Superheroes of the Trust: Character Thread

Brimstone

[Sblock=Stats]

Abilities (28 pp)

Str 14 / 30 (+2 / +10) (4 pp)
Dex 18 (+4) (8 pp)
Con 24 (+7) (14 pp)
Int 10 (+0) (0 pp)
Wis 10 (+0) (0 pp)
Cha 12 (+1) (2 pp)

Attack +8 (16 pp) (-3 Attack, +3 Damage)
Damage:
--Fireball +8 (Blast [Burst, 5-10 ft radius], DC 23, Lethal)
--Flame Whip +14 (Strike, 10ft Reach, Incurable, Crits on 18-20, DC 29)
--Fist +10 (Unarmed, DC 25)

Defense 20 (13 Flat Footed) (10 pp, +5 Dodge) (-1 Defense, +1 Toughness)

Fort +10 (3 pp +7 Con)
Ref +9 (5 pp +4 Dex)
Will +7 (7 pp +0 Wis)
Toughness +12 (+7 Con, +5 Protection)

Init +4

Skills (17 pp)

Acrobatics +10 (6 Ranks, +4 Dex)
Climb +20 (10 Ranks, +10 Str)
Intimidate +17 (16 Ranks, +1 Cha)
Knowledge (Theology) +10 (10 Ranks, +0 Int)
Notice +8 (8 Ranks, +0 Wis)
Stealth +10 (6 Ranks, +4 Dex)
Survival +12 (12 Ranks, +0 Wis)

Feats (17 pp)

Diehard
Dodge Focus (5)
Elusive Target
Evasion (1)
Fearless
Improved Critical (Strike) (2)
Improved Grab
Improved Grapple
Improved Trip
Startle
Track

Powers (63 pp)

Additional Limbs (1pp)
--Prehensile Tail
Hellfire Control (Blast) 8 (27 pp)
--Burst +8 (Progression (Reduced Area) +7 [Permanent -6], 1 pp) (Lethal only, -1)
----Alternate Powers (+3):
------Strike 14 (Extended Reach (+1), Incurable (+1))
------Enhanced Strength 16
------Emotion Control 11 (Fear Only, Sensory Dependent (Sight))
Flight 3 (4 pp)
--Wings
----Drawbacks (-2): Not in liquids, Power loss when wings are restrained
Immunity (8 pp)
--Aging, Heat, Fire, Own Powers
Regeneration 16 (18 pp)
-- Bruised 3= once per round w/ no rest; Injured 4 = once per round (need rest), Disabled 5 = once per minute; Ability Damage 3 = 20 minutes, Resurrection 1)
----Power Feats (+2): Persistent, Regrowth
------To prevent Resurrection, Brimstone must be buried within the confines of a church
Protection 5 (4 pp)
--Scales
----Noticeable (-1)
Super Senses (Infravision) (1pp)
[/sblock]

[sblock=Background]
Brimstone was born with the name Michael Peterson, ironically named after the Arch Angel of the same name. He was born September 10, 1898. He was born like a normal child, no complications. The complications started after he was born. For you see, Michael Peterson was born…..different. His skin was not the pale pink of most babies, it was deep red with splotches of black, with lizard like scales. He also had two small horns coming from his forehead, wings, and a tail. Other than that he was a normal child; two arms, two legs, two eyes, right number of fingers and toes, etc. Everyone in the room promptly fainted, with the exception of the doctor, who died of a heart attack. His parents, once they recovered from the initial shock, immediately took him to the nearest priest and demanded that he do something about this “Demon”. The priest knew not what to do. All his years of training and religious schooling just failed him. His instincts told his to destroy the monster, but his heart told him not to. He called out to the heavens, asking god if he should destroy the beast. No initial sign was given so he decided to sleep on it. During the night, he had a dream where he was old and being helped around by an older Michael. The priest saw this as a sign he should raise the boy, so he did so. Michael grew up in the back of the church, out of site for the most part. The priest, Father Callahan, taught Michael how to read, write, and all the basics he would have learned in school. He also taught him theology and the basics of The Church. Michael also helped out around the church, cleaning and moving things too heavy for the Father. At night, he practiced flying around. He also learned that he could create fire in his hands, something he found useful for lighting candles and getting rid of the squirrels the sometimes got into the attic. He lived there until he was 18 (by then he was quite a proficient flyer and fire-thrower), when he decided it was time for him to move on. He spent the next few years flying, by night, all over the country and seeing everything he was told of back in that church. After 4 years of this, he went home to tell Father Callahan about his travels. When he arrived back at the church, he was not greeted by the Father, but by his funeral procession. Unaware it was his “father”, he sat in the rafters of the church and listened to the service. Turns out that after Michael left, a gang went through the town and robbed it. They killed Father Callahan when he tried to stop them from taking the church’s prized possession, a foot tall solid gold cross. Overcome with anger and grief, Michael flew off and followed the bandits trail to their hideout, where he did things too graphic for me to describe here. After his snap into vengeance, Michael repented and devoted his life to good. He went all over the country for the next 60 years helping those in need, most of whom didn’t want his help because he scared the crap out of them. He eventually settled in Freedom City, where was not the only freakish looking person around. He has made a name for himself as more of a vigilante than a hero, but he still remains on his mission. He now goes by the name Brimstone to match his appearance and because it was Father Callahan’s nickname for him. [/sblock]
 
Last edited:

log in or register to remove this ad

NAME: Hope Winters (The Saint, The Hellborn Saint, Santa Diabla.)
CHARACTER CONCEPT: The investigative sorceress/sorcerer
SOURCE OF POWERS: Unknown, though it seems to be partly magical in origon and partly something else....

Quote: "Evil has many forms. But it stinks just the same when you get right down to it."

AFFILIATION: Good. The FBI, Aegis
BASE OF OPERATIONS: Freedom City
POWER LEVEL: 11
POWER POINT TOTAL: 165
EDUCATION: College Degree
HERO POINTS: 2
Initative: +6 (+2 dex +4 improved initative feat)

GENDER: Female
AGE: 29
HT: 5ft 9inches
WT: 150
BUILD: Slender, graceful
HAIR: Auburn, turns to white when she uses her Weather attack array.
EYES: Blue, turns completely white when she uses her Weather magic array.
SKIN: Creamy White, typical red-head complexion

GAME STATISTICS
(+1) Str 12
(+2) Dex 14
(+3) Con 16
(+5) Int 20
(+3) Wis 16
(+1) Cha 12
Total: 30pp

Feats:
Ritualist, Attractive, Power Attack, Ranged Focus 3, Attack Specialization: Weather Attack Array 2, Dodge Focus 9, Benefit: FBI Connections, Master Plan, Eidetic Memory, Well-Informed. Improved Initative. Luck +1.
PP SPENT: 23

SKILLS
(+15)............. Investigate........................... (10r)
(+15)............. Knowledge: Arcane Lore.......... (10r)
(+15)............. Knowledge: Streetwise............(10r)
(+05)............. All Other Knowledges.............. (0r)
(+14)............. Notice................................. (11r)
(+10)............. Gather Info.......................... (9r)
(+6/+10)........ Diplomacy............................ (5r)
(+07)............ Sense Motive........................ (4r)
(+4/+8)......... Bluff.................................... (3r)
(+13)............ Concentration...................... (10r)
PP SPENT: 18

Powers:
Guarding Winds (Force Field 8) (8pp)
Magical Awareness Rank 1
PP SPENT: 9


Movement: (6pp+1ap)
Ride the Winds (Flight 3)
-AP: Wind At Your Back (Speed 3 + Leaping 3)


FEATURES
Feature: Wind-Blown Effects (1pp) -- This feat extends your unconscious control over air so you are never unnecessarily mussed by the wind, but always have just the right gust of air to ruffle your hair or cape at just the right moment.

Feature: Rapid Investigator: Can Use Investigate at 10x Speed (Quickness, Limited 2: Investigate)

Weather Magic Array (33 base +6ap = 39)
-Blast: Blast 12, Imp Crit 3, Knockback 4, Indirect, Variable
Blast 10+ Dazzle Visual 5, Indirect, variable
-Area Blast 10: Indirect (can scale backwards or fowards up to max allowed), variable, (area burst modifier).
-Blow Away: Trip 10, Knockback, Area: Cone, Improved Trip, variable
-Hands of Air: Precise Air Control 11 (As Telekinesis) ),
Freshen Air (removes or counters gas effects or scents)

-Force of Nature: Enhanced Strength 22, Super-Stregth 2, (PF:Superbreath),
Enhanced Feats: Unarmed Specialization 3, Melee Focus 1, Imp Crit (Unarmed)
-Create object: Continuous Create Object 9, Precise, Tether, Selective, Innate, Progression 1, Variable


Utility Magic Array(13 base power)
-Wind Carried Words"..........Communication 4 (hearing) +Area, + Two Way, Selective (13)
-Whisper of the Past 4........ (Postcognition, uncontrolled, can let others see/experience visions)
-Whisper of the future Rank 4 (Pre-cognition, uncontrolled, can let others see/experience visions)
-Driving Rain.............Environmental Control: hamper movement 6 (1/4th speed, 250 ft rad),
-Sense Air Flow
-ESP 4 (Vision, Hearing
PP SPENT: 19

Combat:
Attack: +3 (+6ranged, +10 weather Attack Array) (6pp)
Defense: +2 (+11) (4pp)
Total: 10pp

Saves:
Toughness: +11
Fort: +07........... (4 base +3 abil)
Ref: +09........... (7 base + 2 abil)
Will: +09............(6 base + 3 abil)
Total: 17pp

Drawbacks (-1pp):
-1pp Minor Vulnerability to Fire


COMPLICATIONS
*Suffers disorientation/exhaustion when using fire based spells, the disorientation is similar to being highly intoxicated with all of the problems therein. Lasts for at least a couple of rounds, dependant on the strength of the spells used.

*Can't use ground based spells at all, due to the nature of her magic/mutation/whatever.

*Superheroes tend to view her with mistrust and dislike at first, at least until she proves herself, this is mainly due to her reputation for using lethal force when dealing with supervillians. (The superheroes whose main focus is criminal investigation and hardcore supervillians are the exception to this rule. Superheroes who have dealt with the aftermath of what a supervillian does also respect her or at least understands why she acts the way she does, even if they don't agree with her methods.)

*On the other hand law inforcement, criminals and supervillans tend to respect her. When dealing with them, her reputation for honesty, investigative skills and sheer ruthlessness are a plus.

*She is an orphan. She doesn't know who her parents are. She has in the past come across some evidence that her parents might be supervillians and she keeps this knowledge close to the vest as it has yet to be confirmed. The only other person who knows about this is the superhero Foreshadow, who was with her when she discovered this.

*Hope and Foreshadow are very attracted to one another, but the nature of both of their lifestyles means that they have to keep a professional distance from one another. The main reasons is that they both have enemies that wouldn't hesitate to use one against the other, and neither are willing to risk that for the sake of an open relationship. Foreshadow himself is one of the few real friends and allies she has in the superhero community and knows almost all of her secrets. She trusts the superhero implicintly, perhaps because he has never betrayed that trust. Nor will.

*Hope is suffering from a kind of depression brought on by the death of her partner and friend Stephan Issacs who was the senior partner of the duo. She is also suffering from PTSD or post traumatic stress disorder, resulting in her seeking medical help after nearly skewering her team-mate by accident during a fight with super-villians. She is now taking pills for the depression and is undergoing therapy for both the PTSD and depression.


ORIGION
[sblock]
At age 7, Hope was found in a filthy alley in New york. She had been beaten, tortured to the point that she had no recollection of her past, her name. Nothing. They named her Hope, after the street the alley had been connected. A year later, she was adopted by a federal agent named Alexander Winters who had lost his wife and child in a car accident and had since been regulated to desk duty. He raised the girl as his own, instilling her with a sense of duty, honor and that might does not always make right.

Seven years later, Hope began developing odd powers that marked her as a sorceress. One of Alexander's coworkers was a closet mage himself and recognized her budding abilities for what they were and convinced his friend that the girl needed training or she would become a target for various evil powers. Alexander reluctantly agreed to let the girl train and by the time she was 21, Hope was a full fledged sorceress.

After graduating from college, Hope was recruited by the FBI, where she specialized in kidnappings/serial killings and the like. Aegis soon developed an interest in her and offered her a job. She accepted and soon became one of Aegis' more successful agents. IE: she hasn't been killed yet and generally succeeds in whatever her boss asks her to do. [/sblock]

REPUTATION
Hope is not exactly a superhero persae and has been characterized as a wildcard or an anti-hero and a general pain in the ass by most superheroes who have worked with her.

She took on the name and secret identity of The Hellborn Saint after her partner was killed by Faust and three other super-villian necromancers. She tracked each of them down and killed them one by one, until she came to Faust, whom she tracked all the way to Prauge, where she trapped him in an abandoned building, took an AK-47 and ripped him to shreds before bringing the building down on top of him. The Hellborn part of the Saint comes from tracking one of the necromancer acomplices to the very gates of the Prison dimension of Hell and impaling him on the spikes.

During this time, she also met the superhero Foreshadow, who reluctantly helped her on her quest for vengence and brought her back from the brink of darkness when she almost fell prey to it.

Most supers seem to be somewhat uneasy around her (at least until they get to know her), given her reputation for using lethal force when dealing with dark or corrupt mages, sorcerers, witches or the more truly dangerous mutants/supers.

Strangely enough, most law enforcement types and even some criminals tend to have a great deal of respect for her. Hope is well known for her honesty, hard work, stubborness and ruthlessness.

Personality:
Dedicated to the point of obession, smart and sarcastic comes to mind when someone first sees her on the job. She's stubborn and never gives up or gives in, having tracked someone literally to the gates of hell in order to bring some justice to the victims of terrible crimes and closure to the survivors.

Outside of the job, Hope is easy going and quite friendly. While on a case, she can be quite intense, even to the point of obsession. She is known to be very stubborn and won't give up or give in once she's on the trail of something she's after.

Occassionally she will help someone pro-bono, usually in exchange for a favor further down the line. This has given her a wealth of contacts both in the legal and not so legal fields. Nothing pisses Hope off more than seeing children being victimized. Hope does not like killing, but she won't hesitate to use lethal force if there aren't any options left, a consequence of being trained by a FBI mage. She is tough, but fair and has a soft spot for kids and abuse victims, as she herself was once abused.

GEAR
1 multitool (1ep),
1 set of masterwork handcuffs (2ep),
1 commlink (1ep),
1 (idealized) iPhone (masterwork computer, cell phone, camera 4ep),
1 flashlight (1ep),
1 SigSaur P226 9mm masterwork heavy pistol w/silencer, laser sight, and ammo (11ep, +4dmg, +2 to attack)
 

Attachments

Last edited:

Character Name: Wren K'lith
Character Alias: The Guardian
Age: 29
Height: 6'0”
Weight: 180
Hair: Black
Eyes: Hazel
Power Level: 11
Power Points: 172

Background info:
[sblock=]

After the first and last transmission from his home planet, he had realized one of his worst fears; being alone. His planet was now decimated, his family gone, his world forgotten. He would never see the skies of his home planet again, and would live out the rest of his life on this planet called Earth.

His duty had now been under stress, and his own thoughts and feelings seemed to interfere with his daily routine. He was tired. Tired of standing on the sidelines. Tired of simply watching, not able to do anything directly to aid this planet or this city for that matter. He was a changed man, and one that was anxious, as he had seen something that he had not thought to see. Sure, there were the evil villains, slayers, monsters, demons and who knows what else, as those images were still imprinted on his mind. But, there was something else. Something else that was not shown to him, but was now staring at him straight in the face.

There were others that withstood the normal reaction of standing by. There were others with abilities to help, instead of hurt. There were others that had the chance to survive. He wanted to be one of them, unafraid to lay down his life for the chance to right the wrongs. If only he had a clear sign that it was his path. The path that he wants to take.... he was to be their aid, their shield, their Guardian, when none could guard for themselves....
[/sblock]

Game Stats
[sblock=]
----------Ability Scores---------(30pp)
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 24 (+7)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 18 (+4)

----------Saves---------(25pp)
Toughness: +14 (+7 Con, +7 Force Field)
Fortitude: +11 (+7 Con) 4pp
Reflex: +9 (+1 Dex) 8pp
Willpower: +14 (1 Wis) 13pp

----------Combat---------(16pp)
Attack Bonus: +5 (+7 Ranged, +11 Cosmic Array Attacks) 10pp
Damage Bonus: Unarmed +2 (Bruise)
Grapple: +5
Defense Bonus: +9 (+3 Base, +6 Dodge) 6pp
Initiative: +1

----------Skills---------(14pp)
Bluff - 0 (+4)=4
Climb - 0 (+4)=4
Concentration – 16r (+1)=17
Diplomacy - 10r (+4)=14
Disguise - 0 (+4)=4
Escape Artist - 0 (+1)=1
Gather Info - 10 (+4)=14
Handle Animal - 0 (+4)=4
Intimidate - 0 (+4)=4
Notice - 12r (+1)=13
Search - 0 (+0)=0
Sense Motive – 12r (+1)=13
Stealth - 0 (+1)=1
Survival - 0 (+1)=1
Swim - 0 (+2)=2

----------Feats---------(22pp)
Dodge Focus (6): +6 dodge bonus
Eidetic Memory (): Perfect recall of everything you have experienced
Fearless (): Immunity to fear effects
Attack Focus Ranged (2): +2 bonus on ranged attacks
Attack Specialization (2): +4 bonus to Cosmic Array Attacks
Leadership (): Spend Hero point to remove adverse condition from ally
Inspire (4): Grant allies +4 to attacks, saves, & checks by spending Hero Point
Interpose (): Can switch places with Adjacent ally as Reaction for defending attacks
Luck (2): Gain 2 Hero Points
Uncanny Dodge (); Retain Dodge bonus while Flat-Footed, Sight Dependent
Precise Shot (): No penalty for shooting or throwing into melee

----------Innate Powers---------(21pp)

Immunity 5
Effect: Defense
Range: Personal
Action: Reaction
Duration: Permanent
Suffocation [+2], Aging [+1], Disease [+1], Poison [+1]
Total Cost: (5pp)

Force Field 7
Effect: Defense
Range: Personal
Action: Free
Duration: Sustained
Extras: Impervious [+7]
Flaws: None
Power Feats: None
Drawbacks: None
Total Cost: (14pp)

Flight 3 (Cosmic Board)
Effect: Movement
Range: Personal
Action: Move (Active)
Duration: Sustained
Extras: None
Flaws: Platform [-1]
Power Feats: None
Drawbacks: Reduced Load [-1] (Medium Load)
Total Cost: (2pp)

----------Device Powers---------(42pp)
Ring of Cosmic Channeling-
This is his lone item from his home-world. It is a testament to his race’s abilities to harness Cosmic Energy and channel it through a medium. Finding that rings are easier to handle, it was decided that all others of his race would have identical rings to identify themselves to each other. Each of these rings is imbued with an array of powers that are at the users disposal, although they are independent of each other. Only one power can be effectively used each time the ring is used. Guardian's ring is tuned to his own life, and will not work for anyone else, and can not be used against himself.

Device 11 (4/rank)
Effect: General
Range: Personal
Action: Reaction
Duration: Permanent (Innate)
4 point per rank option, Ring is Focus of Cosmic Power and Hard to lose
Extras: None
Flaws: None
Power Feats: Restrictions [2] (His Use Only)
Drawbacks: *Recharge*
Total Cost: (46pp)
*Allows 55pp for Device Powers

Super Strength 1
+5 to Strength score
Type: Trait
Range: Personal
Action: None (Passive)
Duration: Continuous
Extras: None
Flaws: None
Power Feats: None
Drawbacks: None
Total Cost: (2pp)

Cosmic Awareness – Sense the use of powers or effects of Cosmic Energy.
Super Senses 1
Effect: Sensory
Range: Personal
Action: None (Passive)
Duration: Continuous
Extras: None
Flaws: None
Power Feats: None
Drawbacks: None
Total Cost: (1pp)

Regeneration 2
Effect: Alteration
Range: Personal
Action: Reaction
Duration: Permanent
Resurrection x2 (1 Day)
Extras: None
Flaws: None
Power Feats: Regrowth
Drawbacks: None
Total Cost: (3pp)

Cosmic Energy Control
Array 21 (42base,+7AP) 49pp

Cosmic Energy Control (Blast) 11 (3/rank)
Effect: Attack (+11)
Range: Ranged (110')
Action: Standard
Duration: Instant
Extras: Autofire [+1], Partial Penetrating [3+1=4]
Flaws: None
Power Feats: Affects Insubstantial x2
Drawbacks: None
Total Cost: (39/42pp)

Alt Power 1
Deflect Rank 10 (4/rank)
Effect: Defense (Block +10, -2 per additional)
Range: Touch/(1000’max, 100' Increments)
Action: Standard
Duration: Instant
3 Points per Rank Option - All ranged and mental attacks
Extras: Ranged (Increment of 10’x Power Rank) [+1]
Flaws: None
Power Feats: Triggered x2
Drawbacks: None
Total Cost: (42/42pp)

Alt Power 2
Draining Cosmic Strike 11 (2/rank)
Effect: Attack (+11)
Range: Touch
Action: Standard
Duration: Instant
Extras: Partial Penetrating [+4
] / None
Flaws: None /
Limited to Toughness Saves
Power Feats: Incurable, Affect Insubstantial x2, Accuracy / Accuracy, Incurable, Reversible, Slow Fade, Knockback x4
Total Cost: (19pp +19pp=38/42pp)

Alt Power 3
Snare 11 (3/rank)
Effect: Attack (+11)
Range: Ranged
Action: Standard
Duration: Instant
Extras: Transparent [+1]
Flaws: None
Power Feats: Reversible, Tether, Affect Insubstantial x2
Drawbacks: None
Total Cost: (37pp/42pp)

Alt Power 4
Heal 10 (3/rank)
Effect: Alteration
Range: Touch/Ranged
Action: Standard
Duration: Instant
Extras: Action [+1]
Flaws: None
Power Feats: Persistent, Regrowth, Stabilize
Drawbacks: None
Total Cost: (33/42pp)

Alt Power 5
Create Objects 9 (4/rank)
Effect: General
Range: Ranged
Action: Standard
Duration: Continuous
Extras: Movable [+1], Duration (Continuous) [+1]
Flaws: None
Power Feats: Innate, Precise, Stationary, Subtle, Tether, Progression (10’Cube x rank)
Total Cost: (42/42pp)

Alt Power 6
Cosmic Energy Control (Blast) 11 (3/rank)
Effect: Attack (+11)
Range: Ranged (100'max, -1 dmg per 10’)
Action: Standard
Duration: Instant
Extras: Area Burst[+1]
Flaws: None
Power Feats: Affects Insubstantial x2, Knockback x3
Drawbacks: None
Total Cost: (38/42pp)

Alt Power 7
Teleport 6 (6/rank)
Type: Movement
Range: Personal
Action: Move (active)/Full Round
Duration: Instant
Extras: Accurate [+1], Affects Others [+1], Area [+1], Selective [+1]
Flaws: None
Power Feats: Change Velocity, Easy, Turnabout, Progression x3
Drawbacks: None
Total Cost: (42/42pp)

----------Drawbacks------------

Ring of Cosmic Channeling requires a daily recharge from him. This can be anytime the ring is out of energy, usually lasting 23 hours at a time. After 23 hours of no recharging, the ring’s powers are lost. Recharging the ring is a meditative focus, where he has to have the following circumstances; the ring, a cosmic focus (single star, the moon, or the sun), and one hour of meditation. Meditation is a relative term, up to the GM’s discretion. Upon completion, the ring is recharged for another 23 hours of powers.

Type: Power Loss (*Recharge* Daily)
Frequency DC5
Severity DC5 (-3pp)

----------Trade Offs------------

Defense -2, Toughness +2

----------Cost Summary---------
Abilities: 28
Combat: 16
Saves: 25
Skills: 14
Feats: 22
Powers: 63
Drawbacks: -3
Total Cost: 165/165
[/sblock]

Other gear, not from character creation: (Such as equipment from Trust and any other updates:
[sblock=]
1 multitool (1ep), 1 set of masterwork handcuffs (2ep), 1 commlink (1ep), 1 (idealized) iPhone (masterwork computer, cell phone, camera 4ep), 1 flashlight (1ep), 1 SigSaur P226 9mm masterwork heavy pistol w/silencer, laser sight, and ammo (11ep, +4dmg, +2 to attack)
[/sblock]

Gained:
1pp from first Foundry attack (saving it)
 

Attachments

  • Guardian.JPG
    Guardian.JPG
    26 KB · Views: 127
  • Guardian2.JPG
    Guardian2.JPG
    30.3 KB · Views: 107
Last edited:

Name: Apollo Reed
Concept: Flying Light Archer
Source of Powers: Unknown most likely Mutant

Stats (36 Points)
STR 12
DEX 20
CON 18
INT 14
WIS 12
CHA 20


Combat (38 Points)
Attack +5/+11 Energy Bow
Defense +5/+11 Dodge (Defense 13 [No Dodge]/21 [With Dodge])
Toughness +11
Fortitude +10
Reflex +10
Will +8
Initiative +9


Skills (18 Points)
Bluff (8) +13/+17 for those that find him Attractive
Diplomacy (10) +15/+19 for those that find him Attractive
Drive (2) +7
Craft – Artistic (4) +6
Gather Information (8) +13
Knowledge – Popular Culture (4) +6
Language – Greek, Latin
Notice (14) +15
Perform – Rock and Roll (12) +17
Sense Motive (8) +9

Feats (21 Points)
Attractive 1
Connected
Dodge Focus 6
Improved Initiative 1
Leadership
Luck 2
Precise Shot
Move-By-Action
Taunt
Attack Specialization 3 (Energy Bow)
Benefit Wealth
Benefit Fame
Quick Change

Powers (52 Points)
Flight 7 (14 Points)
Environmental Control – Light 11 (AP: Blast 11 [Energy Bow]; Visual Dazzle 11; Strike 10 [Extra- Auditory Dazzle [Touch] 11, PF- Mighty, Feature: Guitar, Attack Specialization Guitar 2, Reversible]) (25 Points)
Protection 7 (7 Points)
Immunity – Aging, Light (3 Points)
Super-Senses – Extended Visual, Ultra-Hearing, Ultra-Vision (3 Points)

Apollo was born into a rough life, his mother was never exactly there for him, his dad supposedly skipped town before he was even born, and he grew up a little different from everyone else. He barely made it through school not because he was an idiot but because he only cared about music, and using his burgeoning powers to do something great… of course being a young man he really had no idea what he could do that would be great.

Apollo never knew much about his father, but being that his mother is or at least seems very ordinary he suspects that his father must have been something special. But he had little if anything to go on to find his father and his mother was usually working or too drunk to really give him any direction, so he just used the skills he had to make it. He got through high school on his looks, he was popular but in that mysterious musician kind of way, he had the voice and he had the skill with the axe… his own personal axe that he could create out of pure light…

It formed the center piece of his acts, he has worked with several bands; between his showmanship and his abilities his band “Apollo’s Dream” has taken off and brought him much success, fame, and wealth. But even with his success he still feels somewhat hollow on the inside, that and he was a little jealous of the adulation people gave costumed heroes. He wanted to be a hero; someone that people would love and cheer for, and although he had some of that on the stage he wants more. Being a super hero and a musician has only served to increase his fan base.

But he normally dresses in dark clothes, which is odd given his nature. As a person, Apollo is friendly, a jokester, and all around party guy. He enjoys looking cool, and knows everyone or at least fakes it. He is a health nut, and spends a lot of time working on his body and his art. He is fairly superficial but hates to be called on it and will deny it vehemently.

Picture of Apollo Reed dressed for a performance.

Complications

Fame: Apollo is famous as both a musician and a superhero, everywhere he goes reporters of some type are sure to follow. He lives in the public eye.

Enemy: Apollo has made it his mission to eliminate drug trafficking, and has thus offended and crossed paths with people that make that their business of choice.
 
Last edited:

[sblock="Game Stats"]
Psylocke.jpg


Psi Ki

Power Level 11. 5
(172 pp)

Abilities: STR: 12 (+1), DEX: 20 (+5), CON: 16 (+3), INT: 12 (+1), WIS: 18 (+4), CHA: 14 (+2)

Skills: Acrobatics 10 (+15)*, Bluff 8 (+10/+14)*, Computers 4 (+5), Concentration 8 (+12)*, Craft [Digital Media] 8 (+9), Diplomacy 4 (+6/+10), Knowledge [Art] 4 (+5), Notice 8 (+12), Sense Motive 10 (+14)*

Feats: Acrobatic Bluff, Attack Focus 2 (Melee), Attractive, Defensive Attack, Dodge Focus 6, Elusive Target, Evasion 2, Grappling Finesse, Improved Initiative, Luck, Move-By Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Concentration, Sense Motive), Takedown Attack, Uncanny Dodge (Mental)

Powers: Flight 5 (250 mph) (10 pp), Force Field 8 (Extra: Impervious) (16 pp)

Telepathic/Telekinetic array: (25 pp Base + 6 Alternate Power power feats= 31 pp)
Base Power: Mental Blast 12 (Flaws: Mental Weapon [-2], Power Feat: Extended Reach) (25 pp) [Psychic Blade]
AP: Blast 12 (Power Feat: Precise) (25 pp)
AP: Mental Blast 6 (24 pp)
AP: Strike 12 (Power Feats: Affects Insubstantial 2, Extended Reach, Improved Critical 2) (17 pp) [Telekinetic Sword]
AP: Super Senses 14 (Detect Minds at range [Accurate, Acute, Extended 2—range increment 1000 ft, Radius], Awareness of Mental Powers [Acute, Extended 2—range increment 1000 ft, Radius]) (14 pp)
AP: Telekinesis 12 (Heavy Load: 50 tons; Power Feat: Precise) (25 pp)
AP: Telepathy 10 (Power Feat: Subtle) + Comprehend 2 (Speak/Understand Languages) (25 pp)

Combat: Attack +8 ranged, +10 Melee, Defense 23 (14 flat-footed), Initiative +9, Grapple +15, Knockback -9

Attacks: Psychic Blade, melee 10 ft reach, +10 to hit, 12 dmg, Will save;
Telekinetic Sword, melee 10 ft reach, +10 to hit, 12 dmg, Toughness save, crit 18-20
Blast, ranged 120-foot range increment, +8 to hit, 12 damage, Toughness save;
Telekinesis, ranged, 120-foot range increment, +8 to hit, Grapple Check +20
Mental Blast, Will save, 6 dmg (no to-hit roll required, must be able to perceive target)
Telepathy Will save DC 20 (no to-hit roll required, must be able to perceive target)

Saves: Toughness +11 (8 Impervious, +3 without Force Field), Fortitude +7, Reflex +10, Will +10

Abilities 32 + Skills 16 + Feats 22 + Powers 57 + Combat 30 + Saves 15 = 172

Trade offs: -1 Attack, +1 save DC; +1 Defense, -1 Toughness
PL 11 plus (Defense, Toughness increased)= 11.5

Alias: Psi Ki
Real Name: Aleen O'Connell
Power Level: 11.5 (172 pp)
Gender: Female
Age: 25
Height: 5’11
Weight: 135
Hair: Black
Eyes: Blue
Education:
Identity: Secret
Hero Points: 2 (1 + 1 Luck feat)[/sblock]

[sblock="Background"]
As a new transfer student from a horrible girls school, she soon discovered her powers as a teenager. Participating in sports was the only enjoyable thing in her life, the only thing that would elievate her frustration, along with her art. Being a loner with few friends, for all 4 years was tough. She decided to go out for the gymnastics team, and came up with adversaries… they said she couldn’t compete. But she knew that if she did she would’ve been the best at it. So she swam, did volleyball and archery. Then one day in college, she found a friend very similar to her, he had some type of ability but she wasn’t sure exactly what. And then started studying computer graphics, animation, though still regretting high school. But now she is determined and driven and knows what she wants.
[/sblock]
 
Last edited:

[FONT=&quot]Skylark[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]Geraldine Skylark is a snarky, acerbic graduate student at MIT. She grew up in York, England and remains a fan of the York City Football Club. She was assisting her professor, Vaclav Ceszek, in a gravitic warp experiment, when a previously unobserved type of singularity was formed. This “white hole” apparently disintegrated professor Ceszek and a lab technician, Toby Mann. It also destroyed half the lab. Geraldine was mysteriously unharmed, and she subsequently discovered that she could manipulate gravity with her thoughts.[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]Geraldine finds it convenient to have a superpower, but is generally more concerned with physics research than with saving the world or fighting crime in Boston. She also is not convinced that Professor Ceszek and Toby are dead, and is slightly obsessed with the ‘white hole’ phenomenon. To obtain funding for her research, she has offered to work on large construction projects, but she is increasingly being asked by the city of Boston to help with stopping superpowered criminals as well as fighting eldritch horrors unearthed by the Big Dig. Although she is camera shy, her identity is generally known, particularly on the MIT campus and in York.[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]Geraldine is a small brunette with glasses and not much fashion sense. When flying about she usually dresses warmly and wears heavy boots and tinted aviator goggles. Her heavy Yorkshire accent and brutal sense of humor cause many to suspect she is a thug. She is a smoker, but gave up on cigarettes—now she uses a pipe. Since gaining her powers she also compulsively drinks milk and eats Tums, due to her theory that spending so much time in low-gravity might degenerate her bones. She is also a whiz at darts.[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]PL 11.5, damage/toughness at +2, attack/defense at -2[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]Str: 12[/FONT]
[FONT=&quot] Dex: 16[/FONT]
[FONT=&quot] Con: 16[/FONT]
[FONT=&quot] Int: 24[/FONT]
[FONT=&quot] Wis: 12[/FONT]
[FONT=&quot] Cha: 10[/FONT]
[FONT=&quot](30 PP)[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot] Reflex +9, Fort +9, Will +9[/FONT]
[FONT=&quot](20 PP)[/FONT]
[FONT=&quot] Attack +4 (+8 ranged, +10 gravity control), Def +7 (+10 Dodge focus), Tough +13 (force field)/+3[/FONT]
[FONT=&quot](22 PP)[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot] Feats: Acc. Attack, All out attack, Power attack, Defensive attack, Precise shot, Attack Focus (ranged) 4, Dodge Focus 3, Jack of all trades, Attack Specialization (Gravity Control array)[/FONT]
[FONT=&quot](14 PP)[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot] Skill Ranks (total): Knowledge: Physical Sciences 14, (+21) Computers 4 (+11), Concentration 11 (+12), Notice 7 (+8), Profession: Researcher 4 (+5)[/FONT]
[FONT=&quot](10 PP)[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot] Powers:[/FONT]
[FONT=&quot] Gravity Control 13 (26 PP) (Limited to PL 11 as an area attack)[/FONT]
[FONT=&quot] - Alternate Power: Gravity Blast 13[/FONT]
[FONT=&quot] - Alternate Power: Telekinesis 13[/FONT]
[FONT=&quot] - Alternate Power: Trip 11 (Extras: Area-Burst, Knockback, Special: Knockback inward rather than outward, Flaw: Action, Power Feat: Knockback 4)[/FONT]
[FONT=&quot]- Alternate Power: Spatial Control 8 (Extra: Portal, Flaw: Distracting)[/FONT]
[FONT=&quot]- Alternate Power: Control Machines 13 (Flaw: Gravitic drives only)*[/FONT]
[FONT=&quot]- Alternate Power: Environment Control 13 (low, high, and zero gravity)[/FONT]
[FONT=&quot]- Alternate Power: Trip 11 (Extras: Area-Burst, Knockback, Flaw: Range-Touch, Power Feat: Knockback 4)[/FONT]
[FONT=&quot]- Alternate Power: Gravity Blast 8 (Extra: Area-Burst, Special: Knockback inward rather than outward)[/FONT]
[FONT=&quot]- Power Feat: Indirect (on array)[/FONT]
[FONT=&quot] - Power Feat: Subtle (on array)[/FONT]
[FONT=&quot] - Power Feat: Improved Range (on array)[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot] Flight 6 (12 PP)[/FONT]
[FONT=&quot] - Alternate Power: Leaping 12[/FONT]
[FONT=&quot] - Alternate Power: Flight 3 (Extra: Affects Others)[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]Force Field 10 (10 PP)[/FONT]
[FONT=&quot] - Extra: Impervious (Flaw: Only impervious to physical damage) (5 PP)[/FONT]
[FONT=&quot]- Extra: Immovable 3 (3 PP)[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot] Immunity: Gravitic (2 PP)[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot] Mass Sense (ranged radius accurate analytical touch sense) (5 PP)[/FONT]
[FONT=&quot](76 PP)[/FONT]
[FONT=&quot] TOTAL: 30 Abilities,, 20 Defenses, 22 Combat, 14 Feats, 10 Skills, 76 Powers = 172 PP[/FONT]
[FONT=&quot] [/FONT]
*This is more or less a power I made up. My thought is that with a power check, Skylark can turn gravitic drive propulsion systems on or off, or make them speed up,, or make them work when they are broken.
 

Christopher Dodgson – Errant
PL 11 – 172 PP


Abilities:

Strength 14
Dexterity 14
Constitution 18/32
Intelligence 10
Wisdom 10
Charisma 14

20 points

Skills:
Acrobatics +10 (8 ranks)
Bluff +18 (16 ranks)
Disable Device +12 (12 ranks)
Disguise +6/+31 (4 ranks)
Gather Information +14 (12 ranks)
Notice +12 (12 ranks)
Search +4 (4 ranks)
Sense Motive +10 (10 ranks)
Sleight of Hand +14 (12 ranks)
Stealth +12 (10 ranks)

25 points

Feats: All-Out Attack, Benefit: Alternate Identity, Contacts, Distract, Improved Initiative, Luck , Power Attack, Uncanny Dodge (mental), Well-Informed

9 points


Saves:
Toughness +11
Fortitude +11
Reflex +9
Will +11

18 points

Attacks and Defenses:
Base Attack +2
Base Defense +3
Attack Focus: Melee +4
Dodge Focus +8

22 points

Powers:

Morph 5 (all humanoid shapes) - Precise
-AP: Concealment 5: All Visual, Hearing – Close –Passive

12 points

Enhanced Constitution 14
Regeneration 18 – Bruise no action, Injured no action, Staggered 1 rnd, Disabled 1 min

32 points

Grue Powers Array:
Telepathy 10 – Subtle + Comprehend 2
-AP: Mental Blast 11 – Distracting, Full Round Action
-AP: Strike 8 – Penetrating 2 - Mighty – Enhanced Feat: Attack Focus 6, Improved Grapple, Improved Pin, Improved Critical 2 – Elongation 2 (Free Action)

27 points

Movement Array:
Speed 1, Leaping 2
-AP: Swim 2, Immunity Drowning
-AP: Super-Movement: Wall Climbing 1, Speed 1
-AP: Flight 2 – Limited (Wings)

6 points

Super Senses: Low Light Vision

1 point

Devices and Equipment:
1 multitool , 1 set of masterwork handcuffs (2ep), 1 commlink (1ep), 1 iPhone (masterwork computer, cell phone, camera 4ep), 1 flashlight (1ep), 1 SigSaur P226 9mm masterwork heavy pistol w/silencer, laser sight, and ammo (11ep, +4dmg, +2 to attack), 1 set of lockpicks

0 points, from the Trust

Complications

Addiction – Medical drugs

Enemy – The Foundry

172 points

Vital Stats
Name: Christopher Marion Dodgson
Alias: Errant
Age: 35
Birthplace: Washington D.C.
Gender: Male*
Height: 5'10"*
Weight: 180 lbs.*
Hair: Black*
Eyes: Brown*
IQ: 103
Myers-Briggs Type: ESTP
*Variable due to shapeshifting

Early Life
Mr. Christopher Dodgson was born the only child of Richard and Mary Dodgson of Washington D.C. Christopher's mother left Washington D.C. three years after her birth for unknown reasons; her current whereabouts are unknown. Richard Dodgson, a pharmaceutical lobbyist in Washington, raised his son as a single father. Descriptions of his childhood and father by Christopher indicate that his father was a largely disinterested and absentee parent who often left Christopher to fend for himself while he concentrated on his work. Christopher was accepted to Georgetown University and majored in a Communications. He spent two semesters on academic probation, but graduated from Georgetown with a 2.8 GPA.

Career with the CIA
After his graduation, Christopher Dodgson was recruited by the Central Intelligence Agency; he underwent and passed field agent training at the Farm, receiving favorable recommendations from many of his instructors. He was highly rated for long-term undercover infiltration. One instructor remarked that he excelled in manipulating others even outside the training, and inspired trust unconsciously.

His first assignment sent him to Eastern Europe, where he gathered intelligence on arms dealers, freelance mercenaries, ambitious warlords, and underground war criminals. After 9/11, Christopher was quickly reassigned to Afghanistan: he made deals with regional military leaders, developed contacts within the populace, and spied on the workings of Al-Qaeda. His work in Afghanistan earned him an Intelligence star, and after returning to Langely for his promotion, he was again reassigned. With the War on Terror, officials at the DOD and CIA feared the use of next-generation technologies by traditional terrorist organizations. Christopher Dodgson infiltrated the arms-dealing organization known at the Foundry and was hired as an sales intermediary by the organization.

There he sent back large amounts of data about the Foundry's clients, locations, and technologies, preparing the CIA to destroy or subvert it. As part of his cover, he began dating the Foundry weapons and robotics genius Dr. Elira Kona. Shortly before a commando raid was organized to destroy much of the Foundry's operations within Europe, Christopher attempted to convince his girlfriend to leave the Foundry, suggesting that her life didn't have to be wasted in the employ of mercenary destruction. In his mission report, Dodgson reports that he did not ever actually break cover, but Dr. Kona was warned nonetheless, and carried this warning to her superiors. All Foundry operations were moved, and its clients warned of the impending danger. After this, the Foundry wasted no expense in discovering Christopher Dodgson's true identity, and placed a three million bounty for his capture. In addition, Dr. Kona, disgraced by Dodgson's seeming betrayal, began hunting him herself with her own suit of battle armor sporting the latest in Foundry antimatter technology.

Returning to the United States for a formal inquiry and possible psychiatric evaluation, Christopher Dodgson was demoted, and his talents largely wasted in mundane intelligence gathering. In Chile, Dodgson contracted an unknown illness and was flown home to the States once more due to his medical emergency. What was initially feared as an unknown toxin as later diagonosed at John Hopkins as a rare genetic disorder, a kind of muscular and nerve degeneration. He went on medical leave from the CIA, as modern medicine had only given him a year to live.

At the Trust

We had identified Dodgson's talents during his days in Afghanistan, and his medical leave offered the Trust a rare opportunity to recruit this field agent. Our scientists theorized that a modified Cold War-era Grue DNA treatment could possibly reverse the damages caused by his genetic disorder, as well as imbuing him with Grue telepathy and shapeshifting abilities. Assessments at the CIA had indicated was highly unlikely to ever make a similar mistake to the one that cost him the Foundry, and he was highly motivated to redeem his previous failures. Mr. Black approached Christopher Dodgson and offered him the chance to work for the Trust and extend his life; Dodgson readily agreed. He joined the Trust as a spy, took up the codename Errant, and underwent the Grue gene therapy.

The treatments were mostly successful, giving him traditional Grue abilities as well as very potent regenerative abilities. Further human/Grue mutations might lead to additional abilities, and we are excited by the scientific possibilities that Errant offers. However, one side effect requires the injection of a concoction of stabilizing drugs to prevent rejection and muscular/nervous degeneration. Errant carries a month's supply on his person at all times, and further drug kits when on long assignments. However, this is still a potential weakness.

Errant's three years with the Trust have proven that Mr. Black's recommendation to recruit Dodgson to be well-founded. He retains his interpersonal skills as well as those of a highly skilled CIA field agent, and still has many friends and acquaintances throughout the worldwide intelligence community. Given the severity of the Barrington situation and the personnel crises of our latest metahuman team, Errant is reassigned from his traditional assignments of espionage and sabotage to work directly with the unnamed team.


-From the Trust Personnel Files
 

Remove ads

Top