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[Mutants & Masterminds] A World Less Magical But No Less Fantastic

Davies

Adventurer
Scanner
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As a young child, Ray Winter was known for gazing up at the sun for hours on end. As this was a minor eccentricity compared to the way that he just didn't process emotions in the same way that most children did, his parents were inclined to overlook this. His childhood was not an easy or happy one, as he found it difficult to either understand or be understood by others, but no matter what happened, he took comfort in retreating into his own mind and gazing up at the source of energy blazing away in the sky above him.

In his late adolescence, his ability to perceive energy sources in much greater detail than an ordinary person evolved into an ability to absorb energy and project it through his eyes. While this happened in 1999, after the second era of superheroes had gotten underway, Ray didn't feel at all inclined to try wearing a body stocking and going out to fight street crime. Had anyone told him that he had a responsibility that came with his great power, he'd have probably replied, "Responsibility to whom?"

But that would change, too. Cerebron's attack genuinely frightened him, and though he tried to use his energy beam to blast one of the drones that got too close to his home for comfort, he was too startled and too inexperienced to actually hit it. Nobody he cared about was hurt that day, but he decided that he wanted to get better at using this strange talent of his. But where was he supposed to find the training that he required? When his father hesitantly suggested that the military might have some ideas, Ray immediately volunteered at the local Air Force recruiting office, on the theory that the most technically advanced section of the military was the best choice.

It wasn't the worst possible call, as it ended up with Ray being selected as a candidate for the United Superheroes of America, under the alias Starblazer. He got the training he needed, as well as learning a lot of other useful skills, and served diligently if not all nearly as brilliantly as the codename would suggest for the duration of the team's existence. Afterwards, however, he found himself unhappy with his new assignment as a human shaped light artillery piece, and was discharged in a somewhat less than honorable manner after he talked back to his superiors one time too many.

As he'd never had such problems while serving under the American Angel, Dore was willing to give him another chance and hired him for the newly founded Heroic Enterprises. Ray took advantage of the change to rebrand himself as Scanner, and took a certain amount of pleasure in using his energy detection abilities as much, if not more, than his energy beam. But it didn't take long for him to run out of patience with the way that things were being done in the company, either, and he finally quit Heroic Enterprises in 2013.

Returning to his hometown of Milwaukee, Scanner has settled into a comfortable routine as its local superhero. He engages in a regular patrol and coordinates efforts with the local police, but it's been quite some time since he fought any supervillains. Truthfully, his heart isn't in it, and he's accomplished the goal he set out to achieve all those years ago, but, as mentioned, the routine has become comfortable enough that he avoids the sorts of frustrations that could set him off on another path. Eventually, something is bound to happen to jolt him out of that routine, but when it does, he'll adapt just as he always has. More than anything else, the military trained him to be prepared.

Scanner -- PL 9

Abilities:
STR
1 | STA 4 | AGL 4 | DEX 5 | FGT 6 | INT 2 | AWE 4 | PRE 4

Powers:
Energy Absorption:
Immunity 20 (energy damage) - 20 points
Energy Beam: Ranged Damage 10, Concentration, Variable 2 (energy) - 32 points
Energy Detection: Senses 5 (acute analytical tracking ranged detect energy) - 5 points

Advantages:
Accurate Attack, Close Attack, Defensive Roll, Equipment 5, Improved Aim, Improved Critical 3 (energy beam), Improved Initiative, Power Attack, Precise Shot (ranged, cover), Set-up, Teamwork.

Equipment:
Body Armor:
Protection 2 - 2 points
Utility Belt: Array (16 points)
  • Bolos: Ranged Cumulative Affliction 5 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile), Accurate, Extra Condition, Limited Degree - 1 point.
  • Explosives: Ranged Burst Area Damage 5, Triggered - 1 point.
  • Flash-Bangs: Ranged Burst Area Cumulative Affliction 4 (Resisted and Overcome by Will; Impaired, Disabled, Unaware) - 1 point
  • Pepper Spray: Cumulative Affliction 4 (Resisted by Fortitude; Dazed & Vision Impaired, Stunned & Vision Disabled, Vision Unaware), Extra Condition - 1 point
  • Sleep Gas Pellets: Ranged Cloud Area Affliction 5 (Resisted and Overcome by Fortitude; Fatigued, Exhausted, Asleep) - 1 point.
  • Smoke Pellets: Ranged Cloud Area Visual Concealment Attack - 1 point
  • Tear Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated), Extra Condition - 16 points.
Skills:
Acrobatics 4 (+8), Athletics 6 (+7), Deception 7 (+9), Expertise: Civics 4 (+6), Expertise: Current Events 4 (+6), Expertise: Military 4 (+6), Expertise: Science 4 (+6), Perception 6 (+10), Ranged Combat: Energy Beam 3 (+8), Stealth 4 (+8), Vehicles 4 (+9).

Offense:
Initiative +8
Unarmed +7 (Close Damage 1)
Energy Beam +8 (Ranged Damage 10, Crit 17-20)
Bolos +7 (Ranged Affliction 5, Resisted by Dodge)

Defense:
Dodge 10 | Parry 8 | Fortitude 5 | Toughness 8/6/6/4 | Will 9

Totals:
Abilities 60 + Powers 57 + Advantages 17 + Skills 26 + Defenses 14 = 174 points

Complications:
Responsibility--Motivation. Easily Frustrated. Emotional Challenges
(Impaired on all Insight and Persuasion checks.)
 

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Davies

Adventurer
L'Évêque
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In the Montreal neighborhood of Saint-Michel, there can be found an old, worn-down church, tended by a middle-aged priest known to all in his community as Father Michel Saint-Juste. He's a well-respected member of the community, often seen walking about the neighborhood offering words of encouragement and advice to his neighbors. Even though few of them attend church anymore, they are generally glad to see him, as he has been a figure of calm and patience for as long as many of them can remember. Some wonder about his origins, for he speaks French with a decidedly non-Quebecoise accent, but none have any complaints. "He's a good man, Father Michel," is often said.

They could be more mistaken, but only if he was something other than a man. First of all, he's not actually a priest. He has managed to keep the old, worn-down church, long since deconsecrated, from its date with demolition through some rather sizeable bribes paid to the company responsible. Those bribes were paid from money collected from a racket of protection payments, drug deals, and human trafficking that spans the entire island and parts of the mainland as well. Nearly every criminal enterprise in Montreal pays homage, directly or indirectly, to the man they call L'Évêque -- the Bishop.

Long ago, he was a soldier. He's largely put those days out of his mind, but he does recall that he was chosen -- Or did he volunteer? -- to take part in an experimental super-soldier program in his native France. The experiments were painful beyond his previous understanding of the term, but they succeeded in granting him abilities beyond those of a man. But they took away something else, something he can't really remember having. Call it a conscience, perhaps. And without a conscience, he also had no loyalty, and so he deserted.

He wandered for a time, engaging in petty cruelties as it took him, and yet unconsciously searching for a purpose to his existence, now that he was no longer a soldier. At some point, he spent a while in study of theology, and encountered the concept of the problem of evil. As a being who could only be considered evil, he was naturally interested in an answer to the question of why an all-powerful being would allow him to exist, and did not find what was considered the simplest answer (said being does not exist) to be satisfying for some reason. The notion that evil exists as a mean to bring about goodness appealed to him considerably, and he developed the theory that if someone set out to become a great evil, this might bring about a great good. Thus justified, he set out to become that great evil.

After the Schemer, L'Évêque is probably Canada's second most powerful criminal mastermind. While his brain is unable to compete with his rival's schemes, he is far more ruthless and much more of a charismatic leader, able to inspire his followers in ways that the Schemer cannot. He has also been fortunate enough not to be blessed with a successful local superhero, having patiently eliminated a number of would-be champions who emerge in his territory. So far, their respective organizations have not gone to war with one another, but that could change any day now. Ultimately, L'Évêque is much more concerned with causing as much suffering as he can, in furtherance of his dream.

L'Évêque - PL 8

Abilities:
STR
4 | STA 5 | AGL 2 | DEX 3 | FGT 9 | INT 4 | AWE 5 | PRE 7

Powers:
Healing Factor:
Immunity 1 (aging); Regeneration 5 - 5 points
Shielded Mind: Immunity 20 (mental effects), Limited to Half Effect - 10 points

Advantages:
All-out Attack, Benefit 4 (millionaire, mob boss), Connected, Contacts, Defensive Attack, Defensive Roll, Equipment 8, Fearless 2, Great Endurance, Inspire 2, Languages 3 (Cantonese, English, Latin, Russian, Spanish, Vietnamese, others [French is native]), Ranged Attack 4, Set-up, Well-informed.

Equipment:
40 points of equipment as needed.

Skills:
Deception 6 (+13), Expertise: Criminal 10 (+14), Expertise: Streetwise 8 (+12), Expertise: Theology & Philosophy 6 (+10), Insight 6 (+11), Intimidation 6 (+13), Investigation 4 (+8), Perception 4 (+9), Persuasion 4 (+11).

Offense:
Initiative +2
Unarmed +9 (Close Damage 4)

Defense:
Dodge 7, Parry 9, Fortitude 6, Toughness 7/5, Will 9

Totals:
Abilities 78 + Powers 16 + Advantages 31 + Skills 27 + Defenses 10 = 162 points

Complications:
Psychopathy--Motivation. Methodical and Slow to React. Secret
(criminal mastermind, also not a real priest).
 

Davies

Adventurer
Black Shuck
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Unlike most of his comrades in the United Superheroes of America, Ralph Preston was already serving in the military when he developed his powers. The exact circumstances under which his unit of the National Guard encountered a space-warping phenomenon, shortly after Cerebron's attack, remain highly classified, but the results were that Sergeant Preston developed the ability to alter his phase state to either become intangible or to transmit himself short distances. A certain amount of specialized training, overseen by the Department of Defense, revealed that he also had the heightened reflexes that often accompany teleportative abilities.

He was a natural choice for the team that took form shortly after, and served as its second-in-command, under the alias Black Shuck (after the hound of ill omen from folklore.) Privately, Preston wasn't all that thrilled that what he'd thought was a temporary commitment, intended only to last for the duration of a national emergency, was turning into a lifetime career, but he adjusted once he realized that he'd become a celebrity. Unfortunately, that didn't last too long, and once the team was disbanded, he ended up assigned to assist Army Ranger operations around the world. By 2009, he was considering deserting when his unit, operating in Vietnam in support of the government, stumbled onto an improvised explosive device.

Preston saved their lives at the cost of taking serious injuries, and received a medical discharge from the army. Which was nice, but he was left without real prospects after he completed his recovery in a Veterans Administration hospital. Thus, he was (to his mind) forced to accept the offer to become one of the charter members of Heroic Enterprises. Freed from military discipline, he became a much more volatile operative, while also actively courting the press, deliberately engaging in 'bad boy' antics that were very far from the spotless image that Thomas Dore had in mind. Ultimately, he wound up fired from the team in 2014.

Ironically, given that he'd wanted to get out of this life a short time before, the Black Shuck has continued his somewhat notorious activities, and is contracted by the city government of Boston as their local superhero. To the mild horror of all who are familiar with him, they are even considering recruiting a group of teenaged supers to learn from him, in imitation of Philadelphia's Minor League. It's possible that the responsibility of that task will cause him to be less of a showboating jerkass. Possible, but not terribly likely.

Black Shuck -- PL 10

Abilities:
STR
2 | STA 2 | AGL 4 | DEX 3 | FGT 4 | INT 1 | AWE 2 | PRE 2

Powers:
Enhanced Reflexes:
Enhanced Advantages 6 (Defensive Roll 2, Evasion 2, Improved Initiative 2); Enhanced Defenses 8 (Dodge 4, Parry 4) - 14 points
Phase-State Teleportation:
  • Phasing: Damage 8, Accurate 3; Continuous Insubstantial 3 - 1 point
  • Teleporting: Accurate Teleport 9 (2 miles), Turnabout - 28 points
Advantages:
Close Attack 2, Daze (Intimidation), Defensive Roll 2, Equipment 5, Evasion 2, Improved Initiative 2, Move-by Action, Ranged Attack 5, Startle, Teamwork.

Equipment:
Utility Belt: Array (12 points)
  • Bolos: Ranged Cumulative Affliction 4 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Limited Degree - 12 points
  • Boomerangs: Strength-based Ranged Damage 1, Accurate 2 - 1 point
  • Explosives: Ranged Burst Area Damage 4 - 1 point
  • Meta-Taser: Ranged Cumulative Affliction 4 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) - 1 point
  • Tear-Gas Pellets: Range Cloud Area Affliction 4 (Resisted by Fortitude; Dazed and Visually Impaired, Stunned and Visually Disabled), Extra Condition, Limited Degree - 1 point
Skills:
Acrobatics 4 (+8), Athletics 8 (+10), Close Combat: Unarmed 4 (+8), Expertise: Military 6 (+7), Insight 5 (+7), Intimidation 8 (+10), Investigation 5 (+6), Perception 7 (+9), Stealth 5 (+9).

Offense:
Initiative +8
Unarmed +10 (Close Damage 2)
Phase Touch +12 (Close Damage 8)
Bolos +8 (Ranged Affliction, Resisted by Dodge)
Boomerangs +12 (Ranged Damage 3)
Taser +8 (Ranged Fortitude 4)
Tear-Gas Pellet -- (Ranged Cloud Area Fortitude 4)

Defense:
Dodge 13/9, Parry 11/7, Fortitude 6, Toughness 7/2, Will 8

Totals:
Abilities 40 + Powers 43 + Advantages 15 + Skills 26 + Defense 18 = 142 points

Complications:
Thrills--Motivation. Old Injuries. Temper.
 

Davies

Adventurer
Bravo
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Perhaps the most ringing endorsement for the abilities of the mystery man known (in the English-speaking world) as Bravo comes from the Emperor of Korea. Normally, even the most trusted agents of Gan In-Geun are carefully subjected to loyalty conditioning that makes it impossible for them to consider betraying their master, or working for another party, save under false pretenses -- and not even then, in some cases. Yet this conditioning also creates a certain mental inflexibility that has at times caused the failure of these agents' activities. When Bravo works for the Emperor, he does so on his own terms, and under no loyalty programming. His talents are too great to risk damaging.

Just where he came by those talents is a significant part of the mystery that envelopes the man. Darkwing, who has never directly crossed paths with him but observed recordings, believes that he recognizes some of the more fundamental moves that Bravo uses as being basic lessons taught by the Shadow School of Kageyama Sarutobi, a Japanese martial artist and self-proclaimed ninja who led a small community of Luddite followers through the early eighties and into the mid-nineties. Bravo's ability to camouflage himself also points in this direction, as it is a direct expression of the School's philosophy. This doesn't tell as much about Bravo's origins as one might expect, as the Shadow School was not particularly xenophobic and welcomed anyone who was willing to obey the community's strictures.

Bravo's earliest recorded activities using his current masked identity occurred in 2011, roughly four years before his first confrontation with Trouble, his most frequent adversary. He was working for the Emperor on that occasion, sent to deal with an individual who had repeatedly refused to sell their company, involved in researching countermeasures for mutant powers. Trouble involved herself in the affair, attempting to rescue Bravo's target, and they fought their first duel in a burning building.

It was a fight unlike any in Trouble's extensive experience. Whatever configuration of technological advantages she brought to bear, Bravo would respond with an ability that could counter them. When she struck hard, he would either soak up the hit as though it was the touch of a feather, or avoid it like some sort of ghost. When she moved fast, he moved just that slightest bit faster. Nothing he threw her direction actually hurt her, but she couldn't take him down as effortlessly as she always had. For a few terrifying moments, she found herself reverting to the heartless Concrete Angel that she'd been as a gladiator, caring for nothing save the fight ... but then the cries of trapped civilians reached her, she disengaged from the fight and went to their rescue, leaving Bravo free to complete his mission, which he did.

Their subsequent encounters have gone much the same way, with neither of them ever quite overcoming the other. On one occasion, Trouble was able to knock him unconscious, but only at the cost of disabling herself, as well, leaving her helpless to prevent other agents of Bravo's current employer from removing him from the field. On another, he left her all but wrecked, but was limping away from encounter, preferring flight to avoid capture over bringing things to a final conclusion. Eventually, Trouble believes that one of them will hand the other a defeat that they can't walk away from, but she is in no way certain that it will be her or his.

And something inside of her yearns to find out that answer, no matter what it costs.

Bravo - PL 11

Abilities
STR
3 | STA 3 | AGL 6 | DEX 4 | FGT 13 | INT 3 | AWE 4 | PRE 2

Powers:
Art of Invisibility:
Continuous Concealment 10, Blending, Partial - 10 points
Master of Many Styles: Variable 2 (martial arts abilities), Free Action - 18 points

Typical Variable Sets:
Default Setting:
Strength-based Damage 2; Enhanced Advantage 8 (All-out Attack, Defensive Attack, Improved Critical [unarmed], Improved Smash, Move-by Action, Power Attack, Skill Mastery (Athletics), Weapon Break) - 10 points
Naked Kill: Enhanced Advantage 10 (Throwing Mastery 10) - 10 points
Ox-Body Stance: Immunity 20 (bludgeoning effects), Concentration - 10 points
Rapid Strike: Selective Burst Area Damage 6, Tiring, Check Required (Athletics, DC 12) - 10 points


Advantages:
Agile Feint, Assessment, Close Attack, Defensive Roll, Equipment 5, Evasion, Hide in Plain Sight, Improved Initiative, Improvised Weapon, Languages 3 (many), Leadership, Quick Draw, Ranged Attack 8, Takedown, Teamwork, Trance, Uncanny Dodge

Equipment:
Body Armor (Protection 3) and 22 points of equipment as needed.

Skills:
Acrobatics 8 (+14), Athletics 8 (+12), Close Combat: Unarmed 2 (+15), Expertise: Criminal 10 (+13), Insight 8 (+12), Intimidation 12 (+14), Investigation 10 (+13), Perception 8 (+12), Stealth 8 (+12).

Offense:
Initiative +10
Unarmed +16 (Close Damage 5/3, [Crit 19-20])

Defense:
Dodge 12, Parry 13, Fortitude 9, Toughness 9/7/6/4, Will 9

Total:
Abilities 78 + Powers 28 + Advantages 30 + Skills 38 + Defenses 16 = 190 points

Complications:
Professional--Motivation. Enemy
(Trouble.) Secret Identity. Vulnerability (becomes defenseless after a successful Deception-based feint, rather than vulnerable.)
 

Davies

Adventurer
Zero
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One of the last hires that Heroic Enterprises made before it was forced to shutter its operations in California, Mike Ransom was also one of the first to be let go soon after the team relocated to Detroit. There wasn't any discipline problems, as with other members of the team; Ransom was an exemplary employee in most respects. Unfortunately, not only did he not have seniority, his particular form of superheroics presented special challenges for an organization trying to regain its footing in an increasingly challenging market. Basically, the powered armor that allows him to act as a superhero, rather than an individual with powers who's easily dispatched by anyone with a pistol, requires expert maintenance that would keep Doctor Sapien, for example, out of action for long periods of time.

In late 2011, Ransom was a recently graduated Navy SEAL assigned to a still-classified operation conducted in the Yellow Sea. (It is believed that they were attempting to recover biological samples from a kaiju which had recently been eliminated by secret weapons of the Empire of Korea, in order to gain intelligence on those weapons.) The team was captured by Korean forces and accused of conducting operations inside the Empire's territorial waters, and thus held as spies. A show trial was held, with a predictable conclusion, and the operators were sent to a prison complex in a remote part of the peninsula.

There, all of them were subjected to a number of scientific tests, with Ransom receiving the most interest from the scientists. He soon realized, from his observations of the tests they conducted on him, that they had discovered he had a superpower, something he himself had never known due to its nature: he could generate a field in which mutant superpowers generally did not not function. Ransom immediately realized that this was an incredibly useful talent, but not one which could help him with the immediate problem of escaping from captivity. And his circumstances were not such that he had the opportunity to experiment with the power in order to learn to use it to his advantage.

After a few months of this, the prison was visited by the ruler of Korea, and Ransom's abilities demonstrated for him. After some discussion that Ransom's rudimentary Korean could not possibly let him follow, the Emperor actually spoke to him. "Know, young man, that you have played a role in giving the world into my hands ... and so I shall thank you by giving you and your associates the gift of your lives." (In his recollections of the episode, Ransom fires back a pithy response to this. In reality, he was too terrified to say anything.) The very next day, the SEALs were told that they were being returned to the United States as part of a prisoner exchange.

Back in the United States, it was quickly determined that none of the team had committed no treasonous acts, but Ransom's situation concerned the brass. He considered telling them what he'd found out, but feared the consequences if he did, as his cooperation with the tests had not been completely involuntary. He chose to accept a medical discharge from the Navy, as he'd come to the conclusion that he could not meaningfully oppose the evil that he'd encountered within the service.

Ransom spent the next two years engaged in private study of his powers, learning to perceive the field that he could generate, and from there to extend it further, and to channel it as a more focused and powerful 'beam' of visible energy. Unfortunately, it was clear that his power did not come with any physical enhancements, so while he would be able to shut down any supervillains that he faced, he'd be as vulnerable as any other human being against normal criminals. This didn't seem like the beginning of a heroic career, and so he was stymied.

Then he happened to watch a TV interview with the American Angel, who spoke about how he believed that there were many more potential heroes in America than anyone knew, just uncertain how to use their gifts, and how Heroic Enterprises sought to train and equip people to do so. Mike showed up at the office the next day, eager to begin that training. He was a bit annoyed to learn that this had largely been hype, but after a week, management came up with a solution to the challenge that his situation presented.

They contacted Marc Bolton, the president of Cadmus Enterprises, and contracted with him to design a bare-bones suit of powered armor for Ransom. It didn't need a particularly strong exoskeleton or built-in weapons, as it was simply intended to keep him alive so that his innate powers could do their job. The challenge appealed to Bolton, and he agreed to provide technical support for the suit at a reasonable rate. So Mike could finally make his debut as Zero, the power nullifying hero ... just two weeks before the business with the bridge, which was not his fault.

Relocating to Detroit wasn't a problem for him. Unfortunately, it was a bit more of a problem for the company, as the change of circumstances allowed Bolton to renegotiate the terms of his contract for technical support, greatly increasing what he was paid due to the expense of travelling half-way across the country for the purpose of maintenance. And without Bolton's assistance, they faced other problems, as described above. Ransom isn't happy that he lost his job, but he can't really blame Heroic Enterprises' management for making the call that they did.

He has responded to the situation by going into business for himself. Operating out of Washington D.C., he's managed to find enough clients willing to pay to have someone who can negate superpowers on retainer, and thus enough to employ one 'Cog' Cosgrave as his full-time maintenance staff. However, Mike is aware that he may not have vetted his client list as well as Heroic Enterprises used to, and is concerned that he might have put himself in the employ of some very morally questionable parties. So far, he hasn't been asked to do anything against his ethics, but he's not sure how long that will last, or what he'll do if the situation changes.

Zero -- PL 11

Abilities:
STR
2 | STA 3 | AGL 1 | DEX 2 | FGT 4 | INT 2 | AWE 2 | PRE 2

Powers:
Battlesuit:
Removable (-9 points)
  • Armored Shell: Immunity 10 (life support); Impervious Protection 8 - 26 points
  • Jet Pack: Flight 7 (250 MPH) - 14 points
  • Power Knuckles: Strength-based Damage 4, Inaccurate - 2 points
Power Nullification: Array (61 points)
  • Null Beam: Nullify Mutant Powers 12, Broad, Simultaneous, Sustained, Precise - 61 points
  • Null Field: Burst Area 2 Nullify Mutant Powers 10, Broad, Concentration, Simultaneous, Subtle - 1 point
Power Stunts:
EMP Emulation: Burst Area 2 Nullify Technological Powers 10, Broad, Concentration, Simultaneous
Nullify Mystics: Nullify Mystical Powers 12, Broad, Simultaneous, Sustained


Advantages:
Defensive Attack, Improved Initiative, Interpose, Move-by Action, Power Attack, Ranged Attack 3, Redirect, Teamwork

Skills:
Athletics 5 (+7), Close Combat: Unarmed 4 (+8), Expertise: Military 4 (+6), Insight 4 (+6), Intimidation 4 (+6), Perception 4 (+6), Ranged Combat: Null Beam 5 (+7), Technology 3 (+5), Vehicles 3 (+5).

Offense:
Initiative +5
Unarmed +8 (Close Damage 2)
Power Knuckles +6 (Close Damage 6)
Null Beam +10 (Ranged Will 12)

Defense:
Dodge 9, Parry 9, Fortitude 5, Toughness 11/3, Will 6

Totals:
Abilities 36 + Powers 96 + Advantages 10 + Skills 18 + Defenses 19 = 179 points

Complications:
Responsibility--Motivation. Dependency
(maintenance, Powered Armor powers become Unreliable without it.) Fear (Empire of Korea.) Patriotic.
 

Davies

Adventurer
The Slough
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For as long as he could remember, Jerry Haskell had been aware that he just didn't feel things in the same way that most children did. And not just in the way that he never really cared what happened to the people around him, except for his mother, for whom , jhe felt some affection, based mostly on the fact that she ensured he never missed any meals. He didn't really experience physical pain, either; he had a sensation of impact, but from the way that the other kids talked about how badly certain things hurt, he compared it to gazing at a light bulb through eyes firmly shut.

Thus, despite the fact that he was a fairly unattractive and extremely unathletic boy, he was never subjected to much in the way of bullying from the other kids. Those who tried soon found that it was no fun to try and beat up someone whom they couldn't hurt, especially since they often wound up hurting themselves trying, even though he never tried to fight back. On the other hand, he didn't ever make many friends either, aside from a small gang of kids his own age who lived in the same apartment complex and attended the same school, thus finding themselves stuck together regardless of their wishes. (That said, some of them who were almost as callous as Jerry soon reached the conclusion that it might be best to keep him close, if not closer.)

In 1997, Jerry's powers evolved to their next stage. He could now enhance his already great toughness with a field of energy around himself that made him practically invulnerable, and also slowed people around him down. Finally, his friends, who were starting to engage in various forms of larceny, found that they had a reason to hang around with him, as he could ensure that anyone who tried to mess with him ended up moving too slowly to be any threat. However, he was basically just a tag-along on their various crimes, rarely trusted with any tasks beyond the one that his powers facilitated. Of course, being the sort of person that he was, he began to view himself as the group's mastermind and leader, a delusion that his 'friends' were happy to encourage. They called him the Slug, behind his back.

After three years of this, the gang was hired to pull a major job in Downtown Miami's Jewelry District, just as the relatively inexperienced Blue Bolt passed through the region. Jerry thus became the first real super-powered villain to square off with the newbie superhero. While he was able to sap the Blue Bolt's speed, the interaction of their respective powers meant that the Bolt wasn't completely halted in his tracks, but able to fight off the attacks of the rest of the gang. But Jerry was invulnerable and he knew it, and told the Blue Bolt that, smugly.

The Blue Bolt decided to explain a few concepts to Jerry that he'd missed by sleeping through science class -- namely 'inertia' and 'momentum'. Once the Bolt got away from Jerry, his powers would return. And then he could run far, far away from his opponent, then dash towards him. Sure, Jerry could nullify the Bolt's ability to move so fast, and slow him down -- but could he really be sure that he'd be able to slow him down enough that he wouldn't suffer any injury when the Bolt's body slammed into his own? Unnerved by that thought, Jerry surrendered.

He was given a comparatively light jail sentence, as they could only get him on aiding and abetting the other guys, as well as the relatively minor charge of using a non-damaging, non-dominating ability on people. The defense was also able to portray him as having used those powers to protect people who'd gotten caught up in their activities, which he didn't remember doing, but they had videos of people surviving certain death falls around him to back it up. He still got about a year in jail, but the rest of the gang definitely took more.

And he didn't even end up serving that sentence, as he was broken out of the transport taking him to jail and taken to meet Jolene, Miami's semi-legendary female criminal mastermind. Actually, he'd met her once before, but had only been a few weeks old, when his mother agreed to go to work for one branch of Jolene's organization. While his mother pleaded with Jerry to give up his life of crime, Jolene flattered him by saying that she saw potential in him that intrigued her. Since it had been a while since he'd had any of his mom's home cooking, he went with Jolene's request, becoming her pupil, occasional toy and operative.

She encouraged his mind, helping him to add keen planning skills to his resume. He fought the Blue Bolt several more times in the years that followed, but Jolene discouraged him from wasting energy on unproductive things like grudges. Therefore, he doesn't really view himself as one of the Blue Bolt's nemesis, but as someone who runs into a variety of superheroes, usually while passing through Miami on their way to somewhere else. He found out what his so-called friends had been calling him, and sought to reclaim the name by calling himself 'the Slough', instead, with his motion-dampening field acting like a swamp mess that surrounded him. He also added the ability to use his protective field to encase his fists like a pair of brass knuckles, making him more of a match for the Bolt.

In the last few years, the Slough has slowly reached the conclusion that he's gone as far in Jolene's organization as he'll be able to, and that he needs to strike out on his own. So far, he's hesitated to do so out of misplaced concern that Jolene will kill him if he tries. Well, not totally misplaced, she probably will if he manages to annoy her in the process, but she wants to see the next stage in his development as much as he does. He has big plans, only some of which she suspects.

The biggest is the idea of making another team of crooks to take over another city like the Combination took over St. Louis. He did a fair amount of go-between work for Jolene and Kingfisher, and believes that he could do just as well, if not better. But which city, and which group of potential ally/pawns? He's still working that out, but things might not go so well in Albuquerque, in the next few years ...

The Slough -- PL 11

Abilities:
STR
1 | STA 4 | AGL 0 | DEX 0 | FGT 2 | INT 3 | AWE 3 | PRE -1

Powers:
Basic Protection Field:
Impervious Protection 4 - 8 points
Enhanced Protection Field: Linked Sustained Immunity 10 (life support); Linked Sustained Impervious Protection 8; Strength-based Damage 5; Quirk (Hindered while active) - 30 points
Movement Dampening Field: Linked Burst Area Touch Nullify Movement 11, Broad, Simultaneous, Sustained; Linked Burst Area Cumulative Affliction 11 (Resisted by Will, Overcome by Fortitude; Hindered & Vulnerable, Defenseless & Immobile), Concentration, Extra Condition, Limited Degree - 99 points

Advantages:
Benefit 2 (independently wealthy), Extraordinary Effort, Favored Environment (planned situation), Improved Defense

Skills:
Close Combat: Unarmed 5 (+7), Deception 8 (+7), Expertise: Criminal 6 (+9), Expertise: Streetwise 5 (+8), Insight 4 (+7), Perception 2 (+5), Stealth 6 (+6).

Offense:
Initiative +0
Unarmed +7 (Close Damage 6/1)
Movement Dampening Field - (Burst Area Nullify 11 and Will 11)

Defense:
Dodge 3, Parry 5, Fortitude 6, Toughness 16/8/4, Will 9.

Totals:
Abilities 20 + Powers 137 + Advantages 5 + Skills 18 + Defenses 14 = 193 points

Complications:
Greed--Motivation. Ambitious. Physical
(diminished sense of touch, Disabled on tactile perception checks and some Technology checks.) Temper.
 

Davies

Adventurer
Manifest
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It's been said that information wants to be free. That's not literally true, of course, for information cannot desire anything and freedom is a nebulous concept. What information does tend to do is spread beyond the confines of its origin point despite the best efforts of people to contain it. A good example, or at least the one most relevant to the current discussion, is the knowledge of the experiment which created the Omnivore, which was in its turn intended to replicate the transformation of Stardust. Despite the failure of the original experiment, it was tried several more times, never producing the dramatic results. Over time, the focus of the experiments shifted to the study of how certainly highly exotic particles, volatized by the phenomenon, interacted.

One such experiment was conducted in New Delhi in 2007, under the supervision of Professor Vikram Bhargava, a relatively undistinguished physicist. Those who knew him as a student have described him as having always had something of a chip on his shoulder about the way that Hyperbrains had come to dominate every major research facility, believing that patient and methodical study that could be conducted by anyone was greatly superior to supposed brilliance available to only a few. He was not a pleasant or well-liked individual, but nevertheless competent in his field.

The accident, if that's what it was, has been analyzed quite a bit in the last decade. Sabotage was initially ruled out as a cause, then ruled back in again after certain evidence was re-evaluated. Regardless, the testing chamber began to buckle under the stress of the experiment, and Bhargava ordered the evacuation of the facility while he attempted to stabilize the reaction. He clearly failed, and it exploded before he could get to safety, reducing him to a lingering cloud of ionized particles ... which regained consciousness an hour or so later.

Transformed into an energy being, able to communicate with others but not physically interact with them, Professor Bhargava supervised the construction of a containment suit which would theoretically restore some physical substance to him. It was a success, and he was startled to realize that, with his particulate form providing the suit with power, it actually made him physically stronger than he'd ever been. Four years after the accident, after going through several iterations of the containment suit's design, he was finally ready to debut as India's newest superhero, प्रकट (Prakat) or Manifest.

While perfectly willing to fight criminals, supervillains and monsters, Manifest's primary goal is to prevent the sort of scientific accidents that transformed him, and also to stop deliberate attempts to induce super powers. He believes that his own experiences grant him the best possible perspective on the subject, and has had frequent, heated debates with other scientific heroes on the subject with different opinions. It's been noted that he still has something of a chip on his shoulder when dealing with Hyperbrains, and is not considered a pleasant or well-liked individual in the superheroic community, either.

That said, he is respected, and was invited to join the Powerhouse in 2014. He turned down their offer of membership, preferring to focus on his own agenda rather than being distracted by other affairs, but has maintained ties to Paragon and Supergiant, often passing along information about (what he considers to be) dangerous experiments that he's discovered through his own sources that would be completed before he could interfere. He has closer ties to them than he does most of India's other superheroes, who often embrace mysticism, playing up parallels between themselves and India's legends to a degree that makes him uncomfortable. That his actions in preventing scientific origins ensures that there are fewer scientifically themed superheroes in the subcontinent is not something that makes him happy, either.

Inertron -- PL 11

Abilities:
STR
8/-- | STA -- | AGL 2 | DEX 2 | FGT 6 | INT 4 | AWE 1 | PRE 1

Powers:
Energy Being:
Flight 9 (1000 MPH); Immunity 30 (Fortitude Effects); Insubstantial 3, Switchable (Sustained Duration to turn off); Regeneration 1; Senses 8 (darkvision, extended vision 2, vision penetrates concealment) - 72 points
Energy Containment Suit: Removable (-15 points)
* Energy Direction: Array (33 points)
  • Energy Blasts: Ranged Multiattack Damage 11 - 33 points
  • Energy Burst: Burst Area Damage 2 Damage 11 - 1 point
  • Energy Wave: Cone Area Damage 2 Damage 11 - 1 point
* Physical Substance: Enhanced Strength 8; Impervious Protection 12 - 40 points

Advantages:
Agile Feint, All-out Attack, Diehard, Inventor, Languages 2 (Bengali, English, others [Hindi is native]), Move-by Action, Power Attack.

Skills:
Expertise: Science 8 (+12), Insight 8 (+9), Intimidation 8 (+9), Investigation 6 (+10), Perception 10 (+11), Ranged Combat: Energy Direction 8 (+10), Technology 8 (+12)

Offense:
Initiative +2
Unarmed +6 (Close Damage 8)
Energy Blasts +10 (Ranged Multiattack Damage 11)
Energy Burst -- (Burst Area Damage 11
Energy Wave -- (Cone Area Damage 11)

Defense:
Dodge 8, Parry 6, Fortitude Immune, Toughness 12/0, Will 6

Totals:
Abilities 12 + Powers 122 + Advantages 8 + Skills 28 + Defenses 11 = 181 points

Complications:
Responsibility--Motivation. Obsession
(prevent superpowered accidents.) Temper.
 

Davies

Adventurer
Sangeet ("Musical Interlude")
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One of the things that the cinema of the Indian subcontinent is best known for is the frequency with which their films include song and dance numbers. Even gritty crime dramas have included scenes where one of the characters dreams themselves into a scene like this, where they sing about how happy life would be if they were successful in love. They are quite popular with the audience, who often sing along with them. But not everyone in India is all that happy with this aspect of their film industry.

Ranjeet Sangha was a film critic with one of Mumbai's larger papers, as well as a published author and blogger. And he absolutely hated song and dance numbers. He felt that they had long since reached a point where they were nothing but clichés that were presenting a ridiculous image of Indian culture to an increasingly international audience, that they slowed down the films' plots and added nothing of substance, and that most of them were poorly sung and choreographed. He was not shy about expressing these views.

It has been said that every critic is a frustrated artist. Sangha had certainly had aspirations to work more directly in the film industry, but these had come to naught, something that always annoyed him. So when a director he had lambasted in the press contacted him, laughingly admitting that he'd made some good points in his most recent article, and offered him the opportunity to act as an assistant director on his current film for a few days, Sangha let his aspirations overrule his suspicion.

He showed up at the set, chatted with the director, and then took the chair to watch the rehearsal. Only then did he realize that he'd been asked to direct a song and dance number. He'd been had! Everyone was snickering up their sleeves at him. Outraged, he nonetheless decided to make the best of the situation and not go storming off like some petulant child. He watched the scene preparations with a terrible scowl, and when the time came for the cameras to roll, he gritted his teeth for a full minute before giving the order to start the film rolling.

And then something strange happened. The music that played was not what had been playing in rehearsal, and everyone on the set, not just the actors, started doing a dance utterly unlike that they'd rehearsed, singing all the while about how much song and dance numbers were really terrible and how ashamed they felt to be doing what they were doing. At first Sangha thought that this was some elaboration on the joke that had been sprung on him, but then he saw the obvious confusion and bewilderment on their faces, and realized they didn't know what was going on. The realization came suddenly -- he was doing this. He was controlling the action far more directly than any director ever had, and they were expressing his thoughts.

The power went to his head immediately. He made them all dance until they collapsed of exhaustion, then laughed his head off. One studio staffer who'd been lucky enough to be outside the area of his influence managed to call the police, but Sangha was long gone by the time that they arrived. He knew that he could never go back to his old life, but didn't care. He'd found a new calling in life, to directly demonstrate the silliness and inanity of song and dance numbers by showing people what they were really like, and in the process enrich himself.

Normally, संगीत (Sangeet) works with a crew of hired criminals who go masked, unlike him, and also wear sound mufflers. He activates his power, often in public areas, and his associates proceed to move among the dancing people, pocketing their wallets and valuables while they're too focused on singing and dancing to stop them. On rarer occasions, they use the routines as distractions to commit burglaries, and on a few have kidnapped victims of the song and dance to hold them for ransom. Sangeet isn't a particularly violent criminal, though, and is actually something of a Robin Hood figure in India, often donating a portion of his takings to charity. However, he's also associated with the Indian branch of Hadron's organization, and sometimes commits acts in support of their goals. So far, his career has not taken him out of India, but he would actually like to engage audiences on a more global scale than he already has.

Sangeet - PL 10

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

Powers:
Song and Dance Number:
Linked Independent Illusion 2 (auditory); Linked Burst Area 2 Perception Range Progresssive Affliction 10 (Resisted by Will; Entranced & Vulnerable, Defenseless & Compelled, Controlled), Extra Condition, Concentration, Limited to making people sing and dance - 84 points

Advantages:
Beginner's Luck, Defensive Roll 2, Languages 2 (English, others [Hindi is native]).

Skills:
Expertise: Performance 8 (+8), Expertise: Pop Culture 6 (+7), Insight 5 (+7), Perception 5 (+7), Stealth 6 (+6).

Offense:
Initiative +0
Unarmed +0 (Close Damage 0)
Song & Dance Number -- (Burst Area Perception Range Will 10)

Defense:
Dodge 4, Parry 3, Fortitude 2, Toughness 5/0, Will 6.

Totals:
Abilities 6 + Powers 84 + Advantages 4 + Skills 15 + Defenses 13 = 122 points

Complications:
Revenge, Greed, Power, Really It Varies--Motivation. Temper.
 

Davies

Adventurer
Parovoy
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The mysterious Russian vigilante known as паровой (Parovoy, "Steam") is often compared to America's Darkwing -- and boy oh boy did he get tired of that almost immediately. It should be obvious to anyone who bothers to study the situation that he is a much more capable and effective crimefighter, since he operates without any assistance from the incredibly corrupt police force in Moscow and has been hunted by them since his debut in 2004, unlike certain individuals who are practically deputized by the police in their region. He's a better fighter, a better scientist, and a better investigator -- the comparisons should go the other way, but just because Darkwing happened to start a few years earlier, he gets all the good press!

Pavel Kuznetsov's view of matters should probably not be confused with reality. While not actually delusional, he has a decidedly paranoid view of his existence. Part of this is for obvious reasons -- the authorities actually are out to get him -- but part of it has another source that he's unable to accept or admit. He is a brilliant scientist, quite probably Darkwing's peer in at least that area, but Pavel never had the opportunity or resources to seek out the sorts of physical training that Darkwing has done. So he had to use his brilliance, particularly in the area of chemistry, to give himself an edge.

He refers to the substance as Velikolepiye, "Splendor", and it is the closest that any inventor on Earth has ever come to a universal super-soldier treatment. Calibrated for Pavel's own physiology, it would produce the same strength- and reaction speed-enhancing effects on roughly one in ten thousand other human beings who took it. For nearly two thirds of those who would not receive these enhancements, however, it is a lethal toxin with no known treatment. It is relatively simple to determine who would be affected, however, by giving the subject with a microdose that will produce a statistically insignificant muscular enhancement, no effect at all, or fairly severe but not life-threatening nausea.

If Pavel had devised Splendor almost anywhere else in the world, he would be able to write his own check with big pharma, who would probably engage in quite a bit of distillation to make it a bit safer before selling it to the military. Unfortunately, he came up with the stuff in Russia, and fully expected to be murdered for the formula before he started taking it, and its side effects, as you will probably guess, include a decided tendency towards psychosis.

He came by these problems naturally, as well. Orphaned during the street-fighting of the Soviet Union's collapse, he was taken in by one of the nation's newer think tanks, and was actually happy there despite the constant pressure to produce results. Unfortunately, a number of the older boys there viewed his talents as a threat to the hierarchy they'd established, and conspired to frame him for crimes against the staff, resulting in his expulsion. Pavel finished his education in a more conventional manner, completed his compulsory military service, and then found a job as a janitor at Moscow State University, taking advantage of his access to its facilities to advance his knowledge of science. Despite his bitter opinions of all this, he nonetheless decided to use his talents to avenge crimes rather than commit them.

Parovoy works alone, trying to be as mysterious and easily vanished as his alias. His most noteworthy accomplishment was preventing Saturn from seizing control of Russia -- thus upholding its wonderful status quo -- in association with Baba Yaga and others, and has worked with the master spy on other occasions since then, but it is a tense and difficult partnership on both sides. Even when working with others, he usually speaks as little as possible, rarely using people's names -- since he usually suspects that whatever name they've given him, or others, is a lie. Interestingly, he has never actually met Darkwing, despite his anger and annoyance at the other man.

паровой (Parovoy)/Steam -- PL 10

Abilities:
STR
5/2 | STA 2 | AGL 2 | DEX 3 | FGT 4 | INT 8 | AWE 3 | PRE 2

Powers:
Armored Costume:
Immunity 10 (life support); Protection 4; Removable (-3 point) - 11 points
Splendor: Enhanced Advantage 18 (All-out Attack, Close Attack 5, Defensive Attack, Defensive Roll, Diehard, Evasion, Extraordinary Effort, Fearless, Great Endurance, Improved Critical (Unarmed), Improved Initiative 2, Move-by Action, Takedown 2); Enhanced Defenses 8 (Dodge 4, Parry 4); Enhanced Strength 3; Leaping 2 (30 feet); Quickness 2; Speed 5 (60 MPH); Activation—Move Action (-1 point), Removable (-8 points) - 33 points

Advantages:
All-out Attack, Close Attack 5, Defensive Attack, Defensive Roll, Diehard Eidetic Memory, Equipment 4, Evasion 2, Extraordinary Effort, Fearless, Great Endurance, Improved Critical (Unarmed), Improved Initiative 3, Improvised Tools, Inventor, Language 2 (English, German, others, [Russian is native]), Jack-of-all-Trades, Move-by Action, Skill Mastery (Technology), Takedown 2, Uncanny Dodge

Equipment:
Underground Lair: Size Huge; Toughness 14; Features: Communications, Computer, Concealed 2, Defense System, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System, Security System, Workshop - 20 points

Skills:
Athletics 7 (+12/+9), Close Combat: Unarmed 6 (+10), Deception 10 (+12), Expertise: Science 4 (+12), Insight 9 (+11), Investigation 6 (+14), Perception 10 (+13), Sleight of Hand 7 (+10), Stealth 10 (+12), Technology 5 (+13).

Offense:
Initiative +14/+6
Unarmed +15/+10 (Close Damage 5/2, Crit 19-20)

Defense:
Dodge 12/8, Parry 12/8, Fortitude 5, Toughness 8/6/4/2, Will 9

Totals:
Abilities 52 + Powers 44 + Advantages 14 + Skills 37 + Defenses 19 = 166 points

Complications:
Justice--Motivation. Hunted by the Authorities. Paranoia. Rivalry
(Darkwing).
 

Davies

Adventurer
Koschei
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He's not called that because he's the deadliest man alive. (By all accounts and excluding supers of any moral persuasion, that's probably the Reaper.) He's not even considered to be the most effective assassin active today, because there are plenty of stories of him failing to service the target, whether due to effective defensive preparations on their part or the intervention of factors beyond anyone's control. They gave him the name because of those stories, because just like the stories of Koschei the Deathless always end in his defeat and demise but always begin with him inexplicably alive again, no matter what sort of horrific fate he encounters on his missions, the latter day Koschei always comes back.

In his civilian identity, he lives a comfortable and quiet life just outside of Honolulu under the name Jim Lee. He almost doesn't remember the name under which he was born, and under which he nearly died, along with his birth family, during Cerebron's attack. But he was rescued by Li Yin-Sau, a Chinese hitman who happened to be in Hawaii on business and found himself returning to old patterns of behavior in the aftermath. (In the 80s, before a disgrace he never discussed, he had been a police officer in Hong Kong.) With the boy orphaned and no distant relatives interested in taking him in, Yin-Sau found himself in the unexpected role of a father, and did his best.

While he trained "Jimmy" in the arts of assassination, it was more because he didn't know what else to teach him than because he hoped that his foster son would follow him into the profession. He was a bit startled at how well the kid ended up taking to these lessons, and how willing and able he was to discuss the ethics of being a hired killer. When Sau-Yin finally passed away of an illness in 2007, his eighteen year-old son waited a year before contacting his father's old fixer and seeking employment. The man passed along a task almost as a joke, expecting to never hear from him again -- it wasn't like there could be another Mathilda, or something like that -- and was stunned when it was completed.

Since then, he has operated across Eastern Europe and Asia, especially in Russia -- hence the name. Koschei follows a set of ethics that he and Sau-Yin worked out together in their discussions. The first rule is that he doesn't work through cut-outs. If someone wants to hire him to end another human being's life, that someone can and will tell him to his face that this is what they want -- and why. The second rule is that if the client lies to him -- omissions are sometimes acceptable, deliberate falsehoods never are -- the contract is cancelled immediately. The third rule is that he will not kill people for being, but only for doing. He doesn't have any delusions of serving some higher purpose in his actions, but he does have standards.

Thus, he actively avoids contracts with Saturn, even though they could be very lucrative, because of the danger involved and the fact that he'd be killing people for being super-powered, which would no better than killing them for the color of the skin or the people with whom they have sex. Despite his understandable desire to avoid conflict with superheroes, he's ended up fighting them and usually meeting his apparent end as a result many times. In particular, he's crossed paths with Baba Yaga -- their respective aliases almost ensured that -- quite a few times, usually as an adversary but sometimes, interestingly, as an ally. He was as bewildered by these circumstances as she was, but found they actually worked well together. It was ... nice.

Now in his early thirties, and feeling much older than that, Koschei really wants to get out of the game and permanently retire to the house in Hawaii. It's a pipe dream, though, and Yin-Sau warned him that the notion of the 'one last job' is always a trap. Still, he's avoided traps before, and maybe it will be the same this time. Incidentally, the notion of him as a genuine immortal has attracted some unwelcome attention, resulting in him being 'interviewed' by seekers after that mirage. They've all either reached the correct conclusion, that it's a myth resulting from clever planning and lots of luck on his part, or they've reached a different sort of conclusion.

Koschei -- PL 8

Abilities:
STR
2 | STA 3 | AGL 3 | DEX 4 | FGT 5 | INT 2 | AWE 3 | PRE 1

Advantages:
Accurate Attack, Assessment, Benefit (Alternate Identity), Connections, Defensive Attack, Defensive Roll, Equipment 8, Evasion 2, Improved Aim, Improved Critical 2 (Sniper Rifle), Languages 3 (many, [English is native]) Power Attack, Precise Attack 2 (Ranged; Cover and Concealment), Takedown, Ultimate Aim, Uncanny Dodge.

Equipment:
Concealed body armor (Protection 1, Subtle) and 17 points of equipment as needed.
Arsenal: Array (16 points)
  • Flash-Bang Grenades: Ranged Burst Area Affliction 4 (Resisted by Fortitude; Vision & Hearing Impaired, Vision & Hearing Disabled, Vision & Hearing Unaware) - 16 points
  • Heavy Pistol: Ranged Damage 4 - 1 point
  • Sleep Gas Grenades: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Fatigued, Exhausted, Asleep) - 1 point
  • Smoke Grenades: Ranged Cloud Area Concealment Attack 4 - 1 point
  • Sniper Rifle: Ranged Damage 5, Improved Critical - 1 point
  • Tear Gas Grenades: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Dazed & Visually Incapacitated, Stunned & Visually Disabled, Incapacitated), Extra Condition - 1 point
Skills:
Acrobatics 8 (+11), Athletics 8 (+10), Close Combat: Unarmed 4 (+9), Deception 9 (+10), Expertise: Military 6 (+8), Expertise: Streetwise 8 (+10), Insight 8 (+11), Intimidation 6 (+7), Perception 8 (+11), Ranged Combat: Guns 7 (+11), Sleight of Hand 6 (+10), Stealth 9 (+12), Technology 8 (+10), Vehicles 5 (+9).

Offense:
Initiative +7
Unarmed +9 (Close Damage 2)
Pistol +11 (Ranged Damage 4)
Sniper Rifle +11 (Ranged Damage 5, Crit 17-20)

Defense:
Dodge 10, Parry 9, Fortitude 5, Toughness 6/5/4/3, Will 7

Totals:
Abilities 46 + Advantages 24 + Skills 50 + Defenses 17 = 137

Complications:
Professionalism--Motivation. Ethics
(skewed ones, but his.) Reputation (the killer who cannot die.) Secret Identity. Wants to Retire.

"Sometimes, dogs are better than men."
 

Davies

Adventurer
Penny Lane
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In 1829, a young poet and soldier named Edgar Allan Poe, discharged from the army, moved to Baltimore to live with his widowed aunt and her children for a time before entering West Point. During this time, he decided to visit with some childhood friends of his, named Usher, and was startled to learn that one of them had recently died and the other was very ill. Some rather horrific events then transpired, which he would, a decade later, describe in print as "The Fall of the House of Usher", presenting them as fiction and notably censoring the way that Madeline Usher ended the life of her brother Roderick before dying herself. Perhaps he had forced himself to forget that horror.

There was much that Poe did not know about the Ushers. They were a very old family, and had begun, generations before, a course of inbreeding to regain certain advantages which they were slowly losing. And while Roderick Usher believed himself and his sister to be the last of their family, he was mistaken. There had been another pair of twins born to their parents, a decade before their own birth. When the sister of the pair had died in childhood, they had sent the brother to be raised by some friends of theirs while they tried again. In his thirties when the House of Usher fell, Timothy Usher took the opportunity to reinvent himself as Timothy Ashe, founder of a new house ...

... and the ancestor, in several lines, of one Penelope Ashe, who ran away from home in her early teens when she realized the intentions of most of her male relatives towards her. Being able to read minds can really suck at times. Like her ancestor before her, she took a new name as Penny Lane, and has tried to live a normal, unremarkable life since then. Such plans have been somewhat disrupted by her growing friendship with the android hero Machinanima, and his ongoing feud with her fa-- the people to whom she's related.

Initially, Penny was drawn towards Machinanima because his mind was unlike any consciousness she'd ever encountered, coolly precise rather than a jumble of impulses and memories. Later, she hoped that he might become a powerful protector if her family ever tried to come after her. Most recently, though, she's been startled to realize that she really does care about him, worrying about the violence of his lifestyle and even trying to help him out discreetly. This has also made her feel increasingly guilty about the fact that he doesn't know anything about who she is or where she came from, but she does know that he's never expressed any curiosity about the subject, either. It's just not how he's wired, she guesses.

In addition to the abilities to speak mind to mind and probe the thoughts and memories of others, while shielding her own mind from such intrusions, Penny's telepathy allows her to retain quite a bit of what she gleans from these minds. That's how she's been able to do all the many jobs that she's been doing since Machinanima has met her, and how she's managed to create a variety of false IDs in case she ever has to make a quick getaway. She has never been known to use any sort of telepathic 'power stunts', but nothing is stopping her from developing them other than a lack of opportunity.

Penny Lane -- PL 6

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

Powers:
Shielded Mind:
Impervious Will 6, Limited to mental effects - 3 points
Stolen Skills & Memories: Enhanced Advantage 1 (Eidetic Memory); Variable 1 (skills & languages), Free Action - 9 points
Telepathy: Mental Communication 2; Cumulative Mind Reading 6 - 26 points

Typical Variable Sets:
I Know Kung Fu: Enhanced Defense 3 (Parry 3); Enhanced Skill 2 (Close Combat: Unarmed 4) - 5 points
Of Course I Speak Sumerian. Doesn't Everyone?: Enhanced Advantage 1 (Language [any]) - 1 point
Why Do You Keep Changing Jobs?: Enhanced Skill (Expertise: [any] 10) - 5 points


Advantages:
Attractive, Defensive Roll, Eidetic Memory, Fascinate (Persuasion)

Skills:
Close Combat: Unarmed 2 (+4), Deception 4 (+5), Insight 2 (+6), Persuasion 4 (+5)

Offense:
Initiative +1
Unarmed +4 (Close Damage 0)

Defense:
Dodge 4, Parry 4, Fortitude 3, Toughness 3/1, Will 9

Totals:
Abilities 20 + Powers 38 + Advantages 3 + Skills 6 + Defenses 12 = 79 points

Complications:
Freedom--Motivation. Enemy/Family
(House of Ashe.) Friend (Machinanima.) Secrets (oh so many.) Uncontrolled Power (Mind-Reading, activates randomly.)
 

Davies

Adventurer
Emanuel Cardona
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Born in Morocco in 1951, Emanuel Cardona emigrated to France with his family in his early teens. It was as a seventeen-year-old vocational school student that he first encountered la Belle on one of her first appearances. He's never discussed the circumstances of that meeting with anyone, never said whether he was caught up in a protest or took part in one willingly, but he will say that she saved his life that night, and he has spent decades trying to repay that debt. And then he found out exactly how much that was going to cost.

At eighteen, he underwent compulsory military service, serving a bit more than the then-mandatory year. In the aftermath, he returned to Paris and went to work for the Prefecture of Police, frequently crossing paths with la Belle and her rival/parner, la Bête -- with whom he had a much more unfriendly relationship. He rose through the ranks thanks to cases closed with their help, and lent them whatever limited aid that he could as an inspector. The years passed, and they remained exactly the same as Cardona grew older. That didn't bother him, or at least he told himself that it didn't.

He married in 1989, and had a number of children whom he loved almost as much as he loved his job. In 1998, he was recruited by Argus to serve as an implanted agent in the Paris police, and also the handler for France's famous heroes. He viewed this as the best way to ensure that la Belle, at least, had an ally inside Argus. Nothing changed, really -- he'd always provided the police with all the information that he knew about the two of them, if not always what he suspected, and now he was just duplicating those reports for another interested party.

In 2004, he was assigned to work with a new partner, the much younger Helene Remarque, who'd achieved some distinction while assisting la Bête on one of his cases. Cardona found it divertingly amusing that her opinions of the duo were exactly the opposite of his own, but came to respect her sharp intellect and courage. He thought she was probably going to go even further in the police service than he had, as he was looking forward to retirement by that point.

A bit more than a year later, Cardona, Remarque and la Belle were all attacked by what he eventually learned were renegade Argus agents, part of the conspiracy that shook the world that year. La Belle was critically injured, and Cardona helped both her and the less wounded Remarque to a safehouse where he hoped they'd be able to recover. Despite his best efforts, though, he saw his beloved heroine take her last breath ... and then dissolve into golden dust.

And then he heard a strange noise coming from the bed where Remarque's unconscious body lay. Slowly, he turned, and watched, in stupefied horror, as her body was altered to make it an exact duplicate of la Belle's. When she awoke, a moment later, she even asked where Remarque was, if his partner was all right. He stammered out that she hadn't made it, and the look of genuine grief on her face convinced him that she knew less than he did about what had just happened.

Nothing, not even the death of his wife in 2009, has ever shattered Cardona as much as what he learned that day. He has never passed on this secret to anyone, not even to Argus, from which he retired in 2011. Every time one of them suffers a life-threatening injury, he quietly waits for his own end, fully expecting that as the person closest to them both, he is doomed to become a new host for these strange beings. It hasn't happened yet. Perhaps it never will. And so he keeps on helping them, in any way that he can, now that he's an old man whose children rarely visit.

But he looks back on the sheer number of times that this must have happened, and is appalled at the price that has been paid for all their heroism.

Emanuel Cardona -- PL 5

Abilities:
STR
-1 | STA -1 | AGL 0 | DEX 1 | FGT 1 | INT 3 | AWE 4 | PRE 3

Advantages:
Assessment, Connections, Contacts, Defensive Roll, Equipment 3, Fearless, Languages 2 (Arabic, Basque, English, French, [Spanish is native]), Well-informed.

Equipment:
Light Pistol (Ranged Damage 3), and 9 points of equipment as needed.

Skills:
Deception 6 (+9), Expertise: Streetwise 7 (+10), Intimidation 6 (+9), Insight 4 (+8), Investigation 7 (+10), Perception 5 (+9), Persuasion 4 (+7), Ranged Combat: Guns 6 (+7), Treatment 2 (+5), Vehicles 5 (+6).

Offense:
Initiative +0
Unarmed +1 (Close Damage -1)
Light Pistol +7 (Ranged Damage 3)

Defense:
Dodge 3, Parry 3, Fortitude 1, Toughness 1/-1, Will 5.

Totals:
Abilities 20 + Advantages 11 + Skills 26 + Defenses 8 = 65 points

Complications:
Responsibility--Motivation. Elderly. Secrets
(ex-Argus agent, knows the secret of la Belle et la Bête.)
 

Davies

Adventurer
Okamura Koji
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The second longest-serving member of the Ghost Sweepers has been with the team almost as long as Megan Excalibur -- or "Megu-chan", though he's the only person on Earth who's permitted to call her that. He joined a few days after she did, having been recruited at the same time and out of the same high school, but not permitted to join the team in the field immediately. He spent that time having his abilities studied by the Yokoyama Group, as they were atypical for those the Sweeper organization in a number of ways.

As a consequence, Koji believes that his abilities are purely psychic in nature, without any spiritual component. There are no baseball bat-wielding psychics who can teleport in Japanese legend, after all. At least one parapsychologist who took part in the study, however, argued that Koji was somehow channeling the 'spirit' of the protagonist of an extremely popular video game, or possibly the gestalt consciousness of everyone who's ever imagined themselves in that role. Regardless, until relatively recently, Koji didn't have to take the same steps to keep the spirit he's associated 'happy' that his teammates did.

That changed not long after his high school graduation, when the team suffered a major defeat that could easily have resulted in their deaths, had the attacking entity not regarded them as too insignificant to finish off. When the team recovered, it seemed that Koji had completely lost his powers, and nothing that he did was making them come back. After consulting the Yokoyama Group's files, though, Megan decided that the 'Ness' that lived inside Koji's brain had gotten a 'Game Over' result and was pouting over this. The only thing to do, then, was to restart.

She did this by dragging him into a series of fights with various spectral entities, which grew progressively harder until they forced Koji to unconsciously draw on his abilities -- specifically his 'Offense Up' -- to protect himself. Once that was done, the rest of his wild talents came back, one by one, and Koji was once more able to take his place in the party lineup. The entire affair firmly cemented his loyalty to Megan, though neither of them is looking forward to having to do this again.

That loyalty is an interesting development in itself, since Koji started out on the team fully expecting to be handed the position of leader once their original leader retired to an administrator's position in the agency. He was shocked when a girl was given the job instead, especially since her abilities seemed so much less impressive than his. This rivalry is almost entirely a thing of the past, although Koji still finds himself second-guessing Megan's choices in the privacy of his own thoughts, especially when she does things he doesn't understand. But he's seen those weird calls play out too many times to openly question them.

Outside of his teammates, Koji's closest relationship is with his girlfriend, Miyake Shizuna, whom the group rescued from an attempted human sacrifice three years ago. What was a typical Tuesday to the Ghost Sweepers was the most terrifying experience of her life, and she was a long time recovering. Against regulations, Koji decided to take a role in her recovery, and they've become close. She knows that he fights ghosts and witches, but has no idea that he does so with official sanction. It's a fairly happy and supportive relationship that would probably be broken up in an instant if the Ghost Sweeper's oversight committee ever found out about it.

"So they never will," Megan has promised.

Okamura Koji - PL 8

Abilities:
STR
5/1 | STA 3 | AGL 3 | DEX 1 | FGT 5 | INT 2 | AWE 4 | PRE 2

Powers:
Psi-Shield:
Linked Enhanced Will 4, Impervious; Linked Sustained Protection 4 - 12 points
Psychic Abilities: Array (8 points)
  • Brainshock: Perception Range Affliction 8 (Resisted by Will; Entranced), Limited to One Degree - 8 points
  • Defense Down: Perception Range Affliction 8 (Resisted by Will; Vulnerable), Limited to One Degree - 1 point
  • Hypnosis: Perception Range Affliction 8 (Resisted by Will; Fatigued), Limited to One Degree - 1 point
  • [Life Up: Perception Range Healing 2 - 1 point
  • Offense Up: Enhanced Strength 4 - 1 point
  • Paralysis: Perception Range Affliction 8 (Resisted by Will; Hindered), Limited to One Degree - 1 point
Teleport Stride: Accurate Extended Teleport 6 (125 miles), Activation (Standard Action), Limited to Extended Only - 16 points

Advantages:
All-out Attack, Assessment, Defensive Attack, Defensive Roll, Equipment 2, Great Endurance, Improved Initiative, Power Attack.

Equipment:
Baseball bat (Strength-based Damage 2), smartphone and 6 other points of equipment as needed.

Skills:
Athletics 4 (+9/+5), Close Combat: Baseball Bat 4 (+9), Deception 4 (+6), Expertise: Popular Culture 3 (+5), Expertise: Science 3 (+5), Expertise: Streetwise 5 (+7), Insight 3 (+7), Intimidation 4 (+6), Investigation 4 (+6), Perception 4 (+8), Treatment 2 (+4).

Offense:
Initiative +7
Unarmed +5 (Close Damage 5/1)
Bat +9 (Close Damage 7/3)

Defense:
Dodge 6, Parry 7, Fortitude 6, Toughness 9/7/5/3, Will 9/5

Totals:
Abilities 42 + Powers 41 + Advantages 9 + Skills 20 + Defenses 9 = 121 points

Complications:
Thrills--Motivation. Power Loss
(all, if defeated or otherwise suffers damage to his self-image.) Relationship (girlfriend.) Secret (government agent.)
 

Davies

Adventurer
Kishinami Monoka
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The youngest current member of the Ghost Sweepers, Monoka is just sixteen years old and was recruited two years ago, when she was still in middle school. She's somewhat unique among her colleagues in that she doesn't channel the spirit of an individual from Japanese legend, but one of the four symbols associated with the Chinese constellations -- specifically, the Vermillion Bird, called Suzaku in Japanese, which embodies the element of fire, the southern direction, and summer. This allows her to use various flame-related abilities, notably allowing her to fly on wings of flame -- although not very fast, as superheroic flyers go.

Monoka's powers, while considerably potent, have the strong limitation that she cannot normally call fire into being, but rather causes flames to rise higher and burn faster and more hotly by an act of will. Occasionally, she has been able to somehow cause combustion to occur in regions of high temperatures and low humidity, such as an extremely hot summer day, but for the most part she relies on a set of matches and a lighter that she carries in her blazer pocket to create the fires that she needs to do her work. Despite the challenge that this sometimes creates for her, she has never complained about it. She might only have one match, but she can make an explosion.

Unlike a lot of her colleagues, Monoka strongly believes that Suzaku exists independently of herself, and is a genuine deity, not a manifestation of any innate power on her part. She takes comfort in the notion that she is Suzaku's chosen priestess, and strives always to behave in a way consistent with this heavy responsibility. Ironically, her own personality is somewhat contrary to this, as she is every bit as prone to making quippy remarks as most of her teammates, and a decidedly nasty sense of humor. She claims to want to keep this under control, but whether or not this should be believed is questionable.

Under the air of sanctity, and the sarcastic personality beneath it, there's a rather lonely young woman who values the found family that the Ghost Sweepers have become for her. Her own family is broken in many ways. After her birth father died in a fire that also killed a lot of his colleagues, her mother married again -- to one of Monoka's paternal uncles, just to make things that much more confusing. Neither her mother nor her stepfather care very much about her, and she was dumped at a boarding school where she got wrapped up in a series of events that attracted the Ghost Sweepers attention, being both rescued by them and rescuing them in quick succession.

Monoka is considered a likely candidate to replace Megan Excalibur as the Ghost Sweeper's field commander if the latter ever suffers a career ending injury or power loss. Aware of this, Megan is being very careful in giving Monoka the sort of training that she received when she was Monoka's age, but Megan worries that the younger woman is a bit too in love with her own power to focus on commanding others well. Still, there's time for that lesson to be taught, surely.

Kishinami Monoka -- PL 9

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

Powers:
Flames of the Vermillion Bird:
Array (17 points)
  • Flame Arrow: Ranged Damage 9, Quirk (requires existing open fire or high temperatures) - 17 points
  • Flame Breath: Cone Area Damage 9, Quirk (requires existing open fire or high temperatures) - 1 point
  • Flame Shapes: Ranged Shapeable Area Fire Damage 3, Concentration Duration, Selective, Quirk (requires existing open fire or high temperatures) - 1 point
  • Scrying: Remote Sensing 9 (visual), Quirk (requires existing open fire) - 1 point
Touched by No Lesser Flame: Immunity 10 (fire effects) - 10 points
Wings of the Vermillion Bird: Flight 5 (60 MPH); Reaction Damage 3 - 22 points

Advantages:
Assessment, Defensive Roll, Evasion, Extraordinary Effort, Power Attack, Teamwork

Skills:
Expertise: Popular Culture 4 (+6), Expertise: Theology & Philosophy 5 (+7), Insight 4 (+7), Perception 4 (+7), Persuasion 4 (+6), Ranged Combat: Flames 5 (+7).

Offense:
Initiative +3
Unarmed +2 (Close Damage 0 and Reaction Damage 3)
Firebolt +7 (Ranged Damage 9)
Firebreath -- (Cone Area Damage 9)
Fire shaping -- (Ranged Shapeable Area Damage 3)

Defense:
Dodge 8, Parry 6, Fortitude 4, Toughness 4/2, Will 9

Totals:
Abilities 32 + Powers 52 + Advantages 6 + Skills 13 + Defenses 17 = 120 points

Complications:
Responsibility--Motivation. Power Loss
(all, if Suzaku is disappointed.) Prejudice (minor.) Secret (government agent.) Sly and Sarcastic, Beneath an Air of Sanctity.
 

Davies

Adventurer
Asagiri Sayo
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More than a decade ago, when Sayo was even younger than Monoka, she and a group of her friends were accidentally transported to a parallel world where magic was much more prevalent than it is on their own. There they developed magical powers, possibly due to the affects of their slide across dimensions and possibly because some of the local powers-that-be needed agents in a hurry. Sayo acquired powers associated with truth and knowledge, able to see through all illusions and ask questions of reality that it had to answer. Until that point, she'd been something of a hoodlum, but the shock of her sudden understanding changed Sayo's personality quite a bit.

When the survivors of this adventure finally found a way back to Japan, their powers were lost, but Sayo managed to retain the knowledge that she'd gleaned through the use of her own. She became a teenaged detective, often handling cases that seemed to involve supernatural phenomena. During one of them that actually did turn out to be mystical in nature, Sayo found herself empowered on this world, as well, when she forged a contract with what she believed (and to be honest, still believes) to be the ghost of the great detective, Akechi Kogoro. That led to her joining the first incarnation of the Ghost Sweepers, of which she's the only surviving and still-active member.

Sayo's powers are primarily defensive instead of the offensive ones used by most of her teammates, and so she's well-aware that she cannot act as a frontline combatant as they do. Instead, she acts as the team's scout and investigator, often using the faculty for disguise that she shares with Akechi to impersonate and infiltrate the opposition ranks. In a scuffle, her primary goal will be to escape, though if she can inflict some damage on the enemy while doing so, she'll try to do so. Likewise, she's never sought a leadership position, preferring to advise whoever is in charge.

However, her association with Akechi brings with it problems as well as blessings. The fact that she can't ever guess -- or at least can't discuss her guesses until her detective work has uncovered proof to back them up -- is something of a pain, as it forces her to play her cards close to her chest and often annoys her teammates. That's still not anywhere nearly as annoying as the fact that Akechi requires her to smoke Egyptian cigarettes while on the case, despite her attempts to convince him that a nicotine patch would be much less noxious.

Asagiri Sayo - PL 8

Abilities:
STR
0 | STA 1 | AGL 2 | DEX 2 | FGT 4 | INT 5 | AWE 4 | PRE 3

Powers:
Master of Disguise:
Continuous Morph 2 (Other People), Deception Check Required (DC 12), Removable (–1 point), Standard Action - 5 points
Quicksilver Wits: Enhanced Advantages 5 (Defensive Roll, Improved Initiative, Seize Initiative, Speed of Thought); Enhanced Defenses 8 (Dodge 4, Parry 4); Quickness 4, Limited to mental actions; Impervious Will 6, Limited to mental effects - 17 points

Advantages:
Contacts, Defensive Attack, Defensive Roll 2, Equipment, Improved Defense, Improved Initiative, Improved Trip, Improvised Tools, Jack-of-all-trades, Languages 2 (English, Korean, Mandarin, Spanish, [Japanese is native]), Power Attack, Seize Initiative, Set-Up, Skill Mastery (Investigation), Speed of Thought, Taunt, Tracking, Well-informed.

Equipment:
Smartphone and 3 points of equipment as needed.

Skills:
Athletics 6 (+6), Close Combat: Unarmed 4 (+8), Deception 6 (+9), Expertise: Magic 2 (+5), Expertise: Streetwise 6 (+11), Insight 6 (+10), Investigation 8 (+13), Perception 8 (+12), Sleight of Hand 6 (+8), Stealth 8 (+10), Technology 2 (+7).

Offense:
Initiative +13/+2
Unarmed +8 (Close Damage 0)

Defense:
Dodge 10/6, Parry 8/4, Fortitude 4, Toughness 6/3/1, Will 9

Totals:
Abilities 42 + Powers 23 + Advantages 16 + Skills 31 + Defenses 12 = 124 points

Complications:
Responsibility--Motivation. Addiction
(nicotine.) Power Loss (Quicksilver Wits, if Akechi is offended.) Secret (government agent.)
 

Davies

Adventurer
Tetsu
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Despite the Ghost Sweepers' mission being to deal with hazardous supernatural phenomena, they sometimes end up dealing with events that are confused with supernatural phenomena. Most of the time they turn over those cases to more mundane authorities, but there have been a few that weren't so easily resolved. The most notorious of these cases involved the discovery of a functional automated android production factory in Saitama, possibly the very same one which had produced the android who became known as Iris Philips of the Discovery Company. The question of who constructed this facility remained an open one even after the challenge it presented had been resolved.

The Ghost Sweepers shut down the factory, but one android remained intact at the end, having been given no mission programming by the facility's controlling intelligence. The team turned it over to the Yokoyama Group, expecting to hear no more about it, and were shocked when they received a new member a week later -- the android, given programming to make him into a loyal ally of the team. It took a while for them to get used to this unusual ally, but Tetsu ("Iron") has proven his worth many times over.

Tetsu maintains a cover identity as Iwasaki Tetsurou, a college student who received extensive cybernetic implants to save his life. (From a certain point of view this is true, as he would never have become functional without them.) As Tetsu is aware that he's not particularly good at maintaining this cover identity, he avoids dealing with people as much as possible. He would actually prefer to be more truthful about his real nature, but all signs point to this creating more problems than it would solve. Someday, hopefully.

The Yokoyama Group did not tell the Ghost Sweepers that Tetsu was put on their team as an insurance policy, intended to prevent any of them from going rogue in a fairly direct manner. Megan has repaid this favor by not telling them that one of the other members of the team, who channels the legendary magician Kashin Koji -- apparently a very talented inventor, instead of a sorcerer -- discovered that contingency programming almost immediately, and removed it, as well as the whole 'loyalty' business. Tetsu works with the team out of his own free will, not because of any electronic slavery.

Tetsu -- PL 8

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

Powers:
Android Body:
Immunity 30 (Fortitude); Protection 8 - 38 points
Implanted Autoblaster: Ranged Multiattack Damage 6 - 18 points
Speed: Enhanced Advantages 3 (Improved Initiative 3); Enhanced Defenses 8 (Dodge 4, Parry 4); Quickness 4; Speed 4 (30 MPH) - 19 points

Advantages:
Eidetic Memory, Evasion, Improved Initiative 3, Precise Shot (ranged, cover), Uncanny Dodge.

Skills:
Intimidation 8 (+7), Investigation 5 (+9), Perception 7 (+8), Ranged Combat: Blaster 8 (+10), Technology 4 (+8), Vehicles 6 (+8).

Offense:
Initiative +12
Unarmed +4 (Close Damage 6)
Autoblaster +10 (Ranged Multiattack Damage 6)

Defense:
Dodge 8/4, Parry 8/4, Fortitude Immune, Toughness 8, Will 6

Totals:
Abilities 22 + Powers 75 + Advantages 4 + Skills 19 + Defenses 9 = 129 points

Complications:
Acceptance--Motivation. Regular Maintenance. Secret Identity.
 

Davies

Adventurer
Yurusha Elaynu
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What sort of person takes a look at the most powerful stellar empire in known space, ruled by one of the most brilliant and resourceful individuals ever to live, and decides, "This has to go, and I'm the one to bring it down"? In the case of Yurusha Elaynu -- Senator Elaynu to you -- who has served as the commander in chief of the Insurgency for nearly three decades, now, it's the sort of person who was there at the start of it all, who regards the mistakes she made back then as the greatest errors of her life, and who will do almost anything to correct the consequences of her actions and inactions. Almost anything, which is why she is more likely to be an antagonist than an ally for would be heroes of the Crimson Imperium.

Seventy-six years* ago, the Imperium was facing one of the greatest challenges of its history. The mysterious superbeing dubbed Galactor was busily commanding the pillaging of worlds on the periphery, and the Senate was dithering over the appropriate response. Yurusha was then a young senatorial aide, likely decades away from earning her own seat, but she was in a position to join the embassy that the Senate sent to the mystics on their garden world of Hasham, to demand or to beg, depending on the situation, that they do more about Galactor than they'd heretofore done.

It was a long and difficult journey, and Yurusha was the only member of the Senatorial group to actually survive the voyage, leaving the onus of deciding how to approach the mystics on her. Had she humbled herself and begged, perhaps they would have been moved to send more assistance. But she'd believed that she couldn't get much more humble, and so she phrased the request in the form of a demand, and so two of the mystics, a mentor and his student, left Hasham along with what was left of her expedition. She despaired, then; what could two men do?

Having gotten something of a lesson in the actual answer to that question when pirates attacked the ship, she felt a bit more hopeful. On the other hand, they were now without a pilot, and so they made an emergency landing on the backwater world of Gomiori in hopes of finding one. And there the tale began to take its strange turns, for not only did they meet with a young and incredibly self-impressed pilot named Eflas Garden, who agreed to help them, the younger mystic brought back a mendicant named Osborne, who claimed to have certain special knowledge of Galactor's weaknesses.

For a wonder, this little band of heroes managed to accomplish what not all the forces set against the powers of Galactor had managed to do so far, and sent him to flight away from the Imperium. The cost was great, though, for the older mystic laid down his life for the cause, but not before he urged his pupil to take Eflas as his own pupil. This meant that Yurusha would be separated from him, and that was a sorrow, for they had grown close despite themselves. But she was more concerned with her own reward: the senatorial rank that would normally have been decades away. Her joy at this was only lightly disturbed by the way that the same gift was bestowed, for his role in all this, on Osborne.

Ten years* went by, as she watched the crimson-robed Senator grow in power and influence, striving to stop him when possible and slow him down the rest of the time. Despite her opposition, Yurusha never had the sense that he viewed her as an enemy, but rather as a source of amusement. Despite this frustration, there came a bit of happiness back into her life when Eflas, now a mystic in truth, returned to the world with his master to act as the overseers of the Senate. She soon learned that Eflas still thought that rules were for other men, and they loved and then married in secret despite the laws against it.

Four years* went by, and a new crisis arose, and the Crimson King was asked by a cabal of Senators to take the title of Lord Protector. And as if that wasn't enough of a horror, Eflas' master revealed himself to be the King's chief ally, slaughtering those mystics who refused to swear obedience to the new Crimson Imperium and terrorizing the resistant Senators as well. Eflas came to his wife's aid, fighting his master in a deadly duel that left the other man critically injured, and then helped her to flee the planet, separating from her to increase their chances of escape. She wouldn't see him again for more than sixty years*.

For her, the war began that day, not decades later when she finally assembled allies who could provide the forces she could not. She knew that the battle to come would take decades, so she began taking boosterspice to slow her aging process and protect her from poisons. Even then, she knew that some of the other leaders of her Insurgency viewed it as hers for only so long as it would take to remove her. It was nothing new to her; life in the Senate in those last years had been good training for this.

To Yurusha, there is no question that the Insurgency must not, under any circumstances, seek to change the pre-Crimson King Imperium from the way that it was, but rather restore it, with all its flaws intact. Once that is done, they can start to make the sort of reforms that will make it impossible for this interlude to ever repeat itself, but to insist on such changes when there is no Senate to approve of them is simply to set oneself up as a different dictator than the Imperium currently endures, or at best an oligarchy of several would-be dictators. She has explained this, over and over again, to her fellows, and yet even the best of them, like Balin Mauresco, just ignore her. She doesn't want to kill any of them, but they're really not leaving her with any other options.

And as if that wasn't bad enough, she is once again alone. After Gelesh, she and Eflas finally began to slowly and tentatively rebuild their long-shattered relationship. They had both changed so much, and it was a difficult process. Then, one day, he simply didn't wake up. There was no great battle, no dissolution into a luminous being instead of crude matter. He just passed away in his sleep, leaving her bereft of her most important ally. His last pupil will have to take up the banner for him, when he finally returns from wherever he's gone. Hopefully that Lansam child will bring him back alive ...

Yurusha Elaynu -- PL 6

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

Powers:
Boosterspice:
Immunity 3 (aging, disease, poison) - 3 points
Translator Earrings: Comprehend 2 [understand and speak all languages]; Removable (-1 point) - 5 points

Advantages:
Attractive, Benefit 4 (Millionaire), Connected, Daze (Deception), Defensive Roll, Equipment 11, Improved Critical (Blaster Pistol), Improved Initiative, Inspire 2, Leadership, Luck 3, Taunt, Teamwork.

Equipment:
Concealed Body Armor (Protection 2, Subtle), Customized Blaster Pistol (Ranged Damage 5, Accurate), and 4 points of equipment as needed.
Personal Shuttlecraft: Size Gargantuan; Strength 12; Speed 12 (air/space); Defense 6; Toughness 13; Powers: Movement 2 (Space Flight); Features: Autopilot (+4), Communications, Computer, Navigation System, Remote Control

Skills:
Deception 6 (+10), Expertise: Civics 9 (+11), Expertise: Galactic 8 (+10), Expertise: Streetwise 4 (+6), Insight 7 (+9), Investigation 6 (+8), Perception 8 (+10), Persuasion 7 (+11), Ranged Weapons: Blaster 3 (+5), Stealth 7 (+8), Technology 6 (+8), Vehicles 5 (+7).

Offense:
Initiative +5
Unarmed +2 (Close Damage 0)
Blaster Pistol +7 (Ranged Damage 5, Crit 19-20).

Defense:
Dodge 6, Parry 4, Fortitude 3, Toughness 6/4/2, Will 7.

Totals:
Abilities 30 + Powers 5 + Advantages 29 + Skills 38 + Defenses 13 = 115 points

Complications:
Responsbility--Motivation. Conservative Views. Dependency (must take regular doses of boosterspide or lose Immunity and begin aging rapidly.) Enemy (oh so many.) Hunted by the Authorities.

* Earth years.

Author's Note: Certain aspects of this character's backstory were suggested by Voltron64.
 

Davies

Adventurer
Doctor Wlelahu
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Within a few weeks of the settlement of Muraddin, the newly born Technate found itself in the first of a series of wars against the Hazlan people who lived in a star system just a few light years away. Even the most pro-Technate account of these affairs will admit that the new arrivals provoked the war by traveling to that system without making any attempt to broadcast peaceful intentions, but the Hazlan response was fairly disproportionate. While the Technate won that war, forcing the Hazlan in that system to sign a peace treaty, but promptly found themselves in another with a different nation of Hazlan. The whole cycle kept repeating, off and on for, for more than a hundred years*, as there was no higher authority over all the Hazlan nations that the Technate could treat with.

Finally, these pointless conflicts came to an end around ninety years ago, with all the Hazlan nations agreeing to permanent peace treaties among themselves and formally joining the Technate. Their integration with Technate civilization has been fairly slow, however, owing to their steadfast adherence to Hazlan traditions, of which their insistence on certain gender roles for work assignments has been the biggest barrier. Male Hazlan are soldiers and poets, while females perform all technical and administrative work, and never the twain are supposed to meet.

The one big exception to the latter is that medicine is considered an appropriate pursuit for both males and females, likely because it is used on the battlefield as well as civilian life. The largest success at integrating Hazlan into the Technate Space Agency's organization, then, has been in their department of medicine, to the point where the Hazlan medic is becoming something of a stock type in popular fiction. That probably wasn't taken into consideration when the chief medical officer for the relaunched TSV Adventure was selected, but he has been known to play to the expectations of the role, diagnosing at a glance and commenting that his claws are always sterilized for surgery.

Wlelahu is neither a particularly brilliant nor inspired doctor, but he has devoted his life to perfecting his craft to the best of his ability. He gets along well with the Captain, following the ancient tradition of the ship's doctor acting as the sounding board and counsellor to her master. He has actually had more success in getting her to moderate her more aggressive instincts than the robot has -- something that Wleahu thinks that Otodevol resents -- because she recognizes and respects that Wleahu has made a conscious choice to follow a more pacifistic path than his traditions would expect. The doctor and the robot don't get along, but confine their verbal sparring matches to situations where the ship isn't in immediate danger.

The one real problem in Wleahu's life is the fact that, as a student in the Academy, he was recruited to serve as an undercover operative of the Cosmic Intelligence Agency, and given training to prepare him for that role. He strongly suspects that his position on the TSA's flagship was arranged for the agency's benefit, and has frequently found himself in a position where he has to choose between what he believes is best for the ship, and what's best for the agency. So far, this hasn't cost him anything other than a great deal of stress and uncertainty, but he expects that the price will only go up as time goes on. Still, he's also been able to use the intelligence reports that he gets to the ship's benefit, and so believes that it's worth it ... for now.

Doctor Wlelahu -- PL 6

Abilities:
STR
1 | STA 3 | AGL 2 | DEX 3 | FGT 3 | INT 3 | AWE 4 | PRE 2

Powers:
Claws:
Strength-based Damage 2 - 2 points
Fur: Immunity 1 (cold) - 1 point
Keen Senses: Senses 2 (low-light vision, ultrahearing) - 2 points

Advantages:
Assessment, Equipment 4, Improvised Tools, Language (Technate Standard, [Yazlan is native]), Second Chance (Treatment), Well-informed.

Equipment:
Medical Kit, Protective Uniform (Protection 4, Subtle), Stunbeamer (Ranged Affliction 5 [Fortitude; Dazed, Stunned, Incapacitated]) and 4 points of equipment as needed.

Skills:
Deception 5 (+7), Expertise: Galactic 7 (+10), Expertise: Science 6 (+9), Insight 4 (+8), Investigation 6 (+8), Perception 4 (+8), Persuasion 4 (+6), Ranged Combat: Stunbeam 4 (+7), Technology 4 (+7), Treatment 8 (+11).

Offense:
Initiative +2
Unarmed +3 (Close Damage 1)
Claws +3 (Close Damage 3)
Stunbeamer +7 (Ranged Fortitude 5)

Defense:
Dodge 5, Parry 3, Fortitude 5, Toughness 7/3, Will 7.

Totals:
Abilities 42 + Powers 5 + Advantages 9 + Skills 26 + Defenses 8 = 90 points

Complications:
Responsibility--Motivation. Divided Loyalties. Secret
(CIA agent.)
 

Davies

Adventurer
Only one post today, but it's a twofer.

Tarmund the Hunter & Sister Night
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Tarmund
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In the Crimson Imperium, where what justice you can get depends on how much you're willing to pay for it, a bounty hunter might be a hero, a villain, or just someone trying to survive the tough times that keep coming. They might be all three, at different times. But some of the profession, simply by their methods of choice, fall more into one category than others. The pair of Tarmund the Hunter and Sister Night are a good example of those who would generally be considered villains. And it's somewhat ironic that their activities usually serve to support the structure of the Crimson Imperium, as both of them might be expected to prefer its fall.

Tarmund the Hunter, notorious for bringing back only enough of his targets to identify them, with the rest sliced away by his weapon of choice, is a former Imperium Marine -- a deserter. Only a very few of the Imperium's elite manage to overcome their indoctrination to even consider abandoning their posts, and most of those who put those ideas into action don't survive very long in the wild. It's not that the Imperium bothers to hunt them down -- that would be a further waste of the resources already expended in producing such a flawed vessel -- but that they cease to have access to the food supplements and drug treatments that keep their biological modifications functional.

Tarmund has survived longer outside of the corps than any other known deserter, roughly twenty years*. The Inquisition, which has made use of his services in the past, considers it likely that he has some sort of mutation which works with his biomods, supporting them so that he doesn't need so much of the supplements. He does still need them, though, and much of the money that he makes from his bounty hunting goes to pay for black market access to these chemicals. Occasional efforts have been made to shut down the suppliers of such, but those efforts have been stymied from orders from higher up ... much higher up.

The woman called Sister Night is an actual mystic, although a renegade who is close to treading the Nightmare Path. Most of those mystics who survived the purges at the start of the Crimson King's reign agreed to remain on Hasham and shun involvement in the larger universe beyond their idyllic garden planet, under the threat of having their world bombarded into ashes by the division of the Imperium Navy that guarded them. But the young pupil who would become Sister Night, unsatisfied with the slow pace of life on this world, unhappy with how little she was being taught, chose to make an escape attempt, and succeeded without provoking that retaliation. (Not that she cared what sort of retaliation she might have provoked, as long as she personally got away.)

Sister Night is an extremely accomplished telepath, and while she does not yet have the ability to gain power from the fear she causes in other living creatures, she is able to steal 'vital energy from them, either so subtly that they have no idea that they are being harmed until they fall down dead, or blatantly, which usually takes the form of lightning blasts. The Inquisition considers her a much greater potential threat than Tarmund, but will still make use of her services. If she ever took a pupil, they would both immediately be marked for death, but she is probably too selfish to ever share her power with anyone.

Tarmund considers Sister Night a useful ally, who has abilities that he cannot match and is willing to use them to their mutual benefit, whom he will naturally try to protect as long as it's convenient. That is as far as his feelings for her extend. He has no romantic interests whatsoever, and satisfies whatever sexual needs he might have through paid companionship. Her feelings for him, on the other hand, border on obsession. When they first joined forces, Sister Night attempted to put her fellow mercenary under her psychic domination. Her powers failed then, as they had never failed before, and they failed again on a few occasions. She eventually reached the conclusion that Tarmund must be somehow protected by the Source, using it unconsciously, and has come to believe that he is destined to father an even greater champion, someday. If she ever realized that she was simply unlucky when she made those attempts, it would probably lead to a violent end to their partnership.

Neither Tarmund nor Sister Night would ever even consider working with the Insurgency -- Tarmund regards them with contempt, and the Sister cares only for her own power. They were recently given a very unusual job offer from the Inquisition, which would have them travelling to a backwater planet they've never even heard about in order to recover -- alive -- an Inquisitor who seems to have gone rogue. They're still considering whether to take the job, but the pay for just taking the job is very impressive indeed, regardless of their success or failure.

Tarmund the Hunter -- PL 12

Abilities:
STR
7 | STA 8 | AGL 6 | DEX 4 | FGT 8 | INT 1 | AWE 4 | PER 3

Powers:
Augmented Biology:
Immunity 4 (disease, need for sleep, poison, starvation & thirst), Limited to half effect - 2 points
How Can Something So Big Move So Fast?: Leaping 3 (125 feet); Movement 1 (environmental adaptation [zero-g]); Speed 3 (15 MPH) - 8 points
Situational Awareness: Senses 1 (Danger Sense) - 1 point
Starforged Axe: Strength-based Damage 3, Accurate, Improved Critical 3; Easily Removable (-3 points) - 4 points
Translator Implant: Comprehend Languages 2 (understand all languages, speak any language) - 6 points

Advantages:
Agile Feint, All-out Attack, Defensive Roll, Diehard, Equipment 7, Fearless 2, Improved Critical (axe), Improved Initiative, Power Attack, Precise Attack 2 (close; cover and concealment), Takedown, Ultimate Effort (Toughness check), Uncanny Dodge.

Equipment:
Space Armor (Immunity 10 [life support]; Protection 2).
Spaceship: Size Gargantuan; Strength 12; Speed 12 (air/space); Defense 6; Toughness 13; Powers: Movement 2 (Space Flight); Features: Autopilot (+4), Communications, Computer, Holding Cells, Infirmary, Living Space, Navigation System, Remote Control. (Cost shared with Sister Night.)

Skills:
Acrobatics 6 (+12), Athletics 6 (+13), Close Combat: Axe 4 (+12), Expertise: Military 8 (+9), Expertise: Streetwise 8 (+9), Insight 4 (+8), Intimidation 8 (+11), Perception 6 (+10), Ranged Combat: Blaster 6 (+10), Technology 6 (+7), Vehicles 6 (+10).

Offense:
Initiative +10
Unarmed +8 (Close Damage 7)
Starforged Axe +14 (Close Damage 10, Crit 16-20)

Defense:
Parry 12, Dodge 10, Fortitude 13, Toughness 12/10/8, Will 9.

Totals:
Abilities 82 + Powers 21 + Advantages 21 + Skills 34 + Defenses 18 = 176 points

Complications:
Bloodlust--Motivation. Dependency
(chemical supplements to maintain powers and health.) Useful Ally (Sister Night.)


Sister Night - PL 12

Abilities:
STR
0 | STA 4 | AGL 1 | DEX 2 | FGT 6 | INT 2 | AWE 6 | PRE 4

Powers:
Bonded Laser Sword:
Damage 3, Penetrating 3, Accurate 2; Easily Removable (-3 points) - 5 points
Draw On The Source: Impervious Will 12, Limited to mental effects; Regeneration 5 - 11 points
Sense The Source: Enhanced Defense 8 (Dodge 4, Parry 4); Senses 5 (Accurate, Acute, Ranged Danger Sense) - 13 points
Work With The Source: Array (36 points)
  • Lifetheft: Perception Range Damage 8, Resisted by Fortitude, Insidious, Subtle - 1 point
  • Telepathic Basics: Comprehend Languages 2; Mental Communication 2; Cumulative Mind Reading 8 - 36 points
  • Telepathic Delusion: Illusion 12 (all senses), Limited to One Subject, Resisted by Will - 1 point
  • Telepathic Suggestion: Perception Range Cumulative Affliction 12 (Resisted by Will; Dazed, Compelled, Controlled), Hearing Dependent - 1 point
Advantages:
Defensive Roll 2, Equipment 5, Fearless, Improved Initiative, Power Attack, Trance, Ultimate Effort (Will checks), Uncanny Dodge.

Equipment:
4 points of equipment as needed.
Spaceship: Size Gargantuan; Strength 12; Speed 12 (air/space); Defense 6; Toughness 13; Powers: Movement 2 (Space Flight); Features: Autopilot (+4), Communications, Computer, Holding Cells, Infirmary, Living Space, Navigation System, Remote Control. (Cost shared with Tarmund.)

Skills:
Close Combat: Laser Sword 5 (+11), Deception 8 (+12), Insight 4 (+10), Intimidation 5 (+9), Perception 4 (+10), Stealth 8 (+9), Technology 6 (+8), Treatment 6 (+8), Vehicles 8 (+10).

Offense:
Initiative +5
Unarmed +6 (Close Damage 0)
Laser Sword +13 (Close Damage 3)
Lifetheft -- (Perception Range Damage 8, Resisted by Fortitude)
Suggestion -- (Perception Range Will 12)

Defense:
Dodge 10/6, Parry 12/8, Fortitude 8, Toughness 9/4, Will 12.

Totals:
Abilities 50 + Powers 68 + Advantages 14 + Skills 27 + Defenses 17 = 176 points

Complications:
Power--Motivation. Obsession
(Tarmund.) Watched Very Closely By the Inquisition.
 

Davies

Adventurer
Infernus
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As with all the twisted aristocracy of Daath, what is known about the so called Flame Emperor Infernus is largely derived from Aun Taxad and Vittara's recollections, which are themselves based on overheard conversations, rumors, dubious accounts and (in Aun Taxad's case) conjecture. Infernus is believed to be one of the mightiest of Daath's second tier of potentates, beings of lesser power than the Metropolitan or Tavipahter but possibly greater freedom of action. He rules over a land of flame located near one of Daath's geographic poles, but, in Aun Taxad's memories, was more often to be found in Abraxas' palace attempting to inveigle his way into a position of greater authority as an adviser to Abraxas.

According to a dubious account told to Vittara by one of her tutors, Infernus was once a much greater power than he is now. Before the Metropolitan or Tavipahter, Infernus was the effective ruler of Daath -- though his rule was apparently contested by others of similar potency, most of whom no longer exist. The circumstances of his rise to power and those of his fall to his present state are mysteries, but the fact that he survived that fall is easily explained by the fact that he, alone among the powers of Daath, apparently cannot be permanently killed by violence.

This is not rumor. Early in his time as a page in Abraxas' service, Aun Taxad personally witnessed his master casually executing Infernus for some unknown insult or error. Yet a month later, the Flame Emperor had returned, showing no signs of any injuries. Yacobus the Arch-Imaginist would later tell Aun Taxad that Infernus was like a phoenix, dying and reborn in flames, time and again. The price for this, apparently, was that Infernus is apparently dependent on fuel for his flames. Starve them, and he will not be reborn.

Lately, the Flame Emperor's attempts to gain power in Abraxas' service have apparently borne fruit, for he has replaced the Warlord Schatter as the commander of the Dark Side's invading armies, supplementing them with flame beings drawn from his own province. These beings cause a more visceral fear within their opponents than other forces of Daath do, for there are ancient traditions on many worlds throughout the galaxy tof a world of flames and agony where the damned and doomed are punished. Whether those tales are memories of times long gone when many gates to Infernus' realm on Daath existed are impossible to say ...

Infernus -- PL 14

Abilities:
STR
8 | STA 9 | AGL 3 | DEX 2 | FGT 8 | INT 6 | AWE 3 | PRE 4

Powers:
Ancient:
Comprehend Languages 4; Enhanced Advantage 1 (Jack-of-all-Trades); Impervious Will 12 - 25 points
Fire Generation: Array (36 points)
  • Fire Bolt: Ranged Damage 18 - 36 points
  • Fireball: Ranged Burst Area Damage 12 - 1 point
  • Fireflash: Perception Area Cumulative Affliction 12 (Resisted by Dodge, Overcome by Fortitude; Visually Impaired, Visually Disabled, Visually Unaware), Limited to One Sense - 1 point
  • Firestorm: Ranged Cloud Area Damage 12 - 1 point
  • Heatwave: Cone Area Cumulative Affliction 12 (Resisted by Fortitude; Fatigued, Exhausted, Incapacitated) - 1 point
Flame Shield: Sustained Impervious Protection 10 - 20 points
Reborn, Like The Phoenix: Immortality 5 (1 day); Immunity 10 (aging, disease, poison, all environmental conditions, suffocation) - 19 points
Rocket Flight: Flight 10 (2000 MPH) - 20 points

Advantages:
All-out Attack, Improved Grab, Improved Smash, Jack-of-all-Trades, Power Attack, Startle.

Skills:
Expertise: Galactic 4 (+10), Insight 8 (+11), Intimidation 8 (+12), Perception 8 (+11), Ranged Combat: Fire Control 8 (+10).

Offense:
Initiative +3
Unarmed +8 (Close Damage 8)
Fire Bolt +10 (Ranged Damage 18)
Fireball -- (Ranged Burst Area Damage 12)
Firestorm -- (Ranged Cloud Area Damage 12)
Fireflash -- (Perception Area Affliction 12, Resisted by Dodge)
Heatwave -- (Cone Area Affliction 12)

Defense:
Dodge 9, Parry 8, Fortitude 13, Toughness 19/9, Will 12

Totals:
Abilities 86 + Powers 124 + Advantages 5 + Skills 18 + Defenses 19 = 252 points

Complications:
Power--Motivation. Flames Must Be Fed
(requires large amounts of food.) Subject to Orders (Abraxas and Daath's true ruler.)
 

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