+9	DC 22	Tough		Bruise
Blinding Burst		+9	DC 18	Reflex	N/A

[b]Movement Types:[/b]
Base: 30/60/120

[b]Feats:[/b] (10 PP)
Dodge x7
Improved Initiative x3

[b]Skill Points:[/b] X (15 PP)
[b]Skills			Ranks	Mod	Misc	Total[/b]
Bluff			12	+0		+12
Computers		12	+1		+13
Disable Device		12	+1		+13
Notice			8	+0		+8
Search			8	+1		+9
Stealth			8	+6		+14

[b]Languages:[/b]
English

[b]Powers:[/b]
Armor Plating (Protection 3) [Technology] (1 PP/Rank = 3 PP)
Blinding Burst (Dazzle Sight 8) [Technology] (1 PP/Rank = 8 PP)
Cloaking (Invisibility 2) [Technology] (8 PP/Rank - 2 PP = 6 PP)
	-Complete visual concealment
	-Drawback (Common): Power loss when exposed to water
Disguise (Illusion 1) [Technology] (2 PP/Rank - 1 PP = 1 PP)
	-Extra: Action
	-Drawback (Common): Power loss when exposed to water
Holo-Generators (Illusion 1) [Technology] (2 PP/Rank + 3 PP - 2 PP = 3 PP)
	-Drawback (Common): Power loss when exposed to water
Metal Arms (Strike 7) [Training] (1 PP/Rank = 7 PP)
No Metabolism (Immunity 10) [Technology] (1 PP/Rank = 10 PP)
	-Life support
	-Immunity to aging

[b]Complications:[/b]
Enemy: J-SIN was created by LAMBDA, and his defection is a constant thorn in their sides.
Reputation: Due to his origins as a synthetic being created for espionage and assassination by LAMBDA, many heroes are intensely distrustful of J-SIN.

[b]Disadvantages:[/b]
While water-proofed, J-SIN's holographic arrays are unable to properly focus light when wet and thus are rendered useless.

[b]		Lgt	Med	Hvy	Lift	Push[/b]
[b]Max Weight:[/b]	 33	 66	100	 200	 500

Appearance:
A fan of James Bond films, J-SIN usually adopts the face of one of the Bond actors, depending on his mood. Sean Connery and Pierce Brosnan are particular favorites. He only adopts these personae when in a safe place, however; when in public or on a mission he appears as average and non-descript as possible, tailoring his disguise for the local populace. J-SIN prefers not to drop the holographic disguise, but his real appearance is a dull, gray, humanoid robot with thin, spindly arms and legs. Several groups of small spheres are evident on his shoulders, hips and head-- the holographic arrays from which most of his abilities derive.

Personality:
Despite being androgynous, J-SIN has a male personality and refers to himself as male. He is an avid consumer of pop culture, and loves watching movies and TV. He loves heavy metal (his favorite bands are Iced Earth and 3 Inches of Blood). He can be a bit of a kidder at times, although his sense of humor sometimes doesn't align entirely well with most other people's.

Background:
J-SIN was created by LAMBDA for the purposes of espionage and assassination. His name stands for Synthetic INfiltrator (the J- portion of his name was not part of his original designation; rather, the robot added it himself in order to give him a proper name). LAMBDA's experimental AI was a little too advanced, however, and J-SIN attained true sentience shortly after coming online. Escaping from LAMBDA's lair was a breeze for the robot, being exactly the sort of thing he was made for. It quickly became obvious that LAMBDA wasn't quite willing to give J-SIN up, however, and after repeated attempts by its agents to capture or destroy him, J-SIN sought out the UN to seek asylum and eventually found his way to the Resolutes.

Notes:
Abilities 26 + Skills 15 (60 ranks) + Feats 10 + Powers 38 + Combat 18 + Saves 18 - Disadvantages 5 = 120 / 120
 
Last edited:

Douane

First Post
Nimrod has been withdrawn for the time being due to other developments, though he might resurface again.
 
Last edited:

Hand of Vecna

First Post
Astralle, the Astrological Mystic

NOT YET APPROVED

ASTRALLE
Concept/Archetype: Astrological Mystic
Power Level: 8
Power Points: 120
Experience Points: 0
Hero Points: 1

Code:
[b][u]ABILITIES[/u][/b]
STR 10/+0 (0 PP)
DEX 14/+2 (4 PP)
CON 14/+2 (4 PP)
INT 10/+0 (0 PP)
WIS 14/+2 (4 PP)
CHA 36 (16)/+13 (+3) (6 PP)


[b][u]SAVES[/u][/b]
TOUG +10 (Impervious 8 with "Iron Shield"; +2 without Force Field) (2 Con + 8 Power)
FORT +10 (+2 without “Iron Shield”) (0 Base + 2 Con + 8 Power) (0 PP)
REF +2 (0 Base + 2 Dex) (0 PP)
WILL +8 (Impervious 6; +4/Impervious 2 without “Iron Shield”) (0 Base + 2 Wis + 6 Power) (0 PP)


[b][u]COMBAT[/u][/b]
INIT +2
BASE DEF +4 (8 PP)
DEF 16 (10 + 4 Base + 2 Feat)
FLAT-FOOTED 12
BASE ATT +4 (8 PP)


[b][u]ATTACK[/u][/b]
[list][*][u]Melee[/u]: Attack +4 (DC 15 SAVE, CRIT 20, TYPE unarmed/bludgeoning) [i]Unarmed[/i]
[*] [u]Ranged[/u]: Attack +6 (DC 25 SAVE, CRIT 20, RANGE 100 feet, TYPE nonlethal electricity) [i]Lightning of Bethor[/i]
[*] [u]Ranged[/u]: Attack +6 (DC 20 SAVE, RANGE 100 feet, TYPE Visual Dazzle) [i]Och’s Solar Flare[/i]
[*] [u]Ranged[/u]: Attack +6 (DC 20 SAVE, RANGE 100 feet, TYPE Snare) [i]Aratron’s Leaden Bonds[/i]
[*] [u]Ranged[/u]: Attack +6 (DC 18 SAVE, RANGE 80 feet, TYPE Drain Dexterity) [i]Aratron’s Subtle Clutch[/i]
[*] [u]Ranged[/u]: Attack +6 (DC 23 SAVE, RANGE 80 feet, TYPE lethal sunlight) [i]Och's Illumination[/i]
[*] [u]Ranged[/u]: Attack +10 (DC 21 SAVE, CRIT 20, RANGE 60 feet, TYPE lethal fire) [i]Phaleg's Flaming Spear[/i][/list]


[b][u]SKILLS[/u][/b] 56 SP (14 PP)
[list][*]Bluff +8/+12 [+18/+22] (5 Ranks + 3 Cha + 4 Feat [+ 10 Power])
[*]Concentration +12 (10 Ranks + 2 Wis)
[*]Craft (Artistic) +2 (2 Ranks + 0 Int)
[*]Diplomacy +8/+12 [+18/+22] (5 Ranks + 3 Cha + 4 Feat [+ 10 Power])
[*]Gather Information +8 [+18] (5 Ranks + 3 Cha [+ 10 Power])
[*]Knowledge (Arcane Lore) +6 (6 Ranks + 0 Int)
[*]Perform (Acting) +8 [+18] (5 Ranks + 3 Cha [+ 10 Power])
[*]Profession (Astrologer) +7 (5 Ranks + 2 Wis)
[*]Sleight of Hand +8 (6 Ranks + 2 Dex)
[*]Stealth +6 (4 Ranks + 2 Dex)[/list]

[b][u]LANGUAGES[/u][/b] (3 Ranks)
English
Greek
Italian (native)
Latin

[b][u]MOVEMENT[/u][/b]
SPEED 30 ft./60 ft/.120 ft.
LEAP XX/XX/XX
OTHER Flight 4 (100 MPH)


[b][u]FEATS[/u][/b] (7 PP)
Artificer – Use Knowledge (Arcane Lore) and Crafts to create temporary magical devices.
Attack Focus (Ranged) 2 – +2 bonus to ranged attack rolls.
Attractive – +4 bonus on Bluff and Diplomacy checks with people affected by her looks.
Dodge Focus 2 – +2 dodge bonus to Defense.
Ritualist – Can create and cast arcane rituals.


[b][u]POWERS[/u][/b]

[b]Enhanced Feats 2[/b] [Mystical] (1/Rank = 2 PP) (“Blessing of Bethor & Och”)
FR: Benefit 2 (Wealth 2 [total Wealth Bonus +17])

[b]Enhanced Feats 2[/b] [Mystical] (1/Rank = 2 PP) (“Instant Change”)
FR: Instant Change 2 (any outfit)

[b]Force Field 8[/b] [Mystical] (1 PP/Rank = 8 PP) (“Shield of the Olympian Spirits”)

[b]Magic 10[/b] [Mystical] (2 PP/Rank +14 PP = 34 PP) (“Favors of the Planetary Spirits”)
[list][*]FR: [b]Light Control 4[/b] (50 ft. radius; [i]Extra[/i]: Linked [b]Blast 8[/b] [lethal sunlight; [i]Extra[/i]: 40-ft. Burst Area; [i]Partial Extra[/i]: Penetrating 4; [i]Flaws[/i]: Limited/Only damages beings that have a Weakness to sunlight -2]) (“Och’s Illumination”) [2 PP/Rank + 1 PP/Rank + 4 PP = 20; 1 PP]
[*]AP 1: [b]Blast 6[/b] (fire, lethal; [i]Extra[/i]: Penetrating; [i]PFs[/i]: Accurate 2) ("Phaleg's Flaming Spear”) [3 PP/Rank +2 PP = 20 PP; 1 PP]
[*]AP 2: [b]Blast 10[/b] (nonlethal, electricity) (“Lightning of Bethor”) [2 PP/Rank = 20; 1 PP]
[*]AP 3: [b]Concealment 6[/b] (all visual and mystical; [i]PF[/i]: Close Range) (“Concealment of Phul”) [2 PP/Rank + 1 PP = 13 PP; 1 PP]
[*]AP 4: [b]Dazzle (Visual) 10[/b] (“Och’s Solar Flare”) [2 PP/Rank = 20; 1 PP]
[*]AP 5: [b]Drain Dexterity 8[/b] ([i]Extras[/i]: Ranged; [i]PFs[/i]: Indirect, Slow Fade 2/1 point per 5 minutes, Subtle) (“Aratron’s Subtle Clutch”) [2 PP/Rank + 4 PP = 20; 1 PP]
[*]AP 6: [b]Enhanced Charisma 20[/b] (to 36/+13) (“Hagith’s Attractive Aura”) [1 PP/Rank = 20; 1 PP]
[*]AP 7: [b]Illusion 6[/b] (all senses; [i]Flaw[/i]: Phantasm; [i]PFs[/i]: Progression 2/25-ft. radius) (“Phantasms of Phul”) [3 PP/Rank + 2 PP = 20; 1 PP]
[*]AP 8: [b]Impervious on Force Field 8[/b] ([i]Extra[/i]: Linked [b]Enhanced Fortitude Save 8[/b], Linked [b]Mind Shield 4[/b]) ("Phlaeg's Iron Shield”) [1 PP/Rank + 1 PP/Rank + 1 PP/Rank = 20; 1 PP]
[*]AP 9: [b]Mind Control 8[/b] (PFs: Mental Link) (“Hagith’s Mental Mastery”) [2 PP/Rank + 1 PP = 17; 1 PP]
[*]AP 10: [b]Snare 10[/b] (“Aratron’s Leaden Bonds”) [2 PP/Rank = 20; 1 PP]
[*]AP 11: [b]Super-Senses 4[/b] (Acute Extended Ranged Detect Magic {Sight}) (“Bethor’s Revelations”) [1 PP/Rank = 4 PP; 1 PP]
[*]AP 12: [b]Telekinesis 6[/b] (Str 30; [i]Extras[/i]: Perception; [i]PFs[/i]: Indirect, Subtle) (“Ophiel’s Forcible Flight”) [3 PP/Rank + 2 PP = 20; 1 PP]
[*]AP 13: [b]Telelocation 8[/b] (continental range; [i]Extras[/i]: Linked [b]Enhanced Skills 3[/b] [+12 to Search], Linked [b]Quickness 6[/b] [x100; [i]Flaw[/i]: Limited to Extended Search checks only]; [i]PFs[/i]: Dimensional 3/any dimension) (“Astrological Search”) [1 PP/Rank + 3 PP + 1 PP/Rank + 0.33 PP/Rank = 16 PP; 1 PP]
[*]AP 14: [b]Teleport 5[/b] (500 ft./5 miles; [i]Extra[/i]: Accurate; [i]PFs[/i]: Change Direction, Change Velocity, Easy, Progression 1/200 lbs. cargo, Turnabout) (“Ophiel’s Instant Transport”) [3 PP/Rank + 5 PP = 20; 1 PP][/list]

[b]Magic 5[/b] [Mystical] (2 PP/Rank +3 PP = 13 PP) (“Lesser Gifts of the Planetary Spirits”)
[list][*]FR: [b]Flight 4[/b] (100 mph; [i]PFs[/i]: Instant Up, Move-By Attack) (“Solar Winds”)
[*]AP 1: [b]Enhanced Feats 1[/b] (Benefit [directed inspiration]) and [b]Enhanced Skills 2[/b] (Notice +8; [i]Flaw[/i]: Limited only for Cosmic Awareness) and [b]Super-Senses 11[/b] (Acute Analytical Extended 8 [304,800 km range increment] Cosmic Awareness {mental sense}; [i]Drawback[/i]: Action 3/Full round action to use) (“Cosmic Awareness”) [1 PP/Rank + 1 PP/Rank + 1PP/Rank – 3 PP = 10 PP]
[*]AP 2: [b]Enhanced Skills 3[/b] (Notice +12) plus [b]Super-Senses 6[/b] (Acute Analytical Precognition) (“Astrological Forecast”) [1 PP/Rank + 1 PP/Rank = 9 PP; 1 PP]
[*] AP 3: [b]Summon 6[/b] (PL 5, 81pp Olympic Helper; [i]Extra[/i]: Fanatical; [i]Flaw[/i]: Action/Full; [i]Drawback[/i]: Action 2/5 minutes to summon) (“Conjure Olympic Helper”) [2PP/Rank - 2PP = 10 PP; 1 PP][/list]

[b]Mind Shield 2[/b] [Mystical/Training] (1 PP/Rank = 2 PP) (“Slippery Mind”)

[b]Sensory Shield 2[/b] [Mystical] (1 PP/Rank = 2 PP) (“Stars in Her Eyes”)
FR: +4 on saves vs. Visual sensory effects

[b]Super-Senses 4[/b] [Mystical] (1 PP/Rank = 4 PP) (“Astral Awareness”)
FR: Acute Accurate Astral Form/Projection Awareness {Sight}


[b][u]EQUIPEMENT[/u][/b]
Equipment

[b][u]DRAWBACKS[/u][/b]
Power Loss (Magic arrays, when unable to speak or gesture; -2pp)

[b][u]COST[/u][/b]
Abilities [18]
Combat [16]
Saves [0]
Skills [14]
Feats [7]
Powers [67]
Drawbacks [2]
Total [150]
Unspent [0]

NOTES
Real Name: Perrenon Sylvestri
Alias: Perry Wood
Gender: Female
Age: 22
Size: Medium
Height:
Weight:
Hair: Cornsilk blonde
Eyes: Dark blue
Nationality: Italian
Ethnicity: Italian
Tradeoffs: -2 Attack, +2 Save Difficulty (reversed for Flaming Spear/Penetrating Blast). -2 Defense, +2 Toughness.
Complications: Enemies (family), Obsession (gain magical power), Phobia (being captured, punished or killed), Responsibility (to Olympian Spirits).
Quote (Undercover) : “Hi, what’s your sign?”
Quote (In Combat) : “Barsabel, shield me! Aratron, bind him!”


DESCRIPTION
Perrenon Sylvestri/Perry Wood is a voluptuous woman with cornsilk-blonde hair and dark blue eyes. When in the field as an agent of the Resolutes, Astralle opts for the two-toned blue uniform (sleeveless and gloveless), a blue-lined black satin cape, and a black domino mask (though the latter is strictly for show – she thinks it makes her look mysterious).

HISTORY
To say Perrenon Sylvestri grew up in an odd family would be an understatement. The Sylvestri clan – which actually consists of several related, extended families (the Sylvestris themselves, the McFarlanes, the Liefelds, and a few other minor families) scattered across at least three continents – has been deeply involved in Satanism for over three hundred years. Not the LaVeyan, Nietzsche- and Ayn Rand-inspired 1960s style of “individualism,” but the Old World worshiping of fiends (both suave devils and rampaging demons), kidnap, torture and murder virgins and babies, annihilate civilization and make Earth an eternal Hell from which even death gives no escape style of Satanism. The fact that none ever manifested any real magical power (though not to say no power at all, just exceedingly minor and non-extravagant abilities) never deterred them, and in their pursuits of such power they did amass a great deal of financial and political influence. The lineage’s involvement in black magic began with Count Giacomo Sylvestri, an Italian nobleman from the Apennine Mountains, whose anger at his inability to sire an heir and at his wife’s infidelity festered into a world-burning rage. When he finally did father a few sons (through what records claim was a Satanic pact), he raised his children to as Satanists and fiend-worshipers, and they continued the tradition with their own children, formally initiating them at the age of 16. The Sylvestris married other black magicians, swelling the ranks of their extended family; they have major estates in Italy (Castello di Sylvestri, ancestral home of clan founder Count Giacomo and still the clan’s supreme headquarters), Scotland (host to McFarlane House) and Germany (the Liefeld Commerzbank, chief nexus for the clan’s financial web).
In every generation, though, a few Sylvestris go rogue, either dropping out and attempting to lead normal lives, or becoming appalled at what they see and working to oppose the family. These rogues are either corrupted and pulled right back in, or are captured, tortured and killed. Perrenon Sylvestri is one of these “White Sheep,” and she intends to succeed where so many others have failed.
She just may be the one to do it.
Growing up in Castello di Sylvestri, Perrenon say things no child should ever see. Somehow born with a soul kinder than those of her relatives, Perrenon sought escape in the one manner she could – the family library. Though none of the tomes detailed anything good or wholesome (at least, not in anything other than a pitiable or adversarial light), several did contain studies on moderately neutral magics, such as those of the Olympian Spirits which lived amongst the stars. Through study of them she also gained an interest and skill in astrology and the Zodiac, which the elder of her family hoped would manifest as (exploitable) fortune-telling ability.
On her 16th birthday – December 19th, 1999 – Perrenon was to be fully initiated into the “family business.” Disgusted at what she would be expected to do, Perrenon fled, but was swiftly captured and beaten to within an inch of her life. Her relatives did not kill her, though, as they had hopes that she could still be “turned” to the family’s ways. Doctors with ties to the Sylvestri clan were called in to set her bones and bind her wounds, then she was left in a tower to think on her future, where thick, dark curtain hung over the windows to block all light and muffle all sound that might reach through the bandages that wound around her head and face. A daily visit from a silent, black-clad nurse was the only break in her sensory-deprived monotony, but her movements were so swift and her touch so light that it was barely a relief.
12 nights later, on December 31st, as parts of the world huddled together in either fear or nervous expectation at what Y2K would bring, an unknown and unseen comet was caught in Earth’s gravitational field and began to circle the globe, disintegrating bit by bit with each pass. As it passed around the globe, a stray but powerful gust of wind blew one of the thick curtains off it’s rod, then reached through and tugged away some of the gauze wrappings around Perrenon’s face. At last able to see the stars and moon again, Perrenon knew that the Olympian Spirits had freed her, and knew they would let her use their powers to do Good in the world. Slowly rising from her bed, she found her body was healing with each step she took towards the window, and by the time she reached it, she was fully healed, with not a scar on her. Perrenon climbed and stood on the edge of the window, then leaped out, knowing the Olympian Spirits would not let her fall. They did not, and she flew through the night, the last bits of her gauze wrappings trailing behind her giving her the appearance of a free spirit.
By dawn she was in Milan. She regretted that her first act as an agent of the Olympian Spirits was to steal a set of clothes left carelessly hanging overnight on a clothesline, but she was sure to come back days later and left an envelope of money as payment. Though it took her some time to master her flashier magics – she even had to re-learn how to fly – she did swiftly pick up the subtle art of fortunetelling, which she used in a “traveling psychic” act to help others whenever she could, under the name Perry Wood. Her travels also gave her ample opportunity to hone and experiment with her abilities, though she was careful always to do so discretely, out of fear of being seen and captured by one of her family members.
Now, years later, she finds herself in America, joining the Resolutes. Several visions have told her that with them would be the best way to do the most good and thus oppose her family, and she is certain she can help them as well.

PERSONALITY/MOTIVATION
Freedom-loving, joyful, playful, captivating, supportive, honest, and all-around good natured. Generous and kind-hearted, Perrenon gladly gives to numerous charities, out of a true sense of altruism as opposed to the “a favor for a favor” system of alliances she saw her family deal in. However, her free spirit can cause her to be restless and impatient, and – though she truly is afraid that anyone could be an agent of her family out to get her – she tries not to appear paranoid.

POWERS & TACTICS
The Olympian Spirits each gave Perrenon one attack spell and one defensive or miscellaneous spell she can mix and match in any way she wants. She also has a number of other spells based on astrology and Hermeticism, a few “blessings” from the Spirits (for example, Bethor and Och give her “coin enough for comfort, coin enough for company,” and all of them together give her the power to perform minor transmutations to her clothing), and some very minor skill in alchemy. Her spells are cast through incantations and gestures.
Astralle’s greatest power is actually her skill as astrological forecasts. By studying the positions of the planets in the Zodiac, Astralle often obtains visions of the future. She’s especially skilled at predicting the future actions and circumstances of individuals, though the accuracy of her forecasts are dependent upon how much she knows about a person (she must at least know their birthplace and birthdate). She can search people’s timelines for events that they can turn to their advantage (or that she can turn to hers), or look forward to see where they will be and then go there at the appointed time to meet them.

MISCELLANEOUS
[sblock]The Olympian Spirits, and their Associated Planets, are:
  • Aratron – Saturn – Leaden Bonds (Snare), Subtle Clutch (Suppress Dex). Associated with Kronos, the Archangel Cassiel, and the Sephirah Binah (Understanding).
  • Bethor – Jupiter – Lightning (Blast), Revelations (Discriminatory Detect Magic [Sight]). Associated with Zeus, the Archangel Zadkiel, and the Sephirah Chesed (Mercy).
  • Hagith – Venus – Mental Mastery (Mind Control), Attractive Aura (Enhanced Cha). Associated with Aphrodite, the Archangel Anael, and the Sephirah Netzach (Victory).
  • Och – Sun – Solar Flare (Visual Dazzle), Illumination (Environmental Control). Associated with Helios/Apollo, the Archangel Michael, and the Sephirah Tiphareth (Beauty).
  • Ophiel – Mercury –Forcible Flight (Flight as Attack/Telekinesis), Instant Transport (Teleport). Associated with Hermes, the Archangel Raphael, and the Sephirah Hod (Splendor).
  • Phlaeg – Mars – Flaming Spear (Blast, Penetrating), Iron Shield ( Impervious on Force Field + Enhanced Fort Save + Mind Shield). Associated with Ares, the Archangel Samael, and the Sephirah Geburah (Severity).
  • Phuel – Moon – Phantasms (Illusions, Phantasms), Concealment (Invisibility to Sight & Mystic). Associated with Selene/Artemis, the Archangel Gabriel, and the Sephirah Yesod (Foundation).

Astralle follows the consensus of Western mainstream astrological tradition, which as yet doesn’t get too bent out of shape over post-classical planets (Uranus, Neptune and Pluto), the precession of the equinoxes (which has thrown all the zodiacal months off), the presence of the constellation Ophiuchus in the modern ecliptic plane, shifts in calendar (from Egyptian to Julian to Gregorian to scientific), daylight savings time, or time zones.

Astrological Signs @ Wikipedia
Astrological Symbols @ Wikipedia
Olympian Spirits @ Wikipedia
Planets in Astrology @ Wikipedia
Western Astrology @ Wikipedia

The "Olympic Helper" she can summon has stats identical to an Imp (M&M 2E, pg. 233).

Her "Astral Awareness," an Acute Accurate sense tied to her Sight, lets her see astrally projecting forms.

The range increment on her Cosmic Awareness is roughly "the distance from the Earth to the Moon." The Benefit (Directed Inspiration) means she can spend a Hero Point to ask “the Olympian Spirits" (the GM) a direct question and get an answer (essentially a specialized use of the inspiration aspect of spending Hero Points).

While her Precognition will be as vague as the GM needs, since it is Acute and Analytical, it's going to be a lot less vague/a lot more precise than what you'd get from a newspaper horoscope.

Telelocation, a form of ESP, is discussed/proposed here.[/sblock]
 
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