Emerald City Knights-Rogues Gallery


log in or register to remove this ad

drothgery

First Post
The Spellslinger

[sblock=background]Susan Roland was the daughter of a couple of performers in Las Vegas who never let on to anyone save their daughter that the secret to their show's success was subtle application of real magic. Subtle was important -- if you talked fast, you could convince a skilled stage magician that the trick was actually possible. And Susan was good at it -- she'd been helping her parents set up their acts since she was a child, and was naturally giften in binding spells to objects the way the senior Rolands did. She was also very bright; enough to earn a scholarship to an elite college back east, and even though she wanted nothing more than to follow in her parents' footsteps, they had encouraged her to take it.

But when Susan -- by then a college freshman -- got a call from the police telling her that her parents had been murdered, she flew home right away. The next few weeks made it clear the police were not getting anywhere solving the crime, and she decided to take matters into her own hands. She'd seen the telltales that meant a normal person had not been responsible. There were sigils that neither she nor her parents would ever draw, and some things that would have been of no value to anyone save a true spellcaster were missing. Her college was very understanding about granting her a leave of absense while she dealt with her parents' deaths, if less about giving her credit for classes she'd been unable to make the finals for.

It was easy enough to buy a gun in Nevada. The rites to enchant it to be more accurate than it should be came naturally. Without practice, the range instructor said she was good; she got better quickly. A thought to some defense led to enchanting a jacket, and another to carrying her guns and ammo where the government might frown upon the idea led her to build a little bit of an extradimensional space into the pockets. Books on investigation techniques and talking to cops combined with her knowledge of the arcane put her on the trail -- at least better than the police had been.

Perhaps fortunately, she ran into another hero before she found her parents' murderers who'd also been on the trail. Raven recognized her talent, and helped her learn to focus less on vengeance and more on justice. Without her help, she would likely never have found thier killer -- and if she had, the sorceress would not have been brought back to justice alive. They'd needed to bring in a third to do that; Raven's skills weren't up to facing the sorceress' magic directly, and neither were Susan's enchanted items. Eldrich had helped them close the circle. Both served as mentors to her in years to come.

In the 'real' world, she'd gone back to school, and finished her degree. She'd spent a semester in Europe, and the summer after it, tracking down arcane lore and talking to any real spellcasters that were willing to talk to her. She'd gone to graduate school in Freedom City, mostly to be closer to Raven and refine her investigative technieques. But nearly a decade after she'd begun down a hero's path, she decided she really did want to get back to the life she'd intended on before her parents died, at least a little. She took an adjuct proffesor's job in Emerald City, far enough from home to avoid bad memories, and started her act there as well. In a sense she was three people - the professor Dr. Susan Roland, PhD (History), the stage magician Susan the Magnificent, and her super hero alter ego of The Spellslinger.
[/sblock][sblock=picture]
50162d1319692376-recruitment-emerald-city-knights-spellslinger.png

[/sblock][sblock=character sheet]
The Spellslinger
PL10
The woman in black fled across the desert, and the Spellslinger followed
Name: The Spellslinger
Player: drothgery
Alternate Identity: Susan Roland
Type of Alternate Identity: Secret
Gender: Female
Age: 31
Height: 5' 7"
Weight: 135 lbs
Eyes: blue
Hair: red
Group Affiliation:
Base of Operations: Emerald City

Abilities
Strength 0, Stamina 2, Agility 5, Dexterity 5, Fighting 2, Intellect 4, Awareness 4, Presence 2

Powers
Arcane sharpshooter [whether it's the enchanted guns or the magic bullets she fires, the Spellslinger can find the right attack to take down just about anything]:
Magic bullets: Blast 5 [magic; multiattack; accurate 3, penetrating 5, variable descriptor 2, extended range 2, easily removeable -10]
(17 points)
Arcane jacket [both protective and providing a space to store guns and ammo that the TSA doesn't know about, her jacket is one of the Spellslinger's better creations]:
Protective wards: Protection 3 [magic; removeable], Magic pockets: Feature 1 [as per M&M2e dimensional pocket]
(3 points)
Artificer's Training [since she was a child, the Spellslinger has always been a natural at binding spells to things]:
Master Artificer: Enhanced Trait 3 [Enchance Expertise: Magic by +6; Limited: Only related to constructing and/or analyzing magical devices (-1), Permanent]
(2 points)

Equipment


Advantages
Power Attack, Defensive Roll 5, Precise Attack 2 [ranged, both], Quick Draw, Uncanny Dodge, Artificer, Languages 3 [Russian, French, German, Latin], Move-by Action

Skills
Acrobatics 8 (+13), Athletics (+0), Deception 8 (+10), Expertise: History 10 (+14), Expertise: Magic 10 (+14), Insight 10 (+14), Intimidation (+2), Investigation 8 (+12), Perception 10 (+14), Persuasion 8 (+10), Ranged Combat: pistols 4 (+9), Sleight of Hand 8 (+13), Stealth 6 (+11)

Offense
Initiative +5
Arcane Sharpshooter +15, Damage 5

Defense
Dodge 10, Parry 6
Toughness 10 (Def Roll 5), Fortitude 6, Will 11

Power Points
Abilities 48 + Powers 22 + Advantages 15 + Skills 45 + Defenses 20 = Total 150

Complications
Sometimes she does not have the right bullets on hand for her opponent, and will need to make more (in game mechanics terms, she can't use the correct descriptor to overcome defenses, or gain penetrating)
Susan Roland has a real life and real jobs as a part-time proffesor and a stage magician; she has only told Eldrich and Raven of both of her identities
Although with the help of Raven and Eldrich she was able to capture her parents' killer and get her imprisoned, Susan never found the things the sorceress stole, and has only Eldrich's guesses as to what she was really after
Her Artificer ability is unique and can make her a target to some people and groups

Design Notes
Her only attack power is her enchanted guns; she uses the variable descriptor property to attack weaknesses. She's also quite capable of creating one-shot magical devices via the Artificer Advantage and her Expertise: Magic skills, either given time to prepare or by jury-rigging.
Possible scratch-built devices include
- Cloak of Flying (Flight 5) (10 points, so DC 25 to jury-rig)
- Improvised enchanted weapon [baseball bat, kitchen knife, etc] Damage 5 Accurate 5 (10 points, so DC 25 to jury-rig) -> +12 to hit, 5 dmg
[/sblock][sblock=conversation snippet]SPELLSLINGER: You knew!

ELDRICH: I knew someone like you could exist, if the right lines crossed. It has happened at least once before. Did I know that the Order of Haephestus was actively working to create someone with your power? Not until too late.

SPELLSLINGER: But how?

ELDRICH: Arranging for children to be adopted by the right families. Arranging for the right pople to meet.

SPELLSLINGER: You're making my family seem like someone's genetic engineering project run in slow motion.

ELDRICH: I'm sorry, but it was. And the Woman in Black knew much of this before I did, though she did not know how close to completion that project was.[/sblock]
 
Last edited:

Graybeard

Explorer
Horus

[sblock= Character sheet]
Horus
Real name: Jack Kingston, Construction Worker
Height 6’1” as Jack 6’ 8” as Horus
Weight 205 lbs as Jack 300lbs as Horus

PL 10 150pp

Abilities:
STR: 2/8 AGL: 3 FGT: 3/9 AWE: 2 STA: 3/9 DEX: 2 INT: 1 PRE: 2
pp spent= 36

Defenses:
Dodge: 3/10 Parry: 3/ 10 Fort: 3/10 Toughness: 3/10 Will: 2/8 Initiative: +3
pp spent= 9

Offensive:
Talons (STR based attack) +11 DC 24
Grab +10 DC 23
Throw +2 DC 23
Unarmed +10 DC 23

Advantages:
Close Attack 1
Defensive Roll 1
Jack of All Trades
Languages: Spanish
Enhanced Advantages:
Assessment
Languages (Ancient Egyptian)
Leadership
Power Attack
pp spent= 4

Powers:
Alternate Form: Horus
Move action to transform
Enhanced Traits (Advantages: Assessment, Leadership, Power Attack)
Enhanced Abilities: (STR 6, FGT 6, STA 6)
Enhanced Trait: Will defense 6
Enhanced Traits: Skills (Expertise Ancient Egypt 6, Insight 6, Intimidation 8, Perception 6, Persuasion 6)
Flight 7 (Wings, 250mph/ ½ miles per round)
Immunity: Environmental Condition Heat
Movement 2 (Environmental Adaption- Desert, Trackless)
Senses 8 (Accurate vision, Direction Sense, Distance Sense, Extended Vision 2, Low Light vision, Ultrahearing)
Talons: STR based damage 1 (DC 24)
Impervious Toughness 6
Regeneration 2 (Extra: Persistent, Flaw: source- sunlight)
pp spent= 90


Skills: (ranks)
Athletics: 11 (3)
Close Combat (talons): 10 (1)
Expertise: Ancient Egypt: 7 (0)
Expertise: Construction: 5 (4)
Insight: 10 (2)
Intimidation: 10 (0)
Investigation: 5 (4)
Perception: 10 (2)
Persuasion: 10 (2)
Technology: 3 (2)
Vehicles: 4 (2)
pp spent = 11

Total= Abilities 36+ Defenses 9+ Advantages 4+ Powers 90+ Skills 11 = 150pp

Complications:

Motivation- Justice. Horus has an overwhelming desire to protect the innocent.

Motivation- Thrills. Jack enjoys the transformation into Horus because he likes the thrills of stopping criminals and the power he has as Horus.

Quirk- Horus leaves a small Ankh with all the criminals he captures as a calling card.

Power Loss- If Jack is unable to speak, he cannot transform.

Identity- Jack's life would be in danger if anyone discovers that he can transform into Horus.

Prejudice- Some people look upon Horus as an alien freak. They don’t trust him and think he should just go back to whatever planet he came from. At least several times a week there are letter to the editor in the paper criticizing Horus and denigrating him.
[/sblock]


[sblock= Background]

Background:

Jack is an average construction worker. Growing up, he had no great interest in academic studies. He attended school long enough to graduate High School. Since he always like building things and excelled in shop class, he told his parents he was going into construction. Although his parents wished he would attend college, they didn't want to interfere. He was hired as a general laborer by a local construction company while he learned the various tasks involved in building houses, office buildings, and other projects. He was taught carpentry, masonry, painting, landscaping, and more. One day he was sent on a job to renovate an old house that used to belong to some archaeologist named Henry Farrow. Apparently, this Henry Farrow was an important person once. No one had seen him for years and his property was considered abandoned and sold at auction. Jack and the company he worked for, had been hired by the new owner to make major renovations. After ripping down a section of paneling in an office, he found some kind of medallion. It looked vaguely familiar and he thought it might be worth something if he sold it, so he pocketed it.

Later that night, he did a little research and found out the medallion resembled one used by the ancient Egyptian god Horus. Well, he thought, that should make it worth some money to a collector. He examined the medallion and concluded that it was not cheaply made so it didn't come from a gift shop. He noticed an inscription on the back. It was in hieroglyphs. Doing more research, he was able to do a rough translation of the inscription. It translated to:

“Horus, Avenger, Lord of Light / Grant me now your godly might / Let we two do what is right / Banish evil into the
night!”

Kind of an odd phrase for a medallion but what did he know about such things. He spoke the phrase out loud and it did sound odd to him. Just for fun, he said it a few more times, each time slightly different. Without warning, there was a flash of light and Jack suddenly felt different. He looked in a mirror and was stunned speechless by what he saw in his reflection.

To his shock, he had transformed into a large bird headed man. His own mind was in the background of the birdman's consciousness. He could see what the birdman saw, feel everything he felt, and yet it wasn't him seeing and feeling those things. It was like he was trapped in the body of someone else. Jack's mind panicked and forced the birdman to repeat the phrase. In a flash, he was back to normal.

The next day, Jack went to the library and took out some books on ancient Egypt including history, culture, mythology, and anything else he could find. In his studies, he discovered that the birdman was the Egyptian God Horus. A god of the air, war, and hunting. Jack tried the transformation once again later that day. This time he didn't panic. He tried to search the memories of this avatar of Horus. He was able to get bits and pieces of memories. The name Set was prevalent in many of those. Jack remembered reading about Set, another ancient Egyptian god. Set was named the Destroyer in the books he had read.

Taking inspiration from the comic books he read as a kid, Jack decided he could use the frightening visage and power of his new alternate form to do some good. He remembered reading in the paper that the police were having a lot of problems with gangs terrorizing the public. He decided to take a chance and go after the gangs as Horus.

His first encounter with the gangs went better than expected. He had swooped down from a rooftop during a carjacking. In seconds, the gang members were unconscious. He picked them up and dropped them off at the front door of the police station. He left a calling card with the gangbangers, an Ankh.

Jack couldn't believe the thrills he felt fighting against the gangs. He started going out night after night to fight the gangs and other criminals that would prey on the innocent. Each time, he left an Ankh. The newspapers ran stories about this new vigilante. Who was he and where did he come from? The criminals reported to the police that a giant birdman attacked them. At first the police laughed it off, the ravings of crackheads and stoners. One night, when he was dropping off another criminal, for breaking and entering, he was spotted by an officer going on his break.

"Good evening officer. This person was caught illegally entering Hanson Jewelers on East Main street. You will find the evidence of his crime there." he said to the startled police officer.

Then without another word, he flew away.

Over time, more and more of Horus's memories came back. Jack realized that Henry Farrow had been the previous incarnation of Horus years ago. Horus had no memory of what had happened to Henry.

Most of the public adored their new protector. Some looked upon him as just another alien freak that infested cities like Freedom City and others. The police and some of the press were not as convinced. They felt he could be just as big a threat as the criminals. He had not killed anyone, yet, but they thought it was only a matter of time before this birdman got carried away and lost control.

Jack read the stories in the papers. He knew they were wrong but couldn't prove it. They were afraid of the unknown. He felt he had to do something so he sent an email to the newspapers and television stations using a computer in a cybercafe. They were to show up at City Hall in two days at noon. The city's protector would be there to answer questions. It was there that he would introduce the world to the return of Horus.

At the press conference, he answered as many of their questions as he could. During the conference, an enthusiastic criminal took a shot at Horus. The .45 slug bounced harmlessly off his skin. In a flash, he was upon the shooter and had him subdued. Horus turned him over to the police and the gathered crowd applauded enthusiastically. He was now officially the hero of the city.
[/sblock]

[sblock= Picture]

50154d1319678442-ooc-emerald-city-knights-horus_by_yigitkoroglu.jpg


[/sblock]
 

Shayuri

First Post
Name: Daniel Blake
Super Name: Visage
Power Level: 10
Power Points: 150
Experience Points:

ABILITIES 28
Str 0 Agi 0 Dex 3 Fgt 1 Awe 4 Sta 1 Int 3 Pre 2

DEFENSES 18
Toughness +13
Dodge +7
Parry +7
Fort +8
Will +9

COMBAT
Initiative +4
Melee Attack
Range Attack +10, DC25

SKILLS 30 SP (15 PP)
Deception +5 (3)
Expertise (Comic Book Art) +10 (7)
Insight +10 (6)
Perception +9 (5)
Ranged Combat (Ectoplasm) +7 (7)
Technology +5 (2)

MOVEMENT
Speed 30
Flight 30mph

FEATS 7
Improved Disarm
Improved Hold
Improved Initiative
Improved Trip
Equipment 1
Taunt
Uncanny Dodge

POWERS
Ectoplasm Control, 36pp
- Move Object (Damaging, PF Precise, PF Affects Insubstantial 2) +10, 33pp
- AP Create Object (Moveable, PF Affects Insubstantial 2) +10
- AP Damage (Shapeable Area, Selective Attack, PF Affects Insubstantial 2) +10
- AP Illusion (Visual, Hearing) +10

Concealment +2 (Normal Visual, Burst Area, Attack) 6pp
- AP Concealment +4 (All Visual, Blending, PF Precise) 1pp
Protection (Sustained) +12, 12pp
Enhanced Trait (Dodge Defense) +7, 7pp
Morph (Humanoids) +2, 10pp
Flight (Platform) +4, 4pp
Movement (Safe Fall, Swinging) +2, 4pp
Remote Sensing (Tactile, Simultaneous, Noticible) +1, 1pp
Super Senses (Ranged Touch) +1, 1pp

EQUIPMENT
Smartphone
Laptop computer
Video camera (digital)

COST
Abilities [28]
Saves [18]
Skills [15]
Feats [7]
Powers [82]
Total [150]

COMPLICATIONS
Fanboy - Daniel's still a comics geek at heart, and has starstruck reactions to famous superheroes and villains.
Family - Daniel left his family behind, but they could be found with some effort and knowledge of his identity.
Secret Identity - Daniel protects his identity using his Morph power and the code name Visage.
Ghostly - Any sense capable of seeing ghosts or spirits will be able to see the thin ectoplasm lines that link Daniel to his created objects and illusions, potentially giving away their source.

Description & Background
Daniel's a typical-looking college age art student; tall and kinda thin and a bit scruffy looking, with brown hair that could use a trim and a five o' clock shadow unless he's just shaved. Since he was young, he's had the ability to generate a kind of cloud around himself...a thin white mist that moves with him. It responds to his will, thickening and becoming nearly solid or thinning to become harder to see. He can shape it as well, sculpting it into insubstantial (but otherwise real looking) images. He came to think of the stuff as 'ectoplasm,' when, as a child, he used it to make simple 'ghost' shapes and scare other kids. For a long time, he believed that was all it COULD do, and his little games of forming images led to an interest in visual arts, drawing in particular.

As he matured, Daniel stopped playing games with his powers and in fact stopped using them for the most part. Through most of high school he didn't use them at all, focusing on his interests in arts, girls and comics instead. The power to make goofy pictures didn't seem like it compared to the mighty titans of the superhero comic pages, and he just...lost interest in it.

It was at a barbecue yard party his dad was throwing in honor of his graduation and acceptance at ECSU (Emerald City State University) visual art and design program that Daniel had another encounter with his abilities. A couple of kids were getting competitive about how high they could climb in the old tree in back of the house. No one noticed them until one had gotten way higher than he should have. When branches started cracking, he realized he was in trouble and yelled for help. Very quickly the guests gathered below, and a fire truck was called. Not quickly enough, unfortunately. A gust of wind made the kid lose his balance, and his shifting weight finally broke one of the branches he was standing on. The boy fell out of the tree, a good thirty feet or more up.

Only to be snatched out of the air by a long ribbon of glowing white light...that was coming from Daniel. He hadn't meant to, but in his horror he'd reached out and grabbed him just like he might have reached out with his arm to catch a falling ball. And just as easily. Gingerly Daniel set him down just as the fire truck arrived.

The video of the event, albeit not with his name attached, went viral. The local news buzzed for a few days. Friends and neighbors...the only ones at the party...would bring it up again whenever they visited for ages. But since Daniel was off to school only the next day, ultimately the event faded from most people's minds. After all, it wasn't as if people there had never heard of parahumans. They'd just never expected to see one in their sleepy little town.

Daniel didn't forget though, even if the long trip to Emerald City took him outside the circle where anyone would recognize him. College helped, giving him other things to concentrate on, but in the end he started practicing with his powers again, and was astonished at what he could do that he'd never known about before. Not just immaterial images, but solid things. And the 'ectoplasm' was strong. He'd never guessed how physically powerful it could be. He learned to gather it around himself...pack it tightly so that it would protect him from harm...and he could shape it too, making himself look different, or even blend into the background. He could even "fly" by using it to create a disk or block or something he could stand on, then moving it around with him on top. It seemed to him more and more that he had the ingredients not just to write and draw superheroes...but to become one...and how could he ever resist THAT?
 

Walking Dad

First Post
GREYHOUND

[sblock=Greyhound]
Greyhound72.jpg


STRENGTH 2
AGILITY 4
FIGHTING (6) 10
AWARENESS 1
STAMINA 3
DEXTERITY 3
INTELLECT 0
PRESENCE 0


POWERS
Fast Attack: Damage 1, Strength-based, Multiattack and Penetrating on 5 Damage • 11 points
• Damage 1, Strength-based, Burst Area and Selective on 5 Damage • 1 point

Fast Martial Arts: Enhanced Dodge 11, Enhanced Parry 5, Enhanced Fighting 4 • 24 points

Super-Speed:
Quick Reaction: Enhanced Initiative 3
• 3 points
Super Movement: Quickness 10, Speed 15 (64,000 MPH)• 25 points
• Super Recovery: Regeneration 10 (persistent) • 1 point

Run On Water: Movement 1 (Water Walking), Limited to While Moving • 1 point

Run Through Walls: Movement 1 (Permeate 1), Limited to While Moving • 1 points

Run Up Walls: Movement 2 (Wall-crawling 2), Limited to While Moving • 2 points

Clubs: Strength based damage 2
• 2 points

ADVANTAGES
Agile Feint, Equipment 1, Improved Initiative 3, Instant Up, Luck 1, Move-by Action, Power Attack, Uncanny Dodge

EQUIPMENT (5 total)
Utility (Cellphone, Commlink, GPS) 3
Armored Costume (Protection 2) 2


SKILLS
Acrobatics 4 (+8), Athletics 6 (+8), Close Combat: Batons 5 (+15) Intimidate 8 (+8), Expertise: (Martial Arts) 5 (+5), Perception 8 (+9)

OFFENSE
INITIATIVE +16
Throw +3 Ranged, Damage 2
Fast Attack +15 Close, Damage 5, Multiattack 5, Penetrating 5

DEFENSE
DODGE 15 FORTITUDE 10
PARRY 15 TOUGHNESS 5/3*
WILL 10 *Without Costume


COMPLICATIONS
Identity: James 'Jim' Marks
Motivation: Justice
Power Loss: It is nearly impossible to disarm James, but it does happen.
Reputation: Using to much violence against 'normal' criminals


Power Point Summary: Abilities 38 PP + Defense 16 PP + Skills 18 PP + Advantages 7 PP + Powers 71 PP = 150 PP

[sblock=Background]
James Marks never lived an ordinary life. Coming from a poor family in a bad part of the town, it was only a question of time before he was convicted for gang-related crimes.
But he was lucky. The man who beated him and the others as they tried to mug him sensed in his moves not only potential for gratness, but also that he was holding back, trying not to permanently hurt an innocent man.
As a martial arts instructor in a local dojo, he offered him training and shelter. James was soon good in many styles, but excelled in the Phillipinian stick-fighting art Escrima.

Growing up and becoming a teacher was great. Finding his true love was even better. But it was then when fate hit him hardest. His gang was now led by one of the others that were accompanying him on the botched robbery that changed his life. Back from prison after being judged as an adult, he was sure that James bailed him out.
They attacked James and his girlfriend Monica only a few streets away from the dojo. James fought valiently, holding his own versus fists, knifes and clubs. But he couldn't dodge bullets.
With Monica killed they left him dying in the alley. He was brought in the hospital and it seemed he had some epilleptic shock after being dignosed to never walk again.

The shock, trauma and grief triggered something in him, a latent mutation layn dormant so long.

First it channeled inward, throwing his healing capabilities in overdrive. Shocked and not sure what happened, he faked still needing a stick to walk properly. The healing ability was gone again.

He soon realized that he had now access to inhuman speed, that also improved his coordination, letting him execute martial arts move much to advanced for him before. Working as part time instructor and writing articles for various martial arts magazines, he started his vigilante career...

Taking his name from a local urban legend about a greyhound that hunts the wicked boys, able to outrun anyone, he become Greyhound.
[/sblock][/sblock]
 

Attachments

  • Greyhound72.jpg
    Greyhound72.jpg
    29.4 KB · Views: 308
  • Greyhound Avatar.jpg
    Greyhound Avatar.jpg
    5.4 KB · Views: 372
Last edited:

Insight

Adventurer
KID BIONIC
PL 10 150/150pp

[sblock=Backstory]Joey Whitson was a fairly normal 16-year old when he was nearly killed during a bus accident traveling home from school. Joey was fooling around at the back of the bus, with the rear door open, when the driver, distracted with Joey's antics, did not see a railroad crossing and rand headlong into the train. Joey was thrown from the bus and sustained multiple fractures, including a badly fractured skull.

Joey was rushed to the nearest hospital, associated with the university, and spent several hours in the emergency room. The doctors tried their best to save Joey, but it was not meant to be. Joey spent the last few moments of life with his family and was soon pronounced dead after a short coma.

That would have been Joey's end had it not been for an enterprising robotics student who happened to be passing through the hospital. This student, Johnson Capp, was looking for cadavers he could use for an experiment. Capp passed the morgue and saw that a figure under a sheet was moving - barely. The morgue was unoccupied. Capp entered and approached the cart. Capp pulled back the sheet to reveal Joey, pronounced dead, but seemingly undergoing some sort of seizure. Capp took a chance and whisked the cart out of the morgue, out of the hospital, and off to his secret lab.

Through several methods definitely not approved by the medical or scientific faculty, Capp was able to keep Joey "alive" long enough to hook the body up to his experimental equipment. The devices were able to maintain Joey's body in a semblance of life. Joey was "dead" in the sense that he no longer breathed, ate, drank, or slept, but the boy still had brain activity, stimulated by Capp's designs. Over the next several months, Capp built an exoskeleton that would be used to reinforce Joey's ruined body. Capp had to re-design Joey's sensory functions, ambulatory functions, and even the ability to speak and understand language. In time, Capp was able to transfer Joey's body into the exoskeleton and soon, Joey was able to move around and communicate in rudimentary ways.

At this point, Capp was at the limit of his technical knowledge. He brought in his uncle, the famed cyberneticist, Dr. Myron Capp, who had invented smaller cybernetic appliances, such as hands, arms, and legs. Dr. Capp had never built an entire cybernetic body and jumped at the chance to join his nephew's project.

Within the next year, "Joey" was brought fully on-line. In fact, "Joey" was more than he ever would have been as a 16-year old kid. Joey was strong, fast, agile, and had technologically-enhanced senses beyond those of any "normal" human being.

The scientists realized that they had created something beyond an exoskeleton to sustain the spark of life; Joey was super-human. In order to use their creation, the Capps had to spend several months training "Joey" to understand his new existence and abilities.

During this training time, Dr. Capp devised a set of gauntlets that "Joey" could use to enhance his physical attacks. It was then that the Capps decided to unleash their creation on the world. "Joey" was sent to fight bad guys and performed that job well.

Unfortunately, "Joey" could not save Myron and Johnson Capp from mercenary assassins sent by corporate rivals to steal the Capp designs. After a sortie fighting criminals in Emerald City, "Joey" returned to his base to find Myron and Johnson dead.

"Joey", now calling himself Kid Bionic, seeks his creators' killers and continues their legacy in using his abilities to fight crime in Emerald City.[/sblock]

[sblock=Complications]Family Issues: Kid Bionic's family believes him to be dead. He struggles with whether to reveal to them that he is "alive".
Kid: Everyone sees him as just a kid, which can be difficult in social situations.
Obvious Exoskeleton: Kid Bionic cannot remove his exoskeleton and it is not very concealable. Thus, he has no real secret identity.[/sblock]

ABILITIES
Total Cost: 26pp

STR 5
STAM X
AGI 5
DEX 0
FGH 5
INT 2*
AWAR 4
PRE -3*
* Int and Pre chosen to start at (non-existent) from Construct (as opposed to Str and Agi). These have been bought up from (-5) using pp.

Note: Because Kid Bionic is a construct, he has no Stamina. This means that he suffers and recovers from damage as an inanimate object, is immune to the fatigued and exhausted conditions, cannot exert extra effort, and has no Fortitude defense.

DEFENSES
Total Cost: 18pp

TOUGH 0(+8 Exoskeleton / 8 Impervious) = 8
DODGE 5+7 = 12
PARRY 5+7 = 12
FORT n/a
WILL 4+4 = 8

SKILLS
Total Cost: 8pp

Acrobatics [2]: +7
Athletics [2]: +7
Close Combat - Electro-Shock Gauntlets [6]: +11 (+12)
Expertise - Science [6]: +8
Technology [12]: +14

ADVANTAGES
Total Cost: 7pp

Benefit: Legally Dead
Close Attack 1
Evasion 2
Improved Disarm
Improved Trip
Uncanny Dodge

POWERS
Total Cost: 91pp

ELECTRO-SHOCK GAUNTLETS
Base Effect: Damage 3 (add str)
Extra: Penetrating 8, Secondary Effect 8 (Damage 3, add str)
Flaw: Removeable (-4pp)
+ Alt - Weaken Agi 8 (Ex: Linked to Affliction 8 (Dazed / Stunned / Incapacitated))
+ Alt - Weaken Str 8 (Ex: Linked to Affliction 8 (Fatigued / Exhausted / Incapacitated))
+ Alt - Weaken Tough 8 (Ex: Affects objects and people)
Descriptors: Electrical, Technology
Power Cost: 18pp

EXOSKELETON
Effect: Immunity 30 - All Fortitude effects
Effect: Protection 8
Extra: Impervious 8
Effect: Regeneration 5
Effect: Senses 6 - Direction Sense, Distance Sense, Extended Hearing 1, Extended Sight 1, Low-Light Vision, Time Sense
Effect: Speed 2
Descriptors: Electrical, Technology
Power Cost: 59pp

INTEGRATED ARTIFICIAL INTELLIGENCE MODULE
Effect: Enhanced Skill: Expertise - Science [6]
Effect: Enhanced Skill: Technology [6]
Effect: Improved Initiative 4
Effect: Quickness 6
Flaw: Limited - Mental Only (applies to 4 ranks only)
Descriptors: Electrical, Technology
Power Cost: 14pp
 
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top