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Freedom City PBP Cast


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Century Girl

ABILITY SCORES
Strength [STR]: 34
Dexterity [DEX]: 18
Constitution [CON]: 34
Intelligence [INT]: 12
Wisdom [WIS]: 8
Charisma [CHA]: 14
PP Spent: 60

SAVES
Fortitude [FORT]: (0+12) +12
Reflex [REF]: (6+4) +10
Willpower [WILL]: (6+(-1)) +5
Toughness [TGH]: (0+12) +12
PP Spent: 12

SKILLS
Acrobatics [4] +8, Diplomacy [4] +6, Knowledge (pop culture) [2] +3, Notice [6] +5. Total Ranks 16.
PP Spent: 4

FEATS
Attack Specialization (Unarmed), Attractive, Dodge Focus 4, Interpose, Luck, Ultimate Save (Toughness).
PP Spent: 9

COMBAT ATTRIBUTES
Attack Bonus [ATK]: +6
Damage [DMG]: +12 (unarmed strike)
Defense [DEF]: +4
Initiative [INIT]: +4
PP Spent: 20

POWERS
FLIGHT 6 [Power Feat: Alt Power – Speed 4]. 13pp.
IMMUNITY 4 [Aging, Environmental Cold, Environmental Heat, Pressure]. 4pp.
SUPER-SENSES 4 [Extended Vision 2, Low-light Vision, Ultra-hearing]. 4pp.
SUPER-STRENGTH 6 [Power Feats: Countering Punch, Ground Strike]. 14pp.
TOUGHNESS 10 [Extra: Impervious (+1)]. 10pp.
PP Spent: 45

ATTACKS & EFFECTS
Unarmed Strike (Melee): +8 atk, Toughness Save DC 27.
Note: Century Girl uses the Attack/Save DC (+8/+12) and Defense/Toughness (+8/+12) trade-offs.
 

[sblock=Nanite]
John Tyler a.k.a. Nanite - PL 10, 150pp
Concept: Technologically Empowered Jack of all Trades

ABILITY SCORES
Strength [STR]: 22 (12)
Dexterity [DEX]: 22 (12)
Constitution [CON]: 22 (12)
Intelligence [INT]: 16
Wisdom [WIS]: 14
Charisma [CHA]: 14
PP Spent: 20

SAVES
Fortitude [FORT]: +11
Reflex [REF]: +11
Willpower [WILL]: +11
Toughness [TGH]: +6
PP Spent: 19

SKILLS
Acrobatics 5 (+11)
Climb 5 (+11)
Concentration 4 (+6)
Knowledge: Physical Sciences 4 (+7)
Notice 5 (+7)
Stealth 5 (+11)
PP Spent: 7

FEATS
Accurate Attack
Benefit: Corporate Sponsorship
Blind Fight
Diehard
Endurance
Improved Initiative
Power Attack
Precise Shot
Quick Change
PP Spent: 9

COMBAT ATTRIBUTES
Attack Bonus [ATK]: 7
Damage [DMG]: 6
Defense [DEF]: 8
Initiative [INIT]: 10
PP Spent: 30

POWERS
Enhanced Ability: Strength 10 (10 PP)
Enhanced Ability: Dexterity 10 (10 PP)
Enhanced Ability: Constitution 10 (10 PP)
Immunity 3 (3 PP)
- Aging
- Disease
- Poison
Regeneration 14 (14 PP)
- Bruised 3 (1/round)
- Injured 5 (1/standard action)
- Disabled 3 (1/20 minutes)
- Ability Damage 3 (1/20 minutes)
Shapeshifting 2 (18 PP)
- Action: Free Action
PP Spent: 65

COMPLICATIONS
Pending
Corporate Responsibilities? College Classes? Others?

CHARACTER STORY
John sat under the dim light of his desk lamp, squinting wearily at the problem in his text book. The numbers ran away from his mind as he leaned back in his chair for a moment, rubbing at his eyes and trying to focus his mind on his homework. His roommate Ben lay snoring quietly on the opposite side of the dorm room they shared. They'd been roommates for a few months now, but John still couldn't quite get a handle on the guy. Nice enough fellow, studious, but he must be a party animal or something, all those late nights and that necklace. Did he think he was Mister T or something?

John tried to return to his homework once more, but the problems escaped him, and his mind wandered once more. The next semester was going to be a problem. He was fairly sure that he was going to lose his scholarship. A "B" average just wasn't enough if you were there on an academic ride. If he could play football, all they'd ask was that he didn't fail, but sadly, that was not one of his skills. He had to get a job or something, some way to raise money for his tuition. Homework lying idle on the table, John turned on the TV, quiet enough to not wake Ben. He started flipping through the channels, a moment of an old rerun here. Ron Popeil for a moment there . . .

"Are you a non-smoking male between the ages of 18 and 49in reasonable health? MediTech is looking for volunteers for drug trials over the next two months. Volunteers will receive free medical exams before and after the trial and will be compensated for time and travel."

John flipped off the TV again and began thinking about the commercial. It could work, at least it would be a start. Yeah, he could do that. Heck, there was half a chance that he'd end up in the placebo group and get paid for eating sugar pills for a while. One problem down, a refreshed John returned to his homework and was sleeping like a baby before 2:00 A.M.

The next day, after snoozing through his deformable solids class, John reported to the Liberty U research center where MediTech was renting space for their trials. There were a whole bunch of forms to fill out, and some legal mumbo jumbo, and a rather lengthy medical exam filled with depressing questions. "No, I haven't engaged in any sexual activity in the last six months." "No, I don't expect to engage in any sexual activity during the trial." The doctor doing the exam finally seemed satisfied and pulled out a rather nasty looking syringe from a drawer. I had thought the drug was just going to be a little pill, but I needed the money, so I said nothing as he rolled up my sleeve and swabbed a spot on my arm.

The needle went in, and the doctor started injecting me with whatever this stuff was. The pain in my arm was intense, and I jerked away from the needle. The remained of the medicine splashed on my arm, some kind of silvery liquid. As I watched, the liquid gathered itself from my arm and flowed into me, under its own power. I stared horrified at the doctor, who was looking at me with a curious expression. Then the pain magnified a hundred fold, coursing through my entire body. I screamed, and then all went black.

When I came to, I was lying on a medical table in the research center. There were a bunch of doctors and police standing around, and the doctor who gave me my shot was sitting in a corner, in handcuffs. I was pretty much out of it for a while, but eventually their explanations floated into my conciousness. My doctor was trying to smuggle some high tech research out of the center, but being under close scrutiny he'd decided to use me as an unwilling courier. Get it in me, memorize my address from the forms, and then retrieve the stuff later, at his own convenience. His plan been nearly complete, but my screams had brought attention, and the doctor's plot was discovered.

There was a bunch of very technical explanations of what it was that was inside me exactly; nano technology, classified research, but what it all amounted to was that I was now sitting on a table, wearing only my boxer shorts, with a few billion dollars worth of research floating inside my bloodstream. I immediatly offered to give it all back . . . somehow. But the head researcher explained how the nano-bots had been keyed to my DNA now, and would now be useless if removed. The doctor's plan had been worthless all along? I shot him a dirty look, and he had the decency to look ashamed. Not industrial espionage at its finest, apparently.

Eventually the police and their prisoner left, and the research team and I got down to business. They needed a human test subject for their experiments, and now I was it. I was still facing financial troubles, so I needed them too; and after they described the procedure for the removal of the nanobots. . . I really did NOT need to do that. So now I'm the official poster child of MediTech Inc. These little robots in me are incredible, and all that power is mine. During the day I'm a mild mannered engineering student, and in between I'm Nanite, the trademarked jack of all trades. It's a decent enough life. I get the feeling I'm really helping people out there on the streets, and MediTech is getting a whole bunch of data on how the nanobots perform under stress. It's all working well, I just have a hard time explaining to Ben where I'm always rushing off to. Luckily he never seems to press too hard.
[/sblock]

[sblock=Shapeshifts]
Jetpack - flight 5
Laser - Blast 5
Laser Cannon - Blast 10 (Penetrating, Action: Full Round, Distracting)
Claws - Strike 4 (Mighty, Accurate), Wall Crawling 2
Shock Fists - Stun 5
Armor Plating - Protection 4 (Impervious 6)
Body Reinforcing - Density 3
[/sblock]
 

Attachments

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MNEMONIC
Concept: Memory Mimicking Maven
PL: 10 (150PP)

ABILITY SCORES
Strength [STR]: 20
Dexterity [DEX]: 20
Constitution [CON]: 20
Intelligence [INT]: 20
Wisdom [WIS]: 20
Charisma [CHA]: 20
PP Spent: 60

SAVES
Fortitude [FORT]: (0+5) +5
Reflex [REF]: (0+5) +5
Willpower [WILL]: (0+5) +15 (Enhanced Will)
Toughness [TGH]: (0+5) +5/+8 (Armored Jumpsuit)
PP Spent: 0

SKILLS
Total Ranks 0.
PP Spent: 0

FEATS
Attractive, Beginner’s Luck, Connected, Eidetic Memory, Equipment 5, Fearless, Jack of all Trades, Luck 4.
PP Spent: 15

COMBAT ATTRIBUTES
Attack Bonus [ATK]: +10
Damage [DMG]: +9 (unarmed strike)
Defense [DEF]: +10
Initiative [INIT]: +5
PP Spent: 40

POWERS
MENTAL DUPLICATION 5 [Extra: Alt Save – Fort (+0); Flaw: Split Personality (-1); Drawback: Power Loss (Successfully Attacked with a Mental Effect) (-3pp)]. 7pp.
MIMIC 5 [All Feats at once; Extra: Linked to Mental Duplication (+0), Duration – Continuous (+1); Flaws: Allows Saving Throw (Fortitude) (-1), Split Personality (-1); Power Feats: Alt Power – Mental Transform (Alter Memory; Extra: Duration – Continuous (+1); Flaw: Range – Touch (-1)); Drawback: Power Loss (Successfully Attacked with a Mental Effect) (-3pp),]. 8pp.
ENHANCED WILL 10 [Extra: Impervious +1, Flaw: Impervious works on all Mental Effects even beneficial ones -1] 10pp.
QUICKNESS 10 [Flaw: Mental tasks only (-1)] 5pp.
COMPREHEND 2 [Speak and Understand all Languages] 4pp.
SUPER-SENSES 3 [Direction Sense, Distance Sense, Time Sense] 3pp.
PP Spent: 43pp-6pp drawbacks = 37pp

EQUIPMENT [5]
Masterwork Power Knucks [Strike 4, Mighty, +1 on attack roll; 6ep]
I-Phone [Laptop, Video Camera, Cell Phone; 4ep]
Goggles [Nightvision Goggles, Flash Goggles; 2ep]
Armored Jumpsuit [Protection 3; 3ep]
Blaster Pistol [Blast 5; 5ep]

ATTACKS & EFFECTS
Blaster (Ranged): +10 atk, Toughness save DC 20, RI 50ft.
Unarmed Strike (Melee): +10 atk, Toughness Save DC 20.
Power Knucks (Melee): +11 atk, Toughness Save DC 24.

GENERAL DRAWBACKS
Involuntary Transform [Temporary Amnesia when Succesfully Attacked with a Mental Effect]. 1pp.
Involuntary Transform [Occasional Personality Change to Past Victims of Memory Absorption]. 1pp.

CHARACTER STORY
One year ago a local fishing trolley hauled the body of an unidentified male out of Freedom Bay. The man barely conscious, and was immediately airlifted to Freedom University Medical Center.
There he was determined that, despite his waterlogged condition, he was in perfect health.
Moreso, he was in perfect condition. No scars, no immunization marks, nothing. Stranger still, the man had no memory of who he was, and how he got to the river. His first vague memories were that of being drug aboard the Trolley. Having no proof of identity, much less insurance, he was to be admitted to the care of the University's Metahuman Research Team for study due to displaying a unique "Omni-Competance" .
It was determined his brainwaves had a weird chameleon-like ability to "synch" with and mimic those he was in close contact with. When touching someone he could "absorb" thier Memories and Personality. While staying at the University he was jokingly called "Tabula Rasa" (meaning the Blank Slate) or Ras for short, the John Doe started to intregrate back into society, learning to use his powers and eventually garnering a job as a University Tutor. Everything was going along peacefully, until a Break in and theft of Metahuman Research Data. Using his unique skills, he tracked the culprits down, and thwarted a major conspiracy against the metahuman population of Freedom City.
Thrilled by the rush of the encounter, Ras decided to pursue the life of an costumed adventurer, and adopted a new Identity of Mnemonic the latest in Freedom City's string of aspiring heroes.

NOTES
[sblock=Modified Stats]SKILLS
Acrobatics [7] +12, Concentration [12] +16, Diplomacy [13] +18, Knowledge (arcane lore) [6] +11, Knowledge (current events) [1] +6, Knowledge (history) [2] +7, Knowledge (pop culture) [2] +7, Medicine [13] +18. Total Ranks 56.


FEATS
Attack Focus (ranged) 8, Dodge Focus 7, Ritualist, Trance.
PP Spent: 17

Current Defense 22 (maxed out), Current Ranged Attack +15 (maxed out) [/sblock]
Mnemonic is Omni-Competant. With his attributes and feats he is +5 with any skill, equal to a professional level of training, if the skill involves memory he rises to +9 on his rolls, considered an "expert" in the field. If he so chooses by spending a HP these bonuses rise to +10 (expert) and +14 (virtual mastery) with a particular skill. Since his mind works so quickly to process information, he can almost instantly Take 20 on any purely Mental Task.
By touching someone, Mnemonic recieves up to 100 skill ranks from someone and up to 25pp in feats. Both may be kept indefinitely, though when he touches another victim his feat array "resets" itself. He may keep or trade in skill ranks as he sees fit however.
Though no Drawback or Flaw has been taken to represent it, Feats received are due to a Memory Descriptor, and must make sense somehow for him to access the Feat. (It may be appropriate to Mimic a Benefit: Wealth Feat for example by knowing all of the Targets Financial Information, such as Account Numbers, Passwords and PINs)
Mnemonic's Impervious Will is Permanent, he cannot lower it for even beneficial, or benevolent effects such as Telepathy. Any attempts to access his Mind on any level have resulted in either failure or wiping his Mind of its current memories.
Recently Mnemonic has learned the Memory Synch he achieves with a Target can work both ways, instead of altering his Brainwaves he can alter the targets, thereby manipulating thier memories.
Gauntlet.jpg
 
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BASTION - PL 10, 150pp
Concept: Manipulator of kinetic energy.

[sblock]ABILITY SCORES
Strength [STR]: 11
Dexterity [DEX]: 16
Constitution [CON]: 15
Intelligence [INT]: 25
Wisdom [WIS]: 12
Charisma [CHA]: 12
PP Spent: 31

SAVES
Fortitude [FORT]: (Base 4 + Con 2) +6
Reflex [REF]: (Base 3 + Dex 3) +6
Willpower [WILL]: (Base 2 + Wis 1) +3
Toughness [TGH]: (Base 2 + Con 2) +4
Note: Bastion uses the Defense/Toughness trade-off [+6/+14].
PP Spent: 13

SKILLS
Acrobatics [4] +7, Computers [8] +15, Concentration [8] +9, Disable Device [8] +15, Investigate [8] +15, Knowledge (physical sciences) [12] +19, Knowledge (technology) [8] +15, Notice [4] +5, Search [4] +11. Total Ranks 64.
PP Spent: 16

FEATS
Attack Focus (Ranged) 1, Attack Specialization 1 (Force Blast), Eidetic Memory, Improved Initiative 2, Improvised Tools, Power Attack, Ranged Pin
PP Spent: 8

COMBAT ATTRIBUTES
Attack Bonus [ATK]: +4
Damage [DMG]: +8 (force blast)
Defense [DEF]: +6
Initiative [INIT]: +11
PP Spent: 20

POWERS
FORCE FIELD 10 [Extras: Affects Others (+1) - 4 Ranks Only, Ranged (+1) - 4 Ranks Only; Power Feats: Progression 1 (Affects Others), Progression 1 (Ranged): 20pp
KINETIC CONTROL 10 [Array/Damage (Ranged); Power Feats: Alt Powers - Deflect, Flight, Move Object, Nullify Movement, Slow]: 25pp
MIND SHIELD 7: 7pp
REFLECTION FIELD 1 [Flaw - Limited (Physical or Kinetic Energy Attacks Only) (-1)]: 7pp
PP Spent: 59[/sblock]


APPEARANCE
Standing 6'2 Sebastian is a athletic man with a dark complexion, brown eyes and short cropped but curly hair. Its hard to place his ethnicity although he could be Latino or Polynesian. His costume is purple with blue highlights and around his wrist and calves are metaliic coils which assist in stabilising and directing the kinetic wave around his body. He wears modified goggles to conceal his identity

Sebastian Neumann is a scholarly type with a love of tinkering with things to observe what makes them work. He and his girlfriend Leilua also enjoy analysing the physics of various super powers and can spend hours talking about the subject in a way that bores most others.

BACKGROUND
Arc 1
Sebastian Neumann was born in Freedom City his parents both teachers, and so as achild he was a witness to much of its going on between the various super powered individuals around him. He was a fan but only to the extent that it challenged him to work out exactly how their powers might work.
Always a highly intelligent child with an impressive memory he was motivated by an interest in 'making stuff happen' to eventually take up mechanics and the study of advance quantum kinematics at a level far beyond his years.
Although he didn't know it at the time Sebastian now beleives that he had innate abilities even as a child which manifested as his mind sheild and a minor deflection ability. He recalls a number of occasions where his experiments exploded resulting in a number of 'near misses' as debris and shrapnel went flying around him. It seems that the accident at the lab only intensified an existing gift rather than creating one.


Arc 2
Sebastian was eventually accepted into university graduating with honours and was asked to stay on as a research physicist working in the feild of Kinetic Wave Theory with a particular focus on developing Over unity devices that could benefit mankind. Also working in the laboratory was Leilua Hamilton a research colleague with whom Sebastian has developed a romantic relationship.

In the course of their research the team attempted to push a test device to double-unity and thats when everything changed. As the device was pushed over unity Sebastian observed a sudden collapse in the kinetic wave signature and a degredation of the quantum barriers. Triggering the evacuation the team tried to escape but were too late and the device exploded releasing an unrestrained wave of kinetic energy blasting out through the lab, destroying half the building.

Three people died that day, members of the research team, but amazingly Sebastian and Leilua emerged relatively unscathed, although Sebastians body seemed to glow as if surrounded by an energy feild. Leilua claims that Sebastian grabbed her and the pair were suddenly sheathed in a visible force feild which sheilded them from harm. The feild persisted for another three weeks before Sebastian learnt to subdue it.

Since then the pair have investigated the phenomena and theorise that Sebastian generates a bonded kinetic wave around his whole body which interacts with external kinetic energy sources to manifest a number of abilities including the kinetic force feild which saved their lives, the ability to move objects, slow and nullify movement and even the ability to fly by 'surfing' along the Global kinetic wave generated by molecular motion.

Arc 3: The Present
Inevitably the university research center was targeted by villains eager to gain access to the Kinetic Wave research. Sebastian responded and was soon joined by other 'heroes' including Century Girl, Glory and Nanite. Together they were able to thwart the attack of the contracted super-mercenaries.
It was during the clean up and introductions that Sebatians name was misheard as Bastion a name which he subsequently adopted as his own public alias when as 'Bastion' he decided to take up the hero trade...

COMPLICATIONS
1.Romantic Interest with Leilua Hamilton a researcher at the University
2.There are some who blame Sebastian for the explosion that killed the rest of his research team, or at least for not saving them. Sebastian still feels guilty about this but has come to terms with things.
3.The enmity of a secret organisation
4.Can be something of a nerd when it comes to analysing the physics of super powers

Catchphrase
"I've got a theory on that!"
 
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Glory - PL 10, 150pp
Concept: Displaced God of Flame and Healing

ABILITY SCORES
Strength [STR]: 18
Dexterity [DEX]: 18
Constitution [CON]: 18
Intelligence [INT]: 18
Wisdom [WIS]: 18
Charisma [CHA]: 18
PP Spent: 48

SAVES
Fortitude [FORT]: (0+4) +4
Reflex [REF]: (0+4) +4
Willpower [WILL]: (0+4) +4
Toughness [TGH]: (0+4) +4
PP Spent: 0

SKILLS
Acrobatics [7] +11, Concentration [12] +14, Diplomacy [13] +17, Knowledge (arcane lore) [6] +10, Knowledge (current events) [1] +5, Knowledge (history) [2] +6, Knowledge (pop culture) [2] +6, Medicine [13] +17. Total Ranks 56.
PP Spent: 14

FEATS
Attack Focus (ranged) 8, Attack Specialization (fire strike) 4, Attractive, Dodge Focus 7, Ritualist, Trance.
PP Spent: 22

COMBAT ATTRIBUTES
Attack Bonus [ATK]: +10
Damage [DMG]: +7 (fire strike)
Defense [DEF]: +3
Initiative [INIT]: +4
PP Spent: 10

POWERS
ABSORPTION 6 [Boost 6 – Goes to Fire Control; Extra: Power Magnet (+1); Flaw: Limited (Fire/Heat effects) (-3); Power Feat: Slow Fade; Drawbacks: Normal Identity (-2pp), Power Loss (Can’t use power underwater, in extreme cold, or in a vacuum (-3pp)]. 14pp.
FIRE CONTROL 7 [Array/Move Object; Power Feats: Alt Power – Dazzle Sight, Alt Power – Blast, Alt Power – Corrosion 7 (distracting), Alt Power – Environmental Control 4 (Extreme Heat and Light), Alt Power – Melee Strike (Fire) (Extra: Penetrating), Alt-Power – Healing 4 (Extra: Total); Drawbacks: Normal Identity (-2pp), Power Loss (Can’t use power underwater, in extreme cold, or in a vacuum (-3pp)]. 15pp.
IMMUNITY 14 [Fire Damage, Life Support]. 14pp.
TELEPORT 9 [Extra: Accurate; Flaws: Long-Range Only (-1), Medium Required (flames) (-1); Power Feats: Dynamic Alt Power – Flight 1, Dynamic Alt Power – Super Senses 7 (Fire Awareness (Accurate), Extended Range (Fire Awareness) 4), Easy]. 13pp.
PP Spent: 56

ATTACKS & EFFECTS
Fire Blast (Ranged): +10 atk, Toughness save DC 22 (fire effect), RI 70ft.
Fire Strike (Melee): +10 atk, Toughness Save DC 22 (fire effect).

COMPLICATIONS
1. The force behind the destruction of Gallic Pantheon still out to get me, but is unkown.
2. On ancient holy day, Beltaine (May 1st), my powers are unreliable and sometimes stronger/weaker/different (aka, let GM mess with them!)

CHARACTER STORY
Thousands of years ago, the gods of most of North-Western Europe found themselves under seige. This was unforseen-and therefore impossible. Despite the impossibility of it all, the gods sent their last, best hope, Belenus, down to earth, in the form of a mortal child, with no memory of the great warrior and god he had once been. The gods also sent with him an amulet that he could place around his neck on his twentieth birthday and thus regain his powers and his memories.
The voyage to earth was problematic, and the magics involved were inaccurate. Belenus, the baby, only arrived in America twenty years ago. He was found abandoned by a family in rural Georgia, and raised by them. They named him Benjamin Bradford, and raised him to be the best person he could be. Ben's father, Roy Bradford, kept the amulet found with the boy a secret, he was afraid what it might mean. Ben was a very good student, and was eventually accepted into Liberty University, far away from home. On the day he left for school, his father gave him the amulet and told him the story of how he came to the Bradford household. Benjamin has since been studying the classics at the University, trying to decipher the meaning of the inscriptions on the heavy gold chain that accounts for his only connection to his birth family. The night of his twentieth birthday, May 1st of last year, he put the necklace on in order to get a better look at one side of the amulet when suddenly, things changed. He remembered much of the past, but the details of his last days as a god were hazy-so much time had passed and the memories stored in the Amulet for him had largely faded. But he knew his name-he was Belenus. What he did know for certain was this-he had great powers, and the "family" he was curious about no longer existed. He found that when he placed the amulet around his neck it disappeared, chain and all, and the power held with-in changed his appearance, and gave him powers to control flames, and to heal the sick and wounded. Over the past year he has spent much time learning his new powers and helping those in need-between classes, of course! He recently discovered the meaning behind the name Belenus- Glorious Light/Flame. He adapted that meaning for his super-hero name: Glory.

He has since spent time helping people in Freedom City. However, he has noticed dark enemies and mysterious threats interrupting his activities, intentionally targeting him. Belenus wonders what exactly this means and who they are...

Glory's uniform is a red, gold, and white body suit, with golden armored gauntlets. He wears a long red and white cape with gold trim. On his face he wears a red half-mask. The amulet that transforms him is absorbed into his suit and appears embedded in his chest.
 

The Entrapper (PL 10 -- 150 points)
Alexander MacIntyre
A retired third-tier crime fighter gets a new lease on life with gear from a powerful super-villain

APPEARANCE
A medium sized male in a black body suit. White bandoleers holding a variety of oddly shaped bombs and spheres are strapped to his body. The figure seems hairless and wears a white fedora.

ABILITY SCORES
Strength [STR]: 12
Dexterity [DEX]: 14
Constitution [CON]: 14
Intelligence [INT]: 16
Wisdom [WIS]: 14
Charisma [CHA]: 12
PP Spent: 22

SAVES
Fortitude [FORT]: (0+2) +2
Reflex [REF]: (0+2) +2
Willpower [WILL]: (2+2) +4
Toughness [TGH]: (0+2) +2
PP Spent: 2

SKILLS
Acrobatics [2] +4, Bluff [4] +5, Concentration [3] +5, Computers [4] +7, Diplomacy [6] +7, Disable Device [4] +6, Escape Artist [4] +6, Gather Information [8] +9, Intimidate [4] +5, Investigate [12] +15, Knowledge (heroes and villains) [12] +15, Knowledge (codes) [8] +11, Notice [12] +14, Perform (harmonica) [4] +6, Profession (math teacher) [6] +9, Search [12] +15, Stealth [5] +7, Swim [2] +3. Total Ranks 112.
PP Spent: 28

FEATS
Attack Specialization (thrown device), Benefit 5 (contacts with 2nd and 3rd tier heroes), Well-Informed.
PP Spent: 7

COMBAT ATTRIBUTES
Attack Bonus [ATK]: +3
Damage [DMG]: +1 (unarmed strike)
Attack Bonus [ATK]: +5
Damage [REF]: +10/6/5 (thrown device - snare)
Defense [DEF]: +15
Initiative [INIT]: +2
PP Spent: 36

POWERS
DEVICE 5 [Technological; Snare 10 (Extra: Affects Incorporeal (+1), Flaw: Unreliable – Limited to 5 Uses (-1)); Power Feats: Alt Powers: Create Object 6 (Extra: Action – Continuous (+1); Flaw: Limited to 5 Uses (-1)), Snare 5 (Extras: Affects Incorporeal (+1), Area Burst (+1)), Snare 6 (Extra: Affects Incorporeal; Power Feat: Ricochet 2), Snare 9 (Extras: Area Burst (+1); Flaw: Action – Full Round (-1); Power Feat: Triggered), Snare 4 (Extras: Affects Incorporeal, Blocks Sense - Vision, Hearing (+2))]. 25pp.
ESP 2 [Vision Only]. 4pp.
INSUBSTANTIAL 4 [Extra: Action – Reactive (+1); Flaw: Tiring (-1)]. 20pp.
SUPER-MOVEMENT 2 [Wall Crawling]. 2pp.
SUPER-SENSES 4 [Danger Sense (Mental), Precognition (Flaw: Uncontrollable)]. 4pp.
PP Spent: 55

ATTACKS & EFFECTS
Unarmed Strike (Melee): +3 atk, Toughness Save DC 16.
Snare (Ranged) +5 atk, Reflex Save DC 20
Snare (Ranged) +5 atk, Reflex Save DC 15 (burst)
Snare (Ranged) +5 atk, Reflex Save DC 16 (ricochet)
Snare (Ranged) +5 atk, Reflex Save DC 14 (blocks senses)
Note: The Entrapper uses the Defense/Toughness trade-off [+15/+5].

DRAWBACKS
Drawbacks: Mental Powers have visible effects (-0 pp) (too minor to be worth anything)

COMPLICATIONS
1. The Foundery comes looking for the Trapper's technology
2. Old friends/enemies from when he was the Seer
3. Old enemies/allies of the Trapper
4. Can't remove the black suit (is concerned it's affecting his mind)
5. Total disappearance from civilian life (he was a math teacher but he's called in sick for the rest of the year claiming nervous breakdown)

QUIRKS
[sblock]
Tends to lose his fedora the first time he gets hit in a fight.
Tries to be ambiguous about whether he's connected to the Seer; but would be secretly happy that anyone would remember his past alter-ego at all.
Keeps the scrabble set the Trapper used to send his last message and occasionally checks it to see if it's spelled anything new.
Keeps some of his favorite pieces of old super hero memorabilia in a cigar box his father gave him.
Has made several members of his old teammates swear to "take him out" if the suit makes him into a crazy villain. (Stunner has taken to greeting him with the breakfast table with a (discharged) gun and asking him whether he "has turned to the dark side yet")
Undervalues non-super-power related abilities (including his own).
Media phobic.
[/sblock]

Life arcs
[sblock]
Arc 1 - Early Years
Idolized superheroes as a young child; joined fan clubs, kept memorabilia, ran toward explosions and super fights, etc. Once was mildly injured by one of the first Stunner's Stun-bombs.

Arc 2 - Teenage Years ("The Seer Comith")
As a teenager began to have strange precognitive flashes. Hid his powers and began to engage in an "intensive physical regime" to prepare himself for a crimefighting career (or what a teenager thinks would be an intensive regime). Though he developed a few minor abilities (very short range ESP, a weak danger sense) his powers never seemed to develop or stabilize.
Still at the age of 17, with no sign of his abilities improving or stabilizing he became fearful that he would loose his chance and pushed on. Donning a costume featuring a big eye on his chest, a trench coat, a fedora and a bandanna he become "the Seer"! Generally mocked by the press for his terrible looking costume, horrific battle cry ("evil fears the sight of the seer!") and ineffectual abilities and propensity to hyperbole his career was checkered from the beginning.
*He was shot and seriously injured during his second adventure.
*He was technically a part time member of a second tier super-group (i.e. one of the people they call when they're desperate and out of ideas). They never get that desperate though.
*Was taken hostage during a bank robbery he foresaw.
*He didn't foresee anything about the the 1993 invasion and was away on a school trip; wasn't able to get back from a school trip to the Florida everglades until it was over.

Both his parents were injured during the attack though, and retired with medical benefits. Distracted and more convinced than ever that he was needed Alex grew distant from them.
His grades in high-school were poor, and after he graduated (a year late due to the invasion) he put off going to college to try to focus on becoming a better super-hero.

Arc 3 - Early Twenties (The Mentalists)
Deciding his powers would work better with a team he joined the newly formed Mentalists; a team filled primarily with psychic or mental super-heroes who formed in the aftermath of the Terminus Invasion. Despite continued ribbing in tabloids this was probably the happiest time in Alex's life (before he became the Entrapper anyway). Enjoyed working with most of his teammates including the second Stunner (the son of the original super-criminal whose mind-bombs caused Alex's powers to trigger), Mr. and Miss Mezmer, the Great Brain and Phantasia.

They enjoyed moderate success foiling a number of conflicts between organized crime families, managing to hold off the Psions during an abortive attempt to steal the a powerful alien psycho-crystal and stopping several mental foes (including the Illusionist and the Psychonaughts).

During that time he started work as a Math teacher at an inner city school; while he was only supposed to be an assistant teacher the schools budget, needs and the low caliber of the teacher he was working for meant that he was effectively responsible for an entire room full of kids. Unfocused and frequently exhausted he tried his best but had trouble reaching his students in a meaningful way. He became withdrawn and further estranged from his family and people around him. This only drove him to try to succeed harder at his "real mission".

In the late 90s a villain called the Strangler appeared. Initially the Strangler appeared to be little more than a mugger with a penchant for killing. Preying primarily on the poor; he always killed his victims, while he was initially believed to use some sort of rope he was actually using flexible tentacles and constricting attacks. The initial attacks occurred near an area the Seer originally identified as "needing protection" when he started his career and attracted his attention. The Strangler's campaign of terror lasted intermittently almost half a year; as an extremely mundane villain, apparently acting for monetary benefit, using subways for transportation, killing in different locations, and targeting unattractive males he avoided attracting the attention of any significant heroes or the media. Despite his best attempts Alex was unable to get an useful precognitive visions about the attacks, however, after speaking to the Stunner about the sort of technology being used Alex deduced that the Strangler may be using the technology of the Trapper. Given the Trapper's ethical background Alex, correctly, concluded that the Trapper would not like the way his equipment was being used.
He approached the Trapper in prison, briefly explained the situation and asked for the Trapper's help. The Trapper gave him a safe deposit location, key and code. The box contained a device that could trace even minute quantities of the Trapper's goo ; effectively allowing someone to trace someone who had used the goo recently.
At this point the Strangler exploded into the limelight by killing a minor but popular super hero: Electrix. Seer was able to use the device to help Electrix's partner, the Red Fist, track down and capture the Strangler. His participation was never published in the news (the closest was a blurb in the Herald that the Red Fist was "accompanied by several concerned individuals from the hero community") and he returned the detection-device to the safe deposit box when completed.

Arc 4 - Late Twenties ("The End of a Hero & Epilogue")
The Mentalists broke up in the summer of 2002. While their first two adventures (vs. The Illusionist and the Psychonaughts) were a successful the third (vs. a mob gang with a bunch of robots) ended in a tragic disaster. The Great Brain was killed, the Stunner crippled and the Mezmers retired. Phantasia pushed to join or start another group but Alex, frustrated with the (lack of) utility of his powers and guilty that he hadn't "seen" was was going to happen to the Mentalists, hung up the Seer uniform for good.

Alex, sold, or gave away most of his memorabilia (including a treasured piece of Centurion memorabilia to Century Girl). He went to community college and completed a degree in education in 2005. Except for getting together with the Stunner for beers once every few weeks his hero life disappeared. Precognitive visions were called into the local police.

Almost a year ago a "psychologist" approached Alex though an old number he kept for contacting the Seer and inquired about getting his help. The psychologist claimed he was writing a book on "super-humans creating their own morality". This psychologist indicated that he had trouble getting an interview with the Trapper and wondered if Alex, the last person to have visited the Trapper in prison, would help him out.
Alex agreed visited the trapper with a set of prepared questions. He found the old man's company enjoyable they shared a couple of hobbies (playing the harmonica, scrabble). Alex's genuine love for stories about the "old days" and the trapper's keen memory for details and elaborate schemes meshed well together. The Trapper shared a lot of his opinionsincluding his obsession with "difference" and how it affected people. Alex was enjoying the sessions so much that he began to put off writing up their conversations and reporting to the psychologist, eventually meeting the Trapper dozens of times and dragging the process out for almost a year. They talked in exhaustive detail about all the Trapper's old capers, why the Trapper ultimately gave himself up, who he was concerned was after his technology (he alluded vaguely to an organization he called the "forge" and implied was related in some fashion to Daedalus but refused to discuss the matterfurther) and, especially, the Strangler.
The Trapper implied in what would be their last conversation he knew that Alex didn't tell anyone about the goo-detection gadget and returned it to the safe deposit box before launching into a rambling discourse on morality, technology and the danger of too much knowledge.

Arc 5 - Rebirth
Returning home one night Alex a sudden vision of the psychologist taking the notes and killing him with burning hands. He immediately destroyed all the materials and notes from his session with the trapper. No sooner had he finished than Alex's scrabble set flipped over and spelled out "There is something different in the bank". Shocked and desperate Alex managed to crawl out his window moments before the "psychologist" showed up with several robotic guards in tow.

No sooner had he made it to the street he had recurring images of the "psychologist" killing him over and over again. No matter where he went, he seemed to be fated to die (often dooming whoever he went to). In a panic Alex ran to the bank. Alex managed to get to the bank, present the original deposit slip from the Trapper and pull out a large duffel back from the safe deposit box. Glancing inside he saw a black body suit and an assortment of gear.
No sooner had he turned around than he saw the psychologist coming into the room. In a panic he grabbed the suit and it it immediately enveloped him and then phased him (but not his clothing) as an energy blast shot through his chest. Toting the bag around and immune to the psychologist's attacks he managed to escape into the night.

After hiding out for a few days (and not seeing any more powerful visions) he hid out on the Stunner's couch (and the relative safety of his decent security system) while he figured out his next move.
The trapper had apparently passed away in jail, preventing him from following up with the old man.

The black body suit seems to be bonded to his skin and can't be removed (parts of it can be partially phased though, allowing eating, etc.). Other than the suit all of the high-tech gear is in the form of grenades and bombs of various sorts. Several larger pieces of equipment (currently set up at the Stunners) allow him to refill or create the bombs and disks he has. He has (mostly) figured out how to operate the refillers but doesn't really know how it any of it works. He's thrilled to be a hero, but concerned there are things going on that he doesn't understand.
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Power Surge, born Sergio Paretti, is from an Italian immigrant family in the West End area of Freedom City. When he was a child, his father, who owns a small restaurant, empacised the value of hard work and perserverance, often telling of how his family came to America with nothing and built a sucessful life, despite numerous setbacks. Sergio deeply identified with his fathers' experience. He was never the strongest or the smartest in his class, but he always got by through good old-fashioned hard work, sticktuitiveness, and the support of his family and his close-knit ethnic neighborhood.

When he was 17, things turned sour for the Parettis, when gangsters moved into the neighborhood and began demanding increasingly-unreasonable protection money. Hoping to find information to anonymously pass on to the police, Sergio climbed a fire escape and began listening in on the gangsters' conversations. He was soon spotted and confronted by a guard, and when the guard grabbed him from behind, he instinctively turned around and struck the man. To his surprise, he felt as if he was being mildly electricuted. He felt the electricity go through him, and his hair stood up. His fist struck the guard in the chest, the shock stopped the guard's heart, and he fell from the fire escape (Developed Electrical Control). Sergio ran, fearing the mafia, the police, and himself. But no one had seen him, and the coronor ruled the guard's death to have been caused by a freak heart attack, rather than caused by a freak.

Sergio wrestled with the situation for a long time. He felt bad for the gangster he killed, even though it was an accident. On the other hand, the guy was a mob enforcer, a man who harmed the innocent for a living...and he would never again harm anyone else. Of course, it is always better for the bad guys to be caught and tried under the law, but he could not escape the fact that the world is better off on account of his strange accident.

Shortly after, he noticed a sudden affinity for machines. He never waited long for an elevator. In fact, if he thought about it enough, they seemed to come directly to whatever floor he was on, regardless of other calls. (Developed Computer Control, Datalink, Machine Control)

After graduating from high school, he joined the military. During his routine entry physical, the military tested his blood for extant or latant super-powers, and shortly after basic training, he was assigned to a special unit of similarly-unique individuals. There, they taught him to hone his powers through intense concentration exercises and use them to protect the innocent and punish the guilty. (Developed Enhanced Dex for better aim, APs and Power Feats on his Electrical Control Array, his Forecefield, combat feats, concentration) After a while, he was transferred yet again, this time outside of the military to an off-the-books CIA operation that dealt in especially delicate situations.

Among his many missions, he was sent with Corporal Atom, a hero with the ability to manipulate radiation, to destroy a nuclear research facility in /Fictional Rogue State/ that was about to begin production of nuclear weapons. Atom was to drain the materials of their radioactivity, and Surge was to destroy the rest of the facility. Something went wrong on Atom's end, and the facility's small research reactor exploded. Atom and Surge were separated in the confusion, and the radiation created too much radio interference for communication. Atom got out fine, since he is immune to radiation, but Surge was badly hurt. Oddly enough, however, the radiation actually strengthened his mutation, significantly increasing the amount of electricity he could produce and channel.

When he recovered, he found his way back to the military, and to a disgraced Corporal Atom who had assured their superiors that he must have been vaporized by the explosion.

Military scientists determined that his now-strengthened electrical mutations could be used to power and interface with electronic implants. Perfecting a neural interface and dealing with power requirements were the only remaining obstacles they had to being able to deploy a number of implant-based super-soldier technologies. Surge could provide the power and the interface using his own powers, such that these barriers would not be barriers for him.

He agreed to be used as a test subject, so that the military could determine how to increase his powers to become a better soldier, to become better able to protect the innocent. They implanted a microcomputer system in his brain, and receivers in his eyes and ears. He gained a number of sensory, memory, and communications-related abilities, and very powerful (and power-consuming) computer-based abilities that he could activate at the cost of his offensive powers.

Additionally, he was given a set of implants that could shape light and sound around his forcefield. They could be activated to make him invisible and silent, or to imitate another subject.

Eventually, however, his unit was shut down when a new Secretary of Defense cut out certian black operations that the new president would have disapproved of. Surge adapted to civilian life by getting a job as a police consultant, and later a freelancer working with AEGIS, which gave him the access necessary to fight crime anonymously.

His perseverance and dedication are by far his most prominent feature. He will do whatever it takes to take down the bad guys, and his formidible defensive powers make him quite willing to take big risks. He fights well alone, but his military background taught him to be an adept team player as well. Occasionally, when he gets bored, he uses his powers to listen to civilian radio or surf the Internet, rather than paying much attention to whats going on around him. If he's bored and fidgety, he's probably listening to music. If he's bored and angry, he's probably listening to talk radio.

Surge is of medium height and a bit stocky. While good looking, his time in the military and later covert ops sometimes keeps him from opening up to people as much as he wishes he could, and his ability to lead is hampered by the lack of the hierarchical power structure he's used to. His military background also, however, makes him fiercely protective of his allies, and is quite willing to take a bullet -- or a tank shell -- for his friends, especially since no normal weapon short of a battleship's gun battery can harm him. Nonetheless, he is, outwardly at least, reasonably easy-going and wryly humorous. His hero costume is camouflage pants, a white shirt, a mlitary jacket, and an American flag bandana with eye holes. This seems to have the same quasi-magical effect as Clark Kent's glasses, making him strangely difficult to identify ( (; ).

Nowadays, he is an independent super-hero, police consultant, and investigator. Due to his military background, he has close ties with AEGIS, though they are aware that he does not always play by their rules. Nonetheless, he retains his security clearance. He also has a number of cyber-personae, and passes information to other supers, policemen, and rivals of corrupt corporations or politicians. Once he uncovered a trap the mafia had set for the mafia-killing assassin The Silencer, and warned him, an act that he remains conflicted about to this day. He can easily avoid being traced because he uses his long-range datalink power to remotely-control computers on the other side of the world. They may be able to trace him to a cybercafe in Seoul or a university computer lab in Moscow, but that doesn't really help them, since he is not actually there.

Some mechanical notes: Many of his attack powers have Homing becuase electricity needs to go somewhere rather than disapating, so it can arc back to the target if it just misses. They also tend to have Full Power because he focuses his power by imagining them weapons such as bullets and grenades, and their effects cannot typically be modulated. He has limited uses of the rockets beucase no one typically carries large numbers of those, but typically does carry plenty of bullets. The grenades have ricochet and explosion, because grenades do that. In addition to whatever descriptors these powers inherently have, all implant-based powers have the electronic descriptor (in addition to the electrical descriptor). All powers based on implants have a duration no better than sustained, because they are based on an internal Datalink-like ability (flavor only and only works for the implants, no additional point cost, not part of the actual Datalink power he has), and datalink is sustained.


Sergio Paretti, aka Power Surge, Mutant Super-Soldier
PL: 10 (150 pp)

ABILITIES:

STR: 10 (0)
DEX: 14 (+2/+1)
CON: 20 (+5/+4)
INT: 10 (0)
WIS: 14 (+2)
CHA: 10 (0)
PP Spent: 14

SKILLS:

Bluff 7 (+7)
Concentration 15 (+17)
Diplomacy 15 (+15)
Drive (+2)
Escape Artist (+2)
Gather Info 10 (+10)
Notice 12 (+14)
Pilot 1 (+3)
Sense Motive 7 (+9)
Survival (+2)
Swim 1 (+1)
Languages: English(Free), Italian, Spanish, Chinese, Arabic
PP Spent: 18pp

FEATS: Attack Specialization: Electrical Control Array (4), Dodge Focus (2), Improved Initiative (1), Precise Shot (2), Elusive Target, Evasion (2), Move-By-Attack, Attractive (1), All Out Attack, Contacts, Well-Informed, Eidetic Memory, Power Attack, Connected, Improved Crit: Electrical Control Array (2), Second Chance(Failed Concentration Checks On His Own Powers), Benefit: Security Clearance, Ultimate Save (Toughness)

PP Spent: 25

POWERS:

Electrical Control Array: 20pp+12pp (APs) = 32pp

Electrical Control Array

Default Setting (Unless Stated Otherwise) :
AP:Cyberbrain Container Array -- He can use his electrical control array and his Datalink to power and interface with a powerful microcomputer implanted in his brain. Outside of combat, the array is always on this setting
4.5 Enhanced Skills ((Flaw: Sustained), 1pp for 8sp, so 36sp
Enhanced Computers (Flaw: Sustained) = +15
Enhanced Disable Device (Flaw: Sustained) = +15
Enhanced Gather Information (Flaw: Sustained) = +5
10 Enhanced Datalink 9, AP Enhanced Communication(Radio) 8 w/Subtle(Encryption)] w/Subtle (For Datalink, its encryption, for Comm, it becomes the second rank of Subtle, making it undetectable)
1 Enhanced Intelligence 2 (Flaw: Sustained)
1 Enhanced Super-Senses (Radio: Second Rank of Extended, Analytic)(Flaw: Sustained)
2 Quickness (Flaw: Limited 2: Computers Only, Flaw: Sustained) 8 ... 500 times speed
1 Feature: Internal Devices - Masterwork Computer, Masterwork Electronics Kit, Phone, 2-4ep of eq, depending on whats redundant with other powers
.5 Comprehend (Codes)1(Flaw, Sustained) Universal Decrypter/Codebreaker

Non-Weapon Powers
AP: Mind Control 10 (Extra: Conscious, Flaw: Range) w/Homing and Noticeable
Causes electrical arcs to appear around the target.
(10ranks*(2base+1conscious-1 flaw:range)-1 noticable+1 homing = 20pp)
AP: Animate Objects (Mechanical) 10 (10ranks*2base = 20pp)
Manefests as an advanced-looking PDA that connects by firing a cable into the device (attack roll required)
AP: Computer Control 10 (Extra: Conscious, Flaw: Check Required(Concentration DC20 to activate))
Manefests as an advanced-looking PDA
(10ranks*(2base+1conscious-1ranged)-1 full power+1 homing = 20pp)
AP: Teleport 9 (Extras: Accurate, Medium(wiring)) w/Easy and Turnabout
Manefests by transforming briefly into a bolt of lightning shooting into the medium, than another bolt coming out of the medium at the destination to the spot he is to appear
(9*(2base-1medium+1accurate)+1Easy+1Turnabout=20pp)

Weapon Powers (weapon names represent their manifestations):
Baretta M-9 Pistol (Blast) 10, Full Power Drawback, Homing (Main EC Power)
(10ranks*2base-1fullpower+1homing = 20pp)
TOW Missile AP: Disintegrate 10 (Modifiers: Full Round, Unreliable (5-times method w/1hour mental excercises to recover. If he runs out of uses, the entire array goes down)) w/ Extras/Flaws Full Power and Homing
((base4-1full round-1unreliable)*10ranks+1homing-1fullpower = 20pp)
M6 Combat Knife/Bayonet AP: Strike 10 (Extras: Penetrating, and Incurable and Full Power) (10ranks*(1base+1penetrating0-1full power+1incurable = 20pp)
FN M-249 Squad Automatic WeaponAP: Blast 10 (Modifiers: Shapable Targeted Area +1, Distracting -1, Full Round Action -1, Autofire 3 +3, Check Required (Concentration DC20) -1, Flaw: Must brace self on solid surface (i.e. can't be flying) -1, -1full power, +1 homing
10*(2 +3autofire +1targeted area -distracting,-1 full round action, -1 concentration check -1 flaw)-1 full power +1 homing = 20pp)
Fragmentation Grenade AP: Blast 10 (Modifiers: Area 1: Explosion, Full round) w/Full Power and Ricochet. (10*(2base+1area-1full round)-1full power+1ricochet)
Colt M-16 Rifle w/SightAP: Blast 10 (Modifiers: Autofire 2, Distracting, Check Required(Concentration), Full Power, Homing)
H&K MP5 Submachine GunAP: Blast 10 (Modifiers: Shapable Targeted Area +1, Check Required(Concentration DC 20), Full Power, Homing)
Divert power to the shields! AP: Strike Aura 10(Modifiers: Full Round Action, Distracting, Duration 2, Aura, Full Power, Incurable)


End Electrical Control Array

Force Field 8 (Extras: Impervious, Continuous, Flaws: Action 2(Full Round Action)) , Selective (8ranks*(1base+1impervious+1continuous-1permanent)+1selective = 9pp)

Impervious Toughness 5 (5pp)

Enhanced Dexterity 2 (2pp)

Enhanced Constitution 2 (2pp)



Flight 1 (2pp)
Manefests as a jet-pack, with the bottom glowing with electrical energy like certain space-ship engines

Concealment 3: Normal Sight & Hearing (5pp) Full Power (Cannot become just invis or just silenced)
(3base*3ranks-1fullpower=5pp)
When invisible, the other abilities' visual manefestations are also invisible

AP: Disguise Container 1 (1pp)
3 Morph 3, Flaw: Action (Move), Any Humanoid
1 Feature: Mimickry
1 Enhanced Cha 2 (Flaw: Duration, Sustained)

AP: Displacement 1 (1pp)


Cyberbrain/Implact Powers (without the extra juice from the Electrical Control Array) All sense have the sustained flaw rather than being continuous bc if he is stunned or otherwise unable to act, it breaks the neural link between him and the implant, and it must be reestablished. As stated above, they have the electronic and electrical descriptors in addition to being senses:

Super-Senses (Radio, Default Acute Radius and Ranged, plus Accurate (Thus constructing the radar power), Extended, Penetrates Concealment, Danger Sense)) (Flaw: sustained)(4 pp)
Made up of:
Super-Senses (Accurate on Radio, Making Radar) (Flaw: sustained)(1pp)
Super-Senses (Danger Sense on Radar)(early warning) (Flaw: sustained)(.5pp)
Super-Senses (Extended on Radar)(radio waves travel far) (Flaw: sustained)(.5pp)
Super-Senses (Penetrates Concealment on Radar)(radio waves generally penetrate objects) (Flaw: sustained)(2pp)

Communication(Radio) 2 (2pp)
AP: Datalink 1 w/Mechanical Control(1pp)
Comprehend Machines 2 (Speak and Understand, Flaw: Sustained) (1pp)

PP Spent: 67

SAVES:

Toughness 13 (flat-footed 13, Impervious 13)
Fortitude 9 (4pp)
Reflex 9 (7pp)
Will 9 (8pp)
PP Spent: 19

COMBAT:

Base Attk: +2 (4 pp)
Base Defense: +5 (10pp)
Initiative: +6

Typical Attack: +10 (2+8Attack Spec)
Typical Damage: +10
Special Effects (Homing, Area, Autofire, whatever) vary
PP Spent 14

Drawbacks:

Most powers do not function properly or at all under water, or where electricity cannot be easily controlled -3
Offensive Powers do not work where the weapon they simulate cannot work -1
Minor Weakness: Rubber/Especially-Nonconductive-Fantasy-Materials Weaponry -1
Minor Weakness: Water-based attacks -1
Concealment Array only works when the forcefield is up. -1

PP Spent: -7

PP Spent 14abilities+25feats+18skills+67powers+19saves+14combat-7drawbacks = 150pp

Complications:

Secret Identity -- Though it is classified, the DoD knows who he really is.
Identity/Enemies/Allies/In-Between -- So do a number of his former coworkers (and possibly old enemies?), some of whom moved on to less honorable professions after their program got cut.
Enemy -- Corporal Atom, who still works for the military, resents Surge's inadvertant role in ruining his career
Enemy -- the mob boss who tormented his neighborhood turned on his associates and is in witness protection in Iowa. Surge knows where he lives, and is sometimes haunted with the desire for vengeance.
 
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Into the Woods

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